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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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
Reonnyn wrote:

Reonnyn mutters darkly under his breath, "I hope this works..." as he twists his ring here vanishing from sight.

Stealth: 1d20 + 10 + 1 + 20 ⇒ (18) + 10 + 1 + 20 = 49

Fash whispers back with a death's head grin "The worst that can happen is we die horribly... and the Old One takes Greyhawk..."

Then he works his own invisibility dweomer (casts Invisibility) and makes his way through the guards and down the staircase...

stealth: 1d20 + 9 + 2 + 4 + 4 + 5 + 5 + 20 ⇒ (16) + 9 + 2 + 4 + 4 + 5 + 5 + 20 = 65
9 rank +2 dex+4 racial +4 small+5 Cloak of Elvenkind +5 boots of elvenkind+20 invisibility

Yeah, invis and hide in plain sight; belt and braces. This is just the time for a natural 1...


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

Hmm.... Stealth? Darkvision but wearing armor? Nah!


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 am here. This is just not an area my character has much to offer so all I said was something about noise carrying.


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Gear is not a Stealth guy so he'll be right at that 100' line ready to sprint in.


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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

Morrow, Vegeir and Sobok hang back well away (100' or so) from the lighted chamber where the soldiers scouting ahead for Iuz's army are keeping watching - however unwillingly, from the sounds of it. An invisible Reonnyn and Fash advance unseen and unheard into their midst, amidst the grumblings and gripings that the weary guardsmen mutter to themselves and each other. Heading down the steps, they find nothing unamiss and some distance down the whisper gnome casts his spell on the halfling, which forms a very effective 'bubble' of magic that blocks the stairwell. Reonnyn uses his own warlock ability to magically teleport out of the shadowy sphere and the duo climb back up, then start to make their way back across the chamber...

So far so good! Fash and Reonnyn, give me another Stealth check to get back across the chamber, if you will. I also placed the locations of those lamps, to indicate how well-lit the room is.

And just to make sure we're all on the same page with regards to the Shadow Evocation Resilient Sphere, if a guard tries to sprint down the staircase (for instance), and encounters the sphere, he will most certainly try to push through it, knock it out of the way or attack it with a weapon. This is an 'interaction' and thus the solder would get to make a Will save. If he fails, then he's stuck as though the Resilient Sphere were entirely real. If he fails the Will save, there is still a 20% chance that the sphere will work as intended. So on a roll of 01-20, the soldier is stuck and can't get through no matter what he does (as if he'd failed the Will save), but on a roll of 21-00 his efforts to push through the sphere succeeds. Is that how you interpret the Shadow Evocation? Gotta admit I had to do some heavy reading on the topic...

Detail Map

Dungeon Map

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PC Health & Adventure Notes:

Morrow 84/84 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes]

Vegeir 119/119 [Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes]

Sobok 132/132 [Draconic Aura (Vigor: Fast Healing 3 to himself and all allies within 30' if HP total is less than half); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes]

Reonnyn 82/82 [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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Invisible (using magical ring)]

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance, can Hide as if concealed by a Darkness spell of CL 3, only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Invisible for 6 minutes; Invisible to Darkvision (using magical ring)]


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 silently creeps along behind Fash here hardly daring to breathe here...

Stealth: 1d20 + 10 + 1 + 20 ⇒ (16) + 10 + 1 + 20 = 47


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 waits for the distraction so they can charge in....

As I understand it, when it works it's as good as the real thing!


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

Morrow waits for the distraction so they can charge in....

As I understand it, when it works it's as good as the real thing!

That's how I read it too. Though 'when it works' is construed as when the illusion is believed (i.e. failed Will save.) And even if it IS disbelieved, it still might (20% chance) work as though it were the real thing - at least for non-damaging evocation magic. If it was a Shadow Evocation Fireball (damage dealing evocation magic), for instance, the failed Will save means the 'Fireball' does full damage (with Reflex save halving the damage as usual.) But even if the Will save is successful, the victim(s) still take 20% damage (again, halved with a successful Reflex save.)


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

stealth: 1d20 + 9 + 2 + 4 + 4 + 5 + 5 + 20 ⇒ (2) + 9 + 2 + 4 + 4 + 5 + 5 + 20 = 51
9 rank +2 dex+4 racial +4 small+5 Cloak of Elvenkind +5 boots of elvenkind+20 invisibility

Yeah, that interpretation of shadow spells works for me.


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

Fash winces as he kicks a small rock with the tip of his soft boots, but as it rolls away he breathes a sigh of relief that nobody noticed. He and Reonnyn make their way back to the others, and the halfling becomes visible again as he gives his ring a small twist. It's been about three minutes since they created the magical sphere some fifty feet down the spiral staircase...

What's next? Figure the magical sphere has about 7 or 8 minutes left.


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 proposes "Ok, I am going to create a distracting illusion. You guys come up behind it and get ready to hit them... I'll speed you all up just before you hit them.

Ok, my plan: I am going to sneak back up the tunnel a bit and cast Major Image (details later @GM West), for everyone else to come up the tunnel behind. At best no shots will be fired; at worst they should be blind fire... Once you are at the edge of the illusion, I will use swift concentration to keep up the illusion and cast haste on everyone. Then I will use the illusion to confuse them while you guys go thump on them. Anybody have any buffs they want to cast, now is the time... Does anyone want to change anything?


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 is good. GM West. Morrow has Keen Edge cast.


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 start moving forward with the others.

Sounds good to me.


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Gear moves up behind the illusion as well.


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

Reonnyn will tag along behind the others, whispering "I will go after any guards that try to flee down the staircase."


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 think that's everyone in agreement.

Fash creeps forward

stealth: 1d20 + 9 + 2 + 4 + 4 + 5 + 5 + 20 ⇒ (13) + 9 + 2 + 4 + 4 + 5 + 5 + 20 = 62
9 rank +2 dex+4 racial +4 small+5 Cloak of Elvenkind +5 boots of elvenkind+20 invisibility

and casts Major Image
I get to play with 14 10X10X10 cubes.. I have marked them on the map in dashed border cubes. The green ones are stacked cubes 20' tall. Red cubes are currently not illusioned. In all the others:

Hordes of bats swarm out of the dark of the corridor, and up the stairwell as well. So many that they obscure all sight beyond them, and the chittering and the flapping of wings rumbles like thunder, overriding lesser sounds. In the middle of the corridor into the room, a figure appears, transforming from a cluster of bats to reveal himself. Tall, handsome and impressive, fangs visibly flashing as he speaks, the vampire lord roars his demand "I am Lord Felix Véréhség. This is my demesne. You bloodbags are trespassing! Who will pay my price?"

Ok, that gives us something they can't see through while you guys close. Lots of noise to cover any sound you guys make. And hopefully they will spend a round or two talking (which is all we need), rather than start a fight with a vampire lord.


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

Double move forward....


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Gear moves up with the rest of the meat wall.


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

Fash, still reading up on what you can do with Major Illusion... stand by...


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

Alright, so I'm a little confused by what you're trying to do with this Major Image. It seems like you're trying to split it up into a wall of bats and a vampire lord. But I'm not seeing how it works that way. All the squares you're using needs to be a single effect of some kind. Like the whole thing could be a massive cloud of bats, or you could move a vampire lord through the squares you designate - but I don't think you can create both as distinct, separate illusions. Minor Image (which Major Image basically is - except you get to add sound, smell and thermal - is the base upon which your illusion is based. Your concept seems awfully intricate for a 1st level spell.

So you can create a massive wall of flame that gives off heat (but does no actual damage), or a gigantic dragon or a purple worm that could mask the corridor - since either one is a single visual. Hope that helps explain my thinking, illusions have never been my bread and butter and while I totally appreciate the creativity involved it just doesn't seem to fit the spell description as you've envisioned - at least not in my interpretation.

Also, I don't think a Major Image can actually speak. Produce sound, yes. But Figments "cannot duplicate intelligible speech unless the spell description specifically says it can". So a roaring dragon, or loudly squeaking bats, or the sounds of crackling flames are all fine - but I don't believe speech is possible here.


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 think I disagree with you about what you can and cannot do with major illusion, but in the interests of progress... No vampire lord and no dialog.
Fash's illusion makes the whole area (green, red and yellow boxes) a giant swarm of bats, streaming out of the hallway we are in, and then surrounding and down the stairway in uncountable multitudes. As they swarm, the flapping and chirping makes is deafening...


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

Shouts of surprise and loud oaths can barely be heard over the raucous sound of the swarming bats, and those that are able to see through Fash's illusion can see the soldiers reacting to the sudden appearance of the flying vermin. Those near the flight path duck away and watch in amazement as the bats flap past them, spiraling down the stairs, and several shake their heads in shocked amusement. "I hope they get tangled up in the b!$#h's hair!" One of the heavily armored soldiers calls out, and several of the others laugh - though there is a note of nervousness in their amusement.

Nice! Okay, that pulls their attention away from the corridor you're coming down and the noise is enough to certainly mask your approach. That said, I'm going to need Will saves from everyone (except for Fash) with a +4 bonus to see if you are able to 'disbelieve' Fash's illusion yourselves. If you fail, you simply can't see 'through' the illusion, just as the soldiers can't. I'm not rolling saves for them, since they're not really 'interacting' with the swarm in order to disbelieve that the bats are there.

The entire party effectively gets a surprise round, so place yourselves wherever you want to the west of those green squares to start. Keep in mind that if you don't disbelieve the illusion, you can't see through those green squares to make a ranged attack, but you can move through them just fine (as you could a 'real' swarm of bats. As it's a surprise round, once you've placed your icons, you can each post a 'standard action' only, as your action. So if you want to attack, you can make a limited 'charge' attack. However, if you can't see through the swarm, you cannot do this as you have no target to charge. Then go ahead and roll your initiative for Round 1. I'm guessing Sobok might be using his 'Senses' Draconic Aura as you approach, and if so you all get +3 to your initiative rolls.


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

The DC for the illusion will save is 21 = 10 +3 spell level +1 Spell focus (illusion) + 1 cloaked casting +6 int. Also, if you guys wait for me to act, I am planning on using Haste on you guys...

Init: 1d20 + 2 + 3 ⇒ (18) + 2 + 3 = 23
+2 dex +3 draconic aura

Edit, and with that init roll, I don't think you'll have a bunch of waiting to do...


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)

Will save DC 21: 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33

Reonnyn creeps to the edge of the room, still invisible, easily able to pierce the illusion here.

Yer goona have something else to be tangled up in soon...

Initiative: 1d20 + 3 + 3 ⇒ (11) + 3 + 3 = 17


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

Nice! Don't forget to give me your 'standard' action that will take place during the surprise round as well. I'm not going to worry about initiative during the surprise round as you launch your ambush, so no need to worry about where you fall in the order. You'll all be acting at pretty much the same time, or if someone wants to go before the rest, just let me know. Once Round 1 starts and the bad guys roll initiative, we'll go with the order in which you rolled.


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)

Sorry forgot about that...

Reonnyn prepares to blast the first soldier that makes it to the stairway...

Ready action to Eldritch Blast the first target to enter the stairway:
Eldritch Blast RT: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26; damage: 4d6 + 2 ⇒ (1, 2, 4, 5) + 2 = 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
GM West wrote:
... You'll all be acting at pretty much the same time, or if someone wants to go before the rest, just let me know...

I do want to go before everyone else in the surprise round

Actions taken the surprise round
Swift action - Use the swift concentration skill trick to keep the illusion going
standard action - caste Haste on the party...


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Will save: 1d20 + 10 + 4 ⇒ (8) + 10 + 4 = 22 Whew!

Gear continues moving up behind the ghostly illusion of bats.

Surprise round: he'll move up to the closest enemy and prepare to attack.

Round 1, full attack

Paragon full attack Power Attack 1: 1d20 + 20 - 5 ⇒ (7) + 20 - 5 = 22
PA Damage: 2d6 + 9 + 10 ⇒ (2, 6) + 9 + 10 = 27
Extra dice if target is evil: 2d6 ⇒ (6, 6) = 12

Paragon full attack Power Attack 2: 1d20 + 15 - 5 ⇒ (17) + 15 - 5 = 27
PA Damage: 2d6 + 9 + 10 ⇒ (2, 2) + 9 + 10 = 23
Extra dice if target is evil: 2d6 ⇒ (2, 4) = 6

Paragon full attack Power Attack 3: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16
PA Damage: 2d6 + 9 + 10 ⇒ (3, 6) + 9 + 10 = 28
Extra dice if target is evil: 2d6 ⇒ (5, 1) = 6


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

@Gear, you will have a +1 to hit on that and an extra attack from Haste...


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

Gear, you beat the DC so you can see into the room. Remember, this is a Surprise Round, so one standard action only - no full attacks quite yet. You CAN take a limited charge action (one regular move, plus attack) if you have a target you can see within range of a single move. No extra attacks on the surprise round, but you DO get extra movement, which will increase the amount of distance you can make your limited charge attack. Therefore I'll use those rolls with the '7' as your roll on the d20 for initiative and the '17' as your roll on the d20 for your charge attack. Let me know if this is agreeable to you.


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

Will Save vs illusion: 1d20 + 8 + 4 ⇒ (19) + 8 + 4 = 31

initiative: 1d20 + 1 ⇒ (1) + 1 = 2 Crap!

Attack: 1d20 + 17 ⇒ (14) + 17 = 31
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (3) = 15


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.]

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Will Save: 1d20 + 8 ⇒ (2) + 8 = 10

Unable to pierce the illusion, Sobok holds back on using his breath weapon and instead pushes through to the other side.


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

Those making immediate attacks, I'll presume you are indeed making a 'partial charge' for your action in the surprise round? Best to let me know for sure, as that will impact your AC for Round 1, obviously. If I see an attack action and don't hear otherwise, I'll presuming you are taking that partial charge action in the surprise round.


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

Please add the +2 to hit. I forgot.... Just in case the 31 isn't good enough?


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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

With a nod to the others, Fash casts a spell that causes everyone to act with incredible speed, and the ambush is on! Gear charges toward the nearest guardsman and strikes hard with his holy greatsword (29 damage), the blade's magic causing the evil guardsman extra pain. Morrow is right next to the martial cleric, the duskblade striking out with Biter, driving the enchanted blade into the armored man's chest (15 damage) just as he turns to face Gear - but though blood flows from the warrior's mouth and nose, his eyes flare in both pain and rage as he reaches for his greatsword, badly wounded but still on his feet. Reonnyn watches to see who might break for the stairwell ('Ready' action) as Sobok - blinded by the bats that he can see despite Fash's advice that they are only illusions - stumbles through the swarm, trying not to wave his hands to knock away the flying rodents that aren't really there at all.

Archers Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Warriors Initiative: 1d20 + 7 ⇒ (9) + 7 = 16

The archers act with incredible swiftness, shouting in warning as the intruders break through the swarming bats! Though the majority are racing from the far side of the room around the bat swarm to answer the calls of the guardsmen who can actually see the invaders, four were near enough to both maneuver around and take shots with their longbows at Gear - who is the nearest target. Three arrows glance harmlessly off his armor, but one finds a crease and grazes his flesh beneath (9 damage). None of the enemy break for the steps - though that could be because they still see a massive swarm of bats in the way...

Longbow Attack: 1d20 + 11 ⇒ (9) + 11 = 20 vs Gear's AC = Miss!

Longbow Attack: 1d20 + 11 ⇒ (8) + 11 = 19 vs Gear's AC = Miss!

Longbow Attack: 1d20 + 10 ⇒ (5) + 10 = 15 vs Gear's AC = Miss!

Longbow Attack: 1d20 + 10 ⇒ (19) + 10 = 29 vs Gear's AC = Hit!
Longbow Damage: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Initiative Order
[25] Archers
[23] Fash
[21] Sobok
[17] Reonnyn
[16] Warriors
[7] Gear
[2] Morrow

Fash, Sobok and Reonnyn act prior to the warriors. Anyone else posting actions can do so, just keep in mind the warriors will act before you do. Reonnyn and Fash, if either of you move from your current position on the map go ahead and give me a Stealth check (mainly to see if you're heard, as you're invisible), but if you stay put then there's no need. Note that archers adjacent to those pillars are using them for cover (+4 AC)

Detail Map

Dungeon Map

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

Round 1 Initiative Order & Combat Notes:

Archers Unwounded

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance, can Hide as if concealed by a Darkness spell of CL 3, only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Invisible for 6 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 10 rounds; Invisible to Darkvision (using magical ring)]

Sobok 132/132 [Draconic Aura (Senses: Gain +3 bonus to Spot/Listen checks and initiative rolls for himself and all allies within 30'); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 10 rounds]

Reonnyn 82/82 [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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 10 rounds; Invisible (using magical ring)]

Warriors Red (-44 HP); Rest are Unwounded

Vegeir 110/119 [Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 10 rounds; -2 to AC for 1 round]

Morrow 84/84 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 10 rounds; -2 to AC for 1 round]


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 am going to work my way around them along the wall, see if I can catch them by surprise." Reonnyn whispers to the others as he prepared to sneak along the wall to his left...

Delay until after the warriors (which should put his Init at 15. His plan is to skirt along the north side of the room (path marked by the arrows). Stealth check: 1d20 + 10 + 1 + 20 ⇒ (10) + 10 + 1 + 20 = 41


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 hides up against the wall and moves his giant cloud of bats around to cut off assorted enemies lines of sight...

stealth: 1d20 + 9 + 2 + 4 + 4 + 5 + 5 + 20 ⇒ (5) + 9 + 2 + 4 + 4 + 5 + 5 + 20 = 54
9 rank +2 dex+4 racial +4 small+5 Cloak of Elvenkind +5 boots of elvenkind+20 invisibility

@Sobok, I have left you a guy to charge just outside the bat-illusion, up at the top of the chamber...


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 shifts his power to add to his physical attacks and charges the foe he can see.

I will shift to Energy Shield. Any time an enemy strikes Sobok or another ally in melee with a nonreach weapon or natural attack within 30 ft they take 6 fire damage. I then Rage and Charge. Power Attack for 6.

Falchion Attack+Rage+Charge+Haste-PA: 1d20 + 16 + 2 + 2 + 1 - 6 ⇒ (15) + 16 + 2 + 2 + 1 - 6 = 30

Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 12 ⇒ (3, 4) + 10 + 3 + 12 = 32

I should get Keen or Improved Crit someday. Still, that probably hurt.


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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

Fash hides against the wall just behind Morrow and Sobok, the gnome keeping silent as a mouse and unseen as a ghost as he alters the illusion slightly to better protect his allies from the archers. Sobok shifts his draconic aura to something more immediately useful - sheathing himself and nearby allies (within 30') in flames - as he charges in to attack the nearest warrior, his falchion slashing into his target's side and inflicting a terrible wound (32 damage), though the tough warrior is still standing. Reonnyn bides his time for a moment as the enemy warriors react to the danger. The one that Sobok attacked turns to face his charging foe, slashing with his enormous sword and just narrowly missing the dragon shaman. The badly wounded warrior facing the cleric and the duskblade attacks desperately, trying to penetrate Gear's defenses and managing to deliver a blow (14 damage) that cuts into the cleric's left shoulder. The two other warriors charge through the bats with ringing shouts, slapping at the illusory flying rodents with their swords... (counting this as an interaction, granting Will saves) ...though it seems by their expressions as they break through the barrier that they are still fooled. One of them emerges right next to Sobok, and he too swings his sword at the dragon shaman - who easily evades the awkward swing. The other barrels through the bats blindly (brushing just past the invisible Reonnyn) and also emerging into the lighted west side of the chamber, fixes his steely gaze on Sobok and moves to join his two allies in attacking the lone Baklunish man.

The archers act with incredible swiftness, shouting in warning as the intruders break through the swarming bats! Though the majority are racing from the far side of the room around the bat swarm to answer the calls of the guardsmen who can actually see the invaders, four were near enough to both maneuver around and take shots with their longbows at Gear - who is the nearest target. Three arrows glance harmlessly off his armor, but one finds a crease and grazes his flesh beneath (9 damage). None of the enemy break for the steps - though that could be because they still see a massive swarm of bats in the way...

Two-Handed Sword Attack: 1d20 + 12 ⇒ (9) + 12 = 21 vs Sobok's AC = Miss!
Two-Handed Sword Attack: 1d20 + 7 ⇒ (8) + 7 = 15 vs Sobok's AC = Miss!

Two-Handed Sword Attack: 1d20 + 12 ⇒ (8) + 12 = 20 vs Gear's AC = Miss!
Two-Handed Sword Attack: 1d20 + 7 ⇒ (17) + 7 = 24 vs Gear's AC = Hit!
Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14

Warrior Will Save: 1d20 + 4 ⇒ (5) + 4 = 9 vs DC 21 = Failure!
Warrior Will Save: 1d20 + 4 ⇒ (9) + 4 = 13 vs DC 21 = Failure!

Two-Handed Sword Attack: 1d20 + 12 ⇒ (3) + 12 = 15 vs Sobok's AC = Miss!

Gear and Morrow, you can both take your actions to finish Round 1! Everyone do me a favor and make sure your AC is correct in your signatures. I'm applying the modifiers reflected in the Combat Notes below based on those numbers and coming up with some close shaves!

Combat Map

Dungeon Map

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

Round 1 Initiative Order & Combat Notes:

Archers All are Unwounded

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance, can Hide as if concealed by a Darkness spell of CL 3, only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Invisible for 6 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds; Invisible to Darkvision (using magical ring)]

Sobok 132/132 [Draconic Aura (Senses: Gain +3 bonus to Spot/Listen checks and initiative rolls for himself and all allies within 30'); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds; -2 to AC for 1 round]

Warriors Red (-44 HP); Yellow (-32 HP); Others are Unwounded

Reonnyn 82/82 [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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds; Invisible (using magical ring)]

Vegeir 96/119 [Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 10 rounds; -2 to AC for 1 round]

Morrow 84/84 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 10 rounds; -2 to AC for 1 round]


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

Round 1 Wrap up. Full Attack

Attack #1: 1d20 + 17 ⇒ (6) + 17 = 23
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (2) = 14

Attack Haste: 1d20 + 17 ⇒ (9) + 17 = 26
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (1) = 14

Attack #2: 1d20 + 12 ⇒ (4) + 12 = 16
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (4) = 16

Attack #3: 1d20 + 7 ⇒ (18) + 7 = 25
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (3) = 16

Confirm?: 1d20 + 7 ⇒ (14) + 7 = 21
damage if that hits?: 1d8 + 5 + 1d10 ⇒ (2) + 5 + (9) = 16

Crit Range 17-20 due to Keen Edge


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Gear takes the wounds stoically, continuing to attack his target.

Round 1 end, full attack; if the adjacent swordsman is down before his turn he will charge the archer to his SE.

Paragon full attack Power Attack 1+Haste: 1d20 + 20 - 5 + 1 ⇒ (10) + 20 - 5 + 1 = 26
PA Damage: 2d6 + 9 + 10 ⇒ (5, 3) + 9 + 10 = 27
Extra dice if target is evil: 2d6 ⇒ (1, 5) = 6

Paragon full attack Power Attack 2+Haste: 1d20 + 15 - 5 + 1 ⇒ (13) + 15 - 5 + 1 = 24
PA Damage: 2d6 + 9 + 10 ⇒ (4, 6) + 9 + 10 = 29
Extra dice if target is evil: 2d6 ⇒ (2, 6) = 8

Paragon full attack Power Attack 3+Haste: 1d20 + 10 - 5 + 1 ⇒ (15) + 10 - 5 + 1 = 21
PA Damage: 2d6 + 9 + 10 ⇒ (6, 1) + 9 + 10 = 26
Extra dice if target is evil: 2d6 ⇒ (1, 4) = 5

Paragon Haste bonus attack Power Attack 1+Haste: 1d20 + 20 - 5 + 1 ⇒ (19) + 20 - 5 + 1 = 35
PA Damage: 2d6 + 9 + 10 ⇒ (1, 4) + 9 + 10 = 24
Extra dice if target is evil: 2d6 ⇒ (1, 4) = 5


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

The AC 21 hits me. I Raged and Charged so, with Haste, my current AC is 20. It will be 22 next turn when I lose the Charge penalty. So that strike hits and he should take 6 Fire damage.


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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

Sobok is struck by one of the large warriors (13 damage), but barely feels it through the rage that clouds his mind! He is partially aware that the fire sheathing his body burns the soldier's hands and forearms (6 fire damage), drawing a grunt of pain. Gear cuts down the warrior in front of him with one final blow (32 damage) and then charges the archer a short distance away, closing in quickly and raising his blade once again to strike! Morrow darts forward through the illusory bats and strikes at the archer threatened by the cleric (14 damage), wounding the soldier.

In the southern half of the chamber, the lightly-armored soldiers close in on the invaders. Nearly all of them draw swords to assist their ally engaged with Morrow and Gear (three had to double move, so only three attack this round with standard actions), the last hangs back and lets fly with arrows, doing his level best to target the Morrow through the skirmish and the bat swarm. The wounded soldier tumbles between the cleric and the duskblade to circle around Morrow as those in melee range use rapiers and short swords, doing their best to wave away the bats that conceal their foes in their midst. One of the soldiers seems to realize the bats are illusory and calls out sharply to his allies. "It's magic! The bats aren't real! There must be a spellcaster lurking about!" But the curses and oaths the other soldiers indicates that the majority are still fooled. Morrow manages to evade his attackers, though the arrow grazes his shoulder (6 damage), and Gear is struck by one of the thin blades that slides through a crease in his heavy armor (9 damage).

Two-Handed Sword Damage: 2d6 + 8 ⇒ (3, 2) + 8 = 13

Tumble Check (Tumble to avoid AoO): 1d20 + 12 - 1 ⇒ (10) + 12 - 1 = 21 vs DC 17 = Success!

Will Save vs Illusion: 1d20 + 2 ⇒ (19) + 2 = 21 vs DC 21 = Success! (Red Archer)
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20 vs DC 21 = Failure!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11 vs DC 21 = Failure!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16 vs DC 21 = Failure!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10 vs DC 21 = Failure!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17 vs DC 21 = Failure!

Rapier Attack (Red Archer Flanks): 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 vs Morrow's AC = Miss!

Rapier Attack (Flank): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 vs Morrow's AC = Miss!

Rapier Attack: 1d20 + 10 ⇒ (14) + 10 = 24 vs Gear's AC = Possible Hit!
Concealment Miss Chance (01-20): 1d100 ⇒ 91 = Hit Confirmed!
Rapier Damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Longbow Attack: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27 vs Morrow's AC (+4 due to cover) = Possible Hit!
Concealment Miss Chance (01-20): 1d100 ⇒ 82 = Hit Confirmed!
Longbow Damage: 1d8 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9

Fash and Sobok are up! Reonnyn, I've got you acting AFTER the warriors in the 2nd round, after their turn once Fash and Sobok have taken their turns, is that correct? Also, note that I'm giving those within the bat swarm Concealment [20% miss chance to 5', 50% to 10', total concealment beyond 10'] penalties AND movement through the swarm is at half speed against those that soldiers that fail the save. Those that are interacting with the swarm (i.e. in physical contact with them) are going to get new saves every round.

Combat Map

Dungeon Map

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

Round 2 Initiative Order & Combat Notes:

8 Archers Red (-14 HP, disbelieves illusion); Others are Unwounded and still believe the illusion is real - will get a new save each round so long as they continue interacting with the illusion (i.e. in physical contact)

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance, can Hide as if concealed by a Darkness spell of CL 3, only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Invisible for 6 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds; Invisible to Darkvision (using magical ring)]

Sobok 139 [119]/152 [132] [Draconic Aura (Energy Shield: When struck by a melee attack, the attacker takes 6 fire damage - the shaman and all allies within 30' are protected); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Raging (+4 to STR & CON, +2 to Will saves, -2 to AC) for 10 rounds; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds]

3 Warriors Red (-6 HP); Yellow (-32 HP); Others are Unwounded

Reonnyn 82/82 [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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds; Invisible (using magical ring)]

Vegeir 87/119 [Has Concealment [20%] due to illusion; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds]

Morrow 78/84 [Has Concealment [20%] due to illusion and cover [+4 AC] from the archer; Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds]


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)

GM West: Correct. Reonnyn Delayed until after the Warriors then took a Double Move for Round 1 which places him at his current position on the map.

As the warrior exclaims his realization about a spellcaster an idea pops into his head. Quickly whispering to the whisper gnome, "If they want a spellcaster to fight then let me oblige them..."

Reonnyn intends to mimic a spellcaster here to draw attention away from Fash...Hope this works...


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 laughs at the burnt hands of the fool who attacked him as he continues to slash at the one he charged and then steps over to put his back to the illusion.

I start with the one I charged, if he drops I attack the guy who was burnt and then 5 ft step SE.

Primary Falchion Attack+Rage+Haste-PA: 1d20 + 16 + 2 + 1 - 4 ⇒ (17) + 16 + 2 + 1 - 4 = 32

Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (3, 2) + 10 + 3 + 8 = 26

Haste Falchion Attack+Rage+Haste-PA: 1d20 + 16 + 2 + 1 - 4 ⇒ (20) + 16 + 2 + 1 - 4 = 35

Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (2, 3) + 10 + 3 + 8 = 26

Critical Confirmation Haste Falchion Attack+Rage+Haste-PA: 1d20 + 16 + 2 + 1 - 4 ⇒ (12) + 16 + 2 + 1 - 4 = 27

Critical Confirmation Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (1, 1) + 10 + 3 + 8 = 23

Secondary Falchion Attack+Rage+Haste-PA: 1d20 + 11 + 2 + 1 - 4 ⇒ (3) + 11 + 2 + 1 - 4 = 13

Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (3, 3) + 10 + 3 + 8 = 27

Current Raging+Haste AC 22.


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
Reonnyn wrote:

...

As the warrior exclaims his realization about a spellcaster an idea pops into his head. Quickly whispering to the whisper gnome, "If they want a spellcaster to fight then let me oblige them..."
...

Fash replies "Help Sobok, he's got 3 on 1!"

Right now, they haven't spotted me. Although that may change with this round...

Fash keeps the bats swarming around... (moves assorted block of illusions) And slips forward, trying to distract the soldier who has slipped behind Gear and Morrow.

Move 20'
standard - attack soldier red with his rapier
and then he tries to hide in plain sight again.

To Hit: 1d20 + 4 - 1 + 2 + 1 + 1 ⇒ (13) + 4 - 1 + 2 + 1 + 1 = 20 vs FF? (I was hidden, and hopefully will be again...)
+4 bab -1 str +2 flanking+1 small+1 haste
damage: 1d4 - 1 ⇒ (1) - 1 = 0
-1 str

stealth after attacking: 1d20 + 9 + 2 + 4 + 4 + 5 + 5 ⇒ (9) + 9 + 2 + 4 + 4 + 5 + 5 = 38 I have Hide in Plain Sight from cloak of shadows
9 rank +2 dex+4 racial +4 small+5 Cloak of Elvenkind +5 boots of elvenkind

@Gear, Morrow - kill red first, as he's offering the rest of them flanking. With me there, Morrow has flanking on him...


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

@Fash - Morrow will have Flanking on Red only after you've revealed yourself to him AND he knows where you are, otherwise he's not distracted by your presence.


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

Round 2. Full Attack. Flanking doesn't do as much for me as it invisibility does for Fash.

Attack #1: 1d20 + 17 ⇒ (2) + 17 = 19
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (1) = 11

Attack Haste: 1d20 + 17 ⇒ (20) + 17 = 37
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10

Attack #2: 1d20 + 12 ⇒ (11) + 12 = 23
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (5) = 14

Attack #3: 1d20 + 7 ⇒ (8) + 7 = 15
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (2) = 15

Confirm Hate Crit?: 1d20 + 17 ⇒ (8) + 17 = 25
damage if that hits?: 1d8 + 5 + 1d10 ⇒ (5) + 5 + (9) = 19

Cleave attack?: 1d20 ⇒ 5 Don't know where this might happen or the bonus? 7/12/17?
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13

Crit Range 17-20 due to Keen Edge


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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

Fash appears as if from thin air and strikes at the soldier, who is taken by surprise when he feels the slim blade slice a shallow cut across his side (1 damage), which is at the very least a bit distracting to the lightly armored warrior. Sobok launches a full-out assault on the wounded fighter facing him and though his first blow is telling (26 damage), the second (49 damage) finishes off the guardsman with terrible efficiency! The last strike is hasty and glances off the other soldier's heavy armor, and then Sobok steps clear of the illusion, his sight somewhat restored outside the swarm of bats that he still sees.

Concealment Miss Chance (01-20): 1d100 ⇒ 26 = Hit Confirmed!
Concealment Miss Chance (01-20): 1d100 ⇒ 30 = Hit Confirmed!

The heavily armored warriors attacking Sobok continue to advance on the dragon shaman, one of them stepping clear of the bat swarm and the other still inside it. The one that stepped through calls to his companion "Flynn is right! They're not real!", though the other answers only with a few choice curses as he tries to attack through the swarm that he can't seem to quite disbelieve.

Will Save vs Illusion: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27 vs DC 21 = Success!
Will Save vs Illusion: 1d20 + 4 + 4 ⇒ (11) + 4 + 4 = 19 vs DC 21 = Failure!

Two-Handed Sword Attack: 1d20 + 12 ⇒ (11) + 12 = 23 vs Sobok's AC 22 = Hit! (6 fire damage to attacker)
Two-Handed Sword Damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16

Two-Handed Sword Attack: 1d20 + 7 ⇒ (5) + 7 = 12 vs Sobok's AC 22 = Miss!

Two-Handed Sword Attack: 1d20 + 12 ⇒ (1) + 12 = 13 vs Sobok's AC = Miss!
Two-Handed Sword Attack: 1d20 + 7 ⇒ (8) + 7 = 15 vs Sobok's AC = Miss!

Reonnyn, Gear and Morrow are up (I've got your action, Morrow)! Sobok, you can give me a Will save (+4) for each round you're either in the bat swarm, moving through it or attacking into it. Go ahead and roll for last round. In the meantime, until you make the save (DC 21) your attacks have a Concealment Miss chance if you're attacking an enemy through the swarm - just as they do against you all.

Combat Map

Dungeon Map

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

End of Round 2 Initiative Order & Combat Notes:

8 Archers Red (-15 HP, disbelieves illusion); Others are Unwounded and still believe the illusion is real - will get a new save each round so long as they continue interacting with the illusion (i.e. in physical contact)

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 rounds; Invisible to Darkvision (using magical ring)]

Sobok 103/132 (123/152) [Believes illusion; Draconic Aura (Energy Shield: When struck by a melee attack, the attacker takes 6 fire damage - the shaman and all allies within 30' are protected); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Raging (+4 to STR & CON, +2 to Will saves, -2 to AC) for 9 rounds; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 rounds]

2 Warriors Red (-6 HP; Has Concealment [20%] due to illusion); Blue (-6 HP, disbelieves illusion)

Reonnyn 82/82 [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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds; Invisible (using magical ring)]

Vegeir 87/119 [Has Concealment [20%] due to illusion; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds]

Morrow 78/84 [Has Concealment [20%] due to illusion and cover [+4 AC] from the archer; Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 9 rounds]


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)

OK may Norebo smile on me here...

Reonnyn quickly sheathes his blade here (Move action) before calling out in what he hopes was a wizardly voice, "So you find my pet bats not to your liking? Perhaps I can give you something more...fitting for you! HAHAHAHHAAAHH+AAA!!" He then lets loose a blast of eldritch power at the soldier who escaped the swarm!

Bluff check (to fool the guards that he is a spellcaster): 1d20 + 9 + 1 + 6 ⇒ (11) + 9 + 1 + 6 = 27
Eldritch Blast vs. Blue: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27; damage: 4d6 + 2 ⇒ (3, 5, 1, 5) + 2 = 16

GM West: His DR should be 2/Cold iron.

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