[IC] Jesting Jesters vs Samurai Head-Hunters

Started by Throndir, August 10, 2014, 10:08:03 PM

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Throndir


QuoteLeft to move: Wolfrin, Crux, Katia, Dahlia
Kelgore's Grave Mist: 3 rounds left

Wolfrin Fenris

Spoiler
Buddy Reflex Save
Rolled 1d20+5 : 14 + 5, total 19
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BEEP

freaks2526

#32
Spoiler
Rolled 1d20+8 : 2 + 8, total 10
[close]

Spoiler
Rolled 1d20+8 : 4 + 8, total 12
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kai927

Katia's expression does not change upon seeing Dahlia trapped in the clinging shadows, though her effectively invisible shadows is bent over in cackling silently. Without word or gesture, Katia turns and returns to her starting position, as the ground beneath Dahlia suddenly disappears, dropping her into a pit. Katia's shadow lingers for a moment, pointing and silently laughing at Dahlia's predicament, before following it's master.

Spoiler
Cast Sudden Pit on square I-7. Dhalia is immobilized, thus no reflex save. Dahlia falls 10 feet and takes
Rolled 1d6 : 3, total 3
damage. She is immobilized for one more round, unless she succeeds on a DC 16 reflex save. Afterwords, she can attempt a DC 12 climb check to get out of the pit. The pit remains for 2 hours.

Katia then returns to square G-1
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Wolfrin Fenris

Wolfrin coughed. He didn't know what the spellcaster had done but a light mist had formed all around him, and though it was not thick, he felt the life being drained from him. And the smell. It smelled as if he stood in a graveyard. Gotta get out of this mist, he thought. He looked up at the enemies arrayed against them. They had moved away from him, farther from the light sources, but his eyes saw them clearly.

I've certainly lost the element of surprise, he said to himself. The only good way to face a spellcaster was if that spellcaster didn't know you were even alive. Now though.... I can't let him keep slinging spells from afar. I need to cut off his escape! He heard a click come from behind and glanced back. Buddy had jumped out of the way of something. A trap, he thought. Buddy looked fine, so he turned his attention back to the front, only now there we're three figures standing just inside the light.

Got you, he thought. He motioned to buddy to attack the nearest enemy. He waited until Buddy reached the enemy, jaws snapping at the woman. "No more running!" He brought to mind one of spells he had prepared and stretched his and out, pointing, left to right, behind his three foe's, while muttering the words of the spells.

Ant's appeared to come from everywhere, through the cracks of the stone, from the ceiling, some even appearing to materialize in front of his eyes. The wall stretched out, just behind the furthest enemy, from the dimly lit wall of the arena as far as he could force the creatures to stretch.

He then made his way out of the strange mist, it seemed as if he had to drag his legs the mist had soaked is energy so, and faced his enemies.

Spoiler
Wolfrin signals Buddy to attack Ollete as a free action. Handle animal check Take 10 (+11 modifier) -2(difficulty modifier) = 19.

Wolfrin casts Wall of Ants down *I* column, to max length as action. Concentration modifier is +5.

QuoteWall of Ants
Conjuration
Level: Drd 2, Rgr 2
Components: V,S,DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft. high sheet of ants up to 10 ft./long per
caster level
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A contiguous, but not solid, wall of ferocious
interlocking army ants appears at your intended
destination. The ants provide ninety percent cover
and measure 1 inch thick per caster level. Passing
through the wall is fairly easy, requiring a successful
opposed Strength check. (The wall has a Strength of
2). However, the ants deal 1d6 points of damage + 1
point per two caster levels (up to +5) as the creature
passes through the ants. Passing through the wall
does not destroy it; the ants immediately reform the
wall. Weapons and other physical attacks prove
ineffective against the ants, however damaging area
effects causing more than ten points of damage
permanently destroys that section of the wall. Once
formed, the wall is immobile.

Wolfrin moves to C3.
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Spoiler
If buddy makes it to Ollete
attack
Rolled 1d20+7 : 2 + 7, total 9
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Spoiler
If it hits
Rolled 1d6+1 : 4 + 1, total 5
dmg
And attempt trip
QuoteTrip (Ex): A wolf that hits with a bite attack can attempt to trip
the opponent (+1 check modifier) as a free action without making
a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Trip strength check
Rolled 1d20+8 : 19 + 8, total 27
[close]
BEEP

Throndir

#35
QuoteLeft to move: Crux, Dahlia (immobilized)
Kelgore's Grave Mist: 3 rounds left

freaks2526

"Who dare's to trap me?!" Dahlia fumed, angry at herself for having stumbled into the trap. "When I get out of here..." She struggled against the bonds that held her. Grunting, fuming, she ground her teeth as she struggled against her binds, revenge filling her mind.

Wolfrin Fenris

Spoiler
As crux, move to G3 while dropping torch at E3 and drawing off hand Wakizashi. Attack Katrias.
Designate Ollete for Dodge feat bonus to ac.
Dependable trait used to add +4 to katana attack roll
Attack roll Katana
Rolled 1d20+8 : 15 + 8, total 23
Attack roll Wakizashi
Rolled 1d20+4 : 2 + 4, total 6
Dmg Katana
Rolled 1d10+3 : 9 + 3, total 12
Dmg Wakizashi
Rolled 1d6+3 : 3 + 3, total 6
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BEEP

Katrias Lyseer

#38
As her spell finished, three individuals emerged from the darkness, two humanoids, and a large wolf.

"Flushed right out I see, into the bright lights of Mr. Sunrods." Katrias spoke dryly, but with a practiced motion she began to cast again, this time around the lights around her glowed red and sinister. She focused her attention to the large wolf engaged with Ollete and with a whisper unleashed her spell.

"Ursach-Ang."


Spoiler
Should be trap at G3, Mystic?

Katrias: 5 ft step into the ants. Standard action: Cast Cause Fear on Buddy, DC 15 Will save, Move: Take out dagger

This dice roll has been tampered with!
Rolled 1d20 : 18, total 18
This dice roll has been tampered with!
Rolled 1d6+2 : 6 + 2, total 8

QuoteCause Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or
fewer HD
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
The affected creature becomes frightened.
If the subject succeeds on a Will save, it is
shaken for 1 round. Creatures with 6 or
more Hit Dice are immune to this effect.
Cause fear counters and dispels remove
fear.

QuoteFrightened

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a ?2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible.

QuoteShaken

A shaken character takes a ?2 penalty on attack rolls, saving throws, skill checks, and ability checks.
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Idiots. A whole bunch of idiots.

Katrias Lyseer

Idiots. A whole bunch of idiots.

Throndir

#40
QuoteKelgore's Grave Mist: 2 rounds left

Bolded everything which needs GM's help.

Damage Taken:
Wolfrin: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC)
Crux: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC) and AoO from Ollete
Buddy: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC)
Dahlia: (2d6 flame trap damage)
Katrias: (20, dying, if Crux succeeded reflex save for trap on G3)

Left to move: Wolfrin, Dahlia, Crux, Buddy, Ollete, Katia


Wolfrin Fenris

This is not going good, Wolfrin thought to himself. The samurai had been no help at all so far, big surprise there. Buddy's recent growth spurts were not helpful in this setting, with the ground liberally peppered with traps, and his last teammate, the cocky rogue, had simply disappeared! Probably hiding in a corner somewhere laughing, he thought bitterly.

In fact, the only thing that had worked properly so far was his ant wall. To his eyes, it seemed none of the enemy combatants fancied going through the wall, if they even knew someone could pass through it. Wolfrin was beginning to feel decidedly outnumbered.

Then, to his complete and utter surprise, the samurai went charging into the fray, dropping his torch on the way; rather not helping with Wolfrin's eyes in their current state. He watched as the man swung his swords at the spellcaster, actually managing to score a hit! I dont believe it. The woman tried to escape the flurry of blows and, as if to give lie to Wolfrin's earlier thought, stepped through the ant wall. "Still alive then," Wolfrin muttered, "But she'll have to be dealt with later. Or maybe the rogue will actually do something!"

Shaking his head, he turned his eyes towards the odd jester Buddy was attempting to bring down. Dont let up the advantage, a voice seemed to tell him. He began to utter the words to a spell, he couldn't help but think this was likely the most spellcasting he'd ever done, and when he finished a wolf appeared behind the jester. The wolf attacked just as buddy leapt at the foe once more.

Spoiler
Wolfrin casts Summon Nature's Ally I through use of druid special ability spontaneous casting, sacrificing 2nd iteration of Compound Eyes, choosing wolf and placing him(or her) at H4.

QuoteSpontaneous Casting: A druid can channel stored spell energy
into summoning spells that she hasn?t prepared ahead of time. She
can ?lose? a prepared spell in order to cast any summon nature?s ally
spell of the same level or lower. For example, a druid who has
prepared repel vermin (a 4th-level spell) may lose repel vermin in order
to cast summon nature?s ally IV (also a 4th-level spell).

QuoteSummon Nature?s Ally I
Conjuration (Summoning)
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a natural creature. It
appears where you designate and acts
immediately, on your turn. It attacks your
opponents to the best of its ability. If you
can communicate with the creature, you
can direct it not to attack, to attack particular
enemies, or to perform other actions.
A summoned monster cannot summon
or otherwise conjure another creature, nor
can it use any teleportation or planar travel
abilities. Creatures cannot be summoned
into an environment that cannot support
them. For instance, a porpoise may only be
summoned in an aquatic environment.
The spell conjures one of the creatures
from the 1st-level list on the accompanying
Summon Nature?s Ally table. You
choose which kind of creature to summon,
and you can change that choice each time
you cast the spell. All the creatures on the
table are neutral unless otherwise noted.

Attack rolls in next spoiler.
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Spoiler
Buddy is flanking for summoned wolf, and vice versa. +2 flanking bonus to attacks. Wolf attacks ollete.
Wolf attack roll
Rolled 1d20+6 : 19 + 6, total 25
Damage roll
Rolled 1d6+1 : 1 + 1, total 2
If attack hits, will use Trip attack, as per wolf special ability. Str check
Rolled 1d20+1 : 13 + 1, total 14
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Spoiler
Buddy attacks Ollete.
Buddy attack roll
Rolled 1d20+9 : 2 + 9, total 11
Damage roll
Rolled 1d8+4 : 3 + 4, total 7
If attack hits, will use Trip attack, as per wolf special ability. Str check
Rolled 1d20+4 : 13 + 4, total 17
[close]
BEEP

Wolfrin Fenris

Spoiler
As Crux, 5 foot step to G2. Attack Katia. Designate Ollete for Dodge feat ac increase.
Katana attack roll
Rolled 1d20+3 : 6 + 3, total 9
Wakizashi attack roll
Rolled 1d20+3 : 10 + 3, total 13
Katana damage roll
Rolled 1d10+2 : 9 + 2, total 11
Wakizashi damage roll 1d6+2
[close]
BEEP

Mysticsage

#43
Olette roll to hit crux before h reaches g3

Buddy must make a will save to avoid fear


Crux must make a reflex save upon entering G3 if fail falls prone instead of attaching
Spoiler
This dice roll has been tampered with!
Rolled 1d20+3 : 6 + 3, total 9
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crux falls prone where he stands his attack does not connect

Dahlia takes an additional damage from the shadows
Spoiler
This dice roll has been tampered with!
Rolled 2d6 : 5, 4, total 9
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As well as needing to make an additional two reflex saves

Burdenking

Ollete would have been rolling all over the floor as her laughter grew to insane levels, the complete chaos going on fueling the Fey's joy, had she not been in combat at the moment with a giant wolf beast. The giant puppy came charging through the light in a frenzy, and immediately tried to bite her, however she had readied for that and managed to get an attack off before its attack came. It's teeth were close, but no where near fast enough to grab hold of the dextrous little jester.

Ollete even managed to pat the creatures head before it's second attack came, and missed again. However, the thing she didn't see coming was a second wolf to arrive and bite into her while she wasn't looking. A small sound of pain was heard as she was bit into, but it quickly to a squealing chuckle as Ollete face twisted oddly, she biting her lower lip to calm herself. It was nothing serious, but she still hated to be in this location. Then again, she didn't really hate it, cause of puppies everywhere.

In a fanciful spin, Her Urumi spun outwards in a random direction, flying off above Buddies head to appear like it was a miss, until it came right back down to attempt slashing into the wolf, the blade glowing brightly as whispering laughter could be heard from its massive blade, similar to the Laughter on the Jester wielding it.

Spoiler
Due to her readied action, Ollete gets to attack when Buddy comes from the smoke.

attack roll:
Rolled 1d20+8 : 15 + 8, total 23
Dam Roll:
Rolled 1d6+3 : 4 + 3, total 7
If it hits, Buddie makes a DC 14 will save for hideous Laughter.
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Spoiler
Ollete uses a feint, which will be opposed by buddies sense motive skill.
Rolled 1d20+4 : 9 + 4, total 13

After the feint, a standard attack,
Rolled 1d20+8 : 17 + 8, total 25

Dam Roll:
Rolled 1d6+3 : 6 + 3, total 9

If feint and attack land, buddie must pass a DC 16 will save or be inflicted with hideous laughter.

If only the attack succeeds, the DC is 14
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