| Asherick Whiteplume |
{Aha! Shakhan is here! GREAT!}
Ashe holds position nodding to Shakhan to back up Varrel whispering, "I've got the rear guard... Gronk follow up Shakhan."
| Una Therlmagne |
Una peers ahead, taking a brief moment to quickly wench her crossbow's wire back and load it. She holds it ahead of her as she peers into the darkened entrance with only a few white smoke strands filtering out.
Perception
1d20 + 9 ⇒ (10) + 9 = 19 (or you can use the roll from the post above)
| Varrel |
Varrel casts his spell, Blend via using one of his Pearls of Power and stealthyly moves along at the front at half speed, allowing him to hide in plain sight. He remains well forward using his lowlight vision to stay futher in front.
| Varrel |
Sorry about lack of rolls earlier. Busy day. Perception 1d20 + 7 ⇒ (1) + 7 = 8
Stealth1d20 + 7 + 4 - 1 ⇒ (6) + 7 + 4 - 1 = 16
Megan Robertson
|
Ashe, you detect three evil presences quite close by on the far side of the crack in the wall, and four more further away.
Varrel sneaks forwards, blending with the particularly nasty surroundings, and slithers through the crack. The flow of sewer filth oozes into a rough-hewn stone cave beyond it, pooling near its center before continuing through a crude channel in the western wall. Fat black mushrooms and other disgusting fungus grow thick around the pool of slime, one to the south being noticeably larger than the rest. Several low alcoves are cut into the walls, each filled with moldering hay, filthy furs, and tiny bones.
Three wererats, in hybrid form, are present, along with a couple of dire rats. They haven't noticed our elf magus yet...
| Asherick Whiteplume |
Ashe gestures to Una and Shakhan... to step over and he whispers, "There are 7 total evil creatures within the grotto. Three immediately on the far side of the crack in the wall. Shakhan... please whisper to Varrel to slumber hex the three in the room so we can all move in without alerting them."
Ashe hold position not moving a step to make any noise in his armor... until the room is 'secured'.
He gestures to Icabhod to hold until Varrel has secured the room.
| Varrel |
Clearly Varrel would have to explain to his allies later that his slumber hex could be used on 1 TARGET ONLY and it was as simple as giving a body a shake to wake them up. Taking out all the guards in one instance was impossible. And it's use would end in him being visible.
No. Combat was a forgone conclusion and he would have to arrange the field as favorably as possible.
He uses his FLIGHT SLA. To soundlessly ascend to the ceiling, out of reach of his foes and floats as far from them as the room will allow. Then, out of line of sight and still under the effects of BLEND he casts SHIELD. Defensive spell that would allow him to remain stealthed. Then he closes along the roof to within 15ft and Casts GLITTER DUST at the group. Catching as many as he can in the 10ft burst. DC16 will save for BLINDNESS
Megan Robertson
|
After some frenetic if obscure gesturing from Shakhan, Varrel rises up into the air, still unnoticed by the wererats, although one of the dire rats looks around a bit puzzled as if it senses something is wrong. Then Varrel gets close enough to cast his glitterdust spell.
The sparkling motes shower down attracting the attention of all three wererats.
Dice time!
Wererat #1 Will save: 1d20 + 5 ⇒ (1) + 5 = 6 - Blinded!
Wererat #2 Will save: 1d20 + 5 ⇒ (13) + 5 = 18
Wererat #3 Will save: 1d20 + 5 ⇒ (18) + 5 = 23
Dire rat #1 Will save: 1d20 + 5 ⇒ (5) + 5 = 10 - Blinded!
Dire rat #2 Will save: 1d20 + 5 ⇒ (11) + 5 = 16
The jig is up, so we'd better have initiatives from all involved, please. If anyone else wants to rush in to help Varrel, get rolling...
Here's my critters' initiatives:
Wererat #1 Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Wererat #2 Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Wererat #3 Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Dire rat #1 Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Dire rat #2 Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
| Asherick Whiteplume |
Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
| Una Therlmagne |
Initiative
1d20 + 4 ⇒ (14) + 4 = 18
Una finds a position of some advantage, finally able to see the wererats in the glittering motes, and releases a crossbow bolt at the closest unblinded wererat.
1d20 + 11 ⇒ (11) + 11 = 22 alchemical silver
1d10 + 1 ⇒ (8) + 1 = 9 (plus 1d6 ⇒ 4 if flat-footed)
| Varrel |
Buffs: SHIELD. Current AC 22/13/20.
Initiative1d20 + 2 ⇒ (20) + 2 = 22
Having a flight advantage Varrel needs to inhibit his foes more before allowing himself to be assaulted. And his allies were yet to come in.
He casts RIME FROSTBITE and closes to be directly above one of the Unblinded wererats at the edge of the group and Spellstrikes with His Alchemical Sivler Warhammer, using an Arcane Pool point to enchant it to a +1 shock weapon.
High ground 2 handed Rime Frostbite Warhammer Attack 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage+ cold and shock1d8 + 1 + 4 + 1d6 + 1d6 ⇒ (6) + 1 + 4 + (4) + (2) = 17+5 NON LETHAL and ENTANGLED and FATIGUED no save.
Because of Enforcer Varrel makes a check to demoralize as a Free action vs DC 10 + the target's Hit Dice + the target's Wisdom modifier.1d20 + 6 ⇒ (11) + 6 = 17
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Varrel shouts an ferocious roar as he strikes the WERERAT deep cold seeping throughout it's body and Fear shaking it to it's core as it came to understand it would die today.
Yay! Shaken, Fatigued and Entangled all at once. Been waiting ages to do that!
| Asherick Whiteplume |
Not yet.. which is why I've not posted an action as yet.
Megan Robertson
|
Your wish is my command: Map
Wererats & dire rats are all north of the 'stream' running through C2.
I shall resolve Round 1 of the fight tomorrow morning my time. If anyone wants to change an action in the meantime, that's OK.
| Icabhod2 |
Battle Template
HP 29/29
AC 16/14/16
Saves F5R4W5
In hand:
Spells in effect: Mage Armor (+4 AC 1 Hour)
Spells per day unlimited/7/5
Icabhod strolls in and checks out the ratfolk. Wiggling his fingers, he sends a wave of frigid ice at the nasties.
Turn Burning hands into ice from Elemental heritage. Use Rime Spell to cause any taking damage to be entangled for one round
Rimed Freezing Hands DC 14 reflex for half damage: 5d4 ⇒ (1, 2, 1, 3, 1) = 8
| Asherick Whiteplume |
Ashe moves into the chamber shield raised high in total defense... he is moving to provoke as many of their attack as possible... hoping as many will swing at him as possible... literally 'tanking' his way to the square above and to the right of the square marker 'c2'.
Round 1:
Standard Action: {Total Defense = AC 29'current'}
Move Action: 20'ft
Then he speaks his the command word to his Inheritor's Gauntlet as part of his vocal challenge to the warerats...
"JUSTICE CALLS! You warerats.. Eries Yelloweyes has told us of what Girrigz's 'warmonger' intends and we are here to stop him! Yelloweyes wishes as many of you to be spared as will abandon the warmonger... flee now or face our WRATH!!!"
Round 2:
Intimidate: 1d20 + 6 ⇒ (11) + 6 = 17
Speaking the command word... the silver shortsword gripped in his Inheritor's Gauntlet fist immediately casts Magic Weapon upon the held shortsword causing it to glow brightly shining its golden radiance about the chamber... clearly a magical silver weapon... poised to inflict death upon any Lycanthrope who dares oppose the armored knight!
Consequently Ashe is blocking the narrow escape to the northern chamber.
* Yes I know this is effectively two rounds of actions but Ashe is not intending to inflict harm and is hoping his position and a show of overwhelming force will make those warerats inclined to flee have a obvious route of escape.. a Tien tactic {Sun Tsu...to be exact}. THIS seemed a Very dramatic and provocative thing that Ashe 'the Merciful' would do instead of just wading in killing, .. the dire rats will need to be killed - likely they are too stupid to do otherwise.
The gauntlet may actually be a Use-activated command word item it does not actually say it takes any type of action to use. He is also trying to get them to waste their Attacks of opportunity on the 'tank' allowing others to enter the room without threat of being struck - hopefully {if none of them have combat reflexes}. Dire Rats carry disease.. Ashe is immune.. even lycanthropy ..Ashe is immune - he knows this and is capitalizing on it tactically.
Ashe literally IS a tank in this situation... and even if hit.. he can heal himself with but a thought and none of what he is doing will interfere with any of the party's actions... save perhaps place himself in the middle of spell area effects.
| Una Therlmagne |
But the just wading in and killing (an obvious threat to human existence) is so much more fun.
Edit: Oh, and Megan, since the room is so small, Una probably benefits from Point Blank, so +1 to hit and damage. Also, would it be alright if I retcon'd and bought another 10 alchemical silver crossbow bolts?
| Asherick Whiteplume |
LOLS! :) Just you wait.. I'm sure when we face some demons or devils eventually - you will find Ashe QUITE destructive and zealous for the fight!
| Gronk de'Morcaine |
Gronk moves in and to the right (south of the stream) and gets ready to throw his javelin if they decide to fight.
Ready an action to throw his javelin.
Trigger is any of them attacking.
Target would be nearest dire rat not yet in melee.
Megan Robertson
|
Round 1
Varrel targets Wererat #3 from above... poor critter doesn't stand a chance and curls into a quivering ball at his onslaught.
Shakhan darts swiftly into the cavern... unfortunately he hasn't told me what he's doing, so for now he's standing in the centre of the chamber sizing up the opposition!
Ashe charges in on Shakhan's heels, shield high and yelling "JUSTICE CALLS! You warerats.. Eries Yelloweyes has told us of what Girrigz's 'warmonger' intends and we are here to stop him! Yelloweyes wishes as many of you to be spared as will abandon the warmonger... flee now or face our WRATH!!!", heads towards the northmost wall of the cavern.
Una, squeezing in beside him, fires at Wererat #2 - which squeals in a thin high-pitched voice as the bolt thuds into its hip.
Icabhod strolls in and sends a fridgid blast at Wererat #2, which falls over at this point.
Dire rat #1 runs in a circle, clearly unable to see what it's doing and panicking.
Gronk heads south. As he steps over the 'stream' there is a deafening SHREEEEK which appears to emanate from the clump of fungi growing by the wall. It goes on and on, making everyone's head hurt.
Wererat #1 is rubbing at its eyes, but Dire rat #2 although very slow to react bares its teeth and charges at Shakhan and bites him!
Dire rat attack: 1d20 + 4 ⇒ (11) + 4 = 15, damage 1d4 ⇒ 4.
A swarm of rats begins boiling through the north entrance, a couple of dire rats behind them... and four more wererats enter from the east, splashing through the stream towards the fray!
| Gronk de'Morcaine |
Sorry guys, I missed "one to the south being noticeably larger than the rest" in the description or I would have stayed away from it.
The rat charging at Shakan should have triggered my readied action to throw the javelin at it.
javelin: 1d20 + 4 ⇒ (3) + 4 = 7
Gronk heaves his javelin, but no one can tell the intended target since it doesn't really come close to anything.
Gronk calmly says More coming in down here barely loud enough to be heard over the noisome fungus.
Round 2 intended action:
Gronk calls on the power of Groteus Bojte sa Boha zbraň!
If necessary, Gronk takes a 5ft step to avoid AoO and casts spiritual weapon. Causing a glowing heavy flail to apear in the air. It attacks the opponent closest to or threatening Gronk.
sp flail: 1d20 + 5 ⇒ (4) + 5 = 9
The glowing flail looks mighty impressive but hits nothing.
| Varrel |
Rd2 Buffs: SHIELD. Current AC 22/13/20.
Having 4 attacks left on his RIME FROSTBITE, Varrel 5ft steps across in the air to attack the next closest Wererat (unsure if the target is blinded or not)
High ground 2 handed Rime Frostbite Warhammer Attack 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage+ cold and shock1d8 + 1 + 4 + 1d6 + 1d6 ⇒ (1) + 1 + 4 + (4) + (2) = 12 +5 NON LETHAL and ENTANGLED and FATIGUED no save.
Because of Enforcer Varrel makes a check to demoralize as a Free action vs DC 10 + the target's Hit Dice + the target's Wisdom modifier.1d20 + 6 ⇒ (1) + 6 = 7
Varrels first strike felled the initial Wererat and he had to pray that his second strike would be equally as effective. He needed to thin out thier numbers quickly since Ashe, apparently, was uninterested in fighting and more enemies were coming. He needed to focus on the foe I front of him, his swing was poor.
To make matters worse he was out of area evocations to affect the swarm.
He hoped Icabod had another Icy burst available.
| Asherick Whiteplume |
Most of the effect of Ashe's attempt to get the opponent's to back down and flee are muted and drowned out by the shreeking fungi... now any attempt to put fear into the warerats with intimidating words would be futile with all the racket.
Ashe can clearly see four more warerats charging into the room to the east... and to make matter worse the northern entrance he was backed to was boiling forth a swarm of rats both dire and mundane rats - ALL hungry!
He grimaces... not the way he wanted to do this.. but the swarm needed to be.. discouraged...
Ashe steps away from the gap in the wall and reaching into his belt pouch pulls forth a flask Alchemist's fire to hurl against the floor and set the gap afire!
free action: 5'ft Step
Move Action: {Retrieve Alchemist's Fire}
Standard Action: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 ⇒ 3 {Area of effect +50% damage to Swarms} +1; 4 = 4 = Total Damage {1rd - burns for 2rds}
| Icabhod2 |
Template
HP 29/29
AC 16/14/16
Saves F5R4W5
In hand:
Spells in effect: Mage Armor (+4 AC 1 Hour)
Spells per day unlimited/7/4
Icabhod pulls out an alchemist's fire and lobs it at the swarm that Ashe is targeting.
[dice=fire]1d20+2;1d6]+ 50% vs. swarms
| Una Therlmagne |
Round 2
Una swiftly grabs another two silver crossbow bolts, winching and firing in rapid succession at any wererats that are not on fire, singed, frozen, or blinded.
1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
1d10 + 1 + 1 ⇒ (3) + 1 + 1 = 5
1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
1d10 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Megan Robertson
|
Round 2
Varrel, still airborne, seeks another target and swings at Wererat #1, but misses it.
Shakhan's arena-honed reflexes direct a mighty blow at the dire rat that bit him, bowling it ass-over-teakettle into the side of the chamber, where it lies unmoving.
Ashe, no doubt peeved that his fine oratory was being drowned out by a pesky shrieker, heaved a flask of alchemist's fire at the incoming rats. There's a lot of thrashing and squealing as a nasty smell of singed fur and burned rat spreads through the room, vying with the stench of the sewers. The surviving rats slow their advance...
Una fires two crossbow bolts in quick succession, her fingers blurring on the winch. The first skewers the leading wererat coming in from the east, and it drops in its tracks. The three behind it dodge to the sides, evading her second bolt.
Ichabod sees what Ashe is doing and adds a flask of his own. The rat swarm (what's left of it) turns as one and bolts back whence they came.
Dire rat #1 is still panicking, its mouth open as it shrills its fear.
Gronk, nearest to the shrieker, hurls a javelin towards the middle of the room then conjures up a glowing heavy flail which he flourishes menacingly at the 3 advancing wererats...
... for whom I'd better roll initiatives as they'll join the fray next round!
Wererat #4 Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Wererat #5 Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Wererat #6 Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
The shrieker continues to make its awful din!
Next round actions and rolls, please.
| Gronk de'Morcaine |
The spiritual weapon continues to attack the same target with no effort from Gronk.
summoned flail: 1d20 + 4 ⇒ (3) + 4 = 7 {sigh}
I should try to protect the arcane man so the weapon warriors can be free to engage as they choose.
If no opponents close to prevent it, Gronk moves over toward Ichabod to get the group more concentrated. He prpeares to use Groteus' power to cloud the mind on any enemy that comes within reach.
Readied action to use vision of madness on the enemy if they come within range (+2 skills, -2 on saves and attacks).
touch att: 1d20 ⇒ 2 {double sigh}
Megan, I have read disagreement on whether or not spiritiual weapon's threaten and get AoO if opponents go past them. Your call. Although if I never hit anything, I suppose it doesn't matter. :p
The electronic dice gods appear to look on me with disfavor this combat. That is consecutively a 4, 3, then 2. At this rate i will be poking my own eye out pretty soon.
| Asherick Whiteplume |
The threat of an attacking rat swarm ended Ashe gives the 'thumbs up' to Icabhod... and moves to the nearest downed Warerat.
Touching the shapechanger a silverly glow suffuses it's prone form and Ashe's sacred touch stabilizes the creature from dying.
Ashe looks to move to the next of the initial warerat 'guards' that were engaged and put down in the first press of battle that need to be stabilized from dying...
| Varrel |
Rd3 Buffs: SHIELD. Current AC 22/13/20.
Varrel continues his airborne assault on the Wererat he is attacking, hoping his elevation and Shield spell would continue to protect him.
High ground 2 handed Rime Frostbite Warhammer Attack 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Damage+ cold and shock 1d8 + 1 + 4 + 1d6 + 1d6 ⇒ (1) + 1 + 4 + (5) + (2) = 13 +5 NON LETHAL and ENTANGLED and FATIGUED no save.
Because of Enforcer Varrel makes a check to demoralize as a Free action vs DC 10 + the target's Hit Dice + the target's Wisdom modifier. 1d20 + 6 ⇒ (1) + 6 = 7
| Icabhod2 |
HP 29/29
AC 16/14/16
Saves F5R4W5
In hand: Mace
Spells in effect: Mage Armor (+4 AC 1 Hour)
Spells per day unlimited/7/4
Icabhod shoots aa searing ray of energy at the shrieking fungus. Shadup!
Ranged touch scorching ray: 1d20 + 4 ⇒ (16) + 4 = 204d6 ⇒ (4, 1, 5, 1) = 11
| Una Therlmagne |
Megan, just thought I'd point out that my two attack rolls last round were 16 and 26. It might have seemed like that 5 was a second attack roll, but that was the damage from the bolt. However, I don't know the wererat stats, so as DM, you have the prerogative of rightness. :)
Una frowns at the wererats that nimbly dodged the bolt. She grabs two more silver bolts and fires them rapidly.
1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
1d10 + 1 + 1 ⇒ (1) + 1 + 1 = 3
1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
1d10 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Used 5/20 silver bolts. (1 missed, 50% chance of recovery)
Megan Robertson
|
Round 3
Varrel continues his airborne assault on Wererat #2, eventually bringing the beast down.
Shakhan swings at the panicked, blinded dire rat (#1) and slices it in twain!
Wererat #4 enters the fray, heading towards Gronk. It'll take him until next round to close with him.
Wererat #6 advances on Ashe, pausing as it sees he's tending to one of its fallen comrades rather than attacking it. Ashe, you apply your healing powers to Wererat #3, which is huddled in a quivering ball having been attacked by Varrel in Round 1. It looks up in appreciation and whispers "Who are you? What do you want with us?"
Una is still pumping out bolts, one hits Wererat #4 as it heads south and the other hits Wererat #6 which is standing looking at Ashe in amazement. Wererat #6 goes down.
Icabhod has apparently had enough of that pesky shrieker and launches a scorching ray at it. It utters a final even shriller screel and falls silent.
Gronk, I will allow your spiritual weapon to have an AoO, if you can get it to hit anything!
Wererat #6 is heading towards Una, but will not get close until next round.
OK, next round folks! Are you enjoying the brawl?
| Asherick Whiteplume |
Ashe turns to crouch and apply his Sacred Touch to warerat 6# who was just downed by Una's crossbow bolt.
In reply, "I am Ashe, the Grey Knight - Paladin of Iomedae, and I want you to live... and abandon this path of evil."
The Shrieking fungus silenced Ashe addresses the warerats as a whole, "You are over matched... but we are not here to kill you! Girrigz has mislead you... Eris Yelloweyes told us of his plot and asked us to stop him. None of you need to die... flee now and gain your lives.. take your wounded with you!"
Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18
Ashe moves toward the eastern doorway entrance hefting his glowing silver shortsword, "GIRRIGZ!!! COME OUT HERE, YOU COWARD! YOUR SCHEMES ARE OVER!"
[All good Megs! :)]
| Varrel |
Hoping Ashe's plea is heard yet seeing a Wererat bearing on Una, Varrel tries to protect her. He flies up and towards the rat closing to melee (if he has sufficient movt)
He stands adjacent, hoping his presence will distract from his ally if his Spell like ability failed.
He makes eye contact. Sleep.
DC16 Will save or sleep for 5 rounds. 30feet range so he can use it if it's not adjacent. Supernatural Abilities don't provoke AOO.
| Gronk de'Morcaine |
The divine glowing flail continues to strike at the wererat.
summoned flail att: 1d20 + 4 ⇒ (12) + 4 = 16, damage if hit: 1d8 + 1 ⇒ (3) + 1 = 4
And again as it moves past the flail to confront Gronk directly.
summoned flail AoO: 1d20 + 4 ⇒ (16) + 4 = 20, damage if hit: 1d8 + 1 ⇒ (5) + 1 = 6
That's better!
Gronk again prepares to use Groteus' power to cloud the mind of any enemy that comes within reach.
Readied action to use vision of madness on the enemy if they come within range (+2 skills, -2 on saves and attacks).
touch att: 1d20 ⇒ 13
| Una Therlmagne |
Una pumps out two more silver bolts, targeting Wererat #6.
1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
1d10 + 1 + 1 ⇒ (1) + 1 + 1 = 3
1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
1d10 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Critical Threat
1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
1d10 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Used 7/20 silver bolts, (1 missed, 50% chance of recovery)