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The Wayfarer's Inn • View topic - The Great Hall

The Wayfarer's Inn

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 Post subject: Re: The Great Hall
PostPosted: Sat Dec 21, 2013 11:44 am 
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The idea was for Kherim, not Ahi, to cast the Sunburst. All the others, besides Sol, should go to the opposite side of the room and thus be enough away from the attackers that only the fighters should be exposed. While they're moving there, they have the back turned to the blast and don't need to close their eyes.
It wastes everyone else's turn, I know, but also allows them to attack from safety, hopefully. The biggest risk is on Kherim and Sol, clearly, and I hope they are tough enough :/
I'm hoping in the next round both they can retreat to the rest of the group and the group can come to them.
Greg, what do you think of this?

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 Post subject: Re: The Great Hall
PostPosted: Sat Dec 21, 2013 5:29 pm 
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Sol will act as Kherim tells him, too.

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 Post subject: Re: The Great Hall
PostPosted: Mon Dec 30, 2013 11:24 am 
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Round 2

Party's initiative: 6
Ghulaz' initiative: 1

While the others retreat as fast as possible to the back of the hall, Kherim casts sunburst, which is followed by a brillant flash of light that hurts even through closed eyes, as Sol can attest.

Sunburst damage: 17

Screams of pain from the ghulaz follow quickly, and as you dare to open your eyes again, you see them all burned and smoldering - but still alive, and closing in to attack!

The stench of death and corruption is still strong and mixes in a sickening way with the smell of burned undead flesh OOC: Please make a ST vs poison for both Kherim and Sol to avoid becoming sickened by the stench.)

While four of the ghulaz start attacking Kherim and Sol, two move around them and spit at Gaderon and Eilkhan, but luckily miss their targets. Sol and Kherim feel the full force of the ghulaz' hatred as they fall upon them in a wave of claws and teeth. Both are unable to block all those attacks, and it seems as if some dark force has taken hold of the undead and helps them to unerringly hit their targets. Kherim is hit three times by one ghulaz, allowing for additional raking attacks and a total damage of 30. Sol is hit six times and gets raked twice for a total damage of 41.

Spitting attack at Gaderon: 11
Spitting attack at Eilkhan: 4

Ghulaz attacking Kherim:
Raking attacks at Kherim:
Damage:

Ghulaz attacking Sol:
Raking attacks at Sol:
Two chances for a critical hit:
Damage:

Great Hall.JPG
Great Hall.JPG [ 167.79 KiB | Viewed 1243 times ]


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 Post subject: Re: The Great Hall
PostPosted: Mon Dec 30, 2013 9:24 pm 
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"Ouch!" Assuming he makes his ST, Sol will turn on ghullaz #11 first and then ghullaz #10, if he succeeds in killing the first one.

Sol's ST (no adjustments applied): 8

Sol's three attacks: 16/15, 15/16, 20/17

Gaderon will use burning hands on ghullaz #3: 12

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 Post subject: Re: The Great Hall
PostPosted: Sat Jan 04, 2014 11:36 am 
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Ouch indeed.
Add +1 to the ongoing Bless effect to Sol's attacks in the previous post.
Also add +2 to his saving throws from the proximity to Kherim (he's close enough, isn't he?).

Kherim's 3 attacks:

1d20 + 7 = 9, 25, 12
http://invisiblecastle.com/roller/view/4353034/

Damage:
1d8+7 = 9, 15, 12
http://invisiblecastle.com/roller/view/4353035/

(what an odd coincidence!)

Saving Throw: 1d20 + 2 = 22
http://invisiblecastle.com/roller/view/4353036/

Kherim will focus on #5 first, and then #7.

Meanwhile, Ahi casts Flame Strike behind numbers #10 and #7, hopefully in a way that can affect both but not Kherim nor Sol.

This leaves Eilkhan exposed, but I hope it can weaken the main Ghulaz enough that he can then help her while Kherim will help Gaderon.

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 Post subject: Re: The Great Hall
PostPosted: Mon Jan 06, 2014 10:28 am 
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Round 3

Party's initiative: 2
Ghulaz' initiative: 6

Fiendishly quick, the undead creatures attack faster than any of you can react. Two more spitting attacks are aimed at Gaderon and Eilkhan, but both fail to hit their targets once more.

Spitting attack at Gaderon: 8
Spitting attack at Eilkhan: 8

A whirlwind of claws and teeth tears at Kherim and Sol as the two warriors struggle to get free. While the paladin remains in the iron grip of the ghulaz and suffers an additional 32 points of damage, leaving him severely wounded, Sol breaks free of the hold and is only hit twice for 10 points of damage.

Ghulaz attacking Kherim:
Raking attacks at Kherim:
Damage:

Ghulaz attacking Sol:
Fumble chance for ghulaz #10:
Damage: ,

Cocking her crossbow, Eilkhan fires a bolt a ghulaz #12, but the bolt harmlessly glances off the creature's leathery skin.

Moving close to his chosen target, Gaderon casts burning hands for 16 points of damage at ghulaz #3, killing it instantly.

A column of fire roars up as Ahi finishes his spell, engulfing ghulaz #7 and #10 and burning them to a crisp.

Ghulaz' ST:
Flame strike damage on ghulaz #7: 32
Flame strike damage on ghulaz #10: 20

Kherim and Sol make short work of the two remaining undead before them, leaving only one of them alive (#12)

Great Hall.JPG
Great Hall.JPG [ 136.93 KiB | Viewed 1230 times ]


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 Post subject: Re: The Great Hall
PostPosted: Tue Jan 07, 2014 6:01 pm 
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Ahi casts Heal on Kherim, leaving him at almost full hit points.
1d4=2
http://invisiblecastle.com/roller/view/4356453/

After this, Kherim attacks the final Ghulaz.

If the Ghulaz falls before, due to someone else, then Kherim heals Sol with Lay on Hands (32). Afterwards, Ahi heals Sol with 1 Cure Critical Wounds.

3d8+3 = 20
http://invisiblecastle.com/roller/view/4356456/

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 Post subject: Re: The Great Hall
PostPosted: Tue Jan 07, 2014 9:17 pm 
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Gaderon will use his second Burning Hands spell on the last ghulaz.

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 Post subject: Re: The Great Hall
PostPosted: Thu Jan 09, 2014 7:56 am 
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Gaderon's spell kills the already badly damaged creature quickly, and all over sudden this battle is over, with you being victorious once more.


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 Post subject: Re: The Great Hall
PostPosted: Thu Jan 09, 2014 4:26 pm 
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Ok, so please consider the heals as set above. By my accounts, Sol is at full hitpoints, and Kherim is at -2. Guess everyone else is also at full hit points, right?

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