DM Papa.DRB - Moru Country (Inactive)

Game Master Papa-DRB


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Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

I'd cast good hope before the battle began, and if time, freedom of movement on myself.

Since I'm a little ways down the list I'm going to hold off on stating actions for the combat

Actually, no I'm not. I've got an idea since there's a whole bunch of guards.

Watching the drow charge forward, Misha knows the warriors in her group will hit the front lines.

But given there's only so many that can charge through the streets at a time, she casts wall of sound in front of the next nearest group of charging drow. The wall will be a barrier drawn from one building across the street to another, so there is no way around it--they must charge through.

The idea is as the drow are charging down, she sets the wall down behind roughly the first row--ensuring it will be out of the way of her allies as they fight the front row. If she can cast it right on top of a line of drow, awesome. Otherwise, the hope is the remaining drow charge into the wall and set off the wall's effect. The wall should also help block arrows coming from the drow.

To be clear, the way I see this is there's the front row of drow fighting Rikar et al, then about 10 feet away (or a little more of needed) the wall, that shows up on or near the next group of charging drow.

Pasted from my character sheet
wall of sound V,S,M; Medium (100 ft. + 10 ft./level); Concentration + 1 round/level (12 rounds); Save None, SR Yes.
Creates translucent wall of sound up to 20 ft. long/level (240 ft) or a ring of sound with a radius of up to 5 ft./two levels (30 ft); either form 20 ft. high. When creatures hit the wall, it creates a burst of noise dealing 2d4 sonic damage to creatures within 10 feet of the triggering object or creature. The wall deflects arrows, bolts, loose debris, and Small or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed upward. Touching or passing through the wall deals 2d6 points of sonic damage + 1 point of sonic damage per caster level (12) (maximum +20). If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. A silence spell suppresses the wall within its area, but the wall reappears when the silence ends.

If the drow have spell resistance

Caster vs Spell Resistance: 1d20 + 12 ⇒ (18) + 12 = 30

I don't know who will hit/run through the wall so I'm not rolling damage at this time; Papa of course if you do that's awesome.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"Herd them together - I'll drop 'em and let them melt at the bottom of a hole!"

Josef holds until the warrior types all commit, so as to best affect the greatest number with an acid pit spell.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Just Gravity Bow right before the fun starts

Watching the drow approach Tellman starts considering options......spells, trick arrows, and other ideas come to mind. Suddenly Rikar shouts out across the battlefield and he reaches for his quiver, old soldier instincts kicking in as he moves to follow orders. Again tapping into the arcane energies of his companions He starts raining arrows over the soldiers to strike at the officers.

Full Attack with Casters Champion, Good Hope, and Deadly Aim

Deadly Aim, Manyshot, w Rapid, GH, etc: 1d20 + 21 + 2 - 2 - 4 ⇒ (14) + 21 + 2 - 2 - 4 = 31
Many Damage: 4d6 + 14 + 4 + 16 + 8 ⇒ (2, 1, 3, 5) + 14 + 4 + 16 + 8 = 53 plus Elemental: 2d6 ⇒ (4, 3) = 7
SR check: 1d20 + 6 ⇒ (11) + 6 = 17

Deadly Aim, Iterative #1, w Rapid, GH, etc: 1d20 + 16 + 2 - 2 - 4 ⇒ (16) + 16 + 2 - 2 - 4 = 28
Iterative Damage: 2d6 + 7 + 2 + 8 + 4 ⇒ (4, 2) + 7 + 2 + 8 + 4 = 27 plus Elemental: 1d6 ⇒ 5
SR check: 1d20 + 6 ⇒ (14) + 6 = 20

Thats 92 on the button. Unless they have some kind of energy resistance that should drop Officer #1

Deadly Aim, Iterative #2, w Rapid, GH, etc: 1d20 + 11 + 2 - 2 - 4 ⇒ (10) + 11 + 2 - 2 - 4 = 17
Iterative Damage: 2d6 + 7 + 2 + 8 + 4 ⇒ (5, 1) + 7 + 2 + 8 + 4 = 27 plus Elemental: 1d6 ⇒ 3
SR check: 1d20 + 6 ⇒ (4) + 6 = 10

Deadly Aim, Rapid, GH, etc: 1d20 + 21 + 2 - 2 - 4 ⇒ (20) + 21 + 2 - 2 - 4 = 37
Rapid Damage: 2d6 + 7 + 2 + 8 + 4 ⇒ (6, 4) + 7 + 2 + 8 + 4 = 31 plus Elemental: 1d6 ⇒ 6

Crit Confirm: 1d20 + 21 + 2 - 2 - 4 ⇒ (16) + 21 + 2 - 2 - 4 = 33
Crit Damage: 4d6 + 14 + 4 + 16 + 8 ⇒ (1, 6, 5, 2) + 14 + 4 + 16 + 8 = 56 plus Elemental: 2d6 ⇒ (2, 6) = 8
SR check: 1d20 + 6 ⇒ (2) + 6 = 8

Officer #2 takes 114 from the arrows so the elemental damage doesnt much matter.......


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena will happily put an enlarge person on Rikar from her wand.

When the Warriors charge, she uses her new spell. She casts and a pit appears beneath the front warriors. Then, with a gesture, the pit itself moves away 20 feet along the line of warriors, trying to swallow them as well.

Reflex save DC 22 to avoid the roaming pit. Pit is 50 feet deep, so 5d6 ⇒ (3, 6, 5, 5, 2) = 21 points of falling damage.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

EDIT:i found a goof in my copy/paste for Deadly Aim.....that second iterative actually misses so officer #2 only takes 87 points (too bad thats the SR check I failed, might have dropped him anyway!)

sorry about that. I have rang the bell of shame at myself on your behalf.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Therena;pit;DC22;+3: 4d20 ⇒ (13, 5, 14, 18) = 50
Josef;pit;DC22;+3;damage: 4d20 ⇒ (8, 19, 8, 19) = 548d6 ⇒ (1, 5, 6, 1, 1, 4, 4, 5) = 27
Misha: 2d6 + 12 ⇒ (5, 5) + 12 = 22
Drow melee;+9;+3: 4d20 ⇒ (13, 12, 19, 1) = 454d6 ⇒ (5, 3, 2, 6) = 16 vs Rikar AC 24 (#3 threat)
Drow melee;+9;+3: 1d20 ⇒ 201d6 ⇒ 3 vs Rikar AC 24 (yes crit)
Drow range;+8;+0: 6d20 ⇒ (8, 14, 19, 4, 11, 8) = 646d4 ⇒ (1, 4, 3, 4, 4, 2) = 18 vs Therena AC 11 (#3 threat)
Drow range;+8;+0: 1d20 ⇒ 101d4 ⇒ 4 vs Therena AC 11 (yes crit)
Drow range;+8;+0: 6d20 ⇒ (6, 6, 10, 11, 3, 4) = 406d4 ⇒ (3, 2, 2, 1, 2, 3) = 13 vs Josef AC 20
Drow range;+13;+2: 1d20 ⇒ 101d4 ⇒ 3 vs Josef AC 20
CMW: 2d8 + 8 ⇒ (2, 4) + 8 = 14

While waiting for the drow to show up, Misha casts Good Hope on the group, and Freedom of Movement on herself. Therena casts enlarge on Rikar, Telman casts Gravity Bow, and you all wait and prepare for the coming onslaught.

The guards charge in two groups, with the officers trailing behind. Rikar and Latys move up to engage the front rank. Rikar kills one guard and between him and Latys, the almost kill another, who is tripped by Latys and laying on the ground. Therena happily casts a new spell that she learned, and a pit forms in front of the front row of drow and moves twenty along the line and four of the warriors fall in. Telman fires arrows at the officers, killing one and wounding the second. Josef creates a pit under four of the drow in the front rank and two of them manage to jump to the side, while the other two fall to the bottom. Misha seeing a bit of distance between the two ranks of drow guards, drops a wall of sound between the first rank of guards and the second rank, and every one of the second rank is wounded. The two remaining officers, just behind the second rank also run thru it and are wounded.

The six drow in the pits attempt to climb but encumbered as they are with weapons and gear, they are not able to make any headway up the sides of the pits. The drow that was tripped tries to stand, but Rikar and Latys take a swing at it(AOO) and kill it. The other four in the first rank close with and surround Rikar, and only one hits him, but does so critically. The second rank of drow, watching that their were arcane casters, are so well trained that six of them shoot at Therena, and six of them shoot at Josef. All six of the hand crossbow bolts hit Therena, one critically, and none of them hit Josef. The slightly wounded officer fires a crossbow bolt at Josef and wounds him, while the significantly wounded ones pulls out a potion, drinks it and some of his wounds close up.

Telman - None of the SR was overcome - They are SR 22. I am assuming the elemental damage has to beat the SR or it does not count.

Front Row (12) - Rikar/Latys kill 1. Tripped 1. Therena pit 4. Josef pit 2.
Second Row (12) - all damaged by Misha spell

Josef & Therena - Save(s) to be made:

Josef - 1 save vs Poison; Therena - 8 saves vs Poison
Drow Poison
Type poison, injury; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect unconsciousness for 1 minute; Secondary Effect unconsciousness for 2d4 hours; Cure 1 save

Rikar UP
Init (HP Cur/Max, AC)

Rikar: 22 (149/149, 24)
Latys: 22 (118/118, 26/30)
Therena: 19 (102/102, 11/15)
Telman: 18 (118/118, 20)
Josef: 13 (129/129, 20)
Misha: 13 (111/111, 21)
Kreig: 12 (104/104, 23)
Foe(s): 11


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena has an AC of 15 because of mage armour, so one of those misses. 18 points of damage total, and five Fort saves.

Fort saves +9: 5d20 ⇒ (18, 16, 1, 17, 17) = 69
Down she goes, even though the wounds are not nearly bad enough to take her out.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Josef Fort vs. Poison (+10) 1d20 + 10 ⇒ (16) + 10 = 26

Josef looks at the small dart sticking out of his shoulder, knocking it down to the ground with a grunt. He sees Therena fall, assuming the cursed poison to have taken effect, and swears in dwarven.

Undercommon: "You'll pay for that, you underground dwelling slugs. Suck on this!"

Drawing his greatsword from his back, Josef flies to attack the slightly wounded officer who shot him, grinning maniacally as he does.

Power Attack, Charge, Arcane Strike: 1d20 + 16 ⇒ (14) + 16 = 30 to hit, for 2d6 + 17 ⇒ (1, 6) + 17 = 24

AC currently 20 (22 due to extended cat's grace, -2 from charge)


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

”Therena!” Kreig bellows in shock as the fair-haired spellcaster slumps into unconsciousness. He swiftly pulls an arrow and applies dose of Blue Whinnis. ”Don’t ya fret none, girlie. Ol’ Kreig is comin’...” He slips over to her side and draws back the arrow, whispering the command word to Seeker to enhance his shooting ability...aiming with all his focus upon one of the officers that remains unwounded...

Seeker: 1d20 + 37 ⇒ (4) + 37 = 41 (True Strike 2/3, GH)
Damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9 (Vital Strike)

Drow Officer Fort Save (DC 14): 1d20 + 4 ⇒ (1) + 4 = 5
> CON -1 and Relative HP drop
> Unconscious for 1d3 ⇒ 1 hour

He pulls a vial of antitoxin from his belt...


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Telman quickly assesses the battlefield. While he would like to continue his barrage against the officers its obvious that 4 against one odds are tough for even a warrior as mighty as Rikar. Carefully taking aim he begins picking off guards one at a time.

Full Attack, Deadly Aim, Good Hope, and if Rikar is in melee Im assuming Point Blank

Deadly Aim, Manyshot, w Rapid, PBS: 1d20 + 17 + 1 + 2 - 2 - 4 ⇒ (15) + 17 + 1 + 2 - 2 - 4 = 29
Many Damage: 4d6 + 14 + 2 + 4 + 16 ⇒ (5, 1, 6, 4) + 14 + 2 + 4 + 16 = 52 plus Elemental: 2d6 ⇒ (4, 1) = 5
SR check: 1d20 + 6 ⇒ (4) + 6 = 10 fail, no ice damage, guard #1 takes 52 and drops

Deadly Aim, Iterative #1, w Rapid, PBS: 1d20 + 12 + 1 + 2 - 2 - 4 ⇒ (6) + 12 + 1 + 2 - 2 - 4 = 15
Iterative Damage: 2d6 + 7 + 1 + 2 + 8 ⇒ (4, 6) + 7 + 1 + 2 + 8 = 28 plus Elemental: 1d6 ⇒ 3
miss? really??

Deadly Aim, Iterative #2, w Rapid, PBS: 1d20 + 7 + 1 + 2 - 2 - 4 ⇒ (16) + 7 + 1 + 2 - 2 - 4 = 20
Iterative Damage: 2d6 + 7 + 1 + 2 + 8 ⇒ (3, 5) + 7 + 1 + 2 + 8 = 26 plus Elemental: 1d6 ⇒ 6
SR check: 1d20 + 6 ⇒ (9) + 6 = 15 fail, no ice damage, guard #2 takes 26

Deadly Aim, Rapid, PBS: 1d20 + 17 + 1 + 2 - 2 - 4 ⇒ (15) + 17 + 1 + 2 - 2 - 4 = 29
Rapid Damage: 2d6 + 7 + 1 + 2 + 8 ⇒ (5, 4) + 7 + 1 + 2 + 8 = 27 plus Elemental: 1d6 ⇒ 2
SR check: 1d20 + 6 ⇒ (4) + 6 = 10 and another fail, no ice damage, guard #2 takes another 27 for a total of 53 and drops


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Any chance of a haste spell, or is that unnecessary?

Rikar pauses a moment to give Latys the benefit of their incredible teamwork, then cuts at the nearest guard, but his strike is a poor one indeed!

Move action to give Stealth Attack benefits to Latys, then attack.

Scythe, PA, Outflank: 1d20 + 25 ⇒ (1) + 25 = 26 Won't bother to add in all the bonuses...
Damage, PA, Precise Strike, Stealth Attack, Fire: 2d4 + 4d6 + 1d6 + 23 ⇒ (3, 2) + (3, 4, 1, 6) + (5) + 23 = 47


Adult Gold Dragon 18 | Init +0 | Perc +26 | AC 30 / T 8 / FF 30 | HP 324 | Saves: F +17 | R +11 | W +16 | DR 5/magic

After Rikar attacks, Latys makes a noise that sounds suspiciously like a laugh, if cats could laugh. She then turns her attention to killing drow, tearing one to pieces and badly injuring another while knocking him to the ground!

Bite attack, Good Hope: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Bite damage, Precise Strike, Stealth Attack: 5d6 + 12 + 2 ⇒ (6, 4, 1, 4, 6) + 12 + 2 = 35

Claw attack, Good Hope: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34
Claw damage, Precise Strike, Stealth Attack: 1d3 + 4d6 + 12 + 2 ⇒ (1) + (4, 5, 3, 1) + 12 + 2 = 28 First two attacks should take one down.

Claw attack, Good Hope: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
Claw damage, Precise Strike, Stealth Attack: 1d3 + 4d6 + 12 + 2 ⇒ (3) + (1, 1, 4, 4) + 12 + 2 = 27

Trip attack: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21

That's one guard down and one with 27 damage and prone (assuming 21 beats the guard's CMD).


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Acid Pit: 2d6 ⇒ (5, 5) = 10
Drow range;+8;+0: 6d20 ⇒ (2, 14, 9, 3, 8, 12) = 486d4 ⇒ (2, 4, 4, 4, 3, 2) = 19 vs Kreig AC 23
Drow range;+8;+0: 6d20 ⇒ (16, 16, 15, 18, 16, 1) = 826d4 ⇒ (1, 3, 2, 3, 3, 1) = 13 vs Rikar AC 24
Drow O;melee: 1d20 + 13 ⇒ (1) + 13 = 141d6 + 5 ⇒ (4) + 5 = 91d20 + 8 ⇒ (4) + 8 = 121d6 + 5 ⇒ (6) + 5 = 11 vs Josef AC 20 (frickin really!!!)

Rikar swings at the nearest of the guards attacking him but misses badly. However he gives Latys benefits for his attacks, and the cat kills one, damages another and trips it. Therena falls to floor unconscious. Telman, seeing Rikar surrounded, fires arrows and downs the two still standing and attacking Rikar. Josef ignores the bolt in his shoulder and flies at the barely wounded drow officer and wounds it. Misha concentrates on the wall of sound, hoping that either the officers or second rank will decide to flee and run thru the wall again. Kreig, puts some poison on an arrow and shoots at the drow officer not engaged with Josef, hits, and the drow falls to the ground unconscious.

The drow in the pits continue to fail at climbing out, and the four in the acid pit take additional damage. The twelve second rank drow, continue to fire poisoned bolts, this time aiming for Kreig, whom they miss, and Rikar who gets hit by four of the bolts. The drow officer switches to his rapier and attacks Josef twice, but misses both times.

Rikar UP
Init (HP Cur/Max, AC)

Rikar: 22 (128/149, 24)
Latys: 22 (118/118, 26/30)
Therena: 19 (80/102, 11/15)
Telman: 18 (118/118, 20)
Josef: 13 (124/129, 20)
Misha: 13 (111/111, 21)
Kreig: 12 (104/104, 23)
Foe(s): 11

Guards:
HP [24x44] (1st row) 5xdead AP4x13 JP2x27 Trip1x17 (2nd row) 12x22 AC17 T12 F15; SR16 F4 R3 W2 (+4 vs spells & sla) PG78
Officers:
HP dead Unc19 Jos46 AC18 SR22 F7 R5 W4 (+6 vs spells & sla) PG78

Rikar - Saves:

Rikar - 4 saves vs Poison
Drow Poison
Type poison, injury; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect unconsciousness for 1 minute; Secondary Effect unconsciousness for 2d4 hours; Cure 1 save

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Josef swings at the officer in melee range, sword whistling with speed.

1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29 to hit, for 2d6 + 22 ⇒ (2, 4) + 22 = 28 slashing damage.

1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25 to hit, for 2d6 + 22 ⇒ (4, 6) + 22 = 32 slashing damage.

It'd be nice if I could remember when my power attack bonuses increase, eh? Also when good hope is cast on me. Oh well

AC currently 22 from extended cats grace.

Undercommon: "And now you die, you lousy underground excuse for an elf!"


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha maintains the wall and moves toward Therena.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Fort: 1d20 + 11 ⇒ (1) + 11 = 12

Rikar glances down at the bolts peppering his now-giant chest and shoulder like so many biting flies. He raises a hand to brush them off, but his head tips to the side and he slumps to the floor!

How embarrassing! Unless someone has a re-roll ability that they've been keeping secret, Rikar will be resting for a bit.


Adult Gold Dragon 18 | Init +0 | Perc +26 | AC 30 / T 8 / FF 30 | HP 324 | Saves: F +17 | R +11 | W +16 | DR 5/magic

Seeing Rikar fall, Latys rips the throat out of the guard on the ground with her teeth, then lashes at another, bringing him to the ground as she moves to stand over her master!

Full attack, then 5-foot step next to Rikar.

Bite attack, GH: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Bite damage: 1d6 + 12 + 2 ⇒ (6) + 12 + 2 = 20 That will kill the prone guard.

Claw attack: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Claw damage: 1d3 + 12 + 2 ⇒ (2) + 12 + 2 = 16

Claw attack: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Claw damage: 1d3 + 12 + 2 ⇒ (2) + 12 + 2 = 16

Trip attack: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22

That's 32 damage to another guard, who's now prone.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

He spies Misha moving towards himself and Therena and drops the antitoxin vial next to the unconscious sorceror and dashes towards Rikar as his enlarged form falls to the ground. ”Dagnabbit, Longshanks. T’ain’t no time fer nappin”!” Kreig’s twin daggers are in his hands and he moves into position opposite Latys. ”C’mon, kitty-cat, let’s carve us up some drow-meat!!”

Dagger 1: 1d20 + 14 ⇒ (9) + 14 = 23 (GH)
Damage: 1d4 + 3 + 7d6 ⇒ (3) + 3 + (3, 6, 4, 6, 2, 1, 2) = 30
(Crippling Strike -2 Strength)

Dagger 2: 1d20 + 14 ⇒ (17) + 14 = 31 (GH)
Damage: 1d4 + 3 + 7d6 ⇒ (3) + 3 + (4, 2, 6, 6, 3, 1, 1) = 29
(Crippling Strike -2 Strength)

Dagger (Second Attack): 1d20 + 9 ⇒ (17) + 9 = 26 (GH)
Damage: 1d4 + 3 + 7d6 ⇒ (1) + 3 + (5, 1, 1, 4, 6, 6, 1) = 28
(Crippling Strike -2 Strength)

I keep forgetting about Crippling Strike for my sneak damage. Not sure how to parse out the damage or how many I down.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Telman curses as Rikar drops to the ground. Not seeing much blood the archer can only assume the ranger has fallen to the rain of poison darts. A rain Telman decides to start reducing.

Full attack w Deadly aim at the guards in the back row (so Im assuming NOT in point blank)
Deadly Aim, Manyshot, w Rapid, GH: 1d20 + 17 + 2 - 2 - 4 ⇒ (18) + 17 + 2 - 2 - 4 = 31
Many Damage: 4d6 + 14 + 4 + 16 ⇒ (2, 1, 4, 4) + 14 + 4 + 16 = 45 plus Elemental: 2d6 ⇒ (6, 3) = 9
SR check: 1d20 + 6 ⇒ (16) + 6 = 22 one guard drops, slightly frosty

Deadly Aim, Iterative #1, w Rapid, GH: 1d20 + 12 + 2 - 2 - 4 ⇒ (3) + 12 + 2 - 2 - 4 = 11 grumble grumble grumble
Iterative Damage: 2d6 + 7 + 2 + 8 ⇒ (4, 4) + 7 + 2 + 8 = 25 plus Elemental: 1d6 ⇒ 4

Deadly Aim, Iterative #2, w Rapid, GH: 1d20 + 7 + 2 - 2 - 4 ⇒ (17) + 7 + 2 - 2 - 4 = 20
Iterative Damage: 2d6 + 7 + 2 + 8 ⇒ (4, 4) + 7 + 2 + 8 = 25 plus Elemental: 1d6 ⇒ 4
SR check: 1d20 + 6 ⇒ (17) + 6 = 23 second guard drops, also chilled

Deadly Aim, Rapid, GH: 1d20 + 17 + 2 - 2 - 4 ⇒ (9) + 17 + 2 - 2 - 4 = 22
Rapid Damage: 2d6 + 7 + 2 + 8 ⇒ (4, 4) + 7 + 2 + 8 = 25 plus Elemental: 1d6 ⇒ 1
SR check: 1d20 + 6 ⇒ (5) + 6 = 11 no frost damage but combined w the Wall thats enough to drop #3


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Wall: 2d6 + 12 ⇒ (2, 5) + 12 = 19
Acid Pit: 2d6 ⇒ (3, 4) = 7
Drow range;+8;+0: 9d20 ⇒ (4, 6, 17, 20, 17, 15, 7, 10, 9) = 1059d4 ⇒ (1, 4, 4, 3, 3, 2, 1, 3, 2) = 23 vs Telman AC 20

After being hit by one of the hand crossbow bolts, Rikar goes to swat it away but instead slumps to the ground, unconscious. Latys kills the prone guard near them, then stands over his fallen friend rather than move into the second row of drow and leave Rikar alone. Therena still lays on the ground, unconscious. Telman fires arrows at the guards that are still shooting bolts at the group, and kills three of them in the second row. Josef kills the officer that he had been fighting with, leaving only one officer. Misha continues to concentrate on the sound wall as she moves up to Therena and Kreig. Kreig drops the anti-toxin and moves up to protect Rikar, but Latys had already killed the drow.

The six drow in the pits are still not able to climb out and those in the acid pit continue to take acid damage, while the officer turns to leave, runs into the wall and dies. The nine drow remaining in the second row, all fire their bolts at Telman with four hitting him, but fortunately for the archer, they only damage him, and are not covered in poison.

Front Row (12) - Dead 6. Therena pit 4. Josef pit 2.
Second Row (12) - all damaged by Misha spell. Dead 3
Officer (3) - dead
.
Therena: 8/10
Rikar: 9/10

Rikar UP
Init (HP Cur/Max, AC)

Rikar: 22 (128/149, 24)
Latys: 22 (118/118, 26/30)
Therena: 19 (80/102, 11/15)
Telman: 18 (106/118, 20)
Josef: 13 (124/129, 20)
Misha: 13 (111/111, 21)
Kreig: 12 (104/104, 23)
Foe(s): 11

Guards:
HP [24x44] (1st row) 6xdead AP4x6 JP2x27 (2nd row) 3xdead 9x22 AC17 T12 F15; SR16 F4 R3 W2 (+4 vs spells & sla) PG78

Officers: all dead

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Josef flies over to engage the drow in melee, hoping to limit the effectiveness of their stupid little crossbows.

"You should have fled back into the Darklands, fools. Now you die!"

He attacks the centermost guard with his greatsword.

1d20 + 19 ⇒ (19) + 19 = 38 to hit, for 2d6 + 22 ⇒ (3, 2) + 22 = 27 slashing damage
Confirmation: 1d20 + 19 ⇒ (13) + 19 = 32 for 2d6 + 22 ⇒ (2, 3) + 22 = 27 slashing damage

With a casual swing Josef decapitates the guard he attacks, looking to the left and right at the remaining 8, daring them to attack.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Am I reading this right that the only drow left are 9 drow in the second row (all damaged by the sound wall) and the 6 in the pits?


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

@Misha - Yes, but Therena and Rikar are down.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Telman takes a deep breath for a second, fearing the drow poison might drop him as well. When nothing happens he mutters a quick thanks to Erastil before again putting arrows to string. Trying to ensure that the impulsive Josef is not overwhelmed he begins targeting drow closest to the sword-wielding mage.

Full Attack, will start at Josef's position and radiate out in an attempt to prevent any 'full attacks' against him.

Deadly Aim, Manyshot, w Rapid, GH: 1d20 + 17 + 2 - 2 - 4 ⇒ (15) + 17 + 2 - 2 - 4 = 28
Many Damage: 4d6 + 14 + 4 + 16 ⇒ (5, 1, 5, 5) + 14 + 4 + 16 = 50 plus Elemental: 2d6 ⇒ (6, 4) = 10
SR check: 1d20 + 6 ⇒ (8) + 6 = 14 one closest to his left drops

Deadly Aim, Iterative #1, w Rapid, GH: 1d20 + 12 + 2 - 2 - 4 ⇒ (18) + 12 + 2 - 2 - 4 = 26
Iterative Damage: 2d6 + 7 + 2 + 8 ⇒ (3, 1) + 7 + 2 + 8 = 21 plus Elemental: 1d6 ⇒ 3
SR check: 1d20 + 6 ⇒ (2) + 6 = 8 closest one on his right does NOT fall (unless Im within 30' now and get PBS, cuz the +1 would be enough to do the trick)

Deadly Aim, Iterative #2, w Rapid, GH: 1d20 + 7 + 2 - 2 - 4 ⇒ (10) + 7 + 2 - 2 - 4 = 13
Iterative Damage: 2d6 + 7 + 2 + 8 ⇒ (1, 2) + 7 + 2 + 8 = 20 plus Elemental: 1d6 ⇒ 1
SR check: 1d20 + 6 ⇒ (3) + 6 = 9
I always forget I have this Reliable Strike ability:

Reliable Strike:
Reliable Strike (Ex)

At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse.


Reroll Iterative #2: 1d20 + 7 + 2 - 2 - 4 ⇒ (14) + 7 + 2 - 2 - 4 = 17 so thats a hit on the next closest one on the left, so he now has 2 hp left

Deadly Aim, Rapid, GH: 1d20 + 17 + 2 - 2 - 4 ⇒ (10) + 17 + 2 - 2 - 4 = 23
Rapid Damage: 2d6 + 7 + 2 + 8 ⇒ (4, 5) + 7 + 2 + 8 = 26 plus Elemental: 1d6 ⇒ 1
SR check: 1d20 + 6 ⇒ (13) + 6 = 19 next closest one on the right drops

NET RESULT:
2 drop, 1 down to 1hp, 1 down to 2hp


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig shoots into the 2 drow that are nearly dead from Telaman’s.m barrage.

Seeker: 1d20 + 17 ⇒ (17) + 17 = 34 (GH)
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Seeker: 1d20 + 12 ⇒ (12) + 12 = 24 (GH)
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

He pulls his 2nd antitoxin and readies to pour it down Rikar's gullet.

2 more down. Misha, there's an antitoxin next to Therena. If is read the description properly I'd have given it to her before moving to Rikar. Sorry! :(


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha picks up the antitoxin, pockets it with a chuckle, and casts neutralize poison on Therena.

Caster Level check vs poison: 1d20 + 13 ⇒ (19) + 13 = 32

She ceases to concentrate on the wall, but knows it will remain for over 30 seconds without her focusing on it (13 rounds).

BTW I think definitely the retrieve, pocket, and cast, would technically be more actions than Misha has, and I'm writing that more to be descriptive. The priority is casting the spell.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Woohoo! Misha!


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena comes to. Realizing that the pit spell is still active, she spends two move actions to move the pit underneath all the remaining guards (assuming 40 feet is enough to get them all).


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 51d4 ⇒ 4

This is campground closing weekend and Bronx Zoo day, so I will be mostly off line Sunday, October 9th, thru Tuesday, October 11th, while we close up the camper Sunday and Monday, and take our grand daughter to the Bronx Zoo on Tuesday. Back Wednesday.

Rikar is still down, with Latys standing guard over him. Telman drops two more of the second row guards with arrows, as Josef kills another. Misha gives the antitoxin to Therena, who stands and moves the pit, dropping four of the guards into it, killing them as they hit bottom, while Kreig drops the remaining two with Seeker. The four guards in the acid pit, die from acid overdose, while the only two guards alive are still in the pit that Josef created, but still at the bottom.

Rikar UP
Init (HP Cur/Max, AC)

Rikar: 22 (128/149, 24)
Latys: 22 (118/118, 26/30)
Therena: 19 (80/102, 11/15)
Telman: 18 (106/118, 20)
Josef: 13 (124/129, 20)
Misha: 13 (111/111, 21)
Kreig: 12 (104/104, 23)
Foe(s): 11

Guards: 27 27 rest dead
Officers: all dead


Adult Gold Dragon 18 | Init +0 | Perc +26 | AC 30 / T 8 / FF 30 | HP 324 | Saves: F +17 | R +11 | W +16 | DR 5/magic

Seeing no foes to fight, Latys turns to Rikar and gives his face a long, rasping lick with her tongue, attempting to wake him. Rikar dozes on, oblivious.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha didn't use the antitoxin, she cast a spell. And she's going to do it again!

Misha next runs over to Rikar and tries to magically heal him, issuing reassuring tones to Latys that she's going to make him better.

Neutralize Poison Caster level check: 1d20 + 13 ⇒ (17) + 13 = 30

Once Rikar comes to, she pats him on the shoulder, and helps him up. She returns the antitoxin to Kreig. "Better hold onto that," she says to him with a wink.

She looks at the rest of the group. "Anyone left in those pits? Therena you okay?"

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"A couple of living drow. Shall we rectify that? A few arrows should take care of it."


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar raises his head from the stone floor, a bleary look in his eyes. "Wha'appen...?" he mutters, then breathes out a sigh of frustration and embarassment as he clambers awkwardly to his feet with Misha's help. "Poisoned again, eh Mishinika?" he says in disbelief. "You'd think I could handle the sleep juice on their little darts!"

He scans the carnage in the cavern and says, "Looks like you all did fine without me, that's good. Sorry to not hold up my end of things." He bends down to pick up his scythe, stands abruptly as his head begins to spin, then squats down slowly and carefully to recover his weapon.

Laying a hand on Latys, he says quietly, "Good girl, staying by my side. Let's see if we can't help with the mopping up."


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 31d4 ⇒ 1

Mopping up is easy, as the drow do not have the ability to climb out of the pit and between the bows of the group, the few remaining drow are killed. The gnomes that are with you, look quite impressed at the way you handled the situation.

"All that is left is the commander, the ambassador and more guards, however I suspect that some of the guards, and maybe the ambassador will be heading back to where the drow clerics are located. You would need be prepared with antitoxins and spells because they all have the poisoned bolts. I suspect that the rest of them will be along shortly."

Next?

You have perhaps five minutes before the last crew of guards and officer(s) show up. What you going to do?
Re: Antitoxin. As far as I can determine, it provides a +5 to Fort saves, and does NOT eliminate the toxin if poured down someones throat after they have been affected. At least I can't find anything that hints at that.
Per above, off till Wednesday.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

No one used the antitoxin, Papa. I cast neutralize poison. I think the point of giving antitoxin after the fact would be if you use Heal to treat poison, I.e., give the character another saving throw vs poison, they then get the +4 to that save.

Will post IC in a bit.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"Indeed, I feel you are correct. Those famnable knockout darts are enough trouble, let alone any spells their leaders will throw our way."

Josef cleans his blade on a fallen drows clothes before sheathing it.

"Speed and violence of action are the keys, now. We'll have to trust in Kreig's traps for anyone fleeing this way."


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

"How well would they know this terrain? I could use an illusion to create a bulge in this rock face we could hide behind."


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha rolls her eyes and replies to Rikar with gentle teasing. "Yeah Rikar, you only killed four or five of them, try harder next time."

She dismisses the wall of sound so no gnomes accidentally run through and hurt themselves.

She nods at Therena. "Hiding in ambush is a good idea. We can hopefully attack and if we drive any away they run toward the traps."

She shrugs. "As for poison... none of us are completely immune, that I know of. We can bolster ourselves as best we can, but with the volume of bolts flying at us, there's always a chance we fall. If we want to adjust our tactics differently it should involve restricting their ability to used ranged fire at all... but if we do that, we may well restrict Telman as well and he was crucial in bringing a number of the drow down."


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

"If we are hidden, we can come out of the illusion when we are level with their archers. Rikar's scythe should deter them from ranged attacks."

As soon as they hear someone coming, Therena casts mirror image on herself then creates a pocket of illusory rock against a rock face, trying to make it look like a natural bulge in the rock face. DC 17 to disbelieve

She also puts weapon of awe on Rikar's scythe.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Telman turns to look at their surroundings. "Those hand crossbows can't fire anywhere near as far as I can. If some of you hide while Josef and I wait for them to come, we can weaken their ranks from outside their range. Maybe draw them closer to us so that your ambush can take them from the flank or behind? Like Therena says, if Rikar's scythe is right in their faces I doubt they'll be thinking of firing their silly little bolts."

Not suggesting a map or anything, just thinking that if the next attack is similar to the last one, our ambush could engage the 'second rank' in melee. And with longbows and long-range spells I'm hoping the archers would get maybe 1-2 rounds of shots before the drow are in range. Even on a 4x move the average drow is in longbow range before they can reach me in 1 round......and thats assuming the tunnels we're in arent big enough to allow me to take the -2 and start shooting at 220 ft.....

When the moment is close at hand, Telman renews his Gravity Bow enchantment and angles his bow upwards to fire at long range.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

If everyone is here but just has nothing to say, could they check in OOC?

"That's a good point, Telman.

Do any of our buffs need to be recast?

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"I can hang back and use spells. I got a little excited there, when Therena got dropped like she did. Perhaps I will reflect on that choice going forward."

Prior to combat, Josef will cast haste on the group.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Sorry for being quiet, been traveling.

Now that he's back on his feet, Rikar isn't particular about the plan. "As long as I can get close to 'em, I'm good. If they're full of arrows when I get there, that's okay with me."


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig puts Seeker in its holster on his back and draws his twin daggers. "Let's make 'em dead." He steps up close to Rikar and nods.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Therena will cast an illusionary wall/rock formation and Rikar, Latys, Misha, Kreig, Therena hide behind it.
.
Telman, and Josef start shooting as drow come into view and hope they charge.
.
As they get past the illusion, Rikar, Latys attack. Kreig uses his bow. Misha, Therena buff, pit, ?

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

If they flee - pit & then shoot many times.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha will cast displacement on Rikar. "Maybe that'll help keep the bolts off you."


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

"Many thanks, Misha," Rikar says, looking with interest at the way his form seems to blur and jump about.

Sounds like a plan to me, DRB, though Kreig did post saying he put away his bow and drew his daggers, so it seems he's planning on joining the melee.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Before casting the wall, Therena also casts message, so they can communicate with each other. She suggests that the archers spread their arrows out to weaken them, and Therena can finish them off with a couple fireballs.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

How wide of a corridor are we talking about here? I'm just wondering if it would be possible to create some sort of barrier behind the drow so they have no way to escape except to come forward to our position.

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