| Aubrey the Demented/Malformed |
Can Demiarchos just sprint (i.e. triple move, as he is armoured) through the fog? If so, he ends up at Ae-AF 7-8. If he can only double move, he gets to Ai-AJ 9-10 instead.
No, I don't think you can run through terrain if you have hampered movement. I'm assuming Demiarchos doesn't have Freedom of Movement and anyway he can't see through the fog.
| Aubrey the Demented/Malformed |
| Sefayll Valerian |
Sefayll also moves forward as far as possible, keeping to the wall on the left.
I believe that puts her in AN11.
| Aubrey the Demented/Malformed |
Those not in the fog:
Casts Reverse Gravity. No save, and before you ask, Freedom of Movement does not allow you to defy gravity. The ceiling is 100' high, so that's 10d6 ⇒ (6, 2, 3, 6, 5, 6, 6, 1, 6, 6) = 47 falling damage and Hudak is now in a crumpled heap 100' up.
Those in the fog or behind it:
Alwyn.
| Alwyn Agnarrson |
Alwyn double moves to AI-AJ 7-8. Can he see out of the fog from there?
Also, don't forget this:
Can Demiarchos just sprint (i.e. triple move, as he is armoured) through the fog? If so, he ends up at Ae-AF 7-8. If he can only double move, he gets to Ai-AJ 9-10 instead.
| Hudak 1.2 |
Hudak is on 15 hit points. He might as well do something useful from where he's at, so:
Shaking his head in disbelief at his current position, Hudak pulls out his massive longbow. "Nowhere is safe from mighty Hudak, fool!"
So, Hudak pulls out his ridiculous ogre bow (STR 24!) and lets fly.
Attack 1:12+14+2(good hope)+4(bard)+1(haste)+1(firing at lower target)=AC 34, damage 4d4+8+2(good hope)+4(bard)=25
Attack 2:10+9+2(good hope)+4(bard)+1(haste)+1(firing at lower target)=AC 27, damage 4d4+8+2(good hope)+4(bard)=24
Attack 3:14+4+2(good hope)+4(bard)+1(haste)+1(firing at lower target)=AC 26, damage 4d4+8+2(good hope)+4(bard)=26
Attack 4 (bonus from haste):9+14+2(good hope)+4(bard)+1(haste)+1(firing at lower target)=AC 31, damage 4d4+8+2(good hope)+4(bard)=23
| Aubrey the Demented/Malformed |
Hudak is using a bow which is too big for him. That imposes an additional -2 on the to hit roll. Also, Mokmurian is only below him from everyone else's perspective - from Hudak's he's actually 100' above him, so he doesn't get the +1 for that either.
Hudak's arrows clatter about the giant wizard, but don't strike home.
Elisile.
| Sefayll Valerian |
Is AD11 a pillar? Assuming it is, Sefayll will double-move forward along the wall until she is clear of the fog and then move to interpose the pillar between herself and the giant.
| Aubrey the Demented/Malformed |
Demiarchos is 8' tall at the shoulder, and Mokmurian is an additional 10' tall. How tall is that wall if the big dog can't see at least some of Mokmurian?
Yeah, reasonable point.
Reflex save 1d20 + 14 ⇒ (13) + 14 = 27
Demiarchos breathes fire up at Mokmurian. But the giant manages to emerge unscathed.
Illes.
| Elisile Starbrow |
Ok, Illes was going to cast silence on Hudak once he engaged in melee with the giant – that won’t work now that Hudak is apparently up at ceiling level, and I don’t think Illes can do much about that. Break enchantment takes a while to cast and would just cause Hudak to drop anyway. Instead, I think Illes will cast silence centered at a point on the wall just behind and above the giant’s head.
Centered on the intersection of Y8, Z8, Y9, Z9 at 15 to 20 feet above floor level. It is legitimate to target an object or point in space, and this location is in range and should be high enough that Illes can see it above the stairs. No save or spell resistance applies as the target is not a creature. The spell has a 1 round casting time.
Once complete, silence will radiate in a 20 foot radius from point of origin. This should envelope Mokmurian in his current position but not touch any of the party.
| Aubrey the Demented/Malformed |
Mokmurian's Spellcraft check 1d20 + 28 ⇒ (18) + 28 = 46
Mokmurian glares at Illes as chants his spell. The giant raises his arms and begins casting a spell of his own.
First he casts quickened Scorching Ray at Illes
Ray 1 1d20 + 22 ⇒ (20) + 22 = 42 v Illes' touch AC, damage 4d6 ⇒ (1, 3, 4, 4) = 12 fire
Ray 2 1d20 + 22 ⇒ (17) + 22 = 39 v Illes' touch AC, damage 4d6 ⇒ (3, 3, 3, 1) = 10 fire
Ray 3 1d20 + 22 ⇒ (19) + 22 = 41 v Illes' touch AC, damage 4d6 ⇒ (1, 1, 1, 4) = 7 fire
Wow, some really good To Hit rolls and some craptastic damage rolls, but one possible critical.
Ray 1 1d20 + 22 ⇒ (6) + 22 = 28 v Illes' touch AC to confirm, extra damage 4d6 ⇒ (3, 1, 4, 6) = 14 fire
Next he casts Lightning Bolt. If Illes is still upright after the Scorching Ray attack (likely), he will angle it to catch Demiarchos and Illes. If Illes is down, he will angle it to catch Alwyn and Demiarchos. 14d6 ⇒ (1, 5, 5, 3, 1, 6, 4, 1, 2, 1, 4, 2, 5, 1) = 41 electricity damage, Reflex save DC 19 for half damage. More sub-par damage. Lucky Illes.
That's also ruck of individual attacks that could cause Illes to lose Concentration. DC is 10 + damage + spell level, please roll for each individual injury.
Alwyn and Hudak. Camlo is delaying and can consider acting too.
| Illes Elandru |
Jets of fire start raining down on Illes and in a suicidally cocky move he continues his song while sliding to the side and spinning back the other way. The crowd of illusory doubles around Illes swarm and merge through him to take new places around him as he moves and one after another is incinerated while the others strut on. Finally he winks and blows the runty giant a kiss mid song. It was about that point the lightning bolt nearly caught him head on, but Illes threw himself at it in a shoulder roll so that the brunt of the charge passed over him catching mostly his back and heels. The gypsy came out of the roll smouldering but in a flourish while continuing his song.
Yikes. Okay, luckily I have 5 mirror images running. Result of 1 will hit Illes.
Ray 1: 1d6 ⇒ 4
Ray 2: 1d5 ⇒ 5
Ray 3: 1d4 ⇒ 4
2 images remaining
Reflex + Haste + Good Hope (DC 19): 1d20 + 9 + 1 + 2 ⇒ (11) + 9 + 1 + 2 = 23
41-12= 29. After the save = 14.
Concentration for damage = 10 + 14 + 2
Caster Level Check (DC 26): 1d20 + 11 + 7 ⇒ (16) + 11 + 7 = 34
| Elisile Starbrow |
Elisile has cast a spell – true strike – to dramatically improve her aim for her first shot. She steps out from behind the pillar five foot step to AH-5 and fires at the giant spellcaster.
Full attack with precise shot, deadly aim, true strike, gravity bow, haste, cat’s grace, good hope, inspire courage and flame arrow.
Attack 1 (true strike): 1d20 + 40 ⇒ (11) + 40 = 51 damage: 2d6 + 12 ⇒ (4, 6) + 12 = 22 fire damage: 1d6 ⇒ 6 electricity damage: 1d6 ⇒ 5
Attack 2: 1d20 + 15 ⇒ (19) + 15 = 34 damage: 2d6 + 12 ⇒ (1, 6) + 12 = 19 fire damage: 1d6 ⇒ 3 electricity damage: 1d6 ⇒ 1
Attack 3 (haste): 1d20 + 20 ⇒ (20) + 20 = 40 damage: 2d6 + 12 ⇒ (4, 2) + 12 = 18 fire damage: 1d6 ⇒ 1 electricity damage: 1d6 ⇒ 5
Attack 3 (crit confirm): 1d20 + 20 ⇒ (11) + 20 = 31 damage: 2d6 + 12 ⇒ (1, 4) + 12 = 17
| Alwyn Agnarrson |
His speed and reflexes magically enhanced, Demiarchos pounces on the stone giant sorcerer with unnatural agility, brimstone breath and flaming spittle arcing through the air.
Demiarchos takes a 5' step to AC-AD 8-9 and lets loose on Mokmurian. Bonuses are from Haste, Good Hope and bardic music; the additional 2d6 damage is fire.
Attack 1: 1d20 + 20 + 1 + 2 + 4 ⇒ (20) + 20 + 1 + 2 + 4 = 47, damage: 2d6 + 12 + 2 + 4 + 2d6 ⇒ (3, 2) + 12 + 2 + 4 + (6, 6) = 35
Attack 1: 1d20 + 20 + 1 + 2 + 4 ⇒ (4) + 20 + 1 + 2 + 4 = 31, damage: 2d6 + 12 + 2 + 4 + 2d6 ⇒ (3, 1) + 12 + 2 + 4 + (6, 3) = 31
| Alwyn Agnarrson |
I could have sworn that hellhounds had Trip. Oh well...
Alwyn casts a blasting spell on the stone giant, then clambers forward.
I'm casting Holy smite on Mokmurian; as I don't want to catch Demiarchos in the blast, the spell is centered in the Y-Z 10-11 intersection 15' above his head. That'll keep the big dog safe. Damage: 5d8 ⇒ (6, 3, 6, 2, 5) = 22, plus blindness; Will save 20 negates the blindness and halves the damage. After casting the spell I move to AB-AC 6-7.
| Sefayll Valerian |
Sefayll casts a spell and a ghostly copy of her hand rises from her actual hand to float by her shoulder.
Spectral Hand hit points: 1d4 ⇒ 4
| Illes Elandru |
Everyone who was damaged by the opening fireball be sure you have adjusted your damage before we go forward.
If you took full damage, it was 38 not 55.
If you took half, it was 19 not 27.
Also I think Demiarchos still needs to save for the lightning bolt unless he is immune. He was the secondary target.
DC 19, 29 damage