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A Dohwar, a Giff, and a Satyr walk into a bar [IC Thread]
(01-22-2021, 08:55 PM)GM Anthraxus Wrote:
(01-22-2021, 08:42 PM)Bazzalan Horngrin Wrote: [I'm kind of lost.  Can we make a knowledge check to learn something about the creature?  Can we see it?  Is it in the same place as it was before?]

If he can see it Bass will cast Vicious mockery at it.

[Feel free to make any perception checks or knowledge checks for me.  I work tonight so I'm going to bed an won't be able to post until after midnight or tomorrow morning.]

[[yes, feel free to make a Nature check to try to evaluate the nature of the thing from current observation, or history to try to recall hearing of anything like this previously. Rupert and Melville can make either of these rolls as well.  Melville and Bazz can also make arcana checks to work out stuff about it's apparent magical nature.]]

It has moved to the left of Annabelle, so it is completely blocked from sight from the main deck, so you will have to go up the stairs, near Slick.  From the top of the stairs you have a Perception roll chance to see it, which I will make for you shortly, as well as the results of your cast.

Bazz's rolls are: Nature: [1d20+2] = 1+2 = 3, History: [1d20+4] = 18+4 = 22, Arcana: [1d20+4] = 18+4 = 22

You get nothing off the Nature check, this thing could barely even be counted as something "natural" in your estimation.  With the double 22 rolls on History and Arcana, you realize that this thing is something of which you have only heard distance rumors and conjectures: a Fractine.  These bizarre spatial phenomena are exceptionally rare, although you have heard one story of a legendary diviner that used a captured fractine as a scrying mirror, bound by darkness and arcane rituals.  According to your information the fractine can only be hurt by silver or magical weapons, or magical attacks.  It is known to have a powerful resistance to most magics, and there is a chance that it might reflect any attack that actually lands.  The reflection of some part of physical attacks that land onto their sources is also hinted at, and confirmed by your own observations. According to the story, the fractine attacks like a fun house mirror, causing damage and bizarre spatial or physical distortions. There are hints in the story that the fractine "feeds" on life, magic, light and dark and that if it "eats" enough it will leave.  Finally, the story indicates that when damaged there is a chance that the fractine will shatter into multiple smaller versions with all the powers of the full size version, although smaller "stomachs".     

Moving up to next to Slick, you know that it will be invisible to you from the side, so you hit throw your poisoned words at it before moving fulling to that position, but leaving the top of the stairs clear.  Even though you feel odd throwing insults at your own reflection, your cutting tongue elicits a cracking sound from within the glass anatomy {got past it's resistance, it failed the Wis save, and dealt Vicious Mockery Damage: [1d4] = 2}

Slick has no way to hurt the thing if normal weapons do nothing, so she also disengages and moves over towards Ashheart as well.  She takes the last of the three salves that Ashheart was offering, and then dashes down the stairs calling "I'll put it on the cannon and blast that thing to bits!"

Ashheart, having given away its salve supply, picks up one of the catapult stones takes a couple of steps to get an angle with which to see the thing. As it moves a set of straightedges and quills emerged from it's arm and , etching small ruins on the stone.  The marks glow with magical power and the stone lifts from it's hand, hurtling with amazing speed at the glass thing. The mirror folds over the stone as it approaches and the catapulted missile launches out of a different angle of glass, straight into Threadvine. {Catapult spell, redirected to the captain for 14 points of damage}

Melville, what is your plan?

[Image: glassbattle_2_2.jpg]
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Melville will move 25 feet forward and up the stairs, reaching the top half of the stairs. Pausing trhere he will analyze trhe situation.

Arcana [1d20+5] = 10+5 = 15; History [1d20+3] = 7+3 = 10; Nature [1d20+3] = 7+3 = 10

Ife he can see the glass-like creature from that vantage, he will take the risk of the spell being reflected and target it with Magic missile. 

If he cannot see the creature he will continue moving 10 feet up onto the foredeck.

Magic Missile [3d4+3] = 6+3 = 9
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Nature Skill Check = [1d20] = 13
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(01-23-2021, 03:01 AM)Melville Wrote: Melville will move 25 feet forward and up the stairs, reaching the top half of the stairs. Pausing trhere he will analyze trhe situation.

Arcana [1d20+5] = 10+5 = 15; History [1d20+3] = 7+3 = 10; Nature [1d20+3] = 7+3 = 10

Ife he can see the glass-like creature from that vantage, he will take the risk of the spell being reflected and target it with Magic missile. 

If he cannot see the creature he will continue moving 10 feet up onto the foredeck.

Magic Missile [3d4+3] = 6+3 = 9

Melville charges up the stairs, and through Threadvine's legs is able to get a glimpse of what must be the mirror monstrosity.  For a moment he notices that in the reflections on the glass thing he could not only see distorted glimpses of the scene here on the deck but also of other place and people, who knows where or even when.  You are aware that this is probably the most concentrated locus of magic power that you have been next too, outside of perhaps a helm.  Finally you are aware that a living mirror is likely to reflect spells and attacks.  

Even so, Melville decides to risk it and flings a set of magic missiles at the reflective threat.  Surprisingly all three vanish, accompanied by the sound of snapping and shattering glass!   

Rupert can tell from the observing the reactions of several kinds of attacks on this thing that while spell attacks have a chance of reflecting to random targets, any physical attacks against it always trigger a reflection at the attacker, although the amount of damage from the attack seems variable.

Round 2
Bill - 21.15
Annabelle - 18.12
Cash - 11.14
Rupert - 11
Royce - 10.19
Glass - 9.16
Threadvine - 8.16
Bazz - 8
Slick = 7.17
Ashheart - 4.15
Chick - 4.14
Melville - 2

Bill, realizing he can't do anything himself, but getting the idea of what Slick is planning, he runs up to the stern and begins loading the cannon.

Annabelle disengages from the glass terror and drops over railing to get away from the thing she can't hurt anyway.

Cash draws another arrow, and as he does so black and purple stands of necromatic energy wraps around it.  Gritting his mandibles he releases the shot and it is followed by the sound of cracking glass. A terrible gash rips open across his chest in response and he hisses in pain. {21 to hit with Enfeebling Arcane Shot for a total of 19 damage.}

Rupert, you have this salve from Ashheart. You can use a bonus action to apply it (which means, you actually should have been able to apply it last turn, so you can do so as a free action.  Once applied the salve will make whatever item it is applied to to count as a magical weapon).  The glass thing is ten feet to the upper diagonal right of you.

[Image: glassbattle_3_1.jpg]
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[OoC: a few questions to consider;
Does it have to be applied to my palm pistol or its shot to make the damage magical, or is there enough salve to make both his hands count as magical?]
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(01-24-2021, 02:20 PM)Rupert Gladestone Wrote: [OoC: a few questions to consider;
Does it have to be applied to my palm pistol or its shot to make the damage magical, or is there enough salve to make both his hands count as magical?]

It would be the pistol or your fists.  There is enough to cover both hands.  I also forgot to mention that the duration of the salve is 10 minutes, for future reference should more become available.
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Rupert will move to the open space adjacent to the object, rubbing the salve over his fists as he goes (free action), then tries to pull off a couple of deft strikes at the object.
(Attack action) Unarmed Attack =[1d20+5] = 7+5 = 12Unarmed Strike Damage=[1d4+3] = 3+3 = 6
(Bonus action) Unarmed Attack =[1d20+5] = 18+5 = 23Unarmed Strike Damage=[1d4+3] = 3+3 = 6
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[OoC: Remember,  Bazz gave Rupert a Bard Inspiration dice.]
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[OoC: Right I forgot, thanks for the boost!]
(Attack with inspiration) Bardic Inspiration=[1d6] = 6+12=18
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[OoC: Thanks for the heroism spell as well! It will take away some of the impact of my reflected attacks]
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