Kip Bendybrook |
As a caster, Kip is not opposed to recovering spells before confronting more baddies. :)
And you a duke now, shouldn't you have a small contingent of retainers and squires following you around at this point? To take care of things like the horses? ;)
Casimir |
I think it is late afternoon/early evening. it was early afternoon when we left Danide, and we have traveled a bit further in, examined the markers and spent time flying up the cliff and fighting the Soul Eater. I think we should press on. Resting here, on the doorstep of a very dangerous enemy who knows we are here, seems like a bad idea, and a little "15-minute work day"-ish. But that's really an IC discussion.
Casimir peers upward, keenly aware that the sun will soon dip behind the cliffs.
"We are burning daylight, and we have a long climb ahead. And our enemy must already be plotting his next move. Fenna, can you talk to the horses, and ask them to wait here? If they feel threatened or are attacked, tell them to flee out of the Valley."
Kip Bendybrook |
Off we go then? Kip can't help but check the sky for another shadowy killer.
Fenna Thistleswade |
"Of course," Fenna agrees with Casimir, before turning to the Guardian's mounts. "we are going up this mountain, but we should be back in a few dawns," she explains, "We will leave food and water for you, here, but if you sense predators or other dangers, you should leave the valley. You can find safety with the half-human mares."
DM Alexander Kilcoyne |
The group slowly ascended on foot up the winding stairs that led up the cliff. Eventually, after over an hour of marching, the stairs levelled out into a trail of sorts. Over two hundred feet above ground level and following the trail, the Guardian's ascent was uneventful; until they rounded a corner and saw a host of undead awaiting them; blocking their passage to the final stretch that would lead them to the top of the cliffs. By this point the last of the daylight had faded and night had just fallen; Fenna only spotted the foe with her enhanced low-light vision. Unfortunately, it seemed the enemy had spotted the group as well...
I have assumed Light to be cast on Ricter's shield as well as Fenna's; with Malthir's sword Liberator providing another source of light. However, vision is definitely an issue here; Fenna casting Daylight would give you far greater vision than the cantrip. Please pay attention to how much vision your character has- I will include this in the notes section of the round update.
Eight armoured humanoids blocked further passage about 80 feet away from the group, having formed ranks between the edge of the trail and a large, circular column of rock that divided the trail in two. These humanoids were garbed in archaic looking scale mail and each sported a longsword and heavy steel shield, as well as a light crossbow and a quiver of bolts. The way in which they stood in ranks, in a shield wall, suggested sentience; or a sentient mind controlling them. The second and third rank warriors held loaded crossbows while the front line were garbed for melee. None of the warriors bore helmets; and their undead nature; zombies specifically, judging from the rotten flesh- was apparent. Even Fenna's keen senses could not see far enough in the darkness to determine if there were further ranks of warriors behind these three ranks.
An alternate route around the undead, created by the column, appeared to have been intentionally left unguarded.
Whilst the entire group had to be warned by Fenna of the Undead host, the eight warriors seemed entirely aware of the Guardians. Crossbows began to fire, bolts whizzing through the darkness...
Cliffside Conflict
Round 1-
Ordered Initiative-
Casimir- 1d20 + 5 ⇒ (14) + 5 = 19
Malthir- 1d20 + 0 ⇒ (1) + 0 = 1
Fenna- 1d20 + 0 ⇒ (17) + 0 = 17
Ricter- 1d20 + 2 ⇒ (20) + 2 = 22
Kalev- 1d20 + 3 ⇒ (15) + 3 = 18 (GM reminder- terrain bond woods: Kalev +3 init, party +2 init)
Kip- 1d20 + 6 ⇒ (8) + 6 = 14
Zombies- 1d20 + 3 ⇒ (10) + 3 = 13
Ricter- 22
Casimir- 19
Kalev- 18
Fenna- 17
Kip- 14
Zombies- 13
Malthir- 1
???- 4
??? (2)- 21
Active Effects-
Light Sources- Ricter, Malthir, Fenna.
Map-
Notes-
You may have your default weapons equipped at the start of the fight; you were aware that your enemy seemed to be aware of you so this is not a stretch.
To assist in this first round, i've added text markers showing you the extent of your vision. You'll need to handle this yourselves from next round onwards. Essentially, everyone but Fenna and Kalev can see up to 20 feet from a light source without penalty, and can see a further 20 feet that is considered dim light (20% miss chance from concealment). Fenna doubles these distances and Kalev has full vision of 60 feet darkvision that supersedes them.
Action-
Reacting swiftly on Fenna's warning, the group surged into action...
Everyone but Malthir may act.
Casimir |
"Fantastic. More crossbows. At least we can now be fairly certain we are headed in the right direction, since our enemy is mustering this much force in an effort to stop us," Casimir says wryly, then raises his voice in magic inspiration and advances to the edge of the light, expecting his companions to follow.
Activate Inspire Courage and advance to J46
Kip Bendybrook |
Round 1 Init 14
As the bolts start flying, Kip snaps his wrist and a wand appears in his hand. (SwA activate wrist sheathe, wand of mirror image) Waving the wand and speaking the command word, causes Kip's image to split into multiple identical copies.
SA activate wand: 1d4 + 1 ⇒ (4) + 1 = 5
I can't see them! Try and keep them bunched up if you can!
Kip then moves forward. (MA 20' to J 42)
Current status & effects:
AC: 20 HP: 62 of 62
Cast by Kip:
mirror image (5 images) expires round 10
Malthir Al Dagon |
Cas, we will move up next to you, can you cast Haste on us so we can get up to them more quickly? Ricter, manuever D1!
D1 is shield wall to protect the casters :]
Malthir double moves in front of Cas and puts his shield up. I/46 when it comes up to his turn.
Fenna Thistleswade |
Fenna moves forwards, calling on her fey ancestry to summon up a quartet of floating beacons of light, casting the defensive blockade of zombies in a pale green light.
Move to J42
Dancing lights in C53, C51, E52, and D51, each shedding 20' of normal light and the light a further 20' increased by one step.
Kip Bendybrook |
Fenna beats Kip forward and the halfling changes course to avoid a collision. (amend MA to I 41) :D
And dropping the light on the baddies almost has me wanting to change all of Kip's actions. ;)
Kip Bendybrook |
Kip gets that a lot. ;) lol
And no need to apologize. It's all good. :)
DM Alexander Kilcoyne |
Ricter and Kalev moved up as well, the former marching with flail and shield and the latter warily moving along the trail edge, Cleft in hand.
Fenna's light illuminated the eight undead warriors; revealing another six behind them with two looming figures at the back of the battle line; two more of the Zombie cyclops' the group first encountered at the Battle of Nettle's Bridge. They bore hefty sized battleaxes; and seemed to be actually giving orders; one of the hulking figures leaned down to the crossbowmen below him and they focused their fire- aiming at Kip, at the rear of the marching group. Two of Kip's images shattered and a crossbow bolt grazed the stout Halfling's calf, leaving a shallow wound.
2 images destroyed, 2 points of damage.
Volley (Hit, Crit Threat): 1d20 + 2 ⇒ (19) + 2 = 21
Volley (Crit Unconfirmed): 1d20 + 2 ⇒ (1) + 2 = 3
1 hits Kip: 1d6 ⇒ 3
Volley: 1d20 + 2 ⇒ (15) + 2 = 17
Volley: 1d20 + 2 ⇒ (5) + 2 = 7
Volley: 1d20 + 2 ⇒ (5) + 2 = 7
Volley: 1d20 + 2 ⇒ (5) + 2 = 7
Volley: 1d20 + 2 ⇒ (3) + 2 = 5
Volley (Near Miss, Image Destroyed): 1d20 + 2 ⇒ (17) + 2 = 19
Volley (Hit): 1d20 + 2 ⇒ (18) + 2 = 20
1 hits Kip: 1d4 ⇒ 1
Damage: 1d8 ⇒ 2
Volley: 1d20 + 2 ⇒ (7) + 2 = 9
Volley: 1d20 + 2 ⇒ (11) + 2 = 13
Malthir moved up to join Ricter.
Cliffside Conflict
Round 2-
Ordered Initiative-
Ricter- 22
Casimir- 19
Kalev- 18
Fenna- 17
Kip- 14
Zombies- 13
Malthir- 1
Active Effects-
Light Sources- Ricter, Malthir, Fenna. Dancing Lights, shown on map.
Mirror Image (Kip)- 3 images remain.
Inspire Courage- +2 attack rolls and weapon damage rolls, as well as on saving throws vs charm and fear effects.
Map-
Notes-
Essentially, everyone but Fenna and Kalev can see up to 20 feet from a light source without penalty, and can see a further 20 feet that is considered dim light (20% miss chance from concealment). Fenna doubles these distances and Kalev has full vision of 60 feet darkvision that supersedes them.
Action-
The majority of the group may act. I'd like to not have to bot players please.
Casimir |
Motioning for Ricter to wait, Casimir twisted his wrist, sending a slender wand into his hand. He swung the wand over the group, and everyone but Fenna felt their movements quicken. The magic spell cast, he tucked the wand into his bandolier.
Swift action to activate spring-loaded wrist sheath, SA cast haste on all except Fenna, MA store wand. Haste expires round 7
Kalev Lehola |
Now able to see his foes, Kalev lets out an almost feral battle cry and charges towards the horde of zombies, calling on the Beast within.
Charge to E50 (I make it 60 feet, and with my speed of 40, that's within charging distance), start Rage.
Charge: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d10 + 22 ⇒ (8) + 22 = 30
Kip Bendybrook |
I'm back... will post after Ricter and Fenna.
Kip Bendybrook |
I assume Ricter is just going to charge forward so...
Round 2 Init 14
The many images of Kip look down in irritation as the bolt grazes his calf. He looks back up at the assembled hoard and smirks as he stows his wand.(MA) My turn! he says before summoning a pit in the midst of the packed skeletons and steps forward. (SA cast create pit, B-C/53-54, DC 18, 30' deep & 5' step to H/42)
Current status & effects:
AC: 20 HP: 60 of 62
Cast by Kip:
mirror image (3 images) expires round 31
create pit B-C/53-54 expires round 11
Cast by others on Kip:
inspire courage (Cas)
haste (Cas)
Ricter Vorsk |
You assume correctly Kip
Ricter marches forward in Kalev's wake, as silent as the dead he's about to put down.
Double move to E51 - 55' in total. I think Malthir can get to D50 thanks to haste? This is important - when we took shield wall this is the exact scenario I had in mind.
DM Alexander Kilcoyne |
Malthir can reach D50 with Haste yes.
Ricter moved up the front lines stoically, a stark contrast with Kalev, who surged forward in a fury and cleaved the front soldier in half with a massive swing.
Fenna positioned herself to look into the the other path with her superior vision-
You spot a couple more zombie soldiers inside. There may be more but your angle isn't that good to see around the corner.
Kip conjured a pit beneath four of the zombies- who each plummeted into it, reacting far too slowly to get clear.
Reflex DC18: 1d20 ⇒ 12
Falling Damage: 3d6 ⇒ (4, 2, 4) = 10
Reflex DC18: 1d20 ⇒ 6
Falling Damage: 3d6 ⇒ (4, 6, 4) = 14
Reflex DC18: 1d20 ⇒ 5
Falling Damage: 3d6 ⇒ (6, 4, 1) = 11
Reflex DC18: 1d20 ⇒ 5
Falling Damage: 3d6 ⇒ (6, 2, 4) = 12
Intelligent enough to know they should get away from the pit, the zombies ahead of it pressed forward to attack and those behind moved to go around the pillar and take the alternate path. From this path and moving rapidly into vision, another 12 warriors marched towards the fight. No crossbows were readied among this band; only sword and shield. Behind the, two more monstrously deformed, undead Cyclops' marched. The pincer movement hinted once again at a strategic mind behind the deployment.
The two Cyclops' roared their fury at Kalev and Ricter, seeking to unsettle them even if they could not reach them yet. Despite his rage and courage, Kalev's heart wavered for a moment in the face of the monster's fearsome countenance.
Intimidate (Kalev) DC20: 1d20 + 9 ⇒ (20) + 9 = 29
Shaken for two rounds.
Intimidate (Ricter) DC20: 1d20 + 9 ⇒ (9) + 9 = 18
Malthir to act... and then one more thing to resolve before the combat ends.
Malthir Al Dagon |
Malthir charges in beside Fenna, looking to stop his dear friend from being overwhelmed.
Move to H/49, can move there without drawing an AOO due to haste. Attack the Zombie in H/50.
And he attacks the Zombie in front of him...
+2 longsword pwr atk hasted 1d20 + 12 + 2 + 1 + 1 - 3 + 1 ⇒ (16) + 12 + 2 + 1 + 1 - 3 + 1 = 30 dam 1d8 + 4 + 2 + 6 ⇒ (4) + 4 + 2 + 6 = 16
So this is part of the evil that faces us...come out master of death and stop cowering where-ever you hide!
DM Alexander Kilcoyne |
Ahem... This is kind of embarrassing. I forgot to attack with my zombies in the north. Blame severe sleep deprivation, sorry for the retcon.
Retcon, I13
The zombie soldiers brought swords and shields to bear on Kalev and Ricter, but these soldiers were clearly hardly more skilled than an average warrior, despite clear physical strength. They fought as silently as Ricter, with very little concept of morale despite their apparent sentience. The warrior at the back was focused and managed to keep his footing and not slide into the pit that had claimed four of his comrades.
Attack VS Ricter: 1d20 + 4 ⇒ (10) + 4 = 14
Attack VS Ricter: 1d20 + 4 ⇒ (1) + 4 = 5
Attack VS Ricter: 1d20 + 4 ⇒ (5) + 4 = 9
Attack VS Kalev: 1d20 + 4 ⇒ (2) + 4 = 6
Attack VS Kalev: 1d20 + 4 ⇒ (14) + 4 = 18
Reflex Save (Pass): 1d20 + 2 ⇒ (19) + 2 = 21
Malthir parried the incoming blade of the front soldier threatening Fenna and slashed his blade through armour and rotting flesh alike as he dispatched his target, calling for the group's mysterious necromancer nemesis to show himself...
But instead, at some signal not apparent to the Guardians, two winged dark blue dragons flew out from the top of the pillar, descending and making a flyby attack on both Casimir and Kip. They did not roar as they flew- seeming as uncharacteristically quiet as the dead themselves. The dragons were not skilled flyers, but with their momentum they managed to launch attacks with their stingers on both of the rearguard Guardians, soaring past at an altitude of ten feet, rising to fifteen after the pass. Kip lucked out; another of his image was shattered as the dragon's hooked stinger missed his true form by mere centimetres. Casimir was just as unlucky by contrast- the stinger took him right in the neck, just above his breastplate. The blow nearly sent him staggering, but he managed to roll with it and kept his feet.
Attack (Kip, Hit): 1d20 + 10 ⇒ (19) + 10 = 29
Hits Kip on a 1 (Image Destroyed): 1d4 ⇒ 4
Attack (Casimir, Crit Threat: 1d20 + 10 ⇒ (20) + 10 = 30
Attack (Casimir, Crit Confirmed: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15
Casimir Fortitude: 1d20 + 8 ⇒ (14) + 8 = 22
You feel the toxins from the stinger in your system but you don't feel their effects; seems your adventuring-hardened physique is paying off.
Their manoeuvrability is clearly not very good. Knowledge (Arcana) to identify.
Cliffside Conflict
Round 3-
Ordered Initiative-
Casimir- 19a
Ricter- 19b
Kalev- 18
Fenna- 17
Kip- 14
Zombies- 13
Malthir- 1
Active Effects-
Light Sources- Ricter, Malthir, Fenna. Dancing Lights, shown on map.
Mirror Image (Kip)- 2 images remain.
Inspire Courage- +2 attack rolls and weapon damage rolls, as well as on saving throws vs charm and fear effects.
Map-
Notes-
Essentially, everyone but Fenna and Kalev can see up to 20 feet from a light source without penalty, and can see a further 20 feet that is considered dim light (20% miss chance from concealment). Fenna doubles these distances and Kalev has full vision of 60 feet darkvision that supersedes them.
Dragons altitude- 15 feet.
Knowledge (Arcana) to identify dragons.
Action-
The group bar Malthir are up.
Kip Bendybrook |
Dammit! Kip yells at the close call. Rally around Fenna! I'll lay down some more pits!
Ricter Vorsk |
"On it!" Ricter replies to Kip and swings at a zombie before pulling back.
Flail power attack vs F52 (+1 haste, +2 inspire): 1d20 + 16 ⇒ (20) + 16 = 36
Damage (+2 inspire) 1d8 + 15 ⇒ (8) + 15 = 23
Move to H50
The shield wall locks in place in the face of the rotting horde
Edit: Oh thank god, I really needed a crit against that random goon: 1d20 + 16 ⇒ (16) + 16 = 32, 1d8 + 15 ⇒ (2) + 15 = 17
Kalev Lehola |
Despite being at the mercy of his inner rage, Kalev hasn't completely forgotten all his training and takes a step back to better utilize his reach, whacking at the undead with nearly blinding speed.
Step to G50, full attack, Rage 2/6 rounds
Attack 1: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d10 + 22 ⇒ (4) + 22 = 26
Confirm 1: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 1d10 + 22 ⇒ (3) + 22 = 25
Attack 2: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 1d10 + 22 ⇒ (9) + 22 = 31
Attack 3: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d10 + 22 ⇒ (6) + 22 = 28
Kip Bendybrook |
Cas and Fenna to go, then Kip.
That is 5 AoO Ricter. lol Unless you want to kill one first and then move or wait until Kalev thins a few more. ;)
Kalev, I assume you mean 5' step to F 50? You were in E 50.
knowledge (arcana): 1d20 + 6 ⇒ (5) + 6 = 11 The streak continues... :P
Fenna Thistleswade |
Knowledge(arcana): 1d20 + 6 ⇒ (8) + 6 = 14
Unsure of the nature of the new threats, but confident that the ground-bound zombies would be dealt with in due course, Fenna speaks a prayer while looking towards the dragon that struck Casimir.
"I call upon the Soldier's Blade, to strike down these monstrous foes."
Upon that utterance, a shimmering blade of force emerges from the winged eye, streaking towards the flying beast.
Attack: 1d20 + 12 ⇒ (4) + 12 = 16, damage: 1d8 + 2 ⇒ (7) + 2 = 9
dancing lights: 2/10 rounds expired
spiritual weapon: 0/8 rounds expired
Kip Bendybrook |
They're getting +4 to hit, Kip. I'll take my chances :)
You have seen Alex's rolls haven't you? Cue the 4 crit hits! lol
Kip Bendybrook |
Going to post now... may not be able to post later.
Round 3 Init 14
Kip dashes towards the others (MA to G/50) and summons another pit, this time to the south. (SA cast create pit, J-K/50-51, DC 18, 30' deep)
Current status & effects:
AC: 20 HP: 60 of 62
Cast by Kip:
mirror image (2 images) expires round 31
create pit B-C/53-54 expires round 11
create pit J-K/50-51 expires round 12
Cast by others on Kip:
inspire courage (Cas)
haste (Cas)
Casimir |
Ow! Those overgrown lizards pack quite a punch. Casimir says as he moves over to stand shoulder to shoulder with Malthir. Almost as an afterthought, he cuts at one of zombies with Brightclaw.
Move to I48, attack the zombie adjacent to me and Maladin
Attack: 1d20 + 14 + 1 + 2 ⇒ (18) + 14 + 1 + 2 = 35
Damage: 1d8 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Another 18 - such a shame Brightclaws isn't keen yet.
DM Alexander Kilcoyne |
You recognise these Dragons as Wyverns, but other than basic details you only recall that they have an especially vicious venom.
Casimir moved up to rally around Fenna, cutting a zombie apart with an overhand chop. Ricter utterly destroyed his foe as he pulled back, his flail striking with such force that it shattered the warrior's armour as well as his undead body. Swords bounced from his shield as he pulled back, one glancing harmlessly off his hellknight plate.
AOO: 1d20 + 4 ⇒ (13) + 4 = 17
AOO: 1d20 + 4 ⇒ (4) + 4 = 8
AOO: 1d20 + 4 ⇒ (17) + 4 = 21
AOO: 1d20 + 4 ⇒ (7) + 4 = 11
My critical hits are all reserved for Casimir lately, Ricter is safe.
Kalev also stepped closer to the gathering band of Guardians, destroying a single zombie by beheading it. The remainder of his fury was thwarted by sword and shield as the undead began to focus on their own survival as well as simple destruction.
Fenna's spiritual weapon danced through the air as it attacked the dragon attacking Casimir, but did not puncture the beast's thick hide. Kip moved towards the group's tight formation and conjured another pit; this one cutting off the alternate pass. The large cyclops zombies had no easy route to approach the group with the battlefield split.
Reflex: 1d20 ⇒ 5
Falling Damage: 3d6 ⇒ (1, 6, 4) = 11
Reflex: 1d20 ⇒ 3
Falling Damage: 3d6 ⇒ (3, 5, 1) = 9
Reflex: 1d20 ⇒ 9
Falling Damage: 3d6 ⇒ (6, 2, 3) = 11
Reflex: 1d20 ⇒ 4
Falling Damage: 3d6 ⇒ (4, 4, 6) = 14
The undead warriors tightened what was left of their pincer movement around the Guardian's warriors; and the now exposed Kip. They stepped carefully and implacably, fighting with no fear or morale. Kalev was surprised as a sword tore through his breastplate to take him in the gut; but the magic of the breastplate prevented the blade from striking deep enough to be more than a flesh wound. Casimir was hard-pressed for a moment but dodged and parried his way out of trouble while Ricter and Malthir's shield wall appeared to be nigh-unassailable. Kip cursed as another of his images was shattered by a near-miss; leaving only two Kips left, including the real one.
Attack VS Kalev (Hit, Crit Threat): 1d20 + 4 ⇒ (20) + 4 = 24
Attack VS Kalev (Hit, Crit Confirm (Rage -2AC)): 1d20 + 4 ⇒ (17) + 4 = 21
76+ Crit Negated: 1d100 ⇒ 94
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack VS Kalev (Miss, Crit Threat): 1d20 + 4 ⇒ (5) + 4 = 9
Attack VS Kalev (Miss, Crit Threat): 1d20 + 4 ⇒ (15) + 4 = 19
Attack VS Kip (Near-Miss, Image Destroyed): 1d20 + 4 ⇒ (12) + 4 = 16
Attack VS Ricter: 1d20 + 4 ⇒ (3) + 4 = 7
Attack VS Malthir: 1d20 + 4 ⇒ (3) + 4 = 7
Attack VS Casimir: 1d20 + 4 ⇒ (18) + 4 = 22
Attack VS Casimir: 1d20 + 4 ⇒ (15) + 4 = 19
Despite their efforts to press the Guardians back, the Undead were struggling for room on the field. Two more zombies slipped on the sloped edges and plummeted into the pit, along with their four comrades. Kip's extra-dimensional spaces had now claimed ten warriors.
Reflex Save: 1d20 + 2 ⇒ (10) + 2 = 12
Falling Damage: 3d6 ⇒ (1, 5, 3) = 9
Reflex Save: 1d20 + 2 ⇒ (4) + 2 = 6
Falling Damage: 3d6 ⇒ (2, 4, 6) = 12
Malthir is up.
Malthir Al Dagon |
Malthir starts in on some skeletons.
Kip, we may need to get someone in the air to fight the dragons!
+2 longsword pwr atk hasted inspired 1d20 + 12 + 2 + 1 + 1 - 3 + 1 + 2 ⇒ (5) + 12 + 2 + 1 + 1 - 3 + 1 + 2 = 21 dam 1d8 + 4 + 2 + 6 + 2 ⇒ (8) + 4 + 2 + 6 + 2 = 22
+2 longsword pwr atk hasted inspired full attack 1d20 + 12 - 5 + 2 + 1 + 1 - 2 + 1 + 2 ⇒ (6) + 12 - 5 + 2 + 1 + 1 - 2 + 1 + 2 = 18 dam 1d8 + 4 + 2 + 4 + 2 ⇒ (1) + 4 + 2 + 4 + 2 = 13
+2 longsword pwr atk hasted inspired 1d20 + 12 + 2 + 1 + 1 - 3 + 1 + 2 ⇒ (2) + 12 + 2 + 1 + 1 - 3 + 1 + 2 = 18 dam 1d8 + 4 + 2 + 6 + 2 ⇒ (4) + 4 + 2 + 6 + 2 = 18 wow, what a slop round...
and maybe hits one...
Kip Bendybrook |
Kip was just about to ask for a volunteer when Cas spoke up. Was my thought as well! He remarked at Malthir. The rest of us should stick close to the canyon walls! They look like clumsy fliers!
Casimir |
I saw your +8 Fort save and was getting concerned for you my friend :]
True, but they need to hit me first. They had a +10 to hit on the last attack, and with my 26 AC, I like my odds, especially if I fight defensively.
DM Alexander Kilcoyne |
The wyverns finished their turn and landed, their bulky bodies combined with the fairly clumsy landing causing the ground to shake. Now fully surrounding the Guardians with the remaining zombie soldiers, the Wyvern attacking Casimir lashed out with his stinger again while Fenna's dragon latched its teeth around her small body, its teeth piercing her armour but also latching onto her with force...
Stinger VS Casimir (Miss): 1d20 + 10 ⇒ (4) + 10 = 14
Bite VS Fenna (Hit): 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14
Grab VS CMD (Success): 1d20 + 16 ⇒ (4) + 16 = 20
Cliffside Conflict
Round 4-
Ordered Initiative-
Casimir- 19a
Ricter- 19b
Kalev- 18
Fenna- 17
Kip- 14
Zombies- 13
Malthir- 1a
Wyverns- 1b
Active Effects-
Light Sources- Ricter, Malthir, Fenna. Dancing Lights, shown on map.
Mirror Image (Kip)- 1 images remain.
Inspire Courage- +2 attack rolls and weapon damage rolls, as well as on saving throws vs charm and fear effects.
Antitoxin (Casimir)
Map-
Notes-
Essentially, everyone but Fenna and Kalev can see up to 20 feet from a light source without penalty, and can see a further 20 feet that is considered dim light (20% miss chance from concealment). Fenna doubles these distances and Kalev has full vision of 60 feet darkvision that supersedes them.
Action-
The group bar Malthir are up.
Casimir |
Casimir's eyes flash red hot fury as the wyvern grabs hold of Fenna. He takes a single, determined step towards the wyvern and lets Brightclaw dance in a blur of silver streaks.
Attack: 1d20 + 14 + 1 + 2 ⇒ (18) + 14 + 1 + 2 = 35
Damage: 1d8 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Attack: 1d20 + 14 + 1 + 2 ⇒ (19) + 14 + 1 + 2 = 36 Threat
Damage: 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Attack: 1d20 + 7 + 1 + 2 ⇒ (11) + 7 + 1 + 2 = 21
Damage: 1d8 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Crit confirm: 1d20 + 14 + 1 + 2 ⇒ (7) + 14 + 1 + 2 = 24
Damage: 1d8 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Kip Bendybrook |
Going to post now... may not be able to post later.
The zombie in J 49 should be in the pit. (Being one of two that failed its save standing on the edge of the pit.) :)
Round 4 Init 14
With the wyverns removing the need of flight to engage them, Kip instead hopes to hinder the wyverns and as many zombies as he can with his slowing magic.
cast defensively (DC 21): 1d20 + 14 ⇒ (8) + 14 = 22 success
(SA cast slow DC 19 targeting both wyverns, the cyclops zombie at K-L/52-53 and zombies at J/48, H/51, G/51 & E/51)
Current status & effects:
AC: 20 HP: 60 of 62
Cast by Kip:
mirror image (1 images) expires round 31
create pit B-C/53-54 expires round 11
create pit J-K/50-51 expires round 12
slow expires round 12
Cast by others on Kip:
inspire courage (Cas)
haste (Cas)