Tunar Vodrat |
Round 2, Initiative 16
Tunar ignores the blood draining down his face and keeps swinging at the creature determined to get the last hit in before collapsing himself. 5 foot step up!
Greatsword w/ Power Attack: 1d20 + 11 ⇒ (2) + 11 = 13 No glory for Tunar.
Damage: 2d6 + 14 ⇒ (2, 5) + 14 = 21
[ooc]AC 16, Accounted for Flagbearer+Inspire Courage
Will Save vs Nevai CMW: 1d20 + 5 ⇒ (4) + 5 = 9
p.s. I like the shifty eyes. xD
So I think I'm awake again?
Game Master Listener |
Whoah! Sorry, Nevai, I completely forgot about that. I was psting while at training and just wasn't paying attention. Sadly, it wouldn't have changed anything.
Almathea's magic and Setesh's jaw both connect to damage the creature further.
Leto takes two more shots, one of which connects.
Attack: 1d20 + 10 ⇒ (7) + 10 = 17 Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Attack: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Round 3: Initiative 13
The warrior shouts again, and turns to attack Setesh, thinking Tunar is finished.
1d8 + 5 ⇒ (5) + 5 = 10
Attack: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Damage: 1d6 ⇒ 1 (electricity)
Crit Confirm: 1d20 + 10 ⇒ (1) + 10 = 11
Setesh Bantling |
Setesh grunts from the force of the blow that he receives, but remains standing, and does his best to break apart the undead beast.
Claw: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d6 + 6 ⇒ (5) + 6 = 11 damage.
Claw: 1d20 + 8 ⇒ (18) + 8 = 26, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.
Bite: 1d20 + 8 ⇒ (19) + 8 = 27, for 1d8 + 6 ⇒ (3) + 6 = 9 damage.
Nevai Alaro |
Round 3, Initiative 13
Nevai stepped to the side, to keep Setesh between him and the undead warrior, and uttered another prayer. Flames danced from his fingertips, but then coalesced into a calm golden radiance in his palm that spread into Setesh's wounds when Nevai reached out to him.
Cure Light Wounds: 1d8 + 3 ⇒ (2) + 3 = 5
Sacrified Burning Disarm since every enemy weapon so far is made of wood!
Almathea |
Round 3
Init 7
Eyes wide and getting a bit nervous at the amount of damage this thing is putting out on her group, Thea wonders if everyone will make it out of the fight while she casts Disrupt Undead on the thing again.
ranged touch attack: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
damage: 1d6 + 1 ⇒ (4) + 1 = 5
crit confirm ranged touch attack: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
damage: 1d6 + 1 ⇒ (2) + 1 = 3
Erei Jentis |
Round 3 - Initiative 23
This...is a very dangerous thing...
Erei will once again attempt to stab the creature.
Longspear: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Active Effects: Flagbearer, Inspire Courage (+1)
Leto V. Derexhi |
Initiative: 1d20 + 8 ⇒ (13) + 8 = 21
Leto comes around the corner, just finished some private business.
As he sees the party fighting, he quickly draws his bow.
What´s that thing now? I´ve been just around the corner and you get yourselves into trouble?
FoA: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 281d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14
FoA: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 151d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Point Blank Shot, Deadly Aim, Flagbearer, Isnpire Courage.
Tunar Vodrat |
Sorry, got in last night around midnight, been trying to catch up with various things.
Round 3, Initiative 16
Tunar snaps awake and looks about seeing all hell break loose he draws his new Scimitar and does his best to hit the creature from the ground.Letting Erei's inspiring actions help keep him going.
Or the Lucerne Hammer if I need reach.
Scimitar: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
Damage: 1d6 + 14 ⇒ (5) + 14 = 19
Rage, Power Attack, Flagbearer, Inspire Courage
Game Master Listener |
Setesh's claw and bite attacks seems to be doing a number on the creature, Almathea's blast shocks it, one of Leto's arrows connects, and Tunar slams it with his scimitar from the ground. It looks to be in terrible shape and takes one step forward to attack again. The warrior's leg snaps where Tunar's blade connected and its body crumbles to the floor. The pale blue light in its eyes fades as the skull shatters on the tiled floor.
Its armor was a well made shirt of mithral. The spear is also very well made. He was carying a wooden holy symbol of Nethys that somehow survived the ravages of time, A small pearl, and a set of bronze keys.
The chest is not trapped and holds various religious tools, including an ornate golden chalice with the visage of Nethys.
This magically strengthened bronze-tipped +1 spear enables its wielder to better face a variety of foes. Originally created by priests of Nethys for use by their temple guards, a spear of the watchful guardian
also grants its wielder arcane aid to strike true. Once per day as a standard action, the wielder of a spear of the watchful guardian can alter the physical properties of the weapon, allowing it to bypass damage reduction of one of the following types: bludgeoning, cold iron, silver, or slashing. This change lasts for 5 minutes.
In addition, if the wielder of a spear of the watchful guardian fails an attack roll, as an immediate action once per day, she can retroactively add a +1 competence bonus on that roll. If this bonus is enough to make the failure a success, the attack roll succeeds.
Finally, a spear of the watchful guardian sharpens the senses of its wielder, granting her a +2 insight bonus on Perception checks.
It is worth 8,462 GP
Setesh Bantling |
Setesh breathes a sigh of relief when the creature goes down.
"That was painful!"
Appraise: 1d20 + 8 ⇒ (16) + 8 = 24.
Casting an eye over the chalice, he confidently states:
"That is worth 75gp."
What sort of armor?
Nevai Alaro |
Nevai gathered his companions up for some well needed healing before he was willing to move on.
Just post saying how many wand charges you need and how many hp you restore, and I'll mark them off.
Setesh Bantling |
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
3 charges.
Once everyone is healed, Setesh heads through the doors to the east.
Game Master Listener |
The door opens into a hallway, one way heading north and the other curving around to the south and east. You can see two bronze gates around the corner.
Taking a cautious look you see a large, star-shaped fountain with a circular basin in the center occupying most of an octagonal chamber beyond the bronze gate. It is surrounded by a ring of stones engraved with hieroglyphs. Roaring blue flames rise from the basin to almost touch the ceiling.
Through the other gate you see two rows of columns support the vaulted ceiling of a large chamber. Inscribed hieroglyphs cover most of the room’s
walls, but the southern wall is rough and unfinished. It is difficult to make out the glyphs from outside the room.
Almathea: 1d20 + 11 ⇒ (9) + 11 = 20
Erei: 1d20 + 6 ⇒ (16) + 6 = 22
Leto: 1d20 + 10 ⇒ (9) + 10 = 19
Nevai: 1d20 + 5 ⇒ (5) + 5 = 10
Setesh: 1d20 + 12 ⇒ (10) + 12 = 22
Tunar: 1d20 + 7 ⇒ (18) + 7 = 25
Map Updated!
Setesh Bantling |
With a shrug, Setesh tries the keys that they found on the skeleton, to see if they open the gate to the octagonal chamber with the star fountain.
If they do, he will then search the room beyond :-)
Perception 'Take 10' = 22.
Nevai Alaro |
"Pool of Destruction. Thea, Nethys is all about using magic for both creation and destruction right? I wonder if there's a mate for this pool elsewhere? Also.... definitely be careful with this one. I don't think my wand will do much if you fall in there."
Tunar Vodrat |
How about 4 charges for me. Just to keep going. See Discussion post.
Tunar rolls his eyes at Nevai's instructions. "Lovely."
He turns his head, hearing something and then turns towards Setesh, but speaks loud enough for the group to hear.
"Uh, I think I heard something down the hallway. I'm not sure what, though. Some sort of scraping perhaps? Did you hear it?"
Almathea |
"There was the Pool of Protection upstairs from here. It could be a mate to Destruction."
Thea will cast Detect Magic and look at the pool to see if it is still magically active or not.
Game Master Listener |
Everyone please give me a perception check!
Tunar Vodrat |
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Tunar looks around, keeping his sword at the ready, not really waiting to hear one way or another about the pool with potential danger about.
Game Master Listener |
Two rows of columns support the vaulted ceiling of this large chamber. Inscribed hieroglyphs cover most of the room’s walls, but the southern wall is rough and unfinished. Two other passages, each closed with a bronze gate, exit the room to the north and east.
As you enter the room, two armored and hooded figures step from behind the pillars to block your way. They, oddly, make no noise as they move. One of them wields a two-handed sword and the other a sword and shield.
Behind them you see a tall woman that you recognize as the leader of the Scorched Hand standing behind a far pillar and one of her young companions behind another, pointing a wand in your direction.
Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Surprise Round!
The young man waves the wand and grease appears beneath Tunar. Reflex Save DC 12
The woman, who you remember called herself Velriana, shouts, Come no further! This place is ours by all rights! Leave what you've taken and never return. She smiles confidently and casts a spell, pointing at Setesh and Grease appears under him Reflex DC 15.
Almathea, you may act in this round if you like.
Setesh Bantling |
Reflex: 1d20 + 4 ⇒ (5) + 4 = 9.
Setesh falls down, but still snarls out:
"This place was assigned to us - you are trespassers, and will be dealt with accordingly!"
Initiative: 1d20 + 4 ⇒ (1) + 4 = 5.
Almathea |
"Yes, you are the ones trespassing and it you who should leave what you've taken and never return."
init: 1d20 + 6 ⇒ (10) + 6 = 16
Surprise Round
init 16
Almathea lets loose a couple of Magic Missiles at the woman speaking.
Damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4
Round 1
init 16
Almathea casts GlitterDust on the woman in an attempt to blind her.
Will save DC 16 vs the blinding, no save for the outlining.
Tunar Vodrat |
Reflex: 1d20 + 4 ⇒ (9) + 4 = 13
"Oy!
Tunar stumbles about before catching himself.
W"hat they said lady, get the hell out of here and go find a barrel of ale to cool your head off in."
Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Game Master Listener |
The magic missiles soar at the woman and slam into an invisible force field surrounding her.
Round 1: Initiative 17
Very well, the woman says, have it your way. Attack!
The armored figure with the Greatsword gives out a loud roar and...starts chanting, or singing? It certainly has a rhythm, at least. The other figure moves up to attack Tunar with his longsword.
Attack (longsword): 1d20 + 10 ⇒ (3) + 10 = 13
A dark-skinned half-elf slips out from behind the third pillar. She is wielding a Khopesh and Kukri and descends upon Setesh.
Khopesh: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15
Yet another figure steps out from behind a far pillar and casts a spell. A shimmering shield surrounds the half-elf fighting Setesh.
The boy pulls out a scroll and reads from it. A flaming sphere appears and rolls off, narrowly avoiding hitting the large figure with the geatsword, it sharply cuts around a pillar to try to hit Tunar. Reflex Save DC 13
Damage: 3d6 ⇒ (1, 6, 6) = 13 (fire)
Finally, Velriana casts another spell and several copies of her appear to be peaking out from behind her pillar.
Some notes: Given that there are two 10x10 sections of grease put down, it will be difficult for the enemy to flank you (without entering the grease themselves. But, the two armored figures and the half-elf are blocking your way to getting deeper into the room. This is of particular importance to Erei and Nevai, who will have to enter the grease to attack any of the enemies in melee. The three in the back of the room (Velriana, and the other two casters) are hiding behind their respective pillars as well. The room is lit by whatever you brought, though there now appears to be another light source coming from the boy's area (as well as the now flaming sphere.)
Because the fight can get complicated, I've updated the map with the placement of the grease and the enemies.
Setesh Bantling |
Hissing in pain, Setesh attempts to rip the other half-elf apart.
Claw: 1d20 + 8 ⇒ (19) + 8 = 27, for 1d6 + 6 ⇒ (1) + 6 = 7 damage.
Claw: 1d20 + 8 ⇒ (13) + 8 = 21, for 1d6 + 6 ⇒ (5) + 6 = 11 damage.
Bite: 1d20 + 8 ⇒ (5) + 8 = 13, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Leto V. Derexhi |
Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
Leto watches with big eyes what is going on and quickly draws his bow once he sees where this is going...
He aims at the women targeted by Alma and shoots some arrows at her.
FoA: 1d20 + 8 ⇒ (18) + 8 = 261d8 + 5 ⇒ (6) + 5 = 11
FoA: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 5 ⇒ (1) + 5 = 6
Deadly aim; flag bonus. Not sure where exactly Leto is standing, if neccesary move (in/over the grease) and leave the second shot away.
Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15
Nevai Alaro |
Round 1, Initiative 8
Cut off from an easy path to the enemies, Nevai tried some spellcasting of his own.
Is the half-elf with khopesh and kukri wearing metal armor? If so, target her, otherwise, go for the longsword and shield's armor.
As Nevai prayed, the enemy's armor began glow and hiss.
Heat Metal, DC 15 Will negates
His spell complete, Nevai drew his own khopesh and carefully approached through the grease behind the southern pillar.
Acrobatics (DC 10): 1d20 - 3 ⇒ (4) - 3 = 1
As soon as he stepped into the grease, his foot slid out from under him and he hit the ground.
Game Master Listener |
She's wearing leather armor.
Will save vs. Glitterdust: 1d20 + 6 ⇒ (17) + 6 = 23
Will save vs. Glitterdust: 1d20 + 3 ⇒ (18) + 3 = 21
Both Velriana and the boy blink as dust surrounds them. They are now covered with the stuff, but seem to be able to still see fairly well.
Will save vs. Daze: 1d20 + 3 ⇒ (16) + 3 = 19
The large figure seems unfazed by the spell.
Will save vs. Heat Metal: 1d20 + 2 ⇒ (14) + 2 = 16
Sigh. At least those weren't attacks?
Almathea |
Round 2
Init 16
spellcraft: 1d20 + 10 ⇒ (5) + 10 = 15
spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27
Perturbed by her previous spells effectiveness, Thea tosses a glob of acid at the woman.
ranged touch: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
damage: 1d3 + 1 ⇒ (1) + 1 = 2
Erei Jentis |
Round 2 - Initiative 15
Assuming that the greatsword wielder is still singing, Erei will once again cast a spell at it.
If it isn't able to swing in melee, I'll cast Daze (DC 14); if it is swinging, I'll cast Hideous Laughter (DC 15) instead.
Active Effects: Flagbearer