| GM XaveTheNerd |
Merritt goes to aid.
Zelphar gets engulfed.
Engulf damage: 1d6 + 3 ⇒ (6) + 3 = 9
Smother: 1d6 ⇒ 2
Engulf damage this turn: 1d6 + 3 ⇒ (5) + 3 = 8
Smother this turn: 1d6 ⇒ 4
The mud sloshes viciously as it reaches out for Torrak again.
Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Attack: 1d20 + 13 ⇒ (7) + 13 = 20
Slam dam: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Grab: 1d20 + 12 ⇒ (19) + 12 = 31
Torrak once again finds the mud solidifying in his armor.
Man. I don't want to kill Zelphar while his character is away. Somebody help him!
Edit: WAIT! He can try to escape.
Nat 20s happen?: 1d20 ⇒ 2
Dang
Mud is Thicker than Water
Initiative - the BOLD may act!
Active effects: 8 foot deep water; All water in room is as per obscurring mist;
-----------------------------------------------
Mud (-24; DR 1 time;)
Tseghet
Zelphar (Engulf; -17; Hold breath 18 rounds.)
Merritt
Torrak (-25;)
Torrak, remember your aid
Merritt Provoxt
|
Can you put Merritt behind Torrak in the initiative order? He explicitly delayed so that he could aid Torrak; he wouldn't have been able to do that if he was acting where he was. I'll wait to see Torrak's action before I post another for Merritt.
Tseghet
|
Tseghet flicks his wand into his hand. "The Inheritor's faithful do not falter in the face of evil!" he proclaims, striking the dwarf ceremoniously with the wand before swimming around the abomination to flank once more.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Swift action to release wand from spring-loaded wrist sheath, Standard to cast cure light wounds on Torrak, Move to swim to flanking.
| Torrak Farcrusher |
Torrak winds up a mighty blow with his pick, but catches nothing but some of his own bubbles. "rrrrraaaaAAAAAHHHHHH!" he roars at the Mudlord.
________
20% Sadness?: 1d100 ⇒ 13 NOOOOOOO! :'(
Not to shoot myself even more in the foot here, but is Torrak grappled too? This one's a doozy and our dice aren't stepping up to the plate here!
| GM XaveTheNerd |
GM to players: yeah. This one's a doozy. I'd honestly try running at this point. I'm going to make a call so that I don't kill Zelphar.
Tseghet heals Torrak.
Torrak misses due to concealment.
Mud is Thicker than Water
Initiative - the BOLD may act!
Active effects: 8 foot deep water; All water in room is as per obscurring mist;
-----------------------------------------------
Mud (-24; DR 1 time; Grappling)
Tseghet
Zelphar (Engulf; -17; Hold breath 18 rounds.)
Torrak (-14; grappled)
Merritt
Merritt Provoxt
|
Merritt surveys the scene in front of him... it looking considerably dire. "What say you, fellows, should we beat a hasty retreat, and come back better equipped for this?
Until he has confirmation from his allies, though, he continues trying to distract the mud-thing.
Standard: attack mud
Aid Another DC 10, IC, flank: 1d20 + 3 + 1 + 2 ⇒ (17) + 3 + 1 + 2 = 23
20% Miss Chance: 1d100 ⇒ 98
Aid Another: Torrak receives a +2 bonus on his next attack vs. the mud, as long as it's before the start of Merritt's next turn.
| GM XaveTheNerd |
Zelphar doesn't manage to free himself, but the mudlord deposits him elsewhere as it goes to engulf Torrak again.
To speed things up a bit.
Torrak reflex: 1d20 + 4 ⇒ (18) + 4 = 22
And the party withdraws to the halls. The mudlord doesn't leave the room.
| Torrak Farcrusher |
"What tha hell is this place and why are we gettin' assaulted by water an' dirt after every turn?" Torrak fumes. Just ain't right.
"What's tha plan? Heal up an' try again? Take a nap and come back anotha day?"
Merritt Provoxt
|
"Well, these spells were expensive, so if we can do it now, we should. Let's heal up and give it another go. And let's put some strategy into it. There's nothing I can do to hurt it, but I can be a distraction and help you hit, Torrak." He ponders the problem.
"Let's use another summon to draw it away from the entrance here. Send half of us down around the other way; we come in from both entrances at the same time, and try to surround it. Lean into flanking strategies so the ones who need to hit, can."
Tseghet
|
"And Zelphar, what were you thinking to put yourself in harm's way like that?" Tseghet lectures as he tends to the wizard's wounds. "The Inheritor rewards bravery, but not reckless foolishness."
We've still got at least a minute or two on Tseghet's spells, so that'll help Torrak get through the DR/magic and give Tseghet some more AC. I'll second the motion to get more summoned friends to help flank or soak hits.
| Torrak Farcrusher |
Ah two pronged attack, I like it!" Torrak agrees.
________
CLW (Wand) vs Torrak: 1d8 + 1 ⇒ (1) + 1 = 2
CLW (Wand) vs Torrak: 1d8 + 1 ⇒ (2) + 1 = 3
CLW (Wand) vs Torrak: 1d8 + 1 ⇒ (2) + 1 = 3
CLW (Wand) vs Torrak: 1d8 + 1 ⇒ (1) + 1 = 2
CLW (Wand) vs Torrak: 1d8 + 1 ⇒ (7) + 1 = 8 Geez, glad I got those rolls out of the way...
Works for me, read when y'all are!
| Zelphar Xyroris |
"I have no idea what I was thinking. It was like...I was being led along by someone else, or something. I don't know how to explain it. I think I am feeling back to my old self and mind, though. If I were in my right mind I'd have summoned dolphins before instead of a water elemental. I could either tap a small amount of my ability to summon one, or I could use a bit more of my magical reserves and potentially get up to three. But there's a chance I may gamble and still only bring forth one."
I could summon a d3 of dolphins instead of a single small water elemental. They have one less to-hit on their attack but it averages for slightly more damage. Also, they are medium. And they have blindsight. I could lay down an obscuring mist but that foe might just be able to go underwater and see. I'm leaning towards that option though. I can also try to blind mud dudeguy with glitterdust.
Tseghet
|
”Unless your dolphins are magical, they will do little against the foul creature’s this skin,” Tseghet bemoans loudly. ”Iomedae’s blessing will help Torrak’s blade pierce through its defenses, but I fear I did not prepare myself to make that request again today.”
| Torrak Farcrusher |
I also think we were entirely underwater when we fought the Mudlord. Don't know how that impacts any of your spells Zelphar.
| GM XaveTheNerd |
So what's the game plan? Initiative is rolled as soon as something enters the room, so plan your order accordingly.
Tseghet
|
Tseghet prepares to begin his sermon once more as Torrak and Zelphar take up their positions.
Tseghet's probably good to be near the rear unless we want him to provide flanking for Torrak. Or if Merritt wants to flank (he's probably got more defensive tricks than Tseghet), the half-orc can Aid Torrak's attacks.
| Torrak Farcrusher |
Torrak will enter as the first sacrifice combatant, holding his pick. Tseghet can heal, so is probably best as the one who aids (he has to be within reach of me and the foe). We have a summoned creature for flanking and Merritt could also aid or be the flanker? Zelphar pew pews with Magic Missile while the summon exists.
| Zelphar Xyroris |
The water elemental could go into vorex form to get into position behind the mudlord without provoking AOOs (if the elemental is still around; he's there for 4 mins in-game). Or I can summon a dolphin behind the mudlord just to make sure we have flanking. Then I can hit it with glitterdust and then just pew pew away.
| GM XaveTheNerd |
Torrak: 1d20 + 4 ⇒ (7) + 4 = 11
Merritt: 1d20 + 6 ⇒ (9) + 6 = 15
Tseghet: 1d20 + 0 ⇒ (1) + 0 = 1
Zelphar: 1d20 + 3 ⇒ (1) + 3 = 4
Mudlord: 1d20 + 7 ⇒ (16) + 7 = 23
Rematch
Initiative - the BOLD may act!
Active effects: 8 foot deep water; All water in room is as per obscurring mist; Surprise Round
-----------------------------------------------
Mudlord
Merritt
Torrak
Zelphar
Tseghet
| Torrak Farcrusher |
Torrak steps close to the Mudlord, or what he hopes is the Mudlord and not just some mud caught in a little whirlpool, and tries to sink his pick into it.
________
20% Sadness?: 1d100 ⇒ 68
Heavy Pick (MW) vs Mudlord (Flat-footed): 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 101d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 *throws dice*
With surprise round action economy, 99% confident there won't be any aids (not that it matters with a roll like that). In the future rounds, I'll do my best to be clear about delaying until after aid attempts have been made.
Tseghet
|
”Now!” Tseghet bellows, words cutting through the sound of falling water like the swords of the faithful through the hordes of the Abyss. ”Strike swiftly and decisively - let us prolong this creature’s suffering not a moment longer!”
Begin Inspire Courage +1
Merritt Provoxt
|
Merritt drinks his mutagen, then waits for Zelphar's summon to draw the mudlord away from the entrance, allowing everyone else to safely enter.
Entering the room any farther than the position Torrak has already taken will provoke AoOs; we need to follow the plan!
| Zelphar Xyroris |
Thanks for being patient, all. I got back from my trip late yesterday. There was next to no reception out where I was.
Zelphar shouts, "ʻO kaʻu mea maikaʻi, komo i kāu puka vortex a laila e hele ʻoe ma hope o ka ʻenemi, kū'ē mai i ka mea kuʻuna e kaua nei i kēia manawa, ke kiʻi mai iā mākou." and then suddenly the water elemental becomes a swirling vortex (it works like air elemental whirlwind-doesn't provoke AOOs but this guy is too small to suck anything up) and dashes off to try to draw the mudlord away and then hopefully end up in a flank with Torrak.
Zelphar then readies to swim forward and cast Glitterdust (DC 19) at the mudlord once there's available space to do so.
| GM XaveTheNerd |
Torrak moves forward and misses real nice.
Tseghet Inspires everyone!
Merritt drunks his mutagen.
Zelphar has the water elemental get all whirly.
The mudlord seems to almost laugh with glee as steps to the side and reaches out one slam to Torrak and one to the water elemental.
Attack Torrak: 1d20 + 13 ⇒ (10) + 13 = 23
Attack water: 1d20 + 13 ⇒ (4) + 13 = 17
50% of sadness. High is good for Torrak: 1d100 ⇒ 77
50% of sadness. High is good for water: 1d100 ⇒ 3
Damage to water: 2d6 + 3 ⇒ (5, 6) + 3 = 14
And the animated whirlpool stills.
Zelphar, that would be a delay, as well as two actions in a surprise round. Torrak's only worked because I considered it a "charge".
Rematch
Initiative - the BOLD may act!
Active effects: 8 foot deep water; All water in room is as per obscurring mist; Inspire Courage +1
-----------------------------------------------
Mudlord
Merritt
Torrak
Zelphar
Tseghet
Merritt Provoxt
|
Merritt swims in, past Torrak all the way to the far wall of the room. He strikes at the mudlord, trying to distract it to create an opening for his friend.
Move: 25'
Standard: attack to aid another
Dagger, IC vs AC 10: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Aid Another: Torrak gains a +2 bonus on his next attack roll
| Torrak Farcrusher |
Once his teammates have had a chance to harass the Mudlord, Torrak tries to get a potshot in with his pickaxe. Like mining through a mudslide, some stuff you just don't do! "Die, DIE, DIE!" he shouts at it.
________
20% Sadness?: 1d100 ⇒ 40
Heavy Pick (MW, IC, PA, 1 Aid): 1d20 + 7 + 1 - 2 + 2 ⇒ (11) + 7 + 1 - 2 + 2 = 191d6 + 4 + 1 + 1 + 6 ⇒ (6) + 4 + 1 + 1 + 6 = 18 Merritt's aid counted at time of posting.
Surprise round: I thought I just 5ft step and swung, my bad if it was more GM! Now that aids are coming in, I'm going to risk power attacks. Otherwise my damage just isn't so great. If it goes to hell in a handbasket again, I'll stop PAing so we can get more reliable damage in. Delay until everyone has gone, then 5ft step and swing.
Tseghet
|
"Remember the teachings of the Inheritor!" Tseghet intones as he steps forward and lays a hand on Torrak's head. "Let the only mercy you show to the forces of evil be a swift death!"
Move and cast guidance on Torrak. Dropping performance and letting Lingering Performance continue the effect for one more round after this one.
| Zelphar Xyroris |
My bad -- didn't realize it was a surprise round, sorry! We'll try it this turn then:
Zelphar advances cautiously and once the mudlord is in sight he casts a magical glitter bomb on it. Glitterdust, DC 19
| GM XaveTheNerd |
Merritt aids Torrak, as does Tseghet, and the Dwarf lands a solid hit on the mudlord.
Will: 1d20 + 4 ⇒ (15) + 4 = 19
The mudlord gets all glittery, too! But it seems to resist the blinding effects of the glitter.
---
The thing splooshes angrily as mud goes flying towards Torrak and Merritt.
20% Merritt. Low is good for Merritt: 1d100 ⇒ 1 Miss!
20% Torrak. Low is good for Torrak: 1d100 ⇒ 46
Slam on Torrak AC 21: 1d20 + 13 ⇒ (7) + 13 = 20
The mud begins to collect underneath Torrak's right shoulder-pad, so the Dwarf disconnects the pad and the mud recoils as it quickly slams just the shoulder pad, not the dwarf it was intending. Just barely missed.
Rematch
Initiative - the BOLD may act!
Active effects: 8 foot deep water; All water in room is as per obscurring mist; Inspire Courage +1
-----------------------------------------------
Mudlord (-18)
Merritt
Torrak
Zelphar
Tseghet
Tseghet
|
”Again!” Tseghet extols, blessing the dwarf once more with Iomedae’s courage and skill.
Casting guidance on Torrak. Last round of lingering Inspire Courage - he’ll have to reboot it next round.
| Torrak Farcrusher |
Torrak shifts over, angling the Mudlord between himself and the blurry muddy bit of the room that he hopes, ever so dearly, is Merritt. "Here's anotha one for yer royal goopiness!"
________
20% Sadness?: 1d100 ⇒ 71
Heavy Pick (MW, IC, PA, Guidance, Flank): 1d20 + 7 + 1 + 1 - 2 + 1 + 2 ⇒ (4) + 7 + 1 + 1 - 2 + 1 + 2 = 141d6 + 4 + 1 + 1 + 6 ⇒ (4) + 4 + 1 + 1 + 6 = 16
Delay until everyone has gone, 5ft step into flank, attack (no aids included). I've never been the player to jail their dice, but at this point... It is one thing to lose when you roll ok (maybe they were just better than you), but it is another to just keep rolling like this.
Merritt Provoxt
|
Merritt swims a touch to his left, completing the flank with Torrak as he strikes to distract the mudlord again.
5' step
Standard: attack (aid another)
Dagger, IC, flank vs AC 10: 1d20 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12
| GM XaveTheNerd |
Torrak, unfortunately misses.
Mud to Torrak AC 21: 1d20 + 13 ⇒ (10) + 13 = 23
Mud to Merrit AC 21: 1d20 + 13 ⇒ (18) + 13 = 31
Damage to Torrak: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Damage to Merritt: 2d6 + 3 ⇒ (1, 6) + 3 = 10
1 says Merritt is grapple target: 1d2 ⇒ 1
Grapple Merritt CMD 19: 1d20 + 12 ⇒ (4) + 12 = 16
Grapple fails.
Rematch
Initiative - the BOLD may act!
Active effects: 8 foot deep water; All water in room is as per obscurring mist; Inspire Courage +1
-----------------------------------------------
Mudlord (-18)
Merritt (-10)
Torrak (-6)
Zelphar
Tseghet
Tseghet
|
Merritt, remember that using a wand doesn’t provoke an AoO and that as long as you have the dagger in the other hand you still provide flanking!
”The forces of darkness and chaos are relentless,” Tseghet preaches, ”But so is the fire that burns in the hearts of each of Iomedae’s faithful! Do not falter, show no fear, and let Her strength guide your sword!” The half-orc conveniently doesn’t remember that none of his companions are currently holding swords.
Restarting Inspire Courage +1
| Torrak Farcrusher |
My pick is a sword, my pick is a sword, my pick is a sword! Torrak mentally rehearses while the others maneuver and embolden. Finally ready, the Dwarf swings his pick just like a sword, hoping to catch the Mudlord off-guard.
________
20% Sadness: 1d100 ⇒ 58
Heavy Pick (MW, IC, PA, Flank): 1d20 + 7 + 1 + 1 - 2 + 2 ⇒ (12) + 7 + 1 + 1 - 2 + 2 = 211d6 + 4 + 1 + 1 + 6 ⇒ (3) + 4 + 1 + 1 + 6 = 15
Delay until everyone has gone, swing!
Merritt Provoxt
|
Merritt retrieves a wand from his bag as he continues to harass the muddy lord.
Move: retrieve wand of cure light wounds (provokes)
Standard: attack (aid another)
Dagger, IC, flank vs. AC 10: 1d20 + 3 + 1 + 2 ⇒ (14) + 3 + 1 + 2 = 20
| GM XaveTheNerd |
Torrak brings his pick to the thing and gives it a hefty THWACK!
20% of sadness: 1d100 ⇒ 86
AoO Merritt AC 21: 1d20 + 13 ⇒ (4) + 13 = 17
Miss!
d2 to determine secondary target: 1d2 ⇒ 2
20% of sadness on Torrak: 1d100 ⇒ 44
20% of sadness on Merritt: 1d100 ⇒ 66
Attack Torrak AC 21: 1d20 + 13 ⇒ (10) + 13 = 23
Attack Merritt AC 21: 1d20 + 13 ⇒ (13) + 13 = 26
Damage Torrak: 2d6 + 3 ⇒ (3, 2) + 3 = 8
Damage Merritt: 2d6 + 3 ⇒ (6, 1) + 3 = 10
Grapple target: 1d2 ⇒ 1
Grapple Torrak CMD 19: 1d20 + 12 ⇒ (3) + 12 = 15
Nope! No grapple!
Rematch
Initiative - the BOLD may act!
Active effects: 8 foot deep water; All water in room is as per obscurring mist; Inspire Courage +1
-----------------------------------------------
Mudlord (-33)
Merritt (-20)
Torrak (-14)
Zelphar
Tseghet
| Zelphar Xyroris |
Elemental aid?: 1d20 + 5 + 2 + 1 + 1 ⇒ (9) + 5 + 2 + 1 + 1 = 18
Zelphar tries again to blind the mud dude with glitter. WILL DC 19
Tseghet
|
The shimmer of Iomedae’s divine power covers Tseghet’s hand as he places it dramatically on Torrak’s back once more. ”The Inheritor knows when a tactical retreat is better than overextending one’s arm,” he declares, seeming to point his words at Merritt through the mist.
Casting guidance on Torrak, dropping performance and letting linger for one more round after this one. Merritt, remember that we’ve got the elemental who can swap in on flanking duty for you in case you need to heal yourself.
| Torrak Farcrusher |
"We already did thah bit once! Now tha Mudlord is gonna do it!" Torrak roars, getting bolder with their building success. He tries smashing his pick into it again!
________
20% Sadness?: 1d100 ⇒ 71
Heavy Pick (MW, IC, PA, Flank, Guidance): 1d20 + 7 + 1 + 1 - 2 + 2 + 1 ⇒ (10) + 7 + 1 + 1 - 2 + 2 + 1 = 201d6 + 4 + 1 + 1 + 6 ⇒ (3) + 4 + 1 + 1 + 6 = 15
Delay for aids and swing! Cautiously optimistic at this point, keep it up! :D
Merritt Provoxt
|
Merritt moves away from the elemental, but finds he's too pressed in with the wall to be able to do it safely. He keeps his dagger up and his senses aware as he moves away, hoping he's able to get away safely to heal himself.
Standard: total defense
Move: 20' swim (provokes)
| GM XaveTheNerd |
Mudlord will DC 19: 1d20 + 4 ⇒ (14) + 4 = 18
The mudlord recoils as it's blinded by the glitterdust!
Tseghet provides guidance and more inspiration!
Merritt goes total defense and tries to swim away!
Attack AC 25: 1d20 + 13 ⇒ (1) + 13 = 14
The mud moves violently in Merritt's direction, but he's already long gone by the time it makes it to where he was.
The elemental aids!
Torrak lands another solid pick on the mudlord! It's getting close!!!!
The mudlord responds by attacking Torrak and the water elemental. It seems to know where they are, but it's still blinded. (It has tremorsense in water. But just sense!)
50% of sadness, Torrak: 1d100 ⇒ 15
50% of sadness, Water: 1d100 ⇒ 44
The mud misses twice, unable to see exactly how Torrak and the elemental dodge out of the way.
Rematch
Initiative - the BOLD may act!
Active effects: 8 foot deep water; All water in room is as per obscurring mist; Inspire Courage +1
-----------------------------------------------
Mudlord (-48)
Merritt (-20)
Torrak (-14)
Zelphar
Tseghet
| Torrak Farcrusher |
"Yes. YES! YEEESS!" Torrak roars as Zelphar's glitter seems to work against their muddy overlord. The goopy flailing, however, disturbs the water enough that his pick finds naught but water.
________
20% Sadness?: 1d100 ⇒ 6 Sadness :(
Tseghet
|
"Do not falter, Torrak the Faithful!" Tseghet commands as he sloshes into the chamber. "It is the nature of Evil to wear away at our resolve, but the Inheritor calls us to be heroes! And we will obey!" He strikes the dwarf ceremoniously with the flat of his blade, transferring the holy light surrounding it to the dwarf.
Casting guidance on Torrak. Inspire Courage is still lingering for this round.
Merritt Provoxt
|
Merritt frantically retrieves his wand and heals himself.
Move: retrieve wand of cure light wounds
Standard: cast cure light wounds
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3