
| hogarth | 
 
	
 
                
                
              
            
            The band of stalwart heroes delve deep into the Rimefang Caverns, knocking the jarl's men aside like duckpins. Finally they arrive at the final cavern where Fruztii, the frost giant jarl waits with his dragon steed Whitancabulus for the final confrontation.
You (and Frosty and Whitey) have one round of prebuffing before initiative starts, plus you can start with any buffs that last longer than 2 hours. No one is surprised. Roll initiative and list your prebuff actions, as long as what is in your hands.

| Black-Eyed Bartimus | 
 
	
 
                
                
              
            
            Bartimus casts Mass Bull's Strength on the party and activates his Ring of Force Shield as a free action. He's got his rapier in his hand, and his rod at an easily reached spot on his back. He'll also give a brief pep talk to the lads:
"Men, Women, persons of indistinct gender: Hear my words. The evil that giants do often live on after their deaths, but I come not to bury the Giant, but to utterly disgrace his damnable eyes. Ask not what the giant can do to you, ask what you can defile of the giant's! We have nothing to fear but dragonfear itself! Cry havoc and let slip the dogs of battle!"
Init: 1d20+6=26
Wow! Good start for Bart!

| Sleepy Monk | 
 
	
 
                
                
              
            
            Initiative: d20+12=25
Pre-round buff: 
Drink potion of Barkskin. 
Free action: activate Boots of Speed for Haste effect.
Bow and nocked arrow are in his hands.
His extra potions are accessible via his belt pouch.

| hogarth | 
 
	
 
                
                
              
            
            hogarth wrote:Sleepy: I have no idea why you would want to activate your Boots of Speed in the surprise round; isn't that just wasting one of your 10 charges?That's a good point - since it's a free action, I can do that in round 1 instead.
You can do it in any round you want to be hasted (generally rounds where you're making a full attack, but YMMV).

| Tialla Cloudstep | 
 
	
 
                
                
              
            
            Prebuff: invisibility via her ring.
Initiative (1d20+12=24)
Holding: sword of subtlety in right hand, wand of dimension door in left.

| Sleepy Monk | 
 
	
 
                
                
              
            
            Somewhere in the cavern. :-)
On the bright side, they don't know where you are either (other than "somewhere in the cavern").
For a move action, Sleepy Monk will move to the left on the map, using Stealth, until he sees something.
For a standard action, Sleepy will conditionally consume potion of fly if he doesn't spot the enemy, or if he does spot the enemy and they are not within bowshot range, he will still consume the potion of fly.He will only attack if it looks like he is spotted, and if they are within bowshot range.
Update: potential attack roll: 1d20+21=35

| hogarth | 
 
	
 
                
                
              
            
            For a move action, Sleepy Monk will move to the left on the map, using Stealth, until he sees something.
For a standard action, Sleepy will conditionally consume potion of fly if he doesn't spot the enemy, or if he does spot the enemy and they are not within bowshot range, he will still consume the potion of fly.
He will only attack if it looks like he is spotted, and if they are within bowshot range.Update: potential attack roll: 1d20+21=35
If he's holding a potion in one hand, he can't fire a bow; he'd need to drop it first. If you want to specify a particular square on the map, you can hover the mouse over a square and it will show the co-ordinates in a "tooltip", I believe.
Elmora -- your characters know it's a frost giant jarl and a very old white dragon, and you can assume they know just about anything in the Monster Manual under "frost giant" and "dragon".

| Black-Eyed Bartimus | 
 
	
 
                
                
              
            
            Bart will cast Resist Energy: Cold on himself and move to 35,55 to keep an eye out for lurkers.
Perception: 1d20+26=30

| Sleepy Monk | 
 
	
 
                
                
              
            
            If he's holding a potion in one hand, he can't fire a bow; he'd need to drop it first.
I was trying to give conditional actions - I'm sure I wasn't clear. I was also incorrect in an assumption on the required action for retrieving an item from a belt pouch (move action, not a swift action).
Condition 1: He moves, holding bow in one hand until his movement is up. If he sees a target and the target is in range and it looks like he's been spotted, then he uses both hands to fire the bow.Condition 2: He moves, holding bow in one hand until his movement is up. Use standard action as a move action to retrieve potion from belt pouch.
If you want to specify a particular square on the map, you can hover the mouse over a square and it will show the co-ordinates in a "tooltip", I believe.
I think 22,55 is a good spot and within 90' - right behind a rock.

| Tialla Cloudstep | 
 
	
 
                
                
              
            
            Tialla lifts into the air, flying away on invisible and silent wings.
Fast stealth to 42,37; looking - and listening - for the Bad Guys...
Stealth with invisibility bonus (1d20+69=78)
Perception (1d20+25=41, 43 for hearing)

| Grumble Grog | 
 
	
 
                
                
              
            
            Grumble Grog is grumpy...Initiative=1d20+5=15
His round 2 action is to hold his action, ready to activate his wings of flying...and drink his potion. His shield is readied, his axe is not.

| Elmora, Elven Summoner | 
 
	
 
                
                
              
            
            Update: Elmora has Shapechange active (170 minute duration) Current Form is that of a Storm Giant.
This gives her 45 additional HP
+2 STR over her +6 enhanced
-2 AC Size/+6 natural Armor
+2 CMB Size
-2 dex
-2 atk from size.
Bow does 3d6 dmg.
sword does 3d8 dmg
I had been under-rolling for Grumble's enlarged attacks...oops I thought 1d10 became 1d12...not 2d8...

| Elmora, Elven Summoner | 
 
	
 
                
                
              
            
            Elmora, Elven Summoner wrote:Update: Elmora has Shapechange active (170 minute duration)The ioun stone does not give you additional spell slots (so you can't cast Shapechange); it just gives you +1 caster level to spells you can already cast.
I have the extra spell slot from intelligence bonus, not from the Ioun stone.

| Elmora, Elven Summoner | 
 
	
 
                
                
              
            
            hogarth wrote:I have the extra spell slot from intelligence bonus, not from the Ioun stone.Elmora, Elven Summoner wrote:Update: Elmora has Shapechange active (170 minute duration)The ioun stone does not give you additional spell slots (so you can't cast Shapechange); it just gives you +1 caster level to spells you can already cast.
Never mind I see where I made the error, I looked at the wrong line.

| hogarth | 
 
	
 
                
                
              
            
            Round 1:
Sleepy:
Tialla:
Enemies' actions -- players don't peek!
White dragon casts invisibility sphere and protection from fire.
Round 2 actions?

| Sleepy Monk | 
 
	
 
                
                
              
            
            Sleepy quaffs the potion of flying he dug out last round.
Use Stealth, move to position 20,49 and observe.
1d20+29 = 36

| Elmora, Elven Summoner | 
 
	
 
                
                
              
            
            Elmora casts summon monster 8, to summon 1d3=2 Augmented Avoral
stats already adjusted for Augmented summoning.
Size/Type: Medium Outsider (Extraplanar, Good)
Hit Dice: 7d8+35 (66+14=80 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 24 (+6 Dex, +8 natural), touch 16, flat-footed 18
Base Attack/Grapple: +7/+9
Attack: Claw +15 melee (2d6+4) or wing +15 melee (2d8+4)
Full Attack: 2 claws +15 melee (2d6+4) or 2 wings +15 melee (2d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, fear aura
Special Qualities: Damage reduction 10/evil or silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, resistance to cold 10 and sonic 10, speak with animals, spell resistance 25, true seeing
Saves: Fort +12 (+16 against poison), Ref +11, Will +8
Abilities: Str 19, Dex 23, Con 24, Int 15, Wis 16, Cha 16
Skills: Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21
Feats: Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse
Environment: A good-aligned plane.
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 9
Treasure: No coins; double goods; standard items
Alignment: Always neutral good
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: —
An avoral’s bones are strong but hollow, so even the largest specimens weigh no more than 120 pounds. An avoral is about 7 feet tall. Each of an avoral’s wings has a small hand at the midpoint. When the wings are folded, these appendages are about where human hands would be and can do nearly anything hands can do.
An avoral’s visual acuity is virtually unmatched: It can see detail on objects up to 10 miles away and is said to be able to discern the color of a creature’s eyes at 200 paces.
Avorals speak Celestial, Infernal, and Draconic, but can speak with almost any creature, thanks to their tongues ability.
Combat
On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air, where it can employ its talons and make full use of its aerial speed and agility. It can’t make wing attacks while flying, however.
An avoral’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities
At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility; 3/day—lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.
Fear Aura (Su)
Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based.
Lay on Hands (Su)
As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.
Speak with Animals (Su)
This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
True Seeing (Su)
This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.
Skills
An avoral’s sharp eyes give it a +8 racial bonus on Spot checks.

| hogarth | 
 
	
 
                
                
              
            
            Round 2:
Actually, I made a mistake on round 1.  Everyone except for Grumble could hear chanting from box #3; Bartimus and Elmora can identify it as the spells Corrupt Weapon and Protection from Fire being cast.  I misoverestimated the size of the room.  :-)
Everyone (except for Grumble) can hear more chanting. Bartimus and Elmora identify it as someone casting Mirror Image.
Round 3?

| Black-Eyed Bartimus | 
 
	
 
                
                
              
            
            Bart casts Divine Favor, then moves to 41,56, keeping his True Seeing eyes open for any movement.
Perception: 1d20+26=27
 Wow.  That was underwhelming.  Also, corrupt weapon?  I don't know that one..

| hogarth | 
 
	
 
                
                
              
            
            I believe her armor activation is a free action. I could be mistaken though...but it's not a huge deal. (no books at the office.)
It doesn't specify in the armor description, so my ruling is that it takes a standard action.
1d20+26=27
It doesn't matter what you roll for Perception -- my ruling is that it's a DC 0 Perception check to hear the spellcasting, and at this distance you automatically succeed. Likewise, you can't fail the Spellcraft check to ID the spells.
Corrupt Weapon is the blackguard equivalent of Bless Weapon.

| Sleepy Monk | 
 
	
 
                
                
              
            
            Hogarth, quick question. Abundant Step says it acts like dimension door. Does that include, by your understanding, the ability to take others with him?
If so, Sleepy will move back to 28,58 to the group and offer to dimension door up to 3 others to the far side of the arena (position 26,9) using his standard action as a move action.
If not, Sleepy spends 2 ki points and dimension doors to position 26,9. That will end his action for the round by my reading of the spell.
 
	
 
     
     
     
 
                
                 
	
 