| Gemel Valdemar |
This will prevent me from taking AOOs on enemies as they stand for now though. Sort of my thing. And we do not want them retreating...Hmm. Looks like we can move through it at half speed as long as we are not there when your turn rolls around?
I'm figuring they will at least start by trying to close with us. So you could full attack the prone guy, hopefully taking him out, and then take a 5' step back, which should give you enough visibility on anyone coming out of the cloud (you can see someone in the outer 5') to get your AoO(s)
Also, because I forgot, Gemel chooses the +2 bonus to hit, AC and reflex saves from BoF
| Relan* |
Was hoping to wait til my turn in initiative but might be busy later in the week and do not want to hold up the game. I am going to have Relan take his action not knowing what Gemel is about to cast as he would not have known. Perhaps Gemel can reconsider the placement as I believe he can hit the three Relan cannot reach.
Relan accepts the armor class and to hit bonus from Blessing of Fervor and adopts expertise. AC now 32 He 5' steps closer to an uninjured fey and full attacks. His first attack goes on the uninjured fey and he tries to trip his foe.
+1 Fey Bane, Shocking Cold Iron Ranseur (Trip): 1d20 + 37 + 2 - 3 ⇒ (18) + 37 + 2 - 3 = 54
If that succeeds he takes an AOO on that, now prone enemy I am not adding an anything for the enemy being prone.
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 + 2 - 3 ⇒ (11) + 28 + 2 - 3 = 382d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (1, 4) + 12 + 9 + 2 + 1 + (2, 2, 4) = 37
He takes an iterative attack on the first enemy he tripped.
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 23 + 2 - 3 ⇒ (1) + 23 + 2 - 3 = 232d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (3, 1) + 12 + 9 + 2 + 1 + (3, 2, 3) = 36 Grr - nat 1 so a miss.
And then a hasted attack on the same one if it is still alive. It it is down he will hit the second enemy he tripped.
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 + 2 - 3 ⇒ (11) + 28 + 2 - 3 = 382d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (1, 1) + 12 + 9 + 2 + 1 + (5, 5, 2) = 38
| pad300 |
... Perhaps Gemel can reconsider the placement as I believe he can hit the three Relan cannot reach.
...
Ok, I have removed the target circle for my Euphoric Cloud... Also, you might be missing a bonus from Andel's Naturalist ability: +2 insight on to hit, AC and saves (assuming that Andel succeeded on his Knowledge check with a 24...)
| Braelex |
Braelex fires rapid shots at the leader.
Crossbow: 1d20 + 17 ⇒ (15) + 17 = 32; Damage: 1d8 + 1 ⇒ (2) + 1 = 3 plus Acid: 1d6 ⇒ 2
Crossbow: 1d20 + 12 ⇒ (17) + 12 = 29; Damage: 1d8 + 1 ⇒ (5) + 1 = 6 plus Acid: 1d6 ⇒ 3
Crossbow (haste): 1d20 + 17 ⇒ (1) + 17 = 18; Damage: 1d8 + 1 ⇒ (7) + 1 = 8 plus Acid: 1d6 ⇒ 3
| Andel Gessaran |
Andel will use his naturalist ability to call out the weaknesses of the red caps to the group.
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.
| Vuloo |
Vuloo will continue to hoover outside the window and monitor his life link with the group - preparing to heal himself if anyone is wounded.
| DM Fflash |
Sorry for the delay
Dirty Old Men Round 1
Init: Braelex, Andel, Vuloo, Gemel, Relan, Redcaps, Roy
Braelex fires into the leader twice (assuming cold iron bolts still) catching him with searing, smoking wounds. While the nimble fey keeps them from sticking in him, they score his skin with ease.
Andel continues to call out weaknesses as Vuloo floats at the ready outside.
Gemel drops a cloud of euphoric gas on the leader and some of his men. One of the men giggles and sighs.
Roy Will: 1d20 + 9 ⇒ (18) + 9 = 27
Redcap: 1d20 + 7 ⇒ (14) + 7 = 21
Redcap: 1d20 + 7 ⇒ (3) + 7 = 10
Relan steps in and trips and skewers the second redcap and turns to strike the previous one, but slams his polearm against a support beam. Cursing he adjusts his grip and delivers a mortal blow to the first one, stopping it from moving.
His partner curses at Relan, and rolls forward to kick at the warrior with his boot and then rolls away, nimbly dodging out of the warrior's reach, but ending up next to the warrior and still prone. (I think spring attack still works while crawling. Couldn't find a rule that said no ... just limited movement and 10 feet required prior to the attack)
To hit: 1d20 + 4 ⇒ (20) + 4 = 24; miss
One of the redcaps rushes out of the cloud, using the southern pillar as cover and rushes up on Relan swinging his oversized scythe, but the erstwhile warrior parries the blow with ease.
To hit: 1d20 + 10 ⇒ (19) + 10 = 29; miss
THe leader curses more and yells out, "Biffun, y'keips em bizzy bee. Dey usin bad medul. Y git frens."
A cloud of scathing dust bursts from the cloud hitting Relan and the redcaps and as the cloud dissipates for just a moment, you see his fleeing backside.
Slashing Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11; + staggered 1 rd; Reflex DC13 for 1/2 damage
Injured Redcap Save: 1d20 + 10 ⇒ (1) + 10 = 11
Redcap Save: 1d20 + 10 ⇒ (20) + 10 = 30
The two redcaps seem mostly unaffected by the cutting dust, but the injured one gets some in his eye and he coughs and convulses in pain on the ground for a moment.
At party
| Relan* |
Good with the turn. Never heard of a spring attack crawl but its so strange I am not gonna ague it. lol. I think the dust thing was a spell, but am not sure who cast it. I will mention that Relan's init was like 23. He did not delay and so his turn happened before Gemel's and the cloud. Looks like the boss did go for help and we cannot pursue.
| Relan* |
Reflex Save: 1d20 + 11 + 1 + 2 + 2 ⇒ (10) + 11 + 1 + 2 + 2 = 26
Relan makes his reflex save and so takes half damage from the cone. He steps back and tries to trip the standing red cap.
+1 Fey Bane, Shocking Cold Iron Ranseur (Trip): 1d20 + 37 + 2 + 2 - 3 ⇒ (8) + 37 + 2 + 2 - 3 = 46
He follows that up with an AOO on the now tripped red cap.
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 + 2 + 2 - 3 ⇒ (17) + 28 + 2 + 2 - 3 = 462d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (2, 3) + 12 + 9 + 2 + 1 + (5, 3, 6) = 43
He takes an iterative attack on the enemy he tripped.
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 23 + 2 + 2 - 3 ⇒ (16) + 23 + 2 + 2 - 3 = 402d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (1, 4) + 12 + 9 + 2 + 1 + (1, 5, 6) = 41
And then a hasted attack on the same one if it is still alive. It it is down he will hit the second enemy.
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 + 2 + 2 - 3 ⇒ (15) + 28 + 2 + 2 - 3 = 442d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (3, 2) + 12 + 9 + 2 + 1 + (6, 1, 4) = 40
| DM Fflash |
I'm not sure understanding what's going on. ... what is this cutting dust? Where is it from? Is there a knowledge check to be made to ID it?
You can't actually see the source of it given there is a cloud, so no check. Its a cone of dust shot out from the cloud so fast that the pieces of grit score the skin
@Relan, for some reason I read that 23 as 13 and had you and Gemel tied with him having the advantage because of init modifier. Misread on my part. Effect should be the same though
Wait! You are sneaky! You rolled initiaitive twice! I was right the first time. Now I don't feel crazy. Regardless, effect is the same. reference
| Gemel Valdemar |
Gemel whispers through his message spell to everyone: "Ok, finish anything in clear sight. I will make us a path through the cloud..."
Then he pauses, concentrating carefully, casting a summoning.
Gemel will undercast Summon Monster V as Summon Monster II, extending it using Blessing of Fervor for this round. This is a full round action. Assuming I am not disrupted, I am going to summon a small air elemental and use it's whirlwind ability to cut a path through the cloud...
| Gemel Valdemar |
A single elemental not multiple?
That's the intent, yes, 1 elemental. Just use the whirlwind form to cut a 5' wide path in the cloud wherever it passes - should work, fog cloud says "A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.", I'm confident the whirlwind from a small elemental is quite a bit faster than 21 MPH. It's got 100' of move, so it can make several passes along the path chosen, and that will leave the rest of the cloud in place holding down whichever hostiles failed their save...
| Braelex |
Braelex changes tack and hurls a fire bomb at the nearest foe. The fiery chemical sticks after it explodes.
Sticky Bomb (ranged touch): 1d20 + 18 ⇒ (6) + 18 = 24; Fire Damage: 5d6 + 6 ⇒ (6, 6, 6, 6, 5) + 6 = 35 ... wow!
Splash 11 damage, DC 20 Ref save for half.
| Andel Gessaran |
Andel will fire his shock bow at the redcap that is not in melee with Relan.
Attack, Shock Shortbow: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (1) = 5
Attack, Shock Shortbow: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8
| Gemel Valdemar |
Andel will fire his shock bow at the redcap that is not in melee with Relan.
[dice=Attack, Shock Shortbow]1d20+8
[dice=Damage]1d6+1+1d6[dice=Attack, Shock Shortbow]1d20+3
[dice=Damage]1d6+1+1d6
I think you're missing a bunch of buffs there Andel; there's a haste +1 to hit and another attack, Blessings of Fervor (pick your bonus), your own naturalist, and IIRC a bless
| Andel Gessaran |
Add +6 modifiers to the above rolls. BoF attack, AC, reflex bonus.
Attack, Shock Shortbow: 1d20 + 8 + 6 ⇒ (8) + 8 + 6 = 22; haste
Damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6
| DM Fflash |
Round a week ... I'm doing terrible
Dirty Old Men Round 2
Init: Braelex, Andel, Vuloo, Gemel, Relan, Redcaps, Roy
Braelex sends a bomb sailing and it sticks to the dropped redcap and incinerates him as his wounds slowly began to heal. The splashing fire whips out to douse the nearby standing compatriot as well
Reflex Save: 1d20 + 10 ⇒ (3) + 10 = 13; fail
Andel fires three arrows. All hit the remaining visible redcap, but they fail to penetrate skin. The electricity gets through sparking along the fey's gnarly yellow teeth as it grimaces in pain. It hoots and hollers as survives the arrow fest.
It's excitement is short-lived as Relan flips the creature to the ground and skewers it three times in succession, the final blow pinning the creature through the brain pan to the floor.
Gelan starts summoning an elemental with the intent to send it carving a path through the cloud. (It will take place right before your next turn. Draw your path ... I will admit this is odd. Jury is out on the boards about whether the winds cause the entire spell to dissipate or just the area they effect. If you'd asked me prior what my ruling would be I'd have defaulted to losing the whole spell, but I'm inclined to let players drive the ambiguous rules as long as we understand we are setting precedence for future such things)
You hear some distant banging about and shouting. Sounds off to the south and perhaps below you a bit?
No visible actions from your enemies. Over to the party
| Gemel Valdemar |
Gemel speaks Auran to command his elemental:
"Use your whirlwhind to clear a 5' wide path through the pink cloud along the wall. Then wait for your next command in the corner of the room."
Green square shows the point of appearance, green line showing the elmental's path
Having assigned the elemental it's task, Gemel turns to Vuloo, and offers him a hand to help him through the arrow slit, "Come on in Vuloo, we're moving on"
Aid Another for Escape Artist: 1d20 + 2 ⇒ (2) + 2 = 4
+2 Dex
Gemel can see Vuloo to help out because of See Invisibility
| Vuloo |
Vuloo will attempt to squeeze through, though he is doubtful he will fit.
Escape Artist: 1d20 + 1 ⇒ (1) + 1 = 2
Vuloo then shakes his head at Gemel. "It's too narrow. Keep moving - i'll meet you at the next window or door you come to."
| Gemel Valdemar |
...
Braelex sends a bomb sailing and it sticks to the dropped redcap and incinerates him as his wounds slowly began to heal. ...
@ Fflash, I missed the bold last time I read this. Is this some sort of regeneration/fast healing going on? Is this healing effect occuring with the "dead " ones as well?
| DM Fflash |
I only answered half your question. The other two downed ones ... one of them ... to the NW, is healing visibly.
I didn't see a green line path ... removed the box and moved the elemental due south? Assuming that's the line you were going for?
Gemel summons his elemental and sends it forward swirling the gas into its body and carving a path through the thick cloud. He tries to get the halfling through the window, but the oracle (who can only communicate in Celestial) seems to make himself bigger as he tries to squeeze through, failing miserably.
Relan and Andel move up.
Braelex ...?
Back at party
| Gemel Valdemar |
Not sure what happened to the path I drew, but that was it, except the elemental took off into the southwest corner of the room at the end of it...
perception: 1d20 + 10 + 3 - 1 + 6 ⇒ (4) + 10 + 3 - 1 + 6 = 22 vs dc 18
10 ranks +3 trained -1 wis +6 skill focus
| Gemel Valdemar |
Gemel moves forward to next one of the downed redcaps. ( As he goes, he draws his do-it-all knife ) Looking at it's rapidly healing wounds, he snatches the red cap from it's head. ("the caps make them more violent and aid them in healing quickly.")
He calls to his summoned elemental:
and points to the other red cap that is visibly healing, with his knife.
He calls out: "I steel shod boots coming on the stairs..."
Move action to move
Free action draw weapon while moving
Standard action take cap
| Gemel Valdemar |
Oops, we have done a bunch of cross-posting. Hope you're feeling tough Andel, you're on point now... Perhaps more to the point, can we un-retcon Relan's move; you can trust us to clean up Relan
Also, Gemel takes the +2 to AC from BoF this round.
| Relan* |
I got a little confused by Gemel's posts. Relan has no place to go so he is going to kill the lone regenerating enemy since the guy was right there where he could reach. He can 5' step after. Not sure if was your intent that Relan go through the tunnel or not. Makes more sense to me to wait. No?
| Gemel Valdemar |
I got a little confused by Gemel's posts. Relan has no place to go so he is going to kill the lone regenerating enemy since the guy was right there where he could reach. He can 5' step after. Not sure if was your intent that Relan go through the tunnel or not. Makes more sense to me to wait. No?
We were both writing posts at the same time (cross-posting). When I started, Relan was positioned 1/2 way through the tunnel in the mists (as of your Sunday at 1737 post), and Andel was at the (near) edge of the mists... This was fine, Gemel, the elemental, and if necessary Braelax could stop the fast healing/regeneration of the Redcaps. Right now, with your retcon'ed move, Gemel is now on point, with a bunch of redcaps coming up the stairs.. Tactically, I do not like... In general, I think your previous position (1/2 way through the tunnel) was better, as it offered a chokepoint against the oncoming bunch of redcaps...
PS. I have moved the elemental for this round as I had ordered it to move, now that it is under my control on roll20...
| Relan* |
Was thinking I was killing that regenerating red cap while you summoned. The tunnel was not on the map Sunday. I had moved to the side and not into the tunnel. I am fine taking point if the tunnel is there, but perhaps better if no one is visible through the tunnel if they are on their way up.
| DM Fflash |
Dirty Old Men Round 4
The party executes and removes caps and sets up in time to see the redcap leader bring up another squad of redcaps. He points his massive scythe at you all and screams out.
"Ah tauld ye, wee jimmies ... th' wild moggie moost synd'em. Gon scunnered. Ay say gitim noo!"
Two of the redcaps level massive crossbows, nearly the same size as themselves and fire at Relan in the corridor.
The other three stand in front of the scythe-holding leader, carrying large pike-like weapons three times taller than they are, standing braced.
Crossbowman vs Relan: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Crossbowman vs Relan: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Don't think you all had any readied actions, so post Round 5,
Also, the grid is tough to see given the grain of the floor. I've darkened it as best that I can. My tokens are a wonky size so I'm having to place them manually in each square vice allowing snap to grid to work. Doing my best, but try and be sure you're checking where your squares are vice theirs when making your choices
| Gemel Valdemar |
If they want to play at range, I think we are a happy band...
Relan, given you AoO plan, are you just going to hold the corridor and let them come to you? (maybe ready an action for spring-attack boy..)\
I think that Gemel (fireball) and Braelax (bomb + splash) should go to town on that nice little tight formation...
Relan, if you do want to move forward, do you mind delaying until after the area effects?
Note I am not posting Gemel's action just yet, because it does depend on Relan not advancing into the boom zone... the current plan being a fireball centered on the redcap leader.
| Andel Gessaran |
Andel takes a 5' step to gain line of sight and fires on the center lead red cap.
Attack, Shock Shortbow: 1d20 + 8 + 6 ⇒ (17) + 8 + 6 = 31;
Damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9
Attack, Shock Shortbow: 1d20 + 8 + 6 ⇒ (10) + 8 + 6 = 24; haste
Damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (1) = 5
Attack, Shock Shortbow: 1d20 + 8 + 3 ⇒ (11) + 8 + 3 = 22;
Damage: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10
| Braelex |
"Fire in the hole!" Braelex yells. She moves up behind Relan and hurls an explosive bomb at the redcap leader.
Explosive Bomb: 1d20 + 17 - 4 ⇒ (6) + 17 - 4 = 19; Fire Damage: 5d6 + 5 ⇒ (6, 6, 3, 2, 3) + 5 = 25 and catch fire!
Splash 10 ft radius, Fire Damage 10, Ref DC 20 for half.
| Gemel Valdemar |
"All right, let's have us a barbecue..." mutters Gemel, as he adds his own contribution to the festivities. (casts fireball, effect circle is drawn on the map in red...)
Damage: 10d6 ⇒ (2, 4, 1, 3, 2, 3, 5, 4, 4, 3) = 31, reflex save DC20 for half
Gemel continues to choose +2 to reflex saves and AC from BoF