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The Wayfarer's Inn • View topic - Chamber of Sun Deities

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 Post subject: Re: Chamber of Sun Deities
PostPosted: Thu Jan 22, 2009 8:49 am 
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They're not impressed at all, and with a roar come towards you.

OOC: Please state your intentions for the first combat round.

As far as I can see it, your positions are somewhat like this:

Sol Kherim
Eilkhan Ahi
Gaderon Asterion
Ivid Elmo

There's enough room in this corridor for three of you to fight in one row (so you may change this order quickly if you wish), but only two of the fiends can fight side by side.


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 Post subject: Re: Chamber of Sun Deities
PostPosted: Thu Jan 22, 2009 1:41 pm 
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With a smile Sol will take up a place in the center of the corridor, not crowding Kherim, but allowing someone from the rear to step forward into the line, should they choose to. Sol will engage the creature on the left.

[Sol has 3 attacks (assuming a +1 for Tizona and no protection or bless spells in effect) with adjustments (including Heros Feast): 14/9, 9/11, 7/6 - my rolls were not so good this round...]

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 Post subject: Re: Chamber of Sun Deities
PostPosted: Thu Jan 22, 2009 3:23 pm 
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"In the name of Neith I turn your desecrating influence from this tomb!" Ahi brandishes Neith's symbol toward the gourd faces.


Awesome, invisiblecastle has been unkind to me lately, but I'll take this one! ::fingerscrossed::


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 Post subject: Re: Chamber of Sun Deities
PostPosted: Thu Jan 22, 2009 5:42 pm 
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Kherim meets the infernal ones in combat, his scimitar a silvery blur as he hammers at his foes!

OOC: 23 (nat 20) / 12, 23 (nat 20)/ 7, 16 / 7 no specialization included in the rolls

Kherim's Protection from Evil should be in effect for those near him


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 Post subject: Re: Chamber of Sun Deities
PostPosted: Sat Jan 24, 2009 9:50 am 
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Gaderon uses his wand of magic missiles on one of the creatures - Asterion is a back-up fighter, ready to step in if one of the main line fighters goes down.

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What part of "Ph'nglui mglw'nath Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?


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 Post subject: Re: Chamber of Sun Deities
PostPosted: Sat Jan 24, 2009 11:14 am 
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Three of Ivid's best arrows will fly, while Elmo cowers down before him, protecting the Bowman against other missiles with his shield...


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 Post subject: Re: Chamber of Sun Deities
PostPosted: Mon Jan 26, 2009 1:51 pm 
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Eilkahn makes room for more capable fighters and moves back. She sheathes her short sword and takes the round to knock an arrow in her magical bow and take a bead on one of the fiends.

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 Post subject: Re: Chamber of Sun Deities
PostPosted: Mon Jan 26, 2009 3:21 pm 
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OOC: As you can see on the map, the space is pretty restricted towards the back. The only reason why Eilkhan as well as Ivid are able to shoot arrows at all is the size of the fiends, which makes aiming at their heads possible.


Round 1 The party wins initiative.


Eilkhan moves to the back of the party this round, readying her bow while she does so, whereas Asterion steps to the left to make room for Elmo, who moves forward to cover his master with his shield and body.

A halo of silvery light surrounds Ahi's holy symbol as the priest boldly steps forward. The fiend directly in front of him howls and turns around as it views the symbol, fleeing towards the farthest end of the corridor where it hunkers down, obviously full of fear. The other two are seemingly not affected.

Missiles fly over the heads of those standing in the front row as Ivid and Gaderon release arrows and magic missiles against the remaining opponent before you. Two of the ranger's arrows bite, inflicting 14 points of damage upon the creature, and both magic missiles out of Gaderon's wand hit as well for another 8 points of damage.

Sol and Kherim both attack the axe-wielding fiend before them, with Sol only hitting once for 9 points of damage, but the paladin scoring three successful hits for an incredible total of 35 points of damage!

The fiend, not severely damaged yet, swings his mighty black axe with a swift double attack at the paladin, and while he does so, you all feel an aura of fear being emanated by him. But since you are still protected by Neith's Heroes Feast, it washes over you harmlessly and dissipates without further effect. Both attacks luckily miss Kherim due to the protection aura around him.

The third one of your opponents still remains a few steps behind his fellow, and instead of closing in for melee, he hurls a fireball in the midst of your group!

OOC: Besides stating your intentions for the next round, everybody make a ST vs magic please, and please don't forget to take into account any protective items that your character(s) might have. A ST bonus for DEX applies, as well as a +2 bonus for Elmo, Asterion, Sol and Kherim because of the paladin's protection from evil circle.


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 Post subject: Re: Chamber of Sun Deities
PostPosted: Mon Jan 26, 2009 5:30 pm 
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OOC: ST vs Magic is an 11

Renewing his attack upon the axe-wielding demon, Kherim slashes again with holy fervor!

OOC: 11/8, 14/12, no spec included in rolls


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 Post subject: Re: Chamber of Sun Deities
PostPosted: Mon Jan 26, 2009 6:56 pm 
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save v magic:

OOC: Hmm, no moving back for Ahi at this point, I may have to revise my thoughts on the Aid spell.

"By Neith's blessing I send you back to your own evil plane, leave this place!" Dispel Evil on #1 if #2 hasn't moved into range. Not going to get myself surrounded! To hit for the Dispel (I'm not sure if any bonuses get put in here, I was going to add the +1 for the Heroes Feast, but forgot): +1 would be 18.


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