Nazard |
Initiative:
Zombeargle
Elorin
Biter
Gregor
Abbas
Alexis
Rath
Burnsten
Ancestral Warrior II
Pete
Elorin fires arrows at the zombeargle, the first missing entirely, and the second sticking in the creature's thick hide, not even penetrating enough of the natural armour to even worry about the zombies' particular resistance to arrow fire.
Biter, following Rath's lead, pulls back from the illusory wall, and presses up against the actual wall.
The celestial dog steps up over top of the fallen zombie to bite at the zombeargle, missing. Gregor begins summoning another to replace the one that is about to vanish (or be eaten).
Abbas, sticking with Biter and Rath, also pulls back and presses against the cavern wall.
Up next: Alexis, Rath, Burnsten
It turns out, with the positions of people with light sources, that you can't actually see the zombeargle, is it resides just outside of your light ranges, unless you're one of the ones with low-light vision. None of the darkvision people are close enough to make it out, other than the occasional paw or beak that pass into vision range as the creature fights with the summoned meat shields.
MAP UPDATED
Nazard |
Round 8?
** spoiler omitted **
Still round 7. You already gave me an action for round 7 (withdraw), but you are free to change it. I'm giving Alexis a chance to change her posted action because her spell range is only 30'. I sent her player a message, but he might not have gotten it.
'Stinky' Pete Darknugget |
Still round 7. You already gave me an action for round 7 (withdraw), but you are free to change it. I'm giving Alexis a chance to change her posted action because her spell range is only 30'. I sent her player a message, but he might not have gotten it.
I believe her player is asleep, as he was up for nearly 24 hrs. He did not ask to be NPC'd but if I was her, I would maintain a readied action to fire the rays if the creature entered within the spell range, and is not in melee with anyone else, she would also check behind her, as she is now the rear guard.
Elorin |
Lady Alexis, if I move up I will have a better shot at the creature, will you also move up? I won't leave you back there by yourself.
Nazard |
That makes sense. She's going to have to get a bit closer to the front line if she wants to hit the creature before it gets up to engage said front line.
Alexis advances to a point 30 feet from the illusory wall and readies a ray for the creature to get that far.
Rath pulls back 10 feet to just in front of Abbas.
Burnsten retreats to be behind Alexis.
The warrior swings at the zombeargle to no avail.
Pete advances to be behind Biter, ready to attack.
ROUND 8
The zombeargle attacks the ancestral warrior.
Bite: 1d20 + 9 ⇒ (15) + 9 = 24; damage: 1d6 + 5 ⇒ (1) + 5 = 6
Claw 1: 1d20 + 9 ⇒ (19) + 9 = 28; damage: 1d6 + 5 ⇒ (5) + 5 = 10
With the ancestral warrior going poof, the creature then turns to the summoned dog.
Claw 2: 1d20 + 9 ⇒ (18) + 9 = 27; damage: 1d6 + 5 ⇒ (3) + 5 = 8 The dog goes poof. The creature looks around, then seems able to spot the party. It takes a 5' step forwards.
Elorin takes a shot at the creature. He thinks he managed to penetrate its hide this time, but the arrow still seems to have had no effect on the creature.
Up next: Biter, Gregor, Abbas
Alexis Kirmoon |
Nazard: Alexis will have moved forward a full 30-ft. She's fire off her readied spell just before it gets in melee range for Rath and the others (i.e. to avoid the -4 melee penalty for ranged attacks). BTW, just recalled that that is a ranged touch attack. I think I forgot to specify that in my earlier post (tired and all).
Alexis whispers, "It looks like you will need to place your summons near the illusory wall and have them hold position if we are to draw it within range."
Nazard |
Alexis Kirmoon |
Glad to help. I wasn't sure if you were leaving it off for a specific purpose or if you hadn't noticed that feature so I figured it couldn't hurt to at least ask.
BTW, what's your take on the conflicting range info on the various Light of Xxx spells? The descriptor block lists Medium Range (100ft. + 10ft/level) but then it says the rays have only a 30-ft range which (at her level) is identical to short range. I downloaded the Errata this morning, but there are no clarifications in there.
Nazard |
Glad to help. I wasn't sure if you were leaving it off for a specific purpose or if you hadn't noticed that feature so I figured it couldn't hurt to at least ask.
BTW, what's your take on the conflicting range info on the various Light of Xxx spells? The descriptor block lists Medium Range (100ft. + 10ft/level) but then it says the rays have only a 30-ft range which (at her level) is identical to short range. I downloaded the Errata this morning, but there are no clarifications in there.
I have no idea about that. Perhaps the word 'increment' was left out, with a 30' range increment, but that doesn't jibe as no other spell deals with range increments. I suspect that it got changed in the final stages, and only one of the references was fixed. Question is, were they likely to fix it in the fluff or the stat block? From what I can find out, if there's ever a conflict between stat block and description, always go with the written description. But that's certainly not official.
'Stinky' Pete Darknugget |
Glad to help. I wasn't sure if you were leaving it off for a specific purpose or if you hadn't noticed that feature so I figured it couldn't hurt to at least ask.
BTW, what's your take on the conflicting range info on the various Light of Xxx spells? The descriptor block lists Medium Range (100ft. + 10ft/level) but then it says the rays have only a 30-ft range which (at her level) is identical to short range. I downloaded the Errata this morning, but there are no clarifications in there.
Hmmm, after looking at both the spells Light in the PF Core book, and the SC description, I would change the range of the spell to Personal (for the Light effect only), keeping the 30' range for the Ray effect. Giving it a Range descriptor makes no sense.
Elorin |
Don't forget as part of my Round 8 actio since Alexis moved I would have moved up to F10 tp get in front of Alexis.
Alexis Kirmoon |
Sorry, it took me a bit to recreate the map in MapTool and make tokens for everyone.
MAP: Suggested revised battle plan
Now that she is close enough to actually see the intersection and compare the bulk of the zombeargle to the width of the passageway, Alexis realizes that their current plan of attack is not going to work.
Indicating the passageway you are in, she says, "This is too narrow to flank the enemy."
She points forward to the intersection and continues, "It broadens out just ahead. Biter, Pete, set-up in the side tunnel."
"Burnsten, Rath, behind the illusion. Abbas, stay near to reach the area with channeling. Gregor, Elorin and I will stay behind your line line. Crouch is not engaged to grant line of fire."
"Gregor, summon a creature to attract the enemy towards this wall. Just before it closes, to melee, I will fire my spell. Once it closes, Rath, Pete, and Biter will move in and attack. Burnsten, summon another warrior behind it to aid in flanking. After that, either cast or move forward and engage in melee."
Hopefully since the enemy just took its action, we can all spend this round getting into position. Delaying Gregor's summon until we are set.
Nazard: Thanks for that link.[/ooc]
Biter |
Excellent, except that I'm gonna take Pete's spot, and he can have my spot in "the plan". If things go sideways, i've got more survivability and mobility than him, so i should be the one deeper in the cave.
Stealth 1d20 + 16 ⇒ (10) + 16 = 26.
Rage > Attack 1d20 + 6 ⇒ (15) + 6 = 21; damage 1d10 + 6 ⇒ (10) + 6 = 16.
Nazard |
All right, I'm going to advance the plan, rather than wait for everybody to post that they move to their indicated places.
Initiative:
Zombeargle
Elorin
Biter (readying)
Gregor
Abbas
Alexis
Rath
Burnsten (readying)
Pete
Biter advances and ducks into the shadows along the far wall so well, you'd think he'd stepped into the wall. As he turns back, he sees that the illusory wall is flickering on and off very quickly, allowing quick glimpses of the rest of the party.
Gregor finishes his summoning spell, plopping the celestial dog down into I11. He then moves up to E9 and puts a guidance spell on Pete.
Abbas, Alexis, Rath, and Burnsten all move to their quickly designated spots. Burnsten readies summoning the ancestral warrior to put it behind the zombeargle. Pete moves into his position also. He takes more than a single move, so he is unable to ready anything, but he does attempt to hide himself. Pete stealth: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15 Eric, did you ever update Pete to level 2?
Zombeargle Perception vs Pete: 1d20 ⇒ 1
ROUND 9
Pete and Biter notice the rock wall snap back firmly into place.
The zombeargle charges the celestial dog.
Slam attack: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30; damage: 1d8 + 5 ⇒ (3) + 5 = 8 The dog vanishes to the sound of cracking bones and painful yips.
Elorin fires two arrows in quick succession, the second one striking home and penetrating deeply enough for it to stick. The zombeargle gives no indication of even noticing the wound.
Biter advances, lets the adrenaline fill him, and hacks into the monster, slicing open its stomach. The rotted remains of what looks like a deer's head spills out on the floor at his feet.
Up next: Gregor, Abbas, Alexis
If I've misunderstood the plan, or somebody would like to ready or do something instead of just delaying, ret-con it in.
Burnsten Woller |
Round 9
Stealth 1d20 ⇒ 3
Ancestral Warrior
Charge Attack 1d20 + 6 ⇒ (18) + 6 = 24
Damage 2d6 + 3 ⇒ (6, 2) + 3 = 11
Nazard |
The others can still move through the wall, right? It's simply an illusion.
Yes, it just appears to be unsteady. You've noticed that the zombies can't see through it, and if the illusion is solid, they don't have the intelligence to know they can move through it. In game terms, if it's up, you can attack from the other side, but that gives away your presence enough that an attacking creature from the other side can strike at you, just with a 50% miss chance. If the wall is flickering, the chance is only 20% and the zombies can see you to attack. If it's completely down, like one time Burnsten saw, the zombies attack as normal.
Elorin |
Nazard |
Abbas gives everybody a bless spell, giving everybody a +1 to hit.
Alexis steps forward and fires off a pair of light rays, each striking the zombeargle. The undead flesh boils at the contact with the light rays, the second of which burns clear through the entire monster, leaving a neat round hole for a moment before it fills in with liquefied stomach contents.
Up next: Rath, Burnsten, Pete
Alexis Kirmoon |
Seems like Justin and Eric are both out right now.
Rath tumbles forward (J11) to avoid the zombeargle's AoO.
Acrobatics 1d20 + 6 ⇒ (16) + 6 = 22
He then attempts to lay the smackdown.
Kama 1d20 + 5 + 2 + 1 ⇒ (18) + 5 + 2 + 1 = 26 flank by Biter, bless
dmg 1d6 + 4 ⇒ (4) + 4 = 8
Nazard |
Seems like Justin and Eric are both out right now.
** spoiler omitted **
Rath tumbles towards the zombeargle, its retaliatory swat going over the monk's head. Rath then regains his feet and slashes the zombeargle down the entire length of its body. The creature wobbles briefly before falling over, nearly pinning Biter underneath its mass.
Biter |
Unless we're still on initiative...
Surprised to see the unliving Beargle drop so quickly, Biter sits in stunned silence before you see the adrenaline drain from his tiny frame. Then he regathers his wits and steps up to drive his blade into the creatures neck in an attempt to decapitate it.
"Biter notting want Beargle to return."
Alexis Kirmoon |
Alexis nods approvingly. "Good thinking, Biter."
She steps forward thru the illusion and notes as its appearance resolidifies afterwards. "Some sort of a permanent illusion, hmm? Clearly someone doesn't want whatever is down here to just be able to wander off."
Turning to the rest of you, she says, "I wonder how long this beargle has been dead. The fur of the others was still damp as if they had crossed the river not long before we fought them. Yet all the rest of the animal life in the area has been suffering from some sort of a compulsion."
Knowledge: Arcana 1d20 + 9 ⇒ (19) + 9 = 28 to see if she can discern if magical beasts might be better able to resist the compulsion effects like those suffered by the deer
"It would useful if we could figure out what we are up against before heading back. Pete and Biter would be ideal scouts given their ability to see in the dark. If each scouted down one of these corridors, the rest of us could hold this area, however I don't think we should engage in any further fights if we can help it. I can cast my light attack once more today then one other spell from my wand. Abbas, Gregor, Burnsten how are your reserves?"
Burnsten Woller |
"Yes my lady, it is after all the best option I can think of that will avoid any danger for the rest of our group. After all we can see in darkness perfectly well and I can do be in contact with him for a decent distance" he searches for decent sapce to summon Tracant again "Tracant you have listened to them so you know what must be done"
Alexis Kirmoon |
"Excellent, let's move back behind the illusion for now then so that you have room to conduct your summoning ritual and avoid detection from any unseen eyes."
Once Tracant is summoned, Alexis says, "Please head north from here and follow the left-hand wall. If you enter into any dead ends, pits that block your progress, or would cross your own trail, then turn around and continue following the left-hand wall."
"Everyone else, let's watch both ends of this corridor back to the surface:"
"Biter and Rath, please take the upper end of this stretch. If more trouble arrives from further down, I will signal you so that you can lead the way back to the surface."
"Pete, Elorin, please stay with me by this end of the corridor just behind the illusory wall. Burnsten will remain with the three of us. I'll relay any pertinent information to Rath and Biter via message in case we need them to clear a pathway for us back to the surface."
"Abbas and Gregor, please remain in the center where it is safest and you can reach either end of our position easily."
MAP: Watch Positions
abbas |
Lady, I still have two more blessings of Sarenrae remaining and if the situations warrants it I can channel her divine energy several times yet this day. Also the blessings I used during the fight with the undead bear still have some time remaining.
still have summon monster I and a cure light wounds domain spell left and all 5 channels remaining. Also little less than 2 minutes left on the bless and about 1 minute left on shield of faith.
Nazard |
Sorry, folks, I'm confused. Which passageway is Tracant exploring, the one the zombeargle came from, or the one those last two human zombies came from. Anybody with darkvision or low-light vision can see that the northeast passageway changes from rough-hewn to squared walls just at the very end before turning to the right.