Melufiuos Benidictus |
Mel tries pulling out the Everburning torch. If it makes enough light for him to see, he'll cast Fly on Quiella. If it makes no light, he'll then drink his potion of darkvision instead of casting the scroll.
Mel makes a mental note to ask the Doctor if it is possible to create a scroll with runes that are visible in darkness.... :P
GM Harker |
Valik remains stationary while he continues to offer up helpful advice.
Melufiuos pulls out his Everburning Torch and the darkness invading the area dissipates. He uses his other hand to utilize a scroll to cast Fly on Quiella.
Darkness rules are a bit confusing, so I'm going to rule that the Continual Light spell from Mel's Everburning torch negates the Darkness spell from the Drow minion, leaving Vailis' light spell to work normally again.
The drow leader attempts to cast defensively, but cannot concentrate with the bats around her and loses the spell.
Concentration check: 1d20 + 15 ⇒ (1) + 15 = 16
Initiative (Round 3)
2 Fiendish Creatures {Red, Blue Borders}
Heccan [Life link with Quiella]
Quiella [20 Damage; 25 on her turn]
Drow Minion {No Border}
Melufiuos [Life link with Quiella]
Valik [35 Damage]
Drow Leader {Purple Border}
Zephyrus [1 Con Damage. Life link with Quiella] <= Up
Vailis [51 Damage; 46 on Quiella's turn. Life link with Quiella; Prone.]<= Up
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
Zephyrus and Vailis are up!
Vailis |
Knowing he will not be able to survive another sneak attack, Vailis carefully reacts attempting to block the demon with a sheet of ice. The half-elf casts wall of ice trapping the northern corridor.
Concentration (cast defensively) DC 21: 1d20 + 15 ⇒ (16) + 15 = 31
Once the ice protects him, and covering from the other demon behind Valik, Vailis stands up and steps back.
I am assuming Valik gives cover and thus protecting from AoO. If I am wrong, please assume Vailis remains in the ground until the danger passes.
HP 8/59 -> 13/59 at Quiella's turn
The augmented celestial dire bats keep flying around the drow and attacking it.
bite+inspire courage+flank: 1d20 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13
B/S/P damage+inspire courage: 1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10
bite+inspire courage+flank: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28
B/S/P damage+inspire courage: 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12
bite+inspire courage: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
B/S/P damage+inspire courage: 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11
+4 extra damage if evil due to smite evil
Dr. Zephyrus Vitruvian |
Dr. Vitruvian takes a moment to unscrew another jar of smoking red capsules and apply them to his remaining bombs (targeted bomb admixture)....
GM Harker |
Vailis casts an Ice Wall that blocks off the northern fiend, then stands up and steps away from the other fiend.
Two of Vailis' summoned bats manage to bite the drow leader and, with their celestial nature, cause extra injury to the evil elf.
Zephyrus prepares his bombs with another extract to make them less splashy.
The red/black fiend behind the ice wall teleports to threaten the group once again, while the white/blue veined enemy first attempts to bite Valik, then moves back to attack with a longspear. None of these attacks come close to striking the prepared Monk.
White Longspear 1: 1d20 + 14 ⇒ (2) + 14 = 16
Concealment: 1d100 ⇒ 83
White Longspear 2: 1d20 + 9 ⇒ (17) + 9 = 26
Concealment: 1d100 ⇒ 40
White Bite: 1d20 + 9 ⇒ (7) + 9 = 16
Concealment: 1d100 ⇒ 58
White Will Save: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative (Round 4)
2 Fiendish Creatures {Red, Blue Borders}
Heccan [Life link with Quiella] <= Up
Quiella [20 Damage; 25 on her turn] <= Up
Drow Minion {No Border}
Melufiuos [Life link with Quiella]
Valik [35 Damage]
Drow Leader {Purple Border}
Zephyrus [1 Con Damage. Life link with Quiella]
Vailis [51 Damage; 46 on Quiella's turn. Life link with Quiella]
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
Heccan and Quiella are up!
Quiella |
Quiella moves towards the sound of the bats, raising 5 feet as she goes.
does this require a fly check or anything?
She also takes the moment to heal herself.
lay on hands, favored class, greater mercy, fey foundling: 2d6 + 2 + 1d6 + 6 ⇒ (3, 1) + 2 + (4) + 6 = 16
Heccan Abraxi |
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Heccan, trying desperately to even the odds, attempts to magically alter one of the fiend's minds. A loud powerful voice from the darekend cave bellows to the reddish fiend.
"Your danger is great! Return to your native plane before you peril is fulfilled!"
Heccan will cast suggestion on the red fiend, commanding him to return to his native plane. DC 20 WILL save negated. Will include spell resistance roll if needed.
Caster check + spell penetration v SR: 1d20 + 10 ⇒ (10) + 10 = 20
School enchantment (compulsion) [language-dependent, mind-affecting]; Level bard 2, medium 2, mesmerist 2, occultist 3, psychic 2 sorcerer/wizard 3, witch 3; Domain charm 3; Subdomain corruption 2, devil (evil, law) 3, innuendo 3
CASTING
Casting Time 1 standard action
Components V, M (a snake’s tongue and a honeycomb)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 hour/level or until completed
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
GM Harker |
Quiella, you don't need to make a Fly check if you move at least half your speed.
Quiella moves towards the sounds of bats while hovering 5 feet off the ground. She also takes a moment to heal herself.
As Heccan begins to cast a spell, the fiend evidently can see him and makes an attack of opportunity that misses. Then, perhaps more frustratingly, the red-veined creature seems to mentally resist Heccan's Suggestion spell. Indeed, afterwards the Sorcerer hears inside his head, 'You'll die next.'.
The male drow rubs his eyes in vain to make the blind go away as he stumbles to the south.
Red/Black Will Save: 1d20 + 7 ⇒ (19) + 7 = 26
Red/Black AoO: 1d20 + 14 ⇒ (5) + 14 = 19
Drow Will: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative (Round 4)
2 Fiendish Creatures {Red, Blue Borders}
Heccan [Life link with Quiella]
Quiella [9 Damage; 14 on her turn]
Drow Minion {No Border}
Melufiuos [Life link with Quiella] <= Up
Valik [35 Damage] <= Up
Drow Leader {Purple Border}
Zephyrus [1 Con Damage. Life link with Quiella]
Vailis [46 Damage; 41 on Quiella's turn. Life link with Quiella]
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
Mel and Valik!
Valik Frost |
Mel, step to your right, I’ll give you an advantage in your next strike
looking to flank with Mel, presuming we do
Valik takes a step forward and right to position himself to help distract the fiend with Mel.
stunning fist Red, AC 33, fort save dc 18 on hit: 1d20 + 14 + 2 + 2 ⇒ (10) + 14 + 2 + 2 = 281d10 + 1 + 2 ⇒ (10) + 1 + 2 = 13
Melufiuos Benidictus |
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Mel (finally) launches into full mage combat. First, he humms an arcane charge into his raper. Next he casts mirror image defensively, takes a 5' step diagonally, and then strikes the fiend.
concentration: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
images: 1d4 + 2 ⇒ (1) + 2 = 3
rapier vs fiend: 1d20 + 9 + 2 + 2 + 2 ⇒ (11) + 9 + 2 + 2 + 2 = 26
piercing damage: 1d6 + 3 + 2 + 2 + 1d6 ⇒ (1) + 3 + 2 + 2 + (5) = 13
stored shocking grasp: 5d6 ⇒ (6, 6, 4, 1, 2) = 19
spell penetration?: 1d20 + 6 + 3 + 2 ⇒ (18) + 6 + 3 + 2 = 29
GM Harker |
Valik, are you still giving Advice?
Valik and Melufiuos move into a flank formation around the red/black enemy. Valik punches the fiend in the head which injuries the creature, but does not stun it. After striking the creature, Valik finds a small chemical burn on his hand from the acid on the enemy's skin. Valik takes 1 acid damage from hitting with with a natural attack.
Melufiuos casts Mirror Image to give him some additional protection from the fiends and hits the red/black creature with his rapier. The creature both resists most of the damage of the rapier attack and appears completely immune to the electricity of his Shocking Grasp spell.
Red took full damage from Valik, but only 3 damage from Mel.
The Drow leader concentrates for a moment and the entire area around her turns dark once again. With their blindsenses, the bats can tell she moves down, then to the east.
It's magically dark up to the plague cloud. This includes Quiella. Moreover, you cannot see even with Darkvision.
Red Fort: 1d20 + 12 ⇒ (11) + 12 = 23
Valik Ref: 1d20 + 9 ⇒ (2) + 9 = 11
Acid: 1d8 ⇒ 1
Concentration: 1d20 + 13 ⇒ (16) + 13 = 29
Initiative (Round 4)
2 Fiendish Creatures {Red, Blue Borders}
Heccan [Life link with Quiella]
Quiella [9 Damage; 14 on her turn]
Drow Minion {No Border}
Melufiuos [3 Images; Life link with Quiella]
Valik [36 Damage]
Drow Leader {Purple Border}
Zephyrus [1 Con Damage. Life link with Quiella] <= Up
Vailis [46 Damage; 41 on Quiella's turn. Life link with Quiella] <= Up
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
Zephyrus and Vailis!
Dr. Zephyrus Vitruvian |
Dr. Vitruvian braves the reach of the demon's spear...
Acrobatics, heroism to avoid attack of opportunity: 1d20 + 6 ⇒ (17) + 6 = 23
...that he may get far enough away to freely chuck one of his concentrated incendiaries back at it.
Bomb, heroism, Sensei, targeted bomb admixture, melee penalty vs red: 1d20 + 10 ⇒ (4) + 10 = 14 It's a touch attack, don't forget!
fire damage: 3d4 + 16 ⇒ (4, 2, 2) + 16 = 24
Vailis |
Observing the new born darkness Vailis comments dull "Ugh, remind me to pack a daylight oil on next expedition..."
The half-elf casts haste empowering his companions around, but unable to reach Quiella.
+1 to hit/AC/Reflexes, +1 attack when full attacking, +30' of movement
HP 13/59 -> 18/59 at Quiella's turn
The augmented celestial dire bats sense the drow moving away and pin point its new location thanks to their echosense. They clumsily fly towards and attempt to find it with their bites in the middle of the darkness.
bite+inspire courage: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
B/S/P damage+inspire courage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Total concealment 50% mischance: 1d100 ⇒ 77
bite+inspire courage: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
B/S/P damage+inspire courage: 1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Total concealment 50% mischance: 1d100 ⇒ 51
bite+inspire courage: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
B/S/P damage+inspire courage: 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Total concealment 50% mischance: 1d100 ⇒ 11
GM Harker |
Melufiuos recognize these creatures as Babau demons. He remembers they are resistant to damage that isn't cold iron or good and also resist acid, cold, and fire.
Zephyrus attempts to acrobatically escape an opportunity attack as he moves, but isn't quite nimble enough and he gets stabbed by a longspear for his efforts. Zephyrus takes 11 damage.
The doctor then tosses a bomb at the same enemy that hit him and it becomes awash in flames. It resists some of the fire, but not the majority.
Vailis casts Haste on the group with the exception of Quiella, while his bats use their blind senses to pinpoint the location of the drow leader. The drow leader does make a successful opportunity attack on the red bat as it moves forward. Red takes 5 damage
The bats then attack the drow leader, with the first and second taking large bites out of her.
The blue/white babau moves into a flank with the other demon and attacks Melufiuos with a claw that makes it past his images to hit. The red/black enemy then attacks Mel with a claw and bite that also hit despite his extra images. To make matters worse, the bite is a critical hit that drops Melufiuos dead. I'm sorry, but Mel took 70 damage in total. I've left the rolls visible so you can see that I did not forgot to take his images into account. Also, I looked to see if Mel had any AC buffs to prevent the crit from confirming, but I did not see anything recent.
Red AoO vs. Zephyrus: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
Drow AoO vs. Red Bat: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Blue Claw + Flank: 1d20 + 16 ⇒ (18) + 16 = 34
Mel Image 1 hits real: 1d4 ⇒ 1
Damage: 1d6 + 7 + 2d6 ⇒ (1) + 7 + (3, 6) = 17
Red Claw + Flank: 1d20 + 16 ⇒ (10) + 16 = 26
Mel Image 1 hits real: 1d4 ⇒ 1
Damage: 1d6 + 7 + 2d6 ⇒ (2) + 7 + (5, 6) = 20
Red Bite + Flank: 1d20 + 16 ⇒ (20) + 16 = 36
Mel Image 1 hits real: 1d4 ⇒ 1
Crit Confirmation: 1d20 + 16 ⇒ (6) + 16 = 22
Crit Damage: 2d6 + 14 + 2d6 ⇒ (5, 6) + 14 + (3, 5) = 33
Initiative (Round 5)
2 Babau demons {Red, Blue Borders}
Heccan [Life link with Quiella] <= Up
Quiella [9 Damage; 19 on her turn] <= Up
Drow Minion {No Border}
Melufiuos [Dead 70 Damage (-22 HP). 3 Images; Life link with Quiella]
Valik [36 Damage]
Drow Leader {Purple Border}
Zephyrus [11 Damage; 6 on Quiella's turn. 1 Con Damage. Life link with Quiella]
Vailis [46 Damage; 41 on Quiella's turn. Life link with Quiella]
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Heccan and Quiella are up. Heccan knows that the demons can see through his invisibility.
Quiella |
crap. Haste would be so handy right now. Can one charge while flying?
Vailis |
After looking in detail for any way to save Mel, the only option I came up, is the map features some black spots. If they are some kind of cavern column or so, it would have prevented the blue movement, and the attack would be from a position without flanking, saving Mel from the sneak attack.
Melufiuos Benidictus |
No worries. No hard feelings. The game is no fun if there is no risk. I kind of like that I was one-shotted. I've got 21PP, so I can at least get a raise dead (and a corpse summon if we tpk). And if that would throw the party off too much, then Mel can stay dead. Either way is fine. Seriously, it is OK. :)
Heccan Abraxi |
Heccan gasps as he sees his friend skewered by the demon. Unseen, he backs up against the cave wall, trying desperately to stay out of the reach of the detestable fiend's longspear. He summons his rapidly dwindling arcane power to try and delay the vicious beasts.
We are looking to be in bad shape again. I am running out of spells and I think these things are going to roll us in short order. Heccan takes a 5 foot step back and casts glitterdust (DC 18 WILL) to encompass both demons.
GM Harker |
Yes, you can charge while flying.
I double checked the blue demon's movement, it moved 30 feet with any obstacles so it still got a flank and an attack.
Mel, assuming you don't get rezzed in the scenario, you can also spend gold on the necessary spells instead. Also, if you get Raise Dead cast on you then you'll need to get a negative level removed which will cost you 4 PP.
Heccan steps back and casts another Glitterdust spell on the demons. The Red/Black fiend seems unaffected, but the Blue/White babau is blinded.
Red Will: 1d20 + 7 ⇒ (15) + 7 = 22
Blue Will: 1d20 + 7 ⇒ (3) + 7 = 10
Quiella
Quiella |
I'll try to post this afternoon or evening. Quiella is going to come back and try to fight the demons if you need to bot me
Quiella |
Quiella pops her wand of shield and then flies up into the air back towards the fight.
rising another 5 feet as she goes back towards the sound of fighting
UMD, shield wand: 1d20 + 18 ⇒ (7) + 18 = 25
AC is now 31
GM Harker |
Quiella uses a wand to strengthen her defenses as she flies back to the edge of the darkness to aid against the demons
The blinded drow with the crossbow stumbles forward five more feet, before finally overcoming his Glitterdust blindness.
Will Save: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative (Round 5)
2 Babau demons {Red, Blue Borders}
Heccan [Life link with Quiella]
Quiella [19 Damage; 29 on her turn]
Drow Minion {No Border}
Melufiuos [Dead 70 Damage (-22 HP). 3 Images; Life link with Quiella]
Valik [36 Damage] <= Up
Drow Leader {Purple Border}
Zephyrus [6 Damage; 1 on Quiella's turn. 1 Con Damage. Life link with Quiella]
Vailis [41 Damage; 36 on Quiella's turn. Life link with Quiella]
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Valik is up.
Valik Frost |
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Valik’s mouth drops as he sees his friend collapse in a pool of his own blood. Tears start to form, but he stifles them back as he knows that now is not the time for sadness, as his life is in perilous danger as well.
He lashes out twice towards the enemy before him, while choking out inspiring words.
ac 37 with ki point: 1d20 + 11 + 2 + 1 ⇒ (2) + 11 + 2 + 1 = 161d20 + 11 + 2 + 1 ⇒ (17) + 11 + 2 + 1 = 31
damage: 1d10 + 2 ⇒ (9) + 2 = 111d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8
GM Harker |
Valik attacks the red babau with a flurry of blows, with the second attack hitting and doing full damage.
"One elf dead, killed when a demonic longspear pieced his heart." The drow leader says clinically from her position hidden in the darkness. She then casts a spell and the red and green bats get doused in flames. The red bat is destroyed by the divine fire, while green is merely hurt. Afterwards, the drow moves away five feet. Red and Green took 39 damage half fire/half divine. Red took full damage and so was returned to its plane, while green made its Reflex save and so took half damage for 19.
Red Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Green Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Flame Strike Damage: 10d6 ⇒ (6, 5, 6, 1, 2, 4, 5, 5, 1, 4) = 39
Initiative (Round 5)
2 Babau demons {Red, Blue Borders}
Heccan [Life link with Quiella]
Quiella [19 Damage; 29 on her turn]
Drow Minion {No Border}
Valik [36 Damage]
Drow Leader {Purple Border}
Zephyrus [6 Damage; 1 on Quiella's turn. 1 Con Damage. Life link with Quiella] <= Up
Vailis [41 Damage; 36 on Quiella's turn. Life link with Quiella] <= Up
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Zephyrus and Vailis are up.
Vailis |
Should Valik not have 4 attacks? 2 from flurry, 1 from iterative and 1 from haste?
"Mel!!!!!" Vailis shouts desperate as the elf falls down. Noticing the defense of the rear line depends on the now badly injured Valik, the half-elf tries to find bravery and casts infernal healing then steps to the front to touch the valiant monk as he focuses to block one attack after the other.
+1 hp for 10 rounds
Vailis then retrieves his wand of healing.
HP 18/59 -> 23/59 on Quiella's turn
AC 17
The remaining bats follow the flying drow guided by their special senses, and inspired by Valik's words, attempt to bite deep on her.
bite+inspire courage: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
B/S/P damage+inspire courage: 1d8 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Total concealment 50% mischance: 1d100 ⇒ 68
bite+inspire courage: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
B/S/P damage+inspire courage: 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Total concealment 50% mischance: 1d100 ⇒ 2
Bats: 11 (green)|30 (blue)/30, AC 14
Melufiuos Benidictus |
The body of the magus lies there perfectly still, except for an occasional twitch (as is common for freshly dead things), his lifeless eyes staring into the abyss. The dark red pool around him grows slowly. As there is no beating heart to pump the blood, it just seeps gently out of his veins and into the earth. It would be an almost peaceful scene if not for the fierce struggle for life going on around him.
Valik Frost |
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I lose flurry due to archetype. I do have an iterative but chose not to take it if possible as it opens me up to dropping from Babau slime and just took regular+haste
Dr. Zephyrus Vitruvian |
"He's dead, Val."
I won't even bother to roll the acid damage:
Vanth (+1 Adaptive Corrosive Composite Longbow), heroism, Sensei, haste, melee penalty vs red: 1d20 + 11 ⇒ (2) + 11 = 13
cold iron damage: 1d8 + 4 ⇒ (2) + 4 = 6
50% chance arrow can be retrieved, low is bad: 1d100 ⇒ 44
Vanth, heroism, Sensei, haste, melee penalty vs red: 1d20 + 11 ⇒ (5) + 11 = 16
cold iron damage: 1d8 + 4 ⇒ (4) + 4 = 8
50% chance arrow can be retrieved, low is bad: 1d100 ⇒ 19
Vanth, heroism, Sensei, haste, melee penalty vs red: 1d20 + 6 ⇒ (2) + 6 = 8
cold iron damage: 1d8 + 4 ⇒ (8) + 4 = 12
50% chance arrow can be retrieved, low is bad: 1d100 ⇒ 75
He appears to have taken some of the doctor's aim with him, too.
GM Harker |
Vailis casts Infernal Healing on Valik, while his bats move up to the drow leader and make two bite attempts that miss.
Zephyrus then fires three arrows at the red babau, but they all also miss.
Although still blinded, the white/blue babau makes a longspear attack against Quiella that does not hit. Afterwards, its vision appears to return.
The red/black enemy steps back and attempts to hurt Valik with its weapon, but both of its attacks miss.
White Longspear vs. Quiella: 1d20 + 14 ⇒ (4) + 14 = 18
White Will: 1d20 + 7 ⇒ (18) + 7 = 25
Red Longspear 1 vs. Valik: 1d20 + 14 ⇒ (5) + 14 = 19
Red Longspear 2 vs. Valik: 1d20 + 9 ⇒ (10) + 9 = 19
Initiative (Round 6)
2 Babau demons {Red, Blue Borders}
Heccan [Life link with Quiella] <= Up
Quiella [19 Damage; 29 on her turn] <= Up
Drow Minion {No Border}
Valik [40 Damage; Infernal Healing 9 Rds. left]
Drow Leader {Purple Border}
Zephyrus [6 Damage; 1 on Quiella's turn. 1 Con Damage. Life link with Quiella]
Vailis [41 Damage; 36 on Quiella's turn. Life link with Quiella]
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Heccan and Quiella are up!
Quiella |
Quiella slams into the ground next to the babau and slashes at it with her greatsword. "You're going to regret that." She says, nodding at Mel's body.
greatsword, attack, charge, power attack, inspired: 1d20 + 13 + 2 - 2 + 2 ⇒ (8) + 13 + 2 - 2 + 2 = 23 for slashing, cold iron, magic: 1d10 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23
Then she heals herself.
lay on hands, favored class, greater Mercy, fry foundling: 2d6 + 2 + 1d6 + 6 ⇒ (2, 1) + 2 + (5) + 6 = 16
Heccan Abraxi |
Nearly drained, Heccan reaches into his pocket and draws forth a reserve of arcane power from a magical runestone. He uses the stored energy to summon forth a volley of magical missiles and hurls them at the Babu engaged with Quiella.
Heccan will tap his lone runestone of power to cast magic missile at the babu Quiella is engaged with.
Caster Check + Spell Penetration v SR: 1d20 + 10 ⇒ (19) + 10 = 29
MM Damage: 4d4 + 4 ⇒ (4, 2, 4, 4) + 4 = 18
GM Harker |
Quiella strikes the blue/white babau with her greatsword, injuring it for the first time with a weapon. Afterwards, she heals herself.
Heccan pulls out a Runestone of Power to cast a Magic Missile spell at the blue/white babau. The spell hits, damaging the demon further.
The male drow moves into a flank with the blue/white babau as he drops his crossbow and draws a rapier. He then proceeds to attack Quiella and completely misses.
Rapier + Flank: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Initiative (Round 6)
2 Babau demons {Red, Blue Borders}
Heccan [Life link with Quiella]
Quiella [13 Damage; 18 on her turn]
Drow Minion {No Border}
Valik [39 Damage; Infernal Healing 8 Rds. left] <= Up
Drow Leader {Purple Border}
Zephyrus [1 HP Damage; 1 Con Damage. Life link with Quiella]
Vailis/Bats [36 Damage; 31 on Quiella's turn. Life link with Quiella]
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Valik is up!
Valik Frost |
Valik continues to dispense advice, as his wounds slowly heal. He punches at the demon.
1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 171d10 + 1 + 2 ⇒ (10) + 1 + 2 = 13
iterative: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 131d10 + 1 + 2 ⇒ (5) + 1 + 2 = 8
haste: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 291d10 + 3 ⇒ (2) + 3 = 5
GM Harker |
Valik makes a series of punches at the Babau next to him, hitting with his third strike. He fortunately pulls his hand away in time to avoid getting it coated in acid.
Valik's Ref Save: 1d20 + 9 ⇒ (16) + 9 = 25
Valik's Ref Save from previous attack since I forgot to roll it: 1d20 + 9 ⇒ (3) + 9 = 12
Okay, Valik still takes damage from hitting the babau last round, but not this round.
From her dark shelter the drow leader casts a spell, touches the blue bat with it, and instantly kills the summoned creature. "Celestial Bat's life force snuffed out with the powers of the Abyss." She adds clinically afterwards. Blue Bat took 50 damage from a spell.
Concentration: 1d20 + 15 ⇒ (12) + 15 = 27
Touch attack: 1d20 + 7 ⇒ (14) + 7 = 21
Percent Miss: 1d100 ⇒ 97
Spell Resistance: 1 + 10 = 11
Bat Fort: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 12d6 + 10 ⇒ (2, 2, 2, 6, 1, 4, 5, 1, 4, 3, 5, 5) + 10 = 50
Initiative (Round 6)
2 Babau demons {Red, Blue Borders}
Heccan [Life link with Quiella]
Quiella [13 Damage; 18 on her turn]
Drow Minion {No Border}
Valik [39 Damage; Infernal Healing 8 Rds. left]
Drow Leader {Purple Border}
Zephyrus [1 HP Damage; 1 Con Damage. Life link with Quiella] <= Up
Vailis/Bat [36 Damage; 31 on Quiella's turn. Life link with Quiella] <= Up
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Zephyrus and Vailis!
Dr. Zephyrus Vitruvian |
Miscalculated my attack rolls last round and I'm not sure why. If a '17' happens to hit, then that would have mattered for my 2nd attack last round.
Dr. Vitruvian privately wonders who this uncharacteristically-clinical Drow priestess is as he continues hectoring the nearest demon with a hail of cold iron....
As before, not bothering to roll the acid damage:
Vanth, heroism, Sensei, haste, melee penalty vs red: 1d20 + 12 ⇒ (15) + 12 = 27
cold iron damage: 1d8 + 4 ⇒ (1) + 4 = 5
Vanth, heroism, Sensei, haste, melee penalty vs red: 1d20 + 12 ⇒ (6) + 12 = 18
cold iron damage: 1d8 + 4 ⇒ (5) + 4 = 9
50% chance arrow can be retrieved on miss, low is bad: 1d100 ⇒ 36
Vanth, heroism, Sensei, haste, melee penalty vs red: 1d20 + 7 ⇒ (3) + 7 = 10
50% chance arrow can be retrieved, low is bad: 1d100 ⇒ 29
Vailis |
Vailis coughs in pain as he feels another of his creatures being instantly slain by the priestess "Quick! She is almost done with the bats!"
Observing Quiella's bad situation, Vailis produces a small shovel miniature and says arcane words casting create pit under the feet of the demons, trying to force them break up the flank and maybe making them lose some time They will teleport like they did before, but this might build some time for us...
Ref DC 20, black square in map with green border. 30' feet tall, Climb DC 25
Meanwhile, the last bat valiantly faces the priestess.
bite+inspire courage: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
B/S/P damage+inspire courage+smite evil: 1d8 + 7 + 2 + 4 ⇒ (5) + 7 + 2 + 4 = 18
Total concealment 50% mischance: 1d100 ⇒ 10
Vailis HP 23/59 -> 28/59 on Quiella's turn
Bat HP 11/30; AC 14
GM Harker |
Zephyrus, that 17 would have still missed.
Zephyrus continues to fire a barrage of arrows at the red/black enemy, with only the first arrow hitting its mark this time.
Vailis casts a spell creating an extradimensional pit under the demons' feet. Surprised by the tactic, the red babau fails to jump out of the way and falls to the bottom. Blue, however, manages to hop away.
The remaining bat attempts to take another bite out of the drow leader, but misses her despite its advanced senses.
The red babau stands up, then teleports himself right in the center of the arcane characters to the north. Meanwhile, the blue babau bites at Quiella, then steps back 5 feet to attack her twice with his longspear. All three attacks miss the well-protected gnome.
Red Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
Blue Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Fall Damage: 3d6 ⇒ (5, 6, 3) = 14
Bite: 1d20 + 9 ⇒ (12) + 9 = 21
Blue Longspear 1: 1d20 + 14 ⇒ (11) + 14 = 25
Blue Longspear 2: 1d20 + 9 ⇒ (17) + 9 = 26
Initiative (Round 7)
2 Babau demons {Red, Blue Borders}
Heccan [Life link with Quiella] <= Up
Quiella [13 Damage; 18 on her turn] <= Up
Drow Minion {No Border}
Valik [39 Damage; Infernal Healing 8 Rds. left]
Drow Leader {Purple Border}
Zephyrus [1 HP Damage; 1 Con Damage. Life link with Quiella]
Vailis/Bat [36 Damage; 31 on Quiella's turn. Life link with Quiella]
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Heccan and Quiella! Spellcasters, please be aware that the red babau threatens 10 feet around him.
Quiella |
Quiella steps up to the blue and white babau and slashes as it repeatedly.
greatsword, attack, power attack, inspired: 1d20 + 13 - 2 + 2 ⇒ (10) + 13 - 2 + 2 = 23 for slashing, cold iron, magic: 1d10 + 7 + 6 + 2 ⇒ (5) + 7 + 6 + 2 = 20
greatsword, attack, power attack, inspired: 1d20 + 8 - 2 + 2 ⇒ (8) + 8 - 2 + 2 = 16 for slashing, cold iron, magic: 1d10 + 7 + 6 + 2 ⇒ (5) + 7 + 6 + 2 = 20
Valik Frost |
Valik, seeing that Quiella’s shoulder dips slightly with her secret nd attack yells out.
[b]Quiella, shoulder up! You are taking too sharp an angle![/ooc]
spending 2 ki for Q to reroll her second attack
Heccan Abraxi |
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Heccan, exhausted and struggling as if in agony, summons the last of his arcane energy. Being mindful of the fiend that just appeared a mere few feet from his location, and the fiends deadly long spear, he tries to aid Quiella with his last bit of power. He spies the drow minion and unleashes a spell, sending two scorching rays at the drow lackey.
Heccan will cast Scorching Ray defensively targeting the drow minion. I am assuming Heccan has line of sight on the drow, if not, I will have to alter my action.
Defensive Cast v DC 19: 1d20 + 16 ⇒ (20) + 16 = 36
Caster Check + Spell Penetration v. SR: 1d20 + 10 ⇒ (10) + 10 = 20
Touch Attack Ray 1: 1d20 + 6 ⇒ (17) + 6 = 23
Touch Attack Ray 2: 1d20 + 6 ⇒ (20) + 6 = 26
damage Ray 1: 4d6 ⇒ (4, 6, 2, 6) = 18
damage Ray2: 4d6 ⇒ (3, 1, 3, 1) = 8
Crit Confirm Ray 2: 1d20 + 6 ⇒ (14) + 6 = 20
additional crit damage ray 2: 4d6 ⇒ (5, 3, 6, 5) = 19
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes
You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
GM Harker |
Heccan casts a Scorching Ray spell that hits the nearby male drow twice, with the second being a critical strike. With the damage he took earlier from Zephyrus' bomb, the drow falls unconscious on the ground.
Edit: Making Quiella's Reroll.
Quiella Reroll: 1d20 ⇒ 8
The roll is the same, sorry.
Initiative (Round 7)
2 Babau demons {Red, Blue Borders}
Heccan [Life link with Quiella]
Quiella [18 Damage; 23 on her turn]
Valik [38 Damage; Infernal Healing 7 Rds. left] <= Up
Drow Leader {Purple Border}
Zephyrus [1 HP Damage; 1 Con Damage. Life link with Quiella]
Vailis/Bat [31 Damage; 26 on Quiella's turn. Life link with Quiella]
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Valik is up.