Duncan Redhammer |
Duncan moves to his usual position at the front, beside john (Shield wall is current teamwork feat) and casts DETECT MAGIC. He keeps concentration on the spell as they walk forward.
Perception1d20 + 6 ⇒ (7) + 6 = 13
Keep yer eyes peeled you lot.
baldwin the merciful |
Andrea1 |
Should Lucrezia and John change spots? Having her near Duncan can help spot any traps.
Andrea waits for the others to announce what they see and which direction they move.
When we head back, we might as well find that noble to inform about the Knot.
Lucrezia Villanova |
perception 1d20 + 11 ⇒ (3) + 11 = 14
Lucrezia keeps her eyes open as she peers about, looking for any traps.
Lucrezia Villanova |
will save 1d20 + 2 ⇒ (16) + 2 = 18
Duncan and John are such a cute couple that I hate to break them up, plus it's easy enough to see over Duncan's head. :)
Duncan Redhammer |
Will save1d20 + 6 ⇒ (14) + 6 = 20, add 5 vs magic
Duncan takes the Southern Fork.
Lucrezia guard our Rear. We'll check the others on the way back.
He keeps Concentrating on Detect Magic as a means of Seeing auras from invisible foes or magical traps.
baldwin the merciful |
This is definitely not magic.
John: 1d20 + 5 ⇒ (4) + 5 = 9
Duncan: 1d20 + 4 ⇒ (9) + 4 = 13
Lucrezia: 1d20 + 3 ⇒ (7) + 3 = 10
Orsin: 1d20 + 0 ⇒ (10) + 0 = 10
Andrea: 1d20 + 0 ⇒ (7) + 0 = 7
Howlers: 1d20 + 6 ⇒ (17) + 6 = 23
Initiative:
Howlers
Duncan
Lucrezia
Orsin
John
Andrea
RD 1 Begins:
baldwin the merciful |
are you all satisfied with the marching order or did you flip flop anyone as Andrea suggested? I'll post a new map when I have this information.
Duncan you see three vile predators baying and with a hide as thick and tough as leather. Wicked ebony quills run from its head, tail, and back. There is one approaching from each corridor.
baldwin the merciful |
Duncan Redhammer |
Everybody stay behind me. John help me block. Andrea keep me standin'
AC next to john 22. Prot from Evil would be good.
Cast Defensively DC171d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Duncan casts Divine Favor and activates his Judgment for +1 sacred bonus to AC.
Now 23.
Andrea1 |
Lucrezia! You are an expert archer and can fire without restriction here I belive. Concentrate with Duncan!
We might want to back up a square then, can John strike at the one in the south hall? He seems to have a diagonal on it.
I will have to switch with Orsin and John to get next to you.
Andrea1 |
So everyone should back up one square and switch so Andrea can get near Duncan and tap him with the wand of Protection from Evil?[/ooc If everyone is up for that, Andrea willdo just that. +2 AC +2 saves vs. evil creatures for one minute Andrea can then start healing Duncan.
Orsino 'Orsin' Bessatte |
Orsin opens his mouth and appears to be mouthing words quietly to himself before a visible, yet silent wave of sonic energy rips through the air and into the creature at the opposite end (C11).
Orsin casts ear-piercing scream, dealing 2d6 sonic damage. A successful save (Fort DC 14) halves the damage and negates the 1 round daze.
Sonic damage: 2d6 ⇒ (3, 2) = 5
He then readies an action to trade places with Andrea once it's her turn.
If combat is moving briskly tomorrow morning and I've not logged on yet, I will inspire courage on my next turn.
Lucrezia Villanova |
Now that was odd. The ooc thread showed that there were new posts, but this thread didn't?
Lucrezia will draw her bow and attack one of the demonic looking porcupine things. "Now what the hell are these things? Did a devil f@&~ a porcupine?"
attack C11 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
damage 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6
rapid shot attack 1d20 + 7 + 1 - 2 ⇒ (17) + 7 + 1 - 2 = 23
damage 1d8 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11
I do have Precise Shot so no melee penalty
+2 to attack and damage rolls if my new favored enemy applies.
baldwin the merciful |
Over the last few days there has been a lag on posts notifications showing up. Andrea and I have each had that issue recently. Thanks for making my job a bit easier with by telling me you have Precise shot.
Lucrezia's arrows find their target in the large creature. This are large 10 by 5, similar to horse for occupying space.
Andrea1 |
Andrea has a sudden burst of divine inspiration that breaks through the lingering haze of the party from last night. Uttering some new phrases, Andrea switches places with Orsin and covers the party with a divine shield.
Doing the two-step shuffle to take Orsin's location and casts Magic Circle of Protection from Evil. For 50 minutes, everyone in a 10' Radius has +2 AC vs. Evil and +2 to their saves as well as the various other benefits.
baldwin the merciful |
RD1 mid-update
Howlers - two attacked Duncan, one hit for 11Hps.
Duncan - Divine Favor cast defensively, judgement activated.
Lucrezia - hit Howler in Hex C10.
Orsin - cast EPS against howler in C10.
John
Andrea - moved up C7 switching places with Orsin, cast Magic Circle PFE
John has an action remaining.
RD2 Begins:
Howlers
Duncan
Lucrezia
Orsin
John
Andrea
baldwin the merciful |
RD2:
The two Howlers begin their full attack on the dwarf:
bite H1: 1d20 + 8 ⇒ (1) + 8 = 92d6 + 4 ⇒ (4, 4) + 4 = 12
Quil att: 1d20 + 2 ⇒ (14) + 2 = 161d4 + 1 ⇒ (1) + 1 = 2
bite H2: 1d20 + 8 ⇒ (10) + 8 = 182d6 + 4 ⇒ (6, 3) + 4 = 13
Quil att: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 1 ⇒ (4) + 1 = 5
The attacks miss the dwarf.
John Deos |
Before entering the knot again John drinks a potion of lesser restoration.
1d4 ⇒ 3 And a potion of CMW.
2d8 + 3 ⇒ (5, 4) + 3 = 12
Will: 1d20 + 4 ⇒ (12) + 4 = 16
When the creatures attack John pulls out his shield.
Knowledge planes: 1d20 + 10 ⇒ (3) + 10 = 13
Orsino 'Orsin' Bessatte |
Orsin studies the creatures for a moment, thinking back on the Pathfinder Chronicles he had been reading as of late. He thinks he might recognize them, but he can't be sure.
Knowledge (planes): 1d20 + 4 ⇒ (20) + 4 = 24
Orsin's slowly becoming the knowledge monkey bards were meant to be.
Whatever knowledge he recalls, Orsin immediately shares with the group.
baldwin the merciful |
Orsin's Knowledge results:
Howl:
A howler’s constant howling is a grating, exhausting baying that can drive listeners insane.
Pain Attack:
Whenever a creature takes damage from a howler’s quill attack or its quill defense, that creature must make a successful DC 14 Reflex save or one quill breaks off in its flesh, causing the target to become sickened until all embedded quills are removed.
Removing one quill requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 points of damage to the victim. The save DC is Dexterity-based.
Quill Defense:
Any creature that strikes a howler with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d4+1 points of piercing damage from the howler’s quills and suffers from the howler’s pain attack.
Duncan Redhammer |
Inside the Magic Circle and with Duncans (5th level) protection judgement up is AC is 26
Duncan Redhammer |
Duncan, trusts in the new protection offerd by Andrea, he roars at the creature in front of him and attacks. He 2 hands his Axe (AC is 22 till next round, no shield bonus)
and switches his Judgement to damage. (AC is 20)
2 handed PA w/Silver Axe, Divine Favor1d20 + 7 - 1 + 2 ⇒ (13) + 7 - 1 + 2 = 21
2 hand PA, Divine Favor, Judgement 1d8 - 1 + 4 + 3 + 2 + 2 ⇒ (5) - 1 + 4 + 3 + 2 + 2 = 15
About to start car trip now. Buffs are up. Bot me and go to town.
Lucrezia Villanova |
round 2
ranged attack 1 1d20 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14
miss?
ranged attack 2 1d20 + 8 + 1 + 2 - 2 ⇒ (12) + 8 + 1 + 2 - 2 = 21
damage 2 1d8 + 2 + 2 + 1 + 2 ⇒ (8) + 2 + 2 + 1 + 2 = 15
firing on the same one again if it is still up
Lucrezia fires a couple more arrows at the howlers, glad that can attack them from a distance and not have to worry about their quills. I wonder if I can turn their quills into arrows after we kill them?
Andrea1 |
Hmm. If the current Howler goes down, Duncan might be able to 5' step letting John move up and strike at the one to the south.
If said actions are not doable(and thus John is still stuck behind Duncan) Andrea will switch with John if he is up for it and tap Duncan with her wand of CLW
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Maybe time to learn some bow skills John? We might be stuck in halls like this in the future.
baldwin the merciful |
Duncan, trusts in the new protection offerd by Andrea, he roars at the creature in front of him and attacks. He 2 hands his Axe (AC is 22 till next round, no shield bonus)
and switches his Judgement to damage. (AC is 20)2 handed PA w/Silver Axe, Divine Favor1d20+7-1+2
2 hand PA, Divine Favor, Judgement 1d8-1+4+3+2+2About to start car trip now. Buffs are up. Bot me and go to town.
Quill damage: 1d4 + 1 ⇒ (2) + 1 = 3
Duncan you take 3 HP of damage from your attack on the Howler. You have a quill in your arm from your attack on the Howler.
Reflex save to avoid being sickened: 1d20 + 3 ⇒ (12) + 3 = 15
The howler is still up after Duncan's attack but dies immediately when Lucrezia pierces it again.
with the death of the first Howler, I had Duncan do a five foot step up and moved the chain of people up, so John can get in the battle.
John Deos |
John 5ft steps and attacks the Howler to the south with his mace.
Attack with PA: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Crit damage: 1d8 + 8 ⇒ (3) + 8 = 11
baldwin the merciful |
RD2 Recap:
Howlers - missed att on Duncan. One is dead.
Duncan - hit howler C10., made quill save.
Lucrezia - killed holwer in C10
Orsin - sonic damage to howler in D11
John - hit howler in D9; John made his save.
Andrea - CLW on Duncan
Orsin has a RD2 action
---
RD3 begins:
Howlers
Duncan
Lucrezia
Orsin
John
Andrea
Orsino 'Orsin' Bessatte |
Orsin releases three powerful notes from his throat and grabs the visible ripples of sound with his free hand. He spins the subtle waves into a lash of sound before launching it at the howler in D11.
Devastating aria: 1d4 + 5 ⇒ (3) + 5 = 8 divided by two = 4 sonic damage, no save.