Siege on Amberfall

Game Master SecSeibzehn

COMBAT MAP!


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Thak idly scratches his chin. "Aye it sounds a fine plan. My vote be for strikin' now, while the iron be hot."

Scarab Sages

Female Ifrit Oracle of Flame 10; AC 25, 16 touch 20 flat-footed; HP 78/78, Fort +7, Ref +9, Will +8+2 vs. fatigue and exhaustion, charm, compulsion and emotion; +9 Initiative, -1 Perception

"Agreed, here, as well."


Female Half Elf Shaman 4

Seila shrugs. "At least I won't be bored again for a while."


Male Elf Wizard 10 - HP 64/62 (82 false life),- AC 14/T: 11/FF: 12 - Perception +15 - F: +7/ R: +7/ W: +10* - CMB: +4 - CMD: 16, Speed: 30, Init. +10

Calithilon nods to B'auw. "Ready when you are. When your diversion seems at its height, we will go."


Thak grins and begins stretching his muscles, drawing his bow again and again and again in a single smooth movement.

As we head out the door, Thak will spend a Ki point to activate Barkskin.


Male Elf Wizard 10 - HP 64/62 (82 false life),- AC 14/T: 11/FF: 12 - Perception +15 - F: +7/ R: +7/ W: +10* - CMB: +4 - CMD: 16, Speed: 30, Init. +10

So who's in which group?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Lol. I was just working on that. :)
.
Here's what I'd suggest on the two teams. I'm thinking the real threat is inside the tower, but Calith can only teleport himself and 3 other medium/small creatures. So we need to pack as much flexibility and punch into that team as possible, and the other group needs to be formed of folk who can cover ground quickly and join Calith's team asap.
.
So Calith and Nawarld seem like no-brainers for the tower team. They don't have mounts, don't have a high speed, and they combine to offer some solid combat flexibility and Nawarld's combat resiliency (and offensive, single-target potency)… leaving two spots open.
.
The easiest picks for the diversion team are obviously B'auw (and Arau), Rose (and Durin), and Shaelathar (and Beast). All have a 50+ speed. Thak is a surprisingly good addition to the diversion team given his ability to keep up with the mounts on-foot (which will be a serious eye-opener for B'auw, by the way). So unless he'd prefer to go into the tower – or we think he's better used there as an "in-house" archer – I'd suggest he go with the diversion group.
.
Which leaves Seila (and Xon), Schahrizade, and Phynn. Unless there are requests or objections, I'd suggest we send Phynn and Seila as the last two spots in the Tower team. That sends a secondary meleeer (and her back-up combat-beast Xon when she can find a 1-minute time to summon him to her) and what I'm hoping is a mixed bag of blasting and utility from Phynn. That's the most punch I can seem to figure out who to deliver into the tower in one casting of Teleport.
.
That leaves Schahrizade with the diversion team, though she lacks the speed. @Schahrizade, I didn't see on your sheet if you still had elemental body or wings. Can you match the 50+ speed of the diversion team? Or do we need to re-shift some folk to put you in the tower? I think it would be nice to have your blasting capabilities out with the diversion team to help wreak havoc with the mass of infantry, but you may have to do so while riding double on one of our mounts… you have a preference?

Scarab Sages

Female Ifrit Oracle of Flame 10; AC 25, 16 touch 20 flat-footed; HP 78/78, Fort +7, Ref +9, Will +8+2 vs. fatigue and exhaustion, charm, compulsion and emotion; +9 Initiative, -1 Perception

I don't have increased movement, wings of flame and I don't have elemental body. So I'm on someone's mount! Probably Rose's, if you want me distance blasting, or Shael or B'auw's if you want me soaking attacks. I'm guessing Rose's.

Before we go-- Calith is getting magic circle against evil and so is Rose. Rose and Schahrizade are splitting a communal air walk-- who else wants in so it's an even 30/30/30 split? I'm handing out three shield of faiths to people; who wants a +3 deflection modifier (likely +2 after your items?)


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Rose's mount it is (assuming that's fine with Rose).
.
And given that Shaelathar has access to Evolution Surge, Fly, and Overland Flight (and Beast has a climb speed of 70), the third split of Communal Air Walk should go to either Arau or Thak. Given that Arau can carry Thak in a pinch, I'd say we give it to Arau.
.
And Beast or Arau will get the most out of that deflection bonus, I'd think, but whoever wants it should claim it.
.
Herald, how long has it been since we've come through the rift? I'm wanting to know where our initial buffs are at in terms of remaining duration.
.
Evryone else, it sounds like we have general agreement… any requested modifications before we get going? Or should we push forward?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

As the plans for the hunt come together, B'auw steps over to Arau and gives his gear a final once-over. He yanks on straps, draws and resheaths weapons, and gives the big hyena a few rough pats accompanied by rough, hyipping words. She seems to be comforted – even encouraged – by his rough treatment.

As his pre-hunt check comes to a close, he notices the dwarf – assumedly a part of the team intending to rush across the flat plain – standing there preparing his bow. A scowl darkens the gnoll's features, "You needing a ride, no?" He looks bluntly at the dwarf's legs, "Short legs don't make for swift running." He hikes his head towards Arau's saddle, "Dwarf with a bow can ride double with B'auw."


HP 90/90 (+30 rage), Ini +2, DR 5/-, AC 27 (+1 rage, -3 RA) Touch 14 (+5 rage), Flat-footed 25, Fort +10 (+7S), Ref +7 (+7S), Will +5 (+7S+ 2 rage)

Nawarld clearly is not happy at the prospect of teleporting, but does not protest. Someone who pays attention can also hear him murmuring to justify it to himself At least we are moving, at least we are moving....

If you want you can also give one the shield of faith to Nawarld. As meele, more armor is always good (especially considering how rage + RC drops it...). Considering that, as far as he can see, its 'only' a "blessing" he also wont protest (as long as he is not raging when it is cast)


Female Half Elf Shaman 4

Seila doesn't need to summon Xon. We're so close to the tower as is she can just Maker's Call him from there.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Excellent. Then it would be awesome if he could ride out with the diversion team until you use Maker's Call. He can help us wreak a little havoc, then he can wreak havoc for you. Win-win. :D


Female Half Elf Shaman 4

Fraid not. More than 100 feet away and half his HP just disappears.


The halfling smiles at the oracle trying to hop on the back of Durin,
"Hold on tight, the big guy gets a little cranky when he has to carry extra."

If there are extra shields of faith, it would be a good plan to cast it on Durin so he doesn't take a hit while carrying us


Male Elf Wizard 10 - HP 64/62 (82 false life),- AC 14/T: 11/FF: 12 - Perception +15 - F: +7/ R: +7/ W: +10* - CMB: +4 - CMD: 16, Speed: 30, Init. +10

Calithilon will wait until the Diversion team is well into their diverting-ness. Then, just before he casts teleport, he casts blur, protection from arrows and stoneskin.

Scarab Sages

Female Ifrit Oracle of Flame 10; AC 25, 16 touch 20 flat-footed; HP 78/78, Fort +7, Ref +9, Will +8+2 vs. fatigue and exhaustion, charm, compulsion and emotion; +9 Initiative, -1 Perception
Rose Bracebuck wrote:

The halfling smiles at the oracle trying to hop on the back of Durin,

"Hold on tight, the big guy gets a little cranky when he has to carry extra."

If there are extra shields of faith, it would be a good plan to cast it on Durin so he doesn't take a hit while carrying us

Boop, boop! Nawarld and Durin have ten minutes of shield of faith when we're about to go. One other person, and who's splitting communal air walk the third way?


female | 2'8" | 31lb | grey eyes | black hair | grey skin
Spoiler:
FRW+/+/+ AC/t/f CMD: | SR: | Init+ | Perc+ | hp:8/8

Happy to let her companions discuss tactics, Phynn remains silent but attentive. Once the plan is formed, she, like those around her, makes her last-minute checks. From her pack, she draws and dons several items, the most notable of which is a shirt made of what appear to be, upon close inspection, tiny vertebrae, arranged like the links of mail armour. Around her shoulders she fastens a small black cloak, made from what looks like very fine silk. The loose end gets tucked into her belt. This done, she pulls the pack back on, wriggles it into a comfortable position and tightens the straps.

Her final act, before nodding readiness, is to drink the contents of two small vials. The empty glassware is re-stoppered and placed into a bandolier looping around the young gnome's thigh.

Negate Aroma & Bloodhound

DM: I'm happy to Take 10 on rolls, where applicable.


For future reference, Thak is quite effective in melee- no AOOs triggered when filling enemies full of arrows. But diversion team should be good. Thak'll fight the urge to start up Expeditious Retreat and leave you in his dust.

Limbered up and bow in hand, the bald dwarf grins at the gnoll. "Nay laddie, short legs means less time faffin' about in the air an' more time poundin' ground. I'll keep up with ya."


Could someone make a quick Group post so I see it when I get back home? Would help me quite a bit.


Female Half Elf Shaman 4

Tower Group:
Seila and Xon
Nawarld
Calithilon
Phynn

Diversion GRoup:
Rose and Mount
B'auw and Mount
Shaelethar and Mount
Thak
Schahrizade


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2
Schahrizade I'Nam Morroq wrote:
...and who's splitting communal air walk the third way?

I still vote Arau. It gets us the most versatility should we need it.

Scarab Sages

Female Ifrit Oracle of Flame 10; AC 25, 16 touch 20 flat-footed; HP 78/78, Fort +7, Ref +9, Will +8+2 vs. fatigue and exhaustion, charm, compulsion and emotion; +9 Initiative, -1 Perception
B'auw wrote:
Schahrizade I'Nam Morroq wrote:
...and who's splitting communal air walk the third way?
I still vote Arau. It gets us the most versatility should we need it.

Boop! She's got it. Sorry I missed that. Go team desert wind!!


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Highest stat: Strength 1d20 + 6 ⇒ (19) + 6 = 25

B'auw jumps up onto Arau's back, drawing his blade as he settles into the saddle. "Let us show this great beast what it is to fear a real predator." He looks at the elf, "As soon as we have their attention, get in there."

He looks left and right at the diversion team, checking their readiness... and giving the dwarf one last chance to see reason and mount up. When the dwarf declines, B'auw shakes his head, but looks at the sea of weaklings between themselves and the tower... attempting to locate one of the closer officers. "Dont get slowed, diversion team. Hit'em hard. Take what blood you can. Sew chaos. But keep moving toward that tower."

Then, with a growl that builds to a shouted YIP YIP he and Arau explode onto the plain, blade already seeking Order blood.


Charismatic, Dexterous Diversion!: 1d20 + 5 ⇒ (14) + 5 = 19


HP 90/90 (+30 rage), Ini +2, DR 5/-, AC 27 (+1 rage, -3 RA) Touch 14 (+5 rage), Flat-footed 25, Fort +10 (+7S), Ref +7 (+7S), Will +5 (+7S+ 2 rage)

Just try to cause as much damage and chaos as possible. If they threaten to overwhelm you, don't hesitate to retreat. And we'll just have to hope the spell works as intended..." He visibly shudders slightly.

Scarab Sages

Female Ifrit Oracle of Flame 10; AC 25, 16 touch 20 flat-footed; HP 78/78, Fort +7, Ref +9, Will +8+2 vs. fatigue and exhaustion, charm, compulsion and emotion; +9 Initiative, -1 Perception

Charismatic, Dexterous Diversion Dos!: 1d20 + 5 ⇒ (16) + 5 = 21


Touching his hand to his forehead, Thak's skin turns hard as stone before flickering back to normality. Bow in hand he leaps out of the cave with B'auw, legs pounding as he easily keeps up with the racing gnoll. Quickly he scans the plains, fingers twitching, ready to grab an arrow as soon as he spots a target. In the meantime- RUN.

Spend a Ki point, Barkskin.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Thak, Herald requested a stat roll (in our highest stat) from the diversion team. :)


Apologies.
Wisdom: 1d20 + 6 ⇒ (7) + 6 = 13

Lantern Lodge

FEFRIND'S SHRINE

Up ahead, the legs of the enormous red gate stand, like some unmoving guardian. Wrapped in the forest itself, the sound of quiet life all around , this would have to be the place that you were asked to seek out.

Maybe it was providence-- or maybe you were just that good, but the tower was as easy as breathing. In the flurry of motion and activity, it and the army had been routed back down the road from whence they came within minutes. Truth be told, it was actually amazing. Maybe that's why the orders sent the group here, three people down, with a rookie medic instead of a fiery oracle. The team had gone and done too well for its own good, and now Shaelathar and Rosie were off doing something else entirely on orders of High Command. Maybe they'd be back before anyone missed them, or maybe that was the last time anyone would see them. Who knew what the cards had in store?

Up beside the enormous and strange standing structure is a simple, cool lake. The water laps refreshingly, entirely clear. Small boulders stand around it in the cold mud.

Above, the makings of a storm circled.

Attacking the tower had done two things: It had proved the superiority of the group against the mundane soldiers of Amberfall, and it had alerted the Order that not everything was right and good. One of the higher ups in the Order, a lieutenant named Zuhuran, had taken drastic measures to end the war as definitively as possible. Taking root in a place called the Fefrind, he had begun to channel the power of the plane of Amberfall itself to summon a storm so powerful as to simply wipe the entire invading army out in a single night.

That's why the group was standing here: Travel to the Fefrind Shrine. Find Zuhuran. Kill him before the storm of retribution kills everyone else. You have an hour.

Birds quietly sing in the pleasant clearing. Melisai, the clericess, shuffles uncomfortably.

Perceptions:

Perception (B'auw): 1d20 + 16 ⇒ (3) + 16 = 19
Perception (Arau): 1d20 + 7 ⇒ (5) + 7 = 12
Perception (Thak): 1d20 + 19 ⇒ (18) + 19 = 37
Perception (Nawarld): 1d20 + 13 ⇒ (20) + 13 = 33
Perception (Seila): 1d20 + 19 ⇒ (12) + 19 = 31
Perception (Xon): 1d20 + 11 ⇒ (20) + 11 = 31
Perception (Phynn): 1d20 + 27 ⇒ (1) + 27 = 28
Perception (Cailithion): 1d20 + 15 ⇒ (8) + 15 = 23
Perception (Melisai): 1d20 + 7 ⇒ (19) + 7 = 26

Knowledge (religion) or (planes) DC 25:

Large gates such as this are known as torii and are symbolic of places where the real world begins to descend into the spirit world-- a warning to those who are weak of heart to stay away from the terror beyond. What that means in laymans terms is that things may begin to get a lot stranger very soon once you pass beyond those pillars.

Thak and Nawarld:

Approaching the shrine's gate, Nawarld and Thak both notice something off about the earth and greenerie along the eastern side of the road, beside a large pillared boulder. It... seems to breathe, quietly, in sets of three. No one else seems to notice.

What I need from you guys: Marching order, stealth checks, buff spells, whatever else. Assume that you beat the tower up so badly that you regained spells lost and ki points used for the day. How are you hitting this situation?

Oh, and if Nawarld or Thak key in what you guys missed in Perception up there, go ahead and roll again with a +4 circumstance.


Second rank, 1d20 + 6 ⇒ (14) + 6 = 20, Barkskin for 100 minutes.

Acquaintances now comrades after glorious battle, Thak reaches out and tugs on the arm of the nearest fellow soldier.

"Tha greenery over thar; I see it be shiftin', like breathin', in threes. Somethin' nasty hidden, or I'll snap me bow in half." he quietly mutters.


Female Half Elf Shaman 4

Just a note with those perception rolls above that represents all whoa re left in the group correct?

Lantern Lodge

Essentially! Rosie and Shaelathar shouldn't be present-- everyone else should be, as far as I know.

Melisai is a cleric of indeterminate origin who is there in case you guys turn out to need her.


HP 90/90 (+30 rage), Ini +2, DR 5/-, AC 27 (+1 rage, -3 RA) Touch 14 (+5 rage), Flat-footed 25, Fort +10 (+7S), Ref +7 (+7S), Will +5 (+7S+ 2 rage)

Nawarld will be somewhere near the front. 1d20 - 1 ⇒ (6) - 1 = 5


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

B'auw has Barskin on himself and Longstrider up on Arau.

B'auw skulks near the front of the pack, mis-matched eyes constantly roving their surroundings. He'd been absent as much as present for their travels after the tower-fight, always seeming more comfortable to range ahead to scout as they traveled.

Arau trots behind him, constantly sniffing the ground and their surroundings in this strange place.

At Thak's words, the towering gnoll follows his gesture, scanning the trees and foliage for signs of movement. Perception (w/ +4) 1d20 + 20 ⇒ (7) + 20 = 27
---> Possible Modifiers: +6 vs. Evil Outsiders, +2 vs. undead or humanoids… or a +4 if this environment could be considered Plains

Marching Order Suggestions:
I'd suggest a 2x2 formation in situations where we expect combat:
.
Nawarld | B'auw
Arau
Melisai | Phynn
Thak | Cailithilon
Seila | Xon
.
Nawarld is a our toughest shield-wall, and B'auw has the HP's to (hopefully) survive an ambush should we stumble into it. He's also got the highest ranks in Survival/Perception to try to avoid having the group walk into an ambush.
Arau is large, so I listed her by herself, and i'd like to keep her by b'auw when possible (it would be fine if someone rode her while B'auw wasn't, but keep in mind, once combat starts, she's built to support B'auw and will be acting accordingly).
Melisai and Phynn make up the middle of the group, getting them close to as many people as possible to administer buffs or cures as needed (or giving Phynn the ability to move to where she needs in the group on demand to fight).
Thak and Calithilon are our primary ranged combatants… so having them in a protected spot – and at range – seems smart to me.
Seila and Xon bring up the rear because they're tough, versatile, and can – at any moment – 'blink' to any point on the battlefield they need to be.
.
Thoughts?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

one other thought on Marching Order:
When dungeon-style scouting is required, I think it makes sense to send Phynn and B'auw. They should have the needed skills to handle most situations they run into.


Male Elf Wizard 10 - HP 64/62 (82 false life),- AC 14/T: 11/FF: 12 - Perception +15 - F: +7/ R: +7/ W: +10* - CMB: +4 - CMD: 16, Speed: 30, Init. +10

Calithilon accepts B'auw's suggestion and takes up a position in the middle of the pack with Athaniel flying a few feet above his shoulder.

Calithil's modified Perception: 1d20 + 15 + 4 ⇒ (7) + 15 + 4 = 26
Athaniel's modified Perception: 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23

D'oh! The diviner divines nothing in the bushes!


Female Half Elf Shaman 4

Spells Cast: Extended BArkskin on myself and Xon. Overland flight. MAge Armor on Xon.

Seila has no ranks in any knowledges. :D MArching order looks good.

Seila dn Xon look around tense but calm weapons and claws at the ready.

Lantern Lodge

Fefrind's Shrine I - Surprise Round

As everyone stands in the tall grass, straining to see what Thak pointed out, a loud gurgling sound begins to fill the clearing. The small pond begins to surge and swell suddenly as what looks like a massive river rock floats to the surface-- and then, the realization that the rock is some sort of primitive face dawns across the group.

As the pond surges, the brush explodes as three man-sized piles of fungus and decay burst free. With thick bellows that remind of coughing sickness, these enormous creatures quickly lumber forward towards the group.

Initiative:

Initiative (Seila & Xon): 1d20 + 2 ⇒ (11) + 2 = 13
Initiative (Calithilon): 1d20 + 10 ⇒ (19) + 10 = 29 <-- surprise round
Initiative (B'auw and Arau): 1d20 + 2 ⇒ (18) + 2 = 20 <--- put this in your stat line under your name with your flat-footed and touch AC!
Initiative (Phynn): 1d20 + 4 ⇒ (8) + 4 = 12
Initiative (Thak): 1d20 + 2 ⇒ (17) + 2 = 19 <--- put this in your stat line with your AC, saves, perception!
Initiative (Nawarld): 1d20 + 2 ⇒ (17) + 2 = 19

Initiative (Dread plant beasts): 1d20 + 0 ⇒ (14) + 0 = 14
Initiative (Surging pond): 1d20 + 4 ⇒ (18) + 4 = 22

Nawarld vs. Thak for top init: 2d20 ⇒ (18, 15) = 33 - winner: Nawarld!

IT IS A SURPRISE ROUND! Move OR standard actions only, pals and pal-friends!

Initiative is:
-- Calithilon - 29 ... is up! FORESEEN! Followed by...
Surging Pond - 22
-- B'auw and Arau - 20 [surprised]
-- Thak - 19
-- Nawarld - 19
Dread Plant Beasts - 14
-- Seila and Xon - 13 [surprised]
-- Phynn - 12 [surprised]

And here is the map! - Fefrind's Shrine I!

I'd put it above but I haven't had time to officially steal this campaign yet! Woohoo!


Female Half Elf Shaman 4

Can't do nuthin. Surprised. :P


female | 2'8" | 31lb | grey eyes | black hair | grey skin
Spoiler:
FRW+/+/+ AC/t/f CMD: | SR: | Init+ | Perc+ | hp:8/8

Not quite sure what the curious dwarf is saying, Phynn none-the-less understands that something up ahead is causing him some concern. She's just about to request permission to climb onto B'auw's companion - Arau - for a better view, when the landscape to each side suddenly comes to life. Never having witnessed anything like this, all the young gnome can do is stare, wide-eyed, and hope that the grass that surrounds them is tall enough to conceal her or that she can move quickly enough to get out of the way of any attacks. Setting her feet, she makes ready to retreat into the nearby vegetation.


HP 90/90 (+30 rage), Ini +2, DR 5/-, AC 27 (+1 rage, -3 RA) Touch 14 (+5 rage), Flat-footed 25, Fort +10 (+7S), Ref +7 (+7S), Will +5 (+7S+ 2 rage)

Nawarld puts his hands on his sword hilt and eyes the plants, waiting what they'll do.

Delay behind the plant beasts. Btw, I'm kinda standing between two different squares, which one am I in?


Male Elf Wizard 10 - HP 64/62 (82 false life),- AC 14/T: 11/FF: 12 - Perception +15 - F: +7/ R: +7/ W: +10* - CMB: +4 - CMD: 16, Speed: 30, Init. +10

The Dreamer's eyes mist over, becoming opaque white orbs. He gains flashes of insight from the moments ahead and these insights appear as sudden warnings in the minds of his allies. In between such admonitions, he chants the frenetic arcane syllables that will electrify the synapses of the same allies.

Simultaneously, his celestial ally Athaniel pulls a wand, flies straight up and points it at the creature in the water, invoking the wands enervating powers.

Cast haste

Foretell:(10 rounds/day) (Su) 30' aura either grants +2 luck bonus to allies or -2 luck penalty to enemies on ability checks, attack rolls, caster level checks, saving throws, and skill checks.

Wand of Enervation: Enervation

Athaniel's ranged touch attack: 1d20 + 9 ⇒ (19) + 9 = 28
Negative levels if ray hits: 1d4 ⇒ 3

DON'T FORGET THE +2 TO JUST ABOUT EVERYTHING, FOLKS!

Lantern Lodge

Fefrind's Shrine I - Surprise Round

The pond finishes rising, wide waves rippling across its formerly still shape. Words pour forth in a bubbling language: one that no one understands. But when they cease, the risen water has taken the shape of an immense man, almost thirty feet tall. It stares down at the group for an instant before its entire form lashes out in a massive tidal wave.

LUNGIN' GREAT CLEAVE!
Nawarld!: 1d20 + 20 ⇒ (2) + 20 = 22 <-Ends. Sadly. By 3. I'll go cry now.
Arau!: 1d20 + 20 ⇒ (7) + 20 = 27
Melisai!: 1d20 + 20 ⇒ (15) + 20 = 35
Calithilon!: 1d20 + 20 ⇒ (7) + 20 = 27
Phynn!: 1d20 + 20 ⇒ (16) + 20 = 36
Seila!: 1d20 + 20 ⇒ (8) + 20 = 28

As the tidal wave swoops in, prepared to crash and crush and drown you all Nawarld reflexively slashes at it. With a whimpering cry much like a dog, it retreats entirely.

Initiative is:
-- Calithilon - 29!
Surging Pond - 22
-- B'auw and Arau - 20 [surprised]
-- Thak - 19 is up, followed by...
Dread Plant Beasts - 14
-- Nawarld - 14B [delaying]
-- Seila and Xon - 13 [surprised]
-- Phynn - 12 [surprised]

MAP!


Spray dripping along Thak's bald head, he steps forward, raises his bow, closes an eye then his hands move like a blur, drawing and firing five arrows at the creature of water.

Flurry of Blows, spend a Ki point for an extra attack. Use Perfect Strike to roll twice and take the better for the first arrow.

1d20 + 15 ⇒ (9) + 15 = 24
1d20 + 15 ⇒ (9) + 15 = 24 1d8 + 12 ⇒ (7) + 12 = 19

1d20 + 15 ⇒ (17) + 15 = 32 1d8 + 12 ⇒ (7) + 12 = 19
1d20 + 15 ⇒ (18) + 15 = 33 1d8 + 12 ⇒ (2) + 12 = 14
1d20 + 10 ⇒ (19) + 10 = 29 1d8 + 12 ⇒ (6) + 12 = 18
1d20 + 10 ⇒ (20) + 10 = 30 1d8 + 12 ⇒ (3) + 12 = 15
Confirm: 1d20 + 10 ⇒ (4) + 10 = 14 1d8 + 12 ⇒ (2) + 12 = 14
Clustered Shots, so damage is totalled before DR is applied if any.

Lantern Lodge

Fefrind's Shrine I - Surprise Round

Thak pulls back and fires an arrow at the large skull-like mask on the surging pond-- it growls loudly in response, immense bubbles forming in its chest. The stone mask seems chipped.

That's when the brush explodes-- and then charges outward. Massive, thick creatures move forward, anger in their eyes. Humanoid in shape but melded from horrid fungus and rot, they bristle with strange strands of mucousy decay swinging in the wind. Charging forward, they emit a foul stench.

Initiative is:
-- Calithilon - 29!
Surging Pond - 22 (HP: 9/???)
-- B'auw and Arau - 20 [surprised]
-- Thak - 19
Dread Plant Beasts - 14
-- Nawarld - 14B is up, ending the surprise round.
-- Seila and Xon - 13 [surprised]
-- Phynn - 12 [surprised]

Knowledge (planes) DC 26:

The surging pond is a water elemental-- grown to immense size. The mask that it wears is a druidic binding stone that allows it to form corporeally in this world.

As long as you stay on land, it should be safe-- but, not spreading apart would be worse, as the creature is imbued with powerful magic and was only barely unsuccessful in crushing the entire group just a moment ago.

Knowledge (nature) DC 24:

The dread plant beasts are fetid spore mounds, a distant cousin of the shambling mound. An intelligent colony of living plants, the fetid spore mound is characterized by swathes of yellow mold that live within its body. In the sunlight, however, the deadly mold should be dormant-- leaving that the lumbering creatures are known to grapple and crush their prey to death as a "comforting" alternative.


HP 90/90 (+30 rage), Ini +2, DR 5/-, AC 27 (+1 rage, -3 RA) Touch 14 (+5 rage), Flat-footed 25, Fort +10 (+7S), Ref +7 (+7S), Will +5 (+7S+ 2 rage)

As the brush explodes outward, Nawarld draws his sword and place himself in their way.

Great, forgot that Partial Charge doesn't allow to draw weapons and charging, should have said he already had it in hand.^^
Well, placing myself between them and the ranged might also be quite useful.
I took the freedom to move my marker on the map (seems to be edit by all).

Lantern Lodge

Fefrind's Shrine I - Round 1

As Nawarld draws forward, so do the enemies.

Initiative is:
-- Calithilon - 29, and up!
Surging Pond - 22 (HP: 9/???)
-- B'auw and Arau - 20
-- Thak - 19
Dread Plant Beasts - 14
-- Nawarld - 14B .
-- Seila and Xon - 13
-- Phynn - 12

If I'm right, you're foretelling and your familiar is zotting the elemental...


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

B'auw's head swivels between the massive creature on his left and the three plant-things rushing their right flank. "What are these? How do we kill them?"

Can anyone with the relevant knowledge skills make some rolls so we can make some tactical choices without metagaming, please?
Know: Nature DC 24: 1d20 + 4 ⇒ (9) + 4 = 13

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