JasonX |
Round 1
creatures
Argus
Efin
Kaval
Dennis
Shimmer
Kel
Horgus
Aravashnial
All three creatures fly back up to the ceiling (25' high). Everyone can go.
5d20 ⇒ (17, 7, 7, 9, 10) = 50
This squid-like dark-skinned creature is a darkmantle, a subterranian predator that attacks by dropping onto its prey. They are magical beasts.
Though small creatures, darkmantles are strong for their size, and make natural grapplers due to their tentacles and cloak-like skin. Typically attacking by dropping from above, a darkmantle that misses will usually fly back up to the roof of its chamber and try again.
As well as having a natural camouflage that allows them to hide easily in underground caverns, darkmantles can also cause darkness once per day. Darkmantles see easily through this magical darkness through the use of bat-like sonar, though this can be disrupted by the use of the silence spell.
JasonX |
Am I close enough to unleash a full attack on one of them?
The first attacks were partial charges in the surprise round. Then in round 1 they went first so they have flown back up to the ceiling. Now everyone can act. Arrange yourselves, ready actions, shoot at them, etc.
Efin, the Warpriest of Desna |
Apparently not. XD
Frowning slightly, Efin focused, drawing on the power of the divine to strengthen her attacks and make it easier to take these creatures down. Better safe than sorry, right?
Casting Divine Favor on self. 10/10 rounds left.
Kaval Treehopper |
"Don't worry Horgus, we can handle this. Here, my magic can protect you." Kaval says he hops next to Horgus and begins chanting an incantation.
Cast mage armor on Horgus and stand next to him.
HP: 13/13
Heavenly Fire: 7/7
Stunning Fist: 1/1
Spells (1st): 3/4
Active Spells: bless
Stunning Fist (DC 14)
Unarmed Strike: 1d20 + 7 ⇒ (5) + 7 = 12, Damage: 1d4 ⇒ 4
Stunning Fist: 0/1
Kel the Guardsman |
It probably wouldn't have mattered, but I'm in the middle of the pack of NPCs, and with Combat Reflexes I can use Bodyguard even when flat footed, so I should have been able to boost Horgus' AC. It may be relevant in the future, so I figured I'd bring it up.
Kel shoved Horgus as the creature came down from above, reacting on sheer instinct. "Look out!"
He hadn't been able to save Horgus from a nasty blow, but the creature wasn't able to get it's tendrils wrapped around the nobleman.
Once they started traveling again Kel had sword in hand. This place was dangerous. He was glad he'd had the forethought. Gripping his blade in two hands he chopped down at the hides creature in front of him.
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage, two handed: 1d8 + 7 ⇒ (3) + 7 = 10
AC currently 16 duet two handing with buckler arm
JasonX |
They swoop down.
att vs Kel: 1d20 ⇒ 6
Kel hits it hard with his readied attack and the creature misses him.
att vs Efin: 1d20 ⇒ 18
damage: 1d4 ⇒ 3
grab: 1d20 ⇒ 3
It slams into her, but she twists away before it can grab her.
The last one goes for Argus.
att vs Arcus: 1d20 ⇒ 5
But it misses also.
The one by Efin is the one that was shot twice and the one by Kell took some big damage. Everyone is up again.
Horgus -4
Efin -3
darkmantle 1 -10
darkmantle 2 -10
Kel the Guardsman |
Kel swings again!
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage, 2 handed: 1d8 + 7 ⇒ (8) + 7 = 15
Bodyguarding everyone adjacent.
Dennis the tainted |
round 3
Takes a shot at one of the creatures.
to hit: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8 damage: 1d8 ⇒ 6
"Be careful people, they are Darkmantles. They can shut out the lights on us, and really like to grapple people. "
Efin, the Warpriest of Desna |
Efin crouched her legs slightly as she focused on her stance, then punched out at the creature that had hit her. It hadn't shot up into the darkness, after all, and the lucky girl was putting everything she had into the strike in an attempt to bring it down. She could wait on the healing.
Pummeling Style. Per its rules, if any of her attacks are successful crits, all accurate ones are.
Attack 1: 1d20 + 2 ⇒ (19) + 2 = 21 for Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Attack 2: 1d20 + 2 ⇒ (20) + 2 = 22 for Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Crit Confirm: 1d20 + 2 ⇒ (14) + 2 = 16 for Damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16
Kaval Treehopper |
Round 2
If there is one within 5 ft. step flurry of blows, otherwise move to an undamaged one and single attack (just take the first one).
Kaval tries to keep the flying creature on the ground with a focused attack.
Unarmed Strike, Stunning Fist (DC 14): 1d20 + 7 ⇒ (18) + 7 = 25, Damage: 1d4 ⇒ 1
Unarmed Strike: 1d20 + 7 ⇒ (12) + 7 = 19, Damage: 1d4 ⇒ 2
HP: 13/13
Heavenly Fire: 7/7
Stunning Fist: 0/1
Spells (1st): 3/4
Active Spells: bless
JasonX |
fort save: 1d20 ⇒ 14
Kaval hits it twice for a little damage, but the creature is resilient and does not get stunned.
It attacks back.
att vs Kaval: 1d20 ⇒ 20
confirm crit: 1d20 ⇒ 2
damage: 1d4 ⇒ 4
grab: 1d20 ⇒ 8
It gets a lucky hit against Kaval, but fails to grab him. Everyone piles on and kills it.
Status-
Efin -3
Horgus -4
Kaval -4
Kaval Treehopper |
No problem here. I frequently use the technique myself since after a certain point the battle is no longer in question and there's better use of time than another set of dice rolling for someone to finish it off.
Efin, the Warpriest of Desna |
I've been known to do that myself when GM'ing. XD As long as there's reasonable doubt, it's fine to keep a battle going... but speed is more than slightly valuable in PbP.
Efin, the Warpriest of Desna |
"The sooner, the better." Efin added, heading back to help the injured man hobble forward as effectively as possible. They were in this together, and Desna would be pretty mad at her if she didn't make herself useful at times like this.
Kaval Treehopper |
"One moment, those creatures got some nasty bites on some of us. Let's patch ourselves up. Horgus, Efin?"
Heavenly Fire, me: 1d4 ⇒ 1
Heavenly Fire, Efin: 1d4 ⇒ 1
Heavenly Fire, Horgus (if he's good aligned): 1d4 ⇒ 1
Wooooow, amazing healing right there.
HP: 10/13
Heavenly Fire: 4/7
Stunning Fist: 0/1
Spells (1st): 3/4
Active Spells: bless
JasonX |
ou travel a short distance through the narrow tunnel and it opens up into a larger cavern. A small campfire and a well-used bedroll, along with a few utensils and tools, sits near another cave opening in the far wall of this cavern. Standing in front of the campsite is a bedraggled dwarf. His eyes widen as he sees Xantrius enter the cave.
"You! You shall not take me! I will not be imprisoned!" He shouts at you, spittle flying from his lips. With that he charges at you.
9d20 ⇒ (4, 8, 2, 11, 20, 11, 15, 1, 4) = 76
Round 1
Shimmer
Dennis
Argus
Kaval
Efin
Horgus
Millorn (the Dwarf)
Aravashnial
Kel
Everyone except Kel go first. The Dwarf is 30' in front of Dennis (who is in the lead). Everyone else add 5' for each position in line you are behind that (i.e. Kaval is 35' from the dwarf, etc.). The tunnel you are in is big enough to move past others with no restriction to movement. Dennis is at the mouth of the tunnel, once past him you can spread out as the cavern is fairly large.
Efin, the Warpriest of Desna |
"Calm down! We're not here to imprison anyone!" Efin answered, trying to reason with the man and get him to calm down. Given what had just happened in Kenabres, it would be no surprise if people were lonely, scared, and frightened - and good people didn't hurt others just because they were scared.
Kaval Treehopper |
Does the dwarf have a weapon?
"Calm down, buddy. We won't hurt you."
Kaval stays behind Dennis, so as not to be threatening to the obviously distressed dwarf, but remains ready to defend his companion if needed.
Disarm: 1d20 + 5 ⇒ (8) + 5 = 13
HP: 11/13
Heavenly Fire: 4/7
Stunning Fist: 0/1
Spells (1st): 3/4
Active Spells: bless
Shimmer |
Round 1
Standing rear guard, Shimmer patiently waits while the others in front deals with the enraged dwarf.
Delay for now.
HP 12/12
AC 16 T11 FF16 CMD 16
F/R/W 4/0/6
Channel Energy 6/7
Nanite Surge 1/1
Seize the Initiative 7/7
Touch of Good 7/7
Spells
0th - Guidance, Detect Magic, Create Water
1st - Bless, Shield of Faith, Protection from Evil
Effects
24 hour Bless
Efin, the Warpriest of Desna |
I strongly encourage just rolling saves for players. It saves a LOT of time. ^^
Will: 1d20 + 6 ⇒ (14) + 6 = 20
"Geh! Hey!" the Warpriest complained. On the bright side, it hadn't been a lethal spell. "Let's just try to subdue him, okay?" she said, pointing out and zapping him with a bit of holy fire.
Heavenly Fire: 6/7 uses left.
Ranged Touch Attack: 1d20 + 1 ⇒ (5) + 1 = 6
...Or rather, not zapping him.
Kaval Treehopper |
Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19
Will: 1d20 + 6 ⇒ (15) + 6 = 21
"Now, there's really no reason to start blasting us with spells like that." Kaval said after the waves of color had subsided. "We're not here to hurt you, and you need to conserve your spells in case a real threat comes along. There's plenty of those to go around today."
Kaval Treehopper |
Round 2
"Dennis will be fine, in a minute or two." Kaval whispers back, then drags Dennis back from the opening and steps forward, hands open in a nonthreatening manner and addresses the dwarf. "Why don't both of you," Kaval glances back towards Efin before looking back to the dwarf and continuing, "calm down for a moment and we can talk this out. If you're not convinced afterwards that we mean you no harm, we can go back to fighting if you'd like."
Kel the Guardsman |
Kel squeezes ahead of Aravashniel, effectively switching places with him in the narrow corridor. He looks over his shoulder at the more vulnerable members of their group. "Let's just stay back here out of the line of fire. Argus, can you keep your eyes peeled behind us in case the crazed dwarf has friends?"
Unless people start dropping like flies I'm going to stay back to guard the NPCs.