| Caladwhen |
Great... we get attacked, and my undead healing cohort has been captured. I'd almost say you planned it this way, wait, scratch the word almost from that last sentence XD
spellcraft: 1d20 + 19 ⇒ (3) + 19 = 22
I'm not sure Cala even needs to roll this Spellcraft? She can't fail anything DC 20 or below.
Looking out the window, Caladwhen shakes her head impatiently "Oh now what? Can we not get a moments peace?" Observing the fray a moment, Caladwhen yells out to Talon below
The 9th should be well familiar with that spell by now; Caladwhen has used it numerous times and even ported Sindran with it.
With an urgent look towards Cole and Sindran, Caladwhen nods "We'd best get our forces to meet these fools immediately." With that, Caladwhen starts sending commands to her undead quarries.
Don't forget Zombie Kumanda and the Anklyosaurus. I'm going to have Kumanda engage with a host of Zombies and Burning Skeletons. Also, I'll get the Golem in motion... might as well put it to use and see how it handles. As for Cala herself with Fox's Cunning, Greater Invisibility and Fly before moving from her current position.
increddibelly
|
Sindran,
using the scrying eye (note that it needs to be in the statue to work) you see Cole splitting into six of him - a clever manoeuver. As you continue down the hidden stairway, you find the alarm (that is cast daily by Talon and/or Caladwhen) still intact: the intruders have not opened the secret passageway.
Outside the stairwell, the caves are flooded with thick black smoke. The source of that fire is Zikomo's quarters - your gut feeling has come true : dried bamboo walls and reed rooftop are not the safest means to build a hut which has a fireplace and a hot distillery alchemy lab. The hut is functioning beautifully as a smokebomb, though; fleeing from the fire and with no where else to go but outside, the goblins create enough airflow to turn the entire cave level into a natural chimney.
You can hardly see anything. Mostly vague shadows and shapes, before the black clouds billow over again. However, you are shocked to realize, not all of the shapes are Goblins. The smoke clears for a second, and you catch a glimpse of an archer wearing goggles and a wet cloth over their face. The archer alternates between shooting BaneWog in the back, and taking a few steps towards the exit. Judging by the Goblins falling next to the archer while you're watching him, there is at least one more archer behind.
The Bane Wog flee the caves, screaming - and most of them get slaughtered. It takes less than a minute for the intruders to reach the exit - and that is when they spot Talon.
You see them shoot Talon, and then hurry back into the smoke, feeling their way inside until they touch, and hold hands with, an invisible shape - which turns out to be a spellcaster: Once they have regrouped, the bright outlines of two doors appear shining through the dark clouds, and as the doors open, the smoke is sucked outside for a second.
The intruders step through - in the split second where the smoke escapes through the dimensional doorway and thus clears the view, you count two archers, two armored fighters, two spellcasters, and one man looking very sour.
A few seconds later, Talon comes rushing in - but you know he's too late. The intruders have left. This was an excellently executed hit-and-run strike. It makes you wonder how many times they've been here without you knowing...
increddibelly
|
Great... we get attacked, and my undead healing cohort has been captured. I'd almost say you planned it this way, wait, scratch the word almost from that last sentence XD
Honey, I'm not even warmed up yet.
Zombie Kumanda and the burning skeletons take a few minutes to turn the caves inside out, but make no casualties. The mindless skeletons stubbornly appear back at the cave mouth, awaiting your next mission.
The smoke shows no sign of diminishing yet.
| Hexor-or-Vexor-never-quite-sure |
The Next Day....
It is an hour before noon, and your minions are working hard on installing the defenses you've commanded them to build. (I made an assumption!)
"hhhhmmmwwWWWRRROOOAAAAAARRRRRRRRRRRRRRRHHHHHHHHHH!!!!!!!!!!"
A deep, fearsome, ground-shaking bellow, emanating from the Horn's highest level chills everyone, minions and masters alike, to their very core.
This terrible noise is what you've always imagined a Greater Ceustodaemon sounds like. It is not a pleasant sound...
| Hexor-or-Vexor-never-quite-sure |
Talon, you reach the third level (3-1) and you immediately notice one of the Daemons lying on the ground, in the doorway to 3-9, bleeding like a stuck pig.
To be fair, he actually looks a bit like one right now: A few dozen arrow shafts are protruding from his back. Tiny tendrils of smoke rise from the wounds where the -overly shiny- arrowheads are buried into the thick flesh of the guardian monster.
It's kind of hard to hear anything above the din from the corner of the room (3-9). The other Daemon is holding the remains of an archer, and he is furiously grinding it into the stonework of the west wall. He is succeeding, slowly but messily.
On the ground, the big hulk of a beast is barely breathing. It spots you approaching, and it whispers:
In a whiff, the Daemon fades out of existence; all that remains is a pool of blood, and the monster's half of the amulet. A few dozen silver-tipped arrows drop as one, and tinkle on the stone below.
With a mouth full of bloodied boot, the remaining Ceustodaemon speaks, between chews:
"A dreadful insolence has come to pass. Some humanoids prestidigitated themselves up out of the circle here, but when Hexor kindly informed them of their undesired presence, they became intolerably rude!"
The one that must be Vexor points at his dead brother's remains on the floor. After spitting out a foot of leg - mangled boot still attached - he continues:
"I continued by forcibly convincing them to discontinue and dispel their personas from our master's wondrous prison. They complied, but not before grievously discomforting Hexor. A most undesirable situation; now I shall need to wait another month before he can make his move!"
| Sindran Eithe |
Seeing if I can recognize the man I saw.
Knowledge (local): 1d20 + 4 ⇒ (7) + 4 = 11
Knowledge (religion): 1d20 + 11 ⇒ (12) + 11 = 23
I suggest using the skeletons as a first line of defense inside the Horn. They never need to rest and we'll have an easier time replacing them.
With the Ceustodaemons:
Sindran hurries to the highest levels of the Horn, fearing the worst.
When he arrives, he listens, making note of the area.
"That is most unfortunate," Sindran says, extremely displeased at the situation. Now their defenses were even more depleted. He makes a note to attempt to sway Ezra into thinking that stopping these intruders from disrupting the ritual would be in her best interest. "Would there be anything we could do to hasten his return?"
Argh, now the highest levels have been breached. There's only a light guard there considering the Ceustodaemons, but we might need to shore up defenses. This wouldn't be as troublesome if we can actually prevent them from coming in the first place. And that's not even considering that they might decide assassinating us instead of depleting our minions would be the way to go. Vexor might be more amenable to moving minions and such in case of an intruder now, but that doesn't stop us from getting invaded in the first place. Sindran would suggest finding out who the bloody hell is doing this and throw them to Vexor's tender mercies.
increddibelly
|
Seeing if I can recognize the man I saw.
Not him, personally. But the fanatical sneer, the formal garments, the absolute obedience of those around him - you do recognize a member of the Royal Inquisition when you see one.
This just happens to be the same inquisitor (although his entourage is different now) who had Talon arrested and dragged to Branderscar Maximum Security, back in the day. Better not tell him though, this little fact will not help with Talon's already volatile mood.
| Hexor-or-Vexor-never-quite-sure |
"That is most unfortunate, would there be anything we could do to hasten his return?"
Vexor shrugs.
"Just position the Amulet in a location of your preference - He will remanifest precisely there in 29 days, 23 hours, 55 minutes and 20 seconds."| Cole Adams |
I think we need to clear out of the lower levels for now. Lets not give them anything to disrupt or mess up. We need to continue the ritual so we station ourselves up here. This way they can't harm or distract us by being in the rest of the horn. We can keep watch with the eye. If they come back they will have to bring the fight to us.
Cole grips his bow tighter not amused with how easy it has been for those coming in to harrass the group.
increddibelly
|
Cole - the intruders used 6d4 + 6 ⇒ (4, 3, 4, 1, 4, 3) + 6 = 25 silver arrows to kill temporarily distract Hexor. I'm sure you'd notice them, you're an accomplished archer by now. The arrows are yours for the taking.
I can almost feel your frustration. That's good - you're taking offense at the hit-and-run strikes you've been suffering. Feel free to stop me!
Right now, all the opposition I'm seeing are a bunch of lowly undead, half a handful of not-so-lowly undead, some low-level Venorik Rah / Heitr prowling around, and maybe a dozen more capable minions. To be short: nothing a few fireballs won't clear. The only real challenges to the invaders are Ezra, Arthepius-the-alchemy-golem, Vexor - and you. But none of these are in the same room -or in Ezra's case, on the same side- often enough to pose a challenge.
That is how vulnerable you are right now...
Of course, you have traps near the entrances (the upper ones have a pit above a cage) an alarm spell in a strategic place (bottom of stairway) but you may have noticed that your current annoyance does not use that way of entering your sanctum.
To be fair:
It's been almost an actual year since I've described the rooms to you-the-players, so I won't blame you if you've forgotten.
Cala is far too smart to let these notable sites within the horn, AND the events of the past days, simply pass as coincidence - and she'd share that opinion with you. You already have a deal with Ezra that will give you passwords - but not until another few weeks, and at great risk to Sindran.
I challenge you to come up with some defenses. So far, the invaders have returned every day, but at different times. Clearly, their plan is working. You should expect at most 24 hours until they're back.
if you see this, the password is NORN
| Caladwhen |
Accompanying Sindran to investigate what happened with the Ceustodaemons, Caladwhen scowls as she observes the carnage "Our sentries are useless with this current predicament. I can reposition the Golem perhaps to help defend the upper reaches here, but until we can figure out where they're coming from, they can come and go at will."
Pacing around, Caladwhen glares at the remains of the archer that Vexor had pummeled and raises an eyebrow "We need to take one of them prisoner; as sure as I am that they are torturing Nariel for information on us, we need to do the same," shaking her head she looks up at the ceiling and adds "if we're successful, we might be able to extract the correct password from one of them... otherwise we have to rely on Ezra." With a spiteful emphasis on the Banshee's name, it's clear to all and sundry that Caladwhen is at her wits end when it comes to the spirit.
Continuing to look up, Caladwhen shrugs her shoulders and adds after a moment "Well, some good news anyway... the password to this throne is Nen; so now we can port quickly between two locations."
We'll need to station watches at each of the thrones, and be very mindful of these guys coming and going; clearly, we'll need to handle them ourselves. In the meantime, we have use of two of the three thrones - Caladwhen will see if she can glean the last password right now.
| Cole Adams |
Why is dividing up and searching a better idea then bunkering down up here. We have Vexor the Golem and ourselves. If we empty out the horn of anything else of importance they can tromp around it all they want. Hell I think we should stone shape some tubes down to the different large rooms just so we can yell down taunting them as we scry and watch. Begging them to bring the fight to us before we finish our nasty ritual. Dividing up and hunting them just weakens us further and makes their attacks easier. Thats all I will say on the subject. If you give me orders I will follow.
increddibelly
|
"Well, some good news anyway... the password to this throne is Nen; so now we can port quickly between two locations."
Indeed. That is how they work.
Caladwhen will see if she can glean the last password right now.[/ooc]
The Ninth Knot has already succeeded that particular perception check months ago, but back then you didn't know what to make of it. The third password is, ironically, Rah.
1-27 Yah
2-20 Rah
3-9 Nen
You know at least on more teleporter exists, but as Cala said before, Ezra is enjoying the fact that she has something you need. Those passwords are available, but they come at a stupefying price.
Why is dividing up and searching a better idea then bunkering down up here.
In response to that, I give you two words: 'Sitting' and 'Duck'.
With the level of opposition that you currently know of, you will eventually be compromised. The good guys also have access to spells such as stone shape; they too can use invisibility and scrying and fly. I'm sure you will leave an unintended weakness and the good guys will find and exploit it.Think of all the adventures you (as a player) have played before: wasn't there always a back door into the evil mastermind's lair? Another way of getting in, if the front door was guarded too well? Well... Those masterminds... that'd be you guys now...!!! And that leaky lair - that's the Horn of Abaddon.
| Cole Adams |
Thats fine, I'm saying that we only guard the room where we do the ceremony and make them come to us. Nothing else in the horn matters. We don't need to chase them around it they can come to us or do whatever they want in the rest of the place as long as we keep the ritual going.
| Caladwhen |
The other option is to keep a vigilant watch on all three throne rooms using the Eye. We have each of one of our remaining defenses, such as Vexor, the Golem in one of the other rooms waiting should they arrive in a throne room we're not in. The moment they arrive, we use the teleport throne to meet them if they don't arrive in the throne room we occupy. It'll be a tough fight, but I think we need to get these guys since Ezra isn't being cooperative in giving us the password for their domain... unless you want to take a crack at her Sindran!
increddibelly
|
Within a day or two, defenses are up. The mood is grim - Vexor patrols the halls with a stern face, gently informing any slacking guards about their impending doom. Mostly via quick and very messy demonstration.
Arthepius the alchemy golem seems to have a minor flaw in his identify-friend-or-foe mechanism; surprising him is a sure way of getting bombed by his strong grenades.
Sindran : after the loss of so many Goblins, both your organisation's Survivability and Loyalty are one point down. Cala, after your personal visit to Farholde, your crew's Loyalty is one point up. Your actions influence these stats (they look to their leader, after all), although Heitr's misfortune is mostly due to bad luck.
increddibelly
|
Sure enough, two days later...
During the last phase of the Cursing of the Light ritual (that's at dawn), a tremendous series of noise from below signals that Arthepius is shooting at something. whizzz-flop-**BOOOOM**, whizzz-flop-**KABOOOOM**.
Yep, Arthepius is definitely launching grenades. Since he's stationed in the Throne Room (1-27) it could mean there's another intrusion happening RIGHT NOW. Let's hope he doesn't tear the place down.
I'm not sure where you are, but since you have passwords to several internal teleporters, you could arrive quickly.
This is probably where you learn that you can't scry during a ritual. It'll take 1d4 ⇒ 4 rounds until the ritual is finished and then you can use the statue and its eyes for your purposes.
While you perform the last excrutiating steps of the ritual, you consider your actions...
increddibelly
|
The explosions below now result in screams. Someone is suffering.
| Cole Adams |
This may be a little late thinking, but could we hava a minion with us. Just a lowly goblin would be fine. They could say the command word and touch us saving us the action on a round letting us pop and and start the fun. If this works I would Perform on round 3 letting it linger for rounds 4 and 5 and pop in on round 4 and possible smite and fill their leader with arrows. Let me know :)
Cole is surprised when he hears the first boom, but was on edge and ready as well. He grips his bow tight for a moment as he hopes the Golem holds up a few seconds while he prepares.
Round 1: Mirror Image 1d4 + 2 ⇒ (2) + 2 = 4 5 of me
Round 2: Good Hope
Round 3: Haste
Round 4: Swift Action Badic Perfomance, Teleport in.
| Caladwhen |
How long is Talon stuck doing the ritual? Can Caladwhen step in for him, because he's far more deadly in a fight than Cala is and we need these guys to drop fast as possible. I'm not sure the Golem can last for four rounds, so we might have to gamble that they are indeed in Rm 1-27.
To be safe, Caladwhen really needs to have Greater Invisibility and Fly on at a minimum, and Fox's Cunning if we wait the full three rounds before teleporting in. Thoughts on when we go?
increddibelly
|
Cole; the one speaking the command word is the one teleported. It counts as a move action so you can still enter with guns blazing.
Cala; sorry, Talon can't be disturbed...He needs to finish.
All; I think your characters would be pretty sure the trouble is in 1-27:
- the caverns have been cleared already
- it's not on the 2nd floor; there would be FAR more noise.
- Arthepius is patrolling 1-27; he wouldn't be firing if there wasn't anything to fire at.
Every round you spend preparing is a round the enemy can use. Then again, Arthepius is no pansy - you should expect to find some burnt flesh.
| Sindran Eithe |
Ouch. That put Heitr's survivability at -1. I'll spend an action to perform Recover so it gets back to 0--probably the one helping the lizard minions. They haven't done anything useful, so this is a subtle reminder that they better get useful fast if they want more help. The other two actions will still be spent on ensuring Zikomo's loyalty and abductions to have a steady supply of sacrifices and replacements for undead.
Sindran should still be in his room (3-2) at this time of day. (3-3) is his hidden bedroom, but (3-2) is his actual office. Grumblejack would be with him at all times with the danger we're now in. May or may not have a retinue of more trustworthy minions (at your discretion) since Sindran is just paranoid like that, but there should be patrolling goblins and the guard he's stationed outside his room he can pick up. Hmm. Might actually use one of my organization's actions to perform Bodyguard. *shelves that at a later date*
This early in the morning, Sindran has just woken and is eating the breakfast brought to him. Grumblejack is eating his own meal, well away from anything important and barely out of Sindran's sight. Close enough to see if anything should happen but not actually requiring him to look at the mess.
He has just finished drinking a red liquid from his chalice which may or may not be blood and gives a small snort in satisfaction. He lifts a fork, something which may or may not be roasted pork impaled upon it, when the explosions sound and he shifts into action.
For Sindran's actions, first round is performing Blessing of Fervor (9 rounds) on him, Grumblejack, and any minions he has around. One possible benefit is increasing speed by 30 feet which should be enough to get his entire party to 3-9 where the throne is, minions and the like opening doors.
Second round is casting Sanctuary (Will DC 19, 9 rounds) on Sindran then speaking the command word to move in immediately with his entire party. Everyone should be well-trained enough to know what to do in this case and Sindran can quickly clarify.
| Cole Adams |
If I'm with Sindran actions will be
Round 1 Mirror Image still move toward throne
Round 2 Good Hope Move toward throne
Round 3 Swift action Perform, Standard action Cast invisibility, Move action Teleport in.
Round 4 Unleash hell
increddibelly
|
for convenience sake I'll initiative for everyone in alfabetical order:
Caladwhen: 1d20 + 0 ⇒ (7) + 0 = 7
Cole: 1d20 + 6 ⇒ (3) + 6 = 9
Sindran: 1d20 + 5 ⇒ (4) + 5 = 9
Talon: 1d20 + 3 ⇒ (17) + 3 = 20
Artephius: 1d20 + 4 ⇒ (4) + 4 = 8
Vexor: 1d20 + 3 ⇒ (2) + 3 = 5
Good guys: 1d20 + 2 ⇒ (18) + 2 = 20
round order:
Talon
Good guys
Cole
Sindran
Artephius
Caladwhen
Vexor
increddibelly
|
battlemap
As you pop into the throne room in quick succession, you find the room in disarray. But the first thing that hits you, is the smell of burning flesh. It's hard to get used to that.
The floor is scorched in a few places, where Artephius' projectiles have left some enemy fighters burning and bleeding.
Several infidels are scurrying through the room, frantically shouting ducking for cover. Goblins they could deal with - but Artephius is quite impatient. His continuous shouts of "Access. Denied! Access. Denied! Access. Denied!" drone over the battlefield.
Archers (silver hats) are shooting arrows at Artephius' brain cage, hoping to down him quickly. Indeed, his glass brain cage is already cracked, one arrow dangling precariously close to the vulnerable, soft brain inside. Meanwhile, swordsmen (gold hats) are running about, hoping to provide distraction for the archers to complete their mission. A robed person stands near the dead body of one of her comrades - blue and sapphire figurines decorate her outfit.
Talon is quickest to respond!
| Talon Dalkar |
Understood, thanks.
Talon arrives in the room, the words of the latest ritual just barely off his lips. His already shortened temper from the guerrilla warfare and nearly being interrupted is not helped by the blatant attack on his work (well, somewhat his). He goes strait for who he assumes is the divine caster (female robed person), flying forward and passing a hand over Rygat to engulf the weapon in flames. The sword comes down towards her neck as Talon roars his anger.
Charge Attack: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Damage: 1d6 + 7 + 1d6 ⇒ (1) + 7 + (1) = 9
Crit Confirm: 1d20 + 13 + 2 + 1 ⇒ (2) + 13 + 2 + 1 = 18
Crit Damage: 1d6 + 7 + 1d10 ⇒ (6) + 7 + (10) = 23
Spending 1 arcana point to enhance my weapon by +3, then spending all of it to make Rygat keen and flaming burst. Then charging the (I assume) spellcaster.
| Cole Adams |
Cole takes advantage of his invisibility and 5'steps away from the swordman if he has to before launching an assault at the robed one I assume this is the Kyra token
Attack Many Shot: 1d20 + 22 ⇒ (15) + 22 = 37
Damage: 1d6 + 11 + 1d6 + 11 ⇒ (4) + 11 + (5) + 11 = 31
Rapid Shot Attack: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 1d6 + 11 ⇒ (1) + 11 = 12
Haste Attack: 1d20 + 20 ⇒ (3) + 20 = 23
Damage: 1d6 + 11 ⇒ (5) + 11 = 16
Attack 2: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d6 + 11 ⇒ (6) + 11 = 17
Attack 2 Confirmation: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 1d6 + 11 + 1d6 + 11 ⇒ (6) + 11 + (4) + 11 = 32
Rygat Sulta
|
The blade shudders with dark pleasure at Talon's released anger, correcting its handler's course at the last second to make sure the target is impaled up to the sword's hilt, shattering vertebrae, sending blood flying.
The dark, urging words that flow between the evil blade and its hand should probably no longer be shared - it is an almost intimate type of danger, if that even exists. In other words: I can see into Rygat's mind - and it scares me. Please don't make me go to that dark place.
increddibelly
|
The archers at P2 and P7 are harassing Artephius, manyshotting, doing some (=average) damage.
The fighters at M and N nod at eachother and charge in - they are obviously applying some well rehearsed tactic on the construct. However, it seems they underestimated the length of Artephius' arms, teaching N2 a valuable: 2d8 + 8 + 1d6 ⇒ (7, 1) + 8 + (5) = 21 lesson, as he casually grabs the fighter by the neck and injects some acid from his reservoir into his throat.
To be fair, these fighters have never encountered an alchemy golem before (have you? yeah, I thought so.) so their first plan is to stick it with their swords... They learned something today.[/ooc]
The cleric speechlessly gasps for air as the sword slides back and forth inside her neck. Q3 responds by shouting (look at his icon! I may have been expecting this) well anyway he shouts "KYRA! NOO!" and chucks a big healing potion down her throat, helping her vocal chords to grow back.
The cleric meanwhile stumbles a 5ft step backwards, and channels her god's fire upon Talon. "Burn in hell!" is her heartfelt command to you.
flame strike (fire + divine dmg), reflex DC18 for half: 5d8 + 5d8 ⇒ (3, 2, 3, 7, 7) + (8, 8, 5, 4, 1) = 48
will save vs Sanctuary DC 19: 1d20 + 7 ⇒ (19) + 7 = 26
S wastes no time, and cleanly eviscerates our resident Oracle.
atk: 1d20 + 14 ⇒ (16) + 14 = 30
confirm: 1d20 + 14 ⇒ (5) + 14 = 19
dmg: 1d8 + 6 ⇒ (4) + 6 = 10
crit dmg: 1d8 + 6 ⇒ (7) + 6 = 13
He'll move so that neither Talon nor Cole receives an attack of opportunity. He needs to stay outside Cole's threat as well.
Once the orc gut runs free, he shouts "MORE! BEHIND US!"
This is what you'll soon be doing thrice a day, Sindran. How do you like it so far?
increddibelly
|
this is the situation after Talon, NPC, and Cole have acted.
still to act in round 1:
Sindran
Artephius
Caladwhen
Vexor
| Sindran Eithe |
Thrice a day? I thought it'd only be once. Well, I suppose this is good practice.
Sindran spares a moment to glance at the weapon sticking out of his stomach before looking up to glare at its owner, who has drawn back his sword with a handful of the half-orc's guts.
"Unwise," Sindran says, the word holding a terrible power, before utterly ignoring the man as he steps around him with an unnatural grace to stand at the corner of the room behind Cole and his mirror images.
He then casts a spell at his attacker, summoning a ghostly chain that weaves around the man's legs and attempts to bring him to the ground.
Trip: 1d20 + 9 + 8 ⇒ (16) + 9 + 8 = 33
Casting Grace as a swift action, move action to move ignoring AoOs to NW corner of U-6 because bloody hell I need a bodyguard where the heck is Grumblejack, and standard action to cast Chain of Perdition on the SE corner of T-4 to trip my attacker.
| Caladwhen |
Going to give Talon a much needed hand; summoning a Babau Demon to flank and attack the Cleric.
The last to arrive, Caladwhen observes the carnage taking place safely and out of sight of the enemy. Suddenly from the corner of her eye, she watches in horror as the woman fires off a vicious flame attack. Deciding she poses a great threat, she quick draws a small candle and murmurs in the demonic tongue "Var calthis umun saeyer."
Suddenly, as the candle melts away a vicious skeletal creature dripping with blood seems to silently rise from the shadows behind Kyra. The horrifying creatures wastes little time before eviscerating the Sarenraen with its claws.
Claw 1: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Claw 1 Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Sneak Attack: 2d6 ⇒ (4, 3) = 7
Claw 2: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Claw 2 Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Sneak Attack: 2d6 ⇒ (5, 5) = 10
Bite: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Bite Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Sneak Attack: 2d6 ⇒ (5, 2) = 7
Damage subtotal = 18+20+15
Total Damage: 52
That last one probably missed, so most likely only 38 damage.
Seeing things well underhand, Caladwhen flies near towards the ceiling while moving west about twenty feat.
After casting, taking a move action to Q5, and moving as high in the air as possible to avoid combat at ground level. Caladwhen can do the most damage from high up here.
| Caladwhen |
You know what, you're right... my bad. Okay well, I think summoning the Babau is still a good move, albeit not as immediate. Incidentally, if Talon fells the Cleric next round, I'll just change the target, but the same action as above. Oh yeah, just realized that the second claw was a critical hit, so I'll roll below.
Claw critical confirm: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
So the damage will be 47 or 59 now. Whenever this Babau shows up, it's gonna rip some goodie two-shoe a new one ;)
| Sindran Eithe |
I juuuust realized that casting Grace right in front of the opponent means they get an AoO unless I cast defensively. So, casting defensively!
Casting Defensively (DC 19): 1d20 + 17 ⇒ (11) + 17 = 28
increddibelly
|
You got away with that Sindran ^_^
map updated with Cala's and Sindran's moves
working on that babau and chain now.
increddibelly
|
The Demon bites down on the unsuspecting cleric, and takes a mighty swing that would've taken te cleric's head clean off - but as it comes close, the attacks bounce off an invisible shield. The Demon recoils in horror and confusion.
The chain meanwhile crawls up the legs of the knight @ T4 and the knight topples over helplessly.
Artephius and Vexor are next.
| IBArthepius |
gears and levers buzz and rattle, as Artephius is computing his next move.
"while (Enemies.Count > 0) attack();"
well, that's been decided then.
"Enemies.Where(e => e.InMeleeRange()).OrderByDescending(e => e.Range).Take(2).Slam();"
Artephius mercilessly sticks his massive arms towards the faces of the closest two enemies. M and L
atk: 1d20 + 19 ⇒ (7) + 19 = 26
dmg: 2d8 + 8 ⇒ (2, 5) + 8 = 15
Alchemy: 1d6 ⇒ 3=>electricity damage: 1d6 ⇒ 5
atk: 1d20 + 19 ⇒ (13) + 19 = 32
dmg: 2d8 + 8 ⇒ (2, 1) + 8 = 11
Alchemy: 1d6 ⇒ 4=>fire damage: 1d6 ⇒ 3
Both guards take serious hits, but they seem unimpressed.
increddibelly
|
Vexor is not active in your range of sight, this turn. He is in fact making Grumblejack an offer he can't refuse along the lines of GET YOUR FOUL SMELLING BEHIND DOWNSTAIRS RIGHT F*(KING NOW
We'll move to round two.
round 2 initiative
Talon <---
Good guys
Cole
Sindran
Artephius
Caladwhen
Vexor
Grumblejack
| Talon Dalkar |
Talon roars; his fury at the guerrilla warfare, the cowardly attacks, the cleric who won't die. He passes a hand over Rygat lighting fast, letting the weapon completely open itself to the flow of magic as it bursts with electricity, then he brings down the weapon on their pesky healer.
Casting shocking grasp, using 1/day empower on it and full attacking.
Attacks: 1d20 + 13 ⇒ (15) + 13 = 281d20 + 8 ⇒ (8) + 8 = 16
Damages: 1d6 + 7 + 1d6 + 9d6 ⇒ (3) + 7 + (4) + (3, 1, 1, 1, 6, 6, 3, 6, 1) = 421d6 + 7 + 1d6 ⇒ (6) + 7 + (1) = 14 28
Crit Confirm: 1d20 + 13 ⇒ (19) + 13 = 32
Crit Damage: 1d6 + 7 + 9d6 + 1d10 ⇒ (5) + 7 + (6, 3, 4, 2, 6, 2, 1, 5, 1) + (5) = 47 30
28 to hit on first, 32 to confirm. 14+12+5+58(1.5)=118 damage.
14 on second if it hits.
Wow, dead. That's just mean.
increddibelly
|
Rygat sings lustfully as both clerics slide off the blade - yes, there are two clerics now. All of them are extremely dead.
Congratulations Talon - you've just killed Kyra!