| Sama'el Val'varen |
Sorry forgot to post after your gtalk
If I can use that roll from before I would like to get them moving in round 2.
Edit (if possible)- "Clear the way people, help that man with the cart before he is crushed!"
| Epik |
Round 2
Epik will take a full round action to influence the crowd.
"Attention citizens of Cauldron, we have come to save you! Please move in an orderly fashion away from the raging beast."
Diplomacy Check: 1d20 + 13 ⇒ (5) + 13 = 18
| DM Fflash |
Hulk Smash! Round 2
Initiative order: Epik, Dalamus, Nemoris, Magma, Sam, Nowzai, Hulk
A portion of the western crowd continues to run. Epik halts his advance and begins to direct some of the crowd that's still aware, a chunk of them move away from the creature.
Dalamus continues to move across the rooftops, averting his gaze. You can go across the roof of the building he's pounding on and drop down the other side next round or drop down and attack this round with a successful acrobatics check. The hulk is aware of you and will get an AoO as you approach.
Nemoris has to move to keep the Umber Hulk in line of fire and fires once but the crowd and rubble make the shot ineffective.
Magma moves through the hole opened up by the crowd that Epik created. He steps behind the old man's cart and begins to help him push. Magma notes the old man's eyes are squeezed shut. The ridiculously strong stonechilde moves the cart all the way across the street and almost out of danger. The old man stumbles along and murmurs thanks.
Sam steps forward and also directs a piece of the crowd away from the hulk's wrath.
Nowzai finishes summoning his archon and the creature flys over the crowd darting toward the hulk and firing a beam of light at it striking it full on. The hulk ignores it. The wizard follows him activating a mystic protective shield.
The beast pounds on the building some more and more major timbers fall. Part of the building begins to collapse. From various alleyways, 1d4 + 4 ⇒ (3) + 4 = 7 half-orcs in Town Guard livery armed with halberds and bucklers rush the beast, shouting "For Cauldron!"
Round 3 actions? Need Will Saves DC:18 from Dalamus (50% chance of not needing it for averting) and Magma. If you fail roll a d100 and the beginning of every turn
Nemoris vs Hulk: 1d20 + 11 ⇒ (6) + 11 = 17;miss
Hulk vs building: 2d4 + 2d4 + 2d8 ⇒ (1, 3) + (2, 4) + (6, 3) = 19
Guard 1 vs gaze: 1d20 ⇒ 16; 1d100 ⇒ 73; attack self 1d8 ⇒ 3
Guard 2 vs gaze: 1d20 ⇒ 20; Success
Guard 3 vs gaze: 1d20 ⇒ 7; 1d100 ⇒ 95; attack nearby; 1d20 + 4 ⇒ (2) + 4 = 6
Guard 4 vs gaze: 1d20 ⇒ 11; 1d100 ⇒ 50; babble
Guard 5 vs gaze: 1d20 ⇒ 12; 1d100 ⇒ 18; act normal
Guard 6 vs gaze: 1d20 ⇒ 7; 1d100 ⇒ 48; babble
Guard 7 vs gaze: 1d20 ⇒ 20; Success
| Epik |
Round 3
Epik will take another full round action to attempt to move the remaining crowd.
"Step aside, on the double! Make way, make way! Do not panic, but you must get out of our way! "
Diplomacy roll: 1d20 + 13 ⇒ (5) + 13 = 18
| Sama'el Val'varen |
Round 3 / Init 6 / HP 64
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
- 4 - Shocking Grasp
- 1 - Grease
- 1 - Warding Weapon
Level 2
- 1 - Mirror Image
- 1 - Brow Gasher
- 1 - Frigid Touch
- 1 - Ablative Barrier
Arcane Pool
Arcane Pool Power Points – 8.5
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 50 Charges
- True Strike - 50 Charges
- Obscuring Mist - 50 Charges
- Weapon Wand - 50 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)
I will use the wand of Shield and move East at least my 5' more if I can use a wand and move half. I will avert my gaze while still trying to direct the crowd without using any skills.
AC jumps to 25 for 10 rounds
| Dalamus Othreleth |
Chance of averting (I am assuming the lower 50 is good?)
1d100 ⇒ 35
Dalamus is going to come around from behind the beast, and leap onto his back. He will then use his dagger to fight him.
I know there are a bunch of rolls I need to make. Tell me the rolls you want, aside from acrobatics and I will make them.
| Nemoris |
If it matters, my single round attack is +13, looked like it might be close enough to hit, so I thought I'd bring it up.
Round 3 || Initiative 7 || 64/64 hp || AC 23
If I can take a full round attack:
Attack: 1d20 + 11 ⇒ (7) + 11 = 18 Damage: 1d8 + 8 ⇒ (6) + 8 = 14 Crit: 1d20 + 11 ⇒ (19) + 11 = 30
Attack: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d8 + 8 ⇒ (3) + 8 = 11 Crit: 1d20 + 6 ⇒ (12) + 6 = 18
Attack: 1d20 + 11 ⇒ (12) + 11 = 23 Damage: 1d8 + 8 ⇒ (1) + 8 = 9 Crit: 1d20 + 11 ⇒ (2) + 11 = 13
If I can't take a full round attack, I'd like to look around for something to climb (building, etc.), so I can easily attack without any cover penalty.
| Nemoris |
Spell out that 13 for me if you don't mind. I'm missing something somewhere.
Ah, good catch, sorry I just increased my bonus by 2 on my character sheet when I upgraded the bow to +2, so I doubled up on MW weapon. I think based on this it should be 12 unless I'm within 30 feet:
+6 BAB
+2 Weapon Enchant
+1 Focus Feat
+3 Wisdom Bonus (Zen Archery replaces Dex)
Not used:
+1 Point Blank Feat (30 feet requirement)
+1 Favored Enemy: Human
+2 Dex
-2 Rapid Shot
For Damage: +4 Str, +2 Weapon, +2 Weapon Spec. (feat)
Full attack should actually be (I can reroll if that's better too):
+10/5/10
Sorry!
Edit: Character sheet fully up to date
http://www.dndsheets.net/view.php?id=6137
| Nowzai al'Nazari |
Round 3 (Init 4)
hp 39 of 39
AC 14 (t 12, ff 12)
Status
Spells Prepared
Cantrips: detect magic, light, mage hand, sonic snap
1st: benign transposition, enlarge person, lsr orb of sound (x3)
2nd: baleful transposition, create pit, darkvision, sonic weapon, smn mon II
3rd: hydraulic torrent, sound lance, wind wall
Acid Dart 8 uses remaining (8/day)
Riftcutter 1 use remaining (1/day)
Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 10 minutes remaining (10/day)
Staff of Size Alteration 10 charges remaining
Wand of acid arrow 9 charges
Wand of detect secret doors 13 charges
Wand of mage armor 38 charges
Wand of magic missile 36 charges
Wand of unseen servant 50 charges
Crossbow bolts 17
"Guardsmen, beware! Keep your eyes down or it will turn your minds!" Nowzai calls out to the half-orcs. He runs along the side of the street, trying to skirt the crowd. Once he has a line of sight to the hulk, he casts a quick incantation, pointing at Magma.
Move 30 ft (spot south of Magma); cast enlarge person on Magma.
| Magma Iron Clan |
Round 3
1d100 ⇒ 69
Will move to attack the creature if i can
Attack 1d20 + 13 ⇒ (4) + 13 = 17 damage 2d6 + 12 ⇒ (2, 3) + 12 = 17
critical 1d20 + 13 ⇒ (8) + 13 = 21 damage 4d6 + 24 ⇒ (5, 4, 1, 6) + 24 = 40
| DM Fflash |
Hulk Smash Round 3
Initiative order: Epik, Town Guard, Dalamus, Nemoris, Magma, Sam, Nowzai, Hulk
Epik continues to direct people to safety and his strong calming voice works. Most of the guard react poorly to the confusing gaze of the hulk. Several stand stupid, one hurts himself and one turns and starts slaughtering citizens. Two press on, though and one gets close enough to swing his halberd although it bounces harmlessly off the creature's hide.
Dalamus, forgot to ask for sneak, acrobatics and attack rolls ... I'm gonna throw them in
Dalamus, using the break in line of sight, rehides and drops down the back side of the building, he mistimes the drop and hits the ground hard falling over as he hurts his ankle, and loses time standing back up. Still hidden.
Nemoris fires at the Hulk, but a combination of its armor and the crowd prevent him from scoring any hits this time.
Magma giggles to himself and makes some sort of noise that sounds like a combination of 5 different languages and then he bangs himself on the head twice. The old man continues to push his cart ahead as Nowzai casts a spell on Magma, enlarging him and comes to join him, realizing as he does so that the stonechilde has been affected by the creature's gaze. You can halt your spell if you'd rather, no harm done yet. The Lantern archon fires into the warehouse, but its aim is off and it scorches nearby walls.
Sam moves down the street activating his wand and taking cover in the crowd as he tries to shoo them along, but his half hearted efforts are to no avail.
The hulk takes a casual swat at the nearby half-orc whose head explodes like a melon and then hammers the last load-bearing wall in the warehouse, collapsing the entire thing. Dalamus Reflex save DC:16 or take 2d8 ⇒ (7, 8) = 15 damage from falling rubble. The creature and the half-orc disappear under the rubble.
Town Guard Init: 1d20 + 1 ⇒ (18) + 1 = 19
Town Guard 2 vs Hulk: 1d20 + 7 ⇒ (10) + 7 = 17
Town Guard 2 Will Save: 1d20 ⇒ 8, avert 1d100 ⇒ 24
Town Guard 7 Will Save: 1d20 ⇒ 8, avert 1d100 ⇒ 39
Dalamus Sneak: 1d20 + 14 ⇒ (14) + 14 = 28
Umber Hulk Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Dalamus Acrobatics: 1d20 + 12 ⇒ (1) + 12 = 13; fail; take 2d6 ⇒ (1, 3) = 4 damage
Lantern Archon vs Hulk: 1d20 + 2 ⇒ (13) + 2 = 15; miss
Lantern Archon vs Hulk: 1d20 + 2 ⇒ (3) + 2 = 5; miss
Hulk vs horc: 1d20 + 11 ⇒ (20) + 11 = 31; 1d20 + 11 ⇒ (16) + 11 = 27 HIT: 4d8 + 6 ⇒ (5, 2, 3, 3) + 6 = 19
Hulk vs building: 2d4 + 2d4 ⇒ (4, 4) + (4, 4) = 16
Round 4 actions, Dalamus and Sam make DC18 Will saves plus 50% avert(low is good). Magma roll d100 before you post your action.
To give you an idea of the chaos, all those who've failed confusion saves are circled in blue. If you find this makes the map difficult to read, I'll change it back next round
| Sama'el Val'varen |
Round 3 - Init 6 / AC 25 / HP 64
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
- 4 - Shocking Grasp
- 1 - Grease
- 1 - Warding Weapon
Level 2
- 1 - Mirror Image
- 1 - Brow Gasher
- 1 - Frigid Touch
- 1 - Ablative Barrier
Arcane Pool
Arcane Pool Power Points – 8.5
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 49 Charges
- True Strike - 50 Charges
- Obscuring Mist - 50 Charges
- Weapon Wand - 50 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)
1d100 ⇒ 29
Can I move through the thinned out confused crowd? If so I will cast Ablative Barrier on myself and try to get to the collapsed building where the fiend went down. If I can't move through the crowd I will attempt to move them out of the way if it's even possible.
Diplomacy - 1d20 - 1 ⇒ (17) - 1 = 16
"Citizen of Cauldron, keep moving west, away from the beast. Flee quickly but safely, grab any children or anyone else that needs help. Move!"
Can I use spell craft to know if it's even possible to direct someone afflicted with a confuse spell?
Spell Craft - 1d20 + 14 ⇒ (16) + 14 = 30
If I don't think I can move the crowd I will start moving north up around the buildings and cast my Barrier spell on the way
| Sama'el Val'varen |
Ahh, I thought from your last post they had just become confused since they were blue now and I thought maybe that changed the dynamic.
Round 3 I will try and direct the crowd again then.
I also didn't understand how darkness works now, I thought it created a pitch black sphere not just lowered the light level. Not as helpful as I was thinking it would be.
| Nemoris |
Round 4 || Initiative 7 || 64/64 hp || AC 23
I'll work at getting to higher ground this round, is there anything on any of the nearby buildings like a ladder or external staircase? I'd idealy like to get to the roof of the Maavu Warehouse, or another building close to it on the south side of the street. Worst case, it looks like there are two perpendicular walls about 20 feet in front of me that'd give a +5:
Climb: 1d20 + 3 + 5 ⇒ (17) + 3 + 5 = 25
| Epik |
Round 4
Epik will attempt to clear the remaining crowd.
Diplomacy check: 1d20 + 13 ⇒ (12) + 13 = 25
| Nowzai al'Nazari |
Missed on a AC 15 touch? o.O
Round 4 (Init 4)
hp 39 of 39
AC 14 (t 12, ff 12)
Status
Spells Prepared
Cantrips: detect magic, light, mage hand, sonic snap
1st: benign transposition, lsr orb of sound (x3)
2nd: baleful transposition, create pit, darkvision, sonic weapon, smn mon II
3rd: hydraulic torrent, sound lance, wind wall
Acid Dart 8 uses remaining (8/day)
Riftcutter 1 use remaining (1/day)
Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 10 minutes remaining (10/day)
Staff of Size Alteration 10 charges remaining
Wand of acid arrow 9 charges
Wand of detect secret doors 13 charges
Wand of mage armor 38 charges
Wand of magic missile 36 charges
Wand of unseen servant 50 charges
Crossbow bolts 17
Archon vs Hulk (ranged touch): 1d20 + 3 ⇒ (1) + 3 = 4
Archon vs Hulk (ranged touch): 1d20 + 3 ⇒ (13) + 3 = 16; Damage: 1d6 ⇒ 6
Nowzai will finish the spell on Magma, but won't stick around long. He moves further east, using the magic of his slippers to climb up the side of the building and access a clear spot on the rooftop. From there, he casts another spell, sending a lance of sonic energy at the hulk.
SR (if needed): 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 6d8 ⇒ (1, 3, 2, 2, 7, 2) = 17 (DC 18 Fort save for half)
Ugh, awful dice...
| DM Fflash |
Hulk Smash Round 4
Initiative order: Epik, Town Guard, Dalamus, Nemoris, Magma, Sam, Nowzai, Hulk
Epik continues to direct the confused crowd, moving them further down the street to the west. Meanwhile, the guardsmen, who are almost all confused start attacking nearby. Two of them assault Sam, one catching him off guard as the tiefling moves away from Magma scoring a large gash. Another cuts himself with a halberd that he's smacking against himself. The one still in command of his faculties pokes around the rubble looking for the creature.
Dalamus, Nemoris and Nowzai all move to the tops of nearby buildings, Dalamus having to crawl through rubble.
Sam, change your action or redirect the crowd still? You can only 5' step in some direction
Magma stabs himself with his axe 1d8 ⇒ 1.
There is a rumbling underground and the creature bursts from the ground near Magma, taking a bite at him as he does so chomping deep.
Will Saves DC18 from Nowzai, Sam, and Epik
Town Guard 1 Confusion: 1d100 ⇒ 86
Town Guard 3 Confusion: 1d100 ⇒ 60
Town Guard 4 Confusion: 1d100 ⇒ 81
Town Guard 5 Confusion: 1d100 ⇒ 33
Town Guard 6 Confusion: 1d100 ⇒ 97
Town Guard 3 vs Sam: 1d20 + 7 ⇒ (20) + 7 = 27; confirm: 1d20 + 7 ⇒ (11) + 7 = 18; HIT; Damage: 1d10 + 3 ⇒ (9) + 3 = 12
Town Guard 6 vs Sam: 1d20 + 7 ⇒ (13) + 7 = 20
Hulk vs Magma: 1d20 + 11 ⇒ (19) + 11 = 30; Damage: 2d8 + 6 ⇒ (7, 7) + 6 = 20
Map later tonight
| Sama'el Val'varen |
Round 4 Changes
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
- 4 - Shocking Grasp
- 1 - Grease
- 1 - Warding Weapon
Level 2
- 0 - Mirror Image
- 1 - Brow Gasher
- 1 - Frigid Touch
- 1 - Ablative Barrier
Arcane Pool
Arcane Pool Power Points – 8.5
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 49 Charges
- True Strike - 50 Charges
- Obscuring Mist - 50 Charges
- Weapon Wand - 50 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)
I will take a 5' to the SW away from the guards and cast Mirror Image on myself
Mirror Images - 1d4 + 2 ⇒ (4) + 2 = 6
Round 5 - AC 25 (8 Rounds) / Images 6 (6 min) / HP - 52 / Init 6
Edited - I will move South (if there is nothing that will AoO me and once I see where the Hulk ends up I might change this) and cast - Ablative Barrier. If there are AoO's near by I will change this action after I see the map.
| Nowzai al'Nazari |
No chance to look away?
Will Save: 1d20 + 7 ⇒ (2) + 7 = 9... sigh. 1d100 ⇒ 46
Depending on the confusion, Nowzai fires the sonic lance at the hulk.
Sonic Lance: 6d8 ⇒ (4, 8, 5, 7, 2, 1) = 27 (DC 18 Fort save for half)
Archon (ranged touch): 1d20 + 3 ⇒ (15) + 3 = 18; Damage: 1d6 ⇒ 4
Archon (ranged touch): 1d20 + 3 ⇒ (18) + 3 = 21; Damage: 1d6 ⇒ 5
| Epik |
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Round 5
Will save:1d20 + 5 ⇒ (5) + 5 = 10
Epik will move to the creature and attack:
Attack:1d20 + 11 ⇒ (7) + 11 = 18 Damage:1d8 + 4 ⇒ (7) + 4 = 11
| Nemoris |
Round 5 || Initiative 7 || 64/64 hp || AC 23
I'm guessing I can see the hulk (and hopefully no cover now)? If so, full round attack:
Attack: 1d20 + 10 ⇒ (13) + 10 = 23 Damage: 1d8 + 8 ⇒ (6) + 8 = 14 Crit: 1d20 + 10 ⇒ (4) + 10 = 14
Attack: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d8 + 8 ⇒ (5) + 8 = 13 Crit: 1d20 + 10 ⇒ (17) + 10 = 27
Attack: 1d20 + 10 ⇒ (13) + 10 = 23 Damage: 1d8 + 8 ⇒ (8) + 8 = 16 Crit: 1d20 + 5 ⇒ (6) + 5 = 11
| Sama'el Val'varen |
Round 5 Changes
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
- 4 - Shocking Grasp
- 1 - Grease
- 1 - Warding Weapon
Level 2
- 1 - Mirror Image
- 1 - Brow Gasher
- 1 - Frigid Touch
- 1 - Ablative Barrier
Arcane Pool
Arcane Pool Power Points – 8.5
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 49 Charges
- True Strike - 50 Charges
- Obscuring Mist - 50 Charges
- Weapon Wand - 50 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)
Avert Gaze -1d100 ⇒ 57
Will Save -1d20 + 6 ⇒ (12) + 6 = 18
Spell Craft - 1d20 + 14 ⇒ (10) + 14 = 24 - (Will Magma be hostile to everyone around him or just the person he targets this round while confused?
If Magma won't attack me unless I am the target I will move South behind the Cart and cast Ablative Barrier- If he will attack me I use withdraw to move away from him and not provoke any AoO and move behind the cart and cast nothing in round 5 and if I am unsure if he will attack me I will withdraw and move behind the cart.
| DM Fflash |
Hulk Smash Round 5
Initiative order: Epik, Town Guard, Dalamus, Nemoris, Magma, Sam, Nowzai, Hulk
Epik sees the fiendish beast near him and moves toward it, but is caught by it's stare. 1d100 ⇒ 57. Unable to deal with the confusion in his head, the paladin cuts himself (Damage: 1d8 + 3 ⇒ (8) + 3 = 11) to try and clear his head.
Three of the guards seem unaffected by the gaze this round and move through the crowds carefully approaching the beast. The other three babble and hurt themselves.
Need action from Dalamus ... move, hide, shoot?
Nemoris averts his gaze and fires at the beast out of his peripheral vision (Miss chance: 1d100 ⇒ 21,1d100 ⇒ 67,1d100 ⇒ 64). He's able to strike the beast but the arrows don't penetrate the armor.
Magma can't figure out what's going on around him and takes a swing with his axe at the hulk and misses.
Sam withdraws to the moving cart as the old man slowly keeps pushing it. Knowledge Arcana required instead of Spellcraft so I subtracted 5 from the roll which is a failure
Both Nowzai and his archon throw light and sound magic at the creature hammering it despite it's spell resistance leaving scorch marks and broken armor plates.
The umber hulk swings its head at Epik and something deep and horrible-sounding rumbles from its mouth and a foul miasma surrounds the creature as he moves to attack the paladin pounding him squarely on the head. The paladin's armor saves him from the bite. The hulk backhands the building nearby causing it to shake violently. Nemoris, DC 15 Acrobatics check or be knocked prone
Town Guard 1 Confusion: 1d100 ⇒ 5; act normal
Town Guard 3 Confusion: 1d100 ⇒ 39; Hurts self 1d8 + 4 ⇒ (6) + 4 = 10
Town Guard 4 Confusion: 1d100 ⇒ 16; hurts self 1d8 + 4 ⇒ (7) + 4 = 11
Town Guard 5 Confusion: 1d100 ⇒ 48; act normal
Town Guard 6 Confusion: 1d100 ⇒ 64; babbles
Town Guard 0 Will Save: 1d20 ⇒ 8, avert 1d100 ⇒ 63
Nemoris Will Save: 1d20 + 5 ⇒ (10) + 5 = 15, avert 1d100 ⇒ 76
Magma vs Hulk: 1d20 + 13 ⇒ (9) + 13 = 22; miss
Nowzai Spell Pen: 1d20 + 6 ⇒ (15) + 6 = 21; Success!
Hulk Ref Save: 1d20 + 8 ⇒ (11) + 8 = 19; Success!
Hulk claw vs Epik: 1d20 + 12 ⇒ (19) + 12 = 31; HIT!; Damage: 2d4 + 14 ⇒ (4, 1) + 14 = 19
Hulk bite vs Epik: 1d20 + 10 ⇒ (7) + 10 = 17; miss
Hulk vs building: 2d4 + 6 ⇒ (4, 3) + 6 = 13