Dervak |
Dervak takes a 5' step, picks up Combat Reflexes with Barroom Brawler, and casts Longarm.
Did he hit one of the zombies already?
DM_Delmoth |
Did he hit one of the zombies already?
Yes, sorry. Must have been deleted at some point probably when I was jamming on the undo button to rework one of my posts. In your post it wasn't clear which zombie it was but most likely 2.
Ellery Turner |
Ellery winces in pain but stabs at the skum again...
Red Destiny, Bless: 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11
Red Destiny, Bless, Fortune: 1d20 + 7 + 2 + 1 ⇒ (13) + 7 + 2 + 1 = 23
Damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
DM_Delmoth |
As Dervak's arms grow to an unnatural size his bones sound as if they are cracking and breaking. From where the floor meets the wall and other corners of the room something can be seen. No one is sure exactly what since when you look directly at it nothing unusual is there.
Defensive shock, Electicity: 1d6 ⇒ 2
Again as Ellery stabs the creature and electricity arcs through the rapier into Ellery, though the pain is less.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara might as well come off delay at this point.
Mara stepped forwards behind Dervak, continuing to chant, and cast a spell to heal Rowan.
5 ft step, Move Action: Chant (extend all Fortune hexes by one round), Stand Action: Cast Cure Light Wounds.
Cure Light Wounds (Rowan): 1d8 + 5 ⇒ (7) + 5 = 12
"I hope Ellery's OK down there," she said to Dervak, Rowan and Theo.
DM_Delmoth |
Just the one and you'd have to get next to Ellery to get line.
Rowan Dorn |
Rowan looks a little reluctant about fighting the zombies again.
”Does anyone know what will hurt these things? I punched them last time, and it did not seem very effective.”
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
"Maybe an Axe?", Mara suggested.
Dervak |
"Trip them! Grab their swords!"
They are using bows so they can't take AOOs even if you provoke. Also, it's probably worth entering Snake Style. It's a very good style for defense.
DM_Delmoth |
Rowan hesitates but is not lost yet. Delay
Dervak AO vs Zombie 2, bless: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10
Dervak crit confirm vs Zombie 2, bless: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Dervak crit confirm vs Zombie 2, bless, fortune: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11
Dervak swing his falchion at the unsuspecting zombie as it goes to fire its bow. He feels an ever so slight foreign tug on his sinister hand which is enough to bring the weapon down on the zombie's head splitting it down to its throat. Thick black sludge tumbles out of the exposed wound.
Zombie 2 bow vs Theo, cover: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Damage: 1d8 ⇒ 2
Zombie 3 bow vs Theo, cover: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Damage: 1d8 ⇒ 5
Zombie 3 crit confirm vs Theo, cover: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Damage: 2d8 ⇒ (3, 3) = 6
Zombie 4 bow vs Mara, cover: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Zombie 4 bow vs Mara, cover, misfortune: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
Damage: 1d8 ⇒ 7
Zombie 5 bow vs Mara, cover: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
Zombie 5 bow vs Mara, cover, misfortune: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Damage: 1d8 ⇒ 5
A sudden gust of wind blows across the rampart sending two of the arrows off harmlessly. The third finds its mark and Theo gains another arrow.
Skum Claw vs Ellery: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skum Claw vs Ellery: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skum Bite vs Ellery: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
The claw rakes across Ellery's chain but the fine armor is not penetrated. The skum steps back and glances at the mirror in the next room and croaks.
PCs up, Rowan if you want to take two actions this round feel free, don't want to deny you your action but I also don't want to sit on a single round of combat for more than two days.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara continued chanting, waiting to see what Dervak and Rowan were going to do.
Delaying until after Dervak acts. She's going to Chant to extend the Fortune hexes, but I need to see what others are doing before I decide on her Standard action.
Dervak |
I actually used Barroom Brawler to gain Combat Reflexes so I could get 2 AOOs per round. And I think because I am effectively using a reach weapon, #3 did not have cover against me (based on picking the front left corner of my old square).
Dervak steps up, slashing and biting at zombies.
Using Fortune on primary attack.
Attack vs #5, Bless, PA: 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 29
Fortune: 1d20 + 10 + 1 - 2 ⇒ (17) + 10 + 1 - 2 = 26
Confirm: 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 29
Damage: 4d4 + 26 ⇒ (4, 4, 2, 3) + 26 = 39
Bite vs #2, Bless, PA: 1d20 + 4 + 1 - 2 ⇒ (4) + 4 + 1 - 2 = 7
AC 22, or 24 vs evil.
DM_Delmoth |
Fair enough, if it matters for Mara's action Dervak downed 5 with the crit. I'll make a full post with other results later today
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara stepped up behind Dervak, still chanting, and focused her attention on the closest zombie. Her eyes turned pitch black, her color drained, then a cloud of shimmering stardust surrounded the undead creature.
Move Action: Chant (extend all Fortune hexes by one round), 5ft step, Standard Action: Stardust (Zombie #2)
Zombie #3 has a -2 to attacks and sight-based perception rolls for 2 rounds; it also can't benefit from concealment or invisibility effects.
Rowan Dorn |
Can we say I entered snake style while I was just standing around last round?
Rowan squeezes through the doorway past Mara and attacks the zombie in front of him with his handaxe.
attack with bless: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
fortune reroll: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
confirm crit: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Handaxe attack: 3d6 + 6 ⇒ (2, 4, 5) + 6 = 17
drunken strength: 1d6 ⇒ 1
my Sense motive is +13 for Snake Style sense motive checks.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Keep in mind that Rowan is currently under the effect of the Fortune hex. He could choose to roll his attack roll twice and take the best result.
DM_Delmoth |
Dervak's magical blade easily slices through the zombie's head, destroying its brain and the corpse falls to the ground unmoving. Rowan also hits a zombie in the skull with his handaxe but has much less luck penetrating it. DR not beaten, 13 damage total
Zombie 3 vs misfortune: 1d20 + 2 ⇒ (12) + 2 = 14
The zombie is latest to fall the witch's curse.
Action to Ellery
DM_Delmoth |
From down the stairs another spell, shocking grasp.
Damage, electricity: 5d6 ⇒ (5, 2, 4, 5, 3) = 19
The skum’s hand, writhing in electricity, touches Ellery on the chest. Ellery’s body convulses but before everything goes black he sees someone wearing his face walking up the stairs. The skum chooses not to confirm the critical so you only take 19 damage, which should put you at -6, please don’t update your status line. Also hiding some dice here, so as to not arouse more suspicion.
Disguise: 1d20 + 16 ⇒ (15) + 16 = 31
Bluff: 1d20 + 20 ⇒ (6) + 20 = 26
Perception, assuming to take 10 per disguise rules, associates (+6)
Dervak: 10 + 6 + 6 = 22
Mara: 10 + 13 + 6 = 29
Rowan: 10 + 9 + 6 = 25
Theo: 10 + 11 + 6 = 27
Sense Motive
Dervak, pariah: 1d20 + 1 - 2 ⇒ (1) + 1 - 2 = 0
Mara, naive: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13
Rowan: 1d20 + 13 ⇒ (2) + 13 = 15
Theo: 1d20 ⇒ 16
Zombie 3 sword vs Dervak, stardust: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Zombie 3 sword vs Dervak, stardust, misfortune: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Zombie 4 sword vs Dervak: 1d20 + 9 ⇒ (18) + 9 = 27
Zombie 4 sword vs Dervak, misfortune: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Over the next couple of seconds the party easily dispatches the remaining zombies. Gonna fast forward a bit since those zombies are pretty useless right now. Combat over.
DM_Delmoth |
Found equipment: 5x masterwok longswords, 5x masterwok longbows,46 arrows, +1 chainshirt, +2 headband of wisdom (I imagine Rowan wants this), and a key ring with several brass keys. added gear to treasure sheet
Dervak |
"Let's heal up and keep going."
There are 3 unclaimed CLW potions on the "Party" tab. Theophilus has the most need of healing. Dervak is doing okay but would like to explore as much as possible before his Shield spell runs out.
DM_Delmoth |
A coral wand also lies on the skum killed on the battlements.
Opps forgot the wand, cure light wounds 31 charges left.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara healed Ellery, asking, "How many were there downstairs? Did you search them?"
Healing Hex (Ellery): 2d8 + 5 ⇒ (1, 7) + 5 = 13
Do we need to do a Spellcraft check on the coral wand before we use it? In any case, Theo can heal himself with his CLW wand.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
I thought he had picked one up at some point, or am I wrong?
Rowan Dorn |
Rowan would love the +2 headband of wisdom. I can’t use anything else, although I could use a masterwork longbow non-proficiently, if needed. Might be worth taking one and a handful of arrows.
DM_Delmoth |
If someone searches the skum killed downstairs they don't have any gear on them.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Ellery seems awfully 'quiet'. She said to the mute rogue, "We should try to stay in sight of each other from now on. If something had happened to you or Rowan downstairs, we wouldn't have been there to help you."
She picked up the coral wand and examined it.
Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16
"OK, who needs more healing?", she asked.
Assuming that she can use the wand:
Wand of CLW (Mara): 1d8 + 1 ⇒ (7) + 1 = 8
Wand of CLW (Dervak): 1d8 + 1 ⇒ (7) + 1 = 8
I'm assuming Theo is going to heal himself with the other wand.
Theophilus Carter |
Theo slaps his forehead. The gentleman reaches into his jacket, producung a wand.
Cures light wounds. Who's next?
clwxx6: 6d8 + 6 ⇒ (5, 6, 8, 2, 2, 7) + 6 = 36
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara walked over to the closest donjon and looked in. "That spellcaster might have kept a spellbook around here somewhere."
Perception: 1d20 + 13 ⇒ (17) + 13 = 30
DM_Delmoth |
Before we go any further, I'll make a full post in a bit. You only have one round of healing. That means Mara was healed 8 and Theo was healed 6
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Ellery can speak now? "Wait a minute..."
DM_Delmoth |
Red Destiny: 1d20 + 13 ⇒ (7) + 13 = 20
Damage, Sneak Attack: 1d6 + 7 + 2d6 ⇒ (3) + 7 + (1, 2) = 13
"Ellery" still holding Red Destiny stabs Mara. Surprise round, every party member was surprised.
Initiative
Dervak: 1d20 + 1 ⇒ (16) + 1 = 17
Ellery: 1d20 + 8 ⇒ (19) + 8 = 27
Mara: 1d20 + 2 ⇒ (6) + 2 = 8
Mara, Temporal Celerity: 1d20 + 2 ⇒ (14) + 2 = 16
Rowan: 1d20 + 4 ⇒ (19) + 4 = 23
Theo: 1d20 + 12 ⇒ (13) + 12 = 25
Betrayed Mara suddenly realizes something that was bothering her. His face is backwards, as if she was looking at Ellery's reflection in a mirror, and he's holding Red Destiny in the opposite hand he usually does.
1d4 + 1 ⇒ (2) + 1 = 3
Spellcraft
Dervak: 1d20 + 3 ⇒ (1) + 3 = 4
Mara: 1d20 + 5 ⇒ (8) + 5 = 13
Theo: 1d20 + 8 ⇒ (13) + 8 = 21
Suddenly there were four copies of "Ellery" that shifted in, out, and through his square. Theo knows that "Ellery" cast mirror image as a spell-like ability.
PCs can act
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara eyes turned pitch black again. "You should have fled while you had the chance!", she declared in an netherworld voice, and opened a shortcut in the fabric of space for Rowan to step through, to right behind the shapechanger. Then she stepped back to make room for Dervak to enter the fray.
Using Heaven's Leap (Supernatural, no AoO) to teleport Rowan (assuming he's willing) right behind 'Ellery' on the stairs.
DM_Delmoth |
Knowledge
Mara: 1d20 + 4 ⇒ (9) + 4 = 13
Theo: 1d20 + 8 ⇒ (7) + 8 = 15
The two smartest people in the room have no idea what kind of creature could have replaced Ellery.
Rowan Dorn |
Rowan happily accepts the heavens leap, stepping in casually, but emerges throwing a Superman punch.
stunning fist + bless: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
non-leathal damage+axe to grind: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
stunning fist is a fort save at dc 16
He says, in a different language:
Dervak |
Dervak is furious at this betrayal. He was never sure about that Ellery, and now... he loses control in a red haze of anger.
Reality starts to tear itself apart as the abomination within Dervak emerges.
Falchion, Rage, PA, Bless: 1d20 + 10 + 2 - 2 + 1 ⇒ (10) + 10 + 2 - 2 + 1 = 21
Damage: 2d4 + 16 ⇒ (2, 4) + 16 = 22
Bite, Rage, PA, Bless: 1d20 + 4 + 2 - 2 + 1 ⇒ (4) + 4 + 2 - 2 + 1 = 9
DM_Delmoth |
Rowan punches down on "Ellery's" head but finds nothing but air as one of the Ellerys disappears. Hit within 5 of AC so you got an image.
1 is real: 1d3 ⇒ 3
Dervak's furious strike destroys an illusory target, only two "Ellerys" remain.
Dervak |
"Traitorflesh weak sneakcreep lipstitch! Kill you! KILL YOU! The Dervak was weak to trust!"
Theophilus Carter |
Theophilus painfully tears his Remy blue eyes away from the healing wand.
I hate this town!
The Witch casts a spell.
School transmutation; Level psychic 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration concentration, up to 1 round/level
Saving Throw none; Spell Resistance yes
DESCRIPTION
Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB.
Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.
Grapple Strangling Hair; bless: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 141d6 ⇒ 6