Fane of the Witch King [3.5 D&D] (Inactive)

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the Abbor Alz and the Bright Desert.


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

Eons ago, the world was held in the grip of fear by the dark city of Krezzel Dul and its dark master: Osenkej, the Witch King. Though this great evil was finally defeated, some portion of the city - the Ebon Fane - remains buried deep underground. But worse is what lies deeper: beneath the Fane is the Black Vault, wherein reside numerous artifacts and creatures of great and unimaginable evil. Now, a dark army known as the Ghul Legion seeks to plunder these vile treasures - if they are not stopped, the horrors of the Witch King will be free again!


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

Sunday, 9th day of Goodmonth, 593 C.Y.
Eleventh day spent entirely underground.
Current time is unknown, feels like the early in the day

 
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Addiz finds no traps and sets to work on the formidable locked iron door.

Open Locks DRR: 1d20 + 19 ⇒ (6) + 19 = 25 Failure!
Open Locks DRR: 1d20 + 19 ⇒ (2) + 19 = 21 Failure!
Open Locks DRR: 1d20 + 19 ⇒ (14) + 19 = 33 Failure!
'Take 20' for 39 = Success!

After a rough start, the half-elf figures she finally has the lock beat, but then the tumblers slip away and she bites down on a curse. Tendang reaches forward and squeezes her shoulder reassuringly and the rogue takes a deep breath and gets to work again, taking her time with it until it finally gives. Just barely...

Addiz backs away from the door and Tendang takes her hand, moving her back behind him protectively as Ferah and Elissif take the front rank, the fighters pushing open the door to reveal... A near absolute darkness.

The light of the torch held by the monk seems almost absorbed by the darkness in the room, and it is only after a long moment of study that the adventurers realize that the floor, walls and ceiling are constructed of a strange material as black as night - it is all but impossible to determine the room's dimensions through use of sight. It might only be a ten-foot square, or a thousand feet or more in all directions!

OOC: Movement in the room is effectively as though you have the 'blinded' condition. Let me know how you wish to proceed.
And welcome to the new digs!!

 


Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

Addiz is a bit apprehensive as she starts to work on the iron door - being caught by a trap this vicious was a bit unsettling, to say the least.
Therefore her first attempt fails, but at least she does not trigger a trap again. This makes her try more and finally, when she takes her time and goes through the tumblers slowly, she succeeds.
Taking her position from the rear again she loads her crossbow as the door is opened by her friends.
No monsters - no nothing - nothing - ?
Addiz does not see a thing! Usually darkness does not hinder her much, but this darkness is worse, even though it is not magical.
"Does anyone have an idea of what we're looking into?" she says.


Init: +0 | AC: 23 / FF AC: 23 / Touch AC: 12 | Fort: +9 / Ref: +2 / Will: +11 | Speed: 20' | Favored Attack: Magical +2 Heavy Mace +8 melee / 1d8+3 bludgeoning damage / x2 crit | Spell Save DC: 0 Level - 13; 1st Level - 14; 2nd Level - 15; 3rd Level - 16; 4th Level - 17

Filled with anticipation when the door is finally opened, Tomak must admit that he hesitates before the almost life-sucking darkness that greets them on the other side. He mutters a prayer, as if even speaking loudly is out of place here, and then cast a Light-spell on his shield to help them see in to black void. He is a bit reluctant to be the first one to enter the room, knowing his role as a healer rather than a more adventurous one.


Init: +1 | AC: 14 / FF AC: 13 / Touch AC: 12 | Fort: +6 / Ref: +3 / Will:+8 | Speed: 30' | Spell Save DC: 0 Level - 15; 1st Level - 16; 2nd Level - 17; 3rd Level - 18; 4th Level - 19

Tranen looks into the total blackness. He hopes that one of their priests have some light magic, and holds back, waiting.


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

Tomak's Light spell has no apparent effect. Between he and Tranen, they figure it's not a magical darkness - just some strange and bewildering effect of whatever material was used to craft the floor, walls and ceiling of the chamber. It seems to defy the senses, and actually moving through the room will likely be a profound magnification of that sense of 'wrongness' you can feel out here on the threshold.

Grand Lodge

is there a pebble or stone on the ground we can use to throw in and possibly get echo references for dimensions, etc? do we have a stronger light spell, to counter the effect, if it is one at all? elissif will probe the ground just inside the door, and to all directions to see if she encounters anything. do we see a door, or anything to head towards?


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

Sunday, 9th day of Goodmonth, 593 C.Y.
Eleventh day spent entirely underground.
Current time is unknown, feels like the early in the day

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

With absolutely no light to see by, Elissif is able to find a few random items on the body of the nearby bugbear, tossing them into the room. Elissif's Listen Check DRR: 1d20 ⇒ 12 -4 = 8

The Olmani is unable to determine anything at all from that little experiment, (Addiz' Listen Check DRR: 1d20 + 9 ⇒ (18) + 9 = 27), though the keen-eared rogue is able to determine that judging by the echoes, the room is about the size of the entry chamber they passed through where they found the bodies of the Reavers that fought the golem a short time ago - perhaps even a bit larger, maybe sixty feet to a side, she figures as a rough estimate. She is also able to determine that the room runs to the left (south or 'down' on the map), and not very far if any at all to the right of the door.

Both Elissif and Ferah step into the chamber carefully, feeling around as best they can to either side of the door. The walls are slick to the touch, but not wet or otherwise slimy - it must be the consistency of whatever strange material was used that appears to absorb the light in a most unnatural manner. Ferah calls out that there is space to the right of the door (north, or 'up' on the map) and Elissif confirms that there is also open space to the left, just as Addiz suspected.

Combat Table

Combat Map

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OOC: How odd... I can't figure out how to roll a negative modifier in the dicebot. I've got a question posted in a help forum of sorts, we'll see what they say. In the meantime, let me know how you wish to proceed. The map link below will show you Addiz' estimate of the room's size, based on her Listen check and Elissif's idea of using echoes to give you all an idea of what you're facing.
Again, you will be considered 'blind' as you enter this room, so keep that in mind when you give me your actions. You can't see the floor (though Elissif could feel it under her feet when she stepped in tentatively to feel the walls just inside the door), and it literally feels like you stepping into a void. VERY disconcerting and even frightening. Mainly want to know where you're moving, precautions taken, etc.


Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

Addiz suggests to Ellissif they enter carefully together, keeping hands. They will also keep hands with someone staying outside, preferrably someone strong.
Addiz wants to know how far she can see in the room. Can she see Ellissif, can she see the door she came out of, or is she really effectively blind?
Holding hands makes sure they can get back outside.
At any strange thing happening, she wants to get out as fast as possible, while keeping holding hands if possible (getting out is more important).


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

Addiz steps tentatively into the room, holding Elissif's hand, who then takes Ferah's as the Olmani too steps into the room. The rogue finds the experience disconcerting and frightening. There is an absolute absence of light reflected by the floors, ceiling and walls in the room. She can easily see the square rectangle of the door, and Ferah's form standing on the threshold, but it looks as though her arm is cut off as she extends it into the room, apparently still holding on to Elisiff's hand. She cannot help but smile though as she sees Tendang peek into the room past the bulky form of the female barbarian. The Olmani warrior is entirely invisible to the eyes of Addiz, though she can feel her firm grip in her own hand.

Of the room itself, absolutely nothing is visible. Neither wall, nor ceiling nor floor. It is as though she has stepped out into a dark void. She has a sudden panic attack as she imagines the door slamming shut and that comforting square of light with her friends standing there on the threshold disappearing in an instant, leaving her alone in this unnaturally dark room...

OOC: Yep, you are literally blind in here, though only with regard to the room and everything in it. You can still see the open door and those standing outside. Neither Elisiff (human) nor Addiz (elf) can see anything, low-light vision not withstanding.


Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

Feeling the sudden panic, Addiz rushes back to the light before she is completely cut off from her Tendang! Oh, and her other friends, of course. Going there she probably bumps into Elissif, as she is standing between her and the door.


Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

OOC: after all the resulting mayhem dies down, she will propose to form a chain and start to feel around the blind room, trying to follow the walls. Since the echoes of the bouncing random items gave some clues, she proposes to start with the right wall.

Grand Lodge

elissif uses her weapon to tap floor and wall until they find a door/exit and then propose maybe rope with 5 ft between each person, so we can move. as we navigate.
thoughts everyone?


F half-elf Barbarian 5/Wildrunner 3

"Magic." The half-elf spits out, and she cautiously moves forward. As if it wouldn't be hard enough to fight in here, now a chain of sorts is being proposed? This would be a perfect place for an ambush....


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

Sunday, 9th day of Goodmonth, 593 C.Y.
Eleventh day spent entirely underground.
Current time is unknown, feels like the early in the day

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At Addiz’ suggestion, the group turns right, following the wall to that side after tying off together with about five feet of slack between each party member. Elissif takes lead position, using her weapon to carefully tap the floor and the wall before her, perhaps wary of a yawning pit or the like that none of them would see until it was far too late.

The party encounters a room corner after only about ten feet or so, then turn left, following that wall until they reach another corner turning left after forty feet (judging by the number of steps taken). About halfway along the wall the door behind them slams shut! Though it has no effect on the light within the room itself, for it was just as dark before as it is now, the knowledge that their way out is now cut off is very disturbing. But with nothing else to do, the party proceeds forward, rounding the second corner and soon estimating they are opposite of the door from which they entered. The labored breathing of the party and the heavy rapping of Elissif’s weapon are the only sensory input they get during their exploration. Even the feel of the stone beneath their feet seems distant, almost non-existent as they seem to walk through a lightless void.

Suddenly, there is a heavy slamming sound near at hand, and something huge can be vaguely heard and felt moving toward them! A moment later, Ferah cries out as something enormous, with bristling hairs and fangs like daggers sinks into her arm, causing enormous pain - though she is able to fight off the virulent poison injected into her blood. The barbarian has the sense of giant spider-like creature that attacked her, unseen in the unnatural darkness though it can most certainly sense them…

Surprise Attack: 1d20 + 9 ⇒ (20) + 9 = 29 vs Ferah’s flat-footed AC = Hit! Possible Crit!
Crit Confirm: 1d20 + 9 ⇒ (3) + 9 = 12 vs Ferah’s flat-footed AC = No Crit!
Damage: 2d6 + 16 ⇒ (4, 6) + 16 = 26 + Poison Ferah's Fort Save: 1d20 + 11 ⇒ (12) + 11 = 23 vs DC? = Success!

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Round 1

Ferah Init: 1d20 + 3 ⇒ (19) + 3 = 22
Elissif Init: 1d20 + 3 ⇒ (18) + 3 = 21
Addiz Init: 1d20 + 5 ⇒ (17) + 5 = 22
Tranen Init: 1d20 + 1 ⇒ (3) + 1 = 4
Tomak Init: 1d20 + 0 ⇒ (16) + 0 = 16
Anariel Init: 1d20 + 2 ⇒ (7) + 2 = 9
Tendang Init: 1d20 + 4 ⇒ (4) + 4 = 8
Unseen Monster Init: 1d20 + 3 ⇒ (5) + 3 = 8

Bolded players below please post!

Initiative Order/HP Condition:

Addiz – 45/45
Ferah – 52/78
Elissif – 60/60
Tomak – 45/50
Anariel – 53/53
Tendang – 38/50
Unseen Monster - Unwounded
Tranen – 49/49

Combat Map

Combat Table

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OOC: Yep, you are all blind and now in melee combat, bet ya didn’t see THAT coming! You can’t see your foe, though Ferah at least knows it’s somewhere in front of her (directly east, on the map). You will have to let me know specifically which square you are aiming at with any ‘blind attack’ you might make – I made a numbered grid to help you out. Keep in mind you are all tied together by rope with 5’ of slack between you. A standard action is needed to cut the rope if you wish to do so, and so long as you are doing slashing damage with a light or one-handed weapon you needn’t worry about an attack roll. If you are using a two-handed slashing weapon, you’ll need to take a full round action to cut the rope with no attack roll needed. If using a piercing weapon, you will have to ‘attack’ the rope, while bludgeoning will do nothing. Otherwise you can only move more than 5’ away from the person by pulling them along with you, effectively delaying your action until their move comes in the initiative order so you can both move at the same time – which of course might move pulling along the person behind them, and so on. If that person is OK with moving along with you, then no roll needed. If they have other ideas, an opposed STR check will be needed – against more than one if necessary.

Also, I owe Elissif and Anariel a level up. If you have already posted your information, I'll work on this tonight and your new abilities, HP, etc will be available immediately (though not new spells).

Grand Lodge

try to 5 ft step into B6, if not empty, immediate strike out at B6, if empty, then attack C5. either way alert the group so they hear me
assign dodge to thing if i can hear it, or towards the direction.

full attack
Magical Cold Iron Battleaxe +3 (M) / +15/+10 melee attack / 1d8 +6 damage / [x3] critical / slashing damage
Axe Attack: 1d20 + 15 ⇒ (2) + 15 = 17 vs spidery thing in the darkness
axe Attack damage: 1d8 + 6 ⇒ (5) + 6 = 11
blinded 50% miss chance - miss on 01-50: 1d100 ⇒ 47

Axe Attack: 1d20 + 10 ⇒ (16) + 10 = 26 vs spidery thing in the darkness
axe Attack damage: 1d8 + 6 ⇒ (6) + 6 = 12
blinded 50% miss chance - miss on 01-50: 1d100 ⇒ 45

Grand Lodge

reroll: 1d20 + 15 ⇒ (7) + 15 = 22
damage: 1d8 + 6 ⇒ (2) + 6 = 8
reroll: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 1d8 + 6 ⇒ (6) + 6 = 12

Grand Lodge

oops
Axe Attack: 1d20 + 15 ⇒ (4) + 15 = 19 vs foe
Axe Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Concealment Miss Chance(01-50=Miss): 1d100 ⇒ 30
Axe Attack: 1d20 + 15 ⇒ (17) + 15 = 32 vs foe
Axe Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Concealment Miss Chance(01-50=Miss): 1d100 ⇒ 5

Wow my miss chances suck large rocks.


Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

Addiz draws her Rapier, attack B6.


Init: +0 | AC: 23 / FF AC: 23 / Touch AC: 12 | Fort: +9 / Ref: +2 / Will: +11 | Speed: 20' | Favored Attack: Magical +2 Heavy Mace +8 melee / 1d8+3 bludgeoning damage / x2 crit | Spell Save DC: 0 Level - 13; 1st Level - 14; 2nd Level - 15; 3rd Level - 16; 4th Level - 17

Deprived of vision in the darkness, Tomak does what he can to help the team. While his connection to his sun-bright deity seems distant here, he calls upon Pelor with all the faith he can muster.
Then reaching out to his left he can feel a wall and instead takes a step forward.

OOC: Cast Bless, 5’-step to B1


Init: +1 | AC: 14 / FF AC: 13 / Touch AC: 12 | Fort: +6 / Ref: +3 / Will:+8 | Speed: 30' | Spell Save DC: 0 Level - 15; 1st Level - 16; 2nd Level - 17; 3rd Level - 18; 4th Level - 19

Tranen struggles to accept the total blindness, and then he realizes that something is attacking the front line of their colomn. "Stay close to the wall", he warns, as he stretches out his hand and channels Dragon Power.

Cast Ray of Exhaustion blindly, aiming some 45 degrees out in the room (Square D5)

Attack Roll: 1d1d20 + 6 ⇒ (17) + 6 = 23


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

Sunday, 9th day of Goodmonth, 593 C.Y.
Eleventh day spent entirely underground.
Current time is unknown, feels like the early in the day

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

Addiz stabs her rapier into the darkness [B6], but finds nothing there! Elissif steps ahead and to the left, directly in front of Ferah, and slashes with her battleaxe at the darkness in front of her. But the giant spider takes advantage of her blindness, biting again at the Olmani warrior. Fortunately, her armor protects her from the creature’s venomous bite.

Attack: 1d20 + 11 ⇒ (10) + 11 = 21 vs Elissif’s flat-footed AC = Miss!
Target is at -2 to AC, no DEX bonus to AC (Blind Condition); +2 to attack roll (effectively Invisible)

Now quite certain that the giant spider-thing is right there, Elissif launches an attack but she cannot seem to find her foe well enough to connect with her blade as it easily evades her flailing blow. Tomak casts a spell to bless the party with Pelor’s grace as he too steps forward in the cloying darkness, the sounds of battle a bit off to his right. Ferah is able to easily perceive that Elissif is in front of her and she steps in front of Addiz, swinging her greataxe at the unseen foe, and she too is confounded by the lightless void, failing to connect.

Greataxe Attack: 1d20 + 14 ⇒ (16) + 14 = 30 = Possible Hit!
Blindness Miss Chance (01-50 = Miss): 1d100 ⇒ 31 = Miss!

The others are able to more or less hear her the two fighters engaged with the invisible creature and tentatively step forward as well. Anariel finds nothing in front of her as her sword swings through only empty air, but Tendang is certain that the great spider is directly in front of him as he tries to deal a stunning blow, but fails to connect as well.

Unarmed Attack: 1d20 + 13 ⇒ (2) + 13 = 15 = Miss!

There is a scuttling sound, and it is obvious that the spider is moving around in the darkness. In the next moment, Tomak feels an awful, hairy mass of limbs and fangs rake against his body, but the cleric is relieved as his armor and shield protect him from harm!

Attack: 1d20 + 11 ⇒ (9) + 11 = 20 vs Tomak’s flat-footed AC = Miss!
Target is at -2 to AC, no DEX bonus to AC (Blind Condition); +2 to attack roll (effectively Invisible)

Tranen realizes the monster has moved, but from the sounds of it, it’s ahead of him somewhere… (Tranen, you can redirect your ray, but keep in mind where your companions are when you call out the square you’re attacking.)

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End of Round 1

Bolded players below please post!

Initiative Order/HP Condition:

Addiz – 45/45
Ferah – 52/78
Elissif – 66/66
Tomak – 45/50
Anariel – 58/58
Tendang – 38/50
Unseen Monster - Unwounded
Tranen – 49/49

Combat Map

Combat Table

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OOC: To make this at least a little easier, I’m going to say that since you are all tied off together (note the ‘ropes’ on the map to see who is tied to whom) and presumably calling out to each other, you know which square your adjacent allies are in. Note also that you can’t take 5’ steps while blind since you are at half movement, so it’s a 10’ move action to move into an adjacent 5’ square. Feel free to make full attacks, if you don’t move, but if you move at all it’s only a standard attack. Also, you won’t be able to move more than 5’ away from the next person, which is why I have the ropes noted on the map to give you all a better visual of that situation. I didn’t want to NPC Ferah especially, but I went with a ‘safe’ approach for her, since using her reach weapon in these conditions would be dangerous for her nearby allies.


Init: +0 | AC: 23 / FF AC: 23 / Touch AC: 12 | Fort: +9 / Ref: +2 / Will: +11 | Speed: 20' | Favored Attack: Magical +2 Heavy Mace +8 melee / 1d8+3 bludgeoning damage / x2 crit | Spell Save DC: 0 Level - 13; 1st Level - 14; 2nd Level - 15; 3rd Level - 16; 4th Level - 17

OOC: Would it be possible to use a summon monster spell (the monster “appears where you designate”) and designate a square which you cannot see (since we are blind in the dark), but otherwise sense, i.e. bend down and touch the square next to you? I’d have a direct line to it and be aware of it, but I’d not have line-of-sight to it due to the darkness.


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

Looked up some discussions on this subject, and Summoning is line of effect, not line of sight - so yes, you can cast it and by just sort of visualizing where you want it in relation to you, it will appear in the square you designate (so long as there isn't a wall or anything between you and the target square). If there is an obstruction (or if you try to place it in the invisible spider), it'll just shunt to the nearest unoccupied space to which you have line of effect.


Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

Addiz, knowing her friends are in front of her and between her and the unseen monster, thinks to draw her wand of magic missiles, then thinks better of it since she cannot see her quarry. Not see it? Because it's too dark? She then resolves to cast a light spell...
She readies her action against her listening skill. She resolves to use her fine elven ears to keep track of what happens around her and where her companions are. If, somewhere during the round, she thinks she can fairly know where the unseen monster is (by listening to either a weapon connecting or a yelp of pain), she casts a light spell at that exact square, hoping to shed some light in the issue at hand.
Listen +9

Grand Lodge

"Call out if you get hit, so we know direction to find and hunt our quarry" Elissif screams out
rinse and repeat, moving 5 ft at a time, until we find this thing, using sound if possible, to discern it, and foes getting attacked, even not hurt, but sound of battle none the less.


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

Important that you tell me where you're stepping as you take the 5' steps - and keep in mind how you're tied off together as well on the map (i.e. you can't move more than 5' from your neighbor without coordinating their movement along with your own or you cut the rope that binds you.)


Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

BTW: Addiz is more than willing to follow the moves throughout the room - as long she stays behind the others ;-)


Init: +0 | AC: 23 / FF AC: 23 / Touch AC: 12 | Fort: +9 / Ref: +2 / Will: +11 | Speed: 20' | Favored Attack: Magical +2 Heavy Mace +8 melee / 1d8+3 bludgeoning damage / x2 crit | Spell Save DC: 0 Level - 13; 1st Level - 14; 2nd Level - 15; 3rd Level - 16; 4th Level - 17

Tomak starts calling upon a celestial helper that might be better to handle the dark.

OOC: Use Summon monster III (1 round action) to call for a celestial dire badger. While the badger cannot see in the dark, it can (possibly) scent the enemy and at least move towards it to attack.


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

Tomak, are you casting defensively? I'm going to presume yes, unless you say otherwise - since you were just attacked by the creature.


Init: +1 | AC: 14 / FF AC: 13 / Touch AC: 12 | Fort: +6 / Ref: +3 / Will:+8 | Speed: 30' | Spell Save DC: 0 Level - 15; 1st Level - 16; 2nd Level - 17; 3rd Level - 18; 4th Level - 19

Somehow, Tranen feels that the attacker is a big creature. He thus directs his Ray some degrees upwards to get over the heads of any companion.

Use the ears and cast blindly. Aiming high.


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

Sunday, 9th day of Goodmonth, 593 C.Y.
Eleventh day spent entirely underground.
Current time is unknown, feels like the early in the day

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

Tranen casts his spell blindly in the direction he thinks the giant spider is in ( Listen Check DRR: 1d20 + 2 ⇒ (1) + 2 = 3; Ranged ‘Touch’ Attack DRR: 1d20 + 6 ⇒ (13) + 6 = 19; Random Ranged Square Target (1-3 = Miss): 1d6 ⇒ 3 = Miss!) The sorcerer thinks he saw the briefest glimpse of his ray go streaking off into the darkness, but he has no idea if the target was struck or not (OOC- Though yeah, you know!).

Addiz casts a Light spell upon one of her bolts, and though there is the briefest spark that illuminates her hand and the small projectile, it is feeble at best, and lasts for only a second before the light simply disappears…

Ferah moves toward the sound of combat somewhere ahead, dragging Addiz and Elissif along with her. But the barbarian gasps and shouts in surprise and terror as she steps into a void, the floor seemingly vanishing beneath her foot! (Reflex Save DRR: 1d20 + 10 ⇒ (5) + 10 = 15 vs DC 20 =Failure!) Unable to stop her momentum, she falls! But her plummet is instantly arrested by the rope connecting her to Elissif and Addiz, who both instinctively dig in to stop Ferah’s fall, as well as their own! (Addiz’ Climb Check DRR: 1d20 + 9 ⇒ (9) + 9 = 18 vs DC 15 = Success!; Elissif’s Climb Check DRR: 1d20 + 4 ⇒ (19) + 4 = 23 vs DC 15 = Success!) Thanks to Addiz’ and Elissif’s quick action in taking the rope and hauling back whilst bracing themselves, they are able to stop Ferah’s fall! Ferah is in a bad spot and had dropped her axe into the depths of the pit but can pull herself back up from the edge of the pit that she has grabbed now with the help of her stout companions. Elissif hauls on the rope, helping Ferah get her footing back on the ledge. (OOC – You three are now acting in tandem in the initiative order, so coordinate your future movement as best you can in future rounds. Addiz has stated she will let the fighters lead, so whoever posts between Elissif and Ferah will get to act for the trio, effectively and if there is discrepancy I’ll figure it out if the players don’t.)

Tomak begins casting a complicated summoning spell, taking care to protect himself as he knows the foe is somewhere in front of him, invisible in the darkness! Concentration Check: 1d20 + 12 ⇒ (18) + 12 = 30 vs DC 18 = Success!) Hearing the others call out about some sort of pit in front of them, Anariel readies herself to attack anything that comes within range of her sword, as does Tendang.

Tomak hears a flurry of skittering legs in front of him as the spider tries again to attack the cleric! This time Tomak’s armor isn’t enough to protect him from the fangs of the giant arachnid, and he feels them sink painfully into his flesh. But somehow, the doughty cleric is able to hold onto his concentration as he completes his spell, and his body fights off the effects of the venom injected into his body! (OOC - Nice! Be sure to let me know where you’re trying to place the summoned creature (which square), and what you’re doing for this round as well since your summoning is finished before your action.)

Combat Details:

Attack: 1d20 + 11 ⇒ (18) + 11 = 29 vs Tomak’s flat-footed AC =Hit! Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Target is at -2 to AC, no DEX bonus to AC (Blind Condition); +2 to attack roll (effectively Invisible)
Tomak’s Concentration Check: 1d20 + 8 ⇒ (17) + 8 = 25 vs DC 23 = Success!)
Tomak’s Fort Save DRR: 1d20 + 9 ⇒ (11) + 9 = 20 = Success!

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

End of Round 2

All players below please post!

Initiative Order/HP Condition:

Addiz – 45/45
Ferah – 52/78
Elissif – 66/66
Tomak – 32/50
Anariel – 58/58
Tendang – 38/50
Unseen Monster - Unwounded
Tranen – 49/49

Combat Map

Combat Table

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

OOC: I decided to use Climb checks for the belay situation we have here (though you aren’t technically climbing anything), because it seemed easier to resolve than an ability check (and it makes sense that those with climbing experience would have some knowledge of how to do this sort of thing). The DC to ‘catch’ one falling party member starts at DC 15 (should be tough), and for every other falling person pulling on the rope the DC goes up by 5. If two characters are tied off to the one falling, both get to make rolls and one success means a successful result (no matter what the other person rolled.) A successful result means that the person falling only drops a bit and is effectively ‘prone’. A failed result by less than 5 means that the one (or two) who stopped the fall is/are dragged to the edge and is prone, and the one falling is 5’ down, requiring a Climb check next round (either their own or relying on the person they are belayed to to make that roll), and failure by 5 or more means the belayed is dragged down as well (though they’d get their own Reflex save with a -5 circumstance penalty due to being dragged down). I typed this out to give myself an idea of what I’m looking for before making the appropriate rolls Ferah’s situation. Also, the target is large, but a ranged attack in the general direction of the foe is going to have a good chance of missing since you have no idea what the target square is (unlike a melee attack, where you have a slightly better idea), so I’ll be rolling Listen checks that will determine if the square you’re ‘aiming’ for is remotely close.


Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

Addiz' lightning reflexes again save the day when suddenly Ferah's rope tightens considerably and Addiz has to brace and stop her fall.
Luckily she succeeded and together with Elissif she gets Ferah quickly back on the floor.
{never mind the facts, this is Addiz' story!}

Addiz again readies a bolt. As soon as she hears someone being attacked, or the scuttling of other feet than her friends, she fires in that direction. Otherwise she follows her friends, also being alert for another fall.

{Addiz is chaotic, and chaotic persons are 'better' in focussing on more than one thing at the same time, lol}


Init: +0 | AC: 23 / FF AC: 23 / Touch AC: 12 | Fort: +9 / Ref: +2 / Will: +11 | Speed: 20' | Favored Attack: Magical +2 Heavy Mace +8 melee / 1d8+3 bludgeoning damage / x2 crit | Spell Save DC: 0 Level - 13; 1st Level - 14; 2nd Level - 15; 3rd Level - 16; 4th Level - 17

As Tomak hears there might be pits around, he directs his spell to an area close to him (B2). He then draws his mace and makes a blind swing at the direction he believes the enemy is. (C2)

Combat Details:

Show:

Attack Roll: 1d20 + 7 ⇒ (18) + 7 = 25 Blind -2, Bless +1
Blindness Miss Chance (01-50 = Miss): 1d100 ⇒ 58 Possible Hit
Damage Roll: 1d8 + 3 ⇒ (1) + 3 = 4

Celestial dire badger appears at C2. I will wait to write its action in case there is a problem so far.


F half-elf Barbarian 5/Wildrunner 3

She growls, and clambers to her feet, before moving carefully in the direction she thinks she hears the monster, drawing out her flail as she moves.

OOC: Standing up is a move action, and then a move, but can draw as she moves in this case. I'll let you roll any listen checks so I don't know the result of it.. does her tracking feat help at all?


Init: +1 | AC: 14 / FF AC: 13 / Touch AC: 12 | Fort: +6 / Ref: +3 / Will:+8 | Speed: 30' | Spell Save DC: 0 Level - 15; 1st Level - 16; 2nd Level - 17; 3rd Level - 18; 4th Level - 19

Tranen continues to channel the Power of the Dragon as he tries to pinpoint the position of the Monster. This time he uses the Claw.

Cast Magic Missile. 5 Missiles at 5 different squares. If I understand the SRD correctly the miss change (against total concealment) is 50 % for each missile. Since I am in the initiative order after the monster has acted. I would rather wait designating the squares.


(test)


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

Sunday, 9th day of Goodmonth, 593 C.Y.
Eleventh day spent entirely underground.
Current time is unknown, feels like the early in the day

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

Tranen is unable to target the giant spider he knows is out there and the sorcerer knows that he must utilize a spell that doesn’t rely on sight, given the absolute darkness surrounding the party. Addiz takes a couple shots with her hand crossbow as Tendang and Anariel probe the floor in front of them to learn the extent of the pit discovered by Ferah and call out that they are hemmed in by the unseen abyss that looms there. Moving slowly, Elissif and Ferah are able to weave between the others as Tomak calls out that the spider is somewhere in front of him, beyond his reach! The huge dire badger summoned by the cleric lunges forward, able to smell its target. The group deploys themselves to battle the unseen spider, with Elissif moving in front of Tomak and Ferah determining that she must use her glaive to attack the foe from behind the dire badger, and though the Olmani is attacked as she moves into position her armor protects her from harm. The spider also attacks the badger, perhaps sensing that the creature has some advantage in the unnatural darkness similar to its own and its fangs bite deep, the badger squealing in pain and anger as the spider’s venom weakens it badly.

Combat Details:

Celestial Badger’s Smite Attack: 1d20 + 4 ⇒ (5) + 4 = 9 vs Spider = Miss! Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Celestial Badger’s Claw Attack: 1d20 + 4 ⇒ (18) + 4 = 22 vs Spider = Possible Hit! Miss Chance (01-50): 1d100 ⇒ 34 = Miss! Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Celestial Badger’s Bite Attack: 1d20 - 1 ⇒ (1) - 1 = 0 vs Spider = Miss! Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Addiz’ Crossbow Attack: 1d20 + 14 ⇒ (5) + 14 = 19 vs Spider = Possible Hit! Miss Chance (01-50): 1d100 ⇒ 30 = Miss! Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Addiz’ Crossbow Attack: 1d20 + 9 ⇒ (15) + 9 = 24 vs Spider = Possible Hit! Miss Chance (01-50): 1d100 ⇒ 20 = Miss! Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Spider’s AoO Attack: 1d20 + 11 ⇒ (12) + 11 = 23 vs Elissif’s flat-footed AC =Miss! Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Target is at -2 to AC, no DEX bonus to AC (Blind Condition); +2 to attack roll (effectively Invisible)

Spider’s Attack: 1d20 + 11 ⇒ (7) + 11 = 18 vs Celestial Badger’s flat-footed AC = Hit! Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Target is at -2 to AC, no DEX bonus to AC (Blind Condition); +2 to attack roll (effectively Invisible)
Celestial Badger’s Fort Save DRR: 1d20 + 7 ⇒ (5) + 7 = 12 = Failure! Poison Damage: 1d8 ⇒ 8 STR damage

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

Round 4

All players below please post!

Initiative Order/HP Condition:

Addiz – 45/45
Ferah – 52/78
Elissif – 66/66
Celestial Badger – 17/28 [-8 to STR]
Tomak – 32/50
Anariel – 58/58
Tendang – 38/50
Giant Spider - Unwounded
Tranen – 49/49

Combat Map

Combat Table

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

OOC: Tranen, after looking around the internet and reading the spell description again, I don’t think Magic Missile works against a target with total concealment. That would mean you could technically target an invisible creature, which I don’t believe is possible. The description reads that the missile unerringly hits anything “with less than total concealment.” Sorry for the late ruling on this, but go ahead and choose another action for last round and I’ll retro it in. I’ve sort of moved things along for a round (and did the narrative a bit out of order) to get you in position to attack the spider as a group and in initiative order from here on out. Note that the spider does still have total concealment though at least you all know where it is at the moment (no Listen checks needed while the combat is raging), and the pit as well (to some extent), all of which is now shown on the map. You aren’t exactly sure how big that pit is though, but the one on the map is your best guess. Again, keep in mind you’re tethered together by rope, so those out of melee range must use ranged attacks while blind – a decidedly risky thing to do, but let me know if you want to try (I’ll probably have a fumble roll strike a party member).


Init: +1 | AC: 14 / FF AC: 13 / Touch AC: 12 | Fort: +6 / Ref: +3 / Will:+8 | Speed: 30' | Spell Save DC: 0 Level - 15; 1st Level - 16; 2nd Level - 17; 3rd Level - 18; 4th Level - 19

Tranen realizes that his offensive spells are difficult to use in total darkness. He decides to og for protection instead and cloaks himself in magical armor.

Cast Mage Armor on self


Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

Addiz remembers her big gun - her wand of lightning bolts. she draws it. When she is quite sure where the fighting is happening, and only then, she yells: 'Duck!', and blasts a lightning bolt towards the spider.


Init: +0 | AC: 23 / FF AC: 23 / Touch AC: 12 | Fort: +9 / Ref: +2 / Will: +11 | Speed: 20' | Favored Attack: Magical +2 Heavy Mace +8 melee / 1d8+3 bludgeoning damage / x2 crit | Spell Save DC: 0 Level - 13; 1st Level - 14; 2nd Level - 15; 3rd Level - 16; 4th Level - 17

Tomak guesses that the enemy is a bit away from him and that his allies are in between. Sensing Ferah by his side, he selects to hook his mace to his belt and help heal her. He calls her name just briefly to let her know he is reaching out, touching her. “Ferah”

Combat Details:

Show:

Cast Cure Light Wounds: 1d8 + 5 ⇒ (2) + 5 = 7 hp


F half-elf Barbarian 5/Wildrunner 3

She growls, dropping her greataxe and taking out her glaive, before attacking over the top against the spider.

attack: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 1d10 + 7 ⇒ (1) + 7 = 8
miss chance: 1d100 ⇒ 87

OOC: West, if she goes primal scream, she gets scent; how does that interact with the total concealment? I always go low for a miss; so 87 should hit?


Init: +2 | AC: 24 / FF AC: 23 / Touch AC: 11 | Fort: +6 / Ref: +4 / Will: +10 [Immune to sleep, +2 vs enchantment] | Speed: 20' | Favored Attack: Magical +2 Longbow +10\+5 ranged / 1d8+2 piercing damage / x3 crit | Spell Save DC: 0 Level - 12; 1st Level - 13; 2nd Level - 14; 3rd Level - 15; 4th Level - 16

Tries to cast a minor heal on the badger tulpa if possible


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

Cool, thanks for posting everyone! Looks like Monday was posting day!! :) I'll post the next round probably tomorrow (Wednesday) night, or no later than Friday for sure.

Ferah, I'll roll the miss chance myself when I put up the post. I'll go with your request for 'low' to hit, though.


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

Sunday, 9th day of Goodmonth, 593 C.Y.
Eleventh day spent entirely underground.
Current time is unknown, feels like the early in the day

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

Tranen is protected as well as he can be, a shell of magical armor surrounding him, and continues to wait for an opening to use an offensive spell against the unseen spider. Addiz draws a wand from its sheath and trusts to the gods that her aim is true, hoping that by aiming high above her comrade’s heads that she will strike true. The powerful bolt of electricity lights up the spider for a terrifying instant! The creature is huge, towering above those in the front line and is roughly the size of a small cottage or the like. The bolt slams directly into the giant spider (36 electric damage), and it rears back in sudden pain as the electricity crackles all around it for the blink of an eye, and then all is plunged into darkness again.

Ferah slashes with her heavy glaive, but the weapon finds only empty air, though Elissif is a bit luckier and gets in a glancing blow (7 damage) and even Tomak’s celestial badger manages to dig one claw into one of the spider’s hairy legs (4 damage). Tomak provides some healing to Ferah after feeling around for her (7 HP healed) and Anariel does the same for the wounded badger (12 HP healed).

There is the sound of the spider scuttling, repositioning itself, and then Addiz feels the sharp fangs of the spider bite deep (14 damage) into her shoulder, but she tears free before it can inject its poison into her!

Combat Details:

Wand’s Caster Level Check vs Spider’s Spell Resistance: 1d20 + 9 ⇒ (18) + 9 = 27 vs DC 13 = Success!
Spider’s Reflex Save vs Lightning Bolt: 1d20 + 5 ⇒ (4) + 5 = 9 vs DC 14 = Failure!
Lightning Bolt Damage: 9d6 ⇒ (6, 6, 3, 1, 5, 4, 5, 2, 4) = 36 electricity

Ferah’s Miss Chance (01-50): 1d100 ⇒ 42 = Miss!

Elissif’s Attack: 1d20 + 17 ⇒ (8) + 17 = 25 vs Spider’s AC = Possible Hit! Miss Chance (01-50): 1d100 ⇒ 59 = Hit! Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Elissif’s Iterative Attack: 1d20 + 12 ⇒ (9) + 12 = 21 vs Spider’s AC = Possible Hit! Miss Chance (01-50): 1d100 ⇒ 18 = Miss! Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Celestial Badger’s Claw Attack: 1d20 + 4 ⇒ (19) + 4 = 23 vs Spider = Possible Hit! Miss Chance (01-50): 1d100 ⇒ 46 = Miss! Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Celestial Badger’s Claw Attack: 1d20 + 4 ⇒ (17) + 4 = 21 vs Spider = Possible Hit! Miss Chance (01-50): 1d100 ⇒ 92 = Hit! Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Celestial Badger’s Bite Attack: 1d20 - 1 ⇒ (1) - 1 = 0 vs Spider = Miss! Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Anariel’s CLW: 1d8 + 5 ⇒ (7) + 5 = 12 healing

Spider’s Attack: 1d20 + 11 ⇒ (15) + 11 = 26 vs Addiz’ AC = Hit! Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Target is at -2 to AC, but retains DEX bonus to AC (Uncanny Dodge); +2 to attack roll (effectively Invisible)
Addiz’ Fort Save DRR: 1d20 + 4 ⇒ (19) + 4 = 23 = Success! Poison Damage: 1d8 ⇒ 8 STR damage

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

Round 5

All players below please post!

Initiative Order/HP Condition:

Addiz – 31/45
Ferah – 59/78
Elissif – 66/66
Celestial Badger – 28/28 [-8 to STR]
Tomak – 32/50
Anariel – 58/58
Tendang – 38/50
Giant Spider - Wounded
Tranen – 49/49

Combat Map

Combat Table

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

OOC: You’ve dealt a great deal of hurt to it, time to finish it off quick! It’s obviously moved though, so you’ll likely need to make Listen checks to pinpoint the square in which it’s attacking from. I’ll go ahead and figure that out though, so just give me your intended actions as best you can.


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

Also, go ahead and call out a square based on the grid map and/or description to let me know where you are aiming your attack. At the moment, though you know Addiz was attacked, you aren't exactly sure where it's at. You can use the Combat Map above to figure out square numbers, but know that the spider on the map depicts its last known location before it moved.

If you want a Listen check (vs its Stealth roll), go ahead and make one and if you pass, I'll PM you some information.


Init: +0 | AC: 23 / FF AC: 23 / Touch AC: 12 | Fort: +9 / Ref: +2 / Will: +11 | Speed: 20' | Favored Attack: Magical +2 Heavy Mace +8 melee / 1d8+3 bludgeoning damage / x2 crit | Spell Save DC: 0 Level - 13; 1st Level - 14; 2nd Level - 15; 3rd Level - 16; 4th Level - 17

For the briefest moment Addiz’s magic bolt lights up the room and they get a glimpse of the huge spider facing them and what looks like a gaping hole to Tomak’s right in the room. The rope constricts his movement and he can’t reach every team member right now. He listens for signs the spider is hopefully retreating. The cleric is ready to move forward along the left-hand side wall together with his allies if they advance.

OOC:
Possible move forward --> if he feels the ropes pulling him when the others (Ferah, Tranen, Elissif) move.
Delay action: Cast Searing Light if he feels the spider is still just ahead of them, e.g. Ferah or Elissif is close combat with it.

Combat Details:

Show:
Searing Light
Attack Roll: 1d20 + 4 ⇒ (11) + 4 = 15 Ranged touch attack
Blindness Miss Chance (01-50 = Miss): 1d100 ⇒ 78
Damage: 4d8 ⇒ (4, 8, 3, 3) = 18



Init: +5 | AC: 20 / FF AC: 20 / Touch AC: 15 [+1 vs single foe; +3 vs traps] | Fort: +4 / Ref: +12 / Will: +6 [Immune to sleep, +2 to saves vs enchantment spells/effects; +3 vs traps, no damage on successful Reflex save] | Speed: 30' | Favored Attack: Magical +3 Repeating Hand Crossbow +14\+9 ranged / 1d4+3 piercing damage / 19-20 [x2] crit

Addiz scream as suddenly she is attacked while she thought she was safe behind het allies. "There's one behind me!" she shouts. She shifts her wand to her right (off-)hand, and draws her rapier. After a quick pause, listening for where the monster is, she starts slashing there where she heard something and where the rope tells her her friends are not.

Grand Lodge

Ellisif tells ferah and addiz, "Lets try to coordinate their attacks, be silent, move slowly, and when they hear the legs on the floor, or the attacking beast, react, move 5 ft and attack in unison. continue doing what they can, anyone have dispel magic or a brighter light? if so use it" she screams


Init: +1 | AC: 14 / FF AC: 13 / Touch AC: 12 | Fort: +6 / Ref: +3 / Will:+8 | Speed: 30' | Spell Save DC: 0 Level - 15; 1st Level - 16; 2nd Level - 17; 3rd Level - 18; 4th Level - 19

Tranen stretches out his hand and points it upwards, towards the centre of the room. He makes sure his hand is well over the heads of his companions as he channels.

Cast Scorching Ray towards D3. Make sure the ray is over the head of Anariel.

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