GM Arkwright's Curse of the Trimmed Sky

Game Master Arkwright

Battle Map


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No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Senna nods her thanks to Authion for downing the ogres then begins weaving another spell. A dancing ball of green fire launches into the sky then descends. It strikes the den mother on the flanks amid the smell of burnt fur, then caroms into her closest offspring before vanishing in a flash.

~ Round 3 ~
STAND: Cast Burning Arc

BOOM:
Burning Arc
RANGE: 25' + 5'/level; Bloodline (+1 DAM per die), Tattoo (+1 CL), Spell Focus (+1 DC)
TARGET: Multiple targets within 15' of one another
EFFECT:
Target #1 - Reflex DC:19 for 1/2 - DAM: 10d6 + 10 ⇒ (3, 2, 6, 1, 3, 6, 1, 4, 1, 6) + 10 = 43 <- Mama Wolf
Target #2 - Reflex DC:17 for 1/2 - DAM: 5d6 + 5 ⇒ (5, 2, 6, 2, 6) + 5 = 26 <- Small Wolf
Target #3 - Reflex DC:17 for 1/2 - DAM: 2d6 + 2 ⇒ (5, 5) + 2 = 12 no target
Target #4 - Reflex DC:17 for 1/2 - DAM: 1d6 + 1 ⇒ (1) + 1 = 2 no target

Status:
HP: 60 / 60 | AC:25 = 20+4+1 | Resist Fire: 10 |
1st Spells (8): x
2nd Spells (8): x
3rd Spells (7): xxx
4th Spells (6):
5th Spells (4):

Dancing Light (3):
Dragon Breath (1):
Rod of Max (3): x
Fire Claws (9):
Stun Fist (3):
Jingasa (1):

Spell Effects:
Mage Armor - 10 hours
Haste - Extra Attack on FULL ATTACK ACTION; +1 ATT Rolls; +1 Reflex Saves; +1 Dodge AC; +30' Move - RND: 4 of 10


The rabid den mother and her child stand for a moment against the gale of fire launched by Senna, but eventually buckle, fur destoryed and flesh exposed as they collapse into unconsciousness.


Male Elf HP -16/81 | AC 23, Tch 15, Flat 18 | CMD 27 | Per +25 | Fort +13 | Ref +12 | Will+9 | Init +5 | Bolts Remaining: Reg 40, CI 50, SS 50

Tathlan stumbles back as the wolves savage his armor with heavy blows, sure to leave bruising in the morning. Thankfully the enchantments hold for now, though he knows it is a matter of seconds before the two beasts land killing blows.

The moment never comes, however, as moments later the two beasts are knocked into unconsciousness by a rain of fire from Tathlan's sorcerous companion.

Wasting no time, he steps forward and unleashes a new flurry of crossbow bolts into two wolves menacing Sir Haldern.

OOC:
Full attack with Rapid Shot and full use of Deadly Aim at the closest wolf. If it dies then the remaining shots will be on the farther wolf.

Combat Rolls:
Shot 1: 1d20 + 18 ⇒ (12) + 18 = 301d10 + 11 ⇒ (8) + 11 = 191d6 ⇒ 6

Rapid Shot: 1d20 + 18 ⇒ (16) + 18 = 341d10 + 11 ⇒ (4) + 11 = 151d6 ⇒ 4

Haste Shot: 1d20 + 18 ⇒ (13) + 18 = 311d10 + 11 ⇒ (9) + 11 = 201d6 ⇒ 5

Shot 2: 1d20 + 13 ⇒ (5) + 13 = 181d10 + 11 ⇒ (2) + 11 = 131d6 ⇒ 5

Shot 3: 1d20 + 8 ⇒ (4) + 8 = 121d10 + 11 ⇒ (4) + 11 = 151d6 ⇒ 1


The air thrums as Tathlan's arrows cuts through it, dropping each wolf to the floor one by one.

Combat Over.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Good deal, guys! I'm not sure if these enemies are worth searching but if you guys want to do that or CdG the unconscious, go for it. I'm going to use my remaining haste rounds to get the high ground to scout things out and/or provide over-watch on you guys.

Senna surveys the destruction with satisfaction, nods to her allies, spins her horse around and moves quickly up the brass ramp aided by the lingering affects of the Haste spell. She keeps her eyes peeled for more threats - either from the giants raiding the keep or the wizard's defenses.

If I go with a double move (being cautious) instead of a gallop pace, we're talking 6 rnds x 80' for 480' of progress.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Status:
HP: 60 / 60 | AC:25 = 20+4+1 | Resist Fire: 10 |
1st Spells (8): x
2nd Spells (8): x
3rd Spells (7): xxx
4th Spells (6):
5th Spells (4):

Dancing Light (3):
Dragon Breath (1):
Rod of Max (3): x
Fire Claws (9):
Stun Fist (3):
Jingasa (1):

Spell Effects:
Mage Armor - 10 hours
Haste - Extra Attack on FULL ATTACK ACTION; +1 ATT Rolls; +1 Reflex Saves; +1 Dodge AC; +30' Move - RND: 4 of 10


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

"If these creatures are evil then we cannot let them live. To do so would be a false mercy, since they will doubtless strike again. I'll do what is necessary while you see if they have anything of use, either information or valuables that can be put to better use than littering the ground"

"Jensal, make sure that Senna doesn't get into any trouble on her own"

Sir Haldern dismounts and goes to the bodies of the fallen while Jensal takes off and flies a little behind Senna.

Assuming that nothing happens that makes things a higher priority, he does the following:

Sir Haldern then takes the time to detect evil on the Giants. Assuming that they do so, and assuming that nobody objects, he'll slay them all. Any that do not detect as evil he will quickly bind the wounds of Take 10 on a heal check and then leave.

Once that is finished he'll start up the path and call Jensal to him.


Haldern beheads the giants and ogres one by one.

Vaulting further up the spiral, Senna finds a huge gash in the castle wall; she can hear loud retreating footsteps within.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Senna debates clandestinely pursuing the footsteps through the wall - despite the inadvisability of such a move. And if the enemy were just a group of giants, even a sizable troop of giants, she'd be tempted to do so.

As long as it isn't a fv<k-load of giants... I can probably handle them or escape. she mulls silently, But the boys will harangue me endlessly if I take such a risk.

Even that argument isn't enough to dissuade her... but the final factor serves to cool her bravado. Giants can be avoided, but this is a wizard's keep and his defenses likely don't distinguish between friend or foe. And they are undoubtedly set up to circumvent my obvious tricks. Fearless and crafty as Senna is, she isn't a fool - you don't tread on a wizard's turf without taking every precaution possible. She harrumphs at the gap in the wall, leaving it alone for the moment, and proceeds up the ramp to the main entrance of the castle, hoping the wizard has magical eyes on the front door.

Best to announce myself as a friend before being mistaken for a common robber.

Cast Detect Magic well in advance of coming in sight of the gate and proceed carefully.


Male Spire Elf HP 93/93 | AC: 26 | FF: 16 | T: 21 | *CMD 28* | Per +17 | F: +11 | R: +14 | W: +6 | Init +5
Skills:
Climb +8 | Handle Animal +9| Knw (Arc) +6, (Dun) +8, (Geo) +8 (Nat) +10 | Ling. +7 Stealth +17 | Survival +16 | Swim +9

Authion makes his way over to Dwin, jumping onto his war saddle. The pair make their way up the bronze walkway towards Senna, keeping an eye out for a secondary band of giantkin or worse...


Male Elf HP -16/81 | AC 23, Tch 15, Flat 18 | CMD 27 | Per +25 | Fort +13 | Ref +12 | Will+9 | Init +5 | Bolts Remaining: Reg 40, CI 50, SS 50

Senna's loan to him for the horse has left Tathlan in a state of penury, so he is forced to take a quick look through the bodies for any kind of portable wealth, distasteful as the task may be.

In addition he looks to see if he can recover any of his crossbow bolts. There won't be a fletcher inside the giant's castle to resupply him, and even if there were he is without coin.

While looking through the bodies, he says to Haldern, "Sir, what do you think these giants were doing here? Just attacking a castle descended from the sky for no reason? Is this their territory?"


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

"The name is Haldern to my friends. I am far from being an expert on giants, I'm afraid. But we now seem to have picked sides, at any rate. Lets hope we're on the right one.

Shall we rejoin the others?"

Haldern quickly tops himself up with his happy stick.

wand clw: 3d8 + 3 ⇒ (6, 6, 6) + 3 = 21

"Do you require any healing?"

Sir Haldern Status:

Lay on hands - 9 of 10 remaining

Currently afoot

113/114 HP
AC 28

Jensal Status:

77/77 HP
AC 31


Senna fails to detect any active defences that have not thus far been breached by the giant raiding party. She feels the immense spell keeping the castle floating, vestiges of alarm and strength spells, little else.

Tathlan, I believe you lose all of your bolts unless you specifically purchase tough ones, giving you a 50% chance of recovering each bolt?

The keep awaits.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Just in case the wizard has a watcher not detected by her spell, Senna introduces herself at the gate. "I am Senna Proviso, sorcerer of Varisia, sometimes called the Daughter of Dragons. We seek the assistance of the wizard Zoarth... and it seems we may be of assistance in return - in helping defeat the marauders invading your home."

She waits briefly for a response before wheeling around and heading back to the gap in the wall.

Ready to head in... unless Haldern wants to try a flyover but I'd be leery of aerial defenses.


Senna almost instinctively looks up and sees, of all creatures, a cat looking down at her from the roof of the keep, tens of feet above. It looks tabby, before it moves out of sight. After a few seconds, a different cat emerges from within the keep, moving blinking into the light. Its coat is ginger, and it speaks.

“Please. I need your help. I’m in the central hall holding off the main force, but some… thing is at the foundation. Somehow, it’s causing damage. I don’t know how that’s possible, but please find it and stop it. Any stairway that you find can take you down to it—it’s at the very bottom of the keep.”


Male Elf HP -16/81 | AC 23, Tch 15, Flat 18 | CMD 27 | Per +25 | Fort +13 | Ref +12 | Will+9 | Init +5 | Bolts Remaining: Reg 40, CI 50, SS 50

Finding nothing of use on the dead bodies, Tathlan gives a nod to Sir Haldern. "As you say. Let's make our way up." With that said, Tathlan begins his ascent up the winding bronze pathway.

He arrives at the top just in time to catch the end of the cat's pronouncement. "Sounds like the master of the castle is in trouble. Are we going to believe this creature is telling the truth?" he asks, looking to the others.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Senna nods to the cat. "We're on our way."

She turns her attention to Tathlan. "I believe Zoarth is speaking through the cat. It would be well within his skills to do so. The odds that the giants have a wizard among them who is capable of the same trick and would think to place his own familiar at the gate to mislead wandering strangers is very, very, unlikely." She concludes, "You are free to make your own choices but I'm going to be looking for stairs down... Also, if there is some force eating away at the foundation, you can bet this assault is being led by creatures more formidable than Hill Giants."


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

If Haldern arrived in time to detect evil on the cat he would have done so.

"I'd agree that the cat is much more likely the voice of the owner of the castle than the attackers. Let's do what he asks"

Haldern remounts Jensal.

"if one of you is particularly stealthy and wishes to scout ahead that is fine with me. Otherwise I suggest that I lead


Male Spire Elf HP 93/93 | AC: 26 | FF: 16 | T: 21 | *CMD 28* | Per +17 | F: +11 | R: +14 | W: +6 | Init +5
Skills:
Climb +8 | Handle Animal +9| Knw (Arc) +6, (Dun) +8, (Geo) +8 (Nat) +10 | Ling. +7 Stealth +17 | Survival +16 | Swim +9

"You're all right; based on their trappings and accent I'd say these hill giants hail from one of the eastern tribes. They're not known for tact or subtlety, even among giantkin. I won't bother with a knowledge check, Authion is just speculating

"We can come back to clean the corpses; there's no shame in taking anything of use." He says with a smile, noting Tathlan's sheepish expression.

"I'm coming with you Senna; anything powerful enough to damage the foundations of such a fortress would surely be a threat. You'll need all the help you can get.

As he enters the fortress, Authion scans the area for any less obvious threats. Dwin will sniff the air (scent) and growl if he smells any giantkin.

Perception: 1d20 + 17 ⇒ (7) + 17 = 24 add +6 if it related to giants, +4 for dragons or +2 for aberrations


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Authion is our Stealth King with something like +17. I've got a +9 and I can enhance anyone's stealth with an Invisibility spell for a +20 (in motion) boost as needed. Given the ominous 'foundation eater' reference, I'd rather hold onto my spell potential if possible... but if we want someone to stealth around invisible, I'm willing to make it happen.

Once their order is set, the sorceress moves through the gap cautiously, eyes alert.

Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

I'll keep Detect Magic up, hopefully as an early warning system.


Male Spire Elf HP 93/93 | AC: 26 | FF: 16 | T: 21 | *CMD 28* | Per +17 | F: +11 | R: +14 | W: +6 | Init +5
Skills:
Climb +8 | Handle Animal +9| Knw (Arc) +6, (Dun) +8, (Geo) +8 (Nat) +10 | Ling. +7 Stealth +17 | Survival +16 | Swim +9

More than happy to scout ahead if you'd like, I can at least give us an idea of what we're up against. If the party decides this is the best way to go, Authion slips into the shadows and heads towards the downstairs area, taking care to keep an eye out for traps.

Stealth: 1d20 + 17 ⇒ (4) + 17 = 21

Perception: 1d20 + 17 ⇒ (11) + 17 = 28
The aforementioned favoured enemy rolls apply to both of these too


The keep is beautiful on the inside, serene and elegant in its construction and decor. Most everything is white, blue, or silver. Rare woods and stone can be found throughout, and silver inlay, other precious metals, and even semiprecious stones were used liberally to tastefully adorn every aspect. Everything inside the structure is scaled for a giant

about 15–18 feet tall. The doors are all massive and heavy, made of brass with inset wooden panels. The furnishings are far too large for humans to use easily. A full-grown human sitting in a chair found here would appear smaller than a child or a halfling. On average, ceilings range from 30 to 50 feet in height.

The duo easily discover a spiral staircase, running up and down throughout the entire structure. They proceed down to the foundations, as directed.

The stairway spirals down an open shaft through the thick mist. Eventually the stair stops and the mist becomes solid like a floor. This area is a chamber of sorts whose the floor, walls, and ceiling are also solid mist. The central portion of the chamber is a column of white mist sixty feet across. Near it is a bizarre creature that looks like a humanoid insect, twelve feet tall with a long tail and a thick, ice-blue carapace. It wields a wickedly barbed spear in both hands and is stabbing it into the misty column. With each blow, a portion of the mist turns to ice and shatters into a thousand brittle bits. Every third blow or so, the entire castle shudders and shakes. A giant with pale, blue-white skin and a scraggly white beard crusted with its own frozen drool guards the creature. The giant stands hunched over and looks toward the staircase with a weird, half-vacant look.

Senna's detection sees a mystical connection between the giant and the ice-blue insectile creature.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Ark, what kind of Knowledge checks would we need to ID these guys?


Local, Planes and Planes.


Male Spire Elf HP 93/93 | AC: 26 | FF: 16 | T: 21 | *CMD 28* | Per +17 | F: +11 | R: +14 | W: +6 | Init +5
Skills:
Climb +8 | Handle Animal +9| Knw (Arc) +6, (Dun) +8, (Geo) +8 (Nat) +10 | Ling. +7 Stealth +17 | Survival +16 | Swim +9

Authion raises a finger to his lips, then nocks an arrow in his bow. Taking aim at the giant creature, he readies to let fly.

I assume our buffs are still active? Any chance Authion can take a knowledge roll using favoured enemy bonus to recognise the giant? If so...

knowledge check with favoured enemy bonus: 1d20 + 6 ⇒ (16) + 6 = 22


Haste has timed out, anything 1min/level sticks around.

Authion recognizes a frost giant. One question.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Well, I don't have Local so I'll try the two Planes checks...

K: Planes: 1d20 + 4 ⇒ (6) + 4 = 10
K: Planes: 1d20 + 4 ⇒ (8) + 4 = 12 LOL. I'm guessing those aren't gonna give me much aside from "looks like a devil of some sort".

I'm happy to crank up Haste as my first action if the team wants to wait on my init count. Knowing that is a Frost Giant is good news. If he was an enslaved Cloud Giant I'd be changing my shorts. :) Also, Ark, what kind of range are these baddies at?


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

uh, I think that you are ahead of us and the rest of us have no clue what is down there. Are you sure that you want to initiate combat?


Male Spire Elf HP 93/93 | AC: 26 | FF: 16 | T: 21 | *CMD 28* | Per +17 | F: +11 | R: +14 | W: +6 | Init +5
Skills:
Climb +8 | Handle Animal +9| Knw (Arc) +6, (Dun) +8, (Geo) +8 (Nat) +10 | Ling. +7 Stealth +17 | Survival +16 | Swim +9

We may need the haste, but I'm worried the others will alert our enemies. I'm happy to take a shot at the giant and have Dwin keep the demon thing busy until everyone arrives.

Authion motions for Senna to stay back, his other hand reaching up to pat the scruff of Dwin's neck. He points toward the demon, and makes an almost imperceptible growling noise, signalling for the wolf to ready to charge.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Oh, I assumed Auth was scouting but we were all following pretty close behind - so I'm thinking the entire team is down there (minus pack animals that wouldn't be good on staircase). I'd like to hear from Ark how he envisioned the situation before we commit to an attack.

From a tactical point of view, the frost giant is meat... but that other beastie is potentially a major threat that should be our focus. If it is a devil/demon, it may be able to summon aid or do any number of nasty things. Taking it on short-handed is very risky to my mind. I'm not willing to throw a Haste down until the majority of team is there to benefit from it.


You're on your own, if you want everyone else down with you to start combat from a closer position/surprise round I'll need stealth checks from them.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Senna makes a staying gesture to Authion and his companion then points back up the stairs. She mouths Be ready. I bring them (emphasized with pointing up) quick (emphasized with mystical finger gestures). Senna takes a long look around the mist filled room - committing it to memory - before she creeps back upstairs to confer with their allies.

On the level above, Senna gathers the team and lays out the situation in quick whispers. "We have a icy-looking giant magically bound to a large ice-spear wielding insect-like creature that is destroying the magic mist which I suspect supports the castle. Authion and his wolf are ready to attack. I believe I can transport us (Haldern, Griffon, Tathlan, and me) directly into the room... assuming Zoarth didn't put something in place to prevent it." She gives an unsure smile... expressing the possible danger. "I'm thinking I jump us into the middle of the room where you boys can go hand-to-hand or crossbow as suits your mood."

Caution ever being her watch-word, as her allies consider her plan, Senna casts a spell on herself. (See Invisibility)

Ark, my read on D-Door makes me think I can do this (assuming we are in range) since I can 'visualize' the target area. Let me know if your read on that is different. If you rule it won't work, I can zap our least stealthy member(s) with Invisibility and proceed down the stairs. Let me know what works and I'll mark off the spells.

My plan will be to beam us in at 20-30' from the baddies with Haldern and the Griffon between me and the baddies while leaving a straight avenue for the Wolf to charge and Authion to shoot.

Cast Dimension Door
RANGE: 400' +40'/lv (800' range)
EFFECT: Bring up to 4 medium creatures
Tath and Haldern count as 2 mediums and the griffon counts as 2 mediums being a large creature

Stealth: 1d20 + 9 ⇒ (9) + 9 = 18 If I need to sneak down again


D-Door has slowly advancing limits on passengers so you probably won't be able to bring mounts with you, but otherwise absolutely. You don't even need to visualize it, 'fifteen feet in that direction' is enough. Not sure whether it would give you a surprise round.


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Why do I suspect that I'm the least stealthy at -5. :-). Even Jensal is better at a whopping +0 :-). I'm guessing the GM won't allow Haldern to be treated as an object held by Jensal :-(


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

I definitely wouldn't get a surprise round. By definition, once I cast D-Door, I can take no other actions. But generally whoever I 'bring' would be allowed their actions so those could be single surprise round actions for the other guys, I believe. Naturally, that is at the DM's discretion. Tathlan's and my horses would be left behind... I can't transport more than Tath, Haldern, and the griffon in addition to me. We'll have to retrieve the horses later, if we live. :)

If my D-Door plan works for you, Haldern, then you won't need to worry about Stealth - you'll be appearing right in the room with the baddies. :) Surprise!

Ark, assuming the guys agree to the D-Door plan, feel free to adjudicate as if I had cast it as outlined in my previous post. Sorry for the wall of blue text here. I didn't realise this would become a big discussion. In future, I'll throw something like this in the OOC thread.


Male Elf HP -16/81 | AC 23, Tch 15, Flat 18 | CMD 27 | Per +25 | Fort +13 | Ref +12 | Will+9 | Init +5 | Bolts Remaining: Reg 40, CI 50, SS 50

Tathlan warily glanes at the fine though hugely over-sized furniture from his vantage near the palace's entrance. This is certainly much different than patrolling the walls of Fort Ramgate, if nothing else.

He waits patiently with Sir Haldern near the palace's entrance while Senna and Authion scout ahead, remaining silent so as not to draw any unnecessary attention.

OOC:
Tathlan is ready for the d-door plan if it is good to go. If not here is a stealth check: Stealth: 1d20 + 5 ⇒ (1) + 5 = 6


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

I love the D'door plan. Wanna see if I can kill the beastie in a single charge attack :-)


Misread, my bad, only two creatures visible.

The group link arms, and in perfect formation blink below to charge and strike at their foes.

Init
Haldern 1d20 + 1 ⇒ (12) + 1 = 13
Tathlan 1d20 + 5 ⇒ (2) + 5 = 7
Senna 1d20 + 4 ⇒ (12) + 4 = 16
Authion 1d20 + 5 ⇒ (12) + 5 = 17
IC 1d20 + 9 ⇒ (15) + 9 = 24
FG 1d20 - 1 ⇒ (2) - 1 = 1

Order
IC
Party
FG

Everyone in the party (except Senna) gets one Readied Action, then we go into init as normal. Choose an action (must be a standard or less) and roll/do it. Battle map as normal.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Just posting my stats/mods in case they are needed for IC's (Icey? LOL) action.

Senna forges the mystical linkage with the others and quietly mutters "I really hope this works..." before completing the spell with a phrase of arcane power. The group vanishes from reality only to instantly reappear in the strange, mist-shrouded room in an explosion of forcefully displaced air. The sorceress breathes a small sigh of relief. Had the spell failed, they may have all been forever lost in the vortices of nil-space... which would have been embarrassing were it not almost instantly fatal.

Status:
HP: 60 / 60 | AC:24 = 20+4 | Resist Fire: 10 |
1st Spells (8): x
2nd Spells (8): xx
3rd Spells (7): xxx
4th Spells (6): x
5th Spells (4):

Dancing Light (3):
Dragon Breath (1):
Rod of Max (3): x
Fire Claws (9):
Stun Fist (3):
Jingasa (1):

Spell Effects:
Mage Armor - 10 hours
See Invisibility - 1 hour 40 mins

In case anyone hasn't heard about the rule amendment, you can charge as a Standard action but you can only move up to your normal move base (instead of 2x Move for Charge as normal).


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Didn't Jensal come in the D-door? I thought there was capacity for 2 medium and one large plus the caster.

If Jensal came I'll smite and charge the blue thingy. If he didn't I'll still declare smite on the blue thing and then advance 3 squares to my right then one diagonally up/right (on tablet so can't move on map right now). You managed to position me so I can't reach either opponent :-(.

Jensal will start making his way down here as quickly as possible (80 ft fly speed when not carrying me).


Male Spire Elf HP 93/93 | AC: 26 | FF: 16 | T: 21 | *CMD 28* | Per +17 | F: +11 | R: +14 | W: +6 | Init +5
Skills:
Climb +8 | Handle Animal +9| Knw (Arc) +6, (Dun) +8, (Geo) +8 (Nat) +10 | Ling. +7 Stealth +17 | Survival +16 | Swim +9

As the others suddenly appear within the room, Authion let's fly an arrow at the frost giant. He barks, and at the sound Dwin springs to action.

Dwin will make the above charge action that Senna mentioned. If unable, he'll just move as close to the demon as possible.

Attack vs Giant with point blank shot, deadly aim and favoured enemy: 1d20 + 22 ⇒ (17) + 22 = 39

damage: 1d8 + 1d6 + 16 ⇒ (5) + (3) + 16 = 24 the extra d6 is fire too

Dwin vs. demon bug: 1d20 + 14 ⇒ (10) + 14 = 24

bite: 2d6 + 10 ⇒ (6, 4) + 10 = 20

trip: 1d20 + 15 ⇒ (2) + 15 = 17


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

Assuming Jensal isn't down here, moved myself on map.


Haldern- you have to appear within 5ft of Senna, and she requested 20-30ft away from enemies.

Mounts will appear in round 2.

Authion fires an arrow aimed squarely at the giant's head, forcing out a terrible and angry cry of pain.

1d100 ⇒ 8

Are we definitely having Tathlan and the mounts appearing in round 2?


Male Elf HP -16/81 | AC 23, Tch 15, Flat 18 | CMD 27 | Per +25 | Fort +13 | Ref +12 | Will+9 | Init +5 | Bolts Remaining: Reg 40, CI 50, SS 50

Senna suddenly appears and whisks Tathlan and Haldern away after the sorceress briefly explains situation.

In the few seconds he has, he prepares his crossbow to fire at the first enemy he sees right between the eyes- which just happens to be a particularly dumb looking Frost Giant.

Combat Rolls:
Readied action to shoot the Frost Giant. Making use of Point Blank Shot, Greater Deadshot, and max Deadly Aim.

Readied Shot: 1d20 + 19 ⇒ (11) + 19 = 301d10 + 16 ⇒ (3) + 16 = 191d6 ⇒ 2


More arrows slam into the giant, causing it to redouble its cries.

The blue insectile creature cocks its head to the side, surveying the party; it then raises a mandible and summons a terrifying blast of frost. Rising up, it presses itself against the ceiling.

Cone of Cold against everyone; DC 20 Reflex save to halve 13d6 ⇒ (4, 6, 4, 3, 5, 3, 5, 6, 5, 1, 5, 2, 1) = 50 cold damage please.
It's 30ft in the air.

Go everyone.


Male Elf HP -16/81 | AC 23, Tch 15, Flat 18 | CMD 27 | Per +25 | Fort +13 | Ref +12 | Will+9 | Init +5 | Bolts Remaining: Reg 40, CI 50, SS 50

Tahtlan stumbles away from Senna, coughing as the wave of cold washes over him. He can't take another such blast so he pulls a small bottle of scarlet-red liquid from his pocked and downs it.

OOC:
Reflex Save: 1d20 + 12 ⇒ (10) + 12 = 22

Moving 30 feet and quaffing a potion of cure moderate wounds.

Potion: 2d8 + 3 ⇒ (4, 2) + 3 = 9


Sir Haldern Male Human (Taldan) L16 Paladin (Shining Knight) HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0
Stats:
HP 164/164┃AC 35+, Tch 12+, FF 35+, CMD 35+┃Init +1, Per 0 Fort +23, Ref +17, Will +22 +1 vs evil outsider
Jensal Stats:
HP 124/124 AC 34 Fort +12, Ref +13, Will +6

reflex save: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22

Darn. Coming alone was a mistake. Should have stayed on Jensal

Any chance of Jensal getting here this round and engaging blue? He has a fly speed of 80 and so should be a fair bit faster than the other mounts

"I'll keep the giant at bay while you kill the blue thing"

He advances on the Giant (does not charge)
to hit: 1d20 + 15 ⇒ (18) + 15 = 33 for damage: 1d8 + 13 ⇒ (1) + 13 = 14 damage

Sir Haldern Status:

Buffs: None
Lay on hands - 9 of 10 remaining

89/114 HP
AC 28 vs Giant, 32 vs Blue (Cha +5 but have a +1 deflection bonus already)


He can appear next round.

Another wound is struck onto the giant's form.

Tathlan, I'd really suggest doing some damage instead- an ounce of prevention is worth a pound of cure.


Male Elf HP -16/81 | AC 23, Tch 15, Flat 18 | CMD 27 | Per +25 | Fort +13 | Ref +12 | Will+9 | Init +5 | Bolts Remaining: Reg 40, CI 50, SS 50

Tathlan stumbles away from Senna, coughing as the wave of cold washes over him. Once he is what he hopes is a safe distance to prevent being caught in another blast, he levels his crossbow at the ice insect and fires as soon as he sees it move, as Haldern instructed.

OOC:
Moving to the same location. Readying to fire as soon as the Gelugon does anything. Making full use of Deadly Aim and Greater Deadshot. This will replace my previous action as the GM suggested.

Combat Rolls:
Readied Shot: 1d20 + 18 ⇒ (5) + 18 = 231d10 + 16 ⇒ (2) + 16 = 181d6 ⇒ 1


Letting out a great roar, the frost giant charges forward, greataxe ready.

Reach and Great Cleave; attacks vs Senna, Authion and Haldern in that order; if one misses, the following attacks don't happen.
1d20 + 18 ⇒ (12) + 18 = 30 3d6 + 13 ⇒ (2, 4, 5) + 13 = 24
1d20 + 18 ⇒ (18) + 18 = 36 3d6 + 13 ⇒ (3, 2, 4) + 13 = 22
1d20 + 18 ⇒ (13) + 18 = 31 3d6 + 13 ⇒ (1, 1, 4) + 13 = 19

Throwing back its insectile head, the creature lets out a horrifyingly screechy imitation of a laugh; zipping along the ceiling, it raises its hand and lets loose another terrifying blast of frost. It washes over the giant, leaving its blue skin unmarked. Tathlan's arrow misses its carapace.

Cone of Cold; Authion, Haldern and Senna please roll Reflex against DC 20 to halve 13d6 ⇒ (2, 2, 1, 6, 1, 6, 6, 1, 1, 2, 4, 4, 6) = 42

Haldern's mount appears atop the foundation mist, soaring through the air.

Go PCs.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Reflex Save v (IC first attack) DC20: 1d20 + 8 ⇒ (20) + 8 = 28 Success - 25 DAM

Senna avoids the worst of the arctic blast but it still leaves her half frozen. She quickly casts a slow healing spell and follows it with a greater magic. A coiling worm of fire launches from her chest streaks past her allies and engulfs the Frost Giant before launching into the air as it hunts the icy insect.

The sorceress pulls the rod from her bandolier and glares at the strange creature skittering along the ceiling.

~ Round 1 ~
SWIFT: Cast Quickened Infernal Healing
STAND: Cast Fire Snake (from the original map I could hit the Giant using up 6 of my 'trail squares', leaving 7 extra squares to possibly catch IC on the ceiling)
MOVE: Draw Rod

BOOM:
Fire Snake
LENGTH: CL Squares (13) 60' max from origin; Bloodline (+1 DAM per die), Tattoo (+1 CL), Spell Focus (+1 DC), Spell Spec (+2 CL)
EFFECT: DAM: 13d6 + 13 ⇒ (4, 1, 5, 5, 1, 4, 5, 6, 6, 1, 2, 1, 1) + 13 = 55 - +50% Damage to creature w/ Fire vulnerability
SAVE: Reflex v DC:22 for 1/2
SR Check (to beat IC's SR if he has it): 1d20 + 13 ⇒ (16) + 13 = 29

Uh, I think you missed Authion/Wolf and my turn on Round 1 which could effect the giant's attack, etc. Let me know if the giant lives through the final Rnd 1 attacks, then I'll subtract that damage.

Reflex Save v (IC second attack) DC20: 1d20 + 8 ⇒ (16) + 8 = 24 Success - 21 DAM

If the giant's attack goes through, then Senna is unconscious and nearly dead (-8) after the IC's second blast... so you can ignore the actions below.

Senna dodges in the general direction of the exit and then launches a spell at the ceiling crawler. A roiling black cloud engulfs the insect creature, scouring it with a virulent acid.

~ Round 2 ~
MOVE: Move left (on the map) 15'
FREE: Trigger Rod
STAND: Cast Maximized Fireball on IC (using Elemental Spell to change damage to Acid)

BOOM:
Cast Fireball
RANGE: 400' + 40'/level ; 20' radius; Bloodline (+1 DAM per die), Tattoo (+1 CL), Spell Focus (+1 DC)
EFFECT: 10d6+10 MAXed: 60 + 10 = 70 Acid Damage
SAVE: Reflex v DC:20 for 1/2

SR Check (Evocations - to beat IC's SR): 1d20 + 11 ⇒ (19) + 11 = 30

Status:
HP: 16 / 60 | AC:24 = 20+4 | Resist Fire: 10 |
1st Spells (8): x
2nd Spells (8): xx
3rd Spells (7): xxx
4th Spells (6): xx
5th Spells (4): xx

Dancing Light (3):
Dragon Breath (1):
Rod of Max (3): xx
Fire Claws (9):
Stun Fist (3):
Jingasa (1):

Spell Effects:
Mage Armor - 10 hours
See Invisibility - 1 hour 40 mins
Infernal Healing - Fast Healing 1 - 2 of 10 rnds

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