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 Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Round 4 || Initiative 3 || 64/64 hp || AC 23

I'll do a full attack into the body:

Attack: 1d20 + 12 ⇒ (18) + 12 = 30 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 12 ⇒ (5) + 12 = 17
Attack: 1d20 + 12 ⇒ (10) + 12 = 22 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 12 ⇒ (14) + 12 = 26
Attack: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 7 ⇒ (20) + 7 = 27


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Round 5
Touch attack
1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Acid dart at one of the dead hydra heads
1d6 + 1 ⇒ (3) + 1 = 4

Can someone get a torch ready


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will fire another arrow at the beast.

Attack
1d20 + 9 ⇒ (15) + 9 = 24

Damage
1d6 + 2 ⇒ (2) + 2 = 4


@Sam, not quite. Think of it this way. Spell Combat allows you to off hand a spell, thus the -2 to all attacks. If that spell is a touch attack spell, you get a free attack as part of casting the spell. If you fail your defensive cast, you lose the spell and thus the attack. Spellstrike just allows you to channel said touch attack through your weapon. You don't get an extra attack. You get an attack and a spell. Your actions this post are fine

EDIT: Touch of Fatigue isn't on the magus list, its a wizard spell.


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

Ok, I was understanding the way Spell Combat works, I was asking if the casting defensively and still getting both attacks off if that succeeds works, but if the Concentration check fails I lose the spell and the secondary attack but would still get my main normal attack at a -2 though as I tried to cast. Correct?

Yes but my trait Two World Magic allowed me to pick any 0 level spell from the wizard school and I choose Touch of Fatigue


Copy all


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:

Round 5 AC22 HP69

Epik again attacks the nearest hydra head.

Attack1: 1d20 + 12 ⇒ (14) + 12 = 26 Damage1:1d8 + 4 ⇒ (3) + 4 = 7

Attack2: 1d20 + 7 ⇒ (3) + 7 = 10 Damage2:1d8 + 4 ⇒ (1) + 4 = 5


Male Human Wizard (Conjuror) 10 / Loremaster 4

Wand: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24; Damage: 2d4 ⇒ (4, 1) = 5


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

My last set off attacks was for Round 5, with the first correct use of Spell Strike :). Sorry I forgot to put that in my post. Are we waiting for anything from any of us?


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

I'll hold off until see what the Hydra does before me in 5.


Was waiting on Nowzai until last night

Pit of Seven Jaws Round 4 (cont)

Init: Magma, Hydra, Epik, Sam, Dalamus, Nowzai, Nemoris

Nowzai shoots another bolt from his wand, destroying another head and neck permanently.

Nemoris, realizing he's downing heads faster than the party can destroy them, turns to the body, punishing it with three deep arrows.

Pit of Seven Jaws Round 5

Magma shoots an acid dart at a head but doesn't do quite enough damage to destroy it all the way. One more hit should do it!

The hydra down to two heads, grows four more out of two of it's downed necks. The now 6-headed hydra heals some of the wounds from Nemoris arrows and lashes out at the group in front of him, but again only hitting once on the paladin.

Epik and Sam both counterattack, lopping off three more heads between the two of them. The creature seems unfazed by Sam's magic, but his flaming blade partially cauterizes the necks, but not enough to prevent the full regeneration yet. Nearby Dalamus puts an arrow into the beast.

FYI Sam,flaming doesn't do additional damage on a critical hit

For those of you keeping score at home, that's 3 heads up, 5 heads disabled (2 of them partially cauterized) and 3 destroyed

At Nowzai for action, Map hasn't changed since no one moved

The Dice:

Fort Save Hydra vs Sam: 1d20 + 9 ⇒ (20) + 9 = 29; Success!
Nowzai Head: 1d5 ⇒ 2; Head #4
Magma Head: 1d4 ⇒ 3; Head #7
Hydra vs Magma: 1d20 + 8 ⇒ (6) + 8 = 14; miss
Hydra vs Magma: 1d20 + 8 ⇒ (15) + 8 = 23; miss
Hydra vs Sam: 1d20 + 8 ⇒ (11) + 8 = 19; miss
Hydra vs Sam: 1d20 + 8 ⇒ (7) + 8 = 15; miss
Hydra vs Epik: 1d20 + 8 ⇒ (5) + 8 = 13; miss
Hydra vs Epik: 1d20 + 8 ⇒ (16) + 8 = 24; HIT!; Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Epik Head: 1d6 ⇒ 3; Head #10
Sam Head 1: 1d6 ⇒ 5; Head #12
Sam Head 2: 1d6 ⇒ 1; Head #8


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will continue his aerial attack at the beast.

Attack
1d20 + 9 ⇒ (5) + 9 = 14

Damage
1d6 + 2 ⇒ (3) + 2 = 5


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Nowazi or Sama'el, anything you can do to help me do some type of fire or acid damage? I fear I'm making things worse by shooting these heads!


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

round 6
attacking the same dead hydra head
touch attack
1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
acid dart
1d6 + 1 ⇒ (3) + 1 = 4

nemoris attack the body or come down here with a torch

i only have 2 acid darts after this spell

i need to stay within 30 feet of the hydra to use the acid dart but i don't want to stand to close to any other party members

everybody should be attacking body creating more heads is not helping


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

Round 6 - AC 27 / HP 64 / Init 14

I will cast defensively another Touch of Fatigue and attack the body this round, Can I 5' and flank? If so please add the +2 in my attacks below, if not I will start working my way around with 5' steps until someone and I get flanking.

To Hit - 1d20 + 10 ⇒ (18) + 10 = 28
Damage - 1d6 + 6 + 1d6 ⇒ (2) + 6 + (6) = 14
Confirm Crit - 1d20 + 10 ⇒ (5) + 10 = 15 - Here's to hoping ac 15 hits
Damage Total - 1d6 + 6 + 14 ⇒ (2) + 6 + 14 = 22

To Hit - 1d20 + 10 ⇒ (11) + 10 = 21
Damage - 1d6 + 6 + 1d6 ⇒ (4) + 6 + (2) = 12

Defensive Casting - DC 15 - 1d20 + 10 ⇒ (16) + 10 = 26

Save DC - 15 Fort or be Fatigued for 6 rounds


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

I will also shout "Move around him so he can't breath on all of us at once!"


You're gonna have to take 5 rounds of 5' steps to be able to flank


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

Well that's not very practical, make smaller monsters from now on.


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:

Round 6

Epik attacks the body:

Attack1:1d20 + 12 ⇒ (15) + 12 = 27 D1:1d8 + 4 ⇒ (5) + 4 = 9
Attack2:1d20 + 7 ⇒ (10) + 7 = 17 D2:1d8 + 4 ⇒ (5) + 4 = 9


Male Human Wizard (Conjuror) 10 / Loremaster 4

Round 5

"No, but pace your killing of the necks with our ability to shut them down," Nowzai calls back to Nemoris.

Nowzai aims his wand and fires another glob of acid.

Acid Arrow: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19; Damage: 2d4 ⇒ (4, 2) = 6


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

Can I use the flame from the blade to seal up the necks or would there be an attack roll needed? I might change my target from body to head/necks. Like first attack against a new head and try and hit the neck I only mostly sealed last round if that is possible


You have been using the flame from the blade to partially seal the necks. I alluded to it in the post. Just need to do more damage to both of the necks you severed last round.


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

I know it works on an attack, I didn't know if it would work on a dead neck or what attack roll would be needed to hit a dead neck. I will change my attacks above from body to both necks I hit before.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Round 1 || Initiative 3 || 64/64 hp || AC 23

Will do!

I'll take a 5 foot step to my left, and put three more attacks into the body:

Attack: 1d20 + 12 ⇒ (1) + 12 = 13 Damage: 1d8 + 10 ⇒ (8) + 10 = 18 Crit: 1d20 + 12 ⇒ (13) + 12 = 25
Attack: 1d20 + 12 ⇒ (15) + 12 = 27 Damage: 1d8 + 10 ⇒ (3) + 10 = 13 Crit: 1d20 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 7 ⇒ (8) + 7 = 15


Pit of Seven Jaws Round 5 (cont)

Init: Magma, Hydra, Epik, Sam, Dalamus, Nowzai, Nemoris

Nowzai shoots a third glob of acid at a downed head but doesn't quite destroy it. Confident that continuing acid damage will destroy it next round, he looks for another to focus on. Next to him, Nemoris fires three times, but this time only gets one through.

Pit of Seven Jaws Round 6

Magma destroys his partially damaged head, just in time to catch a full on shot of ice in the face. The breath also covers Sam. Breath: 9d6 ⇒ (1, 6, 2, 3, 2, 5, 2, 6, 4) = 31; Reflex Save DC15 for half

Sam whacks away at his previously damaged heads, destroying one and burning the other some more. Dalamus shoots an arrow into the body watching as the creature visibly starts healing its many wounds, although blood streams freely.

At Nowzai for action. Your continuing acid damage destroys one head

The Dice:

Head 10: 1d4 - 1 ⇒ (4) - 1 = 3
Head 8: 1d4 - 1 ⇒ (2) - 1 = 1
Nowzai Head: 1d3 ⇒ 1; Head #2
Hydra Breath: 1d4 ⇒ 2

Only change to map is Sam moving a step to the west.


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

Round 7 - AC 27 / HP 54/62 (5 Non-Lethal) / Init 14

Ref Save - 1d20 + 7 ⇒ (18) + 7 = 25

You didn't roll the Fort Save for the Touch of Fatigue

I will attack the mostly dead head I attacked before

Attack - 1d20 + 12 ⇒ (9) + 12 = 21
Damage - 1d6 + 6 + 1d6 ⇒ (5) + 6 + (3) = 14


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will continue to fire at the beast

Attack
1d20 + 9 ⇒ (19) + 9 = 28

Damage
1d6 + 2 ⇒ (5) + 2 = 7


Head is down and treated as a separate entity.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

reflex
1d20 + 7 ⇒ (5) + 7 = 12

current hit points 83-21-31 = 31 hit points

Attacking any dead hydra head
Round 7 touch attack
1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10

acid dart
1d6 + 1 ⇒ (5) + 1 = 6

i have one more acid dart after this

can we have a count on heads again


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Round 6 || Initiative 3 || 64/64 hp || AC 23

Let's go 3 more body shots:

Attack: 1d20 + 12 ⇒ (18) + 12 = 30 Damage: 1d8 + 10 ⇒ (5) + 10 = 15 Crit: 1d20 + 12 ⇒ (3) + 12 = 15
Attack: 1d20 + 12 ⇒ (9) + 12 = 21 Damage: 1d8 + 10 ⇒ (2) + 10 = 12 Crit: 1d20 + 12 ⇒ (18) + 12 = 30
Attack: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d8 + 10 ⇒ (8) + 10 = 18 Crit: 1d20 + 7 ⇒ (5) + 7 = 12


Magma Iron Clan wrote:
can we have a count on heads again

.

.
Following Nowzai's acid tick for next round the count will be:
  • Active Heads: 3
  • Downed heads: 2 (1 injured)
  • Dead heads:6


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
DM Fflash wrote:
Magma Iron Clan wrote:
can we have a count on heads again

.

.
Following Nowzai's acid tick for next round the count will be:
  • Active Heads: 3
  • Downed heads: 2 (1 injured)
  • Dead heads:6

that is at the start of round 7 correct?


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Keep it up!"

Nowzai fires another acid arrow from his wand, targeting another downed head.

Acid Arrow: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20; Damage: 2d4 ⇒ (4, 4) = 8 acid damage.


Magma Iron Clan wrote:
DM Fflash wrote:
that is at the start of round 7 correct?

Yes


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

Round 7 (Pt 2) - AC 27 / HP 54/62 (5 Non-Lethal) / Init 14

Since the Fatigue didn't work but I don't know why I will cast it again and attack another downed head also another 5'

To Hit - 1d20 + 10 ⇒ (6) + 10 = 16
Damage - 1d6 + 6 + 1d6 ⇒ (4) + 6 + (1) = 11

Defensive Cast - DC 15 - 1d20 + 10 ⇒ (18) + 10 = 28

The first attack above is at a -2 now, so AC 19


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:

Round 7

Epik attacks the body yet again:

Attack1:1d20 + 12 ⇒ (18) + 12 = 30; Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Attack2:1d20 + 7 ⇒ (10) + 7 = 17; Damage: 1d8 + 4 ⇒ (1) + 4 = 5


Pit of Seven Jaws Round 6 (cont)

Nowzai fires another acid arrow destroying another head and eliciting a roar from the remaining conscious heads as it senses its pending doom. But Nemoris puts finality into the beast with three more arrows, causing so many wounds that the creature's metabolic rate can't keep up. It bleeds, spurting blood from stumps and arrow holes and then vomits from its remaining heads, until, thrashing, its internally controlled temperature runs rampant and the entire creatures flash freezes into a block of ice.

END COMBAT! Everyone receives 800 xp

A quick search of the room turns up a frozen elven corpse inthe creature's alclove, wearing a +1 mithral chain shirt, two masterwork scimitars and a masterwork composite bow (+3 Str) along with 25 pp. A fissure in the back of the room leads to a long dark cavernous hallway.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Good work everyone! That went much better than the previous battle. Dalamus, how are you? I know those fire and ice breathing monsters hurt!!

I don't need that bow, can Dalamus or Magma use it?


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

"Well done all."

Looking at the corpse and gear, "Dalamus, if you are not currently wearing better, you would be hard pressed to find a suit of armor that will still allow you to be nimble and stealthy."

Magma how do your healing surges work? Is it an AoE heal? If so what is the range? 5hp of healing will put me to full so I can drink a potion if that ends up making more sense.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

I could use the bow


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Yes the healing surges are AOE

I am down 52 how is everyone else
I was all ask the wounded to gather around and then start the healing surges


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

What time is it?


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai walks over to the dead hydra, spending a minute to examine its body while writing some notes and a sketch in his journal.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Healing surge
everyone gather around
1d6 + 1 ⇒ (6) + 1 = 7
1d6 + 1 ⇒ (2) + 1 = 3
1d6 + 1 ⇒ (6) + 1 = 7


It's early morning

Your plan from here on out? If you head into the fissure, only those with darkvision will be able to see. There is no natural light.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Is it worth resting up, or should we press on? I can't see but I do have a few torches

Survival check to see if I can tell anything about other creatures that may have come in or gone out of the fissure: 1d20 + 12 ⇒ (13) + 12 = 25
(dndsheet is down, I think I'm at +12, might be a bit high though)


Nemoris studies the rock fissure in the dim torch light. It appears some sort of humanoid creatures, elves, and something more amphibious have approached from the inside. Nothing seems to have made it into the hydra's lair. Several sets of tracks go turn and go back into the fissure.


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 bury the elven body the best he can. He will take the bow if no one else is interested.

"Let's press on through the fissure."


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

how is everyone with health? does anyone need healing i have already healed 17 HP

those who still need healing
Healing Surges last 2
1d6 + 1 ⇒ (3) + 1 = 4

1d6 + 1 ⇒ (1) + 1 = 2

i am still down 29 hp

Wand
3d8 + 5 ⇒ (5, 4, 2) + 5 = 16 on myself

3d8 + 5 ⇒ (7, 4, 4) + 5 = 20 on myself

does anyone else still need healing before we go into the fissure?


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

"I can see well in the dark, I don't mind taking point if Dalamus is unable to see in full darkness. We should come up with some inconspicuous sounds to be able to pass alerts" Not sure if there is any rules on doing something like that

Stealth - 1d20 + 14 ⇒ (20) + 14 = 34

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