Constables of the 14th Ward Part 2


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OOC: We have posted a map above in the initiative post, please check the position of your character and let me know if he/she should be somewhere else. Just waiting on Moru to check in and we'll continue.
 



pathfinderq1 said:
OOC: Every time I try to open the map, it crashes my display program, and says there is file corruption. I guess Thea will have to be okay where she is.

OOC: Hmm, I just tried it and got an error message, but then was able to open it. It is in MS Office 97'-2003 format now. What sort of spreadsheet do you have on your computer? I can save it in some other format such as the MS Office 2007 version or maybe some sort of MS Works format if that would be better. I was going to try some other formats here, but the boards don't support them. I'm resaving and trying again in the same format to see if that helps. Shoot me an email, and I'll send you some other version if you like.
 

Attachments


With a slight whistling of air something big and round splashes down in the little wide spot in the stream with considerable speed and force. Water and muck go flying splattering all of you. As the water runs back down into the into the stream it tugs at your feet (DC: 15 reflex save or dazed for one round clearing water and muck from your eyes. DC: 12 balance check or be swept off your feet and pulled 5' toward the stream by the water running down hill.) As you clear your eyes you see a fearsome sight floating in the air perhaps 3' above the water. A ball 8' across with a huge central eye covered by some sort of semi-translucent crystal with a strap that wraps around the things body (see attached pic). On top are several smaller eyes on stalks while below is a huge toothy mouth. As you watch the creature casts a spell and a lightining bolt (8d6=24) crackles across the water to strick at Drueglefish, Berfubble and Moru (Reflex save DC17). Then the eyes on top of the thing start to look for targets. Half a dozen eye rays (1d20+12=32, 1d20+12=21, 1d20+12=15, 1d20+12=26, 1d20+12=14, 1d20+12=17) lance out. All of them find a mark. Raul finds his limbs moving slowly. Soulfetter and Darius feel strange complusions. Brae has to stifly a yawn, a ray hits Drueglefish and he pales the final ray seems to have been reserved for Berfubble and wounds appear on his arms where the ray strikes (all DC18 will saves).

OOC: Actions for round one.
 

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Braevil Talisker, Cleric of Meda


Reflex Save 20 (17 + 3 reflex)
Balance check 17 (17 + 0 balance)
Will Save 18 (8 + 10 will)


Brae manages to get his shield up in front of his face as the muck and water splatters about, protecting his eyes, and his firmly planted feet resist the pull of the water as it goes rushing back into the creek. He stifles a yawn as the creature's beam strikes him, and then turns his attention to dealing with the hostile foe. Calling upon the power of Meda, Brae summons a quarterstaff of pure force which appears next to the target, and immediately strikes out. As the gently glowing staff appears, the cleric quickly ducks back behind the nearby try, seeking cover from the enemy's magical rays.


AC: 21 (touch 10); Hit Points: 50/50
Cast Spiritual Weapon; duration 6 rounds, damage 1d8+2, attack bonus +8 15 (I am assuming that misses.)
Move to C16


[sblock=Spells Prepared]
-- Level 0: detect magic, create water, resistance, light, guidance
-- Level 1: shield of faith, lesser vigor, divine favor, bless + (d) charm person
-- Level 2: animalistic power, silence, spiritual weapon + (d) lesser restoration
-- Level 3: dispel magic, summon monster III + (d) fly
[/sblock]
 
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Alarion of Tovarre

The knight struggles to keep his footing as he wipes muddy water from his face, then growls at seeing the demonic creature which faces them.


[sblock=Round 1]

Reflex save 13

Balance check 12 ((note i rolled -5 for ACP, but forgat my dex bonus. It comes up to twelve.))

Dazed creaures can take no action, correct?

EDIT: Will save 26

[/sblock]
 
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