Raven Hawthorne |
Initiative: 1d20 + 3 ⇒ (3) + 3 = 6, or 1d20 + 3 ⇒ (10) + 3 = 13. I will take the 13.
Round 1:
If the Golem moves up and takes a swing at Lucius...
Sighing, Raven charges forward, and takes a swing at the Golem...
Fort: 1d20 + 2 ⇒ (13) + 2 = 15.
MW Greatsword: 1d20 + 6 ⇒ (20) + 6 = 26, for 2d6 + 9 ⇒ (3, 4) + 9 = 16 Slashing damage.
Crit Confirmation: 1d20 + 6 ⇒ (16) + 6 = 22, for 2d6 + 9 ⇒ (5, 1) + 9 = 15 ADDITIONAL Slashing damage.
DM Morvius |
Round 1
The creature, seeing Lucius close with it, moves up and slams its malformed fists towards him.
Slam: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
The beast then seems to howl from its numerous mouths as Raven and Marc slash at it, promptly collapsing in a heap in front of them.
You can all take 300 XP for the encounter.
Raven Hawthorne |
Raven shrugs.
"Is there anything in this room? The spirits that were circling that creature were a little.... odd."
Knowledge(Religion): 1d20 + 9 ⇒ (12) + 9 = 21.
DM Morvius |
The spell was used since you started casting it on your initiative count. Just pausing to give Hafdan a chance to roll on the next door since I assume you want him to check it =P
Raven - You've heard of faint remnants of spirits, memories not strong enough to have become full ghosts, but still this that haunt locations. It seems pretty likely that either lots of people died here or some ritual was performed that has at least in part tied the spirits of the lost to this place.
DM Morvius |
Hafdan is able to disengage the swinging axe trap on the door but the weight of the doors requires a bit of heft to open. Lucrezia can hear the relatively quiet sound of chanting from the room beyond, what sounds like a mix of goblin and common, but it is hard to make out. Still, it seems obvious that the next room is far smaller than this one and that it is certainly occupied.
Lucius Cassius |
"Chanting is never a good thing. Let's hurry." Lucius readies his bow and will follow the group into the next room.
DM Morvius |
Opening the doors, it becomes clear that the room you have revealed is some sort of ritual chamber. The room is about 40 feet deep and 30 feet along the wall with the door in it. In the center of the room is a pedestal, about waist high, with a large stone bowl set upon it. The bowl has some sort of dark green liquid in it and standing just beyond the pedestal are two creatures, one short being in rags and a cowl and a hobgoblin wearing a breastplate.
You can go ahead and roll initiative. The creatures are about 20 feet from the door.
Hobgoblin: 1d20 + 2 ⇒ (14) + 2 = 16
Slayer: 1d20 + 4 ⇒ (3) + 4 = 7
Raven Hawthorne |
Initiative: 1d20 + 3 ⇒ (7) + 3 = 10, 1d20 + 3 ⇒ (7) + 3 = 10. I guess that I will take the 10 ;-)
Zephyr Jeggare |
Round 1: Initiative 10
Spellcraft - 1d20 + 10 ⇒ (7) + 10 = 17
"Arrows will not be able to pass through that wall of wind. You'll need to move past it if you want to fire on them", Zephyr warns.
With words of arcane power on her lips she watches both figures carefully for further spellcasting.
Ready to disrupt with Magic Missiles.
Also is the hobgoblin wielding a weapon of any kind and if so is it attached with a locked gauntlet?
Marc Baradin |
Round 2 Initiative: 21(+5), AC: 22, HP: 30/33
As Zephyr describes the spell Marc frowns and rushes forward. No sense waiting then.
Marc is going to move behind the caster (so that he is between Marc and the group). If he threatens despite having no weapon in hand he'll get an attack of opportunity.
Attack with Longsword (Power Attack): 1d20 + 8 ⇒ (11) + 8 = 19
Damage with Longsword (Power Attack): 1d8 + 6 ⇒ (7) + 6 = 13
Lucius Cassius |
Round 1 Initiative 14, AC: 19, HP 25/25
"Well there goes that option." Lucius drops his bow and advances to the caster while drawing his sword. He grips it with both hands and swings it sideways.
1d20 + 7 ⇒ (17) + 7 = 24
1d8 + 6 ⇒ (1) + 6 = 7
Round 2 Initiative 14, AC: 19, HP 25/25
Lucius takes a second swing at the caster.
1d20 + 7 ⇒ (20) + 7 = 27 Threat
1d8 + 6 ⇒ (2) + 6 = 8
Confirming Threat
1d20 + 7 ⇒ (5) + 7 = 12
1d8 + 6 ⇒ (2) + 6 = 8 more damage
Raven Hawthorne |
Round 1:
Init 10(+3), 22/22 hp, AC 17/11/16, CMD 17
Raven nods to Marc, and rushes towards the Hobgoblin, taking a sizable swing with his sword...
MW Greatsword: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22, for 2d6 + 9 ⇒ (3, 3) + 9 = 15 Slashing damage.
Add an extra +2 to hit if I can get a flank.
Hafdan Jelspar |
Hafdan moves up through the wind, the breeze ruffling his clothes but sliding off the swords in his hands. Well that was nice.
Round 1 Initiative: 10(+3), AC: 16, HP: 16/18
Move action to get up to the caster
Attack w/ magical sword: 1d20 + 6 ⇒ (5) + 6 = 11, Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Round 2 Initiative: 10(+3), AC: 16, HP: 16/18
5 foot step to get into flanking with Marc against the caster
Primary attack w/ magical sword: 1d20 + 4 ⇒ (15) + 4 = 19, Damage: 1d6 + 4 ⇒ (4) + 4 = 8 + (sneak attack 2d6 ⇒ (2, 3) = 5)
Secondary attack w/ non-magical sword: 1d20 + 3 ⇒ (1) + 3 = 4, Damage: 1d6 + 3 ⇒ (6) + 3 = 9 + (sneak attack 2d6 ⇒ (2, 6) = 8)
DM Morvius |
Round 1 (end)
The hobgoblin grunts from the blows and it is clear that Lucius and Raven have injured him. In response the other creatures steps behind Raven, flanking him and drawing a kukri from his rags.
Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d3 - 1 + 2d6 ⇒ (3) - 1 + (2, 2) = 6
Also please give me a DC 15 fort save or take 1d2 Str damage from black smear poison. It will trigger once a round for 6 rounds until you make a successful save.
Round 2
The hobgoblin takes another significant wound from Marc but remains standing, though barely. It then attempts to cast a spell (Darkness for those that pass Spellcraft checks).
You can give me magic missile damage Zephyr.
Concentration (defensive): 1d20 + 13 ⇒ (8) + 13 = 21
Concentration (damage): 1d20 + 9 ⇒ (17) + 9 = 26
Assuming the magic missile doesn't incapacitate the hobgoblin, the area will be plunged into darkness if that changes the actions of anyone after 17.
Raven Hawthorne |
Round 2:
Init 10(+3), 22/22 hp, AC 17/11/16, CMD 17
Muttering imprecations, Raven takes a swing at where he *thinks* the Hobgoblin is...
MW Greatsword: 1d20 + 6 ⇒ (16) + 6 = 22, for 2d6 + 9 ⇒ (4, 3) + 9 = 16 Slashing damage.
High is good: 1d10 ⇒ 10.
Marc Baradin |
Round 3 Initiative: 21(+5), AC: 22, HP: 30/33
Marc lays into the hobgoblin hoping at least one strike will land.
Attack with Longsword (Power Attack): 1d20 + 4 ⇒ (8) + 4 = 12
Miss Chance (50%, high is good): 1d100 ⇒ 15
Damage with Longsword (Power Attack): 1d8 + 6 ⇒ (3) + 6 = 9
Attack with Heavy Shield (Power Attack): 1d20 + 2 ⇒ (2) + 2 = 4
Miss Chance (50%, high is good): 1d100 ⇒ 81
Damage with Heavy Shield (Power Attack): 1d4 + 6 ⇒ (2) + 6 = 8
Zephyr Jeggare |
Round 3: Initiate 17+ (after ready was triggered)
Zephyr focuses on the fleeing figure in the darkness and summons aid leaving her winded.
Summon Monster I
Fort Save - 1d20 + 5 ⇒ (10) + 5 = 15
A hellish warhound (with darkvision) appears within the darkness and pursues the rag-clad creature.
1d20 + 6 ⇒ (18) + 6 = 24
1d6 + 6 ⇒ (1) + 6 = 7
Trip Attempt - 1d20 + 4 ⇒ (11) + 4 = 15
Raven Hawthorne |
16/22 hp
Fort: 1d20 + 2 ⇒ (13) + 2 = 15.
Fort: 1d20 + 2 ⇒ (20) + 2 = 22.
DM Morvius |
Round 3
There is the clear sound of the creature moving out the way you came in though it doesn't attack (or otherwise touch) anyone.
Round 4
The dog sounds like it is chasing after the creature and bites it, though there is no sound of it falling to the ground. Assuming nothing else changes, it disengages from the dog, continuing to head out the direction you came in. Should any of you move out of the globe of darkness around the hobgoblin, it is clear that there is another globe of darkness around the fleeing creature.
Raven Hawthorne |
Round 4:
Raven carefully fumbles his way out of the globe of darkness, only to groan in annoyance when he sees the other globe!