| Kelgan Cragbelly |
Reflex: 1d20 + 8 ⇒ (11) + 8 = 19 and Evasion
Kelgan's towering shield protects him from the blast, and as the flames blast over them, he instinctively reaches out and yanks the halfling out of the way.
Spending AoO to take all damage from a single attack against shielded ally. Caspian: 0 damage, Kelgan 10 damage.
| Wyvurn |
Reflex: 1d20 + 8 ⇒ (17) + 8 = 25
Wyvurn dives to the side and avoids most of the blast, the charring he does suffer already sloughing off to be replaced with new flesh, although his looks are not improved in the least.
"Yes, clown, you have no hope in this endeavor"
The hobgoblin puts a little supernatural menace behind the words to aid Caspian. Crushing Despair: DC 14
| Kirth Gersen |
Normally, a spell like Caspian's would have no effect on an undead clown, but Caspian's lore enables him to weave effects that not even the dead can ignore. Unfortunately, this one's willpower enables him to resist the compulsion that lies behind Caspian's words (DC 15).
Caspian, if you stop inspiring courage, you can spend inspiration this round to give Wyvurn's spell a chance to work, too. Otherwise, it fails outright.
| Caspian Barefoot |
Caspian senses more clearly now that the clown is not alive at all so of course he could not appeal to the life of an undead.....Caspian switches his inspiration to give the despair a chance to work.....and he gives words to it as well....
Aid another crushing dispair
"Tomorrow, and tomorrow and tomorrow creeps this constant onset of decay; To the last syllable of recorded time; And all our yesterdays have lighted fools
The way to dusty death. Out, out, brief candle! Deaths jester but a walking shadow, a poor clown, That struts and frets his hour upon the stage, And then is heard no more. It is a tale told by the living, for the living, with nothing for the dead to gain or dream."
| Kirth Gersen |
The jester sneered at the attempts to magical compel him, but seeing Jaegr shrug off the blindness and keep coming, he is forced to stop capering -- especially because the dwarf will be in his face in a few more seconds. Quickly, before Jaegr can get within reach, he invokes another spell, and the hallway around him fills with fog. Jaegr can still move forward, but he can barely see 5 feet into the mist, and everything past that is totally obscured.
| Jaegr "Knock Knock" |
Not sure how big of an area it is down here. If Jaegr doesn't hear him and it is a more open area Jaegr will move as much as he can first to where the jester was, then zig zag movement around to find him start on Jaegr's left (the jester's right). If he accidentally finds him and can swing he will, otherwise he will stop. If it is more like a tunnel he will zig zag down the tunnel.
"No but if the jester is smart he will flee otherwise I will make sure it is over"
Perception to listen for jester: 1d20 + 4 ⇒ (13) + 4 = 17
If Jaegr doesn't hear the jester, he moves to the location where the jester was and then begins to zig zag to try and find him.
In Jaegr somehow gets an attack
Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Confirm Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 ⇒ (1) + 10 + 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 ⇒ (6) + 16 + 2 = 24
| Wyvurn |
Wyvurn will stop trying to call on magic he does not have and assist Jaegar in finding the clown.
Acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21
Ignore first5 feet of difficult terrain for 3 ranks in Acrobatics and an additional 5 feet for check
Athletics Augmented with Sudden Jump: 1d20 + 18 ⇒ (17) + 18 = 35
That is more than enough to get me 40' down the hall (my entire movement). If I am out of the fog and can see the clown, I want to attack him either with my sword or with darts if greater than 5'. If not, use scent to try and figure out where he is.
| Jaegr "Knock Knock" |
Wyvurn will stop trying to call on magic he does not have and assist Jaegar in finding the clown.
[dice=Acrobatics]1d20 + 10
Ignore first5 feet of difficult terrain for 3 ranks in Acrobatics and an additional 5 feet for check
[dice=Athletics Augmented with Sudden Jump]1d20 + 18
That is more than enough to get me 40' down the hall (my entire movement). If I am out of the fog and can see the clown, I want to attack him either with my sword or with darts if greater than 5'. If not, use scent to try and figure out where he is.
Sigh. At least you figured out you didn't have magic. never thought of that! My Acrobatics [+10 Underground]
| Kirth Gersen |
Wyvurn, in a sudden kinetic burst, dashes across a patch of muck and slime as if it were dry pavement, and explodes into a Carl Lewis-style, Olympics-worthy long jump. He's at the top of his arc when he hits the front edge of the fog, sails over Jaegr's shoulder, hits the ground and is immediately on his feet -- and smells the undead reek of the clown just up ahead, near the far edge of the fog about 10 or 15 feet from where Jaegr is now standing.
| Jaegr "Knock Knock" |
Inspired by Wyvurn's move, and not to be outdone in general, Jaegr deftly moves through the water up to where Wyvurn calls out to go and swings away
Acrobatics: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 Ignore first5 feet of difficult terrain for 3 ranks in Acrobatics and an additional 5 feet for check
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 ⇒ (4) + 16 + 2 = 22
| Kirth Gersen |
Miss chance: 1d100 ⇒ 39
The clown is still just inside the fog, making targeting him slightly more difficult. However, it's not difficult enough to prevent Jaegr from launching a solid blow that would certainly have cleaved through any armor in the way. But the jester is fast. It almost seems to anticipate the exact path of the blow, then jerks out of the way, grinning fixedly the whole time.
| Kirth Gersen |
Another buzzing sound and another blast of wasps from the fog targets Jaegr:
1d20 + 9 ⇒ (4) + 9 = 133d6 + 4d6 ⇒ (4, 3, 1) + (5, 1, 4, 4) = 22
Not able to see well through the pea-soup fog, he's an easy target -- although the fog doesn't seem to be hindering his assailant.
19 damage after DR.
| Wyvurn |
Wyvurn steps up and attempts to catch the clown between himself and Jaegr. He will then slash into the area where the stench of undeath is the worst.
Can move 15 feet and still flurry
Longsword: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 1d6 + 4 ⇒ (5) + (3) + 4 = 12
Miss Chance: 1d100 ⇒ 541d100 ⇒ 78
Longsword: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 1d6 + 4 ⇒ (7) + (1) + 4 = 12
Miss Chance: 1d100 ⇒ 401d100 ⇒ 55
| Kirth Gersen |
Wyvurn is able to use scent to pinpoint the clown's exact location, then quickly moves around and in. Within 5 feet he can dimly see his target through the fog and slashes out twice, strongly and accurately, connecting with the second blow despite the jester's incredible evasiveness. The thing's gray, undead skin seems like it should be resistant to damage, but Wyvurn's slashing sword, imbued with his ki, bypasses that resistance entirely and leaves a long cut. The fog makes it hard to tell, but the clown's insane grin seems to falter.
| Jaegr "Knock Knock" |
Jaegr gets even more angry as he continues to get stung. He presses on trying moving to the sounds Wyvurn makes knowing he is pressing the jester. He hopes he aims for the right place this time and uses The Finisher to full effect.
Acrobatics: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 Ignore first 5 feet of difficult terrain for 3 ranks in Acrobatics and an additional 5 feet for check
Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Confirm Roll: 1d20 + 10 + 2 + 4 ⇒ (16) + 10 + 2 + 4 = 32
Damage: 4d8 + 64 + 8 ⇒ (7, 7, 4, 2) + 64 + 8 = 92
HP 31/52
| Kirth Gersen |
20% miss chance: 1d100 ⇒ 73Hit!
Jaegr quickens his stride as he nears his target, already swinging the Finisher in time with his step as he moves. The jester, readying his next move, is caught by the unstoppable force of a blow that would very nearly fell a full-grown elephant -- his damage reduction avails him not at all. The clown folds like a rag doll on impact, his broken remains thrown further down the corridor to splatter in the muck.
| Jaegr "Knock Knock" |
Jaegr stares at the corpse as he gathers himself from the battle. "I'm afraid there is worse than this ahead waiting for us. I don't think we should linger too long."
Jaegr will take a breather for 20hp recovered putting him at 51/52
| Kirth Gersen |
After a few minutes to rest and check your surroundings, the fog begins to disperse and, more importantly, your blinded companions' vision clears. The tunnel you're in slopes upwards, and dead-ends in a stout door. It seems likely that the room beyond is dry.
DC 28 Perception or Spellcraft:
Knowledge: Linguistics or Spellcraft to identify.
| Caspian Barefoot |
| Wyvurn |
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Wyvurn sheds the rest of his charred flesh and lopes up to the door.
"I agree, Jaegr, we must keep moving. Any ideas how to get through this door and maintain the element of surprise?"
| Caspian Barefoot |
"I am somewhat sneaky, but in my experience wizards know you are coming and have magical alarms to tell them when they don't already know."
Caspian decapitates the clown and adds the head to the bag with the other head in it.....
Insert obvious double header joke here
| Jaegr "Knock Knock" |
OK, let me handle it, I'll advise standing back after the last time something was booby trapped.
When the rest of the group retreats back a safe distance, Jaegr begins bashing the door down.
Sunder: 1d20 + 11 ⇒ (11) + 11 = 22
| Jaegr "Knock Knock" |
Reflex Save with Evasion: 1d20 + 7 ⇒ (3) + 7 = 10
Despite be ready the worst, Jaegr stands in place and takes the full blast of necrotic energy.
HP 32/52 (Not sure I can breather this)
| Kirth Gersen |
(Not sure I can breather this)
Yes, but you might not want to -- see below.
The doorway opens into a small chamber containing a ladder leading upwards. Standing in the chamber is a weird monstrosity, vaguely insectoid, with a squat, barrel-like body and 5 clawed arms symmetrically around its torso. Its head rotates to look at the fallen door, and the darkness of the Pit lies in its faceted eyes. It begins to make a chittering sound with its mandibles.Knowledge: the Planes.
Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
| Kelgan Cragbelly |
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Standing beside Jaegr, Kelgan is also blasted by the necrotic nastiness.
Reflex: 1d20 + 8 ⇒ (6) + 8 = 14 (and Improved Evasion from tower shield)
Unable to fit both bulky dwarves behind his shield, both suffer some skin-melting malfeasance.
(Kelgan takes half damage with improved evasion, and takes half of Jaegr's damage using Shield Ally. Damage taken: Kelgan 10+10, Jaegr 10)
HP 32/52
Shield Ally @ Jaegr: +1 AC, +1 saves, half damage; while within 5'
Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
"Must be some spawn of Obmi. It has his eyes."
| Kirth Gersen |
Assuming Wyvurn is holding his actions to see what happens, if he wins initiative.
The chittering intensifies into a blasphemous sound that you feel may have some monstrous meaning behind it -- something that would blast your sanity if you understood. You quickly become concerned that permanent brain damage may result:
2d4 ⇒ (1, 4) = 5 Int drain; DC 18 Will half, to everyone in the 20 ft. of corridor nearest the creature.