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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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.]

"Resting might be good. I am still injured if anyone might be able to help with that before we sleep. We might want to try and pry this off before we rest though." Sobok will pull out his crowbar and tries to remove the stone with a little strength.

I change my Aura to Senses. Then I will Rage and try to pry the gem off. I am going to do it for the full length of the rage regardless of the rolls which are in a spoiler before. In Round 9 I hit my max roll of 30 with a roll of a natural 20.

Strength Checks while I rage:

Rd 1 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13

Rd 2 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18

Rd 3 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15

Rd 4 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (15) + 6 + 2 + 2 = 25

Rd 5 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20

Rd 6 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (16) + 6 + 2 + 2 = 26

Rd 7 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (11) + 6 + 2 + 2 = 21

Rd 8 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13

Rd 9 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (20) + 6 + 2 + 2 = 30

Rd 10 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (15) + 6 + 2 + 2 = 25

Rd 11 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (11) + 6 + 2 + 2 = 21

Rd 12 Strength+Rage+ Crowbar: 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27


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

Sobok goes into a rage and starts pulling feverishly at the stone, his muscles bulging as he tries to wrest it off the door using physical strength! It takes nearly a full minute, but finally there is a loud splintering and the stone comes free! It's still got some of door attached to it, and can't be used until the correct command word is uttered, but at least the party has it in their possession!

And with that, the group backtracks to the comfortable room where they first met the dragon shaman and the beguiler to get some much needed rest before continuing onward...

For a 30, I'll give to ya! Let me know your intended spell selection for the next day, but my next post will either see you well rested and ready to continue on, or perhaps interrupted during your rest... What is your watch schedule?


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 asks for some healing before people go to sleep. I am not sure who the healing was used on before and after resting he would still be down 16 points. Assuming the healing mentioned after the last fight was used on those hurt in the last fight instead of Sobok anyway.

Sobok doesn't have spell slots so he is willing to take any shift on watch.


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

Is there a lock on the door to F19? If not, I propose staying here in F10; a locked door is a good precaution and I can tickle it closed the same as I tickled it open (even if the keys presumably went with the mindflayer).


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 thought there was a lock at F19, but either way is good for me. Reonnyn can take the middle shift as he has darkvision so can watch over you guys in the dark.


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

"I think the other bedroom is a better fit. A real bed, a carpet for those not on the bed, and we killed the occupants unlike the illithid which could come back to seek revenge." Neb says quite certain he does not want to stay in the cave.


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

Before resting Morrow will use the remaining charges on Norebo's Hand to cast Cure Moderate Wounds. 2 I believe? For Sobok.


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.]

Do you want to roll it Morrow or should I?


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

No need for rolling! My notes show Sobok is fully healed. Just check my handy dandy hidden notes in my last 'big' post. I usually do up a header that shows the date, approximate time and weather (if applicable) followed by the post itself and then ending with links to maps, and then the Spoiler that has CS links and 'Adventure Notes', along with current HP. I don't go through this process for smaller posts where I'm making quick observations or quick answers to questions (such as this one), but almost always when I'm moving the adventure forward I put all that information in there for you to reference.


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

Godsday [Tanabat], 11th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 4 days)
Current time is unknown, probably very early morning or so.

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

The party spends a good chunk of time resting in the very fine quarters once held by the Marshal. The accommodations help pass the time as the adventurers recount old stories and speculation about the goings-on here in the dungeons beneath the ruins of Castle Greyhawk - as well as where that mind flayer might be lurking. Eventually, enough time passes for everyone to fell well-rested and ready for whatever perils this new day might bring. Verdan shares the fact that today is Tanabat, being the 11th day of Planting. He tells the party of Olidammara - a very old deity known to the ancient Flan as well as Oerdians as the God of Humor, Music, Revels and Wine and one that is a favorite of rogues and bards, though well-liked or at least tolerated by most of the other gods of non-evil bent. The cleric relates the story of Tanabat, also known as the Seven Sisters Festival. Legend has it, he tells them, that Olidammara was entertained on this day by seven lovely sisters, who welcomed him in his guise as a minstrel and treated him royally. So impressed was he by their treatment and their wine that he revealed himself and offered to transport them to his halls, there to live in bliss forever. Though the vineyard's exact location is a mystery, the legend is widespread, and many grape-growing regions claim that the Seven Sisters came from their lands. At night, therefore, the story is acted out and people head out to the grape arbors, listening for echoes of the sisters' laughter as they ascended to paradise. The rest of the holiday is a general celebration of the grape and its byproducts (especially wine) and features prayers for a good vintage in the coming year.

And so, after making their preparations for the day, the adventurers must next decide on a plan. Explore the area further, perhaps hoping to find something they missed? Deal with the trapped elven princess whose story of her imprisonment may or may not be true? Or explore the passage beyond the mined-out cavern where they slew the hideously deformed giant?

Be sure to give me your memorized spells and let me know your plans! I'm presuming Neb will cast Greater Mage Armor and Overland Flight again, and I'll go ahead and have Verdan cast his Iron Silence again so he's not clanking along too noisily...

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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

PC Health / Adventure Notes:

Fash 62/62 [Darkvision & Lowlight Vision]

Sobok 118/118 [Draconic Aura (Senses - self and all allies within 30' gain a +2 to Listen and Spot checks as well as Initiative rolls)]

Verdan 61/61 [Shield is readied and is shedding Light (bright light to 40') for 110 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 10 hours]

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)]

Nebuzaradan 50/50 [Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 10 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 10 hours]

Morrow 75/75 [Darkvision (Norebo's Hand)]


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 don't believe anyone has mentioned the princess (to me or Sobok), so

Well rested, his bedroll being much more comfortable than being chained to the wall, Fash is chipper:"Well, shall we go investigate a giant stairway this fine morn?"

Ok, marching order, same as before?
Fash
30'+ spacing
Morrow, Sobok
Neburazan, Verdan
Reonnyn

Assuming Fash is leading off, (assuming GM West permits) he will take 10 on stealth, search and spot checks.
Stealth, Take 10: 10 + 8 + 2 + 4 + 4 + 10 = 38
8 Ranks +2 dex + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind]
Spot, Take 10: 10 + 13 + 2 + 5 + 2 = 32
13 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]+2 Aura
Search, Take 10: 10 + 13 + 6 = 29
13 Ranks + 6 int

Rolls if take 10 is not allowed:

Stealth: 1d20 + 8 + 2 + 4 + 4 + 10 ⇒ (8) + 8 + 2 + 4 + 4 + 10 = 36
8 Ranks +2 dex + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind]
Spot: 1d20 + 13 + 2 + 5 + 2 ⇒ (16) + 13 + 2 + 5 + 2 = 38
13 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]+2 aura
Search: 1d20 + 13 + 6 ⇒ (17) + 13 + 6 = 36
13 Ranks + 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

Neb prepares his spells while drinking coffee and eating on tidbits from a field ration. Once complete he prepares his belongings and gets ready to head out. He casts overland flight, greater mage armor, and false life as usual.

False life: 1d10 + 10 ⇒ (3) + 10 = 13

Updated spells memorized


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

I don't remember but I don't think I trusted the elven princess. The story was too good.... And the more I think about it the more I don't trust it!

"Past where we killed that giant? Sounds like a good place to start the day."


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

I think she is a trapped succubus.


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

Adventurers are so jaded... leaving a princess trapped in a dungeon. For shame!


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

As mentioned, I know nothing about her existing ... If I knew about her, I could perhaps verify her as elven (vs being a succubus) using the Word of Friendship ruathar ability. I could also probably cross check her story using Sending spells and my elven connections.


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)

"Wait a moment," Reonnyn interrupts, "Perhaps paying a visit to Rhaina would be prudent here. A fresh perspective would perhaps shed light on her story." Reonnyn explains to Fash and Sobok what the party knows of the trapped 'princess', which isn't much.


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 frowns: "I wish you had told me about this last night. There are things I could do to investigate if she is truly what she claims to be; but they do require a significant amount of my mojo, and I would prefer to be at full capability when we investigate this great stairway..."

My vote is great stairway. I'm pretty sure there is nothing we can do right now to break her out anyways. If I'm reading the Binding spell (that GM West linked) right, it would require an AM shell (6th level, not on the Beguiler list) or a Disjunction (9th level, also not a Beguiler spell) to break her out...


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

Fash, that is correct.


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 cannot save her now, and she is not about to starve, then I think we should head towards the stairs and hope to find a clue as to how to release her." 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)

"Very well," Reonnyn sighs. "Let us see what the depths hold for us. Our prize awaits!"


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

Godsday [Tanabat], 11th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 4 days)
Current time is unknown, probably very early morning or so.

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

Deciding that there is little that can be done for the elven princess at the moment in any case, the adventurers head into the cavern where the dead giant still lays sprawled out where it fell, and into the tunnel beyond. The rough-hewn passage leads generally southeast at first, though it winds a bit, passing through small, ruined areas that might once have been laboratories or even dormitories - though they are clearly no longer used, covered by the dust of long ages with nothing of value.

The journey is slow-going, for the party is cautious in their exploration and the tunnel proves to be several hundred yards in length. Neb's natural stonecunning allowing him to determine that it is curving in a long, lazy spiral downward about a hundred feet or so. Despite the fact that the walls of the tunnel are covered with grime, the floor is dust free, with a good many bootprints seen here and there, so those with even a modicum of trail sense can tell that this passage has been used frequently and quite recently. Despite this recent foot traffic, they are not bothered during the hour or so they travel along its length, and eventually the tunnel ends in a massive hall - its ceiling lost to vision (though a quick check from an airborne Neb determines that the vaulted ceiling lies some two hundred feet above. As before, there are several side passages leading into areas that look long-abandoned without anything of real interest. However, a very large spiral staircase in the center of the hall leads downward, and it is quite evident that the recent comings and goings originate from here.

The spiral stairs descend quite a ways, perhaps two hundred steps or thereabouts, and end atop a square pyramid of stone set into the wall of a vast cavern. Close at hand looms a gigantic, ruined pyramid, the structure well defined by the light that emanates from Verdan's shield. At one time, a towering skeletal statue had apparently risen from the apex of the great ziggurat, but the sculpture now lies partially shattered over the side of the cracked structure. In its left hand holds what appears to be an enormous skull, while the right grips a scythe that is not carved of stone, but rather an enormous weapon crafted of wood and steel. At the base of the pyramid, a gaping hole can be seen - another stairwell, it would seem - and flickering torchlight is clearly visible from within its inky depths. The rest of the immense cave is lost to shadow, beyond even the sight of the dwarf and those others that possess darkvision.

Actions? I'll take a Knowledge (Religion) check from anyone that examines the fallen statue.

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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

PC Health / Adventure Notes:

Fash 62/62 [Darkvision & Lowlight Vision]

Sobok 118/118 [Draconic Aura (Senses - self and all allies within 30' gain a +2 to Listen and Spot checks as well as Initiative rolls)]

Verdan 61/61 [Shield is readied and is shedding Light (bright light to 40') for 110 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 10 hours]

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)]

Nebuzaradan 50/50 +13 THP [Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 10 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 10 hours; Temporary hit points (False Life) for 10 hours]

Morrow 75/75 [Darkvision (Norebo's Hand)]


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 watch over the others as they look at the statue. His reverence of dragons meant that he paid little attention to the deities of the various humanoid races. He trusts to his hears to tell him if anything was moving closer in the darkness.


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

So Fash was on point by 30' + the spacing of the rest of the party. IF the stair we came down is the one I put a dashed pink box around (on slide 3), we came down single file, so Verdan (and his light) is still on the stair when I can see the torchlight (inside the dashed red box, also on slide 3)...

No K religion here... That said

K Religion, Untrained: 1d20 + 6 ⇒ (8) + 6 = 14
+6 int

Having come to the bottom of the spiral stair and sneaked to the corner to peer around, Fash spots the torchlight immediately. He slips back to the party and warns them, telling them of the scene (ie. what GM West has posted), and then proposes a plan "I can drop a fog cloud above the other stairwell, so the folks with the torches won't see our light coming. Then I'm going to scout around, but the light has to stay where it won't give me away (No hide in plain sight - yet). If I scream for help, you guys come a running"

I am proposing that Verdan and his light stay behind the orange dashed line on slide 4, so it won't give us away. I'll go for a scout, and the rest of us can sneak forwards to peek around the corners of the straight stairwell - ready to come running if I start screaming for help...

Fash also mutters a quick cantrip (casts Message, targets the whole party, 100 minutes duration, allows us to whisper back and forth)

if the others agree to this plan:

Peek around the corner at the top of the straight stairs down, and drop a fog cloud overtop of the spiral stairway where I can see reflected torchlight from.
Casts Fog Cloud - range 200 ft, duration 100 minutes, targeting a point 10' above the top of the spiral stairway - so it doesn't go too far down it. Target is the blue dashed circle on the 3ed slide)

Then he slips down the straight stairway (while keeping a wary eye out for traps) to the corner below and starts peeking around while trying to stay concealed...

Stealth, Take 10: 10 + 8 + 2 + 4 + 4 + 10 = 38
8 Ranks +2 dex + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind]
Spot, Take 10: 10 + 13 + 2 + 5 + 2 = 32
13 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]+2 Aura
Search, Take 10: 10 + 13 + 6 = 29
13 Ranks + 6 int


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

Reonnyn nods in agreement, "I'll join you on this Fash. I can put this ring to good use here." Once Fash has indicated he is ready Reonnyn will activate his Invisibility ring and trail behind about 30' keeping Fash in sight. His Move Silent bonus is +9.


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

Neb flies a little closer to get a better look at the statue. He shares what he thinks is pertinent.

K Religion: 1d20 + 12 ⇒ (15) + 12 = 27


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

Know-Religion?: 1d20 + 4 ⇒ (3) + 4 = 7 Hah! Good thing we have a smart wizard along....

Morrow agrees with Fash's plan and stays in place.


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

Godsday [Tanabat], 11th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 4 days)
Current time is unknown, probably very early morning or so.

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

Fash whispers a warning to the the others and moves ahead a bit, casting a spell that drops a bank of fog over the exposed stairwell in the center of the shattered pyramid beyond the fallen statue. Then the gnome casts a simple cantrip that will allow the party to speak with whispers over great distances as he descends down the broad staircase from the landing that stands about fifteen feet above the ground.

Neb soars overhead and studies the statue, recognizing it is a depection of Nerull - an evil deity worshipped by the Flan people and called by many names, including The Reaper, Bringer of Darkness, Hater of Life and a few other similarly grim titles. The skull and scythe are his holy symbols, and Nerull's clerics are renowned as cold-blooded and calculating murderers.

Reonnyn activates the ring of invisibility and disappears from sight even as the others move forward as well, since all hell hasn't broken loose when Fash cast his spell and moved down the stairs quietly. Verdan stays a bit farther behind, but the intense light radiating from his shield is beginning to reveal the cavern along with with the statue and the broken pyramid that lies just beyond it - along with the huge patch of fog that conceals the center of the structure.

Everybody please give me a Spot check! Neb, I'll judge you to be about 30' above the ground, or 15' above the landing - if that sounds accurate to you? If not, just let me know.

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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

PC Health / Adventure Notes:

Fash 62/62 [Darkvision & Lowlight Vision; Fog Cloud (cast over the spiral staircase in the center of the broken pyramid) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]

Sobok 118/118 [Draconic Aura (Senses - self and all allies within 30' gain a +2 to Listen and Spot checks as well as Initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]

Verdan 61/61 [Shield is readied and is shedding Light (bright light to 40') for 45 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Message (allows whispered communication up to 400' distance with line of sight) for 100 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); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]

Nebuzaradan 50/50 +13 THP [Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 10 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; Temporary hit points (False Life) for 9 hours; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]

Morrow 75/75 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 100 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

That seems about right.

Spot: 1d20 ⇒ 4


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.]

Spot: 1d20 - 1 ⇒ (15) - 1 = 14


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 take it the take 10 in my post cannot be used as this is opposed...
Spot: 1d20 + 13 + 2 + 5 + 2 ⇒ (4) + 13 + 2 + 5 + 2 = 26
13 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]+2 Aura


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

Spot: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16


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

Godsday [Tanabat], 11th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 4 days)
Current time is unknown, probably very early morning or so.

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

Fash glances around at the bottom of the steps and notes that the rubble-strewn area around the pyramid looks tricky to get through. Care will have to be taken moving through the debris, but other than this he sees no signs of an ambush or any hidden creatures. But even as the others move out onto the landing, with Verdan's light shedding illumination upon the area, the gnome and a few others who happen to be looking at the statue notice it tremble slightly as it begins to move! Rising up from the waist, it lifts the skull in its left hand as it wields the scythe in its right! Sobok and Neb miss the subtle movement until it's too late...

Verdan’s Spot Check: 1d20 + 3 ⇒ (14) + 3 = 17

Statue of Nerull's Initiative: 1d20 - 3 ⇒ (14) - 3 = 11
Neb's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Morrow’s Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Fash's Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Sobok's Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Reonnyn’s Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Verdan’s Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Reonnyn, Morrow and Fash - you can each take an action before the statue does! Then everyone except for Neb and Sobok can act in the Surprise Round (noted below) after the statue. Remember you can only take a standard action in a Surprise Round. Then in Round 1 everyone can take their actions as normal. That Draconic Aura of Sobok's helped Fash just barely beat the statue's initiative, by the way! Sobok, did you count that +2 in your Spot check? If you didn't, then a 16 beats the DC and you can act in the Surprise Round as well.

Surprise Round
Reonnyn
Morrow
Fash
Statue
Verdan

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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

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

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); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]

Morrow 75/75 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]

Fash 62/62 [Darkvision & Lowlight Vision; Fog Cloud (cast over the spiral staircase in the center of the broken pyramid) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]

Statue of Nerull Unwounded

Sobok 118/118 [Draconic Aura (Senses - self and all allies within 30' gain a +2 to Listen and Spot checks as well as Initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]

Verdan 61/61 [Shield is readied and is shedding Light (bright light to 40') for 45 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]

Nebuzaradan 50/50 +13 THP [Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 10 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; Temporary hit points (False Life) for 9 hours; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes]


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

The picture makes that statue look like it is 100'+ tall. ?? Can we all see it, and are in its range.... ?


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 swears under his breath "Otyugh droppings!". and guesses that a statue will not be much affected by his mind-affecting spells. He mutters a quick incantation and then ducks backwards into the stairwell, trying to hide...

Standard Action - cast Haste, purple dashed circle. Not sure I can get everybody due to the vertical differential between me and Neb (because he is flying, and the height of the stairs...); if I have to, I skip me...
5' step back, try to use the edges of the stairwell as cover both to improve my AC and to break LOS with this thing and hide... I have Darkstalker feat if it has strange senses.

Stealth: 1d20 + 8 + 2 + 4 + 4 + 10 ⇒ (1) + 8 + 2 + 4 + 4 + 10 = 29
8 Ranks +2 dex + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind]

Edit: And I might get away with that, despite the nat 1; constructs are not renowned for high spot scores...


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

@Morrow Yes, it's within range. The statue is actually lying on the ground, having been shattered long ago and draped over the edge of the central pyramid. If it were standing, yes it'd be something like fifty feet tall or thereabouts. But it's got no legs stand on, so as long as you're adjacent to the statue you can make a melee attack.


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

@Gm West, |For everyone's reference, what knowledge check?


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

Thanks for the reminder Fash. That'd be Arcana!


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.]

I did foolishly forget my own bonus. So I would have had a 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

K Arcana: 1d20 + 22 ⇒ (12) + 22 = 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)

Reonnyn had no intention of sacrificing his invisibility here, even though he suspected the statue could indeed sense their presence. Deciding to take a risk here he quickly dashes out into the opening, dodging the statue here! "I expect more trouble other than the statue, I will watch out for it!" he whispers to the others.

Move to map position here. He will also Tumble here. 1d20 + 13 + 1 + 1 ⇒ (14) + 13 + 1 + 1 = 29


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 casts Keen Edge on Norebo's Hand and moves forward to engage.

Doubles crit threat range for 100 minutes.

Know-Arcana: 1d20 + 7 ⇒ (1) + 7 = 8


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

Godsday [Tanabat], 11th day of Planting, 597 C.Y.
Weather outside is unknown (underground for 4 days)
Current time is unknown, probably very early morning or so.

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

Morrow casts a quick spell that puts a keen edge on his blade and begins to move toward the stirring construct. Fash casts a spell to grant his allies great speed and steps a bit away from the moving statue as Reonnyn, still invisible, weaves past the others as only a halfling can do and darts south - well away from the dangerous thing!

The statue levers itself up, leaning on the scythe (which looks about the size of a huge oak tree with a massive blade growing out of the top) and hurls the skull in its left hand at the top of the steps, dead center in the middle of the party clustered on the landing! The result is akin to a hollow catapult stone exploding in their midst as deadly splinters fly in all directions, propelled by a the terrible force with which it was hurled!

Verdan reacts instantly and casts a spell to heal himself and his allies as best he can - which is actually quite a lot!

Throw skull: 1d20 + 13 - 6 ⇒ (10) + 13 - 6 = 17 vs. AC 5 'Touch' to hit the 'explosion' target on the map = Hit!
Exploding skull: 10d10 ⇒ (3, 9, 6, 6, 8, 2, 2, 9, 10, 1) = 56 damage to Fash, Morrow, Sobok and Verdan (i.e. all within 10' of the 'explosion' on the map) - Reflex save vs DC 25 for half damage (don't forget +1 for Haste!)

Verdan’s CLW (Empowered, Augmented): 1d8 + 11 + 10 ⇒ (3) + 11 + 10 = 24 +12 (Empowered) = 36 HP restored to all those struck by the exploding skull!

As everyone is now aware of the danger, Neb knows that animated statues, or constructs, are brought to life by magic. He figures that the same magic probably animated the creature as Fash drew close enough to it, even if the statue can't see the sneaky little gnome. The thing can surely see in the dark just as well as himself, and is also most certainly immune to poison, mind-affecting spells, sleep and a variety of other things that might fell a normal creature of flesh and blood. Judging by its immense size, it surely has considerable reach and he knows as well that weapons, even magical weapons, will have a tough time smashing through its stone shell and it looks as though it can absorb a lot of damage before it can be brought down. (OOC: So lots of immunities to different kinds of damage as mentioned as well as a few others, it's got a Hardness score you'll have to bust through when inflicting physical damage, and its reach is about 30' or so. It's also got LOTS of HP...)

Fash, Morrow and Reonnyn can post their actions, then the statue will go, and then EVERYONE can post your actions for the rest of Round 1 and the start of Round 2. Reonnyn, it looks like you moved a pretty good distance, so I'll have you delay until after Fash casts his Haste spell - figuring you used it to your advantage (and otherwise you'd be outside the spell's area of effect in your current location) to take a single move of about 60' as your standard action. Morrow, you can only take a 5' step and cast the spell as a standard action. I moved you back a bit, but not sure exactly where you were at - but I'm pretty sure you'll have to move and make a standard attack, not a full round attack. Fash, I'm thinking if you want Neb to be affected by your Haste spell, you'll have to leave yourself out of the Haste as you suspected.

Detail Map

Player's Map of Dungeon Level

Ruins of Castle Greyhawk (Overview)

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

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

Morrow 75/75 (-56 OR -28 +36 healing) [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Hasted (+1 attack rolls, Reflex saves and AC, +30' movement and extra attack with a full round attack action) for 10 rounds]

Fash 62/62 (-56 OR -28 +36 healing) [Darkvision & Lowlight Vision; Fog Cloud (cast over the spiral staircase in the center of the broken pyramid) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Hasted (+1 attack rolls, Reflex saves and AC, +30' movement and extra attack with a full round attack action) for 9 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); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Hasted (+1 attack rolls, Reflex saves and AC, +30' movement and extra attack with a full round attack action) for 9 rounds]

Statue of Nerull Unwounded

Sobok 118/118 (-56 OR -28 +36 healing) [Draconic Aura (Senses - self and all allies within 30' gain a +2 to Listen and Spot checks as well as Initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Hasted (+1 attack rolls, Reflex saves and AC, +30' movement and extra attack with a full round attack action) for 9 rounds]

Verdan 61/61 (-56 OR -28 +36 healing) [Shield is readied and is shedding Light (bright light to 40') for 45 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Hasted (+1 attack rolls, Reflex saves and AC, +30' movement and extra attack with a full round attack action) for 9 rounds]

Nebuzaradan 50/50 +13 THP [Darkvision; +6 armor bonus to AC (Greater Mage Armor) for 10 hours; can fly [average] maneuverability] at a speed of 40' (Overland Flight) for 9 hours; Temporary hit points (False Life) for 9 hours; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Hasted (+1 attack rolls, Reflex saves and AC, +30' movement and 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

No haste for Fash then - I suspect that Neb will need the AC and movement more that Mr. intends to stay hidden...

Reflex Save: 1d20 + 3 + 2 + 2 + 3 ⇒ (20) + 3 + 2 + 2 + 3 = 30 vs dc 25
+3 Beg +2 Rua +2 Dex +3 Resist

Edit
So that's only 28 damage, and Verdan is casting a MASS CLW for 36 HP of healing...

Fash manages to avoid the worst of the stone splinters, but still his blood stains the stones below him. Then Pelor's radiance closes his wounds...


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, I figure it's a construct, so no actual brains - so no spellcraft rolls. Possibly Magic Immune, but that shouldn't stop this from working...

Fash looks at the colossal construct looming over them, the giant scythe it bears, and the zone it's reach commands; he realizes he better try something. His hands move gracefully and he whispers words of power... and what appears to be a layer of ice crystals grows over the statues head and upper torso.

Standard Action - Cast Major Image of a thick layer of ice crystals growing over as much of the head and upper torso of this thing that I can manage - 14 10' cubes. Major image is all senses - so the ice cannot be seen through with any kind of vision (short of truesight of course), and the crystals make loud crackling noises as they grow, making it difficult for it to hear. The smell of snow fills it's nostrils and it can feel the weight and cold of the ice on it's surface... Assuming of course that it doesn't make it's save. For "realism", if it tries, I will let it tear away chunks of ice crystals that will immediately melt away in it's hands as they separate from the main mass, and they will immediately be replaced with fresh growth...
Major Image, SR NO, Disbelief DC 21 = 10 +3 (level) +6 (int) + 1 (Spell Focus Illusion) +1 Cloaked Casting (I was hidden when I cast)

Hoping it is blinded, Fash sneaks forward, away from his previous position...
Move action - Move 15 using stealth
Stealth: 1d20 + 8 + 2 + 4 + 4 + 10 ⇒ (7) + 8 + 2 + 4 + 4 + 10 = 35
8 Ranks +2 dex + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind]

This movement will draw an AoO if it is not blinded, as I don't have hide in plain sight, and I exposed myself by casting, thus I cannot hide unless it is blinded. Smart players will pay attention to this as it affects their tactical decisions...

If it attacks Fash, either as an AoO or with a normal attack this turn:

I will cast Greater Mirror Image (4th level) as an Immediate action to defend myself.
Number of Images: 1d4 + 3 ⇒ (4) + 3 = 7


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

"What can I say, it's a giant animated statue people. It'll feel like you are hitting a wall and has no mind to mess with using fancy spells and we obviously won't be able to poison it." Neb calls out as he prepares to lay into the thing.

The 34 on K Arcana gives me a +4 to dmg


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.]

Is the Exploding Skull fire damage? If so I am immune to Fire damage.

Reflex+Haste: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Thats poor. Hopefully, it is fire.


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

@Sobok It's unfortunately not fire damage, it's straight up weapon damage - probably a combination of piercing, bludgeoning and slashing as it wasn't specified in the stat block. No worries though, you got healing for most of it!


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

Reonnyn shudders involuntarily as the skull impacts the group, Glad I moved there...I wonder whether that statue can be disarmed, I sure don't want to deal with that scythe! He readies an eldritch blast here...targeting the statue's wrist that hold the large scythe...

Going to try a called shot here at the statue to see if Reonnyn can shatter the wrist . should hopefully make it less deadly! Eldritch Blast, called shot: 1d20 + 13 + 1 - 4 ⇒ (14) + 13 + 1 - 4 = 24; damage: 3d6 + 2 ⇒ (4, 4, 4) + 2 = 14


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

Looks like you got me where I should have been with a 5' move.

Feeling the explosion followed by the healing Morrow moves forward, trying to reach a point where he could attack the.... thing. He wasn't even sure that his sword could hurt the thing but at least considering the size he shouldn't be in the way of any of his friends.

Attack if I can reach it?: 1d20 + 10 + 2 + 3 + 1 ⇒ (18) + 10 + 2 + 3 + 1 = 34 BAB,Magic,STR,Haste
damage if that hits?: 1d8 + 2 + 3 + 1d6 ⇒ (7) + 2 + 3 + (3) = 15

Confirm crit?: 1d20 + 10 + 2 + 3 + 1 ⇒ (10) + 10 + 2 + 3 + 1 = 26
damage if that hits?: 1d8 + 2 + 3 + 1d6 ⇒ (6) + 2 + 3 + (5) = 16

Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23 DC25? Crit fishing anyone?

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