AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
Markavious The Green wrote:
Our abilities were well matched to the scenario. In a dungeon crawl filled with tight quarters we may not have fared so well.
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
As Merisiel stows the bones and everyone else takes their place on the sleds, Volkard calls upon the earth. As the entire northern end of the cannon erupts in stone. [b]That should slow them down.[b] 40' radius Stone Call targeting the area the beastmen are approaching from. The area will be difficult terrain for the next 5 rounds.
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
Volkard grins as he moves to take a passenger seat on one of the sleds. This should be fun. Should I by blocking their approach with a Stone Call or Stinking Cloud or lead with a Haste..... What does the beastman approach look like, what does our escape route look like. I need to know if I can impede their progress with AoO's without blocking our escape. Stone Call, for example, lets me turn a 40' radius into difficult terrain.
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
Merisiel, the Elven Rogue wrote:
I apologize for stealing the rogues thunder. I had forgotten we had you. My bad. 8(
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
Volkard nods, Stand back, I'll call my elementals, but it will be the last time I can do so. Summon Monster III for 1d3+1 small elementals. 1d3 + 1 ⇒ (3) + 1 = 4 हल्ला तर दरवाजा उघडा तुम्ही स्वत: चा बचाव Terran:
Open the door, defend yourselves if attacked As the elementals surge from the earth, two swim underneath to assist from the other side while two more work to open the door from outside. Strength: 1d20 + 5 ⇒ (15) + 5 = 20
If not sufficient, I can work on the door for 4 more rounds.
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
Watching Jory recover the stones, Volkard asks to take a look at them, [b]If I may examine those stones Jory? I wonder, are they merely valuable trinkets or do they serve a purpose?[/ooc] Appraise: 1d20 + 9 ⇒ (7) + 9 = 16 Detect Magic also, are there indentations on the door where stones may fit?
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
As his elemental servant engages the Remorhaz, Volkard sends a bold of acid over its head. The Remorhaz is three size categories larger than the small elemental. No penalties on ranged attacks. Acid: 1d20 + 3 ⇒ (19) + 3 = 22 vs flat footed touch AC
आपल्या वेळ एक हत्या धक्का तडाखा घेणे
Terran:
Take your time, strike a telling blow. Small Augmented Earth elemental, Power Attack, coup de grace Damage: 2d6 + 20 ⇒ (5, 3) + 20 = 28 Damage dealt at start of next round: DC 38 fort save or it is dead.
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
After listening to the others trying to figure out a plan for quite a while, Volkard puts forth a suggestion. Why don't I just send another elemental over to attack it. While the Remorhaz rips my pet apart, Markavious, Tyrion and Jory can kill the beast at range. Sharna can provide air support. I will remain, Volkard points towards a stone rise some distance back, over there, keeping out of everybody's way.
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
Chanting in a deep grating voice, Volkard raises a rough hewn humanoid of snow-covered stone. After listening to Volkard's brief instructions, it sinks into the mountainside, moving towards the nest. Summon a small earth elemental. He has tremorsense. त्या घरटे सुमारे बालवीर आणि मला मी पेक्षा मोठ्या सर्व प्राणी स्थाने परत तक्रार Terran: Scout around that nest and report back to me the locations of all creatures larger than I am.
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
Seeing the first three beastment go down in acid, Volkards prepares a spell in case the remaining two attack. Ready an action to cast Grease under the first beastman that charges into my 35' range. DC 18 reflex save to avoid falling. It will also bring an end to the charge action by introducing difficult terrain. It should also block the second beastman from charging, again due to difficult terrain. Movement through the 10' square of grease after the initial casting requires a DC 10 acrobatics check to avoid falling.
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
Tyrion Wyrmbane wrote:
I believe most of the group is squishy casters.
AC: 12; t 11; ff 11 | HP 37 | F 5; R 4; W 7 | I +4; P +6 darkvision
Walking over to the first sled, Volkard arranges a comfortable seat among the supplies. How troublesome can beastman be? At least I get to enjoy the weather for a change. Stopping, Volkard mumbles a quick spell under his breath.
So, who is driving?
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