Xuan Fung |
Remember, if anyone wants to use Fung's wand of longstrider for prebuff, go for it!
Fung's hair starts standing on ends as he sees the bizarre and frightening undead approaching. He gathers up his courage and takes to the air, coming up near above its head, hopefully out its reach. He then draws energy from his life force itself, sending a swirling mass of air and lightning slamming into the undead.
Burn: Empowered Metakinesis (+1), Thunderstorm Blast (+2)
vs Morgh: Air Wysp Aura, Elemental Overflow (Dex & Con), PBS, Empowered
thunderstorm blast: 1d20 + 9 + 1 + 2 + 1 ⇒ (13) + 9 + 1 + 2 + 1 = 26 dmg: 8d6 + 14 + 1 + 4 + 1 ⇒ (5, 5, 3, 4, 6, 1, 3, 2) + 14 + 1 + 4 + 1 = 49
Empowered Dmg = 49x1.5=73; half bludgeoning, half electricity
Again, mostly a shot thing.
GM Batpony |
Fung hits, creature still stands.
Irp doesn't believe that Kellid warriors can be immediately snapped out of the trance their in. The familiar deduces that It will need long term rehabilitation for them to return to their former selves.
Umbrato Shawart |
Eyeing the closest Kellid warrior, Umbrato casts another spell. His hand seems to vibrate with a black, negative energy. Moving towards the creature, he reaches out to touch it.
Touch Attack vs Warrior: 1d20 + 8 ⇒ (16) + 8 = 24
Neg Energy Damage: 2d6 ⇒ (1, 5) = 6
On successful touch, creature is staggered for one round. No Save
This spell covers your hand with a writhing black aura. As part of casting the spell, you can make a melee touch attack that deals 2d6 points of negative energy damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. Creatures immune to precision damage are immune to the staggered effect.
Daniel Thrace |
Are the Kellid's human? Do I need to roll for that?
Daniel shouts out, "I'll try to start knocking them out, finish off the skeleton thing!" He steps forward and unleashes a flurry of blunt arrows at the green sash wearing Kellid.
Manyshot + favored - nonlethal - Rapid - Deadly: 1d20 + 14 + 4 - 4 - 2 - 2 ⇒ (3) + 14 + 4 - 4 - 2 - 2 = 13 for Blunt/NL + PBS + Deadly: 2d8 + 8 + 8 + 8 ⇒ (6, 7) + 8 + 8 + 8 = 37 (Crit only multiplies 1 arrow & DR is doubled if applicable)
Rapid Shot + favored - nonlethal - Rapid - Deadly: 1d20 + 14 + 4 - 4 - 2 - 2 ⇒ (19) + 14 + 4 - 4 - 2 - 2 = 29 for Blunt/NL + favored + Deadly: 1d8 + 4 + 4 + 4 ⇒ (8) + 4 + 4 + 4 = 20
Iterative + favored - nonlethal - Rapid - Deadly: 1d20 + 9 + 4 - 4 - 2 - 2 ⇒ (7) + 9 + 4 - 4 - 2 - 2 = 12 for Blunt/NL + Favored + Deadly: 1d8 + 4 + 4 + 4 ⇒ (5) + 4 + 4 + 4 = 17
Crit Confirm? for Rapid Shot + favored - nonlethal - Rapid - Deadly: 1d20 + 14 + 4 - 4 - 2 - 2 ⇒ (2) + 14 + 4 - 4 - 2 - 2 = 12 for Blunt/NL + favored + Deadly: 2d8 + 8 + 8 + 8 ⇒ (5, 4) + 8 + 8 + 8 = 33
Sir Ibb |
Assuming Ibb can't charge, with these trees and such in the way.
wand prebuff, longstrider: 1d20 + 12 ⇒ (14) + 12 = 26
Ibb double moves to the Mohrg, putting himself between the creature and his friends.
Ibb has a talisman of Freedom. It's from house of harmonius wisdom, so he can actually choose when it goes of, but I'm worried the Mohrg/Kellids would coup de grace helpless PCs… so he'll have it go off.
Umbrato Shawart |
Upon looking at where Umbrato is on a computer instead of my phone- that's not an enemy... So his charge would be held in his hand for now
GM Batpony |
Kellids are most definitely human.
The Mohrg lashes out at Ibb as soon as the human fighter comes within it's reach. He's tongue reaches and attempts to paralysis Ibb's body.
Tongue vs touch: 1d20 + 12 ⇒ (10) + 12 = 22 Before we see if your talisman activates, it is a DC23 Fortitude saveMan I need one of them talismans!
At the same time, Ibb becomes an target for some of Kellids, while one more turns to Fung, as they fire their arrows towards him. The negative energy seemed to not only affect their mind but their senses as they miss every shot.
Vs Ibb
Longbow, DA,PBS,PS,RS: 1d20 + 9 - 2 + 1 - 2 ⇒ (2) + 9 - 2 + 1 - 2 = 8P: 1d8 + 2 + 4 + 1 ⇒ (1) + 2 + 4 + 1 = 8
Longbow, DA,PBS,PS,RS: 1d20 + 9 - 2 + 1 - 2 ⇒ (2) + 9 - 2 + 1 - 2 = 8P: 1d8 + 2 + 4 + 1 ⇒ (5) + 2 + 4 + 1 = 12
Longbow, DA,PBS,PS: 1d20 + 9 - 2 + 1 ⇒ (2) + 9 - 2 + 1 = 10P: 1d8 + 2 + 4 + 1 ⇒ (2) + 2 + 4 + 1 = 9
VS Fung
Longbow, DA,PBS,PS,RS: 1d20 + 9 - 2 + 1 - 2 ⇒ (2) + 9 - 2 + 1 - 2 = 8P: 1d8 + 2 + 4 + 1 ⇒ (3) + 2 + 4 + 1 = 10
Longbow, DA,PBS,PS,RS: 1d20 + 9 - 2 + 1 - 2 ⇒ (13) + 9 - 2 + 1 - 2 = 19P: 1d8 + 2 + 4 + 1 ⇒ (2) + 2 + 4 + 1 = 9
Blue Ready actions in his blindness.
The Mohrg attempts to lash out all his fury against Ibb but fails to make any attacks count against the fighter.
Full Round Mohrg on Ibb
Tongue vs touch: 1d20 + 12 ⇒ (10) + 12 = 22 Just in case you made the earlier save
Slam: 1d20 + 17 ⇒ (6) + 17 = 23 B: 2d8 + 7 ⇒ (8, 8) + 7 = 23
Slam: 1d20 + 17 ⇒ (2) + 17 = 19 B: 2d8 + 7 ⇒ (2, 4) + 7 = 13
End of round vs Glitterdust
Blue: 1d20 + 2 ⇒ (1) + 2 = 3
~~~
Combat Round 2/3
Conditions: Dim Light
Umbrato, Rallas
Mohrg (Ready) -73, Kellids Blue (Ready/blinded), Red (Ready) Green -20
Fung , Ibb,
Cernan, Daniel
Sir Ibb |
fort: 1d20 + 13 ⇒ (2) + 13 = 15
YUCK!
Ibb's talisman shatters, and he is suffused with the energy of freedom! round 1/3
Was really hoping to make those saves; fort's Ibb's strong save… hopefully nothing else on this adventure paralyzes! Yeah… talismans are useful, although expensive if you don't have the ones from the chronicle sheet I mentioned; any dumb grab effect or black tentacles just costs you 900 gold.
Power Attack; Furious Focus; +2 Adamantine Nodachi +18/15-20x2: 1d20 + 18 ⇒ (12) + 18 = 30
Iterative Power Attack; +2 Adamantine Nodachi +10/15-20x2: 1d20 + 10 ⇒ (19) + 10 = 29
Iterative Power Attack; +2 Adamantine Nodachi +10/15-20x2, crit confirm?: 1d20 + 10 ⇒ (8) + 10 = 18
Pretty sure that doesn't confirm
P,S, Magical, Adamantine: 1d10 + 23 ⇒ (2) + 23 = 25
P,S, Magical, Adamantine: 1d10 + 23 ⇒ (6) + 23 = 29
Confirm damage
P,S, Magical, Adamantine, crit damage: 1d10 + 23 ⇒ (10) + 23 = 33
Daniel Thrace |
Daniel yells out after his arrows strike and points at the one he hit, (green) "take him out next after the skeleton. I'll try to get some hits in on blindy!"
Manyshot + favored - nonlethal - Rapid - Deadly: 1d20 + 14 + 4 - 4 - 2 - 2 ⇒ (10) + 14 + 4 - 4 - 2 - 2 = 20 for Blunt/NL + favored + Deadly: 2d8 + 8 + 8 + 8 ⇒ (2, 3) + 8 + 8 + 8 = 29 (Crit only multiplies 1 arrow & DR is doubled if applicable) Low-Light Miss 1-20: 1d100 ⇒ 57
Rapid Shot + favored - nonlethal - Rapid - Deadly: 1d20 + 14 + 4 - 4 - 2 - 2 ⇒ (1) + 14 + 4 - 4 - 2 - 2 = 11 for Blunt/NL + favored + Deadly: 1d8 + 4 + 4 + 4 ⇒ (3) + 4 + 4 + 4 = 15 Low-Light Miss 1-20: 1d100 ⇒ 40
Iterative + favored - nonlethal - Rapid - Deadly: 1d20 + 9 + 4 - 4 - 2 - 2 ⇒ (2) + 9 + 4 - 4 - 2 - 2 = 7 for Blunt/NL + Favored + Deadly: 1d8 + 4 + 4 + 4 ⇒ (7) + 4 + 4 + 4 = 19 Low-Light Miss 1-20: 1d100 ⇒ 11
Rallas Linnderil |
Rallas skirts around the odd undead and gets opposite Fung. He swings his blade down at the side of the beast.
attack, fkanked: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 281d10 + 7 + 6 ⇒ (5) + 7 + 6 = 184d6 ⇒ (6, 4, 4, 2) = 16power attack as well...cant move token...on phone...debilitating injury is -2AC
Xuan Fung |
Hmm, I'm pretty sure that takes care of the Morgh... :)
Rallas, you can't flank with Fung because he's flying in the air. Currently 10ft high as marked on his token. Also, think you didn't move your token.
Kinetic blasts can't do nonlethal damage...
With the morgh easily dispatched by Ibb, Fung looks worryingly at the Kellid warriors, uncertain how to take them down without accidentally killing them. Finally, he just decides to target the healthiest one and hope for the best. He drifts towards the closest one and fires.
vs Black: Air Wysp Aura, Elemental Overflow (Dex & Con), PBS
Burn: Empowered Metakinesis (+1), Gather Power (-1)
air blast: 1d20 + 9 + 1 + 2 + 1 + 1 ⇒ (6) + 9 + 1 + 2 + 1 + 1 = 20 dmg: 4d6 + 9 + 1 + 4 + 1 + 1 ⇒ (4, 4, 1, 6) + 9 + 1 + 4 + 1 + 1 = 31
Empowered Damage = 31x1.5=46
GM Batpony |
Quick and dirty update.. Rushing to work.
With two powerful strikes, Ibb kills the undead creature.
The low visibility doesn't help with Daniels attempt to subdue the Kellids. 1 hit
Xuan Fung's powerful blast against the Kellid is enough to knock him off his feet, leaving him in a critically wounded state, struggling to breathe.
~~~
Combat Round 3
Conditions: Dim Light
Umbrato, Rallas
Mohrg (Dead) , Kellids Blue -29 (Ready/blinded), Red, Green -20 Black -46 (dying)
Fung , Ibb,
Cernan, Daniel
Rallas can Retcon since Undead was down before his action.
Rallas Linnderil |
cool...retcon action first Rallas shift his attention to the closest Kellid warrior. He tries to disarm the warrior as opposed to killing him. He swings his blade and aims with the flat of his blade.
attack, NL: 1d20 + 13 ⇒ (20) + 13 = 331d10 + 7 + 6 ⇒ (10) + 7 + 6 = 23w/power attack
crit: 1d20 + 13 ⇒ (16) + 13 = 291d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16
new action...if that drops red, will move to green
attack, NL: 1d20 + 13 ⇒ (6) + 13 = 191d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Daniel Thrace |
Just to clarify, Daniel isn't requiring non-lethal, just suggesting it on the humans. These enemies, mind-control or whatever, are still trying to kill us. All are welcome to make their own choices about how to handle that. He's mainly trying to spread around some non-lethal on each Kellid with his attacks so hopefully they go unconscious instead of dead. He is also in a good place to do so, as his favored enemy bonus vs. humans counters the -4 penalty for making non-lethal attacks.
GM Batpony |
Rallas, not sure why you posted two rounds of actions. The previous bold was for retconning your turn. Your new turn is up after this post.
With the undead creature eliminated, Rallas turns his attention to handle the Kellid. The flat of his belt punches the warrior in the stomach. The pain is staggering and forces the man to fall unconscious.
The Kellid downed by Fung earlier succumbs to his injuries and bleeds to death.
Con check Black DC10: 1d20 + 1 - 12 ⇒ (19) + 1 - 12 = 8
The green eyed Kellid turns his arrows on Rallas whom seems to be fast approaching and closing in on him. At such short distances, the ranger manages to fire two shots into Rallas side.
Longbow vs Rallas, PBS, RS,DA: 1d20 + 9 + 1 - 2 - 2 ⇒ (19) + 9 + 1 - 2 - 2 = 25p: 1d8 + 2 + 1 + 4 ⇒ (8) + 2 + 1 + 4 = 15
Longbow vs Rallas, PBS, RS,DA: 1d20 + 9 + 1 - 2 - 2 ⇒ (17) + 9 + 1 - 2 - 2 = 23p: 1d8 + 2 + 1 + 4 ⇒ (4) + 2 + 1 + 4 = 11
The blinded Kellid continues to stand around ready to retaliate!
Will vs Glitterdust: 1d20 + 3 ⇒ (3) + 3 = 6
~~~
Combat Round 3/4
Conditions: Dim Light
Umbrato, Rallas -26
Mohrg (Dead), Kellids Blue -29NL (Ready/blinded), Red (unconscious) Green -20NL Black (Dead)
Fung , Ibb,
Cernan, Daniel
Umbrato Shawart |
Rushing forward, Umbrato reaches out the cracking black magic to infect the human in green. "You all are making quick work of these guys. Keep it up!"
Charging Touch: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Neg Energy Damage: 2d6 ⇒ (6, 5) = 11
If I hit, he's staggeered for 1 round - no save. SR does count here so if SR...
SR Roll: 1d20 + 4 ⇒ (11) + 4 = 15
This spell covers your hand with a writhing black aura. As part of casting the spell, you can make a melee touch attack that deals 2d6 points of negative energy damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. Creatures immune to precision damage are immune to the staggered effect.
AC -2 for 1 round due to charge
Sir Ibb |
Ibb moves and attacks the blind kellid, using the flat of his blade. Nappy nap time, Mister Kellid!
Power Attack; Furious Focus; Nonlethal; +2 Adamantine Nodachi +18/15-20x2: 1d20 + 18 - 4 ⇒ (10) + 18 - 4 = 24
P,S, Magical, Adamantine, nonlethal: 1d10 + 23 ⇒ (2) + 23 = 25
I can't wait till Ibb gets his boots of speed after this adventure.
Rallas Linnderil |
sorry...i saw the bold and thouht it was my turn again after the retcon....gotta lay off the crack...
Rallas moves forward and tries to drop the closest Kellid with a subduin strike. He swings his blade in a high arc and a low follow through to catch the warrior twice.
attack, NL, PA: 1d20 + 13 - 4 + 1 ⇒ (14) + 13 - 4 + 1 = 241d10 + 7 + 6 + 1 ⇒ (4) + 7 + 6 + 1 = 18
attack2, NL, PA: 1d20 + 8 - 4 - 2 + 1 ⇒ (17) + 8 - 4 - 2 + 1 = 201d10 + 7 + 6 + 1 ⇒ (10) + 7 + 6 + 1 = 24studied target as a move since only going 5ft
Xuan Fung |
"Oh no, is he dead?" Fung looks alarmed. His first instinct is to fly down and tend to his wounds, but his sharp eyes see clearly that Kellid warrior has stopped breathing. (Oops, I was expecting them to be hardier than that...)
Only if Umbrato and Rallas hasn't taken out green.
With some tentativelyness, Fung flies towards the one on his right and fires and bolt of lightning, hoping that a less deadly attack could keep that one alive.
vs Green: Air Wysp Aura, Elemental Overflow (Dex & Con), PBS
electric blast vs TAC: 1d20 + 9 + 1 + 2 + 1 + 1 ⇒ (5) + 9 + 1 + 2 + 1 + 1 = 19 dmg: 4d6 + 2 + 1 + 4 + 1 + 1 ⇒ (6, 4, 5, 4) + 2 + 1 + 4 + 1 + 1 = 28
GM Batpony |
I was expecting them tobe stronger too! Imagine my surprise when I saw their 35hp stats..
Outnumbered, the remaining Kellid warriors fall against the Pathfinders attempts to subdue them. Within a minute of battle ending, as you tend to the injured, a band of Medda’s Twinhorn warriors arrive and seek an explanation to the incident upon sight of their fallen comrades.
They clearly express their dismay and disbelief at their comrades’ apparent betrayal, but nonetheless take your word for it. A few of the Kellid allies ensure that their corrupted comrades are carried to safety and provide you with two potions of cure serious wounds.
Rallas -26
Without a moment to waste, you quickly make your way to the heart of the action. The standing stone circle where Ivvora fought Esimka long ago now bares a dark ripple in the center which creates a supernatural gloom that the pale moon struggles to pierce. A few band of Pathfinders have anchored themselves to supressing the undead that periodically emerge from the rift.
As you arrive, the phantom Amok emerges from the dangerous rift within and confers Medda, his spectral body weeping ghostly blood. She looks on with some concern and immediately address the group. “The rift has already torn open and released many undead, but this is only a fraction of what Eshimka could bring to bear. Anok has examined what lies beyond: a crumbling fortress being used as a staging ground for the assault expected at midnight. Eshimka is nowhere to be found, yet she has left a sub-chief in charge. I suspect she is away mustering her invasion force, and we can’t afford to give her that time. We need to lure her here before she’s at her full strength.” Several Twinhorn mystics arrive and begin preparing ritual focuses. Medda gestures toward them as she continues. “That involves two steps. First, we need to start closing the rift to force her hand. Second, we need someone to enter that fortress and weaken the forces she already has. I’m hoping that could be you. We can push back against the Negative Energy Plane, creating a small area that’s merely painful rather than deadly. It’s all we can do to keep even a corner of such a powerful plane at bay.”
You have a choice here PCs, stay the ground and fight outside the rift, of jump into the void as Medda pleas. You may take as much preparation time before jumping into the rift. You may know a few things about the negative energy plane
Negative Dominant Planes with this trait are vast, empty reaches that suck the life out of travelers who cross them. They tend to be lonely, haunted planes, drained of color and filled with winds bearing the soft moans of those who died within them. There are two kinds of negative-dominant traits: minor negative-dominant and major negative-dominant.
On minor negative-dominant planes, living creatures take 1d6 points of damage per round. At 0 hit points or lower, they crumble into ash. Major negative-dominant planes are even more dangerous. Each round, those within must attempt a DC 25 Fortitude save or gain a negative level.
A creature whose negative levels equal its current levels or Hit Dice is slain, becoming a wraith. The death ward spell protects a traveler from the damage and energy drain of a negative-dominant plane.
Enhanced Magic Spells and spell-like abilities that use negative energy are enhanced, functioning as if their caster level were 2 higher than normal. Class abilities that use negative energy, such as channel negative energy, gain a +4 bonus to the save DC to resist the ability
Impeded Magic Spells and spell-like abilities that use positive energy (including cure spells) are impeded. Characters on this plane take a –10 penalty on saving throws to remove negative levels bestowed by an energy drain attack. To cast an impeded spell, the caster must attempt a concentration check (DC = 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.
Umbrato Shawart |
@ GM: Does treating negative energy as if you were undead negate the neg levels and cause the 1d6 damage to heal you?
If so, I'd vote for going into the plane
"Rallas, you don't look well. Want me to use your infernal wand on you?"
If youd like, I'll activate your infernal wand on you 2x to bring you up to -6 after 2 minutes
Tugging his wand of shield free, the trickster activates it when the group is ready. "We've done well so far, shall we press our luck?"
Daniel Thrace |
Common Knowledge max DC 10, Planes: 1d20 + 1 ⇒ (19) + 1 = 20 if a 10 gets that DC, Daniel shares his information. If not, well, his response is the same either way.
Daniel gives a half smile, "well uh, I don't know much about other planes. Prefer to keep my feet and body in a place I can at least understand and fight em here. Plus, that place doesn't sound very nice."
He votes against planar travel.
Irp |
Knowledge planes: 1d20 + 18 ⇒ (16) + 18 = 34
We can push back against the Negative Energy Plane, creating a small area that’s merely painful rather than deadly.
Mechanically, would Irp know what this means?
Ibb would vote to go into the plane — especially if we can avoid damage every round — but he's pretty crazy and that's how he rolls. I totally get it if no one else wants to.
Sir Ibb |
Ibb will buff up with Longstrider.
UMD: 1d20 + 12 ⇒ (20) + 12 = 32
He does so with extreme ease. I'm a magical warrior!
Irp |
knowledge(religion): 1d20 + 18 ⇒ (2) + 18 = 20 weak
Particularly, any weaknesses and special attacks.
Daniel Thrace |
Daniel will take a hit of Fungs earlier offered longstrider wand and prepare to cast his gravity bow spell when the battle begins, either as they step through or when enemies emerge from the portal if they stay.
Rallas Linnderil |
[b]Yes, please....and use this as well....[/b[use my clw wand to top me off...ill roll...ill use the longstrider too if thats coolclw: 1d8 + 1 ⇒ (2) + 1 = 3
umd: 1d20 + 10 ⇒ (10) + 10 = 20
Rallas votes no on the plane travel
GM Batpony |
Doh! That easy was a placeholder I was suppose to update. It is 18! So you would pass it. Also, its not explicitly written, but once youve hit 0 hp it's essentially permadeath as your body turns to Ash immediately. Your talisman of breath of life will not work in this circumstance.
Irp, mechanically Medda will suppress partial areas inside the void to be minor rather than major.
Umbrato, unfortunately the answer is no, you are still for all intents and purposes living creatures inside the negative plane.
looks like majority vote on no. So I'll update us when I get back from work!
Xuan Fung |
Fung sorrowly looks at the dead Kellid as the rest of the tribe carries off his body, a deep sense of guilt weighing him down, so much so that he does not pay much attention to the phantom.
Think it doesn't matter but I'm abstaining the vote as I'm also GMing this.
Sir Ibb |
Ibb puts a beefy hand on Fung's shoulder. It's OK, Fung. Not everyone has the delicate touch, like Ibb and his butter knife. We all survived! He grins. Atop his bald head, Irp scoffs.
Is it late day? If so Ibb will drink his mutagen. He'll also sprout wings before the portal opens (assuming minute buffs are OK?)
GM Batpony |
It is late day (evening ish). The portal is already open, you're just jumping in to the fight pretty much at this point! But you know you'll be jumping into it, so preparation as necessary is ok.
Rallas did you only mean to use your CLW wand one charge? or to fully heal all 26 damage.
Medda sighs with disappointment but immediately turns away to look for braver souls to take the task of entering the void, "Very well, push forward and help my men to close the rift then! Every moment counts!"
As you approach the rift, two skeleton carcasses pulls itself from the ground, its body formed as much from earth and soil as from bones and rotting flesh. The ground immediately around them ripples and shudders unnaturally. 30ft radius from the creatures are difficult terrain.
Kn. Religion to identify. They look exactly like the token, except without a giant sword.
A large area near the rift seems to have an unusual air to it.
Fung: 1d20 + 4 ⇒ (13) + 4 = 17
Umbrato: 1d20 + 9 ⇒ (15) + 9 = 24
Ibb: 1d20 + 1 ⇒ (17) + 1 = 18
cernanan: 1d20 + 7 ⇒ (1) + 7 = 8
Rallas: 1d20 + 11 ⇒ (15) + 11 = 26
Daniel: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Undead: 1d20 + 8 ⇒ (14) + 8 = 22
It seems in comparison with previous encounters in this area, everything is just dim light conditions. I would say the supernatural effect of the rift hinders any attempt to increase brightness.
~~~
Combat Round 1
Conditions:Dim light
Umbrato, Rallas
Undeads
Fung, Ibb
Cernan, Daniel
Xuan Fung |
If it's dim lighting, Fung will once again ask someone to use his scroll of darkvision on him as a prebuff.
Rallas Linnderil |
yeah...thought one charge would do it..guess not...will get Fung to top me off...would i need another charge of Longstrider or no? also going in with Shield cast...hopefullyclw: 1d8 + 1 ⇒ (2) + 1 = 3
Rallas uses his wand to cast a magical force shield around himself. He then darts forward to close with the creatures.[ooc]double move.
umd shield: 1d20 + 10 ⇒ (7) + 10 = 17
umd shield: 1d20 + 10 ⇒ (2) + 10 = 12
umd shield: 1d20 + 10 ⇒ (17) + 10 = 27
Rallas Linnderil |
figgered as much..rolling now to activate it as a prebuff
umd LS: 1d20 + 10 ⇒ (3) + 10 = 13
umd LS: 1d20 + 10 ⇒ (7) + 10 = 17umd LS: 1d20 + 10 ⇒ (12) + 10 = 22
Sir Ibb |
Ibb would have his Ioun torch out too! I forgot to mention that in the last combat. At this point he'll just always have it out, unless it's clearly a social situation.
GM Batpony |
Cernan identifies the undeads as Guecubus, undead horros so vile and evil that they rise from death even without a complete carcass, building their body from earth, stone, roots and plans drawn from whereabouts their remains were scattered. The creature's are so vile that their touch could bring you permanent misfortune. And being made of earth they are immune to electricity, and are resistant to cold, on top of having the typical skeletal resistances. DC5/Bludgeoning
Staying within the relative of the negative plane leak, and retreating further, the creatures harness the energy and shoots it towards Rallas who bravely steps up!
Range Touch: 1d20 + 12 ⇒ (9) + 12 = 21 N.Energy: 6d6 ⇒ (3, 3, 4, 1, 2, 6) = 19
Range Touch: 1d20 + 12 ⇒ (19) + 12 = 31 N.Energy: 6d6 ⇒ (5, 3, 4, 5, 1, 2) = 20
The blast sucks the life out of the elf...
~~~
Combat Round 1/2
Conditions:Dim light
Umbrato, Rallas -39
Guecubu
Fung, Ibb
Cernan, Daniel
Remember 30ft of the creatures is difficult terrain.
Rallas, you've only rolled to heal 3/26 damage you've taken from last combat. I'm under the impression you meant to heal it all, so please ensure those rolls are completed else you would be in a very critical state already.
Daniel Thrace |
It's pretty well hidden and wonderfully spread about, but Umbrato offered to activate Rallas wand of infernal healing twice (gave him 20 back) and then Rallas agreed to it (1st post linked farther on) and rolled for the CLW in two different posts (1 here) (2nd here) Rallas rolled CLW for 3 each. I'll get my combat post up soon. Also, are the creatures large or medium? They appear to be taking up more than 1 square but not quite 4. I'm sure my allies might care at some point. :D
GM Batpony |
Totally missed the infernal healing! Thanks for pointing that out. They are medium sized. Let me try to resize them appropriately
Daniel Thrace |
Thanks!
Daniel bolts forwards past most of his allies as the enemies launch negative energy at Rallas, "let's get em!" Gotta get close enough this time, maybe take advantage of my speed... oh my, this uh... seems really close now...
At the last second he remembers what he was told and swaps over to a blunt arrow and fires.
Move 40 ft, Shoot Red.
Rapid Shot + PBS - Deadly: 1d20 + 14 + 1 - 2 ⇒ (11) + 14 + 1 - 2 = 24 for G.B. Bludgeoning/Magic + PBS + Deadly: 2d6 + 4 + 1 + 4 ⇒ (2, 6) + 4 + 1 + 4 = 17
Xuan Fung |
Fung pushes away thoughts of the dead Kellid warrior from his mind. From high in the air, he dives towards the nearest undead and launches a blast of thunderous air at it.
Air Wysp Aura, Elemental Overflow (Dex & Con), PBS
air blast: 1d20 + 9 + 1 + 2 + 1 + 1 ⇒ (5) + 9 + 1 + 2 + 1 + 1 = 19 dmg: 4d6 + 9 + 1 + 4 + 1 + 1 ⇒ (5, 1, 2, 3) + 9 + 1 + 4 + 1 + 1 = 27
Air blasts are bludgeoning.
Sir Ibb |
Ibb's black thrush wings carry him forward and at an angle, over the standing stones and finishing the move in the air above the skeleton thing. Was pretty far back :( Drew the path on the map; double move with about 10' left over.
Irp |
Planes: 1d20 + 18 ⇒ (7) + 18 = 25
Irp Flies off into the trees, avoiding the planar leakage!
Go get 'em, you big dummy!
Irp is hiding in the trees. GM can decide where he is on the map if needed, he's effectively out of combat!
Umbrato Shawart |
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Moving closer, Umbrato pulls a scroll from his pack. Eyeing the beasts, and his companions, he advises "Rallas and Daniel, if you could both move 10 feet closer to Ibb, I'll boost your speed."
Holding a scroll of Haste right now. If you get within 30ft of Ibb, I can hit all of you.
Xuan Fung |
If Umbrato does get the haste off before Fung moves, that would have given a +1 to attack. Hope it makes a difference to that bad roll...