Einar 'Kinslayer' Bjornson |
After tossing Greta the magic weapon, Einar takes a position ten foot in front of the doorway.
Seeing the wil o wisp come up the hallway and begin to retreat. Shifting his sword into his left hand, he draws a javelin with his right and throws it at the retreating fairy. He then asks, "They sent a wil o wisp to spy, should we shut the door or move away or just stay here? It would make sense that they send a spell caster around the bend to throw a fireball at us, themselves." Shrugging his shoulders, "Unless they can't get past their giant and are too arrogant to retreat to do so."
javelin attack: 1d20 + 11 ⇒ (6) + 11 = 17 for damage: 1d8 + 3 ⇒ (4) + 3 = 7
crud Einar is too weak to shoot his own bow, how soon does the spell wear off?
do we want to mess with them and quickly move?
Hirah Cheran |
Minor point GM, delaying summoning of those Leopards until I can see the enemy clustered together, so I can get them all full attacking from the get go, ideally summoning them behind an enemy escape route. If I have them run through the corridor outside, they probably only get a standard :(. I'll swap the Round 5 buff with casting Acute Senses instead.
Also, I'm Air Walking, and Invisible, so I'm probably flying high close to the ceiling and then peeking out the corridor. Its a good Perception roll, so I could even maybe see something invisible. Anyway, if I see them all, I'm summoning Leopards who full attack.
Perception Check: 1d20 + 17 + 2 + 20 ⇒ (11) + 17 + 2 + 20 = 50
GM Mort |
Your summoning range is only 40 feet - You would need to airwalk in front of the defensive barricade in front of Einar if you want to summon leopards to cut off its retreat. You don't see the creature in question, but you know where it is, which is sufficient for you to summon leopards to attempt to block its escape. Your orders were put you in somewhere not dangerous, so I stuck you behind where you have clear view of stuff comimg. Your leopards cannot activate smite, since you can't smite a square.
leopard bite flank: 1d20 + 8 ⇒ (15) + 8 = 23
concealment, 1 is good: 1d2 ⇒ 1
leopard claw flank: 1d20 + 8 ⇒ (8) + 8 = 16
concealment, 1 is good: 1d2 ⇒ 1
leopard claw flank: 1d20 + 8 ⇒ (3) + 8 = 11
concealment, 1 is good: 1d2 ⇒ 1
leopard bite flank: 1d20 + 8 ⇒ (16) + 8 = 24
concealment, 1 is good: 1d2 ⇒ 2
leopard claw flank: 1d20 + 8 ⇒ (3) + 8 = 11
concealment, 1 is good: 1d2 ⇒ 1
leopard claw flank: 1d20 + 8 ⇒ (19) + 8 = 27
concealment, 1 is good: 1d2 ⇒ 1
dmg: 1d3 + 5 ⇒ (3) + 5 = 8
One of the leopard's claws hit something.
Acro move through threatened space: 1d20 + 11 ⇒ (18) + 11 = 29
Einar sees the thing duck and weave and get out of sight.
GM Mort |
"Xanım, mavi miqyaslı demon, bir siçovul, bir yarım Orc, bir insan və bir aasimar və açıq qapı digər tərəfdən crowding bir pələng var idi! Və sonra bəbirlərin bir çox çıxdı və bəzi mənim geri çəkilmək kəsdi!"
Mistress, there was a blue scaled demon, a rat, a half orc, a human and an aasimar and a tiger crowding on the other side of the open door! And then a lot of leopards appeared and some cut off my retreat!
"Just böyük. Düşünürəm ki, biz bu asan almaq deyil bilirdik. Siz var ki, almaq və bilərsiniz kimi giriş-də salxımlı o kimi yaxın almaq."
Just great. I knew we wouldn't get it that easy. You there, take up that and get it as close to those clustered at the doorway as you can.
What does party want to do? Round 7 by party.
Mr. Whiskers |
Alright, I'm confused. Since I saw the creatures on the map I thought they were already summoned. Were they there for the haste or not? If not, may I please have my AR point back?
Mr. Whiskers readies an action to cast Magic Missile should the witchfire come in sight. He will pump it up with an Arcane Reservoir point.
He warns people "They are bringing something up to where people are clustered at the door!"
GM Mort |
Retcon your AR back - To attempt to stop the peeping tomskull retreat - Hirah needed to ready an action for when something came, to block the retreat.
GM Mort |
witchfire bolt: 1d20 + 13 ⇒ (8) + 13 = 21
dmg: 8d6 ⇒ (3, 2, 3, 6, 5, 6, 3, 1) = 29
Lightning touch: 1d20 + 16 ⇒ (13) + 16 = 29
dmg: 2d8 ⇒ (8, 5) = 13
Lightning touch: 1d20 + 16 ⇒ (20) + 16 = 36
dmg: 2d8 ⇒ (2, 8) = 10
Lightning touch confirm: 1d20 + 16 ⇒ (20) + 16 = 36
dmg: 2d8 ⇒ (7, 2) = 9
A bolt of witchfire obliterates one of them and then those two blue glowing skulls attack another, severely wounding it.
leopard smite bite: 1d20 + 8 ⇒ (4) + 8 = 12
leopard smite claw: 1d20 + 8 ⇒ (12) + 8 = 20
leopard smite claw: 1d20 + 8 ⇒ (12) + 8 = 20
leopard smite bite: 1d20 + 8 ⇒ (14) + 8 = 22
leopard smite claw: 1d20 + 8 ⇒ (16) + 8 = 24
leopard smite claw: 1d20 + 8 ⇒ (1) + 8 = 9
The leopards do not manage to hit any of those glowing blue skulls. One of them is carrying a lit torch in its mouth.
The party hears a loud roar from the tunnel, and one of the leopards look shaken.
Intimidate: 1d20 + 7 ⇒ (13) + 7 = 20
GM Mort |
Mr Whiskers knowledge dungeoneering: 1d20 + 12 ⇒ (4) + 12 = 16
Mr Whiskers can't place for a moment what the blue skulls are...
Note that no one so far has managed to make the knowledge dungeoneering check
Party up again - Crummock your ready triggers now if you want to use it.
Hirah Cheran |
Delaying. Tomorrow (and Wednesday) is going to be a rehash of today in that its going to be early start + late finish = late posting but after that should be all good. Thurs + Fri should improve slightly, and then I have nxt week off (thank god) so shouldn't have any posting issues then, just having to deal with two weeks of workload at our busiest time of the year + having to train the new batch at the same time Zzzz.
Einar 'Kinslayer' Bjornson |
with the resist energy, I guess I will stand here and wait, unless anyone has any good ideas?
retcon,
Einar dropped the sword to fire the Bow at the blue skull, having missed he picks up the sword, sheathing it, Standing with his bow for whatever comes down the hall.
Now he can shoot at something, or cast at something or drop the bow and use natural attacks, or drop the bow and draw the sword. So standing here burning rages...
GM Mort |
Fair enough, Crummock. I'll just deal with the wil'o'wisp and catfight after Mr Whiskers has done his turn.
Mr. Whiskers |
Mr. Whiskers casts Magic Missile at the floating skull with a lit torch in it's mouth.
Magic Missile, +1 Cl: 5d4 + 5 ⇒ (1, 3, 4, 2, 1) + 5 = 16
GM Mort |
The magic missile hits glowing blue skull and its glow diminishes some.
Then they both seem to draw strength from the shaken leopard, and their glows become stronger.
Lightning Touch: 1d20 + 16 ⇒ (5) + 16 = 21
dmg: 2d8 ⇒ (3, 3) = 6
Lightning Touch: 1d20 + 16 ⇒ (15) + 16 = 31
dmg: 2d8 ⇒ (4, 6) = 10
They kill the badly wounded leopard and injure the other slightly.
Acro: 1d20 + 21 ⇒ (13) + 21 = 34
Then they retreat into the darkness.
Silyzil blows the slightly wounded leopard apart.
Witchfirebolt: 1d20 + 13 ⇒ (6) + 13 = 19
dmg: 8d6 ⇒ (4, 4, 5, 4, 3, 2, 1, 1) = 24
Rock: 1d20 + 5 ⇒ (7) + 5 = 12
Leopard smite charge, bite: 1d20 + 8 ⇒ (9) + 8 = 17
Leopard smite charge, claw: 1d20 + 8 ⇒ (15) + 8 = 23
Leopard smite charge, claw: 1d20 + 8 ⇒ (2) + 8 = 10
The last leopard does not manage to connect.
Party up
GM Mort |
You don't have LOS to shoot those wispies since they retreated back. But you saw them kill two leopards before they pulled back.
Mr. Whiskers |
"Should we loot this room and leave since they don't want to fight?" Mr. Whiskers asks.
He readies another boosted Magic Missile, waiting to see how protective Silyzil is of her stuff.
GM Mort |
Ok. Lets get to business.
"Flank with Grishel please.Is the path ahead clear?" Silyzil commands. The Wil o wisp continues attacking the remaining leopard, then bobs up and down.
lightning touch: 1d20 + 13 ⇒ (1) + 13 = 14
dmg: 2d8 ⇒ (4, 6) = 10
claws: 1d20 + 15 ⇒ (5) + 15 = 20
Dmg: 1d4 + 4 ⇒ (2) + 4 = 6
Fort save: 1d20 + 7 ⇒ (8) + 7 = 15
claws: 1d20 + 15 ⇒ (17) + 15 = 32
Dmg: 1d4 + 4 ⇒ (1) + 4 = 5
Fort save: 1d20 + 7 ⇒ (10) + 7 = 17
Leopard takes 2 points of str damage
"And you, deliver the package."The blue skull carrying a torch moves swiftly past the leopard.
Bite: 1d20 + 8 ⇒ (4) + 8 = 12
Then Silyzil floats around the corner.
Mr Whiskers Magic missile: 5d4 + 5 ⇒ (1, 4, 1, 2, 1) + 5 = 14
Its strikes her, making her green flames diminish even more.
"Fire in the hole!" She yells triumphantly, as she causes the torch to erupt into a fiery, momentary burst of glowing, colored aerial lights.
Mr Whiskers Spellcraft: 1d20 + 17 ⇒ (16) + 17 = 33
Hirah Will: 1d20 + 13 ⇒ (3) + 13 = 16
Crummock Will: 1d20 + 9 ⇒ (18) + 9 = 27
Mr Whiskers Will: 1d20 + 8 ⇒ (5) + 8 = 13
Einar Will: 1d20 + 8 ⇒ (13) + 8 = 21
Greta will: 1d20 + 4 ⇒ (1) + 4 = 5
Geist Will: 1d20 + 2 ⇒ (11) + 2 = 13
Pryotechnics duration: 1d4 + 1 ⇒ (1) + 1 = 2
Everyone except Crummock and Einar are blinded for 2 rounds
"Now everyone, not engaged, go go go!" Silyzil orders as the frost giant (with a torch on his helmet) begins attempting to run through the Leopard.
Overrun: 1d20 + 16 ⇒ (18) + 16 = 34
GM Mort |
The leopard makes its attack against Grishelmuk, then grabs her.
bite: 1d20 + 5 ⇒ (14) + 5 = 19
dmg: 1d6 + 4 ⇒ (2) + 4 = 6
grab: 1d20 + 11 ⇒ (11) + 11 = 22
claw: 1d20 + 5 ⇒ (15) + 5 = 20
dmg: 1d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 5 ⇒ (9) + 5 = 14
Einar 'Kinslayer' Bjornson |
Standing with his bow for whatever comes down the hall.
readied action
Seeing the blue skull with the torch in his mouth, Einar draws two cold iron arrows and quickly fires them.Full Attack: MW Longbow: large rage etc.
attack: 1d20 + 11 ⇒ (18) + 11 = 29 for damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
attack: 1d20 + 6 ⇒ (14) + 6 = 20 for damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
GM Mort |
Ready! Not both attacks. And also bow damage remains the same.
As per enlarge person:
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size.
GM Mort |
The arrow strikes the blue skull, but it does not waver in its path towards the doorway.
GM Mort |
Round 8, party is up, do as you will. Crummock, if you wish to do your readied action, feel free.
Einar 'Kinslayer' Bjornson |
'Blasted fairy, did the damage already at least the fight has commenced.' Einar drops the bow, drawing the cold iron glaive he thrusts it at the blue skull, "Die Fairy"
Attack: MW coldiron Glaive, rage (AC 22)large, PA
attack: 1d20 + 14 ⇒ (18) + 14 = 32 for damage: 2d8 + 12 + 9 ⇒ (1, 3) + 12 + 9 = 25
Mr. Whiskers |
Mr. Whiskers casts vanish and then quietly stumbles to the side.
Stealth, invisible, heroism, speed: 1d20 + 7 + 20 + 2 - 5 ⇒ (4) + 7 + 20 + 2 - 5 = 28
Haste makes movement 40', halved for blind is 20', will move 15'
GM Mort |
Correction, leopard grab on Grishelmook did not happen and the leopard is currently prone due to the overrun.
GM Mort |
SR check at lowest level: 1d20 + 3 ⇒ (1) + 3 = 4
"Itas, előre, akkor csukja be a szemét!" Silyzil commands.
Itas, advance then close your eyes!
The frost giant does as instructed.
Silyzil will: 1d20 + 10 ⇒ (9) + 10 = 19
Crummock will: 1d20 + 9 ⇒ (4) + 9 = 13
Einar will: 1d20 + 8 ⇒ (8) + 8 = 16
The torch on the frost giant explodes into fiery fireworks. The leopard and Grishelmuk are unaffected.
duration: 1d4 + 1 ⇒ (3) + 1 = 4
Einar and Crummock are blinded for 4 rounds.
The remaining blue skull and Grishelmuk attack the leopard, killing it. Grishelmuk then draws an unlit torch and moves forward.
lightning touch: 1d20 + 13 ⇒ (5) + 13 = 18
dmg: 2d8 ⇒ (5, 8) = 13
claws: 1d20 + 15 ⇒ (9) + 15 = 24
dmg: 1d4 + 4 ⇒ (4) + 4 = 8
Party up
Einar 'Kinslayer' Bjornson |
'Blast, this has gone south.' Instinctively Einar casts, Infernal healing, tightening his grip on his glaive waiting for the giant to charge. "Well then, come on you frosty fop, We'll kill you like I did your brothern."
edit: GM Mort, the first batch of blinded get their sight back the next round correct?
Mr. Whiskers |
Since I never saw a response to my offer, I assume Crummock did not accept the rod. Double-checking now under the assumption there will be a next round.
Still unable to see, Mr Whiskers continues to retreat. As he retreats, he gets his lightning rod ready.
Double move, 1/4 speed so no stealth penalty, draw weapon-like object on move.
Edit to add:
Stealth, heroism, vanish: 1d20 + 7 + 2 + 20 ⇒ (8) + 7 + 2 + 20 = 37
GM Mort |
"Itas, meg tudja nyitni a szemed. Ide félúton, várjon rám mondani menni, akkor menj végig." Silyzil states.
witchfirebolt Einar, cover: 1d20 + 8 ⇒ (14) + 8 = 22
dmg: 8d6 ⇒ (4, 3, 3, 1, 4, 1, 6, 4) = 26
Einar Will: 1d20 + 12 ⇒ (19) + 12 = 31
Einar catches a firebolt - 9 pts fire damage, but is not sickened.
Itas, you can open your eyes now. Go halfway, then when I tell you to go the rest of the way, go.
Grishelmuk touches the frost giant, and it dissappears. Gishelmuk also takes out flint and steel.
"Itas, menj!" Silyzil commands.
"Chi yno - yn mynd i mewn ac yn dechrau taro'r Demon glas." She commands the remaining blue skull.
You there - go in and start hitting the blue demon.
Party up
Einar 'Kinslayer' Bjornson |
I thought I posted for Einar, I must have not hit submit
Hearing the witch speak in a commanding voice, Einar starts blindly thrusting at where he thinks the giant will have to go to come closer. "What are you waiting for, I've given you an invitation!"
Attack: MW coldiron Glaive, rage (AC 22)large, PA
attack: 1d20 + 14 ⇒ (10) + 14 = 24 for damage: 2d8 + 12 + 9 ⇒ (2, 5) + 12 + 9 = 28
attack: 1d20 + 9 ⇒ (1) + 9 = 10 for damage: 2d8 + 12 + 9 ⇒ (4, 5) + 12 + 9 = 30
blinded < 50 miss: 1d100 ⇒ 19
blinded < 50 miss: 1d100 ⇒ 100
oh well
GM Mort |
I couldn't...double move to get in. No charging on DT. Don't forget your hasted attack as well. You're also hitting the wrong square - though - if you say you have no way of finding out, that's fair, since you're blinded
Exact quote,"A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away."
Einar's first strike hits only air, and the second strike hits the stone floor. Einar realises there is no one where he is striking.
GM Mort |
Einar gets a whiff of something smelling metallic(a chain shirt?) as he lunges forward, but he bites only air.
Hirah Cheran |
Hirah triggers her summon action, bringing 4 leopards to the battlefield which promptly target the creature she points out.
I am_assuming_that between Haste being active (not on summons, just on Hirah), a move action, air walk, ultra high perception, and a 45 foot summon monster SLA range, I can probably summon my leopards against the green lady behind the giant, and I bet they can full attack between probable positioning / pounce. That_will_be my priority target for the moment, however, if I have completely misjudged things, then I'll summon around the giant to help out. If they have to focus the giant, then they possibly get Flank (which I have not included). Alternatively, depending on range + speed + positioning they may be able to flank Green Lady, but I'll leave that up to you. Including my rolls below, to save you time. If any of the grabs suceed, its going to lower her dexterity, and therefore hopefully AC as well, which hopefully results in more hits, but I don't know her CMD or AC, so again, leaving it up to your judgement.
Attack: 1d20 + 7 ⇒ (4) + 7 = 11Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Claw: 1d20 + 7 ⇒ (11) + 7 = 18Damage: 1d3 + 8 ⇒ (2) + 8 = 10
Claw: 1d20 + 7 ⇒ (5) + 7 = 12Damage: 1d3 + 8 ⇒ (3) + 8 = 11
Grab (if relevent): 1d20 + 11 ⇒ (18) + 11 = 29
Rake (if relevent): 1d20 + 7 ⇒ (1) + 7 = 8Damage: 1d3 + 8 ⇒ (1) + 8 = 9
Rake (if relevent): 1d20 + 7 ⇒ (15) + 7 = 22Damage: 1d3 + 8 ⇒ (2) + 8 = 10
Attack: 1d20 + 7 ⇒ (1) + 7 = 8Damage: 1d6 + 8 ⇒ (6) + 8 = 14
Claw: 1d20 + 7 ⇒ (14) + 7 = 21Damage: 1d3 + 8 ⇒ (1) + 8 = 9
Claw: 1d20 + 7 ⇒ (14) + 7 = 21Damage: 1d3 + 8 ⇒ (1) + 8 = 9
Grab (if relevent): 1d20 + 11 ⇒ (16) + 11 = 27
Rake (if relevent): 1d20 + 7 ⇒ (7) + 7 = 14Damage: 1d3 + 8 ⇒ (1) + 8 = 9
Rake (if relevent): 1d20 + 7 ⇒ (10) + 7 = 17Damage: 1d3 + 8 ⇒ (2) + 8 = 10
Attack: 1d20 + 7 ⇒ (19) + 7 = 26Damage: 1d6 + 8 ⇒ (6) + 8 = 14
Claw: 1d20 + 7 ⇒ (8) + 7 = 15Damage: 1d3 + 8 ⇒ (2) + 8 = 10
Claw: 1d20 + 7 ⇒ (20) + 7 = 27Damage: 1d3 + 8 ⇒ (3) + 8 = 11
Grab (if relevent): 1d20 + 11 ⇒ (20) + 11 = 31
Rake (if relevent): 1d20 + 7 ⇒ (12) + 7 = 19Damage: 1d3 + 8 ⇒ (1) + 8 = 9
Rake (if relevent): 1d20 + 7 ⇒ (9) + 7 = 16Damage: 1d3 + 8 ⇒ (2) + 8 = 10
Attack: 1d20 + 7 ⇒ (15) + 7 = 22Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Claw: 1d20 + 7 ⇒ (1) + 7 = 8Damage: 1d3 + 8 ⇒ (3) + 8 = 11
Claw: 1d20 + 7 ⇒ (11) + 7 = 18Damage: 1d3 + 8 ⇒ (3) + 8 = 11
Grab (if relevent): 1d20 + 11 ⇒ (16) + 11 = 27
Rake (if relevent): 1d20 + 7 ⇒ (6) + 7 = 13Damage: 1d3 + 8 ⇒ (2) + 8 = 10
Rake (if relevent): 1d20 + 7 ⇒ (4) + 7 = 11Damage: 1d3 + 8 ⇒ (3) + 8 = 11
Critical Confirmation: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d3 + 8 ⇒ (1) + 8 = 9
GM Mort |
Only 2 can pounce on Grishel. The rest must either single attack, or go after the invisible giant without smite. You choose
Hirah Cheran |
Can you clarify? She has three avenues of attack since her back is against a wall. Can I not just place them right net to her and trigger a full attack anyway (I think I don't get rake though in that case)? If not, then first two pounce her, latter two single attack her with Bite. Realistically, I don't think they can pounce the invisible giant, since Hirah doesn't see it (unless her ++ perception wins vs its invis) and it takes a move action for a leopard to pinpoint its location with scent, so no Pounce.
GM Mort |
The giant has 10 ft reach. If you want to avoid AOOs for spellcasting, the max range you can get is the square next to Grishel for 45 ft in the direction of the doorway, since you need to be out of the giant's reach. Good point about the invisible giant and pounce, though. You can always order leopards to full attack a square
Edit:Your perception with acute senses > invis since frost giants aren't particularly stealthy