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


log in or register to remove this ad


Cagthail - One Perception check is free of charge, but all three will cost you a move action as you try to get a good luck and process the information. They're all high enough to get you some kind of useful information, though not necessarily every pertinent bit of info.
 

Illira, 26/58 hp, AC 25, Fort +8, Ref +6, Will +7

Illira hobbles as the bolt pierces her armor. The sharp pain almost makes her drop the sword, but gritting her teeth she looks up again. The glow in her eyes intensifies as she stares at the guards. "You will pay for that," she hisses pressing the attack on guard #5. Taking a 5' step to K5, before attacking. Dodging anyone, who attacks her first.

DM:
Using 3 BAB with Power Attack. First attack, 28 (roll 18, confirm crit result 19.). Damage 21, if crit add 17 more. Second attack, 15 (must be a miss.).
 
Last edited:

HP=12/47; Fort=5, Ref=5, Will=8; AC=18; Stabilization pts=200/225

This is not going well. At least Terak is here.

Wincing slightly, Feiran looks relieved to see that her Terak and Eron are here. She says: "Terak activate device: guantlet's of the iron ogre, and attack guard 3."

After Feiran gives the order to Terak, she goes into full defensive.

DM-
Terak does a full attack action agianst the guard. His attack rolls are also under Feiran with a note. Damage: claws=27, damage: bite=13

Terak- HP=43/49, Fort=8, Ref=8, Will=3; AC=21; STR=32
 
Last edited:

{OOC: Cagthail's turn from last round:}

As Cagthail winces in pain from the alchemical attack he has been subjected to, he catches a glimpse of the equipment the guards keep under their cloak, ready for use. You see one more elemental cluster, a tanglefoot bag, and a stone marked with a rune you don't recognize.

Turning you attention to the poor isolated soul in front of you, you join in on Kestrel's attack, lashing his cloak to tatters as you try to wear down his defenses. This guy's almost taken enough damage to drop you, and he still seems game for a fight. Does that shake your confidence?
 

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

Cagthail speaks up to the guards even while continuing his attack. "This has gone on for long enough, your foolish leader has fallen along with one of your own. Stand down now, and leave in peace. Know that, whatever your captain's fancies might have told him, we have done nothing illegal to call for this attack."

OOC:
If guard #4 doesn't fall to Kestral's and my attacks, no mention of him would be made of course. (And my confidence would be shaken indeed. :eek: )

Actions, in order of preference:
1) Attack #4 until he falls. (0, 1, or 2 half-actions).
2) Move to E2, or some similar square if #2 has moved away. (1 MA)
3) Attack #2. (1 SA)
(Either you roll for me or you let me know which happens so I'll do it.)

If #4 hurts me badly, I might have to reconsider the last two.

Diplomacy 9 (natural 1, sigh), Intimidate 11, Bluff 20 (As he isn't sure whether they are actually innocent)
 
Last edited:

*Narine casts about for the quickest exit route, and then tries to blast the nearest guard that may interfere into a handy wall or pile of debris.*

[OOC - Wild surging an electrical energy push for 15 points of damage. Reflex half, DC 24. 15% for surge check. 23 to hit with the ray.]
 

{OOC: Check out the OOC thread after this. In light of the amount of time this is taking (i.e., much more than I think it should), I will be changing how combat rounds are handled.}

Illira 21
Kestral 13
Guards 11
(Adinal 9)
Cagthail 7
Feiran 7
Terak (Eron) 6
Mathilde 6
(Captain 4)
Narine 3
Flaming Warehouse 1


Illira, eyes burning like infernal gems, savagely attacks the guard who has wounded her. Heaven's edge comes whistling down on the guard's shoulder, crumpling the armor there with a painful screech of metal on metal. He gasps momentarily at the wound, and you can hear a slight grunt of pain whenever he moves his arm.

(OOC: 21 damage. He's pretty badly hurt, but not out of the fight yet.)

Kestral, meanwhile, is doing his level best to finish off another guard. With a series of heavy blows, you manage to put him on his last legs. There's a bit of strength left in him, but with Cagthail and the elephant girl standing behind you, you doubt that will last much longer.

(OOC: While you are using a weapon in two hands, Kestral, you are not using it as a two-handed weapon, so you don't get strength-and-a-half for damage. This reduced your damage by 8 points, but still pretty nasty. I'm sorry I didn't catch it earlier.)

Rallying momentarily from the abuse, the guard staggers past Kestrel with a single lurching step, even as Kestral attempts to land the decisive blow. He leana against the wall, still defiant, with his weapon at the ready and raised to parry any further attacks. The two unarmed guards that Cagthail had dealt with earlier, seeing the plight of their fellow, produce tanglefoot bags from their belts and hurl them at him. With a wet splorch, Cagthail finds himself practically entombed in the stringy green substance, although he does manage to avoid the embarassment of being glued to the floor. Across the room, the guard Illira wounded drops his crossbow and lunges at her with his mace, favoring his wounded arm. He lands a blow, but Illira is so enraged that she hardly seems to notice. The guard behind him, meanwhile, steps backwards and draws a bead on Narine, clearly wanting to avoid any future lightning-related unpleasantness.

(OOC: Cagthail, they both hit you, but you made the saves to avoid being glued to the floor. The second one was exactly the DC of 15, though. Illira takes 9 lethal damage and 2 nonlethal damage.)

ADINAL TIME HOP COUNTER: 0 (ACTS NORMALLY NEXT ROUND)

Cagthail moves to press his attack on the most wounded of the guards before issuing his ultimatum to the whole lot of them. In a stunning display of swordsmanship, made somewhat less stunning by the webbing of slime hampering his attacks, Cagthail hammers through the guard's upraised mace, and virtually runs him through. The guard collapses against the wall, conscious, but on his last legs.

(OOC: I really need to stop rolling for you guys... poor NPCs... :uhoh: Anyway, you got one natural 20 for 9 points enough of damage, enough to put the guard in disabled territory.)

At Feiran's signal, the large tiger who is a newcomer to the fight bounds to the top of a nearby pile of crates and slinks along them, before coming to a momentary stop baring his fangs at the offending guard below.

(OOC: Since guard 3 moved, Terak doesn't get an attack this round. He'll be able to make a full attack next round with pounce, however. Terak is the strange mass of Ts and ts on the map, atop two D-size piles of crates.)

Mathilde, seemingly stupefied by the confusion, is very slow to attack. She swings her mace down toward the guard in front of her, but he quails from her giant mace and avoids the attack through sheer luck.

(OOC: Rolled under "Adinal", you slow, slow person. :mad: )

Narine looks about for the nearest exit, but doesn't spot one. As far as you know, the exit to the bar is still intact, but it's all the way over there and you are all the way here. Well, there's always the hard way...
With a snap of thunder, a bolt of energy arcs around Narine's fingers at the same time that a bolt of crossbow springs from the weapon of the guard who has been waiting for just this event. The bolt darts across the room and snags Narine's leg on its way past. It seems to hit with much less force than you were expecting, but the damage is still enough to cause Narine's lightning attack to dissipate.

(OOC: Narine takes 9 damage from the attack. I rolled a Concentration check for you, and got a 4. :( Sorry. Also, a question about the 15%. I take it you want me to roll it? Also, does wild surge kick in if the effect is disrupted?)

The fire in the center of the warehouse continues to worsen, crackling over the din of battle. There seems to be something not-entirely-flammable in there as well, because it's putting off a huge amount of choking black smoke, further obscuring events.

(OOC: It's basically a half-strength pyrotechnics at this point. Everyone within 20 feet of the little fs make a Fortitude save to avoid suffering a -2 penalty on Strength and Dexterity. Everyone in the area also has concealment.)

(OOC: I think that's everything. Also, since rounds are actually more-or-less simultaneous affairs, I'm letting everyone demand surrender or whatever you want to do, along the lines of what Cagthail said, if you so choose. Lowering your weapons will give a -2 penalty to your first attack next round, but a +2 bonus on any checks made to convince them to stop trying to kill/capture you.)
 

Attachments

Last edited:

I didn't use str 1.5. It's str 18 from surge, for +4, +2 specialization, +1 enhancement on primary attacks from magic.

Fort save 14

Also Kestral should be at 4 lethal, 1 non-lethal as per his planar touchstone ability.
 
Last edited:

Remove ads

Top