| Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20
I'm with you, I've found initiate vs maintain to be confusing but I don't see any clear clarification, myself.
| Aerick the Grey |
I'm not sure how your combat policy works either, but I'm going to post anyway, just to make sure that nobody's waiting for me.
Seeing the massive serpentine creature crash out of the water and entangle Reid, Aerick immediately drops into a battle position. He wades through the water towards the creature, drawing his mace as he does so. He has no specific knowledge of the creature, so he'll just have to resort to the most possible harm. At the same time, he begins to intone a prayer. "Lady of Graves, this creature I face has reached the end of its time. Empower me so that I might send it to look upon your countenance, and know its fate."
MA to move 10' forward and draw my +1 heavy mace. SwA to active judgment (destruction) to gain a +2 to my weapon damage, and SA to cast divine favor and gain a +2 to attack and damage.
| Zeth Bower |
As Zeth turns to find some 'solid ground' a bit behind the group he touches Ember V's shoulder. "Larger than life" casts Enlarge Person. He then moves behind the group ensuring he's less likely to get entangled with the monster.
| Rigor Rictus |
Concerning Constrict Ability: Did a little research and to my surprise found the answer, straight from the mouth of god, as it were: Link.
Zeth: Pearls of Power can't really be used in this situation, as you have not yet cast that spell today. A pearl of power allows you to recast a spell you had prepared on a given day, and already used. In effect, the pearl lets you use a cast spell again, even though you already cast it. If you wanted to use it for Enlarge Person, it would be for the next time you cast that spell, later in this same day. You are correct about your Forewarned ability; it does enable you act in the surprise round, even if you fail your perception check, so you can begin your spell in that round. As Enlarge person requires a Full Round Action, it will start casting in the surprise round, but completing the spell will also require using a standard action in the first regular round.
The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.
Concerning Initiative Order: To reiterate, the way combat will work is in groups; enemies' turn and player's turn. Initiative will be rolled for each participant, and the highest result will win initiative for their group. If it is the ally's turn, then it does not matter in which order you post, as your posting order will be considered to be the order in which your actions unfold. Given that this is a surprise round, only Father and the creature had turns to act (and Zeth, which I overlooked), so we were not waiting on anyone but me. I was only unable to post due to mundane long-weekend related reasons. In following rounds, if it is the party's turn, post away!
As the creature attacks and coils about the man at the front of the line, Zeth reacts almost instinctively, beginning one of his favourite combat spells.
Round 1:
The Creature, for it's part, feeling bones breaking within its prey, and having numerous other foes to crush, drops the wounded alchemist, who lands in the water at its base with a splash. *Prone* It snaps at the next warrior in line (presumably Father-1, Aerick-2, or Agnar-3) 1d3 ⇒ 1
Bite: 1d20 + 11 ⇒ (8) + 11 = 19
Bite Damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17
Grab: 1d20 + 15 ⇒ (8) + 15 = 23
Constrict Damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16
The huge beast snatches up the eidolon with one of its strange maws, and begins to coil about him, just as it did with Ried. As the thing settles into him with its bulk, the normally stoic Father cries out, just before fading away completely. Surprised, the creature seems confused for a brief second, unsure of where its prey has gone.
Zeth completes his spell, causing Ember to shoot up in size, doubling her height to a powerful 11 feet tall. Zeth, you have a move action remaining, if you want to take it.
The rest of you may go now. Aerick, you may attack if you wish, and Ried, you will need to adjust your action.
| Aerick the Grey |
Aerick grimly tenses his body, ready for combat, before he wades another step forward into melee range with the creature. He drops low, the water level rising on his body, as he settles into a combat pose. He winds up with his main hand and swings his mace hard at the creature.
Mace, divine favor, judgment: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage, divine favor, judgment: 1d8 + 4 + 2 + 2 ⇒ (8) + 4 + 2 + 2 = 16
| Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20
Concerning Constrict Ability: Did a little research and to my surprise found the answer, straight from the mouth of god, as it were: Link.
Thanks for finding that. Definitely will use in my games! Brutal!
Having escaped by the sheer grace of the gods, Ried mumbles a prayer of thanks and defensively casts vanish before standing up.
Concentration DC17: 1d20 + 4 + 3 ⇒ (18) + 4 + 3 = 25
| Delia Pilachet |
Delia cries out and almost drops to her knees as she suddenly develops large wounds over her body. As she does so, the wounds that should have appeared on Father, do not. It is obvious that she suffered the damage for him. As she struggles to her feet, she casts a spell to enhance the ability of the warriors to bring a bigger fight to the thing, "Fisyob Eestro!" She then moves a bit back toward safety.
She used Life Link to soak ALL the constrict damage, keeping him alive and conscious.
Standard, cast Haste, affecting Father, Aerick, Ember, and Ried.
Move about 10'-15' away.
I don't know if they can use the Haste this round, or have to wait til next?
| "Father" |
Father knows that his absence will only send him back to the beyond, so he focuses less on escaping and instead on putting an end to the creature before it can harm Delia.
Slam, power attacking 1d20 + 4 + 1 - 2 ⇒ (11) + 4 + 1 - 2 = 14, damage 2d6 + 7 ⇒ (4, 1) + 7 = 12
Here's hoping that the grapple penalties help make that a hit. Ooh, I don't happen to have flank at all do I?
| Rigor Rictus |
As stated earlier, I would like to use group initiative to determine general order, and then posting order to resolve the order of individual actions. I have used this system in other PbP games and have found it to be much more condusive to the medium than a traditional literal initiative system. It allows us to avoid a host of issues, such as having to wait for all previous posts to amend their actions when a later post/earlier initiative changes the situation, or split initiatives with villains going both before some players and after others, with multiple breaks, etc.
Negative on flanking; no one has mentioned moving around the creature.
Aerick, apologies, I did not notice you casting divine favor. That would be your action in the first round. You can carry your roll over for your next round action, should you decide to attack then.
Just waiting on Agnar now.
| Rigor Rictus |
Finally got the mapping program to work on my new computer. Link.
It is obviously very sparse, due to time constraints, but should be enough to establish relative positions.
| Rigor Rictus |
Since there has been no response so far, we'll ignore him for the time being. He is either distracted, too disgusted to act, or not actually here...
Round 1:
Aerick draws his mace, saying a prayer and casting judgement upon the abomination.
Zeth moves to the rear of the group, the depth of the water being up to his neck, and nearly requiring him to tread water, as opposed to wading.
It's easy to forget how short halflings are...
Ember's enlarged form and massive mace move forward, her mace smashing into the creature with impressive force. No bones crunch under the blow, for the creature seemingly has no bones. However, the mace crushes the ropey muscle that compose its body, evoking an animalistic cry of pain.
Delia absorbs the damage being inflicted to her companion, crying out in pain as a result. She moves away from the threat, while casting a spell to speed her companions in their battle.
Father smashes his fists down into the sides of the creature as they constrict against him, however, he does not seem to have the needed leverage to cause the tissues damage.
Round 2:
The monster continues to attempt to crush its current prey, as if seeking to reduce the team's numbers before moving on to its next target.
Maintain Grapple: 1d20 + 15 + 5 ⇒ (2) + 15 + 5 = 22
Bite Damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12
Constrict Damage: 2d8 + 7 ⇒ (6, 8) + 7 = 21
Aerick steps in closer to the monster, bringing down his mace with a sickeningly wet sounding impact. Muscle is smashed and left gaping and oozing blood by the heavy blow.
| Ember V |
Ember continues her onslaught against the creature.
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Haste Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Crit Confirm: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
| Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20
Ried?
The alchemist will move around to flank, invisibily, drawing his rapier to threaten.
EDIT: Actually, with the standard action, Ried will drink an extract of CLW 1d8 + 3 ⇒ (6) + 3 = 9
| Delia Pilachet |
Don't forget, Aerick, Ried, and Ember have Haste (as Ember used quite effectively), so Aerick should have another attack.
Delia weakly moves slightly closer, needing to be within range to cast in the space beyond. Pain etches her features, both emotional and physical, as she begins using her common practice of summoning aid from beyond. When she finishes, a small water elemental appears behind the large eel thing attacking them. Once it does, she commands it to act in its own sibilant and flowing tongue, "Sshewlish fwurelihaas". It understands, and follows, attacking the big creature.
Move to M13
Summon Monster II, small water elemental, into E12 (for flank)
Slam attack 1d20 + 7 + 1 + 2 ⇒ (8) + 7 + 1 + 2 = 18 (water mastery, flank), damage 1d6 + 7 ⇒ (2) + 7 = 9
| Aerick the Grey |
Alright, as per haste I suppose I'll roll again.
Bolstered by the magic of his compatriots, Aerick feels the world slowing down around him and smiles. It would be almost comically easy to strike the creature again! He thought he hadn't enough time.
Attack, divine favor, judgment, haste: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Damage, divine favor, judgment, haste: 1d8 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11
My AC is 23.
| Rigor Rictus |
Round 2:
As the monster crushes the captured form of Father, Delia is unable to shelter him from the damage any longer. As a result, he is destroyed, and fades out of existence.
Aerick follows up his first strike with a second, thanks to the speed bequeathed to him by Delia's magic. The second hits just as hard as the first.
Ember moves in close to the monster, hammering at it with her mace. She hits it hard once, and then follows up the first strike with a powerful second strike, hitting the creature in the head, right near the eye. The hit rocks the creature back, and ichor spurts from the wound.
Ried, invisible, moves around the creature to the back. While moving, he drinks a healing potion.
Zeth, standing safely further back from the monster, begins summoning a creature to aid in the battle.
Delia moves closer in order to summon one of her extra dimensional allies, in close to the monster. A small water elemental appears behind the worm and smashes it with a watery tendril. The impact connects, and like the others, rends the ropy muscles, spilling blackish goo from the wound.
Round 3:
The Rorkoun looks a mess; it is bleeding from half a dozen ragged wounds smashed into its muscle by maces and impacts. It rears up again, eyeing the largest of its foe with its single eye. It tries to lunge at Ember, but a damaged muscle fails, causing something to snap within, muscles on that side pulling up under the skin, like the calf of someone just hamstrung. It screams in pain.
Attack on Ember: 1d20 + 11 ⇒ (1) + 11 = 12
| Aerick the Grey |
Seeing that the creature is on its last ropes, Aerick swiftly moves through the swamplands, trying to flank it with the water elemental and the invisible Reid. Once he's in place, he strikes it again with his mace, trying to kill it at last.
Attack, divine favor, haste, judgment, flanking: 1d20 + 7 + 2 + 1 + 2 ⇒ (15) + 7 + 2 + 1 + 2 = 27
Damage, divine favor, judgment, precise strike: 1d8 + 4 + 2 + 2 + 1d6 ⇒ (7) + 4 + 2 + 2 + (4) = 19
MA to shift to a flanking position - provokes an AoO. AC 22, or 26 against AoOs. SA to attack with my mace.
| Delia Pilachet |
Delia, having lost Father and already used her big spell to help, falls back to her usual casting in combat. Conjuring up a globule of acid, she lobs it at the big thing. Meanwhile, the water elemental continues to attack as instructed.
Acid Splash, 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8 ranged touch, if that hits 1d3 ⇒ 3
Slam attack 1d20 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14 (water mastery, flank), if that hits 1d6 + 7 ⇒ (5) + 7 = 12
| Rigor Rictus |
Spotting the Inquisitor darting by, near him, it thrashes around to get a bite of him.
AoO Bite attack: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17
Grab: 1d20 + 15 ⇒ (20) + 15 = 35
Constrict: 2d8 + 7 ⇒ (2, 6) + 7 = 15
Don't think you can crit on a grapple check, which is probably good for you, considering...
It manages to get a chunk of him within its teeth, and as before, wraps itself around him, evoking the sound of crunching bones.
| Ember V |
Ember continues to strike at the creature, hoping to put it down fast before anyone else is injured.
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11
Haste Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Crit Confirm: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15
| Zeth Bower |
The Croc emerges with a powerful snap of his jaw. H14:I15
Bite Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Bite Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Followed with a lash of his tail.
Tail Attack: 1d20 + 0 ⇒ (13) + 0 = 13
Tail Damage: 1d12 + 2 ⇒ (3) + 2 = 5
| Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20
Ried will move over to Aerick, still invisible, and draw a wand of CLW with his off hand, using it on the downed inquisitor.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
| Rigor Rictus |
Round 3:
Delia's acid splash goes wide, failing to account for the rapid movement of the creature, and its radical changes in position as it scoops up the inquisitor.
Ember raises up her mace again and brings it down twice in rapid succession. Each of the blows hits solidly, though the second blow does not quite strike square on the head, as it at first appeared in might. However, the attacks seem to be enough to slam the creature back, driving it back down into the water and near above the surface as it thrashes. As it flails, the motionless and broken form of Aerick is released from its coils and into the water where he floats, face down and unmoving. The monster's form continues to thrash until all the myriad muscles and ropy fibers that make up the creature's form begin to unravel, as if losing cohesion and falling apart. As it goes still, the fibers split and drift apart in the subsiding water, giving the impression not of a single defeated monster, but of a mass of unconnected snakes washed into one clump by the water's currents.
Combat over.
| Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20
Ried groans and looks to Ember "A blessing from your goddess would be most appreciated, Miss Ember."
Ried sniffs around seeing if their pinhead quarry was caught up by this unfortunate creature or continued past.
| Aerick the Grey |
Aerick gasps and sits forward, pushing his face out of the water as his wounds close shut. He is still bleeding, and he grits his teeth with the pain, closing his eyes and showing a feral grin, but he's breathing, conscious, and moving again. He looks to Ember, who had healed him using his Lady's grace, and blinks at her. "Thank you." he says. "May the Lady of Graves bless you."
Then he clutches at his chest and calls upon some of his own positive energy, trying to heal up his wounds at least a little bit more.
Cure Light Wounds: 1d8 + 4 ⇒ (8) + 4 = 12
He stands up and grasps Reid by the shoulders without warning or explanation and channels some positive energy into his ravaged body, as well.
Cure Light Wounds on Reid: 1d8 + 4 ⇒ (2) + 4 = 6
One 1st-level spell remaining today.
| Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20
Still sniffing, Ried starts and then as realization sinks in, he frowns and mumbles a thank you before returning to tracking.
| Zeth Bower |
The Halfling breaths a sigh of relief as he wades over to Aerick and the others. "If we come to cross any more unfriendlies, would you like the enlarge person spell cast on you Aerick? I hadn't thought I was occupying one of our healers when that conflict started. I just seen Ember's mace, and hoped for the best."
| Aerick the Grey |
Aerick shakes his head at the mage when he offers his spell. "No. Such spells make me too easy to strike - I would prefer magical protections or speed enhancements, should you have them to offer."
| Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20
Probably need a survival roll
Survival: 1d20 + 5 ⇒ (9) + 5 = 14
| Zeth Bower |
"Well, nothing to speak of as of yet, I could create a cloak of Resistance for you that would help against trials you may face in terms of mind affecting spells, reflexes and such... but that too won't be overly powerful until I become more powerful. sorry..."
| Rigor Rictus |
As the muscular strands of the creature continue to unwind, revealing the nature of its boneless innards, something more well formed, and humanoid in nature is revealed within. A human skeleton, cloaked within the remnants of a ragged dress, rises briefly to the surface of the water, before sinking back down within the murky water. The body is small, that of a woman, and with numerous broken bones indicating it was constricted to death before being swallowed whole. A glimpse of the head, the face partially digested and otherwise unrecognizable, bears a conspicuously undersized skull.
The brief search of the area reveals numerous artifacts lodged within the mud and sand, beneath the otherwise unassuming bog. During his idle search, Ried turns up a magnifying glass with an ornate gold handle, probably lost to one of this things prior victims. A further search of the bottom might reveal further lost treasures.
| Ried Wil o' Wisp |
- AC: 13
- HP: 12/32
- Bombs: 7/7
- Luck: 5/5 rds
- Bard Spells (1): 1/2
- Extracts (1): Bomber's Eye,
CLW, Tgt Bomb Adm, Shield - Wand of Grease (12)
- Ghost Salt Bolts 6/6
- Bolts: 20/20
Ried will use sift to search the area under water.
| Delia Pilachet |
Delia, not wanting to suggest it, is relieved that the creature dissembled of its own accord. She is, however, saddened to see what she suspected. Adding only a "Poor child. I hate to have to deliver such unfortunate news to her sisters." As Ried searches, Delia has her present water elemental help as they did at the prison, only this time she is glad to have learned their tongue.
| Aerick the Grey |
Seeing the broken and destroyed skeleton within the serpentine creature's further discorporation, Aerick merely says, "Well, I suppose we're done, then. The Lady is looking after her now. Shall we go?"