Ballar Fargrim |
Ballar grins at Fluffy, Tha's a good kitty. He bends down and gives the cat's chin a little rub, Eat up!
Standing he stretches a bit then looks at his watch.
Wha seems ta be tha hold up? Peering over Teirist's shoulder the dwarf eyes the stack of loot. Oh, will ya look'a tha! Smells like gold eh Teirist! The dwarf gives the Butcher of all creatures great and small a nudge.
Nothing is going to happen if no one goes in. If we suspect something, then lets prepare for it. Ballar's got plenty of acid :)
Teirist |
We suspect something, we were going to try the trick with me vanishing and wandering in to take stock of the stuff, plus I get a nice round of ambush off. The wizard seems to be reluctant to use a spell slot on little ole me.
Keryth Tarathiel |
I said I would cast it if you wanted it and it seems you do so... :)
Keryth notices the expectant expression on Teirist's face and shrugs his shoulders. As you wish. Gesturing carefully, the wizard exclaims Be! Gone! while touching the Butcher, causing him to disappear from sight.
Converting summon monster ii to invisibilty via spell bond ability.
Addressing the apparently empty spot where Teirist last stood Keryth adds, You have 4 minutes... unless you attack something.
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Invisible Teirist sneaks foreword into the Chamber, and looking left and right he sees…
Teirist |
Tierest moves to the one on the left, getting behind it.
stealth: 1d20 + 11 ⇒ (13) + 11 = 24
I assumed ambush could use both.
Attack Main Hand: 1d20 + 7 ⇒ (18) + 7 = 25
Attack Off Hand: 1d20 + 7 ⇒ (2) + 7 = 9
Damage Main Hand: 1d6 + 2 + 2d6 ⇒ (4) + 2 + (5, 6) = 17
Damage Off Hand: 1d6 + 1 + 2d6 ⇒ (2) + 1 + (6, 5) = 14
As he slices down with this swords, he yells. "Bugbears, right and left of door, I am stabbing the one on the left hand side."
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Teirist attacks with Surprise, backstabbing an unsuspecting Bugbear and immediately revealing his position
Initiative time!, round 1, go
Bugbear Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
The other Bugbear initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Ballar Fargrim |
Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Right. Where?! Confused by the Butcher's directions and Billy's interpretation, Ballar stops to contemplate possible ramifications of choosing one side over the other.
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Keryth – 21
Bugbears - 16
Jim – 13
Billy – 12
The other Bugbear – 5
Ballar – 3
Round 1…
The bugbear across the opening from Teirist screams and jumps back a step when Teirist suddenly appears and the bugbear that was waiting in ambush falls dead on the floor.
Leering in the near darkness, Teirist plots his next move
Sorry but I have’t gotten a chance to build the map – the weekend destroyed my free time in sheets of ice all over the front of my house from a broken hose bib, what a pain in the ---I’ll try to get that map built and posted tonight
Jim Seeker |
Just get blindfight.
-Posted with Wayfinder
Terquem |
Let me see tha thing. Ballar pokes around at the lantern, These things off'n 'ave some sortta round button tha ya can push. Is this a 64 bit? More tinkering resonates.
Blast'd thing! Think its broke. Here, the dwarf hands the lantern back to Jim and speaks Sólas. The outside of the lantern illuminates brightly filling the hallway with light. See wa'ya can do with it.Ballar casts light on the lantern | REMINDER: Jim's MAGE ARMOR was cast Day 6, turn 68 (approximate time of day, 11:10 am) so he's got 20 min left | SA casts SPIRITUAL WEAPON in the form of a smaller Dorn-Dergar/ Round 1 of 4/ Att. BAB plus Wisdom / 1d8 force damage per hit, + 1 point per three caster levels | MA prepares Dorn-Dergar |
so there is a lantern, and occasionally Ballar casts light upon it, so I was allowing Teirist to see by that light, using his elven low light vision
Ballar Fargrim |
Lights? Suddenly Ballar remembers the 'fixed' lantern lying on the floor behind him. Stepping back to retrieve it, the dwarf hurries back to the chamber entrance, How's tha? As the lantern illuminates the room, Jim's shiny invisible field of force disappears.
Retcon: Ballar retrieves the lantern | REMINDER: Jim's MAGE ARMOR was cast Day 6, turn 68 (approximate time of day, 11:10 am (turn 2 of 6)) so...Aaahh cr@p! Sorry mate, time's up. | Only spell active is light cast on the lantern
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Bugbears – 16
Keryth – ?
Jim – 13
Billy – 12
The other Bugbear – 5
Ballar – 3
Round 1…
Teirist hustles past the opening in front of the party, but they cannot see what it is that has him so motivated
The Bugbear grimaces, as only a Bugbear can, and lifts his shield to block Teirist’s attack and then swings a heavy weighted flail at the elf’s head
Melee Attack: 1d20 + 5 ⇒ (9) + 5 = 14
But Teirist nimbly dances to the side and avoids the blow
Jim, Billy, and maybe Keryth are up now
Jim Seeker |
Jim, excited that Teirist has apparently found something to cut, decides it might need to be beaten as well. He rushes in to the elf's side and, as always, attempts to show him up.
IFlail about!: 1d20 + 8 ⇒ (10) + 8 = 18, Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Billy Mann |
"Let's go Fluffy! Sounds like there are baddies to take down!" Billy calls out to his cat companion as he races into the room. He looks left and right as he enters, and continues past the fray as he fires off an arrow. "Duck!"
Move: Move to X7. Standard: Point Blank (+1/+1), Precise Shot, through cover (The Butcher!)
Ping!: 1d20 + 9 ⇒ (18) + 9 = 27 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Billy Mann |
Is there a reason Billy does not want to be on X7? I'm ok with either square. If Fluffy is in an attacking mood, with 50' I think she can loop around and get to W4. Having her hang out by Billy is just as good. Whatever Fluffy feels like doing, since Billy didn't suggest anything specific to do.
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Teirist – 23
Keryth – 21
Bugbears - 16
Jim – 13
Billy – 12
The other Bugbear – 5
Ballar – 3
Round 1…
Jim slides silently into the room and strikes the Bugbear upside the head with the iflail and moments later Billy and Fluffy race in. Billy turns and plants a killing arrow in the Bugbear’s chest, moments before Fluffy can get the thing’s meaty backside.
Keryth casual approaches the opening in the wall and can see that the physical work is just about done here when suddenly another Bugbear, this one scrawny and wearing a golden robe appears out of thin air raises his hands and lets forth a blast of magical fire,
Burning Hands effects all but Billy, and Ballar – the DC is 16, reflex save for half damage
Fire Blast Hands of the Sorcerer: 4d4 ⇒ (4, 2, 3, 2) = 11
And another Bugbear appears next to Billy just as the monster is swinging a flail at Billy’s back
Billy loses his Dexterity Bonus to AC, and is Flat Footed, sort of, OI get confused about thses sorts of things…AC 14
Melee Bash, from Invisible Condition: 1d20 + 7 ⇒ (5) + 7 = 12
Ballar is up and then it is Round 2
One Bugbear killed
Second Bugbear killed
Bugbears hp 16 | AC 17, t 11, ff 16 | f +2, r +4, w +1 | Melee +5, d8+3 |CMB +5, CMD 16. The Other Bugbear, HP 24 | AC 20, t 13, ff 16 | f +2, r +4, w +4 | spells cast* - 1xMage Armor, 2xInvisibility
Jim Seeker |
Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
Jim is caught off-guard by the fire and gets notably singed. "Hey, I thought there were just two!"
Billy Mann |
Billy jumps, startled, as the newly appeared bugbear failed to put a dent in Billy's back. "Hey! Ka...uhh...Ki...Wizard guy! They stole your magic trick!"
Ballar Fargrim |
Wha tha devil?! Uncertain of what's going on, the dwarf steps a few feet forward and squints into the chamber. Is tha some sort'ta disco bear? Flicking his arm thus, Ballar unleashes a wad of acid at the creature.
Dropping Acid: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d3 ⇒ 1
MA moves to T8 | SA Rngd touch vs. bugbear at Y8
Teirist |
Ref save: 1d20 + 8 ⇒ (15) + 8 = 23 Evasion! boom, no damage.
Teirist, seeing the magic manbugbearpig, moves over to stop it from hurting everyone but him. W9, if doesn't cause AOO, otherwise, just get me into melee
One Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage, if hits: 1d6 + 2 ⇒ (5) + 2 = 7
Keryth Tarathiel |
reflex save: 1d20 + 3 ⇒ (6) + 3 = 9
Keryth is also caught off guard and suffers the gout of flame fully.
Round 2 Init 21
Keryth shoots the bugbear spellcaster a dirty look and readies a spell of his own. (readied action to cast acid dart at spellcaster bugbear when he attempts to cast a spell, using 5' step if necessary)
acid dart (vs touch ac): 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Status & Effects
AC: 12 HP: 21 of 32
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Teirist – 23
Keryth – 21
Jim – 13
Billy – 12
The other Bugbear – 5
Bugbear - 5
Ballar – 3
Round 1 wrap up
Ballar hurls a glob of acid just passed the corner of the entrance that catches the newly visibly bugbear on the leg.
Round 2…
Teirist may make an acrobatic check to move through a threatened square as he moves by the other newly visible bugbear, to get to W9, or stop in W8 to attack the Sorcerbear. I am applying thr damage from the attack either way
Quickly, Teirist recognizes the threat of sorcerers who can be invisible, even if it is a sorcerbear, and leaps toward the monster blades flashing.
Having waited patiently for the others to take care of the threat, Keryth finally decides he has waited long enough and when the sorcerbear appears, he doesn’t hesitate to hurl a bit of magic acid himself.
Jim and Billy may take round 2 actions, the sorcerbear and his buddy will go last
Keryth – takes 19 damage
The Other Bugbear – takes 8 damage
One Bugbear killed
Second Bugbear killed
Bugbears hp 16 | AC 17, t 11, ff 16 | f +2, r +4, w +1 | Melee +5, d8+3 |CMB +5, CMD 16. The Other Bugbear, HP 24 | AC 20, t 13, ff 16 | f +2, r +4, w +4 | spells cast* - 1xMage Armor, 2xInvisibility
Jim Seeker |
Jim moves towards the sorcerbear and tries to demonstrate his martial superiority by hitting a weak enemy wearing no armor.
IFlail: 1d20 + 8 ⇒ (2) + 8 = 10, Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Billy Mann |
Billy most gracefully steps away from the offending bugbear trying to get into his face as he fires off two arrows and calls out suavely. "Fluffy, a little help here!"
Step away to W7, fire off two arrows with RS, DA and PBS
Ping!: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Ping!: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Crit Check!: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 2d8 + 14 ⇒ (5, 6) + 14 = 25
"Er, I mean, no problem. I got this. May be you should go help against that scrawnybear instead."
Terquem |
Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)
Bugbears – 16
Keryth – ?
Jim – 13
Billy – 12
The other Bugbear – 5
Ballar – 3
In a selfless attempt to be polite, waiting for Billy to do something important, Jim allows his momentum to come to an end, and all he can do is check his IFlail for recent updates that may be required.
Billy, however, steps lively and plants an arrow directly into the eye of the bugbear that attacked him, and the thing stiffens immediately and then falls dead on the floor.
The remaining, robed Bugbear steps back away from his attackers, and casts a spell, and quickly vanishes!
Keryth – takes 19 damage
The Other Bugbear – takes 8 damage
One Bugbear killed
Second bugbear killed
third Bugbear killed
Ballar Fargrim |
Err, anyone know wha's go'in on? Ballar raises his hands and shrugs sending another small orb of acid flying at the cuddly golden bear just as it vanishes.
Oi! Did ya see tha? Tha one 'ad one o'those Golden symbols on his tummy! Do ya rememb'r those things? Everyone ad ta have one...Bloody nuisance they were.
Rng Touch Att vs. Sorcererbear: 1d20 + 4 ⇒ (11) + 4 = 15
50% to Miss: 1d100 ⇒ 13 - Drat!
SA cast acid splash at last known location of Sorcerer Bear | Is that the end of combat??
Terquem |
Well, poopy, yes you did say it was a readied action and I stupidly treated it like a normal action, so yes let me make a Concentration check
Flickering between visible and invisible states the sorcerbear tries his best to concentrate on the spell he is casting while Keryth launches an acid dart at his face.
Concentration Check vs DC 21: 1d20 + 8 ⇒ (8) + 8 = 16
And the spell fizzles spectacularly, allowing Ballar to target the Sorcerbear with impunity.
the sorcerbear has taken 8 damage, from Keryth, but the critical, from Billy I thought was applied to the bear who attacked him, so Ballar's acid will hit the sorcerbear, roll the damage, but he is not down and out, just failed a spell this round!
Edit - oops make that 15 damage, as Teirist hit the sorcerbear as well
Teirist |
Teirist grins, the blood spatter on his face and the odd light adding to the grin's oddity. Elves shouldn't grin...
His blades flash again.
Attack Main Hand: 1d20 + 7 ⇒ (16) + 7 = 23 Damage Main Hand: 1d6 + 2 ⇒ (2) + 2 = 4
Attack Off Hand: 1d20 + 7 ⇒ (6) + 7 = 13 Damage Off Hand: 1d6 + 1 ⇒ (2) + 1 = 3
Another player in another game thought this format looked better and easier on the DM...thoughts?