Breda Longshadow |
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.
Total Concealment
If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).
You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.
Eldgrim |
Eldgrim moans as his wounds leak his heartsblood onto the tunnel floor.
Stabilize: 1d20 + 2 ⇒ (15) + 2 = 17
Fortunately, it looks like his fine dwarven metabolism is keeping most of the harm in check for the time being.
Terrin Hommlet |
"Lord of Light, shine upon us in this moment of darkness!" Terrin intones a look of joy on his face as he holds the steel Face and Flame aloft. A wave of warm sunlight blazes from Terrin, momentarily illuminating the room, and everyone feels a flicker of warmth remain in their heart as the light dies out.
Channel 30': 1d6 ⇒ 4
That should stabilize everyone. More healing in a moment or so.
DM-Valkur |
Kyle you quickly move about the room invisible and launch a devastating strike at the wolf, killing it instantly.
Eldgrim your strong dwarven constitution saves you from bleeding out, then the Light of Pelor washes over and brings you back to
consciousness amid a tangle of blades and teeth.
Quelin the wolf manages to jump out of they way of your greatsword. It now bears its teeth at you.
Eldgrim, prone, 3/13 hp
Kyle, 7/10 hp, moves to [I8] attacks and kills wolf 1 in [H8]
Terrin, Channel Positive Energy 4hp, 4/5
Tara, Casts Vanish on Kyle, Spells 1st Level 1/2
Queslin, attacks wolf 3 in [I10]
Round 2
Initiative Order:
Wolves 19
Breda 18
White Wolf 18
Eldgrim 15
Queslin 12
Tara 11
Kyle 5
Terrin 1
Encounter Map
Round 2
Wolves Action Round 2
Wolf 1, Dead
Wolf 2
Standard Action, Attack Kyle
Bite: 1d20 + 2 ⇒ (6) + 2 = 8
The wolf lunges but is unable to score a hit.
Wolf 3
Standard Action, Attack Queslin
Bite: 1d20 + 2 ⇒ (11) + 2 = 13
The third wolf is unable to score a hit as you keep it at bay with your greatsword.
Eldgrim |
Posting this now, as I'll be away for some time after. Eldgrim is taking a 5' step into J10 after he stands and attacking the White Wolf with reach. If the White wolf advances to J10 before Eldgrim's turn, he'll try to smack it with his Boulder Helm. Also, Eldgrim will be staying still at that point and just attacking with his helm defensively.
Eldgrim stands, provoking the wolves to attack
Wolf2: 1d20 + 2 ⇒ (4) + 2 = 6
Wolf3: 1d20 + 2 ⇒ (1) + 2 = 3
W. Wolf: 1d20 + 2 ⇒ (9) + 2 = 11
Thankfully none of their blows manage to make it through his armor.
Eldgrim steps around the wolf threatening his right and attacks the winter wolf.
Attacking Defensively: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Damage: 1d10 + 2 ⇒ (6) + 2 = 8
Eldgrim has a +2 to AC for the next round.
Breda Longshadow |
Breda points at the white wolf swiping her clawed hand upward and saying another short arcane phrase. Swirling, purple ethereal spirits rise up from the ground under it, swirling around it in fast spirals before tunneling their way into the canine's brain.
Casting Cause Fear. Will save DC 17 or frightened, success means shaken for one round.
DM-Valkur |
White Wolf Save Vs. Fear
Will: 1d20 + 1 ⇒ (14) + 1 = 15
Failed Save
Duration: 1d4 ⇒ 1
The white wolf cowers at Breda's magic, it quickly turns and runs back to its den in the east alcove.
Eldgrim gets a AOO
Warhammer: 1d20 - 1 ⇒ (12) - 1 = 11
Eldgrim slashes with his warhammer while lying on the ground at the fleeing wolf but is unable to land a hit.
Kyle Reyford |
Posting this now, as I'll be away for some time after. Eldgrim is taking a 5' step into J10 after he stands and attacking the White Wolf with reach. If the White wolf advances to J10 before Eldgrim's turn, he'll try to smack it with his Boulder Helm. Also, Eldgrim will be staying still at that point and just attacking with his helm defensively.
Eldgrim stands, provoking the wolves to attack
[dice=Wolf2]1d20+2
[dice=Wolf3]1d20+2
[dice=W. Wolf]1d20+2Thankfully none of their blows manage to make it through his armor.
Eldgrim steps around the wolf threatening his right and attacks the winter wolf.
[dice=Attacking Defensively]1d20+3-4
[dice=Damage]1d10+2Eldgrim has a +2 to AC for the next round.
Since Eldgrim's player is away and posted this, I'd say he followed the same plan, except attacked the wolf right in front of him (and still missed) making it Queslin's turn, right?
Kyle Reyford |
Kyle attempts to tumble into position to flank the wolf at H9 with the dwarf's reach weapon, but is not quite fast enough, provoking an AoO, and then swipes at the wolf with his dagger, missing.
Acrobatics 1d20 + 5 ⇒ (6) + 5 = 11
Wolf AoO 1d20 + 2 ⇒ (8) + 2 = 10
Attack 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Terrin Hommlet |
Terrin watches the proceedings, hesitant to get in the way of the warriors but searching for an opportunity to lend his aid.
"Eldgrim, I will heal you momentarily.", Terrin says, moving beside the warrior so that he can touch him with his holy symbol. There is a flash, and Eldgrim glows with a warm yellow light for a moment.
Burning Disarm=>CLW on Eldgrim 1d6 + 1 ⇒ (4) + 1 = 5
DM-Valkur |
Tara you would not have a shot at the white wolf as it ran back to the den and your line of sight is broke. So I will have you attack wolf 2 (since it is not in melee) and you scored a hit.
Queslin, you hit wolf 3, it is not dead.
Kyle, you missed.
Eldgrim, you missed.
Eldgrim, Moves and attacks Wolf 3, 8/13 hp
Kyle, 7/10 hp, moves to [H9] attacks Wolf 3 and misses]
Terrin, Casts CLW on Eldgrim
Channel Positive Energy 4/5,
1st Level Spells: Burning Disarm (used)
Tara, Attacks Wolf 2, Spells 1st Level 1/2
Queslin, attacks wolf 3 in [I10]
Breda, Casts Cause Fear on the White Wolf
Spells: 1st Level: Cause Fear (Used)
Round 3
Initiative Order:
Wolves 19
Breda 18
White Wolf 18
Eldgrim 15
Queslin 12
Tara 11
Kyle 5
Terrin 1
Encounter Map
Round 3
Round 3 Wolves Actions
Wolf 1, Dead
Wolf 2
The wolf turns to Kyle and moves to attack him.
5ft Step to H10, Standard Action, Attack Kye
Bite: 1d20 + 1 ⇒ (18) + 1 = 19
The wolf manages to bite though Kyle's leather armor. The wolves attack also manages to drag Kyle to the ground.
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Kyle take 6 damage and you are tripped.
Wolf 3
The wolf continues to attack Queslin.
Wolf 3
Standard Action, Attack Queslin
Bite: 1d20 + 2 ⇒ (19) + 2 = 21
The wolf continues its attack on Queslin and finally manages to score a hit. In the process the wolf knocks you off balance and trips Queslin.
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Queslin take 2 points of damage and you are tripped.
Breda Longshadow |
Breda points her poppet at the least damaged wolf and again invokes her hex of misfortune. A violet ray shoots out of the poppet to strike the wolf.
DC 15 Will save or reroll all d20s and take the worst for one round.
Breda Longshadow |
Bah! Maybe the third one will actually fail its save.
Eldgrim |
For the wolves, don't you have to roll a separate trip check after hitting?
Eldgrim swings the massive head of his Dorn Dergar at the second wolf.
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm Critical: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 + 2 ⇒ (10) + 2 = 12
Damage: 1d10 + 2 ⇒ (4) + 2 = 6
Breda Longshadow |
Yeah, Eldgrim's right, they need to make a CMB check to trip. They just get the attempt for free if they successfully bite.
DM-Valkur |
Yes you are correct about the trip, it is a separate cmb vs cmd check. In my ftf group we have a house rule that if a monster is able to make a trip attack as part of a normal attack, we just compare the attack dice roll + cmb vs cmd. Rather than making a separate roll. I'll do them separate from here on out.
Wolf's trip attack against Kyle's CMD of 14.
CMB: 1d20 + 2 ⇒ (17) + 2 = 19
Kyle is tripped.
Eldgrim you kill the wolf you attacked.
Kyle Reyford |
Kyle stumbles to his feet, provoking an AoO from wolf 3 and then attempts to finish off the wounded wolf he flanks with Queslin. He then takes a 5' step (to I11)
Wolf AoO 1d20 + 2 ⇒ (8) + 2 = 10 for a miss
Flanking Inspired dagger attack1d20 + 2 + 2 + 1 ⇒ (20) + 2 + 2 + 1 = 25 for posiible crit
Crit Confirmation 1d20 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11 Crit not confirmed
Damage 1d4 + 2 + 1 + 1d8 ⇒ (1) + 2 + 1 + (2) = 6
Breda Longshadow |
No sure when I'm up again, but Breda will Misfortune the last wolf if it's one that she hasn't attempted Misfortune on yet. Otherwise she will do nothing.
DM-Valkur |
Shouldn't there also be a trip attempt for Queslin?
Cripes!
Wolf's trip attack against Queslin CMD of 15.
CMB: 1d20 + 2 ⇒ (11) + 2 = 13
Queslin you are not tripped, you can take another action.
Kyle you strike the injured wolf, but do not kill it.
Queslin and Terrin still have action for Round 3 to take.
Terrin Hommlet |
Seeing that the warriors have the situation in hand, Terrin hangs back, watching to jump forward when needed, his weapon in one hand, his holy symbol of Pelor glowing softly in the other.
Ready action, Cast Cure light wounds on the next person to get savaged
DM-Valkur |
Queslin your strike kill the last of the normal wolves. Only the white wolf remains.
Round 4
Eldgrim, Attacks Wolf 3 and kills it, 8/13 hp
Kyle, 7/10 hp, moves and attacks wolf 2
Terrin, Readies CLW
Channel Positive Energy 4/5,
1st Level Spells: Burning Disarm (used)
Tara, Inspire Courage 7/8, Spells 1st Level 1/2
Queslin, 5' step, attacks wolf 3
Breda, Misfortune on wolf
Spells: 1st Level: Cause Fear (Used)
Initiative Order:
Wolves 19 (all dead)
Breda 18
White Wolf 18
Eldgrim 15
Queslin 12
Tara 11
Kyle 5
Terrin 1
Encounter Map
Round 4
Breda, your up.
Breda Longshadow |
"I trust your blades to finish the job. I will conserve my remaining magic." Breda says, stepping back.
5' step back away from white wolf. Full defensive.
AC:16 for this round.
DM-Valkur |
You are correct Kyle.
White Wolf Action Round 4
The white wolf snarls in defiance and charges Kyle.
Standard Action Charge [G11] and attack Kyle.
Bite: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Kyle easily sidesteps the charge of the wolf.
Eldgrim, Queslin, Tara, Kyle and Terrin. You are up.
Breda Longshadow |
Breda just watches. Hope they can defeat this thing. I've used all my offensive spells already to little effect.
Eldgrim |
Eldrim steps forward, positioning himself between the last wolf and as many allies as he can. He then swings the head of his Dorn Dergar at the White Wolf.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d10 + 2 ⇒ (3) + 2 = 5
DM-Valkur |
Eldgrim swings at the white wolf, bringing his weapon down on the wolf's head killing it.
Victory!
Ahead of you with the green glowing light behind the mass of spider webs. Behind the webs looks to be a staircase going down towards the green light.
To the right is another collapsed tunnel that served as a the den for the wolves.
To the left is an alcove that contains a dais and a fresco painted along the back wall.
Eldgrim |
Eldgrim will move forward with a purpose, standing at the entry to the corridor just past the alcoves. He keeps a wary eye out while covering his companions as they search.
He says over his shoulder, surprisingly not bellowing, S' Ever'one a'right?
Kyle Reyford |
"I'm afraid that last bite savaged me a bit. I'm not one to complain, but I don't supposed I'll do anyone much good if I bleed out. Brother Terrin, I don't suppose Pelor has granted you more of that healing light today?" Kyle manages a pleading smile for the cleric.
Kyle's pantleg is torn and soaked with blood, telling the truth of his condition. He begins winding his dagger back into its hidden sheath.
Breda Longshadow |
The only spell I have left is infernal healing. I can misfortune stuff, but that's only for one round until I get cackle.
"Nice work guys." Breda says, wandering over to look at the fresco.
Taking 10 on Knowledge Arcana/Nature/Planes for 17s.