Dungeon Master S |
Ferox tries to break free of the spell, but is held fast:
Round 1:
Grym: Go
Sandor: Go
Gaius: Hit
Ferox: Paralyzed
Baddies: TBD
Morkeleb: TBD
Odric: TBD
Blue: 10
Thorgrym the Tracker |
Team Ranger
The ranger hops in front of Morkeleb to attack the strange creature in front of him. Bucho follows suit.
both Grym and Bucho only had to make a 5' step, so both full attack
main attack 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38
Serethial 1d8 + 15 + 2 + 4d6 ⇒ (2) + 15 + 2 + (6, 6, 4, 1) = 36
offhand 1d20 + 18 ⇒ (9) + 18 = 27
SharkSlayer 1d4 + 15 ⇒ (1) + 15 = 16
2nd main 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24
Serethial 1d8 + 15 + 2 + 4d6 ⇒ (5) + 15 + 2 + (3, 1, 1, 3) = 30
2nd offhand 1d20 + 13 ⇒ (1) + 13 = 14
SharkSlayer 1d4 + 15 ⇒ (2) + 15 = 17
Remember TwoWeapon Rend, if both weapons strike then additional damage
Rend damage 1d10 + 6 ⇒ (5) + 6 = 11
Bucho's main attack 1d20 + 18 ⇒ (4) + 18 = 22
bite 1d8 + 15 ⇒ (2) + 15 = 17
2nd attack 1d20 + 13 ⇒ (19) + 13 = 32
bite 1d8 + 15 ⇒ (3) + 15 = 18
Dungeon Master S |
Ranger, dog, and Sword of Legend react with shocking speed. The alacrity of tooth and steel are indeed the stuff of legends. Grym opens with a slash across the chest of the horror, cutting deeply and drawing blood the color of pyre smoke. Unfortunately the creature dodges and defends the other attacks.
The corner is tough for Bucho, but his second bite gets a leg and tears part of the monster off.
Round 1:
Grym: Hit
Sandor: Go
Gaius: Hit
Ferox: Paralyzed
Baddies: TBD
Morkeleb: TBD
Odric: TBD
Blue: 64
Sandor Stouthammer |
The normally talking, and always moving Odric slowed to a stop in midstride. Sandor could feel something touch his mind, but his armor got warm, no, tickled his skin, no ohh heck his armor felt different as the spell washed over him.
Then ambushed by the 4 shining children as Morkelb called them spurred the dwarf into action. He took a small step to the south, and proceeded to lay into the one Grym was fighting, but saving a bash and an axe for the one to the southeast.
On Blue:
Dwarven Waraxe +1 TWF+PA: 1d20 + 17 ⇒ (19) + 17 = 36
Dmg: 1d10 + 15 ⇒ (6) + 15 = 21
Shield Bash TWF+PA: 1d20 + 20 ⇒ (12) + 20 = 32 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d6 + 13 ⇒ (5) + 13 = 18
Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 12 ⇒ (7) + 12 = 19
Dmg: 1d10 + 15 ⇒ (2) + 15 = 17
Rend (If both weapons hit): 1d10 + 6 ⇒ (3) + 6 = 9
IF blue goes prone, or is moved both Grym, and Bucho get an AoO
On White:
Shield Bash TWF+PA (2nd attk): 1d20 + 15 ⇒ (14) + 15 = 29 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d6 + 13 ⇒ (2) + 13 = 15
Dwarven Waraxe +1 TWF+PA (3rd attk): 1d20 + 7 ⇒ (17) + 7 = 24
Dmg: 1d10 + 15 ⇒ (1) + 15 = 16
Rend (If both weapons hit): 1d10 + 6 ⇒ (6) + 6 = 12
Dungeon Master S |
Sandor steps up, and immediately connects with his Waraxe. The Shining Child isn't knocked back, and Sandor sees that its feet don't actually touch the ground, floating perfectly in the air. He follows with the shield. heat connects and he rends the thing for more pain. Unfortunately he can't connect after that, though the creature is nearly destroyed.
Instantly all 4 creatures emit a blinding light of unimaginable intensity.
ALL characters must make FOUR DC 25 FORT saves or be blinded. The rest of their turn is dependent on saves. Feel free to bot roll them, but I've got to step away.
Round 1:
Grym: Hit
Sandor: Hit
Gaius: Hit
Ferox: Paralyzed
Baddies: ATK
Morkeleb: TBD
Odric: TBD
Blue: 112
Odric the Stout |
Saving Throw: 1d20 ⇒ 11
26 succeeds
This is an innovation using the text replacement feature I mentioned in Discussion. I just type zsave and it autocorrects to the above. All I had to do was a little high math and type 26 succeeds. It feels great to make autocorrect do something useful for once BTW!
Sandor Stouthammer |
OUch this is going to suck... Grym, and Odric.. you each need 3 more saves.....
FortSave: 1d20 + 18 ⇒ (17) + 18 = 35 +2 vs Spells and SLA's
FortSave: 1d20 + 18 ⇒ (4) + 18 = 22 +2 vs Spells and SLA's
FortSave: 1d20 + 18 ⇒ (18) + 18 = 36 +2 vs Spells and SLA's
FortSave: 1d20 + 18 ⇒ (13) + 18 = 31 +2 vs Spells and SLA's
Someone please tell me that we have a bless still active on us..
Odric the Stout |
Saving Throw: 1d20 ⇒ 13
Saving Throw: 1d20 ⇒ 12
Saving Throw: 1d20 ⇒ 7
28, 27, and 22
Odric thinks, Well, if I can't move, at least I can still see what's going.... SON OF A...!!!
Dungeon Master S |
The world goes black for some.... Intelligent weapons are unaffected, and even if the formian is, they have blindsense.
The lights immediately go out for Sandor and Odric (though in Odric's case, no one can tell.)
Grym: 3 Saves
Bucho: 4 Saves
Gaius: 4 Saves
Ferox: 4 Saves
Criktik: 4 Saves
Morkeleb: 4 Saves
Round 1:
Grym: Hit
Sandor: Hit
Gaius: Hit
Ferox: Paralyzed
Baddies: ATK
Morkeleb: TBD
Odric: TBD
Blue: 112
Thorgrym the Tracker |
good Lord! FOUR saves!
Grym's last three saves. 1d20 + 16 ⇒ (3) + 16 = 19
1d20 + 16 ⇒ (1) + 16 = 17
1d20 + 16 ⇒ (8) + 16 = 24
Saves de Bucho
1d20 + 18 ⇒ (19) + 18 = 37
1d20 + 18 ⇒ (17) + 18 = 35
1d20 + 18 ⇒ (1) + 18 = 19
1d20 + 18 ⇒ (18) + 18 = 36
Dungeon Master S |
Grym: Blind
Bucho: Blind
Gaius: Blind
Ferox: 4 Saves
Criktik: 4 Saves
Morkeleb: Blind
Sandor: Blind
Odric: Blind
Round 1:
Grym: Hit
Sandor: Hit
Gaius: Hit
Ferox: Paralyzed
Baddies: ATK
Morkeleb: TBD
Odric: TBD
Blue: 112
Ferox Kerr |
Ferox:
Fort: 1d20 + 15 ⇒ (9) + 15 = 24
Fort: 1d20 + 15 ⇒ (16) + 15 = 31
Fort: 1d20 + 15 ⇒ (2) + 15 = 17
Fort: 1d20 + 15 ⇒ (20) + 15 = 35
Cricktik:
Fort: 1d20 + 11 ⇒ (2) + 11 = 13
Fort: 1d20 + 11 ⇒ (11) + 11 = 22
Fort: 1d20 + 11 ⇒ (2) + 11 = 13
Fort: 1d20 + 11 ⇒ (19) + 11 = 30
Dungeon Master S |
With the entire party blinded, the shining children set to work. They gang up on those whom they can flank:
Blue: lashes out at Sandor: Touch 1: 1d20 + 19 ⇒ (12) + 19 = 31 for FIRE: 4d10 ⇒ (8, 9, 9, 10) = 36 damage and Touch 2: 1d20 + 19 ⇒ (10) + 19 = 29 for FIRE: 4d10 ⇒ (7, 6, 4, 7) = 24 damage. Their touch continues to burn as the very blood inside the dwarf begins to glow with heat!
White slides over to also touch Sandor: Touch 1: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39 for FIRE: 4d10 ⇒ (6, 4, 6, 7) = 23 damage
Red: Touch 1: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24 for FIRE: 4d10 ⇒ (2, 10, 9, 2) = 23 damage and Touch 2: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 misses!
Black: Touch 1: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36 for FIRE: 4d10 ⇒ (2, 7, 5, 10) = 24 damage and Touch 2: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32 for FIRE: 4d10 ⇒ (1, 2, 3, 10) = 16 damage.
Round 1:
Grym: Hit
Sandor: Hit
Gaius: Hit
Ferox: Paralyzed
Baddies: ATK
Morkeleb: Go
Odric: Paralyzed
Blue: 112
Dungeon Master S |
Morkeleb vanishes, though none of the Upturned Cup can tell.
Odric fights against the paralysis WILL: 1d20 + 7 ⇒ (13) + 7 = 20, but it holds him fast.
Round 2:
Grym: Go
Sandor: Go
Gaius: Go
Ferox: Go
Baddies: TBD
Morkeleb: TBD
Odric: TBD
Blue: 112
Dungeon Master S |
"Aye you handsome man. I can aim you, but YOU have to crack me!"
Flagg has Blindsense, so she can unerringly aim you to a square with an enemy, but you have a 50% of missing with the lash.
Cricktik |
Though he can't see, Cricktik can feel their movement through the subtle vibrations in the floor. He steps forward and lashes out at one attacking Sandor.
sting: 1d20 + 16 ⇒ (13) + 16 = 29
damage: 1d8 + 5 ⇒ (6) + 5 = 11
sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex and sickened; cure 2 saves. The save DC is Constitution-based.
claws: 1d20 + 16 ⇒ (17) + 16 = 33
damage: 1d4 + 5 ⇒ (3) + 5 = 8
claws: 1d20 + 16 ⇒ (11) + 16 = 27
damage: 1d4 + 5 ⇒ (2) + 5 = 7
bite: 1d20 + 16 ⇒ (4) + 16 = 20
damage: 1d6 + 5 ⇒ (2) + 5 = 7
Gaius Lirsiiv |
Galus lashes out against the creature he hit before, but this time he works to trip...
Whip:1d20 + 17 ⇒ (13) + 17 = 30 Vs. CMD or Trip.
Concealment, High=Good:1d100 ⇒ 34
Darn.
Dungeon Master S |
Cricktik Miss 1: 1d100 ⇒ 79
Cricktik Miss 2: 1d100 ⇒ 14
Cricktik scores a hit with the stinger, but the others miss.
Dungeon Master S |
The world stays black, but the sounds of battle fade. In their place are the sounds of carousing and leisure. In an instant a new scent wafts into your noses. It's not the mildew of an ancient basement, but the succulent smell of spiced potatoes.
Out of combat.
Thorgrym the Tracker |
Same here, disbelieve 1d20 + 8 ⇒ (16) + 8 = 24
This makes no sense to Grym. He was right in front of the blue one. Can he keep slicing away? Blindly?
I don't think sense of blindness should affect Bucho that much. Can he still smell his enemy?
Perception scent 1d20 + 12 + 8 ⇒ (17) + 12 + 8 = 37
Dungeon Master S |
Indeed, none of you can see, but when the serving girl arrives at the door, she screams.
Despite your best efforts to think otherwise, this is definitely real.
Thorgrym the Tracker |
Still holding SharkSlayer (just bc), the ranger sheaths Serethial. Feeling a calm energy from Bucho he reaches down to touch the dog. The dog feels very relaxed, maybe a little excited but its from the food smells.
Grym thinks to Criktik, "I think this is the real deal. Bucho's nose is never wrong"
Dungeon Master S |
I confirm that we are in a new room. Seems like a bipedal room for business. thinks Cricktik
-Posted with Wayfinder
Morkeleb the Mighty |
Morkeleb begins to catch on to what may have happened. Sandor...did you Wish us out of that predicament? If so...
He pauses, and decides this is an appropriate time to use strong language ...that was phlucking brilliant!
Dungeon Master S |
"Sandor you fool!" Odric bellows, "As every schoolchild knows, the first thing you're supposed to wish for is more wishes!"
Now that his sight has returned, he looks to Morkeleb for confirmation with a wild-eyed incredulity at Sandor's rookie mistake.
Or some clean dry clothes you stupid git!
Morkeleb confirms that this blindness is ...permanent. It can only be cured with a spell designed to remove Blindness. Thankfully the church of Abadar charges but 150 Gp per casting. (Though given time some of you might be able to.)
Dungeon Master S |
Given the context clues, Morkeleb is pretty confident that you're at the Keg and Eagle.
Morkeleb the Mighty |
We all hold hands and Flag leads us to the temple...
No. It will be better if Gaius alone is led to the temple...all of us together will attract attention, and we are "easy pickings" right now. Gaius can get there stealthily, and can bring a priest or two here. Gaius, do you agree to this?
Gaius Lirsiiv |
Depends on how quickly we need this done. I can cure us tomorrow if I can rest and pray for spells. And I won't have an easy time at this. Flagg can sense creatures around us, but isn't as useful in getting me to The Temple.
This may be an unpopular opinion, but I think the Abadaran is the last item on our to-do list. Maybe we call that an acceptable loss.
If I understand the ability correctly. DM?
Dungeon Master S |
You need to check in with the Resistance anyway. They may have more information. As is, no one knows what you've done in the castle... for now.