| Anaba |
Attack: 1d20 + 17 ⇒ (4) + 17 = 213d8 + 24 + 1d6 ⇒ (3, 8, 8) + 24 + (2) = 45
I actually have a +8 on my reflex and a +2 on my will. So, woot! I attack the wounded hag with both hands using my sword.
| GM Pablo |
"Barl Breakbones is a usurper. He sits with his Lamia ally Lucrecia in the great throne room. We are no friends of Barl and were ready to leave this place before your arrival. With our sister we would have been able to do more, but now we can cover the entrance in mist so you may enter more or less undetected. He has corrupted your beloved commander with necromatic magic and is a powerful caster."
| Rolande Deerborne |
Pulling backup weapon into left hand and leveling it at the other Hag, one gun trained on each.
If your only good for fog then why am I letting you live? Princess Myriana was a ghastly shade of her former self and was grateful when I put her down. What else can you do besides fog to help us Hags?
bluff: 1d20 + 6 ⇒ (10) + 6 = 16
| GM Pablo |
They look at each other...
"We can help fight Barl as well and we can describe the rooms ahead."
The large hags show their nasty claws
They wait then start describing the next rooms...see map
"The next chamber on the left was once the Kreegs' well-tended shrine to Lamashtu, but now that Barl has arrived and our leader Grolki is dead, no Kreeg has visited this shrine recently. Instead, the twisted and vile remains of what was once your commander of Fort Rannick is the guardian here. A shrine bearing the feral visage of the brutally beautiful monstrous maiden with the head of a three-eyed jackal and the belly of a pregnant young woman leans against the far wall."
"To the right at the end of the passage is a gigantic chamber which extends into darkness to the east, sloping upward between two wide ledges on which loom statues with angular faces, stern brows, and strong jawlines. Above, the ceiling opens to the slate gray sky above. The ramp leads up in tiers, finally coming to an end before immense stone throne. Once the throne room for Grolki Kreeg, this open-air cleft in the lee of Hook Mountain's summit has become Barl Breakbones's den. He sits on his throne with his Stone Giant guard (he killed the other one) and the Lamatsu Lucrecia."
Hearing this Cela Casts Wind Walk on Rolande.
| Rolande Deerborne |
Then we need to move people, the element of surprise has surely been lost. Motioning with my pistols for them to move.Hags in the front, you push the fog in front of us and lead the way to Barl When we get there keep pushing the fog into him and dismiss the spell when we are in position. Cela keep moving if you can as an Elemental and see if you can drop some rock once we get to where we are going. How long on Buffs and does anyone need more? Oh, where is Wolfie? Standard marching order with the Hags in front. Anyone have anything they want to do/add?
| GM Pablo |
OK heading to the last cave on the right where Barl is supposed to be.
(Leaving Fernleaf and Smek in the Hag's cave)
Cela Drops aqueous orb and summons a Leopard before you have the Hags cast fog cloud then looks through the wall and casts Call Lightning since the room is exposed to the open air.
Any other spells? Is the plan to cast fog cloud then rush in?
Buchart
|
Bull's Strength from wand (3 min), Enlarge Person from wand (2 min). Recall Shield and cast it. Just before entry, as a move action, start a 1 min interval of Martial Flexibility to gain the use of Mobility. Wand of Vampiric touch in belt for easy access. Have a spell prepared to cast once they are in view.
| GM Pablo |
Here we go - the hags move forward 10' ahead of Roland and move around the corner. They seem surprised to see a Stone Giant standing just inside the cave and not back as expected.
They both cast fog cloud then move into the cave and disappear in the mists.
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
The Giant, bellows in alarm and prepares his great club.
"We are being attacked My Lord!" or at least something like that - you don't speak Giant!
Anaba Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Buchart Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Cela, Fahari and Leopard Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Rolande Initiative: 1d20 + 9 ⇒ (20) + 9 = 29
Sekkimm, Lumpy and Ghost Wolf Initiative: 1d20 + 9 ⇒ (12) + 9 = 21
Shalelu Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Stone Giant Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Barl BreakBones Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Lucrecia Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Hags Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Rolande is up!!!
Sekkimm
Buchart
Cela
Lucrecia
Stone Giant
Shalelu
Anaba
Barl BreakBones
Hags
| Rolande Deerborne |
Use deed Dead Shot to pool of my attacks into a single shot.
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack.
Pepperbox two-handed w/grit: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 9 + 1d6 + 2d6 ⇒ (8) + 9 + (4) + (1, 2) = 24
Pepperbox two-handed w/grit: 1d20 + 15 ⇒ (9) + 15 = 241d8 + 1d6 + 2d6 ⇒ (5) + (5) + (1, 1) = 12
Pepperbox two-handed (rapidshot): 1d20 + 10 ⇒ (16) + 10 = 261d8 + 9 + 1d6 ⇒ (1) + 9 + (2) = 12
| GM Pablo |
You have 30' move - 60' if you double move - Inside the mist you can see nothing unless you are within 5' of a target which means they can see you and take an AOO. You can wind walk up out of the mist which extends 20' up as well. Doing this in the chamber the any enemies outside the mist can see you and you can see them assuming line of site is good.
Using Dead shot requires a full round action (no movement more than 5' and no other shots) with that you get two shots which are combined into a single attack. This is mainly useful when trying to overcome Damage Resistance. If your combatants don't have DR better to take three shots (also no more than 5' step of movement).