CrazyHedgehog's Red Hand of Doom

Game Master GeraintElberion

Characters must undertake vital missions in order to confront the relentless advance of a bloodthirsty horde.


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Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Go ahead and give chase Ambrose. I agree with you that we shouldn't let them go. The rest of us can deal with the ogre who will be out of that pit in less than 30 seconds."
Round per level Aleste, so my turn in Round 9.

Helaku flies over the pit and fires two more rays of fire down at the ogre. The first catches the side of the pit, but the second strikes the ogre square in the head and shoulders.
Ranged Touch: 1d20 + 6 ⇒ (7) + 6 = 13
Damage (fire): 4d6 ⇒ (1, 2, 1, 1) = 5
Ranged Touch: 1d20 + 6 ⇒ (20) + 6 = 26
Damage (fire): 4d6 ⇒ (4, 5, 5, 4) = 18
Confirm: 1d20 + 6 ⇒ (15) + 6 = 21
Extra Damage (fire) if confirmed: 4d6 ⇒ (6, 5, 2, 6) = 19


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

"On it."

I hover above the ogre and drop an explosive bomb on the monster.

touch attack: 1d20 + 10 ⇒ (19) + 10 = 29
fire damage: 4d6 + 4 ⇒ (2, 4, 1, 4) + 4 = 15

explosive bomb means that the ogre catches fire on a direct hit and takes 1d6 fire damage pre round until the flames are extinguished.

Watching the helpless brute bombarded by fire, I shake my head, "It's a hard world sometimes."

The Exchange

Concerned that the ogre might soon escape the pit, Aleste and Helaku move to put an end to its struggling. Alchemist and sorcerer rain down explosive bombs and rays of fire on to the ogre, incinerating it. It didn't stand a chance. 52 points of fire damage to the ogre, and that's one captive you won't be questioning! That was a deadly confirmation on the ray spell.

Meanwhile Ambrose and Shaylar are able to chase down the fleeing hobgoblins using their magical flight. Once the hobgoblins realize that they aren't going to escape, they reluctantly surrender. It seems you have captured a sergeant and two warriors. They act tough, but with a bit of intimidation they readily talk. This crew were stationed at the stockade several days ago by Wyrmlord Saarvith. They've killed a few travelling merchants and pilgrims and some refugees who sought to escape to the north, but traffic along these roads has been relatively light of late.

Any further questions for your friends before moving on? I'm working on a list of NPCs met so far, should have it on the campaign info thread soon.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"That was a good choice surrendering. Tell us more about Wyrmlord Saarvith. What sort of abilities does the Wyrmlord demonstrate? Who else is with him at Rhest."
Diplomacy: 1d20 + 20 ⇒ (6) + 20 = 26


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose stands behind and to the side of Helaku as the sorcerer takes point in the questioning. Unsure if the goblinoids are fluent in common, he mutters to Helaku, "Perhaps find out if they know the whereabouts of any other commanders, as well. I remember other names from the Bugbear's map...Kharn, Tyrgarun..."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Yes, Kharn? Tyrgarun? Are these commanders that are present at Rhest?"

The Exchange

Having rounded up the escaping hobgoblins and taken them into custody, you have an opportunity to secure the stockade. Opening the gates, you make sure that the road is open once again.

You also question the captives. The two soldiers happily talk, but the only information you can glean from them is that they are louts and that the reason they were stationed to such an out of the way outpost was as a punishment. The sergeant on the other hand is more close-mouthed. Between Helaku's influence and Ambrose's intimidating presence, he becomes more willing to share what information he knows.

"Wyrmlord Saarvith? Our commander; a goblin and legendary amongst our tribes as an archer, even his pet eagle is feared. He has business in the ruined human city, he's hatched a plan with the lizardfolk and a dragon of the fens. He'll be there with Nurklenak, a hobgoblin with powers of the mind.

"Wyrmlord Kharn? I've heard of him, but never seen him. He's a hobgoblin. And Tyrgarun, I don't know who that is, I swear it!"


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

"Wonderful, another dragon. Of the fens? Helaku, do you know what sort of dragon that might be, and what we can expect? If a goblin is being considered legendary by hobgoblins, he must be exceptionally skilled...and some sort of enchanter. And lizardfolk... Rhest is a sunken place, a swamp itself. They'll have the advantage of terrain, and knowledge of the area. I also doubt I'll be able to ride Smoke through a lot of areas there. This is shaping up to be the greatest challenge yet...but we cannot afford to fail."

Going to sense motive on the hobgoblin, just to make sure he is on the up and up. 1d20 + 10 ⇒ (15) + 10 = 25


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"An archer could be a big problem too. We usually have better range and mobility than our foes, but he could be trouble. Especially if it is difficult for us to move in the swamp. This hobgoblin mystic sounds like trouble too. Powers of the mind. Could be someone that would try to seize control of one of us to use against the others."
Knowledge (arcana) on dragons of the fens: 1d20 + 6 ⇒ (6) + 6 = 12


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

"As long as we can fly, our movements will be assured: I'm more worried about facing a dragon again."

I shudder at the thought, "I've never faced lizardfolk."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"If we wait until tomorrow, I can help us all fly for about seven minutes as I did today. But, if we want to be hasted, I will only be able to help four of us to fly. If Leonar is back, we will need him to use his own abilities to fly."

The Exchange

What are you doing with your three prisoners after your interrogation? I'll move the story on, and you indeed get a chance to rest overnight.

Helaku:
There are a few different breeds of dragon and dragon-kin known to make their homes in warm marshes, but the most well-known are black dragons. They are vicious, sadistic creatures who use acid as a weapon.

The following day, having terminated your interrogation of the hobgoblins you move on towards Rhest. You travel some miles further north upon the road, before you reach a crossroads with a path leading west towards the ruins of Rhest. Not long before you reach the crossroads, the cry of an eagle draws your attention to the skies above. It drops wearily onto a branch before hopping down to the ground. As it does so it the eagle's form shifts and melds to reveal the familiar face of Leonar. The druid hails you, and you are pleased to be reunited with your adventuring companion.

Welcome back Leonar!

The rest of the day is spent travelling through the marshes. A curious sight awaits you. A low, mossy island of mud and peat protrudes from the marsh waters ahead. Two gnarled trees grow fitfully in the rugged ground, and sprawled across their turgid roots is the ruined and bloody remains of a horse-sized owl. The once-magnificent bird's body has been partially dissolved in places, and swaths of foul, dark green fluid still sizzle and pop, eating away at exposed flesh and bone.
Roll initiative!


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Init. 1d20 + 8 ⇒ (14) + 8 = 22

"I'm back, guys. Did you miss me? I delivered the gold to the dwarves, drank some ale, and I'm back for the duration. Anything interesting happen while I was gone?". He gives the magical haversack back to the group.

As the day passes, he notices the strange sight of the giant owl being eaten away.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
"Welcome back Leonar. It sounds like you were successful and managed a well-earned break. We just attacked a garrison that was blockading the road. Some hobgoblins and ogres. Fortunately, we caught them unprepared and made fairly quick work of the batch. We did learn something of what might await us at Rhest though. There is definitely a good chance that we face another dragon in addition to this goblin Wyrmlord. I think this one is probably a black and would use acid breath to attack us."
Helaku shares the other details of the fight at the garrison and what he knows of black dragons.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"Ugh, that last dragon was plenty enough for me. I probably need to switch some spells tomorrow in case your information is correct."


Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

initiative: 1d20 + 3 ⇒ (6) + 3 = 9


Back at last :-)

"What's that? Something killed that owl. Looks like acid. And it's still eating away at that poor bird. Whatever the source is, may still be around! Be on your guard!"

Initiative: 1d20 + 10 ⇒ (11) + 10 = 21


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

When Leonar returns, Ambrose strides up to the druid and grasps his forearm with his hand and greets him, clapping his shoulder. "Glad to have you back, Leonar. You have my thanks for taking that payment to the dwarven mercenaries. Should this war come to the gates of Brindol, the Shining Axe Company will be a welcome addition to our defenses."

How is the terrain faring for Smoke in the marsh? Don't want to leave her alone at the blockade, but I also don't want to cause unnecessary delays in travel.

Upon coming across the corpse of the owl, Ambrose readies his sword and shield, eyes darting back and forth. "Acid...perhaps the dragon is already nearby. On your guard."

Initiative: 1d20 ⇒ 17

The Exchange

The Blackfens
You have a happy reunion with Leonar, glad to have the druid back as you head into the Blackfens. Moving deeper and deeper into the marshes, you head in the general direction that you think Rhest might lie in. For a while you follow what looks to you like an old road, but it soon gives way to swampy, marshy terrain. For the most part your horses can navigate the boggy terrain. Soon enough, you start to feel that the horses are swimming as much as they are walking; you may have to abandon the horses soon as the swamp becomes deeper. Somewhere out there, lies the ruined city.

When you come across the carcass of the giant owl, it is enough to put you on your guard. The ruined owl looks to be laying on a crude nest. Dapples' ears prick left and right and Smoke swishes her tail in apprehension as you look around the sight - they are uncomfortable with the stench of death that hangs over the place, and suddenly too.

Helaku and Shaylar only just have time to register danger as a creature erupts from the brackish water and undergrowth, a draconic shape that leaps from the water with razor-tipped clawed wings. A frill on its forehead and extending from its back suggests a green dragon was somehow involved in the creation of this beast. It thrashes about and charges at you. Closing on the rear of the party, it spits a stream of viscous green acid over everthing in its path, hitting Leonar and Fang. it's potent stuff, and burns. [ooc] This disagreeable creature has a pretty deadly acid attack; 17 points acid damage to Leonar and his horse, or only 9 points if each can make a DC 18 Reflex Save. Shaylar please can you also roll the same for Fang.

[ooc] A word on the map, I've struggled to find one that was appropriate to the situation, but this was best that I had at hand. Basically, instead of open ground and road, the entire area is covered by boggy marsh. The open areas denote swampy terrain and movement costs double. The areas indicating trees are areas of heavy undergrowth, hampering progress even further. The monster is about 20 feet away from most of the party.

Battle Map

DC 17 Knowledge (arcana) check:

This creature is a greenspawn razorfiend, a vicious magical beast related to green dragons.

DC 22 Knowledge (arcana) check:

Greenspawn razorfiends are immune to acid, paralysis, and sleep magic. They have an acidic breath weapon and extremely sharp, bladed wings with which they slash at foes.

DC 27 Knowledge (arcana) check:

Greenspawn razorfiends live to kill and prefer to ambush opponents, leaping in and out of combat to rip prey to shreds.

DC 32 Knowledge (arcana) check :

Greenspawn razorfiends form mated pairs that defend their nests ferociously. One guards the eggs while the other hunts, staying nearby to respond to an alarm.

DC 17 Knowledge (religion) check:

Greenspawn razorfiends are some of Tiamat's spawn, created through magical means from the eggs of green dragons.

DC 22 Knowledge (religion) check:

Greenspawn razorfiends can often be found amongst worshipers of Tiamat.

DC 27 Knowledge (religion) check:

Tiamat's armies of old used greenspawn razorfiends as shock troops to take advantage of their ferocity and love of slaughter.

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

======

GM rolls:

init 1d20 + 7 ⇒ (14) + 7 = 21
stealth 1d20 + 11 ⇒ (8) + 11 = 19
Aleste percept 1d20 + 11 ⇒ (4) + 11 = 15
Ambrose percept 1d20 + 6 ⇒ (3) + 6 = 9
Helaku percept 1d20 + 9 ⇒ (20) + 9 = 29
Leonar percept 1d20 + 14 ⇒ (1) + 14 = 15
Shaylar percept 1d20 + 12 ⇒ (16) + 12 = 28
breath weapon 5d6 ⇒ (4, 6, 3, 2, 2) = 17
1d4 ⇒ 4


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Reflex 1d20 + 5 ⇒ (7) + 5 = 12


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

After getting acid blasted full on, the Druid casts Resist Energy (Acid), readying for the fight.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Knowledge (Religion): 1d20 + 7 ⇒ (8) + 7 = 15

"What manner of beast is this? It doesn't look like the green dragon from the bridge! Ho, Leonar, watch out!" In response to the creature's attack, Ambrose attempts to wheel Smoke about through the mire, getting as far as he can during the creature whilst pointing his shimmering blade at it. "Come then, test your mettle against me!"

Depending on where the razorfiend moves, I'll double move (base 100 feet on Smoke) to get as closely as I can to it with whatever movement modifiers are present, preferring the straight double-cost squares to heavy foliage. Also, using Challenge as a swift action, giving me +2 on attacks and +7 damage against it.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Knowledge (Arcana): 1d20 + 6 ⇒ (5) + 6 = 11
"I have no idea what it is Ambrose, but let's move quickly. I know just the thing." Barking a few familiar words, you all feel a sudden burst of speed and vitality flood your limbs. Helaku gives Cayenne a nudge and the horse moves quickly back into the trees where Helaku dismounts.
Casts haste on Ambrose, Smoke, Leonar, Shaylar, Helaku, Aleste, and Cayenne.

The Exchange

Surprise Round
Reacting quickly from the sight of the creature emerging from the underbrush, Helaku lays a spell on the party to allow it to move more quickly. He then moves Cayenne back across the deepest part of the fens towards the trees and dismounts, his horse screened from view. Everyone above hastened. Leonar you can apply the +1 spell bonus to your Reflex save, though it looks like the result is the same.

Shaylar snaps off a quick arrow just as the creature spews its deadly acid. The arrow bounces off its tough, scaly hide. The acid breath hits Shaylar's wolf Fang square on, burning it badly. The elf moves Dapples round the large trunk of a fallen tree, trying to get behind the monster. At the same time he shouts on Fang to get out of the fight and the wolf moves back, into the deep part of the bog, licking his wounds. Fang failed Reflex save, taking 17 points acid damage.

The acid also hits Leonar and his horse, though the druid bears the brunt of the attack. His mount dances back from the beast, ears bent back in fear. Interestingly, on rolling for the horse I got a natural 20 for it.

Round 1
Helaku, you can make another move here.

Battle Map

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

======

GM rolls:

Shaylar attack 1d20 + 11 ⇒ (5) + 11 = 16
damage 1d8 + 2 ⇒ (6) + 2 = 8
Fang Reflex 1d20 + 6 ⇒ (8) + 6 = 14
horse Reflex 1d20 + 6 ⇒ (20) + 6 = 26


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Im confused, DM. Did the monster take another action since Leonar cast Resist Energy, or would Leonar be up again?

The Exchange

Yeah, what I wrote in my last post was vague on detail. Basically, in a previous post the critter was lurking near the kill site using Stealth. Since no one specifically mentioned they were moving along stealthily, it became aware of the party and I rolled Perception checks on everyone's behalf. The result was that only Helaku and Shaylar became aware of it before it broke cover and so were able to act in a surprise round. That's just past, so we can move on now with Round 1 at the top of initiative order, which is why Helaku gets to make another move and then your Resist Energy move will come into play unless you want to do something else instead. I think some of the confusion may have been because I was setting it up as a straight forward encounter, but a closer reading of the description indicated some stealthness was involved.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

That's fine, DM. I still want to cast that spell.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku casts invisibility on himself and moves due south in the direction of the cart.

The Exchange

Round 1
Helaku casts an invisibility spell on himself and moves south towards the cart. Speeded up, you see small splashing footsteps through the marsh towards the cart. On the map, Helaku highlighted in blue to note invisibility.

Leonar wards himself by casting a spell to protect him from any further acid attacks.

Continuing to try to urge Dapples to circle the beast and find a weak spot, Shaylar hits it with two arrows. They are well-placed shots, but they don't seem to deal as much damage as they should. It would seem this creature shares some of a dragon's resistance to wounds. Two hits dealing 9 points of damage, but damage reduction reduces that to 4 points damage.

The emerald green creature lunges forward, wings sweeping forward. The wings reveal razor sharp edges which rip into Leonar's horse, slashing its belly. The horse screams and the druid just has time to leap out of the saddle before it drops and rolls over. The horse twists and turns, but the wound looks fatal. 12 points damage to Leonar's horse.

Ambrose urges Smoke through the marsh towards the creature, brandishing his sword to get its attention. As he does so he calls out a challenge, daring it to attack him.

Aleste moves his horse out of combat, and tries to cover Leonar by mixing a vial of chemicals and throwing it at the beast. It's a long throw, and the bomb plops into standing water beside the creature. It explodes in an enormous splash of water, but doesn't deal any damage.

Ok, back around to everyone for round 2.

Updated Map

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

======

GM rolls:

Shaylar attack 1d20 + 12 ⇒ (15) + 12 = 27
damage 1d8 + 2 ⇒ (1) + 2 = 3
Shaylar attack 1d20 + 12 ⇒ (19) + 12 = 31
damage 1d8 + 2 ⇒ (4) + 2 = 6
razorfiend wing 1d20 + 14 ⇒ (2) + 14 = 16
damage 2d6 + 5 ⇒ (5, 2) + 5 = 12
Leonar Ride 1d20 + 6 ⇒ (17) + 6 = 23
Aleste attack 1d20 + 9 ⇒ (9) + 9 = 18
damage 4d6 + 3 ⇒ (5, 6, 3, 4) + 3 = 21


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku casts fly and swoops up over the river, circling toward the dragon 30 feet into the air.
Move him up over that log labeled K4

The Exchange

Round 2
Nimble and invisible, Helaku casts another spell granting himself the power of flight. With a leap he takes to the air, swooping up over the river and circling around towards the dragon-thing.

Anyone else?

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Ready to sweep in with doom from above once everyone else goes!


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar takes a 5' diagonal step to the southwest, staying out of the range of the dragon and begins casting a spell.

Starting to cast Call Lightning which is a one round action.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Waiting on the razorfiend's action.

The Exchange

Round 2 continued
Leonar takes a step back out of the way of Ambrose and Smoke. He raises his hands to the heavens, calling on the powers of sky and nature to summon a lightning storm. Familiar dark clouds begin to gather overhead.

Shaylar urges Dapples to circle around the monster, shooting two arrows at it in hastened fury. One of the arrows hits it between the shoulders, drawing a pained hiss from it. Shaylar hits with one strike dealing 3 points damage.

Slowed by the arrow, the creature nonetheless hops closer to Ambrose on strong hind legs. Powerful wings buffet the cavalier, the wings like sharpened scythes. One of the wings slices nearly through Ambrose's armor to leave a deep wound. The monster's wing hits, slashing Ambrose for 14 points damage.

Ambrose your turn to strike back!

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

======

GM rolls:

Shaylar attack 1d20 + 11 ⇒ (13) + 11 = 24
damage 1d8 + 2 ⇒ (1) + 2 = 3
Shaylar attack 1d20 + 11 ⇒ (3) + 11 = 14
razorfiend attack 1d20 + 14 ⇒ (10) + 14 = 24
damage 2d6 + 5 ⇒ (3, 6) + 5 = 14
razorfiend attack 1d20 + 9 ⇒ (6) + 9 = 15


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose reels back slightly from the impact, not expecting the creature's blow to be so powerful. Grimacing through the pain of the gash, he makes a counterattack with his bastard sword, using his familiarity with the haste effect to lash out thrice with the blade while urging Smoke to do the same.

Bastard Sword: 1d20 + 15 ⇒ (6) + 15 = 21 (haste, challenge)
Damage: 1d10 + 12 ⇒ (6) + 12 = 18 plus 1d6 ⇒ 6 cold
Bastard Sword: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d10 + 12 ⇒ (8) + 12 = 20 plus 1d6 ⇒ 6 cold
Bastard Sword (Haste): 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d10 + 12 ⇒ (4) + 12 = 16 plus 1d6 ⇒ 2 cold

Smoke Bite: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Smoke Hoof: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Smoke Hoof: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Smoke Bite (Haste): 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

HP: 55/69


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

From above the dragon, the invisible Helaku speaks words of mystic power and then raises an open hand to his mouth in a gesture miming sleepiness.
Casts oppressive boredom. DC 19 Will save or take no action next round.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar starts directing lihtning bolts at the Draconic creature.

Lightning damage 3d6 ⇒ (3, 3, 5) = 11

Ref DC 18 for half.

The Exchange

Round 2 continued
Reeling from the sudden and unusual wing attack, Ambrose counters with a blinding series of sword strikes. The draconic creature has incredibly tough skin so that only one slash cuts through its thick scales, but that hit is a blinder and the wound is quickly rimed with thick frost from Ambrose's enchanted blade, compounding the pain from the wound. Smoke joins in as well with savage attacks, the war horse's expertly placed bite and kick dealing additional damage. Only the first sword attack got through, the others deflected by natural armor. Along with two hits by Smoke, deals a total of 34 points damage and 6 points cold damage. Ouch!

From his vantage point in the saddle, Aleste Embar hurls a bomb at the beast. It arcs over Leonar's head and bursts on the creature's back, instantly erupting in a brilliant explosion. The flames engulf the creature, and when they die down several parts of it continue to burn. Explosive bomb thrown, at -2 penalty so as not to catch others in the blast radius. 13 points fire damage and it is still aflame.

Round 3
The creature shrieks in rage and looks as if it is going to pounce on Ambrose and Smoke. Suddenly though it seems to lose interest in the attack, hanging its head as if in a stupor. Its wings and shoulders hunch as it sits huddled in the swampy muck and water, not even taking notice of its toasting flesh. Failed its Will save vs Oppressive Boredom. Though the spell description is pretty explicit that it takes no action, I'm unsure as to whether that just refers to standard or move actions or the like taken on its turn or does it also include Reflex saves or defending itself? I would have thought it would still have presence of mind to put out the flames from the bomb, but I'll read it that the spell instills a pretty bleak depression on its target.

A rumble from the skies above heralds the completion of Leonar's spell. You feel a momentary tingling at the feel of the static energy in the air just before a lightning bolt courses down from the sky. It hits the creature full between the shoulders, sizzling it further. The normally nimble razorfiend has a pretty impressive Reflex save, but if I'm reading it right under the spell it wouldn't make a move to save itself, so takes full 11 points electricity damage from the spell. It's swaying on its feet now.

Shaylar and Fang up next, can they put the final nail in its coffin? Or will it shake off its stupor and claim another victim?

Map

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

------

GM rolls:

Aleste attack 1d20 + 7 ⇒ (7) + 7 = 14
damage 4d6 + 3 ⇒ (1, 5, 2, 2) + 3 = 13
razorfiend Will 1d20 + 4 ⇒ (12) + 4 = 16
razorfiend Reflex 1d20 + 10 ⇒ (9) + 10 = 19


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

I think it would still get a reflex save. That isn't technically an action. It will get another save on its next turn to try to shake it off.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

I agree with Helaku on that, as well. It should get a Reflex save, IMHO.


"Fang, stay back. We've got this!"
Drawing three more arrows from my quiver, I take aim on the winged monster, thinking that it may wish it had taken on easier prey.

Not sure about the reflex save, but if it's not putting out the fires on its skin, it would stand to reason it wouldn't try to evade the lightning bolt either. But that's just my two coppers

If I'm not mistaken, we're hasted right? If not, ignore last attack and damage roll please

Attack, Longbow: 1d20 + 12 ⇒ (13) + 12 = 25
Damage, Longbow: 1d8 + 3 ⇒ (4) + 3 = 7
Attack, Longbow: 1d20 + 7 ⇒ (5) + 7 = 12
Damage, Longbow: 1d8 + 3 ⇒ (5) + 3 = 8
Attack, Longbow: 1d20 + 12 ⇒ (17) + 12 = 29
Damage, Longbow: 1d8 + 3 ⇒ (5) + 3 = 8
Status: AC: 19. Current HP 40/40


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Yes, you're hasted.

The Exchange

That sounds like a consensus, in that case the razorfiend made its Reflex save and holds on to a few more hit points. Great to see the PCs sticking up for the monsters!

Round 3 continued
Quick as thought Shaylar targets the creature with three more arrows. Two hit in vital places, piercing its toughened emerald hide. He orders Fang back, out of the fray. First and third arrows hit, for a total of 15 points damage.

Severely wounded, the creature turns towards Shaylar and Dapples. With a leap that happens so fast that even Ambrose and Smoke are unable to stop it, the creature leaps into the air. You realize that its wings, sharp as scythes, do nothing to help it fly but rather its powerful legs allow it to make amazing jumps. It hops over much of the underbrush, landing with a splash near Shaylar and charging at horse and rider. One wing slashes forward almost too quickly to see, opening a wound on the elf. Hits with wingblade for 12 points of damage. The razorfiend has a really impressive Acrobatics score.

Updated Map

Ambrose up next.

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

------

GM rolls:

razorfiend Acrobatics 1d20 + 23 ⇒ (9) + 23 = 32
razorfiend Acrobatics 1d20 + 23 ⇒ (20) + 23 = 43
wingblade attack 1d20 + 14 ⇒ (17) + 14 = 31
damage 2d6 + 5 ⇒ (6, 1) + 5 = 12


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Now I have to stick up for the players :) He needs to make a save to be able to act. Its once/round until he either makes the save or 7 rounds have passed. Similar to a hold person or hold monster except that the target isn't helpless.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose jerks both himself and the reins back as the creature suddenly leaps, but immediately spurs Smoke into a pursuit, slashing forward at the draconic beast when it is in range, hoping to carve the last bit of mortality away from the vile creature.

With 80 feet of movement, Smoke should be able to make it to the Razorfiend's current position if it makes its save and is indeed able to move.

Bastard Sword: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d10 + 12 ⇒ (2) + 12 = 14 plus 1d6 ⇒ 4 cold

Smoke Bite: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d4 + 5 ⇒ (3) + 5 = 8

If the creature is unable to move, I'll take a full attack on it, adding:

Bastard Sword: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d10 + 12 ⇒ (4) + 12 = 16 plus 1d6 ⇒ 4 cold
Bastard Sword (Haste): 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 1d10 + 12 ⇒ (9) + 12 = 21 plus 1d6 ⇒ 6 cold

Smoke Hoof: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Smoke Hoof: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Smoke Bite (Haste): 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d4 + 5 ⇒ (2) + 5 = 7

The Exchange

Helaku wrote:
Now I have to stick up for the players :) He needs to make a save to be able to act. Its once/round until he either makes the save or 7 rounds have passed. Similar to a hold person or hold monster except that the target isn't helpless.

Quite right! I got a bit carried away with the prospect of slicing and dicing PCs. The die is cast...

Razorfiend Will save 1d20 + 4 ⇒ (1) + 4 = 5

...and Aaargh! Plans for one sliced elf, foiled. Impressive Acrobatic score be damned, that razorfiend's not going anywhere. Stay tuned, I'll need to retcon that last post then.

The Exchange

Ok, a redo of last update:

Round 3 continued
Quick as thought Shaylar targets the creature with three more arrows. Two hit in vital places, piercing its toughened emerald hide. He orders Fang back, out of the fray. First and third arrows hit, for a total of 15 points damage.

Severely wounded, the creature looks up and turns a baleful face towards Shaylar and Dapples. It looks as if it wants to leap across at its attacker, but can't summon the energy to move.

Judging the creature gearing to leap away, Ambrose spurs Smoke to a devastating attack. He lays in with his enchanted sword, driving it home again and again. Smoke lays in as well mercilessly with bites and kicks. The creature takes a pounding, and with a final flourish, Ambrose pierces the creature's heart and the monster rolls over into the swampy water, dead. Its wounds are rimed with ice. With the razorfiend not rising from its stupor, Ambrose is able to get in his full attack. Several hits with a total 62 points damage!

Looking around the site, you see the creature has done quite well for itself. You find a rusty iron coffer sitting at the highest point of its nest. It must have been plundered from a wizard, because it contains a headband of vast intelligence (+2), a +2 rapier, a ring of protection +2, a pearl of power (2nd level spells), and 720 gold pieces. You also discover that the owl has a jade band around one leg. Aleste helps with identifying some of the items, and notices that the band is inscribed with Elven script, spelling the name "Liokio".

Just a few minutes later, a series of shadows pass overhead. You hear a strange rush of wind and see soaring above you five giant owls like the one that lies dead in the clearing. Each bears a rider - a dark-haired elf wearing leather armor dyed green and brown to match the colors of the marsh. The flying elves circle the area twice, and then alight next to the slain owl. They study you with narrowed eyes before one of them speaks. "Who are you?" he demands. "What are you doing in our marsh?" The elves have bows at the ready, several looking over at the dead body of the dragon-kin.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"We killed that dragon thing over there after it attacked us. It obviously attacked one of you all prior....we found this strange band that you might be able to identify.". Assuming the elves will allow it, Leonar tosses them the band to see if they did indeed know either the rider or the owl.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"It might be better to question what the dragon was doing in your marsh. We were merely passing through on our way to see about the situation at Rhest. We hear the goblinoids wreaking havoc in the Vale have taken it as a base."

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