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S@squ@tch's Against the Giants - Team Gold

sorry, work got busy. here is his likely actions on seeing the giant:

Code:
Weapon  Attack Damage Critical Range
Long sword  +11/+6 1d8+4 19-20/x2
Light Crossbow  +9 1d8 19-20/x2 80 ft

round 1: crossbow, drop crowbow and draw sword9round two) attack with sword on round two and beyond. if I do not get to the actual rolls, thengo ahead. I may not be back on line for a couple of days kind of busy, you see.
 

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Deric

The cloaked man whispers to the others,"Dregon, you go and direct the giants attention to yourself and cross the hallway, I'll stay behind and bring a few more over with me to aid you on that side if needed."
[sblock=Dregon]
You and Deric have used his teleportation like ability "Flee the Scene" many times in the past to achieve strategic advantage, so you understand what he is saying.
[/sblock]

ooc: sorry for the delay, hope to get this updated tomorrow. But the party has won initiative and acts first as the giant reaches the "T" in the intersection
 


Map for Combat attached.

Initiative is party then giant. Highest initiative mod PC's act before others.
 

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OOC: OK, lets see if i get this right .. .. .. ..

Casting defenssively, Dori calls upon THE SOVEREIN HOST! to do a holy smack down on the giant.

cast Holy smite
[sblock=d20srd]
Holy Smite
Evocation [Good]
Level: Good 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
[/sblock]
dc:19
Init is +1 (forgot that . sorry)
 
Last edited:

Chardarran grimaces as the foul giant rounds the corner. "Strike with the speed of dragons," he intones as part of another spell. A rush of energy fills the warriors about to face down the giant.

[sblock=OOC]
Init mod +3.
Cast Haste, affecting Dori, Dregon and King Grommet.
And sorry about taking so long to respond to stuff... :blush:

Char
AC 17 HP 38/49; F +5, R +8, W +7
AP: 9
Dragoncast: used 1/3

Spells Per Day:
Lvl 0 Spells: ( ) ( ) ( ) ( ) ( ) ( )
Lvl 1 Spells: (X) (X) (X) (X) ( ) ( ) ( ) ( )
Lvl 2 Spells: (X) (X) ( ) ( ) ( ) ( ) ( ) ( )
Lvl 3 Spells: (X) (X) ( ) ( )
[/sblock]
 

King Grommet, HP 82/85, AC 31, saves F+12/R+2/W+10 AP 7/9
OOC: Waiting for Dreggen to step in so King Grommet has a flank, he is faster than KG anyway.

[sblock=Actions]Swift: ...
Standard: Ready a charge
Move: ...
Free: Speak[/sblock][sblock=Granted Maneuvers]Grey=Granted
White=Witheld
*=Spent

Granted Powers (1,2,5)

1 Divine Surge
2 Stone Bones
3 Revitalizing Strike
4 Shadow Jaunt
5 Shield Block[/sblock][sblock=OOC]Turn Undead attempts 4/5
Heart-seeking Amulet 2/3

Remember KG's Shield Block power for any ally that is adjacent to him (+9 shield bonus to AC).

*A little set of arms flip up out of the collar of the armored suit raising a broken sprocketed-wheel over its goggled, full helmet like a crown and plays a 4-note royal tune with some unseen tin horn within the wheels and gears of the armor before it folds itself back away whenever King Grommet says his name.

King Grommet[/sblock]
 


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