Morrow, Tue |
Yep! I figured, as I'm sure Morrow would have, that between his sword and magic it was highly unlikely that he'd use the bow....
GM West |
Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.
-------------------------------------------------
Sobok's Will Save: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 vs DC 22 = Success!
Verdan's Will Save: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 vs DC 22 = Failure!
Fash shakes off the nausea, but the ice cold tendrils seep into his body a bit as he unleases a devastating spell against the fiend! But she only screeches laughter as the spell fails to erase her mind as the gnome had hoped it would. Verdan gags reflexively (Sickened) as the cleric readies himself to strike even as the spiritual weapon strikes again, dispelling another mirror image. Reonnyn also nearly loses his breakfast (Sickened), and though his aim is true it fails to strike the magically protected demoness. Morrow and Sobok stand ready to attack if Kalystis swoops down to strike - the two of them unable to reach her, and unfortunately she appears to have no inention of doing so. Glorb is sickened as well and backs away, though his subsonic voice still rings faintly in their ears, inspiring them, the drow/succubus smiles evilly and snarls a curse in Abyssal as she sends a blast of brimstone at the gnome that tried to wipe her mind with his magic! The blast of fire strikes Fash full in the chest, and the gnome desperately tries to put out the hellish flames! (OOC - Fash, please give me a Reflex save!)
Kalystis' Will Save: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24 vs DC 21 = Success!
Kalystis' Brimstone Blast Attack: 1d20 + 10 ⇒ (7) + 10 = 17 vs Fash's Touch AC = Hit!
Brimstone Blast Damage: 4d6 ⇒ (5, 4, 3, 5) = 17 fire + Reflex Save vs DC 17 or take an additional Extra Fire Damage: 4d6 ⇒ (3, 1, 1, 4) = 9 points of fire damage
Everyone can post your actions! Or are you all retreating from the cavern? In which case I'll call this battle over as she cannot pursue. Morrow, that Bless spell wouldn't stack with the Inspire Courage song, so I figured Verdan would simply bide his time this round, as his only spell that could have harmed her directly relied on a ranged attack - and it might have it the image instead of her.
Player's Map (Forge Level of Ruins Beneath Castle Greyhawk)
----------------------------------------------
Reonnyn 58/74 [Sickened (-2 to attack/damage rolls, as well as saves, skill checks and ability checks) for 3 rounds; Invisible; 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; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Morrow 67/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 100 minutes; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Sobok 110/118 [Draconic Aura (Senses - shaman and allies within 30' gain a +2 to Listen/Spot checks and to initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Glorb 27/43 [Sickened (-2 to attack/damage rolls, as well as saves, skill checks and ability checks) for 4 rounds; Invisible for 10 minutes; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Kalystis (aka Rhaiani) -28 HP [Two Mirror Images for ? rounds; Flying 30' up; Glowing with Glitterdust for 9 rounds]
Fash 37/62 (additional 9 points damage pending Reflex Save) [Darkvision & Lowlight Vision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Glibness (+30 to Bluff checks) for 100 minutes; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Verdan 45/61 [Sickened (-2 to attack/damage rolls, as well as saves, skill checks and ability checks) for 3 rounds; Aura of Warding (all within 10' gain a +2 morale bonus to Will saves); True Seeing for 10 minutes; Shield is readied and is shedding Light (bright light to 40') for 70 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 10 hours; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Spiritual Weapon (+10/+5 attack, 1d8+3 damage (bypassing DR) for 9 rounds; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
GM West |
Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.
-------------------------------------------------
Sobok's Will Save: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 vs DC 22 = Success!
Verdan's Will Save: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 vs DC 22 = Failure!
Fash shakes off the nausea, but the ice cold tendrils seep into his body a bit as he unleases a devastating spell against the fiend! But she only screeches laughter as the spell fails to erase her mind as the gnome had hoped it would. Verdan gags reflexively (Sickened) as the cleric readies himself to strike even as the spiritual weapon strikes again, dispelling another mirror image. Reonnyn also nearly loses his breakfast (Sickened), and though his aim is true it fails to strike the magically protected demoness. Morrow and Sobok stand ready to attack if Kalystis swoops down to strike - the two of them unable to reach her, and unfortunately she appears to have no inention of doing so. Glorb is sickened as well and backs away, though his subsonic voice still rings faintly in their ears, inspiring them, the drow/succubus smiles evilly and snarls a curse in Abyssal as she sends a blast of brimstone at the gnome that tried to wipe her mind with his magic! The blast of fire strikes Fash full in the chest, and the gnome desperately tries to put out the hellish flames! (OOC - Fash, please give me a Reflex save!)
Kalystis' Will Save: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18 vs DC 21 = Success!
Kalystis' Brimstone Blast Attack: 1d20 + 10 ⇒ (7) + 10 = 17 vs Fash's Touch AC = Hit!
Brimstone Blast Damage: 4d6 ⇒ (6, 6, 5, 3) = 20 fire + Reflex Save vs DC 17 or take an additional Extra Fire Damage: 4d6 ⇒ (6, 3, 2, 2) = 13 points of fire damage
Everyone can post your actions! Or are you all retreating from the cavern? In which case I'll call this battle over as she cannot pursue. Morrow, that Bless spell wouldn't stack with the Inspire Courage song, so I figured Verdan would simply bide his time this round, as his only spell that could have harmed her directly relied on a ranged attack - and it might have it the image instead of her.
Player's Map (Forge Level of Ruins Beneath Castle Greyhawk)
----------------------------------------------
Reonnyn 58/74 [Sickened (-2 to attack/damage rolls, as well as saves, skill checks and ability checks) for 3 rounds; Invisible; 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; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Morrow 67/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 100 minutes; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Sobok 110/118 [Draconic Aura (Senses - shaman and allies within 30' gain a +2 to Listen/Spot checks and to initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Glorb 27/43 [Sickened (-2 to attack/damage rolls, as well as saves, skill checks and ability checks) for 3 rounds; Invisible for 10 minutes; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Kalystis (aka Rhaiani) -28 HP [Two Mirror Images for ? rounds; Flying 30' up; Glowing with Glitterdust for 8 rounds]
Fash 37/62 (additional 9 points damage pending Reflex Save) [Darkvision & Lowlight Vision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Glibness (+30 to Bluff checks) for 100 minutes; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Verdan 45/61 [Sickened (-2 to attack/damage rolls, as well as saves, skill checks and ability checks) for 3 rounds; Aura of Warding (all within 10' gain a +2 morale bonus to Will saves); True Seeing for 10 minutes; Shield is readied and is shedding Light (bright light to 40') for 70 minutes; No AC Penalty when using Hide/Move Silently (Iron Silence) for 10 hours; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 100 minutes; Spiritual Weapon (+10/+5 attack, 1d8+3 damage (bypassing DR) for 8 rounds; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) while Glorb sings +5 rounds]
Sobok. |
Sobok falls back out of the area.
Fash Daergal |
Unnhg! moans Fash as he sprints for the exit, to hurt for a snappy remark. He doesn't quite make it around the corner to be out of line of sight...
Hopefully, the last person out will close the door; if not, at least I should have some soft cover from people between me and the door...
Reonnyn |
Reonnyn waits for the others to exit the chamber before he exits the place himself, closing the door behind him. "Such a charming host you are..." his voice rings out as he wipes the spittle from his mouth.
Glorbe Goldendew |
Glorbe staggers out of the way from the others still ahving the presence of mind to watch ahead of them to make sure no surprises awaited.
"Uhh remind me again why we confronted her please?"
Sobok. |
"Locking her there is at best a temporary fix. At some point she will either need to be dealt with or she will get someone to release her." Sobok says. "But it would have been nice if she was trapped in a room with a lower ceiling."
Morrow, Tue |
"Sobok is right. And we still need to destroy her. She may be able to charm some sucker and get free. And she's obviously dangerous enough that we can't let her free on the City, or the world. Let's heal up and see if we can take those bows from the other demons!"
Those demons main advantage was to be able to attack us at range. How about filling the area with fog so they can't see us? I don't remember, but could they see invisible creatures? If not that could also be an option. ??
Fash Daergal |
"I agree with healing up. But I would not rush into combat with those bow demons again. We don't have the information to think such a fight through, and look what happened with the succubus because we didn't think that she could fly away from us (because the ceiling was so high). So it would be a sneak's job - me and maybe Reonnyn scouting - rather than just charging in there with our peckers up!"
I want to know a lot more before we start on those demons. Them and the cleric are obviously the door guards of whatever's down below. when and how often do they change shift? Can they call for help from the main whatever it is?
I say we either do a scout job, or at least we wait overnight. Also, if we are waiting overnight, perhaps we want to go back to Rhaiani, but this time, Verdan can prepare and cast a couple of air walk spells (Morrow, Sobok) before we go in the door...
Reonnyn |
Reonnyn nods in agreement, "Yeah best to see what traps they have laid for us 'err we stumble into them. Mayhaps they have reinforced their position? I would do the same if I was them!"
If Verdan can prepare Air Walk then I think we can take Rhaiani down. I do think she needs to be destroyed. She may be holding that Orb we are looking for!
Sobok. |
"Scouting could be very beneficial. And they did not seem to be able to see those of us who were invisible. Does anyone have the ability to make everyone around them invisible?" Sobok asks.
GM West |
Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.
-------------------------------------------------
9 Charges of the Lesser Vigor Wand
2 Charges of the CLW Wand
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
Verdan heals up his allies and they make their way out of the area, followed by the impotent screams and curses of Kalystis until they dwindle away into blessed silence. After some discussion, the party decides to check out the area surrounding the ruined Temple of Nerull and see what is going on there before making any further plans. The trip passes uneventfully, though it takes the better part of an hour to complete.
Heading down the massive spiral stairs after making sure there are no nasty surprises, the group reaches the bottom and extinguishes all lights as they do so - to make sure they aren't spotted in this lightless environment. Carefully easing their way through the darkness, the party relies on those that can see in the dark to get them to where they can see out into the cavern itself by those that can do so.
Even those of the party without darkvision can glimpse faint, eldritch light here and there in the distance - a sort of natural illumination shed by some of the fungi, it would seem. Those with darkvision see nothing dangerous close by - no four-armed demons wandering around, no flame-haired cleric with an acidic tongue to be seen and even the bodies of the slain demons are gone. Everyone can also tell that the spiral staircase they saw previously - the one inside the temple itself and lit by torches or lanterns - is no longer visible. Apparently the evil cleric also decided against offering any sort of light to see by - up here, at least. Perhaps she has amplified her own vision magically, or is leaving it up to the demons to keep an eye out for intruders.
Still, it would seem that someone will have to get a bit closer and get a look inside the temple itself to see where the enemy is lurking and what they are up to...
Actions? I figured that based on your OOC discussion, the group decision was leaning toward returning here - whether right away or after a rest. You can still easily retreat right here and now if you want to rest first, but wanted to at least get you here if you decide to go on and send a scout (or scouts) to get a closer look. The map below shows the entire cavern of course, but without any light you are dependent on darkvision at the moment - which only goes out to a distance of around 60'. I'm presuming nobody wanted to have any light out that might have given away your approach. On the map below, the yellow arrow shows where the party is currently located, the dashed blue line gives you some idea of how far 60' darkvision can see from your position.
----------------------------------------------
Reonnyn 74/74 [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 45 minutes]
Morrow 75/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 45 minutes; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Sobok 118/118 [Draconic Aura (Senses - shaman and allies within 30' gain a +2 to Listen/Spot checks and to initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Glorb 43/43 [Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Fash 62/62 [Darkvision & Lowlight Vision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Glibness (+30 to Bluff checks) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Verdan 61/61 [Aura of Warding (all within 10' gain a +2 morale bonus to Will saves); No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Glorbe Goldendew |
Glorb thinks for a moment as he strains to gather any further information from his limited senses. "One thing to keep in mind is this priestess would not need to post any guards, she could easily ward the entrances with all sorts of nasty glyphs and, needless to say, would trigger an alarm bringing their forces upon us!"
Sobok. |
"If the traps were going to be there then they likely would have been there regardless. But she may have made life more difficult for us." Sobok says.
Morrow, Tue |
Disliking the darkness Morrow has to accept that lighting the area up would have every foul creature down here converge on them to attack. "Reonnyn can see magic auras right? And my sword lets me detect magic as well. But I'm not stealthy. We need someone stealthy to get close and watch for a couple of minutes. The demons could have some way to be invisible too. But they have no discipline. They'll move, or talk, something that'll show their position."
Reonnyn |
"The darkness is no impediment to me, and also I can detect magical auras too, but magical traps are beyond my ken."
Fash Daergal |
"Stealthy sounds like my job. I can operate in the dark, in fact, it's where I do my best work. I can handle traps. I take point. Reonnyn, you're backing me up, and keeping watch for magical auras. Warn me if you spot anything.
Fash mutters a couple of spells, and speaks a command word, with which he fades into the darkness itself...
Casts Message, Detect Invisible and uses his ring of the Darkhidden
Cloaked in magic, and able to see hidden enemies, he whispes to Reonnyn, "Follow me Reonnyn. Whisper if you spot something. Remember these bastards have good hearing." Then he sets off, senses pealed for danger...
Stealth: 1d20 + 2 + 8 + 4 + 4 + 10 - 2 ⇒ (7) + 2 + 8 + 4 + 4 + 10 - 2 = 33
8 Ranks +2 Dex + 4 Racial +4 Small +10 Cloak/Boots of Elvenkind -2 ACP
Spot: 1d20 + 13 + 2 + 5 ⇒ (12) + 13 + 2 + 5 = 32
13 Ranks + 2 Racial + 5 Eyes of the Eagle
Listen: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
13 Ranks + 2 Racial
following the dashed pink line, until he can peak around the corner... Note that he is not relying on the invisibility effect of the Ring of the Darkhidden, he's sneaking as if he was not shielded with magic. Note that he will stop for any traps spotted or a warning from Reonnyn...
Sobok. |
Sobok stays quietly back and waits for sounds of Fash needing assistance or his return.
Reonnyn |
Reonnyn nods silently and twists his ring of invisibility, vanishing from sight, following along behind Fash whilst scanning around for magical auras.
Activating Ring of Invisibility. Reonnyn can also see perfectly in the dark thanks to his Devil's Sight invocation. As Fash moves along Reonnyn will be using Detect Magic regularly. Should he spot any magical auras he will whisper a warning to Fash.
Stealth: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 Add +20 for Ring
Spot: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Listen: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
GM West |
Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.
-------------------------------------------------
The diminutive scouts ease forward, Fash only seeming to disappear from sight as he blends in seamlessly with the shadows while Reonnyn literally vanishes as he commands the ring to make him invisible. Moving down the steps until their feet touch the cavern floor, the halfling and the gnome peer through the gloom with no difficulty, given their darkvision.
Demon #1 - Stealth Check: 1d20 + 17 ⇒ (16) + 17 = 33
Demon #1 - Spot Check: 1d20 + 16 ⇒ (13) + 16 = 29
Demon #1 - Listen Check: 1d20 + 16 ⇒ (17) + 16 = 33
Demon #2 - Stealth Check: 1d20 + 17 ⇒ (10) + 17 = 27
Demon #2 - Spot Check: 1d20 + 16 ⇒ (20) + 16 = 36
Demon #2 - Listen Check: 1d20 + 16 ⇒ (16) + 16 = 32
Though Reonnyn sees nothing, Fash spots one of the multi-armed demons lurking in the dark recesses of the jagged crack leading into the half-ruined temple. In the next moment, the gnome hears... something... a subtle shift of pebbles perhaps, but he can't pin down where it came from. Definitely somewhere nearby, and in roughly the same direction of where the one lurks, but he doesn't see a second figure...
Reonnyn and Fash, what are your immediate actions? I figure the rest of you are straining your eyes and listening, but you're too far to have heard or seen anything that Fash saw/heard.
----------------------------------------------
Reonnyn 74/74 [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 45 minutes]
Morrow 75/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 45 minutes; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Sobok 118/118 [Draconic Aura (Senses - shaman and allies within 30' gain a +2 to Listen/Spot checks and to initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Glorb 43/43 [Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Fash 62/62 [Darkvision & Lowlight Vision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Glibness (+30 to Bluff checks) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Verdan 61/61 [Aura of Warding (all within 10' gain a +2 morale bonus to Will saves); No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Fash Daergal |
Fash telepathically reports back to Morrow, Glorbe and Verdan "Spotted one bow demon in the front crack into the pyramid, and something else there is making quiet noises..."
He whispers using message to Reonnyn "Going to where the worm was" and slips away...
half speed (for no stealth penalty) double move = 30' total
Stealth: 1d20 + 2 + 8 + 4 + 4 + 10 - 2 ⇒ (4) + 2 + 8 + 4 + 4 + 10 - 2 = 30
8 Ranks +2 Dex + 4 Racial +4 Small +10 Cloak/Boots of Elvenkind -2 ACP
@Reonnyn, I suspect that hey diddle diddle, trust invisibility up the middle is a bad idea. I don't want to risk the mushroom fields to the left, so instead, I propose to go right (where we fought the purple worm) and then up the right wall of the pyramid, using spider climb to find a safe spot to spy from...
Reonnyn |
"Right." Reonnyn doesn't waste time with a lengthy reply as he slips along quietly behind Fash.
Stealth: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
GM West |
Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.
-------------------------------------------------
Fash and Reonnyn begin creeping to their right - in the direction of the ruined buildings and the slain purple worm - but before they get more than twenty feet or so, Fash sees the demon he'd spotted a moment earlier step out of the shattered entry into the ancient temple with arrow set to string, and even as it fires he hears the twang of another bow somewhere atop the pyramid, catching a glimpse of the hidden demon at the very edge of his darkvision crouched atop the pyramid!
Demon #1 - Spot Check: 1d20 + 16 ⇒ (16) + 16 = 32
Demon #1 (Red) Initiative Roll: 1d20 + 4 ⇒ (14) + 4 = 18
Demon #2 (Green) Initiative Roll: 1d20 + 4 ⇒ (17) + 4 = 21
Fash's Initiative Roll: 1d20 + 2 ⇒ (12) + 2 = 14
Red Demon's Longbow Attack: 1d20 + 14 ⇒ (13) + 14 = 27 vs Fash's FF AC
Longbow Damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9
Green Demon's Longbow Attack: 1d20 + 14 ⇒ (10) + 14 = 24 vs Fash's AC
Longbow Damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7
Fash winces as both arrows strike true (16 damage), and the gnome...
Fash, you can take a single standard action (and a 5' step, if you'd like) immediately! We are currently in a Surpise Round with only the demons and Fash acting at this time. If the rest of you would like to roll your own initiative, go for it and I'll create the list for Round 1 after Fash takes his Surprise Round action. And yes, these things have sharp eyes and ears - probably due to the generally hazardous life they endure in the Abyss! Since they have both attacked, those with darkvision can see one or both of them, depending on your vision range. Fash is 60', and marked by the orange dashed circle. Reonnyn is 30', and marked by the yellow dashed circle so Fash can see both while Reonnyn only sees the nearest demon. Morrow, you have Darkvision to 120' and Blindsense to 60' because of the sword, so you can see them as well. I think the rest of you will need light in order to see the demons, as nobody else has darkvision.
----------------------------------------------
Reonnyn 74/74 [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 45 minutes]
Morrow 75/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 45 minutes; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Sobok 118/118 [Draconic Aura (Senses - shaman and allies within 30' gain a +2 to Listen/Spot checks and to initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Glorb 43/43 [Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Fash 46/62 [Darkvision & Lowlight Vision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Glibness (+30 to Bluff checks) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Verdan 61/61 [Aura of Warding (all within 10' gain a +2 morale bonus to Will saves); No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Reonnyn |
Reonnyn curses under his breath, We have got to take these demons out!
Initiative check: 1d20 + 3 ⇒ (1) + 3 = 4
Fash Daergal |
@ GM West,1) so they can see me? Even with my ring of the Darkhidden active (invisibility to darkvision; there are no lights down here now)?
2) Can I take an immediate action before I get shot?
Spotting the demons as they aim, Fash's life flashes before his eyes, and he casts a potent defensive dweomer! Multiple images of him appear to confuse the demons aim...
Casts Greater Mirror Image as an immediate action
Number of Mirror Images: 1d4 + 3 ⇒ (1) + 3 = 4
Edit: Mirror Image checks
Mirror Image Check Red: 1d5 ⇒ 4; 1 hits Fash
4 images +fash
Mirror Image Check Green: 1d4 ⇒ 3; 1 hits Fash
3 images + fash
GM West |
Hmm... Forgot what that did. I remember talking with you about it, but can't find the conversation. Can you give me the description again? Didn't see it on the character sheet. Invisible to darkvision, but how long does it last, any other caveats, etc.
I think I messed up and you're still hidden from view, but you can tell that you (and probably Reonnyn as well) have been heard. If that's the case, then for the moment they are still scanning the area and you can all ignore the combat and such.
Fash Daergal |
Fash sees the demons sweeping the area from the corner of his eye; clearly they have heard something, the sharp-eared bastards. He thinks "Thank Garl for this ring!" and continues onwards, on the theory that the best cure for sharp ears is distance...
half speed (for no stealth penalty) double move = 30' total
Stealth: 1d20 + 2 + 8 + 4 + 4 + 10 - 2 ⇒ (17) + 2 + 8 + 4 + 4 + 10 - 2 = 43
8 Ranks +2 Dex + 4 Racial +4 Small +10 Cloak/Boots of Elvenkind -2 ACP
Then he remembers to report via telepathic bond (to Morrow, Verdan and Glorbe) "Two demons spotted, one in the central crack and one on the roof where we climbed up... Going off to where we killed the purple worm, rather than trust invisibility to take us straight up the middle."
GM West |
PLEASE DISREGARD MY PREVIOUS POST INITIATING COMBAT!
Fash and Reonnyn continue to make their way toward the buildings as the demons scan the area.
Reonnyn, go ahead and give me a Stealth check. A question for the rest of you back at the staircase leading up. Are any of you in position to see what's going out there? I know Morrow has darkvision, but wasn't sure if any of you are on that landing ledge and in a position to even see them, or if you are back in the staircase with total cover and thus unable to see anything going on out there. Conversely, you'd be unable to be seen as well... Let me know, please!
Reonnyn |
GM West: Reonnyn posted his Stealth check roll HERE. Let me know if he needs to make another Stealth roll.
Reonnyn |
Stealth: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Morrow, Tue |
Considering my lack of stealth abilities, Morrow would be listening but not watching. If the scouts lose cover I assume they'd let us know that they want/need help.
GM West |
Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.
-------------------------------------------------
Though it seems obvious to the two scouts that their movements (one or the other of them, at least) have been heard, it doesn't look like either demon has pinpointed them yet. They continue moving stealthily forward, and Fash winces as he hears Reonnyn's boot scrape on the stone floor of the cavern. The gnome is glad that the rock at least won't reveal prints very easily, in case the demons get the idea to start trying to track them. The two of them do advance slowly in their direction though, their faintly glowing eyes scanning in vain...
And then suddenly Fash glances backward to track their 'blind' pursuers and sees movement at the jagged crevice that enters into the temple. Three enormous hounds with smooth black coats, large mouths filled with sharp teet and standing some two feet at the shoulder come padding out softly before spreading as though searching, sniffing the air as they try to catch the scent of whoever might be eluding the eyes of the demons, apparently. The demons point in roughly the direction of the two scouts, and the huge mastiffs begin moving in their direction as well, loping much faster than the demons...
Hidden Roll: 1d3 ⇒ 3
Hidden Roll: 1d20 + 16 ⇒ (7) + 16 = 23
Hidden Roll: 1d20 + 16 ⇒ (9) + 16 = 25
Hidden Roll: 1d20 + 16 ⇒ (16) + 16 = 32
Hidden Roll: 1d20 + 16 ⇒ (6) + 16 = 22
Hidden Roll: 1d20 + 8 ⇒ (4) + 8 = 12
Hidden Roll: 1d20 + 8 ⇒ (10) + 8 = 18
Hidden Roll: 1d20 + 8 ⇒ (13) + 8 = 21
Fash and Reonnyn, please give me your actions! Fash, only YOU can see the mastiffs at this point, as they are not within 30' of you just yet - and so out of Reonnyn's view. Also, let's all go ahead and roll initiative at this point. We aren't specifically in combat rounds yet, but it'll give you all the chance to roll your own before we are, and it'll give me an idea of who is moving when compared to others. Nobody else can see what's happening, so only Reonnyn and Fash should take actions at this point - though everyone can make their initiative rolls, please.
Mastiff Initiative Rolls: 1d20 + 5 ⇒ (4) + 5 = 9
Demon Initiative Rolls: 1d20 + 4 ⇒ (5) + 4 = 9
Evil Cleric Initiative Roll: 1d20 + 4 ⇒ (12) + 4 = 16
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Reonnyn 74/74 [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 45 minutes]
Morrow 75/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 45 minutes; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Sobok 118/118 [Draconic Aura (Senses - shaman and allies within 30' gain a +2 to Listen/Spot checks and to initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Glorb 43/43 [Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Fash 62/62 [Darkvision & Lowlight Vision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Glibness (+30 to Bluff checks) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Verdan 61/61 [Aura of Warding (all within 10' gain a +2 morale bonus to Will saves); No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Reonnyn |
Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Fash Daergal |
Fash whispers to Reonnyn "They've got some sort of hounds back there! We need to break the scent trail. Use your Flee the Scene to jump us over there. Then breathe really quietly..."
Ok, I think he can take us both with Flee the scene - it's as dim door, and he's a 6th level caster so he can bring along up to 2 creatures. His range is 40 ft = 25 +(6/2)*5. So send us both to the dashed pink box I added to the map (beside the fallen Nerull statues arm)...
As he waits for Reonnyn to jump them, he thinks at Glorbe, Verdan and Morrow "Two demons in the open. Have heard us. They have reinforcements, huge black mastiffs! I think we can still get away, so don't rush in yet...". He also sends his glimpse of the hounds, so they can see what new trouble has popped up... (And possibly make knowledge checks - probably K Planes)
Fash casts spider climb and starts up the side of the pyramid ( 20 ft climb speed should put me in the green dashed box)
@Reonnyn, barring further complications - can you jump yourself to the top of the pyramid next turn? I will scamper off using spider climb... That should break the pursuit at least temporarily.
Morrow, Tue |
Initiative if needed?: 1d20 + 1 ⇒ (4) + 1 = 5
Morrow hears the message and stays where he is, listening.
Reonnyn |
I was thinking exactly the same thing Fash, however I believe Dimension Door is Self only as it is a Spell-like ability cast at 4th level...actually according to the spell description it could be done...so assuming GM West gives the OK here...
Reonnyn nods invisibly and proceeds to Flee the Scene to the spot Fash indicated.
Sobok. |
Sobok starts contemplating if various peppers or other spicy food might enhance his breath weapon.
GM West |
Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.
-------------------------------------------------
Figuring they've been spotted - or at least their presence discerned to some degree - Reonnyon reaches out and touches Fash and both of them feel a 'shift' in their guts that signal they've teleported some distance. The pair of scouts find themselves right up against the pyramid, just behind the massive shoulder of the fallen statue of Nerull. The halfling is just barely able to peek over the stone and see the nearest black mastiff leap toward an illusional image of where where he'd been standing with the whisper gnome just a moment ago just as a couple of arrows pierce the space as well. Reonnyn watches as his own image reacts to the arrows and the jaws of the mastiff closing on his leg - his body writhing in pain... and then it vanishes. The mastiff looks vaguely confused, but the demon only looks around with those piercing eyes, the ugly features of its face set like stone as though concentrating with an unnatural intensity.
Fash sees this as well, but his greater darkvision allows him to see the other two hounds and the other demon catch up just as the illusion of Reonnyn fades away. The gnome casts a spell and begins scaling the wall of the pyramid...
Demon #1 Spot Check: 1d20 + 16 ⇒ (17) + 16 = 33
Demon #1 Spot Check: 1d20 + 16 ⇒ (11) + 16 = 27
Demon #1 Listen Check: 1d20 + 16 ⇒ (5) + 16 = 21
Demon #1 Listen Check: 1d20 + 16 ⇒ (20) + 16 = 36
Initiative Order:
Evil Cleric - 16
Reonnyn - 14
Mastiffs - 9
Demons - 9
Fash - 5
Morrow - 5
Fash and Reonnyn, please give me your actions, as well as Stealth checks! Fash, I believe you had to speak to cast that spell, correct? Had to look up whether Flee the Scene worked for a companion - though the invocation specifically leaves a Major Image of ONLY the warlock behind, and it doesn't specify - so based on that I'll presume it works just like the spell. Which would be kinda weird if you'd both been visible... In any case, based on the Major/Minor Image spell description, they are both visual illusions - so it would appear that they saw where Reonnyn had been standing just as he used his Flee the Scene ability. However, they aren't aware of Fash - at least not at the moment. Still need a few initiative rolls, if you aren't on the list above. At the moment though, only our scouts and the bad guys are taking actions - unless you want to do something, of course. You've had some telepathic communication with Fash to give you some idea of what's going on out there, after all.
----------------------------------------------
Reonnyn 74/74 [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 45 minutes]
Morrow 75/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 45 minutes; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Sobok 118/118 [Draconic Aura (Senses - shaman and allies within 30' gain a +2 to Listen/Spot checks and to initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Glorb 43/43 [Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Fash 62/62 [Darkvision & Lowlight Vision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Glibness (+30 to Bluff checks) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Verdan 61/61 [Aura of Warding (all within 10' gain a +2 morale bonus to Will saves); No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Sobok. |
Initiative+Senses: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
It doesn't look like it matters for Morrow, but any ally within 30 ft of Sobok gets +2 to their Initiative.
Reonnyn |
Actually according to the Spell-Like Ability here, there are no V, S, or M components. Also not sure if using that SLA breaks his Invisibility spell too.
Reonnyn scarcely dares to breathe here as he prepared to activate his ability again.
Stealth: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23; Add +20 if Invisibility applies here.
Fash Daergal |
Fash scampers further up the side of the pyramid, using the fallen golem-statue of Nerull as cover... As he does, he lets his ears work...
half speed (for no stealth penalty) double move = 20' total
Moving on a slope without a grid is a little confusing - i have a 20' climb speed from spider climb, and I have indicated my path using a dashed green polygon... Not sure if I can peek over the upper edge of the pyramid now or not...
Stealth: 1d20 + 2 + 8 + 4 + 4 + 10 - 2 ⇒ (6) + 2 + 8 + 4 + 4 + 10 - 2 = 32
8 Ranks +2 Dex + 4 Racial +4 Small +10 Cloak/Boots of Elvenkind -2 ACP
Listen: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
13 Ranks + 2 Racial
Spot: 1d20 + 13 + 2 + 5 ⇒ (14) + 13 + 2 + 5 = 34
13 Ranks + 2 Racial + 5 Eyes of the Eagle
Morrow, Tue |
Morrow hears more action than they'd expected, but still not like the demons had fully engaged. He stays where he is, as nervous as a first level warrior before his first ever battle....
GM West |
Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.
-------------------------------------------------
Reonnyn sees the dark hound sniffing the air, then it turns directly toward him and begins padding in his direction, a growl building in its throat. A moment later, the other one appears from the darkness beyond his vision, along with one of the demons - of the other demon and the third mastiff, the halfing sees no sign.
Fash has nearly gained the top of the pyramid where he intends to move and peer down over the edge, into the interior where he knows the spiral staircase is - along with, perhaps, the evil red-haired cleric. Glancing over his shoulder, the gnome's superior darkvision allows him to see the mastiffs moving in Reonnyn's direction and one of the demons trailing behind them, its senses on full alert as it tries to track down the elusive scouts. He catches a glimpse of the other demon vanishing as the first one moves toward the concealed halfling - who is managing to barely keep ahead of his pursuers, at least for the moment (*See below, Reonnyn) Suddenly, the demon glances up - perhaps a slight movement caught its eye, and in a flash it sends an arrow streaking toward Fash, who catches it high in his right shoulder (14 damage). But he knows the demon will send a hail of arrows his way in the next few seconds - a deadly rain that he might not survive...
In the very same moment, Morrow and Glorb both see a demon quite suddenly materialize as if from thin air, right in front of the group gathered at the steps leading up! The multi-armed fiend seems perhaps mildly startled to find it has company here, but neither does it seem terribly surprised. It lifts its bows to fire point blank at the party...
Green Demon Spot Check: 1d20 + 16 ⇒ (18) + 16 = 34
Green Demon Listen Check: 1d20 + 16 ⇒ (10) + 16 = 26
Green Demon's Longbow Attack: 1d20 + 14 ⇒ (15) + 14 = 29 vs Fash's AC = Hit!
Longbow Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Verdan’s Initiative: 1d20 ⇒ 14
Glorb’s Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
Initiative Rolls:
Glorb - 26
Sobok - 24
Evil Cleric - 16
Reonnyn - 14
Verdan - 14
Mastiffs - 9
Demons - 9
Fash - 5
Morrow - 5
Sorry Fash... I'm noticing you're rolling pretty horribly on all those Stealth checks, and they've got pretty good Spot/Listen modifiers to boot! That said, the 60' distance where it started gave enough of a penalty so it didn't see you until it had taken a move action in Reonnyn's direction and got within 20' of your position - so it only got a single arrow off as a standard action this round. I'm tweaking the initiative count above so that, effectively, the Demons act at the top of Round 1 since they're the ones kicking things off. This means that Reonnyn, YOU can (and definitely should) take an extra action BEFORE all hell breaks loose here. You could see the demon, alerted by the hounds, starting your way so feel free to move away from your current position on the map - please give me a Stealth check when you do so - unless you do that trick again. Once I've got Reonnyn's pre-combat actions, the mastiffs will go, and then Fash, and then everyone else - including Reonnyn again at the bottom of Round 1! Keep in mind that neither Verdan nor Sobok have darkvision, so they aren't aware of the demon standing a mere few feet away. Speaking is a free action, so if Morrow or Glorb want to verbally warn them, that's fine - but they're effectively blind at the moment. Let me know what you do for light, if anything, so those two can see the danger.
Initiative Order:
Reonnyn - Needs to post an action prior to demons shooting at Fash AND moving to their current position on the map - probably continuing to hide and moving somewhere before the bad guys reach your current position, I'm thinking?
Round 1
Mastiffs - They are trying to track down the scouts using their scent ability and guiding the demon along for the moment - they've moved about 30' and not taking any standard actions as of yet this round.
Demons - Have acted this round, Green moved 30', then spotted Fash and took a shot at him. Red teleported to the staircase - probably to cut off retreat of the scouts (a tactic they used last time) - and has unwittingly run into the others who were hiding there.
Fash
Morrow
Glorb
Sobok
Evil Cleric
Reonnyn
Verdan
----------------------------------------------
3 Black Mastiffs - Unwounded
2 Demons Green - Unwounded; Red - Unwounded
Fash 48/62 [Darkvision & Lowlight Vision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; Glibness (+30 to Bluff checks) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Morrow 75/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 45 minutes; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Glorb 43/43 [Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Sobok 118/118 [Draconic Aura (Senses - shaman and allies within 30' gain a +2 to Listen/Spot checks and to initiative rolls); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Evil Cleric Unwounded [Nowhere in sight, currently]
Reonnyn 74/74 [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 45 minutes]
Verdan 61/61 [Aura of Warding (all within 10' gain a +2 morale bonus to Will saves); No AC Penalty when using Hide/Move Silently (Iron Silence) for 9 hours; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]
Reonnyn |
Reonnyn fights down a sense of panic here as the mastiffs close in on him. Deep down in his soul he feels the darkness starting to fill up his being...yet it does not stop him from calling upon his powers yet again...
Use Flee the Scene to appear at the spot on the map, next to Fash.
Morrow, Tue |
Does nobody have the ability to cast a cloud of fog or something to remove the archer's greatest advantage?