Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


2,151 to 2,179 of 2,179 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>

Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa begins preparing his magical defenses upon hearing the Horn sound.

Casting Stoneskin, Prot. From Arrows, Darkvision, See Invisible, Bulls Strength on Johan, Enlarge on Johan, Greater Invisibility on Eldred

The order he casts them in is from longest lasting to shortest, and first on himself and then the others. Not sure how much time is available but those are the spells he prepares.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

So 5 rounds to prep then? Johan casts expeditious retreat on Rex and Grumble, then shield of faith and and chastising lash.

He quickly reminds the gorgimera skeleton of its task - charge the first living thing that comes through that door held action - charge and whispers to Grumblejack again. Remember when that door comes down we fly out to join the others in the sanctum. Let them see you - we want them to follow us - but this is not where we want to fight them.

After a moment's silence Johan frowns. He did not want the intruders to get time to heal any wounds the wraiths may have inflicted. Keeping the attackers moving forward without time to rest was key. He yelled out in a loud commanding voice to no one in particular. They've destroyed the wraiths! Quickly, kill the prisoners before they can be rescued! Start with Sir Valin...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan Bluff: 1d20 - 1 + 5 ⇒ (11) - 1 + 5 = 15
Dragon SM: 1d20 + 22 ⇒ (8) + 22 = 30

Johan tries his best to trick the enemy into rushing into danger again, but his attempts don’t have the desired results.
Almost one minute goes by when…
Check: 1d20 + 10 ⇒ (4) + 10 = 14

A loud bang sound on the door! Again, and again, and again, and again!
Check: 1d20 + 10 ⇒ (10) + 10 = 20
Check: 1d20 + 10 ⇒ (3) + 10 = 13
Check: 1d20 + 10 ⇒ (1) + 10 = 11
Check: 1d20 + 10 ⇒ (19) + 10 = 29

... Until finally the door burst open, revealing a blond, muscular warrior holding a greatsword!

At the same time, the gorgmera charge to attack as ordered!

Charge!: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
It rushes towards the enemy biting, but unable to hit the nimble warrior!

Johan, are you staying or can I proceed with the description from this battle?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Nope, Johan sticks to his plan, He stays just long enough to make eye contact with the blond warrior then he and Grumble high tail it outta there.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa, there’s no problem with your buffs, except that Johan isn’t at the Sanctum, so there’s no way you can buff him all those spells at the same time. The gorgimera fight should end fairly quickly and with the dragon flying 200ft+ per turn, Johan will be hard pressed, arriving at the sanctum with a dragon at his back.

As soon the door bust open, Johan laugh like a good villain he is, and he and Grumble fly away from the enemies while the undead Gorgimera block their path!
”You’ll not escape!” a strong voice sounds as they fly away and the sound of battle continue for a few more seconds.

Angry battle shoults followed by sound of sword clashing with bones and not long after, from the third floor landing a majestic silver dragon flies out, his rightful roar sounding across the briar. He didn’t fly directly to the sanctum tho, as some moments later, the large half-snake lady flies as well, following the dragon up towards their final enemy.

--

For all others, besides Johan.

The warning about the dragon sounded a couple of minutes ago, and since then, nothing. No other warning, no enemies busting into the sanctum. Spells were cast, protections prepared. Those who can are hidden behind the makeshift half wall constructed earlier. The tension is palpable into the air when suddenly Johan flies into the sanctum, as if the devil was chasing him!

”Dragon incoming!” he yells.

--
You guys have two turns of preparation before the battle start. @Agrippa, since Johan is at frontline, I’ll consider you cast the following buffs before the battle started: Enlarge person on Johan, Greater invisibility on Eldred. You are free to change those spells, if you want of course.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Nah, that works.

Agrippa begins the makings of a Haste spell...

That's for round 1.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Since both sides are aware of one another, there'll be no surprise/hold/prepared actions, we’ll go with the initiative order.

Here comes the Dragon!

Round 1-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (19) + 2 = 21
Cedric: 1d20 + 1 ⇒ (14) + 1 = 15
Eldred: 1d20 + 6 ⇒ (11) + 6 = 17
Johan: 1d20 + 6 ⇒ (2) + 6 = 8
Grumblejack: 1d20 + 0 ⇒ (2) + 0 = 2

Enemies: 1d20 + 6 ⇒ (19) + 6 = 25

Active Effects-

Map-

Link

Notes-
This battle will be difficult enough with the amount of npcs in the place, and effects and spells. At each of your posts, please add something like the following example, saying which effects are currently active on your char:

Current Stats:
Bull's Str.
Protect from Evil.
Haste: 3/8
AC:27 {21+1+1+4 (Deflec, Haste, Shield)}
Fort: 9, Ref: 9, Will+6
Bracers of Shield: 6/10

Add also, any relevant information about feats/class abilities that I should be aware of to make the combat more smooth and less complicated for both parts.

Narrative-
The fearless dragon moves towards the enemy stopping within range of Johan and Grumble, the ones that fled from him before! It opens it’s jaws gathering air as he uses his ultimate weapon! Breath attack!

A cone of gas is created, with most of the enemies as its target!
I’ve failed to create a token for a 50ft cone, but the targets are: Johan, Grumblejack, The Nightmare, Cedric, Sidious, The Minotaur, the three hellhounds.
All the ones above needs to do a fort save DC 21 to avoid being paralyzed for 1d6 + 5 ⇒ (6) + 5 = 11 rounds.
1d4 ⇒ 3

The Lillend moves into the sanctum as well, and her clear and limpid voice sounds inciting her allies into battle frenzy.

Two silvery almost translucend clounds moves as well into the sanctum, when they suddenly reveal a pair of twin siblings, with Silver-white hair of the color of a lightning strike whipping about these poised elf-like archer, their eyes swirling with vibrant colors.

K:Planes DC 16:

They are azatas, good celestial.
As almost all good celestials, they have innate resistance against normal attacks and magic. Cold Iron or Evil weapons bypass this resistance to attack.
They have as well several spell like abilities, and can turn into mist at will.

K:Planes DC 21:

They are also immune to lightning, and petrification, being resistant to cold and fire.

K:Planes DC 26:

While on wind form, they can hurl a blast of wind dealing damage in area, and can fly at will. They cannot fly while on humanoid form. Both forms are his ‘true’ form in any case.

You guys are up, intentions?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Is there a map? Just need to position everyone. Oops never this is what happens when you have the page open and move away from your computer a bit then come back and post. Will review and make pre combat actions and movement. The tokens for Zull and Drax are not on the map. Drax would have been with Sidious. Zull would have been in the breath attack. I need to wait on Johan to position himself as well. He knows I'm trained in mounted combat and I doubt he would have cut my charge line off when he could have landed a bit further down.

Sidious would have not been there. He would have moved to cover of the south wall knowing what we face. He has been keeping remove paralysis prepared just for this.

Fort Save Cedric: 1d20 + 20 ⇒ (2) + 20 = 22
Fort Save Zull: 1d20 + 8 ⇒ (14) + 8 = 22

The icy mist seeps into both Cedric and Zull, but they both fight off the grip it had on their muscles. I don't think it effects the phantom mount? It is quasi real, doesn't list saves. Seems to only care about damage? Up to you let me know.


Swift Action: Smite Dragon

Waiting on others for initial position of tokens and to see if Sidious needs to remove paralysis.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Guys, change of plans to the targets of the breath weapon: Johan, Grumble, Two Hellhounds, Cedric, Sidious, Hex/Vex


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I threw Drax on the map. Do you have the chain devil icon still for Zull? I thought about it and without looking back I'm not sure if Agrippa rolled high enough to know about he paralysis breath. We know about cold and Sidious though he was protected so he probably would not have been hiding. Though if we didn't know I would have been metagaming having that remove parlays spell prepared. So lets roll with things as is.

Fort Save Sidious: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22 Did he have the +4 cover bonus?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa peeks around the corner and casts a spell of Haste on his allies...

Cedric, Eldred, Johan, Grumble, Sidious and the 3 Hellhounds.

I'm pretty sure that fits inside the "no two of which can be more than 30 ft. apart" bubble centered about where Johan is. Honestly, this game has made me love 5E so much more....Pathfinder rules are often unnecessarily complicated. Example: Why can't haste just read Range: Close (25ft+5'/2 levels)Targets: 1/level I mean, seriously.

Status:

Stoneskin 90HP DR 10/Adamantine
Protection from Arrows DR 10/Magic 90HP
See Invisible
Darkvision
Mage Armor AC 17

HP 66

Kn:Planes: 1d20 + 19 ⇒ (9) + 19 = 28


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan Save: 1d20 + 14 ⇒ (16) + 14 = 30
Gumblejack Save: 1d20 + 10 ⇒ (19) + 10 = 29
Hexor Save: 1d20 + 11 ⇒ (11) + 11 = 22
Hellhound 1 Save: 1d20 + 6 ⇒ (7) + 6 = 13
Hellhound 2 Save: 1d20 + 6 ⇒ (2) + 6 = 8

Johan knowledge check: 1d20 + 13 ⇒ (1) + 13 = 14

Quickened fireball: 9d6 ⇒ (4, 1, 1, 3, 1, 4, 5, 5, 1) = 25 Catches all attackers

Swift Action: Activate Bane/Dragons
Johan full attack: 1d20 + 20 ⇒ (17) + 20 = 37; DMG: 1d8 + 13 + 2d6 ⇒ (6) + 13 + (6, 4) = 29+4 fire
full attack 2: 1d20 + 15 ⇒ (5) + 15 = 20; DMG: 1d8 + 13 + 2d6 ⇒ (8) + 13 + (1, 3) = 25+4 fire
Extra haste attack: 1d20 + 20 ⇒ (15) + 20 = 35; DMG: 1d8 + 13 + 2d6 ⇒ (6) + 13 + (2, 4) = 25+4 fire
Cornugon Smash: 1d20 + 24 ⇒ (6) + 24 = 30

Didn't leave myself enough time to finish this post...will add more after work tonight


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Okay, first thing first - can melee attacks be made through the steel bars? My post above and below assumes yes. If the answer is no then I need to retake this entire turn.

Johan declines Agripppa's enlarge spell, but accepts the bull's strength instead, preferring to stay nimble.

Hellhound 3 fire breath: 2d6 ⇒ (2, 6) = 8 Catches dragon and lilend, DC 14 ref

Fast Zombie Minotaur charges Lilend: 1d20 + 14 ⇒ (2) + 14 = 16 Dmg: 3d6 + 7 ⇒ (5, 1, 2) + 7 = 15

Atrephius ranged bomb: 1d20 + 15 ⇒ (20) + 15 = 35; Dmg: 8d6 ⇒ (5, 6, 3, 4, 4, 2, 2, 4) = 30' Positioned to catch dragon and Lilend
Can this CRIT??

Someone else can act for the rest of our NPCs - I don't know what to do with them.

Johan vitals:
HP: 90/90
AC 33 ( +2 shield of faith, +1 haste)
Active effects:
Haste
Bull's Str ( only +2str due to overlapping enhancement bonuses)
expeditious retreat on Rex
Chastising lash
Shield of faith (+2 deflection)
See invisibility
Divine favour (+3 hit, dmg)
Greater stunning barrier ( +2 saves, DC17 Will or be stunned)
Justice ( +2 saves, 6 cold resistance)
Bane/dragons


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Rolls:

Johan SR x Dragon: 1d20 + 9 ⇒ (8) + 9 = 17
Johan SR x Male Twin: 1d20 + 9 ⇒ (20) + 9 = 29
Johan SR x Female Twin: 1d20 + 9 ⇒ (9) + 9 = 18

Male Twin Reflex: 1d20 + 11 ⇒ (14) + 11 = 25
Lillend Reflex Reflex: 1d20 + 12 ⇒ (19) + 12 = 31

Golem critical confirm?: 1d20 + 15 ⇒ (12) + 15 = 27
Dmg: 8d6 ⇒ (6, 2, 3, 2, 4, 2, 6, 4) = 29
Splash Damage: 1d6 ⇒ 3

From Campaign tab wrote:
Bombs (Ex) As a standard action, an alchemical golem can throw a bomb as a ranged touch attack to a distance of 60 feet (no range increment). If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by an alchemical golem’s bomb takes 8d6 points of acid, cold, electricity, or fire damage (determine type randomly). All creatures adjacent to the location where the bomb hits take 1d6 points of energy damage of the same type.

Type of damage:1 - acid, 2 - cold, 3 - electricity, or 4 - fire damage 1d4 ⇒ 1

Dragon Reflex x Fire Breath: 1d20 + 13 ⇒ (7) + 13 = 20
Dragon Reflex x Fire Breath: 1d20 + 12 ⇒ (16) + 12 = 28

The mighty dragon flew inside the second death trap breathing a paralyzing gas trying to incapacitate his enemies. His plans failed, as no one was affected by it except lowly hellhounds.

Agrippa, from the corner of the room, protected from most of the danger, cast a spell to enhance his minions, err, I mean, allies.

Johan steps forward holding high his weapon and drawing upon the infernal pacts power to cast a spell over all the enemies, but alas, the innate resistance to spell made it have no effect over the dragon, or the female twin. For Calliaste and the male twin, they are nimble enough to avoid most of the spell burnt, and their innate resistance to fire make they only have small injuries from the spell.

Not done with his offensive, Johan brandish his weapon thru the metal gate hitting the enemy two times, and just after that, a deafening challenge howl sounds inside the horn, as Johan attempts to settle his dominance over the battle. Again, the magnificent enemy in front of him seems unperturbed by his attempts.

All of the minions, as if catapulted by Johan's, get into motion, the golem launching a devastating acid bomb, which causes no damage at all to the dragon, but slightly burns Calliaste, the hellhound breaths a hellish fire from his mouth that causes no damage at all to his enemies and the minotaur tries in vain to attack the large half snake woman.

Missing Cedric and Eldred actions. I'll give it some more hours before botting them.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

50/50 for Sidious: 1d20 ⇒ 13

As the battle begins

Overrun: 1d20 ⇒ 10 So paralyzed creatures have effective Str and Dex of 0 so -5 each. So Hell Hounds CMD should be 10+4bab-5str-5dex+4for extra legs so 8

So with a quasi real form of a horse Cedric charges forward knocking the paralyzed hounds to the ground. He calls on the blessing of Asmodeus as his blade bites into the dragon.


Swift: Smite
Full: Spirited Charge Attack with Overrun

Spirited Charge w/Smite and power attack: 1d20 + 25 ⇒ (18) + 25 = 43
Damage: 2d8 + 28 + 36 ⇒ (6, 6) + 28 + 36 = 76 + Fire: 2d6 ⇒ (6, 5) = 11 Vulnerability becomes 16 for 92 damage

damage break down: Spirited charge is x2 damage. So Sword is normal 1d8+8, PA becomes 1d8+14, So 2d8+28 charge. Smite is +9 damage, first attack on good dragon is 2points/level so +18 damgage or +36 on spirited charge

The sword of the king blazes with hell fires as it cuts deep into the dragon. Meanwhile having shaken off the paralyzing breath Sidious sends Drax forward. He flies into place as a pulse of pure evil radiates out.

Damage: 6d4 ⇒ (3, 3, 1, 1, 3, 3) = 14 DC 16, 18 for those within 10' of Cedric to Negate damage. IF they fail they are also sickened for 1d4 ⇒ 4 rounds.

Still need my chain devil Zull. You can just throw him over by Grumble he will be moving that way anyways to try and get into combat position.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Cedric does this evil pulse affect allies too? What is it


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Forgot to list Current Stats and Damage from Touch of Corruption. Also Johan I posted in discussing about the pulse.

Touch of Corruption on Dragon through Sword: 4d6 ⇒ (3, 3, 4, 6) = 16 DC 21 Fort Save: 23 since within 10' of Cedric. Or Dazed for a round.

Current Stats for Cedric:
Smite: Against Dragon
Protection from Energy Cold
Haste(1/9)
AC:30 / 37 vs Dragon: -2 this round for Charging so: AC: 28 / 35 vs Dragon
(+11 Armor, +1 Dex, +3 Shield, +4 Natural, +1Haste) +7 Deflection vs Dragon
Saves: F:20 / R:14 / W:16


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Apologies - Back

[ooc=Prepation]Gravity bow anoints arrows with oil of align weapon Evil[/ooc]

Know Planes: 1d20 + 7 ⇒ (13) + 7 = 20

Current stats for Eldred - Gravity Bow / Align Weapon Evil

Attacks the Dragon with Rapid Shot

Bow: 1d20 + 16 - 2 ⇒ (6) + 16 - 2 = 20 for 2d6 + 4 ⇒ (5, 6) + 4 = 15

Bow: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26 for 2d6 + 4 ⇒ (6, 6) + 4 = 16

Bow: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27 for 2d6 + 4 ⇒ (1, 1) + 4 = 6


Ogre

The half devil ogre, since he has almost no room for attaking the enemies behind the dragon, decides to cast a spell over the area, while the others deal with the bigger thread.
”Never ate a dragon before!” he shouts happily with the situation.
Using unholy blight on the twins and Calliaste.
CL: 1d20 + 6 ⇒ (5) + 6 = 11
Dmg: 6d6 ⇒ (6, 1, 4, 3, 6, 3) = 23
Sickened: 1d4 ⇒ 2


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Cedric charges with his spectral steed not caring for the paralyzed minions on the way, trampling the hellhounds that dared to stay on his path. The fiendish sword describes a beautiful and deadly arc, which ends on dragon blood splattering the ground, and a howl of pain and rage.

Eldred uses the opportunity to shot his arrows as well, but none of them are able to bypass the dragon’s defense.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Both of the daemons hold in reserve waiting for a better chance to sneak in and attack, or be the last line of defense against this particular enemy. The double head monster moves from behind the wall on the south, towards the enemy.

Fortitude: 1d20 + 15 ⇒ (20) + 15 = 35
Will: 1d20 + 17 ⇒ (9) + 17 = 26
The huge dragon, facing the mounted knight hoar in rage and pain after receiving its attack; clearly this one is the most dangerous out here, the dragon thinks, partially ignoring another yet dangerous enemy just at his side.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Here comes the Dragon!

Round 2-

Ordered Initiative-

Enemies: 1d20 + 6 ⇒ (19) + 6 = 25

Agrippa: 1d20 + 2 ⇒ (19) + 2 = 21
Cedric: 1d20 + 1 ⇒ (14) + 1 = 15
Eldred: 1d20 + 6 ⇒ (11) + 6 = 17
Johan: 1d20 + 6 ⇒ (2) + 6 = 8
Grumblejack: 1d20 + 0 ⇒ (2) + 0 = 2

Active Effects-

Map-

Link

Notes-
This battle will be difficult enough with the amount of npcs in the place, and effects and spells. At each of your posts, please add something like the following example, saying which effects are currently active on your char:

Current Stats:
Bull's Str.
Protect from Evil.
Haste: 3/8
AC:27 {21+1+1+4 (Deflec, Haste, Shield)}
Fort: 9, Ref: 9, Will+6
Bracers of Shield: 6/10

Add also, any relevant information about feats/class abilities that I should be aware of to make the combat more smooth and less complicated for both parts.

Narrative-

Rolls:

Dragon:
Bite: 1d20 + 26 ⇒ (16) + 26 = 42
Dmg: 3d8 + 16 ⇒ (6, 2, 8) + 16 = 32

Claw: 1d20 + 25 ⇒ (14) + 25 = 39
Dmg: 2d6 + 12 ⇒ (4, 4) + 12 = 20
Claw: 1d20 + 25 ⇒ (6) + 25 = 31
Dmg: 2d6 + 12 ⇒ (6, 4) + 12 = 22

Tail: 1d20 + 23 ⇒ (16) + 23 = 39
Dmg: 2d6 + 16 ⇒ (4, 5) + 16 = 25

Wing: 1d20 + 23 ⇒ (9) + 23 = 32
Dmg: 1d8 + 8 ⇒ (3) + 8 = 11
Wing: 1d20 + 23 ⇒ (16) + 23 = 39
Dmg: 1d8 + 8 ⇒ (4) + 8 = 12

For those wondering:

Weapon Focus (Bite).
Improved Natural Attack (Bite).
Improved Critical (Bite)
Bulls Str (+2 attack/Damage)
Inspire Courage (+2 Attack/Damage)
Permanent Magic Fang (+1 Attck/Damage)
==
Twins:
Damage: 8d6 ⇒ (3, 2, 6, 4, 1, 5, 2, 5) = 28 Reflex DC 17 Target: Cedric, Johan,
Damage: 8d6 ⇒ (6, 2, 4, 3, 3, 6, 4, 6) = 34 Reflex DC 17 Target: Cedric, Johan, Grumblejack


Displaying all of this majestic anger and savagery, the dragon lashes at Cedric completely ignoring Johan just at his side. The dragon fury shakes the entire floor as it bite, lashes at Cedric using all of his possible attacks.
Four attacks hit, for a total damage of: 89 (Without taking into account any DR, but the attacks are /magic).

Both of the Twin Azata, moving forward as if they had done so countless times, build electricity on their hands, unleashing a deadly discharge into a straight line, passing thru Johan and Cedric mostly, but hitting some of the other minions as well.
Two Lightning bolt, Reflex DC 17 for both. See spoiler for damage and targets.

Lastly, Callistae steps back 5ft out of reach of the enemy across the metal bar, picks up a scroll UMD DC 23: 1d20 + 18 ⇒ (6) + 18 = 24 as a tick bank of fog billows out from the point she designated. The fog obscures all sight, including darkvision, beyond 5 feet. Fog Cloud Spell

I've added placemaker for the spells at the map, for the lightning bolt and the fog cloud. It's your actions now. Any inconsistency on my actions, please post it up on Discussion thread.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I added Zull he was over around Grumble at the end of round 1 so he is just moving to Cedric this round.

Reflex: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17 GO GO Haste
Reflex: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32

So 14 becomes 4 and 17 becomes 7. 11 Damage puts me at -9. Would barely be a fight if he didn't have magic fang.

Stay in Saddle: 1d20 + 16 ⇒ (4) + 16 = 20

Zull watches as his master weathers the assault. The lightning leaves him slumped on the phantom mount. Zull steps forward into the fog and uses his dancing chains to reposition his master.

CMB to reposition: 1d20 + 11 ⇒ (17) + 11 = 28

Zull manages to wrap and move Cedric to the rear of the fog. Sidious then steps forward and with the symbol of Asmodeus held high He releases to waves of energy.
Channel Evil: 6d4 ⇒ (2, 4, 2, 4, 4, 1) = 17 DC 16 Will to negate. Only hits Dragon among bad guys
Channel Evil: 6d4 ⇒ (1, 2, 4, 3, 1, 3) = 14 DC 16 Will to negate.

Cedric now at 22HP

His eyes open and he stands. Battle still going on around him he takes noted of Sidious and Zull. Furious he unleashes a gout of flame forward toward the commotion.

Devastating Blast: 6d6 ⇒ (4, 2, 6, 3, 1, 4) = 20(30Damage for Dragon) DC 21 Reflex He would shoot it strait forward only missing Zull and not knowing what is there. It will engulf the Dragon, Johan, Nightmare, Phantom Steed, and the Singing outsider elf lady.


Current Stats for Cedric:
Smite: Against Dragon
Devastating Blast (1/3 used)
Protection from Energy Cold
Haste(2/9)
AC:30 / 37 vs Dragon
(+11 Armor, +1 Dex, +3 Shield, +4 Natural, +1Haste) +7 Deflection vs Dragon
Saves: F:20 / R:14(15) / W:16

Sidious Channels (4/8)


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan grits his teeth and continues to flay the dragon.

Swift Action: Switch Justice from cold resist to To hit
Johan full attack:: 1d20 + 22 ⇒ (18) + 22 = 40; DMG: 1d8 + 13 + 2d6 ⇒ (2) + 13 + (4, 5) = 24+4 fire
full attack 2: 1d20 + 17 ⇒ (11) + 17 = 281d1d8 + 13 + 2d6 ⇒ (5) + 13 + (2, 1) = 21+4 fire
Extra haste attack: 1d22 + 20 ⇒ (15) + 20 = 35; DMG: 1d8 + 13 + 2d6 ⇒ (1) + 13 + (2, 3) = 19+4 fire
DC17 will save or suffer -1 to hit John due to chastising lash

Johan vitals:

HP: 90/90
AC 33 ( +2 shield of faith, +1 haste)
Active effects:
Haste
Bull's Str ( only +2str due to overlapping enhancement bonuses)
expeditious retreat on Rex
Chastising lash
Shield of faith (+2 deflection)
See invisibility
Divine favour (+3 hit, dmg)
Greater stunning barrier ( +2 saves, DC17 Will or be stunned)
Justice ( +2 saves, +2 to hit)
Bane/dragons


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Ref save 1: 1d20 + 14 ⇒ (15) + 14 = 29 = 14 dmg
Ref save 2: 1d20 + 14 ⇒ (12) + 14 = 26 = 17 dmg

01-20 = miss
Miss chance 1: 1d100 ⇒ 36
Miss chance 2: 1d100 ⇒ 67
Miss chance Haste: 1d100 ⇒ 54

Spoiler:
Johan vitals:
HP: 90 - 17 - 14 + 5 = 64 /90
AC 33 ( +2 shield of faith, +1 haste)
Active effects:
Haste
Bull's Str ( only +2str due to overlapping enhancement bonuses)
expeditious retreat on Rex
Shield of faith (+2 deflection)
See invisibility
Divine favour (+3 hit, dmg)
Greater stunning barrier ( +2 saves, DC17 Will or be stunned)
Justice ( +2 saves, +2 to hit)
Bane/dragons


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Rex Ref save 1: 1d20 + 7 ⇒ (10) + 7 = 17 = 14 dmg
Rex Ref save 2: 1d20 + 7 ⇒ (14) + 7 = 21 = 17 dmg

Johan's nightmare kicks and bites at the dragon...
Bite: 1d20 + 9 ⇒ (17) + 9 = 26; Dmg: 1d4 + 4 ⇒ (2) + 4 = 6
Hoof 1: 1d20 + 4 ⇒ (2) + 4 = 6; Dmg: 1d6 + 2 ⇒ (6) + 2 = 8
Hoof 2: 1d20 + 4 ⇒ (1) + 4 = 5; Dmg: 1d6 + 2 ⇒ (6) + 2 = 8
Rex's HP: 51 - 17 - 14 = 20 /51

Grumble Ref save 1: 1d20 + 1 ⇒ (3) + 1 = 4 = 14 - 10 electricity resistance = 4 dmg
Grumble Ref save 2: 1d20 + 1 ⇒ (5) + 1 = 6 = 34 - 10 electricity resistance = 24 dmg

01-20 = miss
Miss chance 1: 1d100 ⇒ 54
Miss chance 2: 1d100 ⇒ 60
Miss chance Haste: 1d100 ⇒ 47

Grumblejack:

The ogre roars in pain as the lightning sears his flesh and launches into the air in retaliation. He comes crashing down on the azata that fired on him.
Power attack, charge earthbreaker, higher ground, flanking: 1d20 + 18 ⇒ (9) + 18 = 27; dmg: 3d6 + 16 ⇒ (2, 6, 5) + 16 = 29

Grumble's HP: 56 - 4 - 24 = 28

Atrephius:

The Golem launches another bomb over the heads of the fighters on the front line, targeting the Lilend
ranged touch: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31; dmg: 8d6 ⇒ (3, 1, 4, 1, 3, 3, 2, 5) = 22
Type of damage:1 - acid, 2 - cold, 3 - electricity, or 4 - fire damage: 1d4 ⇒ 3
Golem's HP = 96

Hexor (north)

Hexor sees one of the azatas alone and unsupported, and charges down the sanctum
Charging Bite!: 1d20 + 17 ⇒ (20) + 17 = 37; Dmg: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Hexors HP=84

Vexor (south)
Sensing that his brother has joined battle and may get to taste the flesh of angels befor him, Vexor joins the fray. He grabs the lumbering two headed troll and dimension doors the two of them behind the invaders.
Vexor's HP = 84

Two-Headed Troll ( from here on in known as Wilson and Crick!)
Surprised by the sudden shift of scenery but too dim to be troubled by it, the troll bites out at the first soft thing in its way - the Lilend.
Flanking bite: 1d20 + 15 ⇒ (5) + 15 = 20; Dmg: 1d8 + 8 ⇒ (3) + 8 = 11
Wilson and Crick's HP = 103

Undead Minotaur ( now known as Farley)
Denied the lilend, it lashes out at the next closest target, the Azata that fried Grumblejack.
Slam 1: 1d20 + 13 ⇒ (4) + 13 = 17; Dmg: 2d6 + 5 ⇒ (5, 1) + 5 = 11
Slam 2: 1d20 + 13 ⇒ (12) + 13 = 25; Dmg: 2d6 + 5 ⇒ (3, 6) + 5 = 14
Gore: 1d20 + 8 ⇒ (14) + 8 = 22; Dmg: 1d6 + 2 ⇒ (2) + 2 = 4

Spoiler:
Johan vitals:
HP: 90 - 17 - 14 + 5 = 64 /90
AC 33 ( +2 shield of faith, +1 haste)
Active effects:
Haste
Bull's Str ( only +2str due to overlapping enhancement bonuses)
expeditious retreat on Rex
Shield of faith (+2 deflection)
See invisibility
Divine favour (+3 hit, dmg)
Greater stunning barrier ( +2 saves, DC17 Will or be stunned)
Justice ( +2 saves, +2 to hit)
Bane/dragons

Aaand I'm done. That's the last round I'm taking on all the NPCs. From here in, I'll control Grumble, the golem and the two headed troll. I'd suggest Cedric control the fast zombie minotaur and the bloody skeleton hound archon because they are under Sidious' control. That leaves the hell hounds and Hexor and Vexor for Agrippa or Eldred.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Golem confirm crit: 1d20 + 15 - 4 ⇒ (10) + 15 - 4 = 21; Dmg: 8d6 ⇒ (4, 4, 6, 5, 3, 1, 2, 6) = 31

Hexor confirm crit: 1d20 + 17 ⇒ (19) + 17 = 36; Dmg: 2d6 + 8 ⇒ (5, 3) + 8 = 16

[/ooc]okay, now I'm done :>[/ooc]


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

@Johan and all. Sidious's channel evil heals all within 30' of him so You are at Max Health still Johan.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred
Not being able to see the enemy due to the fog, Eldred hold his attack waiting for an opportunity.

@Agrippa

Now that the enemy employed such underhanded method, and since Agrippa knows the dragon will be unhindered on such scenario, since the beast can see thru any form for smoke or mist, the wizard decides to level the field one more.

Keeping from this safe place, conjuring and shaping the arcane power, instead of creating magical energy, he uses the reverse of that, trying to disrupt the effect created.
Dispel x DC 12: 1d20 + 9 ⇒ (17) + 9 = 26

And a smug smile appears on his face as the darkish smoke disappears.

@Eldred, again
Using this opportunity, the con-man shoots several arrows towards their biggest enemy.

Atk | Haste: 1d20 + 16 - 2 ⇒ (4) + 16 - 2 = 18
Dmg: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Atk: 1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19
Dmg: 2d6 + 4 ⇒ (3, 3) + 4 = 10
Atk: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31
Dmg: 2d6 + 4 ⇒ (6, 4) + 4 = 14

Atk: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Dmg: 2d6 + 4 ⇒ (6, 4) + 4 = 14

But the none of the arrows as able to pierce the dragon’s protection.

2,151 to 2,179 of 2,179 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Call Forth Darkness. All Messageboards

Want to post a reply? Sign in.