Rydwen Illsutra |
They were still too far away to hurl her spear. Despite the half-man's warning, she wanted nothing more than to challenge their supposed piercing protection. She doubted these unnatural things had seen anything so natural as highland ore and Drasbian rage.
She looks around to the others, trying to determine who is using a one handed weapon, but tries to hand the torch off to whoever is first to grab for it. She appears to be in a hurry to light her second and final torch.
Rydwen manages to give a knowing glance to Diarmal, about to say something, yet wishing to defer to him in matters concerning the outside world. "Ye know...the town be big enough. Wouldn't be missin' one buildin' to fire, aye? Casts a fair bit more light than a torch. Maybe a wee one?"
She seems to be caught off guard at any who stare in shock. "Well I be meanin' to get the sleepers out first, whaddae take me for?"
Nathaniel Artegal Boote |
Yes the boats! Nathaniel cries. Give me the torch. I'll run for the boats. Does anyone have any oil? Who's going with me?
Nathaniel will take Rydwyn's first torch and start running for the over turned boat on the beach
Diarmal Illsutra |
Diarmal grips his holy symbol a little tighter as the masses of an unknown enemy march ever closer. Following behind the halfling with the torch, he hoped that the power of Lady Aisling would repel the looming darkness.
"By Aisling's grace, grant me tha holy arma' ta protec these folk"
Casting Protection from Evil on self, then following Nathaniel at regular move speed, 30 ft.
Felicia Fayweather |
Felicia is hearing all sorts of talk about burning the town. It makes her wince a bit as she looks up to Rydwen. Though, somehow she knows better than to question the action. She'll just gulp down her morale, and keep the lights moving, though, when it disappears, leaving a small faint glimmer in hopeless darkness, she blinks, and tries pulling it back cloer to her, about 20 feets back towards them as she looked up to Diarmal, the one she has surmised is the more rational out of the two elves. "Fighting in the dark is going to be difficult, I can't stop that."
Otherwise she'll just keep herself close, ready to use the magic of nature once in range, but would otherwise not move until someone else did near her.
Jazz Kraz |
Jazz moves forward puts away his bow and magic missiles the closest thing. 20 percent arcane spell failure do to armor so. failure: 1d100 ⇒ 62
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Generic Dungeon Master |
Jazz can I save that action request till round 3? Here are more of Round 2 moves by the monsters
Thursday Night (turn 132), Outside Two Barrels Tavern
Jazz – 25
Ribat – 22
Marvin - 21
Skeletons – 20
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Diarmal - 4
Nathaniel - 4
Sasithorn - 4
Paulina - 3
Tess - 3
WhapWhop – 3
Round 2, continued
Felicia pulls back her floating lights and once again the advancing horde can be seen a bit more clearly
And Xor moves up a little
Nathaniel moves to stand next to Rydwen and takes the first torch from her. When he says he is going to head toward the Boats, Diarmal decides he will go with him.
Diarmal, and Nathaniel will now take their turn immediately after Rydwen in the intitiative order.
The Zombies advance, they seem to be unaffected by the light. The Giant Tentacruel moves backward, into the area of Magical Darkness, while the Tetracruels seem to fly into areas of Dim Light and hover there before advancing any further.
Rydwen lights a torch I think this is a full round action, but I'm doing homework on that now?
Sasithorn has an Action and then I will move Tessrimea and Paulina. And finally the Whapwhops, and then it will be round 3
There are now four little markers each one represents one of the "torches" of Felicia's spell and the map. I hope now shows a radius around every character or light source, and a second radius, showing Dim Light beyond the first radius. I've added a Template around the red WhapWhop showing the area of "Magical Darkness" around it. I hope it isn't confusing everyone at this point
Xor - has Light centered on a rock in his hand
Felicia – has Dancing Lights centered at
Rydwen - has a torch
Zombie at -20,-A – takes 4 points of damage
Sasithorn Loom |
Gazing out at the onslaught, Sasithorn's gaze alights on a rather more interesting horror - one that appears more substantial than a skeleton, but more regal in bearing than the zombies. He raises his hand in a graceful motion, then jerks it into a fist as the shadows cast by Felicia's magical lights generate a splinter that launches at the monster.
Sasithorn moves to C--3, and casts an Arrow of Dusk at the monster at C--19.
ranged touch attack: 1d20 + 3 ⇒ (12) + 3 = 15
magic damage: 2d4 ⇒ (3, 1) = 4
Generic Dungeon Master |
Eeek! I'm really sorry for missing the moves! Did I mention this was going to be tough, haha, well I'll try harder. I've moved the Whapwhops, Tess, and Paulina. One of Falicia's Dancing Lights is now within the magical Darkness and so its light has been turned off.
Red Zombie – takes 9 points of damage
Yellow Zombie - takes 4 damage
Xor - has Light centered on a rock in his hand
Felicia – has Dancing Lights centered at C,-22
Rydwen - has a torch
Nathaniel - has a torch
Jazz - I am thinking you can't see the map, so I am going to apply your damage to Red Zombie, which is the closest thing right now, and move you to be standing next to Tessrimea, okay?
Generic Dungeon Master |
Thursday Night (turn 132), Outside Two Barrels Tavern
Round 3
Jazz – 25
Ribat – 22
Marvin - 21
Skeletons – 20
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Diarmal - 4
Nathaniel
Sasithorn – 4
Paulina – 3
Tess – 3
WhapWhop – 3
A Magic Missile flies out into the night and strikes the lead Zombie, but the monsters continue to advance toward the heroes
Ribbat scrambles forward, keeping up with the others who are moving toward the overturned boats
The Skeletons and Tentacruels will advance. I’ll update the map tonight. Unless it is stopped, Skeleton(Red) will attack Marvin
Yellow Zombie - takes 4 damage
Xor - has Light centered on a rock in his hand
Felicia – has Dancing Lights centered at C,-22
Rydwen - has a torch
Nathaniel - has a torch
There is a lantern on the front of the tavern
M.A.R.V.I.N. |
Marvin brings their musket to eye-level, steadying it for a moment before firing, the sound of an explosion and a bright muzzle flash accompanying the bullet as it races towards its target.
Target the skeleton (red?) at D,-17.
Musket (against Touch AC): 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage (B&P): 1d12 + 1 ⇒ (4) + 1 = 5
Needing to reload, Marvin falls back to a safer position.
Move to D,-6.
Felicia Fayweather |
Felicia, when it is clear they are still advancing, will run up to the man with the useless stick (Marvin), standing to his right as she begins to utter a word of nature. Soon after the flames erupt in her hand, and she prepares for the worst.
Though she wasn't ready for Marvin to make that stick make such a ruckus, or explode. She would almost immediately scream a short scream before turning to face them with a look of dread, then wonder, then excitement. She almost begins bewildering them with all sorts of questions, before she remembers there was a more pressing matter.
Moving to C,-6. Then she will cast Produce Flame. Then as a free action just marvel at Marvin. What ho!
Rydwen Illsutra |
Rydwen finishes lighting her torch. She still didn't fully believe Nathaniel about the piercing, but her spear will prove too cumbersome with the light source. She instead draws her favorite dagger as she moves BAB 1 up between Felicia and the approaching zombies B,-7. She leaves her pack behind in F,-1.
Generic Dungeon Master |
Thursday Night (turn 132), Outside Two Barrels Tavern
Round 3, about Initiative Count 5
Ribat – 22
Marvin - 21
Skeletons – 20
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Diarmal - 4
Nathaniel
Sasithorn – 4
Meero - 3
Paulina – 3
Tess – 3
WhapWhop – 3
Marvin discharges a missile from the stick they are carrying, striking the Skeleton in the breast bone shattering it into fragments.[
Suddenly, out of the dim light of the sky, a strange four sided object darts toward Diarmal
Melee Slam Attack, from the air!: 1d20 ⇒ 19
Damage(non lethal) if >11: 1d4 - 1 ⇒ (3) - 1 = 2
The strange pointed object flattens as it strikes Diarmal, it hurts, but the injury is slight. However, the thing is now stuck to Diarmal and pulsing rapidly…
Anyone can make a non-lethal attack against Diarmal (Including Diarmal himself) to try and dislodge the object stuck to him. The AC is 12, and the creature is treated as if it is Flat Footed now. If it takes half its hit points or more in damage it is dislodged, otherwise it will explode on its next initiative count!
Felicia, Xor, and Rydwen creep cautiously forward, as the horde approaches
Diarmal – Nathaniel will run toward the closest boat, what will you do? Sasithorn and Meero can take actions. Paulina and Tess will go last
All of the monsters have been moved. The Skeleton(red) shown in front of Ribat is actually destroyed, I missed that
Red Zombie – takes 9 points of damage
Yellow Zombie - takes 4 damage
Skeleton (red) – takes 5 damage, and is destroyed
Bless – centered on Xor, 50’ radius
Light – centered on Diarmal
Light – rock in Xor’s hand
Produce Flame - Felicia
Xor - has Light centered on a rock in his hand
Felicia – has Dancing Lights centered at C,-22
Rydwen - has a torch
Nathaniel - has a torch
There is a lantern on the front of the tavern
Outsider, Medium, CR 1, HD 2d10 HP 8
Abilities, Str 14, Dex 18, Con 8, Int 10, Wis 6, Chr 12
AC 16, T 14, FF 12 (+4 Dex, +2 Natura)
CMB +3, CMD 17 (21 versus trip)
Melee, Slam +3 (nonlethal), d4+2+Trip, FA 2 slams, no trip d4+2
BAB +1, +2 Strength
F -1, R +7, W -2
Giant Tentacruel - Damage Reduction – 5/Slicing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Affinity, Shadow Resistance – 5, Sunlight Powerlessness, Trip, Reach – 10’, Unnatural Aura 15’, Vulnerable – “Good”, Slam d4 (nonlethal)
Outsider, Large, CR 2, HD 3d10 HP 12
Abilities, Str 18, Dex 16, Con 10, Int 10, Wis 6, Chr 12
AC 16, T 12, FF 12 (+3 Dex, +4 Natural, -1 size)
Melee, Slam +6 (nonlethal), d4+4+Trip, FA 2 slams+6, no trip d4+4
CMB +7, CMD 20 (24 versus trip)
BAB +2, +4 Strength
F +1, R +6, W -1
WhapWhop – Damage Reduction – 5/Bashing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Affinity, Shadow Resistance – 5, Sunlight Powerlessness, Unnatural Aura 15’, Vulnerable – “Good”, Slam d3 (nonlethal), Spell Like Ability – cast Darkness (1 minute duration) 20’ radius centered on this creature, Channel Negative energy, 3 times per day (d6 damage or heal).
Outsider, Large, CR 1, HD 3d8 HP 9
Abilities, Str 10, Dex 12, Con 8, Int 10, Wis 6, Chr 12
AC 11, T 10, FF 10 (+1 Natura1, +1 Dex, -1 size)
Melee, Slam +2 (nonlethal), d6, Spell Like abilities and Channel
BAB +2
F +0, R +4, W -1
Tetracruel – Damage Reduction – 5/Piercing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Afinity, Shadow Resistance – 5, Sunlight Powerlessness, Unnatural Aura 15’, Vulnerable – “Good”, Slam d4 (nonlethal), Fly, Detonate
Outsider, Tiny, CR ½, HD 1d10 HP 5
Abilities, Str 8, Dex 18, Con 10, Int 8, Wis, 6, Chr 14
AC 16, T 16, FF 12 (+4 Dex, +2 Size)
Melee, Slam +0, d4-1 (nonlethal), on a successful attack, attaches to target, on its next activation will detonate for d3 nonlethal damage and a Will Save DC 12 must be made or target suffers d3 rounds of disorientation, causing a -1 penalty on all attack rolls (but not damage rolls) and all skills that rely on directional sense.
BAB +0
F -1, R +6, W -2
Zombies | AC 12, t 10, ff 12 | hp 12 DR 5/S | Will +3 | slam +4, d6+4
Skeletons | AC 16, t 12, ff 14 | hp 4, DR 5/B | Will +2 | Broken Scimitar +0, d6
Sasithorn Loom |
I cast Arrow of Dusk at the zombie at B--9.
ranged touch attack: 1d20 + 3 ⇒ (11) + 3 = 14
magic damage: 2d4 ⇒ (2, 1) = 3
I then move to D--4.
Paulina Southmiller |
Great gravity! What was that thing? Paulina exclaims as she rushes to help the elven man.
she tries to knock the creature off of Diarmal with her hand
Melee Unarmed Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage, non lethal: 1d3 + 3 ⇒ (2) + 3 = 5
Paulina knocks the creature off of Diarmal and it falls to the ground and it has stopped pulsing.
Generic Dungeon Master |
The Zombie marching relentless forward is pummeled time and time again by bolts of shadow magic until finally it stops, pitches backward slowly and falls to the ground, still.
Let's go to the top of Round 4 now!
Yellow Zombie - takes 4 damage
Skeleton (red) – takes 5 damage, and is destroyed
M.A.R.V.I.N. |
Reloading with an Alchemical Paper Cartridge, which reduces reload time to a move action. Even found a handy diagram in order to describe it!
With practiced efficiency, Marvin removes a small cylinder wrapped in paper from one of their bandoliers, grasping their musket in one hand to tear the object's twine-separated longer end with the other. They quickly pour the contents into the barrel of their firearm, black powder followed by the insertion of the shorter, spherical end.
The android then pushes the entire thing deeper with the long stick attached to the weapon, precise in every movement as they reattach it, lift the musket back to eye-level with both hands, and fire at a zombie.
Reloading musket. Scanning area. Scan completed in 2.00175 seconds. Selecting optimal target. Target selected in 0.00527 seconds. Target is 8.617 meters away. Computing trajectories. Reload completed in 3.117 seconds. Standing by for trajectory selection. Trajectory selected in 1.271 seconds with probability of hitting target on the order of 94.375 percent. Firing musket. Firing completed in 2.191 seconds. Cycle completed in 5.469 seconds. Memory fragments confirm this to be inadequate.
Musket (against Touch AC): 1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21
Damage (B&P): 1d12 + 1 ⇒ (2) + 1 = 3
Target is zombie (yellow?) at -A,-10.
Oh, and everyone don't forget the Bless effect centered on Xor.
Ribat |
Jazz already posted his Round 4 action, so I guess I'm up.
Ribat takes a step towards the onrushing horde. Move to (F, -12). . Then he attempts to net a zombie.
An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. .
Net attack on the zombie in (D, -13). Attack roll: 1d20 + 3 ⇒ (17) + 3 = 20, targeting touch AC. If the attack succeeds, the zombie is entangled.
M.A.R.V.I.N. |
Knowledge Check: 1d20 + 1 ⇒ (13) + 1 = 14
Marvin's logical mind races, quickly concluding bullets to be ineffective against these creatures.
"Bullets ineffective. Further deducing blunt force and piercing to be ineffective against this creature. Suggestion: slashing."
Meero Dunblin |
1 person marked this as a favorite. |
Edna: Cmon let go get a free drink while they are distracted.
Meero: So you just want to abandon our would be rescuers?
Edna: Well duh, I'm tired and thirsty from all of this traveling.
Meero: But I carried you the whole way! We are going to help them and that's final!
Edna: ...Fine
"Toil and boil and writhe and age.
Make the redhead be as big as her rage!"
On my turn I move to (E, -6) and cast Enlarge Person on Rydwen. Finals are keeping me away from posting but I'll try to post somewhat regularly.
Diarmal Illsutra |
His mind raced as Diarmal's eyes darted between the strange creature stuck to him, the advancing horde of beasts, and his companions. The glob was certainly stuck on tight, and the others were doing their best to stem the tide.
"Get 'da bladi thin' offa meh!"
Apparently, his accent came back in full force in moments of dire need. No matter - he trusted his cousin would save him.
Fortunately, Lady Aisling's graces kept his heart steeled and faith focused. He knew what he had to do. As Nathaniel raced off, Diarmal ran towards the center of the group, his holy symbol in hand and ready. As he found himself in the middle of the fray, he lifted it above his head and felt Aisling's strength flow through him.
Moving to (C, -11) and channeling positive energy to harm the undead. 30 foot radius, DC 13 Will, half.
Channel: 1d6 ⇒ 4
I think this might be my round 3 action? I had some connection issues and didn't get on as often as I'd have liked. I also cast Protection from Evil on myself last round, and I'm not sure if that got missed.
Sasithorn Loom |
Sasithorn is clearly enjoying himself.
I move to B--3 and cast Arrow of Dusk at the zombie at -A--10.
ranged touch attack: 1d20 + 4 ⇒ (3) + 4 = 7
"Gaaah! No matter...."
Terquem |
Thursday Night (turn 132), Two Barrels Tavern
since we are posting whenever we can (and I think everyone is doing a great job!) it would help me immensely if you could put the round number, in ooc format, at the top of your post so I can track what is going on better. Thanks!
we should be at the top of Round 4, Diarmal’s post, I think, is his round 3 action, and then Sasithorn and Jazz are a little ahead of me posting Round 5 actions. Please read back a few posts and try to help me get corrected
Ribat – 22
Marvin - 21
Skeletons – 20
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Diarmal - 4
Nathaniel
Sasithorn – 4
Meero - 3
Paulina – 3
Tess – 3
WhapWhop – 3
Round 3, wrap up
Diarmal hesitates for a moment, and when Paulina has knocked the creature off of him, he dashes forward and calls upon the power of his faith to turn back the tide of creatures advancing toward the tavern
saves
O Zombie: 1d20 + 3 ⇒ (8) + 3 = 11
O Tentacruel: 1d20 - 2 ⇒ (14) - 2 = 12
Y Skeleton: 1d20 + 2 ⇒ (6) + 2 = 8
O Skeleton: 1d20 + 2 ⇒ (18) + 2 = 20
Y Zombie: 1d20 + 3 ⇒ (9) + 3 = 12
R Tentacruel: 1d20 - 2 ⇒ (14) - 2 = 12
O Tetracruel: 1d20 - 2 ⇒ (19) - 2 = 17
Extra Damage: 1d6 ⇒ 1
The halfling that ran passed everyone creeps forward slightly and speaks an arcane spell. He then touches Rydwen on the back and the girl grows into a giant!
Rydwen now is Large. She has a temporary increase to Strength of +2, and a -2 to Dexterity. Also she suffers a -1 penalty on attack rolls and Armor Class. She gains reach, 10’. Weapon damage increases by one size category.
Round 4
The stranger that arrived from the pier quietly draws an arrow and fires at one of the flying objects coming toward him. The arrow hits, causing the strange thing to begin to spin in the air erratically and then apparently already damaged by the Positive Energy, it falls to the ground and stops moving
Ribat throws a net over one of the approaching Zombies. The strange walking undead creature, carrying an unstrung bow, turns to face Ribat and does not struggle, instead the Zombie raises the bow and pantomimes drawing a nonexistent arrow from a quiver and shooting at the small frog-like man with no effect whatsoever.
Marvin fires another projectile from the stick they are carrying, but this time the “bullet” strikes a Zombie with no visible effect.
Skeleton Attack
Both Skeleton’s attack Diarmal
Melee Attack, Y: 1d20 - 2 ⇒ (20) - 2 = 18
Damage if > 15: 1d6 ⇒ 2
Melee Attack, O: 1d20 - 2 ⇒ (20) - 2 = 18
Damage if > 15: 1d6 ⇒ 2
Crit Y?: 1d20 - 2 ⇒ (5) - 2 = 3
Crit O?: 1d20 - 2 ⇒ (2) - 2 = 0
The Skeletons attack Diarmal ferociously, slicing him on both arms
Felicia and Xor are up!
Orange Zombie – takes 4 damage
Orange Tentacruel – takes 5 damage
Yellow Skeleton – takes 2 damage
Orange Skeleton – takes 4 damage
Red Tentacruel – takes 5 damage
Red Zombie – destroyed
Yellow Zombie - takes 8 damage
Skeleton (red) –destroyed
Orange Tetracruel – destroyed
Bless(r 2) – centered on Xor, 50’ radius
Light(r 1) – centered on Diarmal
Protection from Evil(r 2) - Diarmal
Light(r 1) – rock in Xor’s hand
Produce Flame(r 2) – Felicia
Enlarge Person (r 3) – Rydwen (from Meero)
Felicia Fayweather |
Don't have much time today so no real Role play post today
Felicia would run up a little bit more (area C,-9) and begin tossing the flames in her hands at the zombie to Diarmal's right.
Attack Roll vs. Touch: 1d20 ⇒ 7
Damage!: 1d6 + 1 ⇒ (1) + 1 = 2
Rydwen Illsutra |
Round 4
"Diarmal!" She was about to rush over and rip the creature off her cousin when that strange speaking dwarf woman handled the situation efficiently enough. But then her muscles began to tingle, and the street almost seemed to fall out from under her for a hair's breadth.
Rydwen stares down in disbelief at those surrounding her. Then she begins to chuckle, then laugh...a now booming voice that rattles you to the core. "Whaddae know, me bog'd be but a puddle. Bein' in fer it now, ye we timorous beasties. I'll break yer bones to make me bread."
Rydwen apparently has a new spell: Power Word Paste. You have to save vs her giant fist or be polymorphed into paste, all over the street and your nearby friends. ;)
Ryd attempts to keep her torch low, hoping that it will shed more light now into the oncoming darkness. She brings her now enlarged dagger to bear, the rough-hewn stone chisled like jagged teeth at this size. Her arm shoots out at a zombie, not normally within her reach though now but a plaything.
Attacking zombie in -A, -10 with an enlarged dagger slash at -1.
Melee, Dagger: 1d20 + 2 ⇒ (9) + 2 = 11
If Hit, Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Diarmal Illsutra |
I think I'm down to ini 3 since I delayed to let Paulina whack the thing off me?
As blood ran down his sleeves from the injuries inflicted upon him, Diarmal grit his teeth and steeled his faith. The others were behind him, and the enemy faltered at the sight of holy power.
Know-Religion: 1d20 + 5 ⇒ (17) + 5 = 22
"These creatures bear the taint of shadow! May the light of Aisling send them back to their hellish realm!"
Even as the pain wracked his body, he held his holy symbol above them all - well, except for his cousin, who now walked among the bog giants. A simply wound would not stop Lady Aisling from bringing holy justice to these beasts.
Channeling energy again. 30 foot radius, DC 13 Will, Half. Also rolling the extra damage dice to save you some work.
Channel Energy: 1d6 + 1d6 ⇒ (3) + (3) = 6 3 regular, 6 versus the shadow creatures.
Jazz Kraz |
move forward two spaces and fire an arrow. attack: 3 + 1d20 ⇒ 3 + (20) = 23
damage: 1d8 ⇒ 1
crit confirm: 3 + 1d20 ⇒ 3 + (6) = 9
bows do triple on crits. crit damage: 2d8 ⇒ (3, 1) = 4
Man that was clean shot, but it was very weak 1 damage after rolling a 20
Ribat |
Round 5
Ribat closes with the creature over whom he cast his net and tries to slash him with his kukri.
5 ft. step to (E, -12).
Attack Roll: 1d20 + 4 ⇒ (11) + 4 = 15
Damage (slashing): 1d3 + 1 ⇒ (3) + 1 = 4
As a reminder, the zombie has a -4 penalty to Dexterity for being entangled.
Generic Dungeon Master |
Thursday Night (turn 132), Outside Two Barrels Tavern
Ribat – 22
Marvin - 21
Skeletons – 20
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Nathaniel
Sasithorn – 4
Meero - 3
Paulina – 3
Diarmal - 3
Tess – 3
WhapWhop – 3
Don't forget, Xor is still the center of a Bless Effect!
Round 4, continued
Xor throws a lighted rock at one of the monsters. The rock misses the target and lands on the ground.
The rock continues to shed light from E,-13
Felicia throws flame at the Zombie caught by Ribat’s net, but the flame falls on the sand and goes out
Monster Attacks
As Rydwen adjust to her new size she slashes at the Zombie advancing toward her but her swing is high and the Zombie steps closer and smashes at her.
Melee Smash versus Rydwen: 1d20 + 4 ⇒ (14) + 4 = 18
Damage if >14: 1d6 + 4 ⇒ (2) + 4 = 6
Rydwen takes a blow to the gut
The Giant Tentacruel advances, staying within the area of magical Darkness created by the Whapwhop
Suddenly the strange flying objects descend from the dark night sky and attack!
Nathaniel is attacked by three of the strange creatures before he can reach the boat
Melee Slam, Pink: 1d20 ⇒ 8
Melee Slam, Lt Blue: 1d20 ⇒ 8
Melee Slam, Yellow: 1d20 ⇒ 1
Nathaniel dodges the incoming creatures and dashes for the boat!
The strange object like creatures slam into the ground and begin to pulse
The Tetracrule are basically one shot attacks that if they miss do nothing and die when they explode
Two of the creatures fly at Rydwen
Melee Slam, Magenta: 1d20 ⇒ 15
Melee Slam, Blue: 1d20 ⇒ 17
Damage, nonlethal to Rydwen: 1d4 - 1 ⇒ (1) - 1 = 0
Damage, nonlethal to Rydwen: 1d4 - 1 ⇒ (1) - 1 = 0
Perhaps it is due to Rydwen sudden increase in size but she shrugs of the pain of the creatures that hit her, but now they are stuck to her and pulsing rapidly!
And finally one of the creatures flies at Ribat!
Again, anyone can make a non lethal attack versus AC 12 to dislodge the creatures before they explode on their next action, in round 6
Sasithorn launches another bolt of shadow, but this time his aim is off.
Diarmal summons all his strength and feels the flow of positive energy pour out of him
Saves
Y Tentacruel: 1d20 - 2 ⇒ (2) - 2 = 0
Lime Tetracruel: 1d20 - 2 ⇒ (2) - 2 = 0
Green Tetracruel: 1d20 - 2 ⇒ (10) - 2 = 8
Y Skeleton: 1d20 + 2 ⇒ (18) + 2 = 20
O Skeleton: 1d20 + 2 ⇒ (12) + 2 = 14
O Zombie: 1d20 + 3 ⇒ (12) + 3 = 15
Y Zombie: 1d20 + 3 ⇒ (2) + 3 = 5
R Tentacruel: 1d20 - 2 ⇒ (6) - 2 = 4
O Tentacruel: 1d20 - 2 ⇒ (20) - 2 = 18
One of the flying creatures evaporates in a cloud of black dust from the power of Diarmal's channeling
Similarly, two of the Tentacruels also evaporate under the force of the channeled energy
A skeleton also collapses under the onslaught of positive energy
Meero
Paulina
Tess
the above Characters can now take round 4 actions!
Diarmal - takes 4 damage
Orange Zombie – takes 6 damage
Yellow Skeleton – takes 4 damage
Yellow Zombie - takes 11 damage
Bless(r 2) – centered on Xor, 50’ radius
Light(r 1) – centered on Diarmal
Protection from Evil(r 2) - Diarmal
Light(r 1) – rock in Xor’s hand
Produce Flame(r 2) – Felicia
Enlarge Person (r 3) – Rydwen (from Meero)
Outsider, Medium, CR 1, HD 2d10 HP 8
Abilities, Str 14, Dex 18, Con 8, Int 10, Wis 6, Chr 12
AC 16, T 14, FF 12 (+4 Dex, +2 Natura)
CMB +3, CMD 17 (21 versus trip)
Melee, Slam +3 (nonlethal), d4+2+Trip, FA 2 slams, no trip d4+2
BAB +1, +2 Strength
F -1, R +7, W -2
Giant Tentacruel - Damage Reduction – 5/Slicing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Affinity, Shadow Resistance – 5, Sunlight Powerlessness, Trip, Reach – 10’, Unnatural Aura 15’, Vulnerable – “Good”, Slam d4 (nonlethal)
Outsider, Large, CR 2, HD 3d10 HP 12
Abilities, Str 18, Dex 16, Con 10, Int 10, Wis 6, Chr 12
AC 16, T 12, FF 12 (+3 Dex, +4 Natural, -1 size)
Melee, Slam +6 (nonlethal), d4+4+Trip, FA 2 slams+6, no trip d4+4
CMB +7, CMD 20 (24 versus trip)
BAB +2, +4 Strength
F +1, R +6, W -1
WhapWhop – Damage Reduction – 5/Bashing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Affinity, Shadow Resistance – 5, Sunlight Powerlessness, Unnatural Aura 15’, Vulnerable – “Good”, Slam d3 (nonlethal), Spell Like Ability – cast Darkness (1 minute duration) 20’ radius centered on this creature, Channel Negative energy, 3 times per day (d6 damage or heal).
Outsider, Large, CR 1, HD 3d8 HP 9
Abilities, Str 10, Dex 12, Con 8, Int 10, Wis 6, Chr 12
AC 11, T 10, FF 10 (+1 Natura1, +1 Dex, -1 size)
Melee, Slam +2 (nonlethal), d6, Spell Like abilities and Channel
BAB +2
F +0, R +4, W -1
Tetracruel – Damage Reduction – 5/Piercing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Afinity, Shadow Resistance – 5, Sunlight Powerlessness, Unnatural Aura 15’, Vulnerable – “Good”, Slam d4 (nonlethal), Fly, Detonate
Outsider, Tiny, CR ½, HD 1d10 HP 5
Abilities, Str 8, Dex 18, Con 10, Int 8, Wis, 6, Chr 14
AC 16, T 16, FF 12 (+4 Dex, +2 Size)
Melee, Slam +0, d4-1 (nonlethal), on a successful attack, attaches to target, on its next activation will detonate for d3 nonlethal damage and a Will Save DC 12 must be made or target suffers d3 rounds of disorientation, causing a -1 penalty on all attack rolls (but not damage rolls) and all skills that rely on directional sense.
BAB +0
F -1, R +6, W -2
Zombies | AC 12, t 10, ff 12 | hp 12 DR 5/S | Will +3 | slam +4, d6+4
Skeletons | AC 16, t 12, ff 14 | hp 4, DR 5/B | Will +2 | Broken Scimitar +0, d6
Rydwen Illsutra |
With a grunt of pain from the series of strikes, she drops her torch where she stands -- causing it to automatically shrink back down to normal size -- and uses her now free hand to try and rip one of the strange creatures off her.
Melee, Unarmed: 1d20 + 2 ⇒ (1) + 2 = 3
She cannot seem to get a good grip on the alien entity.
Meero Dunblin |
"It seems to me these enemies won't yield, so give this cleric a magic shield!"
Meero moves to (C, -10) and casts Mage Armor on Diarmal
Jazz Kraz |
It does not say it can't stack. It says it adds to armor bonus and has no penalty or max dex bonus. That being said, I see it as a force field on top of the armor, meaning you have to go through both to hit.
M.A.R.V.I.N. |
Let me just clear this up. No, they do not stack. Whichever is the higher bonus applies (except in special cases, such as against incorporeal, etc.) Mage Armor gives an Armor Bonus which is the exact same type of bonus regular armor gives. Therefore, they overlap and only the highest bonus gets counted.
Jazz Kraz |
Jazz stays put and fires an arrow at the closest monster, however, if one gets within melee, he will take a 5-foot shift step and then fire.
attack: 3 + 1d20 ⇒ 3 + (3) = 6
damage: 1d8 ⇒ 7
Rydwen Illsutra |
Always trust a robot's analysis! You are allowed to stack spells that give other bonus categories, like Deflection (if they're not wearing a shield already, so it's a boon to folks like two-handers). Luck, Inspiration and Morale are other worthy categories. The only two I'm aware of that always stack with themselves are Circumstance and Dodge. But if you have a healthy spread of small bonuses in all the categories, it can still really add up.)
Xor Chucksalott |
*Move to E,-11 and attack zombeh in D,-13*
Trying to keep everyone centered on the bless
Chuckin: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19 Ouch: 2d4 + 6 ⇒ (3, 1) + 6 = 10
Crit?: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17 Extra Ouch: 2d4 ⇒ (2, 2) = 4
Generic Dungeon Master |
Thursday Night (turn 132), Outside Two Barrels Tavern
Ribat – 22
Marvin - 21
Skeletons – 20
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Nathaniel
Sasithorn – 4
Meero - 3
Paulina – 3
Diarmal - 3
Tess – 3
WhapWhop – 3
Round 4, wrap up
The large wall like creatures move forward slowly, bending and flexing as they whap and whop along.
Nathaniel reaches the first of the overturned small boats and looks to his left and right for support. He yells out, ”Some lamp oil will be real useful right about now!” and then he tries to put the flames of the torch to the hull of the boat.
Paulina takes one step, and then with both hands on the handle of her flail she swings down and tries to crush the Zombie trapped in the frog-man’s net.
Move to E,-14
melee Attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage if >9: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
The blow lands squarely on the shoulder of the netted Zombie and crushes the thing into the ground, destroying it.
End of Round 4 – we are at the top of Round 5
The stranger, fires another arrow, only this time it misses all of the monsters
Ribat
Marvin
Skeletons
Yellow Tentacruel
Felicia
The above get round 5 actions. Xor’s target was killed, and he can declare a new Round 5 action!
If we reach Rydwen's round 5 action, at Initiative Count 4, the Tetracruels stuck to her will explode!
Diarmal - takes 4 damage
Orange Zombie – takes 6 damage
Yellow Skeleton – takes 4 damage
Yellow Zombie - destroyed
Bless(r 2) – centered on Xor, 50’ radius
Light(r 1) – centered on Diarmal
Protection from Evil(r 2) - Diarmal
Light(r 1) – rock in Xor’s hand
Produce Flame(r 2) – Felicia
Enlarge Person (r 3) – Rydwen (from Meero)
Outsider, Medium, CR 1, HD 2d10 HP 8
Abilities, Str 14, Dex 18, Con 8, Int 10, Wis 6, Chr 12
AC 16, T 14, FF 12 (+4 Dex, +2 Natura)
CMB +3, CMD 17 (21 versus trip)
Melee, Slam +3 (nonlethal), d4+2+Trip, FA 2 slams, no trip d4+2
BAB +1, +2 Strength
F -1, R +7, W -2
Giant Tentacruel - Damage Reduction – 5/Slicing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Affinity, Shadow Resistance – 5, Sunlight Powerlessness, Trip, Reach – 10’, Unnatural Aura 15’, Vulnerable – “Good”, Slam d4 (nonlethal)
Outsider, Large, CR 2, HD 3d10 HP 12
Abilities, Str 18, Dex 16, Con 10, Int 10, Wis 6, Chr 12
AC 16, T 12, FF 12 (+3 Dex, +4 Natural, -1 size)
Melee, Slam +6 (nonlethal), d4+4+Trip, FA 2 slams+6, no trip d4+4
CMB +7, CMD 20 (24 versus trip)
BAB +2, +4 Strength
F +1, R +6, W -1
WhapWhop – Damage Reduction – 5/Bashing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Affinity, Shadow Resistance – 5, Sunlight Powerlessness, Unnatural Aura 15’, Vulnerable – “Good”, Slam d3 (nonlethal), Spell Like Ability – cast Darkness (2 minute duration) 20’ radius centered on this creature, Channel Negative energy, 3 times per day (d6 damage or heal).
Outsider, Large, CR 1, HD 3d8 HP 9
Abilities, Str 10, Dex 12, Con 8, Int 10, Wis 6, Chr 12
AC 11, T 10, FF 10 (+1 Natura1, +1 Dex, -1 size)
Melee, Slam +2 (nonlethal), d6, Spell Like abilities and Channel
BAB +2
F +0, R +4, W -1
Tetracruel – Damage Reduction – 5/Piercing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Afinity, Shadow Resistance – 5, Sunlight Powerlessness, Unnatural Aura 15’, Vulnerable – “Good”, Slam d4 (nonlethal), Fly, Detonate
Outsider, Tiny, CR ½, HD 1d10 HP 5
Abilities, Str 8, Dex 18, Con 10, Int 8, Wis, 6, Chr 14
AC 16, T 16, FF 12 (+4 Dex, +2 Size)
Melee, Slam +0, d4-1 (nonlethal), on a successful attack, attaches to target, on its next activation will detonate for d3 nonlethal damage and a Will Save DC 12 must be made or target suffers d3 rounds of disorientation, causing a -1 penalty on all attack rolls (but not damage rolls) and all skills that rely on directional sense.
BAB +0
F -1, R +6, W -2
Zombies | AC 12, t 10, ff 12 | hp 12 DR 5/S | Will +3 | slam +4, d6+4
Skeletons | AC 16, t 12, ff 14 | hp 4, DR 5/B | Will +2 | Broken Scimitar +0, d6