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

Slowly Aurora opens the door, ready to run if there is someone waiting behind it.

Spellcraft: 1d20 + 16 ⇒ (13) + 16 = 29


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.

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

Aurora recognizes it with her innate knowledge of magic a few moments after Morrow uses a spell to do the same. The dark 'pearl' is a Bead of Force, which can be hurled at a target whereupon it explodes and might entrap a single creature inside a wall of force for a short time.

The artificer continues to explore, and after determining there is no trap upon the northernmost door she opens it, revealing an empty room beyond. A door is set into the wall opposite, and to her left is a store room with numerous barrels haphazardly piled against the western wall. From this angle, Aurora can't see the entire chamber to the south, but it looks like it probably connects with the northern door far to her left, in the westernmost part of the half-ogre cavern. To her right, an unworked corridor winds its way to the east, past the raised 'latrine' area of the nasty half-ogres, then it seems to angle off to the northeast and out of her line of sight (and beyond the artificial light of Verdan's torch.) In fact, this entire area is in darkness, including the storeroom.

Aurora, I'm about finished with your Official approved character sheet. Sent you a quick PM about your homonculous. Also, after becoming more familiar with your character's abilities, I have no problem with you 'fixing' your lockpick once you have some downtime (i.e. a night's rest), though as I mentioned in the PM, I don't think you have darkvision unless I'm missing something. So you and Verdan both will need light to see by.

Detail Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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

PC Health & Adventure Notes

Reonnyn 63/64 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 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 [Darkvision; Carrying Everburning Torch for light (for Verdan's sake); Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]

Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]

Verdan 60/61 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 97 minutes; +3 Deflection bonus to AC for 7 minutes]

Morrow 75/75 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]

Nebuzaradan 50/50 [Darkvision; 15’ above the floor; Invisible for 7 minutes; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 17 minutes]


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+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 approaches cautiously into the storeroom, eyes alert for any danger. Once Aurora has given the all clear he turns his attention to the haphazard pile of barrels. "Looks like they used the barrels to store water in them. I wonder where they are getting the water from..." he says as he gives the barrels a look over.

Search: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22

While Reonnyn would LOVE to have that Bead of Force, he will bide his time...for now.


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

Aurora wishes she was not able not to smell the stank of latrine. Why would they have so many barrels of water?

She then continues her work and checks for traps on the door on the north

Search traps: 1d20 + 18 ⇒ (11) + 18 = 29


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | 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

Seeing no immediate danger Morrow waits and watches while the others investigate.


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

"That is a good find in the chest. Being so long ago I guess there is no way of finding the original owners. And he watches the others apply their crafts.

Sorry, I am on a business trip so my post may be slow coming.


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.

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

It quickly becomes apparent to Reonnyn that there is no water stored in the barrels, rather it appears to be a pitch black tar substance - likely used to keep the flames burning in the room that the half-ogres were guarding to the south. Though most of them appear to be empty, there are a few that appear to be full, or at least nearly so. The stuff is thick and heavy and the halfling judges it would take quite some time to set it to burning. Aurora finds no signs of traps on the door to the north.

No problem at all, Verdan. Glad you're still with us!

Detail Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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

PC Health & Adventure Notes

Reonnyn 63/64 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 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 [Carrying Everburning Torch; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]

Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]

Verdan 60/61 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 97 minutes; +3 Deflection bonus to AC for 7 minutes]

Morrow 75/75 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]

Nebuzaradan 50/50 [Darkvision; 15’ above the floor; Invisible for 7 minutes; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 17 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 waits patiently for the door to be opened. He checks periodically behind him but has faith that Bartholomew is keeping an eye out behind.

Bart Spot: 1d20 + 3 ⇒ (9) + 3 = 12


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

Hmm, who would set these half-ogre's guard this place, and what are they guarding? The boss that ordered them here should be fearsome, as they would never take orders from a weak individual

"So, this door, or the path to the right?" Aurora asks the others.


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+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 have no desire to wade around in some filthy ogre's waste! Reonnyn thinks to himself.

"Straight ahead Aurora."


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.

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

The party heads north through the door, finding a very short hallway, only 10' square, with another door set opposite the one they opened. Aurora searches for traps again and, finding nothing, opens this one as well. Beyond is a rectangular chamber with two other doors, one ahead and the other just to their right. The walls are decorated with crude murals of lumbering humanoid behemoths pillaging human villages. The beasts are about eight feet tall, if the scale is proportionate, and the raiders strongly resemble the half-ogres they'd recently fought. This place apparently served as some sort of ceremonial or celebratory chamber. But now dried blood spatters portions of the the renderings and the paint has been defaced or scraped away in many spots. In the northeast corner of the room is a pile of rubble that looks to have once been a statue of some kind. Among the shattered stonework can be glimpsed pieces of a dismembered and badly rotted corpse.

Go ahead and roll Search checks if you want to poke around, or if you want to pass through let me know which door you're choosing.

Detail Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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

PC Health & Adventure Notes

Reonnyn 63/64 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 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 [Carrying Everburning Torch; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]

Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]

Verdan 60/61 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 97 minutes; +3 Deflection bonus to AC for 7 minutes]

Morrow 75/75 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Resist Energy (30 Resistance to Acid) for 97 minutes]

Nebuzaradan 50/50 [Darkvision; 15’ above the floor; Invisible for 7 minutes; Blessed (+1 to attack rolls/fear saves) for 7 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 17 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 flies through the room behind the others casually looking about him.

Search: 1d20 + 6 ⇒ (2) + 6 = 8


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

Neb smacks his had lightly against the ceiling when he flies a bit too casually and spends most of his time rubbing the bruised area and tenderly feeling the small knot that's forming. The dwarf is far too distracted to notice much more than a bunch of rubble and the two other doors...


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+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 glances at the corpse with a look of distaste before deciding to poke around the statue remains.

Search: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11


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

Reonnyn spots a few features on the rubble to confirm it was a statue, but not much more than that. The corpse looks like it's been here awhile, probably more than a couple months.


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

Aurora leaves the corpse alone, fearing it may rise and attack them. She does give the rubble a good look over

Search: 1d20 + 18 ⇒ (3) + 18 = 21

Afterwards she checks the door for any traps
Search traps: 1d20 + 18 ⇒ (1) + 18 = 19


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

Aurora decides to leave the corpse be, fearing it may rise and attack them
She does give the rubble a good poke and search.

Search: 1d20 + 18 ⇒ (2) + 18 = 20

Afterwards she checks the door for traps

Search traps: 1d20 + 18 ⇒ (10) + 18 = 28


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

Those are some horrible rolls, but some very good modifiers!

Though she doesn't poke around the body, Aurora deems that the corpse is that of a very large humanoid that is likely kin to the half-ogres they fought earlier. In addition, she notes some trappings worn by the creature that, while not anything of particular value, indicate that it was likely a ruler of some kind - perhaps a shaman or a chieftain even. She doesn't recognize what the state might have depicted, despite spotting a good number of features that might have clued her in - it's just not something she has any knowledge about.

Neither of the two doors appear to be trapped.


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'm thinking we should try the north door. Its all connected of course but the west door seems to be leaving the general area. The north door folds back in on the area these half-ogres seemed to control." Nebuzaradan offers.


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+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)

"Sounds like a plan to me." Reonnyn nods.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | 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 nods and follows along, ready to move in if an enemy is spotted. "Yep. Sounds good!"


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

Why would they have killed their boss and leave the corpse rotting here? And who is the new boss? She doesn't want to meet him

Aurora slowly opens the door to the north, as far as she can tell its north. And advances slowly checking for traps with Shadow on her side.

Search traps: 1d20 + 18 ⇒ (7) + 18 = 25


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.

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

The group continues north, past the shattered statue and the rotting corpse, finding an empty, dark hallway that elbows to the west and then ends at another bronzewood door. Aurora finds no traps along their route as Shadow paces along beside her, crawling along the wall with ease like some mechanical arachnid. The artificer finds no traps and eases open the door, revealing a room with twenty-foot ceilings, a door set in the opposite wall and two simple cots pushed up against the southern wall. There is a faint, but cloying odor of rotten meat in the room, though there is nothing to be seen in this spartan room besides the two cots - well, other than the three half-ogres that inhabit the chamber! Two appear to be sleeping on the cots while the third leans against the far wall next to the door looking bored. But the sudden flare of light from the torch combined with the opening door directly ahead rouses him quickly from its stupor as the group hesitates a moment too long. The creature bellows a warning that echoes loudly in the confined space and grabs its longbow, smoothly firing an arrow at Aurora - though it glances harmlessly off her chainmail!

The once-sleeping half-ogres growl and curse as they struggle to rise, grabbing their glaives laying on the ground next to their cots!

Neb's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Morrow’s Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Aurora's Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Shadow's Initiative: 1d20 + 0 ⇒ (13) + 0 = 13
Reonnyn’s Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Verdan’s Initiative: 1d20 ⇒ 17
Half Ogre's Initiative: 1d20 ⇒ 19

Half Ogre's Longbow Attack: 1d20 + 6 ⇒ (9) + 6 = 15 vs Aurora's FF AC = Miss!

Everyone post your actions! Two are now awake and standing up from their cots with glaives in hand, they can move and attack next round (they are on high alert, despite having just woken up) with their glaives, though they are wearing no armor. The one attacking is armed with glaive and longbow and armored (in similar fashion to the others you fought earlier.) Neb, the ceilings in corridors is only 10' high, so figure you're flying just above the heads of your companions if you so desire - and as you are still invisible that would probably be for the best as otherwise they'd be bumping into you!

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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

Round 1 - Initiative Order & Combat Notes

Half Ogres - Red (Unwounded); Green (Unwounded) [Unarmored, grabbing glaive and rising up from bed]; Blue (Unwounded) [Unarmored, grabbing glaive and rising up from bed]

Verdan 60/61 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 95 minutes; +3 Deflection bonus to AC for 5 minutes]

Reonnyn 63/64 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 5 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)]

Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 5 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]

Nebuzaradan 50/50 [Darkvision; flying 10’ above the floor; Invisible for 5 minutes; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 5 hours; Spectral Hand for 15 minutes]

Aurora 52/52 [Carrying Everburning Torch; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]

Morrow 75/75 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]


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

Having seen what their combat skills are, Aurora doesn't want to be within reach of their glaives. She moves back into the corridor, pressing herself against the wall to the let the others move paste her.
"There be three of them half-ogres in there, foul and smelly. After you gentleman" She says to her companions.

[ooc] Does the door opens inside the room or inside the corridor?


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+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)

"Thanks but I'm no gentleman!" Reonnyn quips even as he sends his favorite magical bolt into the Red Half-Ogre. "We need a prisoner here guys!"

Eldritch Blast Attack (ranged touch) vs Red: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Eldritch Blast Damage: 3d6 + 2 ⇒ (2, 3, 3) + 2 = 10


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 follows up Reonnyn's attack with a series of magic missiles. "I don't have anything for taking prisoners. I assume our best chance is to hope we can stabilize one before it expires."

Magic missiles at red: 5d4 + 5 ⇒ (4, 4, 3, 3, 4) + 5 = 23


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

I figure the door opens into the room, so it could be barred at need. Though it's not barred at the moment.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | 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 Aurora moving aside Morrow moves in to try and take out one of the half ogres quick. Prisoner? Not this one....

Attack: 1d20 + 10 + 3 + 2 + 1 ⇒ (16) + 10 + 3 + 2 + 1 = 32
damage: 1d8 + 1d6 + 3 + 2 ⇒ (2) + (1) + 3 + 2 = 8


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.

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

Verdan hears the sound of combat and, seeing Morrow start forward into the room, quickly follows suit. With mace and shield readied, he approaches one of the brutes rising up from its bed with halberd in hand (Double Move 35'). Reonnyn quips a retort to Aurora's suggestion and sends an eldritch blast at the nearest half-ogre from his position behind the artificer and her creepy companion clinging to the wall above her head. It's a hit, searing his target with dark energy. Neb appears suddenly, floating serenely back at the end of the hallway, as he unleashes a barrage of arcane bolts at the half-ogre he can see. Aurora retreats back down the corridor, winding up right below the dwarf and behind the halfling warlock - perhaps forcing a gentlemanly status upon her short companion. Morrow charges the creature, scoring a solid hit, though the half-ogre's armor perhaps blunts the force of his blade somewhat.

The half-ogres retaliate, one of them engaging the cleric while the other moves to back up the wounded one fighting Morrow - that one tossing aside the longbow in favor of the halberd. The wounded one scores a grazing hit (10 damage), but the others appear to be a bit disoriented, having just woken up, and fail to land any blows.

Red Half Ogre's Halberd Attack: 1d20 + 10 ⇒ (11) + 10 = 21 vs Morrow's AC = Hit!
Halberd Damage: 1d10 + 9 ⇒ (1) + 9 = 10

Blue Half Ogre's Halberd Attack: 1d20 + 10 ⇒ (2) + 10 = 12 vs Morrow's AC = Miss!
Halberd Damage: 1d10 + 9 ⇒ (6) + 9 = 15

Green Half Ogre's Halberd Attack: 1d20 + 13 ⇒ (5) + 13 = 18 vs Verdan's AC = Miss!
Halberd Damage: 1d10 + 15 ⇒ (6) + 15 = 21

Everyone post your actions! Aurora, you can still take a standard action in Round 1 - which I'll retro to the best of my ability if you'd like, as you only took a move action to take 15' of movement in that round. Same goes for Shadow - who I'm presuming stayed put in his previous spot on the wall? He still has a full round action for Round 1. And sorry for the earlier mistake, they fight with halberds - as they don't have reach.

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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

Round 2 - Initiative Order & Combat Notes

Half Ogres - Red (Wounded, -41 HP); Green (Unwounded) [Unarmored]; Blue (Unwounded) [Unarmored]

Verdan 60/61 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 95 minutes; +3 Deflection bonus to AC for 5 minutes]

Reonnyn 63/64 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 5 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)]

Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 5 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]

Nebuzaradan 50/50 [Darkvision; flying 10’ above the floor; Invisible for 5 minutes; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 5 hours; Spectral Hand for 15 minutes]

Aurora 52/52 [Carrying Everburning Torch; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]

Morrow 65/75 [Darkvision; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]


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 swings his mace at the creature.
Mace Attack: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Blug. Damage: 1d8 + 2 ⇒ (6) + 2 = 8
If evil: 2d6 ⇒ (3, 6) = 9

2nd Mace Attack: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Blug. Damage: 1d8 + 2 ⇒ (3) + 2 = 5
If evil: 2d6 ⇒ (5, 6) = 11

2nd Mace Attack, Possabe Crit: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Blug. Crit. Damage: 1d8 + 2 ⇒ (3) + 2 = 5


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | 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 focuses his magical power to make his attacks more accurate (Arcane Boost to hit) and takes his full attack at the enemies in front of him. Looks like all of my level 3 spell slots are used? so I'll use a 2nd level slot to add +2 to hit for this round. Note: If he finishes off an enemy Cleave would apply since the other is there.

1st attack: 1d20 + 10 + 3 + 2 + 1 + 2 ⇒ (2) + 10 + 3 + 2 + 1 + 2 = 20
damage if it hits?: 1d8 + 1d6 + 3 + 2 ⇒ (3) + (1) + 3 + 2 = 9

2nd attack: 1d20 + 5 + 3 + 2 + 1 + 2 ⇒ (12) + 5 + 3 + 2 + 1 + 2 = 25
damage if it hits?: 1d8 + 1d6 + 3 + 2 ⇒ (7) + (2) + 3 + 2 = 14

Cleave attack?: 1d20 + 5 + 3 + 2 + 1 + 2 ⇒ (20) + 5 + 3 + 2 + 1 + 2 = 33 +5 more if the first attack kills?
damage if it hits?: 1d8 + 1d6 + 3 + 2 ⇒ (7) + (1) + 3 + 2 = 13

Crit?: 1d20 + 5 + 3 + 2 + 1 + 2 ⇒ (16) + 5 + 3 + 2 + 1 + 2 = 29 +5 more if the first attack kills?
damage if it hits?: 1d8 + 1d6 + 3 + 2 ⇒ (7) + (5) + 3 + 2 = 17


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+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 moves up to the entrance and sends another blast at Morrow's combatant!

Reonnyn would target the wounded Red half ogre here, unless Morrow finished it off, then he would target Blue.
Eldritch Blast Attack (ranged touch): 1d20 + 13 + 1 - 4 ⇒ (19) + 13 + 1 - 4 = 29
Eldritch Blast Damage: 3d6 + 2 ⇒ (5, 5, 6) + 2 = 18


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

If the red ogre still stands...

Nebuzaradan fires off the second of his memorized magic missiles into the half-ogre he can see. Then he moves up to look through the doorway.

magic Missile: 5d4 + 5 ⇒ (2, 1, 2, 3, 1) + 5 = 14

If the red ogre is down...

Nebuzaradan moves forward to the doorway. When he sees a half-ogre, he hurls the second of his memorized magic missiles into the thing.


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

If possible Aurora shoots a crossbow bolt at an half-ogre, if not keeps an eye open to something that might attack us from the rear


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.

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

Verdan lays the smack down with his heavy mace, the holy weapon seeming to cause the evil and unarmored half-ogre more than a little pain beyond the force of the blows - the second of which (38 damage with crit) must surely have crushed a handful of ribs! Reonnyn's eldritch blast catches the creature full in the face, staggering it back against the wall where it falls to the ground lifeless. Neb sends a flurry of magic bolts at the unarmored one standing in front of the door (14 damage) as Morrow swings his magical blade at the same one, slashing a pair of nasty wounds (23 damage) into its unarmored side.

The half-ogres bellow in rage as they swing their weapons, and though Morrow avoids the blow, the other connects with Verdan (15 damage) solidly. In the next instant, the wall between Verdan and Reonnyn slides to one side, revealing a room beyond the secret door! Details are difficult to discern, mainly because of a large sphere roughly seven feet in diameter with tentacles waving around it, each tipped with a baleful eye! Another eye, this one centrally located upon its body, gazes out with unrestrained hate while the fanged maw beneath the eye gapes wide! It reminds everyone of the thing that followed Mordenkainen around in the study they ran across in the Wizard's Guild library. Energy beams lance out from the eyes, and in addition Morrow catches the gaze of its massive central eye!

Blue Half Ogre's Halberd Attack: 1d20 + 10 ⇒ (7) + 10 = 17 vs Morrow's AC = Miss!

Green Half Ogre's Halberd Attack: 1d20 + 13 ⇒ (14) + 13 = 27 vs Verdan's AC = Hit!
Halberd Damage: 1d10 + 9 ⇒ (9) + 9 = 18

Eye Stalk: 1d6 ⇒ 61d20 + 13 ⇒ (17) + 13 = 30 vs Verdan's Touch AC (Will Save vs DC 20 or 'Slowed' as the spell effect)
Eye Stalk: 1d5 ⇒ 51d20 + 13 ⇒ (6) + 13 = 19 vs Verdan's Touch AC = Hit! Scorching Ray: 4d6 ⇒ (6, 4, 2, 4) = 16 fire damage
Eye Stalk: 1d4 ⇒ 41d20 + 13 ⇒ (4) + 13 = 17 vs Reonnyn's Touch AC = Hit! (Fort Save vs DC 20 or paralyzed)
Eye Stalk: 1d3 ⇒ 11d20 + 13 ⇒ (2) + 13 = 15 vs Morrow's Touch AC = Hit! (Gains Exhausted condition [-6 to STR and DEX, move at half speed - no save])
Central Eye: 1d20 + 13 ⇒ (9) + 13 = 22 vs Morrow's Touch AC (Will Save vs DC 20 or gains Stunned condition [drops anything held, no actions, -2 to AC, no DEX bonus to AC])

Everyone post your actions and/or saving throws as indicated above! Yeah... this is a nasty combat, I know. Someone can give me a Knowledge [Dungeoneering] check to identify the monster that has now taken the field.

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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

Round 3 - Initiative Order & Combat Notes

Half Ogres - Green (Wounded, -38 HP) [Unarmored]; Blue (Wounded, -37 HP) [Unarmored]

Monster of Many Eyes - Unwounded [Flying 5' above the floor]

Verdan 26/61 + Pending Will save vs Slowed [Darkvision; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 95 minutes; +3 Deflection bonus to AC for 5 minutes]

Reonnyn 63/64 + Pending Fort save vs Paralysis [Darkvision; Blessed (+1 to attack rolls/fear saves) for 5 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)]

Shadow 63/63 [Blessed (+1 to attack rolls/fear saves) for 5 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]

Nebuzaradan 50/50 [Darkvision; flying 10’ above the floor; Invisible for 5 minutes; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 5 hours; Spectral Hand for 15 minutes]

Aurora 52/52 [Carrying Everburning Torch; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]

Morrow 65/75 + Pending Will save vs Stunned [Darkvision; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Exhausted condition [-6 to STR and DEX, move at half speed]; Resist Energy (30 Resistance to Acid) for 95 minutes]


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+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)

Fort save vs Paralysis, luck: 1d20 + 6 + 3 ⇒ (11) + 6 + 3 = 20 JUST made it...only due to his Warlock Invocation :P

Reonnyn feels the paralyzing ray envelope his body and as his body throws off the effect he feels the taint in his own body grow ever stronger...still he reacts quickly as he sends an eldritch blast against the floating eyeballs!

Eldritch Blast Attack (ranged touch): 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
CL Check: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Eldritch Blast Damage: 3d6 + 2 ⇒ (3, 1, 5) + 2 = 11


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 quickly casts haste as he considers the weaknesses of the beast that has shown up.

Know Dungeoneering: 1d20 + 14 ⇒ (19) + 14 = 33


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

Neb knows pretty much all there is to know about the gauth - also called beholder-kin. Not a true beholder, like the one that trundled around behind the archmage they met earlier, these aberrations are still rightly feared and quite dangerous in their own right.

The dwarf knows that they have a somewhat limited ability to bring their eye rays to bear - that is, only two can be used in a 90-degree arc. Their best bet is to somehow line up in such a fashion so as not to be so spread out as they currently are.

The six eye rays can cause the following effects, some of which have already been seen: Dispel Magic, Exhaustion (no save), Inflict Moderate Wounds, Paralysis, Scorching Ray and Slow.

The central eye can stun a foe, and can be used independently of the other eye stalks.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | 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

Will Save: 1d20 + 8 ⇒ (19) + 8 = 27

Morrow feels his strength fail, but keeps swinging his sword. This time he uses his magic to enhance the damage his sword does.... Arcane Boost. Second level spell for +4 to damage. Starting on the ogre (blue) to finish it. Then the "Monster of Many Eyes. Note: Cleave applies if the ogre dies. Full BAB if it dies on the first attack. Only +5 if it is the second.

Does the Haste apply? Adding that attack for if it does.

1st attack: 1d20 + 10 + 2 + 1 + 1 ⇒ (10) + 10 + 2 + 1 + 1 = 24
damage if it hits?: 1d8 + 1d6 + 2 + 4 ⇒ (1) + (5) + 2 + 4 = 12

Haste attack: 1d20 + 10 + 2 + 1 + 1 ⇒ (16) + 10 + 2 + 1 + 1 = 30
damage if it hits?: 1d8 + 1d6 + 2 + 4 ⇒ (7) + (6) + 2 + 4 = 19

2nd attack: 1d20 + 5 + 2 + 1 + 1 ⇒ (10) + 5 + 2 + 1 + 1 = 19
damage if it hits?: 1d8 + 1d6 + 2 + 4 ⇒ (6) + (3) + 2 + 4 = 15

Cleave attack?: 1d20 + 5 + 2 + 1 + 1 ⇒ (18) + 5 + 2 + 1 + 1 = 27 +5 more if the first attack kills?
damage if it hits?: 1d8 + 1d6 + 2 + 4 ⇒ (3) + (6) + 2 + 4 = 15


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

A freaking gauth .... A FREAKING GAUTH. This is bad...very very bad...
She grabs her bolts and quickly start infusion them with the only thing that could work against such a creature... a slaying arrow.

After she is done, she will spread them to anyone who wants them.

Casting Weapon Augmentation, infusing them with slaying arrow (greater) vs gauth.
slaying arrow (greater)
This +1 arrow is keyed to a particular type or subtype
of creature. If it strikes such a creature, the target must make a
DC 23 Fortitude save or die

Spells used: 1:5, 2:3. 3:2. 4:0+1, fast infusions: 1+1


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

Hmm... Aurora, sorry about this, but I'm going to have to nix this action as you've posted. For one thing, cranking out multiple 'slaying' arrows against any creature you encounter with a standard action just doesn't fly at all with me. My inclination is to allow you to imbue most other abilities you'd like within the 30k cost - flaming, keen, ghost touch, heck even bane - but NOT slaying. That's just too damn powerful. So you can make them Bane (Aberration) if you want - but you still need to give me a Dungeoneering check as only Neb knows what this thing is. Your character might not know what a gauth is at the moment and if you don't, you couldn't identify the kind of creature the bane magic would work against.


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

Can I announce on this round or does that need to wait until my next turn?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Nebuzaradan wrote:
Can I announce on this round or does that need to wait until my next turn?

If you mean call out what you know about this thing? Yes, you can do that immediately.


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, lets first see what my char knows about this creature, then I will post accordingly

Know Dungeoneering(untrained): 1d20 + 5 ⇒ (14) + 5 = 19

This is the spell I was casting. It can give an item a spell bonus of up to +3 or up to 70,000 gp, such as speed.


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

Aurora, that roll is enough to give you the knowledge to make a Bane weapon/ammunition - for reference, you'd either have to see it yourself or have someone else shout it out. Presume Neb is doing just that, based on his earlier OOC post. I also re-read the spell effect and looked at the weapon 'special abilities' list. Note that 'Slaying' is NOT an ability, but rather a 'Specific Weapon', which accounts for my reaction in my earlier post. That said, I will allow the spell to function as written, but you can only use the 'Ranged Weapon Special Abilities' table - the highest of which is 'Speed', as you mention. Remember also that you can only do this to one type of ranged weapon - so bolts only, or arrows - your choice. Thanks!

Magic Weapons


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

A freaking gauth .... A FREAKING GAUTH. This is bad...very very bad...
She grabs her bolts and quickly start infusion them with the only thing that could work against such a creature... a bane bolt.

After she is done, she will spread them to anyone who wants them.

She infuses the bolts so they will become +2 bane (beholder). The will effectivly be a +4 vs beholders, doing an extra 2d6 damage.
So 1d8+4+2d6 damage / bolt


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

"This new thing is a Gauth. It's big eye can stun you so beware. It can only use up two of its eye stalks in any 90 degree area so it's better to stay closer together if you can. The little eyes each have a magic power. I recommend just hitting it hard." Nebuzaradan calls out as he rolls through the info in his head.


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.

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

Verdan ignores the magic ray that washes over him, intent on finishing the wounded half-ogre - which he does with a single blow (18 damage) with the heavy mace! Spinning around, the cleric takes a swing at the floating monstrosity of many eyes, but his blow caroms harmlessly off its rubbery skin. Reonnyn throws off the thing's magic as well, then sends an eldritch blast at the thing (11 damage), which it seems to feel as it shies away from the coruscating beam of energy. Neb casts a spell, infusing his allies with a burst of energy (Hasted). Aurora recognizes the dwarf's description and uses her artificer magic to infuse her bolts with the capability of doing great harm to abberations such as beholders and their kin. The gods continue to smile favorably on the party as Morrow also overcomes the gauth's magic and he uses his preternatural speed to try and finish off the half-ogre, which he does with one more solid hit (12 damage), then turns to fight the many-eyed monstrosity! His first blow strikes solidly, (19 damage) but his second is deflected by the gauth's thick, rubbery hide.

Again the horrifying gauth launches several energy beams at the heroes as it manages to find them all with its six ghastly eyes, and again the monster tries to put Morrow out of comission by using the gaze of its massive central eye! Verdan is roasted again by a fiery ray (10 fire damage) and Neb finds himself targeted as well, and drops to the ground hard (5 damage) as his spell of Overland Flight is dispelled!

Combat Details:

Verdan's Will Save: 1d20 + 16 ⇒ (10) + 16 = 26 vs DC 20 = Success!

Verdan's Mace Attack: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 vs Green Half Ogre = Hit!
Damage: 1d8 + 2 ⇒ (5) + 2 = 72d6 ⇒ (5, 6) = 11 (vs evil) 18 damage!

Verdan's Mace Attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 vs Gauth = Miss!

Eye Stalk: 1d6 ⇒ 41d20 + 13 ⇒ (15) + 13 = 28 vs Morrow's Touch AC = Hit! (Will Save vs DC 20 or 'Slowed' as the spell effect)
Eye Stalk: 1d4 ⇒ 31d20 + 13 ⇒ (5) + 13 = 18 vs Reonnyn's Touch AC = Hit! (Fort Save vs DC 20 or paralyzed)
Eye Stalk: 1d4 ⇒ 21d20 + 13 ⇒ (4) + 13 = 17 vs Neb's Touch AC = Hit! Dispel Magic (Targeted): 1d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (5) + 8 = 131d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (20) + 8 = 281d20 + 8 ⇒ (8) + 8 = 16 vs DC 21 = Overland Flight Dispelled! 10' Fall Damage: 1d6 ⇒ 5
Eye Stalk: 1d4 ⇒ 41d20 + 13 ⇒ (16) + 13 = 29 vs Neb's Touch AC = Hit! Inflict Moderate Wounds: 2d8 + 8 ⇒ (3, 6) + 8 = 17 (Will Save vs DC 20 for half damage)
Eye Stalk: 1d5 ⇒ 21d20 + 13 ⇒ (6) + 13 = 19 vs Verdan's Touch AC = Hit! Scorching Ray: 4d6 ⇒ (1, 2, 3, 4) = 10 fire damage
Eye Stalk: 1d3 ⇒ 31d20 + 13 ⇒ (11) + 13 = 24 vs Verdan's Touch AC = Hit! (Gains Exhausted condition [-6 to STR and DEX, move at half speed - no save])
Central Eye 'Gaze' attack vs Morrow (Will Save vs DC 20 or gains Stunned condition [drops anything held, no actions, -2 to AC, no DEX bonus to AC])

The party is up! You are ALL 'Hasted'! Someone please give me a post for Verdan in case he doesn't post his own action. I need TWO Will saves from Morrow, ONE Fort save from Reonnyn, and ONE Will save from Neb (who is Prone). Jeez Morrow, I finally remembered that I still needed to update your CS with that sword. It should be good now, please look it over and make sure. I put your 'old' swords into the Party Treasure list for now. Reonnyn, the gauth doesn't have SR, so no caster checks needed - but thanks for thinking about it! Aurora, I'll allow you to infuse all of the bolts you have in your hip case on your character sheet, so that's 20 bolts that are now +2 Bane (Aberration) at your immediate disposal.

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

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

Round 4 - Initiative Order & Combat Notes

Gauth Wounded (-30 HP) [Flying 5' above the floor]

Verdan 16/61 [Darkvision; Aura of Warding (+2 morale bonus to Will saves for all allies within 10'); Hasted (+1 to attack rolls, +1 dodge bonus to AC/Reflex saves, +30' movement (2x/normal maximum) extra attack with full attack action) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Exhausted condition [-6 to STR and DEX, move at half speed]; Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 95 minutes; +3 Deflection bonus to AC for 5 minutes]

Reonnyn 63/64 + Pending Fort save vs Paralysis [Darkvision; Hasted (+1 to attack rolls, +1 dodge bonus to AC/Reflex saves, +30' movement (2x/normal maximum) extra attack with full attack action) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 5 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)]

Shadow 63/63 [Hasted (+1 to attack rolls, +1 dodge bonus to AC/Reflex saves, +30' movement (2x/normal maximum) extra attack with full attack action) for 10 rounds; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]

Nebuzaradan 45/50 + Pending Will save for half damage (8 or 17) [Darkvision; Prone; Hasted (+1 to attack rolls, +1 dodge bonus to AC/Reflex saves, +30' movement (2x/normal maximum) extra attack with full attack action) for 10 rounds; Greater Mage Armor (+6 to AC) for 17 hours; Spectral Hand for 15 minutes]

Aurora 52/52 [Carrying Everburning Torch; Hasted (+1 to attack rolls, +1 dodge bonus to AC/Reflex saves, +30' movement (2x/normal maximum) extra attack with full attack action) for 9 rounds; Blessed (+1 to attack rolls/fear saves) for 5 minutes; 20 Crossbow Bolts +2 (Aberration Bane [additional +2 +2d6 vs this type of monster]) for 100 minutes; Resist Energy (30 Resistance to Acid) for 95 minutes]

Morrow 65/75 + Pending Will save vs Stunned and Pending Will save vs Slowed [Darkvision; Hasted (+1 to attack rolls, +1 dodge bonus to AC/Reflex saves, +30' movement (2x/normal maximum) extra attack with full attack action) for 9 rounds; Blessed (+1 to attack rolls/fear saves) for 5 minutes; Exhausted condition [-6 to STR and DEX, move at half speed]; Resist Energy (30 Resistance to Acid) for 95 minutes]


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

Aurora loads her crossbow, and fires at the gauth. Then does it again feeling hasted.

Perception: 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26 damage: 1d8 + 1 + 4 + 2d6 ⇒ (3) + 1 + 4 + (2, 1) = 11
Perception: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 damage: 1d8 + 1 + 4 + 2d6 ⇒ (8) + 1 + 4 + (6, 6) = 25

Okay, I really need to know more about monsters in these dungeons, I should hit the books after we survive.


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+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)

Fort save vs Paralysis, luck: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23

Reonnyn shrugs off the effects of the paralyzing ray again and glares at the odd-looking yet deadly beast. Deciding that he needed to stand his ground here he switches to his blade, hoping to strike at a vulnerable spot!

Rapier +2, Bless, Haste, Flank: 1d20 + 14 + 1 + 1 + 1 + 2 ⇒ (19) + 14 + 1 + 1 + 1 + 2 = 38
damage: 1d4 + 3 ⇒ (3) + 3 = 6
Rapier +2 (off), Bless, Haste, Flank: 1d20 + 9 + 1 + 1 + 1 + 2 ⇒ (14) + 9 + 1 + 1 + 1 + 2 = 28
damage: 1d4 + 3 ⇒ (3) + 3 = 6
Hasted Rapier +2, Bless, Haste, Flank: 1d20 + 14 + 1 + 1 + 1 + 2 ⇒ (18) + 14 + 1 + 1 + 1 + 2 = 37
damage: 1d4 + 3 ⇒ (3) + 3 = 6
Rapier +2, Crit?: 1d20 + 14 + 1 + 1 + 1 + 2 ⇒ (3) + 14 + 1 + 1 + 1 + 2 = 22
Crit. damage: 1d4 + 1 ⇒ (4) + 1 = 5
Hasted Rapier +2, Crit?: 1d20 + 14 + 1 + 1 + 1 + 2 ⇒ (11) + 14 + 1 + 1 + 1 + 2 = 30
Crit. damage: 1d4 + 1 ⇒ (2) + 1 = 3

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