| Andrea1 |
I believe all of us have been healed up except for Gerard who is 68/81
Andrea pours the last CLW potion they took off the fallen hangman down Gerard's throat.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
She also better prepares the party with some quick magic
Magic circle Against Evil on Orsin (+2 AC/Saves vs evil, protects against Mental influences, 110 minutes)
Resist Energy-Lightning on Euphemia/Frank (30 points protection. 110 minutes so our beloved hedgehog can now snear at the elements)
| Daniel Arrisen |
The rogue smiles reassuringly and meets Daniel's eyes. If I've been using a singular tactic, Daniel... I apologize.
This threat was great, agreed. Our action needed to be decisive. We would have lost a battle of attrition. The team was up to it. I had faith.
Daniel nods, willing to let it go. While he did not necessarily agree, he knew the rogue was a shrewd tactician and hoped his action HAD been well considered.
We do not know if it is indeed the last door. Let's hope so. Every one heal as needed before we proceed. I may have a spare potion or two.
| Daniel Arrisen |
Daniel holds another potion out to Gerard, You still carry some wounds my friend, take it.
You roll.
| Andrea1 |
Andrea adds to Daniel's words about limited blessings.
My ability to send healing waves through everyone can be a scant few times before I must rest. I can use it to harm the undead as well and if we are confronted by a large amount, it might be needed for that. Then was are limited to our potions and healing wands. I have blessings that can protect us against the undead's draining touch but have only two of those blessings.
Most important though is a blessing that can take us away from here if we are in dire straights. I can transport us to the divine fields of Elysium and back again after a day.
| Gerard Nisroc |
If there are no potions, scrolls or wands... Certainly. You don't get a second chance to make a first impression.
Gerard nods thanks, gently kissing Andrea's cheek. He then takes inventory, moving his hands about his person and gear.
| baldwin the merciful |
| baldwin the merciful |
There are two additional msw short swords and three leather armors in the storeroom. There are a few barrels of ale and a 3 bags of wheat. Other than that the storeroom was more of a kennel for the nightshade and the dead bodies.
Pretty scary concept with the nihiloi and the nightshade hunting the westcrown streets at night. Just killing those beasts, the spawn and shadows so far has made the streets safer.
| Daniel Arrisen |
Daniel, as per usual takes a spot second in line, 15 feet behind the rogue.
Do we need those Ashes yet?
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
| Andrea1 |
Daniel 15 feet behind put you out of the 10 feet short hallway and out of LOS. With Silence on the dagger, you won't hear Gerad.
do you need the ashes? Do you know where you need to be with the ash?
Herpa derp. We never asked where we needed to use them.
Edit:We stil have the wand of secret door detection and can try that
| baldwin the merciful |
Gerard walks calmly towards the door looking at the hallway with interest. Before he gets within 5 feet of the door a shadow pops through the closed door and attacks.
shadow, Incorporeal touch: 1d20 + 4 ⇒ (10) + 4 = 14;dam, str: 1d6 ⇒ 4
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it.
I editted the map already and can't put it up yet or it reveals too much information. for now Gerard is in hex H, 11 and the shadow is in I,11
| baldwin the merciful |
Andrea: 1d20 + 4 ⇒ (7) + 4 = 11
Orsin: 1d20 + 2 ⇒ (17) + 2 = 19
Daniel: 1d20 + 2 ⇒ (5) + 2 = 7
Euphemia: 1d20 + 4 ⇒ (9) + 4 = 13
Gerard: 1d20 + 7 ⇒ (18) + 7 = 25
shadow: 1d20 + 2 ⇒ (2) + 2 = 4
shadow: 1d20 + 2 ⇒ (14) + 2 = 16
jarvis: 1d20 + 6 ⇒ (17) + 6 = 23
Initiative order:
Gerard
Jarvis
Orsin
Shadow 2
Euphemia
AAndrea
Daniel
Shadow 1
| Daniel Arrisen |
Daniel motions for everyone to back up.
He was unsure why Gerard had set for combat but wanted his allies away if it was a trap.
| baldwin the merciful |
The other party members obviously see Andrea motioning frantically. With everyone on nerves end so they can figure out there is trouble.
Jarvis holds his current position.
Orsin is up.
Meanwhile a second shadow, inside the door, tries to touch Daniel through the south door (I/H 10 the room where the boat was left).
att, incorporeal touch: 1d20 + 4 ⇒ (5) + 4 = 9;str: 1d6 ⇒ 2
50% miss chance since it is in the door: 1d100 ⇒ 5
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it.
Misses Daniel.
Orsin, Euphemia, Andrea, Daniel, Shadow 1
| Orsino 'Orsin' Bessatte |
Orsin takes a five-foot step to D,11 with his blade readied in both hands.
"We can't fight whatever is up there by standing around like a gods-damned chorus! If you're not in the melee, tactical withdrawal to the back!"
I always forget the readied action rules for this game, but I think this is legal:
Orsin, after taking his five-foot, readies the action to move up to the front as much as possible just before the start of his next turn.
| Andrea1 |
HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,
Current BaB: +9/+4
Spells in Effect:Resist Fire/Cold-Communal(Everyone, 30 points 15 minutes) Protection from Evil 10' on Orsin(+2 AC/Saves vs. Evil,Protects against mental effects 110 minutes),Resist Energy-Lightning on Euphemia/Frank(30 points 110 minutes)
Channels 2/6
Bit of Luck 6/8
Andrea moves back to C-10, through the open door and readies a flask of holy water for splashing. Once out of the silence area, she informs Orsin and Euphemia. Undead shadows in the walls! We need more space so they can't strike and escape.
| Daniel Arrisen |
Not having any other option in the cramped hall, Daniel full attacks the shadow that attempted to touch him. Having to attack a foe through a door makes it difficult to detect, so he uses WEAPON MASTER for BLINDFIGHT.
Full Attack 1: 1d20 + 17 - 3 ⇒ (14) + 17 - 3 = 28
2 hand PA damage: 1d8 + 6 + 1 + 9 ⇒ (6) + 6 + 1 + 9 = 22
less than 50 is a miss: 1d100 ⇒ 1
less than 50 is a miss: 1d100 ⇒ 98
Full Attack 2: 1d20 + 12 - 3 ⇒ (11) + 12 - 3 = 20
2 hand PA damage: 1d8 + 6 + 1 + 9 ⇒ (1) + 6 + 1 + 9 = 17
less than 50 is a miss: 1d100 ⇒ 9less than 50 is a miss: 1d100 ⇒ 48
He then steps back 5ft towards Andrea.
| Gerard Nisroc |
*Note the Incorporeal touch spoiler above...Touch AC.Gerard's Touch AC (no armor, no natural armor) is AC 19, he's currently at Full Defense +6 AC, for AC 25 to the Shadows.
- 6 from Dex
- 1 from Dodge,
- 2 from RoP (deflection) and
- 6 instead of 4 from Full Defense b/c 3 ranks in Acrobatics.
If I had real damage potential, I'd be in there.
| baldwin the merciful |
If I'm reading Daniel's rolls proper: he attacks the creature inside the door. Attack 1 he missed but with blindfight he gets a second roll and make that. The corporeal attack is from a magic weapon but it still only does half damage (11HP)
Attack 2: misses.
| baldwin the merciful |
| baldwin the merciful |
Euphemia takes a short step back (D9) and readies herself to Misfortune anything that appears.
Because I can't find a ruling on using the healing hex to harm undead.
Phem you can use it against undead.
A witch can soothe the wounds of those she touches.
Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Since it acts like CLW let's see what that says...
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
It damages undead.
| baldwin the merciful |