| GM Zed |
Spiking the door behind them, Luther quietly prevents the group from becoming attacked from the rear... and then it is time to take the fight back to the serpents that captured and i prisoned the friends...
Initiative for Party and Enemy
Symon, Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Armitron, Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Luther, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Brent, Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Drusellia, Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Serpentfolk, Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Initiative Order
Serpentfolk then
Brent, Armitron, Luther, Drusellia and Symon
Everyone may make a single action before normal initiative commences.
| Luther Lightblade |
Luther blows his horn and has his saving shield ready. He wants to close with the serpentfolk and not have everyone hit by many arrows again. A cloud of fog protects them as they advance.
| Drusellia Malacore |
"I have a spell," Dru offers, "But I must have a clear line of sight to the enemy."
| Symon |
Hidden in the shadowy darkness, Symon takes a shot at one of the serpentfolk before the others engage in melee.
Attack-ranged: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 ⇒ 6
sneak damage: 2d6 ⇒ (6, 3) = 9
| GM Zed |
Symon’s arrow clatters from the wall that the serpentfolk is hiding behind… and, nearly instantly, sibilant voices start hissing at each other – it sounds like there are at least three reptiles lying in wait…
Drusellia – what spell were you planning on casting? You can do so before Luther uses the Horn of Fog.
Brent may also take his pre-initiative action.
| Drusellia Malacore |
Fireball.
Dru intones the words to her spell, sending a tiny, pea-sized ball of fire towards the foe. As it reaches the serpentfolk, it explodes into a roaring ball of flame!
Damage: 6d6 ⇒ (2, 3, 5, 4, 2, 4) = 20 fire
| GM Zed |
Fireball.
Dru intones the words to her spell, sending a tiny, pea-sized ball of fire towards the foe. As it reaches the serpentfolk, it explodes into a roaring ball of flame!
[dice=Damage]6d6 fire
Good Choice... Roll a Caster Level check against Spell Resistance and we'll get this show on the road!!!
| GM Zed |
Apologies for the delay, a day with little to no internet access / free time!!!
Serpentfolk Hunter 1, Reflex Save vs Fireball DC17: 1d20 + 10 ⇒ (6) + 10 = 16, Save Failed
Serpentfolk Hunter 2, Reflex Save vs Fireball DC17: 1d20 + 10 ⇒ (20) + 10 = 30, Saved
Serpentfolk Hunter 3, Reflex Save vs Fireball DC17: 1d20 + 10 ⇒ (3) + 10 = 13,,Save Failed
Drusellia's fireball lights up the corridor with gouts of white hot flame... before all is drowned out by the baleful song of Luther's horn - and the cloying, thick fog that issues forth...
Going to say that the 4 eastern most squares of the corridor are initially filled with Obscuring Mist Fog... this will drift westwards...
Serpentfolk 1, Ready Composite Shortbow vs first target it can see.
Serpentfolk 2 and 3, Move
...from beyond the mist, the sound of a door slamming open then closed...
Everyone may take their turn now.
| GM Zed |
Brent – not sure how far you planned to move as your character hasn’t moved on the map… have taken a few liberties and moved you as close as I could…
Taking the lead, Brent moves through cloud – the promise of battle is too much for the brawler and he outpaced the slowly drifting mist – and, seen by the reptile, is fired upon…
Serpentfolk Hunter 1, Composite Shortbow vs Brent (Favoured Enemy – Humans): 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27, hitting for 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Everyone else may take their turn.
| Symon |
Symon slinks along the corridor keeping to the shadows. As he sees the enemy, he fires his bow from concealment.
Attack-ranged: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm crit: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 ⇒ 3
Crit: 2d6 ⇒ (3, 6) = 9
Sneak: 2d6 ⇒ (3, 5) = 8
| Drusellia Malacore |
Dru opens another volley from her wand.
Damage (magic missile): 2d4 + 2 ⇒ (2, 1) + 2 = 5
Caster Level Check: 1d20 + 6 ⇒ (8) + 6 = 14
| Armitron Foebane |
Round 1
Armitron moves forward to attack the closest Serpentfolk.
Masterwork Longsword - Divine Favor1d20 + 11 ⇒ (13) + 11 = 24
Damage 1d8 + 4 ⇒ (8) + 4 = 12
Masterwork Longsword - Divine Favor1d20 + 6 ⇒ (1) + 6 = 7
Damage 1d8 + 4 ⇒ (1) + 4 = 5
| GM Zed |
Drusellia's arcane missiles fizzle and die as they strike the serpentfolk... but, already the fight is nearly won, Armitron's blade sinking into the exposed thigh of his foe as it tries to retreat behind the corner...
Blood seeping from its mouth as it struggles to remain upright, the serpentfolk steps backwards and unleashes a volley of arrows upon Brent.
Serpentfolk 1, Composite Shortbow vs Brent (favoured enemy - human): 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29, hitting for 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Serpentfolk 1, Composite Shortbow vs Brent (favoured enemy - human): 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16, missing
Serpentfolk 1, Composite Shortbow vs Brent (favoured enemy - human): 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25, hitting for 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Brent, following the creature into the passageway heading northwards, strikes hard... but misses...
Drusellia, Armitron, Luther and Symon may act now.
| Symon |
Symon sneaks forward and moves into the alcove with the double doors. He takes the time to examine the doors, as well as listen to see if he can hear anything.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
| Armitron Foebane |
Round 2
Armitron presses the attack against the foe that Brent faces seeking to end the struggle for more will no doubt be upon the group soon.
Masterwork Longsword - Divine Favor 1d20 + 11 ⇒ (6) + 11 = 17
Damage 1d8 + 4 ⇒ (6) + 4 = 10
Masterwork Longsword - Divine Favor 1d20 + 6 ⇒ (8) + 6 = 14
Damage 1d8 + 4 ⇒ (6) + 4 = 10
But both of his swings miss in the narrow hall the danger of striking Brent forces Amitron to be too exact and not sweeping in his strikes.
| Drusellia Malacore |
Drusellia holds her position, keeping a watch on both Symon and the battle that rages nearby.
| GM Zed |
Armitron’s attacks are restricted by the confines of the passageway – and both of his attempts miss his intended target…
…and, as Symon examines the double door that appears to head to the north – hearing nothing on the far side, he suddenly feels a cold tendril wrap around his leg; looking down in surprise, a spectral snake - that seems to originate from the doors - is coalescing around his ankle…
Drusellia - with Luther's fog in the corridor, it is not possible to see Symon's current position.
Waiting on actions from Brent and Luther (and Drusellia if player wants to modify).
| Luther Lightblade |
Luther finishes his summons, and the Celestial badger appears behind the archer and flanks with Brent.
bite: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 6 ⇒ (13) + 6 = 191d3 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 6 ⇒ (18) + 6 = 241d3 + 2 ⇒ (2) + 2 = 4
When seeing the serpentfolk, Luther commands him to 'fall'.
CL check : 1d20 + 6 ⇒ (4) + 6 = 10
will DC 15 if Sr fails
| GM Zed |
Suddenly surrounded, the serpentfolk is twice bitten by Luther’s summoned badger…
…and, as Luther’s attempt to control its mind – and to command it to fall – fails dismally, it drops its bow and starts to slash at Brent with a cruel scimitar; spitting blood, it hisses at the brawler, ”You are going to die down here…”
Serpentfolk 1, Scimitar vs Brent (Favoured Enemy - Human): 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29, hitting for 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
...cut across his chest, Brent falls...
Brent is at -4HP, Unconscious and Dying - he needs to make a CON check DC10 (with a -4 penalty) to stabilise.
…whilst, at the double doors, a green vapour seems to be seeping from the spectral snake wrapped around Symon’s leg… and, almost instantly, Symon starts to feel it burn in contact with his skin…
Symon must make a DC21 Fortitude Save to avoid taking 1d3 ⇒ 2 CON Damage.
Everyone may act now
| Armitron Foebane |
Round 3
Armitron steps over Brent to shield him from the serpent.
"Oh I don't think so!"
Masterwork Longsword - Divine Favor 1d20 + 11 ⇒ (14) + 11 = 25
Damage 1d8 + 4 ⇒ (8) + 4 = 12
Masterwork Longsword - Divine Favor 1d20 + 6 ⇒ (19) + 6 = 25
Confirm Critical 1d20 + 6 ⇒ (6) + 6 = 12
Damage 1d8 + 4 ⇒ (8) + 4 = 12
| GM Zed |
...and with that final swing of his sword, Armitron slays the serpentfolk... beyond the twitching corpse, the corridor turns to the west once more - maybe this is where the other voices previously heard (and having disappeared when Drusellia lit up the corridor with a fireball) have gone...
Luther, Drusellia and Symon (Fort Save please) may act... Brent must make a CON check to stabilise.
| GM Zed |
Wait, i thought it stepped back 5 feet and shot me, then armitron took my place. Little confused.
Apologies for confusion - I think that occurred when I jigged the narrative around to allow both you and Armitron to attack in one round - I may well have messed up the initiative order in doing so!!! My bad, let's call it it evens and you can auto-stabilise...
| Symon |
Fort Save: 1d20 + 4 ⇒ (11) + 4 = 15
As the misty shaped snake tightens it's grasp on his leg, Symon feels a shock of vileness surge through his body. Almost swooning, he tried to break the creature's grasp on him.
Not too sure how to proceed...is it solid and I need to grapple, or will moving away be good enough?
Con=10
| Drusellia Malacore |
Unable to see Symon, Dru moves instead to join the others and check on Brent.
| Symon |
Stumbling out of the mist towards Dru, Symon waves his hands to warn here away from approaching.
"Get back! There is some sort of smoke-snake there. It did something to me when it wrapped around my leg...I feel weak."
| GM Zed |
Okay, you folks seem to be a little stalled... Are you folks going to continue heading westwards in the direction that the serpentfolk that Drusellia burnt seemed to have fled, going to examine the door that appeared to 'attack' Symon (that Tiawask believes is the way out) or backtrack towards where Luther spiked the door (towards the south eastern corner of the map).
| GM Zed |
Not finding the amulet that they apparently need, the friends head westwards along the unexplored passageway - arriving at a door, Symon listens for a moment... Sure that they are being led into some form of an ambush, the friends press onwards... the door slides open, unleashing a cloud of hot steam.
The misty room contains a steaming pool edged with glistening stones... and, from somewhere deep within the pool, a light shines...
...on the far side of the pool, a door heads to the north... and, in front of the doors, the silhouetted shape of two serpentfolk...
Initiative for Party and Enemy
Symon, Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Armitron, Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Luther, Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Brent, Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Drusellia, Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Serpentfolk, Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative Order
Armitron then
Serpentfolk then
Luther, Drusellia, Symon and Brent
Armitron may act now.
Note that there is concealment / 20% miss chance in this room
| Armitron Foebane |
Round 1
Unsure of the depth of the pool as well as any danger from the glow in the center the paladin takes position just inside the room and fires at the Serpentfolk farthest away with his crossbow.
Miss%1d100 ⇒ 28
Light Crossbow Shot 1d20 + 6 ⇒ (7) + 6 = 13
Damage 1d8 ⇒ 7
| Brent Ironhand |
low on hp, any healing?
Brent moves despite his injuries, waiting for the right moment.
since I'm way down the init order, I'll wait to see what happens
| GM Zed |
Stepping into the sauna-like conditions, Armitron lets fly a crossbow bolt… in the mist, his aim is poor and the clattering of the projectile against the northern wall tells him that he missed…
…and, in a prompt retort, a flurry of arrows fizz through the steam towards him – somehow, maybe fortune is smiling, only two of the six arrows find their target.
Serpentfolk Hunter 2, Composite Shortbow vs Armitron (favoured enemy – human): 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20, missing
Serpentfolk Hunter 2, Composite Shortbow vs Armitron (favoured enemy – human): 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27; 20% miss chance (concealment): 1d100 ⇒ 26, hitting for 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Serpentfolk Hunter 2, Composite Shortbow vs Armitron (favoured enemy – human): 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13, missing
Serpentfolk Hunter 3, Composite Shortbow vs Armitron (favoured enemy – human): 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19, missing
Serpentfolk Hunter 3, Composite Shortbow vs Armitron (favoured enemy – human): 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29; 20% miss chance (concealment): 1d100 ⇒ 67, hitting for 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Serpentfolk Hunter 3, Composite Shortbow vs Armitron (favoured enemy – human): 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14, missing
Everyone may act now.
| Symon |
"Ummm..Dru, do you happen to have another of those exploding fiery ball spells available? There are too many for us to handle, I think. Maybe we should examine an alternative route?"