| Coal Mortífero |
Summon Ghoul at E21 to attack g5
Summon Ravenous Ghoul:
conjuration, death, standard, ranged 10, Effect: You conjure a medium ghoul that occupies one square within range and make it attack. You can move the ghoul up to 6 squares as a move action. The ghoul has hit points equal to twice your healing surge value (18). It has defenses equal to 10+1/2 level+int+implement bonus (16). It makes saving throws as if it were you. It has whatever senses you have. The ghoul lasts until the end of your next turn. Target: 1 creature adjacent to ghoul, 6 vs fort, Hit: 1d6+5 and the target is slowed until the end of your next turn, if it is already slowed it is immobilized until the end of your next turn. Sustain minor and make another attack.
G5
1d20 + 6 ⇒ (14) + 6 = 20vs fort
1d6 + 5 ⇒ (1) + 5 = 6damage
| DM Detritus |
| DM Detritus |
All of the goblins let loose with spears and sword strikes at various targets. They do not seem to be making a concentrated effort just striking out at anyone they see.
G1 vs V 1d20 + 6 ⇒ (13) + 6 = 19 vs ac, 4 damage
G6 vs A 1d20 + 6 ⇒ (13) + 6 = 19 vs ac, 4 damage
G4 vs A 1d20 + 6 ⇒ (9) + 6 = 15 vs ac, 4 damage
G8 vs A 1d20 + 6 ⇒ (3) + 6 = 9 vs ac, 4 damage
G7 vs V 1d20 + 6 ⇒ (13) + 6 = 19 vs ac, 4 damage
G3 vs A 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 vs ac, 5 damage on hit
G2 vs A 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 vs ac, 5 damage on hit
Vikktor takes 8 damage
Allvis takes 10 damage
Will
H
GA1
GA2
Coal
Allvis
Vikktor
G1
G2 (marked by allvis)
G3 (marked by allvis)
G4
G6
G7
G8
Will is up.
| DM Detritus |
The goblin shaman on the rise casts a spell of icy particles that coat the ground.
This is difficult terrain and gives the goblins concealment, blue squares
The acolyte on the rise targets the dwarf and necromancer with a stunning hex.
1d20 + 5 ⇒ (20) + 5 = 25 vs will against Allvis, 1d6 + 5 ⇒ (3) + 5 = 8, crit 11 damage and the target is immobilized until the end of its next turn
1d20 + 5 ⇒ (8) + 5 = 13 vs will against Coal, 1d6 + 5 ⇒ (6) + 5 = 11 and the target is slid to G20, missed
The second acolyte focuses his attacks on Vikktor and Will.
1d20 + 5 ⇒ (12) + 5 = 17 vs will against Vikktor, 1d6 + 5 ⇒ (6) + 5 = 11 and immobilized until the end of its next turn, missed
1d20 + 5 ⇒ (13) + 5 = 18 vs will against Will, 1d6 + 5 ⇒ (3) + 5 = 8, immobilized until the end of its next turn, missed
Coal
Allvis
Vikktor
G1
G2 (marked by allvis)
G3 (marked by allvis)
G4
G6
G7
G8
Will
H
GA1
GA2
Coal is up
| Coal Mortífero |
Move to G22. Attacking GA1
Scare:
death, fear, illusion, psychic, standard action, burst 1 within 10, each enemy in burst, 6 vs will Hit:1d4+5 psychic damage. If target moves nearer to you on its next turn, it takes psychic damage equal to your cha mod (+3).
GA1
1d20 + 6 ⇒ (17) + 6 = 23vs will
1d4 + 5 ⇒ (4) + 5 = 9psychic damage
Is G6 considered hit in the blast? If so,
1d20 + 6 ⇒ (6) + 6 = 12vs will
| DM Detritus |
I would say no, because of the 10 foot rise, which is higher than the range of the attack. Anyone else's thoughts on it, i am up for feedback, but I will let you move the burst over and up one to get all three people on the rise if you want, since you can target the square ni the middle of the three and get them all, because of the way you would have to shoot at him it woudl be -2 to hit on the guy in the back though for partial cover, but no penalty to the guys in the front
| DM Detritus |
| DM Detritus |
Vikktor hesitates and the goblins take advantage, launching attacks at random once again.
G1 attacks Vikktor1d20 + 6 ⇒ (15) + 6 = 21 vs ac, 4 damage
G2 attacks Allvis1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 vs ac, 5 damage
G3 attacks Allvis1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 vs ac, 5 damage
G4 moves to J16 and attacks Vikktor1d20 + 6 ⇒ (14) + 6 = 20 vs ac, 4 damage
G6 moves to C19 and attacks Vikktor1d20 + 6 ⇒ (5) + 6 = 11 vs ac, 4 damage
G7 attacks Coal1d20 + 6 ⇒ (20) + 6 = 26 vs ac, 4 damage
Allvis takes 10 damage
Vikktor takes 8 damage
Coal takes 4 damage
Will
H
GA1 (scared)
GA2
Coal
Allvis
Vikktor
G1
G2 (marked by allvis)
G3 (marked by allvis)
G4
G6
G7
Will is up
| Will Elwood the Bard |
Will tries to strengthen Vikktor's resolve through his words.
Majestic Word Vikktor can spend a healing surge and add +6 hps to it and agains an additional +5 temp hps
Will then begins to mock G1 from a distance.
1d20 + 8 ⇒ (10) + 8 = 18vs Will
1d6 + 6 ⇒ (3) + 6 = 9 -2 penalty eont
@DM
| DM Detritus |
Hexer Icebound Hex against Allvis 1d20 + 7 ⇒ (9) + 7 = 16 vs will, 3d6 + 1 ⇒ (3, 6, 6) + 1 = 16 cold damage if he moves (save ends)
AP used, Freezing Hex on Coal 1d20 + 7 ⇒ (16) + 7 = 23 vs fort, 2d6 ⇒ (2, 2) = 4 cold damage and you are slowed (save ends)
The goblin shaman unleashes two cold blasts towards the two heroes.
GA1 1d6 ⇒ 2 recharge, 1d20 + 5 ⇒ (3) + 5 = 8 vs fort, against Coal 1d6 + 5 ⇒ (4) + 5 = 9 force damage and slides Coal to D23
GA2 1d6 ⇒ 4 recharge, 1d20 + 5 ⇒ (1) + 5 = 6 vs fort, against Vikktor 1d6 + 5 ⇒ (4) + 5 = 9 force damage and he is immobilized until the end of his next turn
The two goblin acolytes fire of stunning hexes but miss their marks badly.
Coal
Allvis
Vikktor
G2 (marked by allvis)
G3 (marked by allvis)
G6
G7
Will
H
GA1 (scared)
GA2
Coal is up
| KAYTOM |
attack centered on I19
Scare:
death, fear, illusion, psychic, standard action, burst 1 within 10, each enemy in burst, 6 vs will Hit:1d4+5 psychic damage. If target moves nearer to you on its next turn, it takes psychic damage equal to your cha mod (+3).
G3
1d20 + 6 ⇒ (16) + 6 = 22vs will
G2
1d20 + 6 ⇒ (17) + 6 = 23vs will
1d4 + 5 ⇒ (1) + 5 = 6damage
1d20 ⇒ 12slowed save
| DM Detritus |
| Vikktor |
Move to D19
Oath of Emnity on G6 (like a g6, like a g6)
Overwhelming strike
standard/one creature (+11 vs AC 1d12+6) On a hit: You shift 1 square and slide the target 1 square into the space you occupied.
1d20 + 11 ⇒ (14) + 11 = 25 vs AC
1d20 + 11 ⇒ (11) + 11 = 22 vs AC
attacking G6
1d12 + 6 ⇒ (8) + 6 = 14 damage
ME to E18
G6 to D19
| DM Detritus |
save to keep from falling 1d20 ⇒ 19, falls prone before going off the edge
The acolyte catches himself before he skids off the edge of the platform, but is knocked prone.
Shaman recharge 1d6 ⇒ 4, Freezing Hex on Allvis 1d20 + 7 ⇒ (3) + 7 = 10 vs will, 2d6 ⇒ (3, 1) = 4 and the target is slowed (SE)
The shaman takes an opportunity to cast a freezing charm at the dwarf but misses his mark badly, but moves his zone of cold.
Recharge on both acolytes 1d6 ⇒ 2, 1d6 ⇒ 4
GA1 Hand of Maglubiyet at Allvis 1d20 + 5 ⇒ (4) + 5 = 9 vs fort, 1d6 + 5 ⇒ (4) + 5 = 9 force damage, immobilized until the end of the acolytes next turn
GA2 Hand of Maglubiyet at Coal 1d20 + 5 ⇒ (12) + 5 = 17 vs fort, 1d6 + 5 ⇒ (3) + 5 = 8 force damage, pushed to D23
The two acolytes fire off two hexes, but only one of them connects.
Coal
Allvis
Vikktor
Will
H
GA1
GA2
Coal is up
| Coal Mortífero |
Ga2
Paralytic Field:
death, necrotic, psychic, zone, standard, area burst 1, within 20, 6 vs will, Hit: 1d10+5 psychic and necrotic damage. The target is immobilized until the end of your next turn. If you roll a critical, the target is restrained until the end of your next turn instead. Effect: you create a zone in the area of the burst. Any creature that enters the zone is immobilized until the end of its next turn. The zone lasts until the end of your next turn
1d20 + 6 ⇒ (13) + 6 = 19vs will
1d10 + 5 ⇒ (10) + 5 = 15psychic and necrotic damage
| DM Detritus |
| DM Detritus |
Will's discordent note does not seem to have any effect on the acolyte.
Hexer recharge 1d6 ⇒ 5
jumps to E121d20 + 7 ⇒ (18) + 7 = 25 and moves the zone of cold
Icebound Hex 1d20 + 7 ⇒ (8) + 7 = 15 vs will against Allvis, if the target moves on his turn he takes 3d6 + 1 ⇒ (6, 6, 2) + 1 = 15 cold damage (SE)
The shaman jumps to another stalagymite and fires off a hex at the dwarf.
Acolyte 1 recharge 1d6 ⇒ 5
Hand of Maglubiyet against Allvis1d20 + 5 ⇒ (8) + 5 = 13 vs fort, 1d6 + 5 ⇒ (5) + 5 = 10 and the target is immobilized, miss
Hand of Maglubiyet against Will1d20 + 5 ⇒ (10) + 5 = 15 vs fort, 1d6 + 5 ⇒ (2) + 5 = 7 and the target is immobilized, hit
Acolyte 2 recharge 1d6 ⇒ 2
Hand of Maglubiyet against Vikktor1d20 + 5 ⇒ (13) + 5 = 18 vs fort, 1d6 + 5 ⇒ (4) + 5 = 9 and the target is immobilized, hit
Hand of Maglubiyet against Coal1d20 + 5 ⇒ (3) + 5 = 8 vs fort, 1d6 + 5 ⇒ (1) + 5 = 6 and the target is immobilized, miss
The two acolytes smile and fire off twin blasts of freezing energy at the party.
Coal
Allvis
Vikktor
Will
H
GA1
GA2 (bloodied)
Coal is up
| Coal Mortífero |
move to f21 attacking GA2
Baneblast:
death, necrotic, standard, close blast 3, each enemy in blast, 6 vs will, Hit: 2d4+5 necrotic damage. You and each enemy in the blast gain an aura 2 until the end of your next turn. Each of your enemies that begins its turn in your aura or the aura of any of its allies, or moves into an aura, takes necrotic damage equal to your int mod (+4). A foe can take this damage from multiple auras, though only once from the same aura.
1d20 + 6 ⇒ (10) + 6 = 16vs will
2d4 + 5 ⇒ (4, 3) + 5 = 12 necrotic damage
| Allvis |
Allvis looks around annoyed wishing he had something else he could throw...
1d20 + 1 ⇒ (15) + 1 = 16 Save vs cold effect Success I <3 font of life...
move to e13.
Mark H
Thron Strikeif able on H 2 reach
1d20 + 10 ⇒ (18) + 10 = 28vs AC.
1d10 + 8 ⇒ (1) + 8 = 9 and pull H off the pillar if succeeds
reroll 1 for hammer 1d10 ⇒ 8 would be 16 dmg
| DM Detritus |
1d20 ⇒ 4, damage 1d10 ⇒ 6, Allvis slowed until the end of his next turn, just noticed the hps on the guy you were attacking Coal he is dead no matter what you throw at him
Allvis manages to pull the shaman off his pillar but feels cold seep into his body slowing him.
Vikktor
Will
H (prone)
GA1
Coal
Allvis
Vikktor is up
| DM Detritus |
Will's wit falls on deaf ears.
Hexer stand up, recharge 1d6 ⇒ 3
move the ice field
Rod attack 1d20 + 7 ⇒ (20) + 7 = 27 vs will against Allvis, 1d6 ⇒ 2, 2 damage
Acolyte recharge 1d6 ⇒ 4
Hand of Maglubiyet 1d20 + 5 ⇒ (7) + 5 = 12 vs fort against Allvis, 1d6 + 5 ⇒ (3) + 5 = 8 moved to H16 on hit, missed
The shaman lashes out at Allvis with his rod and moves the ice cloud to surround him and the dwarf, but the acolytes hex flies wide.
Coal
Allvis
Vikktor
Will
H
GA1
Coal is up
| Coal Mortífero |
Move to E17. Attacking H.
Scare:
death, fear, illusion, psychic, standard action, burst 1 within 10, each enemy in burst, 6 vs will Hit:1d4+5 psychic damage. If target moves nearer to you on its next turn, it takes psychic damage equal to your cha mod (+3).
1d20 + 6 ⇒ (15) + 6 = 21vs will
1d4 + 5 ⇒ (3) + 5 = 8 psychic damage