Istas weathers the black cloud well enough. Heather draws in a great draft of the smoke and chokes. Her eyes cloud and she looks dazed and purposeless.
Round 1. From beyond the door and cloud there is a series of shouts, mostly along the lines of "Here they come!" and "Steady!" But the cloud obscures their vision as well as yours and no one charges through the doors at you.
They are waiting for you. As the cloud thins they may decide to do something more aggressive next round. For now you have choice of action.
Istas steps forward cursing the undead in Pharasma's name and pushing the doors wide. Power washes out from her and shreds the black cloud. The skeleton painted on the doors flare and crumble to ash which sifts down the doors to form little piles.
The wave of divine power slams into the arc of undead spread 15' from the door. The three skeleton tremble and collapse into dust. The zombies stagger but stay on their feet. The two on your right look much better than the two on your left.
Beyond the undead lies a large well-lighted room. The walls are grey and red and lined with long balconies ten feet above floor level. Four Queen's Physician's and four Urgathoan clerics are on the balconies. Three vats of foul smelling liquid are on the lower level.
Fina charges in and swerves right. Her greatsword sweeps a smooth arc down from left to right.
Emerion's fancy footwork gets him past the zombies, but he is met on the steps with steel. Readied attack, but I need my notes to figure out the bonuses. Post tonight. Ignore the zombie's damage. I am ruling that the staggered condition makes them unable to take AoO.
No worries. On the map above I have marked a 20' radius from the two clerics on the catwalk; by my guess the web should effect or have a chance to effect the physicians in H2, J2, H9, J9. I doubt it will get the zombie in F4 as he is also below the centre of effect on the very edge.
The doctors find the holes in the web and mostly remain free to act. The doctor(1) behind Emerion's cleric steps quickly and lightly past his ally and twists past Emerion. He leaves himself open as he goes by however.
Acrobatics 1d20 + 6 ⇒ (4) + 6 = 10Emerion gets an AoO. I'll wait to see if you put him down before rolling his attack.
Other enemies continue to delay or ready. Keliwyn up.
Keliwyn sends the zombie to its final rest. (in style)
The other Urgathoans finally act.
Physician #2, J2, tries to Move toward Emerion's melee
CMB 1d20 + 5 ⇒ (2) + 5 = 7 v 17. He fails.
Physician #3, J9 carefully dips her club into the steaming vat of thick red liquid beneath her.
Physician #4, H9 stays put.
Urgathoan #2, G9, waits
Urgathoan #3, J5, Casts a spell. A shimmering phantasmal scythe forms in the air above Keliwyn and drops toward him. 1d20 + 3 ⇒ (8) + 3 = 11 ... damage 1d8 + 1 ⇒ (2) + 1 = 3
Urgathoan #4, J6, Shouts, You dare profane Urgathoa's temple, Pharsmin witch?! Then see her power."
Concentration check v 14 -- 1d20 + 8 ⇒ (2) + 8 = 10 Entirely too believable. My best spell blown on a concentration check.
Istas draws the Pharasmin dagger. It glows coldly blue and throws a long shadow from the trapped zombie a Istas steps forward to finish it.
Peacebringer 1d20 + 6 ⇒ (7) + 6 = 13 ... damage 1d4 + 3 ⇒ (1) + 3 = 4 The dagger disappears into the zombie's chest and the undead slides quietly to the ground.
Fina shifts to face the last zombie/ Her sword rises and falls. 1d20 + 6 ⇒ (14) + 6 = 20 .. damage 2d6 + 3 ⇒ (3, 5) + 3 = 11 It cleaves through flesh and bone until it jams in the zombie's pelvis. Despite being split nearly in twain the zombie continues to beat at the Maiden.
Keliwyn , E4,
Physician #2, J2, webbed
Physician #3, J9 dipped club not webbed
Physician #4, H9 waiting not webbed
Urgathoan #2, G9, waiting not webbed
Urgathoan #3, J5, casting not webbed
Urgathoan #4, J6, webbed
Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Concentration check: Grappled or pinned while casting 10 + grappler's CMB + spell level
To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.
F7 will put Keliwyn in the web. In which case you must roll Escape Artist or CMB v. DC 16 or 17. (On Heather's character sheet web is DC 17, but Wellard's last put said 16. He might know something I don't. With those rolls I'll let you throw a dagger to kill the zombie instead, if you choose. Even with throwing into melee and possible cover from the web you're going to kill it. In any event ...
The zombie collapses and Fina looks back at the elf, her expression unreadable behind the smooth metal face of her helmet.
The massive Urgathoan response will have to wait until after work.
The chief Urgathoan (#4) shouts orders at the others. Some to advance, some to retreat, some to attack Heather.
Physician #2 tries to move forward and attack Fina. CMB v. DC 17 1d20 + 4 ⇒ (9) + 4 = 13
Physician #3 tries to move forward to support Emerion's foe. CMB v. DC 17 1d20 + 4 ⇒ (8) + 4 = 12
Physician #4 tries to move toward Fina's combat. CMB v. DC 17 1d20 + 4 ⇒ (13) + 4 = 17
Urgathoan #2 steps from the fringe of the web and moves down the stairs to engage Fina.
Urgathoan #3 points at Heather and the phantasmal scythe advances toward the sorceress. 1d20 + 3 ⇒ (15) + 3 = 18 ... damage 1d8 + 1 ⇒ (2) + 1 = 3
Urgathoan #4 , now free of the webbing casts a spell and a second phantasmal scythe appears and strikes at Istas.1d20 + 4 ⇒ (16) + 4 = 20 ... damage 1d8 + 1 ⇒ (2) + 1 = 3
Physician #4 weaves through the web and reaches Fina as the zombie falls from Keliwyn's attack. Speaking of which, in what square does Keliwyn now reside?
MW club 1d20 + 4 ⇒ (3) + 4 = 7... damage 2d6 + 2 ⇒ (6, 4) + 2 = 12 Fortunately for the Grey Maiden his clib misses the mark.
Round 3, Order and locations:
Istas , E5, 19 delaying, waiting for Neil?
Fina, E6, 19
Heather -- 13
Urgathoan #1 , G2 , engaged with Emerion
Keliwyn , E4?,
Physician #1, E2, dead
Physician #2, J2, webbed
Physician #3, J9 dipped club webbed
Physician #4, E8 (was H9) engaged Fina
Urgathoan #2, G9, waiting not webbed
Urgathoan #3, J5, casting not webbed
Urgathoan #4, J7, free
Istas looks around and smiles with grim satisfaction at the dearth of undead. She considers her options. I shall have her delay to see the outcome of the next few attacks, if Neil pops in he may post her actions of course.
Fina steps back from the doctor to get space to raise her sword, then steps forward and drives the blade down.
"Help Emerion," Keliwyn says to Istas as he crosses in front of her moving to F7 to assist Fina. Drawing another dagger, he pauses for only the briefest of moments before concentrating on attacking fully with his rapier.
D'oh! I've been undercutting myself, leaving out the bane properties for my rapier. Those rolls should be +11 to attack, not +9, so add +2 for the attack rolls, and the damage rolls should be 3d6 + 4 + 2, so let's add 2d6 + 2 ⇒ (5, 2) + 2 = 9 to the first damage roll and 2d6 + 2 ⇒ (5, 1) + 2 = 8 to the crit roll, if it confirms, to get them where they need to be.
Pretty sure you included the bane the last time you were attacking people. Keliwyn's recent targets have been constructs or undead. Are you going to roll your saves v the channel and web or shall I? It won't affect the results for this round. Those rolls are good enough.
The spear pierces the Urgathoan's breastplate. She swears with pain and anger, but keeps her feet. Her phantasmal scythe cuts at the Pharasmin ... 1d20 + 4 ⇒ (12) + 4 = 16 ... damage 1d8 + 1 ⇒ (1) + 1 = 2
The other phantasmal scythe strikes at Heather again. 1d20 + 3 ⇒ (9) + 3 = 12 ... damage 1d8 + 1 ⇒ (8) + 1 = 9
Emerion advances five feet to the top of the steps (G2), sheathing his sword as he does so. He swings out his compound bow and strings it; he should now be able to look down somewhat on the Urgothoans behind the rail.
Move action to put away one weapon, move action to draw and ready another, five-foot step. Also, isn't there still a physician in H9?
Keliwyn, while it makes sense you wouldn't want to walk through a square where someone is swinging a sharp-edged mass of steel, the RAW give you a free pass to go through an ally's square. Or at least they don't prohibit it. You may change your post if you wish. Please indicate either way.
Emerion can just make out a sliver of the top of an Urgathoan's head or shoulder.
You're only a couple feet taller than the rail and they are almost 20' away. They've got nearly full concealment/cover. If they were trying at all they'd be able to achieve full concealment/cover.
Also, as the two clerics go down, the two spiritual weapon scythes wink out of being.
Hmmmm . . . . I'm aware I could go through an ally's square as per the rules, but even if I was able to get past Fina, the next square is occupied, no? Isn't she face to face with an Urgathoan, giving Kel no square to move into? [shrug] Either way, I'll give the bow a go.
OK. I was confusing fluff writing with rules interpretation. I thought from your post that you thought Fina blocked your movement.
Ranged fire will suffer because the web grants cover (+4 to AC). I forgot that on Istas' throw.
"Heather, your web hinders us now." Istas shouts.
The Physicians struggle to free themselves. The one in J9 becomes especially frantic as the burning web advances toward him. All the Urgathoans note the appearance of the bows ans try to move toward cover.
Physician #2, J2, CMB 1d20 + 4 ⇒ (17) + 4 = 21. Motivated by bows and flames this physician, finally manages to tear free of the webbing. He dashes away to cower behind the bannister near the far wall. (N3)
Physician #3, J9 dipped club CMB 1d20 + 4 ⇒ (11) + 4 = 15, mired in web flames will reach him on Heather's Round 5 init
The two Urgathoans behind the center catwalk bannister huddle. Emerion can make out some movement.
The last Urgathoan limbers her scythe and swings at Fina. 1d20 + 3 ⇒ (13) + 3 = 16 .. damage 2d4 + 2 ⇒ (4, 1) + 2 = 7
Fina catches the blow on her armored forearm and slashes downward with the greatsword. 1d20 + 6 ⇒ (14) + 6 = 20 .. damage 2d6 + 3 ⇒ (6, 2) + 3 = 11 The cleric crunches, folds in on the blade, and falls.