
baldwin the merciful |

Karnog rummages in his haversack for a moment, pulling out a small, faintly glowing oil vial.
Applying it to his shield, the buckler begins to glow with the light of the noonday sun, hopefully eliminating some of the darkness surrounding these monsters.
"Never tried this before, I hope it works!"
Using oil of daylight, move action to retrieve it. Might provide AoO, but meh, Karnog can take it.
Karnog retrieves and applies the oil of daylight there is faint glow and increases the light stepping by one degree to darkness. Deeper darkness to darkness now.
The beast takes his attack of opportunity on the Dwarf flesh,
bite: 1d20 + 19 ⇒ (9) + 19 = 28;damage: 2d8 + 16 ⇒ (1, 3) + 16 = 20;plus cold damage: 2d6 ⇒ (2, 2) = 4

Grungsdi |

thanks DM. Just know my own brain would have forgotten :) And you scare me...I have a kingdom to reclaim ya know, I cant be getting ganked in the dark!

Grungsdi |

Grung drops his sling and quickdraws Croaker then he 5 fts on into attack range my understanding is they are 10 feet away, if that is inaccurate then I will provoke as I stroll up to it for the first attack only
Croaker: 1d20 + 25 - 4 ⇒ (7) + 25 - 4 = 28 for 1d10 + 12 + 8 ⇒ (7) + 12 + 8 = 27 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 20 - 4 ⇒ (20) + 20 - 4 = 36 for 1d10 + 12 + 8 ⇒ (1) + 12 + 8 = 21 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19 for 1d10 + 12 + 8 ⇒ (8) + 12 + 8 = 28
to confirm Croaker: 1d20 + 20 - 4 + 4 ⇒ (11) + 20 - 4 + 4 = 31 for 2d10 + 24 + 16 ⇒ (10, 10) + 24 + 16 = 60
let me know if these are magical creatures
Grung slams croaker into the carapace of the creature, smiling as ichor sprays through the cracks

baldwin the merciful |


Nym Omriwin |

Nym reaches out and attempts to touch one of the bullets the one on Kalim assuming we would have been waliking next to each otherTouch attack: 1d20 + 13 ⇒ (8) + 13 = 21 Touch of Gracelessness: 1d6 + 5 ⇒ (6) + 5 = 11 dex damage and prone
fort 16 save for half and negates falling prone
The target takes a penalty to its Dexterity equal to 1d6+1 per
two caster levels (maximum 1d6+5). This penalty cannot drop
the target’s Dexterity score below 1.
In addition, if the subject moves more than half its speed, it
falls prone. If the subject flies, its maneuverability is reduced
by one step (perfect maneuverability becomes good, good
becomes average, and so on).
A successful Fortitude save halves the penalty to Dexterity
and negates the possibility of falling prone or the reduction to
fly maneuverabilities.

baldwin the merciful |

fort save: 1d20 + 14 ⇒ (8) + 14 = 22
Note: The designer of this spell did make it a bit too powerful for a 1st level spell. Letting it progress as a d6 plus up to 5. It should be up to 3 like some other spells. Plus it does damage even with save and it's duration is long.
Nym you will take an AOO as you move into closer to the beast. It has a 10 feet reach.
savage bite: 1d20 + 19 ⇒ (15) + 19 = 34;damage: 2d8 + 16 ⇒ (6, 3) + 16 = 25;cold damage: 2d6 ⇒ (6, 5) = 11
improved crit, if necessary: 1d20 + 19 ⇒ (4) + 19 = 23;damage: 2d8 + 16 ⇒ (5, 4) + 16 = 25

baldwin the merciful |

RD 2: Shadow Bulettes
The shadow bulette battling Des, Grung and Karnog attacks, splitting his attack among it's foes.
bite on Grung: 1d20 + 19 ⇒ (2) + 19 = 21;damage: 2d8 + 16 ⇒ (2, 3) + 16 = 21;plus cold damage: 2d6 ⇒ (2, 3) = 5.
imp crit, if necessary: 1d20 + 19 ⇒ (5) + 19 = 24;damage: 2d8 + 16 ⇒ (8, 6) + 16 = 30
It swipes with both claws at the Karnog ,
claw 1: 1d20 + 18 ⇒ (12) + 18 = 30;damage: 2d6 + 12 ⇒ (6, 4) + 12 = 22
claw 2: 1d20 + 18 ⇒ (18) + 18 = 36;damage: 2d6 + 12 ⇒ (2, 3) + 12 = 17
------
The battle rages near the group back as the clumsy bulette attacks,
bite on kNym: 1d20 + 19 ⇒ (10) + 19 = 29;damage: 2d8 + 16 ⇒ (6, 4) + 16 = 26;plus cold damage: 2d6 ⇒ (4, 4) = 8.
imp crit, if necessary: 1d20 + 19 ⇒ (6) + 19 = 25;damage: 2d8 + 16 ⇒ (5, 4) + 16 = 25
It swipes with one claw at Nym and the second one at Kalim,
claw 1, Nym: 1d20 + 18 ⇒ (7) + 18 = 25;damage: 2d6 + 12 ⇒ (5, 2) + 12 = 19
claw 2, Kalim: 1d20 + 18 ⇒ (1) + 18 = 19;damage: 2d6 + 12 ⇒ (5, 2) + 12 = 19
[ooc]Do any of those attacks ding anyone?[/dice]

Grungsdi |

Grung heartily laughs as he causally catches the bite on his shield and tosses it away, he steps in to the creature and hacks away
Croaker: 1d20 + 25 - 4 + 1 + 4 ⇒ (17) + 25 - 4 + 1 + 4 = 43 for 1d10 + 12 + 8 + 1 + 4 ⇒ (2) + 12 + 8 + 1 + 4 = 27
Croaker: 1d20 + 20 - 4 + 1 + 4 ⇒ (9) + 20 - 4 + 1 + 4 = 30 for 1d10 + 12 + 8 + 1 + 4 ⇒ (6) + 12 + 8 + 1 + 4 = 31
Croaker: 1d20 + 16 - 4 + 1 + 4 ⇒ (17) + 16 - 4 + 1 + 4 = 34 for 1d10 + 12 + 8 + 1 + 4 ⇒ (4) + 12 + 8 + 1 + 4 = 29

Nym Omriwin |

[dice=fort save]1d20+14
** spoiler omitted **
Nym you will take an AOO as you move into closer to the beast. It has a 10 feet reach.
[dice=savage bite]1d20+19;[dice=damage]2d8+16;[dice=cold damage]2d6
[dice=improved crit, if necessary]1d20+19;[dice=damage]2d8+16
If I am next Kalim would have had to move to touch it?
Nym HP and AC
if less than 12 minutes from entering HP 41 AC 29 (shield)
if more than 12 minutes HP 7 AC 25 (no shield)

baldwin the merciful |

Nym look at the original map, you had to move to touch it.
falls prone." It only falls prone if it fails it's save and moves the requisite distance.
Nym what does "from entering" mean? Do you mean entering the demiplane? If so, you've been there much longer than 12 minutes.

Karnog Kegmeister |

Karnog gets hit on a 36, so all three blows land on him.

Nym Omriwin |

Nym look at the original map, you had to move to touch it.
I literally had to go through all the posts again twice to find the map. I didn't realize there was one.
Nym what does "from entering" mean? Do you mean entering the demiplane? If so, you've been there much longer than 12 minutes.
yes since entering the demiplane. I have no idea how long we have been walking. I figured it was more than 12 minutes but wasn't 100%

Desmond Aeros |

"Well done Karnog!" With his goggles Desmond is able to see and begins his game.
Going over to N18 (ish) with acrobatics and attacking. Hopefully somebody will get a flank set up off that.
Acrobatics: 1d20 + 28 ⇒ (7) + 28 = 35
Attack: 1d20 + 19 + 4 ⇒ (11) + 19 + 4 = 34 +2 if acrobatics was successful
Damage: 1d6 + 8 + 1d6 + 7d6 + 4 ⇒ (5) + 8 + (1) + (3, 1, 1, 4, 5, 4, 3) + 4 = 39

Karnog Kegmeister |

Karnog steps back and uses his protective aura power. Small, translucent shields spring up around everyone within 30', granting all allies +2 deflection, +5 energy resistance (acid, cold, electric, fire) for 13 rounds.
"May Torag's shield protect and ward us all!"

Nym Omriwin |

When it is Nym's turn he will defensively retreat. If possible he will pull a potion while doing so. That way he can drink it as a move and still be able to cast next round.

baldwin the merciful |

Initiative: RD 2 Update
Shadow Bulletes - attacked
Desmond - Acros but fails with a 35 ( I need to see if this draws an AOO)
Felic -
Kalim - steps back and casts communal stoneskin
Nym - defensive retreat
Grung - hits and puts the shadow Bullete down.
Karnog - protective aura
Withdraw
Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded. You can’t take a 5-foot step during the same round in which you withdraw.
If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.
You may not withdraw using a form of movement for which you don’t have a listed speed.
Note that despite the name of this action, you don’t actually have to leave combat entirely.
Restricted Withdraw
If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed.

baldwin the merciful |

RD 2 AOO on Desmond
Before Grung kills the beast it gets off an attack of opportunity on Desmond as he tries to flip and roll past the creature.
the massive maw chops down,
savage bite: 1d20 + 19 ⇒ (9) + 19 = 28;damage: 2d8 + 16 ⇒ (2, 7) + 16 = 25;cold damage: 2d6 ⇒ (1, 5) = 6
improved crit, if necessary: 1d20 + 19 ⇒ (1) + 19 = 20;damage: 2d8 + 16 ⇒ (4, 6) + 16 = 26

Karnog Kegmeister |

"Come close, I will tend to our wounds quickly."
Karnog channels to heal everyone within 30' of 7d6 ⇒ (2, 3, 2, 1, 1, 5, 6) = 20 HP
And again:
7d6 ⇒ (2, 5, 3, 4, 6, 2, 6) = 28 HP healed
He then pulls out a wand and heals himself after a few moments.
1d4 + 2 ⇒ (1) + 2 = 3 second wind
1d4 + 2 ⇒ (4) + 2 = 6 second wind
2d8 + 3 ⇒ (2, 2) + 3 = 7 CMW

Karnog Kegmeister |

Undercommon:
Karnog discards his now empty wand of CMW, drawing another one andzapping Nym with it.
2d8 + 3 ⇒ (2, 8) + 3 = 13
2d8 + 3 ⇒ (6, 5) + 3 = 14
2d8 + 3 ⇒ (7, 4) + 3 = 14
2d8 + 3 ⇒ (2, 1) + 3 = 6

Grungsdi |

Grung looks at the wounded. Why are ya letting it hit ya? That's foolish

Nym Omriwin |

Undercommon: ** spoiler omitted **
Karnog discards his now empty wand of CMW, drawing another one andzapping Nym with it.
2d8+3
2d8+3
2d8+3
2d8+3

Karnog Kegmeister |

"What's with this statue? Is it magical, cursed, what?"
Karnog looks over the statue closely, keeping a wary eye for danger or other weirdness.

Nym Omriwin |

Nym would have detect magic going either from when checking the compass or would have reapplied to look at the statue
know Arcana: 1d20 + 13 ⇒ (18) + 13 = 31
know Planes: 1d20 + 5 ⇒ (1) + 5 = 6
if either of these are usefull on the fox
which clearly the Planes knowledge will tell me everything lol

Karnog Kegmeister |

"There's some divination magic there, but I can't tell much more than that. It does seem to be pointing in that direction, if that means anything, I don't know. Seems as good a way to go as any, I suppose."
Karnog points in the same direction of the statue with his hammer.

Grungsdi |

Grung grabs his sling again, and then nods
Let's go get some evil weapons back!
With that he leads the way

baldwin the merciful |

The group trudges along the path in the direction the statue points. As Grung leads the way hefting Croaker, the dwarf and his weapon, are suddenly engulfed in a sphere of deeper darkness. The darkness completely covers him in a near perfect radius. The darkness moves along with the dwarf.
randomness: 1d20 ⇒ 2
more fun: 1d20 ⇒ 18
As darkness surrounds Grung, you observe a white porcelain mask and elegant white clothing provide form and contrast to this shadowy woman’s body hovers over another statue.