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 Wizard (Conjuror) 10 / Loremaster 4

Probably not, but my intent is to bottleneck them at the bend so we only have to fight 1 at a time...


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

I have a color spray and a Pyrotechnics on deck to F them up if they get close, might make sense to enlarge one of us to try and bull rush them off the cliff, just spit balling here, do what you think is best and you and I should work on co-oping some spells after we rest, see what kind of joint damage we can do. I should be able to cast Pyrotechnics on one of your fire elementals, could be a cool combo


Sorry that I haven't posted yet. Nowzai's action is going to surpass my rules knowledge and I'll need to look at some things tonight. Will get the update out soonest


We're gonna need a bigger boat Round 3

Initiative: Sam, Spearmaster, Nowzai, Dalamus, Magma, Soldiers, Nemoris, Epik

Sam moves back under cover of the rock ledge. The kuo-toan leader runs forward at a charge towards Dalamus, but hits the greased area and has to slow to a half-speed walk, picking his way across the grease to end up next to Dalamus but unable to attack him.

Nowzai scrambles up the ledge and uses his staff to cast a spell. All of the kuo-toa near him grow excessively large, banging into each other and stumbling into the wall. They push and shove and some end up squeezed next to each other.

Dalamus takes a step to the north and fires at the Spearmaster again, grazing him.

Magma and Epik wait patiently as the soldiers look for a way through the grease and to the fight. Two get to the grease but are slowed up enough and unable to attack. The others draw crossbows and fire at Dalamus and Nowzai hitting the wizard twice.

Map here

The Dice:

Spearmaster Fort Save: 1d20 + 7 ⇒ (18) + 7 = 25; success
KT Fort Save: 1d20 + 2 ⇒ (7) + 2 = 9; fail
KT1 Fort Save: 1d20 + 2 ⇒ (3) + 2 = 5; fail
KT2 Fort Save: 1d20 + 2 ⇒ (9) + 2 = 11; fail
KT3 Fort Save: 1d20 + 2 ⇒ (11) + 2 = 13; fail
KT4 Fort Save: 1d20 + 2 ⇒ (6) + 2 = 8; fail
KT5 Fort Save: 1d20 + 2 ⇒ (16) + 2 = 18; fail
Spearmaster Acro: 1d20 + 12 ⇒ (6) + 12 = 18; success
KT Acro: 1d20 + 6 ⇒ (11) + 6 = 17; success
KT Acro: 1d20 + 6 ⇒ (18) + 6 = 24; success
KT xbow vs Dalamus: 1d20 + 3 ⇒ (4) + 3 = 7; miss
KT xbow vs Dalamus: 1d20 + 3 ⇒ (5) + 3 = 8; miss
KT xbow vs Nowzai: 1d20 + 3 ⇒ (18) + 3 = 21; HIT!; damage: 1d6 ⇒ 2
KT xbow vs Nowzai: 1d20 + 3 ⇒ (14) + 3 = 17; HIT!; damage: 1d6 ⇒ 4 (unless you cast mage armor which isn't annotated anywhere)


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

Can we see over the wall to the right on Nowzai or is it floor to ceiling?


You gotta climb it


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will draw his dagger and do a fighting withdrawal from the spearmaster

Attack
1d20 + 12 ⇒ (1) + 12 = 13

Damage
1d4 + 4 ⇒ (4) + 4 = 8


Male Fetchling Slayer 7/ Red Mantis 5

Scratch that, I just looked at the map and realized that the kuo is more than 5' away, and I would not draw an AoO. Instead Dalamus will run to get behind the boat, his bow at the ready.


Nemoris gets his readied action last round, so go ahead and roll that shot as well as your round 3 actions


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

Round 4 / AC 27 / HP 64/64 / Init 24

Sam will delay until the Spearmaster moves up and will interrupt and attack him, if he doesn't move up to where Sam is able to attack him, Sam will so so he can strike him in this round

Attcking with the saved Shocking Grasp Spell and using a swift action to make Mord'ael Keen and Flaming

To Hit - 1d20 + 12 + 3 ⇒ (15) + 12 + 3 = 30
Damage - 1d6 + 1d6 + 5d6 + 7 ⇒ (1) + (2) + (1, 4, 4, 3, 5) + 7 = 27 Damage Order - sword/flame/shocking grasp

Confirm Crit - 1d20 + 12 + 3 ⇒ (15) + 12 + 3 = 30
Crit Damage Total - 1d6 + 5d6 + 7 + 20 ⇒ (6) + (3, 6, 6, 3, 4) + 7 + 20 = 55

Woot woot!

If that drops him below half his total HP he needs to make a DC-15 Fort Save to avoid death


Last chapter, I decided not to use death by massive damage rules ... otherwise you guys would be in for a world of hurt


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

Ok that works for me, really it works against us more then them in most cases


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

Round 3 || Initiative 6 || 64/64 hp || AC 18

Full attack at the first kuo-toa that comes around the corner:

Attack: 1d20 + 12 ⇒ (1) + 12 = 13 Damage: 1d8 + 9 ⇒ (8) + 9 = 17 Crit: 1d20 + 12 ⇒ (17) + 12 = 29
Attack: 1d20 + 12 ⇒ (18) + 12 = 30 Damage: 1d8 + 9 ⇒ (4) + 9 = 13 Crit: 1d20 + 12 ⇒ (8) + 12 = 20
Attack: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d8 + 9 ⇒ (3) + 9 = 12 Crit: 1d20 + 7 ⇒ (7) + 7 = 14

Round 4 || Initiative 6 || 64/64 hp || AC 18

Full attack on the closest KT:

Attack: 1d20 + 12 ⇒ (11) + 12 = 23 Damage: 1d8 + 9 ⇒ (2) + 9 = 11 Crit: 1d20 + 12 ⇒ (5) + 12 = 17
Attack: 1d20 + 12 ⇒ (4) + 12 = 16 Damage: 1d8 + 9 ⇒ (6) + 9 = 15 Crit: 1d20 + 12 ⇒ (10) + 12 = 22
Attack: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d8 + 9 ⇒ (7) + 9 = 16 Crit: 1d20 + 7 ⇒ (9) + 7 = 16


Nemoris will only get that first attack since he moved and readied an action in Round 3. Full attack in round 4 is fine.


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

Ah, yep, sorry thought my movement was in round 2.


BTW, Sam did take some damage ... non-lethal since your barrier is up, but your HPs are still showing max.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
DM Fflash wrote:
BTW, Sam did take some damage ... non-lethal since your barrier is up, but your HPs are still showing max.

Roger that - at 59/64 (5 Non-Leathal)


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 69 AC 22

Epik full round attacks the first KT that steps up:

Attack:1d20 + 11 ⇒ (12) + 11 = 23 Damage:1d8 + 4 ⇒ (3) + 4 = 7
Attack:1d20 + 6 ⇒ (6) + 6 = 12 Damage:1d8 + 4 ⇒ (5) + 4 = 9


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

i will move up next to Epik and attack the lead KT (in Red)
attack
1d20 + 11 ⇒ (4) + 11 = 15 Damage 2d6 + 11 ⇒ (1, 2) + 11 = 14
Critical
1d20 + 11 ⇒ (3) + 11 = 14 Damage 4d6 + 22 ⇒ (6, 6, 1, 3) + 22 = 38


Male Human Wizard (Conjuror) 10 / Loremaster 4

Round 4

Nowzai:

hp 39 of 39
AC 16 (t 12, ff 14)
Status darkvision (40 min), mage armor (40 min), magic circle vs evil (50 min)

Spells Prepared
Cantrips: detect magic, light, mage hand, sonic snap
1st: benign transposition, enlarge person, lsr orb of sound
2nd:
3rd: hydraulic torrent

Acid Dart 6 uses remaining (8/day)
Riftcutter 0 use remaining (1/day)

Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 9 minutes remaining (10/day)
Staff of Size Alteration 7 charges remaining

Wand of acid arrow 4 charges
Wand of detect secret doors 13 charges
Wand of mage armor 34 charges
Wand of magic missile 29 charges
Wand of unseen servant 50 charges

Crossbow bolts 17

Nowzai chuckles impulsively as the enlarging spell works better than expected. He walks down the ledge to get back under cover. He then casts a small orb of sonic energy at the kuo toa leader. He groans as the missile sails well above of its target.

Move behind the melee wall, trying to include as many in the circle of protection as possible.

Lsr Orb of Sound (ranged touch): 1d20 + 5 ⇒ (2) + 5 = 7

The small earth elemental merges into the ground.

Expect the elemental will earth glide to come up behind the leader, attacking next round.


Sam wrote:
Sam will delay until the Spearmaster moves up and will interrupt and attack him, if he doesn't move up to where Sam is able to attack him, Sam will so so he can strike him in this round

Just read this more carefully. You can either delay or ready. Delay allows you to act later in the round with a different initiative, ready allows you to interrupt and if you do, you set intiative to just before the interrupt, but if the conditions don't happen, you lose the action but maintain initiative. Since he doesn't move forward I'm going to assume you delay, but EVERYONE be advised for later. Delay and ready are two distinctly different actions

We're gonna need a bigger boat! Round 4

Initiative: Spearmaster, Sam, Nowzai, Dalamus, Magma, Soldiers, Nemoris, Epik

The Spearmaster steps forward, picking his way through the grease and takes a single vicious stab at Dalamus, but the nimble rogue dodges out of the way. Sam, who was waiting for the write moment slips around the grease and drives his electrically charged scimitar deep into the kuo-toa's gut, the magical lightning dancing up his armor and causing the fish man's eyes to bulge out, blood pouring from underneath them. His natural insulation handles a portion of the charge, but it takes his toll on him. Somehow, he stays on his feet long enough to see Nowzai's orb flying at him, which he stumbles away from.

Magma moves up to join the rear melee wall as Dalamus withdraws from the fight to slip behind him. The stonechild reaches out with his longhammer across Sam but is unable to harm the Spearmaster. The soldiers in the rear begin to crowd one another looking for targets with their crossbows but unable to spot any one. One reaches out past the Spearmaster to stab at Sam who easily deflects the blow.

Nemoris, firing into melee, is hindered by the soft cover provided inadvertantly by his allies and can't quite hit the lead kuo-toa.

Round 5 actions?

The Dice:

Spearmaster Acro: 1d20 + 12 ⇒ (5) + 12 = 17
Spearmaster PA Vital Strike vs Dalamus: 1d20 + 11 ⇒ (7) + 11 = 18; miss!
KT vs Sam: 1d20 + 4 ⇒ (7) + 4 = 11; miss


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

Ok thanks, I didn't realize it was a one or the other, I will remember moving forward

Do we have a map?


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

Playing with that new app. Good call Tike it is really nice

Can I dismiss the grease from a wand or is it there for the duration?

-Posted with Wayfinder


Map here

Sorry about that


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

Did I get a torch lit in round 3?


You were casting grease.

-Posted with Wayfinder


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

You were casting grease.

-Posted with Wayfinder

That is incorrect, I used the wand in round 1 and round 2, in round 3 I took a 5' step back and lit a torch and in round 4 I attacked the leader with the shocking grasp, we are now in round 5 and I should have a lit torch in my off hand


I see, don't think you can light a torch without touching it with your off hand, thus discharging your shocking grasp, but Ill let you have a lit torch for now, just remember the held touch spell rules, please.


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

You are totally correct, I didn't know that just touching anything causes you to lose that spell, not 100% sure I could have gotten in the boat and helped carry it up to here without touching something, I am fine with saying I lost the spell and I would have just cast it again last round for that attack (I would have gotten a 2nd attack though) or just that I don't have a torch lit but I would have actually done something in round 3 or just do at as you said were I have a torch lit and I will better understand the rules moving forward.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Round 5

Nowzai:

hp 39 of 39
AC 16 (t 12, ff 14)
Status darkvision (40 min), mage armor (40 min), magic circle vs evil (50 min)

Spells Prepared
Cantrips: detect magic, light, mage hand, sonic snap
1st: benign transposition, enlarge person
2nd:
3rd: hydraulic torrent

Acid Dart 6 uses remaining (8/day)
Riftcutter 0 use remaining (1/day)

Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 10 minutes remaining (10/day)
Staff of Size Alteration 7 charges remaining

Wand of acid arrow 4 charges
Wand of detect secret doors 13 charges
Wand of mage armor 34 charges
Wand of magic missile 29 charges
Wand of unseen servant 50 charges

Crossbow bolts 17

Nowzai uses his pearl of power to recall the previous spell, casting it again at the kuo toa leader.

Lsr Orb of Sound (ranged touch): 1d20 + 5 ⇒ (6) + 5 = 11; Sonic Damage: 3d6 ⇒ (6, 6, 4) = 16

Meanwhile, the elemental pops up from the ground, swinging a rocky fist and threatening the leader's flank.

Slam: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24; Damage: 1d6 + 7 ⇒ (1) + 7 = 8


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

Round 5 || Initiative 6 || 59/64 hp || AC 18

Full round attack at injured Kuo-Toa, with attacks at another if they are visible and the first is dead (either from my attacks or someone elses) :

Attack: 1d20 + 11 ⇒ (10) + 11 = 21 Damage: 1d8 + 9 ⇒ (8) + 9 = 17 Miss:1d100 ⇒ 31 Crit: 1d20 + 11 ⇒ (16) + 11 = 27
Attack: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 1d8 + 9 ⇒ (6) + 9 = 15 Miss:1d100 ⇒ 31 Crit: 1d20 + 11 ⇒ (12) + 11 = 23
Attack: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d8 + 9 ⇒ (7) + 9 = 16 Miss:1d100 ⇒ 77 Crit: 1d20 + 6 ⇒ (6) + 6 = 12

Is he flanked? If so, the +2 hit and I have another d6 damage. I also wanted to make sure that your comment about firing into melee was flavor text (pretty sure it was, but if not let me know.. I should have a few feats that negate that!)


Sorta. You don't get the penalty for firing into melee with precise shot, but unless I missed something, cover still applies, so bodies between you and the fight will still add to their AC. That said, you would have missed regardless on that round of shots.

-Posted with Wayfinder


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

Attack the spearmaster
1d20 + 11 ⇒ (3) + 11 = 14 damage 2d6 + 11 ⇒ (5, 1) + 11 = 17
critical

1d20 + 11 ⇒ (18) + 11 = 29 damage 4d6 + 22 ⇒ (2, 5, 1, 4) + 22 = 34


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

If I wanted to throw the torch and cast a spell is that possible? I am not trying to hit anyone with the torch, just throw it in a general direction, not sure if that would count as my move action.


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

Sorta. You don't get the penalty for firing into melee with precise shot, but unless I missed something, cover still applies, so bodies between you and the fight will still add to their AC. That said, you would have missed regardless on that round of shots.

Sounds good, you want me to draw lines on the map for attacks, etc., or call it out if I'm attacking and they will have cover? I may also need you to update the map for movement in between rounds.


ya, fair enough. I should have a map up every round regardless, assuming I'm not.slacking. call out cover or.not if you have read the rules and know how to compute it

-Posted with Wayfinder


Sam, throwing an object is a standard action. Touch attack vs AC 10 to hit the square you want else scatter like a grenade-like splash weapon miss

-Posted with Wayfinder


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 attack if the KT moves up:

Attack:1d20 + 11 ⇒ (11) + 11 = 22 Damage:1d8 + 4 ⇒ (5) + 4 = 9

Attack:1d20 + 6 ⇒ (7) + 6 = 13 Damage:1d8 + 4 ⇒ (2) + 4 = 6


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

Is the gap between me and the KT graphical or actual space I will need to move


You attacked him last round, so you're still threatened

-Posted with Wayfinder


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

Ok your dialog above said he stumbled away, I just wasn't sure if that meant he actually moved away or if it was just flavor.


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

Are you on gtalk or can you be? I have a couple of things to ask that could take some back and forth


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

I guess you are not so I will just post them all here and you can answer when you have time

DM Questions:

1) If I took a 5' to the NW would I have LoS on all the KT's down the hallway?

2) Can I cast Pyrotechnics on the torch if I am holding it and able to affect all the KT with the blind aspect of the spell if I can get LoS?

3) Will I take damage at all? It doesn't say anything about damage but it also doesn't say anything about holding it

4) If I threw it towards the KT's to try and get the smoke off next round would I be able to see the torch with their increased size?

5) If I throw it the KT by me get's an AoO correct?


Sam:

1)No, you'd have LOS to the second one. LOS is defined as drawing a line between your square and the other. As long as you can draw any one line that connects the 2 squares without hitting an obstacle (wall/door) you're good. I've added the grid to the map below
2) Yes, but you'll also affect yourself and all those around you within LOS
3) Nope
4) Yes, you can see the burning torch in the darkness even if the big guys are around it ... unless you throw it over the ledge
5) Throwing an object provokes an Attack of Opportunity from a creature threatening you.

Map with Grid squares


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

Am I blocking the lane for Epik and Magma to be able to move up? Do I need to 5' so they can block with me?

Edit read the rule, disregard question

Round 5 / AC 27 / HP 59/64 (5 NL) / Init 23

I will cast defensively and attack the KT with another Shocking Grasp

To Hit - 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26

Damage - 1d6 + 1d6 + 7 + 5d6 ⇒ (6) + (1) + 7 + (6, 4, 1, 3, 5) = 33

To Hit - 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18

Damage - 1d6 + 1d6 + 7 ⇒ (1) + (4) + 7 = 12

Cast Defensive - DC 17 - 1d20 + 11 ⇒ (15) + 11 = 26


I think they created the line and you guys moved forward, so they're waiting for you to return. I don't know, but I need an action from Sam before we can proceed.

-Posted with Wayfinder


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

Yeah sorry for the delay, wrapping up a sales campaign at work has been kicking my ass going to post in shattered star right now


We're gonna need a bigger boat! Round 5

Initiative: Sam, Nowzai, Dalamus, Magma, Soldiers, Nemoris, Epik

Sam drops his torch, weaves a quick spell with his left hand and channels more electricity along his blade. With a quick slash, he cuts down the lead kuo-toa.

Nowzai finds himself without a target, so stays his spell. His elemental however, moves into range of the next soldier and hammers him soundly. (Do you wish to move, or change actions?

Dalamus fires into the melee with the next kuo-toa, but misses badly. Magma steps to the left to reach over Sam, but bangs his longhammer against the wall.

The first soldier steps past the elemental, drawing another opportune attack from the ellie, but steps under it's clumsy swing. The two soldiers in range of Sam now both stab at him. The first glances at the second and stares at him for a moment after Sam dodges a well placed strike. The reason behind the stare will forever be unknown as an arrow sprouts from the creature's throat driven in by Nemoris' bow.

Epik continues to hold his ground.

Actions Round 6?

Map here

The Dice:

Dalamus To hit: 1d20 + 10 ⇒ (1) + 10 = 11; miss
Ellie vs KT3: 1d20 + 9 ⇒ (2) + 9 = 11; miss
KT 3 Acro: 1d20 + 6 ⇒ (6) + 6 = 12; success
KT Acro: 1d20 + 6 ⇒ (18) + 6 = 24; success
KT 3 vs Sam: 1d20 + 4 ⇒ (19) + 4 = 23; miss
KT vs Sam: 1d20 + 4 ⇒ (5) + 4 = 9; miss


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:

Sam, Magma, recommend that you each step back a square so that all three of us can attack the lead soldier.

If the KT steps up:
Attack:1d8 + 11 ⇒ (4) + 11 = 15 Damage:1d8 + 4 ⇒ (3) + 4 = 7
Attack:1d8 + 6 ⇒ (7) + 6 = 13 Damage:1d8 + 4 ⇒ (7) + 4 = 11


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

Magma is using a reach weapon, so he can stand behind you and I and still get his attacks in, you and I have to hold the line.

Is there enough room on the square two spots to the west for me to stand and fight or will that wall hinder me?

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