| Grungsdi |
holding to see what happens with the undeath to death
| baldwin the merciful |
RD 2 Will Saves from Kalim's spell DC 24
JUJU zombies
N: 5
will: 1d20 + 3 ⇒ (12) + 3 = 15
Q 10 and 11
will: 1d20 + 3 ⇒ (11) + 3 = 14
will: 1d20 + 3 ⇒ (11) + 3 = 14
P 10 and 11
will: 1d20 + 3 ⇒ (5) + 3 = 8
will: 1d20 + 3 ⇒ (2) + 3 = 5
Skeltons:
J: 6 and 7
Will: 1d20 + 5 ⇒ (9) + 5 = 14
Will: 1d20 + 5 ⇒ (2) + 5 = 7
L: 6 and 7
Will: 1d20 + 5 ⇒ (3) + 5 = 8
Will: 1d20 + 5 ⇒ (5) + 5 = 10
E: 9
Will: 1d20 + 5 ⇒ (2) + 5 = 7
F: 10
Will: 1d20 + 5 ⇒ (2) + 5 = 7
Zombies:
L: 8 and K 8
Will: 1d20 + 3 ⇒ (10) + 3 = 13
Will: 1d20 + 3 ⇒ (6) + 3 = 9
J 13 and K 15
Will: 1d20 + 3 ⇒ (2) + 3 = 5
Will: 1d20 + 3 ⇒ (5) + 3 = 8
No saves so 4 more creatures are destroyed
| Grungsdi |
Grung starts hacking away at the SE, then rotates up clockwise, after adding holy to Croaker which is now a +3 holy
Croaker: 1d20 + 26 - 4 + 1 + 4 ⇒ (3) + 26 - 4 + 1 + 4 = 30 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (10) + 12 + 8 + 4 + (5, 5) = 44
Croaker: 1d20 + 21 - 4 + 1 + 1 + 4 ⇒ (15) + 21 - 4 + 1 + 1 + 4 = 38 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (4) + 12 + 8 + 4 + (6, 6) = 40
Croaker: 1d20 + 17 - 4 + 1 + 4 ⇒ (3) + 17 - 4 + 1 + 4 = 21 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (9) + 12 + 8 + 4 + (4, 3) = 40
Headbutt: 1d20 + 14 + 5 - 4 - 4 + 1 + 4 ⇒ (6) + 14 + 5 - 4 - 4 + 1 + 4 = 22 for 1d4 + 2 + 8 + 4 ⇒ (4) + 2 + 8 + 4 = 18
Then he 5 foots to the west
| Karnog Kegmeister |
Karnog steps next to Kalim and begins to cast summon monster 7.
"I hope I can get this spell off! If so, the whirlwind should be able to account for a few more of these undead monstrosities."
| Grungsdi |
| 1 person marked this as a favorite. |
Bah, yeh gotta savor your work! See I removed the limb there, managed to shatter the ribs with that stroke. And there is nothing more satisfying than knocking teeth out with your head! Try it sometime!
| baldwin the merciful |
| Nym Omriwin |
Nym takes a step to back to the side and let's loose a blazing line of electricity should be a 5 foot step to O3 (the fairy dragon is tiny i should be able to be in the same square). That puts me inline M5, L9, and I14
lightning bolt: 10d6 ⇒ (5, 2, 2, 3, 2, 3, 6, 5, 4, 1) = 33 ref dc19 1/2
BT comb to maintain: 1d20 + 12 + 1 + 4 ⇒ (8) + 12 + 1 + 4 = 25 BT dmg: 1d6 + 4 ⇒ (2) + 4 = 6
| Karnog Kegmeister |
"Yeah, I see them! If my elemental would show up, I'm sure it will help to remove them from our path soon."
| baldwin the merciful |
M 5
reflex: 1d20 + 3 ⇒ (3) + 3 = 6
L 9
reflex: 1d20 + 5 ⇒ (2) + 5 = 7
I 14
reflex: 1d20 + 5 ⇒ (12) + 5 = 17
RD 2 Main Party Battle Update
Felicitas - casts haste
Grung - Attacks
Karnog - steps back and begins to cast spell
Kalim - death to undeath
Nym - lightning spell
Enemy Line
Undead horde
| Karnog Kegmeister |
"Someone or something quite powerful brought this many undead back. One of the Undead Prince's high priests, or some demon or other. Be watchful, who knows if they're still around."
Hopefully I can get us some breathing room soon...elder air elemental + augmented summoning + whirlwind = undead "Gone with the Wind?"
| Grungsdi |
No combat reflexes
Croaker: 1d20 + 26 + 1 + 5 - 4 ⇒ (16) + 26 + 1 + 5 - 4 = 44 for 1d10 + 12 + 5 + 8 + 2d6 ⇒ (2) + 12 + 5 + 8 + (4, 2) = 33
| baldwin the merciful |
Enemy assault on the main party. I've previously posted movement.
the undead converge on Karnog, Kalim, Nym and Felic.
P and Q 2 each double moved to get there, so they do not have attacks agasint Felic this round.
N 3 and 4 moved and had to climb over the wagon hitch.
climb: 1d20 + 6 ⇒ (10) + 6 = 16
climb: 1d20 + 6 ⇒ (18) + 6 = 24
Each succeeded their climb check and get on attack on Nym a piece.
adamantine falchion: 1d20 + 15 ⇒ (6) + 15 = 21;dam: 2d4 + 11 ⇒ (2, 2) + 11 = 15
adamantine falchion: 1d20 + 15 ⇒ (9) + 15 = 24;dam: 2d4 + 11 ⇒ (3, 4) + 11 = 18
dex check: 1d20 + 2 ⇒ (17) + 2 = 19
dex check: 1d20 + 2 ⇒ (10) + 2 = 12
The creature does not drop its weapon.
One dropped the weapon.
O:4 attacks Felic.
adamantine falchion: 1d20 + 15 ⇒ (12) + 15 = 27;dam: 2d4 + 11 ⇒ (3, 3) + 11 = 17
dex check: 1d20 + 2 ⇒ (7) + 2 = 9
| baldwin the merciful |
Enemy attacks on Kalim and Karnog
the zombies strike with their hooked axes...
O 7 on Kalim
hooked axe: 1d20 + 13 ⇒ (15) + 13 = 28;dam: 1d8 + 14 ⇒ (6) + 14 = 20
one end pierces the sorcerer's hide sinking deep.
Q 7 on Kalim
hooked axe: 1d20 + 13 ⇒ (1) + 13 = 14;dam: 1d8 + 14 ⇒ (8) + 14 = 22
P 8 on Karnog:
hooked axe: 1d20 + 13 ⇒ (3) + 13 = 16;dam: 1d8 + 14 ⇒ (5) + 14 = 19
dex check: 1d20 + 3 ⇒ (6) + 3 = 9
| baldwin the merciful |
Undead on Grung:
A combination of hooked axes and adamanine falchions hack and slash at the royalty.
K 7: Skeletons with admantine falchions
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (20) + 15 + 2 + 2 = 39;damage: 2d4 + 11 + 2 ⇒ (3, 3) + 11 + 2 = 19
att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31;damage: 2d4 + 11 + 2 ⇒ (1, 4) + 11 + 2 = 18
I 7:
S1
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (11) + 15 + 2 + 2 = 30;damage: 2d4 + 11 + 2 ⇒ (2, 4) + 11 + 2 = 19
att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23;damage: 2d4 + 11 + 2 ⇒ (2, 2) + 11 + 2 = 17
I:6
S1
att 1, bard song: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33;damage: 2d4 + 11 + 2 ⇒ (1, 3) + 11 + 2 = 17
att 2, bard song: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25;damage: 2d4 + 11 + 2 ⇒ (1, 2) + 11 + 2 = 16
J 8: Juju Zombie
hooked axe, flank, bard song: 1d20 + 13 + 2 + 2 ⇒ (18) + 13 + 2 + 2 = 35;damage: 1d8 + 14 + 2 ⇒ (5) + 14 + 2 = 21
hooked axe, flank, bard son: 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32;damage: 1d8 + 14 + 2 ⇒ (6) + 14 + 2 = 22
J 6 jumju zombie
hooked axe, bard song: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16;damage: 1d8 + 14 + 2 ⇒ (6) + 14 + 2 = 22
J 8; Juju Zombie
hooked axe, bard song: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17;damage: 1d8 + 14 + 2 ⇒ (1) + 14 + 2 = 17
confirming crit: Admanatine falchion
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (10) + 15 + 2 + 2 = 29;damage: 2d4 + 11 + 2 ⇒ (1, 1) + 11 + 2 = 15
confirm crit hooked axe juju zombie
hooked axe, bard song: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20;damage: 2d8 + 14 + 2 ⇒ (7, 6) + 14 + 2 = 29
| Grungsdi |
After DR, I assume both weapons are adamantine and ignore stoneskin, 29 damage total
Grung grunts in pain, then starts to west, and if it drops he continues counterclockwise on his foes. Once he finishes his attacks he takes a 5 ft step to L 5
Croaker: 1d20 + 26 - 4 + 5 ⇒ (15) + 26 - 4 + 5 = 42 for 1d10 + 12 + 8 + 5 + 2d6 ⇒ (1) + 12 + 8 + 5 + (5, 6) = 37
Croaker: 1d20 + 21 - 4 + 5 ⇒ (5) + 21 - 4 + 5 = 27 for 1d10 + 12 + 8 + 5 + 2d6 ⇒ (5) + 12 + 8 + 5 + (3, 3) = 36
Croaker: 1d20 + 17 - 4 + 5 ⇒ (13) + 17 - 4 + 5 = 31 for 1d10 + 12 + 8 + 5 + 2d6 ⇒ (10) + 12 + 8 + 5 + (3, 1) = 39
Headbutt: 1d20 + 14 + 5 - 4 - 4 + 5 ⇒ (15) + 14 + 5 - 4 - 4 + 5 = 31 for 1d4 + 2 + 8 + 5 ⇒ (2) + 2 + 8 + 5 = 17
CAn we get a haste up?
| Karnog Kegmeister |
XP 6,400
N Huge outsider (air, elemental, extraplanar)
Init +14; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size)
hp 149 (13d10+78)
Fort +14, Ref +18, Will +6
Defensive Abilities air mastery; DR 10/—; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee 2 slams +21 (2d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 25)
STATISTICS
Str 28, Dex 31, Con 22, Int 8, Wis 11, Cha 11
Base Atk+13; CMB +24; CMD 45
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.
Karnog finishes his spell, and a massive air elemental springs into being, before swirling into a whirlwind and beginning to gather undead up like a giant straw.
| Karnog Kegmeister |
| 1 person marked this as a favorite. |
The air elemental touches down just east of Karnog, then sweeps north and west alongside the team as a whirlwind.
"Ha ha, ye stupid rotten undead corpse bastards. Now ye get tossed aroun' like the garbage ye are!"
He then casts shield of faith defensively 1d20 + 20 ⇒ (15) + 20 = 35 as he awaits the oncoming horde.
All the zombies other than the group Grungsdi is fighting owe Reflex DC 25 saves. Fail and take 1d8 + 9 ⇒ (6) + 9 = 15 bludgeoning, and owe another save of same difficulty. Fail that one and get swept up into the whirlwind.
| baldwin the merciful |
RD 3 Main Party Battle Update
Felicitas - spell greater invisibility
Grung - destroys two more undead
Karnog - shield of faith and his elemental appears
Kalim - undeath to death
Nym -
Enemy Line
Undead horde
I have to make the saves for the elemental.
I ahve to make the save from Kalim's spell.
| baldwin the merciful |
will save: 1d20 + 3 ⇒ (12) + 3 = 15
will save: 1d20 + 3 ⇒ (19) + 3 = 22
will save: 1d20 + 5 ⇒ (1) + 5 = 6
Will save: 1d20 + 5 ⇒ (10) + 5 = 15
Will save: 1d20 + 5 ⇒ (16) + 5 = 21
Kalim's spell takes out a few more creatures.
Then Karnogs spell hits:
P 2 and O 2
reflex: 1d20 + 5 ⇒ (14) + 5 = 19
reflex: 1d20 + 5 ⇒ (3) + 5 = 8
N3 and 4
reflex: 1d20 + 5 ⇒ (19) + 5 = 24
reflex: 1d20 + 5 ⇒ (4) + 5 = 9
O 7 and Q 7
reflex: 1d20 + 5 ⇒ (13) + 5 = 18
reflex: 1d20 + 5 ⇒ (1) + 5 = 6
they are swept up.
P8 was destroyed by Kalim
Second save:
P 2 and O 2
reflex: 1d20 + 5 ⇒ (14) + 5 = 19
reflex: 1d20 + 5 ⇒ (14) + 5 = 19
N3 and 4
reflex: 1d20 + 5 ⇒ (8) + 5 = 13
reflex: 1d20 + 5 ⇒ (4) + 5 = 9
O 7 and Q 7
reflex: 1d20 + 5 ⇒ (2) + 5 = 7
reflex: 1d20 + 5 ⇒ (12) + 5 = 17
| Nym Omriwin |
Nym steps away from the three starting to surround him, thankful for the timely appearance of the elemental. He blasts blasts one of the undead with a ray of acid.
5foot step to between Felicitas and Kalim
range touch against N4: 1d20 + 16 ⇒ (9) + 16 = 25
elemental blast(acid): 1d6 + 3 ⇒ (5) + 3 = 8
| Karnog Kegmeister |
"Yeah! That'll teach ya, ya blasted dusty bags o' rotten meat and bones!"
| baldwin the merciful |
The undead caught up in the elemental are swept away and destroyed.
While the remaining undead continue to press their attacks on Grung.
I:6
att 1, bard song: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24;damage: 2d4 + 11 + 2 ⇒ (2, 4) + 11 + 2 = 19
att 2, bard song: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32;damage: 2d4 + 11 + 2 ⇒ (3, 1) + 11 + 2 = 17
I:7
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (16) + 15 + 2 + 2 = 35;damage: 2d4 + 11 + 2 ⇒ (3, 3) + 11 + 2 = 19
att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (2) + 10 + 2 + 2 = 16;damage: 2d4 + 11 + 2 ⇒ (4, 2) + 11 + 2 = 19
I:8
att 1, bard song: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19;damage: 2d4 + 11 + 2 ⇒ (1, 4) + 11 + 2 = 18
att 2, bard song: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24;damage: 2d4 + 11 + 2 ⇒ (3, 1) + 11 + 2 = 17
K:7
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (12) + 15 + 2 + 2 = 31;damage: 2d4 + 11 + 2 ⇒ (1, 1) + 11 + 2 = 15
att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (11) + 10 + 2 + 2 = 25;damage: 2d4 + 11 + 2 ⇒ (1, 3) + 11 + 2 = 17
J:8
att 1, bard song: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30;damage: 2d4 + 11 + 2 ⇒ (2, 4) + 11 + 2 = 19
att 2, bard song: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28;damage: 2d4 + 11 + 2 ⇒ (1, 4) + 11 + 2 = 18
Confirming Crit:
att 2, bard song: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23;damage: 2d4 + 11 + 2 ⇒ (3, 2) + 11 + 2 = 18
| baldwin the merciful |