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Game Master (Smash)
2/5/2012 1:24:49 PM
PostID: 417921
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Ok. Round 2
Ditch: Ready action to move and attack when a target is visible.
Pitch: Moves into the room next to Aelonn as well and looks around. Ready an attack action if Aelonn is attacked.
Monster: Attacks D,P,or A.. Aelonn it is! Hidden from view you are CA to him. and what a crappy monster he is!
From up above you, a rapier swings wildly above Aelonn's head. As the wind of the strike passes through your hair, the black curtain gyrates wildly in a cyclone path.
Ditch didn't see anything and is distracted by the curtain not sure what to make of it.
Pitch looks up in time to see the rapier disappear behind the curtain. Pitch tries to jump up and flip kick where the rapier moved to, but can't get enough hieght and his kick only passes through air. Secure Rolls: Target roll 1d3(3) = 3 Baffling Attack 1d20(1)+12 = 13 Monster Stealth 1d20(6)+9 = 15 Ditch Perception 1d20(4)+7 = 11 Pitch Perception 1d20(9)+6 = 15 Pitch Athletics 1d20(3)-1 = 2 Pitch Flip Kick 1d20(9)+2 = 11
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Game Master (Smash)
2/5/2012 1:33:06 PM
PostID: 417922
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Baffling attack allows him to stay hidden if it was hidden before the attack.
Kel: your ready action. You can fire off your Bond of Censure. Roll a perception check first. DC is 15. If you roll a >= 25 you see him (normal attack mods), if you roll 15-24 your attack is at -2, < 15 then your attack is at -5
Aelonn: your next. Same rules.
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Aelonn (dwightm)
2/5/2012 5:52:48 PM
PostID: 417924
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Aelonn doesn't see anything, but swings wildly through the air with his daggers trying to connect with whatever swung the rapier.
"Kel, what in the Hells is goin' on? We got an invisible critter on our hands?"
Twin strike with 2 daggers: Attack 1 - 15 vs AC for 2 damage Attack 2 - 12 vs AC for 3 damage
Reminder: Aelonn grants non-elf allies within 5 a +1 racial bonus to Perception checks! :)
Secure Rolls: Perception check 1d20(8)+5 = 13 Twin Strike 1 (melee dagger) 1d20(15)+5-5 = 15 Twin Strike 2 (melee dagger) 1d20(12)+5-5 = 12 Twin Strike damage 1 1d4(2) = 2 Twin Strike damage 2 1d4(3) = 3
This post last edited on 2/5/2012 6:01:35 PM
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Kelzanarr (cooneypete)
2/6/2012 5:41:50 PM
PostID: 417953
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Kelzanarr shouts "The power of Tempus compels you!"
[Critical hit! The power pulls the creature adjacent to me, interrupting its attack, and deals 10 radiant damage to it.] Secure Rolls: Perception 1d20(7)+10 = 17 Bond of Censure roll 1 1d20(13)+7 = 20 Bond of censure roll 2 1d20(20)+5 = 25
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Game Master (Smash)
2/6/2012 8:53:14 PM
PostID: 417958
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Aelonn swings wildly at the 'gnat' that flys around above his head. His daggars slice through air and he doesn't connect with anything.
Kelzanarr uses Tempus' favor to see through the chameleon's skin and notices that the beast has climbed up the black curtains to strike at Aelonn. Using his bond of censure, he foils any additional sneak attacks by bringing the beast next to him lighting him up with the radiance of Tempus' power.
The creature sensing the divine pull toward Kel, does a swing flip off the curtain before being pulled uncontrollably to the ground. He lands on his feet.
Although his skin still blends the shapes of light of the background, the transition was too quick for the creature to adjust completely. For now, you know where he is. (he is no longer 'hidden' but is still in -2 concealment) Secure Rolls: Creature Acrobatics 1d20(9)+4 = 13
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Game Master (Smash)
2/6/2012 9:12:16 PM
PostID: 417959
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Round 3
Ditch: Finally seeing a blur next to Kelzanarr light up. Assumes that that is the 'target' and casts his assasin's shroud on the object. (free) He then stares down the creature trying to find the eyes to cast nightmares in his psychy. (encounter power). Ditch through the changing bending of light cannot find his soul through the creature's eyes.
He then draws his rapier.
Pitch: Charges in to do a sweep attack trying to take the legs out from under the creature. If it can't move, it'll be easier to kill "Hiiiiiyaaaahhh" (Move,Encounter)
Pitch connects with what appears to be a knee and takes down the standing blur to a blur on the ground. Secure Rolls: Nightmare Shade Attack 1d20(7)+4-2 = 9 Sweep attack 1d20(19)+7-2 = 24
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Game Master (Smash)
2/6/2012 9:41:00 PM
PostID: 417961
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The creature is prone and takes 12 more damage. ::Snap:: Although you can't see it, you hear a bone or 2 snap. (Creature is bloodied)
Monster: Stands up (move) and attacks (1=K 2=P) Pitch... But it's pain is too much to get good footing for the strike. It bounces off the kobold's leather armor.
Kel is at Square 2 Aelonn is at 7 Pitch is at 9 Ditch is at 4 Monster is at 6 (no longer prone, -2 concealment) Secure Rolls: Sweep damage 1d8(8)+4 = 12 Sweep damage 1d8(8)+4 = 12 Sweep damage 1d8(2)+4 = 6 Sweep damage 1d8(6)+4 = 10 attack who? 1d2(2) = 2 Baffle attack 1d20(5)+10 = 15
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Game Master (Smash)
2/6/2012 9:51:34 PM
PostID: 417962
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Aelonn and Kel, you're actions are next.
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Aelonn (dwightm)
2/6/2012 10:23:19 PM
PostID: 417964
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Aelonn takes advantage of the creature's pain to move to a more advantageous position opposite of Pitch. He then tries a quick dagger thrust, but the creature's camouflage is still confusing his aim.
Std: Use Evasive Strike to shift 2 squares "NE" to square 3. Assuming I have the numbering right, Pitch (9) and I (3) are now flanking the creature (6) and have CA. Attack with Evasive strike and reroll with Elven accuracy (10 & 12?!?!? Come on...) Minor: Assuming he is visible enough, use Hunter's Quarry. Secure Rolls: Evasive Strike atk (CA from flanking) 1d20(5)+5+2-2 = 10 Evasive Strike atk (CA from flanking) 1d20(7)+5+2-2 = 12 Evasive Strike dmg (as if) 2d4{(4)(2)}+2 = 8
This post last edited on 2/6/2012 10:26:34 PM
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Game Master (Smash)
2/7/2012 11:39:16 PM
PostID: 417987
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(Whiff and Whiff)
Aelonn: is able to move to flank the creature. He slides into what what he thought was an advantageous position next to the clock to flank with Pitch. But for all of his Twirlling and snapping his daggars toward the creature, Aelonn's attacks are easily deflected by the creature's armor. Aelonn's farmer life, didn't prepare him for such a fast adversary... even if he is hurt... he still has moves.
(OOC: Ignore the AoO roll. He doesn't get one on a shift) Secure Rolls: AoO on Aelonn 1d20(9)+10 = 19
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Kelzanarr (cooneypete)
2/9/2012 8:13:47 PM
PostID: 418063
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Kelzanarr steps over to better block the escape of he fell creature and then brings down his mighty axe upon the thing....
[Shift to 5. Swing with Relentless Asault, hitting AC 15 for 22 damage. If that misses, spend an action point and attack with Bond of Retribution , hitting AC 21 for 12 hp. If I hit withBond and not the first attack, if he attacks me he will take 3 hp.] Secure Rolls: Relentless attack roll 1 1d20(10)+7 = 17 Relentless attack 2 1d20(8)+5 = 13 Relentless assault damage 2d12{(10)(7)}+5 = 22 Bond of Retribution roll 1 1d20(16)+5 = 21 Bond of Retribution roll 2 1d20(2)+7 = 9 Bond damage 1d12(7)+5 = 12
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Game Master (Smash)
2/10/2012 5:11:44 PM
PostID: 418083
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Kel moves around Aelonn to get off the stairs. His first attack is easily dodged by the creature, but it opens himself up for Kelzanarr's follow up attack. The Bond of Retribution, helped by Tempus yet again strikes home and the creature is hit as it wheels back from the blow.
Keygan and Jessica have another turn hiding out in the front room.
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Game Master (Smash)
2/10/2012 5:26:38 PM
PostID: 418084
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Round 4
Ditch: 5ft step up and stabs with his Rapier. Trying not to stab his companions while trying to his a shifting shape is not easy. Ditch thinks he misses. .. but his blade just effortly slips through the creatures flesh. (against reflex he really hits)
Pitch: channels the ki power into a diamond palm and strikes where Ditch blade just hit causing additional pain to the creature.
(Creature takes 21 pts of damage) Secure Rolls: Piercing strike 1d20(10)+2-2+7 = 17 Ditch damage 1d8(8)+4 = 12 Pitch attack v Fort 1d20(11)+7+2-2 = 18 Pitch attack v Fort 1d8(1)+4+4 = 9
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Game Master (Smash)
2/10/2012 5:38:36 PM
PostID: 418085
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Monster: after all the attacks against it, the monster tries to feebly retaliate. Obviously the battle has taken it's toll on it.
(1-D, 2-p, 3-a, 4-K) Aelonn it is...
He wildly swings again at Aelonn, but it is too weak to do anything. Tempus' divine power finishes of the beast as it takes its last breath striking out at Aelonn. The beast colapses on the floor, the background pixilated colors of it's skin fade and reveals a creature whose skin turn to a sickly shade of pale blue with a pool of red blood from many wounds and bones sticking out from it's arm.
Looking at the body, you will find a Rapier and an incomplete set of leather armor.
EDIT: okay well for Tempus to kill it, he would have to attack Kelzanarr. So... Kelzanarr it is! (fudge the random who do I attack to attack Kel instead. Same result. He misses and he dies.. It's so wild, it looks like he's attacking Kel.)
Combat over Secure Rolls: Monster Attack 1d20(2)+10 = 12 Monster Attack who 1d4(3) = 3
This post last edited on 2/10/2012 5:50:29 PM
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Game Master (Smash)
2/10/2012 5:42:14 PM
PostID: 418086
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Well that monster deserved to die. What a bunch of crappy rolls and it didn't even touch any of you. I guess I need to make these encounters MUCH MUCH harder!
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Game Master (Smash)
2/10/2012 5:55:45 PM
PostID: 418088
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Ditch wipes his blade off on the beast's armor before putting it away.
Pitch looks like he's also wiping off the blood from his hands on the armor too. Funny, he seems to be wiping his hands on the inside of the beast's tunic. Secure Rolls: Search Dead body 1d20(8)+11 = 19 Bluff 1d20(14)-1 = 13
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Aelonn (dwightm)
2/10/2012 6:25:54 PM
PostID: 418091
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"Hey fellas, make sure ya search that body real good. It might have a clue to helpin' us find the missin' kids."
Aelonn then moves into the front room to collect the others. "Miss Jessica! Mr. Ghelve! You can come out now!"
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Game Master (Smash)
2/10/2012 9:11:25 PM
PostID: 418097
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Jessica peeks her head through the red curtain and walks through. Keygan isn't behind her. Jessica explains that He said he was going to get the town guard."
She see's the dead body and gasps.
Pitch turns "Not'n dere Boss. Jus dis crappy armor. Sword is pointy 'nough tho. "
Ditch comments that the creature is a Skulk of some sort. Surprisingly he knows a lot about these things. Feeling proud that he can 'prove' himself as smart as well as good with a blade, he talks in run on sentences. However through his rambling you get the following:
1. Skulks are members of an underprivileged caste (slaves). Some say their masters are deamon creatures. 2. they don't wear clothes unless they have to 3. They are prone to outlandish acts of violence and survive by attacking and scrounging on the outskirts of encampments and cities. They come out at night and avoid the day. 4.They are very stealthy. In addtion to camoflage, they are hard to track as well. Natural ability not to be detected by divination. 5. A Skulk values it's own life above others. He gives a story of a Skulk mother abandoning thier children to escape a dangerous situation. Secure Rolls: Dungeneering 1d20(20)+1 = 21
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Aelonn (dwightm)
2/10/2012 11:11:24 PM
PostID: 418102
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"Ah shoot. I bet that locksmith fella jes' flew the coop on us. But actually, gettin' the town guard sounds like a good idea. Kel, maybe you and Miss Jessica could go see if you can find a guard patrol ta help us out. An' me an' the boys can keep watch here in case the guards show up on their own or Mr. Ghelve comes back."
"Ditch - ya say these fellas are real sneaky and hard to track? I wonder if one of 'em was what did the kidnapping? That cexplain why no one couldn't find no clues or anything."
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Kelzanarr (cooneypete)
2/11/2012 3:56:54 PM
PostID: 418116
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Kelzanarr grunts. "Search this place thoroughly. Wea need more information about why this creature was here, who sent it and where it came from.
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