GM BPChocobo TK1 |
Botting Amarthecthel
Stepping over to flank with his weakened companion, Amarthecthel once again slashes at the shadow with his magically charged rapier!
Amarthecthel rapier @ Shadow: 1d20 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9
Damage on hit: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Bad dice, work with me here!
And the swing goes wide!
Round 2 recap:
Sue tries to attack, but misses.
Llathander uses his wand of CLW, wounds the shadow.
Shadow tries to touch Llathander again, but misses.
Horgrym aids Llathander's AC.
Ringmaster uses Guido's wand of mage armor, buffs Llathander's incorporeal touch AC.
Amarthecthel flanks, but misses.
Guido is frustrated that he can't punch shadows... yet.
GM BPChocobo TK1 |
@Llathander: The shadow, now wary of you, jumps back from your wand.
Posting Shadow's action assuming Sue can't finish it off.
Still seeing the paladin as the obvious threat, the shadow reaches down to sap more of his strength!
Shadow touch @ Llathander touch +6: 1d20 + 4 ⇒ (15) + 4 = 19
Strength damage on hit: 1d6 ⇒ 6
Despite the extra fortifications, the shadow darts forward quickly, sapping the strength from Llathander's legs, which almost buckle under the weight of his gear!
Llathander, you are at 3 Strength! Because of this, you will be overloaded and can only move 5' as a full move action. You can still try to make a touch attack next, but at a -6 penalty for being past your max load. However, you also lose your Dex bonus to AC! Looking at your abilities and equipment... you have 2 ways to improve that you can do on your turn, assuming the others don't come up with crafty ideas!
Sue Basilbottom |
I can't possibly do damage to the shadow. I'm just hoping it will attack me so I can crane wing it away. Also I don't believe strength damage effects carrying capacity.
Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense.
GM BPChocobo TK1 |
@Sue: Hmm... I think you're right! The no worries for you on movement area, Llathander, although getting out of the way may be a required action soon!
There are a couple things you (and Guido) can do: you can use the Aid action to give Llathander a dodge bonus to AC. Oddly, you can try Intimidating the shadow to make it Shaken.
GM BPChocobo TK1 |
@Ringmaster: Success! You can use the wand to make a touch attack! Since it's now "charged", you do not need to make another UMD check until after it's been discharge (aka, heal someone or successfully touch the shadow!).
GM BPChocobo TK1 |
@Llathander: You can't do both as Withdraw is a full round action. Let me know which you wish to keep.
GM BPChocobo TK1 |
Yup, and if that's what he meant, then cool, will do there. Just wanted to make sure he wasn't referring to the withdraw full round action!
GM BPChocobo TK1 |
@Ringmaster: Don't forget, I need your CLW touch attack roll! The UMD check is made as part of the action to activate the item. Assuming you still want to go tappy tappy to the shadow :)
@Horgrym: Don't forget, you are carrying a magical weapon now :)
Horgrym |
Seeing the group run out of options, Horgrym drops his greatsword and swings at the shadow with the black sword from the statue in desperation.
Black Sword: 1d20 + 5 ⇒ (6) + 5 = 11
Not sure what damage it does.
GM BPChocobo TK1 |
@Horgrym: It's a +1 Small short sword, so 1d4+Str mod, then halved. However, the sword strike does miss :(
@Llathander: Yea, not sure why... every damage roll has been 6 (even the one I missed!) However, your next touch did hit... hopefully if Amarthecthel and Ringmaster get successful hits, you'll be spared!
The Ringmaster |
5' step.
I know as far as tactics go I should retreat however that is not the character. He will stand to his last ounce of strength.
Now if the GM would stop rolling 6's on the strength damage.
You are actually endangering the party by staying. One shadow is hard enough at this level.
Sue Basilbottom |
Ringmaster: When you activate a touch attack spell, you get to touch as a free action that round.
GM BPChocobo TK1 |
As a GM note, since you haven't controlled your summon yet, you could have him Aid, then 5' to where you currently are, then you could make your 5' where the bug is, thus allowing you to reach Sue & the shadow :)
GM BPChocobo TK1 |
@Ringmaster. While I'd love to have you double crit this thing just because I'm curious how you'd word it... you messed up on your attack rolls (forgot the 1d before the 20) :P
The Ringmaster |
@Ringmaster. While I'd love to have you double crit this thing just because I'm curious how you'd word it... you messed up on your attack rolls (forgot the 1d before the 20) :P
Ok, that was just weird, I typed and copied it and then edited it...
test: 1d20 + 1 ⇒ (10) + 1 = 11 d20+1
test: 20 + 1 = 21 D20+1
test: 1d20 + 1 ⇒ (7) + 1 = 8 1d20+1
test: 120 + 1 = 121 1D20+1
Ah, capital D doesn't work!
GM BPChocobo TK1 |
There's some innuendo there I think, but I'll leave that alone :P Plus side, learned something at least!
@Ringmaster: While the worthless bug does aid, your attack is far and wide.
The dice... they hate people this battle. Waiting til about 3pm MST, then botting Amarthecthel and Guido.
GM BPChocobo TK1 |
@Llathander: Thanks to Guido's bulk, your Touch AC for the shadow is once again 17.
Amarthecthel |
Amarthecthel knows that his Rime-templated frostbite spell isn't going to help here. So he switches up to a shocking grasp.
1st attack: +1 cold iron longsword (attack, damage): 1d20 + 5 + 1 - 2 ⇒ (2) + 5 + 1 - 2 = 61d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
2nd attack: +1 cold iron longsword (attack, damage): 1d20 + 5 + 1 - 2 ⇒ (20) + 5 + 1 - 2 = 241d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6 plus shocking grasp: 2d6 ⇒ (3, 4) = 7
critical hit confirmation: 1d20 + 5 + 1 - 2 ⇒ (6) + 5 + 1 - 2 = 101d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6 plus shocking grasp: 2d6 ⇒ (2, 4) = 6 <- Nope. No crit.
damage equals 6 plus 7 electricity
GM BPChocobo TK1 |
@Amarthechthel: Can't crit incorporeal creatures without the ghost touch property anyway :)
In order to be nice and not be complete jerk GM... I need either a Concentration check to maintain the spell (losing the Shocking grasp damage if it fails) or for you to accept the AoO. Let me know what you prefer Amarthecthel.
GM BPChocobo TK1 |
Rockin!
With a crackle of electricity, more of the shadow's essence dissipitates into the air.
It's still half damage, but you did wound it well!
Start the next round! (Llathander's action is noted)
Shadow Will: 1d20 + 4 ⇒ (2) + 4 = 6
In a silent howl, the shadow disappears after the paladin's wand reaches its core! The essense fades away to the ceiling and a single deep purple gemstone lands on the floor at Llathander's feet.
??? 1 Percep: 1d20 + 11 ⇒ (16) + 11 = 27
??? 1 Init: 1d20 + 1 ⇒ (10) + 1 = 11
??? 2 init: 1d20 ⇒ 5
??? 3 init: 1d20 ⇒ 3
The initial jubilation of victory is then snuffed when, from the room ahead, a trio of bodies emerge, two of them shambling towards the party while another one behinds it leers on with a sinister grin.
New Init Order:
Sue
Llathander
Guido
Horgrym
??? 1
Ringmaster
Amarthecthel
??? 2
??? 3
Because the new monster's entrance is occuring on round 4, Sue, Guido and Horgrym may make any defensive actions, while Ringmaster and Amarthecthel may immediately engage the foes. I'll update the combat map tomorrow!
Anyone with Kn: Religion may choose to identify the new foes!
Sue Basilbottom |
Sue will total defense and step towards the creatures to help shield her companions.
Know Religion: 1d20 + 8 ⇒ (15) + 8 = 23
GM BPChocobo TK1 |
The two in front are regular zombies... but the one behind them is a wight, a dangerous undead being that bears intelligence and whose touch literally withdraws the life force of its victims!
Also, Happy Thanksgiving to you all!
Sue Basilbottom |
Sue points to the hungry looking one in the back.
"Don't let that one touch you!"
GM BPChocobo TK1 |
Sorry, still on mobile, cooking times and stuff thrown off by clogged sink :/ Will probably up later tonight.
GM BPChocobo TK1 |
Sorry for the delay on map: trying to unclog sink and working midnight Black Friday shift is taking its toll on me! Sooooooon.
GM BPChocobo TK1 |
Sue's still holding a defensive stance. What else is anyone going to do for the rest of the round before we start the revitalized combat!
GM BPChocobo TK1 |
Assuming everyone is taking defensive positions. You can move yourself as desired on the map.
New combat round!
Note the undead initiatives. It's going to be a full round for them to reach anyone, so plan your zombie/wight hunting accordingly.
Horgrym |
Horgrym moves to beside Sue and hurls a sling stone at the zombie to the west before reloading another stone.
Roll assumes no cover and second range increment.
Sling: 1d20 + 1 ⇒ (16) + 1 = 171d3 + 3 ⇒ (2) + 3 = 5