
GM Derek |

The Audience Chamber - ROUND TWELVE (The Heroes' Turn!) ***INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - ?
- Horlith - ?
- Peppin - dagger strike 1d20 + 11 ⇒ (14) + 11 = 25 for 1d3 + 3 ⇒ (2) + 3 = 5 and 1d6 ⇒ 1 of fire damage
- Joadric - flee
Check the updated map for tactical situation.
Holy Light is NO LONGER active.
If anybody wants to attack Versevosh (DC15) or the other goblin (DC1), they need to roll a perception check and beat the DC's listed.

GM Derek |

I continue to press, moving as necessary to keep Inoklar flanked. My dagger strike is 1d20+11 for 1d3+3 and 1d6 of fire damage.
A tactical move to achieve flanking would open you up to an AOO, due to Inoklar's reach weapon. I'll assume you don't want that unless you state differently.

Arthur Severance 307 |
Horlith slithers forward to AZ12 and casts magic missile, sending two missiles toward "the other goblin" (not Versevosh) if Horlith can see him. Otherwise, Horlith shoots Inoklar again.
Perception:1d20 + 12 ⇒ (7) + 12 = 19 (includes the +2 for dim illumination)
Magic Missile 3:2d4 + 2 ⇒ (1, 3) + 2 = 6

GM Derek |

The Audience Chamber - ROUND TWELVE (The Heroes' Turn!) ***INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - ?
- Horlith - Magic Missile 3:2d4 + 2 ⇒ (1, 3) + 2 = 6 at green eyes
- Peppin - dagger strike 1d20 + 11 ⇒ (14) + 11 = 25 for 1d3 + 3 ⇒ (2) + 3 = 5 and 1d6 ⇒ 1 of fire damage
- Joadric - flee
Check the updated map for tactical situation.
Holy Light is NO LONGER active.
If anybody wants to attack Versevosh (DC15) or the other goblin (DC1), they need to roll a perception check and beat the DC's listed.

Dr. Remulac |

Dr. Relax shakes off the pesh dream that gripped him. He now moves for adequate positioning and performs healing bursts until he runs out, excluding enemies. After that, he heals the worst hurt party members with ranged CLW. Once he runs out, he will run around wanding party members with CLW. If he has move actions, he will send in the dog, making it the lowest priority for healing.

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"Yavoo! Ya-voo! Ya-fraking-voo, and chowbasa!"

GM Derek |

The Audience Chamber - ROUND TWELVE (The Heroes' Turn!)
Dr. Remulac shrugs off the pesh dream that has gripped him and begins running towards the sounds of the fighting that reverberate through the sewer tunnels. His pesh dream seems to transport him to a world of speed and worry, as he races through the tunnels.
Horlith slithers forward to point his wand at the hiding green-eyed goblin, sending two missiles toward him. The force bolts hit the goblin, who screeches in pain. 6pts dmg
Angered, the greeneyed goblin steps from hiding and fires an arrow at Horlith.
Arrow: 1d20 + 5 ⇒ (13) + 5 = 18 Dmg: 1d4 ⇒ 4
Hiding behind the pillar near Peppin, Versevosh the goblin leader reveals himself by stepping backwards and heaving a huge sack of gooey tar and resin at Peppin!
Tanglefoot bag Ranged Touch: 1d20 + 10 ⇒ (15) + 10 = 25
Tanglefoot duration: 2d4 ⇒ (1, 3) = 4
It hits the halfling holy warrior, splitting apart and spilling resin and sticky tar goop all over him.
Peppin Reflex Save DC15: 1d20 + 10 ⇒ (5) + 10 = 15
As the tar and resin begin to harden, Peppin quickly breaks his feet from of the quickly hardening goop. Despite this luck, he is still terribly slow and unable to close easily with Inoklar. He calls upon his power to heal himself 19ptsand recklessly steps forward to attack the creature. With a stab of his flaming blade, Peppin sinks it deep in the bugbear. 6pts dmg The flaming blade makes a sizzling sound as it goes into Inoklar. The room flickers to darkness briefly and then glows again when the flaming dagger emerges from the creature's side.
Joadric, frightened by the terrible power of the nightmare-creature-made-real, turns to flee. The monster Inoklar laughs loudly and says with relish, "Yessss!" She strikes at the Kellid warrior as he flees, her blade swinging down upon him!
Horsechopper AoO: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 Dmg: 1d10 + 7 ⇒ (8) + 7 = 15
Blood spurts from his back, a huge gash opened along his right shoulder blade. Despite the terrible injury, Joadric runs as fast as he can to escape the nightmare creature. He disappears down a darkened hallway, his footsteps slowly receding as he flees.
Ekkie, too, flees as fast as she can, vanishing out the entrance to the audience chamber, disappearing into the darkness.
Inoklar, watching the Kellid flee into the darkness, slowly turns her malevolent gaze upon Peppin. Peppin can see an unholy, unnatural look upon the creature's face. Intoxication. Love. Joy. Pleasure. Madness. She pulls her horsechopper close to her mouth and a long, sinuous tongue snakes out and slowly, pleasurably, licks Joadric's blood from the blade. Her tongue caresses the jagged, bloody blade. Peppin can see her tongue slice open, her own blood mingling with Joadric's.
"Aaaaahhh, yesssss. Sooo good."
"Heh, your light is dim, warrior. Since when do little people enter the dark depths? No friends. No pretty light. Welcome to my realm, little slave. I shall teach you the meaning of fear."
When she says fear, Peppin can see a sick ecstatic glint in her monstrous eyes. The word swirls about in a pool of warm breath before slowly exhaling from her mouth, sensuously. Her shoulders waver, as if a shiver of pleasure has just passed through her.
"Oh yesss," she says languidly. "Your fear will pleasure me, if I'm lucky, for days and days. If you are lucky, it will be a brief piece of ecstasy for me. But still, I will drink your fear deep and piss it upon your mangled body as a tribute to your gods."
END OF ROUND STATUS
- Dr. Remulac - ends in AJ11
- Horlith - 12/16HP; ends in AZ12
- Peppin - 31/39HP; ends in BD12; Only one Lay on Hands left; Tanglefoot Bag gives you -2 attk, -4 Dex, half speed. No tactical 5ft steps while impaired this way. Rnd 1 of 4
- Joadric - 9/33HP; ends in BH2

GM Derek |

(I did not add a point of Holy Light damage for last round) And I will begin this round with a swift lay-on-hands. 3d6+8 healing.
Gotcha. Added the extra point to her total damage.

GM Derek |

The Audience Chamber - ROUND TWELVE (Inoklar's Turn!)
Blood drips down from Inoklar's jagged, protruding teeth. Drip. Drip. Drip. The blood spatters the ground beneath her feet. She steps back next to her "throne" and swings her horsechopper in a murderous vertical arc, from behind her all the way around and down on Peppin!
Horsechopper1: 1d20 + 12 ⇒ (17) + 12 = 29 HIT Dmg: 1d10 + 7 ⇒ (4) + 7 = 11
Horsechopper2: 1d20 + 7 ⇒ (15) + 7 = 22
"Oh, my little pet warrior, you will know fear sooner or later, one way or another."
- Dr. Remulac - 16/25HP; ends in AJ11
- Horlith - 12/16HP; ends in AZ12
- Peppin - 20/39HP; ends in BD12; Only one Lay on Hands left; Tanglefoot Bag gives you -2 attk, -4 Dex, half speed. No tactical 5ft steps while impaired this way. Rnd 1 of 4
- Joadric - 9/33HP; ends in BH2

GM Derek |

Forgot to have the greeneyed goblin hide again after firing his arrow.
Stealth: 1d20 + 16 - 20 ⇒ (20) + 16 - 20 = 16
If you want to target him, you'll need to beat that Stealth with a Perception.

GM Derek |

The Audience Chamber - ROUND THIRTEEN (The Heroes' Turn!) ***INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - ?
- Horlith - ?
- Peppin - ?
- Joadric - ?
Check the updated map for tactical situation.
If anybody wants to attack the greeneyed goblin (DC16), they need to roll a perception check and beat the DC.

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On Horlith's turn he shouts, "Joadric, use your necklace when you return!!" Then he glances about for the greeneyed goblin.
Perception:1d20 + 12 ⇒ (7) + 12 = 19
Spotting him, Horlith sends two more magic missiles streaking toward his hiding spot.
Magic Missile 3:2d4 + 2 ⇒ (1, 1) + 2 = 4
"Little halfling, make your way over here if you can," Horlith calls, gesturing with his wand toward the entrance to the audience chamber. "Things are about to get hot!"
[ooc]Horlith and Joadric will heal 1 point from infernal healing this round, and Joadric should have healed one point last round.[ooc]

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To be clear, I am suggesting that:
(1) Peppin double move to be even with Horlith;
(2) Joadric move to BH8;
(3) Joadric throw a 5d6 sphere from his necklace of fireballs (or 3d6 if he doesn't have a 5d6 left, or 7d6 if his necklace is that awesome) into the room (70' range) centered at BC/BD 12/13 so it will nail Inoklar, Versevosh, and Greeneyes all at once before this thing turns into a TPK.
We're still two rounds from Dr. Remulac showing up, and we've potentially got some sleepy-eyed goblins following him shortly thereafter.

GM Derek |

[ooc]Horlith and Joadric will heal 1 point from infernal healing this round, and Joadric should have healed one point last round.[ooc]
Confirming: Joadric did heal one pt last round.

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FYI: Only creatures who fail their save and become entangled suffer the -2 and -4 penalties. I saved and only suffer the slow movement.
Tanglefoot Bag
Source Core Rulebook
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
I double move withdraw as suggested.

GM Derek |

FYI: Only creatures who fail their save and become entangled suffer the -2 and -4 penalties. I saved and only suffer the slow movement.
No. That's an incorrect reading of the rule. The PRD is quite clear on the consequences of the ranged touch attack.
When you throw a tanglefoot bag <snip>... the bag comes apart and goo bursts out, entangling the target.
It then specifies additional consequences and how to avoid them. Note the word "AND" in this sentence. This indicates it is an add'l consequence.
An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move.
A tanglefoot bag is a two-parter: hit=entangled AND failed save=glued to ground. If the rules intended two conditions to be met, it would have specified both in an "X and Y = entangled" statement.
If I've missed a FAQ or clarifying statement from Jason Buhlman to the contrary, please put it on the Discussion thread and we can discuss there.
Peppin is entangled.

GM Derek |

I double move withdraw as suggested.
Gotcha.

GM Derek |

The Audience Chamber - ROUND THIRTEEN (The Heroes' Turn!) ***INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - continue double moving to the rescue
- Horlith - Magic Missiles at greeneys for 4pts
- Peppin - Peppin double move withdraw to be even with Horlith;
- Joadric - throw fireball from necklace
Check the updated map for tactical situation.
If anybody wants to attack the greeneyed goblin (DC16), they need to roll a perception check and beat the DC.

GM Derek |

The Audience Chamber - ROUND THIRTEEN
Horlith shouts, "Joadric, use your necklace when you return!!" Then he glances about for the greeneyed goblin, spying him hiding behind a pillar, his green, unshod feet sticking out from behind the pillar.
Horlith sends two more magic missiles streaking toward his hiding spot. 4pts
The goblin screeches again, hurt terribly. Horlith can see the goblin, barely able to stand, drag itself away from the group, attempting to flee.
"Little halfling, make your way over here if you can," Horlith calls, gesturing with his wand toward the entrance to the audience chamber. "Things are about to get hot!"
Versevosh watches his goblin thief limp away, hurt by Horlith's magic. He steps up and fires an arrow straight at Horlith.
Versevosh's attack: 1d20 + 10 ⇒ (5) + 10 = 15 HIT dmg: 1d4 ⇒ 2
Stealth: 1d20 + 28 - 20 ⇒ (16) + 28 - 20 = 24
Peppin hears Horlith's yells and withdraws as far as he can, pulling himself along despite the entangling effects of the goop all over him.
Joadric, mastering his fear, hears Horlith's yell and races back, despite the terror of Inoklar that still rests in his bones' marrow. Running, he pulls an orb from his necklace and throws it! "Take that, b@++@!" he shouts as it flies through the air, shattering upon the ground in front of Inoklar. There is a loud WHOMP as the little golden orb detonates into a massive fireball!
Fireball: 5d6 ⇒ (2, 5, 6, 1, 4) = 18
Inoklar Reflex DC14: 1d20 + 9 ⇒ (18) + 9 = 27
Versevosh Reflex DC14: 1d20 + 9 ⇒ (9) + 9 = 18
Inoklar, sensing danger, bends down behind her "throne" just as the fireball explodes, flames cascading around her.
Ekkie, having returned after fleeing Inoklar's dazzling display of martial prowess, stares in wonder at the fireball explosion. She jumps up and down, clapping her goblin hands in glee at the fire.
"Ooooh, big 'splosion! Pretty pretty! Yay!"
"Yes, little one, my newest Nightsoil Marauder! There are more where that came from. You shall have all the fireballs you want. But now, you must help me kill these interlopers! DO IT! NOW!" says the guild chief in her eerie nightmare voice.
Ekkie's ears go down in fright at the sound of Inoklar's commands.
"Errr, buuuuut... they, uh..." she says, uncertain and intimidated by the hulking 7 foot tall thing. She hesitates...
Intimidate: 1d20 + 21 + 4 ⇒ (20) + 21 + 4 = 45
and guiltily steps behind Peppin, drawing her dogslicer. She seems unhappy, knowing she is betraying her former (?) compatriots.
Inoklar immediately rushes forward with four loud stomping steps that reverberate through the audience chamber. Peppin sees her horsechopper swinging through the air as she charges straight at him!
Horsechopper: 1d20 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26 Dmg: 1d10 + 7 ⇒ (2) + 7 = 9 Sneak: 1d6 ⇒ 5 Inoklar's AC -2 due to charge
Inoklar brings the horsechopper immediately back in a horrid reverse swing, slamming the butt of it into Peppin's head. With a swift pivot, she grips it with both hands evenly spaced across the haft and slams the wooden shaft into Peppin's stomach, before lifting it straight into his chin. Blood pours from his body in several places, his chin clearly broken and dangling oddly, blood streaming down his face from just above his eyes. Brutal Beating sacrifices 1d6 of sneak damage for 2 Rnds of Sickened.
END OF ROUND STATUS
- Dr. Remulac - 16/25HP; ends in AQ11
- Horlith - 11/16HP; Infernal Healing accounted for; ends in AZ12
- Peppin - 6/39HP; ends in AZ13; Only one Lay on Hands left; Tanglefoot Bag= -2 attk, -4 Dex, half speed. No tactical 5ft steps while impaired this way; Sickened= -2 att/dmg/saves/skills/ability chks. Sickened (Rnd1/2)and Entangled (Rnd 2/4) stack.
- Joadric - 10/33HP; Infernal Healing accounted for; ends in BH8

GM Derek |

The Audience Chamber - ROUND FOURTEEN ***INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - move and channel
- Horlith - ?
- Peppin - ?
- Joadric - throw fireball from necklace, then move up to engage Inoklar from behind
Check the updated map for tactical situation.
If anybody wants to attack Versevosh, they need to roll a perception check and beat DC24.

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Horlith looks for Versevosh.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Then he rerolls, using my "Year of the Phoenix" t-shirt.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Not seeing Versevosh, Horlith turns to Ekkie:
"E chu ta, Inoklar! Ekkie is with us now and is the new leader of the goblins, aren't you, Ekkie?" Horlith pauses.
"If you aren't with us, you are with them, and you will have to die."
Horlith slithers 5' to AY12. He then reaches into his bandolier and pulls out a flask of acid, provoking an attack of opportunity from Ekkie. If she takes it, he fires his wand of magic missiles 3 at her.
Magic Missile 3: 2d4 + 2 ⇒ (4, 1) + 2 = 7
If she doesn't take it, he hurls the flask at Inoklar.
Ranged touch: 1d20 + 0 ⇒ (13) + 0 = 13
Damage: 1d6 ⇒ 6 acid

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Is that a rushed intimidate free action charge attack? Interesting GM cheese.
I swift action lay-on-hands (I was shorted 6 hpts from an earlier use . . . wrong bonus . . . but you do what you want.) 2d6 + 6 ⇒ (4, 4) + 6 = 14 and the sickened condition is removed by my mercy.
Hard to say what else I can do since the updated map isn't showing anything at this time.

GM Derek |

The Audience Chamber - ROUND FOURTEEN ***INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - move and channel
- Horlith - moves to AY12; either MM Ekkie for 7pts or acid flask Inoklar for 6pts, depending on Ekkie's action
- Peppin - swift lay on hands 14pts; removes sickened condition
- Joadric - throw fireball from necklace, then move up to engage Inoklar from behind
Check the updated map for tactical situation.
If anybody wants to attack Versevosh, they need to roll a perception check and beat DC24.

GM Derek |

Peppin is 5' away from Inoklar. He could delay until after the fireball to stay out of range, then shift up to BA 13 and attack.
The problem with that is that Peppin cannot make 5' steps, in the does-not-provoke-an-AoO tactical sense, when he's hampered by Entangled. Inoklar would get an attack of opportunity.
He's got two more rounds until the Tanglefoot Bag wears off. And Joadric won't arrive until Round Fifteen to flank, anyway, so...

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Oh, good point. Maybe go full defense? If Dr. Remulac lets off a healing burst this round, Horlith can shoot a magic missile next round, then move to draw an AOO from Inoklar so Peppin can move in next round.

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Inoklar has reach?
If so, I go to full defense. Otherwise I can move up and attack after the fireball and only Ekkie would be provoked . . . and he better step out and not take it.
(How much of this travesty has been played with only two players? Every day I ask myself . . . Why are we still doing this?)

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Apparently, he does. He took an AOO on Joadric when he moved out of his threat range. Furthermore, his pog is 5' away from Peppin's pog on the current map, but he did not move away from Peppin after attacking him last round.

GM Derek |

Inoklar is using a horsechopper, a goblin version of a halberd.

GM Derek |

The Audience Chamber - ROUND FOURTEEN ***INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - move and channel
- Horlith - moves to AY12; either MM Ekkie for 7pts or acid flask Inoklar for 6pts, depending on Ekkie's action
- Peppin - swift lay on hands 14pts; removes sickened condition; goes Total Defense
- Joadric - throw fireball from necklace, then move up to engage Inoklar from behind
Check the updated map for tactical situation.
If anybody wants to attack Versevosh, they need to roll a perception check and beat DC24.

GM Derek |

The Audience Chamber - ROUND FOURTEEN
Dr. Remulac rushes into the room, followed by his guard dog, to find a battered and bloody Sir Peppin Squek standing before a seven foot bugbear holding a bloody, jagged-bladed halberd. Horlith and Ekkie are nearby, too, though he can't seem to find Joadric. Was he too late? Had Joadric already died and been left behind somewhere? He can't remember the rush through the sewer tunnels too well.
Regardless, he summons forth his holy power and channels it into each of his fellow pathfinders and Ekkie.
Healing Burst: 2d6 ⇒ (4, 3) = 7
The bloodied Peppin's wounds begin to heal and a sudden burst of healing power from his own magical powers continues the healing. 14pts Blood stops flowing, wounds close, skin knits together.
Horlith turns to Ekkie, and says, "E chu ta, Inoklar! Ekkie is with us now and is the new leader of the goblins, aren't you, Ekkie?" Horlith pauses. "If you aren't with us, you are with them, and you will have to die."
Ekkie watches as Horlith slithers closer to her. Her dogslicer quivers in her hand and she shuts her eyes, unable to decide what to do, indecision written all over vicious little goblin face.
"Uhhhhhhh..."
Ignoring the torn Ekkie, Horlith reaches into his bandolier and pulls out a flask of acid and hurls the flask at Inoklar. Acid damage 6pts
It bursts upon the monster, sizzling through armor and skin. Smoke rises from the nightmare's fur-covered skin.
"Ahhhh, that hurts, worm! Will you be my plaything after your little friend expires in my care?"
"Lőni, hogy a meztelen csiga, TE IDIOTA!" she yells out.
On cue, Versevosh reveals himself and fires an arrow straight into Horlith.
Arrow: 1d20 + 10 ⇒ (12) + 10 = 22 Dmg: 1d4 ⇒ 1
Versevosh again hides.
Stealth: 1d20 + 28 - 20 ⇒ (19) + 28 - 20 = 27
Although Horlith cannot see exactly what's happening behind so many pillars, throwns, and monsters, he DOES see the greeneyed goblin rushing along the wall straight towards Joadric, holding a dogslicer in its hands!
Joadric hurriedly throws his last golden orb from his necklace of fireballs, hoping to get it off before the goblin reaches him!
It crashes to the ground with a tinkle followed by a WHOOMP! A humongous explosion bursts forth, filling the audience chamber with searing heat and flame.
Fireball: 3d6 ⇒ (6, 2, 6) = 14
greeneyes Reflex DC14: 1d20 + 6 ⇒ (8) + 6 = 14
Inoklar Reflex DC14: 1d20 + 9 ⇒ (19) + 9 = 28
Horlith can see the greeneyed goblin, as if in slow motion, literally lifted off its feet and thrown into the wall along which it is running! It slams into the wall, crumpling to the floor, nearly lifeless.
Joadric sprints past the burning near-corpse of the goblin, rushing to engage Inoklar. His one hand has a vial of oil in it. With his other, he draws his rapier.
"REMULAC! MORE!" shouts Joadric.
"By all means, you pesh-addled fool. Heal him some more," says Inoklar, stepping towards Joadric and swings her horsechopper down on him.
Horsechopper: 1d20 + 12 ⇒ (10) + 12 = 22 Dmg: 1d10 + 7 ⇒ (2) + 7 = 9
Horsechopper2: 1d20 + 7 ⇒ (19) + 7 = 26 Dmg: 1d10 + 7 ⇒ (3) + 7 = 10
Joadric falls beneath the wicked chops of Inoklar's horsechopper, blood pouring from two terrible wounds across his chest. The horrible Inoklar looks down at the slumped, dying figure of Joadric Heimurl.
"Oh yes, Remulac. More healing is needed, I think."
She turns and looks at Dr. Remulac, a sinister glint in it.
"Oh yes. More. Healing."
END OF ROUND STATUS
- Dr. Remulac - 23/25HP; ends in AW12
- Horlith - 15/16HP; ends in AQ11; Infernal Healing accounted for
- Peppin - 27/39HP; ends in AZ13; Tanglefoot Bag= -2 attk, -4 Dex, half speed. No tactical 5ft steps while impaired this way; Entangled (Rnd 3/4)
- Joadric - -8/33HP; Infernal Healing accounted for; ends in BE12
Check the updated map for tactical situation.

GM Derek |

The Audience Chamber - ROUND FIFTEEN ***INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - move and channel
- Horlith - ?
- Peppin - ?
- Joadric - bleed
Check the updated map for tactical situation.
If anybody wants to attack Versevosh, they need to roll a perception check and beat DC27.

GM Derek |

Chris, how much more channeling can Dr. Remulac do? After that, how many reaching CLWs?

GM Derek |

[ooc]Joadric will not bleed, because he is still fast healing from the infernal healing.
You are correct. I was being goofy in my "Intentions" statement, since a dead/near-dead guy doesn't really do much other than sit there in a puddle of blood. He'll heal (at least) 1pt next round.
When did you cast it on him? How many rounds ago?

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"Doctor, please wait to heal until I have moved. I may need it."
Horlith shoots two magic missiles from his wand at Inoklar.
Magic Missile 3: 2d4 + 2 ⇒ (1, 3) + 2 = 6
Horlith then slithers to BD11, intentionally provoking an attack of opportunity from Inoklar, to set up a diagonal flank for Peppin if Peppin moves to BD13.

GM Derek |

Horlith started casting infernal healing on Joadric in Round 10. The spell began in round 11. It lasts for 10 rounds, so it will continue to affect Joadric up to and including round 20.
OK. Gotcha.

GM Derek |

"Doctor, please wait to heal until I have moved. I may need it."
Horlith shoots two magic missiles from his wand at Inoklar.
Magic Missile 3: 2d4+2
Horlith then slithers to BD11, intentionally provoking an attack of opportunity from Inoklar, to set up a diagonal flank for Peppin if Peppin moves to BD13.
Ballsy.

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Guys, I am going to be away this weekend. I have to go to Florida to visit my mom. She's really ill and only has about 6 weeks left, according to her doctors. I'm going to be out of the loop from this evening through late Monday night. I don't want to hold up the game, so here is what Horlith does, assuming he's awake:
The infernal healing active on Horlith went into effect in round 7 of the flush. It's last round of effect will therefore be round 16.
Horlith has 4 charges on his wand of magic missile 3 left. He will trigger the wand each round, sending 2 missiles toward Inoklar. He will continue to stay by Inoklar to provide a flank with his maw.
If Inoklar goes down, Horlith has one flask of acid left. He will 5' step to somewhere that pulling it out does not provoke an attack of opportunity, look for Versevosh, and use it on him.
Horlith's Perception check is +10 (+12 in dim illumination) to find Versevosh.
Horlith's ranged touch attack to use the acid is +0.
If Inoklar and/or Versevosh provoke an attack of opportunity from Horlith, his maw attack is +0 to hit does 1d6 damage.

GM Derek |

<Intentions snipped>
OK, gotcha.

GM Derek |

The Audience Chamber - ROUND FIFTEEN ***INTENTIONS, PLEASE!***
State your actions now!
(listed in order of eventual action)
- Dr. Remulac - move and channel
- Horlith - Magic Missile at Inoklar for 6pts; move to BD11
- Peppin - If Inoklar takes the AO on Horlith, move to the flank and attack (after the healing if necessary) ( 1d20 + 11 ⇒ (9) + 11 = 20 for 1d3 + 3 ⇒ (2) + 3 = 5 and 1d6 ⇒ 6 fire. Otherwise withdraw to AV13
- Joadric - remain unconscious
Check the updated map for tactical situation.
If anybody wants to attack Versevosh, they need to roll a perception check and beat DC27.