DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Male Human Wizard (Conjuror) 10 / Loremaster 4

Round 8

Nowzai:

_____________________

hp 47 of 48
AC 22 (t 14, ff 20)
Status darkvision (5 hours), mage armor (45 min), magic circle vs evil (55 min), shield (8 min)

Spells Prepared
Cantrips: detect magic, light, open/close, sonic snap
1st: benign transposition, feather fall (x2), identify, lsr orb of sound (x2), shield
2nd: baleful transposition, create pit, darkvision, greater slide, levitate, smn mon II
3rd: hydraulic torrent, magic circle vs evil, sound lance (x2), smn mon III, wind wall
4th: arcane eye, black tentacles, stoneskin, smn mon IV (x2)

Acid Dart 10 uses remaining (11/day)
Riftcutter 0 use remaining (1/day)

Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 9 minutes remaining (10/day)
Staff of Size Alteration 7 charges remaining

Wand of acid arrow 4 charges
Wand of detect secret doors 13 charges
Wand of mage armor 28 charges
Wand of magic missile 29 charges
Wand of unseen servant 49 charges

Crossbow bolts 17
_________________________________

Reminder that I still have magic circle vs evil up, which gives a +2 resistance bonus to saves, if you're in the circle.

Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22

Nowzai peers into the deep shadows beyond the melee, locking in on the silverback as it pops into view. "Attack there!" he orders the archons in the Celestial tongue. The archons move up, firing light rays while Nowzai also sends a bolt of sonic power at the leader.

Lantern Archons move and attack the silverback.

Archon One (ranged touch): 1d20 + 5 ⇒ (5) + 5 = 10; Damage: 1d6 ⇒ 4
Archon Two (ranged touch): 1d20 + 5 ⇒ (20) + 5 = 25; Damage: 1d6 ⇒ 5
Archon Three (ranged touch): 1d20 + 5 ⇒ (17) + 5 = 22; Damage: 1d6 ⇒ 3
Archon Four (ranged touch): 1d20 + 5 ⇒ (12) + 5 = 17; Damage: 1d6 ⇒ 1
Two Confirm Critical: 1d20 + 5 ⇒ (15) + 5 = 20; Damage: 1d6 ⇒ 4

Nowzai casts sound lance.
Sound Lance: 8d8 ⇒ (4, 2, 3, 6, 1, 8, 5, 8) = 37 sonic damage (DC 21 Fort save for half)


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 Save: 1d20 + 16 ⇒ (14) + 16 = 30

Round 8

Effects: Bull's Strength, Divine Favor

Epik moves up and power attacks the remaining gorillian.

Attack: 1d20 + 14 - 3 + 2 + 2 ⇒ (9) + 14 - 3 + 2 + 2 = 24
Damage: 2d6 + 7 + 9 + 4 ⇒ (3, 6) + 7 + 9 + 4 = 29

Attack: 1d20 + 14 - 3 + 2 + 2 ⇒ (20) + 14 - 3 + 2 + 2 = 35
Damage: 2d6 + 7 + 9 + 4 ⇒ (5, 5) + 7 + 9 + 4 = 30

Crit Check: 1d20 + 14 - 3 + 2 + 2 ⇒ (14) + 14 - 3 + 2 + 2 = 29
Damage: 2d6 + 7 + 9 + 4 ⇒ (4, 3) + 7 + 9 + 4 = 27


Female Human Priestess of Iomedae 10
Epik wrote:
Fort Save: 1d20 + 16 ⇒ (14) + 16 = 30 Round 8 Effects: Bull's Strength, Divine Favor Epik moves up and power attacks the remaining gorillian. Attack: 1d20 + 14 - 3 + 2 + 2 ⇒ (9) + 14 - 3 + 2 + 2 = 24 Damage: 2d6 + 7 + 9 + 4 ⇒ (3, 6) + 7 + 9 + 4 = 29 Attack: 1d20 + 14 - 3 + 2 + 2 ⇒ (20) + 14 - 3 + 2 + 2 = 35 Damage: 2d6 + 7 + 9 + 4 ⇒ (5, 5) + 7 + 9 + 4 = 30 Crit Check: 1d20 + 14 - 3 + 2 + 2 ⇒ (14) + 14 - 3 + 2 + 2 = 29 Damage: 2d6 + 7 + 9 + 4 ⇒ (4, 3) + 7 + 9 + 4 = 27

He is out of 5 foot reach, hanging on the gate

-Posted with Wayfinder


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

Am I within a 5' to the hanging gorilla since I am flying?


Female Human Priestess of Iomedae 10

Can be, think you need to movr north 1 square iirc

-Posted with Wayfinder


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

since i am stunned, can Epik pick up my longhammer and attack?


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

ok will check when I am on the pc

-Posted with Wayfinder


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

Round 8 / AC 27 / HP 82/83 (1 Non-lethal / Init 20

Active Spells - Shield rounds 6/10, Ablative Barrier 39/50 HP left / Blessing of Fervor 7/8 rounds / Pro Evil rounds left 7/10 / Mirror Image 6 Images, 8 Min left

Sama'el:

Spells Prepared

Cantrips -


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

Level 1- 6 Total

Level 2- 6 Total

Level 3 - 4 Total

Arcane Pool
Arcane Pool Power Points – 8.64

Arcane Pool Power(s)

  • Wand Wielder

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)

I will use the Blessing for an extra attack this round, fly over to the last gorilla with a 5' and attempt to slay it, no spell-strike

To Hit - 1d20 + 16 ⇒ (7) + 16 = 23
Damage - 1d6 + 8 + 1d6 ⇒ (5) + 8 + (6) = 19

To Hit - 1d20 + 10 ⇒ (19) + 10 = 29
Damage - 1d6 + 8 + 1d6 ⇒ (4) + 8 + (6) = 18
Confirm Crit - 1d20 + 10 ⇒ (2) + 10 = 12
Total Damage - 1d6 + 8 + 18 ⇒ (3) + 8 + 18 = 29

To Hit - 1d20 + 16 ⇒ (20) + 16 = 36
Damage - 1d6 + 8 + 1d6 ⇒ (5) + 8 + (3) = 16
Confirm Crit - 1d20 + 16 ⇒ (6) + 16 = 22
Total Damage - 1d6 + 8 + 16 ⇒ (4) + 8 + 16 = 28


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:

Round 8

Epik isn't proficient in the long hammer.

Epik will drop his sword and draw his composite long bow as his move action. He then fires on the Gorillian.

Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


The Balcony Round 8

Sam, Magma, Nemoris, Epik, Jenya, Nowzai, Charau-Ka Thugs, Akkituk, Dalamus

Sam adjusts his flight slightly to slip within the girralon's range and unfolds a deadly spinning crisscross of swordstrikes which eviscerate the beast causing it to fall in an unseemly heap upon it's former allies.

Magma stands stunned along with Dalamus (from last round) while Nemoris finds himself fighting for his life in melee combat (Pretty certain Nemoris doesn't draw AoO's any more for firing in melee... correct me if I'm wrong). He spins feathering the noble beast with several arrows and on the last strike, it disappears in a puff of brimstone.

Epik draws his bow, finding no girallons, fires across their dead bodies at one of the charau-ka, who nimbly avoids the errant shot.

(Jenya acts here if anyone wants her to cast anything specific, otherwise she hangs back)

Nowzai directs his archons forward who fly into the cavern firing their light rays at the silverback chimp who shrinks under the blows and is caught completely unaware by the sound lance and staggers back eating it full force. None of the charau-ka seem intimidated by the archons' presence.

He responds with a quick wave of his hand and a palpable greasy blackness descends upon the area tearing at your very souls. A familiar spell the party has seen from evil priests before, the unholy blight affects you all in different ways. He then hobbles back into the darkness behind him, disappearing from everyone's view (except for any remaining archons ... they can still see him).

Holding for action here depending on which archons are still left standing but they will either be throwing axes or climbing over the tentacles and rushing forward. Dalamus gets to act the end of this round. Actions from everyone else for Round 9

EVERYONE MUST MAKE A WILL SAVE ... see details in spoiler below. Sam (who has prot evil of his own), Dalamus, and Archons are outside of Nowzai's magic circle

The Dice:

Ak Fort Save: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Lantern Archon Unholy Blight damage: 8d6 ⇒ (3, 3, 2, 2, 6, 3, 5, 3) = 27; sickened and save stuff as below
Unholy Blight affects: 4d8 ⇒ (6, 7, 7, 7) = 27 damage and sickened 1d4 ⇒ 3 rounds
Good PCs: Make Will Save DC19 for half damage and no sickened
Neutral PCs: Make Will Save DC19 for quarter damage and won't be sickened even if you fail the save
CK1 Will Save vs aura of menace: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
CK2 Will Save vs aura of menace: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
CK3 Will Save vs aura of menace: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Ak Will Save vs aura of menace: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32

DM Use:

A: 13
1: 0
2: 0
3: 0


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

will save
1d20 + 10 ⇒ (2) + 10 = 12
so i take half damage?
Round 9
ooc: do we have an updated map?


Yes, map is good on Roll 20 and you take half


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

Will Save - 1d20 + 9 ⇒ (4) + 9 = 13

Can I not see the cleric because of magical darkness or is he just too far away?


Too far away


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:

Will Save: 1d20 + 13 ⇒ (19) + 13 = 32

Round 9

Epik fires on the nearest charau-ka.

Attack: 1d20 + 9 + 4 ⇒ (7) + 9 + 4 = 20
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Male Fetchling Slayer 7/ Red Mantis 5

Will Save
1d20 + 2 ⇒ (15) + 2 = 17
Damn, so close

Dalamus is going to fall back behind Magma.

In round 9 Dalamus will attack any of the chimps that come through.....being last in the round does have it's occasional advantage.


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

Correct on the lack of AoO with ranged combat in melee (just added that at level 7)

Will save: 1d20 + 8 ⇒ (17) + 8 = 25

For some reason I can't get the map to work (was working week before last), so I can't tell what targets are available. Hopefully I can see something to attack (if not, perhaps Nowazi's light rays will have illuminated a target I can attempt to hit).

Round 8 || Initiative 10 || 72/82 hp || AC 25

Attack: 1d20 + 11 ⇒ (16) + 11 = 27 Damage: 1d8 + 16 ⇒ (3) + 16 = 19 Miss:1d100 ⇒ 81 Crit: 1d20 + 11 ⇒ (4) + 11 = 15
Attack: 1d20 + 11 ⇒ (20) + 11 = 31 Damage: 1d8 + 16 ⇒ (4) + 16 = 20 Miss:1d100 ⇒ 90 Crit: 1d20 + 11 ⇒ (7) + 11 = 18
Attack: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 1d8 + 16 ⇒ (6) + 16 = 22 Miss:1d100 ⇒ 34 Crit: 1d20 + 6 ⇒ (1) + 6 = 7
Attack: 1d20 + 11 ⇒ (3) + 11 = 14 Damage: 1d8 + 16 ⇒ (1) + 16 = 17 Miss:1d100 ⇒ 17 Crit: 1d20 + 11 ⇒ (2) + 11 = 13

Possible crit damage rolls: 20 + 2d8 + 32 ⇒ 20 + (8, 1) + 32 = 61 and 22 + 2d8 + 32 ⇒ 22 + (2, 3) + 32 = 59


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

Sorry that should have been round 9 and that did not have my half damage from the blight. Should drop me down to 59 hp.


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

is the gate open? or do i have to climb?

to get at the chimps?

what is the climb check? do i have to fight thru nowazi spell?


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

None of the things we can see now have been casting spells have they? Just the one that moved away again?


@ Magma: gate is open, Nowzai and Sam's spells are between you and the chimps. Climb check is high if you can't reach the gate ... walls are sheer

@ Sam: correct


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

Magma, how much do you weigh? I could maybe fly you over it


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai Will save: 1d20 + 9 ⇒ (14) + 9 = 23 ... takes 13 damage.

Archon 1 Will save: 1d20 + 2 ⇒ (2) + 2 = 4 {fail}
Archon 2 Will save: 1d20 + 2 ⇒ (11) + 2 = 13 {fail}
Archon 3 Will save: 1d20 + 2 ⇒ (8) + 2 = 10 {fail}
Archon 4 Will save: 1d20 + 2 ⇒ (13) + 2 = 15 {fail}

The four archons cannot withstand the unholy blast, and all four blink back to their outer plane home.

"If we wish to attack, say the word and I will dismiss the tentacle field."

If yes, standard action to dismiss. If not, he will ready a wand and cast acid arrow at the nearest target.

Acid Arrow (ranged touch): 1d20 + 6 ⇒ (8) + 6 = 14; Acid Damage: 2d4 ⇒ (1, 3) = 4


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
Nowzai al'Nazari wrote:

[dice=Nowzai Will save]1d20+9 ... takes 13 damage.

[dice=Archon 1 Will save]1d20+2 {fail}
[dice=Archon 2 Will save]1d20+2 {fail}
[dice=Archon 3 Will save]1d20+2 {fail}
[dice=Archon 4 Will save]1d20+2 {fail}

There's the Dave we know and love! Welcome back dude!


Female Human Priestess of Iomedae 10

Magma and Sam. Actions?

-Posted with Wayfinder


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

Just waiting to see if magma wants me to fly him over or drop the spells


Male Human Wizard (Conjuror) 10 / Loremaster 4

I will drop the spell if it makes it easier. I just want to make sure we are *all* ready to advance, and not get drawn forward piecemeal. We aren't in any particular need to chase, at the moment.


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

Sam i am 300 pounds with gear


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

if sam can fly we over i will attack the chimps


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

oof 300, yeah I can't carry that

"I am ready to dismiss the grease when you are ready Nowzai, get ready friends."

Round 9 I will dismiss the grease


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

if the disspell i will move and attack the the chimps
round 9 holding action until Nowazi
3 attacks starting with the monkey in the middle

1d20 + 16 ⇒ (14) + 16 = 30 dam 2d6 + 12 ⇒ (2, 5) + 12 = 19

1d20 + 16 ⇒ (4) + 16 = 20 dam 2d6 + 12 ⇒ (1, 1) + 12 = 14

1d20 + 11 ⇒ (17) + 11 = 28 dam 2d6 + 12 ⇒ (4, 4) + 12 = 20


Can't move and full attack. Only get the std action if you move more than 5'.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
DM Fflash wrote:
Can't move and full attack. Only get the std action if you move more than 5'.

k

still attacking the center chimp
do i get a second attack with Jenya spell?


@Magma, no blessing of fervor speed only works on a full attack
@Nemoris ... left dynamic lighting on the map from the other day. Fixed now, should be visible

The Balcony Round 9

Sam, Nemoris, Epik, Jenya, Nowzai, Magma, Charau-Ka Thugs, Akkituk, Dalamus

From Round 8: Dalamus pulls back behind the stonechilde, who waits until the spells are down.

Sam dismisses his grease as Nemoris fires blindly into the darkness, one of his arrows striking a charau-ka with luck as it raises its head to howl, causing it to gurgle blood as it collapses instead.

Jenya coughs and gags from the blight spell as Epik also fires into the crowd, hitting one in the shoulder. Nowzai dismisses the tentacles and Magma rushes forward striking the one that Epik injured with a powerful blow.

The chimps, in a shrieking frenzy, rage at the stonechilde with clubs and teeth getting a couple small hits in. Magma sees another approaching from the darkness in a shrieking frenzy.

TheDice:

Jenya Will Save: 1d20 + 11 ⇒ (6) + 11 = 17; fail (sickened)
CK2 Club vs Magma: 1d20 + 11 ⇒ (20) + 11 = 31; HIT!; Crit: 1d20 + 11 ⇒ (9) + 11 = 20; no, Damage: 1d4 + 2 ⇒ (4) + 2 = 6
CK2 Club vs Magma: 1d20 + 11 ⇒ (3) + 11 = 14; miss
CK2 Bite vs Magma: 1d20 + 4 ⇒ (5) + 4 = 9; miss
CK3 Club vs Magma: 1d20 + 11 ⇒ (13) + 11 = 24; miss
CK3 Club vs Magma: 1d20 + 11 ⇒ (17) + 11 = 28; HIT!; Damage: 1d4 + 2 ⇒ (3) + 2 = 5
CK3 Bite vs Magma: 1d20 + 4 ⇒ (11) + 4 = 15; miss

At Dalamus for action this round, others for next round


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

Round 10
attacking the center creature
1d20 + 16 ⇒ (19) + 16 = 35 damage 2d6 + 12 ⇒ (3, 6) + 12 = 21

1d20 + 16 ⇒ (3) + 16 = 19 damage 2d6 + 12 ⇒ (2, 6) + 12 = 20

1d20 + 11 ⇒ (19) + 11 = 30 damage 2d6 + 12 ⇒ (4, 2) + 12 = 18


Male Fetchling Slayer 7/ Red Mantis 5

ROUND 9
Dalamus will move to the right of Magma and attack the chimp (Flanking the chimp)

Attack
1d20 + 7 - 2 + 2 ⇒ (20) + 7 - 2 + 2 = 27
Crit
1d20 + 7 - 2 + 2 ⇒ (9) + 7 - 2 + 2 = 16

Damage
1d8 + 4 ⇒ (3) + 4 = 7
Crit Damage
1d8 ⇒ 5

I am assuming these chimps are not chaotic, if they are I will need to reroll the damage

ROUND 10
Attack the same chimp if is still alive, if not attack the chimp next to him

Attack
1d20 + 7 - 2 + 2 ⇒ (13) + 7 - 2 + 2 = 20
Crit
1d20 + 7 - 2 + 2 ⇒ (14) + 7 - 2 + 2 = 21

Damage
1d8 + 4 ⇒ (8) + 4 = 12
Crit Damage
1d8 ⇒ 1


Male Human Wizard (Conjuror) 10 / Loremaster 4

There are only two charau-ka left? Did any (other than the caster) flee? Can we see or hear any more hanging back?


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:

Round 10

Epik drops his bow, picks up his sword and moves to Magma's side.


Nowzai al'Nazari wrote:
There are only two charau-ka left? Did any (other than the caster) flee? Can we see or hear any more hanging back?

Magma can see one more, although you can definitely hear more in the cave. Not just 2 or 3 ...


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
DM Fflash wrote:
Nowzai al'Nazari wrote:
There are only two charau-ka left? Did any (other than the caster) flee? Can we see or hear any more hanging back?
Magma can see one more, although you can definitely hear more in the cave. Not just 2 or 3 ...

all i can see are the 2 in front of me


If I can't do anything with that to help I'll lob off some shots into the darkness.

Attack:
1d20 + 11 ⇒ (20) + 11 = 31 Damage:
1d8 + 16 ⇒ (6) + 16 = 22 Miss:1d100 ⇒ 81 Crit: 1d20 + 11 ⇒ (11) + 11 = 22

Attack:
1d20 + 11 ⇒ (7) + 11 = 18 Damage:
1d8 + 16 ⇒ (3) + 16 = 19 Miss:1d100 ⇒ 66 Crit: 1d20 + 11 ⇒ (18) + 11 = 29

Attack:
1d20 + 6 ⇒ (12) + 6 = 18 Damage:
1d8 + 16 ⇒ (4) + 16 = 20 Miss:1d100 ⇒ 26 Crit: 1d20 + 6 ⇒ (2) + 6 = 8

Attack:
1d20 + 11 ⇒ (5) + 11 = 16 Damage:
1d8 + 16 ⇒ (3) + 16 = 19 Miss:1d100 ⇒ 77 Crit: 1d20 + 11 ⇒ (1) + 11 = 12

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai will hold his acid wand ready and advance a few paces behind the others.

Holding for if the charau-ka priest appears again...


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

I will fall back and suggest we all get ready to retreat, heal up and come back.

Pushing in while the compound is under alert is a bad idea


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

What makes.you think that they are going to wait or worse call for renforcements while we are licking our wounds. Let press on wipe this evil out and save Alex


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

Has the map been for me to see the chimp that fell back


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 nods stoically at the stone child, "Yes, let us cleanse this foul evil now before they can further organize their defenses."


Male Human Wizard (Conjuror) 10 / Loremaster 4

Agreed, press on... I would ask Jenya to drop a couple healing surges on us, though.


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

Just out of curiosity, why do you all of your character have no survival instincts? We are not always under some sort of rush to get these quests done, we are allowed to be smart about it and even, dare I say, tactical about it. There is literally no good reason to keep pushing into this when we have several of us who are sickened, we have someone who almost died, are already low on spells and it's incredibly clear that there are many, many more of these things in the halls ahead, some of them can clearly cast a darkness that we have no way to overcome and less then half the party can see in the dark. I mean, if there is some reason you want to run in and die roll up new toons let me know and I will wait here for those guys to show up and move in with them

Not trying start a fight, just really wondering why all of you always just push push push, this happens all the time. We have wandered around at least twice when everyone could have leveled and we just seem incapable of stopping and resting when there is no good reason to not do it.

Am I missing something from a Role Play perspective?


Male Human Wizard (Conjuror) 10 / Loremaster 4

I think we've seen a good chunk of the worst, with the fiend girallon and other girallons down, I think our main threat is the priest. And I'm not sure what you mean by "low on spells"... we just arrived here about 5 minutes ago, game time. Nowzai still has plenty of spells, Jenya hasn't expended much healing power, etc. I can understand holding a few rounds for the sickened duration to wear off, but I think we should press our advantage while we have them on the run.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Nowzai al'Nazari wrote:
I think we've seen a good chunk of the worst, with the fiend girallon and other girallons down, I think our main threat is the priest. And I'm not sure what you mean by "low on spells"... we just arrived here about 5 minutes ago, game time. Nowzai still has plenty of spells, Jenya hasn't expended much healing power, etc. I can understand holding a few rounds for the sickened duration to wear off, but I think we should press our advantage while we have them on the run.

I'd much rather delay a bit and not rush in like the previous debacle. For those of us that can't see, that sure seemed like we were cutting it close.

Let's get a plan and a way to deal with the magical darkness before we blindly run in and attack. I believe that everyone took a decent bit of damage, and we nearly killed Dalamus yet again....

If we absolutely have to charge in right now, let's at least look at the other door and see if it's less of a disadvantage.

Nemoris will stay put for now.

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