The Pact Stone Pyramid (Inactive)

Game Master Pact Stone GM

A Pathfinder Module, converted from 3.5 to the Pathfinder system, with a party of level 7.


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Breach bursts over the final rise. At last he can survey the battlefield. His allies appear to be faring quite well, the two death-machines smashing and shredding the splices before them, while Moonpate extricates himself from a nearby threat. But Breach also sees two pulling away from the battle - each with the potential to spawn an entire new pack in only a few seconds. One is injured, the other is not.

He chooses one, the uninjured splice, and quickly chases it down, readying his war axe for a quick kill. The beast is fast, very fast, but unfortunately for it, not as fast as Moonpate's conjured steed.

Run action to eliminate the last 150 and then base the splice 40 feet east of Hurgah. He did not see the third splice that pulled away, the one that took the run action and does not know about it.


Next up is:

Karek: 17+
Halstadt: 17-
Gandel: 9+
Hurgah: 9
Donkor: -1

Current splice count: 7 - That's 4 in the main dune-valley combat with 3 more which have moved away (2 are 40 feet away and one ran 160 feet away. One of the 40 feet away splices is now based by Breach).

Karek: You have an uninjured splice to your immediate north. A second very injured one is to your south (the one that cut you). There is a third in reach, to the northeast. This is the one that was eying Moonpate but has since lost its target.

Hurgah: You have one uninjured splice to your immediate south. There is a second uninjured one to your northwest. This is the one that was eying Moonpate and is now threatened by both yourself and Karek.

Hal and Gandel: You are each 150 feet from the action. Although you can't see it, you can definitely hear the combat and know where it is.

Donkor: Same deal but 200 feet away.


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:

How high (or horizontal) did you want to go? Moon can travel up to 60 feet with his move action.

Moon will fly towards the beast that is furthest away (as long as that is not the one Breach is after), staying 20 feet off the deck. How he deals with it will depend upon if it stops to spawn or not.


Male Dwarf Barbarian (Breaker) 8

Oh, yeah, you were planning on scrapping my previous rolls based on the fact that the splices got a turn. Not a problem. Karek focuses his attacks any unwounded splices he can reach. He will get the one "flanking" him first, and then will step to take out the closest splice that is still at full health. If no such splice is within reach, he will bestow his wrath upon the one that damaged him.

Attack 1: 1d20 + 15 ⇒ (8) + 15 = 23 for 2d6 + 19 ⇒ (1, 2) + 19 = 22 damage.
Attack 2: 1d20 + 10 ⇒ (19) + 10 = 29 for 2d6 + 19 ⇒ (5, 3) + 19 = 27 damage.


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3

Hurgah's previously posted action stands, unless he suddenly finds himself in a target-poor environment.


Male Dwarf Cleric 8

I take it Hal doe snot see any of the fleeing splicers. Hal will ride forward and if he sees the wounded splicer fleeing will attempt to cast a spell. Otherwise he will head towards the battle.


Moonpate wrote:
Moon will fly towards the beast that is furthest away (as long as that is not the one Breach is after), staying 20 feet off the deck. How he deals with it will depend upon if it stops to spawn or not.

There is one splice that fled to the northwest - it is the furthest away, and Breach did not go after it. In fact, unlike Moonpate, Breach never even saw it, so the Potentate's choice is quite ideal. Also, it's the same splice that ran away from Moonpate earlier this very round.

Moon rockets up and away in pursuit of one of the fleeing splices.

Unfortunately, there is the small matter of the attack of opportunity - a newly formed splice is in range to threaten. It moves in preparing to slice open the wizard's belly with its triple tusks. (Unless. . .)

Splicer beast attempts a DC 14 Will save vs Donkor's sanctuary: 1d20 + 2 ⇒ (11) + 2 = 13 (just fails!)

The Sooron's protective magic wards the wizard and the creature's mind becomes clouded as it attempts to initiate its attack. Pharasma's will reminds the creature with her irresistible persuasion that it is not yet Moonpate's time to be called to the sacred boneyard. The creature is forced to turn its attention on Hurgah instead.

Moon flight path takes him 20 feet vertical. From there he executes a sharp arc and blasts 40 feet after the fleeing splice. It is now 120 feet away from him.


In the meantime, Karek continues to press his attack against the splice pack. With a quick spin he sends his hammer sailing into one of the beasts, just as the creature launches itself forward for its next attack. The force of the blow knocks the splice backwards into the wall of the sand dune, its head getting buried into the sand. It's rear legs are wheeling almost comically as it tries to unbury itself.

OOC: That's another very injured, but surviving splice.

Karek steps towards it to finish the job, but then spies another splice lining up an attack on Moonpate who is in the course of finishing his spell. Suddenly the creature hesitates as a cloud of confusion from one of Donkor's wards overcomes the creature. Karek seizes the moment to take advantage of the beast's distraction and flattens it with an overhead strike from his hammer. A half-second later the creature is pulverized into a puddle of goo and shattered bone as Moonpate rockets away into the sky.

OOC: That one, however, is deceased.


Halstadt Morgrym wrote:
I take it Hal doe snot see any of the fleeing splicers.

That's right. At the start of his turn Hal is 150 feet away from the Dune-Valley where the battle is happening. He has a mounted speed of 50. So there's no way he can get the creatures into line of sight with a move action. He can though take another run action - i.e. gallop in the way Breach did. That will let him cover 150 with 100 feet of movement to spare. It won't though, permit him to also cast a spell that round.

Halstadt Morgrym wrote:
Hal will ride forward and if he sees the wounded splicer fleeing will attempt to cast a spell. Otherwise he will head towards the battle.

Assuming Hal gallops (runs), once he has the battle in sight he has a number of options for his remaining movement. He could ride into the principal hot zone, perhaps providing a flank for Karek or Hurgah. He could join Breach in chasing down the splice headed northeast. Or, there's a lone splice which headed straight north that no one has pursued - that sort of fits the bill that you have described. It is not injured though. It's 40 feet from the "hot zone". Breach could close that distance and base it, or perhaps just get closer to it if you prefer.


Hurgah the Reaver wrote:
Hurgah's previously posted action stands, unless he suddenly finds himself in a target-poor environment.

I'll update you to let you know. We'll still need to confirm Hal's action and then on to Gandel. But currently it looks pretty ideal. There's an uninjured one basing him and with a five-foot step to the west he could reach the two flanking Karek, both of which are significantly injured and look to be easy prey.


Male Dwarf Cleric 8

Hal rushes up the dune on his mount I am getting the hang of this he thinks grinning broadly. Upon heading over the rise though he sees disaster the damn beasties are trying to get away! Seeing that breach is heading fight for one Hal decides to pursue the other. "The fires of Angradd will brun you creature".

Hal will head after the one that no one is following.


Cool. Just to check though, how close do you want to get to the splice? Do you want to "base it"? (I.e. be in an adjascent square where the two of you threaten one another). Heck, you could even head it off and get right in front of it, if you wanted.


Hurgah the Reaver wrote:
The enraged half-orc tears into the fresh targets with an unmatched appetite for death and destruction.

.

It’s tusk versus tooth!
.
Hurgah dives at the splice before him seeking to sink his jaws into the creature’s elongated, scar-covered neck. The beast though spins around and blocks the attack, locking “horns” with the Reaver, as the two battle to determine which is the stronger: Hurgah’s glowing eldritch teeth or the beast’s powerful tusks. The question is answered with a thundering snap as one of the splice’s bone tusks snaps apart.

OOC: Hurgah’s bite attack against the uninjured splice is a miss – they are no longer flat-footed.

At the same time, Hurgah brings his claws to bear and rends away at the creature’s exposed mid-section in a gruesome fashion. Once again, the dragon disciple has created splices of his own, though of the bloody unmoving variety.

OOC: Both claw attacks are hits, but it takes both of them to finish off the splice. No need to factor in the demoralize rolls.

Free from combat for the moment, Hurgah takes a look around and sees Karek surrounded. A pair of splices appears to be double-teaming the dwarf, taking turns bouncing off of Karek’s armor, all the while trying to sneak their terrible tusks into an exposed area of flesh. Hurgah takes a step forward, moving into the spot Moonpate was in only moments ago before taking to the air. As he does so, his eyes light up with his primal rage. The mystic shapes that outline his form fly off of his body and fly towards one of the splices. The dark spirits swarm the splice, siphoning off the creature’s energies until it lies dead and unmoving. The Reaver inhales as the dark shapes return, as though taking in a puff of smoke.

OOC: Nice roll on the spirit attack – that finishes one more previously injured splice off.

Now Hurgah and Karek stand shoulder to shoulder. As they look round they see that for the first time they outnumber the splices before them. (Only one left in the ‘hot zone’.)


Next up Gandel and Donkor to finish the round - perhaps they are following Hal or Breach? Or perching themselves at the top of the dune valley?


Male Dwarf Barbarian (Breaker) 8

Karek's uncharacteristically high voice rings out in a bellow to his approaching allies. One cridder vled dad way! he shouts, pointing after the one that fled immediately. Da horses are fasder! Make sure dere are nod more!


Breach hears Karek's cry, but is unable to respond over the crush of hoofbeats.

Instead he's left muttering to himself: "Aye! If even one o' these things escapes we'll have a whole new pack on us by nightfall!"


Male Dwarf Cleric 8

I want to get in front of it!


Halstadt Morgrym wrote:
I want to get in front of it!

You've got the movement left to do it.

Next round though, Donkor's dire predictions of problems with the horses are going to start to kick in though. Now that Hal's in combat and riding a mount that's non-combat trained, Hal will need to make a DC 20 Ride check to continue to operate the horse while a snarling tusked-predator is next door. A failed roll will cost Hal's his round, so if you are worried about that you might be better off dismounting next round and going from there. Breach will have the same issue. Oddly enough attempting a DC 20 fast dismount check has no penalty for failure.

----------

The warrior priest urges his mount forward, racing past the splicer beast. He then wheels his horse around, blocking its path. The creature grins and lowers its head like a bull. Accepting the challenge the creature charges. . .


Male Dwarf Cleric 8

Oh I absolutely want to dismount!

Ride Check 1d20 ⇒ 2


Next round there Denis! We still got a lot to get through before he'll get to try that.


Male Dwarf Cleric 8

Does not matter I only have a 1 in 20 chance to succeed so this result is as good as the next!


Male Human Cleric/8

Donkor will ride off with flailing limbs and sore bottom toward the one Hal indicated as fast as he can get there. Knowing he has no hope of defeating the beast on horseback, and that his horse is just a summoned creature, he is going to attempt to run into the splicer.

Ramming speed sir!


Donkor Sooron wrote:

Donkor will ride off with flailing limbs and sore bottom toward the one Hal indicated as fast as he can get there. Knowing he has no hope of defeating the beast on horseback, and that his horse is just a summoned creature, he is going to attempt to run into the splicer.

Ramming speed sir!

Cool!

You mean the splice Karek indicated though right? I don't recollect Hal pointing out any particular splice, though Hal did chase a much closer splice down. If you meant you wanted to join Hal in that attack just let me know and I'll change this up.

It's a bit of a fiction created by the artificiality of the rules, but the horse can "run" 250 feet a round (theoretically even further with the right "spur mount" check, but it can only ram (charge) 100 feet in a single round. Donkor is 200 feet away, so he can't ram this round. But he can work towards setting that up. (He can't ram Hal's target either - just arrive.)

----------

By continuing to take the run action on his horse, Donkor can clear the remaining 200 feet to the Dune Valley. He then sees the direction Karek is pointing (northwest) and uses his remaining movement to gallop wildly in that direction--a further 50 feet.

When Donkor looks up he sees Moonpate flying almost directly overhead in almost the same direction. Moonpate is pointing ahead, indicating that there is a fleeing splice. So while Donkor cannot yet see it, as the creature is weaving amongst the dunes, he does feel as though he is closing in. He races just a little bit ahead of Moonpate (10 feet) before his turn ends. Moonpate warns Donkor the creature is about 100 feet away.


Gandel wrote:
Sorry for the absence - work has been absolutely killer, even over the weekend. Gandel would have approached at the same speed as Breach and Hal, so at the start of Round One he will be 150 feet from the Dune Valley.

No worries - year end is rough!

I'll have Gandel continue that wild gallop on his pony and finish the last 150 feet to reach the Dune Valley. From there, he'll canter another 20 feet to the northeast. This will place Breach, Hurgah and Karek in range for one of his patented gallant inspirations as an immediate action, if needed.

And that will end the round.


Battle of Dune-Valley, Round 2

Splicer Beast: 24
Moonpate: 18+
Breach: 18-
Karek: 17+
Halstadt: 17-
Gandel: 9+
Hurgah: 9
Donkor: -1


"The Great Divide"

Moonpate is flying through the air, chasing down an injured splice. He has closed the gap to 120 feet. Donkor below him has closed the distance to 100 feet, riding frantically out of control on his conjured steed. Though unlike Moonpate, Donkor cannot yet actually see the splice which is weaving in and amongst the dunes.

OOC: standard action to splice, then two move actions to travel 40 feet in different directions

For the briefest of moments, the beast stops running and, using its tusks, it shreds its own bloody form in twain. Now there are two. The first runs straight north. The other runs straight west, presenting two separate targets.


Just as Breach catches the (uninjured) splice on his horse, the creature divides, presenting him with two targets. Suddenly, he finds himself pinned in between the two snarling beasts!

OOC: standard action to splice. Then two, five-foot steps to set a flank.


No sooner has Hal cut his target off, than he finds himself facing two creatures instead of one -- the dastardly division has occurred yet again! The (injured) creatures wheel around the dwarf's horse, taking advantage of their now superior number.

OOC: Standard action to splice. Then two, five-foot steps to set a flank. It's possible for Hal to dismount into a square where he will not be flanked though - the same is true for Breach


And finally,

The lone injured splice facing off against the deadly combo of Kogan and the Reaver, senses the end is near. It's eyes glaze over as it makes a decision and then suicides itself in an attack.

Splicer beast, gore attack against Hurgah AC 17 (-2 for rage to 15): 1d20 + 7 ⇒ (1) + 7 = 8 (miss!)

Damage from splicer beast gore attack if successful:1d8 + 4 ⇒ (7) + 4 = 11 (n/a)


Male Dwarf Cleric 8

can I cast a spell without provoking an attack of opportunity?


Male Human Wizard Level 8 - Conjurer
Splicer Beast wrote:

"The Great Divide"

Moonpate is flying through the air, chasing down an injured splice. He has closed the gap to 120 feet. Donkor below him has closed the distance to 100 feet, riding frantically out of control on his conjured steed. Though unlike Moonpate, Donkor cannot yet actually see the splice which is weaving in and amongst the dunes.

OOC: standard action to splice, then two move actions to travel 40 feet in different directions

For the briefest of moments, the beast stops running and, using its tusks, it shreds its own bloody form in twain. Now there are two. The first runs straight north. The other runs straight west, presenting two separate targets.

Moonpate will fly closer to where the beasts split off, to the max limit of his movement for this round, and then unleash a fireball on the splicer that went north (assuming that is the one that Breach or anyone else is going after), yelling in defiance of their villainous multiplication.

Fireball Damage: 7d6 ⇒ (2, 5, 6, 3, 3, 4, 2) = 25


Halstadt Morgrym wrote:
can I cast a spell without provoking an attack of opportunity?

The short answer is "Yes".

But I might need a lengthy dissertation on the "buts".

XXXXX
XXXXX
XHHXX
XHHSX
XSXXX
XXXXX

X=empty square
S=splice
H=Horse (and Hal)

As you can see Halstadt is based by two splices. There's a few different ways he could potentially avoid provoking attacks of opportunity.

1. He can avoid the attack of opportunity by casting the spell defensively. The DC for this is 15 + double the spell level.

2. The horse could take a 5-foot step nrothwest as Hal's move action. That won't provoke and Hal could then cast without having to make a concentration check. Unfortunately, since the conjured horse is not combat trained, and it's now in combat, a DC 20 Ride check is required to get the horse do do what you want.

3. Hal could dismount off his horse as a move action, but deliberately dismount in a square that he's not based in (north, west or northwest, for example). Ideally he'd do this as a free action with a fast dismount Ride check, but he's already failed that. This seems at first blush like the safest choice as no die roll is required. The downside here might turn on what spell Hal intends to use. It's possible an area effect spell, like burning hands for example, would blast his own horse.


"Napalm"

Moonpate wrote:
Moonpate will fly closer to where the beasts split off, to the max limit of his movement for this round, and then unleash a fireball on the splicer that went north (assuming that is the one that Breach or anyone else is going after), yelling in defiance of their villainous multiplication.

Phrip, I am assuming you are missing the word "not" in your parenthesis. That splice is alone and Moonpate can blast it without fear of friendly fire.

Moonpate can fly 60 feet and still be able to cast a spell. That will get him to within approximately 100 feet of the fleeing splice. It gets him 60 feet from the point where the beast split into two.

----------

Out comes the classic wizard's bat guano, perhaps the most famed of all arcane material components. A moment later a tiny ruby gem of light forms in the wizard's hands. The tiny sphere launches forth from the Potentate and streaks unerringly towards the fleeing splice on the sand below. When the tiny ball of flame arrives it erupts in a blinding explosion of fire. When the flash of light clears, the splicer beast is gone, converted to ash. Only a faint circle of fused glass outlines the area of the blast, giving witness to the scene of sudden carnage.

----------

Wow! Moonpate has killed that splice about 10 times over. I almost get the impression he doesn't like the splicer beast.


Splicer Beast wrote:
Just as Breach catches the (uninjured) splice on his horse, the creature divides, presenting him with two targets. Suddenly, he finds himself pinned in between the two snarling beasts!

Attempt fast dismount (Ride) check: 1d20 + 2 ⇒ (7) + 2 = 9 (fails)

Breach then dismounts as a standard action, basing one splice, out of the flank. He then takes an attack on the splice with his waraxe.

Attack with dwarven war axe, one-handed, but without wielding shield offensively:1d20 + 12 ⇒ (14) + 12 = 26 (hits!)

Potential damage with war axe: 1d10 + 7 ⇒ (4) + 7 = 11 (applies!)

Breach climbs off his horse and grunts as he buries his axe into the first splice. Although he cuts flesh and muscle, he is disheartened to see the creature shrug off the cut so easily.

"Uh oh," he mutters to himself as the twin creatures circle for the kill. He widens his stance into a more defensive position, readying his shield to deflect the first pounce.

At the same time his horse panics and races away to the south, eager to be away from these unnatural creatures that seem to multiple like a cancer whenever it suits them.


Karek is up next. The situation in the 'hot-zone' though has become rather simplified:

XXXX
XSXX
XKHX
XXXX

S=splice (injured)
K=Karek
H=Hurgah

Hal's pocket battle is 40 feet to the north, and Breach's is ~50 feet to the northwest.


Male Dwarf Cleric 8

So with option 3 Hal would essentially dismount to put the horse between himself and his foes. I will opt for that choice using a move action to dismount. I will then begin to cast Summon Monster III.

Hal dismounts less than gracefully the ridin us the damn easy part Hal thinks to himself as he invokes Angradd. "Lord of Flame send to me minions to aid me against these foul creatures!"

I will decide what to summon when I am home.near my books.


Male Dwarf Barbarian (Breaker) 8

Karek spares the briefest glance for Hurgah. Go he rasps, as he brings his hammer down on the last splice.

Attack 1 (Not a power attack): 1d20 + 17 ⇒ (8) + 17 = 25 for 2d6 + 13 ⇒ (6, 4) + 13 = 23 damage.
Attack 2 (If needed): 1d20 + 12 ⇒ (19) + 12 = 31 for 2d6 + 13 ⇒ (4, 5) + 13 = 22 damage.

If his first attack finishes the beast, he will move 20 feet in the direction of... how many splices can he see, and how far away are they?


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:


----------

Wow! Moonpate has killed that splice about 10 times over. I almost get the impression he doesn't like the splicer beast.

Yeah, definitely overkill, but unfortunately I didn't seem to have much choice given my current spell load-out, the range, and these dang critters inconsiderate penchant for multiplying before properly expiring. Besides, I do need to keep up my image as a Potentate.


Karek Kogan wrote:

Karek spares the briefest glance for Hurgah. Go he rasps, as he brings his hammer down on the last splice.

Attack 1 (Not a power attack): d20+17=25 for 2d6+13=23 damage.
Attack 2 (If needed): d20+12=31 for 2d6+13=22 damage.

If his first attack finishes the beast, he will move 20 feet in the direction of... how many splices can he see, and how far away are they?

Karek spins his hammer through the air, focusing his target's attention on the deadly mallet. But his real attack comes from his foot. He suddenly steps forward stomping on the creature's paw, pinning it to the sand. Now that the creature is unable to squirm away, the dwarf shortens up on his grip and swiftly brings the hammer down, cracking the creature's spine like an egg shell. When Karek looks up again, he sees that the battle around him has gone still; instead his allies fight on in pockets to the north of him.

----------

Karek cleans this up with just one attack, leaving him that move action. Karek can see two pockets of battle - he's aware of a third battle zone, way off to the northwest, but he'll probably have to trust that Moonpate and Donkor will take care of it because he might be an old before he gets there. The two pockets of battle are:

1. 40 feet to the north, Halstadt is battling two splicer beasts.

2. ~50 feet to the northeast Breach is battling two splicer beasts. Notably, one of them is uninjured - the only uninjured splice in the battle. Gandel is positioned between Karek and Breach, halfway to that battle.


Halstadt Morgrym wrote:


Hal dismounts less than gracefully the ridin us the damn easy part Hal thinks to himself as he invokes Angradd. "Lord of Flame send to me minions to aid me against these foul creatures!"

I will decide what to summon when I am home.near my books.

That's totally fine. Technically, you don't have to make that decision until Hal's turn comes up again next round. Perhaps what happens in the intervening round will even influence your decision.

One thing to note is that because monster summoning has a one round casting time it is conceivable that Hal could be hit by a splicer beast in that intervening time (with a normal attack, not an attack of opportunity) while he is still casting. If that happens he'll need a concentration check after all.

Lastly, unattended, the conjured horse takes flight - fleeing to the north.

So, with Moon, Breach, Karek and Hal having taken their turns, up next is:

Gandel: 9+
Hurgah: 9
Donkor: -1


Moonpate wrote:
Yeah, definitely overkill, but unfortunately I didn't seem to have much choice given my current spell load-out, the range, and these dang critters inconsiderate penchant for multiplying before properly expiring. Besides, I do need to keep up my image as a Potentate.

Agreed on all counts! That's an impressive image.


P.S. For Donkor:

Right around the time the splice Donkor was pursuing duplicated, Donkor got close enough to be able to see them. He knows Moonpate has dealt with the one to the far north, and that there is one tearing away to the west. It is though . . . (calculates hypotenuse). . . approximately 120 feet away.


Male Dwarf Barbarian (Breaker) 8

Karek moves 20 feet in a north-northeasterly direction, where he can hopefully join either Hal's fight or Breach's fight with one charge.


Karek Kogan wrote:
Karek moves 20 feet in a north-northeasterly direction, where he can hopefully join either Hal's fight or Breach's fight with one charge.

Got it! And assuming the picture doesn't change too drastically by Karek's next turn, that should work.


Male Human Cleric/8

Okay, I am utterly awful at abstract maps and trying to keep things in my head. I don't think ramming is going to work quickly enough, and there is one area where at least 2 splicer beasts would be in range for me to get to within 30' and channel negative energy at them.

I would like to use my move action to best effect to get as many splices as I can within range, and then channel the cold of the boneyard into them.


Donkor Sooron wrote:
Okay, I am utterly awful at abstract maps and trying to keep things in my head. I don't think ramming is going to work quickly enough, and there is one area where at least 2 splicer beasts would be in range for me to get to within 30' and channel negative energy at them.

Yeah, it's pretty tough. Even if Donkor could get close enough to get a charge (ram) off, the Ride checks to get his non-combat trained mount to attack to do it is probably insurmountable. Unless Donkor has a spell or other attack with long range, or some other trick up his sleeve, the best he can do against that fleeing splice is probably to base it (catch up to it, using only movement).

Donkor Sooron wrote:
I would like to use my move action to best effect to get as many splices as I can within range, and then channel the cold of the boneyard into them.

If he abandons chase of the splice running west and cuts east instead, running his horse 50 feet, he can get within 30 feet of the two splices attacking Halstadt. He could then use his negative energy channeling on both of them at once. With his Selective Channeling feat he could exclude Halstadt.

(Gandel and Hurgah will go first though, it's possible that could change the picture of things.)


When Breach and Hal's conjured horses fled, they both each drew two attacks of opportunity. As the horses are running (fleeing), they lose their Dex bonuses.

Splicer beast #1, gore attack against (Breach's) light horse AC 9: 1d20 + 7 ⇒ (10) + 7 = 17 (success)

Damage from splicer beast #1 gore attack if successful:1d8 + 4 ⇒ (4) + 4 = 8 (applies)

Splicer beast #2, gore attack against (Breach's) light horse AC 9: 1d20 + 7 ⇒ (13) + 7 = 20 (success)

Damage from splicer beast #1 gore attack if successful:1d8 + 4 ⇒ (7) + 4 = 11 (applies)

----

Splicer beast #1, gore attack against (Halstadt's) light horse AC 9: 1d20 + 7 ⇒ (11) + 7 = 18 (success)

Damage from splicer beast #1 gore attack if successful:1d8 + 4 ⇒ (4) + 4 = 8 (applies)

Splicer beast #2, gore attack against (Halstadt's) light horse AC 9: 1d20 + 7 ⇒ (7) + 7 = 14 (success)

Damage from splicer beast #1 gore attack if successful:1d8 + 4 ⇒ (5) + 4 = 9 (applies)

Ahk! The horses only have 15 hit points each.

-----------

When the horses flee, the savage splicer beasts swiftly cut them down, first sweeping and breaking their delicate legs and then tearing their necks open once the majestic steeds fall. Fortunately, the pain ends quickly; the magic which conjured them to this place vanishes, releasing them from their panicked death throes.


Male Dwarf Barbarian (Breaker) 8

How close is Donkor to the singular splice that fled in the opposite direction from the one Moonpate fireballed? Can he reach that one to channel against it? With the release of Moonpate's best (only?) damage spell, that one may have just become Donkor's responsibility.


Karek Kogan wrote:
How close is Donkor to the singular splice that fled in the opposite direction from the one Moonpate fireballed? Can he reach that one to channel against it? With the release of Moonpate's best (only?) damage spell, that one may have just become Donkor's responsibility.

It's approximately 120 feet away. Donkor can't close and channel it in the same round. He could, for example, catch it with a run action on his horse (the 'gallop'), but he would not then be able to attack it that same round.


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3

Waiting for Gandel before posting my action - an update of available targets would be nice. Remember that Hurgah has a speed of 40 ft.

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