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Every hit can have sneak damage. If you take TWF, Improved TWF and Greater TWF, you could end up with 6+ sneak attacks per round - of course this requires you to be able to flank or otherwise negate dex of the target.
Unfortunately, both summoned creatures failed their Will saves, it was DC18, so no sneak damage.
Ok, I screwed up a few things. First, the summoned elemental cannot attack anyone as there is a Protection from Good 10' radius up centered on the cleric. Although since the elemental has not hit yet, this makes little difference. If the elemental wishes to attack this round, it will need a DC18 WIll save. The attack missed though, so this would only help Tybek with flanking, but his attacks also missed.
Also, Braden. Tybek was already in AE52. However, the next roll after the saves made was a 13 and with the Protection from Good, the drow warrior would have made the DC16 Will save anyway.
Round 12 - recap
Arindale then opens up with his now huge mace and returns the priests favor by clocking the drow on the head. The drow's evil magic almost deflects the blow, but Arindale's mace connects with enough force to leave the drow staggered for a moment. His beautiful face suddenly takes on a look of desperation. Deskari, why have you abandoned me. And with that, he drops his mace and crumples to the floor in a pool of blood.
Stabilize: 1d20 ⇒ 2
Tybek and Maegge attempt to attack the drow warrior, one with axes and the other with stones, but both weapons harmlessly bounce off his black armor.
While the others attack, Berashel calls once more on the lord of good dragons to grant him aid.
Finally, the odd song singing bard makes a mighty swing at the stunned guard. A loud ringing sound is heard when her sword connects with his armor, but little other damage is done.
Attack-PA-longsword: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
However, the swing is slightly high and does little other than to remove a few of the straggly hairs from atop Tybek's head.
Don't forget, Braden, I need a DC18 Will from the elemental for it to be able to attack the drow warrior. I will retcon the AoO damage in if the elemental makes the save.
I look at it more from the AoE spell diagrams. They chop off the corners to make something vaguely representing a circle. I figure that reach should have the same affect/range. With a 10' reach, I could see it either way, but with larger creatures and longer reaches, the discrepancy would be more apparent - 15' reach, 20' reach for really big creatures, etc.
Hmmm - I missed that Berashel was using his bow and not a sword. Also, Arindale, no AoO, he was diagonally 2 squares from you when he did the CDG, thus he would have been 15' (like moving 2 diagonal squares.) If I am wrong on the reach of a large creature, someone please direct me to a diagram. I searched for one, but could not find a "reach" picture for large creatures.
Since Berashel was not planning on moving, a few changes.
1. The drow cleric (AD51) shifts forward and strikes Arindale instead of Berashel --> Arindale - 15 damage -- Berashel no damage this round.
2. No AoO for Arindale, the CDG was two squares diagonally, so he was standing 15', not 10' away. -- Dworkin is still quite dead. -- The earth elemental gets an AoO since it was adjacent to the warrior when he attacked.
3. The drow warrior (AD51) moves directly south instead of 5' diagonally since the cleric is now in the square where the warrior was before.
Here is an updated map.
Hope this fixes everything.
Ok, yeh, I am lame. Life keeps getting in the way. Anyway, lets try to get this fight over. Out of battle it is much easier to move things forward.
Round 11 - recap
Maegge - I need a Will save from you. Also need a Will save from Dworkin and Gimpy for the negative energy - 6 hp damage, 3 hp if DC16 save.
Despite the touch of some dark deity, the party continues to press its advantage in numbers. First the not-so-brave hobbit brings another stony fighter into being. The creature swings aimlessly at the cleric before following its summoner's actions and hiding in the closest wall. It is the green part icon you can see.
Braden then calls upon his arcane training and swirling colors burst forth from his hands.
Dworkin collapses to the ground unmoving. The sergeant simply stands there apparently stunned and unable to see. The drow on the other hand simply ignores the light and instead throws back his head and laughs. Is that the best you have midget. My Lord will enjoy devouring your soul.
The priests mirth is only heightened when Tybek steps forward and completely whiffs with both his axes. However, the laughter is cut off when Berashel charges forward and lands a nasty cut, immediately followed by the enlarged Arindale landing a bone crushing blow. The priest remains standing, but is clearly wounded.
Trying to follow up on his prior success, Maegge once more slings a stone at the priest, but the shot ricochets off the ceiling harmlessly missing everyone.
No longer relying upon his spells, the priest draws the piercingly black mace at his side and swings at Berashel with all his might.
Attack-mace @ Berashel: 1d20 + 8 ⇒ (13) + 8 = 21 **HIT**
The mace hits a glancing blow, but when the weapon hits, it is as though the paladins life force is simply sucked out of him.
While the other drow raises his sword and stabs it down at the incapacitated Dworkin.
Attack-coup de gras: 2d8 + 14 ⇒ (4, 1) + 14 = 19
--> Lieutenant is in AD52
GRRRRR - I had almost this whole post finished and then must have somehow closed the window, lost everything but the first 10 lines. GRRRR.
Round 10 - recap
Braden's puppy, despite having taken a near deadly blow, attacks the nearby guard. While the attack is glancing at best, the tiny dog manages to grab the man's sock tripping him to the ground before suddenly collapsing and disappearing from whence it came with a pop.
Hoping to help his now disappeared friend, Dworkin moves forward and attacks the now prone guard.
Dworkin lands a nasty bite which leaves the prone man conscious, but badly wounded.
Seeing the dogs dropping the first guard, Maegge turns his attention to the next guard. He launches a bullet from his sling and manages to strike the guard directly in the forehead. The bullet draws blood and leaves the guard wobbling on his feet.
While Tybek demonstrates the dwarven skill of axe waving and Maegge and the dogs do most of the fighting, the rest of the party attempts to channel some life back into the holefull paladin.
The dark elf leader then shouts something in the hissing evil tongue that he has been using. The sergeant and lieutenant smile, but a look of fear suddenly appear in the eyes of the two guards struggling to survive.
The lieutenant then drops his bow and moves forward while drawing a sword. The sergeant does likewise and both strike at Dworkin.
Attack-sergeant @ Dworkin: 1d20 + 4 ⇒ (19) + 4 = 23 **Hit**
Attack-lieutenant-sword @ Dworkin: 1d20 + 7 ⇒ (9) + 7 = 16 **Hit**
Confirm crit-sergeant @ Dworkin: 1d20 + 4 ⇒ (8) + 4 = 12 **No Confirm**
As the fighters do this, the dark elf caster also moves forward while raising the talisman connected to a black chain around his neck. As he does so, he speaks a prayer and a dark force wells out of the crossed locust wings on the emblem.
Channel Negative Energy: 3d6 ⇒ (1, 2, 3) = 6 - DC16 Will for 1/2 <--wow
As he does this, it seems to wash over the Sergeant and Lieutenant, but the two other guards drop as their flesh shrivels under the onslaught of negative energy.
Ranim once more begins to sing, this time of cheerful birds playing in the springtime. This is followed a moment later by Berashel fleeing back from his created front and hiding behind the cheerful bard.
Suddenly, Braden's pit begins to shrink and those stuck within rise up with surprised looks on their faces as Maegge and Braden's summoned elementals suddenly blink out of existence.
Having gotten fed up with his defective bow, Tybek steps to the side to make way for the rapidly growing cleric behind him, and then swings his axe taking a large piece of flesh out of the bandits as the pit rises.
A moment later, Braden's trusty dog Dworkin leaps forth and takes another bite out of the bandit just hit by Tybek.
After releasing his dog to do the fighting for him, Braden completes another spell and another yipping chihuahua appears. However, it cannot make it to the spot intended by Braden, and instead appears slightly closer. Unable to get to the intended target, it turns about and also takes a bite at the ankle of the bandit wounded by Tybek and Dworkin. With a groan the bandit finally falls to the ground.
Not to be outdone by his grumpy dwarven friend, Arindale steps forth in his new and larger form. Arindale than swings his giant morningstar at the most injured looking recently-risen-from-a-pit bandit and with an impact like a sledgehammer on stone, crushes the man's helmet dropping him to the ground.
Finally, the hobbit druid, unsure what else to do with all the big boys blocking the way forth, calls on the power of nature while playing with several small pebbles.
Seeing the elfish paladin retreating, the dark elf caster once more begins to call upon the power of his dark lord. As he reaches for the unholy symbol around his neck, two darts of pure force spring forth from Braden's fingers shooting straight at the priest's head. However, a moment before they strike him, they are redirected and sucked into a brooch fastened to the dark elf's cloak. As he sees this, he finishes his prayer and a bolt of pure darkness shoots from his unholy symbol striking Berashel in his chest. The darkness immediately begins to corrupt the paladin's physical form causing wounds to fester and old scars to reopen.
He cast Dread Bolt.
Attack-ranged touch @ Berashel: 1d20 + 6 ⇒ (10) + 6 = 16 **HIT**
As he does this he laughs once more and with a heavy drowish accent cackles:
While he does this, the sergeant and a bandit step forward as one and attack Braden's chihuahua while the other dark elf continues firing arrows, this time at the blustery dwarf.
Attack-guard 8 @ summoned chihuahua: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Attack-sergeant @ summoned chihuahua: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Amazingly, the nimble miniature dog manages to avoid both blows which sail harmlessly over its scrawny body.
Next, the recently-raised-from-the-pit guard once more swings at the giant cleric hoping to deal some damage.
Attack-guard 11 @ Arindale: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 **HIT**
Perhaps emboldened by his lord's bravado, he manages to land a solid blow drawing blood from the cleric.
Attack-lieutenant @ Tybek: 1d20 + 7 ⇒ (20) + 7 = 27 **HIT**
Confirm crit: 1d20 + 7 ⇒ (3) + 7 = 10 **not confirmed**
The lieutenant's arrow finds a critical spot beneath Tybek's arm, fortunately for the dwarf, the arrow does not have sufficient force to pierce deeply enough to cause great harm.
Round 8 - recap
While the party flails about, the two bandits in the pit swing at the elementals sharing the hole with them and the remaining non-leader bandit pokes his sword at Berashel.
Attack guard 9 @ Berashel: 1d20 + 3 ⇒ (18) + 3 = 21 **HIT**
Attack guard 11 @ Maegge Elemental: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12
Attack guard 12 @ Maegge Elemental: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
While the bandits in the pit narrowly miss the elementals, Berashel is not so lucky, taking a glancing blow which leaves a nasty laceration on his arm.
Seeing the not-quite-an-elf bleeding once more, the remaining sergeant makes a great overhand swing hoping to remove the paladin's head from his neck.
Attack sergeant 2 @ Berashel: 1d20 + 4 ⇒ (19) + 4 = 23 **HIT**
Crit Confirm: 1d20 + 4 ⇒ (13) + 4 = 17 **CONFIRM**
The tall dark elf in the rear once more draws back his massive bow and fires at Berashel, from near point blank range.
Attack lieutenant @ Berashel: 1d20 + 7 ⇒ (12) + 7 = 19 **HIT**
While the forward charging celestial elf is slowly disemboweled, the other dark elf once more raises his hands and speaks in the hissing vile tongue that he has been using.
He is casting Bane.
Everyone, including summoned monsters, need to make a DC 16 Will save or take -1 attack and -1 saves for the remainder of the battle.
As I said, I know what you mean, I had just never seen it done in that particular fashion. I am good either way. I just need to start tossing things at you which require saves (other than Tybek trying to get himself shot/blown up). Of course this usually requires spell casters which so far have been in rather short supply in this campaign. This should change before too long though . . . hehehe.
Round 7 - recap
Next the ever brave Braden sends his stony warriors forward and together the pair drop the another guard. Maegge tries to do the same thing with his elemental, but having to maneuver around the pit created by Braden causes the elemental to slow such that he is unable to strike his foe. Seeing the elemental move, Berashel attempts the same feat and manages to get past the pit, but remains standing on slippery footing on the cusp of the pit.
Reflex-elemental AB53: 1d20 - 1 + 2 ⇒ (2) - 1 + 2 = 3 vs DC16
While Berashel manages to barely maintain his footing, the clumsy elementals are not so lucky and slip then topple into the pit.
Falling Damage: 1d6 ⇒ 6 <-- ** damage to elemental 2**
Reflex-guard 11: 1d20 + 1 ⇒ (6) + 1 = 7 <-- these guys really suck at saves
However, the both elementals land on top of one of the guards trapped in the pit causing damaging the guard and knocking both the elemental and the guard prone.
Damage-guard 11: 1d3 ⇒ 1
After seeing Berashel almost stumble and the elementals all fall into the pit, Ranim decides to slow her approach to Berashel after realizing that she would be unable to reach the celestial elf at this moment.
Finally, Tybek continues to figure out how a crossbow works. He manages to get a bolt loaded, but before he is able to aim, the weapon discharges firing the bolt across the room to smash into the wall next to Berashel.
Seeing the elementals fall into the pit, the guards within attempt to attack the summoned creatures.
Attack-guard9-@ elemental 1: 1d20 + 3 ⇒ (7) + 3 = 10
Attack-guard11-@ elemental 1: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3 <-- prone
Attack-guard12-@ elemental 2: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6 <-- prone
However, in the now confined area, none of the guards are able to land any strikes.
Finally, the leaders begin to act more seriously. First, one of the dark elves raises his hand and begins to call on whatever horrific entity he worships. A moment later a dark globe surrounds the elf for the briefest of times.
He cast Magic Circle against Good.
At the same time, the remaining guard and the sergeant step forward to engage while the other dark elf once more fires his bow.
Attack-guard 8-longsword @Berashel: 1d20 + 3 ⇒ (5) + 3 = 8
Attack-sergeant 2-longsword @Berashel: 1d20 + 4 ⇒ (1) + 4 = 5
Attack-lieutenant-longbow @Berashel: 1d20 + 7 ⇒ (7) + 7 = 14
And fortunately for the party, the god Dicebot was looking down on them this time.
A round with practically no hits by anyone other than Braden's gravel monsters.
Round 6 - recap
Seeing no end to the stream of evil warriors, the party ups the ante and begins to use its more powerful magic. Braden directs his stony minions to continue their assault. One strikes the guard still standing while the second clobbers the guard prone on the ground. Both strikes hit causing massive wounds, but not felling either guard.
A moment after the guards are hit, Braden causes a huge pit to open in the floor beneath several of the archers to the north. While one easily jumps out of the way, three others are caught and slide into the pit.
Reflex-Guard 9: 1d20 + 1 ⇒ (18) + 1 = 19 - Save
A moment after the guards are swallowed up by the ground, a wall, or what appears to be a wall, suddenly appears blocking the room to the north.
Seeing the stony monsters move behind the guard before him, Arindale then swings out and strikes the wounded guard on the floor before him, leaving him unmoving and rapidly bleeding out.
Not to be outdone by his companions, Tybek sheaths his axes and draws a trusty crossbow of dwarven make. While the others stand face to face with the enemy, Tybek proceeds to carefully align the string and cock the bow back.
Berashel then swings at the sergeant before him on the ground, but the nimble man manages to easily roll aside and avoid the blow. However, a second later, Maegge calls forth yet another of the stony monsters which immediately lands a punishing blow to the sergeant on the ground sending the man to whatever dark place demonic worshipping souls go.
Seeing an opening, Maegge's puppy squeezes between Arindale and Berashel and snaps at the guard wounded by Braden's second elemental.
Attack-dog@ Guard#6: 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
The bite catches the guard in an unprotected area and easily several a critical artery causing the man to drop to the ground gasping for air as he watches his life blood drain away.
And with that suddenly the party has only one guard standing before them with the illusion blocking to actions in the next room.
Unknown: 1d20 + 5 ⇒ (12) + 5 = 17
However, the revelry is short lived as a second later, the new wall suddenly shimmers for a moment and then simply pops out of existence.
From behind the wall the party sees four men, including the two dark skinned elves. One of the elves appears to be just finishing casting a spell as the wall disappears while the others have bows readied and fire the second the wall is gone.
Attack-Guard 6 - longsword@AF53 elemental: 1d20 + 3 ⇒ (8) + 3 = 11
Attack-Guard 8 - heavy crossbow@Berashel: 1d20 + 2 ⇒ (20) + 2 = 22 **HIT**
Attack-Sergeant 2 - light crossbow@Berashel: 1d20 + 4 ⇒ (9) + 4 = 13
Attack-lieutenant - longbow@Berashel: 1d20 + 7 ⇒ (8) + 7 = 15
Confirm crit: 1d20 + 2 ⇒ (17) + 2 = 19 **HIT**
While most of the shots go wide, one large crossbow bolt strikes the celestial elf in the gap between his armor and arm, sinking deep into his chest and causing blood to flow once more. - Berashel - 12 damage.
Yeh, I have some basic stuff, a file with the enemy hp/AC, etc. You have to remember, I have no experience running an AP/module actually designed for PF. So, with this one, it is a lot of converting - trying to figure how someone with an AD&D stat of 18 or 17 would compare with PF. Trying to balance levels, CR, etc. Trying to figure out magic items is just about as tricky, if I actually left all the gold in this campaign that is listed (for instance there is one place with the equivalent of about 10,000,000 pp worth of loot), it would likely unbalance things. More realistically, there are a ton of silver tea sets and gems and stuff, which combined would put you all way over WBL.
Ok, trying to get things back together. I do not know how you guys do it. These huge battles take way too much time on pbp. Mind you, this is not going to stop me from throwing them at you.
Round 5 - recap
Braden continues to call upon the power of the arcane to bring forth small piles of dust which land rather powerful blows. At the same time, his miniature companion decides that imitation is the best form of flattery and likewise begins to make a creature of earth from the pebbles and stones lying about the passage. Finally the tiny wizard moves forward and throws a bit of butter at the guards causing the sergeant and one guard to slip to the ground.
Braden's team of summoned creatures do not slow their attack and attempt to put a halt to the wall of guards facing them. The runt of a dog barks loudly at the guard before it, but fails to get a bite in before moving back to allow the magically strengthened cleric of brew to step forward. At the same time, the two creatures of the earth move smoothly through the stone walls of the passage and then reappear on the opposite sides of a soldier. The first one lands a massive blow which does not drop the guard, but leaves him badly bleeding and looking as though he just realized that this may not have been the best choice of professions. These thoughts are quickly cut off as the second elemental bludgeons the guard from the back dropping the man like a brick.
Moving forward, Arindale slides in front of the drooling chihuahua and heals the badly wounded paladin while Ranim moves forward watching for a time to join the fray. Finally, the ever grumpy dwarf decides to give up on his beloved axes and instead draws and loads his crossbow.
Reflex-guard2: 1d20 + 1 ⇒ (5) + 1 = 6
Attack-guard2(from prone) @ Berashel: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Attack-guard6 @ Elemental 2(AH52): 1d20 + 3 ⇒ (20) + 3 = 23 **HIT**
Attack-guard9 @ Elemental 1(AF54): 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 <-- flanking **HIT**
Attack-guard11 @ Elemental 1(AF54): 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Attack-sergeant1(from prone) @ Berashel: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17 **HIT**
Crit Confirm-guard6 @ Elemental 2(AH52): 1d20 + 3 ⇒ (16) + 3 = 19 **CONFIRM**
Attack-bow-leader @ Arindale: 1d20 + 6 ⇒ (1) + 6 = 7
Crit-fumble-leader: 1d20 ⇒ 11
Elemental 1(AF54) -- 10 damage
The guards continue to attack. Despite slipping to the ground, the badly wounded sergeant continues to lead the attack on Berashel, landing a glancing blow. The other guard who fell to the ground is not as accurate and fails to land a blow. Unlike his fallen companions, the guard who managed to maintain his footing turns around, drops his polearm and strikes at the elemental behind him with a longsword landing a serious blow which sends pieces of dirt and mud flying everywhere, but does not manage to destroy the creature of earth.
As the party fights, several more guards appear from somewhere farther in the complex. In addition to the additional guards, a tall dark skinned archer appears and fires an arrow, which was either a very bad shot, or a very unskilled archer, as the arrow flies well wide of its mark striking the roof of the room and then skittering into pieces next to a wall.
The most disconcerting appearance, however, is a tall dark skinned elf that appears and begins to shout commands in a hissing evil tongue that you do not understand. If the man did not exude evil, you would all likely be enthralled by the near perfection of his physique, from the perfectly carved obsidian cheekbones to the chiseled muscular arms.
Round 4 - recap
Once more, Tybek attempts to mystify the last guard in the passage by flailing his dual axes about like a schoolboy with toy nunchaku. While none of the swings comes even close to the guard which elicits another round of verbal abuse at the short stout, and ever redder faced, dwarf, the actions cause the guard to ignore his backside where a large pile of rocks suddenly seems to grow out of the ground. The mound of rocks suddenly presents a stony grin followed by a fist of stone striking the back of the guard dropping him before he is able to finish his snide comment. The pile of stones then scratches its way along the floor before halting behind the annoying white puppy which once more claws at the guards ankle, but this time fails to draw any blood.
Seeing an opening from the death of the guard, Berashel quickly moves forward and swings at the other guard in the opening, nearly slicing the man in half. After looking up from his sudden bloodlust, the angelic paladin suddenly realizes that there are several more guards with polearms behind the first and that this appears to be the first in a series of rooms equipped with tables, chairs and what appears to be a rather permanent living area.
A second guard, being attacked by Braden's chihuahua stands next to the one attacked by Berashel while two more stand behind with polearms. Farther back appears to be a guard with better armor and several more guards with crossbows. The room extends farther back and you can see a fire in the back of a second room.
With Tybek grumbling and Braden's pets blocking the passage along with Berashel, Ranim once more begins to sing a song. This time about saving something called a Geratechu from the ravages of a tribe of bullywugs. While her singing is spectacular, her choice of songs does verge on the bizarre.
Finally, Maegge moves forward while the big cleric calls upon his patron to grant him the strength to carry 6 2-litre steins in either hand.
After the guard falls to Berashel's attack, the remaining three guards attack him while the guard with better armor moves into the place vacated by the fallen guard.
Attack-Guard 2@Berashel w/longsword: 1d20 + 3 ⇒ (20) + 3 = 23 **HIT - no confirm**
Attack-Sergeant 1@Berashel w/morningstar: 1d20 + 5 ⇒ (4) + 5 = 9
At the same time, the two guards with polearms swing their long weapons and several guards in the back fire crossbows at the party. One of the guards with the polearms swings at Berashel's head while the other attempts to trip the celestial warrior.
Attack-Guard 4@Berashel w/guisarme: 1d20 + 3 ⇒ (15) + 3 = 18 **HIT**
Trip-Guard 6@Berashel w/guisarme: 1d20 + 3 ⇒ (9) + 3 = 12
Attack-Guard 9@Berashel w/crossbow: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Attack-Guard 10@Berashel w/crossbow: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Confirm Crit@Berashel: 1d20 + 3 ⇒ (5) + 3 = 8
In but a few moments, the angelic warrior suddenly finds his body ripped to shreds and his celestial blood rapidly covering the ground. Nonetheless, the hearty warrior remains on his feet facing the evil guards before him.
As he realizes that his wounds are quite serious, he also notices a dark skinned humanoid moving in the far back of the second room and several more voices from some place out of sight.
Round 3 - recap
Then the drunken priest wisely moves to the side and swings at the guard just missed by Tybek. His swing is accurate and leaves a nasty mark, but fails to bring the guard down.
Seeing his companions unable to eliminate this simple minded human, the not-quite-an-elf moves forward and swings his gigantic blade.
Attack by Berashel w/PA @ guard 1: 1d20 + 6 - 1 + 2 ⇒ (4) + 6 - 1 + 2 = 11
Unfortunately as with Tybek, the paladin's swing is well wide of its mark.
Hoping to disorient the guard, Maegge calls upon the forces of nature which respond with a quick flash of light before the guard which leaves the guard blinking its eyes and unable to focus very well.
Fort Save-guard 1:1d20 + 4 ⇒ (3) + 4 = 7
Finally, the miniature wizard once more causes a gap in space to appear from which a fluffy white puppy with nasty teeth and a really annoying yappy bark appears. The puppy lands a bite just above the top of the guards boots which clearly injures the guard, but appears to be more of an annoyance than a serious wound.
The guard that was wounded by the puppy takes a swing at the puppy with his longsword. However, the swing is just as wild as that of Tybek and Berashel moments earlier.
Attack-guard-2-PA@summoned dog: 1d20 + 3 - 1 - 1 ⇒ (7) + 3 - 1 - 1 = 8
The guard then steps back alongside his companion while several more guards are seen moving behind the front two. You see the other two guards move out of sight behind the front two, they appear to be carrying polearms or some type. You also see another guard with what appears to be slightly better equipment come into sight in the room. He appears to be the one barking orders.
You then hear him shout behind him: Victril, wake your men. Get the master.
Finally, the guard in the front once more attacks Tybek apparently unaware, or uncaring, of the fact that he is surrounded.
Attack-guard-0-PA@Tybek: 1d20 + 3 - 1 - 1 ⇒ (5) + 3 - 1 - 1 = 6
As with most the other attacks, his swing completely misses its dwarven target.
Sorry for the delay. Been driving around the west coast and doing in-law/Thanksgiving stuff.
Round 2 - recap
The party continues to move forward. With a quick flick of his dwarven wrist, Tybek dispatches of another guard and then moves forward to engage the next one. Likewise, Arindale moves up to engage the next guard as well.
Arindale, I only moved you to AM/56 as I assume that you do not wish to take AoO unnecessarily.
The rest of the group moves up behind in the not-so-narrow passage.
The last to move are the unerringly absentminded bard and the apparently apprehensive to engage anyone druid. Both continue to wisely hide behind the fighters while tossing a variety of magic at the guards.
Guard 2-Will Save vs sleep: 1d20 ⇒ 13
Guard 1-Will Save vs Flare: 1d20 ⇒ 3
Two guards farther up the passage are seen collapsing to the ground while the one facing Arindale and Tybek blinks its eyes unable to focus as well as he would like. Nonetheless, the guard swings and attempts to hit the wily dwarf.
Attack-sword: 1d20 + 3 - 1 ⇒ (13) + 3 - 1 = 15
It is a valiant swing, but is well wide of its mark and causing no harm to the dwarf.
Farther down the passage, you suddenly a voice shout out:
Two guards are performing Aid Another to wake the sleeping guards.
I will move Ranim and start Inspire Courage since she has not posted.
Round 1 - recap
First, with a roar like an attacking dragon, the not-quite-an-elf springs forward landing a vicious blow that practically disembowels the first guard leaving him bleeding out on the ground.
Then the judgment of the miniature wizard is brought into question as he charges forward, only to stop just before the first crossbowman, magically fly off his ponydog and then attempt to distract the second crossbowman. Despite attempting to shake off the distraction, the guard appears to simply stand confused and not doing anything.
Guard 1 - Will Save: 1d20 ⇒ 12
Next the easily distracted bard move up and sees what is going on down the hall at which point she begins to sing a light comedy song which seems to relate to a love that was never to have been between a red dragon and a butterfly.
Once the song has begun, Arindale charges forward leaping across anything in his path as though it is nothing but dust. When he reaches the next crossbowman, he swings his heavy morningstar landing a massive blow on the head of the guard. Although a solid shot, the guard remains standing.
Not to be outdone by his Drunken Hero worshipping companion, Tybek moves forward and manages to leave a nasty slash across the midsection of the guard. Although still standing, the man does not appear to have much left in him.
Finally, the slightly wiser than the rest of the party druid, carefully moves over and causes a burst of light to appear before the guard being attacked by Arindale and Tybek. This leaves the guard blinking his eyes.
Guard 0 - Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5
Once the party has finished its initial assault, the second guard remains standing dazed and confused. The first guard, despite the wounds taken, drops his crossbow and draws his sword in one smooth motion after which he swings at the surely dwarf.
Attack-Guard 0-longsword@Tybek: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21
Crit confirm-Guard 0@Tybek: 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6
Scoring a solid hit, he continues his swing attempting to connect with the drunken cleric as well. Unfortunately this second attack fails to find its target.
Cleave Attack-Guard 0-longsword@Arindale: 1d20 + 3 - 1 ⇒ (5) + 3 - 1 = 7
At the same time, another guard stands up from behind two more barrels further up the hallway and fires at Arindale. However, his shot is far from its mark striking instead the barrels behind Tybek.
Attack-Guard 2-crossbow@Arindale: 1d20 + 3 - 1 ⇒ (8) + 3 - 1 = 10
First guard goes down. Still alive, but unconscious and bleeding badly.
Please note, the barrels are effectively 4' walls. If you attack over them, the bandits will have partial cover. If you move directly across them, it is difficult terrain. You cannot charge across them unless you have Free Action or something else that negates difficult terrain. (Which I think that pesky cleric probably has.)
Suddenly, while the (n)ever alert dwarf attempts to stealthily move down the hallway, which he does quite adeptly and would undoubtedly have succeeded at if it were not for the guard hiding behind the door he opened to get into the hallway, a guard charges out from behind the door with a guttural scream in a horrid tongue. At the same time, two more guards suddenly stand from behind the barrels and fire crossbows at the surly dwarf. Unlike the other creatures the party has met in the moathouse dungeon, these definitely appear to be humans and all are garbed in black cloaks and wearing a black tunic over their armor. Each tunic is emblazoned with a golden eye.
You believe this to be a really bad attempt at Abyssal.
The eye appears to be frozen, yet from the top are what appears to be flames. A lightning bolt pierces the middle of the eye and the eye appears to be resting in a pool of some type.
Guard 0-light crossbow @ Tybek: 1d20 + 2 ⇒ (10) + 2 = 12
Guard 1-light crossbow @ Tybek: 1d20 + 2 ⇒ (5) + 2 = 7
Guard 3-longsword @ Tybek: 1d20 + 3 ⇒ (15) + 3 = 18 **HIT**
Both crossbow bolts fly wide, one sticking into the partially opened door near Berashel and the other skittering harmlessly along the wall before falling to the floor. However, the guard with the sword lands a light blow to the unsuspecting dwarf.
Arindale: 1d20 + 1 ⇒ (11) + 1 = 12
Berashel: 1d20 + 1 ⇒ (3) + 1 = 4
Braden: 1d20 + 3 ⇒ (11) + 3 = 14
Maegge: 1d20 + 3 ⇒ (8) + 3 = 11
Ranim: 1d20 + 1 ⇒ (13) + 1 = 14
Tybek: 1d20 + 4 ⇒ (7) + 4 = 11
Guards: 1d20 + 1 ⇒ (1) + 1 = 2
Despite their sudden attack, these guards do not appear to have the quickest responses allowing everyone in the party to join the fray.
Tybek attempts to open the door silently and then quietly move into the room. There is a slight squeak as he opens the door and glances down the hall. The hall is dark and eerily silent. As Tybek looks down the long hallway, he sees two barrels on the left side about 30' down, and another pair of barrels a little bit further down on the right side.
While grumbling at his companions behind him, Tybek quietly opens the door and peeks beyond. What he sees is a long straight passage with another door immediately to his left (north).
The passage to the east appears to gently slope upward.
You sense a gentle scent of fresh, or at least swampy, air. It seems to be coming from the passage. After the time beneath the ground, the less stagnant air is refreshing.
After recovering their beloved animals, the party decides it is finally time to explore down the angled passage which they have been passionately avoiding thus far. After checking for traps, secret doors, falling oozes, undead, bugbears and gnolls, the party finally makes it to the end of the passage where they find a doorway unapologetically blocking their passage.
You come to the end of the angled passage which ends in a doorway facing to the east.