Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
*bump* Waiting to see if Tally dies here.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Tally will attempts to withdraw, moving through Reedreeper's space in an attempt to gain cover and gets stopped dead at the webbing. reflex: 1d20 + 3 ⇒ (2) + 3 = 5
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Tally looks north and nods. "I don't think we have any choice. I guess she wins another round."
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
"Well, I can't take much more of that." To Hit Morning Star, The Reclaimer: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Sooo frustrating.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
That's right. That's what happens when the thread goes quiet for a while. You forget things. Someone should be able to use the flank.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Tally finally gets tired of taking the peaceful route, for all the good its done, and takes a half-arsed swat at her after moving to the other side of her. To Hit Morning Star, The Reclaimer: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
I'm inviting an AoO in order to set up a flank for Father Walhart.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
I guess we put him on bot mode until the fight is over then find a replacement. I'm OK with replacing him now if that is the preference.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
At least if it didn't do anything, Walhart won't punch Tally back :)
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
I guess that means Tally will have to try and awaken the archer. Tally winds up and sucker punches Walhart when he isn't looking.
"Sorry about that, Father, but with all the mind messing going on I thought that might help out a bit." After landing a nice one on the back of the good Father's head, he steps forward to once again engage.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Seriously, Damien, hit Walhart with one of those acid splashes. With a touch attack you have a good chance of hitting him while I would have less than a 50% chance.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Torturous but not impossible. On the bright side she is not doing much damage. Think of it as an opportunity to role-play and be creative. The dice do seem to hate you though. I know! Aim one of those at father Walhart to snap him out of his stupor. I'll bet you get a crit!
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
DC 16 on that spell. I like to be helpful :)
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
OK. Is Father Walhart still feeling all peaceful like? Because Tally is feeling a bit irritable and since punching punching Damien made everyone feel better... Of course with his armor it might be difficult to land a decent punch.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
What did Reedreeper do?
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
From what I can tell it is Reedreeper's turn and you never put an arrow next to Damien so if you are saying it is his turn I would not blame him for not taking it.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Seeing all his allies with a bit of a hurt on, Tally backs up and channels energey to heal, even if it does help Mictena. They again, he considers, if she has become undead it might not help her. And if it doesn't... channel to heal: 2d6 ⇒ (5, 1) = 6 That should clear up the NL Tally did to Damien as well as 6 normal HP damage. Both Tally and Stephen have Fey foundling and get 4 extra HP. Due to the Sun-Blessed trait, extra healing (3) for Tally goes into a temp HP pool "Did I say something to annoy you? Don't glare at me like that!"
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
"I had to. He would have kept kissing that revolting woman-thing and died. Some kinds of compulsions may be broken if you just inflict a little pain."
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
to hit Damien: 1d20 + 6 ⇒ (14) + 6 = 20
Tally tries to punch Damien and wake him from his stupor!
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Mictena took a turn so I figured it was our turns. And there is no <===== in your post. Was there?
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
to hit Damien: 1d20 + 6 ⇒ (6) + 6 = 12
Tally tries to punch Damien, hard!
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Tally reaches over and gives Damien a good shake. "Snap out of it Damien. She has be spelled you!" We shall see. My track record on innovative solutions has been pissed poor, so I'm half expecting Damien to smack Tally with something. Is that a move action or a standard action. I'm thinking standard.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
"There is something odd about her. That was negative energy and she looks undead. And she has been messing with folks heading towards the boneyard. I'm definitely getting the feeling she has made a deal with something very, very, evil." Once again Tally throws himself at her, trying to wrestle her to the ground. grapple attempt: 1d20 + 6 ⇒ (2) + 6 = 8 "Help me out here guys. Help me pin her and tie her up or get the key." Because it sure seems like I can't do anything right. "How about it Reedreaper?"
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
I see that it could be worse for Tally :)
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Yea, Tally is not exactly shining in this confrontation.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
"Hey, guys, maybe we could just wrestle her to the ground?" Pathetic grapple attempt: 1d20 + 6 ⇒ (6) + 6 = 12
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
"Stephen, the wall is too hard for me. Even if you helped me up a few feet I'd get stuck. I need to make a ladder or something." With that his eyes narrow and he fastens back on the pavilion. Once again he retraces his steps with the intent to look for something useful. Is Mictena airborn? Tally moves 20' and could attack if not. Otherwise he starts searching.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
With aid is it possible and would it take more than one round of climbing, (in which case aiding is moot)? How high is that hedge anyway?
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Yikes. Failure to climb on a nat 20, the doors are impervious, and the hedge is impervious. OK, I get the hint. There is no getting out without defeating Mictena.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Then he climbs without the rope to help.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Tally tosses the rope over the hedge, hoping the loop will catch on something and starts to climb. climb: 1d20 + 3 ⇒ (20) + 3 = 23
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
The more I think about it the less I think this is the boss. Her damage is way to small and her spells are all delay tactics that seem more meant to suck up resources. But since I am metagaming to come to that conclusion, Tally would not know that and I am still going to play it as if he thinks this is the end-game to escaping the place. Of course, I am a little nervous about what he might find on the other side, particularly if he arrives there ahead of the others and since most of his resources have, indeed, been sucked up.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Tally takes the rope and ties a loop in the end so it will catch on things. Some year he will actually be able to do something useful.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
"This thing is dang hard to climb. Anyone got rope?"
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
climb: 1d20 + 3 ⇒ (15) + 3 = 18
Tally continues his struggle to get over the hedge. "Maybe if someone can get over we can open the door from the other side."
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
will: 1d20 + 8 ⇒ (13) + 8 = 21
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
I figured when you corrected the -2.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Me too. The -2 meant 2 points of damage.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
"I don't think she likes that I am trying to escape. Nope. Not at all." After deducting the temp HP, that leaves Tally at -2. Tag line updated
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Apparently climbing is not our strong suit. Oh, for a climbing spell right now.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Tally dashes over to the west end and starts climbing. climb: 1d20 + 3 ⇒ (10) + 3 = 13
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
will: 1d20 + 8 ⇒ (19) + 8 = 27 Whatever urge comes over him, he shakes it off.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
"It's going to hurt, but I'm going to climb out of here."
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
will ST: 1d20 + 8 ⇒ (7) + 8 = 15
perception: 1d20 + 8 ⇒ (11) + 8 = 19, minus evil eye penalties if any.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Igar The Terrible wrote: Like I said. Nothing :-) That was on the gate. I guess he got the same result pounding on the hedge. In that case he hurries over to the pavilion and starts looking for keys or anything else interesting. Are there gaps in the outer hedge or was that just the inner walls?
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
What happened with Tally's last attack on the hedge?
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
"Guys, just help get this door open. We do not need to defeat her in combat, we just need to leave."
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
cmb: 1d20 + 6 ⇒ (16) + 6 = 22
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Tally moves south and tries to bash his way through the hedge wall instead this time.
Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law)
Tally starts trying to tear down the door. To Hit Morning Star: 1d20 + 5 ⇒ (8) + 5 = 13
He then tries to move southeast to give room to Stephen right next to the door. Move through webs: 1d20 + 6 ⇒ (13) + 6 = 19 Siegbert has not participated in any online campaigns. |