|
|||||||||||||||||||||||
|
Posts
The dazed and slowed effect is until the end of its next turn. However, you will be glad to know it has fairly bad reflexes. Please roll damage, and add 3d6 for the final effect of Gorad's power. Irivis' blast of power scores the creature's side, and the spirits of the earth summoned by Gorad also rise up to assault it one final time. The fiend is beginning to look worn down by the fight. 2d6 ⇒ (6, 5) = 11 The creature howls and thrashes as Jareen turns the tables, tormenting it with conjured inky claws enhanced by Gorad's angry spirits. It lashes out with it mental powers. At the same time, Jareen's previous power ends, and Calla reappears. Conratulations, you've bloodied it! Sadly, it gets to use its brain-zapping power as a free action. Everyone except Calla is caught in the blast.
Initiative and conditions:
Irivis. No worries on the blatant self-promotion front - and congrats, you seem to be doing well. Calla's strike hits home, and the id fiend is certainly aware of her again. But it still can't see her, its snout questing for its invisible assailant. It attacks furiously Two attacks on Calla as a standard action:
Initiative and conditions:
Goblins begin to pour from the path into the clearing where Vethran waits alone. Time for that readied action. Goblin perception checks: 1d20 - 1 ⇒ (17) - 1 = 16. A goblin chitters and points at Camlo's hiding place, and three move in to teach him a lesson. Those three get there without suffering an AoO. They attack Camlo with their swords:
The remaining two continue to fire at Hudak, backing off slightly.
Vethran's readied action fires off, then it's Alwyn. As Calla moves up on the fiend, it lashes out with its tail. Sandswimmer emerges from the dirt once more. Immediate action: 1d20 + 6 ⇒ (2) + 6 = 8 v AC, on a hit damage 1d8 + 5 ⇒ (4) + 5 = 9 and Calla falls prone. I think Irivis and Gorad are slightly out of initiative order, but then again Calla now has a flanking partner - Calla, then the fiend. Initiative and conditions:
LB: Spoiler:
Lightbrimger moves down into the water. Though not personally discomforted, he notices that it is very cold.
You detect no evil. Janosz: Spoiler:
Janosz sticks his head in the water. It's like being slapped in the face with a bucketful of ice-water. Blinking through the pain, he peers about using his darkvision. So far as he can tell, the stairwell continues down another flight before disappearing into a corridor heading west. Other than Lightbringer, he can see no other creatures, alive or dead. Gil: Spoiler:
Gil detects nothing creeping up behind the party. Jareen wrote:
No, I'm afraid 16 is the DC he needs to affect you, so you are dazed and slowed. So you are limited to a single action, or two if you spend an action point. Up to you. Your rolled attack hits, by the way. Confused and hurt by Sandswimmer's sudden appearance and attack, the id fiend concentrates its attack on the spirit. Then it unleashes its psionic powers on the nearest of the adventurers, conjuring their own mortal terrors to assail them. First off, it gets two attacks on Sandswimmer as a standard action.
EDIT: based on that, I think Sandswimmer is dispelled for the moment. Vethran Tallomane wrote: Something I'm not entirely clear on... do we have line of sight through the dark green squares? Or is that impenetrable underbrush or something? I know we basically have to squeeze to go anywhere along the path, but can Vethran see the giant cluster of targets ahead just begging to be fireballed? No, not really - it blocks line of sight. Frustrating, isn't it? Quick reminder - this'll be it from me until next Sunday. OK, my catarrh-addled mind has found a solution. Map. Alright, the situation is maybe a bit more complicated than it immediately looks from the map, so I shall explain. You are travelling down a trail which heads down a steep slope. The trail is darker orange line down the middle of the map - the higher end is at the top, the lower at the bottom, and the gradient is about one in three. It lies in a dip or crease in the rock, so the sides of the trail also slope up at a similar gradient - the trail is at the low point, and then it slopes up to both left and right from there. Effectively, its a small, downward-sloping gorge. As a consequence, the id fiend is above the trail, up the slope to the side of the trail. Moving up and down the trail counts as normal movement. However, if you want to run or charge on the trail, you will need a DC 10 Acrobatics check or you will fall prone. However, the walls are tricky, and you will need to make a DC 10 Athletics check and suffer all of the difficulties involved in climbing per the PHB. If you fall, you will slide back down to the trail and end up prone, but won't take damage. The cacti are nasty and spiny and falling on one will hurt. You are currently travelling from the top of the map to the bottom. Please place yourselves. You will be on the trail, somewhere between rows 1 and 8. Just to remind you, I'm on holiday from tomorrow. In the PHB it has the point-buy system on p17. Dragonborn have a +2 bonus to STR and CHA in the PHB. They have subsequently altered (after the PHB) that to be +2 bonus to STR and either CON or CHA, so you could consider that if Rosey allows. Clearly CON and STR are the primary prerequisites for a fighter. And the breath-weapon is a nice area effect, which fighters don't get much of, though it doesn't do overwhelming damage. But a human gets an extra At-Will power and feat, which can come in very handy too. So it's really a toss-up. You might also consider which weapon you want to use, because your stats other than STR will have an impact - CON is best for axes, DEX for swords. Also, a fighter needs to consider how high he wants his WIS, since he gets a bonus to opportunity attacks equal to his WIS modifier. Calla the Quick wrote: Aubrey, that was a late perception roll. Calla's init roll is: 1d20+3. Note that Calla still gets to use her speed of thought power even when surprised. EDIT - well that really wasn't worth a re-roll! My apologies: revised initiative table: Gorad 20Id fiend 14 Arakan 12 Calla 6 Irivis 2 Camlo 25
Hudak receves a fusilade of missiles. A couple of goblins in the pack set off along the paths. Sling 1 1d20 + 3 ⇒ (13) + 3 = 16 to hit, damage 1d3 ⇒ 1
G9 and G10 are not necessarily where they are on this map - that's just so you can tell which ones have moved off. Vethran. The ooze simply doesn't stop, rolling over Lightbringer and Rodergo. OK, here's how this works: the ooze simply moves forwards 20', which also includes the squares LB and Rod are standing in. You can make a Reflex save DC 20 to avoid being engulfed, OR you can have an AoO in which case you are automatically engulfed. If you wind up engulfed, you automatically are grappled by the ooze and you take the spell effect: 130 damage on a failed DC 20 Fort save or 3d6 + 13 ⇒ (6, 6, 1) + 13 = 26 damage on a successful Fort save. Arakan: Spoiler:
No worries, I added the spoiler to provide warning. The nature of the threat will be clear very soon. Perception checks (Arakan and Gorad have already tried) DC 15: Spoiler:
You spot a low-slung dark shape, like a giant lizard, on a ledge above the trail. In the light from Jareen's cantrip you can make out its knobbly olive-green hide and mouth full of sharp teeth. Its flinty eyes show an alien intelligence. If you made the Perception check, you are not surprised and may also try the following Nature of Dungeoneering check (again, Arakan has already tried), DC 15: Spoiler:
It is an id fiend, a psionic predator that uses its prey's own fears against them. Roll initiative, please.
|
|||||||||||||||||||||||||||||
|
