GM Harker |
Melufiuos casts an illusion spell that makes it appear that he is entering the next room. As soon as the figment passes through the doorway, one arrow and two bolts fly out at it.
Zephyrus moves up the rest of the group and takes an extract to make his bombs more powerful against single targets. If you moved close enough to see the enemies, they would have attacked you instead of Mel's illusion. I assumed you preferred the illusion get hit instead.
"It's just an illusion." A voice growls out in Elven.
When you enter the room you'll see that beyond a few pieces of furniture made of petrified wood and a stack of sleeping pallets, this rounded triangular room is devoid of furnishings and gives the appearance of having been ransacked. A wealth of mushrooms and fungi grow to a height of three feet around the periphery of the room. Open doorways allow passage to the north and south, and a closed door made of petrified wood stands in the middle of the curved eastern wall. A dusky elf stands holding bow, while two others appear to be behind upturned tables.
Notes about the map, the squares with fungi in them take 4 squares of movement to pass through.
Also, two of the enemies have total cover from the door due to being behind tables. Only one is standing up, but he has partial cover from the table in front of him.
It's a Knowledge (local) check DC 12 to confirm these are drow. If you beat the DC by more than 5 (and for every 5 above that) you can ask 1 question.
Z Bow: 1d20 + 14 ⇒ (11) + 14 = 25
Will Save: 1d20 + 7 ⇒ (17) + 7 = 24
S Bow: 1d20 + 11 ⇒ (7) + 11 = 18
Will Save: 1d20 + 1 ⇒ (10) + 1 = 11
F Bow: 1d20 + 11 ⇒ (3) + 11 = 14
Will Save: 1d20 + 1 ⇒ (20) + 1 = 21
Z Init: 1d20 + 3 ⇒ (13) + 3 = 16
Other Init: 1d20 + 4 ⇒ (9) + 4 = 13
PC Init
Heccan's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Melufiuos' Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Quiella's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Vailis' Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Valik's Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Zephyrus Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative (Round 1)
Heccan [1 Damage] <= Up
Melufiuos <= Up
Dusky Elf with Bow
Zephyrus [1 Con Damage]
2 Dusky elves behind tables
Vailis
Valik
Quiella
Heccan and Mel are up first!
Quiella |
Current status, so its easy for me to find on my turn:
Shield of faith is active for 3+ minutes
Shield is active for the next 9 rounds
In total, AC is 5 higher than what is listed in Quiella's stat line
Polearm is drawn
Heccan Abraxi |
Quick question, was Heccen able to cast Greater Invisibility prior to fight? If not, he will take his action to cast Greater Invisibility. If Hec is already invisible, he will cast a fireball into the room, targeting the two drow to the south of the room. Will post rolls if needed.
Heccan drawn upon his infernal arcane power as waves of energy encircle the sorcerer.
Caster Check plus Spell Penetration v SR: 1d20 + 10 ⇒ (19) + 10 = 29
Caster Check plus Spell Penetration v SR: 1d20 + 10 ⇒ (3) + 10 = 13
Fireball DC 19 REF for half: 8d6 ⇒ (3, 6, 6, 1, 6, 4, 6, 2) = 34
Melufiuos Benidictus |
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Yay! I finally did something right!
know local: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
"Drow! Scum from below the earth!"
If Mel were to cast shatter at the table the southern one is hiding behind? Would it potentially destroy the table, removing his cover? If so, AND Heccan hasn't already killed them all, that is what he'll do. If Mel knows that is silly, I'll try something else.
What questions should we ask? Resistances? Special abilities? Social Security Number?
Melufiuos Benidictus |
At least one other person in the world thinks that might work, so Mel will definitely go with casting Shatter on the table. He'll move first if he needs to get a better line of sight.
For lack of any other input
* Do the drow have any immunities/resistances?
* What special attacks do they have?
GM Harker |
1 person marked this as a favorite. |
My apologies for the late post, I'll try to get better at giving you all a warning when I won't be able to update for more than 24 hours.
Since the group was warned of the ambush, Heccan had plenty of time to make himself invisible.
Both Heccan and Mel are going to have to move into the room somewhat in order to hit their targets. Heccan can't see both targets, and Mel does not have a clear view of the table. I moved them both the minimum amount.
Melufiuos knows that drow are immune to sleep and have spell resistance. He also knows that they can cast dancing lights, darkness, and faerie fire once per day.
Now invisible, Heccan casts a Fireball into the room. The female drow behind the table completely dodges the flames, while the drow with the bow seems to resist the spell itself.
Melufiuos moves slightly into the room and casts Shatter, splitting in the half the table the female drow was crouching behind.
"Time to die, overland scum." The drow with the bow says in Elven as he fires three arrows at Melufiuos. Two of the arrows hit, and Melufiuos falls unconscious on the ground. Mel takes 37 damage from the first hit, 15 from the second for a total of 52. In case someone thinks I may be overestimating, there may be Bane arrows and Ranger abilities involved with this.
F Elf Ref: 1d20 + 10 ⇒ (19) + 10 = 29
Drow Bow Manyshot first attack: 1d20 + 22 - 2 ⇒ (8) + 22 - 2 = 28
Damage: 2d6 + 1 + 2 + 6 + 2d6 + 2d6 + 1 + 2 + 6 ⇒ (1, 4) + 1 + 2 + 6 + (1, 6) + (4, 3) + 1 + 2 + 6 = 37
Drow Rapid shot: 1d20 + 22 - 2 ⇒ (1) + 22 - 2 = 21
Drow Iterative Attack: 1d20 + 9 + 1 + 6 ⇒ (15) + 9 + 1 + 6 = 31
Damage: 2d6 + 1 + 6 + 1d6 ⇒ (5, 2) + 1 + 6 + (1) = 15
Initiative (Round 1)
Heccan [1 Damage]
Melufiuos [52 Damage, Unconscious; Life link with Quiella]
Dusky Elf with Bow
Zephyrus [1 Con Damage; Life link with Quiella] <= Up
2 Dusky elves with hand crossbows, only one behind a table
Vailis [Life Link with Quiella]
Valik
Quiella
Zephyrus is up next.
Dr. Zephyrus Vitruvian |
What appears to be some sort of withered undead cactus in physician's apparel ducks into the room, pulls what appears to be a colorful, dry rice cake out of his bag, and crams it into his mouth - a moment later, he spews out a swarm of wasps that head directly for the two Drow behind the table!
swarm damage: 2d6 ⇒ (3, 2) = 5 plus distraction and poison, both DC 13.
GM Harker |
Zephyrus crams some dry white substance in his mouth, then shortly thereafter vomits up a swarm of wasps. The flying pests move to the drow in the south and begin stinging the dark elves and generally being a distracting nuisance. Neither drow seems distracted or poisoned.
With her cover gone, the female drow stands up, moves out of the swarm, and positions herself to fire into the door way at the flat-footed Quiella. Thanks to the paladin's Shield of Faith, the projectile misses. Both table drow can stand up from prone as a free action.
The male drow behind the intact table rises up, tosses a tanglefoot bag at Zephyrus, then drops back behind the cover. The bag hits Zephyrus in his chest and explodes, coating him in tar and resin. Zephyrus is now Entangled, taking a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. If he succeeds on the Reflex, he can still only move half speed. See the Tanglefoot Bag description on how to remove it.
Z Fort Distraction: 1d20 + 10 ⇒ (15) + 10 = 25
Z Fort Poison: 1d20 + 10 ⇒ (17) + 10 = 27
F Fort Distraction: 1d20 + 3 ⇒ (15) + 3 = 18
F Fort Poison: 1d20 + 3 ⇒ (20) + 3 = 23
F Hand crossbow: 1d20 + 11 ⇒ (17) + 11 = 28
M Tanglefoot-Range: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
Zeph Entangle duration: 2d4 ⇒ (3, 3) = 6
Initiative (Rounds 1-2)
Heccan [1 Damage] <= Up
Melufiuos [52 Damage, 48 on Quiella's turn; Life link with Quiella] <= Up
Drow with Bow
Zephyrus [1 Con Damage; Entangled; Life link with Quiella]
2 Drow with hand crossbows, only one behind a table
Vailis [Life Link with Quiella] <= Up
Valik <= Up
Quiella [5 Damage on her Turn] <= Up
Everyone but Zephyrus is up. If Mel waits for Quiella to go, he'll be Disabled at 0 hit points.
Valik Frost |
Valik moves cautiously into the room, and to where the others are exclaiming the Drow is behind the table. He takes up a defensive stance, and tries to stomp on the man’s chest.
ac 33, deflect arrows, +4 vs prone?, stunning fist F 18: 1d20 + 11 + 4 ⇒ (15) + 11 + 4 = 301d10 + 1 ⇒ (10) + 1 = 11
AOO if he stands up: 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 191d10 + 1 ⇒ (3) + 1 = 4
Heccan Abraxi |
Heccan surveys the field and curses under his breath as the dusky elves easily avoid his magic. Undaunted, Heccan calls forth his power once again, directing it at the area around the two foes to the south. Eyes glowing red, a sparkling mist surrounds the dusky elves, causing the area around the Doctor's swarm to shimmer and sparkle.
Heccan will cast Glitterdust DC 18 and target a 10 foot radius to encompass both southern dusky elf enemies. Heccan's status should also reflect invisibility condition.
School conjuration (creation); Level bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2; Elemental School earth 2, metal 2
CASTING
Casting Time 1 standard action
Components V, S, M (ground mica)
EFFECT
Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Saving Throw Will negates (blinding only); Spell Resistance no
DESCRIPTION
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a -40 penalty on Stealth checks.
Quiella |
Does Mel have some effect giving him additional damage? By my count he should be at 1hp
Vailis |
Vailis looks in horror at Mel's fall and quickly moves to the side behind the wall hoping the enemies have not realized of his own elven ancestry.
The summoner produces a licorice root then "Alright, let's show these dark elves they are bullying the wrong people here" and completes a series of gestures casting haste in the whole party.
As I go before Valik, I hope I can affect him too before he moves out of line of sight
The half-elf then pushes Coco and the eidolon starts swinging his wings flying to engage the elf that nearly killed Mel. As the eidolon sees he has no weapon at hand to menace him, Coco profits the haste speed to surround the elven archer.
Claw+haste: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
P/S/B damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw+haste: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
P/S/B damage: 1d4 + 4 ⇒ (2) + 4 = 6
Melufiuos Benidictus |
Mel sits up and looks around like this. He looks around and grabs his rapier and wand. (I'm assuming he dropped them when he crumpled to the floor.)
Quiella |
Quiella walks up to Mel and drags him into the room. "Mel, if you want to stay alive, stay out of sight. Please!" Now, you are awake, Mel.
I presume that is all she can do for now. If possible she would like him to be on the space just N of her.
GM Harker |
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Valik, the squares with fungi in them count as 4 squares of movement (20 ft each). With Haste you have 60' movement, but you moved 65' in total. So, either you'll need to either double move or change your actions.
Heccan, I'll remember you are invisible. I've decided not to put every buff in the initiative roster to avoid it getting too cluttered.
Still invisible, Heccan casts Glitterdust on the Drow with the bow and the female drow. Although both become sparkly, the female drow is blinded, while the bow-wielding drow manages to avoid losing his sight.
Vailis casts Haste on his companions, while Coco flies in and makes a failed claw attack on the archer.
Quiella powerlifts Melufiuos as the elf awakens, placing him north of her.
Mel, you are no longer adjacent to the items you dropped, let me know what you want to do instead. This information preempts what I posted in the discussion thread.
Bow Will Save: 1d20 + 7 ⇒ (11) + 7 = 18
Female Will Save: 1d20 + 1 ⇒ (2) + 1 = 3
Valik and Mel
GM Harker |
Valik uses his ki to move faster through the fungi to arrive next to the drow behind the table. He then stomps on the dark elf's chest, stunning the enemy briefly.
The previously mortally injured Melufiuos crawls himself to the northeast.
The drow with the bow moves out of the swarm and away from Coco. The eidolon gets an opportunity attack, but it misses. The drow then fires an arrow at the entangled Zephyrus that hits. Zephyrus takes 21 damage from the shot, with 6 of that damage electrical.
M Fort Save: 1d20 + 3 ⇒ (13) + 3 = 16
Bow attack: 1d20 + 14 + 6 + 1 ⇒ (8) + 14 + 6 + 1 = 29
Damage: 2d6 + 2 + 6 + 1 + 1d6 ⇒ (5, 1) + 2 + 6 + 1 + (6) = 21
Initiative (Rounds 2-3)
Heccan [1 Damage]
Melufiuos [48 Damage, 43 on Quiella's turn; Life link with Quiella]
Drow with Bow
Zephyrus [21 Damage; 16 on Quiella's turn; 1 Con Damage; Entangled; Life link with Quiella] <= Up
2 Drow with hand crossbows, only one behind a table
Vailis [Life Link with Quiella]
Valik
Quiella [5 Damage, 15 on her turn]
Zephyrus is up.
Dr. Zephyrus Vitruvian |
Reflex save: 1d20 + 13 ⇒ (2) + 13 = 15 Uh-oh; is the Reflex save made BEFORE the Dexterity penalty is applied, or AFTER? I fail this save if it's the latter.
Final round of Spontaneous Healing used.
Like most problems in life, the solution - or rather, the solvent - lies within Dr. Vitruvian's heavy black bag: A vial of bubbling purple gel that he summarily pours over the tanglefoot goo....
It works in how many rounds?: 1d4 + 1 ⇒ (3) + 1 = 4
GM Harker |
Zephyrus, I'm going to say that you are entangled when the tanglefoot hits you, so the Dex penalty is applied before you make the save.
Finding himself glued to the floor, Zephyrus pulls a vial of alchemical solvent and pours it over the tanglefoot goo. The substances begin to bubble when they make contact with each other, but it appears it might take some time to break the alchemist free.
Meanwhile, the summoned swarm continues to fly in the same direction, stopping as it hits a wall.
The two drow formerly behind tables are blind and stunned respectively, with the blinded drow dropping her hand crossbow and drawing a rapier while furiously rubbing her eyes to restore her sight. Despite her efforts, she remains sightless for another 6 seconds.
F Will Save: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative (Rounds 2-3)
Heccan [1 Damage] <= Up
Melufiuos [47 Damage, 42 on Quiella's turn; Prone; Life link with Quiella] <= Up
Drow Leader with Bow
Zephyrus [16 Damage; 11 on Quiella's turn; 1 Con Damage; Entangled and glued to floor; Life link with Quiella]
2 Drow minions, one behind a table
Vailis/Coco [V: Life Link with Quiella] <= Up
Valik <= Up
Quiella [5 Damage, 15 on her turn] <= Up
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Everyone except Zephyrus is up.
Vailis |
Vailis steps to the side to gain sight of the dangerous drow archer, then produces a piece of butter from his pouch and casts grease on his bow in an attempt to disarm his deadly bow before he can attempt to kill the doctor.
Ref 19 or the bow is dropped
Coco flies over the drow and unleashes a swarm of claw attacks on him.
Claw+haste: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
P/S/B damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw+haste: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
P/S/B damage: 1d4 + 4 ⇒ (3) + 4 = 7
Haste extra attack: Claw+haste: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
P/S/B damage: 1d4 + 4 ⇒ (2) + 4 = 6
Valik Frost |
Valik unleashes a furious series of kicks towards the prone foe. He wants to eliminate the threat as quick as possible.
ac 34
1d20 + 11 + 1 + 4 ⇒ (7) + 11 + 1 + 4 = 231d10 + 1 ⇒ (6) + 1 = 7
1d20 + 5 + 1 + 4 ⇒ (12) + 5 + 1 + 4 = 221d10 + 1 ⇒ (9) + 1 = 10
haste: 1d20 + 11 + 1 + 4 ⇒ (1) + 11 + 1 + 4 = 171d10 + 1 ⇒ (1) + 1 = 2
AOO if he stands up: 1d20 + 11 + 1 + 4 ⇒ (6) + 11 + 1 + 4 = 221d10 + 1 ⇒ (1) + 1 = 2
Quiella |
I think this is as close as Quiella can get with 1 hasted move action. Obviously getting closer would be ideal.
Quiella moves into the room, skirting as much of the fungus as she can. She circles around to the lead drow and points her sword at him. "Surrender, or I will cleave your head from your neck."
smite evil, then readied action to attack if he does anything other than surrender.
readied greatsword, attack, power attack, haste, smite: 1d20 + 12 - 2 + 1 + 4 ⇒ (19) + 12 - 2 + 1 + 4 = 34 for slashing, cold iron, magic, bypasses DR: 1d10 + 7 + 6 + 4 ⇒ (9) + 7 + 6 + 4 = 26
if he does anything that provokes
potential AoO, greatsword, attack, power attack, haste, smite: 1d20 + 7 - 2 + 1 + 4 ⇒ (7) + 7 - 2 + 1 + 4 = 17 for slashing, cold iron, magic, bypasses DR: 1d10 + 7 + 6 + 4 ⇒ (4) + 7 + 6 + 4 = 21
edit:
confirm crit: 1d20 + 12 - 2 + 1 + 4 ⇒ (3) + 12 - 2 + 1 + 4 = 18 for slashing, cold iron, magic, bypasses DR: 1d10 + 7 + 6 + 4 ⇒ (4) + 7 + 6 + 4 = 21
Heccan Abraxi |
Heccan smirks in satisfaction as some of his magic appears to be useful. Emboldened, he tries his luck again directing his power towards the one drow not immediately threatened by one of his fellow agents.
Heccan will cast Hold Person DC 20 WILL save negates, 8 rounds duration, target gets new WILL save each round, at the drow directly south of his location.
Caster Check + Spell Penetration v. SR: 1d20 + 10 ⇒ (8) + 10 = 18
GM Harker |
Melufiuos stands up and casts a Vanish spell, making him presumably safer from Drow projectiles.
Vailis casts Grease on the archer's bow, but the drow's quick reflexes negate the spell.
Coco unleashes a flurry of attacks on the drow archer, with the second and third claw strikes hitting.
Valik also makes a number of attacks on the prone drow next to him, hitting him with his first and second strikes.
Quiella, I placed you next to the Archer, as the one you moved to was the female drow. I apologize for the small pictures, but it's sometimes a problem with Google slides. I'll give them colored borders here to make them easier to make out.
Quiella moves into the room and demands the unconditional surrender of the drow leader while him a target of her Smite.
Heccan, there are two drow south of you, but neither directly under you and all of them are threatened by a Pathfinder, so I'll assume you're trying to paralyze the one with bow.
Heccan casts Hold Person on the drow Archer and the spell seems to be effective as the elf's limbs become paralyzed.
The effect is only temporary, however, as the drow breaks out of the enchantment shortly thereafter.
Archer Reflex save vs. Grease: 1d20 + 11 ⇒ (14) + 11 = 25
Archer Will Save vs. Enchantment: 1d20 + 9 ⇒ (4) + 9 = 13
Archer Will Save vs. Enchantment part deux: 1d20 + 9 ⇒ (13) + 9 = 22
Initiative (Round 3)
Heccan [1 Damage]
Melufiuos [42 Damage, 37 on Quiella's turn; Life link with Quiella]
Drow Leader with Bow {Red}
Zephyrus [11 Damage; 6 on Quiella's turn; 1 Con Damage; Entangled and glued to floor; Life link with Quiella] <= Up
2 Drow minions, one behind a table {Female Blue, Male Black}
Vailis/Coco [V: Life Link with Quiella]
Valik
Quiella [15 Damage, 25 on her turn]
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Zephyrus is up, the drow archer lost his turn overcoming Hold Person.
Quiella |
Quiella's CHA is actually 20, so that should be +5 on the two attack rolls, which I expect she will continue to hold through the next round
Dr. Zephyrus Vitruvian |
Despite being covered in powerful glue, Dr. Vitruvian is practiced enough not to let that stop him from deftly taking one of the smoking red capsules, dropping it into one of his incendiary jarlets, and tossing it in a single, semi-graceful motion, resulting in a small, but intense explosion!
Targeted Bomb, haste, melee penalty vs Lord Butterbow: 1d20 + 5 ⇒ (1) + 5 = 6
fire damage: 3d4 + 14 ⇒ (4, 1, 3) + 14 = 22
Oh s*$@, where does it land? '1' is the space between us, going clockwise: 1d8 ⇒ 8
...On the empty floor.
GM Harker |
The glued Zephyrus tosses a bomb at the drow with the bow, but his aim is off and the bomb flies errantly towards Quiella. Fortunately, this bomb was modified not to splash, so neither the paladin nor the alchemist get hurt.
The male drow next to Valik stands up, which results in another punch from the monk. As he stands the drow drops his crossbow and draws a rapier. He then attempts to stick Valik with his weapon, but can not overcome his defenses.
The female drow continues to rub her eyes in vain as she remains blinded by glitterdust.
Attack Valik: 1d20 + 12 ⇒ (15) + 12 = 27
F Will vs Glitterdust: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative (Rounds 3-4)
Heccan [1 Damage] <= Up
Melufiuos [42 Damage, 37 on Quiella's turn; Life link with Quiella] <= Up
Drow Leader with Bow {Red}
Zephyrus [11 Damage; 6 on Quiella's turn; 1 Con Damage; Entangled and glued to floor; Life link with Quiella]
2 Drow minions {Female Blue, Male Black}
Vailis/Coco [V: Life Link with Quiella] <= Up
Valik <= Up
Quiella [15 Damage, 25 on her turn] <= Up
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Everyone but Zephyrus is up.
Vailis |
Vailis casts a spell and pokes around trying to find Melufious "Let me touch you Mel, this will heal you up" if the Magus let's himself be found by Vailis, an infernal healing discharges on him and starts slowly curing his wounds.
Fast healing 1 for 10 rounds if Mel let's Vailis found him
The summoner draws his wand of cure light wounds and tries to step next to the room entrance to heal Quiella, but stumbles with Heccan "Oooh! Ooops! Something is here!"
Coco continues his assault on the drow, slashing with all his claws in haste.
Claw+haste: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
P/S/B damage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw+haste: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
P/S/B damage: 1d4 + 4 ⇒ (3) + 4 = 7
Haste extra attack: Claw+haste: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
P/S/B damage: 1d4 + 4 ⇒ (4) + 4 = 8
Crit?: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
P/S/B damage: 1d4 + 4 ⇒ (3) + 4 = 7
Valik Frost |
Valik twists his body as the rapier tries to skewer him. He continues his defensive cr posture and punches three times at his enemy.
1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 181d10 + 1 ⇒ (3) + 1 = 4
1d20 + 11 + 1 - 5 ⇒ (13) + 11 + 1 - 5 = 201d10 + 1 ⇒ (1) + 1 = 2
haste?: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 281d10 + 1 ⇒ (2) + 1 = 3
Quiella |
With one foe blind and the other held, Quiella will continue to hold her readied actions. Let me know if you want me to reroll them or not.
Heccan Abraxi |
Heccan curses as his enchantments are once again easily shaken off. "Why won't you devils be still!" The angry Chelaxian becomes more determined and attempts to once again still their dusky foes with devilish power.
Heccan will cast Hold Person again, at the red drow.
Caster Check + Spell Penetration v. SR: 1d20 + 10 ⇒ (1) + 10 = 11
Melufiuos Benidictus |
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"Thank you" he whispers under his breath to Vailis for the healing. Feeling pretty useless right now, Mel silently vows to buy some healing potions or buff scrolls or something. He moves over to the other side of the room, in case the bow guy can see invis, and then casts ghost sound. The square SE of the blue elf suddenly produces the sound of a long blade being carefully drawn. Not very loud at all. If it is too obvious, they'll probably ignore it. Mel is hoping that the sound is soft enough that these arrogant buggers think that they have skillfully detected someone getting the drop on them. It is soft enough that they might actually miss it with a bad perception roll?
GM Harker |
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Vailis casts Infernal Healing on Melufiuos, while Coco full attacks the drow with the bow. The eidolon's second and third attacks hit, with the last being a critical strike.
Similarly, Valik attacks the drow adjacent to him and hits with the second and third attack.
Heccan casts Hold Person again on the drow with the bow, but this time the elf's spell resistance protects him from the enchantment.
Melufiuos moves further away and casts Ghost Sound to mimic the sound of a blade being drawn. With the archer drow threatened by two visible enemies and the female drow still panicking due to her blindness, neither seems to pay it much heed.
"Disgusting little gnomes, you're almost as bad as the sun elves." The archer drow spits out in Elven as he drops his bow and draws an elven curved blade. "Let me send you back the First World hell where you belong."
Quiella reacts swiftly to this, striking the evil drow with her greatsword, but not critically.
The former archer drow then proceeds to attack Quiella with his blade, but both attacks miss the well-armored paladin/oracle.
ECB vs Quiella 1: 1d20 + 16 ⇒ (9) + 16 = 25
ECB Iterative: 1d20 + 11 ⇒ (9) + 11 = 20
Initiative (Round 4)
Heccan [1 Damage]
Melufiuos [36 Damage, 31 on Quiella's turn; Infernal Healing 9 Rounds; Life link with Quiella]
Drow Leader with Elven Curved Blade {Red}
Zephyrus [6 Damage; 1 on Quiella's turn; 1 Con Damage; Entangled and glued to floor; Life link with Quiella] <= Up
2 Drow minions {Female Blue, Male Black}
Vailis/Coco [V: Life Link with Quiella]
Valik
Quiella [25 Damage, 35 on her turn]
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Zephyrus is up.
Dr. Zephyrus Vitruvian |
"This one is...most indisputably...a 'Moon Elf.'"
Targeted Bomb, haste, entangled, melee penalty vs Lord Butterbow: 1d20 + 5 ⇒ (5) + 5 = 10
fire damage: 3d4 + 14 ⇒ (3, 3, 1) + 14 = 21
*sigh* as before, '1' is the space between us, going clockwise: 1d8 ⇒ 6
Profoundly distracted by a memory pertinent to his assertion, Dr. Vitruvian overcompensates this time, his next bomb exploding harmlessly behind the foe.
So does my wasp swarm keep bumping against the wall, or would you argue it 'bounces'?
GM Harker |
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The swarm will just stay in its current position unless you take a standard action to change its direction.
Zephyrus tosses another bomb at the drow leader, but it too misses the mark and explodes without harming anyone.
The drow next to Valik moves swiftly away, positions himself next to Coco, and attacks the eidolon. Thanks to his faster reflexes due to the Haste spell, the rapier strike misses. The attacking drow then says in Undercommon, "Firanil, the gnome is just a few feet from your left side."
The female drow nods, switches to a rapier and tries to attack Quiella despite being blind. Unsurprisingly, she misses and also remains blind.
Valik gets an AoO on the drow who moved away from him.
M Rapier: 1d20 + 12 ⇒ (9) + 12 = 21
F Rapier: 1d20 + 12 ⇒ (9) + 12 = 21
F Will: 1d20 + 1 ⇒ (12) + 1 = 13
Initiative (Rounds 4-5)
Heccan [1 Damage] <= Up
Melufiuos [36 Damage, 31 on Quiella's turn; Infernal Healing 9 Rounds; Life link with Quiella] <= Up
Drow Leader with Elven Curved Blade {Red}
Zephyrus [6 Damage; 1 on Quiella's turn; 1 Con Damage; Entangled and glued to floor; Life link with Quiella]
2 Drow minions {Female Blue, Male Black}
Vailis/Coco [V: Life Link with Quiella] <= Up
Valik <= Up
Quiella [25 Damage, 35 on her turn] <= Up
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Everyone but Zephyrus is up.
Valik Frost |
Valik, seeing that the drow cares not for exchanging battle with, sticks his foot out to try and trip him as he exits his area.
Tripping for my AOO, ac 34, I provoke for my trip: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Crane riposte: You take only a -1 penalty on attack rolls for fighting defensively. Whenever you deflect an opponent's attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses.
My actual turn, add +4 atk If prone: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 331d10 + 1 ⇒ (3) + 1 = 4
crit?: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 291d10 + 1 ⇒ (7) + 1 = 8
iterative: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 191d10 + 1 ⇒ (6) + 1 = 7
haste: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 311d10 + 1 ⇒ (3) + 1 = 4
AOO if stand up: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 271d10 + 1 ⇒ (6) + 1 = 7
GM Harker |
Valik trips the drow who was next to him, who will then stand up as a free action and move to the same position with the same actions. I'll post his AoO later. Since Valik does not have Combat Reflexes, standing up on the same turn does not provoke since Valik already used his AoO to trip in the first place.
Valik Frost |
Too bad Valik didn’t realize he can stand as a free, it would have been a grapple than lol. At least he double moves and can’t attack this turn
Valik grunts as he sees his target get up and continue to walk away. He follows him and unleashed a fliry of punchescand kicks at his target.
Preduming I cannot free 5’ in the shrooms, just the crit threat attack will apply. Unless you view me as leaving the difficult terrain?
Vailis |
Vailis finally moves into the room with the wand at hand, then he waves it to activate its magic and help Quiella heal up.
UMD DC 20: 1d20 + 19 ⇒ (4) + 19 = 23
CLW on Quiella+fey foundling: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Meanwhile Coco keeps his fight up, this time fighting with the drow flanked by Valik.
Claw+haste+flank (blinded?): 1d20 + 9 + 1 + 2 ⇒ (5) + 9 + 1 + 2 = 17
P/S/B damage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw+haste+flank (blinded?): 1d20 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13
P/S/B damage: 1d4 + 4 ⇒ (3) + 4 = 7
Heccan Abraxi |
Heccan snarls as the pesky drow continue to shrug off his magics. Undeterred, he again throws magical energy at the drow leader.
Third times the charm, Heccan casts hold person (WILL DC 20) again at the drow leader(red). Come on dice, papa needs some drow holding.
Caster Check + Spell Penetration v. SR: 1d20 + 10 ⇒ (13) + 10 = 23
Melufiuos Benidictus |
Mel moves quietly into the room (assuming he does not bump into Heccan) and takes advantage of his nimble moves to step into the mushrooms to the east of Vailis. If possible, he'll use his standard action to pick up his rapier while he passes.
Does the rapier become invisible when I pick it up? Hopefully it does not matter if the rapier vanishes or starts moving on its own. I'm hoping that they are going to ignore it for the same reason they ignored the sound of the sword being drawn (ie, yet another lame illusion)
Quiella |
"Wrong choice." Quiella says as she lays into the drow with a barrage of slashes.
readied greatsword, attack, power attack, haste, smite: 1d20 + 12 - 2 + 1 + 5 ⇒ (5) + 12 - 2 + 1 + 5 = 21 for slashing, cold iron, magic, bypasses DR: 1d10 + 7 + 6 + 4 ⇒ (1) + 7 + 6 + 4 = 18
readied greatsword, attack, power attack, haste, smite: 1d20 + 12 - 2 + 1 + 5 ⇒ (14) + 12 - 2 + 1 + 5 = 30 for slashing, cold iron, magic, bypasses DR: 1d10 + 7 + 6 + 4 ⇒ (3) + 7 + 6 + 4 = 20
readied greatsword, attack, power attack, haste, smite: 1d20 + 7 - 2 + 1 + 5 ⇒ (15) + 7 - 2 + 1 + 5 = 26 for slashing, cold iron, magic, bypasses DR: 1d10 + 7 + 6 + 4 ⇒ (1) + 7 + 6 + 4 = 18
GM Harker |
The Drow minions both have a Rogue talent that allows them to stand up as a free action.
As the male drow was leaving Valik's threatened area, the monk tries to trip him. The drow retaliates with a rapier attack that misses. He then finds himself on the floor. Without missing a beat, the drow stands and moves to the other side of the room to warn his female companion.
Valik then moves towards the west and punches the blind drow female critically with a punch.
Vailis uses a wand to heal Quiella a bit, while Coco also attacks the blind drow twice, but only hits once.
Heccan attempts to paralyze the drow leader once again with Hold Person, but once more the elf shrugs off the effect.
Mel, if you want to pick up your rapier, you'll have to stop and make a move action to pick up. I'll assume that's what you're going to do and changed your position on the map. I believe it will disappear from view when you pick it up.
The still invisible Melufiuos moves towards the door where he was struck down and picks up his rapier.
Quiella lays into the evil drow with her greatsword, hitting him with her second and third attack. As the last strike cuts into him, he falls unconscious on the floor.
Valik AoO: 1d20 + 12 ⇒ (15) + 12 = 27
Drow Leader Will: 1d20 + 9 ⇒ (16) + 9 = 25
Initiative (Round 5)
Heccan [1 Damage]
Melufiuos [30 Damage, 25 on Quiella's turn; Infernal Healing 8 Rounds; Life link with Quiella]
Zephyrus [1 Damage; 1 Con Damage; Entangled and glued to floor; Life link with Quiella] <= Up
2 Drow minions {Female Blue, Male Black}
Vailis/Coco [V: Life Link with Quiella]
Valik
Quiella [26 Damage, 31 on her turn]
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Zephyrus is up, while the red drow leader is down.