| Dyrant Maynor, the Pre-Sainted |
Dyrant casts Detect Magic and examines things.
1d20 + 23 + 2 ⇒ (6) + 23 + 2 = 31 Spellcraft
1d20 + 23 + 2 ⇒ (7) + 23 + 2 = 32 Spellcraft
1d20 + 23 + 2 ⇒ (4) + 23 + 2 = 29 Spellcraft
"I remember when thinks looked differently..."
| Dyrant Maynor, the Pre-Sainted |
Dyrant whistles as the results of his magic search become clear.
"A binding? Those are trapped in a binding?!" Dyrant looks again at Lady Celeste. "What a waste. And one that we will endeavor to fix. It may take some time, but we can free her. We just need to figure out how..." Dyrant's eyes go to Atol and his connection to St. Cuthbert.
Soon he will be on speaking terms with the Big Cudgel in the Sky.
Dyrant looks for a safe spot to sit while Glim opens the doors.
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 =
Fly: 4 of 12 minutes used
Fly, current iteration:1 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
Reduce Yahoo
| Doctor Abner Svengalu Toffitt |
Toffitt helps Glim as best he can (auto aid). "Perhaps we should roll up her picture and place it in one of our haversacks. Assuming that does not create some sort of extra-dimensional rupture..."
| Doctor Abner Svengalu Toffitt |
Toffitt begins doing headstands while reciting alchemical formulae aloud, while his ioun torch somehow manages to spin around his feet.
| GM_Chris |
The party wraps up the painting of Celeste and Glimmil begins to work on the door with Toffitt's help. It takes a few tries, but Glimmil disarms the trap after begin zapped several times. A few taps of the wand later Glimmil is healed up and opens the door.
Handwaving the damage, healing.
The three sections of the doors quickly retract into the wall and reveal a fifty-foot-wide, fifty-foot-high chamber with weird, abstract murals painted on the ceiling. Everburning torches in sconces brightly illuminate the room, revealing its contents. At the far end of the room is a large desk, heaped with books and scrolls. What looks like a horribly deflated human body is draped over the desk's chair. A bloated sphere with nine flailing eyestalks floats in the middle of the room, pale green fluid weeping from knobby, festering sores covering its body. It hovers above a twenty-foot-diameter symbol carved into the floor: a triangle inscribed within a circle, both inlaid with gold. At the three corners of the inscribed triangle, chained to the stone floor, are three figures wearing crude leather straitjackets fitted with black straps and iron buckles. They appear to be a human male, a half-orc male, and a gnome female. The figures are held in place by ankle and wrist manacles, their heavy chains looped around iron rings securely fastened to the floor. Suddenly, arcs of black lightning leap from their eyes and strike the beholder, causing its great bulk to heave and become even more distended for an instant. The three figures collapse into heaps of ash on the floor, leaving behind nothing but charred straightjackets and burnt buckles.
Initiative
Atol 1d20 + 4 ⇒ (6) + 4 = 10
Dyrant 1d20 + 10 ⇒ (7) + 10 = 17
Finneas 1d20 + 7 ⇒ (16) + 7 = 23
Finneas Bonus roll 1d20 + 7 ⇒ (14) + 7 = 21
Glimmil 1d20 + 1 ⇒ (13) + 1 = 14
Cog
Toffitt 1d20 + 12 ⇒ (20) + 12 = 32
Beholder 1d20 + 6 ⇒ (20) + 6 = 26
Round 1
Toffitt = 32
Beholder = 26
Finneas = 23
Dyrant = 17
Glimmil = 14
Atol = 10
| Doctor Abner Svengalu Toffitt |
Round 1, Init 32
"Vhalantru, I presume? Well, the skin sack over there, at least." Toffitt walks into the room at (J12 +15') and prepares to guard himself against the creature's attacks (total defense; touch AC 26).
Active effects/conditions ablative barrier (5), air walk, ant haul, barkskin, endure elements, heroes feast, heroism, mutagen, perceive cues, see invisibility
Init +14 Perception +27 Sense Motive +25
AC 46 / 47 crowd control (26 touch; 32 incorporeal; uncanny dodge)
10 +8 dex +9 armor +2 ring +7 nat armor +4 shield
25% chance to avoid crit/precision damage
CMB +12 CMD 30 (+10 BAB, +6 Dex, +2 Str, +2 Ring)
HP 90 / 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 ACTIVE
- open
2 Ablative barrier 12 hours ACTIVE
- Ablative barrier 12 hours (Atol)
- Barkskin +5 (Finneas)
- Barkskin +5 ACTIVE
- 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 20 hp 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
| GM_Chris |
"You've been very useful, but I should have killed you myself much earlier."
The beholder closes his main eye (ending the antimagic field for the round) and fires rays from each of his eye stalks.
Eye rays, CL 13th, all save DC's are 17
@Toffitt
disintegrate: 1d20 + 13 ⇒ (20) + 13 = 33 CRIT?
disintegrate: 1d20 + 13 ⇒ (4) + 13 = 17 Not confirmed.
damge: 26d6 ⇒ (3, 1, 2, 2, 5, 5, 5, 5, 3, 5, 1, 2, 4, 5, 6, 3, 4, 1, 4, 1, 1, 1, 2, 4, 3, 2) = 80 or FORT save for only 13 damage)
-
@Toffitt
finger of death: 1d20 + 13 ⇒ (16) + 13 = 29
130 points of damage or FORT save for 3d6 + 13 ⇒ (3, 4, 3) + 13 = 23 damage
-
@Glimmil
flesh to stone: 1d20 + 13 - 4 ⇒ (8) + 13 - 4 = 17 FORT negates
-
@Cog
sleep: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13 WILL negates, powerful enough for any HD level
-
@Finneas - If it succeeds, he says to grapple Glimmil.
charm monster: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23 WILL save (+5 for Finneas since he's attacking)
-
@Finneas - If it succeeds, he says to grapple Glimmil.
charm person: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29 WILL save +5 (+5 for Finneas since he's attacking)
-
@Toffitt -
slow: 1d20 + 13 ⇒ (8) + 13 = 21 WILL negates
The beholder then smiles at his new found powers and drops a cloudkill at the doorway. It will catch everyone except Toffitt. Each of them takes 1d4 ⇒ 2 CON damage (DC 22 FORT save for half).
Don't forget the cloudkill doubles as a fog spell and provides concealment at 5' and total cover beyond that.
Round 1
Finneas = 23
Dyrant = 17
Glimmil = 14
Atol = 10
Round 2
Toffitt = 32
Beholder = 26
| Doctor Abner Svengalu Toffitt |
Fort v. disintegrate: 1d20 + 15 ⇒ (13) + 15 = 28
Fort v. finger of death: 1d20 + 15 ⇒ (10) + 15 = 25
36 hp damage - 5 ablative = 31hp
Active effects/conditions air walk, ant haul, barkskin, endure elements, heroes feast, heroism, mutagen, perceive cues, see invisibility
Init +14 Perception +27 Sense Motive +25
AC 40 / 41 crowd control (20 touch; 26 incorporeal; uncanny dodge)
10 +8 dex +9 armor +2 ring +7 nat armor +4 shield
25% chance to avoid crit/precision damage
CMB +12 CMD 30 (+10 BAB, +6 Dex, +2 Str, +2 Ring)
HP 59 / 90
Fort +16 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 ACTIVE
- open
2 Ablative barrier 12 hours USED
- Ablative barrier 12 hours (Atol)
- Barkskin +5 (Finneas)
- Barkskin +5 ACTIVE
- 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 20 hp 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
Finneas gets +5 for being in combat. The Charm commands to attack allies would require a Charisma check.
| Finneas Glenn |
Round 1
HP = 97+26/110-13+26
AC/T/FF = 28/11/27
Weapon Equipped = Spiked Gauntlet
Speed = 30'
Rage/day = 16/16
Displacement = 2/15
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 2/4 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 3/7 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 = -2 CON, Raging, Reckless
Will DC 17: 1d20 + 13 + 5 ⇒ (7) + 13 + 5 = 25
Will DC 17: 1d20 + 13 + 5 ⇒ (17) + 13 + 5 = 35
Fort DC 22: 1d20 + 13 ⇒ (7) + 13 = 20
Hearing the voice of the creature responsible for his recent elevation in rank, Finneas chokes down the cloud of infant farts and moves to attack.
Move 30' to J9 and Sunder one of his eye stalks while Raging. AoO applies.
"I'll take you apart!"
Greatsword PA Rage Sunder: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 212d6 + 19 + 1 ⇒ (6, 4) + 19 + 1 = 30
Evil: 2d6 ⇒ (5, 1) = 6
| Doctor Abner Svengalu Toffitt |
GM_Chris, I'm not quite clear which square the beholder is in. Could you drop a yellow border around it or something?
| GM_Chris |
| Dyrant Maynor, the Pre-Sainted |
Dyrant will fly back to L13 and wait the door at J13 to be opened.
I think I'm in L13 to start.
Round 1, Init 16
"Protect Finn, Aralynn. Then protect me."
Aralynn will move to cast Protection from Evil on Finn, then cower in fear in Finn's square.
1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9 Fort Save vs. Poison
Dyrant begins a full round cast. SM VI.
| Glimmil |
Glimmil Fort: 1d20 + 19 ⇒ (5) + 19 = 24
Cog Will: 1d20 + 4 + 4 + 3 ⇒ (6) + 4 + 4 + 3 = 17
Round 1, Init 14
"Oh! That's what you meant by a big floating eye monster!"
Glimmil closes his gaping jaw and straightens his helm while reaching down to touch his canine companion, imparting upon him the gift of flight.
"What are these eye lasers doing? That last one felt kind of cold..."
Standard action to cast Sky Steed on Cog, granting him Fly. Swift action to Smite Evil. Fly into the room, only 5ft up somewhere around G,11. Lance still in hand.
Glimmil Status:
HP: 130/130
AC: 29 (T 14 | FF 28)
* +4 vs Smite Target (not included above)
* +2 from BoF (not included above)
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 [X] Sky Steed
Abilities:
Smite Left: 1/4
Lay Hands Left: 6/10 (6d6, +1d6 if no mercy used)
Cavalier Challenge Left: 0/1
Cog Status:
HP 99/99
AC 29 (32 with the +3 from Dyrant's Ward, 35 with BoF)
| Atol Lem |
Round 1, Initiative 10, Location:K16->J12
Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Air Walk (250 of 300), (1 con damage)
Channel Energy Left: 2/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 6/8
Bestow Resolve: 0/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (4/10)
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
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Fortitude vs cloudkill: 1d20 + 11 ⇒ (16) + 11 = 27 vs DC 22 or 2 con damage
Atol walks into the room, staying on the floor despite his air walk (still going I think? - you may still have it as well Finneas). Drawing on the power of the cudgel, Atol casts another Blessing of Fervor. I think I get everyone for a change - though Dyrant might be too far away again…
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 2, Init 32
"Kord bless you, Finn!" Toffitt walks up and ten feet away from the beholder and lunges through the fog. His wounds begin stitching together.
Dueling sword v. flatfooted if it lacks fog-countering senses: 1d20 + 20 + 2 + 2 - 3 ⇒ (4) + 20 + 2 + 2 - 3 = 25
1d8 + 9 + 9 ⇒ (6) + 9 + 9 = 24 +2 Str & sneak: 6d6 ⇒ (5, 1, 2, 4, 2, 4) = 18
Active effects/conditions air walk, ant haul, barkskin, blessing fo fervor, echolocation, endure elements, heroes feast, heroism, mutagen, perceive cues, see invisibility
Init +14 Perception +27 Sense Motive +25
AC 40 / 41 crowd control (20 touch; 26 incorporeal; uncanny dodge)
10 +8 dex +9 armor +2 ring +7 nat armor +4 shield
25% chance to avoid crit/precision damage
CMB +12 CMD 30 (+10 BAB, +6 Dex, +2 Str, +2 Ring)
HP 64 / 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 ACTIVE
- open
2 Ablative barrier 12 hours USED
- Ablative barrier 12 hours (Atol)
- Barkskin +5 (Finneas)
- Barkskin +5 ACTIVE
- 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 25 hp 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
| GM_Chris |
Still need FORT saves vs Cloudkill from Glimmil and Cog.[ooc]
Finneas resists the charms of the beholder and puts up a fog cloud around the creature.
Dyrant doesn't do well against the cloudkill, but begins his full round cast. [ooc]Will you be able to place it next to the beholder through the fog or will you have to place it outside?
Glimmil casts a spell on Cog and cautiously flies into the room.
Atol makes his way into the room and brings St. Cuthbert's good fortunes to the party.
Toffitt can't get within 10' of the beholder. It's floating in the middle of the room. (25' up from the floor. 20' down from the ceiling. 20' from the nearest walls.)
Going to wait for Toffitt's new action.
| GM_Chris |
Toffitt pokes at the beholder, but is unable to causing any damage (missed vs flat-footed AC).
The cloudkill fog rolls 10' to the south.
The beholder opens his main eye and the anti-magic field goes into effect dropping Toffitt, Glimmil, and Cog to the floor. (REF save for prone please). falling damage for Toffitt unless he has some trick which I'm sure he does because he always has a trick that I've missed: 2d6 ⇒ (3, 2) = 5
It then spits a large green loogie at Atol's face.
touch attack: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 2d4 ⇒ (1, 4) = 5 and DC 22 FORT save vs paralyze
Finally, the beholder uses his disintegrate eye ray to burrow a hole 10' into the ceiling (same as the shafts).
Trying not to cheat with opening/closing the eye in the same round, but it's hard. It doesn't say it, but implies that the beholder makes the choice at the beginning of his round before any other actions. I'm going to play it that way.
Round 2
Finneas = 23
Dyrant (-2 CON) = 17
Glimmil (-1 CON) = 14
Cog (-1 CON)
Atol (-1 CON) = 10
Round 3
Toffitt = 32
Beholder = 26
I've removed the circle/triangle since Finneas trounced over it and nothing happened.
| Doctor Abner Svengalu Toffitt |
Reflex: 1d20 + 20 ⇒ (2) + 20 = 22
Nope, no special non-magical defense v. that business. I assume that Toffitt then falls out of the antimagic cone? Is all or some of the fog cloud still present?
| GM_Chris |
As shown in the side view map. The antimagic field (yellow) overrides the fog (blue). The entire first square of the floor level is covered with the antimagic. I didn't show it from the top, because it would have been the entire room. Toffitt is still in the antimagic field--it's a 150' cone. The beholder is still in the edge of the fog, so it has 20% concealment.
| Doctor Abner Svengalu Toffitt |
I'm not sure how Toffitt could be in the cone if he was affected by it since he was 5' below and 10' away from the beholder at the start of its round (basically the equivalent of H25, though I didn't post it very well...). I suppose it could have pivoted its eye around...
| Dyrant Maynor, the Pre-Sainted |
I want to confirm that anti magic is suppression only, not dispel. When the eye is closed, everything is 'normal' again. Flying and fog return. "An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it."
In theory, you should only drop while flying for as long as you're in the cone.
| GM_Chris |
I'm not sure how Toffitt could be in the cone if he was affected by it since he was 5' below and 10' away from the beholder at the start of its round (basically the equivalent of H25, though I didn't post it very well...). I suppose it could have pivoted its eye around...
It moved above where I thought you were since you didn't give me an exact location. In any case, it would have moved wherever it needed to get all of you.
| GM_Chris |
I want to confirm that anti magic is suppression only, not dispel. When the eye is closed, everything is 'normal' again. Flying and fog return. "An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it."
In theory, you should only drop while flying for as long as you're in the cone.
Correct. The cone covers everything 5' above the floor, and all but one edge to 10'.
| Glimmil |
Round 2, Init 14
Musing: If we fell back into the room with the statues, I wonder if the anti-magic field would release the folks turned to stone? Is it counteracting the fog cloud at all?
Reflex vs Prone: 1d20 + 12 + 3 ⇒ (5) + 12 + 3 = 20
Glimmil, aglow with holy energy from his deity, frowns at the fog cloud as Cog touches back down on the floor. He debates switching to his bow if the big eye-monster is going to be playing tricks like this, before finally giving in.
Move action to stow lance. Move action to retrieve longbow.
"Is everything okay in there?"
Glimmil Status:
HP: 130/130
AC: 29 (T 14 | FF 28)
* +4 vs Smite Target (not included above)
* +2 from BoF (not included above)
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 [X] Sky Steed
Abilities:
Smite Left: 1/4
Lay Hands Left: 6/10 (6d6, +1d6 if no mercy used)
Cavalier Challenge Left: 0/1
Cog Status:
HP 99/99
AC 29 (32 with the +3 from Dyrant's Ward, 35 with BoF)
| GM_Chris |
Round 2, Init 14
Musing: If we fell back into the room with the statues, I wonder if the anti-magic field would release the folks turned to stone? Is it counteracting the fog cloud at all?
I'd been musing the same thing, and yes, it is suppressing the fog. I base this on the fact the the fog disappears at the end of the spell so it's a magical effect versus a natural fog that would hang around forever.
| Finneas Glenn |
Round 2
HP = 97/110-13
AC/T/FF = 28/11/27
Weapon Equipped = Spiked Gauntlet
Speed = 30'
Rage/day = 16/16
Displacement = 2/15
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 2/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 4/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 3/7 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 = -2 CON
Finneas sheathes his sword and draws his bow.
Haunted makes it a Standard to Draw.
| Glimmil |
I'd been musing the same thing, and yes, it is suppressing the fog. I base this on the fact the the fog disappears at the end of the spell so it's a magical effect versus a natural fog that would hang around forever.
Is it suppressing all the fog in the room, or a bubble of fog-within-the-fog just around the beholder? Not that it affects Glim's action much, if Cog can't fly, he needs to switch to the bow.
| Atol Lem |
Round 2, Initiative 10, Location:J12
Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Air Walk (200 of 300), -1 con (damage), Blessings of Fervor (1 of 12)
Channel Energy Left: 2/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 6/8
Bestow Resolve: 0/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (4/10)
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
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Suppressing anger at his impotence, Atol takes out his crossbow and loads it.
The following are suppressed in the anti-magic field, but active again when the field abates.
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 2, Init 16
SMVI goes off, Dyrant summons a Lillend Azata, placing it in I14.
Dyrant will cast Displacement on himself from the wand:
1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21 vs. DC 20
Round 1 of 5 of Displacement.
Dyrant will move to J13 to look at the carnage within and then move to K14.
"Azata, sing for us. There is a beast in the next room of imaginable power. Your song will lift our spirits and aid us...when the beast's eye does not dampen them."
Round 1 of Bard Song, +2 to hit and damage, +2 morale vs. fear.
Aralynn will return to K14.
CG Large outsider (azata, chaotic, extraplanar, good)
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +13
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10, fire 10
OFFENSE
Speed 30 ft., fly 70 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks bardic performance (20 rounds/day), constrict (2d6+5)
Spell-Like Abilities (CL 7th)
3/day—darkness, hallucinatory terrain (DC 18), knock, light
1/day—charm person (DC 15), speak with animals, speak with plants
Spells Known (CL 7th)
3rd (2/day)—charm monster (DC 17), cure serious wounds
2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion
1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic (DC 16)
STATISTICS
Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19
Base Atk +7; CMB +13; CMD 26 (can't be tripped)
Feats Combat Casting, Hover, Iron Will, Lightning Reflexes
Skills Bluff +14, Diplomacy +14, Fly +11, Knowledge (nature) +9, Perception +13, Perform (stringed instruments) +16, Sense Motive +13, Survival +14; Racial Modifiers +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Bardic Performance
A lillend has the bardic performance ability of a 7th-level bard, granting her access to that ability's countersong, fascinate, inspire courage, inspire competence, and suggestion aspects.
Spells
| Doctor Abner Svengalu Toffitt |
Round 3, Init 32
Toffitt sheathes his blade and quickdraws his bow, readying to shoot should the creature close its eye. He heals a bit while he waits.
Longbow: 1d20 + 19 ⇒ (2) + 19 = 21
2 STR damage +: 1d8 + 3 + 6d6 ⇒ (3) + 3 + (1, 5, 5, 4, 1, 4) = 26
Ugh.
Active effects/conditions air walk, ant haul, barkskin, blessing fo fervor, echolocation, endure elements, heroes feast, heroism, mutagen, perceive cues, see invisibility
Init +14 Perception +27 Sense Motive +25
AC 40 / 41 crowd control (20 touch; 26 incorporeal; uncanny dodge)
10 +8 dex +9 armor +2 ring +7 nat armor +4 shield
25% chance to avoid crit/precision damage
CMB +12 CMD 30 (+10 BAB, +6 Dex, +2 Str, +2 Ring)
HP 64 / 90
Fort +15 Reflex +20 Will +11 (+2 v. enchant)
Immune Poison, disease, nonlethal, cold, sleep, paralysis
Weapon Equipped Longbow
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 ACTIVE
- open
2 Ablative barrier 12 hours USED
- Ablative barrier 12 hours (Atol)
- Barkskin +5 (Finneas)
- Barkskin +5 ACTIVE
- 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 30 hp 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
| GM_Chris |
Now grounded, the party (Finneas, Glimmil, Atol, & Toffitt) pulls out their ranged weapons to attack the beholder.
Dryant finishes his summons and casts displacement.
The cloudkill fog continues to roll out of the way.
The beholder floats over a bit while tilting its eye until Glimmil is out of the antimagic field (so techincally Toffitt's ready never goes off and he's saved from that poor roll).
The beholder than fires three rays. He starts with Cog and then moves onto Glimmil if Cog goes down.
"Your puppy does not get to play the part of a pegasus today."
Finger of Death: 1d20 + 13 ⇒ (3) + 13 = 16
Death or DC 17 FORT save for only
damage: 3d6 + 13 ⇒ (5, 1, 4) + 13 = 23
-
Flesh to Stone: 1d20 + 13 ⇒ (2) + 13 = 15 DC 17 FORT to negate
-
slow: 1d20 + 13 ⇒ (16) + 13 = 29 DC 17 WILL to negate
Finally a decent roll.
The beholder than tunnels another 10' into the ceiling and spits on Cog (or Glimmil)
spit: 1d20 + 13 ⇒ (1) + 13 = 14
damage: 2d4 ⇒ (2, 2) = 4 and DC 23 FORT save vs. paralyze
Sigh.
Round 3
Finneas = 23
Dyrant (-2 CON, displacement) = 17
Glimmil (-1 CON) = 14
Cog (-1 CON)
Atol (-1 CON) = 10
Round 3
Toffitt = 32
Beholder = 26
Stopping one form of cheating and starting another as I reread the beholder entry. The beholder can only fire 3 rays per 90 degree arc. However, the antimagic field is also 90 degrees. Hence, he can fire three rays per 90 degree arc not covered by the field.
Map is getting tricky, so I added the antimagic field to both maps. The beholder has a clear line of sight to Glimmil as shown in the top map. Essentially, if you have line of sight in one map you're good.
| Glimmil |
Cog's touch AC should be 19, or 21 when he's using BoF for the +2 bonus, which he is when he can't full attack.
Glimmil watches in shock and horror as the eye-monster shoots several beams at his companion and does his best to guide his best friend in the whole world out of their way.
Ride Check to negate Slow hit vs AC29: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36
Successfully evading all of the creature's attacks, Glimmil glares back through his visored helm at their assailant.
"Nobody spits at my puppy!"
After firing off four arrows with lightning fast speed, Glimmil decides to add a quip to make Garl proud.
"And hey, thanks for coming out of that cloud to play. Cog loves hide and seek almost as much as I do!"
Glimmil will use BoF for an extra attack. Counting the azata for the +2 morale bonus and not including the non-stacking heroes feast or heroism morale bonuses. Glim's longbow is non-magical masterwork, so no issue factoring magic bonuses.
Longbow #1: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32 for 1d6 + 4 + 2 + 12 ⇒ (6) + 4 + 2 + 12 = 24
Longbow #2: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 for 1d6 + 4 + 2 + 12 ⇒ (5) + 4 + 2 + 12 = 23
Longbow #3: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 for 1d6 + 4 + 2 + 12 ⇒ (4) + 4 + 2 + 12 = 22
I think Glim's out of the anti-magic field, so here's the BoF attack.
Longbow BoF: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 for 1d6 + 4 + 2 + 12 ⇒ (2) + 4 + 2 + 12 = 20
If he's out of the anti-magic field, Glimmil considers litany of righteousness, but he's torn on saving his swift action for another immediate usage of Mounted Combat if the beholder insists on disintegrating Cog.
| Finneas Glenn |
Round 3 Init 23
HP = 97/110-13
AC/T/FF = 28/11/27
Weapon Equipped = Longbow
Speed = 30'
Rage/day = 16/16
Displacement = 2/15
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 2/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 4/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 3/7 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 = -2 CON, BoF
Longbow: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Longbow: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
| Atol Lem |
Round 3, Initiative 10, Location:J12
Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Air Walk (200 of 300), -1 con (damage), Blessings of Fervor (1 of 12)
Channel Energy Left: 2/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 6/8
Bestow Resolve: 0/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (4/10)
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
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Angry at being unable to do much else, Atol shoots the eye with his crossbow, hoping to scratch the cornea a little.
Crossbow: 1d20 + 10 ⇒ (6) + 10 = 16 damage: 1d8 ⇒ 8
sigh
The following are suppressed in the anti-magic field, but active again when the field abates.
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 4, Init 32 {I7 +10'}
Seeing some of the fog reappear, Toffitt moves into cover 10' above the ground and fires at the beholder.
Longbow: 1d20 + 19 + 2 + 2 ⇒ (14) + 19 + 2 + 2 = 37 +2 fervor to attacks, reflex & AC
2 Str damage +: 1d8 + 3 + 6d6 ⇒ (4) + 3 + (6, 1, 2, 4, 1, 1) = 22
| Dyrant Maynor, the Pre-Sainted |
Round 3, Init 17
1d20 + 8 + 4 + 2 ⇒ (20) + 8 + 4 + 2 = 34 Fort Save vs. Poison
Dyrant will grumble at the scene inside and tap his AngelRelic menacingly on the ground before begging Aralynn for the gift of flight.
Round 2/5 Displacement, 2/13 Azata.
BOF to AC/Ref.
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 =
Fly: 7 of 12 minutes used
Fly, current iteration: 1 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
Displacement