6. Dawn of a New Night

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Cwreando
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Re: 6. Dawn of a New Night

#401 Post by Cwreando »

Robert draws the new scimitar and grabs his shield. He swings at any of the attacking wraiths that are close enough to hit.

Scimitar ? to hit[1d20] = 15 Damage[1d8] = 6

He feels good about his swing but hopes it hits it's mark.

Robert says, "You foul creatures will be sent back to the underworld this night."
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Re: 6. Dawn of a New Night

#402 Post by GreyWolfVT »

Fendt takes both of his new maces out not sure how to fight like Iluq dual wielding but is going to try anyways. likely only able to swing one at a time anyways. :?Footman's Mace ?? [1d20] = 15 to hit [1d6+1] = 3+1 = 4 dmg
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Re: 6. Dawn of a New Night

#403 Post by greyarea »

Melampus swings his flail at the wraith who drained him!

Flail +1 to hit [1d20+1] = 13+1 = 14, dmg sm/lg [1d6+2] = 1+2 = 3/[2d4+1] = 6+1 = 7

Melampus loses Prayer from his spell inventory!

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Re: 6. Dawn of a New Night

#404 Post by Dram »

Bragar- Will use his new Mace. He will take a swing at the closest Wraith.

Unidentified Mace
Mace attk, to hit[1d20+1] = 9+1 = 10, to dam[1d6] = 4
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Re: 6. Dawn of a New Night

#405 Post by OGRE MAGE »

Tibbius backs away into the corner and casts his unseen servant spell. He cowers behind the thing and hopes he doesn't get targeted by the wraiths. He shakes his head in absolute disgust at the newest failed endeavor. He stays there and waits for an opportunity to throw his dagger.

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Re: 6. Dawn of a New Night

#406 Post by Storm11 »

Castran will release the illusion and cast colour spray up into the approaching wraiths.
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Re: 6. Dawn of a New Night

#407 Post by Zhym »

Storm11 wrote:Castran will release the illusion and cast colour spray up into the approaching wraiths.
If the party doesn't win initiative by 2 or more, the wraiths will be in melee by the time the spell goes off. The color spray could hit PCs as well as the wraiths. Do you still want to cast the spell?

You could also choose to try to cast the spell and abort it if the wraiths make it into melee before the casting is completed.

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Re: 6. Dawn of a New Night

#408 Post by Storm11 »

Yeah I will try the latter
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Re: 6. Dawn of a New Night

#409 Post by Stirling »

Agizompo ill awake because of the noise and Sunsword shining light in his face. Standing up he will bellow rage and froth and dribble from his mouth. This zombie weirdo with the beardo will attack thus:



46584 to hit [1d20+3] = 11+3 = 14
46583 damage [1d8+4] = 6+4 = 10

"just glad we aren't being attacked by more Strahd zombies, I'd only know its' you when after choppin yer head off it didn't roll around the floor gnashing its teeth!" Agrippo to Iluq at least I think that ugly half decomposed red eyed thing next to me is him.....

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Re: 6. Dawn of a New Night

#410 Post by Computer +1 »

Fendt dont be crazy, toss me one of those maces. Tumbler shouts when he sees him trying to fight with two maces at once. "He's gonna bash his own brains out" he thinks to himself.

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Re: 6. Dawn of a New Night

#411 Post by Zhym »

Date: Nouluna 6, 1221
Time: 2:32 AM - Combat Round 2
Weather: Light rain
Moon: Waning gibbous
Location: Castle Ravenloft, Treasure Vault
**************************************

Our heroes take a narrow initiative against the wraiths' ambush.

Melampus pushes the wraith away and reaches for his flail as he stands up. Whatever force was interfering with your attacks earlier is still in effect, however, and Melampus's attack is slowed just enough for the wraith to avoid the blow.

Castran drops his illusion, places his hands together, and begins casting. The remaining wraith to have been tricked by the zombie illusion joins the others in attack. The four wraiths dive toward Fendt, Iluq, Tibbius, and Castran.

Fendt gets a crazy idea about attacking with two maces, then wisely decides against it. He side-steps the wraith's attack and smashes it as it flies past him. Tumbler asks for the other mace—an odd request from a thief locksmith!

Iluq, more accustomed to fighting with two weapons, silently stands his ground. The hammer in his right hand pounds the wraith with magical force in what might as well be called the undead's "chest." His left-hand attack at the wraith's head just misses, sent astray by a combination of the the bright lights and weird force in this room. Agrippo joins the fray, thrusting the Sunsword into the wraith's side. The wraith shrieks in pain.

Tibbius frantically begins conjuring forth an Unseen Servant. He finishes his spell just as the wraith reaches him. Tibbius tries to hide behind the Servant, but the magical force he has conjured is no wall. The wraith simply reaches through the Servant and grabs Tibbius by the neck. Tibbius, who only hours ago absorbed incredible physical pain at the loss of his familiar, now feels some of his life force and mystical power slip away. (Tibbius: -2 HP, -1 level!)

Bragar and Robert rush to Tibbius's defense. Bragar doesn't quite have the feel for his new mace yet; his attack just misses. But Robert's new scimitar proves as comfortable in combat as it was in test swings: just a flick of the forearm sends the scimitar gliding through the arm holding Tibbius's neck. The wraith howls and pulls back its arm.

Castran completes his casting as a wraith attacks. Brilliant, vivid colors shoot forth from his hands, blinding the wraith! The wraith gropes about, but Castran easily avoids it.

Actions!
Tibbius joins the level-drain club. New max HP is 9 (I'm treating his post-Randolph HP rolls as 4 HP at level one and 1 HP per level after that). He also loses one 2nd-level spell slot and his 4th-level spell slot (!). Since he has already cast Web, Tibbius can keep the two 2nd-level spells he hasn't cast yet.

Clever idea with the Unseen Servant, but letting it be used to block an attack would be unbalancing, making it a more powerful and longer-lasting version of Shield or Protection from Normal Missiles. In fact, it would be more like a personal Wall of Force, which is a 5th-level spell. The Servant will do chores, but it's no combat defense.

I spent a while trying to figure out how Color Spray should work. The wording BtB is confusing: it says it affects one level or HD per spell-caster level, but then describes how it affects creatures with more HD than the caster has. So here's my interpretation: Color Spray affects (1) up to six creatures of the caster's level or below, with a limit of one HD per caster level; or (2) if no such creatures are in the spell's area of effect, a single creature with more HD than the caster's level. Thus, a 6th-level caster could affect six 1-HD orcs, three 2-HD troglodytes, or one 6-HD winter wolf. He could also affect a single frost giant, which would get a save. If the frost giant is surrounded by orcs, the spell would affect the orcs instead of the giant. Castran is a 5th-level Illusionist, and wraiths have 5+3 HD, so Castran was able to affect one wraith, which got (and failed) a saving throw.


Initiative: Party [1d6] = 4 Monsters [1d6] = 3
Wraith attack!: [1d20] = 5 [1d6] = 6 [1d9] = 6
Wraith attack!: [1d20] = 12 [1d6] = 1 [1d9] = 2
Wraith attack!: [1d20] = 7 [1d6] = 1 [1d9] = 3
Wraith attack!: [1d20] = 10 [1d6] = 4
Wraith attack!: [1d20] = 10 [1d6] = 4 [1d9] = 3
Wraith, save vs. spell (14): [1d20] = 8
Status: Agrippo: 32/52, Tibbius: 8/9, Iluq: 13/34, Tumbler: 24/39, Robert: 16/34; Fendt: 14/15; Castran: 13/23; Melampus: 19/26; Bragar: 31/42
Effects: None
Last edited by Zhym on Wed Dec 31, 2014 3:31 pm, edited 1 time in total.

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Re: 6. Dawn of a New Night

#412 Post by Storm11 »

The gnome will attack the blinded wraith.


PbP Forum code: [1d20+2] = 2+2 = 4 : [1d6+2] = 6+2 = 8

Pah. Not even the wraiths four point a/c penalty won't net a hit on that roll grrrr
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Re: 6. Dawn of a New Night

#413 Post by MonkeyWrench »

Iluq will step back, taking out his holy symbol, and calling out boldly, "When I say leave us you Undead spirits I mean LEAVE!!"
Turn Undead: [1d20] = 15
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Re: 6. Dawn of a New Night

#414 Post by MonkeyWrench »

Rolling D12 for number of Wraiths affected!

[1d12] = 4
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Re: 6. Dawn of a New Night

#415 Post by greyarea »

Back to hell with ye, Melampus proclaims as he swings!

Flail +1 to hit [1d20+1] = 17+1 = 18, dmg sm/lg [1d6+2] = 2+2 = 4/[2d4+1] = 3+1 = 4

By gum, this one should hit!

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Re: 6. Dawn of a New Night

#416 Post by GreyWolfVT »

Fendt trying to maintain his fighting stature tosses or hands Tumbler the mace in his left hand and tries to swipe the mace in his right at the wraith. Footman's Mace ?? [1d20] = 5 to hit [1d6+1] = 5+1 = 6 dmg
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Re: 6. Dawn of a New Night

#417 Post by Computer +1 »

Tumbler moves over to grab the mace either through the air or in a hand off. He will do a forward roll once its in his hands and spring up in a ready to fight stance.
"Can't be all that different then swinging a hammer" he thinks to himself "and at least Fendt wont brain himself now..."

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Re: 6. Dawn of a New Night

#418 Post by OGRE MAGE »

Tib draws his dagger and fights the unholy creature that is stealing his life away.

Dagger Attack [1d20+1] = 8+1 = 9 Dam [1d4+1] = 1+1 = 2 more uselessness :x

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Re: 6. Dawn of a New Night

#419 Post by Dram »

Bragar- Will attack the Wraith that is going after Tibbious.


Unidentified Mace attack
Mace attk, to hit[1d20+1] = 10+1 = 11, to dam[1d6] = 1
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Re: 6. Dawn of a New Night

#420 Post by Cwreando »

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