Ascaria |
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Round: 1, Initiative: 18
Weapon Equipped = None
Conditions = Bless (2/160r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (6/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Knowledge Local: 1d20 + 6 ⇒ (1) + 6 = 7
Clueless as to what they face, Ascaria waits to see what they do in the face of Sol’s friendly greeting. He can’t imagine there are lots of good people down here, but no sense in killing everything we see. We’re not Pathfinders after all.
Delay, possibly until next round…
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Eri Nandri |
pre-round one: Eri casts message on the party.
Round 1, Init 15 AC:13
knowledge nature DC:10: 1d20 + 5 ⇒ (1) + 5 = 6
knowledge local DC:15: 1d20 + 7 ⇒ (19) + 7 = 26
Eri casts gravity bow and moves up, maybe quietly.
stealth: 1d20 + 3 ⇒ (7) + 3 = 10
Eri whispers to the party the knowledge local spoiler: "They are drow."
[i]Proper action and stuff[. I prefer this to all the he said/she said is this a person or a fake nonsense./i]
AC 13 or 18
CMD 17
BAB +4
Defensive casting = +15 (@7th)
Spell Penetration= +9 (@7th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (6/7 per day) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (4/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Weapon equipped = +1 Composite Long Bow
+8 or +6/+6
+9 or +7/+7 within 30' with +1 dam
GM Rat Sass |
Evil, absolutely. Chaotically so. Their society doesn't seem to breed the evil out of them. Their weakness is Light, which blinds them for a round, and leaves them dazzled while in the area of strong light, such as Daylight, or Sunlight.
Mortimer Smith |
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+11
Fort+7 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+8
Will+4
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 10/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
"They are drow."
"Drow? Oh yah -- like ... Mortimer whispers back. [ ... ] "A what? What's a 'Drow'"?
Mortimer Smith |
Round 1, Init 23
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+11
Fort+7 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+8
Will+4
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 10/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
"They are vile."
Message: "Evil? Oh, in that case --"
Mortimer hurls a flask of oil at the Drow that he can see.
Alchemy Fire: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 +ThrowAnything for Damage: 1d6 ⇒ 3
GM Rat Sass |
Mortimer takes wisdom from the archer, tossing an alchemist's fire at the lead drow, and striking true. Solrisa offers a guarded introduction. Eri informs, then readies a more powerful pluck of his arrows. Ascaria delays, possibly waiting for an opportunity. Tynan studies, and waits.
The two drow raise their hand crossbows, and take aim at Mortimer and Solrisa.
Hand Crossbow, M: 1d20 + 10 ⇒ (17) + 10 = 27 for 1d4 ⇒ 4 damage, plus Fortitude Save DC 13, or fall unconscious
Hand Crossbow, S: 1d20 + 10 ⇒ (19) + 10 = 29 for 1d4 ⇒ 3 damage, plus Fortitude Save DC 13, or fall unconscious
The rear drow speaks a strange tongue, with the sound of an order to the lead drow.
"They shouldn't be too much trouble. Kill the female first, and the rest should piss themselves."
Round 2
Mortimer- 23 (-4hp, Fort Save DC 13, or fall unconscious)
Solrisa- 22
Eri- 20
Ascaria- 18
Tynan- 16
D1- 6 (-11hp)
The party is up! The water is easily a trickle, so no difficult terrain here.
Solrisa Iome Arabasti |
Round 2, Init 22
Solrisa trusts Mort, despite his recent outbursts, as having a good reason for having what done what he done did and draws her sword, approaching D1.
Power attack. One hand.
1d20 + 15 - 3 + 1 ⇒ (16) + 15 - 3 + 1 = 29 to hit; (-PA,bless)
1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14 magic damage.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)
HP=68/68
Right hand = long sword
Left hand = shield
LoH 0/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 0/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
Mortimer Smith |
Round 2, Init 23
AC 23 , 27 on AoO, 20 Touch; 56/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+11
Fort+7 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+8
Will+4
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 10/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
FortDC13: 1d20 + 8 ⇒ (11) + 8 = 19
Mortimer steps forward a step and swings.
RHook: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 -PA, +Bless for Damage: 1d10 + 6 + 4 + 1d6 ⇒ (3) + 6 + 4 + (4) = 17 +PA, +Cold, Magic
LPunch: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21 -PA, +Bless for Damage: 1d10 + 6 + 4 + 1d6 ⇒ (6) + 6 + 4 + (5) = 21 +PA, +Cold, Magic
RKneeStomp: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 -PA, +Bless for Damage: 1d10 + 6 + 4 + 1d6 ⇒ (8) + 6 + 4 + (1) = 19 +PA, +Cold, Magic
Confirm?: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 -PA, +Bless for Damage: 1d10 + 6 + 4 + 1d6 ⇒ (5) + 6 + 4 + (6) = 21 +PA, +Cold, Magic
The instep of Mortimer's right foot hits the Drow squarely in the knee, but slides gracelessly down the creature's narrow shin.
Too close in here!
Ascaria |
Round: 2, Initiative: 18
Weapon Equipped = None
Conditions = Bless (3/160r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (6/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria double moves to see the creatures with his own eyes.
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Message.
Eri Nandri |
Round 2, Init 20 AC:13
Eri will move up and pause to briefly engage in some negative self-talk. Dam it! You should have cast it before we left. I lasts pretty much all day! We have a moment now, perhaps. You better do it. IDIOT!
Eri casts Mage Armor on himself.
AC 14 or 18
CMD 17
BAB +4
Defensive casting = +15 (@7th)
Spell Penetration= +9 (@7th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (5/7 per day) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (4/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Weapon equipped = +1 Composite Long Bow
+8 or +6/+6
+9 or +7/+7 within 30' with +1 dam
GM Rat Sass |
Mortimer beats the drow to within an inch of his life, allowing Solrisa to finish the deed with a well-placed thrust. Eri protects himself, and advances. Ascaria also moves up, to witness firsthand what lies ahead. Tynan studies the still-living watchman, as it retreats to the back of the stony corridor.
The second drow draws his rapier, as he retreats.
The floor ahead appears to be covered in the same yellow mold you previously encountered in the Whispering Cairn.
Round 3
Mortimer- 23 (-4hp)
Solrisa- 22
Eri- 20
Ascaria- 18
Tynan- 16
D1- 6
The party is up! Keep in mind line-of-sight and light sources. There is a bend ahead, to the right.
Mortimer Smith |
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+11
Fort+7 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+8
Will+4
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 10/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Keeping his eye on the visible Drow, Mortimer slowly moves up 15 feet to peer around the bend, ready to dodge arrows if necessary.
"O.K., running away?" he says, to the Drow. "What are you doing here and what do you know about the Shapeshifter network under Egorian?"
Solrisa Iome Arabasti |
Round 3, Init 22
"Mort, look! Mold! Like cheese!" Solrisa chirps to Mort. "I *love* cheese."
Solrisa double moves up, provoking.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)
HP=68/68
Right hand = long sword
Left hand = shield
LoH 0/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 0/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
Ascaria |
Round: 3, Initiative: 18
Weapon Equipped = None
Conditions = Bless (4/160r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (6/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria moves up and draws his wand of spiritual hammer. Maybe I’ll actually use this thing… he wonders.
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Message.
Mortimer Smith |
Round 3, Init 23
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+11
Fort+7 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+8
Will+4
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 10/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Seeing Solrisa start to pass the space, Mortimer steps into position to block anything that might fly out of the space and hit Solrisa.
Mold? He chooses to avoid the mold as best he can for now.
He pummels the Drow.
"What..."
RPunch: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (7) + 4 + 6 + (1) = 18 +PA, +Cold, Magic
"about..."
LPunch: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (7) + 4 + 6 + (3) = 20 +PA, +Cold, Magic
"the Shapeshifter network?!"
RPunch: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (8) + 4 + 6 + (1) = 19 +PA, +Cold, Magic
Tynan Swale |
Round 4, Init 16
Unsure of the effectiveness of Mort's strategy of beating a foe to death and then asking questions, he is at least sure that Sol and Mort have the combat well in hand.
Seeing a yellowish mold in the light of Sol's shield, Tynan moves defensively in from of Ascaria, then spends a brief amount of time scanning the chamber from his defensive position.
Perception: 1d20 + 14 ⇒ (11) + 14 = 25
Knowledge(Dungeoneering): 1d20 + 6 ⇒ (12) + 6 = 18
HP:52/52
Saves:Fort 8, Ref 12, Will 5
Eri Nandri |
Round 3, Init 20 AC:18
ERi finishes casting his spell and looks up, ready to pull his bow. Sh*t! He trundles off looking for a target. Finding one, he fires.
fire on the vileness
GB PB Arrow1, bless, cover: 1d20 + 9 + 1 - 4 ⇒ (8) + 9 + 1 - 4 = 14 for Damage: 2d6 + 1 + 1 ⇒ (2, 2) + 1 + 1 = 6
I’m underneath that Drow on the map.
AC 14 or 18
CMD 17
BAB +4
Defensive casting = +15 (@7th)
Spell Penetration= +9 (@7th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (5/7 per day) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (4/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Weapon equipped = +1 Composite Long Bow
+8 or +6/+6
+9 or +7/+7 within 30' with +1 dam
GM Rat Sass |
Mortimer, in his zeal, attempts to fire fist aplenty, but only has time for one. Solrisa moves up, and alongside the drow, provoking it to slash at her, managing to draw blood.
AoO, Rapier, S: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d6 + 4 ⇒ (5) + 4 = 9 damage
Eri takes a guarded shot, his arrow going wide. Ascaria considers the offensive approach to this singular drow, producing a wand. Tynan approaches the mold, studying it instead of the drow.
Circumstance bonus for having previously encountered this, in the Whispering Cairn. It can be damaged by fire, and sunlight renders it dormant, and is harmless if left undisturbed. If a patch is disturbed, it produces a cloud of poisonous spores which exacts constitution damage.
As realization dawns on Tynan, the drow steps into the nearest patch of mold, causing the chamber to erupt in poisonous spores.
"The master bids you welcome."
1d20 ⇒ 2
The drow strikes out at Mortimer, even as he suffers the same fate as the three of you. He seems to take pleasure in his work, as his blade strikes home.
Rapier, M: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d6 + 4 ⇒ (5) + 4 = 9 damage
That's pretty self-destructive behavior right there. This drow appears to be under some kind of influence.
edit:
Confirm Critical?, S: 1d20 + 10 ⇒ (8) + 10 = 18 for 1d6 + 4 ⇒ (1) + 4 = 5 damage
Confirm Critical?, M: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d6 + 4 ⇒ (1) + 4 = 5 damage
Solrisa, Mortimer, and Tynan need to make a Fortitude Save DC 15, or take 1d3 ⇒ 2 points of Constitution damage.
Round 3
Mortimer- 23 (-18hp, Fort Save DC 15)
Solrisa- 22 (-9hp, Fort Save DC 15)
Eri- 20
Ascaria- 18
Tynan- 16 (Fort Save DC 15)
D1- 6
The party is up!
Solrisa Iome Arabasti |
Round 3, Init 22
1d20 + 10 ⇒ (13) + 10 = 23 Fort vs. DC 15
*cough*
"Mort, smell! Mold!" Solrisa chirps as she moves up to engage the foe.
Power attack. One hand.
1d20 + 15 - 3 + 1 ⇒ (16) + 15 - 3 + 1 = 29 to hit; (-PA,+bless)
1d10 + 6 + 3 ⇒ (3) + 6 + 3 = 12 magic damage.
Power attack. One hand.
1d20 + 10 - 3 + 1 ⇒ (10) + 10 - 3 + 1 = 18 to hit; (-PA,+bless)
1d10 + 6 + 3 ⇒ (8) + 6 + 3 = 17 magic damage.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)
HP=59/68
Right hand = long sword
Left hand = shield
LoH 0/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 0/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
Eri Nandri |
Round 4, Init 20 AC:18
sense motive DC:15: 1d20 ⇒ 15
Eri moves past the open hall and shoots at the Drow.
fire on the vileness
GB PB Arrow1, bless, cover: 1d20 + 9 + 1 - 4 ⇒ (8) + 9 + 1 - 4 = 14 for Damage: 2d6 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7
AC 14 or 18
CMD 17
BAB +4
Defensive casting = +15 (@7th)
Spell Penetration= +9 (@7th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (5/7 per day) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (4/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Weapon equipped = +1 Composite Long Bow
+8 or +6/+6
+9 or +7/+7 within 30' with +1 dam
Mortimer Smith |
Round 4, Init 23
AC 23 , 27 on AoO, 20 Touch; 42/60 HP 47/60 at the end of the round
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+11
Fort+7 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+8
Will+4
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 6/7
Shirt Slots: 10/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless
FortDC15: 1d20 + 7 ⇒ (5) + 7 = 12 +4 more vs. inhaled/contact poison, +2 more vs disease
"Mort, smell! Mold!"
"Not quite like cheese at all is it?!"
ImpGrapple: 1d20 + 13 + 5 + 1 ⇒ (9) + 13 + 5 + 1 = 28 +Armbands,+MT,+ImpGrapple for ImmolationShirt: 1d6 + 10 ⇒ (1) + 10 = 11
In the event of success -4 Dex may adjust the ACs for impending attacks.
Ascaria |
Round: 4, Initiative: 18
Weapon Equipped = Wand Cure Light Wounds
Conditions = Bless (5/160r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (6/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria draws some of the damage away from the team.*
He looks at the wand of spiritual weapon, considers its strength, and drops it to the floor. Gotta sell that thing, it’s useless. he thinks as he once again avoids using it for another. He draws a wand of healing and applies it to his new injuries.
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
He shouts back at the drow creature, using his own language against him.
He laughs at his own joke, more or less oblivious to the fact that few others can understand him.
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Message.
* Mort and Sol heal 5hp of damage each thanks to Ascaria.
GM Rat Sass |
The gnome's words are the last he'll hear in this lifetime, as Mortimer embraces him, and Solrisa ends him at swordpoint. The giant's arms maintain their tension, as the body weight succumbs to gravitational pulls.
Tynan still to go!
Tynan Swale |
Round 4, Init 16
Before Tynan can warn about the mold, the drow causes it to spread spores around the room. Tynan is quick to cover his nose, and avoids the blast.
Fortitude Save: 1d20 + 8 ⇒ (15) + 8 = 23
Seeing the drow fall to Mort and Sol, Tynan keeps his sword at the ready. He backs away from the mold clogged room, gesturing the others to follow.
"Eri, we've encountered mold like this before. We learned that fire can destroy it quickly..."
HP:52/52
Saves:Fort 8, Ref 12, Will 5
Eri Nandri |
GM Rat Sass |
Mortimer and Solrisa both tolerate the mold, while not tolerating the drow. It ends up quite dead in the giant's arms. Eri, with nothing to shoot at, holds his arrow nocked, and waits for other guests to arrive. Ascaria manages to knit wounds, both otherpersonly and personally. Tynan advises from his study of the mold, while failing to succumb to its poisonous charms.
Down the hall, and beyond the patch of mold, something makes a noise, as it echoes to your present location, though nothing shows itself right away.
There appears to be light footholds along the mold room's walls, allowing earthbound creatures a tenuous way across the dormant danger. Climb Check DC 15 to avoid falling off the wall, and onto the mold itself.
The square currently occupied by the dead drow in Mort's arms is considered deactivated.
Round 4
Mortimer- 23 (-13hp)
Solrisa- 22 (-4hp)
Eri- 20
Ascaria- 18 (-8hp)
Tynan- 16
D1- 6
The party is up!
Solrisa Iome Arabasti |
Round 4, Init 22
Sensing a break in the action, Solrisa bends down to examine the body of the drow for loot and/or keys or things of interest.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)
HP=68/68
Right hand = long sword
Left hand = shield
LoH 0/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 0/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
1d20 + 15 - 3 + 1 ⇒ (11) + 15 - 3 + 1 = 24 to hit; (-PA,+bless)
1d10 + 6 + 3 ⇒ (7) + 6 + 3 = 16 magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
GM Rat Sass |
The two drow bodies yield two masterwork rapiers, two masterwork hand crossbows, two potions of Cure Moderate Wounds, two masterwork chain shirts, two masterwork bucklers, and 10 bolts, 4 poison bolts.
No keys, sadly, though each drow died with a partial erection.
Ascaria |
Round: 5, Initiative: 18
Weapon Equipped = Wand Cure Light Wounds
Conditions = Bless (6/160r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (6/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria heals others a bit.*
He applies another dose of healing to his relatively minor injuries.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
He then moves back and peaks around the corners. He looks carefully and sees nothing.
Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Message.
* Mort heals 5hp of damage thanks to Ascaria.
Mortimer Smith |
Round 4.5? 5?, Init 23
AC 23 , 27 on AoO, 20 Touch; 52/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+11
Fort+7 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+8
Will+4
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Status and Other Effects: Bless
PerceptDC15: 1d20 + 12 ⇒ (18) + 12 = 30 +2 vs ...
Mortimer spies the footholds on the walls of the mold room, considers Ascaria's general stature and dexterity, then shakes his head.
...
He drags the Drow body out of the mold to make it available to those looking for loot and other items of interest, then looks down at its body in disgust. Why so ... enraptured? We must be going in the right direction... they remind me of those fanatics back in Dourstone!
"Should we investigate the other halls before we go down this one? Are the spores already released now? Also, The Drows were pretty self destructive. They may be under some sort of influence."
”I think we should avoid the mold and head back this way. See if there’s another way ‘round. Unless they come to us of course.”
Just as Eri finishes and Ascaria starts speaking, Mortimer simultaneously blurts out,
"Are we -- is this here - possibly one of the three cult's cores? What were they again? We could try these footholds" he says, pointing out the cubby/foot holds in the sides of the mold room. He looks at Ascaria again, then adds " -- or maybe some of use could go back the way we came... Naw -- there's got to be a way to get you past this quickly... "He grabs one of the rapiers and beckons to Ascaria to return.
Tynan Swale |
Round 5, Init 16
Perception: 1d20 + 14 ⇒ (7) + 14 = 21
"We could try to kill two birds with one stone, if Eri can still cast a ball of fire today." Tynan pauses, hoping someone is listening this time.
"If we can hear noises beyond the mold room, then whatever it is can likely hear us as well. Why not try and lure it toward the mold room, then let Eri hit it with fire, wiping out the mold at the same time?"
"I shouldn't have any problems using the hand and footholds to bypass the mold, if you want me to check things out."
HP:52/52
Saves:Fort 8, Ref 12, Will 5
Solrisa Iome Arabasti |
"Oh, Mort! Look!" Solrisa smiles as she rises. "I have those fire flasks that we like so much! I have them, right here..." Solrisa begins to sort through her belt pouch for the two fire flasks she just knows she has.
She searches more before a large smile escapes her lips.
"Oh, oopsie! I don't have any! I forgot I used them all with the eggs. Ha ha! Silly Sol!" Solrisa laughs at herself.
Mortimer Smith |
Round 6, Init 23
AC 23 , 27 on AoO, 20 Touch; 53/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+11
Fort+7 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+8
Will+4
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless
"Fine. I'll keep watch back the way we came."
Message: "Thanks, Tynan!" Mortimer says, picking up the first looted body.
"Oh, oopsie! I don't have any! I forgot I used them all with the eggs. Ha ha! Silly Sol!"
Message: "I've got one left, but I think it should be saved for something bigger. Did you want it? Stand back, everyone," he says, preparing to toss the corpse into the mold in such a way that the attacking Drow is caught up in the spore cloud.
Tiddly Drow.DrowToss: 1d20 + 12 ⇒ (3) + 12 = 15
=FortDC15](as above) +Iron Lung Trait, +Cloak[/ooc]
Mortimer chokes back some tears from the noxious stuff.
Message: "Man, this stuff is nasty."
He then tears through the remaining mold to confront the newcomer.
FortDC15: 1d20 + 7 + 4 + 1 ⇒ (5) + 7 + 4 + 1 = 17
I guess this makes me a fanatic too!
GM Rat Sass |
Mortimer drags the drow body from the mold chamber, allowing Solrisa to loot the body. Eri loots the second body, keeping the gnome near for light. Ascaria heals the giant, then treats his new wounds. Tynan returns to the opening in the wall, posting sentry.
Another drow appears on the other side of the mold chamber, leveling his hand crossbow, and taking aim at the maiden.
Hand Crossbow: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d4 ⇒ 3 damage, as well as Fortitude Save DC 13, or fall unconscious
With no Survival, or Know Direction, North is an addled thing beneath the streets of Egorian. Feel free to use the map's orientation, with up for North, if you so choose.
Round 6
Mortimer- 23 (-8hp)
Solrisa- 22 (-7hp, Fortitude Save DC 13)
Eri- 20
Ascaria- 18 (-7hp)
Tynan- 16
D1- 6
The party is up! Alas, no time to skip drow... And yes, there were two Round 3s... just take my lead, and post your Round 6 activities.
Solrisa Iome Arabasti |
Round 6, Init 22
1d20 + 10 ⇒ (4) + 10 = 14 Fort vs. DC13
Solrisa double moves after the drow (possibly provoking), making a line through the mold.
1d20 + 10 ⇒ (9) + 10 = 19 Fort vs. DC15
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)
HP=68/68
Right hand = long sword
Left hand = shield
LoH 0/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 0/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
Ascaria |
Round: 6, Initiative: 18
Weapon Equipped = Wand Cure Light Wounds
Conditions = Bless (7/160r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (6/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria heals others a bit.*
He then casts on himself, to try and clear the backlog of damage he’s absorbed.
Cure Moderate Wounds: 2d8 + 9 ⇒ (4, 2) + 9 = 15
He’ll then move up with the party.
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Message.
* Mort and Sol heal 5hp of damage each thanks to Ascaria.
Eri Nandri |
Round 6, Init 20 AC:18
Eri will cast detect magic and focus on the passage he is guarding once he’s done looting.
AC 14 or 18
CMD 17
BAB +4
Defensive casting = +15 (@7th)
Spell Penetration= +9 (@7th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (5/7 per day) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (4/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Weapon equipped = +1 Composite Long Bow
+8 or +6/+6
+9 or +7/+7 within 30' with +1 dam
GM Rat Sass |
Mortimer launches the drow body, then proceeds to follow Solrisa forward, both of them consumed in a doubled dose of poisonous spores. Fortunately, they are young, and can endure such threats to their health. Eri remains behind, seeking out magics in the entry corridor.
Aside from the party, nothing in the drows' personal items glows with magic.
Ascaria lights up again, while Tynan cautiously guards the rear, much the same way Hourpen did not too long ago.
On the other side of mold, Solrisa and Mortimer spy another drow on an overlook, 10' up, ready and waiting. He takes a shot at Solrisa, for her proximity. Climb DC 15 to reach the ledge
Hand Crossbow, S: 1d20 + 11 ⇒ (15) + 11 = 26 for 1d4 + 1 ⇒ (1) + 1 = 2 damage, as well as a Fortitude Save DC 13 or fall unconscious
The drow on the ground steps back, wincing from the light. To ease his milky white eyes, he mutters something, and the tunnel turns black from lack of light.
The rear end of the party can see two glows of light trailing the maiden and the giant, but they themselves are no longer bathed in light, as something suppresses it
There is magical Darkness afoot... something not unheard of in drow circles...
Round 7
Mortimer- 23 (-3hp)
Solrisa- 22 (-4hp, Fortitude Save DC 13)
Eri- 20
Ascaria- 18 (-2hp)
Tynan- 16
D1- 6
The party is up! Those in the front are no longer privileged to light, as their light fails to work, and there is no pre-existing light in the tunnel. Enjoy.
Ascaria |
Round: 7, Initiative: 18
Weapon Equipped = Wand Cure Light Wounds
Conditions = Bless (8/160r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (9/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (5/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Seeing the front of the party bathed in not-light, Ascaria does something about it. He casts Daylight, touching the band on his hat and bathing, he hopes, the chamber with light. He then 5' steps closer, but not a full move, wary of the front line of drow not far ahead.
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Message.
Solrisa Iome Arabasti |
Round 7, Init 17-
1d20 + 10 ⇒ (5) + 10 = 15 Fort vs. DC 13
Solrisa delays for want of light, then proceeds when gnomic lighting comes online. She steps up to the caster and strikes feverently.
"Ascaria, look! Light!" Solrisa breathes with a smile, now able to see.
Power attack. One hand.
1d20 + 15 - 3 + 1 ⇒ (19) + 15 - 3 + 1 = 32 to hit; (-PA,+bless)
1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19 magic damage.
Power attack. One hand.
1d20 + 10 - 3 + 1 ⇒ (20) + 10 - 3 + 1 = 28 to hit; (-PA,+bless)
1d10 + 6 + 3 ⇒ (6) + 6 + 3 = 15 magic damage.
Pot crit?
1d20 + 15 - 3 + 1 ⇒ (9) + 15 - 3 + 1 = 22 to hit; (-PA,+bless)
1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19 magic damage.
Pot crit #2?
1d20 + 10 - 3 + 1 ⇒ (19) + 10 - 3 + 1 = 27 to hit; (-PA,+bless)
1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11 magic damage.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)
HP=64/68
Right hand = long sword
Left hand = shield
LoH 0/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 0/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+6+3[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+6[/dice] magic damage.
Mortimer Smith |
Round 7, Init 23
AC 23 , 27 on AoO, 20 Touch; 57/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+11
Fort+7 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+8
Will+4
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless
Mortimer sneezes heartily into the Drow's face just before the lights go out. Unsure if there is a cure for such darkness, he decides to take his chances with the Drow on the ground.
LPunch: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (5) + 4 + 6 + (3) = 18 +PA, +Cold, Magic
MissChance, High Good: 1d100 ⇒ 93
LPunch: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (5) + 4 + 6 + (1) = 16 +PA, +Cold, Magic
MissChance, High Good: 1d100 ⇒ 39
RPunch: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (2) + 4 + 6 + (6) = 18 +PA, +Cold, Magic
MissChance, High Good: 1d100 ⇒ 63
Eri Nandri |
Round 7, Init 20 AC:18
"What is a 'light trap’?”
Knowledge Arcana DC21: 1d20 + 12 ⇒ (10) + 12 = 22
Eri moves up to the second deactivated square and if possible, fires on the drow that’s 10’ up.
GB Arrow1, bless: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 for Damage: 2d6 + 1 ⇒ (2, 4) + 1 = 7
AC 14 or 18
CMD 17
BAB +4
Defensive casting = +15 (@7th)
Spell Penetration= +9 (@7th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (5/7 per day) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (4/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Weapon equipped = +1 Composite Long Bow
+8 or +6/+6
+9 or +7/+7 within 30' with +1 dam