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Re: Auromar: Beginnings and Endings (IC4)
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Moving for Anura.
Seeing the mage vanish and not knowing where he went to, Anura turns to the more pressing business. Even as Grazys falls from the sky, she watches as two of the larger hounds disappear to Reid's dispel, and attempts her own.
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First 2 are for the large, next 4 are the small ones. Needs a 13 or better.
[roll0]
Three of the smaller hounds vanish, blood dropping from the sky to cover the other hounds and Grazys.
Grazys, after the many trips, falls and hits the dirt hard, landing prone. (Taking the damage previously stated OOC)
The remaining hounds follow Grazys down to the ground, and surround him.
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Required a double move, so they will attack next turn. If Grazys stands from prone, AoO.
Dothen continues to run away from the scene, almost running into another two hounds, one large one not, that appear to be tearing apart an elven woman's body. They notice Dothen and both attack, but Dothen tumbles out of the way and continues to run. They give chase.
Dothen:Spoiler
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Tumble checks here. I rolled your first one to dodge them. Since you're running inside the town, tumble checks of 20+ allow you to completely negate their ability to attack you that round. I need two tumble checks for the next 2 rounds, so a total of 4 checks. Then your fear will wear off and you can react normally.
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Re: Auromar: Beginnings and Endings (IC4)
Reid
Grazys! Stay put a moment. Let me help.
Painfully aware of his dwindling arsenal of prayers, Reid attempts to distract the remaining 3 hounds from Grazys, swooping in over him and sending some of Pelor's blessing into the binder.
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Hoping to draw the attacks of opportunity that Grazys might otherwise be facing by deliberately moving through (above) the areas threatened by at least two of the yeth hounds. Then defensively (concentration check DC 18 [roll0]) and burning a Remove Curse to cast cure serious wounds on him. I was wrong about the amounts earlier (was thinking maximized, not empowered), so it's actually [roll1] x 1.5 + 10, or 32 points of healing.
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Re: Auromar: Beginnings and Endings (IC4)
Reid:
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The two hounds take advantage of your offer as you fly over the larger ones. They both swipe at the fly, seeing as you are riding on it and cannot be reached.
As stated in the ebony fly's block, using the hippogriff statistics. AC 15, dodge applied to first attack, so AC 16 there. 25 hit points before it returns to statue form.
Attack 1
[roll0]
CC: [roll1]
Damage: [roll2]
CD: [roll3]
Attack 2
[roll4]
CC: [roll5]
Damage: [roll6]
CD: [roll7]
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Re: Auromar: Beginnings and Endings (IC4)
Reid falls from the air as the two attacks by the hounds reduce the fly back to it's statue form, the statue rolling away.
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Reid takes [roll0] nonlethal damage from the 10 ft fall.
Reid is still able to guide his fall to land next to Grazys, and concentrating does manage to heal him without drawing an attack.
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Re: Auromar: Beginnings and Endings (IC4)
Retro:
The hounds attacks fail to strike the fly, due to it's protection from their evil, and Reid manages to heal Grazys from on top of the fly.
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The smaller one still has an AoO to use against Grazys.
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Re: Auromar: Beginnings and Endings (IC4)
Dothen
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tumble checks
[roll]1d20+[/roll]
[roll]1d20+[/roll]
[roll]1d20+[/roll]
[roll]1d20+[/roll]
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Re: Auromar: Beginnings and Endings (IC4)
Whoops! Dothen
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tumble checks
[roll0]
[roll1]
[roll2]
[roll3]
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Re: Auromar: Beginnings and Endings (IC4)
Grazys SennekerSpoiler
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HP: 50/63; AC: 20 (inc. charge); DR 10/silver
The binder winks at his friend and nods appreciation. "Thanks, mate! I'll be right back!" One moment he lay in the street, the next instant Grazys was gone.
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Will edit to suit.
Thought Travel: Spoiler
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As a standard action, you can instantly transport yourself and any objects you carry (up to a heavy load) to any location you can see that is within 5 feet per effective binder level you possess. The desired location cannot be within an object or beyond a barrier unless you have some means of seeing the exact space you desire to occupy. If you cannot occupy the designated space because it contains a solid body inside which you cannot exist (for example, if an invisible creature is in the square, or some magic in that location prevents dimensional travel, or the like), the attempt to travel fails and yu are stunned for 1 round. Otherwise, you always arrive at the exact location desired. You cannot use this ability while blinded. Thought travel is a teleportation effect and is usable a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.
Soul Guardian: Immune to fear.
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Re: Auromar: Beginnings and Endings (IC4)
Anu
With Grazys safe (or at least safer) Anura casts another spell on herself and fades from view. She then moves to take a perch on the tallest nearby building.
She then pulls out her spyglass and begins scanning the town for the elven summoner.
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casting 'invisibility' (9min) and then starting to look around once she has a place to stand.
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Re: Auromar: Beginnings and Endings (IC4)
Reid
Seeing both Grazys and Anu disappear from view - and, he hoped, danger - for the moment, Reid sends the fly spiraling up again, hoping to draw the hounds up with him. He begins casting about for the newly-merged summoner and hound - or signs of another person who might have been responsible for that flame strike earlier. This summoner was dangerous enough on his own - Reid shuddered to think what two such would do to this town.
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Re: Auromar: Beginnings and Endings (IC4)
Dothen
Dothen dodges and weaves through the pressing Yeth hounds. He moves erratically trying to keep them from being able to strike at him as he moves. He watches his surroundings and ducks into the first abandoned building available.
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Full Combat expertise for AC 28 / 29 for the closest one.
Tumbling [roll0] as he moves to escape. Moing at double moves and half speed for 30 feet of tumbling at a turn.
He will move so as to keep the area he is strikable from at a minimum. Tight alleys, around corners etc. He is also trying to work his way back toward the rest of the group (church last he knew it). He is also trying to break off direct combat with these two that are menacing him.
Using just the long sword for now. No direct attacks but will use AoO's.
AoO's if they present themselves.
To Hit [roll1]
CC [roll2]
Damage [roll3]
To Hit [roll4]
CC [roll5]
Damage [roll6]
To Hit [roll7]
CC [roll8]
Damage [roll9]
To Hit [roll10]
CC [roll11]
Damage [roll12]
To Hit [roll13]
CC [roll14]
Damage [roll15]
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Re: Auromar: Beginnings and Endings (IC4)
Grazys reappears down the road a bit as Reid rises into the sky, drawing one of the large hounds and it's smaller companion after him, biting at both him and his mount, but failing to bypass the protective wards, howling because they can't touch him.
An echoing howl comes from other locations in the town, letting everyone know there are still more hounds around.
The last large hound notices where the binder disappeared to, and charges him.
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Attack on Grazys.
A:[roll0]
CC:[roll1]
Damage: [roll2]
CD: [roll3]
Trip: [roll4]
Anura:
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The higest point is the closest tower of the church, and you pull your spyglass and begin to look around the town. You don't see any sign of the summoner yet, but the inn appears to be somewhat besieged with hounds, from what you can tell. Probably a good fifteen of them, but you can't tell size differences, even with the glass.
Dothen:
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Ducking and weaving, you manage to play keep away with the the hounds following you and duck into a building.
As you enter the building, you duck around to the side, stabbing at the hounds as they pass by, but your weapon isn't silvered and the wounds close as soon as they open.
They then turn and face you and attack, even though only one of them can actually reach you at the moment.
A:[roll5]
CC:[roll6]
Damage: [roll7]
CD: [roll8]
Trip: [roll9]
OOC:
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At a double move speed, you're now two rounds from being in sight of the church. Granted, you'll be in trouble if you out and out run, but still. :P
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Re: Auromar: Beginnings and Endings (IC4)
Grazys SennekerSpoiler
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HP: 43/63; AC: 22; DR 10/silver
Grazys frowns as he is dropped again, not bothering to rise, he flies upwards rapidly. "Fugazi! This's not gonna be one'a my better days! Let's try an air race, then."
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DR still applies, correct? :smallbiggrin:
Thought Travel: 9 left today!Spoiler
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As a standard action, you can instantly transport yourself and any objects you carry (up to a heavy load) to any location you can see that is within 5 feet per effective binder level you possess. The desired location cannot be within an object or beyond a barrier unless you have some means of seeing the exact space you desire to occupy. If you cannot occupy the designated space because it contains a solid body inside which you cannot exist (for example, if an invisible creature is in the square, or some magic in that location prevents dimensional travel, or the like), the attempt to travel fails and yu are stunned for 1 round. Otherwise, you always arrive at the exact location desired. You cannot use this ability while blinded. Thought travel is a teleportation effect and is usable a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.
Soul Guardian: Immune to fear.
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Re: Auromar: Beginnings and Endings (IC4)
Grazys:Spoiler
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You cannot do so for 5 rounds.
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Re: Auromar: Beginnings and Endings (IC4)
Lochar:Spoiler
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I KNEW there was a reason I didn't do that in a post earlier today. :smallredface: I'll edit to a full-out flying sprint straight up, then. Or as straight up as Good maneuverability allows. EDIT FORTHCOMING!
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Re: Auromar: Beginnings and Endings (IC4)
Grazys:Spoiler
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*grin* You know, playing with a creature with a 10' reach is always fun. Chomp chomp.
Waiting on the others to post before the hound bites at you again.
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Re: Auromar: Beginnings and Endings (IC4)
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Where am I right now?
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Re: Auromar: Beginnings and Endings (IC4)
Hist:
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Running towards the church. You've still got five or six rounds to wait out. That's what you get for getting so far ahead of the others.
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Re: Auromar: Beginnings and Endings (IC4)
Lochar:Spoiler
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I know. At least a 1 is still a miss, though! :crosses fingers:
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Re: Auromar: Beginnings and Endings (IC4)
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posted in OOC by mistake...
Anu
Anura takes note of the knot of hounds around the inn but continues scanning the area for signs of the elven summoner (or other hotspots).
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OOC: Also, are there still civilians running around/towards the temple? Has the temple been sealed up yet?
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Re: Auromar: Beginnings and Endings (IC4)
Anura:
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There aren't any more civilians that you can see. Not alive at least.
You can consider the temple sealed for a good while, with the magic circle you laid down earlier across the entrance.
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Re: Auromar: Beginnings and Endings (IC4)
Reid
Reid is unversed in the art of taunting, but does his best to keep the two yeth hounds interested in him as he spirals up and over towards the area where he spotted the column of flame earlier.
Er. You are the illegitimate cross between a kooshie and a shadow mastiff. You are simple stupid dogs. Heel.
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Spot and listen to find any sign of the Summoner or another caster.
[roll0] Listen
[roll1] Spot
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Re: Auromar: Beginnings and Endings (IC4)
Grazys rises up, attempting to dodge the teeth of the hound.
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Subdual damage now.
Attack: [roll0]
CC: [roll1]
Damage: [roll2]
CD: [roll3]
Trip: [roll4]
The hound follows you up, continuing to bite at you.
Attack: [roll5]
CC: [roll6]
Damage: [roll7]
CD: [roll8]
Trip: [roll9]
Even as Grazys rises up, the hound follows, biting again.
Anura:
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You still hear the howls of the hounds as they continue to stalk the town, and there are still the fifteen at the inn. It's a good thing the inn is made of stout stone. There is still no sign of the summoner, although you can see a small contingent of the guard moving around the town, collecting people and overwhelming one or two hounds at a time, but not without losses of their own.
You also see Dothen running towards the temple area, fairly well bloodied with a large and medium hound chasing after him. Dothen seems to be fairly bouncing off the walls and everywhere in between in an attempt to not be bitten again.
Reid:
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Thankfully the fly moves faster than the hounds, but you do slow a bit to keep them interested in you, and not going back to the others.
The location that the flame strike came from is near the guard house, actually.
Reid/Hist:
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As Reid continues to fly the fly towards the guardhouse, he spots Hist running as fast as he can towards the temple area. There isn't anything chasing him.
Dothen:Spoiler
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Moving for you. Please note damage for me.
Tumbling away again and through a broken window, Dothen withdraws from the hounds and runs like mad towards the temple. The temple is in sight now, and you see Grazys flying through the air about ninety feet up, being chased and bitten at by a large hound.
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Re: Auromar: Beginnings and Endings (IC4)
Grazys SennekerSpoiler
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HP: 63/63; AC: 22; DR 10/silver
"Argh! I can't shake'm!" Grazys groans in frustration. He activates his belt, using all of the healing available to it for the day in one shot, then stands his ground with the yeth hound on his tail.
"Ya wanna play, doggie?" he asks with a pain-free smirk.
Lochar:Spoiler
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Interesting tack, now. Didn't expect that, though I think it bodes far worse than them tryin' to kill me! :smalleek:
My math says I just took 14 more points of damage. I'm at 29/63 overall before the belt. See more below!
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Activate Healing Belt; standard (command) action; no AoO.
Heals:[roll0].
Thought Travel: 9 left today!Spoiler
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As a standard action, you can instantly transport yourself and any objects you carry (up to a heavy load) to any location you can see that is within 5 feet per effective binder level you possess. The desired location cannot be within an object or beyond a barrier unless you have some means of seeing the exact space you desire to occupy. If you cannot occupy the designated space because it contains a solid body inside which you cannot exist (for example, if an invisible creature is in the square, or some magic in that location prevents dimensional travel, or the like), the attempt to travel fails and yu are stunned for 1 round. Otherwise, you always arrive at the exact location desired. You cannot use this ability while blinded. Thought travel is a teleportation effect and is usable a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.
Soul Guardian: Immune to fear.
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Re: Auromar: Beginnings and Endings (IC4)
Anu
Anura gives up on finding the summoner and lifts into the air, moving down towards Dothen (fly Mv60, double move if necessary; also note that she gains double this speed when moving down at an angle) and landing a bit ahead of him.
"Dothen, stop when you get to the stone step just ahead and to your left! I have a ward up that will hold them off!" she shouts loudly from that position.
EDIT: If she has a move action remaining after all this, she will also put away her spyglass this round (move action).
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Re: Auromar: Beginnings and Endings (IC4)
Grazys:Spoiler
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Healing heals an equal amount of subdual/non-lethal damage as it heals lethal.
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Re: Auromar: Beginnings and Endings (IC4)
Lochar:Spoiler
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Should I go ahead and apply the healing to my stat block?
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Re: Auromar: Beginnings and Endings (IC4)
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Re: Auromar: Beginnings and Endings (IC4)
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Re: Auromar: Beginnings and Endings (IC4)
Grazys:Spoiler
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The Healing Belt wouldn't have healed additional lethal damage, just wiped out the non-lethal damage you took.
So you would have healed 24 lethal and up to 24 non-lethal/subdual. It wouldn't have healed more lethal damage.
--Edit
Nevermind, I see what ya did. :P