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  1. - Top - End - #211
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William doesn't stop his chanting, so he has no voice in the discussion. He simply places himself between Kilus and the new multi-jawed threat as he maintains his magic.

    Spoiler: mechanics
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    I'll move to AW25.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  2. - Top - End - #212
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Seeing the remaining undead lizardfolk fall, Temiryl moves to stand alongside William. She readies an arrow to fire if either of them make a move in the direction of the party.

    "No point provoking them yet if there is no need," she says softly.

    Spoiler: Actions
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    Move to AV25.
    Ready an action to fire an arrow.

  3. - Top - End - #213
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin grabs a rope and swiftly binds a powerless Shadowscale, even as Gathan in his fury tears the other to pieces.

    In the cage, the lizardfolk captive hisses and chirps, clearly excited at the prospect of freedom. It struggles at its bonds but remains bound firmly to the post.

    Spoiler: For those who understand Draconic
    Show
    "Chieftain, you have come! Others of our tribe have been taken but may yet live!"


    Over at the pier, the two shadowy beasts on the foredeck continue their loud snarling but make no move to disembark. There is a slight shift in the shadows on the deck and the skeletal oarsmen raise their oars in perfect unison. The mooring line falls away against the jetty as the oars dip into the still dark waters and the craft slowly pulls away from the jetty.

    Spoiler: rolls & info
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    Gathan vs helpless shadowscale
    claw (1d20+7)[16] damage (1d4+3)[7] + cold (1d6)[6]
    claw (1d20+7)[25] damage (1d4+3)[4] + cold (1d6)[1]
    bite (1d20+5)[10] damage (1d4+1)[2] + cold (1d6)[6]

    Boat moves 5ft SW away from jetty.


    => Party

  4. - Top - End - #214
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "We should be catching the boat. Can you stop it?" says Anthony as he starts to run. This results in a lot of noise and a moderate progress. He does not hope to be able to jump onto the boat, which he expects to be even further away by the time he is on the pier, but is still determined to continue.

    Spoiler
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    Granted: 1
    Run 60 feet to AV19.

  5. - Top - End - #215
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    Default Re: The Tearing of the Weave (IC) Pt 2

    As Anthony rushes past, William falls in behind him, uncertain the reason for the concern but satisfied taking direction from a seasoned warrior.

    Spoiler: mechanics
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    I guess I'll head to AX20 while keeping up the bardsong. I'm fine with letting these guys go without a fight, but if Anthony manages to stop them, I'm also fine with kicking their butts.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  6. - Top - End - #216
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "We.... probably should not let them get away," Temiryl mutters, and dashes towards the jetty. She pauses to gesture and incant arcane words, quickly flicking a vial in the direction of the retreating boat.

    Spoiler: OOC
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    Move to AW19.
    Cast Slow, centred on the boat - Will DC 17 saves.


  7. - Top - End - #217
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony and William dash towards the retreating vessel as Temiryl casts a spell. The strange boat slows in the water, struggling as if moving through molasses as the skeletal rowers actions slow to a crawling pace.

    Spoiler: info
    Show
    slow will dc17

    skeletal oarsman (1d20+2)[5]
    skeletal oarsman (1d20+2)[17]
    skeletal oarsman (1d20+2)[9]
    skeletal oarsman (1d20+2)[8]
    dusk beast (1d20+8)[23]
    dusk beast (1d20+8)[18]


    => Savin & Kilus
    Last edited by Ghostfoot; 2021-03-27 at 05:11 AM.

  8. - Top - End - #218
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    Lacking anything sufficiently long-ranged at this time, Kilus runs after the others (dash 60').

  9. - Top - End - #219
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    Default Re: The Tearing of the Weave (IC) Pt 2

    The boat continues to glide through the black water, slowly pulling away from the jetty and toward the distant beacons of light in the bayou. The mechanical motions of the skeletal oarsmen have slowed due to Temiryl's spell, but they still propel the vessel on its course.

    The two two-headed shadow beasts growl and hiss from the foredeck, raising themselves up to watch you as they drift away, tails whipping and snapping with excitement against the wooden planks.

    At the rear of the boat, on the coxswain stand, the shadows coalesce and reveal the form of a lone shadar-kai man, heavily tattooed and pierced. He stands with his arms crossed, observing you impassively as his vessel departs.

    Spoiler: Map
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    => Party
    Last edited by Ghostfoot; 2021-03-27 at 02:39 PM.

  10. - Top - End - #220
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William stops running to dig through his pack. He holds up an orb that gleams faintly in the half-light, and out of nowhere a silvery hammer of force suddenly strikes at the shadar-kai.

    Spoiler: mechanics
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    Using my hammersphere. It's got 170' range and runs for 7 rounds -- might be enough to trash the rowers even if the shadar-kai goes back into the shadows. Initial attack roll (d20+8)[24], damage (3d6)[11] force ... it's not clear from the item's description (MIC page 161) whether it deals just 3d6 or adds +2 for caster level like the spell does.

    In case of crit threat on a nat20, (d20+8)[14] to confirm, adding (6d6)[14] more damage.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  11. - Top - End - #221
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Seeing William summon his magical force hammer to attack the shadar-kai, Temiryl nods in agreement."A good idea," she mumbles.

    She dashes towards the slowly departing vessel, making it onto the pier. Raising one hand in a repeat throwing motion, she releases a flurry of silvery darts that dive unerringly towards the helmsman.

    Spoiler: Actions
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    Move 30' to AZ15.

    Spending a 1st level spell slot, a charge from Gloves of the Starry Sky, and an Action Point to boost caster level to cast Magic Missile.

    Damage: (4d4+4)[8]

    Wow. Minimum damage. Thanks RNG.
    Last edited by Dexam; 2021-04-05 at 10:08 PM.

  12. - Top - End - #222
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony hurries closer to the jetty and, when he thinks he's just close enough, speaks a command word. A large scorpion appears on the boat. It tries to snatch someone with its claw.

    Spoiler
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    Move either to AX16, if I can reach the boat from there to summon a scorpion using an amber amulet of vermin (spell range 50 feet), or to AY16 otherwise (that should be positively enough).
    Granted: (1d5)[1] and (1d4)[2] next (1d3)[2]

    Claw: (1d20+6)[8] miss (1d100)[27] for (1d6+4)[8] grab (1d20+11)[24] constrict (1d6+4)[6]

    Scorpion round 1 of 10
    Last edited by u-b; 2021-04-09 at 10:05 AM.

  13. - Top - End - #223
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    Kilus hurries out onto the dock, stopping near the end and casting a spell. A crocodile fades into existence, looking slightly disoriented in this strange, shadowy realm. It then attempts to bite the shadar-kai.

    Spoiler
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    I hadn't even remembered the summoning option! Move to BD15, spontaneous cast of SNA2 for a crocodile.
    http://www.d20srd.org/srd/monsters/crocodile.htm
    Bite (1d20+6)[11]
    miss chance? (1d100)[1]
    Bite damage (1d8+6)[14]
    If bite is successful, grapple (1d20+6)[23]
    Last edited by J-H; 2021-04-09 at 07:08 AM.

  14. - Top - End - #224
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William stops and holds forth a ruby-studded silver sphere. As the smug shadar-kai watches ignorantly, a divine dwarvencraft hammer appears in the gloomy swamp air behind him. He turns and notices the movement just a moment too late as the spiritual weapon smashes into him for 11 damage.

    Temiryl dashes along the pier, silver darts flashing from her hand towards the helmsman striking for another 8 damage. Anthony, nearby, uses his amber amulet and a monstrous scorpion appears on the boat behind the fey, perched on the catwalk above the oar pit. It strikes out at the shadar-kai with its claw but the man dodges narrowly avoiding the lethal snicker-snack. Kilus begins casting a spell focusing on bringing forth more creatures to halt the progress of the boat.

    Dashing out of the ruined gatehouse Halish invokes a prayer to his god Mystra, although the shadar-kai seems to shrug off the effect. Gathan barrels past him, the former chieftain of the lizardfolk loping towards the pier, stooping to pick up a fallen javelin as he runs.

    On the boat there is a flurry of activity. The shadar-kai whirls to face the massive scorpion looming over him, lashing out with a wicked spiked chain as he does. The dark words of a curse roll from his lips and you see the summoned creature shrink back slightly as the words of power affect it. And with the continuation of the swirl the fey is gone, shadowy blotches shifting and obscuring momentarily where he once stood.

    Up on the foredeck the two dusk beasts turn their attention towards the scorpion. Their shadowy forms shift and elongate unusually, twin necks and long tails stretching out to snap and whip at the scorpion from afar for 3 & 3 damage.

    Meanwhile the skeletal rowers in the oar pit below continue with their task, very slowly moving their oars as they paddle the boat ever so slightly further away from land and out into the bayou.

    Spoiler: rolls & info
    Show
    I think Kilus' SNA has a 1 round casting time so crocodile appears next round (in any event the attack roll missed).

    Hamish move & cast
    shadar-kai save vs Halish's hold person
    Will DC14 (1d20+8)[18]

    Gathan pick up javelin & move

    shadar-kai
    Dodge vs scorpion +1 AC
    Free: hexblade curse!
    scorpion will save vs DC12 (1d20+1)[9] => -2 to attack, save, damage, ability & skill checks
    Standard: shadar-kai vs scorpion
    spiked chain (1d20+10)[12] damage (2d4+4)[10]
    Hide in Plain Sight (1d20+10)[26] (shadar-kai is only visible with a Spot check of 26 or greater)

    dusk beasts vs scorpion
    bite (1d20+10)[14] damage (1d8+2)[7]
    bite (1d20+10)[12] damage (1d8+2)[10]
    tail (1d20+8)[26] damage (1d4+1)[3]

    bite (1d20+10)[14] damage (1d8+2)[5]
    bite (1d20+10)[14] damage (1d8+2)[3]
    tail (1d20+8)[22] damage (1d4+1)[3]

    Bad DM rolling!

    Spoiler: map
    Show


    => Party
    Last edited by Ghostfoot; 2021-04-24 at 02:21 PM.

  15. - Top - End - #225
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William scowls as his target vanishes into protective darkness, but his summoned hammer doesn't miss a beat. It swats at a skeletal rower while William reaches back to retrieve a small cloth-wrapped package from his pack. The cloth unrolls to reveal a runed javelin.

    Spoiler: mechanics and note
    Show
    With the distance penalty, it's impossible for William to make that Spot check to see the shadar-kai. So I'm switching to a rower, whichever is closest to the shadar-kai.

    Move action to redirect spiritual weapon, which then attacks a skellie, (d20+8)[10] to hit, (3d6)[8] damage. Can't crit undead.
    Standard action to retrieve javelin of lightning from pack.
    5-foot step closer to shore.
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  16. - Top - End - #226
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William's spiritual hammer whirls about and smashes into one of the skeletal rowers for 8 damage. The animated bunch of bones collapses to the oar-pit deck in pieces as it comes apart.

  17. - Top - End - #227
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Temiryl makes a vexed sound as the Shadar-kai helmsman vanishes. "We need to halt that boat!" she calls.

    Temiryl glances around, a risky plan quickly forming. She chants and hurls more silvery darts, this time at one of the skeletal oarsmen, then heads back off the pier. "I'm going to try to get on the boat from the other bank," she tells Anthony as she passes.

    Spoiler: Actions
    Show

    Spending another 1st level spell slot and charge from Gloves of the Starry Sky to cast Magic Missile at a skeleton.
    Damage: (3d4+3)[12]

    Move to AW13.


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

    Anthony waits for whatever Kilus summons to appear, then moves along the pier towards Kilus, stopping a short distance away from him. "I want a hippogriff on them. On the rowers, if this would not work." He gets the holy symbol of Mystra out in the open and then tries to channel some of the goddess' energy through it. The scorpion, meanwhile, does what the scorpions do...

    Spoiler
    Show
    Delay
    Move: to BB15
    Standard: turn undead check (1d20+0)[13] damage (2d6+2)[8] out to 60 feet => a total of 8 hit dice affected as long as individual hit dice are 3 or less; those affected flee for a minute, or, if they have just one hit die, are destroyed instead
    Swift: WRT Kilus (the suggestion comes after Kilus' turn, but before the summoning is finished, so if Kilus starts a summoning, can alter it to incorporate the suggestion)

    Claw: (1d20+4)[23] miss (1d100)[40] for (1d6+2)[8] grab (1d20+9)[13] constrict (1d6+2)[8] vs dusk beast #1
    Claw: (1d20+4)[20] miss (1d100)[35] for (1d6+2)[6] grab (1d20+9)[17] constrict (1d6+2)[6] vs dusk beast #2
    Sting: (1d20-1)[10] miss (1d100)[3] for (1d6+0)[3] poison (1d4)[1] CON DC14 vs dusk beas (grabbed or random)

    => Kilus takes his turn normally then acts again
    Last edited by u-b; 2021-04-25 at 04:26 AM.

  19. - Top - End - #229
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    The summoned crocodile appears, but misses. already resolved

    Kilus begins summoning another creature (SNA2). Inspired by his ally, the spirits cooperate and a hippogriff appears almost immediately next to the boat, attacking one of the rowers. Kilus then fires an arrow at the closest Shadar-kai.
    Spoiler
    Show

    Crocodile takes its turn.
    I then start my full round action, but my next turn comes up almost immediately after thanks to WRT, so the full round action is finished.
    It's now the start of my next turn, so my new summon appears, and my crocodile gets to go again.

    Hippogriff appears on western side of the boat, attacking skeletons.
    Claw (1d20+6)[26] for (1d4+4)[5] slash Crit not confirmed, rolled a total 8 to hit
    Claw (1d20+6)[13] for (1d4+4)[5] slash
    Bite (1d20+1)[8] for (1d8+2)[9] b/p/s

    Crocodile
    Tail slap (1d20+6)[12] for (1d12+6)[11] bludgeoning

    Then Kilus also gets to take his action and shoots.
    Shortbow (1d20+8)[15] for (1d6)[5].
    Last edited by J-H; 2021-04-27 at 12:20 PM.

  20. - Top - End - #230
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Silvery darts zap from Temiryl, flashing towards the boat and blasting one of the skeletal oarsmen to pieces for 12 damage. Kilus' magic summons a crocodile, which snaps at the shadowy shadar-kai only to have the fey fade and flicker as one with the shadows of the realm.

    Anthony calls on Mystra's holy power to cleanse the remaining undead, and all of the remaining skeletons collapse and clatter to the deck in a shower of bones. His summoned scorpion scuttles forward, perched atop the oar pit it snips and swipes at the two dusk beasts hitting for 8 and 6 damage.

    Kilus' summoning continues and a majestic hippogriff appears flapping its wings in the swamp night. It swoops toward the dusk beasts hitting for 5 damage. Kilus himself takes aim at where the shadar-kai was, barely able to make out the shifting shadows. His shot goes wide though. Halish and Gathan continue their dash toward the pier.

    Back on the boat, the blot of shadow that is the shadar-kai swings a spiked chain expertly, the weapon tearing into the surrounded scorpion for 12 damage. A dusk beast siezes the advantage finishes off the scorpion with two bites for 9 & 10 damage. As the defeated scorpion fades from existence the beast turns and strikes out with its tail at the hippogriff for 5 damage. The final dusk beast turns its attention to the hippogriff too, striking for 4, 6 & 4 damage.

    Spoiler: rolls & info
    Show
    dusk beast 1 vs grapple DC13 (1d20+10)[17] 8 damage
    dusk beast 2 vs grapple DC17 (1d20+10)[26] 6 damage

    Kilus spot vs shadar-kai (1d20+9)[28]

    shadar-kai vs scorpion
    spiked chain (1d20+12)[28] damage (2d4+4)[12]
    Hide in Plain Sight (1d20+10)[12] (shadar-kai is only visible with a Spot check of 12 or greater)

    dusk beast vs hippogriff
    bite (1d20+10)[22] damage (1d8+2)[4]
    bite (1d20+10)[29] damage (1d8+2)[6]
    tail (1d20+8)[16] damage (1d4+1)[4]

    dusk beast vs scorpion
    bite (1d20+12)[28] damage (1d8+2)[9]
    bite (1d20+12)[26] damage (1d8+2)[10]
    tail vs hippogriff (1d20+10)[20] damage (1d4+1)[5]

    Spoiler: Map
    Show


    => Party
    Last edited by Ghostfoot; 2021-05-21 at 06:47 PM.

  21. - Top - End - #231
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "Shadar-kai is the only one able to move the boat now!" shouts Anthony sheathing the sword and drawing a javelin.

  22. - Top - End - #232
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus

    "Beast friends, destroy the shadow person!" Kilus orders his summoned allies as he takes aim with his bow again.

    Spoiler
    Show

    Spot (1d20+9)[14] if needed
    Shortbow (1d20+8)[20] for (1d6)[6]

    Hippogriff
    Claw (1d20+6)[23] for (1d4+4)[7] slash
    Claw (1d20+6)[15] for (1d4+4)[8] slash
    Bite (1d20+1)[11] for (1d8+2)[9] BPS

    Crocodile
    Tail slap (1d20+6)[26] for (1d12+6)[13] bludge Crit confirm: 22 total roll, for +10 damage!
    Last edited by J-H; 2021-05-23 at 09:19 PM.

  23. - Top - End - #233
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Enacting the first part of her plan to board the vessel, Temiryl chants and gestures towards her feet. Feeling a surge of magical energy imbuing her legs, she dashes towards the stream. With her magically-boosted speed she leaps over the water and lands gracefully on the opposing bank. She then continues to move, following the water's edge towards the boat, keeping her eyes on what is happening.

    Spoiler: Actions
    Show

    Standard Action: casting Expeditious Retreat for +30' to movement speed and +12 to Jump checks.

    Move Action: Move and jump over the mouth of the stream; with +18 to Jump and 20' run up should clear it easily, but just in case: Jump Check (1d20+18)[37]
    Then continue moving along the edge of the water, and should end up in square BB-8

    Spot Check for the shadar-kai: (1d20+13)[14]


  24. - Top - End - #234
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony draws a javelin as the battle on the skiff rages. Kilus fires at the shadowy murk that is the shadar-kai. The shot is almost good but the action of the melee sending the combatants spinning out of the way at the last minute.

    As they face off, the crocodile catches the wicked fey with a mighty slap of its tail, a crushing blow for 23 damage. Meanwhile the hippogriff flaps about the other end of the craft, claws raking a dusk beast for 7 & 8 damage.

    Temiryl dashes forward, leaping across the dark bayou waters to land in the firm mud and reeds of the far bank as she shadows the now-idle boat.

    Spoiler: info
    Show
    I should have adjusted the shadar-kai hide roll for -20 for being in melee. So actually an easy spot DC -8 (adjusted by -1 per 10ft) to see him at BK-12.


    => William
    + NPCs

  25. - Top - End - #235
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    Default Re: The Tearing of the Weave (IC) Pt 2

    With the shadowy humanoid back in relatively clear sight, Wil returns his spiritual weapon's attention to where it began. He maneuvers along the shore, trying to line up just right with the boat in case he needs to unleash lightning.

    Spoiler: mehanics
    Show
    Move action to redirect spiritual weapon, which makes 1 attack on the shadar-kai: (d20+8)[13] to hit, (3d6)[12] force damage. If a miss chance applies, (d100)[69] for that.

    Move action to try to get into a position farther west from which I can launch a javelin-based lightning bolt and hit all three targets. If that's not really feasible, I'll try for one dusk beast and the S-K instead.

    Thanks for the nudge!
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  26. - Top - End - #236
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William, Gathan and Halish all advance forward to get the vessel back in range. William's spiritual weapon hovers about the trickster fey but cannot strike it, and Gathan's hurled javelin similarly flies wide.

    Bloodied from the blow from the crocodile the shadar-kai whirls its spiked chain about again, the blow cracking into the deck missing the scaly animal. At the other end of the boat the ephemeral dusk beasts strike out at the flapping hippogriff, tails whipping about and shadowy necks extending weirdly to deliver ferocious bites against the flying beast. Overcome by the multitude of attacks the summoned hippogriff disappears in a pulse of diminishing energy.

    Spoiler: rolls & info
    Show
    Gathan vs shadar-kai
    javelin (1d20+2)[15] damage (1d6+3)[6]

    shadar-kai vs crocodile
    spiked chain (1d20+12)[13] damage (2d4+4)[10]
    Hide in Plain Sight (1d20-10)[1] (shadar-kai is only visible with a Spot check of 1 or greater)

    dusk beast vs hippogriff
    bite (1d20+10)[17] damage (1d8+2)[7]
    bite (1d20+10)[22] damage (1d8+2)[7]
    tail (1d20+8)[28] damage (1d4+1)[3]

    dusk beast vs hippogriff
    bite (1d20+10)[16] damage (1d8+2)[9]
    bite (1d20+10)[30] damage (1d8+2)[9]
    tail (1d20+8)[19] damage (1d4+1)[2]

    Map largely unchanged


    => Party

  27. - Top - End - #237
    Titan in the Playground
     
    J-H's Avatar

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

    Kilus

    The crocodile continues to thrash about on the boat, swinging its long tail like a greatclub. Kilus fires another arrow at the shadar-kai.

    Spoiler
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    Spot (1d20+9)[27] if needed
    Shortbow (1d20+8)[12] for (1d6)[2]

    Croc tail slap (1d20+6)[10] for (1d12+6)[15]
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  28. - Top - End - #238
    Ettin in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony throws a javelin at one of dusk beasts, preferably the more wounded one. Then he draws another javelin.

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    Cold iron javelin: (1d20+10)[14] for (1d6+5)[11] (incl. +1 know devotion)

    Quote Originally Posted by Dimers View Post
    What do you think, folks, should I blast the beasts, the shadar-kai, or neither? I don't think the beasts are a concern without humanoid rowers on board, but it seems like a waste of a consumable item to lightningbolt just the S-K. (Or maybe I worry too much about saving consumables, I don't know.)
    I had a habit in computer games to save expendable stuff "for later" because you often lack an opportunity to restock and you might need it for a tough boss fight or some such. When the time finally came, much much later, using most of that stock would be a waste of action. That said, I do not think the guy is getting anywhere if anyone has a Glitterdust left, so I don't really care.

  29. - Top - End - #239
    Ogre in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Temiryl chants and points a small piece of cut crystal at the shadar-kai. All the colour drains from her and lances from the tip of the crystal prism to wash over her target. Now completely invisible, Temiryl swaps her bow for her sword.

    Spoiler: Actions
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    Casting Blinding Colour Surge at the shadar-kai; Will DC 16 negates the blindness.

    Invisibility for 6 rounds.

    Move action & free action to stow longbow and draw longsword.

  30. - Top - End - #240
    Titan in the Playground
     
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William's spiritual weapon continues to bash at the poorly-hidden shadow warrior. William himself growls, "Can't get a good line ..." and swaps out the magical javelin for a standard one.

    Spoiler: spiritual weapon
    Show
    I can Spot the shadar-kai automatically this round. (d20+8)[17] to hit his possibly blinded AC for (3d6)[11] force damage.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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