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

Game Master stormraven

High-Power Pathfinder Homespun Game


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The Dweller flows through the skeletal bars as if they don't exist and glides leisurely towards the cowering children in the corner. It stops by the first dead body - the shell of a little girl. Its arms solidify and stretch to pull the husk off the floor. Lovingly, it rubs a shadow-laden clawed hand over the skull and then with a ferocious twist, accompanied by a sound like dried twigs snapping, it pops the girl's head off and tosses it like a bouquet at Ushari's feet.

:: A present for you... to give to her parents... with my fondest regards. ::

The conscious children start screaming like lambs being slaughtered.

MOVE: Enter the cage and round up dinner
STAND: 'Play Time'

Round: 8

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

Temple of Night

Ja's HPs: 62|62
Jo's HPs: 36|68
Us's HPs: 38|45
St's HPs: 53|53

Gn's HPs: 36|52

Child 1: KIA
Child 2: KIA
Child 3: KIA
Child 4: Unconscious
Child 5: Exhausted
Child 6: Fatigued

On-Going Effects Good:

Jofram, Shaggar, Straehan...
Haste - 3 of 6 RND - +1 Attack on FULL ATTACK ACTION ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move


The Necromancer's voice echoes across the temple as Straehan sprints towards him. "Get up, Oaf! Kill them all!"

Dinwat faces down the charging gnome. Years of experience enables him to cast his spell while Straehan tries to interfere. The Necromancer gives the spell a slim chance of working against a fellow sorcerer... but is pleasantly surprised when Straehan freezes in place. Unfortunately, it ruins his invisibility.

Well, well, well... an unexpected gift. Dinwat flicks his wrist and a wickedly sharp black-handled dagger appears in his palm. He walks around Straehan and whispers in his ear, "This is going to hurt - a lot." He rests a hand lightly the gnome's shoulder and lines up the blade sideways so he can slip it easily through the rib-cage and into the gnome's heart.

FREE: Orders
STAND: Cast Daze Monster @ Straehan
MOVE: Move Pull Dagger

Rolls:
CONCENTRATION v DC:19 1d20 + 19 ⇒ (16) + 19 = 35
Will Save v DC18 1d20 + 9 ⇒ (1) + 9 = 10


Know: Religion

Deep in the pit, the vine-shrouded Behemoth hears the call and obeys. It climbs the crude ladder built into the wall behind it. When it nears the ceiling, its gnoll-headed arms press against the walls while the upper arms, swing one of its axes upwards - attempting to smash through the trapdoor.

Dust sprays up into the temple as the floor jumps a few inches.

Rolls:
AXE 1 (20/x3)
HIT 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
DAM 2d6 + 10 + 1 - 5 ⇒ (2, 3) + 10 + 1 - 5 = 11 Desecrate, Hardness

Round: 8

ORDER: Necro & Four-Arms, Jayse, Jofram, Ushari, Straehan - Held, Shaggar, Dweller

Temple of Night

Ja's HPs: 62|62
Jo's HPs: 36|68
Us's HPs: 38|45
St's HPs: 53|53 Held

Gn's HPs: 36|52

Child 1: KIA
Child 2: KIA
Child 3: KIA
Child 4: Unconscious
Child 5: Exhausted
Child 6: Fatigued

On-Going Effects Good:

Jofram, Shaggar, Straehan...
Haste - 3 of 6 RND - +1 Attack on FULL ATTACK ACTION ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move


STONE-FACED KILLA

Okay, I got a post upcoming, and it will influence others' actions (hopefully), so give me a while to post it. Just had some stuff crop up. :) Sorry for the delay


STONE-FACED KILLA

Okay, sorry for the delay. All of a sudden there are all these things waiting for my attention at work. Apparently that happens when you take two weeks off straight. :(

As the bones fall, Jayse assesses the field. The children, Ushari, and the Dweller-shadow. Jofram, Shaggar, and their fallen opponents. Straehan, Dinwat, and the little drummer skeleton. Too many balls to juggle, and something's gotta give.

For Jayse, it's an easy choice. I'm not watching him die twice.

Decision made, he snaps into action, digging deep to get the most out of the next few seconds. "I GOT STRAE!" He yells as he rushes at the mage threatening the frozen gnome, easily clearing the soft green outline of the pit trap in stride. "You guys help Ushari! Get the kids out or take down the shade! Either way, just don't let him take the rest of them!" Straehan's clothes and hair are blown back by the breeze of Jayse's passing; a mannequin in a wind tunnel. Jayse slides to a stop even as he lashes out with a flurry of precise strikes, not willing to let recklessness turn another hit into a miss. "Let's dance, Dinwat."

Actions:
Spend last action point for an extra standard action up-front - used to move to AL-19, hopping over the pit trap.
Then flurry, using a ki point for an extra attack. No power attack, but using a stunning fist on the first attack. If the stunning fist works, I'd love to use the attack following the stunning fist attack as a trip.
.
Unarmed 1d20 + 10 ⇒ (11) + 10 = 21.
--- Non-lethal Damage 1d8 + 9 ⇒ (1) + 9 = 10.
--- Sonic Damage 1d6 ⇒ 1.
--- Stunning Fist: Fort DC 18 or be stunned for 1 round and shaken for 1d4 + 5 ⇒ (1) + 5 = 6 rounds.
.
Unarmed 1d20 + 10 ⇒ (17) + 10 = 27.
--- Non-lethal Damage 1d8 + 9 ⇒ (5) + 9 = 14.
--- Sonic Damage 1d6 ⇒ 3.
.
Unarmed 1d20 + 10 ⇒ (1) + 10 = 11.
--- Non-lethal Damage 1d8 + 9 ⇒ (7) + 9 = 16.
--- Sonic Damage 1d6 ⇒ 6.
.
Unarmed 1d20 + 10 ⇒ (16) + 10 = 26.
--- Non-lethal Damage 1d8 + 9 ⇒ (7) + 9 = 16.
--- Sonic Damage 1d6 ⇒ 4.


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

I think it's a good idea taking this one post at a time. No worries on when you guys can post, work is busy for me today.


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

Jayse sprints across the magic circle and notes the odd scorch patterns on the floor. More by instinct than informed opinion, he changes his approach and leaps over the far side of the green-outlined trapdoor keeping well over the scorch marks. As he flies over, his coat whispers against something hard and utterly invisible that stretches to the northermost inside corner of the trapdoor.

Jayse lands, pivots, and delivers a flurry of punches to Dinwat: Flat-palm to the temple, knife-edge strike to the solar plexus, and a stamp kick to the knee. It is enough to drop just about anyone... yet the Necromancer still stands and, while bleeding from the mouth and clearly hurt, he should be in far worse shape.

Jayse relives each blow in slow motion in his mind's eye and watches the Necromancer closely... The sonic vibrations hurt him without difficulty, but something blunted the effectiveness of the punches. Jayse focuses his memory on the temple strike. Dinwat's skull compressed as any man's would under such a bludgeoning blow... then, in a moment of insight, he has it. The Necromancer has some sort of resistance to anything less than a lethal strike. Maybe his close association with undead for many years has rubbed off.

You didn't get the stun so I'm leaving your second shot as a regular attack.

Dinwat has DR:x /Lethal - Non-lethal attacks are reduced.

Fort DC:18 -> 1d20 + 10 ⇒ (12) + 10 = 22

Perception Rolls:
Ja's Perception: 1d20 + 14 ⇒ (20) + 14 = 34
S's Perception: 1d20 + 14 ⇒ (14) + 14 = 28

Next UP... Jofram


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

"Shaggar - take out that drummer - I'll help Jayse with that shadow-thing!"

In a flash, Jofram runs the other way to meet up with Jayse and Ushari. He calls upon the power of his ancestors to prepare for the next opponent. (Inspire +2)

Actions:
[ooc]Move to AG.29 (Avoid Green) - Regular Move + Hasted movement
Bardic Performance: Inspire Courage +2


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

Guys, bear in mind that some of you do have Hero Points available.
Jofram - any action for Vaelos? My suggestion, since he is ineffective against the drummer, would be to have him ready a diving attack if Dinwat starts casting. But that is up to you. The risk he'd run is catching an AoO as he passes through the Necro's space after his attack.


STONE-FACED KILLA

Also, Jofram, jayse is currently attacking the necromancer... not the shadow-thing. I was the only one of us who could get to and attack the necromancer in one round to help out Straehan.

Plus, I'm far more concerned with the shadow-thing than the little drummer skelly.


Jofram's Companion

Mmm-k.

Finding the loud bonewalker to have too hard a shell, Vaelos turns his attention on the softer oddsinger that appears just beyond...

Rolls:

Swoop down on Dinwat
Fly: 1d20 + 4 ⇒ (7) + 4 = 11
Attack (Beak): 1d20 + 3 ⇒ (16) + 3 = 19
Dmg: 1d4 ⇒ 2
Attack (Talon): 1d20 + 3 ⇒ (9) + 3 = 12
Dmg: 1d4 ⇒ 3
Attack (Talon): 1d20 + 3 ⇒ (8) + 3 = 11
Dmg: 1d4 ⇒ 3


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

Since Shaggar doesn't understand the importance of the skelly, doesn't have a ghost-touch weapon, and wants to kill the Striper for revenge's sake... I plan on having him come at the Necromancer as well.

EDIT - Vaelos has some strange rolls there...


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

/shrug. Meh, it's fine by me. Just thought it might help us hit him, assuming the drummer is using bard-like abilities.


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

The acoustics in this hall of despair are quite good. Jofram's voice reaches every corner and heartens all of his allies. Vaelos shrieks and falls from the sky, taking a bit of ear from the Necromancer with its sharp beak.

Dinwat's dagger lashes out at the bird in passing - creasing the eagle's wing. Its blood spatters the ground.

AoO Dagger (17+/x2) Keen
HIT: 1d20 + 9 ⇒ (17) + 9 = 26 <-- Crit?
CRIT: 1d20 + 9 ⇒ (1) + 9 = 10 NO
DAM: 4 + 3 = 7

Jofram - Have you rolled HPs for Vaelos? If not, please use our standard method - MAX HP on the first Die plus Avg+1 (5) or the result of your roll on subsequent dice, whichever is higher. Also, your move maxed at AF29.

Everyone gets the Inspire bonus.

On-Going Effects Good:

Jofram, Shaggar, Straehan...
Haste - 3 of 6 RND - +1 Attack on FULL ATTACK ACTION ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move

Everyone...
Inspire Courage - +2 ATT/DAM ; +2 Saves v Charm/Fear

Next UP... Ushari


Usahri knows help is on the way, but realizes the children's life span is measured in only seconds.

I hope this works against him...

She steps to the cage and reaches her hand through the skeletal bars to touch one of the living children. "Touch my hand, and I will protect you from IT!' As she does that, her holy rapier strikes at the Dweller again.

5' step to AN30
Standard action: Cast Magic Circle vs. Evil on the child in AN31, reaching through the bars.
Move action: N/A
SW Rapier attack vs. Dweller 1d20 + 9 ⇒ (14) + 9 = 23
Damage 1d8 + 2 ⇒ (4) + 2 = 6
Add +2 to hit/DAM if Inspire applies here.


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

Ushari's holy blade strikes true, cutting into the spectral creature as a pale hemisphere of white magic rises around the children - living and dead. The Dweller's shadowy claw stretches towards a child, crossing the border. Shadows catch flame and the deathly hand shrinks back, repulsed by the aura of good. The Dweller hisses and sputters - inarticulate in its rage. It lashes at the ghostly shield but cannot penetrate it.

rolls:
Caster Level Check v SR:9 --> 1d20 + 6 ⇒ (16) + 6 = 22

Well played, Ushari.


HP:20 | AC:16 ; T:11 ; FF:15 ; CMD:17/16 | Fort:+5 ; Ref:+4 ; Will:+2 | Init:+3 ; PER:+7 (Darkvision)

Shaggar rushes towards the Arch to help slay the foul Necromancer that destroyed his tribe. Unable to stretch his blade to carve up Dinwat, he vents his anger on the skeletal drummer - smashing it to powder.

Shaggar rolls:
Greataxe (20/x3) PA, Furious Focus, Blade of the Sea, Inspire, DR
HIT: 1d20 + 9 + 4 + 2 ⇒ (19) + 9 + 4 + 2 = 34
DAM: 1d12 + 10 + 4 + 2 - 5 ⇒ (2) + 10 + 4 + 2 - 5 = 13

Dweller up...


Ushari's circle severs the last remaining magical connection between the children and the Dweller - ending its last immediate way onto the plane. The Dweller seethes, its plans thwarted for the time being.

It assesses its numerous enemies. I've come too far to risk being dispelled from this plane by fighting rashly... but perhaps there is time for a quick message. The spectral fragment of the Dweller bridles at the thought of retreat from these lackeys.

The Dweller sinks into the floor and away from the painful globe of holiness. It re-emerges next to Jofram. It's hooked claws - which melt through armor and flesh to rend the souls of its victims - rebounds off the coat of mystical armor surrounding the Ranger. His gauntlet flashes as it repulses the incorporeal assault.

Dinwat & 4 Arms

Jofram Touch AC:18 (+2 Gauntlet, +1 Haste):
Melee Touch Desecrate
HIT: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
DAM: 1d8 ⇒ 2 Neg Energy + 1d6 ⇒ 6 CON Drain


Jayse - please give me a Reflex Save to dodge Grasp of the Dead.

Dinwat wipes the blood from his mouth and considers the situation - surrounded. Almost out of tricks. He pulls out all the stops to turn the tide of the battle. He uses will alone to heal himself a fraction of the damage done by these upstarts. Then he calls upon the power of death itself to strike down his enemies.

Dozens of skeletal arms burst through the floor. Their bony claws tear at Jayse, the helpless gnome, and Shaggar. Shaggar manages to bash several of them aside but Straehan has no such defense. He is thrashed like rag-doll, nearly falling unconscious. Jayse kicks at grasping arms and tumbles to escape the onslaught.

Seeing that he is still surrounded, Dinwat risks casting a spell while the heroes wrestle with the skeletal arms. When Jayse looks up from his battle with the arms, he sees over a half dozen duplicates of the Necromancer, shifting back and forth.

MOVE: Godless Healing (Su)
STAND: Grasp of the Dead (Su)
SWIFT: Quickened Mirror Image

rolls:
Concentration v DC:27 1d20 + 19 ⇒ (20) + 19 = 39 For Mirror Images only
Mirror Images - 1d4 + 4 ⇒ (3) + 4 = 7

Godless Healing 1d8 + 12 ⇒ (6) + 12 = 18

Grasp of the Dead Reflex Save v DC:21 for 1/2
12d6 ⇒ (6, 4, 1, 4, 2, 6, 5, 6, 4, 5, 6, 1) = 50 DAM ; Good characters shaken for 12 rounds ; no MOVE for 1 round

Reflex Save DC:21
S's Reflex Save 1d20 + 2 + 1 - 5 ⇒ (9) + 2 + 1 - 5 = 7 (Base, Haste, Helpless, No Evasion)
Gn's Reflex Save 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 (Haste)

St's HPs: 3|53 Held
Gn's HPs: 11|52


Know: Religion

In the Pit...

The Behemoth slams axe after axe into the ceiling. Stone and masonry begin to rain down. Gnoll-headed fists are slammed into the ceiling next. Teeth shatter and skulls are crushed as the creature relentlessly pounds its way through the trapdoor to serve its master's will.

Jofram feels the floor shake nearby. Dust shoots from the grooves between the massive slabs of red stone. A small hole appears surrounded by a network of cracked and breaking stone.

Rolls:
AXE 1 (20/x3) Desecrate, Hardness
HIT 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19
DAM 2d6 + 8 + 1 - 5 ⇒ (2, 6) + 8 + 1 - 5 = 12

AXE 2 (20/x3)
HIT 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
DAM 2d6 + 8 + 1 - 5 ⇒ (1, 5) + 8 + 1 - 5 = 10

JAW-CLAW 1 (20/x2)
HIT 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
DAM 1d8 + 4 + 1 - 5 ⇒ (2) + 4 + 1 - 5 = 2

JAW-CLAW 2 (20/x2)
HIT 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
DAM 1d8 + 4 + 1 - 5 ⇒ (6) + 4 + 1 - 5 = 6

Round: 9

ORDER: Necro & Four-Arms, Jayse, Jofram, Ushari, Straehan - Held, Shaggar, Dweller

Temple of Night

Ja's HPs: 62|62
Jo's HPs: 36|68
Us's HPs: 38|45
St's HPs: 3|53 Held

Gn's HPs: 11|52

Child 1: KIA
Child 2: KIA
Child 3: KIA
Child 4: Unconscious - Pro Evil
Child 5: Exhausted - Pro Evil
Child 6: Fatigued - Pro Evil

On-Going Effects Good:

Jofram, Shaggar, Straehan...
Haste - 4 of 6 RND - +1 Attack on FULL ATTACK ACTION ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move
Everyone...
Inspire Courage - +2 ATT/DAM ; +2 Saves v Charm/Fear


STONE-FACED KILLA

Reflex save 1d20 + 8 ⇒ (1) + 8 = 9. Well, that's rather unsurprising.
So it looks like Jayse can't move… no biggie given he didn't want to, anyway.

Some piece of his mind registers Ushari's success with the children, and a snarling grin makes its way to his now blood-covered lips, "Good job, Ushari!" Even as he says it, he switches to Dances Under the Oak Tree, a combat form used against multiple opponents. Multiple opponents… one opponent with magical duplicates… same thing, right?

Despite the clawing and grasping arms, his fists, feet, and knees flash out, this time aiming for more universally painful targets on the crowd of arrogant mages he now faces. "I thought you were supposed to be a decent mage, Dinwat... your servant doesn't seem to want to listen to you at all."

Flurry Rolls:
Flurry w/ ki spent for extra attack, power attacking on all now (offset by the shiny new inspire bonus). First attack will have another Stunning Fist Attempt.
.
Unarmed 1d20 + 10 - 2 + 2 ⇒ (7) + 10 - 2 + 2 = 17; PA, Inspire.
Miss Chance 1d100 ⇒ 9
--- Damage 1d8 + 9 + 2 + 4 ⇒ (6) + 9 + 2 + 4 = 21
--- Sonic Damage 1d6 ⇒ 1
--- Stunning Fist: Fort DC 18 or stunned 1 round and shaken 1d4 + 5 ⇒ (3) + 5 = 8 rounds.
.
Unarmed 1d20 + 10 - 2 + 2 ⇒ (18) + 10 - 2 + 2 = 28; PA, Inspire.
Miss Chance 1d100 ⇒ 47
--- Damage 1d8 + 9 + 2 + 4 ⇒ (3) + 9 + 2 + 4 = 18
--- Sonic Damage 1d6 ⇒ 6
.
Unarmed 1d20 + 10 - 2 + 2 ⇒ (19) + 10 - 2 + 2 = 29; PA, Inspire.
Miss Chance 1d100 ⇒ 5
--- Damage 1d8 + 9 + 2 + 4 ⇒ (6) + 9 + 2 + 4 = 21
--- Sonic Damage 1d6 ⇒ 4
.
Unarmed 1d20 + 10 - 2 + 2 ⇒ (16) + 10 - 2 + 2 = 26; PA, Inspire.
Miss Chance 1d100 ⇒ 60
--- Damage 1d8 + 9 + 2 + 4 ⇒ (5) + 9 + 2 + 4 = 20
--- Sonic Damage 1d6 ⇒ 3


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

Oof! Sorry about that roll, my man.

The skeletal arms savage Jayse's legs and pin him to the spot. Undaunted, the monk switches to punches... many punches. He throws a backfist at the first Necromancer and brushes the cheek of the real one - not enough. The figures blur and shift position. Jayse throws a reverse backfist that connects... and an image vanishes.

Down to seven.

The figures shift in a tight, swirling circle. Every face mocks him. To Jayse, it is like watching a shell game. He fires off a flat punch straight at a likely face... and is rewarded with the crunch of a breaking nose. All seven images rock backwards and blood pours from the crushed noses of all of them. Jayse allows himself a little smile - as he throws yet another punch. Another image vanishes.

Down to six.

Jayse wrote:
"I thought you were supposed to be a decent mage, Dinwat... your servant doesn't seem to want to listen to you at all."

The Necromancer looks vexed and snaps back, "A'w finiwsh ham, wonce ahm down wit'oo!" He looks even more angry that his epic response is rendered comic by trying to speak through a broken nose.

Ja's HPs: 12|62

Next UP... Jofram & Vaelos, Ushari.


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

Jofram attempts to return the Dweller's assault in kind. Awareness of the crumbling floorstones nearby shifts his stance, putting a bit more distance between the ranger and the failing architecture.

rolls:
Attack (Arcane Stike, Power Attack, Inspire): 1d20 + 11 - 2 + 2 ⇒ (4) + 11 - 2 + 2 = 15
Damage: 1d10 + 6 + 6 + 2 + 2 ⇒ (7) + 6 + 6 + 2 + 2 = 23
Attack (Arcane Stike, Power Attack, Inspire): 1d20 + 11 - 2 + 2 ⇒ (14) + 11 - 2 + 2 = 25
Damage: 1d10 + 6 + 6 + 2 + 2 ⇒ (4) + 6 + 6 + 2 + 2 = 20
Attack (Arcane Stike, Power Attack, Inspire): 1d20 + 6 - 2 + 2 ⇒ (2) + 6 - 2 + 2 = 8
Damage: 1d10 + 6 + 6 + 2 + 2 ⇒ (8) + 6 + 6 + 2 + 2 = 24
5'Step to AF.30


Jofram's Companion

Vaelos again dives down on Dimwat, swooping low over the necromancer's head.

rolls:
Fly: 1d20 + 4 ⇒ (20) + 4 = 24
Attack (Bite): 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 ⇒ 1
Attack (Talon): 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 ⇒ 3
Attack (Talon): 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 ⇒ 2


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

The Dweller is disdainful of the Ranger's blade... until it slashes deeply into its misty midsection. It eyes the Ghost-Touched weapon and its bearer with more concern.

With a shriek, the mighty Vaelos drops from the sky again and takes the eye from... yet another image. The broken-nosed Dinwat is far too concerned with the closing noose to do more than make a half-hearted attempt to slash at the bird. His blow goes wide.

Jayse smiles. Five left.

Jofram - you don't need to make Fly rolls for Vaelos' standard maneuvers. I appreciate the diligence but don't worry about it. I'm converting that fly roll into an attack... which makes it a possible crit.

Ushari UP...

rolls:
Hit Real Necro <16.6%: 1d100 ⇒ 46%

AoO Dagger (17+/x2) Keen
HIT: 1d20 + 9 ⇒ (5) + 9 = 14
DAM: 4 + 3 = 7


Jofram's Companion

Excellent.

Crit Confirm? 1d20 + 3 ⇒ (4) + 3 = 7 < Mmmmmmmmmno.


SR, what squares on the map are covered by that Grasp of the Dead area?

Ushari sees the necromancer extract a heavy toll on the others, yet realizes Jofram also needs her help.

"Thanks for the compliment, Jayse! I'll be there in a second."

She skips across the temple floor and holds up her hand bathing the temple in holy light,, even while her weapon flies to re-engage the Dweller.

Move action: Move to AJ28
Standard action: Channel energy use 2/6 3d6 ⇒ (2, 5, 6) = 13 Will save DC 16 half.
Spir. Wpn Attack 1d20 + 9 ⇒ (6) + 9 = 15
Damage 1d8 + 2 ⇒ (8) + 2 = 10
add +2 to hit/dam for inspire, if applicable.


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

Grasp has a 20' radius... but it is a one-shot instantaneous deal despite people being held. I don't believe you can be attacked by it after the initial strike.


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

Ushari's blade misses its mark but the burst of holy energy shrinks the shadowy Dweller a bit.

Dweller Jr. Will Save DC:16
1d20 + 8 + 2 + 3 ⇒ (11) + 8 + 2 + 3 = 24 Channel Resist, Desecrate

Next Up... Straehan, Shaggar

Ja's HPs: 12|62
Jo's HPs: 49|68
Us's HPs: 45|45
St's HPs: 3|53 Held

Gn's HPs: 11|52


Straehan struggles mentally against the spell's hold. He finally manages to blink his tearing eyes. The gnome freezes in place, playing possum, hoping his new-found freedom escapes the Necromancer's notice...

Let him think I'm not a threat.

S's Will Save DC:17 -> 1d20 + 9 ⇒ (17) + 9 = 26

S's Bluff 1d20 + 13 ⇒ (5) + 13 = 18
D's Sense Motive 1d20 + 12 ⇒ (2) + 12 = 14


HP:20 | AC:16 ; T:11 ; FF:15 ; CMD:17/16 | Fort:+5 ; Ref:+4 ; Will:+2 | Init:+3 ; PER:+7 (Darkvision)

With a howl of victory, Shaggar jumps towards the swirling images without hesitation - his massive axe making the argument. His first blow decapitates an image. His second blow must have been seeking the true necromancer for all the images jump out of the way of the axe blow. Sniffing for the true target, Shaggar lashes out with the backend of the axe. The sound of ribs cracking elicits a hyena-like chortle from the gnoll.

"Gonna eat your brain, spellsinger. Oh YES!"

The four images remaining look to be in very poor shape - blood courses down their faces and the figures are stooped, favoring one side.

FREE: 5' step
FREE: Hero Point for STAND
FULL: Attacks!
STAND: Attack!

Next UP... Dweller.

Shaggar rolls:
Greataxe (20/x3) PA, Furious Focus, Blade of the Sea, Inspire, Haste
HIT: 1d20 + 9 + 4 + 2 + 1 ⇒ (7) + 9 + 4 + 2 + 1 = 23
DAM: 1d12 + 10 + 4 + 2 ⇒ (3) + 10 + 4 + 2 = 19
%: 1d100 ⇒ 91

HIT: 1d20 + 9 + 4 + 2 + 1 ⇒ (2) + 9 + 4 + 2 + 1 = 18
DAM: 1d12 + 10 + 4 + 2 ⇒ (6) + 10 + 4 + 2 = 22
%: 1d100 ⇒ 8

HIT: 1d20 + 9 + 4 + 2 + 1 ⇒ (17) + 9 + 4 + 2 + 1 = 33
DAM: 1d12 + 10 + 4 + 2 ⇒ (8) + 10 + 4 + 2 = 24
%: 1d100 ⇒ 19


The Dweller's gaze moves between the Cleric of Light and the Ranger with the ghostly blade. It spares a glance for the nearly defeated Necromancer and the forces surrounding him.

They'll finish him soon enough and then they'll come for me. There is too much to be lost here just to sate my anger. I'm free now. I need only time to regain my strength. Fighting here gains me nothing and could lose me everything.

The Dweller regards the Cleric and Ranger again. As he sinks into the floor - to wait, hunt, and regain his full strength, he offers a final word.

:: This round is yours - enjoy the moment while it lasts. Know that my return is assured. When I am ready - we will meet again. ::

FULL ACTION: Withdraw

Round: 10

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


Know: Religion

Dinwat spits up blood. The sharp pain in his side tells him that at least a couple of ribs are floating free. Watching the whatever-it-was retreat, he feels a shiver of impending death. He might have had a chance if the would-be rescuers' ranks had stayed divided. Now, the situation was bleak.

He searches his memory for a gambit, for a spell, for something that will tear victory from seeming defeat. A ghost of a risky idea forms in his head and it all hinges on his last servant. Dinwat, like the patient spider he is, waits to see if his pet will be of any use.

Dinwat DELAYS until after the 4 Arms.

In the Pit...

The Behemoth sees massive holes through the trapdoor. It is nearly ready to give. It drives its axe into the ceiling... It isn't its strongest blow but it is enough. The remnants of the trapdoor cave in - freeing the Behemoth who summits the ladder and climbs out into the temple.

STAND: Axe Hit
MOVE: As directed

Rolls:
AXE 1 (20/x3) Desecrate, Hardness
HIT 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
DAM 2d6 + 8 + 1 - 5 ⇒ (1, 2) + 8 + 1 - 5 = 7


The Behemoth is barely off the ladder when Dinwat shouts his orders. "KILL the children! Stop at nothing! KILL them all!" Without question, the massive vine-covered Behemoth lumbers hastily towards the bone cage. It brushes past Jofram and Ushari without breaking pace.

Jofram & Ushari - AoOs, if you please.

Seeing the massive brute coming for them, the two conscious children wail and scramble to the far side of the cage trying to escape. The unconscious child is blissfully unaware of how close death is. Dinwat looks to Jayse and gives as much of a smile as he can through the pain. "Tough choice - kill the villain or save the children. Of course, you could hope your friends can stop my pet in time. Then again, if you kill me, there won't be anyone to call it off the children in case your friends don't prove up to the task."

"Here, let me help make this choice easier for you." He begins casting a simple spell and reaches out to touch the Monk...

Dinwat envisions the scene. His gentle touch accompanied by a battering ram of Force energy - more than enough to punch a hole through Jayse's chest and send his lifeless body sprawling at least 30'. If he angles it correctly, he might even manage to drop the corpse through one of the trapdoors. Won't that be tidy. Then it will be a simple matter of disabling the dumb gnoll and then to wipe out the Cleric and Ranger - possibly with Acid Spray or Boneshatter. Then it will be time to rebuild...

The Necromancer smiles and continues casting his spell, a simple spell he has cast 100 times... but not with a broken nose that makes articulating the magical phrases more difficult, or with busted ribs that make some of the necessary motions quite a challenge.

Dinwat lays his finger on the center of Jayse's chest - and nothing happens. NOOOOOOOOOOOOOOO!

The Necro blew a gimme Concentration check to cast defensively. His spell is lost.

FREE: Give Orders
MOVE: 5'
STAND: Cast Force Punch

Rolls:
Concentration (Cast Defensive) DC:21 1d20 + 19 ⇒ (1) + 19 = 20

Round: 10

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

Temple of Night

Ja's HPs: 12|62
Jo's HPs: 49|68
Us's HPs: 45|45
St's HPs: 3|53

Gn's HPs: 11|52

Child 1: KIA
Child 2: KIA
Child 3: KIA
Child 4: Unconscious - Pro Evil
Child 5: Exhausted - Pro Evil
Child 6: Fatigued - Pro Evil

On-Going Effects Good:

Jofram, Shaggar, Straehan...
Haste - 5 of 6 RND - +1 Attack on FULL ATTACK ACTION ; +1 ATT Rolls ; +1 Reflex Saves ; +1 Dodge AC ; +30' Move
Everyone...
Inspire Courage - +2 ATT/DAM ; +2 Saves v Charm/Fear


STONE-FACED KILLA

About damn time… Let's see if Jayse can do a little force punch of his own here.

There is a moment of indecision. The children are in danger, but Dinwat still stands. The scale swings back and forth in the Calm as Jayse's mind takes in all the factors, but in the end, Jayse knows the greater danger is the mage.

Legs freed from the grasping claws, he continues his full assault on the dwindling crowd of bleeding mages.

Hey! You got your flurry in my necro…:
Flurry on Dinwat again, spending a ki point for another attack. Once again power attacking and using a stunning fist on the opener.
.
Unarmed 1d20 + 10 - 2 + 1 ⇒ (11) + 10 - 2 + 1 = 20
Miss Chance 1d100 ⇒ 18
--- Damage 1d8 + 9 + 2 + 4 ⇒ (3) + 9 + 2 + 4 = 18
--- Sonic Damage 1d6 ⇒ 4
--- Stunning Fist: Fort DC 18 or be stunned for 1 round and shaken for 1d5 + 4 ⇒ (5) + 4 = 9 rounds.
.
Unarmed 1d20 + 10 - 2 + 1 ⇒ (15) + 10 - 2 + 1 = 24
Miss Chance 1d100 ⇒ 54
--- Damage 1d8 + 9 + 2 + 4 ⇒ (3) + 9 + 2 + 4 = 18
--- Sonic Damage 1d6 ⇒ 5
.
Unarmed 1d20 + 10 - 2 + 1 ⇒ (9) + 10 - 2 + 1 = 18
Miss Chance 1d100 ⇒ 98
--- Damage 1d8 + 9 + 2 + 4 ⇒ (1) + 9 + 2 + 4 = 16
--- Sonic Damage 1d6 ⇒ 5
.
Unarmed 1d20 + 10 - 2 + 1 ⇒ (10) + 10 - 2 + 1 = 19
Miss Chance 1d100 ⇒ 1
--- Damage 1d8 + 9 + 2 + 4 ⇒ (8) + 9 + 2 + 4 = 23
--- Sonic Damage 1d6 ⇒ 6


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

Jayse - would you care to delay your action until the others attack the Necro and maybe reduce the number of images?


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

AOO! - Attack (Arcane Stike, Power Attack, Inspire, Haste): 1d20 + 11 - 2 + 2 + 1 ⇒ (6) + 11 - 2 + 2 + 1 = 18
Damage: 1d10 + 6 + 6 + 2 + 2 ⇒ (1) + 6 + 6 + 2 + 2 = 17


AoO Rapier 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 inspire
Damage 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Lovely...


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

Jofram and Ushari slash at the Behemoth but their weapons fail to find purchase on the armored exterior of the creature.

Next UP... Jofram & Ushari


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

I'm going to assume that Jayse is OK with going first to keep things moving. Jayse, the Inspire Bonus is +2. I think the +1 you have listed is supposed to be for that.

Jayse's first kick smacks against the Necromancer's good ribs and doubles him over. Dinwat shakes his head, clearly disoriented. The monk follows up with a series of circle kicks... and two images vanish.

And then there were just two...

Jayse sees two Necromancers in front of him. He picks one and drives a flat punch toward the image's face. Dinwat's head snaps back with a loud crack - his neck breaking. The Necromancers' body spasms before it slides to the floor. His head faces at an improbable direction.

Fort Save v DC18 -> 1d20 + 10 ⇒ (7) + 10 = 17

So, before that final shot, Dinwat was Staggered, Stunned, and Shaken. :)


STONE-FACED KILLA
stormraven wrote:
I'm going to assume that Jayse is OK with going first to keep things moving. Jayse, the Inspire Bonus is +2. I think the +1 you have listed is supposed to be for that.

Yep, sorry. I made the typo once, didn't realize it, and copy/pasted it into the other attacks.


Usahri watches helplessly as the Behemoth lumbers towards the bone cage.

Dammit! I have no way to slow that THING down! There has to be a way to free the children from that cage...that BONE cage....

An idea born of desperation is born...

SR:
OK so what 'Shari wants to do here is either use a Channel or even a Cure spell against the cage itself, the idea is to weaken it enough to give the children a chance to break free. Let me know what Knowledge rolls 'Shari needs to make, or Hero Points I need to use here...or if this is even possible.

Darn my heroic nature...


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

Ushari:
I think you are out of luck there, chief. The cage is just a cage of bone - it isn't undead. So neither a Cure nor Channel will do much. Naturally, channeling will damage the Behemoth.

Also, there is nothing in the Hero Points rules that allows you to change what can be damaged by a spell or any other effect... so no dice on that. If a hole were made in the cage, the two conscious kids could attempt an escape - if their minds aren't snapped with fear. Since you hit them with a Protection from Evil, they will get a fear save to make a run for it, if the opportunity presents itself. The unconscious kid is pretty much out of luck in that regard until he is conscious.

However, you aren't the only character in play which leads me to the following non-spoilered comment.

Ushari debates what to do... and realizes there are other teammates with plans. As Dinwat falls, she sees the gnoll burst into a headlong run towards the Behemoth as he pulls a throwing axe. Meanwhile, Straehan streaks around the black podium heading towards the southern end of the bone cage.


Roger that...Ushari will delay until after Shaggar.


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

OK. Next UP... Jofram then Straehan then Shaggar.


Moving on until Jofram can post...

Straehan sprints past the podium avoiding as much of the bone carpet as possible on his way to the south end of the cage. He stops short of the cage, slowed down by the carpet of bones. The sorcerer makes a gesture and two beams of fire scour, but don't slow, the lumbering behemoth.

MOVE: Move
STAND: Cast Scorching Ray

rolls:
Scorching Ray
RANGE: 25' +5'/2 lv (40' Total)
EFFECT: (Haste, Inspire)
Ranged Touch 1d20 + 8 + 1 + 2 ⇒ (17) + 8 + 1 + 2 = 28 DAM 4d6 + 4 ⇒ (5, 5, 6, 1) + 4 = 21
Ranged Touch 1d20 + 8 + 1 + 2 ⇒ (17) + 8 + 1 + 2 = 28 DAM 4d6 + 4 ⇒ (6, 2, 6, 3) + 4 = 21


HP:20 | AC:16 ; T:11 ; FF:15 ; CMD:17/16 | Fort:+5 ; Ref:+4 ; Will:+2 | Init:+3 ; PER:+7 (Darkvision)

Shaggar runs along the south side of the pillars as he draws a throwing axe and hurls it. The axe spins away from the gnoll and buries itself in the shoulder of the Behemoth.

MOVE: Move
STAND: Throw Axe

Throwing Axe (20/x2) Inspire, Haste
HIT: 1d20 + 6 + 2 + 1 ⇒ (17) + 6 + 2 + 1 = 26
DAM: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Next UP... Jofram and Ushari


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

Only one thing will slow it down - Damn, I hated dying the first time... I really hate this.

Risking the onslaught of the many-armed monstrosity, Jofram dashes through the closing gap between the behemoth and the wall. Tumbling around to face it, he brings his blade to bear as it closes in.

Rolls:

Acrobatics: 1d20 + 14 ⇒ (19) + 14 = 33 < -- dunno if this works to avoid aoo's through multiple squares, but I thought I'd roll anyway.
Move to AL.30 (60' @ half speed = 30, + Surprise Shift)
Attack (Arcane Stike, Power Attack, Haste, Inspire, Fav. Enemy): 1d20 + 11 - 2 + 2 + 1 + 2 ⇒ (12) + 11 - 2 + 2 + 1 + 2 = 26
Damage: 1d10 + 6 + 6 + 2 + 2 + 2 ⇒ (8) + 6 + 6 + 2 + 2 + 2 = 26
Attack (Arcane Stike, Power Attack Haste, Inspire, Fav. Enemy): 1d20 + 6 - 2 + 2 + 1 + 2 ⇒ (2) + 6 - 2 + 2 + 1 + 2 = 11
Damage: 1d10 + 6 + 6 + 2 + 2 + 2 ⇒ (7) + 6 + 6 + 2 + 2 + 2 = 25


Jofram, did you mean to tumble to square AM31? The square you chose is occupied by the Behemoth.

Ushari knows there is only one chance to save the children, by destroying the Behemoth. She stabs at the undead monstrosity, even while she directs her spell to engage it calling on her healing powers to further damage it.

Desperation Time:

STANDARD: Rapier 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 inspire; Damage 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7 inspire
Note: If Jofram is flanked with her, then add +2 to hit and 3d6 ⇒ (5, 5, 1) = 11 DAM for sneak attack.
MOVE: Direct Spir. Weapon to attack Behemoth. Attack 1d20 + 9 ⇒ (1) + 9 = 10; Damage 1d8 + 2 ⇒ (7) + 2 = 9
HERO point spent for additional action: Channel Energy use 3/6
Heal/harm 3d6 ⇒ (5, 4, 3) = 12 Will save DC 16 half.


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

I'm assuming Jofram meant AM30.

Jofram races past the Behemoth and tumbles into a position between a metaphorical rock and a very, very hard place. The ranger slashes at the bulbous, vine-bound gut of the creature - leaving a bloody groove.

Just a couple of clarifications. I only halve the movement through threatened squares, not your entire move. With haste you had enough move to get into position without using Shift. Also, you only get a single attack as a standard action since you moved. Haste only gives you an additional attack on a Full Attack action. I'm using your first attack.

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