Cavern of the Elemental Forge (Inactive)

Game Master caster4life

Maps


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Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Sensing that his summoning headband is recharged, Kaalul summons a dire bat to harry the wizard from the sky.

The bat activates smite evil.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 4 + 4 ⇒ (1) + 4 + 4 = 9

If the snake is still alive, it also attacks the fire elemental.

Snake attack: 1d20 + 5 ⇒ (6) + 5 = 11

Frustrated that it seems he'll be unlikely to attack the flying halfling honorably, Kaalul silently snarls and readies himself to hurl his warhammer underhanded up at the halfling from below when he sees that he is starting to cast a spell.

Readying an action. Below is the attack for throwing a weapon incorporating the rules for using a weapon not meant to be thrown. As well as invisibility and various buffs.

Attack: 1d20 + 7 + 2 + 2 - 4 - 4 ⇒ (11) + 7 + 2 + 2 - 4 - 4 = 14
Damage: 1d8 + 4 + 4 + 2 ⇒ (8) + 4 + 4 + 2 = 18
Fire damage: 1d6 ⇒ 5
Cold damage: 1d6 ⇒ 3
Electricity damage: 1d6 ⇒ 1
Acid damage: 1d6 ⇒ 3

=========

ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 7/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel
Snake Summons - 3/6
Lend Judgment (Stauntram) - 4/6
Summoning Headband cool down - 3/3


Ok but even if the elemental didn't finish the snake wouldn't the fireball? Even if it makes the save. It's definitely in the radius. Yeah that fire resist is fine I knew you had popped that up. I'm just telling folks the damage before resistance which they can then apply.


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

Oh, yes. The snake would be quite dead.


Indeed! Stauntram still to go but I know it'll be a little while before he can post.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map
Kaalul Bazt wrote:
Readying an action. Below is the attack for throwing a weapon incorporating the rules for using a weapon not meant to be thrown. As well as invisibility and various buffs.

Reading through my post again, I realized I forgot to mention that the halfling won't be able to use his Dexterity bonus for AC vs. Kaalul's first attack out of invisibility.


2 people marked this as a favorite.

Thanks for being so thorough, Kaalul. Makes it easy to keep track of things. :)


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 ⇒ (3) + 10 - 2 + 2 + 3 = 16

Damage: 1d10 + 13 + 3 ⇒ (2) + 13 + 3 = 18

Acid: 1d6 ⇒ 6

Lightning: 1d6 ⇒ 4

Cold: 1d6 ⇒ 5

Fire: 1d6 ⇒ 3

AOO:

Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 ⇒ (5) + 10 - 2 + 2 + 3 = 18

Damage: 1d10 + 13 + 3 ⇒ (8) + 13 + 3 = 24

Acid: 1d6 ⇒ 4

Lightning: 1d6 ⇒ 5

Cold: 1d6 ⇒ 2

Fire: 1d6 ⇒ 5


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

Stauntram Reflex: 1d20 + 6 ⇒ (16) + 6 = 22

Stauntram is at 0 damage, so full health


The bat lands a decent blow on the halfling, who is quite annoyed by this. The wall of lightning then moves south, catching the halfling, Kaalul, the bat, and whatever small creature the halfling has had inside his jacket (8 dam each). Stauntram swings again at the fire elemental but misses him while Martel moves and Fizz heals. The wall stays in the same position and looks likely to pass north again in a few seconds (end of the round). Kaalul throws his weapon at the halfling, becoming visible again, but though his throw is reasonably accurate it can't hit the small flying target. The halfling flies 5 ft to get away from the bat and casts another spell. Suddenly, there are five extra halflings visible all flying in the same space!

Kaalul, will you put your bat on the map?

GM screen:

Lightning: 2d8 ⇒ (5, 3) = 8
Wall: 1d2 ⇒ 2
Images: 1d4 + 2 ⇒ (3) + 2 = 5
Fire elemental attack S: 1d20 ⇒ 18
Tentacles Fizz: 1d20 ⇒ 15
Dam: 1d6 + 4 ⇒ (1) + 4 = 5
Dam Stauntram: 1d8 + 2 ⇒ (1) + 2 = 3
Stauntram reflex: 1d20 ⇒ 1
rounds: 1d4 ⇒ 2
Fire: 1d8 ⇒ 8

The fire elemental strikes Stauntram lightly once (3 damage) but catches the sturdy dwarf on fire (8 damage)!

Stauntram has one more round of burn. Party GO!


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

Fizz frowns as the multiple images of the halfling appear. "Oh come off it ya pea-brained oaf!" he yells in frustration as he releases yet another Thoom! of healing magic.

5d6 ⇒ (4, 4, 4, 5, 5) = 22

PC Damage Taken Totals:

Stauntram 0 -> -11 -> -6 -> 0
Fizz -29 -> -49 -> -17
Kaalul 0 -> -8 -> -3
Martel -12 -> -7
Bat 0 -> -8


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

The bat attacks again while Kaalul steps over to wear his hammer landed.

Bat Attack: 1d20 + 5 ⇒ (8) + 5 = 13 (or "Battack," if you will)
Damage: 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14

Kaalul launches a blistering invective at the flying halfling.

"After we beat the magic out of you -- you sniveling, abyss-bound waste of refuse -- we're going to lay down so much righteous agony on you that you'll envy those wretches you've murdered!"

Intimidate to demoralize: 1d20 + 10 ⇒ (5) + 10 = 15

As per the spell and the Intimidate skill, anything within 30 feet that can understand Kaalul and that he's demoralized takes the following damage:

Fire Damage: 1d10 ⇒ 8 <-- Reflex DC 15 or catch on fire

=========

ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 6/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel
Bat Summons - 5/6 - HP: 14/22
Lend Judgment (Stauntram) - 3/6


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

What crappy rolls.
.
Anyway, bat added to the map.


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

I love Blistering Invective. Not too much damage, but it always feels good to deliver a sick burn.

How deep was the water trench? Can I run through, or do I need to clear it with a jump? I want to get everyone within my Close range(40feet) in one move.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Oh yeah, how tall is the forge?


Neither the fire elemental nor the halfling are intimidated. There is, however, a flash of fire from the halfling's jacket and a small winged creature, burned to death, falls out and falls to the ground. The halfling's eyes narrow in anger and he proclaims "You'll pay for that, Dwarf!"

The water is 10 ft deep. You'd need to jump across. The forge is 5 ft tall.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Thanks GM.

Martel Wyvernjack wrote:
I love Blistering Invective. Not too much damage, but it always feels good to deliver a sick burn.

I wasn't even going to use it, but when I noticed the halfling was worried about the electricity damage, I thought I'd give it a shot.

Also, unless the elementals can speak common, they couldn't be affected by the spell, which is why I haven't used the spell before now.


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

Stauntram smashes at the fire elemental, eager to see it destroyed.

Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 ⇒ (17) + 10 - 2 + 2 + 3 = 30

Damage: 1d10 + 13 + 3 ⇒ (10) + 13 + 3 = 26

Acid: 1d6 ⇒ 4

Lightning: 1d6 ⇒ 1

Cold: 1d6 ⇒ 1

Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 - 5 ⇒ (12) + 10 - 2 + 2 + 3 - 5 = 20

Damage: 1d10 + 13 + 3 ⇒ (2) + 13 + 3 = 18

Acid: 1d6 ⇒ 1

Lightning: 1d6 ⇒ 3

Cold: 1d6 ⇒ 2

Fire: 1d6 ⇒ 2

AOO:

Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 ⇒ (18) + 10 - 2 + 2 + 3 = 31

Damage: 1d10 + 13 + 3 ⇒ (3) + 13 + 3 = 19

Acid: 1d6 ⇒ 3

Lightning: 1d6 ⇒ 6

Cold: 1d6 ⇒ 5

Fire: 1d6 ⇒ 5


Stauntram smashes the fire elemental to bits!

Martel may still go.


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

Was waiting for an answer to my question about the water trenches

Martel makes a mad dash toward the center of the room before firing off his other big spell. Haste, I should be able to reach everyone from where I move to.

Acrobatics, only if I can’t just walk through the trench: 1d20 + 2 ⇒ (5) + 2 = 7


DC 10 to leap the trench (which can't be waded) without a running start. Martel falls into the water. DC 10 swim check to stay afloat and climb out the other side. The square of water takes 20 ft of movement since you move at half speed. If you make the swim check, you can have 10 ft of movement after clambering out the other side.


Botting Martel's swim: 1d20 ⇒ 4 Fail but not by enough to begin sinking.

Martel falls into the water and is unable to keep running.

Do you want to cast a spell from there or try to keep moving as a standard? I'd allow a second swim check on the second move action if you like.


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

Martel flounders in the water for a moment before popping up and firing off his spell.
Casting it here, though I won't be able to reach Kaalul from here, sadly.


GM screen:

Lightning damage: 2d8 ⇒ (3, 4) = 7
Lightning position: 1d2 ⇒ 1
Attacks Kaalul: 1d20 ⇒ 19
Dam: 1d8 + 6 ⇒ (3) + 6 = 9
Grapple Fizz: 1d20 ⇒ 16
Dam: 1d6 + 4 ⇒ (1) + 4 = 5

The wall of lightning passes back over the halfling, Kaalul, and the bat (7 damage each). The halfling winces in pain and, seeing the fire elemental reduced to embers and hearing Martel splashing in the water, he snaps his fingers. A watery form rushes out of the forge, swims with great speed around the moat, and strikes at Martel! (9 damage to M) The tentacles keep a hold of Fizz and damage him slightly (5 damage). The halfling moves back somewhat and casts a spell to help defend himself.

DC 18 spcrft for those who saw it:

The halfling cast protection from energy (lightning).

Party, GO!


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Kaalul unlimbers his repeating crossbow and loads it.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Also!

Spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14

With the elemental dead, Kaalul switches the judgement he's maintaining for himself and for Stauntram to Justice. Swift action. +3 to attack rolls.

The bat does it's thing to the halfling.

Bat Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11

=========

ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 5/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel
Bat Summons - 4/6 - HP: 7/22
Lend Judgment (Stauntram) - 2/6


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

Spellcraft: 1d20 + 14 ⇒ (17) + 14 = 31
Swim: 1d20 + 1 ⇒ (1) + 1 = 2

Martel continues to struggle in the water, his robes dragging him down.
Swim: 1d20 + 1 ⇒ (11) + 1 = 12
But eventually he hoists himself up out of the trench.

Haste(5 more rounds): 1 Extra attack, +1 on attack rolls, +1 dodge to AC and Reflex, +30ft speed


AoO: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
Dam: 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9

The elemental strikes Martel as he clambers out of the water.

A move action to climb out then a 60 ft move thanks to haste.


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

Martel scampers off a ways to the south.


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

Fizz, still trapped in the mass of writing tentacles, emits another wave of healing.

5d6 ⇒ (2, 5, 3, 1, 3) = 14

PC Damage Taken Totals:

Stauntram 0
Fizz -17 -> -32 -> -42 -> -18
Kaalul -3 -> -10 -> -5
Martel -7 -> -15 -> -10
Bat -8 -> -15


Stauntram moves forward and readies an action to attack with his long chain should the water elemental approach.

Readied attack: 1d20 + 10 - 2 + 2 + 3 ⇒ (20) + 10 - 2 + 2 + 3 = 33
Dam: 1d10 + 13 + 3 ⇒ (4) + 13 + 3 = 20
Elemental damages: 4d6 ⇒ (4, 1, 4, 4) = 13
Confirm: 1d20 ⇒ 1

The wall of lightning rushes south, damaging the elemental, Fizz, Martel, and Stauntram!

Lightning dam: 2d8 ⇒ (6, 4) = 10

The elemental indeed rushes Stauntram and attacks him but can't quite manage to harm the sturdy dwarf.

GM screen:

Attack: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16
Dam: 1d8 + 5 - 5 ⇒ (2) + 5 - 5 = 2
Shout!: 5d6 ⇒ (2, 2, 6, 2, 3) = 15
Forts K, Bat: 2d20 ⇒ (6, 3) = 9
Deaf dur: 2d6 ⇒ (3, 1) = 4
Lightning position: 1d2 ⇒ 2

Since the bat managed to harm him again, the annoyed halfling flies back and up slightly then shouts with incredible power at the flying mammal and the dwarf! The bat drops dead while the dwarf is brutally deafened. The lightning shifts again and this time prepares to sweep through the eastern portion of the chamber as it races northward.

15 damage on failed saves by K and bat. Deafened for 4 rounds. If Kaalul is holding anything crystalline, it might break. Party, GO!


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

Fizz hangs uselessly amidst the tentacles.

5d6 ⇒ (5, 2, 5, 2, 2) = 16

PC Damage Taken Totals:

Stauntram 0 -> -10 -> -5 -> -0
Fizz -18 -> -33 -> -48 -> -22
Kaalul -5 -> ? -> ?-5
Martel 0 -> -5 -> -0


Uselessly my foot. Also, the black tentacles expire at the end of this round.

Edit: Forgot to roll for them... again.

Grapple maintain: 1d20 ⇒ 1Well then Fizz is FREE!!


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map
Elemental Forge GM wrote:
15 damage on failed saves by K and bat. Deafened for 4 rounds. If Kaalul is holding anything crystalline, it might break. Party, GO!

I don't know what the area of effect for the spell the halfling cast was, but I want to confirm that the halfling is still 30 feet above the ground, the bat is at the same height as him, and Kaalul is still on the ground. Thanks.

Kaalul readies his action to fire a bolt at the halfling to try to interrupt his next spell.

Attack: 1d20 + 6 + 3 + 2 ⇒ (15) + 6 + 3 + 2 = 26
Damage: 1d10 + 2 ⇒ (10) + 2 = 12

=========

ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 4/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel
Lend Judgment (Stauntram) - 1/6


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

In that case, I'd like to retcon my action if possible.

Fizz accidentally shifts in the right direction and falls to the floor, "Oof!" With a quick roll to his feet, he leaps forward out of the tentacles. "Well now boyo, Iff'n ya got sumthin else, surrenderin' is still an option." With that, he jabs his thumb into his side and his wounds start closing.

CSW: 3d8 + 6 + 6 + 3 ⇒ (6, 2, 4) + 6 + 6 + 3 = 27

PC Damage Taken Totals:

Stauntram 0 -> -10 -> -5
Fizz -18 -> -33 -> -48 -> -21
Kaalul -5 -> ? -> ?-5
Martel 0 -> -5 -> -0


Kaalul: It's a 30 ft cone so, to be fair, it couldn't hit both of you. I was kind of hand-waving it but your point is taken. The halfling just targets the bat then since it was really annoying him.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

That bat was WAY annoying.


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

Martel points at Stauntram and begins a long spell.

Enlarge Person, will take effect at the beginning of next turn


Retcon is fine, Fizz. Stauntram still to go. Will bot soonish if necessary.


Stauntram attack: 1d20 + 10 - 2 + 2 + 3 ⇒ (14) + 10 - 2 + 2 + 3 = 27
Dam: 1d10 + 13 + 3 ⇒ (4) + 13 + 3 = 20
Elemental damages: 4d6 ⇒ (1, 5, 3, 1) = 10

Stauntram attack: 1d20 + 10 - 2 + 2 + 3 - 5 ⇒ (20) + 10 - 2 + 2 + 3 - 5 = 28
Dam: 1d10 + 13 + 3 ⇒ (1) + 13 + 3 = 17
Elemental damages: 4d6 ⇒ (2, 1, 1, 5) = 9

Stauntram tears the large water elemental apart! The halfling twitches as if he can sense what happened on the other side of the barrier. He sneers down at the lot of you. "I suppose you're making me spend more of the Forge's power than I would like. Good for you." He snaps his fingers and two elementals rush out of the forge, attacking Kaalul! At the same time, a small orange bead flies down to between the three heroes on the western edge of the cavern and explodes in a great inferno.

GM screen:

Fireball: 7d6 + 7 ⇒ (4, 1, 5, 2, 3, 2, 4) + 7 = 28
Attack Kaalul: 1d20 + 14 ⇒ (3) + 14 = 17
Attack Kaalul: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22

Both elementals somehow manage to miss Kaalul as he deflects their blows with his shield! But the inferno burns Martel, Stauntram, and Fizz.

28 fire damage each. DC 17 reflex for half. Party, GO!


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

I had a readied crossbow attack against the halfling for when he cast a spell.


Ah yes. Thanks for the reminder, Kaalul. Sorry I forgot.

Concentration: 1d20 + 10 ⇒ (1) + 10 = 11Wow... he only took 2 damage after DR but still failed the conc check.

The orange bead flies toward Kaalul's allies but fails to explode as the wizard is distracted by the slight pain of Kaalul's bolt!

No fire damage then. My poor wizard. XP


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

“Nice shot, Kaalul!”

Following a hunch educated guess, Martel uses his enhanced speed to leap the trench and make a dash for the forge!
Acrobatics(+12 from haste): 1d20 + 2 + 12 ⇒ (3) + 2 + 12 = 17
Reaching the glowing artifact, he places his hand upon it, attempting to assert some control, or at least disrupt the evil wizard’s power.
Rolling to see if I can figure something out quickly
Knowledge(Arcana): 1d20 + 14 ⇒ (20) + 14 = 34
Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22

3 rounds left on Haste


The summoned elementals slow down and pause in confusion, apparently unsure why they are attacking Kaalul. Martel determines that he can keep them from being controlled by the halfling if he keeps his hand on the forge and manipulates the correct Eldritch frequencies.

Standard action and DC 15 Spellcraft every round.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Dang, that was a lucky-for-us concentration check. I didn't realize the halfling had DR, but it makes sense.

Does Kaalul have line of sight to the halfling from his position? It looks like there's a large enemy and the Forge in the way. I'm not sure how high up the wizard is flying and how much cover this currently non-threatening elemental is providing. Life can be so confusing for a poor dwarf zealot.

"Keep the halfling off of Martel!" Kaalul barks.


With a large elemental right in your face, he has soft cover. A 5 ft step back would give even a short dwarf a free LoS though.


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

Fizz thrusts his fist forward in celebration as the halfling loses concentration on its spell. "Take tha' ya darn fool!" He then jabs himself once more with his healing thumb.

CMW: 2d8 + 6 + 4 + 3 ⇒ (3, 2) + 6 + 4 + 3 = 18

PC Damage Taken Totals:

Stauntram -5 -> 0
Fizz -21 -> -26 -> -8
Kaalul 0
Martel 0


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Temporarily cradling his crossbow behind his shield, Kaalul stoops down to pick up his warhammer. Move action to pick up a dropped item.

If the elementals attack him (if they take an AoO), then he'll drop his crossbow and attack with his warhammer. standard action

Otherwise, he'll squeeze between the two elementals and move to Martel and the Forge, "sheathing" his hammer in the loop on his belt. A move action within another moved action.

I've moved on the map assuming I could squeeze past. If that can't happen, I'll move him back.

=========

ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 3/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Lend judgement from Kaalul to Stauntram has expired. The paladin no longer gets that +3 to attack.


The elementals don't interfere with Kaalul for the time being, seeing no reason to.

Stauntram still to go.


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

I'm not sure if Stauntram is in the position he's marked on the map. If so, is he in a position to charge at either the halfling, or move around the forge to strike at the air elemental?

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