GM Left Hand of Doom |
ROUND 4
The Globe that Paul is attacking moves away defensively,(moving to F1) and fires a bolt of electricity at the adventurer...but is deflected thanks to Gii's divine assistance.
The Second one moves over Alar's head further into the open area (to E3)but spins around like a dynamo and sends a blast of lightning at him...but misses and strikes the wall of the cavern.
Then from around the corner, appears a rather strange looking amalgam of Elf and bat. Her ears have grown hairy and pointed and her nose transformed into a large snout. One of her arms has almost completely transformed into a wing, leaving only her hand mostly unchanged. Alar can immediately scent her oddness, and she has a wild look in eyes. She screams something in an alien language, pointing at the Lion with her good hand, and he can feel his very spirit assaulted with her words...
Your turn Heroes!
Note:Blue: you now have the sickened condition. Linndell: you are no longer nauseous. Paul: when/if you attack again while levitated you will be at -2
Ayreth |
Round 4
Ayreth reaches out, casting Guidance on Doctor Gii, then moves to her right and forward to try to see the new threat down the tunnel. Unfortunately, it bends too much. Her ghostly starknife again shoots at the nearest globe.
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SW: Starknife: 1d20 + 3 + 5 ⇒ (5) + 3 + 5 = 13
Sw: Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Move: 5' step northwest to H-2.
Std: Cast Guidance. Target: Gii.
Currently have Guidance buffs: Gii.
Guidance: This spell imbues the subject with a touch of divine guidance. The target gets a +1 competence bonus on a single attack roll, saving throw, or skill check. The target must choose to use the bonus before making the roll to which it applies.
Paul Antairis |
Round 4
Ayreth reaches out, casting Guidance on Doctor Gii, then moves to her right and forward to try to see the new threat down the tunnel. Unfortunately, it bends too much. Her ghostly starknife again shoots at the nearest globe.
Ayreth, am I still levitated and if so, for how long?
Doctor Gii |
Round 4
Gii sets his staff against the wall and draws his crossbow from where it hangs at his waist. "Was hoping I would not have to use this damnded thing," he complains as he readies a bolt.
Gii drops his quarterstaff against the wall (free action), draws his crossbow (move action) and loads it (standard action).
Spells Prepared:
1 - divine favor (1/1), obscuring mist (1/1), shield [D] (1/1), summon monster I (1/1)
2 - barkskin [D] (1/1), remove paralysis (1/1), summon monster II (1/1)
3 - dispel magic [D] (1/1), prayer (1/1), remove curse (1/1)
Bartholomew Grayson |
Alar hops forward and attacks the Bat woman, believing himself to have shaken off whatever magic she had tried to use. Though part of him knew she was possibly a victim, as Dalviss cook had been, she was a dangerous threat now, and needed to be stopped at the very least.
Bite Attack: 1d20 + 8 ⇒ (8) + 8 = 16 -2 Power Attack, +1 Power of Faith
Claw Attack 1: 1d20 + 8 ⇒ (12) + 8 = 20
Claw Attack 2: 1d20 + 8 ⇒ (19) + 8 = 27
Bite Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Claw Damage 1: 1d4 + 10 ⇒ (1) + 10 = 11
Claw Damage 2: 1d4 + 10 ⇒ (1) + 10 = 11
Sorry, when you said to delete the second post, I thought it was because something had been done to stop Alar from acting. XD I am just off today.
Fed up with being able to do nothing, Bart finally conjures a small orb of acid in his hand and flings it at the nearest Defender Globe. Unfortunately, though the spell was strong enough to ward away pick pockets and the like, it wasn't very powerful and the young lad rarely practiced it. The ball of acid went wide, splashing into the ceiling above the Globe harmlessly instead.
Bart's Acid Splash: 1d20 + 6 ⇒ (1) + 6 = 7 Ranged Touch Attack
Acid Splash Damage: 1d3 ⇒ 3
Alar-Swift, Five foot to A4
Full Round Attack
Bart-Standard, Cast Acid Splash
Alar HP- Full
Bart HP- Full
Bart Used a Cantrip this round
Paul Antairis |
For now Paul will move to G:2 and attack the orb at F;1.
Attack against orb with -2 Penalty Factored in
1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17
If it hits -
1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9
GM Left Hand of Doom |
in the interest of keeping things moving, I'm going to bot Blue, I think she generally posts in the mornings.
Feeling a bit woozy, the ascetic takes a defensive stance and puts her fist into her palm, focusing on calming herself.
Blue uses a full round action to go Full Defence, and her sickened condition ends.
GM Right Hand of Doom |
ROUND 5
The Defender Globe 1 engaged with Paul moves carefully away from him towards its twin (to E:3) and sends a lightning bolt at Paul.
Globe 1 attack on Paul: 1d20 + 8 ⇒ (17) + 8 = 25
Electricity damage, if hits: 2d6 ⇒ (1, 4) = 5
I believe that hits for 5. Please note your current hp on your status.
And the Defender Globe 2 hovering in the air close to Blue Heron seems to shift its focus and fires electricity at Doctor Gii!
Globe 2 attack on Gii: 1d20 + 8 ⇒ (15) + 8 = 23
Electricity damage, if hits: 2d6 ⇒ (2, 2) = 4
I believe that hits. Please note your current hp on your status.
Meanwhile, the Elf-bat-woman slashes at Alar wildly with claws and teeth, all the while screaming in that same alien language as earlier. Unfortunately, all her attempts to injure the lion come to naught.
Your turn, heroes!
Note: Paul, if/when you attack this round while levitated, you will be at -3.
Paul Antairis |
Note: Paul, if/when you attack this round while levitated, you will be at -3.
No worries GM; it's all good.
Right now it doesn't matter because generally, Paul waits for his ranged companions to shoot at the targets first before he moves into melee (even melee in the air); that way, if one of my allies doesn't have the Feat "Precise Shot" it won't matter, since - as of now - the orbs aren't in melee range of anyone. Of course, after my allies use their range weapons on the orbs, Paul will happily move up to use melee on them (assuming one of my allies doens't drop them first). But sadly that move has to wait for another day - I'm off to bed, now :)
Blue Heron |
The Will of Heaven shelter me!
Whatever curse assailed Blue Heron was intense. But she would not give up.
Use Magic Device: 1d20 + 12 ⇒ (7) + 12 = 19
But nothing happens.
Ayreth |
Round 5
Ayreth casts Guidance, then hops up just a bit to target Paul with it. Her starknife attacks the same globe.
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SW: Starknife: 1d20 + 3 + 5 ⇒ (15) + 3 + 5 = 23
Sw: Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Std: Cast Guidance. Target: Paul.
Currently have Guidance buffs: Gii, Paul.
Guidance: This spell imbues the subject with a touch of divine guidance. The target gets a +1 competence bonus on a single attack roll, saving throw, or skill check. The target must choose to use the bonus before making the roll to which it applies.
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Doctor Gii |
Round 5
Gii lifts his weapon and takes careful aim at the Defender Globe that had attacked him, before squeezing the trigger. The bolt has barely even left the weapon before he starts reloading.
Gii shoots at Defender Globe 2 (E:3) with his crossbow (standard), then reloads (move).
Light Crossbow attack (Guidance + Nimbus): 1d20 + 4 + 1 + 1 ⇒ (19) + 4 + 1 + 1 = 25
Crit confirmation (Guidance + Nimbus): 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
Light Crossbow damage (Nimbus): 1d8 + 1 ⇒ (7) + 1 = 8 +Crit damage (Nimbus): 1d8 + 1 ⇒ (5) + 1 = 6
Spells Prepared:
1 - divine favor (1/1), obscuring mist (1/1), shield [D] (1/1), summon monster I (1/1)
2 - barkskin [D] (1/1), remove paralysis (1/1), summon monster II (1/1)
3 - dispel magic [D] (1/1), prayer (1/1), remove curse (1/1)
Crossbow - 1 bolt fired
Jebus Paizo, your servers need to get it together tonight!
Paul Antairis |
Round 5
Ayreth casts Guidance, then hops up just a bit to target Paul with it. Her starknife attacks the same globe.
Guidance: This spell imbues the subject with a touch of divine guidance. The target gets a +1 competence bonus on a single attack roll, saving throw, or skill check. The target must choose to use the bonus before making the roll to which it applies.
.
Using Guidance for attack modifier
After the rest of the crew attacked, Paul pushes over to 3:F and attacks the remaining globe.
With the bonuses from his allies he'll elect to use "power attack" on it -
Attack with magical Short Sword; including buffs and penalties
1d20 + 9 + 1 + 1 - 2 - 3 ⇒ (13) + 9 + 1 + 1 - 2 - 3 = 19
If it hits -
1d6 + 1 + 1 + 1 + 1 + 4 ⇒ (3) + 1 + 1 + 1 + 1 + 4 = 11
GM Left Hand of Doom |
Botting Bart and Alar to keep things going
Bart moves further into the opening (to I4) and again conjures a small orb of acid in his hand and throws it towards the Globe in melee with Paul, but due to his inexperience or frustration, he misses the otherworldly Globe.
Alar continues his assault on the Bat-Woman, trying to keep her managed and not a threat to his friend and the rest of the party, and hits with a powerful claw.
GM Left Hand of Doom |
ROUND 6
The remaining globe retreats from Paul's attack (to D3) and sends an electrical blast at him...striking him as the energy courses over him.
And the Bat woman retreats further into the tunnel, waving her hands defensively and chanting as a shimmering peaceful aura comes over her.
Your turn heroes!
Note:Blue,you are once again sickened.
Blue Heron |
Blue Heron gags on bile as she points the nearly dead wand at the remaining globe.
Use Magic Device: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Ayreth |
Round 6
Ayreth reaches out to her newest comrade, Lindell, casting Guidance. "Strike well, friend Lindell." Then she starts moving toward Alar, wary of the pit trap.
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SW: Rounds left: 1
Move: 30' around pit to D-3.
Std: Cast Guidance. Target: Lindell.
Currently have Guidance buffs: Lindell.
Guidance: This spell imbues the subject with a touch of divine guidance. The target gets a +1 competence bonus on a single attack roll, saving throw, or skill check. The target must choose to use the bonus before making the roll to which it applies.
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Linndell Rallos |
Linndell waits for the bat-thing to come around the corner, hen he will shoot a arrow at it.
attack: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 141d6 ⇒ 4 the +1 is from Ayreth's guidance, and I rolled a pre-emptive attack to speed things up.
edit=added hp spoiler...forgot earlier
GM Left Hand of Doom |
Doctor Gii |
Round 6
Gii grabs his quarterstaff and moves towards the hallway where Alar and the remaining enemy are. He grits his teeth, not looking particularly pleased.
Gii grabs his quarterstaff (move) and moves to D:3 (standard).
Spells Prepared:
1 - divine favor (1/1), obscuring mist (1/1), shield [D] (1/1), summon monster I (1/1)
2 - barkskin [D] (1/1), remove paralysis (1/1), summon monster II (1/1)
3 - dispel magic [D] (1/1), prayer (1/1), remove curse (1/1)
Crossbow - 1 bolt fired
Bartholomew Grayson |
Bartholomew looks at the others uncertainly, having no idea what was going on. He moves forward and then spots the woman. Surprised, he turns to Gii and through his message spell asks, "Gii, ya got any of those scrolls left? She's lookin a lot like Leera was... only all Batlike. Maybe she's another victim?"
Alar remains between the batwoman and the party. He's unable to fight her, but he serves as good barrier from harm... hopefully.
Bart's Spellcraft: 1d20 + 3 ⇒ (1) + 3 = 4
Bart's Knowledge (Arcane): 1d20 + 8 ⇒ (1) + 8 = 9
GM Left Hand of Doom |
Paul brashly calls out to Bart,
"What in the hells is going on over there, boy? Has your little friend finished off our foe?"
and pushes himself off the ceiling, floating further to the left (to C3). Still in the air, he switches to his rife, aiming it at the passageway lest an enemy try to sneak by.
Bartholomew Grayson |
Through his spell Bart replies, and informs the rest of the group, "There's a spell caster... I think. She be like Leera was. Half animal, sounds like she's in pain. She's done somethin. Alar can't hit her."
GM Right Hand of Doom |
"Anyone tried talking with her, like we did back with Leeara?" Paul's eye was on keenly on the passageway. He remembered the curse that had befallen the cook and the strange behaviour of some of the other townsfolk back in Dustpawn.
Via your link with Alar, you discover that the elf-bat-woman is quite injured and probably not going to come around the corner and meet you guys head-on.
If anyone else wants to roll Spellcraft and/or Know Arcana, who can see the elf-bat-woman, they may do so at this time.
Bartholomew Grayson |
"She's pretty badly hurt... I don't know if she wants ta fight us or not but she could have done a lot worse to Alar if she could cast magic. Might be that she's just defending herself, Gii?"
GM Right Hand of Doom |
Round 7
The elf-bat-woman does not move out from her hiding place (nor approach the adventurers). She is muttering something quietly to herself.
1d20 + 9 ⇒ (13) + 9 = 22 Success
3d8 + 7 ⇒ (5, 7, 3) + 7 = 22
Your turn, heroes!
Note: Blue, you are still sickened.
Ayreth |
Round 7
Ayreth lets Paul float gently down to the ground and moves to the other side of Alar.
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Move: A-5