DM Alexander Kilcoyne's Slumbering Tsar (Inactive)

Game Master Alexander Kilcoyne

"Not only old dead guard Black Gates, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."

The Midnight Peddler | PC Kill Count- 0 | Promises of Revenge- 1

Group Site | Campaign Wiki | SRD Reference | The Camp | The Desolation | Ashen Waste | Dead Fields | Boiling Lands | Chaos Rift


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Sovereign Court

No problem on movement Barak I initially had you there anyway and second guessed myself.

Looked back at the basilisk fight and I did rule differently I see. I made a judgement call on what was convincing proof for a int 1/2 creature differed from what was proof to an int 4+ humanoid. I think you got some decent mileage from a level 1 spell anyway. Silent image (and to a lesser extent illusions generally) always fiddly.

Sovereign Court

Waiting on Marcus then i'll put us to round 3.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

AK, any feedback on my Knowledge (Religion) roll?

Sovereign Court

I rolled such a high check for Kirilarien that I included the Juju template information as a link in the post rather than just include certain info. Its on the previous page, on a post from April 5th. Your roll won't get anything more than that.

Link


Guys I'm stuck in a meeting that is looking like an attempt at an all-nighter. Don't want to slow things up but no time for proper post sorry.

From memory I couldn't really see a good place for grease. Was going to yell out that Barak move to the protruding bit of roof on map and I'll grease the approach.

In the interim if I can be botted:
- tentacles grab at + 12 + 5, 1d6 + 4 dam
- fly toward barak to get within short range for spells (40') with 60' move
- slow 7 of the 8 zombies attacking him omitting the very wounded one

Kiri drops illusion and flies toward barricade. She can't do anything to help Barak if he's attacked in melee but she can heal the enlarged people or Telurion hopefully somewhat more safely. She will sit with Telurion. Should be back to normal sometime tomorrow.

Sovereign Court

I'm actually having an early night so you will probably have time to post. Note that you don't really have line of sight to the northern climbing zombies until your right above them or extremely high in the air. You do have easy line of sight to the four about to climb the west wall though. Also a viable target for grease (affects the Climb DC) especially as none have started climbing yet.

Some food for thought. Turning in, at the least for a few hours.


Hi still stuck I'm afraid. Understand on LOS. Revised action is to fly within short range of Barak and summon a hound archon as a standard using Acadamy graduate to the square east of him. That will give him protection from evil and its debuffing aura should affect all zombies. Hound archon should be in reach of closest climbing zombie for full attack with its greatsword. Will get the grease down but think I need to try and land the slow first and will be able to next round.

Will post this myself as soon as I can.

Kiri moves to Telurion with wand out ASAP.

Sovereign Court

Sure. Out of the house at the moment I'll update in an hour or two when I am home.

Sovereign Court

Away for the weekend but hoping to update this evening.

Sovereign Court

Updates coming on monday, weekends been jam packed sorry.


Male Human Salesman/5 Chef/3 Toy Shop Bod/2 (Supervisor)

Bump

Sovereign Court

See above :P. Just got home. Sorted myself a place in Bridport and got ran around by the family incessantly.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Time to pull out all the stops guys. Just remember its not a five minute day when you could TPK :)

Between channels and a fireball hopefully we can clear that group at the barricade.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

with all the debuffs on the climbers Barak is slightly more confident in his survival at least for now.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Hoping a few get knocked off between you and the hound but still likely have a few who are going to make the top this round. Interesting to see if they are smart enough to rush the crossbowman.

I think I need to throw the fireball this round but its long range and I think everyone would be aware of that having seen Marcus cast them before. So should still be able to cast short range spells on the roof like grease. Create pit is actually long range as well, something I wasn't aware of. Such a good spell. Don't think I'm going to be able to place it on the roof but a possibility to aid a fighting retreat if things at the barricade go further pear shaped.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

I think we should be fine save the grease for the most of the spells for the barricade as for the zombies i think they will try to pull me and the hound off the roof i don't think they can do this this turn whilst slowed.

Sovereign Court

Re: Climbing and the Hound question, with 40 feet movement climbing at quarter speed for two move actions, they can actually reach the top (but not climb up) in a single round. The undead are being a bit more tactical by climbing 15 feet in one round then surging up onto the roof the next. Narration didn't match the notes on my end but the undead that was decapitated by the hound had climbed the full 20.

Re: Life Link. I see this as something you as the players, and Telurion, need to remember (which also means keeping up to date HP fully visible). Durin and Arachiel should have healed 5 damage at the start of their turns, with Telurion taking 10 damage as a result.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

AK, shouldn't they heal at the start of my turn? I am about to post Telurion's actions, and will point out exactly that ;)


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

OK got it, thanks DM.

The slow should make a big difference if we can get any back on the ground but not a great chance of that unfortunately. Not sure how entangle combines with slow.

Expect Barak to have two baddies adjacent by the time his next turn rolls around. At least houndy has some staying power of his own with DR/10. He can always aid Barak's AC but thats getting a bit desperate.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

stupid smart zombies! but makes sense ta

Sovereign Court

Telurion wrote:
AK, shouldn't they heal at the start of my turn?

Thats the one ;). That makes it a little easier to handle.


Telurion wrote:

I was under that impression, but I am still 60' away at the start of this round it seems.

DM has a lot on his plate with 50 odd combatants but I'm sure he'd confirm if asked :)


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

I was assuming AK would check once I spoke about it ;)

But didn't want to hold up the action, so went with what I see on the map - gogo! :D

Sovereign Court

Your 40 feet away now as I stated. Distance easier for me to work out on my end. 40 feet will get you directly SE of Kiri.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

That is 40 feet after round 4 actions, correct?


Trying not to get into it but this was the round 3 post.

DM wrote:


Telurion is visible on the map. In round 1 you cast a spell but didn't move and in round 2 you cast a spell then moved. With your twenty foot movement you would need to spend an action running to get you just behind Arachiel (double move won't cut it, as your speed is 20 feet and the distance is 60). Finally, your not 9th level, its 4d6. Imagine you've used Favored Class bonus to boost it but not certain :).

Sovereign Court

You are 40 feet away, as of last update/map update. I haven't updated to your initiative (or anyone's) yet this round. After your declared round 4 actions, you will be 20 feet closer, for 20 feet away from the position I mentioned SE of Kiri.

You were 40 feet away at the start of the round. I haven't even had time to check the IC yet.


Your Humble Narrator

Well, that took over two hours to fully update today. Lucky my other two games are quiet. Yikes.

Telurion for some early clarity next round- a move action will get you just behind Arachiel or into melee with the swordsman zombie close by- or both, if your happy to accept Arachiel providing some cover by standing behind him and to the right.


Appreciate the effort Alex even if your zombies are about to eat our brains.


Female Human (Taldan) Bard 8 (archaeologist) Portrait
Marcus Claudius Marcellus wrote:

Time to pull out all the stops guys. Just remember its not a five minute day when you could TPK :)

Between channels and a fireball hopefully we can clear that group at the barricade.

You guys had better not all die before I even join the party! ;P


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Naaaaah, we're fine ;)

Sovereign Court

My money is still on team zombie, frankly.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

I just gotta say WOW to that last update - that was pretty impressive AK. Can't be easy to manage all of that, so I can understand your preference for the bad guys team, after all the hard work.

They gonna lose though :D


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Do we have an exit plan? :P


Male Human Wizard (Conjurer [Teleportation]) 7 (8)
Durin Stonehammer wrote:

Do we have an exit plan? :P

Yeah we're a longspear crit from disaster unfortunately and its only a matter of time with so many rolls.

My options are create pit and grease. The former can create a barrier to Durin but not block them entirely and the latter isn't going to do enough by itself.

Hopefully we at least thin a bit by the time their next action comes around but presumably you guys are going to be badly hurting at that point.

Options at that point seem to be:

(1) Fight on with Durin behind the pit and Arachiel doing total defense or something until they can be channeled down.

(2) Complete withdrawal hoping their residual orders are to defend the fortification rather than follow.

Kiri will move at least to allow for (2).

Bit meta-ey sorry but a nasty situation.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

I'm for the full withdraw option. Barak and the hound will probably be able to deal with their friends given time but it could be messy when the time comes Barak plans to jump off the roof taking the falling dmg and slide down the scree bank. I think I will need around 20 hps to do this without going down.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

At this point Telurion can chose either to channel heal, or try to whittle the undead down - from the info on juju zombies they are kinda tough cookies to be channeling them to death though.

If we can manage some steady damage from Durin and Arachiel on this line, the incoming damage will start reducing, and I am hoping I can keep us going for some time - perhaps focusing on one of them at a time?

I say we give it another push?

Sovereign Court

They have differing weapon ranges so the only time they are striking the same enemies is when an AOO is provoked at a certain crossover point, for the most part. That and each zombie is taking 2 hits to bring down, minimum.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Adding somewhat to the meta - these guys are resistant to channeling, so Telurion is likely to go for a healing channel next round - don't discard the Oracle just yet :D

With Life link added in, Telurion should be able to keep up consistent heals of around 22hp per round, for the next 8 rounds = ~17hp per channel + 5 each round from life link. That looks like a decent cushion if we can consistently take them down, even if only one per round.

Arachiel's LoH grants him an additional ~10.5hp per round as a swift action for the next couple of rounds, if needed.

Apologies for the math crunching - just throwing some numbers out there :D

Bottom line being said that, if we add some crowd control and the occasional fireball to the mix, I think we can make this (at least on the South End).


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

From my perspective the wight of numbers isn't so much the issue as Arachiel's being sundered considering it is the only full damage weapon we have vs these lads. From a non meta perspective Barak is concerned at this point but won't break until the last possible moment he is waiting for Marcus to make the call.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Durin and Arachiel alone are only dropping a few a round. Their hp seem to be in the 40s excluding DR (which is making them 4th level fighters but thats metagamey in the extreme).

Incoming damage is not going to reduce for many many rounds without lots being killed at once. I don't think Telurion can out-heal the damage even without factoring in sundering and/or an inevitable crit. Sooner or later the tentacles are going to flub as well we've been extremely lucky there.

Durin is attacking waiting for that channel and I suggest removing the enemy is more important than trying to outheal their attacks but then my PC is flying safely above.

Would also suggest that we target spearman as they are at least damaged. The longsworders missed Arachiel's intitial channel and AOOs / attacks in the first few rounds.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Well, Telurion can as easily channel to harm the undead, as to heal Arachiel and Durin - the thing is, I don't think the channel will be very effective, since they have added resistance to it, plus it will average around 17 points of damage for those that do not save, which is not impressive unfortunately.

Also we risk the two front liners HPs to go dangerously low...

But I'm game with the undead harming channel.

Guess we should stop the meta, and get ready for some holy blasting :D

P.S. Regretting I refrained from bringing my blaster wizard on board to avoid overlapping roles - one can never have too much wizards! I should know that ;)

Mental note: get bless weapon oils

Sovereign Court

While it is awesome to see so much engagement from all parties, the number crunching can go a little too far. Agree that Marcus is essentially acting as battlefield commander from his position :).


Understood, will try and keep it to the IC. I wouldn't have been so overt if Durin hadn't been calling for it.

If anything the encounter is a salutory lesson that not every fight is CR appropriate :)

Sovereign Court

Dan E wrote:

If anything the encounter is a salutory lesson that not every fight is CR appropriate :)

Bingo :P. Your already doing better than I expected.


DM wrote:

The furious clash of weapons upon armour, the cries of pain and dialogue coming from the living, the flashy bursts of positive energy and the extravagant fireball made the firebase quite a hotbed of activity. As a matter of fact, the struggle had attracted the attention of another walking corpse nearby- one that had quietly crawled out from underneath the nearby wagon with Telurion distracted by the fight ahead. He spotted the creature after it had already risen to its feet, below and down the edge of the trail from him.

Random undead or monstrosity that killed the scores of original defenders and raised them as jujus? Taking all bets!


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Shunned lesser undead thrown into the mix so the Oracle could get some swings in just before dying horribly?

Sovereign Court

Durin and Arachiel, don't worry. You don't need to outrun the Undead- just Telurion. He only moves at 20 feet, you'd be fine ;).


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

So glad you went north to south that was nuts.

Sovereign Court

Telurion wrote:
AK, I seem to see two zombies in reach of Telurion's bardiche (between Durin and Arachiel)- would he be entitled AoOs against them?

Only 5 foot steps near you, no AOO's provoked.

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