Game: In the Spire's Shadow

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Duckluck's picture
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Game: In the Spire's Shadow

{{Jem: Oh, sorry, they are summoned. I meant to say that in my last update, but I guess I lost that bit when I lost the rest of it.}}

29 Frontal Fire Elemental [9 damage]
25 Polp
21 Rear Fire Elemental [56 damage]
19 The Good Captain
12 Kadar
11 Zhegre
-1 Aloric

The first Fire Elemental moves to attack Polp with a series of devastating blows, but the little shad has already started fleeing, and the elemental's blows fall short.

Polp takes the time toscamper back and draw a weapon.

The second Fire Elemental throws everything he has at Kadar, but the Psy-Tiefling manages to dodge its blow... only to be hit by the second blow [9 damage plus 6 fire damage (-5 from fire restistence)]. Kadar is now on fire. Your tiefling blood lets you resist getting burned, but your equipment is another matter. Your clothes are scorched, and your living cloak is anything but happy, but otherwise your equipment is fine -- for now.

The kobold blasts the elemental in back with another blast. It makes a sound like a fiendish cat being thrown into a blast furnace, and begins to flicker and sputter.

Kadar gives the elemental what for, and the blue flame at its center turns a sickly green. It flares in anger.

Zhegre's strikes both fall short of their target, but his magic mallet is another matter. The Elemental is angry, if not actually hurt. In response to Zhegre's question, the kobold says, "Same, here. I think maybe they're Abyssal. No wonder our men didn't stand a chance."

Aloric, uh, stands around [Weishan, give me an action by the next round or I'm skipping you].

Round 3 time!

weishan's picture
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Game: In the Spire's Shadow

OOC: Ach. Lost track again.

Aloric again focuses his mind to draw cold energy to him and points his finger at the last remaining elemental. (energy ray, cold, 3 pp) He presumably misses.

Ranged touch: 10
damage: 13

Round 3:

Aloric will advance towards the remaining elemental if it's still alive and attack with his greatclub.

Attack: 15
Damage 13

4 Bonus for to do
I rolled 1d20+4, the result is 10.
3 Bonus for to do
I rolled 3d6+3, the result is 13.
8 Bonus for to do
I rolled 1d20+8, the result is 15.
5 Bonus for to do
I rolled 1d10+5, the result is 13.
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Game: In the Spire's Shadow

Polp positions himself as best he can to avoid retaliation from either elemental, then pops a crossbow bolt at the one most wounded.

10 Bonus for Ranged attack to do
I rolled 1d20+10, the result is 22.
0 Bonus for Damage to do
I rolled 1d8+0, the result is 7.
Jem
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Game: In the Spire's Shadow

{Ooh, do I get an attack of opportunity when the front fire elemental goes after Polp? If not, that's cool. I've got plans for the round anyway. General strategy: attempt to dispel; see who's left, and attack the bigger threat.}

Ouch. That's a big sucker, and we're definitely nickel-and-diming it. Whatever wand that Captain has, it's a doozy, but Zhegre's not going to just stand back and leave the fighting to some kobold with a bigger hammer.

Realizing that these creatures must have been summoned, he decides to strike for the heart of the matter. Letting Molot continue the assault, he reaches out for the spell matrix and attempts to burn out the creatures' connection to the area.

First two rolls are dispel checks on an area dispel; I'm presuming I can choose to go up against only the obvious summonings, and avoid, e.g., dispelling my own hammer. If not this will be a targeted dispel against the elemental I'm facing, just using the first check.

Next two pairs of rolls are Molot's two attacks and, if necessary, damage for the round, should the front fire elemental still be there. If not, I redirect it to the second elemental and it only gets one attack.

Finally, last roll is my own attack with my physical hammer, should the front fire elemental still be there. If not, I spend the round moving into a better position to face the rear elemental.

6 Bonus for to do
I rolled 1d20+6, the result is 9.
I rolled 1d20+6, the result is 16.
7 Bonus for to do
I rolled 1d20+7, the result is 12.
2 Bonus for to do
I rolled 1d8+2, the result is 4.
I rolled 1d8+2, the result is 5.
7 Bonus for to do
I rolled 1d20+7, the result is 26.
2 Bonus for to do
I rolled 1d8+2, the result is 3.
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Game: In the Spire's Shadow

Kadar pats out the flames that are licking towards his cloak before, without missing a beat, burying both blades deep into the elementals green core.

Reflex Save - 29
Attack 1 - 31
Damage 1 - 9
Attack 2 - 19
Damage 2 - 4

(ooc - Damn, for a blissful few moments there I forgot we were fighting elementals and thought I had a crit)

11 Bonus for to do
I rolled 1d20+11, the result is 29.
I rolled 1d20+11, the result is 31.
I rolled 1d20+11, the result is 19.
2 Bonus for to do
I rolled 2d8+2, the result is 10.
1 Bonus for to do
I rolled 1d6+1, the result is 4.
2 Bonus for to do
I rolled 1d8+2, the result is 9.
__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

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Game: In the Spire's Shadow

[No AoO, Jem. Just be glad I didn't give the Elemental one when Polp ran away]

Round 2:
Aloric misses narrowly.

Round 3:
29 Frontal Fire Elemental [21 damage]
25 Polp
21 Rear Fire Elemental [56 damage]
19 The Good Captain
12 Kadar
11 Zhegre
-1 Aloric

The first elemental strikes out at Zhegre, but its blows do little more than scorch his armor.

Polp's Bolt strikes the center of the injured elemental, causing it to flicker visibly.

The wounded elemental tries to get revenge on Kadar, but he doesn't stay in the same place long enough to let it.

Captain Kobold switches his target and blasts the elemental in front. It's hurting now.

Kadar clearly demonstrates why he should have been born a thresher as he slices through the second elemental. It briefly falls into three pieces, and then vanishes in a puff of magic. Definitely summoned.

{Jem, you can't cast spells and attack on the same round, unless I'm missing something.} Zhegre casts Dispel on the Elemental, but drops his guard and takes a scorching for it. The spell is ruined. [The Elemental gets an AoO because you're still adjacent to it. It hits you for 11 damage + 6 fire damage. And, then, to add insult to injury, you fail your Concentration check. Next time make a five foot step before you cast anything. It will save you a lot of pain.] The Hammer from Hell continues its assault, but the Elemental is faster this time, and dodges the attacks.

Aloric charges the remaining elemental, but fails to connect.

Time for round 4!

Jem
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Game: In the Spire's Shadow

. o O (Too aggressive. Watch yourself, idiot! That hurt. Aww, my beard! It'll take me ages to grow it back to a decent length.)

Zhegre presses the assault physically, behind Molot. No further spells; we'll definitely need some healing after this.

Since they all use the same modifiers, I grouped the rolls: Molot's attack rolls, then mine; Molot's damage, if necessary, then mine, ditto.

{Finally, a few decent attack rolls. Will damage be worth anything? Let's see!}

7 Bonus for to do
I rolled 1d20+7, the result is 23.
I rolled 1d20+7, the result is 9.
I rolled 1d20+7, the result is 22.
I rolled 1d20+7, the result is 20.
2 Bonus for to do
I rolled 1d8+2, the result is 10.
I rolled 1d8+2, the result is 6.
I rolled 1d8+2, the result is 8.
I rolled 1d8+2, the result is 4.
Dunamin's picture
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Game: In the Spire's Shadow

Polp frantically turns the winch on his crossbow to load a new bolt into place, while whimpering from the pain of his sizzling chin.

OOC

'Duckluck' wrote:
Just be glad I didn't give the Elemental one when Polp ran away

I explicitly tumbled out of its reach to avoid an AoO, rather than run.

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Game: In the Spire's Shadow

Aloric swings again at the elemental with a shout. If the tunnel alloiws it, he will adjust himself to flank the elemental with one of his comrades. (5 ft. step if possible)

Hit: 21
Damage: 11

8 Bonus for to do
I rolled 1d20+8, the result is 21.
5 Bonus for to do
I rolled 1d10+5, the result is 11.
Azriael's picture
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Game: In the Spire's Shadow

Without pausing to watch the elemental dissipate Kadar wheels and charges at the other monster threatening the group. In his haste he mis times his strikes and they both go wide.

Attack 1 - 16
Attack 2 - 13

11 Bonus for to do
I rolled 1d20+11, the result is 16.
10 Bonus for to do
I rolled 1d20+10, the result is 13.
__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

Duckluck's picture
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Game: In the Spire's Shadow

Round 3:
29 Frontal Fire Elemental [21 damage]
25 Polp
21 Rear Fire Elemental [dead]
19 The Good Captain
12 Kadar
11 Zhegre
-1 Aloric

The remaining Fire Elemental lashes out fiercely but its blows fail to connect.

The rest of you finish it off in a flurry of strikes.

End of combat!

Jem
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Zhegre pauses at the sudden quiet. "All done?" He looks around, and, seeing no enemies, relaxes a bit. He dismisses Molot with his thanks.

"That was nasty," says Zhegre. "Fiendish pseudoelementals on wrong plane? Definitely something wrong. And possibly that something is still hanging around here causing mischief, unless it was some old triggered spell. If so, we should probably mend ourselves before proceeding further down." He winces. "Me included."

He checks out the rest of the group, and starts with Polp, who, I daresay, is quite willing receive a cure moderate wounds. Kadar doesn't look so bad off -- 10 net damage, if that -5 is subtracted off from the 15? "Quite resilient there, Kadar... ah, I should mention that your shirt remains afire, apparently is not bothersome? Ah, I see -- that explains how you took what was obwiously a solid strike and are not more badly burned..." He might even be healed up to full with a CLW. Zhegre himself, we're definitely going CMW.

Unless either refuses or someone's carrying a magic item they'd prefer to use for it, he'll go in that order, converting respectively lesser restoration, remove fear, and shatter. Rolls for damage healed below.

{Woot. I do believe everybody managed to heal up. Heck, maybe I even managed to restore some beard. ;^) } And Aloric and the good captain appear unharmed, excellent.

He scratches his chin, and makes a face at how easy it is for the moment. "We should take looksee around here, see if those elementals were set to defend something or left behind any traces of how they got here. Don't want to leave miners in lurch any longer than we have to, but any information we might be able to get on what lies ahead could be important. If there is any to be had."

7 Bonus for to do
I rolled 2d8+7, the result is 19.
I rolled 1d8+7, the result is 10.
I rolled 2d8+7, the result is 17.
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Game: In the Spire's Shadow

Kadar smiles at Zhegre, "Thank you my friend, I agree with your assessment. Perhaps Polp and I should take the lead?"
Kadar pats his cloak soothingly as the poor creature shudders from pain and shock.

[ooc- pretty sure my ref save put out the fire but does my cloak need healing? It doesn't have stats as such.]

__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

Jem
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{OOC: Is your cloak alive? %^) Inanimate objects do have HP, but they take mending or make whole rather than cure spells. I don't know about constructs, or the specifics of your cloak. Zhegre would certainly feel sorry for any... "thing?"... that's in apparent distress, but I'm not sure what he could do for it.}

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Game: In the Spire's Shadow

Being fully restored to health, Polp switches from sobs to smiles without missing a beat.

“Thanks, Mister Zhegre! Sure were a nasty couple of fellows, but they cleared up my hangovers from yesterday!”

Though he’s none too eager to run into another fistful of flame, the shad nevertheless nods to Kadar’s request.

“Sure, we can take the lead, but I’d prefer if we creep ahead with a wee bit of caution... Mister Driban, what do you make of these elementals? Anything that reflects on your mining discoveries?”

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Game: In the Spire's Shadow

(ooc- the cloak is a 'living cloak' as described in the PSCS. I believe that it's a symbiotic life form which has a form similar to that of a somewhat fluffy cloak.)

__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

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Game: In the Spire's Shadow

"Careful with that cloak there. I used to have one like it, but a Piscoloth ate it. I haven't been able to find one in my size since." The kobold pulls another wand from his coat (how many does he have?) and taps the cloak with it. It instantly starts purring and looking much healthier."So, shall we continue on?"

Jem
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"Da, let's. Perhaps with wee bit more caution. How far down was last report of your men?"

He gives the vicinity a final look around before they start off, reaching into his native dwarvish feel for stone construction to get a sense of the place as they proceed. Keeping an eye on depth, trying to notice any branches or rooms hidden or blocked by rockfall, that sort of thing. And, of course, waiting to spot those carvings the captain mentioned earlier.

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Delighted by his cloaks happiness Kadar thanks the captain and leads the way down the passage, on the lookout for any trouble

Spot- 8
Listen- 10

(ooc- new dice please Puzzled )

6 Bonus for to do
I rolled 1d20+6, the result is 8.
7 Bonus for to do
I rolled 1d20+7, the result is 10.
__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

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Game: In the Spire's Shadow

Aloric also proceeds, and makes use of his dwarven insincts.

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Polp sneaks well ahead, keeping on the lookout for more trouble.

OOC
Oh no, not Dwarven insects! Laughing out loud

14 Bonus for Move Silently to do
I rolled 1d20+14, the result is 17.
18 Bonus for Hide to do
I rolled 1d20+18, the result is 37.
7 Bonus for Listen to do
I rolled 1d20+7, the result is 18.
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As you walk further down the twisting passageways, you notice the heat beginning to become quite intense. Sweat forms on your brows, and you are immediately glad you brought water. The kobold, not having the same mechanism for handling heat as you warm bloods, opens his mouth wide and starts doing his best impression of a panting dog. He seems less than comfortable.

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Polp wipes his forehead with the back of his hand and signals to the group behind him to hold off while he creeps a bit more ahead to scout. With caution and stealth the shad moves in direction of the heat source, keeping the previous encounter in mind to recognize if there are signs of more fiery beings.

Jem
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Zhegre takes note, as carefully as possible, of their position relative to the entrance. How deep are we, and how far horizontally have we gone? If there are choices of direction to take, he'd like to leave a mark indicating where they came from. (Probably a scratch with the point of his sickle; he's not jumping at shadows yet, but he won't be caught unready for the next danger, so both weapons are out.)

He'll be examining the tunnels, too. Still the same look? Artificial, natural? Any of those carvings yet?

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Aloric will proceed with greatclub drwan. In addition to trying to determine the depth, he will also see if he can smell anything unuasual (looking out for anything that might indicate fiends, i.e. sulfur).

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{Azriael, are you around?}

As you walk through the tunnels, they get less constructed looking and more natural to the point of seeming almost organic. The walls glow in places with small orange cracks. Some of them form symbols, others seem to be strewn randomly like veins on a hand. They seem to be the source of the beastly heat, but do not appear to lead anywhere.

{Give me a Literacy/Decipher Script check, plus all the languages you know, to see if you recognize the symbols.}

Ahead, the cavern opens up into an alcove fifteen feet wide. In it, you find several small black lumps lying on the ground. The Captain gives a shout of surprise and you realize they are kobold corpses, charred to the point of being unrecognizable. A couple of slagged pickaxes suggest that this was the fate of the poor miners.

Suddenly, you hear the rush of wings from further along the cavern. Whatever the sound is coming from appears to be heading towards you with serious speed. Prepare yourselves.

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OOC: I speak Dwarven, Planar Trade, Celestial, Draconic, and Terran

Decipher script: 18+3 = 21

Aloric spins (as quickly as a dwarf can) towards the sound of flapping wings. He looks around him, looking for cover or something else that might provide a tactical advantage in a fight. Aloric will ready an action to manifest an energy ray for 3 PP (doing 3d6+3): cold if the source of the wingbeats is hostile and shows signs of attacking immediately. Otherwise, he will restrain himself until hostility is evident.

Initiative: 12

Damage for energy ray: 16

Ranged touch: 19

3 Bonus for to do
I rolled 1d20+3, the result is 21.
I rolled 3d6+3, the result is 16.
4 Bonus for to do
I rolled 1d20+4, the result is 19.
1 Bonus for to do
I rolled 1d20+1, the result is 12.
Jem
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peers at the tunnels fascinatedly "If tunnels were dug by surface-dwellers, those further down would be newer and make use of better mining techniques. This is opposite. I wonder if something populating this place dug up from below. Have you ever wondered where you would get if you dug far enough in Outlands? Or any other flat plane, for that matter, though oddly enough on most of Lower Planes answer to question is known. Some graybeards say you could go from Dothion to Shurrock digging far enough, but no one ever has. And zoweri are wery quiet about what lies at bottom of Silwer Sea on Lunia..."

He shakes his head. "Ah, but I am wandering on to tangents. Look, here are those carwings!"

{Zhegre knows Common, Dwarven, Terran, and Celestial. Somehow, I suspect this isn't any of those. :^) Roll is below, though I have no ranks in Decipher Script; adding Int mod. Edit: assuming that roll's as lousy as I think it is...}

"Glowing... how strange. Magical? Or is there wein of lawa within these walls? I do not recognize this tongue -- anyone else?"

As the wings approach, Zhegre shouts, "'ware enemies!" and puts the comma in that by beginning the rousing chant of the Heart-Tempering Forge (that is to say, he casts bless on the party!).

He takes his place on the side of the party that sounds to be nearest the approaching enemies, covering the ranged fighters.

3 Bonus for to do
I rolled 1d20+3, the result is 9.
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Game: In the Spire's Shadow

OOC
Polp knows Druidic, Shad Grafitti, Terran, Planar Trade, and Dwarven. Literacy roll = 20.
If the cavern is high enough for a creature to fly comfortably Polp will have his crossbow at the ready, otherwise he wields rapier and shield.

IC
Polp has been investigating the sad remains of kobolds and glowing ruins, when the beating of wings makes him snap to attention. The shad darts to a mound the kobolds were working on, or whatever passes for a half-decent hiding place, preferably close to the entry from where the winged creature will emerge.

5 Bonus for Literacy to do
I rolled 1d20+5, the result is 20.
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None of you recognize the symbols on the walls, although Polp and Aloric find them vaguely unsettling. The kobold squints at them, "They look lower-planar, and old, very old. I can't say it's a dialect I recognize though. Maybe the one of you..." He stops suddenly at the sound of the wings, and immediately readies his wand to meet whoever may be coming.

Four small winged monsters (quasits?) charge out of the tunnel toward you. The two immediately spot the two dwarves and dive towards them making a terrible keening noise. "Kill them!" the kobold shouts, and blasts one with twin gouts of sonic energy, killing it instantly. A second is injured, but not killed by Aloric's blast, and starts to flee. the other turn to follow it.

"Let's get them before they escape!" the kobold shouts.

Jem
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Zhegre gives the dead one a quick gimlet eye before giving pursuit; they might be quasits, but there are other flappy things about, and little ones could always be leading you toward bigger ones. Still, they attacked, and apparently they've got a taste for dwarf, so whether he recognizes the species or not, he'll give chase.

(Knowledge (the Planes) roll below.)

12 Bonus for to do
I rolled 1d20+12, the result is 18.
0 Bonus for birthday to do
I rolled 4d20+0, the result is 54.
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Polp bolts forth from his hiding place the moment the flyers turn to flee, leaps at the closest one and tries to knock it towards a nearby surface. He doesn’t necessarily seek to hurt it all that much, just delay it enough for one of the brawnier companions to run up and restrict it.

OOC
I’m not sure what rolls such a stunt would entail, but I thought it sounded sweet and relevant to our immediate goal (capture).

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OOC: I'll wait to finalize an action until I know whether Dunamin pulls off his stunt. If he does, Aloric will run to trap the quiaist? otherwise, he will repeat with a second energy ray.

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Game: In the Spire's Shadow

Initiative -

Kadar takes off after the creatures trusting the cadence to warn him of any other dangers.

Attack 1- 23
Damage- 8
Attack 2- 12
damage - 6

OOC - Kadar speaks - Xeph, Celestial, Infernal and Abyssal

5 Bonus for to do
I rolled 1d20+5, the result is 7.
11 Bonus for to do
I rolled 1d20+11, the result is 23.
1 Bonus for to do
I rolled 1d8+1, the result is 8.
10 Bonus for to do
I rolled 1d20+10, the result is 12.
0 Bonus for to do
I rolled 1d6+0, the result is 6.
__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

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[Kadar: The writing indeed looks fiendish, but you don't recognize the language.]

[Zhegre: the creatures are definitely quasits, small Tanar'ri common on most layers of the Abyss. They are frequently employed as servants by morally-deficient spellcasters. (you know all the demon traits including their many immunities).]

[Polp: give me a Jump check, a touch attack, and a grapple check.]

[Aloric: I'll get back you you then, I guess.]

Kadar slashifies one (are you using Cold Iron?), but it seems to survive. The rest of you rush them.

Jem
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Quasits can fly a lot faster than Zhegre can run, so he tries to act in a hurry. He drops his sickle... . o O (Try to stay alive and not hurled through a portal to come back for that later, da?) and draws his flask of holy water from the pocket it's been sitting in. As soon as he can, he'll take aim and hurl it at the nearest quasit. (May be this round, may be next; you'll have to judge the range and other modifiers. Ranged attack roll follows and, if necessary, holy water damage.)

5 Bonus for to do
I rolled 1d20+5, the result is 20.
0 Bonus for to do
I rolled 2d4+0, the result is 7.
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Jump check, touch attack, and Grapple check, with fries.

11 Bonus for Jump to do
I rolled 1d20+11, the result is 14.
10 Bonus for Touch attack to do
I rolled 1d20+10, the result is 13.
0 Bonus for Grapple to do
I rolled 1d20+0, the result is 8.
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(ooc- the first attack is with Baatorian green steel, the second is with cold iron)

Kadar presses the attack against the diminutive fiend.

rolls:
Attack 1 - 28
Damage - 5
Attack 2 - 21
Damage - 2

11 Bonus for to do
I rolled 1d20+11, the result is 28.
1 Bonus for to do
I rolled 1d8+1, the result is 5.
10 Bonus for to do
I rolled 1d20+10, the result is 21.
1 Bonus for to do
I rolled 1d6+1, the result is 2.
__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

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Game: In the Spire's Shadow

OOC: Anyone here?

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[I, um, yes. Stupid classes, mumble grumble. I had no idea it had been this long since I posted. I, uh, won't let it happen again. I'm really sorry guys.]

Polp does an impressive flying leap, grabs at the quasit, and misses entirely.

Kadar slices and dices one, and seems to hurt it a bit, but you know that already.

Aloric blasts the one Kadar hit, causing it to crash dramatically into the cavern floor. It appears to still be alive, albeit barely.

The kobold drops the other wounded one. The last one, however, escapes! Shouts and rumbles echoes from further down the tunnel.

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"Dodgy little mephit-like bugger..."

Polp lands and keeps moving, veering to the tunnel to sprint after the fleeing quasit and try to match its speed. If it looks like he can catch up before getting too seperated from the group he'll chance another leap attack, otherwise he'll give up and regroup with his companions.

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Joined: 2007-04-16
Game: In the Spire's Shadow

Aloric runs towards the barely living Quaist (as well as he can and tries to pin it down. His move speed is 30 feet per round) He will make a grapple check.

6 Bonus for Grapple to do
I rolled 1d20+6, the result is 24.
Azriael's picture
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factotums
Joined: 2006-08-07
Game: In the Spire's Shadow

Kadar leaves the wounded creature for his companions and shoots after the fleeing quasit.

[can I catch him if I use my burst ability? is there anything else happening aside from the sounds? are the sounds moving closer ore are we just moving towards them?]

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"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

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Joined: 2006-10-10
Game: In the Spire's Shadow

[Sorry it's taken so long to get back to you. I've been sidelined by a cold for the last few days, I'm feeling a bit better today though, so let's do this.]

Polp charges after the quasit with his amazing (typo-based) move speed, but before he can catch it, a wall of flame explodes in his path. Using a quirk of Shad biology, Polp causes his legs to spring backwards and he lands safely on his rear end, just inches from the flames. That was two close.

Above the continuing roar of the flames, you can just barely make out the sound of the quasit shouting its warnings. Beyond the wall of fire, the ominous rumbling sound grows louder.

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Joined: 2006-06-13
Game: In the Spire's Shadow

“Blessed buttocks of the Ancestors, that was close!” bursts Polp in Druidic.

When the eerie approaching rumbling reaches his ears, the shad flips back up on his feet and dashes back to the group tugging at his ears in dread.

“Sounds like something sizeable is heading our way, people!”

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Joined: 2006-08-07
Game: In the Spire's Shadow

If it is still alive kadar stalks back to the downed Quasit and presses the flat of his cold iron blade against its throat.

"What_is_coming?"

he asks flatly.

__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

Duckluck's picture
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Joined: 2006-10-10
Game: In the Spire's Shadow

[I've got finals this week, so I may be scarce. I'll try to keep updating though.]

The Quasit hisses and gibbers in an unknown language, but the answer reveals itself quickly enough. From the wall to your right, the rumbling turns into a deafening SPLORCH! and the wall explodes in shards of rock that melt even as they shatter. Through the breach emerges the largest Thoqqua any of you have ever seen (easily three times the size of the ones Baba summoned). The thoqqua is ancient and foul its hide has been carved and re-carved with runes that glow just like the walls around you, and it radiates all the heat of a thousand summers in a thousand deserts. Atop the lava worm is a thin, dessicated figure clad in flaming cloak and clutching an ancient torch. Its skin is black as soot and brittle as ash and its eyes gleam with madness. If it was once mortal, it is not now. Now it is something more, and less. The creature rears at you, its mount staring you down with eyes that do not see, and it raises its strange torch and utters its challenge, "Ib`na LimmiNk Alzrius!" The torchlight briefly flickers and turns from blue to white to some color beyond. Your kobold guide mouths the word "Alzrius" and then the beasts are upon you.

[Initiative, first actions, and Knowledge (The Planes) for The Abyss from all involved, please.]

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Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

“Oh no, it’s just like my dream after the Grand Cleaning in uncle’s cellar!”

Though greatly unsettled about the attacking duo, Polp nevertheless musters enough courage to leap at the cloaked rider and swipe at it. If an ally similarly intends to engage the rider, he times and angles the attack to catch the target in a flanking position.

5 Bonus for Initiative to do
I rolled 1d20+5, the result is 14.
11 Bonus for Jump to do
I rolled 1d20+11, the result is 23.
11 Bonus for Attack to do
I rolled 1d20+11, the result is 22.
1 Bonus for Damage to do
I rolled 1d4+1, the result is 3.
0 Bonus for Sneak Attack da to do
I rolled 3d6+0, the result is 14.
4 Bonus for Knowledge (the to do
I rolled 1d20+4, the result is 11.
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Joined: 2006-08-07
Game: In the Spire's Shadow

Kadar leaps off the downed Quasit and moves to counter his new foe, hoping to remove the rider rather than harming the Thoqqua (although he will do so to distract it if he gets the chance).

Kadar's rolls

Initiative - 12
Jump - 17
Attack1 - 20
Damage - 2
Attack2 - 29
Critical? (Not if he's undead and probably not anyway with that roll) - 13
Damage - 2 (+4?)
Knowledge (TP) - 9

I'll let you narrate this one DL because it depends a lot on whether or not I make it on top of the worm.

Kadar also speaks Abyssal if that helps at all.

5 Bonus for to do
I rolled 1d20+5, the result is 12.
6 Bonus for to do
I rolled 1d20+6, the result is 17.
11 Bonus for to do
I rolled 1d20+11, the result is 20.
1 Bonus for to do
I rolled 1d8+1, the result is 2.
10 Bonus for to do
I rolled 1d20+10, the result is 29.
I rolled 1d20+10, the result is 13.
0 Bonus for to do
I rolled 1d6+0, the result is 2.
I rolled 1d6+0, the result is 4.
7 Bonus for to do
I rolled 1d20+7, the result is 9.
__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

Jem
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Joined: 2006-05-10
Game: In the Spire's Shadow

{OOOC: Gah, wotinhell?!? I haven't been receiving thread reply notifications, thought game was deader'n' Skall... sorry, will read backlog and catch up during a break or after work today...}

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