Maddok chants and calls on the spirits for aid again.
"Spirits of the night sky - where only stars and dreams dare tread. Maddok of the Hawk Clan calls upon you. Send your servants on dark wings to aid us in our time of need."
Summoning Monster 2/5 - two celestial dire bats
A pair of monstrous bats with shining silver eyes appear in the air above a few feet ahead of the party. ~the 19 and 20 columns.
"Sisters, a deadly foe stalks us from above. Point him or her out so that they can be revealed!"
Appario curses as he bleeds profusely.
Appario draws a potion of CSW and drinks it. 3d8 + 5 ⇒ (2, 4, 3) + 5 = 14 healing
Appario will 5' step in front of Yahirma.
AC 25, touch 16, flat-footed 21 (+7 armor, +3 Dex, +2 shield, +2 deflection, +1 dodge)
Fort +9, Ref +12, Will +9
Lay on Hands: 3d6 healing (0/5 used)
Smite Evil (+2 to hit, +2 AC, +7 damage) 3/day
Divine Bond 7/min day.
lvl 1: Hero's Defiance, Bless Weapon
lvl 2: Suppress Charms & Compulsions
Slot 1: Pot Gaseous Form
Slot 2: Pot Spirit Sight
Slot 3: Pot Tumbling
Slot 4: Pot CSW
Slot 5: Pot MCPfE10'
Slot 6: Pot Invisibility
Potion of Invisibility
Potion of CMW
Potion of Gas Form
Potion of Lesser Restoration
Potion of CLW
Potion of CMW
"A camper? I would hope not, if an ordinary person out camping can shot like that, imagine what a determined foe could do."
Reducing the charges spent on Xerath to one would leave this wand at 11 remaining.
That was a fine shot...could it be Maglin?
"How do you feel Appario, the arrow wasn't poisoned was it?"
The two large bats take a moment to gain their bearings, then both converge on one of the platforms (at AB22).
Will vs glitterdust (assailant): 1d20 + 4 ⇒ (14) + 4 = 18
Will vs glitterdust (bat #1): 1d20 + 3 ⇒ (9) + 3 = 12
Will vs glitterdust (bat #2): 1d20 + 3 ⇒ (6) + 3 = 9
Both bats are rendered blind by the dust covering them, while the sparkling dust reveals the position of the previously unseen assailant.
Realizing its sniping tactics are over for the moment, it attempts to kill the two large bats quickly.
Manyshot attack (vs bat #1): 1d20 + 19 - 2 + 1 ⇒ (15) + 19 - 2 + 1 = 33 (-2: rapid shot; +1: point-blank shot; vs blinded target)
Manyshot damage: 2d6 + 14 + 2 + 7d6 ⇒ (2, 6) + 14 + 2 + (5, 2, 1, 1, 4, 6, 2) = 45 (+2: point-blank shot; +7d6: sneak attack)
The first shot absolutely destroys the first bat.
Shortbow attack #2 (vs bat #2): 1d20 + 14 - 2 + 1 ⇒ (5) + 14 - 2 + 1 = 18 (-2: rapid shot; +1: point-blank shot; vs blinded target)
Shortbow damage #2: 1d6 + 7 + 1 + 7d6 ⇒ (6) + 7 + 1 + (5, 6, 5, 5, 2, 1, 6) = 44 (+1: point-blank shot; +7d6: sneak attack)
The second shot does likewise to the other bat, and the glittering sniper turns its bow towards the boat again.
Rapid shot attack (vs Appario): 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27 (-2: rapid shot)
Rapid shot damage: 1d6 + 7 ⇒ (2) + 7 = 9
Appario is struck again, this time taking only 9 damage.
The glittering stalker is at a platform 20 ft up. Yahirma is prone.
Up next: The PCs.
In addition, the two bats could have attacked the stalker on their turn (vs concealment due to stealth), plus received AoOs against the stalker's attacks (vs concealment due to blindness).
True, it is a bad position we are in, we are sitting ducks it’s true...but a lone sniper can't hope to finish us all off can he? So that means...
Derek begins to scan around the boat, suspecting the sniper of being a delaying tactic while something nasty gets into position.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Maddok pushes the boat onward as the bats close on their prey.
Bat #1 Bite: 1d20 + 5 ⇒ (6) + 5 = 11
Bat #1 Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Bat #1 Miss Chance: 1d100 ⇒ 93
Bat #2 Bite: 1d20 + 5 ⇒ (17) + 5 = 22
Bat #2 Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Bat #2 Miss Chance: 1d100 ⇒ 76
Bat #1 AoO Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Bat #1 Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Bat #1 Miss Chance: 1d100 ⇒ 12
Bat #2 AoO Bite: 1d20 + 5 ⇒ (20) + 5 = 25
Bat #2 Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Bat #2 Miss Chance: 1d100 ⇒ 51
Bat #2 Confirming: 1d20 + 5 ⇒ (16) + 5 = 21
Bat #2 Additional Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Maddok pushes the boat closer still.
How big is the platform? Could more creatures fit on that one?
"No Derek, no poison that I can tell...I think I would have noticed."
Alcohol is a poison and that has great effect upon me...
On his next turn, Appario will draw and replace his Pot of CMW in his bandolier.
"Thank you, Yahirma. Your touch is appreciated."
Appario keeps look out for less high threats.
1d20 + 11 ⇒ (8) + 11 = 19 Perception
Yahirma raises an eyebrow as Appario calmly restocks his bandoleer and converses with her and Derek while sustaining ranged punishment. The courage of an Abadarn is strong, yes, but its adherents should have the sense to avoid being shot at, she thinks while the boat creeps toward the platform. With a sigh, she keeps an eye on the archer and prepares to reverse his advantage.
Readied action to cast pilfering hand if the archer tries to take another shot. It will be all the sadder for him if he declares Rapid Shot, as that would lock him into a full-attack. The range should be alright after Maddok moves the boat 20 feet.
Pilfering hand: 1d20 + 16 ⇒ (14) + 16 = 30
"Let us see how you arch with all your bones broken."
Boneshatter!: 9d6 ⇒ (5, 4, 4, 3, 5, 4, 3, 2, 3) = 33 DC 19 Fortitude Save. If he fails, full damage and exhausted. If he makes it, half damage and only fatigued.
The platform is small, suitable only for one; they've been designed to be hidden among the stalactites growing from the ceiling. Appario was lucky to notice them earlier :)
One bat succeeds at biting the glittering stalker above before succumbing to its onslaught of arrows.
Derek indeed notices something; a slow-moving stream of ripples on the water suggests that something has moved into position just ahead of where Maddok maneuvers the boat.
The stalker is on a platform 20 ft up.
Up next: Xerath.
Fortitude vs boneshatter: 1d20 + 7 ⇒ (18) + 7 = 25
This seems like a decent choice for a misfortune:
Misfortune reroll: 1d20 + 7 ⇒ (6) + 7 = 13
The snapping sound of bones breaking and splintering can be heard from above, and a feminine cry of pain howls out over the lake.
Despite the broken bones, the stalker above attempts to retaliate, but in its weakened state it's unable to resist the telekinetic force pulling the bow from its grasp. It stares in bewilderment as the bow flies down to Yahirma's hands.
Almost simultaneously, the source of the ripples Derek noticed reveals itself, as another chuul rises from the bottom to stretch out a claw towards Appario.
Claw attack: 1d20 + 14 ⇒ (2) + 14 = 16
Claw damage: 2d6 + 7 ⇒ (6, 6) + 7 = 19
The chuul, however, misses with its attack.
The chuul is partially submerged (+8 to AC from cover), while the disarmed and exhausted stalker is 20 ft up.
Up next: The PCs.
Maddok still has his standard. Beyond the bow, is the stalker equipped as the other stalkers we've seen? What sort of armor is he wearing?
I assumed Maddok used a full round to move the boat 20 ft, since he wanted to move it closer. If he didn't, then Yahirma couldn't have used misfortune for the boneshatter, meaning the pilfering hand would also have failed..
You can't tell if the stalker has other items equipped (but it would seem likely that it wouldn't be 100% dependent on a bow!), or what sort of armor it wears. As all stalkers, this one also wears black cloth on top of its armor.
"Oh good, another Chuul. It has been moments since I was last rendered helpless."
Xerath sighs as he fires off 5 missiles of force at the stalker in an attempt to finish her off.
5d4 + 5 ⇒ (1, 2, 3, 3, 1) + 5 = 15
Damnit! I can't reach that Chuul with only a trident!
Heaving a deep sigh at once more seemingly brining a candlestick to a swordfight, Derek instead begins to chant a rather hard overture from the Cheliaxan anthem.
Few bards are very good at making it sound passable since Infernal is not a language made for lyrical singing.
Perform sing: 1d20 + 10 ⇒ (10) + 10 = 20
Inspire courage +2, 5/21 Rounds used.
That's all the motivation I needed!
Ice is strong but rigid. No, this battle calls for water...
"Spirits of the waves and surf- whose unrelenting force smashes even the greatest mountains to dust across the span of time. Maddok of the Hawk Clan calls upon you! Send your swirling guardians to aid us in our time of need."
Summon Monster 3/5 - Small Water Elementals
Four elementals appear in the water surrounding the chuul. Their forms shift seamlessly between dolphins, angry whorls, and vaguely humanoid shapes. They slam into the elemental mercilessly.
#1 Slam w/ Water Mastery, Power Attack, Flank, Inspire: 1d20 + 10 ⇒ (9) + 10 = 19
#1 Damage: 1d6 + 10 ⇒ (1) + 10 = 11
#2 Slam w/ Water Mastery, Power Attack, Flank, Inspire: 1d20 + 10 ⇒ (14) + 10 = 24
#2 Damage: 1d6 + 10 ⇒ (3) + 10 = 13
#3 Slam w/ Water Mastery, Power Attack, Flank, Inspire: 1d20 + 10 ⇒ (19) + 10 = 29
#3 Damage: 1d6 + 10 ⇒ (5) + 10 = 15
#4 Slam w/ Water Mastery, Power Attack, Flank, Inspire: 1d20 + 10 ⇒ (19) + 10 = 29
#4 Damage: 1d6 + 10 ⇒ (1) + 10 = 11
Maddok prods the boat closer still, bringing Appario into melee range (probably provoking).
No, nothing special from Appario. Just hoping the elementals provide cover (no AoO) or are better targets (they are actually doing damage). Appario plans on drawing Extortion and attacking. I think mobility should apply to AC as well.
On his turn (whether grappled or not), Appario will draw Extortion and attack.
1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 to hit; (+2 more if flanking with elemental)
1d10 + 6 + 2 ⇒ (8) + 6 + 2 = 16 damage; (+1d6 ⇒ 4 more if flank)
Less whatever grappled condition, if necessary.
If grappled, Appario will also Lay on Hands. 3d6 ⇒ (3, 1, 4) = 8 damage.
Let's just skip the AoO; I'm not entirely sure that would provoke at all.
While the bottom of the boat bumps into the chuul and allows Appario to attack, Extortion's force is diverted by the treacherous water and splashes ineffectually into the water next to the chuul.
The chuul is partially submerged (+8 AC from cover); the stalker is still 20 ft up at AB22 (I just moved her out of the way to make space for the elementals).
Up next: Yahirma.
Yahirma has to brace herself against the bottom of the boat when the chuul collides with it, but she makes an effort to watch the stalker as she rises to a standing position. Should the enemy deign to draw another weapon, Yahirma gives it a convenient...reduction to its range increment penalty by calling in a force effect to drag it off the platform.
Readied action to cast chain of perdition should the stalker find a new ranged toy. The aim is to Drag/Reposition her either into the water (let the elementals feast!) or onto the boat (doooooom!).
I'm not sure if Inspire Courage applies here.
Casting defensively: 1d20 + 18 ⇒ (12) + 18 = 30
Prospective CMB: 1d20 + 17 ⇒ (13) + 17 = 30
Watching the chuul for a Misfortune on an attack that might otherwise drag Appario to a watery grave.
The chuul lowers itself to a completely submerged position (5-ft step down), then attacks two of the elementals.
Claw attack #1: 1d20 + 14 ⇒ (13) + 14 = 27
Claw damage #1: 2d6 + 7 ⇒ (4, 5) + 7 = 16
Claw attack #2: 1d20 + 14 ⇒ (13) + 14 = 27
Claw damage #2: 2d6 + 7 ⇒ (4, 4) + 7 = 15
Both of its chosen victims are snapped to death.
The stalker elects not to attack. Instead, a bank of fog suddenly billows out over the boat, obscuring all sight beyond 5 ft.
The chuul is submerged (total cover). The stalker might still be on the platform at AB22, but she currently can't be seen.
Appario can't see Maddok and Derek, and they can't see him.
Up next: The PCs.
Maddok growls as the chuul dives.
"Focus your efforts on the stalker", the big Shoanti says as he pulls his dagger and dives into the water.
Leaping off the boat and swimming down at Y22 to give the elementals a flank. Provoking. The elementals 5-foot up or down as necessary to get said flank.
Once he and the watery spirits have the monster surrounded, all three attack, the elementals with powerful slams and Maddok with his spiritually charged knife.
#3 Slam w/ Water Mastery, Power Attack, Flank, Inspire: 1d20 + 10 ⇒ (12) + 10 = 22
#3 Damage: 1d6 + 10 ⇒ (4) + 10 = 14
#4 Slam w/ Water Mastery, Power Attack, Flank, Inspire: 1d20 + 10 ⇒ (1) + 10 = 11
#4 Damage: 1d6 + 10 ⇒ (6) + 10 = 16
Dagger w/ Flank and Inspire: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d20 + 14 ⇒ (7) + 14 = 21
If Maddok gets grappled on the AoO that roll will be to reverse the grapple.
Since inspire is +2 rather than +3, the elementals should have +9 to attack and damage instead of +10. I'm taking that into account, plus rerolling Maddok's dagger damage as 1d4 instead of 1d20.
Dagger damage: 1d4 + 14 ⇒ (2) + 14 = 16
The elementals both miss, while the swimming Shoanti thrusts his dagger forcefully into the chuul's chitinous hide.
Map and information as above, except Maddok's move, which means noone else can see him due to the fog.
Up next: Appario, Xerath, Yahirma.
Appario answers Derek's question with one of his own.
"Why don't we just move the boat instead of the fog? Let's go forward or backwards Maddok!"
Appario looks around for Yahirma in the fog.
"Do you have a wand of healery that I can borrow?"
Appario readies to smack the chuul in its family jewels.
1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29 to hit;
1d10 + 6 ⇒ (5) + 6 = 11 damage.
The fog rolls over Yahirma just as do Appario's non-infernal words. She considers washing away the mist but reconsiders. A fog-hidden foe is as blind as we, she thinks. Instead, she reaches over and banishes a few more of Appario's ills.
Cure light wounds: 1d8 + 5 ⇒ (8) + 5 = 13
Let me know if the fog really needs to go.
Seeing that his target has hid herself, he will switch to melee as he holds his breath while leaping into the water to stab at the Chuul. (Now at Y20)
Power Attack + Inspire: 1d20 + 9 + 2 - 2 ⇒ (13) + 9 + 2 - 2 = 22
1d8 + 3 + 6 + 2 + 2 ⇒ (4) + 3 + 6 + 2 + 2 = 17
Since Xerath doesn't have a swim speed, or automatically gets 10 on a Swim check, he has to make a swim check every round in order to not sink :)
Rolling that for you:
Swim: 1d20 + 2 ⇒ (13) + 2 = 15
Xerath stabs the chuul's hide with his spear, dealing a significant amount of damage.
The chuul withdraws from the many opponents pestering it, ending at the bottom about 30 ft away.
There's still fog surrounding the boat (from W17 to AD24).
The chuul is on the bottom (20 ft down); anyone close enough to attack it won't be able to hear Derek's song due to the water.
Up next: The PCs.
Both elementals charge after their prey.
#3 Slam w/ Water Mastery, Power Attack, Charge: 1d20 + 8 ⇒ (14) + 8 = 22
#3 Damage: 1d6 + 7 ⇒ (5) + 7 = 12
#4 Slam w/ Water Mastery, Power Attack, Charge: 1d20 + 8 ⇒ (16) + 8 = 24
#4 Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Depending on if it's still alive Maddok will charge too.
Xerath climbs back onto the boat declining to follow the Chuul. He then takes a defensive stance. Total Defense. AC is 24, CMD 30
You're giving them +1 too much on attack, Maddok. Base attack is +5, which becomes +7 with +1 water mastery, -1 power attack, +2 charge.
They also can't charge from their current position, since there's no possible straight lines from their position to the chuul's position. As the map shows, AB23, AB24, and AB25 are not water.
The two elementals move towards the chuul, but both miss with their attacks.
Oops, I didn't bother looking at the map. For some reason, I thought it had just moved straight down. In any event, Maddok won't send them off to fight the chuul alone like that. They'd just be picked off. Instead he'll leave them where they're at to warn the party if it comes back.
Maddok swims over to the wall below the ledge where the fog originated.
Climb: 1d20 + 10 ⇒ (3) + 10 = 13
That probably doesn't make it but does Maddok get a sense for how difficult it would be to climb?
Derek, unsure what is happening outside the mist, and equally unsure that his song is reaching the ears of those in need stops performing and instead helps Xerath back into the boat, hoping the proud spellcaster can accept a little help from a comrade.
"Up you go, we might not be able to see the sniper, but something tells me that he can't see us either at the moment."
Yahirma leans slightly to her right, hoping to counterbalance Derek as he reaches over the side of the boat. She then calls upon spirits of mischief to pick apart the stalker's efforts at concealment.
Dispel magic caster level check: 1d20 + 9 ⇒ (9) + 9 = 18