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  1. - Top - End - #121
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    MikelaC1's Avatar

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    The dancing whelp has an advantage in that she neither has to draw a weapon or don any armour, she is always ready for battle as she rouses herself, looking for whatever opponent has gotten the camp's attention

    (1d20-1)[4] Perception
    #GoreMutualarejerks

  2. - Top - End - #122
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    PaladinGuy

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Slowly you all come awake, readying yourselves for battle.

    The creature that is closing in on you is still lying low, but seems to have realized that stealth was no longer an option. Rising from its position it jumps, a mighty leap that takes it into the middle of your position. In midflight, it releases a stream of liquid that sprays over all of you, numbingly cold and burning all the same.

    Those of you who have ready ranged weapons can attack once.
    Make a Reflex save, DC 16, to avoid the spray.


    @Stormwind:
    Spoiler
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    The creature is an iceworm, if only a small one. These predators live in the extreme cold of the far north and hunt all kinds of animals. They are fast and can jump, swim and dive. They are also immune to any kind of cold. Icemen sometimes manage to catch a young and tame it somewhat. The monster has a very dangerous bite and a breath weapon that slows and burns its victims.
    Act well before thinking!


  3. - Top - End - #123
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The axe-whelp calls out, "THERE!" and hurls her javelin at the beast, diving forward as she sees it spewing some liquid at the group. The whole time, she tries to think about what this creature might be.

    Attack: (1d20+5)[14] Damage: (1d6+4)[6]
    Reflex: (1d20+6)[11]
    Knowledge (Nature): (1d20+6)[14]
    Initiative, assuming we are the ones to roll this and you want it: (1d20+1)[4]
    Last edited by Archdeacon GX; 2010-11-25 at 01:09 AM.
    I am a True Neutral Human Wizard, Level 1.

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    Quote Originally Posted by mootoall View Post
    That is one epic dream ... I applaud your subconscious!

  4. - Top - End - #124
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The small whelp starts to nimbly moves away from the spray, but trips, unable to avoid it altogether as she scoops up her spear from against the tree. Calling out to the others she yells, "It's an iceworm. Its fast and its bite is worse than its breath. Keep at range if you can."

    [Reflex vs DC16: (1d20+5)[6] (Evasion)]


    She continues to stand by the horses, ready to protect them from the depredatations of this creature.

    [Initiative: (1d20+2)[17]]
    [Pick up spear (move)]
    [Ready attack with long spear (standard): (1d20+2)[22] (10ft reach) (Confirm (1d20+2)[16]), damage: (1d8)[1] (+Crit damage (2d8)[10])]
    Last edited by Stormwind; 2010-11-23 at 01:57 AM.

  5. - Top - End - #125
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Archer Whelp
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    Reflex save (1d20+5)[13]
    Arrow attack (1d20+9)[14]
    Damage (1d8+4)[8]

  6. - Top - End - #126
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    [Confirm critical: (1d20+2)[16], damage (2d8)[10]]

  7. - Top - End - #127
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    "Woah! That thing spits!" The whelp with the knives exclaims as he whips out a throwing knife and hurls it. "Get outta the goo!"

    Reflex - (1d20+6)[9] with Evasion
    Attack - (1d20+7)[22]
    Damage - (1d4+3)[7] dart

  8. - Top - End - #128
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The cloaked whelp stands with his sword drawn and closely watches the iceworm. Silently he curses himself for not bringing any bolts.

    [COLOR8="Silver"]Mythweavers is down, so I don't know my exact numbers at the moment...
    Initiative: (1d20+1)[10]
    Reflex Save: (1d20+7)[14]
    Knowledge Nature (for Knowledge Devotion): (1d20+6)[11][/COLOR]
    "Ceterum censeo mediomundum esse delendum."
    Quote Originally Posted by Claudius Maximus View Post
    A balor is literally made of evil - for all we know it's composed of malecules and cruelectrons.
    I will leave this world like I entered it - screaming and bathed in blood.

    Martial Avatartist by the amazing yldenfrei

  9. - Top - End - #129
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    The battle dancing whelp is not a ranged combatant, she has no choice to remain away from the fight. She closes with the iceworm, already spinning into her combat routines, her skirts swirling to confound the beasts attacks.

    (1d20+6)[18] Reflex save
    #GoreMutualarejerks

  10. - Top - End - #130
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    PaladinGuy

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Iceworm ambush, round 1:

    The iceworm sprays your group with its deadly cold breath. The white-haired whelp (Holocron Coder), the snake whelp (MikelaC1) and the horse whelp (Gaiyamato) are quick and manage to jump aside, avoiding the blast of cold. The others are caught in it and the freezing air blows over them (you take (4d6)[10] cold damage each).

    In retalliation, some whelps attack the iceworm with ranged weapons.

    The axe-whelp calls out, "THERE!" and hurls her javelin at the beast, diving forward as she sees it spewing some liquid at the group. Sadly, the javelin bounces off the iceworm's tough hide.

    The Archer whelp fires its bow at the monster, but it suffers the same fate, arrow harmlessly defleted.

    The white haired whelp fares better, his javelin finding a weak spot in the creature's armor, going in deep.

    "Woah! That thing spits!" The whelp with the knives exclaims as he whips out a throwing knife and hurls it directly into the soft belly of the worm. "Get outta the goo!"

    Map:
    Spoiler
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    I used player names for easier understanding, I will use character names as soon as you get them, of course.


    Iceworm ambush, end of round 1:
    Last edited by Simba; 2010-11-24 at 10:20 AM.
    Act well before thinking!


  11. - Top - End - #131
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

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    If I can retroactively throw the javelin I had prepared, here are the rolls. If I can't, that's fine My fault for vanishing for a day.

    Attack - (1d20+5)[21]
    Damage - (1d6+4)[10]


    Recovering from his near-subconscious dodge, the white-haired whelp enters a stance he knows he weakens his defenses, but opens up his enemies to deadly strikes. Stepping towards the creature's flank, the whelp concentrates and brings down his sword in a hard chop.

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    Swift - enter Punishing Stance (-2AC, +1d6dmg)
    Move - Approach and draw sword
    Standard - Sapphire Nightmare Blade
    (Roll concentration vs target's AC.
    Success: target is flatfooted, +1d6 damage.
    Failure: -2 to attack, no bonus damage)

    Mental Focus - (1d20+6)[19] vs worm's AC
    Attack - (1d20+7)[14]
    Damage - (1d8+4)[7]
    Punishing Stance Bonus - (1d6)[1]
    Sapphire Nightmare Blade Bonus - (1d6)[2]

  12. - Top - End - #132
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

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    I cant access the map at the moment, but considering that I moved towards the Iceworm last round, and have at least one more move action this round, I would think I am in range to strike


    The battle dancing whelp continues her dazzling twirling, ending one particularly acrobatic move with a roundhouse kick to the iceworms head.

    (1d20+8)[20] attack
    (1d6+1)[6] damage
    #GoreMutualarejerks

  13. - Top - End - #133
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The Archer steps back 5 feet offline from his current position, trying to remain offline, and fires as quickly as he can.
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    FA: 5' move back.
    FAA: Rapid Shot w/ Bow (1d20+7)[24], Damage (1d8+4)[9]
    *** Again: Rapid Shot w/ Bow (1d20+7)[15], Damage (1d8+4)[6]

  14. - Top - End - #134
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The Axe-whelp watches as her javelin bounces off the worm's thick hide, just before being blasted with the creature's icy breath. Shivering from the sheer cold of its attack, she grabs another javelin from its case, deciding that if this attack fails, it will be time to give her axe a turn. However, she does not yet throw it, instead raising her voice in a rousing battlecry, chanting,
    "Together now, my clan-friends!
    An icy foe upon us descends!
    We shall not falter, flee, or fall!
    For we answer the glorious battle-call!
    "


    39/47 HP remaining (thank you DR 2/-)
    Move Action: Draw Javelin
    Standard Action: Initiate Inspire Courage: All allies who can hear gain +1 to saving throws vs. fear and +1 to attack/damage rolls
    Perform check for the fun of it:(1d20+11)[14]
    This of course happens after the Worm's action, thanks to my poor Initiative roll.
    Last edited by Archdeacon GX; 2010-11-25 at 01:09 AM.
    I am a True Neutral Human Wizard, Level 1.

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    Quote Originally Posted by mootoall View Post
    That is one epic dream ... I applaud your subconscious!

  15. - Top - End - #135
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Leaping forward and rolling across the creature's broad back, the whelp plants a knife solidly into its flesh as he gets to his feet.


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    Moving to flanking position, draw Hunting Knife as part of move action, tumbling opposite Eshalyn and Sneak Attacking.
    Tumble - (1d20+9)[10] Oh crap.
    Attack - (1d20+7)[19]
    Damage - (1d4+3)[6]
    SneakAtk - (2d6)[5]
    Last edited by Tyrael; 2010-11-24 at 05:07 PM.

  16. - Top - End - #136
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    That wasn't what he had expected at all - all the knowledge and stories about iceworms he had heard were blown out of his mind when he stared at the creature. An yet, he still has a sword of steel and the elemental's power behind it. He still knows how to hurt it.
    Bringing his blade into a high attacking position he takes a solid stance at the flank of the giant animal. Then he lets the blade fall, not only to hurt but to distract the worm, as to give his comrades a better attacking position.


    Use Maneuver: Leading the Attack. If attack hits, all allies gain +4 morale bonus on attack rolls against the worm for 1 round.
    Enter Punishing Stance: +1d6dmg, -2AC
    Attack Roll: (1d20+6)[17]
    Damage Roll: (2d4+4)[7] + (1d6)[4]
    Critical Confirmation Roll: (1d20+6)[21]
    "Ceterum censeo mediomundum esse delendum."
    Quote Originally Posted by Claudius Maximus View Post
    A balor is literally made of evil - for all we know it's composed of malecules and cruelectrons.
    I will leave this world like I entered it - screaming and bathed in blood.

    Martial Avatartist by the amazing yldenfrei

  17. - Top - End - #137
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    PaladinGuy

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Iceworm ambush, round 2:

    The Archer steps back 5 feet offline from his current position, trying to remain offline, and fires as quickly as he can. His first arrow find a weak spot in the armor, but the second arrow bounces off the thick protective plate.

    The battle dancing whelp continues her dazzling twirling, ending one particularly acrobatic move with a roundhouse kick to the iceworms head.

    Leaping forward and rolling across the creature's broad back, the whelp plants a knife solidly into its flesh as he gets to his feet.

    The small whelp uses the reach her spear gives her to land a solid hit to the creature's abdomen, the point going deep, opening a bleeding wound.

    Recovering from his near-subconscious dodge, the white-haired whelp enters a stance he knows he weakens his defenses, but opens up his enemies to deadly strikes. Stepping towards the creature's flank, the whelp concentrates and brings down his sword in a hard chop.

    That wasn't what he had expected at all - all the knowledge and stories about iceworms he had heard were blown out of his mind when he stared at the creature. An yet, he still has a sword of steel and the elemental's power behind it. He still knows how to hurt it.
    Bringing his blade into a high attacking position the whelp takes a solid stance at the flank of the giant animal. Then he lets the blade fall, not only to hurt but to distract the worm, as to give his comrades a better attacking position.

    The iceworm, somewhat wounded by now but still in pretty good shape, shakes his head and snaps at the whelp doing the strange dance in front of it. The bite is right on target and the teeth do massive damage, opening a severe wound (15 damage).

    With its tail, the iceworm swipes at the knife wielding whelp that fell off its back, lifting the whelp off its feet. The whelp lands against a tree, 20' away (8 damage).

    The Axe-whelp watches as her javelin bounces off the worm's thick hide, just before being blasted with the creature's icy breath. Shivering from the sheer cold of its attack, she grabs another javelin from its case, deciding that if this attack fails, it will be time to give her axe a turn. However, she does not yet throw it, instead raising her voice in a rousing battlecry, chanting,
    "Together now, my clan-friends!
    An icy foe upon us descends!
    We shall not falter, flee, or fall!
    For we answer the glorious battle-call!
    "


    Iceworm ambush, end of round 2:
    Act well before thinking!


  18. - Top - End - #138
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Again, the Archer lets loose two arrows ...
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    Arrow #1: (1d20+7)[11], damage (1d8+4)[12]
    Arrow #2: (1d20+7)[10], damage (1d8+4)[9]

    EDIT: Bleh.
    Last edited by lostsole31; 2010-11-25 at 05:57 AM.

  19. - Top - End - #139
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Tasunke roars with fury, more to mask his own fear than for any attempt to appear menacing. He hurls his spear at the creature. Even as it is in flight he turns around and swiftly mounts his horse as it gallops past him.
    Quickly he draws his scimitar and rides out from the beast, ready to try to attack it next round.

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    to hit (-1 for not being on the horse - though he has -2 for being on it...)
    (1D20+4)[11]

    Damage if it hits
    (1D6)[2]

    EDIT: Meh, no hope.
    Last edited by Gaiyamato; 2010-11-25 at 06:15 AM.
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    Awesome Avatar made by Meirnon!!!



    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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  20. - Top - End - #140
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    Now with a partner that allows her to bring her vexing flanker ability to the battle, the battle dancing whelp continues her acrobatic twirling and dancing, this time, a blow from one of her hands is her prefered attack mode, shrugging off the damage that the iceworm's bite dealt her.

    (1d20+13)[31] attack
    (1d8+2)[9] damage
    Last edited by MikelaC1; 2010-11-25 at 06:32 AM.
    #GoreMutualarejerks

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    "Woooaahhh!" the knife-whelp cries out as he sails through the air, followed by a heavy "UMPH!" as he smacks against a tree 20ft away.

    Gritting his teeth, the knife-whelp gets to his feet, drawing another knife from his bandolier. "Time to put down a son-of-a-bitch," he growls. "Hey, Ugly! Suck on this!"

    Balancing the knife carefully, the whelp slings it into the Iceworm, burying it in up to the hilt.

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    (1d20+7)[26]
    (1d4+3)[5]

  22. - Top - End - #142
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The smallest whelp continues to jab with the spear, feinting a straight thrust before taking a step to the side and with the advantage of a flanking position The piercing point of the spear slides against the beasts underbelly.

    [Bluff as move action (Feint with -4 penalty for non-humanoid incl.): (1d20+4)[6] vs Ice worm's Sense motive]
    [Attack: (1d20+5)[14]+4(Partysan's Leading the attack)=[18], damage: (1d8+1)[5] +(2d6)[3](sneak)]


    Status
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    AC: 16
    HP: 20/30
    Last edited by Stormwind; 2010-11-25 at 04:27 PM.

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The white-haired whelp calls upon his metalcrafting to sharpen the edge of his blade, feeling it necessary against this opponent. His weapon lets loose a full tone as the metal warps slightly. After only a split-second, the whelp strikes again with his blade.

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    Swift - Cast Critical Strike (if foe flanked/denied Dex/etc, +1d6 damage, crit threat range doubled)
    Move - None
    Standard - Steely Strike (+4 attack, opponents other than target gain +4 attack against you)

    Attack - (1d20+14)[19] (7 + 1[inspire courage] + 4[Steely Strike] + 2[Flanking])
    Damage - (1d8+5)[7]
    Punishing Stance - (1d6)[2]
    Critical Strike - (1d6)[3]

    If Critical (17-20), Confirm - (1d20+14)[18]


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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The axe-whelp raises her fist in the air, with the javelin gripped tightly in her fingers, as she continues to sing out,
    "Let blades fall and arrows fly!
    Fight in rhythm with the battle-cry!
    With all the effort you have to give,
    Suffer not the worm to live!
    "

    Hurling her javelin with a grunt, the whelp smiles to herself, adrenalin pumping through her veins -- she had always enjoyed the rush of battle. As her projectile hurtles towards its target, she reaches back and grabs her axe, hefting it in both hands, and waits for the opportune moment.

    39/47 HP, 18 AC
    Attack: (1d20+9)[21] Damage: (1d6+5)[7]
    Move action: switch to Greataxe.
    Last edited by Archdeacon GX; 2010-11-27 at 12:49 AM.
    I am a True Neutral Human Wizard, Level 1.

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    Quote Originally Posted by mootoall View Post
    That is one epic dream ... I applaud your subconscious!

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    With a grim smile he hears the rythmic battlecry of his comrade and continues to swing his blade. Even if he can't remember how to fight these monster, he can at least stop it from eating the others.
    Every time he sees it twitching to attack, he buries the metal blade blade in its side again, disrupting the movement of the attacks.
    Then, he hurries towards the other meleers to aid them in a better position.


    Use Maneuver: Douse the Flames
    If the Attack hits, the worm cannot make attacks of opportunity for 1 round.
    Attack roll: (1d20+6)[26] +3 more if I hit last round and am my own ally
    Damage roll: (2d4+4)[8] + (1d6)[4]
    Critical Confirmation roll: (1d20+6)[10]
    If the maneuver succeeds, move action to get into a flanking position.
    "Ceterum censeo mediomundum esse delendum."
    Quote Originally Posted by Claudius Maximus View Post
    A balor is literally made of evil - for all we know it's composed of malecules and cruelectrons.
    I will leave this world like I entered it - screaming and bathed in blood.

    Martial Avatartist by the amazing yldenfrei

  26. - Top - End - #146
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    PaladinGuy

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Iceworm ambush, round 3:

    Again, the Archer lets loose two arrows, but both fail to penetrate and bounce off.

    Now with a partner that allows her to bring her vexing flanker ability to the battle, the battle dancing whelp continues her acrobatic twirling and dancing, this time, a blow from one of her hands is her prefered attack mode, shrugging off the damage that the iceworm's bite dealt her.

    "Woooaahhh!" the knife-whelp cries out as he sails through the air, followed by a heavy "UMPH!" as he smacks against a tree 20ft away.

    Gritting his teeth, the knife-whelp gets to his feet, drawing another knife from his bandolier. "Time to put down a son-of-a-bitch," he growls. "Hey, Ugly! Suck on this!"

    Balancing the knife carefully, the whelp slings it into the Iceworm, burying it in up to the hilt.

    The smallest whelp continues to jab with the spear, feinting a straight thrust before taking a step to the side and with the advantage of a flanking position The piercing point of the spear slides against the beasts underbelly.

    The white-haired whelp calls upon his metalcrafting to sharpen the edge of his blade, feeling it necessary against this opponent. His weapon lets loose a full tone as the metal warps slightly. After only a split-second, the whelp strikes again with his blade.

    With a grim smile the whelp hears the rythmic battlecry of his comrade and continues to swing his blade. Even if he can't remember how to fight these monster, he can at least stop it from eating the others.
    Every time he sees it twitching to attack, he buries the metal blade blade in its side again, disrupting the movement of the attacks.
    Then, he hurries towards the other meleers to aid them in a better position.

    The iceworm is severely wounded now and seems to have decided to call it a day. It jumps backwards and lands about 30' away from you, head turned towards you. Then it sprays you once more with its icey breath. (Reflex, DC 16 to save for Lostsole31, Stormwind, Partysan, Holocron Coder and Gaiyamato)

    The axe-whelp raises her fist in the air, with the javelin gripped tightly in her fingers, as she continues to sing out,
    "Let blades fall and arrows fly!
    Fight in rhythm with the battle-cry!
    With all the effort you have to give,
    Suffer not the worm to live!
    "

    Hurling her javelin with a grunt, the whelp smiles to herself, adrenalin pumping through her veins -- she had always enjoyed the rush of battle. As her projectile hurtles towards its target, she reaches back and grabs her axe, hefting it in both hands, and waits for the opportune moment.

    Iceworm ambush, end of round 3:

    EDIT: all those in melee with the monster get AoOs, please roll them before round 4 begins!
    Last edited by Simba; 2010-11-29 at 03:27 AM.
    Act well before thinking!


  27. - Top - End - #147
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    As the Iceworm bunches its muscles to jump, the smallest whelp takes advantage of the opportunity to thrust the blade of the spear in the creatures exposed flank.
    [AoO: (1d20+5)[22], Damage: (1d8)[1]+(2d6)[6](sneak attack)+[1](bardic song)]

    However once the worm jumps and breathes, the small whelp is caught in the midst of the spray, with no way of dodging the icy particles.
    [Reflex vs DC16: (1d20+5)[6] (Evasion)]

    Round 4

    Dropping her spear, the smallest whelp unslings her shortbow and shoots even as she calls out, "Bring it down, If it is an Icemen pet, I don't want it alerting them."
    [Attack: (1d20+5)[24], Damage: (1d6)[6]+[1](bardic song)]


    Status
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    AC: 16
    HP: 20/30
    Last edited by Stormwind; 2010-11-29 at 05:45 AM.

  28. - Top - End - #148
    Titan in the Playground
     
    MikelaC1's Avatar

    Join Date
    Nov 2009
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    Female

    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    Calling on her skills at taking extra attacks and using the flanking position she finds herself in, the battle dancing whelp unleashes one last attack at the Ice Worm, knowing that she has to make good on this one, as she is not a ranged combatant.

    (1d20+13)[20] attack
    (1d8+2)[9] damage
    #GoreMutualarejerks

  29. - Top - End - #149
    Bugbear in the Playground
    Join Date
    Aug 2006
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    ATL
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The white-haired whelp strikes quickly as the worm turns to leave, attempting to bring it closer to defeat.

    Spoiler
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    Opportunity Attack - (1d20+8)[17]
    Damage - (1d8+5)[13]
    Punishing Stance Bonus - (1d6)[4]


    When the worm once again spites its freeze, the whelp attempts to dodge the attack.

    Spoiler
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    Reflex Save - (1d20+7)[18]


    Hearing the order of the smallest whelp, the white-haired one nods and tears after the creature, knowing his sword-arm was better than any of his javelin throws. Reaching the creature, he attacks it with a simple strike.

    Spoiler
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    Attack - (1d20+8)[26]
    Damage - (1d8+5)[6]
    Punishing Stance Bonus - (1d6)[4]

  30. - Top - End - #150
    Dwarf in the Playground
     
    Archdeacon GX's Avatar

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    Mar 2009
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    Texas
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    IF the Iceworm somehow survives everyone else's attacks

    The excited young woman breaks into a full-on dash towards the beast, her axe raised to strike. As she comes within reach, the whelp brings the heavy head of her weapon around in a wide arc, aiming to split open the creature along the side with a mighty swing, calling out, "Have at you!!"

    Power Attack Charge!
    AC 16 until next turn
    Attack: (1d20+12)[15] (+9 AB, +1 Inspire Courage, +2 from Charging)
    Damage: (1d12+15)[24] (1.5xSTR= +6, +1 Weapon Training, +4x2=+8 for Power Attack with Two-Handed Weapon)


    IF the Iceworm does not survive everyone else's attacks

    The whelp with the axe rests her weapon on her shoulder, her battle-chant ended, and looks to the others with a nod, though she gives the snake whelp a somewhat odd look -- Punching a worm? she wonders quietly to herself.
    I am a True Neutral Human Wizard, Level 1.

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    Quote Originally Posted by mootoall View Post
    That is one epic dream ... I applaud your subconscious!

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