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Thread: The Dragon Empire IC, Part III
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2016-11-21, 12:26 AM (ISO 8601)
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- Apr 2013
Re: The Dragon Empire IC, Part III
River finds an uneven segment of the wall, which looks like it can be opened up. Opening the disguised hatch with a slight squeal from the hinge, he sees a wooden handle inside attached to metal cable. It looks like it could be pulled.
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2016-11-21, 09:30 AM (ISO 8601)
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- Jul 2014
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Re: The Dragon Empire IC, Part III
Last edited by Aeryk; 2016-11-21 at 09:32 AM.
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2016-11-21, 05:30 PM (ISO 8601)
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- Jan 2014
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Re: The Dragon Empire IC, Part III
Edmund holds up his hand to wait. He leans forward and places a hand or River's shoulder, blessing the monk. A moment later he steps backs, raises his shield and nods.
Spoiler: OOCCasting Guidance on River.
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2016-11-21, 08:18 PM (ISO 8601)
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- Apr 2014
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- California
Re: The Dragon Empire IC, Part III
"Now that you point it out, there IS something there," Azrin chimes in. He attempts to divine its nature.
Spoiler: OOCCasting Detect Magic, and thinking quickly about (Engineering): (1d20+11)[13]
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2016-11-21, 11:46 PM (ISO 8601)
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- Apr 2013
Re: The Dragon Empire IC, Part III
Spoiler: AzrinThe secret door is not magic. Considering what happens next, he might have a guess at the mechanism.
He does notice that the alarm string carries on along the ceiling above them, and through a tiny hole in the wall above the secret door.
River pulls on the handle. It is tough, but not impossible to tug out, and as he does so the stone door grates open, sliding into the wall. Along the top of the doorway is another metal cable, and at the side of the hallway on the other side of the door is another handle that is not hidden. It retracts from where it hangs as River pulls his handle and the door opens. The one on the other side must be to close it behind the person entering. There are more dolls hanging from the ceiling by strings, in the hallway past the door. The wine rack is still in the way.
On the other side are several Asmodean footsoldiers, a ways down the hall. In front are two with crossbows, crouched down. Behind them are another pair with crossbows, aiming over the crouching ones. Those four are clad similarly to the thugs they faced earlier in the streets, but openly wear the symbol of Asmodeus as a badge on their chests. Behind them are a pair in black robes, wearing Asmodean unholy symbols as pendants. Two of the crossbowmen open fire through the wine rack, at the group. The other two hold fire for the moment and take careful aim. The robed men in the back each take out a small candle in a bag, gesturing and murmuring over them.
Spoiler: MechanicsOne of the two bolts hits River for 7 damage. The second misses Edmund..
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2016-11-24, 07:04 PM (ISO 8601)
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- Australia
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Re: The Dragon Empire IC, Part III
Edmund catches the crossbow bolt on his shield. "Take cover!" He flattens himself against the left wall and holds his right hand out to cast. Tiny red sparks of electricity wind their way down his hand and across his chest as a familiar spell takes effect.
He looks back at Azrin. "We need to set off that flare!"
Spoiler: Stat blockEdmund Grimace
Chaotic Good Human Fighter/Cleric (ECL 5)
HP 36/46, Initiative +4, Speed 25, BAB 4.
AC 22, Touch 12, Flat-Footed 20, CMB +8, CMD 20
Fort+8, Ref+3, Will+6
Masterwork Glaive +9 (1d10+6)
Throwing Axe +8 (Melee) +6 (Thrown) (1d6+4)
+1 Orcsbane Warhammer +9(+11) (1d8+7(+2d6+2))
Shortbow +6 (1d6)
Chain Shirt +4 (Light)
Effects Defending Bone DR 5/Bludgeoning (20/25) 5 hour duration - cast prior to entering temple;
Ironskin (25/50 rounds remaining) (+4 enhancement to Nat Armor) 5 minute duration - cast at start of doll fight
Divine Favor (10/10 rounds remaining) (+2 to attacks and weapon damage rolls) 1 minute duration - cast at Asmodean tunnel ambush
Spells (CL5): (L1) 1/4, (L2) 1/3
(D1) 1/1, (D2) 1/1
Maneuvers (IL3):
Encouraging Roar
Abilities: STR 18, DEX 14, CON 14, INT 10, WIS 15, CHA 10
Special Abilities: Channel Energy 1/3, Ferocious Strike 2/5, Touch of Glory 2/5.Last edited by H. Von Studley; 2016-11-24 at 07:12 PM.
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2016-11-24, 08:27 PM (ISO 8601)
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- Apr 2014
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- California
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2016-11-24, 10:05 PM (ISO 8601)
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- Jul 2014
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- Canada
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Re: The Dragon Empire IC, Part III
River uses the cover of Azrin's mist to slide the wine rack out of the way, then moves carefully to the edges of the mist to keep within its cover.
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2016-11-28, 06:07 PM (ISO 8601)
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- Apr 2014
Re: The Dragon Empire IC, Part III
Olivin follows behind River and also takes a position in the edge of the mist. Olivin readies a trip action.
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2016-11-28, 09:04 PM (ISO 8601)
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- Apr 2013
Re: The Dragon Empire IC, Part III
Azrin conjures a cloud of mist, providing cover from the enemy crossbows. He scurries away back into the doll room, to the edge of the fog cloud, where he smells sulfur again. The floor bubbles just outside of the fog and he sees a long shape rise up out of it, slick with black sludge like swamp muck. A pair of yellow reptilian eyes open up. The creature's back is covered in jagged ridges and tough scales. A low rumble from the creature's throat announces its displeasure at Azrin's presence. Someone moves up alongside him, and he notices the hobo in his peripheral vision moments before the reptile bolts forth with shocking speed. It latches onto his leg with strong jaws, teeth digging into his body. He feels an alarming familiarity with this situation.
In the opposite direction, River goes through the fog down the hallway with Olivin behind him. The two of them reach the edge of the fog and two bolts are let loose by the crossbowmen that had been taking aim, both going wildly off from hitting either of them. Instead the bolts pierce the porcelain bodies of two of the dolls hanging above the hallway, which explode in a spray of clear liquid. Where the liquid flecks their skin they feel it burning them. As they recover from the surprise, they see two lumps of flesh taking form in front of them. They grow and take shape, gaining vaguely human faces that sag with folds of fleshy fat and tumors. From the ends of the creatures' arms emerge black nails.
The four crossbowmen reload and take aim as the two flesh lumps flail at River and Olivin with their claws. Olivin reacts quickly, tripping his foe before it can lay a finger on him, and River barely evades his attacker. Before they can relax, another volley of arrows come, laying down fire on them. One of the bolts hits a flesh lump instead, snapping as it impacts the creature's body. Two fly past them in the smoke, and the last grazes Olivin on the arm. Behind the firing squad, the two cultists begin chanting over their candles yet again, calling forth some other insidious creature to aid them.
One of the hanging dolls swings on its string from side to side, giggling as it points at River. River feels a familiar sensation in his feet as they begin to blister as though he were on hot coals.
Edmund hears chaos erupting through the fog, but cannot see anything beyond Orville, who comes up to him. "What should I do?" the guardsman asks.
Spoiler: MechanicsAsmodean Footsoldiers 3&4 take their readied actions, shooting disguised acid flask traps above River and Olivin.
One of them explodes above River for 5 acid damage and hits Olivin for 1 splash acid damage. River may make a DC 11 Reflex save to reduce the damage by half (to 2).
The other explodes, but isn't directly above either of them. Both River and Olivin take 1 splash acid damage.
Two fleshy creatures appear before River and Olivin. Neither of them know what they are.
One attacks River with both claws. One swipe nearly hits him, but concealment negates it.
The other attacks Olivin, but misses both barely due to being prone.
A large reptilian creature appears in the doll room. Azrin has never seen its kind before.
The creature charges him, and bites him for 7 damage. Azrin is grappled by the creature's Grab ability.
The four Footsoldiers reload and fire again. The flesh creatures provide soft cover, and one of them is hit by accident, but takes no damage. Two bolts miss, one due to AC and the other from concealment. The last hits Olivin for 2 damage.
The Asmodean Cultists both begin casting another Summon Monster spell. River and Olivin have seen them do this already, so they can guess well enough what it will do.
Another evil Doll reveals itself, casting a hex on River. River takes 2 fire damage. He will suffer more damage and a -2 penalty to AC, ability checks, skill checks and saves for a few rounds unless he takes a full-round action to stomp out the magical fire.
The Doll is hanging from the ceiling and is treated as flat-footed.
It is the party's turn. Here is the map.Last edited by RandomWombat; 2016-11-28 at 09:11 PM.
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2016-11-28, 09:13 PM (ISO 8601)
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- Apr 2014
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- California
Re: The Dragon Empire IC, Part III
"Aaahhh not this again! Little help here please!" Azrin looks about ready to pass out.
Spoiler: OOCYep, nothing for it. Can't shoot it, can't Slumber infernals. Ideas?Last edited by Archemist; 2016-11-28 at 09:13 PM.
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2016-11-28, 10:34 PM (ISO 8601)
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- Apr 2014
Re: The Dragon Empire IC, Part III
Realizing that his companions in the rear may not be able to see Olivin shouts. "Two monsters, one bloody doll, and 6 cultists. 'ore monsters coming too!"
Olivin ignors the prone monster at his feat and lashes out with the 15ft reach of his whip to damage the doll in the rear.
Attack (1d20+13)[32]
Damage (1d3+9)[11]
Edit Add Stat Block:
Spoiler: OlivinOlivin Instance
human Lore Master Fighter Lvl 5 N
HP 55 / 60 Speed ft Init 0
AC 14 Fort 7 Ref 1 Will 2
CMB +12 BAB 5
Whip +1 14 (1d3+7, x2)
whip+1 pwr attack 13 (1d3+9, x2)
whip+1 trip&disarm 18 (nil, x2)
cat whip 13 (1d4+6, x2)Last edited by brandnewb; 2016-11-28 at 10:38 PM.
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2016-11-28, 10:54 PM (ISO 8601)
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- Apr 2014
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- California
Re: The Dragon Empire IC, Part III
Azrin quits struggling for a second and wishes REAL HARD that the croc would just go to sleep.
Spoiler: Slumber (Su)Will save DC 15 or sleep for 5 rounds. Somebody else's standard action or any damage wakes it. Since the hexes are Supernatural I don't think it provokes to use it.
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2016-11-29, 01:36 PM (ISO 8601)
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Re: The Dragon Empire IC, Part III
River avoids the worst of the acid spash with a quick weaving step. He feels his feet begin to burn again, but clenches his teeth to bear the pain in order to bring down the foes quickly. He then concentrates the full fury of his power onto the strange summoned creature before him.
Spoiler: OoCFlurry of Blows, spending 1 use of EF (cold) and 1 point of ki for a 3rd attack
Attack 1:(1d20+7)[25]
Damage 1:(1d8+3)[11]
EF:(2d6+3)[14] Cold Damage
Attack 2:(1d20+7)[13]
Damage 2:(1d8+3)[10]
Attack 3:(1d20+7)[13]
Damage 3:(1d8+3)[4]
If he takes out L1, he'll redirect any remaining attacks onto L2.
Spoiler: Stat BlockRiver
Lawful Neutral Human Monk (ECL 5)
HP 30/43, Initiative +5, Speed 40, BAB +3.
AC 18 -2, Touch 18, Flat-Footed 14, CMB +6, CMD 19
Fort+6, Ref+8, Will+7
Unarmed Strike +7 (1d8+3)
Flurry of Blows +7/+7 (1d8+3)
Shuriken +6 or +5/+5, FoB (1d2+3)
Effects: -2 to checks/saves/AC
Abilities: STR 16, DEX 16, CON 15, INT 7, WIS 16, CHA 7
Special Abilities:
Elemental Fist: 2d6 (+3 if cold) 4/6
Ki Pool 4/6
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2016-11-29, 06:16 PM (ISO 8601)
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- Jan 2014
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- Australia
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Re: The Dragon Empire IC, Part III
Hearing Azrin cry out, Edmund pushes past Orville and heads back for the doll room. "Move up and help River and Olivin! Target their spellcasters if you can!"
He overtakes the hobo and finds himself next to Azrin.
Spoiler: If the croc is asleep...Edmund stands over the prone form of the beast and casts another spell. There are no obvious effects this time, but he seems to carry his shield and armor more easily than before.
Spoiler: OOCIf it is asleep I don't want to wake it up again straight away. Better to spend the standard action casting and line up the coup de grace for next round.
Ed casts Bull's Strength on himself.
Spoiler: If the croc is still awake...Finding Azrin caught in the jaws of the beast, Edmund draws Orcsbane in his right hand and steps up to strike. He brings the heavy weapon crashing down on the creature's head, aiming for the ridges protecting its beady yellow eyes.
Spoiler: OOCSeeing Azrin in trouble, Ed draws his warhammer in his right hand (shield still in left) and attacks with Power Attack:
Attack: (1d20+11)[27]
Damage: (1d8+11)[15]
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2016-11-29, 07:39 PM (ISO 8601)
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- Apr 2013
Re: The Dragon Empire IC, Part III
Spoiler: River&OlivinRiver's first fist connects and leaves a frost-bitten patch of flesh where it impacted, but the creature staggers around his follow up strikes. Olivin strikes out with his whip and impacts the doll with such force the whip rips open its soft cushiony torso, spilling stuffing on the floor. The doll hangs limp.
The air before the two of them ripples for a moment, and begins to tear, as two avian creatures bite and claw their way through and flap into the room. They shriek loudly and hover above the flesh lumps, scratching and pecking at their masters' foes. River's can't locate him properly in the fog, but Olivin's eagle gets a hold of his face in one of its talons and leaves a nasty cut along with the minor ones.
The flesh creatures nip at their heels while they are dealing with the birds above; the one Olivin tripped doesn't even bother getting up. The flesh creatures seem very single-minded and stupid.
The firing squad reloads and takes aim, shooting into the crowd. Another bolt just barely clips Olivin, and River spots his coming soon enough to swat it out of the air.
Orville comes up behind the two of them, but can't get in range to help.
Spoiler: Edmund&AzrinThe hobo gets pushed aside as Edmund rushes past, and begins wandering around in a dazed state as the crocodile passes out, its jaws loosening and letting Azrin free. The croc slumbers peacefully.
Spoiler: MechanicsRiver hits Flesh 1 for 10 damage total with his first hit. River suffers 1 fire damage and his penalties persist this round, after which the spell will wear off.
Olivin whips Doll 4 for a critical hit, knocking it out.
Azrin puts the Fiendish Croc to sleep.
Edmund casts Bull's Strength on himself.
Asmodeun Cultists finish summoning two Fiendish Eagles. They are hovering in the airspace above the fleshes.
Eagle 1 scratches at River, but misses due to the mist.
Eagle 2 scratches at Olivin, for a crit and two hits, dealing 15 damage total.
Flesh 1 claws at River, but cannot connect.
Flesh 2 claws at Olivin, hitting once for 6 damage.
Asmodean Footsoldiers 1&3 fire at River. The first shot hits, but he deflects it. The second goes awry.
Asmodean Footsoldiers 2&4 fire at Olivin. One hits for 1 damage.
Asmodean Cultist 1 casts a spell on River. He must pass a DC 14 Will save or something will happen.
Asmodean Cultist 2 casts a spell on Olivin. He must pass a DC 14 Will save or something will happen.
Fiendish Crocodile snoozes.
Edmund and Azrin can act. Olivin and River may act if they pass their saves. If either fails their save, things happen that may change their actions. Here is the map.
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2016-11-29, 07:50 PM (ISO 8601)
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- Apr 2014
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- California
Re: The Dragon Empire IC, Part III
"Naptime, whew." Azrin sighs with relief, looking down at the passed-out crocodile. To Ed, he says, "Take your time, Sir, finish it with a single blow if you can. But you've got 30 seconds, tops, before it wakes. I'll go fire the flare and be right back." And with that, Azrin runs outside (and fires the flare, if there's time).
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2016-11-29, 08:06 PM (ISO 8601)
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Re: The Dragon Empire IC, Part III
Edmund glances at the jagged bite wounds on the gnome's leg and then back to the sleeping crocodile. "Gladly," he growls.
He steps forward and rolls the beast over with his foot, exposing the soft, unarmoured underside. He leans back as though chopping wood, pauses a moment to line up his swing, then brings the hammer down in a massive blow, pulverising the creature's skull.
Spoiler: OOCCoup de grace! with the warhammer, then 5' step back towards the hallway.
Damage: (3d8+39)[48]
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2016-11-29, 08:13 PM (ISO 8601)
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- Apr 2013
Re: The Dragon Empire IC, Part III
Spoiler: Azrin&EdmundEdmund swiftly crushes the beast's skull with his hammer and it blackens, then crumples away like burning paper, fading from this reality.
Azrin rushes past and up the stairs, coming to the door. He places his hand on the handle to open it, and it doesn't budge. His hand is now stuck.
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2016-11-29, 11:02 PM (ISO 8601)
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- Apr 2014
Re: The Dragon Empire IC, Part III
Olivin will save: (1d20+2)[7]
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2016-11-29, 11:16 PM (ISO 8601)
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- Apr 2014
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- California
Re: The Dragon Empire IC, Part III
geez, you guys. You're rolling like Azrin.
"The words are all around but the words are only sounds, and no one ever seems to listen.
Instead, they'll say, 'How could we have known?'" - Jack Johnson
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2016-12-01, 10:25 AM (ISO 8601)
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Re: The Dragon Empire IC, Part III
River catches the bolt fired at him, and with lightning speed returns it at his attacker, but suddenly a manic rage overtakes him and he feels the urge to kill his allies. He moves past Orville to put the man between himself and his other attackers, essentially using him as a human shield, then smashes the unexpecting man in the face.
Spoiler: OOCSnatch Arrows attack:(1d20+6)[16]
Damage: (1d4+3)[5]
Attack vs Orville:(1d20+9)[19] Flanking included with Olivin I guess :(
Damage:(1d8+3)[6]
Spoiler: Stat BlockRiver
Lawful Neutral Human Monk (ECL 5)
HP 29/43, Initiative +5, Speed 40, BAB +3.
AC 18 -2, Touch 18, Flat-Footed 14, CMB +6, CMD 19
Fort+6, Ref+8, Will+7
Unarmed Strike +7 (1d8+3)
Flurry of Blows +7/+7 (1d8+3)
Shuriken +6 or +5/+5, FoB (1d2+3)
Effects: -2 to checks/saves/AC
Murderous Command
Abilities: STR 16, DEX 16, CON 15, INT 7, WIS 16, CHA 7
Special Abilities:
Elemental Fist: 2d6 (+3 if cold) 4/6
Ki Pool 4/6
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2016-12-01, 05:00 PM (ISO 8601)
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- Apr 2014
Re: The Dragon Empire IC, Part III
Olivin is enraged by a strange magic. When he sees River lash out at their ally he assumes that the man must have done something terrible and vents his rage on the poor victim as well.
(1d20+14)[25]
(1d3+7)[10]
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2016-12-02, 02:29 PM (ISO 8601)
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- Apr 2013
Re: The Dragon Empire IC, Part III
Spoiler: River&OlivinRiver pushes past Orville, who lets him by, turning to follow since Edmund ordered retreat. When he turns around he receives a fist to the face, staggering back. Momentarily stunned, he is then lashed across the back of the neck by Olivin's whip, dropping to one knee from the impact. Face contorted in fear, he holds his shield up to protect himself and cowers. "What are you doing? Help! They're with the Asmodeans?!" the guard shouts in confusion.
Olivin feels something pressing at his mind again, while the creatures in the hallway claw at him relentlessly. Two more bolts strike him, finding better purchase this time. As the fleshy creatures' claws scratch at his lower body, they dissolve into bloody goop and sink into the floor.
Spoiler: Edmund&AzrinI posted the rest of the round for you previously.
Spoiler: MechanicsRiver counters Footsoldier 1 for 5 damage.
River punches Orville for 6 damage.
Olivin lashes Orville for 10 damage. Orville is critically wounded.
Orville takes Full Defense.
The Footsoldiers reload and all four open fire on Olivin, the only available target. Two bolts hit him for 7 damage total.
Asmodean Cultist 1 casts another spell on Olivin. Olivin must pass a DC 14 Will save or drop his whip as a free action on his next turn. If he does, he can't pick it up for 1 round following.
Asmodean Cultist 2 does not act yet.
Flesh 1 claws at Olivin for one hit, dealing 6 damage.
Flesh 2 claws Olivin, hitting once for 3 damage.
Eagle 1 scratches and bites Olivin, but misses due to the fog.
Eagle 2 scratches and bites Olivin, but misses due to the fog.
Edit: The summon spell for the flesh creatures ends and they disappear at the end of this round. I missed that until I was updating the sheet. Ignore them on the map.
It is now the party's turn. Map here.Last edited by RandomWombat; 2016-12-02 at 02:33 PM.
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2016-12-02, 04:32 PM (ISO 8601)
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- Australia
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Re: The Dragon Empire IC, Part III
Edmund spins in alarm, hearing shouting coming from inside the fog. He grits his teeth, fighting the urge to run down the hall after them. The archers and casters will be at a disadvantage if we can lure them into the mist.
He hustles forward, putting his back against the right-side entrance to the hall and readying his hammer. Unsure if anyone can even hear him, he calls "Pull back! We'll hold them in here!"
Spoiler: OOCEd moves to stand just outside of the hallway. On the right side, if you're facing down the hall. He stands in between the wall and the shelf and uses the wall as cover. He'll ready an attack for the first enemy that comes into range.
RW, in case you need to roll that readied attack for Ed, his current modifiers are:
(Power) Attack: +13
Damage: 1d8+13
Spoiler: Stat blockEdmund Grimace
Chaotic Good Human Fighter/Cleric (ECL 5)
HP 36/46, Initiative +4, Speed 25, BAB 4.
AC 22, Touch 12, Flat-Footed 20, CMB +8, CMD 22
Fort+8, Ref+3, Will+6
Masterwork Glaive +9 (1d10+6)
Throwing Axe +8 (Melee) +6 (Thrown) (1d6+4)
+1 Orcsbane Warhammer +9(+11) (1d8+7(+2d6+2))
Shortbow +6 (1d6)
Chain Shirt +4 (Light)
Effects Defending Bone DR 5/Bludgeoning (20/25) 5 hour duration - cast prior to entering Calistrian temple;
Ironskin (23/50) (+4 enhancement to Nat Armor) 5 minute duration - cast at start of doll fight
Divine Favor (8/10 rounds remaining) (+2 to attacks and weapon damage rolls) 1 minute duration - cast at Asmodean tunnel ambush
Bull's Strength (49/50 rounds remaining) (+4 to STR) 5 minute duration - cast during Asmodean tunnel ambush
Spells (CL5): (L1) 1/4, (L2) 1/3
(D1) 1/1, (D2) 0/1
Maneuvers (IL3):
Encouraging Roar
Abilities: STR 22, DEX 14, CON 14, INT 10, WIS 15, CHA 10
Special Abilities: Channel Energy 1/3, Ferocious Strike 2/5, Touch of Glory 2/5.
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2016-12-02, 07:23 PM (ISO 8601)
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- Apr 2014
Re: The Dragon Empire IC, Part III
Will Save for Olivin
(1d20+2)[7]
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2016-12-03, 07:34 AM (ISO 8601)
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- Apr 2014
Re: The Dragon Empire IC, Part III
Having seen what he has done, and in response to the curse Olivin drops his whip in shock. He looks around stunned for an instant, trying to determine what has happened. Then he leaves his whip and withdraws.
Spoiler: OOCOlivin will take the withdraw action to pull back with the others. While moving he will draw his Cat O' Nine Tails as a free action allowed while moving. Then take up a position to defend the door.
Spoiler: OlivinOlivin Instance
human Lore Master Fighter Lvl 5 N
HP 17 / 60 Speed ft Init 0
AC 14 Fort 7 Ref 1 Will 2
CMB +12 BAB 5
Whip +1 14 (1d3+7, x2)
whip+1 pwr attack 13 (1d3+9, x2)
whip+1 trip&disarm 18 (nil, x2)
cat whip 13 (1d4+6, x2)
cat pwr attack 12 (1d4+8, x2)
cat trip&disarm 17 (nil, x2)
Str 20 (5) Dex 10 () Con 16 (3) Wis 10 () Int 14 (2) Cha 7 (-2)
Last edited by brandnewb; 2016-12-03 at 07:38 AM.
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2016-12-03, 02:06 PM (ISO 8601)
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- Jul 2014
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Re: The Dragon Empire IC, Part III
A horrified look comes over River's face, "Oh no! Orville, I'm sorry! It's the cultist's magic. Please let me help you back to the others! We can't fight them here!" River hesitates just a moment with his hands opened and non-threatening, then moves to grip the man under the shoulders to help him back to the relative safety of the rest of the party.
Spoiler: OOCOk, so not sure how this is going to work, but essentially I want to do a drag combat maneuver on Orville to help him away from the enemies. Now, I'm not sure if he is willing since River just attacked him, but I'm hoping he will believe River's explanation and just agree. Now, if he does go willingly, how does a combat maneuver work on a willing ally? My thought is that it would just be against the basic DC10 base CMD that everyone has, since he wouldn't be resisting the strength and dex modifiers wouldn't apply. Anyway, it's a GM call, so whatever you decide RW :)
Here's River's CMB check. If successful we both move back 5 feet, +5ft per every 5 by which River's check succeeds the DC.
(1d20+8)[24]
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2016-12-03, 05:20 PM (ISO 8601)
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- Apr 2013
Re: The Dragon Empire IC, Part III
Spoiler: OOCI'd treat dragging allies as CMD 5 for conscious allies, or CMD 10 for unconscious allies since you'd have to work harder to drag them.
River can attempt a Diplomacy check to improve Orville's attitude (which has gone down to indifferent due to his confusion) and clear up what happened. So that'll be DC 15. By RAW this would take several minutes, but I don't like that rule.
If it fails, Orville will be treated as a hostile creature for the drag attempt, which would still succeed - just less so.
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2016-12-04, 02:52 AM (ISO 8601)
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- Apr 2014
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- California
Re: The Dragon Empire IC, Part III
Azrin sighs at the sticky door. "Please, door, let me through." Failing that, he casts a spell on himself... and suddenly he's as big as any of the rest of the crew. He draws his boarding axe and menaces the door. "I mean business, you hear me?"