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  1. - Top - End - #181
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus

    Kilus follows, looking at how light sources propagate out. "Is it safe to use a lot of lighting here, or will we just be lighting a beacon saying "People are here"?"

  2. - Top - End - #182
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin, stopping to look, turns back to the group. Pointing to his left, he makes a motion with one arm, like a snake wiggling or river flowing. Pointing to his right, he puts his arms together the separates them, to show the group the path splits. Once they understand him, he begins to move towards his right, as he shifts his chain to his right hand and pulls out a javelin.

    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 20
    HP ~ 51; Current ~ 51
    AP ~ 6; Current ~ 6

    Move to AJ-30 and see what he can see.


    Effects ~
    Crusader
    + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    +Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    +Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    -- Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.
    Swordsage -
    0 + Flashing Sun : Gain extra attack.
    0 + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    Stance - Child of Shadow : You gain concealment as long as you move.


  3. - Top - End - #183
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William replies quietly, "Probably safe. The shadows seem to swallow up anything far off ... I doubt this light could even be seen fifty paces away."

    Seeing Savin prepare a javelin, William does the same, his jaw tightening at the prospect of violent danger.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  4. - Top - End - #184
    Ettin in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony just follows at a distance, though he is somewhat annoyed by Saving being very difficult to see. Anthony also keeps looking around to be aware of at least the area, if not of the inhabitants.

  5. - Top - End - #185
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin moves forward, keeping a watchful eye around him. In the courtyard he spies many more trees -blueleafs and black cypresses, each with gloomy lanterns hanging from their branches.

    At the southern end of the island, in addition to the ruined gatehouse, you see through the shadows a jetty extending out over the water of the bayou.

    Spoiler: Map
    Show


    All light radiuses halved.

    The place is gloomy - those with normal vision can ordinarily see up to 60ft as shadowy light (ie concealment) with darkness beyond. Double the range to 120ft for lowlight vision.

    The lantern in the tree provides bright light to 10ft radius.

  6. - Top - End - #186
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    "Lanterns - they must require fuel unless they're magical. Someone may be here."

  7. - Top - End - #187
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Squatting to check the tracks on the path, Savin then proceeds to move forward, keeping as silent as possible as the odd world gives him the creeps.

    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 20
    HP ~ 51; Current ~ 51
    AP ~ 6; Current ~ 6

    Move to AO-25

    (1d20)[19] +5 if its Search or +11 if its spot to see if he notices any tracks.
    Effects ~
    Crusader
    + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    +Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    +Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    -- Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.
    Swordsage -
    0 + Flashing Sun : Gain extra attack.
    0 + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    Stance - Child of Shadow : You gain concealment as long as you move.

  8. - Top - End - #188
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin pauses to check for signs of passage in the pathway and surrounding muddy courtyard. There are fairly recent imprints of several types present - human footprints as well as slighter prints presumably from the elfin shadar-kai. Also the distinctive clawed prints of the mostly-skeletal Shadowscale lizardfolk creatures. More puzzling are very recent clawed prints that appear to be from a great cat roaming the yard - a large feline creature. It's not clear if it's a quadruped or bipedal. You see signs of both sorts of movement.

    On closer inspection the lanterns hanging from the trees are not giving off any scent or other signs of combustion, suggesting that they must be magical lights. Observing the nearby area he sees the path circle through the spooky overgrown courtyard before heading through the ruins to the (presumed) northwest.

    On the way the path branches to the ruined gatehouse to the southeast, in even worse condition than the main body of the keep. Portions of the walls still stand, serving to hold up a dilapidated makeshift roof of split planks. Past the gatehouse the pathway also branches southwest to the jetty. An ungainly keelboat is now visible moored at the jetty. Benches for rowers sit low in the water and you can make out several skeletal-looking figures motionless at the oars. A small lantern hangs from the vessel's bare mast and another from the bowsprit. Out in the water you can make out a beacon of pallid light - a channel marker of some kind.

    Checking the tracks again the humanoid tracks seem to lead only toward the moored vessel, while the lizardfolk tracks lead in the direction of the gatehouse and to the northwest trail but not toward the boat. The large feline prints are more chaotic and seem to criss-cross the general area.

    Spoiler: Map
    Show


    All light radiuses halved.

    The place is gloomy - those with normal vision can ordinarily see up to 60ft as shadowy light (ie concealment) with darkness beyond. Double the range to 120ft for lowlight vision.

    The lantern in the trees provide bright light to 10ft radius.

  9. - Top - End - #189
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William follows a few paces behind Savin into the courtyard. He glances up at the sky, wondering whether he'll see stars or a moon.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  10. - Top - End - #190
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Pausing and considering, Savin makes his way back to the group. "I think there is something prowling... stalking about. Humanoids went towards the boat, while lizardfolk went that way." as he points towards the gatehouse and ruins to the northwest. "Pretty wide open area, so we'd be exposed for some time. Do we deal with the lizardfolk and whatever is hunting the area first or move to the boat? I don't relish having a group behind us and getting caught between a hammer and anvil." he says emphatically.

    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 20
    HP ~ 51; Current ~ 51
    AP ~ 6; Current ~ 6



    Effects ~
    Crusader
    + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    +Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    +Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    -- Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.
    Swordsage -
    0 + Flashing Sun : Gain extra attack.
    0 + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    Stance - Child of Shadow : You gain concealment as long as you move.

  11. - Top - End - #191
    Ettin in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "I'd rather kill everything that moves, provided it does not run away sufficiently fast, then report to Purple Dragons before venturing forth. No strong preference about the order, but might as well start with the main building. Securing the boat ahead of other things also makes sense, provided there is understanding that we don't intend to just leave on it."

  12. - Top - End - #192
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William looks skyward, seeing neither stars not moon, just the perpetually greying featureless dusky heavens. His observations interrupted by Gathan's response to Kilus.

    "Yesss, I like this plan. We will kill everything we find." He flexes his talons, tongue darting in and out as he looks around for targets.

  13. - Top - End - #193
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William looks at the decaying building. "Well, it's held up this long, I suppose it probably won't suddenly collapse on us. Let's just try to avoid bumping into the walls ..." He laughs, a sound very out-of-place here. "Lead the way."
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  14. - Top - End - #194
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin looks a William, a bit disconcerted by his reaction, before arching his eyebrows as he shakes his head in agreement before moving off.


    Spoiler
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    Savin
    AC ~ 20 Current ~ 20
    HP ~ 51; Current ~ 51
    AP ~ 6; Current ~ 6

    Move to AW-30, if he doesn't spot anything in that area, he moves towards BA-23.

    Effects ~
    Crusader
    + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    +Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    +Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    -- Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.
    Swordsage -
    0 + Flashing Sun : Gain extra attack.
    0 + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    Stance - Child of Shadow : You gain concealment as long as you move.

  15. - Top - End - #195
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin moves through the gloomy orchard toward the collapsed gatehouse. The rest of your group follow closely behind, wary of this unnatural place and not quite sure what to expect.

    As you approach the ruined building you detect a shuffle of movement and see the telltale glittering twin pinprick eyes of undead Shadowscales lurking in the shadows. With a hissing of hatred multiple forms within heft crude greatclubs of wood and bone...

    Spoiler: Initiative
    Show
    Tem (1d20+3)[22]
    Sav (1d20+3)[19]
    Ant (1d20+3)[15]
    Kil (1d20+3)[19]
    Wil (1d20)[1]
    Gathan (1d20-1)[4]
    Halish (1d20-1)[4]
    Shadowscales (1d20)[5]

    Spoiler: Map
    Show


    All light radiuses halved.

    The place is gloomy - those with normal vision can ordinarily see up to 60ft as shadowy light (ie concealment) with darkness beyond. Double the range to 120ft for lowlight vision.

    The lantern in the trees provide bright light to 10ft radius.


    => Party (excl. William)

  16. - Top - End - #196
    Titan in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus

    Kilus moves forward to get a better view, then shakes his head. He mutters a short incantation, and a ball of flame appears at his hand with a flare of light. He throws it at one of the creatures, where it connects with a sizzling sound.

    Spoiler
    Show

    Move to AS28, Produce Flame (7 minutes/7 attacks).
    Ranged attack (1d20+8)[27]
    Damage (1d6+7)[13] fire damage.
    Crits (1d20)[16], (1d6)[6] One off from a crit, but max damage. Not bad.
    Last edited by J-H; 2020-12-20 at 11:20 AM.

  17. - Top - End - #197
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Before the creatures can react, Savin quickly circles around, knowing Anthony can block up the one hole, as he hopes to do the same on the other side.
    As the creatures come back into sight, he launches his javelin before shifting his chain from one hand to both.


    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 20
    HP ~ 58; Current ~ 58
    AP ~ 6; Current ~ 6
    Rages (1) ~

    Move to AY-28

    Throw javelin at AY-30
    (1d20+10)[27]
    (1d6+4)[8] + skirmish (1d6)[3]

    Crit 20/x2
    (1d20+10)[23]
    (1d6+4)[9]

    Granted Maneuvers (1d5)[3] and (1d4)[3], and, in case of duplicate (1d4)[3] and/or (1d4)[4]
    1 - Crusader's Strike
    2 - Vanguard Strike
    3 - Mountain Hammer
    4 - Douse the Flame
    5 - Battle Leader's Charge

    Effects ~
    Stance - Child of Shadow: You gain concealment (20%) as long as you move.
    × Rage: You can fly into a screaming frenzy once per encounter; up to 1
    time per day. This gives +4 to Strength and Constitution; +12 hit points;
    and a +2 morale bonus to Will saves but gives a -2 penalty to AC. You
    cannot use any skills that require patience or concentration while enraged.
    Your rage lasts up to 7 rounds.
    - Crusader's Strike: Successful attack allows you to heal 1d6+3.
    - Vanguard Strike: Allies gain +4 bonus on attacks against the target.
    - Mountain Hammer: Deal +2d6 damage, overcome DR and hardness.
    - Douse the Flame: Target cannot make attacks of opportunity for 1 round.
    - Battle Leader's Charge: No attacks of opportunity while charging, deal +10 damage.
    - Iron Guard's Glare: Enemies take a -4 penalty on attacks against your allies.
    Swordsage -
    - Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 Flashing Sun: Gain extra attack.
    0 Mighty Throw: Grab foe, throw him up to 10 ft.
    - Baffling Defense: Use Sense Motive check to dodge the attack.
    0 Cloak of Deception: Turn invisible until the end of your turn.
    0 Shadow Jaunt: Teleport 50 ft. through shadows as a standard action




  18. - Top - End - #198
    Ettin in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony says a word and his sword and his shield burst aflame. Anthony then charges forward at an undead lizardfolk.

    Spoiler
    Show
    Free: know (religion): (1d20+15)[26] (inc. collector of stories +5) -> actual bonus +3 to attack and damage, of which only +1 is already included below
    Swift: zap a charge of blades of fire
    Full-round: charge to AW31

    Sword: (1d20+16)[29] for (1d8+5)[8] slashing cold iron and (1d8)[4] fire (incl. charge +2 and know devotion +1 which should be +3; also not included +4 damage from Wil's stance)
    Granted next: (1d3)[1]

    Iron Guard's Glare in effect. While you are in this stance, any opponent that you threaten takes a -4 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of the consequences of the stance.
    Last edited by u-b; 2020-12-24 at 12:59 PM.

  19. - Top - End - #199
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus hurls a ball of fire which explodes upon the lead shadowscale, engulfing it for 13 fire damage. Anthony charges straight in chopping at the creature for 14 damage cutting it down in a smoldering heap. Meanwhile Savin circles around the side tossing a javelin at a hissing foe for 11 damage. Next to him he sees a crude wooden cage and inside it, hands tied and bound to a stout wooden post, is a single live lizardman. It's eyes widen at the chance of salvation and it struggles against its bonds.

    The shadowscales surge forward, some swinging their jagged clubs others throwing crude javelins. Somehow in the chaos you are all unscathed. With a harsh guttural growl another steps forward out of the shadows, a great huge beast as large as an ogre, eyes glowing like embers and shadows cloaking it. Its massive club arcs down sending masonry and timbers crashing with its huge strength, the blow thankfully dodged by Anthony even as he also wards away its snapping jaws!

    Gathan, former leader of the Sharptooth tribe, rushes forward next to Anthony to engage his hated foes, claws slashing. Just behind, Halish invokes a prayer to Mystra bolstering all of you with courage and determination.

    Spoiler: Rolls & info
    Show
    Sorry, I can't recall who has light sources. If you could remind me please that would be great. Pretty sure Anthony does...here's some checks just in case
    Kilus 20% miss (1d100)[53]
    Savin 20% miss (1d100)[14] Miss?

    Shadowscale vs Savin
    javelin (1d20+3)[18] damage (1d6+5)[7]

    Shadowscale vs Anthony
    javelin (1d20+3)[14] damage (1d6+5)[11]

    Shadowscale vs Savin
    greatclub (1d20+6)[13] damage (1d10+11)[18]

    Shadowscale vs Anthony
    Charge! greatclub (1d20+8)[21] damage (1d10+11)[13]

    Blackscale Shadowscale vs Anthony
    Greatclub (1d20+6)[19] damage (2d8+17)[25]
    Bite (1d20+4)[9] damage (1d6+7)[10]

    Gathan vs shadowscale
    move 30ft
    claw (1d20+6)[16] damage (1d4+3)[4]

    Halish
    move 20ft
    cast bless

    Spoiler: Map
    Show


    All light radiuses halved.

    The place is gloomy - those with normal vision can ordinarily see up to 60ft as shadowy light (ie concealment) with darkness beyond. Double the range to 120ft for lowlight vision.

    The lantern in the trees provide bright light to 10ft radius.


    => Party

  20. - Top - End - #200
    Ogre in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Temiryl advances towards the decrepit building, gesturing and speaking words of arcane power. She flicks a pinch of dust at the group of undead lizardfolk, which burst into a cloud of brightly glittering sparkles.

    Spoiler: Actions
    Show
    Move 30' to AU29.

    Cast Glitterdust at intersection AY32-AZ33, Will save DC16 vs blinding.

    Punishing Stance active.
    Last edited by Dexam; 2020-12-27 at 09:56 AM.

  21. - Top - End - #201
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    Default Re: The Tearing of the Weave (IC) Pt 2

    As he narrowly avoids the returning javelin, having to duck low but popping right back up as whirls his chain high in a feint only to lash out low to try and drag the shadow spawned creature from its feet.
    " 'Ware the back! Don't let them circle around!" he calls out to his friends.

    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 20
    HP ~ 58; Current ~ 58
    AP ~ 6; Current ~ 6
    Rages (1) ~

    Full Round
    Trip attack AY-29 with his spiked chain
    (1d20+14)[28] touch attack

    If successful, opposed strength check
    (1d20+12)[16]includes +4 for Jotunbrud and +4 from Improved Trip


    If successful, follow up attack granted by Improved Trip
    (1d20+18)[34]includes +4 for prone

    Damage
    (2d4+7)[10]

    Critical 20/x2
    (1d20+18)[38] includes +4 for prone
    (2d4+7)[11]

    Trip attack AY-29 with his spiked chain
    (1d20+9)[25] touch attack

    If successful, opposed strength check
    (1d20+12)[24]includes +4 for Jotunbrud and +4 from Improved Trip


    If successful, follow up attack granted by Improved Trip
    (1d20+13)[20]includes +4 for prone

    Damage
    (2d4+7)[10]

    Critical 20/x2
    (1d20+13)[15] includes +4 for prone
    (2d4+7)[9]

    Granted Maneuvers (1d3)[2]
    1 - Crusader's Strike
    2 - Vanguard Strike
    3 - Battle Leader's Charge

    Effects ~
    Stance - Child of Shadow: You gain concealment (20%) as long as you move.
    × Rage: You can fly into a screaming frenzy once per encounter; up to 1
    time per day. This gives +4 to Strength and Constitution; +12 hit points;
    and a +2 morale bonus to Will saves but gives a -2 penalty to AC. You
    cannot use any skills that require patience or concentration while enraged.
    Your rage lasts up to 7 rounds.
    - Crusader's Strike: Successful attack allows you to heal 1d6+3.
    - Vanguard Strike: Allies gain +4 bonus on attacks against the target.
    0 Mountain Hammer: Deal +2d6 damage, overcome DR and hardness.
    0 Douse the Flame: Target cannot make attacks of opportunity for 1 round.
    - Battle Leader's Charge: No attacks of opportunity while charging, deal +10 damage.
    - Iron Guard's Glare: Enemies take a -4 penalty on attacks against your allies.
    Swordsage -
    - Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 Flashing Sun: Gain extra attack.
    0 Mighty Throw: Grab foe, throw him up to 10 ft.
    - Baffling Defense: Use Sense Motive check to dodge the attack.
    0 Cloak of Deception: Turn invisible until the end of your turn.
    0 Shadow Jaunt: Teleport 50 ft. through shadows as a standard action

  22. - Top - End - #202
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William brings his bright light and his Celestial song into the heart of the fray, coating his allies' weapons with glimmering ice.

    Spoiler: mechanics
    Show
    I'll strike up a Dragonfrost Inspiration, +d6 cold damage for weapons and +1 to save against charm/fear. Move to AW30 ... no relation to WD-40; that'd be a grease spell. At least two of the shadowscales should now be in bright light from my continual flame.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  23. - Top - End - #203
    Ettin in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    As Anthony's sword and shiend chill, he lights them ablaze again. Strangely, the effects do not cancel each other. Instead, the cold stays on the inside, surrounded by the burning flame. Then Anthony attacks the big one.

    Spoiler
    Show
    Anthony had 21 AC for the round because of his charge, so I believe the counter-charge should hit. I proceed with this assumption.

    Step to AW32 only if the big one would otherwise have cover
    Flashing sun full attack (one extra attack, all at -2 to hit)
    Longsword (1d20+17)[37] for (1d8+9)[16] slashing cold iron, (1d6)[2] cold and (1d8)[5] fire (includes flashing sun -2, bless +1, furious counterstrike +2, know devotion +3)
    Longsword (1d20+17)[32] for (1d8+9)[14] slashing cold iron, (1d6)[2] cold and (1d8)[1] fire (includes flashing sun -2, bless +1, furious counterstrike +2, know devotion +3)
    Longsword (1d20+12)[19] for (1d8+9)[15] slashing cold iron, (1d6)[1] cold and (1d8)[3] fire (includes flashing sun -2, bless +1, furious counterstrike +2, know devotion +3)
    Longsword confirm: (1d20+17)[23] for (1d8+9)[12]

    Granted next: (1d2)[1]
    Last edited by u-b; 2020-12-29 at 07:40 AM.

  24. - Top - End - #204
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Temiryl moves forward, a poof of shimmering sparkles bursting among the foul undead, blinding one of them. Savin strikes at another, his chain striking true despite the shadows but he can't wrestle the unnaturally strong creature to the ground.

    William advances up behind Anthony and Gathan with his celestial powers infusing your weapons with powers of frost. Anthony lashes out at the great creature looming over him. Unperturbed by its massive lethal attacks he chops at one huge leg for 23 damage sending it stumbling and follows up with a fatal blow to its neck for 17 damage the hulking undead monster crashing to the ground. That foe dealt with he spins and with a backhand blow strikes at the nearby blinded Shadowscale for 19 damage.

    Spoiler: rolls & info
    Show
    Will save DC16 vs Glitterdust
    (1d20+1)[3] the shadowscale vs Anthony is blinded
    (1d20+1)[20]
    (1d20+1)[16]

    Sav miss chance 20% (1d100)[22]
    vs trip DC16 (1d20+5)[16]

    Sav miss chance 20% (1d100)[86]
    vs trip DC24 (1d20+5)[25]

    Spoiler: Map
    Show


    All light radiuses halved.

    The place is gloomy - those with normal vision can ordinarily see up to 60ft as shadowy light (ie concealment) with darkness beyond. Double the range to 120ft for lowlight vision.

    The lantern in the trees provide bright light to 10ft radius.


    => Kilus

  25. - Top - End - #205
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    Kilus moves around to the western edge, and, looking in, casts a spell. The silvery-white light of the moon coalesces around the flame in his right hand, before shooting out in a bolt that connects the two closest shadowscales.

    Spoiler
    Show

    Move to AW27. Casting Moon Bolt on the two closest shadow scales.
    A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4) (2d4)[5]. If the subject makes a successful Fortitude saving throw DC 19, the Strength damage is halved.

    An undead creature struck by a moon bolt must make a Will save DC 19or fall helpless for (1d4)[4] rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next minute.
    Last edited by J-H; 2021-01-09 at 03:17 PM.

  26. - Top - End - #206
    Ettin in the Playground
    Join Date
    Mar 2013
    Location
    NZ

    Default Re: The Tearing of the Weave (IC) Pt 2

    Beams of pearly moonlight shoot from Kilus, bathing the two closest shadowscales in shimmery light that causes them to collapse, overwhelmed. The remaining two advance on Anthony clubs raised high. One swings and misses but the other, even blinded and covered with glittering magical substance, manages to catch him for 12 damage.

    Halish, seeing the way blocked into the ruined gatehouse, circles around past Kilus and Savin to join Gathan, morningstar raised high. Gathan meanwhile lashes out, talons tearing into a shadowscale for 5 & 7 damage.

    Form the pier to the west, not too far away, comes a snarling growl. Those of you not engaged in the gatehouse see a couple of beasts rise to their feet on the foredeck of the strange boat, shadowy somewhat formless lizard or canine-like beasts alerted by the sounds of battle. They snap and snarl from where they are and you observe that each of the creatures has two heads - two sets of snapping jaws each!

    Spoiler: rolls & info
    Show
    Shadowscales Will DC19 vs moonbolt
    (1d20+1)[14]
    (1d20+1)[13]

    blind shadowscale vs Anthony
    greatclub (1d20+6)[25] damage (1d10+11)[12] miss 1-50 (1d100)[73]
    bite (1d20+3)[4] damage (1d4+4)[6] miss 1-50 (1d100)[57]

    shadowscale vs Anthony
    move to AW31
    greatclub (1d20+8)[14] damage (1d10+7)[8]

    Halish
    double move

    Gathan vs shadowscale
    claw (1d20+7)[27] damage (1d4+3)[4] + cold (1d6)[1]
    crit? (1d20+7)[16] damage (1d4+3)[6]
    claw (1d20+7)[14] damage (1d4+3)[4] + cold (1d6)[1]
    bite (1d20+5)[18] damage (1d4+1)[5] + cold (1d6)[2]

    Spoiler: Map
    Show


    All light radiuses halved.

    The place is gloomy - those with normal vision can ordinarily see up to 60ft as shadowy light (ie concealment) with darkness beyond. Double the range to 120ft for lowlight vision.

    The lantern in the trees provide bright light to 10ft radius.

    1 shadowscale is blinded, 2 are helpless


    => Party
    Last edited by Ghostfoot; 2021-03-27 at 02:25 PM.

  27. - Top - End - #207
    Ettin in the Playground
     
    u-b's Avatar

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    Default Re: The Tearing of the Weave (IC) Pt 2

    "More of the same, Gathan! Let's finish them off." Having incited some more violence, Anthony proceeds to "finish them off", swinging his sword at the nearest shadowscales.

    Spoiler
    Show
    WRT Gathan. Starting with AW32. If it is kiled, step to it's place. Subsequent flanking with Gathan not included.

    Longsword (1d20+19)[23] for (1d8+9)[12] slashing cold iron and (1d6)[3] cold (bless +1, furious counterstrike +2, know devotion +3)
    Longsword (1d20+14)[27] for (1d8+9)[15] slashing cold iron and (1d6)[3] cold (bless +1, furious counterstrike +2, know devotion +3)

    Iron Guard's Glare in effect. While you are in this stance, any opponent that you threaten takes a -4 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of the consequences of the stance.

    => Gathan (again)
    Last edited by u-b; 2021-01-23 at 08:18 AM.

  28. - Top - End - #208
    Ettin in the Playground
    Join Date
    Mar 2013
    Location
    NZ

    Default Re: The Tearing of the Weave (IC) Pt 2

    With a flurry of masterful sword strokes Anthony cuts down the two shadowscales facing him. Inspired by his dominance, Gathan falls on one of the overwhelmed undead, ripping into it for 20 damage. It twitches, still clinging to unlife but utterly helpless.

    Spoiler: info
    Show
    Gathan vs helpless shadowscale
    claw (1d20+7)[16] damage (1d4+3)[7] + cold (1d6)[2]
    claw (1d20+7)[27] damage (1d4+3)[5] + cold (1d6)[2]
    bite (1d20+5)[8] damage (1d4+1)[2] + cold (1d6)[2]

    The only two shadowscales left are helpless.

    @u-b, you may still 5ft step if you wish


    => Party (excl. Anthony)

  29. - Top - End - #209
    Titan in the Playground
    Join Date
    Dec 2010
    Gender
    Male

    Default Re: The Tearing of the Weave (IC) Pt 2

    Seeing Kilus disable the only two left, Savin pounces on the nearest as he pulls out some rope from his pack, working to hog-tie the undead. "Do we think we can extract any information? Or do we send them back to the land of the dead?"

    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 20
    HP ~ 58; Current ~ 58
    AP ~ 6; Current ~ 6
    Rages (1) ~

    Use rope
    (1d20+3)[6]

    Granted Maneuvers (1d2)[2]
    1 - Crusader's Strike
    2 - Battle Leader's Charge

    Effects ~
    Stance - Child of Shadow: You gain concealment (20%) as long as you move.
    × Rage: You can fly into a screaming frenzy once per encounter; up to 1
    time per day. This gives +4 to Strength and Constitution; +12 hit points;
    and a +2 morale bonus to Will saves but gives a -2 penalty to AC. You
    cannot use any skills that require patience or concentration while enraged.
    Your rage lasts up to 7 rounds.
    - Crusader's Strike: Successful attack allows you to heal 1d6+3.
    0 Vanguard Strike: Allies gain +4 bonus on attacks against the target.
    0 Mountain Hammer: Deal +2d6 damage, overcome DR and hardness.
    0 Douse the Flame: Target cannot make attacks of opportunity for 1 round.
    - Battle Leader's Charge: No attacks of opportunity while charging, deal +10 damage.
    - Iron Guard's Glare: Enemies take a -4 penalty on attacks against your allies.
    Swordsage -
    - Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 Flashing Sun: Gain extra attack.
    0 Mighty Throw: Grab foe, throw him up to 10 ft.
    - Baffling Defense: Use Sense Motive check to dodge the attack.
    0 Cloak of Deception: Turn invisible until the end of your turn.
    0 Shadow Jaunt: Teleport 50 ft. through shadows as a standard action

  30. - Top - End - #210
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
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    Male

    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    "We can try, but I don't expect the undead to be as talkative as fey would be."

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