DM Carbide |
Cordwin, I think a wand of cure moderate wounds is CL 3, so it'd heal 2d8 + 3.
DM Carbide |
No, I may be very movement oriented, but I can't do that. I looked at the map, my movement is 40', are you sure I can't single move to it and attack?
You're right; I'd forgotten you had a distinctly non-dwarven movement rate :-).
Round 3 (ongoing):
Initiative order
Erond
Trox
Reynard-acted
Cordwin-acted
Druamin-acted
Skarn-acted
Creature
Cordwin repairs some of the damage the creature did to Druamastadon. Skarn rushes forward and before he can reach his target finds himself grabbed and squeezed for 26 HP, plus grappled. However, even pinned he's able to land two blows on it.
Erond and Trox to go!
AoO confirmation vs. Skarn: 1d20 ⇒ 8
Grab attempt: 1d20 ⇒ 7
Claw damage: 4d6 + 12 ⇒ (4, 2, 2, 6) + 12 = 26
Skull Ripper: AC 24 T ? FF 21 HP taken: 30
Trox Ragmend |
Will: 1d20 + 3 ⇒ (12) + 3 = 15
Trox again experiences his one true weakness, a week will. Part of him is embarrassed but most of him is furious about this situation.
I hate fight.
DM Carbide |
Too bad you don't have a caster with prot/chaos prepared.
Trox Ragmend |
Yeah, I just didn't add it as it wouldn't have tipped me over the edge. +3 Will is rough, kind of unbelievable but its right.
DM Carbide |
Erond, remember that you had to stop your performance when you fled.
The creature pins Skarn (see description of the pinned condition above).
Round 4:
Initiative order
Erond
Trox
Reynard
Cordwin
Druamin
Skarn (pinned)
Creature
Everyone can act!
Skull Ripper: AC 24 T ? FF 21 HP taken: 30
DM Carbide |
Round 4 (ongoing):
Initiative order
Erond
Trox
Reynard-acted
Cordwin
Druamin
Skarn (pinned)
Creature
Reynard is still unable to overcome the terror engendered by the creature's horrific appearance.
Everyone else can act!
Trox Ragmend |
Will: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
I rolled the Will save before I realized I could not get fully back this turn due to the Mastodon. Can I use the roll next turn when I make it though the door.
Trox gets control of himself and comes charging back ready to fight!
DM Carbide |
Yes, you can use it for your save when you get close enough to see it again.
Druamin |
Druamin shakes his wooly head and trumpets. After stomping on the ground a couple times with his forelegs, he tramples over the creature to read the other side of it.
DC 29 reflex save for half dmg
dmg: 2d8 + 18 ⇒ (8, 6) + 18 = 32
Kobu swings at the creature with his tail again but misses.
tail slap: 1d20 + 9 ⇒ (5) + 9 = 14
DM Carbide |
Druamin, since the enemy has Skarn pinned you'll do trample damage to him as well. Do you still want to do that?
Druamin |
No, I wouldn't. While my NG alignment makes me feel that doing a little damage for the better good is ok, doing 1/3 his total HP is a bit much... I'll change this to a tusk natural attack. I think I have all the stats right.
Druamin shakes his wooly head and trumpets. After stomping on the ground a couple times with his forelegs, he makes movements as if to charge and trample over the creature. At the last moment he noticed that Skarn is still in the creature's grasp. He shifts his attack and lunges at the creature with his massive tusks.
gore, BAB + STR + STR bonus: 1d20 + 6 + 2 + 3 ⇒ (19) + 6 + 2 + 3 = 30
dmg, base die + STR + STR bonus + half STR for primary natural: 2d8 + 2 + 3 + 2 ⇒ (8, 3) + 2 + 3 + 2 = 18
Skarn Hornfels |
Roger! A concentration check. SLA's levels are defined by: "If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is granted." At 8th level, I could cast 3rd level spells, so that SLA is 3rd level. Skarn will need to succeed at a concentration check DC of 13+ the creature's CMB.
Concentration: 1d20 + 8 + 3 ⇒ (12) + 8 + 3 = 23
That seems unlikely to succeed. For that matter, rolling a 20 would seem unlikely to succeed, as that would mean the grappling pinning designed monster would have a CMB of less than 18.
DM Carbide |
Yeah, no. Its CMB for grappling is a little higher than that.
Round 4 (ongoing):
Initiative order
Erond
Trox-acted
Reynard-acted
Cordwin
Druamin-acted
Skarn (pinned)-acted
Creature
Druamastadon gores the construct, doing it a bit less damage than he would have expected. Skarn tries to slip away, but the creature's grasp distracts him at a crucial moment. Trox pulls himself together and starts back, feeling confident.
Erond and Cordwin can act!
Skull Ripper: AC 24 T ? FF 21 HP taken: 43
Cordwin Ironbeard |
Cordwin will shoot two bolts at the creature.
Attack 1: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
Attack 2: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Damage 1: 1d8 + 1 ⇒ (5) + 1 = 6
Damage 2: 1d8 + 1 ⇒ (5) + 1 = 6
Erond Niroden |
Erond had to double-move when coming back so he now restarts his song and shots
Will: 1d20 + 10 ⇒ (19) + 10 = 29
Attack: 1d20 + 12 + 1 - 2 + 4 ⇒ (5) + 12 + 1 - 2 + 4 = 201d8 + 2 + 4 + 4 + 1d6 ⇒ (5) + 2 + 4 + 4 + (5) = 20
DM Carbide |
Neither Cordwin nor Erond are able to hit the creature.
While holding Skarn pinned with one claw, it tries to tear off the dwarf's head with the other. Take 32 HP, Skarn. It stings Drumastadon as well for 11 HP, plus a DC 17 Fort save vs. poison or take 2 points DEX damage.
Round 5:
Initiative order
Erond
Trox
Reynard
Cordwin
Druamin
Skarn (pinned)
Creature
Everyone can act!
Damage: 4d6 + 18 ⇒ (1, 2, 6, 5) + 18 = 32
Sting Drumastadon: 1d20 ⇒ 16
Sting damage: 1d10 + 6 ⇒ (5) + 6 = 11
Potential DEX damage: 1d4 ⇒ 2
Skull Ripper: AC 24 T ? FF 21 HP taken: 43
Trox Ragmend |
{WIll: 18}
Finally able to keep control Trox rushes into the room ready to deliver a devastating blow.
+1 Adamantine Longsword PA: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
Damage: 1d8 + 13 ⇒ (1) + 13 = 14
Of course it doesn't every go as planned.
Druamin |
Fort: 1d20 + 8 ⇒ (1) + 8 = 9
The giant scorpion's stinger plunges into Drumamin's large and hairy flank. He feels the poison of the stinger burn as it floods into his bloodstream, turning the muscles near the wound numb. He dips his head then thrusts his tusks up quickly into the creature's underside.
gore, BAB + STR + STR bonus: 1d20 + 6 + 2 + 3 ⇒ (16) + 6 + 2 + 3 = 27
dmg, base die + STR + STR bonus + half STR for primary natural: 2d8 + 2 + 3 + 2 ⇒ (4, 8) + 2 + 3 + 2 = 19
DM Carbide |
Cordwin, if you want to do that you'll have to close with the creature and risk an AoO.
Reynard Freeman |
Will: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
Finally able to master himself, Reynard races back into the room, eager to redeem himself and help his fellows.
[Double Move. I'll finally be able to help next turn![/ooc]
DM Carbide |
Hold the save until next round when you see it again, just in case.
DM Carbide |
Forgot that Trox should also have taken an AoO when closing.
Round 5 (ongoing):
Initiative order
Erond
Trox-acted
Reynard-acted
Cordwin-acted
Druamin-acted
Skarn (pinned)-acted
Creature
As Trox closes and attacks, the creature lashes out at him with its barbed tail. It fails to penetrate the fighter's armor, though. However, its accuracy against Cordwin is rather better (and yes, it gets multiple AoOs per round). Cordwin, take 16 HP, and a DC 17 Fort save vs. poison or take 4 points DEX damage. The archaeologist is able to cure some of the terrible damage to Skarn.
Erond?
Sting AoO vs. Cordwin: 1d20 ⇒ 14
Sting damage: 1d10 + 6 ⇒ (10) + 6 = 16
Potential DEX damage: 1d4 ⇒ 4
DM Carbide |
Good catch! Ignore the AoO, Cordwin.
Trox Ragmend |
Just to be sure, I need to make a 'dont run away save' again or does beating it once stop it?"
DM Carbide |
Beating it once stops it. For 24 hours, at least, which for you will likely be the same as permanent. One way or another.
Erond Niroden |
Attack: 1d20 + 12 + 1 - 2 - 2 + 4 + 3 ⇒ (5) + 12 + 1 - 2 - 2 + 4 + 3 = 211d8 + 2 + 4 + 4 + 1d6 ⇒ (2) + 2 + 4 + 4 + (2) = 14 Hawkeye
Attack RS: 1d20 + 12 + 1 - 2 - 2 + 4 ⇒ (17) + 12 + 1 - 2 - 2 + 4 = 301d8 + 2 + 4 + 4 + 1d6 ⇒ (8) + 2 + 4 + 4 + (4) = 22
Attack Iterative: 1d20 + 7 + 1 - 2 - 2 + 4 ⇒ (16) + 7 + 1 - 2 - 2 + 4 = 241d8 + 2 + 4 + 4 + 1d6 ⇒ (5) + 2 + 4 + 4 + (3) = 18
Erond bites his tongue to keep his composure and starts firing.
DM Carbide |
Erond, from your current position you have no line of sight on the creature. Where are you moving to for your attack?
DM Carbide |
Botting Erond:
The priest moves up to get a clearer shot at the construct. The construct continues to try to add Skarn's head to the collection adorning its flanks. Skarn, take 27 HP. Its sting finds a weak spot in Trox' armor. Trox, take 8 HP and a DC 17 Fort save vs. poison or take 1 point DEX damage. Druamin, another DC 17 Fort save vs. poison or take another point of DEX damage.
Round 6:
Initiative order
Erond
Trox
Reynard
Cordwin
Druamin
Skarn (pinned)
Creature
Everyone can act!
Behead damage: 4d6 + 18 ⇒ (2, 3, 2, 2) + 18 = 27
Poison DEX damage to Druamin: 1d4 ⇒ 1
Sting vs. Trox: 1d20 ⇒ 15
Sting damage: 1d10 + 6 ⇒ (2) + 6 = 8
Potential DEX damage: 1d4 ⇒ 1
Skull Ripper: AC 24 T ? FF 21 HP taken: 57
Druamin |
Fort: 1d20 + 8 ⇒ (14) + 8 = 22
The burning poison sensation of the poison in his blood fades. Druamin still feels the numbness in his muscles but it isn't getting worse. He trumpets through his trunk then swings his massive tusks into the creature again.
gore, BAB + STR + STR bonus: 1d20 + 6 + 2 + 3 ⇒ (19) + 6 + 2 + 3 = 30
dmg, base die + STR + STR bonus + half STR for primary natural: 2d8 + 2 + 3 + 2 ⇒ (7, 6) + 2 + 3 + 2 = 20
DM Carbide |
Bite it, Skarn! That'll show it!
Trox Ragmend |
"Enough of this." Embarrassed from running Trox takes a small step to flank and puts all he has into his swings.
+1 Adamantine Longsword PA: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Damage: 1d8 + 13 ⇒ (2) + 13 = 15
+1 Adamantine Longsword PA: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Damage: 1d8 + 13 ⇒ (3) + 13 = 16
Reynard Freeman |
Finally able to reach the fight, Reynard rushes forward and does his best to tear into the construct.
Attack, Charge: 1d20 + 15 + 2 + 2 ⇒ (8) + 15 + 2 + 2 = 27
Damage, Claw, Magical B/S: 1d6 + 16 + 4d6 ⇒ (3) + 16 + (6, 2, 4, 5) = 36
It looked like I was about a square and a half away when I moved. If that's not the 10 feet required for a charge, just say so. I'd much rather 5-foot step and full attack. :)
DM Carbide |
Between tusk, sword, and claw, the construct finally falls.
Out of combat! To remind everyone what's in the room:
A pool of water sits against the wall to the west of this chamber, with a set of steps leading down into it along the pool’s east side. Opposite the steps is an alcove in which rises a fantastically detailed scale model of Skull’s Crossing. The five skulls along its face seem to be actual human skulls, the bone polished to a gleaming sheen.
Is there anything you want to do here?
Skarn Hornfels |
Skarn calmly stands, and brushes off his tunic, as if being pinned and construct handled was a normal occurrence for him.
”Before we kick over a new nest of coal vipers, can I catch some healing please?”
Cordwin Ironbeard |
Cordwin will admire the model of Skull's Crossing to see if there is anything on the model that seems out of place from what he knows.
Knowledge (Geography): 1d20 + 11 ⇒ (13) + 11 = 24