City of the Spider Queen

HolyMan

Thy wounds are healed!
End of Round 2

Morrolan moves and readies himself to join the chaotic melee. While Talhia envokes a spell to ensnare the huge demons.

The chain behind the bebilith's explodes into a dozen shadowy strands and darts for the creatures legs. Easily the first side steps them but the other to ingrossed on killing has his back legs wrapped up. The dark strands hold him fast but it still tries to ravage a worg nearby. The other snarls at Slash for the wounds the fleshraker gave it.

Aden aims but there is so many combatants present he doesn't see a good shot. Instead he holds steady until an oppurtinity presents itself.

[sblock=Combat]
Code:
Character          AC  HP  InHand/Condition
Bebilith2          22   [COLOR=Yellow]75[/COLOR]  none/none-lower token
Bebilith1          [COLOR=Olive]20[/COLOR]   [COLOR=Yellow]54[/COLOR]  none/[COLOR=Olive]entangled[/COLOR]-upper token
Slash              29 142  none/[COLOR=yellow]Girallon's Blessing[/COLOR];[COLOR=lime]Nature's Favor[/COLOR]
Dargun             24  [COLOR=orange]61[/COLOR]  none/[COLOR=purple]poisoned (-10 to CON)[/COLOR]
Platinus           30 [COLOR=Orange]109[/COLOR]  none/[COLOR=yellow]Girallon's Blessing[/COLOR];[COLOR=lime]Nature's Favor[/COLOR]
Worg2              14  30  none/none(location L-10)
Worg3              14   [COLOR=Red]7[/COLOR]  none/none(location J-15);[COLOR=DarkOrchid]poisoned (CON -3)[/COLOR]
Worg4              14  [COLOR=Red]14[/COLOR]  none/none(location J-16)
Talhia             18  90  none/none
Aden               23  62  h.gun/[COLOR=Cyan]delay[/COLOR]
Morrolan           23 120  l.bow/none
Fafnir             25  65  none/none
Renard             12  74  wand/[COLOR=darkorchid]sanctuary[/COLOR]
[/sblock]

[sblock=OOC] Will saves are a post above. I like the dice roller for two or three rolls max but after that I use IC. And figured I will start rolling thenposting instead of putting in a holder.

Also Worg placement is wrong on the map but their locations are listed so no need to move them just don't pick one of those squares. They or the demons should be dead soon.[/sblock]
 
Last edited:

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HolyMan

Thy wounds are healed!
Start of Round 3

The fearsome spider demons roar in rage. The sounds echo of the walls and it sounds like a hoard of creatures and not just two.

The entaglement suffered by the first does nothing to stop it's front legs from first stabbing than bring the struggling worg up to be bit in half.

The other bebilith also draws blood, but this blood comes from a reptile and not a mammal, as Slash gets bit than stabbed by both long forelegs. It rips through his barding and as it pulls away the barbed ends shred it into uselessness.

[sblock=OOC]
Worg at K-12 (should be L-10) is dead.
Slash takes 41 points damage and needs to make a Fort save DC24
Rend damage to armor = 31pts. (HP:15 Hardness ?? but sure it isn't 16+)
Roll Lookup
Roll Lookup[/sblock]
 

Vertexx69

First Post
As the second worg falls to the assault of the demonic spider as well.

With a blood foam on his reptilian lips, the platinum dinosaur shreds the higher bebilith to pieces and takes a stab at the lower. The pair of many-limbed fleshrakers sink poisonous claws and tails and teeth into the demons over and over.

[sblock=Combat Block]Free: Slash's Fort Save (1d20+13=25)

Swift:
...

Move: P shift to (J,11/K,12), S to (I,14/J,15). W2 to (O,12), W3 to (N,14), W4 to (N,16)

Standard:
Slash Claws vs B2 (AC/Dmg: 25/18, 30/23, 31/20, 24/16), Tail vs B2 (24/15)
Platinus Claws vs B1 (AC/Dmg: 32/28, 32/24, 20/23, 23/22), Bite vs B1 (25/25), Tail vs B2 (31/24)

Summary:
B1 takes 72 after DR. if it lives needs to make 5 DC 20 Fort saves.
B2 takes 51 after DR. if it lives needs to make 5 DC 21 Fort saves.
Each failed save means 1d6/1d6 Dex dmg.
[sblock=Slash]Slash
Fleshraker Warbeast
Large Animal
Hit Dice: 11d8+54 (101/142 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 29 (+4 Dex, +12 natural, +3 armor, -1 size), touch 13, flat-footed 25
Base Attack/Grapple: +6/+19
Attack: Claw +13 melee (1d8+9+poison+1d4 force)
Full Attack: 2 claws +13 melee (1d8+9+poison+1d4 force) and bite
+13 melee (1d8+5+1d4 force) and tail +13 melee (1d8+5+poison+1d4 force)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, Poison 1d6Dex/1d6Dex DC 21, rake 1d8+9+1d4 force
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +11, Will +6(+10)
Abilities: Str 29, Dex 19, Con 22, Int 2, Wis 16, Cha 12
Skills: Hide +8*, Jump +35, Tumble +11, Survival +5
Feats: Improved Natural Attack (claw), Track, Raptor School, Multi-Attack, Improved Multi-Attack
Gear: Piercer Cloak
[*][ ][ ], Pearl of Speech, Psychokintetic Belt of Mighty Fists, Studded Leather Barding
[sblock=Description]Slash is all claws and spines dripping poison. Much of her mottled gray and black hide is covered by her simple black studded leather barding. She always moves right next to Platinus unless he tells her otherwise. The fact that she can now speak in her native elemental tongue gives her no end of joy.[/sblock]
[sblock=Features]Warbeast Training: +1HD, +3Str, +3Con, +2Wis, +10ft speed, Proficiency with L/M/H armor,
Can be ridden as mount with +2Ride, +1Spot, +1Listen
Natural Bond: Gains bonuses as 9th lvl druid companion.
+6 HD, +6 NA, +3str, +3Dex, +4 Tricks, Link, Shared Spells, Evasion, Devotion, Multi-Attack[/sblock][/sblock][sblock=Platinus]Platinus
Celestial Fleshraker
Large Magical Beast, Extraplanar Subtype
HP: 109/110 = [10d8 + 30]
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 30 (+2 Dex, +8 natural, +8 armor, +3 shield, -1 size), touch 19, flat-footed 28
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7+poison*)
Full Attack: 2 claws +12 melee (1d8+7+poison*) and bite
+12 melee (2d6+3*) and tail +12 melee (2d6+5+poison*)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, rake 1d8+5*,Poison 1d6Dex/1d6Dex DC19, Smite Evil 1/day
Special Qualities: Darkvision 60ft, * Vampiric: +1d6 dmg vs living enemies, I heal same amount
Resistances: Acid 10, Cold 10, Lightning 10
Immunities: Stunning, Critical Hits, Poison
Extraordinary Abilities: DR 5/magic (Natural Attacks considered magic), SR 15
Supernatural Abilities: Morphic Weapons
Saves: Fort +16, Ref +10, Will +10
Abilities: Str 25, Dex 15, Con 19, Int 14, Wis 18, Cha 8
Skills: Concentration +16, Spot +18, Jump +21, Survival +18
Feats: Natural Spell, Exalted Wild Shape, Improved Multi-Attack, Multi-Attack
Gear: See Equipment
[sblock=Features]Celestial Template added
Morphic Weapons - All Natural Weapons are +1 size category[/sblock][/sblock][sblock=prepared Spells]
0: Create Water X3, Cure Minor Wounds X3
1: Claws of the Bear X2, Beast Claws, Lesser Vigor X2
2: Mass Snake Strike X2, Nature's Favor*, Lesser Resoration X2
3: Girallon's Blessing X2*, Junglerazor, Mass Lesser Vigor
4: Bite of the Wereboar, Moonbolt, Jaws of the Wolf*
5: Bite of the Weretiger[/sblock]Platinus[/sblock]
[sblock=OOC]Took 5 dmg from bands and healed 19 from vampiric amulet.[/sblock]
 

ghostcat

First Post
Dargun is starting to feel depressed. First he sees one of his more devastating attacks, which very few creatures lives through, bounce harmlessly off the spider barely leaving a bruise. Then the dinosaur casually kills one of their opponents and badly injured the other. Not only that but he can feel poison cursing through veins making him feel sick.

Shaking his head to clear it, Dargun makes another series of potentially deadly attacks on the remaining opponent.

[sblock=Rolls]Normal Attacks: Primary Attack, Damage. Secondary Attack, Damage (1d20+13=20, 1d10+6=10, 1d20+8=13, 1d10+6=16)
Flailing Strike: Number of Extra Attacks (1d6-1=4)
Extra Attacks due to Flailing Strike: Attack, Damage (1d20+13=18, 1d10+6=16, 1d20+13=32, 1d10+6=16, 1d20+13=28, 1d10+6=14, 1d20+13=18, 1d10+6=7)

Summary: 2 Hits for 10 damage (after DR)[/sblock]
 

HolyMan

Thy wounds are healed!
Combat Over

[sblock=OOC] So as to move things along I think we can call the Bebelith's defeated. I currently have them each at 3HP (odd how they got down to the same hp) No need to drag this out. (or give them a chance to do anything dire. I still need a second Fort save from Dargun. :eek: Or he may well die. :eek: DC 24 ghostcat)

I think we will be heading back to town for RP and a restart. [/sblock]
 


HolyMan

Thy wounds are healed!
Once the battle with the spider demons is over the group starts to gather themselves up once more. As Dargun moves back towards the illusionary entrance he swoons and puts a hand on his head.

"Not felling to good. Where is Renard?" he asks and after two more steps falls flat on his face.

[sblock=OOC] CON was 2 and is now at -2, sorry but Dargun is dead. [/sblock]
 

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