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DM Fflash's Shackled City Campaign
Game Master DM Fflash

Chapter 4: The Zenith Trajectory
The Darklands



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2,751 to 2,767 of 2,767 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>

Male Stonechild Stonechild 4 / Fighter 1/ Cleric 1 (HP 83 AC 24)

I am going to cast bless which will give everyone except Sam dal +1 to hit and damage


Male Human Wizard (Conjuror) 6

Knowledge (arcana): 1d20 + 14 ⇒ (2) + 14 = 16

Nowzai's eyes open wide when he sees the monster. "Uhh... um, a hydra of some sort?" he stammers, uncharacteristically. He moves back from the edge of the stairs and starts to casts a spell.

SM2... small fire elemental.


Male Human Paladin 6

Epik will move to heal Dalamus: 3d6 + 4 ⇒ (2, 5, 6) + 4 = 17


Male Teifling Bladebound Magus 6 (AC 21 / Hp 64 / Init +4 / Fort +8 / Ref +7 / Will +6)

Knowledge Arcane - 1d20 + 9 ⇒ (18) + 9 = 27

"The creature is a cryohydra! It's able to breath ice and capable of immense healing. Only known ways of killing it are to sever its heads and prevent the stump from regrowing by burning or searing with acid. Additionally, an immense amount of damage to the body will work as well. sorry to copy and paste, in a hurry this evening.

Can it reach me where I am based on that last attack?

I will use the Shield wand now (standard action) and swift action tail to put it away and use my move action to get my wand of Weapon Wand out


Creature is 15 feet tall. You don't know its reach.


Male Teifling Bladebound Magus 6 (AC 21 / Hp 64 / Init +4 / Fort +8 / Ref +7 / Will +6)

How do you sever heads? Is it a called shot? A certain amount of damage?


Attack the head and do enough damage.


Male Teifling Bladebound Magus 6 (AC 21 / Hp 64 / Init +4 / Fort +8 / Ref +7 / Will +6)
DM Fflash wrote:
Attack the head and do enough damage.

If you know what I mean....

I am out and about all day so I am going to post a round 2 action so you have it if needed but I reserve the right to change it if s$%t goes down before my turn :)

Round 2 - AC 27 / HP 64 / Init 14

I will use wand of Weapon Wand and if I can do it all this round, put my Truestrike Wand into Mord'ael - Spell - Weaponwand Let me know what you think, the wording says that you can insert a wand as part of casting the spell and wand are supposed to work as the spell so I am not sure how you want to do this


As long as you use your swift action tail as the third "hand" to retrieve and place the truestrike wand


Male Half Elf Rogue 6

Damn!

Reflex Save DC 17
1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12

Damn, again! I had evasion too!

Dalamus drops. -4


Pit of the Seven Jaws Round1 (cont)

Init: Magma, Hydra, Epik, Sam, Dalamus, Nowzai, Nemoris

As Magma covers the rear of the party with Torag's blessing, Dalamus gets turned into a popsicle and the shivering half-elf collapses on the stairs.

Epik bolts down the stairs to get to Dalamus' side and as he crosses the landing, one of the heads snakes out to bite at him, but clangs off the staircase below him. He heals Dalamus bringing the rogue to consciousness.

Dalamus is prone on the stairs and can act

Sam and Nowzai cast spells while Nemoris draws his bow to shoot arrows at the beast (heads or body ... we'll resolve the hits/misses after the fact)

Round 2 actions? Depending on Magma's input, the hydra will move back under the stairs out of view

The Dice:

Hydra AoO vs Epik: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21; miss
1d4 ⇒ 2


Male Half Elf Rogue 6

Dalamus will get up an do a fighting withdrawal with his sword out, climbing back up the stairs, still seriously injured, he staggers up.


Male Human Paladin 6

Round 2

Epik will run as a full round action, getting as far down the stairs as possible.


Male Stonechild Stonechild 4 / Fighter 1/ Cleric 1 (HP 83 AC 24)

Round 2
I will move in support of epik. Can I use the wand and move?
3d8 + 5 ⇒ (4, 1, 5) + 5 = 15
Just in case I can use the wand


Using the wand on Dalamus? Yes, then you only get one move action down the stairs instead of 2.


Male Human Ranger 1/Fighter 4/Order of the Bow Initiate 1

I'll aim for the heads:

Round 1 || Initiative 3 || 64/64 hp || AC 23

If I can take a full round attack, I'll aim for the heads, moving to the next if I can drop one (assuming point blank damage and to hit, so -1 to each if I'm not within 30 feet of the heads). Couldn't tell if I was at 45 feet with the 15 feet tall heads or if it'd be a bit off. If I'm not within 30, I'll take my 5 foot step down the stairs each round until I am.

Attack: 1d20 + 12 ⇒ (14) + 12 = 26 Damage: 1d8 + 10 ⇒ (2) + 10 = 12 Crit: 1d20 + 12 ⇒ (10) + 12 = 22
Attack: 1d20 + 12 ⇒ (8) + 12 = 20 Damage: 1d8 + 10 ⇒ (1) + 10 = 11 Crit: 1d20 + 12 ⇒ (17) + 12 = 29
Attack: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d8 + 10 ⇒ (6) + 10 = 16 Crit: 1d20 + 7 ⇒ (13) + 7 = 20

I'd rather wait on round 2 to see if anyone else gets hit, or you know if the thing nearly kills me, but if it's all standard (and no one yells at me to stop shooting the heads), I'll just fire 3 more arrows:

Round 2 || Initiative 3 || 64/64 hp || AC 23

Attack: 1d20 + 12 ⇒ (15) + 12 = 27 Damage: 1d8 + 10 ⇒ (4) + 10 = 14 Crit: 1d20 + 12 ⇒ (5) + 12 = 17
Attack: 1d20 + 12 ⇒ (6) + 12 = 18 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 12 ⇒ (15) + 12 = 27
Attack: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d8 + 10 ⇒ (6) + 10 = 16 Crit: 1d20 + 7 ⇒ (19) + 7 = 26


Male Human Wizard (Conjuror) 6

Round 2

Nowzai places the elemental close to the hydra and commands it to attack the nearest head.

Fire Elemental: 1d20 + 6 ⇒ (17) + 6 = 23; Damage: 1d4 + 2 ⇒ (4) + 2 = 6 fire damage plus burn (Ref DC 13 for 1d4 ⇒ 4 rounds)

Nowzai picks out a wounded head and casts an orb of sonic energy at it.

Lsr Orb of Sound: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 (ranged touch); Damage: 3d6 ⇒ (3, 1, 6) = 10 sonic damage

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