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Old 03-31-2015, 06:39 PM   #96
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Init – 7 vs 1. The Drolem lands and moves to melee range with Alzar, the cleric dismounts and does so as well. Alzar prepares, smashing a few snakes, and his guards do as well.

Init 3 vs 2. The drolem snaps at Alzar and hits for 12. It’s too bad Alzar didn’t grab his Golem of Whistle Control or Talisman of the Golem from storage in OtherSpace, but it’s too late to get it now. Alzar’s axe snakes out and hits the cleric once for 7 damage (no magical bonuses) and the Barrier smashes for 11. The rest of the snakes are killed.

Init – 3 vs 9. Alzar orders his group to focus on the drolem. He can’t hit it (weapon is non-magical) so he focuses on the cleric. Alzar hits for 14 damage and the drolem takes 11. Then the priest casts Heal and fully heals himself and Alzar takes 14 from the drolem’s hits.

Alzar 50/75

Init 4 vs 3. They miss Alzar a lot (he gets bonuses for the Bright Barrier still. Alzar’s group hits the drolem for 15. Alzar adds 5 to the cleric and misses. Alzar takes one hit for 6 from the drolem and a mace-punch for 3 from the cleric. Then they smash for a little more damage.

42/75

Initiative. 5 vs 3. Alzar takes more damage, and his group finally clocks the drolem for some major damage and it has around 20 hp left. But Alzar misses twice and his with the Bright Barrier for 8 damage. 3 vs 7. The golem rolls a 16 and hits for…12 damage, and the Earth rolls….4 and misses. Alzar uses his axe twice against the cleric and hits once for 1d8 plus 4 damage (for 17 STR and weapon mastery) or…7 more damage. Then he turns and attacks with the Shield on the drolem instead and….hits for….9 and the drolem falls dead. The priest heals its wounds.


Alzar – 31/75

With the drolem dead their foe is going to look for a way to get out of the battle. 4 vs 5. The Earth rolls a 10 and hits for…13. The golem needing a 5, rolls a 7 and cracks for…9 more. Alzar hits once for 5. The priest casts Abjure and banishes the Earth Elemental. That’s a bad long-term play. That was his final level 6 spell. (He cast three)

4 vs 6. Alzar and his golem hit for 31 damage combined. The cleric heals most of it with Cure Critical Wounds. 7 vs 2. The cleric casts Striking on his mace. Odd choice. Alzar and golem add 15 to him. 8 vs 7. The cleric swings and connects with the golem for 14 damage (magical mace plus striking effect). So he’s switching targets to drop Alzar’s golem while he can’t cast spells and heal. That’s a smart choice.

1 vs 8. It’s time. Alzar orders the Imp to attack the cleric unknown from invisibility. That gives him +4 to hit on this first attack. He needs a 13 or higher to hit. He rolls a 19 (didn’t even need to ambush!). 2 damage and…the cleric makes his save on a 17 rolled, but it clearly scares him. Alzar smiles as his group carves into him for 19 more damage.

9 vs 7 The priest has to cure, but he still has some damage against him. Alzar orders the imp to attack and then go invisible and fly out of range in an odd direction, down. The Imp…rolls an 11 and misses. Alzar rolls. 20, 19, and 6. That’s 2 hits for 16 damage. Then the golem rolls….8 and hits and then rolls off 13 damage – 29 total damage.

Next turn. This would be when Alzar would use the Ring of Quick Action, if he was wearing it, and not under an Anti-Magic Shell. 9 vs…9. Yay reroll! 4 vs 6. Whew! The cleric is down to 24 hp. Alzar attacks and rolls….12, 4 and 15. That’s an axe hit for….3 + 4, 7 damage and 9 from the Barrier. 16 damage from Alzar. The golem attacks and rolls….6. Now, it has a THAC0 of 7 and the cleric an AC of 2, so he needs a 5 or better, that works. Now, the golem hits for…3d8 damage and the cleric has left 9 hp. The first die rumbles and lands on a 5. If the next die is at least a 3, then the priest dies (because the last one could be a one). … another 5. Dead priest. A 4 for the last one, 14 damage was dealt.


Dead priest.
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