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Did you change the mask? I thought it was one at a time? You could certainly just cast Message for CL 6, or through your archmage ability and get CL 8.
More importantly if you dimension door then you can take no other actions
After using this spell, you can't take any other actions until your next turn
In which case hit once fgor 12; I thought I remembered you doing something like that but didn't see it when I went looking for it. I was consulting my notes. I'll try and remember that next time.
The haste for extra speed makes sense. Remember the extra attack it provides only applies to full attacks.
The Grey Horror continues to savage the helpless Stag Lord, and finally succeeds in pulling his body into component parts.
reflex MO8: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
There is a momentary pause in the combat, then with a roar the owlbears attack.
The closest owlbear runs at Simon, but is dispatched instantly by a strike from Forsten before even entering Simon's range.
Another rushes around the wall towards the fight, passing through Simon's fire and into Forsten's blade. Still it advances, almost at Simon when Anglon's readied blow hits it. Somehow despite this damage it keeps on and runs into Simon.
Simon:. The Blade hits home but the decapitated head still latches on to Simon.
I believe a 24 will hit you, right?
A third Owlbear charges Simon. This one is slowed, but survives Forsten's devastating hit and Simon's fire damage to reach its target... but slowed sufficiently for Simon to evade.
attack, bite: 1d20 + 9 - 2 - 1 ⇒ (3) + 9 - 2 - 1 = 9
More Owlbears charge at Simon, but the combination of the Slow and Difficult terrain means they do not reach Simon
acrobatics MO4: 1d20 + 1d6 + 1 - 2 ⇒ (15) + (5) + 1 - 2 = 19
acrobatics dovan: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
The Bandit leader slides out of the grease and starts fleeing, an enraged, prone and very slippery owlbear chasing after him unable to get to its feet.
Meanwhile two of the dead close on Valerianna, intent on revenge for their fallen friend it seems.
I believe Valerianna is AC 17 +4 for shield -2 for charge? Am I wrong? If so she'll get hit twice, for damage: 1d8 + 4 ⇒ (8) + 4 = 12 and damage: 1d8 + 4 ⇒ (7) + 4 = 11
climb MO5: 1d20 + 5 - 2 + 1d6 ⇒ (13) + 5 - 2 + (1) = 17
Grey: I believe that is because you can cast grease on an area or on a person
Adjustment to last round: Stag Lord is not grappled, but is looking to be in a very, very bad way
Simon, Roland, Anglon can I get SR rolls vs 16 please? Not sure if you make seperate rolls for each target. I think you do.
Grey, I believe Wild Arcana is errata'd to Standard action? You definitely got one though.
It's a Crpypt Thing. You can look it up
O ref dc 18: 1d20 + 5 ⇒ (11) + 5 = 16
O ref dc 18: 1d20 + 5 ⇒ (7) + 5 = 12
O will dc 19: 1d20 + 2 ⇒ (6) + 2 = 8
O will dc 19: 1d20 + 2 ⇒ (2) + 2 = 4
O will dc 19: 1d20 + 2 ⇒ (12) + 2 = 14
O will dc 19: 1d20 + 2 ⇒ (18) + 2 = 20
O will dc 19: 1d20 + 2 ⇒ (19) + 2 = 21
O will dc 19: 1d20 + 2 ⇒ (18) + 2 = 20
O will dc 19: 1d20 + 2 ⇒ (18) + 2 = 20
Dovan will dc 19: 1d20 + 0 ⇒ (8) + 0 = 8
CT will dc 20: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
SL: 109+18+13+9+5=154 (21 left)
Valerianna's three strikes hit home, and on the third strike one of her foes finally falls.
Not zombies, not skeletons. The lights in their eyes are too bright, and the way they seem to be defending an area... like some sort of crypt-thing, one of the ancient guardians sometimes posted on burial crypts. Those can teleport.
Crpyt Things, unless you miss your mark. One of the books you read talked about their creation. Fiendishly difficult, but effective. Crypt things are hard to kill, and masters of teleportation within their assigned areas.
The remaining bandit leader, almost dead, runs under cover, and a second later there is a loud clang
Rushing out from some unseen pen under the building 8 owlbears - apparently two parents and eight near-grown juveniles - come rushing out, filling the area and roaring.
Meanwhile where the Stag Lord had fallen four corpse-things emerge from the ground, appearing with lightning speed.
can you give me a will dc 16 save, please?
given SL is paralyzed if you want to turn this into a normal full attack I'm okay with that
Grey: Grapple is a standard action; full round won't help. Unless I'm missing something?
Forsten's first blow destroys his target, the wolf's corpse charring into ash in the lighting strike. His second passes harmlessly through the space he used to be.
Simon's fire splashes towards the remaining bandit leader, cowering behind the wall. While the wall is heated red hot the bandit manages to somehow take cover. While he hides from the fire the lantern archons above him bathe him in holy light.
At Anglon's words the Stag Lord freezes. Valerianna's, Rolands's, the Horror's and Grey's attacks all hit home. It seems impossible that his body could survive; but it does. The Grey Horror reaches out and snags him just as the first corpse-hands come out of the ground.
will dc 17: 1d20 + 1 - 2 ⇒ (2) + 1 - 2 = 1
will dc 17: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3 Mythic Saves
fort dc 18: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
fort dc 18: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
dovan ref dc ??: 1d20 + 6 - 2 + 2 ⇒ (15) + 6 - 2 + 2 = 21
will dc 17: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12 fails to Break free
Forsten's target simply vanishes, ripped asunder by Kyton's spine... the red mist burned to nothing by Simon's fire.
As the horror glitters a smaller, unseen figure can be seen also glittering - and the outline of antlers suggest this is the dreaded Stag Lord! He appears to be grappled
SL will will: 1d20 + 1 ⇒ (19) + 1 = 20
Auchs con dc 15: 1d20 + 2 + 2 - 2 ⇒ (14) + 2 + 2 - 2 = 16
Dovan con dc 15: 1d20 + 1 + 2 - 2 ⇒ (12) + 1 + 2 - 2 = 13
Auchs = 25 dam
Dovan = 4 damage
SL escape artist 1d20 + 5 + 20 - 2 ⇒ (19) + 5 + 20 - 2 = 42
SL acrobatics 1d20 + 13 + 20 - 2 ⇒ (11) + 13 + 20 - 2 = 42
SL MP = 8
One of the bandits rolls behind cover, still convulsing. Another shifts into a mighty wolf-man! Bellowing it rolls out from Simon's fire.
Meanwhile the 'invisible' Stag Lord attempts to escape the Grey Horror's embrace. Twisting in ways no human should be able to do somehow he slips free. Running over the horror he runs, leaps the rail - and the wall!
sorry guys, should have specified the knowledge: Local
Many of the bandits simply fall over at Anglon's prayer, Lissala's power rendering them unconcious. Did you want to move through the gate first?
Simon's line of fire rolls over three of the bandits, incinerating one. I think squares are 5 ft
The Archers, already heavily injured by the incoming zombee attacks, fall out of sight into Ronald's Pit. consider them out; the zombees will finish off anyone who didn't die falling into the pit.
The Lantern Archon shoots at one of the burning figures, though its damage is dwarfed by Simon's it does have an effect.
The Grey Horror pounces to the top of a building, apparently engaged in furious combat with... nothing at all.
miss: 1d100 ⇒ 97
Good point; miss chance 50%.
Take the damage as if you made the per roll (no sneak attack, which I somehow got wrong anyway).
Grapple's going to work - he is denied dex. Spider is now visible, right?
Auchs con dc 15: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Akiros con dc 15: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Dovan con dc 15: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Auchs ref: 1d20 + 1 ⇒ (10) + 1 = 11
Akiros ref: 1d20 + 2 ⇒ (8) + 2 = 10
Auchs = 25 dam
Akiros = 29 dam
Dovan = 4 damage
SL = ? damage
Okay - want to move on.
Valerianna wrenches open the portcullis in a spectacular feat of strength, and Simon pegs it open with his adamantine sword.
knowledge dc 14:
They appear to be undergoing a lycanthropic transformation
Stag Lord, GM only:
perception: 1d20 + 12 + 20 + 3 ⇒ (19) + 12 + 20 + 3 = 54
Swift: Vanishing Move
Full : Shoot Grey Horror
attack: 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15damage: 1d8 + 5 + 1 + 1d6 ⇒ (4) + 5 + 1 + (4) = 14
attack: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17damage: 1d8 + 5 + 1 + 1d6 ⇒ (1) + 5 + 1 + (4) = 11
Bonus Standard: stealth: 1d20 + 13 ⇒ (8) + 13 = 21+20 for invisible
From nowhere a pair of arrows strike out at the still invisible Grey Horror.
Grey Horror takes 11 piercing damage; 7 if it can make a dc 21 perception check. The first arrow ricochets off the centre of the Horror's head, the second lands in a joint.
perception DC 41:
You see a flicker of movement, and trace the arrows back to a shadow on the top of Z3b that in no way could hide a human being.
I was giving you guys the initiative. Every one gets an action. Spider hits the walls this turn. AM assuming everyone goes for the wall- please indicate if not - which takes a move action. Was trying to avoid 10 rounds of countdown, but maybe I should have done it...
Okay; Round ONE (1 move action remaining till doorway)
As the Runelords advance up the slope it becomes obvious the advantage of height is enough for the archer zombees to turn the tide of battle. Given time the bandit archers will fall.
Thirty feet from the portcullis more men can be seen running around inside the keep. Perhaps six or seven of them.
Your Arcane Sight detects auras within. It appears two or three men are quaffing potions.
From your elevated position you can see six or seven men running around. Two, together, seem to be in charge. They have a third man, chained. The three men are drinking potions; though it seems the chained man is unwilling.
You then spot, emerging yawning from a ramshackle building a stag headed archer.
Battlements are at fifteen feet
If a free action then it can shrink down; basically I feel that's a tad worse than an Alchemist's Hand discovery. In this case maximum size = Medium weapon (barring enlarge) and sure, minimum size=ear sized.I was going to add a lot of caveats about times per turn, but basically don't abuse it and I won't.
no - is all good... I know spellcasters need to think things through.
Plan wise, I think we're ready to go. Last chance for anyone to speak up... otherwise I'm going to call for stealth rolls and an Intimidate roll from whoever is voicing the Illusory Runelord.
All right; technically you're about 6-8 hours away, so happy to say discussion has been happening along the way and Ronald's spells happen just before the assault.
Regular eagle's nest. They crop up from time to time. Molly's keenly aware of it because a nesting eagle is a serious danger to her. You can send her closer if you like.
Because of the eagle there are few ravens around the area.
On the other hand there are any number of spells that would make her safe to scout, or able to take an eagle in combat.
Molly, now given direction, is sent out to scout (as per previous instructions) and returns with a report containing the following information
There is an eagle nest in the fort - Molly find this quite important.
The fort is on a hill.
Most of the hill is rough rock, covered in thorned vines. You might be able to sneak some people up it.
There is a path that leads up the hill you could not sneak people up.
The fort has a big wooden wall about 3 people high.
There are watchtowers and spots where guards can see over the wall. Most watch the path.
There are a lot of people. She saw at least 15, with bows.
they are like Ioun stones in every way. Looks like you need an illusionist!
A herd of fifteen elk, each as high at the shoulder as a human come down to the river to drink, there they drink carefully while an enormous stag keeps watch towards your camp.
There is a sudden thrashing that turns out to be one of the enormous elk being dragged into the river by some ophidian monster.
The runelords continue to follow the river.
It seems this river and another branch from the same source. Presumably the bandit camp is along one of the other rivers; one heading west, one east (see map).
Survival and perception rolls: you reason the bandits wouldn't have crossed to this side of the river unnecessarily, therefore you probably need to follow the river west.
Anglon takes the lead on his proud new steed. He leads the entire group across the river; a task only possible with the help of the assembled Kobolds and their giant spider ally.