| James "Madman Jim" Patterson |
Jim dodges in to set up a flank with Kaul before striking.
Acrobatics check to avoid AoO: 1d20 + 12 ⇒ (13) + 12 = 25
Flanking rapier PA: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Damage, if applicable, including shock: 1d6 + 12 + 1d6 ⇒ (2) + 12 + (2) = 16
| Corliss Blackboots |
"Me either!" Corliss replies in his usual jovial tone. "Fer a second there, I think I even thought the beastie might be undead! Thunderation! Eh--when in doubt, stab fer its 'eart!"
The brain-scrambled priest scoots forward and attempts to stab the conjured monster with his magicked rapier.
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (18) + 7 = 25 for magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3 (18-20)
Corliss Blackboots +1 rapier (Confirm?): 1d20 + 7 ⇒ (6) + 7 = 13 for additional magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3
| Cap'n Voodoo |
Jim moves up opposite Kaul and lunges at the goatman. His crackling blade scores a hit but the supernaturally tough hide of the creature defies the thin blade resisting the thrust and dissipating its electrical charge.
Corliss thinks the creature is a fiend but Dingus isn't sure what it is. Dingus casts a hastening spell and Corliss charges in. He lands a direct hit but it isn't enough to injure it.
The goatman gives a bloodcurdling scream and hacks Jim with its halberd. Jim- 12 slash. Riemme gives a strangled cry as the chains dangling against the pillar behind him come alive and begin constricting him in iron coils!
Round 2
Kaul (h-+1 att,+1 ac)
Riemme
Jim (h)
Dingus
Corliss (h)
R3
Screaming Goatman
| James "Madman Jim" Patterson |
The Taldan grunts at the impact, then strikes repeatedly at the fiend, trying to keep its attention on him so Kaul can take it down.
Rapier PA, incl. flank and haste: 1d20 + 12 + 2 + 1 ⇒ (4) + 12 + 2 + 1 = 19
Iterative rapier PA, incl. flank and haste: 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15
Hasted rapier PA, incl. flank and haste: 1d20 + 12 + 2 + 1 ⇒ (4) + 12 + 2 + 1 = 19
Well, that sucks. If any of them hit, he does 1d6 + 12, assuming that the shock is ineffective.
| Corliss Blackboots |
Corliss performs a double stab in the hopes that he can hit a tender spot.
Corliss Blackboots +1 rapier (haste): 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 for magic, piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7 (18-20)
Corliss Blackboots +1 rapier Bonus Haste Attack (haste): 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20)
| "Keelhaul" Kaul |
Sorry been slammed @ work and home
Round 2
Kaul obliges with two more quick cuts o' the axe:
Quick & The Dead - Ragin' Hastey Melee: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Lopper Chop - Ragin' Warax (S) Damage: 1d10 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Ragin' Hastey Melee 2: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Ragin' Warax(S)Damage: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
| Cap'n Voodoo |
The enquickened crew converge on the summoned goatman. Lopper snicker-snacks. The first blow is hard but inaccurate. The follow-up hits sneak: 3d6 ⇒ (4, 1, 6) = 11 leaving a gash in the uncanny hide. Jim assaults it from the opposite side. Jim's thin quick blade makes the most of an exposed side rapier: 2d6 + 14 ⇒ (2, 4) + 14 = 20 and the creature pops back out of existence.
Corliss and Dingus still have actions- Riemme struggles weakly in the grasp of iron chains that have now sprouted barbs that are freely flensing him.
Round 2
Dingus
Corliss (h)
R3
Chains
Kaul (h-+1 att,+1 ac)
Riemme
Jim (h)
| Corliss Blackboots |
Not certain what might or might not work on the chains killing the stranger, Corliss sighs and casts a searing light spell, targeting areas of the chains not currently wrapped around or flensing their victim.
Corliss Blackboots searing light ranged touch: 1d20 + 6 ⇒ (3) + 6 = 9 for magic damage: 3d6 ⇒ (3, 5, 5) = 13
| Cap'n Voodoo |
A bright beam of light erupts from Corliss' palm and strikes the binding chains above Riemme seeking to sever them. The chains grow red hot but are not broken by the burning light. Riemme stops moving as his head is nearly severed by the barbed chains cutting through his neck.
The chains dangling from the columns throughout the room rattle as if a psychic wind blew through them. A death rattle laugh stirs from the dead throat of one of the corpses hanging from the big central column and then it is pulled upward by its chains about fifteen feet toward the ceiling. From what can be made out beneath its shroud of chains, there is something familiar about the pale corpse dressed in dour black clothes.
Barbed chains from the pillars closest to Jim and Kaul hurl forward to slash at them. Jim dodges his pair, but one catches Kaul. Kaul- 8 slash
Round 3
Kaul (h-+1 att,+1 ac) (still down 7- another 8, i think?)
Riemme
Jim (h)
Dingus
Corliss (h)
R4
Chains
| James "Madman Jim" Patterson |
"Feck! Idiot never should've run in here!" Jim drops his rapier, draws his bow, and sends an arrow up at the apparent corpse.
Arrow attack: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, if applicable: 1d8 + 2 ⇒ (3) + 2 = 5
| "Keelhaul" Kaul |
Kaul moves toward the chain-corpse with grim purpose;
Axe and claw readied he bellows a challenge, hoping the links will come to him...
"Come on ye chain-rattlin' rancid! Come to Ol' Kauly! He'll cut ye like ye links in a butchers!"
Intimidate: 1d20 + 18 ⇒ (9) + 18 = 27
No idea if Intimidate can be used to make someone attack?
| Cap'n Voodoo |
"Come on ye chain-rattlin' rancid! Come to Ol' Kauly! He'll cut ye like ye links in a butchers!"
[dice=Intimidate]1d20+18
No idea if Intimidate can be used to make someone attack?
Usually, intimidate is for taking the fight out of an opponent or cowing them so that they'll take actions you want, but actions leading to self-endangerment are specifically called out as a no, so best get Dingus to levitate you up there. I don't think, he'll object since all his high level spells have been used.
| Corliss Blackboots |
Corliss casts call lightning, his first bolt targeting the monster mummified in chains.
Corliss Blackboots call lightning bolt #1 electricity, magic damage: 3d6 ⇒ (4, 5, 5) = 14 (Ref DC 16 half)
| "Keelhaul" Kaul |
Round 3
As he floats upward Kaul chuckles to himself and Lopper bobs excitedly;
"Hur... Hur... Hur..."
He swipes at the chain rattler with some wild swings;
Melee Power Attack - Lopper +1 Keen Adamantine Ax: 1d20 + 7 ⇒ (2) + 7 = 9
Melee Power Attack #2 - Lopper +1 Keen Adamantine Ax: 1d20 + 7 ⇒ (4) + 7 = 11
Damage... Not bleedin' likely with those rolls... :S
| Cap'n Voodoo |
Boo. Get those low rolls out of your system.
Overeager and a bit off-balance as he dangles from the levitation spell, Kaul swings wildly, missing his foe. Corliss begins calling for lightning, waving his arms as the air thickens in the chamber and there is the smell of ozone.
The chains rattle and pull back from the stranger's face revealing pale, puffy skin, stringy black hair that drip salt water, and eyes with a corpse light glow. the Groom gives a wet chuckle as his cold gaze passes over his former comrades.
All but Dingus- Will save DC 15 or shaken
A pair of barbed chains fly out from the pillar and one strikes Kaul. Kaul-7 slash While another pair flail at Jim, but grate off his armor as he dodges.
Round 4
Jim (h-+1 att,+1 ac)
Dingus
Kaul (h)(-22 hp)
Corliss (h)-bolt is shot
R5
Chains
| James "Madman Jim" Patterson |
Will save: 1d20 + 5 ⇒ (18) + 5 = 23
Jim is unshaken by the sight, but not unmoved. "Aw, feck, Groomy--what'd you do to yourself?" Wait a minute--how did he even get here? Despite the resemblance to his old friend, Jim sends another pair of arrows his way.
Arrow #1: 1d20 + 11 ⇒ (17) + 11 = 28
Arrow #2: 1d20 + 6 ⇒ (18) + 6 = 24
Assuming a -4 for shooting into melee, both of them might still hit.
Arrow #1 damage: 1d8 + 2 ⇒ (8) + 2 = 10
Arrow #2 damage: 1d8 + 2 ⇒ (3) + 2 = 5
| Cap'n Voodoo |
Jim quickly releases a pair of arrows at what appears to be a chain-wrapped Groom. The first arrow sticks but doesn't seem to sink as deeply as would be expected at close range, the next almost hits but deflects off the iron links.
Corliss calls a bolt of lightning from the roiling mist near the ceiling and it strikes the pillar as the rattling menace dodges. Still the current courses through the chains to have some effect.
Dings and Kaul up.
| Dingus Mack |
Dingus watches Kaul fighting and tries to keep him steady (Move Action)
Then attempts to spit a glob of acid at the pillar
1d20 + 6 ⇒ (10) + 6 = 16 Ranged Touch
1d3 ⇒ 2 Acid Damage
"Quit playing round and hit him. This spell doesn't last forever you know and I feel my magic weakening".
| Corliss Blackboots |
Corliss brings down another bolt of lightning on the chained Groom wannabe.
Corliss Blackboots call lightning lightning damage: 3d6 ⇒ (3, 4, 4) = 11 (Ref DC 16 half)
| Cap'n Voodoo |
Dingus settles Kaul for another swing and spits acid but the glob falls short. Corliss 1d20 + 8 ⇒ (5) + 8 = 13 is taken aback as he recognizes the Groom's face on the chain-enshrouded figure.
Corliss- Call lightening is a full round conjurations so you're a round ahead on the bolts. and shaken now, though I don't think that will actually effect much.
KAUL up.
| Corliss Blackboots |
I think the first bolt goes off at the end of the 1-round casting time (assuming it's not interrupted). According to the spell: "Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage."
Not a big deal either way; it'll take a standard action to call subsequent bolts, so if I'm a round ahead, that's OK. And I'll take a move action to call up a copycat and fire away round-by-round.
| "Keelhaul" Kaul |
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ROUND 2
DC15 Will Save: 1d20 ⇒ 4
As Dingus' magicks settle him, Kaul's scarred brow furrows and beady eyes widen;
"GROOMY! Say it ain't so!"
Once again he swings...
Melee Power Attack - Lopper +1 Keen Adamantine Ax: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Melee Power Attack #2 - Lopper +1 Keen Adamantine Ax: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
... but his heart ain't in it.
Oh fir fecks sake, how's a brute supposed to be bloody with them rolls!
| Cap'n Voodoo |
Yikes. bad run, Kaul
Startled by the sudden appearance of his lost mate, Kaul swings wildly nearly spinning full around from his floating stance. A pair of barbed chains whip out at him and one slashes the dangling half-orc. Kaul-8 slash A chain arcs at Jim, a near miss as it rings against his mail shirt. Corliss calls up a duplicate and both dodge away as another chain flies out at them.
Round 5
Jim (h-+1 att,+1 ac)
Dingus
Kaul (h)(-30 hp)(shaken)
Corliss (cc)(h)-X
R6
Chain man
| "Keelhaul" Kaul |
ROUND 5
Kaul reels are more barbs find their mark on his lumpen hide.
In frustration more than pain, the brute bosun lashes out anew;
Melee Power Attack - Lopper +1 Keen Adamantine Ax: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Melee Power Attack #2 - Lopper +1 Keen Adamantine Ax: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
| James "Madman Jim" Patterson |
Jim switches to cold iron arrows, on the off chance that the material matters. All three are on target, and he grins at the ersatz Groom. "Come down or stay up, you'll die either way!"
Arrow #1, incl. haste: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Iterative arrow, incl. haste: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Hasted arrow, incl. haste: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Arrow damage: 1d8 + 2 ⇒ (4) + 2 = 6
Arrow damage: 1d8 + 2 ⇒ (2) + 2 = 4
Arrow damage: 1d8 + 2 ⇒ (1) + 2 = 3
| Cap'n Voodoo |
Jim's arrows strike the pale flesh between the chains, but the cold iron doesn't seem to have any greater effect than regular steel. The arrows are pushed out of the flesh immediately with only one leaving any trace of a wound and even that begins to scar over.
I don't think Dingus or Corliss have tried to identify the current foe.
| Dingus Mack |
Jim's arrows strike the pale flesh between the chains, but the cold iron doesn't seem to have any greater effect than regular steel. The arrows are pushed out of the flesh immediately with only one leaving any trace of a wound and even that begins to scar over.
I don't think Dingus or Corliss have tried to identify the current foe.
Dingus made a Knowledge Planes roll above... but rolled a (1)
Dingus takes the opportunity to look around the room and see if there is something else in the room that might be dangerous.
1d20 + 3 ⇒ (12) + 3 = 15 Perception
| Cap'n Voodoo |
Dingus made a Knowledge Planes roll above... but rolled a (1)
That was for the goat-men and I forgot that you aren't proficient in Planes but I'll recycle your roll for Religion to clear things up a little.
Although the thing looks like his lost mate the Groom, Dingus senses that it isn't undead. Probably a fiend and more likely a devil than a demon given its ease with chains and control.
| Cap'n Voodoo |
Ouch. tough round
Jim's arrows still have little effect though he substitutes a different metal. Dingus tries to assist with an identification though Corlisses' lumpy skull can't offer anything. Kaul continues spinning and floundering, perhaps considering his life choices. At least Corlisses' lightning bolt is a direct hit.
Two barbed chains fly at Kaul but the wobbly bosun presents a difficult target and both miss. Likewise the chains below miss their targets just as the speedy spell begins to wind down.
Round 6
Jim (h-+1 att,+1 ac)
Dingus
Kaul (h)(-30 hp)(shaken)
Corliss (cc)(h)-X
R7
Chain man
| James "Madman Jim" Patterson |
Jim grimaces as his arrows fail to do much despite their accuracy. Let's see if this works. Since he doesn't have that many, he looses a single alchemical silver arrow at the false Groom and waits a moment to see if it bounces off before continuing to shoot.
Alchemical silver arrow, including haste: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Arrow damage: 1d8 + 1 ⇒ (3) + 1 = 4
| Corliss Blackboots |
I'm gonna roll for another instance of electricity damage from bolt #3. From the spell's description, while it appears that the first bolt comes into being after a full round (just before the start of the next turn), it also appears that a new bolt can be called as a standard action each round after the initial casting. If I'm mistaken, then I'll just be a round ahead again....
The Corliss Twins call down more lightning on the false Groom.
Corliss Blackboots call lightning Bolt #3 lightning damage: 3d6 ⇒ (5, 4, 6) = 15 (Ref DC 16 half)