| FiddlersGreen |
Alrighty, Matamah, since you are casting the d-door, go ahead and place the party on the map where you wish to arrive. I will tell you what you see upon arrival.
Feel free to give Exiel a reply to his second sending as well. Or maintain silence if you prefer.
Subject - 42
|
Before we go to teleport, 42 mentions, "Can you call Eral and let him know we are there when we arrive?
Matamah the Thundering
|
Matamah takes out a Scroll of Dimension Door before teleporting, in case a quick getaway is needed.
"Where do we want to appear? Outside means we can get shot, but also area spells would work better. Inside is more defensible. Obviously they are expecting us now."
Rand, The Iron Fist
|
I think I'm still pretty badly hurt.
Silver Crusader Rhon Delver
|
Rhon will use the last three charges of his wand of Cure Moderate Wounds on Rand.
Average = 36
or rolled:
Wand of Cure Moderate Wounds: 2d8 + 3 ⇒ (1, 6) + 3 = 10
Wand of Cure Moderate Wounds: 2d8 + 3 ⇒ (2, 3) + 3 = 8
Wand of Cure Moderate Wounds: 2d8 + 3 ⇒ (3, 3) + 3 = 9
Matamah the Thundering
|
How much more is needed?
| FiddlersGreen |
By my count Rand is at exactly 50hp out of 124 max. The rest of you are healed up.
Matamah the Thundering
|
"Here you go Rand."
Wand of Cure Light Wounds (x17): 17d8 + 17 ⇒ (6, 4, 4, 4, 5, 3, 7, 1, 2, 2, 2, 1, 1, 7, 2, 6, 3) + 17 = 77
14 charges left, lol.
Matamah uses his Wand of Heightened Awareness on himself.
"Now, back to my original question. Where do we appear?"
Silver Crusader Rhon Delver
|
"Lets appear in the courtyard on the West side of the main building."
Rand, The Iron Fist
|
Rand shudders a bit as a massive amount of positive energy is shoved into his body. His wounds mend and he adds "My thanks. I'm ready to go when you guys are."
I'll take the charges off of my wand Matamah.
| FiddlersGreen |
"Lets appear in the courtyard on the West side of the main building."
Tentative destination. If no one suggests anything else, I will move you guys there on Monday and the shenenigans will resume. 17 CLWs and some time to get your bearings, so about 2 minutes have passed since you escaped Shuryo Onsen.
Subject - 42
|
42 nods, "Rand, this time.. no challenges.. We already know that these beasts can see invisibility and that they can cast silent on us. Take out the Tengu first, if possible.
Rand, The Iron Fist
|
"That's what I wanted to do in the first place!"
Silver Crusader Rhon Delver
|
"Now, now. Diplomacy was worth the attempt. We could not have predicted how much of a low life cur the governor would be."
"Now he shall pay dearly for the crimes he has committed against his people and his own honor."
Rand, The Iron Fist
|
"He will at that."
Matamah the Thundering
|
Matamah casts Haste just before the teleport, and has the scroll of Dimension Door in hand. Just marked off the spell usage.
"All ready? Let's go!"
Silver Crusader Rhon Delver
|
Rhon' countenance is grim as he sets himself to the coming task. "Ready."
| FiddlersGreen |
You arrive to see Shuryo Onsen in a state of high alert. Two of the human samurai are nearby with bows drawn, and hovering just above the pallisade wall is one of the tengu. In the distance, you can see two other tengu above the walls to the north and south.
It quickly becomes apparent that the garrison has been waiting for the eventuality of a return, and you have been spotted.
If any of you can see invisible creatures at a distance of over 200ft, make a perception check.
To keep combat a little more streamlined, I have divided the Tengu and Samurai each into two groups, the left-facing and right-facing.
Initiative!
Matamah: 1d20 + 6 ⇒ (11) + 6 = 17
Rand: 1d20 + 6 ⇒ (8) + 6 = 14
Rhon+Earl?: 1d20 + 1 ⇒ (10) + 1 = 11
42: 1d20 + 5 ⇒ (11) + 5 = 16
Alden: 1d20 + 3 ⇒ (1) + 3 = 4
Tengu R: 1d20 + 10 ⇒ (20) + 10 = 30
Tengu L: 1d20 + 10 ⇒ (6) + 10 = 16
Samurai R: 1d20 + 2 ⇒ (15) + 2 = 17
Samurai L: 1d20 + 2 ⇒ (18) + 2 = 20
Round 1 (party is hasted, 12 rounds):
Tengu R: (flying 30ft)
Samurai L:
Matamah:
Samurai R:
Tengu L: (flying 30ft)
42:
Rand:
RHon/Earl:
Alden:
Well... that didn't seem to change too much. Matamah gets to act before half of the enemy forces, and the rest of you act after anyway.
The nearest tengu sees you and caws a loud warning as he drops something to the ground (free action). The object is small, but when it strikes the ground, a thunderous crack sounds out throughout the compound, alerting the garrison that there are intruders in the area. Acting quickly the three tengu that you can see converge on your location. Two of them scatter clouds of glittering dust upon you whilst a third sneers at Rand at fires a coruscating ray at Rand.
attack roll: 1d20 + 15 ⇒ (16) + 15 = 31
str penalty: 1d6 + 2 ⇒ (4) + 2 = 6 DC15 fort save for half
In the distance, you can hear the sounds of shouting, coming roughly from the south, and Earl sees two more samurai coming around the central building.
Round 1 (party is hasted, 12 rounds):
Tengu R: (flying 30ft)
Samurai L:
--------------------------------------- We are here
Matamah: (Freedom of movement, echolocation)
Samurai R:
Tengu L: (flying 30ft)
42:
Rand:
RHon/Earl:
Alden:
Alrighty, everyone needs to make 2 will saves against DC16 or be blinded.
Rand needs to also make a fort save vs the ray of enfeeblement.
Matamah gets to act before the nearest 2 samurai do. They are both flat-footed against you. The tengu are flying 30ft above ground.
Please also let me know if you had any buffs up and running. So far all I have is that you are all hasted.
Matamah the Thundering
|
Just what I had before... Echolocation, Freedom of Movement, and Haste.
Also, I just remembered this is a Flagbearer character. So, no Scroll of Dimension Door. Instead, a flag.
Will Save: 1d20 + 15 ⇒ (12) + 15 = 27
Will Save: 1d20 + 15 ⇒ (3) + 15 = 18
Move Action
Matamah begins his warm rhythms again as a familiar drum tune begins. Inspire Courage is up!
Standard Action
Matamah casts Confusion at the Tengu in the air. The ones to the West of us. DC 24 Will save to negate.
Also, can't fail the Spellcraft on that Ray of Enfeeblement. Might dispel it later if nothing else to do. ;)
REMEMBER: INSPIRE COURAGE, FLAGBEARER, AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, +1 dodge bonus to AC and CMD, +1 Reflex Save, double move speed (up to +30 ft.), +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).
Matamah the Thundering
|
Gah wait! Could I have cast Mirror Image too before teleporting! Been so long since being in combat with this character LOL.
Mirror Image: 1d4 + 4 ⇒ (4) + 4 = 8
Silver Crusader Rhon Delver
|
Will Save: DC 16: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Will Save: DC 16: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
The extra +1 is from the boon Sky Citadel Reclaimer: Sight of the Unseeing (Seer's District).
REMEMBER: AURA OF COURAGE & AURA OF RESOLVE (Each ally within 10 feet of Rhon gains a +4 morale bonus on saving throws against fear and charm effects.)
Earl the Earth Elemental
|
Will Save: DC 16: 1d20 + 6 ⇒ (13) + 6 = 19
Will Save: DC 16: 1d20 + 6 ⇒ (8) + 6 = 14
| FiddlersGreen |
Sure, you can have mirror image up.
Matamah scowls as he is covered in glitter, but brushes away the dust before they can effect his eyes. He snaps and points a finger at the nearest tengu between beats on his drum...
will save roll: 1d20 + 6 ⇒ (20) + 6 = 26 Well...at least it didn't get to be a crit threat!
...the tengu looks at Matamh quizically, but ultimately just shrugs.
The nearest 2 samurai move up to Rand with katanas drawn and swing at him with powerful blows.
VS attack roll: 1d20 + 15 ⇒ (3) + 15 = 18
VS attack roll: 1d20 + 15 ⇒ (18) + 15 = 33
VS confirmation roll roll: 1d20 + 15 ⇒ (7) + 15 = 22
damage roll: 2d8 + 7 ⇒ (2, 6) + 7 = 15
Rand takes a hit from one of the samurai, but manages to avoid a deadly blow. The other samurai misses entirely. In the distance, you hear more cries as the garrison converges on your location.
Meanwhile, Rhon easily blows the glittering dust away from his face. Earl tries to do the same, but remembers too late that he is a living pile of earth, just before the dust settles on his eyes, blinding him.
Round 1 (party is hasted, 12 rounds):
Tengu R: (flying 30ft)
Samurai L:
Matamah: (Freedom of movement, echolocation, mirror image 8)
Samurai R:
Tengu L: (flying 30ft)
--------------------------------------- We are here
42:
Rand: -15hp
RHon/Earl: / (blind 5)
Alden:
Still need 2 will saves each from Rand, 42, Alden and Naala, and a fort save from Rand vs ray of enfeeblement.
And then Rhon, Earl, Alden, Naala, 42 and Rand are up
Matamah the Thundering
|
The other tengu needs to save too. Confusion is an area spell. ;)
| FiddlersGreen |
Unfortunately, none of the tengu are not within 30ft of each other. They were spaced out at intervals around the perimeter wall to keep a lookout whilst the guards patrolled within in pairs. Currently, only the samurai and one of the tengus are within 30ft of each other, but that was only after the samurai moved. The only way you could have targeted more than 1 target was by target the pair of samurai.
The map is your friend for working out AoEs. =)
Silver Crusader Rhon Delver
|
Rhon moves 10 feet and slashes at the samurai with his axe.
Single Melee Attack: Dwarven Waraxe: 1d20 + 21 ⇒ (1) + 21 = 22 Miss!
REMEMBER: AURA OF COURAGE & AURA OF RESOLVE (Each ally within 10 feet of Rhon gains a +4 morale bonus on saving throws against fear and charm effects.)
Earl the Earth Elemental
|
Earl swings blindly towards the nearest samurai.
Full Attack Action
Slam #1: Power Attack, Earth Mastery: 1d20 + 17 ⇒ (16) + 17 = 33
Miss Chance: 50%, Low hits: 1d100 ⇒ 18
Damage: Power Attack, Earth Mastery: 2d6 + 18 ⇒ (2, 5) + 18 = 25
Slam #2: Power Attack, Earth Mastery: 1d20 + 17 ⇒ (14) + 17 = 31
Miss Chance: 50%, Low hits: 1d100 ⇒ 27
Damage: Power Attack, Earth Mastery: 2d6 + 18 ⇒ (4, 4) + 18 = 26
| FiddlersGreen |
Rhon swings wildly at the samurai and nearly drops his axe for his trouble. Oddly enough, Earl fares much better despite being blinded, but his quarry does not go down just yet.
Round 1 (party is hasted, 12 rounds):
Tengu R: (flying 30ft)
Samurai L:
Matamah: (Freedom of movement, echolocation, mirror image 8)
Samurai R: O-51, Y, P, R
Tengu L: (flying 30ft)
--------------------------------------- We are here
42:
Rand: -15hp
RHon/Earl: / (blind 5) (Actions resolved in advance)
Alden:
Still need 2 will saves each from Rand, 42, Alden and Naala, and a fort save from Rand vs ray of enfeeblement (6 STR, DC15 save for half).
And then Alden, Naala, 42 and Rand are up.
Earl the Earth Elemental
|
I forgot Earl's extra attack from Haste.
Slam: Power Attack, Earth Mastery: 1d20 + 17 ⇒ (8) + 17 = 25
Miss Chance 50%, Low hits: 1d100 ⇒ 13
Damage: Power Attack, Earth Mastery: 2d6 + 18 ⇒ (3, 5) + 18 = 26
Rand, The Iron Fist
|
I still have barkskin up, so I was missed.
fort Save: 1d20 + 15 ⇒ (20) + 15 = 35
Will Save: 1d20 + 14 ⇒ (20) + 14 = 34
Will Save: 1d20 + 14 ⇒ (7) + 14 = 21
Edit: I make all the saves, so I should effectively be unaffected by the ray.
Subject - 42
|
will: 1d20 + 13 ⇒ (9) + 13 = 22
will: 1d20 + 13 ⇒ (20) + 13 = 33
42 casts haste on the group and pulls his sword out.
| FiddlersGreen |
42, Matamah already hasted the group.
Rand, the samurai hit you with a 33, so you are still hurt. You also still take 1 point of STR penalty. It's save for half, not save negates.
Alden and Naala still need 2 will saves each.
And I still need actions from Alden, Naala, 42 and Rand.
Rand, The Iron Fist
|
Yes, but 1 point of strength penalty doesn't do anything to me. you take penalties for every 2 points, same as damage.
Rand will unload his attacks into the samurai that is only next to him.
Flurry (with haste and an additional attack from spending a point of Ki and bardsong): 1d20 + 25 ⇒ (10) + 25 = 35
1d20 + 25 ⇒ (1) + 25 = 26
1d20 + 25 ⇒ (2) + 25 = 27
1d20 + 25 ⇒ (11) + 25 = 36
1d20 + 25 ⇒ (10) + 25 = 35
1d20 + 20 ⇒ (18) + 20 = 38
1d20 + 15 ⇒ (20) + 15 = 35
Damage Rolls: 2d8 + 11 ⇒ (3, 6) + 11 = 20
Damage Rolls: 2d8 + 11 ⇒ (1, 7) + 11 = 19
Damage Rolls: 2d8 + 11 ⇒ (6, 2) + 11 = 19
Damage Rolls: 2d8 + 11 ⇒ (3, 4) + 11 = 18
Damage Rolls: 2d8 + 11 ⇒ (4, 2) + 11 = 17
Damage Rolls: 2d8 + 11 ⇒ (8, 2) + 11 = 21
Crit Confirmation: 1d20 + 15 ⇒ (3) + 15 = 18
Crit Damage Roll: 2d8 + 11 ⇒ (3, 5) + 11 = 19
Matamah the Thundering
|
Unfortunately, none of the tengu are not within 30ft of each other. They were spaced out at intervals around the perimeter wall to keep a lookout whilst the guards patrolled within in pairs. Currently, only the samurai and one of the tengus are within 30ft of each other, but that was only after the samurai moved. The only way you could have targeted more than 1 target was by target the pair of samurai.
That's what is was then. I was confused which were samurai and which were tengu. My mistake.
Subject - 42
|
Well, in that case.
42 begains to cast a spell, steps to the side and strikes at the nearest foe.
K.Gt.Scimitar: 1d20 + 12 ⇒ (9) + 12 = 21 damage: 1d6 + 6 ⇒ (5) + 6 = 11
K.Gt.Scimitar: 1d20 + 12 ⇒ (11) + 12 = 23 damage: 1d6 + 6 ⇒ (3) + 6 = 9
Don't think i've connected..
shocking grasp: 5d6 ⇒ (5, 3, 2, 1, 3) = 14
Matamah the Thundering
|
Think those values above don't include my +5 to attack rolls and +4 to damage rolls.
REMEMBER: INSPIRE COURAGE, FLAGBEARER, AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, +1 dodge bonus to AC and CMD, +1 Reflex Save, double move speed (up to +30 ft.), +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).
Rand, The Iron Fist
|
I missed flagbearer, so my bonuses to hit and damage would be 1 higher.
Alden Helpinghand
|
Will Alden: 1d20 + 2 ⇒ (20) + 2 = 22
Will Alden: 1d20 + 2 ⇒ (10) + 2 = 12
Will Naala: 1d20 + 5 ⇒ (14) + 5 = 19
Will Naala: 1d20 + 5 ⇒ (7) + 5 = 12
Both blinded, of course. I'm finally back from my long visit with family, and working on catching up. With both of them blinded, they'll be unfortunately pretty useless.
| FiddlersGreen |
Oh my... Well, do remember that you get a new save each round vs glitter...
42, you connected.
One of the smaurai is nearly pummeled into the dust by Earl's powerful blows.
Alden and Naala stumble around in frustration as they are both blinded by the glitter, but 42 and Rand fare better against the debilitating magics. 42 proceeds to cut down the samurai that Earl had blodied, and the jolt of electricity in the blade sends the samurai flying backwards and landing with his head at an awkward angle. 42 diverts his last attack to the next samurai as Rand pummels that samurai savagely. His last punch socks the man across the jaw and sends spins his head around on his neck in a way no head is supposed to run naturally.
Well, both of those samurai are dead-dead...
The nearby Tengu screech when they see the speed at which you took down the samurai, and begin circling in the air as they rain burning rays of fire on 1d3 ⇒ 1 Earl.
attack roll: 1d20 + 15 ⇒ (14) + 15 = 29
attack roll: 1d20 + 15 ⇒ (4) + 15 = 19
attack roll: 1d20 + 15 ⇒ (4) + 15 = 19
damage: 12d6 ⇒ (1, 3, 4, 1, 6, 3, 3, 3, 3, 3, 6, 6) = 42
Some of their shots aren't their best, but hitting a blinded large mound of stone and earth proves easy enough, and the smell of scorched earth fills the air.
Meanwhile, you hear more footsteps coming from the south and two arrows fly out at the largest target they can see (guess who?).
attack roll: 1d20 + 12 ⇒ (3) + 12 = 15
attack roll: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d8 + 4 ⇒ (4) + 4 = 8
One of the arrows hits, but only lightly scratches the stony elemental.
Round 1 (party is hasted, 12 rounds):
Tengu R: (flying 30ft)
Samurai L:
--------------------------------------- We are here
Matamah: (Freedom of movement, echolocation, mirror image 8)
Samurai R:
Tengu L: (flying 30ft)
42:
Rand: -15hp (1 STR penalty)
RHon/Earl: / (blind 5) -45hp
Alden:
Two samurai in front of you are down, three tengu are in the air that you can see and two more samurai coming from the south.
Matamah, you're up.
Rand, The Iron Fist
|
"We need to get inside and finish this. All we are doing is buying him time."
With that, Rand crouches and then leaps, going over the roof of the building.
It really helps if I read my abilities. How high is the main building we're standing in front of? I basically have a fly speed of 60 feet, but I need to land every round.
Matamah the Thundering
|
Free Action
Matamah maintains his smooth rhythms to keep the party at ease with the battle. As much as he can...
One Round Action
Hoping his Mirror Images will protect him, he begins casting Dominate Person.
REMEMBER: INSPIRE COURAGE, FLAGBEARER, AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, +1 dodge bonus to AC and CMD, +1 Reflex Save, double move speed (up to +30 ft.), +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).
| FiddlersGreen |
The inner walls are only about 15ft high. Rand, If you make a DC20 fly check, it will take you 30ft of your flying movement to get to the top of the wall, or you can fly bank and forth without a fly check to get there with 60ft of movement. But first...
Matamah begins casting his spell as two more samurai roudn the corner at a running pace. Earl sees two more of the tengu flying in from the North and South.
Round 1 (party is hasted, 11 rounds):
Tengu R: (flying 30ft)
Samurai L:
--------------------------------------- We are here
Matamah: (Freedom of movement, echolocation, mirror image 8)
Samurai R:
Tengu L: (flying 30ft)
42:
Rand: -15hp (1 STR penalty)
RHon/Earl: / (blind 5) -45hp
Alden:
The rest of the party is up.
Alden Helpinghand
|
Alden and Naala each try to rub the glitter out of their eyes.
Will: 1d20 + 2 ⇒ (4) + 2 = 6
WIll Naala: 1d20 + 5 ⇒ (5) + 5 = 10
Earl the Earth Elemental
|
Will Save vs. Glitterdust: DC 16: 1d20 + 6 ⇒ (4) + 6 = 10
Earl will move 10 feet straight down so that he is underground.
Silver Crusader Rhon Delver
|
"Get inside! I will cover our rear!"
GM: Are the doors on the map open or closed?
If the doors are open Rhon is going to move 20 feet to just inside the closest door and ready a single melee attack.
Readied Melee Attack: Dwarven Waraxe: 1d20 + 21 ⇒ (6) + 21 = 27
Readied Damage: magic, slashing, ghost touch: 1d10 + 8 ⇒ (5) + 8 = 13
| FiddlersGreen |
Psst. Waiting for 42 and Rand.
Rand, I answered your question in my earlier post. Are you going to roll a fly check?
Subject - 42
|
Don't know if he's down or not yet.
42 5 foot steps to the red orange dotted creep and uses his second prepared shocking grasps on him.
K.Gt.Scimitar 1: 1d20 + 12 + 5 ⇒ (15) + 12 + 5 = 32 damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11 Crit Threat
K.Gt.Scimitar: 1d20 + 12 + 5 ⇒ (4) + 12 + 5 = 21 damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13 Crit?
K.Gt.Scimitar 2: 1d20 + 12 + 5 ⇒ (3) + 12 + 5 = 20 damage: 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Shocking Grasp: 5d6 ⇒ (1, 5, 5, 6, 5) = 22
Shocking Grasp if Crit hit: 5d6 ⇒ (5, 3, 5, 6, 4) = 23
Rand, The Iron Fist
|
I posted something before, but it looks like the boards ate it. Hope it was delicious paizo.
Fly Check: 1d20 + 17 ⇒ (15) + 17 = 32
Rand Ascends up and moves over the entrance building.
| FiddlersGreen |
Rand and Rhon enter the Eastern courtyard while Earl retreats underground.
Alden and Naala continue to be unable to see.
Round 3 (party is hasted, 9 rounds):
Tengu R: (flying 30ft)
Samurai L:
Matamah: (Freedom of movement, echolocation, mirror image 8)
Samurai R:
Tengu L: (flying 30ft)
42:
Rand: -15hp (1 STR penalty)
RHon/Earl: / (blind 5) -45hp
Alden:
42, the tengu marked with an orange dot is flying.
Alden/Naala, you can stumble towards the sound of Rhon's voice to go inside with him if you wish.
The doors with teal triangles are now open.