Frag the Fierce
|
Frag shouts as he enters a rage. He closes, furious at all the stupid foes who think they're to good for the solid ground.
DM Beckett
|
Caught by surprise as the group turns the corner, Dora begins to inspire the group with songs of battle and bravery as she moves up on the back of her faithful canine. Kulik calls on divine power that both infuses his allies with power and confidence, but also seems to hinder all of the apemen as well, just as Rathen, in the blink of an eye both arms himself and drops into a defensive posture, shaking his head as Frag, well, is Frag, rushes into danger without any concern for defense.
Will Save DC 17: 1d20 + 2 ⇒ (14) + 2 = 16
Will Save DC 17: 1d20 + 2 ⇒ (9) + 2 = 11
Will Save DC 17: 1d20 + 2 ⇒ (14) + 2 = 16
Will Save DC 17: 1d20 + 2 ⇒ (6) + 2 = 8
ROUND 1 (Inspire +2 Att/Dam, Prayer +1/-1 to all checks)
Dora (), Rusty (), Jaggar (), Begus (-9)
Kulik (-9), Rathen (-17), and Frag ()
-
Grey (), Brown (), Purple (), Green ()
Orange (), Yellow (), Blue (), and Pink ()
Jaggar Greycloak
|
Jaggar runs forward to aid Frag in killing the foes striking the grey foe with his glaive-guisarme...
GG1+PA+FF: 1d20 + 21 ⇒ (9) + 21 = 30
DMG1: 1d10 + 22 ⇒ (6) + 22 = 28
Dora D Asplora
|
Dora moves up, continuing to sing her inspiring song while riding atop Rusty the wolf.
♪♫♪♫8 little monkeys swinging from a tree...soon all will fall down, we come for thee!♪♫♪♫
+2/+2 continues
Well that is just precious. These monkeys escaped their barrel.
She will cast glitterdust on the 4 to the west
(I think I can get them all in a 10' spread...adjust as needed) DC17 WILL
DM Beckett
|
Dora, Jaggar, and Begus all move in closer, and suddenly a cloud of sparkling flakes fills the air around some of the attackers, with half of them suddenly stumbling about as if unable to see.
Will DC 17 (Blue): 1d20 + 2 ⇒ (17) + 2 = 19
Will DC 17 (Orange): 1d20 + 2 ⇒ (12) + 2 = 14 <fail>
Will DC 17 (Purple): 1d20 + 2 ⇒ (2) + 2 = 4 <fail>
Will DC 17 (Green): 1d20 + 2 ⇒ (16) + 2 = 18
Jaggar moves in, but finds it unwise to advance any further once Dora's cloud pops into existence. (Care to do another Standard Action instead?)
Begus, however, doesn't have that issue, as his own magic further boosts the party without him needing to get too close.
ROUND 1 (Inspire +2 Att/Dam, Prayer +1/-1 to all checks, Haste)
Dora (), Rusty (), Jaggar (), Begus (-9)
Kulik (-9), Rathen (-17), and Frag ()
-
Grey (), Brown (), Purple (Blind, ), Green ()
Orange (Blind, ), Yellow (), Blue (), and Pink ()
Kulik
|
KULIK begins loosing his arrows (starting with Purple and moving right-to-left if one drops)!
Swift action to activate greater bane (animal).
Manyshot dmg, Point Blank Shot, inspire, prayer, Deadly Aim, greater bane: 2d8 + 22 + 4 + 2 + 12 + 4d6 ⇒ (7, 8) + 22 + 4 + 2 + 12 + (3, 2, 2, 2) = 64
plus Manyshot holy if evil: 2d6 + 2d6 ⇒ (2, 6) + (2, 4) = 14
Rapid Shot, +3 adaptive, holy composite longbow, greater bane, Point Blank/Precise Shot, haste, inspire, prayer, Deadly Aim, Rapid Shot: 1d20 + 19 + 2 + 1 + 1 + 2 + 1 - 3 - 2 ⇒ (7) + 19 + 2 + 1 + 1 + 2 + 1 - 3 - 2 = 28
Rapid Shot dmg, Point Blank Shot, inspire, prayer, Deadly Aim, greater bane: 1d8 + 11 + 2 + 1 + 6 + 4d6 ⇒ (3) + 11 + 2 + 1 + 6 + (5, 4, 1, 3) = 36
plus holy if evil: 2d6 ⇒ (5, 3) = 8
iterative shot, +3 adaptive, holy composite longbow, greater bane, Point Blank/Precise Shot, haste, inspire, prayer, Deadly Aim, Rapid Shot: 1d20 + 14 + 2 + 1 + 1 + 2 + 1 - 3 - 2 ⇒ (2) + 14 + 2 + 1 + 1 + 2 + 1 - 3 - 2 = 18
iterative shot dmg, Point Blank Shot, inspire, prayer, Deadly Aim, greater bane: 1d8 + 11 + 2 + 1 + 6 + 4d6 ⇒ (5) + 11 + 2 + 1 + 6 + (2, 6, 1, 1) = 35
plus holy if evil: 2d6 ⇒ (6, 3) = 9
haste shot, +3 adaptive, holy composite longbow, greater bane, Point Blank/Precise Shot, haste, inspire, prayer, Deadly Aim, Rapid Shot: 1d20 + 19 + 2 + 1 + 1 + 2 + 1 - 3 - 2 ⇒ (18) + 19 + 2 + 1 + 1 + 2 + 1 - 3 - 2 = 39
haste shot dmg, Point Blank Shot, inspire, prayer, Deadly Aim, greater bane: 1d8 + 11 + 2 + 1 + 6 + 4d6 ⇒ (2) + 11 + 2 + 1 + 6 + (4, 1, 5, 3) = 35
plus holy if evil: 2d6 ⇒ (1, 2) = 3
Summary —
Manyshot = 38 to hit for 64 points (add 14 holy if evil)
Rapid Shot = 28 to hit for 37 points (add 8 holy if evil)
iterative = 18 to hit for 38 points (add 9 holy if evil)
haste = 39 to hit for 38 points (add 3 holy if evil)
KULIK has Clustered Shot, if applicable
Frag the Fierce
|
Frag, raging like a madman, scampers up the cliff, heedless of the attacks that come his way. Climb: 1d20 + 14 ⇒ (15) + 14 = 29
Once atop, he brings the Widowmaker down upon the orange enemy: ATK: 1d20 + 30 + 1 ⇒ (20) + 30 + 1 = 51 THREAT Confirmation: 1d20 + 30 + 1 ⇒ (18) + 30 + 1 = 49 for DMG: 4d4 + 50 ⇒ (3, 4, 4, 4) + 50 = 65
DM Beckett
|
All but one of Kulik's hail of arrows lands, with the first three putting one of the ape's down on the spot while the last lodges itself in another's shoulder, but is not lethal. Frag begins making his way up the side to get in between the gang, and as he does, two of the ape men reach down and sink their sharp teeth into him, but he is able to shrug it off as if nothing.
Not even going to roll.
He then swings his own weapon with ease, savagely injuring one of the random foes. As Frag makes his way up, he can see that they have a small assortment of javelins up top that they can arm themselves with, but also large makeshift spiked clubs, literally tree trucks with a few nails sticking out of them.
Currently, because they threw Javelins in the Surprise Round, all of them are unarmed. For now. . .
If they actually manage to get their tactics off, it's pretty funny.
ROUND 1 (Inspire +2 Att/Dam, Prayer +1/-1 to all checks, Haste)
Dora (), Rusty (), Jaggar (), Begus (-9)
Kulik (-9), Rathen (-17), and Frag ()
-
Grey (), Brown (), Purple (Blind, ), Green ()
Orange (Blind, -65), Yellow (), and Blue (-39)
DM Beckett
|
There is a single 5ft square makeshift ledge above the door. I wasn't sure if Jaggar was intending to go where Frag is now, but it sounded like he was attempting to climb up where the Glitterdust spell was placed, (posted after, but taking place before).
Rathen Wyrmblight
|
@DM Beckett: Just a note that Glitterdust isn't a persistent cloud effect. The area it appears in is filled with golden particles (potentially blinding those in the area when cast), but entering that area after the fact is harmless.
Dora D Asplora
|
Thanks Rathan...was about to say the same. Plus blindness gets save per round I think. Was hoping to distract while fighters climbed
Rathen Wyrmblight
|
Using the boost from Begus' magic, Rathen moves to the 15ft high cliff and begins a climb. Climb: 1d20 + 5 ⇒ (6) + 5 = 11
He curses as he struggles to find handholds though (move action). "A bit trickier than I thought," he says, then speaks a command word to activate the flying magic in his celestial armor (standard action).
DM Beckett
|
Caught by surprise as the group turns the corner, Dora begins to inspire the group with songs of battle and bravery as she moves up on the back of her faithful canine. Kulik calls on divine power that both infuses his allies with power and confidence, but also seems to hinder all of the apemen as well, just as Rathen, in the blink of an eye both arms himself and drops into a defensive posture, shaking his head as Frag, well, is Frag, rushes into danger without any concern for defense.
Jaggar moves in, stabbing at one of the ape people atop the ledge and drawing blood. Begus, calls on his own magic to further boosts the party without him needing to get too close, and suddenly the party's perception of the world around them seems to suddenly slow, while they themselves move at normal speed.
All but one of Kulik's hail of arrows lands, with the first three putting one of the ape's down on the spot while the last lodges itself in another's shoulder, but is not lethal. Frag begins making his way up the side to get in between the gang, and as he does, two of the ape men reach down and sink their sharp teeth into him, but he is able to shrug it off as if nothing.
He then swings his own weapon with ease, savagely injuring one of the random foes. As Frag makes his way up, he can see that they have a small assortment of javelins up top that they can arm themselves with, but also large makeshift spiked clubs, literally tree trucks with a few nails sticking out of them.
Rathen moves up, and at first has some difficulty, but then begins to hover just off the ground.
Suddenly each of the apes grab their large clubs, with some of them leaping down to engage the party on the ground below, and some remaining higher to deal with those who have taken the fight to them.
There are going to be a lot of AoO's here. Because there are likely to be many, I'll let you decide if you want to use them at what point.
Brown Will Save DC 18: 1d20 + 1 ⇒ (4) + 1 = 5 <still blind>
Purple Will Save DC 18: 1d20 + 1 ⇒ (20) + 1 = 21 <clears his eyes>
<***Jaggar AoO -> Gray or Brown, ***Frag AoO -> Green or Orange for picking up a weapon>
Grey leaps down, ignoring Jaggar's leveled weapon (***Jaggar AoO -> Gray) and moves towards the mage. Brown and Purple remain standing, swinging wildly around themselves, but not close to anyone, and Purple is able to wipe the glitter from it's eyes.
Both Green and Orange, offended by Frag's audacity at attempting to climb up like a monkey, hurl their spiked logs at the Barbarian, (***Frag AoO -> Green and Orange for ranged attack in melee).
Green Tree Trunk vs Frag (AC 24): 1d20 + 10 ⇒ (14) + 10 = 24 <HIT>
Orange Tree Trunk vs Frag (AC 24): 1d20 + 10 ⇒ (2) + 10 = 12 <miss>
Damage: 2d10 + 7 - 5 ⇒ (6, 10) + 7 - 5 = 18
CMB vs Frag (CMD 31): 1d20 + 18 ⇒ (18) + 18 = 36
The spiked log slams into Frag's chest, and hard. Much harder than he would have expected from the ape, and as it does, suddenly the gang bursts into a frenzy of shrieking and hollering, their blood growing heated, not unlike the same powers that Frag himself calls on to channel his rage into greatness. The log, while not terribly painful, (it doesn't feel good either), causes Frag to loose his footing, and suddenly the barbarian is knocked from the trail, landing very hard in the bramble pits below. Frag, at first confused, begins to rise, only to find that the thorns are rapped all about him, holding him down.
Falling and Thorn Damage: 4d6 - 5 ⇒ (4, 3, 5, 6) - 5 = 13
It's a DC 15 Str or Escape Artist check to escape the vines, and a DC 25 Climb check to get back up the ravine to the path.
Lastly, both Yellow and Blue leap down, (***Jaggar AoO -> Yellow ), with one going after Jaggar and the other running towards the rest of the group to the south.
ROUND 2 (Inspire +2 Att/Dam, Prayer +1/-1 to all checks, Haste)
Dora (), Rusty (), Jaggar (), Begus (-9)
Kulik (-9), Rathen (-17), and Frag (-31)
-
Grey (-28), Brown (Blind, ), Purple ( ), Green ()
Orange (-65), Yellow (), and Blue (-39)
<Small correction, it was Brown, not Orange that was blinded. I simply mistook the colors, but have changed Brown's color to be a little more distinctly brown.>
Dora D Asplora
|
Dora continues her battlechant, calling out tactics to the group. She guides Rusty a bit forward as she tries to train her bow on the upper apes.
Hold fast! Hit them when they reach. Watch that close fire. Frag, are you doing ok?
Assumes these are not evil outsiders, otherwise damage is much higher from bow. Includes haste, bardsong, div favor, prayer
She aims at one of the upper, injured apes...preferably not in melee.
Dora +1 Banebow, bard buffs: 1d20 + 15 + 5 ⇒ (13) + 15 + 5 = 33
for dmg,bard buffs: 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Dora +1 Banebow, bard buffs: 1d20 + 10 + 5 ⇒ (17) + 10 + 5 = 32
for dmg,bard buffs: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Dora +1 Banebow, bard buffs: 1d20 + 15 + 5 ⇒ (7) + 15 + 5 = 27
for dmg,bard buffs: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13
DM Beckett
|
Because of so many possible AoO's, things could change significantly as well.
Dora levels her bow at the apes still up top, sinking two arrows into one that had just knock Frag down the ravine, and killing him, and then sending a third arrow at the other. It wounds him, but not severely.
They are not Evil Outsiders. They are evil, though.
ROUND 2 (Inspire +2 Att/Dam, Prayer +1/-1 to all checks, Haste)
Dora (), Rusty (), Jaggar (), Begus (-9)
Kulik (-9), Rathen (-17), and Frag (-31)
-
Grey (-28), Brown (Blind, ), Purple ( ), Green (-13)
Yellow (), and Blue (-39)
Jaggar Greycloak
|
Jaggar takes a quick attack against grey (AoO)
GG1+PA+FF: 1d20 + 21 + 2 + 1 ⇒ (5) + 21 + 2 + 1 = 29
DMG1: 1d10 + 23 + 2 ⇒ (9) + 23 + 2 = 34
Jaggar attacks the grey clothed one first...and then the teal foe if the grey one falls...
GG1+PA+FF: 1d20 + 21 + 2 + 1 ⇒ (15) + 21 + 2 + 1 = 39
DMG1: 1d10 + 23 + 2 ⇒ (4) + 23 + 2 = 29
GG2+PA: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34
DMG2: 1d10 + 23 + 2 ⇒ (8) + 23 + 2 = 33
GG3+PA: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
DMG3: 1d10 + 23 + 2 ⇒ (4) + 23 + 2 = 29
Haste ATK: 1d20 + 21 + 2 + 1 ⇒ (15) + 21 + 2 + 1 = 39
DMG1: 1d10 + 23 + 2 ⇒ (3) + 23 + 2 = 28
DM Beckett
|
All in all, Jaggar takes out three of the beasts, two of which had been injured in a literal mater of seconds.
ROUND 2 (Inspire +2 Att/Dam, Prayer +1/-1 to all checks, Haste)
Dora (), Rusty (), Jaggar (), Begus (-9)
Kulik (-9), Rathen (-17), and Frag (-31)
-
Purple ( ), Green (-13), Yellow ()
Frag the Fierce
|
I can't quite tell if it's a 5' step or 10' to green. Posting as if it's a 5'
"I grow tired of your weak attempts at me. Die like dogs!"
ATK 1: 1d20 + 30 + 1 + 2 + 1 ⇒ (1) + 30 + 1 + 2 + 1 = 35 MISS
ATK 2: 1d20 + 22 + 1 + 2 + 1 ⇒ (17) + 22 + 1 + 2 + 1 = 43 THREAT
ATK 3: 1d20 + 17 + 1 + 2 + 1 ⇒ (3) + 17 + 1 + 2 + 1 = 24 DMG if hit: 2d4 + 25 + 2 + 1 ⇒ (2, 4) + 25 + 2 + 1 = 34
Haste ATK: 1d20 + 30 + 1 + 2 + 1 ⇒ (8) + 30 + 1 + 2 + 1 = 42 DMG if hit: 2d4 + 25 + 2 + 1 ⇒ (1, 2) + 25 + 2 + 1 = 31
ATK 2 Confirmation: 1d20 + 22 + 1 + 2 + 1 ⇒ (3) + 22 + 1 + 2 + 1 = 29 Extra DMG if confirmed: 2d4 + 25 + 2 + 1 ⇒ (2, 4) + 25 + 2 + 1 = 34
DM Beckett
|
Just a head's up, Frag was hit by one of the logs and knocked off the trail into the thorny ravine some 30ft down. The thorny brush there, while not terribly dangerous to Frag (DR), have entangled him, requiring a (likely very easy) Str or Escape Artist check, and then a not so easy Climb check (DC 25) to get back up the ravine.
You are entitled to two possible AoO's, and I'll go ahead and use your rolls above. The first one misses, (unfortunately against Green which is the one that hit you), but, if you have a way to take another AoO, the second roll will hit, and might matter.
Frag the Fierce
|
that's right too, my bad. I was just going with the map. I'm AFK today, but want to keep the momentum. save: 1d20 ⇒ 3
-Posted with Wayfinder
DM Beckett
|
Frag stuggles against the briars, and surprisingly only barely makes it back out. Stowing his weapon, he then begins to try to scale the wall, but does not find good footing.
Str Check DC 15: 1d20 + 10 ⇒ (6) + 10 = 16 <is that right?>
Climb DC 25: 1d20 + 15 ⇒ (4) + 15 = 19
Frag the Fierce
|
Sorry, thanks for the bot. That's right.
Rathen Wyrmblight
|
Rathen chuckles, then flies around and into a flanking position with Jaggar. He lashes out with a gladius, hoping to end one of the troublesome creatures.
Attack w/+2Adamantine Gladius vs Yellow: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Sneak Damage: 6d6 ⇒ (1, 6, 6, 2, 6, 4) = 25
DM Beckett
|
Begus calls on a minor Magic Missile-like effect, sending a single ball of energy at the nearest enemy, meant more to distract than be effective. Kulik sends a few arrows towards another, causing to clutch it's chest and then slowly fall down the ravine to join Frag. Rathen finishses the last one, and then the team sends a rope down to help Frag out, with Julivar administering to some of your wounds.
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Everyone is healed for 10 HP.
---------------------
The outer doors open onto a large irregular chamber that has been fastidiously cleaned. Every bit of debris and dust has been removed, and the stone floor has been buffed to a dull shine. Two pallets of dried grass lie in the center of the room, each with a smooth, flat stone for a pillow.
Sitting up against the far wall you walk in on a very odd sight. A type of Ogre from far off lands, they are referred to as Ogre Mages locally, but rumors from the lands of Tien refer to them as Oni, a type of demon or perhaps evil spirit of some sort. Oddly, neither is actually armed with any weapon, not that they need them, but typically their kind are known for their larger eastern style swords. As you approach, they are conversing in their native Tien:
Frag the Fierce
|
Frag asks for a bit more CLW Wand: 5d8 + 5 ⇒ (2, 3, 3, 5, 5) + 5 = 23 Full.
"I speak many tongues, that is not one of them. I speak the language of those blades though." He then turns to stare at Begus, expecting him to know what to do.
Rathen Wyrmblight
|
Knowledge Planes: 1d20 + 8 ⇒ (2) + 8 = 10
"Can't say I know much about this lot. Mister Wizard?" Rathen turns to Begus knowing that the little guy is alwas happy to spout off about all that he knows.
Begus
|
Begus wakes as if from a dream, "Sorry, what was that? I was thinking I was in charge of teaching young minds about a magical school called 'physics'."
catching up, 5 minutes
Know planes: 1d20 + 11 ⇒ (16) + 11 = 27
Dora D Asplora
|
Dora also takes a look at the scene.
"Wow...like totally out of this world."
Kn:planes : 1d20 + 8 ⇒ (17) + 8 = 25
"These demon giants are bad news...flying spell flinging monsters really. I remember fighting them before when I was out East"
She shares the rest of the info she recalls about them.
Rathen Wyrmblight
|
"They sound... Incredibly difficult to fight. I'd love to avoid that. Thoughts?"
Begus
|
"They will have some immunity to my magics. they cast darkness and can become invisible at will.
feel free to read the first two levels of spoilers.
DM Beckett
|
Both of the Ogres notice you as you approach and discuss, leaping to their feet and shouting something at you in their native Tian, before switching to common, "Stop right there! Who are you and what are you doing here?"
I just wanted to offer the option of maybe trying to talk to them, though diplomacy will be very difficult, it is possible. Otherwise, I'll go with Initiative.
Jaggar Greycloak
|
SM: 1d20 + 14 ⇒ (9) + 14 = 23
"They may be weird ogres with magiks but they act like regular ogres sometimes. I seen that body language before amongst their dumber 'cousins'... these ones are bored and itching for something to do, either a fight or some other sort of entertainment... be wary." Jaggar whispers to the others before the group gets too close.
Rathen Wyrmblight
|
Sense Motive: 1d20 + 12 ⇒ (12) + 12 = 24
"If they're bored, maybe Dora can entertain them with a tale? Something appropriate for them, of course?"
Dora D Asplora
|
Assuming her team is developing a more robust plan, Dora begins a zippy tune to try and distract (Fascinate) the two giants from paying too much attention.
Over in Killarney
Many years ago,
Me Mither sang a song to me
In tones so sweet and low.
Just a simple little ditty,
In her good ould Irish way,
And l'd give the world if she could sing
That song to me this day.
"Too-ra-loo-ra-loo-ral, Too-ra-loo-ra-li,
Too-ra-loo-ra-loo-ral, hush now, don't you cry!
Too-ra-loo-ra-loo-ral, Too-ra-loo-ra-li,
Too-ra-loo-ra-loo-ral, that's an Irish lullaby."
Oft in dreams I wander
To that cot again,
I feel her arms a-huggin' me
As when she held me then.
And I hear her voice a -hummin'
To me as in days of yore,
When she used to rock me fast asleep
Outside the cabin door.
DM Beckett
|
Swear I will get a post in. I have only had a few days off in the last month, and most of them I've been so sick they forced me not to work. :(
DM Beckett
|
Well, that wasn't exactly what I had in mind, but that's fine.
After hearing Dora's song, the pair seem much more inclined to speak with you than fight, and after speaking with them a short while, you manage to convince them to seek their fortune and glory by plying their trade against your some of your enemies in the city, the Aspis Consortium.
They accept your offer, with a few bluffs about how rich and weak the Consortium is, and allow you to pass as they themselves leave the cave, with a brief warning, "Be mindful, for all is not as it seems beyond those doors."
The tunnel descends into a puddle of muck that extends around the corner. The mud slick ends in an oddly shaped chamber. Three side rooms extend from a central sitting area holding a crudely cobbled together table and chairs. The mud pool and entry corridor occupy one of these side chambers. Opposite these is an exit corridor. On one side is a room stacked with bags and casks of supplies, and freshly dressed game hanging from hooks on the wall. On the other side, the third chamber holds a number of bedrolls and bundles of personal possessions.
The corridor turns abruptly to the south here, next to a shallow alcove to the north. A large marble statue of stunning design stands in the alcove, depicting a female Azlanti warrior poised with spear raised. Rarely are such works of art found, and even more rarely in such pristine condition.
Standing before you are 5 amphibian humanoids, similar to Grippli, but larger and a single Charau-ka wearing crocodile hide armor and carries a club fashioned from a gnarled tree root. Hanging from his neck is the unholy symbol of Lamashtu. Surprised that such weak creatures such as yourself have managed to get inside their hideout, the Priest orders his slaves to attack.
The mud in this area is very slippery, requiring a DC 15 Acrobatic check to move at full speed, (otherwise double movement), but it seems the Boggards do not have this issue.
Begus: 1d20 + 8 ⇒ (7) + 8 = 15
Dora (+ mount): 1d20 + 4 ⇒ (4) + 4 = 8
Frag: 1d20 + 2 ⇒ (2) + 2 = 4
Jaggar: 1d20 + 7 ⇒ (15) + 7 = 22
Kulik: 1d20 + 9 ⇒ (9) + 9 = 18
Rathen: 1d20 + 12 ⇒ (2) + 12 = 14
......
Boggards: 1d20 + 2 ⇒ (19) + 2 = 21
Charau-ka: 1d20 + 3 ⇒ (8) + 3 = 11
ROUND 1
Jaggar ()
Purple Boggard (), Blue Boggard (), Black Boggard (),
Yellow Boggard (), and Orange Boggard ()
Kulik (), Begus (), Rathen ()
Red Charau-ka ()
Dora (), Rusty (), and Frag ()
DM Beckett
|
Bump. I'll give it a day and then bot to move on. I have not had any time lately either, and I know I've heard a lot of folks are out of town.
Dora D Asplora
|
I am back home but Dora is in the last round anyway .
Upon seeing the frogmen
"Well this does not look good ."
Jaggar Greycloak
|
"Stay back if you like Fraggy... you may yet fall off the cliff again..." the boisterous hork calls out as he strides forward in the muddy to get withing range of the nasty boggards readying to attack...
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Readied ATK GG1+PA+FF: 1d20 + 21 ⇒ (17) + 21 = 38
DMG1: 1d10 + 23 ⇒ (9) + 23 = 32
DM Beckett
|
Dropping what appears tob e a potion vile into the muck, the Boggards begin to advance, staying back just enough to be out of reach with their morningstars, but the closest four each shoot a lightning fast tongue at Jaggar, and while not harmful, it could very well lock him in place as it sticks, rather strongly to his armor and flesh. Jaggar manages to thrust his Glaive at one of them, drawing blood, but not killing it. Only one of them misses, and suddenly Jaggar finds that, lest he break free, (with a Str check as a Standard Action), he can not move from his position, and finds it difficult to defend himself.
Tongue vs Jaggar (AC 18): 1d20 + 7 ⇒ (20) + 7 = 27 <HIT>
Tongue vs Jaggar (AC 18): 1d20 + 7 ⇒ (18) + 7 = 25 <HIT>
Tongue vs Jaggar (AC 18): 1d20 + 7 ⇒ (16) + 7 = 23 <HIT>
Tongue vs Jaggar (AC 18): 1d20 + 7 ⇒ (5) + 7 = 12 <miss>
The last, too far away to attack with it's tongue, instead steps closer, draws a Javelin, and flings it at Frag.
Javelin vs Frag (FF AC 18): 1d20 + 11 ⇒ (11) + 11 = 22 <HIT>
Damage: 1d6 + 3 - 5 ⇒ (4) + 3 - 5 = 2
ROUND 1
Jaggar ()
Purple Boggard (-32), Blue Boggard (), Black Boggard (),
Yellow Boggard (), and Orange Boggard ()
Kulik (), Begus (), Rathen ()
Red Charau-ka ()
Dora (), Rusty (), and Frag (-2)
Kulik
|
KULIK usually waits until Dora half person or Begus gnome person identifies baddies, but with Jaggar having the frog things' tongues he decides otherwise.
Free action to activate agile feet
Move action to spot on the map
Swift action judgments (sacred justice, sacred destruction)
Standard for one shot at Purple, or at Blue if Purple is not grappling Jaggar
+1 adaptive, holy composite longbow, Point Blank/Precise Shot, Deadly Aim, sacred justice: 1d20 + 19 + 1 - 3 + 3 ⇒ (20) + 19 + 1 - 3 + 3 = 40 Ooh!
confirm?: 1d20 + 19 + 1 - 3 + 3 ⇒ (9) + 19 + 1 - 3 + 3 = 29
Friendly Fire Maneuvers means no cover from allies
damage w/Deadly Aim, sacred destruction: 1d8 + 8 + 6 + 4 ⇒ (3) + 8 + 6 + 4 = 21
plus crit if confirmed: 2d8 + 16 + 12 + 8 ⇒ (3, 1) + 16 + 12 + 8 = 40
plus holy if evil: 2d6 ⇒ (5, 1) = 6
Jaggar Greycloak
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"Thats it Kulik! Let us show them the Horks can kill these pesky foes!" Jaggar yells out as the arrows fly forth and he ponders why he cant move...
Rathen Wyrmblight
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Unsure about who is up and who is down among the foes, but wanted to get a post out anyhow.
Rathen's twin gladii flash into his hands as the rogue moves forward. He readies his blade, eager to slash the first creature that comes close.
Attack w/+2 Adamantile Gladius: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 1d6 + 8 ⇒ (6) + 8 = 14