5th Mendevian Crusade Group 1 (Inactive)

Game Master Brian Minhinnick


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Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf cast fly upon himself and climbs into the air moving into a position so he can charge the thing in combat with the ankylosaurus from the rear.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Seeing Kenan climb to find a firing angle Crissor looks to do the same.

climb
1d20 + 3 ⇒ (9) + 3 = 12


Need Kenan, Sirhan and Sigmund.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kenan fires at the undead behind the ankylosaurus.

Arrow 1: 1d20 + 16 ⇒ (17) + 16 = 33 Damage: 1d8 + 10 + 1d6 ⇒ (2) + 10 + (3) = 15
Arrow 2: 1d20 + 16 ⇒ (13) + 16 = 29 Damage: 1d8 + 10 + 1d6 ⇒ (2) + 10 + (3) = 15
Arrow 3: 1d20 + 11 ⇒ (8) + 11 = 19 Damage: 1d8 + 10 + 1d6 ⇒ (6) + 10 + (2) = 18


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Sigmund stays where he is an uses Touch of Good on Kenan.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Would Sirhand get 2 tries to break free with the Haste, also would Sirhan be able to bite the undead.

CMB 1d20 + 10 ⇒ (12) + 10 = 22


Round 3 Recap

The clawed undead digs its fingers further into Sirhan, attempting to kill the oracle. Another of the clawed undead appears on the far side of the ankylosaurus, swiping at it with long bony fingers.

Initiative 17

Crissor moves up the stairs to the spot behind Yarra.

Initiative 16

The young ankylosaurus smashes out at the advancing undead taking advantage of its reach, but cramped and plagued by spiders misses again before taking more damage from the creatures claws. Maddened it lashes out almost randomly again striking the wall above the undead's head.

Yarra attacks the creature grappling Sirhan again her fangs crunching bone once more.

Hallf cast fly upon himself and climbs into the air moving into a position so he can charge the thing in combat with the ankylosaurus from the rear.

Initiative 15+

Haste attack: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d8 + 10 + 1d6 ⇒ (3) + 10 + (6) = 19

Kenan fires at the undead behind the ankylosaurus. Three of his arrows strike home.

You're hasted don't forget. Dude, you're a damage machine. Clustered shots is BRUTAL.

Initiative 15-

Peitry settles into the rhythm of casting and sends four force missiles streaking into the newly arrived undead. The four missiles twine around each other over the heads of the party before thwipping into the undead leaving four holes in its shoulders.

Initiative 11

Sirhan continues to struggle in the grip of the clawed undead.

No Sirhan. Haste doesn't actually give you extra actions. You can either A) attempt to break free, or B)Take a full attack with a light/natural weapon at a -2 each. So if you forgo trying to escape you can make two bite attacks (1 from haste) with a -2 on both.

Initiative 3

Sigmund stays where he is an uses Touch of Good on Kenan.

End of Round 3
-------------------
Begin Round 4

Initiative
R 20
Crissor 17
Hallf 16
Kenan 15+
Peitry 15-
Sirhan 11
Sigmund 3

Initiative 20

The undead on Sirhan continues to shred him with its claws.

Grapple: 1d20 + 22 ⇒ (5) + 22 = 27
Constrict: 1d6 + 7 ⇒ (2) + 7 = 9
Claw damage: 1d8 + 7 ⇒ (7) + 7 = 14

The most recently arrived undead continues to claw the dinosaur in front of it, the flying one remains out of reach.

Claw 1: 1d20 + 14 ⇒ (18) + 14 = 32
Claw damage: 1d8 + 7 ⇒ (6) + 7 = 13
Claw 2: 1d20 + 14 ⇒ (4) + 14 = 18

Everybody's up

Map


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Round 4, Init 16
AC 16
Conditions: Haste on Yarra and Hallf (7 rounds), Greater Magic Fang on Yarra (7 hours), Extended Reduce Animal Yarra (14 hours), Bull's Strength on Yarra (7 minutes)

Spells:

0th: Create Water, Detect Magic, Ghost Sound, Light
1st: Calm Animals*, Faerie Fire, Faerie Fire, *Endure Elements, *Endure Elements, Cure Light Wounds
2nd: Feather Fall*, *Bull's Strength, Bull's Strength, Barkskin, *Reduce Animal, Reduce Animal
3rd: *Fly*, Delay Poison, *Greater Magic Fang, Daylight
4th: *Summon Nature's Ally IV*, Freedom of Movement, Neutralize Poison

Yarra again snaps at the undead grappling Sirhan using her magically enhanced speed to her advantage.

The ankylosaurus sways unsteadily, but remains just able to stand, and Hallf pounces down upon its foe from above unleashing a furious torrent of claws and fangs! With it foe distracted the ankylosaurus bellows and takes one last swipe at its terrible foe, but blinded by its own blood and panic the gormless creature simply smashes the rock again.

Yarra PA vs Clawthing: 1d20 + 10 ⇒ (3) + 10 = 13Damage: 1d8 + 23 ⇒ (3) + 23 = 26
Yarra Haste PA vs Clawthing: 1d20 + 10 ⇒ (14) + 10 = 24Damage: 1d8 + 23 ⇒ (8) + 23 = 31

Hallf Talon PA: 1d20 + 14 ⇒ (13) + 14 = 27Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Hallf Talon PA: 1d20 + 14 ⇒ (7) + 14 = 21Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Hallf Haste Talon PA: 1d20 + 14 ⇒ (20) + 14 = 34Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Hallf bite PA: 1d20 + 14 ⇒ (15) + 14 = 29Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Hallf Foreclaws PA: 1d20 + 14 ⇒ (7) + 14 = 21Damage: 1d4 + 7 ⇒ (2) + 7 = 9

Young Ankylosaurus PA: 1d20 + 9 ⇒ (3) + 9 = 12 Damage: 2d6 + 15 ⇒ (4, 2) + 15 = 21

Young Ankylosaurus:

N Large animal
Init +2; Senses low-light vision, scent; Perception +14
DEFENSE

AC 23, touch 11, flat-footed 21 (+12 natural, –1 size, +2 dex)
hp 1/75 hp (10d8+30)
Fort +12, Ref +9, Will +4
OFFENSE

Speed 30 ft.
Melee tail +13 (2d6+9 plus stun)
Space 10 ft.; Reach 10 ft.
STATISTICS

Str 23, Dex 14, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +14; CMD 27 (31 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
SPECIAL ABILITIES
Stun (Ex)

The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kenan fires again at the undead behind the ankylosaurus.

Arrow 1: 1d20 + 13 ⇒ (2) + 13 = 15 Damage: 1d8 + 10 + 1d6 ⇒ (8) + 10 + (5) = 23
Arrow 2: 1d20 + 13 ⇒ (16) + 13 = 29 Damage: 1d8 + 10 + 1d6 ⇒ (1) + 10 + (1) = 12
Arrow 3: 1d20 + 13 ⇒ (12) + 13 = 25 Damage: 1d8 + 10 + 1d6 ⇒ (8) + 10 + (5) = 23
Arrow 4: 1d20 + 18 ⇒ (4) + 18 = 22 Damage: 1d8 + 10 + 1d6 ⇒ (2) + 10 + (3) = 15


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

With a better line of sight and Crissor aims carefully and prays for the power to smite the undead thing fighting the ankylosaurus.

attacking the same target as Kenan, using Daybreak arrows

attack one
1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19

damage
1d8 + 3 + 1 + 1 + 7 + 1d6 ⇒ (4) + 3 + 1 + 1 + 7 + (6) = 22

attack two
1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22

damage
1d8 + 3 + 1 + 1 + 7 + 1d6 ⇒ (3) + 3 + 1 + 1 + 7 + (1) = 16

attack three
1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

damage
1d8 + 3 + 1 + 1 + 7 + 1d6 ⇒ (2) + 3 + 1 + 1 + 7 + (4) = 18

hasted attack
1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

damage
1d8 + 3 + 1 + 1 + 7 + 1d6 ⇒ (1) + 3 + 1 + 1 + 7 + (6) = 19


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Round 4
Hands: Shield & Holy Symbol
AC 20
HP 52/52
Conditions: daybreak arrow (Kenan, Crissor) [70 min], heroism (Sirhan) [70 min], remove fear (Kenan, Yarra) [10 min], weapon of awe (Kenan)[7 min]

Spells:

Channel Energy 8/8
Touch of Glory 8/8
Touch of Good 5/8

Spells. CL 7. DC 15/16/17/18. Conc +12. * = cast.
0th: create water, detect magic, light, stabilize.
1st: (6+1) shield of faith (D), bless, *hide from undead, *remove fear, sanctuary, weapons against evil x2
2nd: (4+1) bless weapon (D), *consecrate, ghostbane dirge, remove paralysis, *weapon of awe
3rd: (3+1) *heroism (D), *daybreak arrow, daylight, searing light
4th: (2+1) holy smite (D), death ward, restoration

Kenan had +3 (touch of good) and Crissor has another +2 (heroism) on their round 4 attacks.

Sigmund is concerned about the choking claws of the skeletal undead, but is too far away with no clear path to assist Crissor. He prays for the best, and continues to augment the archers.

Casting another spell, Kenan's bow takes on an angry red-orange shimmer, sparks popping and shooting off it like a grinding wheel.

Weapon of Awe @ Kenan's bow. +2 sacred damage. Inflicts 1 round shaken on critical hit, no save.


Waiting on Sirhan and Peitry.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Sirhan trys to break the grasp of the undead.

CMB 1d20 + 10 ⇒ (7) + 10 = 17


Spells:
CL 7, 8 evocation, DC 15 + spell level + 1 evocation. (*=Evocation), (*)=Cast
Cantrips; 4 At will. Detect Magic, Detect Undead, Ray of Frost* (1d3+2), Read Magic
1st 5+1; Burning Hands* (5d4+2 DC 18), Detect Secret Doors, Grease, Magic Missile x2 (*), Protection from Evil, Shield (7 rds).
2nd 5+1; Glitterdust, Flaming Sphere*, Knock, Scorching Ray* (2 rays, 4d6(+2to one)) x2(*), See Invisibility.
3rd 3+1; Dispel Magic, Fireball* (7d6+2, DC 19), Fly(*), Haste(*).
4th Black Tentacles, Lightning Bolt, Shout.

Pearl of Power lvl 1 0/1
Arcane Bond 0/1
Versatile Evocation 1/7
Enhance Scroll 0/1

ASF: 1d100 ⇒ 25

Grimacing at the sight of Sirhan being clawed and chocked to death Peitry turns to Sigmund. "Get closer and aid him cleric!" he says, launching into a spell and touching Sigmund, granting him the ability to fly.

Cast fly on Sigmund.


Round 4
Initiative 17

With a better line of sight and Crissor aims carefully and prays for the power to smite the undead thing fighting the ankylosaurus. His first arrow drops the undead, blowing its head off. He redirects his other shots into the doorway, trying to hit the thing grappling Sirhan. He manages to sink one shaft into its shoulder, the radiant energy of the enchanted arrow sizzles as it burns away his flesh.

Initiative 16

Yarra again snaps at the undead grappling Sirhan using her magically enhanced speed to her advantage. Her teeth finally catch it by the head, ripping the skull from its spine. The creature's hands spasm and release Sirhan as it slumps to the floor.

End Combat.

Everyone gets 4000 XP.

Time still matters here, you guys obviously set off some kind of magical ward when you stepped onto the stairs. There's just no immediate threats present. So go ahead and act freely, I'll interrupt if something changes.

The stairs continue upward passt Hallf at their steep angle before making a hairpin turn to the west thirty feet or so farther up. There is a zombie in the room where the clawed undead was, but thanks to Sigmund's spell it's unable to perceive the group.

Map


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Flying well above the stairs Hallf moves up to the corner straining his ears for signs of movement and then peers around.

Below him the badly wounded ankylosaurus unable to get to the zombie who Hallf is not considering a viable enemy at the moment anyway squeezes its way up the stairs...

Perception: 1d20 + 22 ⇒ (18) + 22 = 40
Stealth: 1d20 + 4 ⇒ (9) + 4 = 13


Did that 4k not put you guys over to 8th level?

He hears nothing and then sees that the stairs go another short way before doing another hairpin turn.

Map


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

We need another 2 rounds I believe. I have it as 32630/34000.


K, is Hallf continuing up? If so I'll DMPC everyone to follow him at like 40'.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf growls for Yarra to follow on, thinking the zombie can be dealt with later and that they might as well take advantage of Sigmund's hide from undead spells.


"C'mon guys, let's keep moving!" Peitry goes up the stairs after the druid, staying close.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Yes, keep moving. The longer we are in this bottleneck, the more vulnerable we are.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

"Let's keep going


Hallf continues up the stairs and comes to another landing. There is another small guard chamber, whose door is open. Inside he can barely see what appears to be another zombie. It's completely oblivious to him. The rest of the party follows Hallf at a reasonable distance. The stairs continue up, doubling back on themselves again.

Map


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Flying high enough that he judges nothing can grab him that is upon the stair - if that is possible - Hallf ascends planning to head back and inform the group if the turn is safe or if it is dangerous. Still straining his senses and trying to move stealthily.


The keep proper is above and behind him. Flying up he can see that the front door is missing, and inside only darkness awaits.

It's dim light outside, but full dark inside. You'll need a light source.

Map


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Moving back around the corner Hallf casts ghost sound and says,

"Darkness ahead in keep. I will not lead too easy to hit. Can cast daylight made long with rod, on Sirhan perhaps?"


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

even my darkvision can't pierce this darkness?


I never said that. Hallf doesn't have darkvision. Do you want to go up and look in the door Crissor?


*poke* Lets keep this moving people! I put a lot of time into this fort, go in and conquer it!


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

On Stair
Hands: Shield & Holy Symbol
AC 20
HP 52/52
Conditions: daybreak arrow (Kenan, Crissor) [69 min], daylight (Sigmund) [70 min], heroism (Sirhan) [69 min], remove fear (Kenan, Yarra) [9 min], weapon of awe (Kenan) [6 min]

Spells:

Channel Energy 8/8
Touch of Glory 8/8
Touch of Good 5/8

Spells. CL 7. DC 15/16/17/18. Conc +12. * = cast.
0th: create water, detect magic, light, stabilize.
1st: (6+1) shield of faith (D), bless, *hide from undead, *remove fear, sanctuary, weapons against evil x2
2nd: (4+1) bless weapon (D), *consecrate, ghostbane dirge, remove paralysis, *weapon of awe
3rd: (3+1) *heroism (D), *daybreak arrow, *daylight, searing light
4th: (2+1) holy smite (D), death ward, restoration

"That I can do. Sirhan do you wish to carry the light or shall I?"

Sigmund casts Daylight, either upon Sirhan's sword, or upon his own shield.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kena opens his locket hanging around his neck, to let the continual flame inside enlighten the area in front of him.


Okay, so now you've got light standard marching order going in? Sirhan, Hallf, Yarra, Kenan, Sigmund, Pietry, Crissor?


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

"we should both have one, even though I can see in the dark some creatures are startled by the light.. Sirhan cast light on his shield and nods at Sigmund


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf nods and casts a light spell upon Yarra's saddle, before taking up his place behind Sirhan,

"Very well I save daylight."


All light up like christmas the crusaders make their way into the entrance of the fort. Sirhan can see a zombie standing in the hallway about fifteen feet in. Just past it the hallway splits into a four way intersection. Further down south, he can see it opens up into some kind of chamber with a long feasting table in it. The table is littered with cobwebbed, dust covered, broken, scattered cutlery and dishware. The zombie looks up at the light, but is unable to perceive the group.

Map

What are you going to do about the zombie? It can't see you, but its in the way.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Pressing up behind against the above Sirhan's head Hallf positions himself to charge, casts barkskin upon Yarra and whispers,

"On three strike. Surprise and kill. Yarra front."

Yarra tears into the zombie while Hallf swoops into it from above slashing and biting with claws and fangs.

All attacks are slashing.

Yarra PA Bite: 1d20 + 11 ⇒ (19) + 11 = 30 Damage: 1d8 + 23 ⇒ (3) + 23 = 26

Hallf Claw PA: 1d20 + 11 ⇒ (1) + 11 = 12 Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Hallf Claw PA: 1d20 + 11 ⇒ (13) + 11 = 24 Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Hallf Bite PA: 1d20 + 11 ⇒ (20) + 11 = 31 Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Hallf Foreclaws PA: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 1d4 + 7 ⇒ (2) + 7 = 9

I think Sirhan can use his steel scarf to attack with reach and Yarra does more damage with a single attack so hope you don't mind me pushing her up front hopefully we can just destroy this thing in the surprise round.


Ceilings are 10' by the way. Walls and floor are worked stone.

Initiative:

Crissor:1d20 + 4 ⇒ (12) + 4 = 16
Peitry:1d20 + 2 ⇒ (9) + 2 = 11
Sirhan:1d20 + 3 ⇒ (3) + 3 = 6
Sigmund:1d20 + 0 ⇒ (14) + 0 = 14
Kenan:1d20 + 4 ⇒ (17) + 4 = 21
Hallf:1d20 + 4 ⇒ (6) + 4 = 10
SD:1d20 + 8 ⇒ (1) + 8 = 9
B:1d20 + 5 ⇒ (3) + 5 = 8
R:1d20 + 7 ⇒ (20) + 7 = 27

Initiative
??? 27
Kenan 21
Crissor 16
Sigmund 14
Peitry 11
Hallf 10
??? 9
??? 8
Sirhan 6

Pressing up behind against the above Sirhan's head Hallf positions himself to charge, casts barkskin upon Yarra and whispers,

"On three strike. Surprise and kill. Yarra front."

Begin Surprise Round

If Kenan, Crissor, Sigmund or Peitry want to do something before Hallf does they can. If you want him to go first you can ready an action or delay.

Map


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Round 1, Init 14
Hands: Shield & Holy Symbol
AC 20
HP 52/52
Conditions: daybreak arrow (Kenan, Crissor) [69 min], daylight (Sigmund) [70 min], heroism (Sirhan) [69 min], remove fear (Kenan, Yarra) [9 min], weapon of awe (Kenan) [6 min], fly (Sigmund) [6 min], weapons against evil (these weapons) [7 rnd]

Spells:

Channel Energy 8/8
Touch of Glory 8/8
Touch of Good 5/8

Spells. CL 7. DC 15/16/17/18. Conc +12. * = cast.
0th: create water, detect magic, light, stabilize.
1st: (6+1) shield of faith (D), bless, *hide from undead, *remove fear, sanctuary, *weapons against evil x2
2nd: (4+1) bless weapon (D), *consecrate, ghostbane dirge, remove paralysis, *weapon of awe
3rd: (3+1) *heroism (D), *daybreak arrow, *daylight, searing light
4th: (2+1) holy smite (D), death ward, restoration

DM: Not to ruin the fun, but the Hide from Undead spell is gone. It ended when one of us attacked. If you rule that it simply breaks the ward for the undead creatures in the area when the attack took place, and reforms when they are dead (up to the duration), that's OK by me.

Teammates: remember that the long-duration buffs I cast are still active on you (see my status).

Sigmund will cast Weapons Against Evil, enchanting the party's armaments further in the fight against the foul undead.

Weapons against evil: Sirhan's & Sigmund's swords, Kenan & Crissor's bows, and Sirhan, Hallf, and Yarra's bites.


Doh! Then I'll just assume you guys offed all the zombies on the steps. We'll say for the sake of easiness that you got the drop on this one too, so we're still in the surprise round.


If Kenan, Crissor and Peitry haven't acted by tomorrow I'll assume they are readying actions to attack with whatever weapon they have in hand, or delaying.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kenan will delay since he can't see the Zombie.

Delay Action:
Move forward into firing position


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Crissor focuses on his bond with his bow and will ready to attack the zombie on signal and still use the daybreak arrows.

attack one
1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14

damage
1d8 + 3 + 1 + 1 + 1 + 1d6 ⇒ (5) + 3 + 1 + 1 + 1 + (4) = 15

attack two
1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29

damage
1d8 + 3 + 1 + 1 + 1 + 1d6 ⇒ (2) + 3 + 1 + 1 + 1 + (5) = 13

attack three
1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13

damage
1d8 + 3 + 1 + 1 + 1 + 1d6 ⇒ (5) + 3 + 1 + 1 + 1 + (2) = 13


There's a wall between Crissor/Sigmund and Hallf/Yara. The stairs double back on themselves there.

Surprise Round
Initiative 14

Sigmund casts Weapons Against Evil, enchanting the party's armaments further in the fight against the foul undead.

Initiative 10

Pressing up behind against the above Sirhan's head Hallf positions himself to charge, casts barkskin upon Yarra and whispers,

"On three strike. Surprise and kill. Yarra front."

Yarra tears into the zombie destroying it. A shadowy figure emerges halfway from the wall and bites Yarra. "Remember me?" it thinks into your heads.

Readied bite (flat footed, touch): 1d20 + 11 ⇒ (4) + 11 = 15
Damage (1d6 is cold): 1d8 + 1d6 ⇒ (6) + (3) = 9

Presumably...

Hallf bites and claws the demon, hitting it twice. Are you under magic fang right now Hallf?

Initiative 10-

Kenan moves into the spot that Hallf vacated.

Initiative 6

Sirhan fires his steel scarf at the demon.

Attack: 1d20 + 12 ⇒ (15) + 12 = 27

The bladed scarf hits but passes right through the fiend.

End of Surprise Round
----------------------------
Begin Round 1

Initiative
Shadow Demon 27
Crissor 16
Sigmund 14
Peitry 11
Hallf 10
Kenan 10-
??? 9
??? 8
Sirhan 6

Round 1
Initiative 27

The shadow demon tears into Yarra.

Bite (touch): 1d20 + 11 ⇒ (6) + 11 = 17
Damage (1d6 is cold): 1d8 + 1d6 ⇒ (6) + (6) = 12
Claw (touch): 1d20 + 11 ⇒ (19) + 11 = 30
Damage (1d6 is cold): 1d8 + 1d6 ⇒ (2) + (2) = 4
Claw (touch): 1d20 + 11 ⇒ (9) + 11 = 20
Damage (1d6 is cold): 1d8 + 1d6 ⇒ (5) + (5) = 10

Then it withdraws into the wall.

Crissor, Sigmund, Peitry, Hallf and Kenan can act.

Hallf and Yarra are in the same square, the demon emerged from the wall directly east of the dead zombie.

Map


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Round 1, Init 14
Hands: Shield & Holy Symbol
AC 20
HP 52/52
Conditions: daybreak arrow (Kenan, Crissor) [69 min], daylight (Sigmund) [70 min], heroism (Sirhan) [69 min], remove fear (Kenan, Yarra) [9 min], weapon of awe (Kenan) [6 min], fly (Sigmund) [6 min], weapons against evil (these weapons) [6 rnd]

Spells:

Channel Energy 8/8
Touch of Glory 8/8
Touch of Good 5/8

Spells. CL 7. DC 15/16/17/18. Conc +12. * = cast.
0th: create water, detect magic, light, stabilize.
1st: (6+1) shield of faith (D), bless, *hide from undead, *remove fear, sanctuary, *weapons against evil x2
2nd: (4+1) bless weapon (D), *consecrate, ghostbane dirge, remove paralysis, *weapon of awe
3rd: (3+1) *heroism (D), *daybreak arrow, *daylight, searing light
4th: (2+1) holy smite (D), death ward, restoration

"Ah, brightness! It's the creature from the border."

Taking advantage of the flight bestowed upon him by Pietry, Sigmund moves forward, bringing his Daylight-imbued shield up above Kenan. He braces himself on the back wall, trying to illuminate as much of the hallway as possible.

In his other hand, he holds his holy symbol prominently, prepared to strip away some of the demon's defenses. He does not see it, but knows that it was incorporeal the last time they fought it.

"Strike it once my spell takes hold. It will be vulnerable then, but steel yourself. Its shriek is horrifying."

Move action: fly to U18. Standard Action: Ready to cast Ghostbane Dirge (Will DC 16) on the shadow demon when it appears.

Remove fear is still active on Kenan & Yarra, giving them +4 vs fear effects.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

A readied action sets its initiative, so if attacked after Yarra did she should be ahead of it in the order shouldn't she? Meaning it would still be out on her turn. Also if its attacking out of the wall as you describe I believe the rules call for a 50% miss chance, by my read its either in a different 5ft. square or has a 50% miss chance.

Incorporeal creatures and Objects:
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Hallf does not bother attacking the creature which, though he does not recognize it, he believes is almost certainly incorporeal, reasoning his nonmagical attacks will have no effect, instead he begins to summon stepping forward.

On Hallf's turn. He still has a standard, but that will depend upon what happens with Yarra.

A goat legged man with horns appears and Hallf orders,

"Demon in wall, when out suggest it stops fighting for a moment since it kills us anyway might as well tell us about the other things in this place."

The Satyr nods and readies himself setting its pipes to its lips and as soon as the Shadow Demon emerges again it plays and suggests,

"Since you are bound to kill us anyway demon, I suggest you stop attacking for a while and tell us of the other inhabitiants of this place we shall never see."

Suggestion DC 18. SU so not subject to SR.

Satyr:

CN Medium fey
Init +2; Senses low-light vision; Perception +18
DEFENSE

AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 44 (8d6+16)
Fort +4, Ref +8, Will +8
DR 5/cold iron
OFFENSE

Speed 40 ft.
Melee dagger +8 (1d4+4/19–20), horns +1 (1d6+1)
Ranged short bow +6 (1d6/×3)
Special Attacks pipes

Spell-Like Abilities (CL 8th)

At will—charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)
1/day—fear (DC 18), summon nature's ally III
STATISTICS

Str 18, Dex 15, Con 19, Int 12, Wis 14, Cha 19
Base Atk +4; CMB +6; CMD* 18
Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse
Skills Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, Knowledge (nature) +10, Perception +18, Perform (wind instruments) +19, Stealth +17, Survival +7; Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan
SPECIAL ABILITIES
Pipes (Su)

A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.


Delaying moves your initiative, but a readied action does not as far as I know. I've been running readied actions that way all along, but I can't look it up at the moment. Now that being said, It readied to emerge from the wall part way (free action, equivalent of 5') and attack in the surprise round. When Yarra moved forward to kill the zombie it triggered that attack. It was partially out of the wall on Hallf's initiative in the surprise round. That's why I took Hallf's attacks on it. However if you'd rather use your standard to summon that's fine. Then in round 1 on its turn it full attacked and stepped back into the wall. It doesn't need to emerge into the hallway, only to the point where it has cover instead of total cover to avoid the 50% miss chance. I will double check on the readied action thing when I can access the rules.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Crissor will move up and around to look around the corner and ready an action to attack the thing attacking Yarra.


Surprise Round Redux
Initiative 14

Sigmund casts Weapons Against Evil, enchanting the party's armaments further in the fight against the foul undead.

Initiative 10

Pressing up behind against the above Sirhan's head Hallf positions himself to charge, casts barkskin upon Yarra and whispers,

"On three strike. Surprise and kill. Yarra front."

Yarra tears into the zombie destroying it. A shadowy figure emerges halfway from the wall and bites Yarra. "Remember me?" it thinks into your heads.

Readied bite (flat footed, touch): 1d20 + 11 ⇒ (4) + 11 = 15
Damage (1d6 is cold): 1d8 + 1d6 ⇒ (6) + (3) = 9

Hallf does not bother attacking the creature which, though he does not recognize it, he believes is almost certainly incorporeal, reasoning his nonmagical attacks will have no effect, instead he begins to summon stepping forward.

Initiative 10-

Kenan moves into the spot that Hallf vacated.

Initiative 6

Sirhan fires his steel scarf at the demon.

Attack: 1d20 + 12 ⇒ (15) + 12 = 27

The bladed scarf hits but passes right through the fiend.

Round 1
Initiative
Crissor 16
Sigmund 14
Peitry 11
Hallf 10+
Shadow Demon 10-
Kenan 10-
??? 9
??? 8
Sirhan 6

Initiative 16

Crissor will move up and around to look around the corner and attack the shadow demon.

Go ahead an roll your attack, it's still partially out of the wall on your initiative.

Initiative 14

"Ah, brightness! It's the creature from the border."

Taking advantage of the flight bestowed upon him by Pietry, Sigmund moves forward, bringing his Daylight-imbued shield up above Kenan. He braces himself on the back wall, trying to illuminate as much of the hallway as possible.

In his other hand, he holds his holy symbol prominently, "Strike it once my spell takes hold. It will be vulnerable then, but steel yourself. Its shriek is horrifying."

Will Save: 1d20 + 7 ⇒ (15) + 7 = 22

Peitry you're up. Map will have to wait until I can get it working on my new PC. Crissor is in U17. Kenan and Sigmund are in U18. Hallf and Sirhan are in V18. The demon is sticking out of the wall at X18.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

It looks like Hallf is ahead of the creature now in the init count? I think I'm going to assume that it is between Hallf and Yarra as that seems to be how things actually played out and Hallf's action was in response to it. I'll post my round 1 action for Yarra now as I'm about to head off for a long shift.

Round 1, Init 10+ Yarra
AC 32, Touch AC 12
Conditions: Greater Magic Fang on Yarra (7 hours), Extended Reduce Animal Yarra (14 hours), Bull's Strength on Yarra (6 minutes), Barkskin on Yarra (70 minutes)

Spells:

0th: Create Water, Detect Magic, Ghost Sound, Light
1st: Calm Animals*, Faerie Fire, Faerie Fire, *Endure Elements, *Endure Elements, Cure Light Wounds
2nd: Feather Fall*, *Bull's Strength, Bull's Strength, *Barkskin, *Reduce Animal, Reduce Animal
3rd: Fly*, Delay Poison, *Greater Magic Fang, Daylight
4th: *Summon Nature's Ally IV*, *Freedom of Movement, Neutralize Poison

Yarra snaps at the creature, that has just hurt her puzzled and annoyed by the voice in her head.

Bite PA: 1d20 + 13 ⇒ (16) + 13 = 29 Damage: 1d8 + 25 + 2d6 ⇒ (1) + 25 + (2, 5) = 33 Magic Fang and Evil Outsider Bane

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