Barid Sidorka |
I think you mixed my init with my perception. Barid's init bonus is +9
Whendel Walkner |
I thing the snakes have not acted so I can cast without an AO.
Whendel hooks his thumbs together and whispers something. Fire erupts from his hands up the side of the hill catching the snake as it slithers down.
burning hands dmg: 3d4 ⇒ (1, 3, 2) = 6 dc14 reflex for half
"Snakes are not my favorite." "I do not like them."
Korez |
Korez curses: "I just knew if I removed my armor we would run into trouble. Lucky thing I came prepared."
Casting barkskin on myself for +2 natural armor.
GM Fuzzfoot |
Luckily for you all, I also forgot to check for surprise round... so yes, they are flatfooted, so to speak.
Reflex Save: 1d20 + 6 ⇒ (9) + 6 = 15
@Barid - I did, but the order listed is correct (without the +9 you would be after the snakes). But I see you moved on the map but posted no action. I have moved you back, because you can't get to where your icons were without stating some actions and making some rolls. (You can no longer take 10 for these challenges because you are in combat, and you also have further rolls to make if you are trying to pass both enemies and allies - please read my previous post)
Round 1: (Bold may act)
Korez, Bull, Henrikuaxian, Whendel, Kelumur, Barid
Snakes: Red (14 dmg), Yellow (6 dmg), Blue (3 dmg), Green (4 dmg)
Barid Sidorka |
Sorry, Thought you were asking us to place ourselves in the marching order. I figured Barid would be waiting near the big gap to help others across before him and Scruffy crossed.
Barid will swift action unsheathe his wand of Bless and activate it.
"Bad time for snakes. They may be guardians but they are mad now anyway."
Scruffy will climb closer to the snake.
climb: 1d20 + 7 ⇒ (11) + 7 = 18
Bless: +1 Morale bonus to attack.
GM Fuzzfoot |
Bless will benefit everyone except Kelumur.
The red snake slithers down and strikes out at Kelumur.
Grapple Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Constrict: 1d4 + 4 ⇒ (1) + 4 = 5
Yellow lashes out at Bull.
Grapple Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Constrict: 1d4 + 4 ⇒ (2) + 4 = 6
Blue makes for Whendle.
Grapple Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Constrict: 1d4 + 4 ⇒ (4) + 4 = 8
Green also moves to attack Whendle, snapping jaws at him since he is already grappled.
Bite Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Bite: 1d4 + 4 ⇒ (4) + 4 = 8
Round 1: (Bold may act)
Korez, Bull (6 dmg, grappled), Henrikuaxian, Whendel (16 dmg, grappled), Kelumur(5 dmg, grappled), Barid & Scruffy
Snakes: Red (14 dmg), Yellow (6 dmg), Blue (3 dmg), Green (4 dmg)
Thundering Bull |
Enraged by his serpentine shackles, Thundering Bull swings his axe at the snake's head with as much force as he can muster. "THUNDERING BULL NOT SLAVE!"
________
Battleaxe vs Yellow Snake (PA, Bless, Grappled): 1d20 + 9 - 2 + 1 - 2 ⇒ (20) + 9 - 2 + 1 - 2 = 261d8 + 8 ⇒ (5) + 8 = 13 Might be my first axe critical! :D
Crit Confirm?: 1d20 + 9 - 2 + 1 - 2 ⇒ (8) + 9 - 2 + 1 - 2 = 142d8 + 16 ⇒ (2, 3) + 16 = 21
Gah! You beat my hug resistance by one!
Barid Sidorka |
After Whendle is grabbed Barid will use an immediate action to cast Liberating Command on him. Escape Artist at +8 as an immediate action.
GM Fuzzfoot |
@Barid - Can you cast that through the croc? Because you can't see Whendle from where you are. If you can, then Whendle can try the escape, which, if successful, would make the second attack miss.
@Bull - Sorry, just missed the crit! But you did enough damage that the snake will no longer be a threat.
Round 1: (Bold may act)
Korez, Bull (6 dmg, grappled), Henrikuaxian, Whendel (16 dmg, grappled), Kelumur(5 dmg, grappled), Barid & Scruffy
Snakes: Red (14 dmg), Yellow (19 dmg, staggered), Blue (3 dmg), Green (4 dmg)
Kelumur |
Kelumur recalls his training in the monastery and attempts to squirm his way out of the chokehold the snake has him in. He drops his shield to give him the full manoeuvrability. However it seems he is struggling as the snake adapts itself to his movement.
Escape Artist: 1d20 + 11 ⇒ (6) + 11 = 17
Free action drop shield, standard action escape artist.
Barid Sidorka |
Liberating Command didn't happen. Barid couldn't see you.
GM Fuzzfoot |
Whendel manages to break free of the snake's grip without the help of the spell.
You can still take a move action if you like. To get past Blue, you need a Acrobatics DC 15 check. To get past green, you need that plus the jump or climb across the gap without a running start.
Round 1: (Bold may act)
Korez, Bull (6 dmg), Henrikuaxian, Whendel (16 dmg), Kelumur(5 dmg, grappled), Barid & Scruffy
Snakes: Red (14 dmg), Yellow (19 dmg, staggered), Blue (3 dmg), Green (4 dmg)
Korez |
1 person marked this as a favorite. |
acrobatics, no armor: 1d20 + 3 ⇒ (7) + 3 = 10
Korez pushes his way past the crocodile in time to see the snakes attacking poor Whendel. The undine quickly calls on the heavens to whisk Whendel back to safety.
I'm using heaven's leap to move Whendel to the square I started from.
Henrikuaxian |
Something just occurred to me, something that will help with gap traversal as well as with this situation - can I cast Spider Climb on Scruffy? Would that be effective? Would Scruffy be able to climb mentally even if he can climb physically? Going to go ahead and put two possible actions here, depending on whether we think Scruffy could make like a spider:
"I have an idea!" the little gnome calls out, as he sees the non-friendly reptiles climbing around. He reaches into his spell pouch, and pulls out a tiny, living spider. Crushing it, he chants some arcane words, then reaches out and touches the croc next to him. "Now we have our own wall-climbing reptile! Barid, your friend can climb on the walls now!"
Henrikuaxian extends his left hand toward the closest snake, and a shimmering ray springs forth from it, shooting toward the snake.
Triggering a Blinding Ray against the green snake, making him blind for 1 round or just dazzled for one round if he has 4 or more hit dice
Ranged touch attack: 1d20 + 4 ⇒ (13) + 4 = 17
Barid Sidorka |
There is a special trick you can train them in to use Air Walk but nothing about Climb. It is a class skill. My Hunter has Spider Climb as a known spell for situations like this.
Whendel Walkner |
Thanks, Korez and Barid, I had started to create another sorcerer because without your help, Whendel was dead meat literally or literally if he were not just paper.
"Th...th..hanks..." stammers Whendel visibly shaken.
GM Fuzzfoot |
So, I don't have a source book for Barid's class. Is this companion like a familiar, in that you have link or another way to communicate with it? Or do you need to "push" it to convince it to climb the wall? Other than finding a way to explain to it what to do, the spell seems like a fine idea.
Barid Sidorka |
It work like a druid's companion. If you rule that climbing is unusual for Scruffy then Barid will need to use a move action to push him DC 25 Handle Animal. Since Barid has nothing better to do it won't be a problem.
Barid uses a move action to pushes Scruffy to climb over to the snake and attack. handle animal dc 25: 1d20 + 15 ⇒ (9) + 15 = 24
Using a standard action. handle animal dc 25: 1d20 + 15 ⇒ (1) + 15 = 16
Folio reroll no stars.
handle animal dc 25: 1d20 + 15 ⇒ (14) + 15 = 29
Scruffy finally gets the point and has no problem climbing around Korez to the snake. Accelerated climb take 10 for a total of 20.
Bite: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
b/s/p dmg: 1d8 + 8 ⇒ (2) + 8 = 10
grab: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
GM Fuzzfoot |
You cannot take 10 in combat. However, he also doesn't need to make a climb check for climbing up the wall.
Scruffy scales the wall like a gecko, and climbs over Korez' head to bite the snake. Letting go to get a better hold, the snake curls away, but it clearly very injured.
The red snake takes another lunge at Kelumur, but not that Kelemur has clear footing, he is easily able to dodge the serpent.
Bite: 1d20 + 5 ⇒ (2) + 5 = 7
The yellow snake withdraws to lick its many wounds.
The blue snake slithers after Thundering Bull (probably not it's smarted choice), and strikes.
Bite: 1d20 + 5 ⇒ (10) + 5 = 15
Hey Bull, you're wearing full plate and climbing along the ledge? You know that is a -6 penalty and another -1 for the shield.
Green bites back at the croc.
Bite: 1d20 + 5 ⇒ (9) + 5 = 14
Round 2: (Bold may act)
Korez, Bull (6 dmg), Henrikuaxian, Whendel (16 dmg), Kelumur(5 dmg, grappled), Barid & Scruffy
Snakes: Red (14 dmg), Yellow (19 dmg, staggered), Blue (3 dmg), Green (14 dmg)
Barid Sidorka |
Scruffy will continue his attempts to exterminate the lesser reptile.
bite: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
b/s/p dmg: 1d8 + 8 ⇒ (6) + 8 = 14
grab: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Barid will stow his bless wand, use a swift action with his other wrist sheath to pull his wand of CLW and use a charge on Whendel. CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Thundering Bull |
"Snake not learn from snake friend? AXE BEAT SNAKE!" he screams at the reptile, trying to land a decisive chop through it's mid section. Unfortunately having to adjust his train of thought so quickly from planning to climb to swinging his axe is just too much and he strikes the wall below it.
________
Battleaxe (PA, Bless)) vs Blue: 1d20 + 9 - 2 + 1 ⇒ (3) + 9 - 2 + 1 = 111d8 + 8 ⇒ (6) + 8 = 14
Through armor training and +1, he has a net ACP of -5. I accept the risks! :)
GM Fuzzfoot |
Unfortunately, this time, axe no beats snake.
A spider climbing crocodile, on the other hand, eats his snake.
Round 2: (Bold may act)
Korez, Bull (6 dmg), Henrikuaxian, Whendel (12 dmg), Kelumur(5 dmg, grappled), Barid & Scruffy
Snakes: Red (14 dmg), Yellow (19 dmg, staggered), Blue (3 dmg)
Kelumur |
Tired of being caught up in the snake rope, Kelumur draws a dagger to stab his assailant. Kelumur proves to be proficient even with only one hand available.
Cold Iron Dagger,Grappled: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 221d4 + 4 ⇒ (1) + 4 = 5
Korez |
Korez digs in his pitons and attempts to cross the gap. "Come along fellows! We've more snakes to deal with up here!"
climb+kit, no armor: 1d20 + 2 ⇒ (17) + 2 = 19
Does that count as just my move or did I use a standard action there as well? If I can still act:
Korez shouts, "Boo!" and sends a blast of flame at the snake threatening Thundering Bull.
Looks like I can avoid Bull with my cone. DC 15 Reflex for half.
burning hands: 3d4 ⇒ (1, 4, 1) = 6
Whendel Walkner |
Whendel will walk along the ledge as far as he can and cast magic missiles if he can see the snake.
"Die snake"
mm dmg: 2d4 + 2 ⇒ (1, 2) + 2 = 5
Whendel is just out of range of a fire bolt.
GM Fuzzfoot |
@Korez - it is a 10' gap, but unless you have a climb speed, you are probably moving at 1/4 move rate, so that is probably a double move for you.
Kelumur injures his snake severely, and it loosens its grip. Whendle sends a few bolts of force that smack into the blue
Round 2: (Bold may act)
Korez, Bull (6 dmg), Henrikuaxian, Whendel (12 dmg), Kelumur(5 dmg, grappled), Barid & Scruffy
Snakes: Red (19 dmg, staggered), Yellow (19 dmg, staggered), Blue (8 dmg)
Henrikuaxian |
Henrikuaxian squeaks in joy seeing the massive gator charge along the wall and eat the snake. "Simply marvelous!" Seeing Bull still engaged with a healthy snake, the gnome will trigger his wand again, sending another magical bolt racing over the gulf and to the snake.
Standard action to fire my wand of magic missile at blue.
MM damage: 1d4 + 1 ⇒ (1) + 1 = 2
GM Fuzzfoot |
The red and yellow snakes withdraw, badly injured. Blue makes one more strike at Bull.
Bite: 1d20 + 5 ⇒ (1) + 5 = 6
It then also slithers away, clearly outnumbered.
With the threat of combat over, you are able to resume your plans to get everyone to the top of the cliff, easier now that the crocodile can simply walk up the side.
Party Status: Bull (6 dmg), Whendel (12 dmg), Kelumur(5 dmg)
Three sets of stairs lead up to a ten-foot-high stone platform
surrounding this courtyard on three sides. Several buildings stand
upon the platform, some of built directly into the mountain face.
Thundering Bull |
"RUN SNAKE RUN!" he screams at the fleeing snake. "Thundering Bull stronger than snake," he declares proudly.
"Thundering Bull have wand. You fix wounds?" he says as he pushes a wand into Korez's hands. "Friends can use wand too."
________
Assuming Korexz uses the wand on TB...
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Kelumur |
Kelumur bites his tongue through the pain and continues forward, retrieving his belongings along the way.
At the top, he request some help as he withdraws his own wand of CLW from his wrist sheath. "Would someone be so kind?" turning in particular to Korez.
And looks around to see for anything of interest, or out of place.
perception: 1d20 + 8 ⇒ (18) + 8 = 26 28 for hidden things and 29 for traps.
Korez |
Korez is a little overwhelmed by the assortment of wands being thrust in his face all at once. "Okay, okay, you will all get your healing!" He takes each wand in turn and taps its owner with a quick bow. When everyone is finished, he retrieves his armor and gets all suited back up.
Roll your own wands to save time if you like. Korez will always help out.
My barkskin lasts for 30 minutes so I would assume there' some time left on it still?
GM Fuzzfoot |
Yes, since it was only about 3 rounds of combat, and maybe another 10 to get everyone across, you still have 20 min or so. We can assume much of the wand action was during same time as others were crossing.
Kelumur notices that the ground and walls bear signs of centuries of combat practice and that the most recent weapon marks are from spears
and arrows, though no arrowheads are present. There is also a curious set of burn marks on the ground.
Whendel Walkner |
"What in the wide world could have done this?"
knowledge arcana: 1d20 + 5 ⇒ (3) + 5 = 8
"I think a dragon sneezed here. It has got to be. Defintely see evidence of dragon bogies."
Kelumur |
clw: 1d8 + 1 ⇒ (3) + 1 = 4
Kelumur points out this particularly odd finding to the group. He looks hard for the Dragon bogies. "What did you say they look like again?"
Thundering Bull |
"DRAGONS?" Thundering Bull screams. "DRAGONS! COME FIGHT THUNDERING BULL!" he challenges.
________
Considering the rules we are trying to follow, is there anything we think we can do here? I can't think of anything, I say we keep going.
Barid Sidorka |
Assuming the marks are pointed out to him Barid will guidance himself and cast detect magic.
spellcraft: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
"A Scorching Ray spell."
Whendel Walkner |
"Or it could be that, too. Dehydrated black dragon mucus or a scorching ray." Whendel attempts to cover momemtary lapse in magical knowledge."Moving on then?"
clw by barid with whendels wand: 1d8 + 1 ⇒ (1) + 1 = 2
clw same: 1d8 + 1 ⇒ (5) + 1 = 6
clw same: 1d8 + 1 ⇒ (2) + 1 = 3
"Thank you, Barid. That feels wonderfully better."
Kelumur |
Kelumur nods, as he doesn't know any better. He then collects himself, and draws his shield to cover himself as he continues the exploration. He approaches a set of stairs and signals the rest to come if he deem it safe.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13 +2 for hidden things or +3 for traps.
Korez |
Korez followws along behind Kelemur, looking out for signs of whoever cast that spell. "Tanbaru, do you know where we go from here?"
perception: 1d20 + 14 ⇒ (5) + 14 = 19
Whendel Walkner |
"Looks like Kelumur has cleared the stairs on the right. Let us all follow, unless Tanbaru has objections."
Whendel will follow Kelumur scanning for surprises.
perception: 1d20 + 2 ⇒ (9) + 2 = 11
GM Fuzzfoot |
The walls and columns of this small building are covered in carvings of mythological scenes. Three sitting pillows of slightly different sizes lie on the floor.
On the northern wall, two inhuman creatures with hair burning like flames hold down a third creature with rough, chiseled features atop an anvil. The two fiery creatures have hammers raised as if shaping their victim in a blacksmith’s forge. Behind them, a towering monstrosity crushes an army beneath its elephantine feet.
The east wall depicts muscular, horned humanoids—one holding a crystalline spike the size of a spear—clambering up a hill toward a fiery circle; the monstrous creature from the east wall storms after them.
The south wall shows the horned humanoids driving the spike
into the monster, pinning it against the wall of a cavern above
a pool. Far in the background, a bearded giant with ram’s
horns curling from his head howls in pain.
The west wall’s carvings depict a mortal woman who carries a battered suit of armor and gazes up at a towering old man who stands before her. With one hand he points to the snowcapped mountains behind him. The other he uses to gesture palm-outward to the woman, as if instructing her to go no further.
If your check exceeds the DC by 5 or more, open this spoiler:
Barid Sidorka |
Barid will look at the walls. Most of it is unfamiliar to him but maybe he recognizes some of beings depicted. After a bit of Guidance he ponders their meaning.
kn planes dc 22: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
kn planes dc 18: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
The difficult climb did not help his memory any. He will help anyone else wishing to examine the walls with some Guidance.
Whendel Walkner |
Whendel feeling rather useless at knowledge pertaining to this stuff focuses on the pillows.
perception: 1d20 + 2 ⇒ (6) + 2 = 8
And on the west picture of the girl with armor.
survival: 1d20 + 0 ⇒ (18) + 0 = 18
"I think this temple is in the foothills of these mountain depicted here."
Kelumur |
Kelumur does not understand all the carvings, and hopes the rest of the group can enlighten what they mean. Once the group is ready Kelumur moves around the corner again looking to explore what this place has to offer.