Rene Duquesnoy |
As Dex makes his way into the room, a flaming sphere appears. Dex notices that, because of the low light in this room, a crack can be seen in the northern wall into another room. That room has normal light
Flaming sphere is surprise round. Octavius gets to act in surprise round too.
Orryn: 1d20 + 4 ⇒ (3) + 4 = 7
Llathander: 1d20 + 0 ⇒ (10) + 0 = 10
Opal: 1d20 + 4 ⇒ (7) + 4 = 11
Zefendi: 1d20 + 1 ⇒ (8) + 1 = 9
Octavius: 1d20 + 4 ⇒ (7) + 4 = 11
Dex: 1d20 + 5 ⇒ (19) + 5 = 24
Baddy: 1d20 + 2 ⇒ (19) + 2 = 21
Surprise round:
Baddy
Octavius
Normal round:
Dex
Baddy
Octavius
Opal
Llathander
Zefendi
Orryn
The flaming sphere goes on:
1. Orryn
2. Opal
3. Dex
1d3 ⇒ 2
A sphere made of fire appears on Opal
DC 14
1d20 + 3 ⇒ (1) + 3 = 4
The flame rips in to Opal
3d6 ⇒ (3, 3, 3) = 9
Opal takes 9 damage, taking her down to 1 HP
Surprise round:
Baddy
Octavius
Rene Duquesnoy |
Forgot Octavius is out today. I'll run him
Octavius sees Opal get lit up and charges in to move Opal away from the flaming sphere.
With catlike reflexes that only a mage could have, Octavius charges toward Opal and tries to move her away from the flaming sphere. Octavius does a run by and grabs her hand, yanking her to the door on the east wall.
Normal round:
Dex
Baddy
Octavius
Opal
Llathander
Zefendi
Orryn
Dex Hannover |
Dex is in shock as the flames lash out at Opal, not sure of what this thing is or how to stop it, but his instincts kick in and he pulls back hard on his arrow, aiming straight at the center of the sphere.
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Rene Duquesnoy |
Dex drills the center of the flaming sphere, and the arrow passes straight through it
Baddy turn
The flaming sphere moves to Dex's space and tries to burn him
1d20 + 6 ⇒ (20) + 6 = 26
Dex easily avoids the flaming sphere, not taking a lick of damage. However, the door behind them slams shut! Dex hears a chuckle coming from the small gap in the wall.
Octavius' turn
Octavius is really pissed off now. He decides he has had enough of whoever is hiding behind the crack. Octavius casts grease through the crack
Insert joke about Octavius greasing up the crack
1d20 + 3 ⇒ (14) + 3 = 17
You hear a 'whoa' come through the wall, but no splat
Normal round:
Dex
Baddy
Octavius
Opal
Llathander
Zefendi
Orryn
Rene Duquesnoy |
the crack is like a peep hole, not more than an inch in width. you could shoot an arrow through it, but the baddy will have improved cover. The crack is on the cetnter of U12
Rene Duquesnoy |
Opal, you can move to the door, and open it, but that is all you can do
Dex
Baddy
Octavius
Opal
Llathander
Zefendi
Orryn
Rene Duquesnoy |
To make things simpler, lets have all of the allies go in any order. I keep forgetting that
Dex
Baddy
Octavius
Opal
Llathander
Zefendi
Orryn
Dex Hannover |
Dex moves to the slit in the wall and aims his shot as if through an arrow slit in a castle wall at the figure in the next room.
Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Rene Duquesnoy |
No prob. I put you near the east door because Opal did a run by grab & drag in that direction
Rene Duquesnoy |
Dex moved 5 ft to be in front of the crack, so he can't move again unless he has something special.
Rene Duquesnoy |
Ahh yes. The other room. Sorry didn't describe it.
The room to the east is a large reception chamber. Against the east wall is a large brass throne, sculpted to resemble an enormous hand of fire. Tapestries line the other walls, depicting battles between soldiers of flame and dervishes of Sarenrae.
Orryn Quattlebaum |
Dex! Can you find a door along that infernal crack in the wall? We're sitting ducks here otherwise.
Orryn turns to Octavius and Opal. We must get out of the line of fire here. I don't see anything in the next room -- go there before we all get burned to a crisp by that ball of Hellsfire.
Orryn will delay until the aasimar and Wizard move, then come off delay and follow them into the throne room.
Octavius Carolingian |
Spellcraft 1d20 + 9 ⇒ (19) + 9 = 28
It's a flaming sphere. Get out of his line of sight and he won't be able to direct it at you. Opal and I will go into the other room. Llathander, Zefendi. Go through the other side and we'll meet you in the throne room.
Octavius Moves to X11 on his turn and looks for a door, if he sees an enemy then he will shoot his magic missile.
Rene Duquesnoy |
(Octavius already went after the baddy)
Dex
Baddy
Octavius
Opal
Llathander
Zefendi
Orryn
bolded, you have a turn before the baddy.
Rene Duquesnoy |
Zefeni heads past the skeleton and opens the door to the throne room, with Llathander following him in. Llathander does a quick survey around the room.
Perception: 1d20 + 0 ⇒ (18) + 0 = 18
Llathander's half-orcish eyes let him see a small area on the wall that is most likely hiding a secret entrance
Dex
Baddy
Octavius
Opal
Llathander
Zefendi
Orryn
Orryn: you are the only one left prior to the baddy.
Orryn Quattlebaum |
Zefeni heads past the skeleton and opens the door to the throne room, with Llathander following him in. Llathander does a quick survey around the room.
Perception: 1d20 + 0
Llathander's half-orcish eyes let him see a small area on the wall that is most likely hiding a secret entrance
Dex
Baddy
Octavius
Opal
Llathander
Zefendi
OrrynOrryn: you are the only one left prior to the baddy.
I had stated Orryn would delay until the aasimar and Wizard move, then come off delay and follow them into the throne room.
However, instead, I will ready the following action: if the flaming sphere moves toward either Octavius or Opal, Orryn will move directly in its path to protect them. If it does not, my readied action will not trigger.
Rene Duquesnoy |
Was just giving you an opportunity to do something before the baddy
The flaming sphere comes into Dex's square
REFLEX!
1d20 + 6 ⇒ (19) + 6 = 25
Dex avoids the flaming sphere no problem, then the sphere goes out
The heroes are up!
Inits:
Dex
Octavius
Opal
Llathander
Zefendi
Orryn
Baddy
Rene Duquesnoy |
Besides the secret door on the west wall, Opal notices a curtain on the east wall that appears to be hiding another secret door
Dex Hannover |
Dex makes another another attempt at a shot through the crack in the wall. He can she something beyond it shift in the light, he squints and releases another arrow thorugh the wall.
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Octavius Carolingian |
DEX! Get out of here! Go into the next room! You'll never hit the mage
Octavius Moves to Y11 on his turn and looks for a door, if he sees an enemy then he will shoot his magic missile.
Orryn Quattlebaum |
On his initiative, Orryn will ride Stellah into the throne room (to Z12) and tries to see the threat. Perception 1d20 + 4 ⇒ (18) + 4 = 22
As a free action, he will call out any threat or hard-to-see feature he can discern.
Rene Duquesnoy |
Octavius and Orryn (with Stellah) move into the room, but the secret door is shut. That is where the threat is. Someone needs to open it.
Remember: everyone gets to go at the same time before the baddy, so you can go out of init order
Inits bold means you can go anytime:):
Dex
Octavius
Opal
Llathander
Zefendi
Orryn
Baddy
Orryn Quattlebaum |
Makes the most sense; opening the door would cost Zefeni his readied action, and Llathander is already there so he can spend a move action to open and a standard to react.
Orryn Quattlebaum |
...and, of course, then Octavius' readied action would also go off, since I totally did NOT forget about his readied action. Ahem.
;-)
Rene Duquesnoy |
to help me manage this, please implicitly state something like readied action: if X, then Y. thanks.
waiting on Llathander
Rene Duquesnoy |
(here we go!)
Llathander opens the door. the hidden room provides an excellent vantage point to all of the surrounding room. You see a human sorcerer standing on a richly covered floor. When the door opens, readied actions trigger
Baddy - casts color spray hitting Zefeni, Llathander, and Octavius (he used his move action to move the flaming sphere and std to color spray you)
Zefendi: 1d20 + 1 ⇒ (1) + 1 = 2
Llathander: 1d20 + 3 ⇒ (6) + 3 = 9
Octavius: 1d20 + 5 ⇒ (9) + 5 = 14
All 3 have been successfully color sprayed.
Unconscious, blinded, and stunned for 2d4 ⇒ (2, 4) = 6
Blinded and stunned for additional 1d4 ⇒ 1
Stunned for 1 round
Dex - shot with bow
1d20 + 6 ⇒ (3) + 6 = 9
The arrow clanks off the wall.
Octavius - unconsious
Zefendi - unconsious
I believe Zefeni was the last to go before the baddy's turn. Since it was a readied action, he is up now.
The baddy backs up and uses one of his elemental rays on Zefeni
1d20 + 3 ⇒ (3) + 3 = 6 vs AC 10 (Touch AC of 12 minus 2 for being stunned)
A beam of fire shoots out the baddy's hand and flies past a stunned and unconsious Zefendi
(back to heroes!)
Dex
Octavius
Opal
Llathander
Zefendi
Orryn
Baddy
Dex Hannover |
ROUND 1 - DEX 11/11
For a brief moment, shock as his comrades are pummeled by the sorcerers magic. ”This ends now.”.
Dex’s focus narrows as he pulls back on another arrow, releasing it with e determined flair.
Attack (Ranged PBS): 1d20 + 6 ⇒ (8) + 6 = 14
Damage, Incl PBS bonus: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 [ooc]may have been forgetting my point blank shot damage bonus
Rene Duquesnoy |
Moved Dex to Z10 from AA12
Dex looses an arrow at the baddy and appears to have hit. However, at the last second the arrow bounces off what looks like to be magical armor surrounding the mage
I'll assume Zefendi, Octavius, and Llathander just drool
Baddy - full health
Dex
Octavius
Opal
Llathander
Zefendi
Orryn
Baddy
Orryn Quattlebaum |
Orryn rides Stellah to X10, drawing his lance on the move, and casts flare burst, targeting the corner of T-U and 10-11 -- Fort save DC 13 or all creatures within a 10-ft burst are dazzled for 1 minute.
I'll assume Zefendi, Octavius, and Llathander just drool
Drooling is a free action, after all.