| DM Feral |
Since she's concealed by the illusion, you cannot see her to target her. You could fire blind with something that doesn't require targeting like a fireball or you could spend an action to disbelieve (and roll a will save). The fireball would also qualify as 'interacting' with the illusion which would give you a chance to save against it.
Lenny "The Toymaker" Bruce
|
Sorry. It is 23. I was spending a long time contemplating running an Aqueous Orb over the caster before defaulting to the glitterdust. Got the DCs mixed.
Viscount Abel Mercer
|
This whole time I just thought that was a print error on the map
The Viscount once more weaves many magics.
First thing he does is to drop a dazing, metamagic adepted controlled fireball on the wall, excluding the space that Valrar takes up.
Reflex DC 27 or take damage and be stunned for 4 rounds: 10d6 ⇒ (5, 1, 6, 5, 5, 2, 6, 5, 6, 3) = 44
Will Save + Knowing its an illusion?: 1d20 + 15 + 4 ⇒ (8) + 15 + 4 = 27
I think I need to see the results of these saves before we move on
| DM Feral |
Reflex: 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36
To everyone else, the Viscount's fireball washes across the length of stone wall as expected. To the Viscount himself, the wall becomes insubstantial revealing the robed woman within. She appears to have dodged most of the flames and what did hit her seems to have caused no burns.
Viscount Abel Mercer
|
The viscount is a little disappointed, but now moves away from the spiritual weapon and drops a Quickened Mirror image on himself as he begins to formulate a plan.
Mirror Image, Max 8: 1d4 + 5 ⇒ (4) + 5 = 9
Grota
|
Grota's Advice lingers in the air for another round. Will put it back up next round.
Swift Action
Grota spends a Ki point to be more defensive. +4 to AC... Included in stat block.
Full Attack
Grota again tries to stop the Tengu in his tracks!
Stunning Fist Attack (Advice, Haste): 1d20 + 20 + 3 + 1 ⇒ (2) + 20 + 3 + 1 = 26
Stunning Fist Damage (Advice): 2d6 + 3 ⇒ (4, 6) + 3 = 13
I swear, the dice hate my stunning fist...
Iterative
Fist Attack (Advice, Haste): 1d20 + 15 + 3 + 1 ⇒ (13) + 15 + 3 + 1 = 32
Fist Damage (Advice): 2d6 + 3 ⇒ (2, 6) + 3 = 11
Haste
Fist Attack (Advice, Haste): 1d20 + 20 + 3 + 1 ⇒ (6) + 20 + 3 + 1 = 30
Fist Damage (Advice): 2d6 + 3 ⇒ (4, 1) + 3 = 8
Grota
|
Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5
- Haste
Feral
|
Dice hate or not, blind rogues make for easy pickings. =P
Fort: 1d20 ⇒ 1
Grota hits the tengu several times leaving his opponent bruised and stunned.
A moment later, more words of power are spoken from within the wall and the tengu recovers entirely.
The spectral chain drifts through the air after the Viscount where it’s joined by another. Both flail at the wizard’s blurred form.
Spiritual Weapon Primary vs the Viscount: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Iterative: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Second Iterative: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Spiritual Weapon Primary vs the Viscount: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
1d9 ⇒ 9
1d8 ⇒ 3
Two images destroyed.
With his vision restored, the tengu tries his feinting trick on Grota.
Bluff: 1d20 + 19 + 4 ⇒ (7) + 19 + 4 = 30 - If this beats Grota's DC he's flatfooted until the Tengu's next turn.
Attack (potentially flatfooted): 1d20 + 21 + 4 ⇒ (15) + 21 + 4 = 40
Damage: 1d4 + 4 ⇒ (1) + 4 = 5- Plus bleed 8
Sneak Attack: 8d6 ⇒ (5, 1, 3, 4, 1, 6, 4, 6) = 30
@Valrar: Make another DC 26 fort save vs poison or take 1d3 ⇒ 1 strength damage. I think this is your final round of poison.
The party is up.
Lenny "The Toymaker" Bruce
|
Really reaching here but we need some good luck to win this.
Lenny peeks around the corner and summons a persistent Aqueous Orb. He then uses a move action to roll it over the giant and a bit beyond hopefully carrying the giant with it.
I need him to make 2 DC 24 reflex saves or take non lethal dmg: 2d6 ⇒ (1, 2) = 3
If he fails either of those saves he needs to make 2 more or be caught up in the orb.
Chun Hei
|
maze?: 1d20 ⇒ 16
| DM Feral |
Reflex: 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23
Reflex: 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23
Reflex: 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16
Reflex: 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
Lenny's watery orb slams into the dazed giant and manages to scoop him up. The giant goes tumbling end over end across the room with the rolling water.
We can say Kaz acted before Lenny if he wanted to whack the giant before it got moved away.
Grota, the Viscount, and Kaz are up. Valrar owes me one final fort save vs poison.
Kaz"The Business"
|
Kaz will attack the giant before he is whisked away by water.
Power Attack, Haste, Advice: 1d20 + 26 ⇒ (5) + 26 = 31
Challenge, Advice: 1d6 + 44 ⇒ (1) + 44 = 45
Power Attack, Haste, Advice: 1d20 + 26 ⇒ (19) + 26 = 45
Confirming Critical Threat: 1d20 + 26 ⇒ (7) + 26 = 33
Challenge, Advice: 1d6 + 44 ⇒ (2) + 44 = 46
Critical Damage: 1d6 + 44 ⇒ (3) + 44 = 47
Power Attack, Haste, Advice: 1d20 + 21 ⇒ (15) + 21 = 36
Confirming Critical Threat: 1d20 + 21 ⇒ (7) + 21 = 28
Challenge, Advice: 1d6 + 44 ⇒ (5) + 44 = 49
Critical Damage: 1d6 + 44 ⇒ (2) + 44 = 46
Power Attack, Haste, Advice: 1d20 + 16 ⇒ (19) + 16 = 35
Confirming Critical Threat: 1d20 + 16 ⇒ (10) + 16 = 26
Challenge, Advice: 1d6 + 44 ⇒ (1) + 44 = 45
Critical Damage: 1d6 + 44 ⇒ (1) + 44 = 45
Grota
|
Can't post a full turn right now but yes he bluffed Grota. His DC is exactly 30, so the tengu both hit and sneak. Some ol module BS he got out of the stunning fist. ;)
Wont be able to post a full turn for at least 15 hours (probably more like 24) but he would full attack again with the first hit being a stunning fist and start Advice
Viscount Abel Mercer
|
The Viscount flies around to get a clean shot on the Wall Witch and takes aim at her, swinging for the fences
disintegrate, DC 25: 1d20 + 9 + 3 ⇒ (9) + 9 + 3 = 2132d6 ⇒ (3, 3, 5, 6, 2, 2, 6, 6, 2, 6, 4, 5, 3, 1, 2, 3, 2, 1, 5, 2, 3, 3, 6, 4, 2, 1, 5, 4, 6, 1, 5, 4) = 113
on a made save: 5d6 ⇒ (2, 5, 5, 1, 3) = 16
The Viscount will then quickly disappear from view.
Quickened Vanish
Grota
|
Swift Action
Grota begins to give out Advice once again.
Full Attack
Grota tries to shake off his wounds and stun the tengu once again.
Stunning Fist Attack (Advice, Haste): 1d20 + 20 + 3 + 1 ⇒ (11) + 20 + 3 + 1 = 35
Stunning Fist Damage (Advice): 2d6 + 3 ⇒ (5, 3) + 3 = 11
I swear, the dice hate my stunning fist...
Iterative
Fist Attack (Advice, Haste): 1d20 + 15 + 3 + 1 ⇒ (11) + 15 + 3 + 1 = 30
Fist Damage (Advice): 2d6 + 3 ⇒ (1, 6) + 3 = 10
Haste
Fist Attack (Advice, Haste): 1d20 + 20 + 3 + 1 ⇒ (1) + 20 + 3 + 1 = 25
Fist Damage (Advice): 2d6 + 3 ⇒ (5, 3) + 3 = 11
By my calcs, with the bleed, Grota is at -132, or at 11/143. Wouldn't be surprised if I'm wrong there but it's in the ballpark enough that Grota should still be up.
| DM Feral |
Fort: 1d20 + 13 + 4 ⇒ (6) + 13 + 4 = 23
Borrow Fortune: 1d20 + 13 + 4 ⇒ (20) + 13 + 4 = 37
The Viscount's spell connects but the robed woman only suffers minor burns. She sneers in reply.
Tengu Fort: 1d20 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Grota connects with a couple punches and manages to stun his opponent with a well-placed blow to the sternum.
Annoyed by Lenny's continued interference from afar, the Kuthite woman emerges from her illusionary shelter to get a better angle on the wizard. She calls on her patron for a dark blessing and then gestures causing a quiver of arrows on the slain samurai to float up into the air. The arrows within emerge and circle like a cloud of angry hornets before streaking through the air at Lenny.
Since she's under borrow fortune she has to roll twice and take the lower on each of these. Adjust accordingly.
Ranged Attack (cover): 1d20 + 18 + 4 - 4 ⇒ (13) + 18 + 4 - 4 = 31
Reroll: 1d20 + 18 + 4 - 4 ⇒ (9) + 18 + 4 - 4 = 27
Damage: 1d4 ⇒ 1
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (6) + 18 + 4 - 4 = 24
Reroll: 1d20 + 18 + 4 - 4 ⇒ (19) + 18 + 4 - 4 = 37
Damage: 1d4 ⇒ 1
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (10) + 18 + 4 - 4 = 28
Reroll: 1d20 + 18 + 4 - 4 ⇒ (13) + 18 + 4 - 4 = 31
Damage: 1d4 ⇒ 1
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (15) + 18 + 4 - 4 = 33
Reroll: 1d20 + 18 + 4 - 4 ⇒ (9) + 18 + 4 - 4 = 27
Damage: 1d4 ⇒ 2
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (19) + 18 + 4 - 4 = 37
Reroll: 1d20 + 18 + 4 - 4 ⇒ (12) + 18 + 4 - 4 = 30
Damage: 1d4 ⇒ 2
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (8) + 18 + 4 - 4 = 26
Reroll: 1d20 + 18 + 4 - 4 ⇒ (8) + 18 + 4 - 4 = 26
Damage: 1d4 ⇒ 1
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (2) + 18 + 4 - 4 = 20
Reroll: 1d20 + 18 + 4 - 4 ⇒ (4) + 18 + 4 - 4 = 22
Damage: 1d4 ⇒ 3
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (14) + 18 + 4 - 4 = 32
Reroll: 1d20 + 18 + 4 - 4 ⇒ (13) + 18 + 4 - 4 = 31
Damage: 1d4 ⇒ 2
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (19) + 18 + 4 - 4 = 37
Reroll: 1d20 + 18 + 4 - 4 ⇒ (18) + 18 + 4 - 4 = 36
Damage: 1d4 ⇒ 2
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (2) + 18 + 4 - 4 = 20
Reroll: 1d20 + 18 + 4 - 4 ⇒ (2) + 18 + 4 - 4 = 20
Damage: 1d4 ⇒ 2
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (13) + 18 + 4 - 4 = 31
Reroll: 1d20 + 18 + 4 - 4 ⇒ (9) + 18 + 4 - 4 = 27
Damage: 1d4 ⇒ 4
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (19) + 18 + 4 - 4 = 37
Reroll: 1d20 + 18 + 4 - 4 ⇒ (8) + 18 + 4 - 4 = 26
Damage: 1d4 ⇒ 1
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (20) + 18 + 4 - 4 = 38
Reroll: 1d20 + 18 + 4 - 4 ⇒ (4) + 18 + 4 - 4 = 22
Damage: 1d4 ⇒ 3
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (10) + 18 + 4 - 4 = 28
Reroll: 1d20 + 18 + 4 - 4 ⇒ (14) + 18 + 4 - 4 = 32
Damage: 1d4 ⇒ 4
Ranged Attack: 1d20 + 18 + 4 - 4 ⇒ (15) + 18 + 4 - 4 = 33
Reroll: 1d20 + 18 + 4 - 4 ⇒ (16) + 18 + 4 - 4 = 34
Damage: 1d4 ⇒ 3
@Viscount: Fun Fact: Spiritual Weapons get a full attack even if they have to move to reach their target. I'm not going to retcon the attacks I skipped last round but they'll be taking their full attacks from now on.
The dancing spiked flails continue thrashing in the Viscount's direction.
Spiritual Weapon Primary vs the Viscount: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Iterative: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Second Iterative: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Miss Chances: 3d100 ⇒ (7, 15, 98) = 120
Spiritual Weapon Primary vs the Viscount: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Iterative: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Second Iterative: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Miss Chances: 3d100 ⇒ (64, 19, 65) = 148
@Viscount: It looks like 3 hits for a total of 26 through your invisibility. Your images are unaffected because of the invisibility.
@Grota: Take 2 less damage. It occurs to me that stunning him on your last turn would have caused the tengu to drop his weapon so that attack last round after the feint would have been a bite instead of a stab with his dagger. It doesn't matter for the attack and I rolled a 1 on the damage die but the damage modifier would be 2 lower. With that adjustment and the bleed from this turn, I've got you at 130 damage taken.
Once again stunned, the tengu can do little more than gasp.
This was the giant's second turn of being dazed. I believe it's lapsed now. Valrar is no longer poisoned.
The party is up.
Chun Hei
|
maze time?: 1d20 ⇒ 4
Lenny "The Toymaker" Bruce
|
Lenny looks like a pincushion but is still up.
"Grota can you get Viscount standing? Kaz, Focus your attacks on her."
Lenny will fly up to just over Kaz and use Reveal Weakness on the Giant.
-7 to AC and Saving Throws.
Kaz"The Business"
|
"You got it bro." Kaz moves to engage the caster.
Power Attack, Haste, Advice: 1d20 + 26 ⇒ (3) + 26 = 29
Power Attack: 1d6 + 23 ⇒ (1) + 23 = 24
Intimidate Check from Cornugon Smash: 1d20 + 29 ⇒ (9) + 29 = 38
If the intimidate check succeeds, I get to make an attack as a swift action due to Hurtful
Power Attack, Haste, Advice: 1d20 + 28 ⇒ (15) + 28 = 43
Power Attack: 1d6 + 23 ⇒ (2) + 23 = 25
If that hits, she is flat-footed to my attacks until the end of my next turn due to Shatter Defenses.
| DM Feral |
Kaz finds his blade turned aside by the woman's magical defenses.
I know Grota said he's traveling so we should probably just NPC him. Any suggestions on his actions? You mentioned you want him to heal the Viscount but he's currently fighting the tengu and he doesn't have an easy way to move away without provoking. The tengu doesn't do any damage without sneak attack but Grota's already pretty low and bleeding.
Chun Hei
|
I don't think Grota is getting to the viscount this round, instead he's got to put his own oxygen mask on first. Trying to figure out his best option for healing himself. There's the first aid gloves, and I don't see any other options, despite having read through his ITS and chronicle sheets.
Lenny "The Toymaker" Bruce
|
His safest bet is probably Advice as a swift, 5 ft step away, and use abundant step to move near the viscount.
Valrar Altimari II
|
Fortitude, DC 26: 1d20 + 13 ⇒ (10) + 13 = 23
Still unconscious, Valrar feels his muscles burn from the poison, but it has run its course and will not hurt him further.
| DM Feral |
Grota speaks a clever haiku and then steps through the open air to a more central location. Activating advice and using abundant step.
Someone move him to a good place.
Snapping out of his daze, the giant roars in frustration at his watery confines. Rapidly his form expands and changes color until he bursts from the aqueous orb and lands on his feet. What's freed is not the giant of earlier but an inhuman oni!
I'll save you the trouble of making knowledge checks and just tell you the important bits: resistance to sonic; strong magic resistance; assorted wind and lightning themed SLAs - most important being quickened shout; as a swift he can shoot lightning from his eyes that does damage and can deafen.
The robed woman steps back and gestures with both hands. One conjures a wall of barbed blades to keep Kaz at bay. The other sends her spiritual weapons toward the cavalier.
Spiritual Weapon Primary vs the Kaz: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Iterative: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Second Iterative: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Should anyone feel like stepping through the blade barrier you'll take 15d6 ⇒ (3, 3, 2, 5, 4, 3, 1, 4, 1, 1, 6, 4, 5, 4, 3) = 49 force damage (reflex 23 for half).
No longer stunned, the tengu steps closer to the melee and flings a fistful of tiny knives at Lenny.
Shuriken (3 range increments): 1d20 + 21 + 4 + 1 - 6 ⇒ (13) + 21 + 4 + 1 - 6 = 33
Damage: 1d2 + 2 ⇒ (1) + 2 = 3 - Plus make a DC 26 fort save vs poison or take 1d3 ⇒ 2 strength damage.
Iterative: 1d20 + 16 + 4 + 1 - 6 ⇒ (13) + 16 + 4 + 1 - 6 = 28
Damage: 1d2 + 2 ⇒ (2) + 2 = 4
Second Iterative: 1d20 + 11 + 4 + 1 - 6 ⇒ (5) + 11 + 4 + 1 - 6 = 15
Damage: 1d2 + 2 ⇒ (1) + 2 = 3
Ki Attack: 1d20 + 21 + 4 + 1 - 6 ⇒ (2) + 21 + 4 + 1 - 6 = 22
Damage: 1d2 + 2 ⇒ (1) + 2 = 3
Grota bleeds for 8.
The party is up.
Lenny "The Toymaker" Bruce
|
3 of the 4 Shuriken hit and Lenny drops.
fort save: 1d20 + 17 + 2 ⇒ (3) + 17 + 2 = 22 fail
Grota can retcon if necessary but I think his best move here is to move next to the blade barrier which should be providing cover from an opp attack and use the First Aid Gloves. Bad news: It heals the 3 enemies. Good news: It also heals all of us not currently in a maze. Since 3 party members are down and Grota will bleed to death without healing I think it is the best option.
As a swift action Grota spends a ki point to add +4 to his AC. He then moves near the wall and activates First Aid Gloves healing everyone for.
Mass CLW: 1d8 + 9 ⇒ (6) + 9 = 15
Advice lingers.
On Lenny's turn he will Reveal Weakness on the caster for -7 to AC and saves, He will then use his move action to move the orb over the caster. 2 DC 24 Ref saves at -7 or take non lethal: 2d6 ⇒ (3, 5) = 8
If she fails she needs 2 more DC 24 Ref saves at -7 or be captured by the orb.
And if allowed he will float 5ft backwards but still be prone.
Grota 18/143 no longer bleeding.
Lenny 13/128 -2 Str, poisoned, prone
All enemies and allies healed for 15 health.
Edit: All allies but none of the enemies. Sweet!
Grota
|
Totally agree with the bot. Note that cure light mass is targeted so don't have to heal enemies. I'm currently on a bus so hard to type lol.
Chun Hei
|
big bucks? No Whammie?: 1d20 ⇒ 20
Chun Hei pops back into existence.
Looks like from here I am in the aqueous orb, am separated from most of the party by a blade barrierbut am next to the bald caster and near the giant oni.
reflex vs orb?: 1d20 + 12 ⇒ (9) + 12 = 21
persistant reflex vs Orb: 1d20 + 12 ⇒ (1) + 12 = 13
reflex vs orb?: 1d20 + 12 ⇒ (7) + 12 = 19
persistant reflex vs Orb: 1d20 + 12 ⇒ (9) + 12 = 21
With the woman not grappled I think I take the 8 non-lethal and get engulfed. I can breathe from life-bubble at least
Chun Hei aids the party with a quickened cure mass serious.
using combat healer from battle oracle to spend 2 slots to quicken a cure spell.
concentration vs entangle DC 22/26: 1d20 + 19 ⇒ (9) + 19 = 28
unsure if pseudo quicken raises the concentration check but I make it either way.
healing for almost all: 3d8 + 14 ⇒ (2, 3, 1) + 14 = 20
not healing Valrar unfortunately
Chun bubbles and shouts "Updates!?!" as she tries to get her bearings.
Lenny "The Toymaker" Bruce
|
Speaking of Valrar he was within the 45 ft range of the mass CLW. So he healed 15. And now another 20 from Chun. Unfortunately Aqueous Orb is not dismissable and moving it would just be moving you with it.
Lenny points at various people.
"Rogue. Cleric? Oni Giant? The cleric has been making things difficult and needs to die."
Chun Hei
|
it's no targets more than 30 feet from each other though.
Viscount Abel Mercer
|
I believe, in spite of everything, I am still invisible and so probably don't provoke when I try to cast unless she has true seeing.
From the ground, the Viscount begins to weave some magic. He has what initially seems to be a hard choice to make, made easier by Chun Hei arriving and immediately getting stuck in the bubble.
He casts a repellent spell Magic be gone he mutters.
Greater Dispel Magic, area: 1d20 + 16 ⇒ (11) + 16 = 27
Targetted in such a way that it gets the orb, the woman, the blade barrier and the oni.
It will peel off the most powerful effect on each creature in range of it of caster level 16 or lower as well as ongoing effects of the same description, which depending on the orange ioun stone rule when Lenny cast the Aqueous orb may or may not pop it.
Abel then directs one of his dazing, persistent flaming spheres at the giant to try and lock him down some more and also Quicken casts Magic Missile at the woman basically just because.
Magic Missile: 5d4 + 5 ⇒ (4, 3, 3, 3, 3) + 5 = 21.
Chun Hei
|
I don't see invisible so I can't target you with the cure either and I suspect Grota can't either
| DM Feral |
In the interest of moving things along (and since the invisibility hasn't really benefited the Viscount at this point), I'm content to just say he never cast the quickened vanish. That means he's an eligible target for the mass cures but he needs to make a concentration check since he's now threatened by the caster chick.