Dora D Asplora |
round 1
"♪♫♪♫ Right is might, so fight, fight fight!!! ♪♫ " (inspired +2 atk/+2 dmg) move action as she and Boots trot 10' closer to Ward and Pad.
Dora will start singing as a move and cast haste as a standard on her, Boots and Ward and Pad. within range.
DM PeteZero |
Pirin flies up and Pad's readied spell goes off vs. his two sorching rays vs. Savage
vs touch: 1d20 + 6 ⇒ (5) + 6 = 11 Damage: 4d6 ⇒ (2, 2, 2, 3) = 9
vs touch: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 4d6 ⇒ (3, 6, 5, 6) = 20
depending on Pad might not go off
Initiative order:
Savage Isis Mol Gerri Pad Risha Dora Pirin Ward Dary
so, what's Pad casting, and Ward can take his action
Ward Ama |
Round 1
Ward will smite Dary and fire a full round at him if he goes down remaining shots will go to Mol at -4 to hit and -10 damge.
Rapid shot, many shot, deadly aim and +2/+2 if he is human.
Shot 1: 1d20 + 20 + 1 + 2 + 2 + 4 - 2 - 3 ⇒ (3) + 20 + 1 + 2 + 2 + 4 - 2 - 3 = 27
damage: 2d8 + 1d6 + 1d6 + 6 + 6 + 2 + 2 + 10 ⇒ (5, 7) + (4) + (1) + 6 + 6 + 2 + 2 + 10 = 43
Rapid: 1d20 + 20 + 1 + 2 + 2 + 4 - 2 - 3 ⇒ (19) + 20 + 1 + 2 + 2 + 4 - 2 - 3 = 43
damage: 1d8 + 1d6 + 1d6 + 6 + 6 + 2 + 2 + 10 ⇒ (8) + (1) + (4) + 6 + 6 + 2 + 2 + 10 = 39
Haste: 1d20 + 20 + 1 + 2 + 2 + 4 - 2 - 3 ⇒ (4) + 20 + 1 + 2 + 2 + 4 - 2 - 3 = 28
damge: 1d8 + 1d6 + 1d6 + 6 + 6 + 2 + 2 + 10 ⇒ (4) + (6) + (1) + 6 + 6 + 2 + 2 + 10 = 37
Shot 2: 1d20 + 15 + 1 + 2 + 2 + 4 - 2 - 3 ⇒ (14) + 15 + 1 + 2 + 2 + 4 - 2 - 3 = 33
damage: 1d8 + 1d6 + 1d6 + 6 + 6 + 2 + 2 + 10 ⇒ (6) + (3) + (1) + 6 + 6 + 2 + 2 + 10 = 36
shot 3: 1d20 + 10 + 1 + 2 + 2 + 4 - 2 - 3 ⇒ (16) + 10 + 1 + 2 + 2 + 4 - 2 - 3 = 30
damage: 1d8 + 1d6 + 1d6 + 6 + 6 + 2 + 2 + 10 ⇒ (7) + (1) + (1) + 6 + 6 + 2 + 2 + 10 = 35
-----------------------------------------------------------------
On going effects, Haste, Inspire courage +2/+2, divine bond
Distance, shocking, flaming, Smite on Risha and Dary
Pad The Pyro |
Chain lightning DC 28 primary DC 26 secondary any enemy with 30' of Pirin. chain lightning: 14d6 ⇒ (4, 3, 1, 6, 6, 3, 3, 2, 1, 6, 5, 3, 2, 2) = 47
Gerri |
Round 2
Not sensing the two opponents closest to him moving anymore, Gerri turns and swims in the direction he know his adversaries where last at.
--- New Map ---
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Mutagen +4 Dex|-2 Wis|+2 NA, 100 min; Echolocation (Blindsight 40'), 100min; Monstrous Physique I, (Charda), 10 min, (Small, +2 Dex, +1 NA, Swim 30'); Slow, 3 rds; Underwater 10' (total cover from surface)
Pad The Pyro |
HP 83/86
AC 15
Prebuff 1: Fly on Savage
Prebuff 2: Fly on Pad
Surprise round: Improved Invisibility on Pad
Round 1 action: Fly 20' up and readied chain lightning
Round 2 action: Fly 20' up and readied chain lightning vs spellcasting
-------------------------------------------------------------------------
Improved Invisibility (11 rds), Fly (12min), Mage Armor (12 hr), See Invisibility (2 hr), Heroism (2 hr), Stoneskin 120/120 hp (2 hr), Freedom of Movement (perm)
Dora D Asplora |
Round 2
Dora will continue her song and will fire her bow at Dary.
"How's the water Savage? Strange time to take a bath!"
EO Bane longbow, inspired, haste: 1d20 + 14 + 2 + 1 ⇒ (7) + 14 + 2 + 1 = 24 for dmg: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
EO Bane longbow, inspired, haste: 1d20 + 14 + 2 + 1 ⇒ (4) + 14 + 2 + 1 = 21 for dmg: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
EO Bane longbow, inspired,iterative: 1d20 + 9 + 2 + 1 ⇒ (12) + 9 + 2 + 1 = 24 for dmg: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Note: If Dary is an evil outsider, she will add 2 to attacks and 2d6+2 to damage for each arrow that hits. Assuming he is not an EO.
=== New Map ===
Pad The Pyro |
HP 83/86
AC 15
Prebuff 1: Fly on Savage
Prebuff 2: Fly on Pad
Surprise round: Improved Invisibility on Pad
Round 1 action: Fly 20' up and readied chain lightning
Round 2 action: Fly 20' up and readied chain lightning vs spellcasting
Immediately as Pirin starts casting invisibility, Pad readied spell is unleashed. If she drank a potion, then this action happens on Round 3 on Pad's turn. Any enemies within 30 ft are hit with secondary bolts. "Not so fast Pirin. You haven't properly excused yourself." says a voice from somewhere on the docks.
Chain lightning Ref DC 28: 14d6 ⇒ (2, 1, 1, 4, 2, 6, 5, 1, 5, 3, 4, 2, 4, 6) = 46
-------------------------------------------------------------------------
Improved Invisibility (11 rds), Fly (12min), Mage Armor (12 hr), See Invisibility (2 hr), Heroism (2 hr), Stoneskin 120/120 hp (2 hr), Freedom of Movement (perm)
Gerri |
hmm... no prisoners again. Guess this help supports the image of our organization.
Gerri surfaces, "I will start searching for our lost friend, most ruthless of tournament team members."
With that he swims to the boat Risha was closest to, and begins his search.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Mutagen +4 Dex|-2 Wis|+2 NA, 100 min; Echolocation (Blindsight 40'), 100min; Monstrous Physique I, (Charda), 10 min, (Small, +2 Dex, +1 NA, Swim 30'); Slow, 3 rds;
Savage Vengeance |
Savage does not partake and waits for his party at the beach.
I'll say he burned 5 rounds of rage swimming back to shore, and staying alert for an ambush before slumping onto the sand fatigued.
Gerri |
Gerri will take a minute to make an extrct of CLW and give it to Marthysan, untie him, and bring him and the sailors up for questioning.
CLW Extract: 1d8 + 5 ⇒ (8) + 5 = 13
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Mutagen +4 Dex|-2 Wis|+2 NA, 100 min; Echolocation (Blindsight 40'), 100min; Monstrous Physique I, (Charda), 8 min, (Small, +2 Dex, +1 NA, Swim 30');
Pad The Pyro |
Pad offers Marthysan healing via spell Greater Infernal Healing for 40 hp. "Please explain what exactly happened. Did you offend the ship's cook?"
Gerri |
This should be interesting... Greater Infernal Healing on a Paladin. One thing to use charlatan healing on him, another to use devil's blood or unholy water. LOL
DM PeteZero |
Marthysan takes a while to wake up. "Thanks for getting me out of this," and shakes his head. "Infernal healing, no as much as your offer is appreciated, I need to decline." as he heals his wounds. "I hope you are fine, you all look alright."
He smiles at the mentioning of the cook, "if it only have been the cook. No, I had to return to my suite to collect a forgotten item, and got jumped by some Golden League agents. I was able to deal with one, but then was overwhelmed. They knocked me out, and this is all I can remember. Seems like the Golden League has their fingers in a lot of parts here, not good."
Princess Isis and Bast |
Isis makes sure her face is the first Marthysan sees as he wakes up.
Poor dear probably missed me.
"There you go, Marthysan. I'm here, don't you worry. I'm here and you don't need to worry," Isis coos, stroking Marthysan's hair.
"Do you know where the Golden League lairs? Is there a place where we can demonstrate the depth of their folly in trying to hurt you?" Isis asks.
When Marthysan's interrogation is over, she will cast Detect Magic and look for clues about the Golden League/loot.
1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39 Perception
Dora D Asplora |
Dora will help where she can as well.
"Marthysan, we are just glad you are ok and we found you in time. This tournament has more side adventures than a circus . "
DM PeteZero |
Marthysan looks at Isis, "sorry, I have no idea where their lair is." carefully ignoring her stroking and seems a bit tense, relaxing when she starts to search for loot.
"More than a circus, yes, but it's more a nightmare circus at the moment. This is not good for the tournament, it seems that some combatrs have been manipulated. We have to be vigilant, but I fear there is more to come."
The sailors, just being hired and fearing for their lives from the golden League now, as you managed to foil the plot, offer to leave the harbor without another words, and Marthysan has no objection.
looting your enemies: potions of cure serious wounds (2); +1 studded leather, +1 short swords (2), masterwork shortbow with 20 arrows, ring of protection +1, +1 chainmail, +2 greataxe, masterwork throwing axe, +2 spiked full plate, +1 greatsword, ring of protection +1, potion of cure serious wounds, wand of ray of enfeeblement (CL 6th, 14 charges); +1 light crossbow with 20 bolts, masterwork dagger, masterwork sickle, amulet of natural armor +1, cloak of resistance +1, ring of protection +1
DM PeteZero |
DAY FIVE
The final day of the tournament is bright and sunny, with a clear sky and a crisp breeze on the air. The island is abuzz with talk of the events of last night—the battle on New Harbor’s piers and the resulting disqualification of Risha’s team (if they survived the encounter). The crowds are larger today than they have been all week, and everyone is excited to see the semifinal and final rounds and the naming of the next Ruby Phoenix Champion.
Despite his ordeal last night, Marthysan sits at the Emissary’s side, opposite Kiang Zhen. While he looks worse for the wear, the paladin is smiling and excited to pass his title on to another lucky competitor this afternoon.
The fight stage is clear of obstacles, the field of battle left open for a true test of skill unhindered by terrain or other obstructions. The crowd roars in anticipation of the day’s battles between the most skilled combatants of the tournament.
In the semifinal you face Seishuku, the Scarred Ninja. And you have 1 minute to prepare.
Initiatives:
Initiative Dora: 1d20 + 4 ⇒ (14) + 4 = 18
Initiative Gerri: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Isis: 1d20 + 10 ⇒ (2) + 10 = 12
Initiative Ward: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative Pad: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative Savage: 1d20 + 9 ⇒ (8) + 9 = 17
Initiative Seishuku: 1d20 + 10 ⇒ (10) + 10 = 20
Gerri goes first
Dora D Asplora |
Dora will take one of the potions of CSW since she cannot use any of the large gear.
Preparations
During the 1 min, Dora will ask for heroism for herself and Boots if there are spells to spare. She will cast prot v evil on self and Ward and haste on the entire group right before combat is to start.
"Go Team Puss and Boots!!!
Round 1
Once combat starts, on her turn she will start her usual singing +2/+2 and glitterdust.
DC17 on opponent on her turn...I will be at work, so posting ahead if you make it this far.
Gerri |
Gerri takes one of the rings of Protection and considers the spiked full plate momentarily, but thinks better of it in the end.
Knowing this is a final day of the tournament, Gerri had prepared 6 extracts of Alchemical Allocation.
He places 5 of the extract on the table, followed by an assortment of other vials, some chunky, some that look like a slurry, and one that has a tooth setting at the bottom.
- Potion of blur (CL3)
- Potion of Displacement (CL5)
- Potion of Fly (CL5)
- Potion of Heroism (CL5)
- Potion of protection from arrows 10/magic (CL3)
- Potion Stoneskin (CL15)
- Extract of Monstrous Physique I (CL10)
- Extract of Enlarge Person (CL10)
- Extract of Shield (CL10)
- Extract of Shock Shield (CL10)
"I would ask only one Alchemical Allocation each, and remember to spit the second vial back."
For the Monstrous Physique I, I would recommend the following form. Popobal, 3 primary attacks (Bite [2d6+str], 2 Talons [1d6+str]), 2 secondary attacks (2 Wings [1d6+ 1/2str]), darkvision, fly 30'(average), +2 str (size bonus, so stacks), +2 Natural Armor, and only boots are absorbed as part of change. Has two hands for weapons.
Gerri will drink is Mutagen, an Alchemical Allocation extract, and drink/spit a potion of Heroism.
Pad The Pyro |
Prebuffs
HP 86/86
AC 15
Pad casts See Invisibility (2 hrs) on Dora, Savage, Gerri, Isis and himself. He separately casts Heroism on Dora. Pad then buffs himself with the following 4 spells below with Improved Invisibility being the last. Mage armor was cast in the morning.
Round 1 actions depend on position of ninja.
-------------------------------------------------------------------------
Improved Invisibility 12 rds, Spell Resistance (SR 24) 12 min, See Invisibility (2 hr), Heroism (2 hr), Stoneskin 120/120 hp (2 hr), Mage Armor (12 hr), Freedom of Movement (perm)
Ward Ama |
Ward thinks about last nights events while the rest of his group prepares. Something seems off about it.
"That fight seemed to easy for us and what would they gain from taking out Marthysan. They would benefit more if they simply....."
"My friends let us group up and discuss strategy for this next match."
Once everyone is together he whispers, "What if the plan last night was to replace Marthysan instead of simply kidnap him. The imposter could do a lot of damage in that position. I think we should try and confirm this after the match."
Princess Isis and Bast |
Isis listens to Ward's theory with open eye, considering.
"That would be very difficult to attempt now that we have freed Marthysan...but it is an interesting theory to go on," Wren agrees. "Of course, what they seek is what we shall gain by winning. As long as we do not fall on the field, can we be denied our reward?"
Isis absentmindedly pets Bast, pondering recent relevations.
Preparation Minute
Isis prepares with Overland Flight, Mage Armor, & extended Heroism.
Gerri |
Sorry I got pulled into an emergency at work this morning. This is my first break.
Round 1
Gerri uses his staff of stealth to activate greater invisibilty on himself.
--- New Map ---
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Mutagen +4 Con|-2 Cha|+2 NA, 100 min; See Invisibilty, 120 min; Heroism, 30 min; Greater Invisibilty, 10 rds
Pad The Pyro |
Round 1
HP 86/86
AC 15
Delays after Ward (last initiative). Moves 15' toward the ninja and casts Firesnake (60' range). Swift action for performance check. Let's see how good of a reflex save this ninja has. He may take no damage with evasion.
Firesnake Reflex DC 27: 15d6 + 15 ⇒ (5, 4, 6, 3, 6, 6, 1, 5, 1, 6, 4, 2, 6, 2, 4) + 15 = 76
Perform: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
"Black is SO depressing. Gold glitter is a MUCH better color on you!"
-------------------------------------------------------------------------
Improved Invisibility 12 rds, Spell Resistance (SR 24) 12 min, See Invisibility (2 hr), Heroism (2 hr), Stoneskin 120/120 hp (2 hr), Mage Armor (12 hr), Freedom of Movement (perm)
Savage Vengeance |
Round 1 Init 17
Savage rages and flashes the glowing tattoos for the crowds delight.
Savage runs towards the combatant, and swings his sword.
"Thanks for the spells Pad!"
Power Attack: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30
Damage+powerful blow: 2d6 + 22 + 3 ⇒ (2, 1) + 22 + 3 = 28
Perform+auspicious mark: 1d20 + 2 + 1d6 ⇒ (16) + 2 + (2) = 20
Rage rounds used 3/26 | 24 AC | 163 HP *See Invisibility (2 hrs) Savage / Raging
Ward Ama |
Ward will shot three arrows at the glitter ninja.
Shot 1: 1d20 + 20 + 2 - 2 ⇒ (1) + 20 + 2 - 2 = 21
damage: 1d8 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Rapid shot: 1d20 + 20 + 2 - 2 ⇒ (9) + 20 + 2 - 2 = 29
damage: 1d8 + 8 + 2 ⇒ (5) + 8 + 2 = 15
shot 3: 1d20 + 15 + 2 - 2 ⇒ (17) + 15 + 2 - 2 = 32
damage: 1d8 + 8 + 2 ⇒ (5) + 8 + 2 = 15
He raises his bow in the air.
multi hit performance: 1d20 + 7 ⇒ (3) + 7 = 10
+2 to hit and damge if he is human.