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127 posts. Alias of Molech.


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Surprise Round:
.

Charles Otharan:
Brimlik:
Arazni Arvanxi:
Khardon Dourstone:
Lady Emilia Vosk:
Ryzel Cain:

(and go ahead and roll Initiative too in case the Wight can get a Round 1 Action in)

Ms. Freewoman (WIGHT)
[dice=Initiative] 1d20 +.... If not destroyed after the Surprise Round


And the heroic survivors of Briarstone get ready to move up to the dangerous but unaware Wight -- to apply Undead-destroying tinctures and cocktails to the open-mouthed Ms. Freewoman.


Round 2:

.

Diplomat:
No-Name:
Bat: Attacks with her Morningstar: Kills the Monster!
Scalpel:

Dwarf:
Baby-in-a-Jar: Unconscious, bleeding out

Torch:


Round 1:

.

Diplomat: Gets ready to launch Holy Water at any Zombie sneaking up from behind
No-Name: Loads and Shoots a bolt from his Crossbow: Misses
Bat: With the Fly-Creature gone, Moves up and Attacks with her Morningstar: HITS!
Scalpel: Moves up bravely and Attacks with his Morningstar: HITS!

Dwarf: Loads and Shoots a bolt from his Crossbow: HITS!
Baby-in-a-Jar: Casts 'Dominate Person' EDIT: Fails Casting Defensively!

Torch: Moves up to attack: Misses


Alrighty!

I did the best I could with the battlemat -- as mentioned in Recruitment, that's not exactly my strong suit. But it ought to work enough to keep us clear as we use our imagination in conjunction with the images.

For Round One:

It would help, certainly, if Monkeygod and even Critzible get a good attack roll off on this monster before it takes its turn in Initiative. Or maybe,... I may swap Lemming in Initiative with one of the not-yet-posters since he's rolled. But I would feel bad since he missed. Anyway, Critzible, I know you had posted you would stay and Ready an Attack if the Zebub used Fly-By-Attack to get near the Ranged-PCs but since the Zebub Teleported away in fear, you are free to get up there and take a swing on the Pickled-Punk. Every attack roll helps. But of course, your choice.


Round 1:

.

Diplomat:
No-Name: Loads and Shoots a bolt from his Crossbow: Misses
Bat:
Scalpel: Moves up bravely and Attacks with his Morningstar: HITS!

Dwarf: Loads and Shoots a bolt from his Crossbow: HITS!
Baby-in-a-Jar: Will try to cast a spell

Torch: Ready to Move up and Attack


Oh yeah, I have to do a battlemat slide: The other day I did the room and the monsters in two slides but I never made a combat slide.

It is a Move Action to get there and Standard to attack (or Move to load and Standard to shoot).

But we need the grid -- in case I get my spell off.


Round 1:
.

PCs:
Torch: Initiative: 1d20 ⇒ 2
Bat: Initiative: 1d20 ⇒ 16
No-Name: Initiative: 1d20 ⇒ 17
Dwarf: Initiative: 1d20 ⇒ 11
Scalpel: Initiative: 1d20 ⇒ 15
Diplomat: Initiative: 1d20 ⇒ 18

Baby in a Jar: Initiative: 1d20 ⇒ 11
.
.
.
.
Diplomat:
No-Name:
Bat:
Scalpel:
Dwarf:

Baby in a Jar: Will try to cast a spell

Torch:


Round 4:
.

PCs:
Torch:
Bat:
No-Name:
Dwarf:
Scalpel:
Diplomat:

2 Zombies:


Round 3:
.

PCs:
Torch:
Bat: Hits and kills the Zombie as it enters
No-Name: Readied Action to attack a Zombie in reach
Dwarf: Fired Crossbow and Hit-and-Destroyed one Zombie
Scalpel:
Diplomat: Having killed a Zombie, now misses

Zombies in the main lobby: Enter over rough terrain, one is killed by Bat -- the other comes within reach of Khardon Dourstone and would provoke an AoO but he wields a ranged weapon.

Zombies in the inner courtyard:
Break through the Window DC 10 (already damaged): 1d20 ⇒ 3
Break through the Window DC 15 (if only they were intelligent they could work together): 1d20 ⇒ 17

.

Round 4:
.

PCs:
Torch:
Bat:
No-Name:
Dwarf: Must back up 10 feet to fire and score that roll of a 19 -- which kills the Zombie in front of him!!!!
Scalpel:
Diplomat:


Round 3:
.

PCs:
Torch:
Bat:
No-Name: Readied Action to attack a Zombie in reach
Dwarf: Fired Crossbow and Hit-and-Destroyed one Zombie
Scalpel:
Diplomat: Having killed a Zombie, now misses

Zombies in the main lobby:

Zombies in the inner courtyard:


Looking at the cracks in the glass, 'Panicking-Man' figures one more big hit, perhaps two, will break through.

The Diplomat, with still a near unlimited handful vials of Holy Water, smashes one vial against the head of a Zombie, melting its dead face off -- but missing a different Zombie six seconds later.


Uh, there are only TWO Crossbows.

(Unless I'm forgeting something)

Two that you just picked up in C1 (I may have forgotten one from earlier???)

If there are just two then y'all gotta figure out who has them. Obviously, three of you can't share two. Even though you did in Rd 2!

Also --

Monkeygod: Feel free to roll your Holy Water Ranged attack from Rd 2 (as well as your Rd 3 attack assuming you're throwing another Holy Water).

Critzible: Feel free to roll your Morningstar attack from Rd 2 -- your Readied Action -- technically I didn't have quite enough Movement to reach you, but a free 5-ft-step this time for your Readied Action is fine. You can also roll your Rd 3 attack if you're still using the Morningstar. (Unless you really are just using your 3rd Rd Action to pick up a Holy Symbol.)


Round 3:
.

PCs:
Torch: Moves up -- still need Standard Action
Bat: (may not attack but rather pick up a Holy Symbol?)
No-Name:
Dwarf: Fired Crossbow and Hit-and-Destroyed one Zombie
Scalpel:
Diplomat:

Zombies in the main lobby:

Zombies in the inner courtyard:


Round 2:
.

Putting his namesake 'Scalpel' aside he grabs the crossbow from his ally and, loading it in a hurry to fire quickly, shoots through the door at the shambling Undead -- Missing!

PCs:
Torch: Removed Armored Coat, Full Round Action
Bat: Readied Action to attack Zombie
No-Name: Fired Crossbow and almost hits a Zombie with a head-shot. But misses.
Dwarf: Fired Crossbow and Hit-and-Destroyed one Zombie
Scalpel: Takes one of his companion's Crossbows and fires, missing
Diplomat: Readies Holy Water Ranged Attack

Zombies in the main lobby: Slowly, with the lethargy of the Dead, the Zombies advance to the source of living blood, eternal, evil hunger driving them mindlessly.

Two are able to shamble through the open door -- triggering the Diplomat's attack with Holy Water!

Zombies in the inner courtyard: On the wrong side of the wall-sized window in the courtyard the two Zombies begin to pound on the glass, attempting to break through:
Thick Glass Break DC 15 is MINE!: 1d20 ⇒ 15
Thick Glass Break DC 15 is MINE!: 1d20 ⇒ 10

. . . .

Round 3:
.

Torch, having finished removing an Armored Coat, Moves closer to the combat. (I did the best I could here; you had already taken your 2nd Rd Action and then kinda/sorta posted your 3rd Rd Action -- but just a Move Action, so you still have a Standard Action. Please correct me if I'm wrong, but I think I did the best with your, uh, two rounds of Actions kinda/sorta.)

The Dwarf, taking one of the only two Crossbows back from Scalpel, fires again, and HITS Again! Another Zombie bites the dust.

Bat's Readied Action goes off as the Zombie's enter her reach, she swings a masterwork Silver Morningstar, and is ready to grab a Holy Symbol of Pharasma if she can.


Round 2:
.

PCs:
Torch: Full Rd Actionto remove Armored Coat
Bat: Readies Action to strike at a Zombie
No-Name: Fires Crossbow and almost hits a Zombie with a head-shot. But misses.
Dwarf: Shoots Crossbow, hitting and Destroying a Zombie
Scalpel:
Diplomat: Readies Action to lob Holy Water at a Zombie

Zombies in the main lobby:

Zombies in the inner courtyard:

.
.
.
.

It may behoove the group if someone with a melee Weapon trades places with Khardom Dourstone to have two frontliners at the front.


The Diplomat readies to lob a vial of Holy Water at any Undead that encroaches into your safe area,...

While takes hold of one of the masterwork, Silver Morningstars to wield along with the masterwork, Silver Dagger she has been wielding. She gets ready to take a swing at any Zombie that comes close,...

Torch, meanwhile, begins to remove the masterwork Armored Coat from the unfortunately fallen Inquisitor of Pharasma, to put it to use in honor of the felled companion.


Round 2:
.

'No-Name' -- quickly becoming "Action-Man" -- is the first to fire, just as he was first to run in to collect the weapons.

Taking aim he shoots at the hungry dead, and the bolt strikes a Zombie in the cheek, getting stuck somewhere in the cheek-bone. At first is a moment of exuberrance as it looks like a head-shot. But alas, it is clear the crossbow bolt is only a superfiscial hit. It does not penetrate the Zombie brain.

PCs:
Torch:
Bat:
No-Name: Fires Crossbow and almost hits a Zombie with a head-shot. But misses.
Dwarf:
Scalpel:
Diplomat:

Zombies in the main lobby:

Zombies in the inner courtyard:


Round 2:
.

Our amnesiac heroes have grabbed the deceased Inquisitors and carried their bodies and equipment back to the hallway. The hungry Undead have moved closer to the active living and fresh blood.

PCs:
Torch:
Bat:
No-Name:
Dwarf:
Scalpel:
Diplomat:

Zombies in the main lobby:

Zombies in the inner courtyard:


Round 3:

.

PCs:
Torch: Miss!
Bat: Another Critical HIT!!
No-Name: HIT! The final bit of non-lethal damage sends the monster into unconsciousness!
Dwarf: Miss! Very close though
Scalpel: Miss!
Diplomat: Miss!

.

Faceless Stalker: Falls gracelessly in a clump on the floor, struck finally by the stool-leg. It is unconscious, barely breathing, and bleeding out from the critical wounds made from the silver dagger.


Round 3:

Faceless Stalker: Hits the Dwarf
.

PCs:
Torch: Miss!
Bat: Another Critical Hit!
No-Name:
Dwarf: Another Miss! Very close though
Scalpel:
Diplomat:

Once again from her point of tactical advantage, 'The Bat' strikes with perfect precision.

The Faceless Stalker squeals in pain and almost horror as the gore and bile flows from his wounds. Surely he is nearer to death than the Dwarf -- also sorely injured.


Round 3:

Faceless Stalker: Puzzle box firmly in one hand, the monster contiues its attack on the Dwarf Death to PCs!: 1d20 ⇒ 12

Its weapon raised over your head the Faceless Stalker strikes down with furious anger, striking the dwarf across the chest.

Dizziness and pain almost cause you to black-out as you know that, another hit like that will spell the end. Blood trickles down your chest.

.

PCs:
Torch:
Bat:
No-Name:
Dwarf: Another Miss! Very close though
Scalpel:
Diplomat:


Round 2:

Faceless Stalker: Misses the Dwarf with his futile swing!

.

PCs:
Torch: Misses
Bat: Crits!!!
No-Name: Misses
Dwarf: Misses
Scalpel: Misses
Diplomat: Attack: 1d20 ⇒ 8 Misses

Now surrounding the Faceless Stalker -- while keeping the exit open to run away, the survivors' take turns striking out with their weapons, their stool-legs, chunks-of-plaster, Dagger and Morningstar. But to little seeming affect.

It's concentration on the Dwarf, however, provides the young lady everyone is calling 'Bat' to wield her enchanted silver dagger into the back of the Faceless Stalker, right into what would be a ribcage under his heart, if it were a humanoid with vital organs to pierce rather than some kind of abberration.

A sizzling of its gory flesh crackles mildly in the air as either the magic of the blade or its silver composition burns the monster significantly more merely being stuck.

Nonetheless, the Faceless Stalker continues its assault on the dwarf.


Round 2:

Faceless Stalker: Puzzle Box still in one hand, wielding a Morningstar with the other -- Moves forward to attack, obviously intelligent enough to know that his Transmutation didn't fool anyone. He wasn't fast enough as you opened the door -- too obsessed with the Puzzle Box.

Moving forward he looks like he will attack randomly -- fearless in the face of such ragged looking survivors.

But as he raises his weapon with one hand he suddenly tilts his head to the Dwarf with the corrupted arm and focuses his attack there.

That's *MY* Electrum 'Needle' not yours!: 1d1d20 ⇒ 6

And the Faceless Stalker misses the Dwarf with his futile swing!

.

PCs:
Torch:
Bat:
No-Name:
Dwarf:
Scalpel:
Diplomat:

.
.
.
.

Round 1:

22: As 'Torch' opened the door to the dining room, the Faceless Stalker obssessed with its Puzzle Box turned to look at the interloping survivors of The Tatterman's Nightmare-Realm.

Before anyone could react, the Faceless Stalker took six seconds to Transmute into a guise of a Cleric of Pharasma, hoping to trick you into believing it is another survivor.

PCs:
Torch: Moved in; threw rock/rubble = scored a Critical Hit!!
Bat: Moved in (wearing her new robe); Readies an Attack with her +1 Silver Dagger = Missed
No-Name: Moved in; threw rock/rubble = Hit!
Dwarf: Moved in; threw rock/rubble = Hit!
Scalpel: Moved in; threw rock/rubble = ranged attack, improvised weapon: 1d20 ⇒ 10 Missed
Diplomat: Moved in; threw rock/rubble = ranged attack, improvised weapon: 1d20 ⇒ 1 Missed

(one Crit and two hits)


Round 1:

.

22: As 'Torch' opens the door to the dining room, the Faceless Stalker obssessed with its puzzle box turns to look at the interloping survivors of The Tatterman's Nightmare-Realm.

Before anyone can react, the Faceless Stalker takes six seconds to transmute into a guise of a Cleric of Pharasma, hoping to trick you into believing it is another survivor.

PCs:

Torch: Once again Torch hurls a rock in the air with seeming incredible precision and power. The improvised projectile slams the Faceless Stalker squarely, damaging it considerably, and shattering into bits of shrapnel after significantly jurting the monster.

Bat:
No-Name:
Dwarf:
Scalpel:
Diplomat:


Cirok Brokencrown
.

Flanking the Witch with Colgrim, Cirok lashes at the villainous lady with his enchanted dagger.
Bot for Cirok, hope this is okay: 1d20 + 16 ⇒ (9) + 16 = 25

More Blood for Blood Currency: 1d4 + 7 ⇒ (1) + 7 = 8


Quiet as a cat the Tiefling Trickster sneaks into the main room of Vizio's Tavern, confident that no one has noticed her.


Round 1:

Janiven Key 24.8: Moves into the main room of Vizio's Tavern and yells in horror and fear at seeing her boss and friend, VIZIO, apparently dead from the Fireball blast.

Arrus Volso 23.6: Moves out the back-entrance to circle around the Bastards (in order to Flank)

Baroness Delour Aulamaxa 20: Prone on the ground with a few sycophants, burned and hurt

Bastards of Erebus 16.6: With Rapiers drawn two Roguish Tieflings run into Vizio's Tavern -- both immediately go to where the young girls, Amaya and Tarvi are hiding in fear, half-burned to death, with the Dwarven tinkerer, Rolan. The Bastards move in position Flanking Rolan, and raise their wicked needles and squeak in a surprisingly high-pitch voice, "Looks like you're first, Dwarf!" You can see they're using their Flanking advantage to find precise vulnerabilities in the fastidiously clean Dwarf's stocky frame -- the jugular vein or groin or other tender spot on the Tinkerer where they can sneak in their blades. Rolan, Westcrown's watchmaker, lock-maker and all-round tinkerer, may only have another six seconds of life.

Talia Fireskin 15.6:

Renzio Arvanxi 14.2:

Lord Iltus Mhartis, Duxotar 13.6:

Gornych, Bastard of Erebus (lieutenant) 13.1:

Savois Tiri, young Dottari Officer 12.3:

Saria Roccin, Dottari Officer 10.5:

Tiknesr Th'th'th'th'slifp 10.3:

Fiendish Dog (medium sized) 10.2:


Initiative rolls:

Gornych: 1d20 + 1 ⇒ (12) + 1 = 13

Bastards of Erebus (two) Rogues: 1d20 + 6 ⇒ (10) + 6 = 16

Fiendish Dog: 1d20 + 2 ⇒ (8) + 2 = 10

Janiven Key: 1d20 + 8 ⇒ (16) + 8 = 24

Baroness Delour Aulamaxa: 1d20 ⇒ 20

Lord Iltus Mhartis, Duxotar of the Westcrown Dottari: 1d20 + 6 ⇒ (7) + 6 = 13

Savois Tiri, young Dottari Officer: 1d20 + 3 ⇒ (9) + 3 = 12

Saria Roccin, Dottari Officer: 1d20 + 5 ⇒ (5) + 5 = 10

Round 1:

Janiven Key 24.8: Moves into the main room of Vizio's Tavern and yells in horror and fear at seeing her boss and friend, VIZIO, apparently dead from the Fireball blast.

Arrus Volso 23.6:

Baroness Delour Aulamaxa 20 : Prone on the ground with a few sycophants, burned and hurt

Bastards of Erebus -- Two Tiefling Rogues 16.6: about to run into Vizio's Tavern with their rapiers

Talia Fireskin 15.6 :

Renzio Arvanxi 14.2 :

Lord Iltus Mhartis, Duxotar 13.6: Failed his Ref Save and took all damage from the Fireball

Gornych, Bastard of Erebus (lieutenant) 13.1 : Getting ready to enter Vizio's Tavern, wields a nice battleaxe

Savois Tiri, young Dottari Officer 12.3 : Failed Ref Save, has a Staggered look in her eye

Saria Roccin, Dottari Officer 10.5 : With excellent Reflexes, avoided much of the Fireball damage

Tik 10.3:

Fiendish Dog (medium sized) 10.2 :


Round 2:

Wight The fourth Wight, having held back from the fight until now, shambled forward taking two attacks, from Par and Val, and falls before it can provide a flanking partner with the Cadaver Lord.

.

Muziel Moreau

Lady Sabella Arvanxi

K'Tak

Cadaver Lord


Round 2:

Muziel Moreau .... standing in normal terrain behind the fight

Par Joakimson .... adjacent to the Cadaver Lord -- has been tainted by the Undead's disease and needs to attempt a Fort Save

Lady Sabella Arvanxi .... about five feet from being able to attack the Cadaver Lord

Wight .... Staggered in rough terrain 20 feet away

Wight

Wight

Wight

K’Tak’Ktah’hal .... tbd

Cadaver Lord Rogue/Ranger .... focusing on Par Joakimson

Artemisia Burningleaves .... standing in normal terrain behind the fight

Lady Imperia Valeria Thrune .... using her Glaive


Round 1:

Muziel Moreau .... tbd, standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader

Par Joakimson .... Casts Enlarge Person, standing in difficult terrain, 15 feet from the 4 Wights, 20' from the leader -- hoping to take attacks of opportunity

Lady Sabella Arvanxi .... tbd, standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader, already has See Invisibility

Wight .... in rough terrain, flat-footed
Wight .... in rough terrain, flat-footed
Wight .... in rough terrain, flat-footed
Wight .... in rough terrain, flat-footed

K’Tak’Ktah’hal .... tbd, standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader

Undead Leader .... in rough terrain

Artemisia Burningleaves .... tbd, standing in a clearing, 30 feet from the 4 Wights, 35' from the leader

Lady Imperia Valeria Thrune .... tbd, standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader


Initiative:

Artemisia Burningleaves: 1d20 + 6 ⇒ (4) + 6 = 10
Par Joakimson: 1d20 + 3 ⇒ (19) + 3 = 22
Par Joakimson 2nd Roll: 1d20 + 3 ⇒ (6) + 3 = 9
Lady Sabella Arvanxi: 1d20 + 3 ⇒ (14) + 3 = 17
K’Tak’Ktah’hal: 1d20 + 2 ⇒ (9) + 2 = 11
Lady Imperia Valeria Thrune: 1d20 + 1 ⇒ (3) + 1 = 4

Undead Leader: 1d20 + 7 ⇒ (3) + 7 = 10
4 Undead Mooks: 1d20 + 1 ⇒ (15) + 1 = 16


RD 3:
K'Tak Gores the blinded Spy for 21 HP barely a second after Muziel hit him with his Glitterdust spell.

He is not unconscious but you can tell it's an easy choice for him to surrender -- even if he weren't both blind and sparkling, 21 is the majority of his health (by the look of him) and there's no way he can escape K'Tak!

END OF INITIATIVE


From the roof, Muziel Moreau casts Glitterdust at the fleeing spy, hoping to blind if, or at least, make it all the easier for K'Tak to catch him if he makes it into the tangled, labyrinthine shanties and 'shingles' of Bridgefront.

Spy vs Glitterdust:

Will vs DC 20: 1d20 + 4 ⇒ (14) + 4 = 18

Blinded and sparkling in Dwarven star-motes, the second spy is well and completely captured.

Mishanter, keeping an eye and one of his long arms on the first spy, can readily begin his intimidation for information.


Climbing down as quickly and quietly as he can, the second spy is astonished to see K'Tak slithering down Pythones House like a rattlesnake-Tiefling.

Brave, Brave Sir Robin:

Climb: 1d20 + 11 ⇒ (19) + 11 = 30
Climb: 1d20 + 11 ⇒ (4) + 11 = 15

Round 3:

Reaching the ground of Garrison Hill near K'Tak he attempts to flee from the Dineh, downhill toward Bridgefront, a look of fear betraying his mostly cloaked face. Without, unfortunately, a magical enchantment to his speed, he can be easily outrun. But the spy is clearly hoping to get to Bridgefront where hiding places abound. .... Apparently he does not have any 'friendly' places nearby on Garrison Hill to run to -- or else he's leading you away from a safehouse.

(Withdraw 120 feet away from K'Tak -- who has Haste and can run 5x movement instead of four.)


The captured spy is frightened and has surrendered, but his 'attitude' is "Hostile."


The stealthier cloaked figure, crouching near a gable, is eight to twelve feet from Muziel, Par and Mishanter as he begins slinking to the other side of the roof to climb down. And about 25-30 feet away when he begins silently climbing down Pythoness House.


Muziel Moreau, hearing a call for peace from his ally -- and with two combat veterans beside him against the (apparently) lone, cloaked figure, Holds his Actions to see what happens next before potentially doing something rash.

The cloaked figure, for his part, quickly surrenders to an obviously overwhelming force perceptive enough to see his spying from the eaves. But it is odd that, in the instant before he surrenders, he looks over his shoulder into the darkness and yellowish smog of The Styes.

Meanwhile, his stealthier accomplice, realizing bad things are about to happen, attempts to stealthily slink away, his proficiency at 'fast stealth' aiding his attempt. And then, at the back of Pythoness House, he attempts to climb down to Garrison Hill, well out of sight from this large group. (Muziel Moreau, Par Joakimson and Mishanter, all on the roof, can attempt to see the second cloaked figure trying to sneak away.)

brave, brave, Sir Robin:

Stealth: 1d20 + 20 ⇒ (17) + 20 = 37 to Move to the other end of the roof
Climb: 1d20 + 11 ⇒ (17) + 11 = 28 to Climb 1/3 the way down the other side of Pythoness House -- vs DC 15


Round One:

1) Muziel Moreau .... On the roof you see one Roguish figure, suffering from Red Face, who was apparently eaves-dropping on the situation below. He appears to have an enchanted short sword and chain shirt under a drab and dark cloak, fine quality but made to appear shabby.

Lady Val has called for peace.

2) NPCs

3)
Artemisia .... Inside Pythoness House
Par Joakimson .... On the roof having climbed up
Mishanter .... On the roof having grabbed the Dwarf's hand who cast Dimension Door
Sabella Arvanxi .... still outside below
K'tak .... still outside below
Valeria .... still outside below


Surprise Round - completed:

Muziel Moreau .... cast Dimiension Door to the roof
Mishanter .... secretly informed everyone and Moved through the Dwarf's spell to the roof
K'tak .... climbed up the roof
Artemisia .... stepped into Pythoness House with Mistress Maquent and Madame Radanna Scalth.

Lady Val shouts out to whomever is on the roof to not initiate combat against you all.


Initiative:

Muziel Moreau: 1d20 + 7 ⇒ (16) + 7 = 23
Artemisia Burningleaves: 1d20 + 6 ⇒ (12) + 6 = 18
Mishanter: 1d20 + 4 ⇒ (8) + 4 = 12
Par Joakimson: 1d20 + 3 ⇒ (13) + 3 = 16
Lady Sabella Arvanxi: 1d20 + 3 ⇒ (8) + 3 = 11
K’Tak’Ktah’hal: 1d20 + 2 ⇒ (9) + 2 = 11
Lady Imperia Valeria Thrune: 1d20 + 2 ⇒ (1) + 2 = 3

Initiative NPCs: 1d20 + 9 ⇒ (12) + 9 = 21

Surprise Round:

Muziel Moreau .... casts Dimiension Door to the roof
Mishanter .... secretly informs everyone and Moves through the Dwarf's spell to the roof
K'tak ....
Artemisia ....

K'tak and Artemisia can take either a Standard or Move action before Round 1

Round 1:

Muziel Moreau
NPCs
Artemisia
Par Joakimson
Mishanter
Sabella
K'tak
Valeria


For the Concentration DC, Winnow suffers all eleven damage from Magnius' attack, plus half of the eight from The Bogeyman's Twisting Visage (This was a surprise to me, half instead of full for the Concentration check.) -- making the DC 30 so far.

So the Air Elemental, Aerial Snakes and Leopards need to do 19 damage to Winnow in order for him to lose his Spell.

And incidentally, if they do 24 damage to Winnow, the Summoner/Priest will go unconscious and bleed out.


Round 4:

.

Nightshade: Cenobite Nightwalker 34:

Winnow 19: Frightened and Shaken, runs away into the house's interior

The Ormyr: Moves (via Fly speed) toward Winnow -- Casts Dismissal on Winnow's Eidolon

The Bogeyman 8.3: Twists the emotional fear into Winnow's psyche while leaving the old house and hiding in the shadows of Westcrown's Parego Dospera.

Magnius 20: Holds in order to help Mendacius should she need it.

Yaos 8.1: Learns the baby girl is indeed of House Oberigo
Conjured Leopards: Hold
Conjured Air Elemental: Hold

Mendacius: Fly-By-Attack Steals Winnow's Nightglass and brings it to Azlain (DC 14 Will to avoid looking into the mirror)
Azlain : Attempts UMD to activate the Nightglass blindly and


Round 4:

.

Nightshade: Cenobite Nightwalker 34:

Winnow 19: Frightened and Shaken, runs away into the house's interior

The Ormyr: Moves (via Fly speed) toward Winnow -- Casts Dismissal on Winnow's Eidolon

The Bogeyman 8.3: Can take AoO on Winnow as he runs, plus his Full Round of Actions

Magnius 20:

Yaos 8.1:
Conjured Leopards:
Conjured Air Elemental: Can take AoO on Winnow as he runs, plus his Full Round of Actions

Azlain 6:
Mendacius:


Round 3:

.

Nightshade: Cenobite Nightwalker 34:

Winnow 19: Casts Dispel Magic on the Glitterdust BUT is Immediately Countered by Azlain -- continues begging the Ormyr for for mercy and starts to accuse the PCs

The Ormyr: Dazed

The Bogeyman 8.3: Adjacent to Winnow, reveals his Hellish Visage, Frightening the Shaken Winnow

Magnius 20: Double Moves out of the old house after The Bogeyman Frightens Winnow

Yaos 8.1: Holds
Conjured Leopards: Hold
Conjured Air Elemental: Holds

Azlain 6: Immediately Countered Winnow's Dispel Magic and Holds
Mendacius: Cast Cure Moderate Wounds


After years of ritual flagellation and other, grosser self-inflicted torture, ...after years of gazing into the abyssal-like nadir of The Shadow Plane toward The Midnight Lord and his twisted horrors, ...despite years of vainly trying to injure himself emotionally just to feel something as sacrifice to Zon Kuthon -- all pain now seems often banal. Bland. Little left is felt. Little left is truly torturous or emotionally disturbing.

But with the revelation of The Bogeyman's visage, some primal chord is struck within the cold heart of this slave to The Midnight Lord. And for the first time in years, and years, Winnow actually feels something: Fear.

.

What will the Ormyr, immune to mortal fear, do upon shaking of its Dazed condition? Punish The Midnight Lord's slave who Conjured it through the Profane Glass in prayerful ritual? Or go after its gifts of the children?


With the Ormyr Dazed and Winnow's Dispelling immediately Countered by Azlain,
...Magnius, The Bogeyman, and Yaos may take Third Round actions.


Round 3:

.

Nightshade: Cenobite Nightwalker 34:

Magnius 20: Hold

Winnow 19: Casts Dispel Magic on the Glitterdust BUT is Immediately Countered by Azlain -- continues begging the Ormyr for for mercy and starts to accuse the PCs

The Ormyr: Dazed

The Bogeyman 8.3: Adjacent to Winnow

Yaos 8.1: With the kids, Invisible, out of line-of-sight & -effect
Conjured Leopards: two in the air on the Ormyr, two on the ground
Conjured Air Elemental: adjacent to the Ormyr

Azlain 6: Countered Winnow's Dispel Magic
Mendacius: Casts Cure Moderate Wound


Yeah I was concerned about frustrating the PCs here. (I had not intended this to be a fight at all; my description of Winnow obviously hit a nerve and y'all attacked.) I nerfed him when y'll started the fight by making his bodyguard 4 CR lower (that Nightwalker), and I didn't realize how tough a Synthesized Summoner could be (I made them illegal for PCs to play a loooong time ago.)

It'll be up to you guys how you want to handle this -- focusing on the Ormyr if you can't hit Winnow, or running with the kids, or just fighting them 'til they drop -- I don't think it's a TPK. But Winnow's AC is 31. His CMD is 31. Of course, once you kill his Eidolon he becomes incredibly squishy and will drop very fast, but with his Eidolon...

And as for the Ormyr, well, certainly Winnow is terrified of it.

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