| Kirth Gersen |
Jaegr quickly becomes annoyed with the tunnel. The footing is so soupy that he makes progress at about half his normal (slow) speed, so 10 feet is all he can manage as a move action. If it came to combat, a quick 5-foot step would probably be out of the question without a lot of effort (DC 20 Acrobatics).
| Kirth Gersen |
So, moving right along, I'm assuming everyone is following Jaegr and Caspian up the tunnel.
The latter's keyed-up nerves prove to be useful -- Caspian can't see a thing in the darkness of the tunnel, but he hears a faint swish up ahead, like very stealthy footsteps in the water.
| Jaegr "Knock Knock" |
Jaegr readies his weapon and looks around hoping his eyes pick something out. If not he nods to Caspian to send the lights out ahead.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6 If this is considered underground otherwise only +2 modifier
| Kirth Gersen |
You are indeed underground.
Caspian sends the lights drifting ahead, past the range of the dwarves' darkvision, and even Wyvurn's. About a hundred feet away is a gaunt, prancing figure that appears to be dressed in fool's motley, except it's all gray instead of colorful. Four other humanoid shapes stand behind it.
| Caspian Barefoot |
Caspian seeing the distance curses and not for the first time wishes dancing lights were a flame source for his pyrotechnics spell..
Kirth how much spell research to combine orisons dancing lights and spark....I would name the new orison "Strobe strike" ?
Instead he activates the shield spell hoping that keeps the party (and Jaegr who seems nearly immobile in the sludge) from being torn up by ranged attacks....
| Kirth Gersen |
how much spell research to combine orisons dancing lights and spark....I would name the new orison "Strobe strike" ?
See Spells chapter. Dancing lights (0 level) + Cascade Spell (spark; +1 level) + Extend Spell (instantaneous to 1 round/level; +2 levels) = 3rd level spell. The dancing lights would set afire any Fine-sized, unattended, flammable objects they touched.
| Kirth Gersen |
Instead he activates the shield spell hoping that keeps the party (and Jaegr who seems nearly immobile in the sludge) from being torn up by ranged attacks....
Do you mean sanctuary? That affects only one person unless you use it as an inspiration -- and if you do that, be aware that it will use up 5 rounds' worth of inspiration per round it's in effect, if you want to cover yourself, Jaegr, Kelgan, Wyvurn, and Jed. Also, the effect will be broken if any of you attack.
| Kelgan Cragbelly |
Kelgan looses his bolt as soon as the opportunity presents itself, but it ends up being more of a warning shot than a killing shot.
Arbalest, Fell Shot: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 101d8 + 9 + 6 ⇒ (1) + 9 + 6 = 16 (ignores armor, shield, and natural armor)
Alert Bodyguard: Allies within 30 ft get +2 AC & Reflex during surprise round & vs critical hits.
| Kirth Gersen |
Nice!
The clown gestures sharply, and the four hunched-over shapes begin loping quickly in your direction; the marshy "floor" doesn't seem to impede them, somehow. The jester follows quickly behind them. The four ghouls manage to get to within 10 ft. of you and fill the corridor, two abreast and two deep, with the jester some 15 ft. behind them, putting him 40 ft. from your front line.
| Kirth Gersen |
Witht he difficult terrain my movement would be 10' this round so I could move and attack once?
Yep. Unfortunately you can't take a 5-ft. step into difficult terrain, but you can still wade forward and swing.
Kelgan's shot didn't take into account the sudden movement forward, and his bolt goes winging off ahead.Does someone want to play Wyvurn until/if Chainsaw comes back?
| Jaegr "Knock Knock" |
Jaegr grumbling under his breath slogs through the mush and takes it out on the nearest ghoul.
Furious Focus Power Attack with Stone Power, Scything Blow, and Crushing Blow: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 ⇒ (1) + 16 = 17
Temp HPs: 2d6 ⇒ (3, 5) = 8
| Kirth Gersen |
Wyvurn takes a running leap (using Acrobatics to ignore the terrain) in an attempt to clear the first rank of ghouls and attack the second rank, channeling ki.
Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19
Jump: 1d20 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 4 ⇒ (1) + 4 = 52d6 ⇒ (6, 4) = 10
His starting run is good, but apparently the marshy floor is too squishy for jumping; he just ends up bouncing off Kelgan's armor.
| Caspian Barefoot |
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Caspian starts a new song....
"What do you call a naked hobgoblins ball sack upon a bald dwarfs head? Just the thing to make him mad! A two headed monster of furious face? Run run, away from this place!"
He gives up on a new composition and switches to moves like Jager...
| Kirth Gersen |
Round 2
19 - Assuming Caspian is now inspiring courage
16 - First ghoul attacks, spending immediate action to aid ghoul #2: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 121d6 + 1 ⇒ (6) + 1 = 71d20 + 2 + 2 ⇒ (10) + 2 + 2 = 141d6 + 1 ⇒ (6) + 1 = 71d20 + 2 + 2 ⇒ (3) + 2 + 2 = 71d6 + 1 ⇒ (5) + 1 = 6
Second ghoul attacks, spending immediate action to aid ghoul #1: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 151d6 + 1 ⇒ (5) + 1 = 61d20 + 2 + 2 ⇒ (17) + 2 + 2 = 211d6 + 1 ⇒ (6) + 1 = 71d20 + 2 + 2 ⇒ (4) + 2 + 2 = 81d6 + 1 ⇒ (2) + 1 = 3
Even aiding each other, the ghouls' claws and fangs are unable to penetrate Jaegr's ceramic armor.
The clown gestures and makes rasping sounds, and a cloud of shining mica flakes falls over the party. DC 15 Will or blinded.
| Jaegr "Knock Knock" |
Will Save vs Blindness: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Jaegr will use a grit point as a hero point to re-roll the save
Will Save vs Blindness #2: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
At first Jaegr's sight clouds over but his stubbornness won't let him succumb to the spell. He growls back at the clown, "You need to do better than that if you want to stop me. I'm from the darkness and it won't affect me."
He moves onto the remaining undead creatures in front of him. (Working to finish one off then move the the next. If somehow they both die, I am pretty sure with the way the water is I cannot take a 5' step)
First Attack
Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (1) + 16 + 2 = 19
Second Attack
Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (1) + 16 + 2 = 19
| Wyvurn |
Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
Wyvurn slips through the swirling motes unimpaired growling curses at the clown.
Longsword Attack: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 4 ⇒ (1) + 4 = 5
Longsword Attack: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 4 ⇒ (1) + 4 = 5
Channeled Ki: 2d6 ⇒ (3, 3) = 6
| Kirth Gersen |
Wyvurn: the clown is 40' down the corridor: you could reach him by making an Acrobatics check to ignore the difficult terrain (DC 20 for the first 5 feet; +5 per 5 feet thereafter), but you'd be limited to one attack. If the check succeeds but only gets you half the distance, you could activate your accelerated movement to make up the difference, but that would prevent you from channeling ki that round.
Alternatively, you could stand still and totally annihilate the last ghoul.
| Kirth Gersen |
The jester, cackling now, makes a bunch of gestures (those who can see him) and blows a raspberry. A pea-sized ember streaks from his hand down the hall, then explodes in a burst of fire that envelopes the party!
7d6 ⇒ (4, 3, 4, 1, 2, 1, 5) = 20 ; DC 16 Reflex half.
| Jaegr "Knock Knock" |
Reflex Save (Spell and fire type): 1d20 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13
The knee deep water slows down Jaegr enough for him not to evade the spell. He knows normally it would not have been an issue. The ceramic armor that once was linked to the elemental plane of fire absorbs some of the heat in an attempt to reestablish the link it once had.
8 Fire Damage taken
Jaegr sloshes forward towards the jester, tiring of the game.
Assuming double move to get to him/get closer to him. If I can attack use below, if not there is always next round and new rolls.
HP 44/52
Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiratio: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (4) + 16 + 2 = 22