Jelani's The Witchwar Legacy (Inactive)

Game Master Brian Minhinnick


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Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Cho, on the other hand in the spirit of conserving resources, I bet Lucero can plane shift the second in a round or two, and we can keep it occupied until then, or just kill it flat out. Maybe it's worth saving the spell?


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

You have a point there, Gror. I think I'll keep the ready action for now and see what comes of it.


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12

I would just beat it into submission. Between Gror, Vega, Cho, Sapphira, Dori, and the archons, this thing probably won't last very long.


Male Human (Taldan/Tien) Gestalt Monk/Summoner 12 || HP: 75; THP: 72 || AC 56; Tch 31; FF 47; CMD 43: +2 vs Evil || DR 2/- || Fort +15; Reflex +21; Will +21/25: +2 vs Evil || Perception +40

Is that it? I think I see it in the mist approaching... but I can definitely hear it...

Vega takes a quick and careful step towards to large mass he can barely make out in the fog beyond. After the quick step, his head lifts up slightly as he realizes just how large this creature actually is.

...of course the fog would hide something large like this...

Without wasting a single heart-beat, Vega begins to pummel the creatures side. No words need to be spoken, no battle cry or verbal beration, just a simple and effective physical assault. Either the creature will wisen up and flee, or it will fall.

____________________________

5'step diagonally directly towards WWorm1. Flurry of Blows.

FoB 1: 1d20 + 21 ⇒ (2) + 21 = 23

FoB 2: 1d20 + 21 ⇒ (17) + 21 = 38
Miss Chance: 1d100 ⇒ 88
Non-Lethal Damage: 2d8 + 10 ⇒ (7, 3) + 10 = 20
Intimidate: 1d20 + 34 ⇒ (2) + 34 = 36

FoB 3: 1d20 + 16 ⇒ (11) + 16 = 27

FoB 4: 1d20 + 16 ⇒ (13) + 16 = 29

FoB 5: 1d20 + 11 ⇒ (6) + 11 = 17

Wow, those were some TERRIBLE rolls. One hit, 20 damage, possibly making it Shaken. One more hit would make it Flat Footed (lower AC) and give me 2 extra attacks at highest plus a damage boost, but nooooo... *shakes fist at nothing in particular*

Current Buffs:
  • Protection from Evil
  • Cat's Grace
  • Evolution Surge (wings w/speed boost)
  • Unarmed Strikes count as Magic, Cold Iron, Silver and Good for overcoming DR
  • Immune to all elemental damage

Stats under name are up to date


Round 2

Hearing the archons call out that there's been contact on the Eastern side, Gror starts to fly forward, following the wall to his left. When he sees the massive worm through the mist he strikes out at it, but the blow easily glances off the worm's hide.

As his claws glance off of it, he realizes the massive heat that's radiating from it's body, and is thankful that his evolution surge is still protecting him from heat. "Careful comrades! This thing's hide is tough...and radiates some ferocious heat. I might've been badly burnt were it not for my magical protection."

Dori remains near the ceiling, claws ready to attack anything that comes in range. "What are they? I'd rather not blow through any more spells just yet."

Hearing Gror's advice, Ophelia quickly begins to cook up plans. She quickly begins thinking about everything she knows about Winter Worms. Considering the nature of these beasts, she concludes that they likely have weak will power. The Sapphire Summoner quickly asks the lantern archon in front of her for a head count. After getting eight calls back, the little shimmering wizard begins throwing her scheme into action.

"Archons to my right, fall back. Those to my left, guide Lucero to the nearest worm via sound while distracting it with your lasers. LC, follow our voices and Plane Shift the worm," Ophelia quickly begins to order in the same manner as a general giving instructions to her soldiers.

"...Geez, and I just got healed up..." Lucero grumbles at the thought of getting roasted by a worm as he flaps his powerful wings and moves his way into the fray.

Hearing the Couatl flying her way, Ophelia calls out, “Over here! By Dori!”

As he flies over Cho, Lucero shifts his flexible serpentine frame toward the way of Ophelia’s disembodied voice. The feathered snake is rather happy to be a bit of the large side; his size lets him see most of the group despite the thickness of the fog. He directs himself toward Dorialis once the living shadow comes within sight.

“Good luck,” he hears Ophelia say gently as her tiny invisible hand brushes against his scales.

Meanwhile, the four archons on Ophelia’s right either unleash a barrage of lasers upon the second worm or move close to get a quick zap in. Each one of them gets at least one shot in despite their poor line of sight. The other four on Ophelia’s left quickly retreat behind the much more durable Sapphira and Vega.

The four attacking quickly hear Lucero’s rapid approach and begin pointing the Couatl in the direction of the nearest winter worm. Thanks to the effects of Poppy’s Haste spell, LC manages to cover the distance within mere seconds. The worm is caught completely off guard by the feathered serpent’s sudden arrival from the fog. It barely has time to flinch as Lucero wraps his tail around the creature’s body and then sends it shrieking to the Plane of Negative Energy, where its life force is swiftly drained to nothing.

Once the deed is done, Lucero looks at his tail and expects to see terrible burns. Instead, he finally notes the lack of pain and finds nothing sans a small sapphire shimmer radiating from his scales. Glancing back to where he suspects that Ophelia is hiding, the Couatl can’t help but give his friend a smile.

All the while, Lily continues to play her celestial harp.

Poppy hears quite a commotion coming from the next room. I hope that means they're taking care of the bad guys! She lets her more deadly companions and Ophelia's army of summons have at the worms. She sticks close to Lily and pokes herself with her wand again. "Heehee!"

Unable to see through the fog and only vaguely aware of the direction of the rhemoraz, Cho'ankai struggles to fight in the tight confines of the tunnel. The flickering snaps of the lantern archons being destroyed and the horrific cries of the beasts responsible for this destruction feel both immediate and distant at once. Blocking the main passage back, Cho'ankai braces his huge, earthen form and squares his footing, rocky lips pulled back revealing razor-sharp obsidian teeth. It's here he stands his ground, waiting for the wave of archons to fall and open up a passage for him to strike. In his mind, Cho has already considered the proper spell for this task, and whatever threat lurks int he fog rendering it into a helpless animal must be of some use. They just need to get in range of such a baleful curse.

Is that it? I think I see it in the mist approaching... but I can definitely hear it...

Vega steps between LC and Sapphira, trying to get to the worm. He sees nothing though, LC has already shifted the creature into another plane.

The cramped quarters clogged with summoned creatures and the fog cutting off virutally all visibility have thrown the Chosen into a confused mass of conflicting actions and instructions. Despite this, they have already managed to subdue one of their foes.

The remaining worm lashes out again with it's spined, white-hot body trying to smash two more of the archons. It blows right through one of them, smashing it into celestial powder. The worms body is deflected by its mass however and misses the second archon.

___________________________________________

Opehlia - There is no room for LC to go anywhere but 1.

Two archons are close enough to 2, to fire, so I took the 12 damage from their shots and put it on 2.

Vega, there was no way for you to get to #2, and #1 was already gone by the time you acted. But Vega wouldn't have been able to see that anyway, so it kinda makes sense.

#2 Attack lantern archon: 1d20 + 21 ⇒ (15) + 21 = 36 Hit
Miss chance (21+ good): 1d100 ⇒ 41 Hit
Damage: 3d6 + 15 ⇒ (1, 1, 4) + 15 = 21

Cleave lantern archon: 1d20 + 21 ⇒ (1) + 21 = 22 Natural 1 miss

#2's AC is 4 lower because he's squeezing.

Round 3, go!

Map

1d100 ⇒ 40
1d100 ⇒ 82


I also had to shift Cho back 5' as I realized he takes up the whole hallway and there's no way Dori and Ophelia could be flying over him.


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Now that Gror is beside the hideous worm he's ready to go. Feeling the terrible heat roll off of his magically warded gargoyle form, he digs in with everything he's got. His first swing somehow misses the huge Remoraz entirely, but he focuses his attention and his next four strikes carve through the beast's carapace like butter, sending steaming green hunks of worm flying into the mists.

"Steady as we go, comrades. We have this beast where we want it now. Anyone know how many more there are out there?"

_____________

claw: 1d20 + 24 ⇒ (1) + 24 = 25 (9 BAB +12 str +2 competence +1 enhancement +1 haste -1 large -3 power attack) miss!

claw: 1d20 + 24 ⇒ (18) + 24 = 42
concealment?: 1d100 ⇒ 22
damage: 1d6 + 21 + 2d6 ⇒ (3) + 21 + (6, 4) = 34 (+12 str +1 enhancement +2 competence +6 power attack +2d6 holy)
intimidate: 1d20 + 37 ⇒ (3) + 37 = 40

claw+rend: 1d20 + 24 ⇒ (10) + 24 = 34
concealment?: 1d100 ⇒ 44
damage: 1d6 + 21 + 2d6 + 1d6 + 18 ⇒ (6) + 21 + (2, 1) + (6) + 18 = 54 (above damage +1d6+18 rend)
intimidate: 1d20 + 37 ⇒ (13) + 37 = 50

claw: 1d20 + 24 ⇒ (11) + 24 = 35
concealment?: 1d100 ⇒ 16
concealment?: 1d100 ⇒ 57
damage: 1d6 + 21 + 2d6 ⇒ (1) + 21 + (3, 4) = 29
intimidate: 1d20 + 37 ⇒ (14) + 37 = 51

claw: 1d20 + 24 ⇒ (11) + 24 = 35 miss!
concealment?: 1d100 ⇒ 79 Reroll thanks to Blindsight
damage: 1d6 + 21 + 2d6 ⇒ (5) + 21 + (3, 5) = 34
intimidate: 1d20 + 37 ⇒ (10) + 37 = 47

Total Damage: 34 + 54 + 29 + 34 = 151

current stats:

AC 43 (+14 natural armor +4 armor (Mage Armor), +3 dex, +4 shield, +3 deflection +5 barkskin)

Abilities:
Judgement 2/4 | Bane 11/17 | Seize Initiative 6/9 | Combat Mastery 8/12

Buffs:
Barkskin: +5 Nat Armor (118 min left)
Mage Armor: +4 Armor
Magic Fang: +1 on claws
Inspire Courage: +2
Haste: +1, extra attack
Evo surge: immune (cold, heat)

Inquisitor Spells Remaining
1st (4/7)
2nd (5/7)
3rd (5/5)
4th (3/4)

Summoner Spells Remaining
1st (3/6)
2nd (4/6)
3rd (3/4)
4th (3/4)


That kills it, but we are still on rounds until the summons are gone at least. So I still need actions from everyone else. Even if they are just "______ walks further into the tunnels to free up some space.
" or "______ does nothing, waiting to see if there's further danger."


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

Listening to the sounds of battle and the brutal attacks Gror visits upon whatever horrors dwell in the fog, Cho'ankai tries to attenuate his senses in a manner that gives him a clearer understanding of the situation. Still wedged between icy walls and scraping large portions of the wall off with each movement of his rocky form, Cho has little other recourse but to wait for the others to move ahead before he can continue onward.

Sometimes, it appears, size does not always matter in the positive.

____
Cho will be moving forward as far as he can once there is space for him to do so and will continue to take up the rear of the group until there is more room to move.


Appearance Female Gnome Oracle (Heavens) 1

Poppy hears more commotion coming from the next room. She tries to peer around the corner to investigate, but only hears a mighty squish. She cocks her head to one side. Sounds icky! She pokes herself in the flank yet again.

Rejuvenate Eidolon: 1d10 + 1 ⇒ (7) + 1 = 8

____________________________

Poppy keeps healing herself! Temp HP 60/72.


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12

"Maybe we should turn back and check the other way?" Ophelia suggests as she asks the lantern archon in front of her for a headcount. She frowns upon learning that she has a little more than half the number of celestial troopers she originally summoned. "I don't think these guys are going to last much longer if we keep stumbling around in the fog."


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Gror shakes his head no. "There's a reason this area was walled off and hidden. I say we find out why. It may well be the path to the torc."

________

Cho, I'd imagine detect thoughts would be handy here, or some other way to know if there are other sentients ahead. Alternately, maybe one of us evolves scent, to help navigate down here?


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

Detect thoughts is a 60 foot cone, if people don't mind him being up front and hogging the hallway that could work.


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12

"Fine. I will have the remaining archons scout ahead then; hopefully, they won't all be reduced to celestial powder," says Ophelia as she immediately backs off from being devil's advocate. Making a mental image of her remaining troops, the little elf begins giving out instructions. "Okay, guys. Use the buddy system. The four closest to Lucero, go straight ahead. If the path diverges, two of you go one way while the others keep going ahead. You three next to the dead worm, go to my left if you can."

The archons let out a collective "Yes, ma'am!" before carrying out their instructions and floating off into the unknown.

As the celestial troopers leave, Lucero quickly shifts back to the middle of the group, behind Sapphira and Vega. As durable as he has proven to be, the Couatl would rather not be ambushed by one of those worms. He concludes that it makes far more sense for the untouchable monk and the nearly immortal angel to be the frontline of defense.

Meanwhile, Lily calls out, "Want me to keep playing, Ophelia?"

Ophelia quickly replies, "...Sure. The archons can follow the music back. Those worms aren't too big a threat; Gror just wasted one in seconds. Let them come this way if they want."

The three archons near Gror go east. The two closest to Lucero go west once they find that the path diverges. The two center ones go south. They can fly 120 feet a round if the double move. Should I roll perception checks?

Lucero moves to the center of the group, behind Sapphira, to the left of Gror, and below Cho.


How many rounds do they have left? I'll just go ahead and tell you that the presence of enemies here is randomly determined, so I'll just run them on a scouting pattern until something attacks or they run out of duration. You don't need to roll perception, I will if it becomes important.


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12

Since this is Round 11 by my count, Lily would have 7 rounds left, and the archons would have 8.


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

Dori continues to stay near the ceiling, second in line from the front, with an eye out for traps and ambushes.

I like this flying, much quieter than creeping up stairs. Why I could get into the old Granph place like this! No more worries about squeaky stairs...

She manages to appear as nothing more than a flitting shadow on the ceiling as she scans the corridor below her.

stealth: 1d20 + 21 ⇒ (20) + 21 = 41
perception: 1d20 + 12 ⇒ (12) + 12 = 24

Dori's stats:

Size: Medium
AC 35/18/27
Saves 17/16/15
CMD 33
improved Evasion
Resist Cold 5, elec 5
Shadow Blending 50% miss chance, concealment
Spells in effect:
Haste (3 rds)
Spells remaining: 2/6/2/2


I had a really well typed post, and then browser ate it. So now I'm pissed an you get a sloppy no nonsense description of events instead. Sorry >:(

The archons fan out. They report a roughly circular chamber opening up south of the group. A roughly sixty foot passage to the east with a vertical tunnel in the ceiling. The archons to the west report a side passage opening to the north and then further westward expansion. After a few seconds the archons in all directions call out "CONTACT!" and there is a loud crashing noise of ice and steam.

_______________________________

1d100 ⇒ 30
2d4 ⇒ (1, 3) = 4

Lantern archon perception: 1d20 + 4 ⇒ (5) + 4 = 9
Lantern archon perception: 1d20 + 4 ⇒ (20) + 4 = 24
Lantern archon perception: 1d20 + 4 ⇒ (19) + 4 = 23

That was one round of movement for the archons. Then the enemies spawned.

Going to start a new combat for convenience sake.

Initiative:
Cho'Ankai: 1d20 + 5 ⇒ (14) + 5 = 19
Poppy: 1d20 + 5 ⇒ (6) + 5 = 11
Dorialis: 1d20 + 6 ⇒ (3) + 6 = 9
Ophelia: 1d20 + 14 ⇒ (18) + 14 = 32
Gror: 1d20 + 9 ⇒ (9) + 9 = 18
Vega: 1d20 + 6 ⇒ (16) + 6 = 22
Monster: 1d20 + 3 ⇒ (15) + 3 = 18
Monster: 1d20 + 3 ⇒ (10) + 3 = 13
Monster: 1d20 + 3 ⇒ (6) + 3 = 9

Party 32
Worms 18

Round 1 (Round 12), Go! Everyone can still only see five feet. Ophelia you can verbally command the archons by shouting.

Map


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Gror briefly refocuses his senses away from his sight and then follows the sound of the Archons forward until he spots several in front of a worm. He flies up toward it and takes a swing, but the worm sees him and pulls back, causing Gror's claws to skate harmlessly across its hide.

"Yep, we've got another worm over here! I'll take this one if you can get to the others. Ophelia, can a few of the archons keep on scouting?"

_______________

Swift: Re-activate Battle Mastery(Blindsight)
Move: Follow Archons forward, looking for the worms
Stnd: Attack

claw: 1d20 + 24 ⇒ (3) + 24 = 27 (9 BAB +12 str +2 competence +1 enhancement +1 haste -1 large -3 power attack) >> MISS!

current stats:

AC 43 (+14 natural armor +4 armor (Mage Armor), +3 dex, +4 shield, +3 deflection +5 barkskin)

Abilities:
Judgement 2/4 | Bane 11/17 | Seize Initiative 6/9 | Battle Mastery 7/12

Buffs:
Barkskin: +5 Nat Armor (118 min left)
Mage Armor: +4 Armor
Magic Fang: +1 on claws
Inspire Courage: +2
Haste: +1, extra attack
Evo surge: immune (cold, heat)

Inquisitor Spells Remaining
1st (4/7)
2nd (5/7)
3rd (5/5)
4th (3/4)

Summoner Spells Remaining
1st (3/6)
2nd (4/6)
3rd (3/4)
4th (3/4)


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

rrraaargh tiny tunnels!!!

Hearing the sounds of archons engaged in battle, Cho'ankai lets loose a thunderous earthen roar and slams forward, his huge rocky limbs dragging his gigantic girth through the tunnel passages, pushing others out of the way as three granite heads snap and chomp in the air. Barely able to see reflections of the beacon-light of the archons on the icy walls, Cho struggles through the passages, alternating cavernous and narrow, breaking off ice and rock as he forces his way towards the sounds of combat.
____
Double move, south and then west to the archons (100 feet, not considering where he needs to squeeze). I gotta get out from behind everyone @_@;


Female Elf Wizard (Conjurer) 12 || Summoner (Synthesist) 12

The archons will just get killed if they stay out there. I know they won't be "dead" dead, but it's still cruel to make them fight something they can't handle, Ophelia thinks as she hears their calls of contact. As such, General Ophelia immediately gives out her orders, "Fall back! Duos, follow the music. Trio, check out that northern passage."

Seeing Gror and Cho’ankai head off into combat, Lucero finally works up the urge to go into the fray himself, knowing that he will not be just by himself. With a vicious hiss, the celestial snake follows the calls of the archons as they retreat back toward the sounds of Lily’s harp. As he flies, the Couatl recalls that lantern archons can give small blessings to other creatures that give slight protection from most forms of harm. The magic itself would probably not work on anyone covered by an eidolon, but it would be perfect protection for him. While Ophelia’s spell might be able to absorb most of the heat from the winter worms, Lucero knows that there is a slight chance that he might still get burned.

“How about a little Aid, guys?” he calls out to any archon within hearing distance.

Only a second later, one of the retreating pairs comes within view, and upon seeing him, one of them briefly stops to prove some celestial assistance to his ally.

“Go that way,” says the archon as it finishes casting its spell.

With a nod, Lucero adjusts his movement and flies in that indicated direction. Thanks to Lucero’s long body, the feathered serpent is able to receive the blessing without actually stopping. A second later, he almost crashes right into a worm. The surprised creature rears backs its head to bite him, but LC proves to have superior agility. Just as the vermin’s massive teeth are about to take a chomp out of his neck, Lucero manages to twist around it and hold his foe fast. The Coutal’s eyes flash white, and he jets the weak-willed creature to the same plane as he sent its brother. Lucero does feel a slight burning sensation on his scales, but the archon’s spell takes any stray heat that Ophelia’s spell fails to absorb.
_____________________________________________________

Lantern Archon Aid on LC Temp HP: 1d8 + 3 ⇒ (5) + 3 = 8

Winter Worm Will Save vs DC 20 Plane Shift: 1d20 + 11 ⇒ (3) + 11 = 14

Heat Damage to LC: 8d6 - 30 ⇒ (5, 1, 6, 4, 5, 6, 6, 1) - 30 = 4 LC's Temp HP reduce to 4 from 8.

Ophelia orders the archons to fall back.

The Eastern Trio of Lantern Archons use the withdraw action and head up that northern passage way to Area 11. The Duos withdraw toward Lily’s music as fast as they can and make sure to tell the others where the worms are. One of the archons from the Southern Duo stops as Lucero passes by and casts Aid on him.

Using sound and the archon’s directions, Lucero flies over to the Worm west of Worm 3 and Plane Shifts it to the Plane of Negative Energy.

No change in stats form last time sans Lucero having 4 temporary hit points. Lily has six rounds left; the archons have seven.


Appearance Female Gnome Oracle (Heavens) 1

I wonder what could possibly cause so much fog? Must be some terrible magic. Or maybe it rained earlier. Rained inside? Unlikely. Poppy continues to stay close to Lily, letting her mind wander as the others take care of the worms. Best to save my stuff for later! Who knows what we'll do next? I wonder what they're doing to the worms. I don't like those squishes. Like grubs in the garden. She addresses her companions, all of them except Lily hidden from view. "I'm going to hang out with Lily. Holler if you need something!" she says sweetly. She then fires off another charge of the wand.

_____________________________________

Honestly I'm a bit confused about where everyone is, but I'm just going to stay next to Lily, heal myself and wait until anyone needs some assistance.

Rejuvenate Eidolon: 1d10 + 1 ⇒ (6) + 1 = 7

______________________________________

Stats:

HP 111/ Temp HP 59/72

AC: 51

Buffs:
Haste 2/12 rounds remaining
Protection from Energy, Fire 119 minutes, 42 seconds remaining

Conditions:
Shaken 6/15 rounds remaining

Oracle Spells Remaining:

Level 1 - 6/9
Level 2 - 9/9

Level 3 - 7/8

Level 4 - 8/8

Level 5 - 7/7
Level 6 - 4/5

Summoner Spells Remaining:


Level 1 - 8/8
Level 2 - 3/8
Level 3 - 3/6

Level 4 - 4/5


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

Dori tries to squeeze herself into a corner as Cho'anki pushes past. Watch the teeth!

She'll stay up above him, provided there is room, and try to assist with anythign dumb enough to get close.


Sorry guys, got busy and didn't get a chance to update. I should have something for you in 12 hours or so.


Round 1/Round 12

Gror briefly refocuses his senses away from his sight and then follows the sound of the Archons forward until he spots several in front of a worm. He flies up toward it and takes a swing, but the worm sees him and pulls back, causing Gror's claws to skate harmlessly across its hide. "Yep, we've got another worm over here! I'll take this one if you can get to the others. Ophelia, can a few of the archons keep on scouting?"

Hearing the sounds of archons engaged in battle, Cho'ankai lets loose a thunderous earthen roar and slams forward, his huge rocky limbs dragging his gigantic girth through the tunnel passages, pushing others out of the way as three granite heads snap and chomp in the air. Barely able to see reflections of the beacon-light of the archons on the icy walls, Cho struggles through the passages, alternating cavernous and narrow, breaking off ice and rock as he forces his way towards the sounds of combat.

The archons will just get killed if they stay out there. I know they won't be "dead" dead, but it's still cruel to make them fight something they can't handle, Ophelia thinks as she hears their calls of contact. As such, General Ophelia immediately gives out her orders, "Fall back! Duos, follow the music. Trio, check out that northern passage."

Seeing Gror and Cho’ankai head off into combat, Lucero finally works up the urge to go into the fray himself, knowing that he will not be just by himself. With a vicious hiss, the celestial snake follows the calls of the archons as they retreat back toward the sounds of Lily’s harp. As he flies, the Couatl recalls that lantern archons can give small blessings to other creatures that give slight protection from most forms of harm. The magic itself would probably not work on anyone covered by an eidolon, but it would be perfect protection for him. While Ophelia’s spell might be able to absorb most of the heat from the winter worms, Lucero knows that there is a slight chance that he might still get burned. “How about a little Aid, guys?” he calls out to any archon within hearing distance.

Only a second later, one of the retreating pairs comes within view, and upon seeing him, one of them briefly stops to prove some celestial assistance to his ally.

“Go that way,” says the archon as it finishes casting its spell.

With a nod, Lucero adjusts his movement and flies in that indicated direction. Thanks to Lucero’s long body, the feathered serpent is able to receive the blessing without actually stopping. A second later, he almost crashes right into a worm. The surprised creature rears backs its head to bite him, but LC proves to have superior agility. Just as the vermin’s massive teeth are about to take a chomp out of his neck, Lucero manages to twist around it and hold his foe fast. The Coutal’s eyes flash white, and he jets the weak-willed creature to the same plane as he sent its brother. Lucero does feel a slight burning sensation on his scales, but the archon’s spell takes any stray heat that Ophelia’s spell fails to absorb.

Sapphira also moves forward, ahead of the retreating lantern archons, she readies her blade should a worm come withing reach.

I wonder what could possibly cause so much fog? Must be some terrible magic. Or maybe it rained earlier. Rained inside? Unlikely. Poppy continues to stay close to Lily, letting her mind wander as the others take care of the worms. Best to save my stuff for later! Who knows what we'll do next? I wonder what they're doing to the worms. I don't like those squishes. Like grubs in the garden. She addresses her companions, all of them except Lily hidden from view. "I'm going to hang out with Lily. Holler if you need something!" she says sweetly. She then fires off another charge of the wand.

Dori tries to squeeze herself into a corner as Cho'anki pushes past. "Watch the teeth!" She follows behind him, in case he should need help.

The two remaining worms skitter forward, attacking Cho and Gror. The earthen Cerberus stands firms as a boulder as the worm facing him's teeth grind harmlessly across his stony exterior. Gror gives the worm two right hooks with his massive paws, swatting it's maw away from him before it can do any damage.

_____________________________

Opehlia - The area 11 thing is a vertical tunnel in the ceiling going straight up farther than the archons can see due to it not being perfectly staight, and being dark. But it goes up at least sixty feet.

1d100 ⇒ 90

Worm on Cho: 1d20 + 25 ⇒ (9) + 25 = 34 Miss

Worm on Gror: 1d20 + 25 ⇒ (16) + 25 = 41 Miss

Map

Round 2. Round 13, go!


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

Dori will head southwest, behind Cho', checking to see if she can get around behind the worm.

stealth: 1d20 + 21 ⇒ (14) + 21 = 35
perception: 1d20 + 12 ⇒ (16) + 12 = 28

Dori's stuff:

Size: Medium
AC 35/18/27
Saves 17/16/15
CMD 33
improved Evasion
Resist Cold 5, elec 5
Shadow Blending 50% miss chance, concealment
Spells in effect:
Haste (1 rd)
Spells remaining: 2/6/2/2


Picture | AC 47 (T 20, FF 41) | CMD 38 | Init +9 | Per +29 | HP 99/111 | THP 62/90

Now that he's made it to the Remoraz and is confident that it's within his power to defeat, Gror relaxes his concentration and lets his senses return to normal. He tears into the worm with a roar, as sizzling carapace and guts spray off into the mist.

_________________

Free: drop Battle Mastery(blindsight) since these don't seem worth it.
Full: attack

claw: 1d20 + 24 ⇒ (17) + 24 = 41 (9 BAB +12 str +2 competence +1 enhancement +1 haste -1 large -3 power attack)
concealment?: 1d100 ⇒ 38
damage: 1d6 + 21 + 2d6 ⇒ (5) + 21 + (6, 5) = 37 (+12 str +1 enhancement +2 competence +6 power attack +2d6 holy)
intimidate: 1d20 + 37 ⇒ (16) + 37 = 53

claw+rend: 1d20 + 24 ⇒ (16) + 24 = 40
concealment?: 1d100 ⇒ 31
damage: 1d6 + 21 + 2d6 + 1d6 + 18 ⇒ (2) + 21 + (4, 1) + (2) + 18 = 48 (above damage +1d6+18 rend)
intimidate: 1d20 + 37 ⇒ (8) + 37 = 45

claw: 1d20 + 24 ⇒ (18) + 24 = 42
concealment?: 1d100 ⇒ 75
damage: 1d6 + 21 + 2d6 ⇒ (2) + 21 + (6, 3) = 32
intimidate: 1d20 + 37 ⇒ (1) + 37 = 38

claw: 1d20 + 24 ⇒ (11) + 24 = 35
concealment?: 1d100 ⇒ 79
damage: 1d6 + 21 + 2d6 ⇒ (5) + 21 + (3, 3) = 32
intimidate: 1d20 + 37 ⇒ (10) + 37 = 47

hasty bonus claw: 1d20 + 24 ⇒ (17) + 24 = 41
concealment?: 1d100 ⇒ 8 Missed due to mists

Total Damage: 37 + 48 + 32 + 32 = 149

current stats:

AC 43 (+14 natural armor +4 armor (Mage Armor), +3 dex, +4 shield, +3 deflection +5 barkskin)

Abilities:
Judgement 2/4 | Bane 11/17 | Seize Initiative 6/9 | Battle Mastery 7/12

Buffs:
Barkskin: +5 Nat Armor (118 min left)
Mage Armor: +4 Armor
Magic Fang: +1 on claws
Inspire Courage: +2
Haste: +1, extra attack
Evo surge: immune (cold, heat)

Inquisitor Spells Remaining
1st (4/7)
2nd (5/7)
3rd (5/5)
4th (3/4)

Summoner Spells Remaining
1st (3/6)
2nd (4/6)
3rd (3/4)
4th (3/4)


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

The horrifying shape writhing in the fog, massive and bristling with spines glowing red hot through the mist, snakes across the ground. Multiple chitinous legs clatter and clack across the ice, its hissing shriek echoes down the tunnel, and Cho'ankai's rocky lupine form stares it down. Orange eyes glowing the same hot-forged steel color as the rhemoraz's spines pierce through the fog, waiting for an opportunity.

As the creature becomes more than mere silhouette, as it closes in on Cho and rears up like an adder ready to strike its mandibles open and thousands of teeth bristle outward like the needles of a pine tree's beanches. Cho's quadrupedal form hunches down, rocky lips pulling back to reveal onyx teeth, six eyes on three heads trained on the rhemoraz. From deep within Cho's cavernous form a chant begins to rumble out like a dozen men singing in a cave. The rhemoraz strikes out, but Cho'ankai springs backwards, then snaps out with one jaw a sonorous howl that resonates through the cave. The rhemoraz jerks its head back, flexes its mandibles open and closed, and then...

...freezes in place.

"SLAY THE BEAST!" Cho'ankai shouts back to Dori, his tripartite voice echoing through the icy cavern as the Rhemoraz grows deathly silent with paralysis.
________________

Buffs: Haste, Elemental Body IV
Standard Action: Cast hold monster (summoner spell) on adjacent Rhemoraz
Concentration Check; Cast on the Defensive: 1d20 + 17 ⇒ (12) + 17 = 29 (15 + 4 * 2 = DC 23; Pass)
Rhemoraz Will Save: 1d20 + 12 ⇒ (2) + 12 = 14 (DC 18; Fail)
Rhemoraz paralyzed for 12 rounds (may make a Will save DC 18 each round to attempt to break paralysis)


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

Hearing Cho's shout Dori turns around and heads back to Cho. As requested!

More speed please!

Dori swings at the creature as she maneuvers into position behind it, preparing to deliver a coup de grace. She strikes out with a claw checking for the most vulnerable point on the creature's body.

Claw: 1d20 + 14 + 2 + 4 ⇒ (16) + 14 + 2 + 4 = 36creature is helpless, dex 0, str 0
damage: 1d4 + 5 ⇒ (4) + 5 = 9
SA: 6d6 ⇒ (3, 5, 3, 3, 3, 6) = 23
total damage=32/2=16; 1 pt str dam

Dori's stuff:

Size: Medium
AC 35/18/27
Saves 17/16/15
CMD 33
improved Evasion
Resist Cold 5, elec 5
Shadow Blending 50% miss chance, concealment
Spells in effect:
Spells remaining: 2/6/2/2


Male Aasimar Druid [Menhir Savant]/Summoner [Synthesist] 12

Dori, if you were in position (haven't checked on the map) you could do a coup-de-grace as a full-round action. I think you can be within 10 feet and do it as a ranged attack, but I'm not positive on that.


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

I could, but the previous round I stated I was trying to move around behind. So I don't have a full round this time.


Appearance Female Gnome Oracle (Heavens) 1

Staying put for now. Nothing exciting to report.

Rejuvenate Eidolon: 1d10 + 1 ⇒ (1) + 1 = 2

Stats:

HP 111/ Temp HP 69/72

AC: 51

Buffs:
Haste 1/12 rounds remaining
Protection from Energy, Fire 119 minutes, 36 seconds remaining

42/50 charges remaining from Wand of Rejuvenate Eidolon

Conditions:
Shaken 5/15 rounds remaining

Oracle Spells Remaining:

Level 1 - 6/9
Level 2 - 9/9

Level 3 - 7/8

Level 4 - 8/8

Level 5 - 7/7
Level 6 - 4/5

Summoner Spells Remaining:


Level 1 - 8/8
Level 2 - 3/8
Level 3 - 3/6

Level 4 - 4/5


Dorialis Vdalik wrote:
I could, but the previous round I stated I was trying to move around behind. So I don't have a full round this time.

Actually it was this round that you stated that, you posted two conflicting actions. You want to move around right?


Init +6, Perc +14, Darvision 90' Dark Sight 15' Low-light x2, Light Sensitive AC 32, T 20, FF 29; HP 84+72/84+72; Saves F13/R18/W15

If it was the same round, and I heard Cho before I started moving, then I would have been in position for a full round action with the tentacle.

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