| Dyrant Maynor, the Pre-Sainted |
Round 2, Init 15
Dyrant continues to chuckle at Finn & Glim. Dyrant extends for two rounds the good fortune on the bash twins. 3 rounds left.
"I'm coming, Doctor, but can't see a thing in this fog."
Good call on the fog. :)
Dyrant 5' flaps to G10.
| Finneas Glenn |
Round 2 Init 19
HP = 65/123
AC/T/FF = 27/11/26
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Displacement = 5/15
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 6/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 13 + Spell Level
Status Effects = Barkskin (+5)
Barskin is from the Doctor, Enlarge Person is mine. Finneas is CL 8 so the 20 will take my Enlarge Person.
Finneas shrinks down as one of the rays finds him in the fog, sadly not before another scorches him.
Feeling the burn and earlier wounds, knowing the Doctor can handle the fog, Finneas heals himself.
CMW: 1d8 + 8 ⇒ (4) + 8 = 12
| GM_Chris |
LOL. Didn't see that coming.
Atol casts blessings of fervor as Toffitt puts an arrow deep into one of the floating creatures. Glimmil and Cog search through the fog and find one of the creatures. The creature is out of the fog, so they easily work together to turn it into nothing but a bloody mass of flesh on the ground.
The now regular sized Finneas takes the opportunity to heal himself while Dyrant extends Cuthbert's good luck.
One of the creatures enters the fog to find Toffitt. Once it does, it shouts out to its fellows before opening up on Toffitt. Toffitt will get an AoO for the range attacks.
Numerous rays zip by and into Toffitt, but only two have an effect. One scorching ray burns him for 13 damage. Another ray hits and leaves the doctor
FIRST
eye ray sleep: 1d20 + 6 ⇒ (14) + 6 = 20 DC 14 WILL save MISS
miss chance, high hits: 1d100 ⇒ 19
-
eye ray IMW: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 2d8 + 8 ⇒ (4, 1) + 8 = 13 DC 14 WILL for half MISS
miss chance, high hits: 1d100 ⇒ 61
-
dispel magic: 1d20 + 6 ⇒ (14) + 6 = 20 MISS
caster level check: 1d20 + 8 ⇒ (7) + 8 = 15
miss chance, high hits: 1d100 ⇒ 2
-
scorching ray: 1d20 + 6 ⇒ (18) + 6 = 24 MISS
damage: 4d6 ⇒ (4, 4, 5, 6) = 19
miss chance, high hits: 1d100 ⇒ 1
-
paralysis: 1d20 + 6 ⇒ (12) + 6 = 18 DC 14 FORT save MISS
miss chance, high hits: 1d100 ⇒ 68
-
exhaustion: 1d20 + 6 ⇒ (4) + 6 = 10 no save allowed MISS
miss chance, high hits: 1d100 ⇒ 53
-
SECOND
eye ray sleep: 1d20 + 6 ⇒ (13) + 6 = 19 DC 14 WILL save MISS
miss chance, high hits: 1d100 ⇒ 84
-
eye ray IMW: 1d20 + 6 ⇒ (2) + 6 = 8 MISS
damage: 2d8 + 8 ⇒ (7, 4) + 8 = 19 DC 14 WILL for half
miss chance, high hits: 1d100 ⇒ 10
-
dispel magic: 1d20 + 6 ⇒ (17) + 6 = 23 HIT
caster level check: 1d20 + 8 ⇒ (4) + 8 = 12 TOO LOW
miss chance, high hits: 1d100 ⇒ 80
-
scorching ray: 1d20 + 6 ⇒ (18) + 6 = 24 HIT
damage: 4d6 ⇒ (1, 4, 6, 2) = 13
miss chance, high hits: 1d100 ⇒ 95
-
paralysis: 1d20 + 6 ⇒ (17) + 6 = 23 DC 14 FORT save HIT, BUT IMMUNE
miss chance, high hits: 1d100 ⇒ 85
-
exhaustion: 1d20 + 6 ⇒ (3) + 6 = 9 no save allowed MISS
miss chance, high hits: 1d100 ⇒ 47
--
THIRD
eye ray sleep: 1d20 + 6 ⇒ (4) + 6 = 10 DC 14 WILL save MISS
miss chance, high hits: 1d100 ⇒ 75
-
eye ray IMW: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 2d8 + 8 ⇒ (4, 6) + 8 = 18 DC 14 WILL for half MISS
miss chance, high hits: 1d100 ⇒ 39
-
dispel magic: 1d20 + 6 ⇒ (1) + 6 = 7 MISS
caster level check: 1d20 + 8 ⇒ (13) + 8 = 21
miss chance, high hits: 1d100 ⇒ 50
-
scorching ray: 1d20 + 6 ⇒ (14) + 6 = 20 MISS
damage: 4d6 ⇒ (4, 4, 4, 2) = 14
miss chance, high hits: 1d100 ⇒ 9
-
paralysis: 1d20 + 6 ⇒ (17) + 6 = 23 DC 14 FORT save HIT, BUT IMMUNE
miss chance, high hits: 1d100 ⇒ 90
-
exhaustion: 1d20 + 6 ⇒ (12) + 6 = 18 no save allowed MISS
miss chance, high hits: 1d100 ⇒ 29
--
FOURTH
eye ray sleep: 1d20 + 6 ⇒ (14) + 6 = 20 DC 14 WILL save HIT, BUT IMMUNE
miss chance, high hits: 1d100 ⇒ 79
-
eye ray IMW: 1d20 + 6 ⇒ (13) + 6 = 19 MISS
damage: 2d8 + 8 ⇒ (1, 8) + 8 = 17 DC 14 WILL for half
miss chance, high hits: 1d100 ⇒ 73
-
dispel magic: 1d20 + 6 ⇒ (13) + 6 = 19 MISS
caster level check: 1d20 + 8 ⇒ (18) + 8 = 26
miss chance, high hits: 1d100 ⇒ 86
-
scorching ray: 1d20 + 6 ⇒ (9) + 6 = 15 MISS
damage: 4d6 ⇒ (6, 2, 4, 3) = 15
miss chance, high hits: 1d100 ⇒ 80
-
paralysis: 1d20 + 6 ⇒ (9) + 6 = 15 DC 14 FORT save MISS
miss chance, high hits: 1d100 ⇒ 64
-
exhaustion: 1d20 + 6 ⇒ (19) + 6 = 25 no save allowed HIT
miss chance, high hits: 1d100 ⇒ 89
Round 2
Atol = 11
Round 3
Toffitt = 25
Glimmil = 20
Finneas = 19
Dyrant = 15
E1: (-17, -35)
E2:
E3: (-34)
E4: DEAD
E5: (-39)
E6: DOWN
| Atol Lem |
Round 2, Initiative 11, Location:I11
Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Blur (50 of 70), Air Walk (50 of 300)
Channel Energy Left: 6/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (1/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Command, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Concerned for his friend, Atol reaches out to Finneas and cures him a little further (Finneas, I think you rolled 1 fewer d8 than you should have on your own healing roll). He converts a Sound Burst to a Cure Moderate Wounds for 2d8 + 10 ⇒ (6, 5) + 10 = 21.
Atol uses Blessings of Fervor for +2attacks/AC/reflex saves this round.
Remember, anyone who had breakfast with Atol has 11 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.
| Doctor Abner Svengalu Toffitt |
Round 3, Init 25
Toffitt's touch AC would be 22 with fervor, and I believe he has cover v. Some if the eyes. But that's less fun.
Toffitt steps back into the fog, puts his bow into his offhand, quick draws his sword and lunges at the offending eye, cold rage guiding his hand (+4 Dex).
Dueling sword v. flat footed: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24
2 Str damage plus: 1d8 + 5 + 6d6 ⇒ (8) + 5 + (2, 1, 4, 4, 1, 2) = 27
Iterative v. flat footed: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
2 Str damage plus: 1d8 + 5 + 6d6 ⇒ (6) + 5 + (6, 4, 1, 5, 2, 2) = 31
Fervor v. flat footed: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32
2 Str damage plus: 1d8 + 5 + 6d6 ⇒ (2) + 5 + (1, 3, 2, 3, 1, 4) = 21
confirm iterative v. flat footed: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
1d8 + 5 ⇒ (8) + 5 = 13
Status pending keyboard. On phone now.
"Dyrant, they are spread out twenty feet in front if me, in the direction from whence we came."
| Dyrant Maynor, the Pre-Sainted |
Round 3, Init 15
"Dyrant, a fireball twenty feet down the hall at this level, in the direction from whence we came would be most efficacious."
Dyrant flies through the mists to K25 and chortles again.
Dyrant extends for two rounds the good fortune on the bash twins. 3 rounds left.
"Where, Doctor? I don't see them at all."
AC: 20 (+4 Dex, +4 MageArmor, +1 NA, +1 size)
HP: 89/90 + 22 temp
Weapon Equipped = AngelRelic
Blessing of St. Cuthbert (+3 AC/Saves) = Cog/Atol
Healing Touched Today = Finn, Dyrant
Favor of St. Cuthbert = Finn, Glim
Fly: 2 of 12 minutes used
Fly, current iteration: 7 of 10 rounds used
Metamagic Rod Extend (2/3 used)
Metamagic Rod Acid (0/3 used)
Metamagic Rod Silent (0/3 used)
AngelRelic (Staff of Fire) 7/10
Blur: Round 50 of 70
Heroism, Extended
See Invisibility, Extended
Mage Armor
| Doctor Abner Svengalu Toffitt |
I did a bit of poor calculation earlier. Here's the attack bonuses written out:
If Toffitt's exhausted, he could not have raged, so the to hit and damage bonuses would be:
+17 to hit (+10 bab, +3 dex, +1 weapon focus, +1 magic weapon, +2 heroism), +4 damage
If not exhausted, the totals are:
+22 to hit (+10 bab, +8 dex, +1 weapon focus, +1 magic weapon, +2 heroism -3 power attack), +15 damage (+1 weapon, +8 dex, +6 power)
Sorry, that's a nightmare.
Active effects/conditions exhausted? ablative barrier (35), air walk, ant haul, endure elements, heroes feast, heroism, mutagen, perceive cues, see invisibility
Init +14 Perception +27 Sense Motive +25
AC 32 / 33 crowd control (20 touch; 22 incorporeal; uncanny dodge) [28 / 16 touch if exhausted)
10 +8 dex +9 armor +2 ring +3 nat armor
25% chance to avoid crit/precision damage
CMB +12 CMD 30 (+10 BAB, +6 Dex, +2 Str, +2 Ring)
HP 87 / 90
Fort +15 Reflex +20 Will +11 (+2 v. enchant)
Immune Poison, disease, nonlethal, cold, sleep, paralysis
Weapon Equipped Dueling sword
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 120 minute duration)
Elixirs
1 Ant haul ACTIVE 24 hours
- Endure elements ACTIVE 24 hours
- Expeditious retreat
- Shield (Finneas)
- Shield
- open
2 Ablative barrier 12 hours ACTIVE
- Ablative barrier 12 hours (Atol)
- Barkskin (Finneas)
- Barkskin
- Perceive cues ACTIVE
- Invisibility
3 Heroism ACTIVE
- Resist energy, communal
- Fly
- open
- open
4 Air walk, communal ACTIVE
- Echolocation ACTIVE
- Freedom of movement
- Greater invisibility USED
Hero Points 0
Controlled Rage 0 of 6 rounds used
Healing touch 10hp of 60hp used
Boro Beads 0 of 2 used
Preserving flask Shield
Slippers of spider climbing 0 of 10 min. used
Wand of Shield 20 charges
Wand of See Invisibility 3 charges
| Glimmil |
Round 3, Init 20
Glimmil waves his hook-hammer in triumph and guides Cog ahead in hunt of the next eye-monster, assuming he'd find it in a similar spot on the balcony on the far side.
(to I,26 vs E2, if it still stands; otherwise to G,26 provoking if Toffitt already dispatched E2)
Not sure how much time that would take with the mist providing cover, if it takes this whole round to run around looking for one, that's fine. Here's an attack if it doesn't.
Cog Bite, Power Attack, Fervor: 1d20 + 15 + 1 - 3 + 2 ⇒ (19) + 15 + 1 - 3 + 2 = 34 for 1d6 + 5 + 6 ⇒ (5) + 5 + 6 = 16 with trip 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
Conceal: 1d100 ⇒ 40
Claw Whomper, Power Attack, Defensively, Fervor: 1d20 + 19 + 1 - 0 - 4 + 2 ⇒ (4) + 19 + 1 - 0 - 4 + 2 = 22 for 1d6 + 7 + 8 ⇒ (4) + 7 + 8 = 19
Holy: 2d6 ⇒ (6, 4) = 10
Conceal: 1d100 ⇒ 35
Saving Fortune for any hairy saving throws that Glimmil may need to make.
Glimmil Status:
HP: 114/130
AC: 34 (T 19 | FF 28) * (BOF, smite/champion armor not included)
* BoF adds +2
* Fighting Defensively adds +3
Spells:
1) [ ] Hero's Defiance [ ] Lesser Restoration [ ] Veil of Positive Energy
2) [ ] Aura of Greater Courage [ ] Litany of Righteousness
3) [ ] Magic Circle Vs Evil [ ] Sky Steed
Abilities:
Smite Left: 3/4
Lay Hands Left: 7/10 (6d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Cog Status:
HP 99/99
AC 29 (32 with the +3 from Dyrant's Ward, 35 with BoF)
| Finneas Glenn |
Round 3 Init 19
HP = 77/123
AC/T/FF = 29/13/26
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Displacement = 5/15
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 5/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 13 + Spell Level
Status Effects = Barkskin (+5), BoF
Using BoF for saves and armor. Not sure I can get into the fight, Finneas will move 60' closer to the orbs.
| GM_Chris |
Atol heals Finneas.
Toffitt slides his blade through the creature to the hilt a copule times before it finally drops.
Glimmil and Cog manage to work out where the rest of the enemies are. Cog connects, but Glimmil misses.
Finneas moves into the fight, swings around the corner, and finishes off another one.
Greatsword: 1d20 + 17 ⇒ (12) + 17 = 292d6 + 7 ⇒ (5, 3) + 7 = 15
Dyrant move up and continues the blessings.
Once again, the children show have a pathetic showing as only two rays hit Glimmil. A scorching ray for 8, yes 8, damage. And, a dispel magic for a caster level 5 or lower spell.
FIRST
eye ray sleep: 1d20 + 6 ⇒ (12) + 6 = 18 DC 14 WILL save MISS
-
eye ray IMW: 1d20 + 6 ⇒ (3) + 6 = 9 MISS
damage: 2d8 + 8 ⇒ (1, 5) + 8 = 14 DC 14 WILL for half
-
dispel magic: 1d20 + 6 ⇒ (6) + 6 = 12 MISS
caster level check: 1d20 + 8 ⇒ (3) + 8 = 11
-
scorching ray: 1d20 + 6 ⇒ (12) + 6 = 18 MISS
damage: 4d6 ⇒ (6, 2, 6, 4) = 18
-
paralysis: 1d20 + 6 ⇒ (6) + 6 = 12 DC 14 FORT save MISS
-
exhaustion: 1d20 + 6 ⇒ (7) + 6 = 13 no save allowed MISS
SECOND
eye ray sleep: 1d20 + 6 ⇒ (6) + 6 = 12 DC 14 WILL save MISS
-
eye ray IMW: 1d20 + 6 ⇒ (2) + 6 = 8 MISS
damage: 2d8 + 8 ⇒ (8, 2) + 8 = 18 DC 14 WILL for half
-
dispel magic: 1d20 + 6 ⇒ (13) + 6 = 19 HIT
caster level check: 1d20 + 8 ⇒ (8) + 8 = 16
-
scorching ray: 1d20 + 6 ⇒ (14) + 6 = 20 HIT
damage: 4d6 ⇒ (1, 1, 1, 5) = 8
-
paralysis: 1d20 + 6 ⇒ (6) + 6 = 12 DC 14 FORT save MISS
-
exhaustion: 1d20 + 6 ⇒ (4) + 6 = 10 no save allowed MISS
Round 3
Atol = 11
Round 4
Toffitt = 25
Glimmil = 20
Finneas = 19
Dyrant = 15
E1: (-17, -35)
E2: DEAD
E3: DEAD
E4: DEAD
E5: (-39)
E6: DOWN
I'll need two DC 14 WILL saves from Glimmil, Cog, and Finneas as they exit the one room where the fog is.
| Atol Lem |
Round 3, Initiative 11, Location:I11->L10
Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Blur (53 of 70), Air Walk (53 of 300)
Channel Energy Left: 6/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (1/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Command, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Unable to see, Atol positions himself on the stairwell and guards the parties rear confident that if there is trouble upstairs, he'll hear the screams. He takes out his wand of Cure Light Wounds as he walks (his cudgel in his other hand).
Atol uses Blessings of Fervor for +2attacks/AC/reflex saves this round.
Remember, anyone who had breakfast with Atol has 11 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.
| Dyrant Maynor, the Pre-Sainted |
Round 4, Init 15
Dyrant continues to chuckle at Finn & Glim. Dyrant extends for two rounds the good fortune on the bash twins. 4 rounds left.
| Doctor Abner Svengalu Toffitt |
Round 4, Init 25
Huh. After looking at the Sneak Attack rules, it looks like only concealment blocks it—not cover. Live and learn...
Toffitt sheaths his sword and takes a shot at E5.
Longbow: 1d20 + 19 + 2 + 2 - 4 ⇒ (19) + 19 + 2 + 2 - 4 = 38
2 Str if sneak plus: 1d8 + 2 + 6d6 ⇒ (4) + 2 + (5, 2, 6, 3, 2, 6) = 30
| Glimmil |
Round 4, Init 20
I see just 8 damage from another scorching ray. I believe everything has already been dispelled on Glimmil.
Glimmil fails to dodge out of the way of another fiery beam, but charges ahead to meet one of the last eye-monsters (E6) in combat.
Cog Bite, Power Attack, BoF: 1d20 + 15 + 1 - 3 + 2 ⇒ (12) + 15 + 1 - 3 + 2 = 27 for 1d6 + 5 + 6 ⇒ (3) + 5 + 6 = 14 with trip 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Claw Whomper, Power Attack, BoF, Defensively: 1d20 + 19 + 1 - 0 + 2 - 4 ⇒ (16) + 19 + 1 - 0 + 2 - 4 = 34 for 1d6 + 7 + 8 ⇒ (6) + 7 + 8 = 21
Holy: 2d6 ⇒ (1, 2) = 3
Glimmil Status:
HP: 106/130
AC: 29 (T 14 | FF 28)
+3 more (not included) for fighting defensively.
Spells:
1) [ ] Hero's Defiance [ ] Lesser Restoration [ ] Veil of Positive Energy
2) [ ] Aura of Greater Courage [ ] Litany of Righteousness
3) [X] Magic Circle Vs Evil [ ] Sky Steed
Abilities:
Smite Left: 3/4
Lay Hands Left: 7/10 (6d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Cog Status:
HP 99/99
AC 29 (32 with the +3 from Dyrant's Ward, 35 with BoF)
| Finneas Glenn |
Round 4 Init 19
HP = 93/110
AC/T/FF = 29/13/26
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Displacement = 5/15
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 5/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 13 + Spell Level
Status Effects = Barkskin (+5), BoF
I did indeed screw up my healing, 1d8 ⇒ 8.
Will DC 14: 1d20 + 13 ⇒ (11) + 13 = 24
Will DC 14: 1d20 + 13 ⇒ (8) + 13 = 21
Finneas shrugs off some strange effect and moves to hit the eye.
Move to E5
Greatsword Power Attack: 1d20 + 17 ⇒ (6) + 17 = 232d6 + 16 ⇒ (6, 4) + 16 = 26
| GM_Chris |
The party finishes off the last of the mini-beholders and takes stock of the situation. A search of the house shows it to be mostly unused. All the rooms above the second floor are covered in a thick layer of dust and contain no treasure aside from the fixtures and furniture. A secret door is discovered on the first floor that leads to a room with another four petrified people along with two animals. An illusory wall spell covers the floor in the room past the secret door with the new statues.
Feel free to do more, just moving things forward to the next point.
| Atol Lem |
Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Blur (53 of 70), Air Walk (53 of 300)
Channel Energy Left: 6/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (0/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Command, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Atol casts Cure Light Wounds for 1d8 + 5 ⇒ (6) + 5 = 11 on Finneas and uses his other Pearl of Power to get the spell back. (Finneas if you need more healing just 'use' the cure light wounds wand and I'll track the charges.
He then suggests we move quickly while our magics are still in play, "We should move quickly, while our magics are still in play."
Remember, anyone who had breakfast with Atol has 11 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.
GM_Chris, how long does it take us to find these secret areas and move up to your point? I have some minute/level things running still.
| Doctor Abner Svengalu Toffitt |
Toffitt imbibes a potion of invisibility and air walks down through the illusory floor. His echolocation likely lets him see past it, if an ambush awaits.
Perception: 1d20 + 26 ⇒ (7) + 26 = 33
| Dyrant Maynor, the Pre-Sainted |
Dyrant shuffles along, Detect Magic running, looking for things to smite. After his initial hurrahfest after the eyes have been slain, he laments that he does not have time to draw them so they might be identified later.
In the meantime, he examines each of the statues, taking notes of which and how many will need to be de-stoned and somewhat fearful of the being that turned them in the first place.
At the illusionary wall, Dyrant will take stock of himself and be ready to follow others.
I wish I had my angel eyes for better to scout ahead.
AC: 20 (+4 Dex, +4 MageArmor, +1 NA, +1 size)
HP: 89/90 + 22 temp
Weapon Equipped = AngelRelic
Blessing of St. Cuthbert (+3 AC/Saves) = Cog/Atol
Healing Touched Today = Finn, Dyrant
Favor of St. Cuthbert = Finn, Glim
Fly: 3 of 12 minutes used
Fly, current iteration: 0 of 10 rounds used
Metamagic Rod Extend (2/3 used)
Metamagic Rod Acid (0/3 used)
Metamagic Rod Silent (0/3 used)
AngelRelic (Staff of Fire) 7/10
Heroism, Extended
See Invisibility, Extended
Mage Armor
| Atol Lem |
Atol follows the leaders using Air Walk (still active) to descend. I'd like to say he's ready for anything, but in all likelihood he's wondering when he can cast his second Heroe's Feast...
Maybe we'll be out of here by lunch. Scones for everyone!
| Finneas Glenn |
HP = 110/110
AC/T/FF = 2?/1?/2?
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Displacement = 5/15
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 5/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 13 + Spell Level
Status Effects = None
Finneas looks down the shaft, his wounds no longer dripping.
"If I had my old cloak this would be easy."
I could jump.
Fifth: You could die.
| Glimmil |
Glimmil looks down the shaft and frowns.
"I remember this one story I read where a heroic paladin and his party flew down a similar shaft. About halfway some evil do-badder dispelled all their flying spells."
Glimmil nods solemnly and claps his mailed hands together.
"Ker-splat!"
With that, Glimmil begins to dig through his pack for rope before discovering he's gone this far in his career without packing any.
"We should use rope. I seem to have forgotten mine..."
Three months ago.
| Dyrant Maynor, the Pre-Sainted |
Waiting for Toffitt.
"Go along with him, won't you, dear? We need to know what's down there."
Aralynn's Know (Religion)
1d20 + 15 ⇒ (14) + 15 = 29 Know (Religion) - Undead Orcs
| Doctor Abner Svengalu Toffitt |
Finneas, you have air walk. I repeat, you have air walk.
Toffitt tries to sues out what the half orcs have become in unlife. 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
| Doctor Abner Svengalu Toffitt |
Toffitt charges down to attack a zombie from ten feet up, lunging.
Dueling sword: 1d20 + 20 + 2 + 1 ⇒ (14) + 20 + 2 + 1 = 37
1d8 + 9 + 9 + 6d6 ⇒ (6) + 9 + 9 + (1, 3, 1, 2, 1, 2) = 34
| Dyrant Maynor, the Pre-Sainted |
Dyrant hopefully will have drawn his wand of displacement and flown halfway down the shaft by this point.
"Sure is dark down there."
After the attack of Toffitt, Aralynn will cast Dancing Lights, sending them down the shaft.
| GM_Chris |
With a single stab, the invisible Toffitt pokes the zombie and it drops to the ground. The other two zombies begin to reach for him.
Initiative
Atol 1d20 + 4 ⇒ (18) + 4 = 22
Dyrant 1d20 + 10 ⇒ (2) + 10 = 12
Finneas 1d20 + 7 ⇒ (11) + 7 = 18
Finneas Bonus roll 1d20 + 7 ⇒ (16) + 7 = 23
Glimmil 1d20 + 1 ⇒ (16) + 1 = 17
Cog
Toffitt (mutagen) 1d20 + 12 ⇒ (11) + 12 = 23
Zombies 1d20 ⇒ 4
Round 1
Toffitt (mutagen) = 23
Finneas = 23
Atol = 22
Glimmil = 17
Dyrant = 12
Cog
Zombies = 4
H1 -
H2 - Down
H3 -
Ignore the Ground Floor map. I forgot to move people down.
Round 1 map
| Finneas Glenn |
Round 1 Init 23
HP = 110/110
AC/T/FF = 24/11/23
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Displacement = 5/15
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 5/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 13 + Spell Level
Status Effects = Air Walk
Finneas moves in and strikes the nearest zombie.
Move to hit H1.
Greatsword Power Attack: 1d20 + 17 ⇒ (18) + 17 = 352d6 + 16 ⇒ (4, 3) + 16 = 23
Evil: 2d6 ⇒ (4, 3) = 7
Crit Confirm: 1d20 + 17 ⇒ (13) + 17 = 302d6 + 16 ⇒ (3, 4) + 16 = 23
| Atol Lem |
Round 1, Initiative 22, Location:L29->K37
Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Air Walk (80 of 300)
Channel Energy Left: 6/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 6/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (0/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Command, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Seeing as Cog also has Air Walk going Atol doesn't worry about him joining the group. He'll come along at his own pace.
Atol 'walks' down the rest of the shaft and joins up behind Finneas. He touches him lightly on the shoulder and loudly whispers in his ear, "Please accept this gift - the gift of St. Cuthbert's strength to fill your sinews with even greater power!*"
*Strength Surge(sp): +6 to any strength related task for the next round (attack, damage, CMB/D, etc.)
Remember, anyone who had breakfast with Atol has 11 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.
| Glimmil |
Round 1, Init 17
Glimmil miraculously hears the sound of a sklorch as Toffitt stabs a zombie down in the shaft below.
"Just three zombies? No necromancer of evil?"
Glimmil rubs his chin and shrugs as he tests his rope and debates whether to fly down on Cog or to climb using rope.
Glimmil will go into delay, coming out if he hears anything besides zombies dying.
The "S" are all statues on the map?
| Doctor Abner Svengalu Toffitt |
Round 1, Init 23
Toffitt lays into further zombies, keeping some space from lunge.
Dueling sword: 1d20 + 20 + 2 + 1 ⇒ (19) + 20 + 2 + 1 = 42
1d8 + 9 + 9 ⇒ (2) + 9 + 9 = 20 + 2 Str damage if sneak: 6d6 ⇒ (6, 1, 1, 4, 4, 3) = 19
Dueling sword: 1d20 + 15 + 2 + 1 ⇒ (6) + 15 + 2 + 1 = 24
1d8 + 9 + 9 ⇒ (3) + 9 + 9 = 21 + 2 Str damage if sneak: 6d6 ⇒ (3, 5, 1, 2, 1, 5) = 17
| Doctor Abner Svengalu Toffitt |
Sorry, phone was doing funky double posting earlier...
Confirm crit?: 1d20 + 20 + 2 + 1 ⇒ (8) + 20 + 2 + 1 = 31
1d8 + 9 + 9 ⇒ (3) + 9 + 9 = 21
| GM_Chris |
The third half-orc drops as easily as the first two. All seems well, but the party is not surprised as the bodies are consumed as a portal opens and a familiar looking demon pops out of each one.
One of the demons attacks Toffitt, while the other two 5' into a flank with Finneas. (I'm assuming his cloak is no longer active since it only had about 5 rounds left after the last fight and then there was exploring. I don't think he left it on and it expired. I just don't think it was activated before descending down the shaft.)
The one demon manages to slash Toffitt with his short swords four times for 44 damage. The real blood is spilled though as the demons slice Finneas everywhere he thought possible and even then some. (192 damage from 14 hits).Is there a doctor in the house?
In actuality, the demon will stop and switch to Toffitt once Finneas drops. I just need to confirm that the number is 110 or if there is DR, raging, temp HP or other things going on.
Melee mwk short sword +26/+21/+16/+11 (1d6+9/19–20), mwk short sword +26/+21/+16 (1d6+4/19–20), bite +22 (1d8+4)
@ Toffitt AC 34 (no crowd control when he attacked)
1d20 + 26 ⇒ (6) + 26 = 32 Miss
1d6 + 9 ⇒ (5) + 9 = 14
1d20 + 21 ⇒ (13) + 21 = 34 Hit
1d6 + 9 ⇒ (6) + 9 = 15
1d20 + 16 ⇒ (19) + 16 = 35 Possible Crit
1d6 + 9 ⇒ (3) + 9 = 12
1d20 + 16 ⇒ (17) + 16 = 33 No confirm
1d6 + 9 ⇒ (1) + 9 = 10
1d20 + 11 ⇒ (1) + 11 = 12 Miss
1d6 + 9 ⇒ (1) + 9 = 10
1d20 + 26 ⇒ (12) + 26 = 38 Hit
1d6 + 9 ⇒ (2) + 9 = 11
1d20 + 21 ⇒ (17) + 21 = 38 Hit
1d6 + 9 ⇒ (3) + 9 = 12
1d20 + 16 ⇒ (11) + 16 = 27 Miss
1d6 + 9 ⇒ (2) + 9 = 11
bite: 1d20 + 22 ⇒ (15) + 22 = 37 Hit
1d8 + 4 ⇒ (4) + 4 = 8
@ Finneas AC 24
1d20 + 26 ⇒ (4) + 26 = 30 Hit
1d6 + 9 ⇒ (1) + 9 = 10
1d20 + 21 ⇒ (1) + 21 = 22 Miss
1d6 + 9 ⇒ (5) + 9 = 14
1d20 + 16 ⇒ (15) + 16 = 31 Hit
1d6 + 9 ⇒ (2) + 9 = 11
1d20 + 11 ⇒ (16) + 11 = 27 Hit
1d6 + 9 ⇒ (5) + 9 = 14
1d20 + 26 ⇒ (18) + 26 = 44 Hit
1d6 + 9 ⇒ (4) + 9 = 13
1d20 + 21 ⇒ (1) + 21 = 22 Miss
1d6 + 9 ⇒ (5) + 9 = 14
1d20 + 16 ⇒ (10) + 16 = 26 Hit
1d6 + 9 ⇒ (6) + 9 = 15
bite: 1d20 + 22 ⇒ (17) + 22 = 39 Hit
1d8 + 4 ⇒ (2) + 4 = 6
--
2nd one in flank
1d20 + 26 + 2 ⇒ (12) + 26 + 2 = 40 Hit
1d6 + 9 ⇒ (6) + 9 = 15
1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35 Hit
1d6 + 9 ⇒ (6) + 9 = 15
1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37 Possible Crit
1d6 + 9 ⇒ (6) + 9 = 15
1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28 Crit
1d6 + 9 ⇒ (1) + 9 = 10
1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 Hit
1d6 + 9 ⇒ (4) + 9 = 13
1d20 + 26 + 2 ⇒ (15) + 26 + 2 = 43 Hit
1d6 + 9 ⇒ (2) + 9 = 11
1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26 Hit
1d6 + 9 ⇒ (6) + 9 = 15
1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32 Hit
1d6 + 9 ⇒ (4) + 9 = 13
bite: 1d20 + 22 + 2 ⇒ (20) + 22 + 2 = 44 Possible Crit
1d8 + 4 ⇒ (1) + 4 = 5
bite: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36 Crit
1d8 + 4 ⇒ (7) + 4 = 11
Round 2
Toffitt (mutagen) = 23
Finneas = 23
Atol = 22
Glimmil = 17
Dyrant = 12
Cog
Demons = 4
| Atol Lem |
Atol is delaying until after Glimmil I think. And of course I need to know if I'm healing or Breath of Life-ing. ;) OUCH!
The way I see if if Finneas stabilizes, he's alive at -14. If he fails, he's dead at -15 and I need to breath of life. He goes before me regardless of whether or not I delay unfortunately.
| Glimmil |
Glimmil will come out of delay when he hears the demons attack (or someone yells such as a free action)
Round 2, Init 3(?)
"Wait... that's not a zombie noise!"
Glimmil and Cog look at each other as if both their brainpower is needed to come to the conclusion that they about to come to.
"Let's get down there! Finneas may be killed!"
Glimmil eyes the platinum band on his finger and wonders whether or not he should have shared his life with the big half-orc today, but then remembers the eye-monsters would've confounded such trickery on his part.
With a leap Cog takes to the air and Glimmil prays more eye monsters don't dispel his magical flight as he descends into the room below and sees the three demons engaged with Finneas.
Cog lands in K,47. Not sure if Glimmil can still use a standard action after his mount double moves, it's still before I've had coffee this morning and sadly have forgotten. If Glimmil does, then...
Seeing Finneas lying on the ground, Glimmil quickly grasps his holy symbol and prays to Garl to keep his friend alive a little longer.
Channel Energy (healing the whole room): 5d6 ⇒ (3, 5, 4, 4, 2) = 18
And then for good measure, Smite Evil evil as swift action on D1.
"This demon's mine!"
Glimmil Status:
HP: 130/130
AC: 29 (T 14 | FF 28)
* Smite adds +6 vs smite target, doesn't stack with ring of prot +2 (net +4 vs smite target)
Spells:
1) [ ] Hero's Defiance [ ] Lesser Restoration [ ] Veil of Positive Energy
2) [ ] Aura of Greater Courage [ ] Litany of Righteousness
3) [X] Magic Circle Vs Evil [ ] Sky Steed
Abilities:
Smite Left: 3/4
Lay Hands Left: 7/10 (6d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Cog Status:
HP 99/99
AC 29 (32 with the +3 from Dyrant's Ward, 35 with BoF)