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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Reflex Save (vs Entangle) 1d20 + 6 ⇒ (13) + 6 = 19
Will Save (vs Hex) 1d20 + 6 ⇒ (15) + 6 = 21


Does Biter get an AoO for the hag standing up? If so...

AoO:
Raging Power Attack 1d20 + 6 ⇒ (17) + 6 = 23;
damage 1d10 + 9 ⇒ (3) + 9 = 12.
Miss chance 1d100 ⇒ 2

Ignore the miss chance roll if the flaming sphere burned it off, but i'im not sure if that's the case or not. A guy can hope, anyway.


Oh! Oh! Me too... if we get them. :) Not that Rath's rolls have been much to speak of.

AoO:
Standard Action - Single Hit (hand):
To Hit: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

...And continue to be so.


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 2 Action:
I will move to just ahead of Gregor DM 158. If I can see any enemies down the mist hole, I should be within 30' of any I can see and attack LB atk with PBS w/Deadly Aim 1d20 + 8 ⇒ (15) + 8 = 23 dam 1d8 + 5 ⇒ (8) + 5 = 13 miss chance if needed 1d100 ⇒ 41


Sorry about that. I meant to add a line about attacks of opportunity, but a class started coming and had to post as is.
Yes, you both get them, but her square is still covered by mist, so Biter's lovely attack is foiled by the fog. Rath just plain misses.

The hag steps out of the fog on the other side of the ball of fire, glaring at Biter. Suddenly, an arrow erupts six inches out of her chest and as she falls, Biter sees a satisfied Elorin with his bow raised already turning to knock another arrow.

1d100 ⇒ 62
1d20 + 6 ⇒ (15) + 6 = 21
1d6 + 2 + 1d6 ⇒ (4) + 2 + (2) = 8 You hear another crackle of electricity from within the fog and a wet, gurgling scream.

Up next: Rath, Alexis, Pete


Rath turns on the Witch between Biter and himself.

Rath Round 2:

Full Round Action - Flurry of Blows (hand):
To Hit: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 flank
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

To Hit: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 flank
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


"Rath, Biter, fire's coming south!"

Alexis, Round 2:
Hearing the Hag fall, Alexis moves the flaming sphere south 5-ft (DS157) to intercept the witch that Rath and Biter were flanking.

dmg 3d6 ⇒ (3, 2, 5) = 10


The fall of the hag is seen through a fog of red in Biter's eyes, and is followed by maniacal laughter as the crazy little warrior gives Long'Ears a comically aggressive salute with his giant sword.

Good kill, people!


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

The fall of the hag is seen through a fog of red in Biter's eyes, and is followed by maniacal laughter as the crazy little warrior gives Long'Ears a comically aggressive salute with his giant sword.

Good kill, people!

Elorin gives his little friend a nod but stays silent as he looks for more prey to become one with his arrows.


Biter wrote:

The fall of the hag is seen through a fog of red in Biter's eyes, and is followed by maniacal laughter as the crazy little warrior gives Long'Ears a comically aggressive salute with his giant sword.

Good kill, people!

Grumble, grumble, profanity filter overload...

Rath's first punch catches the witch in the face, breaking off several of her teeth.

Reflex save: 1d20 + 1 ⇒ (12) + 1 = 13 Then the ball of fire rolls over to her, trips her up, and she falls on the flames, shrieking and burning. When the fog has burned off that square, you can see her lying still.

Up next: Pete, Pupa, Burnsten

Sorry folks, will update map as soon as I can.


MAP UPDATED


Round 2 actions:

Maintain readied action...
Pete stays put, and hefts his throwing axe, ready to throw it at the nearest witch or hag to make herself visible.

Ready action to throw axe
Attack 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1d6 + 1 ⇒ (3) + 1 = 4
Sneak Attack, if applicable 2d6 ⇒ (5, 4) = 9


Pupa continues to fly around, waiting for something to do.

Burnsten wades in through the writhing plants and mist, and out into the clear pathway again, looking for something to attack.

Up next: Abbas, Gregor, Biter

MAP UPDATED


"NEEDING TO SURROUND OR GET RID OF THE FOG!"


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

Round 2:

Gregor commands the flaming sphere to burn away more of the mist, while casting a spell to provide himself with a better weapon, then moves forward to search for the other witch. shillelagh

Flaming Sphere movement DS159, DS160, DR160, DR159, DQ159, DQ160. If the sphere hit a target Reflex save DC 17 or take 3d6 ⇒ (1, 2, 1) = 4 fire damage. Gregor will end the round in DR158.

Wow, that's some craptacular damage.


Male Human Cleric 3

Round 2:
SW attacks on its last round 1d20 + 5 ⇒ (2) + 5 = 7 damage 1d8 + 1 ⇒ (8) + 1 = 9

Abbas will move to DN 161 and ready an attack on anything that steps over the tree stump to the south didnt think standing on the stump with 2 pits next to it would be wise with a bad acrobatics skill


Abbas and Gregor move forward, Gregor burning away half of the remaining mist.

Reflex save 1: 1d20 + 5 ⇒ (17) + 5 = 22
Reflex save 2: 1d20 + 5 ⇒ (18) + 5 = 23
Reflex save 3: 1d20 + 5 ⇒ (9) + 5 = 14
Reflex save 4: 1d20 + 5 ⇒ (18) + 5 = 23
Reflex save 5: 1d20 + 5 ⇒ (13) + 5 = 18

Wolf 1 reflex to avoid pit trap: 1d20 + 5 ⇒ (7) + 5 = 12

From the south, a small pack of wolves come snarling and tearing out of the darkness. The lead wolf gives a yelp as the ground gives way under it and it falls into the pit.

A second wolf skirts around the pit and takes a bite at Biter.
1d20 + 2 ⇒ (6) + 2 = 8
It gets a mouthful of grass instead.

A third wolf comes charing at Rath, but gets caught by the entangle spell.

A fourth wolf comes charging up at Rath.
1d20 + 2 ⇒ (18) + 2 = 20
Its jaws bounce off the mage armour.

A fifth wolf leaps over the pit itself and takes a bite at Rath.
1d20 + 2 ⇒ (9) + 2 = 11

Up next: Biter, Witches, Griselda, Elorin


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

Is Griselda still alive, I thought I put her down?


Good question. And what are the chances I could get a map to help me make a good combat decision? :)


Biter wrote:
Good question. And what are the chances I could get a map to help me make a good combat decision? :)

Sorry, I had meant to post the map link. Plum forgot.

I have the witches and Griselda in there because there are active magical effects which I need to keep track of.

But to answer Elorin's question, if you want to find out if she's dead or merely unconscious, you'll have to check her out with a DC 10 Heal check.

MAP UPDATED

Initiative Order:
Wolves
Biter
Witches
Griselda
Elorin
Tracant
Rath
Alexis
Pete
Pupa
Burnsten
Abbas
Gregor


Biter - Round 3:
Biter turns on the wolf who attacked him, slashing with blade and tooth. Then takes a step towards Friend Rath, stepping on the bodies of their fallen foes and getting back-to-back to avoid being flanked by the animals.

Raging Power Attack 1d20 + 6 ⇒ (8) + 6 = 14;
damage 1d10 + 9 ⇒ (2) + 9 = 11.
Raging Power Attack Bite 1d20 + 1 ⇒ (18) + 1 = 19;
damage 1d4 + 3 ⇒ (1) + 3 = 4.

Then a 5' step to DS-157.


Biter brings down the wolf that attacked him, ripping a nasty gash in the canine's throat with his bare teeth.

Burnsten and Gregor hear spell casting coming from the square DQ159. Some of Griselda's wounds close over and her eyes open.

Griselda attempts to cast a spell defensively. 1d20 + 11 ⇒ (10) + 11 = 21
She succeeds and vanishes from sight.

Up next: Elorin, Tracant, Rath


Alexis:
Alexis parks her globe of fire on Griselda until she's reduced to something that will fit in an urn.


Rath's Actions:
Rath attacks the wolf at DT156 and then the one at DT155 if he manages to drop the first one.

Full Round Action - Flurry of Blows (hand):
To Hit: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

To Hit: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


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 3 Action:
Elorin will move to DQ 157 so it could draw an AOO from the Hag if she is still in DQ 158. I then take a chance and fire an arrow where I last saw her, hoping if she is still where she was I might get lucky and hit her (this action could also draw an AOO).
LB atk with PBS w/Deadly Aim 1d20 + 8 ⇒ (8) + 8 = 16 dam 1d8 + 5 ⇒ (7) + 5 = 12 Oh well, no so lucky


Elorin fires his arrow into the ground where Griselda was. He can't tell if he hit nothing because his aim was off or because she's no longer there.

Tracant doubles moves to DS155.

Rath double taps the wolf in DT156 and drops it with two quick jabs in its throat.

Alexis moves the flaming sphere to the square Griselda was last in, but either the hag dodged the globe, or she's left the square.

Up next: Pete, Pupa, Burnsten


Round 3 actions:
Pete nods in satisfaction that his pits have definitely thrown a wrench in Grisela's plans. He moves towards the battle where Rath and Biter are still engaged with the wolves.

Double move to DU162.


From looking at the map, it would appear that Griselda is visible in a square from which the mist has been burned away. Why would I have moved the FS there, if I can clearly see that she's moved someplace else?

Alexis, continued:
Having spent her move action directing the flaming sphere, Alexis now takes her standard action to cast Scatterspray in the center of the group of wolves. DV154 should be able to hit wolves 3,4,5, and possibly 1 if it hasn't actually fallen into the pit yet.

Damage (Ref DC 16 negates):
wolf 1 1d8 ⇒ 1
wolf 3 1d8 ⇒ 2
wolf 4 1d8 ⇒ 4
wolf 5 1d8 ⇒ 3


Alexis Kirmoon wrote:

From looking at the map, it would appear that Griselda is visible in a square from which the mist has been burned away. Why would I have moved the FS there, if I can clearly see that she's moved someplace else?

** spoiler omitted **

The map shows she's there because I haven't been able to update it since before Biter's turn. If the Map Updated link doesn't appear, then the map doesn't reflect any actions.

I can't always update the map when I can update a post.


Wolf 3 reflex: 1d20 + 7 ⇒ (1) + 7 = 8
Wolf 4 reflex: 1d20 + 7 ⇒ (1) + 7 = 8

Oh, I see now. If you didn't want Alexis to try her flaming sphere in the square the hag disappeared in, then you have to tell me what path she did use to try to find her, keeping in mind that she can't move it through an ally's square (allies can't voluntarily let the sphere through).

Pupa begins casting a spell.

Burnsten takes a swing at the square where the invisible spellcaster cast from.
Miss chance (51-100 hits): 1d100 ⇒ 21 His sword whiffs through empty air.

Up next: Abbas, Gregor, Wolves, Biter

MAP UPDATED


Male Human Cleric 3

round 3

actions:
Move to DR 161 and cast bless allies get +1 atk and sv vs fear.


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

Round 4:

Gregor moves to engage a wolf, and swings away with his shillelagh.

Attack:1d20 + 3 + 1 + 1 ⇒ (15) + 3 + 1 + 1 = 20 (shillelagh, bless)
Damage:2d6 + 2 ⇒ (4, 6) + 2 = 12

Gregor moves DR157-DR156-DR155-DR154-DS153-DS153

After he moves, he commands the flaming sphere (last round) to move into spot next to Alexis's DQ159

If anything is there, DC 17 Reflex save, or 3d6 ⇒ (5, 5, 2) = 12


Gregor, moving the sphere is a move action that can't be combined with moving, so he either move the sphere, or attack the wolf. Your call.


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
Nazard wrote:
Gregor, moving the sphere is a move action that can't be combined with moving, so he either move the sphere, or attack the wolf. Your call.

I'll attack the wolf...sorry about that.


Abbas moves towards the centre of the combat and casts his bless spell, affecting the party with improved ability and improved morale.

Gregor weaves his way through the combatants and cracks the wolf's skull with his club. Already injured by Alexis' spell, the wolf goes down.

ROUND 4

Wolf 3 attempts to break free of the entangle: 1d20 + 1 ⇒ (4) + 1 = 5

Wolf 1 attempts to climb out of the pit: 1d20 + 1 ⇒ (7) + 1 = 8
Neither wolf is successful in its attempts.

Up next: Biter, Witches, Griselda

MAP UPDATED


"Biter is'ing to help protect Pupa!"

Biter -Round 4:
Move to DN-163.
Ready an attack on anything that makes a grab for Pupa.
Power attack 1d20 + 6 ⇒ (5) + 6 = 11.
Damage 1d10 + 9 ⇒ (10) + 9 = 19.

If Biter stumbles across our invisible hag before the end o his movement, he'll make his attack on her.

Sorry for the delay guys... Only limited connection when I'm out of town.


Biter does not encounter any invisible hags on his route.

Up next: Elorin, Tracant, Rath

MAP UPDATED


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

Elorin will start delaying.


Tracant slithers forward to attack wolf 3.
Bite Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Bite damage: 1d6 + 1 ⇒ (2) + 1 = 3
Claw 1 attack: 1d20 + 6 ⇒ (8) + 6 = 14
Claw 1 damage: 1d4 + 1 ⇒ (1) + 1 = 2
Claw 2 attack: 1d20 + 6 ⇒ (19) + 6 = 25
Claw 2 damage: 1d4 + 1 ⇒ (1) + 1 = 2

Yikes! I hadn't really taken a careful look at Tracant's build. Some stuff is seriously off! All that electricity stuff that's been happening before...it never happened. Can't have that until 5th level. Claw damage is off too. Guess I have to have a closer look at things. Anybody else have anything they wish to declare?

All three attacks draw blood, but the injured wolf is still up, whining pitifully in pain.

Up next: Rath, Alexis, Pete


Rath moves to finish off Wolf 3. I don't know where you moved Tracant so put me in an unblocked spot.

Standard Action - Single Hit (hand):
To Hit: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Alexis, round 4:
I'm not sure which flaming sphere is mine. At any rate, Alexis will use her move action to direct her sphere to roll thru all squares adjacent to where Griselda was last seen except for those containing party members. She will then ready an action to cast scatter spray in the general vicinity of any spell casting she hears that is not from one of her friends. Naturally, she'll target it to avoid hitting as many of her allies as possible.

Damage (Ref DC 16 negates):
hidden 1d8 ⇒ 8


Pete Round 4 actions:
Pete gives Alexis a wink and hefts his throwing axe. He watches the movements of the sphere carefully, waiting for it to impact some object that is unseen.

Ready action to attack the square the flaming sphere is in should it impact an invisible target.
Ranged attack Throwing Axe, 1d20 + 5 ⇒ (8) + 5 = 13
Damage 1d6 + 1 ⇒ (6) + 1 = 7
I have not included any range penaties in the attack roll.
Miss chance 1d100 ⇒ 89


Alexis flaming sphere moves about the field, burning away another patch of fog, but not encountering any obstructions. Wherever she is, she's moved away from her previous location.

"Where is she!?" Burnsten growls. "Someone find her!"

Up next: Pete (since his 'readied' action never triggered, even though Alexis was before him and you can't technically 'ready' an action for something earlier in the initiative count [but I knew what you meant]), Pupa, Burnsten


Naz, I assumed it would take a full round for Alexis' sphere to travel the way she indicated, which is why I stated my actions the way I did. In any case, Pete will maintain his readied action, then.


Round 4 actions, updated:
Pete will ready action to throw his hammer at Griselda should she appear visible in visual range.

Attack Hammer 1d20 + 5 ⇒ (18) + 5 = 23
Damage 1d4 + 1 ⇒ (2) + 1 = 3
please apply any applicable range penalties, thanks


Initiative Order:
Wolves
Biter
Witches
Griselda
Elorin
Tracant
Rath
Alexis
Pete
Pupa
Burnsten
Abbas
Gregor

Pupa moves into the mist and Burnsten and Elorin spot the tail end of some sort of bizarre breath weapon emerge from the mist to the north.

Burnsten steps into the mist at DP157 and flails blindly with his curve blade, hitting nothing.

Up next: Abbas, Gregor, Wolves


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

Elorin will coe off delay and move north to DK 158 which hopefully puts me just north of the fog. If I see Griselda or a witch I will fire an arrow at her in that order and yell out to the rest of the group her location.
LB atk with PBS w/Deadly Aim 1d20 + 8 ⇒ (2) + 8 = 10 dam 1d8 + 5 ⇒ (8) + 5 = 13
if not within 30' subtract 1 from hit and damage.


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

Round 5:

Gregor will step toward the remaining wolf that is not in the bottom of a pit. to DT153 and swing his shillelagh.

Attack:1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11 (shillelagh, bless)
Damage:2d6 + 2 ⇒ (1, 6) + 2 = 9


Male Human Cleric 3

round 5

actions:
abbas will move to DT 159 and ready an attack on anything that attacks him


Elorin steps out of the fog to the north, but sees no sign of witches or Griselda.

Abbas similarly moves and prepares to attack.

Gregor steps forward to attack the entangled wolf, barely missing the mark as the wolf dodges aside to come at the druid itself in a hamstringing attack.

ROUND 5

Wolf attack: 1d20 ⇒ 9 The wolf's lunge is hauled up short of a collar of shrubbery.

The wolf in the pit attempts to climb out again.
1d20 + 1 ⇒ (13) + 1 = 14 Gregor sees a snout peak out over the top before the wolf lets out a little yelp and drops back into the pit again.

Up next: Biter, Witches, Griselda

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