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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AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Kragg, can you 5 ft step south with your turn so I can line up some shots without soft cover?

Rubius still doesn't know what they're doing with that stone coffin, Dvalin.

Rubius continues firing, trying to bring down the threats right in front of him and his allies.

Fire 1: 1d20 + 16 - 2 ⇒ (18) + 16 - 2 = 32
Fire 2: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22
Fire 3: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22
Dam: 2d6 + 14 + 2d6 + 1d4 ⇒ (2, 5) + 14 + (2, 6) + (4) = 33
Dam: 2d6 + 14 + 2d6 + 1d4 ⇒ (2, 1) + 14 + (4, 4) + (4) = 29
Dam: 2d6 + 14 + 2d6 + 1d4 ⇒ (2, 1) + 14 + (2, 3) + (1) = 23

Firing my orc bane hornbow at the orc 15 ft due east of Rubius. He does not have soft cover thanks to inquisitor solo tactics and volley fire. None of my allies provide soft cover.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 4
Rubius' first two shots leave the orc bleeding profusely, and the third drops him dead cold.

Kragg's rock spear hit the orc he fired at, dealing a mighty blow.

The final skeleton swings at Durnim:
Greatsword: 1d20 + 21 ⇒ (7) + 21 = 28
Damage: 3d6 + 15 ⇒ (3, 2, 3) + 15 = 23
A hit!

Plant attack: 1d20 + 11 ⇒ (5) + 11 = 16
Piercing Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12

The blood chief disappears inside the coffin, his body reforming.

The shaman moves back and attempts to help lift the lid of the coffin:
STR: 1d20 + 5 ⇒ (12) + 5 = 17
STR: 1d20 + 5 ⇒ (6) + 5 = 11

With a final push, the Shaman gets the lid tipped up on edge- the body of the Blood Chief now lies behind it, and the coffin lid rests in front, imposing a stone slab between you and those behind it. The slab provides full cover in a straight line.

The Witch cackles to extend her fortune hexes, then moves to where she will have access to touch the Blood Chief's body next turn.[/ooc]

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: 48, blinded (-2 AC, 50 percent miss chance)

Orc based with Dvalin:

Tawny -2/54
Rubius 26/59
Thurgrom 14/79
Kragg: 33/87 +49 nonlethal
Durnim: 20/90
vargas: 26/52

[ooc]Thurgrom and Durnim are up- Thurgrom before the Witch moves and Durnim after if it is relevant.[/ooc[


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Durnim continues his enraged war chant and slashes at the moving 0rc with his Giant Sticker.
AOO 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 + (2) = 26

Then, he backslashes the skeleton again, because it is one or the other.
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 ⇒ (2, 5) + 11 + 3 + 3 + (1) = 25
Shield of Faith round 7 of 60 rounds
Divine Favor & Martial Flexibility Dodge round 6 of 10 rounds
Rage 5 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: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Round 5 5/7 Shadowform
Thurgrom hopes to end the existence of the remaining giant skeleton that took a huge chuck of out Durnim.
Dwarven Waraxe (blessed, warchant, bull's strength?): 1d20 + 11 + 1 + 1 + 2 ⇒ (9) + 11 + 1 + 1 + 2 = 24
Dmg.: 1d20 + 2 + 1 + 1 + 2 ⇒ (14) + 2 + 1 + 1 + 2 = 20
Dwarven Waraxe (blessed, warchant, bull's strength?): 1d20 + 6 + 1 + 1 + 2 ⇒ (12) + 6 + 1 + 1 + 2 = 22
Dmg.: 1d20 + 2 + 1 + 1 + 2 ⇒ (4) + 2 + 1 + 1 + 2 = 10


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 5
Durnim stabbed at the skeleton twice more, and the final of the creatures crumbled beneath his assault!

With the skeleton down, Thurgrom redirects and cracks the guard in front of him, killing him!

With his second attack, he turns to the magus, and manages to score a hit there as well!

The Magus responds, activating Arcane Strike, then attempting to cast defensively:
concentration: 1d20 + 15 ⇒ (11) + 15 = 26
Acid arrow attack, touch at dvalin: 1d20 + 7 - 2 - 4 ⇒ (11) + 7 - 2 - 4 = 12

adamantine war axe: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
second attack: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
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
Shaman: 15
Magus: 15, -4 STR

Guard on edge of plants: 52, entangled

Guard based with Thurgrom: 48, blinded (-2 AC, 50 percent miss chance)

Orc based with Dvalin:

Tawny -2/54
Rubius 26/59
Thurgrom 14/79
Kragg: 33/87 +49 nonlethal
Durnim: 20/90
vargas: 26/52

That brings up Dvalin and Vargas before the guards!


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

Looking over the battlefield and seeing the grevious wounds of his kin puts voice into his voice as he chants the healing spell into his invisible fingers. He moves forward to the non-dwarf that he has seen aid their group so often, hoping to bring the ally back to safety.

Cure Moderate: 2d8 + 7 ⇒ (6, 3) + 7 = 16

Not really sure where Tawny exactly was, feel free to move my if needed. If Tawny is in a really bad spot for healing he will instead heal Thurgrom as the tip of the spear.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

That healing would put Tawny on his feet but he'd still be low. Your call.

Did tawny stabilize?: 1d20 ⇒ 12 Yeah he stabilized at -2 hp.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Dvalin steps back from the foes, trying to see how many more are on their way.
Knowledge Religion: 1d20 + 8 ⇒ (20) + 8 = 28
"Oh no...they are attempting to hasten up the Chiefs recovery. It's the only reason they would stand back near what must be his coffin, rather than join the assault against us! Rubius, could you get Earth Elementals to assail the coffin?"
He turns his attention towards the stone slate shielding what happens from his eyes. Letting the Concentration for the Wall of Blinding slip from his mind, Dvalin instead focuses on gravel, on small stones, on sharp stones, and causes a veritable ton of such to rain down around the coffin.
Bludgeoning Damage: 2d6 ⇒ (6, 4) = 10
Stone Call - Debris makes the new circled area difficult terrain. No save, no SR - area is Cylinder, not burst, so ignores the obstacle. (His hope is, of course, to fill the now open coffin with some debris they may need to clear away before the Blood Chief can reform-
Wall of Blinding persists for another round after I cease concentration. So nobody rush through there even if we manage to deal with those on our side of it.


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

A slight cough comes out from an invisible source. "Ready a ranged attack to interrupt the healing spell?"


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 5
Dvalin casts Stone Call.

Vargas heals Tawny.

The back two guards take up positions to fire from cover, drawing their bows.

The guard still trying to get out of the plants tries to get out of the plants:
Str: 1d20 + 5 ⇒ (18) + 5 = 23
He finally springs free!
Plant Attack: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12

The blind guard steps up and attempts to swing at Thurgrom:
Greataxe, power attack, furious focus, vital strike: 1d20 + 13 ⇒ (5) + 13 = 18
Miss chance, low hits: 1d100 ⇒ 84
Damage: 2d10 + 17 ⇒ (8, 10) + 17 = 35
Will: 1d20 + 1 ⇒ (7) + 1 = 8
He misses!

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
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
Shaman: 25
Magus: 15, -4 STR
Witch: 10
Back Guard: 10
Back Guard: 10

Guard on edge of plants: 52, entangled

Guard based with Thurgrom: 48, blinded (-2 AC, 50 percent miss chance)

Orc based with Dvalin:

Tawny -2/54
Rubius 26/59
Thurgrom 14/79
Kragg: 33/87 +49 nonlethal
Durnim: 20/90
vargas: 26/52

That will bring up Rubius and Kragg at the start of round 6


L

There was only one thing he could do. Kragg didn’t like the idea, but he believed that there was a reason for his power. Looking around he saw his kinsmen struggling and he knew that at any moment any of them could die. He was breathing heavily, a hand holding his recent wound. Even worse was the damage done inside of his own body by his powers. He *knew* that his body couldn’t handle it. Almost sadly he held out one hand, covered in his own blood. The blood immediately froze as the chill of winter was condensed into a single point. In his other hand he held the power of the earth. A cry of pain erupted from him as he slowly forced the two together...

2 more burn! Takes me down to -14 from Nonlethal. And it reaches his max number of burn as well.

Hit Coffin: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 8d6 + 20 ⇒ (6, 6, 1, 5, 5, 5, 4, 3) + 20 = 55 Increases to 82

Confirm: 1d20 + 12 ⇒ (6) + 12 = 18
Crit: 8d6 + 20 ⇒ (5, 5, 3, 3, 6, 2, 2, 2) + 20 = 48 Increases to 72

If confirms, damage half bludgeoning half cold. Should be an exploded coffin: 82 + 72 = 154

With a deafening crash the combined force of the elements surged across the battlefield and went straight into the coffin. It was a level of power that he had never managed to match before. And it was too much for him. His cry of pain trailed off. His eyes rolled back...and Kragg collapsed onto the ground, unmoving.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius steps forward somewhat and keeps targeting down the horrible orcs!

[ooc]Shooting at closest to me then next closest if closest dies.[/ppc]

Attack 1: 1d20 + 16 - 2 ⇒ (20) + 16 - 2 = 34
Attack 2: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31
Attack 3: 1d20 + 16 - 2 ⇒ (18) + 16 - 2 = 32

Confirm fire 1: 1d20 + 16 - 2 ⇒ (15) + 16 - 2 = 29

Dam 1: 6d6 + 42 + 6d6 + 3d4 ⇒ (3, 6, 1, 6, 3, 5) + 42 + (5, 5, 4, 6, 4, 1) + (2, 1, 4) = 98
Dam 2: 2d6 + 14 + 2d6 + 1d4 ⇒ (1, 3) + 14 + (1, 1) + (3) = 23
Dam 3: 2d6 + 14 + 2d6 + 1d4 ⇒ (5, 6) + 14 + (2, 5) + (3) = 35

Thanks to Vargas, Tawny stands up in a daze, looking around for more orcs to attack but also feeling woozy and heavily wounded.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 6
Rubius first arrow strikes true, and the Magus collapses, dead in a single blow.

His second shot finished the blinded orc in the front, and a third drops the one who had been entangled for so long.

Kragg reaches out and attacks the coffin, shattering it to bits, but revealing inside that the Blood Chief had reformed when he reached the coffin the turn before- his body lying motionless awaiting healing from his minions!

But now the line of sight was unobstructed, and you watch in horror as the shaman steps up to the chief and touches him:
Inflict moderate Wounds: 2d8 + 8 ⇒ (6, 3) + 8 = 17

The Blood Chief's eyes snap open, he rises as a move action, rages as a free action, then activates his guarded stance rage power as a move action.

The Witch Cackles, extending her and the shaman's fortune, then she too touches the Chief:
Inflict Moderate Wounds: 2d8 + 9 ⇒ (1, 2) + 9 = 12

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

13. Guard

Blood Chief: 35
Shaman: 25
Witch: 10
Back Guard: 10
Back Guard: 10

Tawny -2/54
Rubius 26/59
Thurgrom 14/79
Kragg: 33/87 +49 nonlethal
Durnim: 20/90
vargas: 26/52

Thurgrom, urnim, Dvalin, and Vargas are up-- Thurgrom goes before the witch gets the second heal off.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Round 5 6/7 Shadowform
"My friends", the mynrughdaer spoke "fight on and fight well. FOR GOLDPEAK!!" Thurgrom charges the assembled orcs up on the dais, knowing full well without Vargas's Shadowform, the storm dwarf would be dead many times over. This fact that made Thurgrom appreciate the stone dwarf oracle all the more, on his likely last charge.
Double move.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Durnim pants while watching the vampire chief get healed. In a moment of clarity, he calls for divine energy to heal his wounds.
Moment of Clarity in rage
Cure Moderate Wounds +20 current HP: 2d8 + 6 + 20 ⇒ (3, 7) + 6 + 20 = 36

Shield of Faith round 8 of 60 rounds
Divine Favor & Martial Flexibility Dodge round 7 of 10 rounds
Rage 6 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.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Remember the Thorny Entanglement affects you as well


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Yes please don't charge in. I can shoot them very happily and he won't be able to pounce on us over difficult terrain. Stay put and get healed! Also, Dvalin gave you the shadowform. Just fyi. Vargas gave some lovely protection from evil and resist energy.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.
Thurgrom Thunderhammer wrote:

Round 5 6/7 Shadowform

"My friends", the mynrughdaer spoke "fight on and fight well. FOR GOLDPEAK!!" Thurgrom charges the assembled orcs up on the dais, knowing full well without Vargas's Shadowform, the storm dwarf would be dead many times over. This fact that made Thurgrom appreciate the stone dwarf oracle all the more, on his likely last charge.
Double move.

Thurgrom will not charge in, but wait for healing and a strategy.


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

With a moment of concentration Vargas' invisible form spreads windows of shadow. With wand in hand he fly over his companions pausing to touch the fallen form of Kragg.

Cure Light Wand: 1d8 + 1 ⇒ (2) + 1 = 3

Yep, while Vargas can get shadowform, he doesn't have access to 4th level spells.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Dvalin keeps his view focused on where Kragg had caused an explosion, while touching the fallen Dwarf behind him.
Healing Hex: 2d8 + 7 ⇒ (6, 4) + 7 = 17
Kragg
"He will have a hard time to pounce us easily, and without support...right now, it is our artillery against theirs. Try and focus down their flying caster(witch) with ranged weaponry - Thurgrom and Durnim, please keep us save if anything comes."
With that, he starts to lift off the ground, moving upwards and forward, remaining just outside his plants range on ground level, and observing.
~15 feet up.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 6

Durnim uses a moment of clarity to heal himself.

Dvalin uses his Healing Hex, and Kragg is refreshed back to awake.

Vargas heals Kragg further.

The Guards take at at Dvalin in the air:
Hornbow w/ Vital Strike: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 4d6 ⇒ (1, 2, 3, 4) = 10

Hornbow w/ Vital Strike: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 4d6 ⇒ (6, 4, 1, 2) = 13

Both arrows brutally hit!

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

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

Blood Chief: 35
Shaman: 25
Witch: 10
Back Guard: 10
Back Guard: 10

Tawny -2/54
Rubius 26/59
Thurgrom 14/79
Kragg: 54/87 +63 nonlethal
Durnim: 36/90
vargas: 26/52
Dvalin: 35/58

Thurgrom still has action held from round 6, and Rubius+ Tawny and newly awakened Kragg can act to start round 7: on your actions this round I will also take Perception checks


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Perception w 2 neg levels: 1d20 + 16 - 2 ⇒ (15) + 16 - 2 = 29

Rubius keeps a sharp eye out for more orcish traps then fires three shots to try to take down any orcs in the open, focusing on those wounded first.

Attacks w 2 neg levels: 1d20 + 14 ⇒ (10) + 14 = 24
Attacks w 2 neg levels: 1d20 + 14 ⇒ (11) + 14 = 25
Attacks w 2 neg levels: 1d20 + 14 ⇒ (16) + 14 = 30
Dam: 2d6 + 14 + 2d6 + 1d4 ⇒ (5, 5) + 14 + (6, 1) + (2) = 33
Dam: 2d6 + 14 + 2d6 + 1d4 ⇒ (5, 4) + 14 + (3, 1) + (3) = 30
Dam: 2d6 + 14 + 2d6 + 1d4 ⇒ (5, 2) + 14 + (6, 5) + (4) = 36

That's my last round of haste. I'll have to double-check what other buffs are expiring too.


L

Once more Kragg got to his feet. He tried to make an axe out of stone, but the effort caused black spots to dance across his vision. Even standing up was proving to be a challenge.

Hit Vampire Stone: 1d20 + 11 ⇒ (1) + 11 = 12


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

orc confirm: 1d20 + 7 ⇒ (18) + 7 = 25

extra damage: 2d6 ⇒ (1, 3) = 4

Dvalin: 41/58


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.
Rubius Halfbeard wrote:
Yes please don't charge in. I can shoot them very happily and he won't be able to pounce on us over difficult terrain. Stay put and get healed! Also, Dvalin gave you the shadowform. Just fyi. Vargas gave some lovely protection from evil and resist energy.

Round 6 6/7 Shadowform

Thurgrom waits for the instruction of his fellows, waraxe at the ready.
Did Thurgrom gain another dose of shadowform? And what about the other buffs mentioned. The mynrughdaer seek clarity!!


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

Buffs: Vargas cast Resist Energy, communal for fire and electricity giving 20 resistance to each. These last 100 rounds each. They were cast first and should have about 80-85 rounds left.

Also he cast Protection from Evil for +2AC deflection, +2 resistance saves etc. on everyone (except Tawny). Each of those were normal lasting 70 rounds, probably in the region of 55-60 left.

Vargas used his shadow wings last round and has 69 rounds of flight left for the day. He is also invisible for the next 68 rounds .

Note Vargas is completely out of spells and his wand of Cure Light has 6 charges.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 7
Two arrows from Rubius drops the Shaman, and his third hits the witch, wounding her. It was that or you could nuke a guard from almost full to dead, but I assumed you wanted to hit the casters?

Kragg misses the Vampire.

Reflex Save: 1d20 + 9 ⇒ (17) + 9 = 26
Plant Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8 Plant damage is piercing, I'd rule it counts as magical but I see no reason to assume silver as well so it has to clear 10 to deal the chief damage.

The Blood Chief wades into the fray, pushing forward with a double move.

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

Blood Chief: 40
Witch: 46
Back Guard: 10
Back Guard: 10

Tawny /54
Rubius 26/59
Thurgrom 14/79
Kragg: 54/87 +63 nonlethal
Durnim: 36/90
vargas: 26/52
Dvalin: 41/58

Pending Thurgrom before the witch- if relevant there are Orc hornbows that all the guards were carrying so one IS within reach, and you have two actions (last round and this) to use


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Round 7 7/7/ Shadowform
As shasdowform fades, the mynrughdaer positions himself to help defend his brothers in arms from the oncoming undead threat.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

The witch, seeing her time may be nearing an end casts, then cackles to extend her hex.

From the ground, a myriad of black tentacles sprout from the floor groping at everyone.
cmb grapple: 1d20 + 13 ⇒ (1) + 13 = 14
damage: 1d6 + 4 ⇒ (6) + 4 = 10

This is Evard's Black Tentacles- the grapple happens at the start of each character's turns, not when the spell casts, but it rolls once for the whole round. DC to break grapple is 23. This will hit everyone not flying.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sorry- updating from my phone here; natural 1 so the tentacles miss everyone and no damage, but they roll again at the same spot in the order next round.

Looking for Durnim, Dvalin, and Vargas before the guards act.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Is this not the normal PF black tentacles spell? BC that one has a radius of 20 ft but I'm seeing something MUCH bigger on the map.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

ah, I misread stone call when I was checking and copied that one but it's a 40 ft. spread- I'm on my phone so a bit limited and trying to shortcut it- sorry about that.


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

Spellcraft: Black Tentacles: 1d20 + 8 ⇒ (4) + 8 = 12

Blinking as the tentacles emerge all around the dwarves he turns and flys back to the otherside of the writhing mass. Pausing as he goes over Thurgrom to reach down with the wand and tap his fellow on the head. "Best not stay within there, don't accept hugs from strange tentacles." he advises.

Wand of CLW on Thurgrom: 1d8 + 1 ⇒ (3) + 1 = 4

Flying 5' up so Thurgrom could move under him, but reaching down with the wand.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Grapple: 1d20 + 10 ⇒ (5) + 10 = 15

Durnim walks out of the mass of Black Tentacles. In another moment of clarity, he calls for divine energy to heal his wounds.
Moment of Clarity in rage
Cure Moderate Wounds +36 current HP: 2d8 + 6 + 36 ⇒ (1, 2) + 6 + 36 = 45

Shield of Faith round 9 of 60 rounds
Divine Favor & Martial Flexibility Dodge round 8 of 10 rounds
Rage 7 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.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Everybody should get out from the tentacles - they were missing on the map because they were hidden behind the background, I brought them forward again.
That said, if I dismiss the Spikies now, Blood Chief will pounce someone - better to accept one round of potential/distributed thorn damage(especially because some of you already moved into range and would get attacked before I dismiss...next turn let me act first when we are up.(if still alive by then)
Fly, Hover, DC 15: 1d20 + 7 ⇒ (8) + 7 = 15 Phew
Dvalin maintains his height, out of reach from plants and tentacles.
Removing the largest golden Orb from the Necklace he wears, he takes aim, then throws it towards the remaining guards and the witch - in mid-air, slightly above the ground, the bead explodes into a fireball(Magenta Circle).
Necklace of Fireballs Type 3, Largest Bead: 7d6 ⇒ (5, 5, 3, 5, 5, 3, 3) = 29 DC 14 Reflex to half, as per Item description


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

ound 7
Durnim moves forward and heals himself, but he ends within the reach of the thorns!
Plants attack: 1d20 + 11 ⇒ (5) + 11 = 16
Plants damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11

Dvalin throws his fireball!
Guard Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20
Guard Reflex Save: 1d20 + 4 ⇒ (19) + 4 = 23

With Reflex save w/ Fortune: 1d20 + 2 ⇒ (18) + 2 = 20
With Reflex save w/ Fortune: 1d20 + 2 ⇒ (6) + 2 = 8

All three take some damage, but avoid the brunt of the fireball!

Vargas flies up and cures Thurgrom.

The guards take aim at Dvalin again:
Orc Hornbow w/ Vital Strike: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 4d6 ⇒ (4, 4, 1, 5) = 14

Orc Hornbow w/ Vital Strike: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 4d6 ⇒ (3, 4, 5, 2) = 14

One manages to hit!

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

5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
11. Dvalin
11. Vargas
13. Guard

Blood Chief: 40
Witch: 60
Back Guard: 24
Back Guard: 24

Tawny /54
Rubius 26/59
Thurgrom 18/79
Kragg: 54/87 +63 nonlethal
Durnim: 81/90
vargas: 26/52
Dvalin: 27/58

Looking for Rubius and Kragg to start round 8


L

Kragg moved backwards, getting out of the area of the spell, using it to put distance between himself and the enemies. Then he reached down to the ground and pulled a stone axe out of it, which in turn was sent flying at the vampire.

Stone: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 4d6 + 18 ⇒ (5, 2, 5, 4) + 18 = 34


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

His most powerful spell ended, Rubius takes his time to get out of the tentacles while Tawny moves forward and gets ready to help.

Tawny could really use healing, though. He's at 15 hp.

Readied bite for Tawny if an enemy comes within his 5 ft reach: 1d20 + 9 + 1 + 2 ⇒ (6) + 9 + 1 + 2 = 18


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Was there a place to move out of the tentacles but NOT into the thorns? Durnim probably would have better vision than mine on the map, and that was just silly and against self-preservation. Thanks


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 8
Rubius moves, and Tawny readies a bite.

Kragg fires a stone, hitting the Blood Chief, but being reduced by the vampire's protections!

The Blood Chief charges, some magic he has allowing him to ignore the difficulty terrain!

Rolling an AOO for Durnim here as he has potential to drop the Blood Chief before he gets off his pounce

Durnim AOO: 1d20 + 9 + 1 + 3 + 2 ⇒ (20) + 9 + 1 + 3 + 2 = 35
Damage: 2d6 + 11 + 3 + 3 ⇒ (2, 2) + 11 + 3 + 3 = 21

Durnim AOO Confirm: 1d20 + 9 + 1 + 3 + 2 ⇒ (12) + 9 + 1 + 3 + 2 = 27
Extra Damage: 2d6 + 11 + 3 + 3 ⇒ (6, 5) + 11 + 3 + 3 = 28

And sure enough, Durnim's Giant Sticker strikes, turning the Blood Chief once again into a fine, red mist!

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

Blood Chief: at 0, mist form
Witch: 60
Back Guard: 24
Back Guard: 24

Tawny /54
Rubius 26/59
Thurgrom 18/79
Kragg: 54/87 +63 nonlethal
Durnim: 81/90
vargas: 26/52
Dvalin: 27/58

That will bring up Thurgrom before the Witch


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Round 8
Thurgrom skirts the cave wall, positioning himself strategically for when the thorny wall goes down.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Tentacles Grapple: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

The Tentacles grip again, appearing much more dangerous this time.

The Witch cackles, then aims anther spells-- volcanic rocks fall from the sky in the (dark blue circle), a Volcanic Storm!
Fire Damage: 2d6 ⇒ (5, 1) = 6 Bludgeoning Damage: 3d6 ⇒ (4, 3, 3) = 10
I've lost Tawny's HP- I think he's taking full here? Applying DR/- 1 for Durnim and Fire Resistance for all but Tawny here.

Turn Order:
1. Rubius + Tawny +Archons
2. Kragg
5. Blood Chief
6. Thurgrom
8. Witch
9. Durnim
11. Dvalin
11. Vargas

13. Guard

Blood Chief: at 0, mist form
Witch: 60
Back Guard: 24
Back Guard: 24

Tawny /54
Rubius 26/59
Thurgrom 8/79
Kragg: 54/87 +63 nonlethal
Durnim: 82/90
vargas: 16/52
Dvalin: 17/58

Looking for Dvalin/Durnim/Vargas- assuming Dvalin goes first to dismiss


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

GM, could you review my HP before I go. I want to be aligned


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Dvalin focuses on the thorny plants blocking their way...they had done their part, but now, it was problematic for them... Begone, spirits of the wild...
With some mental effort, he unwove the spell, leaving him with little concentration to do anything else requiring focus.
Unclasping the necklace, he shouts out to his comrades below him:"Vargas, Durnim, Thurgrom - either of you - take hold of it, and make use of the tools we have.", before letting it fall down. He himself sunk down a little, the arrows and stones taking their toll on the Dwarf.
Fly, Hover: 1d20 + 7 ⇒ (14) + 7 = 21

Necklace of Fireballs Type 3, minus the 7d6 option, at ground level. Should be a move action to pick up for Durnim or Vargas, and a Standard to throw a 5d6 Fireball at the Witch and her lackeys - for any takers.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

"Burnim! Vargas! You take them!" Thurgrom bellowed across the battelfield. "Both of your aims are better than mine!"


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

Tawny does have the resistances btw. But he was low on hp.

"I am staying invisible for now to heal safely. Grab a fireball. Vargas says as he flys just past and over Thurgrom, tapping with the wand.

Cure Light Wand: 1d8 + 1 ⇒ (1) + 1 = 2


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Durnim should be at 72- 81 previously, 10 damage, reduced by 1 DR


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Sorry GM, who's that bad guy adjacent to Durnim? And is the blue still there on the map, or was it dismissed by Dvalin? I posted this yesterday, but the post got eaten. Thanks


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

What Dvalin said- the Thorny Entanglement is gone now, and the new blue circle you are in is difficult terrain from Volcanic Storm. The bad guy next to you is the Blood Chief who was misted on your AOO when he tried to charge you


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Durnim smiles at the fine, blood red mist and relaxes letting his battle-fury wash over him. Fatigued, he asks his divine patron to be restored. Then, he trudges through the volcanic ash but doesn't quite escape.
Drop rage. Cast Lesser Restoration to clear fatigue. War chant expires after casting interruption from spell-casting

Shield of Faith round 10 of 60 rounds
Divine Favor & Martial Flexibility Dodge round 9 of 10 rounds
Rage 7 of 13 rounds

AC = 24 = 20 base +3 shield of faith +1 dodge

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