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

Rose attacks the nearest mage, shattering an image and scoring a hit. With magical flight, Silhouette braves the flames to join her companions, arriving on the scene of the battle.

OOC: Initiatives: kaelvorr, rose, silhouette, kobolds, kelteror, zaestilan, drax, snargle

Oops! For some reason I messed up and read that as indicating Kelteror's initiative was first.

LR - correct.

Voadam -
[sblock=spells]
0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue;
1st—charm person, mage armor, magic missile, shield;
2nd—invisibility, scorching ray;
3rd—fireball
[/sblock]
 
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Kaelvorr readies an action to Fireball as many of the kobolds as it can get without burning any party members. K. will cast if the kobolds don't seem to be surrendering.
 

[sblock=OOC]I suppose since nothing happened while I was gone, I can post my own action. Sorry I didn't do so earlier.[/sblock]
Rose, flustered and fairly badly wounded, continues his dance of death. Fortunately, the tiefling is not tiring yet.
[sblock=OOC]I'm just whirling death here. Same general MO.

Attack rolls (1d20+25=35, 1d20+20=28, 1d20+15=25) bad rolls this time, no threats

Damage (2d4+21=23, 2d4+21=25, 2d4+21=26)

7 potential AoOs (1d20+25=30, 1d20+25=31, 1d20+25=26, 1d20+25=44, 1d20+25=31, 1d20+25=40, 1d20+25=43)

Confirmation rolls for AoOs (1d20+25=28, 1d20+25=45, 1d20+25=44)

Damage rolls for AoO (7 rolls, minus 1 for the auto miss, plus 3 for possible crits) (2d4+21=27, 2d4+21=24, 2d4+21=28, 2d4+21=26, 2d4+21=28, 2d4+21=25, 2d4+21=25, 2d4+21=26, 2d4+21=26)

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: 5 rounds remain[/sblock]
 

Drax (having blindsense 70') will maximized disitigrate on the invisible mage while hanging back from the elementals...

Unless bliundsense can not see the invis mage, in which case he will cast resist elemetns fire so that his being on fire is no biggie.
 

Looking at the elemental that just striked him, Kelteror says: "Unfortunately for you, I enjoy playing with fire!". He'll proceed with will attacking the elemental.

[Sblock=OCC_attacks]
Attack:
+2 mythral guisarme of frost: +25/+20 to hit, 2d6+1d6 (frost) +23 damage, x3, S, 20 ft reach; -5 to hit/+10 damage from power attack

rolls

Attack 1: +29 hit/+46 damage + any cold vulnerability the elemental is subject to + damage from posessed guisarme
Attack 2: +31 hit/+37 damage + any cold vulnerability the elemental is subject to + damage from posessed guisarme

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[/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: 18

Misc d20 (unmodified), if needed: 4
 

(OOC - Mori posted and said the game was on hiatus, I thought...meep.)

Silhouette hisses in a siblant voice Draconic syllables that reaches every ear and seem to burrow back through the mind, into the animal reflexes of the brain that cannot think or judge, but merely -act-, "The fight is lost...surrender now or you will be killed before you can escape!" Though the Abyssal forces hear the words, they do not feel their meaning screwing through their minds and forcing action to be taken.

(Mass Suggestion on zee kobolds! Suggestion is to surrender now. Will DC 26)
 


[sblock=OOC]
Dichotomy said:
I must have totally missed that. Thanks for the heads up. Do we know for how long the hiatus will last?

I guess about eight months, give or take? :p
[/sblock]

Steve Gorak said:
Note that the attack & damage does not include the bonuses due to the weapon being posessed.
OOC: No one is presently possessing your weapon, so that's correct.

Fenris2 said:
Unless bliundsense can not see the invis mage, in which case he will cast resist elemetns fire so that his being on fire is no biggie.

For the record, blindsense is not blindsight.
 
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Kobolds are hewn to pieces between the deadly dance of the tiefling and the ghostly sword. Blood sprays in arcs as Rose twists gracefully, blades flashing furiously, heads and limbs floating about him in a mockery of juggling. A few stray images are caught in the dance and vanish, shattering into fragments of smoke when struck.

The babau triumphs over the fire elemental, the chill frost of his glaive reducing it to nothingness.

Sookirr, the lone kobold unprotected by magic, is impaled to the hilt by a giant, ghostly greatsword before he has a chance to further convince the others. From his corpse, the frowning form of Kaelvorr boils up, having been rudely dispossessed of this body before he was finished using it.

The remaining two kobolds have survived only long enough to surrender, which they do so with remarkable alacrity.

OOC: Moving this along so that we can get things going.
 
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(OOC - I approve of moving things along, but could we get a brief "end of battle" summary? Who's hurt, who's dead, how many baddies are down, any environmental effects (like burning oil) we may still need to deal with...and perhaps a quick recap of where we are? It's been a -long- time since we were here last, and the descriptions are far back, and hard to find. Mew! Danke!)
 

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