GG (Farkas): AC14 PD14 MD12 - 28/28 HP
Kilroy (Talfryn): AC17 PD15 MD12 - ?/? HP
Oats (Proof): AC14 PD13 MD12 - 32/32 HP
Jdark (Clank): AC18 PD15 MD15 - ?/? HP
Auralynx (Yancey): AC18 PD15 MD14 -?/? HP
Bss (Barthas): AC17 PD13 MD13 - ?/? HP
Brute 1: AC 17 PD 14 MD 12 - 40/40
Brute 2: AC 17 PD 14 MD 12 - 40/40
Brute 3: AC 17 PD 14 MD 12 - 40/40
Infected group: AC 16 PD 13 MD 11 - 50/50
The party readies themselves for what is to come and they are struck with a few realizations. Some of these figures, three in particular, are much larger and seem to be tougher than the surrounding rabble. They are bulkier and deep and glowing blue veins throb under their skin. The eyes show no thought or spirit. Only a sickly light emanates from them. The smaller individuals are not to be underestimated either. There are strange grinding noises as they walk, and you can see that their bones are shifting and rearranging. They give off a uniform glow throughout their body as if hollow inside and filled with a blue flame.
You smell feverish sweat pouring from the former guards and prisoners. The smell of madness, sickness, and death. First to try and defuse the situation is @Grunt's Ghosts Farkas.
Map incoming. Please let me know what your current HP/recovery totals are, as well as your updated defenses. Thanks!
Have we noticed the injured guard? Also Proof would yell for the other guard to stay the hell back if he looked like he was going to join the fight.
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Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
Yeah, you saw the figures lumbering towards them when you guys entered this area. The tokens don't show it, but the intact guard had sort of dragged his wounded friend to where they are now. The 'arms under your armpits, drag you back with me' sort of thing. They're both sort of slumped on the ground. The guard seems a bit pinned down by his injured friend.
"God, I hope this isn't what they ate. I don't think ladies like blue crystals and glowing eyes. Or maybe they do." The halfling draws his blade and rushes forward towards the first group of infected. Farkas's blade however don't strike true. Instead the blade slides through the flames. If it did damage is unknown, as the creature shows no sign of discomfort.
Geth roll 1d20+6 to hit AC
Geth roll 2d8+4 for Damage
to hit AC:
1d20+614 [1d20=8]
Damage:
2d8+412 [2d8=1, 7]
Grunt's Ghosts on
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Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited March 2014
After the narrow miss with his weapon, the infected ones shuffle towards their prey. They prioritize the one who struck them first and the metal man, thinking he will be harder to kill.
Many are able to land hits. They use simple weapons. Mining hammers, pickaxes, batons. One uses fingers which have turned into shimmering blue claws. He strikes a deep gash into Farkas' side.
Two hits on Farkas, one is a crit. 15 damage total.
Two hits on Clank. 10 Damage total.
If we haven't gotten a full rest, Barthas is at 25/28 HP, 7/8 recoveries.
Updated Barthas:
Barthas Everlight ("Bart")
Demontouched cleric 2
Str 14
Con 11
Dex 10
Int 11
Wis 18
Cha 8
AC 17
PD 13
MD 13
HP 28
Recoveries 8
Recovery Dice: 2d8
Basic melee attack: +4, 2d6+2 on hit, 2 on miss
Basic ranged attack: +2, 2d6 on hit, - on miss
One Unique Thing: Cursed offspring of the Diabolist. He only partially suspects this, but it is the truth, his bloodline traces directly back, somehow, to the Diabolist. An oracle once told him that the fate of the mother is bound to the son. Whether this means he can redeem her, or is tied to her, he cannot ascertain.
Icon Relationships
Diabolist - Conflicted 2: Barthas's actual beliefs and actions in life run entirely contrary to the demon-worshipping ways of the Diabolist's cults, but they still mean something to each other --- they are blood relatives, after all.
Priestess - Positive 1: When Barthas found his faith, he pledged his life to the Gods of Light as represented by the Priestess. Justice's Embrace have particularly good standing among adventurer and martial types.
Backgrounds
Never welcome 2: Barthas is used to blending in with a crowd, slipping an angry mob, talking down angry bigots, and generally keeping out of the limelight.
Acolyte of Justice's Embrace 3: Barthas believes, ultimately, in a uniting brotherhood borne from the battlefield, and is familiar with the related faiths.
Escaped street rat 2: From his years leaving on the streets, Barthas has some idea how to handle rough sorts and make it out with his life and maybe even a bit of information
Just a touch of demon blood 1: Barthas doesn't try to think about it often, but he does some research into his nature when possible. It might just save his life.
Racial power: Curse of Chaos
Class features: Heal, Ritual Magic
Domains (Talents): Healing, Community, Justice
Standard Spells: Bless, Cure Wounds, Javelin of Faith, Shield of Faith, Spirits of the Righteous
Gear: plate mail, large heavy shield, mace, light crossbow, crossbow bolts, a small silver shield hung around his neck acting as his holy symbol, 25 gp, a length of rope (25 ft), two torches, trail rations, a prayer book, a small drawstring bag with the symbol of the priestess embroidered on it containing a blessed gem of the priestess.
Blessed Gem of the Priestess
A brilliantly cut gem the size of your palm.
+1 to divine spell attack and damage rolls
Usable once per battle (Recharge 6+ after battle): When you cast a daily divine spell on an ally, that ally also heals 10 HP. Quirk: Insists on courtesy even in situations where none should be required
3DS: 2466-2307-8384 PSN: bssteph Steam:bsstephanTwitch:bsstephan Tabletop:13th Age (mm-mmm), D&D 4e Occasional words about games:my site
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Yancey is at 27/36, and I don't think I rolled for recharge on Resounding Thunder, so doing that now. Took Stormblade and the feat for Weapon of FireLightning.
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited March 2014
@Kilroy you are free to move about. The shape of the doorway prevents them from reaching you. However, you may draw attacks if you run by the others on the other side of Clank
Talfryn steps up next to Clank and brings his blade down upon one of the infected. No words are said. The creatures would not understand them any way.
Geth roll 1d20+6 vs AC
Geth roll 2d8+6 for Damage
Proof hustles over to Farkas' side and begins to focus on a spell. He hears a voice in his head, unsure of its source. "Burn them. They are impure." I figure this is a good way to start a plot-hook for that 5 I rolled on the Three; hearing voices urging wanton destruction.
He pushes it aside. Taking a swig, Proof pictures the desired outcome. A thin stream, dancing from target to target to target. Once it had encircled the room, it would explode with electric current, hopefully dissuading the mob from further hostility.
Geth roll 1d20 for Conducting Stream #1
18 hits PD, and a natural even hit means it chains!
Geth roll 3d6+2 for Damage!
Geth roll 1d20+4 for Conducting Stream #2
That'll be the two mooks engaged with Farkas. Full damage (13) to the first one and half (PLUS TWO FROM A FEAT I JUST TOOK WHOO) (6+2=8!) to the second.
Damage!:
3d6+213 [3d6=6, 1, 4]
Conducting Stream #2:
1d20+411 [1d20=7]
Oats on
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Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
Brutes are up after Kilroy. Would that affect your targeting any, Oats?
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited March 2014
The brutes thrum with energy as they lumber forwards. Unnaturally large fists are hefted overhead and brought downwards. Farkas catches a blow to the shoulder which sends him reeling. Did a bone just break?
The other two brutes miss, but the impact of the blow on the ground sends shards of stone and crystal flying which injure Talfryn and Clank.
Proof's lightning has the intended effect and two of the infected fall to the ground inert. Their glow fades, but the other infected seem to be benefiting from this?
A shimmering cloud emanates from their mouths. The haze surrounds them and they are growing more difficult to see.
As he finishes his magic, Proof stands there and has a moment of pride in his skill. The voice comes back this time, more insistent. It is impossibly smooth and unnaturally tempting. "WeKnOWYoucaNHEarus,dWaRFLiNg.WeOFfErYouUNtOIDPowErRrRrR...UnToLDWeALtH.sIMplysTriKeDowNYouRalLieSaNDWeWillSeEYoUCareDFORBeyoNdyoURwiLDEsTdrEams.sSssSsSUBMiT."
1 Hit, 2 Misses. -10 HP to Farkas, -5 HP to Talfryn + Clank
"Clank does not dream." Unfurling The Dragon's Hoard, Clank brings the mighty weapon down into the infected group.
Quick Action - Warding Sigil on (self) / +2 AC until the spell is released or End of Battle. Release: The normal benefits of this spell ends, and the target takes half damage from the attack.
Attack: Eldritch Knight Basic Melee Attack (Str (5) + Level (2) + Magic Weapon (1) vs. AC (16))
Minion, roll 1d20+8 for Melee Attack v AC
Bleeding and broken, Farkas takes advantage of Clank's attack to make one of his own. The dagger hits something solid inside the flames and this time the creatures do react. The infected seemed to share a link of some sort as another one made a screeching yell.
Geth roll 1d20+6 to hit AC
Geth roll 2d8+4 for damage
to hit AC:
1d20+624 [1d20=18]
damage:
2d8+418 [2d8=7, 7]
Grunt's Ghosts on
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
I took 9 damage in the tower explosion iirc and my max is now 36, since I see that didn't make it into the stat-block above.
Posts
Geth roll 1d20+2 for Steeled for combat
And up to Level 2
Sheet update will be done by my turn. Spoiler alert: about to be able to throw lightning.
Steam | Twitter
Geth roll 1d20+8 for initiative
Steam | Twitter
Tabletop:13th Age (mm-mmm), D&D 4e
Occasional words about games: my site
Stats!
The party readies themselves for what is to come and they are struck with a few realizations. Some of these figures, three in particular, are much larger and seem to be tougher than the surrounding rabble. They are bulkier and deep and glowing blue veins throb under their skin. The eyes show no thought or spirit. Only a sickly light emanates from them. The smaller individuals are not to be underestimated either. There are strange grinding noises as they walk, and you can see that their bones are shifting and rearranging. They give off a uniform glow throughout their body as if hollow inside and filled with a blue flame.
You smell feverish sweat pouring from the former guards and prisoners. The smell of madness, sickness, and death. First to try and defuse the situation is @Grunt's Ghosts Farkas.
Map incoming. Please let me know what your current HP/recovery totals are, as well as your updated defenses. Thanks!
"God, I hope this isn't what they ate. I don't think ladies like blue crystals and glowing eyes. Or maybe they do." The halfling draws his blade and rushes forward towards the first group of infected. Farkas's blade however don't strike true. Instead the blade slides through the flames. If it did damage is unknown, as the creature shows no sign of discomfort.
Geth roll 2d8+4 for Damage
Many are able to land hits. They use simple weapons. Mining hammers, pickaxes, batons. One uses fingers which have turned into shimmering blue claws. He strikes a deep gash into Farkas' side.
Two hits on Farkas, one is a crit. 15 damage total.
Two hits on Clank. 10 Damage total.
Initiative
Stats!
Geth, roll 2#1d20+6 for Farkas AC (5 on hit)
Geth, roll 3#1d20+6 for Clank AC (5 on hit)
@Kilroy , you're up!
In my meatspace game last Sunday, as GM I rolled six crits across two encounters.
EDIT: I'm currently assuming yes, but we haven't had a Full Rest right? Daily spells are still burned, etc?
DoublEdit: Of course they are, otherwise TRV wouldn't want to know HP/surges.
I'll have a full post up when I get home tonight
Steam | Twitter
Updated Barthas:
Demontouched cleric 2
Str 14
Con 11
Dex 10
Int 11
Wis 18
Cha 8
AC 17
PD 13
MD 13
HP 28
Recoveries 8
Recovery Dice: 2d8
Basic melee attack: +4, 2d6+2 on hit, 2 on miss
Basic ranged attack: +2, 2d6 on hit, - on miss
One Unique Thing: Cursed offspring of the Diabolist. He only partially suspects this, but it is the truth, his bloodline traces directly back, somehow, to the Diabolist. An oracle once told him that the fate of the mother is bound to the son. Whether this means he can redeem her, or is tied to her, he cannot ascertain.
Icon Relationships
Diabolist - Conflicted 2: Barthas's actual beliefs and actions in life run entirely contrary to the demon-worshipping ways of the Diabolist's cults, but they still mean something to each other --- they are blood relatives, after all.
Priestess - Positive 1: When Barthas found his faith, he pledged his life to the Gods of Light as represented by the Priestess. Justice's Embrace have particularly good standing among adventurer and martial types.
Backgrounds
Never welcome 2: Barthas is used to blending in with a crowd, slipping an angry mob, talking down angry bigots, and generally keeping out of the limelight.
Acolyte of Justice's Embrace 3: Barthas believes, ultimately, in a uniting brotherhood borne from the battlefield, and is familiar with the related faiths.
Escaped street rat 2: From his years leaving on the streets, Barthas has some idea how to handle rough sorts and make it out with his life and maybe even a bit of information
Just a touch of demon blood 1: Barthas doesn't try to think about it often, but he does some research into his nature when possible. It might just save his life.
Racial power: Curse of Chaos
Class features: Heal, Ritual Magic
Domains (Talents): Healing, Community, Justice
Standard Spells: Bless, Cure Wounds, Javelin of Faith, Shield of Faith, Spirits of the Righteous
Feats: Healing Domain Adventurer feat, Heal Adventurer feat
Gear: plate mail, large heavy shield, mace, light crossbow, crossbow bolts, a small silver shield hung around his neck acting as his holy symbol, 25 gp, a length of rope (25 ft), two torches, trail rations, a prayer book, a small drawstring bag with the symbol of the priestess embroidered on it containing a blessed gem of the priestess.
Blessed Gem of the Priestess
A brilliantly cut gem the size of your palm.
+1 to divine spell attack and damage rolls
Usable once per battle (Recharge 6+ after battle): When you cast a daily divine spell on an ally, that ally also heals 10 HP.
Quirk: Insists on courtesy even in situations where none should be required
Tabletop:13th Age (mm-mmm), D&D 4e
Occasional words about games: my site
Geth roll 1d20 for Recharge
Steam | Twitter
Geth roll 1d20+6 vs AC
Geth roll 2d8+6 for Damage
2 damage to Infected 3 on miss
Steam | Twitter
He pushes it aside. Taking a swig, Proof pictures the desired outcome. A thin stream, dancing from target to target to target. Once it had encircled the room, it would explode with electric current, hopefully dissuading the mob from further hostility.
Geth roll 1d20 for Conducting Stream #1
18 hits PD, and a natural even hit means it chains!
Geth roll 3d6+2 for Damage!
Geth roll 1d20+4 for Conducting Stream #2
That'll be the two mooks engaged with Farkas. Full damage (13) to the first one and half (PLUS TWO FROM A FEAT I JUST TOOK WHOO) (6+2=8!) to the second.
The other two brutes miss, but the impact of the blow on the ground sends shards of stone and crystal flying which injure Talfryn and Clank.
Proof's lightning has the intended effect and two of the infected fall to the ground inert. Their glow fades, but the other infected seem to be benefiting from this?
A shimmering cloud emanates from their mouths. The haze surrounds them and they are growing more difficult to see.
As he finishes his magic, Proof stands there and has a moment of pride in his skill. The voice comes back this time, more insistent. It is impossibly smooth and unnaturally tempting. "We KnOW You caN HEar us, dWaRFLiNg. We OFfEr You UNtOID PowErRrRrR... UnToLD WeALtH. sIMply sTriKe DowN YouR alLieS aND We Will SeE YoU CareD FOR BeyoNd yoUR wiLDEsT drEams. sSssSsSUBMiT."
1 Hit, 2 Misses. -10 HP to Farkas, -5 HP to Talfryn + Clank
Initiative
Stats!
Geth, roll 3#1d20+5 for AD vs Farkas, Talfryn, Clank
Geth, roll 1d6 for bonus
Geth, roll 1d6 for bonus
Tabletop:13th Age (mm-mmm), D&D 4e
Occasional words about games: my site
Attack: Eldritch Knight Basic Melee Attack (Str (5) + Level (2) + Magic Weapon (1) vs. AC (16))
Minion, roll 1d20+8 for Melee Attack v AC
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Geth roll 2d8+4 for damage