Epik |
Malcolm is right, let's go in strong and get the wand. The Spider has ignored our attempt to negotiate ... #2.
Malcolm Reigns |
Round 1/Surprise Round - AC 20 / HP / 63 / Init ?
I will fire two shots at the closest dog sized spiders
To-Hit (Touch AC) 1d20 + 12 ⇒ (14) + 12 = 26
Damage - 1d8 + 11 ⇒ (8) + 11 = 19
To-Hit (Touch AC) 1d20 + 12 ⇒ (10) + 12 = 22
Damage - 1d8 + 11 ⇒ (8) + 11 = 19
Nemoris |
5 replies and 5 different responses, sigh:
Vote?
1 - stay and wait (get them to come to you)
2 - go in to spider cave offensive
3 - go in to spider cave "prepared" but not hostile
4 - go north to storeroom and attack kobold patrol
5 - go around to the another entrance into the ruins & explore
#2 works for me!
Round 1 || Initiative 19 || 53 hp || AC 23
Initative: 1d20 + 2 ⇒ (17) + 2 = 19
Attack a close spider:
Attack: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 1d8 + 7 + 1d6 ⇒ (6) + 7 + (2) = 15 Crit: 1d20 + 8 ⇒ (19) + 8 = 27
Attack: 1d20 + 8 ⇒ (20) + 8 = 28 Damage: 1d8 + 7 + 1d6 ⇒ (4) + 7 + (6) = 17 Crit: 1d20 + 8 ⇒ (3) + 8 = 11
Really doubt that's an actual crit, but just in case they have no AC!
Crit Damage: 1d8 + 7 + 1d8 + 7 + 17 ⇒ (8) + 7 + (6) + 7 + 17 = 45
Epik |
Epik attacks the nearest target:
Attack:1d20 + 8 ⇒ (9) + 8 = 17 Damage:1d8 + 2 ⇒ (6) + 2 = 8
Attack:1d20 + 8 ⇒ (8) + 8 = 16 Damage:1d8 + 2 ⇒ (3) + 2 = 5
DM Fflash |
Said the Spider to the Fly
Surprise Round
Init: Epik, Malcolm, Nemoris, Nowzai, Dalamus, Magma
Epik moves to engage the closest spider, but with a couple quick (and really loud) echoing retorts, Malcolm blows it away along with one near the wall. Nemoris fires a couple screaming arrows into the 2 remaining ones and the room is clear ... for a moment.
Nowzai holds his acid dart, while Magma moves forward with his lit torch. Ahead in the shadows, Dalamus notes horse-sized spiders skittering away from the burning brand and the party. A general chitter runs through the chasm and the faint sounds of chanting can be heard in the distance.
The flames from the torch lick forward as the passage way continues deeper into the darkness.
Round by Round actions now. Round 1 inputs? Note only Dalamus can see all the way to the larger spiders. Everyone else's vision cuts out about halfway (60')
Epik Init: 1d20 + 2 ⇒ (20) + 2 = 22
Nowz Init: 1d20 + 2 ⇒ (14) + 2 = 16
Malcolm Reigns |
Are these those normal doors or the revolving doors?
Either way I will say "Dalamus, can you disable the door behind us again so we don't have any unexpected guests?"
I will pull out my scroll tube flash light and add it to our light source.
I can't find the potions of hide in the rule book anywhere, what do those do?
Malcolm Reigns |
Ahh so it is, so it gives a +10 to stealth checks for one hour, I will use that now.
I will attempt to remain in the shadows as we move forward and I will actually wait to use my flash light until I am unable to be stealthy.
Stealth - 1d20 + 16 ⇒ (14) + 16 = 30
Perception to see the spiders - 1d20 + 10 ⇒ (15) + 10 = 25
As a Free-Action I will also reload my 2 spent rounds
DM Fflash |
His eyes shrouded in black, Nowzai moves forward with an attack spell at the ready. "It's clear so far. Move forward cautiously."
Nowzai should be able to see in the dark also, via ebon eyes.
Does it have 120 foot range?
I didn't think it gave you the ability to see in the dark (ala second level spell darkvision) just reduced the penalties from it. No?
EDIT: found my answer, I think:
-Darkness spell - Yes will work
-Shadowy dungeon illuminated by a single torch - Yes will work
-Outside at night - Yes will work
-Pitch black cavern in the underdark with no light at all - Wont work
Epik |
Epik moves cautiously forward, weapon ready.
DM Fflash |
Said the Spider to the Fly
Round 1
The party moves forward, Magma carrying the torch in one hand and his axe (?) in the other ... it flickers out given you good sight about 30 feet (double for Dalamus) and another 30 feet of shadowy illumination Nowzai can see through the shadows like normal
Dalamus and Malcolm scout ahead in the shadowy areas, Dalamus about 70 feet ahead of the party and Malcolm about 40. Malcolm can hear the spiders ahead, but his weak human eyesight won't penetrate the darkness.
Magma burns webs as he comes across them and they quickly shrivel up and away from the party giving the sense of shrinking back from the flame, much like the spiders earlier.
The passage opens into a large cavern covered in spider webs. Not even Dalamus can see to the west end of it. The rogue fires at one of the spiders that he can see and stikes it solidly eliciting an tittering squeal from it and the group of spiders duck into a corridor to the left that cuts back to the south east.
No visible creatures right now, but the sounds of spellcasting continue. I'll have the map up tonight, currently you can either explore more of this cavern or follow the spiders into the southe east passage (which exits the cavern just south of where the one you're in enters). Round 2 inputs?
Nowzai, call me and let's discuss that spell if you feel the WotC forum assessment above is unfair ... it's description sucks either way
Epik |
Epik will check the right branch before moving into the the main cavern.
DM Fflash |
Said the Spider to the Fly
Round 2
Init: Epik, Malcolm, Nemoris, Nowzai, Dalamus, Magma, Spiders
The party continues to press forward, fanning out to check the nearby nooks and crannies to ensure nothing is hiding and circling behind them. Magma picks his way slowly, burning webs as he goes and protecting the flank.
Ahead in the shadows you catch the glint of spider eyes reflected in the torchlight. At the very edge of your visual range, you can see one of the purple-hued creatures crouched down very still in the webs. It is at the southeast end of the visible range ahead of you. For Malcolm, the area is shadowy providing partial concealment to the creature. Nowzai's ebon eyes negates that ... Nowzai moved his full movement rate so cannot use his readied action.
From ahead there is more spell casting and some now understandable Draconic conversation.
Second voice: Bah, brother, you are short-sighted. You wish to play within these surface dwellers rules. We are descended of Dharlot the All-Father, we were meant to rule not to live alongside. Now be quiet and help me prepare!
SI: 1d20 + 2 ⇒ (2) + 2 = 4
EI: 1d20 + 7 ⇒ (1) + 7 = 8
ShI: 1d20 + 7 ⇒ (16) + 7 = 23
DI: 1d20 + 5 ⇒ (3) + 5 = 8
KI: 1d20 + 1 ⇒ (11) + 1 = 12
HI: 1d20 + 4 ⇒ (7) + 4 = 11
SS: 1d20 + 8 ⇒ (20) + 8 = 28
ES: 1d20 + 7 ⇒ (10) + 7 = 17
Epik |
"The right passage is clear"
Epik will move up to Dalamus.
Nemoris |
I'll also ready an attack once I have visibility of whatever Nowzai saw:
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Attack: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d8 + 7 ⇒ (7) + 7 = 14 Crit: 1d20 + 8 ⇒ (11) + 8 = 19
Attack: 1d20 + 8 ⇒ (3) + 8 = 11 Damage: 1d8 + 7 ⇒ (2) + 7 = 9 Crit: 1d20 + 8 ⇒ (2) + 8 = 10
Malcolm Reigns |
Then yes once I have a clear shot at a spider I will take it unless I see one of the larger things that came out to gather the loot from us on our last visit.
To-Hit - Touch AC 1d20 + 12 ⇒ (18) + 12 = 30
Damage - 1d8 + 11 ⇒ (8) + 11 = 19
To-Hit - Touch AC 1d20 + 12 ⇒ (10) + 12 = 22
Damage - 1d8 + 11 ⇒ (4) + 11 = 15
Malcolm Reigns |
DM Fflash |
Said the Spider to the Fly
Round 3
Init: Epik, Malcolm, Nemoris, Nowzai, Dalamus, Ettercaps, Magma, Spiders
Nowzai and Dalamus shout out to the others in hushed whispers. Epik moves around the corner to try and peer at the trap that Dalamus is working on. Malcolm draws a bead on the creature he sees, but decides to wait until his vision is better. Nemoris sees it and lets fly, striking the creature once eliciting a squeak.
Nowzai tracks the creature as it moves, but holds his action [ooc}Anything here?[/ooc]. Dalamus works on the spear trap and easily disarms it this round.
The purple creature lets out a hideous wail and rushes forward, a second companion of his coming out of the webs as well. Malcolm decides not to hold back any longer and fires as they approach, long jets of fire exploding from the end of his weapon in the dark lighting up the cavern. It's at that moment, in the instant flash of light that he sees all the giant spiders descending silently down from above him on silken strands. The first shot is slightly off, the shadowy webs confusing the gunslinger's aim. The second one hits the purple creature solidly in the chest but it keeps moving forward, albeit with a significant stagger. The damaged creature stumbles into Malcolm biting at him ineffectually, but the other pulls up and shoots a mass of sticky webs at the gunslinger, entangling him up. Two of the spiders attack and one sinks it's fangs deep into Malcolm's shoulder injecting painful venom into the wound.
Magma comes around the corner just in time to see the spiders descending on Malcolm. Two of them stop their descent and fire webs at the torch-wielding warrior.
Nemoris miss chance: 1d100 ⇒ 87
Malcolm miss chances: 1d100 ⇒ 9; 1d100 ⇒ 98
Ettercap bite vs Malcolm 1d20 + 7 ⇒ (5) + 7 = 12; miss
Ettercap web vs Malcolm 1d20 + 8 ⇒ (15) + 8 = 23; HIT: Entangled! Escape Artist DC 19 or Strength DC 23 to escape
Spider (yellow) bite vs Malcolm 1d20 + 6 ⇒ (5) + 6 = 11; miss
Spider (green) bite vs Malcolm 1d20 + 6 ⇒ (17) + 6 = 23; HIT!; Damage:1d8 + 4 ⇒ (3) + 4 = 7 and Fort Save vs poison (DC17) or take1d3 ⇒ 3 Con + staggered.
Spider (blue) web vs Magma 1d20 + 4 ⇒ (2) + 4 = 6; miss
Spider (red) web vs Magma 1d20 + 4 ⇒ (7) + 4 = 11; miss
Malcolm Reigns |
Just so we are clear, there is no way in hell I would move that far up away from the party knowing we are walking into a trap, I said I waited to move up until Magma moved up and I could see the creature clearly, I was fairly well hidden as far as I knew and I wouldn't have given up that position without a clear shot. I wouldn't have taken any shot until it was clear, period, I thought that was pretty clear. As a squishy ranged player who can't see in the dark, there is just no damn way I would move that far out in front, I am not an idiot.
Is there any sort of a mapping tool that we can use that would allow us to actually place our own toons? It just seems like to often you are guessing where I would go and I know I wouldn't put myself there.
DM Fflash |
Just so we are clear, there is no way in hell I would move that far up away from the party knowing we are walking into a trap, I said I waited to move up until Magma moved up and I could see the creature clearly, I was fairly well hidden as far as I knew and I wouldn't have given up that position without a clear shot. I wouldn't have taken any shot until it was clear, period, I thought that was pretty clear. As a squishy ranged player who can't see in the dark, there is just no damn way I would move that far out in front, I am not an idiot.
Is there any sort of a mapping tool that we can use that would allow us to actually place out own toons? It just seems like to often you are guessing where I would go and I know I wouldn't put myself there.
BTW, I'll note that neither you nor Nemoris complained when I allowed you a full round action for your surprise round ... which you should have caught and not placed as your action. I rely on you all to give me something to work with that's valid. I also assume you read what I've written. I won't wait forever for replies, and I won't ask you to confirm something that I think I've made clear.
Malcolm Reigns |
Escape Artist - 1d20 + 5 ⇒ (15) + 5 = 20
Acrobatics to tumble, full defense, run the hell away - 1d20 + 11 ⇒ (3) + 11 = 14
Fort Save - 1d20 + 8 ⇒ (12) + 8 = 20
Magma Iron Clan |
do i get to attack round 2?
Round 2 or 3
drop torch, Attack the spider in Red
1d20 + 12 ⇒ (5) + 12 = 17 damage 1d12 + 11 ⇒ (7) + 11 = 18
Critical 1d20 + 12 ⇒ (5) + 12 = 17 Critical damage 2d12 + 22 ⇒ (2, 6) + 22 = 30
Round 3 if i get an attack in Round 2 ignore otherwise
1d20 + 12 ⇒ (7) + 12 = 19 damage 1d12 + 11 ⇒ (5) + 11 = 16
Critical 1d20 + 12 ⇒ (18) + 12 = 30 Critical damage 2d12 + 22 ⇒ (2, 3) + 22 = 27