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Author Topic: IC Game Thread - The Hunt Starts  (Read 13406 times)
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kevin_video
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« Reply #480 on: April 08, 2011, 12:35:31 PM »

The death giant doesn't seem to take notice of Raynor. Just that he's been successful on hitting the dragonborn orc that's flying about his territory.

Everyone within the range of his guardian souls will pay for daring to trespass.

Melkior, Raynor, Drexs, and Alenatorion need to make Will saves at DC 41. If you're successful, you're just shaken. If you fail, you become panicked, drop everything you hold in your hands, and must flee at top speeds from the source of your fear (aka until you can't see or hear it anymore [100 ft]). After that, you're still shaken for 24 hours. It's mind-affecting and sonic, for purposes of resisting bonuses. If you're immune to either, you're fine.

Shaken
-2 penalty on attack rolls, saving throws, skill checks, and ability checks.
« Last Edit: April 08, 2011, 01:17:31 PM by kevin_video » Logged

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« Reply #481 on: April 08, 2011, 01:16:34 PM »

Percentage that Alenatorion's sword is in his hand to make him immune to mind-affecting (40% or higher). 1d100=68
Instantaneous Rage + Sword = immune to the death giant's guardian souls. He's fine.

Drexs will save 1d20+27=39+2 from aura =31. Saved

The Concordant Killer isn't panicked, but still shaken. Free action to fire out a wand, uses a charge for Heroism to get back the -2 he lost for his standard, and then free action to put that wand into his glove of storing. He moves closer to the gargoyle and Melkior so that the cleric can get the flank.

The gargoyle seems to be unaffected by the wailing of the death giant's guardian souls, and continues onwards.

Randomizer to hit Alenatorion (1) or Melkior (2).
1d2=2 = Melkior

The gargoyle pounces the cleric with incredible frenzied speed.

1d20+57=62, 1d20+57=71, 1d20+57=76, 1d20+57=60, 1d20+54=55, 1d20+54=74
A natural 1 on the bite. Can't be hit with a critical because of heavy fortification armor, so no confirmation rolls.

Damage: 4 claw attacks 3d6+26=31, 3d6+26=40, 3d6+26=33, 3d6+26=36
1 gore 3d6+13=30

DC 20 spot check for Melkior on the gargoyle.
The creature has two completely different coloured and shaped eyes. The left one looks like a regular gargoyle's eye, but the right one looks like someone plucked it out, and replaced it with a demon's eye.
« Last Edit: April 08, 2011, 08:13:15 PM by kevin_video » Logged

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« Reply #482 on: April 08, 2011, 01:30:01 PM »

Roryn casts Prayer. Everyone within 40 feet gets +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each foe takes a -1 penalty on such rolls. The gargoyle doesn't have any SR, so don't need to roll passed it.
« Last Edit: April 08, 2011, 01:33:16 PM by kevin_video » Logged

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« Reply #483 on: April 08, 2011, 07:41:15 PM »

Melkior is immune to fear effects, everybody else will get +2 from his aura.

Remember to take a DC 27 Will save after the first hit on Melkior, or the Gargoyle will be stunned. If the Gargoyle is not stunned, Melkior will go down, but to prevent that, Alkazar will cast Celerity and then switch places with him with Benign Transposition, after the third hit. (poor dwarf guy riding on his back though).
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kevin_video
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« Reply #484 on: April 08, 2011, 08:16:48 PM »

Gargoyle will save against Stunning. 1d20+25=32

You'll need to make a CL check for Alkazar to see if the spell he casts, works correctly. I'm PMing you first though.
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« Reply #485 on: April 08, 2011, 10:22:57 PM »

will save 1d20+17 ? [15,17] = (32)
http://invisiblecastle.com/roller/view/2973052/

OCC this is going to hurt
« Last Edit: April 08, 2011, 10:26:00 PM by Stormcrow » Logged
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« Reply #486 on: April 09, 2011, 01:13:14 AM »

will save 1d20+17 ? [15,17] = (32)
http://invisiblecastle.com/roller/view/2973052/

OCC this is going to hurt
Even with Melkior's +2, that's still not quite enough. You are most definitely panicked, and will be diving back into the trees on your next turn.
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« Reply #487 on: April 10, 2011, 05:02:55 PM »

Forgot a skill check for Melkior. Besides the previous spot check, I need one other. It's opposed.

Spot check vs 1d20+13=33
You can tell that the gargoyle's not attacking you with everything. It's smiling at you as two lumps on either side of its body start to move and grow. It's hiding two additional arms.
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« Reply #488 on: April 13, 2011, 11:42:53 AM »

Raptor can join in later, if he wants.

Initiative

Raynor 26
Death Giant 25
Drexs 25
Gargoyle 21
Roryn 17
Alkazar 14
other 7
Alenatorion 7
Melkior 4
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« Reply #489 on: April 17, 2011, 04:46:11 PM »

Melkior will test knowledge (religion) to see if the Gargoyle is undead.
1d20+32=51
(assuming it's not).
Not undead, fire away Alkazar

Alkazar will move as close as needed (70ft), and fire his twin, split empowered enervation.

Attack rolls:
All are touch attacks.
1d20+18=29, 1d4=1 (+50%=1.5), 1d20+18=22, 1d4=1 (+50%=1.5), 1d20+18=32, 1d4=4 (+50%=6), 1d20+18=29, 1d4=1 (+50%=1.5)
11 Negative levels if all of them hit. (Damned my rolls are terrible).
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kevin_video
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« Reply #490 on: April 17, 2011, 05:58:31 PM »

Touch armor of 24. Do you round up? I thought everything was round down. If not, he takes 8 negative levels. If so, he takes 9. He's not immune to negative energy, and not undead.

Alenatorion, seeing the gargoyle weakened significantly, Power Attacks for 35 and charges the flying creature with his mighty greatsword.

Has to hit AC 45.
Attack: 1d20+49=58, 1d20+44=55, 1d20+39=56, 1d20+34=48
Damage (no criticals): 3d6+1d6+2d6+5+85=108, 3d6+1d6+2d6+5+85=111, 3d6+1d6+2d6+5+85=114, 3d6+1d6+2d6+5+85=105, with no Holy Burst this time around, and heals 16 points (still down 14).

The gargoyle looks really, really hurt, but also extremely pissed.
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« Reply #491 on: April 28, 2011, 06:03:17 PM »

Assuming I can recognize it with Knowledge Arcana for Knowledge Devotion.
1d20+29=32
Melkior full attacks, power attacks for 10. Then he 5ft steps directly away from the gargoyle, before he uses his anklet of translocation to teleport 10 ft further away.

Attack:
Full attack:
1d20+36=47, 1d20+36=42, 1d20+31=46, 1d20+26=40, 1d20+21=35
Damage:
4d6+38=57, 4d6+38=50, 4d6+38=58, 4d6+38=61, 4d6+38=53
So:
Ac 47, 57 Damage. AC 42, 50 Damage. Ac 46, 58 Damage. AC 40, 61 damage and AC 35, 53 damage.
Technically these attacks are incorporeal touch attacks, but I think that is a misprint in Ghost touch, and would understand if you didn't count it as such.
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« Reply #492 on: April 28, 2011, 10:05:14 PM »

Raynor ducks down into the trees and stays in the canopy as he start to make this way (using he boots of levitation when he can to get from tree to tree.) towards the location of the Giant. hoping that the tree line will giving him a clear shot.

(OCC not positive if i need to make a climb or balance check or not )
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kevin_video
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« Reply #493 on: April 28, 2011, 11:35:40 PM »

@ Melkior -- Your first and third hit do damage to it. You're thinking that because he's in a frenzy right now, he's probably a little dodgier. He's still up, but not looking so good. That is unless you forgot you were flanking, and had Prayer cast on you.
Ghost touch weapons just negate the 50% mischance against incorporeal, unfortunately. BTW, I forgot about the vile damage you were supposed to take, but we'll skip that for now. Next round if he's still around.

@ Raynor -- I'll say balance check.

« Last Edit: April 29, 2011, 12:49:00 AM by kevin_video » Logged

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« Reply #494 on: April 29, 2011, 12:11:34 AM »

The death giant does not look overly happy about the gargoyle getting in the way of his boulder throwing. As well, he was in his territory and didn't even realize the statue was a real thing.

Winding up, the death giant hurls a boulder at the gargoyle.
1d20+32=37
And horribly misses. Picking up another, he gets ready to hurl his third stone.

The gargoyle has taken notice of the stationary target on the rocks.
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« Reply #495 on: April 29, 2011, 12:20:28 AM »

Drexs, in perfect position to flank with Melkior, takes a massive number of swings at the gargoyle.

Attack:
Thanks to prayer, a few of the strikes manage to make contact with the winged monster.

Damage:

Drexs looks at the cleric concerned at the fact that the creature still flies.
« Last Edit: April 29, 2011, 12:45:56 AM by kevin_video » Logged

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« Reply #496 on: April 29, 2011, 12:34:36 AM »

The gargoyle, unimpressed by either of the combatants, reveals that he's been hiding two additional arms. Hovering, and turning towards Drexs who's looking pretty fresh, he smiles and attacks.

Attack:
1d20+48-1=66, 1d20+48-1=56, 1d20+48-1=61, 1d20+48-1=50
Possible crit plus bite and gore1d20+48-1=53, 1d20+45-1=64, 1d20+45-1=46
and possible crit on the bite 1d20+45=56 confirmed

The gargoyle eviscerates the Concordant Killer with his claws, teeth, and horns.

Damage

Thankfully Drexs has extremely thick armored skin.
« Last Edit: April 29, 2011, 12:47:42 AM by kevin_video » Logged

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« Reply #497 on: April 29, 2011, 12:51:45 AM »

From his perch, there's unfortunately very little that the dwarf can do, but he waits to see what happens.
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« Reply #498 on: April 29, 2011, 07:13:30 AM »

Almost like a delay, the gargoyle suddenly burst into a bright flash of white light, nearly blinding all who is there. When the light is gone, so is the gargoyle. However, it is almost like a large beacon has gone off as the sounds of the forest begin to stir once more.
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« Reply #499 on: April 30, 2011, 04:57:11 PM »

So should we ignore the earthbound giant and head onwards? I'm not here to kill mindless monsters. Melkior says as he starts to fly.

Alkazar readies his action to cast a spell if the giant decides to fire at Melkior.
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