| Karrin Kind |
reflex: 1d20 + 7 ⇒ (17) + 7 = 24
reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Karrin has 5 electricity damage resistance, with two saves she takes 2 damage total.
"It's clobbering time!" Karrin shouts as charges down the hallway.
first attack+power attack: 1d20 + 17 ⇒ (16) + 17 = 33
first attack damage+power attack: 2d8 + 19 + 1d6 + 2d6 ⇒ (8, 6) + 19 + (1) + (5, 6) = 45
haste attack+power attack: 1d20 + 17 ⇒ (10) + 17 = 27
haste attack damage+power attack: 2d8 + 19 + 1d6 + 2d6 ⇒ (7, 7) + 19 + (6) + (2, 6) = 47
| Alessia of Keoland |
Reflex: 1d20 + 4 ⇒ (12) + 4 = 16
Alessia takes 1 damage, if the golems can beat her spell resistance
Seemingly unfazed by the electrical attack, Alessia squares her feet, then charges.
I think, with the effects of haste, she can take a charge action to get within melee range (22-23 squares from her current position) and still make a single attack. Does that sound right?
| Dungeon Monkey |
The Monster Mash Rd 1
The whole party hasted for 6 rds
DM Dice
22 Avrahim : Cast SW hit
22 Avrahim’s SW: Attack
20 Sarastra: Cast Haste
20 Frankensteens: Shock (2 on Karrin/ 1 on Alessia)
20 Merle Cast Grease
18 Karrin ATK -hit
12 Alessia: ATK -Pending roll
11 Mel: Cast SW miss
10 Martin: ATK -hit
8 Justin Pending
Everyone can make it to the golems. Karrin, you can only make one attack if you take a move action, even when hasted
One of the golems falls prone from the grease spell Merle casts. Alessia, Karrin, and Martin rush down the hallway, using their hasted speed to good effect. Karrin's attack grievously wounds her foe. Mel casts his Spiritual Weapon, the glowing mace heading down
Spiritual Weapon: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 3 ⇒ (4) + 3 = 7
Martin swings Trueheart at one of the golems
1st: 1d20 + 20 ⇒ (6) + 20 = 262d6 + 11 ⇒ (2, 1) + 11 = 14
His blow connects
| Alessia of Keoland |
Alessia delivers a brutal downward slash at her prone opponent.
+2 keen furyborn bastard sword: 1d20 + 17 ⇒ (18) + 17 = 35
Confirm critical hit: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d10 + 7 ⇒ (5) + 7 = 12
Additional damage if critical: 1d10 ⇒ 4
| Justin Case |
I'm going last in the order, so I'll type this up, but if they all drop before end of round I'll cancel the spell :) (I doubt that will happen. At least in 1 round. Flesh golems are notoriously tough.) ;P
Justin eyes the close-quarters combat while mentally reviewing his prepared spells. AND mentally debates the option of recalling a spell from one of the tomes resting safely in his enchanted haversack.
The fact that the opponents appear to be Flesh Golems,...
Heavily-modified, Clockwork-enhanced Flesh Golems to boot,
(Which is a combination of words the wizard had never contemplated saying together until THIS moment)
,.. Definitely limited most of his USUAL options.
(IE= 'Blast it with Fire. If it still moving, blast it with MORE fire, and ask questions afterwards'!)
But seeing them clustered together in the hallway, facing off against three heavy-hitters from the Rose side, and hampered by Merle's quick Grease spell, gave him an idea.
Justin dashes forward, his Hasted speed surprising him at first, but he manages to slide to a stop before running into Merle.
MOVE to N27
Justin pulls out a small mystic token he has used before, and taps a small pin on his coat. The familiar conjuring chant seems to be hasted like the Rose crew, as the chant that usually seems to take FOREVER in a fight, rolls smoothly out in a few heartbeats.
Justin completes the chant and makes a gesture like throwing a ball, and a circle of glowing, spinning runes appear on the floor behind the golems. N15 From the center of the circle of runes rises a small, glowing ball of light. It floats in the air about 15 feet behind the Golems and speaks an inquiry in a melodic voice. Justin answers in the same language, (If less musically). Celestial The ball of light chimes an angry affirmative. And two beams of light reach out for the two Golems still standing.
Use 'Chronocharm of the Uncaring Archmage' to turn a full round casting into a standard action. Conjure 1 Lantern Archon, appears in N15,
The archons 'Aura of Menace' kicks in as a free action (20' radius, Hostile creatures must make a Will save (DC:13) or take take a –2 penalty on attacks, AC, and saves for 24 hrs or until they successfully hit the archon)
The archon uses it's 'Light Rays' (electrical dmg) and attacks the standing golems!
Ray 1: 1d20 + 3 ⇒ (7) + 3 = 10
Elec dmg if hit: 1d6 ⇒ 5
RAy 2: 1d20 + 3 ⇒ (12) + 3 = 15
Elec dmg if hit: 1d6 ⇒ 3
| Dungeon Monkey |
Justin's glowing summoned pal makes sounds like the world's angriest xylophone and two crackling rays reach out to strike the golems. The two golems jerk slightly, and the clockwork wiring snaking along their grey flesh glows brighter. Justin sees with dismay that the wounds the two bear start to close!
| Dungeon Monkey |
The Monster Mash Rd 2
The whole party hasted until rd 6
22 Avrahim :
22 Avrahim’s SW: Attack
20 Sarastra:
20 Frankensteens: ATK
20 Merle:Pending
18 Karrin:Pending
12 Alessia: Pending
11 Mel: Pending
11Mel's SW: ATK
10 Martin: Pending
8 Justin Pending
8 Summoned Archon: Pending
New Round!
| Dungeon Monkey |
The Monster Mash Rd 2
The whole party hasted until rd 6
22 Avrahim : judgment/crossbow attack -MISS
22 Avrahim’s SW: Attack -HIT
20 Sarastra: conjuration (full rd)
20 Frankensteens: ATK
20 Merle:Pending
18 Karrin:Pending
12 Alessia: Pending
11 Mel: Pending
11Mel's SW: ATK
10 Martin: Pending
8 Justin Pending
8 Summoned Archon: Pending
New Round! Let's try this again .....
Avrahim chants in a sibilant tongue. His large repaeating crossbow flashes blue. He aims it at the golem Martin fights
Attack 1: 1d20 + 7 ⇒ (3) + 7 = 101d10 + 5 ⇒ (3) + 5 = 8Add +1 if within 30'
Attack 2: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 5 ⇒ (3) + 5 = 8Add +1 if within 30'
He unfortunately misjudges his aim, and the bolts sail over the golem's head
his spiritual weapon continues its attacks:
Attack 1: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 3 ⇒ (7) + 3 = 10
Attack 2: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 3 ⇒ (4) + 3 = 7
It has more luck
Sarastra begins chanting in Infernal
Infernal:
| Dungeon Monkey |
The prone golem struggles to his feet. The other two attack Karrin and Martin respectively
Karrin:
ATK 1: 1d20 + 17 ⇒ (19) + 17 = 362d8 + 2d6 + 9 ⇒ (5, 1) + (5, 2) + 9 = 22 2d6 is electricity damage
ATK 2: 1d20 + 17 ⇒ (15) + 17 = 322d8 + 2d6 + 9 ⇒ (4, 1) + (5, 2) + 9 = 21 2d6 is electricity damage
ATK 3: 1d20 + 17 ⇒ (15) + 17 = 322d8 + 2d6 + 9 ⇒ (5, 2) + (6, 1) + 9 = 23 2d6 is electricity damage
Martin
ATK 1: 1d20 + 17 ⇒ (6) + 17 = 232d8 + 2d6 + 9 ⇒ (2, 8) + (2, 6) + 9 = 27 2d6 is electricity damage
ATK 2: 1d20 + 17 ⇒ (20) + 17 = 372d8 + 2d6 + 9 ⇒ (7, 6) + (6, 3) + 9 = 31 2d6 is electricity damage
ATK 3: 1d20 + 17 ⇒ (15) + 17 = 322d8 + 2d6 + 9 ⇒ (4, 5) + (4, 1) + 9 = 23 2d6 is electricity damage
Martin is blown off his feet. He lies crumpled and smoking on the ground
| Justin Case |
(FACEPALM) Oh,.. of course,... (At least I'm honestly playing this NOT metagaming) ;P
JUSTIN-K:Aracana:(Flesh Golems) 1d20 + 21 ⇒ (3) + 21 = 24
"Ohfertheluvuv,... I conjured the Celestial because it's IMMUNE to electricity!"
The wizard raises an eyebrow as the flesh golems' wounds start healing when struck by the Archon's Light-rays.
"Um,... Memnon? Please tell me I'm wrong? Please tell me Flesh golems aren't HEALED by electricity?!?"
Memnon's K:Arcana Check: (Flesh Golems): 1d20 + 22 ⇒ (14) + 22 = 36
"Au Contraire Mon Fraire!" The floating crystal skull replies. It sounds almost decidedly happy to be delivering bad news.
"They are EXTREMELY well-healed by applications of electricity! And I suspect that these particular ones have that ability improved by their Clockwork enhancements. YOU just conjured your opponents a flying, celestial healing battery!! AND quite possibly charged their attacks as well!" The Mimir almost chortles in glee. The tassles on the crystal skulls' headwear bounce with uncontrolled mirth.
"WAY to GO oh Wonderful Wizard of Whoops! Whose side are you on anyway?!?"
The mimir sounds like it is about to go into convulsions. Of laughter.
"ZIP it Paperweight!" Justin growls.
Well, he STARTS to say that.
Justin gets as far as "ZIP it,..." When the Flesh golem facing the paladin strikes the holy warrior multiple times. And the paladin crumples to the ground.
"No.,,, NO! MARTIN! Curse you, you graveyard reject! Archon! !@$#&)_)RDTYSLKAS:LKNNHGURYT:LM:SANLO!!"
Celestial: (Not very melodic)
Celestial : "Help the fallen warrior! PLEASE!"
The Archon has AID, and will use it on the next turn. (Temporary HP are better than none!) ;P
| Dungeon Monkey |
Mel runs towards the fallen paladin, mace at the ready, his face grim. His left hand begins to glow as he approaches Martin
CLEAR!! He yells, bringing his glowing hand down on Martin’s chest
Breath o'life: 5d8 + 10 ⇒ (6, 4, 8, 2, 2) + 10 = 32 -multiply by 1.5
Martin’s back arches and he screams, his face a rictus of pain. Mel raises his mace, Pelor’s Fist, and sets himself up in a defensive stance
| Dungeon Monkey |
The Monster Mash Rd 2
The whole party hasted until rd 6
22 Avrahim : judgment/crossbow attack -MISS
22 Avrahim’s SW: Attack -HIT
20 Sarastra: conjuration (full rd)
20 Frankensteens: ATK - Hit Martin
20 Merle:Pending
18 Karrin:Pending
12 Alessia: Pending
11 Mel: Breath of life on Martin 48HP
11Mel's SW: ATK
10 Martin: Pending
8 Justin Pending
8 Summoned Archon: Pending
Mel’s spiritual weapon keeps up the attack
Spiritual Weapon: 1d20 + 12 ⇒ (2) + 12 = 141d8 + 3 ⇒ (2) + 3 = 5
Spiritual Weapon: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 3 ⇒ (7) + 3 = 10.
| Justin Case |
"Merle, Seph, Do YOU have anything that can touch them through their !@#$-!@# magic resistance? All my combat spells will bounce off them." Justin asks the Feline sorceress and her little brother.
"All I can throw at them is more summons."
"How about YOU oh 'Mimir of Wisacrey'?!? Any ideas how to take down a Flesh golems magic immunity? " He glares at the still-sniggering crystal skull.
| Alessia of Keoland |
Alessia attempts to solve the current problem the way she does every other problem: extreme violence.
+2 keen furyborn bastard sword: 1d20 + 17 + 1 + 1 ⇒ (18) + 17 + 1 + 1 = 37
+2 keen furyborn bastard sword: 1d20 + 17 + 1 + 1 ⇒ (18) + 17 + 1 + 1 = 37
+2 keen furyborn bastard sword: 1d20 + 12 + 1 + 1 ⇒ (16) + 12 + 1 + 1 = 30
Damage: 1d10 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage: 1d10 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17
Damage: 1d10 + 7 + 1 + 2 ⇒ (2) + 7 + 1 + 2 = 12
| Dungeon Monkey |
The Monster Mash Rd 2
The whole party hasted until rd 6
22 Avrahim : judgment/crossbow attack -MISS
22 Avrahim’s SW: Attack -HIT
20 Sarastra: conjuration (full rd)
20 Frankensteens: ATK - Hit Martin
20 Merle: Mage Armor
18 Karrin:Pending
12 Alessia: ATK - hit
11 Mel: Breath of life on Martin 48HP
11Mel's SW: ATK
10 Martin: Rising up next rd
8 Justin Pending
8 Summoned Archon: Aid Martin 1d8 + 3 ⇒ (6) + 3 = 9
Alessia does grave damage to the rising creature, but even these fell strokes fail to end its semi life. The Lantern Archon zips over to Martin and bathes him in a golden light
| Justin Case |
Justin Case wrote:“Hows about summoning something with big claws and whomping on them? Instead of celestial glow worms?”"How about YOU oh 'Mimir of Wisacrey'?!? Any ideas how to take down a Flesh golems magic immunity? " He glares at the still-sniggering crystal skull.
"Ah. At last, something we agree on!" Justin Snarks back, but he smirks as he digs in his pockets.
"Buuuuut,... Instead of big claws?,.... Yeah, that'll work."
The wizard pulls out another unidentifiable bit of arcane bric-a-brac, and begins intoning another sonorous chant. UNlike the previous summoning spell, this one seems to be taking forever. (But it always seems that way in the middle of a fight!)
Summon Monster 6. Full-turn casting. Appears on my turn next round.
| Karrin Kind |
Ouch! Karrin takes 51 damage, over 1/3 her health in a single round! Let's see If Karrin can reduce the number of attackers.
1st attack: 1d20 + 18 ⇒ (15) + 18 = 33
damage: 2d8 + 10 + 1d6 + 2d6 ⇒ (4, 7) + 10 + (2) + (4, 2) = 29
2md attack: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 2d8 + 10 + 1d6 + 2d6 ⇒ (2, 1) + 10 + (6) + (4, 3) = 26
3rd attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 2d8 + 10 + 1d6 + 2d6 ⇒ (6, 8) + 10 + (6) + (5, 3) = 38
haste attack: 1d20 + 18 ⇒ (11) + 18 = 29
damage: 2d8 + 10 + 1d6 + 2d6 ⇒ (4, 7) + 10 + (5) + (5, 2) = 33
| Dungeon Monkey |
The Monster Mash Rd 3
The whole party hasted until rd 6
22 Avrahim :
22 Avrahim’s SW: Attack
20 Sarastra: Hasting Kyton
20 Summoned Kyton: ATK
20 Frankensteens (1 dead): ATK
20 Merle:
18 Karrin:
12 Alessia:
11 Mel:
11Mel's SW:
10 Martin: ATK
8 Justin -conjuration complete
8 Summoned Archon:
A dark swirling mist forms near Sarastra. It fades and a figure stands there, a slender shape wrapped in chains. Sarastra touches it and speaks words of Infernal
Infernal:
| Alessia of Keoland |
Second verse, same as the first...
+2 keen furyborn bastard sword: 1d20 + 17 + 1 + 2 ⇒ (16) + 17 + 1 + 2 = 36
+2 keen furyborn bastard sword: 1d20 + 17 + 1 + 2 ⇒ (1) + 17 + 1 + 2 = 21
+2 keen furyborn bastard sword: 1d20 + 12 + 1 + 2 ⇒ (10) + 12 + 1 + 2 = 25
Damage: 1d10 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15
Damage: 1d10 + 7 + 1 + 2 ⇒ (7) + 7 + 1 + 2 = 17
Damage: 1d10 + 7 + 1 + 2 ⇒ (1) + 7 + 1 + 2 = 11
...a little bit louder, and a whole lot worse.
| Justin Case |
ACK! Finally realized it's Mel., Martin and then me! So here we go!) ;P
After what seems like a brief eternity, Justin finally completes his Conjuration. As the chant reaches it's crescendo, a glowing, spinning circle of Runes appears behind one of the still standing Golems, O17
The summoned being stands tall, slim and proud.
Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.
Justin calls out again in a (reasonable) attempt at the same melodic language as before.
Celestial:
In response, the elf-like being smiles, draws his scimitar, and responds. His speech sounding somehow even more melodic than the Archon's speech.
Celestial
The Bralani Azata whips his scimitar in lightning-fast strikes upon the Golem,...
Azata Stats:
Bralani CR 6
XP 2,400
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form
SPECIAL ABILITIES
Whirlwind Blast (Su)
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
Wind Form (Su)
A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.
Bralani, TWO scimitar Attacks, target Golem O18:(Includes Flanking bonus from Archon hovering over Martin)
Att 1 1d20 + 15 ⇒ (18) + 15 = 33
Att 1 DMG: 1d6 + 8 ⇒ (4) + 8 = 12
Att 2 1d20 + 10 ⇒ (20) + 10 = 30
Att 2 DMG: 1d6 + 8 ⇒ (2) + 8 = 10
BOTH strikes threaten crits! (18-20)
Crit Confirm 1: 1d20 + 15 ⇒ (17) + 15 = 32
Crit Confirm 2: 1d20 + 10 ⇒ (5) + 10 = 15
EXTRA dmg for ATT 1 Crit: 1d6 + 8 ⇒ (1) + 8 = 9
OR, is Att 2 an AUTO crit if Nat 20? DMG if it is: 1d6 + 8 ⇒ (1) + 8 = 9
| Justin Case |
"THAT outta keep them busy!" Justin says with a smirk, still panting from his conjuration.
And then realizes that he's only talking to himself and Memnon, as Merle has dashed forward to heal Karrin.
"Mmmm. Immune to electricity. Has ranged and melee attacks. Not a bad choice. I still prefer the lots of claws idea better myself." The mimir opines.
As he watches the Bralani descend upon the Golem from behind like a tiny thunderstorm, Justin looks thoughtful.
"Memnon, we should really look into making an alchemical item to lock a foe into place, like a tanglefoot bag but stronger, in a smaller space. If we could lock a brawling opponent like a Golem in a block of expanding, quick hardening mortar or foam of some kind? THAT would be helpful for situations like this."
"Oh. NOW he starts planning! Better later than never I suppose." The mimir snarks. But for once, the crystal skull does not seem to nay-say the actual idea.
Since none of my spells can touch the Golems directly, Justin's only move this round (IF he is able) will be to dash forward and pull MArtin out of reach of the golem that struck him down. (I do not want him to try and stand back up where the Golem can get a free shot at him!) Hopefully since that golem is now flanked by both the summons it is possible? If not Justin will ready an action to aid another however he can.
| Dungeon Monkey |
The Monster Mash Rd 3
The whole party hasted until rd 6
22 Avrahim : Crossbow ATK
22 Avrahim’s SW: ATK miss
20 Sarastra: Hasting Kyton
20 Summoned Kyton: ATK
20 Frankensteens (2 dead): ATK
20 Merle: Cure Karrin
18 Karrin: pending
12 Alessia: ATK Hit
11 Mel: ATK - hit
11Mel's SW: ATK - hit
10 Martin: ATK
8 Justin -conjuration complete
8 Brailani ATK HIT
8 Summoned Archon: pending
LE Medium outsider (evil, extraplanar, kyton, lawful)
Init +7; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
hp 60 (8d10+16); regeneration 2 (good weapons and spells, silver weapons)
Fort +8, Ref +9, Will +3
DR 5/silver or good; Immune cold; SR 17
OFFENSE
Speed 30 ft.
Melee 4 chains +11 (2d4+2)
Space 5 ft; Reach 5 ft. (10 ft. with chains)
Special Attacks dancing chains, unnerving gaze
STATISTICS
Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 12
Base Atk +8; CMB +10; CMD 23
Feats Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain)
Skills Acrobatics +14, Climb +13, Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14
Languages Common, Infernal
SQ chain armor
SPECIAL ABILITIES
Chain Armor (Ex)
The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Dancing Chains (Su)
A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the kyton’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
Unnerving Gaze (Su)
Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Avrahim loads his large intricate crossbow and fires
Attack 1: 1d20 + 7 ⇒ (17) + 7 = 241d10 + 5 ⇒ (9) + 5 = 14Add +1 if within 30'
Attack 2: 1d20 + 7 ⇒ (3) + 7 = 101d10 + 5 ⇒ (5) + 5 = 10
Haste Attack 1: 1d20 + 7 ⇒ (15) + 7 = 221d10 + 5 ⇒ (8) + 5 = 13
The one Alessia fights falls dead - pierced by two bolts. Avrahim’s spiritual weapon moves to attack the one that downed Martin
Attack 1: 1d20 + 10 ⇒ (8) + 10 = 181d8 + 3 ⇒ (7) + 3 = 10
Sarastra’s summoned Kyton rushes forward with preternatural speed and chains whip out to lash the golem that downed Martin
ATK 1: 1d20 + 11 ⇒ (4) + 11 = 152d4 + 2 ⇒ (3, 4) + 2 = 9
Haste ATK: 1d20 + 11 ⇒ (8) + 11 = 192d4 + 2 ⇒ (3, 4) + 2 = 9.
The golem dodges the whipping chains. He eyes Mel, and strikes
Slam 1: 1d20 + 17 ⇒ (7) + 17 = 242d8 + 9 + 2d6 ⇒ (6, 2) + 9 + (4, 3) = 24 [2d6 electric]
Slam 2: 1d20 + 17 ⇒ (4) + 17 = 212d8 + 9 + 2d6 ⇒ (6, 8) + 9 + (2, 2) = 27 [2d6 electric]
Haste Slam 1: 1d20 + 17 ⇒ (15) + 17 = 322d8 + 9 + 2d6 ⇒ (1, 4) + 9 + (6, 5) = 25 [2d6 electric]
Mel takes damage, but stands strong. Electric arcs shiver over his battered plate as he raises his mace. He grins
“My turn”
1st atk: 1d20 + 12 ⇒ (7) + 12 = 191d8 + 5 ⇒ (1) + 5 = 6 (2d6 vs evil; undead will save DC14 or instadeath)
2nd atk: 1d20 + 7 ⇒ (13) + 7 = 201d8 + 5 ⇒ (2) + 5 = 7 (2d6 vs evil; undead will save DC14 or instadeath)
Haste atk: 1d20 + 12 ⇒ (17) + 12 = 291d8 + 5 ⇒ (7) + 5 = 12 (2d6 vs evil; undead will save DC14 or instadeath)
His spell-created mace attacks as well
Spiritual Weapon: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 3 ⇒ (7) + 3 = 10
Spiritual Weapon: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 3 ⇒ (3) + 3 = 6
Martin squares off against the foe that brought him down. Trueheart gleams as is swings towards the wounded abomination
1st: 1d20 + 20 ⇒ (4) + 20 = 242d6 + 11 ⇒ (2, 5) + 11 = 18
2nd: 1d20 + 15 ⇒ (9) + 15 = 242d6 + 11 ⇒ (6, 1) + 11 = 18
Haste: 1d20 + 20 ⇒ (2) + 20 = 222d6 + 11 ⇒ (3, 5) + 11 = 19
The last golem’s grayish head separates from its neck, and the stitching of the bodies collapses. The party is left panting in the hallway.
Congrats. Out of melee
Suddenly they hear a hanging from behind the steel doors lining the corridor
“HELP! Let us out!”
| Alessia of Keoland |
Suddenly they hear a hanging from behind the steel doors lining the corridor
“HELP! Let us out!”
Alessia halfheartedly shakes ichor from her sword, swiveling her head to face Justin.
"Ignore them," she says flatly. "Most likely a trap."
| Justin Case |
"Now, THAT was some high-end meat-shielding!" Justin murmurs to Merle as he passes her in the hallway.
The wizard thanks the summons, and asks the Bralani to use his powers to heal the wounded before it returns from where Justin called him.
The Bralani has 2X Cure Serious Wounds. He will use them on the most seriously wounded before his time is up.
Justin thanks the Azata and the Archon again, and bows his head slightly as they fade from this plane.
Suddenly they hear a hanging from behind the steel doors lining the corridor
“HELP! Let us out!”
Alessia halfheartedly shakes ichor from her sword, swiveling her head to face Justin.
"Ignore them," she says flatly. "Most likely a trap."
"Um, yeah, Except the entire reason for this trip was to rescue my friend. It would be a shame to come ALL this way and not actually open the door for her."
The wizard shrugs slightly, raising his hands in a 'Whattya gonna do?' gesture. Then he walks to the nearest door that noise is coming from.Is it a standard lock/slide match/something obvious to open? Or it is more diabolically difficult? ;)
| Justin Case |
"Ah." Justin goes over and retrieves one of the key rings from the fallen golems.
(The wizard makes a note to, time allowing, investigate the golems for magical items or useful esoteric knick-knacks.)
Justin returns to the nearest door, searches the key ring, and tries the first, most likely-looking key he comes across on the lock,...
| Alessia of Keoland |
Justin finds the proper key to the door and opens it. A goblin crouches in the corner of the metal cell. It looks over at him and hisses. The hiss is a duo - a small gnarled fanged embryonic creature with a long neck/torso thrashes out from goblin’s right pectoral
Alessia makes a few practice swings with her sword, then steps up next to Justin.
"This one does not listen..." she says to no one in particular.
| Justin Case |
Dungeon Monkey wrote:Justin finds the proper key to the door and opens it. A goblin crouches in the corner of the metal cell. It looks over at him and hisses. The hiss is a duo - a small gnarled fanged embryonic creature with a long neck/torso thrashes out from goblin’s right pectoralAlessia makes a few practice swings with her sword, then steps up next to Justin.
"This one does not listen..." she says to no one in particular.
"Occasionally. Not always. Or Often." Justin murmurs in agreement.
The wizard points into the cell. "Memnon?!? Um. WHAT in the PLANES is THAT,... thing?!? And I swear if you say 'goblin' I will use you as a paperweight!"
Exactly what K: rolls is THIS gonna take? O_o
| Memnon the Mimir |
The crystal skull’s knit hat bobs as he looks over Justin and Alessia’s shoulders
“Beats me boss. Maybe it’s a kuato”
Besides hissing, the goblin remains cowering in the corner. It looks as if it has had serious traumatic injuries in the past. Its hide looks like it is covered in healed burn or acid scars
| Justin Case |
Justin Case wrote:Exactly what K: rolls is THIS gonna take? O_oTough call. It is obviously a goblin, but also obviously some sort of abberation. Arcana, dungeoneering, nature could pop info out. Also, throw in a Spellcraft.
SO creepy, SO cool,... ;)
K:Arcana: 1d20 + 21 ⇒ (10) + 21 = 31
K:Dungeoneering: 1d20 + 21 ⇒ (19) + 21 = 40
K:Nature: 1d20 + 21 ⇒ (9) + 21 = 30
Spellcraft: 1d20 + 22 ⇒ (10) + 22 = 32