Planes to Shape, Secrets to Keep... (Dromus)


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Illira -- 58/58 hp, AC 25, Fort +8, Ref +6, Will +7

So they want to play rough. Fine with me. Adinal is safe, good.

Illira moves closer to the enemy (move to square K3) and points her fingers at the 'guard' in I5. Her eyes flash and suddenly a fiery ray shoots from her fingertips at the target. She will dodge the first enemy, that attacks her.

DM:
Cast Scorching Ray, ranged touch attack roll 24, damage 14.
 
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HP=28/47; Fort=5, Ref=5, Will=8; AC=18; Stabilization pts=215/225

Damn it all to the Nine Hells! Thinks he can best me does he? Thinks I'll give up? Not without much cursing, spittle, and injury to him and his lackeys!


After being staggered and injured quite handily, Feiran still focuses the guantlet on the Fop, she makes a move within range and fires four rays of fire.


ranged touch attack=11, Damage=28
 
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DM:
Retroactive Psicraft check to make Time Hop look sufficiently like a teleportation effect: 26. Bluff check to assist Psicraft: 30. (Please work, NOT THE FACE!)
 

HP 49/56, AC 21, Fort 10, Ref 14, Will 5.

Cagthail strikes out against the guards remaining in front of him, trying first to disarm them before attacking one of them.

OOC: Full attack, disarm guard 1 (36) /disarm guard 2 (36) /attack guard 1 (18) damaging him 6 HP if it hits. A'soO will be used to keep them disarmed (+20) (or to disarm whoever else provokes one).

Damn, I wasted two Criticals on disarming. :( :D
 

Illira 21
Kestral 13
Guards 11
Adinal 9
Cagthail 7
Feiran 7
Captain 4
Narine 3


(OOC: You know what? I am *not* typing that whole thing again. :mad: Instead, the short version: )

Illira, guard 5 shoots you once for 6 damage. Cagthail, you take 5 points from being clobbered by a heavy mace, but disarm both guards. Your follow-up attack misses. Feiran, you miss the captain, but light a pile of crates on fire. In return, you get a nasty hit from a crossbow for 14 points. Illira's scorching ray hits the same guard that shot her. Guard 4 tumbles to where he is, and Guard 3 double-moves to where he is. The guard captain moves and presses himself against a pile of crates, out of sight. He saved against Narine's death urge.

Kestral -
Something's odd about the effect, but the captain is attempting to fabricate away the support struts of the office you're standing on to make a barrier across the back exit. He will be done doing so at the end of his next turn.

Any questions? :p
 

Attachments

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Illira -- 52/58 hp, AC 25, Fort +8, Ref +6, Will +7

Illira steps closer to guard #5 (5' step to J4) and swings at him twice with Heaven's Edge. Still dodging #5, unless she manages to strike him down, in which case she dodges the first enemy, who attacks her.

DM:
First attack: hit 32 (rolled a 19, confirm critical total result 15), damage 14 if not crit, add 15 to damage, if that was a crit (not likely - damn you, dice roller!). Second attack: hit 12 (probably a miss, roll 2d6+7 for me, if it was enough to hit).
 


Almost forgot. Cagthail -
Judging from their evident skill, you would say these guards are significantly better trained than you (i.e., they have a higher BAB). It's only raw talent and specialized training as a duelist that's keeping you on equal footing for now.
 
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