The Talking Donkey presents: The Dwarven Defense - Back from the Brink


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Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Knowledge (Dungeoneering): 1d20 + 5 ⇒ (19) + 5 = 24
How high is the ceiling in this room? The answer depends on how I will use the 2 rounds.


Male Dwarf Paladin / 4

Remaining within range of Rhen's spell, Feldspar nevertheless steps to the front next to Thoradin and readies his Dorn Dergar. "Their blood shall drench this ground, eh lads?"

His weapon is still readied for reach, and he is readied to attack the first within 10'.


Male Paladin, AC 17, HP12, F4, R2 W2

untrained perception
1d20 ⇒ 14

Thoradin readys his Warhammer,stepts closer to Rahkeg, and says a Small prayer to Torag..

"Torag, I request your aid! May our shields be strong, and our Hammer's strike true!"

round 1 action:

I ready my Warhammer and shield, Fastening the weapon cord around my wrist, incase I need to drop my hammer.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Round 1 - Shield of Faith on himself, moves toward Rahkeg's sphere
Round 2 - Divine Favor
Stealth check: 1d20 + 11 ⇒ (15) + 11 = 26...add +40 if invisible and stationary; +20 if moving
Ready to shoot any Duergar who appear!


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

Ceiling is roughly 15 feet high, 20 feet wide. About 60 feet from your current location the tunnel veers to the left, out of site.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2
The Talking Donkey wrote:
Ceiling is roughly 15 feet high, 20 feet wide. About 60 feet from your current location the tunnel veers to the left, out of site.

Thanks. For now, staying within Invisibility sphere.


Male Dwarf Transmuter (Enhancer) /6

Round 2 Action

Rahkeg will cast Haste upon his allies and himself- no one can be further than 30 feet apart if everyones in the invisibility sphere so I can get everyone.

Haste Effects:

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

DM, am I getting my Round 3 action before the Duergar appear?


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

Around the corner, the first wave of attackers come, Duergar for sure, but they are much larger than expected, almost twice their normal size.

They all charge towards you and make it to within 15-20 feet of the party.

Now that they have closed the gap, it is your turn.


Male Dwarf Transmuter (Enhancer) /6

Round 3 Action

Heh, we can match them for size surely eh Feldspar... Rahkeg mutters as he shifts position behind the warrior, laying a hand on the fighter's shoulder as Feldspar becomes the size of an Ogre.

Attack rolls remain the same, Str is 2 higher (size bonus) so +1 to damage, and your base damage dice is now 2d8 instead of 1d10, and you have ten feet reach with your weapon so i'm saving you an AOO. Your dex drops by two so your at a net -2 AC and -1 Reflex saves.

Active effects-

Invisibility 10 feet Radius- 57 rounds left fter this round.
Haste- 4 rounds left after this round
Enlarge Person on Feldspar- 59 rounds left.


Male Dwarf Paladin / 4

Round 3 Action

Invigorated by the sudden strength coursing through his body, Feldspar bares his teeth at the larger Duergar and growls. "Come on then, ye bastards! By Torag's might I await ye!"

Holy cow, nice buffs! Feldspar's weapon already provides reach; now that his natural reach has increased, he'll be able to strike at the Duergar 15' away. On his turn in the initiative he'll use his full attack action on a Duergar(s) 15' from him.

Combat Rolls:

Power Attacking 1st: 1d20 + 14 ⇒ (11) + 14 = 25
Attack 1 Damage:2d8 + 17 ⇒ (8, 8) + 17 = 33
Attack 2: 1d20 + 7 ⇒ (5) + 7 = 12
Attack 2 Damage: 2d8 + 17 ⇒ (7, 4) + 17 = 28
Hasted Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Hasted Attack Damage: 2d8 + 17 ⇒ (3, 6) + 17 = 26

By the way, with Enlarge Person and Haste, his AC is now 19.


Male Dwarf Cleric 6

Elyk will cast dispel magic on the spell enlarging one of the Deurgar.

Concentrating on one of the closer Deurgar, Elyk reached out with a hand before yanking it back towards him, invoking Torag's divine power to wrench the magic from the evil creature.

Caster level check vs DC12: 1d20 + 6 ⇒ (14) + 6 = 20

Edit: Success!


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Round 3:
Buffs:
Divine Favor (Round 2 of 10)
Shield of Faith (Current AC is 25)
Haste (Round 2 of 6)

As a swift action, Rhen imbues his crossbow with the Bane ability (Dwarf)(Round 1 of 6) and shoots 2 lightning charged bolts into a fresh Duergar. "Have at thee dark dwarf scum!" He then takes a 5' step back.

Attack with Deadly Aim: 1d20 + 12 ⇒ (14) + 12 = 26;Damage: 1d10 + 1d6 + 2d6 + 9 ⇒ (10) + (2) + (4, 1) + 9 = 26
Attack with Deadly Aim: 1d20 + 12 ⇒ (10) + 12 = 22;Damage: 1d10 + 1d6 + 2d6 + 9 ⇒ (8) + (2) + (1, 6) + 9 = 26

If the first shot kills the Duergar, apply the second shot to another one. If not, total of 52 points of damage. Good start!


Taking aim, Durgrin fires at the first Duerger he sees. He then quickly draws his thin blade.

Attach:1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Damage:1d8 ⇒ 3
Sneak Attack:3d6 ⇒ (3, 4, 1) = 8

If he can's see one, he waits for a shot to present itself.


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

The first wave of attackers falls before the might of our band of intrepid dwarven warriors. Feldspar wades in begins pummeling the foul Duergar with his ball and chain. By the time the realize they are doomed and begin trying to get away it's too late and three of them have been slain.

Two others realizing the err of their ways turn to flee, but catch a bolt in the back each. The bolts, being the bane of Duergar, send pulses of electricity into the wounds traveling through the blood and stopping the Duergar's hearts.

Just then, three more round the corner (the first wave having already been decimated.) Seeing their fallen allies, they yell back. "Fall back, let'em come to us."

Just as he says that, Duergin's bolt catches the Duergar in the chest sending him reeling.

You have 1 round to take shots at the two fleeing Duergar. Also you have two rounds to finish of the one who has a bolt in him. The rest sound like they are retreating.


Male Dwarf Transmuter (Enhancer) /6

How close are the three together?And we can easily chase them down with Haste lads.


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

A small edit, but two of them are adjacent to each other and those two are 10 feet behind the injured one.


Male Dwarf Transmuter (Enhancer) /6

Round 4 Action

Taking a step back to keep pace with Rhen, Rahkeg quickly lays a hand on the Inquisitor,quickening his co-ordination and reactions...

+2 Enhancement bonus to Dexterity.

Active effects-

Invisibility 10 feet Radius- 56 rounds left after this round.
Haste- 3 rounds left after this round
Enlarge Person on Feldspar- 58 rounds left after this round.
Physical Enhancement (1/8 used) on Rhen (Dex)- 2 rounds left after this round


Male Dwarf Paladin / 4

Round 4 Action

Lifting his weapon, still dripping with gore, Feldspar roared and moved forward to strike at the retreating Duergar.

Move action, power attacking as soon as he gets within 15' of a target (preferably the pair). If he has to go more than 40' to reach the enemy, he'll charge instead.

Attack: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 2d8 + 17 ⇒ (7, 7) + 17 = 31

If he strikes the first, he'll use Great Cleave to strike at the second.

Attack: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 2d8 + 17 ⇒ (3, 4) + 17 = 24

Cleave will drop his AC down to 17.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Round 4:
Buffs:
Divine Favor (Round 3 of 10)
Shield of Faith (Current AC is 25)
Haste (Round 3 of 6)
Physical Enhancement (Round 1 of 3)

Rhen keeps the Bane ability on his crossbow (Dwarf)(Round 2 of 6) and shoots 2 lightning charged bolts into the Duergar in the rear, one at each.

First Attack with Deadly Aim: 1d20 + 13 ⇒ (10) + 13 = 23;Damage: 1d10 + 1d6 + 2d6 + 9 ⇒ (4) + (2) + (3, 6) + 9 = 24
Second Attack with Deadly Aim: 1d20 + 13 ⇒ (20) + 13 = 33:1d10 + 1d6 + 2d6 + 9 ⇒ (1) + (5) + (4, 3) + 9 = 22
Confirmation roll: 1d20 + 13 ⇒ (13) + 13 = 26; if confirmed, add 1d10 + 9 ⇒ (5) + 9 = 14 damage!


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

In a matter of about 10 seconds there are 8 dead Duergar on the ground. The others have retreated, to where you are not sure. They Duergar were carrying little of value aside from their mundane equipment, although if the bodies are looted a total of 86gp 137sp and 316cp can be found. You can try to chase them down, or proceed on your route as before.

Freakin awesome rolls guys!


"The be knowin' we're here now. We either hurry along or make sure they don't get reinforcements ta be bringin' against us." Durgrin says as he pokes at a Duerger with his blade to make sure it's dead.

"I need to know, so I can scout the right way. Trackin' or not.."


Male Dwarf Transmuter (Enhancer) /6

We're still hasted for 3 rounds, more than enough time to catch up.

There may be even more of them. We should leave no prisoners. Rahkeg says coldly.

DM if we do end up chasing them please let me know how many rounds or minutes pass before the next combat for the purpose of tracking my invisibility sphere, which is still affecting Elyk and Thoradin as well as myself, and enlarge person (still affecting Feldspar).


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

"Agreed, let's kill as many as possible!" Rhen dismisses the Bane ability (4 round left today) and loads 3 new bolts into the crossbow case, as he follows.


Male Dwarf Paladin / 4

"The battle has only just awoken me lust for Duerger blood. If there be more to spill, let it be now. Ta' Dark Road will echo with their death screams a warning for all others who dare to cross our path!"

Feldspar, teeth still bared, lifted his weapon and continued after the fleeing enemy in steady, long strides.


Male Paladin, AC 17, HP12, F4, R2 W2

ooc stuff:

man, missed the first combat! sorry guys, i expectingly ended up in the ER saturday night, coughing up blood. Dr. said i had an infection in my lung all better now, still feel bad for missing the posting!

" HA ha ha! what a nice warm-up, these cowardly duerger are no match for the Might of Torag!"


Male Dwarf Cleric 6

"Press on lads, don't give 'em a moment to rest!"


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

Pressing the assault, our intrepid adventurers are able to drop a few more stragglers during the course of about a quarter mile chase through the underground tunnels. As your round the last corner, you see the last Duergar run into a room and begin hearing then seeing a massive metal door close. You then hear the booming voice of a Duergar behind the wall. "Hehehe, this'll teachum! Loose the Hounds... go get'em boys!"

You hear metal grating against stone and all of a sudden the baying of hounds fills the cavern as at least a dozen mutated hounds begin charging down the tunnel towards you.

Perception and Knowledge: Dungeoneering checks.

DC 15 Perception:

Spoiler:
These dogs don't appear to have eyes or hair. Their skin appears like a rubbery leather. The skins seems to have just grown over where eyes once were. They have two rows of vicious looking teeth. They have powerful necks, a broad chest, narrow legs and large paws. The look rather deadly.

DC 20 Dungeoneering: (only if you got the Perception check)

Spoiler:
The dogs seem to have been bred as underground attack dogs. They must have some kind of tremorsense, or blindsense or at the least a very improved sense of smell. It's obvious these hounds have been bred for a purpose, and are probably very good at it.

The dogs are running very fast and are currently 50ft away.


Male Dwarf Transmuter (Enhancer) /6

How many minutes have passed?

1d20 - 1 ⇒ (16) - 1 = 15

1d20 + 7 ⇒ (11) + 7 = 18

Hrmph, they don't look very friendly do they...


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Perception Check: 1d20 + 12 ⇒ (13) + 12 = 25
Dungeoneering Check: 1d20 + 5 ⇒ (7) + 5 = 12

EDIT: Does this room have the same dimensions? 15' high, 20' wide or is it different due to the massive door?


Male Dwarf Paladin / 4

Perception Check: 1d20 + 7 ⇒ (12) + 7 = 19

Feldspar stands his ground, his Dorn Dergar held at the ready. "Aye, they're a nasty lot but their blood will spill just as quickly."


Male Dwarf Cleric 6

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Yeah, are our spells still in effect? Most were the minute per level type. For example, we're all in an invisibility sphere, can the dogs see us?


Male Paladin, AC 17, HP12, F4, R2 W2

Perception 1d20 ⇒ 7

Thoradin steps up, and calls out to Torag in a prayer of battle

" Torag! We request your aid! In your name we judge these eil-blight on land that is rightfully ours!"

round 1:

Standard action, i use my Power of Faith ability, which is in my profile. a Nimbus of light w/ a 30ft radius speads form me, All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear
as long as they remain in the area of light. This power lasts
for 1 minute.

Upon the Finish of the prayer, Torag's presence can be felt amoung the group, Bolstering everyone moral


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

Three minutes have passed.

The dimensions are 10ft' by 20ft, and the huge door is to the right side, it's about 20ft by 20ft.


Male Dwarf Cleric 6

Buffs will still be active then. I'll wait until a round before they make contact with us, and then imbue Thoradin with my Touch of Good.

Now placing a hand upon his brother's shoulder, Elyk channels the power of Torag's might into him. "Take this blessing brother, for Torag!"

Thoradin receives a +3 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for his next round.


Male Dwarf Transmuter (Enhancer) /6

We're using the same inititiative order or are we re-rolling?

1d20 + 11 ⇒ (19) + 11 = 30

Ok well either way I expect i'm first.

Round 1 Action-

Raising his ring into the air, Rahkeg concentrates intensely and calls forth another Haste spell.

Still invisible. Using Arcane Bond to cast Haste again. AC is now 22- Elyk, Rahkeg and Thoradin are stll invisible until they take offensive actions.

Active effects-

Invisibility 10 feet Radius- 26 rounds left after this round.
Haste- 5 rounds left after this round
Enlarge Person on Feldspar- 28 rounds left.


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Shield of Faith still on (AC 26)
Initiative: 1d20 + 5 ⇒ (10) + 5 = 15

Round 1:
Rhen thanks Rahkeg for the Haste, walks up the wall to the ceiling with his slippers, pronounces his judgment of Destruction on the dogs as a swift action, and shoots one of them with his crossbow. "Have at thee, ye mangy poodles!"

Attack: 1d20 + 8 ⇒ (17) + 8 = 25; Damage: 1d10 + 1d6 + 8 ⇒ (4) + (2) + 8 = 14...add +1 hit and damage if he's acted after Thoradin cast his Power of Faith.


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

The lead hound takes a a crossbow bolt to the chest, it yelps as it roll head over heels, but miraculously stands back up and continues approaching in stride.


Male Dwarf Paladin / 4

Round 1

Buffs = Bull Strength; Haste; Enlarge Person
Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

Feldspar stands his ground, the large steel ball of his weapon whirling in his grip as the dogs come on.

If Feldspar's turn in the initiative comes up before the hounds, he'll take a move action to Ready to strike the first hound that comes within 15'. If another hound is also in reach at that time, he'll attempt to cleave as many times as there are creatures available.

Power Attack: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 2d8 + 17 ⇒ (2, 2) + 17 = 21

Cleave Attack 1: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d8 + 17 ⇒ (3, 4) + 17 = 24

Cleave Attack 2: (if necessary): 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d8 + 17 ⇒ (2, 6) + 17 = 25

If he cleaves, his AC will drop down to 17. Otherwise it'll be 19.


Male Dwarf Transmuter (Enhancer) /6
Feldspar Flamebeard wrote:

Round 1

Buffs = Bull Strength; Haste; Enlarge Person
Initiative: 1d20 + 2

Feldspar stands his ground, the large steel ball of his weapon whirling in his grip as the dogs come on.

If Feldspar's turn in the initiative comes up before the hounds, he'll take a move action to Ready to strike the first hound that comes within 15'. If another hound is also in reach at that time, he'll attempt to cleave as many times as there are creatures available.

Power Attack: 1d20 + 14
Damage: 2d8 + 17

Cleave Attack 1: 1d20 + 14
Damage: 2d8 + 17

Cleave Attack 2: (if necessary): 1d20 + 14
Damage: 2d8 + 17

If he cleaves, his AC will drop down to 17. Otherwise it'll be 19.

With a 15/20 feet reach your basically guaranteed an AOO as well.


Perception:1d20 + 11 ⇒ (6) + 11 = 17
Knowledge(Dungeoneering):1d20 + 11 ⇒ (12) + 11 = 23

Durgrin snaps his crossbow up and fires at one of the strange canines.

Crossbow:1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 1d8 ⇒ 4


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

DM, in case there is any confusion and to avoid delay, we are waiting for you.
Rahkeg cast Haste
Rhen walked up wall and shot crossbow
Feldspar cleaved
Elyk did Touch of Good
Thoradin did Power of Faith
Durgrin shot crossbow


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

Just got home from work.

The party feels the warmth of Torag, surrounding them, guiding their hands in battle.

Feldspar wades into battle, his ball and chain swinging. He catches one hound in the side before the ball swung around crushing its skull. With a deft strike he is able to get a solid hit into another hound before they are on him.

Rhen's bolt plunges into the chest of the hound that was struck by Rhen's bolt, the hound continues to come on, oblivious to the damage.

Three dogs bear down on Feldspar attempting to bring him to the ground.

Attack: 1d20 + 9 ⇒ (7) + 9 = 16 +2 from Charge
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Trip vs. CMD 1d20 + 8 ⇒ (18) + 8 = 26

Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Trip vs. CMD 1d20 + 8 ⇒ (4) + 8 = 12

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Trip vs. CMD 1d20 + 8 ⇒ (4) + 8 = 12

The next line of hounds jump over and around the first, but are unable to reach anyone else.


Male Dwarf Paladin / 4

The first hound's attack lists 16 + 2 from charge. I'm assuming based on the attack bonuses for the other hounds that it's a total of AC 16, which is a miss. Feldspar's CMD versus trip with the buff modifiers is 28, so he was not tripped. Neither of the other hounds would hit or succeed with their trip attacks so he should be fine. Let me know if my assumption regarding the AC the first hound hit at is wrong; if that's the case, I'll take the 7 points of damage.

Feldspar managed to twist his large form away from the teeth of the three hounds and hold steady against the crash of their bodies into his. He adjusted his grip on his weapon and struck again. "Eat this, ye basterds!"

Round 2

Power Attack: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d8 + 17 ⇒ (3, 6) + 17 = 26

If he hits hound 1: Cleave Attack 1: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 2d8 + 17 ⇒ (2, 4) + 17 = 23

If he hits hound 2: Cleave Attack 2: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d8 + 17 ⇒ (3, 3) + 17 = 23


Male Dwarf Daring Champion Cavalier 6; HP: 52/52; AC:23 Touch: 17 FF: 16; CMB: +6; CMD: 23 (27) Fort: +7; Ref: +8; Will: +3; Initiative: +7; Perception: +10; Speed: 20; Darkvision 60' Panache: 2/2

Round 2
Shield of Faith still on (AC 26)

Rhen shoots the same dog again.

Attack: 1d20 + 9 ⇒ (9) + 9 = 18; Damage: 1d10 + 1d6 + 9 ⇒ (9) + (4) + 9 = 22
Attack: 1d20 + 9 ⇒ (13) + 9 = 22; Damage: 1d10 + 1d6 + 9 ⇒ (5) + (1) + 9 = 15
If the first attack kills it, apply 2nd attack to another dog.


Male Dwarf Transmuter (Enhancer) /6

Round 2 Action-

Rahkeg backs away directly behind Thoradin for protection, and begins casting quickly, touching Thoradin on the shoulder and watching with satisfaction as the Paladin's skin hardens.

Physical Enhancement for you Thoradin- +2 natural armour bonus to AC. Stacks with any existing natural armour.

Still invisible, as are Thoradin and Elyk until they take offensive actions.

Active effects-

Invisibility 10 feet Radius- 25 rounds left after this round.
Haste- 4 rounds left after this round
Enlarge Person on Feldspar- 27 rounds left after this round.
Physical Enhancement on Thoradin- 2 rounds left after this round


"Ha, ye dogs aren't so tough, are they dark ones?" Durgrin taunts the duergar as he reloads and fires his crossbow, taking a step back for a better shot.

5ft step away from the hounds if firing the crossbow would cause an AoO.

Light Crossbow:1d20 + 8 ⇒ (16) + 8 = 24
Damage:1d8 ⇒ 7


Male Paladin, AC 17, HP12, F4, R2 W2

With a Roar, Thoradin joins the battle

round 2:

ac is 29? (+1 moral from the nimbus, +2 natural from Rahkeg, +1 dodge from haste)

I step up and attack the Closest Dog, going for the one that Feldspar already hit, if i can

atk (11 base, +1 haste, +1 nimbus, +3 touch of good)

1d20 + 16 ⇒ (17) + 16 = 33

dmg (+1 moral bonus from nimbus)

1d8 + 6 ⇒ (2) + 6 = 8


Male Dwarf Cleric 6

Reaching out to Feldspar, Elyk channels another Touch of Good into his comrade.


Male Equine Donkey 10 / Mule 10 / Epic Ass 10

The Dwarven band, reveling in slaying the foul beasts the Duergar throw at them, continues to slay hound after hound. Two more of the creatures fall under Feldspar's assault, one falls to Rhen, and another previously injured hound falls to the combined efforts of Thoradin and Durgrin.

The last few hounds, realizing their plight, turn and high tail it back down the cavernous tunnels, completely avoiding the Duergar who released them. (Feel free to fire at the fleeing hounds or let them go.)

A few crossbow bolts fly through slits in the massive iron door to your right. While they are flying harmless around you, it might be a good idea to move on. Unless of course you are trying to enter.

Feldspar they didn't take you down. Don't worry.

For the mixed encounter, and getting up to speed, and being patient with my absence, as well as some superb roleplaying (which will net you a lot of xp.) I award all six of you 2500xp.

Great job!.

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