Ajax Arrowhawk |
With Ara keeping her feet, Ajax orders her across the bridge and out of range of the tentacles
Flyndyngylyn |
Acrobatics: 1d20 + 24 ⇒ (8) + 24 = 32
Flyn maintains his balance and fires a rain of cold iron the creature's way...
To Hit: Dex+Base, Magic, Weapon Focus, Lesser Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Inspired Courage, Haste
Damage: Strength, Magic, Deadly Aim, Clustered Shot, Inspired Courage
Magic Composite Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 ⇒ (4) + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 = 21
Magic/Cold Iron Damage: 1d8 + 5 + 2 + 6 + 3 ⇒ (1) + 5 + 2 + 6 + 3 = 17
Magic/Cold Iron Damage: 1d8 + 5 + 2 + 6 + 3 ⇒ (6) + 5 + 2 + 6 + 3 = 22
Magic Composite Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 - 2 - 3 + 3 + 1 ⇒ (15) + 9 + 2 + 1 + 1 - 2 - 3 + 3 + 1 = 27
Magic/Cold Iron Damage: 1d8 + 5 + 2 + 6 + 3 ⇒ (4) + 5 + 2 + 6 + 3 = 20
Magic Composite Longbow (Rapid Shot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 ⇒ (13) + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 = 30
Magic/Cold Iron Damage: 1d8 + 5 + 2 + 6 + 4 + 5 ⇒ (3) + 5 + 2 + 6 + 4 + 5 = 25
Magic Composite Longbow (Haste): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 ⇒ (20) + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 = 37
Confirm Critical: 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 + 3 ⇒ (9) + 14 + 2 + 1 + 1 - 2 - 3 + 3 + 1 + 3 = 29
Magic/Cold Iron/Critical Damage: 3d8 + 15 + 6 + 18 + 12 + 15 ⇒ (2, 2, 6) + 15 + 6 + 18 + 12 + 15 = 76
Laara |
Acrobatics: 1d20 + 21 ⇒ (3) + 21 = 24
Laara falls to the ground, cursing herself as she loses her footing. Undeterred however, she continues to assault the base of the roper.
Can't tell from the last round if any of Laara's Intimidate checks succeeded or not. If they did, the roper's flat-footed to her this round, and she'll add Sneak attack to each strike. If the Intimidates failed, just ignore the sneak attacks
Attack: 1d20 + 19 + 3 - 4 ⇒ (10) + 19 + 3 - 4 = 28 for damage: 2d6 + 9 + 3 ⇒ (1, 2) + 9 + 3 = 15 plus acid: 2d6 ⇒ (6, 5) = 11 plus Sneak attack: 2d6 ⇒ (1, 1) = 2Attack: 1d20 + 19 + 3 - 4 ⇒ (4) + 19 + 3 - 4 = 22 for damage: 2d6 + 9 + 3 ⇒ (4, 1) + 9 + 3 = 17 plus acid: 2d6 ⇒ (6, 6) = 12 plus Sneak attack: 2d6 ⇒ (5, 5) = 10
Attack: 1d20 + 14 + 3 - 4 ⇒ (19) + 14 + 3 - 4 = 32 for damage: 2d6 + 9 + 3 ⇒ (4, 3) + 9 + 3 = 19 plus acid: 2d6 ⇒ (4, 6) = 10 plus Sneak attack: 2d6 ⇒ (5, 4) = 9
Also if those were sneak attacks, and any connected, Laara will make it Bewildered for 1 round (-2 to its AC, -4 against attacks from me)
Deno'thar |
I just realized the creature is out of range of soundstrike, so my readied can't go off, but I don't think it will matter with the damage dealt...
Grandmaster TOZ |
Thats what I suspect as well. I have to get to the hotel to confirm. I can say that it is shaken but not flatfooted to Laara unfortunately.
Laara |
With Shatter Defenses, if Laara hits a shaken target, it becomes flat-footed to her until the end of her next turn. So if the first Intimidate worked and at least two of her swings hit last round, it should be flat-footed this round to her (and extended each round she stikes it again).
Unless it's immune to falt-footedness due to something weird. Sorry: Laara has a lot of weird conditional buffs/debuffs that aren't always the simplest to explain in PbP. Let me know if you have any questions.
Enjoy the con!
Grandmaster TOZ |
Ah, right, I thought the second intimidate had to go through. This poor guy is so screwed. :)
Grandmaster TOZ |
The roper goes down in a hail of arrows, the flailing tentacles falling still. Your ratfolk allies crawl out of hiding and marvel at your prowess, before being reminded of the mountains movement and hurrying you along the path.
The Pagoda of the Rat still towers at the center of Round Mountain, mostly untouched by the movements outside. Tremors shudder the floors as you ascend to meet with Krella, the druidic leader of the ratfolk. She greets you warmly, expressing her profound gratitude for the Society's aid before and now. The repair team following after you is quickly directed to the rift while Krella brings you into closer quarters away from the rest of her people.
Krella speaks in a whisper. “While we wait for the repair team to complete their work, I must caution you. We ratfolk have many eyes and ears in the tapestry. Your old enemies, the Aspis Consortium, have poisoned many of the tapestry’s people against you, but I sense that something far more sinister lurks just out of reach. Someone— or something—is at work in the tapestry, and has taken great effort to remain hidden. I fear that this is just the beginning of our trouble.”
You now have the special boost for Share Knowledge unlocked! Another hour has passed and you must decide where to go next.
Flyndyngylyn |
Flyn bows to Krella. ”No worries, ma’am, we were glad we could be of assistance. Thank you for the information. Fare thee well.”
The Elf then turns to his friends. ”If no one objects, I’d like to head to Slave Mountain and check what evil the duergar are perpetrating since we killed that tough bastard of a leader they had, Chergin Ironwhip. Under his leadership, they were involved not only in slavery, but human sacrifice as well. While we freed a good number of their Wayang slaves, I doubt too much has changed since Ironwhip died...
”Also have a couple of friends there, if they're still around...Grodel and Swareti...would to be good to see them as well...”
Ammensura Ibn Jad |
Ammen looks a little sceptical, I have sensed no such threat but if it is there we will find it
Ratfolk, such a superstitious lot
Very well, let us go and see what evil the dueregar are up to.
Deno'thar |
Deno’thar agrees perhaps we should deal with the duegar threat, and then maybe return to the pathfinder base camp, remove the curse and rest before dealing with the last two missions.
Often these things have phases and it isn’t always possible to use the time (2 days) we have if we collectively move into the next phase. I am sort of torn on this but curious for others thoughts.
Ammensura Ibn Jad |
I generally agree, resting now is premature I think. Does this phase have a fixed time limit?
Deno'thar |
Deno'thar renews his preparations as they travel to fight the duergar. Casts Heightened Awareness
Aericus |
Resting does seem premature. Do we know what the date of the move to the next phase is?
Aericus will also renew his heightened senses.
Ajax Arrowhawk |
Ajax is ready to proceed. Once the group reaches the entrance to the mountain, Ajax will replenish his spells.
Grandmaster TOZ |
I know the date, but I'm not sure the players are supposed to have that kind of information. I can at least say that you should be able to do the duergar mission with no trouble before time is called. I will get that worked up this afternoon hopefully before my scheduled table tonight.
Laara |
In terms of an ‘in-world’ time limit, I think Zey said we had two days? Or which we’ve used about 4-5 hours so far?
Grandmaster TOZ |
That's about right.
As you make your way down the tapestry bridge, the light fades into darkness. Incoherent murmurs and groans echo through this large cave. Tall stalagmites emerge from the cave floor surrounded by shallow pools of water. Ahead, a dim purplish light emanating from a multifaceted black gemstone the size of a human skull illuminates several humanoid forms heaped around the stone.
Three dwarves with pale skin cry out in anger as they spot your appearance. A familiar skeletal creature with a long purple tongue turns at the sound of their rage. Dwarves, ratfolk, and wayangs sprawl at their feet, seemingly the source of the pained noises. The skeletal form points to Flyn, recognition flaring in its empty eyes. "YOU! NOW YOU DIE!"
Flyn: 1d20 + 8 ⇒ (11) + 8 = 19
Ajax: 1d20 + 7 ⇒ (15) + 7 = 22
Aericus: 1d20 + 13 ⇒ (16) + 13 = 29, +4 heightened awareness
Deno’thar: 1d20 + 11 ⇒ (1) + 11 = 12, +4 heightened awareness
Laara: 1d20 + 9 ⇒ (6) + 9 = 15
Red: 1d20 ⇒ 20
Yellow: 1d20 ⇒ 19
Blue: 1d20 ⇒ 10
Green: 1d20 + 8 ⇒ (13) + 8 = 21
29 Aericus
22 Ajax
21 Ammen
21 Green
20 Red
19 Flyn
19 Yellow
15 Laara
12 Deno'thar
10 Blue
The cave is dark save for dim light around the black gem in a 20ft radius. Bolded PCs are up! Remember to account for the 10 minutes travel time on the bridge. I assume Heighten Awareness was cast with that in mind.
Ajax Arrowhawk |
Posting now, but Delay until after Aericus and Ammen, in hopes of learning what they know or benefiting from any spells.
Ajax does his best to identify the creatures knowing that the former are the aforementioned duergar, but trying to determine anything more specific.
K. Local (duergar): 1d20 + 4 ⇒ (11) + 4 = 15
The other is, no doubt, one of the mohrg encountered earlier.
Ajax is tempted to fire on the undead, but then remembers Flynn's skill at defeating such creatures and Ajax shifts his aim to the lead duegar.
"I assume these creatures can't be reasoned with?" Ajax says to no one in particular.
If there is DR and I have an appropriate arrow, will use that. Otherwise Clustered Shots
Ajax pops his wand of gravity bow and enchants his weapon, putting the wand back in his pack and stepping back, ordering Ara do Defend him.
Aericus |
Editing based on new info.
Aericus speeds up the party and draws closer. Cast haste on everyone instead, then move up.
Knowledge(local): 1d20 + 12 ⇒ (20) + 12 = 32
Knowledge(religion): 1d20 + 8 ⇒ (20) + 8 = 28
Ajax Arrowhawk |
If Aericus shares something useful, I might decide to attack instead of buff. Decision would be based on whether they got spell casters, in which case I would probably want to Ready an attack.
Grandmaster TOZ |
Sorry, I forgot to mention the orange outline is the area filled with bodies. Does Aericus have a way to select out the captives there? Knowledge check results will be up later tonight.
Grandmaster TOZ |
Aericus knows that duergar are immune to paralysis, phantasms, and poison. They suffer light sensitivity against bright light while having superior darkvision out to 120ft. They have racial spell like abilities of enlarge person and invisibility.
Ajax Arrowhawk |
If Aericus is casting Haste, then that changes things. I will most likely do a full round of attacking. I want to wait for Ammen in case he debuffs or attacks
Ammensura Ibn Jad |
Local: 1d20 + 16 ⇒ (16) + 16 = 32
Religion: 1d20 + 26 ⇒ (2) + 26 = 28
Just tell me anything interesting I might recall about them
Ammen waves a hand and engulfs the undead creature and two dwarves in burning holy light. He then floats forwards and upwards, out of melee reach.
Casting burst of radiance hitting red and yellow dwarf and green undead. It also hits the prisoners but only actually damages evil creatures so I am Ok with that. Evil creatures take 5d4 ⇒ (4, 4, 1, 3, 1) = 13 untyped magical damage automatically and need to make a DC24 reflex save or be blinded for 1d4 ⇒ 4 rounds. If they save they are instead dazzled for the same amount of time. I then move forward up up to 20' high.
Ajax Arrowhawk |
Okay, redoing my actions since no combat dice were rolled on my part.
Seeing an opportunity to add more injury to injury, Ajax focuses on the most wounded of the duergar and fires a full flight of arrows
Weapon +BAB (+15), Haste +1, Rapide Shot (-2) Flag Bearer (+2 A/D)
1st attack (Pheromone arrow)): 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Posting shots one by one
Iterative attack: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Rapid Shot: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Haste attack: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
EDIT: Added +2 per flag bearer
Deno'thar |
You are in flagbearer range, not sure you added 2 to Attack and damage (morale) from me
Grandmaster TOZ |
Red Reflex: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Green Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Yellow Reflex: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Ammen blasts the enemy with brilliant light, causing the duergar to clutch at their eyes. Ajax finds them easy targets, filling the red sashed one with arrows. Bleeding heavily, he blindly casts a spell, fading from view. Meanwhile, the mohrg marches forward, nearly ignoring Aericus other than skirting around the magus as it strides towards Flyn.
29 Aericus
22 Ammen
22 Ajax
21 Green (Damage: 13, Dazzled 1/4, Invisible)
20 Red (Damage: 51, Blind 1/4)
19 Flyn
19 Yellow (Damage: 13, Blind 1/4)
15 Laara
12 Deno'thar
10 Blue
Ammen knows that creatures killed by mohrgs rise as fast zombies almost instantly. Beyond that, you've recalled all you can about this particular undead. The duergar appear to be competent warriors, perhaps high ranking captains with a great deal of combat experience. Flyn is up!
Flyndyngylyn |
Flyn would’ve cast Gravity Bow before entering the cavern, if that’s OK. He’ll also use a 10-minute increment of Darkvision (via Infiltrator’s adaptive ability) if needed...
Flyn’s mouth drops wide open when he recognizes the undead creature as his old foe...
”CHERGIN IRONWHIP!”
The ranger lets loose a barrage of blunt arrows at the undead creature formerly known as Chergin Ironwhip...if the undead drops before the barrage is over, Flyn will switch targets to the flat-footed duergars, yellow and then blue (if yellow drops) with the remaining arrows...
”YOU FIRST!”
To Hit: Dex+Base, Magic, Weapon Focus, Lesser Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Favored Enemy, Haste, Flagbearer
Damage: Strength, Magic, Deadly Aim, Clustered Shot, Favored Enemy, Flagbearer
Magic Composite Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 ⇒ (20) + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 = 40
Confirm: 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 + 3 ⇒ (16) + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 + 3 = 39
Magic/Bludgeoning/Critical Damage: 6d6 + 15 + 6 + 18 + 12 + 6 ⇒ (4, 4, 4, 4, 3, 6) + 15 + 6 + 18 + 12 + 6 = 82
Magic/Bludgeoning Damage: 2d6 + 5 + 2 + 6 + 4 ⇒ (2, 6) + 5 + 2 + 6 + 4 = 25
From our last encounter with Mohrgs, I assume my first attack took out the undead Ironwhip; if so, my other arrows will focus on the visible duergars...
Magic Composite Longbow (Haste) vs FFAC: 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 ⇒ (3) + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 = 23
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 4 + 2 ⇒ (3, 2) + 5 + 2 + 6 + 4 + 2 = 24
Magic Composite Longbow (Iterative) vs FFAC: 1d20 + 9 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 ⇒ (20) + 9 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 = 35
Confirm: 1d20 + 9 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 3 + 2 ⇒ (12) + 9 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 3 + 2 = 30
Magic/Cold Iron/Critical Damage: 6d6 + 15 + 6 + 18 + 12 + 6 ⇒ (4, 6, 4, 2, 1, 5) + 15 + 6 + 18 + 12 + 6 = 79
Magic Composite Longbow (Rapid Shot) vs FFAC: 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 ⇒ (2) + 14 + 2 + 1 + 1 - 2 - 3 + 4 + 1 + 2 = 22
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 4 + 2 ⇒ (3, 3) + 5 + 2 + 6 + 4 + 2 = 25
Ajax Arrowhawk |
For reference
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Grandmaster TOZ |
They picked the wrong day to lose initiative.
Flyn puts an arrow through the mohrgs skull, sending it tumbling down into a pile of loose bone and shattered skull fragments. Two more arrows send the blinded duergar down and the last punches a nasty hole in the third!
29 Aericus
22 Ammen
22 Ajax
20 Red (Damage: 13, Dazzled 1/4, Invisible) Whoops, pay no attention to the swapped statuses in the last post. >_>
19 Flyn
15 Laara
12 Deno'thar
10 Blue (Damage: 25)
Laara and Deno'thar, batting clean up!
Ajax Arrowhawk |
I think Red should still be at -51 and blind, right?...Oh, you're saying the swap is wrong in the last thread. Okay, now I understand.
as an FYI on blind..
Laara |
Aericus' accelerant running through her, Laara shifts quickly into her favored fighting style and the charges towards the remaining duergar, lunging to delvier what is hopefully a felling punch.
Swift action shift into Outslug style, then charge. Due to Scout's Charge, he is flat-footed against me.
Attack: 1d20 + 21 + 2 + 1 ⇒ (7) + 21 + 2 + 1 = 31 for damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19 plus acid: 1d6 ⇒ 2 plus precision: 2d6 ⇒ (6, 6) = 12
She'll also Disorient him for -2 to attacks this round (-4 vs her)
Deno'thar |
Deno'thar starts a song of battle and cautiously moves up to centrally position himself between the melee and the ranged in his group.
2 move actions, start inspire courage, move up, swift arcane strike
Party Buffs: Inspire Courage: Flagbearer
Grandmaster TOZ |
Laara catches the visible duergar guard before he can react, socking him hard in the jaw as Deno'thar follows behind. Cursing in Undercommon, he tries to bull past her.
Overrun: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22
Unfortunately for him, Laara manages to throw the duergar backwards rather than be knocked aside.
29 Aericus
22 Ammen
22 Ajax
20 Red (Damage: 13, Dazzled 1/4, Invisible)
19 Flyn
15 Laara
12 Deno'thar
10 Blue (Damage: 58)
Top of the round! Despite his feats, I believe Laara's reach will grant an AoO against the movement from the duergar.
Grandmaster TOZ |
Whoops, that's right. Thought Outslug Style was giving you reach for some reason.
Aericus |
Aericus swiftly channels some of his arcane power into his rapier, before also charging it with electricity and moving up to strike the visible duegar. Swift action arcane point to make weapon +4 agile keen, move action to move up, standard action to cast & deliver intensified shocking grasp through spellstrike.
Shocking Grasp Rapier: 1d20 + 18 + 5 + 1 ⇒ (15) + 18 + 5 + 1 = 39
Damage: 1d6 + 12 + 5 + 9d6 ⇒ (2) + 12 + 5 + (4, 2, 5, 3, 1, 1, 5, 3, 3) = 46
Confirmation: 1d20 + 18 + 5 + 1 + 6 ⇒ (3) + 18 + 5 + 1 + 6 = 33
Critical Damage: 1d6 + 12 + 5 + 9d6 ⇒ (3) + 12 + 5 + (6, 6, 3, 5, 1, 4, 2, 1, 4) = 52
I think he's probably toasted.
Grandmaster TOZ |
Aericus leaves a smoking corpse on the ground with a clean strike!
29 Aericus
22 Ammen
22 Ajax
20 Red (Damage: 13, Dazzled 1/4, Invisible)
19 Flyn
15 Laara
12 Deno'thar
Ammensura Ibn Jad |
Your tricks will not help you says Ammen.
Delay until the enemy becomes visible.
Ajax Arrowhawk |
Ajax commands Ara to Seek and Attack the Duergar.
I've put in a potential search pattern Ara has 50ft move. The pattern is around 70-80ft. Obviously if she has the scent and loses it she'd backtrack to the scent. Haven't actually done this before so whatever you think makes most sense. Ara will attack if she can.
Ajax readies a die arrow and shoots once Ara indicates the square.
Dye arrow: 1d20 + 21 ⇒ (2) + 21 = 23 versus Touch AC
Grandmaster TOZ |
Ara sniffs at the air as she stalks forward, before swiveling her head to the right, staring intently. Ajax launches an arrow at the indicated area, directly in front of the black gem.
Token updated to actual position. I believe Ajax still has 50% miss chance unless I missed an update to his sheet.
Ajax Arrowhawk |
Please roll the miss chance for me.
Grandmaster TOZ |
Miss Chance Over 50 Hits: 1d100 ⇒ 93
Ajax strikes true, smearing dye over the unseen duergar!
29 Aericus
22 Ajax
22 Ammen
20 Red (Damage: 13, Blinded 2/4, Invisible)
19 Flyn
15 Laara
12 Deno'thar
Ajax Arrowhawk |
I just remembered that Haste adds +30ft to movement, so I think Ara can find the Duergar on a single move action. Don't know if Ara has to use a move action to sniff in this case as she basically goes to where she last saw Red and he was within 5'. In case Ara gets an attack...
Normal Attack +14, Bard +5 (if flag bearer counts), Haste +1
Bite: 1d20 + 20 ⇒ (7) + 20 = 27
+8 from Agile and +5 from bard
Damage: 1d4 + 13 ⇒ (1) + 13 = 14
Trip (if attack hits): 1d20 + 20 ⇒ (4) + 20 = 24
Ammensura Ibn Jad |
Ammen continues to delay, the group seems to have this in hand.
Grandmaster TOZ |
Miss Chance Over 50 Hits: 1d100 ⇒ 3
Ara snaps her fangs down on empty air, failing to accomplish the same as her master. Ammen detects further swear words in Dwarven, although the accent is pronounced.
29 Aericus
22 Ajax
22 Ammen (Delay)
20 Red (Damage: 13, Blinded 2/4, Invisible)
19 Flyn
15 Laara
12 Deno'thar
Bolded are up!
Flyndyngylyn |
Flyn sends more cold iron at the now visible red duergar...
To Hit: Dex+Base, Magic, Weapon Focus, Lesser Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Haste, Flagbearer
Damage: Strength, Magic, Deadly Aim, Clustered Shot, Flagbearer
Magic Composite Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 ⇒ (9) + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 = 25
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (5, 1) + 5 + 2 + 6 + 2 = 21
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (5, 2) + 5 + 2 + 6 + 2 = 22
Magic Composite Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 - 2 - 3 + 1 + 2 ⇒ (3) + 9 + 2 + 1 + 1 - 2 - 3 + 1 + 2 = 14
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (6, 2) + 5 + 2 + 6 + 2 = 23
Magic Composite Longbow (Haste): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 ⇒ (9) + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 = 25
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (1, 2) + 5 + 2 + 6 + 2 = 18
Magic Composite Longbow (Rapid Shot): 1d20 + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 ⇒ (12) + 14 + 2 + 1 + 1 - 2 - 3 + 1 + 2 = 28
Magic/Cold Iron Damage: 2d6 + 5 + 2 + 6 + 2 ⇒ (6, 5) + 5 + 2 + 6 + 2 = 26
Ajax Arrowhawk |
Red shouldn't still have total concealment if he's painted with dye, correct?
Grandmaster TOZ |
4d100 ⇒ (96, 69, 96, 51) = 312
Regardless of the rules adjudication on dye arrows, he dead. Update to come later tonight.