❖❖❖❖❖❖ Combat Card Round 16 ❖❖❖❖❖❖
❖❖❖ Round 17 ❖❖❖ Efeeti-bound elf (-15 HP; invisibility)
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 :(
@Aimaimon
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?
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
Efeeti-bound elf (-0 HP; temp HP 11; invisibility, purged)
❖❖❖❖❖❖ Combat Card Round 15 ❖❖❖❖❖❖
❖❖❖ Round 16 ❖❖❖ Efeeti-bound elf (-0 HP)
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
❖❖❖❖❖❖ Combat Card Round 14 ❖❖❖❖❖❖
❖❖❖ Round 15 ❖❖❖ Efeeti-bound elf (-0 HP) Dhearic (-0/185 HP; Fire Immunity; Cold Vulnerability: 150% damage from Cold Damage)
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
Dhearic wrote:
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
❖❖❖❖❖❖ Combat Card Round 14 ❖❖❖❖❖❖
❖❖❖ Round 15 ❖❖❖ Efeeti-bound elf (-0 HP)
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.
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
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
@Malgrim
The glob easily connects and as quickly as that puts the Salamander at the door of death. ❖❖❖❖❖❖ Combat Card Round 8 ❖❖❖❖❖❖
❖❖❖ 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 ❖❖❖❖❖❖
❖❖❖ Round 9 ❖❖❖
Efreeti (-0 HP)
Red tries to get in a lucky blow on Amaimon, and dang if it doen't connect!
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 ❖❖❖❖❖❖
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)
Red Salamander (-0 HP) ❖❖❖ Round 9 ❖❖❖
❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
❖❖❖ 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 tail, power attack: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
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 ❖❖❖❖❖❖
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.
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.
The blue flamed salamander also makes an attempt on Malgrim.
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 ❖❖❖❖❖❖
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)
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 Red Salamander: 1d20 + 5 ⇒ (4) + 5 = 9
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.
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.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
❖❖❖ 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
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
to hit Scythe: 1d20 + 27 ⇒ (13) + 27 = 40
Malgrim takes a hit and it does
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 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 ❖❖❖❖❖❖
❖❖❖ Round 3 ❖❖❖
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.
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