The Fulcrum of Ages

Game Master Tech5bb

Game Map


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Silver Crusade

As the Guards pass the White Dove starts to make his way around the corner to the right, as you come around the corner you enter a long straight passage that seems to be unnaturally worked. There are several side passages along the way that have the same unnatural working with extreme straight edges at almost perfect right angles.

You follow the white dove and this main passage for about 10 mins before ducking down a side passage. this passage winds its way in a long circle and seems to join back with the main passage some way a head. You continue like this for another 20mins or so as you continue to duck and weave your way closer to the center of the Silver Mountain and the Technic League complex.

You hear but dont see the rhythmic foots steps of more patrols but are able to avoid them fairly easily. Finally you come out of a passage into a much large oval cavern this one is also unnaturally worked with perfect smooth walls and edges the whole way around. Orbs in the ceiling provide a dim glowing blue/white light.

In the center of the furthermost wall away from you is a metal portcullis blocking a hall way, there is no other way out of the room, other than the way you came.

The White Dove heads over towards the barred passage.


Male Elf Witch 8 | HP 50/50 | AC 2016 TO 15 FF 1612 | F +4 R +7 W +8 | CMD 18 | Init +4 | Perc +9 DV LLV | Mage Amor
Spells:
1st 6/8 | 2nd 6/8 | 3rd 6/7 | 4th 4/4

Krayn follows the guide, preserving the marching order. He has his hammer in hands.

No need to rush, but... Magical auras on the orbs in the ceiling / portcullis / floor (magical traps)? :)


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym continues forward as well his longspear drawn remaining silent knowing they are deep in now and the true adventure is soon at hand

Silver Crusade

as you all get closer to the portcullis, you dont see any signs of a way through from the side your on. Not to far down the passage on the other side you notice a device that could possibly operate the portcullis.

The bars of the portcullis are 4 inches thick and made of metal and also have a gap of 2 inches between each bar.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

What sort of check is it to learn about the device that activated the portcullis, and what sort of check would be required to activate said device?

Knowledge (engineering): 1d20 + 12 ⇒ (13) + 12 = 25

"I can get us through here, but it will take up some of my more valuable resources for the day to do so. Does anybody else have any ideas?"

Also, I'm guessing from the description that an escape artist check is out of the question.

Silver Crusade

Yes knowledge engineering is the right check to know more, and no you wouldnt be able to squeeze through these bars.

@Maldrek, you know that the device that you can see does operate the portcullis, its not like any device you have seen before, and you would need some time up close with it to study it to work it out.


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

it will take an hour to receive the spells but I can find traps or stone shape, but this will take more time and some resource as well Morgrym states considering the portcullis and the walls around it.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Going to see if anybody else has any ideas. I can mix up an extract of gaseous form, go through the bars, and see if I can lift it from the other side, but that will take up my one unprepared 3rd level spell.


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Zaci hissed as she thought.

We might be able to slip through the bars. I could do that if someone else has any other ideas.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Maldrek shakes his head. "No amount of contortionist can get through four square inches. Unless you secretly have no bones or organs, I think we need another route."

I imagine the escape artist check is something in the 50s at least.


Male Elf Witch 8 | HP 50/50 | AC 2016 TO 15 FF 1612 | F +4 R +7 W +8 | CMD 18 | Init +4 | Perc +9 DV LLV | Mage Amor
Spells:
1st 6/8 | 2nd 6/8 | 3rd 6/7 | 4th 4/4

There's not a Disable Device check?

Silver Crusade

@Krayn not from the side your on also there are faint magical auras coming from the lights (its just a light spell i ont wont you guys spending to much time trying to decipher them lol)


We need to figure out a way through, i dont know how much time we have before a patrol comes back this way


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Hissing in annoyance just before face palming herself, Zaci says, I know that. What I'm talking about is turning into mist or shrinking someone to get to the other side. Although shrinking me won't work on me. Trust me I've tried.

Then she remembered.

By the way what were those things? They aren't undead but they are not alive either.

It probably is. And reduce person doesn't work on native outsiders. :(


Male Elf Witch 8 | HP 50/50 | AC 2016 TO 15 FF 1612 | F +4 R +7 W +8 | CMD 18 | Init +4 | Perc +9 DV LLV | Mage Amor
Spells:
1st 6/8 | 2nd 6/8 | 3rd 6/7 | 4th 4/4

- It doesn't look like it can be opened from this side, exactly... - Krayn says, pointing to the device - ... So I'd say our best chance would be to try to find a way to get one of us to the other side, and then try to disable it from there. Besides, of course, just forcing our way through.

The drow steps sideways.

- I don't have a spell to allow me to go through the bars or any kind of teleportation, but maybe one of you has?


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Maldrek nods. "Very well, I'll take care of it. Give me a minute to prepare the extract." A minute of mixing smelly ingredients follows, and then he drinks down a smoky liquid. His form grows more and more blurry until he turns into a gas, and he slips between the bars. While in gaseous form he scouts the area quickly.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24


Female Angelkin Warlord 8
Quick stats:
AC 26, T 16, FF 21; hp 90/104; Fort +12, Ref +11, Will +6; CMD 30; Init +3; Perc +11, darkvision 60 ft; resist acid/cold/electricity 5

"Nice trick," El mutters, nodding appreciatively as Maldrek's misty figure slips through the bars. "Guessing you can only do that once, then?"

-Posted with Wayfinder

Silver Crusade

The passage ahead seems clear, its more or less straight for about 50ft ending in a t-junction. the device is 10ft down the tunnel from the portcullis.

To attempt to activate the device you are going to need to spend some time examining it.

As you look at the device it is a square metal box that is the same shape and thickness from top to bottom. The top face is on a 45 degree angle.

A series of buttons and lights dot the top face, there is no obvious pattern.

@Maldrek please make me a knowledge engineering check


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Knowledge (engineering): 1d20 + 12 + 1d6 ⇒ (19) + 12 + (3) = 34

Maldrek examines the device closely as he whispers to Eleanora. "Twice, if I know I need to ahead of time. However I like to keep one extract of haste for emergencies, if you recall the centaur ambush it turned out rather useful."

Silver Crusade

Maldrek you are able to find a small gap from where you can pry the face plate off. as you open the device you see a maze of wires and circuits.

You will need to make 3 consecutive engineering checks to open the portcullis

As Maldrek is inspecting the control panel you all hear sets of rhythmic thuds, the sounds of metal clinking and of gears winding, you all turn to look down the corridor as 4 metal guards, marching 2 a-breast approach> they reach the end of tha passage and they enter the chamber they spread fan out, 4 across, long spears lowered.

GM Screen:

Initiative
Maldrek: 1d20 + 4 ⇒ (18) + 4 = 22
Zikamiri: 1d20 + 7 ⇒ (20) + 7 = 27
Krayn: 1d20 + 6 ⇒ (8) + 6 = 14
Zaci: 1d20 + 7 ⇒ (7) + 7 = 14
The White Dove: 1d20 + 4 ⇒ (19) + 4 = 23
Morgrym: 1d20 + 4 ⇒ (9) + 4 = 13
Eleanora: 1d20 + 3 ⇒ (1) + 3 = 4
soldiers: 1d20 + 6 ⇒ (6) + 6 = 12

Map coming soon, the chamber is oval, it is 30ft from north to south and 60ft from east to west. the passage behind the guards is 10ft wide and the passage where Maldrek is, is the same width. The guards are side by side across the entrance of the far passage.


Initiative order

Zikamiri
The White Dove
Maldrek
Zaci
Krayn
Morgrym
Solders
Eleanora

@Maldrek you will need to make one check per round on your turn, you will need 3 consecutive successful checks to open the gate.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Hmm, you think it would be a disable device check. Oh well, hopefully I get this open quick.

Knowledge (engineering): 1d20 + 12 + 1d6 ⇒ (8) + 12 + (4) = 24
Knowledge (engineering): 1d20 + 12 + 1d6 ⇒ (10) + 12 + (1) = 23
Knowledge (engineering): 1d20 + 12 + 1d6 ⇒ (13) + 12 + (6) = 31

Silver Crusade

Encounter Elf wrote:


@Maldrek you will need to make one check per round on your turn


Encounter Map


Be careful these are mindless killing machines, strike hard and fast!!

The white dove takes a 5ft step down beside Eleanora, as he does he reaches to his hip an unfurls his scorpion whip, he begins to wave it rhythmically back and forth through the air above his head, each time getting slightly quicker, sparks of electricity start to race across the whip, and those of you standing next to him can feel the hairs on your arms start to stand up.

He takes a moment to study the soldier on the far left(of the map as you look at it) then as his fanciful display seems to reach its crescendo he cracks the whip out forward, as the whip cracks a clap as loud as thunder pierces the air and lightning brightens the room.


5ft step,
Free action - spend 1 point of panache to extend the whips reach by 5ft using the prehensile special ability
swift action - use Wave Strike to make a feint Bluff check: 1d20 + 17 ⇒ (18) + 17 = 35
move action - study target for +1 to hit and damage
Standard action - Attack with Vital Strike
Attack: 1d20 + 16 ⇒ (19) + 16 = 352d4 + 3 + 8 + 1d6 ⇒ (4, 1) + 3 + 8 + (6) = 22

after the light returns to normal you notice a black char mark on the chest of the solder, his metal breast plate cracked open, gears and leavers can be seen moving inside what should be the humanoids chest.


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym takes a five foot step back using a move action to create a mirror image (copycat), standard action to cast blessing of fervor and a swift action to give all allies wi 15 ft a plus two to attack until my next turn (divine vessel)


Male Fetchling Ninja 8 | AC18 , Touch15 , FF13 | HP 52/72 | F +5, R +13, W +4 (Immune to Mind Effects)| Init +7 | Perc +10

Zikamiri picks up his walking stick and fires an arrow at the closest patrol.

Surprise Round: 1d20 + 13 ⇒ (7) + 13 = 20 vs flatfooted
if it hits: 1d6 + 2 + 24 ⇒ (4) + 2 + 24 = 30

After firing, he imidiately turns invisible and hold the rest of his action


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Ah, sorry. Would you want me to roll one per round or just keep those ones? My actions will be opening the door unless I'm personally attacked or the party looks in bad trouble.


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

sorry again keep posting under wrong alias niversal is morgrym of course


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Getting an idea she quickly asks, Machines? Wait...are they vulnerable to electricity or electrical attacks? I may have something that'll surely help us!

She quickly searches her backpack, pulling out both bottled lightnings.

If they truly are weak against electricity, these might prove quite helpful, she says hissing in anticipation as she hands them to anyone who wants them.

I hope I'm right! I could in fact be aiding the enemy and not even know it!

Please note she is purely guessing here. She's not 100% sure if they will help, but she's hoping they will! Also, I'm doing a standard action to get those bottled lightnings out of her backpack, which thus ends my turn.


Male Elf Witch 8 | HP 50/50 | AC 2016 TO 15 FF 1612 | F +4 R +7 W +8 | CMD 18 | Init +4 | Perc +9 DV LLV | Mage Amor
Spells:
1st 6/8 | 2nd 6/8 | 3rd 6/7 | 4th 4/4

Krayn moves forward, pulling his hammer, and hits the creature with it. Right after doing so, he touches himself to assume his shadowy form.

Moves 15 feet South, hit the creature 10 feet South of him, swift action (after hitting) to activate his evolutions.

Attack: 1d20 + 11 ⇒ (4) + 11 = 15 (vs. flat-footed AC)

Damage: 1d12 + 8 ⇒ (10) + 8 = 18

Silver Crusade

@Maldrek I would like you to make checks on your turn, if you could make 1 now that would be great, as for your comment about disabling the device your actually trying to figure out how to operate it, a disabled portcullis is still a closed portcullis.

also @ Zikamiri there is no surprise round, i'll roll your 4d6 for your sneak attack and in future if there is a surprise round i will let you know also you would have gone first because of your snap shot ability if there was a surprise round.

sneak attack: 4d6 ⇒ (2, 1, 2, 3) = 8

Silver Crusade

Zikamiri takes aim loosing a bolt straight into the chest of the soldier, it doesnt stagger or cry out in pain, grinding gears are the only sign that you have done some damage.

As Krayn steps forward and strikes out with his hammer the soldier deflects the blow away harmlessly.


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

Zikamiri is using underhanded.

Knowledge (engineering): 1d20 + 12 + 1d6 ⇒ (14) + 12 + (4) = 30

Silver Crusade

Maldrek as you examine the console you move some wires and you hear the sound of gears in the wall moving and the portcullis starts to shudder, you feel like your understanding this machine better.


Glowing blue eyes seem to flicker as each solder looks at you individually as if sizing you up, solder 1 and 2 almost is unison attack Krayn as he is the closet threatening target.

GM Screen:

Attacks
soldier1 - attack 1: 1d20 + 18 ⇒ (16) + 18 = 341d10 + 13 ⇒ (6) + 13 = 19 miss chance1: 1d100 ⇒ 57 hit
soldier1 - attack 2: 1d20 + 13 ⇒ (3) + 13 = 161d10 + 13 ⇒ (6) + 13 = 19miss chance2: 1d100 ⇒ 86 hit but doesnt beat AC
soldier2 - attack 1: 1d20 + 18 ⇒ (10) + 18 = 281d10 + 13 ⇒ (1) + 13 = 14miss chance3: 1d100 ⇒ 30 miss
soldier2 - attack 2: 1d20 + 13 ⇒ (17) + 13 = 301d10 + 13 ⇒ (5) + 13 = 18miss chance4: 1d100 ⇒ 47 miss

Solder 1 drives his halberd forward with lightning quick accuracy scoring a hit on the now monstrous Drow for 19 points of damage.

Solders 3 & 4 move forward to attack as soldier 3 moves forward Krayn sees an opening and swings his hammer, the hammer connects with the sodlers arm leaving a deep impression but doing less damage that what Krayn thought is normal.

GM Screen:

Krayn AoO
AoO: 1d20 + 12 ⇒ (17) + 12 = 291d12 + 10 ⇒ (8) + 10 = 18

Solder 3 ingnoring the blow from the drow stabs forward at Eleanora attempting to skewer her.

GM Screen:

soldier 3 attack: 1d20 + 18 ⇒ (12) + 18 = 301d10 + 13 ⇒ (7) + 13 = 20

Dealing a devastating blow for 20 points of damage.

Solder 4 charges forward attacking the nijna that shot it with an arrow, Suddenly the ninja vanishes and the soldier is forced to take an awkward swing at the next closest target the teifling, bringing its halberd down in a powerful over head swing.

GM Screen:

soldier 4 attack: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 311d10 + 13 ⇒ (3) + 13 = 16

the soldier is able to land a deep slice on the monk dealing 16 points of damage.

There is no sign of any emotions from the soldiers, no anger or fear nothing just cold metal expressionless faces with blue glowing eyes.


Encounter Map


Male Fetchling Investigator/Master Spy | AC 19, Touch 14, FF 15 | HP 72/72 | F +3, R +10, W +8 | Init +4 | Perc +11

A headache begins forming in Maldrek's head. Oh by all that is sane... "Tell me if things start getting serious over there!" Poorly programmed indeed if their first instinct is to attack. I wonder if they're smart enough to warn somebody else of intruders...

Knowledge (engineering): 1d20 + 12 + 1d6 ⇒ (14) + 12 + (1) = 27


Female Angelkin Warlord 8
Quick stats:
AC 26, T 16, FF 21; hp 90/104; Fort +12, Ref +11, Will +6; CMD 30; Init +3; Perc +11, darkvision 60 ft; resist acid/cold/electricity 5

"Of course. Tell us when you've made some progress there!" Eleanora calls back to Maldrek, shielding her eyes from the flash of lightning that fills the room. Lowering her hand, she steps up to the nearest automaton, moving close to deny it the advantage of reach. She strikes out twice experimentally, testing their reactions.

Actions:

Free action to 5-foot step south.
Swift action to swap to Scarlet Einhander stance.
Full attack on enemy #3.
Using Power Attack, Scarlet Eindander stance, Scarlet Throne style.

Attack 1: 1d20 + 15 ⇒ (8) + 15 = 23 damage: 1d8 + 18 + 1d6 ⇒ (3) + 18 + (6) = 27
Attack 2: 1d20 + 8 ⇒ (8) + 8 = 16 damage: 1d8 + 18 + 1d6 ⇒ (1) + 18 + (1) = 20

I'll attempt to negate the next attack that comes at me using Scarlet Throne Dignity, with an attack roll of 1d20 + 13 ⇒ (19) + 13 = 32.
If I get to make any attacks of opportunity, I have Combat Reflexes for 4/round, and a fortuitous weapon for a second attack at a -5 penalty on the first per round.

Silver Crusade

Eleanora strikes our with her dueling sword, the first attack biting in the steel plating of the soldier, sparks fly brightening the room briefly.

The second attack hits the hardened steel but does not penetrate.


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

I will use blessing of fervor for +2 to ac and I will cast bless using the swift action to give everyone another plus two to attack until my next turn and then five footing behind elenora to use bodyguard

SO ATTENTION PARTY:
You have blessing of fervor which can give you haste
You have bless +1 morale to hit
You have divine vessel +2 untyped to hit until my next round


Female Faultspawn
Quick Stats:
AC24/32, T 20, FF20 hp75/79 F +9, R +11, W+11 Init+7, darkvision 60 ft.; Perc +11 DA evasion, still mind, Immunities disease, Resist cold 5, electricity 5, fire 5, CMB +11 (+13 trip); CMD 28 (30 vs trip)
Monk 8

Zaci hissing opens one of the bottled lightning and points it at the nearest one, unleashing a bolt of lightning at the clockwork soldier!

She points it at clockwork soldier #4 that way no one gets hit by the electrical attack and the sonic damage. No need for friendly fire!

Bottled Lightning Damage: 1d8 ⇒ 4

Silver Crusade

zaci you still need to make a ranged touch attack to hit wiht the bottled lightning. Ranged touch attack: 1d20 + 9 ⇒ (17) + 9 = 26 - Hit

Zaci aims the bottle at the closest soldier and pops the cork lid, again a thunderous loud clap echos through the room and down the halls as lightning jumps out of the bottle illuminating the room for a brief second.

The soldier jerks and jolts as the lightning courses through its body, small whiffs of smoke can be see rising from it. You believe that this is very effective.


Male Elf Witch 8 | HP 50/50 | AC 2016 TO 15 FF 1612 | F +4 R +7 W +8 | CMD 18 | Init +4 | Perc +9 DV LLV | Mage Amor
Spells:
1st 6/8 | 2nd 6/8 | 3rd 6/7 | 4th 4/4

Krayn goes back to his (ab)normal behavior and starts laughing. Somehow he's finding that all very funny, or at least he's enough crazy to not exactly discern what's happening. He doesn't seem to care much about his health at the moment, even taking multiple attacks on his shadowy face.

He chants a spell as a prayer to his mad god, then proceeds to fly to the other side of the room carrying his hammer. It's like at the moment he's absorbed in his own madness and incapable of thinking logically about the danger they're in.

Note about my actions: I have total concealment, so none of my actions provoke AoO (by the rules, "you can't take attacks of opportunity against targets with total concealment" - link)

I choose +2 to attacks and AC from Fervor this round.

First action: casting Ironskin on myself.

Moving to square 4 East 1 South from where I am (can we add some coordinates to the map?) :) so I can provide flank against the enemies.


Male Fetchling Ninja 8 | AC18 , Touch15 , FF13 | HP 52/72 | F +5, R +13, W +4 (Immune to Mind Effects)| Init +7 | Perc +10

Zikamiri moves behind the 3rd soldier and sets up a flank with Eleanora. While moving, he draws his Wakizashi and stabs at the soldier and becomes invisible again before it can get a good look at him.

Attack: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d6 + 1 + 4d6 ⇒ (6) + 1 + (2, 5, 4, 2) = 20


The white dove moves down beside Krayn, continuing to focus on the soldier he has hit already, he again begins to flick the whip back and forth through the air, the electric charge building again. This time he targets the soldiers legs.

actions:

5ft down behind Krayn
Full attack spending a panache point using Targeted strike, targeting the legs and using vital strike.

attack: 1d20 + 16 + 3 ⇒ (13) + 16 + 3 = 322d4 + 3 + 8 + 1d6 ⇒ (4, 1) + 3 + 8 + (6) = 22

As the whip cracks and makes contact with the legs of the soldier, lighting lights up the room and thunder booms again, sparks fly from the tremendous hit and the soldiers legs are knocked out from under him as it falls prone.


encounter map

round 2 Initiative order

Zikamiri - gone
The White Dove - gone
Maldrek - gone
Zaci -gone
Krayn -gone
Morgrym -gone
Soldiers
Eleanora

Silver Crusade

Zikamiri suddenly appears behind the 3rd soldier, finding a gap in its armor he drives he blade deep into the soldier gears grind and sparks fly from the blow, the soldier seems to be quite hurt, its eyes flickering and spasmodic jerks now rack its body.

Maldrek continues to study the control panel, he tries pressing a few buttons in a sequences but nothing happens.


Soldier 1 stands up and then menacingly moves towards its attacker.

Soldier 2 steps forward and attacks Eleanora

GM Screen:

attack1: 1d20 + 18 ⇒ (5) + 18 = 231d10 + 13 ⇒ (9) + 13 = 22 misses assuming morgrym uses bodyguard
attack2: 1d20 + 13 ⇒ (16) + 13 = 291d10 + 13 ⇒ (5) + 13 = 18-hits

The first attack comes in at Eleanora's head but this time Morgrym intercepts the blow with his long spear deflecting it harmlessly away. the soldier changes direction quickly with its blade and catches Eleanora off guard or so it thought, ELeanora turns her body sideways at the last second and the blade misses, cutting nothing but air.

Soldier 3 shifts forward up besides Eleanora, it top half of its body rotates around facing back down to the Ninja and the Drow, and attempts to attack the ninja.

GM Screen:

soldier 3 attack1: 1d20 + 18 ⇒ (1) + 18 = 191d10 + 13 ⇒ (9) + 13 = 22 doestn hit assuming Zikamir uses fervor for +2 ac
soldier 3 attack2: 1d20 + 13 ⇒ (17) + 13 = 301d10 + 13 ⇒ (7) + 13 = 20

The soldier stabs out twice in quick succesion as the first stab comes towards Zikamiri's heart quicker than he was ready for, Zikamiria remembers the blessing of the cleric and is suddenly filled with a divine quickness giving him the ability to dodge our of the way. With lightning reflexes the soldier changes direction of the blade to follow zikamiri's dodge and score a slashing hit across his shoulder for 20 points of damage.

Solder 4 continues to attack the tiefling monk 2 thrusts of its weapon strike forward.

GM Screen:

soldier 4 attack1: 1d20 + 18 ⇒ (5) + 18 = 231d10 + 13 ⇒ (5) + 13 = 18
soldier 4 attack2: 1d20 + 13 ⇒ (12) + 13 = 251d10 + 13 ⇒ (4) + 13 = 17

The monk narrowly deflects the first attack but isnt quick enough to deflect the second attack however Morgrym see's his companion in trouble and at the last second strike the soldiers arm just hard enough to force the blow off course missing the tiefling.

Silver Crusade

so morgrym you have used 2 AoO's and Zikamiri you have used your fervor if zaci or Zikamiri have other abilities to negate the attacks let me know and we can retcon them if needs be

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