Something Wicked This Way Comes (Inactive)

Game Master Fanguar

Horn lower level
Horn upper levels
Xanos' Annotated Map


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Albrέkt grabs a fallen guards longsword and jams it through the door into its frame.

STR Check?: 1d20 + 5 ⇒ (12) + 5 = 17

The brute watches the others conjure more methods of subterfuge, he then moves to where the locked doors and

"Vich door?"

He leans against the first locked door he is directed to, testing it against his vampiric strength;

STR check: 1d20 + 5 ⇒ (16) + 5 = 21

"Azzist me Sturmfist..."


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Kaynen gestures at the doors.

"Not every door requires such an approach."

Kaynen begins systematically opening the doors.

Take 20 for 25 should tackle it.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

"Tonight the objective is to deal with a few key issues then get out without raising too much suspicion, please don't damage anything. Do we suspect the priest will be in any of these rooms? Has anyone knocked?" Vank asks.

"Tomorrow night we can go through every room, tonight we need to find the 'good' father, and get out."

Vank casts mending on the door Albrekt shoved to repair any damage.


Albrέkt chuckles and shrugs his broad shoulders;

"Ja Sturmfist. Yet damazge und repair... Life zen glorious death... Zhis izt the way of it Ja?"

Despite his philosophical protestations the brute refrains from damaging anything further.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Vank smiles "I agree totally, glory in deaths of your enemies."


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Isn't the church in town, and not in the fortress?


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

”No damage? Are you mad? Do you think the Mitrans will fail to notice the killed sentries? Or that the birdkeeper and all the birds have been destroyed? Are you so naïve to believe we’ll have a better chance than this one?” Ember demands enraged at the proposition.

She turns to Kaynen and continues ”Open the door as quietly as possible. Let’s kill anyone sleeping in those rooms. Even if we can’t get the priest, that’ll be more than we first anticipated.” to the others she says ”If you can’t move without making noises, remove your armor. We need to be subtle; a time for battle will come later.”


Albrέkt nods in agreement and bids any and all around him to assist with removing his heavy armour. Once stripped of his iron skin, the towering wretch also dispenses with all his other garments...

He moves to where the ruined guards lie and proceeds to coat himself in their slick, still warm blood.

Standing caked in crimson, the servant of the Pallid Princesss remains motionless, breathing deeply as if in a trance or slumber.

Then his eyes snap open, focussed and feral.

"I vill be zubtle Frauchen Thorn... but all vill die later... All."


Ugh. I totally had a post for you last week, must have hit preview and forgotten to submit. And here I am all thinking that you are ignoring me, when you're waiting. Sorry.

The church is room 26 on the map. 14-17 are the living quarters for the priest and acolytes, it is adjacent to the main baracks, so not the easiest target. The priest is at the play with the rest of the keep. You could try to set and ambush or something if you want. Also, none of the victims actually knows you, so they can't finger you as the culprits. Basically, all that have the priest alive will affect is you ability to try to frame toe dwarves.

You have found the quarters of the keep's captains, only one of which show any sign of habitation. Two are dead, one was arrested for dueling There is nothing of value, or of note in these rooms.

Feel free to post in the discussion forum if you are waiting for me and its been a couple of days.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Vank looks at Ember and sighs "Why is it that we can't stick to plan. I am fine with plans changing but tonight wasn't the night to attack if we were planning a full assault. If we take out the priests they will have no idea it was us and our fingering of the dwarves will keep them distracted while we attack again tomorrow after poisoning the stew. But if you want to switch to full assault we can. in which case I suggest we quickly take out the guards outside the main hall. Then use Xanos' spikes to secure the exits and set the place on fire. Between us and the spikes they'll struggle to get out before the roof crashes in on them. These rooms are likely to be empty and will waste our time when time is important."


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Ember eyes light with delight at Vank suggestion, but only briefly as she notice the man is actually criticizing her. Eyes narrowing with evil intentions she whisper back ”The opportunity presented itself. Should we just ignore it because you are afraid?” ignoring Vank for now, she asks the others ”We still have the element of surprise. It’s a shame no one in the bedroom for us to kill. Do we retreat or do we attack?” she looks at the unarmored Albrέkt, knowing full well the what the man’s choices are.


Game plan? This part of the adventure is pretty open, which generally is a deathblow to PbP games, so I don't mind giving you some suggestions and feedback if you want it. The PCs are very much underdogs at this point, and I really don't want an accidental TPK.


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Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Vank has suggested two game plans but only Ember has reacted, would be great to hear from the other players. Albrekt has wordlessly put forward the 'let kill them all and bath in their blood' suggestion.


A naked and blood soaked Albrέkt tilts his head slightly at the confusing interplay between the goblinoid Vank, and Thorn's scion;

"Are ve not bringing der gift oft deazh to zem all?"

The wretch shrugs leaving scarlet droplets where he stands...

"If retreat vill bring greater szlaughter tomorrow zhen I zink ve schould fall back... Ja?"


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Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

I'm fine with some GM railroading. It's true that when it gets too open, it can be hard on a PbP, especially when you don't get to see your GM's face twist and wince when you suggest something that would wipe the party so you can quickly change your mind. :)


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

I'm finding GM Fanguar very good at verbalizing that face twist for example letting us know the framing dwarves wont work unless we also get rid of the priest but it will have a good chance if we do so. I'm happy for the GM to push us particularly using the best of our ideas and to break our dead lock which we seem to get into.


Actually, now that I think about it. The simplest way to get around the priest would be to take the heads. The spell requires the corpse to be able to speak to answer questions. Zone of truth is still an option, but in either case, the priest won't have the spells available until tomorrow. If you want to eliminate him, I would come back in the middle of the night. It is risky, due to the location of his quarters being beside the barracks.

From a strategic standpoint, I would recommend that you simply don't allow all the dwarves to be interviewed. They stay at the inn, so if some of them disappear before dawn, the ruse works better.

As for other things to hit outside the main keep, the church is easily accessible. Otherwise I would probably wait until the dead of night to try for other targets.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

So, what now? Attack? Retreat? Anything you guys decide for me is fine.


Things to do right now that are safe:
1. Desecrate/deface the chapel.
2. Kill the guards in the gate house and destroy the siege engines there.
3. Burn the arrows in the archery area (you already found these)

Things that you must absolutely do before you start the siege:
1. Kill the Commander
2. Kill the Wizard.
Those are the two most important targets and as of right now, if they are still alive when the assault begins, you will fail.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

I say burn the arrows, which I believe are near us. Then decapitate the guards to prevent speak with dead. After that, either desecrate the chapel or attack the gate house, but then do the other once the first is accomplished.


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

It's hard to be evil. I'm good with reverse order on GMF's list. Burn the arrows, take the gatehouse, hit the chapel.


+1 for the reverse order gambit - especially Haruk's spin. Incinerate the arrows, decapitate the guards, desecrate the chapel. See our enemies driven before us!


Moving things along...

Albrέkt stands further confused. He looks an even more wretched sight than normal, slick with blood and naked as a newborn.

"Ve talk too much. Der arrowz schould be destroyed Ja? Pull zheir teeth. I vill take der headz of der guardsmench... lezt der dead talk Ja?"

The brute stalks back to the mangled corpses and indulges his scythe.


We'll deal with the chapel first, since it is safer. You can move onto the gatehouse afterwards if you so choose.

Decapitating the dead, you build a pyre out of the arrow stores in the tower. With a little ingenuity, you set the fire to burn low and slow, so as to not get out of control. Satisfied with you handiwork, you move out into the courtyard. Above you, you can see the silhouetted shapes of the few on duty guardsmen patrolling the walls.

Attempting to look as though you belong, you confidently walk across the open ground of the the courtyard and head to the keep's chapel. The building's simple door is unlocked and opens at a touch. Its vaulted ceilings soar, rising twenty five feet. Around the edge of the ceilings are statues of numerous saints of the Mitran faith. All of them are singing joyous hymns in praise of the shining lord. At the front of the hall is a great altar and carved upon the front is the phrase – “There is no darkness so deep that a single candle cannot defeat it.”

As you take in your surroundings, a glowing ball of light appears at the front of the choir hall and it begins to speak, "Your foulness desecrates this holy place. Repent you sins, or prepare to be cleansed."


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Haruk stumbles forward, breaking away from the group. "Yes! I repent! Oh the horrors these foul villains have unleashed! Please, I beg thee, save me!" He wails trying to distract their foe. 1d20 + 15 ⇒ (13) + 15 = 28 Bluff


Unless there was a direct need for stealth mode, one of you lot will have helped the Vampanzer back into his armour.


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Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Ember will help, and use the opportunity for a closer inspection for her new toy... I mean, ally!

Ember helps the blood soaked killer into his armor, all the while watching the man as if he was just an object to be used or employed.

--

When they invade the chapel and the ball of lightning threaten them, she shoots and don’t ask questions.
Atk | Deadly Aim |PBS: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Dmg: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Kaynen smirks at Haruk's ruse, finding it far too funny.

When Ember springs into action, he no longer resists the laughter, bellowing and imagining the lightning-ball's expression if it only had the ability to appear shocked.

Seeing as he's in a choir hall, Kaynen opts to sing, although instead of singing of Mitra's virtues, he weaves lyrics of Mitra's downfall.

Inspire Courage. +1/+1 for folks.


How far away is the singing ball of light GM-R... Can Albrέkt close and melee or we in a ranged/up in the air scenario?


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Knowledge Planes to recognize creature: 1d20 + 12 ⇒ (1) + 12 = 13 Sigh.

Xanos dug a small clay orb out of a pouch and hurled it at the little glowing ball of light.

Tangleburn Bag
Ranged Touch Attack, inspired: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Fire Damage: 1d6 ⇒ 6

A struck target must make a DC 15 Reflex Save to avoid being stuck to any adjacent surface, and a DC20 reflex save to avoid Catching on fire


Am going to run with the light being in at least missile range...

Round 1: Inspire Courage (+1 to hit; +1 damage & +1 vs fear)

The armoured wretch draws a throwing axe and let's fly at the globe of light;

"Accursed licht!"

Ranged: Throwing Axe: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Damage: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12


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Sorry for the radio silence, have been out of town. Didn't think my ability to post would be as heavily affected as it ended up being.

@Xanos: Since the room is 30 feet long and tanglefoot bags have a range increment of 10 feet, I'm going to at a -2 to your attack roll, making that a miss. This is one of those situations where going mapless is a bit of a pain.

Ember and Albrekt's attacks strike the ball of light, but the creature seems to barely notice. You can almost hear the disdain in its voice as it says, "Your choice has been made. Prepare to be purified. Come my brethren! Let us purge the interlopers!

Several other balls of light descend from the rafters and form a swirling vortex of light. The chapel fills with a palpable aura of menace as the gestalt entity plots your doom DC16 Will save or take –2 penalty on attacks, AC, and saves for 24 hours or until you successfully hit the creature.

Everyone is up.

Lantern archon gestalt:

AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 114/117
Fort +9 (+13 against poison), Ref +13, Will +2
Defensive Abilities Aura of Menace (DC 16); DR 5/evil and magic;
Immune electricity, petrification
Speed fly 100 ft. (perfect)
Ranged 2 light rays +14 ranged touch (2d6) Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (DC 18)


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

No reaction to my bluff? Dang, that was a pretty solid roll and I thought a decent move


DC16 Will Save (Burn 1 Villain Point for a +8 luck bonus: 1d20 + 7 + 8 ⇒ (1) + 7 + 8 = 16

Chuckling dryly, the ironclad wretch meets the challenge of the heavenly creature with his own;

"Nien Lichtbringer. Ve vill bring darkness und deazth to zhis hallowed place of yours..."

With that he invokes unholy powers and rushes forward drawing his scythe, (Move Action + Free Action) and brings his fell strength to bear on the glowing host;

Melee: Scythe Power Attack (Smite Good) : 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

Smite Good PA Scythe Damage: 2d4 + 13 + 8 ⇒ (2, 2) + 13 + 8 = 25 (Automatically bypasses the Acheron's DR)

Albrέkt receives a +2 AC bonus while Smite is in effect (AC20 while Lantern Acheron survives)


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Round 2
HP: 27/27; AC: 16 (T12/FF14)
F: +5*, R: +7, W: +5*
Spells Left Today: 1st - 2/2
Cognatogen Left: 1/1
Bardic Perform Left (rds): 4/6
Bombs Left Today (1d6+3 DC14 each): 4/5
Location: Back Row
SA: Fire arrow

Continuing to hum aloud (another round of inspire), Kaynen works to ascertain how the glowing orb will respond to a well-placed arrow.

Shortbow (pt blank, inspire): 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15 for 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

He then wonders how much work it will take to well-place an arrow, wishing their foe was instead a Mitran with his back turned to make it much easier to place said arrow.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Will Save: 1d20 + 5 ⇒ (15) + 5 = 20

Xanos calmly wove a simple necromantic incantation.

Cause Fear, DC 16 Will Save


Please throw a +1 bonus to Albrέkt's attack and damage for Kaynen's Inspire GM-Fang :)


@Haruk: Everyone else attacked. If you just stay out of the way, they will ignore you. So they will treat you as a non-combatant unless you give them reason not to.

@Albrekt: A 1 always fails regarless of bonuses. That being said, you still hit with with the penalty and that removes the effect

@Xanos: Cause fear only works against creatures with 5 or fewer HD, so it wont work against the gestalt. Feel free to have a do over on your turn.

Kaynen's arrow flies wide, but Albrekt lands a vicious blow.

Gestalt duration: 2d4 ⇒ (2, 2) = 4

Lantern archon gestalt:

AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 88/117
Fort +9 (+13 against poison), Ref +13, Will +2
Defensive Abilities Aura of Menace (DC 16); DR 5/evil and magic;
Immune electricity, petrification
Speed fly 100 ft. (perfect)
Ranged 2 light rays +14 ranged touch (2d6) Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (DC 18)


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

I have so much nothing for this fight. >.<

Xanos moved a few steps forward and threw another bag of goo at the archon.

Tangleburn Bag, ranged touch: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Fire Damage: 1d6 ⇒ 6

Crit?: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Bonus Fire Damage: 1d6 ⇒ 2

Target is Entangled and moves at 1/2 speed.

DC 15 reflex save or be stuck to any adjacent surface, unable to move for 2d4 ⇒ (2, 3) = 5 rounds

DC 20 reflex save or Catch of Fire


@GM-Fang: Thanks for the clarification; so it was a fruitless spend of a Villain Point?


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

sorry for the absence, things are still insane but I found 5 minutes. If I miss something with my turn please correct it, don't assume I charge into a fire pit to hell because I missed it in someone else's post (I only skimmed over the other posts).

I missed a round, GM if you allow I'll cast Divine Favor in that round as it has no effect on anything (I'm happy for you to say Vank was in shock and took time to start moving).

Will save: 1d20 + 2 ⇒ (19) + 2 = 21

Vank grins at the appearance of worthy opposition and charges an archon. As he moves he summons his ancestor's knowledge of swords (weapon of ancestor's 3 minutes 9 rounds remaining.)

Attack: 1d20 + 8 + 2 + 1 + 1 - 1 ⇒ (4) + 8 + 2 + 1 + 1 - 1 = 15 Charge, Inspire courage, Divine favor, power attack

Damage (non-magical): 2d6 + 6 + 1 + 1 + 3 ⇒ (3, 1) + 6 + 1 + 1 + 3 = 15 Inspire courage, Divine favor, power attack

[ooc]AC for charge adjusted in above status[ooc]


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Will: 1d20 + 8 ⇒ (3) + 8 = 11
Despite of her training, Ember was affected by the celestial aura.
She steps back, and due to the celestial nature of the monster, she cast a spell to make her arrows blessed with evil.
Using Align Weapon.


Gang I've a family funeral to attend tomorrow, so will likely be Wed at the earliest before I'm up and posting again. GM-Fang - have posted our Vampanzer's next round actions below - please slot in accordingly. Cheers

Bellowing his praises to Urgathoa Albrέkt presses home with another vicious swing at the angelic lantern;

"Blassen Prinzessin guide minn scythe. Let me harvest purity in zhyn name!"

Melee: Scythe Power Attack (Smite Good): 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Smite Good PA Scythe Damage: 2d4 + 13 + 8 ⇒ (4, 4) + 13 + 8 = 29 (Automatically bypasses the Acheron's DR)

As previously Albrέkt receives a +2 AC bonus while Smite is in effect (AC20 while Lantern Acheron survives)


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Round 3
HP: 27/27; AC: 16 (T12/FF14)
F: +5*, R: +7, W: +5*
Spells Left Today: 1st - 2/2
Cognatogen Left: 1/1
Bardic Perform Left (rds): 3/6
Bombs Left Today (1d6+3 DC14 each): 4/5
Location: Back Row
SA: Fire arrow

Kaynen continues his song while seeing if his first arrow bore ill luck, or is just going to be wholly ineffective regardless of his luck.

Shortbow (pt blank, inspire): 1d20 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8 for 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Ill luck!


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@Varn: That's fine
@Albrekt: Sorry to hear that. My condolences and regarding your earlier question, you didn't burn the VP.

Ref save: 1d20 + 13 ⇒ (14) + 13 = 27
Ref save: 1d20 + 13 ⇒ (3) + 13 = 16 Fire Damage: 1d6 ⇒ 6 The Archon is on fire and entangled.

The being of light fires out two beam of light, targeting Albrekt: Because he hits like a truck!!

Range touch: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 2d6 ⇒ (3, 5) = 8
Range touch: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 ⇒ (4, 6) = 10

Burning him in the pure fires of the Mitran faith. Albrekt snarls and lashes out again with his cruel scythe.

Everyone but Al and Kaynan are up.

Lantern archon gestalt Rd 1/4:

AC 21 (19), touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 45/117
Fort +9 (+13 against poison), Ref +13, Will +2
Defensive Abilities Aura of Menace (DC 16); DR 5/evil and magic;
Immune electricity, petrification
Speed fly 100 ft. (perfect)
Ranged 2 light rays +14 ranged touch (2d6) Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (DC 18)


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Well, that worked. I guess I'll try it again. Regular Alchemist Fire this time.

Ranged Touch: 1d20 + 1 ⇒ (15) + 1 = 16
Fire Damage: 1d6 ⇒ 2

Anyone within 5 feet takes 1 point of Splash damage (fire). Sorry.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Vank steps around the angel looking for an advantage and swings again. 5ft step into flank if that is possible.

Attack: 1d20 + 8 - 1 + 1 + 1 ⇒ (7) + 8 - 1 + 1 + 1 = 16 +2 more if in a flank, Power attack, Inspire courage, Divine favor

Damage: 2d6 + 6 + 3 + 1 + 1 ⇒ (3, 4) + 6 + 3 + 1 + 1 = 18 Power attack, Inspire courage, Divine favor


Skipping Ember

Xanos burns the creature again, but Vank fails to connect.

ref save dc20: 1d20 + 13 ⇒ (17) + 13 = 30 No longer on fire

Range touch vs Albrekt: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 2d6 ⇒ (3, 5) = 8
Range touch vs Albrekt: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d6 ⇒ (1, 3) = 4

Two more beams of light burn into the vicious thrall of Asmodeus.

Everyone is up again

Lantern archon gestalt Rd 2/4:

AC 21 (19), touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 45/117
Fort +9 (+13 against poison), Ref +13, Will +2
Defensive Abilities Aura of Menace (DC 16); DR 5/evil and magic;
Immune electricity, petrification
Speed fly 100 ft. (perfect)
Ranged 2 light rays +14 ranged touch (2d6) Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (DC 18)


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Haruk, who had so far opted to not engage this being of light, decides its time to act. Sadly, his attempt to distract it failed, so he went on the offense, firing a bolt of acid at the creature. 1d20 + 4 ⇒ (15) + 4 = 19 Acid Arrow for 2d4 ⇒ (1, 3) = 4


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Vank continues to circle the angel looking for an advantage and swings again. 5ft step into flank, should be posible by now.
Attack: 1d20 + 8 - 1 + 1 + 1 + 2 ⇒ (9) + 8 - 1 + 1 + 1 + 2 = 20 Power attack, Inspire courage, Divine favor, Flank

Damage: 2d6 + 6 + 3 + 1 + 1 ⇒ (3, 1) + 6 + 3 + 1 + 1 = 15 Power attack, Inspire courage, Divine favor

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