Issac Quinn |
Duhhhh! This dumb monk miss the DC. ;P
Issac approaches the door and informs everyone to get ready. He uses his crude sign language, using his fingers to count down from 3, 2, 1. On zero he immediately opens the door then kneels to allow the others better line of sight.
GM Fanguar |
Normally, I would just push past it, but Markus missed the trap.
Issac opens the door, and a small spike jabs into his hand. Poison: DC24 Fort save or 1d3 STR damage for 6 rounds. Needs 2 saves to cure.
The door opens on a large chamber with a vaulted ceiling high above. Along one wall, a macabre assembly of vats and tubes connects to a table with numerous straps and a strange silver helmet. On the far side of the room, a raised dais supports a throne. Inside the room, another doppelganger awaits and a wizened old man sits on the throne.
Sverrir: 1d20 + 1 ⇒ (17) + 1 = 18
Lucid: 1d20 + 7 ⇒ (14) + 7 = 21
Markus: 1d20 + 3 ⇒ (12) + 3 = 15
Issac: 1d20 + 2 ⇒ (17) + 2 = 19
Aerin: 1d20 + 2 ⇒ (1) + 2 = 3
Baddies: 1d20 + 3 ⇒ (3) + 3 = 6
Comabat
21 Lucid
19 Issac
18 Sverrir
15 Markus
6 Baddies
3 Aerin
Map updated. Most of you are up
Sverrïr Koltǫnn |
As Issac springs the trap, Sverrir growls;
"Should've let me deal with it lad! Poison don't slow down this dwur!"
The companions shift into the room, and as the rager spots both doppleganger and old man, he hacks a laugh;
"Feh. One more of those shapeshifting mattock fodder and an ripe old fart! Which dies first? Har!"
Round 1
Realising he can reach neither easily, the furious dwur bulls toward the doppleganger, taking a wide arc to set up one of his comrades with a flanking manoeuvre.
Double Move
Issac Quinn |
Poison DC 24: 1d20 + 7 ⇒ (13) + 7 = 20 Ahhhh
Str Dmg: 1d3 ⇒ 1
Str now 14
Issac feels the spike jab into his hand and immediately begins to feel a little weaker. He immediately moves towards the doppelganger and attacks.
Issac's base speed is 50'. Based off the map it looks like he can reach on his turn.
Attack #1, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17
Attack #2, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (7) + 2 = 9
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (7) + 2 = 9
Total Damage 18
Markus the Librarian |
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I moved Isaac. Who ever really considers flanking? I DO!
Markus moves swiftly until he can reach the enemy and take advantage of Sverrir's position (flanking). I tire of these fools...
atk1, fauchard +1, flank: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
dmg1, sneak: 1d10 + 7 + 2d6 ⇒ (9) + 7 + (1, 2) = 19
GM Fanguar |
Grievous damage is inflicted upon the Doppleganger, but it doesn't fall.
The wizard casts confusion in the center of the room, and waves of energy wash over everyone.
DC17 Will save doppelganger: 1d20 + 11 ⇒ (16) + 11 = 27
The doppelganger shrugs off the magic, steps closer to Markus and attacks:
Attack 1: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Attack 2: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Striking him twice.
Everyone except Aerin, make a DC17 will save or be confused for 8 rounds (First roll in next post. No shenanigans please.) Confusion effects provided below.
Everyone may act
Roll on the following table at the start of each subject's turn each round to see what it does in that round.
d% Behavior
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)
15/58
Lucid* |
Will Save: 1d20 + 9 ⇒ (18) + 9 = 27 How is that for shenanigans. :P
Spellcraft: 1d20 + 15 ⇒ (19) + 15 = 34 I think he recognizes the spell
That was a confusion spell. he notes. I cannot counter it but can do some damage to that wizard.
Lucid then moves forward, dimensionally shifting into the room and casts
Ball Lightning onto the wizard.
ball lightning: 3d6 + 3d6 ⇒ (1, 6, 4) + (3, 2, 1) = 17 DC 19 reflex against each ball to avoid that D3
Note that if Marcus is confused I think he should be locked in the doppleganger and should not roll.
Sverrïr Koltǫnn |
Confusion - can be a nasty one... DC17 Will Save: 1d20 + 4 ⇒ (8) + 4 = 12
Confusion Effect: 1d100 ⇒ 94 Feck... Dopplechops and Issac are each a 5ft step away from Sver...
As the fell magicks wash over the group, Sverrir's eyes glaze and he scowls in fury, then raising Stonesplitter he rushes forward...
Presume a 50% chance? Suggest you roll it 0-50 Doppleganger; 51-100 Issac
Aerin Aurora |
Issac: 76/76
Markus: 59/63 (gained 5 from life link)
Sverrir: 84/84
Lucid: 44/44
Aerin 43/66 (took 3 from life link)
Nyx 32/33 (took 2 from shield other. gained 1 from fast heal.)
Erin moved in after the others, and balanced a bit at Lucid's announcement of the Confusion spell. If one of their warriors stopped being able to tell friend from foe, that could spell disaster.
He had to trust that they'd be able to hold out for a moment. If they hurt each other his life link would keep them alive. He could take the pain for them. What he couldn't do is let this wizard put them on the defensive. That was a fast way to lose. He needed to get closer and make sure the wizard didn't get any other spells off.
Readied action to cast Dispel Magic as a counterspel against the enemy caster's next spell.
Markus the Librarian |
1 person marked this as a favorite. |
Vinny Barbarino?: 1d100 ⇒ 52
Markus' eyes go wide as he drops his fauchard... quickly producing a dagger, and trying to stab good other arm.
How did the death worms get here, I can feel them...
confusion dmg: 1d8 + 4 ⇒ (8) + 4 = 12
GM Fanguar |
[dice=Vinny Barbarino?]1d100
Markus' eyes go wide as he drops his fauchard... quickly producing a dagger, and trying to stab good other arm.
How did the death worms get here, I can feel them...
[Dice=confusion dmg]1d8+4
Lucid pointed out to me that if you are attacked while confused, you automatically attack the person that attacked you. So no roll, you can just attack the doppelganger this round.
Sverrïr Koltǫnn |
Angry and confused Sverrir brings his mattock to bear on the doppleganger in wild, sweeping strikes:
Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock:1d20 + 7 ⇒ (19) + 7 = 26
Mattock PA Damage: 2d4 + 12 ⇒ (1, 4) + 12 = 17
Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 4 ⇒ (19) + 4 = 23
Mattock PA Damage: 2d4 + 12 ⇒ (2, 1) + 12 = 15
Issac Quinn |
@Markus: You can still act. Roll to see the effects of the spell. You may be able to act normally.
@Issac: Extra attacks are only when you full attack. You still have an action
** spoiler omitted **
Issac goes on the defensive.
Markus the Librarian |
Markus steps back, making his fauchard more effective... My head is spinning!
atk1, fauchard +1, flank: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
dmg1, sneak: 1d10 + 7 + 2d6 ⇒ (1) + 7 + (5, 4) = 17
atk2, fauchard +1, flank: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
dmg2, sneak: 1d10 + 7 + 2d6 ⇒ (7) + 7 + (4, 1) = 19
GM Fanguar |
Confused or not, you focus in on the doppelgänger and cut it down, leaving it a pile of meat on the floor.
Ref 1 DC19: 1d20 + 9 ⇒ (9) + 9 = 18
Ref 2 DC19: 1d20 + 9 ⇒ (7) + 9 = 16 Wizard takes 17 damage
The wizard casts slow CL8 for the dispel attempt. Should be able to hit everyone but Aerin. If the dispel fails, DC16 will save or be slowed for 8 rounds (see below).
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
After casting the spell, the wizard retreats out of sight.
Everyone is up. Markus and Sverrir are still confused.
41/58
Sverrïr Koltǫnn |
DC15 Will Save: 1d20 + 4 ⇒ (16) + 4 = 20
Sverris shrugs off the new wave of magic unleashed by the mage...
Confusion effect 1d100 ⇒ 16
... and it seems to provide clarity to the dwur.
He scowls at the downed doppleganger, then growls as he rushes the aged wizard as he moves away.
Moved Sverrir 20ft, but will double move him if he pursue the mage?
Lucid* |
Lucid moves around the corner to where he can see the wizard. As soon as he can see the man he moves the balls of lightning onto him again. If you surrender and talk then you may yet live.
ball lightning: 3d6 + 3d6 ⇒ (3, 1, 4) + (1, 2, 4) = 15 DC 19 reflex against each ball to avoid that d3 damage.
Nyx, Aerin's Familiar |
Aerin cursed as the wizard got his spell off. The wizard was on the defensive though. Almost all his allies were dead. Marcus and Sev were still Confused though. That was bad. A lucky shot from Sev could outright kill Lucid. That wasn't a risk he could take.
Will Save vs Slow: 1d20 + 7 ⇒ (9) + 7 = 16
Nix managed to fight off the effects of the slowing spell and bank into the wizard's bedchamber. She invisibly swooped in a tight loop that carried her over the wizard's shoulder, down his back, and around his opposite hip tugging at the wizard's spell component pouch as she went.
Using Flyby Attack with Improved Steal. Should be against the Wizard's flat-footed CMD unless he can See Invisible.
Steal Maneuver vs Spell Component Pouch: 1d20 + 11 ⇒ (17) + 11 = 28
Fly Check to 180 turn DC 25: 1d20 + 23 ⇒ (13) + 23 = 36
Aerin Aurora |
Aerin moved to follow the retreating wizard. They had him on the defensive, which was good, but Sev and Marcus were still Confused. Aerin was pretty sure Issac could take it if Marcus decided to take a few swings at him, but a lucky shot from Sev could kill Lucid outright.
That wasn't a risk Aerin was willing to take. He focused his energies on Sev and directed his spiritual allies to unravel the enchantment.
Dispel Magic vs Sev's Confusion DC 19: 1d20 + 7 ⇒ (7) + 7 = 14
The wizard's magic was tenacious though and refused to be broken.
Grumble grumble.
Sverrïr Koltǫnn |
Have moved Sverrir the second part of his 20ft double move from last round
The dwur barrels after the wizened mage, flashing a hard grin as he closes in;
"Feh. You know how to use that toothpick old man? This son of the earth will bury you where you stand on those creaking legs!"
Confusion Effect: 1d100 ⇒ 12
Despite the vexing magic hanging around the barbarian, Sverrir shrugs off its effects once again and shifts forward bringing his mattock to bear in a series of vicious swings:
(5ft Step & Full Attack)
Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 7 ⇒ (11) + 7 = 18
Mattock PA Damage: 2d4 + 12 ⇒ (1, 1) + 12 = 14
Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 4 ⇒ (5) + 4 = 9
Mattock PA Damage: 2d4 + 12 ⇒ (3, 3) + 12 = 18
Markus the Librarian |
Isaac, opposite me! Markus exhibits a fine display of footwork, nearly dancing around the enemy.
atk1, fauchard +1, flank: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
dmg1, sneak: 1d10 + 7 + 2d6 ⇒ (5) + 7 + (2, 5) = 19
atk2, fauchard +1, flank: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
dmg2, sneak: 1d10 + 7 + 2d6 ⇒ (4) + 7 + (3, 5) = 19
The dice gods punish me for not posting sooner.
Issac Quinn |
Issac takes a 5 foot step south of the doppelganger and unleashes his barrage of punches.
Flurry of Blows #1, BAB, str mod, amulet, flanking: 1d20 + 8 + 2 + 1 + 2 ⇒ (4) + 8 + 2 + 1 + 2 = 17
Flurry of Blows #2, BAB, str mod, amulet, flanking: 1d20 + 8 + 2 + 1 + 2 ⇒ (7) + 8 + 2 + 1 + 2 = 20
Flurry of Blows #3, BAB, str mod, amulet, flanking: 1d20 + 3 + 2 + 1 + 2 ⇒ (7) + 3 + 2 + 1 + 2 = 15
Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (2) + 2 = 4
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (1) + 2 = 3
Unarmed Damage #3, str mod: 1d8 + 2 ⇒ (3) + 2 = 5
Issac Quinn |
If we make the save against the Slow spell does that mean the Haste spell is still in affect? Or does Slow and Haste automatically cancel each other out regardless of the save role. If the former then Issac gets extra attack as per Haste spell.
GM Fanguar |
If you save against the slow, the haste is still in effect.
The doppleganger was dead, I forgot to remove the token from the map. I just moved you in to the wizards room. Issac would have been able to move and attack, but his first attack missed
The wizard is surrounded and should be easy pickings, but he morphs before your eyes and suddenly there is a hulking orcish bezerker standing before you lashing out::
Attack Sverrir: 1d20 + 12 ⇒ (2) + 12 = 14 but it misses. badly.
Everyone is up
Nyx, Aerin's Familiar |
I got his spell pouch! Nyx announced telepathically to the group. He shouldn't be able to cast many spe-
and then the wizard turned into a giant orc.
-uh... that... doesn't usually happen.
Readied Action- If the WizOrc is still up after everyone in the party has acted, Nyx will cast Grease on the floor under the WizOrc (DC 14 reflex)
Aerin Aurora |
No changes this round.
Issac: 76/76
Markus: 59/63
Sverrir: 84/84
Lucid: 44/44
Aerin 43/66
Nyx 33/33
Aerin was pretty confident they had things well in hand now. He drew his own wand of Ill Omen and used it to siphon off the wizard-orc's luck.
Take 10 on UMD to activate wand.
WizOrc rolls twice and takes the lower result on it's next D20 roll.
Sverrïr Koltǫnn |
Roll on the following table at the start of each subject's turn each round to see what it does in that round.
d% Behavior
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)
1d100 ⇒ 66
As the wizard transmoglifies into an orc, the dwur looks agog for a second, then grins;
"Har! NOW we have a challenge worthy of us! Let me first even up the odds though eh Euroz-Hai!"
Sverrir slams his mattock head into his own face with maniacal glee;
Damage: 1d8 + 4 ⇒ (8) + 4 = 12 (9 damage after DR)
Lucid* |
Lucid stands back and lets the ball lightning do its work. he does wonder about the transformation.
ball lightning: 3d6 + 3d6 ⇒ (2, 5, 1) + (3, 6, 4) = 21 DC 19 reflex against each ball to avoid that d3 damage.
Spellcraft or Knowledge Arcana to understand the transformation: 1d20 + 15 ⇒ (10) + 15 = 25
Issac Quinn |
Issac unleashes a barrage of punches and kicks on the orc.
Flurry of Blows #1, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17
Flurry of Blows #2, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23
Flurry of Blows #3, BAB, str mod, amulet: 1d20 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
Flurry of Blows HASTE, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17
Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (2) + 2 = 4
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (7) + 2 = 9
Unarmed Damage #3, str mod: 1d8 + 2 ⇒ (3) + 2 = 5
Unarmed Damage HASTE, str mod: 1d8 + 2 ⇒ (6) + 2 = 8