The Red Hand of Doom!!

hero4hire said:
Duroin: Jump will be an auto-success with your extra speed. However if you wish to fight from I16 you need a successful Balance Check to stay on the boulder. You will have higher ground however. Or did you mean H16? From atop the bed.


Good catch, I meant H16 (atop the bed).
 

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Round One
20 Jonathan moves to J-16 Crusader’s Strike MISS! (How is he +11 on this attack?)
16 Virishal moves to J-12 Breath Weapon 14 damage
12 Wyrmlord Koth casts spell AoO from Jonathan MISS! Koth vanishes
7 Duroin moves to H-16 Targets I-17 rolls a 24 MISS! (Maybe for concealment maybe not)
7 Kirrg full moves to G-16

Condition Summary
Jonathan 13 damage
Virishal 13 damage, 9 rounds resistance.
Kirrg 13 damage

vraathkeep2a.jpg


The bugbear stands across the room from Sir Jonathan, now visible after the blinding flash of lightning. Luckily, Jonathan had heard the sound of a hostile spell being cast and was able to duck out of the way of most of the lightning bolt. He strides forward quickly, as holy energy arcs from his blade. "No," he cries, "you will be the one to fall Bringer of Evil!" He arcs his blade towards the Wyrmlord but it is met with a nigh-invisible field of force, deflecting his blow and nullifying its healing powers.

"By the Hells!" Virashil shouts as the electricity surges through her lithe frame. She was able to lurch out of the direct path of the onslaught, but severe burns are evident on her silvery-tan skin. "Someone will freeze for this!"

She scatters past Kirrg's massive frame in the doorway, trying to get a good look at her next victim.

She moves up slightly, hugging the wall and intones a few words of draconic and unleashes snow and ice upon the room, barely missing Jonathan. Everything in its path becomes covered in frost and icicles, including Wyrmlord Koth who appears to take the full brunt of the blast.

The Bugbear sneers and intones a few of his own arcane words and vanishes from sight. Jonathan's shortsword finds only empty air.

Duroin leaps into action as the threat asserts itself, charging across the room toward the bugbear. Rushing around the piles of rubble and boulders in the center of the room, the dwarf leaps atop the large bed at the end of the hall, slashing with his axe. His axe meets nothing but empty air as the Bugbear is nowhere to be seen.

Kirrg hears the distinctive cackle of electricity and immediately darts out of the way, belaying his hulking weight. Still the extreme heat of the blast burns as it blasts by, blackening some of his finely crafted armor. He growls, checks to see if his companions are okay, and then moves to the door leading into the tower proper.

Actions for round two?
 
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"Oh no you don't, you overgrown rat!" growls DUROIN, trying to determine the bugbear's location. He swings wide with axe and sword, hoping to strike the invisible foe.


Listen +3 to determine bugbear's location. If Duroin cannot determine where the bugbear is, he will target square H17 with his axe, and I17 with his shortsword. If he does determine where the bugbear is, he will aim both weapons at that square.

Waraxe +6 AND Shortsword +6
(+4 BAB, +2 STR, +1 Weapon Focus (Axe)/+1 Magic Shortsword, -2 for TWF, +1 goblinoid target)
 
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AC: 17; HP: 29/42

Kirrg snarls in anger, "Jonathan, throw some rocks in the area, hope they cover him with the dust. Virashil, be wary and alert! Our's will be the Red Hands, at the expense of this swine's blood!"

Kirrg will step onto H17 and unless Duroin is standing there, will swing with a 17 to hit dealing 13 if it hits, which I doubt. If by some random chance we outline the bugbear and know exactly where he is at, Kirrg will move to block him in and use the same attack.

Edit: Attacks: +3 BAB, +3 Strength, +1 WF, +1 Magic Weapon Spell. Isn't my weapon MW too? So technically I should have another +1? This attack I did +8, but that's including my domain spell I just cast. I'll look this over when I'm home tonight.

Damage: 1d12 + 1 1/2 Str + 1 Magic Weapon Spell = 5
 
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OOC: MW and Magic do not stack.
SRD said:
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
 


ethandrew said:
So when I don't have Magic Weapon active, I still get the MW bonus? I hadn't been counting that.

MW weapons do get a +1 attack bonus but no damage bonus or ability to overcome Damage Reduction. However you did not buy a MW Greataxe. :)
 

hero4hire said:
MW weapons do get a +1 attack bonus but no damage bonus or ability to overcome Damage Reduction. However you did not buy a MW Greataxe. :)

Ah ha! That's why I don't have that +1! This is why I should wait until I'm at home to start giving myself bonuses.
 

Virashil, Sorcerer 5, Hp: 8/21

Invisibility can be such a pain, Virashil thinks to herself, as she reaches into her belt pouch for her wand.

Quickly activating the wand, Virashil disappears from sight, keeping an attentive ear to any sounds or disruptions that may give a clue to the whereabouts of the electric-powered bugbear.

[D]sss[/D]
OOC:

Pull out Wand of Invisibility, turn self invisible. Two can play this game! :)

Listen +2, Spot +2
 

Sir Jonathan 42/55 0/10 DDP

Surrounded by the crumbling stone of the walls, and the large boulders nearby, Sir Jonathan is inspired and thrusts out with his blade, the force of an rockfall behind it. "For calling doom upon us, you sure like to hide a lot, come out a fight like a real warrior!"

Mountain hammer granted Target square in I17 with mountain hammer. Hopefully this wasn't wasted by concealment: 24 to hit 16 damage. If he doesn't reveal himself this turn, I'll start dusting the area.
 

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