motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
You guys seem to be going different places, which will make healing hard. You can get into the building if you want to follow Tsin. Mal? Pems?
From which direction are the dullards approaching? That might help us decide on how best to face them.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Malavarius King |
Malavarius hurries after Quinn and Hektir, "Just where are you two going? Tsin and Pemsworth went inside!" Grabbing each by the arm, he then casts a quick spell and transports the three of them into the building behind the butcher and halfling.
dimension door!
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hold portal [ ], protection from evil* [ ] [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], protection from arrows [X] [X] [X], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [X] [X], fireball [X], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [ ], remove curse* [ ], wall of fire [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (Pemsworth) 0/100
protection from arrows (Tsin) 0/100
protection from arrows (self) 0/100
veil (14 hrs)
wall of fire (15 rnds)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Dullahan Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Quinn casts his spell before retreating, only to be grabbed by Mal and end up in the building with Pems and Tsin, where his healing burst binds their wounds and restores them. I'm assuming Quinn is willing. Hektir, I'll let you be in there as well if you'd like, as you might've been low enough for Mal to grab since you were (I assume) hiding ... er, unconcernedly relaxing ... near the ground behind the building.
To your surprise, inside the overgrown building, broken tables and rotting shelves are piled with golden holy vessels and other treasures.
Hektir the Tracksmage |
"Where are you guys going? Let's go fight them dullhands. We can't go around hiding from them forever. At some point, we might as well take them out," Zephtyr blows annoyedly after being yanked from the sky.
"We have fire and steel and magic. We'll take them out."
Tsin Windscar |
"Let them come to us, Hektir. The last time we fought out in the open, Pems and I were almost cut down, permanently. We don't need to give them a mounted advantage. The more we fight out there, the more unwanted attention we attract."
Quinn Kestrel |
"Tsin knows best, let them squeeze together as they approach us and we'll catch them in a group." Quinn prepares his next blast for the fiendish undead.
are there any windows that we can see the Dullahans through? for targeting purposes?
Malavarius King |
"Well," Malavarius thinks to the brilliant column of flame he set to burning around one of the perimeter towers, "the lass has a point. No sense in giving them any more reason to be on alert as it were." He counts silently on his fingers as he speaks, calculating just how many more minutes the flames would continue to dance and burn.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
There are windows, but not in the direction the dullahans were coming from. You can see through cracks in the front, but your vision is obscured -- they'd get a bonus to AC/saves vs. attacks against them. Not sure if you needed me to weigh in Mal, but it's only been a round or two since your spell was cast.
The dullahans approach, fanning out in a semi-circle in front of the building as their apparent commander issues orders.
Malavarius King |
I was just trying to be ironic is all, mott =)
"Well, do we open the door and let them in or bolt and leave them naught but an empty house? If we're quick, we could snatch what we can and I'll whisk us somewhere else. Blasted dullahans. For goodness sake, they don't even have heads!"
Zeno, meanwhile, flits over to a table and has swirls in his eyes. "Oooooo. Shiny!" Shaking his head, he turns back to the group, "We should definitely take this. All of it. Rasputin obviously needs it, so we shouldn't let him have it!"
Hektir the Tracksmage |
Motte, are there any openings in the roof that a bird or rat might scurry through?
Zephtyr wonders about the idea behind being trapped in a building.
They haven’t blocked the door, have they? Zeph can still scurry out the door and up into the air?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
If they know we are in here, Zephtyr moves up to the roof, not outside, but using the nice cover that the ‘ent enjoyed to take a look at the dullhands.
How many are there? Where are they?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
Zephtyr tells the others about the dullahans and the soldiers.
"So...what do you guys think? Blaze of Glory? Let me know when you're ready to fight. I got some nice things ready for them all," Zephtyr tosses about the fire seeds, not afraid that they might blow up in his face.
"They might be ordering soldiers into position...but we'll so cloud the air with fire and smoke, I hope they won't be much of a problem."
Zephtyr looks to see what others want to do.
"Say, Mal, can you make me invisible even as I fight. I might go give them a lot of fire and brimstone from above."
Quinn Kestrel |
As the Dullahans approach, Quinn gestures and a second flaming cocktail appears in the air and dumps a fiery drink over them.
Flame Strike: 14d6 ⇒ (1, 6, 5, 5, 4, 5, 5, 3, 1, 2, 1, 4, 4, 1) = 47
Malavarius King |
"What's that?" Malavarius looks up, shaking a far away look from his eyes as he strokes his beard in thought. "Invisible? The dullahans are invisible now too? Blast it!"
Thinking quickly, he casts a spell to hasten the steps of the group.
cast haste!
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hold portal [ ], protection from evil* [ ] [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], protection from arrows [X] [X] [X], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [X] [X], fireball [X], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [ ], remove curse* [ ], wall of fire [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (Pemsworth) 0/100
protection from arrows (Tsin) 0/100
protection from arrows (self) 0/100
veil (14 hrs)
wall of fire (15 rnds)
haste (14 rnds)
Hektir the Tracksmage |
Motte, how far away are the soldiers and how many are coming and do they have line of fire/sight to where the party is? Are they going to be a force in this battle? And how quickly?
Tsin Windscar |
Tsin regards the dullahans from cover, unhappy that they have circled, the circle's epicenter being the front door of this treant hovel. "They're not rushing in, which speaks to their intelligence, heads or no." She's true to her word- she waits until something approaches the front of the building before she engages it from the interior of the building.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn: 1d20 + 8 ⇒ (3) + 8 = 11
Tsin: 1d20 + 8 ⇒ (13) + 8 = 21
Looking back, it doesn't look like you ever got any details of the dullahans -- because I'm nice, I'll retcon in that Mal told you that in addition to the standard undead qualities, they have fast healing, plus spell and channel resistance. (Thus I'm not going to waste a second of Quinn's spells, which they will likely just heal before the fight's potentially joined in full.
Hektir, most of the soldiers actually seem to be fortifying the trenches, which are full of more groups like you encountered in the burned-out village (i.e. troops). (Also, remember there are tanks patrolling the grounds outside the camp.) They would have line of sight if you go behind the building you're in/fly very high above the building.
Hektir the Tracksmage |
Zephtyr floats up to peek again.[/ooc]
What are the dullahans doing?
"Mal, you have another blippity blip spell to get y'all out of here? I can get out myself, or with you, whatever works," Zephtyr offers with a spit.
"But I'd rather fight. If they'd like to come play with us, that'd be keen."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin Windscar |
Tsin looks down on her thigh, hissing as she moves the leg over the ball of her foot. 96/162 She looks up to see Quinn's surveying, and quietly points out her wounds, without announcing it to the aggressors outside. She doubts they'd understand her language, but better safe than sorry.
"If you're so enthusiastic to fight, Hektir, you can certainly try to draw them in. Swirl about them, rile them up."
Malavarius King |
"I can move us about anywhere we like for the most part. Back to the hut, back to that burned village, or anywhere within the camp. Easy as pie. Dealing with that many dullahans at once though? Well, I'm afraid that's going to be a bit trickier."
I have 1 dimension door and 2 teleports still in the tank.
Hektir the Tracksmage |
Seems like we have time to talk...and will make use of it while Pems gets healified.
Zephtyr spits, looking down at Pems and then nodding to Tsin.
"I think it's great that they are all together. Between me, my seeds, my fire, and my burning loins, I think they won't last long," Zeph begins to free-babble while he waits for Pems to get healed. "Tsin, I'm more than happy to rile them. Might be nice to set up a nice wall of fire behind them, drive them closer....and then some fire seeds, or sky fire, they won't last long. Lots of ways to do this. I'll immolate the entire area, I will. Burn this accursedly cold place to cinder. Give them the summer night in the winter, I will."
When Pems is healed, Zeph is happy to do some riling.
Quinn Kestrel |
Quinn prays for healing as the party plans. spend two rounds if nothing approaches next round
channel Heal: 7d6 ⇒ (4, 2, 1, 1, 4, 5, 4) = 21
channel Heal: 7d6 ⇒ (3, 4, 5, 2, 6, 6, 3) = 29
for a total of 50 healing
Tsin Windscar |
"Your god continues to honor you, Quinn, so shall I. Wherever we are, it's good to know our gods are able to see us." With Quinn's healing, Tsin feels less unsteady, and waits to see which one of the dullahans are foolish enough to close the distance first.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
So you guys are in a bit of a standoff. They appear to be waiting for you, though you don't know for how long. Up to you to initiate, or let me know if you want to keep waiting for something to happen. I'll be nice and say Mal's haste spell (above) didn't happen, because I'm a nice guy. Note there will be no surprise rounds as both of you are aware of each other. We'll roll initiative, and if they're higher than you, they'll likely have held actions ready.
Hektir the Tracksmage |
Zephtyr spits, waiting for a few more moments, trying to decide how best to approach the foes outside.
"Well, we can blip out of here anytime we like, but mostly I'd like to burn them all to cinders. They are just so spread out," Zephtyr grouses and looks about. "Would be better to draw them in, no doubt. Say Tsin, what do you say about getting out your bow and getting to the roof. I'm betting you can take them out pretty well."
Zephtyr goes to one of the wooden walls.
"Or maybe we open up a window for you to shoot from. That'll work too."
Just kicking around some ideas. I'd like to see how they react...and maybe clump a bit.
"Mal, since you're going to be useless...because you're old, why don't you hold onto these seeds. I'll wrap them in cloth so you can move it around with your magic hands. I'll activate them when you put them someplace good."
Tsin Windscar |
Tsin shakes her head. "If I can fire upon them with a bow, they can return fire with those metal cylinders. I don't care to exchange fire from a distance." She continues to look around the front door, looking at the dullahans for obvious signs of ranged weaponry at the ready and waiting.
"Fine. If you're unwilling to do it yourself, Hektir..." Tsin casts Expeditious Retreat, and Protection from Evil, while the standoff continues, before turning to Mal. "You were going to bestow that speeding magic on us..?"
"Whatever you had in mind, Hektir, consider doing something as soon as I move forward."
When she's prepared, and should the dullahans appear to only have melee weapons at hand, she bolts from the front door, targeting the nearest dullahan.
Let's roll some initiative, shall we?
Malavarius King |
"Oh, I can think of just the 'someplace good' to stuff those, Hektir." Zeno snickers before tearing himself away from the piled treasures to peek out a crack near the door. I don't have mage hand prepared, Hektir.
Once Tsin and the others indicate their readiness, the old wizard casts his intended spell.
I'd have stoneskinned you, Tsin, but I didn't have enough money to bother preparing it this morning D=
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hold portal [ ], protection from evil* [ ] [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], protection from arrows [X] [X] [X], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [X] [X], fireball [X], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [ ], remove curse* [ ], wall of fire [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (Pemsworth) 0/100
protection from arrows (Tsin) 0/100
protection from arrows (self) 0/100
veil (14 hrs)
wall of fire (15 rnds)
haste (14 rnds)
Tsin and Pemsworth: don't forget you have protection from arrows up should they start shooting bullets at you =P
Hektir the Tracksmage |
Hektir, most of the soldiers actually seem to be fortifying the trenches, which are full of more groups like you encountered in the burned-out village (i.e. troops).nThey would have line of sight if you go behind the building you're in/fly very high above the building.
Tsin, the GM seems to have clarified that the soldiers don't have line of sight to the building, only above...if Tsin goes flying. And he hasn't stated that the dullahans have guns. Unless I'm misunderstanding things, Motte?
Zephtyr spits as the plan begins to come together.
"Mal, maybe your parrot could be useful with the sack of seeds," Zephtyr offers back, giving the very light pouch to Squawky.
Zephtyr moves up to his scouting position so that he might rain fire as the dinosaurs attack.
"Let's focus fire. Make sure the dead stay dead."
Quinn Kestrel |
Quinn prays for another spot of healing for both Tsin and Pems.
CLW, Tsin: 1d8 + 5 ⇒ (2) + 5 = 7
CLW, Pems: 1d8 + 5 ⇒ (2) + 5 = 7
His companions healed, Quinn loads his crossbow, aims at the designated Dullahan, and waits for the signal to start the attack.
may Quinn cast Bless before combat starts?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir, the Dullahns don't have guns. That said, please keep in mind this is a war camp, so things aren't static. There may be other stuff going on in the camp that you're not aware of.
You can cast anything that's not offensive (so, yes, bless) beforehand. Pems, where do you want those dinos? Let me know and I'll resolve that as Round 1/2 (assuming you put them outside), then resolve the dullahans and then we'll do a full round 1. If you are putting them in the building, everyone can give me their actions (but I'm guessing that's not what you're doing.
Hektir: 1d20 + 4 ⇒ (1) + 4 = 5
Malavarius: 1d20 + 1 ⇒ (12) + 1 = 13
Pemsworth: 1d20 + 8 ⇒ (15) + 8 = 23
Quinn: 1d20 + 3 ⇒ (6) + 3 = 9
Tsin: 1d20 + 5 ⇒ (15) + 5 = 20
Antagonist: 1d20 + 2 ⇒ (19) + 2 = 21
Pemsworth Smith, Esq. |
The ankylosaurii attack!
Northernmost Ankylosaur Smackdown: 1d20 + 14 ⇒ (8) + 14 = 22 for 3d6 + 12 ⇒ (4, 2, 2) + 12 = 20 damage plus Stun (DC 23 Fort or dazed for 1 round!)
Central Ankylosaur Smackdown: 1d20 + 14 ⇒ (6) + 14 = 20 for 3d6 + 12 ⇒ (1, 2, 4) + 12 = 19 damage plus Stun (DC 23 Fort or dazed for 1 round!)
Southernmost Ankylosaur Smackdown: 1d20 + 14 ⇒ (4) + 14 = 18 for 3d6 + 12 ⇒ (3, 3, 6) + 12 = 24 damage plus Stun (DC 23 Fort or dazed for 1 round!)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Because I'm wicked smart, I *just* realized I can better differentiate between multiple enemies by giving them different colored borders. Yes, it's sad that it's apparently taken me like four years to think of this.
Pemsworth: 23
Antagonist: 21
Tsin: 20
Malavarius: 13
Quinn: 9
Hektir: 5
Pems' spell goes off, three huge dinosaurs appearing in the middle of the camp. You can hear strange shouts of alarm in Russian, but the undead horsemen seem to not care at all, even as two of them are hit with the reptile's massive club-like tails.
They quickly move to strike back, longswords cutting into their foes, though one merely sits his mount, watching the building where you huddle. One horse is knocked to the ground -- where he disappears -- as it approaches the dinosaur, but the dullahan manages to land on its feet, keeping its momentum as it drives its blade into its foe. Dino 1 takes 36 hp; Dino 2 takes 47; Dino 3 takes 27 hp
Red: 1d20 + 14 ⇒ (9) + 14 = 23
1d8 + 6 + 1d6 ⇒ (1) + 6 + (3) = 10
Red 2: 1d20 + 9 ⇒ (17) + 9 = 26
1d8 + 6 + 1d6 ⇒ (2) + 6 + (6) = 14
Orange: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Orange: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
1d8 + 6 + 1d6 ⇒ (4) + 6 + (5) = 15
Yellow: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
1d8 + 6 + 1d6 ⇒ (7) + 6 + (4) = 17
Yellow: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
1d8 + 6 + 1d6 ⇒ (6) + 6 + (3) = 15
Dino AoO: 1d20 + 14 ⇒ (17) + 14 = 31
Ride: 1d20 + 7 ⇒ (1) + 7 = 8
Ride (soft fall): 1d20 + 7 ⇒ (18) + 7 = 25
Aqua: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
1d8 + 6 + 1d6 ⇒ (7) + 6 + (5) = 18
Aqua: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Purple: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
1d8 + 6 + 1d6 ⇒ (2) + 6 + (1) = 9
Purple: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Red 2 crit?: 1d20 + 9 ⇒ (14) + 9 = 23
1d8 + 6 ⇒ (6) + 6 = 12
Orange 2 crit?: 1d20 + 9 ⇒ (11) + 9 = 20
1d8 + 6 ⇒ (2) + 6 = 8
D (red): 20
D (orange):
D (yellow): 19
D (green):
D (aqua):
D (purple):
Pems, thanks for doing the dinos. Don't worry about the stun if you're attacking the dullahans, as they're immune (undead); if you attack something else, though, you can mention it.
Party is up.
Pemsworth Smith, Esq. |
A1: 39/75 HP
A2: 28/75 HP
A3: 48/75 HP
Ankylosaur 1 vs Red: 1d20 + 14 ⇒ (2) + 14 = 16 for 3d6 + 12 ⇒ (3, 1, 5) + 12 = 21 damage!
Ankylosaur 2 vs Orange: 1d20 + 14 ⇒ (6) + 14 = 20 for 3d6 + 12 ⇒ (5, 1, 4) + 12 = 22 damage!
Ankylosaur 3 vs Blue: 1d20 + 14 ⇒ (12) + 14 = 26 for 3d6 + 12 ⇒ (1, 2, 5) + 12 = 20 damage!
Pems lets out a whoop as the giant reptiles appear and begin to wallop things. He moves to the doorway and fires his newfound 'gun' at the yellow rider! Pems Gun-Fu: 1d20 + 12 ⇒ (14) + 12 = 26 for 1d8 ⇒ 6 damage!