GM Rat Sass |
"Oh, yessss, that should let you sleep at night. You attacked me first, you mewling strumpet. You could have made this soooo easy, and loved me. Instead, your Mortimer raised his hand, with no provocation whatsoever. I'm still not sure which of you burned me, but I'm sure I'll forget all about you, when I learn of your deaths. I only hope it's slow and painful, with much cursing. Zyrxog is good squeezing curses from ants like you. Run along now. A shame I can't stay and watch real men fight, since there are none. Perhaps I'll visit you in your dreams, when you are naked, and alone."
With those final words, Fassash vanishes. Something ripples the greenish waters, and moves towards the tunnels beyond. Fassash's token is currently located where she was last seen.
Yesssss, she casssst Invisibility.
Round 8
Fassash- 25 (-17hp, 50% miss chance if attacked)
Mortimer- 20 (-22hp, Confused r5)
Solrisa- 12 (-15hp)
D3- 10 (Dead)
Purple- 10 (Dead)
Yellow- 10 (Dead)
Red- 10 (Dead)
Blue- 10 (Dead)
Green- 10 (Dead)
Ascaria- 2 (-5hp)
Tynan- 1 (-11hp, Confused r6)
Eri- 1- (-21hp, Confused r6)
The party is up...
Ascaria |
Round: 8, Initiative: 2
Weapon Equipped = Sunrod
Conditions = Bless (21/160r), Daylight (1/80m), Prayer (8/8r)
Life Link (8)(100’) = None
Channel Energy (4/9)(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): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Spellcraft: 1d20 + 12 ⇒ (14) + 12 = 26
”She turned invisible, Eri hit her with… Oh, right. Cowardice of Curs, she’s going to get away!” he turns to Sol, ”Do something!”
He puts the wand of curing away, 5’ steps to be closer to Eri, and channels to heal the party, including the food fighters. Always undoing what I’ve healed! Crazy…
He’s careful to carve out the drow, but he cannot see the naga, so if she’s close enough, she too might be healed.
Channel Energy (healing): 4d6 + 1 ⇒ (6, 4, 1, 4) + 1 = 16
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone) <— Last round of Prayer
Solrisa Iome Arabasti |
Round 8, Init 12
"Where did she go?" Sol looks to Ascaria.
Solrisa delays, waiting for someone to point out where the pretty-eyed snake went.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def) + 3 more vs. caster
HP=51/68
Right hand = long sword
Left hand = shield
LoH 1/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 1/3 used
Breath of the Dragon 1/2 used
Power attack. One hand.
[ dice]1d20+15-3+1[/dice] to hit; (-PA,+bless)
[ 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 8, Init 20
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+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
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, Elemental Fist (Electricity), AC 26/30AoO/23Touch
"Oh, yessss, make no doubt about it. I am trooly boo-hoo-hoo-ing NOT." Fassash vanishes. Something ripples the greenish waters, and moves towards the tunnels beyond.
Finally! It stopped. Mortimer sighs in relief.
Mortimer glances at the stagnant pool. No, I don't want to deal with that train wreck again so soon! He looks at Eri, waving chunks of cured meat in front of his face. Besides, there are -- he scowls, searching for an adjective -- weirder things to deal with... I don't know why!
Mortimer spits, trying to aim the skewer in his mouth at Eri while searching -- in his backpack -- for a beverage worthy of the indignation he feels from being attacked by Eri that matches the indignation Eri certainly must feel from being counter-attacked by him.
Confazzled: 1d20 + 12 - 4 + 1 + 1 ⇒ (1) + 12 - 4 + 1 + 1 = 11 -NonLethal, +Bless, +Prayer, Throw Anything for Damage: 1d2 ⇒ 2
Fortunately for Eri, the skewer remains well tucked between Mort's molars.
GM Rat Sass |
For what seems like an eternity, the fog of confusion clears from no less than three of your party's members. Last is Mortimer, by mere seconds. Plenty of time for those who wish to be far from here to do so. Not even a parting fireball to say goodbye.
Combat is over.
Aside from the naga's chamber, you find the next chamber to be the living quarters of the drow unit, replete with beds, desks, and personal chests. There is a small pen that once held livestock, all dead from fire. Roasted chickens and half-seared pigs, thankful for unconsciousness as the 3rd degree burns bring the smell of bacon to the chamber.
On the southern wall, there is a stone door, carved into the side of the chamber wall. You will find the door locked, of course. To the west, a corridor provides the means forward.
Ascaria |
Weapon Equipped = Sunrod
Conditions = Bless (21/160r), Daylight (1/80m), Sunrod (1/60m)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (4/9)(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): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria carefully checks each party member for injury, healing them with the wand as he does so.
Those of you still with injuries, I think only Mort and Eri, please heal yourselves and I'll track the charges. d8+1 per shot.
When everyone is healed, he re-links the party to his lifeline of healing. Then he turns to the group, "That damn naga will be back, sure enough. She's a slippery one, but we need to take her out when we encounter her again. Evil creature."
He helps the group loot the dead drow, casting Detect Magic when appropriate and taking-10 on the IDs (total Spellcraft is 22 for these checks)
Anything he can't identify he passes to Eri to suss out. He is particularly keen on trying to find a key to the stone door. "We have a hallway, so we can come back." he mumbles.
"Damn naga..." he says again as he works. When the healing and looting are done, he's ready to move on. "Spells are burning."
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
GM Rat Sass |
The female drow holds the key to the stone door. Literally. She has two keys, in fact, one to her personal chest, and one to the stone door that awaits unlocking. The collection of drow equipment amasses quickly enough, with hands no longer confused. All chests are opened without fear, once Tynan applies his studies.
At the rear of the chamber rests a small shrine, depicting a half-woman-half-spider goddess as a beautiful deep jade statuette.
This is Lolth, Queen of Spider, chief goddess of drow elves.
5 MW Rapiers
5 MW Hand Crossbows
20 Bolts of Drow Poison
5 MW Chain Shirts
10 Alchemist Fires
5 Tanglefoot Bags
3 Heavy Steel Shields
The female drow's items, of course.
Breastplate(Unidentified)
Morningstar(Unidentified)
+1 Hand Crossbow
Solrisa Iome Arabasti |
Solrisa wonders around for a bit, looking for the naga, but eventually returns to the drow room when she cannot be found. She casts pointed looks at Mort & Eri, wondering if they had punched themselves tired and were done or wanted to hurt each other more.
She, for the first time in a while, was slightly annoyed (mostly because of the wasted cheese) and that their bickering had let the naga get away.
Sol puts out her sword, then puts it away so she can help organize the bodies and whatnot.
1d20 + 12 ⇒ (15) + 12 = 27 Know (religion)
When she espies the jade statuette, she draws his morningstar and smashes the statuette to pieces...saying only "That Demon B+& is not a good person."
Solrisa will take 2 of the alchemist fires and is ready to move on. She casts another worried and unhappy look at Mort and Eri.
GM Rat Sass |
Something... wet... sounds like it's slowly moving across the cavern floor, keeping its distance, not getting closer, while you're listening...
As you look ahead, you barely manage in the dimness of Ascaria's sunrod, to see some kind of glyph etched into the ceiling, just a little bit into the narrowing of the hallway. Where Solrisa is, a single square forward would place her under the glyph.
Solrisa Iome Arabasti |
"Careful Sol... there's some sort of tiff on the ceiling just in front of you."
Solrisa stops and turns around to look at Tynan.
"What? Are Eri and Mort fighting again?!" Solrisa asks, the echoes of the cavern causing her to mishear.
She looks at Eri and Mort to see if they are going to start wasting cheese again.
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+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
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, Elemental Fist (Electricity), AC 26/30AoO/23Touch
Fimboe wheel firmly in hand, Mortimer laments loudly as he presses it into Eri's face, "This little guy's head is too small!" He then suddenly frees Eri's head. What the -- why am I doing this again?! "Sorry about that! Something came over me! OH NO! Look! The Fimboe! It's half gone! What happened?" He looks down at his calf, and pulls out the shortbow arrow and hands it back to Eri. "I think this is yours." He then unwedges the jerky skewer from his head and removes all of the crossbow bolts still sticking out of his body.
Cure: 1d8 + 1 ⇒ (4) + 1 = 5
Cure: 1d8 + 1 ⇒ (2) + 1 = 3
Cure: 1d8 + 1 ⇒ (5) + 1 = 6
Cure: 1d8 + 1 ⇒ (4) + 1 = 5
Mortimer takes the wand from Ascaria, then glowers at it and shakes it before handing it back.
Cure: 1d8 + 1 ⇒ (7) + 1 = 8
"Thanks Ascaria," he says gravely, regretting the whole confusion incident. "Next time just have someone knock me out."
He looks over the spoils. "Oooh! Oooh! Throwables! He takes 2 alchemy fires. He'd like all of the tanglefoot bags, but is willing to share if anyone else would like tanglefoot bags. He also takes the +1 crossbow if no one else is interested. He takes some roast chicken and pig for later.
She casts pointed looks at Mort & Eri, wondering if they had punched themselves tired and were done or wanted to hurt each other more.
Huh, she seems ... disappointed in us?
SMASH! "That Demon B#~@# is not a good person."
Interesting... is she that angry with us?! I'm usually the one who likes to smash things!
He smiles at her appreciatively, then sheepishly soft-shoes up to her and the remains of the shrine. He points to the jade shards. "Do you think you'll want to shape some of those into dragon chess pieces? The other side could be alabaster?" he asks gingerly and innocently.
"Careful Sol... there's some sort of glyph on the ceiling just in front of you. Eri? Ascaria?" Tynan points out the glyph to the more magical types.
"Whoa!" Mortimer looks up, then around the room. Perception: 1d20 + 13 ⇒ (13) + 13 = 26 +2 more vs. Surprise, Inviso, Incorpo
Solrisa Iome Arabasti |
"Do you think you'll want to shape some of those into dragon chess pieces? The other side could be alabaster?"
Solrisa looks down after the smashing, not even considering that until Mort pointed it out.
"Okay, yeah, that's a good idea, but I don't want to fight about it. It's possible...yeah, these are nice" Solrisa examines a bigger chunk. "Yeah, maybe. But you can't try to shove it down my throat."
Solrisa packs away the chunks that might be good for carving later, noting that Mort remembered how important it was for her to carve things...as she'll need a job to do when this thing was all done.
* * *
Solrisa steps far away from the strange glyph, waiting for others to handle things.
Ascaria |
"Thanks Ascaria," he says gravely, regretting the whole confusion incident. "Next time just have someone knock me out."
"That's funny Mort. Good one." Ascaria laughs as he examines the loot.
"Careful Sol... there's some sort of glyph on the ceiling just in front of you. Eri? Ascaria?" Tynan points out the glyph to the more magical types.
"Oh, good eye Tynan."
Ascaria walks up toward the glyph but, unable to see it clearly, looks around frustrated. Eventually he says, "Mort, can you boost me up here?"
Assuming the big man helps out, Ascaria examines the glyph carefully, casting Detect Magic to examine its auras.
Knowledge Arcana: 1d20 + 2 ⇒ (13) + 2 = 15
Spellcraft: 1d20 + 12 ⇒ (14) + 12 = 26
GM Rat Sass |
The casting of Detect Magic reveals first the presence of the auras. With time, since you'll have it, the most potent auras cling to the female drow's equipment. The glyph's aura is faint. Studying the glyph for its school of magic, and you fail to understand it Based on your Knowledge(Arcana).
You almost take it for a trick of your eyes, as varying light levels in the chamber have played with your dark adaptation, but you manage to catch the little greep wisp, absent for a bit, appear subtly, dancing along the lines of the runes within the glyph, highlighting the arcane lettering. It then winks out.
Only with Tynan's assistance does Mortimer manage to catch the outline of the glyph, traced in overlapping circles on the ceiling of the next chamber's entrance.
It may be a trick of the light, as darkness and light strive to overcome one another, but it almost looked like the glyph began to pulse a little, as various party members got closer to being directly under it.
GM Rat Sass |
Your eyes trace the runes weaved into the glyph, and you almost find the place where a majority of the magics coursing through magical protection intersect. Severing the intersection should do it, yes. Your first pass, however, fails to nick it exactly. The glyph still pulses dangerously.
Failure by less than 4 allows you to retry the skill.
GM Rat Sass |
Tynan does his best, but the glyph refuses to deactivate under the quiet man's machinations. At least the glyph didn't activate... No further attempts may be made in disabling the glyph through trapfinding.
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+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
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, Elemental Fist (Electricity), AC 26/30AoO/23Touch
"Okay, yeah, that's a good idea, but I don't want to fight about it. It's possible...yeah, these are nice" Solrisa examines a bigger chunk. "Yeah, maybe. But you can't try to shove it down my throat."
Confused, Mortimer scratches the back of his head. Oh, right! Like the Fimboe! He hands Eri a silk hankerchief so he can clean up the remains of the cheese on his face. "Sorry about all that! ...or maybe you'd rather do that spell thingy to clean up," he says to him.
He continues, addressing Sol. "That Evil Spirit Naga put a nasty spell on me and Eri. I assure you, we were confused under enchantment and we are not normally prone to attacking each other -- or friends at all. The same thing happened to Tynan back in the spider room where we found Scout, remember? I would never dream of fighting you or forcing you into anything against your own will."
He picks up Ascaria, and starts to lift him to the glyph, then pulls him back closer to himself. He yo-yos Ascaria three times like this before stopping, placing Ascaria back on the ground.
"Hang on a second, that thing is winking -- or something -- everytime one of us gets closer to it. I think something might happen if one of us stands right under it. Do any of you think it'll explode -- or open a door? Maybe we don't want to disable it?" He shrugs, magic (among other things) being something completely beyond him.
Eri Nandri |
”huh? What? What did I do?” Eri drops the remains of the snake. Oh, shoot, sorry Mort.”
spellcraft DC:morning star: 1d20 + 12 ⇒ (12) + 12 = 24
spellcraft DC:breast plate: 1d20 + 12 ⇒ (6) + 12 = 18
knowledge arcana on the glyph: 1d20 + 12 ⇒ (17) + 12 = 29
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Eri tries to avoid Mort's eyes as he shuffles around trying to be useful.
Ascaria |
Weapon Equipped = Sunrod
Conditions = Bless (21/160r), Daylight (1/80m), Sunrod (1/60m)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (4/9)(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,
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): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
He picks up Ascaria, and starts to lift him to the glyph, then pulls him back closer to himself. He yo-yos Ascaria three times like this before stopping, placing Ascaria back on the ground.
"No, no, no, up there Mort, up there! I can't see it clearly from down here, and I need to see it clearly. Now please, up there, let me worry about setting it off."
S@!$, I hope I don't set it off by reading it...
He grins reassuringly to Mort, and casts Read Magic. When Mort lifts him up, he tries to read the glyph. If need be, he also casts Comprehend Languages, though he's confident it should be one he already knows.
Knoweldge Arcana: 1d20 + 2 ⇒ (13) + 2 = 15
Spellcraft: 1d20 + 12 ⇒ (13) + 12 = 25
Solrisa Iome Arabasti |
"That Evil Spirit Naga put a nasty spell on me and Eri. I assure you, we were confused under enchantment and we are not normally prone to attacking each other -- or friends at all."
Solrisa smiles at Mort, her first smile in a while.
"Mort, I'm not mad that you were fighting, but that you're wasting good cheese. When you fight, you shouldn't be wasting food," Solrisa explains. "I like cheese," Solrisa explains as if it were perfectly clear and normal and obvious feelings to have. Because cheese.
While others work on the strange glyph, Solrisa retreats back to keep an eye on things as Tynan is at the front.
GM Rat Sass |
The runes etched into the glyph resemble the language of undercommon, but the inherent magics set to conceal meaning blur the lines, and confuse the eye. You do, however, understand its meaning, if not its skeleton of words. This is a Glyph of Warding, set against any creature that is not by nature, evil. It is set to punish anyone else passing underneath with acid. Standing directly below it, anyone in a 5' distance should enjoy its dispensations.
Ascaria |
Ascaria leans in to peer at the rune, and withdraws, pushing Mort back with his arms and his words, "Back up. This is a glyph of warding, a sometimes powerful magic that'll burn anyone not evil with acid if they pass by."
He looks around, "I don't see a way around it though, so someone needs to set it off and hope for the best I think."
He shrugs, "Might as well be me huh?"
"Everyone stand back, it's got a bit of a radius."
Assuming everyone backs off, Ascaria will rush the rune, like tearing off a bandage, hit it all at once.
Reflex: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 (+2 vs glyphs, symbols, or other magical writings)
Sigh...
Solrisa Iome Arabasti |
Solrisa moves up as Ascaria steps into the blast, her hands covering her mouth and eyes, trying to avoid seeing the fresh gnome ceviche.
If and after Ascaria is healed and hopefully not dead, Solrisa will offer to take the back for a bit, allowing someone else to lead. But she's also happy to take point too. Whatevs, just let her know.
GM Rat Sass |
The valiant gnome bolts forward, bringing a rain of acid from the ceiling, none of which Ascaria seems to want to avoid, as he takes the full brunt of the burn.
Acid: 5d8 ⇒ (7, 7, 3, 1, 2) = 20 acid damage
The glyph explodes, then fades from sight. There to your right, entering the next area, stands something of a monolithic doorway. To each side, alien, octopoid heads with tentacles hanging to the floor, set in white marble, with purple veining. Two pure white marble doors are also swung back, and open, though the feeling it generates is anything but welcoming.
All is quiet, following the blast of the glyph, until the sound of slick resonates through this new, strange chamber. Three creatures slide down the sides of the walls, and into view. Six purple tentacles support a bulbous alien eye dripping with a viscous slime. Rarely blinking, the star-shaped pupil moves rapidly about, scanning the area. Two longer tentacles end in razor-sharp claws and undulate hypnotically in the air around it. They seem quite interested in your arrival. One of them almost appears to try and nuzzle the gnome. Surprise Round complete- they simply moved to meet you. I'm sure they're harmless.
These delightful creatures are Octopins, lawful evil, created by magic and breeding for sentinel purposes. 1 question for every 5 above 24...
Ascaria: 1d20 + 1 ⇒ (7) + 1 = 8
Eri: 1d20 + 2 ⇒ (12) + 2 = 14
Mortimer: 1d20 + 4 ⇒ (4) + 4 = 8
Solrisa: 1d20 + 4 ⇒ (18) + 4 = 22
Tynan: 1d20 + 4 ⇒ (19) + 4 = 23
O3: 1d20 + 6 ⇒ (14) + 6 = 20
Round 1
Tynan- 23
Solrisa- 22
O3- 20
Eri- 14
Mortimer- 8
Ascaria- 8 (-20hp)
Tynan and Solrisa are up!
Tynan Swale |
Round 1, Init 23
Knowledge(Dungeoneering): 1d20 + 6 ⇒ (8) + 6 = 14
Seeing one of the bizarre creatures has closed on Ascaria, he rushes forward, eying the tentacled mass for any weaknesses. (study target) Tynan stabs at the creature, and tries to taunt it away from Ascaria.
"Over here you tentacled freak!"
Short Sword Attack: 1d20 + 15 ⇒ (7) + 15 = 22 (studied)
Short Sword Damage: 1d6 + 5 ⇒ (3) + 5 = 8 (studied)
HP:52/52
Saves:Fort 8, Ref 12, Will 5
GM Rat Sass |
As Tynan approaches, the closest tentacled creature lazily strikes out. Apparently they have Reach...
AoO, Claw Attack, T: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d8 + 4 ⇒ (8) + 4 = 12 damage
Tynan does manage to draw bluish blood from its slippery hide.
The snicker snails slowly approach, and all three of them introduce themselves in various ways. The one closest to the doorway moves gently up, and attacks the gnome, twice, while the furthest closes the distance, and attacks once.
Claw Attack, A: 1d20 + 10 ⇒ (13) + 10 = 23 for 1d8 + 4 ⇒ (3) + 4 = 7 damage
Claw Attack, A: 1d20 + 10 ⇒ (11) + 10 = 21 for 1d8 + 4 ⇒ (3) + 4 = 7 damage
Rend, A: 2d8 + 6 ⇒ (3, 4) + 6 = 13 damage
Claw Attack, A: 1d20 + 10 ⇒ (7) + 10 = 17 for 1d8 + 4 ⇒ (4) + 4 = 8 damage
I believe the gnome collapses under the massive combined damage.
Meanwhile, the bleeding creature turns its full wrath upon Tynan.
Claw Attack, T: 1d20 + 10 ⇒ (14) + 10 = 24 for 1d8 + 4 ⇒ (3) + 4 = 7 damage
Claw Attack, T: 1d20 + 10 ⇒ (17) + 10 = 27 for 1d8 + 4 ⇒ (6) + 4 = 10 damage
Rend: 2d8 + 6 ⇒ (2, 4) + 6 = 12 damage
And then the creatures move their eyes across all those still conscious. Three separate gaze attacks, Will Save DC 18, or be Slowed (Move at Half Speed, -1 to Attack Rolls/AC/Reflex, and Gain the Staggered condition.
The party is up... well, most of you are, anyways...
Ascaria |
Round: 1, Initiative: 8-
Weapon Equipped = None
Conditions = Bless (5/16m), Daylight (4/80m), Sunrod (4/60m)
Life Link (8)(100’) = None
Channel Energy (4/9)(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,
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): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
As an immediate action, prior to the third attack, Ascaria drops all life links.
Ascaria watches as the creatures come out of thin air, shifting awfully fast on their tendril-appendages. He watches as they land attack after attack on his poor form. As he collapses under the load, he thinks, I don’t like the front!
Con: 1d20 + 1 - 3 ⇒ (2) + 1 - 3 = 0 vs DC 10
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone) <— yes, it’s still active from the last fight. Enjoy!
Daylight
Message
Solrisa Iome Arabasti |
Round 2, Init 22
Solrisa moves up to attack one of the blobs.
Power attack. One hand.
1d20 + 15 - 3 + 1 ⇒ (1) + 15 - 3 + 1 = 14 to hit; (-PA,+bless)
1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13 magic damage.
Ohh, nat 1: reroll! Called.
1d20 + 15 - 3 + 1 ⇒ (8) + 15 - 3 + 1 = 21 to hit; (-PA,+bless)
1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14 magic damage.
Edit: Saves!
1d20 + 8 ⇒ (12) + 8 = 20 Will
1d20 + 8 ⇒ (2) + 8 = 10 Will
1d20 + 8 ⇒ (1) + 8 = 9 Will
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)
HP=67/68
Right hand = long sword
Left hand = shield
LoH 1/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 1/3 used
Breath of the Dragon 1/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Mortimer Smith |
Round 1, Init 8
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+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
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, Elemental Fist (Electricity), AC 26/30AoO/23Touch
"Mort, I'm not mad that you were fighting, but that you're wasting good cheese. When you fight, you shouldn't be wasting food, I like cheese."
Well, that's a relief! "I agree, Sol, but at least it was just the Fimboe. That should be fairly easy to replace around these parts."
"Everyone stand back, it's got a bit of a radius."
Wait! What?! What's he doing?! "Ascaria!!! WAIT --" but before he can move, **POOF**, Ascaria springs the acid trap.
Six purple tentacles [ ... ]
WillSaveDc18: 1d20 + 5 ⇒ (10) + 5 = 15
WillSaveDc18: 1d20 + 5 ⇒ (20) + 5 = 25WillSaveDc18: 1d20 + 5 ⇒ (5) + 5 = 10
"What are they!?! Are those even from this planet?! What's happened to Ascaria?!" Why did it take so long to say that?!
Feeling himself slowed, Mortimer pulls a tanglefoot bag out of the Haversack.
Eri Nandri |
Round 1 Init 14 AC:18
knowledge dungeoneering DC:24: 1d20 + 9 ⇒ (20) + 9 = 29
will save DC:18: 1d20 + 7 ⇒ (10) + 7 = 17
will save DC:18: 1d20 + 7 ⇒ (18) + 7 = 25
will save DC:18: 1d20 + 7 ⇒ (10) + 7 = 17
”Ascaria!! Sol, save him!”
Eri casts fireball centered on the giant red dot.
fireball refDC17 dam: 7d6 ⇒ (6, 3, 5, 5, 2, 3, 5) = 29
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 (5/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (1/4 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 |
Tynan shirks a snap of a slimy claw, hitting the closest slug. Solrisa moves swiftly into battle from well behind everyone else. Eri feels the first effects of the creatures' strange, slowing sap, but he's quick enough to burn all three.
Reflex Save DC 17, Red: 1d20 + 4 ⇒ (3) + 4 = 7
Reflex Save DC 17, Blue: 1d20 + 4 ⇒ (14) + 4 = 18
Reflex Save DC 17, Green: 1d20 + 4 ⇒ (3) + 4 = 7
Mortimer takes his sweet time reaching for a tanglefoot bag, while Ascaria fails to slow his own bleeding.
Round 2
Tynan- 23 (-41hp, 3 Will Saves, DC 18)
Solrisa- 22 (Slowed)
O3- 20 (-37hp, -14hp, -29hp)
Eri- 14 (Slowed)
Mortimer- 8 (Slowed)
Ascaria- 8 (-55hp, Really Slowed, like, to Stillness)
Tynan is up! Solrisa has already posted her Round 2 action, which was Slowed to a move action only.
As it's come up, I'm allowing the 5' step as part of the standard action.
Tynan Swale |
Round 2, Init 23
Will Save: 1d20 + 5 ⇒ (20) + 5 = 25
Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
Will Save: 1d20 + 5 ⇒ (11) + 5 = 16
Tynan slowly stabs at the attacking beast, striking it again. With his multitude of wounds, Tynan takes a 5' step back in hopes of living a bit longer.
Sword Attack: 1d20 + 15 + 1 - 1 ⇒ (7) + 15 + 1 - 1 = 22 (studied, bless, -slow)
Sword Damage: 1d6 + 5 ⇒ (1) + 5 = 6
HP:10/52
Saves:Fort 8, Ref 12, Will 5
GM Rat Sass |
The cephalopods march, ever closer, their actions now, by contrast, almost seem lightning quick, as the whole of the party slows painfully.
Green and Blue introduce themselves to Solrisa, both claws seeking to rip and rend. Perhaps the shiny armor attracts them.
Claw Attack, S: 1d20 + 10 ⇒ (14) + 10 = 24 for 1d8 + 4 ⇒ (2) + 4 = 6 damage
Claw Attack, S: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d8 + 4 ⇒ (4) + 4 = 8 damage
Claw Attack, S: 1d20 + 10 ⇒ (6) + 10 = 16 for 1d8 + 4 ⇒ (5) + 4 = 9 damage
Claw Attack, S: 1d20 + 10 ⇒ (5) + 10 = 15 for 1d8 + 4 ⇒ (5) + 4 = 9 damage
Red moves forward, uninterested in seeing meat beat feet, so lashes out at Tynan with its lengthy claws, staggering the man, but not dropping him fully.
Claw Attack, T: 1d20 + 10 ⇒ (3) + 10 = 13 for 1d8 + 4 ⇒ (2) + 4 = 6 damage
Claw Attack, T: 1d20 + 10 ⇒ (19) + 10 = 29 for 1d8 + 4 ⇒ (3) + 4 = 7 damage
Huh, no Rend. That's no fun...
Mortimer and Eri are up for Round 2, and Solrisa and Tynan can take Round 3 actions, not to hold you up. Ascaria is currently underneath Blue.
Solrisa Iome Arabasti |
Round 3, Init 22
Solrisa attacks the blob that is green.
Power attack. One hand.
1d20 + 15 + 1 - 1 ⇒ (5) + 15 + 1 - 1 = 20 to hit; (-slow,+bless)
1d10 + 6 ⇒ (10) + 6 = 16 magic damage.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def) - 1 (slow)
HP=59/68
Right hand = long sword
Left hand = shield
LoH 1/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 1/3 used
Breath of the Dragon 1/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
GM Rat Sass |
Under Solrisa's sunder, Green collapses, its bluish blood beginning to mix with the gnome's red.
Mort, Eri, and Tynan to go...
Ascaria |
Round: 2, Initiative: 8-
Weapon Equipped = None
Conditions = Bless (5/16m), Daylight (4/80m), Sunrod (4/60m), stable
Life Link (8)(100’) = None
Channel Energy (4/9)(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,
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): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria gurgles a little, and some foam flecks out from between his lips.
Con: 1d20 + 1 - 4 ⇒ (14) + 1 - 4 = 11 vs DC 10
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone) <— yes, it’s still active from the last fight. Enjoy!
Daylight
Message
Mortimer Smith |
Round 2, Init 8
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+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
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, Elemental Fist (Electricity), AC 26/30AoO/23Touch
Mortimer pitches the bag at blue.
LSlider: 1d20 + 12 ⇒ (13) + 12 = 25
"Get to the gnome!"
GM Rat Sass |
1d4 ⇒ 3
Reflex Save v DC 15: 1d20 + 4 ⇒ (15) + 4 = 19
The alien thing bloops out of the way for the goo that would seek to nail it to the floor. It can't avoid being covered in the tanglefoot bag's contents, however.
Almost forgot... so busy having fun almost-rending your party members...
The creatures have no weaknesses you can think of, aside from their being easier to hit thanks to slimy hide, but they are immune to electricity, for the rubbery quality they exhibit.
Eri to finish Round 2, then onto Solrisa and Tynan, hopefully literally. For their effect, your Slowed condition lasts another couple of rounds, at which time, it might benefit you to seek ways of avoiding the renewal of the gaze attack...
Tynan Swale |
Round 3, Init 23
Taking yet another strike from the tentacled creatures, and barely hanging onto life, Tynan reluctantly moves away from the battle, hoping the others fare better than he did. He only manages to put another fifteen feet between himself and the beasts, but hopes that will take him out of harm's way. (Tynan makes a Restricted Withdraw)
HP:3/52
Saves:Fort 8, Ref 12, Will 5
Temp: -1 to Attacks, AC, Reflex Saves. Staggered
Eri Nandri |
Round 2 Init 14 AC:18
Eri takes a 5’ step and fires off a couple of admonishing rays at blue.
”Get away from him! How dare you!”
range touch attack, bless, slow, PB: 1d20 + 6 + 1 - 1 + 1 ⇒ (12) + 6 + 1 - 1 + 1 = 19
damage: 8d6 ⇒ (2, 3, 5, 3, 1, 4, 2, 3) = 23
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 (4/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (1/4 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 |
1d4 ⇒ 1
Tynan finds good reason in retreat. Solrisa ends Green, bringing the odds around, a little. Eri fires off two magical rays, and easily hits the purplish thing. You'll need a second attack roll, one for each ray you fire, Eri. Let me...
Ranged Touch Attack #2: 1d20 + 6 + 1 - 1 + 1 ⇒ (14) + 6 + 1 - 1 + 1 = 21 Full damage
Mortimer turns the tables, gunking Blue with a tanglefoot bag. Ascaria stabilizes while almost suffocating under the weight of Blue.
Blue remains in place, taking swings at Solrisa, while guarding its fresh kill. The tanglefoot bag's contents do their job, preventing a sure hit from fully connecting.
Claw Attack, S: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25 for 1d8 + 4 ⇒ (1) + 4 = 5 damage
Claw Attack, S: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18 for 1d8 + 4 ⇒ (1) + 4 = 5 damage
Red moves up, throwing a single claw at Eri. Something in its movements suggests some strange frustration, as Tynan slips out of reach.
Claw Attack, E: 1d20 + 10 ⇒ (17) + 10 = 27 for 1d8 + 4 ⇒ (8) + 4 = 12 damage
Round 3
Tynan- 23 (-48hp, Slowed)
Solrisa- 22 (Slowed)
O3- 20 (-53hp/dying, -14hp/-23hp NL, -29hp)
Eri- 14 (-12hp, Slowed)
Mortimer- 8 (Slowed)
Ascaria- 8 (-55hp, Really Slowed, like, to Stillness)
Eri, Mortimer, and Asc...Eri and Mortimer to finish Round 3, Tynan and Solrisa can post Round 4 actions, as well.
Ascaria |
Round: 3, Initiative: 8-
Weapon Equipped = None
Conditions = Bless (5/16m), Daylight (4/80m), Sunrod (4/60m), stable
Life Link (8)(100’) = None
Channel Energy (4/9)(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,
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): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
The foam bubbles a little, flecking in and out of his mouth as he struggles for breath under the monstrosity above him.
Ascaria continues to rest.
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Mortimer Smith |
Round 3, Init 8
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+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
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, AC 26/30AoO/23Touch
The alien thing bloops out of the way for the goo that would seek to nail it to the floor.
Shoot! I knew I should have thrown the sinker! Might have plastered poor Ascaria to the ground, though.
Mortimer watches the Blob (R) inch forward. That's right, come to me.... He takes a five foot step and throws a straight punch.
Hit: 1d20 + 13 + 1 - 3 ⇒ (9) + 13 + 1 - 3 = 20 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (4) + 4 + 6 + (6) = 20 +PA, +Cold, Magic
Solrisa Iome Arabasti |
Round 4, Init 22
Solrisa attacks blue.
Power attack. One hand.
1d20 + 15 + 1 - 3 - 1 ⇒ (1) + 15 + 1 - 3 - 1 = 13 to hit; (-slow,-PA,+bless)
1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18 magic damage.
Nat 1 reroll. Called. 1/1 used.
1d20 + 15 + 1 - 3 - 1 ⇒ (4) + 15 + 1 - 3 - 1 = 16 to hit; (-slow,-PA,+bless)
1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13 magic damage.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def) - 1 (slow)
HP=53/68
Right hand = long sword
Left hand = shield
LoH 1/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 1/3 used
Breath of the Dragon 1/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Eri Nandri |
Round 3 Init 14 AC:18
Eri takes a 5’ step and fires off a couple of admonishing rays at blue.
”Get away from ME!!! How DARE you!”
range touch attack, bless, slow, PB: 1d20 + 6 + 1 - 1 + 1 ⇒ (14) + 6 + 1 - 1 + 1 = 21
damage: 4d6 ⇒ (5, 6, 4, 5) = 20
range touch attack, bless, slow, PB: 1d20 + 6 + 1 - 1 + 1 ⇒ (10) + 6 + 1 - 1 + 1 = 17
damage: 4d6 ⇒ (2, 6, 5, 5) = 18
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 (3/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (1/4 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