| Black Tom |
Excellent. Just tell me about any scouting and buffing you want to do. A marching order would be great too. The relevant corridor is only 5 feet wide.
As Vug declares her tonic ready you collect yourselves and carefully descend to the cavern floor. The rope bridge still hangs where it fell, making it easy to enter the tunnel, which wends its way a long time before you come upon a deserted chamber with three exits and signs of recent grimlock habitation. A quick search eliminates two of the tunnels which lead to now empty rooms, leaving only one passage.
This must be where the grimlocks went, so roll for initiative whenever you are done preparing.
| Black Tom |
Excellent. Just tell me about any scouting and buffing you want to do. A marching order would be great too. The relevant corridor is only 5 feet wide.
As Vug declares her tonic ready you collect yourselves and carefully descend to the cavern floor. The rope bridge still hangs where it fell, making it easy to enter the tunnel, which wends its way a long time before you come upon a deserted chamber with three exits and signs of recent grimlock habitation. A quick search eliminates two of the tunnels which lead to now empty rooms, leaving only one passage.
This must be where the grimlocks went, so roll for initiative whenever you are done preparing.
| Valgrim Twin-Axe |
Valgrim leads with his darkvision, so he is in front. He holds his greataxe in one hand and a handaxe in the other, should the need for a ranged weapon become necessary.
Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Perception: 1d20 + 7 ⇒ (9) + 7 = 16..add +2 for stonework or undead
| Black Tom |
The long passage through the rocks winds down and down, deeper into the
ground. It curves ahead like a spiral. The air grows musty and sickening with the scent of rotting flesh. Eventually, the passage opens into a wide cavern, where it ends at the top of a short cliff that stands ten feet above the cave floor below. From ahead, the dim glow of a lantern or small fire casts a dull, red glow.
The orange part of the cave floor is 10 feet lower than the rest. BG is the grimlock barbarian you fought earlier. He still looks wounded.
The grimlocks at the far side of the cavern carry longspears and some sort of bronze masks. They don't seem to take any notice of you as of now.
Vug Vang and Vulcan can act first, then the grimlocks, then Valgrim, Bubba and Feres.
| Black Tom |
Vulcan delays. The coughing grimlocks throw some ineffectual javelins and then the others close in, planting two vicious axe blows in Valgrim's face, sending him reeling for 15 points of damage. The one with cover rolled a natural 20.
Your turn again. All of you can act. Bubba starts by making an impromptu speech about the virtues of shining a light in dark places, filling you with courage and determination.
| Friar Feres |
Seeing Valgrim take a vicious beating from the two grimlocks, Feres raises his holy symbol and invokes the power of the Healing Flame. A warm radiance flows outward from the symbol of Feres' goddess, washing over his companions but excluding the two grimlocks beyond the end of the passageway.
Standard action to Channel Energy to heal. Excluding the two grimlocks in squares T-16 and T-17 via Selective Channeling; the burst ends at those two squares.
Channel Energy (Healing): 2d6 ⇒ (1, 4) = 5
Channels Used Today: 2
| Valgrim Twin-Axe |
Valgrim screams in pain at the hits, using the pain to power his attack as he brings his greataxe down to bear on the grimlock with cover first and then the wounded grimlock in front of himself (Cleave feat with no power attack):
Attack on grimlock in T171d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d12 + 7 ⇒ (7) + 7 = 14
Attack on grimlock in T161d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d12 + 7 ⇒ (9) + 7 = 16
AC 17 for the following round.
| Vug Vang |
Assuming she has the other healing wand, Vug pulls it out and gives Valgrim a boost of healing energy.
CLW from wand: 1d8 + 1 ⇒ (5) + 1 = 6
"Hang in there, old buddy -- you don't want it to say I was killed by a measly grimlock with a javelin on your tombstone, do you?"
| Valgrim Twin-Axe |
Valgrim smiles at Vug's comments, as he feels the healing energy close some of his wounds. "No, me elf lass, definitely don't want that, but we still got a boatload of more grimlocks reaching for more javelins and I still haven't seen their leader!"
| Black Tom |
Valgrim hews down the two grimlocks before him, but now their leader appears, axe in hand and hell-bent on revenge. He strikes Valgrim a devastating blow for 18 points of damage. Then the other grimlock takes advantage of the situation and manages to hit for another 11.
To make things worse, the other grimlocks seem to be advancing.
Your turn.
| Valgrim Twin-Axe |
Did you factor +4 AC from the grimlock with cover for a total of 21 vs. him? If you did, then Valgrim drops with the second blow to -1 hps.
| Friar Feres |
"If this spell works, don't attack the grimlocks, but get Valgrim back on his feet!" Feres calls to his companions.
"Oh Holy Sarenrae!" Feres intones. "Grant these servants of the Rough Beast the blessing of your calming peace!" With the symbol of his goddess held before him, the stout priest casts a spell to calm the grimlocks in the cavern and bring a pause to their aggression.
Standard action to cast Calm Emotions; affects all creatures in a 20 ft. radius spread - with the spell centered at the upper left corner of square X-16 it should encompass all of the grimlocks except for the one in square Z19. Duration = concentration, up to 1 round/level (so 3 rounds if Feres maintains concentration as a standard action). Will DC 17 negates.
Calm Emotions calms agitated creatures, and can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
| Vulcan Stormwrath |
As Feres casts at the grimlocks and Vug revives Valgrim, Vulcan dashes forward, words rattling of rapidly as he completes his spell, hand slapping down on Valgrims shoulder a moment before the injured warrior winks out.
Cast Vanish. Valgrim is invisible for 2 rounds
| Black Tom |
Vulcan definitely has enough xp to level up, but I'm not sure there has been time to do so. Probably after this fight.
The grimlocks both slip on the suddenly slick floor and then a preternatural calm ensues. Both the grimlocks on the ledge start to laugh as the rage leaves the chief.
On the floor of the cavern too the grimlocks stop, bewildered by the unfamiliar emotion of serenity. Only the last one remains furious, yelling something probably not very nice at his companions.
Valgrim is up, conscious again but prone (and invisible). His axe lies beside him on the floor.
| Black Tom |
The strange-looking grimlock in the back (he's got red hair and what looks like huge staring eyes in contrast to his blind friends) hurls what must be a stream of insults and a spell at you, incensed at the lethargy that has overtaken his companions.
Then the air about you explodes into a cacophony of noise. Vulcan, Vug and Valgrim take 2 points of sonic damage (Fort 16 for half and to avoid being stunned for 1 round). The grimlocks before you snap out of their trance, but they are both stunned.
You are up.
| Friar Feres |
Vug whispers "F-f-f-father, how long will this trance last? Maybe we can retreat a little and get them to attack one at a time instead."
"I'm afraid it will last only a few more seconds (two more rounds)...," Feres begins to reply, his brow furrowed in concentration.
Then the red-haired grimlock casts its spell, snapping all of the affected creatures out of their trance.
"... or less if someone causes them harm," Feres finishes with a sigh.
| Friar Feres |
Feres raises his holy symbol again and invokes the power of the Healing Flame. A warm radiance flows outward from the symbol of Feres' goddess, washing over his companions but excluding the two grimlocks beyond the end of the passageway. Then, as Bubba suggested, Feres backs down the hallway fifteen feet (to square L-16).
Standard action to Channel Energy to heal. Excluding the two grimlocks in squares T-16 and T-17 via Selective Channeling; the burst ends at those two squares. Move action 15 ft to square L-16.
Channel Energy (Healing): 2d6 ⇒ (4, 1) = 5
Channels Used Today: 3
| Valgrim Twin-Axe |
Fort Save: 1d20 + 10 ⇒ (8) + 10 = 18...1 hp of damage...current hps: 12 after Feres' healing
Valgrim then cleaves again, this time raging and power attacking, aiming first at the wounded barbarian grimlock then at the grimlock with cover:
Attack: 1d20 + 12 ⇒ (12) + 12 = 24...+2 attacking from invisibility and no Dex since they are stunned!
Damage: 1d12 + 13 ⇒ (11) + 13 = 24
Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d12 + 13 ⇒ (4) + 13 = 17
Since that was his standard action, Valgrim now moves back 3 squares to allow the casting of grease.
AC 15 this round.
| Valgrim Twin-Axe |
Valgrim stops raging so he is fatigued for 2 rounds. Through bated breaths, Valgrim says "if I get some healing, I'll run back in."
| Friar Feres |
Feres gives Valgrim a few taps with his healing wand.
CLW Wand charge 1: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand charge 2: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand charge 3: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand charge 4: 1d8 + 1 ⇒ (4) + 1 = 5
"Here, Valgrim, before you go running back in, let me cast a spell to grant you the blessing of Sarenrae's protection against evil forces. It will make you harder to hit, and will protect your mind from the spells of that grimlock spellcaster. But it will only last for three minutes."
"I'll also cast a shielding spell on myself, and I'll use one of the Pearls of Power to cast Sarenrae's blessing on our entire party. Both spells will also last for three minutes. Then I suggest we take the battle to them will all haste."
When we're ready to head back toward the cavern, Feres casts Protection from Evil on Valgrim:
1) Valgrim receives a +2 deflection bonus to AC and +2 resistance bonus on saves; both bonuses apply against attacks made or effects created by evil creatures.
2) If Valgrim becomes affected by any spells or effects created by evil creatures that possess or excercise mental control (including enchantment [charm] and enchantment [compulsion] effects), he will immediately receive another saving throw with a +2 morale bonus using the same DC as the orginal effect; if the new save is successful, then the effects are suppressed for the duration of the Protection from Evil spell.
3) The spell prevents bodily contact by evil summoned creatures, causing the natural weapon attacks of such creatures to fail and the creatures to recoil. This protection ends if Valgrim makes an attack or tries to force the barrier agains the blocked creature. Spell resistance can allow the summoned creature to overcome this protection.
Feres also casts Shield of Faith on himself, which grants a +2 deflection bonus to AC (Feres total AC will be 18).
Finally, Feres casts Bless on the party: each ally gains a +1 morale bonus on attack rolls and on saves against fear effects (for Valgrim, this will stack with the +2 resistance bonus provided by his Protection from Evil.
| Valgrim Twin-Axe |
I agree with Friar. Once healed and buffed, Valgrim will rush back in, jump down the 10 feet, and make his way toward the red-haired grimlock.