Teriq Ashfall |
Teriq replies to Lilly's terse comments, still in the strange primal language.
heh... go Tongues curse =)
"Still, I heard it send the chitinous beast to fetch you, specifically. So it must be around somewhere, yes?" He adds, his sharp elven eyes, glancing around, trying to find signs of where the worm-that-walks might actually be or where it could be, if not the one before them.
Perception: 1d20 + 19 ⇒ (7) + 19 = 26
And this to see if he knows some sort of magic that might explain what he's seeing.
Knowledge (arcana): 1d20 + 5 ⇒ (9) + 5 = 14
Whole lotta nothing! =)
GM PDK |
@Teriq: Here you go --> acid dmg, Rand: 2d6 ⇒ (1, 5) = 6 - we're all caught up now and you can all go together
Initiative - Round 5 (Bold may go)
Tothek [outside, flying 30']
Favian -14 [in mouth, difficult terrain, beetle juice (7) continuous acid dmg]
Thrag -81 [in mouth, flying 5', beetle juice (7), continuous acid dmg]
Rand -24 [in mouth, difficult terrain, beetle juice (6) continuous acid dmg]
Teriq [outside, flying 5']
Lilly -104 [outside]
Worm That Walks [black tentacles grapple check on its turn]
Huge locust spider - purple
Huge locust spider - yellow
Huge locust spider - blue
[color=red]Beetle [DEAD; mouth is now forever more stuck in the OPEN position; acid in and outside of mouth and acid pool still active][/color]
NOTE: normal light inside mouth; dim light in top portion of stomach as indicated on map.
Favian Aldori |
Favian combines sword and spell again, this time his surges forward in a cascade of color.
Spell Combat. Bladed Dash to move 30 feet forward and make an attack followed by my full attack. Movement doesn't provoke, and still can't fail the concentration checks.
Vs purple
Bladed Dash: 1d20 + 22 ⇒ (12) + 22 = 34 Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Speed Weapon: 1d20 + 22 ⇒ (13) + 22 = 35 Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Primary: 1d20 + 22 ⇒ (20) + 22 = 42 Damage: 1d8 + 11 ⇒ (8) + 11 = 19
Secondary: 1d20 + 17 ⇒ (15) + 17 = 32 Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Confirm Primary: 1d20 + 22 + 12 ⇒ (8) + 22 + 12 = 42 Extra Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Thrag |
Keeping AC etc from Blessing
Thrag weaves his way out of the tentacles...
Attack, Power Attack, Blessing of Fervor: 1d20 + 28 - 4 + 2 ⇒ (19) + 28 - 4 + 2 = 45
Damage, +1 Adamantine, Bludgeoning, Power Attack, Vital Strike: 3d6 + 17 + 12 + 6d6 ⇒ (2, 2, 4) + 17 + 12 + (4, 6, 1, 6, 2, 6) = 62
and pounds his hammer down on the Worm.
Shall we continue?
I'm not sure where the Worm is. If it's too deep to hit from where Thrag's token is he would take the extra movement, 70 ft fly speed.
GM PDK |
Favian slides out of the dead beetle's gullet in a dashing parade of coruscating colors. Thrag flies over to the Worm That Walks and brings his hammer down hard!
Initiative - Round 5 (Bold may go)
Favian -14 [in mouth, difficult terrain, beetle juice (7) continuous acid dmg]
Thrag -81 [in mouth, flying 5', beetle juice (7), continuous acid dmg]
Tothek [outside, flying 30']
Rand -24 [in mouth, difficult terrain, beetle juice (6) continuous acid dmg]
Teriq [outside, flying 5']
Lilly -104 [outside]
Worm That Walks [black tentacles grapple check on its turn]
Huge locust spider - purple -83
Huge locust spider - yellow
Huge locust spider - blue
[color=red]Beetle [DEAD; mouth is now forever more stuck in the OPEN position; acid in and outside of mouth and acid pool still active][/color]
NOTE: normal light inside mouth; dim light in top portion of stomach as indicated on map.
Rand, The Iron Fist |
Realizing he can't see into the body of the beetle where his fellow pathfinders are, Rand flies out of the mouth and lands on the beetle's shell above the center of it's thorax.
Continuing to take the bonus to AC, Reflex Saves, and Attack. Between upward movement and difficult terrain, that's gonna be a double move for me.
EDIT: the problem is that you aren't far enough down the gullet yet, at least according to the map. I'm going to punch a hole into the shell of the beetle.
Favian Aldori |
Favian does have a light spell centered on himself.
Tothek |
Tothek sees no reason to conduct a battle inside an acid pit where he cannot see well. He uses the extra movement provided by the blessing to land atop the great beetle’s carapace.
Seeing Rand there, Tothek enchants the monk with Darkvision.
Rand, The Iron Fist |
Rand nods his thanks to Tothek, but it's clear he's focusing to power up something.
Or maybe he really has to use the bathroom. Either way, he's really focused.
Teriq Ashfall |
With only Favian turning to assist the embattled Lilly, Teriq decides to join in... trying to end the retriever before it can do her more harm.
Within moments, another hail of arrows flies through the worms open maw, towards the strange multi-legged creature.
Was going to do something else, but this seems a little more time sensitive... =)
Many Shot: 1d20 + 25 + 3 + 3 + 1 + 1 - 3 - 2 ⇒ (11) + 25 + 3 + 3 + 1 + 1 - 3 - 2 = 39, for 2d8 + 12 + 12 + 6 + 2 ⇒ (7, 6) + 12 + 12 + 6 + 2 = 45 damage.
Iterative: 1d20 + 20 + 3 + 3 + 1 + 1 - 3 - 2 ⇒ (7) + 20 + 3 + 3 + 1 + 1 - 3 - 2 = 30, for 1d8 + 6 + 6 + 3 + 1 ⇒ (6) + 6 + 6 + 3 + 1 = 22 damage.
Rapid Shot: 1d20 + 25 + 3 + 3 + 1 + 1 - 3 - 2 ⇒ (19) + 25 + 3 + 3 + 1 + 1 - 3 - 2 = 47, for 1d8 + 6 + 6 + 3 + 1 ⇒ (4) + 6 + 6 + 3 + 1 = 20 damage.
hasted attack: 1d20 + 25 + 3 + 3 + 1 + 1 - 3 - 2 ⇒ (1) + 25 + 3 + 3 + 1 + 1 - 3 - 2 = 29, for 1d8 + 6 + 6 + 3 + 1 ⇒ (7) + 6 + 6 + 3 + 1 = 23 damage.
Thrag |
Will Save: +4 Base, +4 Cloak, +4 Bravery, +1 Cracked Pale Green Ioun Stone, +1 Indomitable Faith trait
Bravery is enhanced by Armed Bravery and Sash of the War Champion. The sash makes him effective level 15 for determining his Bravery bonus. Armed Bravery makes his Bravery bonus count for all Will saves instead of just fear.
GM PDK |
Jots down a note about Armed Bravery on a piece of paper... :)
@Rand/Tothek: you guys are now roughly above Thrag's location yes? Please confirm; I'll update the map and move this forward tomorrow.
Tothek |
Roughly, yes.
Lilliandra de Saavedra |
Lilly calls out, People, teriq says the worm thing is an illusion, someone might want to dispel it
Is the retriever still there? My actions will very much depend on whether or not it is still alive. Also, is it at ground level or within my reach?
GM PDK |
Moved Rand and Tothek to Slide 5 for clarity's sake
Teriq dispatches the retriever, while Rand and Tothek reposition unto the beetle's back.
Initiative - Round 5 (Bold may go)
Favian -14 [in mouth, difficult terrain, beetle juice (7) continuous acid dmg]
Thrag -81 [in mouth, flying 5', beetle juice (7), continuous acid dmg]
Tothek [outside, Slide 5, flying 30']
Rand -24 [outside, Slide 5, flying 30']
Teriq [outside, flying 5']
Lilly -104 [outside]
Worm That Walks [black tentacles grapple check on its turn]
Huge locust spider - purple
Huge locust spider - yellow
Huge locust spider - blue
[color=red]Beetle [DEAD; mouth is now forever more stuck in the OPEN position; acid in and outside of mouth and acid pool still active][/color]
NOTE: normal light inside mouth; dim light in top portion of stomach as indicated on map.
Lilliandra de Saavedra |
In which case Lilly quickly casts a spel on herself and then moves to try and get out of line of sight of whatever is inside the bettle casting spells.
Casting heal and then moving.
Rand, The Iron Fist |
That was my intent yes. I wanted to punch a hole in the shell to be able to see.
GM PDK |
The wormy creature finishes its humming, and an abyssal tiger coalesces out of thin air, and immediately charges Teriq, pouncing on him!
claw, charge, smite good: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31 b/s dmg: 2d4 + 22 ⇒ (3, 2) + 22 = 27 Hit, -5dmg due to DR
claw, charge, smite good: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28 b/s dmg: 2d4 + 22 ⇒ (2, 3) + 22 = 27 Miss
bite, charge, smite good: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30 b/p/s dmg: 2d6 + 22 ⇒ (2, 2) + 22 = 26 Hit, -5dmg due to DR
rake, charge, smite good: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27 b/s dmg: 2d4 + 22 ⇒ (4, 2) + 22 = 28 Miss
rake, charge, smite good: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23 b/s dmg: 2d4 + 22 ⇒ (3, 1) + 22 = 26 Miss
The squirming mage then turns its attention to Thrag, and extends a wormy appendage his way, uttering an incantation. Thrag tries to bat the worm infested hand away with his hammer but his weapon flies right through it. The Worm That Walks then touches him.
melee touch: 1d20 + 10 ⇒ (9) + 10 = 19
Thrag Will Save: 1d20 + 14 ⇒ (1) + 14 = 15
acid dmg Favian: 2d6 ⇒ (4, 3) = 7
grapple vs. Favian: 1d20 + 18 ⇒ (16) + 18 = 34
Initiative - Round 6 (Bold may go)
Favian -21 [in mouth, difficult terrain, beetle juice (7) continuous acid dmg]
Thrag -81 [???]
Tothek [outside, Slide 5, flying 30']
Rand -24 [outside, Slide 5, flying 30']
Teriq -43 [outside, flying 5']
Lilly [outside]
Worm That Walks [black tentacles grapple check on its turn]
Huge locust spider - purple
Huge locust spider - yellow
Huge locust spider - blue
[color=red]Beetle [DEAD; mouth is now forever more stuck in the OPEN position; acid in and outside of mouth and acid pool still active][/color]
NOTE: normal light inside mouth; dim light in top portion of stomach as indicated on map.
Teriq Ashfall |
The talisman on Teriq gives a +4 on spellcraft checks to allies within 20'
Spellcraft: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14 Not that it helps. =P
Hope Thrag has a reroll available for that 1. =)
PDK, what exact is that cloud at the back of the dead beetle anyway? Don't recall when it showed up.
Rand, The Iron Fist |
Having channeled his Ki for a moment, Rand smashes his fist into the shell of the beetle then unloads the rest of his attacks into the hide.
Taking ac, ref saves, and attack from fervor.
Flurry Attack Roll #1 with Style Strike (Shattering Punch: 1d20 + 24 ⇒ (19) + 24 = 43 Damage Roll: 2d8 + 9 ⇒ (5, 4) + 9 = 18
If that attack hits, it ignores hardness and DR.
Flurry Attack #2: 1d20 + 22 ⇒ (17) + 22 = 392d8 + 9 ⇒ (5, 2) + 9 = 16
Flurry Attack #3: 1d20 + 22 ⇒ (20) + 22 = 422d8 + 9 ⇒ (4, 6) + 9 = 19
Flurry Attack Iterative #1: 1d20 + 17 ⇒ (9) + 17 = 262d8 + 9 ⇒ (8, 2) + 9 = 19
Flurry Attack Iterative #2: 1d20 + 12 ⇒ (17) + 12 = 292d8 + 9 ⇒ (7, 5) + 9 = 21
Favian Aldori |
Spellcraft: 1d20 + 17 ⇒ (10) + 17 = 27
Kn. Arcana: 1d20 + 20 ⇒ (19) + 20 = 39
Tothek |
Tothek waits to see if Rand has cracked through the beetle’s immense shell.
GM PDK |
@Tothek: we now have grouped initiative so I'm not planning to make interim posts, but for your information Rand's first punch produced some cracks in the shell while the other attacks were ineffective; i.e. you don't think this is a really good idea.
Favian Aldori |
The creature is likely hiding in that cloud of fog. If you have a strong wind you could blow it away.
Lilliandra de Saavedra |
Lilly dashes forward, around the body of the worm, so she can get a good look inside the mouth. She quickly casts a spell, trying to get rid of the fog cloud.
Taking the movement speed from blessing then trying to dispel the fog cloud
CL Check: 1d20 + 13 ⇒ (4) + 13 = 17
Well, thats no good. Lilly promptly casts a spell as an immediate action, seeking to correct her luck. Borrowing Fotune in order to reroll
CL Check: 1d20 + 13 ⇒ (11) + 13 = 24
Tothek |
“Fall back, the cloud will disperse over time.”
Tothek will delay, luring the enemy outward would surely lead to success.
(Blessing for defense)
GM PDK |
@Lily: the giant beetle is dead and thus its legs are all spread out on the ground in the indicated positions. The legs' thickness is of 5 feet, so you must either make a DC 15 climb check to clamber over them (20-ft movement cost unless using accelerated climb), an acrobatics DC 20 to high jump over each of them in your path (5-ft movement cost), or go around them the long way. You may redo your turn accordingly; apologies for not defining that up front, as I thought you'd be going back in the way you came out earlier...
Lilliandra de Saavedra |
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In which case I will go back in the way I came out and dispel the fog cloud from inside. I still take the movement boost to get back in.
Teriq Ashfall |
Hrmm... no one is going to deal with the sabre toothed tiger? Bah.
burn?: 2d6 ⇒ (1, 3) = 4
Teriq is a little surprised to see the tiger show up, summoned out of mid air, as he is almost certain the creature that appeared to summon it was an illusion. Whatever magic is at play, he has a pretty good idea that the perpetrator has to be able to see what's going on, so inside the giant beetle seems the obvious choice.
He drifts away from the large cat, into the beetle itself, using his senses, blessed by the fires of Sarenrae herself, to glance down the thing's gullet, in search of an answer.
5' step, into the beetle, then depends on what he sees. 60' darkvision and the ability to see through the fog as if it were not there.
What's down there, aside from the suspected illusion on the edge of the fog that he sees already?
Reaction dependent on situation.
GM PDK |
@Lily: understood - fog has been dispelled.
Tothek |
Tothek will come off delay and fire a volley of arrows at the tiger below.
To hit, damage 11d20 + 16 ⇒ (7) + 16 = 231d8 + 13 ⇒ (6) + 13 = 19
To hit, damage 21d20 + 16 ⇒ (1) + 16 = 171d8 + 13 ⇒ (4) + 13 = 17
To hit, damage 31d20 + 11 ⇒ (9) + 11 = 201d8 + 13 ⇒ (1) + 13 = 14
GM PDK |
@Tothek: you were in the middle part of the giant beetle's abdomen so you needed to move first to get in position; I'll only take the first attack this time; also, please give me your +16 to hit and +13 dmg breakdown; thx. Archers always throw me for a loop, especially when they have no buffs listed in their headers... ;)
Teriq Ashfall |
So no other things? Bah, so much for that idea.
Seeing nothing else inside the beetle, Teriq quickly turns, and unloads a barrage of arrows at the Tiger harassing him.
+3 (elemental form), +3 (divine favor), +1 (PBS), -3 (deadly aim), -2 (rapid shot)
All with a +5 bow, bypassing magic/silver/cold-iron/adamantine/and alignment DR's
Manyshot: 1d20 + 25 + 3 + 3 + 1 - 3 - 2 ⇒ (13) + 25 + 3 + 3 + 1 - 3 - 2 = 40, for 2d8 + 12 + 12 + 6 + 2 ⇒ (4, 1) + 12 + 12 + 6 + 2 = 37 damage.
Iterative: 1d20 + 20 + 3 + 3 + 1 - 3 - 2 ⇒ (8) + 20 + 3 + 3 + 1 - 3 - 2 = 30, for 1d8 + 6 + 6 + 3 + 1 ⇒ (7) + 6 + 6 + 3 + 1 = 23 damage.
Rapid Shot: 1d20 + 25 + 3 + 3 + 1 - 3 - 2 ⇒ (9) + 25 + 3 + 3 + 1 - 3 - 2 = 36, for 1d8 + 6 + 6 + 3 + 1 ⇒ (6) + 6 + 6 + 3 + 1 = 22 damage.
hasted attack: 1d20 + 25 + 3 + 3 + 1 - 3 - 2 ⇒ (8) + 25 + 3 + 3 + 1 - 3 - 2 = 35, for 1d8 + 6 + 6 + 3 + 1 ⇒ (2) + 6 + 6 + 3 + 1 = 18 damage.
GM PDK |
@Teriq: I'll only take the first attack as this was a 10-foot move, and you also get an AoO from the tiger when you moved away. claw, smite good: 1d20 + 18 ⇒ (6) + 18 = 24 [Miss]
Tothek |
OOC: Sure. Do you usually want the feats listed as buffs?
Moving would mean using multishot, not rapid shot, math changes slightly.
BAB is +8, Dex +5, bow +2, feat +1, blessing +2, bracers +1, higher ground +1, deadly aim -3
Multishot Damage is 1d8 base, +3 for strength, +2 for bow. +2 arcane strike, +6 deadly aim, and all of that doubles when you shoot two arrows.
Grand total for damage is 2d8+16, with clustered shot DR only applies once.
GM PDK |
Thanks Tothek- as Teriq said, plus higher ground only applies to melee but the rest is as Borat would say, very niiiiiiiiiiiice!
Rand, The Iron Fist |
Sorry, all of this was caused by my lack of darkvision. I need to correct that when we get paid from the module.
Favian Aldori |
Favian moves forward hoping to illuminate the back of the huge creature.
Move and total defense
"I'm afraid Thrag won't be coming back any time soon."
PDK, I think Favian has the other casting of Talisman of Reprieve.
GM PDK |
Rand attempts to punch through over 15 feet or hard giant beetle shell and other associated exoskeleton layers; the material is harder than adamantine and each blow ring out with deafening clangor within the canyon floor... the sound transmitted perhaps for up to a mile in each direction. Amazingly a few cracks begin to spread out from the epicenter of his blows, but he soon realizes that this would be long, endurance training work that is best attempted against softer material, like oak trees or granite.
Tothek and Teriq take down the fiendish dire tiger with their arrows. The horse-sized smilodon disappears in a puff of sulfuric smoke.
Lilly re-enters the mouth carefully, especially as she crosses over the razor sharp teeth and she dispels the magical fog cloud that surrounds the back of the beetle's stomach.
Favian advances, finally leaving the black tentacles behind, and shines some light on things: at the back of the demon beetle’s stomach you see, a few feet behind the Worm That Walks... a chitinous scythe embedded into a mound of squirming, worm-infested tumorous growths!
acid dmg Favian & Lilly: 2d6 ⇒ (4, 5) = 9
Suddenly swarms of wasps materialize around Favian and Lilly, filling the insides of the dead beetle with sickening buzzing!
swarm damage: 3d6 ⇒ (6, 6, 4) = 16 Favian, Lilly: Two Fort saves each please
Initiative - Round 6 (Bold may go)
Favian -46 [inside, (25) continuous dmg]
Thrag -81 [???]
Tothek [outside, flying 30']
Rand -24 [outside, Slide 5, flying 30']
Teriq -43 [outside, flying 5']
Lilly -25 [inside, (25) continuous dmg]
Worm That Walks
NOTE: acid pool depth: 5-feet (worm that walks head just sticking out of acid pool); mound of tumors: sticks out 5-feet above acid pool surface; stomach ceiling: 10-foot above acid pool surface; normal light within 20' of Favian; dim light in lower portion of stomach as indicated on map.
GM PDK |
Within swarm: distraction in effect - Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
Also, due to ongoing dmg, Favian and Lily have a choice of either one concentration check with DC 22 + spell level, or two checks: DC 14 + spell level and DC 18 + spell level.
Rand, The Iron Fist |
Sighing, Rand made his way back inside the dead beetle's mouth and down it's gullet as far as he could go.
Taking the bonus to defense and offense from BoF. Going to double move to get into melee with, ideally, the worm that walks. If it takes less than 70' of movement, I'll attack with a stunning Fist. If not, disregard.
Attack Roll w/Stunning Fist and BoF: 1d20 + 24 ⇒ (18) + 24 = 42
Damage Roll: 2d8 + 9 ⇒ (2, 8) + 9 = 19 DC 23 Fort Save or be fatigued.
Tothek |
We -could- fight on favorable terrain...or, do whatever you want. I’m sure it will work out somehow.
Tothek flies just inside the mouth, and dismisses the swarm with a Dispel Magic!
Caster level check 1d20 + 9 ⇒ (2) + 9 = 11
GM PDK |
@Rand: 90-feet of movement brings you to the location on the map (15 feet west of Teriq); you have 50 feet left in your second move action (I didn't want to assume where you want to go from there so please move your pawn; with 50 feet you're 5 feet short of the Worm That Walks according to my calculations; you sure you want to go into the acid pool?)
@Tothek: the swarm resists your spell.