DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Slayer Totals


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Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Sam will cast

Heroism
Long arms
Mirror image 1d4 + 3 ⇒ (4) + 3 = 7
Channel Vigor (torso)
Fly on Epik
and Haste

Init - 1d20 + 7 ⇒ (15) + 7 = 22


Cool spell, this the first time you've used it?

Also, considering Nowzai's note about resources, this might be a good time for everyone to post remaining resources ... memorized spells, arcana, smite evils, oracle spells remaining, channels remaining

Please post remaining resources following your preparation


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai will cast shield and stoneskin on himself, and sonic weapon on Epik and Dalamus's blades. Just before they move to attack, he will cast summon monster V to bring a bralani azata to the fight.

Remaining Spells Prepared:

1st feather fall, lesser orb of sound (3), shield
2nd baleful tranposition, darkvision (2)
3rd daylight, soundlance, summon monster III, wind wall
4th acid pit (2), black tentacles, control summoned creature, dimensional anchor, summon monster IV
5th mage's faithful hound, telekinesis
6th chains of light, disintegrate
7th


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Spells 3/3 3/3 2/2; 2/4

After healing himself, Epik will smite evil and will active his weapon bond (+2, good).

When the demodand is turned away, Epik wil fly to melee with it.

LoH: 5d6 + 7 ⇒ (6, 3, 4, 1, 2) + 7 = 23
LoH: 5d6 + 7 ⇒ (1, 6, 4, 2, 4) + 7 = 24
LoH: 5d6 + 7 ⇒ (4, 6, 4, 2, 4) + 7 = 27
init: 1d20 + 1 ⇒ (12) + 1 = 13


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Init: 1d20 + 7 ⇒ (18) + 7 = 25

Before Epik leaves,

Ma'puande casts Prayer on the group.

then Protection from Evil (communal)

Spell points:
1-6 = 6/5/3/1/0


Male Fetchling Slayer 7/ Red Mantis 5

Initiative
1d20 + 9 ⇒ (10) + 9 = 19

Dalamus will cast Summon Mantis (Fiendish Giant Mantis)

Then Dalamus will activate True strike (since he wants to ignore us)

Giant Fiendish Mantises
1d3 ⇒ 2

Spells
excluding Cantrips

5 level 1
4 level 2

disguise self
obscurring mist
silent image
ventriloquism
alter self
blood armor

Spell like abilities
invisibility
plane shift
shadow walk


Still need Sam's resources left. Was waiting on actions from you all, but I guess you are leaving it up to Epik?

Slave Roundup Surprise Round

Init: Party, Bad guy

The party casts its prep spells and then moves in to attack. Epik and the summons rushing forward.

Make your attack rolls


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik waits until the demodand is turned away and then furiously slams his handed sword blade down on its monstrous, evil-loving head.

Power Attack: 1d20 + 19 + 7 + 2 ⇒ (4) + 19 + 7 + 2 = 32; smite and +2 bond
damage: 2d6 + 7 + 13 + 2d6 ⇒ (3, 6) + 7 + 13 + (4, 3) = 36; holy divine bond and smite


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Round 1

Active Spells - Ablative Barrier 50/50 HP / Heroism 110 minutes / Overland Flight 13 Hours / Mirror Image 7 Images / Haste 12 Rounds / Channel Vigor (Torso) 11 Rounds / Long Arms 13 Minutes

Sama'el:

Spells Prepared

Cantrips -


  • Dancing Lights
  • Detect Magic
  • Read Magic
  • Mage Hand
  • Touch of Fatigue

Level 1- 7 Total

Level 2- 6 Total

Level 3 - 6 Total

Level 4 - 4 Total

Level 5 - 3 Total

Arcane Pool
Sama'el - Arcane Pool Power Points – 13/18

Arcane Pool Power(s)

  • Hated Assault
  • Flamboyant Arcana (Ex)
  • Arcane Deed - Precise Strike (Ex)

Mord'ael

Scimitar +3
Int - 15
Wis - 11
Cha - 11
Ego - 14

Special Abilities
Alertness
Black Blade Strike - 1 AP for +3 Damage for 1 Min
Telepathy
Unbreakable
Teleport Blade
Arcane Pool - 3

Wands


  • Shield - 41 Charges
  • Protection from Evil - 46 Charges
  • Obscuring Mist - 48 Charges
  • Weapon Wand - 48 Charges

Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)

I am not sure how far away this thing is, the map is black to me but I think I am correct in saying I can cast a shocking grasp and attack once in a round using a standard action and my move action to get close? Correct me if I am wrong and subtract the damage.

I am also attacking with 15' reach with long arms and lunge and will enchant Mord'ael with Keen, Holy & Outsider Bane

To Hit - 1d20 + 20 ⇒ (16) + 20 = 36
Damage - 1d6 + 13 + 10 + 2d6 + 2d6 + 10d6 ⇒ (4) + 13 + 10 + (6, 1) + (3, 6) + (3, 2, 1, 5, 4, 4, 3, 2, 5, 1) = 73
Confirm Crit - 1d20 + 20 ⇒ (11) + 20 = 31
Total Damage - 1d6 + 10 + 10d6 + 73 ⇒ (3) + 10 + (4, 3, 1, 1, 5, 4, 3, 4, 2, 6) + 73 = 119

Cast Defensive - DC 17 (I am not sure I need this but I may need to move up and then cast and attack so here it is) - 1d20 + 13 + 8 + 4 ⇒ (8) + 13 + 8 + 4 = 33


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Feel free to make a ruling on the spellstrike Tike, I think I am reading it right, I only need to do a full round spell combat if I am also trying to get a full attack round in but I may be wrong, I dunno

Spell Strike:
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.


Male Fetchling Slayer 7/ Red Mantis 5

Mantis 1
Attack 1 Claw
1d20 + 5 ⇒ (5) + 5 = 10

Damage
1d6 + 3 ⇒ (3) + 3 = 6

Attack 2 Claw
1d20 + 5 ⇒ (20) + 5 = 25
Crit Confirm
1d20 + 5 ⇒ (11) + 5 = 16

Damage
1d6 + 3 ⇒ (4) + 3 = 7

Mantis 2
Attack 1 Claw
1d20 + 5 ⇒ (2) + 5 = 7

Damage
1d6 + 3 ⇒ (1) + 3 = 4

Attack 2 Claw
1d20 + 5 ⇒ (9) + 5 = 14

Damage
1d6 + 3 ⇒ (6) + 3 = 9

Dalamus will jump from the roof and attack the demon, hopefully he is closer to the ground

All kinds of checks here:

Acrobatics (He has a ring of feather fall)
1d20 + 21 ⇒ (20) + 21 = 41

Attack
1d20 + 19 + 20 ⇒ (10) + 19 + 20 = 49
Damage
1d8 + 8 + 2d6 ⇒ (7) + 8 + (6, 4) = 25 2d6 if chaotic

If for some reason the demon is on the ground, he will attack the rest of his attacks (or within reach from the ground)

Attack 2
1d20 + 14 ⇒ (9) + 14 = 23
Damage
1d8 + 8 + 2d6 ⇒ (7) + 8 + (1, 5) = 21 2d6 if chaotic

Attack 3
1d20 + 9 ⇒ (2) + 9 = 11
Damage
1d8 + 8 + 2d6 ⇒ (3) + 8 + (5, 1) = 17 2d6 if chaotic


Male Human Wizard (Conjuror) 10 / Loremaster 4

The bralani casts blur and flies above the fiend.

Knowledge (planes): 1d20 + 31 ⇒ (1) + 31 = 32 ... what do I know about this one?

Nowzai closes in and casts chains of light, enveloping the fiend in glowing golden chains of pure light.

SR: 1d20 + 18 ⇒ (17) + 18 = 35
DC 25 Reflex or paralyzed and cannot use extradimensional travel.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Ohh SR, I didn't think about that

SR - 1d20 + 13 ⇒ (17) + 13 = 30


Sam, I checked the map and changed some settings, but everything appeared to be fine. Can everyone else see it or is everyone getting a black screen?

Surprise round ... single action, which everyone always forgets

Epik leads the assault, flying up and gouging the creature with a holy infused blade that cuts like butter through the fleshy nastiness of the beast.

Acidic blood erupts from the wound in a fountain, spraying over the paladin.

Epik Acid Damage: 2d6 ⇒ (4, 2) = 6

Sam follows quickly having charged up a spell moments before the attack. (You can cast and "hold" a touch spell as your last action in prep, as long as you don't cast another spell. So you can then charge as a single action in a surprise round)

He too cuts the creature with a tremendous wound, and unleashes a torrent of electrical energy that washes through the creature, who is seemingly unaffected by the lightning. Acid sprays over Sam as well.

Sam Acid Damage: 2d6 ⇒ (2, 5) = 7

Dalamus's mantis cannot fly and so they run along the ground, snipping and clicking as they try and reach the demodand.

The rogue himself leaps off a nearby building and his blade, infused with the power of law, carves through the creature although he feels an intense resistance to the cutting that the holy-infused weapons of his two comrades did not.

He lands on the ground light as a feather.

The bralani blurs itself as Nowzai casts a spell. Shooting out from nearby buildings and the ground, glowing white chains wrap themselves around the creature's limbs, wings and neck and pop taught, holding the beast in place.

Reflex Save: 1d20 + 13 ⇒ (6) + 13 = 19; fail

It is still paralyzed on its turn. Over to you all

Reflex: 1d20 + 13 ⇒ (1) + 13 = 14


Male Human Wizard (Conjuror) 10 / Loremaster 4

The bralani fires is bow at the demodand.

Longbow: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14; Damage: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Longbow: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25; Damage: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Depending on how the coup de graces go...

Nowzai casts lesser sonic orb at the fiend.

Ranged Touch: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21; Sonic Damage: 5d6 ⇒ (2, 4, 2, 1, 3) = 12

If needed, he'll use the metamagic wand to send another quickened orb...

Ranged Touch: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26; Sonic Damage: 5d6 ⇒ (1, 4, 2, 2, 1) = 10


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Forgot to note that the first smite hit above was double damage since the creature is an outsider (49hp damage total)

Epik continues to hack at it.

Power Attack: 1d20 + 19 + 7 ⇒ (11) + 19 + 7 = 37
damage: 2d6 + 7 + 13 + 2d6 ⇒ (5, 4) + 7 + 13 + (4, 1) = 34

Power Attack: 1d20 + 9 + 7 ⇒ (6) + 9 + 7 = 22
damage: 2d6 + 7 + 13 + 2d6 ⇒ (3, 2) + 7 + 13 + (4, 5) = 34;

Power Attack: 1d20 + 4 + 7 ⇒ (10) + 4 + 7 = 21
damage: 2d6 + 7 + 13 + 2d6 ⇒ (5, 2) + 7 + 13 + (2, 5) = 34;


Male Human Wizard (Conjuror) 10 / Loremaster 4

Note: paralyzed, so you can coup de grace if you wish.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik will coup de grace.


Epik flies up to the demodand and shoves his sword through the creature's throat, twisting as acid and ichor fly everywhere splattering the paladin painfully. The outsider collapses within the chains, but unlike previous summons, doesn't dissipate leaving it's hulking, ruined body behind.

Epik Damage: 2d6 ⇒ (5, 6) = 11 acid.

END COMBAT! This area is cleared! Actions?


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Ma'puande ask "Is that it? Have we gotten everyone out of the city?"

She casts a cure light wounds on Epik and Sam.
CLW: 1d8 + 12 ⇒ (8) + 12 = 20 Epik
CLW: 1d8 + 12 ⇒ (7) + 12 = 19 Sam
Excess Curing added as temp Hit Points for next 12 rounds


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Strange. It did not return to its plane of origin," Nowzai muses, moving up to examine the demodand closely. "That means it came to Cauldron through a gate." He rubs his scalp, pondering the implications.

Was the Cagewrights plan to open a gate in Cauldron? But we rescued some of the souls they were planning to use...


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik carefully wipes the acidic gore from his blade. "That could explain all of this madness. We'll need to find and close it quickly."

He scans the skyline for any sign of a disturbance. "Do you have any idea on how to locate a planar gate?"


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Ma'puande spreads her hands and says "I do not have the ability to locate anything like a Gate, sorry."

Knowledge: Planes: 1d20 + 18 ⇒ (6) + 18 = 24 What might a gate look like?


Male Fetchling Slayer 7/ Red Mantis 5

What are the slaves doing now, do they seem to be released of his control, or are they still doing what they were doing before?

"Maybe that is what he was having them build?" He then points to the people below that were building or burying something.


Male Human Wizard (Conjuror) 10 / Loremaster 4
DM Fflash wrote:
Finally, the massive forming portal in the center of the sky is impossible to miss. As your gaze is drawn to it, you spy smaller portals begin to appear in the sky as well. The difference here are creatures begin to rain down all over the city and the countryside ... a closer look shows they are demodands!

Nowzai glances up, weariness clear in his posture and eyes. "That one, most likely, is our culprit. I do not know how they opened it, nor how we could go about closing them." He shakes his head, confounded. "No, we must complete the evacuation and rejoin the others outside Cauldron's cursed walls. Perhaps later we will discover a way to fight back."

Nowzai will join Dalamus in trying to learn what the demodand was building. Knowledge check?


The slaves quickly rush to you in thanks. Recently enslaved since the portals opened, they hadn't fallen into a downtrodden acceptance of their fate and they are immensely thankful.

One comes up to you, "He was 'aving us build a jail fer ourselves, mebbe or fer others."

Yup, that giant glowing portal in the sky and even the smaller ones probably all qualify as gates ... they aren't closing on their own


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Probably to corral slaves for future exploitation," Nowzai says, shaking his head. He directs the freed citizens towards the refugee escape then looks around for the next problem.

How are the districts looking?


Evacuation status listed at the top of the page


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik nods at Nowzai. "Let's keep moving. Once we stabilize the city we can deal with the gates."

He takes off sprinting to the northeast.


Southeast needs the most help. Go there next?


Male Fetchling Slayer 7/ Red Mantis 5

To the Southeast then.


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Ma'puande says "Sir Epik, let us head to the Southeast, and see if we can help townsfolk there."


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Sam agrees with the party and moves to follow


Male Half-Elf Transmuter 12 / Silver Falcon 3

I'll assume Epik doesn't split the party again?

As you head across the city to the Southeast, you come across Meerthen and the Striders.

"Hey, looks like this party of the city is good to go. Freed some families from a burning building, killed a few demodands and avoided some stampeding horses ... where do you want us to head next?"


Male Human Alchemist 8/Arcanist 6

The party gives the Striders directions and then continues along through the city, skirting the southern edge of the Lake and progressing along Ash Avenue to see where folks are that need to be pushed higher into the city for evacuation.

Ahead you see a massive fire. Weer’s Elixir shop has caught fire!

Vortimax Weer is wringing his hands outside the building. It's obvious by the ichor, blood and soot all over him that he's been fighting and working the evacuation as well.

He spies you and comes running up, "Apprentice! You and your friends are a welcome sight. I am out of magic fighting those abominations. I came back to collect some supplies and found the building on fire. The volatile potions held within will most certainly explode if not tended to, causing a massive fire that could spread throughout the rest of the city! You need to get in there! Split up and we'll find as many as we can!"

Just at that moment a tremor shakes the earth causing pieces of the building to collapse and fires to flare up in places.

"Hurry!" The old man darts inside.

There are a total of 12 Volatile Potion crates throughout the building. To locate 1, it requires a DC 20 Perception check. For each 10 points the check exceeds 20, an additional crate is located. It requires two rounds to lift and remove a crate from the building. You have an unknown amount of time before the tremors and fire consume the building or a potion crate

Tactical map will not be necessary. Roll your perception checks and we will progress the rounds accordingly. If you have other spells that you think could aid, throw them out and I'll adjudicate their assistance.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik nods at Vortimax, "We'll get those potions!"

He sprints into the building.

Perception: 1d20 + 13 ⇒ (15) + 13 = 28


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Ma'puande looks at the fire and then to Vortimax "Oh, foolish boy. We'll need to discuss a proper way to store your potions, if we survive this." She understands that she is horrible at finding things in the best of circumstances, so she begins casting...

Monster Summoning IV: : 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 Water Elemental, Small <- Burning her last 4th level spell.

She directs the elementals to use their Drench* ability to put out as much of the fires as they can...

*Drench (Ex)
The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD)


Male Fetchling Slayer 7/ Red Mantis 5

Perception
1d20 + 19 ⇒ (16) + 19 = 35

Dalamus heads in to get some of those potions out.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai will use one of his last remaining prepared summons to call a medium-sized water elemental (SMIV) and direct it to drench any fires it can. He will also make liberal use of the drench cantrip to keep the fires at bay as long as possible.

While doing so, he will keep an eye peeled for the volatile crates. If he finds one, he'll use Dimensional Steps to quickly evacuate it from the building (hoping that shaves off a round or two).

Perception: 1d20 + 14 ⇒ (17) + 14 = 31


Round 1

Epik rushes in and finds 1 crate.

Dalamus rushes in and finds 2 crates

Nowzai and Ma'puanded start summoning.

Sam watches

1d100 ⇒ 67

Round 2

Epik and Dalamus each pick up a box and begin to move out

Nowzai and Ma'puande summon water elementals and sick them on the flames. You both speak Aquan, right ....?

Nowzai rushes in and spots 2 crates.

1d100 ⇒ 49

Sam has a Round 1 action ... Ma'puande and Sam both have Round 2 actions ... Everyone has round 3 actions as well ...


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Round 2
Ma'puande casts Create Water on a burning section


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Round 1

Meh I thought I posted

Sam will use hasted assault on himself and rush in as well

Perception - 1d20 + 20 ⇒ (14) + 20 = 34

Round 2 - Carry it out


Male Fetchling Slayer 7/ Red Mantis 5

While in the house grabbing the second crate, Dalamus will look for additional crates

Perception
1d20 + 19 ⇒ (19) + 19 = 38


Male Human Wizard (Conjuror) 10 / Loremaster 4

Tlanextic, will you please relay instructions to the elementals?

Nowzai teleports the crates out into the street then rushes back in. He will drench a fire.

Tlanextic will look for other crates.

Perception: 1d20 + 23 ⇒ (7) + 23 = 30


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik scans for more crates.

Perception: 1d20 + 13 ⇒ (12) + 13 = 25


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Round 3
Ma'puande casts Create Water on a new burning section


Round 3

Epik/Sam/Dalamus drop off their crates and move back in

Nowzai leaves/drops off and returns to fight fires. Tlanextic spies a couple crates

Rescued Crates: 4
Found crates: 5
Unfound crates: 3

The water elementals, Mapuande and Nowzai fight the fire, doing some good and keeping it at bay.

1d100 ⇒ 23

Round 4

Epik finds another box and Dalamus finds the last 2

Rescued crates: 4
Found crates: 8

Round 4 inputs from the rest of you?


BTW, no one actually replied to Meerthen in this post. Flex time a response in there, por favor.


Female Human (Zenji) Oracle 12; AC 23, touch 13, flat-footed 22; hp 79; Fort +7, Ref +7, Will +10; Init +7; Senses lifesense, Perception +0

Have Meerthen head one way and we'll plan on going the other. Once we finish here. I vote sending them NE?


Male Fetchling Slayer 7/ Red Mantis 5

No, they should come to the Southeast with us, that is the area in the greatest need.

"Meerthen, come this way, we are heading to the southeast, it looks like the area in greatest need"

at the site, Dalamus will head in to grab the remaining crates as fast as he can

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