[Jehova's Arena, Test] Fight the Eleventh, Rix vs. Rolg


Play-by-Post


Rolg, having recently recovered from his embarrassing alcohol poisoning, enters the arena from the north to find a new foe awaiting him. The dwarf may have lost some crowd cred due to being outdrank by a monkey, but he's still got a fan base, and they hope he can land some hits this time. Nobody knows quite what to think about the strange and withery looking fellow standing across from Rolg, but they're all expecting some violence.

Rolg is in A10, Rix in L10. Initiative and posturing time.


ROLG THE RED

Both other times, the red-maned square-of-a-dwarf has walked in with more than a bit of a swagger, shielding his eyes from the glare of the arena. This time, he shields his eyes alright. His dark-rimmed, bloodshot eyes. It seems the monkey's drinking contest continues to cast a shadow.

Regardless, he stands resolute, lucerne hammer resting on the shoulder of his breastplate, sprig of some unidentified plant hanging in his matted beard. Across his back hangs the massive axe (Large-sized dwarven war axe). His fists are armored in spiked gauntlets, and five chakram and two nets hang in easy reach.

Those closest to the arena (who can understand dwarves) can hear him mutter snatches about "damnable demon monkey" and "circus of an arena".

Arbiter:
1d20 + 2 ⇒ (15) + 2 = 17

Initiative 17


Active Combatant: Syken

Rix steps into the arena and looks around. His gaze darts in random directions every second or so, while the rest of him twitches every few moments. Gray hair covers most of his face, but strange light can be seen moving under and through his skin regularly.

He wears a suit of Mountain Pattern, and in his hand he holds a wicked looking Morningstar, while a crossbow hangs at his side. Despite the heavy equipment, he seems to have no issues carrying it all, though his movements are agitated with the armor upon him.

He pays little attention to the crowd, but once his sight fixes on Rolg, his cocks his head to the side and drops into a predatory stance. Red light shimmers down his face to his neck before fading out, and he cracks an eerie grin.

GM:
Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

Initiative 21, woot. Shall I go ahead and post surprise round?


ROLG THE RED

Go ahead. :)

Rolg grunts, "Som er en stygg menneske…"

Dwarven:
"that is one ugly human"


Active Combatant: Syken

Surprise Round

Rix raises his free hand, which moves more spastically than usual, before a flash of light goes off around it. It fades nearly immediately, and Rix steps forward, keeping low to the ground like an animal.

5-foot step to K10

GM:
Casting Shield of Faith for a +2 Deflection bonus, will last 2 minutes.

Should be Rolg's turn now.


Surprise Round

The crowd makes appreciative noises at the light show, though they're not overly enthused yet, with neither party acting particularly excited or dangerous.

Rolg's turn.


ROLG THE RED

:: Surprise Round ::

Rolg takes a step forward that mirrors his opponents. But where Rix's movements are low and predatory, Rolg's are blunt and straightforward, his long-hafted hammer leveled dangerously at his opponent.

He roars his battle cry, "BRINGE DET, STYGG!"

Dwarven:
"BRING IT, UGLY!"

Arbiter:
Swift to begin Judgement of Protection. AC 19
STANDARD: Ready an action to Rage + attack if he comes in range

Lucerne Hammer 1d20 + 7 ⇒ (20) + 7 = 27
---> Damage 1d12 + 7 ⇒ (12) + 7 = 19

Crit Confirm 1d20 + 7 ⇒ (13) + 7 = 20
---> Total Damage 19 + 1d12 + 7 ⇒ 19 + (10) + 7 = 36

5' step to B.10
Holds weapon readied at Rix


Active Combatant: Syken

Round 1
Rix seems to laugh silently before advancing forward. Once farther into the middle of the arena, he tilts his head up and puts his arms out to the side a bit.

The area around him seems to grow dark and cold, as if the light and heat around him is being stolen. A similar darkness wraps itself around Rolg, growing far colder than anything natural.

Moved to H10, and you'll need a fort save.

GM:
Standard action to use Interstellar Void for 2d6. Fort save 14 for half damage.
.
Interstellar Void: 2d6 ⇒ (1, 2) = 3
.
Wow, talk about damage.


Rix Only:
And that is why people use save or lose spells XD


Active Combatant: Syken

GM:
Well, when it does 20d6, with the possibility of exhausting and stunning the opponent if they fail the save, hopefully it'll be more useful :P

Also, that should be all for my turn.


ROLG THE RED

Arbiter:
Fort 1d20 + 8 ⇒ (12) + 8 = 20; +4 if its a spell or spell-like ability.

I'll wait to know what affects Rolg experiences before posting my actions.


Active Combatant: Syken

Nothin' special regardless of success or failure actually :/ You'll take some (very minor) damage.


Rolg takes a point of cold damage. Brr.


ROLG THE RED

:: Round 1 ::

"Du har å være fleiper med dette møkk!"

In an instant the dwarf has doubled his size, his hammerhead racing down on Rix like a meteor.

Dwarven:
"You gotta be joking with this crap!"

Arbiter:
Swift: Enlarge: 5/6 remaining
FREE: Rage
STANDARD: Ready an action to Rage + attack if he comes in range
AC 15; CMD 17
HP 30/30

Enlarge + reach should make him threaten up to G.10 or so.

rolls:
Lucerne Hammer 1d20 + 7 ⇒ (17) + 7 = 24
---> Damage 2d6 + 9 ⇒ (5, 5) + 9 = 19

Double in size (to occupy K/L 9/10)
Attack Rix.
Attack 24; Damage 19


ROLG THE RED

Oh, and he's raging..


ROLG THE RED

And actually, my damage was 1d6 low due to a typo

Actual damage: 19 + 1d6 ⇒ 19 + (2) = 21


Rolg Only:
Well, you are in range to hit him, and that's what you said Rolg was doing, so I'm going to assume you just went with a standard attack instead of a readied action (technically if you prepped the 'comes in range' trigger while he was already in range, it wouldn't go off).

Rolg brings down the enormous hammer with both power and precision, smashing into Rix's chest as he attempts to dodge and crushing several ribs. Rix is barely standing.


ROLG THE RED

Arbiter:
It totally took me reading a second time to figure out what you were talking about. Yes, a regular attack is what I meant. That "ready an action" is a carry-over from my last post. (I keep a text editing doc open wiht my last post on it; it can mean quicker posting... apparently it can also mean confusing posts if I'm not careful)

I'll be more careful in the future.

Also, Rolg's HP is 29/30.. not full... sigh


ROLG THE RED

The spoilers are a non-related posting discussion. Rix the pancake is definitely up. :)


Active Combatant: Syken

Round 2... and sheesh, that hurt XD

Rix reels back from the strike. As he regains his balance, he turns back toward his opponent, still shaking as if with laughter, though making no sound. After a moment, the laughing causes blood to come from his mouth, at which point, he tilts it back, mouth wide, as if roaring in laughter, though still making no noise. He is making an XD face basically, just silent and with lots of blood :P

Gripping the morningstar firmly in both hands, green energy begins to consolidate upon his hands, and flows out into the weapon, just as he swings it upward at Rolg.

GM:
Swift action to activate Elemental Assault, dealing acid damage, then swinging the morningstar two-handed. Hopefully he can land at least one solid hit.
.
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Acid Damage: 1d6 ⇒ 2

He swings recklessly however, seemingly too distracted by his own laughter at the battle.

Pretty confident a 9 is not going to hit. Rolg's up.


ROLG THE RED

Rix should have been 10 feet from Rolg. Do i get an AoO for him closing?


Active Combatant: Syken

Wait, K/L 9/10? Didn't you start up at A? I don't think it would make much difference, you'd just have to charge, but are you using a reach weapon in addition to being large size? Otherwise, at most he should only need a 5-foot step, yes?


ROLG THE RED

Ok. Sheesh. I had my map position all screwed up. That last round (despite having gotten my position correct during the surprise round) I placed myself down on your side of the map.
.
That being the case, your move to H.10 still put you in range of my first full round of actions, those being to position Rolg 10 feet away from Rix, Enlarge, then Rage strike.
.
Given that only my positioning was wrong for that last round, do you two want to just say Rolg was in D/E 9/10 for this last round? That would still provoke an AoO.
.
Or, since i was the one to make the mistake, would it be preferred that Rix be placed next to Rolg at no penalty and we just move on?.


ROLG THE RED

And yes, I'm using Enlarge + a reach weapon.


Active Combatant: Syken

I'm fine with saying you're in D/E 9/10. In that case though, I'll need to revise some actions.

GM:
Going to attempt to cast Ill Omen defensively then. If it succeeds, I'll move up to Rolg, provoking the AoO. If it doesn't then I'll simply 5-foot step forward.
Concentration Check: 1d20 + 5 ⇒ (4) + 5 = 9
Unsuccessful. So, just going to 5-foot step forward.

Raising a hand, Rix begins casting a spell, but seems to lose concentration, causing it to fail. Snickering to himself, he simply advances forward a short distance, heedless of his injuries.

5-foot step forward, placing me G10.
.
Pretty sure Rix is losing this. Could have done some smarter things here I think, but eh, it happens :P


ROLG THE RED

Sounds good.
:: Round 2 ::

Rolg is about to make a smart remark when a sweeping wave of disorientation washes over him. It's almost as if just moments ago he felt as if he were on the other side of the arena… but that can't be right. He staggers back a step, and his strike at the ugly Rix is thrown wide.
:D

Arbiter:
No change in HP/AC/CMD

rolls:
Lucerne Hammer 1d20 + 7 ⇒ (2) + 7 = 9
---> Damage 3d6 + 9 ⇒ (1, 5, 1) + 9 = 16

5' step back to C/D 9/10, then Lucerne Hammer attack.
Attack: 9; Damage: 16


Active Combatant: Syken

Do you threaten 20 feet away with a reach weapon while large, or only 15? I'm guessing just 15 or you'd have been further back?


ROLG THE RED

Spiked gauntlets threaten the first 10; the Lucerne hammer threatens out to 20... unless i have a misunderstanding of how large size and reach weapons work together.


Eben is correct, there's a good guide for space and reach here.


Active Combatant: Syken

Wait, am I 15 or 20 feet away? Specifically, if I 5-foot step away (let's say to H11, as the farthest distance), would I be out of threatened range? I'm unsure of positioning exactly, and whether you're attacking from max range or a bit less.


ROLG THE RED

I have tried to keep 10 feet between your space and Rolg's. Basically, if I've positioned myself correctly, you can't 5' step forward or backward and not be threatened. At least that was my intention.


ROLG THE RED

Or, more succinctly, you're 15' away.


Active Combatant: Syken

Gotcha. Which means I couldn't even withdraw, huh? Clever. In that case...

GM:
Gonna attempt Ill Omen again defensively (this'll be my third spell out of 5).
Concentration: 1d20 + 5 ⇒ (18) + 5 = 23
That'll do.

Raising his hand once more, Rix attempts to cast again. This time, he manages to succeed without letting his guard down, and a virulent black and purple light spreads from his hand. A similar effect condenses upon Rolg, binding itself to him with an ominous sense.

As it settles, Rix moves forward.

Moving to E10, provoking an AoO. Assuming you take it, you'll need to roll twice on the attack and use the worse result. If you don't take the AoO, it'll stick around 'til your next d20 (with an additional caveat that I'll need to ask Jehova about). Meanwhile though, if not dead at the end of the move, your turn, or if I am... your turn still :P

GM:
Okay, so this thing. Ill Omen. It allows for the opponent to negate one of the rerolls, if they are aware of the effects and points out spellcraft as a possibility for identifying it. This might need some adjudication on whether or not Rolg or other opponents would recognize it. Probably not gonna matter here though, as I expect Rolg will still take the AoO and use up the effect.

Edit: Sorry, meant to say E9.


ROLG THE RED

Rolling twice and taking worst attack roll on the AoO it is... can i ID the spell with Spellcraft?
If so...
1d20 + 4 ⇒ (19) + 4 = 23

AoO:
1d20 + 7 ⇒ (9) + 7 = 16
- Or -
1d20 + 7 ⇒ (13) + 7 = 20
---> damage 3d6 + 9 ⇒ (1, 5, 6) + 9 = 21

AoO Attack: 16; Damage: 21


Active Combatant: Syken

Jeez, your damage is absurd. Fortunately, 16 will not hit me, so I get to stand for another 3 seconds or so. 23 should identify the spell though... that being the case, I'm not sure how exactly we'd handle it but I'm guessing it would basically just be you getting all the relevant information about it.

Eben:
And the spell is this. The thing I was asking Jehova about was if there was a way people could identify the negate through things other than spellcraft or just how it should be handled in general.

V Fix'd: Put the bold tags and forgot the url tags ^_^;


That's how we'll be playing it, with spellcraft to identify (I would have asked for a check but I hadn't realized/remembered that Rolg had it trained). Also Rix, I think your link is broken.

The crowd cheers wildly as Rolg smashes the ground around Rix, stirring up a good deal of dust. Many of them having seen Rolg in action before, and are impressed that Rix survived the initial blow, but nobody seems to think Rix has much of a shot at defeating the dwarf.


Active Combatant: Syken

Whoops, yeah, fixed that up.


ROLG THE RED

:: Round 3 ::

Rolg roars as his opportunity attack misses, his rage compounding at the ugly man's effective use of some kind of ill omen.

"Du tror det vil være lettere på nært hold, Stygg?! Trappe opp, da!!!"

Dwarven:
"You think it'll be easier up close, Ugly?! Step up, then!!!"

The lucerne hammers returns to its original size as it crashes down into the sand of the arena, and the dwarf grins wickedly as he reaches back to grab the handle of the massive axe peeking over his shoulder. In one smooth but viciously-fast movement, Rolg rips it from its resting place and brings it screaming down on the ugly little man.

Arbiter:
Swift: change to Judgement of Justice (+1 attack rolls)
Free: Drop lucerne Hammer
Move: Draw Mwk Large Dwarven War Axe
Attack

HP 29/30
AC 14; CMD 17

Rage 5/8 left; Enlarge 3/6 left

rolls:
Large Dwarven War Axe 1d20 + 6 ⇒ (20) + 6 = 26
---> Damage 3d8 + 9 ⇒ (1, 1, 2) + 9 = 13

Crit Confirm 1d20 + 6 ⇒ (13) + 6 = 19
---> total Damage 13 + 3d8 + 9 ⇒ 13 + (1, 6, 5) + 9 = 34

Drop Lucerne Hammer; Draw Large-sized Dwarven War Axe; attack.
Attack 26; Damage 13 <-- Possible Crit
Confirm Attack 19; Total crit damage 34


Active Combatant: Syken

Crit won't confirm, but that'll down me. The end. Rix's first battle in the arena was not so smooth :P


The scary looking fellow topples over, blood staining the sand and Rolg's gigantic axe. The dwarven ginger stands triumphant once again, and the crowd shows their appreciation with a lot of shrieking and at least one call of "LET ME TOUCH YOUR BEARD".


ROLG THE RED

As the ugly man's now-lifeless form pumps its vital fluids into the sands, Rolg takes one more moment to roar his victory at it.

Then he looks up at the crowd, letting his battle fury subside… he leaves the huge blade of the axe buried in the ground as he takes a few minutes to posture and pose for the crowd. It's as much comical as it is impressive. After all, a flame-headed square can only be so intimidating.

The requests to touch the beard are lost on the dwarf; all he hears is rounds of gibberish… if gibberish he chooses to believe is praise. After a minute of basking in the victory, he rips the axe from the ground, cleaning the blood on his fallen foe's clothes, then slinging it once again across his back. He grabs his fallen hammer, wipes off the sand, and hefts it once more at the crowd before retreating back into the darkness of his north-side arena entrance.

Yah, the dice were with me on that one. Good fight, Rix.


So uhh... Rix, you wanna roll for stabilization?


Active Combatant: Syken

Rolg did no final blow? Well, I'm pretty sure I'm not going to be getting back up anytime soon, so stabilization sounds unnecessary.


Still, the fight is not technically over. I should probably institute some sort of Divine Congratulations type thing where you know automatically once you've won the fight, to prevent this sort of thing...


ROLG THE RED

Rolg wold only have left if the fight was over. Would his leaving have been seen as quitting? And would Rolg have known that before he walked in? (this is an issue of lack of player knowledge; I certaily wouldn'thave had Rolg walk out if I'd have known an actual killing blow was necessary).
.
Let me know.


No no, Rolg didn't quit, and we can basically assume we just took his cdg and left, I just want to make sure we set something up so that people know exactly when they've killed their opponent, and don't just assume it based on the amount of blood :P

Rolg Wins!

Community / Forums / Online Campaigns / Play-by-Post / [Jehova's Arena, Test] Fight the Eleventh, Rix vs. Rolg All Messageboards

Want to post a reply? Sign in.