[LPF] Dwarven Crusade: Khuldun


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perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric sees some ugly nosed person peaking down at him and decides to say nothing, letting mageslayer do the talking first.

Twirling the flail he swings the spiked ball into the narrow gap in a hook-shot like motion. Once and twice the sickeningly wet impact is heard.

"Har! That's what ya get for stickin' yar nose where it don't belong, ya dumb arse."

He side steps to stand in the opening and looks to see if there are more.

[sblock=Actions]Full Attack: 1st Flail (W/Insp Cmd) (1d20+16=32, 1d8+8+1d6=11)
2nd Flail (W/Insp Cmd) (1d20+11=27, 1d8+8+1d6=18)
5ft step to D7[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4
AC: 26 (23 w/out shield, 24 flat-footed, 13 Touch)
HP: 73 Current: 73
CMB: +11 CMD: 24 (26 vs. Disarm/ 28 vs. Trip) Fort: +8 Reflex: +5 Will: +4 (+6 vs. Fear)
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO),

Current Weapon in Hand: Shield & Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

GlassEye

Adventurer
The derro's bloody face disappears from the hole and Borric and Zelena hear a crash as the creature falls backward. As Borric steps over to peer into the narrow passage he sees the pale, scrawny face of another derro and hears that disconcerting twang of a fired crossbow as the creature jumps at the fighter's sudden appearance. The bolt flies wild and ricochets off the wall and past Borric.

The shadow mastiff leaps through the illusionary wall as if it isn't there and almost passes Sylvain though it stops and stands over the witch growling. It shakes wasps from its thick fur but does nothing else; it seems it is still suffering from the effects of the stings of the cloud of wasps.

The derro near the wasps flinches back from the vermin swarm and inadvertently squeezes the trigger on his weapon. The bolt harmlessly knocks a chip out of the wall. The derro drops his crossbow and dashes forward through Nathan's wall flinching away from the wasps and drawing his short sword as he moves.

OOC: Combat: Round Five. Everyone is up.

[sblock=Combat Information]

Initiative:
You all
Derro

Map:


[repeating light crossbow at X9]


Party:
Borric: 73/73 hit points remaining
Nathan: 44/44 hit points remaining
Sylvain: 44/58 hit points remaining; 2 STR dmg.
Zelena: 58/58 hit points remaining

Spells/Abilities Used: Nathan: Mage Armor, Flaming Sphere, Vanish, Silent Image; Sylvain: Dispel Magic, Web, Vomit Swarm; Zelena: Inspiring Command (x1)

Conditions in Effect:
--Sylvain: prone & in darkness
--Nathan: invisible (3/5 rnds)

Enemy Status:
Derro 1 (AC 17); 31 damage; dead
Derro 2 (AC 17); 0 damage; unwounded
Derro 3 (AC 25); 29 damage; dead
Derro 4 (AC 17); 0 damage; unwounded
Shadow Hound (AC ?); 7 damage; lightly injured
[/sblock]
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric finds one more, but the flaming ball of fire is in the way. He calls over his shoulder, "Nate! You want to deal with this last bugger here? Move your ball of flames a few feet farther away and roast the blighter."

"I will go help Syl. If Nate needs help with this last one, you can stay Zelena."


He runs back to help Syl, arriving next to the ugly dog-like thing quickly.

[sblock=Actions]I think the Falming Sphere might be able to finish Derro 4. And, I think it is better that Borric help Syl against two foes than take a ranged attack at Derro 4.

Run to T8[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4
AC: 26 (23 w/out shield, 24 flat-footed, 13 Touch)
HP: 73 Current: 73
CMB: +11 CMD: 24 (26 vs. Disarm/ 28 vs. Trip) Fort: +8 Reflex: +5 Will: +4 (+6 vs. Fear)
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO),

Current Weapon in Hand: Shield & Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

Songdragon

Explorer
Zelena nods to Borric, "Go my friend..."

She then turns her attention to the dwarf on the other side of the barricade ready to whack him should he come out.

(Delay)

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 7
Initiative: +2 Perception: +16
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 58 of 58
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Heavy Mace +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidence, Stabilize
  • (1st level - DC 14) Bless, Comprehend Langagues, Divine Favor, Divine Favor, Hide from Undead, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Grace, Spiritual Weapon, Ghostbane Dirge, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Searing Light, Nap Stack, Fly (d)
  • (4th level - DC 17) Spiritual Ally, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Inspiring Command : At Will; Elysium’s Call (Su): 6 of 6 attempts remaining. [/sblock]
 

Gerald007

First Post
Syl didn't dare to rise to his feet, knowing the two surrounding him would be on him before he could even get to his knees. He silently controls the swarm, directing them to attack the closest combatant, now the dwarf. "You are picking on the wrong person, little dwarf. When I get to my feet, I will thrash you!"

OOC: Only action this round is to direct the wasp swarm.



Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 7
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 58 of 58
CMB: +2 CMD: 15 Fort: +5 Ref: +5 Will: +6
In Hand: Nothing







Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands (DC 16), Charm Person (DC 17), Enlarge Person, Enlarge Person, Ray of Enfeeblement, Shocking Grasp;
  • (2nd level - DC 17) Cure Mod. Wounds, Flaming Sphere (DC 17), Vomit Swarm^, Web^
  • (3rd level - DC 18) Dispel Magic^, Lightning Bolt (DC 18), Stinking Cloud (DC 18)
  • (4th level - DC 19) Confusion (DC 20), Neutralize Poison
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--Fortune on Borric and Zelena, Misfortune on the dwarf.
[/sblock][/QUOTE]
 

jkason

First Post
Nathan Tchanlach, human sorcerer

"I suppose it's only fair to come out of hiding now that they have," Nathan says as Borric rushes by. "Give 'em what for!" he calls out, and the burning mote rolls forward through the narrow passage in an attempt to catch the derro in its fire. Even as it moves, Nathan re-appears with a tinkling sound as the motes hiding him disperse. Nathan sighs.

"Never any wiggle room with your lot, is there?" he mutters.

The sorcerer holds up his hands as if staving off a chastisment, saying, "Yes, yes! No glory in attacking from the shadows, blah blah blah. Well, this bunch decided it was peachy keen, so how about you make life more miserable for them, eh?"

Some of the motes seem to agree with the sorcerer, for as the illusory wall breaks apart in a shower of motes, a quartet of especially bright spheres separate from their disappearing kin to slam into the shadowy hound.

[sblock=ooc]Move Direct Flaming Sphere (negating invisibility) to B7.
Fire damage (reflex 17 negates) (3d6=5)

Standard Cast Magic Missile. I don't think Nathan actually has line of effect to Derro 4, so I'll just trust that Zelena can AoO him if he survives the sphere and comes charging out. Instead, we'll pummel the hound. If it somehow dies before Nathan's out of missiles, he'll hit Derro 2 with what's left.

Technically the missiles come from Nathan and go to the hound, but since he didn't spend the standard action on concentration, having the Silent Image morph into the missiles seemed fairly harmless in the fluff department, so I went with it. :)

Magic Missile damages. (1d4+1=2, 1d4+1=5, 1d4+1=4, 1d4+1=4)[/sblock]

[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 7
Initiative: +4 Perception: +0

Conditions: Mage Armor (6 hours), Flaming Sphere (3/7 rounds remaining)

In Hand: None

AC: 15 (19) 20
touch: 14 (18) 19 ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor, in bold with Haste)
HP: 44/44
CMB: +3 CMD: 17 Fort: +4* Ref: +5* Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Charm Person, Grease (DC 17), Mage Armor, Magic Missile, Silent Image, Summon Minor Monster, Vanish. Remaining: 2/8
2nd (DC 17): Create Pit (DC 18), Flaming Sphere, Glitterdust (DC 18), Invisibility, Oppressive Boredom, Resist Energy Remaining: 6/7
3rd (DC 18): Haste, Magic Circle Against Evil, Summon Monster III Remaining: 4/5

Heavenly Fire: 8/8 remaining[/sblock]
 

GlassEye

Adventurer
GM: Apologies for the delay...


Borric races across the room to come to Sylvain’s aid as the witch is set upon by the shadow mastiff and the derro. Though prone Sylvain still manages to defend himself by directing the swarm after the derro.

Nathan’s ball of fire hardly moves forward any distance at all before it stops as it engulfs the derro lurking behind its flames. The derro shrieks as he is burnt by the fire. Nathan’s wall dissolves into motes that pound the mastiff.

As Zelena waits for her opportunity to act next to the narrow passage the derro vanishes from her sight.

On the far side of the room in the hall the derro spits a few bitter-sounding words and the area surrounding Borric and Sylvain is plunged into darkness. Sylvain can feel the air currents as the derro moves but in the darkness the witch easily loses the sense of which direction the creature has gone. Waltor chitters in Sylvain’s ear…
[sblock=Waltor]”Behind you!”[/sblock]
Out of the darkness Nathan sees the shadow hound bounding across the room towards him. The creature is big and fast and is upon him before he has a chance to do anything. Teeth snap on the sorcerer puncturing flesh and Nathan’s feet are pulled out from under him and he is spilled to the floor.


OOC: Combat: Round Six. Everyone is up.

[sblock=Combat Information]Borric could take an AoO as the mastiff pushes past him but I rolled the miss chance and he wouldn't have hit.

Initiative:
You all
Derro

Map:


[repeating light crossbow at X9]
[X]

Party:
Borric: 73/73 hit points remaining
Nathan: 33/44 hit points remaining
Sylvain: 44/58 hit points remaining; 2 STR dmg.
Zelena: 58/58 hit points remaining

Spells/Abilities Used: Nathan: Mage Armor, Flaming Sphere, Vanish, Silent Image, Magic Missile; Sylvain: Dispel Magic, Web, Vomit Swarm;

Conditions in Effect:
--Sylvain: prone & in darkness
--Nathan: prone

Enemy Status:
Derro 1 (AC 17); 31 damage; dead
Derro 2 (AC 17); 10 damage; moderately wounded; 1 Dex dmg, 3/4 saves
Derro 3 (AC 25); 29 damage; dead
Derro 4 (AC 17); 5 damage; lightly wounded
Shadow Hound (AC ?); 22 damage; moderately injured
[/sblock]
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric snarls as once again he cannot see, "Fook! Not again. Where did the blasted blighter go?"

He remains still for a moment to check if he hears the little creature.

[sblock=Actions]Delay.
Perception (1d20+8=18)[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4
AC: 26 (23 w/out shield, 24 flat-footed, 13 Touch)
HP: 73 Current: 73
CMB: +11 CMD: 24 (26 vs. Disarm/ 28 vs. Trip) Fort: +8 Reflex: +5 Will: +4 (+6 vs. Fear)
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO),

Current Weapon in Hand: Shield & Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

jkason

First Post
Nathan Tchanlach, human sorcerer

Nathan yelps in surprise as the powerful hound rushes him and dumps him painfully to the ground. He grimaces as the bloody wound on his thigh, but after taking one look at the powerful maw, he counts himself lucky the thing didn't manage to find his throat. Still, he leans backward, hands up to protect himself.

"Sure. Pick on the pretty one," he snarks. "Well, Grandfather wasn't good for many things, but he did tell me the best way to train a dog was to smack it hard on the nose. That how it works in your neck of the woods?"

Nathan doesn't take his eyes off the threat of the dog, but it's clear the last portion of his chatter is directed to his unseen attendants, as the flaming sphere comes rolling back into the room, trying to close the gap to the dog, and another quartet of glowing motes follow Nathan's advice, each of the four smashing into the dog's nose in quick succession.

[sblock=ooc]Move: Bring the Flaming Sphere back in. I believe H8 is the furthest it can go this round. I think that keeps Zelena's path clear if she wants to move into the room instead of through the passage. Looks like directing active spells that don't require concentration doesn't provoke AoO, so I think Nathan's safe on that score.

Standard: Concentration check to cast Defensively (level 1 spell):

Concentration (cast defensively) DC 17 (1d20+12=23)

Success (whew). Casting Magic Missile again:

Magic Missile Damage (1d4+1=3, 1d4+1=5, 1d4+1=3, 1d4+1=5)

16 damage to the shadow dog.[/sblock]

[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 7
Initiative: +4 Perception: +0

Conditions: Mage Armor (6 hours), Flaming Sphere (2/7 rounds remaining)

In Hand: None

AC: 15 (19) 20
touch: 14 (18) 19 ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor, in bold with Haste)
HP: 33/44
CMB: +3 CMD: 17 Fort: +4* Ref: +5* Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Charm Person, Grease (DC 17), Mage Armor, Magic Missile, Silent Image, Summon Minor Monster, Vanish. Remaining: 1/8
2nd (DC 17): Create Pit (DC 18), Flaming Sphere, Glitterdust (DC 18), Invisibility, Oppressive Boredom, Resist Energy Remaining: 6/7
3rd (DC 18): Haste, Magic Circle Against Evil, Summon Monster III Remaining: 4/5

Heavenly Fire: 8/8 remaining[/sblock]
 

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