
Kalim Gudlavaletti |

"Bhagavāna Kī Uli, I need you." The pulsating tumor squishingly unattaches itself from the sorcerer's neck. "Fly high and show me where the demon on the castle is. We will focus our efforts on the true threat." Kalim gets ready to cast Black Tentacles centered on the demon.

baldwin the merciful |

"Bhagavāna Kī Uli, I need you." The pulsating tumor squishingly unattaches itself from the sorcerer's neck. "Fly high and show me where the demon on the castle is. We will focus our efforts on the true threat." Kalim gets ready to cast Black Tentacles centered on the demon.
Yessss boss. As the creature floats up beyond the blade barrier wall to get a better view of the parapets. There your friend can see six black skeleton archers, crossbows loaded to bear, and other sections of the wall guards are on high alert. You friend has no issue spoting the demonic horror with it's serpent like features and six arms - five holding long swords eager to meet flesh.

baldwin the merciful |

RD 9 Black Skeletons
The two black skeleton's not caught in the tentacles fire their cross bows against Bhagavāna Kī Uli,
mg crowwbow: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21;damage: 1d6 + 2 ⇒ (2) + 2 = 4
mg crowwbow: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32;damage: 1d6 + 2 ⇒ (3) + 2 = 5
confirming crit:
mg crowwbow: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21;damage: 1d6 + 2 ⇒ (4) + 2 = 6
---
The other four BS try to escape the black tentacles: (DC10+16BAB= 26)
escape artist: 1d20 + 11 ⇒ (11) + 11 = 22
escape artist: 1d20 + 11 ⇒ (13) + 11 = 24
escape artist: 1d20 + 11 ⇒ (9) + 11 = 20
escape artist: 1d20 + 11 ⇒ (3) + 11 = 14
They remained tangled.

baldwin the merciful |

RD 9: Blayze
The demon swipes off the nasty tentacles and casts a spell and uses it's telekinesis to grapple Bhagavāna Kī Uli,
CMB: 1d20 + 23 ⇒ (5) + 23 = 28
CMB for spell=CL and Ability mod
It's doesn't provoke an AOO
I believe your friend's CMD is a 9, so he should be grappled telekinetically.

Karnog Kegmeister |

School conjuration (creation) [earth]; Level cleric 5, druid 6, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (a small block of granite)
Range medium (100 ft. + 10 ft./level)
Effect stone wall whose area is up to one 5-ft. square/level (S)
Duration instantaneous
Saving Throw see text; Spell Resistance no
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
Any issues you see with this plan? Karnog does have Craft (Stoneworking) at +9 to create the bridge buttresses and whatnot themselves, if that matters.

baldwin the merciful |

Does his SR help?
yes!. Telekinesis: Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
SR check: 1d20 + 16 ⇒ (9) + 16 = 25

Kalim Gudlavaletti |

"Release him!"intim: 1d20 + 18 ⇒ (9) + 18 = 27tumor escape: 1d20 + 3 ⇒ (12) + 3 = 15
Kalia creates a fireball to hit the demon and skeletons nearby.Sr check: 1d20 + 12 ⇒ (16) + 12 = 28fire damage DC 20: 10d6 ⇒ (1, 5, 6, 3, 1, 5, 2, 1, 3, 3) = 30

Karnog Kegmeister |

"Grungsdi, Desmond, we need to take the fight to them! Kill that demon and it will drop the blade barrier!"
Karnog yells out in dwarven as he brings his hammer down at the edge of the bridge, "Raise up, earth, grant us passage!". As he does so, a stone span 10 feet across and just under 60 feet long springs up, angling up from the edge of the bridge and terminating 5 feet below the lower crenelations of the fortress wall. Buttressed and supported, it provides a path outside the blade barriers directly to the top of the battlements.

baldwin the merciful |

Updated Map with Karnog's Bridge added
*Ok I put up a small illusion of wall based on Felic action which is bewteen the illusion demon and Grung.
**I also put up a ramp/bridge from Karnog's spell to give everyone a visual.
***Remember the yellow template is Kalim's tentacle spell.
King Grungsdi your are up.

baldwin the merciful |

It's still Round 9 and Grung is up. Nym here is your set-up. I'm going to slip you in at the end of the initiative round right behind Grungdsi. You can take your action, or wait till Rd 10 to decide what to do.
10 minutes earlier:
Nym - You crossed the drawbridge with little notice after you display a few bundled weapons for trade. Being drow has it’s advantages. The fortifications marvels even your home city of (insert your city) , grander actually with it’s 50-ft walls, you notice it would be difficult to scale, and think it's at least 25 feet thick. A fortification designed for long drawn out sieges.
Your skin crawls as the weight of pure evil reveals itself in tomb of a cavern. Fortunately, you’re use to the stench of undead.
As you pass under the massive entry you see rows and rows of black skeletons standing in a perfect file filling at least a third of the large courtyard. Pacing nearby is an unholy horse and it’s stout undead dwarven rider, clad in its chilling black armor. A Graveknight commander.
You quickly avert your attention and head to a few vendor stands and start bartering and trading.
5 minutes earlier:
You begin to hear a commotion coming for the guards posted on the wall. You blink a few times as a large demon snake makes it’s presence known on the wall. She is holding 5 long swords which you can see from your point of view. Her attention seems to be back towards the drawbridge you just came over.
3 minutes earlier:
You hear a strong voice announce: "Captain Luther, on this day, we shall rid the world of your existence." Was that a challenge being barked? Really
The vendors start to get a bit nervous as ten black skeletons move up to the gate. The undead dwarf in the fine black armor mounts his unholy stead. The creature does not appear to actually touch the ground.
You see another 20 Black skeletons moving out of a nearby barrack gathering in ranks, and more moving up onto the wall.
2 minutes earlier:
The undead dwarf on his phantom unholy mount reappears, a bit battered and he proceeds to have an undead disciple casts unholy healing spells on him. Then he charges back out to battle.
1 minute ago:
The sound of battle begins from the walls, the black skeletons are using crossbows and the serpent demon looks to be casting spells. Meanwhile the cleric who appeared to heal the undead dwarf begin to muster the 20 Black skeletons in the courtyard preparing to defend the drawbridge. Orders are yelled.
You can hear some rumbling, ”Patrol Captain Luther has fallen! To arms…to arms. Blayze repel the attack, repel the attack.”
The serpent demon appears to acknowledge this command to repel the attack and you figure her name is Blyze.
Current:
Resourceful souls, they have created a stone bridge to get around the blade barriers.” The cleric commander announces. ”They are trying to get up to the top of the wall!”
So Nym: you are inside the wall of the fortification. Your future companions have created a stone ramp/bridge to get to the top of the wall. Between you and the nearest stairs up is a squad of Black Skeletons and commander. And it looks like the barracks may have more.

Grungsdi |

Grung charges up the path and attacks the mistress evil
1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 reflex vs tentacles
Croaker: 1d20 + 22 - 4 + 3 + 1 + 2 ⇒ (5) + 22 - 4 + 3 + 1 + 2 = 29 for 1d10 + 10 + 8 + 3 ⇒ (1) + 10 + 8 + 3 = 22

baldwin the merciful |

I think it will take you a double move to go up the ramp since the wall is 50 foot tall. Regardless a 29 will miss. I assume since you are large you would have attacked from 10 feet away rather than an AOO.
Initiative Order: RD 10
Felicitas -
Kalim-
Black Skeletons Wall -
Blayze -
Karnog -
Grung -
Nym -
Updated Battle Map
*I've added Nym and the black skeletons on the other side of the wall along with a spiral staircase.

Desmond Aeros |

With blades drawn Desmond sprints up the stone arch to get behind Grunsdi.
Double move. Do we still have haste and/or inspire courage?

Jenk Jug'ular |

A few moments earilier
The hobgoblin shop keep raises a bushy eyebrow at the drow. Then he cautiously leans in and whispers, "Shhhhh, place be crawl'n wit..." he mouths without saying the words ...ORCUS worshippers." He looks around cautiously, "That one there is Patrol Captain Luther deadly graveknight knight rumor'd t'be chosen by the demon himself." He nods to the upper wall "A consort concubine, Blayze, commands the upper wallss." He blinks a few times. "But the demon's priest within are the real horror. So much death, so much undeath." He shuffles and begins to close up his cart to get out to the way.
I'll use this profile for the shop keep. Nevermind the antipaladin he's a retread from another game.

baldwin the merciful |

Initiative Order: RD 10
Felicitas - cast shield on self
Kalim-
Desmond - double moves to get behind Grung
Black Skeletons -
Blayze -
Karnog -
Grung -
Nym -
offhand I don't recall what round haste was cast. Unless Felic says otherwise, I assume she still has inspire courage running.
Cable service and internet is back up with a different company.

baldwin the merciful |

Karnog Kegmeister |

Felicitas cast haste on Round 1, as per this post. That means we have Round 9, 10, 11, and 12 still hasted, and can still have inspire courage going as she chooses.

baldwin the merciful |

RD 10: BS Actions
The two black skeletons not entangled with the tentacles shot their bows at large dwarf: Grung.
mg crowwbow: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15;damage: 1d6 + 2 ⇒ (5) + 2 = 7
mg crowwbow: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29;damage: 1d6 + 2 ⇒ (1) + 2 = 3
---
The other four BS try to escape the black tentacles: (DC10+16BAB= 26)
escape artist: 1d20 + 11 ⇒ (9) + 11 = 20
escape artist: 1d20 + 11 ⇒ (8) + 11 = 19
escape artist: 1d20 + 11 ⇒ (19) + 11 = 30
frees self
escape artist: 1d20 + 11 ⇒ (18) + 11 = 29
frees self

baldwin the merciful |

RD 10: Blayze
The serpent demon blinks a few times and her penetrating eyes seem to readjust and focus on the large dwarf before her. Then mehtodically the dance of swords begins as her five long swords whirl,
Grung you can feel there is aura of unholy blackness that surrounds her,
Crit range 17-20
attack 1: 1d20 + 24 ⇒ (10) + 24 = 34;dam: 2d6 + 4 ⇒ (5, 3) + 4 = 12
attack 2: 1d20 + 24 ⇒ (17) + 24 = 41;dam: 2d6 + 4 ⇒ (5, 6) + 4 = 15
attack 3: 1d20 + 24 ⇒ (12) + 24 = 36;dam: 2d6 + 4 ⇒ (1, 5) + 4 = 10
attack 4: 1d20 + 24 ⇒ (18) + 24 = 42;dam: 2d6 + 4 ⇒ (4, 5) + 4 = 13
attack 5: 1d20 + 24 ⇒ (10) + 24 = 34;dam: 2d6 + 4 ⇒ (6, 6) + 4 = 16
Confirm Crit:
attack 2: 1d20 + 24 ⇒ (17) + 24 = 41;dam: 2d6 + 4 ⇒ (2, 2) + 4 = 8
attack 4: 1d20 + 24 ⇒ (6) + 24 = 30;dam: 2d6 + 4 ⇒ (3, 3) + 4 = 10
Carving of dwarf fling this way as several blades strike true.
Remember you have a size penalty since you've been enlarged.

Karnog Kegmeister |
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Karnog calls forth for Torag to bring him into the air, and steps around the blade barrier and skirts up his recently created bridge.
Karnog casts air walk then moves 40' up and around towards Grungsdi.
"Stay the course, your majesty! I have your back!"

Nym Omriwin |

Ah yes. Nym says to the hobgoblin with a slight look disgust
It may be prudant to lay low a few minutes and see what transpires. May be that I can use this distraction to get to the lower levels. Or that a possible ally might emerge
Perception: 1d20 + 10 ⇒ (5) + 10 = 15 to find a spot to lay low while observing whats going on.
Would you like some help getting your cart out of the way? Nym will help Jenk to move cart and torward the spot he has found ot lay low if Jenk wants the help. If not he'll make his way there and nonchalantly as possible.

Grungsdi |

tabulating damage now
Croaker: 1d20 + 22 - 4 ⇒ (17) + 22 - 4 = 35 for 2d8 + 11 + 8 + 3 ⇒ (6, 8) + 11 + 8 + 3 = 36
Croaker: 1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 21 for 2d8 + 11 + 8 + 3 ⇒ (4, 2) + 11 + 8 + 3 = 28
Croaker: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29 for 2d8 + 11 + 8 + 3 ⇒ (6, 8) + 11 + 8 + 3 = 36
Croaker: 1d20 + 22 - 4 + 1 + 3 ⇒ (7) + 22 - 4 + 1 + 3 = 29 for 2d8 + 11 + 8 + 3 ⇒ (8, 1) + 11 + 8 + 3 = 31

Grungsdi |

to confirm to confirm Croaker: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25 for 4d8 + 22 + 16 + 6 ⇒ (4, 5, 5, 4) + 22 + 16 + 6 = 62

baldwin the merciful |

A feminine chuckles as only one of his swings hit (the nat 20), but the confirmation misses.. Your 35 was off by one you need a 36.
It has DR 10/cold iron and good.
Fireball save
demon: 1d20 + 18 ⇒ (5) + 18 = 23
She has fire resistance 10
5 damage. (DC 20, dam was 30 so that is half, 15 then 10 resistance = 5 damage)
BS: 1d20 + 6 ⇒ (1) + 6 = 7
I'm taking the BS as group with one save to speed things up a bit. four of the skeltons are charred pretty well.