| GM Deadly Secret |
Yelp!
Danh fails and drops what he is holding in his hands and flees.
The Undead creature will stand up. (provokes of course, 20% concealment dim light)
It will attack Radrick AC 25
Melee battleaxe: 1d20 + 14 ⇒ (18) + 14 = 32 20/x3
Hits
2d6 + 18 ⇒ (3, 4) + 18 = 25 magic, slashing damage
It laughs.
Up next, Radrick! The shaken fell off at the start of his turn so you no longer have the condition.
| Radrick Anon |
AoO: 1d20 + 15 ⇒ (16) + 15 = 31
concealment: 1d100 ⇒ 82
damage: 2d8 + 3 ⇒ (4, 1) + 3 = 8
"OUCH!"
Radrick sees/hears the others turn and run. Knowing what had happened he tries for a little levity.... "I said spread out, not run away. I can't fight this behemoth myself!"
Knowing that he can't survive very long under the beast he still has to try. He steps into it and goes into a flurry of movements.
Activate the boots again. 5' step forward to G7. Flurry of Maneuvers taking one. Using swift action for Reliable Maneuver on the first attack.Does concealment apply if I'm standing right in front of it?
Trip attempt: 1d20 + 24 ⇒ (5) + 24 = 29
Trip attempt: 1d20 + 24 ⇒ (2) + 24 = 26
concealment: 1d100 ⇒ 84
First attack (from Haste) doing disarm maneuver.
disarm: 1d20 + 22 ⇒ (13) + 22 = 35
concealment: 1d100 ⇒ 64
Next are regular attacks:
Regular attack: 1d20 + 15 ⇒ (2) + 15 = 17
concealment: 1d100 ⇒ 44
damage: 2d8 + 3 ⇒ (7, 1) + 3 = 11
Regular attack: 1d20 + 10 ⇒ (14) + 10 = 24
concealment: 1d100 ⇒ 80
damage: 2d8 + 3 ⇒ (7, 4) + 3 = 14
Crap! Those roles don't look very good.... Hope somebody can raise me 'cause I think I'm gonna be worm food!
| Radrick Anon |
Something I forgot. If I rolled 10 below the CMD in my trip attempt, I can drop my weapon to not be tripped myself.
| GM Deadly Secret |
Radrick does not trip the creature and it is not below 10.
Radrick disarms the creature.
Miss and Miss.
The creature moves away and provokes.
The creature then casts a spell.
Spellcraft
Sol 1d20 + 3 ⇒ (17) + 3 = 20
A living creature with 6 or more HD takes 1d4 ⇒ 3 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.
Everyone roll a Fortitude Save DC 18
Everyone but Radrick is panicked and cowers at the wall of force.
Up next, Radrick!
| Radrick Anon |
Did my AoO hit before my start of round?
AoO as the creature steps away: 1d20 + 15 ⇒ (12) + 15 = 27
concealment: 1d100 ⇒ 93
damage: 2d8 + 3 ⇒ (1, 8) + 3 = 12
Fort Save: 1d20 + 13 ⇒ (2) + 13 = 15
Radrick drops one of his Kama, grabs one of the creature's axes and moves out of the area of the poison gas. Basically double move. Free: Drop weapon. Move:Pick up item. Move: Move to square L7. Con damage? Ouch again!
| Kurasu |
Fort Save: 1d20 + 6 ⇒ (16) + 6 = 22 (-2 due to panicked included)
Kurasu has Miraculous Fortitude meaning he takes the lesser effect if he fails the save and ignores the Con Damage completely if he should succeed.
| GM Deadly Secret |
Yes, sorry I forgot to mention it.
Radrick takes 3 CON damage.
Sol takes 1 CON damage.
Kurasu takes 1 CON damage.
Radrick hits the undead again with the AoO.
Radrick picks up one of the battleaxes and moves.
This weapon is a large battleaxe and does not fit your size to use and will take penalties. -2 weapon size, -4 if not proficient with battleaxe and must be held in 2 hands to use.
Up next, Sol! You can move out of the cloud but you have to keep your distance from the creature.
Also, as a side note. If any of you have dimension door or teleport prepared (or similar spells), you have to use it to flee.
| Radrick Anon |
I won't be using it. I just want to get it away from the monster so I don't have to disarm it twice again. Hurt too bad for that!
| Kurasu |
Kurasu is so intimidated by the creature that he seeks a way to gain yet more distance from the monstrosity, his gaze shifts upwards as he grows a pair of giant black raven wings. Trying to get as far out of harms way as possible he takes to the skies.
Standard Action sprout Tengu Wings , Move Action gain as much distance as possible moving southwards and upwards along the barrier, since a start straight up is not likely to succeed.
Is that set of actions acceptable? I have no spells prepared that might be useful for escape.
| Radrick Anon |
Worried that he appears to be alone in a fight that he is totally not capable of winning, Radrick drops the creature's second weapon behind himself as he moves toward it. He clicks his heals together to activate the power of his boots again and tries to put the creature on it's backside again. Maybe the crowd will appreciate the humor of the giant falling down... He calls out to the team, "Come on guys! A little help here please!!!"
Free action: Drop weapon square M6.
Free action to activate Haste on his boots.
5' step to square K8.
Swift action to use a point of Ki for Reliable maneuver. Sweeping Maneuver ending with a standard attack.
First attack is Trip Maneuver with Reliable Maneuver:
Trip attempt: 1d20 + 25 ⇒ (6) + 25 = 31
Trip attempt: 1d20 + 25 ⇒ (14) + 25 = 39
Concealment: 1d100 ⇒ 93
Second Maneuver for the sweep is disarm:
Disarm attempt: 1d20 + 23 ⇒ (5) + 23 = 28
Concealment: 1d100 ⇒ 13
Finish with standard attacks (I think I would get two because of the Haste. Sweeping Maneuver replaces one standard action. ??)
Standard Attack: 1d20 + 15 ⇒ (18) + 15 = 33 +4 for prone?
Concealment: 1d100 ⇒ 75
Damage if I hit: 2d8 + 3 ⇒ (3, 3) + 3 = 9
Standard Attack: 1d20 + 10 ⇒ (16) + 10 = 26 +4 for prone?
Concealment: 1d100 ⇒ 37
Damage if I hit: 2d8 + 3 ⇒ (1, 8) + 3 = 12
| Radrick Anon |
As long as I still have any Ki points left my strikes count as magic, cold iron or silver, and lawful for purpose of damage resistance. I'll add that to my Temp Effects line....
AoO: 1d20 + 15 ⇒ (5) + 15 = 20
Concealment: 1d100 ⇒ 72
damage: 2d8 + 3 ⇒ (7, 3) + 3 = 13
*************************************
"Come on guys. This thing ain't going to miss me much longer!"
Pretty much repeat of last round. One more round of haste, reliable maneuver and sweeping maneuver....
Trip attempt: 1d20 + 25 ⇒ (1) + 25 = 26
Trip attempt: 1d20 + 25 ⇒ (9) + 25 = 34
Concealment: 1d100 ⇒ 100
Disarm attempt: 1d20 + 23 ⇒ (7) + 23 = 30
Concealment: 1d100 ⇒ 38
Standard Attack: 1d20 + 15 ⇒ (3) + 15 = 18 (+4 if he's prone)
Concealment: 1d100 ⇒ 27
Damage if I hit: 2d8 + 3 ⇒ (7, 8) + 3 = 18
Standard Attack: 1d20 + 10 ⇒ (20) + 10 = 30 (+4 if he's prone)
Concealment: 1d100 ⇒ 61
Damage if I hit: 2d8 + 3 ⇒ (5, 2) + 3 = 10
| GM Deadly Secret |
Radrick misses as the creature stands.
Radrick fails to trip and disarm the creature. You miss with the first attack and you hit with the second attack and do damage.
Sol, Kurasu & Danh are panicked.
The creature lets out a terrifying laugh and full rounds Radrick AC24
Melee battleaxe: 1d20 + 14 ⇒ (5) + 14 = 19 20/x3
Melee battleaxe: 1d20 + 9 ⇒ (7) + 9 = 16 20/x3
Melee battleaxe: 1d20 + 4 ⇒ (19) + 4 = 23 20/x3
All miss
Round 7
Up next, Radrick!
| Radrick Anon |
Knowing that his life could be ended by just another strike or two, Radrick fights on. "Come on guys! Throw off the fear. It's just magic!"
Hope for some better rolls.... Rinse and repeat!
Trip Attempt: 1d20 + 25 ⇒ (14) + 25 = 39
Trip Attempt: 1d20 + 25 ⇒ (10) + 25 = 35
Concealment: 1d100 ⇒ 95
Disarm Attempt: 1d20 + 23 ⇒ (12) + 23 = 35
Concealment: 1d100 ⇒ 73
Standard Attack: 1d20 + 15 ⇒ (3) + 15 = 18 (+4 if he's prone)
Concealment: 1d100 ⇒ 11
Damage if I hit: 2d8 + 3 ⇒ (2, 6) + 3 = 11
Standard Attack: 1d20 + 10 ⇒ (12) + 10 = 22 (+4 if he's prone)
Concealment: 1d100 ⇒ 94
Damage if I hit: 2d8 + 3 ⇒ (5, 6) + 3 = 14
| Radrick Anon |
Slight change. Using his swift action to activate a defensive adjustment from his Ki pool (+4 to AC) and using Flurry of Maneuvers taking one maneuver attempt(Trip) in addition to standard attacks. How long does that fear last!?!
Trip Attempt: 1d20 + 23 ⇒ (14) + 23 = 37 (-2 for the Flurry)
Concealment: 1d100 ⇒ 35
Standard Attack: 1d20 + 15 ⇒ (10) + 15 = 25 (+4 if he's prone)
Concealment: 1d100 ⇒ 64
Damage if I hit: 2d8 + 3 ⇒ (2, 7) + 3 = 12
Extra Standard Attack from Haste: 1d20 + 15 ⇒ (4) + 15 = 19 (+4 if he's prone)
Concealment: 1d100 ⇒ 17
Damage if I hit: 2d8 + 3 ⇒ (5, 6) + 3 = 14
Standard Attack: 1d20 + 10 ⇒ (15) + 10 = 25 (+4 if he's prone)
Concealment: 1d100 ⇒ 2
Damage if I hit: 2d8 + 3 ⇒ (6, 4) + 3 = 13
| GM Deadly Secret |
A long time :)
Sol, Kurasu & Danh are panicked.
Radrick trips the creature. Hits with first attack but misses with the second and third.
The creature attacks Radrick AC28
Melee battleaxe: 1d20 + 14 ⇒ (8) + 14 = 22 20/x3
Melee battleaxe: 1d20 + 9 ⇒ (9) + 9 = 18 20/x3
Melee battleaxe: 1d20 + 4 ⇒ (7) + 4 = 11 20/x3
All miss
Round 9
Up next, Radrick!
| Radrick Anon |
I'm about to panic myself. My luck can't hold much longer and I can't use my last Ki point or the DR will be fully effective.... Using Flurry of Maneuvers again, taking one maneuver attempt(disarm) in addition to standard attacks. No AoO since it apparently didn't stand back up but just fought from prone.
Disarm Attempt: 1d20 + 25 ⇒ (3) + 25 = 28
Concealment: 1d100 ⇒ 89
Standard Attack: 1d20 + 19 ⇒ (1) + 19 = 20
Concealment: 1d100 ⇒ 10
Damage if I hit: 2d8 + 3 ⇒ (4, 3) + 3 = 10
Extra Standard Attack from Haste: 1d20 + 19 ⇒ (14) + 19 = 33
Concealment: 1d100 ⇒ 42
Damage if I hit: 2d8 + 3 ⇒ (6, 3) + 3 = 12
Standard Attack: 1d20 + 14 ⇒ (4) + 14 = 18
Concealment: 1d100 ⇒ 18
Damage if I hit: 2d8 + 3 ⇒ (6, 6) + 3 = 15
And the dice hate me again!
| Radrick Anon |
AoO for standing:AoO: 1d20 + 15 ⇒ (18) + 15 = 33
Concealment: 1d100 ⇒ 84
Damage if I hit: 2d8 + 3 ⇒ (3, 3) + 3 = 9
Using Flurry of Maneuvers and Sweeping Maneuver, attempting one trip and one disarm in addition to standard attacks.
Trip Attempt: 1d20 + 23 ⇒ (15) + 23 = 38
Concealment: 1d100 ⇒ 3
Disarm Attempt: 1d20 + 21 ⇒ (17) + 21 = 38
Concealment: 1d100 ⇒ 25
Standard Attack: 1d20 + 15 ⇒ (19) + 15 = 34
Concealment: 1d100 ⇒ 14
Damage if I hit: 2d8 + 3 ⇒ (7, 1) + 3 = 11
Extra Standard Attack from Haste: 1d20 + 15 ⇒ (8) + 15 = 23
Concealment: 1d100 ⇒ 98
Damage if I hit: 2d8 + 3 ⇒ (3, 7) + 3 = 13
Standard Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Concealment: 1d100 ⇒ 62
Damage if I hit: 2d8 + 3 ⇒ (6, 8) + 3 = 17
| GM Deadly Secret |
Radrick hits the creature while it gets up to stand.
Radrick fails to trip but he disarms the creature. None of your attacks hit.
Sol, Kurasu & Danh are panicked.
The creature will pick up the battle axe (provokes) and attacks Radrick AC 24
Melee battleaxe: 1d20 + 14 ⇒ (12) + 14 = 26 20/x3
Hits
2d6 + 18 ⇒ (2, 6) + 18 = 26 magic, slashing damage
Round 11
Up next, Radrick!
| Radrick Anon |
AoO for picking up weapon:AoO: 1d20 + 15 ⇒ (6) + 15 = 21
Concealment: 1d100 ⇒ 47
Damage if I hit: 2d8 + 3 ⇒ (8, 8) + 3 = 19
One more hit like that and I am dead!
Using Sweeping Maneuver as standard action, attempting one trip and one disarm, then if it is down or disarmed, running.
Trip Attempt: 1d20 + 25 ⇒ (13) + 25 = 38
Concealment: 1d100 ⇒ 96
Disarm Attempt: 1d20 + 23 ⇒ (13) + 23 = 36 (+4 if he's prone)
Concealment: 1d100 ⇒ 25
Running to the wall, (square A9) trying to buy a little time to get a potion or three out of my Haversack. Base speed = 60'.
| Radrick Anon |
Radrick feels almost completely at a loss. If even one of his companions could do anything other than cower along the wall or run this battle might already be over. As it is he feels one hit away from death and almost drained of the powers of his martial training. He thinks about the potions in his haversack and mentally calls for one, quickly uncaps it and drains it.
Get a potion of mage armor from the haversack and drink it. Actually I'd like to drink 1 of each of the 6 potions that I have, but I know I won't have time for that....
| Radrick Anon |
I thought about it but needed some distance to retrieve potions. Drinking a potion risks an AoO so I needed distance. Should give me at least one round.... I'm at 18 HP and he's hitting for more than that when he does hit. That's why I decided that if he was down and disarmed I would run!
Additional concern is if the monster decides to charge the panicked group, but that should make them run.
| Radrick Anon |
Radrick sees the monster retrieve its second axe. He winces at the knowledge but uses the time to call for a second potion and quickly quaffs it.
Taking a potion of Bears Endurance to undo the Con damage for a couple of minutes. I hate the rules on potions,(1/rnd) but I guess since the round is only 6 seconds it sort of makes sense....
| GM Deadly Secret |
You can always take the feat accelerated drinker :)
Radrick drinks his potion.
Sol, Kurasu & Danh are panicked.
The creature moves up and swings one axe down on Radrick AC 28
melee battleaxe: 1d20 + 14 ⇒ (13) + 14 = 27 20/x3
Miss
Round 14 Keep this up and they will be out of their fear soonish.
Up next, Radrick!
| Radrick Anon |
Radrick steps toward the monster and activates his magical bracer and boots before starting his attack routine.
Swift action to activate the longarm bracer to extend his reach. Free action to activate the Boots of Speed. 5' step to square B10. Then Flurry of Maneuvers/Sweeping Maneuver to try to take the behemoth down, followed by a couple of attacks. I still have Ki so they count as Magic/Silver or Cold Iron and Lawful for the purpose of Damage reduction.
Trip Attempt: 1d20 + 23 ⇒ (5) + 23 = 28 (reduced 2 for the Flurry)
Concealment: 1d100 ⇒ 70
Disarm Attempt: 1d20 + 21 ⇒ (1) + 21 = 22
Concealment: 1d100 ⇒ 30
Standard Attack: 1d20 + 15 ⇒ (2) + 15 = 17
Concealment: 1d100 ⇒ 10
Damage if I hit: 2d8 + 3 ⇒ (4, 1) + 3 = 8
Extra Standard Attack from Haste: 1d20 + 15 ⇒ (11) + 15 = 26
Concealment: 1d100 ⇒ 53
Damage if I hit: 2d8 + 3 ⇒ (7, 2) + 3 = 12
Standard Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Concealment: 1d100 ⇒ 45
Damage if I hit: 2d8 + 3 ⇒ (7, 4) + 3 = 14
Having the fear effect gone can't happen too quick!
CRAP! Just noticed the die rolls! "Ave, Imperator, Morituri te Salutant!"
| GM Deadly Secret |
Radrick fails to trip and disarm the creature. None of your attacks hit.
Sol, Kurasu & Danh are panicked.
The creature attacks Radrick AC 28
Melee battleaxe: 1d20 + 14 ⇒ (13) + 14 = 27 20/x3
Melee battleaxe: 1d20 + 9 ⇒ (15) + 9 = 24 20/x3
Melee battleaxe: 1d20 + 4 ⇒ (18) + 4 = 22 20/x3
Melee battleaxe: 1d20 + 14 ⇒ (6) + 14 = 20 20/x3
Melee battleaxe: 1d20 + 9 ⇒ (6) + 9 = 15 20/x3
All miss
Round 15
Up next, Radrick!
| Radrick Anon |
After his miserable luck Radrick had thought that he was dead. When the monster's attacks also failed Radrick wondered what diety he owed for one more chance. He steps forward again and continued his attack!
Free action to activate the last use of his Boots of Speed for today. Swift action and his second to last Ki point to use Reliable Maneuver on his trip attack. 5' step to square C10. Then Flurry of Maneuvers/Sweeping Maneuver to try to take the behemoth down, followed by a couple of attacks. I still have 1 Ki so they count as Magic/Silver or Cold Iron and Lawful for the purpose of Damage reduction.
Trip Attempt: 1d20 + 23 ⇒ (2) + 23 = 25 (reduced 2 for the Flurry)
Trip Attempt: 1d20 + 23 ⇒ (6) + 23 = 29 (reduced 2 for the Flurry)
Concealment: 1d100 ⇒ 63
Disarm Attempt: 1d20 + 21 ⇒ (3) + 21 = 24
Concealment: 1d100 ⇒ 20
Standard Attack: 1d20 + 15 ⇒ (20) + 15 = 35
Concealment: 1d100 ⇒ 36
Damage if I hit: 2d8 + 3 ⇒ (8, 5) + 3 = 16
Extra Standard Attack from Haste: 1d20 + 15 ⇒ (2) + 15 = 17
Concealment: 1d100 ⇒ 8
Damage if I hit: 2d8 + 3 ⇒ (7, 5) + 3 = 15
Standard Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Concealment: 1d100 ⇒ 68
Damage if I hit: 2d8 + 3 ⇒ (7, 4) + 3 = 14
| GM Deadly Secret |
Radrick fails to trip and disarm the creature. Your first attack hits and you do damage to the creature.
Sol, Kurasu & Danh are panicked.
The creature attacks Radrick AC 29
Melee battleaxe: 1d20 + 14 ⇒ (7) + 14 = 21 20/x3
Melee battleaxe: 1d20 + 9 ⇒ (15) + 9 = 24 20/x3
Melee battleaxe: 1d20 + 4 ⇒ (19) + 4 = 23 20/x3
Melee battleaxe: 1d20 + 14 ⇒ (8) + 14 = 22 20/x3
Melee battleaxe: 1d20 + 9 ⇒ (6) + 9 = 15 20/x3
All miss
Round 16
Up next, Radrick!
| Radrick Anon |
Feeling one attack hit after his maneuvers failed again gave Radrick some positive. How many times had he hit the thing? How much damage could the monster take? Was it regenerating? He had to hope not....
Standing in place and trying again. Flurry of Maneuvers/Sweeping Maneuver to try to take the behemoth down, followed by a couple of attacks. I still have 1 Ki so they count as Magic/Silver or Cold Iron and Lawful for the purpose of Damage reduction.
Trip Attempt: 1d20 + 22 ⇒ (12) + 22 = 34
Concealment: 1d100 ⇒ 53
Disarm Attempt: 1d20 + 20 ⇒ (4) + 20 = 24 (+4 if he's prone)
Concealment: 1d100 ⇒ 66
Standard Attack: 1d20 + 15 ⇒ (3) + 15 = 18 (+4 if he's prone)
Concealment: 1d100 ⇒ 74
Damage if I hit: 2d8 + 3 ⇒ (3, 8) + 3 = 14
Standard Attack: 1d20 + 10 ⇒ (14) + 10 = 24 (+4 if he's prone)
Concealment: 1d100 ⇒ 24
Damage if I hit: 2d8 + 3 ⇒ (1, 8) + 3 = 12
| Radrick Anon |
Since both miss it doesn't matter, but I just noticed that my attack rolls for standard attack were wrong. Since I no longer have Haste the modifier should be +14/+9.... As called on many occasions, a Flurry of Misses!
| GM Deadly Secret |
Radrick fails to trip and disarm the creature. All your attacks miss.
Sol, Kurasu & Danh are panicked.
The creature attacks Radrick AC 28
Melee battleaxe: 1d20 + 14 ⇒ (12) + 14 = 26 20/x3
Melee battleaxe: 1d20 + 9 ⇒ (6) + 9 = 15 20/x3
Melee battleaxe: 1d20 + 4 ⇒ (3) + 4 = 7 20/x3
Melee battleaxe: 1d20 + 14 ⇒ (9) + 14 = 23 20/x3
Melee battleaxe: 1d20 + 9 ⇒ (11) + 9 = 20 20/x3
All miss
Round 17
Up next, Radrick!
| Radrick Anon |
With a clean sweep of failed attacks Radrick is certain that he is living in the final seconds of his life. The the monster attacks and he is somehow able to again dodge the attacks. As nothing else is possible he attacks again.
Again....
Trip Attempt: 1d20 + 22 ⇒ (13) + 22 = 35
Concealment: 1d100 ⇒ 93
Disarm Attempt: 1d20 + 20 ⇒ (14) + 20 = 34 (+4 if he's prone)
Concealment: 1d100 ⇒ 37
Standard Attack: 1d20 + 14 ⇒ (18) + 14 = 32 (+4 if he's prone)
Concealment: 1d100 ⇒ 17
Damage if I hit: 2d8 + 3 ⇒ (8, 1) + 3 = 12
Standard Attack: 1d20 + 9 ⇒ (14) + 9 = 23 (+4 if he's prone)
Concealment: 1d100 ⇒ 52
Damage if I hit: 2d8 + 3 ⇒ (5, 2) + 3 = 10