| Gaius Lirsiiv |
Nice manifestation of Hold Person, I like the wasp! I wish he'd failed his save...
Thanks! I wish he'd failed it, too. I feel like you should get one round at least with that one--no save for the first round. Just my opinion. I miss the AD&D Version. Up to three targets with no save past the first one. :)
| DeGrog Coarse-Hair |
DeGrog drops his shield, hops 5ft. to the top of the stairs and lunges with Salt Reaver in both hands, using the higher ground to his advantage and rend the foe.
I think I found yer cousin in me ear-hair this mornin', Aaaaarrggghhhh!!
Full attack, two-handed, lunge, higher ground:
Att.1: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18 for 1d6 + 11 ⇒ (2) + 11 = 13 dmg
Att.2: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27 for 1d6 + 11 ⇒ (1) + 11 = 12 dmg
I left some room for yous, Sandor
AC=18 until next round
| Dungeon Master S |
It's not a spell, some kind of trained supernatural ability. It's a knowledge (Religion) to get the details.
DeGrog lunges towards the assassin, and his initial swing misses by a hair. The assassin, however, was not ready for the twist of the second cut as Salt Reaver finds its mark.
1: 12
2: 14
3: 0
4: 0
| Dungeon Master S |
Round 1
DeGrog: Hit
Ferox: Current
Grym: 18
Odric: 17
Morkeleb: 15
Gaius: 14
Sandor: 13
Baddies: 10
| Ferox Kerr |
Recalling the tenacity of the last Red Mantis assassins they had faced, Ferox wastes no time calling down Abadar's Judgement on them. Justice will be served. Activates Judgement: Justice.
Ferox lets loose a stream of vitriol and slander at the assassins that shakes them to their core. Casts Blistering Invective. I should be close enough to get all of the assassins.
Intimidate: 1d20 + 16 ⇒ (9) + 16 = 25
If they are Shaken...
Fire Damage: 1d10 ⇒ 8
DC Reflex to avoid catching fire: 14
Hopefully this works and lasts for a few rounds. Sorry I couldn't get it off beforehand Gaius. That -2 to saves would have clinched it.
| Morkeleb the Mighty |
Hopefully this works and lasts for a few rounds. Sorry I couldn't get it off beforehand Gaius. That -2 to saves would have clinched it.
It will definitely help with one of my choices. only question is, do I play it safe, or roll the dice?? I'll probably play it safe...let's hope BI lasts for at least 2 rounds!
| Ferox Kerr |
Yeah, if BI succeeds, it'll give us a nice advantage to start the battle with.
| Thorgrym the Tracker |
Round 1
The fierce dog continues to bite and savage at the crimson warrior. The canine gives no quarter with its attack.
1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 17
Bite 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12
Grym taking advantage of Gaius kneeling down to cast his spell, throws his crazy throwing weapon.
1d20 + 12 + 4 - 4 ⇒ (3) + 12 + 4 - 4 = 15
hunga munga 1d8 + 4 + 1 + 4 ⇒ (4) + 4 + 1 + 4 = 13
the die roller is a fickle beeootch, I better get two 17s next round
| Odric the Stout |
Round the First
Odric calmly points the tip of the Kegerator at the Red Mantis foe K-15. He tilts his wrist and sights down the length of the blade with one eye. He grins, cracks his neck and leaps into the air with a joyous yawp. As he jumps, the flash of the blade in the torchlight brings the steel back to its birth in Sandor's forge for a moment.
The blade arcs downward, then reverses and slices horizontally at the creature in a preposterously fast combination!
First Attack: Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 14 + 2 + 2 ⇒ (19) + 14 + 2 + 2 = 37 for 2d4 + 10 + 6 ⇒ (1, 2) + 10 + 6 = 19 damage. <--Woot!
Second attack: Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 14 + 2 + 2 - 5 ⇒ (18) + 14 + 2 + 2 - 5 = 31 for 2d4 + 10 + 6 ⇒ (3, 2) + 10 + 6 = 21 damage. <--Woo Hoo!
Confirm 1: Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 14 + 2 + 2 ⇒ (16) + 14 + 2 + 2 = 34 for 2d4 + 10 + 6 ⇒ (1, 1) + 10 + 6 = 18 damage.
Confirm 2: Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 14 + 2 + 2 - 5 ⇒ (7) + 14 + 2 + 2 - 5 = 20 for 2d4 + 10 + 6 ⇒ (1, 2) + 10 + 6 = 19 damage.
DM - If the first ht slays him, Odric will turn to strike the other guy behind him. Alas - No flank :(
| Dungeon Master S |
Ferox let's go with a blistering invective that stings the pride so intensely that it literally burns.
REF 1: 1d20 + 9 ⇒ (13) + 9 = 22
REF 2: 1d20 + 19 ⇒ (10) + 19 = 29
REF 3: 1d20 + 9 ⇒ (8) + 9 = 17
REF 4: 1d20 + 9 ⇒ (8) + 9 = 17
Bucho and Grym both fail to land a solid blow. Odric's slice and dice does a lethal amount of damage. The second swing of the blade trifurcates the mantis assassin.
Morkeleb!
Shaken 2
1: 20
2: 22
3: EXTRA very dead.
4: 8
| Sandor Stouthammer |
Round 1
Dunna you be worrin Orc, this 'ere steel plate will protect ya too if I'm in da way Sandor says in his own way thanking him for leaving an opening.
The Dwarf squeezes by Degrog, and swings the axe, but it's just a feint. He slightly jumps as the axe draws the mantis' attention, but slings the shield out smashing the mask trying to get it to split open.
Shield Bash: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Damage: 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15
If hit he is hit with a shield bash it is also a bull rush CMB=Attack roll +11+2+2. If they can't back up then they fall prone
| Morkeleb the Mighty |
ROUND 1
Seeing the field change so dramatically so fast--enemies appearing as if out of nowhere...Morkeleb in mortal danger as he is flanked by two assasins..one of the assasins cut down before he can even act--the wizard first starts in surprise and fear, then grunts in surprised satisfaction that Odric took down the danger nearest himself. He gives the warrior a tight grin and a nod of thanks, as that most likely just saved his life. He draws forth a wand.
With a flick of his wrist, a visible wave of energy ripples out of the wand tip, passing over his companions harmlessly, but appearing to settle on the assasins like some sort of film. The energy appears to be binding to their joints...
He then steps closer to Odric, away from the other two assasins.
Move action: draw wand.
Standard action: use wand to cast Slow (Will DC 14 negates--don't forget they're shaken!!)
5' step
| Dungeon Master S |
Will 1: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Will 2: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Will 4: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
The assassin closest to Odric seems to slow down beneath the dweomerfilm of the spell.
Gaius!
Shaken 2
1: 20
2: 22
3: EXTRA very dead.
4: 8 SLOW
| Gaius Lirsiiv |
Gaius pulls his whip and goes to disarm the mantis in melee with Bucho.
Disarm:1d20 + 10 ⇒ (20) + 10 = 30 Vs. CMD. Target is H-16
If Grym needs, I will then kneel and position myself a la Princess Leia
| Dungeon Master S |
Gaius lashes out with his whip and tears the saw-toothed sabre from the assassin's hand. Sandor smashes the other in the face with his shield, knocking him prone Are you sure it's attack ROLL and not MOD for the Bull Rush?.
At the dwarf's feet the mantis warrior attempts to cast a spell defensively, 1d20 + 10 ⇒ (13) + 10 = 23. A magic much as Gaius attempted tries to wrap around Sandor. Will DC 14 to resist.
Meanwhile the disarmed enemy by Bucho draws a dagger and tries to stab the warrior dog. ATK: 1d20 + 11 ⇒ (7) + 11 = 18, but misses.
The slowed warrior makes but a single swing at Odric/ ATK: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21 and misses.
DeGrog, start Round 2.
Shaken 2
1: 35
2: 22 Disarmed.
3: EXTRA very dead.
4: 8 SLOW
| Sandor Stouthammer |
Are you sure it's attack ROLL and not MOD for the Bull Rush?
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Will Save: 1d20 + 5 ⇒ (1) + 5 = 6BAAHAAAAAA and the dwarf is done :0
| Morkeleb the Mighty |
Gaius pulls his whip and goes to disarm the mantis in melee with Bucho.
What a great round!!! Four bad guys.
First one: dead
Second one: slowed
Third one: prone
fourth one: disarmed
THAT'S how we do it in KINGSPORT!!
| Ferox Kerr |
Out of turn, but this shouldn't affect what DeGrog would have done.
Ferox takes aim at the assassin that he has the cleanest shot at, the one next to Odric, and lets loose a volley.
Arrow: 1d20 + 12 + 5 - 4 ⇒ (5) + 12 + 5 - 4 = 18
Damage: 1d8 + 2 + 5 ⇒ (7) + 2 + 5 = 14
Arrow: 1d20 + 12 + 5 - 4 ⇒ (1) + 12 + 5 - 4 = 14
Damage: 1d8 + 2 + 5 ⇒ (2) + 2 + 5 = 9
| Sandor Stouthammer |
| DeGrog Coarse-Hair |
This is going to be crazy:
"Ending Your Movement
You can't end your movement in the same square as another creature unless it is helpless." Sandor is paralyzed=helpless.
Lunge adds 5ft. reach to all melee attacks; couldn't find anywhere that means it's a "reach weapon" (i.e., I can still attack at close range)Let me know if I can do all this stuff - crazy use of feats/circumstances. I spent 20 min. looking it all up.
Seeing the Dwarf freeze in place, DeGrog steps in to disembowel the prone creature before him. (DM: don't know if there are attack penalties for ending in a square occupied by a 'helpless' creature)
5' step, lunge, improved deckfighting (as Great Cleave), 2handed power attack:
ATK 1: 1d20 + 13 ⇒ (12) + 13 = 25 for 1d6 + 17 ⇒ (2) + 17 = 19 dmg <--hit!
Salt Reaver sticks downward into the mantis-man's carapace, then slices upward at its utterly shocked ally with the momentum of DeGrog's viscious lunge and atrocious spelling.
Imp.Deckfighting: 1d20 + 13 ⇒ (8) + 13 = 21 for 1d6 + 17 ⇒ (1) + 17 = 18 dmg
yo ho yo ho, a Pirate's life for me
| DeGrog Coarse-Hair |
Bloody sux, in the middle of a fight - I'm away from computer until Monday. Someone please make DeGrog kill stuff.
If DM rules I can't do all the crazy stuff in my Round 2 post, DeGrog does this instead:
Lunge (+5' reach), full attack, 2-handed power attack, on prone badguy in H15, then 5' step into Sandor's square (he's paralyzed=helpless, I can end there)
Also, assuming all goes well, DeGrog will go pick up his shield at the cessation of hostilities.
| Thorgrym the Tracker |
Round 2
Grym is eager to get into the fight. With one hand on the kneeling Gaius he hops over the Calistrian playing leap frog in the tight confines of the hallway.
Acrobatics. 1d20 + 4 ⇒ (7) + 4 = 11
He closes the distance to attack in melee combat. He darts in to attack right after the low slung dog makes his attack.
1d20 + 13 + 4 - 2 ⇒ (9) + 13 + 4 - 2 = 24
Shark Slayer 1d4 + 4 + 1 + 4 + 4 ⇒ (2) + 4 + 1 + 4 + 4 = 15
Not sure if grym can still do that and attack in one round. If cant attack he moves up ready to attack on the next round.
Bucho continues to press on the crimson warrior. The dog has tasted blood and will not be denied. His short broad muzzle snaps and bites.
Power attack 1d20 + 10 - 2 + 4 ⇒ (11) + 10 - 2 + 4 = 23
Jaws 1d8 + 5 + 4 + 4 ⇒ (3) + 5 + 4 + 4 = 16
| Dungeon Master S |
That is a pretty crazy, it's so damn crazy that I'll allow it, though if Sandor makes his save you'll be shunted.
DeGrog takes two vicious swings at the enemy facing Sandor. The first would have laid low any normal man, but the assassin stands firm. his companion did NOT see that coming and takes the hit in the thigh. Both warriors are still hale enough for combat.
Ferox before Grym.
Shaken 2
1: 54
2: 40 dagger
3: EXTRA very dead.
4: 8 SLOW
| Dungeon Master S |
I'm doing this without a computer, so thank you for the heads up.
Ferox lands his first arrow at the assassin, scoring a solid hit. The second arrow is deflected by armor. The first arrow hit only because of the power of Ferox's invective.
Helping Phil out with some rules to make this work, as both Grym and Bucho cannot attack that guy in the same round otherwise. Bucho, still in attack mode, chomps down on the crimson armor and blood sprays forth. The ranger then gives the quick command to HEEL, but in the melee he can't get around Gaius. Grym then leap frogs over Gaius to get to the enemy and rams the Sharkslayer into the assassin's throat. By the time Gaius looks up from the maneuver, he sees the ranger standing over a corpse, a steady stream of blood forming on the floor.
Odric then Morkeleb!
Shaken 1
1: 54
2: DEAD
3: EXTRA very dead.
4: 22 SLOW
| Morkeleb the Mighty |
here's to not wanting to make a save. Lol go ya Orc :)
1d20+5+2
I believe you are referring to the save vs. Burning Arc I'd just posted...
I deleted my post for round 2 action, since the situation changed enough--and may change more once Odric goes--that my action may be improper.
| Odric the Stout |
| Odric the Stout |
Wait there is only one left?
Round the Second
Odric looks around at the carnage and attacks with vigor.
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18 for 2d4 + 10 + 6 ⇒ (1, 1) + 10 + 6 = 18 damage.
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 14 + 2 - 5 ⇒ (9) + 14 + 2 - 5 = 20 for 2d4 + 10 + 6 ⇒ (2, 2) + 10 + 6 = 20 damage.
| Odric the Stout |
| 2 people marked this as a favorite. |
I'm pretty sure those were wiffs...
Odric looks embarrassed and calls over his shoulder defensively, Those were feints! They were just feints everyone!
He shrugs at the assassin and swings the Kegerator in an exaggerated figure eight, making several jukes and a few head fakes in the dim lighting. All in all a fairly impressive display of feinting.
| Dungeon Master S |
Apologies, there are TWO assassins alive. DeGrog did NOT kill him. I fat fingered the erase.
ONLY because of both Slow and Blistering Invective (which wears off now) do Odric's swings connect. The double slice, however, won't put him down.
Morkeleb!
Shaken 1
1: 54
2: DEAD
3: EXTRA very dead.
4: 60 SLOW
| Morkeleb the Mighty |
ROUND 2
Morkeleb stows the wand of Slow, and flexes his right hand to bring forth the wand of Burning Arc. He aims the primary bolt at the slowed assassin, and the secondary one hits the prone one.
Fire damage, primary: 3d6 ⇒ (4, 1, 3) = 8 <--Ref dc 13 for half. Don't forget both Shaken and Slowed condition!
Fire damage, secondary: 1d6 ⇒ 2 <--Ref dc 11 for half. Don't forget Shaken condition!
| Dungeon Master S |
REF 1: 1d20 + 11 - 2 - 1 ⇒ (1) + 11 - 2 - 1 = 9
REF 2: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Morkeleb's spell burns the slowed assassin so deeply that he succumbs to his wounds. That leaves only one assassin, who MUST see this through.
55
DeGrog for Round III
| Sandor Stouthammer |
Round 3
Since my action is a full round action. This won't affect anyone
Degrog is away and asked for AutoPilot
Will save: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Sandor's witnesses the burning of the foes, and although it saddens him, he made a promise to his friends. He refocus' his will, and starts to feel the effects slide off of him. Sandor's mouth moves before the rest of his body. Having Degrog dance around him using him as a tower shield from the Assassin's kicks is helping Sandor move so as not to continue to look the fool standing there doing nothing.
Ya better kill em, I'm not your dancin'g partner. Ya are to green and ugly for me
_______________________________________________________________
DEGROG Round 3
Timing the flailing legs of his last remaining target, DeGrog dances around with a vicious swing at the raised leg. Kind of like when he used to flat blade the pegleg off of Stumpy the deck hand.
Pwr Attack vs prone: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d6 + 17 ⇒ (4) + 17 = 21
Crit Confirm: 1d20 + 13 ⇒ (16) + 13 = 29
Crit Damage: 1d6 + 17 ⇒ (2) + 17 = 19
The attack swings hard and ends up cutting off both legs and Salt Reaver ringing against Sandor's shield.
The Orc takes a step back, and then jumps on the dwarf's shoulders for what looks like a very powerful overhand chop, but ends up throwing Salt Reaver to bury it in the assassin's chest.
attk 2 Power Attack vs prone: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 17 ⇒ (6) + 17 = 23
Crit Confirm: 1d20 + 13 ⇒ (1) + 13 = 14
Crit Damage: 1d6 + 17 ⇒ (3) + 17 = 20
The sword plants itself in the body. Degrog summons his prized blade back as he hops off the dwarf's shoulders. The blade heeds the summons lifting both it and the body up as in some macabre dance. As Salt Reaver pulls itself free the body falls, and impales itself on the hog nosed boots of the dismembered legs.
Yar Dwarfy. You be just like fightin around a mast. A short mast it might be, but very much similar. DeGrog said with a satisfied smirk.
HA Odric 63 or (83 if the 14 hit :D) damage to one enemy without the aid of Laori :D
| Dungeon Master S |
Degrog slaughters the final assassin. The entire complex shakes as if an earthquake struck the ruin. The heroes in the main room look over see the water slosh and churn as if something large just shifted below the surface... then it stops.
Out of initiative....
XP: 1,829 each
| Dungeon Master S |
Sandor has NO IDEA what that was.
| Morkeleb the Mighty |
Sandor's witnesses the burning of the foes, and although it saddens him, he made a promise to his friends...
When the fight is over, Morkeleb catches Sandor's saddened look. the wizard briefly puts a hand on the dwarf's shoulder. He glances at the burn on the fallen assasin. It was my most efficient option, and the best use of my resources.
And why in The Abyss is The Red Mantis here?
Excellent question. Perhaps now *we* are one of their targets, considering our foiling of their other target--and they have excellent intelligence, allowing them to anticipate our arrival here? Or perhaps they're here on their own mission.
Check the corpses (including Detect Magic, of course), looking for any clues to why they're here, in particular.
Where are our guides?
| Dungeon Master S |
A post was eaten at the start of the dungeon:
The Boneslayers are brave, no doubt. They bear the marks of quite a few scars, though their backs are smooth. The Acropolis though is taboo to them. They took shelter in the entryway, but refused to continue any further. They've offered to watch the entrance, but to keep their souls clean they will not venture in.
Their armor, masks, and short cloaks all radiate as magical. They each have on them a singular potion, red and thin.
| Sandor Stouthammer |
Sandor gives a nod to Morkelb, and gets a look of contemplation after his talk about the red mantis.
His eyes light up AHHA!! Ferox, remeber that spell you used when we were infiltratin to get Dr. Devalus? Something about thoughts or thinkin stuff hell I don't know. how far is the range on that, think we might see if anymore of them are hiding about?
Sandor looks at Grym with sharkslayer dripping mantis blood. He estimates that that small blade won't do anything against a foe that large. Grym, Sharkslayer might be a formidable weapon, but it might just be a bit small against that thing. So once we strip the bodies think we should toss em in the water to feed whatever it is so it might leave us alone? Unless that was just a burp then it might be full.