• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Kingdom of Alwen Res: Sword of Power Campaign

"Remember" implies that one knew the information at some point and forgot. I never learned it, so I didn't forget it! Happy B-day, Doc-man!
 

log in or register to remove this ad

Well... if one was so inclined, one could check each person's public profile. Provided they haven't lied of course.:lol: Thank you nonetheless.
 
Last edited:

Happy Birthday!

Cassiel, I believe is on a column?
Krymtchie will skurry down the column next to him, until I see the creature.

If i can do this in a single move I will attempt a turn on the creature.

Turn check Roll# 8701 -> Total: 15 CasterLevel + 1 = 13 HD Creature

*****

Krymtchie skurries down the column until the creature is in sight, calling on the power of his god he attempts to destroy(I doubt)/drive back the creature from his allies.
 

Happy Birthday Jason! Don't feel bad, Vera needs to remind me when my own birthday is (I check my wallet) let alone hers. :heh:
Speaking of special events I'm hoping of having a BBQ of sorts before the first campaign game at the beginning of term.

I've re-read the lift ability of the creature and my conclusion is it would require a will-save for it to use it on a target (sorry Ivana... we'll just say you failed...). I think I was confused because I thought all it needed to succeed was a grapple check but it is a "spell like" ability and so should reference the spell in all ways. It also has a caster level so SR would work too.

Here's the wording of it:
As a free action, a crimson death can telekinetically life another creature weighing up to 300 pounds. This ability works like a telekinesis spell (sustained force version, caster level 12th), except that it works only on an opponent already seized by a tendril of the crimson death. Against a struggling opponent, use of this ability requires a successful grapple check (grapple bonus +11).

I must have read only the last sentance and thought that only the grapple was requires as there's no save DC listed. I'll peg the DC as per all spell-likes at 17 = 10+5(spell level) +2(charisma). However as I re-read it the only way of escaping from it is to weigh more than 300 lbs. once the save is failed.
 
Last edited:

The small kobolds diminutive frame becomes a font for Kurtulmak's (un)holy power!
Snare leaps and clings to the ceiling but is too far to reach the creature this round.
Ivana continues to swim to shore and her golem legs quickly feel solid ground beneath the water.
The crimson death mist runs! Both Krymtchie and Cassiel get attacks of opportunity if they want to take them on the creature, as it tries to flee.
 
Last edited:

Ah well, no big deal; though as a point of reference, my Will save could have totally pwned that DC (it's at a +14...I'd only need a 3 or higher :heh: ). Thanks for the good wishes, and the BBQ sounds fantastic. (You guys have a grill now?? Sweeeeet.)

From the way that telekinetic move sounds, it looks like the best person to grab would have been me, since I am the only person to be able to change my mass like that :o Lucky me?? :confused:
 
Last edited:


BBQ? Sweet.

Fleeing monster? Also sweet.

***********

Shadows dance about the chamber as the monk spins the heatless torch in his hand, laying it flat against his forearm. He lashes out with a kick while rotating his position on the column and, feeling it physically connect, pushes up from the column with both feet two deliver twin kicks into his foggy foe. The first also connects with something, while his second strikes only mist. Using the momentum of his downward motion to add power, Brother Cassiel swings a downward-arching backfist at the creature, but its misty form dodges it.

The creature appears to waver. The Vigilant Mountain, sensing a momentary opening, delivers a final kick before the creature floats out of reach. As it flies away, Cassiel peers into the darkness for a safe landing point from which he can pursue his foe.
One should never hesitate when one's course is clear!

***********

Attack: +26 (or +28 if Flurry of Blows penalty no longer applies)
Damage: 12
Miss chance % 1 (high hits): 75
Miss chance % 2 (high hits): 6 <- Damn, I hope there's only 1.
Touch AC: 20
HP: 60/76
Constitution: 12/12
Status Effects: None
 



Into the Woods

Remove ads

Top