Subject - 42
|
I think he will be putting himself beside the shadow and wizard. That way he can give aid to Rand.
Alden Helpinghand
|
Alden draws his heavy pick for closer combat, and rides to the rescue. He positions himself right in the midst of the combat, and he and Naala each actively defend Rand, who looks woozy.
Adding +13 AC to Rand for the whole round, and can add another +13 against up to four attacks on his allies. (One less than normal since he's not using his Benevolent lance). Alden will also use his Swift action to aid 42 in the same way, giving him +9 AC for the round. If the shadows attack Alden, Naala can give him a +6 AC on those attacks instead.
| FiddlersGreen |
Alden, Rhon and Earl rush forward to aid Rand. Earl tries to pound at the wizard, but swats only air. Rhon on the other hand cuts into the slowed shadow, his axe tearing a wispy trail through the incorporeal form. Alden positions himself in the midst of the chaos, waiting to aid his allies.
Meanwhile, Rand steels himself for the worst and swings at Yugureda relentlessly with all that he has. He only manages to hit the wizard twice, and each time he hits he feels like he is striking a stone wall.
The wizard sees that you are trying to overwhelm him quickly with numbers and merely smirks.
concentration: 1d20 + 19 ⇒ (18) + 19 = 37
He concentrates and closes his eyes for a brief moment as the shadows (not the creatures, but the shadows cast by the flickering lights) behind him stretch and wrap around him and pull him in, and he is gone.
Init order
Yugureda - (Displacement, SS-20) -8hp <----------we are here
Itamar - (freedom)
Matamah - (freedom, echolocation) -2hp
Shadow 1 -
Shadow 2 - (slow) -7hp
42 -
Alden /Naala - (daylight)/
Rhon /Earl - (free, -7 STR), /
Rand - (-17 STR) -1hp
Itamar and Matamah are up, and then the shadows. Yugureda appears to have vanished into the shadows on the wall.
Itamar
|
Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27...What spell was it
Matamah the Thundering
|
Free Action
Matamah continues to inspire courage.
Move Action
Matamah moves up into the room. Has Freedom of Movement, so don't think pearls will affect him.
Second Move Action
He takes out a Scroll of Dimension Door, in case he needs it...
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!
| FiddlersGreen |
Itamar, it was not a spell, but a spell-like ability for dimensional travel via the shadow plane. It is similar to your domain ability in effect, albeit via a very different type of magic.
Rand, The Iron Fist
|
Grumble, grumble. If I didn't have 17 points of str. damage I would have grappled him.
| FiddlersGreen |
When I played this, we worked out the secret of the inro after the first wrong turn. We were in much better shape when we got here, albeit that there were only 4 of us at APL11. XD
Itamar, what is your action for this round?
Itamar
|
Ranged touch: 1d20 + 11 ⇒ (18) + 11 = 29
Acid Dart: 1d6 + 6 ⇒ (1) + 6 = 7...On the shadow next to me
| FiddlersGreen |
[dice=Ranged touch]1d20+11
[dice=Acid Dart]1d6+6...On the shadow next to me
Spell-Like Abilities (Sp): Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.
That will provoke, and from where he is, you are the only one Alden can't aid. Even if you do it defensively, it will provoke for being a ranged attack when threatened. Are you going to risk it?
Itamar
|
Yep
Con Check: 1d20 + 12 + 8 + 2 ⇒ (9) + 12 + 8 + 2 = 31
| FiddlersGreen |
Matamah enters the room with a scroll of dimension door, hoping he will not need it.
Itamar takes a chance and fires an shot of acid at one of the shadows, despite being threatened by both of them. Taking a ranged attack under such circumstances leaves him open, and the shadows are quick to take advantage...
attack roll: 1d20 + 13 ⇒ (13) + 13 = 26
STR damage: 1d8 ⇒ 2
attack roll: 1d20 + 13 ⇒ (20) + 13 = 33
STR damage: 1d8 ⇒ 2
confirmation roll: 1d20 + 13 ⇒ (15) + 13 = 28
STR damage: 1d8 ⇒ 2
Without Alden's protection, Itamar proves easy to touch, and both the shadows stirke him, severely weakening him... At least his own shot of acid strikes the shadow, partially dispersing its form.
And then it's their turn...
The first shadow decides that Itamar will still be a good target to attack, and reaches out to him again. The second goes for Alden, who has so kindly moved up to it.
target: 1d3 ⇒ 1
attack roll: 1d20 + 13 ⇒ (17) + 13 = 30
STR damage: 1d8 ⇒ 6
target: 1d5 ⇒ 4
attack roll: 1d20 + 13 ⇒ (12) + 13 = 25
STR damage: 1d8 ⇒ 2
Once again, both shadows strike their targets. Alden feels his lance go heavy, and Itamar feels his armor getting VERY heavy...
Init order
Yugureda - (Displacement, SS-20) -8hp <----------we are here
Itamar - (-12 STR, freedom)
Matamah - (freedom, echolocation) -2hp
Shadow 1 -
Shadow 2 - (slow) -7hp
42 -
Alden /Naala - (-2 STR, daylight)/
Rhon /Earl - (free, -7 STR), /
Rand - (-17 STR) -1hp
| FiddlersGreen |
Init order
Yugureda - (Displacement, SS-20) -8hp
Itamar - (-12 STR, freedom)
Matamah - (freedom, echolocation) -2hp
Shadow 1 -
Shadow 2 - (slow) -7hp
42 - <----------we are here
Alden /Naala - (-2 STR, daylight)/
Rhon /Earl - (free, -7 STR), /
Rand - (-17 STR) -1hp
Oopsie, forgot to mention: 42, Alden, Rhon and Rand are up, and then something will happen before Matamah and Itamar go again.
Subject - 42
|
42 starts to dance, slashing at the non-slowed of the shadows with his sword.
K.Gt.Scimitar 1: 1d20 + 12 ⇒ (20) + 12 = 32 damage: 1d6 + 6 ⇒ (1) + 6 = 7
K.Gt.Scimitar 2: 1d20 + 8 ⇒ (1) + 8 = 9
K.Gt.Scimitar Crit: 1d20 + 12 ⇒ (20) + 12 = 32 damage: 1d6 + 6 ⇒ (3) + 6 = 9
Silver Crusader Rhon Delver
|
Full attack against the shadow I am next to.
Free action
Defensive Stance
AC until next turn: AC 38, T 16, FF 35
Swift action
Stone strike
Melee Attack: 1d20 + 22 ⇒ (11) + 22 = 33
Damage: Magic, slashing, ghost touch, adamantine: 1d10 + 10 ⇒ (1) + 10 = 11
Melee Attack: 1d20 + 17 ⇒ (20) + 17 = 37
Damage: Magic, slashing, ghost touch, adamantine: 1d10 + 10 ⇒ (4) + 10 = 14
Melee Attack: 1d20 + 12 ⇒ (1) + 12 = 13 Miss!
Melee Attack, Critcal hit confirmation roll: 1d20 + 17 ⇒ (12) + 17 = 29
Critcal Hit Damage: 2d10 + 20 ⇒ (3, 1) + 20 = 24
Earl the Earth Elemental
|
Earl is using his tremorsense to try to locate the wizard.
Rand, The Iron Fist
|
Rand will unload on the top-most one until it drops then put the remaining attacks on the bottom one based on the map.
Flurry of Blows: 1d20 + 17 ⇒ (16) + 17 = 331d20 + 17 ⇒ (17) + 17 = 341d20 + 17 ⇒ (17) + 17 = 341d20 + 12 ⇒ (6) + 12 = 181d20 + 7 ⇒ (5) + 7 = 12
Damage Rolls: 2d8 + 4 ⇒ (1, 4) + 4 = 92d8 + 4 ⇒ (8, 7) + 4 = 192d8 + 4 ⇒ (6, 6) + 4 = 162d8 + 4 ⇒ (2, 6) + 4 = 122d8 + 4 ⇒ (2, 6) + 4 = 12
Itamar
|
Itamar will remain unconscious
Earl the Earth Elemental
|
Earl will also draw a potion of lesser restoration from Rhon' backpack and pass it to Rand to pour into either himself or Itamar.
| FiddlersGreen |
Itamar will remain unconscious
Oh...I just noticed. You have exactly 12 STR don't you...
Do you have any way of mitigating that strength damage before it drops you to 0 STR, or anything that prevents you from being turned into an undead creature?Itamar falls to the ground under the weight of the shadows' many touches and goes very, very pale.
42 and Rand double-team the un-slowed shadow whilst Rhon savages the other shadow with a couple of solid chops from his axe. Both look substantially injured now, but are still standing/floating.
As if all that was not enough, Matamah sees a new shadowy form flying down the hallway from the other side!
Init order
Yugureda - (Displacement, SS-20) -8hp
Itamar - (-12 STR, freedom)
Matamah - (freedom, echolocation) -2hp
Shadow 1 - -40
Shadow 2 - (slow) -56hp
42 - <----------we are here
Alden /Naala - (-2 STR, daylight)/
Rhon /Earl - (free, -7 STR), /
Rand - (-17 STR) -1hp
Matamah, you get to act, and then the shadows.
Earl does not detect any motion in the ground or in contact with the ground within the range of his tremorsense, apart from the members of the party.
Subject - 42
|
K.Gt.Scimitar: 1d20 + 12 ⇒ (14) + 12 = 26 damage: 1d6 + 6 ⇒ (1) + 6 = 7
K.Gt.Scimitar: 1d20 + 8 ⇒ (1) + 8 = 9
42 strikes again at the shadow creature. Hoping to take it down quickly so they could help Itamar.
Matamah the Thundering
|
Travel day for me.
Knowledge (Planes): 1d20 ⇒ 8
"Rand, I need to get you out of there."
Move Action
Matamah moves up to Rand. Provoking an AoO from one Shadow, but he has him + 7 images and Alden to help protect during that move.
Standard Action
Rand willing, Matamah uses his scroll of Dimension Door and teleports away. Not too far, but away from the shadows at least.
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!
Rand, The Iron Fist
|
"Sure, let me know where you need me."
Silver Crusader Rhon Delver
|
Free Action
Rhon maintains his Defensive Stance. AC until next turn: AC 38, T 16, FF 35.
Swift Action
Stone Strike.
Full Attack against the Shadow I am closest to.
Melee Attack: 1d20 + 22 ⇒ (14) + 22 = 36
Damage: magic, slashing, ghost touch, adamantine: 1d10 + 10 ⇒ (8) + 10 = 18
Melee Attack: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: magic, slashing, ghost touch, adamantine: 1d10 + 10 ⇒ (2) + 10 = 12
Melee Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: magic, slashing, ghost touch, adamantine: 1d10 + 10 ⇒ (1) + 10 = 11
Earl the Earth Elemental
|
Earl pulls out a Vial of Holy Water and pours it over the closest Shadow.
Ranged Touch Attack: 1d20 + 8 - 1 + 3 ⇒ (19) + 8 - 1 + 3 = 29
Splash Damage: 2d4 ⇒ (1, 4) = 5 Splash damage 1 to each adjacent undead creature.
Subject - 42
|
I keep on forgetting to add Matamah's bonuses to my attacks...
| FiddlersGreen |
I keep on forgetting to add Matamah's bonuses to my attacks...
I can factor them in manually. Unfortunately, stuff is still happening before 42 and Rhon get to act.
Matamah transports Rand further back along the passage, behind the new shadowy creature.
Rand, you can attempt the knowledge planes check too. Actually, nevermind, the rest of you will see it soon enough. Everyone can attempt the check to identify the new creature.
With Itamar down, the shadows turn their attention to 42. Both of them reach out to touch him, and one of them even takes a 5ft step, inching towards a flank (but not just yet).
touch attack roll: 1d20 + 13 ⇒ (19) + 13 = 32
touch attack roll: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22
damage: 1d8 ⇒ 3
Alden's assistance is enough to help 42 evade one touch, but the other proves just a little too quick. If only you were using mage armour...
42 slashes at the shadow in return, and Earl cuts down the slowed shadow before stepping up to deliver one more chop on 42's opponent. From behind, Earl pulls out a vial of holy water from Rhon's pack and dumps it on the shadow. The shadow's form begins to flicker, but it is still determined to fight!
Init order
Yugureda - (Displacement, SS-20) -8hp
Itamar - (-12 STR, freedom)
Matamah - (freedom, echolocation) -2hp
Shadow 1 - -67
42 - -3 STR
Alden /Naala - (-2 STR, daylight)/
Rhon /Earl - (free, -7 STR), /
Rand - (-17 STR) -1hp
Rand and Alden are still up for this round, though I think Alden's actions will remain much the same.
Rand, The Iron Fist
|
Rand will drink the potion that Earl handed him and say to Matamah "What's the plan?"
Lesser Restoration: 1d4 ⇒ 3
| FiddlersGreen |
Rand quaffs the potion and stares down the new beastie before him. Alden (I assume) stares down the last shadow, ready to ensure it does not touch any of his allies again.
The new shadowy creature points a finger down the hallway, and suddenly the entire hallway is flooded with solid ice!
From the Western passage, Yugureda appears and smirks when he sees Matamah and Rand separated from the rest of their allies. He begins chanting and a large dark hog appears before him. With a second incantation, he flicks a finger at Rand, and 5 bolts of magical force fly out to strike him.
quickened magic missiles: 5d4 + 5 ⇒ (4, 3, 3, 2, 1) + 5 = 18
Init order
Yugureda - (Displacement, SS-20) -8hp
Itamar - (-12 STR, freedom)
Matamah - (freedom, echolocation) -2hp
Shadow 1 - -67
42 - -3 STR
Alden /Naala - (-2 STR, daylight)/
Rhon /Earl - (free, -7 STR), /
Rand - (-14 STR) -19hp
Matamah can act now, and then the shadow will go.
Matamah the Thundering
|
"I'm not sure. Just wanted you to survive. Wah, what is all this!!?"
Free Action
Matamah continues to inspire.
Standard Action
Wonder if this beast can be affected by this...
He casts Cacophonous Call defensively at the summoned monster. DC 23 Will Save negates
Non-Action
He 5 ft.s be behind Rand, and takes out a Scroll of Dimension Door. May or may not provoke depending on the Will save of the monster and its reach.
@Party There's a reason I put my buffs at the end of every single post in combat. :p
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!
| FiddlersGreen |
The creature does not even a have a modifier high enough to beat that DC...
The boar begins dry-retching in response to Matamah's spell.
The last shadow looks around at its opponents, and in a last-ditch effort to do something useful for its master, takes a 5ft step towards Earl a reaches out to him...
touch attack roll: 1d20 + 13 ⇒ (10) + 13 = 23
damage: 1d8 ⇒ 7
It strikes Earl square it the chest, then readies itself for its inevitable demise...
Init order
Yugureda - (Displacement, SS-20) -8hp
Itamar - (-12 STR, freedom)
Matamah - (freedom, echolocation) -2hp
Shadow 1 - -67
42 - -3 STR
Alden /Naala - (-2 STR, daylight)/
Rhon /Earl - (free, -7 STR), / -7STR
Rand - (-14 STR) -19hp
Pretty sure 42 and/or Rhon will finish it off this round. Matamah and Rand may need help soon...
42, Alden, Rhon and Rand are up.
Rhon, I re-read and reconsidered one thing about this room. Unlike the maze, it is only partially on the shadow plane, and was originally from the Prime Material, so Earl can use earthglide here and can bypass the ice wall easily. I think you guys will need every edge you can find.
Edit: And before I forget...: 1d4 ⇒ 4
Rand, The Iron Fist
|
Rand will jump over the pig through the door to be next to the wizard and then he will grapple him.
Grapple Check: 1d20 + 16 ⇒ (2) + 16 = 18
Subject - 42
|
42 five foot steps to flank this shadow. He then slices at it twice with his sword.
K.Gt.Scimitar: 1d20 + 12 + 4 + 2 ⇒ (8) + 12 + 4 + 2 = 26 damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
K.Gt.Scimitar: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Think i still missed...
Alden Helpinghand
|
Alden continues to try to keep his allies from being touched by the shadows. Continuing to shield my allies, sorry if my actions seem really boring lol.
Silver Crusader Rhon Delver
|
Rhon checks Itamar for any sign of life.
Heal Check: 1d20 + 13 ⇒ (7) + 13 = 20
If Itamar is found to have died Rhon will use his First Aid Gloves to cast Breath of Life on Itamar.
Breath of Life: 5d8 + 9 ⇒ (2, 6, 1, 4, 7) + 9 = 29
Earl the Earth Elemental
|
Earl will 5 foot step back from the Shadow while drawing forth another vial of Holy Water.
Earl will pour the Vial of Holy Water over the Shadow.
Ranged Touch Attack: 1d20 + 8 - 1 + 3 ⇒ (5) + 8 - 1 + 3 = 15
Damage: 2d4 ⇒ (4, 3) = 7
| FiddlersGreen |
Rhon, Itamar is indeed dead, but not by hit point damage, so breath of life will not help him, unfortunately.
42 and Earl double-team the remaining shadow, destroying it. Rhon goes to help Itamar, but sees that whilst Itamar appears to indeed be dead, the cause of death was not his physical wounds. Worse still, he notices that Itamar's shadow is beginning to move...
Rhon, you can change your action and save your gloves.
Meanwhile, Rand slips past the dry-retching hog and attempts to grab the wizard, but in his weakened state he does not move as quickly as he usually would, and does not even get to touch him.
I can't see Rhon being able to affect the combatants on the other side of the wall this round, so I will go ahead to the next round. Rhon will get to post his amended action for this round when he posts his next action.
Relatively unimpressed by Rand's performance, the wizard takes a step back and fires a barrage of magical missiles at Rand.
defensive cast: 1d20 + 19 ⇒ (16) + 19 = 35
quickened magic missile + Magic Missile: 10d4 + 10 ⇒ (2, 2, 4, 4, 1, 4, 4, 4, 4, 2) + 10 = 41
The shadowy creature points at the hallway again, and another icy wall appears blocking the path. It then turns its attention to Itamar and flies towards him, taking a circuitous route to avoid attacks of opportunity, to corner him against the wall...
Init order
Yugureda - (Displacement, SS-20) -8hp
???? -
Itamar - (-12 STR, freedom) (2)
Matamah - (freedom, echolocation) -2hp
Shadow 1 - -67
42 - -3 STR
Alden /Naala - (-2 STR, daylight)/
Rhon /Earl - (free, -7 STR), / -7STR
Rand - (-14 STR) -60hp
Rhon, you (but not Earl) can take 2 rounds of actions, the rest of you (including Earl) can take 1 round of actions.
Matamah the Thundering
|
Free Action
Matamah continues to inspire.
Standard Action
Wonder if this other beast can be affected by this...
He casts Cacophonous Call defensively at the planar being. DC 23 Will Save negates
Non-Action
5 ft.
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 into the hallway to be confronted by a wall of ice. He activates his ring of blinking.
Rand, The Iron Fist
|
Rand will take a swift action to activate panther stance and then move to the other side of the wizard and attempt to grapple him again.
Panther Style return attack (if he takes an AoO against me: 1d20 + 16 ⇒ (2) + 16 = 18
Damage Roll: 2d8 + 5 ⇒ (3, 6) + 5 = 14
If I hit him, he'll take a -2 to hit and damage on his AoO.
Grapple Check: 1d20 + 16 ⇒ (8) + 16 = 24
| FiddlersGreen |
As Matamah casts his spell, he feels some form of resistance to his magic...
Matamah discovers that the shadowy creature has spell resistance! Please roll a caster level check (or I can roll it if you do not post a roll before Rhon and Alden post their actions).
Rand, Yugureda still has his displacement spell up. Roll a 1d100, miss on a 1-50. As with Matamah, I'll roll it for you if you don't roll before Alden and Rhon post their actions.
Matamah the Thundering
|
Spell Resistance: 1d20 + 12 ⇒ (16) + 12 = 28
Silver Crusader Rhon Delver
|
TURN #1
Rhon whispers a quick prayer to Torag, remembers that the Shadows have been sapping our strength with their attacks, and pulls out a Scroll of Restoration (This is the 800 gp version.) to use on his Brother in Faith, Itamar.
Use Magic Device: DC 27: 1d20 + 16 ⇒ (7) + 16 = 23
Fingers crossed that this works as it is my last Scroll of Restoration.
| FiddlersGreen |
50% chance of affecting the target: 1d100 ⇒ 98Nope
fort: 1d20 + 7 ⇒ (17) + 7 = 24And saves
Matamah casts his spell at the shadowy creature, and finds to his chagrin that his spell has trouble affecting the incorporeal monster. 42 moves up to the ice wall and smiles as he knows he has the right tool for this job.
Init order
Yugureda - (Displacement, SS-20) -8hp
???? -
Itamar - (-12 STR, freedom) (2)
Matamah - (freedom, echolocation) -2hp
42 - -3 STR (blinking)
Alden /Naala - (-2 STR, daylight)/
Rhon /Earl - (free, -7 STR), / -7STR
Rand - (-14 STR) -60hp
Rhon and Alden are up.
A creature dies if this Strength damage equals or exceeds its actual Strength score.
Rhon, that scroll needed to be used before death, unfortunately. The best you can do now is prevent him from rising as a shadow so that you can still bring him back with raise dead instead of resurrection. You can change that action as well, and keep your scroll. Using it on Rand might actually turn the tide in this fight. That, and smiting the crap out of that wizard, if you can get to him.
Silver Crusader Rhon Delver
|
Well drat, I've got nothing on me that is going to be able to bring Itamar back from the dead. Best use this moment to prepare myself to face off against his rising shadow.
Rhon will ready an attack.
Melee Attack: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (3) + 7 = 10
Earl the Earth Elemental
|
Earl (using his Earth Glide ability) will move 40 feet to where I have placed him on the map.
| FiddlersGreen |
I'll assume that Alden stays with you to make sure the party doesn't have to deal with your shadow as well. XD
Rhon and Alden wait by Itamar's body to deal with the grim inevitable event. It does not happen just yet.
Earl moves up with 42 to join the others fighting the wizard.
Rand moves around in an attempt to corner Yugureda and to tempt the wizard into attacking him, but the wizard disdains to use such mundane attacks. Instead, he just sidesteps Rand's attempt to grab him, takes a step away from him, utters a harsh incantation and extends a finger towards Rand. A spectral bony finger appears and flies ominously towards the monk...
Meanwhile, the shadowy creature claws and swipes at Matamah.
attack roll: 1d20 + 11 ⇒ (2) + 11 = 13
damage roll: 1d8 + 1d6 ⇒ (4) + (2) = 6
attack roll: 1d20 + 11 ⇒ (11) + 11 = 22
damage roll: 1d8 + 1d6 ⇒ (6) + (4) = 10
attack roll: 1d20 + 11 ⇒ (16) + 11 = 27
damage roll: 1d8 + 1d6 ⇒ (5) + (4) = 9
The creature's claws and bites are cold to the touch, but Matamah's innate resistance protects him from that. However, cuts still appear where the otherwise incorporeal creature's fangs and claws pass through his flesh.
Init order
Yugureda - (Displacement, SS-20) -8hp
???? -
Itamar - (-12 STR, freedom) (2)
Matamah - (freedom, echolocation) -17hp
42 - -3 STR (blinking)
Alden /Naala - (-2 STR, daylight)/
Rhon /Earl - (free, -7 STR), / -7STR
Rand - (-14 STR) -60hp
Rhon, you realise that the GM rolled a 4 on the 1d4 for Itamar's return as a shadow. It will happen next round if you want to keep your readied action.
Rand, needs to make a fort save.
And then actions from everyone.
Silver Crusader Rhon Delver
|
Rhon will keep his readied action.
Earl the Earth Elemental
|
Earl will move 30 feet (double move) using his Earth Glide ability.