Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


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Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Update:
The anger of parhaps losing her child infuriates Aurora so much that she pushes the wand to its limits in which she has never done before. A small cloud of smoke emerges from the wand as 5 very fiery bursts of energies appear from the wand and strike the ooze.

Using empower feat on the wand, meaning 2 extra charges, but 1.5x more damage, 18*1.5 = 27

Because I have wand mastery feat, the wand of moderate healing should have done 2 extra hitpoints of healing, and I forgot to add the +2 the wand initial should have given me, so please add +4 hitpoints )


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn thinks, That spider-thing is a female?? even as he follows that up with another blast of his own.

Eldritch Blast Attack (ranged touch): 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Eldritch Blast Damage: 3d6 + 2 ⇒ (3, 5, 3) + 2 = 13


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

I think the ooze needs to go before the rest of us.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

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Verdan’s spectral weapon smacks into the ooze, bruising it badly (10 damage) as the cleric rushes to heal Aurora (+18 HP), restoring her to perfect health! But the artificer barely feels anything beyond her rage, sorrow and worry that her precious Shadow is about to be consumed by the horrific ooze. Drawing her wand, she shrieks at the monster and unleashes a barrage of arcane bolts that explode all along its dark surface like tiny explosions (18+ damage!) The thing quivers for a moment, then drops to the floor, taking its victims with it as they crash painfully – but now free of their sticky prison!

Shadow’s Falling Damage: 1d6 ⇒ 4
Morrow’s Falling Damage: 1d6 ⇒ 5

All is still as the pair that were held by the ooze extricate themselves from the remnants of the thing and the others do what they can to help.

Aurora, quick question in OOC! Everyone please give me a Spot check please!

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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PC Status and Adventure Notes
Verdan 61/61 [Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 100 minutes; Spiritual Weapon for 6 more rounds]
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 Resist Energy (30 Resistance to Acid) for 100 minutes
Morrow 39/75 Resist Energy (30 Resistance to Acid) for 100 minutes
Shadow 4/63 [Resist Energy (30 Resistance to Acid) for 100 minutes
Nebuzaradan 50/50 [Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Spot?: 1d20 - 1 ⇒ (10) - 1 = 9


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Spot: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Spot: 1d20 - 1 ⇒ (6) - 1 = 5


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Once the thing drops, Nebuzaradan casts detect magic and scans the area. Never know who these things may have consumed and what precious magic may have survived.

Spot: 1d20 + 6 ⇒ (1) + 6 = 7


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

When the last ooze finally drops dead, Aurora ushers her Homunculus to come to her and she begins to cast a spell to heal Shadow.
cast moderate repair: 2d8 + 10 ⇒ (8, 3) + 10 = 21
Where would be a good place to hold what level spells you would have casted?


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan quickly moves to Morrow and uses his positive energy to convert his Magic Vestment spell into healing.
Cure Ser, Wounds: 3d8 + 14 + 12 ⇒ (1, 7, 2) + 14 + 12 = 36
And as Verdan says his healing prayer, Morrow's wounds start to stitch back together.

Spot: 1d20 + 3 ⇒ (5) + 3 = 8
Sorry, Verdan is nearly blind for his level


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

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Verdan heals Morrow to full health and Aurora does what she can to patch up Shadow - who still looks quite ragged, but in slightly better shape than it was a moment earlier. Neb's spell reveals no magic auras, and it doesn't look like there's anything valuable in the remains of the oozes. Surely anything that had been consumed by them were utterly destroyed by the acidic secretions that a few of the party got first-hand knowledge of.

With the danger now in the past, the party takes another look around the worked stone room. Banks of polished stone pillars support rectangular stone balconies - to the south at either side and one to the north. The balcony floors are about 15 feet overhead, and above the balcony on the opposite side, a long thin line of fire burns brightly at the threshold of a natural-looking cavern. Four stone doors are set into the walls, one each to the west and east and two to the north on either side of the balcony rising above. The ceiling of the room rises 25’ above the floor, clearing the balconies by about ten feet or so.

Aurora, just make notes in your profile for now. I promise to get on your official character sheet soon!

Detail Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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PC Status and Adventure Notes
Verdan 61/61 [Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 100 minutes; Spiritual Weapon for 4 more rounds]
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 Resist Energy (30 Resistance to Acid) for 100 minutes
Morrow 75/75 Resist Energy (30 Resistance to Acid) for 100 minutes
Shadow 25/63 [Resist Energy (30 Resistance to Acid) for 100 minutes
Nebuzaradan 50/50 [Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Nebuzaradan, curious at this point, flies up between all the balconies so that his head is just high enough that he can see around.

Spot + darkvision: 1d20 + 6 ⇒ (2) + 6 = 8


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

"Careful Neb, there could still be traps on the balconies!" Reonnyn warns. Motioning to the others to check the doors out he slides over to the far left door and presses an ear to it.

Listen: 1d20 + 3 ⇒ (10) + 3 = 13


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Fearing that something else might come bursting from the doors, Aurora retreats towards the stairs with Shadow. And begins casting another infusion on her damaged Homunculus.

"I know, I know, the bad ooze is dead... don't worry, I will fix you. Now who is my pretty spider.."

cast moderate repairs: 2d8 + 10 ⇒ (4, 8) + 10 = 22

Spells used: 1:0, 2:2. 3:1. 4:0


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow thanks Verdan for the healing and looks around the area, watching his friends. "Probably more traps but I'm thinking magical in nature. What's the fuel for that fire? Is it real fire or illusion?"


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Assuming nothing leaps for his head, at Morrow's question Neb casts detect magic and scans the fire as well as the balconies.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

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Reonnyn hears nothing through the door as Aurora heals her Homunculus and Morrow keeps an eye out in general, asking about the nature of the fire blocking the passage above. Neb flies upward, intending to answer that very question as he begins to scan for magical auras as the Halfling warlock calls out a warning to the dwarven wizard. Reonnyn’s caution proves well founded, though not due to a trap, but rather in the form of a half-dozen feathered arrow shafts that zip through the flames in the direction of Neb!

Arrow Attack: 1d20 + 6 ⇒ (9) + 6 = 15 vs Neb’s FF AC = Miss!
Arrow Attack: 1d20 + 6 ⇒ (6) + 6 = 12 vs Neb’s FF AC = Miss!
Arrow Attack: 1d20 + 6 ⇒ (14) + 6 = 20 vs Neb’s FF AC = Hit!
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Arrow Attack: 1d20 + 6 ⇒ (9) + 6 = 15 vs Neb’s FF AC = Miss!
Arrow Attack: 1d20 + 6 ⇒ (3) + 6 = 9 vs Neb’s FF AC = Miss!
Arrow Attack: 1d20 + 6 ⇒ (10) + 6 = 16 vs Neb’s FF AC = Miss!

Fortunately for the wizard, his formidable mage armor protects him from nearly all of the arrows, save for one that slips past the shield and lodges in his right thigh. Though the flames had effectively concealed them from view, Neb has a good look at his attackers. Six ugly, misshapen creatures that look like some kind of cross between an ogre and a human. They are clad in breastplate armor and currently armed with heavy-looking recurved longbows. Each of them also has a heavy glaive at the ready. Those on the ground can see vague shapes through the flames, they look big, but details are impossible to discern through the fire.

Neb's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Morrow’s Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Aurora's Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Shadow's Initiative: 1d20 + 0 ⇒ (14) + 0 = 14
Reonnyn’s Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Verdan’s Initiative: 1d20 ⇒ 10
Half-ogre Initiative: 1d20 ⇒ 7

Everyone can act in Round 1 before the creatures get their actions! They have 1/2 cover (+4 AC) and concealment (01-20 miss chance) from those on the floor. Neb is high enough (about 30’ above the floor) not to have those penalties.

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

----------------------------------------------

PC Status and Adventure Notes
Nebuzaradan 38/50 [30’ above the floor; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 Resist Energy (30 Resistance to Acid) for 100 minutes
Shadow 47/63 [Resist Energy (30 Resistance to Acid) for 100 minutes
Verdan 61/61 [Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 100 minutes; Spiritual Weapon for 2 more rounds]
Morrow 75/75 Resist Energy (30 Resistance to Acid) for 100 minutes
6 Half Ogres


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Hearing the whistles of the arrows above her, and Neb's shout of pain, Aurora reacts by casting a spell on the shapes behind the fire, then retreats with shadow under the nothern balcony, hopefully safe from the arrows above her.

cast heat metal on their armours, I can affect 5 of them

Spells used: 1:0, 2:3. 3:1. 4:0


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

"By Pelors light! This place is a den of evil."
Gripping his holy symbol, Verdan call out to Pelor

"May the blessing of the sun lord steady our hand and protect us when needed!"

And a shimmering glow spreads out from Verdan causing his companions to glow as well for a moment before it fades.

Verdan cast bless on the party


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn cries out, "Ambush!" as he lets forth his own magic!

Eldritch Blast Attack (ranged touch) vs ?: 1d20 + 13 + 1 + 1 ⇒ (16) + 13 + 1 + 1 = 31
Eldritch Blast Damage: 3d6 + 2 ⇒ (6, 5, 1) + 2 = 14
Not sure who is the closest here but looks like Red is a target? If not then he will target the next closest one.
Miss chance 20%: 1d100 ⇒ 9


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

With a look of shock still seeing the floating mace of force waiting for it's command. Verdan sends it to attack the new foes.
Spiritual Weapon Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage, Force: 1d8 + 3 ⇒ (4) + 3 = 7


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

[/b]"Large humanoid creatures,"[/b] Neb calls out and then goes invisible. Once invisible he will shift his position about 10' to the east.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow just shrugs as more enemy attack. Why they hadn't attacked with the ooze is curious, unless that might have gotten that monster's attention?

"If they want to hide behind a wall of fire, I guess I can make it a little hotter...." He sends a fiery burst through the wall.

Fiery Burst: 3d6 ⇒ (1, 2, 5) = 8
5' radius burst. Aiming for red, orange, blue and yellow. Reflex Save DC15 for half. Hmm, Damage could be worse I guess.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

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Neb suddenly winks out of sight as he chants a word or two of magic. Reonnyn sends an eldritch blast at the nearest of the barely seen figures, but he doesn’t think he hit them. Aurora retreats back under the balcony for cover. Verdan brings the blessing of Pelor to his allies as the spiritual weapon just fails to connect, and Morrow sends a fiery burst against several of the bunched foes.

Combat Details:

Red Half-Ogre’s Reflex Save: 1d20 + 1 ⇒ (4) + 1 = 5 = Failure!
Orange Half-Ogre’s Reflex Save: 1d20 + 1 ⇒ (16) + 1 = 17 = Success!
Yellow Half-Ogre’s Reflex Save: 1d20 + 1 ⇒ (16) + 1 = 17 = Success!
Blue Half-Ogre’s Reflex Save: 1d20 + 1 ⇒ (15) + 1 = 16 = Success!

Green Half-Ogre’s Bow Attack: 1d20 + 6 ⇒ (6) + 6 = 12 vs Morrow’s AC = Miss!

Orange Half-Ogre’s Bow Attack: 1d20 + 6 ⇒ (10) + 6 = 16 vs Morrow’s AC = Miss!

Red Half-Ogre’s Bow Attack: 1d20 + 6 ⇒ (3) + 6 = 9 vs Morrow’s AC = Miss!

Blue Half-Ogre’s Bow Attack: 1d20 + 6 ⇒ (5) + 6 = 11 vs Reonnyn’s AC = Miss!

Yellow Half-Ogre’s Bow Attack: 1d20 + 6 ⇒ (10) + 6 = 16 vs Reonnyn’s AC = Miss!

Purple Half-Ogre’s Bow Attack: 1d20 + 6 ⇒ (5) + 6 = 11 vs Reonnyn’s AC = Miss!

The giants send arrows streaking down toward the party, aiming for those that stand exposed - three toward Morrow and another three at Reonnyn, but all of them miss their targets. Then they too back away from the edge, disappearing from the sight of everyone but Neb, who can still see two of the creatures standing some 20’ away from the wall of fire. Up here, the dwarf can see it is a natural fire burning in a shallow trench, perhaps tar or the like set to flame. There must be a source of it nearby, he figures. Verdan’s spiritual weapon returns to the cleric’s side, now that he cannot see any foes with his own eyes.

Party is up! Only Neb can see a couple of them, though – the others moved even beyond his line of sight somewhere to the west (left on the map.) Aurora, after re-reading the Artificer class, even the ‘quick’ infusions (spells) you cast a limited number of times per day still require a full round casting – that is, you’d have to stay put and it wouldn’t take effect until the beginning of your next turn (during which time you could lose concentration if you take damage.) I figured you’d rather get under cover, and as it turned out, the half-ogres moved out of sight anyway, so that spell would have been spoiled had you attempted it.

Detail Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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Round 2 – Initiative & Combat Notes
Nebuzaradan 38/50 [30’ above the floor; Invisible for 10 minutes; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]
Reonnyn 64/64 [Blessed (+1 to attack rolls/fear saves) for 10 minutes; DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes
Shadow 25/63 [Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes
Verdan 61/61 [Blessed (+1 to attack rolls/fear saves) for 10 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 100 minutes; Spiritual Weapon for 3 more rounds]
Morrow 75/75 Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes
6 Half-Ogres Green – Unwounded; Red – Wounded (-8 HP); Orange – Wounded (-4 HP); Yellow – Wounded (-4 HP); Blue – Wounded (-4 HP); Purple – Unwounded


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow moves out of the enemy's line of sight, closer to the fires. He speaks to the others quietly, unsure whether the ogres could hear or not, or would even try. "No point charging through fire and into a frying pan. If there's no way to clear that path maybe one of these doors would lead to them? Probably with traps though so let's heal up and move carefully."


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

"I don't like risking getting our escape route cut off." Reonnyn whispers as he moves closer to the duskblade. "These doors remind me of a castle entrance...many chokepoints, places to get trapped and slaughtered. My concern is with who orders those ogres around? Someone has to keep them in line!"

Reonnyn can Dimension Door up to the balcony if necessary.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

They will be waiting for us beyond those flames, if they just see someone approaching the flames, he will be a human pincussion. And to be honest I would prefer to avoid them. Lets see if these doors go anywhere. Just make sure you guard my back.
With that said Aurora moves to the western door, and check for traps.

traps western door: 1d20 + 18 ⇒ (3) + 18 = 21 This is a dice expression.


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

"We will not fear Ogres my friends. My armor should withstand most of their simple arrows, I can be the first through if you want. I can first dump about 20 gallons of water on that fire which should make it easier to get to them." Verdan says looking up at the fiery wall.


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

"Bart, go check them out." Neb whispers to his now invisible, flying weasel. Bart does just that. To create a little confusion Neb summons a pair of celestial lions in front of the guards. Once the lions appear Neb calls out, "They are distracted for a few moments."

d3 IVs: 1d3 ⇒ 2

Celestial Lions attacks; 42 HP each, DR 5/magic, resist 5 vs cold, electricity, acid

Claw smite: 1d20 + 9 ⇒ (10) + 9 = 191d4 + 7 + 5 ⇒ (1) + 7 + 5 = 13
Claw: 1d20 + 9 ⇒ (12) + 9 = 211d4 + 7 ⇒ (4) + 7 = 11
Bite: 1d20 + 4 ⇒ (8) + 4 = 121d8 + 2 ⇒ (1) + 2 = 3
rake if both claws: 1d4 + 2 ⇒ (1) + 2 = 3

Claw smite: 1d20 + 9 ⇒ (16) + 9 = 251d4 + 7 + 5 ⇒ (2) + 7 + 5 = 14
Claw: 1d20 + 9 ⇒ (18) + 9 = 271d4 + 7 ⇒ (2) + 7 = 9
Bite: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 2 ⇒ (1) + 2 = 3
rake if both claws: 1d4 + 2 ⇒ (2) + 2 = 4


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

With the 'plan' discussed morrow draws his new sword, ready to check it out. He waits for the celestial lions to appear and for Verdan to dump some water on the wall of fire.

Regardless of the success or not with the water Morrow moves with Verdan to face the over-grown ogres.

Once the casting is done Morrow joins Verdan to charge any visible enemy and attack. Not actually a charge.... Note: If the fire is still burning, the Ring of Moradin gives me Fire Resistance/10, limited to 10 points/day.

If I can reach an enemy to attack:

Attack: 1d20 + 10 + 3 + 2 + 1 ⇒ (14) + 10 + 3 + 2 + 1 = 30
damage?: 1d8 + 1d6 + 3 + 2 ⇒ (2) + (6) + 3 + 2 = 13


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan nods at Morrow and casts air walk to walk up the room. He then casts create water to put out the flames and walks into the room to take the arrow hits.
Once he is able to sees a threat he directs the Spiritual Weapon to strike.

Spiritual Weapon Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage, Force: 1d8 + 3 ⇒ (5) + 3 = 8
I think that is two turns worth of actions


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

But what about the doors? What if they storm through them an attack us in the rear?
Seeing the battleplan suddenly changes, Aurora moves with Shadow north 15 feet up the wall, safe from any melee attack should it burst through the doors, and she begins to infuse a rod.
Instead of examing the door, Aurora is infusing blast rod into her rod, with much haste.
Spells used: 1:0, 2:3. 3:2. 4:0, fast infusions: 1


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn nods in understanding here to Aurora, motioning to the doors. "I will watch the doors Aurora."

Reonnyn will maintain a watch on all the doors here, readying to blast any enemy to charge through.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Just trying to get this round straight in my head...

Neb casting a summoning spell, which takes a full round and will summon the lions at the beginning of the next round (Round 3) on his turn. At which point Neb can also take his Round 3 actions. His invisible, flying (thanks to shared spell) is going to recon the cavern where the half-ogres are skulking. The dwarf is still floating above the room in which the adventurers are currently standing below.

Reonnyn staying put and watching the doors.

Aurora and Shadow creep up the wall so they are 15' above the floor, the artificer infusing her blast rod with a Haste spell. Aurora, can you tell me how that spell works? I read the description and I'm just not getting it... Which is weird, maybe I'm too tired at the moment?

Verdan is casting Air Walk this round and starts moving up, apparently walking on thin air!

Morrow draws his sword and waits to get up there... Not sure about this action yet, as Air Walk only allows Verdan to 'walk' up the air stairs to get to the cavern. He'd have to cast the spell on Morrow for the duskblade to do the same, I do believe. Otherwise, I'm not sure how Morrow is getting up there.

If that's pretty much Round 2, the half-ogres aren't taking any actions this round, though they're pretty much 'readying' their attacks against anything or anyone that closes in with them.

So those whose actions I'm unclear on (as noted above) please clarify your actions as I'm understanding them and you can all post your Round 3 actions! :)


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

I didn't see that the opening is higher than the floor where we are. I guess Morrow will climb up. Sword in scabbard, etc. Using his rope of climbing and his phenomenal climbing ability....

Jump for Leaping Climber: 1d20 + 12 ⇒ (13) + 12 = 25 Starting at 6' high.
Climb check with speedy ascent and accelerated climbing.: 1d20 + 16 ⇒ (10) + 16 = 26 Rope of Climbing lowers the DC by 10. That should take me up 20'.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sounds good Morrow! Yep, that passage is about 15' up, just above the balconies. The ceiling of the chamber itself is 25' up, so the passage entrance is about 10' high. Neb is currently floating 15' above the ground, roughly on level with the passage (I mistakenly have 30' in the combat notes.)


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

So just to clarify, you can all post your Round 3 actions. Morrow, you'll have to have your sword sheathed to climb, as you need both hands. I'll also presume you're waiting for Verdan to douse the fire in Round 3.

So here's what I'm seeing thus far:

Round 2:

Neb casting a summoning spell, which takes a full round and will summon the lions at the beginning of the next round (Round 3) on his turn.

Reonnyn staying put and watching the doors.

Aurora and Shadow creep up the wall so they are 15' above the floor, the artificer casting er Blast Rod spell. Curses can be heard above at the armor of the half-ogres begin to heat up.

Verdan is casting Air Walk and starts moving up toward the balcony, standing at its edge with the wall of flame in front of him.

Morrow readies his Rope of Climbing and gets it to wrap across the balcony, anchoring on the far pillar supporting it so he can climb up next round.

The half-ogres in view move away to the west (left on the map) and out of sight as they see the cleric approach the balcony.

Round 3:

Neb finishes his summoning spell and sees the celestial lions turn to the west and roar as they leap toward their targets. Shouts and sounds of combat ensue, though you cannot see what is happening! The wizard then... [Post your action!]

Reonnyn... [Post your action!]

Aurora and Shadow... [Go ahead and roll next round of damage for Heat Armor along with posting your actions!]

Verdan casts a spell to Create Water the size of about two-and-a-half cubic feet and dumps it over a section of the burning tar! The fire in that section (a 5' square) lessens to some degree, but it still looks damn hot! (Can still take a Move action if you want!)

Morrow swiftly climbs the rope and draws his sword. (This is your entire action for Round 3!)

So still need some actions for Round 3, then I'll go into the usual format once you can actually see into the cavern. The map shows where the water was dumped, but it didn't completely dowse the fire. Twenty gallons is a lot, but this was also a fire that was burning very hot. Will be 'easier' to get through than the other squares, though. Anyone moving through give me a Reflex save.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Okay Aurora, he is going against many opponents, better make sure he gets out without being skewered like a kebab.

Aurora moves closer to the flaming pit, still on the edge, and starts casting a spell on Verdan. While also trying to remember the new curse words for future use that she is hearing from beyond the flames.

heat metal round 3: 2d4 ⇒ (2, 4) = 6

Casting Shield of Faith => +3 deflection bonuc to AC for Verdan for 10 min

Could Aurora move via the ceiling to avoid moving through the flames of the pit, instead of going through it?

Spells used: 1:1, 2:3. 3:2. 4:0, fast infusions: 1


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Yes, if you have flight (or climb, or whatever) there is enough clearance above the flames to avoid damage.


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Neb floats into the room to get an idea of what is going on. At the same time, he sends an empathic signal to Bart sharing his desire for the weasel to return.

(standard action depends on what I see)


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn will hold his actions for now, concerned about getting ambushed from behind.


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan steps into the room by not touching the floor but on the air. He has his shield in front to block as many of the arrows as he can.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

-------------------------------------------------

As some of the party reach the room, they find that two of the half-ogres have dispatched the two big lions, though one of them has evidence of getting clawed up by Neb’s summoned creature. The other four quickly converge on Verdan, who has a limited amount of space to air walk in this chamber, as the ceiling is only ten feet above the floor! But the cleric’s armor, assisted by Aurora’s protective spell, sheds the heavy blows of the monstrous creatures!

Combat Details:

Red Half-Ogre’s Will Save: 1d20 + 1 ⇒ (15) + 1 = 16 = Failure!
Orange Half-Ogre’s Will Save: 1d20 + 1 ⇒ (1) + 1 = 2 = Failure!
Yellow Half-Ogre’s Will Save: 1d20 + 1 ⇒ (9) + 1 = 10 = Failure!
Blue Half-Ogre’s Will Save: 1d20 + 1 ⇒ (9) + 1 = 10 = Failure!
Green Half-Ogre’s Will Save: 1d20 + 1 ⇒ (13) + 1 = 14 = Failure!

Orange Half-Ogre’s Readied Halberd Attack: 1d20 + 10 ⇒ (13) + 10 = 23 vs Lion’s AC = Hit!
Halberd Damage: 1d10 + 15 ⇒ (2) + 15 = 17

Red Half-Ogre’s Readied Halberd Attack: 1d20 + 10 ⇒ (15) + 10 = 25 vs Lion’s AC = Hit!
Halberd Damage: 1d10 + 15 ⇒ (1) + 15 = 16

Orange Half-Ogre’s Halberd Attack: 1d20 + 10 ⇒ (8) + 10 = 18 vs Lion’s AC = Hit!
Halberd Damage: 1d10 + 15 ⇒ (5) + 15 = 20

Red Half-Ogre’s Halberd Attack: 1d20 + 10 ⇒ (12) + 10 = 22 vs Lion’s AC = Hit!
Halberd Damage: 1d10 + 15 ⇒ (6) + 15 = 21

Green Half-Ogre’s Halberd Attack: 1d20 + 10 ⇒ (9) + 10 = 19 vs Verdan’s AC = Miss!
Halberd Damage: 1d10 + 15 ⇒ (4) + 15 = 19

Yellow Half-Ogre’s Halberd Attack: 1d20 + 10 ⇒ (6) + 10 = 16 vs Verdan’s AC = Miss!
Halberd Damage: 1d10 + 15 ⇒ (10) + 15 = 25

Blue Half-Ogre’s Halberd Attack: 1d20 + 10 ⇒ (12) + 10 = 22 vs Verdan’s AC = Miss!
Halberd Damage: 1d10 + 15 ⇒ (10) + 15 = 25

Purple Half-Ogre’s Halberd Attack: 1d20 + 10 ⇒ (4) + 10 = 14 vs Verdan’s AC = Miss!
Halberd Damage: 1d10 + 15 ⇒ (1) + 15 = 16

OK, the lions appeared in Round 3 on Neb’s turn and attacked the ogres in the western part of the room, but they both got readied attacks as the lions attacked them – having switched from bows to their halberds in anticipation of your party moving into the chamber. Neb, I think the lions had only 32 HP each, so they got carved up pretty quick – one of them died from the readied attacks before it could even attack. On their turn, the pair attacked again, bringing down the second lion as the two on the far side of the room moved to attack the air-walking Verdan, while the two on the 5’ ledge to the east leapt down to attack the cleric as well. Note the ceiling is only 10’ up in this chamber, those that are flying are adjacent to those on the ground below them. Everyone can post their Round 4 actions! Neb, you can give me a retro’d standard action for Round 3 if you’d like. Verdan, you can take one more attack with that spiritual weapon before it disappears. Morrow, if you move into the room this round, give me a Reflex save to avoid the flames – and I presume you’ll go through the area that’s partially doused? It looks more cramped than it currently is, because Verdan and Neb (invisible) are floating above the ground, so you can move under them (into the same square on the map.)

Detail Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

----------------------------------------------

Round 4 – Initiative & Combat Notes
Nebuzaradan[/b] 38/50 [30’ above the floor; Invisible for 10 minutes; Blessed (+1 to attack rolls/fear saves) for 10 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]
Reonnyn 64/64 [Blessed (+1 to attack rolls/fear saves) for 10 minutes; DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes
Shadow 25/63 [Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes
Verdan 61/61 [Blessed (+1 to attack rolls/fear saves) for 10 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 100 minutes; +3 Deflection bonus to AC for 10 minutes; Spiritual Weapon for 1 more round]
Morrow 75/75 Blessed (+1 to attack rolls/fear saves) for 10 minutes; Resist Energy (30 Resistance to Acid) for 100 minutes
6 Half-Ogres Green – Wounded (-9 HP); Red – Wounded (-28 HP); Orange – Wounded (-29 HP); Yellow – Wounded (-13 HP); Blue – Wounded (-13 HP); Purple – Unwounded [All but Purple are affected by Heat Metal (Round 4 of 7)]


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+9,R:+5,F:+9 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow moves through the reduced flames Reflex save: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 trying to get an attack on the closest half-ogre.

attack: 1d20 + 16 ⇒ (9) + 16 = 25
damage if I hit: 1d8 + 1d6 + 5 ⇒ (6) + (2) + 5 = 13

Guess I'll be burnt a bit. But my Ring of Moradin will provide Fire Resist 10 against it. 1/day


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

I have augment summoning so they would have had 42 each with DR5/magic in case these guys are using MW or lesser weapons.

Seeing his lions dispatched so easily he moves out of the room and hovers above the balcony. When the others enter the fray he casts haste so as to ensure he can benefit his entire team.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Totally missed that Neb, sorry about that! Their damage did indeed bypass the DR, and figure the ones from the back area dispatched the lions with their strikes (they did more than enough) before moving to engage Verdan. Since their attacks missed the cleric anyway, no need to retcon any damage done on him. Thanks!


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Seeing all the creatures armed with had weapons. Verdan call upon the power of Pelor to shield him and strike back at the evil attacking him. He casts fire shield (Chill Shield)
Concentration, Cast defensively: 1d20 + 10 + 3 ⇒ (16) + 10 + 3 = 29
And walks into the room to give space for the others. Trusting that his wards, armor, and faith in Pelor will see him through.
Attacks of Opportunity from Blue, Purple, and Green

Verdan's Spiritual Weapon strikes at the (Red) half-ogre.

Spiritual Weapon Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage, Force: 1d8 + 3 ⇒ (6) + 3 = 9

And then fizzles out.

Fire Shield
CASTING
Casting Time 1 standard action
Components V, S, M (phosphorus for the warm shield; a firefly or glowworm for the chill shield)
EFFECT
Range personal
Target you
Duration 1 round/level (D)
DESCRIPTION
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield.
Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows.
Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.
Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.
So it's 1d6+10 cold damage


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

They are too close to the flames to make the web spell usefull and Verdan may be cut off.
Those big halbards these creatures are holding are too close for her comfort.
She grabs her rod infused with the blast rod and aims at the purple half-ogre. She gives the command word and discharges it fully while adding a newly learned ogre's curseword "##^#@&# this"

She orders Shadow to move back into the room, away from the halbards reach

ranged touch attack: 1d20 + 8 ⇒ (4) + 8 = 12 vs touch ac
Blast rod on purple: 10d8 ⇒ (6, 1, 3, 5, 8, 3, 3, 6, 3, 6) = 44

heat metal round 4: 2d4 ⇒ (3, 4) = 7

After firing her rod would moving 5 feet back into the chamber cause the purple to have an AOO against Aurora with that halbard? Remember, she is upside down on the ceiling, so she is farther away then just 5 feet
Sorry, forgot to include the attack of the rod.
If the ranged touch is missed, the blast rod is still discharged


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +9 / Ref: +11 / Will: +10 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn watches the party head deeper into the maw, waiting a few more precious seconds before grimacing here. "Hope they know what awaits them..." He then concentrates at the platform and shimmers briefly appearing next to Shadow!

Using Flee the Scene to appear next to Shadow on the platform. This is a standard action; as a move he will eye the doors below still concerned about being encircled. Spot: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Don't forget the effects of haste; an extra attack at full BAB if doing a full attack, +1 AC, +1 REF, +1 attack rolls, movement increased by 30'

I think I am caught up, if I need to take another action let me know.

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