The Fallen Shall Rise (Inactive)

Game Master Nazard

Brave aventurers help settle far-flung Arcadia for the glory of Taldor and the Known World.


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Pete wrote:
...he moves to flank it with Biter or Rath, preferable Biter.

Wha? Biter?! Something wrong with Rath that he isn't good enough to be your flanking buddy?


Ravarath wrote:
Pete wrote:
...he moves to flank it with Biter or Rath, preferable Biter.
Wha? Biter?! Something wrong with Rath that he isn't good enough to be your flanking buddy?

I was thinking the 2 rogue action tag team, plus anything to tweak my favorite gobby friend, he he


Initiative:
Zombeargle
Elorin
Biter
Gregor
Abbas
Alexis
Rath
Burnsten
Ancestral Warrior II
Pete

Elorin fires arrows at the zombeargle, the first missing entirely, and the second sticking in the creature's thick hide, not even penetrating enough of the natural armour to even worry about the zombies' particular resistance to arrow fire.

Biter, following Rath's lead, pulls back from the illusory wall, and presses up against the actual wall.

The celestial dog steps up over top of the fallen zombie to bite at the zombeargle, missing. Gregor begins summoning another to replace the one that is about to vanish (or be eaten).

Abbas, sticking with Biter and Rath, also pulls back and presses against the cavern wall.

Up next: Alexis, Rath, Burnsten

It turns out, with the positions of people with light sources, that you can't actually see the zombeargle, is it resides just outside of your light ranges, unless you're one of the ones with low-light vision. None of the darkvision people are close enough to make it out, other than the occasional paw or beak that pass into vision range as the creature fights with the summoned meat shields.
MAP UPDATED


Human (Romandan)

Round 8?

Spoiler:

Well I'll be ready to cast Summon Monster I again if the ancestral warrior get's eaten/clawed/ripped to shreds, and of course fall back with the others.

The ancestral warrior will attack if he still lives to do so.


Burnsten Woller wrote:

Round 8?

** spoiler omitted **

Still round 7. You already gave me an action for round 7 (withdraw), but you are free to change it. I'm giving Alexis a chance to change her posted action because her spell range is only 30'. I sent her player a message, but he might not have gotten it.


Nazard wrote:
Still round 7. You already gave me an action for round 7 (withdraw), but you are free to change it. I'm giving Alexis a chance to change her posted action because her spell range is only 30'. I sent her player a message, but he might not have gotten it.

I believe her player is asleep, as he was up for nearly 24 hrs. He did not ask to be NPC'd but if I was her, I would maintain a readied action to fire the rays if the creature entered within the spell range, and is not in melee with anyone else, she would also check behind her, as she is now the rear guard.


Human (Romandan)

Ah! Thanks for the correction ^^ for some reason I got lost, I've been going crazy this days with the job/gf


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

Lady Alexis, if I move up I will have a better shot at the creature, will you also move up? I won't leave you back there by yourself.

Round 8 Action:
If Alexis moves up I will move up 30' and shoot 1 arrow LB atk without PBS 1d20 + 7 ⇒ (10) + 7 = 17 dam 1d8 + 2 ⇒ (1) + 2 = 3, if not shoot 1 arrow from my current location


That makes sense. She's going to have to get a bit closer to the front line if she wants to hit the creature before it gets up to engage said front line.

Alexis advances to a point 30 feet from the illusory wall and readies a ray for the creature to get that far.

Rath pulls back 10 feet to just in front of Abbas.

Burnsten retreats to be behind Alexis.

The warrior swings at the zombeargle to no avail.

Pete advances to be behind Biter, ready to attack.

ROUND 8

The zombeargle attacks the ancestral warrior.

Bite: 1d20 + 9 ⇒ (15) + 9 = 24; damage: 1d6 + 5 ⇒ (1) + 5 = 6
Claw 1: 1d20 + 9 ⇒ (19) + 9 = 28; damage: 1d6 + 5 ⇒ (5) + 5 = 10
With the ancestral warrior going poof, the creature then turns to the summoned dog.
Claw 2: 1d20 + 9 ⇒ (18) + 9 = 27; damage: 1d6 + 5 ⇒ (3) + 5 = 8 The dog goes poof. The creature looks around, then seems able to spot the party. It takes a 5' step forwards.

Elorin takes a shot at the creature. He thinks he managed to penetrate its hide this time, but the arrow still seems to have had no effect on the creature.

Up next: Biter, Gregor, Abbas

MAP UPDATED


Nazard: Alexis will have moved forward a full 30-ft. She's fire off her readied spell just before it gets in melee range for Rath and the others (i.e. to avoid the -4 melee penalty for ranged attacks). BTW, just recalled that that is a ranged touch attack. I think I forgot to specify that in my earlier post (tired and all).

Alexis whispers, "It looks like you will need to place your summons near the illusory wall and have them hold position if we are to draw it within range."


Nazard: Can you please turn on Coordinates from the View Menu of Maptool? It would make specifying tactical movement a lot less ambiguous.


Alexis Kirmoon wrote:
Nazard: Can you please turn on Coordinates from the View Menu of Maptool? It would make specifying tactical movement a lot less ambiguous.

Wow! I never even thought it could do that. Thanks!!

MAP UPDATED


Glad to help. I wasn't sure if you were leaving it off for a specific purpose or if you hadn't noticed that feature so I figured it couldn't hurt to at least ask.

BTW, what's your take on the conflicting range info on the various Light of Xxx spells? The descriptor block lists Medium Range (100ft. + 10ft/level) but then it says the rays have only a 30-ft range which (at her level) is identical to short range. I downloaded the Errata this morning, but there are no clarifications in there.


Alexis Kirmoon wrote:

Glad to help. I wasn't sure if you were leaving it off for a specific purpose or if you hadn't noticed that feature so I figured it couldn't hurt to at least ask.

BTW, what's your take on the conflicting range info on the various Light of Xxx spells? The descriptor block lists Medium Range (100ft. + 10ft/level) but then it says the rays have only a 30-ft range which (at her level) is identical to short range. I downloaded the Errata this morning, but there are no clarifications in there.

I have no idea about that. Perhaps the word 'increment' was left out, with a 30' range increment, but that doesn't jibe as no other spell deals with range increments. I suspect that it got changed in the final stages, and only one of the references was fixed. Question is, were they likely to fix it in the fluff or the stat block? From what I can find out, if there's ever a conflict between stat block and description, always go with the written description. But that's certainly not official.

Linky


Alexis Kirmoon wrote:

Glad to help. I wasn't sure if you were leaving it off for a specific purpose or if you hadn't noticed that feature so I figured it couldn't hurt to at least ask.

BTW, what's your take on the conflicting range info on the various Light of Xxx spells? The descriptor block lists Medium Range (100ft. + 10ft/level) but then it says the rays have only a 30-ft range which (at her level) is identical to short range. I downloaded the Errata this morning, but there are no clarifications in there.

Hmmm, after looking at both the spells Light in the PF Core book, and the SC description, I would change the range of the spell to Personal (for the Light effect only), keeping the 30' range for the Ray effect. Giving it a Range descriptor makes no sense.

Durkon FTW!


Just a sec everyone, I think we might need to change up our plan of attack, I don't think our positioning will work. Will post again in a moment...


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

Don't forget as part of my Round 8 actio since Alexis moved I would have moved up to F10 tp get in front of Alexis.

Round 9 Action:
Rapid shot at point blank range at the zombeargle LB atk with PBS-rapid 1d20 + 6 ⇒ (4) + 6 = 10 dam 1d8 + 3 ⇒ (6) + 3 = 9 1d20 + 6 ⇒ (19) + 6 = 25 dam 1d8 + 3 ⇒ (6) + 3 = 9


Human (Romandan)

Well what's the new battle plan besides me summon an ancestral warrior to keep it busy?


Sorry, it took me a bit to recreate the map in MapTool and make tokens for everyone.

MAP: Suggested revised battle plan

Now that she is close enough to actually see the intersection and compare the bulk of the zombeargle to the width of the passageway, Alexis realizes that their current plan of attack is not going to work.

Indicating the passageway you are in, she says, "This is too narrow to flank the enemy."

She points forward to the intersection and continues, "It broadens out just ahead. Biter, Pete, set-up in the side tunnel."

"Burnsten, Rath, behind the illusion. Abbas, stay near to reach the area with channeling. Gregor, Elorin and I will stay behind your line line. Crouch is not engaged to grant line of fire."

"Gregor, summon a creature to attract the enemy towards this wall. Just before it closes, to melee, I will fire my spell. Once it closes, Rath, Pete, and Biter will move in and attack. Burnsten, summon another warrior behind it to aid in flanking. After that, either cast or move forward and engage in melee."

Hopefully since the enemy just took its action, we can all spend this round getting into position. Delaying Gregor's summon until we are set.

Nazard: Thanks for that link.[/ooc]


Human (Romandan)

Sound like a decent battleplan and just incase I'll follow that plan since I still work half day (if not more) on saturdays


Excellent, except that I'm gonna take Pete's spot, and he can have my spot in "the plan". If things go sideways, i've got more survivability and mobility than him, so i should be the one deeper in the cave.

Biter - round 8:
Once the plan is revealed, Biter bursts into motion, launching himself into the wide area of the tunnel and trying to find a place to hide while the Beargle advances. That is a move action to I-15, ending with a stealth check when he breaks lienof sight with the zombeargle. That done, he hefts his blade, readying a strike in case the Zombeargle sees and attacks him first. Ready an Attack to strike the Beargle if he comes after me first. If this comes to pass, my initiative will be just above he Beargle... if not, then I'll have to wait til next round to try for an attack.

Stealth 1d20 + 16 ⇒ (10) + 16 = 26.
Rage > Attack 1d20 + 6 ⇒ (15) + 6 = 21; damage 1d10 + 6 ⇒ (10) + 6 = 16.


Round 8 actions

Spoiler:

Good call there Alexis, I also noticed the flaw in our previous plan of attack.

Pete will double move to G14, as per Biters suggestion.


All right, I'm going to advance the plan, rather than wait for everybody to post that they move to their indicated places.

Initiative:
Zombeargle
Elorin
Biter (readying)
Gregor
Abbas
Alexis
Rath
Burnsten (readying)
Pete

Biter advances and ducks into the shadows along the far wall so well, you'd think he'd stepped into the wall. As he turns back, he sees that the illusory wall is flickering on and off very quickly, allowing quick glimpses of the rest of the party.

Gregor finishes his summoning spell, plopping the celestial dog down into I11. He then moves up to E9 and puts a guidance spell on Pete.

Abbas, Alexis, Rath, and Burnsten all move to their quickly designated spots. Burnsten readies summoning the ancestral warrior to put it behind the zombeargle. Pete moves into his position also. He takes more than a single move, so he is unable to ready anything, but he does attempt to hide himself. Pete stealth: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15 Eric, did you ever update Pete to level 2?
Zombeargle Perception vs Pete: 1d20 ⇒ 1

ROUND 9

Pete and Biter notice the rock wall snap back firmly into place.

The zombeargle charges the celestial dog.
Slam attack: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30; damage: 1d8 + 5 ⇒ (3) + 5 = 8 The dog vanishes to the sound of cracking bones and painful yips.

Elorin fires two arrows in quick succession, the second one striking home and penetrating deeply enough for it to stick. The zombeargle gives no indication of even noticing the wound.

Biter advances, lets the adrenaline fill him, and hacks into the monster, slicing open its stomach. The rotted remains of what looks like a deer's head spills out on the floor at his feet.

Up next: Gregor, Abbas, Alexis

If I've misunderstood the plan, or somebody would like to ready or do something instead of just delaying, ret-con it in.

MAP UPDATED


Nazard, yes I did, you might be looking at the previous incarnation of Pete.


Human (Romandan)

Round 9

Spoiler:
First since I know it's gonna hurt if I get a scratch I try to hide and the moment I see the dog vanish I unleash the ancestral warrior again for him to charge the zombeargle

Stealth 1d20 ⇒ 3

Ancestral Warrior
Charge Attack 1d20 + 6 ⇒ (18) + 6 = 24
Damage 2d6 + 3 ⇒ (6, 2) + 3 = 11


Alexis, round 9:
Alexis will finally fire off the spell she cast 2 rounds ago.

Ranged Touch:

Alexis, round 7 wrote:


Ray 1 1d20 + 6 => (12) + 6 = 18
dmg 2d6 => (6, 2) = 8
Ray 2 1d20 + 6 => (20) + 6 = 26
crit? 1d20 + 6 => (10) + 6 = 16
dmg 2d6 => (2, 5) = 7
crit dmg 2d6 => (1, 4) = 5


Burnsten Woller wrote:

Round 9

** spoiler omitted **

If you want a charge attack, the zombeargle will get an attack of opportunity with its reach. Optionally, he could summon the warrior in an adjacent square to the undead and get its attack without risk of the AoO.


The others can still move through the wall, right? It's simply an illusion.


Biter wrote:
The others can still move through the wall, right? It's simply an illusion.

Yes, it just appears to be unsteady. You've noticed that the zombies can't see through it, and if the illusion is solid, they don't have the intelligence to know they can move through it. In game terms, if it's up, you can attack from the other side, but that gives away your presence enough that an attacking creature from the other side can strike at you, just with a 50% miss chance. If the wall is flickering, the chance is only 20% and the zombies can see you to attack. If it's completely down, like one time Burnsten saw, the zombies attack as normal.


As Biter's vision begins to film read and he delivers his strike, he yells, "GET'IM!"


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

Round 10 Action:
Fire 2 arrows at it since they are in combat with it now. LB atk with PBS 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4 dam 1d8 + 3 ⇒ (1) + 3 = 4 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7 dam 1d8 + 3 ⇒ (2) + 3 = 5


Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

NPC me as needed...I won't likely be around until tomorrow.


Human (Romandan)

Yeah but I rather have the ancestral warrior soak the AoO than Biter, but if none of our PC's are charging I'll just make him appear adjacent to it then


Gregor steps forward to F10 and places a guidance spell on Rath.

Up next: Abbas, Alexis, Rath


Male Human Cleric 3

Round 9

actions:
Sticking to the plan Abbas will stay put and cast Bless.


Abbas gives everybody a bless spell, giving everybody a +1 to hit.

Alexis steps forward and fires off a pair of light rays, each striking the zombeargle. The undead flesh boils at the contact with the light rays, the second of which burns clear through the entire monster, leaving a neat round hole for a moment before it fills in with liquefied stomach contents.

Up next: Rath, Burnsten, Pete


Seems like Justin and Eric are both out right now.

Ravarath (NPC), round 9:

Rath tumbles forward (J11) to avoid the zombeargle's AoO.

Acrobatics 1d20 + 6 ⇒ (16) + 6 = 22

He then attempts to lay the smackdown.

Kama 1d20 + 5 + 2 + 1 ⇒ (18) + 5 + 2 + 1 = 26 flank by Biter, bless
dmg 1d6 + 4 ⇒ (4) + 4 = 8


Alexis Kirmoon wrote:

Seems like Justin and Eric are both out right now.

** spoiler omitted **

Rath tumbles towards the zombeargle, its retaliatory swat going over the monk's head. Rath then regains his feet and slashes the zombeargle down the entire length of its body. The creature wobbles briefly before falling over, nearly pinning Biter underneath its mass.


Unless we're still on initiative...

Surprised to see the unliving Beargle drop so quickly, Biter sits in stunned silence before you see the adrenaline drain from his tiny frame. Then he regathers his wits and steps up to drive his blade into the creatures neck in an attempt to decapitate it.

"Biter notting want Beargle to return."


Alexis nods approvingly. "Good thinking, Biter."

She steps forward thru the illusion and notes as its appearance resolidifies afterwards. "Some sort of a permanent illusion, hmm? Clearly someone doesn't want whatever is down here to just be able to wander off."

Turning to the rest of you, she says, "I wonder how long this beargle has been dead. The fur of the others was still damp as if they had crossed the river not long before we fought them. Yet all the rest of the animal life in the area has been suffering from some sort of a compulsion."

Knowledge: Arcana 1d20 + 9 ⇒ (19) + 9 = 28 to see if she can discern if magical beasts might be better able to resist the compulsion effects like those suffered by the deer

"It would useful if we could figure out what we are up against before heading back. Pete and Biter would be ideal scouts given their ability to see in the dark. If each scouted down one of these corridors, the rest of us could hold this area, however I don't think we should engage in any further fights if we can help it. I can cast my light attack once more today then one other spell from my wand. Abbas, Gregor, Burnsten how are your reserves?"


Human (Romandan)

I'm fine Alexis I'll bring Tracan again to help them scout so we have an idea if something happens, Tracan can silently feed back the information to us. I haven't used any magic just some summoning and I still summon some warriors"


"Burnsten, can Tracant see in darkness? If so, then perhaps you could have him scout as far as your link can take you while reporting back all that he sees. Should he run into danger, perhaps he could lure it away before you unsummon him while the rest of us retreat. Are you and he up for it?"


Human (Romandan)

"Yes my lady, it is after all the best option I can think of that will avoid any danger for the rest of our group. After all we can see in darkness perfectly well and I can do be in contact with him for a decent distance" he searches for decent sapce to summon Tracant again "Tracant you have listened to them so you know what must be done"


"Excellent, let's move back behind the illusion for now then so that you have room to conduct your summoning ritual and avoid detection from any unseen eyes."

Once Tracant is summoned, Alexis says, "Please head north from here and follow the left-hand wall. If you enter into any dead ends, pits that block your progress, or would cross your own trail, then turn around and continue following the left-hand wall."

"Everyone else, let's watch both ends of this corridor back to the surface:"

"Biter and Rath, please take the upper end of this stretch. If more trouble arrives from further down, I will signal you so that you can lead the way back to the surface."

"Pete, Elorin, please stay with me by this end of the corridor just behind the illusory wall. Burnsten will remain with the three of us. I'll relay any pertinent information to Rath and Biter via message in case we need them to clear a pathway for us back to the surface."

"Abbas and Gregor, please remain in the center where it is safest and you can reach either end of our position easily."

MAP: Watch Positions


"Yes lady Alexisss..." as Tracant takes his leave

Perception 1d20 + 4 ⇒ (17) + 4 = 21


Biter nods and stalks off to watch his portion of the tunnel.

stealth 1d20 + 16 ⇒ (10) + 16 = 26
perception 1d20 + 5 ⇒ (4) + 5 = 9


Rath follows about 30' behind Biter since I need light to see.

Stealth (to move quietly) 1d20 + 7 ⇒ (10) + 7 = 17
Perception 1d20 + 8 ⇒ (10) + 8 = 18


forgot tracatn stealth check again darn it
Stealth 1d20 + 7 ⇒ (8) + 7 = 15


Male Human Cleric 3

Lady, I still have two more blessings of Sarenrae remaining and if the situations warrants it I can channel her divine energy several times yet this day. Also the blessings I used during the fight with the undead bear still have some time remaining.

still have summon monster I and a cure light wounds domain spell left and all 5 channels remaining. Also little less than 2 minutes left on the bless and about 1 minute left on shield of faith.


Sorry, folks, I'm confused. Which passageway is Tracant exploring, the one the zombeargle came from, or the one those last two human zombies came from. Anybody with darkvision or low-light vision can see that the northeast passageway changes from rough-hewn to squared walls just at the very end before turning to the right.

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