| Luther Lightblade |
Luther touches the downed warrior, healing with a touch.
convert spiritual weapon to CMW: 2d8 + 6 ⇒ (5, 1) + 6 = 12
The fighter is conscious (1hp).
He steers Dru to the fight, no healing needed from her.
| Symon |
With his liberated bow and arrow, Symon takes aim at the nearest snakeman and fires from concealment.
Attack-ranged: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 ⇒ 4
sneak: 2d6 ⇒ (2, 3) = 5
He blends back into the shadowy darkness one his attack is done.
| Luther Lightblade |
Luther's badger appears behind the injured serpentfolk, attacking him.
The badger attacks the injured serpentfolk.
claw: 1d20 + 2 ⇒ (11) + 2 = 131d3 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 2 ⇒ (10) + 2 = 121d3 + 2 ⇒ (2) + 2 = 4
bite: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (2) + 2 = 4
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
"Drink your potion Brent."
| GM Zed |
Going to assume that, if Brent does act, it is to drink a potion as suggested by Luther… also, this game isn’t moving at a pace that really allows waiting around for retcons of actions (a single round could take a week if we did that) so am going to leave Drusellia acting as she did - if her player wants to retcon a Magic Missile or similar for the round, I have no problem with that.
Luther’s badger comes into existence, snapping and biting at the serpentfolk - but to no avail… the reptile is way too agile for the angry mammal and not a single attack strikes the scales of Luther’s foe. Symon, using the first of his arrows, finds greater fortune… an arrow thudding into the serpentfolk’s thigh just as Armitron pushes it backwards…
Retaliating as the group start to mass in the corridor, the serpentfolk muster a poor defense… the scimitar of the first foe crashes thrice against the armour of Armitron – and the armour protects the paladin from the flurry of attacks as if they had never happened. The second serpentfolk continues to fire arrows into the melee… striking the badger once.
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21, missing
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18, missing
Serpentfolk 1, Bite vs Armitron (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17, missing
Serpentfolk 2, Composite Shortbow vs Badger (into melee): 1d20 + 12 - 4 ⇒ (13) + 12 - 4 = 21, hitting for 1d6 + 7 ⇒ (4) + 7 = 11
Serpentfolk 2, Composite Shortbow vs Badger (into melee): 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 9, missing
Serpentfolk 2, Composite Shortbow vs Badger (into melee): 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12, missing
Everyone may take their turn now
| Drusellia Malacore |
Dru draws her wand of magic missiles and sends two more down the way towards the serpentfolk fighting Armitron. She has darkvision.
Magic missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10
| Luther Lightblade |
Luther's badger is enraged upon being injured. He strikes after Armitron closes at the pesky serpentman.
enraged flank claw1: 1d20 + 6 ⇒ (14) + 6 = 201d3 + 4 ⇒ (2) + 4 = 6
enraged flank claw2: 1d20 + 6 ⇒ (8) + 6 = 141d3 + 4 ⇒ (1) + 4 = 5
enraged flank bite: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 4 ⇒ (4) + 4 = 8
Enraged badger is [23/26hps, AC drops to 12 :-) 4 rounds left]
Brent should be @ 22hp and standing -- everyone else at full
| Brent Ironhand |
brent has deflect arrow as a feat at the moment, so he flicks the arrow away. Note the brent can see in the dark due to a magic item. However, in the interest of the game, lets say things went as stated.
Brent blacks out from the pain for a moment, then is quickly revived. He gets to his feet, and shakes his head.
nasty buggers
He drinks a potion before heading back into the fray.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
| GM Zed |
The Serpentfolk have SR, GM Rolling Drusellia’s Caster Level Check.
Drusellia, Caster Level Check vs SR: 1d20 + 6 ⇒ (14) + 6 = 20, hitting
Symon’s arrow may have shot wild and high but Drusellia’s arcane bolts are unerringly accurate… slamming against the gravely wounded serpentfolk as it tries to move back into the darkness… Luther’s badger continues to snap and claw the reptile but, other than to provide a distraction, it is to little avail…
With nothing but darkness ahead of him – and no blade in his hand, Armitron bolsters himself behind his shield…
GMPC for Armitron, Total Defense
…and the combined attack of blade and arrow against Armitron and his comrades continues…
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25, missing
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31, Critical Threat
Confirming Critical: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31, Critical Confirmed for 2d6 + 12 + 4 ⇒ (3, 2) + 12 + 4 = 21
Serpentfolk 1, Bite vs Armitron (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22, missing
Serpentfolk 2, Composite Shortbow vs Badger (into melee): 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27, hitting for 1d6 + 7 ⇒ (3) + 7 = 10
Serpentfolk 2, Composite Shortbow vs Badger (into melee): 1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 23, hitting for 1d6 + 7 ⇒ (1) + 7 = 8
Serpentfolk 2, Composite Shortbow vs Badger (into melee): 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11, missing
Everyone may take their turn now.
| Armitron Foebane |
End of Round 3 Swift Action
Lay on Hands 2d6 ⇒ (3, 4) = 7
HP = 38/52
LoH 6/8
Round 4
Armitron flanks with the Badger and bashes with the shield twice trying to bring the Serpentfolk down and gain a weapon at the same time.
Shield Bash 1d20 + 10 ⇒ (10) + 10 = 20
Damage 1d4 + 2 ⇒ (4) + 2 = 6
Shield Bash 1d20 + 5 ⇒ (19) + 5 = 24
Damage 1d4 + 2 ⇒ (1) + 2 = 3
Swift Action Lay on Hands 5/8
Lay on Hands 2d6 ⇒ (1, 5) = 6
HP = 44/52
| GM Zed |
In the darkness of the corridor, the serpentfolk has total concealment from anyone without darkvision: 50% miss chance.
Total Concealment against Armitron’s attack 1, 50% miss chance: 1d100 ⇒ 14, missing.
Total Concealment against Armitron’s attack 2, 50% miss chance: 1d100 ⇒ 1, missing.
Armitron’s shield twice smashes towards where the serpentfolk should be… but catches nothing but air. Symon, firing into melee with his rapidly dwindling supply of arrows, misses…
Symon – there are more arrows on the floor… a move action to pick up the arrows will replenish supplies.
Waiting on actions from Drusellia and Brent.
| Luther Lightblade |
enraged badger bite: 1d20 + 8 ⇒ (6) + 8 = 141d3 + 4 ⇒ (1) + 4 = 51d100 ⇒ 70
enraged badger claw: 1d20 + 8 ⇒ (15) + 8 = 231d4 + 4 ⇒ (3) + 4 = 71d100 ⇒ 61
enraged badger claw: 1d20 + 8 ⇒ (3) + 8 = 111d4 + 4 ⇒ (1) + 4 = 51d100 ⇒ 33
The badger attacks too!
I forgot the +2 for flanking last time
| GM Zed |
Symon – anyone with Darkvision who is looking down the westwards passageway can see the Serpentfolk.
When the killing blow doesn’t come, the serpentfolk hesitates for a moment… but then its scimitar goes up and, hissing ”For Ydersius”, it slices back down at Armitron before collapsing…
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17, missing
…the paladin’s luck doesn’t hold out though, a salvo of arrows is fired from the darkness – two of them striking Armitron and, with the sound of failing metal, piercing his armour..
Serpentfolk 2, Composite Shortbow vs Armitron (Favoured Enemy – Human): 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32, hitting for 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Serpentfolk 2, Composite Shortbow vs Armitron (Favoured Enemy – Human): 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34, Critical Threat
Confirming Critical: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33, Critical Confirmed for 3d6 + 21 + 6 ⇒ (4, 1, 5) + 21 + 6 = 37
Serpentfolk 2, Composite Shortbow vs Armitron (Favoured Enemy – Human): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13, missing
Everyone may take their turn now
| Luther Lightblade |
The badger moves to attack the closest enemy.
att claw: 1d20 + 4 ⇒ (10) + 4 = 141d4 + 4 ⇒ (2) + 4 = 6
Luther moves up 20' and blows his horn. Fog fills the corridors.
Luther holds his shield and the magic horn.
| Symon |
Symon fires back while calling to his team mates.
"Get back! Without weapons we cannot defeat these snakes."
Attack-ranged: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 ⇒ 8
sneak damage: 2d6 ⇒ (4, 5) = 9
| Drusellia Malacore |
Dru lets fly another pair of missiles from the wand, aiming at the second serpentfolk.
Magic missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Caster level check: 1d20 + 6 ⇒ (18) + 6 = 24
Wand Charges: 28
Dru Spells: 7/4/2/1
| GM Zed |
GMPC for Brent… going to assume that the party are taking Symon’s advice and moving into withdraw mode!!!
The summoned badger rushes at the Serpentfolk archer but, other than an annoying distraction, it doesn’t hurt the reptile… Symon’s arrow fizzes past the head of his foe before Drusellia, creating a flurry of arcane missiles, crashes a salvo of force into the archer…
…and then the corridor fills with mist…
There is silence for a moment before the muffled sound of footsteps, moving away at speed, comes through the fog. Tiawask, who has spent the entire combat sheltering towards the rear of the group, suggests that maybe the friends’ weapons haven’t been taken that far from where they were imprisoned, ”Maybe this door to the north… that must lead into the viewing area for the prison cell? Or, how about this way southwards?”
Actions?
| Armitron Foebane |
Armitron stands and looks to Luther as he backs away from the mistand arrow jutting out from his armor not far from his heart, "Can I borrow your wand? I will need it". He states spitting blood and tying the scimitar sheathe to his waist.
| GM Zed |
Whilst Symon keeps watch at the corner, his bow trained upon the slowly dissipating fog, the others find that, back along the passageway, the door to the north is locked...
...the normal arrangements would be that Symon would expertly pick the lock, check for traps and then slip, hopefully unseen, through the door... but, with no weapons and the serpentfolk likely gathering reinforcements, these are not normal times. Between them, Brent and Armitron smash the door inwards... splinters of wood exploding inwards with a strong blow from Brent...
...and there, uncermoniously dumped in a pile in the 'viewing gallery' overlooking the prison area, are the missing weapons...
The fog from Luther's Horn of Fog will shortly dissipate... and you have all of your weapons back. Actions?
| Luther Lightblade |
Luther helps Armitron heal with the wand.
CLWx8: 9d8 + 9 ⇒ (8, 2, 3, 2, 4, 6, 2, 1, 8) + 9 = 45
Then, Luther gives Armitron one of the healing wands he has (24 charges left now in it) and keep the other healing wand (14 charges in it).
Armitron can have and track one of the two wands. Didn't know we would burn through them so quickly with all the channels and healing.
| Armitron Foebane |
"Thank you Luther". He gladly accepts the wand and places it in his belt for ease of use.
"Now, let's skin some snakes. Based on what we saw just now I think we will need light when we confront these foes, they know we are here there is no advantage to fighting in the dark..."
HP=Full
| GM Zed |
Apologies for no GM post over the weekend, it was a public holiday weekend in the UK so fun family times for GM Zed!!! Plus Game of Thrones yesterday evening…
With the weapons found, the party regroup behind Symon… who, with arrow nocked and watching for movement in the darkness, can see that the bow-wielding serpentfolk has returned… and, crouching behind a corner in the passageway with his bow trained towards where Symon is hiding, also stands ready to fight… from the hissing voices whispering in the dark, the serpentfolk has gathered reinforcements.
...and now Armitron's shield cuts through the darkness that hampered the party in their last struggle with the serpentfolk.
Actions?
| Brent Ironhand |
hey. Due to personal things, including a mothers birthday and a friends wedding, i won't be posting till sunday. Feel free to roleplay. Feel fee to bot me
| Drusellia Malacore |
Dru also attempts to slide into the shadows, and whispers to her companions, "I have a spell that might thin them out, but I'll need to be in front to cast it."
Stealth (untrained): 1d20 + 3 ⇒ (15) + 3 = 18
| Armitron Foebane |
Armitron pauses for a second next to Symon as the others move ahead, "Keep an eye on our new companions until we know who she truly is we cannot trust... anything we find down here including her".
That said, Armitron heads to stand before Brent and Luther shield out and ready for more bloodletting.
"Let us stay sharp we know not what other vile traps our foes we shall have to face here..."
Using Battlefield Presence to grant each ally within 30' my Teamwork Feat - Shake It Off - Everyone gains +1 to all saves per adjacent ally.
| GM Zed |
Listening at the door that leads south behind the group’s current position, Luther is fairly sure he hears movement… and at least two voices…
…whilst, in the corridor where the fight raged previously, the serpentfolk guard is still tucked behind the corner – the occasional creaking of a taut bow string letting the friends know that it is ready…
Actions?
| Drusellia Malacore |
"I should hate to have them attack us from behind when we open the door. We should take care of those in the corridor first," Dru whispers.
| Symon |
Symon nods his agreement to Armitron's whispered concerns and looks over at the unknown woman. He splits his attention between the two threats.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20