Chapter 1: Blood and Lightning

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Dec 4, 2023 1:35 pm
OOC:
Based on my understanding the the rules, distances aren't fixed but narrative. All combatants are at least far from everyone if not near. The only way they could be entirely out of range is if they are part of a separate combat entirely. So unless they flee the battle, all enemies are at least far away at worse. Because you are at the base of the tower, the only way to be far from the savages would be to leave the tower, which I will say is OK and will give you a +2 to all defences as you are using the door to protect yourself, but I'll roll a d20 at the top of the round and on an 11 the dragon outside will spot you and join the fight.
Dec 4, 2023 1:43 pm
OOC:
Hmm, I don't think I want to solo the dragon as a squishy mage, so Raphel will refrain from exiting the tower. I'm thinking the same thing as you with regards to narrative distances, but that makes me wonder about how Raphel's racial power is intended to be used since it's explicitly for use in battle.
[ +- ] Feature: Highblood Teleport
That said, maybe we'll encounter hazards and difficult zones in future areas where it'll definitely be useful. No need for spoilers though ^^
Last edited December 4, 2023 1:43 pm
Dec 4, 2023 1:56 pm
Edgar draws his knife and runs up the stairs to joins in melee with the remaining lizardman savage.
OOC:
How does ongoing damage affect momentum. The rules says "You lose momentum when you are hit by an attack." so I'm guessing I still have it and will spend it to deal sneak attack damage (if I hit) with my Sure Cut Power.
[ +- ] Sure Cut

Rolls

Melee Attack - Total - (1d20+7)

(15) + 7 = 22

Abandon Dagger - Total - (1d8+5)

(7) + 5 = 12

Forgot Ongoing Save last round - (1d20)

(7) = 7

Ongoing this round if first fails - (1d20)

(18) = 18

Sneak Attack - Total - (1d4)

(2) = 2

Dec 4, 2023 2:48 pm
testlum says:
OOC:
Hmm, I don't think I want to solo the dragon as a squishy mage, so Raphel will refrain from exiting the tower. I'm thinking the same thing as you with regards to narrative distances, but that makes me wonder about how Raphel's racial power is intended to be used since it's explicitly for use in battle.
[ +- ] Feature: Highblood Teleport
That said, maybe we'll encounter hazards and difficult zones in future areas where it'll definitely be useful. No need for spoilers though ^^
I will say you can use it outside of battle too, but it's a short range teleport (so the top of the tower for example would be too high) but using it outside of battle means you can't use it until the next battle is over. Inside of battle, it is a teleport, meaning you avoid opportunity attacks and don't need to roll to disengage. It's basically like disengaging and getting a guaranteed 20 on the d20.
Furmyr says:
OOC:
How does ongoing damage affect momentum. The rules says "You lose momentum when you are hit by an attack." so I'm guessing I still have it and will spend it to deal sneak attack damage (if I hit) with my Sure Cut Power.
It says "hit with an attack" not "take damage", so i interpret that to mean they had to roll an attack roll and land, and thus ongoing damage does not take your momentum. I think the time you got hit by the acid spray was one of the attacks cancelled by raphel's spell. If it was the previous round and you were hit by LM1, you didn't get hit as the spell actually failed.
Dec 5, 2023 3:19 am
OOC:
How is Raphael, does he need healing? I will attack if not, but I wanted to check to be sure.

Rolls

Elven Grace - Go on 1 - (1d6)

(2) = 2

Dec 5, 2023 7:07 am
OOC:
'Tis but a flesh wound, but thanks!
Dec 5, 2023 11:29 am
One down and one retreating on the steps, Salix turns his aim to those on the ground and launches a bolt at the one more injured.

Rolls

Javelin of Faith - Attack vs PD - (1d20+5)

(13) + 5 = 18

Javelin of Faith - Damage - (1d6+3)

(1) + 3 = 4

Dec 5, 2023 1:16 pm
One of the lizardman savages takes a heavy beating and is staggered. It reals back, blood dripping down its teeth from internal wounds. It looks at the other and says something in a language only understood by Edgar due to his relationship to the Three. "Go! Protect the ritual!" It says, but to all but Edgar it sounds like some reptilian language.

Seeing the rogue approach and how his armor isn't as thick as the other two, it goes for him in hopes of one last blow before he is slain. The other attempts to get away. However, the adventurer won't let him go. The lizardman decides to take the painful route and run away knowing it could be struck multiple times in doing so.
OOC:
Hrafe, Edgar, and Makasi all get to use a free action to make a standard melee attack against Lizardman Savage 2. If it lives (it won't if it takes 21 damage or more), it will move up to floor 1 and become near everyone but no longer engaged

Rolls

LS1 spear vs Edgar (vs AC - 7 damage) - (1d20+7)

(10) + 7 = 17

LM2 attempts to disengage - (1d20)

(2) = 2

Dec 5, 2023 4:57 pm
Makasi sweeps the halberd at the fleeing Lizard-man's ankles.

Rolls

Melee + Bless + Escalation - (1d20+4+1+1)

(8) + 6 = 14

Damage - (1d10+3)

(9) + 3 = 12

Dec 5, 2023 6:31 pm
Hrafe attacks his opponents exposed flank as it attempts to retreat. True to his promise the blade of his sword bit through the fleeing lizard, opening up the creatures arteries - a flow of blue blood which the savage warrior drank to replenish his own. He carried his momentum to the remaining spellcaster a terrible roar building as he fell upon the creature.
[ +- ] Talent: Unstoppable
Last edited December 5, 2023 6:50 pm

Rolls

Melee Attack - Total - (2d20h1+7)

(207) + 7 = 27

Melee Damage - Total - (1d10+4)

(7) + 4 = 11

Unstoppable - (1d12+3)

(11) + 3 = 14

Dec 5, 2023 7:51 pm
Hrafe's mighty blow single handedly lays the fleeing lizardman low
OOC:
22 damage is enough to kill the fleeing lizardman. It is now Hrafe and Makasi's turn
Dec 5, 2023 9:23 pm
OOC:
Which threats are left, and where are they relative to us?
Dec 5, 2023 9:28 pm
OOC:
See GM Public Notes thread. If you still have questions I will answer. If it does not say dead, they are alive with the listed amount of damage next to their name taken so far as well as who they are engaged with
Dec 6, 2023 4:03 am
OOC:
Ah, gotcha.
"You're not getting away, you creep!" Makasi thrusts her halberd forward at the remaining lizard-man.

Rolls

Melee + Bless + Escalation - (1d20+4+1+2)

(1) + 7 = 8

Damage - (1d10+3)

(3) + 3 = 6

Dec 6, 2023 6:54 am
Hrafe lunged as Makasi's halberd closed off the avenue of retreat, striking from sinistra with a pommel strike, followed by a descending slash at the scalykin's head to recover his play, seething in fury.

Rolls

Melee Attack - Total - (2d20h1+8)

(420) + 8 = 28

Melee Damage - Total - (1d10+4)

(7) + 4 = 11

Dec 6, 2023 1:02 pm
Makasi's blow nicks the remaining lizardman savage, but doesn't land a solid enough blow to kill it. However, this distracts it enough that it leans into Hrafe's blade, striking it down with a heavy thump.

The last lizardman Magician gives a frustrated grunt and runs up the stairs and disappears through the ceiling, presumably to the top of the tower where the ritual is taking place. Filled with adrenaline and a drive to save the wizards up too, you all run up the stairs and follow it. The energy from the battle still active.
OOC:
This battle continues on the roof. 1 round will pass, making tht escalation die go up by one. Any abilities that are active for the remainder of combat, like Rage, are still active, which also means any once per battle features did not recharge nor can you take a quick rest. However, if you want you can rally on your way up, which means you can heal using one recovery but any future rallies only have a 50% of working (but you won't waist your actions trying)
When you reach the top, you see 4 humans i robes, a human welding an axe standing over them, and three lizardman magicians (one of which from some minor injuries seems to be the one from before). A magic circle has been drawn around the 4 humans, and two of the lizardmen are changing in the same reptilian language from before.

The axe wielding human looks at you and says, "Oh look, the adventurers the archmage sent. Sadly you could not save the commander, and you won't be able to save these people either." You see off to the side is thr body of commander Ameliefor. A large pool of blood underneath her makes you notice the blood on the axe the man is wielding. "Her second in command fought valiantly, but only for an ant that he is. Now come, meet your fate at the hands of Zvegdar! It is only a matter of time before we all bow to the Three!"
OOC:
We are back at the top of initiative, see GM Public Notes

Rolls

Zvegdar initiative - (1d20+6)

(20) + 6 = 26

Lizardman Magicians initiative - (1d20+5)

(15) + 5 = 20

Dec 6, 2023 1:11 pm
Sensing your conflicted connection to the Great Gold Wyrm, Zvegdar hones in on Makasi and attacks her after running up to her
OOC:
for clarity, all enemies are nearby. Zvegdar is the most obvious threat but the lizardman magicians are the ones conducting the ritual that will be complete in 3 rounds

Rolls

Zvegdar attacks Makasi with Glaezentorg (vs AC - 6 damage) - (1d20+6)

(18) + 6 = 24

Dec 6, 2023 3:36 pm
That smarts! Makasi feels the blade pierce her thigh in spite of her stone-flesh armor. She steels herself and shouts, "See to the fallen! Maybe we can keep them out of the Afterworld yet." She then pushes the attack on this Zvegdar.
OOC:
Unfortunatley, Smite Evil doesn't refresh till after the battle's over. And I can't roll for squat anyway. :)
Last edited December 6, 2023 3:36 pm

Rolls

Melee + Bless + Escalation - (1d20+4+1+3)

(4) + 8 = 12

Damage - (1d10+3)

(1) + 3 = 4

Dec 6, 2023 3:52 pm
OOC:
you can use smite evil once per battle, plus an additional number of times equal to your charisma modifier

That means if your charisma modifier was +3 and experienced 3 battles before your next full heal up (as one example), you could use it 6 times, once in each battle and 3 more times scattered as you want amongst all the battles.

Think of it this way. You get Cha Mod uses per day, plus one free use per battle

In this case, the attack missed, but if you use one of your daily uses (your once per battle use was spent already), you would do +1d12 damage and do half damage instead of damage equal to your level, or you can save it in case next round you think you will hit
Dec 6, 2023 6:37 pm
"Time to meet the gods Zvedgar!"

Hrafe seeing the traitor carrying his promised prize was galvanized back into his furor as the spirits of his war shirt carried him into a bloodcrazed wroth. He moved laterally as the traitor charged exploiting the open flank. Slashing as Zvedgar passed letting his opponents momentum carry into the blow.
Last edited December 6, 2023 6:37 pm

Rolls

Melee Attack - Total - (2d20h1+9)

(1816) + 9 = 27

Melee Damage - Total - (1d10+4)

(10) + 4 = 14

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