Jack Daniels's Untitled Campaign

Game Master Jack Daniels


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Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

"Do you have a map of Kenabres? I did not anticipate urban combat in this setting, so I did not study the area. If you wish, I can annotate the map with details of the destruction, and any other observations you would find useful."


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

"No questions besides when we can get back out there and take the fight to them."


Irabeth nods, ”Glad you’re all so eager to get started. Our scouts report the walls to the District of Old Kenabres are being patrolled by tieflings and other forces of the enemy. When you are in position, my men and I will stage an attack on the eastern side of the District to force the enemy to abandon its guard positions if you are patient enough, thereby allowing you uninterrupted access to the Garrison. Good luck! Here are some supplies the survivors of Blackwing Library were able to scavenge.”

Irabeth’s guards set down the following: eight potions of cure serious wounds, four potions of lesser restoration, 10 +1 evil outsider bane arrows, a chime of opening, a wand of magic missiles (CL 5th, 31 charges), and a wand of daylight (24 charges).

You are provided a map of the area also as requested. Any last minute preparations? Also, for the casters, please post your memorized spells and any long term buffs cast, if any.


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Skalv nods to the intel. If he was bothered at all by the mention of tieflings as the enemy, or the assumption that the group would be wiping them all out, he certainly doesn't show it.

"So, we shall wait for your attack and use the opening created to strike them where they are most vulnerable. A sort of poetic justice in that since they plan to do the same." He observes. As the gear is laid out his eyebrows go up in surprise; he can't identify most of it, but he recognizes the potions and assumes the rest of the gear is magical as well.

Assuming somebody explains to Skalv what the items are:

"These supplies will prove invaluable. Thank you Irabeth. May your lady's light guide our swords, and may my lord's fire temper their edges."

See discussion for my thoughts on loot distribution. Skalv has no preparations to make.


My only 'long time' buff is Barkskin and I'd cast that right before we assault the garrison (it lasts 30 mins). So if we are skipping ahead to that point, I'll use it. My memorized spells are in my profile but the quick list is: 2nd Level Barkskin (cast), Communal Protection from Evil, Spiritual Weapon; 1st Level Murderous Command, Bless, Forbid Action, Shield; 0 Level Detect Magic, Detect Poison, Stabilize, Sotto Voce

Mel's Spellcraft check blows mine out of the water so I'll let him do the IDing if Irabeth's team doesn't spell it all out.

UU gladly accepts the offered supplies with a thankful bow and packs them away. She is even more happy later when she reclaims the glaive her hand has been missing. She runs through a small series of whirling katas to stretch her back and warm up her shoulders and legs for the fight to come.

Ready to rock!

Status:
HP: 25 / 25
AC:19, T:16, FF:16 <- w/Barkskin

Channel Energy (5):
Ki Pool (4):
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1):
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30
xxxxx - effects - Rnd x of y


Here is what you know about the Gray Garrison: It is so-called for its squat, plain gray stone facade. Before the fall, the Gray Garrison served as a museum, tended by several aged curators who kept the structure in working order out of a sense of duty and to honor the past.

Eager for battle, you proceed to the outskirts of Old Kenabres and wait for the fireball signal that marks the Guards’ distraction attack and once the coast is clear, you scamper over the wall and make your way to the Garrison courtyard.

A large stretch of buckled ground and rubble stretches before the Gray Garrison, an aptly named structure that squats across from the open ground that once stood before the Cathedral of Saint Clydwell. That cathedral is no more—nothing remains but a towering mound of rubble and a deep, jagged rift in the ground. This was the same area where
Tendrelev’s corpse landed upon the dragon’s beheading. Its corpse, however, is nowhere to be found.

You faintly see the outines of two figures standing guard at the entrance to the Garrison. Perception checks DC 20 for more details.


UU uses her better than human vision, looking for additional details...

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

DC 20 Perception check: 1d20 + 13 ⇒ (3) + 13 = 16

Mel is looking elsewhere.


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Perception: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 +2 vs evil outsiders

Skalv vaults over the top of the wall, reaching back down to help the others up as well. When he turns and sees the destruction his temper flares. They will pay for this.

Is that the only entrance we know of? Are we going through these guys?


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Angahaar feels a tangible sense of loss. He could not even pay his respects to Terendelev’s body. He was not sure if he even wanted to have seen her that way. Angahaar easily makes it over the wall and draws his longsword once they’ve reached the other side. He was ready.

Perc: 1d20 + 6 ⇒ (15) + 6 = 21


Map

Tokens for Skalv and UU did not load, so used alternates. The maps have your current locations from the entrance. Each square is 5'.

For those who made the Perception checks:
Two hideously obese, naked men armed with scythes guard the Gray Garrison’s entrance. Their faces look familiar, but unfortunately, neither UU nor Skalv recognize them. Your presence has not yet been noticed.

I am showing you the front entrance, as that is the area from where the distraction was planned to gain you access. If you wish to move around to the side or back, you can do so with Stealth checks.


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Skalv breathes in slowly as they approach what is likely to be a long and bloody engagement. He closes his eyes, facing the group and bowing his head. "General, cast your eyes on us and shield us with your wings." He opens his eyes, raising his head. "So. Charge? Or something more...subtle?" He inquires, clearly showing he's not much of a tactician but willing to listen to advice.


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

"I am generally in favor of subtlety, but in this case speed is of the essence. Let us approach under the cover of the ruined houses, so we can get close enough to attack quickly."


Stealth checks if you wish to move quietly.


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Actually, is any of this map difficult terrain? If not, Skalv could close the gap between here and the front with a charge due to his cloven hooves trait.


UU describes what these creatures look like, trying to puzzle out what they may be.
Knowledge: Arcana/Planes: 1d20 + 4 ⇒ (6) + 4 = 10 Additional +1 for K:Religion

For some reason, I can't access the map. I get a 'Bad Gateway' error. So change my actions as needed to fit in with plans as I have to do some guesswork. As Skalv brought up, if there isn't difficult terrain, I have a move of 40', so 80' charge with a 10' reach. If Mel and Angahaar wanna try sneaking closer, Skalv and I could wait to charge until they are close or discovered. I've included a charge attack roll below in case we go with that option.

BOOM:
FULL: MW Glaive S (crit: 20/3x)
MODS: Charge!
HIT: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
DAM: 1d10 + 3 ⇒ (3) + 3 = 6

Status:
HP: 25 / 25
AC:17 = 19 -2 , T:16, FF:16 <- w/Barkskin, charge penalty

Channel Energy (5):
Ki Pool (4):
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1):
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

"Allow me to move closer under cover before you charge." Melchesiech casts a spell (mage armor), then attempts to sneak through the ruined house.

Stealth check: 1d20 + 9 ⇒ (18) + 9 = 27

Even though I could see the map earlier, I'm getting the bad gateway error now as well.


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

I’m not really stealthy. I’d be just happy to join the charge.


None of the map is difficult terrain. However, once you step out into view, which you have to do to move forward if you wish to attack, that ends surprise and starts initiative.

Mel, your Stealth check is good for half your movement, so you can move 3 squares north. We will say you move using the cover of the jutted out area. Or are you going around toward the western section?


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

That's fine, I'll wait here. I have an abysmal stealth check.


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

How much of the walls of the buildings just north of the party are intact?


Melchesiech wrote:
How much of the walls of the buildings just north of the party are intact?

Three of the four walls are intact, only the western wall is not.


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

It looks as though there's a small gap in the northern wall, due north of Mel's current position. What I'd like to do is sneak through the house to that gap, and then snipe from there. (Yes, I realize the melee monsters are going to chop them up easily. This is to try to speed things along.)


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Skalv will hold his position for 1 minute in order to give Mel time to position himself. After 1 minute he will begin the charge!


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Angahaar will do that as well.


I’m in too!


Melchesiech wrote:
It looks as though there's a small gap in the northern wall, due north of Mel's current position. What I'd like to do is sneak through the house to that gap, and then snipe from there. (Yes, I realize the melee monsters are going to chop them up easily. This is to try to speed things along.)

Okay, to speed this along, will roll your Stealth checks:

1d20 + 9 ⇒ (11) + 9 = 20
1d20 + 9 ⇒ (15) + 9 = 24
1d20 + 9 ⇒ (14) + 9 = 23
1d20 + 9 ⇒ (11) + 9 = 20
1d20 + 9 ⇒ (2) + 9 = 11

Mel gets pretty far into the building north of his intended target, but unfortunately, fails to notice a pile of rubble, which his cloak dislodges, causing quite a stir, which catches the guards' attention. The party, except Mel, who has no line of sight to the guards, sees one of the guards raise his scythe and begin to walk to the building.

Initiative:
Guards: 1d20 - 1 ⇒ (20) - 1 = 19
Angahaar: 1d20 + 2 ⇒ (20) + 2 = 22
Mel: 1d20 + 3 ⇒ (4) + 3 = 7
Skalv: 1d20 + 2 ⇒ (8) + 2 = 10
UU: 1d20 + 2 ⇒ (18) + 2 = 20

Using UU's prior rolls... The tall Varisian warrior springs from her position and charges the guards, ramming her glaive into one of the guards' chest! Unfortunately, the obese guard's wound almost instantly heals, leaving only a very thin scar! That is my fancy description for DR.

Angahaar can act before the guards move.

Updated Map


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Angahaar charges forward, his arcane blood empowering his blade. He then slashes at the nearest guard.

Attack: 1d20 + 9 + 2 - 1 ⇒ (12) + 9 + 2 - 1 = 22
Damage: 1d8 + 4 + 2 + 1d4 ⇒ (8) + 4 + 2 + (4) = 18

Power attacking with arcane strike for 14 slashing damage, 4 cold damage.


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Thanks for rolling the Stealth checks, GM. Waiting to see the results of the initial round of attacks.


Round 1: Demons
Angahaar’s blade strikes true, spilling the naked humanoid’s blood, although some of the flesh immediately restitches itself (13 damage).

The demon spits out,”You know not what you deal with scum! You will suffer for harming me!”

Angahaar then witnesses the wounded humanoid’s skin peel off as it discards the human husk the demon was effectively wearing, absorbing some of the skin to completely heal itself in the process of 2d8 + 3 ⇒ (8, 5) + 3 = 16 of damage. In the same action, a hideous, pale, wormlike head pushes violently up and out of a corpulent man’s body! The demon then strikes at the bloodrager with its scythe and bite, but cannot penetrate the warrior’s armor.

Scythe: 1d20 + 6 ⇒ (8) + 6 = 14
Bite: 1d20 + 1 ⇒ (14) + 1 = 15

The second demon does not discard its human host and also attacks Angahaar!

Scythe: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 2d4 + 3 ⇒ (4, 2) + 3 = 9
Bite: 1d20 + 1 ⇒ (20) + 1 = 21
Confirmation: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Total damage: 11

Party is up!


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

I'm going to assume that since the enemy is titled "Demons", that they are in fact demons and I can apply my bonuses against such enemies :P

"RAAHHHHH!" Skalv follows behind Angahaar, cloven hooves tearing the ground apart before he crashes violently into the melee, his sword crashing down with his full weight behind it!

Attack (charge, power attack, favored enemy: 1d20 + 9 + 2 - 1 + 2 ⇒ (19) + 9 + 2 - 1 + 2 = 31
Damage (power attack, favored enemy, treerazer's bane): 1d10 + 5 + 2 + 2 + 2 ⇒ (4) + 5 + 2 + 2 + 2 = 15
Confirm: 1d20 + 12 ⇒ (5) + 12 = 17
Crit Damage: 1d10 + 11 ⇒ (2) + 11 = 13

AC is currently 2 lower from charging, making is 20/8/20.

Also, as an FYI, if Skalv ever downs an enemy after making a single attack in a round, he will use his Gory Finish feat to intimidate all foes within 30 feet (assuming he hasn't spent his swift action on smite or lay on hands).


~ Round 2 ~

I'm new to reach weapon combat but I think that UU would have needed to stop her charge 1 square south of her current position to use her glaive on the Blob, since an attack on the diagonal would still be considered an 'adjacent' square. If I'm wrong on that (either as RAW or as a DM rule), please let me know. As a general reminder, UU has Combat Reflexes, so up to 3 AoOs depending on how these guys move thru/out of her reach range.

UU frowns as the wound seals up almost as fast she can yank the blade free from the creature's chest. That's a problem. It quickly turns to a tight smile as Skalv and Angahaar crash into the hideous demons. She takes a long sliding step right to find an opening and whirls the polearm in a tight circle around her body, building momentum. She translates the blade's energy into a series of three soaring diagonal slashes seeking to cleave deeply into the monster's unnatural flesh.

BOOM:
FREE: 5' move diagonal-right only if one of my allies is providing soft cover.
SWIFT: Spend 1 Ki for +1 ATT

FULL: MW Glaive S (crit: 20/3x)
MODS: FOB, Ki ATT
HIT #1: 1d20 + 7 ⇒ (20) + 7 = 27 Possible Crit
DAM #1: 1d10 + 3 ⇒ (2) + 3 = 5

Crit Confirm: 1d20 + 7 ⇒ (13) + 7 = 20 Maybe?
+ Crit DAM: 2d10 + 6 ⇒ (3, 2) + 6 = 11

HIT #2: 1d20 + 7 ⇒ (7) + 7 = 14
DAM #2: 1d10 + 3 ⇒ (10) + 3 = 13

HIT #3: 1d20 + 7 ⇒ (6) + 7 = 13
DAM #3: 1d10 + 3 ⇒ (10) + 3 = 13

Status:
HP: 25 / 25
AC:19, T:16, FF:16 <- w/Barkskin

Channel Energy (5):
Ki Pool (4): x
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1):
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30


Update: Skalv's attack lands and crits, gashing the fully healed demon for 28-5=23 damage. The demon stands but is severely hurt. Mel's action pending in Round 1 and Angahaar's action in Round 2.

Updated Map


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Angahaar strikes again, trying to slash at the heavily injured demon.

Attack: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
Damage: 1d8 + 4 + 2 + 1d4 ⇒ (8) + 4 + 2 + (4) = 18


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Melchesiech emerges from the ruined house and looses an arrow at the lefthand enemy.

Cold iron arrow, including point-blank shot: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Arrow damage, including PBS: 1d8 + 1 ⇒ (6) + 1 = 7

Is there a Knowledge check I can try to find out what these are?


Angahaar's attack misses. Mel's cold iron arrow strikes the severely wounded demon in the eye, killing it instantly. Redirected the attack, hope that is not an issue.

Knowledge planes. The demons are Vermleks, chaotic evil creatures formed from the souls of those who habitually violated the dead in life, such as grave robbers, necromancers, and necrophiles. They inhabit the bodies of slain humanoid enemies to infiltrate their enemies' ranks and strike from within. DR 5/cold iron or good, resist fire/acid/cold 10.

Round 2:
The sole Vermlek sees his enemies about to surround it, steps 5' back, and casts magic, inundating the area with negative energy!

Mass Inflict Light Wounds: 1d8 + 5 ⇒ (5) + 5 = 10
DC 16 Will save for half.
Party is up - evertone except Mel, please roll your saves first or you will automatically fail the save!


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

I always roll my dice in chronological order. I find that's the best way to keep everything organized and avoid any funny business.

Will: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Skalv is unprepared for the wave of destructive energy and suffers the worst of it. But that doesn't stop him from pressing the attack, stepping after the demon and bringing his blade down!

Attack (power attack, favored enemy: 1d20 + 10 ⇒ (12) + 10 = 22
Damage (power attack, favored enemy, treerazers bane): 1d10 + 11 ⇒ (8) + 11 = 19


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

The wizard advances into the fading echoes of the demon's negative energy, peering around the area for any other guards or any sign that the fight has been noticed inside the fortress.

Holding attack.


I think you missed UU's Round 2 actions (above) which should happen before the remaining demon's turn. If I've got that wrong, let me know.

Will Save: 1d20 + 7 ⇒ (20) + 7 = 27

Some combat rolls in case the beast is still alive.

UU slides forward and stabs at the demon.

BOOM:
FREE: 5' move forward to get the demon in range.

FULL: MW Glaive S (crit: 20/3x)
MODS: FOB
HIT #1: 1d20 + 7 ⇒ (11) + 7 = 18
DAM #1: 1d10 + 3 ⇒ (4) + 3 = 7

HIT #2: 1d20 + 7 ⇒ (5) + 7 = 12
DAM #2: 1d10 + 3 ⇒ (2) + 3 = 5

Status:
HP: 20 / 25
AC:19, T:16, FF:16 <- w/Barkskin

Channel Energy (5):
Ki Pool (4): x
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1):
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Will Save: 1d20 + 2 ⇒ (10) + 2 = 12

Angahaar grunts as the negative energy washes over him. He grits his teeth and grunts, "Damn demons." He then steps forward and presses the assault. However, he trips on a loose bit of rock as he does so, missing terribly.

Attack (power attack): 1d20 + 7 ⇒ (1) + 7 = 8
Damage (power attack): 1d8 + 6 ⇒ (6) + 6 = 12

Suppose it doesn't make sense for me to roll my cold damage against these guys.


Thanks UU - one of the three hit previously - causing 11 damage.Then UU follows up with 2 more damage and 14 damage for Skalv for a total of = 27 damage. Still alive. Angahaar misses and Mel is looking around. Angahaar, with Cold Resist 10, makes no sense to do so.

Round 3:
The severely wounded demon screams in anger, discards its human husk as a swift action, healing 2d6 + 3 ⇒ (6, 2) + 3 = 11 damage in process and casts Mass Inflict Light Wounds again! UU gets an AoO with her reach weapon. If the demon survives the attack:
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Damage summary before saves, if necessary:
Demon: 17 damage
Angahaar: = 21 damage
Mel: 0 damage
Skalv: 10 damage
UU: 5 damage


UU stumbles and her glaive slides wide as she tries to end the creature before it blasts them again...

AoO #1: 1d20 + 7 ⇒ (3) + 7 = 10
DAM #1: 1d10 + 3 ⇒ (7) + 3 = 10

Will Save: 1d20 + 7 ⇒ (6) + 7 = 13 Since I botched the AoO

Status:
HP: 7 / 25
AC:19, T:16, FF:16 <- w/Barkskin

Channel Energy (5):
Ki Pool (4): x
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1):
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30


Demon's AC is 12 in worm form.
DC 16 Will saves for the rest of you except Mel and your Round 3 and 4 actions.


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Will: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17

This time Skalv is ready for the wave of negative energy, staving off the worst of it and continuing to push forward. He closes the gap again, blade swinging to end the abomination!

Attack (power attack, favored enemy): 1d20 + 10 ⇒ (7) + 10 = 17
Damage (power attack, favored enemy, treerazers bane): 1d10 + 11 ⇒ (6) + 11 = 17


Sklav deals a vicious blow to the worm, as blood gushes out of the open wound! Demon is on its last legs, one final blow that penetrates its DR should kill it.


~ Round 4 ~

UU curses quietly and redoubles her efforts... trying to slay the beast before it has a chance to do yet more harm. Her glaive weaves a deadly figure-8 of deep slashes.

BOOM:
FREE: 5' move if needed

FULL: MW Glaive S (crit: 20/3x)
MODS: FOB
HIT #1: 1d20 + 7 ⇒ (15) + 7 = 22
DAM #1: 1d10 + 3 ⇒ (9) + 3 = 12

HIT #2: 1d20 + 7 ⇒ (12) + 7 = 19
DAM #2: 1d10 + 3 ⇒ (9) + 3 = 12

Status:
HP: 7 / 25
AC:19, T:16, FF:16 <- w/Barkskin

Channel Energy (5):
Ki Pool (4): x
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1):
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30


UU's first strike of her glaive ends the worm demon's life! Double doors leading into the Gray Garrison await, unless you want to do something else.

HP update:
Angahaar: Depending on save results is either down 27 damage or unconscious and bleeding out at -1 hps
Mel: 0 damage
Skalv: 16 damage
UU: 18 damage


UU plants the glaive and calls upon the power of her deity to heal their group.

Starting with 2 channels and then we can see whether switching to specific spells might be better.
Heal/DAM: 2d6 ⇒ (2, 3) = 5 Will Save DC:13 to 1/2 DAM
Heal/DAM: 2d6 ⇒ (4, 1) = 5 Will Save DC:13 to 1/2 DAM

Status:
HP: 17 / 25
AC:19, T:16, FF:16 <- w/Barkskin

Channel Energy (5): xx
Ki Pool (4): x
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1):
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Skalv sneers down at the felled demons. As Udaya's double-strike fells one and cuts into his dying body, Skalv steps above the other one and plants the tip of the blade on its chest. "You have been judged." His weight comes down and the blade plunges forward until it bites into the ground.

Skalv nods to UU, both in respect to her martial abilities as well as appreciation of her healing. "Angahaar, you seemed to take the worst of that." He says with a look of minor concern. He takes one of the potions from his growing collection, ripping the stopper off his his teeth and throwing it back.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Statline updated, Skalv heals 10 from UU and 8 from the CLW potion, putting him at full hp.


Skalv, you sure you want to go through a potion right now? I don't mind trading in a couple spells for Cures since I'll get them back. With three of us still down a decent amount, I'm thinking I should use one more channel, leaving me with 2, and then going with Cures after that. Hopefully, JD will look kindly on a tiny retcon.

Seeing that most of them still have bleeding wounds, UU calls on Shelyn's blessing again, tacking on a nearly silent and virtually heretical rebuke, "Don't skimp on this one."

Heal/DAM: 2d6 ⇒ (5, 6) = 11 o.O guess she listened.

That puts Skalv and UU at full.

Status:
HP: 25 / 25
AC:19, T:16, FF:16 <- w/Barkskin

Channel Energy (5): xxx
Ki Pool (4): x
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1):
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30

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