| Rythanus Wintrish |
I'm going to be afk later today, so I'll go ahead and roll an attack now, then you can just add it in where appropriate.
attack with flank: 1d20 + 10 ⇒ (19) + 10 = 29
dmg: 1d6 + 4 ⇒ (3) + 4 = 7
confirm crit: 1d20 + 10 ⇒ (11) + 10 = 21
dmg: 1d6 + 4 ⇒ (4) + 4 = 8
| Talarin Durand |
"Ulp!" Rain gulps loudly as the lumbering skeletons move forward in response to the power released by Rumha. "Here goes nothing, I guess." With a shrug, she tries to snatch away one of the animate ogres' halberd.
Disarm (whip): 1d20 + 12 ⇒ (8) + 12 = 20
HP: 28/28
AC: 17 (13 T / 14 FF)
CMD: 16 (18 vs disarm)
F/R/W: +2/+6/+4
Second Chance: [ ]
Shadowstrikes used: 0/7
Shield charges used: 3/42
Spell Slots:
Cantrips (--) - arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, prestidigitation
Level 1 (4+1) - [ ], [ ], [ ], [ ], [ ]
Ongoing Effects
| GM Birch |
With a deft touch, Talarin is able to disarm one of the ogre skeletons, who simply flashes his claws by way of showing how he intends to carry on this encounter.
Meanwhile Grob hits the other one with a tremendous blow, clearly damaging it.
Heledar and Rumha up before the skeletons, then Rythanus' action above
| Rumha Varju |
Again Rumha calls on various good deities (in a frenetic litany), "Oh, great IroriIomedaeShelynShizuruSarenraeErastil, SMOTE these suckers!" And thankfully it appears the Gods are attentive.
Channel Energy: 3d6 ⇒ (6, 6, 5) = 17 Heal/DAM - Will Save DC:14 for 1/2
1st Spells (5+1): x
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Effects:
| Heledar |
His weapon held firmly ahead of him, and ready for any incoming attacks, Heledar steps close to Talarin offering a perimeter of security, and he also focuses on the life energies around them, catalyzing a burst of positive energy to harm the undead creatures.
Channel to harm DC16: 2d6 ⇒ (2, 4) = 6
| GM Birch |
Rumha's casting has another significant effect. One of them appears shaken but the second looks as though one blow would take it down.
Heledar also casts and although the first appears unharmed, the second crumples to the floor - a mere pile of bones now.
The remaining skeleton slashes at Grob and one of its claws connects.
Rythanus connects with the skeleton and once more it takes some damage. It must be a tough cookie!
Grob takes 8hp
Talarin to go, then a brand new round - Grob, Heledar and Rumha first
| Talarin Durand |
Rain grimaces as the creature brings its claws to bear. "Ah ah. You know what naughty skeletons have to do? Take a seat!" Her whip darts out as she tries to bring the undead crashing down in a heap in front of the others.
Trip: 1d20 + 10 ⇒ (15) + 10 = 25
HP: 28/28
AC: 17 (13 T / 14 FF)
CMD: 16 (18 vs disarm)
F/R/W: +2/+6/+4
Second Chance: [ ]
Shadowstrikes used: 0/7
Shield charges used: 3/42
Spell Slots:
Cantrips (--) - arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, prestidigitation
Level 1 (4+1) - [ ], [ ], [ ], [ ], [ ]
Ongoing Effects
| Heledar |
Grob heals 5 and Heledar takes 5
He then shifts his position slightly to the side, looking to open a flank opportunity, launching his attack.
Masterwork Cold Iron Bardiche: 1d20 + 8 ⇒ (17) + 8 = 25
Damage if it hits: 1d10 + 12 ⇒ (6) + 12 = 18
--Status--
HP: 35/50
AC: 19
Spells spent: Lvl1(2/6)
Channel Energy spent: 2/5
Effects: Bless, Life Link
Grob, shouldn't you be dealing more damage? STR19 + two-handed weapon + Power Attack should be something like... +6[STR] +6[PA] = +12 to damage, right?
| GM Birch |
Talarin manages to trip the skeleton, sending him to the ground. Grob is unable to take advantage however, as his blow misses the falling creaure.
Fortunately Heledar is able to make up for the fact by defeating the skeleton with a 'killing' blow.
Each orge had the following that are gold-plated: breastplate, halberd, ogre hook
| Heledar |
"Agreed friends, I get the feeling this is all simply meant to delay us" - Heledar puts in, moving to the gate and focusing his powers to detect any magic on the gate.
If no magic, he plods onwards :D
| GM Birch |
As you walk through the gates, you see that the Second Ring of Xin-Grafar is largely intact, except for two walled keeps in the southeastern part of the ring that appear to have been smashed open and shaken off their very foundations.
Most of the buildings in the Second Ring are constructed of stone. The molten-gold floods long ago burned away their wooden roofs. The gold flood line in the Second Ring is a meager 20 feet high, meaning that most of the upper floors of this ring’s buildings, particularly those closer to the center of the ring, are free of gold plating.
The foundation of the Second Ring sits about 20 feet higher than the First Ring, and its floor slopes gradually up another 40 feet until it reaches the bottom of the Third Ring.
The floor-to-ceiling bedrock walls surrounding this section make the Second Ring appear as though it were a separate cavern from the First
and Third rings. As in the First Ring, three canals of molten gold split the Second Ring, all of which flow outward from the Third Ring in the center of the cavern.
Only three of the original bridges are still intact.
Just inside the gate to the Second Ring, you find your first hoard of Tar-Baphon’s treasure.
Immediately ahead, the gold-plated road reaches a crossroads and disappears beneath a mound of partially melted treasure.
Gold coins, weapons, armour, and glittering gems cover the entire intersection in a mountain of wealth that reaches ten feet high.
| Rythanus Wintrish |
Rythan's jaw was similarly unhinged at this display of treasure. Here was enough wealth to do... well, anything. As if in response to Rain's words, he bent down and tried to pry something loose of the melted morass.
Sorry if that was a little disjointed, I have a fever atm.
| GM Birch |
So taken were you all by the pile of gold, it's only when Rythanus starts to examine it closely that you notice a a nearby skeleton. Unlike the undead variety, this one is definitely deceased.
It's coated in gold and wearing a gold-plated Razmiri mask.
Fortunately you are all far enough away to see the impending danger and a shouted warning from Talarin to Rythanus probably saves his life as a shower of molten gold materialises from nowhere and rains on the spot the magus was touching. It lasts only a few seconds but has hit an area approximately twenty feet across.
Rythanus takes 6hp damage from being hit and 9hp damage from the resulting fire created by the molten metal
No sooner have you caught your breath than you hear, "Lay down your arms, heretics and traitors, and we shall spare you! You are surrounded!
Hundreds of Razmir’s faithful beg me to kill you — but I will spare your lives if you surrender to the Living God. Make your decision!"
I made Perception checks for you before in case you were wondering. Remember, I will roll for things you don't know about - I rely on you to roll for things you do know about (I trust that makes sense)
| Grobradon |
"Yeah, yeah. Buddy, we fought a DEMON today... so you know what? You're not exactly scaring me," Grobradon snaps, "In fact...@#@@ with us, and if I find you, I will tear your ####ing throat out and send you to the boneyard so you can meet a real goddess, the one of DEATH!"
Intimidation: 1d20 + 9 ⇒ (19) + 9 = 28
| GM Birch |
No sonner has Grob uttered his challenge than six acolytes appear from the nearby buildings. Close behind is a black robed cultist - no doubt the one that spoke before.
Initiatives
Grob: 1d20 + 1 ⇒ (11) + 1 = 12
Talarin: 1d20 + 4 ⇒ (13) + 4 = 17
Rythanus: 1d20 + 2 ⇒ (7) + 2 = 9
Heledar: 1d20 + 2 ⇒ (6) + 2 = 8
Rumha: 1d20 + 2 ⇒ (20) + 2 = 22
Aglanda (Black robed cultist) = 13
Acolyte 1 = 10
Acolyte 2 = 10
Acolyte 3 = 10
Acolyte 4 = 10
Acolyte 5 = 10
Acolyte 6 = 10
Standard combat rules apply
| Rumha Varju |
With a flick of his wrist, a wand drops in the cleric's hand. He points it at the leader and fires.
SWIFT: Draw Wand
STAND: Cast Cause Fear from wand
Will Save vs DC:11 for partial - frightened or shaken
Duration: 1d4 + 1 ⇒ (4) + 1 = 5 rnds
1st Spells (5+1): x
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Wand (50): x
Effects:
| Talarin Durand |
Rain sneers as the Razmirans leap into view. "You all can kiss my rosy achterwerk too." She then sends her whip darting out, hoping to wrench a holy symbol free from the black robed cultist's grip if he brandishes one.
Disarm (whip): 1d20 + 12 ⇒ (12) + 12 = 24
Disarm a holy symbol; if he doesn't have one, I'll settle for trying to snatch the nearest cultist's weapon.
HP: 28/28
AC: 17 (13 T / 14 FF)
CMD: 16 (18 vs disarm)
F/R/W: +2/+6/+4
Second Chance: [ ]
Shadowstrikes used: 0/7
Shield charges used: 3/42
Spell Slots:
Cantrips (--) - arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, prestidigitation
Level 1 (4+1) - [ ], [ ], [ ], [ ], [ ]
Ongoing Effects
| Grobradon |
Grobradon actually smiles, "Your cult is going to need a recruitment drive after this."
Grobradon moves to hack the closest cultist with his great sword
To hit: 1d20 + 12 ⇒ (13) + 12 = 25
Dmg: 2d6 + 9 ⇒ (1, 2) + 9 = 12
Let me know if two are close enough together to try a cleave next round :)
| Heledar |
Now you got me thinking about rosy achterwerks Talarin...
GM Birch, Heledar is holding a reach weapon, and has Combat Reflexes - just saying in case they decide to wade in on him, or anyone close to him (I would assume Talarin and Rumha).
| GM Birch |
Talarin is able to take the first acolyte's shortsword out of his hand with a deft flick of her whip.
Grob takes out the second cultist with a single blow.
Grob - they are close enough
Heledar - Are you standing back from the group or in the melee with them?
The black robed cultist is not with the rest of the group. The remaining five step in close and personal. Four of them swing and miss but one manages to wing Grob.
Grob takes 1hp. Heledar - talking of having a reach weapon etc. etc.
| Rythanus Wintrish |
Burned and gilded, Rythanus stayed back at first, instead pointing out the black-robed cultist behind the others.
magic missile: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11
Then he moved to flank one of the lesser cultists with Heledar.
| Heledar |
I am not sure I understood the question GM Birch. But I think I am standing back, protecting Talarin and Rumha? I am also not 100% sure on our positions, but since I have reach, can I attack someone, even if through soft cover? If so:
Bardiche Attack: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Damage if it hits: 1d10 + 12 ⇒ (2) + 12 = 14
--Status--
HP: 35/50
AC: 19
Spells spent: Lvl1(2/6)
Channel Energy spent: 2/5
Effects: Life Link
| Grobradon |
When it is his turn again
Grobradon doesn't mind the nick much. Downing a foe for every slight cut he gets is more than a fair trade. Noting enemies bunched together, the half orc takes a chance on ending this quicker. His great sword arcs out attempting to cleave as many foes as he can
Great Cleave attempt. -2 on AC for this round only.
To hit #1: 1d20 + 12 ⇒ (15) + 12 = 27
Dmg if that hits: 2d6 + 9 ⇒ (6, 1) + 9 = 16
To hit #2 (if #1 hit): 1d20 + 12 ⇒ (6) + 12 = 18
dmg if that hits: 2d6 + 9 ⇒ (2, 1) + 9 = 12
To hit #3 (if 3 in reach, and if first 2 hit targets) 1d20 + 12 ⇒ (16) + 12 = 28
dmg if that hits: 2d6 + 9 ⇒ (4, 1) + 9 = 14
| GM Birch |
Four of the cultists swing their blades - more in hope than in expectation. As is the case, one of them gets lucky and nicks Grob's arm.
Rythanus manages to hit the black-robed cultist with his magical spell, Heledar manages to take out the third cultist with a single blow.
Top of a new round - Talarin and Rumha to go. Four standard acolytes left (#1 has no weapon). The black-robed figure may be able to act this round
Grob takes 4hp of damage
| Talarin Durand |
Rain fades back a step and tries to wrench another of the thugs' swords free, but the whip fails to wrap around one of the offending blades. "Stront!"
Disarm (whip): 1d20 + 12 ⇒ (1) + 12 = 13
HP: 28/28
AC: 17 (13 T / 14 FF)
CMD: 16 (18 vs disarm)
F/R/W: +2/+6/+4
Second Chance: [ ]
Shadowstrikes used: 0/7
Shield charges used: 3/42
Spell Slots:
Cantrips (--) - arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, prestidigitation
Level 1 (4+1) - [ ], [ ], [ ], [ ], [ ]
Ongoing Effects
| Rumha Varju |
The priest keeps the enemy leader distracted with another blast from his wand.
FREE: 5' away from any baddie if they can AoO me
STAND: Cast Cause Fear from wand
Will Save vs DC:11 for partial - frightened or shaken
Duration: 1d4 + 1 ⇒ (3) + 1 = 4 rnds
1st Spells (5+1): x
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Wand (50): xx
Effects:
| Heledar |
Heledar wrote:All I meant was, are you in line with them or standing behind them and using your superior reach?I am not sure I understood the question GM Birch
Ok, got it ;) Heledar stays behind the first line. I applied the -4 to his attack. Bad guys up?
| Grobradon |
Pakak attempts another flurry of cuts and strikes attempting to take the peons out quickly.
Great Cleave attempt again then
To hit #1: 1d20 + 12 ⇒ (15) + 12 = 27
Dmg if that hits: 2d6 + 9 ⇒ (5, 6) + 9 = 20
To hit #2: 1d20 + 12 ⇒ (11) + 12 = 23
Dmg if that hits: 2d6 + 9 ⇒ (1, 1) + 9 = 11
To hit #3: 1d20 + 12 ⇒ (1) + 12 = 13
Dmg if that hits: 2d6 + 9 ⇒ (6, 4) + 9 = 19
| Rythanus Wintrish |
If Rythan is adjacent to the acolytes:
Moving in to flank, Rythanus slashed at the acolyte who still had a weapon in hand.
Scimitar: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
damage: 1d6 + 4 ⇒ (5) + 4 = 9
If Rythan is not adjacent to the acolytes:
Feeling just a mite vengeful, Rythanus darted after the black-robed cleric, intending to ensure that the cultist didn't cast anything nasty at them.
Ready attack if the leader casts or flees or attacks: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d6 + 4 ⇒ (5) + 4 = 9
AOO if applicable: 1d20 + 8 ⇒ (4) + 8 = 12 WTF, dice roller?
damage: 1d6 + 4 ⇒ (1) + 4 = 5