Just to clarify, the 18 missed the drider while it was flat footed? And while the attack said Sling the shot was from an arrow. My bad, I had gone back and forth about which weapon.
With little else he can do the rogue chooses not to move in the web and instead uses it for cover to hide. Once hidden he fires again. Move action to hide in the cover then standard to fire.
Stealth: 1d20 + 16 ⇒ (19) + 16 = 35
Short Bow: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 281d6 + 4 + 2 + 3d6 ⇒ (1) + 4 + 2 + (1, 1, 1) = 10 Not sure you are counting the sneak attack. Not sure I care with my rolling three 1s. sigh. actually 4 1s counting the regular damage.
Sorry for no post, back in business! @Lyr - no. @Saphren - he has a high natural AC and is a particularly nasty drider. @Zoso - difficult terrain, you can move at half speed.
Brenna's arrow goes wide as Zoso manages to extract himself from the webs. Saphren ducks out of sight, and then uses the distraction from the drider to fire off an arrow which manages a glancing blow.
Lyr, Zoso, and Trig are up!
Zoso continues his buff. Though not everyone is in range of it anymore, at least him and Saphren can still benefit.
"Together we shall go until we die. My, my, my."
He moves out from cover and fires an arrow at the drow-bomination.
Point Blank: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Lyr ducked behind the cover of the wall and began a summoning spell. Goes off at the beginning of next round. Based on my positioning, I think I can give myself total cover from the Drider while I cast (unless it moves)
Hey Brenna, a note - I missed that you had stepped on the green gunk. It hurts.
Brenna's Fort Save: 1d20 + 9 ⇒ (9) + 9 = 18
Bat!: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Magic Missile: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12
Trig's summoning spell completes and a dire bat appears in the air above her. She begins the hard slog through the web spells as the bat zooms off to attack the drider. Zoso's arrow goes wide and Lyr starts a summoning spell of his own. The bat fails to strike the drider, but the drider wobbles dangerously as it tries to steady itself in its levitation spell.
Meanwhile, Brenna slogs through the alchemical waste, and realizes it's starting to burn her. As well, the fumes make her head swim but she manages to keep her lunch down.
Realizing its aerial advantage is lost, the drider floats down to the wall before scampering down to the south side. Once it gets down, it blasts Saphren with a magic missile.
Everyone is up! The Drider is on the ground, behind a 10' high wall. Brenna takes four acid damage, and Saphren takes 12 force damage. Brenna, you take 1 acid damage for every 5' you move in the green stuff.
"Ow ow ow ow ow," Brenna says as she races to get out of the gunk.
She takes the shortest route out and hustles to get around the structures to where she can get a bead on the drider from the other side.
Took another 4 damage. Double move to where I am now!
"Don't make me regret this..." Zoso tells Saphren before rushing off. "Hit it hard!"
"When mountains crumble to the sea.."
Zoso continues to sing a he runs around the drider, setting up a flank for Saphren.
On mobile but it looks like I can do it without AOO, if not then..
Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12
Saphren does not have the heart to tell Zoso that he can charge and catch the enemy flat footed without a flank from the bard. He watches the bard move into threatening position before launching himself at the enemy, knowing that the flank will be helpful next round.
+1 Cold Iron Falchion: 1d20 + 10 + 2 + 2 + 2 ⇒ (11) + 10 + 2 + 2 + 2 = 272d4 + 10 + 6 + 2 + 3d6 ⇒ (1, 3) + 10 + 6 + 2 + (4, 1, 1) = 28 If that hits it also adds a debilitating injury (Disoriented) which gives the creature -4 to hit Saphren and -2 to hit anyone else for a round. Not the bonuses to hit are from charge, flank, and bard song. If the charge provokes please add his mobility to his AC.
|Little Glowy Ball Of Light|
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A glowing orb unfolded into existence above Lyr. He spoke to it reverent ly for a moment, and it flew upward to fire at the Drider.
Summon a Lantern Archon. It acts right away.
Ranged Touch, Lantern Archon Light Ray, Inspired: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Light Ray Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Also, the Drider needs to make a DC 13 Will save against the Archon's Aura of Menace
Round 1 of 6
Will: 1d20 + 9 ⇒ (20) + 9 = 29
Attack: 1d20 + 11 ⇒ (16) + 11 = 27 Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Bite: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Saphren charges and with the muscle that only a pissed-off half-orc can offer, he slams his falchion home brutally into the drider. At the same time, a lantern archon appears in the air and zaps the drider. The giant bat then flaps its way southwards to get in position to munch on the drider some more. Trig scampers around the outside of the range of the web spell.
Suddenly set upon by all siders, the drider rises up, its horrifying drow/spider face chittering before it starts thumping on Saphren. Two of its attacks miss, but the third crunches into his shoulder.
Saphren takes 9 damage. Everyone is up!
Shifting to flank with the dire bat if necessary Saphren pushes the attack, happy to have advantage for at least a short time.
+1 Cold Iron Falchion: 1d20 + 10 + 2 + 2 ⇒ (14) + 10 + 2 + 2 = 282d4 + 10 + 6 + 2 + 3d6 ⇒ (2, 4) + 10 + 6 + 2 + (1, 6, 4) = 35
Copied from errant post on the discussion thread.
Brenna seems to waver as she tries to decide whether to keep firing the bow, or just dive into the melee. Finally she mouths "f*&^ it" and ditches her bow, races across the field drawing her axe as she goes, and brings it down at the drider at the end.
Battleaxe attack: 1d20 + 12 ⇒ (12) + 12 = 24
Battleaxe damage: 1d8 + 5 ⇒ (2) + 5 = 7
Note that her shield is not readied, so Brenna is currently AC 21.
|Little Glowy Ball Of Light|
A second lantern archon popped into existence and joined the first one's barrage of firing.
First archon, round 2/6
Ranged Touch 1: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 ⇒ 2
Ranged Touch 2: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 ⇒ 5
Second archon, round 1/6
Move into position opposite the first.
Ranged Touch: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 ⇒ 5
Also, another Will save vs. the second Archon's Aura of Menace.
Then Lyr drew an arrow from his utility quiver. The tinder twig striker scraped along the rough interior of the quiver, lighting the arrow as it came free.
Rather than fire it, he used it to start burning away the webbing.
Fastest way I could think to make fire. I don't trust my ability to make CMD or Escape Artist checks, so I'm just going to burn my way out of the web.
Lyr burned a pathway through the web with a flaming arrow. Then he snuffed it out underfoot. Idly he considered ways to make incendiary arrows that could be recovered like most of his other arrows, but put it out of his head for now.
As Lyr gathers you up to heal everyone, you get a good look at the entrance. The acidic, noxious substance covers most of the terrain leading into the alchemy lab. However, as Brenna quickly found out it is non-lethal unless someone wants to take a bath in it. It does, however, smell disgusting and could quickly overwhelm someone of a lesser constitution. The only obvious entrance is straight north.
On the body of the drider you find a masterwork heavy mace, and a masterwork long bow with twenty arrows.
"Yeah a little.. oh, thanks." Zoso dusts himself off and eyes the eerie green goo with an distrusting look.
"That stuff, looks pretty vile. Can anyone fly?" His eyes slowly move to the lantern archon hovering near by.
Saphren picks up the mace and swings it a time or two. I like the weight of this. Prefer my falchion but sometimes you gotta bash things. Ima hand on to this for now unless someone else needs it.
Responding to Zoso Saphren says Hey, flyin would be a good trick. Gotta pick that up some time. But for now I can do this. When the others are ready Saphren activates his slippers of spider climbing and climbing onto the wall avoids the aclhemicals as he skitters in quietly.
Stealth: 1d20 + 16 ⇒ (18) + 16 = 34
Lyr crouches to take a better look at the substance.
Craft Alchemy to identify substance: 1d20 + 8 ⇒ (11) + 8 = 19
"Can you, uh, make this stuff go away? It's itchy and burns the eyes and lungs," says Brenna.
Back! Merry whatnots and happy other things!
Ilverae: 1d20 + 11 ⇒ (11) + 11 = 22
Trogs: 1d20 ⇒ 81d20 ⇒ 61d20 ⇒ 151d20 ⇒ 31d20 ⇒ 151d20 ⇒ 4
Lyr investigates the reeking green substance that has coated the ground around this part of the laboratory. It doesn't appear to be any single substance, but rather the result of many different kinds. To hazard a guess, it is probably a dumping ground for alchemical waste.
Quiet as a mouse, the brawny half-orc skitters into the lab. The horrid, familiar stench of troglodyte hits him as he takes in the lab.
Beneath the dome, a roaring fire blazes in the center of a cluttered chamber. Above the fire, a trio of kettles bubble furiously, with a column of green smoke rising up to a hole in the ceiling. Beyond, a pair of tall glass tanks sits against the far wall, one green and the other oily black. Tools and laboratory equipment are scattered about the room on tables or hung from hooks on the wall. There is an overpowering stench in the air, mixed in with the smell of burning chemicals.
Standing at the back of the table is a female drow, looking curiously at a vial of green goo. Six troglodytes wander around. She chats to a troglodyte in her own language, which stares back at her stupidly.
Lyr squinted his good eye and made a disgusted noise. "It is just waste. It shouldn't do much other than itch and smell bad. If you want to be rid of it, some soap and water would probably work. That or fire."
Shrugging he moved along silently after Saphren.
Stealth: 1d20 + 13 ⇒ (13) + 13 = 26
"Pungent. Stings the nostrils," says Brenna in reply. "I got a bit of a burning in my breath while moving through it. That's why I was hoping we could clean it up somehow, or find a way to get in without getting burned again."
"I can't smell it." Lyr said quietly over his shoulder. "Here."
He handed back a small vial. "Dab it under your nose and drink the rest."
Stillgut. It grants a +5 bonus angainst saves vs. being sickened or nauseated for one hour.
I was trying to obliquely figure out how to explain that it actually causes damage when moving through it.
Holding off for a second since I don't think Brenna is going to voluntarily go through the sludge again. The toxic waste causes 1 point of damage per square moved through, as well as forcing a save vs nausea. Let me know if you're just walking through with stillgut (and who has the stillgut) or if you have another approach. Saphren spider climbed in.
As the group quietly confer, Saphren watches the drow woman order a troglodyte to drink something. It looks uncertainly at the vail, downs it, and begins vomiting noisily in the corner while the rest point and laugh.
I will if it winds up being our only way in, but I think it would be better not to take damage needlessly if we can avoid it!
There's always the plan of "make a back door with adamantine weapon"...
That would certainly serve as the distraction Saphren is waiting for. :) But I suspect it would take rounds if not 10s of rounds to do so, right?
Probably, though it really depends upon the hardness and hit points of the wall. Stone is usually hardness 8 (so ignored by the adamantine) with 15 hit points per inch of thickness. So, if power attacking and swinging twice per round, that's just a few rounds of work to bust through a wall if it's inch-thick stone. If it's half a foot thick, probably closer to that ten-round estimate.
It's not really a single chemical but various bits and pieces mixing together in different states for a general 'bad' result. You could dilute it, wash it away, put something over it, clear or filter the air you breathe, or so forth. But there's not like, a thing you can just mix up and dump in it to make it go away.
Toxic waste! If it were easy to clean up, they wouldn't just dump it. :D
"I know a recipe to deal with airborne toxins like this, but I did not prepare it. It will be painful, but I can heal us once we are through it. Or we can find another way."
I see two votes to just charge through the stuff. So it shall be.
The group stand at the edge, ready themselves, and bolt through the toxic waste! The fumes nearly overwhelm poor Trig, but you all manage to dash into the room to the drow and her minions! Neither group are surprised, except for Saphren who gets the opportunity for an early action.
Trig Fort: 1d20 + 6 ⇒ (7) + 6 = 13
Zoso Fort: 1d20 + 4 ⇒ (20) + 4 = 24
Brenna Fort: 1d20 + 9 ⇒ (7) + 9 = 16
Lyr Fort: 1d20 + 6 ⇒ (20) + 6 = 26
"NO!" screams the drow. "You'll ruin everything!"
Saphren: 1d20 + 5 ⇒ (18) + 5 = 23
Brenna: 1d20 + 1 ⇒ (5) + 1 = 6
Trig: 1d20 + 6 ⇒ (12) + 6 = 18
Zoso: 1d20 + 4 ⇒ (18) + 4 = 22
Lyr: 1d20 + 2 ⇒ (18) + 2 = 20 (+2 in surprise)
Drow: 1d20 + 6 ⇒ (20) + 6 = 26
Trogs: 1d20 - 1 ⇒ (8) - 1 = 7
Saphren (surprise only)
Saphren (round one)
Everyone but Saphren takes 5 damage. Trig is nauseated. Saphren is up! You have a standard action to play with in this surprise round.
Unable to reach the drow in the surprise round Saphren tried to take out one of the trogs. Charging along the way he attacks the left-most one hoping to catch it flat footed.
+1 Cold Iron Falchion: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 162d4 + 10 + 3d6 ⇒ (2, 2) + 10 + (5, 1, 3) = 23
If this hits and does not drop the creature it can have a Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Forgot about Trog stench.
Trig's Fort: 1d20 + 6 ⇒ (1) + 6 = 7
Saphren's Fort: 1d20 + 5 ⇒ (5) + 5 = 10
Lyr's Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Brenna's Fort: 1d20 + 9 ⇒ (2) + 9 = 11
Zoso's Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Saphren leaps from his hiding spot, riding his falchoin down onto a troglodyte which dies noisily. As you all charge in, you are overwhelmed by the horrifying, garbagey smell of the troglodytes. Trig succumbs once more and just leans against the wall to vomit noisily into the toxic waste. She's ahd better days.
The drow opens her mouth and begins singing a strange, alien song which seems to motivate the troglodytes.
Everyone but Brenna and Zoso is up!
Drow (inspire courage)
Saphren (round one)
Zoso (inspire courage)
The rogue, still on on the wall moves around to the next trog and attacks. Assumed he is sickened. Hmm. This is a poison effect. Perhaps the antitoxin should help the saves... ?
+1 Cold Iron Falchion: 1d20 + 10 + 1 + 2 ⇒ (11) + 10 + 1 + 2 = 242d4 + 10 + 3d6 ⇒ (4, 1) + 10 + (6, 4, 2) = 27
Trog stench is a poison effect (see stench rules), and he's under the effects of Antitoxin from earlier. That gives him an additional +9 on his saving throw.
Lyr puts an arrow in the Drow's mouth.
Attack, Point Blank, Hatred, Drow Bane Arrow: 1d20 + 7 + 1 + 1 + 2 ⇒ (20) + 7 + 1 + 1 + 2 = 31
Damage, point blank, bane: 1d8 + 2 + 1 + 2 + 2d6 ⇒ (4) + 2 + 1 + 2 + (3, 2) = 14