DM_Ruthazek |
Zeke's Great Grand pappy and Great Aunt appear as he shrinks into the ground, and perform the old hammer and anvil routine on the golem. Unfortunately they are unable to get solid hits in against the monster.
Round 2
The winged ape sees Borracho's approach and draws a falchion forth from a back scabbard. It hunkers down and adopts a monkey grip on the weapon, then reconsiders as Borracho flies nearby. Wings flare out and it rises on one leg - a crane stance! A monkey fighting in crane style, how does that even make sense? What is this, a vault of madness?
At-will single target Confusion against Borracho, DC 20
Meanwhile the dreadful stitched together Mandrill golem attacks Werner with two slams and a bite!
bite: 1d20 + 25 ⇒ (5) + 25 = 301d8 + 6 ⇒ (7) + 6 = 13
slam: 1d20 + 25 ⇒ (16) + 25 = 413d8 + 6 ⇒ (6, 2, 7) + 6 = 21
slam: 1d20 + 25 ⇒ (3) + 25 = 283d8 + 6 ⇒ (7, 6, 5) + 6 = 24
Zeki Compte de Shiv |
Round: 1, Initiative: 13, Location: 15’ up
HP: 58/64
Weapon Equipped = Dagger
Conditions = Endure Elements, Mage Armor (1 of 12h), Overland Flight (40’)(1 of 11h), Hair (1 of 10r)
Focused Trance (3/3)
Hair (10/11m)
Levitation (1/1)
Flight (11/11m)
Minor Healing: Zeki
Major healing: Zeki
Wards: Borracho, Werner
Pearl of Power (first 4/5) (second 0/1) (third 0/1)
Cloak of the Hedge Wizard (caster level 1) Endure Elements (0/1) Shield (1/1)
Rod Metamagic Extend (6) (1/3)
Spellguard Bracers (3/3)
Boots of Escape (0/1)
Spells (caster level 12)
Zero (DC 13): Dancing Lights (1/1), Ghost Sound(1/1), Prestidigitation (1/1)
First (DC 14): Comprehend Languages (at will), Speak with Animals (1/1)
Spells (caster level 1)
Zero (DC 13): Create Water, Detect Magic, Ghost Sounds, Mage Hand, Prestidigitation, Read Magic, Resistance, Stabilize
First (DC 14 (0/4)): Command, Cure Light Wounds, Endure Elements
Spells (caster level 11) (Concentration +17 (+2 defensively)) (Spell Resistance Check +13)
Zero (DC 17): Light, Mending, Ray of Frost, Spark
First (DC 18): Bless, Identify, Obscuring Mist, Ray of Enfeeblement, Unseen Servant
Second (DC 19): Frost Fall, Frost Fall, Glitterdust, Glitterdust
Third (DC 20): Howling Agony, Prayer, Prayer
Fourth (DC 21): Dimension Door, Ice Storm
Fifth (DC 22): Hold Monster
Sixth (DC 23): Cone of Cold
Zeki, now free of the ugly tentacles, casts Blessings of Fervor on the party (well everyone except Borracho who is too far way).
He also moves a little so as to see what's going on in the next room and gain a little altitude. (How high are the ceilings? Zeki would like to be bobbing that high.)
Throgg!! |
Throgg, recovered from the Golem's strike (he should have gotten an AoO on my last turn, AC of 22 while raging), strikes furiously with his adamantine blade. Full attack!
Power Attack: 1d20 + 20 ⇒ (13) + 20 = 331d6 + 22 ⇒ (3) + 22 = 25
Power Attack: 1d20 + 20 - 5 ⇒ (8) + 20 - 5 = 231d6 + 22 ⇒ (2) + 22 = 24
Power Attack: 1d20 + 20 - 10 ⇒ (15) + 20 - 10 = 251d6 + 22 ⇒ (3) + 22 = 25
Borracho Barondo |
Round 2
1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26 Will Save (heroism0
The mighty Borracho strikes aside the ape's spell much like a normal man swats away a fly.
"I shall come for you, Apeling, in a moment...you are clearly not worth all of Borracho's might," Borracho says, diving down to strike at the golem and returning to where he was.
1d20 + 14 - 3 + 2 ⇒ (1) + 14 - 3 + 2 = 14 to hit; (power attack, heroism, flank)
1d8 + 14 + 6 + 1d6 ⇒ (1) + 14 + 6 + (3) = 24 damage.
So concerned is Borracho with taunting the Apeling, he fumbles his attack run.
Werner von Taggan |
HP - 60/142
Blessing of Fervor - +2 Attack/AC/Reflex
Hearing the Comte, Werner considers withdrawing and firing his adamantine arrows against he creature. As a Dragon Knight, he should not leave his comrade in danger, but seeing the stone ancestors ineffective and unsure of Throgg!!'s damage, the Comte's warning convinces him to regroup.
He issues his grand advice to his comrades. Dragon Cavalier - Strategy (Ex), standard action, does not provoke
- "Throgg!! hit him hard!" +2 morale bonus on attacks for next 1 round
- "Comte, Zeke and I will move to advantageous ground!" As an immediate action, each of the three can move up to their speed.
- "Barracho, you are already mighty enough!" and too far away to be helped
Werner uses his grand knightly strategy to move to "higher ground" while sheathing his sword. Immediate action to retreat at his speed, provoking one (or more) AoOs. AC currently 28.
When (if) he arrives at his new, strategic position, he draws his bow and knocks an adamantine arrows. Move action.
Zeke Kazmulke |
Zeke continues on his way until he is sure that he must have reached the flying ape by now. Unfortunately, he misjudges the distance and comes up just on the far side of the Golem. Quickly, he directs his Ancestral Guardians to the monkeymonk instead.
the guardians continue to mock his failures, but do as they are told, attacking the ape with the passion of their derision.
Grandpa Zippy: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 281d8 + 4 ⇒ (2) + 4 = 6
Great Aunt Zassy: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 261d8 + 4 ⇒ (7) + 4 = 11
DM_Ruthazek |
Round 1 AoO versus raging Throgg:
1d20 + 25 ⇒ (15) + 25 = 403d8 + 6 ⇒ (4, 1, 7) + 6 = 18
Round 2, continued
Suspicious Winged Ape
Kaava Bush Devil
Zeki
Throgg
Boraccho
Zeke
Werner
Zeki bobs upwards to the thirty foot ceiling, his wispy eyebrows just a spider's length from the roof. With his blessings of fervor the party continues their war against the apes. Throgg lands many might blows, though only the first damages the well armored mandrill golem.
Borracho also flutters about the monster like an angry hummingbird, possibly irritating the creation.
BTW - is Borracho's spear adamnatine or cold iron?
As Werner repositions everyone including himself, the golem tries to smack him on the way out:
1d20 + 25 ⇒ (13) + 25 = 383d8 + 6 ⇒ (8, 4, 6) + 6 = 24
Meanwhile the dwarven ancestors switch to the strange spellcaster, and both do well smacking it around. -18 HP to winged ape.
Round 3
Without a flinch the bedraggled ape casts [/i]true strike[/i] and readies to attack with his falchion the first adventurer that approaches.
The golem focuses its one good eye on Throgg and proceeds to lay into the froggy barbarian:
1d20 + 25 ⇒ (7) + 25 = 321d8 + 6 ⇒ (5) + 6 = 11
1d20 + 25 ⇒ (10) + 25 = 353d8 + 6 ⇒ (1, 3, 8) + 6 = 18
1d20 + 25 ⇒ (7) + 25 = 323d8 + 6 ⇒ (4, 1, 4) + 6 = 15
They all connect, for 44 damage (before DR)!
Zeki Compte de Shiv |
Round: 3, Initiative: 13, Location: 25’ up
HP: 58/64
Weapon Equipped = Dagger
Conditions = Endure Elements, Mage Armor (1 of 12h), Overland Flight (40’)(1 of 11h), Hair (1 of 10r)
Focused Trance (3/3)
Hair (10/11m)
Levitation (1/1)
Flight (11/11m)
Minor Healing: Zeki
Major healing: Zeki
Wards: Borracho, Werner
Pearl of Power (first 4/5) (second 0/1) (third 0/1)
Cloak of the Hedge Wizard (caster level 1) Endure Elements (0/1) Shield (1/1)
Rod Metamagic Extend (6) (1/3)
Spellguard Bracers (3/3)
Boots of Escape (0/1)
Spells (caster level 12)
Zero (DC 13): Dancing Lights (1/1), Ghost Sound(1/1), Prestidigitation (1/1)
First (DC 14): Comprehend Languages (at will), Speak with Animals (1/1)
Spells (caster level 1)
Zero (DC 13): Create Water, Detect Magic, Ghost Sounds, Mage Hand, Prestidigitation, Read Magic, Resistance, Stabilize
First (DC 14 (0/4)): Command, Cure Light Wounds, Endure Elements
Spells (caster level 11) (Concentration +17 (+2 defensively)) (Spell Resistance Check +13)
Zero (DC 17): Light, Mending, Ray of Frost, Spark
First (DC 18): Bless, Identify, Obscuring Mist, Ray of Enfeeblement, Unseen Servant
Second (DC 19): Frost Fall, Frost Fall, Glitterdust, Glitterdust
Third (DC 20): Howling Agony, Prayer, Prayer
Fourth (DC 21): Dimension Door, Ice Storm
Fifth (DC 22):
Sixth (DC 23): Cone of Cold
Zeki uses his immediate action move from Werner to move on the other side of the golem - staying along the ceiling.
Zeki, concerned about the golem but finding little he can do against the creature, focuses instead on the ape. He casts Hold Monster (Will DC 22) on the true striking beast.
Borracho Barondo |
Round 3
Borracho's spear is of the coldest of iron, and only Borracho's muscles seem to be of adamantine, but, no, that is only Borracho's natural physique, given to him by the Gods so that the womens might swoon over him.
Borracho continues to fight the golem, spring attack flying:
1d20 + 14 - 3 + 2 ⇒ (2) + 14 - 3 + 2 = 15 to hit; (power attack, heroism, flank)
1d8 + 14 + 6 + 1d6 ⇒ (7) + 14 + 6 + (3) = 30 damage.
Nuts.
Throgg!! |
Round 3
Throgg stumbles from the savage beating, but grits his teeth and strikes. Heartened and reinforced by Zeki's spells and Werner's strategic wizardy, he full attacks again.
Power Attack: 1d20 + 20 + 6 ⇒ (18) + 20 + 6 = 441d6 + 22 ⇒ (5) + 22 = 27
Power Attack: 1d20 + 20 + 6 ⇒ (15) + 20 + 6 = 411d6 + 22 ⇒ (1) + 22 = 23
Power Attack: 1d20 + 20 + 6 - 5 ⇒ (1) + 20 + 6 - 5 = 221d6 + 22 ⇒ (1) + 22 = 23
Power Attack: 1d20 + 20 + 6 - 10 ⇒ (5) + 20 + 6 - 10 = 211d6 + 22 ⇒ (5) + 22 = 27
And to confirm attacks 1 & 2
Power Attack: 1d20 + 20 + 6 ⇒ (11) + 20 + 6 = 371d6 + 22 ⇒ (5) + 22 = 27
Power Attack: 1d20 + 20 + 6 ⇒ (20) + 20 + 6 = 461d6 + 22 ⇒ (2) + 22 = 24
For a vengeful 102 points of adamantine damage.
Zeke Kazmulke |
Round 3
Zeke's ancestor's continue their attack on the winged ape.
Grandpa Zippy: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 291d8 + 4 ⇒ (7) + 4 = 11
Great Aunt Zassy: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 241d8 + 4 ⇒ (6) + 4 = 10
Zeke delays for Throgg's next attack, then activates his crystal sight and sinks back into the ground.
Werner von Taggan |
Round 3
Current hp - 37/142
Hit hard on his retreat, but not as hard as the amphibian, the knight curses the ape as steps over and lets loose with his adamantine arrows.
Longbow: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 291d8 + 1 ⇒ (5) + 1 = 6
Longbow: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 91d8 + 1 ⇒ (7) + 1 = 8
Longbow: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 191d8 + 1 ⇒ (3) + 1 = 4
Two Crit threats.
Confirm #1: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 101d8 + 1 ⇒ (5) + 1 = 6
Confirm #3: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 161d8 + 1 ⇒ (3) + 1 = 4
I assume Throgg! provides soft cover
DM_Ruthazek |
Round 3, continued
Zeki ghosts along and attempts to seize up the winged ape, while Zeke's ancestors continue their attack!
will vs dc 22: 1d20 + 16 ⇒ (1) + 16 = 17
Astonishingly the winged ape is held!
21 more damage vs winged ape
Borracho flits about, darting and distracting the golem while Throgg and Werner deliver might hits with their weaponry. They take down the monster in round 3!
Round 4
With only the winged ape remaining, its feathers tremble as it attempts to break free of Zeki's magic:
will vs dc 22: 1d20 + 16 ⇒ (19) + 16 = 35
It snaps free as a full round action!
Zeki Compte de Shiv |
Round: 4, Initiative: 13, Location: 25’ up
HP: 58/64
Weapon Equipped = Dagger
Conditions = Endure Elements, Mage Armor (1 of 12h), Overland Flight (40’)(1 of 11h), Hair (1 of 10r)
Focused Trance (3/3)
Hair (10/11m)
Levitation (1/1)
Flight (11/11m)
Minor Healing: Zeki
Major healing: Zeki
Wards: Borracho, Werner
Pearl of Power (first 4/5) (second 0/1) (third 0/1)
Cloak of the Hedge Wizard (caster level 1) Endure Elements (0/1) Shield (1/1)
Rod Metamagic Extend (6) (1/3)
Spellguard Bracers (3/3)
Boots of Escape (0/1)
Spells (caster level 12)
Zero (DC 13): Dancing Lights (1/1), Ghost Sound(1/1), Prestidigitation (1/1)
First (DC 14): Comprehend Languages (at will), Speak with Animals (1/1)
Spells (caster level 1)
Zero (DC 13): Create Water, Detect Magic, Ghost Sounds, Mage Hand, Prestidigitation, Read Magic, Resistance, Stabilize
First (DC 14 (0/4)): Command, Cure Light Wounds, Endure Elements
Spells (caster level 11) (Concentration +17 (+2 defensively)) (Spell Resistance Check +13)
Zero (DC 17): Light, Mending, Ray of Frost, Spark
First (DC 18): Bless, Identify, Obscuring Mist, Ray of Enfeeblement, Unseen Servant
Second (DC 19): Frost Fall, Frost Fall, Glitterdust, Glitterdust
Third (DC 20): Howling Agony, Prayer
Fourth (DC 21): Dimension Door, Ice Storm
Fifth (DC 22):
Sixth (DC 23): Cone of Cold
Zeki, unable really to effectively damage the ape, keeps his distance. He casts Prayer to give his allies an additional edge and keep the ape off balance.
He moves a little closer to the ape, and his allies in the front row, to help as needed next round.
Zeke Kazmulke |
Round 4
Zeke's ancestors continue their assault. Great Aunt Zassy mutters in old dwarven. It is hard to follow, what with her teeth missing and all, but every so often Zeke's name is mentioned, followed by a stream of noise, that sounds unnervingly like expletives and rather poor ratings of her nephew's general usefulness.
Grampa Zippy: 1d20 + 9 + 1 + 1 ⇒ (10) + 9 + 1 + 1 = 211d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Great Aun Zassy: 1d20 + 9 + 1 + 1 ⇒ (19) + 9 + 1 + 1 = 301d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Zeke, his head echoing from the insults even through the stone floor, takes his frustrations out in the only way possible. He charges in the general direction of the ape, using his crystal sight to aim as he draws close enough. He swings with his dorn-derger with all his might.
Zeke attack on the winged aped: 1d20 + 13 + 1 + 2 ⇒ (2) + 13 + 1 + 2 = 181d10 + 5 + 1 + 1d6 ⇒ (9) + 5 + 1 + (1) = 16 if it hits, the d6 is acid
Werner von Taggan |
Round 4
Current hp - 37/142
Fervant Blessing: Increase speed by 20'
His brilliant strategic maneuvers now positioning him far out of the fight. He considers quaffing a potion to fly at the foe, but seeing Zeke ahead he decides not to delay. The now shieldless knight (had to drop it when he drew his bow) strides clunks forward as fast as his armor and Zeki's blessing allow, dropping his bow and retrieving his sword..
Double move
Move 1 - Drop longbow and move 40' ahead, while drawing his sword
Move 2 - Move another 40' and approach winged foe
"Foul fiend! I challenge thee to meet my sword!"
Demanding Challenge - swift action. No effects yet because Werner doesn't quite threaten.