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Thread: AtG: Chapter Three: The Hall of the Fire Giant King (ICC Game thread)

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    AtG: Chapter Three: The Hall of the Fire Giant King (ICC Game thread)

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    The campaign will resume with the party scrambling to evade the many searches for them by the giants and their various allies, including a mysterious and powerful elf-like race.
    Last edited by nijineko; 03-15-2009 at 11:17 PM.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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    The situation according to the DM

    Right now the party is waiting in a rope trick. They recently encountered a pair of the mysterious dark elves, who appear to have very similar appearance and abilities to Tala, save for skin color. They managed to charm one of them, and are speaking to him with Comprehend Languages, but another jumped down a hole (levitating) and escaped; current whereabouts unknown. The one to whom the party is talking has briefly said that his name is Golar, and that he and his partner were pairing up to find the party who had been raiding into the fire giant fortress and slaying giants. Sabriel, the party's cleric, has been out obtaining equipment for the characters: specifically, a treatment designed to render them scentless.

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    As noted in the campaign log, posted in the history section, unless something untoward happens, we have prepared our best against discovery and are now planning on resting, regaining abilities, and waiting it out for Sabriel, who was hopefully able to find the one of the various types of scentbreaker.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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    DM rolling to see if party is detected

    I'm rolling a Will save to see how well your Hallucinatory Terrain holds up. If this roll is high, you might be found. No comment as to the bonus of the viewer; this is just the raw roll.

    * Raw Will save *

    --- Merged from Double Post ---
    Someone in the party has a chance to spot something. Sabriel is not present, and after the smoke-out debacle, Tala is not allowed on watch alone. Random roll:
    * 1=Nadem, 2=Pik, 3=Ahanna, 4=Arielle, 5=Gramblin *

    --- Merged from Double Post ---
    I had not meant for the previous posts to be automerged; the Will save was thus rerolled (although 18 and 20 are both bad for the party!). Random roll selects Pik. Pik, please make a spot check!
    Last edited by Midnight; 03-25-2009 at 03:33 PM. Reason: Automerged Double Post

    Dice Result History - [Hide]
    03-25-2009 02:25 PM
    Raw Will save: 1d20 (18)
    03-25-2009 03:31 PM
    Raw Will save: 1d20 (20)
    1=Nadem, 2=Pik, 3=Ahanna, 4=Arielle, 5=Gramblin: 1d5 (2)
    03-25-2009 03:33 PM
    Raw Will save: 1d20 (7)
    1=Nadem, 2=Pik, 3=Ahanna, 4=Arielle, 5=Gramblin: 1d5 (4)

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    {{{automerge is a recent feature addition to the boards. sigh, i'm tired of getting spotted... and not spotting them. now i'm worried.}}}

    * pik's spot check *
    Last edited by nijineko; 03-25-2009 at 04:56 PM.

    Dice Result History - [Hide]
    03-25-2009 04:48 PM
    pik's spot check: 1d20 (5) + 6 (6) = 11
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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    Bad things are happening

    After about 6 hours in the rope trick (casters have NOT recovered their spells), you realize that there is trouble. 4 burly fire giants pass within your field of vision; they are armed and look ready for a fight. Bear in mind that you are in a smallish chamber, about 20'x30', with 3 passageways to the north (map to come). They look around, then seem to react to something out of your field of vision; their attention focusses somewhere to the north. They then yell something in response and ready their weapons, looking up. They don't seem to see your rope trick, but they are looking in the general area.

    Awake are Pik, Tala (although he has not recovered his spells) and Arielle, who has just woken. Ahanna and Gramblin are asleep, although they could be wakened quickly. Arielle says, "This is not good!"

    What do you do?

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    {{{did not realize that initiative needed to be rolled yet. *^^*}}}

    Tala mutters out loud, but speaking mostly to himself, "This is enough! Something is not right, they keep finding us no matter where we go... Time to end this, I'll drop the ceiling on them!"
    Last edited by nijineko; 04-19-2009 at 01:15 AM.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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    A few corrections, with DM's apology

    Unfortunately, I realized that my asking of your actions was premature. You'll have to roll initiative, because things are happening fast! If you can beat certain bad guys' (and girls') initiative rolls, then things will go as planned; if not, things will change.

    I'm rolling some initiatives for certain sets of bad guys without telling you what they are.

    * Group 1 *

    * Group 2 *

    * Group 3 *

    * Group 4 *

    * Group 5 *

    Dice Result History - [Hide]
    03-26-2009 09:05 AM
    Group 1: 1d20 (19) + 10 (10) = 29
    Group 2: 1d20 (7) + 10 (10) = 17
    Group 3: 1d20 (9) + 12 (12) = 21
    Group 4: 1d20 (9) + 10 (10) = 19
    Group 5: 1d20 (1) + 0 (0) = 1

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    {sigh. ^^ i kinda assumed that since they were noticed, we were acting upon that right away. but if it has reached the point of initiative, well then, i suspect that things will not go so well for me.... it was a lovely last-resort plan! ^^}

    * Tala's initiative roll *

    * Pik's initiative roll *

    * Nadem's initiative roll *

    Dice Result History - [Hide]
    03-26-2009 12:42 PM
    Tala's initiative roll: 1d20 (7) + 2 (2) = 9
    Pik's initiative roll: 1d20 (1) + 5 (5) = 6
    Nadem's initiative roll: 1d20 (17) + 1 (1) = 18
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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    Sorry, plus an explanation

    Certain bad guys were reacting at the same time as you did. The initiative is to see which of you reacted first.

    Note: Because of merging posts, the numbers I'm about to roll will probably be rerolled; please ignore any results after the first.

    * Ahanna *

    * Arielle *

    * Gramblin *

    --- Merged from Double Post ---
    The initiative order:
    Bad guys, group 1 (BG1) at 29
    BG3 at 21
    Ahanna at 20
    BG4 at 19
    Nadem at 18
    BG2 at 17
    Arielle at 15
    Gramblin at 10
    Tala at 9
    Pik at 6
    BG5 at 1

    At 29, 3 Dispel Magics hit the area. I am rolling them all for convenience; however, depending on the results of earlier rolls, the later casters may change their actions. 13 or better to dispel each spell: Hal. Terrain and Rope Trick
    * 1st check vs. RT *

    * 1st check vs. HT *

    * 2nd check vs. RT *

    * 2nd check vs. HT *

    * 3rd check vs. RT *

    * 3rd check vs. HT *

    --- Merged from Double Post ---
    I didn't mean 13 or better; I meant 22 or better (Tala's CL of 11 plus 11 base). Don't know where the 13 came from. In any case: The first 3 DM's go off and dispel your Hallucinatory Terrain but fail to dispel Rope Trick. Group 1 then holds. At 21, Group 3 goes with a Greater Dispel Magic: still needs a 22 or better with a +11.
    * Greater DM *

    --- Merged from Double Post ---
    At 21, a Greater Dispel Magic ruins your Rope Trick! The party tumbles down onto a ledge, 11' above the ground. The ledge is only about 3' wide. Everyone except Ahanna may make a DC 14 Reflex save to stay on the ledge instead of tumbling to the ground; on failure, you fall off the ledge and must make a DC 15 Tumble check or take
    * 1d6 damage *
    and be knocked prone. Ahanna gets no save against the damage but can still make the Tumble check.

    Ahanna:
    * Tumble *

    Arielle:
    * Reflex *

    Gramblin:
    * Reflex *

    Arielle and Gramblin both automatically succeed on their Tumble checks; the only question is if they stay on the ledge.

    Finally, Ahanna falls on 2 very surprised fire giants whether she succeeds or not (2 of them are out of range); each of them must make an opposed Str check against Ahanna or take 1d6 damage and be knocked prone.
    * Ahanna's check *

    * Giant 1's check *

    * Giant 1's damage if applicable *

    * Giant 2's check *

    * Giant 2's damage if applicable *

    --- Merged from Double Post ---
    Again, please ignore rerolls due to double-posting:
    Ahanna lands on her feet, taking no damage and rolling natural 20s on both her Dex check (NOTE: You may make a Dex check instead of a Tumble check) and her Strength check! Two fire giants are knocked over like ninepins, taking 4 and 1 points of damage. Nadem, Pik and Tala are in danger of taking 1 point of damage and being prone.

    One more note: You are correct, there are only 2 passages out of here. The original map had 3, but I modified it. Map coming soon.
    Last edited by Midnight; 03-26-2009 at 01:49 PM. Reason: Automerged Double Post

    Dice Result History - [Hide]
    03-26-2009 12:54 PM
    Ahanna: 1d20 (18) + 2 (2) = 20
    Arielle: 1d20 (10) + 5 (5) = 15
    Gramblin: 1d20 (5) + 5 (5) = 10
    03-26-2009 01:04 PM
    Ahanna: 1d20 (1) + 2 (2) = 3
    Arielle: 1d20 (2) + 5 (5) = 7
    Gramblin: 1d20 (16) + 5 (5) = 21
    1st check vs. RT: 1d20 (3) + 9 (9) = 12
    1st check vs. HT: 1d20 (6) + 9 (9) = 15
    2nd check vs. RT: 1d20 (15) + 6 (6) = 21
    2nd check vs. HT: 1d20 (20) + 6 (6) = 26
    3rd check vs. RT: 1d20 (8) + 6 (6) = 14
    3rd check vs. HT: 1d20 (20) + 6 (6) = 26
    03-26-2009 01:14 PM
    Ahanna: 1d20 (4) + 2 (2) = 6
    Arielle: 1d20 (14) + 5 (5) = 19
    Gramblin: 1d20 (4) + 5 (5) = 9
    1st check vs. RT: 1d20 (17) + 9 (9) = 26
    1st check vs. HT: 1d20 (3) + 9 (9) = 12
    2nd check vs. RT: 1d20 (17) + 6 (6) = 23
    2nd check vs. HT: 1d20 (5) + 6 (6) = 11
    3rd check vs. RT: 1d20 (2) + 6 (6) = 8
    3rd check vs. HT: 1d20 (20) + 6 (6) = 26
    Greater DM: 1d20 (18) + 11 (11) = 29
    03-26-2009 01:26 PM
    Ahanna: 1d20 (5) + 2 (2) = 7
    Arielle: 1d20 (7) + 5 (5) = 12
    Gramblin: 1d20 (16) + 5 (5) = 21
    1st check vs. RT: 1d20 (11) + 9 (9) = 20
    1st check vs. HT: 1d20 (3) + 9 (9) = 12
    2nd check vs. RT: 1d20 (17) + 6 (6) = 23
    2nd check vs. HT: 1d20 (15) + 6 (6) = 21
    3rd check vs. RT: 1d20 (15) + 6 (6) = 21
    3rd check vs. HT: 1d20 (1) + 6 (6) = 7
    Greater DM: 1d20 (5) + 11 (11) = 16
    1d6 damage: 1d6 (1)
    Tumble: 1d20 (20) + 2 (2) = 22
    Reflex: 1d20 (11) + 15 (15) = 26
    Reflex: 1d20 (9) + 16 (16) = 25
    Ahanna's check: 1d20 (20) + 22 (22) = 42
    Giant 1's check: 1d20 (3) + 14 (14) = 17
    Giant 1's damage if applicable: 1d6 (4)
    Giant 2's check: 1d20 (3) + 14 (14) = 17
    Giant 2's damage if applicable: 1d6 (1)
    03-26-2009 01:49 PM
    Ahanna: 1d20 (4) + 2 (2) = 6
    Arielle: 1d20 (19) + 5 (5) = 24
    Gramblin: 1d20 (11) + 5 (5) = 16
    1st check vs. RT: 1d20 (20) + 9 (9) = 29
    1st check vs. HT: 1d20 (10) + 9 (9) = 19
    2nd check vs. RT: 1d20 (19) + 6 (6) = 25
    2nd check vs. HT: 1d20 (19) + 6 (6) = 25
    3rd check vs. RT: 1d20 (1) + 6 (6) = 7
    3rd check vs. HT: 1d20 (7) + 6 (6) = 13
    Greater DM: 1d20 (4) + 11 (11) = 15
    1d6 damage: 1d6 (4)
    Tumble: 1d20 (13) + 2 (2) = 15
    Reflex: 1d20 (9) + 15 (15) = 24
    Reflex: 1d20 (15) + 16 (16) = 31
    Ahanna's check: 1d20 (9) + 22 (22) = 31
    Giant 1's check: 1d20 (12) + 14 (14) = 26
    Giant 1's damage if applicable: 1d6 (2)
    Giant 2's check: 1d20 (16) + 14 (14) = 30
    Giant 2's damage if applicable: 1d6 (2)

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    {reminder: caster level is 12. minor point of confusion: if a 22 or better is needed, isn't a 21 a fail on that greater dispell? i note that versus the rope trick, the first rolls (ignoring the rerolls as instructed) are 12, 21, and 14}
    Last edited by nijineko; 03-26-2009 at 04:09 PM.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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    RE Tala's caster level

    You're right, my mistake; it didn't make a difference this time, though.

    Please roll your Reflex saves/Tumble checks.

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    {minor point of confusion: if a 22 or better is needed, isn't a 21 a fail on that greater dispell? i note that versus the rope trick, the first rolls (ignoring the rerolls as instructed) are 12, 21, and 14... all of which are lower than the 12+11, or 23 needed to succeed. also, instead of posting again, you can edit your post which will prevent the reroll and the automerge things.

    so... wouldn't the rope trick still be intact?}
    Last edited by nijineko; 03-26-2009 at 04:13 PM.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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    R.e. the rope trick

    The 21 did fail (I incorrectly had the DC as 22 instead of 23, but that's a failure in any case). That Dispel Magic didn't dispel the rope trick. If you look at the first Greater Dispel Magic, however, THAT one dispelled the Rope Trick. I didn't explicitly mention that it was directed at the RT, because at that point Hall. Terrain had already been dispelled and the RT was the only spell it could have been aimed at:
    Greater DM: 1d20 (18) + 11 (11) = 29

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    {ahah! i did not look down far enough, thus did not see the greater result. *^^* thank you for the clarification. oh, and sent the stats your way.}

    * Tala's reflex check *

    * Pik's reflex check *

    * Nadem's reflex check *

    Dice Result History - [Hide]
    03-26-2009 07:04 PM
    Tala's reflex check: 1d20 (3) + 10 (10) = 13
    Pik's reflex check: 1d20 (2) + 12 (12) = 14
    Nadem's reflex check: 1d20 (10) + 12 (12) = 22
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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