Hellscarred and War-torn (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


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Tactical Map

That was indeed the plan, however the village is now stirring. I should have been more clear. The bum stealth roll(s) combined with Krumlek's shouting has initiated combat. I can draw another map if you guys are wanting to go into the cave.

Also I thought that picking up the game with some heavy combat is a good way to rekindle some energy and fun!


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Okay but your idea of heavy combat has nearly killed us on several occasions. Remember the glass cannon wraith? I think all of us have been in the negatives. Certainly made things interesting. Also I only cast one spell, Sacred Armor is a swift action. Can't think of anything else to do. Just waiting for the others.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher receives her familiar from all the scouting and pass the information to the others. She cast the spells to prepare for the battle ahead.

If there’s time, she casts bull’s STR as well.

She moves closer to the cave entrance, and prepares to the battle the big giant.
I’ll move closer to the cave entrance and cast Bull’s Str.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Unfortunately Roland does not speak Giant, so he has no idea what's going on. He is pretty much confident that his delusions of negotiations are screwed, so as soon as he lands after Gromff he draws DP and shakes his head to the girl, clearly stating they should not go that way for now. Everyone heard Roland, so plan deal-with-the-boss first was a negative.

He stepped a little towards the middle of the camp.


Tactical Map

Check out this new map done in Google Slides instead of Google Drawing format. This will allow for me and you all to be able to update the map from your phone! Also I added in the cave as the 2nd slide, in case combat ends up in there.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Seeing they really want to move towards the boss Roland leaves the minions for later and moves towards the cave, getting in at once in a steady pace.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica descends down the rope, gritting her teeth when she hears the bellowing of the giant. Holding her cloak before her, she takes a position in front of Catcher, looking around for any sign of either attack or (more importantly) of the prisoners they seek.


Tactical Map

Initiative Rolls
Gromff: 1d20 + 5 ⇒ (17) + 5 = 22
Roland: 1d20 + 1 ⇒ (2) + 1 = 3
Catcher: 1d20 + 12 ⇒ (19) + 12 = 31
Veronica: 1d20 + 1 ⇒ (15) + 1 = 16
Bad guys average: 1d20 + 1 ⇒ (18) + 1 = 19

Initiative order:
-Catcher, Gromff,
-Bad guys,
-Veronica, Roland

-----------

As the companions reach the village floor outside the large cave, sounds of a stirring camp are heard from multiple directions. Shuffling, grunts, and sounds of steel thudding against wood indicate that these one-legged giants are readying for battle.

Catcher and Gromff, you may go!


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"Git in. I'll see if I can distract a few." Gromff goes a few feet into the cave and turns waiting for the others to pass by. Once they are in and the giants around the village are leaving their homes he concentrates only a moment at spot well on the other side of the village. From that a point a bright flash of light goes off.

Move to d8 inside the cave and ready action to cast Burst of Radiance way on the other side of camp once everyone is past. 680ft range. The intent is to distract at least some of the waking giants towards the light and not to them.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

”Right, bossy.” the not-a-rocket-tag-mage says entering the cave and moving towards the hopefully sleeping giant.
Just use my two moves for 40ft moving.


Tactical Map

Veronica, you see no signs of the captives so far. You do hear (and see, as of this combat round) multiple one-legged giants emerging from their mud huts to investigate the disturbances.

Catcher, I moved your token into the cave. Feel free to change its position if you so desire.

------------

Veronica, knowledge nature or local DC 15:

Veronica, as you are the only one still outside the cave and able to see the giants emerge from their dwellings:

These bizarre creatures are known as the Fachen. They are a breed of pseudo-humanoids that (deftly!) hop on one leg, use a single arm that sprouts from their chest, and sport a single eye akin to that of a cyclops giant. They are known for their uncanny dexterity despite their lack of limbs, their ferocity and ruthlessness, and their ability to paralyze lesser foes with their mere unnerving appearance.

To top it off, this particular clan appears to be much larger than your run-of-the-mill fachen, each standing about 10 feet tall. Perhaps the magicks of this Untamed wild has caused them to grow to this proportion?

------------

Bad guys, round 1

A profound burst of light, Gromff's spell, at the far end of the camp suddenly turned the night into day, flashing with the brilliance of a bolt of lightning that lit up the giant village for a brief moment in time. Several one-legged giants emerge from their mud-and-straw huts, all of whom are immediately distracted by the flash of light at the far south of their village. As the light fizzles into nothingness, these peculiar giants hop off in that direction to investigate.

For the moment it appears that the companions remain unnoticed by the residents of the village proper, though the deep mouth-breathing heard from deeper in the cave indicates that the chief resident is alarmed and ready.

Unknown 1 Stealth: 1d20 + 15 ⇒ (3) + 15 = 18
Unknown 2 Stealth: 1d20 + 15 ⇒ (18) + 15 = 33

----------

Round 1/Round 2, Everyone may go! (Roland and Veronica's actions are for Round 1)

Perception DC 18:

Something large is slithering along the walls of this cave, around the corner from where the companions now stand.

Perception DC 33:

2 large creatures, sounding like lithe serpents, are slithering along the walls of this cave, around the corner from where the companions now stand.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Percep: 1d20 - 1 ⇒ (2) - 1 = 1

Oblivious to everything around, Catcher moves until she is near the wall leading further inside the cave. The best thing now is to wait for the others; it was proved time and time again she wasn’t cut to deal directly with stronger-than-usual-death-killing-meat-chopping monsters.

After that she casts a trick of magic to provide some illumination.
Moving and casting dancing lights, since I assume the cave has no natural light source.


Tactical Map

That is correct, the cave has no light sources


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Round 2

Roland and Veronica should really go first but here is Gromff.

Percep: 1d20 + 2 ⇒ (7) + 2 = 9 That was a long shot.

Gromff grunts in approval as the other giants leave to check his distraction. He then moves forward down the tunnel, heedless of the danger that lay ahead.

Double move. AC 27. Touch 26


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Round 1 - Last on initiative

Perception: 1d20 + 11 ⇒ (19) + 11 = 30

Roland moves inside the cave and stops since he acts first to raise a finger indicating there's 1 enemy and he makes a bending turn with his hand, indicating it's after the sharp turn. Trying to keep his voice low, which would actually be pointless since sound reverberates "Not the giant." He grips DP tight, waiting for Nagini the enemy to show itself.


Tactical Map
Roland, just Roland wrote:
...waiting for Nagini the enemy to show itself.

"Nagini tells me that the old Muggle caretaker........ is standing right outside the door! inside the cave!"

--------------

Waiting on an action from Veronica.


Tactical Map

Delaying a Round 1 action from Veronica.

As Roland's Round 1 revealed the presence of the snake, Gromff's action to double move forward "heedless of the danger" may be altered? I'm going to assume Gromff would've moved up anyway since he's all tanky and such.

---------

Round 2, bad guys

As the party delves into the cave, the hooting angry howls of frustration are heard from outside as an unknown number of fachen giants scramble and search in vain for the source of the flash of light. Nice distraction, Gromff.

Roland and Gromff round the first corner of the cave and see at the edge of the magical light a gigantic snake nestled among the irregularities of the cave's wall, making a poor attempt to hide among the foliage and shadows. The barbarian's sharp ears had already noticed the beast and so when the spellsword's magic lights were seen glistening on the serpent's smooth scaly body, he made himself ready for combat.

From somewhere beyond the light but just at the edge of the warpriest's darkvision came a flying boulder, hurled with the strength of a towering giant! Luckily its trajectory was not as focused as the force behind the throw.

Roland 1, Gromff 2: 1d2 ⇒ 1
Rock throw: 1d20 + 15 ⇒ (3) + 15 = 18, miss

The deep-chested breathy laugh of the cave giant echoed ominously from the darkness.

Gromff:

With your darkvision you can just barely see the front end of the giant toward the back of the cave. He looks to be 15 or 20 feet tall, if he weren't so hunched from bad posture. As it reaches down for another rock to throw you see that it has a single central eye and a large nasty horn protruding out of its forehead.

--------

Round 2/Round 3, Everyone may go! (Roland and Veronica's actions are for Round 2)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Sorry, had a rough couple of days at work again...

Knowledge (Nature): 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 0 ⇒ (10) + 0 = 10

I would have just moved in turn 1. Nothing to do really...

Veronica steels herself when she finally sees the creatures, remembering a tale of them told to her as a child. Not wanting to make any more noise than they already are, she keeps the information to herself, quietly following the others as she brings her weapon into her hand.

But when the boulder goes flying she ends her silence. "Watch out, these creatures are far more agile and ruthless than they might look. And these ones seem particularly big."

Gripping her weapon tightly, Veronica waits to see which threat will come into view first.

Delay. Will move to attack/flank the snake, or to approach the hopping thing if he comes near.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Didn't think I could get that far with only 20ft movement. Good. Closer to the action.

"Out o me way. I've a giant ta slay." Gromff moves forward steadily towards the snake he can see. He expends a bit of holy energy on the way to fortify his muscles making him even stockier than the average dwarf. And once within range Gromff brings his new talkative weapon around with extreme force.

Attack+BS+PA+FF: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Damage: 1d10 + 8 + 2 + 6 ⇒ (1) + 8 + 2 + 6 = 17
Crit confirmation: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
CritDamage: 1d10 + 8 + 2 + 6 ⇒ (4) + 8 + 2 + 6 = 20 Possible 37 damage. Nice.

Used fervor to cast Bull's strength as a swift. Move to get in range and Standard to attack with Power Attack and Furious Focus.


Tactical Map

Cave Cobra's AoO: 1d20 + 10 ⇒ (16) + 10 = 26
The serpent's long neck enabled it to reach the dwarf before the oncoming attack, and so it lunged forward to meet the warpriest head on. With a wide-mouth and two massive glistening fangs, the snake bit down on Gromff heavily. Clear hot venom pulsed out of the fangs onto the priest's armor, inches away from piercing flesh -- but the bite failed to harm him.

Closing the gap with the beast, Gromff swung his great golden flail...

"Oomff! Ha HA!" ...the gilded gaudy weapon cried out in satisfaction as its spiked head dug so deeply into the monstrous snake's flesh. When Gromff pulled it back its head was nearly covered in hot red blood that suddenly glowed pink from a magical light underneath; the treasure-flail was emitting light all of a sudden, resulting in the colored gems and golden handle to twinkle.

The giant snake reared back in pain, hissing loudly at the armor covered dwarf warrior.

Nice crit! It is still alive but you did significant damage to it.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Not-a-rocket-tag-mage has two options right now. Attack or help her allies. For a moment, she thinks about attacking, but in the end does what’s the best course of action and position herself to enhance their speed and defense.

10% SFC: 1d100 ⇒ 52

”Squiggles is way more cute than that thing there.” she says when the cave cobra shows up.
Moving and casting Haste and activating the bracers for extra defense, because I'm sure that boulder will come my way next time.

Haste: When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Current Status:
AC: 26 [21 +4(From shield) +1 (Haste)]
Shield spell 9/10
Haste spell 7/7
GMW: 6 hours
Bull's Str: 6 minutes
Fort:+7 | Ref:+7 (6+1 from haste) | Will:+4 |


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

I'll take my delayed action once Catcher's spell hits.

Seeing the snake come down to strike Gromff, Veronica sets off toward the foe, her weapon in one hand and her cloak before her. But as she moves she feels herself lighten once the girl's spell takes hold. Swiftly approaching the serpent, she makes two measured strikes at the enemy.

Attack, Power Attack: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25
Damage: 1d6 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Haste Attack, Power Attack: 1d20 + 10 + 1 - 2 ⇒ (14) + 10 + 1 - 2 = 23
Damage: 1d6 + 4 + 4 ⇒ (2) + 4 + 4 = 10

-- Current Effects --
Haste: 7/7
Using Shield
AC: 22
Ref: +9


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I took the liberty of moving Veronica on the map.

"Whooa!" Calls out Roland when he swiftly dodge the monster rock coming his way out of nowhere. He knew it was their boss, but he just couldn't quite see him. So he went after the snake, trying to finish what Gromff started, with all his might to show the hammer Gromff he took that crit as a challenge. It even seemed like he was charging, but he was just walking with all the speed Catcher gave him. "Nice hit dwarf!"

Rage. Move. Attack.
Attack 1: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34 Damage: 2d6 + 23 ⇒ (6, 3) + 23 = 32

Rage 1/18 used. AC 20. HP 14+84. Will +9


Tactical Map

Seconds after the cave cobra reared back from the warpriest's blow, his friends came charging in to get a piece of the action. The paladin and barbarian both advanced with weapons held high, dropping them with brutal efficiency upon the snake. It was dead before its body hit the floor.

Snake 1 dead.

-------------

Bad guys, round 3

Thud thud thud thud!

The cyclops giant held a tree-trunk sized spiked club in one hand, though it appeared armed well enough with its head-spike and fists to do significant harm to those in its way. It suddenly thundered forward like a stomping colossus with its head down, pointing its terrible-sized horn at the friends for its attack. Just as it whipped its head up to rend a foe with its horn, it swung its club to take down whoever was left standing.

Gore vs Gromff: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33Damage: 4d8 + 18 ⇒ (1, 2, 4, 3) + 18 = 28
Club vs Roland: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34Damage: 3d8 + 11 ⇒ (7, 8, 2) + 11 = 28
Gromff takes a whopping 28 points of damage from the gore, and Roland takes a net 25 points of damage from the huge-sized greatclub.

Appearing out of the shadows above is yet another giant cave cobra that was all but invisible until now. Its neck outstretched as it took a fanged bite against the intruders.

Snake 2 vs Veronica: 1d20 + 10 ⇒ (2) + 10 = 12, miss

---------------

Round 3/Round 4, Everyone may go! (Roland and Veronica's actions are for Round 3)

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Since Roland and Vê act ‘before me’, I’ll put some if-else’s here.

If the Cobra is not dead from Roland and Verônica’s attack:
Taking a single step forward, Catcher raises her sword, ready to take the enemy while her allies deal with the Cyclops.
Atk | Haste | PA : 1d20 + 11 ⇒ (18) + 11 = 29
Dmg: 2d6 + 16 ⇒ (5, 6) + 16 = 27
Atk | Haste | PA: 1d20 + 11 ⇒ (1) + 11 = 12
Dmg: 2d6 + 16 ⇒ (3, 3) + 16 = 22

If the Cobra is dead from Verônica and Roland’s attack:
Now that the big enemy near them is dead, Catcher waves her hands about chanting words of power and chapping the arcane energy. She ends up points her fingers towards the Cyclops as a bolt of Acid leaves her hand to strike the enemy.

Using Versatile Evocation to alter the element of the scorching ray from Fire to Acid

10% SFC: 1d100 ⇒ 87

Ranged Touch | Intense spells | Versatile evocation: 1d20 + 7 ⇒ (10) + 7 = 17
Dmg: 4d6 + 2 ⇒ (2, 2, 4, 4) + 2 = 14

Ranged Touch| Versatile evocation: 1d20 + 7 ⇒ (19) + 7 = 26
Dmg: 4d6 ⇒ (4, 3, 4, 3) = 14

Current Status:
AC: 26 [21 +4(From shield) +1 (Haste)]
Shield spell 8/10
Haste spell 6/7
GMW: 6 hours
Bull's Str: 6 minutes
Fort:+7 | Ref:+7 (6+1 from haste) | Will:+4 |


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Round 4

Active effects: Shield of Faith, Sacred Armor 7/10, Bull's Strength, Haste 7/7, Defensive Training (Racial), Giant Hunter (Racial). AC 32 vs giant, AC 28 vs cobra.

I hope you do not roll good for the AoO

Gromff, being a dwarf, was attuned to the earth. So he surely felt the thud of the giant was it approached. Surely expected the attack that...wait, is that a horn... "HAAAH!" The cry is just as full of anger as it is pain. That was really unfair. Who gave a giant a horn?

Gromff disengages the snake and moves with supernatural quickness to get close to the giant. He was relying heavily on his armor and hasted movements to get in close without taking too much damage.

Attack+BS+PA+FF+H+GH: 1d20 + 14 + 2 + 1 + 1 ⇒ (3) + 14 + 2 + 1 + 1 = 21 Hope his AC is lowish.
Damage: 1d10 + 8 + 2 + 6 ⇒ (8) + 8 + 2 + 6 = 24

Hasted Attack+BS+PA+FF+H+GH: 1d20 + 14 + 2 + 1 - 2 + 1 ⇒ (8) + 14 + 2 + 1 - 2 + 1 = 24
Damage: 1d10 + 8 + 2 + 6 ⇒ (5) + 8 + 2 + 6 = 21

Once in close, Gromff lays out two heavy hits on the giant, though there is a lot more strength than finesse behind them.

Swift to use ring for a move. Will take an AoO from snake and giant. Full attack on Giant. AC is actually 32 against the giant because of Defensive Training and Giant Hunter adds a +1 to attack rolls.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

My same-as-always google chrome is now unable to edit google maps. Am I the only one? Nevermind it's the presentation which does not allow it.

Round 3 - Last on Initiative

The barbarian was pissed! How dare that snake showed up behind them. And on top of that it struck Veronica, not him. Meanwhile the giant approached them, striking with power over accuracy. He took the hit, not really worried about it, and turned to face the little slytherin monster behind them, pancaking it at once.
Attack Haste: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30 Damage: 2d6 + 23 ⇒ (6, 5) + 23 = 34
Attack 1: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37 Damage: 4d6 + 46 ⇒ (2, 3, 4, 5) + 46 = 60
Confirmation for 3x: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36 Extra Damage: 2d6 + 23 ⇒ (4, 1) + 23 = 28
Attack 2: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14 Damage: 2d6 + 23 ⇒ (2, 3) + 23 = 28

Then if he killed the snake he takes a step towards the Giant.

Rage 2/18 used. AC 21 (Haste 6/7). HP 73/84. Will +9


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

--Veronica Round 3--

I'm pretty sure the snake is dead but just in case not...

Snake not dead...:

The snake lunges at Veronica, but its fangs find her cloak much sturdier than expected and it quickly becomes stuck, giving Roland ample opportunity to cleave into it. Distracted as it is, Veronica takes the opportunity to try and finish off what Roland started, even though the attack from the snake leaves her balance a little precarious.

Attack, Power Attack, Haste: 1d20 + 10 - 2 + 1 ⇒ (5) + 10 - 2 + 1 = 14
Damage: 1d6 + 4 + 4 ⇒ (1) + 4 + 4 = 9
Haste Attack, Power Attack, Haste: 1d20 + 10 - 2 + 1 ⇒ (18) + 10 - 2 + 1 = 27
Damage: 1d6 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Attack, Power Attack, Haste: 1d20 + 5 - 2 + 1 ⇒ (2) + 5 - 2 + 1 = 6
Damage: 1d6 + 4 + 4 ⇒ (4) + 4 + 4 = 12

I don't think the distance rules will let me reach the giant with a diagonal lunge, so looks like I'm playing support for a moment.

Snake is dead...:

The snake lunges at Veronica, but its fangs find her cloak much sturdier than expected and it quickly becomes stuck, giving Roland ample opportunity to cleave into it. Nodding at Roland, she turns to the giant but sees no room to move in and attack it given the closed in cave wall. Instead, she takes a step back and gently places a hand on Gromff, feeling his heartbeat even through his armor. He finds his wounds closing in time with the fresh red stains that are appearing on her robes.

Cure Light Wounds - Gromff: 1d8 + 5 ⇒ (7) + 5 = 12

5' step sw and CLW

-- Current Effects --
Haste: 6/7
Using Shield
AC: 22
Ref: +9


Tactical Map

Roland's hammer head smashes into the snake's head with so much force that there is little recognizable above the neck. Hot blood sprays everyone nearby as the monster falls to the cave floor, never to stir again.

Having that threat dealt with, the warm healing magic of Veronica's gods closes some of the dwarf's wounds, fortifying him for the battle to come with this massive giant, while Catcher sent sizzling streams of conjured pure acid over the companions' heads and into the cyclops' chest. Two distinct bloody spots appear through the creature's hide armor, showing clearly that the acid had done its work.
Gromff is healed for 12,
Catcher deals 43 acid damage to the cyclops!

AoO vs Gromff: 1d20 + 18 ⇒ (10) + 18 = 28

The redoubtable warpriest zipped forward toward the giant, knowing that this fight wouldn't end until the towering foe was beat down and often, and that required him to move through the range of its terrible swinging club. With a brief flash of magic from his ring, his steps became a blur. As predicted, the giant swung at the oncoming dwarf but raw brute force wasn't enough to hit the swiftly-moving smaller opponent. The whittled tree-trunk spiked club whistled overhead harmlessly.

Mjolvandr's flail head hums through the air while literally humming a battle song that was long-forgotten even in Gromff's father's day. The first swing doesn't manage to break the stone-like flesh of the giant, though the second blow was telling.
Gromff deals 21 damage to the cyclops. *The '24' to hit was barely a hit due to the cyclops' charge (-2 ac).

GM only:

Cyclops 111/175


Tactical Map

Bad guys, round 4

The cyclops roared in pain as the acid bolts and flail ravaged his flesh, and so he swung his huge club wildly in retribution, wanting to put an end to these pesky foes who had entered his cave so brazenly. Again and again the dwarf managed to dodge the giant's blows - the warpriest was having flashback memories of his younger days when giant-fighting tactics were learned by all clan warriors. And yet despite this training, the surprisingly dexterous cyclops managed a solid blow that bludgeoned right through the fine magic plate mail.

Attack 1 vs Gromff: 1d20 + 18 ⇒ (6) + 18 = 24, miss
Attack 2 vs Gromff: 1d20 + 13 ⇒ (20) + 13 = 33, hit, not crit
Attack 3 vs Roland: 1d20 + 8 ⇒ (9) + 8 = 17, miss
Crit confirm: 1d20 + 13 ⇒ (7) + 13 = 20
Attack 2 damage: 3d8 + 11 ⇒ (1, 3, 6) + 11 = 21
Gromff takes 21 points of damage

The echoing sounds of battle in the cave will surely draw in the distracted fachen outside, but when?

-----------

Round 4/Round 5, Everyone may go! (Roland and Veronica's actions are for Round 4)


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Round 4 - Last on Initiative

Whenever that happened, Roland would make sure the leader was dead by then. It was just a matter of stepping up to the boss and hitting it on a soft spot. "Diiiiiiiieeee!!"
Attack Haste: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36 Damage: 2d6 + 23 ⇒ (1, 3) + 23 = 27
Attack 1: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34 Damage: 2d6 + 23 ⇒ (3, 4) + 23 = 30
Attack 2: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 Damage: 2d6 + 23 ⇒ (4, 6) + 23 = 33

holy: 1d20 ⇒ 18
lord: 1d20 ⇒ 19
what's the matter with this dice?: 1d20 ⇒ 14
ah ok: 1d20 ⇒ 11

Rage 3/18 used. AC 21 (Haste 5/7). HP 73/84. Will +9


Tactical Map

If you only had 6 iterative attacks per round!!

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Boss, are you sure it's 42 damage? Unless the monster has vulnerability to acid, the damage should be only 28.

Since it worked the first time and it worked better than she could ever have hoped for, why not does the same thing again? Trying to kill steal finish the big one before others arrived, Catcher once more gather the arcane energy shaping into rays of acid, targeting the giant.

SFC 10%: 1d100 ⇒ 89

Tanged touch: 1d20 + 7 ⇒ (2) + 7 = 9
Dmg: 4d6 + 2 ⇒ (1, 1, 4, 4) + 2 = 12

Tanged touch: 1d20 + 7 ⇒ (1) + 7 = 8
Dmg: 4d6 ⇒ (6, 3, 3, 3) = 15

Current Status:
AC: 26 [21 +4(From shield) +1 (Haste)]
Shield spell 7/10
Haste spell 5/7
GMW: 6 hours
Bull's Str: 6 minutes
Fort:+7 | Ref:+7 (6+1 from haste) | Will:+4 |


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Veronica Round 4 --
Veronica watches as Roland and Gromff hammer blow after blow into the creature, the sickening sounds of crunching bone causing a pang of guilt for the pain the thing must be feeling.

But the paladin waves away the feeling and begins to worry about Catcher. This battle was loud and there is no way that the other creatures could not hear this as well.

Backing away from the battle, she takes her place next to the mage and watches back at the mouth of the cavern, ready to intercept any incoming giants.

Move and ready an action to attack.

-- Current Effects --
Haste: 5/7
Using Shield
AC: 22
Ref: +9


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Round 5

Active effects: Shield of Faith, Sacred Armor 6/10, Bull's Strength, Haste 6/7, Sacred Weapon 7/7, Defensive Training (Racial), Giant Hunter (Racial). AC 32 vs giant.

"Hah. Oof. Blast and Damnation." Gromff's cry of victory at dodging the giant's first blow turns to curses when the second hits. Pay attention damn it. No giant should ever hit you, he heard in his father's voice clearly in his head. Gromff attempts to shake the voice and blurriness from his vision for a retaliatory strike. He charges the hammer with divine power in the form of corrosive acid seeing as catcher's attacks were working so well.

Attack+BS+PA+FF+H+GH: 1d20 + 14 + 2 + 1 + 1 ⇒ (1) + 14 + 2 + 1 + 1 = 19
Damage+Acid: 1d10 + 8 + 2 + 6 + 1d6 ⇒ (6) + 8 + 2 + 6 + (5) = 27

Still dizzy from the previous hit, his first in retaliation is way off.

Hasted Attack+BS+PA+H+GH: 1d20 + 14 + 2 + 1 - 2 + 1 ⇒ (14) + 14 + 2 + 1 - 2 + 1 = 30
Damage+Acid: 1d10 + 8 + 2 + 6 + 1d6 ⇒ (6) + 8 + 2 + 6 + (2) = 24

But the second hits home with a burst of corrosive acid.

Full attack. Using Swift for Sacred Weapon to apply corrosive property.


Tactical Map
Catcher wrote:
Boss, are you sure it's 42 damage? Unless the monster has vulnerability to acid, the damage should be only 28.

I apparently added up your attack rolls instead of your damage rolls... I think I was still nursing my coffee when I posted that.


Tactical Map

Oh my... you guys did exactly 175 points of damage, which is the giant's max HP...he is at zero HP at this moment. (also, good lord Roland, 90 points of damage?)

----------

The Cyclops fell to a knee as his other leg had been shattered beyond the ability to support his staggering weight. A sudden red flash of supernatural light winked in his eye, showing a hateful determination to kill. He grasped his club firmly and swung once more with monstrous strength before succumbing to his wounds. His massive frame collapsed heavily into a heap on the cave floor, laying in a growing pool of his own blood.

Swift action to use Flash of Brutality (doubles crit range)
Attack vs Roland: 1d20 + 18 ⇒ (3) + 18 = 21Damage: 3d8 + 11 ⇒ (2, 3, 8) + 11 = 24
Roland takes a net 21 points of damage

Taking a quick look around the cave the companions see a dark chute that plunges deep into the ground, with whatever bottom it may have being beyond the limits of darkvision. Nearby on the east end of the room is a large tun that rests upon a platform, sporting a broken tap but one that still holds whatever fluid inside from escaping. (the tap looks like its been jammed in) A filthy canvas tarpaulin bed adorns the north of the main cave chamber, with a good-sized wooden chest within giant-arm's reach.

There are no more apparent signs of life other than a few strings of roots and cave weeds growing out of the walls.

Out of combat, for the moment. The fachen haven't yet approached the cave as far as anyone can tell, so you probably have at least a couple of rounds to act freely.

Actions?


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland could respect the monster. After all, he knew all too well the feeling of being unable to battle any longer and still, somehow, bend the rules and keep fighting, even if only for a second more, just like it happened when he took a spear to the throat after jumping after a demon. He wished the giant could fight a little longer, but unfortunately for it they were too good. That wizard's magic was too powerful, and with Gromff holding the giant still and Veronica backing them up with divine spells, there were a force to be reckoned with.

Still, there were more outside, and they still had people to rescue somewhere, or maybe the barbarian's lust for battle had not been sated yet. So he ran outside, calling out to the others to face him if they could. "Face me pitiful creatures!"

Rage 4/18 used. AC 21 (Haste 4/7). HP 52/84. Will +9

With a double move I can move up to 12 squares, 24 with Haste. I count 19 until I exit the cave map and I'll move 1 more calling out for them, although I know it might be dark there.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

"Peasant saving now?" she asks also running towards the cave entrance to deal with the other enemies that might be approaching.
Double move, AC 22, Haste 4/7


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Active effects: Shield of Faith, Sacred Armor 5/10, Bull's Strength, Haste 4/7, Sacred Weapon 6/7, Defensive Training (Racial), Giant Hunter (Racial). AC 32 vs giant.

Gromff is breathing heavily after the short but intense fight. The giant was unusually clever in its attacks and suffered some heavy hits. But the warpriest was far from out of the fight. With a prayer and a spell, he was back on the fight for a few more rounds.

Cure Serious: 3d8 + 7 ⇒ (2, 2, 4) + 7 = 15 Ugh.

Probably not using Water Walk so Cure Serious and move 50 closer to the exit.


Tactical Map

I'm taking the liberty of moving Veronica to the front of the cave since her last action was to watch the party's back for fachen, so she was already closer the entrance than anyone else. Only Gromff's short legs couldn't get him to the cave entrance in one round.

Gromff, I moved your token about 50' (maybe a hair more) toward the cave entrance.

-------------

One by one the party reached the cave entrance, smelling a much fresher night air compared to the musky giant-stink of the cave. Looking out over the barely-lit village the friends saw an unnerving group of hopping one-legged giants rushing toward the shouting barbarian's taunt. Moonslight revealed about six of the giants heading this way, all coming from the village's east-wing. The oncoming giants' issued forth a hideous chorus of loudly chomping teeth and disgusting wet slurping noises - maybe it was their version of a battle cry? Though they hadn't yet closed the distance for melee combat, the companions already felt nerves running up their spines despite their confidence.

I'm going to simplify the initiative this time around since all of you were readying yourselves for this combat. Instead of half of you going at the top of the round and half at the bottom, I'm merging you all into a block at the top of the round.

-------------

Round 6, everyone may go!

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher, despite of knowing she’ll be in harm’s way, move forward and one hand in front of her body, gathering the power and unleashing it into a single 120ft line of corrosive acid.

SFC 10%: 1d100 ⇒ 96
Acid Bolt: 7d6 ⇒ (4, 1, 4, 4, 1, 6, 2) = 22

As soon the spell flies away, she spread both hands in front of her and says in loud common ”If you run away now, I’ll spare your miserable life from suffering my full magical power!” she bluffs Bluff: 1d20 ⇒ 14

Current Status:
AC: 26 [21 +4(From shield) +1 (Haste)]
Shield spell 7/10
Haste spell 3/7
GMW: 6 hours
Bull's Str: 6 minutes
Fort:+7 | Ref:+7 (6+1 from haste) | Will:+4 |


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Trying to play into Catchers game, Veronica lifts her weapon into the air and gives a cry of Celestial: "Oh Lord of the Rack, grant us strength before these creatures!"

A shining light eminates from her for a moment, the blood dripping from herself and her companions instantly drying and flaking off to lift into the air and out of sight.

Channel Positive Energy: 2d6 ⇒ (1, 1) = 2 Ugh, indeed...
Intimidate: 1d20 + 5 ⇒ (17) + 5 = 22 Either to assist Catcher's bluff or to run them off myself.

-- Current Effects --
Haste: 3/7
Using Shield
AC: 22
Ref: +9


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

The barbarian was kinda enjoying everybody playing the bad cop, but he was sure these guys would not understand them. Maybe they did, since all of them came when he called out, but he guessed it would be better to find out later.

When Veronica spreads her divine energy Roland makes sure he stands in the way, and it's possible to see the light reverberating and healing him more than the others. So, it was time to kick giant asses!

He blinked after the closest one, not letting it reach the wizard, and stroke thrice.
Attack Haste: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27 Damage: 2d6 + 23 ⇒ (3, 3) + 23 = 29
Attack 1: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33 Damage: 2d6 + 23 ⇒ (4, 4) + 23 = 31
Attack 2: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30 Damage: 2d6 + 23 ⇒ (1, 6) + 23 = 30

Using Ring's swift action to move. Healed 2+4(CL) for Celestial Totem. Rage 5/18 used. AC 21 (Haste 3/7). HP 58/84. Will +9


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Round 6

Active effects: Shield of Faith, Sacred Armor 4/10, Bull's Strength, Haste 3/7, Sacred Weapon 6/7, Defensive Training (Racial), Giant Hunter (Racial). AC 28, 32 vs giants.

As usual the gungho youths were already out front and making a mess...and likely to get made into a mess if they over extended themselves. The pumps his shorter legs with hasted speed and goes to meet the main force head on.

I don't know if I can make it that far but put me near y7. Double movement is 100 with haste.


Tactical Map

Gromff, Y7 will provoke an AoO due to the fachen's reach. Do you still want to move there?

-------------

A tingling supernatural aura of fear seems to surround these odd giants and each of the companions are enveloped by this terror as the distance between is closed with their foes.

I should have put a spoiler last round to preemptively deal with this, but as I prefer to let you guys roll your own saving throws I'm opting to have you do it now, before the bad guys act.

Anyone within 30' of a fachen (everyone except Veronica, so far) must make a DC 15 Will save or be paralyzed by fear for 1d4 rounds. This is a paralysis effect and a mind-affecting fear effect. One save per hero vs the whole bunch of enemies will be sufficient. Bear in mind that if you fail your save, your actions posted from last round will not have happened yet due to your paralyzation. Apologies for not dealing with this up front.

Everyone please roll a Will save DC 15.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Na. I'll close in next round. Doesn't Roland take one then? Sorry Roland.

Will: 1d20 + 8 ⇒ (9) + 8 = 17

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Will: 1d20 + 4 ⇒ (13) + 4 = 17 Gotta a urge to reference that Denacious D song where the devil says: Taste my Lightning, Giants!


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I'm completely sure I'll take an AoO, don't worry Gromff. He mentioned it just because you would take an AoO and still not be able to attack, making it pointless. Anyway, I think you misunderstood Gromff's movement, Zedth, he wants to go to Y6, doesn't he? Where he's near Y7 to attack next round? He would not take an AoO then, right?

Will Save: 1d20 + 9 ⇒ (2) + 9 = 11
Roland feels the urge to stop when he with the speed of the lightning broke into the monster's auras. How could such a broken ability even exist?, he thought. Imagine him, the mightiest warrior in this camp be paralyzed in fear from these pitiful monsters. No, that would not do. He put together his Stoikiy muzhik spirit and broke free of the effect, rushing towards his enemy and trying to end it up!
Improved Iron Will roll: 1d20 + 9 ⇒ (10) + 9 = 19

Also, aren't we in dim light conditons since the lights are far away from us?


Tactical Map

Veronica heals the group for 2.

Catcher/Veronica, your bluffs/intimidates were unsuccessful. Catcher has just now proven herself to be powerful, which they take at face value, though they're apparently willing to take their chances.

Thank you for the reminder, Roland. Yes the conditions here are dim light (20% miss chance) however Mjolvandr is shining bright like a torch right now, so anyone within 20' of Gromff are no longer within a dim light situation.

Regarding Gromff's movement, Roland once again makes a good point that it would be silly to provoke without any good reason since Gromff's entire round was spent moving. Y6 it is for now.

Roland, did you only 5' step toward the enemy? If so then you wouldn't suffer an AoO. (your post says you should provoke). I'm assuming that you only 5' stepped because you did a full attack.

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