| Velcore Valiantheart |
Chanting in a deep, thunderous voice and moving his free hand in precise movements Velcore begins a spell. Casting Silence 1 round casting time. I will place in one square in front of the man in robes.
| Eric Utherson |
Eric attacks 1d20 + 12 ⇒ (19) + 12 = 31 for damage: 2d6 + 10 ⇒ (6, 2) + 10 = 18 confirm crit: 1d20 + 12 ⇒ (7) + 12 = 19 for damage: 2d6 + 10 ⇒ (3, 2) + 10 = 15 don't know if I can cleave because of the corner but just in case
cleave: 1d20 + 12 ⇒ (9) + 12 = 21 for damage: 2d6 + 10 ⇒ (1, 1) + 10 = 12
Story Master
|
Velcore begins to chant, weaving a spell...
Chaandra attacks Guard #5. She misses with her bite, but both claws hit deep, causing enough damage to kill the foe!
Trane moves into the room and begins casting a spell...
Eric manages to also strike Guard #5, and then whirls and lands a blow on Guard #6, killing him with one blow!
Group #2: The enemy...
The man in full plate moves forward 5 feet and attacks Eric:
1d20 + 7 ⇒ (19) + 7 = 26 1d8 + 2 ⇒ (2) + 2 = 4 confirm crit 1d20 + 7 ⇒ (12) + 7 = 19 1d8 + 2 ⇒ (5) + 2 = 7
He strikes Eric a critical blow for 11 points of damage!
The man in the black robe mutters and makes a strange motion with his hands...and a small black orb emits itself from his hands, flying south and bursting upon the man in plate armor! Immediately darkness falls upon him, and upon a portion of the rooms!
The darkness is impenetrable even to darkvision. Creatures outside the spell’s area cannot see through it.
The map is updated.
Group 3: Cananthir, Bryce, Rafael, Garm, Kalizama and Elmo.
Cananthir Acalimon
|
Feeling further enraged at the blinding onset, Carp rolls forward into the hallway and swings at the northern most opponent.
Accrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
Blessed, enraged, inspired: 1d20 + 8 + 1 + 2 - 1 ⇒ (20) + 8 + 1 + 2 - 1 = 30Dmg: 1d10 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Confirm: 1d20 + 8 + 1 + 2 - 1 ⇒ (20) + 8 + 1 + 2 - 1 = 30 2d10 + 12 + 2 ⇒ (7, 7) + 12 + 2 = 28
EDIT: Not knowing subtractions for dark I did not include subtractions, please include where necessary.
| Velcore Valiantheart |
Velcore completes his spell of Silence and begins to chant anew. A white glow surrounds Velcore giving him a blessing of defense.
Shield of Faith on Himself +2 AC
| Trane Loften |
Trane finishes his summons, and a creature of cut stone with impressive strength and stamina appears.
Earth Elemental
Languages Terran
Ecology
Environment any (Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure none
Special Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.
Format: tremorsense 60 ft.; Location: Senses
Small Earth Elemental CR 1
XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref –1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
The creature is dispatched to find the evil caster. Given his ability to glide through earth as if it was water and the ability to located anything touching the ground within 60 feet, the elemental moves to attack the evil caster.
attack/damage/miss chance: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 8 ⇒ (5) + 8 = 131d100 ⇒ 37
Trane moves to heal his companion (20'move) and casts a spell(std). CLW: 1d8 + 3 ⇒ (2) + 3 = 5
Story Master
|
Velcore casts a defensive spell upon himself.
Trane weaves a spell that summons a small earth elemental! The creature burrows into the earth and manages to surface next to its foe! It attacks and attempts to land a blow, but misses!
Chaandra moves farther into the darkness...
Cananthir Acalimon
|
Cananthir, being ever 'forethoughtful' decides to rush approx 15 feet beyond the armored corpse, rolls deeper/through the darkness (or into a casting mage, whichever comes first) and swings his Elven Curved Blade upon standing.
Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
ECB: 1d20 + 8 ⇒ (12) + 8 = 20ECB dmg: 1d10 + 6 ⇒ (8) + 6 = 14
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
bare with me here, I'm winging this...
Story Master
|
Bryce tries to move east along the wall, but finds his way blocked by other members of the party...
Kalizama remains in place, waiting for something to happen...
Cananthir attempts to move west, but runs into a wall...
Elmo cannot see or hear anything of note, and maintains his position...
End of Round 4
Start of Round 5
Group 1: Trane and Chaandra, Eric and Velcore
| Velcore Valiantheart |
Velcore chants as he raises his sword into the air. "Iomedae give your servant the power to find and expel this evil being."
Velcore casts Detect Evil.
| Trane Loften |
Trane's summoned creature of earth continues to try and pound the one he was sent to find.
Round 2/3
hit/damage/conceal: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 8 ⇒ (5) + 8 = 131d100 ⇒ 9
I assume elementals still use some sort of sight.
Trane continues to move through the darkness towards the evil villain. He begins to change into a wolf.
move=half move carefully through darkness, std=transform face into lion's face (totem xform)
Story Master
|
Velcore casts a spell...
The earth elemental again attempts to attack the foe, using tremorsense to locate him! It swings wildly and tries to slam the enemy, but misses with the blow!
Chaandra can smell the enemy is close! Are you going to roll for an attack?
| Eric Utherson |
"If you can end the silence it would be best, right now we have a better chance of hitting ourselves in that darkness than the spellcaster."
Eric delays his action until the end of the round.
I really think that we're more likely to hit each other in a ten foot hallway that is silent and dark, if we don't have improved senses (like smell or tremorsense) we're going to end up nailing each other in a cramped hallway
Story Master
|
Eric delays his actions...
Round 5
Group 2: The enemy
The darkness continues to permeate the area...
1d20 + 6 ⇒ (16) + 6 = 22 1d8 + 5 ⇒ (3) + 5 = 8
Cananthir suddenly feels a blunt object smash into him, causing 8 points of damage!
Group 3: Cananthir, Bryce, Rafael, Garm, Kalizama and Elmo.
Story Master
|
Cananthir manages to move east and eventually maneuvers out of the darkness. On his way, 1d20 + 6 ⇒ (20) + 6 = 26 possible crit 1d20 + 6 ⇒ (1) + 6 = 7 no crit he feels another strike by the blunt object, incurring 1d8 + 5 ⇒ (4) + 5 = 9 another 9 points of damage!
Rafael maintains a readiness pose...
The map is updated.
Story Master
|
Kalizama casts the Light spell, and moves into the darkness. She discovers that the spell of darkness negates her spell of light, and her spell is extinguished!
Garm, Elmo and Bryce maintain ready positions...
Start of Round 6
Group 1: Trane and Chaandra, Eric and Velcore
| Trane Loften |
Round 6 of blind man's bluff
Trane's nose extends and he finds he has the scent of a lion. He uses his newly acquired olfactory ability to locate the enemy and move forward. His elemental creature has one last go at the enemy.
elemental hit/damage/conceal: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 8 ⇒ (5) + 8 = 131d100 ⇒ 38
9 rounds of totem xformation left--elemental will disappear at very start of Trane's next turn