Berato Aquilinus
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Berato casts Divine Favor and readies a warhammer strike!
MW Consecrated Alchemical Silver Warhammer, Scion, Divine Favor, Fate's Favored: 1d20 + 9 ⇒ (8) + 9 = 17 for dmg: 1d8 + 3 ⇒ (6) + 3 = 9
AoO as the swarm moves in his square:
MW Consecrated Alchemical Silver Warhammer, Scion, Divine Favor, Fate's Favored: 1d20 + 9 ⇒ (10) + 9 = 19 for dmg: 1d8 + 3 ⇒ (3) + 3 = 6
| GM Fez |
Reflex!: 1d20 + 6 ⇒ (11) + 6 = 17
Elaril's spell burns through the hundreds or thousands of ravens as they fill the entrance way of Grev's home. The sound of flapping and more beaks hitting glass come from outside. Another swarm of birds descend from the east, crashing through another window to make their way inside.
Double move action for the other swarm.
Order 2nd Round
Elaril, Grev, Vindlér, Vegazi, Berato, Anthys
Raven Swarms [R: 0]
Marcus
Marcus Volso
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Marcus steps up and throws the vial at the swarm, splashing fire over the birds. He pulls a second vial out of his pack.
Alchemist's Fire: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 ⇒ 6
Standard action: Attack with Alchemist's fire.
Move action: Draw Alchemist's fire.
Vindlér Far-seer
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"Grev! Get behind the line," Vindler shouts as he moves over beside Vegazi and sets up an anchor point for the shield wall. He holds his morningstar ready in case the ravens come within reach.
Anthys
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Anthys moves up next to Grev and in front of Marcus to smash the swarm with the warhammer.
Attack, PA, Scion: 1d20 + 9 - 2 + 2 ⇒ (10) + 9 - 2 + 2 = 19
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Elaril
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Elaril moves over the remaining swarm...
"Grev - Move aside my friend - Im ready to send this swarm packing..."
Move and ready Burning Hands for when/if he moves aside. I'm pretty sure I can miss everybody from my current position if Grev moves to the side.
Burning Hands: 5d4 + 2 ⇒ (1, 4, 1, 3, 1) + 2 = 12 x1.5 = 18. Spend 1 AR to boost DC. DC 20 Reflex for half
Berato Aquilinus
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"Vegazi! help me out!" yells Berato, grabbing one end of the nearby table and waiting for Vegazi to grab the other end. "Let's put up that table across that broken window!"
| GM Fez |
Grev is right, he really isn't very sprightly anymore. He manages an awkward tumble roll over his counter-top and lands flat on his back before crawling a few more feet to stand up behind your lines.
Elaril, Marcus, and Anthys all do what they can, setting the swarming birds aflame and beating them back while Vegazi helps Berato move a table into position. When the action is all completed the house smells of cooked poultry and burnt feathers and the broken windows have been covered with furniture. Combat over!
Vindlér Far-seer
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Vindler moves to Grev's side and lays a hand on the old soldier's arm. "You alright, Grev? Sorry about your home." The dwarf gestures vaguely at the broken windows and the floors covered in glass and roast crow. "I hope you can see now that it's not safe out here. At least not for right now. Now, how can we help clean up?"
| GM Fez |
By the time everything is cleaned up and the raven corpses have been pushed outside the sun has well and truly set. Grev doesn't have a lot of space, but offers his home as a resting place for the night for you.
<41: 1d100 ⇒ 53
<51: 1d100 ⇒ 91
<61: 1d100 ⇒ 29
1d100 ⇒ 99
1d4 ⇒ 1
<21: 1d100 ⇒ 76
<31: 1d100 ⇒ 41
<41: 1d100 ⇒ 80
<51: 1d100 ⇒ 42
1d100 ⇒ 34
Anthys
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I think three 4-hour shifts is standard. 8-12, 12-4, and 4-8.
Or, with five 2-hour watches, everyone gets 8 hours' rest but we get moving early in the morning. 8-10, 10-12, 12-2, 2-4, and 4-6.
Vindlér Far-seer
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I'd vote for the 2-hour watch option so all our spell casters can regain their spells for the day.
Elaril
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Elaril does overly mind as long as gets enough sleep to regain his spells as mentioned.
Anthys
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Everybody gets to regain spells either way, it's just do we take 10 hours or 12 hours.
Okay, five 2-hour shifts. Anthys, Marcus, Berato, Vindlér, Elaril. Only Elaril actually needs an uninterrupted block of 8 hours.
Marcus Volso
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Marcus hurries from sleeping body to sleeping body, shaking each person awake in turn and pointing to the porch, trying not to alert whoever is out there than they have been detected.
Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
| GM Fez |
1d20 + 8 ⇒ (14) + 8 = 22
The sounds of great breath being drawn in echoes lowly through the entrance as a great scratching sound comes from the door. Looking around the furniture piled in front of the window you manage to catch a glimpse tawny, spot colored fur right around Anthys' head height flash by.
Vindlér Far-seer
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Vindler wakes as Marcus pushes against his shoulder. Without making too much noise, Vindler tries to grab his morningstar and shield.
Stealth: 1d20 + 1 ⇒ (9) + 1 = 10
Elaril
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Elaril regains his footing and spell components pouches before staring out of the windows.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
| GM Fez |
The door shudders in its frame for only a few seconds before crashing inward as a hyena the size of a horse tries squeezing through the frame.
Elaril: 1d20 + 12 ⇒ (12) + 12 = 24
Vindlér: 1d20 + 6 ⇒ (2) + 6 = 8
Marcus: 1d20 + 4 ⇒ (17) + 4 = 21
Berato: 1d20 + 1 ⇒ (5) + 1 = 6
Vegazi: 1d20 + 2 ⇒ (12) + 2 = 14
Grev: 1d20 + 4 ⇒ (15) + 4 = 19
Dire Hyena: 1d20 + 2 ⇒ (15) + 2 = 17
Hyaenodon is represented by the crow swarm for now until I can get a replacement tile for it.
Order 1st round
Elaril, Marcus, Grev
Hyaenodon
Vegazi, Vindlér, Berato, Anthys
Marcus Volso
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Being the on duty guard, and thus the only individual fully equipped for combat, Marcus moves to bodily block the path through to his companions and takes up a defensive posture.
Move Action: Move
Standard Action: Total Defense
AC: 27
Elaril
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Trying to grant the rest of team some time to prep, Elaril gestures with his miniature shovel and summons an interdimensional hole for the craeture to fall into.
Cast Create Pit
| GM Fez |
Reflex!: 1d20 + 6 ⇒ (11) + 6 = 17
The Dire Hyena scrambles for the edge of the pit that forms under it but can't quite make it and falls within.
Damage: 2d6 ⇒ (1, 6) = 7
Grev just picks up a sword and waits while the Hyena howls and scrabbles at the sides of the pit.
Order 1st round
Elaril, Marcus, Grev
Hyaenodon -7
Vegazi, Vindlér, Berato, Anthys
Vindlér Far-seer
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"Well done, Elaril," Vindler calls to the arcane master as he moves up to stand guard at the edge of the pit, ready to strike the beast if it manages to climb out.
Move and ready an attack if the hyaenodon gets out of the pit within my reach.
AC is currently 16 with my shield, Dex, and Shield Wall active.
Berato Aquilinus
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Until the beast is down, Berato will apply the power of Torag on whoever does the slaying!
Touch of Good (Core 44): You can touch a creature as a standard action, granting a +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 8 times a day. --> Therefore GM, please bot Berato with this tactic until the end of this encounter.
Anthys
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Anthys double moves, drawing his sword.
AC 19 unarmored with shield, Dex, Shield Wall, and Heart of the Streets - presuming it is not evil so Lastwall Phalanx doesn't apply.
He has to move too far to ready an attack but can probably get an AOO if the beast climbs out of the pit.
Plus possibly higher ground
Damage: 1d8 + 9 ⇒ (6) + 9 = 15
| GM Fez |
Vegazi sets up the best sight-line she can and prepares to fire. You guys have until Elaril's spell runs out to prepare, cause this thing can't actually climb out of the pit...
The Dire Hyena growls and throws itself at the walls, attempting to leap up them, digging its claws in, and more. Nothing seems to work for it.
Order 2nd/3rd/4th/5th round
Elaril, Marcus, Grev
Hyaenodon -7
Vegazi, Vindlér, Berato, Anthys
Vindlér Far-seer
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Vindler drops his weapon and spends the next few rounds lobbing globules of magical acid down at the beast, trying to wear down its will to fight until Elaril's spell loses its effect.
Round 2 - 5ft step to let Berato in the middle, free action drop my weapon, standard to cast Acid Splash
Round 3 - Cast Acid Splash
Round 4 - Cast Acid Splash
Round 5 - Cast Acid Splash, move action to pick up my weapon again
Acid Splash rd. 2 (ranged touch attack): 1d20 + 6 ⇒ (20) + 6 = 26 Damage (A): 1d3 ⇒ 1
Acid Splash rd. 3 (ranged touch attack): 1d20 + 6 ⇒ (8) + 6 = 14 Damage (A): 1d3 ⇒ 1
Acid Splash rd. 4 (ranged touch attack): 1d20 + 6 ⇒ (8) + 6 = 14 Damage (A): 1d3 ⇒ 2
Acid Splash rd. 5 (ranged touch attack): 1d20 + 6 ⇒ (15) + 6 = 21 Damage (A): 1d3 ⇒ 3
Rd. 2 confirm crit?: 1d20 + 6 ⇒ (8) + 6 = 14 Damage: 1d3 ⇒ 2
Botting Berato
Berato moves up to join the fray and grants Torag's blessing to whomever has the best way to hit the beast while it is trapped.
Maybe Vegazi could move up to the edge of the pit until start of round 5? Berato could ToG her, and she could use the bonus to plink away with her bow.
Anthys
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Anthys hates attacking a helpless foe. It seems cruel but necessary.
Really only doing for OOC reasons, to expedite things.
Round 2: sheathe sword, draw javelin
Round 3: throw javelin, draw javelin #2
Round 4: throw javelin #2, draw sword
Round 5: ready an attack.
Javelin, Scion: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Javelin, Scion: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Elaril
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Elaril gets a bit closer to the pit for an unimpeded view before flinging icy rays at the creature.
R2 Ray of Frost RTA: 1d20 + 3 ⇒ (10) + 3 = 13
R2 Cold Damage: 1d3 + 2 ⇒ (3) + 2 = 5
R3 Ray of Frost RTA: 1d20 + 3 ⇒ (18) + 3 = 21
R3 Cold Damage: 1d3 + 2 ⇒ (1) + 2 = 3
R4 Ray of Frost RTA: 1d20 + 3 ⇒ (1) + 3 = 4
R4 Cold Damage: 1d3 + 2 ⇒ (2) + 2 = 4
R5 Ray of Frost RTA: 1d20 + 3 ⇒ (1) + 3 = 4
R5 Cold Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Marcus Volso
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Marcus will step next to Anthys, and throw daggers down at the creature trapped in the pit.
R2: Attack, Point Blank Shot, Scion: 1d20 + 8 + 1 + 2 ⇒ (17) + 8 + 1 + 2 = 28
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
R3: Attack, Point Blank Shot, Scion: 1d20 + 8 + 1 + 2 ⇒ (15) + 8 + 1 + 2 = 26
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
R4: Attack, Point Blank Shot, Scion: 1d20 + 8 + 1 + 2 ⇒ (15) + 8 + 1 + 2 = 26
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
R5: Attack, Point Blank Shot, Scion: 1d20 + 8 + 1 + 2 ⇒ (15) + 8 + 1 + 2 = 26
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
| GM Fez |
Combat over!
You manage to put the great beast down before it harms anyone. A bit of cleanup later and everyone is back in their bags and cots resting once more.
It is later, just as sun is breaking over the horizon, during Elaril's shift that you hear a loud screeching from the east. It is the same sound you heard the day before, that of an enormous eagle, flying high and preparing to strike. Luckily it seems it can't get you while you are within Grev's household.
Vindlér Far-seer
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Vindler groans as yet another poor creature under the compulsion of some magical effect prepares to fight. "Will it never stop? It feels like we've killed half the forest's creatures by now, and I've hardly gotten to wet my weapon with orc blood!" He does not translate the last part for Vegazi.
Vindlér Far-seer
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"I only know the spells I know lad, and that isn't one of 'em," Vindler tells Anthys, "But Berato may be able to find some spell within Torag's Forge."
Berato Aquilinus
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Based on Berato's observations for the past few days, would this spell work on magically controlled animals?
Elaril
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@GM: So I've got all my spell slots back? Your post makes it seem like my rest was possibly interrupted?
Elaril
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"Sorry lads - permanently dispelling magic is still beyond me at the present - though I believe I've almost grasped all of the arcance principles involved.
Everyone ready? Let's go!"
Need a level up before I can take 3rd level spells aka Dispel Magic.
Berato Aquilinus
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Ok Berato will memorize two of those and revise the rest of my spell list later tonight. Putting on armor and going! :)
Berato Aquilinus
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Elaril mems silent image. Open a window, illusion of us all escaping, cast suppress charm when eagle pounces down on illusions?
Vindlér Far-seer
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Sounds like a good plan to me! And if it fails, the rest of us are ready at the door (hopefully under cover), and charge out to engage it.