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

Round 3 (AC 24 HP 57/83)
Attack the Kt in front of me
1d20 + 12 ⇒ (19) + 12 = 31 damage 2d6 + 11 ⇒ (1, 1) + 11 = 13
critical
1d20 + 12 ⇒ (7) + 12 = 19 damage 4d6 + 22 ⇒ (4, 3, 4, 6) + 22 = 39

ooc tike you did not move me in front of KT to the left


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 3 HP 63/69 AC 22

AoO Attack:1d20 + 11 ⇒ (18) + 11 = 29 Damage:1d8 + 4 ⇒ (6) + 4 = 10

Epik takes a 5' step forward if necessary to engage the rear KT.

Attack:1d20 + 11 ⇒ (8) + 11 = 19 Damage:1d8 + 4 ⇒ (8) + 4 = 12
Attack:1d20 + 6 ⇒ (15) + 6 = 21 Damage:1d8 + 4 ⇒ (1) + 4 = 5


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Watch out... more coming up from the left." Nowzai casts another spell, pointing into the room below.

Cast create pit below the western whip.

The lantern archon attacks the northern whip with its light beams.

Light Ray (ranged touch): 1d20 + 5 ⇒ (20) + 5 = 25; Miss Chance: 1d100 ⇒ 22; Damage: 1d6 ⇒ 4
Confirm Critical: 1d20 + 5 ⇒ (17) + 5 = 22; Critical Damage: 1d6 ⇒ 3

Light Ray (ranged touch): 1d20 + 5 ⇒ (5) + 5 = 10; Miss Chance: 1d100 ⇒ 51; Damage: 1d6 ⇒ 6


Magma wrote:
ooc tike you did not move me in front of KT to the left

Sorry about that.

All, will try and get an update out tomorrow morning. Am away from home for the weekend and didn't bring the computer, so Ill be winging it from memory and no map, but I'm sure we will be fine.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Just wanted to add that the Ref save for the pit is DC 18.


Epik's AoO will drop the KuoToa soldier

Shrine of the Sea Mother Round 3

Init: Soldiers, Sam, Dalamus, Nemoris, Whips, Magma, Nowzai, Epik

The soldiers on the west swarm Magma and the first leaps in the air with a flip, landing behind the massive stonechilde. As a tandem they both stab at the warrior with their spears, both missing badly. Epik fends his off on the eastern stairs as well and the 2 warriors protect their ranged and casters well.

Sam, looking for an opening, sees none, given Epik is too crunched in. He eyes the 30 foot drop down and then decides against it, using a true strike wand charge for now and holding his move action hoping Epik clears the way.

Dalamus and Nemoris continue to fire down at the kuo-toa priests, but they seem not to be able to find purchase as the priests scatter to the sides of the room and once again call lightning flashing up. (Saves in the spoiler below, note you may be hit by more than 1 lightning bolt

(fyi Sam, ablative barrier doesn't reduce the damage, it converts lethal to nonlethal damage. If your nonlethal damage total ever reaches your current hit point total, you go unconscious ... so be sure to track non-lethal damage totals while that's up)

Nowzai's archon hammers home a couple blasts of light as the wizard himself creates a pit below the whip to the west sending it falling into the darkness. The one nearby stays upright barely.

Magma and Epik fight back, and while Magma crushes the breastplate of the nearest soldier, Epik is stymied by a rallied soldier and unable to pierce its defense.

The blue light above the shrine spins and moves starting to look like a pinwheel of spinning blue and white lights.

(Sam has a move action remaining he can take now ... or not)

Map here

The Dice:

KuoToa Acro: 1d30 + 9 ⇒ (24) + 9 = 33; success
KT sneak/precise vs Magma: 1d20 + 8 ⇒ (1) + 8 = 9; miss
KT sneak/precise vs Magma: 1d20 + 8 ⇒ (3) + 8 = 11; miss
KT vs Epik: 1d20 + 6 ⇒ (7) + 6 = 13; miss
Nemoris vs Priest: 1d20 + 11 ⇒ (9) + 11 = 20; miss
Nemoris vs Priest: 1d20 + 11 ⇒ (3) + 11 = 14; miss
Nemoris vs Priest: 1d20 + 6 ⇒ (11) + 6 = 17; miss
Whip Ltng Bolt: 4d6 ⇒ (5, 6, 2, 2) = 15; Dalamus/Nowzai/Nemoris Reflex Save DC17 for half
Whip Ltng Bolt: 4d6 ⇒ (1, 2, 4, 4) = 11; Nowzai/Nemoris Reflex Save DC17 for half
Whip Ltng Bolt: 4d6 ⇒ (3, 2, 2, 5) = 12; Sam/Epik/KT Reflex Save DC17 for half
KT Save vs Ltng Bolt: 1d20 + 8 ⇒ (1) + 8 = 9; fail
Whip Save vs Create Pit: 1d20 + 5 ⇒ (10) + 5 = 15; fail; Fall Damage: 3d6 ⇒ (1, 5, 3) = 9
Whip Save vs Create Pit: 1d20 + 7 ⇒ (19) + 7 = 26; success!


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

round 4
attack the same KT as before.

1d20 + 12 ⇒ (6) + 12 = 18 damage 2d6 + 11 ⇒ (4, 5) + 11 = 20
Critical
1d20 + 12 ⇒ (13) + 12 = 25 damage 4d6 + 22 ⇒ (5, 6, 1, 3) + 22 = 37


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will continue his assault on the priests

Save vs Lightning
1d20 + 10 ⇒ (14) + 10 = 24

Attack
1d20 + 9 ⇒ (18) + 9 = 27

Damage
1d6 + 2 ⇒ (4) + 2 = 6


Forgot Nemoris and Sam's will saves for Doom (be mean of me to autofail them since I was DMPCing them) However, Nowzai didn't roll a save, therefore tis an auto-failure ... he is shaken

Nemoris Will Save: 1d20 + 5 ⇒ (9) + 5 = 14; fail, Nemoris is shaken
Sam Will Save: 1d20 + 5 ⇒ (15) + 5 = 20; succeed


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

Thanks for DM/PCing us while we were at PAX

My will save is a +6 and I have Nemoris at a +7, so he should have saved as well

Round 3 - / AC 27 / Init 21 / HP 58/64 (1 real / 5 nonlethal)

Round 3 - Movement

Since I can't get around Epik and I used my True Strike wand, I will move back to my bow and be ready to shoot in round 4

Are there any bolts that will strike me if I am back where I started roughly since they will be able to change up their targeting after I move?


If you move after Epik, no. If you move on your regular init, yes. The lines are on the map, aren't they?

Hero lab shows you at +5. Must be missing something. Nemoris, I have to remember is wrong until I build his prestige class.


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

Round 4 - / AC 27 / Init 21 / HP 58/64 (1 real / 5 nonlethal)

Ref Save - 1d20 + 7 ⇒ (20) + 7 = 27 (Let me know which bolt is hitting me so I can adjust my HP)

I will shot at the KT Caster nearest to Epik and myself on the East side of the map.

To Hit - 1d20 + 8 + 20 ⇒ (2) + 8 + 20 = 30
Damage - 1d8 ⇒ 8


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 4 HP 51/69 AC22

Epik attacks the KT in front of him:
Attack:1d20 + 11 ⇒ (3) + 11 = 14 Damage:1d8 + 4 ⇒ (6) + 4 = 10
Attack:1d20 + 6 ⇒ (17) + 6 = 23 Damage:1d8 + 4 ⇒ (6) + 4 = 10

Reflex save:1d20 + 3 ⇒ (11) + 3 = 14


Male Human Wizard (Conjuror) 10 / Loremaster 4

Reflex save: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Reflex save: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10

Currently 1 of 39 hp...

Nowzai, barraged and nearly downed by the lightning bolts, casts a quick offensive spell before retreating.

Target the whip that avoided the pit, then move away.

Sound Lance: 6d8 ⇒ (3, 4, 7, 5, 4, 3) = 26 sonic damage (DC 18 Fort save for half)

The archon continues to attack the kuo toa whips.

Light Ray (ranged touch): 1d20 + 5 ⇒ (10) + 5 = 15; Miss Chance: 1d100 ⇒ 48; Damage: 1d6 ⇒ 4
Light Ray (ranged touch): 1d20 + 5 ⇒ (2) + 5 = 7; Miss Chance: 1d100 ⇒ 26; Damage: 1d6 ⇒ 4


Male Human Wizard (Conjuror) 10 / Loremaster 4

UPDATE: Nowzai took the hits before his action last round, so he would have retreated on his move then, so that he's not exposed to another bolt or two this round. Archon still acts as above, but he will not be able to cast the sound lance this round.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Nowzai al'Nazari wrote:
UPDATE: Nowzai took the hits before his action last round, so he would have retreated on his move then, so that he's not exposed to another bolt or two this round. Archon still acts as above, but he will not be able to cast the sound lance this round.

Can you target one of the KT on our level?


Male Human Wizard (Conjuror) 10 / Loremaster 4

Yes, if Nowzai can find total cover from the whips and still keep the others in view.


[Shrine of the Sea Mother Round 4

Init: Soldiers, Sam, Dalamus, Nemoris, Whips, Magma, Nowzai, Epik

Nowzai must retreat down the hall to break line of sight from the whips, also breaking line of sight from the soldiers

The soldiers fight back with viciousness thrusting their spears hard into vulnerable places in both Epik and Magma's armor. The warriors both grunt from the pain.

Sam, Dalamus, and Nemoris unleash a hail of arrows and drop the northeastern priest. The visible whip moves under the stairs out of sight, but a wave of black evil rolls up washing over the Sam and Nemoris and tearing at their souls. Saves and damage below

While the lantern archon chases the whip firing damaging bolts of light. (forgot to move him, he's near the party now), Magma cuts the head off his assailant and engages the second while Epik strikes a deep blow to his.

Nowzai has an action still ... and anyone heard from Nemoris?

Map here

The dice:

KT vs Epik: 1d20 + 5 ⇒ (20) + 5 = 25; HIT! CRIT?: 1d20 + 5 ⇒ (18) + 5 = 23; success!; Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12
KT vs Magma: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25; HIT!; Damage: 3d6 + 2 ⇒ (2, 3, 3) + 2 = 10
KT vs Magma: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20; HIT!; Damage: 3d6 + 2 ⇒ (1, 2, 1) + 2 = 6
Nemoris vs Whip: 1d20 + 9 ⇒ (20) + 9 = 29; miss: 1d100 ⇒ 83; CRIT?: 1d20 + 9 ⇒ (3) + 9 = 12; no; Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Nemoris vs Whip: 1d20 + 9 ⇒ (11) + 9 = 20; miss
Nemoris vs Whip: 1d20 + 4 ⇒ (19) + 4 = 23; miss
Whip Lightning: 1d4 ⇒ 4
Whip Channel 1: 1d6 ⇒ 4; Sam/Nemoris: Will Save DC 9 save for half


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

The second attack should not have hit my AC is 24


Male Fetchling Slayer 7/ Red Mantis 5

Can Dalamus see of the guys that are firing lightning?

If he can he will fire an arrow at him

Attack

1d20 + 9 ⇒ (19) + 9 = 28

Damage

1d6 + 2 ⇒ (2) + 2 = 4


Magma Iron Clan wrote:
The second attack should not have hit my AC is 24

Yeah, function of the boards. I screwed that up, what actually happened is Epik didn't get a crit, but we will leave it as is. No second hit for magma.

Dalamus, you can only see the guy in the pit, 60 feet down about 80 feet range.


Male Fetchling Slayer 7/ Red Mantis 5

Ok he will fire at the guy in the pit.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai will hold position unless an enemy comes into view.


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

Ugn wth...forums showed a double post, went to delete one and it deleted both. So irritating.

Will Save (Damage type? For resistances) - 1d20 + 6 ⇒ (20) + 6 = 26

Do I have line of sight on the Whip from where I am or will I need to move up to where Dalamus is?


Damage type is evil, you can see it


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 HP 49/63 AC 22

Epik will self LoH as a swift action and will then re-engage the KT in front of him:

LoH:3d6 + 4 ⇒ (2, 2, 2) + 4 = 10

Attack:1d20 + 11 ⇒ (6) + 11 = 17 Damage:1d8 + 4 ⇒ (5) + 4 = 9
Attack:1d20 + 6 ⇒ (6) + 6 = 12 Damage:1d8 + 4 ⇒ (6) + 4 = 10


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

Round 5 - / AC 27 / Init 21 / HP 56/64 (1 real / 7 nonlethal)

I will shoot the Whip in the pit then.

1d20 + 8 ⇒ (4) + 8 = 12
1d8 ⇒ 2


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

Attack the KT behind me
1d20 + 11 ⇒ (10) + 11 = 21 damage 2d6 + 11 ⇒ (2, 5) + 11 = 18

Critical
1d20 + 11 ⇒ (2) + 11 = 13 damage 4d6 + 22 ⇒ (1, 1, 2, 3) + 22 = 29


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

Hi guys, I'm back in and ready to go (sorry about the long break)!

Hopefully I'm caught up on all of the saves. Here are three will saves:

1d20 + 7 ⇒ (3) + 7 = 10 (15 dmg)
1d20 + 7 ⇒ (18) + 7 = 25 (5 dmg)
1d20 + 7 ⇒ (14) + 7 = 21 (save, but not sure of damage)

Edit: Think the first fails, the next two succeed for half. I also would have made the shaked/fear save with the +7 will save.

Round 5 || Initiative 17 || 24/64 hp || AC 18

Full round attack at remaining Whip/Kuo-Toa:

Attack: 1d20 + 10 ⇒ (4) + 10 = 14 Damage: 1d8 + 8 ⇒ (5) + 8 = 13 Miss:1d100 ⇒ 25 Crit: 1d20 + 11 ⇒ (13) + 11 = 24
Attack: 1d20 + 10 ⇒ (18) + 10 = 28 Damage: 1d8 + 8 ⇒ (7) + 8 = 15 Miss:1d100 ⇒ 32 Crit: 1d20 + 11 ⇒ (8) + 11 = 19
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d8 + 8 ⇒ (8) + 8 = 16 Miss:1d100 ⇒ 67 Crit: 1d20 + 6 ⇒ (6) + 6 = 12

I'll also take a 5 foot step back and to the right after the attacks.

Looking like he's outside of 30 feet.

Let me know if I missed anything else


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

i have a question, do i get Aoo for the KT that pass me?


No, he acrobaticed his way to avoid it.


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

Round 5 - Part 2

I will move my 30' to block one of the doors so no one will try and get to Nowzai, I will pull my sword on the way

"Nowzai, I have a potion of healing in my bag, come, take it."


Shrine of the Sea Mother Round 5

Init: Soldiers, Sam, Dalamus, Nemoris, Whips, Magma, Nowzai, Epik

The soldiers attack back, their numbers halves but find themselves stymied.

The archers fire at the trapped whip who holds his shield up over his head and tries to weather the arrows storm. He maintains stability until Nowzai's archon comes by and scorches him with a blast of light. Sam drops his bow and moves toward the wizard who waits in the back. (Since Nowzai took no action he can grab the potion of <insert actual cure spell here>)

The other whip is seen for a fleeting moment as he moves toward the northeastern stair, but disappears under the balcony again.

Magma steps back and hammers at the soldier he's fighting, crushing it's brain pan sending green-gray matter shooting out in all directions. (I forget you're not using a greataxe. Remember you have to step away to use the longhammer if someone is next to you. It only threatens at 10', not at 5')

Epik takes a swing at the kuo-toa who catches the longsword on his shield, sticking it fast. The soldier rips the sword from Epik's grasp leaving him without a weapon. (Been forgetting about that ability)

Map here

The Dice:

KT vs Magma: 1d20 + 5 ⇒ (18) + 5 = 23; miss
KT vs Epik: 1d20 + 5 ⇒ (3) + 5 = 8; miss
Lantern Archon vs Whip: 1d20 + 5 ⇒ (14) + 5 = 19; HIT!; Damage: 1d6 ⇒ 6
Lantern Archon vs Whip: 1d20 + 5 ⇒ (6) + 5 = 11; miss
KT disarm vs Epik: 1d20 + 5 ⇒ (20) + 5 = 25


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 takes a 5' step back and draws his alternate long sword.


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

i will move toward the Elder and heal him with the Wand

3d8 + 5 ⇒ (5, 6, 8) + 5 = 24

after healing the elder i will heal myself 3d8 + 5 ⇒ (6, 6, 2) + 5 = 19 and then move down the stairs and look for the last KT Whip

AC 24 HP (66/83)


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai will move up and take the potion and healing from Magma.

Sam, what kind of potion is it?

If the archon can still see and target the whip, it will do so. If not, target the kuo toa fighting Epik.

Light Beam (ranged touch): 1d20 + 5 ⇒ (20) + 5 = 25; Damage: 1d6 ⇒ 5
Light Beam (ranged touch): 1d20 + 5 ⇒ (8) + 5 = 13; Damage: 1d6 ⇒ 4

Confirm Critical: 1d20 + 5 ⇒ (20) + 5 = 25; Critical Damage: 1d6 ⇒ 2


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

CLW or CMW feel free to grab either or tell me which you want in case I need to grab them.

I didn't drop my bow, just drew my sword in case someone tried to run past me to get to Nowzai.


You have to drop your bow in order to draw your sword. Its a 2 handed weapon

Edit: well I guess you can carry it as long as you don't use that off hand for anything else.


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

Round 6 || Initiative 17 || 24/64 hp || AC 18

Can I see the Kuo-Toa that Epik is fighting? If so, or if I can with a 5 foot step to the right, full round attack at him:

Attack: 1d20 + 11 ⇒ (3) + 11 = 14 Damage: 1d8 + 9 ⇒ (6) + 9 = 15 Miss:1d100 ⇒ 13 Crit: 1d20 + 11 ⇒ (4) + 11 = 15
Attack: 1d20 + 11 ⇒ (18) + 11 = 29 Damage: 1d8 + 9 ⇒ (4) + 9 = 13 Miss:1d100 ⇒ 44 Crit: 1d20 + 11 ⇒ (4) + 11 = 15
Attack: 1d20 + 6 ⇒ (3) + 6 = 9 Damage: 1d8 + 9 ⇒ (5) + 9 = 14 Miss:1d100 ⇒ 75 Crit: 1d20 + 6 ⇒ (14) + 6 = 20

If I can't, then I'll retreat back towards Nowzai and Sama'el and hold an action to attack any enemy that comes within range.


Yes, that KT is on the same level as you, the railing doesn't block LOS.


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will hold his action, until he sees another KT move. Assuming they will try to run to the other side. When he sees one, he will let it fly.

Attack
1d20 + 10 ⇒ (17) + 10 = 27

Damage
1d6 + 2 ⇒ (4) + 2 = 6


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai will take a CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Back to 33/39.


Posting from my phone, so no map or initiative

Sea Mothers Shrine Round 6

The remaining soldier stabs at Epik with his spear, but thr paladin ducks under it as he steps away to draw his blade.

<Insert Sams action here>

Nemoris fires at the Soldier causing it to collapse at Epiks feet in a heap. Dalamus waits for a target which appears shortly running up the Northeasyer stairs. The rogue puts an arrow in the creatures chest which is followed up by a scorching ray of light from the archon trailing it. The wounded and burned priest continues to stumble forward, eyes wide as it chants, drawing a mace as it closes with Epik.

Magma moves to heal Nowzai who chugs one of Sams potions.

Just the one priest left 5 feet away from Epik

KT v Epik: 1d20 + 5 ⇒ (13) + 5 = 18 miss


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will fire an arrow at the priest, hopefully before he engages Epik

Attack
1d20 + 10 ⇒ (18) + 10 = 28

Damage
1d6 + 2 ⇒ (3) + 2 = 5


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

Sorry I thought we would put everyone down in that round.

I will resheath my sword and fire an arrow both rounds if I can see a target. Or move up and fire in any round I can

Round 6
1d20 + 8 ⇒ (11) + 8 = 19
1d8 ⇒ 6

Round 7
1d20 + 8 ⇒ (7) + 8 = 15
1d8 ⇒ 8


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 steps up and engages the last KT:
Attack:1d20 + 11 ⇒ (12) + 11 = 23 Damage:1d8 + 4 ⇒ (7) + 4 = 11

Attack:1d20 + 5 ⇒ (15) + 5 = 20 Damage:1d8 + 4 ⇒ (7) + 4 = 11


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

Round 6 || Initiative 17 || 24/64 hp || AC 18

Full round attack at priest if it is still up:

Attack: 1d20 + 11 ⇒ (14) + 11 = 25 Damage: 1d8 + 9 ⇒ (5) + 9 = 14 Miss:1d100 ⇒ 95 Crit: 1d20 + 11 ⇒ (12) + 11 = 23
Attack: 1d20 + 11 ⇒ (17) + 11 = 28 Damage: 1d8 + 9 ⇒ (1) + 9 = 10 Miss:1d100 ⇒ 66 Crit: 1d20 + 11 ⇒ (16) + 11 = 27
Attack: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d8 + 9 ⇒ (8) + 9 = 17 Miss:1d100 ⇒ 50 Crit: 1d20 + 6 ⇒ (3) + 6 = 9

If it's already down I'll see what I can do for some healing.


Male Human Wizard (Conjuror) 10 / Loremaster 4

The archon will assist if the kuo toa is still alive on its turn.

Light Beam (ranged touch): 1d20 + 5 ⇒ (10) + 5 = 15; Damage: 1d6 ⇒ 3
Light Beam (ranged touch): 1d20 + 5 ⇒ (18) + 5 = 23; Damage: 1d6 ⇒ 1

Is the light around the shrine still there, or continuing to grow?


The archers pincushion the last priest before Epik can take a swing.

All visible opponents are dead. Blue light continuing to swirl in intensity. We will stay round by round but if you want to string several actions together just let me know and Ill post consolidated Round lists.

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