Kinn |
Have you ever rolled a good Stealth check? Lol.
Kinn backs him up, but lets the better eyes go first. Kinn sniffs the air, for any sense of lingering evil more than actual odors. Detect Evil scan.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Endar the Entertainer |
Endar also keeps his eyes peeled, and signals for Compy to get big.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
GM thunderspirit |
With those Perception checks, it must be foggy out. :-P
GM thunderspirit |
Once Achmed points it out, the rest of the party can hear it too. It doesn't seem as though it is approaching necessarily, just present. The rhythm is odd as well, discordant and without consistency.
Kinn |
"Indeed. Let us search the bones. The crypt is said to be... beneath them."
Kinn continues searching the enormous skeleton. Perception: 1d20 + 2 ⇒ (5) + 2 = 7
GM thunderspirit |
Reasonable.
As the party investigates the massive skeleton, the buzzing sound appears to get more prevalent.
Everyone needs to make a Will save. Mind-affecting, but not fear-based, effect.
Endar the Entertainer |
Endar Will: 1d20 - 1 ⇒ (19) - 1 = 18
Compy Will: 1d20 + 0 ⇒ (18) + 0 = 18
GM thunderspirit |
Uh oh. +2 if it's an enchantment effect...
Kinn: it's a compulsion, so yes. However, the DC is 15, so...
Valgrim Will save: 1d20 + 8 ⇒ (7) + 8 = 15
Achmed, Kinn, and Mordenaar feel confused and unable to determine their actions!
Achmed: 1d20 + 1 ⇒ (1) + 1 = 2
Endar: 1d20 + 8 ⇒ (3) + 8 = 11
Kinn: 1d20 + 0 ⇒ (20) + 0 = 20
Mordenaar: 1d20 + 7 ⇒ (20) + 7 = 27
Valgrim: 1d20 + 7 ⇒ (15) + 7 = 22
baddie: 1d20 + 3 ⇒ (12) + 3 = 15
Round 1
Mordenaar
Valgrim
Kinn
baddie
Endar
Achmed
Mordenaar (confused), Valgrim, and Kinn (confused) are up!
Valgrim |
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Valgrim sees nothing in the area that equate with danger but he does notice Kinn behaving slightly odd..."Kinn are you well?" he asks and keeps scanning the area looking for the buzzing sound. He readies his bow and moves to the north end of the skeletal remains...
Mordenaar |
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
???: 1d100 ⇒ 80
Mordenaar immediately turns on Kinn and stabs his friend:
Sinister: 1d20 + 6 ⇒ (3) + 6 = 9 Miss, and Dexter: 1d20 + 6 ⇒ (6) + 6 = 12 miss!
Glad my Jeff rolls didn't go away for that.
Valgrim |
"BY THE STARS MAN WHAT HAS GOTTEN INTO YOU!" Valgrim exclaims after seeing what Mordenaar just did...
GM thunderspirit |
The buzzing, which evolves into a sort of babbling gibberish, gets slightly louder as Valgrim moves up, but he is able to shut his mind to its madness.
Achmed, Kinn, and Mordenaar can make a second Will save or be confused for another round; Valgrim and Endar can make another Perception check and take full actions.
Valgrim |
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
The half elf is still oblivious to danger but does direct his attentions to his companions...
"Achmed! Use some spell to stop this madness!" the archer says to the sorcerer as he walks over to the ifrit.
Kinn |
Will: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
"Whuh!" Kinn shakes with a start, as if from a bad dream. He turns and sees Mordenaar's blood flowing down his cheek -- proof that this was no dream. "Sorry, brother," he murmurs, placing a hand on the wound.
Lay on Hands @ Mordenaar: 3d6 ⇒ (3, 6, 3) = 12
"That buzzing..." he says to the others. "We must silence it." He looks around carefully for a source and steps forward.
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Endar the Entertainer |
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Endar sees nothing useful, so resorts to grabbing one of his confused friends, in this case Mordenar, and shaking him. "SNAP OUT OF IT!"
GM thunderspirit |
Confused party is confused.
While technically I think Mordenaar is supposed to attack whomever harmed him, I'mma let it stand cos babbling like an idiot is more fun anyway. :-)
Achmed and Mordenaar continue to be confused, though Kinn shakes off the effect and tries to make amends for not being in his right mind.
Valgrim's sharp eyes make out some sort of movement by the dead wyrm's head, although the skeleton itself does not appear to be what is moving.
Achmed and Mordenaar can make another Will save or be confused for another round; Endar, Kinn, and Valgrim can each make another Perception check and take full actions.
Achmed Ifit |
Confused party is confused.
While technically I think Mordenaar is supposed to attack whomever harmed him, I'mma let it stand cos babbling like an idiot is more fun anyway. :-)
Achmed and Mordenaar continue to be confused, though Kinn shakes off the effect and tries to make amends for not being in his right mind.
Valgrim's sharp eyes make out some sort of movement by the dead wyrm's head, although the skeleton itself does not appear to be what is moving.
** spoiler omitted **
Achmed and Mordenaar can make another Will save or be confused for another round; Endar, Kinn, and Valgrim can each make another Perception check and take full actions.
Will: 1d20 + 5 ⇒ (13) + 5 = 18
Endar the Entertainer |
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Perception Compy: 1d20 + 5 ⇒ (12) + 5 = 17
Endar sees the moving thing, and decides to move up and blindly stab at it with his pike.
pike: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d8 + 7 ⇒ (8) + 7 = 15
GM thunderspirit |
Can't quite get there, Endar, sorry. But you do see it...
[spoiler=If Perception check is made, DC 25 Kn (dungeoneering)]Gibbering mouthers are amorphous (immune to precision damage and able to move through small spaces without squeezing), and their eyes prevent them from being flanked.
Kinn, Valgrim!
Kinn |
Can't make the check.
"What? What do you see?!" Kinn rushes after Endar, trying to take in the wind through his nostrils. Standard action for Detect Evil in direction Endar is heading.
Endar the Entertainer RPG Superstar 2014 Top 16 |
GM thunderspirit |
Kinn does not detect evil from that direction.
Valgrim!
Valgrim |
Valgrim double moves to the right to a spot where he can take a good shot on the target...and watches his back for fear of more confusion attacking him...
GM thunderspirit |
The horrid thing emits a stream of greenish spittle at Compy!
spittle vs. Compy's touch AC: 1d20 + 8 ⇒ (5) + 8 = 13
If hit, DC 20 Fort save or blinded for 1d4 ⇒ 1 rounds!
It then moves five feet up and full attacks Endar!
bite 1: 1d20 + 9 ⇒ (15) + 9 = 24
bite 1 dmg: 1d4 + 2 ⇒ (3) + 2 = 5 plus free grab attempt
grab: 1d20 + 9 ⇒ (15) + 9 = 24 Success!
bite 2 vs. grappled AC: 1d20 + 9 ⇒ (1) + 9 = 10
bite 2 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
bite 3 vs. grappled AC: 1d20 + 9 ⇒ (14) + 9 = 23
bite 3 dmg: 1d4 + 2 ⇒ (3) + 2 = 5
bite 4 vs. grappled AC: 1d20 + 9 ⇒ (14) + 9 = 23
bite 4 dmg: 1d4 + 2 ⇒ (3) + 2 = 5
bite 5 vs. grappled AC: 1d20 + 9 ⇒ (8) + 9 = 17
bite 5 dmg: 1d4 + 2 ⇒ (4) + 2 = 6
bite 6 vs. grappled AC: 1d20 + 9 ⇒ (11) + 9 = 20
bite 6 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Ouch.
Endar faces the initial attack with some bravado, then reels from the beast coming at him every which way!
You guys are up!
Kinn |
Kinn rushes to his comrade's side, eyes filled with determined fury. Maffei's blade flashes down.
Scimitar @ Mouths: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
GM thunderspirit |
Mini-update:
Achmed launches a magic missile at the monster!
Mordenaar moves and studies!
Kinn moves and slashes at it! His scimitar hits, but seems to dull on the skin of the beast!
Corrected knowledge checks, cos I'm a BB Code idiot:
Endar, Valgrim!
Endar the Entertainer |
"Compy! Flank!" Endar says, and Compy dutifully runs around the creature, trying to avoid its attacks.
Acro: 1d20 + 7 ⇒ (1) + 7 = 8 It's probably immune to flanking, but Endar doesn't know that.
Endar and Compy both then attack the thing.
pike: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 + 7 ⇒ (5) + 7 = 12 plus sneak (if applicable): 1d6 ⇒ 5
compy bite: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 4 ⇒ (1) + 4 = 5 plus sneak (if applicable): 1d6 ⇒ 3
Valgrim |
Valgrim will send an arrow at the foe after he moves closer...
CLB+PBS: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23...DMG: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
He will also be on the look out for a particular nasty melee attack and use his preacher warning ability if need be...
When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
GM thunderspirit |
Endar: please update your header with the damage done by the monster; I'm pretty sure you're not still at 29/29. ;-)
Valgrim: I presume that works on a grapple check?
Endar the Entertainer |
Yikes! Don't know how I missed that. Yeah Endar is hurting.
Compy fort save from above: 1d20 + 6 ⇒ (18) + 6 = 24