| Makall |
apologies kids have been sick so haven't been on the boards
ini: 1d20 + 1 ⇒ (12) + 1 = 13
| Shaeda Stormborn |
Shaeda reaches out a hand and touches Searok, ”Luck go with you my friend.”
The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.
She moves up behind Emma to Bodyguard her friends.
| Makall |
Makall looks at the snakelike creatures wondering what they might be.
know arcana: 1d20 + 7 ⇒ (10) + 7 = 17
waiting to see what they are before taking turn
| GM Kamro |
Emma prepares to attack if provoked, Shaeda blesses Searok and moves to defend, and Makall identifies the monsters.
Despite appearances, these are not undead creatures, but Necrophidiuses; a construct made from bones. Their bites can cause paralysis, and they can do an eerie swaying "dance" that can entrance those who witness it.
If Makall shares this info during his turn, the party can be ready for it and avert their eyes if they want, as they would against a gaze attack. That grants you a 50% chance to not be affected by the dance, at the cost of the monster gaining concealment.
| Searok Ironbeard |
Feeling lucky and averting his eyes if Makall tells him to Searok rushes up to engage the first one.
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Really? If luck both are 10's! {slaps forehead!}
| Makall |
"Beward it is not what it appears to be. It is a construction. Beware the bite and do not set your eyes on it!"
Makall averts his eyes and quickly sends two missiles in the direction of the creature.
magic missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7
| GM Kamro |
Makall's missiles rattle the bones of one of the creatures, which responds by going into the strange undulations he warned about. The other slithers forward to snap at Emma (activating Bodyguard).
Bite: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 6 ⇒ (1) + 6 = 7
Its fangs fail to get a purchase and it bites down on clothing.
Everyone make a Will save. If you decide to avert your gaze, give me a d100 along with it, and if you get above 50 there's no effect regardless of the save's outcome, but the necrophidius (only the one dancing, it's the left one on the map) has concealment to you for this round.
| Makall |
will save: 1d20 + 5 ⇒ (9) + 5 = 14
no aversion I will be the eyes of the party...like Odysseus was the ears for his crew during the encounter with the sirens!
| Searok Ironbeard |
Fort Save: 1d20 + 8 ⇒ (7) + 8 = 15
If Searok makes his save, he will attack again.
Attack (Luck): 1d20 + 7 ⇒ (19) + 7 = 26
Attack (Luck): 1d20 + 7 ⇒ (17) + 7 = 24
Attack (Confirm): 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Additional Damage if confirmed.: 1d8 + 3 ⇒ (3) + 3 = 6
| Shaeda Stormborn |
Wait, wait...
Bodyguard Emma Whip Hit: 1d20 + 7 ⇒ (16) + 7 = 23 Success
Bodyguard Searok Whip Hit: 1d20 + 7 ⇒ (9) + 7 = 16 Success
Do either of them miss if their AC’s are boosted by 4?
Shaeda will give luck to Searok again...
| Shaeda Stormborn |
Bodyguard Emma Whip Hit: 1d20 + 7 ⇒ (12) + 7 = 19 Success
Bodyguard Searok Whip Hit: 1d20 + 7 ⇒ (2) + 7 = 9 Fail (sorry Searok)
| GM Kamro |
| 1 person marked this as a favorite. |
Hey everyone, hope you had a great holiday! Just to get everyone up to speed as we trickle back here (probably several pounds heavier), one necrophidius is dead, Emma and Makall are still dazed, and Searok just went, so it's Shaeda's turn. And if it gets back to Searok before New Years, I'll be botting him.
| Shaeda Stormborn |
Shaeda will attack the creature with her whip...
Whip Hit: 1d20 + 7 ⇒ (15) + 7 = 22 Disarm, Trip
Whip Damage: 1d4 ⇒ 4 Nonlethal
Searok still has the luck blessing active, should he choose to use it.
| GM Kamro |
Struck by Shaeda's whip, the creature's skull spins on its neck with a rattling noise that would be quite comical in other circumstances, but it rights itself almost immediately.
Sadly, constructs are immune to non-lethal damage, and these particular ones cannot be tripped and have nothing to disarm.
It tries to snap at her, but Emma is in the way, and it attempts to brush her aside to get at the halfling.
Reposition combat maneuver. I allow even mindless creatures enough smarts to attack obvious threats first, since something like a wasp would go after someone swatting at it over someone who isn't, and Emma is currently passive.
CMB: 1d20 + 6 ⇒ (13) + 6 = 19
The enraptured Varisian is shoved aside by the monster's bony coils, and it slithers forward to bite Shaeda, but Searok brings the hammer down.
Using luck blessing to roll twice
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Due to the magical luck granted by the warpriest, his blow finds its target, and the monster's empty skull contains enough residual sense to decide he's the more pressing problem.
Which puts Shaeda up again, and I believe one more round before Emma and Makall are out of their stupor.
| GM Kamro |
I don't think so - the feat says that you can improve an ally's AC with it, but doesn't mention CMD. Even if you could, that wouldn't increase it enough; Emma's CMD is 14, and the monster rolled a 19.
The monster's fangs are turned aside at the last instant by a crack from Shaeda's whip, causing it to miss Searok, who swiftly counterattacks.
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Once again supernatural luck guides his hammer to success.
Meanwhile, Emma and Makall finally snap out of their reverie.
Top of the round, and Emma's up.
| Searok Ironbeard |
Searok winks at Shaeda and attacks the foe again!
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
But even with Shaeda's blessing his hammer falls short!
| Makall |
Makall sends another two missiles in the direction of the construct.
magic missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7
| GM Kamro |
Makall's blast shatters the monster's skull, and it collapses to the floor.
With the threat dispatched, a quick glance around the room reveals a small shelf in the far wall, on which the creatures rested when not activated, concealing their forms so they looked no different than the other skulls embedded in the walls.
On this shelf you spy some hidden items; a masterwork dagger and a small pouch of onyx gemstones.
Combat over! Appraise to guess at the value of the gems if anyone has it.
| Shaeda Stormborn |
Shaeda will appraise the gems...
Appraise: 1d20 + 2 ⇒ (9) + 2 = 11
She will also detect magic on the dagger...
Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
| Shaeda Stormborn |
| 1 person marked this as a favorite. |
Shaeda gestures towards the stones, ”Well, they aren’t worthless. Searok, you can buy yourself a couple high class rolls in the hay I’d imagine.”
| GM Kamro |
Searok pushes open the door to the next room and discovers that it is an alchemy lab...or it was anyway. There are the expected tables stacked with beakers, vials, and crucibles, some containing bubbling liquids in a variety of colors.
But the entire southern half of the room is a disaster; furniture is smashed, potions are spilled across the floor still smoking, a large cauldron of what seems to be rendered fat has been dumped, and the whole mess is being tended to in a desultory manner by a single derro with a clothespin on his nose and a mop in his hands. None of you speak his language, but the mutter of someone who has drawn the short straw one time too many and is fed up with it is pretty universal.
The cause of the mayhem is unseen, but you'd wager it is not unheard; there's a door to the south that has most of the detritus piled against it, and from behind it a loud groan can be heard, followed by a thud. The derro flings a bit of pottery at it with his mop before returning to his soliloquy of whatever derrospeak is for taking this job and shoving it.
Between the noise and his distraction, the unfortunate janitor does not hear the door open, and Searok is undetected for the moment.
| Shaeda Stormborn |
Shaeda was decidedly tired of getting caught moves on in and attempts to trip the creature.
Whip Hit: 1d20 + 7 ⇒ (20) + 7 = 27 Woot!