Horgus Gwerm

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Organized Play Member. 6,376 posts (33,022 including aliases). No reviews. No lists. 1 wishlist. 30 Organized Play characters. 25 aliases.


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There is no sign of him anywhere. The living bronze this place is made of make tracking pretty tough, but he was injured. So give me a DC 25 tracking roll to see if you can spot a blood trail. Hey, it worked when YOU were being followed, though you guys produced a lot more blood and were not assassins highly trained in the sneaky arts.


@Amaimon
You are up. Dhearic went chasing after the assassin but cannot find him. See this map.


You do not see him.


The one to the north. Half of the door looking things are actually windows.


Yea, I hate using my phone to do PbP.


❖❖❖❖❖❖ Combat Card Round 16 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Amaimon (-33/147 HP; 26 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)
Dhearic (-0/185 HP; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage; Invisibility Purge)

❖❖❖ Round 17 ❖❖❖

Efeeti-bound elf (-15 HP; invisibility)

DEAD! = Malgrim (-103/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)


I've changed the position of your icon so that you are next to him as you described. You see him hiding, but he quickly flees, ducking through the door and to the right.

stealth, full speed, invisible: 1d20 + 25 - 10 + 20 ⇒ (15) + 25 - 10 + 20 = 50; -20 if Dhaeric brings his purge within range.

I accidentally deducted the -10 for full move twice last time I rolled stealth :(
Still, even corrected, Aimaimon saw him.


Amaimon Emberheart wrote:
With the elf gone, Aimaimon retreated to the doorway and took up position there. If the elf wanted to get to their cleric, he would have to get through the Azur first.

@Aimaimon

Like noted, the cleric is already past the door


@Aimaimon
Please move your icon on this slide. I need to know where you are to devise a strategy :)


It's a good idea to keep a power station for times like this. I was able to plug my wifi/router and computer into it and be up and running and it is great for powering a phone too. For longer running times and loads it can get pricey, but the cheaper ones are under a hundred bucks.


Do you have a bonus to movement other than the 30' from overland flight? Otherwise it5 seems you would only be able to reach him and position yourself for an AoO, but not attack, unless I'm missing something. At the start of your turn he is 55' away and 20' down. If I am right shall we consider that an AoO roll if he runs again?


@Amaimon
You can see him if you follow him. The invisibility is still being negated by the invisibility purge spell and you beat his stealth. He is hiding in the pile of skulls for now.

Efeeti-bound elf (-15 HP; invisibility, purged)


You do not see him (roll perception to figure out where he is hiding).


Oops. Thought that was a dispel effect. guess roll: 1d100 ⇒ 60

Instead of casting the spell, he rushes past Amaimon to the north, turns west, and gets behind the wall of fire. Letting go of the ceiling he drops into the pile of skulls.

stealth, full speed: 1d20 + 15 - 10 ⇒ (14) + 15 - 10 = 19

@Amaimon you get an AoO and can easily catch up and attack him, if you can spot him.

falling damage: 2d6 ⇒ (3, 5) = 8
false life: 1d10 + 10 ⇒ (9) + 10 = 19

Efeeti-bound elf (-0 HP; temp HP 11; invisibility, purged)


❖❖❖❖❖❖ Combat Card Round 15 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Amaimon (-33/147 HP; 26 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)
Dhearic (-0/185 HP; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

❖❖❖ Round 16 ❖❖❖

Efeeti-bound elf (-0 HP)

DEAD! = Malgrim (-103/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)


Dhearic wrote:
Dhaeric would have cast Invisibility Purge before Amaimon walked up next to him I think. So when you walked out you would see him now that his invisibility is gone.

Exactly. You can see him now. I figured Aimaimon used a move action to enter the room, then the spell was cast, and figured it would be fair to give Aimaimon another action after the big reveal. I see you figured that out and posted another action so you are next to him on the roof.

So, what does the assassin do?

cast defensively: 1d20 ⇒ 11

He steps back and recasts invisibility.

stealth: 1d20 + 25 + 20 ⇒ (8) + 25 + 20 = 53; beat this to figure out where he went.


@Amaimon
You have a standard action left.

❖❖❖❖❖❖ Combat Card Round 14 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Amaimon (-33/147 HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)

❖❖❖ Round 15 ❖❖❖

Efeeti-bound elf (-0 HP)

Dhearic (-0/185 HP; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

DEAD! = Malgrim (-103/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)


Excellent idea. Once the purge spell is cast, an elf appears clinging to the ceiling about 25' up, cursing as he notices that you can all see him. His day is about to become really bad.

@Amaimon
You may take another action as moving next to Dhearic only took a move action. Remember that as you take movement, you will need to climb in elevation (probably 20') to get into melee.


Dhearic wrote:

Dhaeric cries out in anger and calls upon Osiris for mighty vengeance!

...

You cannot see him. Either he turned invisible again or he was using improved invisibility. Anyone have any special senses other than vision they can use? Or, if you can beat this stealth with invisibility you may determine where he went.

stealth: 1d20 + 15 + 20 ⇒ (11) + 15 + 20 = 46


OK, the issue here is that when we added that to the tag like, it was stated as...

30%[5% * Burn] chance of ignoring critical strikes

I just looked up your power and it actually says...

the chance to ignore the effects of a critical hit or sneak attack increases by etc.

So, I need to update the tag lime and include sneak attacks which ARE covered.

So, please, please, make that 30% roll.


Malgrim Gryh wrote:
Why did my ability to ignore critical hits not at least get a roll? An assassins Death Attack is a Sneak Attack which is a critical attack. So I have a 30% chance of negating it.

You sure about that? A sneak attack is precision damage, and is not not a critical as far as I know. In fact the feats sneaking critical explicitly give you a bonus if you confirm a crit while doing sneak attack. I would love to give you a chance to negate it, but I need to see where you are getting this from.

Even if critical negation affected sneak attack damage, the description says that the death attack happens if the assassin makes a sneak attack and does damage. There is nothing about having to do sneak attack damage. But on that point I could be persuaded since it seems reasonable if not stated, if it weren't for the precision vs. critical thing.

I actually looked at using your ability to negate the affect, but it did not seem to relate. meh.


Initiative (Dhearic): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Amaimon): 1d20 + 2 ⇒ (12) + 2 = 14
inititative (elf): 1d20 + 10 ⇒ (14) + 10 = 24

❖❖❖❖❖❖ Combat Card Round 14 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Amaimon (-33/147 HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)
Dhearic (-0/185 HP; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

❖❖❖ Round 15 ❖❖❖

Efeeti-bound elf (-0 HP)

DEAD! = Malgrim (-103/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)


I was afraid of that. This is an assassin's death attack.

Malgrim looks up for a moment and an arrow pierces his eye, bypassing his shroud of ice as it enters his brain, spreading a necrotic effect the sends his body into a downward spiral that ends in death. Ths survivors are shocked for a moment as the nearly indestructible kineticist meets a swift end. Though no one else was in position to see the attacker except Malgrim (who isn't in the talking mood right now), from the flight of the arrow you know it came from the side of the door.


That was REALLY unfortunate. Amaimon, you have anything in your bag of tricks that might give him a reroll?


stealth: 1d20 + 15 + 20 ⇒ (16) + 15 + 20 = 51

Amaimon is healed up completely, but while Malgrim is in the room searching about, out of the brass comes a shaft of pure destruction and an elf simultaneously appears on the ceiling, clinging to the roof, 30' up. From the notes that you read you figure out that this is Master Matajinnm an efreeti-bound assassin that controlled (and was hated by) Argbadh. Most of his face is hidden by a cowl, and his body by dark loose fitting clothing, but the distinctive ears are revealed.

This is a surprise attack. Due to the high stealth roll none of you have the perception to notice until it is too late.

to hit shortbow on Malgrim: 1d20 + 39 ⇒ (7) + 39 = 46
piercing damage: 1d6 + 9 ⇒ (5) + 9 = 14
backstab damage: 7d6 ⇒ (4, 3, 3, 1, 3, 2, 6) = 22, Poison Fort DC 18
Mysterious DC 22 Fort save.

Malgrim (-42/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical
strikes)

@Malgrim
Make two fort saves. The first will be the poison save, the second the mysterious save which you really, really want to make.


The final salamander goes down and quiet returns, except for the dripping blood.


The glob easily connects and as quickly as that puts the Salamander at the door of death.

❖❖❖❖❖❖ Combat Card Round 8 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.

Amaimon (-33/147 HP; 13 temp HP?; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)

Red Salamander (-79 HP)

❖❖❖ Round 9 ❖❖❖

Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

Efreeti (-0 HP)

Malgrim (-6/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)


Ah!!! the wonders of having a cleric!

❖❖❖❖❖❖ Combat Card Round 8 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.

Malgrim (-16/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Amaimon (-43/147 HP; 13 temp HP?; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)

Red Salamander (-0 HP)

❖❖❖ Round 9 ❖❖❖
Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

Efreeti (-0 HP)


Red tries to get in a lucky blow on Amaimon, and dang if it doen't connect!
to hit spear, power attack: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30
to hit spear, power attack, MAP: 1d20 + 15 - 2 - 5 ⇒ (20) + 15 - 2 - 5 = 28
confirm: 1d20 + 15 - 2 - 5 ⇒ (20) + 15 - 2 - 5 = 28
crit piercing damage, power attack, temp HP: 3d8 + 12 + 12 ⇒ (4, 8, 5) + 12 + 12 = 41
Whaaa!! A crit confirm!!!

Let me know any temp HP was supposed to be there. I think it expired and was on the combat card from the last battle, but I may be mistaken.

❖❖❖❖❖❖ Combat Card Round 8 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.

Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

Efreeti (-0 HP)

Malgrim (-36/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Amaimon (-63/147 HP; 13 temp HP?; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)

Red Salamander (-0 HP)

❖❖❖ Round 9 ❖❖❖


@Amaimon
You are up


❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.

Amaimon (-22/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)

Red Salamander (-0 HP)

❖❖❖ Round 8 ❖❖❖

Blue Salamander (-75 HP)

Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

Efreeti (-0 HP)

Malgrim (-36/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

Orange Salamander (-76 HP)


22 is the magic number and Malgrim breaks the streak with major hits, though both are still standing.

Orange moves into the room (5' step) and tries to return the favor, but does not.

to hit spear, power attack: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30
to hit spear, power attack, MAP: 1d20 + 15 - 2 - 5 ⇒ (19) + 15 - 2 - 5 = 27
piercing damage, power attack: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12

to hit tail, power attack: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
piercing damage, power attack: 2d6 + 5 + 4 ⇒ (3, 2) + 5 + 4 = 14
grab, power attack: 1d20 + 19 - 2 ⇒ (13) + 19 - 2 = 30
constrict, power attack: 2d6 + 5 + 4 ⇒ (5, 1) + 5 + 4 = 15


❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.

Malgrim (-36/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

Orange Salamander (-0 HP)

Amaimon (-22/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)

Red Salamander (-0 HP)

❖❖❖ Round 8 ❖❖❖

Blue Salamander (-0 HP)

Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

Efreeti (-0 HP)


Malgrim Gryh wrote:
Well, that misses.

Ha! You practically skipped your turn too!

Dhearic sees no reason to involve himself in the degenerating melee, particularly when Nobody seems to be able to hit squat. Whatever is goin on with the mysterious fluctuating wall of fire and the nose from the other side, it does not manifest into anything interesting.


Legacy weapon lasts 13 rounds, right?

❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.

Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

Efreeti (-0 HP)

Malgrim (-36/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

Orange Salamander (-0 HP)

Amaimon (-22/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; Legacy Weapon until round 19: Extraplanar fire Outsider bane, frost enchantment, keen)

Red Salamander (-0 HP)

❖❖❖ Round 8 ❖❖❖

Blue Salamander (-0 HP)


The call to inaction is ignored, even as it is understood. Dhearic realizes that these must be a part of the assassins guild. Not. Nice. People.

The orange flamed salamander takes a poke at Malgrim.
to hit spear, power attack: 1d20 + 15 - 2 ⇒ (16) + 15 - 2 = 29
to hit spear, power attack, MAP: 1d20 + 15 - 2 - 5 ⇒ (12) + 15 - 2 - 5 = 20
to hit tail, power attack: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26

Looking for that nat 20 and not finding one it misses. Amaimon weaves his way to the battle even as Dhearic does the opposite.

The red flamed salamander also makes an attempt on Malgrim.
to hit spear, power attack: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
to hit spear, power attack, MAP: 1d20 + 15 - 2 - 5 ⇒ (12) + 15 - 2 - 5 = 20
to hit tail, power attack: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9

The blue flamed salamander also makes an attempt on Malgrim.
to hit spear, power attack: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23
to hit spear, power attack, MAP: 1d20 + 15 - 2 - 5 ⇒ (1) + 15 - 2 - 5 = 9
to hit tail, power attack: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17

Sooo close, but not good enough.

After hearing the door open on the other side of the wall you do not hear anything. You do notice a disturbance in the wall though.


Note that this is 3 rounds after the end of the last battle.

❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.

Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)

Efreeti (-0 HP)

Malgrim (-36/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

Orange Salamander (-0 HP)

Amaimon (-22/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)

Red Salamander (-0 HP)
❖❖❖ Round 7 ❖❖❖

Blue Salamander (-0 HP)


Malgrim is standing next to the door when it and the other door bursts open and a 'flood' of salamanders barge into the room. You cannot see what comes through the other door due to the wall of fire, but you hear it just fine.

Initiative (Malgrim): 1d20 + 6 ⇒ (11) + 6 = 17
Initiative (Dhearic): 1d20 + 2 ⇒ (18) + 2 = 20
Initiative (Amaimon): 1d20 + 2 ⇒ (12) + 2 = 14

Initiative Red Salamander: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative Blue Salamander: 1d20 + 5 ⇒ (17) + 5 = 22
Initiative Orange Salamander: 1d20 + 5 ⇒ (11) + 5 = 16
Initiative Efreeti: 1d20 + 11 ⇒ (8) + 11 = 19

The Blue Salamander is the first through the door and attacks Malgrim who is caught with his ear to the door.

to hit spear: 1d20 + 15 ⇒ (14) + 15 = 29

Though flat footed, Malgrim is not much on dodging anyway and his armor deflects the blow.


So what do you do? Currently you are in a stare down with a pile of skulls.


You find a few doses of the poison used on Amaimon and a magical scythe.

You also find a very disturbing diary. The fellow is quite mad. Even before he went mad, he stalked Heyyab, one of the city’s poor districts, committing brutal murders upon its hapless residents. His activities were covered up by his twin brother called the Bursar. When he slew a consort to one of the sultan’s favored nephews, the Bursar spirited him away from the sultan’s wrath by seeking sanctuary in Musalla’s band of assassins, the Flickering Candle. The madman is not particularly loyal to Grandfather Musalla or Matajinn, the leader of the group, but is unable to escape the citadel and is able to sate his bloody appetites for now.

The heads are trophies from several recent raids made by the Flickering Candle against the Guardians of the Forbidden Gate (a fire cult located on levels C and D, though most of them are dead now thanks to you). He is quite proud of his pile of heads AND his interior designing skills I'll have you know.


Malgrim finds the salamander be be rather squishy and draws blood with each strike (91 damage). Malgrim also finds it trivial to connect and does more damage (65 damage).
The combination is enough to KO the creature but it is bleeding out.

DC 10 stabilize: 1d20 + 6 - 10 ⇒ (7) + 6 - 10 = 3


@Amaimon
Need that fort save from you from the poison.


❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.

Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)
Malgrim (-36/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Amaimon (-22/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours) - Need DC 24 fort save or take 1d6 ⇒ 2 con damage from poison

Salamander (-43 HP)

❖❖❖ Round 4 ❖❖❖


As Amaimon rushes forward, the Salamander takes a swipe at him with its Scythe (AoO - It has a 10' reach).

to hit Scythe: 1d20 + 27 ⇒ (12) + 27 = 39
slashing damage, DR: 2d6 + 16 ⇒ (1, 5) + 16 = 22, and it is slathered in something nasty.

The wall of fire does some meaningless damage to all of you, annoying the heck out of the Salamander. It wasn't supposed to be like this!

Putting his all into it, he swings 3 more times at
1 Malgrim, 2 Amaimon : 1d2 ⇒ 1

to hit Scythe: 1d20 + 27 ⇒ (13) + 27 = 40
to hit Scythe: 1d20 + 22 ⇒ (7) + 22 = 29
to hit Scythe: 1d20 + 17 ⇒ (14) + 17 = 31
to hit tail slap: 1d20 + 22 ⇒ (12) + 22 = 34

Malgrim takes a hit and it does
slashing damage, DR: 2d6 + 16 - 6 ⇒ (1, 3) + 16 - 6 = 14
Fortunately the poison was wiped off the weapon by Amaimon, so no fort save needed by him.


Mover action it is! Lucky Salamander gets a full attack!


Malgrim Gryh wrote:
We are on the level 4 map on the left side.

Right .

You flew down to land on the balcony on the fourth floor overlooking the bull (which is on the third floor but visible from various places overlooking it from the fourth level), found a door, and entered the room with the pile of heads and a salamander with violent tendencies. There are a bunch of rooms with windows overlooking the bull, but this was the only door into those areas.


@Amaimon
I assume you want to close with the salamader. If no response comes before EoD I'll assume that is your action.


Amaimon obliterates his opponent with the first hit, leaving him with a move action.

As they pass though the wall of fire, both members of team Malgrim take damage from the wall, except that Dhearic, being a salamander, is immune.

fire damage on Malgrim, 9 ER fire: 2d6 + 15 - 9 ⇒ (3, 3) + 15 - 9 = 12

I'm thinking the 13 temp HP on Malgrim and Dhearic is a holdover from a previous battle. Correct me if I'm wrong and we can reduce the damage.

Malgrim (-12/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

Due to Malgrim's impressive acrobatics skill he has no trouble balancing atop the unstable array of bones and thwacks him a good one. Turns out his AC is not all that great.

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless spell active
Bold may go.

Amaimon has a move action

Salamander (-43 HP)

❖❖❖ Round 3 ❖❖❖
Dhearic (-0/185 HP; 13 temp HP?; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)
Malgrim (-12/103 HP after burn; 13 temp HP?; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)


Malgrim Gryh wrote:
Malgrim gathers power and fires at the Salamander.

You and Dhearic are on the opposite side of a wall of fire from the Salamander. the wall is opaque and you cannot see the Salamander from where you are. If you still want to try, roll a 1d100 total concealment check with 1-50 being a miss.


@Malgrim & company, you are up.

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