Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

YOU READ

Cуровую зиму wrote:

Lets take a step back here. You are hardly the majority. You get a vote same as I do, fair?

Nor have I ever disobeyed Edmin, not once. I may have advised and possibly disagreed (though not that I recall) but never disobeyed.

At this time the wand is not needed when Cуровую has other resources better suited, especially given the circumstances when fire may be more dangerous to our cause*. My decision stands, and I believe I remain fully within the cardinal's favor.

*That Celestial may be immune to fire, the old cleric may have warded some of the remaining special characters from fire (example the commander), and lastly fire may set off what the alchemist has in hand.

With due respect, NO Fireball.

Edmin said good plan, then the bugbears arrived. You see my reasons for using Call Forth the North above, Edmin said cold would be fine, I am NOT your Edilon, nor is Cуровую immune to Ubber Celestials even with Invisibility, we are waiting for DM.

Judge please read

Spoiler:

Statements like that are a little bit on the side of bullying, I would much rather you don't do that please.


What th' --

Did a bunch of posts from yesterday just disappear?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

A LOT ACTUALLY!

A significant amount, I remember the Cleric and Alchemist went down from our attacks, and you allowed me to read the Celestial although it dos not mention the Uber Celestial, who we hurt but it in turn threw off a few Bugbears off the bridge.

The Judge sent three air elementals to finish off the alchemist and dwarf aiding him.

Basically we lost all the posts in the last 16 hours.


You have to read the whole thing.

Gestalt (Su):

Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Anyway, yes, it's very annoying. But it's only one day, and we can pick up the thread easily enough.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I did read the whole thing but you gave a description that was more powerful than the one on the site,

You said the Celestial we are facing had SR 12 and DR/10, I am guessing the one we are facing is obviously a DM special.

Also the Judge sent 3 air elementals against the alchemist and dwarf.

So its a CR 9?

DM liked the idea of us facing something 4 CR levels higher than us.


Cуровую зиму wrote:

I did read the whole thing but you gave a description that was more powerful than the one on the site,

You said the Celestial we are facing had SR 12 and DR/10 which the one we are facing is obviously a DM special.

These are the lantern archons who have been living in the Choiry. You'll recall Irin's prophecy, way back when -- "Where faith's song rises, faith's light has descended. It will reveal you. Beware." She was referring to their at-will Detect Evil, and also the fact that they're so familiar with the Choiry that they get to take 20 on Perception there -- the slightest odd sound or movement attracts their instant attention. But except for a very brief exploration by Morsum, you stayed the hell out of there. Wise!

A powerful cleric cohort of the Conqueror invited them down, way back in the day. They've been in there so long that they've become suffused with holy power from the pure faith of generations of worshippers. Fortunately for you, they've become so lulled by all those years of peaceful holy meditation that only the direst and most dramatic emergency -- like the imminent fall of Balentyne -- could wake them up and call them out to battle. Note that while having creatures that can blast enemies with ranged touch attacks at +5 for d6+2 damage is pretty nice, having creatures that can cast Aid at will is even nicer -- one reason those archers on the walls are being such a PITA is because they're +1 from the bard, another +1 from the archons' Aid SLAs, and are all rocking d8+5 temporary hp. Having creatures with at-will teleport is also handy for tactical control; Acting Commander Edderly knows exactly what's happening in the fight and can communicate at will with his troops all around the fortress.

The lantern archons are Advanced (basically +2 to everything -- attack, damage, hp/die, ECL, spell and SLA DCs, and saves) and so the gestalt that they form is Advanced as well. A standard gestalt is CR 6, advanced is +1, so this is CR 7. I am indeed bending the rules a but with the DR and SR -- a standard gestalt has DR 5/magic, not 10/magic, and no SR. But the rules are guidelines, not chains, and I think this is reasonable.

Your nat 20s mean you know all this. Possibly one of your teachers -- possibly the Magister, back when -- summoned a Lantern Archon so you could kill and dissect it; alternately, your encounter with Lance Corporal Dalgoda inspired you to spend some time studying in the Cardinal's excellent library.

Quote:


Also the Judge sent 3 air elementals against the alchemist and dwarf.

He did? I missed that. He still had a couple of his eagles -- do they disappear when he does another summon?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I completely remember Irin's reading, and I think the Celestials even discovered Morsum, perhaps tipping off the commander in the process. (That's a guess)

My last post by the way was in answer to reading the link that disappeared, but I don't think you understood I did when you said read the whole link, which I did.

But when the abilities did not match up I assumed you have created a different Celestial, which you are 100 percent entitled to, I was just explaining why I thought the link you provided did not coincide with what we are facing.

Short version, yes I did read it but because of the ability discrepancy thought you linked us to a 'weaker' super Celestial.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I did not know there were any eagles left, I would have sent them to attack the priest and alchemist.

I had posted that I moved as far north (or south) in the gatehouse and had then cast Summon Monster III summoning 3 (I rolled a 3 on 1d3) Air Elementals. These were summoned as far north(or south) as possible so that they could have a direct charge at the alchemist/cleric while taking off the uber-archon's blocking angle.

Air elementals move at 100', so if they could not charge, I would have summoned them 35' from the gatehouse which should still give them enough movement to get to the alchemist and other ones on the catwalk.

The elementals then charged and attacked the alchemist.

I forget the elemental's attacks, but it seems I though that 1 would hit for sure with 5 damage. Not sure about the other 2 as their attacks were in the high teens. Here are the attacks again for simplicity.

Air Elemental 1-charge: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Air Elemental 2-charge: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

If the alchemist goes down, then they will try to push the barrel and the unconscious leaders off the catwalk. If they can get the barrel to fall to the walkway below so that it is in front of the main gate, that is preferable.

Air Elemental 3-charge: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Just a thought, but we have a potion of spider climb, a scroll of invisibility and Jax recovered a vanish. He could run out there and start taking out some archers, making it easier for Edmin/Grumblejack to attack the lantern gestalt.


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M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

And a potion of jump. Could one of you jump off and join me so I am not alone with this disgusting creature?


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Prettyshanks make joke on goblin! teeheeteeheeheehee! Bref slaps Xen on his spiritual shoulder


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I figure with the Archon's together, they are in a single group. One blast from the fireball wand should be able to take them all out.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

They're not in a group, Judge, they count as a single creature at the moment so a fireball would be a waste.


Judge Tohram Quasangi wrote:


The elementals then charged and attacked the alchemist...

Air Elemental 1-charge: 1d20+6+2
Damage: 1d4+1

Air Elemental 2-charge: 1d20+6+2
Damage: 1d4+1

The dwarf is guarding the alchemist with a polearm, so he'll get an AoO. Unlikely to make a difference unless he crits. 1d20 ⇒ 12 Nope; d8+1 damage on the first elemental, but the second goes on to hit the alchemist. That's enough to knock him to negative hits.

Quote:

If the alchemist goes down, then they will try to push the barrel and the unconscious leaders off the catwalk. If they can get the barrel to fall to the walkway below so that it is in front of the main gate, that is preferable.

Air Elemental 3-charge: 1d20+6+2
Damage: 1d4+1

Let's treat that as a bull rush. The Alchemist is out and the dwarf doesn't have combat reflexes, so nobody can stop you. The barrel plunges off the catwalk and plummets into the ravine. There is a small (5%) chance it might hit the bridge below: 1d100 ⇒ 16


The barrel hits the edge of the bridge but bounces off and plummets into the darkness of the ravine below. Shortly before it hits the water, there is a BOOM! An orange fireball blossoms below, and an impressive mushroom cloud rises up past bridge and catwalk.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge looks at the Chief.
One less bomb. Wish we could have taken out that gate, but at least the catwalk is intact.

The Elementals will attack the cleric and alchemist to make sure both stay down.

Elemental 1: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Elemental 2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Elemental 3: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Last round Cуровую would have used her Pearl of Power to get Magic Missile back taken one more move action to get away from the clump of Bugbears in case the super archon target them.

I am not sure if the Bugbears did damage to the super archon but Cуровую's Call Forth the North got through its SR.

Bonded item and Pearl of Power have now been used for the day.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

This round

Cуровую gestures and once again sends razor sharp ice shards forward, this time aimed at the guardian of Balentyne.

Magic Missile all to the archon

damage 3d4 + 3 + 3 ⇒ (3, 4, 4) + 3 + 3 = 17

SR check 1d20 + 5 ⇒ (18) + 5 = 23


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin snarls and raises his cross bow. The champion aims and fires at the celestial.

Smite Good:

Crossbow: 1d20 + 9 ⇒ (20) + 9 = 29
Confirm Crit:1d20 + 9 ⇒ (14) + 9 = 23

Damage: 1d8 + 1 + 8 ⇒ (2) + 1 + 8 = 11
Crit Damage:1d8 + 1 + 8 ⇒ (8) + 1 + 8 = 17


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

GO EDMIN! GO EDMIN!

Fire Axe, Edmin challenges you to an archery duel!


Wow! Edmin, I didn't even know you had a second smite in you?!

So with the ice spell, the magic missile and the crit, that's a total of... 56 points of damage on the archon. It is definitely feeling that!


Douglas Muir 406 wrote:
Wow! Edmin, I didn't even know you had a second smite in you?!

Yeah most guys can't manage more than once a night, a hard man is good to find!


Okay, the archon gets a chance to act now. Its rushing sound increases to a roar, and its lights brighten as it suddenly flies towards you with tremendous, terrifying speed!

First, two light-beams fly out from it. Ranged touch attacks against Sir Edmin; I believe his Dastard Armor +2 protects against these. The archons haven't encountered a lot of antipaladins before, or they'd direct their attacks against someone who isn't getting a whopping AC bonus against them...1d20 ⇒ 111d20 ⇒ 15 Well, both hit anyway. Touch attacks! Sir Edmin takes 2d6 + 2 ⇒ (3, 1) + 2 = 6 of damage from the light beams.


Next, the archon is going to use its Whirlwind attack against you. (Note that this does not provoke an AoO.) It can do this against up to four medium sized creatures, or three and a large creature. Two of the four will certainly be Sir Edmin and Zimu. The others? Bugbear #1 Bugbear #2 Dren Grumblejack Jax Judge Ragnar Sakkarot 1d8 ⇒ 81d7 ⇒ 1


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
damage from the light beams

Something like this

Pew Pew, Pew Pew!


Edmin, Zimu, Sakkarot and a bugbear sergeant are being swept up by the whirlwind. You must make a DC 20 Reflex save. If you make it, you're fine -- you resist the whirlwind, take no damage, and nothing happens to you.

If you fail, you take d8+6 damage (go ahead and roll it) and must make a second DC 20 Reflex save. If you make the second save, all that happens is you take the damage. If you fail the second save as well, you are lifted off the ground into the air and swirled about by the gestalt's powerful winds...


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
Two of the four will certainly be Sir Edmin and Zimu.

DM Cуровую posted three times that she specifically moved away from the group, using two separate move actions over two rounds, I can find them if you like.

She can strike at the super celestial from 150 ft away and has no need to be part of the group looking like bowling pins clumped together.


The archon has 100' fly speed, perfect movement, it can use its whirlwind attack while making a double move, and its whirlwind does not provoke an AoO. So, it can hit whoever it wants to. It's going after you because you are obviously a threat. Roll your Reflex save.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Good thing I got the Cloak of Resistance! Oh wait I did not :(


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Reflex 1d20 + 5 ⇒ (19) + 5 = 24

Possible damage :( 1d8 + 6 ⇒ (4) + 6 = 10

edit :)


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую was born on the wind swept mountain ranges of the impassable North, with her perfect hair and robes billowing around her she actually REVELS and raises her arms high in the brisk winds and she looks ... almost happy.

But what's this?

She has given the Celestial a gift as it passes through her and it catches in the great wind, it too is smiling.

Ranged touch attack with Bref/Magister's head 1d20 + 6 ⇒ (15) + 6 = 21


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую will wait for Edmn to Smite again then trigger Bref/Magister's head with a Force Missile

Damage (I believe its 6d6)

damage 6d6 ⇒ (1, 6, 4, 6, 5, 2) = 24


Not so fast. As I said, it can move far without provoking an AoO. And it may have one or more of your colleagues inside it.

Bugbear Sergeant 1d20 ⇒ 71d20 ⇒ 14
Sakkarot Fire-Axe 1d20 ⇒ 191d20 ⇒ 11


Sakkarot braces himself and withstands the hurricane-force wind. His sergeant is not so fortunate, and is swept off his feet into the air.

Will wait a bit and then bot Edmin. However, let me tell you how this plays out: the gestalt will sweep through you, suffering no AoOs, and picking up the bugbear sergeant and -- if he fails his saves -- Edmin. It will then move back out over the ravine! So, if you attack it and kill it, anyone it's holding will plummet into the ravine -- a drop of 90-120 feet (d4+8), into ice-cold, rushing water (Fort save and Swim checks).

Yes, kind of a jerk move. It's an angel, you're evil. Gloves off.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Dren has not acted yet and could cast Levitate on the Bugbear ... I mean Edmin!

Actually the super archon can not hold this form too long so if it shifts back to multiple small Celestials they still drop who they are carrying and may be harder to kill individually.

Best bet, Dren casts Levitate on Edmin and then he Smites while in the whirlwind.

Cуровую will not throw Bref/Magister's head in this case.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Cуровую зиму wrote:
Cуровую was born on the wind swept mountain ranges of the impassable North, with her perfect hair and robes billowing around her she actually REVELS and raises her arms high in the brisk winds and she looks ... almost happy.

DM can we at least say Cуровую's hair looked good in that scene?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Just wondering, we have all been standing inside the gatehouse. Did the whirlwind move into the gatehouse and then back out again?

Also, unless someone can show me where it was taken from him, the Judge has never given up the goblin skull bomb he was given by the Cardinal.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I think we had it for use against the Magister, we can give it back to you now.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I figured I had gotten it back after the Magister was incinerated.


Judge Tohram Quasangi wrote:

Just wondering, we have all been standing inside the gatehouse. Did the whirlwind move into the gatehouse and then back out again?

You're up on the roof with Sakkarot. The machinery floor of the gatehous is jam-packed full of bugbears and goblins preparing for the next rush on the catwalk. You're more exposed to missile and artillery fire up here, but so far the archers have been mostly concentrating their fire on any goblinoid that pokes a snout out onto the catwalk or the bridge. (And, as the Judge can attest, being indoors does not provide perfect protection either.)

If you want to insist on staying downstairs, you can -- but note that Sakkarot is going to stay up here, either to show his fearlessness or because he needs the panoramic view in order to command. (Both, really.) If you want to interact with your fellow Knot, topside is where it happens.


Okay, botting Sir Edmin. His Reflex saves: 1d20 ⇒ 21d20 ⇒ 7

Uh oh -- Sir Edmin takes 1d8 + 6 ⇒ (5) + 6 = 11 of additional damage and is swept out into the sky over the gorge, along with the bugbear sergeant.


They're held up by the archon right now. Next turn, it can drop them as a free action and come back for more. If you kill it, then they automatically fall.

Edmin can attack the archon from inside. He'd probably want to have Levitate cast on him first... I see that, yes, Dren has Levitate, and at a range of up to 35'. Dren, do you still have second level spell slots left?


Judge Tohram Quasangi wrote:

The Judge looks at the Chief.

One less bomb. Wish we could have taken out that gate, but at least the catwalk is intact.

The Elementals will attack the cleric and alchemist to make sure both stay down.

Father Jole has already been pulled back off the catwalk and is being healed. An attack on him is possible, but will result in multiple AoOs from the soldiers around him. Hitting the poor alchemist (or the dwarf, who is still standing) is much easier. Which do you want to do?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Cуровую зиму wrote:

Dren has not acted yet and could cast Levitate on the Bugbear ... I mean Edmin!

Actually the super archon can not hold this form too long so if it shifts back to multiple small Celestials they still drop who they are carrying and may be harder to kill individually.

Best bet, Dren casts Levitate on Edmin and then he Smites while in the whirlwind.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Judge Tohram Quasangi wrote:
I figured I had gotten it back after the Magister was incinerated.

Absolutely, moving back to you.

Cуровую had it in hand on the rooftop before we all boarded Quasangi air and when we fought the commander but assume it is with you now.

Also she did not use the potion of Protection from Arrows


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Assuming Dren casts Levitate to save Edmin from the fall, on her turn instead of throwing Bref/Magister's head she can Force Missile the super archon.

damage 1d4 + 1 + 3 ⇒ (4) + 1 + 3 = 8


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

I have no 2nd lvl spell slots but the deletion of posts ate both of my posts.

I was attacking the alchemist unless the elemental succeeded. If it succeeded then I was attacking the archon with my confusion which should have hit it before it could attack anyone...

DC 19 willpower save, no SR check needed. 1d100 ⇒ 84
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self). Bingo. If the guards were closer it would attack them, even if it attacks one of us its mind is confused and it is not going to use its best tactics on us...if it fails.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Douglas Muir 406 wrote:

Meanwhile, that big rock came right in through the door! 20% chance it hit one of you: d100

Douglas Muir 406 wrote:


Meanwhile, that rock hit a party member. Who? alpha order: Edmin Dren Grumbles Jax Judge Ragnar Zimu d7 Judge, take 4d6 damage. The boulder flies right in through the open door -- a lucky shot -- smashes off a wall, and hits you painfully.
Judge Tohram Quasangi wrote:

I did not know there were any eagles left, I would have sent them to attack the priest and alchemist.

I had posted that I moved as far north (or south) in the gatehouse and had then cast Summon Monster III summoning 3 (I rolled a 3 on 1d3) Air Elementals. These were summoned as far north(or south) as possible so that they could have a direct charge at the alchemist/cleric while taking off the uber-archon's blocking angle.

The Judge has been inside the whole time, he is not going to get shot at on the roof again. Also, it has been my understanding that all of us were inside the gatehouse. Only a few rounds ago, one of the boulders came in through the door and hit me, and could have hit anyone else in the party per your post. I do not know why anyone else would be on the roof as a free target for random arrow shots, or recall anyone going to the roof, although someone might of.

As can be seen, my casting of the last Summon Monster was through the arrow slits while in the gatehouse. I was also hit by the boulder while inside the gatehouse.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The elementals turn and attack Father Jolie hoping to finish him off.

Acrobatics(avoid AoO)-Elemental 1: 1d20 + 7 ⇒ (18) + 7 = 25

Attack-elemental 1: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30 <-- extra +4 for prone
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Confirm Crit: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Acrobatics(avoid AoO)-Elemental 2: 1d20 + 7 ⇒ (3) + 7 = 10

Attack-elemental 2: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25 <-- extra +4 for prone
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Acrobatics(avoid AoO)-Elemental 3: 1d20 + 7 ⇒ (10) + 7 = 17

Attack-elemental 3: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14 <-- extra +4 for prone
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Crappy damage, but hopefully enough to eliminate the father.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Dren of the Dark Tapestry wrote:
I have no 2nd lvl spell slots but the deletion of posts ate both of my posts.

Sorry when I looked at your sheet I thought you still had that as an option.

DM instead of casting Force Missile then, can Cуровую use her final Levitate scroll to try and save Edmin?

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