| Issa Al'Sadri |
Is the map updated ?
Issa moves to take most of the creature inside his channel and showing his holy symbol he prays Horus.
May Horus Holy Light cast aside the shadows of unlife !
He excludes his new ally from the harm of his channel.
Channel Positive Energy (against undead): 4d3 ⇒ (2, 1, 2, 2) = 7
+ Will save DC21 or daze 1 round
| Cindy Lu |
This assumes that Cindy can also catch the vampire in this spell effect.
Cindy moves as needed to cast Black Tentacles so that the left most two squares are directly above Herzog. I believe this is centered on the spline JK/197-198. It should grapple all the enemies in that hall except the leftmost skelly.
Black Tentacle grapple: 1d20 + 14 ⇒ (14) + 14 = 281d6 + 4 ⇒ (4) + 4 = 8
| Hezrog Occorum |
I've lost my bearing of where things are on this map, but Hezrog would want to full attack if possible, preferring a flanked target so he can sneak attack
Assuming Cindy is right about my positioning
Hezrog starts swinging flanking bonus is not included to attack roll
bash: 1d20 + 16 ⇒ (7) + 16 = 232d6 + 11 ⇒ (1, 3) + 11 = 15
bash: 1d20 + 16 ⇒ (9) + 16 = 252d6 + 6 ⇒ (6, 1) + 6 = 13
bash: 1d20 + 11 ⇒ (12) + 11 = 232d6 + 11 ⇒ (6, 6) + 11 = 23
sneak attack if applicable:
SA1: 2d6 ⇒ (1, 5) = 6
SA1: 2d6 ⇒ (2, 6) = 8
SA1: 2d6 ⇒ (3, 4) = 7
| GM Ascension |
Will saves from Issa channel: 22, 14, 25, 23. Archer is dazed.
The vampire is visible, and I thought I'd uploaded a new map, but apparently not - and I'm out of town till Thursday evening, so no map till then.
Cindy's spell snares the vampire and the two back most skeletons.
Morvae moves in to provide a flank for Hezrog, and the two go to work on the glaive wielder. Morvae attack: 19. Damage 14
Between the two it collapses in a heap of bones.
The archer is dazed. The caster is unable to take any real actions due to the tentacles.
Rilumin, Hezrog, Sona, Leo, Nina, Hast, Serelina are up
| Rilumin Nilvoril |
Rilumin takes deadly am and sends a volley of arrows the vampire's direction even as the black tentacles distract him.
Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (14) + 11 + 1 + 1 = 27
dmg: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17
dmg: 1d8 + 10 + 4 ⇒ (2) + 10 + 4 = 16
Shot 2
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (20) + 11 + 1 + 1 = 33
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18
Shot 3
RS+DA+PBS: 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27
dmg: 1d8 + 10 + 4 ⇒ (6) + 10 + 4 = 20
as usual cover and concealment mean nothing to Rilumin
Crit threat rerolls; damage is in addition to damage of each shot above:
Shot 2
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (8) + 11 + 1 + 1 = 21
dmg: 2d8 + 20 + 8 ⇒ (2, 4) + 20 + 8 = 34
Shot 3
RS+DA+PBS: 1d20 + 6 + 1 + 1 ⇒ (10) + 6 + 1 + 1 = 18
dmg: 2d8 + 20 + 8 ⇒ (7, 2) + 20 + 8 = 37
| GM Ascension |
Sorry for the delay. Internet was out at home
Cindy's spell also has Ian snared in it. He likewise takes the 8 constrict damage.
Snared as he is, Rilumin strikes Nasun with all three attacks, though the damage is reduced slightly by the creatures unholy nature. DR kicking in
Sona appears to be struggling to move, but pushes through the door and invokes a spell of her own releasing two beams of flame from her palm, one striking Nasun.
Scorching ray attacks: 18, 23. Damage: 10
Leo, Nina are delaying. Hast has a readied action to use his wand.
Serelina delaying also?
Nasun turns into a fine red mist, dissolving into a gaseous form. The mist drifts eastward, out of the flailing black tentacles.
The swarms of bats, no longer held by Sona's gust of wind, surround Cormick, Leo, and Cindy. 5, 5, and 3 damage respectively. DC 11 fort saves for be nauseated.
Morvae, Cindy, Cormick, Issa, Ian are up
Map The big glyph circle is the black tentacles area.
| Serelina Bellafini |
Spellcraft: 1d20 + 17 ⇒ (8) + 17 = 25
Knowledge of gaseous form.
"The nosferatu can still be slain in that form, use magical weapons and it may even be easier to hit! All concentrate fire on the creature!"
Serelina then brandishes a rod and casts an highly enhanced spell.
Serelina is casting a magic missile equiped with Dazing Spell, heighted spell and her persistent metamagic rod. This means each creature struck by a missile has to successfully save twice aagainst DC 21 or be dazed. She will launch at the nosferatu first until he eventually succumbs will move to the skeletal creatures. Once all are dazed the remaining missiles will strike the nosferatu for damage.
Magic Missile 1: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile 2: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile 3: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile 4: 1d4 + 1 ⇒ (2) + 1 = 3
| Cindy Lu |
Sorry for the delay. Internet was out at home
Cindy's spell also has Ian snared in it. He likewise takes the 8 constrict damage.
Well that was unintentional. Per the latest map when Cindy cast that Ian was no where near that position. :(
| Cindy Lu |
Concentration: 1d20 + 10 ⇒ (7) + 10 = 17
Flying out of the bats Cindy moves up to the First undead, and planning a line between it and the nosferatu casts Lightning Bolt. Hoping to catch the undead in the middle as well. your call.
Lightning Bolt, Concentration to cast Defensively: 1d20 + 13 ⇒ (10) + 13 = 237d6 ⇒ (5, 5, 1, 3, 6, 1, 4) = 25
[ooc]DC19 Reflex for half. I suspect Grappled means a penalty to reflex.
Meanwhile the tentacles try to maintain their grapple.
Black Tentacle grapple: 1d20 + 14 + 5 ⇒ (13) + 14 + 5 = 321d6 + 4 ⇒ (3) + 4 = 7
| Hezrog Occorum |
I was waiting for map. Looks like Hezrog is adjacent to one enemy and can 5 foot to be adjacent to another if necessary?
Full attack starting on the adjacent enemy (Nasferatu I believe?) per Serelina's instruction
firstMH: 1d20 + 16 ⇒ (7) + 16 = 232d6 + 11 ⇒ (2, 5) + 11 = 18
Offhand: 1d20 + 16 ⇒ (1) + 16 = 172d6 + 6 ⇒ (6, 3) + 6 = 15
secondMH: 1d20 + 11 ⇒ (19) + 11 = 302d6 + 11 ⇒ (5, 1) + 11 = 17
| Ian Marros |
Ian struggles to break free from the tentacles but can't.
CMB: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
| GM Ascension |
Four magic missiles arc out from Serelina. The first dissipates as it nears the nosferatu, a shimmer of blue between it and the magic missiles. Shield spell, other 3 missiles being split between the skeletons. Both are dazed.
Cindy flies to the corner of the hallway, letting loose a blast of lightning. N193, catches both skeletons, every other location either hit a party member as well, or completely missed the skeletons, but I'm sure you don't mind hitting both in addition to Nasun.
Grappled does give a -2 to reflex saves due to -4 dex. Reflex saves: 21, 5, 27 It appears to do very little to the nosferatu.
Hezrog, one skeleton within 5' step. The other vampire creature is Sona.
Hezrog lands two blows on the archer, crushing and breaking several bones.
Leo Save vs Distraction: 1d20 + 10 ⇒ (20) + 10 = 30
Leo moves into the hallway as well, a ring of positive energy bursting outward from him.
Channel to heal: 4d6 ⇒ (3, 1, 3, 5) = 12
Cormick and Issa
| Issa Al'Sadri |
All Magic Missile targets must be choosed at the time of the casting.
Issa casts freedom of movement on Hezrog.
May Horus' power get you out of the boundaries of this world.
| Cormick Egerton |
Fort vs nauseated: 1d20 + 3 ⇒ (14) + 3 = 17
Fighting off the disgust of all the bats around him, he moves closer to see that is occurring in the hallway while drawing a flask of alchemist's fire. Seeing Ian grabbed by the magic tentacles, he casts liberating command on the warrior and throws the flask back over his shoulder at the bats swarm.
5' step to J189, drawing a flask, cast liberating command, throw flask at bat swarm.
Liberating Command +14 escape artist (Ian)
Alchemist's Fire: 1d20 + 7 ⇒ (17) + 7 = 24
Dmg, Alchemist's Fire, plus splash: 1d6 ⇒ 4
------------------------------------------------------
Current Effects: heroism (Ian), 15 min; heroism (Hezrog), 70 min; liberating command +14 (Ian), instant;
| GM Ascension |
Issa casts freedom of movement on Hezrog.
Hmm, this is very familiar sounding - looking back, FoM was actually cast on Ian while fighting the bone golems. Ian is not bound by the black tentacles - Ian feel free to take an action instead of trying to break free.
That also means Issa FoM spell is already used (one listed as prepared for the day). Issa will need to take another action.
Cormick may also declare another action as the liberating command isn't necessary.
| Ian Marros |
Ian pursues the nosferatu and cleaves at him with the massive greatsword. "Die already!"
PAtkVStrk: 1d20 + 18 ⇒ (11) + 18 = 29
Dmg: 6d6 + 22 ⇒ (6, 4, 5, 3, 3, 6) + 22 = 49
| GM Ascension |
Morvae joins Hezrog in pummeling the archer. It takes three hits, but the bones are scattered across the floor.
Attacks: 16, 25, 33 (confirm 31), 24. Damage: 19, 32, 16.
Ian rushes after the nosferatu, his sword dispersing part of the mist, drops of blood forming along the edge of his blade as it passes through and flying from the tip into the darkness.
Remaining skeleton is dazed.
Rilumin, Hezrog (already took his actions), Sona, Nina, Hast, Serelina are up
| Serelina Bellafini |
Need a ruling: Does the spell Shield as a Shield bonus still exist while in gaseous form for purposes of deflecting magic missiles?
Also, are people counting the haste I cast on them as the door opened?
| Cormick Egerton |
@Serelina: Might help, as a reminder, to add a spell effects section on your posts as I do with Cormick. Helps both players and GM with on going effects you have provided, to whom and remaining duration. It is easy enough to copy the section from your previous post, so you are not typing it out all the time.
| Rilumin Nilvoril |
Rilumin shoots into the mist some more ive been forgetting my haste shots, and my +3 to confirm criticals last round, booo
Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (18) + 11 + 1 + 1 = 31
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15
Shot 2
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (5) + 11 + 1 + 1 = 18
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18
Shot 3
RS+DA+PBS: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18
as usual cover and concealment mean nothing to Rilumin
haste shot RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (19) + 11 + 1 + 1 = 32
dmg: 1d8 + 10 + 4 ⇒ (5) + 10 + 4 = 19
dmg: 1d8 + 10 + 4 ⇒ (2) + 10 + 4 = 16
Crit confirm
haste shot RS+DA+PBS: 1d20 + 11 + 1 + 1 + 3 ⇒ (16) + 11 + 1 + 1 + 3 = 32
EXTRA dmg added to the above haste shot: 2d8 + 20 + 8 ⇒ (5, 4) + 20 + 8 = 37
Only one Manyshot arrow can crit at a time
| GM Ascension |
Cormick's flask disperses one of the bat swarms.
Rilumin fires multiple arrows at the vampire mist, when they come back together they do not seem to be as thick as they once were.
Sona, turns into mist herself, and begins floating through the writhing black tentacles to reach Nasun.
The remaining bat swarm passes through the doorway, enclosing Morvae and Hezrog. 2 damage, DC 11 fort save or be distracted.
Nasun, in mist form still floats further eastward into the hallway, passing through the slitted bars set as a window in a heavy wooden door.
Party is up
| Ian Marros |
Ian doesn't slow down--running straight at the door the vampire went through and hitting it with the pommel of his greatsword in a massive two-handed smash.
SunderCMB: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26
SunderVStrikePAtk: 6d6 + 22 ⇒ (1, 2, 4, 4, 2, 1) + 22 = 36
If he can fit through, he'll continue pursuit. If he's too large, he'll step aside for anyone else to go through.
| Cormick Egerton |
Cormick gets out another vial of alchemist's fire, steps a bit closer to the doorway.
Move retrieve alchemist's fire, move to j192.
------------------------------------------------------
Current Effects: heroism (Ian), 15 min; heroism (Hezrog), 70 min;
| GM Ascension |
Morvae lashes out at the swarm of bats, dispersing the last of them.
The black tentacles retreat back into the walls and floor.
Ian brings his blade down against the door, near the handle. The door shudders from the heavy blow, and several chips of stone fly away from the wall, but the door does not open.
Serelina's unseen servant is likewise unable to get the door to move.
It takes only a moment of looking at the door to see the problem. The stone door frame appears to be what can best be described as melted, and shaped around the edges of the door itself. The stone flows over the hinges, down both sides. Even the floor has gouges in it where the stone has been pushed upward.
Sona, in mist form, flies between the iron barred window in pursuit.
The worked passage ends, the door leading into a large natural cavern, wider than one can see, and extending to the north.
Dropping out of round by round combat for now while you figure out how to get past the door or decide on another course of action.
| Ian Marros |
Ian keeps bashing at the wooden door, trying to destroy it.
Sunder: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30
SunderVStrikePAtk: 6d6 + 22 ⇒ (4, 6, 6, 5, 4, 5) + 22 = 52
| GM Ascension |
Ian needs healing the most, but I don't recall if he has been healed by Cindy's hex while down in the catacombs or not.
Ian hacks at the wooden door, putting several ugly gouges in it, splinters of wood flying. It takes him half a dozen more swings before the door starts to crack, then eventually shatter into several pieces.
Beyond is a large cavern. The floor before you descends slightly, then approximately 20' away drops down another 5'. Along the south well several similar shelves can be seen.
Won't be able to get a map up till the weekend.