DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Slayer Totals


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Male Human Wizard (Conjuror) 10 / Loremaster 4

Can I estimate how much time we have? 1, 2 ... 5 rounds?

"Hmmm, on second thought, that may not work," Nowzai frowns in thought.


[ooc]Not much time ... they'll be on you ... very soon. A couple rounds at best.[ooc]


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Sam, cast a flight spell on Magma, then dimension door Nemoris, Jenya and Dalamus with yourself to the other side of the herd. Time it just right!" He waves over the others. "Kaurophon stand with me."

1st round, Nowzai will cast levitate on Epik and elevate him above the herd. 2nd round, he'll use dimensional steps to carry Kaurophon behind the herd... time it to when they are 10 feet away or so.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Magma can't fly, he has no skill in it, that is a terrible idea.

Can you summon something that will distract them enough to get us clear?

Maybe a Black Tentacles in front of us will cause them to swerve around us?

What about a Haste from me that will increase our run speed?

Would love to do this with only one spell wasted if possible

edit - Also didn't he say that we don't want to run into what ever is chasing them? So lets not teleport behind them to face what is chasing them


Male Human Wizard (Conjuror) 10 / Loremaster 4

You only need fly skill to attempt a complex maneuver.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Just to hover is a DC 15, he has no flight skill and is wearing plate mail, he'll be at a -8, and as the guide said, flying here is fairly dangerous. I think any of the options listed above are a better choice or even just you and I both casting Dimension Door as we can take 4 people each including ourselves and we only have 8 total at least then it's still only 2 spells not 4

Tike would Haste give us the movement needed to outrun these if we move to the side.


Haste won't completely get you away but it will help reduce the impact

Doesn't have to hover if he keeps moving


Male Human Wizard (Conjuror) 10 / Loremaster 4

I can't cast dimension door. And you're still failing to read the first line of Fly:

PRD wrote:
Check: You generally need only make a Fly check when you are attempting a complex maneuver.

The hover DC and whatever he's carrying doesn't matter.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Can't you take 4 total with your Dimensional Steps? I just don't want to blow 4 spells on this one thing, seems like a huge waste of resources.

Anything wrong with the other suggestions above that I am not seeing? Black Tentacles, a summon of your own herd

Was there no way to notice that we were not getting away from the herd before this became an emergency?


Third question is moot at this point. Assume if there was a way, I considered it.


Male Human Wizard (Conjuror) 10 / Loremaster 4

I can take 4, but I'm limited in total feet -- each extra person is its own cost, so 2 people for 100 feet = 200... I can take the third, but not fourth.

I considered tentacles, but there's no guarantee it will stop or even divert the oncoming TrampleDeathHorde. Nowzai doesn't know summon stampede, and I doubt anything smaller than a massive dragon will distract them. Porting/flying around them completely avoids the danger.

And I'm not sure how 1 additional spell is a "huge waste of resources"...


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

So you can take 300' of people, I don't think this herd is a 100' across, I could be wrong, so if you take 4 75' and I take 4 75' we are good with only using 1 spell, one special ability and not using 3 spells and 1 special. That just seems like a better use of actions since it appears that as a group we are too retarded to know that the herd was getting closer to say cast a haste several round ago and ran...but whatever.


Extraplanar land and creatures ... as a group, you have no idea what the f&*+ to expect.


Alright, Round by Round actions please ... starting now with Round 1

We will do initiative by order posted earlier.

Init: Epik, Nowzai, Sam, Bison, others who didn't post


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik casts magic circle against evil, and then moves to encircle as many of the others as possible.


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Everyone, get close to Sam or I... we'll jump to the other side of the stampede just before it strikes."

Go with the 4x75 plan. This round, Nowzai casts stoneskin.


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will get next to the closest of either Sam or Nowzai


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

moving next to the elder


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

I'll cast longstrider on myself and move close to Sam on my turn.


The rumbling gets louder as the bison dip down into a furrow out of view and then come crashing over the top. The beasts are massive, close to twice a human's height and their feet strike fire when they hit the ground.

The form somewhat of an arrow head, with a small group of 3 leading the rest, 40 to 50, at times almost 10 across. Realzing this, the two groups split apart and move aways before the two arcane users dimensionally move you moments before the heard hits.

Split now by about 150 feet, you watch as the beasts thunder by you and then after a few moments it's over ....

... until you hear ... and then see, what was chasing them.

Rushing behind the herd are three ... um, hippos ... with six legs and massive jaws. Each is the size of a cottage and the slow their ramshackle chase when they spot you ... meat that isn't running. Two turn towards Sam's group and one heads to Nowzai's.

Image and map update later. Feel free to roll initiative and post first round actions. We will use the map that exists with Nowzai party in the NE and Sam party in the SW. Creatures in the middle.

Knowledge Arcana DC26:
. The creatures are thunder beasts. Abyssal herd animals with extreme appetites. Viciously mean, some expel poisonous vapors. The magical beasts grow eternally and some become collossal monstrosities the size of small castles.

-Posted with Wayfinder


Male Fetchling Slayer 7/ Red Mantis 5

Initiative
1d20 + 5 ⇒ (15) + 5 = 20

Dalamus is going to cast Obscuring mist, unless someone goes before him and there is a new to change.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Epik holds his action waiting for the creature to enter melee range.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

initiative
1d20 + 4 ⇒ (12) + 4 = 16


Male Human Wizard (Conjuror) 10 / Loremaster 4

Knowledge (arcana): 1d20 + 21 ⇒ (12) + 21 = 33

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

"A thunderbeast! I've read about these... extraplanar herd animals. Vicious tempers equaled only by their appetites. And poisonous."

"Perhaps I can distract it with another meal option..." Nowzai says as he begins to cast a summoning spell.


Thunder Herd Round 1

Init: Nowzai, Epik, Dalamus, Nemoris, Kaurophon, Sam, Thunder Beasts, Jenya

Nowzai recognizes the creatures and starts casting a spell following his warning, Epik and Magma hold and wait for the creature to move in.

On the other side, Sam and Nemoris do something while Dalamus lets fly a roiling cloud of mist enveloping them from sight.

Kaurophon stands back and casts a spell, a shimmering field of armor appearing around him.

The northern thunder beast lowers its head and charges opening its mouth and chomping down on Epik rending half the paladin's shoulder before the creature gets within reach of the paladin's sword.

The two southern ones charge into the mist ...

Need Sam and Nemoris' actions before the end of the weekend before I can resolve the action above ... if nothing by Monday morning, I'll assume they stand there in shock and awe

The Dice:

Thunder Beast Init: 1d20 - 1 ⇒ (9) - 1 = 8
Sam: 1d20 ⇒ 9
Nemoris: 1d20 ⇒ 18
Jenya: 1d20 ⇒ 7
Kaurophon: 1d20 ⇒ 12
N Thunder Powerful Charge vs Epik: 1d20 + 31 ⇒ (19) + 31 = 50; HIT!; Damage: 4d8 + 42 ⇒ (1, 3, 4, 2) + 42 = 52


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

move to attack
attack 1d20 + 19 ⇒ (8) + 19 = 27 damage 2d6 + 16 ⇒ (3, 1) + 16 = 20

second attack
attack 1d20 + 14 ⇒ (12) + 14 = 26 damage 2d6 + 16 ⇒ (6, 1) + 16 = 23


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

I'm fairly certain I would have had a few AoO's while these closed (at least how they are positioned on the map).

Guessing that initiave roll is for me, but if not:
Inititive: 1d20 + 4 ⇒ (15) + 4 = 19

All cold iron arrows:

AoO #1: Attack: 1d20 + 15 ⇒ (10) + 15 = 25 Damage: 1d8 + 17 ⇒ (2) + 17 = 19 Crit: 1d20 + 15 ⇒ (1) + 15 = 16
AoO #2: Attack: 1d20 + 15 ⇒ (3) + 15 = 18 Damage: 1d8 + 17 ⇒ (8) + 17 = 25 Crit: 1d20 + 15 ⇒ (18) + 15 = 33

Round 1:
I'll attack, unless someone else in our little subgroup moves to withdrawl or does something tactical before me. 5 foot step SW (done on roll20 already), and full attack on the one that I have vision of:

Attack: 1d20 + 13 ⇒ (19) + 13 = 32 Damage: 1d8 + 17 ⇒ (2) + 17 = 19 Crit: 1d20 + 13 ⇒ (8) + 13 = 21
Attack: 1d20 + 13 ⇒ (19) + 13 = 32 Damage: 1d8 + 17 ⇒ (1) + 17 = 18 Crit: 1d20 + 13 ⇒ (19) + 13 = 32
Attack: 1d20 + 8 ⇒ (8) + 8 = 16 Damage: 1d8 + 17 ⇒ (4) + 17 = 21 Crit: 1d20 + 8 ⇒ (17) + 8 = 25

Crit Damage!
Attack #1 on AC 21 or less: 19 + 3d8 + 51 ⇒ 19 + (1, 1, 5) + 51 = 77
Attack #2 on AC 32 or less: 18 + 3d8 + 51 ⇒ 18 + (1, 6, 8) + 51 = 84


Nemoris wrote:

They have a special attack that we will resolve AoOs against separately ... just need your round 1 actions and then I'll complete your AoO options once I resolve your actions. So going to disregard those rolls.

-Posted with Wayfinder


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Round 1 / AC 23 (27 Shield Spell) (28 Hasted/Shield) (30 Evil) / HP 92/92 / Init 15

Active Spells - Ablative Barrier 50/50 HP / Mirror Image 6 images

Sama'el:

Spells Prepared

Cantrips -


  • Dancing Lights
  • Detect Magic
  • Read Magic
  • Mage Hand
  • Touch of Fatigue

Level 1- 7 Total

Level 2- 6 Total

Level 3 - 5 Total

Level 4 - 2 Total

Arcane Pool
Sama'el - Arcane Pool Power Points – 13/14

Arcane Pool Power(s)

  • Throwing Magus
  • Flamboyant Arcana (Ex)
  • Arcane Deed - Precise Strike (Ex)

Mord'ael

Scimitar +3
Int - 14
Wis - 10
Cha - 10
Ego - 14

Special Abilities
Alertness
Black Blade Strike - 1 AP for +3 Damage for 1 Min
Telepathy
Unbreakable
Teleport Blade
Arcane Pool - 3

Wands


  • Shield - 44Charges
  • Protection from Evil - 49 Charges
  • Obscuring Mist - 48 Charges
  • Weapon Wand - 48 Charges

Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)

Knowledge Arcane 1d20 + 18 ⇒ (10) + 18 = 28

"Those are Thunder Beasts, care they have a poisonous vapor"

Sam will cast Intense Shocking Grasp and he will enchant Mord'ael with Keen/Cold Burst and 5' and attack when they get close enough

To Hit - 1d20 + 17 ⇒ (17) + 17 = 34
Damage - 1d6 + 9 + 10 + 1d6 + 10d6 ⇒ (6) + 9 + 10 + (5) + (2, 4, 6, 5, 6, 5, 6, 5, 1, 3) = 73
Confirm Crit - 1d20 + 17 ⇒ (7) + 17 = 24
Total Damage - 1d6 + 9 + 1d10 + 10d6 + 73 ⇒ (5) + 9 + (10) + (2, 2, 5, 3, 6, 6, 1, 6, 1, 4) + 73 = 133

To Hit - 1d20 + 17 ⇒ (6) + 17 = 23
Damage - 1d6 + 9 + 10 + 1d6 ⇒ (4) + 9 + 10 + (1) = 24

To Hit - 1d20 + 11 ⇒ (12) + 11 = 23
Damage - 1d6 + 9 + 10 + 1d6 ⇒ (3) + 9 + 10 + (6) = 28

Miss Chance - 1d100 ⇒ 71


So delaying initiative until after they go to do your full round spell combat? Otherwise, you're readying=a standard action


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Also sorry for my delay in all the games, May/June are going to suck for me but I will make a point to post more.

Sam will not do any of those things listed above and will instead cast fly and move up out of the charge range, but not too high to attract what ever the nasty flying things are

I will get a Jenya post up next


Jenya will 5' and hold to see if Epik needs a heal if he does or doesn't use a lay of hands


Thunder Herd Round 1 cont

Init: Nowzai, Epik, Dalamus, Nemoris, Kaurophon, Sam, Thunder Beasts, Jenya

Nemoris unloads on the approaching beasts striking twice and lodging the second arrow in the left beast's eye. With a roar of pain and a shake of its head, it stumbles a moment but then picks up the pace and soldiers on.

Sam flies up (You'll need to tell me how far enough is ... right now I have you at 40 feet)

Below the beast trample forward crushing through the three remaining members and then curling around to the right and left.

(OK, here's the deal, you may either take an AoO (both provoke if you have Combat Reflexes, but have to sacrifice all AoOs for the save) and eat the trample damage, or forgo the AoO and make a reflex save DC31 to save for half trample damage below)

Trample Damage: 4d8 + 42 ⇒ (4, 8, 6, 7) + 42 = 67

The creatures paw and snort, their fetid breath washing over the closest of you and causing you to gag.

Epik, Dalamus & Nemoris make a DC23 Fort Save or be nauseated for 1d4 ⇒ 2 rounds

Actions everyone, Round 2


Male Human Wizard (Conjuror) 10 / Loremaster 4

Reflex Save: 1d20 + 6 ⇒ (18) + 6 = 24 ... even with a decent roll, it was an auto-fail for me, so Nowzai is at -3 hp.


Nowzai ... wrong group. Only Dalamus, Nemoris, and Kaurophon are affected. Your beast stopped and attacked Epik.

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

I'm not dead yet!


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

I would have just flown up enough to be out of range of the charge but close enough to try a 5' follow up

Sam will cast an Intense Shocking Grasp, enchant Mord'ael with Keen and Frost Burst 5' and attack

To Hit - 1d20 + 17 ⇒ (15) + 17 = 32
Damage - 1d6 + 9 + 10 + 1d6 + 10d6 ⇒ (5) + 9 + 10 + (3) + (4, 2, 6, 3, 6, 5, 4, 2, 2, 3) = 64
Confirm Crit - 1d20 + 17 ⇒ (14) + 17 = 31
Total Damage - 1d6 + 9 + 1d10 + 10d6 + 64 ⇒ (2) + 9 + (7) + (6, 4, 3, 5, 6, 5, 4, 1, 4, 3) + 64 = 123

To Hit - 1d20 + 17 ⇒ (3) + 17 = 20
Damage - 1d6 + 9 + 10 + 1d6 ⇒ (1) + 9 + 10 + (5) = 25

To Hit - 1d20 + 11 ⇒ (17) + 11 = 28
Damage - 1d6 + 9 + 10 + 1d6 ⇒ (4) + 9 + 10 + (2) = 25
Confirm Crit - 1d20 + 11 ⇒ (8) + 11 = 19
Total Damage - 1d6 + 9 + 1d10 + 25 ⇒ (4) + 9 + (5) + 25 = 43

Miss Chance - 1d100 ⇒ 61


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Fort: 1d20 + 17 ⇒ (14) + 17 = 31

Round 2

Epik will heal himself as swift action and then power attacks the nearest thunder beast.

LoH: 5d6 + 7 ⇒ (2, 2, 1, 2, 4) + 7 = 18

Attack: 1d20 + 15 - 3 ⇒ (20) + 15 - 3 = 32
Damage: 2d6 + 7 + 9 ⇒ (2, 1) + 7 + 9 = 19
Attack: 1d20 + 10 - 3 ⇒ (13) + 10 - 3 = 20
Damage: 2d6 + 7 + 9 ⇒ (4, 6) + 7 + 9 = 26


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Epik wrote:

[dice=Fort]1d20+17

Round 2

Epik will heal himself as swift action and then power attacks the nearest thunder beast.

[dice=LoH]5d6+7

[dice=Attack]1d20+15-3
[dice=Damage]2d6+7+9
[dice=Attack]1d20+10-3
[dice=Damage]2d6+7+9

possible crit


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

attack
1d20 + 19 ⇒ (2) + 19 = 21 damage 2d6 + 14 ⇒ (1, 4) + 14 = 19

attack
1d20 + 14 ⇒ (12) + 14 = 26 damage 2d6 + 14 ⇒ (1, 2) + 14 = 17


Sama'el Val'varen wrote:

I would have just flown up enough to be out of range of the charge but close enough to try a 5' follow up

So how high is that?


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
DM Fflash wrote:
Sama'el Val'varen wrote:

I would have just flown up enough to be out of range of the charge but close enough to try a 5' follow up

So how high is that?

Since I am not, as a player, physically there, in person, to see how big these things are, I don't have the exact math for you. But since Sam has a 27 int, I am guessing he is most likely smart enough to be able to gauge how tall these things are and then fly 5'above that height to avoid the charge. Since your only description of them 'is as big as a cottage', I will have flown about 5' over the height of a cottage


You don't need to be physically there. They are huge creatures. All huge creatures take up a 15 foot cube. This is identifiable from the size of their token.

You want to be at 20 feet copy. Please ensure you make your concentration roll then assuming you intended to defensively cast although you didn't state it nor roll it.

-Posted with Wayfinder


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

Ahh sorry I am at a +19 on my check, I can't fail on a level 1 check, you had said for flying there was no need to roll an auto success and I just transfered that thought to the concentration check but I probably shouldn't.

Sorry for the confusion.

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai completes his spell, summoning 1d4 + 2 ⇒ (2) + 2 = 4 celestial aurochs on the far side of the thunderbeast. "This has a low probability of success," he mutters, realizing he has no control over whether the herd animals flee or attack.

Nowzai then backs away a step and casts levitate.


Male Fetchling Slayer 7/ Red Mantis 5

The trample attack does not need to hit, hence the chance to miss is ineffective? Also are you saying that if I take an AoO then I provoke one against me? It was a bit confusing

If I can take an AoO without provoking, then I shall, if not then I will take the save chance.

Attack
1d20 + 13 ⇒ (7) + 13 = 20

Damage
1d8 + 6 + 2d6 ⇒ (8) + 6 + (2, 6) = 22 again if chaotic

Save
1d20 + 11 ⇒ (16) + 11 = 27


You don't provoke ... you just either get to take the AoO or the save. Yes no miss chance on trample.


Male Fetchling Slayer 7/ Red Mantis 5

ok well I attacked and I am sure I missed


Male Fetchling Slayer 7/ Red Mantis 5

Next round Dalamus will cast greater invisibility and separate from the party as far as he can.

"Everyone, lets split up! We are doomed if we stay clustered!"


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

I'll just attack and eat the damage, auto fail on the save for me, even with a 20. On a side note, with my AoO being 15 feet out, I'm curious that I wouldn't be able to do both. All good if not (rules as written), just seems weird that they're still that far away and I can't try to dodge:

Fort Save: 1d20 + 12 ⇒ (11) + 12 = 23

Attack: 1d20 + 13 ⇒ (13) + 13 = 26 Damage: 1d8 + 17 ⇒ (3) + 17 = 20 Crit: 1d20 + 13 ⇒ (2) + 13 = 15

Attack: 1d20 + 13 ⇒ (11) + 13 = 24 Damage: 1d8 + 17 ⇒ (8) + 17 = 25 Crit: 1d20 + 13 ⇒ (10) + 13 = 23

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