
The Wise Fox |

The bee strikes once at Rhyno, and the other at the artillerist!
Artillerist
sting, damage: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 6 ⇒ (5) + 6 = 11
fort save vs poison DC 17; Con damage: 1d20 + 6 ⇒ (5) + 6 = 111d2 ⇒ 2 - FAIL
Rhyno
sting, damage: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 121d8 + 6 + 7 ⇒ (5) + 6 + 7 = 18
Artillerist HP: 0/22, poisoned
25
PARTY IS UP!

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Terrill calls out, "Rhyno, see if you can move around this thing a bit, so we can flank it!" Noting the trouble others have had in hitting the demon bee, he then strikes at it with a bit more care and less raw power than usual.
MW Curve Blade attack: 1d20 + 8 ⇒ (11) + 8 = 19
Curve blade damage: 1d10 + 6 ⇒ (6) + 6 = 12
Status: 33/33 hp

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Cannot see map at work, is there a way to flank w/o an AoO?
Not this round, but you can 5-foot step to your left and be in position to step into flank next round, which is what I had in mind. I'll move your token if that's what you want to do.

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Rhyno's Action
Rhyno steps to his side, then attacks. Swing and a miss...
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11

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Strat's Action - same as last round
CLW on Rhyno: 1d8 + 3 ⇒ (7) + 3 = 10
Spiritual Weapon: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Spiritual Weapon: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

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Thanks Terrill! Of note though, that is my last first level spell. So the only thing I have left spell wise is Produce flame, and it's domain so can't spontaneously swap it out.
HP 15/21
AC 19 FF18 T11 CMD 16
Saves F5 R3 W8
Channel Energy 1/5
Fire Bolt 5/7
Rebuke Death 7/7
Spells
0th - Detect Magic, Light, Create Water, Guidance
1st - Bless (Cast), Sanctuary (Cast), Burning Hands (Cast), Magic Weapon (Cast)
2nd - Produce Flame, Lesser Restoration (Cast), Spiritual Weapon (Cast)

The Wise Fox |

Strat's spiritual scemitar slashes a gash into the bee!
43
The giant insect attacks!
sting, damage: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 6 ⇒ (3) + 6 = 9
sting, damage: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 6 ⇒ (4) + 6 = 10
Artillerist Fort Save
fort save vs poison DC 17; Con damage: 1d20 + 6 ⇒ (1) + 6 = 71d2 ⇒ 1
The artillerist stung last round falls unconcious.
The two artillerists move up to the unattended large balistas, take aim at the flying insect, and lets loose!
Balista 1: 1d20 + 6 ⇒ (10) + 6 = 164d6 ⇒ (5, 2, 6, 5) = 18
Balista 2: 1d20 + 6 ⇒ (20) + 6 = 264d6 ⇒ (6, 3, 5, 4) = 18
CC: 1d20 + 6 ⇒ (2) + 6 = 84d6 ⇒ (5, 4, 3, 6) = 18
The Giant flying monster falls from the sky!
1d4 + 1 ⇒ (2) + 1 = 3
All players have 3 rounds to rest before the next wave shows up. There is an unconcious and poisoned artillerist on the floor. One of the artillerists mans the large siege weapon on the west side, while the other 3 move to man the huge balista.

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"Terrill, I'll see to people's wound if you want to help that guardman."
Round 1, pull out wand, heal Rhyno.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Round 2, again.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Round 3, and again, while considering buying a non-defective wand.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Okay, it's defective. Gonna have to see about a money back on it. Rhyno heals 8 HP back.

Seon'i |

Seoni readies an action to Magic Missle the first threat she sees.

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Rhyno pulls out his wand to see if anyone else could use it as he is still fairly hurt from the bee's nasty sting. He then continues to help with the arming of the ballistae and sending massive bolts into the oncoming swarms in the distance.

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Rhyno pulls out his wand to see if anyone else could use it as he is still fairly hurt from the bee's nasty sting. He then continues to help with the arming of the ballistae and sending massive bolts into the oncoming swarms in the distance.
Rhyno, by my count you should be at 29 HP.
Here you were at 11/33
Healed 10 here for 21/33
Healed 8 here for 29/33

The Wise Fox |

1d6 + 1 ⇒ (6) + 1 = 7
1d6 + 1 ⇒ (2) + 1 = 3
The artillerists fire off another shot, tearing apart another siege tower.
A large humanoid creature with the head of the bull and hoofs of flame descends upon your section of the battlement!
1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 0 ⇒ (18) + 0 = 18
Rhyno, Seoni, and Terrill go before the monster.
The minotaur is flying 30 ft above the battlement.

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Intimidate: 1d20 + 11 ⇒ (7) + 11 = 18
"Oh look, it's a flying cow come to give us some milk. Moo for me before I turn you into belt!" Rhyno jeers, hoping to shake the beasts confidence at the unusual reaction to its arrival.

Seon'i |

Knowledge Planes: 1d20 + 7 ⇒ (16) + 7 = 23
Q1) Special Defense/Immunities, etc, Q2 - Special Attacks
Assuming Seoni saw him coming, she moves to a location farther back prior to him landing right there and then fires a magic missile. If he is really right there at the start of her turn, then she is going to full withdraw back ... there's no way she would handle the brunt of his melee attack ...
Magic Missile: 1d4 + 1 + 1d4 + 1 ⇒ (2) + 1 + (2) + 1 = 6
CL Check if necessary: 1d20 + 3 ⇒ (2) + 3 = 5

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Hearing Strat's suggestion, Terrill takes a look at the injured artillerist and sees that he is beyond saving. He shakes his head at the loss, sheathes his blade, and calls upon Desna to bolster himself and his friends in the fight ahead.
With 3 rounds before the flying minotaur arrives, Terrill casts protection from evil on himself, then on Rhyno, and then casts bless on the whole party, including the artillerists. That's the last of his spells for today.
Seeing the beast approaching, he slips his great bow off his shoulder, nocks an iron-pointed arrow and draws it back. He focuses on the creature a moment, then lets fly. As the arrow makes its way toward the creature, he calls out, "Seoni, how about you try out that ballista over there? If he stays in the air, that's our best weapon against him!"
MW Comp Longbow, Bless: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Curve blade damage: 1d8 + 3 ⇒ (7) + 3 = 10
Did Seoni learn anything more about this thing?

The Wise Fox |

The flying minotaur seems slightly shakened...
Defensive Abilities natural cunning*; DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 17
Special Attacks smite good 1/day, powerful charge
Seoni's magic missile fails to get through the monster's defenses!
Terrill launches a cold iron curve blade arrow at the minotaur!. It hits the minotaur, but it casually pulls out the arrow and the garge hole slowly closes itself.

The Wise Fox |

The minotaur sees the artillerist manning the large siege weapon as the biggest threat, and advances towards him!
gore: 1d20 + 13 - 2 + 2 ⇒ (4) + 13 - 2 + 2 = 172d6 + 9 + 4 ⇒ (6, 2) + 9 + 4 = 21
Thea artillerist collapses in a boneless heap, his neck chest pierced and thrown away by the charging minotaur.
PARTY UP

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Seeing the thing flying out of normal melee range, Rhyno tosses aside his maul and pulls out his lucerne hammer, a smile forming as his hands wrap around that familiar grip. He the takes an upward swing at the Minotaur.
Attack: 1d20 + 9 + 1 - 1 ⇒ (15) + 9 + 1 - 1 = 241d12 + 6 + 3 ⇒ (10) + 6 + 3 = 19

Seon'i |

Seoni attempts to fire the Ballista she at the creature ...
What bonuses to apply?
Siege Weapon: 1d20 + 2 ⇒ (4) + 2 = 6 (I have BAB in there but that's it)
Damage: 4d6 ⇒ (2, 3, 5, 5) = 15

The Wise Fox |

Seeing the thing flying out of normal melee range, Rhyno tosses aside his maul and pulls out his lucerne hammer, a smile forming as his hands wrap around that familiar grip. He the takes an upward swing at the Minotaur.
[dice=Attack]1d20+9+1-1; 1d12+6+3
WHAM goes Rhyno's hammer as it solidly connects to the flying minotaur. While not fully effective, it still causes plenty of damage.
14
Seon'i's attack misses the flying minotaur.

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"Keep hitting him, Rhyno, I'll get over to the ballista and take a shot at him in a moment!" cries Terrill. He steps backwards and looses another arrow, though this one is sadly off the mark. He then slings his bow onto his shoulder.
MW Bow, Bless: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Bow damage: 1d8 + 3 ⇒ (2) + 3 = 5
All - remember the +1 on attacks from bless, and Rhyno, remember you've got protection from evil for +2 AC and saves.

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HP 15/21
AC 17 FF16 T11 CMD 16
Saves F5 R3 W8
Channel Energy 1/5
Fire Bolt 5/7
Rebuke Death 7/7
Spells
0th - Detect Magic, Light, Create Water, Guidance
1st - Bless (Cast), Sanctuary (Cast), Burning Hands (Cast), Magic Weapon (Cast)
2nd - Produce Flame, Lesser Restoration (Cast), Spiritual Weapon (Cast)
Effects
Bless
Strat steps to the side, stows his shield and pulls out his crossbow, the only weapon available to him to reach the flying minotaur.
5' step, standard to stow shield, move to pull out crossbow.

The Wise Fox |

The minotaur accepts Rhynos nonverbal challenge, and vows to smite him!
smitting power greataxe; damage: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 233d6 + 9 + 6 + 6 ⇒ (2, 6, 3) + 9 + 6 + 6 = 32
Seeing Rhynos fall, it then takes a 5' step closer to the ground (so its within melee range of the party, 5' off the ground, swinging his weapon at Terrill!
power greataxe; damage: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 93d6 + 9 + 6 ⇒ (2, 1, 2) + 9 + 6 = 20 *miss
PARTY IS UP!

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Seeing the minotaur come closer and drop Rhyno to the ground, Terrill draws his blade. He steps in to attack the creature, but it would be an act of charity to call his attack pathetic. Shaking off the frustration, he calls out, "Strat, see if you can get Rhyno back on his feet, I'll keep this ugly fellow busy."
5-foot step, attack and miss.
MW Curve Blade, Power Attack: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9
Curve blade damage with Power Attack: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13

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HP 15/21
AC 17 FF16 T11 CMD 16
Saves F5 R3 W8
Channel Energy 1/5
Fire Bolt 5/7
Rebuke Death 7/7
Spells
0th - Detect Magic, Light, Create Water, Guidance
1st - Bless (Cast), Sanctuary (Cast), Burning Hands (Cast), Magic Weapon (Cast)
2nd - Produce Flame, Lesser Restoration (Cast), Spiritual Weapon (Cast)
Effects
Bless
Strat nods to Terrill and pulls out his wand, targeting the downed ally.
Move to retrieve wand, standard to heal Rhyno.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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More reinforcements arrive to help crew the siege weaponry!
The new artillerists will use their actions to reload the large siege weapons for PCs to use if PCs are manning them
I may have misunderstood something. Just to clarify, if we have two people on the large ballistas, they can fire each round, 1 reloading as a full round, the other shooing as a standard. Is that correct?

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Strat! The wand worked when it most needed to! And that was my understanding of the large ballista operation, but I'll admit it was a vague one.

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Strat! The wand worked when it most needed to! And that was my understanding of the large ballista operation, but I'll admit it was a vague one.
My understanding was it took a round to load regardless, then next round you could fire as a standard. So no matter what only every other round. Just wanted to clarify for future rounds. It might be needed :)
Also, 'bout dang time on the wand! I debated wand or channel, figure save the channel next round for when the big guy attacks again.

The Wise Fox |

The Wise Fox wrote:I may have misunderstood something. Just to clarify, if we have two people on the large ballistas, they can fire each round, 1 reloading as a full round, the other shooing as a standard. Is that correct?More reinforcements arrive to help crew the siege weaponry!
The new artillerists will use their actions to reload the large siege weapons for PCs to use if PCs are manning them
That is correct.

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Attack: 1d20 + 9 + 1 - 4 ⇒ (13) + 9 + 1 - 4 = 191d12 + 6 ⇒ (8) + 6 = 14
The world slowed as the minotaur's axe nearly splits him in two, and he watches his live blood ebbing out only to feel the icy rush of magical healing slow the tide and give him control of his limbs once more. Though in a precarious position, he know there is no alternative but to try and finish the beast before it finishes him, and lashes out with his hammer.

The Wise Fox |

Rhyno smashes his hammer into the minotaur, the cold iron hissing as it makes contact with the minotaur's flesh.
EDIT: I just realized that you threw away your earthbraker onto the floor to wield your lucerine hammer. In an effort to prevent me from killing you, I would like to point out that picking up a weapon from the floor provokes. Do you still like to make yourself a target?

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I think Rhyno is attacking with his lucerne hammer, which was in his hand when he fell. It provokes an AoO to pick up a weapon if he's lying on it, or it's on top of him? Perhaps he even held onto it, for the six seconds he was unconscious.

The Wise Fox |

I think Rhyno is attacking with his lucerne hammer, which was in his hand when he fell. It provokes an AoO to pick up a weapon if he's lying on it, or it's on top of him? Perhaps he even held onto it, for the six seconds he was unconscious.
ANSWER:
Unconscious people drop whatever they are holding in hand, right? It doesn't explicitly say so in its description.
you're going to have to chock that one up to common sense.
if you drop everything you're holding when you're stunned for 6 seconds
I can't imagine knocked out is any different

Seon'i |

Ummm ... magic missle ... pew pew!
MMW CL3: 1d4 + 1 + 1d4 + 1 ⇒ (1) + 1 + (4) + 1 = 7
CL Check CL3: 1d20 + 3 ⇒ (1) + 3 = 4