Game: Blades of Git'riban : Primal State

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Azure's picture
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Game: Blades of Git'riban : Arson

'Benyamin' wrote:
Great. Just the welcome I needed Sticking out tongue

Jhank'kor's talisman flares to life at the mental intrusion, layering his mind in protective theurgy.

[No. No, it does not, because this is not actually an abberation affecting you, it's an artifact. Did you figure in the +4 the amulet would give you? Would not getting that bonus make you fail the save? Does the Evil DM enjoy torturing PCs?

But seriously, the Talismin of Githborn would only work in this case if it protects against items made by he Illithid. But alas, it does not.]

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bugger...will save= 19 ...or, what I like to call, "do you like your brains shaken or stirred?" Sticking out tongue

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"LIAR!"

Intimidate (aid annother): 8 (never mind, I'm not affected by the illusion, right.)
Sense motive on Vivec: 27 (OOC: beat you by one, uh-oh)

0 Bonus for to do
I rolled 1d20+0, the result is 2.
I rolled 1d20+0, the result is 19.
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Rey'arteb looks a few feet to his left. Jhank'kor is pointing a pirate pistol and talking to an empty space where he evidently believes 'Vivec' to be.

[Wei, Daraz needs to pass a DC 21 Will check too. If he fails, he also aims at the false Vivec. If he passes, he notices Jhank'kor threatening a chair.]

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OOC: edited above post, but never mind, since I am now aiding (and failing miserably at it to) Jhan'kor's intimidate check on a chair--I'm sure it's utterly terrified.

6 Bonus for to do
I rolled 1d20+6, the result is 10.
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not to bias you or anything...but remember that Rey cast a spell on J earlier, Daraz--you would've seen this--so maybe this was the effect of that spell?? No, you don't have spellcraft (I hope)...so yeah, it would be totally useful to make him see V in another spot...not biasing...no... :twisted:

Jhank'kor stares down the barrel. "Nothing to say, eh?

He smiles at Daraz's statement, even glances toward Daraz a moment before returning to looking at "Vivec." "Yes, you are a liar...a dirty, Gith-damned liar! A rightful son of Zerth from the looks of things. I think I know what you need. You need a new mouth to speak with, you two-tongued-lying-zerai-lover."

BOOM!

Jhank'kor pulls the trigger, hammer slamming down with an imperative crack. The warmage smiles as he inhales the scent of burning power and smoke. "What do you have to say for yourself now, traitor?"

I hope y'all enjoyed that pantomimed assassination of an assassin of assassins, courtesy of your bewitched warlock.

Do I even have to roll for that? Maybe I'll get another nat. 1 Laughing out loud

Attk roll: 20

-1 Bonus for to do
I rolled 1d6+-1, the result is 3.
4 Bonus for to do
I rolled 1d20+4, the result is 20.
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Not questioning his luck, nor the strange turn of events (which may well have saved his life) Rey'arteb gathers himself quickly.

From Jhank'kor's other side comes Vivec's voice, once again recognizable and calm.

Traitor? It seems the ghaik managed to warp your mind more than my own.

Perhaps you should gather your wits and cool your head. It was exactly the ghaik's intention to have us destroy each other.

Hide: 7+17= 24
Diplo (to calm J down): 19
Bluff (the "ghaik" was controlling me): 25

0 Bonus for to do
I rolled 1d20+0, the result is 7.
I rolled 1d20+0, the result is 10.
I rolled 1d20+0, the result is 16.
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Do you want Jhank'kor's wild-eyed reaction? I sure hope so!

Whirling around, left-hand tugging the second pistol level, the warlock's eyes bulge into midnight moons. "YOU?!?! Be a good Zerai and DIE!!!!"

The second muzzle belches a load of flaming powder and lead.

Full penalties will make this a roll with no mod...how lovely Laughing out loud

Attk: 20 (Dear Lord, how ironic!!! a crit!! and a horrible confirmation...7)

Dmg: 9 (lousy dmg...if I even rolled the right stuff. lol. Azure, your help please--and do I get a new will save?)

He's just slightly off his rocker with rage at the moment. O.o

0 Bonus for to do
I rolled 1d20+0, the result is 20.
I rolled 1d20+0, the result is 7.
I rolled 4d6+0, the result is 9.
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Leveling his crossbow at this new 'figment,' Daraz also fires and then reloads. (OOC: at this rate, Trias, you have quite a while to convince us we're nuts)

"GET OUT OF MY HEAD, GHAIK!"

Attack: 24

Damage: 5

OOC: Azure, please tell me if I get a new save too.

11 Bonus for to do
I rolled 1d20+11, the result is 24.
0 Bonus for to do
I rolled 1d8+0, the result is 5.
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[Sorry no new save for this effect. Jhank'kor and Daraz see Vivec shot before their eyes, then hear his voice in the room. Jhank'kor won't get to shoot the second tim 'till round 5 (I think) while there is still some action out on the balcony to resolve, because I don't see Grazz coming quietly. Anyway, I gotta say goodnight now, early day tomorrow.]

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I thought you get an extra attack at a -4 (or is it -5) penalty if you wield a second light weapon. Oh well, he shoots either way.

But alrighty! I am interested in seeing what the warriors are up to at the moment, too.

Goodnight, Azure! Rest well.

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Grunting as he wrestles with the struggling Zerai Ar'dru looks across at Du'minh "You don't have any sovereign glue do you?"

Grapple Check- 32 (Nat 20! whatever that means in grappling)

ooc- I'll wait to see the response if we don't have any fastening devices I'll post my rolls for choking Grazz out (non lethal natural attacks).

12 Bonus for to do
I rolled 1d20+12, the result is 32.
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'Azriael' wrote:
Grapple Check- 32 (Nat 20! whatever that means in grappling)

Means you have one very stuck Zerai in your hands. Eye-wink

Maybe Grazz has something on his person you could use; anything easily grabbed can be taken as a disarm check.

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OOC:
I’m currently waiting to see if my attempt to join the grapple in round 4 was successful (grapple check 25).

Az, I guess what we want is to pin him to minimize his chances of escaping. At that point we could try to tie him up, but he likely has a mean Escape Artist check – so I suggest we just beat him into unconsciousness. When he’s pinned we can also attempt to disarm him.

'Benyamin' wrote:
I thought you get an extra attack at a -4 (or is it -5) penalty if you wield a second light weapon.
If you’ve spent a move action drawing a weapon (or drawing it as part of a regular move) and a standard action to attack, that’s all the actions you have for round 4, Ben. In any case, using two weapons in one round imparts a -6 penalty on the primary hand and a -10 on your secondary hand. If off-hand weapon is light, both penalties are reduced by 2.

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Thanks for the revision, D! I will revise my post as things settle out.

I'm intrigued to see what y'all accomplish.

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'Azriael' wrote:
Grunting as he wrestles with the struggling Zerai Ar'dru looks across at Du'minh "You don't have any sovereign glue do you?"

Grapple Check- 32 (Nat 20!).



[I kind of lost track of Gy-Nath during the action, so I'll assume he ran down the hall and is helping Ar and Du wrestle Grazz.]

Grazz squirms and flops, trying to break Ar'dru's hold on him. He fights like a tiger and it takes all three warriors, Ar'dru, Du'minh, and Gy-Nath, to wrestle the slippery 'zerai to the floor. At one point he draws a dagger dripping with poison, but Du'minh grabs his wrist before he can cut anyone with it.

Then they hear a shot from back in the room.

[Gotta go to work, will post more this evening]

0 Bonus for grapple to do
I rolled 1d20+0, the result is 18.
I rolled 1d20+0, the result is 4.
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OOC: I'd think they'd here the shouting too.

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With gritted teeth, the Rish looks up from the brawl and casts a quick glance back down the corridor. He has picked up that hostile spells were cast, and noted claims of betrayal being shouted among the other half of the party. Then the shot.

A knee in an uncovered area of his armor almost knocks the air out of Du’minh and brings his attention back to what is at hand. He strengthens his grip on Grazz’ hand and tries to twist his arm into a lock.

“We need to put this trash out quickly, brothers!”

OOC:
Du’minh tries to pin Grazz with his first attack. His second attack will depend on whether the first one succeeded in pinning him.

13 Bonus for Grapple to do
I rolled 1d20+13, the result is 22.
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Ar'dru sinks his teeth into the struggling giths shoulder, hoping to take some of the fight out of him through blood-loss before battering him the rest of the way.

Bite- 29
Damage- 10

12 Bonus for to do
I rolled 1d20+12, the result is 29.
8 Bonus for to do
I rolled 1d6+8, the result is 10.
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Between the three githyanki, Grazz is well and truly immoble. Ar'dru has him held down under his massive frame, with his wings partially wrapped around Grazz's torso and pinning his right arm. Du'minh has Grazz's left arm with the dagger. Gy-Nath has Grazz in a headlock, and the others can see a rivulet of blood running down his forearm from Grazz's bite. Ar'dru bites the Accursed in the shoulder, though his razor-sharp teeth are far more effective.

"Yarrr! Ya Frik slick mibix!" Grazz swears between clenched teeth. "Gerroff, ya puddles o' stag!"

The three warriors have their quarry, true, but the rabbit isn't in the bag yet. Grazz continues to struggle, and even working together, it is all the three can do simply to keep him pinned. The mass of strugling gith-kin is most decidedly not mobile at the moment.

At the sounds of shouting and the gunshot, Gy-Nath catches Du'minh's eye. "The chal! I can feel his rage swelling, feeding itself like a wildfire. And just when a little more help would be welcome, too."

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Leaving the others in their confused state, Rey quickly moves to the Accursed. Being invisible, and moving quietly to get into range and see what he can do.


OOC:

Casts: "Invisibility" on self
Hide (just in case): 25
Move Silently: 31

17 Bonus for to do
I rolled 1d20+17, the result is 25.
14 Bonus for to do
I rolled 1d20+14, the result is 31.
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Rey'arteb tries to exit the room only to find the door closed. This is strange, for he saw Gy-Nath blast it out of it's frame. He looks around and sees the room as it was before the githyanki crashed through the wall. Daraz and Jhank'kor also notice that they percieve the room as whole, undamaged, and most notably, closed.

Jhank'kor sees Vivec standing before him, pointing a crossbow at him.

Daraz sees Vivec standing in front of him with two flintlock pistols in his hands. He brings the undischarged one up and points it at him.

Rey'arteb is seemigly alone in the closed room. Alone ... with the head! It seems to stare at him as if expecting something of him.

[ooc - Sorry, but Evil DM wants everyone in the room to have an 'oh shit' moment]

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The chal eyes the crossbow bearing sorcerer with seething fury. "So you killed Daraz too! You filthy-backstabbing-SON-OF-ZERAI!!! How about we settle this?!?!"

The expended pistol falls to the floor. Right hand twitching as his mouth slurs the arcane syllables, the warlock levels the other pistol at the "mage." His eyes bear coronas of flame as he finishes the phrase with a wicked smile. "...bang."

The gun belches a zipping pellet, though no smoke or thunder emits from its barrel. A quick glance shows Jhank'kor's finger was not on the trigger, but pointing at Vivec's heart. As the bead whirls closer, The mage dives for the fringes of the room, hoping to use the table for cover.

It's about to be an all-out hell in here. :shock:

Fireball (and yes, EvilDM, I meant it this time. :twisted: )
Move action toward wall (diving, if necessary, to land behind table [didn't Daraz knock it over?])

AC: 11 (whoops. The bead missed...I wonder if Vivec is still standing by the door? Laughing out loud)
Dmg: 41 (dear God, this is going to hurt... :shock: )

concentrate: 21

I try to keep him loud so that maybe the warriors will hear why he is shooting and frothing like a lunatic.

Refl: 19 (shouldn't the table give J cover, too?)

-1 Bonus for to do
I rolled 1d6+-1, the result is 3.
10 Bonus for to do
I rolled 1d20+10, the result is 21.
4 Bonus for to do
I rolled 1d20+4, the result is 11.
7 Bonus for to do
I rolled 8d6+7, the result is 41.
2 Bonus for to do
I rolled 1d20+2, the result is 19.
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Rey smiles a dark smile.

He tries to walk straight through the door.

As he starts walking, he cries in a strange voice,

You fools! Have you not realized it yet - that is a thrall - a decoy.... "I" am Grazz!!!

Will: 19+ 14= 33
Bluff: 4+9 = 13

I hope that Will is high enough to ignore the door

0 Bonus for to do
I rolled 1d20+0, the result is 19.
I rolled 1d20+0, the result is 4.
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[Evil DM - Wheee! Of course, Daraz has a better initiative, but even if he does damage, Jhank'kor still casts the spell. So I guess everybody's got to make a reflex save (including Jhank'kor)

Edit: Rey walks right through the door, though he does not sound anything like Grazz]

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OOC: reflex save : 18

11 Bonus for to do
I rolled 1d20+11, the result is 18.
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'Azure' wrote:
Edit: Rey walks right through the door, though he does not sound anything like Grazz]

ROFL!! That sounds like a bad bluff job.

What does Rey see?

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My comp is on the fritz, so if I post any half-completed replies and they sit for a bit that would be why. I'm about to have a serious phone call with a certain electronics company, since this has been going on from day one of the purchase.

That out of the way...edited the post with save and a query. Thanks!

Edit: the eyes need to roll as well, right? Eye-wink

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"What did you do with the 'chal, you damned thral?" asks Daraz, showing a much calmer kind of anger. "Die."

Attack: 19
Damage: 6
Reflex: 12 (that's my natural one) and I am now on 2 assuming my critical failure dosen't do me in--yay. Next round I'll drink two of my potions of cure moderate wounds.

11 Bonus for to do
I rolled 1d20+11, the result is 19.
0 Bonus for to do
I rolled 1d8+0, the result is 6.
11 Bonus for to do
I rolled 1d20+11, the result is 12.
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We both missed...whee!!! Laughing out loud

Oh, it was vs DC17

Half dmg is 20...yeowch. Might need some rogue's evasion by time I'm through!

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Edited above.

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[OMG. Funny, funny stuff.]

A blast of heat engulfs the room as eldrich flames expand from where the 'bullet' struck the wall. Daraz tries to dive for the floor but the heat is so intense that his clothing catches fire [nat 1, spend a round putting yourself out or take extra d4 every round].

Jhak'kor dives behind the table, but the entire room quickly fills with flame. Most of the furnishings catch fire, as do the carpets. Jhank'kor blinks the smoke from his eyes and sees that the flames are starting to spread through the smashed wall to the other room. The concussion of the blast knocked the ulitharid head off the table, and it too is on fire. The three eye-stones are cold and inactive. Oh, and Jhank'kor's other pistol, still loaded, still in his hand, explodes. [reflex save, DC 17, for the other half of the damage you missed, fireball lobber]

Out in the hallway, the blast knocks Rey'arteb into the wall, as flames leap out of the seemingly solid door, but quick reflexes allow him to come away with narry a bruise nor burn, just some added incentive to move down the hall.

Out on the balcony very loud "FfwOOmph" is heard. Grazz stops struggling. Gy-Nath looks at the the other two warriors and grits his teeth as he quickly analyzes the best of several bad choices. He lets go of Grazz and heads back out the door. "Not the first warlock who's needed someone to aim him." he growls.

Gy-Nath literally runs into Vivec in the hallway, just as the sound of multiple feet are heard echoing up the stairway.

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Seeing how Grazz thinks he may get a moment’s break, Du’minh decides to bring him into the painful present by putting weight on the grip he has on the dagger-hand, and jabbing the githzerai’s own poisoned blade into his leg.

The mage hunter goes on to smash the Accursed’s hand into the floor to get the dagger out of the picture, and knee him hard in the ribs, bearing a spike from his armor. Du’minh brutalizes the traitor with a vengeance.

Between grunts and blocks, he yells out to Gy-Nath:

“What is it? Ghaik tactical squad? Thrall assassins? Or has the chal simply lost his mind?”

OOC:
Du’minh uses his second attack in round 5 to attack Grazz with his own dagger (if grapple was succesfull Du'minh gets a free attack at -4, though I haven't included whatever enhancements may be on the dagger.).
EDIT: Oooh, nat 20 and nat 19! Don't mess with the Rish, he be smacking you up with your own tools, yo!

In round 6, assuming Grazz is still pinned, Du’minh uses a disarm attempt on his first attack (Grazz gets -4 on his disarm check for using a light weapon), and uses his second one to attack with armor spikes.

8 Bonus for Grappe (2nd in to do
I rolled 1d20+8, the result is 28.
9 Bonus for Attack Grazz wi to do
I rolled 1d20+9, the result is 28.
17 Bonus for Disarm (1st att to do
I rolled 1d20+17, the result is 22.
8 Bonus for Armor spike att to do
I rolled 1d20+8, the result is 18.
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Du'minh manages to stab Grazz with his own poisoned dagger. Besides drawing blood and eliciting a string of oscenities foul enough to make a Tanar'ri blush, it seems to have no effect. Grazz continues struggling, but Du'minh and Ar'dru hold him down.

Du'minh tries to get the dagger out of Grazz's hand, but the sneaky 'zerai pesses a hidden button on the hilt and a small secondary blade springs out of the pommel. Grazz manages to graze Du'minh with this small blade, and though the cut is not deep, within a few seconds, Du'minh starts to feel lightheaded. He delivers a spiked knee to Grazz's ribs in retaliation, but it is all he can do to stay focused.

[DC 16 Fort save or fall asleep]

0 Bonus for fort save to do
I rolled 1d20+0, the result is 16.
8 Bonus for fort save to do
I rolled 1d20+8, the result is 28.
0 Bonus for fort save to do
I rolled 1d20+0, the result is 13.
12 Bonus for grapple to do
I rolled 1d20+12, the result is 15.
12 Bonus for to do
I rolled 1d20+12, the result is 30.
8 Bonus for disarm? to do
I rolled 1d20+8, the result is 24.
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Aww man, thought I had him.
Fortitude save below.
What about damage from dagger and armor spikes?

9 Bonus for to do
I rolled 1d20+9, the result is 26.
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Jhank'kor curses as the powder erupts so close to his fingers, reflexively whipping the splintering handle away--cursing further as the searing shards lance through his skin. He clutches his flayed wrist as he kneels and roars into the inferno. "CURSE YOU, VIVEEEEEEEEEEEEEEEEECCCCC!!!!!"

The mage, drawing his cloak and staff close to him, slips his mind into the eye of the raging maelstrom of his soul and seeks the cool breeze of the balcony nearby.

Refl: 12 Curse you, EVIL DM--and here I was paying homage to the dark side. Evil

Oh, D. Door in round six to save my soul--I would've seen the balcony on our way in.

Hp: 60-41=19 meesa sin trubble! :shock: Laughing out loud

Also, if he sees Daraz's body, the yanki will collect him, too, if possible.

2 Bonus for to do
I rolled 1d20+2, the result is 12.
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Ar'dru struggles to keep Grazz firmly pinned whilst savaging the Zerai's shoulder.

He attempts to ignore the noises coming from the other end of the corridor trusting Gy to take care of the situation.

opposed grapple - Grapple (1d20+12=16)
Bite (1d20+12=24)
damageBite (1d6+8=13)

ooc- how did you guys calculate hit-points? I did the 'full at first level and half for every level after that' option and it seems odd that a mage would have more than Ar'dru even after factoring in the ECL penalty

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He has a fair Con, which bolsters an otherwise 40ish hp to top out at 60. Warmages are built tough. Eye-wink

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Literally, if it would have been anyone else, Rey'arteb would have tried to save himself, and keep up the facade. Loyalty was not high on his list of values.

That is, save for loyalty to Grazz. He wasn't quite sure why - it wasn't really because he was a good friend (Rey had a select few of those, and even them he didn't fully trust). It certainly wasn't because he was a fellow Githzerai - unlike these 'yanki, Rey cared little for racial pride or loyalty.

Perhaps it was because Rey saw so much of himself in Grazz - fierce independence, cunning resourcefulness...most of all - Grazz , like Rey, was a drifter, a misfit in any so called 'society.' Rey knew what it was like to be alone. Grazz was the closest thing to a big brother he had.

For brief microseconds, images of his foster human mother, Naiej, flashed before his eyes. Then he was back in the present with a determined look on his face - that is, if anyone could see invisibility.

--------------------------------------------------------------------------------------

Rey tries to avoid Gy-Nath on his way into the room. If he is able to, he will cast.

OOC:

The softer side of Rey!

Casts: "Command: Fall" on Du'minh
http://www.d20srd.org/srd/spells/command.htm

(sorry Dunamin- I'm guessing that a half-dragon has better saves than a pureblood yanki)

Hide: 28
MSilently:30

17 Bonus for to do
I rolled 1d20+17, the result is 28.
14 Bonus for to do
I rolled 1d20+14, the result is 30.
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'Benyamin' wrote:
Jhank'kor curses as the powder erupts so close to his fingers, reflexively whipping the splintering handle away--cursing further as the searing shards lance through his skin. He clutches his flayed wrist as he kneels and roars into the inferno. "CURSE YOU, VIVEEEEEEEEEEEEEEEEECCCCC!!!!!"

The mage, drawing his cloak and staff close to him, slips his mind into the eye of the raging maelstrom of his soul and seeks the cool breeze of the balcony nearby.

Oh, D. Door in round six to save my soul--I would've seen the balcony on our way in.

[Unfortunately, a magical barrier in Haven Port prevents all teleportation effects. This is the reason Gy-Nath did not D-door in front of Grazz's escape route. The mage will have to exit the inferno in a more convetional manner.

Ar'dru manages to keep Grazz pinned, only just (15 vs 16).]

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'Dunamin' wrote:
Aww man, thought I had him. Fortitude save below. What about damage from dagger and armor spikes?

Du'minh recieves the barest nick from the spring blade [1 hp]. Luckilly the dose of poison he recieves is small and his body quickly recovers, leaving him to beat up on Grazz some more. Little Du'minh can do with his bare hands compares to the bite of Ar'dru, however. Blood gushes from Grazz's shoulder, and he yells obscenities in the duthka'gith's ear.

0 Bonus for to do
I rolled 1d4+0, the result is 1.
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Game: Blades of Git'riban : Arson

OOC: I'll probably regret tempting EvilDM, but am I caught by Jhan'kor's second explosion.

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'weishan' wrote:
OOC: I'll probably regret tempting EvilDM, but am I caught by Jhan'kor's second explosion.
[Nah, that was just to put some more flavor on his imprudence. Casting a 20' diameter spell in a 10'x15' room should have gobs of consequences. I'm assuming Daraz is spending the round trying to extinguish himself?]

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OOC: Yeah, then round after I'm going to attempt to fix my deadness. One round from mow, I heal 21 points to 23.

3 Bonus for to do
I rolled 2d6+3, the result is 9.
I rolled 2d6+3, the result is 12.
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'Azure' wrote:
'Dunamin' wrote:
Aww man, thought I had him. Fortitude save below. What about damage from dagger and armor spikes?

Du'minh recieves the barest nick from the spring blade [1 hp]. Luckilly the dose of poison he recieves is small and his body quickly recovers, leaving him to beat up on Grazz some more. Little Du'minh can do with his bare hands compares to the bite of Ar'dru, however. Blood gushes from Grazz's shoulder, and he yells obscenities in the duthka'gith's ear.


HP loss noted, though I was referring to the damage Du'minh dealt Grazz with his dagger, and then with his armor spikes (which are 1d6+Str, so not altogether insignificant).

Do you want to roll Grazz' dagger damage yourself, so I don't know if it had any special properties?

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Game: Blades of Git'riban : Arson

OH, btw, here is Rey's initiative for the above spell

Init: 18

10 Bonus for to do
I rolled 1d20+10, the result is 18.
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Whoa, forgot that the nat 19 on hitting Grazz with his dagger is actually a threat! I'll roll again to see if I can confirm the crit.

EDIT: 28! Man, the dice gods smile a lot on me, lately!

I’ll just go ahead and roll critical damage, assuming the dagger to be a normal one – disregard if I’m wrong.

17 damage for the dagger in round five, 8 damage for the spikes in round six.

9 Bonus for Dagger crit con to do
I rolled 1d20+9, the result is 28.
10 Bonus for Dagger damage to do
I rolled 2d4+10, the result is 17.
5 Bonus for Spiked armor da to do
I rolled 1d6+5, the result is 8.
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Game: Blades of Git'riban : Arson

Understood. Here's my action for round 6. Daraz...are you in the mood for rain? Laughing out loud

Sensing his dimensional travel is warded against, the warlock's frustration turns to frigid ire. He longs for the coolness of water; Daraz's flailing body, scorched and roasted, only deepens his hatred and depression at this foul turn of events. The chal's mind turns to the his marches through prime realms rekindles the memory of frost and snow. In that instant, the mage tugs theurgy to blend with that notion of driving sleet and snow. Jhank'kor grimaces and unleashes the arcane words as though they were a curse and dictum against all traitors who ever graced the pages of the Dead Book.

Sleet Storm

Concentrate: 15

This should wash through both rooms and into the halls (40ft area). I figured with the flames the sleet would turn into a torrent of water and steam Eye-wink

-1 Bonus for to do
I rolled 1d6+-1, the result is 4.
9 Bonus for to do
I rolled 1d20+9, the result is 15.
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Game: Blades of Git'riban : Arson

[Lunchtime

Rey needs to make a reflex check, DC 15, to keep from running into Gy-Nath.

It's a fairly simple matter (i.e. taking 10 on a spellcraft check) to make the sleet storm not inflict any damage.

Back to work]

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Game: Blades of Git'riban : Arson

OOC:

Reflex 24

11 Bonus for Reflex to do
I rolled 1d20+11, the result is 24.
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