| Foxy Quickpaw |
Will Save DC18: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Will Save DC18: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
Will Save DC18: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18
Will Save DC18: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
The spectres are washed over with holy energy, by Darius and Grergof. Stam also hits one of them hard with his magic missile.
2d4 ⇒ (4, 4) = 8
Only Darius and Spugs got a sunny place, the others are standing mostly in their shadows and get attacked. Stam is lucky and can avoid the clumsy attack. Grergof not so much.
Touch Grergof: 1d20 + 10 ⇒ (17) + 10 = 271d8 ⇒ 7
Fort save DC16 vs. 2 level drain please
Touch Stam: 1d20 + 10 ⇒ (2) + 10 = 12
Sprectre(40), Spectre(13)
All others <--
| Spugnoir2 |
Bombs 6/14
Spugnoir unleashes a holy bomb upon each undead
Bomb,Touch,PBS,PS,Holy: 1d20 + 12 ⇒ (3) + 12 = 155d6 + 6 ⇒ (2, 5, 4, 1, 3) + 6 = 21
Bomb,Touch,PBS,PS,Holy: 1d20 + 7 ⇒ (14) + 7 = 215d6 + 6 ⇒ (2, 3, 2, 4, 6) + 6 = 23
Holy Bombs When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.
| Brother Grergof Varsk |
Fort: 1d20 + 10 ⇒ (18) + 10 = 28
Grergof feels the coldness of the grave seep into him, but it does not seem like more then a momentary chill before the warmth of the sun flows into him again.
Be at rest Spirit Grergof says simply as he holds out his hand to touch the thing:
LoH touch attack: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 4d6 ⇒ (5, 5, 2, 5) = 17
I assume if that misses I don't count off the LoH use for the day?
| Stam Truthfinder |
Arcanist Spells Prepared (CL 9th; concentration +14)
4th (3/4)— black tentacles , ice storm
3rd (4/5)— Dispel Magic, lightning bolt (DC 18), slow (DC 18)
2nd (2/5)— glitterdust (DC 17), hideous laughter (DC 17), summon monster II , web (DC 17)
1st (2/6)— detect charm , hypnotism (DC 16), mage armor , magic missile , protection from evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , prestidigitation, read magic
Reservoir points 8/12
Stam tries to find some light as he backs away, throwing more force magic at the creature he hit before.
Magic Missile: 5d4 + 5 ⇒ (3, 4, 2, 4, 1) + 5 = 19
"Who killed you spectres?"
| Brother Grergof Varsk |
I sure hope they were honest about the taxes the collected...
Be at peace spirits.
Then Grergof throws open the doors and looks inside again.
He is particulary looking to see if there are any parts of the floor that look solid enough to stand on or if there is anything interesting in the room.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
| Darius Redgrave |
"Those fellas were serious about their jobs. You find anything Grergof?" Darius asks as he walks into the room with the Paladin, Darius still holding his sword in hand.
"Lets see about everyones wounds."
Channel heal 5/7: 3d6 + 2 ⇒ (5, 3, 3) + 2 = 13
| Foxy Quickpaw |
(F17) The rotting remains of a wooden cradle stand before a stone fireplace. A mobile formed from tiny seashells dangles above the cradle, swaying slowly in the breeze that enters through the open window.
(F18) Wide windows provide a panoramic view over the grounds of the estate. A grand desk of finely carved hickory sits before these windows, along with a large chair of rotted leather.
(F19) A large four-poster bed sits next to a wide fireplace. The bed has been stripped of covers, but its rotten feather mattress still remains and bears a large, dark stain in the center. The wooden headboard once depicted a scene of ships battling upon the waves, but is now cracked with age and the elements, and large gashes further mar its surface. A wheeled chair with a moldy seat and warped wheels stands at the foot of the bed. A stairway winds up to the east into the dome above the manor house.
Check the order of the rooms on the maps, if you don't want to study them in the order given here.
| Brother Grergof Varsk |
Grergof is detecting for evil as they move thorough the house to make sure there is no more undead near them.
He stands guard over the others as they are searching the room.
| Foxy Quickpaw |
Curiosity killed the cat, and puts Spugnoir into a cloud of spores from a yellow mold that resides inside the desk.
10' spore cloud centered in the center of the room DC15 Fort save from everyone inside please, or 1d3 Con dmg.
| Darius Redgrave |
Fort save: 1d20 + 9 ⇒ (10) + 9 = 19
Darius thankfully is protected by his magnificent beard.
Darius Grabs Spugnoir and tries to pull him away from the mould.
"Spugs, get away from the desk!"
| Brother Grergof Varsk |
Fort: 1d20 + 10 ⇒ (11) + 10 = 21
Grergof backs out of the room as he sees a spore cloud rise.
What is that? Is it a trap?
| Brother Grergof Varsk |
Won't that burn up the desk?
| Brother Grergof Varsk |
Does someone want to try to go back in there and look at the desk?
| Brother Grergof Varsk |
Something tells me the bed may also be dangerous. Mr. Stam, do you have any way to poke at things from a distance?
Gerergof says when the see the bedroom.
| Brother Grergof Varsk |
Grergof stands in the doorway detecting evil trying to see if there is a haunt or anything he can detect...
This seems too perfectly set up for a ambush. Either another ooze or a haunt.
If he doesn't detect anything he carefully moves into the room in the direction of the stairs.
| Foxy Quickpaw |
Grergof detects no evil in the romm. But as soon as he enters, two horrible creatures come out of the corners of the room, appearing out of nowhere, or like coming out of the solid wall. The sight of these creatures is so horrible that it might shatter the mind.
DC15 Will Save or 1d6 points sanity loss
One of them bites Grergof, the other one stares daggers.
Ripping Gaze: 5d6 ⇒ (4, 3, 3, 3, 4) = 17
DC18 Fort to negate
Bite: 1d20 + 15 ⇒ (2) + 15 = 172d6 + 3 ⇒ (3, 6) + 3 = 12
| Stam Truthfinder |
K.Planes: 1d20 + 14 ⇒ (13) + 14 = 27
I would have been doing it from the safety of the hallway
Stam sees the creatures converge on Grergof, backing up slightly to get an angle on them.
"Back out and an I can entangle them." Stam says lowly "They are Hounds of Tindalos
| Brother Grergof Varsk |
Will: 1d20 + 10 ⇒ (7) + 10 = 17
Fort: 1d20 + 10 ⇒ (6) + 10 = 16
Ugg... His eyes...
Grergof withdraws away from the hounds back into the doorway drawing his flail as he does this.
Is the Gaze HP damage?
| Foxy Quickpaw |
Initiative Spugnoir: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative Grergof: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Darius: 1d20 + 4 ⇒ (18) + 4 = 22
Initiative: 1d20 + 9 ⇒ (13) + 9 = 22
Initiative: 1d20 + 9 ⇒ (5) + 9 = 14
Stam, Darius <--
Hound, Hound
Spugnoir, Grergof
| Darius Redgrave |
Fort: 1d20 + 9 ⇒ (14) + 9 = 23
Will: 1d20 + 12 ⇒ (16) + 12 = 28
Darius shakes off the shock and draws a shield in the air in front of him for protection. Then draws his sword.
Casts Shield of faith. AC22 For 9 minutes
| Stam Truthfinder |
Arcanist Spells Prepared (CL 9th; concentration +14)
4th (3/4)— black tentacles , ice storm
3rd (4/5)— Dispel Magic, lightning bolt (DC 18), slow (DC 18)
2nd (2/5)— glitterdust (DC 17), hideous laughter (DC 17), summon monster II , web (DC 17)
1st (2/6)— detect charm , hypnotism (DC 16), mage armor , magic missile , protection from evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , prestidigitation, read magic
Reservoir points 8/12
HP 50/58
Stam pulls out a pocket Watch and spins it counter clockwise, Moving his hands in intricate arcane gestures he attempts to slow the creatures movement.
Slow spell, blowing a Reservoir Point to increase the DC to 20 will save
| Foxy Quickpaw |
Will Save: 1d20 + 9 ⇒ (4) + 9 = 13
Will Save: 1d20 + 9 ⇒ (20) + 9 = 29
Only one of the hounds is affected by Stam's spell. The slowed one glares at Grergof, whil ethe other on ecomes around to bite him.
Bite: 1d20 + 15 ⇒ (18) + 15 = 332d6 + 3 ⇒ (5, 5) + 3 = 13
Glare: 5d6 ⇒ (2, 5, 3, 5, 5) = 20
DC18 Fort Save, Grergof only
Stam, Darius
Hound, Hound
Spugnoir, Grergof <--
I'm sure I already wrote that yesterday.
| Spugnoir2 |
Bombs 4/14
Spugnoir throws two holy bombs at at single doggo
Holy Bomb,PBS,PS,Touch got the power: 1d20 + 12 ⇒ (5) + 12 = 175d6 + 6 ⇒ (1, 2, 6, 1, 1) + 6 = 17
Holy Bomb,PBS,PS,Touch: 1d20 + 12 ⇒ (17) + 12 = 295d6 + 6 ⇒ (1, 1, 5, 3, 1) + 6 = 17
Holy Bombs When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.
| Brother Grergof Varsk |
Fort: 1d20 + 10 ⇒ (6) + 10 = 16
Grergof staggers as he cowers from the gaze opening himself up to being bitten by the other creature.
Sarenrae protect me from these things!
LoH + Greater Mercy: 4d6 + 1d6 ⇒ (1, 4, 1, 1) + (6) = 13
Then Grergof goes to work with his magic flail on the one that just bit him.
Heavy Adamintium Flail + 1 - Power Attack + Furious Focus: 1d20 + 15 - 3 + 3 ⇒ (15) + 15 - 3 + 3 = 30
Damage: 1d10 + 6 + 9 ⇒ (3) + 6 + 9 = 18
Heavy Adamintium Flail + 1 - Power Attack: 1d20 + 10 - 3 ⇒ (3) + 10 - 3 = 10
Damage: 1d10 + 6 + 9 ⇒ (4) + 6 + 9 = 19
Foxy, does the hit hound have to make the Fort save from the holy bombs?