SR's - Great Southern Isles (PbP) (Inactive)

Game Master stormraven

High-Power Pathfinder Homespun Game


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HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Initiative: 1d20 + 7 ⇒ (19) + 7 = 26


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

As the door swings open, a glow races along the seam and terminates at the handle. A bolt of lightning streaks from the door, through Jofram, Shaggar, and Jayse. Jofram and Shaggar manage to partially dodge the bolt but it catches Jayse fully in the chest, leaving a smoking hole in his tunic and a horrible burn in his chest before exiting through his back and punching a scorched hole in the wall behind him.

Ja's HPs: 28|62
Jo's HPs: 51|68 Diseased
Us's HPs: 45|45
St's HPs: 53|53

Gn's HPs: 35|52

DM Stuff:

Baddie Init 1d20 + 8 ⇒ (10) + 8 = 18
Baddie Init 1d20 + 8 ⇒ (7) + 8 = 15
Baddie Init 1d20 + 3 ⇒ (12) + 3 = 15
Baddie Init 1d20 + 8 ⇒ (18) + 8 = 26

L/R1d2 ⇒ 2
Boom #1 10d6 ⇒ (6, 4, 3, 1, 3, 1, 5, 5, 4, 2) = 34 DC:18
Jayse Save 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 Pro Evil FULL
Jofram Save 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 Pro Evil 1/2
Shaggar Save 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 Pro Evil 1/2


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jayse - you can use an immediate action (PP, Hero Point, or whatever) to adjust the damage you took or the save. The reason I ask is that it may have a bearing on what happens next and I'd rather not retcon it.


STONE-FACED KILLA

Sure, I'll use a powe point to boost that saving throw (as an immediate action) by 4.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

The doors finish swinging open and you are greeted by a large shield. There is a curious arcane symbol on it. It flashes through the spectrum as you look on it and a wave of energy passes through the group. For all of the heroes it is unsettling but for Jofram, Shaggar, Skitter, and Vaelos it is worse. They feel as if sand has been packed into every joint of their bodies. Their limbs become heavy, clumsy, and unresponsive.

Jofram, Shaggar, Skitter, and Vaelos have been slowed.

BOOM #2:
Symbol of Slowing DC:19
Jo's Will Save 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 Pro Evil
S's Will Save 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 Pro Evil
U's Will Save 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 Pro Evil
Gnoll's Will Save - if needed 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 Pro Evil
Skitter's Will Save - if needed 1d20 - 2 + 2 ⇒ (1) - 2 + 2 = 1 Pro Evil
Ja's Will Save - if needed 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 Pro Evil
Vaaelos' Will Save - if needed 1d20 + 0 + 2 ⇒ (1) + 0 + 2 = 3 Pro Evil

On-Going Effects BAD:

Jofram, Shaggar, Skitter, Vaelos...
Slowed --> Single Move or Standard action only ; -1 ATT/AC/Reflex Saves ; Move reduced by 50%


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

As the flash from the lightning bolt and symbol fade, our heroes see the Temple of Night clearly for the first time... It is a good news/bad news situation.

Good News - the children are here and they all appear to be alive for the moment.
Good News - the Striper is here and you've caught him mid-ritual.
Bad News - you've found what he's done with all the other gnolls.
Worse News - while he might be a skilled necromancer, he clearly isn't much of a scholar... because he is entirely wrong about what he is summoning.

Too late, Ushari recognizes this room and her skin goes cold. It is a hall with many pillars and against one wall a portal has been hewn from stone. It is a crude work. Across the doorway a black film stretches, like smoking hot tar. Something is trying to force its way through the tar. It is large and clawed. Through the film, Ushari feels its eyes on her. It wants to eat her soul.
Comes the Dweller...

Profound evil suffuses this great hall radiating from the blood colored floors to the gloom shrouded vaulted ceiling high above. From Censers around the room, viscous smoke escapes... writhing its way up into the gloom above, where it shifts in unseen and contradictory currents like fitful ghosts. Torches burn in sconces along the walls and pillars but give off only a fitful, unhealthy ochre light.

Across the great expanse of room, close to the left wall, you see a semi-circular cage of bones and dripping sinews. Inside the cage are 6 terrified and cowering children. Across the hall from the cage is a stylized carved archway set against the blank stone wall, perhaps 30’ high and 20’ wide. Something menacing, dark, and evil is trying to enter through the archway. It’s black bulk, impossible to differentiate from the inky blackness around it, nevertheless seem to fill the archway. At points, as if struggling with a skin of smoking tar stretched tight across the archway, a howling shark-toothed inhuman head or taloned hand attempts to emerge from the blackness seeking purchase in our reality.

Equidistant between the Cage and the Arch, set in the floor is a 30’ black inverted pentagram mosaic. Black candles ring it, casting a purple light like a bruise. At the center of the sigil, is an onyx podium with several tools and tomes. DINWAT the Necromancer stands behind the podium, his arms stretched wide in cruciform. He is chanting in a screeching, now moaning, now sibilant voice. Strands of light, presumably life, are leaking from the children in pulsing uneven veins. It flows through the Necromancer and into the gaping black maw of the Arch. With each moment, the being in the Arch seems stronger, fed by the childrens' life-force. It strains the black skin of the Arch even more. The pulsing flow of light leaving the children is almost hypnotic... like watching a languid lightning storm, punctuated by the thunder of the drummer. The drummer, stands along the wall about 15’ from the Arch. It is a small skeletal human. His drum is the hollowed out skull of a giant. The membrane he pounds appears eerily like stretched human skin.

As the light continues to flow from the children, they become still, almost catatonic. Soon one collapses and her light begins to flow feebly and falter like the last dregs of wine draining from a bottle.

Between you, the Children, the Necromancer, and the Evil that is struggling to be born... is the nightmare of what the town archivist has done to the Gnolls and most of their armor.

Two four-armed behemoths stand before you. They are built from the undifferentiated parts of many gnolls - arms, legs, and spines have been used to form the legs of one creature. Eyes and muzzles stick out from the hip and chest. The jaws snap and the eyes roll disconcertingly. The head is made from at least four gnoll skulls facing in different directions as well as other parts that don't bear identification. Woven throughout the flesh are solid pieces of armor and chainmail. The flesh weeps in spots due to friction with the imbedded armor. The upper set of over-sized arms carry massive battleaxes. The lower set... are an abomination. It appears Dinwat ran out of usable hands and fingers. So in place of hands, the arms are 'crowned' with the biting, snarling heads of gnoll infants.

Flanking the Behemoths are smaller, though equally stitched together, putrefying creations. They stand a bit over 9' tall and are incredibly lean and whipcord-like.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Alright, gents, the battle is on. Dinwat is approximately 110' from Straehan and Jofram... so the room length is about 120' total. I've posted some rough overview maps so you can see the full extent of the room as well as the Round 1 map. You are now at - GO. Feel free to ask questions, post actions, or whatnot. Also, I'd like some input on what you'd like Straehan to do in his first round. He could cast Haste to counteract the Slow effect but he could also drop a nuker.

Round: 1

ORDER: Jayse, Bad-H, Jofram, Straehan, Ushari, Necro & Four-Arms & Whipcords, Shaggar

Temple of Night

Ja's HPs: 45|62
Jo's HPs: 51|68 Diseased
Us's HPs: 45|45
St's HPs: 53|53

Gn's HPs: 35|52

On-Going Effects Good:

Pro Evil w/in 10' of Ushari - 1 Hr (7 minutes elapsed) --> +2 AC v evil; +2 on Saves

On-Going Effects BAD:

Jofram, Shaggar, Skitter, Vaelos...
Slowed --> Single Move or Standard action only ; -1 ATT/AC/Reflex Saves ; Move reduced by 50%


STONE-FACED KILLA

The bolt of lightning, the slowing spell, the horrifying scene beyond the doors. Jayse's mind and body are assaulted and nearly overwhelmed, once again only being saved by his mental conditioning. 

As the dual arcane waves rush in on him, Jayse's mind pushes back hard. And his senses rush out with the push, filling the macabre chamber that is suddenly moving as if nearly frozen in time. He notes every piece of this barely moving puzzle, but mostly the target Dimwat... the key. In this moment of eternity, Jayse weighs the options and possible strategies, but a long-forgotten voice floats up out of the Calm.

... the key is to hit the enemy where he thinks you can't. When he thinks you can't ...

And just like that, Jayse's decision is made. As the bubble of distended time pops, Jayse springs into action, slugging the potion he'd been carrying in his left hand. (Move action to drink the Potion of Heroism.) As it burns its way down his throat, glass vial shattering against the stone floor, Jayse flares his inner power - sending the surge of power into his legs for speed. (Use a Ki point to gain a +20 to movement)

"We need speed!" he yells as he dives forward, attempting a dangerous roll between the legs of one of the towering monstrosities. (Move straight for Dimwat, tumbling to avoid AoO's and through one of the big guy's spaces with a Hero Point and Heroism for a +10 bonus to the roll - Acrobatics 1d20 + 12 + 10 ⇒ (18) + 12 + 10 = 40 "Hit'em with everything you've got! Shaggar, you said you wanted to put down the abominations he's made of your pack!" The words fly from his lips as he (hopefully) rolls to his feet and continues rushing towards the chanting Dimwat. "I'll see if I can jack with his little chant here."

just to review:
Drink the potion as a move action, giving him a +2 to attacks, saves, and skill checks for the duration of the potion.
Spend a ki as a swift action to gain a +20 to speed - making it 80 for the round. I don't knwo what the big guy's reach is, but I'm assuming it's 10', which means Jayse can only cover 4 squares after he leaves the far side of their threatened area?
Move action to tumble through the threatened squares and through the spce of one of the big guys to continue in a b-line to Dimwat.
And AC should be 27.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Taking in the chamber before them, Jofram's mind races. Taking note of the ghoulish abominations and the necromancer beyond, the ranger's mind reacts so quickly, that everything seems to move more slowly.

His bow apparates in a blink, and Jayse races past in a blur of speed, bringing a horrible realization - This isn't an adrenaline rush - we really are being slowed by some sorcery!

"Strae! Can you counteract this slowing?!?"

Bad-H? Bad Horse? Do I need to wait, or is it my turn?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jofram - feel free to act. Bad-H has a very limited set of choices and none of them are likely to affect you.

Jayse - with your half speed tumble throughout the threatened area, I make your final position at 3 squares beyond the 4-armed baddie, which is just outside its reach.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

His reflexes compromised, Jofram eyes the field of battle as he calls out to the spirits of his ancestors to witness the coming battle. Inpire Courage +2

Schtuff:
SR - You don't list Jayse as being affected by the slow spell.
Is he still at 1/2 speed? </shrug>

Activate Bow
Move: Stayin' put.
Fight Defensively (AC boost)
Bardic Performance: Inspire Courage +2


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

@ Schtuff - Jayse is not slowed but any attempt to tumble through AoO range or through an enemy square is at 1/2 speed.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jayse barely hears the empty vial crashing against the floor as he races between his friends, speeds into the dark temple, and knee-slides inches beneath the whistling blades and scraping claws of the behemoths and their lean companions. In a moment he is behind their lines and thankful for the potion's effects. He is quite sure he wouldn't have made it through the gauntlet without it.

Jofram inspires his fellows but his voice seems to falter a bit to Jayse's ear. There is a heavy presence inside this temple that seems to almost stifle hope.

Round: 1

ORDER: Jayse, Bad-H, Jofram, Straehan, Ushari, Necro & Four-Arms & Whipcords, Shaggar

Temple of Night

Ja's HPs: 45|62
Jo's HPs: 51|68 Diseased
Us's HPs: 45|45
St's HPs: 53|53

Gn's HPs: 35|52

On-Going Effects Good:

Pro Evil w/in 10' of Ushari - 1 Hr (7 minutes elapsed) --> +2 AC v evil; +2 on Saves
Inspire Courage RND 1 of 12 --> +2 ATT/DAM ; +2 on Fear/Charm Saves

On-Going Effects BAD:

Jofram, Shaggar, Skitter, Vaelos...
Slowed --> Single Move or Standard action only ; -1 ATT/AC/Reflex Saves ; Move reduced by 50%


Straehan watches Jayse blur past him as Jofram's request registers. The gnome eyeballs the distances, considers the team's needs... and reluctantly steps into the axe range of the behemoths before casting his spell. The pulse of energy barely misses the monk as it blasts the sand from the joints of his slowed compatriots.

FREE: 5' Move

STANDARD: Cast Haste
Counteracts Slow on Jofram, Shaggar, Skitter, and Vaelos. Hastes Ushari and Straehan.

Round: 1

ORDER: Jayse, Bad-H, Jofram, Straehan, Ushari, Necro & Four-Arms & Whipcords, Shaggar

Temple of Night

Ja's HPs: 45|62
Jo's HPs: 51|68 Diseased
Us's HPs: 45|45
St's HPs: 53|53

Gn's HPs: 35|52

On-Going Effects Good:

Pro Evil w/in 10' of Ushari - 1 Hr (7 minutes elapsed) --> +2 AC v evil; +2 on Saves
Inspire Courage RND 1 of 12 --> +2 ATT/DAM ; +2 on Fear/Charm Saves

Ushari & Straehan...
Haste RND 1 of 6 --> +1 Attack on FULL ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move

On-Going Effects BAD:
None

Cast Defensively:
CONCENTRATION v DC:21 1d20 + 21 ⇒ (18) + 21 = 39


Ushari puts aside her terror of another encounter with the Dweller and buries it deep within her soul. Truly, this seemed to be her destiny. As she sees Jayse's gambit develop, she can only pray the warrior-monk knew what he is doing.

As her senses fully digest the scene before her, she knew the children only had a very short time before Dimwat completed the ritual. She knew the ritual had to be stopped and by any means, up to and including hastening their deaths. The thought of killing the children made her soul quail in agony, but she knew their deaths were a small price to pay to prevent the Dweller from entering this plane.

"Strae, HOW much time do they have? She cries out as she summons her deities power to bolster her allies.

Actions:

Standard Action = Cast Prayer.
Knowledge Planes 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 prayer
to determine how long we have before Dinwat completes the ritual.
Right on...another "1"...

BTW, did Ushari get hasted?
EDIT: Ok gotcha...


Straehan watches the ritual briefly along with the ebb and flow of energy from the children into the Arch.

He gives her a helpless palms up gesture. "I don't know. I've never seen anything like this. This archivist is off the map. I'd guess somewhere less than a minute... Though I can't say when the kids will become irretrievable."

Translation - Strae's best guess is 7 or 8 rounds.

Spellcraft 1d20 + 12 ⇒ (16) + 12 = 28


Baddies UP...

Dinwat's face is a mask of concentration as he continues casting his spell and acting as a conduit to drain souls. Another child slumps to the ground, an arm thrown bonelessly through the bars of the grisly cage. The faint trail seeping from the first child grows fainter still.

The featureless face pressed against the portal's skin pauses in its struggle into the world and looks towards Jayse and the open doorway... The monk is disconcertingly sure it sees and recognizes him. The mouth opens in a silent, shark-toothed, roar. The jaw opens and opens more - to a distance greater than any normal mouth could. Wider than a snake unhinging its jaws. It bites feverishly into the thin skin of the portal separating the worlds.

Dweller's Perception 1d20 + 29 ⇒ (12) + 29 = 41
Dweller's Initiative 1d20 + 2 ⇒ (3) + 2 = 5


Know: Religion

Jayse...

The Necromancer's focus is so complete he pays the monk no attention... but others are different. Jayse hears a brief sibilant whisper behind him. He turns - not sure if its a comment from one of the gnoll heads half-buried in the behemoth's back. Whatever the case, the behemoth doesn't turn around. It shuffles backwards and stretches its double- or triple-jointed arms backwards - faultlessly guided by no less than a half dozen oddly placed eyes - and strikes at the monk.

The first battleaxe spangs loudly across Jayse's skull, tumbling the monk... which is fortunate because he continues to roll, dodging a downward cleave from the second axe which grooves the floor and the snarling gnoll heads of the third arm. As he completes his tumble and rolls to his feet, the monk's luck runs out. The fourth arm jabs him high - and a quartet of tiny gnoll skulls bite deeply into his face and neck. Blood pours from the wound as they savage his flesh like giant piranha.

Ja's HPs: 9|62

Jayse AC:27 (+6 Acro):

4 ARM ATTs: (Desecrate, Prayer, Nunyabidness!)

AXE 1 (20/x3)
HIT 1d20 + 16 + 1 - 1 ⇒ (18) + 16 + 1 - 1 = 34 OR HIT 1d20 + 16 + 1 - 1 ⇒ (19) + 16 + 1 - 1 = 35
DAM 2d6 + 8 + 1 - 1 ⇒ (4, 3) + 8 + 1 - 1 = 15

AXE 2 (20/x3)
HIT 1d20 + 16 + 1 - 1 ⇒ (4) + 16 + 1 - 1 = 20 OR HIT 1d20 + 16 + 1 - 1 ⇒ (6) + 16 + 1 - 1 = 22
DAM 2d6 + 8 + 1 - 1 ⇒ (1, 2) + 8 + 1 - 1 = 11

JAW-CLAW 1 (20/x2)
HIT 1d20 + 16 + 1 - 1 ⇒ (7) + 16 + 1 - 1 = 23 OR HIT 1d20 + 16 + 1 - 1 ⇒ (1) + 16 + 1 - 1 = 17
DAM 1d8 + 4 + 1 - 1 ⇒ (6) + 4 + 1 - 1 = 10

JAW-CLAW 2 (20/x2)
HIT 1d20 + 16 + 1 - 1 ⇒ (20) + 16 + 1 - 1 = 36 OR HIT 1d20 + 16 + 1 - 1 ⇒ (20) + 16 + 1 - 1 = 36 <-- Crit?
CONFIRM 1d20 + 16 + 1 - 1 ⇒ (20) + 16 + 1 - 1 = 36 YES
DAM 8 + 4 + 1 - 1 + 1d8 + 4 + 1 - 1 ⇒ 8 + 4 + 1 - 1 + (5) + 4 + 1 - 1 = 21


Know: Religion

Straehan...

The gangly, whipcord creature steps around the corner - stretching its claws towards the Gnome even as the second behemoth strikes as well. With a sour smile, Straehan belatedly thinks, Fool! I should have triggered my ring.

Claws, axes, and gnoll skulls rend the sorcerer's flesh and drive him down. He rises slowly and unsteadily.

St's HPs: 16|53

Straehan AC:26 (Mage Armor, +2 Pro Evil, +1 Haste):

WHIPCORD ATTs: (Desecrate)

CLAW 1 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
DAM 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11

CLAW 2 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
DAM 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10

4 ARM ATTs: (Desecrate, Prayer, Nunyabidness!)

AXE 1 (20/x3)
HIT 1d20 + 16 + 1 - 1 ⇒ (12) + 16 + 1 - 1 = 28 OR HIT 1d20 + 16 + 1 - 1 ⇒ (14) + 16 + 1 - 1 = 30
DAM 2d6 + 8 + 1 - 1 ⇒ (6, 3) + 8 + 1 - 1 = 17

AXE 2 (20/x3)
HIT 1d20 + 16 + 1 - 1 ⇒ (2) + 16 + 1 - 1 = 18 OR HIT 1d20 + 16 + 1 - 1 ⇒ (5) + 16 + 1 - 1 = 21
DAM 2d6 + 8 + 1 - 1 ⇒ (4, 3) + 8 + 1 - 1 = 15

JAW-CLAW 1 (20/x2)
HIT 1d20 + 16 + 1 - 1 ⇒ (5) + 16 + 1 - 1 = 21 OR HIT 1d20 + 16 + 1 - 1 ⇒ (18) + 16 + 1 - 1 = 34
DAM 1d8 + 4 + 1 - 1 ⇒ (5) + 4 + 1 - 1 = 9

JAW-CLAW 2 (20/x2)
HIT 1d20 + 16 + 1 - 1 ⇒ (6) + 16 + 1 - 1 = 22 OR HIT 1d20 + 16 + 1 - 1 ⇒ (8) + 16 + 1 - 1 = 24
DAM 1d8 + 4 + 1 - 1 ⇒ (7) + 4 + 1 - 1 = 11


Know: Religion

Jofram...

Another of the gangly, whipcord creature steps around the corner, this time in front of Jayse. It flexs its limber arms and begins to move past the bleeding gnome in preference for half-elf flesh and then stops. It stands still briefly, then without warning drives killing claws at the gnome.

Whether by magic, luck, or divine intervention - the gnome survives the onslaught.

Jofram - Perception check, please.

St's HPs: 16|53

Straehan AC:26 (Mage Armor, +2 Pro Evil, +1 Haste):

WHIPCORD ATTs: (Desecrate)

CLAW 1 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
DAM 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9

CLAW 2 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
DAM 1d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Next UP... Shaggar.


Shaggar takes Jayse's words to heart. With a feral growl, he dodges forward and drives his battleaxe at the Whipcord's skull... Sparks fly as his blade slides off the doorframe, the Whipcord dodging the blow easily.

Shaggar rolls:
Greataxe (20/x3) (Prayer, Inspire Courage)
HIT: 1d20 + 9 + 1 + 2 ⇒ (8) + 9 + 1 + 2 = 20 DAM: 1d12 + 10 + 1 + 2 ⇒ (6) + 10 + 1 + 2 = 19 PA, Furious Focus


The Dweller tears at the fabric separating realities with teeth and claws. There might be a frisson of concern in the act. Then it inhales... and the pulse of life coming from Dinwat surges as it sucks in life at a quicker rate. The sudden pull nearly topples the Necromancer who compensates by drawing more energy from the children. A shadow of doubt crosses his features.
That shouldn't happen.

Round: 2

ORDER: Jayse, Bad-H, Jofram, Straehan, Ushari, Necro & Four-Arms & Whipcords, Shaggar, Dweller

Temple of Night <-- Two maps posted

Ja's HPs: 9|62
Jo's HPs: 51|68 Diseased
Us's HPs: 45|45
St's HPs: 16|53

Gn's HPs: 35|52

On-Going Effects Good:

Pro Evil w/in 10' of Ushari - 1 Hr (7 minutes elapsed) --> +2 AC v evil; +2 on Saves
Prayer w/in 40' of Ushari RND 2 of 6 --> Allies: +1 Luck on ATT/DAM/Saves/Skills ; Enemies: -1 on same

Inspire Courage RND 2 of 12 --> +2 ATT/DAM ; +2 on Fear/Charm Saves

Ushari & Straehan...
Haste RND 2 of 6 --> +1 Attack on FULL ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move

On-Going Effects BAD:
None


STONE-FACED KILLA

Once again the Calm is upheld by a back-blow of inner power from Jayse's mind. Blood still flows from multiple wounds, but manageably so. Burn 4 power points to negate 8 damage. HP 17/62. 2 pp remaining.

He lets the blows of the huge abomination propel him forward in his charge, desperately hoping a bit of his inner power and the last of his luck will be enough to stave any other blows his flight will bring. Rushing out of the thing's reach, Jayse launches himself into the air with a wordless cry, crud-crusted coat flaring out around him as he spins, and comes down hard on Dimwat's pedestal, one knee driving downwards fiercely in an attempt to throw him to the ground. Even as he knee lands, Jayse's right fist rushes towards the place where he anticipates the falling mage's head will be, seeking to knock him senseless in one powerful slam.

Spend my last Hero Point to get an extra standard Action to go Full Defensive in addition to a Swift Action to use a ki point to boost AC (giving a total of +10 to AC).
Then charge straight at Dimwat, jumping the last 30 (Acro 1d20 + 32 ⇒ (9) + 32 = 41) feet to land on his pedestal and deliver a Trip with a followup Stunning Fist Punch if the trip is successful.
.
AC is 35. This includes Protection from Evil, Full Defensive on the Hero Point, Ki point, Mage Armor, and charge 21 + 2 + 6 + 4 + 4 - 2 = 35.
.
Charging Trip 1d20 + 14 + 2 + 2 - 2 ⇒ (14) + 14 + 2 + 2 - 2 = 30; Heroism, Charge, PA.
.
Unarmed AoO w/ Stunning Fist 1d20 + 12 + 2 + 2 - 2 ⇒ (11) + 12 + 2 + 2 - 2 = 25; same modifiers.
---> Damage 1d8 + 8 + 4 ⇒ (5) + 8 + 4 = 17.
---> Stunning Fist Fort Save DC 18 or be Stunned for 1 round and Shaken for 1d4 + 5 ⇒ (3) + 5 = 8 rounds.

SR:
Normally you can't make any attacks when you go Full Defensive, including AoO's, but i'm hoping the use of the Hero Point will let me get around this. My thought is that I'm using the full defensive against the big abomination, so I can't make AoO's against him for the round? Let me know if this is a no-go, as I'll have to re-do my round completely.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Perception: 1d20 + 15 ⇒ (5) + 15 = 20 +2 vs. Human, part-human, or undead.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jofram:
The Whipcord changing its target was odd. Over the drumming and general sounds of battle, it is hard to tell, but you feel fairly confident something was whispering instructions to the Whipcord, providing tactical help. You can't tell where the voice was coming from, but you imagine it has to be somewhere close.

Jofram - I don't know if you want a front-line position but if you delay your action til after Straehan, he will drop back.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

"The undead are puppets - they are being controlled by another - find it!"

Wait, am I not affected by haste? I'm confused.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Oh, I guess you weren't slowed. I can't see the newest maps at work, or on my phone (?) - let me know if this move doesn't work, for some reason.

Seeing that the children have little time, and with no idea where the puppetmaster hides, Jofram charges headlong into Jayse's wake.

"If they make a move for me, use the distraction to get past them!"

Actions:
Continue Inspire +2
Magic Armor +2 AC
Cast Allegro (Haste)
Use my last hero point to go fully defensive +4 AC
Run 30 ft toward Jayse and the necromancer. (30+30 for haste, x1/2 = 30)
Acrobatics: 1d20 + 14 ⇒ (3) + 14 = 17 Sheeeeeeeeeiiiiii...


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jayse...

Jayse breaks free of the vicious gnoll heads and summons everything he's got to take out the Necromancer - the key to the children's salvation and everyone's destruction.

75' from target...
Jayse does a backwards somersault avoiding the guillotine-like stroke of the behemoth's massive axe.

70' from target...
He lands in a light crouch and spins, then tenses on his flanks - steeling himself for the charge. With a single breath he lunges into an all out run.

65' from target...
Jayse is past the reach of the behemoth and heading deep into the dark sanctum. His legs stretch gathering extra speed.

60' from target...
The monk flexes muscles in anticipation of his leap. He gauges where to make his move, envisioning the sequence of the leaping hammer-blow he plans to deliver to the Necromancer. His mind swiftly sifts through the minutia of observed data to determine speed, vector, and angle for an optimal attack.

55' from target...
Jayse is seconds away from his leap-point, he puts on a little more speed... and then the world goes wrong.

All his compatriots see is the sprinting monk plunge out of sight.

25' from bottom...
For Jayse, the Calm stretches the moments into long minutes. The seeming solid floor drops away as Jayse flies forward and then arcs downward head-first at the approaching wall. It's a pit, a deep pit - only 10' across but wide... maybe from pillar to pillar.

15' from bottom...
The monk slams against the far wall but absorbs the blow without harm and bounce/leaps back to the other wall. Jayse looks down and sees that black floor below him. In the dim lighting it is hard to make out, but it appears there is foul water and a garden-worth of those poisonous vines below. Jayse tries to get his spider-boots to catch on the far wall but only manages a controlled tumble.

5' from bottom...
Almost at the bottom, Jayse sees the final obstacle. Standing against one wall - just waiting - is another 4-Arm behemoth... and this one has amanitas vines woven throughout its body.

Splashdown!
Jayse slams into the muck and vines. He recovers quickly and rises to his feet, already feeling a stinging pain across his exposed skin. He looks up... just in time to see the trapdoor slam shut like a tomb-door, blocking out even the negligible light from above. It is pitch black. In the darkness, all he can hear is the scrape of the battleaxes and the snap of multiple gnoll jaws.

AoO @ Jayse:
AXE (20/x3) (Desecrate, Prayer)
HIT 1d20 + 16 + 1 - 1 ⇒ (3) + 16 + 1 - 1 = 19
DAM 2d6 + 8 + 1 - 1 ⇒ (5, 1) + 8 + 1 - 1 = 14

Jayse v Floor DC:25:
Ja's Reflex Save 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 Heroism

Due to Slow Fall, you take no damage from the fall. And since the behemoth was inactive, you didn't trigger an AoO when you dropped through its threat range.

Next Up... Straehan and adjudicating for Jofram


With a sleeve, the Sorcerer clears a large smear of his own blood from face. Deeply injured, he doesn't look shaken until he sees the monk vanish. "Jayse!"

He staggers back a step, giving Jofram room to move forward. Straehan gives the Ranger and Gnoll a hard, cold, furious look. "No mercy."

He pulls up his blood-soaked sleeves and whips through a complex set of gestures and words. Two tiny embers form in his palms and then streak to a point between the behemoths before detonating - a dual set of explosions that lick at Shaggar's feet. Inside the maelstrom, six figures burn briefly. When the flames die... only four can be seen.

Sobering as the display of eldritch power may be... the fact that none of the 4-armed beasts nor the Whipcords die is more sobering.

Spend 1 Hero Point - Extra Action

FREE: Trigger Ring
FREE: 5' Move Backwards
STAND: Cast Fireball
STAND: Cast Fireball

rolls:

Fireball
RANGE: 400' + 40'/level ; 20' radius
EFFECT: 7d6 + 7 ⇒ (2, 3, 2, 2, 1, 3, 4) + 7 = 24 Damage

SAVE: Reflex v DC:21 for 1/2
4-ARM 1d20 + 8 - 1 + 1 ⇒ (4) + 8 - 1 + 1 = 12 Prayer, Desecrate
4-ARM 1d20 + 8 - 1 + 1 ⇒ (7) + 8 - 1 + 1 = 15 Prayer, Desecrate
WHIP 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Desecrate
WHIP 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 Desecrate
H 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 Desecrate
H 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 Desecrate

Fireball
RANGE: 400' + 40'/level ; 20' radius
EFFECT: 7d6 + 7 ⇒ (6, 3, 2, 4, 2, 6, 4) + 7 = 34 Damage

SAVE: Reflex v DC:21 for 1/2
4-ARM 1d20 + 8 - 1 + 1 ⇒ (11) + 8 - 1 + 1 = 19 Prayer, Desecrate
4-ARM 1d20 + 8 - 1 + 1 ⇒ (6) + 8 - 1 + 1 = 14 Prayer, Desecrate
WHIP 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Desecrate
WHIP 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 Desecrate
H 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 Desecrate
H 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Desecrate


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jofram...

Jofram slides into Straehan's spot and then attempts to dive through the blocking force of Whipcords. Having seen the monk escape them, they are more wary and stop the ranger before he breaks through their line. He feels claws rake the back of his armor but they fail to pierce it.

AoO CLAW (20/x2) Desecrate
HIT 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
DAM 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10

Jofram - I'm guessing that you mean you are using your Hero Point to take an additional Move Action... so the Move Action would be used for your acro attempt through the enemy squares and then your initial Full Action would be to go Fully Defensive. If I've got that wrong, let me know.
Sorry you can't see the map! You can always delay posting until you can see it... I've got no problem with waiting due to technical difficulties.

Ushari, if you've got a rabbit in your hat, it is time to pull it...

Round: 2

ORDER: Jayse, Bad-H, Jofram, Straehan, Ushari, Necro & Four-Arms & Whipcords, Shaggar, Dweller

Temple of Night


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Yes, that is what I meant - I typed the hero point as an afterthought, but should have rearranged it for proper order. Thx.


One Hail Mary coming right up...

Ushari sees...no she senses the Dweller grow closer. Her mind flashes back...back to her first encounter with the Dweller. She remembers the terror she felt vividly as if it were just yesterday. As she relives the moments of terror in her mind when she had felt the Dweller's gaze upon her soul, another part of her mind notes Jayse's desperate yet futile charge, Straehan's sorcery, and Jofram's failure to break through the lines. Through all of this, one thought reigns over all...

He HAS to be convinced to STOP the ritual...somehow...

She turns quickly to Skitter behinds her and chatters quickly, the clicks coming at a frenetic pace.

Skitter:
"if we fall here, the children MUST be killed. The ritual MUST NOT be completed. DO NOT let him finish!"

She then turns her attention to the far end of the chamber, where she can see the necromancer Dimwat drawing closer to completing the ritual...and disaster. Even as she calls on her healing power to restore her allies, she summons every ounce of her deities power of oratory, asking for divine strength, not to destroy her foe...but to convince him. As her voice rings out, she pours every ounc of feeling into her words, much like she sang at a bar not all that long ago.

"DINWAT...STOP the RITUAL! You CANNOT control the Dweller....NO ONE can! I have felt the Dwellers gaze on me...His purpose is the destruction of Miir! He will not STOP until he has DEVOURED ALL of us!"

Standard Action: Channel Energy use 4/6.
3d6 ⇒ (4, 1, 2) = 7 heal/harm, Will Save DC 16 half
She will use two Hero Points here, one for a near impossible Diplomacy check to convince Dinwat to stop the ritual.
Use addl. Hero Point for bonus to roll. Diplomacy 1d20 + 12 + 1 + 1 + 8 ⇒ (8) + 12 + 1 + 1 + 8 = 30 charming, prayer, hero point.
Usahri 'Flutie' throws long...


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Ushari's wave of divine energy catches friends and enemies alike as her words echo across the dark temple. Dinwat considers them for a time. But whether due to arrogance, the fact that his plan has been 12 years in the making, or because you are clearly desperate to stop him... he continues his casting. But he glances with more concern at the Arch. You suspect a doubt has crept into his head.

The first child's life thread begins to sputter. The second child's thread thins... and a third child collapses.

The wave of energy almost stalls as it pushes into the temple. It cuts superficially into the undead. It does generate a reaction. You all hear sibilant, baneful, whispers flying back and forth. The 4-Arms and the Whipcords all stand still, listening and then act...

Channel Saves DC:16 DAM:7:
(Desecrate, Faithless)
4-ARM 1d20 + 8 + 1 + 2 - 1 ⇒ (20) + 8 + 1 + 2 - 1 = 30 (Prayer)
4-ARM 1d20 + 8 + 1 + 2 - 1 ⇒ (11) + 8 + 1 + 2 - 1 = 21 (Prayer)
WHIP 1d20 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14
WHIP 1d20 + 7 + 1 + 2 ⇒ (9) + 7 + 1 + 2 = 19
H 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 30 (Resistance)

Dinwat Mulls:
Sense Motive 1d20 + 12 ⇒ (16) + 12 = 28


Know: Religion

With cold precision, the undead act. Each abomination attacks singly then assesses the damage. They clearly have an objective and the first task is the removal of the gnoll. 4-Arm starts first driving measured blows with axes and arms brimming with the heads of Shaggar's kin. Both blades bite into the shoulders of the stalwart Shaggar. His armor bows under the assault. He bashes away the third arm but the second set of gnoll heads chomp down on the flesh shielding his liver. Shaggar barely stays on his feet - wavering, bleeding heavily, and breathing like a bellows. He brings his axe between himself and the first set of shearing Whipcord claws... but the second set goes unnoticed as they are jammed into the gaping wound in his side. Unconscious and bleeding out in deep shock, Shaggar is negligently slapped backwards a few feet by the first Whipcord.

And then their tactic becomes all too clear. The second Whipcord ignores Jofram and moves into the hallway - targeting one of the two soft spellcasters... Straehan's magic barely deflects one set of claws and simply can't stop the other. More gnome blood sprays across the wall like a grisly fresco. The plucky Sorcerer has to lean against the wall to support himself.

Shaggar AC:24 (+2 Pro Evil, +1 Allegro):
4 ARM ATTs: (Desecrate, Prayer, Nunyabidness!)

AXE 1 (20/x3)
HIT 1d20 + 16 + 1 - 1 ⇒ (16) + 16 + 1 - 1 = 32 OR HIT 1d20 + 16 + 1 - 1 ⇒ (17) + 16 + 1 - 1 = 33
DAM 2d6 + 8 + 1 - 1 ⇒ (5, 5) + 8 + 1 - 1 = 18

AXE 2 (20/x3)
HIT 1d20 + 16 + 1 - 1 ⇒ (12) + 16 + 1 - 1 = 28 OR HIT 1d20 + 16 + 1 - 1 ⇒ (2) + 16 + 1 - 1 = 18
DAM 2d6 + 8 + 1 - 1 ⇒ (5, 4) + 8 + 1 - 1 = 17

JAW-CLAW 1 (20/x2)
HIT 1d20 + 16 + 1 - 1 ⇒ (1) + 16 + 1 - 1 = 17 OR HIT 1d20 + 16 + 1 - 1 ⇒ (9) + 16 + 1 - 1 = 25
DAM 1d8 + 4 + 1 - 1 ⇒ (2) + 4 + 1 - 1 = 6

JAW-CLAW 2 (20/x2)
HIT 1d20 + 16 + 1 - 1 ⇒ (3) + 16 + 1 - 1 = 19 OR HIT 1d20 + 16 + 1 - 1 ⇒ (2) + 16 + 1 - 1 = 18
DAM 1d8 + 4 + 1 - 1 ⇒ (7) + 4 + 1 - 1 = 11

Shaggar AC:24 (+2 Pro Evil, +1 Allegro):
WHIPCORD ATTs: (Desecrate)

CLAW 1 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
DAM 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11

CLAW 2 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
DAM 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10

Straehan AC:26 (Mage Armor, +2 Pro Evil, +1 Haste):
WHIPCORD ATTs: (Desecrate, Nunyabidness!)

CLAW 1 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20 OR HIT 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
DAM 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14

CLAW 2 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 OR HIT 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
DAM 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13

Next UP... 4-Arm v Jayse in the Pit


Know: Religion

Jayse...

Down in the kill pit, Jayse hears the loud CRUMP CRUMP of two explosions and, distantly, Jofram's lyrical voice... Jayse has no time to puzzle over the acoustics of this hell-hole as he tries to dodge the quadruple blows of the poison-laced monstrosity, in complete darkness...

The first axe blow, a sideways sweep, slams into the monk's body throwing him against the wall. A fortunate event as the scything second strike caroms off the wall instead of into the Bollini assassin. Jayse tumbles to avoid the dual set of jaw-snapping 'hands'. The vines slow him and he feels far too many razor sharp teeth latch onto his shoulders, neck, and head. The pain bears no description as the hyena-strong jaws bury themselves in his flesh and crush bones all across his upper body before shaking the unconscious and dying monk like a rag-doll.

Ja's HPs: -11|62 Dead @ -14

Next UP... The Dweller

Jayse is in range of Allegro, unfortunately the DEX based AC bonus does not apply currently.

Jayse AC:20 (Blinded):

4 ARM ATTs: (Desecrate)

AXE 1 (20/x3)
HIT 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
DAM 2d6 + 8 + 1 ⇒ (1, 2) + 8 + 1 = 12

AXE 2 (20/x3)
HIT 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18
DAM 2d6 + 8 + 1 ⇒ (4, 6) + 8 + 1 = 19

JAW-CLAW 1 (20/x2)
HIT 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
DAM 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

JAW-CLAW 2 (20/x2)
HIT 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29
DAM 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8


The Dweller struggles at the portal, thrashing and clawing. One smoking black clawed finger manages to penetrate the skin-like barrier. The creature works frantically to make the hole larger...

Round: 3

ORDER: Jayse, Bad-H, Jofram, Straehan, Ushari, Necro & Four-Arms & Whipcords, Shaggar, Dweller

Ja's HPs: -11|62 Dead @ -14
Jo's HPs: 58|68 Diseased
Us's HPs: 45|45
St's HPs: 9|53

Gn's HPs: -9|52 Dead @ -16

Child 1: Sputtering
Child 2: Draining
Child 3: Draining
Child 4: Alive
Child 5: Alive
Child 6: Alive

On-Going Effects Good:

Pro Evil w/in 10' of Ushari - 1 Hr (7 minutes elapsed) --> +2 AC v evil; +2 on Saves
Prayer w/in 40' of Ushari RND 3 of 6 --> Allies: +1 Luck on ATT/DAM/Saves/Skills ; Enemies: -1 on same

Inspire Courage RND 3 of 12 --> +2 ATT/DAM ; +2 on Fear/Charm Saves

Ushari & Straehan...
Haste RND 3 of 6 --> +1 Attack on FULL ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move

Everyone else...
Allegro RND 2 of 6 --> +1 Attack on FULL ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move

On-Going Effects BAD:
None


Belated Post

Skitter, remaining unnoticed or unimportant, jumps down and scuttles through the combatants and into the dark temple.


Know: Religion

Two waves of negative energy, from different directions, sweep over the group - healing the undead and harming our heroes. Shaggar's body shrivels to a husk and Straehan is left barely conscious. In the wake of the attacks 2 invisible figures appear - skeletal gnolls wrapped in ragged cloaks and bearing all sorts of strange tribal talismans: Bone necklaces, feathered rings, or other incomprehensible accoutrement.

The second of the two begins an incantation. Sibilant whispering sounds in Jofram's head with interesting advice: The gnome has caused all your problems... slay him and all will be well...

Jofram turns on the sorcerer, blade ready. For a moment, it sounds like a very reasonable idea. Then Jofram shakes his head and sloughs off the vile influence of the creature.

Rolls:
H1 2d6 ⇒ (2, 5) = 7 Heal/Harm DC:14
H2 2d6 ⇒ (6, 4) = 10 Heal/Harm DC: 14

H1 Saves (Pro Evil, Prayer)
Jo's Will Save 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
U's Will Save 1d20 + 9 + 2 + 1 ⇒ (16) + 9 + 2 + 1 = 28
S's Will Save 1d20 + 9 + 2 + 1 ⇒ (6) + 9 + 2 + 1 = 18
Gn's Will Save 1d20 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13

H2 Saves (Pro Evil, Prayer)
Jo's Will Save 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
U's Will Save 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22
S's Will Save 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29

Cast Murderous Command DC:14 (1/2 Elf Enchantment Resist, Prayer, Pro Evil)
Jofram Will Save 1d20 + 8 + 2 + 1 + 2 ⇒ (2) + 8 + 2 + 1 + 2 = 15 Awww... SO close!

Round: 3

ORDER: Jayse, Bad-H, Jofram, Straehan, Ushari, Necro & Four-Arms & Whipcords, Shaggar, Dweller

Temple of Night

Ja's HPs: -11|62 Dead @ -14
Jo's HPs: 51|68 Diseased
Us's HPs: 38|45
St's HPs: 2|53

Gn's HPs: -17|52 KIA

Child 1: Sputtering
Child 2: Draining
Child 3: Draining
Child 4: Alive
Child 5: Alive
Child 6: Alive

On-Going Effects Good:

Pro Evil w/in 10' of Ushari - 1 Hr (7 minutes elapsed) --> +2 AC v evil; +2 on Saves
Prayer w/in 40' of Ushari RND 3 of 6 --> Allies: +1 Luck on ATT/DAM/Saves/Skills ; Enemies: -1 on same

Inspire Courage RND 3 of 12 --> +2 ATT/DAM ; +2 on Fear/Charm Saves

Ushari & Straehan...
Haste RND 3 of 6 --> +1 Attack on FULL ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move

Jofram...
Allegro RND 2 of 6 --> +1 Attack on FULL ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move

On-Going Effects BAD:
None


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Angered by his friends injuries, and the continued apathy of the undead puppets toward him, Jofram lashes out at the creatures, in an attempt to repel the onslaught.

rolls:
Continue Inspire, Allegro
Attack U25(Arcane Stike, Power Attack, Fav. Enemy, Inspired, Prayer): 1d20 + 11 - 2 + 2 + 2 + 1 ⇒ (2) + 11 - 2 + 2 + 2 + 1 = 16
Damage: 1d10 + 6 + 6 + 2 + 2 ⇒ (2) + 6 + 6 + 2 + 2 = 18
Attack V24(Arcane Stike, Power Attack, Fav. Enemy, Inspired, Prayer): 1d20 + 11 - 2 + 2 + 2 + 1 ⇒ (18) + 11 - 2 + 2 + 2 + 1 = 32 < Crit? Max dmg 26
Damage: 1d10 + 6 + 6 + 2 + 2 ⇒ (2) + 6 + 6 + 2 + 2 = 18
Attack U25(Arcane Stike, Power Attack, Fav. Enemy, Inspired, Prayer): 1d20 + 6 - 2 + 2 + 2 + 1 ⇒ (19) + 6 - 2 + 2 + 2 + 1 = 28 < Crit? Max dmg 26
Damage: 1d10 + 6 + 6 + 2 + 2 ⇒ (1) + 6 + 6 + 2 + 2 = 17
.
Crit confirm 1: Arcane Stike, Power Attack, Fav. Enemy, Inspired, Prayer): 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (10) + 11 + 2 + 2 + 2 + 1 = 28
Crit confirm 2: (Arcane Stike, Power Attack, Fav. Enemy, Inspired, Prayer): 1d20 + 6 - 2 + 2 + 2 + 1 ⇒ (5) + 6 - 2 + 2 + 2 + 1 = 14


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Ummm, Chief, you might want to look at the Crit Threat range of an Elven Curve Blade and gimme some extra rolls. :)
Or you could just let those crit opportunities pass because you guys are doing so well. :p


Ushari watches Skitter move out of her sight, hoping he is able to carry out the instructions she gave him. Judging by how this battle was going, he may be the only one able to stop Dinwat.

I hope Skitter won't let me down here...I think I NEED to buy him some time here!

She turns her focus on the distracted necromancer and intones a prayer, focusing her will on the fool, even as she calls on her deities powers to reverse the effects of the undead priests. Finally she steps in close over Shaggar's corpse to give some small protection for Straehan.

Standard Action: Channel Energy use 5/6
Heal/harm 3d6 ⇒ (1, 3, 3) = 7 Will save DC 16 half .

USE HERO POINT (last one) for another Standard Action:
Cast Hold Person on Dinwat, Will save DC 17 or paralyzed.
Free Action: 5' step to T25.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Yeah, this is REALLY slow on my phone...


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jofram's time of being ignored is long past - a point he makes decisively by shearing off the right arm of the Whipcord in front of him before he carves a deep bloodless groove into the abdomen of the flanking one.


Straehan peers through the gloom and bodies, trying to spot the scuttling construct. He hesitates for precious second delay til after Ushari to give Skitter a chance to get clear of the blast radius before he lays down more fire and destruction.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Ushari's wave of white energy struggles against the black tide of the undead's channeled energy. She heals her allies but has only a small effect on the evil they face.

Ushari, unless I'm misunderstanding the rules, you don't have actual Line of Sight on the Necromancer from your starting position particularly with the large bodied 4-Arms in the way, which means you can't cast at him. Even from the other side of the hallway, it looks like you'd be threading a need to establish LOS. If you can find some documentation that says you get to forgo LOS for spells, let me know. Otherwise, I'll give you back your Hero Point... or you can choose another Action for it.

Channel Saves DC:16 DAM:7:
(Desecrate, Faithless)
4-ARM 1d20 + 8 + 1 + 2 - 1 ⇒ (11) + 8 + 1 + 2 - 1 = 21 (Prayer)
4-ARM 1d20 + 8 + 1 + 2 - 1 ⇒ (14) + 8 + 1 + 2 - 1 = 24 (Prayer)
WHIP 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
WHIP 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
H 1d20 + 9 + 1 + 2 ⇒ (19) + 9 + 1 + 2 = 31
H 1d20 + 9 + 1 + 2 ⇒ (20) + 9 + 1 + 2 = 32

Next UP... Straehan


Helped greatly by Ushari's magic, Straehan pushes off the wall to stand on his own and casts the best spells he's got left. A single fireball lights the dark temple yet again, battering the vile creatures. None drop but the one-armed Whipcord nearly falls apart - held together only by black magic now.

The pint-sized sorcerer fires off another spell, attempting to take out the one twisted undead shaman that he can see. They are helping these bastards too much! A pencil thin beam of fire rains down from the sky and slams into the Shaman's bejeweled skull. The creature explodes into a fine powder. The gnome does a small fist pump and guides a second beam toward the armless Whipcord. The fewer enemies, the better our chances. The fire barely kisses the creature and it vaporizes as well.

FREE: Use Final Hero Point for another ACTION
STAND: Cast Fireball
STAND: Cast Scorching Ray

Straehan is out of 3rd level spells.

Next UP... All Sorts of Evil.

rolls:
CONCENTRATION v DC:21 1d20 + 21 ⇒ (14) + 21 = 35
Fireball
RANGE: 400' + 40'/level ; 20' radius
EFFECT: 7d6 + 7 ⇒ (4, 2, 4, 6, 3, 2, 3) + 7 = 31 Damage

SAVE: Reflex v DC:21 for 1/2
4-ARM 1d20 + 8 - 1 + 1 ⇒ (3) + 8 - 1 + 1 = 11 Prayer, Desecrate
4-ARM 1d20 + 8 - 1 + 1 ⇒ (3) + 8 - 1 + 1 = 11 Prayer, Desecrate
WHIP 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Desecrate
H 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Desecrate
H 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 Desecrate

Scorching Ray
RANGE: 25' +5'/2 lv (40' Total)
EFFECT: (Haste, Prayer)
Ranged Touch 1d20 + 8 + 1 + 1 ⇒ (19) + 8 + 1 + 1 = 29 DAM 4d6 + 4 ⇒ (2, 4, 3, 6) + 4 = 19
Ranged Touch 1d20 + 8 + 1 + 1 ⇒ (12) + 8 + 1 + 1 = 22 DAM 4d6 + 4 ⇒ (3, 3, 5, 2) + 4 = 17


Yeah Ushari will hang on to her Hero Point for now...looks like she will need it later, he he.


Know: Religion

Dinwat continues his spell unchecked as the last dregs of life are drained from the first child. Her body becomes a crumbling shell. The flow of life from the second child begins to sputter out. The third child's flow thins. And a fourth child collapses as her life-force is aggressively siphoned off.

Watching the destruction of the shaman, its twin screeches a long set of orders. The remaining Whipcord targets the gnome with a vengeance - steely claws slash his throat open. The gnome drops with only a choking sound as the 4 Armed abominations shamble forward. The first drives a whirling combination of attacks at the Ranger in its path.

PAIN is all Jofram knows at the axe blades cleave him twice and a fistful of gnoll-skulls tear the flesh from his face. He staggers under the assault.

The last behemoth lumbers in from further away and thankfully only gets to bring its axe to bear once.. but that is more than enough. It drives the axe like a headsman, swinging it down in a massive arc between the Whipcord and the Ranger. Gore sprays everywhere as the blade splits the gnome into two pulpy halves.

Halfway across the room, over the drums and chanting there is the sound of horrid rending and bones crunching in the Pit... and then an eerie silence.

Next UP... The Dweller

Ja's HPs: -xx|62 KIA
Jo's HPs: 11|68 Diseased
Us's HPs: 45|45
St's HPs: -17|53 KIA

Gn's HPs: -17|52 KIA

Child 1: KIA
Child 2: Sputtering
Child 3: Draining
Child 4: Draining
Child 5: Alive
Child 6: Alive

Straehan AC:28 (Mage Armor, Ring, +2 Pro Evil, +1 Haste):
WHIPCORD ATTs: (Desecrate)

CLAW 1 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
DAM 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10

CLAW 2 (20/x2)
HIT 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
DAM 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13

Jofram AC:24 (+2 Gauntlet, +2 Pro Evil, +1 Allegro):
4 ARM ATTs: (Desecrate, Prayer)

AXE 1 (20/x3)
HIT 1d20 + 16 + 1 - 1 ⇒ (15) + 16 + 1 - 1 = 31
DAM 2d6 + 8 + 1 - 1 ⇒ (6, 4) + 8 + 1 - 1 = 18

AXE 2 (20/x3)
HIT 1d20 + 16 + 1 - 1 ⇒ (17) + 16 + 1 - 1 = 33
DAM 2d6 + 8 + 1 - 1 ⇒ (5, 6) + 8 + 1 - 1 = 19

JAW-CLAW 1 (20/x2)
HIT 1d20 + 16 + 1 - 1 ⇒ (13) + 16 + 1 - 1 = 29
DAM 1d8 + 4 + 1 - 1 ⇒ (6) + 4 + 1 - 1 = 10

JAW-CLAW 2 (20/x2)
HIT 1d20 + 16 + 1 - 1 ⇒ (4) + 16 + 1 - 1 = 20
DAM 1d8 + 4 + 1 - 1 ⇒ (5) + 4 + 1 - 1 = 9

Straehan AC:17 (Helpless, Mage Armor, +2 Pro Evil):

4 ARM ATTs: (Desecrate, Prayer, @ Prone)

AXE 1 (20/x3)
HIT 1d20 + 16 + 1 - 1 + 2 ⇒ (10) + 16 + 1 - 1 + 2 = 28
DAM 2d6 + 8 + 1 - 1 ⇒ (3, 5) + 8 + 1 - 1 = 16


The Dweller widens the finger-hole into this reality and, reaching an impasse, sucks more energy through the link. Another child body becomes a lifeless husk and yet one more filament begins to sputter. The clawed finger is replaced by the shark-toothed face stretching the skin. You see a purple cat's eye peer through the hole greedily and you hear a whispering voice from your worst nightmare.

Victory is so close... I'm coming, children.


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Any AOO's for the bohemoth's coup de grace on Strae?

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