Ch 3a. The Temple of the Ant

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Re: The Temple of the Ant

#81 Post by grey_starr »

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Nuke66
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Re: The Temple of the Ant

#82 Post by Nuke66 »

Garth, after seeing the Fairie Fire effect, draws his Scimitar and looks to land a blow.

[1d20+1] = 1+1 = 2 to hit [1d8] = 2 damage

But, the darkness is too much for him still.

Roooppp Roooowww

Sorry, long days and a new girlfriend. needless to say been busy.


DM Edit: You forgot your initiative roll AGAIN, but with that attack, it wont matter. ;)
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Re: The Temple of the Ant

#83 Post by ragnboneshopper »

Agrim initiative roll: [1d10] = 2

Agrim holds position between the ant and Nayman. He plies his healing magic on his fallen comrade, then turns again to face the ant.

[1d100] = 81, [1d20] = 13, [1d10] = 6, [1d8] = 7, [1d6] = 5, [1d4] = 4
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Re: The Temple of the Ant

#84 Post by NJWilliam »

Branc Temugen, Mage
His head aches as he focuses on keeping the room 'lit'.
ooc: Does Branc need to continue to concentrate in round 3 to keep the light/darkness effect up? Did his casting darkness use one of his two remaining uncast spell "slots" (he has grease and reckless dweomer remaing), or did the cavern's magic let him cast it otherwise?
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Re: The Temple of the Ant

#85 Post by Stonjuz »

No, the darkness spell will last 1 turn per level, so 19 more rounds. It merely needed to be focused on something though. (like a tiara, or a stone, or something).
The headache comes from drawing upon NEW magics that were unprepared.
In TRUE 2.5, this would subtract from your remaining spell points. 'Fixed' and 'Free' is how the book describes it.
As far as slots go, yes, it would take up a slot, but in 2.5 you can over-extend even your spells per level by risking health. (Risked also by casting many more low level spells, beyond stated slots)
Spells known, (or in known clerical spheres) but not memorized can be pulled up rather quickly if the magic is prevelant.
In my game, the ability to do this doesn't happen all the time, but the room's 'juice' here can be felt by all casters.
It could also be felt somewhat upstairs, in the cave. In the Unseen Servant also.
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Re: The Temple of the Ant

#86 Post by Vargr1105 »

Speaking as Nayman's player, this is like watching a damn horror movie. Maybe I should roleplaying him as the token screeching blonde? Eeeeek!!! ;)
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Re: The Temple of the Ant

#87 Post by Stonjuz »

Vargr1105 wrote:Speaking as Nayman's player, this is like watching a damn horror movie. Maybe I should roleplaying him as the token screeching blonde? Eeeeek!!! ;)
:lol: With Benson as the high school football hero?
Which reminds me of my favorite card game.
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Re: The Temple of the Ant

#88 Post by ragnboneshopper »

Ha ha ha, I ain't seen myself an old time horror flick in a while. Didn't realize I was playing in one... :lol:
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Re: The Temple of the Ant

#89 Post by Stonjuz »

Additional rolls for Garth: [1d100] = 74 [1d20] = 4 [1d10] = 4 [1d8] = 6 [1d6] = 1 [1d4] = 1
Update by tommorow night. Branc? Casting again?
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Re: The Temple of the Ant

#90 Post by NJWilliam »

Branc takes a deep breath, ignoring the pain in his head, and casts Grease beneath the creature.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
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Re: The Temple of the Ant

#92 Post by Stonjuz »

Benson, the first to react, charges the beast in hopes of dislodging the mandibles about Nayman.
Nothing more than simple parry with the creature is attainable.
The arcane words spew from the mage, Branc, in hurried follow up. The Grease spell extends out, attempting to cover the creature. His accuracy is not his best, but an amazing result of its placement leaves the creature speckled and reeling about. The petroleum content of the spell's residue does appear to be an irritant to the 'ant'.
(Believe me, ants dont like it, they can and will cross it, if left no escape route. I tested the theory quite a few times today) :lol:
It's jaws release the rogue and it turns to find a different angle of approach.
Nayman falls, completely limp at the floor, just as Agrim reaches in and heals him (for 7hps).
Garth watches the creature try to side step around and swings his large blade but fails to hit.
The creature picks a new target in Garth. It's bite misses the elf by a substantial margin, perhaps due to it's disgust with the nearby Grease.
End of Round 3.

Round 4: declare and rolls
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Re: The Temple of the Ant

#93 Post by grey_starr »

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Re: The Temple of the Ant

#94 Post by Stonjuz »

I am going to retro this one segment.
Benson's 20 to hit roll will be the 'hit' at the end of the round as the beast tries to change direction, leaving itself open to an 'Attack of Opportunity'. And I will use the 2nd roll, the 8, for critical confirmation (failed to crit again).

Warriors and monsters can make three attacks of opportunity. (Combat and Tactics : other characters get only one AOO)

So the ant only takes double damage (24 points) from the first AOO


The magical club smashes one of the exoskeletal plates along the creature's back. The ant then disregards Garth, favoring Benson Greystarr and turns to fend off any further attacks of opportunity.

Nice work!
GREYSTARR, please make a NEW Round 4 declaration.
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Re: The Temple of the Ant

#96 Post by NJWilliam »

Branc Temugen, Wild Mage

Branc: [1d6] = 3, [1d8] = 2, [1d10] = 7, [1d20] = 4, [1d100] = 60

Branc takes a step away from the melee and uses his detect magic ability to see what sources of magic are in the room.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
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Jameson Rowan, Silverband
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Re: The Temple of the Ant

#97 Post by ragnboneshopper »

Agrim initiative roll: [1d10] = 7

Taking advantage of the safety afforded him by Beory's sanctuary, Agrim retreats to about 15', hangs his scimitar and shield, pulls out his hand axes, and hurls them both at the ant-thing.

(THAC0 = 19; Penalty for two-weapon fighting: 0/-2)

Agrim missile attack roll: [1d20+1] = 5+1 = 6

Agrim missile attack roll: [1d20+1] = 20+1 = 21 I swear, I've rolled more 20s lately on this site. I'm going to have 6 months of crappy rolls to pay for it! :D

Hand axe, thrown: S/M [1d6+7] = 4+7 = 11; L [1d4+7] = 1+7 = 8

Edit: Forgot, you're confirming crits: Agrim missile attack roll: [1d20+1] = 9+1 = 10
:roll:
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Re: Ch 3. The Temple of the Ant

#98 Post by Vargr1105 »

I don't know with all his going in and out of comas if Nayman still has his swords or not. Assuming he does:

Nayman draws his swords and if there's space will move to strike the monstrosity.

Initiative Roll: [1d10-2] = 6-2 = 4

To hit with longsword (THAC0 20): [1d20] = 11, Damage: s/m [1d8+1] = 5+1 = 6, L [1d12+1] = 10+1 = 11
To hit with longsword offhand (THAC0 22): [1d20] = 15, Damage: s/m [1d8+1] = 3+1 = 4, L [1d12+1] = 4+1 = 5
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Re: Ch 3. The Temple of the Ant

#99 Post by Stonjuz »

http://www.youtube.com/watch?v=uCUnhoe0rpU
Stole this idea, but Awaken kind of fits here. Especially the strobes in the dark.
Now, how to make the video black and white.
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Re: Ch 3. The Temple of the Ant

#100 Post by grey_starr »

and because I can! *Shield punch*

Shield punch [1d20+2] = 8+2 = 10 dmg=[1d3+3] = 1+3 = 4

lame - can't even hit with the shield!
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