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  • Right, so no need of druids spells?


    Nah, I've already got a good saving throw bonus against fire, and I doubt that the flames are going to cause more than 15 damage per round. If I'm wrong and start taking heavy damage then I'll come on back.
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    • Loin:

      As you enter, a pillar of flame goes right through you, dealing 12d6=36 fire damage. Your sword has to save vs. magical fire or be destroyed (it saves). I figure your flame resistance will cut off around a third of that, so 24 damage. (ouch)

      Going back, you take a better look from the outside of the room. There's no lever or anything on the other side to turn the flames off.

      Imran:

      As you enter the pillar room, the floor flashes. Sections of wall come up between the pillars, forming a maze. The floor stops flashing.

      Are you going to try and navigate the maze?

      Rand:

      There's an official item in BG that does that? I'll allow it, but only for 1st-level spells. (You have enough already.)
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      • I check my +2 Ferrets of Doom.
        Christianity: The belief that a cosmic Jewish Zombie who was his own father can make you live forever if you symbolically eat his flesh and telepathically tell him you accept him as your master, so he can remove an evil force from your soul that is present in humanity because a rib-woman was convinced by a talking snake to eat from a magical tree...

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        • So... you want some of that fire resistance or are we gonna follow Imran?
          Fire and ice and death awaiting. But he was steel, he was steel.

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          • There isn't enough fire resistance to go around. We ought to give the maze a try instead.
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            • Yeah, In guess. And oh, I just remember I remembered wrong. There's a MAGE ring giving double first level spells, and a druids ring giving one extra spell of all levels. Can I have the latter one?
              Fire and ice and death awaiting. But he was steel, he was steel.

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              • Rand: Yeah, sure. Go ahead. Won't make much difference, anyway.

                Now, about this maze... the orientation of the walls changes a little each time you go through it. So does the exit.

                Okay, you need to roll a 1, 2, or 3 on a 1d100 to successfully navigate the pillar maze. *rolls* You roll a 16. No combat as you go back to the beginning of the maze (you have a ball of string).

                Second attempt, you need to get 7 or better... and you roll 8. Sorry, just missed it.

                Third attempt, 11 or better... you get 88. That means *looks up encounter table* eight ogres ambush you as you try to fight your way back.

                Okay, actions are...

                Kass: attacking ogre 1
                Imran: attacking ogre 2
                Che: attacking ogre 3
                Loin: Protective Aura
                Felch: Casting blindness on ogre 4
                UR: attacking ogre 5
                Sandman: attacking ogre 6
                Patashu: attacking ogre 7
                August: Magic weapon on Kass
                Blackice: attacking ogre 8
                Rand: prayer
                SS: attacking ogre 4
                Lorizael: Magic weapon on Sandman

                Edit: Be glad you didn't roll 100. You would have gotten a Beholder.
                Last edited by Vlad Antlerkov; June 26, 2002, 15:30.
                oh god how did this get here I am not good with livejournal

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                • Euhm... I panic?

                  No... I think I'll start praying again.... really, really hard too... and on my next turn i think I'll summon some insects. Unless people are in danger of dying.

                  Guess they were right when they talked about no atheists in forxholes... or dungeons. (wait... do nature spirits count as gods?)
                  Fire and ice and death awaiting. But he was steel, he was steel.

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                  • Yeah! Bring it...I'll lead with my sword and follow with the hatchet. It's clobberin' time!
                    Life and death is a grave matter;
                    all things pass quickly away.
                    Each of you must be completely alert;
                    never neglectful, never indulgent.

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                    • I'll activate my Protective Aura as a free action and cast Symbol of Pain on my attack.

                      Edit: Dammitall, I just realized that I can cast Resist Elements as an ability. We can still go through that flaming room without much trouble, once we're done with the ogres.
                      Last edited by loinburger; June 26, 2002, 15:34.
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                      • Round 1

                        Initiative

                        Kass: 4
                        Imran: 4
                        Che: 1
                        Loin: 2
                        Felch: 4
                        UR: 7
                        Sandman: 5
                        Patashu: 2
                        August: 1
                        Blackice: 1
                        Rand: 7
                        SS: 1
                        Lorizael: 7

                        Ogres: 1, 1, 7, 1, 1, 5, 1, 4

                        Ogre 3: Attacks Chegitz. Rolls 17, hits, 8 damage to Che.
                        Urban: Attacks Ogre 5. Rolls 4, misses.
                        Rand: Casts prayer. All PCs get +1 att/dmg/save. All ogres get -1 att/dmg/save.
                        Lorizael: Casts magic weapon on Sandman. Sandman gets +1 att/dmg.

                        Ogre 6: Attacks Sandman. Rolls 11, misses.
                        Sandman: Attacks Ogre 6. Rolls 10, hits, 21 damage!

                        Ogre 8: Attacks Blackice. Rolls 6, misses.
                        Kass: Attacks ogre 1. Rolls 1, misses.
                        Imran: Attacks ogre 2. Rolls 15/4, hits once, 12 damage.
                        Felch: Casts blindness on ogre 4. Ogre 4's Thac0 gets -4, everyone else's +4 against Ogre 4.

                        Loin: Symbol of Pain on ogre 5. 14 damage (Loin, what does this spell do, actually?)
                        Patashu: Attacking ogre 7. Rolls 19, hits, 4 damage. Stun attempt fails.

                        Che: Attacks ogre 3. Rolls 1, misses.
                        August: Magic Weapon on Kass. Kass gets +1 att/dmg.
                        Blackice: Attacks ogre 8. Rolls 9, hits, 7 dmg.
                        SS: Attacks ogre 4. Rolls 10, hits, 6 dmg.
                        Ogre 1: Attacks Kass. Rolls 10, misses.
                        Ogre 2: Attacks Imran. Rolls 8, misses.
                        Ogre 4: Attacks SS. Rolls 18, hits, 8 damage.
                        Ogre 5: Attacks Loin. Rolls 14, misses.
                        Ogre 7: Attacks Patashu. Rolls 2, misses.

                        Che: 8 damage dealt.
                        SS: 8 damage dealt.
                        Last edited by Vlad Antlerkov; June 26, 2002, 16:23.
                        oh god how did this get here I am not good with livejournal

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                        • Whiff!
                          Christianity: The belief that a cosmic Jewish Zombie who was his own father can make you live forever if you symbolically eat his flesh and telepathically tell him you accept him as your master, so he can remove an evil force from your soul that is present in humanity because a rib-woman was convinced by a talking snake to eat from a magical tree...

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                          • I summon some bugs. If it are small bugs I stick them on ogre 1. OGRE 1, not 5. 5 is already hurt.

                            I gues you'll survive for healing a little longer mighty ranger?
                            Fire and ice and death awaiting. But he was steel, he was steel.

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                            • Edited again. Almost forgot to have those last 5 ogres attack
                              oh god how did this get here I am not good with livejournal

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                              • Kurses.
                                Fire and ice and death awaiting. But he was steel, he was steel.

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