DM CH-P's CoT: The Bastards of Erebus (Inactive)

Game Master Feral


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Derek: Don't forget bards can cast spells too, plus the Morrowfall has some non-ally-debilitating powers as well :)

***

DM rolls:

Eye #1 stealth: 1d20 + 16 ⇒ (12) + 16 = 28
Eye #2 stealth: 1d20 + 16 ⇒ (14) + 16 = 30

Appario perception #1: 1d20 + 11 ⇒ (2) + 11 = 13
Derek perception #1: 1d20 + 9 ⇒ (2) + 9 = 11
Maddok perception #1: 1d20 + 6 ⇒ (1) + 6 = 7
Xerath perception #1: 1d20 + 6 ⇒ (18) + 6 = 24
Yahirma perception #1: 1d20 + 2 ⇒ (3) + 2 = 5

Livia perception #1: 1d20 + 10 ⇒ (18) + 10 = 28

Appario perception #2: 1d20 + 11 ⇒ (16) + 11 = 27
Derek perception #2: 1d20 + 9 ⇒ (9) + 9 = 18
Maddok perception #2: 1d20 + 6 ⇒ (2) + 6 = 8
Xerath perception #2: 1d20 + 6 ⇒ (3) + 6 = 9
Yahirma perception #2: 1d20 + 2 ⇒ (9) + 2 = 11

Livia perception #2: 1d20 + 10 ⇒ (3) + 10 = 13

***

The stalker assesses the new threat behind it, and decides to divide its attention between the invisible acrobat on one side and the translucent hag on the other. It trains its right-hand sword on Appario and its left-hand sword on the spiritual hag.

Short sword attack #1 (vs Appario): 1d20 + 14 ⇒ (18) + 14 = 32
Short sword attack #2 (vs hag): 1d20 + 14 ⇒ (4) + 14 = 18
Short sword attack #3 (vs Appario: 1d20 + 9 ⇒ (8) + 9 = 17
Short sword attack #4 (vs hag): 1d20 + 9 ⇒ (9) + 9 = 18

Short sword damage #1: 1d6 + 3 ⇒ (2) + 3 = 5
Short sword damage #3: 1d6 + 3 ⇒ (6) + 3 = 9

Miss chance #1: 1d100 ⇒ 53 (1-50: miss, 51-100: hit)
Miss chance #3: 1d100 ⇒ 57 (1-50: miss, 51-100: hit)

Appario is struck once, taking another 5 damage, while a slight hiss of frustration escapes the stalker's lips as its sword slices clean through the hag without effect.

Fortitude to cure poison: 1d20 + 8 ⇒ (14) + 8 = 22

The throbbing in his previous wound is lessened, as his health expunges the poison therein.

***

More enemy actions coming up shortly.


Maddok hears a door opening to the west, followed by the room beyond becoming even darker than before. The supernatural darkness also spreads into the hallway, although the Morrowfall's light halts its progress at Maddok's feet.

DM rolls:

Creeper #2 stealth: 1d20 + 24 ⇒ (1) + 24 = 25
Creeper #4 stealth: 1d20 + 24 ⇒ (14) + 24 = 38
Aurochs #1 perception #1: 1d20 + 9 ⇒ (8) + 9 = 17
Aurochs #1 perception #2: 1d20 + 9 ⇒ (13) + 9 = 22
Aurochs #2 perception #1: 1d20 + 9 ⇒ (1) + 9 = 10
Aurochs #2 perception #2: 1d20 + 9 ⇒ (17) + 9 = 26

Hearing no movement, Maddok suddenly hears the sounds of coordinated stabs, mingled with "Moooooo!"'s coming from the celestial bulls.

Dagger attack #1 (vs aurochs #1): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 (+2: flanking)
Dagger attack #1 (vs aurochs #2): 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 (+2: flanking)
Dagger attack #1 (vs aurochs #2): 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 (+2: flanking)

Dagger damage #1: 1d3 + 2 + 2d6 ⇒ (1) + 2 + (6, 3) = 12 (+2d6: sneak attack)
Dagger damage #2: 1d3 + 2 + 2d6 ⇒ (2) + 2 + (6, 5) = 15 (+2d6: sneak attack)
Dagger damage #3: 1d3 + 2 + 2d6 ⇒ (3) + 2 + (2, 3) = 10 (+2d6: sneak attack)

Fortitude vs poison: 1d20 + 6 ⇒ (18) + 6 = 24

The moo's of one bull are cut brutally short, while the moo's of the other become decidedly sadder.

Immediately following, Maddok hears an angry voice speaking loudly in a language he doesn't understand, then a loud slap.

***

Livia's wings bring her close to Maddok, where she whispers in his ear. "A bigger dark man entered, but he stayed in the corner! The small ones moved around, then one of your bulls died, and the other was wounded! But one of the small ones went to the big one and spoke angrily, and then the big one slapped him!"

While speaking, she creates another crude map for him, pointing out the enemy locations (Shown on the map below; the two in the upper left corner were the two arguing).

***

>>>Current Map<<< (the invisible Appario is at K23)

There's dim light (20% miss chance unless low-light vision or better) everywhere except the western room plus O19-O20, where there's supernatural darkness (50% miss chance unless see in darkness).

Up next: The PCs except Appario (round 3), then Appario (round 4).


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Maddok gives a silent thanks for the spirit's sacrifice.

"Little brother, I need your light!"

Within the now supernaturally dark room, the lone spirit-bull blindly tramples the contents of the room.

2d6 + 9 ⇒ (1, 6) + 9 = 16

Maddok's actions will depend on what happens.


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

Xerath will continue to fire tragic missiles at the dark stalker.

4d4 + 4 ⇒ (3, 4, 1, 4) + 4 = 16


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

"Tragic" missiles? Ah, I get it, because they cause woe and destruction amongst our enemies, leading to wailing and gnashing of teeth!

Derek curses under his breath and quickly begins to withdraw to aid his big brother.
"I'll be back Appario, never fear."

Before leaving, he calls on the power of the Morrowind, biding it to blind the stalker.
"You love the darkness, then dwell there without sight!"
Casting Blindness on the Stalker then move to O20


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

Uh no.


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

Consider Misfortune at the ready for that save against blindness.

Yahirma gapes at Derek's tactical retreat. What is he doing? It's right there in front of - and now he's gone to gawk at livestock...

Just to spook the stalker a bit following its futile offensive against the hag spirit, Yahirma encourages her local spirits to swipe the stalker's left-handed blade.

Pilfering hand to disarm 1d20 + 15 ⇒ (13) + 15 = 28
Attack #1 by the Spiritual Ally 1d20 + 13 ⇒ (11) + 13 = 24 Possible damage: 1d10 + 2 ⇒ (8) + 2 = 10
Attack #2 by the Spiritual Ally 1d20 + 8 ⇒ (3) + 8 = 11

Come and get it, she thinks while twirling her new blade inexpertly and giving the dark stalker a mocking smirk.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Once again galvanized by proximity to his little brother, Maddok moves to the entrance of the room and swings his hammer through the corner into the creeper hiding behind it. O19

1d20 + 12 + 1 - 4 ⇒ (19) + 12 + 1 - 4 = 28 -4 for cover
1d6 + 16 ⇒ (6) + 16 = 22


Male Human (Taldan) Abadaran Militant 12

"Never fear?! Fear!? Me?!! No!"

Appario sighs as the light fades from view and leave him with an unseen dark foe trying to gut him.

Appario sheathes Extortion and again takes total defense.

3d6 ⇒ (1, 4, 1) = 6 lay on hands

Appario's stats:

AC 25, touch 17, flat-footed 22. (+7 armor, +3 Dex, +2 shield, +2 deflection, +1 dodge)
hp 44/61
Fort +8, Ref +11, Will +8

Lay on Hands: 3d6 healing (2/5 used)
Smite Evil (+2 to hit, +2 AC, +6 damage) 2/day - 1 used
Divine Bond 6/min day. -used


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

Yahirma glances at the shortsword and gives it a shake, wondering why it - or perhaps something near it - is spouting non-infernal nonsense.

Just my luck that I nabbed an intelligent weapon...


Reflex (Creeper #2): 1d20 + 9 ⇒ (15) + 9 = 24
Reflex (Creeper #3): 1d20 + 9 ⇒ (12) + 9 = 21
Reflex (Creeper #4): 1d20 + 9 ⇒ (2) + 9 = 11
Reflex (Creeper #5): 1d20 + 9 ⇒ (16) + 9 = 25
Reflex (Creeper #6): 1d20 + 9 ⇒ (14) + 9 = 23
Reflex (Stalker #2): 1d20 + 16 ⇒ (15) + 16 = 31

Fortitude (Stalker #1): 1d20 + 7 ⇒ (20) + 7 = 27
Misfortune reroll: 1d20 + 7 ⇒ (2) + 7 = 9

***

One of the creepers is trampled under the bull's hooves, while the other creepers and the stalker all evade its wild cavorting.

Maddok's hammer easily finds its target, smashing into the nearest creeper with force. Maddok isn't sure, but he might have cracked some ribs.

***

The other stalker at first appears to easily shrug off the attempt at blinding it, but at the worst possible moment the stab in its back from the spiritual ally causes its body to divert its attention. The half-smile that had been forming on the stalker's lips vanishes as its eyes go blind.

As one sword flies from its hand, the stalker shouts curses in a language noone nearby understands. Unseeing, it attempts to get past the defensive Appario to introduce Yahirma to the cold steel of its sword.

Acrobatics: 1d20 + 20 - 4 ⇒ (17) + 20 - 4 = 33 (-4: blinded; CMD+5)

Failing in its attempt due to Appario's entirely defensive stance, the stalker hisses again, then settles for driving its remaining sword into the invisible defender.

Short sword attack: 1d20 + 16 ⇒ (17) + 16 = 33
Short sword damage: 1d6 + 3 ⇒ (3) + 3 = 6
Miss chance: 1d100 ⇒ 96 (1-50: miss, 51-100: hit)

The sword slides past Appario's defenses, dealing 6 damage, leaving the stalker to gain at least some minor amount of satisfaction from the situation.

***

Appario doesn't get an AoO, due to total defense.

More enemy actions coming up.


The grounded creeper stands, leaving itself open to the bull's attack.

Gore AoO: 1d20 + 7 ⇒ (16) + 7 = 23 (AC: -4)
AoO damage: 1d8 + 9 ⇒ (7) + 9 = 16

The bull's horns drive deep into the creeper, leaving it bleeding profusely but still standing. It drives its dagger into the bull.

Dagger attack: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 (+2: flanking)
Dagger damage: 1d3 + 2 + 2d6 ⇒ (1) + 2 + (4, 4) = 11 (+2d6: sneak attack)

The attack fells the bull, sending it back to its heavenly roaming grounds.

***

Most of the other creepers converge on Maddok, two among them using the dim lighting currently prevailing in the room to hide themselves from view until they're close enough to attack.

Stealth (Creeper #2): 1d20 + 24 ⇒ (4) + 24 = 28
Stealth (Creeper #5): 1d20 + 24 ⇒ (13) + 24 = 37
Maddok perception (vs Creeper #2): 1d20 + 6 ⇒ (20) + 6 = 26
Maddok perception (vs Creeper #5): 1d20 + 6 ⇒ (12) + 6 = 18

Dagger attack #1: 1d20 + 10 ⇒ (18) + 10 = 28 (stealthed)
Dagger attack #2: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 (-4: cover; stealthed)
Dagger attack #3: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14 (-4: cover)

Dagger damage #1: 1d3 + 2 + 2d6 ⇒ (3) + 2 + (3, 1) = 9 (+2d6: sneak attack)
Dagger damage #2: 1d3 + 2 + 2d6 ⇒ (2) + 2 + (1, 5) = 10 (+2d6: sneak attack)
Dagger damage #3: 1d3 + 2 ⇒ (1) + 2 = 3

Only one of the daggers strike the Shoanti warrior, now that his defenses have been bolstered by his little brother's arrival. The attack deals 9 damage.

***

The stalker speaks softly to the angry creeper in front of him, raises its voice slightly to give an order to the one behind, then lays into the angry one with its twin swords.

Short sword attack #1: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 (+2: flanking)
Short sword attack #2: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23 (+2: flanking)
Short sword attack #3: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 (+2: flanking)
Short sword attack #4: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 (+2: flanking)

Short sword damage #1: 1d6 + 3 + 5d6 ⇒ (2) + 3 + (4, 3, 3, 3, 6) = 24 (+5d6: sneak attack)
Short sword damage #2: 1d6 + 3 + 5d6 ⇒ (4) + 3 + (2, 3, 5, 6, 1) = 24 (+5d6: sneak attack)
Short sword damage #3: 1d6 + 3 + 5d6 ⇒ (4) + 3 + (3, 3, 3, 3, 5) = 24 (+5d6: sneak attack)
Short sword damage #4: 1d6 + 3 + 5d6 ⇒ (4) + 3 + (6, 5, 6, 2, 6) = 32 (+5d6: sneak attack)

The dissenting creeper is sliced into pieces, and combusts in a flash of bright light.

Fortitude (Stalker #2): 1d20 + 7 ⇒ (10) + 7 = 17
Fortitude (Creeper #4): 1d20 + 5 ⇒ (13) + 5 = 18

Blindness duration: 1d6 ⇒ 5 rounds (minimum 1 for dark folk, even on a successful save)

Both the stalker and the nearest creeper succeed at averting their eyes, yet the flash of light still leaves them both temporarily blind.

***

>>>Current Map<<< (the red-ringed dark folk are blind; the invisible Appario is at K23)

There's dim light (20% miss chance unless low-light vision or better) everywhere except K23 and further east, where there's supernatural darkness (50% miss chance unless see in darkness).

Up next: The PCs except Appario (round 4), then Appario (round 5)


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

The archon's blessing blunts the pain from the wound but Maddok returns the favor by roaring a warcry and laying into the creeper in front of him with a pair of looping blows.

Rage 11/18

1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37
1d6 + 21 ⇒ (2) + 21 = 23

Confirming
1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
1d6 + 21 ⇒ (5) + 21 = 26 additional damage

Miss Chance
1d100 ⇒ 41

1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
1d6 + 21 ⇒ (2) + 21 = 23

Miss Chance
1d100 ⇒ 2

If that drops him, Maddok will step into the room (and the flank) so Derek can get into range to melee.


Maddok's hammer crushes the creeper into a pile of pulp, which momentarily explodes in a flash of sharp, bright light.

Fortitude (Derek): 1d20 + 4 ⇒ (15) + 4 = 19
Fortitude (Maddok): 1d20 + 11 ⇒ (13) + 11 = 24
Fortitude (Creeper #3): 1d20 + 5 ⇒ (20) + 5 = 25
Fortitude (Creeper #5): 1d20 + 5 ⇒ (10) + 5 = 15

Blindness duration: 1d6 ⇒ 6 rounds (minimum 1 for dark folk, even on a successful save)

Everyone affected are able to avert their eyes, yet the dark folk are still rendered temporarily unseeing.

***

>>>Current Map<<< (the red-ringed dark folk are blind; the invisible Appario is at K23)

There's dim light (20% miss chance unless low-light vision or better) everywhere except K23 and further east, where there's supernatural darkness (50% miss chance unless see in darkness).

Up next: Derek, Xerath, Yahirma (round 4), then Appario (round 5).


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

Perception check 1d20 + 2 ⇒ (11) + 2 = 13

Pitiful creature - it is stabbing at nothing!

Not entirely certain as to exactly what type of darkness is engulfing the hallway, Yahirma tries to magically illuminate the room by making her buckler glow. The hag spirit mercilessly continues its assault.

Casting light, which likely does little
Spiritual Weapon attack #1 (blind target) 1d20 + 13 ⇒ (17) + 13 = 30 Damage: 1d10 + 2 ⇒ (10) + 2 = 12
Spiritual Weapon attack #2 (blind target) 1d20 + 8 ⇒ (9) + 8 = 17 Damage: 1d10 + 2 ⇒ (2) + 2 = 4


The light spell indeed provides no luminous effect, but the hag succeeds at striking the blinded stalker twice.

Livia makes her way north, ending up above Yahirma's shoulder. Itching to try out her new abilities, she sends a force ray towards the blind stalker.

Ranged touch: 1d20 + 9 ⇒ (16) + 9 = 25 (blinded target; AC +4 from cover)
Force damage: 1d4 + 1d6 ⇒ (2) + (4) = 6 (+1d6: sneak attack)

The ray strikes the stalker, and Livia exclaims happily in Infernal as she becomes visible.

Infernal:

"Did you see that! I hit him!"

***

Map and other info as above, except Livia is visible above Yahirma's shoulder.

Up next: Derek and Xerath (round 4), then Appario (round 5).


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

Xerath realizing this is going to be a long fight moves to K22 while drawing his spear. He then strikes at the stalker, the weapon almost piercing right through Appario, but the Taldan is able to react and let it pass.

Flank
1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 versus flat-footed AC

1d8 + 3 ⇒ (8) + 3 = 11


Don't forget the supernatural darkness; there's a 50% miss chance for Xerath to hit the stalker. Rolling it for you:

Miss chance: 1d100 ⇒ 57 (1-50: miss, 51-100: hit)

***

Xerath's spear strikes something in the pitch black darkness ahead, too far away to be Appario.

***

>>>Current Map<<< (the red-ringed dark folk are blinded; the invisible Appario is in K23)

There's dim light (20% miss chance unless low-light vision or better) everywhere except K23 and further east, where there's supernatural darkness (50% miss chance unless "see in darkness").

Up next: Derek (round 4), then Appario (round 5).


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

Oh thanks. Totally forgot that. Will remember next time.


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

Terribly sorry, could you post the powers of the Morrowfall one more time? I'll write them down this time. Promise!


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Time Travel!


In case Maddok's post wasn't clear, it links to the original description of the Morrowfall's abilities :)


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

Darn, I was hoping you could cast daylight with it. Oh well...
Derek holds for now


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Maddok made room so Derek could melee. Could you step in so I can keep our brotherhood boon going at least?


Male Human (Taldan) Abadaran Militant 12

Appario, waiting for light, keeps up the total defense.

3d6 ⇒ (5, 3, 2) = 10 healing

Appario's stats:

AC 25, touch 17, flat-footed 22. (+7 armor, +3 Dex, +2 shield, +2 deflection, +1 dodge)
hp 54/61
Fort +8, Ref +11, Will +8

Lay on Hands: 3d6 healing (3/5 used)
Smite Evil (+2 to hit, +2 AC, +6 damage) 2/day - 1 used
Divine Bond 6/min day. -used


Derek: It has constant daylight. That's why the room is currently dimly lit instead of being cloaked in supernatural darkness. A 20% miss chance isn't so debilitating that Derek is unable to fight. Well, unless you're notoriously unlucky at rolling dice :)

Also, remember that you can go through an ally's square.

Appario: You seem to have forgotten the last instance of 6 damage dealt by the stalker.

***

Edit: The original write-up of the Morrowfall had daylight 3/day as one of its powers, but I removed that because I didn't see the necessity for it when it already had constant daylight. Sure, you would then be able to use it to dispel one of the many currently ongoing instances of darkness (6) or deeper darkness (4), but that would be fairly ineffectual. It would still be dark.


I think that's enough time to wait and see if Derek wants to change his action for this round, so I'm moving on.

***

Realizing it's unable to get past the defensive wall created by Appario, and finding itself attacked from all sides, the blind stalker withdraws through the door and down the stairs.

(using Acrobatics to move at full speed while blinded; with a +20 Acrobatics, -4 for blinded, it can't fail the DC 10 check)

However, the darkness remains. Taking a second look, Yahirma can virtually see tendrils of darkness emanating from the point of the short sword she captured from the stalker, combating the daylight emanating from the artifact in Derek's hands.

***

In the other room, the stalker in the corner calmly pulls a vial from its belt and smears some sort of black goo on one of its swords. As it finishes and throws the vial away, its eyes clear of the lingering effect from the flashing light.

The two creepers on either side of Maddok withdraw from his immediate presence, moving slowly to avoid falling. The last creeper also moves, leaving all the dark folk spread about in the room. All of their eyes also clear from their temporary blindness.

***

>>>Current Map<<< (the invisible Appario is at K23)

There's dim light (20% miss chance unless low-light vision or better) everywhere except K23 and further east, where there's supernatural darkness (50% miss chance unless "see in darkness").

Up next: The PCs except Appario (round 5), then Appario (round 6).


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

No, I was hoping I could have cast daylight in one battle and then move over and give the other battle the benefit of the constant daylight.
Apologies about not answering before now, but I posted just before I left for work in the morning, just came back.

Derek moves into the room, moving up near Maddok to help his brother with what little combat skills he does posses.
This might be considered good training...

As he nears the opponent, he crosses punchline over his chest, adopting one of the most basic combat stances he learned, the one swashbucklers call Rosebush, waiting for just the right time...
There! One opening presents itself as the creeper drops its guard temporarily.
Derek quickly twists his hand so the rapier spins around under the creepers guard and stabs up low, Revealing the roses thorn.
The whole manoeuvre ends with the rapier quickly retreating to its previous position, all done in less than one second.

Move to P17
Attack using combat expertise: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Miss chance: 1d100 ⇒ 78


Okay, that makes sense :)

I like the combat stance namings; you need to be in combat more often! But which of the two creepers you can target from that position are you trying to hit?


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

Yahirma pulls out her hot weather outfit and folds in once around the sword, hoping that the darkness will dissipate. With a chagrined glance to where the stalker had been, she makes a quick request in infernal before slipping into the room with the stairs (I 24) for a quick glance to see where the enemy retreated.

Infernal:

"Livia, would you mind keeping an eye on that one?"

If the stalker is in sight:

Yahirma uses a swift action to fly her hag-spirit next to the stalker for an attack.

Attack 1d20 + 13 ⇒ (7) + 13 = 20 Damage: 1d10 + 2 ⇒ (9) + 2 = 11

If the stalker is nowhere to be seen:

Yahirma uses a swift action to fly the hag-spirit down the hall to M21.


The darkness is contained by the outfit, allowing Yahirma's buckler (and Appario's boot) to shine with light as she moves into the stair-room. Once she reaches the top of the staircase, it's clear that the stalker is still nearby. The staircase and whatever lies below is bathed in supernatural darkness.

Following Yahirma, Livia dives into the darkness. Returning shortly afterwards, the imp whispers a brief report before diving back in and disappearing from sight.

Infernal:

"It's standing by a door, groping for the handle!"

A translucent dagger-wielding hag moves past Appario and Xerath down the hallway towards the western room.

***

Derek's expert swordsplay puts several cuts on the creeper's lightly armored body.

Creepers #3 and #4 are already injured, and since Derek can hit #3 from where he is, I'll just assume that's his chosen victim :)

***

>>>Current Map<<< (the invisible Appario is at K23)

There's dim light (20% miss chance unless low-light vision or better) in the western room plus O19-O21 and N21, while there's normal light elsewhere above the staircase.

Up next: Maddok and Xerath (round 5), Appario (round 6).


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Maddok steps alongside his little brother and focuses his fury on the cornered creeper with a pair of blows driving his opponent into the ground.

Rage 12/18

1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25
1d6 + 21 ⇒ (1) + 21 = 22
1d100 ⇒ 34

1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
1d6 + 21 ⇒ (3) + 21 = 24
1d100 ⇒ 93


Miraculously, the creeper still stands after Maddok's furious barrage. There was a satisfying crack of broken ribs accompanied by spitting of blood following the blacksmith's first blow of the hammer, but the creeper managed to sidestep the second blow.

***

>>>Current Map<<< (the invisible Appario is at K23)

There's dim light (20% miss chance unless low-light vision or better) in the western room plus O19-O21 and N21, while there's normal light elsewhere above the staircase.

Up next: Xerath (round 5) and Appario (round 6).


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

Xerath double moves back into the western room to N17, his spear ever ready.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

That was disappointing. =/

Sorry little brother, this is going to hurt.


>>>Current Map<<< (the invisible Appario is at K23)

There's dim light (20% miss chance unless low-light vision or better) in the western room plus O19-O21 and N21, while there's normal light elsewhere above the staircase.

Up next: Appario (round 6).


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

Darn, I just keep bungling up like that, poor perception I guess. Heh, guess wisdom was a drop value for the player, not just the character.

Derek winces at the horrible sound of bones being cracked, then gawking in stupefied awe at the resilience of the debased and filthy creature before him.
Asmodeus black crotch!

Shoanit:
"Careful big brother, remember how they explode once they die."


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Maddok nods.

Shoanti:
"It's the big one we should be wary of. He smeared some sort of poison on his blades."


Male Human (Taldan) Abadaran Militant 12

Appario will move to O17, drawing Extortion as he does.

Sorry, not much time to post right now, will have more time in a few hours.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Maddok suddenly realizes he hasn't seen Appario since he cried out in pain.

"Xerath, did you find Appario in the hall?"


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

"No, I have not seen him. The fool must have run away." "Or ran off to tell his master."


Male Human (Taldan) Abadaran Militant 12

"I'm right here. The creature fled when it couldn't overtake my invisibility and when it was blinded. We'll still have to hunt it down when we finish with these. Sure are a lot of them."


The creeper in the corner throws a dagger at Xerath, while the two creepers flanking Derek both attack him. The stalker bides its time, waiting for one creeper to step away before he moves in to take advantage of the remaining creeper's flank.

Dagger attack #1 (vs Xerath): 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12 (-1: range penalty)
Dagger attack #2 (vs Derek): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 (+2: flanking)
Dagger attack #3 (vs Derek): 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 (+2: flanking)
Short sword attack (vs Derek): 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 (+2: flanking)

Dagger damage #1: 1d3 + 2 ⇒ (2) + 2 = 4
Dagger damage #2: 1d3 + 2 + 2d6 ⇒ (3) + 2 + (6, 1) = 12 (+2d6: sneak attack)
Dagger damage #3: 1d3 + 2 + 2d6 ⇒ (3) + 2 + (3, 1) = 9 (+2d6: sneak attack)
Short sword damage: 1d6 + 3 + 5d6 ⇒ (5) + 3 + (4, 6, 4, 1, 4) = 27 (+5d6: sneak attack)

The flying dagger misses Xerath, but Derek isn't as lucky. Both creepers hit him, dealing a total of 21 damage to the bard. However, the stalker slices the empty air around Derek, perhaps surprised by Appario's disembodied voice suddenly coming from right beside him.

***

>>>Current Map<<< (the invisible Appario is at O17)

There's dim light (20% miss chance unless low-light vision or better) in the western room plus O19-O21 and N21, while there's normal light surrounding Yahirma. There's supernatural darkness in and below the staircase, and regular non-magical darkness in the remaining hallway where Yahirma's light can't reach.

Up next: The PCs except Appario (round 6), and Appario (round 7). In addition, Xerath can take an AoO against the stalker as it moves through his threat range.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

The big Shoanti's fury reaches a crescendo as he sees Derek's blood spilled.

Rage 13/18

With an inhuman growl, Maddok swings a pair of crushing blows at the wounded creeper in the corner.

If the first one drops him, Maddok will step over and take the second on the stalker.

1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
1d6 + 21 ⇒ (4) + 21 = 25
1d100 ⇒ 47

1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
1d6 + 21 ⇒ (2) + 21 = 23
1d100 ⇒ 29

"Fight me cowards!"


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

It sounds like the stalker is at the bottom of the stairs (roughly equivalent to I 27 on the lower floor. Is this about right, or is there a substantial distance that Yahirma might have to move to get line of sight?

And where do you think you're going? Yahirma wonders - almost betraying her position by chuckling aloud. As if sensing impending torment, the hag-spirit flies over (J24) to join Yahirma. There it silently motions with its knife and pantomimes the slitting of the hapless stalker's throat. With nobody but Livia and the changeling's ectoplasmic companion as witnesses, Yahirma happily obliges.

Swift action to move the hag-spirit, which seems absolutely delighted by the impending opportunity to play with a vulnerable target. Standard action to cast chain of perdition near the stalker.

Stepping forward as necessary to get a good view (going down the stairs a bit if needed and assuming there aren't lots of beady eyes awaiting her), Yahirma channels the dark stalker's panic and forges it into dull, golden links. The chain complete, she whips a finger forward in a silent command.

CMB to trip (includes +2 for blind target but not for any loss of Dexterity) 1d20 + 17 ⇒ (9) + 17 = 26

Upstairs, the hag-spirit quickly cackles.


Maddok's furious blow crushes the rest of the hapless creeper's body, causing it to combust in a flash of too-bright light.

Fortitude (Appario): 1d20 + 8 ⇒ (4) + 8 = 12
Fortitude (Derek): 1d20 + 4 ⇒ (2) + 4 = 6
Fortitude (Maddok): 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

Blindness duration: 1d6 ⇒ 2 rounds

Both Appario and Derek are rendered blind by the flash of light, while Maddok's fury helps him fight off the nuisance. However, when Maddok tries to step towards the stalker, he finds the way blocked by someone unseen.

Maddok can step somewhere else, or take a move action.

***

>>>Current Map<<<

Derek and Appario are blinded. Appario is still invisible, but I figured it's easier for everyone if I show him on the map.

There's dim light (20% miss chance unless low-light vision or better) in the western room plus O19-O21 and N21, while there's normal light surrounding Yahirma. There's supernatural darkness in and below the staircase, and regular non-magical darkness in the remaining hallway where Yahirma's light can't reach.

Up next: Derek, Xerath, Yahirma (round 6), and Appario (round 7). In addition, Xerath can take an AoO against the stalker as it moves through his threat range.


Yahirma wrote:
It sounds like the stalker is at the bottom of the stairs (roughly equivalent to I 27 on the lower floor. Is this about right, or is there a substantial distance that Yahirma might have to move to get line of sight?

It's at around K25 on the lower floor, but Yahirma can't get line of sight since there's supernatural darkness. However, if she uses Livia to get within 10 ft of the stalker and has her call out, she can cast there :)


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Bah, Appario! Maddok will move to P16.


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

Derek curses bitterly at failing to heed his own advice, desperate to do something, he launches into the Avalanche of steel routine that he recently learned, targeting the stalker.
The first movie is to attempt to make the opponent focus on your feet, Derek attempts to do that by a quick jig.
When and if the opponent does look down you unleash Rising Kraken by swinging the pommel of your blade up to connect with the chin.
As the opponent reels from that you step close, hook your leg around his and make him lose balance.
Finally, as he recovers you unleash the second attack known as the Iron needle.

Rising Kraken (Combat expertise): 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 ⇒ 5
Miss chance (50): 1d100 ⇒ 10
Iron needle (Combat expertise): 1d20 - 5 ⇒ (7) - 5 = 2
Damage: 1d6 ⇒ 4
Miss chance (50): 1d100 ⇒ 34


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Combat Expertise doesn't do anything when you're blind. =(

Maddok whirls his hammer in hand as he surveys the remaining opponents, daring them to make another move against the bard.

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