Deathlok's Anvil of Fire and Beyond! (Inactive)

Game Master Death-Lok

The heroes delve into a subterranean dungeon complex beneath the caldera of a dormant volcano in the Mindspin Mountains, where they must infiltrate the elite military academy that trains officers for the Storm Tyrant’s giant army.


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Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

”I say we avoid the fight if at all possible. We aren’t here to fight every devil we run across...”


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

”Agreed,” Wulfric says with a nod after Uraisa’s statement. “I could hide myself fairly well, but that won’t help the rest of you. If we’re going to avoid the fight we’ll need magic to go unnoticed or to move past them, or we could try going around and keeping enough distance that they don’t notice, but that won’t be any faster than fighting.”


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Grymm, always anxious to test his mettle, grunts, "Fine, we can use magic to avoid them. If it doesn't work, I'll be ready to crush their metallic spider legs."


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"Be ready to move, this should distract them and get them moving. I hope."

Edlin draws a brief pattern in the air, mixing gestures between his fingers and the tip of his staff. As he completes the incantation, a glowing circular portal opens about 200 feet away, on the other side of the devils. After a moment, a glowing humanoid figure with white feathered wings and a flaming sword in their hands begins descending, in complete silence.

"Ok, let's go." the wizard whispers as he concentrates on the illusion.

Casting Silent Image, max range is 230 ft, putting it on the opposite side of the spider devils from us.


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

Wulfric smiles at Grymm's enthusiasm. When Edlin begins casting his spell, the swordsman grabs a wand and uses it to create a shield of force to protect himself (using shield). He looks impressed when the angel arrives and begins moving forward as soon as the rest of the group is ready to move with him.

I hope that angel can survive long enough for us to get by...


The four infernal knights yell out when they see the angel and rush toward it, taking about 3-4 rounds to reach and interact, giving you the necessary time to move forward and get past them. With no survival skills, the spider-knights cannot find you and you move forward without incident.

Well done, although I was looking forward to a fight. Hehe.

GM:

1d100 ⇒ 81

You travel the other 1.5 miles with no incident, having traveled 6 miles in total. 2 hours in total.

GM:

1d100 ⇒ 55

You travel another 3 miles with no incident, having traveled 9 miles in total. 3 hours in total.

Grymm's Survival skill proves invaluable as you reach the base of the mountain. With your eagle eyes, you spot giant tracks leading up the mountain and Grymm leads the way. After an hour of traveling up the slopes, you finally find what you believe the entrance to the giant military academy. You see a large cave entrance some 100' from your current position.

However, before you is a field littered with the bones of failed invaders, giant and otherwise. What's the plan?


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Anyone else see the flashing sign of "TRAP" above the field? :)


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

I thought dwarves always sprung traps by walking into them? Maybe we should let the smart and/or wise ones offer some guidance before we look for something to charge?


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"There is almost certainly a creature or trap hidden among those bones. I can transport us across the moat with a spell, but I only have the one dimension door prepared. Should we brave the monster i can likely extract us from combat if the need arises."

Edlin casts shield on himself (13 min. +4 shield bonus and immunity to magic missile), then hangs back and evaluates the situation.

Perception (low-light): 1d20 + 26 ⇒ (5) + 26 = 31


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

”I don’t have any transportation spells unfortunately,” the cleric sighs, looking around.


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

"So... headlong into the trap, and Edlin will magic us away if it proves too much?" Wulfric asks as he readies his wand again. He waits for everyone to be ready and then leads the way with Grymm.


GM rolls:

1d20 ⇒ 10

You head into the field of bones, wary of any dangers. You walk no further than 20 feet, with the eager Grymm in the lead, when a giant 20' long worm bursts out of the ground, its brown speckled hide dotted with stones and rocks embedded in its skin, and takes a bite at Grymm, its acidic jaws grazing the dwarf's celestial plate, but unable to connect!

GM rolls:

Worm: 1d20 + 7 ⇒ (20) + 7 = 27
Edlin: 1d20 + 13 ⇒ (6) + 13 = 19
Grymm: 1d20 + 6 ⇒ (19) + 6 = 25
Uraisa:1d20 + 3 ⇒ (3) + 3 = 6
Wulfric: 1d20 + 11 ⇒ (7) + 11 = 18

Initiative Order:
Worm, Grymm, Edlin, Wulfric, Uraisa

Round 1: Worm

The large worm rears its head back and regurgitates a line of acid at the party, that sizzles and dissolves the ground, forming a trail that scars Hell itself!

GM rolls:

Damage: 15d6 ⇒ (4, 3, 3, 3, 1, 3, 6, 6, 1, 6, 5, 3, 2, 5, 1) = 52
1d4 ⇒ 1

Everyone must make a DC 22 Reflex save or suffer 52 damage. Successful saves takes 26 unless you have evasion and then you take 0 damage. After your saves, the party is up!

Map


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

If the worm gets a surprise round, Edlin can act regardless of Perception checks.


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

Reflex 1d20 + 11 ⇒ (19) + 11 = 30

The cleric dodges out of the way just in time, only suffering minor damage overall.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Knowledge: 1d20 + 24 ⇒ (8) + 24 = 32 (planes, dungeoneering, or acana, they are all the same bonus) to ID the monster


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

Ref: 1d20 + 16 ⇒ (8) + 16 = 24

Wulfric winces at the spray of acid and then scowls at the worm. Springing into action, he tumbles around to the creature's side and attacks it with a graceful, almost artistic slash of his sword.

acrobatics (to avoid AoO): 1d20 + 25 ⇒ (10) + 25 = 35

longsword: 1d20 + 26 ⇒ (2) + 26 = 28
for: 1d8 + 26 ⇒ (4) + 26 = 30


Edlin the Foreseer wrote:
If the worm gets a surprise round, Edlin can act regardless of Perception checks.

Ooops, completely forgot about your Forewarned ability, Edlin. We will rewind prior to the worm breathing. You may take your surprise round action.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

As the monster breaks out of the ground, Edlin raises up into the air, wind fluttering and blowing around his clothing.

Fly 20' up, call out whatever that monster ID check yields to my mind.


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Grymm Reflex save: 1d20 + 15 ⇒ (13) + 15 = 28

Grymm raises his shield in time to deflect some of the acid damage, protecting his face. He grunts in pain as some of the acid scalds his arm. -26 damage.

Round 1:
Since the worm is next to him, Grymm proceeds to full-attack it with his warhammer!
Attack+HF: 1d20 + 26 + 1 ⇒ (16) + 26 + 1 = 43
Damage: 1d8 + 27 ⇒ (5) + 27 = 32
Attack+HF: 1d20 + 21 + 1 ⇒ (7) + 21 + 1 = 29
Damage: 1d8 + 27 ⇒ (7) + 27 = 34
Attack+HF: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
Damage: 1d8 + 27 ⇒ (1) + 27 = 28


Knowledge check on Worm:

Edlin recognizes the creature as a variant of a Death Worm, a magical beast, known as a Leviathan.
It has corrosive blood, which harms the weapon of someone who harms it with a piercing or slashing weapon.
It is immune to acid, electricity, and poison.
It has an acidic breath weapon, which it can breathe every few rounds.
Its bite is poisonous as is its skin.
It has darkvision, low-light, and tremorsense.

You may all ready the spoiler since Edlin shared the information with you.

GM roll:

1d20 + 20 ⇒ (18) + 20 = 38

Knowing all of this new information at start of his round, does Wulfric still attack the Death Worm?

Edlin and Uraisa's actions are pending as well.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Edlin draws a slim metallic wand as he flies up a bit more 40' elevation and fires off three beams of red-white fire.

Scorching Ray: 1d20 + 9 ⇒ (15) + 9 = 24 to hit, for fire: 4d6 ⇒ (5, 6, 5, 5) = 21 damage (SR: 1d20 + 15 ⇒ (16) + 15 = 31)

Scorching Ray: 1d20 + 9 ⇒ (5) + 9 = 14 to hit, for fire: 4d6 ⇒ (4, 1, 5, 2) = 12 damage (SR: 1d20 + 15 ⇒ (7) + 15 = 22)

Scorching Ray: 1d20 + 9 ⇒ (12) + 9 = 21 to hit, for fire: 4d6 ⇒ (2, 2, 2, 2) = 8 damage (SR: 1d20 + 15 ⇒ (13) + 15 = 28)

"Beware its blood! Its bite and fluids will poison and burn you with caustic acids."


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

The cleric began chanting inspirational slogans to her group, making them believe they were the greatest warriors in the world.

She then casts Spiritual Weapon and a glowing glaive appears in the air, swinging at the giant monster.

Attack 1d20 + 16 + 3 ⇒ (12) + 16 + 3 = 31
Force Damage 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11

Inspire courage +3/+3 everyone. Round 1 of IC used.


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

I’m not sure how brutal this acid is, but Wulfric is used to his magical adamantine weapon being basically invincible, so he wouldn’t hesitate to make the first cut. If it goes poorly he’ll probably re-evaluate for next round.


Wulfric Stonehelm wrote:
I’m not sure how brutal this acid is, but Wulfric is used to his magical adamantine weapon being basically invincible, so he wouldn’t hesitate to make the first cut. If it goes poorly he’ll probably re-evaluate for next round.

Wulfric tries to tumble past the Death Worm Leviathan, but fails to do so, provoking an AoO. Attack roll in prior spoiler, which hits. Its CMD is greater than 35.

I will assume Wulfric does not want to get bitten by this massive worm, so he uses dodging panache as an immediate action to sidestep 5' at the last second improving his AC to 39, causing the Worm to miss. Let me know if Wulfric agrees - subtract 1 panache. Otherwise he suffers the effects in the spoiler.

GM rolls:

Bite Damage: 4d6 + 12 ⇒ (3, 1, 1, 5) + 12 = 22
Grab: 1d20 + 31 ⇒ (11) + 31 = 42
Wulfric is bitten and grabbed by the Worm's bite and must make a DC 22 Fortitude save vs. poison.

Since Wulfric provoked an AoO using Acrobatics, he lost his move action and is still 15' from the worm. What does he do with his standard action?


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

I have questions. I'll post them in discussion rather than gum up gameplay.


Summary of Round 1:
Worm breathes acid and Grymm, Wulfric, and Uraisa suffer 26 acid damage.
Grymm's two blows inflict 64 damage.
Edlin's 3 rays strike the worm for 41 damage.
Uraisa's spiritual weapon inflicts 11 damage.
Wulfric's longsword inflicts 30 damage. Reflex save: 1d20 + 16 ⇒ (4) + 16 = 20 - success - his blade suffers 6 points of acid damage 3d6 ⇒ (6, 1, 6) = 13.

Round 2:

GM rolls:

1d20 ⇒ 4
1d20 + 10 ⇒ (20) + 10 = 30

Initiative:
Worm, Grymm, Edlin, Wulfric, and Uraisa

The Death Worm tries to bite Grymm, but the dwarf blocks away the worm's massive head.
Bite: 1d20 + 20 ⇒ (3) + 20 = 23

Party is up!


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"I'm not sure just how much punishment this thing can take, but you're doing great, Wulfric. Keep it up!"

Edlin shouts his encouragement as he flies by again, strafing the worm with another volley of red beams.

Scorching Ray: 1d20 + 9 ⇒ (8) + 9 = 17 vs touch, for Fire: 4d6 ⇒ (4, 2, 1, 4) = 11, SR: 1d20 + 15 ⇒ (6) + 15 = 21

Scorching Ray: 1d20 + 9 ⇒ (19) + 9 = 28 vs touch, for Fire: 4d6 ⇒ (5, 5, 5, 2) = 17, SR: 1d20 + 15 ⇒ (6) + 15 = 21

Scorching Ray: 1d20 + 9 ⇒ (2) + 9 = 11 vs touch, for Fire: 4d6 ⇒ (6, 6, 2, 1) = 15, SR: 1d20 + 15 ⇒ (9) + 15 = 24


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

If I'm reading the 'damaging items' rules correctly, I think my sword's hardness (26) is enough to negate that acid damage? If I'm wrong about that, I may ask to change my action but if not...

Wulfric grins at the wizard's encouragement and nods. Then, with a rhythmic sway to his stance that matches the cadence of Uraisa's words, he continues his blade's fluid movements slashing at the worm several times in the process.

longsword1 (ic): 1d20 + 26 + 3 ⇒ (18) + 26 + 3 = 47
for: 1d8 + 26 + 3 ⇒ (3) + 26 + 3 = 32

longsword2 (ic): 1d20 + 21 + 3 ⇒ (11) + 21 + 3 = 35
for: 1d8 + 26 + 3 ⇒ (2) + 26 + 3 = 31

longsword3 (ic): 1d20 + 16 + 3 ⇒ (8) + 16 + 3 = 27
for: 1d8 + 26 + 3 ⇒ (1) + 26 + 3 = 30

confirm attack1?: 1d20 + 26 + 3 ⇒ (8) + 26 + 3 = 37
for another: 1d8 + 13 + 3 ⇒ (4) + 13 + 3 = 20
assuming that confirms, that also replenishes my 1 spent panache


Edlin's barrage of scorching ray kills the already severely wounded Death Worm and it collapses, its body falling to the side.

Edlin killed it before you acted Wulfric. What do you do with your round, Wulfric? Combat is not over yet. Your adamantine blade is not harmed by the acid.


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

I'll just hold my action and if/when another enemy comes into range I'll use my attacks against it instead.


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

Uraisa holds her spiritual weapon and burns her second round of IC for the day.


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Grymm smiles as the worm falls. "Good job, Edlin. Probably one of the few things that will burn in this place. I am almost sure the fire giants must have noticed their "pet" woke up." Grymm moves 60' toward the cave entrance. I believe we are 80' away at start of round - 100' away initially and then we walked 20' before the worm attacked.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

"Yes, that's what I figured as well. This spell is effective for direct attack, especially against such a large target. I doubt the creatures inside will be very flammable at all."


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

If nothing shows up the round the first ones dies I'll move with everyone else the following round.


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

And I will stop inspiring after round two if nothing presents itself as an enemy.


Initiative:
Grymm, Edlin, Wulfric, Uraisa, Fire Giants

Round 2:
From the entrance of the cave, 80' away, appear 2 Fire Giants, 15' tall, their horns protruding from their forehead and their reptilian-shaped eyes betraying their fiendish nature. "Intruders! You killed our guardian, you will die!" In one hand, the giants wield massive greatswords, while the other holds large boulders.

One of the fire giants heats the boulder in his hand and launches it at Grymm, but the dwarf's shield deflects it away! It curses at its miss and grips its greatsword in 2-hands, flames tickling the blade.
Ranged Throw: 1d20 + 11 ⇒ (13) + 11 = 24

The second fiendish giant follows suit, this time directing his throw at the flying wizard 40' in the air, but barely misses. The fire giant also prepares for melee battle with its sword.
Ranged Throw: 1d20 + 11 ⇒ (6) + 11 = 17

Combat Map

Party is up in Round 3.


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Grymm smiles as he sees the giants, "Ha, you all may have devil horns now, but I see yer aim ain't improved for nothing, ya big oafs! Time to get crackin!" The dwarf grips his hammer and moves in, aiming at some giant shins and kneecaps.

I provoke 2 AoOs. Against giants, my AC is 37.

Attack with Uraisa's buff and giant hunter+HF: 1d20 + 26 + 3 + 1 + 1 ⇒ (14) + 26 + 3 + 1 + 1 = 45
Damage+Uraisa's buff: 1d8 + 27 + 3 ⇒ (8) + 27 + 3 = 38

Sweet buff, Uraisa!


GM rolls:

AoO: 1d20 + 23 ⇒ (17) + 23 = 40
AoO: 1d20 + 23 ⇒ (9) + 23 = 32

Grymm moves in, with the giants waiting for him. Fully aware of the dwarves' training, the giant waits for the last possible second and stabs at Grymm, cutting his back! The second giant moves in but misses, its massive greatsword smashing against the ground.

Damage to Grymm: 3d6 + 16 ⇒ (3, 6, 2) + 16 = 27
Grymm has suffered a total of 53 damage including the worm's breath weapon.


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Edlin stows the metallic scorching ray wand and casts another spell. His gestures end with a strong upward jabbing motion, causing large icicle stalagmites to erupt from beneath the giants.

Each giant must make a DC 20 reflex save or be knocked prone. They also take Cold: 2d6 ⇒ (1, 6) = 7 and piercing: 2d6 ⇒ (2, 6) = 8 damage (Ref for half) CMB: 1d20 + 20 ⇒ (16) + 20 = 36 to trip if Ref is failed.

Blue gets affected twice, let me know if you want me to roll all 3 spears separately.

SR: 1d20 + 15 ⇒ (7) + 15 = 22


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

Hoping that the giants are sufficiently distracted by attacking Grymm, Wulfric follows the dwarf in. He attacks the same giant that his friend struck and while his slash is still artful it's clear that he put more of his momentum into the blow than normally does.

longsword (charge/pa/ic): 1d20 + 22 + 2 + 3 ⇒ (14) + 22 + 2 + 3 = 41
for: 1d8 + 34 + 3 ⇒ (5) + 34 + 3 = 42

My AC is currently 36 vs the giants (-2 from charging but +2 vs giants from my trait).


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

Uraisa moves forward 30’, continuing to inspire her fellows. She also asks for her deity’s blessings, hoping to grant her allies further aid and her enemies hindrance.

Round 3 of IC plus cast Prayer. Allies gain a +1 on almost everything and enemies take a -1.


GM rolls:

Blue Reflex save: 1d20 ⇒ 3 --- fails
Green Reflex save: 1d20 ⇒ 13 --- fails

Edlin's ice spears rise out of the ground, tripping both giants.

Blue Giant has taken 116 damage.
Green Giant has taken 18 damage.

Round 3:
Both giants stand - the Blue Giant draws an AoO from Wulfric and/or Grymm; the Green Giant draws an AoO from Grymm if he has one left. I will await results of AoO before continuining.


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

Seeing a brief opening in the giant’s defense as it stands, Wulfric slashes at it again.

AoO: 1d20 + 22 + 2 + 3 + 1 ⇒ (18) + 22 + 2 + 3 + 1 = 46
for: 1d8 + 34 + 3 ⇒ (2) + 34 + 3 = 39

Confirm?: 1d20 + 22 + 2 + 3 + 1 ⇒ (14) + 22 + 2 + 3 + 1 = 42
for another: 1d8 + 21 + 3 ⇒ (2) + 21 + 3 = 26


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Grymm smiles as the giants fall flat on their ass and he enjoys slashing at the giant as it stands up.

AoO on Green Giant: 1d20 + 26 + 3 + 1 + 1 ⇒ (6) + 26 + 3 + 1 + 1 = 37
Damage+Uraisa's buff: 1d8 + 27 + 3 ⇒ (2) + 27 + 3 = 32


Wulfric's attack is confirmed, as he slays the giant (blue). Grymm's hammer smashes into the giant's knee, but it stands wounded.

Continuation of Round 3:
The giant (green) yells at Wulfric, "You kill my friend?! I kill you!" He brings his sword down on the cavalier.

Greatsword attack with smite good: 1d20 + 20 ⇒ (20) + 20 = 40 --- threat
Confirmation: 1d20 + 20 ⇒ (6) + 20 = 26 --- no
Damage: 3d6 + 40 ⇒ (3, 6, 3) + 40 = 52

Round 4:
Initiative: Stone Giant, Grymm, Edlin, Wulfric, Uraisa, Fire Giant

GM rolls:

1d20 + 22 ⇒ (12) + 22 = 34
4d6 + 18 ⇒ (2, 5, 6, 3) + 18 = 34
1d20 + 17 ⇒ (1) + 17 = 18
1d20 + 12 ⇒ (6) + 12 = 18

An arrow suddenly strikes Edlin, inflicting 34 damage as a bald giant wielding a bow suddenly appears from invisibility with a smile. The giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone. "That must have hurt, huh elf? Go ahead and try your ice spears on me." The stone giant archer launches 2 more arrows at the wizard, but his arrows miss the mark, as he curses his poor aim.

Map

Move the fire giant 5' closer to Wulfric as he is within a threatened area. Party is up!


Perception +26, Init +13 (always act in surprise round) Fort +8 Ref +10 Will +13 HP 67/67 AC 19 T 15 FF 16 Images: 7

Kn(local): 1d20 + 24 ⇒ (6) + 24 = 30 to id this giant

"Quite. As you are not a fire giant it seems like ice magic would be unneeded. A more defensive postures is called for, however."

Edlin moves down towards the warrior line, casting a protective illusion as he does.

Mirror Image: 1d4 + 4 ⇒ (3) + 4 = 7 images appear


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

Wulfric grunts uncomfortably with the impact of the giant's greatsword. With surprising poise he politely states, "Uraisa, I could very much use some healing right now, if you're able." He's about to dart forward and press the attack when he realizes that the priestess won't be able to reach him before the giant attacks again. "Sorry, Grymm, old friend, you'll have to manage him alone for a moment," he apologizes as he withdraws, "I'll be right back, if you haven't finished him of yet."

The graceful human moves away from the melee, towards the healer, but he's careful to position himself where he can reach either giant easily and trusts that she will close the remaining distance. Withdrawing and moving to within 30' of Uraisa, but also within 30' of both giants (it looks like maybe Edlin's row, 5 columns left of Uraisa is a good spot).


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Grymm smiles, "No worries, Wulf. Go ahead, I got this." The dwarf smiles and brings his hammer down on the giant's legs three times.

Attack+HF+IC+Trait+Prayer: 1d20 + 27 + 1 + 1 + 3 + 1 ⇒ (20) + 27 + 1 + 1 + 3 + 1 = 53
Damage: 1d8 + 27 + 3 + 1 ⇒ (3) + 27 + 3 + 1 = 34
Attack+HF+IC+Trait+Prayer: 1d20 + 22 + 1 + 1 + 3 + 1 ⇒ (18) + 22 + 1 + 1 + 3 + 1 = 46
Damage: 1d8 + 27 + 3 + 1 ⇒ (1) + 27 + 3 + 1 = 32
Attack+HF+IC+Trait+Prayer: 1d20 + 17 + 1 + 1 + 3 + 1 ⇒ (10) + 17 + 1 + 1 + 3 + 1 = 33
Damage: 1d8 + 27 + 3 + 1 ⇒ (2) + 27 + 3 + 1 = 33
Confirmation: 1d20 + 27 + 1 + 1 + 3 + 1 ⇒ (19) + 27 + 1 + 1 + 3 + 1 = 52
If confirmed, extra: 2d8 + 62 ⇒ (5, 8) + 62 = 75


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 14/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3)

lol, it appears you do have it!


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

The cleric moves to the cavalier and casts Heal, removing all evidence that he’d been injured at all.

1. Could someone move me to Wulfric? Thanks. 2. Man, these guys hit hard. I’m going to need to memorize heal as much as I can.

Round 4 of IC and Prayer spell benefits.

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