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Bliss / CatBliss (AC20, HP112of116, +3nonlethal) (Cayzle) 
Tuesday January 2nd, 2018 3:43:52 PM


Bliss finds that the oppressive heat makes him sleepy, and he dozes in the dimness of the underground refuge Murphy has so cleverly crafted.

[OOC: Happy New Year, friends!]

Hobie Browncloak (Nick T) HP 82/82 AC 21 (shield off) CMD 27 Hero Points 2  
Tuesday January 2nd, 2018 4:03:30 PM

ooc: You guys said that you would get Jerry's approval for Hobie's character surgery during the slowdown, was that able to happen?

If so, then Hobie's wands and scrolls purchased from the venturer will officially be:
1 wand of True Strike 750
1 wand of Identify 750
1 wand of Shield 750
1 wand of Endure Elements 750
2 scrolls of Fly 750
2 scrolls of Heroism 750
1 scroll of Spider Climb 150
2 scroll of Mirror Image 300
2 scrolls of comprehend Languages 50

Total=5,000



DM Carl - Humble's Finest Hour 
Wednesday January 3rd, 2018 10:16:40 AM

Welcome back, everybody. I honestly did want to post over the break, but family just plain ol' made that impossible. It was a very hectic two weeks.

To recap, Vé-Eldfjöll and the fire elementals that serve it has begun to stir, and they're none too pleased with Humble's Ford for refusing to worship the power. The party spent days preparing underground shelter for the townsfolk, as well as securing food, drink, and entertainment to get them to show up willingly. Last night, the moon Wardd rose in the sky appearing to be on fire. A wall of hot, jagged rock erupted from the ground, enclosing the entire town & cutting off the flow of water from the river. The entire town was plunged into oppressive heat.

Murphy, being Murphy, sprung into action. He has discovered the walls are three to five feet thick (the wall is jagged and not uniform) and extend down as far as Murphy's able to earthglide. He has begun to make plans to investigate the river and try to break through the wall. Unfortunately, Vé-Eldfjöll and its minions have other plans...

OOC: I'm fine with Murphy planning out and posting several hours worth of actions, so long as you understand stuff may happen before you finish.

***

Murphy and Lance, flying around as they are, are the first to see the fire elementals breach the walls. Rather, phase through the walls. They are many, perhaps two dozen, and they come from many sides. They initially charge through, only to stop short in unison.

Anyone who speaks ignan or has knowledge, nature greater than 10 (ranks + int) can make a DC 15 sense motive roll.

Highlight to display spoiler: {The elementals appear confused. Perhaps they weren't expecting the town to be so...empty?}

Unfortunately, it's short lived and they begin their attack on any nearby halflings or buildings.

***

Here's your janky map. Red squares are fire elementals, gray are NPCs (Roscoe and the guards who were out gathering folks), blue squares are you fine heroes. Move yourselves where you want your initial starting places to be. Scale is obvjously way off, but it'll serve. Fire elementals are large.

Everyone earns 8000 XP for the previous scene, as well as a hero point for putting the townsfolk's safety as the top priority. The children & elderly in town would likely succumb quickly to the heat.

...speaking of which, don't forget the entire town is considered intense heat.

In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).

A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.
If you haven't done so, make your initial fort save now, please.

Bliss / CatBliss (AC26, HP96) (Cayzle)  d20+10=26 ;
Wednesday January 3rd, 2018 12:11:10 PM


Witchy Rolls for Bliss to Start the Day!

After waking up, Bliss concentrates on drawing drops of Woldsblood into the Wold. Most of that awesome power he sends onward to Mother Maab, per his pact with her. The rest he uses to power his own arcane spells. His DC14 Concentration check roll is a d20+10, and he rolls a 26 -- perfect!

After his spells for the day are set, he sees how hot it is and casts Rose's Temperature Control spell to relieve the heat. [OOC: I'm assuming that saves Bliss from all heat-related effects?] Bliss recalls stories Mookie told him about Rose when she travelled with his mom, and he blesses the clever arcanist, wherever she is these days.

Then he casts his only arcane 4th level spell, the Three-Fold Aspect magic that lets him be young, middle-aged, or elderly. That spell lasts all day. He changes into an old old version of Bliss (+4 enhancement bonus to Wisdom and Intelligence, but -2 penalty to Strength and Dexterity).

Then, when Miss Pressi is ready, he gathers his followers and hers, plus spirit companions, for the morning rituals. Bliss uses the Basic Ritual of the Grimalkin, the one that gives him the power to be a kitty -- no roll needed with all of Bliss's bonuses vs the DC20 check.

[Correct me if I am missing anybody, but I think we have three followers so far, with more to come? Joy, Chicory, and Jamir? With Pressi, Harper, and Bliss's Pot, that's +6 on ritual checks.]

Leading the whole coven, Bliss uses the Intermediate Ritual of Sharing to share an Extended Resist Fire spell with Pressi and Harper. His Spellcraft roll to accomplish the ritual is 1d20+23 +6 to reach a DC30 ... and it turns out that with help this ritual too cannot fail. At CL7, the Extended Resist Fire lasts 140 minutes, divided equally, gives 46 minutes each to Bliss, Pressi, and Harper. It can be turned on and off with a swift action.

=====

That's the first two hours of the day. Oh kindly DM Carl, what is the difference, heat-wise, for those who are taking shelter in the underground tunnels, and those who are out in the noonday sun?

=====

Just before leaving the sanctuary of the tunnels, Bliss casts an Extended Barkskin (duration 140 minutes). Then Bliss uses his Threefold Aspect to become very young, and he uses his Grimalkin Ritual to become a tiny housecat. Now ready for the day, Bliss heads out with his friends!

=====

Outside, Bliss sees these fire elementals and decides it is time to fight. He activates his Resist Fire (swift action), casts Shield of Faith (standard action), and moves up to fight (move action). If it has reach, it gets an AoO on Bliss as the kitty approaches. Bliss ends turn adjacent to the fire elemental, hissing at it.

[I've moved Bliss on the map.]

Hobie Browncloak (Nick T) HP 82/82 AC 21 CMD 27 Hero Points 3 (Fire Resistance 10)  d20+10=12 ; d20+17=20 ; d20+17=35 ; d20+12=14 ; d6+7=9 ; d6+7=9 ; d6=5 ; d6=2 ; d6+7=12 ; d6=4 ; d6+7=11 ; d6=1 ;
Wednesday January 3rd, 2018 2:00:07 PM

"The town waits for the inevitable attack, but nothing comes. There's just heat, stillness, and silence..."

During this time, Hobie pulls out his wand of Endure Elements and uses it on himself and his mount, Pippa. He also offers a use of it for anyone else (of the party, not all the townsfolk) who needs it. (Just post if you need it so I can count the charge as used. Duration is 24 hours.)

He also casts Resist Energy Fire on himself, with a duration of 40 minutes. (How long was the wait?)

He pulls out his bow and waits atop Pippa for danger to come.

=====

When the elementals arrive, Hobie shouts "YA PIP!" and kicks his heels into her side. He draws his first two arrows as he guides her with his knees. (DC 5, Ride Check 12)

He unleashes a full volley of arrows at the Elemental "L," moving to "J" if "L" falls.

First shot (Manyshot)
Atk: 20
Dmg: 9 Piercing, 9 Piercing, 7 Cold, 3 Cold

2nd Shot (Rapid Shot)
Atk: 35
Dmg: 12 Piercing, 6 Cold

3rd Shot (Iterative)
Atk 12
Dmg: 11 Piercing, 1 Cold

Spells Prepared:
Level 0 (4): Detect Magic, Read Magic, Light, Mage Hand

Level 1 (4+1): Grease, Grease, Obscuring Mist, Summon Monster 1, Feather Fall

Level 2 (3+1): Mirror Image, Resist Energy (Fire), Resist Energy (Fire), Spider Climb

Hobie Browncloak (Nick T) HP 82/82 AC 21 CMD 27 Hero Points 3 (Fire Resistance 10) 
Wednesday January 3rd, 2018 2:39:11 PM

ooc: what are the unmarked orange squares? Are those like houses and various buildings? Also, beware guys, #5 is missing. Probably invisible.


DM Carl - Humble's Finest Hour 
Wednesday January 3rd, 2018 4:56:16 PM

OOC: Those underground are safe from the heat. The orange squares are small buildings.

Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Resist fire 20; Rumpus - AC 26, HP 62/62, CMD 24 
Thursday January 4th, 2018 12:32:56 AM

"Anybody bring marshmallows?" asks Kezzem as he casts resist energy on himself and moves towards the fire elementals.

Lay on Hands 7/day
Smite Evil 4/day

Spells:
1st Level: Cure Light Wounds x2, Lesser Restoration
2nd Level: Resist Energy (cast), Shield Other
3rd Level: Cure Moderate Wounds

Murphy Leafwin Pipewood Druid 10a (Kim) HP 80/80  d20+9=22 ; 10d6=40 ; d20+25=38 ; 3d6=7 ; 4d6=18 ;
Thursday January 4th, 2018 4:21:27 AM


Established over recent weeks:
Murphy has on more than one occasion set up pools of water around the town, and filled townspeople's containers, large and small, with large quantities of water. He has watered buildings, some fields in days before. Pressi has the create water spell, and has spoken of using it here and there. Some work was done in the wood adjacent the Mayor's burrow, with some pools of water.

Let's assume that Murphy was able to saturate the buildings in the area where he made the tunnels - ensuring the buildings at the entry and exit points of the tunnel, and those along the way, were well watered.

[The following is up to our DM to ratify or not] Uncle Orby had been moving throughout the past few days about the town with his jug of endless water (see decanter of endless water), mainly soaking burrows, Madame LaRue's place, the trees near the Mayor's burrow, and the the Mayor's burrow itself. He also soaked many gardens and orchards, and other crops as he was able. He doesn't want his tobacco fields to go up in the wrong kind of smoke.

Murphy left it to Pressi to saturate the Temple and the Center for Enlightenment with her create water spells. Perhaps one or more of the clerics would have been able to help on that, too. The Second Dinner Club is a stone tower - fairly resistant to fire.

It sounds as if the fire elementals showed up about the same time as the Lance / Murphy reconnaissance. So, he didn't head to the wall to dig a way through along the road to Angel Springs, and is still in medium air elemental form. His resistance to fire is still in effect. He has not yet cast protection from fire.

What to do?
Murphy calls out to the others where he sees the walking flames. He speaks ignan, and senses the initial confusion of the invaders. "Friends, the fire elementals are surprised not to see more people out and about. I think we need to spread out on this one. Do well! For Humble's Ford!" As he flies forward, in Auran he calls for air elemental support, as they promised. "Liekit hyökkäävät. Me taistelemme heitä vastaan. Tee, mitä voit tehdä! ('The flames are attacking. We fight against them. Do what you can to make them go!')

From AT7 Murphy casts ice storm in such as way as to include as many fire elementals as possible including C, B and F (not certain of map scale). They each suffer 3d6=7hp bludgeoning damage, and 4d6 cold damage=18hp (25 total) as their firey core feels the effects of the spell. With the moisture from the storm, the crops below may be damaged by the ice storm, but also will likely be highly fire resistant, especially as snow and hail will continue in the 40 foot diameter area of effect. Normally damage would not further accrue to those in the area of effect, but will leave it up to DM Carl as to whether the cold of snow and hail do cause further damage to any fire elementals remaining after this round (duration: 10 rounds / 1 minute).

===========
Sense Motive (the elementals are initially confused): 22vs DC15 - succeeds
[Ignore 10d6 - thought Murphy had quench memorized - he doesn't, sadly]
Perception: 38


Pressi (Melvin)-AC 21 (22), HP 83, CMD 20; Harper-AC 21 (22), HP 61, CMD 23; Followers  d20+12=22 ; d20+14=21 ;
Thursday January 4th, 2018 7:25:13 AM

(OOC Posting on tablet, limited moves)

Morning ritual completed. Ritual of warding succeeds.

Pressi (Melvin)-AC 21 (22), HP 83, CMD 20; Harper-AC 21 (22), HP 61, CMD 23; Followers 
Thursday January 4th, 2018 9:29:20 AM

Unless she gets request for any other spells, she casts broom of fly to monitor the area.

DM Carl - Humble's Finest Hour  d20+12=29 ; d8+2=10 ; d20+12=19 ; d20+12=20 ; d8+2=4 ; d8+2=10 ; d20+3=17 ; d20+12=29 ; d20+12=32 ; d20+12=26 ; d8+2=10 ; d8+2=5 ; d8+2=4 ; d20+3=8 ; d20+12=25 ; d20+12=20 ; d8+2=5 ; d8+2=9 ; d20+12=28 ; d20+12=20 ; d8+2=8 ; d20+12=26 ; d8+2=8 ; d8=6 ;
Thursday January 4th, 2018 12:45:44 PM

Bliss spends his morning on his typical rituals. He does find that his temperature control spell provides him protection enough from the heat when he's above ground. At least it's a dry heat.

When the elementals hit, Bliss goes on the offensive as a heavily warded, but still very small, cat. Someone who didn't know any better would be really curious about where he was going with this. The elemental does have reach, and slams a serpentine tendril at the poor thing. Hit AC 29 for 10 damage. Resist energy negates any possible burn damage, but the slams are bludgeoning.

If your followers are planning on joining the battle, feel free to control them.

Hobie uses a wand to cast Endure Elements on himself & his mount, then offers the same to any who need it.

The wait was a few hours, long enough for a Resist Energy spell to expire if you cast it immediately. In your head, when did you cast it?

Guiding Pippa with his knees (successfully), he unloads multiple arrows into the first handy elemental; the cold-infused arrows nearly slaying it. The elemental is barely a flicker.

Kezzem wisely takes a moment to protect himself from fire before moving into battle.

Murphy reviews in his head the preparations taken over the recent weeks regarding pre-soaking the Ford. While it's true a good deal of water has been spread throughout town, there's also the matter of hours of intense heat to contend with. The stone wall may block a breeze and trap in heat, but there's plenty of open sky for water to evaporate to. As such, the following are considered to be sufficiently pre-soaked as to make a difference:

Tunnel entrances
Madam LaRue's
Orby's tobacco fields
The Temple
Center for Enlightenment

It's unlikely the humble burrows would be able to hold on to any moisture long enough unless they were being constantly watered down.

On the bright side, he does correctly realize the elementals were expecting more confusion and easy targets. He recommends the party spread out, then calls down a storm of hail and ice on three of the elementals.

The ice storm extends off the map. That's why it looks squished. Spell description states the bludgeoning hail only falls the first round. We'll see how the elementals handle the cold...

He also calls for aide from the air elementals as was promised. Time will tell if the cry is heard.

Pressi takes to the skies to get a better view of the Ford.

Lance is too shocked for words and needs a moment to compose himself.

Roscoe whispers in the ear of the nearest guard, who then runs off in the direction of the nearest tunnel entrance and disappears. The remaining guards rush the nearest elementals, choosing to stick together when possible.

The elementals charge towards living targets when they're near, but the majority seem to be targeting structures. Elemental 4 injures one guard. 6 and 5 join forces and immolate an unfortunate guard. Poor guy never had a chance.

Several others attempt to alight buildings in the Ford. A small number of burrows are set ablaze, including the mayor's. The pre-soaking is protecting the Center for Enlightenment, but it's only a matter of time before they're successful.

Buildings on fire are marked as crimson

Roscoe, seeing his man cut down so soon, moves to assist.

Elemental K continues attacking this brazen cat. Bliss is hit once for 8 damage.

Elemental J rushes towards Hobie after seeing it's mate almost felled. Hobie is hit once for 8 damage. Reflex save vs 16 or start to burn for 6 damage. Disregard if resist energy is in effect.

The rest of the elementals are busy trashing the town.

***

The damage dice did not like you folks today. Next post tomorrow late morning.

Here's the map.

Hobie Browncloak (Nick T) HP 74/82 AC 21 CMD 27 Hero Points 3 (Fire Resistance 10)  d20+8=24 ; d20+8=11 ;
Thursday January 4th, 2018 2:31:07 PM

ooc: So from what I understood, when the heat began and the wall came up, the characters seemed to think that the battle would come soon, and were surprised by the long wait, so Hobie would have cast Resist Energy right away and it would have worn off by now.

Hobie takes the 8 damage, but is able to avoid the burn damage (Ref 24). Needing to get away from the elemental to fire arrows, Hobie kicks Pippa and pulls her reigns to ride away(He'll provoke an AOO). After turning her away he'll guide her with his knees (Thats an auto success since my Ride is +10) and attempt to cast Resist Energy while riding away but he screws up the hand motions and loses the spell. (Concentration Check of 11 fails the DC of 12)

He rides Pippa for a double move which is 80 ft. (Are the squares roughly 10ft? I moved Hobie 8 squares. I'd like to get him as far away from the elementals as possible while remaining within the 100ft range of his bow.)

Spells Prepared:
Level 0 (4): Detect Magic, Read Magic, Light, Mage Hand

Level 1 (4+1): Grease, Grease, Obscuring Mist, Summon Monster 1, Feather Fall

Level 2 (3+1): Mirror Image, Resist Energy (Fire), Resist Energy (Fire), Spider Climb

Hobie Browncloak (Nick T) HP 74/82 AC 21 CMD 27 Hero Points 3  
Thursday January 4th, 2018 2:36:44 PM

ooc: Forgot to update my header to remove the Fire Resistance 10

Pressi (Melvin)-AC 21 (22), HP 83, CMD 20; Harper-AC 21 (22), HP 61, CMD 23; Followers  d20+11=15 ;
Thursday January 4th, 2018 3:35:24 PM

(Sorry about before. Work and child care have been chopping up my posting time and keeping me off anything more powerful than a cheap tablet.)

(This post is for some backup stuff, with a true post to be made later, hopefully.)

Fort Save against the heat (forgot to make it earlier) - just made it.

Harper - is in the temple for now. She will help lead halflings through the escape hatches if they need to evacuate.

Followers of Pressi - two are at the temple, two at the tunnels. They are instructed to fire at enemies that begin to converge on their location, then to escape with run and gun tactics to lead enemies away from the buildings and towards obvious damage points. In this case, since it's all fire elementals, that means towards the river.

Tower of Air - I never really explained where it should go (sorry, it was the end of the quarter and winter break) but the obvious answer is that field now being pelted by fire elementals and ice storms. I'll assume there was some work done but it was never fully completed.

Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Resist fire 20; Rumpus - AC 26, HP 62/62, CMD 24  d20+16=31 ; d20+16=29 ; d20+10=19 ; d20+10=19 ; d3+2=4 ; d3+2=5 ; d3+1=4 ; d3+1=4 ;
Thursday January 4th, 2018 7:27:40 PM

Kezzem, seeing Elemental J attacking Hobbie, steps towards it and throws his daggers at the fiery creature.

"Hey elemental guy!" says Kezzem, trying to get its attention. "Remember, only YOU can prevent Humble's Ford fires."

OCC: Improved Two-Weapon Fighting, Quick Draw

Attack #1: +1 Returning Dagger
Attack: 31.
Damage: 4.

Attack #2: +1 Returning Dagger
Attack: 29.
Damage: 5.

Attack #3: Dagger
Attack: 19.
Damage: 4.

Attack #4: Dagger
Attack: 19.
Damage: 4.

----------

Lay on Hands 7/day
Smite Evil 4/day

Spells:
1st Level: Cure Light Wounds x2, Lesser Restoration
2nd Level: Resist Energy, Shield Other
3rd Level: Cure Moderate Wounds

Pressi (Melvin)-AC 21 (22), HP 83, CMD 20; Harper-AC 21 (22), HP 61, CMD 23; Followers 
Friday January 5th, 2018 7:55:22 AM

Pressi was also supposed to cast message before. If it's too late for that, she casts it now.

"There's too many of them. We need to isolate them and corral them, probably near the river."

Pressi casts obscure mist at her location via tatoo (and hero point if needed). She then flies to AY 16, staying out of Js reach.

Bliss / CatBliss (AC24, HP98of116) (Cayzle)  d6+3=6 ; d20+14=20 ; d3+11=12 ; d6=1 ; d20+14=28 ; d2+11=12 ; d20+14=20 ; d2+11=12 ;
Friday January 5th, 2018 8:40:05 AM


Cat-Bliss yowls as he takes 18 damage from a slamming fire elemental. That makes him mad, and he focuses fiercely on the enemy elemental [enters rage as a free action].

The cat bristles, literally! An array of spikey thorns erupt from the cat's fur -- if the elemental hits him again, he'll regret it! [activates plant domain bramble armor as a free action. enemy takes 1d6+3 each time it hits Bliss. Rolling this round: 6 damage per hit]

Then Cat-Bliss leaps at the elemental [five-ft step into its square because Bliss has no reach as a tiny cat.] He mauls it, red in tooth and claw!

Bliss's power-attacking, rage-enhanced BITE hits AC20 for 13 nonlethal damage.
Bliss's similarly boosted RIGHT CLAW hits AC28 for 12 damage.
Bliss's similarly boosted LEFT CLAW hits AC20 for 12 damage.

The cat's AC drops as his furious focus on attack causes him to neglect his defense.

Current buffs: Threefold Aspect, Cat form, Barkskin, Shield of Faith, Resist Fire 20, Bramble Armor (r1), Rage (r1)

Murphy Leafwin Pipewood Druid 10a (Kim) HP 80/80 
Friday January 5th, 2018 3:22:16 PM

Will post in 2.5 hours - slammed yesterday (2.25 shifts worked)

Murphy Leafwin Pipewood Druid 10a (Kim) HP 80/80 
Friday January 5th, 2018 7:18:41 PM

"To the west, Lance, to the west!" Murphy encourages the sorcerer to fly to aid those in that direction.

Murphy, which I forgot to mention in my last post, is at an altitude of 80 feet in the air. He begins to cast summon nature's ally IV.

Murphy Leafwin Pipewood Druid 10a (Kim) HP 80/80 
Saturday January 6th, 2018 12:32:05 PM


I meant 60 feet in the air.

What size are the fire elementals scattered about that Murphy has been able to perceive?

Lance (ADM Kim posting for Tanner)  d6=6 ; d6=1 ; d6=1 ; d6=5 ; d6=1 ; d6=1 ; d6=4 ; 5d6=14 ;
Sunday January 7th, 2018 11:16:15 PM

Tanner casts resist energy (fire) during his round of astonishment, then flies toward the spell that Murphy laid down with his ice storm. He descends about ten feet below the top of the falling snow, and shouts such that a 30' cone of sound envelopes those beneath him, deafening them for 7 rounds, and causing 26 hp of sonic damage (Fort save required vs DC21 to negate deafness and cut damage to 13).

[If Tanner posts before DM Carl, his post replaces this one - or modifies it, as he may wish.]

DM Carl - Humble's Finest Hour  d20+8=22 ; d20+8=27 ; d20+8=24 ; d6=5 ; d12=2 ; d20+12=22 ; d20+12=26 ; d20+12=23 ; d8+2=9 ; d20+6=18 ; d20+12=14 ; d20+12=27 ; d20+12=26 ; d8+2=6 ; d8+2=9 ; d20+3=16 ; d20+3=22 ;
Monday January 8th, 2018 11:07:48 AM

Hobie needs range, so he and Pippa ride away. The elemental giving chase lashes out as he retreats, striking him square in the shoulder. Hobie takes 7 damage. Reflex DC 16 or start burning & take 1 additional fire damage. Between the jostling and the blow, he loses his resist energy spell. Pity, that...

Kezzem tries to pull the elemental off Hobie so he can get the distance he needs. He unleashes a flurry of daggers, all of them hitting.

Pressi suggests corraling them towards the river. A good idea, if the group can figure out how to corral an enemy that outnumbers them 3-1. He lays down a smokescreen before dashing off.

Melvin, not sure where you were before you moved. Go ahead & mark on the map where you mist is.

Bliss is one unhappy cat. His fur bristles before he leaps at another elemental. All attacks connect and he starts tearing the thing apart.

Murphy urgest Lance to get a move on. From his position in the air, he begins to summon additional aid. From his vantage point, he's able to see a number of air elementals incoming. They should arrive within the next few seconds.

Elementals are large.

Lance gets his wits about him, flies towards the ice storm and shouts down at the very unhappy elementals caught in the sleet. They're made of stern stuff, and all manage to cover their "ears" in time. (All fort saves made. Die roller is not in ya'lls favor this combat.)

The elementals remaining in the ice storm do appear to be having a rough time with the cold. Their flames weaken slightly. They retreat from the cold, looking up at all these stupid flying halflings they can't reach.

Elemental J turns towards Kezzem, skirting around the paladin and staying out of his shorter range. It lashes out, but can't connect. (Hit AC 22 - miss)

If an elemental can looked shocked, K manages to pull it off. It desperately flails at the oddly strong cat currently trying to claw it to pieces, soundly smacking the small thing once. It howls with rage and pain as Bliss' thorns hit back. (Hit AC 26 for 9 damage. 2nd attack misses).

Roscoe and the remaining guards press their attack on the western front, but they're not really cut out to fight these things. One guard steps forward to attack, but the elemental shifts at the last moment, causing his attack to miss. The rest of the guards cautiously move forward, not wanting to give the elementals an opening. Roscoe squeezes shoulder to shoulder with his guards, forming a wall the elementals will have to fight their way through if they want to reach the temple. Other guards press forward towards the party, but one in the middle seems to cower behind the buster.

Unfortunately, the elementals are more than willing to do just that. Two of them land hits on the guards in front of them. The guards stay upright and manage to avoid being caught on fire.

The rest of the elementals continue their task to tear the town to pieces. They find the barrows difficult to burn from the outside, so they begin the task of breaking down the doors. They're sturdy, well made doors, but they'll give eventually.

The Center For Enlightenment's pre-soaking continues holding up, but there's a lot of steam coming off the place. It'll go up soon as well.

Murphy, Pressi, and Bliss *only*, Highlight to display spoiler: {You're overcome with a terrible sense of dread. Your connection to the Wold and the natural world screams out suddenly. There's no indication of what's going on, but you're certain something is happening somewhere.}

All characters, perception check DC 15. Highlight to display spoiler: {A quarrel flying overhead suddenly break their choreography. Individual members of the flock start squawking and flying in all directions, including into each other.}
***

Apologies for not posting over the weekend. This week should go off without a hitch.

Hobie Browncloak (Nick T) HP 67/82 AC 21 CMD 27 Hero Points 3   d20+8=18 ; d20+14=33 ; d20+14=24 ; d20+9=28 ; d6+15=17 ; d6=6 ; d6+15=20 ; d6=4 ; d6+15=16 ; d6=6 ; d6+15=20 ; d6=1 ;
Monday January 8th, 2018 1:14:16 PM

Hobie takes the seven damage, but shakes off the burn.

While guiding Pippa with his knees, Hobie takes Deadly Aim and unleashes a volley of arrows on Elemental J (moving in order to elementals K and then L if any of them should fall)

1st attack (Many Shot)
Attack 33
Damage 17 Piercing, 9 Cold,
Damage 20 Piercing, 6 Cold

2nd Attack (Rapid Shot)
Attack 24
Damage 16 Piercing, 9 cold

3rd Attack (iterative)
Attack 28
Damage 20 piercing, 1 Cold



Hobie Browncloak (Nick T) HP 67/82 AC 21 CMD 27 Hero Points 3   d20+9=21 ;
Monday January 8th, 2018 1:20:02 PM

With a +15 Perception Mod, Hobie notices the birds are a bit crazy and unusual.
Knowledge Nature Roll of 21, does Hobie think anything of it? Or does he just assume this is a result of the onslaught of Fire Elementals?

Hobie Browncloak (Nick T) HP 67/82 AC 21 CMD 27 Hero Points 3   d20+9=13 ;
Monday January 8th, 2018 1:23:33 PM

Also, I keep forgetting about knowledge rolls now that I'm a smart character. Does a 13 Knowledge Planes roll tell me anything useful about these elementals?

Bliss / CatBliss (AC24, HP89of116) (Cayzle)  d20+14=22 ; d3+11=12 ; d6=3 ; d20+14=20 ; d2+11=13 ; d20+14=17 ; d2+11=12 ; d6+3=8 ;
Monday January 8th, 2018 1:40:33 PM

Cat-Bliss keeps on scratching and biting the flaming monster relentlessly!

Bliss's power-attacking, rage-enhanced BITE (at +14) hits AC22 for 16 nonlethal damage.
Bliss's similarly boosted RIGHT CLAW hits AC20 for 13 damage.
Bliss's similarly boosted LEFT CLAW hits AC17 for 12 damage.

If the monster lands a blow, bramble armor inflicts 8 damage per hit this round.

Perception Mod +20 means no roll needed. Bliss glances into the sky and takes in the events unfolding.

Current buffs: Threefold Aspect, Cat form, Barkskin, Shield of Faith, Resist Fire 20, Bramble Armor (r2), Rage (r2)

Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Resist fire 20; Rumpus - AC 26, HP 62/62, CMD 24  d20+1=15 ; d20+16=34 ; d20+16=36 ; d20+11=31 ; d20+11=14 ; d3+2=3 ; d3+2=3 ; d3+2=3 ; d3+2=5 ;
Monday January 8th, 2018 4:01:06 PM

Perception: 15

Kezzem moves up into Elemental J's face.

OCC: Improved Two-Weapon Fighting

Attack #1: +1 Returning Dagger
Attack: 34.
Damage: 3.

Attack #2: +1 Returning Dagger
Attack: 36. Natural 20 (Unfortunately, elementals are immune to crits).
Damage: 3.

Attack #3: +1 Returning Dagger
Attack: 31. Another natural 20 (groan).
Damage: 3.

Attack #4: +1 Returning Dagger
Attack: 14. Assuming that misses, but I'll give damage just in case.
Damage: 5.



Lance (ADM Kim posting for Tanner)  d3=2 ; 10d6=37 ; 10d6=34 ;
Tuesday January 9th, 2018 2:19:51 AM

Lance descends to a spot about 10 feet off the ground, and casts cone of cold. Fire elementals B, F, H, G, I, and L are enveloped, or, as in the case of L, largely inside the boundaries of a blast of cold air emanating from the sorcerer's right hand. Each takes 37+34 (that is, the cold damage is doubled) for 71 hp cold damage. Elemental C is barely missed.

He says to Elemental C, "Boo! Wanna help me make a snowman? Tell your boss to land his rocky hot carcass elsewhere. He'll get a cold shoulder here."

[Ignore d3]

Lance (ADM Kim posting for Tanner) 
Tuesday January 9th, 2018 2:21:30 AM


Oh, and that was Reflex save for half vs DC22 for the fire elementals.

Murphy Leafwin Pipewood Druid 10a (Kim) HP 80/80  2d4=3 ; d20+25=44 ;
Tuesday January 9th, 2018 2:55:00 AM


In the Auran tongue, Murphy commands the two small water elementals (that was the d3=2 roll in Lance's post) who just arrived (light blue #1 at AS9 and light blue #2 at AO9). "Drench the fires, and any flames they may cause, but stay alive."

Murphy flies with great haste toward the Center for Enlightenment, dropping off 20 gallons of cool, fresh water down upon fire elemental E (for maybe 2d4=3 hp damage?) near the Second Dinner club (fly by attack), and ending up in the air above the center, looking down upon the three large creatures of flame near the edge of the educational structure. He communicates telepathically with Pressi. "Air elementals are nearing to help us."

In the Ignan tongue, in his air elemental form, Murphy says, "I love fire - in moderation. You are no moderates. You shall flee back where you came from, or be destroyed here. Your choice."
==========
Perception: 44 - Murphy notices a LOT - including the disoriented starlings in the skies above, but simply tucks away that knowledge for later consideration

Lance (ADM Kim posting for Tanner) 
Tuesday January 9th, 2018 8:57:13 AM

Oops. Cone of cold damage would be 37+18=55. 1.5x damage due to cold vulnerability, rather than 2x.

Pressi (Melvin)-AC 21 (22), HP 83, CMD 20; Harper-AC 21 (22), HP 61, CMD 23; Followers 
Tuesday January 9th, 2018 9:12:09 AM

(OOC: Running a tad late, but my post will be up by 11 AM, thanks.)

Pressi (Melvin)-AC 21 (22), HP 83, CMD 20; Harper-AC 21 (22), HP 61, CMD 23; Followers 
Tuesday January 9th, 2018 10:50:05 AM

(OOC: Can't remember precisely where I dropped the mist - this is why its good to have round by round maps and why I hoped someone else would do it for me - but I can use the current positions and movemet of Hobie, Kezzem, Lance and the river to make a fairly close guess. All the lowercase "m" are obscuring mist.)

With many of the building/Roscoe attackers out of range and Kezzem and Bliss seeming to do fine, Pressi fires one of her only muti-target spells, confusion, at elementals G, I and L (H maybe fits into the 15 foot blast, but I can't tell for sure). (8 rounds, DC 19).

With a swift action, she one rounds her fire resist in anticipation of retribution.

As she taps into the woldsblood, she can hear the screams throughout the earth. Something remains very wrong - well, wronger than the invasion force they now face. She considers moving or telling someone... that she has a bad feeling about something somewhere?

Murphy's summoned water elementals  d20+4=19 ; d20+4=14 ;
Tuesday January 9th, 2018 10:58:25 AM

Each water elemental drenches its adjacent fire elemental [19 vs C, 14 vs D].

Murphy's summoned water elementals 
Tuesday January 9th, 2018 11:45:41 AM


Sheesh. Murphy earlier spoke to the water elementals in Aquan, not in Auran.

DM Carl - Humble's Finest Hour  d20+11=22 ; d20+11=29 ; d20+11=15 ; d20+11=24 ; d20+4=11 ; d20+4=22 ; d20+4=10 ; d100=25 ; d100=74 ; d8+1=9 ; d20+12=20 ; d20+12=24 ; d8+2=6 ; d8+2=3 ; d20+2=20 ; d20+2=4 ; d6=4 ; d20+6=17 ; d20+6=16 ; d20+6=23 ; d6+1=3 ; d20+10=27 ; d20+10=26 ; d6+3=9 ; d6+3=7 ; d20+12=19 ; d20+12=30 ; d8+2=9 ; d8+2=6 ; d20+5=23 ; d20+5=23 ; d20+12=20 ; d8+2=5 ; d20+2=20 ; d6=2 ; d20+6=7 ; d20+6=25 ; d20+12=23 ; d20+12=28 ; d8+2=7 ; d8+2=6 ; d20+2=22 ; d20+2=8 ; d20+12=25 ; d20+12=28 ; d8+2=9 ; d8+2=9 ;
Tuesday January 9th, 2018 11:53:30 AM

Hobie, able to attack at range again, lets loose 4 arrows. One after one the arrows sink into the enflamed husks of the elementals, flames flaring briefly in pain before the cold snuffs them out. All three elementals he targeted fall.

Glad to see that surgery is working out for you.

He sees the birds break formation. He knows sparrows will scatter to evade predators, but they reform quickly and certainly don't slam into each other doing it. Whatever's happening, what he's seen isn't natural. His knowledge of the planes doesn't reveal anything special about the elementals, though.

Bliss and Kezzem prepare to continue tearing the elementals they targeted apart, but arrows from Hobie take them down & there's no one else in range to attack!

Feel free to make a double move & standard action this round.

Lance unleashes a cone of frost at the elementals. They're nimble creatures & almost all manage to avoid a majority of the blast, but it hardly matters. B and F are snuffed out. G takes the full brunt and is barely a flicker at this point.

Pressi attemps to throw the breaking ranks of fire elementals into confusion. She feels elemental I resist, but the suddenly wavering flames of G an I indicate success. She then provides herself some needed fire protection

Murphy finishes summoning water elementals, instructing each to help put out flames. That's something they can do...

He flies westward towards the Center for Enlightenment, drenching one of the elementals attempting to burn it down. It quenches the flames temporarily, but they return within seconds. The drenched elemental replies in Ignan, "This valley will serve Vé-Eldfjöll. We. Are. Legion."

The ground shakes as it punctuates each word before clouds of dirt and grass are thrown into the air. Two hulking shapes erupt from the earth gracefully, fists pounding the ground as they land. They are cracked, rocky monstrosities, with magma oozing from every crack. Just as suddenly, a third erupts from under one of the local burrows, blowing the roof off the entire dwelling. Magma slowly starts filling the crater left behind.

The elemental looks back at Murphy with a smug look upon its "face".

Elemental G, in its confused state, accidentally punches itself in the face. A fiery tendril shoots straight through the elemental's head & it falls over dead. H and I, finding themselves outnumbered, flee towards their brethren towards the western walls.

In response, a quartet of large air elementals swoop down. One of them happily waves at Murphy as it passes overhead. They take up a fighting stance in the southwestern corner of town, engaging the unmet forces there.

Elemental C and A almost make a dash towards the west. (Lance is flying, but take an AoO against C if you're still within reach.)

3, 2, and 1 finally manage to alight the Center of Enlightenment. It begins to smolder.

Elemental D lashes out at the nearby guard, striking twice and setting the unfortunate halfling on fire.

The guards protecting the Temple continue their attack. One of them manages to connect with elemental 5, but it's barely a scratch. They're pretty outclassed. Roscoe has better luck, striking elemental 4, but it's still not enough. The elemental strikes Roscoe back. He avoids the flames, but is still struck twice. Elementals 5 and 6 also both attack the guards opposite them. Both guards are struck fiercely; one drops to the ground, the other barely holding himself together. (Dark gray guard is downed.)

Two guards close to engage elemental D, but are struck as they approach and lit on fire. Both guards fighting elemental D drop to the ground to try and extinguish themselves. One of them is successful. (Orange guard is on fire.)

The barrows to the east are smoking, but don't appear like they'll go up. Their construction and the death of the elementals mean the flames will likely just putter out. Of course, there's a huge magma elemental right there now. Dirt may not burn well, but magma certainly can do some damage.

Map!

Hobie Browncloak (Nick T) HP 67/82 AC 21 CMD 27 Hero Points 3   d20+14=15 ; d20+14=32 ; d20+9=22 ; d6+15=16 ; d6=6 ; d6+15=16 ; d6=4 ; d6+15=20 ; d6=6 ; d6+15=17 ; d6=4 ;
Tuesday January 9th, 2018 12:44:14 PM

Hobie can hear his cousin struggling on other side of the map, and wants to go to his aid, but he's kind of in the middle of three Huge magma elementals. Roscoe will have to hold his ground a little longer.

He guides Pippa out of the obscuring mist, and takes aim at Huge Elemental 1. It's a pretty big target, so Hobie sacrifices aim for extra damage.

Attack 1 (Manyshot)
Attack 15
Damage 16 Piercing 9 cold
Damage 16 Piercing 6 Cold

Attack 2 (Rapid Shot)
Attack 32
Damage 20 Piercing 9 cold

Attack 3 (Iterative)
Attack 22
Damage 17 Piercing 6 Cold



Hobie Browncloak (Nick T) HP 67/82 AC 21 CMD 27 Hero Points 3  
Tuesday January 9th, 2018 12:45:50 PM

I wasn't paying attention, the Manyshot was a Natural 1, so it misses no matter what the AC is.

Bliss / CatBliss (AC24, HP89of116) (Cayzle)  d20+33=40 ; d20+14=15 ; d20+14=32 ; d2+11=12 ; d20+14=28 ; d2+11=13 ; d6+3=7 ;
Tuesday January 9th, 2018 4:20:06 PM


Last Round: Cat-Bliss uses his acrobatics to move into Elemental 3's space without provoking attacks of opportunity, hopefully.

Acrobatics 40

The housecat spits and hisses at the flaming fiend. This Round: Bliss makes a full attack on Elemental 3.

Bliss's power-attacking, rage-enhanced BITE (at +14) hits AC15 with a natural 1, miss.
Bliss's similarly boosted RIGHT CLAW hits AC32 for 12 damage.
Bliss's similarly boosted LEFT CLAW hits AC28 for 13 damage.

If the monster lands a blow, Bliss's thorns inflict 7 damage per hit.

Current buffs: Threefold Aspect, Cat form, Barkskin, Shield of Faith, Resist Fire 20, Bramble Armor (r3), Rage (r3)

Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Resist fire 20; Rumpus - AC 26, HP 62/62, CMD 24 
Tuesday January 9th, 2018 11:27:19 PM

"Hobbie, stop being so effective at killing this things," says Kezzem as he double moves towards Elemental I. "Er, wait, forget I said that."

OOC: double move

Murphy Leafwin Pipewood Druid 10a (Kim) Huge Air Elemental HP 80/80 Resist fire  d20+25=32 ; d20+4=12 ; d20+4=16 ;
Wednesday January 10th, 2018 1:58:49 AM


Murphy waved a welcome at the incoming air elementals. Now he casts create water to dash 20 gallons of cooling liquid against the smouldering building. Though he wants to stay here, he also fears for Constable Roscoe and his stalwarts. So after the splash, he flies quickly over to join against the elementals which try to approach the temple. Once there, in the air, using a hero point to gain an extra standard action, Murphy scales up (wild shape) from a medium air elemental into a huge air elemental, at 30 (top at 62) feet in the air, looming above fire elemental #4 at the moment, and making whooshing noises.

Though concerned about what he sensed a moment ago, he does not know what he can do about it, other than to deal with the enemies at hand. Are the sparrows still disoriented?
=========
Perception: 32

=========

The small water elementals work on further drenching C (12) and D (16).

Lance Foxwell (Kim for Tanner) HP 97 -- AC 18/18/15 -- F+8 R+9 W+11 -- CMD 16 -- Fly +16  10d6=36 ;
Wednesday January 10th, 2018 2:07:24 AM


Lance passes over where A and E are at the moment. He figures that the Second Dinner Club should be helping out in this battle, and they're in a stone castle. He whistles, and yells, "Wake up, wizards!" in the halfling tongue as he flies by their windows.

He then casts another cone of cold, catching fire elementals 1, 2, and 3, and the surface of the facing edge of the Center for Enlightenment. The elementals take 36+18=54 hp cold damage, unless they save for half that. The smouldering building should cool off a bit - with an icy sheen where the water from Murphy's spell dampened the wall.

Pressi (Melvin)-AC 21 (22), HP 83, CMD 20; Harper-AC 21 (22), HP 61, CMD 23; Followers  d20+18=22 ;
Wednesday January 10th, 2018 10:41:05 AM

Pressi watched as creature upon creature appeared on both sides, and felt dizzy trying to keep track of them all. She had a sinking feeling, however, that they might not have the option of focusing on one side of the field any longer.

She had to hope that half the team could continue to handle things on their own. Sighing, she flies forward to AQ16 and asks the guard if he's all right. (She isn't sure of I's confusion state, but decides to risk it.)

(If needed, her acro skill is +11 and she gets an extra +4 to avoiding AoOs during movement (mobility feat). Her fly skill is +9.)

"Hey, can't you read?" she shouts at Magma Elemental 2. "If you want to get in the bar, you have to stop smoking first."

Pressi hits the magma elementals 1 and 2 with a scroll of slow (Rolled 22 vs DC 23, adding +4 from hero point. Will DC 17, 3 rounds.)

Pressi puts up her fire resist quickly. (Swift action)

DM Carl - Humble's Finest Hour  d20+11=20 ; d20+11=22 ; d20+11=28 ; d20+18=26 ; d20+18=28 ; d20+18=31 ; 2d8+7=18 ; 2d8+7=17 ; d20+22=42 ; d20+18=32 ; 2d8+7=17 ; 2d8+7=16 ; d20+12=20 ; d20+12=18 ; d6+2=3 ; d20+3=10 ; d6=5 ; d20+3=9 ; d20+12=30 ; d20+12=27 ; d8+2=4 ; d8+2=9 ; d20+3=14 ; d20+12=20 ; d20+12=13 ; d20+12=32 ; d20+12=29 ; d8+2=6 ; d8+2=4 ; d6=6 ; d20+3=21 ; d20+6=15 ; d20+6=21 ; d6=5 ; d20+12=20 ; d20+12=28 ; d8+2=4 ; d100=47 ; d20+4=12 ; d20+4=21 ; d6=2 ; d6=2 ;
Wednesday January 10th, 2018 11:21:53 AM

Hobie hopes his cousin can hold out a little longer, as he's surrounded my magma elementals. Half his shots somehow miss the huge creature entirely, but two sink deep & spread a layer of frost across the thing's form.

Bliss, still a furious little ball of rage, scampers around elemental 3's attempts to slam him & leaps clawing and biting. His teeth sink in, but can't quite sink in far enough. He's able to use the hold to rake both claws through the thing.

Kezzem gets himself in a better position to continue his attack.

Murphy welcomes the assistance from the air elementals' court & soaks the Center for Enlightenment (I assume). He rushes to aid Roscoe, frantically forcing his form to be even larger.

Info on the birds is coming up...

Lance catches three of the elementals in his spell, badly injuring two of them. The fresh water Murphy dropped on the Center for Enlightenment freezes, providing extra protection against the elemental's flame.

He also wonders where the heck the Second Dinner Club's wizards are. It's likely they were at the gathering underground when the elementals attacked, and haven't made their way to the surface yet.

Pressi checks on the guard. He's upright, but clearly outmatched. She turns, lectures the elementals on the subject of smoking, and trys to slow two of them down. Magma elemental 2's actions immediately slow, but #1 shrugs it off w/o issue.

Magma elemental 3 backhands Bliss away, then slams it's giant fists down on him where he lands. Bliss' thorns break off small chunks of the elemental's outer shell, but it's not much compared to what he dished out. Bliss is hit twice - Hit AC 26 & 28 for 18 & 17 damage, respectively.

Magma elemental 1 is clearly unhappy with Hobie. The creature roars and charges towards him, lowering its arm to protect against any attacks of opportunity (Greater overrun). The beast's arm comes up and strikes Hobie and Pippa, knocking them both prone to the ground. It quickly turns and absolutely crushes the prone halfling.

Greater overrun cmb check: 31 vs 24 CMD - Hobie and Pippa are knocked prone (I factored in Pippa's 4 legs in the CMB check). Greater overrun gives the elemental an AoO - nat 20 (confirmed 32). Hobie takes 33 damage from the blow and is prone. Reflex save DC 18 or catch on fire & take 4 damage.

Magma elemental 2 turns and vomits a puddle of lava against the wall of the Pig, immediately beginning to melt/burn through the exterior. It begins to puddle at the base of the structure, but it's pretty viscous stuff & flows slowly.

Several elementals to the north are displeased with Lance, but with the sorcerer 30' in the air, there's not much they can do about it. 3, 2, and 1 decide to make a bee-line for the temple. A and E turn towards the Second Dinner Club & begin battering down the front entrance, where they are joined by 7.

The air and fire elementals in the SW corner of town continue holding their own against each other.

Elemental 4 continues its attacks on one of the town's guards. The guard dodges once, but is clipped on the elemental's follow-thru. Unfortunately, it's enough to catch his hair on fire; the guard is badly burned and in desperate shape. The guard tries to smother the flames, but is unsuccessful.

Elemental 6 lays out the guard opposite it entirely. The guard hits the ground hard, but somehow manages to not catch on fire.

Elemental 5 moves up to surround Roscoe, but keeps out of reach of him. It strikes once, but Roscoe's able to avoid the blow.

Elemental D attacks the inflamed guard, missing once, but viciously backhanding him immediately after. The guard takes the solid hit, as well as the continued fire damage. Luckily, he is able to extinguish the fire. Still, he's barely upright. His companion takes a 5' step, putting himself between D and his nearly dead friend. He presses the attack, but can't connect with the thing.

I and H, seeing their larger brethren have joined the fight, turn back to flank Kezzem. A nearby guard takes a swing at the approaching elemental and manages to connect! A chunk of the elemental's internal husk flies away. Elemental H ignores the weaker opponent, and both focus on strike Kezzem. H manages to connect, but just barely.

Kezzem takes 4 points of damage. His fire protection prevents any burning.

As the combat rages on, several small thumps can be heard hitting the ground. Anyone paying attention will see a number of sparrows hitting the ground, and several more are still in chaos overhead. Perception 20, Highlight to display spoiler: {They don't appear to be just falling out of the sky, they're just running into each other and falling.}

Pressi, Bliss, and Murphy, Highlight to display spoiler: {Your feelings of dread intensify. It's a very inconvenient time, and you obviously have more pressing matters at hand, but you know something big is coming.}

Bliss / CatBliss (AC27, HP54of116) (Cayzle)  d20+10=12 ; d20+10=14 ; d20+10=27 ; d2+11=13 ; d6+3=5 ;
Wednesday January 10th, 2018 12:25:36 PM


Considering these things are not that hard to hit, CatBliss grows a little more cautious as he fights the elemental. [OOC: Fighting Defensively with enough acrobatics ranks to give -4 to hit and +3 AC, dropping his attack to +10 and raising his AC to 27]

Bliss's power-attacking, rage-enhanced, defensive BITE (at +10) hits AC12, miss.
Bliss's similarly boosted RIGHT CLAW hits AC14, another miss.
Bliss's similarly boosted LEFT CLAW hits AC27 for 13 damage.

If the monster lands a blow, Bliss's thorns inflict 5 damage per hit.

Current buffs: Threefold Aspect, Cat form, Barkskin, Shield of Faith, Resist Fire 20, Bramble Armor (r4), Rage (r4)

Kezzem (BrianW) - AC 24, HP 105/109, CMD 24, Resist fire 20; Rumpus - AC 26, HP 62/62, CMD 24  d20+16=22 ; d20+16=35 ; d20+16=18 ; d20+11=18 ; d3+2=4 ; d3+2=3 ; d3+2=4 ; d3+2=3 ;
Wednesday January 10th, 2018 12:34:02 PM

"Your mama hits harder that that!" Kezzem taunts the elementals as he closes on Elemental I and unloads with his daggers.

OOC: Improved Two Weapon Fighting

Attack #1: +1 Returning Dagger
Attack: 22.
Damage: 4.

Attack #2: +1 Returning Dagger
Attack: 35.
Damage: 3.

Attack #3: +1 Returning Dagger
Attack: 18 - 5 = 13 (forgot to decrease Attack Bonus).
Damage: 4 (likely a miss but included just in case).

Attack #3: +1 Returning Dagger
Attack: 18.
Damage: 3.


Hobie Browncloak (Nick T) HP 30/82 AC 21 CMD 27 Hero Points 3-- Currently Invisible, Currently On Fire  d20+15=19 ; d20+8=10 ; d20+8=17 ;
Wednesday January 10th, 2018 1:58:15 PM

Perception 19, Hobie doesn't notice whatever the thing was.

Reflex Save 10, Hobie catches fire.

He and Pippa are tossed by the Magma elemental, and lie prone. Hobie is on fire, and in rough shape. He senses he has a quick moment while the elemental is distracted (He used his AoO in the overrun and I'm assuming he doesn't have Combat Reflexes. If I'm wrong here's a concentration check=17) and casts Invisibility on himself, using Prowler, his bonded object.

If successfully invisible, he shouts at his pony, "Run Away Pip!! Get to safety!!"

Hobie stands up from prone, dusts himself off, and thinks about his next move.

Spells Prepared: Free Spell from Bonded Object
Level 0 (4): Detect Magic, Read Magic, Light, Mage Hand

Level 1 (4+1): Grease, Grease, Obscuring Mist, Summon Monster 1, Feather Fall

Level 2 (3+1): Mirror Image, Resist Energy (Fire), Resist Energy (Fire), Spider Climb

Hobie Browncloak (Nick T) HP 30/82 AC 21 CMD 27 Hero Points 3-- Currently Invisible, Currently On Fire 
Wednesday January 10th, 2018 2:07:54 PM

ooc: As I plot my next moves, could tell me, how tall is the Herbarium, and What is the tallest building in town?

ADM Kim 
Thursday January 11th, 2018 2:09:14 AM

Nick T (Hobie): It's up to DM Carl to tell you precisely how tall the Herbarium is - but likely 1 to 1-1/2 stories high, maybe two at the outside. The mages' Second Dinner Club tower is 4 to 5 stories high, made of stone, and some of it is underground. Three of the floors are reserved for the three (well, for now, two) members of the Second Dinner Club. -ADM Kim

Murphy Leafwin Pipewood Druid 10a (Kim) Huge Air Elemental HP 80/80 Resist fire  2d8+7=16 ; 2d8+7=17 ; 2d8+7=15 ; 2d8+7=20 ; 2d8+7=11 ; 2d8+7=18 ; 2d8+7=17 ;
Thursday January 11th, 2018 3:13:48 AM

Murphy post 20180110

Murphy casts protection from energy (fire) +20. If needed, he again expends a hero point so as to be able to cast the spell, as well as do the following. As he forms into a whirlwind, 50 feet tall and 25 feet in diameter at the top, 5 feet in diameter at the bottom, he comes about 4 feet from the ground at the foot of elemental #4. The elemental will need a Reflex save DC 22 or take damage equal to a slam attack (2d8+7): 16 hp. It also must make a second save or be picked up bodily and held suspended in the powerful winds, automatically taking damage each round.

Murphy moves through the areas occupied by 6 (17hp) and 5 (15hp), potentially catching each of them up. He then continues in a roughly northeasterly path, skirting the temple, and covers (Refl vs DC22, twice each) fire elementals 3 (20hp), 2 (11hp), and 1 (18hp), and ends about halfway between the temple and the Center for Enlightment, ~25 feet in the air, with anywhere from zero to six swirling fire elementals flailing about within the windy vortex.

His large elemental lungs are not silent. In the halfling tongue, he roars, [b]"Send clerics outside to heal the guards, some to create water. Pray to Eberyon, Flower and Ffloy for their aid, for something comes against which mere mortals may not contend." He adds in a quieter voice. [i]"Eberyon, I offer myself more deeply in your service, if you will keep this little town safe against Vé-Eldfjöll."

Note: As he remains about 4-5 feet above the ground, until picking up his last passenger, he is unlikely to strike a halfling, and uses his perfect (precision?) flight to thread the path so as not to pick up any halflings. Only fire elementals in as much abundance as he might.

Lance Foxwell (Kim for Tanner) HP 97 -- AC 18/18/15 -- F+8 R+9 W+11 -- CMD 16 -- Fly +16  10d6=39 ;
Thursday January 11th, 2018 3:34:20 AM


Lance flies south for the winter, gaining slightly in elevation, then lays down once more a cone of cold, this time hitting E, A, and 7, as well as the top of the nearby burrow which suffered a bit from recent flames (AE11). Cold damage is 39+19=58 (or save for half damage). "Give it up, matchsticks!" he calls down to those who batter against the doors. "It's the Center for Enlightenment, not the Center for Lighting Up."

Murphy's two small water elementals  d20+4=8 ; d20+4=15 ;
Thursday January 11th, 2018 7:31:53 AM

Water elementals #1 and #2 politely carry out their summoner's wishes, continuously doing what they can to drench the flames of the adjacent fire elementals [8, 15].

Pressi (Melvin)-AC 21 (22), HP 83, CMD 20; Harper-AC 21 (22), HP 61, CMD 23; Followers  d20+11=21 ; d6+4=5 ;
Thursday January 11th, 2018 11:24:09 AM

(Perception cannot fail.)

Pressi tries to clear her head the best she can. Birds flying into each other. Mobile feelings of dread. Cats and dogs living in harmony.

She wondered if she had time to break off from the attack and see if she could divine what was coming. A mouthful of lava vomit and earful of screaming guards told her that maybe not.

"Hey, pay attention to me when I am taunting you," she shouts as she flies behind him. (move action)

Immediate Action: Focused Curse

Standard Action: Touch of Gracelessness (attack roll 21 v touch AC, Dex Damage 5, Fort DC 16 partial, 8 rounds).

Swift Action: Fire Resist

----------------

acive effects

Extended Resist Fire (46 mins each for Pressi, Harper) - Ritual of Sharing
Ritual of Warding - +1 to AC for the day
Flying Broom - number of hours, limited to one hand
message

Spells Used

L1: 1/6+1
L2: 4+1
L3: 4+1
L4: 2/3+1
L1 Tattoo: 1/3
Focused Curse: 1/1



DM Carl - Humble's Finest Hour 
Thursday January 11th, 2018 11:54:59 AM

Real talk, gentle readers:

Tomorrow starts a new module dictated by the PTB. As such, I'll be wrapping up this combat without rolling a bunch of dice. Know that I severely underestimated what you folks are capable of in combat, and know that it won't happen again.

***

Our heroes continue their defense of Humble's Ford. Bliss scratches and claws his way all over the slower, but tougher, magma elemental. Kezzem squares off in a two-on-one battle. Hobie recovers and sends his beloved Pippa away from the combat, and vanishes. Pity he's still on fire.

Murphy sucks a bunch of fire elementals off the Temple's guard, giving them a much needed respite. He calls for aid from the temple clerics, as well as Lord Eberyon, but knows in his heart that whatever's coming is coming too soon. Pressi continues rendering one of the magma elementals until a slow moving, clumsy oaf.

Lance continues being ridiculously effective against these elementals with his attack spells.

Murphy, Pressi, and Bliss all increasingly have a hard time ignoring the sense of dread that's overcome them. It rises to a fever pitch within their minds. Bliss and Pressi especially find it near impossible to ignore the feeling (Will save DC 15 or be shaken). The elementals also seem to be effected. A few of them break combat to look upward and around. In the resulting quiet, the frantic squawking of the sparrow quarrel gone crazy is audible. Several of them fly full speed into nearby buildings. A few fly straight down and crash into the earth. A creshendo of wolf howls echos from the surrounding wilderness.

Something is coming...

***

Everyone gets 4k XP from this combat.

Hobie Browncloak (Nick T) HP 30/82 AC 21 CMD 27 Hero Points 3-- Currently Invisible  d20+12=20 ;
Thursday January 11th, 2018 3:12:23 PM

ooc: So is this combat over?

Hobie's first action is gonna be to stop drop and roll, trying to put his fire out. Ref Save 20, success.

Invisibility Rounds remaining, 38/40



Bliss / CatBliss (AC27, HP54of116) (Cayzle)  d20=5 ;
Thursday January 11th, 2018 10:49:30 PM


Bliss changes back into a halfling and runs away! "Something is bad!" he shouts. "HELP!"

He runs into the underground warren Mister Murphy made and continues to yell. "HELP! HELP! WATCH OUT! IT'S COMING!"

He changes back into a cat and hides under a chair.

Pressi (Melvin)-AC 21 (22), HP 83, CMD 20; Harper-AC 21 (22), HP 61, CMD 23; Followers  d20+11=26 ; d8=2 ; d8=6 ; d8=4 ;
Friday January 12th, 2018 9:37:32 AM

(Not sure if we are out of combat rounds.)

Pressi has enough presence of mind to fly to Bliss and slap him around a bit. "Calm down! Why isn't a flying witch slapping you calming you down?"

Pressi takes some time to heal Bliss too, hitting him with a cure serious spell. (If there's a way to remove shaken conditions, I don't know it.) (heal for 20 pts.)

Assuming we get more than one round. If Hobie drops his invisibiliy, she hits him with a cure critical wounds. Regardless, she fires detect thoughts followed by detect magic in an attempt to track what is coming.

She also messages Murphy to make sure he is okay and to get an idea of what is happening on the other end of the field.

Murphy Leafwin Pipewood Druid 10a (Kim) Huge Air Elemental HP 80/80 Resist fire 
Friday January 12th, 2018 12:13:24 PM

Murphy flies with a load of fire elementals being battered about within the whirlwind's vortex. Each takes additional damage (unless reflex save vs DC22) of 2d8+7 - average of 16 due to the environmental conditions. He drops them off in the west side of the river, past the last dock, then, off to one side, sucks up a sizable quantity of water, and begins to head towards the Mayor's barrow. Mentally, he communicates with Pressi what is happening on the west side of town. He keeps open the telepathic link so that she can somewhat experience what he is doing on an ongoing basis.

[If more than one round of action is allowed:] Murphy drops all the water he carries in a manner so as to fully drench the roof of the manor - with likely some splashing down on the fire elemental adjacent to the building. He then makes the rounds to scoop up the five nearby fire elementals - 9, 8, N, M, O - and deposits them in the river waters. As he does so, he is speaking to his fellow air elementals in Auran."Kiitos, ihmiset, jotka elavat ilmassa, etta tulit auttamaan meita. Nimeni on Murphy. Tarvitsemme apuasi viela. Lupaan sinulle upea valkoinen torni. Pida vahtia." - which translates to 'Thank you, people of the air, that you came to help us. I am Murphy. We may need your help, still. I promise you a splendid white tower. Keep watch.'

He then encourages all the citizens to go within the temple, or back underground.

Kezzem (BrianW) - AC 24, HP 105/109, CMD 24, Resist fire 20; Rumpus - AC 26, HP 62/62, CMD 24 
Friday January 12th, 2018 1:43:28 PM

Kezzem stands there confused as the elementals retreat.

"Hey, you forgot your daggers!" he calls after them.

He then looks around to recover his mundane daggers.

Hobie Browncloak (Nick T) HP 30/82 AC 21 CMD 27 Hero Points 3-- Currently Invisible  d20+13=18 ; d20+13=28 ; d8+1=6 ; d20+13=16 ; d20+13=23 ; d8=6 ; d20+13=18 ; d20+13=19 ; d20+13=21 ; d8=6 ; d20+13=23 ; d8=7 ; d20+13=15 ; d20+13=32 ; d8=7 ; d20+13=28 ; d8=4 ; d20+13=14 ; d8+1=3 ; d8+1=5 ; d8+1=2 ; d8+1=3 ;
Friday January 12th, 2018 2:04:15 PM

Assuming there is multiple rounds worth of time, Hobie will take out his wand of CLW and heal himself up. He'll remain invisible for the duration of the spell
30+6+7+7+8+8+5=71

He manages to get himself up to 71 health before rolling a 1 and being unable to use the wand for the rest of the day

If enough time goes by that his invisibility lapses, he'll have a friend give him a few more taps from the wand
3+5+3

(leaving my HP in the header until GM confirms how much time there was)

Bliss / CatBliss (AC26, HP74of96) (Cayzle) 
Friday January 12th, 2018 2:40:32 PM


"OW! Miss Pressi! OW! Please stop hitting me! OW"

Bliss calms down some but he is still quaking with fear.

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