Grimaldus |
Yes - an opponent worth smiting! With the Halfling rogue creating a flanking situation, Grim takes another mighty swing at the knight before him.
Power attack + overhand chop + bless + flank: 1d20 + 11 + 1 + 2 ⇒ (9) + 11 + 1 + 2 = 23
Damage: 2d6 + 18 ⇒ (2, 5) + 18 = 25
Bones FireHammer |
Bones moves up and fires a icicle at the red doomday knight in the pit.
icicle range touch 2nd uses of 7 w/bless: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
cold damage: 1d6 + 2 ⇒ (4) + 2 = 6
DM Kludde |
Holman is right, nobody take damage from the channel
Holman just barely misses the knight, but sets up the perfect flank for Grimaldus, who deals a traumatising blow to the doomsknight.
Ourboreia starts summoning a crocodile, as Takahiro moves in. Bones sends forth another icicle, and manages to hit the knight in the pit.
----
Bones
Ourboreia
Takahiro
Grim
Cacumattus
Holman
---
Doomday knight - Black (25)
Doomday knight - Crimson (19)
Doomday knight - Bile
Doomday knight - Mauve (19)
---
Cacumattus Diuberr |
Cacumattus loads a bolt into his crossbow, takes a 5' step forward, and fires at the black knight.
Crossbow: 1d20 + 6 + 1 - 4 - 4 ⇒ (8) + 6 + 1 - 4 - 4 = 7 for: 1d6 + 1 ⇒ (6) + 1 = 7
DM Kludde |
Cacumattus takes a pot shot at the black knight, but his bolt goes wide.
The black knight swings at Grim, while the Bile knight steps past Holman to avoid the crocodile appearing behind it.
Waraxe, Grim: 1d20 + 10 ⇒ (4) + 10 = 14
Waraxe, Grim: 1d20 + 5 ⇒ (20) + 5 = 251d10 + 4 ⇒ (3) + 4 = 7
Confirm, Grim: 1d20 + 5 ⇒ (8) + 5 = 13
Waraxe, Holman: 1d20 + 10 ⇒ (4) + 10 = 14
Waraxe, Holman: 1d20 + 5 ⇒ (10) + 5 = 15
The two knight in the pit throw their axes at Bones.
Throwing Axe, Bones: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 201d6 + 3 ⇒ (5) + 3 = 8
Throwing Axe, Bones: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 241d6 + 3 ⇒ (3) + 3 = 6
----
Bones
Ourboreia
Takahiro
Grim
Cacumattus
Holman
---
Doomday knight - Black (25)
Doomday knight - Crimson (19)
Doomday knight - Bile
Doomday knight - Mauve (19)
---
Grimaldus |
The tall warrior continues his struggle with the knight, losing himself to the rhythm of their deadly danace.
Power attack + overhand chop + bless + flank: 1d20 + 11 + 1 + 2 ⇒ (17) + 11 + 1 + 2 = 31
Damage: 2d6 + 18 ⇒ (3, 3) + 18 = 24
DM Kludde |
Grimaldus downs the black knight with a deft chop.
----
Bones
Ourboreia
Takahiro
Grim
Cacumattus
Holman
---
Doomday knight - Crimson (19)
Doomday knight - Bile
Doomday knight - Mauve (19)
---
Holman Nimblefingers |
Holman maneuvers around the knight nearest him and readies an attack for when it's distracted.
Move action: As indicated on map
Acrobatics: 1d20 + 13 ⇒ (2) + 13 = 15
Standard action: Attack knight
Attack (+1 Adamantine Dagger, Bless, Piranha Strike, Flanking): 1d20 + 11 + 1 - 2 + 2 ⇒ (12) + 11 + 1 - 2 + 2 = 24
Damage (+1 Adamantine Dagger, Piranha Strike, SA vs. Flanking): 1d3 + 1 + 4 + 3d8 ⇒ (2) + 1 + 4 + (8, 7, 6) = 28
Takahiro |
Takahiro moves in and engages with his Katana...
Is that... bile?
PA+Flank
Attack 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Damage 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
Crit? 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Add Damage 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
DM Kludde |
I assume that the ready triggers on flanking?
Surrounding the knight, Takahiro stabs the knight with powerful fervour. Holman never shall know whether his stab in the heart from the back was the killing blow, or just an afterthought.
----
Bones
Ourboreia
Takahiro
Grim
Cacumattus
Holman
---
Doomday knight - Crimson (19)
Doomday knight - Mauve (19)
---
Ouroboreia |
A celestial crocodile immediately appears, snapping at the green knight.
Bite: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 6 ⇒ (8) + 6 = 14 if successful: Grab: 1d20 + 13 ⇒ (6) + 13 = 19
Tail Slap: 1d20 + 2 ⇒ (10) + 2 = 121d12 + 3 ⇒ (5) + 3 = 8
Celestial crocodile (Pathfinder RPG Bestiary, 51)
N Large animal
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
Defense
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5; SR 7
Offense
Speed 20 ft., sprint x2, swim 30 ft.
Melee bite +7 (1d8+6 plus grab), tail slap +2 (1d12+3)
Space 10 ft.; Reach 5 ft.
Special Attacks death roll, smite evil
Statistics
Str 23, Dex 12, Con 21, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Acrobatics +1 (-3 to jump), Perception +8, Stealth +5 (+13 in water), Swim +14; Racial Modifiers +8 Stealth in water
SQ hold breath
Special Abilities
Death Roll (Ex) If you grapple a target, you can roll to inflict bite damage and knock the creature prone.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Smite Evil (1/day) (Su) +0 to hit, +3 to damage when used.
Sprint x2 (1/minute) (Ex) 1/minute, increase your land speed by a factor of 2
At the end of turn, the crocodile must save in order not to fall in the spiked pit too.
Reflex DC 20: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
So... if the grab succeeded, the croc ends up with the third knight in the pit. If he didn't succeed, he falls in the pit without the knight, but finds two new playmates! I guess everyone will need to squeeze in there.
Ouroboreia contemplates the bit of mischief she's managed to create. She summons another creature, a lantern archon. It appears immediately and starts shooting rays of pure light at the knights inside the pit.
Casting summon monster III as a standard action this time, thanks to Sacred Summons and Aura of Good.
Light Ray (Range Touch Attack): 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 5
Light Ray (Range Touch Attack): 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 2
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (20 ft., DC 13)
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison
DR 10/evil; Immune electricity, petrification
--------------------
Offense
--------------------
Speed fly 60 ft. (perfect)
Special Attacks 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd; concentration +3)
. . At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
--------------------
Statistics
--------------------
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB -2; CMD 8
Feats Improved Initiative, Diehard
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
--------------------
Special Abilities
--------------------
Aura of Menace (20 ft., DC 13) (Su) Hostile creatures must save or take a -2 to attacks, AC, and saves for 24 hours.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Perfect) You can fly!
Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Truespeech (Su) Speak with any creature that has a language.
DM Kludde |
The green knight was already dead.
The crocodile snaps at the body of the green knight, ensuring its demise, then falls down into the pit to the great startlement of the two remaining knight. The lantern archon adds to the confusion, as it sears one of the knights with two beam of pure righteous light.
Shooting fish in a barrel.
----
Bones
Ourboreia
Takahiro
Grim
Cacumattus
Holman
---
Doomday knight - Crimson (27)
Doomday knight - Mauve (19)
---
Bones FireHammer |
Bones waits above for the summoned critters to finish with the nights or the pit to expire.
ready action to attack
-Posted with Wayfinder
Ouroboreia |
Unfortunately the Pit spells can't be dismissed - we have to wait for the full duration to expire. Hopefully my two summons will soften the knights enough so that they won't be much of a threat when the spell ends. Should I roll attacks for both summons for the reminder of the Pit spell duration? That would hasten up the rest of the fight, if that helps.
DM Kludde |
Let's roll attack for the rest of the pit/summons duration, and I'll piece it together.
Ouroboreia |
Squeezing: –4 penalty on attack rolls and a –4 penalty to AC.
Pit: Round 3 out of 8
Croc bite, Squeezing: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 91d8 + 6 ⇒ (3) + 6 = 9 if successful: Grab, Squeezing: 1d20 + 13 - 4 ⇒ (6) + 13 - 4 = 15
Croc tail slap, Squeezing: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 81d12 + 3 ⇒ (4) + 3 = 7
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 101d6 ⇒ 3
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 171d6 ⇒ 3
Pit: Round 4 out of 8
Croc bite, Squeezing: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 51d8 + 6 ⇒ (5) + 6 = 11 if successful: Grab, Squeezing: 1d20 + 13 - 4 ⇒ (13) + 13 - 4 = 22
Croc tail slap, Squeezing: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -11d12 + 3 ⇒ (7) + 3 = 10
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 141d6 ⇒ 2
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 181d6 ⇒ 1
Pit: Round 5 out of 8
Croc bite, Squeezing: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 41d8 + 6 ⇒ (3) + 6 = 9 if successful: Grab, Squeezing: 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 27
Croc tail slap, Squeezing: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 141d12 + 3 ⇒ (9) + 3 = 12
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 161d6 ⇒ 3
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 101d6 ⇒ 3
Pit: Round 6 out of 8
Croc bite, Squeezing: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 91d8 + 6 ⇒ (2) + 6 = 8 if successful: Grab, Squeezing: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Croc tail slap, Squeezing: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 121d12 + 3 ⇒ (2) + 3 = 5
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 151d6 ⇒ 3
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 61d6 ⇒ 3
Pit: Round 7 out of 8
Croc bite, Squeezing: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 81d8 + 6 ⇒ (8) + 6 = 14 if successful: Grab, Squeezing: 1d20 + 13 - 4 ⇒ (5) + 13 - 4 = 14
Croc tail slap, Squeezing: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 91d12 + 3 ⇒ (5) + 3 = 8
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 51d6 ⇒ 5
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 71d6 ⇒ 3
Pit: Round 8 out of 8
Croc bite, Squeezing: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 131d8 + 6 ⇒ (7) + 6 = 13 if successful: Grab, Squeezing: 1d20 + 13 - 4 ⇒ (5) + 13 - 4 = 14
Croc tail slap, Squeezing: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -11d12 + 3 ⇒ (3) + 3 = 6
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 11d6 ⇒ 3
Lantern's Light Ray (RTA), shooting into melee: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 31d6 ⇒ 3
Grimaldus |
Grim looks down in the pit and remembers the fighting pits at the academy...although in those they didn't actually kill each other. He also had heard of some cities where people paid money to watch fights like this - so he jeered the knights at called out to distract them!
DM Kludde |
The confines are too tight for the crocodile to be effective in any way, but the reptile does provide ample distraction for the lantern archons to have an easy job shooting the knights. One of them goes down, while the other survives until the end of the spell, though he cannot hope to stand against the combined might of the pathfinders.
Going to call combat over
The southern wall of this cave is covered with a dangerous brown mold
Among the clutter in the campsite is a locked iron case. (Disable 20 to open)
To the east is the area where the doomsday knights came from, which holds a crumbling mining pit and the end of the tracks that came in from the entry. To the west, a tunnel leads deeper into the complex.
And there's still that dome in the northern chamber
Takahiro |
Takahiro leads on and forward, "We can see to chests and collection of the dead when the place is safe from the clutches of these evil folk" Takahiro Detects for Evil as he begins to move ahead.
Both as his own paladin power, and using his shining wayfinder
Cacumattus Diuberr |
Cacumattus spends the rest of the fight cheering on the combatants in the pit. "Anyone want to make a friendly wager? I'll give two-to-one on the ball of glowy stuff!"
Once the fight is over, he moves to examine the chest. "Which we might be better prepared for," he disagrees with Takahiro, "if we know just what they're up to, and there might be something in here that tells us that."
Disable: 1d20 + 8 ⇒ (11) + 8 = 19 oh come on
Bones FireHammer |
K(dungon): 1d20 + 8 ⇒ (3) + 8 = 11 looking around Bones feels he is missing something he should know and thumps his brow knowing he can recall more.
K(dungon) re-roll using Recall 2/7: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19
The he realizes the the southern wall of this cave is covered with a dangerous brown mold. "Stay clear of that south wall it's brown mold!"
Bones goes to take a look at the dome thing in the northern chamber.
perception: 1d20 + 10 ⇒ (2) + 10 = 12
K(eng?): 1d20 + 7 ⇒ (9) + 7 = 16
Ouroboreia |
Ouroboreia steers clear of the southern wall, wary of any mold or ooze that might live there. She studies the dome, bringing her expertise to help Bones understand this place better, and waits patiently for everyone to be done here before they move to the west.
Holman Nimblefingers |
Knowledge (Dungeoneering, Take 10): 10 + 7 = 17
Disable Device (Take 10, Masterwork Tools): 10 + 13 + 2 = 25
Holman recognizes the mold as well, avoiding it even before Bones' warning. Seeing Cacumattus' trouble with the iron case, Holman steps up and, with seemingly little effort, opens it.
DM Kludde |
Bones investigates the strange dome in the northern chamber.
Psst a voice from within the strange tower-in-the-cave says, be careful, be aware of the doomsday knights! They lurk in the caves beyond!
There's clearly somebody inside.
My name is Bertrag, I am a monk of the Ouat order. I was ambushed by the knights, about a week ago, and I let them capture me, hoping to pinpoint their hideout. Here, I learned that prisoners were being held and tortured, only to be sacrificed to some monster. I could not sneak these prisoners out, so instead I kept them here. In my fortress.
Grimaldus |
"Show yourself, monk. We have dispatched the doomsday knights beyond - I am sure you heard the melee. Come tell us where they took the others to be sacrificed so that we may end that threat, also!"
Bones FireHammer |
sense motive: 1d20 + 8 ⇒ (11) + 8 = 19
Bones tries to determine if Bertrag is being truthful, before informing him "We just took care of a half dozen doomsday knights."
diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22
DM Kludde |
I took the prisoners here, the are hiding in this collapsible fortress. the monk says, and to Bones, he sounds genuine enough.
Sure enough, convinced by the good intentions of the pathfinders, he opens the door and several famished heads peek out. I can lead these men to safety, the monk says, if the dooms knights are truly defeated.
Have you bested their leader? Down in the bowels of this mine, a dreadful beast lurks. That is where they sent the prisoners to be sacrificed. He draws a crude map on the ground, that indicates the way forward is the passage west.
If you allow Bertrag to go, you can have his collapsible fortress, though it does mean you have to collapse it, which is turn means the cave will probably collapse (unless you do something smart)
DM Kludde |
The tunnel descends further into the belly of the earth. With thousands of tons of stone above it, the tunnel twists and turns, the occasional tight spot being alternated with short dead ends and sudden curves, until it ends in a chamber.
Greenish filaments crisscross this flooded chamber, whose pools of murky water release strange, foul-smelling fumes. Large boulders protrude from the water, many covered in profane markings and bloodstains.
The air is hot and damp, and feels particularly caustic.
Standing over the pool is a man with a horribly disfigured face.
init, Ouroboreia: 1d20 + 3 ⇒ (4) + 3 = 7
init, Bones: 1d20 + 1 ⇒ (7) + 1 = 8
init, Holman: 1d20 + 6 ⇒ (3) + 6 = 9
init, Cacu: 1d20 + 3 ⇒ (2) + 3 = 5
init, Takahiro: 1d20 + 3 ⇒ (12) + 3 = 15
init, Grim: 1d20 + 4 ⇒ (14) + 4 = 18
Init: 1d20 + 4 ⇒ (16) + 4 = 20
The priest immediately starts an enthralling song, trying to capture the fascination of the adventurers.
---
Grim
Takahiro
Holman
Bones
Ouroboreia
Cacumattus
---
Priest
---
Grimaldus |
Grim quickly swaps out his greatsword for his masterwork darkwood composite shortbow, moving into the space if needed and shooting at the priest!
Ranged attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
DM Kludde |
Conc: 1d20 + 12 ⇒ (11) + 12 = 23
The party moves up to the priest, and Grimaldus even fires an arrow, almost disrupting the chanting of the man.
Bone gets awfully close to the water, and the noxious vapour stings his eyes. DC 10 Fort or be sickened for 1 round (counts as poison)
---
Grim
Takahiro
Holman
Bones
Ouroboreia
Cacumattus
---
Priest
---
Ouroboreia |
Ouroboreia moves forward, and conjures a field of rubbery black tentacles on the islet where their opponent is, hoping him to leave this isolation and come confront Takahiro and Grimaldus.
Casting black tentacles (area: see map).
Grapple: 1d20 + 7 + 4 + 1 ⇒ (3) + 7 + 4 + 1 = 15
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Cacumattus Diuberr |
Cacumattus moves down and with a flick of his wrist flings a spray of ice at the man.
Ray of Frost (vs touch): 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10 for: 1d3 ⇒ 2
Sneak attack bonus damage: 1d6 ⇒ 4
DM Kludde |
Ourboreia create a mass of slithering, grabbing tentacles that harass the priest, but he doesn't seem to be too bothered by it. Cacumattus narrowly misses the man with a burst of ice.
The priest ends his chanting performance, and the adventurers feel a strange temptation.
Everybody make a DC 15 Will save (with a +4 bonus) or be entralled, treating the priest as friendly.
In the water, a horrific creature appears, a huge amalgation of spider and insect legs, all fused into one big amorphous blob. The creature is horrible to look at.
Which means all should make a DC 13 Will save or be sickened for rounds: 1d6 ⇒ 6)
The creature swim up to the edge of the pool, and vomits out a swarm of spiders.
---
Grim
Takahiro
Holman
Bones
Ouroboreia
Cacumattus
---
Priest
Insecty blob
Spider swarm
---
Takahiro |
Priest - Will 1d20 + 12 ⇒ (6) + 12 = 18
Blob - Will 1d20 + 12 ⇒ (10) + 12 = 22
How deep is the water? We can see the beast kicking around, swimming or walking? Curious if Takahiro can walk over and stab him in the face
Bones FireHammer |
fort vs poisoned water DC10: 1d20 + 5 ⇒ (8) + 5 = 13
Will vs enthralled DC15: 1d20 + 8 ⇒ (1) + 8 = 9
Will vs sickens spiders DC13: 1d20 + 8 ⇒ (18) + 8 = 26
Unaffected by the water or spiders, Bones stands enthralled by the music.
-Posted with Wayfinder
Ouroboreia |
As the tentacles reach for the singing priest again, Ouroboreia tries to banish the enthralling and mind-numbing music from her head.
Will (enthrall): 1d20 + 7 + 3 ⇒ (11) + 7 + 3 = 21
Will (sickened): 1d20 + 7 ⇒ (4) + 7 = 11
Grapple: 1d20 + 7 + 4 + 1 ⇒ (10) + 7 + 4 + 1 = 22
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Thankfully, the wizardess keeps her wits about her and empowers her companions with supernatural haste as soon as Grimaldus comes closer.
Targetting all allies between Takahiro and me (up to 7 targets - should be okay) as soon as Grimaldus moves in.
DM Kludde |
The beast is swimming, and the bottom of the murky pool is not visible. Bones is mesmerised by the priest's sermon, while Ouroboreia hastens the party,
Enthralled for: 1d3 ⇒ 1 round. (So Bones is ok next round)
---
Grim
Takahiro
Holman
Bones
Ouroboreia
Cacumattus
---
Priest
Insecty blob
Spider swarm
---
Holman Nimblefingers |
Will Save (Enthrall, Bonus, Adjustable Luck): 1d20 + 2 + 4 + 2 ⇒ (11) + 2 + 4 + 2 = 19
Will Save (Sickened): 1d20 + 2 ⇒ (5) + 2 = 7
Holman begins to feel a certain amount of empathy for the priest, but his halfling stubbornness comes to the rescue and he is able to shake it off. He is not quite as able to shake off the nausea he feels on seeing the creature from the deep.
Seeing the spiders it vomits up, however, is too much. "Well, not a lot I can against those..." He stays where he is and waits for an opportunity.
Holman will hold his action. He doesn't have any splash weapons, can't charge anything to get a SA, can't flank to get a SA, and can't enter the black tentacles without almost assuredly being instantly grappled.
Ouroboreia |
Is the priest grappled, by chance?
DM Kludde |
I forgot to add: no, the priest is not grappled. The tentacles can't seem to get a hold of him.
Ouroboreia |
Okay, thanks!
Takahiro |
AC vs Beast thing = 25
Takahiro strides forward, Katana at the ready, and calls upon Shizuru!
Smite on...whatever the hell that is
He strides through the swarm, and slashes at the swimming beast.
Smite/haste/PA
Attack 1d20 + 11 + 4 + 1 - 2 ⇒ (17) + 11 + 4 + 1 - 2 = 31
Damage 1d8 + 7 + 6 + 8 ⇒ (1) + 7 + 6 + 8 = 22
Confirm?1d20 + 11 + 4 + 1 - 2 ⇒ (15) + 11 + 4 + 1 - 2 = 29
Damage 1d8 + 7 + 6 + 8 ⇒ (7) + 7 + 6 + 8 = 28
*+8 as I assume it is "If outsider, dragon or undead".
What saves would you like from Tak for moving through the swarm?
Grimaldus |
Will #1: 1d20 + 2 ⇒ (18) + 2 = 20
Will #2: 1d20 + 2 ⇒ (15) + 2 = 17
Although the warrior preferred melee combat, he calculated that he had more impact by continuing his ranged assault on the spellcaster. He moves closer, draws another arrow and fires again.
Ranged attack: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage: 1d6 + 4 ⇒ (2) + 4 = 6