[LPF] Dwarven Crusade: Khuldun

GlassEye

Adventurer
A rustle of cloth, a scrape of soft leather on the stone floor and Borric is fairly certain that the derro has moved to the other side of Sylvain and next to the witch. Borric can certainly hear the snarling hound and Nathan's chatter as the sorcerer is attacked and closer, the buzzing of wasps.
 

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Gerald007

First Post
"I'm over here, Borric," Syl yells, not wanting the warrior to blindly bash him by mistake. "Waltor says that he is behind me!"

Not knowing where anyone was for sure, Syl keeps mental control over his wasp swarm, making sure it doesn't get Borric by mistake. He hated his next thought, but realized he was going to have to get up at some point, so he attempted to stand.

OOC: Move action-this round is to keep the wasp swarm in the same squares. Second move action is to try to stand up from prone, provoking an AoO.



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][/QUOTE]
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric thinks he knows where the blighter is and he moves forward, "This is not going to be pretty if this keeps up. We need to get out from this darkness."

He swings the shock flail at waist level, hoping to catch the bugger. He hits nothing but air again.

[sblock=Actions]Move 2 squares East
Attack Derro: Flail (<50 Miss) (1d20+14=23, 1d8+8+1d6=13, 1d100=60)[/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
Seeing the hound Make for Nathan and the other disappear, the gnomes choice is clear. "I'm coming Nate!" She races across and comes at the hound with her small mace ready to lay down some damage.

((Charge to J-8, Attack with Mithral Heavy Mace +1... I am guessing a 14 is not going to hit.))

[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]
 

GlassEye

Adventurer
Nathan, like Sylvain before him, reacts like a seasoned veteran of battle even though he's been knocked to the ground: motes under his direction smash into the shadow mastiff's muzzle causing blood to seep from its nostrils. In Zelena’s rush to aid Nathan her attack doesn’t strike the mastiff with all the force she intended. Her mace skitters across its heavy hide and deals no damage.

As Sylvain stands he feels the bite of the derro's sword as it pierces his shoulder though the injury is not as bad as might have been expected. Waltor squeaks in alarm at the close call and continues to call directions to Sylvain. Borric moves blindly forward until he feels the wings of wasps brushing against his face. He attacks where he is convinced the derro stands but is foiled by the darkness. The derro attacks Sylvain and the witch feels the derro's sword snag in his clothes as he attacks. Luckily for Sylvain the derro missed and now both Borric and Sylvain are pretty sure where the derro is standing.

The derro beyond the wall shows its face again within one of the crude arrow slits, awkwardly aiming its crossbow out at the combatants in the center of the room. He fires and his bolt ricochets off the floor near Zelena.

Having been pummeled by Nathan's motes twice now the shadow mastiff is showing definite signs of injury and it bleeds from its face and flank. Recoiling from Nathan and Zelena it lifts its bloody muzzle and bays. As the howl reverberates through the chamber and halls beyond, Borric, Nathan, Sylvain, and Zelena must fight a rising tide of panic…


OOC: Combat: Round Seven. Everyone must make a DC 16 Will save or be panicked. If you save you can act, otherwise you flee.

[sblock=Combat Information]

Initiative:
You all
Derro

Map:


[repeating light crossbow at X9][Hall in darkness]


Party:
Borric: 73/73 hit points remaining
Nathan: 33/44 hit points remaining
Sylvain: 39/58 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/Borric: darkness
--Nathan: prone

Enemy Status:
Derro 1 (AC 17); 31 damage; dead
Derro 2 (AC 17); 10 damage; moderately wounded; 2 Dex dmg, 2/4 saves
Derro 3 (AC 17); 29 damage; dead
Derro 4 (AC 25); 5 damage; lightly wounded
Shadow Hound (AC 18); 38 damage; moderately wounded
[/sblock]
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Resisting the urge to panic, Borric keeps up his swinging in the darkness, "Keep harrying the bastard, Syl."

He swings the shock flail at waist level, hoping to catch the derro now that he believes he has him located.

[sblock=Actions]Will save vs. Fear (1d20+6=25)
Full Attack Derro: Flail (<50 Miss) (1d20+14=18, 1d8+8+1d6=17, 1d100=12), Flail (<50 Miss) (1d20+9=24, 1d8+8+1d6=20, 1d100=69)[/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
Borric feels a grim satisfaction as one of his strikes hit. The darkness abruptly ends and the light of Borric's ioun torch is restored as the derro crumples to the ground dead.
 

perrinmiller

Adventurer
OOC: If the first attack hit and kills, then normally a Full Attack action would not be spent and Borric would have a Move Action remaining now. Correct?
 


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