| Jyord |
Seeing francis in peril, Jyord creates a thunder cloud above him and call down a bolt of lightning on the dragonleaf.
DC 20 reflex save for half damage.
Lightning Bolt: 3d6 ⇒ (2, 2, 4) = 8
| Gimble, The Storyteller |
Francis bites and claws at the Dragonleaf and Jyord calls lighting down upon it.
Reflex: 1d20 + 8 ⇒ (6) + 8 = 14
Though I couldn't find definitive answer, it seems grappled animals gain all attacks while grappled
Iniative Round 3:
Goro, Griff, ZAO, Mik
Dragonleaf (140 Damage Taken)
| Gimble, The Storyteller |
You get a -4 on all Will saves and Charisma based checks.
You cannot6 benifit from the Aid Another action.
You cannot willingly accept aid (including healing) from another without making a Will save.
This condition persists until otherwise notified.
| sMik PZ |
Mik tumbles through the air, hoping to avoid an AoO, and flies half speed for 30' then shifts for 10' more. Mik then spins in the air, still 15' off the ground and fires a precise shot at the plant thingy.
Acrobatics: 1d20 + 17 ⇒ (13) + 17 = 30
Bow w/in 30': 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d8 + 4 + 1 + 4 ⇒ (6) + 4 + 1 + 4 = 15
| Griff Olar |
Griff blies through the air with the greatest of ease, fires off two lances of fire(scorching ray)
attack 1: 1d20 + 8 ⇒ (7) + 8 = 15
attack 2: 1d20 + 8 ⇒ (3) + 8 = 11
both vs's touch, and i have precise shot.
Damage 1: 4d8 + 1 ⇒ (1, 7, 6, 1) + 1 = 16
Damage 2: 4d8 + 1 ⇒ (5, 2, 4, 5) + 1 = 17
I didn't ask before, and i should have does it have spell resistance, spell pen: 1d20 + 12 ⇒ (11) + 12 = 23
Let Francis go you overgrown salad!
Will save: 1d20 + 15 ⇒ (16) + 15 = 31
once again plant's are immune to critical hits, that includes bleed, and sneak attack, sorry
| Gimble, The Storyteller |
Mik fails to tumble past the plant and incurs an AoO.
Bite: 1d20 + 15 ⇒ (1) + 15 = 16
but in it's haste to bite another tasty creature it gets tangled up a bit and misses.
Mik needs to make a WILL save.
Mik fires and arrow and the arrow bounces off the plant harmlessly.
I opened up the map to show what you can see from where you are at. I'll do an explanation later as you take a closer look.
ZAO moves in and fires twice, the first shot crits for 19 points damage.
I was looking up the critical rules for the double-barreled pistol, and it seems that when you fire both barrels as a single attack action you make 2 attack rolls, both with a -4. I used your rolls (attack and crit confirmation) and the first 4 D6 rolls in your crit damage +8 for damage done. You still have one more shot to fire.
You get a -4 on all Will saves and Charisma based checks.
You cannot6 benifit from the Aid Another action.
You cannot willingly accept aid (including healing) from another without making a Will save.
For ease of mechanics, this penalty won't count towards your attitude to your eidolons.
You know from previous experience badger and eidolons were not affected by this and do not need to make saves.
This condition persists until otherwise notified.
Griff fires 2 bolts of fire at the plant, the first hitting, the second missing.
Iniative Round 3:
ZAO's 2nd shot
Dragonleaf (175 points Damage Taken)
| Gimble, The Storyteller |
After ZAO's 2 shots and Griff's Scorching Ray, the creature falls. All attacks were needed to fell the creature before it got to go, by the way.
A little Houda Houda reveals a magical aura in the corners of the alcove on the far side of the room. A bit of digging through some dried mud reveals the skeleton of a human adventurer clad in a rusty but servicable magical breastplate.
The stairs descend into the darkness.
I'll need Jyord to make a Will save as he enters the dungeon.
| Gimble, The Storyteller |
You gained a -1 on skills and attacks for that round (making you miss your shot. It had AC 22).
XP updated
| Jyord |
Jyord lays a hand on badger to calm him, and francis' s rage fades away.
This brings badger's hp to 36/92
He retrieves his wand of cure moderate and applies 4 charges healing francis for:
Wand of Cure Moderate: 8d8 + 20 ⇒ (1, 5, 5, 4, 1, 6, 8, 3) + 20 = 53
Let's get moving while we have the benefit of Francis' s enlarged state.
| Gimble, The Storyteller |
He retrieves his wand of cure moderate and applies 4 charges healing francis for:
Wand of Cure Moderate: 8d8 + 20 ⇒ (1, 5, 5, 4, 1, 6, 8, 3) + 20 = 53
With the rerolls of 1's and 2's, Badger is at full HP.
I'm off to work, I'll be updating about midnight my time and maybe at breaks. This will be the regular schedule. One major update a day at about midnight Monday thru Thursday and 1 major update sometime between Friday and Sunday. Questions, comments, let me know. Happy adventuring.
| Griff Olar |
while Francis is getting his love taps, Griff will attempt to identify what the magic on the brestplate is.
spellcraft: 1d20 + 20 ⇒ (6) + 20 = 26
after putting it into a bag Griff will start moving further into the vault.
| sMik PZ |
Mik will leapfrog Griff and peek around the corner. Can she maintain 15' or does she need to fly lower. If all is clear, Mik will wave Griff up, giving him the "Clear" signal in Handjive.
Hmm, wonder if the floor is trapped? ponders Mik.
| Gimble, The Storyteller |
As Mik moves down the stairs into the darkness (no traps detected);
The stairs descend into a morass of sticky mud. A hallway stretches into the darkness, with recessed alcoves opening alon its length on either side. the mud is thick and black, and continually drips from oozing cracks in the walls and ceilings.
The hallway down the stairs is 10 feet up. The stairs disappear into the mud, and the hallway with the mud is about 7 feet above the mud.
| Jyord |
Jyord follows sMik to the bottom of the stairs and casts detect poison over the mud. Francis follows.
If it is poisonous, here's the check to know what kind.
Wisdom: 1d20 + 6 ⇒ (8) + 6 = 14
And a perception with stonecunning along the way to notice anything unusual.
perception: 1d20 + 19 ⇒ (14) + 19 = 33
I never seem to memorize the right spell for these situations
| Gimble, The Storyteller |
Roll: 1d20 ⇒ 6
Roll: 1d20 ⇒ 5
Roll: 1d20 ⇒ 18
Roll: 1d100 ⇒ 2
Roll: 1d100 ⇒ 5
Roll: 1d100 ⇒ 75
Roll: 1d100 ⇒ 97
Jyord follows sMik to the bottom of the stairs and casts detect poison over the mud. Francis follows.
No poison detected.
| sMik PZ |
Flying a couple of feet above the muck, Mike slowly moves down the hallway, looking for traps. 5' per round and taking 10 to spot traps or other nasties. Perc 23/25 vs traps. Any movement or disturbance in the mud? Anything sticking out or mounds in the mud?
| ZAO Zenkrikk Azler Oz |
Zao makes his way over to the stairs with the mud and gives it a quick look over from the top. Then turns around and covers the group in case anything comes from behind. Meanwhile reloads are taking place as time allows.
Perception: 1d20 + 22 ⇒ (19) + 22 = 41
| Gimble, The Storyteller |
The green line on the map is where the stairs disappear into the muck.
Goro sees two small heads duck below the muck down the hall.
ZAO was unable to see all the way down the hall to see what Goro saw
Initiative:
Mik: 1d20 + 10 ⇒ (19) + 10 = 29
ZAO: 1d20 + 6 ⇒ (10) + 6 = 16
Griff: 1d20 + 3 ⇒ (10) + 3 = 13
Goro: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Jyord: 1d20 + 6 ⇒ (14) + 6 = 20 This is taking you underground at this point
Monsters: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative: Surprise Round
Francis, Goro
| sMik PZ |
So Mik doesn't see them and doesn't know that they are there, correct? If so, Mik will continue to move 5' and check for traps in front of him. Not sure if Mik notices the enraged Badger behind him or Goro casting Barkskin. If Mik notices anything, he will likely scan for any movement and if none seen, retreat around Badger and seek cover from the corner.
| Gimble, The Storyteller |
So Mik doesn't see them and doesn't know that they are there, correct? If so, Mik will continue to move 5' and check for traps in front of him. Not sure if Mik notices the enraged Badger behind him or Goro casting Barkskin. If Mik notices anything, he will likely scan for any movement and if none seen, retreat around Badger and seek cover from the corner.
I'm pretty sure you'd notice a large angry badger move up right behind you and you recognize Goro's spell as well. So what is it you do? I'll be home in a couple hours to update.
| sMik PZ |
Mik isn't the wisest creature out there but he's pretty smart and when Badger gets mad and his fur goes up, he's pretty certain there is something there. If it is alright, Mik will use a move action to notice these things and then another move action to back up a few squares.
I moved Mik's piece on Roll20 but uncertain if that's a legal space. If not, I can easily move another 5' back.
| Gimble, The Storyteller |
Seeing the giant badger move up behind him, and start growling, Mik senses trouble and retreats behind Francis.
Just as Mik moves back, 2 small, ugly humanoids appear in the first 2 alcoves in front of the party and fire 2 green bolts at badger. Then four other heads peek above the muck down the hall and 3 more green bolts fire at badger.
Ranged Touch: 1d20 + 6 ⇒ (10) + 6 = 16
Ranged Touch: 1d20 + 6 ⇒ (4) + 6 = 10
Ranged Touch: 1d20 + 6 ⇒ (1) + 6 = 7
Ranged Touch: 1d20 + 6 ⇒ (12) + 6 = 18
Ranged Touch: 1d20 + 6 ⇒ (13) + 6 = 19
3 of those green bolts hit the giant badger.
Acid Damage: 2d4 ⇒ (3, 2) = 5
Acid Damage: 2d4 ⇒ (4, 2) = 6
Acid Damage: 2d4 ⇒ (4, 4) = 8
The 6th conjures a dense cloud that smells horribly of garbage and sulfur. The stench starts to make those inside it (marked by the orange lines) feel nauseous. The cloud is so dense that you can't see more than 5 feet in front of you. Everyone but ZAO and company need to make a Fortitude Save (bonuses vs. Poison are applicable).
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.
I've outlined the creatures in different colored auras to designate which one you're attacking. This will help keep the damage straight as well.
Initiative Round 1:
Party
Little Monsters
| Gimble, The Storyteller |
Only two of those hit, Badger has a touch AC of 17 while in full defense.
Sorry about that. The first one didn't hit, so the damage from the first one is negated. Only 14 points of damage.
Those that make their save have no penalties, but still feel the effects of the stinky cloud. Another saving throw would need to be made for those that remain in it.
Initiative Round 1
Party
Little Monsters
| Jyord |
Knowledge Planes: 1d20 + 4 ⇒ (4) + 4 = 8
Jyord is immune to poison. If he still needs to make the save,
Fort Save: 1d20 + 12 ⇒ (13) + 12 = 25
Jyord begins to cast summon monster V in place of his last 5th level spell.
Francis remains totally defensive.