| Rosa Luminass |
GM ->
Around midnight, Rosa and Torin's hear something big thudding its way towards the camp ... is no more than 100 feet away.
GM->
Begin Surprise Round
Rosa and Torin get a standard action.
Surprise Round
Rosa ->says get up starts to Summon hell hounds.
Round 1
18 Baddy ->More sniffling and thudding, now VERY close. Rosa you can hear it the best, sounds like it's almost within your reach to the west.
10 Rosa
GM->Rosa, finishing your summoning spell takes your move action, so you only have a standard this round.
GM->Rosa completes her summoning spell, and gets 1d3 ⇒ 3 Hell Hounds appear.
You can put the HHs wherever. You have a standard action left so you can ready an attack if something comes into your vision/reach. Go ahead and post the attack roll and damage, and put up the hellhound stats in a spoiler please.
url=http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/hell-hound] http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/hell-hound[/url]
Hell hounds go
17-O-P-Q GM for HH
As asked for GM posted readed attack
1d20 + 11 ⇒ (20) + 11 = 31
Pos crit1d20 ⇒ 20
3d6 + 8 ⇒ (4, 2, 5) + 8 = 19 (+2 TH if Demon type)
3d6 ⇒ (5, 3, 1) = 9 Channel neg Eng - 1/2 will save DC16 1/2
Round 2
Initiative 18
Awesome Blow 1d20 + 21 ⇒ (9) + 21 = 30
Miss Chance 1d100 ⇒ 55
Damage 4d6 + 12 ⇒ (3, 3, 4, 5) + 12 = 27
Rosa can see a huge neon blue spiked tail come sweeping out of the mists and slam into one of her summoned hell hounds. The spikes pierce it completely through and send it flying ten feet to crash into the dirt on her right side. It appears to still be alive, though barely so.
The hell hound in the way kept the monster from actually moving into your vision Rosa, so readied attack doesn't trigger.
Miss Chance 1d100 ⇒ 29 Rosa to hit v 5' when she spots it ve below
===============
OK I still thught Rosa was in round 1, so missed there attack in round on, or there Sent rolls to sniff out the big blue thing.
Rosa this round will move, now there is a gap at the blue thing and hit it with her Pre-rolled readied attack, as its round two she gets a move.
so GM move and cop,
she will also send use the hound by telling them to bite attack this should help her find it, Good idea its in front as its just spiked one of the hounds. toward 13 Q and P is her move by the side of the hounds until they she spot the thing she move to see 5'and hit GM. Remover she is not walking blind shes using the hounds to find the thing.
| Barek Wound-blooded |
Barek draws his giant sword and steps towards where the disturbance seems to be, readied to attack what may be there.
Move action: draw weapon.
Free action: 5-ft step SW, so above the dotted hell hound.
If nothing is visible there, standard action to Ready to attack.
If enemy creature is there, attack.
Attack: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23, Damage: 2d8 + 7 ⇒ (4, 4) + 7 = 15
Miss chance: 1d100 ⇒ 12
Either way it looks like he misses.
Rage (inactive): 0 of 19 used
HP: 70/83
AC: 20
DR 3/-
Spells: Bless
| DM Jelani |
Rosa finished summoning, then readied her attack in round 1. That means it only goes off if something comes within 5' of her (because that's all she can see). The monster is also limited to 5' of vision, so it was just blundering forward until it saw one of the creatures its been smelling. Because I put the hellhounds in front of Rosa, it ran into them instead of her. So it attacked one of them instead of her.
Now if she had summoned the hellhounds next to her or behind her or somewhere else, the monster would have moved to within 5' of her triggering her attack (the double 20 one). After her attack triggered it would have swung it's tail at her instead of one of the hounds.
So the option I'm giving you is to rewind, put the dogs in a different position (because I though you had told me where you wanted them but you never did). Then the monster would blunder into Rosa, and she could take the double 20 attack, but then get slammed by a giant tail and go flying ten feet. This would be taking place in round 2, on the monster's turn. You act immediately after it, so then you could stand up and command the hell hounds to attack. Do you want to do that, or lose the double twenty attack and keep yourself from getting damaged?
| Rosa Luminass |
Ok if she used that hit to hit in round 2 dos she get back the full action from round one,
So that Dogs pop by the side of her and she can cast some thing more
or dos that full action HAVE to be spent so she can use her 20+20 in round 2 and take 27 HP DMG and Get knocked back 10' and move to hit in another full action GM? is that the cost your saying. All that just so she can use that natural 20+20 once in a life time roll on here.
| DM Jelani |
Which means, that all of this is moot. The thing hit the hellhound, knocked it back. We'll stretch the rules and say that you could locate the creature by sound, or at least know which square it's probably in. You took your readied attack using your ears, and since it's ten feet away from you the miss chance is 50%. You already rolled the miss chance ("Miss Chance 1d100 ⇒ 29 Rosa to hit v 5' when she spots it ve below") and failed, but I'll give you another chance here.
1d100 ⇒ 49 Also a failure.
But because the roll was so awesome I'll give you the option to spend one of your three hero points to make it hit anyway. That's my final offer. You won't get hit afterwards because the hellhound already took the hit.
| Rosa Luminass |
Ill take that offer GM
This is just what Hero Points are for, that moment when a Player Puts their PC on the line. For all I know that could be a bloody Blue Dragon out there, and right now Rosa is all alone in the fog fighting it with what ever she can call up with in herself. Wile others fly off and clime Rocks Rosa stands alone. And that's her, This is the moment the others see what she can really do. The Shear Bloody power of Hell.
So ye Ill take that deal, why well because yes you get Hero Points when you level, but you also get them for doing stuff like this.
Heroic Acts: Whenever a character performs an exceptionally heroic act, she can be awarded a hero point. This might include anything from slaying an evil dragon when the rest of the group has fled to rescuing townsfolk from a burning building despite being terribly wounded. It does not have to be related to combat. Convincing the reticent king to send troops to help with a bandit problem or successfully jumping a wide chasm might earn a character a hero point, depending on the circumstances. Note that a hero point should only be awarded if the PC involved did not spend a hero point to accomplish the task.
Rosa now has her Smite on guys.
As the others fumble in the chilling fog, some running, some calling out blindly, some seeking what is out there, Rosa acts, Calling of the fires of hell and her lord and master. She shimmers with flame as she step for would and brings down her screaming Hell blade in one massive stroke.
Just as her blade hits the beast in the fog her hell hounds come close and light the beast up with their hell fire.
Three cones of fire 10' from her sides onto it.
Special Attacks breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half)
Area affect 10'
HH12d6 ⇒ (5, 3) = 8
HH22d6 ⇒ (6, 4) = 10
HH32d6 ⇒ (2, 2) = 4
1d20 + 11 ⇒ (20) + 11 = 31 +1 Bless = 32
Pos crit1d20 ⇒ 20 yes
3d6 + 8 ⇒ (4, 2, 5) + 8 = 19 (+2 TH if Demon type)
3d6 ⇒ (5, 3, 1) = 9 Channel neg Eng - 1/2 will save DC16 1/2
1 Hero Point Spent.
Nathaniel.
|
Round 2
Init 16-
Hearing Rosa's cries, Nathaniel quickly runs to her and casts a spell of hastened speed on her and what he guesses are her puppies.
Fly to O19, cast Haste on Rosa and Barek and as many puppies as I can (I ran past Barek as I moved to Rosa so I know where he is).
| DM Jelani |
Round 2
Initiative 18
After the hellhound is sent flying by the spiked tail, Rosa calls on some hidden instinct to bring her huge hellblade down onto whatever it is lurking in the mist.
Damage 6d6 + 16 ⇒ (3, 1, 6, 6, 4, 6) + 16 = 42
Will save vs Channel damage DC 13 1d20 + 5 ⇒ (8) + 5 = 13 So it takes 4 from the channel.
There is a meaty tearing thunk as the blade miraculously strikes home, followed by a bestial bellow of pain from the mists.
Initiative 16+
Barek steps forward and readies his greatsword for whatever might emerge from the mists.
Initiative 16-
Nathaniel flies over and hastes Rosa, Barek and the Hellhounds.
Initiative 10
Rosa commands her hellhounds to breathe fire at whatever is in front of them. Gouts of flame shoot out illuminating a hulking scaly form briefly, but it seems to be unbothered by the fire. She steps up next to them and can make out what appears to be a neon blue and pink dinosaur with glowing red eyes through the mists. She lashes out twice with her hellblade.
First attack rolled above
Miss chance 1d100 ⇒ 74
Will save vs channel damage 1d20 + 5 ⇒ (10) + 5 = 15
Second attack (PA) 1d20 + 11 ⇒ (20) + 11 = 31
Miss chance 1d100 ⇒ 89
Confirm critical 1d20 + 11 ⇒ (10) + 11 = 21 Does not confirm
Damage 3d6 + 12 ⇒ (6, 1, 2) + 12 = 21
Her blade carves into it twice, fighting through its thick hide (it has some level of DR).
Knowledge (Planes) 1d20 + 12 ⇒ (9) + 12 = 21
This is likely a fiendish animal, they are known to be resistant to several forms of damage and magic. (unfortunately with that roll you can't recall exactly which things at the moment)
Initiative 8
Torin retreats and can be heard praying for the blessing of flight from his mistress.
End of Round 2
---------------------
Begin Round 3
Cinderfang 21+
Viorel 21-
Monster 18
Barek 16+
Nathaniel 16-
Rosa 10
Torin 8
Cinderfang and Viorel you can act.
| Viorel Ariaza |
Round 3 Init 21-
As he hears Rosa's call he inteprets it as she being in trouble. He darts towards the voice to south-west. After he arrives next to Rosa and the hellhound he still can't see the creature, but he did hear earlier the strike Rosa had taken. With that he moves in to the line. Then he sees the massive shadow of the creature, not being able to notice it before because of the heavy fog. By the hairy arses of gods, it probably was not a good idea to come here. Well hopefully my spell is enough to protect me.
Double move, first to Q18 and second to S17. (It get's AoA for the last 5ft, since if my memory serves the total concealment takes care fo the rest.)
Buffs: Mirror Image(Images 3 Duration 59 rounds)
Spells: 1st: 1 2nd: 2 3rd: 1
| Cinderfang |
Cinderfang leaps down from the rock, and circles around the beast. Sun-Eater follows the familiar queues to counter circle.
Double moves to M13 to position for a flanking charge next round.
Sun-Eater similarly moves to V19.
| DM Jelani |
Round 3
Initiative 21+
Cinderfang and Sun-Eater move through the mists positioning themselves relative to the positions of their companion's voices.
Initiative 21-
No AOO, since his threatened area is effectively reduced to 5'. If you were to move OUT of it on the other hand...
Viorel moves through the mists, ending up next to Rosa.
Initiative 18
The stegosaurus, seeing the hellhound it had previously smacked return swats at it again with its massive tail.
Attack 1d20 + 13 ⇒ (7) + 13 = 20
Miss chance 1d100 ⇒ 48
Damage 4d6 + 18 ⇒ (3, 3, 6, 2) + 18 = 32
The second swipe finishes what the first one started, tearing the canine in half with a meaty crunching noise. It takes a lumbering step back from all the smaller noisy creatures.
Barek, Nathaniel, Rosa, Torin can act.
Nathaniel.
|
Init 16
Nathaniel circles around the bellowing sound he's hearing, nodding to Barek and Rosa as he passes them.
Move action: Move to R11. Not fussed about entering threatened area.
Standard action: Cast 'Mage Armour' on self, AC 29
| Barek Wound-blooded |
Round 3. Init 16+
Barek seeing the spiked tail crush the nearby hellhound, follows the retreating tail through the mists in order to be able to attack it. Once he gets close to it, he tries to determine what he is fighting.
Knowledge (planar): 1d20 + 11 ⇒ (2) + 11 = 13
Not knowing what the creature may be, but still wishing to take it down, Barek becomes enraged as he slashes at the creature.
Move action to get to creature (say north of it in Col 15)
Free action: Rage
Standard action: Attack
Rage Power Attack: 1d20 + 11 + 1 + 1 ⇒ (13) + 11 + 1 + 1 = 26, Damage: 2d8 + 16 ⇒ (8, 7) + 16 = 31
Miss chance: 1d100 ⇒ 43
Magic Cold Iron Demon Bane weapon. If it's a demon then add +2 to hit and 2d6 + 2 ⇒ (5, 4) + 2 = 11 damage.
Rage (active): 1 of 19 used
HP: 82/95
AC: 19 (21 vs. outsiders or abberations)
DR 3/-
Note: +2 saves vs. outsiders or abberations)
Spells: Bless, Haste
| Rosa Luminass |
Sorry me bad
Round 3
Rosa 10 init
AC 21
1d20 + 12 ⇒ (13) + 12 = 25 TH
3d6 + 8 ⇒ (6, 3, 3) + 8 = 20 DMG Grate Sword Adamantine ignores hardness 20
+ 3d6 ⇒ (4, 2, 2) = 8 Channel neg DC16 1/2
1d20 + 12 ⇒ (17) + 12 = 29 TH
3d8 + 8 ⇒ (3, 2, 5) + 8 = 18 DMG Grate Sword Adamantine ignores hardness 20
As one of the Hell hounds is smashed by the grate tail, and fades into none being (Summoned) so the others head in to bite the attacker.
HH1 AC17 30HP
HH1 Bite
1d20 + 5 ⇒ (15) + 5 = 20 HT
1d8 + 1 ⇒ (8) + 1 = 9
+ 1d6 ⇒ 6 fire DMG
1d20 + 5 ⇒ (12) + 5 = 17 HT
1d8 + 1 ⇒ (4) + 1 = 5
+ 1d6 ⇒ 5 fire DMG
HH1 AC17 30HP
HH2 Bite
1d20 + 5 ⇒ (9) + 5 = 14 HT
1d8 + 1 ⇒ (6) + 1 = 7
+ 1d6 ⇒ 3 fire DMG
1d20 + 5 ⇒ (20) + 5 = 25 HT
1d8 + 1 ⇒ (1) + 1 = 2
+ 1d6 ⇒ 6 fire DMG
to confirm 2 hell hound Crits
HH11d20 ⇒ 19
Spells
Hast
Copycat
| DM Jelani |
Round 3
Initiative 16+
Barek moves up to the dinosaur and gives it a huge cut, causing it to bellow in pain.
Initiative 16-
Nathaniel moves and casts a spell on himself.
Initiative 10
Rosa hits the creature twice, channeling her deity's dark power into it.
Will save 1d20 + 5 ⇒ (19) + 5 = 24
The hellhounds bite it, but can't seem to pierce its hide.
Initiative 8
Torin rises into the air, chillin like a villain.
End of Round 3
---------------------
Begin Round 4
Cinderfang 21+
Viorel 21-
Monster 18
Barek 16+
Nathaniel 16-
Rosa 10
Torin 8
It looks to be badly wounded at this point.
| Cinderfang |
Round 4 Init 21+
Having general sense of the direction of the beast, Cinderfang slowly pads forward to the stegosaurus, sniffing the air as he goes (not locating by scent, just fluff). As the huge form of the beast becomes visible in the mist fighting his companions, he strikes forward with his huge fangs to take out it's legs.
Move straight south to P13
Bite Attack 1d20 + 12 ⇒ (11) + 12 = 23 damage2d6 + 8 ⇒ (1, 4) + 8 = 13
Sun-Eater prowls through the mist, following the line of the giant rock. As he passes Viorel he pauses and briefly puts his nose in the man's face and takes a big breath in, smelling him predatorily, before continuing along the rock line to find his prey. When he does, he strikes out with his huge maw.
Move to T17
Bite Attack 1d20 + 9 ⇒ (20) + 9 = 29 damage2d6 + 5 ⇒ (3, 4) + 5 = 12
| Viorel Ariaza |
Round 4 Init 21-
Viorel decides to take a risk and try to finish the beast before it can begin another attack. He tooks a step infront of Rosa confident that the giant of a woman can slash her sword above him if needed not realizing in the heat of moment that the fog makes that irrelevant. He then starts casting his spell overcharging the arcane power on the four magical darts shooting them towards the beast and leaving himself open in the process.
5ft step to S16 Assuming Cinderfang ment T16 with Sun-Eater
Cast defensively1d20 + 12 ⇒ (6) + 12 = 18 Fail so AoO
Concentration in case hits1d20 + 12 ⇒ (2) + 12 = 14
Empowered Magic Missile6d4 + 6 ⇒ (1, 3, 4, 2, 2, 1) + 6 = 19 Dice are not with me now.
Buffs: Mirror Image(Images 3 Duration 58 rounds)
Spells: 1st: 1 2nd: 2 3rd: 0
| Rosa Luminass |
Round 4
Rosa 10 init
AC 21
Rosa 5'set to get a hit v Vioral
Hell hounds 5' to give her space and bite or move as DM places
1d20 + 12 ⇒ (11) + 12 = 23 TH
3d6 + 8 ⇒ (5, 6, 4) + 8 = 23DMG Grate Sword Adamantine ignores hardness 20
1d20 + 12 ⇒ (19) + 12 = 31 TH
3d6 + 8 ⇒ (2, 4, 6) + 8 = 20DMG Grate Sword Adamantine ignores hardness 20
HH1 AC17 30HP
HH1 Bite
1d20 + 5 ⇒ (3) + 5 = 8 HT
1d8 + 1 ⇒ (7) + 1 = 8 DMG
+ 1d6 ⇒ 4 6 fire DMG
1d20 + 5 ⇒ (15) + 5 = 20 HT
1d8 + 1 ⇒ (4) + 1 = 5 DMG
+ 1d6 ⇒ 3 6 fire DMG
HH1 AC17 30HP
HH2 Bite
1d20 + 5 ⇒ (10) + 5 = 15 HT
1d8 + 1 ⇒ (1) + 1 = 2 DMG
+ 1d6 ⇒ 1 6 fire DMG
1d20 + 5 ⇒ (6) + 5 = 11 HT
1d8 + 1 ⇒ (1) + 1 = 2 DMG
+ 1d6 ⇒ 6 6 fire DMG
Rosa
Con Cit 1d20 + 12 ⇒ (6) + 12 = 18
Spells
Hast
Copycat
| DM Jelani |
Round 4
Initiative 21+
Confirm Critical 1d20 + 9 ⇒ (6) + 9 = 15 Not.
Cinderfang and Sun-Eater both strike the beast, but their teeth and claws have difficulty penetrating its skin (DR, did some damage but not much)
Initiative 21-
AOO 1d20 + 13 ⇒ (12) + 13 = 25
Miss chance 1d100 ⇒ 7
Caster level check 1d20 + 6 ⇒ (5) + 6 = 11
As Viorel casts his spell, the giant tail comes lashing towards him, but misses him. His force missiles sizzle harmlessly out against the creature's magically resistant hide.
Initiative 18
Random selection of target 1d4 ⇒ 3
The reptile lashes out with its tail at the little figure firing the flashing lights at it.
Awesome Blow on Viorel 1d20 + 21 ⇒ (18) + 21 = 39
Miss Chance 1d100 ⇒ 15
It again misses in the thick mists.
Need actions from Barek, Nathaniel, Torin.
Nathaniel.
|
Round 4
Init 16-
Nathaniel steps forward and, with a small smile, starts tearing into the dinosaur.
Sword attack 1: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 2d4 + 14 ⇒ (1, 3) + 14 = 18
Sword attack 2 (hasted): 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d4 + 14 ⇒ (4, 3) + 14 = 21
Claw 1 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Claw 2 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
| Barek Wound-blooded |
Round 4. Init 16+
Barek continues to swing his heavy blade at te creature.
Attack 1: 1d20 + 11 + 1 + 1 ⇒ (19) + 11 + 1 + 1 = 32, Miss chance: 1d100 ⇒ 85, Damage: 2d8 + 16 ⇒ (5, 1) + 16 = 22
Attack 2 (hasted): 1d20 + 11 + 1 + 1 ⇒ (16) + 11 + 1 + 1 = 29, Miss chance: 1d100 ⇒ 84, Damage: 2d8 + 16 ⇒ (5, 3) + 16 = 24
Attack 3: 1d20 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11, Miss chance: 1d100 ⇒ 91, Damage: 2d8 + 16 ⇒ (2, 3) + 16 = 21
Attack 1 confirm crit: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25, Damage: 2d8 + 16 ⇒ (7, 1) + 16 = 24
Rage (active): 2 of 19 used
HP: 82/95
AC: 19 (21 vs. outsiders or abberations)
DR 3/-
Note: +2 saves vs. outsiders or abberations)
Spells: Bless, Haste
| Viorel Ariaza |
"And I thought they smelled bad on the outside."
Also that puts us at 23,010 XP. So Yay leveling time. Assuming this table is correct (not by my books at the moment) Speaking of, how are we gona do it? Just modify and thats it or post the changes in discussion or what?(My first PbP here so no idea)
"I am unharmed." Viorel calls out. "I hope that stench eases up. Will make getting back to sleep more difficult than it already is." He comments. Viorel then places his morningstar back at it's place hanging from his belt.
| Rosa Luminass |
"Barek you should think about joining the ranks of the Hell nights, you would make a fine battle leader."
She moves around the dead thing.
"When the sun comes we should take what we can from this thing and head back to the Keep, we have coin to make and news to pass on."
She gos moves to a big Rock and climes it, once more keeping a look out with Puppy. Form out of the gloom you hear her.
"Now you know why the armies of Hell are used to fight Demons, others run when big things come out of the Darkness, but not us, we stand matter what."
| Viorel Ariaza |
Seems the boards ate my post. No preference on if we go back now or later.
"If we want to head back, we are pretty near to the area we already scouted so if we go that route it should be relatively safe." Viorel notes as he is shaving. After getting his belongings packed and on his back he notes to his companions. "Ready to move."
| DM Jelani |
Everyone make sure you're leveled up before you post.
08/23/4712 08:00
It's been six days since the group left the Keep. After numerous battles and hardships, they have bonded and now make their first return to civilization. Deciding to take the probably easier route through the land they've already cleared, the party heads east.
1d100 ⇒ 60
7d2 ⇒ (2, 2, 2, 2, 1, 2, 2) = 13
Just as they are about to enter previously explored land, everyone can smell a strong scent of death and decay on the wind. There is a small dilapidated cottage up ahead in the scrub.
08/23/4712 09:45
| DM Jelani |
Nathaniel stealth 1d20 + 3 ⇒ (9) + 3 = 12
Nathaniel perception 1d20 + 21 ⇒ (6) + 21 = 27
1d20 + 9 ⇒ (2) + 9 = 11
Nathaniel Fort save 1d20 + 7 ⇒ (17) + 7 = 24
As Nathaniel leans over the hole in the roof a scent so retched fills his nostrils that he has no name for it. He throws up a bit in his mouth, but manages to keep down his breakfast. Peering into the cottage, he sees an attic full of dust covered odds and ends. There are several children's toys, boxes covered in cloths, rotten old clothing etc. (Imagine your great grandma's attic left exposed to the elements for decades).
| Viorel Ariaza |
More just posting to note that ready with leveling.
Viorel moves next to Sun-Eater and Cindefang, he then flicks his wrist revealing the rod concealed in his sleeve. After a moment with the aid of the magical item, he creates a long lasting force to protect them. "I do not like this smell. It's smells like rotting corpses." He complains.
Mage armor on Viorel, Cinderfang and Sun eater, Duration because of metamagic rod is 14 hours.
Spells: 1st: 5/day 2nd: 8/day 3rd: 5/day
Edit: damn it forgot to change alias