Rand, The Iron Fist
|
Rand will move up and listen to see if he hears anything behind the curtain.
Perception: 1d20 + 21 ⇒ (12) + 21 = 33
Silver Crusader Rhon Delver
|
"Earl said that he can not sense anything moving on the other side of the curtain."
Rhon moves over to the area near the curtain.
Earl the Earth Elemental
|
Earl pulls the curtain down to reveal the area beyond.
| FiddlersGreen |
As Earl pulls the curtain back, he suddenly feels vibrations in the room beyond that he had not felt before. You hear a groan from the elemental as the passage is revealed to lead to yet another bare room, with yet another four more worms... I swear this is not random. Sorry for having to throw the same enemies at you 3 times in a row. At least they're relatively easy to beat...
Initiative!
Matamah: 1d20 + 6 ⇒ (17) + 6 = 23
Rand: 1d20 + 6 ⇒ (11) + 6 = 17
Itamar: 1d20 + 7 ⇒ (20) + 7 = 27
Rhon+Earl?: 1d20 + 1 ⇒ (13) + 1 = 14
42: 1d20 + 5 ⇒ (6) + 5 = 11
Alden: 1d20 + 3 ⇒ (6) + 3 = 9
Worms: 1d20 + 7 ⇒ (11) + 7 = 18
Initiative Order:
Itamar -6, free
Matamah - 5 images, free
Worms
Rand -
Rhon -9 (free, -2 STR)
42 -
Alden
Itamar and Matamah are up.
Matamah the Thundering
|
APs do that sometimes lol.
Standard Action
Thunder claps! Thunder Call! Should be able to get the three closest in a 10 ft. area radius. Can do it up to 55 ft. away, and I think the center needs to be 55 ft. from Matamah.
Thunder Call: 5d8 ⇒ (4, 4, 7, 5, 7) = 27 sonic damage - DC 21 fort save vs. stun
Move Action
Rhythms everywhere. Inspire Courage. 2 rounds used.
REMEMBER: INSPIRE COURAGE AND FLAGBEARER (+4 to attack rolls (and CMB), +4 to damage rolls, +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))
FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range). NO HASTE THIS TIME!
Itamar
|
Ugh... Itamar casts Blindness(Fort 21) on the one I put a line across
| FiddlersGreen |
fort: 1d20 + 14 ⇒ (18) + 14 = 32
fort: 1d20 + 14 ⇒ (3) + 14 = 17
fort: 1d20 + 14 ⇒ (2) + 14 = 16
fort: 1d20 + 14 ⇒ (9) + 14 = 23
Itamar attempts to open the fight by blinding one of the worms, but it resists the spell. Anticipating retaliation, Matamah follows up with a blast of sonic energy that stuns two of the worms. The other two surge forward to attack Earl, but their slow movement speeds prevent them from attacking this turn.
Initiative Order:
Itamar -6, free
Matamah - 5 images, free
Worm 1 -27
Worm 2 -27
Worm 3 -27
Worm 4
Rand -
Rhon -9 (free, -2 STR)
42 -
Alden
All of you are up again.
Subject - 42
|
looking at the same foes once again, 42 doesn't like his options.
He raises his hand and shots off a Ray of Frost at the worms.
SR: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1d3 ⇒ 2
Earl the Earth Elemental
|
Earl makes a full round attack on Worm 3.
Slam w/ power attack: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: bludgeoning: 2d6 + 17 ⇒ (4, 2) + 17 = 23
Slam w/ power attack: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: bludgeoning: 2d6 + 17 ⇒ (2, 3) + 17 = 22
Silver Crusader Rhon Delver
|
Rhon moves 15 ft. to in front of Worm 4.
Rhon makes a melee attack against Worm 3.
Melee Attack: 1d20 + 19 ⇒ (6) + 19 = 25
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (1) + 7 = 8
Reflex Save: DC 18: 1d20 + 7 ⇒ (19) + 7 = 26
Fort Save vs. Poison: 1d20 + 16 ⇒ (17) + 16 = 33
Matamah the Thundering
|
Move Action
Matamah moves closer to extend his flag radius.
Free Action
Oh, that ol' Lingering Song! How it carries us along! End Performance.
REMEMBER: INSPIRE COURAGE AND FLAGBEARER (+4 to attack rolls (and CMB), +4 to damage rolls, +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))
FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range). NO HASTE THIS TIME!
Subject - 42
|
I forgot to add the 4 damage to my attack. total of 6.
Itamar
|
Itamar casts Chain of Perdition on #3
Touch: 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 13...Me and this spell just are not getting along this game
Dirty Trick: Blind: 1d20 + 13 + 8 + 4 ⇒ (7) + 13 + 8 + 4 = 32
Alden Helpinghand
|
Alden moves past his allies to be adjacent to Rhon, and aids his AC against the worms.
+14 to AC and another +14 on up to 4 attacks.
Rand, The Iron Fist
|
Rand will drop into his stance, move to where I put him, and then defensively attack #3.
Panther Style on the two attacks of opportunity: 1d20 + 25 ⇒ (19) + 25 = 441d20 + 25 ⇒ (10) + 25 = 35 If I hit them, they take a -2 penalty to hit and damage on their AoO
Damage Rolls: 2d8 + 12 ⇒ (6, 8) + 12 = 262d8 + 12 ⇒ (8, 7) + 12 = 27
Reflex Saves: 1d20 + 17 ⇒ (2) + 17 = 191d20 + 17 ⇒ (8) + 17 = 25
Attack Defensively: 1d20 + 25 ⇒ (14) + 25 = 39
Damage Rolls: 2d8 + 12 ⇒ (2, 1) + 12 = 15
Reflex Saves: 1d20 + 17 ⇒ (20) + 17 = 37
| FiddlersGreen |
Sorry for the slow reply guys, weekend ended up being busier than I thought, and when I got home I kept falling asleep before making an update. =(
AoO attack roll: 1d20 + 14 ⇒ (12) + 14 = 26
AoO attack roll: 1d20 + 14 ⇒ (15) + 14 = 29
Rand rushes forward and jumps over the worms, and takes two attacks of opportunity in the process, but neither of the worms hit, and are instead struck by Rand for their trouble. Rhon and Alden follow closely behind, whilst 42 fires a ray of frost at worm 3.
Itamar follows up by conjuring a chain of force, but it flails wildly for a moment without hitting anything. Meanwhile, Matamah continues to inspire his allies from behind.
The worms swarm around Rand, eager to taste flesh.
attack roll: 1d20 + 14 ⇒ (20) + 14 = 34
confirmation roll: 1d20 + 14 + 4 ⇒ (19) + 14 + 4 = 37
attack roll: 1d20 + 14 ⇒ (4) + 14 = 18
attack roll: 1d20 + 14 ⇒ (3) + 14 = 17
attack roll: 1d20 + 14 ⇒ (11) + 14 = 25
damage: 2d6 + 4 + 2d6 + 4 + 4d6 ⇒ (1, 5) + 4 + (3, 6) + 4 + (4, 6, 6, 2) = 41
The the worms just flail wildly, but one of them manages to get lucky with a painful bite that sinks deep into Rand's leg and deposits a gush of acidic fluids into the wound!
Initiative Order:
Itamar -6, free
Matamah - 5 images, free
Worm 1 -27
Worm 2 -27
Worm 3 -75
Worm 4 -25
Rand - 41
Rhon -9 (free, -2 STR)
42 -
Alden
You're up again.
Matamah the Thundering
|
Standard Action
Boom! Thundercall. Gonna target the two on the far end.
Thundercall: 5d8 ⇒ (5, 3, 7, 8, 1) = 24 sonic damage - DC 21 fort save vs. stun.
Move Action
Matamah restarts the Inspire Courage. Two rounds of performance.
REMEMBER: INSPIRE COURAGE AND FLAGBEARER (+4 to attack rolls (and CMB), +4 to damage rolls, +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))
FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range). NO HASTE THIS TIME!
Silver Crusader Rhon Delver
|
Start attacking Worm 3 until it goes down then attack Worm 4.
Melee Attack: 1d20 + 19 ⇒ (20) + 19 = 39
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (3) + 7 = 10
Reflex Save: 1d20 + 7 ⇒ (16) + 7 = 23
Fort Save vs. Poison: 1d20 + 16 ⇒ (14) + 16 = 30
Critical Confirmation Roll: 1d20 + 19 ⇒ (11) + 19 = 30
Critical Damage: 2d10 + 14 ⇒ (6, 10) + 14 = 30
Melee Attack: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (6) + 7 = 13
Reflex Save: 1d20 + 7 ⇒ (14) + 7 = 21
Fort Save vs. Poison: 1d20 + 16 ⇒ (2) + 16 = 18
Melee Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (3) + 7 = 10
Reflex Save: 1d20 + 7 ⇒ (4) + 7 = 11
Fort Save vs. Poison: 1d20 + 16 ⇒ (4) + 16 = 20
Earl the Earth Elemental
|
Start attacking Worm 3 until it goes down, then attack Worm 4.
Melee Attack: Slam: Power Attack: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: bludgeoning: 2d6 + 17 ⇒ (4, 1) + 17 = 22
Reflex Save: DC 18: 1d20 + 1 ⇒ (16) + 1 = 17
Fort Save vs. Poison: 1d20 + 9 ⇒ (17) + 9 = 26 I am immune to poison.
Melee Attack: Slam: Power Attack: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: bludgeoning: 2d6 + 17 ⇒ (3, 6) + 17 = 26
Reflex Save: DC 18: 1d20 + 1 ⇒ (3) + 1 = 4
Fort Save vs. Poison: 1d20 + 9 ⇒ (13) + 9 = 22 I am immune to poison.
Subject - 42
|
42 will raise his hands and let out five missiles explode from his fingers, each heading towards the worm by Alden
damage: 1d4 + 12 + 4 ⇒ (4) + 12 + 4 = 20
damage: 1d4 + 12 + 4 ⇒ (3) + 12 + 4 = 19
damage: 1d4 + 12 + 4 ⇒ (2) + 12 + 4 = 18
damage: 1d4 + 12 + 4 ⇒ (2) + 12 + 4 = 18
damage: 1d4 + 12 + 4 ⇒ (1) + 12 + 4 = 17
Itamar
|
Itamar sacrifices Expeditious Retreat to have the worm that crit Rand re-roll at -1
| FiddlersGreen |
rerolled attack roll: 1d20 + 14 ⇒ (16) + 14 = 30
At the last moment, Itamar invokes a blessing from Torag that repels the worm just as its teeth are about to sink into Rand.
Still need in-round actions for Alden, Itamar and Rand.
Alden Helpinghand
|
Alden will fall back to make room for his allies. Using Escape Route to move back without provoking AOOs. Any allies who are adjacent to him while moving also do not provoke AOOs.
He then continues to protect his allies from the worms as best he can.
+14 AC vs up to four attacks for adjacent allies for the next round.
Rand, The Iron Fist
|
Rand will attack #1 til he drops then shift to #2.
Flurry of Blows: 1d20 + 25 ⇒ (8) + 25 = 331d20 + 25 ⇒ (6) + 25 = 311d20 + 25 ⇒ (14) + 25 = 391d20 + 20 ⇒ (11) + 20 = 311d20 + 15 ⇒ (7) + 15 = 22
Damage Rolls: 2d8 + 12 ⇒ (3, 5) + 12 = 202d8 + 12 ⇒ (8, 2) + 12 = 222d8 + 12 ⇒ (4, 8) + 12 = 242d8 + 12 ⇒ (2, 2) + 12 = 162d8 + 12 ⇒ (2, 7) + 12 = 21
Reflex Saves: 1d20 + 17 ⇒ (16) + 17 = 331d20 + 17 ⇒ (3) + 17 = 201d20 + 17 ⇒ (2) + 17 = 191d20 + 17 ⇒ (19) + 17 = 361d20 + 17 ⇒ (5) + 17 = 22
Itamar
|
Itamar continues his not so impressive attacks on #3
Touch: 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Dirty Trick: Blind: 1d20 + 13 + 8 + 4 ⇒ (15) + 13 + 8 + 4 = 40
| FiddlersGreen |
Rand squishes worm 1 with ease, while Rhon and Earl carve up worm 3 and bloody worm 4, though Rhon accidentally stabs his hand on a quill in the process. Fortunately, his tough body is nigh-impervious to poison.
damage: 1d4 ⇒ 3
Initiative Order:
Itamar -6, free
Matamah - 5 images, free
Worm 2 -48
Worm 4 -83
Rand -
Rhon -12 (free, -2 STR)
42 - - we are here
Alden
42, quick question before we continue. How are you getting +16 damage on each magic missile?
Subject - 42
|
12 for my level and 4 from Matamah's buff.... just re-read the spell.. Thought it was +1 per level, so they should only be +5....
| FiddlersGreen |
Magic missile is a flat +1 per missile, though you get up to 5 missiles, and Matamah's damage bonuses only apply to weapon damage. Your damage would be 1d4+1 per missile, though you get 5 missiles. Do you want to keep your action or change it?
Subject - 42
|
16 damage vs too much damage... yeah, i'll keep that action since i don't want to waste any major spells in this area.
| FiddlersGreen |
42 sends 5 bolts of force into worm 4, almost knocking it out. Alden moves back to create more room for his allies.
fortitude save: 1d20 + 14 ⇒ (14) + 14 = 28
Meanwhile, Itamar blinds worm 4 with his chain and Matamah bombards worm 2 with a blast of sonic energy, though the worm resists being stunned.
The two worms make a last-ditch effort to bite Rand to death before he inevitably knocks them out in the next round.
attack roll: 1d20 + 14 ⇒ (5) + 14 = 19
attack roll: 1d20 + 14 ⇒ (11) + 14 = 25
However, neither is successful, and the monk easily crushes them shortly after.
Initiative Order:
Itamar -6, free
Matamah - 5 images, free
Worm 2 -48
Worm 4 -100
Rand -
Rhon -12 (free, -2 STR)
42 - - we are here
Alden
I'll call the combat over here.
A thorough investigation of the room reveals it to be yet another dead end, with no secret doors or magical auras save for a lingering conjuration aura that rapidly fades away.
There are two more passages to the North, but the last two passages you investigated ultimately lead to dead ends. What now?
| FiddlersGreen |
For the sake of my sanity and all our browsers, I will be using two maps for this dungeon. The first will be the one titled 'The Shadow Dungeon', which is linked at the top of the page below the combat maps. Combat will still be run through the "Combat!" link, but will feature smaller chunks taken from the full dungeon map.
Disclaimer: the dungeon map does not cover the full gray area on the drawing. =)
Subject - 42
|
42 looks at the last two passages.. "So, more worms behind curtain #3?" he moves up to the one on the right in the north, "Be ready to attack."
Matamah the Thundering
|
Let's go for it!
| FiddlersGreen |
ANybody else want to weigh in on which direction to take or preparations they want to make?
Rand, The Iron Fist
|
"We should deal with the curtain before going through the gate. It will most likely lead to a fight, but it should be dealt with first."
Itamar
|
Curtain
Silver Crusader Rhon Delver
|
"Through the curtain we go."
Earl the Earth Elemental
|
Earl moves over by the curtain and concentrates for a moment to see if anything is moving within 60 ft. beyond it.
| FiddlersGreen |
Earl senses nothing behind the curtain and tentatively pushes it aside. He raises a fist, but to his surprise, there is no room behind the curtain. Instead, the passage takes a left turn, and then branches into two. (Refer to the dungeon map)
The right-passage leads to yet another gate, whilst the left-passage bends a couple of times before branching into three passages leading to two other gates and what appears to be a dead-end, but that dead-end seems to feature a portal with a reflective surface.
Oh my, choices! Three gates to the North, one gate behind you and a mysterious reflective surface in the distance.
Itamar
|
Choices...one of the banes of PbP
Let's go north
Rand, The Iron Fist
|
"We should go back and check that other gate, since it probably leads to a room, based on the space of the area. Let's be as thorough as we can."
Matamah the Thundering
|
Concur with the gate, as Rand said.
Itamar
|
Ok then, gate it is
Alden Helpinghand
|
Sounds reasonable to me. I'll be a bit less available in the next few days, but feel free to bot me... you guys know what Alden likes to do. :)
Earl the Earth Elemental
|
Earl moves back to the gate we passed and checks for anything moving beyond that his tremorsense can pick up.
Silver Crusader Rhon Delver
|
"Might as well check the gate before we move past it."
Rhon follows Earl over to the gate to await and report on Earl' findings.
| FiddlersGreen |
Earl waits by the gate for a moment, trying to detect any trace of movement, but detects nothing. With some trepidation, he pushes the gate open, half-expecting to see more worms yet again... instead, he sees 4 shadowy figures floating in the air that turn towards him almost immediately!
Initiative!
Matamah: 1d20 + 6 ⇒ (17) + 6 = 23
Rand: 1d20 + 6 ⇒ (9) + 6 = 15
Itamar: 1d20 + 7 ⇒ (4) + 7 = 11
Rhon+Earl?: 1d20 + 1 ⇒ (17) + 1 = 18
42: 1d20 + 5 ⇒ (16) + 5 = 21
Alden: 1d20 + 3 ⇒ (5) + 3 = 8
enemies: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative order:
Matamah - 5 images, free
42 -
Rhon -12 (free, -2 STR)
Rand -
Itamar -6, free
Enemies -
Alden -
All of you are up except Alden. Combat map is updated.
Matamah the Thundering
|
Looks familiar...
Standard Action
Matamah Readies an Action to move up 30 ft. after the rest of the martials have. I put him where I want him to end up after the move. Readying so that people still have a charge lane. He won't move up if the martials don't, though.
Move Action
Matamah restarts the Inspire Courage.
REMEMBER: INSPIRE COURAGE AND FLAGBEARER (+4 to attack rolls (and CMB), +4 to damage rolls, +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))
FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range). NO HASTE THIS TIME!
Subject - 42
|
42 moves forward, wielding his scimitar and activates his ring of blinking.