Tears at Bitter Manor - Team A - "Avengers" (Inactive)

Game Master FratManCy

Hope Against Hope!
Bleak days have come to the Taldan city of Cassomir and nearby settlements, with a wave of depression and rage sparking horrific acts of violence. When retired adventurer Taergan Flinn doesn’t show up to meet with his old companions, The Golden Watch, the PCs are called upon to investigate, leading them into a swirling maelstrom of horror and tragedy. Can the PCs unmask and confront the malevolent entity behind the madness and restore hope to a tortured land?

Cassomir Map

Mothers Care Map


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Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

I also was not factoring inspire courage, which I'm assuming Galoria is close enough to hear - 60' if I recall. If she would've been affected, simply a +2 DMG on the previous roll.

The fiddle's tune provided a stabilizing melody to the ranger. Though she'd tangled with feral cats and ambushing reptiles, otherworldly creatures were disarming to her as they were alien. She didn't care for them, but she did care enough for her group to remain united against them.

So did her steel.

Dagger: 1d20 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14

Damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7


Round 7 Results

Dm Rolls:

Vulnaedaemon #1
Flanking

Move Action: Move 5ft to left side of Raf
Std Action: Sword attack on Raf
Short sword on Raf: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Hits
Sword dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Bleed: 1d4 ⇒ 3
Sneak Attack: 1d6 ⇒ 5

2/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Vulnadaemon #2
HP: 26 / 39 (+8 Temporary HP)
+2 Str bonus
Flanking

Move Action: 10ft flank, Provokes AoO from Raf and Galoria
Short sword on Raf: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 Misses
Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Bleed: 1d4 ⇒ 3
Sneak Attack: 1d6 ⇒ 2

0/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Sonic Dmg: 1d8 ⇒ 2

Cacodaemon #2
Unconscious, bleeding out

Cacodaemon #3

Std Action: Chomp at Magma Elemental
Move action: Get on Magma
Caco #3 Bite against Elemental: 1d20 + 6 ⇒ (7) + 6 = 13Hits
Bite Dmg + Disease DC Fort12: 1d4 + 1 ⇒ (3) + 1 = 4

Cacodaemon #4
Stabilized, but can't act

DM Health Tracker:

Male Admin HP: 18 / 23(1 temporary HP) +2 Str Bonus 
Female Admin HP: 22 / 29 (7 temporary HP)+2 Str Bonus 

Vulnadaemon #1 HP: 25 / 39 ()  Blurred
Vulnadaemon #2 HP: 20 / 39 (-6 from Zinthar [Resist Fire 10]) +2 Str bonus
Cacodaemon #2 hp -08 / 19 fast healing 2 DR 5 / Good or Silver 
Cacodaemon #3 hp 05 / 19 fast healing 2 DR 5 / Good or Silver  (-5 from Cap)
Cacodaemon #4 hp -2 / 19 fast healing 2 DR 5 / Good or Silver (-2 from Galoria)

Ini
Zinthar 16
Captain 14
Pip 12
Kien 11
Monsters 11
Galoria 10
Rafaello 6

1. Zinthar jumps back once more, and sends a ray of searing fire against Vulna #2, and was quite certain that the projectile meant shear destruction. However, the fire seemed to have little effect, in fact, it seemed to enjoy it.
Zinthar hits Vulna #2, but takes 13 dmg from resisting last round's spell

2. Captain Andoran adjusts himself within the tight corridor and brings the pain. However, the Caco #3 is durable!
Cap hits! However, he takes 2pts of Sonic Dmg from last round!

3. Pipernortin enters the fray, and uses his small hands to navigate his way through the darkness to where I thought Galoria was. In moments, he was back in the lobby and free to see! Meanwhile, his elemental managed to land another hit, however, Caco #3 easily staves the attack!
Pip moved down the hall, and commanded his elemental to attack!

4. The childlike monsters, Vulna #1 and 2 move in for a flank and unleash a torrent of attacks upon Raf!
Vulna #1 hits Raf for 8dmg plus 3pts of bleed

Vulna #2 provokes an AoO from Galoria and Raf

Meanwhile, Caco #3 attempts to take a bite out of the Magma Elemental!
Caco#3 hits and deals 4 pts of dmg to Magma Elemental. It Needs to make a fort save

On the floor, it seems that Caco #4 is slowly fidgeting and regaining consciousness!

5. Galoria plied her dagger once more against the felled Caco #4 but found that its hide was tougher than her blade!
Galoria hits!

6. Raf tries to swing w/ his glaive, but fails to connect his blows.
Raf misses!

Raf:

You're also forgetting that you're sickened. If you're gonna use a reach weapon, might be best for you to take a 5ft step back.

Updated Map of Round 7

Round 7 Ends


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

Breathing heavily from the pain of his wounds, Zinthar tries to steady himself enough to continue to battle. As if you're helping that much, your magics are barely affecting these things!

Seeing the fallen creatures starting to get back up the elf curses again. These child creatures are moving in to flank Raf, his own spells are not doing much, and Galoria is tied up keeping the fallen beast from rising again. Knowing his wounds are severe the wizard takes another step back and away from Raf.

"Galoria, I will deal with those things, help Raf!" Again he points his wand, taking aim at the recovering daemon while trying to see if the other is getting back up as well.

5' step due south
MM wand: 2d4 + 2 ⇒ (1, 1) + 2 = 4 to keep that little bugger down, unless of course the dice roller feels otherwise

Status:

HP: 9/27
Haste LAST ROUND +1 to hit, +1 to AC, +1 to REF, +30ft move
Mage Armor active (cast earlier in the day but the duration is 6hrs)
Dancing Lights 3 of 3 remaining
Versatile Evocation: 8 of 8 remaining
Spells Remaining:
0-level (DC15): Ray of Frost, Detect Magic, Message, Prestidigitation
1-level (DC16): Mage Armor, Magic Missile x2, Shocking Grasp, Burning Disarm (DC18), Shocking Grasp
2-level (DC17): Scorching Ray, Cats Grace, Burning Arc (DC19), Scorching Ray
3-level (DC18): Fireball (DC20), Fly, Haste

Last Round of Haste folks, get those full attack actions in while you can!


-INACTIVE-

Ugh... so much stuff to keep track of... head spinning... I'll post my actions for this round later, let me get you that attack of opportunity.

AoO: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 Hooray!
Damage, should the Gods be kind: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7 Meh...


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

There's a man who can think clearly. Galoria appreciated the magister's clarity of mind in the midst of battle; she heeded his words.

Approaching the childlike abberations next to the cleric, she thrust her blade into one. Perhaps this target will be more vulnerable.

Dagger: 1d20 + 5 + 2 + 2 ⇒ (1) + 5 + 2 + 2 = 10

Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Ele Fort: 1d20 + 3 ⇒ (10) + 3 = 13

Elemental HP 7/11, Round 4 of 5

Unphased by the attack on its person, the elemental sends another flaming burst of lava towards the daemon.

Atk: 1d20 + 5 ⇒ (8) + 5 = 13
Dmg: 1d3 + 2 ⇒ (2) + 2 = 4 DC 9 Reflex
Burn Damage: 1d4 ⇒ 1 Presumed to do nothing because of resists

Pipernortin, finally in the real fray with his companions, tosses his violin's bow to the side and grabs hold of his belt. With one firm tug, it comes loose and its interlocking chains snap together into the form of a long blade. With an impish smile, Pipernortin swung at the nearest of the twitching daemons on the floor.

Performance is over. Lingering performance round 1 of 2

Atk: 1d20 + 6 ⇒ (6) + 6 = 12 +? for a prone/helpless target?
Dmg: 1d6 - 1 + 2 ⇒ (6) - 1 + 2 = 7


-INACTIVE-

Question: If I'm reading the description of the Withdraw action correctly, since the two Cacodaemons north of me are down, I can use Withdraw as a full-round action (with 5-ft step) to get out of this melee and move up to twice my movement speed without provoking an attack of opportunity since I don't pass through any other threatened squares. GM, is that right, or am I missing something? I probably won't last another round caught between the two of them, so that's probably what I'll have to try and do...

Liberty's Edge

Male Human
Stats:
Brawler/7 AC: 23,15,19; HP: 74/74; Saves: 9,10,7; Init+7; Per+11

"Join your fellows, monster! I'm coming, Raf!" He tries to finish the fluttery monster, hoping to be rid of it so he could leave the darkness.

Unarmed Flurry 1: 1d20 + 6 + 2 + 1 ⇒ (10) + 6 + 2 + 1 = 19
Unarmed 1 damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Concealment: 1d100 ⇒ 74
Reroll if needed: 1d100 ⇒ 6

Unarmed Flurry 2: 1d20 + 6 + 2 + 1 ⇒ (12) + 6 + 2 + 1 = 21
Unarmed 2 damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Concealment: 1d100 ⇒ 81
Reroll if needed: 1d100 ⇒ 55

Haste Shield bash: 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30
Shield Bash: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Concealment: 1d100 ⇒ 10
Reroll if needed: 1d100 ⇒ 72

I don't know if I can flank an enemy occupying an allies square, so I have not added flanking to the attack rolls.


-INACTIVE-

Realizing that the situation has turned truly dire, and with injuries piling up, Rafaello grits his teeth and dashes past the vulnudaemons northward, stepping over the unconscious Cacodaemons, and around the corner. "Hurry, Stephen! Don't let them surround Galoria or Zinthar!"

Just a momentary retreat, he assures himself. Just a moment to breathe before getting back into the fray...

Using the Withdraw action to get myself out of melee for the time being. I need a round away from these things before I hop back in. Got a spell that might help with this, but there was no chance of casting it surrounded like that.


You forgot your AoO, sweetheart!

Galoria Dagger AoO: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 24
dmg: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

And that's a hit!


Round 8 Results

Dm Rolls:

Bleed dmg from this round – Raf.
Bleed dmg: 1d4 ⇒ 3

Vulnaedaemon #1
HP 25/39
Blurred
Flanking

Full Attack on Raf
Short sword on Raf: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 Hits
Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Bleed: 1d4 ⇒ 1
Bite Attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Bite Dmg: 1d3 + 1 ⇒ (2) + 1 = 3
Sneak Attack: 1d6 ⇒ 4

2/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Vulnadaemon #2
HP: 16 / 39
+2 Str bonus

Move Action: 5ft step down next to Zinthar
Short sword on Zinthar: 1d20 + 10 ⇒ (5) + 10 = 15 Misses
Sword dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Bleed: 1d4 ⇒ 3

0/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Cacodaemon #2
Unconscious, bleeding out

Cacodaemon #4
Stabilized, but can't act

DM Health Tracker:

Male Admin HP: 18 / 23(1 temporary HP) +2 Str Bonus 
Female Admin HP: 22 / 29 (7 temporary HP)+2 Str Bonus 

Vulnadaemon #1 HP: 25 / 39 ()  Blurred
Vulnadaemon #2 HP: 16 / 39 (-2 Raf AoO, -1 Galoria AoO) +2 Str bonus
Cacodaemon #2 hp -10 / 19 fast healing 2 DR 5 / Good or Silver 
Cacodaemon #3 hp -14 / 19 fast healing 2 DR 5 / Good or Silver  (-5 from Cap)
Cacodaemon #4 hp -2 / 19 fast healing 2 DR 5 / Good or Silver (-2 from Pip)

Ini
Zinthar 16
Captain 14
Pip 12
Monsters 11
Galoria 10
Rafaello 6

1. Zinthar manages to move just out of the wa and fires another charge from his wand of magic missile! The projectiles find their mark and severely wound Caco #2.
Zinthar hits and Caco#2 looks its near death.

2. Another flurry by the Cap reduces Caco#3 to the ground where he continues to bash it to oblivion!
Cap Andoran hits and successfully kills Caco #3

3. Pip's Magma elemental resist's the Cacodaemon's disease, but finds that there is nothing to hit with its lava. However, the magical gnome directs his blade and tries to stab at one of the remaining cacos and finds that his blade isn't tough enough.
Pip hits!

4. With a heavily wounded creature before them, Vulna #1 went into a frenzy hacking and slashing at the bleeding priest. Meanwhile, it's counterpart went after Zinthar who had been seen retreating.
Vulna #1 deals 11pts of dmg +3 pts of bleed to Raf
Vulna #2 misses!

However, while the Vulna's were too busy w/ their targets, the caco's remained on the ground, severely hurt.

5. Galoria swings her blade but finds that it narrowly misses Vulna #2!
Galoria misses!

6. After sustaining serious injuries, Raf steels himself and flees for protection, only so that he can further aid his allies!
Raf uses a withdraw action!

Some stuff to note:
Kien's body is buried underneath the pile of unconscious cacodaemons.

Cacoademon #3 is officially dead!

Raf is bleeding and still sickened!

Zinthar is still sickened!

Round 8 Map

Round 8 Ends


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

Seeing the horrid child-like creature up close sends another wave of revulsion through the wizard. Zinthar somehow keeps enough presence of mind to dodge the thing's frenzied attacks. Not going to last very long against THAT! But neither is she.

Raf has moved off to safety leaving the elf and Galoria in a pretty tight spot as the two vulnadaemons swarm. A quick peek at the other beasties tells him that they are still not completely out of this battle. He told Galoria he would handle them so that's what he intends to do. This time Zinthar does not retreat, keeping the creature flanked hoping to at least divide its attention, but again sends two missiles weaving their way through the battle to strike the same daemon once more.

Yup, he'll stay there to give Galoria the flanking bonus...unless he drops first that is. When you speak of him, speak well.......
MM Wand: 2d4 + 2 ⇒ (1, 4) + 2 = 7 on the 'near death' one

Status:
HP: 9/27
Mage Armor active (cast earlier in the day but the duration is 6hrs)
Dancing Lights 3 of 3 remaining
Versatile Evocation: 8 of 8 remaining
Spells Remaining:
0-level (DC15): Ray of Frost, Detect Magic, Message, Prestidigitation
1-level (DC16): Mage Armor, Magic Missile x2, Shocking Grasp, Burning Disarm (DC18), Shocking Grasp
2-level (DC17): Scorching Ray, Cats Grace, Burning Arc (DC19), Scorching Ray
3-level (DC18): Fireball (DC20), Fly, Haste


-INACTIVE-

Sweet Shelyn, did this get ugly. Down to one hit point! I'm going to burn another Channel Energy to get us all a little health back instead of using that spell. Selective Channeling so the daemons get nothing (although I think it doesn't affect them anyways). Wish me luck, friends...

Forcing his nerves back to a relative calm, Rafaello grips his holy symbol and utters a quick prayer. Truly, he had never imagined this adventure would prove to be so disastrous. Blood staining his colorful robes, he realizes that he cannot abandon his comrades in the face of the powerful daemons- it was not just his life at stake this day. "The Eternal Rose protect us," he whispers as he limps back into the main hall, positioning himself so that all of his allies would be within range of the coming burst of positive energy.

Channel Energy: 3d6 ⇒ (2, 6, 3) = 11 HP back for everybody. That should end the bleed effects as well, right?

As the power of his goddess sweeps across his friends, hopefully closing some of their wounds, Rafaello realizes what he'll be leaving behind should he fall this day- who he'll be leaving behind. We can't let them win, he thinks. I have to survive this... For Streya, and for my unborn child...


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Leaning closer to the downed daemons, Pipernortin steadies his blade and takes aim at the center of the unmoving beast's eye. With a lunge, Pip stabbed it through in one smooth motion. I'll have to write Kien into song after this...

Coup de grace on one of the downed caco's. Whichever one Zin doesn't kill, probably.

Dmg: 1d6 - 3 + 2 ⇒ (6) - 3 + 2 = 5
Crit Dmg: 1d6 - 3 + 2 ⇒ (6) - 3 + 2 = 5
Fort DC 10+Dmg or it dies.
Round 2/2 of Lingering Performance. Make use of that +2 bonus!

The magma elemental, angered that it has been unable to incinerate any of its desired targets thus far, surges into the main room. Without hesitation, it attacks one of the vulnadaemons.

Attacking Vulna 1 from the square with all the caco's in it.
Atk: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Dmg: 1d3 + 2 ⇒ (3) + 2 = 5 DC 9 Reflex or it catches fire.
Round 5 of 5 for elemental.

Liberty's Edge

Male Human
Stats:
Brawler/7 AC: 23,15,19; HP: 74/74; Saves: 9,10,7; Init+7; Per+11

Can't quiiiiite reach the little ladies this round. Move 30ft directly west, assuming Captain Andoran has maintained his bearings.
Stephen assails the fluttery-thing, stomping it for good measure once he's swatted it out of the air with his shield. Now to save the others. He leaves the darkness after what feels like an eternity, leaping over Pip as he rises up suddenly out of the darkness and rolling to a stop a few feet past the gnome. Not having a lot of time to judge the situation, he decides the little girl eating Raf probably isn't friendly and tries to gain her attention with his iconic shield.

Non-precise-shot shield throw @ Vulna 1: 1d20 + 9 + 2 - 4 ⇒ (12) + 9 + 2 - 4 = 19
damage: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Blur concealment: 1d100 ⇒ 19

Temp AC: 19/13/16


DM Roll for CDG:

Caco #4Fort Save: 1d20 + 2 ⇒ (1) + 2 = 3


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Cap (and everyone except Pip) still has +10 to movespeed from my Triple Time Masterpiece. So you can totally reach, if you wanted!

Liberty's Edge

Male Human
Stats:
Brawler/7 AC: 23,15,19; HP: 74/74; Saves: 9,10,7; Init+7; Per+11

Ok, retcon. Move to Vulna 1 and melee.
Unarmed: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Concealment: 1d100 ⇒ 12
Reroll if needed: 1d100 ⇒ 79
Martial Mastery: 4/10. Well, I can only hope my stunning good looks distract her from going after Raf.


DMPC for Galoria

With one of the Vulnadaemons easily between Galoria and Zinthar, the ranger pressed the attack and hoped that she could deliver a scintillating blow. Though, her dagger hadn't much use since her fateful encounters with the demons.

I can't fathom how my friend's trusty dagger fails me here. Is it because my faith in him was too low? she thought while taking a stab at her exposed enemy.

Dagger Attack: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 24
Dmg: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5


Round 9 Results

Ini
Zinthar 16
Captain 14
Pip 12
Monsters 11
Galoria 10
Rafaello 6

DM Health Tracker:

Male Admin HP: 18 / 23(1 temporary HP) +2 Str Bonus 
Female Admin HP: 22 / 29 (7 temporary HP)+2 Str Bonus 

Vulnadaemon #1 HP: 25 / 39 ()  Blurred
Vulnadaemon #2 HP: 16 / 39 (-2 Raf AoO, -1 Galoria AoO) +2 Str bonus
Cacodaemon #2 hp -15 / 19 fast healing 2 DR 5 / Good or Silver (killed by Zinthar)( 
Cacodaemon #3 hp -14 / 19 fast healing 2 DR 5 / Good or Silver  (popped from Cap)
Cacodaemon #4 hp -2 / 19 fast healing 2 DR 5 / Good or Silver (Coup-de-Grace from Pip)

Dm Rolls:

Vulnaedaemon #1
HP 25/39
Blurred

Full Attack on Captain Andoran
Short sword on Raf: 1d20 + 10 ⇒ (5) + 10 = 15 Miss
Sword dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Bleed: 1d4 ⇒ 3
Bite Attack: 1d20 + 5 ⇒ (14) + 5 = 19Miss
Bite Dmg: 1d3 + 1 ⇒ (1) + 1 = 2

2/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Vulnadaemon #2
HP: 16 / 39
+2 Str bonus

Full Attack on Zinthar
Short sword on Zinthar: 1d20 + 10 ⇒ (17) + 10 = 27 Hits!
Sword dmg: 1d4 + 2 ⇒ (4) + 2 = 6
Bleed: 1d4 ⇒ 2
Bite: 1d20 + 5 ⇒ (15) + 5 = 20Hits!
Bite dmg: 1d3 + 1 ⇒ (1) + 1 = 2

0/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Bleed Dmg on Raf: 1d4 ⇒ 2

1. Zinthar's wand manages to deliver the killing blow to Caco #2!
Zinthar slays caco#2!

2. Captain Andoran vaults over once more, and attempts to attack Vulna #1 and misses!
Cap misses!

3. Pip delivers a killing blow with his special weapon, and enjoys watching the fist sized creature flake and burn to a crisp! Meanwhile, he directs his summon once more to attack, but notices how its flames barely lick the hair of its intended target!
Pip successfully CDG's Caco #4 and Magma Elemental's attack is staved off Vulna #1's natural resistance.

4. With the Cleric's retreat, and the sudden appearance of a meatier foe, Vulna #1 continues its frenzy and tries to rip Captain Andoran. However, his tough bulwark and reinforced armor easily repels the candy muncher's attacks!
Vulna #1 misses!
Meanwhile, it's twin, Vulna #2 continues the same and enjoys the taste of elven flesh as it rips apart Zinthar!
Vulna #2 deals [8 pts of dmg! to Zinthar!

5. Galoria drives her blade into her target, but notices that it has little effect against Vulna #2!
Galoria hits!

6. While heavily bleeding, Raf calls upon the words of his patron, but the world becomes blurry and heavier with each breath. Just as he could feel his connection with the Eternal Rose, he collapses to the ground.
Raf takes 2pts from bleed, which puts him unconscious and bleeding out!

Some stuff to point out
1. Galoria's attacks are doing little to the daemons. Perhaps she can use something to fight them better?
2. Captain Andoran has the best chances at DPSing the candy munchers.
3. Zinthar is at 1hp and may have the magic left to blast these buggers!
4. Raf is unconscious and bleeding out.
5. The only remaining enemies are the Vulnadaemons.

Updated Map Round 9

Round 9 Ends


-INACTIVE-

Yikes. Go get 'em, guys! Hey, I don't make a fort save since I'm already bleeding out, right?


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

I baleev!

Pip hears the weak pleas of Rafaello beside him, before hearing a resounding thump on the Home's stone floor. He quickly turns and sees the cleric motionless on the floor. "Raf!" Pip cursed his lack of healing magic... and his reluctance to purchase some prior to the trip to Cassomir.

Knew I shoulda jumped on that three for two deal back in Almas! Then again, that merchant with the four piercings and the one eye wasn't particularly trustworthy, either!

He dashes across the room, practically jumping into the man's pack and searching it for something of use. "A priest better have some kinda curative in here..."

Pip's gonna run over to Raf and spend the round searching his pack for something helpful. If he can use it this same round, he totally would.


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

As the daemon's teeth rip off another piece of the elf's flesh, Zinthar sees a flash of light before his eyes. Suddenly his father's voice echoes in his mind.

Battlefield assessment!

Two enemies down, at least 2 left. Weapons barely effective. Two allies down, about to be three. Need to fall back.

Negative, soldier. Never leave a man behind! Never surrender!

"Im not a soldier, you idiot. And Im leaving my entrails behind..."

Zinthar is suddenly back in Home, back facing the child-like creature who's face is covered with the mage's blood, not exactly sure whether he spoke aloud or not. The one thing he is sure of, he cannot stay here even at the risk of costing Galoria the tactical advantage of a flank. The elf simply cannot afford to pay that price again.

Keeping his guard up and his wand at the ready, Zinthar does his best to back away from the combat, hoping that a little distance can give him the perspective needed to be more effective in this battle.

Or at least to survive it.

Going to Withdraw action as well (although it didn't work out so great for poor Raf). Going to move south then west, putting his back to the corner left of the double doors. Still line of sight for more MMs, but far enough that the things cant reach me and attack in a single round.........I hope.


-INACTIVE-

Pip, there are four Cure Light Wounds potions on my person, so I'm sure you'd find at least one of those fancy things on me.

Liberty's Edge

Male Human
Stats:
Brawler/7 AC: 23,15,19; HP: 74/74; Saves: 9,10,7; Init+7; Per+11

Things are going downhill fast, but the battle is almost won. Captain Andoran is hardly injured but he no longer feels the inspiration brought by the bard and the wizard. Nevertheless he will not falter.
Unarmed Flurry 1: 1d20 + 6 ⇒ (4) + 6 = 10
Unarmed 1 damage: 1d8 + 3 ⇒ (4) + 3 = 7
Concealment: 1d100 ⇒ 91
Reroll if needed: 1d100 ⇒ 89

Unarmed Flurry 2: 1d20 + 6 ⇒ (2) + 6 = 8
Unarmed 2 damage: 1d8 + 3 ⇒ (7) + 3 = 10
Concealment: 1d100 ⇒ 90
Reroll if needed: 1d100 ⇒ 93
Martial Mastery: 3/10


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

Galoria moves a step to cut off Zinthar's escape route once the wizard passes; she knew she was better trained to dodge blows than he. Maybe she could buy the arcanist some time.

5' step towards Zinthar's escape route. Taking a defensive stance.


Round 10 Results

Ini
Zinthar 16
Captain 14
Pip 12
Monsters 11
Galoria 10
Rafaello 6

Dm Rolls:

Vulnaedaemon #1
HP 25/39
Blurred

Full Attack on Captain Andoran
Short sword on Raf: 1d20 + 10 ⇒ (1) + 10 = 11 Crit fail!
Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4 Self inflicted!
Sword: 1d20 + 5 ⇒ (20) + 5 = 25Hit. Possible crit!
Sword: 1d20 + 5 ⇒ (2) + 5 = 7Crit Confirm...not a crit
Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4

2/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Vulnadaemon #2
HP: 16 / 39
+2 Str bonus

Full Attack on Galoria
Short sword on Zinthar: 1d20 + 10 ⇒ (13) + 10 = 23 Hits!
Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 5 ⇒ (16) + 5 = 21Hits!
Bite dmg: 1d3 + 1 ⇒ (3) + 1 = 4

0/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Bleed Dmg on Raf: 1d4 ⇒ 2

[spoiler=DM Health Tracker]

Male Admin HP: 18 / 23(1 temporary HP) +2 Str Bonus 
Female Admin HP: 22 / 29 (7 temporary HP)+2 Str Bonus 

Vulnadaemon #1 HP: 25 / 39 ()  Blurred, Bleeding 1d4
Vulnadaemon #2 HP: 16 / 39 (-2 Raf AoO, -1 Galoria AoO) +2 Str bonus
Cacodaemon #2 hp -15 / 19 fast healing 2 DR 5 / Good or Silver (killed by Zinthar)( 
Cacodaemon #3 hp -14 / 19 fast healing 2 DR 5 / Good or Silver  (popped from Cap)
Cacodaemon #4 hp -2 / 19 fast healing 2 DR 5 / Good or Silver (Coup-de-Grace from Pip)


1. Recognizing when a battle was going south, Zinthar backstepped and found cover along the building's entrance, providing himself ample view of the targets.
Zinthar uses withdraw!

2. Captain Andoran focused his shield attacks upon Vulna #1 but found that his strikes missed their target!
Cap misses!

3. Pip recognized opportunity where it was and dove for Raf's body. Knowing full well that any cleric of their reputation had to have some sort of curative whether in potion or spell form. Digging through the priest's soaken robes, Pip found a total of 4 potions of cure light wounds but can only carry one in each hand!
Pip found potions!

4. Wary of their targets, the candy munchers continue their bloodbath frenzy! Vulna #1 hacks and slashes against Cap's armor, and found a weakpoint! Though, it hurt itself in the process!
Cap takes 4 points of dmg and is bleeding!

Meanwhile, Vulna #2 slices and bites Galoria!.
Galoria takes 8pts of dmg and is bleeding!

5. Galoria, despite taking damage, puts herself in the way of the Vulna #2 and tries to block its path!

6. Raf..is a bloody pulp on the ground!
Raf takes an additional 2 points from bleed!

Round 10 map, updated

Round 10 Ends


-INACTIVE-

Rafaello hallucinates crazy things as he continues to bleed out.


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

Last time I leave town without buying a few healing potions!

Happy to be out of immediate danger, Zinthar uses his safer position to take a few breaths and better survey the battle. The thought of a potion brings his mind to Raf. The elf is relieved to see Pip near the fallen priest, they were certainly going to need his healing magics and soon.

Of course that left only two combatants remaining to deal with the vulnadaemons. Zinthar squints to try and get a clearer view of the one using distortion magic but with little success. A quick replay of the combat tells the mage that their blurry friend might not have actually been struck yet.

Zinthar reaches for another wand but pauses. The idea of protecting himself with the same dweomer has some appeal but his instincts scream that offense is better than defense. This battle has drawn out long enough already.

Instead the elf puts his hand to the metamagic rod at his belt. He knows that the creatures are naturally resistant to just about anything he can throw out them but he has to at least try. With a few arcane words his hand begins to crackle with electricity, and with an exaggerated windup Zinthar throws the energy at the daemon he can see clearly. Lets hope this one is close to dropping, because his friend certainly isn't!

Standard Action: Cast Shocking Grasp through Reach rod (one use remaining)
Ranged touch attack, sickened: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
Shocking Damage: 5d6 + 3 ⇒ (5, 1, 2, 2, 4) + 3 = 17 ugh....


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Tossing his sword aside, Pip takes hold of two potions and proceeds to uncork them with his teeth. "Mmmg mmn, mmaf! Realizing his blunder, he spits the cork out and lets it roll across the floor.

Carefully tilting the cleric's head back, he proceeds to pour the potions down the man's throat.

Hope he doesn't choke on this stuff. Man, would that be an embarrassing way to die!"

Is it possible to use both this round? Or can I only do one at a time? I'll roll twice just in case...
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
zzzz, maybe I'll just use one after all...


-INACTIVE-

Still makes me alive again. :D I'll update my status bar once the results for this round are posted.

Liberty's Edge

Male Human
Stats:
Brawler/7 AC: 23,15,19; HP: 74/74; Saves: 9,10,7; Init+7; Per+11

Been really busy, busy the next few days, I'll still be around but feel free to npc me if needed.

This little girl is turning out to be quite a bit more resilient than the administrators.
Unarmed Flurry 1: 1d20 + 6 ⇒ (11) + 6 = 17
Unarmed 1 damage: 1d8 + 3 ⇒ (7) + 3 = 10
Concealment: 1d100 ⇒ 92
Reroll if needed: 1d100 ⇒ 10

Unarmed Flurry 2: 1d20 + 6 ⇒ (15) + 6 = 21
Unarmed 2 damage: 1d8 + 3 ⇒ (2) + 3 = 5
Concealment: 1d100 ⇒ 91
Reroll if needed: 1d100 ⇒ 86
Martial Mastery: 2/10


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

Her companion behind her, Galoria struck back at the daemon immediately threatening her - or him, if hers didn't follow.

Dagger: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Round 11 Results

DM Health Tracker:

Vulnadaemon #1 HP: 19 / 39 (-6 from Cap)  Blurred
Vulnadaemon #2 HP: 09 / 39 (-7 from Zinthar) +2 Str bonus

Ini
Zinthar 16
Captain 14
Pip 12
Monsters 11
Galoria 10
Rafaello 6

Dm Rolls:

Bleed dmg on Cap: 1d4 ⇒ 3
Bleed dmg on Galoria: 1d4 ⇒ 2
Bleed dmg on Vulna Daemon 1: 1d4 ⇒ 1

Vulnaedaemon #1
HP 18/39
Blurred

Full Attack on Galoria/ooc]
Short sword on Galoria: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 [ooc]Hits!

Sword dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Short sword 2nd attack on Galoria: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24Hits!
Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Sneak Attack: 1d6 ⇒ 4

2/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Vulnadaemon #2
HP: 09 / 39
+2 Str bonus

Move action: 5ft step to flank!
Std attack on Galoria
Short sword on Galoria: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 Hits!
Sword dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Sneak Attack: 1d6 ⇒ 5

0/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

1. Zinthar produces his metamagic wand and conjures one more spell, and flings it with great determination at Vulna #2. Its loud energy cracks and harms the wily daemon!
Zinthar hits!

2. Cap swings wildly once more and manages to strike the blurry Vulna #1. However, despite his best actions, the creature is still very much determined to continue its rampage against the Andoren.
Cap hits, but takes 3pts of bleed dmg!

3. While at the outskirts of the battlefield, Pip had taken Raf's health as a priority and sought to rescue the cleric! Finding what seemed like a 2 curatives, he poured one and watched its miraculous affects upon Raf's wounds.
Pip used one potion of cure light wounds and brought Raf back to life!

4. With the weaker of two humans standing amid them, the Vulna Siblings turn and flank Galoria, and perform a deadly dance of death and carnage, clearly hurting the ranger!
Galoria takes a total of 25dmg + 3pts of bleed if you didn't count that earlier
5. Galoria, despite having been wounded badly, tries to ply her knife once more into the her intended target, but found that its metal lacked the constitution to harm the daemon!
Galoria hits, but it does little dmg!

6. Raf regains consciousness!

Updated map, round 11

Round 11 Ends


-INACTIVE-

Still alive...

Rafaello gives Pip his best weary grin as he fights his way up to his feet. Move action to stand up. Determined to do now what he had set out to do before, he hefts his holy symbol above his head and resumes his prayer from where he left off.

Channel Energy: 3d6 ⇒ (4, 3, 1) = 8

I'm not sure how this would work, since I don't know how five-foot steps interact with standing up from prone, but if there's any way I can take a step so that Galoria is in range of the Channel, I'm doing that. I want to try to catch all of us. If it's better for me to just crawl or something, I'd do that instead.


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

"Gods, why don't you die!?"

Still in extreme pain from his injuries, Zinthar watches from a distance as the creatures begin to surround Galoria and start rending flesh.

Refusing to give in and resort to the bow, the wizard raises the wand again. He is depleting it faster than he'd like but with most spells burned out of his memory his options are limited....

If at first you don't succeed.....
MM Wand: 2d4 + 2 ⇒ (2, 1) + 2 = 5 He shakes the wand, looking down the barrel and wondering wtf....

Liberty's Edge

Male Human
Stats:
Brawler/7 AC: 23,15,19; HP: 74/74; Saves: 9,10,7; Init+7; Per+11

This was starting to remind Stephen of that damnable boat so long ago. Allies falling left and right, enemies that won't go down. Time to try something else. He aims a powerful punch at the creatures head, hoping it has some sort of brain to knock around.

Knockout: 1d20 + 8 ⇒ (9) + 8 = 17
Unarmed damage: 1d8 + 3 ⇒ (4) + 3 = 7
If target is hit DC 15 Fort save or target falls unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.
Unconscious rounds: 1d6 ⇒ 2
Concealment: 1d100 ⇒ 70
Reroll if needed: 1d100 ⇒ 20
Next round is last round for Martial Mastery.


Dm Rolls:

Vulna #1 Fort Save: 1d20 + 6 ⇒ (18) + 6 = 24Looks like it makes it!

Liberty's Edge

Male Human
Stats:
Brawler/7 AC: 23,15,19; HP: 74/74; Saves: 9,10,7; Init+7; Per+11

Yeah, well, Vulna 1 was adopted, her real parents didn't love her, so who's laughing now?


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Returning Raf's weary smile with an exaggerated one of his own, Pip ducks back into the hallway where the battle is ongoing. Seeing Galoria pinned between two of the daemons, Pipernortin reaches for his fiddle and plays a quick, sharp note.

Out of nowhere, an oversized musical note appears and hooks itself around the further daemon's foot while impacting partway into the stone floor. "Quick, get out of there before they cut you down!"

Not sure if I can even do this... But I'm attempting to nail Vulna 2 to the floor with solid note. Its effective AC is 13, CMD is 8, and Strength is 15. It'll have to (easily) beat one of those three to move again, but at least I'm burning its attack!


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

The huntress knew when she was beaten. I have failed. Her pride's downfall nearly hurt more than her injuries, but instinct prevailed: she retreated.

Withdraw back towards the entrance. I am aware this may provoke OoOs from squares beyond the first.

I'll have to resort to my bow if I can get an opening... Normally her first choice, the friendly fire potential indoors was too great. And now she was swarmed.

"You don't have to tell me twice!" Her response to piper was forced, her spirits beginning to be weighed down as her body.


Attention to Raf

You didn't take an action last turn. I'm going to retroactively say that your channel was popped during then. Please make a new post for this round.


-INACTIVE-

Whoopsie~

Determined to finish off the Vulnadaemons, Rafaello moves back to Stephen's side as he casts a healing spell on himself.

Cure Serious Business: 3d8 + 5 ⇒ (7, 7, 1) + 5 = 20

We gotta kill these things! For Kien! For great justice!


Round 12 Results

Ini
Zinthar 16
Captain 14
Pip 12
Monsters 11
Galoria 10
Rafaello 6

DM Health Tracker:

Vulnadaemon #1 HP: 16 / 39 (-2 from Cap)  Blurred
Vulnadaemon #2 HP: 04 / 39 (-5 from Zinthar) +2 Str bonus

Dm Rolls:

Bleed dmg on Vulna Daemon 1: 1d4 ⇒ 2

Vulnaedaemon #1
HP 16/39
Blurred and Bleeding

Full Attack on Stephen
Short sword on Stephen: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 Miss!
Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Short sword 2nd attack on Stephen: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24Hits
Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4

2/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Vulnadaemon #2
HP: 06 / 39
+2 Str bonus

Std attack on Music Note
Short sword on Music note: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 Hits!
Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4

1. Desperate to land the killing blow, Zinthar unleashed another torrent of energy at Vulna #2.
Zinthar hits!

2. Captain Andoran tried a new tactic and sucker punched Vulna #1 square in the jaw. He had hoped that the creature would fall unconscious!
Captain Andoran hits!

3. Pip used his wits and created what seemed to be a solid musical note out of thin air! It's curved shape looped around Vulna #2!

4. While engaged w/ the heroes, Vulna #1 continued its assault against Captain Andoran, hoping to taste more of his delicious pure blood. However, her first strike rebounded off the warrior's armor, sending her into further frustration and prompted her to stab again, only to find that she had hit a weak spot!.
Vulna #1 hits for 4dmg!

Vulna #2 however, found a strange thing wrapped around his ankle. Looking down, it appeared to be a treble clef, that somehow anchored his leg to the ground! Swiping away with great fear, he found that his attack hit, and the note broke into pieces!
Vulna #2 breaks Pip's musical note!

5. Knowing that things had gone sour, Galoria retreated to where Zinthar stood, and sought better tactical decisions.
Galoria uses a full withdraw

6. Back to life and feeling better, Raffaello stood up, and called divine energies that had mended his wounds while approaching the battle!
Raf healed himself for 28 (counting last round's channel) and moves in!

Update on Healing

So, since Raf's channel energy was counted last round, everyone is healed for 8pts of dmg, and Galoria/Cap are no longer bleeding.

Round 12 Map updated!

Round 12 Ends


Female Half-Elf: AC 19 /13/16 / HP 39 / F +5 R +7 W +3 / Init. +3* / Perc. +12* Warden / 5

The positive energy invigorating her, the ranger made good on her better position: Drawing her bow, she notched and arrow and fired at the nearest daemon.

You'll find I'm deadlier with this than that dirk, demons.

Composite +2 Longbow: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Or so I thought...

Her arrow going widely askew, Galoria's confidence was shaken. Given the absence of options, however, she had no choice but to continue.


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

With Galoria safely out of danger - for the moment, at least - and Raf back on his feet - also possibly temporary - Pipernortin grabs for his fiddle and bounces back into song. Though not another verse from his ongoing (and ever-changing) Ballad of the Golden Watch, it seemed appropriate. A little out of place on this side of the river, but a good and heroic song nevertheless!

The justice of the heavens shall fill up our flagons;
Let our valor not quail, lest tyranny prevail!
For we fight for our fallen, good men of Andoran!

Starting bardic performance again. +2 Atk/Dmg, saves vs. fear. 11 rounds left.


-INACTIVE-

Here we go...!

Rafaello grits his teeth. It's time to finish off the monsters that murdered his ally. He lays a hand on Stephen's shoulder and utters a prayer under his breath.

Casting Bull's Strength on Stephen. +4 strength for the next five minutes. Now lay into 'em!

After casting the spell, Rafaello grabs his pack and grabs a potion from within.

Move action to grab my own Potion of Bull's Strength. I'll doff it next round and we can put these creeps in the ground for good.

Liberty's Edge

Male Human
Stats:
Brawler/7 AC: 23,15,19; HP: 74/74; Saves: 9,10,7; Init+7; Per+11

Awww yisss bulls strength. I wish you were higher on init than me :(
"Raf, good to see you on your feet again. You're lookin' good. Tired of babysitting yet?" Stephen unleashes another combo at the little monster. Seeing Galoria disengage and safely out of the danger of friendly fire, Stephen removes his shield and hurls it at the second demon, hoping to convince it not to follow the ranger.
Unarmed Flurry 1: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Unarmed 1 damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Concealment: 1d100 ⇒ 61
Reroll if needed: 1d100 ⇒ 61

Unarmed Flurry 2: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Unarmed 2 damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Concealment: 1d100 ⇒ 35
Reroll if needed: 1d100 ⇒ 9

Going to use throwing shield property to attack Vulna 2 to get its attention, provokes AOO from Vulna 1. Temp AC 19,13,16
shield throw: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8


Male Elf Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

Zinthar watches as the healing magics reknit some of his wounds. He watches Galoria's arrow fly wide. "Their hides are too tough for that. Give me a second, I can help you but first....."

The mage points his wand at the clearly visible daemon while pulling out yet another wand from his seemingly endless supply.

Move Action: Draw wand of enlarge person
Standard Action: Throw myself at the mercy of the dice roller again.....
MM wand vs Vulna #2: 2d4 + 2 ⇒ (1, 4) + 2 = 7


Round 13 Results

Ini
Zinthar 16
Captain 14
Pip 12
Monsters 11
Galoria 10
Rafaello 6

DM Health Tracker:

Vulnadaemon #1 HP: 06 / 39 (-11 from Cap)  Blurred and Bleeding
Vulnadaemon #2 HP: -06 / 39 (-7, from Zinthar and -3 from Cap) +2 Str bonus bleeding out

Dm Rolls:

Bleed dmg on Vulna Daemon 1: 1d4 ⇒ 2

Vulnaedaemon #1
HP 16/39
Blurred and Bleeding

Full Attack on Stephen/ooc]
Short sword on Stephen: 1d20 + 10 ⇒ (10) + 10 = 20 [ooc]Miss!

Sword dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Bite on Stephen: 1d20 + 5 ⇒ (6) + 5 = 11Miss!
Sword dmg: 1d3 + 1 ⇒ (2) + 1 = 3

2/3 Spells per day. blur, death knell (DC 15), invisibility, minor image (DC 14)
0/1 Spells left. Summon

Vulnadaemon #2
HP: 06 / 39
+2 Str bonus

1. Desperation couldn't describe how Zinthar felt. Brandishing his wand once more, he sends yet another volley of energy at Vulna #2 and watches the candy muncher fall to the ground!
Zinthar hits and causes Vulna #2 to fall unconscious and bleed out!

2. Captain Andoran's patience wore thin and he delivered another flurry of blows at Vulna #1. Watching the attacks connect, he was quite sure the wily daemon felt his blows this time! And to round things off, Cap sends his shield flying and hits the now unconscious Vulna #2!
Captain Andoran hits!

3. Pip resumes his performance!
Pip continues bardic performance: +2 Atk/Dmg, saves vs. fear. 11 rounds left.

4. Vulna #1 continues his attack against Stephen and misses!
Vulna #1 misses!

Before Vulna #2 could act, he was taken down by Zinthar and Cap
Vulna #2 is unconscious and bleeding out!

5. After finding her spot Galoria readied her bow and fired, but noticed something horrible! Her arrow missed her intended target and hits Cap isntead!
Galoria hits Cap for 3 dmg

6. Back to life and feeling better, Raffaello moves forward and quaffs his potion of bull's strength

Round 13 Map updated!

Round 13 Ends

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