Dinetta Cillara |
After dodging the zap from one creature, and despite knowing that it is dangerous, Dinetta decides to shift over and help Marcus with his elemental since one dead and one healthy is always better than two injured, a standard saying among adventurers who survived multiple battle.
5-foot move between the elementals
Full Attack
Attack-rapier: 1d20 + 9 - 2 + 1 ⇒ (15) + 9 - 2 + 1 = 23
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Attack-dagger: 1d20 + 9 - 2 + 1 ⇒ (14) + 9 - 2 + 1 = 22
Damage: 1d3 ⇒ 2
Attack-haste: 1d20 + 9 - 2 + 1 ⇒ (19) + 9 - 2 + 1 = 27
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Confirm Crit: 1d20 + 9 - 2 + 1 ⇒ (19) + 9 - 2 + 1 = 27 <-- that sucks, just realized that crits don't work on elementals, oh well
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
All three jabs are accurate. Despite the small size of her weapon, the attacks have an effect.
JeromeCaulflower |
HP 37/37
AC 13/T13/FF11 (17/17/15) +1 from haste
Saves: F5R5W8 +1 R from haste
In hands
Resources Elemental Ray 3/7
Effects: Mage armor(+4 ac 1 hour),Haste(5 rounds)
Jerome steps west and tries threading the needle as a Line of frost leaps from his finger to the elemental
Elemental Ray,PBS,Haste,Melee,Touch: 1d20 + 6 + 1 + 1 - 4 ⇒ (3) + 6 + 1 + 1 - 4 = 71d6 + 3 ⇒ (3) + 3 = 6
Jean-Phillipe Poulain |
attack1: 1d20 + 11 ⇒ (15) + 11 = 26dam1: 1d8 + 2 ⇒ (3) + 2 = 5arrow 2: 1d20 + 6 ⇒ (5) + 6 = 11dam2: 1d8 + 2 ⇒ (3) + 2 = 5 Poulain lightly grunts.
baldwin the merciful |
RD 3:
Revhi's attack hits the LL but it still surges ahead to try to defend the room, choosing to attack:
marcus 1 or Dinetta 2: 1d2 ⇒ 1
The zappaping creature assaults Marcus,
melee: 1d20 + 8 ⇒ (15) + 8 = 23
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (2) + 3 = 5;electrical: 1d4 ⇒ 2
Marcus Nightsky |
Round 3
Marcus feels the zap of the pesky creature and returns the favor in full
Haste Attack: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23 Haste Damage: 1d10 + 8 ⇒ (5) + 8 = 13
Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18 Weapon 1: 1d10 + 8 ⇒ (8) + 8 = 16
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (17) + 10 + 2 - 2 = 27 Weapon 2: 1d10 + 8 ⇒ (1) + 8 = 9
Fighting Defensively, Using Crane Wing on first attack
Dinetta Cillara |
Dinetta looks across the room, her eyes growing as she looks at the gem.
We wouldn't want to leave that gem here unguarded. Someone might steal it.
She will carefully move across the room to see if she can get the gem.
Perception: 1d20 + 14 ⇒ (6) + 14 = 20 <-- searching for traps
--> she also has Trap Spotting ability
baldwin the merciful |
Dinetta you think the trap was the LL which you've disposed of. As you get close to the weird equipment and the gem, you get an idea. What would happen if a wand was placed near the pulsating energy? Acting on the hunch you put your CLW on the equipment. Speeding this up a bit.
recharge: 2d12 ⇒ (1, 11) = 12
Your wand regains 12 charges.
Marcus Nightsky |
This place isn't so bad, we got a charging station for wands and a healing place.
baldwin the merciful |
Unfortunately it doesn't recharge. You sense that perhaps this is a limited each day. When you grab the gem and tug it out everything powers down, the lights go off, and the portal exiting the room won't open when you put your hand on the strange hand pad. A few moments later an eerie green glow bathes the entire room in a phosphorous twilight.
Dinetta Cillara |
Dinetta looks at the replaced gem with interest.
Strange. Perhaps we could take it with magic. Lets remember where it is so that we can come back if we need to recharge things.
She then heads out of the room and proceeds to examine the next door.
Perception: 1d20 + 14 ⇒ (5) + 14 = 19
DD: 1d20 + 12 ⇒ (15) + 12 = 27
baldwin the merciful |
Dinetta you find that the portal is unlocked and it slides open as soon as you wave your hand by the pad. This large compartment is dominated by a large vat of inky black liquid set into the floor. A curving path traverses over the liquid, which roils as if is stirred by some unseen agent.
On the other end of the path you see the Captain. Who is standing ready for battle. More menacing at the back of the long room is a large hideous creature, The Engineer, you suspect. It possesses a large bulk of green flesh that scuttles around on six insectoid legs. Two surprisingly prehensile claws emerge from its central mass and a great ring of razor teeth hiss and rasp. It has countless eyes on the fore of its body, each black and pupil-less. Bulging semi-transparent brain sacs adorn the back of its bulk. Every one of them is currently occupied by a pulsing human brain vivisected from a sailor the Engineer lured to its doom on the rocks of the Trident.
Jean Phillipe Poulain: 1d20 + 10 ⇒ (3) + 10 = 13
+4 underground/+2 in water
Markus Nightsky: 1d20 + 13 ⇒ (14) + 13 = 27
Jerome: 1d20 + 8 ⇒ (20) + 8 = 28
Revhi: 1d20 + 5 ⇒ (7) + 5 = 12
Dinetta: 1d20 + 12 ⇒ (4) + 12 = 16
baldwin the merciful |
Jean Phillipe Poulain: 1d20 + 3 ⇒ (20) + 3 = 23
Markus Nightsky: 1d20 + 3 ⇒ (13) + 3 = 16
Jerome 1: 1d20 + 6 ⇒ (12) + 6 = 18
Jerome 2: 1d20 + 6 ⇒ (10) + 6 = 16
Revhi: 1d20 + 1 ⇒ (3) + 1 = 4
Dinetta: 1d20 + 4 ⇒ (20) + 4 = 24
brine zombies: 1d20 - 1 ⇒ (11) - 1 = 10
capt: 1d20 + 9 ⇒ (1) + 9 = 10
The Engineer: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative order:
Dinetta
Jean
Jerome
The Engineer
Markus
Capt
Brine Zombies
Revhi
Dinetta Cillara |
Dinetta steps to the side and speaks:
Whatever it is, it is not good. There is also something behind that door. Motioning her head to the door on the right.
Lets shoot him, or make him come to us. I don't trust those black pools.
With that, she sheathes her rapier and draws and loads her sling.
Pretty sure she cannot also fire this round.
Marcus Nightsky |
Marcus charges the traitorous captain. You and your friend will pay for your treachery
Charge: 1d20 + 10 + 2 - 2 ⇒ (5) + 10 + 2 - 2 = 15 Weapon 1: 1d10 + 8 ⇒ (5) + 8 = 13
He will fight defensively and use crane wing, He will take a -2 on though from the charge
JeromeCaulflower |
Battle stats
HP 37/37
AC 13/T13/FF11 (17/17/15)
Saves: F5R5W8
In hands
Resources Elemental Ray 2/7
Effects: Mage armor(+4 ac 1 hour),
Marcus pulls his Rod of Lesser Extend and casts haste on the party (12 rounds) Bonuses here
Jean-Phillipe Poulain |
shot1: 1d20 + 11 ⇒ (15) + 11 = 26dam1: 1d8 + 2 ⇒ (5) + 2 = 7shot2: 1d20 + 6 ⇒ (19) + 6 = 25dam2: 1d8 + 2 ⇒ (6) + 2 = 8shothaste: 1d20 + 11 ⇒ (20) + 11 = 31damhaste: 1d8 + 2 ⇒ (2) + 2 = 4critconf: 1d20 + 11 ⇒ (19) + 11 = 30critdam: 2d8 + 4 ⇒ (6, 5) + 4 = 15Poulain quickly sends three arrows into the traitor.
baldwin the merciful |
Jean quickly fires off arrows at the Capt Riggs.
Jerome casts haste (extended)
The Engineer in the back of the room begins to glow and electrify as the creatures appears to be energizing.
Initiative order: RD 1 update
Dinetta -sheaths weapon, draws sling/loads
Jean - arrows 34 HP
Jerome - spell extended
The Engineer - something nasty about to happen
Markus - charges
Capt
Brine Zombies
Revhi
Captain Colthyn Riggs |
Markus charges blindly ahead as he gets on the curving path he realizes the error of his way as the collapses quickly into the inky solution.
Make a relfex save Markus.
"You should have fled, when you had the chance, you should have fled" The Captain utters. "He's too clever...powerful." With his speech the Captain grimaces in pain.
Marcus Nightsky |
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
baldwin the merciful |
Marcus as you begin to dash across the path it begins to crumble under your feet, you sense the error in your path and quickly change direction.
forward 1, backward 2: 1d2 ⇒ 2
You are able to stop your momentum and grab onto the edge. Your feet barely missing the inky substance, you notice all the movement within the foul liquid....LEECHES!
Revhi |
Revhi puts a ring on Marcus and barks out a spell, then grins. "Go hard Marcus. My god watches over you."
Shield other. +1 deflection to AC and +1 resistance bonus on saves, and you take half damage from all sources (the rest of the damage gets transferred to Revhi). Stay within 35 feet of me.
Brain Eater |
baldwin the merciful |
Marcus Nightsky |
ROUND 2
Marcus moves down(T-18) and beats on the closest zombie
Haste: 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19 Weapon 1: 1d10 + 8 ⇒ (8) + 8 = 16
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (7) + 10 + 2 - 2 = 17 Weapon 2: 1d10 + 8 ⇒ (3) + 8 = 11
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (16) + 5 + 2 - 2 = 21 Weapon 3: 1d10 + 8 ⇒ (6) + 8 = 14
Fighting Defensively, using Crane Wing on first attack
Dinetta Cillara |
Dinetta nods.
I would love to let the zombies come to us. But we all need to pull back. We can't leave anyone behind though.
Dinetta, hoping the others follow, steps back through the doors.
Withdraw action to U-16.
Jean-Phillipe Poulain |
perception is the captain under control: 1d20 + 14 ⇒ (3) + 14 = 17shot1: 1d20 + 11 ⇒ (16) + 11 = 27dam1: 1d8 + 2 ⇒ (6) + 2 = 8shot2: 1d20 + 6 ⇒ (10) + 6 = 16dam2: 1d8 + 2 ⇒ (6) + 2 = 8