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Post by Ilya on Aug 26, 2009 18:19:16 GMT 1
Kerzeme looks over his shoulder, and continues urging that animals to keep moving from the creature. For some reason, they seem a bit reluctant to do so.
1d20+5=14+5=19 1d20+5=1+5=6
Uh-oh. Oh well.
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Post by nodaisho on Aug 27, 2009 7:08:39 GMT 1
Barrend switches to a less frantic pace as he notices the golem's speed decrease, and pulls abreast with the sled as Kerzeme has trouble with the dogs.
double move: 60 feet, end up 450 feet from bridge.
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Post by puffthemagicdragon on Aug 27, 2009 14:35:29 GMT 1
Having just passed Alyana, Theodorre continues running towards the bridge. Running away from the monstrous golem, not realizing the others have stopped behind him, he only concentrates on the orc destroying their escape.
full round action: run 1d20(17)+2=19, 1d20(20)+2=22, 1d20(6)+2=8, 1d20(9)+2=11 90' towards bridge and the crazy orc (plus 5' over, so he would be 10' to the side)
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Post by She-Elf on Aug 27, 2009 18:11:20 GMT 1
Taliea takes a break from the running and stops to try and get a heads up on the creature chasing them. She pulls a white fletched arrow from her quiver. Raising the bow and drawing the arrow back, she sights the creature and releases the arrow, hoping to see it fall into a slumber.
Move: Draw weapon Standard: Attack with Composite Longbow 1d20+12/+7=30/15 Damage 1d8+4=11/12
As I get 2 attacks because of high base attack bonus, figured I might as well fire 2 of the arrows to maximise my chances. *crosses fingers*
If the arrow strikes so that it would normally deal damage, it deals nonlethal damage and bursts into magical energy that forces the target to make a DC11 Will Save or fall asleep.
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Post by Caledonian Achilles on Aug 27, 2009 20:56:33 GMT 1
Taliea's first arrow strikes the golem and a coruscation of magical energy washes over the monster like a wave breaking against a sea cliff. There is no effect from the attack whatsoever* It keeps coming, obviously getting frustrated that its prey is not within its grasp already being turned in to bloody pulps.
* Golem looks immune to the effects of the sleep arrow, didn't even need a saving throw. by the way, i assume she-elf that you have some ability that allows you to make two attacks as part of a standard action (instead of the usual full round action)? if so then chalk off 2 arrows, otherwise just the one Golem 520ft Barennd 450ft Kerzeme and the dogs 450ft Alyanna 390ft Theo 280ft (and 10ft to the side away from the thin bridge)* Taliea 270ft Kurt 0ft (plus 30ft across bridge)
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Post by Caledonian Achilles on Aug 27, 2009 20:59:57 GMT 1
Alyanna begins to start her spell, blocking out the image of the hideas monster bearing down upon the group. It is a difficult and tedious ritual that takes up her entire concentration. The seconds tick by and still she contnues to summon her magic, weaving it in to coalescing objects before her.
Kurt doesn't pause, he swings his glaive over his head and brings it down hard on the magical bridge. A little bit of it cracks off and tumbles below in to the chasm.
Alyanna begins to cast her Summon monster spell Kurt attacks the bridge beneath him again
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Post by puffthemagicdragon on Aug 28, 2009 0:21:38 GMT 1
Focusing on the mad half-orc, Theodorre continues to run, even though his breathing is just beginning to get laborous. As he is about to let loose with another barrage of insults, trying to get Kurt's attention so he won't destroy their escape, Theo see's Taliea, just off to his left, stop and fire a couple arrows at the creature. Realizing he doesn't hear Alyana or the dogs behind him, the wizard decides to stop short and do something, anything. As he starts slowing down, Theo reaches back into his haversack and quickly produces a slim wand. Once he stops and turns, Theodorre points the wand at the golem, unleashing it's magic.
move ation: 30' and grab wand from Hewards haversack standard action: attack with wand Melf's acid arrow attack: 1d20(13)+6=19
Level: Sor/Wiz 2 Components: V, S, M, F Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: One arrow of acid Duration: 1 round + 1 round per three levels Saving Throw: None Spell Resistance: No
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
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Post by Caledonian Achilles on Aug 28, 2009 17:33:42 GMT 1
Kerzeme begins to recite sumptious recipes for/from canines in the hope it will spur the mutts to greater speed. The dogs are confused and want to run away but it takes a lot of effort to get them to move in unison in the direction desired.
M: handle animal +5= 8 M: handle animal +5= 19
sled moves 30ft
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Post by She-Elf on Aug 28, 2009 18:00:21 GMT 1
Disappointed that the beast didn't fall asleep and is still coming towards them, Taliea watches as her comrades continue the onslaught. She fires two more arrows hoping to wound the enemy.
Full Round: Full Attack 1d20+12/+7=28/11 Damage 1d8+4=8/8
I'm planning to run towards the bridge next round, unless, the unlikely event occurs that the creature looks significantly damaged.
PS You're right Cal, should have just been one attack last round. My apologies.
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Post by Caledonian Achilles on Aug 31, 2009 18:00:06 GMT 1
Barendd stays with the sled, hoping the monster doesn't get too close keep up with sled, move 30ft
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Post by Caledonian Achilles on Aug 31, 2009 18:22:35 GMT 1
Theo's magical acid arrow breaks apart on its hide like water on a duck's back although some damage is evident amid the mild charring. Taliea's arrows streak towards the big creature and she scores a hit although it skids off its tough hide before tumbling in to the snow harmlessly. Alyanna still continues to cast her spell as the abomination approaches. Glowing light coalesces in to amorphous lumps before becoming a wonderous creature; the body of silver horse and the head and wings of a giant eagle with shimmering silver flecked wings. A brief heavenly chorus fills the frigid air.
Golem 440ft, 5 acid damage, no damage from arrow Celestial Hippogriff 435ft Barennd 420ft Kerzeme and the dogs 420ft Alyanna 390ft Theo 250ft (and 10ft to the side away from the thin bridge)* Taliea 270ft Kurt 0ft (plus 30ft across bridge)
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Post by Caledonian Achilles on Aug 31, 2009 18:25:15 GMT 1
Kerzeme notices how crowded it is becoming on the slopes and urges the dogs towards the bridge with some success
M: Handle Animal +5 = 13 M: Handle Animal +5 = 20 move 60ft
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Post by Caledonian Achilles on Aug 31, 2009 18:26:46 GMT 1
The half-orc swings at the bridge beneath him with all his might once more, making a little more damage to the structure.
S: attack bridge
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Post by Caledonian Achilles on Aug 31, 2009 18:39:33 GMT 1
The elven priestess finishes her spell and watches her Hippogriff attack the golem. One talon strikes pst its defences but just grazes the tough hide doing no appreciable damage. "Hurry, it won't hold it for long!", she cries. As she hurries, she draws her bow then turns and fires missing everyone and everything.
Hippogriff (round 1/6) F: 2 claws +6 melee = 7, 23 (1d4+4=9) and bite +1 melee = 6 (1d8+2)
M: move 30ft and draw shortbow S: shoot an arrow d20+1 = 12
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Post by puffthemagicdragon on Sept 1, 2009 14:33:08 GMT 1
Wide eyed at both, the monstrosity they're fighting and the hippogriff the wounded elven priestess just summoned, Theodorre continues to walk slowly, backwards. He aims the wand at the golem and attacks again.
move action: 30' towards bridge standard action: activate wand attack: 1d20(4)+6=10 edit: I wrote he was walking backwards. I figured he could move at half speed and move the entire round, firing the wand as he does. That would put him at 30'. Its a DM call. Or he could just jog up 30' then turn and fire. dm edit; you can either move after or before you activate the wand. activating a wand is a standard action so you can't do it while walking (either forward or backwards). and walking backwards is more tricky than walking forwards esp on an icy snow covered slope! Ok, no prob, then he'll activate the wand, then move.
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