DM Greg |
Rigo'Sharva |
Rigo doesn't know what the creature is, and doesn't much care. He moves as quickly as he can (which is quite quickly) and get's within 60 feet of where it is diving, and holds out his hand, palm cupped toward the creature.
A sickly green bolt of energy forms in the cup of his hand, and then reaches out toward the creature as it swoops down on people.
Ranged Touch: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 ⇒ 6
Damage bonus if within 30 ft: 2d6 ⇒ (4, 6) = 10
The bolt slams into the creature, hopefully distracting it.
Rigo'Sharva |
H23 - Ready action to attack the creature when it comes within 30 ft, or is about to attack a villager, whichever comes first.
Swirls Mist |
If so: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 5 ⇒ (4) + 5 = 9
Rigo'Sharva |
Before I go for a round 2... did it do anything when we hit it? Did we hit it? Did it do any damage? Kind of sparse on details there GM...
Rigo'Sharva |
Rigo'Sharva |
Ok, just checking, it looks like it moved away rather than moving toward the people who were in the green, which is where I thought you said it was flying toward. Ok, second verse same as the first. Move 30 ft, ready action to shoot with same restrictions as last time.
Ranged Touch: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 ⇒ 4
Damage Bonus if within 30 ft: 2d6 ⇒ (4, 4) = 8
Swirls Mist |
produce flame ranged touch attack.
SM fiyah ball: 1d20 + 7 ⇒ (7) + 7 = 141d6 + 5 ⇒ (6) + 5 = 11
ape fiyah ball: 1d20 + 2 ⇒ (4) + 2 = 61d6 + 5 ⇒ (1) + 5 = 6
yeah I had kind of been expecting the rest of our party to at least have been alerted to the issue by now. Screams are rather easy to hear.
Borrum Orcbane |
Borrum is in the general area of the Old Toll House, the Armory and The Green. Working on drills with the militia.
how is that in the old toll house and not outside in the large open area on the map? I am sure that the old toll house is not large enough for drills with the militia.
you ask were we are and then it seems people are ignored for a week at a time. If it has only been 12 seconds... Then that is two posts for the ACTIVE characters. I am avoiding reading spoilers, but I don't care to go through another after-skull bridge encounter.
if you want to run a game with only a couple of players, please say so and I'll find another activity.
this is the fourth game I am in where the game has turned into this type of play. So this game unfortunately gets me in a vent mood.
DM Greg |
How you ask because it is not. The old toll house is the building number 8 on the map that was provided. There are currently no drills, no exercised, no parade done by the militia. The old toll house is the Militia HQ + the local prison. It is that way because the module says it so. The game designer who wrote the module placed it there and not somewhere else. Most of guards / militia are manning check points around town (like the one you encountered when first got here) and the ones not doing so are helping to make preparations. Currently at the old told house Captain Sorana just came back to her office, With Maru that has been looking for her for the last three hours? I don't think that as a DM i have ignored any of my players an do usually post in a timely manner (considering my Time zone). Now i didn't choose to have the party separated at this particular time i only ask what you were doing to today. The adventure has a timeline of events of things that do happen. Where and how do deal with it is up to you. you don't want to go trough an other after skull bridge ? So you would have me telling a player that he can't do something because it would not involved the whole party? Why would you give players a post count for what is happening during round count? they have questions about things that where happening and therefore i answered. So it while the number of post have been more than 2 in terms of game actions we are on top of round 2 where it it the party then the monster then the villagers to act. Let me reiterate: I run this game for all those involved, I do not make choices for the players. Let me give you an different example: Swirl wanted to do his communion with nature to get his AC. It takes 48H of uninterrupted time, and he therefore missed the town council meeting. The module give me a setting, then environment all the background info on the NPC etc. Now Swirl is going to attempt something that isn't addressed by the module that i have to improvised based on what i imagine would be plausible. There are many different ways to accomplished certain desired outcome. For instance you all might have failed to beat he DC diplomacy / intimidation of the town council.I know of a game where some characters after failing that who tried to uncover some of the NPC's secrets and were able to blackmail them into voting the way they wanted when second meeting was given. Etc If that was the case in our game should i deny those characters interested in pursuing that angle ? After all we could put it to a players vote. I am fine with that.
DM Greg |
Round 2
Swirl mist i had to move you to your full movement in order to be in range. It was 100f away from Rige who was a lot closer than you
Swirl mist with his new ape in tow move up toward the creature, but only his fiery projectile hits the creature
Rigo ready's his bolt of Eldrich energy as he is a bit out of range for the moment.
-----
The creature takes to flight, just enought to lift is massive body and fly in your directions. Shortly after a bolt of pure energy comes slaming into it from rigo as it is finally in his long range.
As it comes closer and there is no one blocking you view you can see that his winged monster has the body of a lion, though two more heads flank its central feline one—a blue serpentine (not unlike the one Swirl brought back) and a horned goat
And then suddenly it breath electricity toward Rigo in a straight albeit short line
Reflex DC 17: 6d8 ⇒ (1, 3, 8, 6, 4, 3) = 251d4 ⇒ 1
----
A villagers comes running toward the old Toll house and screams that a monster is attacking the town near the speakers house.
As the message is relayed in the command center Borrum and Maru start running toward the battlefield
----
Round 3
All Heroes Go !
Rigo'Sharva |
Rigo was holding for it to be within 30 ft, or to obviously not be coming within 30 ft, as he gains bonus damage within 30 ft. If the 'short but straight' line was 30 ft or less, Rigo would have fired at that point.
Reflex: 1d20 + 9 ⇒ (11) + 9 = 20
9/22 HP WooHoo, gonna have to make a new character next round
Rigo moves to J17, and fires another blast at the creature. +2 AC vs creature, Dodge + Competence Bonus from Movement He also looks it over, to see if he can identify it.
Kn(Arcana): 1d20 + 2 ⇒ (2) + 2 = 4
Ranged Touch: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 3d6 ⇒ (6, 4, 3) = 13
Swirls Mist |
Swirls mist and his ape pelt the creature with more flaming strikes.
Fiyah SM: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 5 ⇒ (2) + 5 = 7
Fiyah Ape: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 5 ⇒ (6) + 5 = 11 Didn't add his dex mod to hit last time.
The flames boiling from the pairs hands begins to burn a low yellow and flicker.
Too bad this trick with my AC burns through produce flame uses so quick. and hey, if the catfolk dies at least we get a great prize. We hardly know em' so more loot for us.
though it would be preferred if we could actually keep you alive.
Hrmm... wish there were a druidic wand maker that I knew of in the area. wands of Snow Sight and Obscuring Snow would be awesome for the party.
Marrulurk, Agents of the Hand |
If Marru can get within 110 ft. by the end of the first round (which he should be able to - his speed is 20 like Borrum's, so at a run it'd be 80), he'll stop there and shoot his bow; he'll move his speed and attack once each round thereafter. If he cannot reach it with his bow for some reason, he will full run both rounds, but stop 15 feet away from the creature and attack it then.
Attack (bow): 1d20 + 10 ⇒ (8) + 10 = 18; Damage (bow): 1d6 + 4 ⇒ (5) + 4 = 9
EDIT: for clarity of meaning
Marrulurk, Agents of the Hand |
Then everything is as I wrote above: he'd run for two rounds, stay at least 15 ft. away, and loose his arrow with the attack roll. EDIT: fixed tag
Galdamor Graak |
Hearing the sound of battle and cries of fear, Galdamor stopped was he was doing and moved as fast as he could to where the sounds came from.
If he sees the electricity line Galdamor will cast on himself a spell of protection from energy, electricity
DM Greg |
Round 3 Top
Rigo move again and fire that eldrich blast of his and lands a hit but his still has no idea what the monster is
Swirl mist and his new ape friend continue to send their flame that burn the creature here and there
The creature in pain lands right next to Rigo and the Lion Head Bite: 1d20 + 12 ⇒ (18) + 12 = 302d6 + 4 ⇒ (5, 2) + 4 = 11 Bites him really hard
Maru Having move only once is able to shoot his bow but the arrow misses the large creature as Borrum continues to run past him.
Round 4
Swirl Mist and Rigo, Then monster than rest of heroes
Swirls Mist |
Round 3
With the creatures dangerous strike Swirls mist shouts a command and points toward the three headed beast. The unnamed ape thunders over the grass
Moving to 18-19/k-l, ape has 40ft move speed. AC on ape is 17.
Ape attack Claw: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 5 ⇒ (1) + 5 = 6 I'm assuming a 25 hits.
Produce flame damage held spell/claw: 1d6 + 5 ⇒ (1) + 5 = 6
Man, what a great time for my dice to be jerks.
And slams a great black hand wreathed in flame right into the creatures jawline screaming challenge at the beast.
Swirls mist moves and stands ready to support his companion.
Swirls mist moves to I-22 holding an action to cast Cure moderate wounds on himself/his companion if damage is inflicted. Sorry Rigo you are too far off for me to help right now. Now lets see if Swirls mist gets to mark another companion down on the 'things I will murder the red hand for' list.
Rigo'Sharva |
Ringo aborts his normal attack action to bleed, being at -2 HP
Stabilize: 1d20 ⇒ 17 Stabilized
Marrulurk, Agents of the Hand |
Ahem.
Maru Having move only once is able to shoot his bow but the arrow misses the large creature as Borrum continues to run past
... is incorrect. Please observe:
Then everything is as I wrote above: he'd run for two rounds, stay at least 15 ft. away, and loose his arrow with the attack roll. EDIT: fixed tag
So he runs for two rounds before attacking. As I've tried to indicate twice now, he waits until he is within 110 ft. to attack, but he refuses to get closer than 15 ft. His attack roll only takes place on round four, not on round three. :)
DM Greg |
Round 4 Top
The large ape goes in for melee and manages to easily land his blow on the creature with the added fire from his claw while his master move and gets ready to cast a spell if needed
The creature roars and hiss at this new offender and retaliate in full force ripping the ape appart
Bite: 1d20 + 12 ⇒ (12) + 12 = 242d6 + 4 ⇒ (2, 4) + 4 = 10
Bite: 1d20 + 12 ⇒ (20) + 12 = 321d8 + 4 ⇒ (6) + 4 = 10
Gore: 1d20 + 12 ⇒ (20) + 12 = 321d8 + 4 ⇒ (3) + 4 = 7
Crit Bite: 1d20 + 12 ⇒ (13) + 12 = 251d8 + 4 ⇒ (7) + 4 = 11
Crit Gore: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 4 ⇒ (6) + 4 = 10
Claw: 1d20 + 12 ⇒ (18) + 12 = 301d6 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 12 ⇒ (16) + 12 = 281d6 + 4 ⇒ (6) + 4 = 10
Immediately Swirl's mist spell goes off after the first attack
------
Rest of the party Go !
Swirls Mist |
This is incredibly frustrating. that monster just dealt 63 damage. there is literally no way for me to save my AC as it has 29 hp and can be knockec to -9 and survive. I can at maximum heal 21 hp of 63 damage leaving 42 and my AC at -13. @#$#ing wonderful.
CMW: 2d8 + 5 ⇒ (7, 6) + 5 = 18
And watches as the 3 headed monster turns his brand new animal companion into chunky salsa.
Borrum Orcbane |
If seeing a second of this party members drop, Borrum will continue running to the conflict, hooting and hollering to attract the creatures attention. As he runs forward, he will draw his Waraxe and Shield Double move 40'
Not sure how far away the creature is, but if two members are down, using a bow is not going to help. So using both move actions to draw and ready weapon and shield.
Rigo'Sharva |
Sorry, forgot we were in 3.5
Stabilize: 1d100 ⇒ 45 -3
Stabilize: 1d100 ⇒ 77 -4
Stabilize: 1d100 ⇒ 67 -5
Stabilize: 1d100 ⇒ 12 -6
Stabilize: 1d100 ⇒ 28 -7
Stabilize: 1d100 ⇒ 85 -8
Stabilize: 1d100 ⇒ 43 -9
Stabilize: 1d100 ⇒ 40 -10
Well, there we go, dead in 7 rounds.
Swirls Mist |
Swirls mist sings a dirge, as one of the gems on his carved rod goes dark. A flower of frost blossoms on the creatures hide as the lizardman stares at the creature stone faced.
Extended Creeping cold DC16fort/half: 1d6 ⇒ 2
DM Greg |
Round 4
Swirl mist cast he creeping cold Monster Fort: 1d20 + 9 ⇒ (14) + 9 = 23 it seems to have little effect
But the monster seems to have more then enough pain and as it took a sever beating decides to flee Withdraw, its is currently 80ft from Borrum +20 Elevation
So its pretty much end of combat unless you want to try to pursue
Swirls Mist |
While the damage might be halved the creature still takes all the rounds of CC.
I can only assume that Borrum/Maru are going to pelt it with arrows. If it doesn't drop from that Swirls mist will wing more fire at it with a second casting of produce flame.
CC 2: 2d6 ⇒ (2, 3) = 5 2
CC 2: 3d6 ⇒ (1, 3, 1) = 5 2
CC 2: 4d6 ⇒ (1, 3, 1, 1) = 6 3
CC 2: 5d6 ⇒ (6, 2, 2, 1, 1) = 12 6
CC 2: 6d6 ⇒ (5, 3, 4, 1, 4, 2) = 19 9
----------
If the arrows don't drop it this round.
Produce flame Touch attack: 1d20 + 7 ⇒ (7) + 7 = 141d6 + 5 ⇒ (2) + 5 = 7
Borrum Orcbane |
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Borrum will continue running to Rigo and adminsiter a healing daught as he watches the creature wing away.
Borrum would have had to drop his bow during this last double move, so he could draw both weapon and shield.
CLW potion: 1d8 + 1 ⇒ (8) + 1 = 9
Marrulurk, Agents of the Hand |
I'm glad it hit, but... 9 damage is "grazing" it?! Oof. Regardless, Fi'dho continues to move and shoot, steadily. He will do this each round until the creature drops, he's out of arrows, or the creature has disappeared. He will continue to hunt the creature for a time, even so. Each of the rolls below represents a single round of attack. If the creature comes in for melee - not just buzzes by, but actually lands and attacks on the ground -, Fi'dho will carefully back out of range, if possible, but if not possible without AoOs, he'll change tactics.
Please do not have him continue with the bow to his death. Remember that his range is 110 ft. If he must, he will take two move actions or even a run action in between attacks. Then he will make another attack. He tries to stay between 110 ft. and 15 ft. If it becomes clear that he cannot, he accepts the range penalty.
Attack (bow): 1d20 + 10 ⇒ (16) + 10 = 26; Damage (bow): 1d6 + 4 ⇒ (4) + 4 = 8
Attack (bow): 1d20 + 10 ⇒ (15) + 10 = 25; Damage (bow): 1d6 + 4 ⇒ (4) + 4 = 8
Attack (bow): 1d20 + 10 ⇒ (15) + 10 = 25; Damage (bow): 1d6 + 4 ⇒ (4) + 4 = 8
Attack (bow): 1d20 + 10 ⇒ (1) + 10 = 11; Damage (bow): 1d6 + 4 ⇒ (1) + 4 = 5
Attack (bow): 1d20 + 10 ⇒ (2) + 10 = 12; Damage (bow): 1d6 + 4 ⇒ (5) + 4 = 9
Attack (bow): 1d20 + 10 ⇒ (13) + 10 = 23; Damage (bow): 1d6 + 4 ⇒ (6) + 4 = 10
Attack (bow): 1d20 + 10 ⇒ (13) + 10 = 23; Damage (bow): 1d6 + 4 ⇒ (2) + 4 = 6
Attack (bow): 1d20 + 10 ⇒ (9) + 10 = 19; Damage (bow): 1d6 + 4 ⇒ (2) + 4 = 6
Attack (bow): 1d20 + 10 ⇒ (20) + 10 = 30; Damage (bow): 1d6 + 4 ⇒ (1) + 4 = 5
Attack (bow): 1d20 + 10 ⇒ (12) + 10 = 22; Damage (bow): 1d6 + 4 ⇒ (1) + 4 = 5
"Keep him alive, if you can!" he calls to Borrum and the others.
"Coward! Fool! Worthless rodent!" he calls to the beast. "Brave enough when the meat can't fight back, but you face a minor sting and suddenly, 'Oh, poor me, I must flee!' You're pathetic!" he calls out in Common, Marru, and Ancient Selouise. "Face me, if you dare, cowardly kitten! Groaning goat! Limp-toothed lizard!"
He is furious at the death of any villagers, as well as the near death of Rigo.
DM Greg |
Round 4
The creature after a few seconds flies rapidly off from view as it flies off rapidly
As cold continues to encase hit marru is able to move an other 20 ft and launch an other arrow you are currently at 95 ft distance from it The arrow strikes true and hits the belly of the beast As Borrum continues toward the fallen rigo and administer a potion that will save his life
Swirl mist produce flame touch the creature and it plummets to the ground to its death
End of combat.
Swirls Mist |
Swirls mist releases a mournful cry which grows in volume to a scream of anger and pain. Unless anyone chooses to stop him he then begins pitching the rest of his spells magic flames at the creatures corpse from the top of the hill.
Borrum Orcbane |
Borrum turns to Galdamor, with a tear in his eye.
"I am not sure at this moment what physical damage has been done, but my initial assessment is that it may have done more mental harm then the current occupants of Drelin's Ferry can handle." He finishes as he turns to look at Swirls Mist and the dead laying on The Green.