Luther Lightblade |
Luther channels again, keeping the fighters from falling. The air is full of tinkling bells and keys and the three serpentfolk are untouched by the wave of healing.
channel +ve: 3d6 ⇒ (6, 3, 6) = 15
Armitron Foebane |
Round 3 - Current AC 25 - Current HP 43
As the healing wave washes over Armitron he smiles at the foe, "Drop your weapon whenever you are ready to surrender".
He attacks -
Longsword Attack (Keen) - 1d20 + 8 ⇒ (2) + 8 = 10
Longsword Damage - 1d8 + 2 ⇒ (7) + 2 = 9
Move action - Detect Evil on the Serpents
Symon |
Symon moves down the barricade and slips over the barrier (Acrobatics roll: 1d20 + 11 ⇒ (16) + 11 = 27) and flanks the serpentfolk with Armitron.
Attack-melee: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 (flanked)
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Sneak Damage: 2d6 ⇒ (4, 2) = 6 (Flanked)
Another 1...I hate this dice roller right back! lol
Brent Ironhand |
fort: 1d20 + 12 ⇒ (10) + 12 = 22
unarmed one: 1d20 + 9 ⇒ (5) + 9 = 14 boar style, power attack
unarmed two: 1d20 + 9 ⇒ (12) + 9 = 21 boar style, power attack
damage one: 1d8 + 13 ⇒ (6) + 13 = 19
damage two: 1d8 + 11 ⇒ (6) + 11 = 17
Drusellia Malacore |
Dru enters the room proper and considers the battlefield before her. "Let's see if you're immune to this!" she snarls, casting another spell. She raises one arm and a horde of black spiders crawl up her extended limb, clamoring over one another to form a living whip! Casting whip of spiders.
She whips the living, writhing mass at number 3.
Dru vs. number 3: 1d20 + 5 ⇒ (7) + 5 = 12 (ranged touch)
Caster level check: 1d20 + 5 ⇒ (17) + 5 = 22
GM Zed |
Armitron - the serpentfolk all exude auras of evil... there is little doubt in your mind that these are vile creatures...
Even flanking the serpentfolk, it proves difficult for Symon and Armitron to land the blows that they must... Events take a turn for the worse when the serpentfolk, with a ferocious blow, opens up Armitron's armour... Cutting and then, darting forwards, biting as well...
Serpentfolk 1, Scimitar vs Armitron (Favored Enemy: Human): 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36, Critical Threat
Confirming Critical: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31, Critical Confirmed for 2d6 + 12 + 2 ⇒ (4, 2) + 12 + 2 = 20
Serpentfolk 1, Scimitar vs Armitron (Favored Enemy: Human): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, missing
Serpentfolk 1, Bite vs Armitron (Favored Enemy: Human): 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27, hitting for 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 plus Poison including a further 3 Poison Damage
Armitron must make a DC16 Fortitude Save to avoid being affected by the Poison.
Towards the south of the room, whilst Luther keeps the group fighting, Brent and Drusllia both attack... and are both foiled by the high barricade...
Slashing once more at Luther, one of the serpentfolk moves to protect the door... Whilst the other, hissing that he will "Tell Sartoss the heretics have returned!!!", cautiously withdraws from the room...
Serpentfolk 2, Scimitar vs Luther (Cover): 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24, hitting for 1d6 + 6 ⇒ (2) + 6 = 8
Serpentfolk 2, Scimitar vs Luther (Cover): 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13, missing
Serpentfolk 2, Bite vs Luther (Cover): 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17, missing
Serpentfolk 3, Withdraw
Luther may take an AoO vs Serpentfolk 3
Everyone may take their turn now.
Luther Lightblade |
Luther channels again and he keeps serpents from healing..
+ve: 3d6 ⇒ (6, 5, 1) = 12
aoo: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 1 ⇒ (4) + 1 = 5
"We finish these and run. Once again we are losing."
Symon |
Trying to angle behind the snake, Symon strikes at an unprotected spot between a set of the serpent's scales.
Attack-melee: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 (Flanking)
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Sneak: 2d6 ⇒ (6, 5) = 11 (Flanking)
Drusellia Malacore |
Angered at her missed opportunity, Dru attacks with the whip again, striking at number 2 this time.
Dru vs. number 2: 1d20 + 5 ⇒ (2) + 5 = 7 (ranged touch)
Caster level check: 1d20 + 5 ⇒ (18) + 5 = 23
Brent Ironhand |
assuming the gm lets me do a slight revision
unarmed attack: 1d20 + 11 ⇒ (1) + 11 = 12 power attack
damage: 1d8 + 13 ⇒ (5) + 13 = 18
Unused to the ability to fly, Brent completely misjudges his attack
GM Zed |
Whilst Armitron manages to land a glancing blow, Symon’s ducking and weaving still doesn’t gain him the angle needed to strike…. His rapier fizzes as it is thrust again and again at the Serpentfolk yet, each attempt, is easily dodged…
Whilst, against the other Serpentfolk, things continue to go poorly… Brent lands awkwardly when flying across the barricade and misses with his brutal punching… and Drusellia, whipping with her string of spiders, cannot get the weapon past the barricade…
In return, the serpentfolk continue to slash and thrust…
Serpentfolk 1, Scimitar vs Armitron (Favored Enemy: Human): 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27, hitting for 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Serpentfolk 1, Scimitar vs Armitron (Favored Enemy: Human): 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18, missing
Serpentfolk 1, Bite vs Armitron (Favored Enemy: Human): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19, missing
Serpentfolk 2, Scimitar vs Brent (Favored Enemy: Human): 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29, hitting for 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Serpentfolk 2, Scimitar vs Brent (Favored Enemy: Human): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22, missing
Serpentfolk 2, Bite vs Brent (Favored Enemy: Human): 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13, missing
You folks are having no luck with your dice rolling!!! Hopefully this is the round where the dice roller gives you some love!!!
Everyone may take their turn now
Symon |
Again Symon attempts to land the point of his rapier in the side of the serpentfolk warrior.
Attack-melee: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Sneak: 2d6 ⇒ (6, 5) = 11
Well that's it for me!! Another 1!!!!
Drusellia Malacore |
Lather. Rinse. Repeat.
Dru again swings her living whip.
Dru vs. number 2: 1d20 + 5 ⇒ (4) + 5 = 9 (ranged touch)
Caster level check: 1d20 + 5 ⇒ (6) + 5 = 11
Brent Ironhand |
Brent sets his feet to the ground, and attacks with full power.
unarmed one: 1d20 + 9 ⇒ (3) + 9 = 12 power attack, boar style
unarmed two: 1d20 + 9 ⇒ (15) + 9 = 24 power attack, boar style
damage: 1d8 + 11 ⇒ (5) + 11 = 16
Drusellia Malacore |
Forgive the delay; had a family member go into the hospital today with probable heart failure. Need to see to her.
Armitron Foebane |
Round 5
Armitron grimaces, "Iomadae guide my hand!"
Longsword Attack (Keen) - 1d20 + 11 ⇒ (18) + 11 = 29
Longsword Damage - 1d8 + 4 ⇒ (5) + 4 = 9
Confirm Critical 1d20 + 11 ⇒ (7) + 11 = 18
Longsword Damage - 1d8 + 4 ⇒ (6) + 4 = 10
With Weal's Champion Symon should have another +1 to attack and Damage since I actualy managed to hi last round though I am not sure that helps at this point.
GM Zed |
Luther, crouched behind the barricade calls upon Abadar to help his friends... their wounds close and their vigour returns. Brent and Armitron both break through the defenses of the hitherto resilient serpentfolk - and, in return, are stabbed at with beautifully polished weapons.
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy: Human): 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24, missing
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy: Human): 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28, hitting for 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Serpentfolk 1, Bite vs Armitron (Favoured Enemy: Human): 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15, missing.
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy: Human): 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23, hitting for 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy: Human): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22, missing
Serpentfolk 2, Bite vs Brent (Favoured Enemy: Human): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21, missing.
Everyone may take their turn now.
Luther Lightblade |
Luther steps back, Summoning the divine badger.
"Armitron, can't you heal yurself?"
treat terrain as normal to 5' step back and full round summon celestial badger.
Brent Ironhand |
Ow! damn serpent!
unarmed strike 1: 1d20 + 11 ⇒ (7) + 11 = 18 power attack, flurry, boar style
unarmed strike 2: 1d20 + 11 ⇒ (3) + 11 = 14 power attack, flurry, boar style
damage: 1d8 + 13 ⇒ (6) + 13 = 19
Luther Lightblade |
The badger awaits the opening of the portal.
XP 600
N Medium animal
Init +6; Senses low-light vision, scent; Perception +10
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +5, Will +2
Defensive Abilities ferocity
OFFENSE
Speed 30 ft., burrow 10 ft.
Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
Special Attacks blood rage
STATISTICS
Str 14, Dex 15, Con 17, Int 2, Wis 12, Cha 9
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Escape Artist +6, Perception +10; Racial Modifiers +4 Escape Artist
Family ties
The Badger is a close relative of this creature.
ECOLOGY
Environment temperate forests
Organization solitary, pair, or clan (3–5)
Treasure incidental
A relentless predator, the violent and territorial dire badger hunts frequently, killing and devouring a variety of easy prey such as rabbits, deer, and occasionally livestock. These creatures are unafraid of attacking creatures larger than they are, drawing upon an almost legendary tenacity that has won them honor and respect among many races, particularly forest-dwelling gnomes.
Dire badgers reside in deep burrows and warrens dug with their monstrous claws—but unlike typical badgers, a dire badger’s claws are capable of tunneling through solid rock. Dire badgers possess little patience for disturbances or interruptions. Utterly fearless creatures, when confronted they attack brutally, and if injured, they violently erupt into a killing frenzy.
Dire badgers stand 4 feet tall at the shoulder, and weigh 500 pounds.
GM Zed |
Brent and Armitron, both struck by the serpentfolk, miss with their attacks… their lithe opponents proving to be elusive… but Symon, ignored by one of the reptiles, strikes true – his blade cutting through scales and into flesh…
GMPC for Drusellia
Lashing out against with her whip, Drusellia attempts to catch the serpentfolk being fought by Brent… and, again, her whip is caught by the barricade behind which the serpentfolk is fighting…
Drusellia, Whip of Spiders vs Serpentfolk 2 (Ranged Touch): 1d20 + 5 ⇒ (11) + 5 = 16, missing
The tide of the battle hangs in the balance as it rages on… maybe exhaustion is setting in - as the serpentfolk, who previously had seemed effective fighter, between them can only land a single blow upon Brent…
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18, missing
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20, missing
Serpentfolk 1, Bite vs Armitron (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22, missing
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18, missing
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31, Critical Threat
Confirming Critical: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, Critical NOT confirmed, hitting for 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13, missing
Everyone may take their turn now.
Armitron Foebane |
Round 7
Swift Action - Lay on Hands 2d6 ⇒ (6, 2) = 8
Armitron's arms are exhausted as this may the longest most dire battle he has ever been in for his young career.
Longsword Attack (Keen) - 1d20 + 11 ⇒ (16) + 11 = 27
Longsword Damage - 1d8 + 4 ⇒ (5) + 4 = 9
Critical Confirmation 1d20 + 11 ⇒ (8) + 11 = 19
Critical Damage - 1d8 + 4 ⇒ (5) + 4 = 9
Luther Lightblade |
The badger appears, does he care that the serpentfolk may bite him with poison and put him to sleep? The answer is heck no, the honeybadger, he don't care. From the celestial plane, the honeybadger tries to smite the serpentfolk (only affects him if he has an evil aura) before flanking with Brent and tearing into the serpent.
bite: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d4 + 2 ⇒ (4) + 2 = 6
claw1: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 71d3 + 2 ⇒ (3) + 2 = 5
claw2: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 91d3 + 2 ⇒ (3) + 2 = 5
Luther moves next to Brent and casts a healing spell, sacrificing the saved Bull's Strength Spell for healing.
Healing on Brent: 2d8 + 5 ⇒ (7, 5) + 5 = 17
Badger added to map, Brent has flanking now
Drusellia Malacore |
Dru scowls and snarls, realizing that her weapon will vanish soon. She snaps the whip at serpentfolk number 2 again, only to hit the cursed barricade once more. As it does, the whip disentangles itself, the spiders crawling for cover. The spell has ended.
Dru vs. number 2: 1d20 + 5 ⇒ (10) + 5 = 15 (ranged touch)
Brent Ironhand |
Brent staggers as another slash slips through his guard.
damn! This thing is good. Time to up my game.
Swift action martial flexibility: improved trip
continuing flurry, dropping power attack and boar style
trip: 1d20 + 15 ⇒ (13) + 15 = 28
unarmed strike: 1d20 + 15 ⇒ (20) + 15 = 35 critical threat
critical threat: 1d20 + 15 ⇒ (15) + 15 = 30 crit confirmed
Damage: 2d8 + 14 ⇒ (1, 2) + 14 = 17
The snake man flinches from an attack at his rear, and Brent sees an opportunity. He suddenly spins a kick at the serpent man, aiming to trip him, then slams in a powerful king hit with a roar, using the power of his momentum. Unfortunately, though the hit connects well it wasn't as punishing as brent wanted due to his wounds. Then he feels luther's healing restore his health.
my thanks
GM Zed |
The gods finally smile upon the group as Symon and Armitron both strike true – their attacks combining to force the serpentfolk off-balance and ever close to its end… Brent fares even better, using the distraction of Luther’s summoned beast to trip his opponent – and then following up with a devastating blow…
Drusellia’s whip, that proved to be ineffective across the barricade, finally scuttles away….
Desperate now, the serpentfolk facing Armitron hacks at him – his flurry of attacks yielding a single wound… whilst, standing once more, Brent’s opponent slices upwards – catching the brawler in retaliation for the attack that had put it on the floor…
Serpentfolk 1, Scimitar vs Armitron (favoured enemy – human): 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31, hitting for 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Serpentfolk 1, Scimitar vs Armitron (favoured enemy – human): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, missing
Serpentfolk 1, Bite vs Armitron (favoured enemy – human): 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14, missing
Serpentfolk 2 stands, Brent and Luther’s summoned beast may both take an AoO against it.
Serpentfolk 2, Scimitar vs Brent (favoured enemy – human): 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33, hitting for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Everyone may take their turn now.
Drusellia Malacore |
With a sigh, Dru draws her rapier and moves forward. She thusts over the barricade futilely.
Dru vs. number 2: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d6 - 1 ⇒ (1) - 1 = 0
Luther Lightblade |
badger aoo: 1d20 + 4 + 6 ⇒ (5) + 4 + 6 = 151d4 + 2 ⇒ (1) + 2 = 3
The badger attacks.
bite: 1d20 + 6 ⇒ (16) + 6 = 221d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 6 ⇒ (6) + 6 = 121d3 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 6 ⇒ (12) + 6 = 181d3 + 2 ⇒ (1) + 2 = 3
Luther channels healing all friends.
+ve: 3d6 ⇒ (6, 5, 3) = 14
2/6 channels badger 3/5 rnds left
GM Zed |
Brent's fists slam into the serpentfolk as it rises... It's not enough to put it back down - but the beast looks especially ragged now... Harried by the badger, blood is spilt across the flagstones where the fight rages...
...and Armitron has equal luck - his blade slashing deep against bone...
Indeed, it seems that the tide of battle has ebbed away from the serpentfolk...
Symon and Brent to act (Brent has only made an AoO thus far).
Brent Ironhand |
Brent continues to pound the serpent man.
unarmed 1: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 power attack, boar style
unarmed 2: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 power attack, boar style
Damage: 1d20 + 10 ⇒ (8) + 10 = 18
Symon |
Seeing his teammates succeeding in their battles, Symon again slashes his foe.
Attack-Melee: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Sneak: 2d6 ⇒ (4, 5) = 9
GM Zed |
Finally the resistance of the serpentfolk is broken… Symon, and then Armitron, both landing fatal blows upon their foes… it had seemed unlikely at one stage but, finally, the serpentine creatures are slain and the barricaded room stands conquered… and then, silence… the third serpentfolk, who had shouted that he was running to tell ‘Sartoss that the heretics were here’, is no longer anywhere to be seen…
Examining the corpses of their foes, the party discover that the serpentfolk were each carrying well-crafted scimitars (masterwork quality) and composite shortbows (also masterwork quality)… and, on their belts, each had 2 healing potions (Cure Moderate Wounds).
Well Done!!! Actions?
Luther Lightblade |
"Finish them, loot, and we run. If Sartoss and friend finds us, we lose someone."
Luther summons a celestial dog to sniff out enemies and buy some time.
Full round ms1--plan is make sure we don't fight these guys again, get their stuff, and run
Armitron Foebane |
"Stay close as we proceed down the hall through the flames".
I will use my special ability to grant everyone a bonus to reflex saves equaling +1 for each adjacent ally so if we all stick together, we should have at least a +3 on our rolls.