Invasion of Mori - IC [3.5][CE/NE][planar]

Silhouette reads her scroll and lifts into the air. With a whoosh, she soars down the tunnel, near its ceiling...just low enough to get some vision through the smoke.

(can move 120' on double move...lemme know when I've joined them)
 

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Round Two, first half

The kobold who cast burning hands wavers, but one group of mirror images speaks grimly. "You forget this is Roillard's cult, Sookirr. We'll be slain to the last if we surrender, too. Don't just stand around, do something useful!" It cries in Draconic.

Taking advantage of the momentary lapse in attention, Rose darts forward, landing two quick strikes on the first mage and slashing his chest open. He follows up by shattering a mirror image.

Up at the mouth of the tunnel, Silhouette completes her preparations. "Go on," urges the emissary. "I will guard your rear flank against reinforcements."

Meanwhile, the still-casting kobold completes its summons. Three huge pillars of living flame appear, two flanking Kelteror and one in front of Rose. Kelteror is hit once by each elemental as they attack him, and catches on fire. [slam 15+2 fire; slam 12+5 fire; 3 fire] Rose, meanwhile, is hit twice by the lone elemental, and is already on fire. [critical slam, 30+5 fire; slam 13+10 fire; 2 fire.] He isn't quite able to trade blows with it as it attacks due to its superior reach.

The summoner casts a shorter spell, disappearing from visibility, and moves away from Kelteror. One of the mirrored mages casts haste, while the other tosses a fireball that catches Snargle, Drax, and the lone fire elemental in its area. Both of those mages shift position slightly to better enable the fire elementals to protect them. [53 fire damage; Drax takes no damage due to ring of evasion; Snargle saves for half.]

OOC: Those of you marking your hit points, spells up, and spells spent on your character sheets, thank you for saving me considerable time! :D

[Kobolds: two down. 3 images and 6 images.]

[sblock=on fire]1d6 fire damage per round; move action to put it out. Note:

"Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character."[/sblock]
 
Last edited:

moritheil said:
Kelteror is hit once by each elemental as they attack him, and catches on fire. [slam 15+2 fire; slam 12+5 fire; 3 fire] Rose, meanwhile, is hit twice by the lone elemental, and is already on fire. [critical slam, 30+5 fire; slam 13+10 fire; 2 fire.] He isn't quite able to trade blows with it as it attacks due to its superior reach.

Kelteror, no longer amused, jumps at the closest elemental and attacks with his guisarme.


[Sblock=OCC_attacks]
leap attack: You can combine a jump with a charge against an opponent. If your jump covers at least 10’ of horizontal distance and end in a square which threatens your opponent, you can double the damage bonus from your Power Attack (triple if using a two-handed weapon).

Attack:
+2 mythral guisarme of frost: +25/+20 to hit, 2d6+1d6 (frost) +23 damage, x3, S, 20 ft reach; additional -5 to hit/ +30 damage from power attack + leap attack combo

rolls

Attack 1: +34 hit/+69 damage + any cold vulnerability the elemental is subject to
Attack 2: +18 hit/+44 damage + any cold vulnerability the elemental is subject to

Note that the attack & damage does not include the bonuses due to the weapon being posessed. These include: reptilian humanoid bane, flaming, shock, mighty cleaving, and explosive qualities within the guisarme

HP: 133/143
Notes: because of fire resistance 10, DR 10/cold iron or good, damage for the round is only 10.[/sblock]

Special abilities and effects usually active[sblock]
Attacks:
• +2 mythral guisarme of frost (2 handed): +25/+20 to hit, 2d6+1d6 (frost) +23 damage, x3, S, 20 ft reach
• Natural weapons: +23/+23/+18 to hit with claw/claw/bite; 1d8+14/1d8+14/1d8+7 damage, 20/x2 S/P
• +1 composite longbow (+12 Str): +14/+9 to hit, 1d8+12 damage, x3, P, 110ft range

Feats & other:
5 Attacks of opportunity per round (combat reflexes)
20 ft reach with guisarme, 10 foot reach with natural weapons (claw, claw bite)

Leap attack(feat):
You can combine a jump with a charge against an opponent. If your jump covers at least 10’ of horizontal distance and end in a square which threatens your opponent, you can double the damage bonus from your Power Attack (triple if using a two-handed weapon).
Charge action:
You get a +2 bonus on the attack roll and take a -2 penalty to your AC until the start of your next turn; x3 power attack damage (from leap attack)

Magic:
Adaptation (from necklace)
freedom of movement (from ring)
Hat of disguise

Racial:
Spell resistance 15
(14 base, +1 8HD)
Damage reduction 10/cold iron or good
darkvision 60 ft.
Immunity to electricity and poison
resistance to acid 10, cold 10, and fire 10
Telepathy 100 ft
See invisibility (SLA at will, always renewed)

Spell-Like Abilities, at will: darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.

Sneak Attack (Ex): 2d6

Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.

[/sblock]

init for next round = 7
 

Taking advantage of the babau's movement, the elementals flanking him both attack, and one scores a blow [16+9 fire].

Leaping high into the air, Kelteror delivers a punshing slash with his frost-rimed blade. The elemental staggers under his powerful attack, howling in pain.

[sblock=Kelteror only]Is there a reason you get two attacks on a charge? Normally you only get one.

I also have a question for you in the OOC thread :) [/sblock]
 

Snargle lashes out at the nearest foes, causing mayhem even in his smaller form.

If Snargle is closest to kobolds or images he goes with claws and bite, otherwise he goes with his mace when facing the elementals.

Full Attack 2 claws +17 1d4+11 magic; bite +15 1d4+5 (rend 2d6+16) (1d6 sneak attack) or
Mace +16 1d8+16 magic adamantine evil (2d6 v. good) (1d6 sneak attack); bite +15 1d6+5 (1d6 sneak attack)
 

moritheil said:
The kobold who cast burning hands wavers, but one group of mirror images speaks grimly. "You forget this is Roillard's cult, Sookirr. We'll be slain to the last if we surrender, too. Don't just stand around, do something useful!" It cries in Draconic.
Kaelvorr forces the possessed kobold's face into a deeply unnatural grin, "On the contrary, Roillard is an ally, not our master. Annoyingly, your pet managed to somewhat deplete my ranks, so I would rather have recruits than bodies. But, you haven't the means to harm me, so either way is acceptible."

Intimidate 26

OOC: It occurs to me that possession and control are separate actions, but luckily K. didn't do anything but talk last round anyway. What spells does the kobold have prepared?
 

While Rose is bleeding somewhat freely, the tiefling ignores his wounds, for the moment, and presses his dancing attack.
[sblock=OOC]Same basic plan as before, EXCEPT:

1. If I can reach a spellcaster that does NOT have any mirror images, that will be my primary target. If there is only one spellcaster without images, all my attacks will be on that one. If there is more than one, divide them in some fashion. And, presuming I can tell which one is the possessed one, I don't attack it (as Rose was warned to leave it alone).

2. While I will NOT tumble when I move next to the spellcasters (I want them to take AoOs against me), I WILL tumble by the fire elementals (or avoid them, if possible). I have too few hps left to let them smack me much. With my +22 tumble, and my ability to Take 10, I can't fail to tumble by them.

1d20+25=44, 1d20+20=29, 1d20+15=35

Confirmation rolls for 2 threats (1d20+25=29, 1d20+15=29)

Damage (2 extra rolls for possible crits) (2d4+21=28, 2d4+21=29, 2d4+21=26, 2d4+21=27, 2d4+21=29)

7 potential AoOs (1d20+25=29, 1d20+25=39, 1d20+25=45, 1d20+25=28, 1d20+25=41, 1d20+25=32, 1d20+25=29)

Confirmation on 2 threats (1d20+25=32, 1d20+25=44)

9 damage rolls for AoOs (2d4+21=26, 2d4+21=25, 2d4+21=26, 2d4+21=27, 2d4+21=26, 2d4+21=26, 2d4+21=26, 2d4+21=26, 2d4+21=24)

freedom of movement from ring
Expeditious dodge: +2 AC if I move more than 40'
Mobility
Combat Reflexes (seven AoOs/round)
Karmic strike: -4 to AC in exchange for AoO if someone hits me
Uncanny dodge
Dervish dance: 6 rounds remain[/sblock]
 

OOC: Going to hand out some info.

Dichotomy said:
[sblock=OOC]1. If I can reach a spellcaster that does NOT have any mirror images, that will be my primary target. [/sblock]

FYI, the only caster you can see without images is the possessed one - unless you have see invisible. Others are down.

Voidrazor said:
It occurs to me that possession and control are separate actions

Yeah, I would have asked you to check those rules if you had tried to do something other than talk. :D

[sblock=spells]He's a sorc. I believe he knows magic missile, mage armor, shield, mirror image, fireball, haste, and suggestion. I'll edit this later.[/sblock]
 

moritheil said:
FYI, the only caster you can see without images is the possessed one - unless you have see invisible. Others are down.
[sblock=OOC]Fair enough. I thought that might be the case, but I wasn't certain. In that case, I'll focus on one of the casters, hopefully that I can at least drop some images.[/sblock]
 

Seeing that one of the kobolds failed to protect itself with mirror images Zaestilan takes advatage of the situation and sends his magical sword hurtling towards it.

[sblock=OOC]
I assuming that Zaestilan has now way of knowing that the kobold is possessed by an ally, so this seems a likely course of action for him to take. If on the other hand Zaestilan is aware of the possession then he'll direct all of his attacks at another kobold.

Full Round Attack (+26/+21/+16/+11 3d6+10 17-20/x2). [/sblock]
 

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