| miteke |
Initiative(Seif+Shadow): 1d20 + 9 ⇒ (7) + 9 = 16
Initiative(Malgrim): 1d20 + 6 ⇒ (2) + 6 = 8
Initiative(Gnasher): 1d20 + 5 ⇒ (11) + 5 = 16
Initiative(Urah): 1d20 + 8 ⇒ (19) + 8 = 27
Initiative(darnoc): 1d20 + 12 ⇒ (19) + 12 = 31
The Darnoc scrawls a symbol in the air, which clows with a discordant flickering.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP)
Shadow (-0 HP)
Malgrim Gryh (-0 HP)
Gnasher (-10 HP; fast healing 3)
Urah (-0 HP; ant haul; invisibility; fly; sanctuary)
❖❖❖ Round 2 ❖❖❖
Darnoc (-0 HP)
| 'Gnasher' Red Claw |
Realizing it would be difficult to charge through the flames at the ghostly spell caster, Gnasher shifts his bardiche to a defensive position. Looking from Seif-al-Din to Malgrim he asks, "Tribe blast ghost from here?"
I'm assuming this is a just fluff, I intend For Gnasher to 'ready' an attack, if it gets close enough. Unless anyone else is charging that general direction.
| Malgrim Gryh |
Malgrim waits for Urah.
Urah casts Haste on the group.
Malgrim gathers power and sends a blast of mud at the ghost.
5 ft step forward. Gather Power, create an Extended Range, Adamantine, composite mud blast.
Mud (Earth/Water) Blast w/Elemental Overflow , DA, Haste: 1d20 + 16 + 4 - 3 + 1 ⇒ (8) + 16 + 4 - 3 + 1 = 26
Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , DA: 12d6 + 20 + 8 + 6 ⇒ (2, 5, 1, 4, 4, 5, 2, 2, 4, 5, 3, 6) + 20 + 8 + 6 = 77
| 'Gnasher' Red Claw |
Setting his bardiche with the heel of his foot, Gnasher watches to see if the ghost attacks.
Just in case, Readied action? + 1 keen Bardiche, PA/FF
attack: 1d20 + 19 ⇒ (10) + 19 = 29 damage: 1d10 + 6 + 3 + 1 + 9 ⇒ (2) + 6 + 3 + 1 + 9 = 21
intimidate: 1d20 + 22 ⇒ (4) + 22 = 26( demoralize and Hurtful)
Hurtful: 1d20 + 19 ⇒ (3) + 19 = 22 damage: 1d10 + 6 + 3 + 1 + 9 ⇒ (4) + 6 + 3 + 1 + 9 = 23
| miteke |
Sorry about the low post rate here. I'm busy camping and travelling, but I'm at a location where I should have more time and a decent internet connection.
Urah hastes everyone, while Malgrim lobs a metal infused blast of mud at the incorporeal target.
@Malgrim
Question: the rules for the blast say "All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction."
It seems to me that incorporeal immunity is not DR. Is the blast able to damage incorporeal, and if so what am I missing? I could have sworn we covered this before.
| miteke |
Now that I have time to do the research I found the previous discussion here and found the ruling here. Now to move on...
After being hammered by Seif, the ghostly creature runs towards you but it seems a bit slow and does not make it all the way.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP)
Shadow (-0 HP)
Malgrim Gryh (-0 HP)
Gnasher (-0 HP; fast healing 3)
Urah (-0 HP; ant haul; invisibility; fly; sanctuary)
❖❖❖ Round 2 ❖❖❖
Darnoc (-38 HP)
| Malgrim Gryh |
Kinetic Blast is a Spell action. It would be the same as a Scorching Ray hitting an incorporeal creature. It is a physical attack from a spell so it would do half damage per the Incorporeal rules. But it should still affect it.
| 'Gnasher' Red Claw |
Feeling Urah's 'Haste' spell wash over him, Gnasher, realizing the ghost has stopped outside of his reach, begins to Rage, . His paws grow into overly large claws, his eyes glow red, his fangs enlarge and he begins to froth at the mouth. While his brown hide takes on a red-orange cast to it. Lifting his Bardiche he chops at the ghostwith the bardiche.
Haste +1 AR/AC/R, Xtra attack enlarged rage 1/29 182 HP (fast healing 3) AC16/T6/FF13, enlarged rage, abyssal bloodrage, reckless abandon Attack + 1 Adamantine keen Bardiche PA/RA, CS,
Attack: 1d20 + 23 + 1 ⇒ (4) + 23 + 1 = 28damage: 2d8 + 6 + 1 + 3 + 4 + 1 + 9 ⇒ (7, 3) + 6 + 1 + 3 + 4 + 1 + 9 = 34
Attack: 1d20 + 28 + 1 ⇒ (18) + 28 + 1 = 47damage: 2d8 + 6 + 1 + 3 + 4 + 1 + 9 ⇒ (8, 3) + 6 + 1 + 3 + 4 + 1 + 9 = 35
Attack: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24damage: 2d8 + 6 + 1 + 3 + 4 + 1 + 9 ⇒ (1, 4) + 6 + 1 + 3 + 4 + 1 + 9 = 29
Haste Attack: 1d20 + 23 + 1 ⇒ (9) + 23 + 1 = 33damage: 2d8 + 6 + 1 + 3 + 4 + 1 + 9 ⇒ (8, 4) + 6 + 1 + 3 + 4 + 1 + 9 = 36
intimidate: 1d20 + 22 ⇒ (4) + 22 = 26( demoralize and Hurtful)
Hurtful: 1d20 + 20 + 1 ⇒ (18) + 20 + 1 = 39 damage: 2d8 + 6 + 1 + 3 + 4 + 1 + 9 ⇒ (1, 6) + 6 + 1 + 3 + 4 + 1 + 9 = 31
Attack: confirm crit: 1d20 + 28 + 1 ⇒ (17) + 28 + 1 = 46damage: 2d8 + 6 + 1 + 3 + 4 + 1 + 9 ⇒ (3, 2) + 6 + 1 + 3 + 4 + 1 + 9 = 29
Hurtful: confirm crit: 1d20 + 20 + 1 ⇒ (3) + 20 + 1 = 24 damage: 2d8 + 6 + 1 + 3 + 4 + 1 + 9 ⇒ (7, 3) + 6 + 1 + 3 + 4 + 1 + 9 = 34
| miteke |
| 1 person marked this as a favorite. |
Gnasher grows to his unusual size and stars shredding off incorporeal wisps. It is still holding itself together, but it looks pretty banged up.
@Gnasher
Note that undead may not be intimidated, so save yourself the effort of rolling intimidation or hurtful ability .
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP)
Shadow (-0 HP)
Malgrim Gryh (-0 HP)
Urah (-0 HP; ant haul; invisibility; fly)
❖❖❖ Round 3 ❖❖❖
Darnoc (-129 HP)
Gnasher (-0 HP; fast healing 3)
| Malgrim Gryh |
Malgrim gathers the elements to him once more and arcs a blast at the phantom dwarf.
Gather Power, create an Extended Blast, Adamantine, Composite Blast at the undead.
Mud (Earth/Water) Blast w/Elemental Overflow , PBS , Haste, DA: 1d20 + 16 + 1 + 4 + 1 - 3 ⇒ (3) + 16 + 1 + 4 + 1 - 3 = 22
Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , PBS , DA: 12d6 + 20 + 8 + 1 + 6 ⇒ (5, 5, 6, 5, 4, 1, 1, 3, 1, 1, 6, 3) + 20 + 8 + 1 + 6 = 76
| miteke |
Malgrim lobs one over the towering Gnasher, but barely misses as shadow and Seif get out of the way.
to hit touch on Gnasher: 1d20 + 19 ⇒ (18) + 19 = 37
negative energy damage: 1d8 ⇒ 7 to the temp HP.
The undead creature zips in and away with frightening and startling speed (No AoO due to spring attack feat). Something about the way it moves is unsettling to an unnatural degree.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP; DC 27 will save or be shaken for 5d6 ⇒ (2, 4, 1, 6, 5) = 18 rounds)
Shadow (-0 HP; DC 27 will save or be shaken for 5d6 ⇒ (3, 4, 3, 4, 5) = 19 rounds)
Malgrim Gryh (-0 HP; DC 27 will save or be shaken for 5d6 ⇒ (3, 5, 5, 6, 4) = 23 rounds)
Urah (-0 HP; ant haul; invisibility; fly)
Gnasher (-7 temp HP; fast healing 3; DC 27 will save or be shaken for 5d6 ⇒ (6, 3, 2, 1, 3) = 15 rounds)
❖❖❖ Round 4 ❖❖❖
Darnoc (-129 HP)
| Malgrim Gryh |
Will Save: 1d20 + 8 ⇒ (3) + 8 = 11 Shaken and stirred.
Malgrim shakes his head at the unnatural sight and tries once more to strike it with mud.
Gather Power. Create an Extended Range, Adamantine, Composite Blast. Use Arcing shot to avoid cover again.
Mud (Earth/Water) Blast w/Elemental Overflow , DA, Haste, Shaken: 1d20 + 16 + 4 - 3 + 1 - 2 ⇒ (5) + 16 + 4 - 3 + 1 - 2 = 21
Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , DA: 12d6 + 20 + 8 + 6 ⇒ (6, 4, 2, 2, 1, 4, 4, 5, 1, 6, 1, 3) + 20 + 8 + 6 = 73
Moving along.
| 'Gnasher' Red Claw |
DC 27 will save: 1d20 + 11 ⇒ (8) + 11 = 19
Snarling as the ghost strikes him, Gnasher, shaken by the experience still takes advantage of Urah's spell and follows the ghostly figure. Lifting his Bardiche he chops at the ghost with the weapon.
Shaken -2 1/15 Haste +1 AR/AC/R, Xtra attack enlarged rage 2/29 175 HP (fast healing 3) AC16/T6/FF13, enlarged rage, abyssal bloodrage, reckless abandon 50 ft move Attack + 1 Adamantine keen Bardiche PA/RA, CS,
Attack: 1d20 + 23 + 1 - 2 ⇒ (7) + 23 + 1 - 2 = 29 damage: 2d8 + 6 + 1 + 3 + 4 + 1 + 9 ⇒ (5, 4) + 6 + 1 + 3 + 4 + 1 + 9 = 33
| miteke |
Gnasher does score a hit, but it is still standing
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP; DC 27 will save or be shaken for 18 rounds)
Shadow (-0 HP; DC 27 will save or be shaken for 19 rounds)
Urah (-0 HP; ant haul; invisibility; fly)
❖❖❖ Round 4 ❖❖❖
Darnoc (-146 HP)
Malgrim Gryh (-0 HP; shaken for 22 rounds)
Gnasher (-7 temp HP; fast healing 3; shaken for 14 rounds)
| Seif-al-Din ibn-Subhi |
Will (Seif) - Shaken: 1d20 + 11 ⇒ (15) + 11 = 26.
Will (Shadow) - Shaken: 1d20 + 6 ⇒ (10) + 6 = 16.
Seif-al-Din casts Air Walk and Quickened Divine Favor on Shadow, and then the great cat pounces...
Will (Shadow) - Discord: 1d20 + 6 ⇒ (19) + 6 = 25.
Gore (Pounce, DF): 1d20 + 22 - 1 ⇒ (8) + 22 - 1 = 29.
for (1d6 Gore, 2d6 Holy: 3d6 + 13 ⇒ (4, 4, 2) + 13 = 23 Magical Holy Silver damage.
Bite (Pounce, DF): 1d20 + 22 - 1 ⇒ (3) + 22 - 1 = 24.
for (1d8 Bite, 2d6 Holy): 1d8 + 2d6 + 13 ⇒ (6) + (4, 5) + 13 = 28 Magical Holy Silver damage.
Claw (Pounce, DF): 1d20 + 22 - 1 ⇒ (14) + 22 - 1 = 35.
for (1d6 Claw, 2d6 Holy, 1d6 Acid): 4d6 + 13 ⇒ (1, 5, 2, 2) + 13 = 23 Magical Holy Silver damage.
Claw (Pounce, DF): 1d20 + 22 - 1 ⇒ (15) + 22 - 1 = 36.
for (1d6 Claw, 2d6 Holy, 1d6 Acid): 4d6 + 13 ⇒ (4, 3, 2, 3) + 13 = 25 Magical Holy Silver damage.
Rake (Pounce, DF): 1d20 + 22 - 1 ⇒ (10) + 22 - 1 = 31.
for (1d6 Claw, 2d6 Holy, 1d6 Acid): 4d6 + 13 ⇒ (6, 4, 4, 3) + 13 = 30 Magical Holy Silver damage.
Rake (Pounce, DF): 1d20 + 22 - 1 ⇒ (13) + 22 - 1 = 34.
for (1d6 Claw, 2d6 Holy, 1d6 Acid): 4d6 + 13 ⇒ (5, 5, 3, 3) + 13 = 29 Magical Holy Silver damage.
| Seif-al-Din ibn-Subhi |
Seif-al-Din calls Shadow back, and nods to the curtained doorways.
"Let's check those out, for the moment - I'd rather not risk having us be afflicted by the rune, but if we hug the periphery, we should be able to avoid it."
| 'Gnasher' Red Claw |
Relieved to see the undead dealt with (at least for the time being) Gnasher release the rage and nods in agreement with Seif-al-Din. Moving back to the periphery he heads towards the curtained doorways.
| Malgrim Gryh |
"If it some kind of trap, I should be able to deal with it." Malgrim says.
| miteke |
Keeping your distance from the sigil you open the curtains to find an oddly shaped chamber. This room is a study in opulence, from floors of polished mother-of-pearl inlays to diaphanous wall hangings and curtains of the most delicate threadwork. A low balcony lined with cushioned divans and a luxurious bathing pool replete with fountain and crystalline waters complete the chamber’s décor, yet the decadence is tainted by the heavy smell of sulfur.
| 'Gnasher' Red Claw |
As he enters the chamber, Gnasher sniffs the air, looking about. Wrinkling his nose at the smell of sulfur, he gestures towards the door to his left asking. "Tribe check door before going deeper?"
I moved him in the room so he can see a little more, may stick with the door idea afterwards, may not.
| Malgrim Gryh |
Malgrim moves up to search the door as Urah lurks behind.
Take 10 which nets me a 33 to search for the door and then listen for anything happening beyond it. If I do not find anything I will open the door when everyone else is ready.
| Malgrim Gryh |
Malgrim nods back at Gnasher and wanders into the room looking for anything of value.
I take a single move into the room and Urah moves to lurk near the door.
| 'Gnasher' Red Claw |
Watching Malgrim's back while he opens the door, Gnasher moves into the room with him, keeping a keen eye out.
| miteke |
Perception(Gnasher): 1d20 + 14 ⇒ (12) + 14 = 26
Perception(Seif): 1d20 + 0 ⇒ (9) + 0 = 9
Perception(Shadow): 1d20 + 10 ⇒ (1) + 10 = 11
Perception(Malgrim): 1d20 + 23 ⇒ (14) + 23 = 37
Perception(Urah): 1d20 + 3 ⇒ (16) + 3 = 19
Both Gnasher and Malgrim detect motion in the room to the north. on the other side of the 10' opening..
| 'Gnasher' Red Claw |
Moving to the opening, Gnasher calls out, "Talking better than dying."
Hadn't thought about a perception check. He will move slow enough to 'take 10' on perception if it's needed.
| miteke |
Yea, I'd say telling that to undead might not be the thing to do.
Gnasher sees 4 ragged creatures with decayed skin drawn taut over corded muscles and bony limbs. Their lower jaw is over-sized and lined with jagged, bloodstained teeth. Their hands end in black, viciously curled claws, and it has donkey hooves instead of feet. The stench of the grave is strong around them.
| miteke |
@All except Gnasher (who is the only one that can see them), you can make that knowledge roll when you can see the creatures.
Initiative(Seif+Shadow): 1d20 + 9 ⇒ (12) + 9 = 21
Initiative(Malgrim): 1d20 + 6 ⇒ (1) + 6 = 7
Initiative(Gnasher): 1d20 + 5 ⇒ (5) + 5 = 10
Initiative(Urah): 1d20 + 8 ⇒ (16) + 8 = 24
Initiative(Red Ghul): 1d20 + 10 ⇒ (3) + 10 = 13
Initiative(Yellow Ghul): 1d20 + 10 ⇒ (6) + 10 = 16
Initiative(Black Ghul): 1d20 + 10 ⇒ (5) + 10 = 15
Initiative(Puce Ghul): 1d20 + 10 ⇒ (11) + 10 = 21
Urah goes first. You can have him move and cast haste if you would like, but he cannot get everyone in the area if you do, so I figure I'll put him on hold until someone has an action for him.
Gnasher sees the puce ghul vanish from sight. Ignore the translucent figure next to you Gnasher! It may or may not exist :)
Ghul stealth: 1d20 + 13 + 20 ⇒ (12) + 13 + 20 = 45
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Urah (-0 HP; ant haul; invisibility; fly; held action)
Black Ghul)
Yellow Ghul
Red Ghul
Malgrim Gryh (-0 HP)
Gnasher (-0 HP; fast healing 3)
❖❖❖ Round 2 ❖❖❖
Puce Ghul (-0 HP; invisible)
| Malgrim Gryh |
Urah moves forward and readies to cast Haste as soon as everyone is close enough together.
I believe that Malgrim and Gnasher are exactly 30 ft apart. As soon as Shadow and Seif move up he casts Haste. If Shadow races forward without Seif he will leave Seif out and hit everyone else before we are more then 30 ft apart.
| miteke |
Urah's spell goes off and everyone is hasted. The other three ghul's also vanish from sight.
Black Ghul stealth: 1d20 + 13 + 20 ⇒ (3) + 13 + 20 = 36
Yellow Ghul stealth: 1d20 + 13 + 20 ⇒ (15) + 13 + 20 = 48
Red Ghul stealth: 1d20 + 13 + 20 ⇒ (4) + 13 + 20 = 37
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh (-0 HP)
Gnasher (-0 HP; fast healing 3 while raging)
❖❖❖ Round 2 ❖❖❖
Puce Ghul (-0 HP; invisible)
Seif (-0 HP)
Shadow (-0 HP; Air Walk, 119 minutes left)
Urah (-0 HP; ant haul; invisibility (9 minutes left); fly (9 minutes left)
Black Ghul (-0 HP; invisible)
Yellow Ghul (-0 HP; invisible)
Red Ghul (-0 HP; invisible)
| Malgrim Gryh |
Do we need to make an active spot check to see them or should we just roll?
| Malgrim Gryh |
Perception: 1d20 + 23 ⇒ (20) + 23 = 43
Malgrim spots them and yells out to Gnasher "They are right there."
If this is an active check, I just point to the general location of the one closest to Gnasher. According to the stealth skill is an opposed check. So I think I get to make the Perception check without using my action.
If it is not an active check, I Gather Power and create an Extended Range, Silver, Composite Blast and hope it shows Gnasher where to go.
Mud (Earth/Water) Blast w/Elemental Overflow , DA, Haste: 1d20 + 16 + 4 - 3 + 1 ⇒ (16) + 16 + 4 - 3 + 1 = 34
Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , DA: 12d6 + 20 + 8 + 6 ⇒ (3, 3, 2, 4, 4, 4, 1, 4, 1, 3, 2, 2) + 20 + 8 + 6 = 67
| miteke |
concealment check: 1d100 ⇒ 49
Though Malgrim is able to figure out where black stands, it is not enough to locate it accurately enough to score a hit on it and he, unfortunately, misses. Gnasher does, however, know the area Malgrim was targetting.
Even if you know where an invisible creature is, it still has total concealment and there is s 50% chance an attack will miss.
| miteke |
@Marcus
You manage to escape the kidnappers and race towards the Citadel along one of the boulevards of the Noble District of the City of Brass. The street outside the citadel is largely deserted, as none dare to approach and risk the curse that befalls those who enter the palace confines, but you figure even certain death is better than eternal slavery.
A wide gateway opens in the wall, its arch forty feet wide by fifty feet high. Beyond, a staircase of brass ascends into the citadel’s interior. Darkened defensive loops look out like forbidding eyes and line the walls of the entry stair as well. Cast into the very brass surrounding the gate are images of warhorses with manes of flame and hooves of burning embers. Some rear in combat and some pull war chariots manned by efreeti soldiers.
See B9 on the first level map and place your icon there. Note that if you have a way to fly there may be other ways of entering.
Note that all current maps are typically linked to at the top of the page.
| Marcus Nocturnus |
"Wouldn't you know. Well, here goes nothing." Marcus says looking about in hopes his pursuers are not too close. With a quick word and a gesture he turns invisible and up the stairs he goes. He scans the walls as he climbs the steps in hopes of spotting a secret or concealed door.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
| Marcus Nocturnus |
Marcus looks at the arrow slits from an angle to keep from being in the direct line of fire of something. Once he gives each a fair peek, he moves to the bars. Unslinging his pack he tries to squeeze through the bars hoping his slight frame and penchant to be slippery will avail him in this endeavor.
Escape Artist: 1d20 + 20 ⇒ (5) + 20 = 25
| Marcus Nocturnus |
Stealth, Invisible: 1d20 + 22 + 20 ⇒ (3) + 22 + 20 = 45
| miteke |
To the left is the western barbican (B10). This barbican is unmanned and holds little more than a layer of sooty dust. To the right is the eastern barbican. The brass ceiling of these casement chambers seems to bow under the great weight of the fortress above. Stairs punctuated by landings, complete with firing ports, look out over the citadel’s entry.
The stairs lead up to rooms C22 and C24 which have farrow slits.
C22 is the East Gatehouse. Once a large bifurcated guardroom with arrow slits to the west and south, these chambers are now largely devoid of furnishings. A broad stair descends to the west, looking out onto the citadel’s entry, and arrow slits and a door open onto the entry where it turns to the east. Dual stairs climb to the floor above from the center of the room.
C24 is the West Gatehouse. The sconces in this chamber are out, so that the many arrow slits provide the only light. A single giant-sized pallet has been arranged near the south wall.
At the top of the stairs is the first gate (C23). A tall gate composed of brass bars blocks the entry stairway here. The great steps continue to rise beyond it. A gatehouse stands to the north with a reinforced door and arrow slits opening out onto the stairs. A herculean iron spike has been driven into the steps east of the gate, and a massive chain attached to it runs to a shackle on the leg of a nine-headed reptile of horrific proportions. It seems to sniff and sense something is off, but it cannot see you. It seems to be peering intently at the barred area you are peeking through like it knows that something is coming.
You are confident you could slip through the firing ports on the lower level if you lubricate yourself and SQUEEEZE yourself through. You might lose a layer of skin and you would have to loose your armor for a bit, and you would be vulnerable for a couple of rounds as you do so, but 'piece of cake'.
| Marcus Nocturnus |
Does it look like it would be easier to squeeze through the gate, even though it has a nasty looking lizard thing? Marcus studies the beast to determine exactly what it is he is dealing with.
K Arcana: 1d20 + 18 ⇒ (14) + 18 = 32
| miteke |
Oh, getting through the gate would be possible. The thing is that it has been built to keep out medium sized creatures as well as large, so it would also be a squeeze and that means the Pyrohydra would notice and attack. It can obviously smell you and if you take off your armor to squeeze through, well, then the game is on.