Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


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Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

round 1
Kragg's ice attack hits the guard!

ape: 1d20 + 2 ⇒ (5) + 2 = 7
lanterns: 1d20 + 4 ⇒ (12) + 4 = 16

Turn Order:
1. Rubius
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
7. lantern archons
8. Witch
9. Durnim
10. Bodyguard
11. Dvalin
11. Vargas
12. Ape
13. Guard

Damage done: front guard 21

pending Rubius before the first enemies


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

My active effects: Channel vigor (haste), divine favor (self), weapon of awe (my bow), divine favor (Tawny), heroism (self), bane (orcs), LA summons x2, defending bone (self), defending bone (Tawny), bless (from Thurgrom).

Durnim's active effects: A summons, shadow form on Thurgrom. Fly hex on himself.

Rubius's lantern archons zip forward a little and zap at one of the orc guards.

Zaps at +3 +3 +4 +4: 4d20 ⇒ (10, 6, 2, 15) = 33
Probably two hits against FF touch: 2d6 ⇒ (5, 1) = 6

Rubius frowns and steps forward, firing at the same orc, despite the orc having a bit of cover. He enchants his weapon to cause extra problems for orcs.

Fire 1: 1d20 + 17 ⇒ (10) + 17 = 27
Fire 2, RS: 1d20 + 17 ⇒ (10) + 17 = 27
Fire 3, haste: 1d20 + 17 ⇒ (10) + 17 = 27
Dam: 2d6 + 14 + 2d6 + 1d4 ⇒ (4, 5) + 14 + (1, 5) + (3) = 32
Dam: 2d6 + 14 + 2d6 + 1d4 ⇒ (3, 1) + 14 + (3, 5) + (1) = 27
Dam: 2d6 + 14 + 2d6 + 1d4 ⇒ (6, 1) + 14 + (2, 1) + (2) = 26

Wow. I've always wanted to be able to take 10 on attack rolls.

Tawny surges forward and assaults another guard.

Charging pounce bite: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Charging pounce grab: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20
Charging pounce claw: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Charging pounce claw: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20

Ok so Tawny failed to grapple with a nat 1. Hopefully those hit ok against FF AC. Here's damage.

Bite dam: 1d8 + 13 ⇒ (5) + 13 = 18
Claw dam: 1d6 + 13 ⇒ (1) + 13 = 14
Claw dam: 1d6 + 13 ⇒ (5) + 13 = 18

Summary: Assuming 13 hits FF touch and 19 hits FF AC, 91 damage to the northern guard and 50 damage to the southern guard. If the northern guard drops before Rubius finishes firing, he'll direct his arrows elsewhere.


HP: 58/58 | 3/3 Cryptic Omens | AC: 18 / T: 13 / FF: 15 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Slight pre-buffing update: First: I'm back :) Thanks for botting. Second: If we knew we were going for combat, I would have switched out Karmic Blessing - if Rubius had requested it, gladly for a Mage Armor for Tawny if we're allowed to retcon that.
False Life: 1d10 + 7 ⇒ (3) + 7 = 10
and +4 Natural Armor from Ironskin.


Cloud Dwarf | HP 72/90 | Rage 6/13 | Windsight 4/4 | Flex 3/5 | 1st 3/6 | 2nd 0/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition: Resist 20 Fire and Electricity, Protection from Evil, Shield of Faith, Divine Favor, Dodge

Starting round -2 = Shield of Faith 60 rounds
Starting round -1 = Divine Favor 10 rounds & Martial Flexibility Dodge 10 rounds


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Round 1
The archons fire and hit once.

Rubius fires as well, and with two arrows he puts three arrows into the guard, and he falls to the ground.

Tawny charges, hitting 3 times.

The skeletons move! Three double move, but the front one reaches Tawny!

Greatsword @ Tawny: 1d20 + 21 ⇒ (9) + 21 = 30
Damage: 3d6 + 15 ⇒ (5, 4, 1) + 15 = 25

The Shaman rises and casts a fireball hitting all 6 Dwarves!
Fireball Damage: 8d6 ⇒ (2, 1, 4, 3, 5, 5, 1, 6) = 27
DC 16 Reflex for half which reduces below 20, so it's 7 on a fail or 0 on success.

The Blood Chief rises, snarling and charges! He moves with frightening speed, charges over the stairs without slowing, growing fangs and claws as he moves, and pouncing on Rubius!

Claw Attack: 1d20 + 22 ⇒ (11) + 22 = 33
Claw Damage: 1d10 + 11 ⇒ (4) + 11 = 15

Claw Attack: 1d20 + 22 ⇒ (16) + 22 = 38
Claw Damage: 1d10 + 11 ⇒ (10) + 11 = 21

Slam Attack: 1d20 + 21 ⇒ (9) + 21 = 30
Slam Damage: 1d4 + 11 ⇒ (2) + 11 = 13

Bite Attack: 1d20 + 21 ⇒ (9) + 21 = 30
Bite Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Four hits- defending bone reduces the claw hits, but bite and slam bypass, so 46 total damage plus DC 22 Fort save vs. the two negative levels

Turn Order:
1. Rubius +Archons
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Bodyguard
11. Dvalin
11. Vargas +Ape
13. Guard

Damage done: front guard 77

Tawny 34/54
Rubius 13/59

Pending Thurgrom before the Witch and then Durnim before the bodyguard so those two can act now.


Male Dwarf, Storm| HP: 79/79 | AC: 21 (9 Tch, 21 Fl) | CMB: +9, CMD: 19 | F: +8, R: +2, W: +8 | Init: +2 | Perc: +15, SM: +11 | Resist cold, electricity 5 Mynrughdaer/7th| Speed 25ft (25ft) | Active conditions: None.

Round 1
DC 16 Reflex: 1d20 + 1 ⇒ (12) + 1 = 13
After their world becomes a ball of fire, Vargas touches Thurgrom's shoulder, and the mynrughdaer feels as if he partially isn't on this plane of existence. Shadowform 7 rounds left.
The storm dwarf scion steps in front of monster tactician and attacks the looming orc in front of Rubius.
Dwarven Waraxe (blessed): 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Dmg.: 1d10 + 2 + 1 ⇒ (7) + 2 + 1 = 10


HP: 58/58 | 3/3 Cryptic Omens | AC: 18 / T: 13 / FF: 15 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Reflex DC 16: 1d20 + 9 ⇒ (19) + 9 = 28 Nullified


Cloud Dwarf | HP 72/90 | Rage 6/13 | Windsight 4/4 | Flex 3/5 | 1st 3/6 | 2nd 0/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition: Resist 20 Fire and Electricity, Protection from Evil, Shield of Faith, Divine Favor, Dodge

Durnim starts his war chant and attacks the Blood Chief over Rubius with his Giant Sticker.
Fey Ice +1 Dwarven giant sticker +1 chant +df +1d4 cold: 1d20 + 9 + 1 + 3 ⇒ (14) + 9 + 1 + 3 = 272d6 + 11 + 3 + 1d4 ⇒ (5, 2) + 11 + 3 + (1) = 22

Shield of Faith round 3 of 60 rounds
Divine Favor & Martial Flexibility Dodge round 2 of 10 rounds

AC = 22 = 20 base -2 rage +3 shield of faith +1 dodge

Once per day, a cloud dwarf with ranks in Perform (sing, chant, or drum) may perform a war chant. This is a Supernatural ability that does not provoke attacks of opportunity. The effect lasts as long as the Dwarf continues to chant, and two rounds thereafter. All allies within 30 ft, of the Cloud Dwarf gain a +1 Morale bonus to attacks, fortitude saves, will saves against fear, and to skill checks to ride or march into battle. In addition, allies moving in formation and performing no other actions may move an additional 10 ft. per round.


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

Btw a negative level always lands the save is done in 24 hours to see if it becomes permanent. Also the ape would've been in the fireball with his 25 hp and no Fire resist.

Fireball Save Vargas: 1d20 + 5 ⇒ (9) + 5 = 14
Fireball Save Ape: 1d20 + 5 ⇒ (10) + 5 = 15

Ape misses by one and expires.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

round 1
Thurgrom moves up and attacks the Blood Chief- but his blow misses! Despite being unarmored, the Vampire's hardened skin and swift reflexes were enough to avoid damage.

the witch aims a lightning bolt hitting Thurgrom and Kragg
lightning bolt: 8d6 ⇒ (1, 5, 6, 5, 1, 4, 3, 1) = 26 this one is DC 20- save will be reduced to 0, or 6 on a fail.

Blood Chief save: 1d20 + 9 ⇒ (6) + 9 = 15 the Blood Chief takes the full force of the lightning Bolt, but his vampiric defenses reduce it and the boost of life he had gotten from draining Rubius takes the rest.

Durnim hits the Blood Chief, but his attack seems less than fully effective!

the bodyguard moves, uses his Arcane pool to enhance his axe, and casts the long arm spell enhancing his reach!

Turn Order:
1. Rubius +Archons
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Bodyguard
11. Dvalin
11. Vargas

13. Guard

Damage done: front guard 77
Blood Chief: 18

Tawny 34/54
Rubius 13/59
Thurgrom 72/79

That brings Dvalin and Vargas before the guards act!


Kineticist (7) Burn/NL (9/63) Wounds (16) HP (87) Saves (11/11/7, +2 Hardy) AC (26/16/20) CMD (22, +4 Stability) DR Adamantine (4) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Ref Fire: 1d20 + 11 ⇒ (19) + 11 = 30

Ref Ligntning: 1d20 + 11 ⇒ (13) + 11 = 24

Kragg had used the elemental power of cold, and was met in return by fire and lightning. If someone added acid into the mix, it would be a shaman’s dream come true.


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

Feeling the Chief was really the key Vargas hoped that light might be the key against such a creature as he chanted a new spell and brilliant radiance flashed over skeletal foe and the fanged leader.

Burst of Radiance on chief and skeleton. Reflex save DC15 or be blinded 1d4 rounds else dazzled 1d4 rounds. Damage is untyped magic if they are evil with no save.
Burst of Radiance damage: 5d4 ⇒ (2, 2, 3, 3, 4) = 14


HP: 58/58 | 3/3 Cryptic Omens | AC: 18 / T: 13 / FF: 15 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Dvalin, shrugging off the fireball, taking note of a lightning bolt slamming into his comrades, spends a moment mentally thanking Vargas for the protection he gave them, before focusing on the area of engagement.

Infusing the power of the mountains into the grass, weeds and other plants covering the ground, the Dwarf wills them to grow larger, thornier and above all hostile to everything they can reach.
Already they were grasping for those within their area, while other plants took aim at creatures nearby, ready to release volleys of thorns at them.

Thorny Entanglement just outside of Tawny. DC 17 Reflex to avoid Entanglement. Everything in dotted circle at some time during it's turn (minus stage area) gets attacked at 1d20+11 for 2d6 piercing damage(20/x2) - damage is automatic if entering or ending turn in solid circle.


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

Actually Vargas made that save with the +2 save bonus from Protection from Evil. I should remember my own buffs :)


Cloud Dwarf | HP 72/90 | Rage 6/13 | Windsight 4/4 | Flex 3/5 | 1st 3/6 | 2nd 0/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition: Resist 20 Fire and Electricity, Protection from Evil, Shield of Faith, Divine Favor, Dodge

DC 16 Reflex for fireball: 1d20 + 1 + 2 + 2 ⇒ (16) + 1 + 2 + 2 = 21

The fireball washes over Durnim. The protections from Vargas shield the Effendi from harm.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Tawny aoo: 1d20 + 12 ⇒ (12) + 12 = 24 Yeah that might not hit despite the chief's -2 AC for charging.
Dam: 1d8 + 13 ⇒ (3) + 13 = 16
Grab: 1d20 + 17 ⇒ (20) + 17 = 37 Well if Tawny hit then he succeeds at grappling no matter what the chief's charging CMD is.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Round 1
As the Blood Chief moves past Tawny, the cat bites at him- but narrowly misses! Sure enough, he's AC 27 so 25 with the -2 from charging.

Dvalin casts his spell and thorny plants sprout from the ground!

Vargas casts the burst of radiance:
Blood Chief Save: 1d20 + 9 ⇒ (11) + 9 = 20
Skeleton Save: 1d20 + 5 ⇒ (12) + 5 = 17

The two furthest back guards double move, advancing to just before the reach of the plants. The two on the stage, though clear back up, drawing their Orc Hornbows and firing at Kragg and Durnim:
Hornbow at Kragg: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d6 ⇒ (3, 5) = 8

Confirm at Kragg: 1d20 + 7 ⇒ (18) + 7 = 25
Extra Damage: 4d6 ⇒ (3, 2, 2, 6) = 13

Hornbow at Durnim: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 2d6 ⇒ (1, 5) = 6

The arrow misses Durnim, but the orc firing at Kragg scores a critical hit!

The one in the middle of the circle attempts to double move out of the plants:
Reflex Save: 1d20 + 4 ⇒ (2) + 4 = 6 With his speed halved he gets not quite out.

Thorn Damage: 2d6 ⇒ (5, 6) = 11

The last guard 5 foot steps up to attack Tawny:
Greataxe w/ Vital Strike, Power Attack, Furious Focus: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d10 + 17 ⇒ (5, 3) + 17 = 25 Hit!

Plants Attacking: 1d20 + 11 ⇒ (13) + 11 = 24
Plant Damage: 2d6 ⇒ (1, 2) = 3
Hit!

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg

3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Bodyguard
11. Dvalin
11. Vargas
13. Guard

Damage done: front guard 77
Blood Chief: 32
Front Skeleton: 14

Guard on edge of plants: 11, entangled
Guard based with Tawny: 3

Tawny 9/54
Rubius 13/59
Thurgrom 72/79
Kragg: 70/87 after 4 DR


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Yes I believe that's right that I save against the negative levels later.

Reflex fireball: 1d20 + 6 + 2 + 1 + 2 + 2 - 2 ⇒ (3) + 6 + 2 + 1 + 2 + 2 - 2 = 14 +6 normal bonus, +2 from heroism, +1 from haste, +2 from racial, +2 from protection from evil, assuming the caster is evil, -2 from negative levels. I don't think there are any situational bonuses that can help here I'm missing.... So Rubius is at -4 hp.

Rubius is nearly destroyed by the onslaught but Vargas' spell keeps him alive and he merely falls unconscious.

Incorrectly took Rubius turn before remembering neg levels, don't want to delete and reshuffle a bunch of other rolls:

By bow is currently +3 thanks to bane and I'm firing silver arrows so I believe DR shouldn't be an issue.

Fire 1: 1d20 + 18 ⇒ (12) + 18 = 30 My attack bonus grew because more allies have fired at a target near the chief and he is now flanked by Thurgrom and Tawny.
Fire 2: 1d20 + 18 ⇒ (3) + 18 = 21
Fire 3: 1d20 + 18 ⇒ (1) + 18 = 19
Dam: 2d6 + 14 + 2d6 ⇒ (5, 1) + 14 + (4, 5) = 29
Dam: 2d6 + 14 + 2d6 ⇒ (4, 4) + 14 + (5, 2) = 29
Dam: 2d6 + 14 + 2d6 ⇒ (4, 3) + 14 + (4, 2) = 27
IDK if he's immune to cold but here's the cold in case he isn't.
Cold 1,2,3: 3d4 ⇒ (1, 3, 3) = 7

The lantern archons fly a little to the side and throw their little bolts of light against the chief.

FYI, the chief needs to make two dc 13 will saves against the archon's auras or take a -2 penalty to attacks, saves, and AC as soon as he came in here.

Attacks at +6: 4d20 ⇒ (17, 4, 3, 1) = 25
Dam: 4d6 ⇒ (2, 2, 5, 2) = 11 Probably just the one hit for 2 typeless dam.

Tawny steps up behind the chief, flanking with Thurgrom, and tries to help protect Rubius.

Bite: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 Will hit since he's still got his ac penalty from charging.
Claw: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Claw: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Grab: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
Dam: 1d8 + 13 ⇒ (2) + 13 = 15
Dam: 1d6 + 13 ⇒ (3) + 13 = 16
Dam: 1d6 + 13 ⇒ (5) + 13 = 18

Rubius stabilize: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3 Blood flows slowly from a claw wound on Rubius.


HP: 58/58 | 3/3 Cryptic Omens | AC: 18 / T: 13 / FF: 15 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Apologies: But the whole area is difficult terrain regardless of wether someone gets entangled or not - also, Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed - usually the plants doing the entangling are anchored to the ground - unlike, say, a net thrown at someone. That is, if he is entangled, he should not be able to move at all. If you rule that he can move at half speed, then the difficult terrain should actually reduce his speed to 1 quarter - it was also the reason i omitted Tawny from the Area, because I believed if he got entangled he would be stuck.
I am also curious how the two back guards know exactly what distance to keep. Of course, they may have seen such a spell in action and know exactly how far to stay back to avoid the volleys, but that would be very valuable information to have, as it may suggest it's a spell their witch or shaman might have prepared as well - or that they are not mere guards, but actually skilled in spellcraft(e.g. Magi) - did they stop short because they seemed to recognize it, or approach with an understanding of what has been cast?


Kineticist (7) Burn/NL (9/63) Wounds (16) HP (87) Saves (11/11/7, +2 Hardy) AC (26/16/20) CMD (22, +4 Stability) DR Adamantine (4) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

AC26. So it didn’t confirm. 8 damage, -4 makes it 4 damage only

Total Wounds minus Nonlethal: 87 - 49 = 38

34 more wounds and unconscious

Hit: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 4d6 + 18 ⇒ (5, 2, 6, 5) + 18 = 36

Recognizing that the group was focusing down the chief, Kragg sent a stone axe flying at the Orcish leader.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Strength Check: 1d20 + 5 ⇒ (5) + 5 = 10

Round 2
Chief Reflex Save: 1d20 + 3 ⇒ (17) + 3 = 20
Chief Reflex Save: 1d20 + 3 ⇒ (11) + 3 = 14

The archons hit the Bloodchief once.

Tawny Steps over to and flanks the Blood Chief, hitting twice, but failing to grab him, though his protections reduce the damage. 15 and 18 minus 10 each for 8+5=13 damage

Kragg fires at the Blood Chief hitting, though his attack too was reduced.

Skeletons Turn
The front Skeleton attacks Durnim:
Greatsword Attack: 1d20 + 21 ⇒ (18) + 21 = 39
Damage: 3d6 + 15 ⇒ (2, 3, 3) + 15 = 23 23- DR 1=22 damage

Plants Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13 Miss

The other 3 skeletons save against the Entangle:
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25
Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20

The top/back one saves and moves out, ending just beside Tawny at 30 ft. movement:
Greatsword Attack: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 3d6 + 15 ⇒ (4, 1, 6) + 15 = 26

Plants Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13

Plants Confirm: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13

The third skeleton attempts to break free:
Strength Check: 1d20 + 10 ⇒ (5) + 10 = 15
Plant Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10

The last skeleton double moves out of the entangling plants.
Plants Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9

Skeletons Will Saves vs. Aura:

Will: 1d20 + 7 ⇒ (16) + 7 = 23
Will: 1d20 + 7 ⇒ (11) + 7 = 18
Will: 1d20 + 7 ⇒ (15) + 7 = 22
Will: 1d20 + 7 ⇒ (14) + 7 = 21

Shaman's Reflex Save: 1d20 + 4 ⇒ (7) + 4 = 11
The shaman attempts to cast a spell while entangled:
Concentration: 1d20 + 11 ⇒ (16) + 11 = 27
Caster Level check: 1d20 + 8 ⇒ (9) + 8 = 17
The shaman narrowly fails to dispel the Thorny Entanglement
Plant Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

The Blood Chief Roars, healing from some of his wounds, then attacks Thurgrom:
Claw: 1d20 + 22 ⇒ (11) + 22 = 33
Claw Damage: 1d10 + 11 ⇒ (7) + 11 = 18

Claw: 1d20 + 22 ⇒ (16) + 22 = 38
Claw Damage: 1d10 + 11 ⇒ (7) + 11 = 18

Slam: 1d20 + 21 ⇒ (3) + 21 = 24
Slam Damage: 1d4 + 11 ⇒ (2) + 11 = 13

Bite: 1d20 + 16 ⇒ (19) + 16 = 35
Bite Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Will Save vs. Shadowform: 1d20 + 3 ⇒ (10) + 3 = 13 Fails vs. the Shadowform so 1/5 for damage= 18/5=3 + 18/5=3 + 13/5=2 + 7/5=1 (3+3+2+1=9)

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Bodyguard
11. Dvalin
11. Vargas
13. Guard

Damage done: front guard 77
Blood Chief: 65
Front Skeleton: 14
Second Skeleton: 21
Third Skeleton: 5
Fourth Skeleton: 4
Shaman: 10

Guard on edge of plants: 15, entangled
Guard based with Tawny: 7

Tawny -17/54
Rubius 13/59
Thurgrom 63/79
Kragg: 83/87 +49 nonlethal
Durnim: 68/90

That will bring up Thurgrom and Durnim


Cloud Dwarf | HP 72/90 | Rage 6/13 | Windsight 4/4 | Flex 3/5 | 1st 3/6 | 2nd 0/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition: Resist 20 Fire and Electricity, Protection from Evil, Shield of Faith, Divine Favor, Dodge

Durnim continues his war chant and rages attacking the Blood Chief over Rubius with his Giant Sticker.
Fey Ice +1 Dwarven giant sticker +1 chant +df +rage: 1d20 + 9 + 1 + 3 + 2 ⇒ (17) + 9 + 1 + 3 + 2 = 322d6 + 11 + 3 + 3 ⇒ (1, 4) + 11 + 3 + 3 = 22

Shield of Faith round 4 of 60 rounds
Divine Favor & Martial Flexibility Dodge round 3 of 10 rounds
Rage 2 of 13 rounds

AC = 22 = 20 base -2 rage +3 shield of faith +1 dodge

Once per day, a cloud dwarf with ranks in Perform (sing, chant, or drum) may perform a war chant. This is a Supernatural ability that does not provoke attacks of opportunity. The effect lasts as long as the Dwarf continues to chant, and two rounds thereafter. All allies within 30 ft, of the Cloud Dwarf gain a +1 Morale bonus to attacks, fortitude saves, will saves against fear, and to skill checks to ride or march into battle. In addition, allies moving in formation and performing no other actions may move an additional 10 ft. per round.


Male Dwarf, Storm| HP: 79/79 | AC: 21 (9 Tch, 21 Fl) | CMB: +9, CMD: 19 | F: +8, R: +2, W: +8 | Init: +2 | Perc: +15, SM: +11 | Resist cold, electricity 5 Mynrughdaer/7th| Speed 25ft (25ft) | Active conditions: None.

Round 2 Shadowform 6/7 rounds left.
It was strange. The feeling of being on two different planes of existence at the same time was jarring. But the feeling of the Blood Chief attacks barely finding purchase was better. Thurgrom plants his feet and lays into the orc vampire.
Dwarven Waraxe (blessed, war chant): 1d20 + 11 + 1 + 1 ⇒ (10) + 11 + 1 + 1 = 23
Dmg.: 1d10 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Dwarven Waraxe (blessed, war chant): 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23
Dmg.: 1d10 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Sorry I just realized Ruvius is actually still conscious with 3 go due to the order of effects. He hit he blood chief for 29 dam with a silver arrow from a +3 now. The other rolls we're nat 3 and below.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

so adding the 29 (-5 for DR-) to the Blood Chief

negative Level Percent- 20 or less happens: 1d100 ⇒ 96 The Shadowform protects Thurgrom from the negative level.

Thurgrom attacks back, but the Blood Chief's thick skin protected him from the dwarf's axe.

the witch activates her Fly hex and then flies over the battlefield (30 feet up, 30 across).

Durnim stabs the Blood Chief!

reflex save: 1d20 + 6 ⇒ (11) + 6 = 17

Having saved against the entangle, the bodyguard uses a swift action to activate Arcane Strike, then casts a spell using spell combat:

touch attack at Kragg: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19

A hook of force connects with Kragg, dealing 8 force damage to him and dragging the bodyguard to the adjacent square!

Thurgrom will get an AOO here

Bodyguard will saves vs. archons:
will save: 1d20 + 6 ⇒ (14) + 6 = 20
will save: 1d20 + 6 ⇒ (9) + 6 = 15

The Bodyguard finishes his full attack action attacking Kragg:
adamantine waraxe: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
damage: 1d10 + 7 + 2 ⇒ (5) + 7 + 2 = 14

adamantine waraxe: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
damage: 1d10 + 7 + 2 ⇒ (2) + 7 + 2 = 11

But both strikes miss!
plants attack: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 2d6 ⇒ (3, 2) = 5

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Bodyguard
11. Dvalin
11. Vargas
13. Guard

Damage done: front guard 77
Blood Chief: 106
Front Skeleton: 14
Second Skeleton: 21
Third Skeleton: 5
Fourth Skeleton: 4
Shaman: 10
Bodyguard: 5

Guard on edge of plants: 15, entangled
Guard based with Tawny: 7

Tawny -17/54
Rubius 13/59
Thurgrom 63/79
Kragg: 83/87 +49 nonlethal
Durnim: 68/90

Dvalin and Vargas go before the guards now.


Male Dwarf, Storm| HP: 79/79 | AC: 21 (9 Tch, 21 Fl) | CMB: +9, CMD: 19 | F: +8, R: +2, W: +8 | Init: +2 | Perc: +15, SM: +11 | Resist cold, electricity 5 Mynrughdaer/7th| Speed 25ft (25ft) | Active conditions: None.

Round 2 (bonus)
Thurgrom sees the bodyguard being dragged away and makes an opportunistic strike.
Dwarven Waraxe (blessed, war chant): 1d20 + 11 + 1 + 1 ⇒ (2) + 11 + 1 + 1 = 15


HP: 58/58 | 3/3 Cryptic Omens | AC: 18 / T: 13 / FF: 15 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Dvalin floats up just high enough to not hinder his comrades beneath him, then floats slightly forward, above Durnim. His comrades were focusing down the chief, but from what Dvalin knew of vampires, that was not enough. They would need to find his resting place, and that meant overcome all the guards. One of them seemed more troublesome than the others, and Dvalin focused on draining strenght out of the Bodyguard.
Fly: 1d20 + 7 ⇒ (18) + 7 = 25

Siphon Might - Bodyguard - Strenght Penalty: 1d6 + 3 ⇒ (5) + 3 = 8 DC 17 Fortitude for half.

Quite willing to pass the borrowed strength on to one of his comrades, he infuses Thurgrom with extra power.(However much is taken from bodyguard - 8 or 4, for 7 rounds starting now)


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

"Here you go Rubius my friend. If we can forge forward I will attempt to also tend Tawny." Vargas says before he chants and lays out a hand on the shoulder of his compatriot.

Cure Serious: 3d8 + 7 ⇒ (8, 1, 7) + 7 = 23


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Round 2
Dvalin flies up and then targets the Magus:
Fort Save: 1d20 + 9 ⇒ (15) + 9 = 24 the Magus saves, but still felt his strength sapped away!

Vargas heals Rubius.

The front guard moves up, and attacks the nearest Lanter Archon:
Will Save: 1d20 + 1 ⇒ (18) + 1 = 19
Will Save: 1d20 + 1 ⇒ (8) + 1 = 9

Greataxe with Power Attack + Furious Focus: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Damage: 1d10 + 17 ⇒ (2) + 17 = 19

The archon is hit, but its damage reduction protects it!

Plant Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8

The guard in the center attempts to break free:
Strength: 1d20 + 5 ⇒ (19) + 5 = 24
He moves closer to the edge. . .Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Plant damage: 2d6 + 11 ⇒ (4, 2) + 11 = 17

The two furthest back guards advance, crossing the plant threat area:
Plant Attack: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13

Plant Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

But both make it unscathed (yet)!

The bow wielding orcs fire- first at the damaged Archon:
Orc Hornbow with Vital Strike: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
Damage: 4d6 ⇒ (6, 4, 4, 5) = 19
Orc Hornbow with Vital Strike: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Damage: 4d6 ⇒ (3, 4, 3, 5) = 15
The first's shot misses, but the second archer hits and one of the archons blinks out of existence!

They step forward.

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg

3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Bodyguard Magus
11. Dvalin
11. Vargas
13. Guard

Damage done: front guard 77
Blood Chief: 106
Front Skeleton: 14
Second Skeleton: 21
Third Skeleton: 5
Fourth Skeleton: 4
Shaman: 10
BodyguardMagus: 5, -4 STR

Guard on edge of plants: 32, entangled
Guard based with Archons: 15, affected by 1 Archon Aura

Tawny -17/54
Rubius 26/59
Thurgrom 63/79
Kragg: 75/87 +49 nonlethal
Durnim: 68/90

That brings up Rubius and Kragg at the start of round 3.


Kineticist (7) Burn/NL (9/63) Wounds (16) HP (87) Saves (11/11/7, +2 Hardy) AC (26/16/20) CMD (22, +4 Stability) DR Adamantine (4) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Noticing that his stone wasn’t effecting the orc chieftain as it should, Kragg smirked. He had more than one trick up his sleeve. A dagger of ice formed in his hand, which he pointed at the orc. The dagger shot out, flying towards the foe.

Yes I know ooc that it has cold Resist. But Kragg doesn’t

Hit v Touch: 1d20 + 11 ⇒ (7) + 11 = 18
Cold: 4d6 + 11 ⇒ (5, 6, 5, 4) + 11 = 31


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Round 3
Kragg switches tactics and fires off some cold, barely catching the agile Blood Chief, who also resists some of the cold.

Damage done: front guard 77
Blood Chief: 127
Front Skeleton: 14
Second Skeleton: 21
Third Skeleton: 5
Fourth Skeleton: 4
Shaman: 10
BodyguardMagus: 5, -4 STR

Guard on edge of plants: 32, entangled
Guard based with Archons: 15, affected by 1 Archon Aura

Tawny -17/54
Rubius 26/59
Thurgrom 63/79
Kragg: 75/87 +49 nonlethal
Durnim: 68/90

Pending Rubius Round 3 action


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Rubius grits his teeth, feeling much better thanks to Vargas but still in a bad way. He steps back again and fires at the blood chief, trying to deal with the threat.

I have 26 hp. FYI, Tawny is at -2 not -17 because he also had defending bone going so he's taken 15 less damage thanks to DR 5/bludgeoning.

He sees Tawny fall and angrily fires, trying to get in one or two more shots on the blood chief.

Fire 1: 1d20 + 19 - 2 ⇒ (15) + 19 - 2 = 32 I think the blood chief has soft cover but my two hits are probably still hits.
Fire 2: 1d20 + 19 - 2 ⇒ (20) + 19 - 2 = 37
Fire 3: 1d20 + 19 - 2 ⇒ (2) + 19 - 2 = 19
Confirm fire 2: 1d20 + 19 - 2 ⇒ (2) + 19 - 2 = 19 SADNESS

Dam 1: 2d6 + 14 + 2d6 ⇒ (6, 3) + 14 + (6, 4) = 33
Dam 2: 2d6 + 14 + 2d6 ⇒ (4, 4) + 14 + (2, 1) = 25
Cold damage, not important: 2d4 ⇒ (1, 1) = 2

The archon also fires at the blood chief.

Touch attacks at +6: 2d20 ⇒ (5, 14) = 19
Dam: 1d6 ⇒ 1

Ok since those are silver arrows coming off a +3 bow, that should be DR 5 against me. So the archon and I manage 39 damage after DR.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Round 3
Rubious two arrows hit the Blood Chief and he disappears! You notice almost immediately that he has reformed into a fine, red mist!

The first skeleton steps forward and swings at Thurgrom, flanking with the Magus:
Greatsword: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Damage: 3d6 + 15 ⇒ (3, 4, 5) + 15 = 27

Greatsword Confirm: 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27
Damage: 3d6 + 15 ⇒ (3, 2, 6) + 15 = 26

Will Save vs. Shadowform: 1d20 + 7 ⇒ (3) + 7 = 10 53/5=10 damage

Plant: 1d20 + 11 ⇒ (13) + 11 = 24
Plant Damage: 2d6 + 4 - 5 ⇒ (5, 4) + 4 - 5 = 8

The Third Skeleton swings forward at the remaining Archon:
Greatsword: 1d20 + 21 - 2 ⇒ (3) + 21 - 2 = 22
Damage: 3d6 + 15 - 10 ⇒ (5, 3, 4) + 15 - 10 = 17 And the Archon returns to the Upper Planes!

Plant: 1d20 + 11 ⇒ (11) + 11 = 22
Plant Damage: 2d6 + 4 - 5 ⇒ (5, 1) + 4 - 5 = 5

The Second Skeleton moves forward. This provokes from Thurgrom and Kragg if they have AOOs available.

It swings at Kragg:

Greatsword: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 3d6 + 15 ⇒ (2, 2, 3) + 15 = 22

Greatsword Confirm: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 3d6 + 15 ⇒ (4, 3, 2) + 15 = 24

And Krag succumbs to the nonlethal damage he'd previously taken!

Plant: 1d20 + 11 ⇒ (12) + 11 = 23
Plant Damage: 2d6 + 4 - 5 ⇒ (4, 2) + 4 - 5 = 5

The Fourth Skeleton attempts to move:
Strength Check: 1d20 + 10 ⇒ (7) + 10 = 17

No longer entangled, but still hindered all it can do is move out of the plants.

Plant: 1d20 + 11 ⇒ (13) + 11 = 24
Plant Damage: 2d6 + 4 - 5 ⇒ (3, 6) + 4 - 5 = 8

The Shaman uses his Quickening Rod (lesser) to quicken a spell:
Concentration: 1d20 + 11 ⇒ (14) + 11 = 25 The Shaman enlarges, growing to size large!
He then uses his Fortune Hex on himself!

Plant: 1d20 + 11 ⇒ (8) + 11 = 19
Plant Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11

The gaseous Blood Chief floats towards the back of the room.

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim

10. Magus
11. Dvalin
11. Vargas
13. Guard

Damage done: front guard 77
Blood Chief: 166
Front Skeleton: 22
Second Skeleton: 26
Third Skeleton: 10
Fourth Skeleton: 12
Shaman: 21
Magus: 5, -4 STR

Guard on edge of plants: 32, entangled
Guard based with Archons: 15, affected by 1 Archon Aura

Tawny -2/54
Rubius 26/59
Thurgrom 53/79
Kragg: 33/87 +49 nonlethal
Durnim: 68/90

Looking for Thurgrom and Durnim next


Male Dwarf, Storm| HP: 79/79 | AC: 21 (9 Tch, 21 Fl) | CMB: +9, CMD: 19 | F: +8, R: +2, W: +8 | Init: +2 | Perc: +15, SM: +11 | Resist cold, electricity 5 Mynrughdaer/7th| Speed 25ft (25ft) | Active conditions: None.

Round 3 Shadowform 5/7 rounds left.
Ravaged by the attack from the giant skeleton, but thankfully still hale thanks to shadowform, the mynrughdaer pivots to attack the hulking undead.
Dwarven Waraxe blessed, war chant: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25
Dmg.: 1d10 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Dwarven Waraxe blessed, war chant: 1d20 + 6 + 1 + 1 ⇒ (7) + 6 + 1 + 1 = 15
Dmg.: 1d10 + 2 + 1 + 1 ⇒ (10) + 2 + 1 + 1 = 14


Cloud Dwarf | HP 72/90 | Rage 6/13 | Windsight 4/4 | Flex 3/5 | 1st 3/6 | 2nd 0/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition: Resist 20 Fire and Electricity, Protection from Evil, Shield of Faith, Divine Favor, Dodge

Are those giant skeletons? Do they keep their giant subtype when skeleton, because dwarves get bonuses vs. giants, right? [ooc]

Durnim continues his enraged war chant and attacks a giant skeleton over Kragg with his Giant Sticker.
Fey Ice +1 Dwarven giant sticker +1 chant +df +rage: 1d20 + 9 + 1 + 3 + 2 ⇒ (19) + 9 + 1 + 3 + 2 = 342d6 + 11 + 3 + 3 ⇒ (5, 3) + 11 + 3 + 3 = 25

[ooc]Shield of Faith round 5 of 60 rounds
Divine Favor & Martial Flexibility Dodge round 4 of 10 rounds
Rage 3 of 13 rounds

AC = 22 = 20 base -2 rage +3 shield of faith +1 dodge

Once per day, a cloud dwarf with ranks in Perform (sing, chant, or drum) may perform a war chant. This is a Supernatural ability that does not provoke attacks of opportunity. The effect lasts as long as the Dwarf continues to chant, and two rounds thereafter. All allies within 30 ft, of the Cloud Dwarf gain a +1 Morale bonus to attacks, fortitude saves, will saves against fear, and to skill checks to ride or march into battle. In addition, allies moving in formation and performing no other actions may move an additional 10 ft. per round.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Round 3
assuming both these are at skeleton 1 to the north of Thurgrom?

Thurgrom's axe connects twice, but the slashing edge is slightly less effective against the skeletal frame!

During pokes the skeleton, and connects easily, but poking damage likewise appears slightly less effective! (DR 5 bludgeoning like all skeletons)

The witch lands, and activates her fortune hex on herself.

The Magus takes a swift action to activate Arcane Strike, then begins to cast defensively with spell strike and spell combat.

concentration: 1d20 + 15 ⇒ (20) + 15 = 35

He casts shocking grasp channeled into his waraxe, attacking Thurgrom
war axe, spell combat: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11

Missing, he swings again, holding the charge:

war axe, spell combat: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25

damage: 1d10 + 5 + 5d6 ⇒ (3) + 5 + (5, 5, 5, 3, 2) = 28

will save vs. Shadowform: 1d20 + 6 ⇒ (5) + 6 = 11 20 lightning resisted leaves 8 divided by 5 for 1 damage.

He finishes for his final swing:

war axe, spell combat: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Magus
11. Dvalin
11. Vargas

13. Guard

Damage done: front guard 77
Blood Chief: 166
Front Skeleton: 32
Second Skeleton: 26
Third Skeleton: 10
Fourth Skeleton: 12
Shaman: 21
Magus: 5, -4 STR

Guard on edge of plants: 32, entangled
Guard based with Archons: 15, affected by 1 Archon Aura

Tawny -2/54
Rubius 26/59
Thurgrom 52/79
Kragg: 33/87 +49 nonlethal
Durnim: 68/90

Looking for Dvalin and Vargas next.


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

Vargas looks around at the looming skeletal giants and grimaces. With a look of determination he reaches out and drags his cousin around behind him before stopping and hoping that he can bring Kragg back to consciousness and their desperate battle as he chants the last of his most powerful healing.

Move action to drag an object (Kragg) behind him, this will provoke the skeleton to his south, the eastward one he would have cover from Davalin I believe. Assuming it doesn't one shot him he will then cast cure serious on Kragg.

Cure Serious: 3d8 + 7 ⇒ (1, 8, 5) + 7 = 21


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

AOO Greatsword: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 3d6 + 15 ⇒ (3, 3, 5) + 15 = 26

As Vargas pulls Kragg to the side he gets hit by a skeleton's massive sword!


Kineticist (7) Burn/NL (9/63) Wounds (16) HP (87) Saves (11/11/7, +2 Hardy) AC (26/16/20) CMD (22, +4 Stability) DR Adamantine (4) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Now back in the world of the conscious, Kragg’s eyes shot open. Just in time to see the looming figure of a skeletal giant. Getting to his feet...

Earth Hit: 1d20 + 11 ⇒ (15) + 11 = 26
Bludgeoning Damage: 4d6 + 18 ⇒ (1, 6, 1, 5) + 18 = 31

...he formed a stone hammer and threw it at the looming threat.


HP: 58/58 | 3/3 Cryptic Omens | AC: 18 / T: 13 / FF: 15 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Fly: 1d20 + 7 ⇒ (14) + 7 = 21
Hovering backwards, Dvalin contemplated his options. He had little means of dealing with those towering Skeletons, and would need to rely on his comrades to take care of them.
But he could, hopefully, affect the incoming orcs. A translucent wall of energy, within which can be seen indistinct images of faces with their eyes sewn shut, comes into being just behind the skeletons.
Magenta Line. DC 18 Fortitude Save or be permanently blinded on passing through. Lucky undead get a pass, of course, but here's hoping not all the orcs are.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

round 3
Dublin puts up the wall of blindness.

the fron guard five foot steps through the wall.
fortitude save: 1d20 + 8 ⇒ (5) + 8 = 13
He lashes out still, attempting to hit Thurgrom:
Miss chance, low hits: 1d100 ⇒ 47
great axe with power attack, vital strike, and furious focus: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 2d10 + 17 ⇒ (5, 7) + 17 = 29
will save vs. Shadowform: 1d20 + 1 ⇒ (9) + 1 = 10
He misses, Thurgrom's armor protecting him from the wild swing!

The two guards on the stage move up to the stone slab and use a move action to stow their bows.

the next two orcs (in plant range, but not entangle) move up, drawing their horn bows, and attempt expertly to fire into the fray:

orc hornbow, firing into melee, with soft cover (-4) at Durnim: 1d20 + 7 - 8 ⇒ (18) + 7 - 8 = 17

The other one aims up and fires at Dublin:
orc hornbow: 1d20 + 7 ⇒ (3) + 7 = 10

The guard still in the entangle tries to break free again:
str: 1d20 + 6 ⇒ (2) + 6 = 8 he tries again
str: 1d20 + 6 ⇒ (6) + 6 = 12

plant attacks:

plant attack: 1d20 + 11 ⇒ (1) + 11 = 12
plant damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14

plant attack: 1d20 + 11 ⇒ (12) + 11 = 23
plant damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9

plant attack: 1d20 + 11 ⇒ (2) + 11 = 13
plant damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13

plant damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10

Round 4
Kragg attacks the front skeleton, dealing it a mighty blow, splintering chunks of bone, but the creature stayed on its feet.

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Magus
11. Dvalin
11. Vargas
13. Guard

Damage done: front guard 77
Blood Chief: 166
Front Skeleton: 63
Second Skeleton: 26
Third Skeleton: 10
Fourth Skeleton: 12
Shaman: 21
Magus: 5, -4 STR

Guard on edge of plants: 42, entangled
Guard based with Thurgrom: 15, blinded (-2 AC, 50 percent miss chance)

North bow using guard in plant range: 9

Tawny -2/54
Rubius 26/59
Thurgrom 52/79
Kragg: 33/87 +49 nonlethal
Durnim: 68/90
vargas: 26/52

pending Rubius before the skeletons + shaman + blood chief


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Rubius only has a clear shot at one of the skeletons so he decides to focus on that foe, switching his bow to strike hard and true against undead. He also snatches blunt arrows from his back and lets loose his dwarven fury.

Attack 1: 1d20 + 16 - 2 ⇒ (6) + 16 - 2 = 20
Attack 2: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28
Attack 3: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27
Bludgeoning dam 1: 2d6 + 14 + 2d6 ⇒ (1, 3) + 14 + (5, 2) = 25
Bludgeoning dam 2: 2d6 + 14 + 2d6 ⇒ (5, 1) + 14 + (4, 5) = 29
Bludgeoning am 3: 2d6 + 14 + 2d6 ⇒ (6, 5) + 14 + (6, 5) = 36
Colds that are probably irrelevant: 3d4 ⇒ (4, 4, 3) = 11 Did you say these skeletons are normal or fiery? If fiery, that's 6, 6, and 4 cold damage.

Switched my bow to undead bane as a swift action. 5 ft stepped back. Have a clear firing lane and shot a bunch thanks to channel vigor(haste).


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

these are normal skeletons made from fire giant corpses

Round 4
Rubies began firing, and his first arrow connected with the first skeleton and the creature collapsed to the ground, it's bones crumbling to dust.

Switching targets to the third skeleton (which was now the furthest forward) two more arrows connected and it too collapsed! you could infer these guys have AC 20 and roughly 70 hit points

the front two skeletons gone, the remaining too rush forward, passing harmlessly through the wall of blinders to take their places.

both will provoke from Thurgrom to do so, and skeleton 4 on the bottom provokes from Durham as well

greatsword at Thurgrom: 1d20 + 21 ⇒ (11) + 21 = 32
damage: 3d6 + 15 ⇒ (5, 5, 6) + 15 = 31
will save vs Shadow form: 1d20 ⇒ 20
The skeleton's sword connects, finding Thurgrom's true self!

greatsword at Durnim: 1d20 + 21 ⇒ (9) + 21 = 30
damage: 3d6 + 15 ⇒ (4, 1, 5) + 15 = 25
The final skeleton connects, hitting Durnim!

plant attack: 1d20 + 11 ⇒ (12) + 11 = 23
plant damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11

plant attack: 1d20 + 11 ⇒ (6) + 11 = 17
plant damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11

The Shaman attempts to break free (with fortune):
str check: 1d20 + 5 ⇒ (15) + 5 = 20

str check: 1d20 + 5 ⇒ (18) + 5 = 23

Free from the entanglement, he gets to the edge of the stage and out of the plants! Then he uses his rod of quickening lesser a second time to heal himself:

cure serious wounds: 3d8 + 8 ⇒ (6, 2, 8) + 8 = 24

plant attack: 1d20 + 11 ⇒ (20) + 11 = 31
plant damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14

the Blood Chief floats closer to his coffin on the stage.

The Witch uses her Fortune hex on the Shaman, then tackles as a move action extending both fortune hexes another round.

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Magus
11. Dvalin
11. Vargas
13. Guard

Damage done: front guard 77
Blood Chief: 166
Second Skeleton: 32
Fourth Skeleton: 12
Shaman: 15
Magus: 5, -4 STR

Guard on edge of plants: 42, entangled
Guard based with Thurgrom: 15, blinded (-2 AC, 50 percent miss chance)

North bow using guard in plant range: 9

Tawny -2/54
Rubius 26/59
Thurgrom 21/79
Kragg: 33/87 +49 nonlethal
Durnim: 44/90
vargas: 26/52

Durnim + thurgrom are up next and both will have AOOs available as well.


Male Dwarf, Storm| HP: 79/79 | AC: 21 (9 Tch, 21 Fl) | CMB: +9, CMD: 19 | F: +8, R: +2, W: +8 | Init: +2 | Perc: +15, SM: +11 | Resist cold, electricity 5 Mynrughdaer/7th| Speed 25ft (25ft) | Active conditions: None.

Round 4 Shadowform 4/7
With the giant skeleton rushing in, Thurgrom has a few moments to attack as it enters melee. It's unique structure stymies the mynrughdaer.
AoO Dwarven Waraxe blessed, war chant: 1d20 + 11 + 1 + 1 ⇒ (2) + 11 + 1 + 1 = 15 Just not rolling high enough.

Fighting for his life now, the storm dwarf scion fights on against the monstrous undead. Finally Thrugrom's waraxe finds purchase.
Dwarven Waraxe blessed, war chant: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25
Dmg.: 1d10 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12
Dwarven Waraxe blessed, war chant: 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23
Dmg.: 1d10 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11


Cloud Dwarf | HP 72/90 | Rage 6/13 | Windsight 4/4 | Flex 3/5 | 1st 3/6 | 2nd 0/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition: Resist 20 Fire and Electricity, Protection from Evil, Shield of Faith, Divine Favor, Dodge

Durnim has 44+14=58 HP while raging

Durnim continues his enraged war chant and slashes at the moving giant skeleton with his Giant Sticker.
AOO Fey Ice +1 Dwarven giant sticker +1 chant +df +rage: 1d20 + 9 + 1 + 3 + 2 ⇒ (13) + 9 + 1 + 3 + 2 = 282d6 + 11 + 3 + 3 + 1d4 ⇒ (6, 5) + 11 + 3 + 3 + (1) = 29

Then, he backslashes the skeleton again.
Fey Ice +1 Dwarven giant sticker +1 chant +df +rage: 1d20 + 9 + 1 + 3 + 2 ⇒ (6) + 9 + 1 + 3 + 2 = 212d6 + 11 + 3 + 3 + 1d4 ⇒ (5, 2) + 11 + 3 + 3 + (3) = 27
Shield of Faith round 6 of 60 rounds
Divine Favor & Martial Flexibility Dodge round 5 of 10 rounds
Rage 4 of 13 rounds

AC = 22 = 20 base -2 rage +3 shield of faith +1 dodge

Once per day, a cloud dwarf with ranks in Perform (sing, chant, or drum) may perform a war chant. This is a Supernatural ability that does not provoke attacks of opportunity. The effect lasts as long as the Dwarf continues to chant, and two rounds thereafter. All allies within 30 ft, of the Cloud Dwarf gain a +1 Morale bonus to attacks, fortitude saves, will saves against fear, and to skill checks to ride or march into battle. In addition, allies moving in formation and performing no other actions may move an additional 10 ft. per round.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Round 4
Thurgrom misses as the Skeleton rushes hum, but Durnim connects.

Thurgrom swings twice, hitting both times!

Durnim's final poke drops the fourth skeleton!

The magus steps up, activates arcane strike, and initiates another full attack action using spell combat (but not spell strike) targeting Durnim this time:

war axe, spell combat: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
damage: 1d10 + 5 ⇒ (2) + 5 = 7

war axe, spell combat: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
damage: 1d10 + 5 ⇒ (7) + 5 = 12

Concentration: 1d20 + 15 ⇒ (11) + 15 = 26
Magic Missile Damage: 4d4 + 4 ⇒ (4, 3, 1, 4) + 4 = 16 The four missiles impact Durnim!

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Magus
11. Dvalin
11. Vargas

13. Guard

Damage done: front guard 77
Blood Chief: 166
Second Skeleton: 32
Shaman: 15
Magus: 5, -4 STR

Guard on edge of plants: 42, entangled
Guard based with Thurgrom: 15, blinded (-2 AC, 50 percent miss chance)

North bow using guard in plant range: 9

Tawny -2/54
Rubius 26/59
Thurgrom 21/79
Kragg: 33/87 +49 nonlethal
Durnim: 42/90
vargas: 26/52

Looking for Dvalin and Vargas before the Guards


HP: 58/58 | 3/3 Cryptic Omens | AC: 18 / T: 13 / FF: 15 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Dvalin returns to the ground, retrieving his Heavy Mace as he moves into a Flank with Thurgrom.Who still has +4 Strenght and still does not use it :(
Even so, forcing the bodyguard to take notice of the new threat to his side, Dvalins mind was focused on maintaining the wall he had called into being previously.

Standard to concentrate, Move to draw mace.


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

Vargas steps away from the direct melee and pauses to pull out his wand of healing and then casts a spell letting him disappear from sight. "I'll be moving and healing, ask before you strike at any invisible presence." he says in dwarven to his brethren.

5' step, move to pull out wand and standard to cast Invisiblity


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Round 4
The guard already based with Thurgrom strikes:
Greataxe, Power attack, furious focus, vital strike, with flanking: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Damage: 2d10 + 17 ⇒ (10, 9) + 17 = 36
Miss chance, low hits: 1d100 ⇒ 7
Will Save vs Shadowform: 1d20 + 2 ⇒ (8) + 2 = 10
His axe finds purchase, but the shadowform protects Thurgrom!
36/5=7 damage

The next guard back moves forward, crossing the wall:
fortitude: 1d20 + 8 ⇒ (18) + 8 = 26
He moves along the wall, then steps in to swing at Dvalin
Greataxe, power attack, furious focus: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d10 + 17 ⇒ (10) + 17 = 27
Miss!

The third guard also bravely crosses the wall, moving through the skeleton's square to base with Durnim and attack:
Fortitude: 1d20 + 8 ⇒ (4) + 8 = 12
Greataxe, power attack, furious focus: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d10 + 17 ⇒ (7) + 17 = 24
Miss chance, low hits: 1d100 ⇒ 70
Finding his sight disrupted, his swing is wild! This poor fellow also has to provoke from Durnim as he passes his reach

The orc still caught in the entanglement tries again to get out:
Strength: 1d20 + 6 ⇒ (9) + 6 = 15
Strength: 1d20 + 6 ⇒ (10) + 6 = 16

Plants:

Plant Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Plant damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11

Plant Attack: 1d20 + 11 ⇒ (4) + 11 = 15
Plant damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9

Plant Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Plant damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Plant damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9

The two guards in the back put all their might into lifting the stone slab:
Str: 1d20 + 6 ⇒ (20) + 6 = 26
Str: 1d20 + 6 ⇒ (6) + 6 = 12
They begin to lift it, but the southern of the pair isn't pulling his weight and they have not completed lifting the slab.

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg

3. Skeletons
4. Shaman
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
10. Magus
11. Dvalin
11. Vargas
13. Guard

Damage done: front guard 77
Blood Chief: 166
Second Skeleton: 31
Shaman: 15
Magus: 5, -4 STR

Guard on edge of plants: 52, entangled

Guard based with Thurgrom: 15, blinded (-2 AC, 50 percent miss chance)

North bow using guard in plant range (based with Durnim): 9, blinded

Orc based with Dvalin:

Tawny -2/54
Rubius 26/59
Thurgrom 14/79
Kragg: 33/87 +49 nonlethal
Durnim: 42/90
vargas: 26/52

Looking for Rubius + Kragg at the top of round 5, plus Durnim's AOO on the Guard.


Kineticist (7) Burn/NL (9/63) Wounds (16) HP (87) Saves (11/11/7, +2 Hardy) AC (26/16/20) CMD (22, +4 Stability) DR Adamantine (4) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Hit guard fighting Thurgrom: 1d20 + 11 ⇒ (16) + 11 = 27
Stone!: 4d6 + 18 ⇒ (2, 5, 3, 5) + 18 = 33

With the enemies not focusing on him, Kragg took the opportunity to put a stone spear into the guard threatening his kinsman. As much as he wanted to stop the vampire from returning, there were too many immediate threats.

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