| Xeram |
I still remember the r-uh -roh, from the old animated series, do you mean that one?
Of course Xeram picked Gertrart, they are on the investigation together after all.
What would we do.
Sensing magic around the 'guards', Xeram discreetly pokes Gertrart.
"This is abnormal, these two radiate magic."
Xeram observes the aura with a spellcraft.
Take 10 for 22, if able.
I'll wait for the outcome of the spell.
| Xeram |
Cast message to Gertrart, and any guards/fellow villains within sight.
To the 'loyal' guards: The two guards near myself an Gertrart, are imposters. Subdue them to your heart's content, but leave them alive.
I want them alive, NO disintegration.
To my fellow villains, just the note that the guards are imposters.
Speaking in gnomish, Xeram casts shield on himself, followed by DC 16 sleep on the two.
Taking some safe distance of course.
| Grymp |
Alrighty then, so we're going 50-50 on this. Low is group Malleck encounters them, and high is group Xeram.
Random: 1d100 ⇒ 46
Malleck and Nubis roll your attacks.
| Gertrart aka Blood Desecrator |
Hmmm... sounds like a good chance to study these targets, before initiative is rolled. :)
EDIT: or a teleport. (ninja'ed :)
| Grymp |
Mordecai: 1d20 - 1 ⇒ (3) - 1 = 2
Gertrart: 1d20 - 1 ⇒ (19) - 1 = 18
Malleck: 1d20 + 1 ⇒ (10) + 1 = 11
Taeral: 1d20 + 4 ⇒ (14) + 4 = 18
Xeram: 1d20 + 2 ⇒ (7) + 2 = 9
Gerion Joth: 1d20 + 0 ⇒ (14) + 0 = 14
Beth: 1d20 + 6 ⇒ (6) + 6 = 12
Darus: 1d20 + 6 ⇒ (10) + 6 = 16
| Malleck of Alerion |
Nubis Charge: 1d20 + 7 ⇒ (4) + 7 = 11
Malleck Charge Smite: 1d20 + 19 ⇒ (13) + 19 = 32
Smite: 1d8 + 5 + 2d6 + 7 ⇒ (4) + 5 + (6, 2) + 7 = 24Good outsider= extra +8
| Grymp |
Nubis misses, but Malleck gets a solid hit against his opponent.
The one that Nubis attacked lets out a loud baying sound at Nubis...
Nubis Will: 1d20 + 5 ⇒ (4) + 5 = 9
Nubis disappears with a -POP-
The one Malleck attacked makes spell casting motions...
Concentration Check: 1d20 + 18 ⇒ (13) + 18 = 31
And disappears.
The rest of the party has not been informed that Malleck has found them, but I'll permit you a DC 15 Perception to have heard the baying noise of the one combatant. If you succeed, you can start moving towards the combat and be there in 3 rounds.
Malleck is up.
Beth - 32, Invisible (12)
Darus -
| Grymp |
Gertrart and Xeram are paired up
We'll assume Gerion and Mordecai are too.
Only one in a pair need make the Perception check for both to start moving to the fight.
| Malleck of Alerion |
Malleck will step up to the other creature, and do a full attack on it, while shouting out an alarm that there are intruders
too bad i can't have 2 smites active... edit: yey for multi-smite
Attack 1: 1d20 + 12 + 5 ⇒ (9) + 12 + 5 = 26
Attack 2: 1d20 + 7 + 5 ⇒ (12) + 7 + 5 = 24
Damage 1: 1d8 + 5 + 1 + 10 ⇒ (3) + 5 + 1 + 10 = 19
Damage 2: 1d8 + 5 + 1 + 5 ⇒ (2) + 5 + 1 + 5 = 13
K.Planes: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
-Posted with Wayfinder
| Xeram |
Hmm, what's that noise?: 1d20 + 12 ⇒ (12) + 12 = 24
"Gertrart, something is amiss, i hear Malleck yelling."
If we, instead of double move, just run. Do we get there in less turns? Running allows for 4 times movement in light or medium. 5 times for no armor, i think?
| Malleck of Alerion |
x4 light load. X5 only if you have the feat run
-Posted with Wayfinder
| Gertrart aka Blood Desecrator |
"Wait a minute," Gertart holds a fist up for silence. "did you hear...?" 1d20 + 9 ⇒ (7) + 9 = 16 "I hear it too. Let's move.
| Grymp |
Running requires a straight line, you need to go around corners and up stairs and such.
| Gertrart aka Blood Desecrator |
Run is straight line only. Even if we have a straight line (of which the horn doesn't have many) I assume Grymp already assumed we do.ninja'ed!
"He is going to kill it before we get there isn't he?"
| Grymp |
With them glamered as they are, I'm going to rule that Malleck can't tell what they are with his knowledge check.
Both of Malleck's attacks hit the second guard, who steps back, does some magic and disappears.
As Malleck notified everyone this round, your 3 rounds starts and, assuming you step out smartly towards the fight, you can act in round 4. Stopping to buff will slow you down.
So, the good guys acted, back to Malleck.
I intend to let Malleck fight his own battle here and not bot him.
stuff: 1d8 + 5 ⇒ (2) + 5 = 7
Beth - 25, Invisible (11)
Darus - 32, Invisible (12)
| Grymp |
Fixing the damage Malleck did.
Beth - 25, Invisible (11)
Darus - 38, Invisible (12)
| Malleck of Alerion |
if i have more than 2 rounds... and Nubis was just banished, not killed, 1st round. Summon him back. 2nd round Prot Good on self. 3rd round prot good on Nubis and have him track them
-Posted with Wayfinder
| Malleck of Alerion |
1st round. Summon back. 2nd round. Prot good on self. 3rd round prot good on nubis and instruct him to try and find the intruders
-Posted with Wayfinder
| Grymp |
Ok, so in round 2, you start to resummon Nubis. This provokes an AOO.
Bite: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 321d8 + 4 ⇒ (7) + 4 = 11 Hit
Trip: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28 Success, Malleck falls prone
Malleck will need to make a concentration check.
Malleck's AC against them should be 30 right, no Dex because they are invisible.
Ok, then both of them attack Malleck while flanking and he is prone.
Bite: 1d20 + 14 + 2 + 2 + 4 ⇒ (17) + 14 + 2 + 2 + 4 = 391d8 + 4 ⇒ (4) + 4 = 8
Bite: 1d20 + 14 + 2 + 2 + 4 ⇒ (17) + 14 + 2 + 2 + 4 = 391d8 + 4 ⇒ (1) + 4 = 5
Two more hits. If Malleck succeeded on his first concentration check, he needs to make two more.
Ok, third round!
| Grymp |
He could, but he didn't say he was. I stated that Beth did so in the first round, and made her concentration check.
| Grymp |
Those concentration checks should be DC 25, 22, and 19 respectively.
If any of you cast against them, go ahead and make your SR rolls please.
Beth - 25, Invisible (10)
Darus - 38, Invisible (11)
| Malleck of Alerion |
Concentration: 1d20 + 9 ⇒ (8) + 9 = 17
Malleck is surprised that they even dare to try and attack him like cowards, he forgoes to summon his planar ally...
IF possible, since there are more rounds i guess, and i still cant see them... channel it is. Excluding allies that he knows are present
| Malleck of Alerion |
LoH: 3d6 ⇒ (6, 5, 3) = 14 Swift. I do not have selective. so not channel. just heal
DG Defense: 1d20 + 9 ⇒ (16) + 9 = 25 move
Get up Standard
HP 52/62
| Malleck of Alerion |
What is DG Drfense?
You know if you stand I'll get AOOs from each, right?
Defence vs Good Defensivly, atleast i'll have an idea where they are, so i can try to attack
| Taeral |
Taeral comes into the area to find Malleck on the ground, bleeding from a few wounds, but not seeing any opponents. He takes a moment to watch where Malleck attacks next and then casts a spell to take away his enemies advantage.
Cast Faerie Fire, 5' radius burst, centered on 1 of Malleck's corners so it will get Malleck and 3 other squares. 3/9 squares effected, 33% chance, but may increase chance once Malleck attacks.
Vs SR: 1d20 + 7 ⇒ (13) + 7 = 20
As I don't know what we are encountering, doing an SR check just in case.
| Malleck of Alerion |
Backup! =^^= of the arcane kind!
| Taeral |
Yep, Taeral is here. Had to slightly adjust action to go after your attack, to increase chance of catching at least one of them in the effect.
| Gertrart aka Blood Desecrator |
Grymp wrote:Defence vs Good Defensivly, atleast i'll have an idea where they are, so i can try to attackWhat is DG Drfense?
You know if you stand I'll get AOOs from each, right?
I'm not familiar with 'good defensive'. Do you mean Total Defense, or is it something else? Just curious :)
| Grymp |
Ok, the two AOOs as Malleck rises, flanking and he is prone.
Bite: 1d20 + 14 + 2 + 2 + 4 ⇒ (1) + 14 + 2 + 2 + 4 = 231d8 + 4 ⇒ (6) + 4 = 10
Bite: 1d20 + 14 + 2 + 2 + 4 ⇒ (6) + 14 + 2 + 2 + 4 = 281d8 + 4 ⇒ (3) + 4 = 7
Two misses.
As the two critters are flanking Malleck, one of them is hit with faerie fire, we'll say Beth!
Ok, each of the two creatures howls loudly. All evil creatures within 80' must make a DC 18 Will save, or be affected as if by the fear spell.
Make the save twice, since the two creatures both howl.
Beth then moves past Malleck, who if he made the saves can take an AOO. This has Beth moving away from Taeral's end of the hallway.
Ok, fourth round!
Gertrart's group comes into the same end Taeral did, and Gerion's group comes into the hallway from the other end.
You can see Malleck, and an invisible guard that has faerie fire on it.
Be sure you made both of the Will saves!
Beth - 25, Invisible (9), Faerie Fire
Darus - 38, Invisible (10)
| Malleck of Alerion |
Will vs Fear: 1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20
Will vs Fear: 1d20 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18
Felling the effect poke at his mind, he quickly shakes it off before he takes his chance and attacks the now visible creature as it tries to move away
AoO: 1d20 + 12 + 5 ⇒ (7) + 12 + 5 = 24
Smite Damage: 1d8 + 5 + 2d6 + 7 + 1 ⇒ (5) + 5 + (2, 6) + 7 + 1 = 26
| Grymp |
Malleck's AOO hits Beth.
Beth - 50, Invisible (9), Faerie Fire
Darus - 38, Invisible (10)
| Xeram |
Will: 1d20 + 7 ⇒ (19) + 7 = 26
Will: 1d20 + 7 ⇒ (7) + 7 = 14
Xeram outright ignores the first howl, but the second gives him an uneasy feeling in the gut.
"By the arcane, what was that?"
What lvl are they? I'm out for as many rounds as the 2nd one has HD.
| Malleck of Alerion |
[dice=Will]1d20+7
[dice=Will]1d20+7Xeram outright ignores the first howl, but the second gives him an uneasy feeling in the gut.
"By the arcane, what was that?"
What lvl are they? I'm out for as many rounds as the 2nd one has HD.
I think you may get a bonus, since you were far away when it happened, you arrive after they howled... i hope. you know stone, earth, etc
| False Gertrart |
"Not even for a Gerty snack!" the dane-faced half-orc screams and runs back upstairs.
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (7) + 3 = 10 Oh c'mon, you knew that was coming didn't you. I think I can return on R22, depending on caster level.
| Gertrart aka Blood Desecrator |
I was making a lot of assumptions as well, but not class levels (They chewed the faces of the guards like a dog...) Hmmm... can I get a Kn check based on the howl & previous evidence? (KN (planes): 1d20 + 6 + 1d6 ⇒ (14) + 6 + (3) = 23) Oh well, I guess I can count Malleck's unholy rolls as my contribution to combat :o
| Xeram |
Erm...even without checking the d20, now that you recall the 'chewed off', we might be dealing with Hound Archons.
Imagine say...Anubis, with a big sword and a blind hate, BIG HATE, towards everything evil.
| Grymp |
Their effects are done at caster level 12!
These are "moon dogs" being CR 9, it takes a DC 24 planes check to know cool stuff about them.
Once they are finally defeated, I will share their full stats with you guys.
| Malleck of Alerion |
So when i do see them, my previous 25 will be okay then? also, night folks. long day in the morning