Red hand of Doom (Inactive)

Game Master Nicos

Elsir Vale
Drellyn´s Ferry


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Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.
Nicos wrote:
Flynn Wildstrider wrote:
If it doesn't bother you, Nicos, I'd like to roll my own saves... It kinda annoys me to have other people rolling my dice.
It depends. For example might need to know if you get blinded in order to see if the following attack is a sneak attack or not

In that case you can roll SA damage and then I simply apply it (or not, if I make the save) after I roll (I intend to keep my current HP updated).

Anyway... I only used an immediate action in this round,so I'll wait 'til Spica does her thing before I act.


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Does Escape Artist 24 escape the gator's clutches? Also, for the record, the replacement feat I'm picking is Extra Hex, grabbing the flight hex. Because it was my mistake, I won't be using it this fight.

Also, sorry Flynn, you'll probably have to go without the fortune hex this turn. I'm going to incapacitate the gator first.


Spica Antares wrote:
[ooc]Does Escape Artist 24 escape the gator's clutches?

yes.


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Okay, disregard my previous post, new actions:

Spica, now free from the croc's grasp, finds herself in a rather troublesome situation, prone between a crocodile and a hound, but thankful that the reptile at least isn't holding her anymore.

"Shoo!" She shouts at the reptile, reaching into her spell component pouch for a handful of glittering dust, which she sprays at the crocodile. Animated by magic, the powder extends behind it, covering the ground as well.

Standard action: Glitterdust, hitting the crocodile. 5 Rounds of blindness, Will save DC 17 negates.

Waiting for crocodile's save before I determine my move action. Karla and Kenchi's hexes are still going on, whether or not I extend them. Two more turns remain for the earth elementals, who are attacking the hound as stated earlier.


Will save: 1d20 + 2 ⇒ (4) + 2 = 6

it get blinded


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Am I ever glad I purchased you from that enchanter! Spica thinks, as she wills her shirt's magic to come to fruition.

In a glimmer of silk, Spica stands up in the blink of an eye, though she finds herself off balance, giving the hellhound a chance to strike at her before she steps away.

Swift Action: Activating the Quick Runner's shirt for an extra move action. Move action : Stand up. AoO provoked from the hound. The blind crocodile cannot take an AoO against a foe it cannot see, unless I'm mistaken. Five-foot step up and right.

Hex status:
Fortune: Kenchi, Karla
Misfortune: Crocodile
Time: 1 round each.


You already used an inmediate action. You are unable to activate the quickrunenr shiert this turn


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Fixed. My bad.


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

Flynn once again opens the earth under his enemies' feet. (i.e.: I cast Create Pit (Reflex 15) on the 2 Hobgoblins closest to Flynn. The pit is placed so that it's top-left corner appears under the Hobgoblin to the left)

Concentration Check: 1d20 + 8 ⇒ (16) + 8 = 24

I'd like to know if they fall before I decide what to do with my move action.

The young druid looks around, trying to detect any enemy spell casters around.

Perception: 1d20 + 14 ⇒ (11) + 14 = 25


reflex: 1d20 + 1 ⇒ (15) + 1 = 16
reflex: 1d20 + 1 ⇒ (10) + 1 = 11

(The first one is the one that intent to coup de grace kenchi)

By the way you can totally see the spellcaster. Is the B in the map.


Human Magus (Bladebound) 5| AC 21 FF 16 T 15 | HP 36/36

1d20 + 6 ⇒ (18) + 6 = 24

Does that break out of the Hold Person?


Kenchi Ma wrote:


Does that break out of the Hold Person?

Yes. For a moment I thought you would die :). And that ends your turn cause it is a full round action.


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.
Nicos wrote:
By the way you can totally see the spellcaster. Is the B in the map.

What??!! How did I miss that?

Anyway... There is not much for me to do... Since Spica is free and protected by her elementals, Flynn simply moves (carefully avoiding a route that would provoke an AoO from the Hobgoblin who didn't fall and) to the position 1 square up-right from Kenchi. If necessary, he'll go for Spica's aid next turn.


To recapitulate.

Karla kill the hobgoblin she attacked.

Spica scape the grapple and blind the crocodile. Her two elementals hit the hell hound for 12 dmg in total.

Luckily to kenchi he scape the hold person.

Flynn pit engulf one hobgoblin.

=================
The hobgobling regular 5 ft and flank (he is now next to flynn and kenchi) with the hellhound, the both attack Kenchi. The Hobgoblin spellcaster run toward kenchi, drawing a heavy mace and attack him.
Hob vs kenchi: 1d20 + 7 ⇒ (3) + 7 = 101d8 + 1 ⇒ (4) + 1 = 5
hell hound vs kenchi: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6
Spellcaster hobgoblin: 1d20 + 9 ⇒ (20) + 9 = 291d8 + 5 ⇒ (1) + 5 = 6
Spellcaster hobgoblin critical confirmation: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 5 ⇒ (2) + 5 = 7
The destructive domain totally suck in PF :/

Kenchi recieve 19 Hit points of DMG.

Meanwhile the hellhound near Spica is surrounded by enemies. Spica movement provoeks An AoO so lets see that first
hell hound vs kenchi: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 1 + 1d6 ⇒ (7) + 1 + (3) = 11

This one was meant to spica, I can not change the name though cause it will reroll

Failing to bite Spica the hell hound 5 ft back and realease fire to strike all his enemies (and the crocodile in the process).
hell hound breath: 2d4 ⇒ (2, 3) = 5

Spica reflex save 14 to half fire damage.

Karla get surprised by the moreale of the last hobgobling. She have murdered two of his companions but still he fights.
Hob vs Karla: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 1 ⇒ (6) + 1 = 7
But in the art of the sword the Gorumite is showing more talent. Karla dodge the attack.

Your turn


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Don't have time to make my post right now, but figured I'd let you know renaming a roll doesn't change its result.

Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21


Karla pivots on the ballmof her right foot as blood still showers from the felled hobgoblin. She brings her sword to bear in time to block the second hobgoblin's blow, then thrusts quicly to catch him off guard.

1d20 + 6 ⇒ (7) + 6 = 132d6 + 13 + 2 ⇒ (1, 5) + 13 + 2 = 21
hex is over, right?


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Nope. I'd been extending it with prayer. You still have it for this round; after that it'll be over.


Second roll with hex: 1d20 + 6 ⇒ (13) + 6 = 19

Karla's thrust is a lucky one and her blade evades the parry, sinking deep.


Small Earth Elemental | HP: 11/13 | Attack: Slam +6 (1d6+5)

Reflex Save West Elemental: 1d20 - 1 ⇒ (19) - 1 = 18
Reflex Save East Elementa: 1d20 - 1 ⇒ (14) - 1 = 13

The first Earth Elemental shields itself with its stony arms, taking minimal damage. The second one, however, is not so fortunate. The flames engulf it, and its already opened cracks fill with molten slag. It crumbles and dissipates.

"Brother!" The first elemental rumbles, planting its fierce gaze on the hound. "Begone, wicked beast!"

Slam: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d6 + 5 ⇒ (5) + 5 = 10


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

"Kenchi! Move over here!" Spica shouts, cursing as her hexes begin winking out.

The fluid party turn order makes the question of "are my hexes still valid this turn kind of iffy. I'm not too sure how it would work. I know I can't extend them now, but I'm not sure if the rest of the party still benefits from them or not.

Assuming Kenchi takes even just a five foot step away, Spica takes an egg out of her spell component pouch, and throws it violently against the ground, where it splatters, revealing its rotten insides.

Next to where Kenchi was, a noxious cloud manifests, engulfing the spellcaster, the hound and, if positions allow, a hobgoblin raider or two.

Noxious Cloud to hit the congregation of enemies near Kenchi, but not Kenchi himself. (Please help me help you and step a little north. ;) ) Fortitude Save DC 18. Link for your convenience, DM.


Human Magus (Bladebound) 5| AC 21 FF 16 T 15 | HP 36/36

Kenchi hears Spica's warning and shudders as she pulls the egg out of her pouch.

I have NO desire to experience that again. he thinks to himself, shuddering.

He runs to attack the enemy behind Flynn, flanking the flanker and striking hard at him.

Flynn IS the red one, right? Seriously, a key would be much appreciated.

Power Attack To-Hit: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d6 + 8 ⇒ (4) + 8 = 12


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Wait, you're the red one? I thought you were the grey one. I'm so lost. We really need to move on to Roll20. :P

At any rate, since it seems my description of an area might be confusing, looking to hit the spellcaster and whatever other minions I can hit without hitting any of our allies with the cloud.


The red one is karla. As writed Kenchi movement would provoke 3 AoO.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Looks like two unless one of those whatevers has Reach. And it's either that or get caught in a Stinking Cloud since I can't 5 ft. step, you said it was difficult terrain in the grass/trees I thought.


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

This is getting complicated. Could I get a map of this turn so I can position my cloud right? I was trying to go by the previous turn's, but that really doesn't seem like it's going to work.


MAP

R= regular hobgoblin
H= Hellhound
B= Hobgoblin spellcaster (who melee well enough with a heavy mace)

RED= Karla (who just murdered the last hobgoblin she was figthing with)

Grey= Kenchi
Blue= Flynn
Yellow= Spica
Brown= Elemental
Green= Crocodile
Big black spot =Pit (from create pit)


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Assuming Kenchi takes a five foot step to the right, Spica will create the cloud so it catches the raider, the hound, and the caster next to him. She'll also take a five foot step away from the blind crocodile.


Human Magus (Bladebound) 5| AC 21 FF 16 T 15 | HP 36/36

Sure. Kenchi will attack the spellcaster, and then 5 ft. step backwards.

Kenchi glares at the troublesome spellcaster and slashes quickly, using his magic to augment his speed.

Casting defensively check Arcane Mark: 1d20 + 8 ⇒ (16) + 8 = 24

Stop, Zorro time.

Attack 1: 1d20 + 8 ⇒ (2) + 8 = 10
Attack 2: 1d20 + 8 ⇒ (9) + 8 = 17

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

Done, he heeds Spica's warning and steps backwards, to the north.

Hope the second one hit.


They both miss


It is flynn turn


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Assuming Kenchi steps away, this is where Spica's cloud should turn up.


Fort saves
Regular: 1d20 + 6 ⇒ (2) + 6 = 8
Spellcaster: 1d20 + 6 ⇒ (18) + 6 = 24
hellhound: 1d20 + 6 ⇒ (20) + 6 = 26

Only the regular hobgoblin get nauseated.


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Grrr, lucky rolls. :P They'd better get out of the cloud or they'll have to make another save next round, though.


Now it is flynn turn, sorry for the delay with the saves.


Well, I will skip lemmy´s turn just for this time

The toxic cloud delieverd by spica´s magic cover the 2 hobgoblins and the hell hound. All the involved start coughing.

The hobgoblin regular get out of the cloud but can barely stand on foot.

THe hobgoblin spellcaster get out of the cloud, make a loud whistle and start running in direction to the forest. The two hell hound Start to follow him. They 3 take double move actions


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

Well, after all this time, I better do something inspired...

Flynn stabs the hobgoblin swings his swords ineffectively.

1d20 + 8 ⇒ (2) + 8 = 10


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

"Not so fast!" Spica shouts, drawing a wad of spiderweb from her spell components and throwing it into the air. Immediately, a thick spiderweb forms between trees, bursting around the spellcaster and his hounds.

Casting Web, DC 17


Male Garuda-blooded Aasimar Cleric 13 - HP 93/120; AC 26(tch 17, ff 19); CMD 29; Blur (20% Miss Chance); Fort +16, Ref +12, Will +18; Darkvision, Blindsense (30ft), Perception +22, Sense Motive +24; Initiative +6

Wait, is Flynn under effect of Fortune?


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Nah, all the Fortunes have expired. I had to drop them earlier to get up.


Karla, having slain the last of the hobgoblins threatening her, dives in the underbrush to try and cut their retreat.


Human Magus (Bladebound) 5| AC 21 FF 16 T 15 | HP 36/36

Kenchi, seeing Karla dash off, takes off after her.

Can't let her chase these things down alone.


Hob: 1d20 + 3 ⇒ (3) + 3 = 6
Hound 1: 1d20 + 5 ⇒ (13) + 5 = 18
Hound 2: 1d20 + 5 ⇒ (20) + 5 = 25
Hound 1 CMB: 1d20 + 5 ⇒ (19) + 5 = 24
Hound 2 CMB: 1d20 + 5 ⇒ (9) + 5 = 14
==========

The hobgoblin is traped in the web and start cursing in goblinoid. One Hellhound is initially unentngled but as it tries to move it become grappled by the web.

The remaining hellhound can get free and advance toward karla delivering its fire breath attack

Fire breath: 2d6 ⇒ (2, 5) = 7
(Reflex DC 14 for half)

Your turn


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

I just noticed Auron made a cameo in this campaign... -.-'.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

How far away am I from everything?


Rynjin wrote:
How far away am I from everything?

A single movemnt for both karla and the web.


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

And how far is Flynn from the A- the casting hobgoblin. and B- The unimpeded hellhound?


Flynn Wildstrider wrote:
And how far is Flynn from the A- the casting hobgoblin. and B- The unimpeded hellhound?

Fromthe hob is

The distance is 3 moves actions, but there is the stinking cloud in the midle so to reach them it would take 4 move actions.
For the hellhound is 2 moves action in distance.


Reflex: 1d20 + 3 ⇒ (3) + 3 = 6

Karla doesn't budge as the hound breathes fire on her. Whether it's out of stubbornness or lowness remains unclear. What is clear though, is that she intends on cutting the hound down. She pivots, sending her greatsword in a wide arc. "Lord, make my foe immobile!"

Shifting to judgment of Justice.
1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 152d6 + 13 ⇒ (2, 6) + 13 = 21


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.
Nicos wrote:
Flynn Wildstrider wrote:
And how far is Flynn from the A- the casting hobgoblin. and B- The unimpeded hellhound?

Fromthe hob is

The distance is 3 moves actions, but there is the stinking cloud in the midle so to reach them it would take 4 move actions.
For the hellhound is 2 moves action in distance.

So... The enemies who were next to me are all tangled in a web?


Flynn Wildstrider wrote:
Nicos wrote:
Flynn Wildstrider wrote:
And how far is Flynn from the A- the casting hobgoblin. and B- The unimpeded hellhound?

Fromthe hob is

The distance is 3 moves actions, but there is the stinking cloud in the midle so to reach them it would take 4 move actions.
For the hellhound is 2 moves action in distance.
So... The enemies who were next to me are all tangled in a web?

yes, with the adition that there is a nauseated hobgoblin regular rigth next to you at this moment.

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