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

Everyone is Hasted. Fash, you feel practically invisible. And thanks for the reminder about the special senses! Will wait for Sobok to post his action before posting the first part of Round 1, after which the entire party can post their actions for the remainder of Round 1 and the start of Round 2.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Can I assume that I can breath fire again or should I roll to see how many rounds between breath attacks?

I shift my aura to Energy Shield. Any time an ally within 30 ft is hit the enemy takes 4 fire damage.

If I can Breath:

Sobok sees the creature and steps forward sending a blast of flame at it.

Fire Breath Weapon 30 ft line- DC 17: 4d6 ⇒ (1, 6, 2, 3) = 12

Recharge time: 1d4 ⇒ 3

If I cannot Breath:

Sobok steps forward and holds his blade at the ready for the creature to come down to them.

Ready a Power Attack if an enemy comes within range of my falchion for 5.

Falchion Attack-PA: 1d20 + 15 - 5 ⇒ (18) + 15 - 5 = 28

Falchion Damage+PA: 2d4 + 10 + 10 ⇒ (3, 2) + 10 + 10 = 25

Critical Confirmation Falchion Attack-PA: 1d20 + 15 - 5 ⇒ (15) + 15 - 5 = 25

Critical Confirmation Falchion Damage+PA: 2d4 + 10 + 10 ⇒ (3, 1) + 10 + 10 = 24


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

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably very early morning or so.

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

Fash casts a spell to hasten his allies and then seems to disappear from sight. Sobok draws his falchion and focuses his draconic aura slightly to singe anything that might harm one of his nearby allies.

The monster squirms its way to the edge of the short cliff and its nasty-looking maw widens, ejecting a stream of green-tinged liqued that sprays toward Sobok and catches both Verdan and Reonnyn too! In the next moment, a truly horrifying sight greets the eyes of the adventurers. A humanoid creature with long dark robes and the head of what looks to be a squid or octopus steps out from the alcove, laying a long-fingered hand on the back of the monster's head in what seems to be an affectionate gesture, then it seems to focus almost casually - sending a mind-numbing blast into everyone in front of it!

Acid Breath: 3d8 ⇒ (8, 4, 1) = 13 vs Sobok, Verdan and Reonnyn - Reflex Save (DC 15) for half damage

Mind Blast: 3d4 ⇒ (4, 4, 4) = 12 rounds of Stunned vs EVERYONE (except Fash) - Will Save (DC 17) to avoid this terrible fate that will likely end your part in this battle...

Yeah... tough room, right? Everyone can post your actions (but roll those saves first) before the bad guys can act again. Sobok, you've got 2 more rounds before the breath weapon recharges, I went with the roll you made after the last time you used it. All the fiery blasts out here apparently got the attention of those that were lurking just around the corner!

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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Round 1 - Initiative Order & PC Health / Combat Notes:

Fash 62/62 [Darkvision & Lowlight Vision] [Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds)]

Sobok 118/118 [Energy Shield Aura (if an ally within 30' is struck by a melee attack, the attacker takes 4 fire damage); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 10 rounds); Recharge Breath Weapon in 2 rounds]

Snake/Lamprey Creature Unwounded

Squid-Headed Creature Unwounded

Verdan 61/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; DR20 (Fire) for 30 minutes; Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 10 rounds)]

Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 30 minutes; Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 10 rounds)]

Nebuzaradan 50/50 [Floating about 15' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 9 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; DR20 (Fire) for 30 minutes; Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 10 rounds)]

Morrow 73/75 [Darkvision (Norebo's Hand); Keen Edge for 30 minutes; DR20 (Fire) for 30 minutes]


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)

Reflex save DC 15: 1d20 + 8 + 1 + 1 ⇒ (17) + 8 + 1 + 1 = 27
Will save DC 17: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

Reonnyn manages to dodge the worst of the acid, and also shakes off the effects of the mind blast. Is that what they calla mind flayer? What is it doing here??

He sends his own blast at the strange pet in return before ducking under Verdan's legs and entering the cavern. Having trouble moving Reonnyn on the map, can you move him just behind Sobok?

Eldritch Blast Attack (ranged touch) vs. Lamprey: 1d20 + 13 ⇒ (11) + 13 = 24
Eldritch Blast Damage: 3d6 + 2 ⇒ (5, 1, 4) + 2 = 12


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

Will save: 1d20 + 10 ⇒ (12) + 10 = 22


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 manages to resist the power in the mental wave. Then, shaking his head to clear it he considers what he knows about such beasts, their weaknesses and such. With this in mind he throws a lesser cold orb at the thing. He then flies across the room to help spread the party.

Knowledge Devotion: 1d20 + 14 ⇒ (11) + 14 = 25 assuming it is an aberration, can adjust bonus if wrong. a 25 is +2 dmg.

Touch spell: 1d20 + 5 ⇒ (8) + 5 = 135d8 + 2 ⇒ (3, 6, 4, 2, 5) + 2 = 22


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

I'll post up what Neb knows about the Mind Flayer and it's pet as soon as I can. Those casting spells (or eldritch blast) against either creature needs to make a caster check vs SR, please!


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)

CL Check: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16


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 misunderstood my spell. It apparently sends outs 5 orbs not just a stronger orb so I have 4 more rolls to make and several SR rolls. Since I already rolled the d8's I will roll the to hit and the SR for the other four and one last SR for the first. Since they are individual orbs I should get the +2 to dmg for each.

touch spell, SR: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 10 ⇒ (9) + 10 = 19
touch spell, SR: 1d20 + 5 ⇒ (3) + 5 = 81d20 + 10 ⇒ (15) + 10 = 25
touch spell, SR: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 10 ⇒ (18) + 10 = 28
touch spell, SR: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 10 ⇒ (2) + 10 = 12
SR: 1d20 + 10 ⇒ (18) + 10 = 28

I hope everyone is happy. I would think I just took all of the bad rolls for everyone for the next day or so.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

@Nebuzaradan: No spell resist on the lesser cold orb - it's a conjuration. Also, I think it's only 1 orb for 5d8+2 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

Depends on which version we are using. The description I mention above is from Tome and Blood as an evocation spell. The miniatures handbook has a lesser orb, conjuration version, that does increasing damage and ignores SR. So, GM, which version of the spell do you prefer I use?


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

Miniatures handbook comes later so I would assume it is the definitive authority which would be increasing damage of the one orb and ignores SR which is probably moot anyway since I likely missed with that first roll.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

@Nebuzaradan: The last version printed was spell compendium (I think); that's where I looked it up. Also, you might want to make a second Knowledge check for the worm thing, might be useful.


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

Lesser Orb of Cold, correct? I'd use the Spell Compendium version, as I have that book. Here is the description from D&D Tools:

Orb of Cold, Lesser
(Spell Compendium, p. 151)

Conjuration (Creation) [Cold]
Level: Sorcerer 1, Wizard 1,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of cold
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your hand takes on a blue tint and your fingers turn numb and unresponsive as you complete the spell. From your chilled palm flies an orb composed of blue ice.

This spell functions like lesser orb of acid, except that it deals cold damage. An orb of acid is about 2 inches across and deals 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

So you're right Fash, NO SR roll is needed! But only one orb...

No need for a second Knowledge roll, Neb. The one gets you both creatures - to a certain extent... you'll see what I mean when I get some time to craft a decent post. Working on a Saturday today... Will try and get something up tomorrow.


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

Will Save: 1d20 + 8 ⇒ (15) + 8 = 23

Morrow feels the blast of mind numbing power from the strange humanoid. Mind Flayer? Whatever that was it obviously needed to die quickly. He sheaths his sword as he runs toward the ledge and leaps up to get to the creature.

Leaping Climber: If you begin a climb by making a Jump check as a swift action, you can add the vertical distance of your jump to the distance climbed in that round. Treat the Jump check as being made with a running start even if you didn’t move at least 20 feet.
Speedy Ascent: If you succeed on a Climb check to move at least 10 feet, you can move an extra 10 feet as part of that action.

Jump: 1d20 + 12 ⇒ (17) + 12 = 29 7 feet high jump
Climb: 1d20 + 16 ⇒ (10) + 16 = 26

With Haste would I have time to draw my sword when I get up to the ledge? I think you said it was just 10' high?


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

Fash and Sobok, you can post your actions for the top of Round 2 as well. My next post will begin with the bad guys' actions. Sobok, don't forget I need those two saves from you first!

Morrow, it's only 10' but the opponents are standing at the edge of the ledge - you'll have to make a Bull Rush or something to knock them backwards. Or are you looking to leap OVER their heads? That'd require you to clear a 15' high jump...


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Reflex Save: 1d20 + 5 ⇒ (5) + 5 = 10

Will Save: 1d20 + 8 ⇒ (17) + 8 = 25

Sobok get splashed by the acid but avoids the mental damage as he moves to get out of the way from the blasts while his inner flame recharges.

I will move and ready again, although I doubt anyone will get close.

Readied Action if Enemy Gets Close:

Falchion Attack-PA: 1d20 + 15 - 5 ⇒ (18) + 15 - 5 = 28

Falchion Damage+PA: 2d4 + 10 + 10 ⇒ (3, 3) + 10 + 10 = 26

Critical Confirmation Falchion Attack-PA: 1d20 + 15 - 5 ⇒ (16) + 15 - 5 = 26

Critical Confirmation Falchion Damage+PA: 2d4 + 10 + 10 ⇒ (3, 2) + 10 + 10 = 25


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

I was going to drop a black tentacles on them, but Morrow's gone and gotten close, so I would be making him quite unhappy if I did that... So let's try a spell I have never cast before in my life.

Fash casts, and a phalanx of spectral swordsmen appears on the battlefield... Abandoning stealth, he scurries quickly away, cutting around the pond and beneath the hovering Nebuzaradan...

Move -following the dashed blue line
standard - cast Legion of Sentinels, dashed purple area; No SR, no Saves, CL 10
He uses the conceal spellcasting skill trick to make identifying and countering it difficult.

Sleight of Hand: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
5 ranks +2 dex

That ought to make life interesting for either of them if they move or cast again... And I wonder if the Flayer has the Spellcraft to figure it out. The swordsmen will not, however, attack Morrow or the rest of us...

A bunch of AoO to Hit and damage rolls for use if needed:

AoO to Hit, A: 1d20 + 10 ⇒ (3) + 10 = 13
+10 CL
AoO Damage, A: 1d8 + 2 ⇒ (7) + 2 = 9
+2 CL 10
AoO to Hit, B: 1d20 + 10 ⇒ (7) + 10 = 17
AoO Damage, B: 1d8 + 2 ⇒ (3) + 2 = 5
AoO to Hit, C: 1d20 + 10 ⇒ (17) + 10 = 27
AoO Damage, C: 1d8 + 2 ⇒ (5) + 2 = 7
AoO to Hit, D: 1d20 + 10 ⇒ (17) + 10 = 27
AoO Damage, D: 1d8 + 2 ⇒ (2) + 2 = 4
AoO to Hit, E: 1d20 + 10 ⇒ (1) + 10 = 11
AoO Damage, E: 1d8 + 2 ⇒ (5) + 2 = 7
AoO to Hit, F: 1d20 + 10 ⇒ (10) + 10 = 20
AoO Damage, F: 1d8 + 2 ⇒ (5) + 2 = 7
AoO to Hit, G: 1d20 + 10 ⇒ (20) + 10 = 30
AoO Damage, G: 1d8 + 2 ⇒ (2) + 2 = 4
AoO to Hit, H: 1d20 + 10 ⇒ (14) + 10 = 24
AoO Damage, H: 1d8 + 2 ⇒ (3) + 2 = 5
AoO to Hit, I: 1d20 + 10 ⇒ (9) + 10 = 19
AoO Damage, I: 1d8 + 2 ⇒ (6) + 2 = 8
AoO to Hit, J: 1d20 + 10 ⇒ (6) + 10 = 16
AoO Damage, J: 1d8 + 2 ⇒ (2) + 2 = 4
AoO to Hit, K: 1d20 + 10 ⇒ (20) + 10 = 30
AoO Damage, K: 1d8 + 2 ⇒ (3) + 2 = 5
AoO to Hit, L: 1d20 + 10 ⇒ (4) + 10 = 14
AoO Damage, L: 1d8 + 2 ⇒ (4) + 2 = 6
If there is a critical (19-20), just use the next roll as the crit confirm...


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

Hmm.... I guess I'll have to try the stupid and bull rush the little one?

1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32 Don't really understand CMB, but 10 + BAB + STR, right?


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

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably very early morning or so.

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

Neb recognizes the humanoid creature as a mind flayer, able to use psychic energy to stun foes as this one just tried to do a moment ago. They are very resistant to magic but rather weak of body. The monstrosity next to it is vaguely familiar to the dwarf, who recalls stories of some kind of genetic experimentation practiced by some of the illithid culture - but was outlawed. Such creatures, which he suddenly recalls were called neothelids, reputedly grew into vast monstrosities somewhat similar in size to a full grown purple worm. This one must be a very young juvenile... and he realizes that perhaps the squirming things in the slime pool were grubs.

Verdan casts a spell to bring Pelor's blessing upon his allies as Reonnyn sends an eldritch blast at the monster, apparently wounding it to at least some degree. Neb hurls an icy sphere at the mind flayer, but it misses as Morrow stunningly takes a run at the ledge, sheathing his sword as he makes a powerful leap, grabbing onto some handholds and scrambling up over the edge as he pushes the mind flayer back away with his momentum. But a tentacle lashes at the duskblade as his hand leaps to his sword hilt, intending to draw the weapon as he gains the ledge, though Morrow ducks away from the slimy appendage.

Fash sees Morrow leap up to the ledge, foiling his original planned spell and adjusts on the fly. The gnome casts a spell that brings a legion of spectral swordsmen to surround the mindflayer, as well as the slug-like monster and even the duskblade. The monster rakes Morrow with its tooth-serrated tentacles, tearing nasty wounds along his forearm and neck. The mind flayer, suddenly finding itself surrounded, steps to the back of the cavern and carefully casts a spell - and disappears from sight! (Roll a Spellcraft check to ID the spell it cast and you can read the spoiler below.)

Spellcraft Check vs DC 17:
The mind flayer cast Invisibility

Verdan's Reflex Save: 1d20 + 16 ⇒ (9) + 16 = 25 vs DC 15 = Success

Verdan's Will Save: 1d20 + 16 ⇒ (8) + 16 = 24 vs DC 17 = Success

Mind Flayer's AoO (Tentacle Attack): 1d20 + 10 ⇒ (8) + 10 = 18 vs Morrow's AC = Miss!

Neothelid's Attack (Tentacle Rake): 1d20 + 11 ⇒ (15) + 11 = 26 vs Morrow's AC = Hit!
Rake Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Neothelid's Attack (Tentacle Rake): 1d20 + 11 ⇒ (12) + 11 = 23 vs Morrow's AC = Hit!
Rake Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Neothelid's Attack (Tentacle Rake): 1d20 + 11 ⇒ (11) + 11 = 22 vs Morrow's AC = Hit!
Rake Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Neothelid's Attack (Tentacle Rake): 1d20 + 11 ⇒ (11) + 11 = 22 vs Morrow's AC = Hit!
Rake Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Mind Flayer's Concentration Check: 1d20 + 15 ⇒ (6) + 15 = 21 vs DC 17 = Success!

Don't forget you all are Blessed and Hasted, so total of +2 to your attack rolls! Morrow, you don't get an extra move action, unfortunately, and you probably couldn't do the 'charge' bull rush AND take a single move action to sheath your sword in order to free up your hand, but I'll allow it for the cinematic effect. You've also got the shield in one hand, so I'm imposing a -5 to your Climb check for that, but the 21 is still enough to gain the ledge and bull rush the mind flayer back - though it did get the AoO against you. The Bull Rush is only an opposed STR check, but it can't tie or beat your 22, so that's an automatic win for you, knocking it back 5'. However, you'll need to draw your sword again as a move action in this coming round, so you can't take a full round attack action.

By the way, I updated the map a bit given that Morrow is up on the ledge. I think I got everyone's placement correct, but I could have made a mistake just as easily. Should have taken a screenshot... Feel free to move yourself for free if I did make a mistake.

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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Round 2 & 3 - Initiative Order & PC Health / Combat Notes:

Fash 62/62 [Darkvision & Lowlight Vision; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 8 rounds)]

Sobok 112/118 [Energy Shield Aura (if an ally within 30' is struck by a melee attack, the attacker takes 4 fire damage); Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds); Recharge Breath Weapon in 1 round]

Verdan 55/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds)]

Neothelid Wounded (12 damage)

Mind Flayer Unwounded

Reonnyn 58/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds)]

Nebuzaradan 50/50 [Floating about 15' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 9 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds)]

Morrow 44/75 [Darkvision (Norebo's Hand); Keen Edge for 30 minutes; DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds)]


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

The neothelid hit many times. Did it seem to take fire damage from those attacks? If it takes fire damage it looks like it would have taken 16 points from the attacks.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

I can't remember; in 3.5, does the movement from a bull rush trigger AoO's? If so, the flayer ate about 7 or 8 of them, depending on how GM West rules "A swordfighter can share a space with another creature or object." interacts with squares of the effect filled with rocks. Also, I didn't included flanking in the to hit rolls above, so, they're pretty much all at +2 hit above and beyond what's rolled...

Spellcraft: 1d20 + 5 + 6 ⇒ (4) + 5 + 6 = 15
5 rank + 6 int


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 believe i said i was floating just high enough to see over the ledge so i’m taking a shot at the spellcraft which i can’t miss

”The humanoid one is called a mindflayer, it cast invisibility so be careful. Mainly just hit it hard.”

He then launches a magic missile barrage at the worm thing.

MM: 5d4 + 5 ⇒ (2, 2, 4, 1, 2) + 5 = 16


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Fash takes step for a better view and squints hard...

5' step
Clarity of Vision skill trick, swift action

Spot: 1d20 + 13 + 2 + 5 ⇒ (2) + 13 + 2 + 5 = 22 vs DC 20
13 rank +2 racial +5 eyes of the eagle

"Gotcha" he crows and throws a Glitterdust spell, where it will get the wyrm and the mind flayer, but not Morrow...

standard action - cast glitterdust, yellow dashed area
No SR, DC18 will save or be blinded for 10 rounds. Also invisibility stops working...


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)

Seeing only one target up on the ledge Reonnyn fires an eldritch blast into the...what did Neb call it? Reonnyn just calls it a nasty worm.

Eldritch Blast Attack (ranged touch) vs. worm: 1d20 + 13 + 1 + 1 ⇒ (19) + 13 + 1 + 1 = 34
Eldritch Blast Damage: 3d6 + 2 ⇒ (3, 4, 1) + 2 = 10
CL Check: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26


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

Sobok, I forgot about that damage, so the creature took 16 points of fire damage that I'll note on the next post. Fash, forced movement never draws AoOs.


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

Annoyed that the mind flayer had disappeared Morrow focuses his rage on the big one. He quick casts a spell and channels it through his blade.

Quick cast Vampiric Touch and use Arcane Channeling to deliver it through his sword attack.

To hit: 1d20 + 18 ⇒ (12) + 18 = 30
damage if that hits?: 1d8 + 3 + 1d6 + 2 + 5d6 ⇒ (2) + 3 + (6) + 2 + (4, 5, 6, 1, 5) = 34


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok moves to climb up and pass Morrow.

Jump: 1d20 + 6 ⇒ (3) + 6 = 9 2 ft, but that should let me grab the top of the ledge.

Accelerated Climb: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17

[ooc]I have to double move and provoke but I make it past Morrow I believe.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Ok, so the mindflayer started in the square that Morrow currently occupies, and got bull-rushed into the square that Sobok is currently in (or the one to the left of it, it doesn't matter which..) As such he draws AoO's from 8 sentinels, having moved out of a square within their threatened area... He is flanked by 7 of these sentinels (the one in the upper left of the group around him doesn't have a flanking partner, as there is no sentinel in the bottom right).

AoO to Hit, top left: 1d20 + 10 ⇒ (9) + 10 = 19
+10 CL
AoO Damage, top left: 1d8 + 3 ⇒ (8) + 3 = 11
+3 CL 10/3

AoO to Hit, mindflayer's Square: 1d20 + 10 ⇒ (18) + 10 = 28
AoO Damage, mindflayer's Square: 1d8 + 3 ⇒ (2) + 3 = 5

AoO to Hit, top center: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
+10 CL +2 flanking
AoO Damage, top center: 1d8 + 3 ⇒ (7) + 3 = 10

AoO to Hit, top right: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
AoO Damage, top right: 1d8 + 3 ⇒ (6) + 3 = 9

AoO to Hit, middle right: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
AoO Damage, middle right: 1d8 + 3 ⇒ (2) + 3 = 5

AoO to Hit, middle left: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
AoO Damage, middle left: 1d8 + 3 ⇒ (3) + 3 = 6

AoO to Hit, bottom left: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
AoO Damage, bottom left: 1d8 + 3 ⇒ (2) + 3 = 5

AoO to Hit, bottom center: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
AoO Damage, bottom center: 1d8 + 3 ⇒ (5) + 3 = 8

Edit: Critical threat Top right
AoO, Crit Confirm, top right: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
AoO, extra Damage, top right: 1d8 + 3 ⇒ (6) + 3 = 9


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

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably very early morning or so.

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

The mind flayer is nearly torn to ribbons as it is knocked backward by Morrow, though it breifly escapes from view as it casts a spell defensively. Reonnyn sends an eldritch blast at the nasty worm as Neb sends a flurry of magical bolts, wounding it further. Morrow casts a spell into his blade and unleashes a devasating blow upon the neothelid, but it doesn't drop - though the duskblade feels revitalized as the life force of the creature enters into his own body (+21 temporary hit points for one hour, I think.) Fash determines where the invisible mind flayer is positioned and casts a spell to reveal it's location and perhaps even blind it along with its grotesque 'pet'. The mind flayer appears suddenly, its eyes squinted shut as it lashes its head back and forth - apparently blinded! Sobok leaps up to the ledge and scrambles up, moving just past Morrow. Verdan moves forward as well, casting a spell that brings a glowing heavy mace into the air next to the mind flayer, who the cleric deems is quite helpless for the moment. The spiritual weapon swings, but fails to overcome the mind flayer's magical resistance and sputters harmlessly.

Unknowing or perhaps uncaring of its master's fate, the worm continus to focus on Morrow with its lashing tentacles and scores a couple of solid hits. The mind flayer, in apparent desperation, uses its magic again and... disappears from view! For an instant, Fash wonders if it dispelled the Glitterdust spell he'd cast a moment earlier... (Roll a Spellcraft check to ID the spell it cast and you can read the spoiler below.)

Spellcraft vs DC 22:
The mind flayer just plane shifted the hell out of here. Neb knows that's a spell-like ability that all Mind Flayer's possess.

Mind Flayer's Will Save: 1d20 + 13 ⇒ (2) + 13 = 15 vs DC 18 = Failure!

Neothelid's Will Save: 1d20 + 10 ⇒ (9) + 10 = 19 vs DC 18 = Success!

Verdan's Caster Level Check: 1d20 + 10 ⇒ (9) + 10 = 19 vs Mind Flayer's SR = Failure!

Neothelid's Attack (Tentacle Rake): 1d20 + 11 ⇒ (3) + 11 = 14 vs Morrow's AC = Miss!

Neothelid's Attack (Tentacle Rake): 1d20 + 11 ⇒ (5) + 11 = 16 vs Morrow's AC = Miss!

Neothelid's Attack (Tentacle Rake): 1d20 + 11 ⇒ (13) + 11 = 24 vs Morrow's AC = Hit!
Rake Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Neothelid's Attack (Tentacle Rake): 1d20 + 11 ⇒ (17) + 11 = 28 vs Morrow's AC = Hit!
Rake Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Mind Flayer's Concentration Check: 1d20 + 15 ⇒ (12) + 15 = 27 vs DC 22 = Success!

Everyone can post their actions, only one target now! I'm not tracking the short-lived buffs anymore, because this battle is about done...

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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Round 3 & 4 - Initiative Order & PC Health / Combat Notes:

Fash 62/62 [Darkvision & Lowlight Vision; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 8 rounds)]

Sobok 112/118 [Energy Shield Aura (if an ally within 30' is struck by a melee attack, the attacker takes 4 fire damage); Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds); Recharge Breath Weapon in 1 round]

Verdan 55/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds)]

Neothelid Wounded (88 damage)

Mind Flayer Wounded (57 damage) - No longer visible

Reonnyn 58/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds)]

Nebuzaradan 50/50 [Floating about 15' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 9 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds)]

Morrow 44/75 (+3 THP for 1 hour) [Darkvision (Norebo's Hand); Keen Edge for 30 minutes; DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes); Haste (+1 to attack rolls/dodge bonus to AC/reflex saves, +30' movement [max of 2x/normal], extra attack with a full round attack action) for 9 rounds)]


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Spellcraft: 1d20 + 5 + 6 ⇒ (9) + 5 + 6 = 20
5 ranks +6 int
My spellcraft rolls aren't doing so hot here...

Fash squints again, trying to pierce any screening dweomer the mindflayer might have cast...

Clarity of Vision skill trick, swift action

Spot: 1d20 + 13 + 2 + 5 ⇒ (7) + 13 + 2 + 5 = 27 vs DC 20
13 rank +2 racial +5 eyes of the eagle


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

"It plane shifted. I'll doubt we'll see him again today. Although we still need to deal with his little friend." With this, he slings his last set of magic missiles for the day.

spellcraft: 1d20 + 19 ⇒ (5) + 19 = 24

MM: 5d4 + 5 ⇒ (3, 2, 1, 1, 3) + 5 = 15


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)

"Gotcha Neb, let's finish its pet off!" Reonnyn answers as he sends a blast at the worm.

Eldritch Blast Attack (ranged touch) vs. worm: 1d20 + 13 + 1 + 1 ⇒ (19) + 13 + 1 + 1 = 34
Eldritch Blast Damage: 3d6 + 2 ⇒ (5, 2, 5) + 2 = 14
CL Check: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok swings at the creature in front of him.

Full attack on the remaining creature.

Falchion Attack: 1d20 + 15 ⇒ (6) + 15 = 21

Falchion Damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13

Falchion Attack: 1d20 + 10 ⇒ (20) + 10 = 30

Falchion Damage: 2d4 + 10 ⇒ (3, 1) + 10 = 14

Critical Confirmation Falchion Attack: 1d20 + 10 ⇒ (5) + 10 = 15

Critical Confirmation Falchion Damage: 2d4 + 10 ⇒ (1, 4) + 10 = 15


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

Seeing the mind flayer appear and again disappear Morrow focuses his martial skill against the big worm. He really doesn't want to be lashed any more!

Attack #1: 1d20 + 18 ⇒ (7) + 18 = 25
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (4) = 14

Attack #2: 1d20 + 13 ⇒ (17) + 13 = 30
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (6) = 16

Haste Attack: 1d20 + 18 ⇒ (13) + 18 = 31
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (6) = 19

Need another attack from Sobok for the Haste....


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

With Neburazan's comment and the evidence of his own eyes, Fash is disgusted "Dammit, the bastard got away with his loot!" Looking at the scene in front of him, the blow raining down on the worm, he decides to conserve his spell slots...

Delay to see if the worm falls from the accumulated damage above...


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

Moonday, 10th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 3 days)
Current time is unknown, probably very early morning or so.

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

Between Reonnyn's eldritch blast, Neb's magical bolts and Morrow's powerful blows with the sword, the worm-thing goes down in a heap. Verdan again uses several charges of his wand to heal his companions before they move on.

CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6

+3 charges of the Lesser Vigor Wand

Not much to be found in here... There is still a bit of the green slime pool left, though whether there are any more of the creepy tadpoles swimming beneath the surface, you aren't sure.

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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

PC Health / Adventure Notes:

Fash 62/62 [Darkvision & Lowlight Vision; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes)]

Sobok 118/118 [Energy Shield Aura (if an ally within 30' is struck by a melee attack, the attacker takes 4 fire damage); Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes)]

Verdan 60/61 [Shield is readied and is shedding Light (bright) out to 40'; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes)]

Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes)]

Nebuzaradan 50/50 [Floating about 15' above the cavern floor; Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 9 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes)]

Morrow 75/75 (+3 THP for 1 hour) [Darkvision (Norebo's Hand); Keen Edge for 30 minutes; DR20 (Fire) for 30 minutes; Bless (+1 morale bonus to attack rolls and saves vs fear for 10 minutes)]


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

"Sobok, Morrow, you guys should burn off the rest of the pool and the tadpoles, just in case. Neb can you try to figure out what the control words for the stone of alarm are? While you guys do that, I'll poke around for anything hidden"

Fash searches the cavern for any loot or anything else of interest (secret doors, etc.)

Search: 1d20 + 13 + 6 ⇒ (20) + 13 + 6 = 39
13 ranks +6 int

@ Neb, ie can you figure out how to turn it off and detach it from the door...

Also, the door was Bronzewood right; IIRC Bronzewood is expensive - does someone have appraise?


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'll take a look but I did not prepare a read magic spell so if the control word is on it, I likely will not be able to discern it until the morning." Neb says and then goes to take a look at the stone. He casts detect magic to study its aura and begins to inspect it.

Spellcraft: 1d20 + 19 ⇒ (15) + 19 = 34


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)

"Good idea Fash, no telling what those worms eat. I am worried as to why that mind flayer was here to begin with!" Reonnyn shudders, "Nothing good for sure." He moves off to the entrance of the area where the rotted supplies are located. "I'll keep an eye out. We have been letting many of our enemies escape us. No need to let our guard down now."

Reonnyn will move into room F9 and watch both entrances.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok will move to burn off more of the water and tadpoles without hitting his allies.

Fire Breath Weapon 30 ft line- DC 17: 4d6 ⇒ (2, 6, 6, 1) = 15

Recharge time: 1d4 ⇒ 1


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

Fash doesn't find anything hidden, Neb is unable to determine anything more about the Stone of Alarm and finds it is affixed tightly to the door, while Sobok burns off the rest of the slimy pool and the remaining two tadpoles that had been lurking beneath the surface...

The command word doesn't appear to be written on the stone - or maybe it's on the 'sticky' side where you can't see it? The bronzewood thing was flavor text and only meant to give you the idea it was quite sturdy - it's not valuable and would be a major pain in the ass to carry out anyway! :)


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 will help with burning off the pool with a few more Fiery Bursts. After that he uses his sword to carefully scan the room for any magic. With no threats present he takes time in the search.


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

No magic auras either. Seems like the mind flayer didn't leave you much of anything...


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

"Does anyone have any tools that we could chisel away the door so as to detach the stone and take it with us to figure out the commands someplace safer? If not, I guess we have to leave it here and if we want it, come back with divinations prepared to figure out the commands. The other question is: Do we rest or go for the big staircase?"

How is everyone doing on spells and such - do we want to rest or go for the big staircase now? Fash is pretty good to go; he has about 2/3 his spell slots available.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

"If we are going to chisel it out, we should chisel the stone its attached to. I have a crowbar, but it would make a poor chisel." Sobok says.


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 could blast the rock holding the stone apart, but that may damage the stone," Reonnyn offers.


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

If you're concerned about taking the magical item with you, I'd allow that an Identify spell will get you the Command Word to dislodge it. You could also chop up the door with a fair amount of effort and time to bring the chunk that has the stone attached if you want to cast that spell later.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

"The magic will protect it some, but it would probably not be worth risking the item if we can be more precise with our strikes." Sobok says.


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 nearly exhausted my prepared spells for the day. If any of you use spellbooks to store your arcane spells, I’d suggest we retire to the bedroom where we found Fash and Sobok, share spells, relax and rest.”

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