(CSToA) Touch of the Abyss [IC]

You've already "had" your round 3 action. That was your readied action to use an energy bolt. Round 3 is over. We are now in round 4. Only Redclaw was behind.
 

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Initiatives - Round 4
Tesla 28
Slisik 28
Veris 28
Alazphraxion 28
Errol 27

Tesla: Tesla moves in closer and begins casting a spell. (1 round casting time)

Slisik: Slisik finishes the first spell, calling forth a lightning bolt that strikes for 10 damage (save made for half). The dragonborn casts a strength enhancing spell on himself and his pet.

Veris: Veris fires another Eldritch blast, barely connecting (2 rolled) and dealing 11 points of damage.

Alazphraxion: The dragon succeeds on his grapple to attempt to move, then starts flying east and up until he's just on top of the ridges.

Errol: Errol recovers his focus.

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Veris keeps blasting away, hoping her crouching position by the wall of the crater will keep the dragon from being able to attack her on the wing. A creature of that wing-span will have to do some pretty impressive maneuvering to reach me without landing.
 




Slisik - Druid/Barbarian - HP: 44/44 - AC: 16 - Fort: 8, Ref: 2, Will: 7
Sasthil - Snake - HP: 21/21 - AC: 19 - Fort: 3, Ref: 7, Will: 3


A look of frustration came over Slisik as his prey flew out of reach. He could strike at the dragon over the west side of the cliff with the lightning storm, but what about the east? Perhaps I cannot strike at the dragon from here, but I know who can! Slisik closed his eyes as he began calling nature itself for reinforcements.


OOC: Slisik swaps out Cure Moderate Wounds to cast Summon Nature's Ally III. He intends to summon 1d3 Hippogriffs when the spell comes into effect next round. Sasthil stays put.

Spells Active
Call Lightning - 49 rounds or 4 more bolts (centered at K11)
Bull's Strength - 49 rounds


[sblock=Spells Prepared]0 (5): Detect Magic, Detect Magic, Detect Poison, Light, Read Magic
1 (4): Cure Light Wounds, Cure Light Wounds, Entangle, Faerie Fire
2 (3): Barkskin, Summon Swarm[/sblock]
 

Errol, Warblade 6, HP 30/56, AC 19, Fort +7, Ref +7, Will +2

Errol continues his mad slashing at the creature's neck, hoping to break free of its grip. Having regained his focus he again attempts to use all of his strength in a strike designed to shatter bones even as it slices scale and skin.

[sblock=ooc] Attempting bonecrusher maneuver again. 1d20+11-4 = 19 once again missing miserable. (Being grappled really hurts.) I guess he just keeps bleeding. :p [/sblock]

[sblock=maneuvers and stance]Active Stance--Blood in the Water--each successful crit gives a +1 bonus to attack and damage
Readied Maneuvers--Sudden Leap, Claw at the Moon, Bonecrusher, Iron Heart Surge [/sblock]
 

Initiatives - Round 5
Tesla 28
Slisik 28
Veris 28
Alazphraxion 28
Errol 27

Tesla: Readies for another pass by the dragon.

Slisik: Begins a summoning spell.

Veris: Veris readies another burst.

Alazphraxion: (I accidently evaluated everything without checking the reflex save, and as luck would have it the dragon failed and is checked. Errol was going to be at -18 originally.) The dragon is checked by Arcs hard work, causing it to land. The dragon then fires its breath weapon at point-blank range dealing 23 points of fire damage to Errol. The beast releases Errol temporarily.

Errol: Errol counterattacks. His bonecrusher doesn't land, though. (You have a move action left since you're out of the grapple, though I'm uncertain what you might want to use it on.)

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Slisik - Druid/Barbarian - HP: 44/44 - AC: 16 - Fort: 8, Ref: 2, Will: 7
Sasthil - Snake - HP: 21/21 - AC: 19 - Fort: 3, Ref: 7, Will: 3
3 Hippogriffs - Large Magical Beast - HP: 25, 25, 25 - AC: 16 - Fort: 6, Ref: 5, Will: 2


Slisik's call to the wilds was answered by three hippogriffs, large flying beasts somewhat resembling giant eagles. The dragon could hardly escape their keen eyes; the flight took to the sky immediately upon seeing their enemy, and began harrying the checked beast.
Slisik was getting annoyed that the dragon would not present a melee target. He decided to change tactics slightly; the lizard sheathed his greatsword and instead drew his Longbow.


[sblock=OOC]Summon Nature's Ally (1d3=3) for the number of hippogriffs (I will usually let you roll, but I wanted to accurately fill in the flavor text, hehe). They come into existence at R9, S9, S10 (within 35 feet). They'll move to and attack the dragon; I'm not exactly sure how flying works, but I think they should make it with 100ft speed and average maneuverability. Also I believe they'll have to make the save for the increased wind speed. For Slisik: move action to sheath greatsword, move action to draw Longbow. Sasthil stays put.

Spells Active
Call Lightning - 48 rounds or 4 more bolts (centered at K11)
Bull's Strength - 48 rounds
Summon Nature's Ally III - 5 rounds

Spells Prepared:
0 (5): Detect Magic, Detect Magic, Detect Poison, Light, Read Magic
1 (4): Cure Light Wounds, Cure Light Wounds, Entangle, Faerie Fire
2 (3): Barkskin, Summon Swarm[/sblock]
[sblock=Hippogriff Stats]Hit Dice: 3d10+9 (25 hp)
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 16 (–1 size, +2 Dex, +4 natural, +1 dodge), touch 11, flat-footed 13 [I assume they're dodging the only enemy present so +1]
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
Space/Reach: 10 ft./5 ft. [space is actually 5ft as per the house rule I think?]
Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover[/sblock]
 

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