Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris tries using both doors of the room she originally sought shelter in (room 5) on her way to the manticore's lair (room 7). Seeing that Bran has somehow managed to injure himself, again, she draws out her magic stick and waves it toward him. Sadly, the fool thing appears to be jammed. She sighs and puts the stick back in her pack. Then she tries climbing through the hole in the roof.

Use Magic Device: 1d20 + 8 ⇒ (3) + 8 = 11 (DC 21)
Use Magic Device: 1d20 + 8 ⇒ (3) + 8 = 11 (DC 21)

Climb: 1d20 + 11 ⇒ (17) + 11 = 28


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal'ariel also attempts to heal Bran, though it may take too much time to really bring him to full health.

Casting Infernal Healing on Bran. 48 charges remain.

As Iris heads toward the hole, Tal'ariel re-ups her Shield, unsure if there will be trouble.

Casting Shield. 47 charges remain.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

He finally has the strength to dislodge the arrow from his shoulder. The positive energy numbs the pain enough to make it possible and he thanks Zelligar and Iris for their support.

"I'll try to be more careful if its the last thing I do." He throws the arrow on the floor and wipes up his face, "What did you have in mind Zelligar? I am healthy enough to try something if you have an idea."

When Tal approaches him he doesn't recognize the devil's magic, but does remember earlier, "No thanks. I want as little to do with the Dark Prince as possible; it took forever to break those shackles and I won't risk it." He unconsciously scratches the back of his neck where the scar is.

He won't accept Infernal Healing unless it was life or death, if you want to dock the charge and try, he will attempt to resist (in terms of a Will Save); though he won't harm you for trying.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal'ariel starts trying to tap Bran with the wand. "We're fighting mythical beasts here! Now's not the time to be so squeamish!"

As Bran continues to dodge, Tal'ariel gives up, pouting. "Fine, Z, you go fix Bran up."

49 charges on the Infernal Healing wand.


M Halfling Cleric 5

"I meant grappling the minotaur, Bran. That's the other powerful creature they have.
Oh, and I am more than happy to provide more proper healing magic."

CLW wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW wand: 1d8 + 1 ⇒ (6) + 1 = 7
Back to full. Wand at 40.


Iris swings her way onto the roof from inside. As she perches on top of it, she can't exactly see the door to the main hall, but she can see the four heavily armored hobgoblins coming around the corner.

They're carrying steel shields and longswords. When they spot the halfling perched on the roof, they point and shout excitedly at each other, and something behind them.

Iris can see a great pair of horns, poking up over the roof of the hall.

Init Hobgoblins: 1d20 + 1 ⇒ (2) + 1 = 3
Init Minotaur: 1d20 ⇒ 9
Init Wyrmlord: 1d20 + 6 ⇒ (5) + 6 = 11
Init Iris: 1d20 + 4 ⇒ (18) + 4 = 22
Init Isawa: 1d20 + 3 ⇒ (4) + 3 = 7
Init Tal'Ariel: 1d20 + 10 ⇒ (8) + 10 = 18
Init Bran: 1d20 + 3 ⇒ (1) + 3 = 4
Init Yulai: 1d20 + 4 ⇒ (17) + 4 = 21
Init Zelligar: 1d20 + 4 ⇒ (1) + 4 = 5

The rest of you hear the sound of heavy boots, clanking armor, and excited shouting in goblin from outside.

Iris, Yulai and Tal'ariel start us off. Both doors into the manticore's lair are currently closed.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

As the clamor begins, the elf is quick to react. "Trouble's here!"

Intoning in Elvish, a strange transformation begins coming over Tal'ariel, as her arms grow until they're double their original length! Casting Long Arm - Tal'ariel now has 10' reach.

She guards the western door, though she seems willing to step aside should someone else have an idea. Still have a move action if someone wants her to get out of the way. Also, reminder to self that I need to learn Enlarge Person to make Bran bigger.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris drops her rapier and dagger on the rooftop and draws her bow, which she uses to shoot at a hobgoblin. She tries to confuse the enemy by giving orders to non-existent companions.

Goblin:
"Team Six, come out of the stables and attack!"

Shortbow: 1d20 + 9 ⇒ (4) + 9 = 131d4 + 2d6 ⇒ (4) + (4, 2) = 10
Bluff: 1d20 + 8 ⇒ (6) + 8 = 14


Sense Motive: 1d20 + 0 ⇒ (2) + 0 = 2


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

Yulai readies a shot on the first foe to come within lin of sight.

1d20 + 9 ⇒ (2) + 9 = 11

Sadly, it's bound to miss.


Iris is the only one who can see what's going on outside. She spots an extremely hairy, oversized goblonoid, much lighter armored than the rest of them, dart from the keep, up the stairs and onto the eastern side of the ramparts that line the outer walls. It shouts for the hobgoblins to go investigate the stables.

The minotaur doesn't fall for Iris' trick, probably by virtue of not speaking goblin.

It walks up to where the halfling is perched, hefting a giant greataxe.

Iris and the minotaur are in melee - Iris has high ground though,
'cause she's standing on the roof. Bran and Zelligar can act now.


M Halfling Cleric 5

"May the All-Seeing Eye guide your hands to wreak Destruction on our foes."
Zelligar casts Bless.
+1 morale to hit and on saves against fear, 4 minutes.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"If the All Seeing Eye was the one who patched me up, I'll take any guidance from 'em right now."

He pulls out a potion of barkskin and consumes it with a large gulp.

Current Buffs
Bless, +1 morale to hit and on saves against fear, 4 minutes
Barkskin, +2 AC for 30 minutes (CL 3 minimum)


Isawa seems quite unsure what to do, idling in the back of the room.

Meanwhile, Iris can see the armored hobgoblins moving to get inside the stables. When they're not faced with "team six", they instead turn towards the building Iris is standing on, and following the minotaur partway over there.

Moved the map. Yulai, Iris and Tal'ariel are up.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Waiting to see what Iris's strategy will be. If she's staying in the fight, Tal'ariel will probably open the door to join it. If she falls back, I guess we can wait for them to come to us?


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

The goal of the bluff was just to delay the main host. The minotaur was isolated for a round, but he will soon be joined by the hobgoblins. Do you want to fall back? To where?

As the eyes and ears of the party, at least in this moment, Iris says, "I've got a minotaur at my feet, and four hobgoblins incoming. There's a furry goblinoid on the far wall."

She kicks her melee weapons back from the minotaur, then tumbles in their wake.

Acrobatics: 1d20 + 13 ⇒ (11) + 13 = 24 (avoid AoO)


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

@Iris - I am fine with you engaging or falling back, both are reasonable. You can also attack before tumbling away; alternatively you might be able to do a withdraw action at no risk instead of tumbling. Did you come back through the hole into the room we're in, or are you still on the roof?


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris stayed on the roof. She is probably going to go after the [bugbear], which will require her running along the top of the walls.

Also, if she can perform the actions that I posted defensively for an AC bonus, she will.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

As Iris makes her announcement and is heard tumbling backward along the roof, Tal'ariel uses this as the signal to strike. She attempts to quietly open the door and step out. Seeing the minotaur that had engaged Iris, she launches a snowball at it!

Move action to open door, 5-foot step, then cast Snowball vs Minotaur. If doors can be stealthily opened, then she'll go for it.

Stealth?: 1d20 + 11 ⇒ (8) + 11 = 19
Snowball ranged touch: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 3d6 ⇒ (4, 4, 4) = 12 and Fort DC15 or Staggered.
Sneak damage?: 2d6 ⇒ (5, 1) = 6


Sure, Tal'ariel can stealth, albeit with a -2 penalty for opening the door.

As for Iris, I've drawn the ramparts onto the walls, they're the black bands. As you can see, the hole in the southern outer wall means you'll have to jump if you want to get from the southeastern part of the keep to the southwestern one. It's a dc 12 acrobatics check so long as you've got a running start. Stepping from the rooftops to the rampart is easy by design, but there's no way to enter the towers from the ramparts or rooftops, short of climbing up to the windows or arrowslits.

You can do a total defense as a standard action - there's no reason that couldn't be combined with a move action tumble. Total Defense gives a +4 dodge bonus to AC until your next turn, or +6 if you have 3 or more ranks in acrobatics. You probably already know this.

Minotaur perception, DC 17: 1d20 + 10 ⇒ (12) + 10 = 22
Minotaur fortitude, DC 15: 1d20 + 6 ⇒ (11) + 6 = 17

Still needs Yulai's actions.


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

Yulai steps up with tal and fires on the minotaur. ideally putting herself in front, I can't see the map atm

1d20 + 9 ⇒ (20) + 9 = 29
1d8 + 2 ⇒ (3) + 2 = 5
1d20 + 9 ⇒ (1) + 9 = 10
2d8 + 4 ⇒ (1, 5) + 4 = 10


Putting yourself in front would mean provoking an AoO when shooting - I've put you to one side instead, I hope that's fine.

Tal'ariel plants her spell squarely in the minotaur's midsection, and Yulai's arrow follows soon after, embedding itself in the bulging muscle near its neck.

It roars and closes in, cramming its bulk past one of the mosscovered boulders that litter the courtyard.

It hefts its giant axe, and swings at the apparent spellcaster.

Minotaur Greataxe vs Tal'ariel: 1d20 + 7 ⇒ (16) + 7 = 23, damage: 3d6 + 12 ⇒ (6, 6, 5) + 12 = 29

From the rampart above the main hall, the bugbear leader appears to be casting some sort of spell. An egg of flame springs to life in his hand, and he lobs it almost casually towards the hole in the roof of the building you were holed up in, swallowing the building, and all those around and inside it, including even the minotaur, in a gigantic spread of roiling flame.

As the spellfire washes over the minotaur, a blue shield flares up around it, protecting the beast from the flame.

Fire damage: 6d6 + 6 ⇒ (2, 1, 2, 1, 2, 4) + 6 = 18

Reflex DC 15 for ½, Minotaur: 1d20 + 5 ⇒ (11) + 5 = 16
Reflex DC 15 for ½, Tal'ariel: 1d20 + 8 ⇒ (5) + 8 = 13
Reflex DC 15 for ½, Iris: 1d20 + 10 ⇒ (6) + 10 = 16
Reflex DC 15 for ½, Bran: 1d20 + 7 ⇒ (20) + 7 = 27
Reflex DC 15 for ½, Yulai: 1d20 + 10 ⇒ (2) + 10 = 12
Reflex DC 15 for ½, Zelligar: 1d20 + 7 ⇒ (2) + 7 = 9
Reflex DC 15 for ½, Isawa: 1d20 + 5 ⇒ (9) + 5 = 14

Spellcraft DC 18:
You recognize the spell as a Fireball.

K(arcana) DC 22:
The shield flaring around the minotaur is a Resist Energy spell, designed to ward off fire. You can also tell that the Minotaur is under a Mage Armor effect - as well the bugbear sorcerer. The hobgoblin footsoldiers are also covered by Resist Energy spells.

Bran and Zelligar are up now, and I'll figure out something for our witch to do.


M Halfling Cleric 5

Magical energy swirls as Zelligar channels the healing of Nethys.
Channel 1 of 3: 2d6 ⇒ (6, 2) = 8
Don't have Selective Channel, so I moved so that a burst effect could hit Yulai but not the minotaur.
As to Isawa, I'd imagine he'd try to Slumber the minotaur or else use Toppling Magic Missile on it with Conduit Surge.

Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
Arcana: 1d20 + 11 ⇒ (8) + 11 = 19
I had thought we'd have some cover, but, yeah, spread effects mean cover is not worth much if there is a hole in the roof.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Because of Tal'ariel's long arms, she is able to get a swipe at the minotaur as it closes in on her.

AOO, Bless: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8; Damage: 1d10 + 10 ⇒ (10) + 10 = 20

But she completely misses before getting cleaved and then fireballed, falling unconscious. Zelligar's healing brings her back to consciousness, if barely. At 2 HP, which is good enough - take down these dudes!

Also, that's not my turn yet, just wanted to take the AOO.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris evades the magical burst, emerging unscathed from the flames. She is unable to glean any useful information about what just happened.

Knowledge (arcana): 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

The flames cover him, though in his ability to adapt he copies Iris' dodge, though not nearly as successfully. The pain doesn't last long as the positive energy from Nethys washes over him.

"Let's do this!"

He lets out a primal yell and hustles past his allies and hopes the minotaur doesn't gore him; rolling into a side grapple.

Move First
Free Action: Enter Rage
Grapple!: 1d20 + 14 ⇒ (10) + 14 = 24 Bless bonus

Current Effects
Bless, +1 morale to hit and on saves against fear, 4 minutes
Barkskin, +2 AC for 30 minutes (CL 3 minimum)
Rage, +4 Str, +4 Con, -2 Armor Class, +2 to Will


Minotaur AoO vs Bran: 1d20 + 7 ⇒ (8) + 7 = 15, 3d6 + 12 ⇒ (3, 3, 6) + 12 = 24

The minotaur brings its axe around in a wide swing, and Bran catches onto its arm in passing.

Isawa mutters a chant, laying a spell of sleep on the beast.

Minotaur vs Slumber Hex DC 17: 1d20 + 5 ⇒ (8) + 5 = 13

It topples over, almost crushing Bran in the doing. The brawler quickly lets the beast go, for fear of waking it up.

Meanwhile, the hobgoblin troops keep their heads down and their shields up as they breach the door to the southern gatetower, disappearing inside and out of view.

The Minotaur is asleep for four rounds, or until something (fireball?) wakes it up again. The turn goes to Yulai, Tal'ariel and Iris.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal'ariel picks up her weapon and stands up.

-Posted with Wayfinder


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris picks up the rapier and dagger that are lying at her feet, then runs and leaps from one rooftop to another on her way to slay the enemy spell-caster.

Acrobatics (Jump): 1d20 + 17 ⇒ (9) + 17 = 26 (up to a 25 foot long jump)

(Expert Leaper: always considered to have a running start)


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

Yulai coup de graces the minotaur, her face disgusted.

"Evil beast. Ugh. Where did it come from anyways, this place isn't large enough for a labyrinth?"

3d8 + 6 ⇒ (1, 7, 8) + 6 = 22 22 damage, DC 32 fort or die.


Minotaur Fortitude: 1d20 + 6 ⇒ (14) + 6 = 20

There's a cry of displeasure from the sorcerer on the wall as Yulai puts an arrow through the minotaur's skull, and he lobs another fireball at the group.

Fire Damage: 6d6 + 6 ⇒ (6, 2, 5, 4, 2, 1) + 6 = 26

Reflex DC 15 for ½, Bran: 1d20 + 7 ⇒ (15) + 7 = 22
Reflex DC 15 for ½, Iris: 1d20 + 10 ⇒ (12) + 10 = 22
Reflex DC 15 for ½, Tal'ariel: 1d20 + 8 ⇒ (15) + 8 = 23
Reflex DC 15 for ½, Yulai: 1d20 + 10 ⇒ (8) + 10 = 18

Bran and Zelligar are up now, as well as Isawa.


M Halfling Cleric 5

"Isawa, this way."
Zelligar will delay until after Isawa acts (though they are in the same initiative block so it doesn't really matter -- he just wants Isawa to be included in the channel). Zelligar will move into the next building (so he is directly below Iris who is on the roof), and channel again.
Channel: 2d6 ⇒ (5, 3) = 8


"Just so." Isawa rushes into the courtyard, and gathers power to himself, ready to throw it at the sorcerer to disrupt his next casting.

Conduit Surge: 1d4 - 1 ⇒ (1) - 1 = 0
Fortitude Save: 1d20 + 3 ⇒ (1) + 3 = 4


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

After the wounds from the minotaur's axe and the first fireball, Tal'ariel decides some discretion is in order, and falls back into the room. She is ready to attack anything that might approach within 10 feet of her.

Readied Attack and AOO:

Readied Attack: 1d20 + 6 ⇒ (2) + 6 = 8; Damage: 1d10 + 10 ⇒ (1) + 10 = 11
Possible AOO: 1d20 + 6 ⇒ (20) + 6 = 26; Damage: 1d10 + 10 ⇒ (4) + 10 = 14
Possible Crit: 1d20 + 6 ⇒ (1) + 6 = 7; Damage: 1d10 + 10 ⇒ (3) + 10 = 13


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Bran eyes the caster on the top ledge and leaves it to Iris; deciding instead to rush into the melee of hobgoblins. "We're sitting ducks here until Iris gets into his face!"

What are the hobgoblins armed with on the bottom floor and what weapon was the (large) minotaur using? I'll change my game plan depending on how threatening the bottom floor is to our friends. Part of me wants to run up there, but our nimble halfling is already way ahead of it. Also totally remind me to grab a 1 handed weapon, I forgot to even bring a longsword -.-'

Current Effects:
Bless, +1 morale to hit and on saves against fear, 4 minutes
Barkskin, +2 AC for 30 minutes (CL 3 minimum)
Rage, +4 Str, +4 Con, -2 Armor Class, +2 to Will


The Hobgoblins have heavy steel shields and longswords. The minotaur was using a greataxe, obviously large sized.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

No need for Deflect Arrows this time then!

Bran rushes up to one of the hobgoblins and goes straight for his waist, hopefully dodging the deflecting shield.

Grapple Attempt: 1d20 + 14 ⇒ (5) + 14 = 19

Though the cinders of hair get in his face somewhat.

Current Effects:
Current HP (With Rage) 56/62
Bless, +1 morale to hit and on saves against fear, 4 minutes
Barkskin, +2 AC for 30 minutes (CL 3 minimum)
Rage, +4 Str, +4 Con, -2 Armor Class, +2 to Will


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I just realized I posted ahead of schedule so I'm undoing my retreat. I think the hobgoblins are up?


The hobgoblin does his level best to wriggle out of Bran's grip, but is no match for the former pit fighter's experience with close up combat. The commotion is enough to alert his fellows however, and they gang up on the man, intent on cutting him to pieces while he's occupied with their ally.

#1 attack vs Bran: 1d20 + 9 ⇒ (8) + 9 = 17, 1d8 + 6 ⇒ (2) + 6 = 8 - Miss
#2 attack vs Bran: 1d20 + 9 ⇒ (17) + 9 = 26, 1d8 + 6 ⇒ (1) + 6 = 7 - Hit
#4 attack vs Bran: 1d20 + 9 ⇒ (10) + 9 = 19, 1d8 + 6 ⇒ (2) + 6 = 8 - Hit?
#3 to get out of grapple, VS DC 22?: 1d20 + 6 ⇒ (9) + 6 = 15 - failed

Just so - here they went. Iris Yulai and Tal'ariel are up now.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Welcome back - you weren't gone long. I think the last attack against Bran is a miss because with his strangler levels he doesn't lose dex while grappling. I might regret this after I eat another spell, but here goes. . .

Seeing and hearing the hobgoblins going after Bran, Tal'ariel moves in behind one of the hobgoblins and takes a swing, trying to catch multiple hobgoblins. Move and cleave.

Curveblade vs 2, Bless, Flank: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15; Damage+Sneak: 1d10 + 10 + 2d6 ⇒ (1) + 10 + (2, 5) = 18
Unlikely curveblade vs 1, Bless: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25; Damage: 1d10 + 10 ⇒ (9) + 10 = 19

Second attack doesn't happen if the first misses, which very likely means I regret this decision. AC=20 due to cleave.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

The 19 hits actually. You are correct I don't lose Dex while Grappling but I lose my +1 Buckler A.C. (due to an occupied hand). So base A.C. of 21, -2 from Rage, -2 from loss of Buckler, +2 due to Barkskin puts me at 19 on the money. Grapple CMD is 24 in Rage.


M Halfling Cleric 5

Zelligar will shout (out of turn as a free action):

Elven:

Yulai, can you disrupt his spellcasting?


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris charges toward the enemy spell-caster. She drops her bow along the way and swings her rapier at his stupid face!

Perception: 1d20 + 9 + 2 + 1 ⇒ (9) + 9 + 2 + 1 = 211d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

Yulai moves to the center of the courtyard and takes aim at the sorcerer. Trusting her back to her companions, and a large rock.

"Cover Tal bran."

Ready an attack on the sorcerer to disrupt casting

Readied, bless: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
damage: 1d8 + 2 ⇒ (4) + 2 = 6


Tal'ariel's blow is caught on a rapidly raised shield.

Iris' rapier impacts on an invisible barrier just inches from the hobgoblin's face. The sorcerer shuffles backwards away from the halfling, calling up vicious-looking shadowstuff to his hands. Before he's able to throw it though, he's met with a flurry of missiles. Yulai's arrow catches him in the arm, while Isawa's magic missiles impact harmlessly on the sorcerer's barriers. The shadowstuff flickers briefly as he's about to lose the spell, but he completes it anyway, and throws the blob towards Iris' face.

Concentration vs DC 10+2+6: 1d20 + 8 ⇒ (12) + 8 = 20 - passed
Iris fortitude vs Permanent Blindness: 1d20 + 5 ⇒ (6) + 5 = 11 - failed.

Iris' swiftly vision falters and fades, until she's left in what feels like complete darkness.

Due to readied actions, Isawa's action moves up to join Iris, Tal'ariel and Yulai just before the sorerer acts. Yulai would also move, but she's already there.


M Halfling Cleric 5

Zelligar will move just SW of #2 and channel to heal. None of the hobgoblins are injured yet so he doesn't worry about healing them.
Channel 3 of 3: 2d6 ⇒ (5, 1) = 6
Fear not, Iris! If we make it out of this and level up, I've got you cured.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Bran attempts to keep the hobgoblin in a hold and strangles him out a little.
Grapple: 1d20 + 24 ⇒ (16) + 24 = 40
Choosing to deal damage as per an unarmed or light weapon
Damage: 1d4 + 2d6 + 6 ⇒ (2) + (5, 5) + 6 = 18

Move Action, Martial Flexibility to gain Power Attack

Current Effects:
Current HP (With Rage) 47/62
Bless, +1 morale to hit and on saves against fear, 4 minutes
Barkskin, +2 AC for 30 minutes (CL 3 minimum)
Rage, +4 Str, +4 Con, -2 Armor Class, +2 to Will, 3 Rounds
Martial Flexibility (Power Attack), 1/10 Rounds


The hobgoblins continue to pile onto Bran, while one of their number struggles to get free.

#3 CMB to escape vs DC 24: 1d20 + 7 ⇒ (3) + 7 = 10
#1 Longsword vs Bran: 1d20 + 9 ⇒ (10) + 9 = 19, 1d8 + 6 ⇒ (5) + 6 = 11
#2 Longsword vs Bran: 1d20 + 11 ⇒ (18) + 11 = 29, 1d8 + 6 ⇒ (4) + 6 = 10
#4 Longsword vs Bran: 1d20 + 11 ⇒ (3) + 11 = 14, 1d8 + 6 ⇒ (6) + 6 = 12

Turn passes onto Iris, Isawa Tal'ariel & Yulai.

Isawa, out of breath and rather dangerously wounded, stays where he is and calls up power to close his wounds.

CLW: 1d8 + 4 ⇒ (1) + 4 = 5


M Halfling Cleric 5

How badly was Isawa wounded? I channeled for 22 pts total and thought he was only hit by the first Fireball for 18


He still has wounds from the last fight. He started this one out having already taken 21 points of damage, and took a fireball hit from there.

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