| Mr. Whiskers |
Mage Sword: 1d20 + 15 + 8 + 3 ⇒ (16) + 15 + 8 + 3 = 42
Damage: 4d6 + 3 ⇒ (4, 4, 2, 5) + 3 = 18
This time the Mage Sword hits!
Mr. Whiskers starts huffing and puffing while touching a brass dragon's scale. Then he lets out a 60' line of fire!
SR: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
Selective Dragon's Breath, 60' line of fire: 12d6 ⇒ (4, 1, 1, 4, 4, 3, 5, 1, 1, 1, 1, 1) = 27
The fire avoids his friends. Unfortunately, it also doesn't affect the queen.
| GM Mort |
The mage sword strikes her and she looks like she is about to fall over, but NOT QUITE YET!
| Crummock-i-Phail |
Crummock shifts to a flanking position with Einar, and attempts to pimp-slap the queen again.
Harm(Melee Touch): 1d20 + 13 + 3 + 2 ⇒ (2) + 13 + 3 + 2 = 20, for 140 positive energy damage. DC 26 Will for half.
SR: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28.
Geist then works on whatever is left.
Bite: 1d20 + 18 + 2 + 3 ⇒ (11) + 18 + 2 + 3 = 34, for 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20 damage, +1d6 ⇒ 2 Fire damage.
Claw: 1d20 + 18 + 2 + 3 ⇒ (1) + 18 + 2 + 3 = 24, for 1d6 + 9 + 3 ⇒ (3) + 9 + 3 = 15 damage, +1d6 ⇒ 3 Fire damage. +1d6 ⇒ 2 Acid damage.
Claw: 1d20 + 18 + 2 + 3 ⇒ (6) + 18 + 2 + 3 = 29, for 1d6 + 9 + 3 ⇒ (1) + 9 + 3 = 13 damage, +1d6 ⇒ 3 Fire damage. +1d6 ⇒ 4 Acid damage.
| GM Mort |
Crummock reaches out with one glowing hand, leaving her just short of falling over, then Geist finishes the Queen off.
Next round
Geist fort: 1d20 + 24 ⇒ (18) + 24 = 42
Greta fort: 1d20 + 19 ⇒ (15) + 19 = 34
Crummock fort: 1d20 + 9 ⇒ (3) + 9 = 12
con drain: 1d6 ⇒ 1
Geist and Greta are fine, Crummock not really.
Following round
Geist fort: 1d20 + 24 ⇒ (11) + 24 = 35
Greta fort: 1d20 + 19 ⇒ (14) + 19 = 33
Crummock fort: 1d20 + 8 ⇒ (5) + 8 = 13
con drain: 1d6 ⇒ 4
Round after
Geist fort: 1d20 + 24 ⇒ (6) + 24 = 30
Greta fort: 1d20 + 19 ⇒ (10) + 19 = 29
Crummock fort: 1d20 + 6 ⇒ (18) + 6 = 24
con drain: 1d6 ⇒ 5
The blight fire for Crummock fades.
Final round
Geist fort: 1d20 + 24 ⇒ (6) + 24 = 30
Greta fort: 1d20 + 19 ⇒ (20) + 19 = 39
Greta and Geist fight off the blight fire successfully.
Total 15 con drain for Crummock
| GM Mort |
Searching the Queen yields. Astring of rare blue pearls around her neck. However, the crown is only a replica made of gold-plated copper worth only 150 gp.
D11
This long hall extends deep into the fortress, ending in a mass of long-cooled lava that overwhelmed the rear of the chamber. Partially buried in the volcanic rock is a large iron throne atop a dais of polished, red-veined marble, both covered in a thick rime of ice. A small balcony high on the northeast wall overlooks the length of the hall. There are 5 baykok bodies on the floor, each yielding a +1 composite longbow(+3 str).
You're at the small balcony
| GM Mort |
The party finds a hidden flagstone, which Einar promptly lifts.
D12
Eight wooden crates lined around the walls hold a total of 80 gold ingots stamped with the sword and crown of Vashliq (worth 200 gp each). A mahogany coffer lined with velvet (worth 70 gp) contains a potion of displacement, a potion of fly, a potion of good hope, a potion of haste, a potion of heroism, and a potion of nondetection. A platinum casket (worth 2,000 gp) contains a ring of mind shielding, a tome of leadership and influence (+3) wrapped in silk (50 gp), bracers of armor (+8), an emerald and topaz necklace (worth 5,200 gp), and an engraved red gem on a gold chain that appears to be a periapt of wound closure but is actually a periapt of foul rotting.
In addition, a suit of +1 spell resistance half-plate (SR 19) hangs on an armor stand in one corner. Finally, seemingly carelessly tossed in one corner is a burlap sack containing a gold crown that is a masterpiece of craftsmanship and set with the finest gemstones. The crown has an overwhelming aura of evocation and is worth 15,000 gp.
| GM Mort |
When Mr Whiskers examines the crown, he sees a vision of Bremagyr’s crown set within an ornate wooden wall cabinet in Mametqul's tent.
| GM Mort |
D8 on peek
The party sees a chamber leading into darkness beyond.
Other room on peek
Einar sees through the fog seeing a rusted iron cage containing a swarm of wasps.
D10
Opening the key with the door found from under the bed in D9 reveals a windowless room. It appears to be a jail cell.
| Crummock-i-Phail |
Crummock, looking decidedly pale, breathes a sigh of relief when the blightfire abates.
"That was too close for comfort."
He then kicks the corpse of the Queen.
"So much suffering, and for what?"
Crummock then sets about healing the party.
Crummock:
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
Greta:
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
Geist:
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
He then nods to the others.
"Looks like we almost have this place cleared out - only two rooms to go. I'll hang back, and let Einar and Geist take point."
Shall we say D8, first?
| GM Mort |
D8
A wide window looks out from this chamber over the fortress’s flooded moat ten feet below. The air is heavy with the pungent smell of filth.
| GM Mort |
Einar, Greta, Mr Whiskers and Geist see 3 rancid-smelling mounds of animated ooze has about its shifting countenance the hideous shape of a half-melted man.
Mr Whiskers Init: 1d20 + 7 ⇒ (10) + 7 = 17
Einar Init: 1d20 + 5 ⇒ (5) + 5 = 10
Crummock Init: 1d20 + 1 ⇒ (11) + 1 = 12
ooze dudes: 1d20 + 11 ⇒ (4) + 11 = 15
Mr Whiskers knowledge planes: 1d20 + 27 ⇒ (15) + 27 = 42
He knows they are omox demons, have 10 DR/good, can liquid leap.
As long as an omox is in contact with liquid, it can use dimension door as a swift action; its starting and ending points must be connected by a contiguous mass of liquid.
And they have the following SLAs:
At will—create water, greater teleport, liquid leap, telekinesis (DC 19)
3/day—gaseous form, control water, poison, stinking cloud
1/day—acid fog, summon (level 4, 1 omox 30% or 1d4 babaus 60%)
Mr Whiskers up
| GM Mort |
Actually Greta and Geist have one more set to go.
Geist fort: 1d20 + 24 ⇒ (13) + 24 = 37
Greta fort: 1d20 + 19 ⇒ (7) + 19 = 26
con drain Greta: 1d6 ⇒ 6
Ow!
Greta looks rather unwell, but staggers up to her feet.
| Mr. Whiskers |
Before the door is opened...
Mr. Whiskers casts Mirror Image.
Images: 1d4 + 5 ⇒ (3) + 5 = 8
When the door opens, Mr. Whiskers attempts to blind the creatures.
Glitterdust, DC 20 +2 for AR Will
Looks like I can definitely get two, might be able to get all three.
| GM Mort |
Actually your min/level buffs are still on, after the massive looting session(since it's 15 min) They'll finish after this fight.
will save: 1d20 + 12 ⇒ (1) + 12 = 13
will save: 1d20 + 12 ⇒ (1) + 12 = 13
will save: 1d20 + 12 ⇒ (5) + 12 = 17
"Oh noes! We can't see!" They exclaim frantically. Then they stumble their way blindly through the window with surprising dexterity, (Auto pass acro 10 to move while blinded), falling into the flooded moat 10 ft below.
Their end of round will saves
will save: 1d20 + 12 ⇒ (16) + 12 = 28
will save: 1d20 + 12 ⇒ (13) + 12 = 25
will save: 1d20 + 12 ⇒ (4) + 12 = 16
Party up, they're submerged in water now. Total cover
| Crummock-i-Phail |
So... they have fled?
Crummock moves forward to peer into the room, to see if there is anything worth looting.
If there isn't, why don't we simply close the door, and leave well enough alone?
| Einar 'Kinslayer' Bjornson |
before door is opened
'Need to be smart so we can stretch the spells.' Before the door is opened Einar casts mirror image, smiling toothy smile, "Just in case."
MI: 1d4 + 5 ⇒ (3) + 5 = 8
now
'Patience, lets see what happens.' Einar casts 'shield' as the blinded demons hide. He nears the door with Crummock, 'Anything of value? I never thought I would say this, but I can only cast a couple of more spells today." Standing in the doorway near Crummock he also scans the room for anything that looks valuable.
standard: spell, Move action: nearing the door (Just in cast he wasn't there already.
| Mr. Whiskers |
They are in the moat. I assume there is no cascade of water from this room into the moat. Still have greater teleport to worry about. Please let me know if my assumptions are wrong.
Mr. Whiskers moves up to the rest of the group where he can see better. "Go ahead and loot! I'll wait here. Stay within 30 feet of me!"
He then stands ready.
Haven't moved myself on the map yet, will once I get home.
| GM Mort |
Yeah you can't search the room, because there would be a cue, "We're back, rat!" That's why I didn't drop you out of Init.
| GM Mort |
With two puffs of brown smoke, and two BAMF sounds, the omox demons reappear behind the party, where Mr Whiskers used to be standing. "We're back, Rat! We'll show you what we do to people who wiggle their paws at us!" They threaten. But when they BAMF back, the party notices this time they aren't standing together.
End of turn will save for last one
will save: 1d20 + 12 ⇒ (14) + 12 = 26
Party up
| GM Mort |
Greta moves up, and tries to splatter some of their own muck on them.
dirty trick to blind: 1d20 + 30 ⇒ (18) + 30 = 48
duration: 1d4 + 1 ⇒ (1) + 1 = 2
| Mr. Whiskers |
Mr. Whiskers casts his sword spell, having it attack the blind one. He then moves out of the way in case Einar decides to charge the other one.
Mage's Sword hit: 1d20 + 15 + 8 + 3 ⇒ (20) + 15 + 8 + 3 = 46
Mage's Sword damage: 4d6 + 3 ⇒ (5, 6, 5, 6) + 3 = 25
Edit for potential crit
Mage's Sword crit confirmation: 1d20 + 15 + 8 + 3 ⇒ (13) + 15 + 8 + 3 = 39
Mage's Sword total damage if crit: 25 + 4d6 + 3 ⇒ 25 + (2, 3, 1, 6) + 3 = 40
| GM Mort |
For a moment, the mage sword strikes into a brown shield, wavers, then cleaves through it.
The mage sword should have struck a vital spot... Except they don't have any, because they're all muck. Immunity to critical hits unlocked
SR check: 1d20 + 17 ⇒ (11) + 17 = 28
| Mr. Whiskers |
Figures. I think that is my first crit and it is against a creature immune to them. :(
| Einar 'Kinslayer' Bjornson |
unfortunately he can't charge, with Geist there, but he will get ready.
'Stupid mud things.' Seeing the mud things appear behind them, Einar begins to rage, his cambion ancestry revealing itself. He moves quickly beside Great, drawing his dragonsbane longspear, hoping one of them move toward either of them. "You boys should have stayed in the mud."
Hoping to pick up an AoO or two
| Mr. Whiskers |
You could have stated "After Geist gets out of the way..."
| Einar 'Kinslayer' Bjornson |
You could have stated "After Geist gets out of the way..."
True, guess I still could since it's only been 48 minutes. I wasn't totally sure about the charge with the corner and all, or getting through the gap large, and getting into Greta's space, so I took the easy way out...
| Mr. Whiskers |
With a worried glance in Greta's direction, Mr. Whiskers says "Once we've sent these creatures back to their own plane, we may want to retreat as well."
Figured it was about time to mention it in character.
| GM Mort |
"Don't worry. I'm fine. At least better off then he is. " She glances at Crummock. Then a shadow passes over her face, "Or Dimitri is." She remarks sadly.
| Crummock-i-Phail |
Crummock, coming to a decision, casts Quickened Divine Favor, flaps forward, and pimp-slaps one of the demons.
Harm (Melee Touch): 1d20 + 13 + 3 ⇒ (2) + 13 + 3 = 18, for 140 Negative Energy damage. DC 26 Will for half.
SR: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24.
Geist pounces forward, smiting his foe!
Bite, Smite: 1d20 + 18 + 2 + 3 ⇒ (11) + 18 + 2 + 3 = 34, for 1d8 + 9 + 3 + 12 ⇒ (3) + 9 + 3 + 12 = 27 damage, +1d6 ⇒ 6 Fire damage.
Grab: 1d20 + 22 + 3 ⇒ (5) + 22 + 3 = 30.
Claw, Smite: 1d20 + 18 + 2 + 3 ⇒ (20) + 18 + 2 + 3 = 43, for 1d6 + 9 + 3 + 12 ⇒ (1) + 9 + 3 + 12 = 25 damage, +1d6 ⇒ 4 Fire damage. +1d6 ⇒ 3 Acid damage.
Grab: 1d20 + 22 + 3 ⇒ (4) + 22 + 3 = 29.
Claw, Smite: 1d20 + 18 + 2 + 3 ⇒ (19) + 18 + 2 + 3 = 42, for 1d6 + 9 + 3 + 12 ⇒ (2) + 9 + 3 + 12 = 26 damage, +1d6 ⇒ 6 Fire damage. +1d6 ⇒ 5 Acid damage.
Grab: 1d20 + 22 + 3 ⇒ (5) + 22 + 3 = 30.
Rake,Smite: 1d20 + 18 + 2 + 3 ⇒ (13) + 18 + 2 + 3 = 36, for 1d6 + 9 + 3 + 12 ⇒ (1) + 9 + 3 + 12 = 25 damage, +1d6 ⇒ 3 Fire damage.
Grab: 1d20 + 22 + 3 ⇒ (3) + 22 + 3 = 28.
Rake, Smite: 1d20 + 18 + 2 + 3 ⇒ (20) + 18 + 2 + 3 = 43, for 1d6 + 9 + 3 + 12 ⇒ (4) + 9 + 3 + 12 = 28 damage, +1d6 ⇒ 3 Fire damage.
Grab: 1d20 + 22 + 3 ⇒ (3) + 22 + 3 = 28.
EDIT: What a waste of Crit threats :-/
| GM Mort |
will: 1d20 + 12 ⇒ (13) + 12 = 25
Crummock touches his demon and it withers under his touch.
concentration defensive casting: 1d20 + 16 ⇒ (18) + 16 = 34
As they are sneaky, dirty cowards...it tries to do a disappearing act.
Geist damages, but does not manage to grapple that sludgepile demon.
concentration defensive casting: 1d20 + 16 ⇒ (8) + 16 = 24
It turns to the party, giving a huge fart hoping it will distract the party so it can get away.Stinking cloud
Geist fort save: 1d20 + 24 ⇒ (16) + 24 = 40
Einar fort save: 1d20 + 24 ⇒ (9) + 24 = 33
Greta fort save: 1d20 + 19 ⇒ (13) + 19 = 32
Crummock fort save: 1d20 + 4 ⇒ (20) + 4 = 24
No one is nauseated, but the whole place is full of..fart gas.
Geist attempts to bite it as it tries to run.
bite: 1d20 + 23 ⇒ (11) + 23 = 34
concealment, 1 misses: 1d5 ⇒ 3
dmg: 1d8 + 9 + 3 + 12 ⇒ (4) + 9 + 3 + 12 = 28
Einar who can see through fog, also stabs it as it tries to run, and it splatters on the ground.
poke: 1d20 + 25 ⇒ (10) + 25 = 35
dmg: 2d6 + 18 + 12 + 1 ⇒ (2, 3) + 18 + 12 + 1 = 36
| GM Mort |
The demons do not return, and the party manages to search the place in peace. They find a staff of heaven and earth amid the filth of the demon's lair.
Decide which way you want to approach the last room, D11 or D4
| Crummock-i-Phail |
D11.
Recalling that Einar mentioned something about cages of wasps, Crummock takes the Amulet of Mighty Fists from Geist's neck, and replaces it with the amulet from his own neck (Swarmbane Clasp).
"If there be cages full o' wasps, we might need to deal with swarms o' the little blighters. Mr Whiskers? Do ye still have some charges in that staff o' yours?"
He then casts Divine Favor on Geist.
Mindful that the fog in the next room will mess with the others, he moves to the back of the party, and prepares to use the newly-discovered staff to blow it away.
Using Gust of Wind.
| GM Mort |
As Einar opens the door, Crummock's gust of wind blows away the fog, revealing...
Coffered arches support the high celling of this chamber. Small iron mesh cages, alive with flitting black shapes and glowing red eyes, hang suspended by hooks form the arches stone groins, Empty alcoves on either side of the room apparently once displayed painted iconographic figures, but the plaster has been chipped away until only distorted figures that seem to have sprung from the depths of hell remain. Double doors exit to the northwest and southeast and a flight of stairs descends to the southwest. The smell of sulfur and refuse are strong in this chamber.
The party sees 3 cages with swarms of black and yellow wasps with hungry red eyes. They are being attended to by a wiry, wicked female looking like little more than burned blistered skin pulled over bones. Tiny horns jut from her forehead and she has razor sharp talons springing from their long fingered hands. She also appears to be flying and rather oily looking, and her image is rather blurred as well. There are 3 roiling wave of flesh at the door and amid the fatty surge wriggle half-formed limbs and a dripping tumorous face, which are knocked prone by Crummock's gust of wind.
Mr Whiskers Init: 1d20 + 7 ⇒ (3) + 7 = 10
Einar Init: 1d20 + 5 ⇒ (2) + 5 = 7
Crummock Init: 1d20 + 1 ⇒ (6) + 1 = 7
init female: 1d20 + 9 ⇒ (5) + 9 = 14
init lemures: 1d20 + 0 ⇒ (5) + 0 = 5
Lemure fort: 1d20 + 4 ⇒ (4) + 4 = 8
lemure fort: 1d20 + 4 ⇒ (10) + 4 = 14
lemure fort: 1d20 + 4 ⇒ (11) + 4 = 15
Mr Whiskers knowledge local: 1d20 + 23 ⇒ (11) + 23 = 34
Greta knowledge local: 1d20 + 10 ⇒ (16) + 10 = 26
Mr Whiskers recognizes the female as a pithag. It has 10 DR/cold iron and magic, and has spell resistance.
Mr Whiskers knowledge planes: 1d20 + 27 ⇒ (10) + 27 = 37
Eh Mr Whiskers knows all about lemures.
Mr Whiskers knowledge nature: 1d20 + 15 ⇒ (4) + 15 = 19
Greta knowledge nature: 1d20 + 8 ⇒ (14) + 8 = 22
Both Greta and Mr Whiskers know NOTHING about the wasps.
| GM Mort |
The wiry wicked female does not look very pleased seeing the staff of heaven and earth held in Crummock's hands. She glares at it as if it was a hated enemy. She makes a gesture and one of the cages open (quickened open/close) and the swarm surges out and flows to strike Crummock.
Crummock fort v distraction: 1d20 + 4 ⇒ (5) + 4 = 9
Crummock fort v poison: 1d20 + 4 ⇒ (13) + 4 = 17
dex damage: 1d6 ⇒ 4
Crummock is distracted by the swarm and takes 4 points of dex dmg. I'll say since it isn't in your init order yet, you can't use immediate actions.
Then she turns on Geist, Greta and Einar, and spreads her hands out wide as a cone of dark energy hits the lemures and Geist, Greta and Einar.
SR v Geist: 1d20 + 11 ⇒ (19) + 11 = 30
Geist, Greta and Einar feel waves of necromatic energy surge over them, sapping their energy.Waves of fatigue
Greta, Geist, Einar and the lemures are instantly fatigued. Lemures are prone.
Party up
| Crummock-i-Phail |
Geist attacks the swarm.
Bite: 1d20 + 18 + 2 + 3 ⇒ (6) + 18 + 2 + 3 = 29, for 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20 damage.
Claw: 1d20 + 18 + 2 + 3 ⇒ (12) + 18 + 2 + 3 = 35, for 1d6 + 9 + 3 ⇒ (1) + 9 + 3 = 13 damage.
Claw: 1d20 + 18 + 2 + 3 ⇒ (9) + 18 + 2 + 3 = 32, for 1d6 + 9 + 3 ⇒ (3) + 9 + 3 = 15 damage.
Fort: 1d20 + 4 ⇒ (18) + 4 = 22.
Crummock buggers off.
60'.
| GM Mort |
FYI - Crummock - you're poisoned. I'll take that as the round 2 fort save done
Swarm—injury; save; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.
| GM Mort |
Auras on flying female...
Faint transmutation, Faint illusion, faint conjuration.
| GM Mort |
Greta starts lemure a-clearing, stabbing swiftly with her ranseur.
ranseur: 1d20 + 17 ⇒ (8) + 17 = 25
dmg: 2d4 + 19 ⇒ (2, 2) + 19 = 23
ranseur: 1d20 + 12 ⇒ (2) + 12 = 14
dmg: 2d4 + 19 ⇒ (2, 2) + 19 = 23
ranseur: 1d20 + 7 ⇒ (6) + 7 = 13
dmg: 2d4 + 19 ⇒ (1, 1) + 19 = 21
And the area near the door is now clear of lemures!
| Mr. Whiskers |
Before we enter
"The staff is almost empty, but I do have other spells. If I'm to use the staff, people will need protection from electricity. Can you do it, or must I?"
On a related note, is the one cast for cold still going?
If Crummock can't do it, Mr Whiskers says "Well this is one less spell to kill swarms, but it is probably worth it." and casts a communal resist energy electricity using the rod to extend it.
I haven't deducted the sixth level spell slot yet. Let me know if Crummock can do it or not.
He also casts Mirror Image and gets out his rod of electric metamagic.
Images: 1d4 + 5 ⇒ (2) + 5 = 7
Now
Mr. Whiskers takes a step towards the swarm saying "I don't recognize these things..." and let's loose with a blast of cold.
Silver Dragon's Breath, 30' cone of cold: 12d6 ⇒ (6, 1, 2, 2, 1, 3, 2, 5, 2, 4, 5, 3) = 36 Reflex DC 22 for half
| GM Mort |
I'll say cold has not worn off yet, it's 30 min per person, and it took about 15 min for you to kill the Queen, loot treasury, and Kill Omox demons. Looting the staff of heaven and earth, which has 6 charges in it, wouldn't have taken you that long, though you had to work through the filth
Reflex save: 1d20 + 10 ⇒ (14) + 10 = 24
The swarm manages to dodge some of it, but its still damaged by it.
27 points cold dmg done.
I dun think Crummock can do communal resist
| Mr. Whiskers |
Did it do full damage other than that, so no cold resist? How hurt does it appear? I don't want to blow more power than needed.
Spell slot deducted.
| GM Mort |
No cold resist, I'm tabulating damage now
Wasp swarm is injured (slightly more then half hp done)
| Einar 'Kinslayer' Bjornson |
'A shame she is flying.' Einar drops the hammer, stepping forward. He draws the cold iron Glaive as he begins to rage. Thrusting it at the wiry, wicked female. "You should have hid, we may not have looked for you."
Moves close enough to strike, draws weapon while moves, - 3 levels, fatigued -2 str -2 dex, AC 37 mirror images 8, Attack: MW coldiron Glaive: Large, PA
attack: 1d20 + 28 + 1 - 1 - 3 ⇒ (18) + 28 + 1 - 1 - 3 = 43 for damage: 2d8 + 16 + 12 ⇒ (2, 5) + 16 + 12 = 35
| GM Mort |
The glaive does cut into her, but does not seem fully effective.
"Yeah right, you came barging into my door." She growls back.
The lemures move foward, like a rolling wall of flesh.
Then she flies backwards, hiding behind the lemure wall as Einar cuts at her another time.
AOO: 1d20 + 23 ⇒ (20) + 23 = 43
dmg: 2d8 + 16 + 12 ⇒ (1, 3) + 16 + 12 = 32
concealment, 1 misses: 1d5 ⇒ 1
But it misses due to her blurred image. She then flees back to the cages, uses another quickened open/close on one of them, and manually opens up the last cage, setting the wasps free.
Crummocks wasp swarm withdraws and sticks onto him like glue.
Crummock distraction: 1d20 + 4 ⇒ (16) + 4 = 20
Crummock poison: 1d20 + 4 ⇒ (3) + 4 = 7
dex dmg: 1d6 ⇒ 3
swarm damage: 3d6 ⇒ (1, 1, 5) = 7
Crummock sinks down to the floor as the poison overwhelms him. Dex 0 - If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score.
One of the swarms go for Mr Whiskers, but Mr Whiskers is perfectly fine.
Mr Whiskers distraction: 1d20 + 16 ⇒ (5) + 16 = 21
Mr Whiskers poison: 1d20 + 16 ⇒ (11) + 16 = 27
swarm damage: 3d6 ⇒ (5, 6, 6) = 17
The other goes for Geist, who gets a good bite as they come in.
bite: 1d20 + 23 ⇒ (11) + 23 = 34
dmg: 1d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15
1 point less dmg due to fatigue
Geist v poison: 1d20 + 14 ⇒ (3) + 14 = 17
Geist dex dmg: 1d6 ⇒ 5
swarm damage: 3d6 ⇒ (6, 4, 2) = 12
Geist only takes 2 points of damage after DR 10/evil. Geist autopasses against distraction because of the swarmbane clasp
Party up
| GM Mort |
"Do you want me to use winterwolf form to help with the swarms?" Greta turns her head back, looking at Mr Whiskers, worried. "It'll take a while though."
| GM Mort |
The party also hears something enormous sludging its way up the stairway west.
| Einar 'Kinslayer' Bjornson |
'she seems to be the bigger threat.' Einar. seeing the bag of bones the bigger threat, pursues her, and attacks again with the glaive. "Barged in, all that noise, and not a clue. You must stupid of deaf."
Moves close enough to strike, - 3 levels, fatigued -2 str -2 dex, AC 36 mirror images 8, Attack: MW coldiron Glaive: Large, PA
attack: 1d20 + 28 + 1 - 1 - 3 ⇒ (10) + 28 + 1 - 1 - 3 = 35 for damage: 2d8 + 16 + 12 ⇒ (3, 4) + 16 + 12 = 35
concealment one fails: 1d5 ⇒ 2