Dora D Asplora
|
Dora moves to look outside.
Do we recognize the sky as our 'own' or someplace else?
skill check?: 1d20 + 9 ⇒ (8) + 9 = 17 for most
Wow that is very strange. I wonder if we are still in the same place or like thousands of miles away.
Lilliandra de Saavedra
|
Lilly strides outside, tales a long deep breathe of air and studies the sky to see if she recognises where they are.
Take 10 on Geography maybe? for 34
Captain Brother Rabbit
|
"Seems a bit of a waste to use all that stone to craft a building like the one we saw just to zip us somewhere else. But a fun waste, you know? I'll remember it for when my tomb will eventually need to be built. Or... tombs. I have a lot to think about." Brother Rabbit stroked his chin as he grinned. Thinking all about some meaningless shenanigan, no doubt.
| GM PDK |
As you make your way close to the open door you can all see that a full moon in a cloudless, star-flooded sky provides the only illumination. Those with low-light vision can see normally as if in daytime; anyone else will treat the outdoors as dim light; darkvision characters see normally within their regular darkvision range.
Those with low-light vision can tell the rest of the group that the entire necropolis appears intact and that none of the buildings, tombstones and features are in ruins as you previously witnessed from outside the walls during daytime. The buildings are spread out amidst gently rolling grassy hills which contains hundreds of tombstones. The grass, bushes, and trees are well-manicured. The stars above appear to be the regular constellations normally visible for this part of the world. The only broken feature in this otherwise very richly landscaped necropolis are several tombstones on the western side of the path that lies in front of you. These have been crushed and shattered in a wide swath. The back of an ancient carriage is visible through the overgrown weeds and shrubs at the far end of the array of destruction. Area C on Slide 12
Lilliandra de Saavedra
|
Lilly scans the gloomy looking necropolis. Well, this place is grim but it wont be the first graveyard I have looted in my time. Lots of graves and buildings though, finding one sword in amongst all this lot is going to be time consuming.
Nodding to Thrag she says, Agreed, it does look a bit out of place amongst everything else, lets check it out.
How long has it been since we got transported inside? If it is longer than three minutes Lilly will reactivate her wand of mirror image
Images if needed: 1d4 + 1 ⇒ (1) + 1 = 2
Dora D Asplora
|
Dora nods.
That seems as good a place to start as any. We can use a systematic search pattern with that as the starting point. she pats Rusty on the back of the neck.
She will cast protection from evil on herself and the wolf when the party is closer to the carriage (60' away).
Extended heroism good for 160min-time spent
| GM PDK |
@Lilly: more than three minutes; new wand charge was required.
The party advances on the ancient carriage following the path of destruction. As they get closer an ancient coffin becomes visible, half sticking out... the crumbling coffin lies in the bed of the carriage, with the rotted leather straps that once held it fast lying beside it. The driver’s bench has two arrows embedded in its seatback. A sudden vision overtakes all of you, taking you by surprise!
The carriage hearse barrels along a hard dirt road, drawn by four frothing, maddened horses driven forward by your frantic whipping. A quick glance over your shoulder tells you that your mounted pursuers are gaining ground in the hazy moonlight.
“Aroden save us!” shouts a beardless old man sitting beside you as he desperately clings to the wooden seat.
“We no longer serve fools, Parsimus,” you growl with irritation. “Best get that through your thick skull.”
You glance behind again, this time to the bed of the hearse, where the fine silver coffin lurches dangerously, despite the five straps of stout leather securing it in place. “Forgive me, sister,” you think. “It was I who was the true fool.”
You hear a dull thud as an arrow strikes the seatback. Another arrow sinks into Parsimus’s shoulder, knocking him from his seat to the hard ground below with a cry of pain. As a third projectile thuds into the carriage, you cry out to the starlit sky.
“Asmodeus! Have you abandoned me?”
With the cry still in your throat, a strange shimmer surrounds the hearse and the scene about you flickers and fades. The dirt road is suddenly replaced by a paved walkway, and the surrounding woodland by a graveyard. Startled by the sudden change, the horses shriek and careen to the left. As the carriage leaves the road, the shimmering bubble of energy that encompasses it crushes the tombstones in its path.
Suddenly, the horses seem to smash into an invisible wall, and their cries of terror abruptly cease. You are propelled from your seat, hurtled through the air as you and the carriage crash to the ground. You feel bones break, and as your neck snaps with a nauseating crunch, you hear a sinister voice behind your ear, whispering with an intimacy that terrifies:
“No, my puppet. I never forget a bargain.”
Sahess
|
Sahess looks visibly ill. "Aroden, the dead god of Humanity, and Asmodeus... such blasphemy. A bargain... there is something dark and evil about this place. I am beginning to regret having come here, where there is no obvious target to smash."
Dora D Asplora
|
Dora nods in agreement, but not certain to what she is agreeing.
I do not like this creepy place, but something lies here we must uncover.
perception, hero: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 she searches around while Rusty sniffs the air.
| GM PDK |
Northwest of the hearse, scattered along with rotted harnesses and tack, are the shattered bones of four longdead horses. The back of the hearse also contains a closed coffin. Mal also spots something else a bit further up: lying face down on the hillside near the tree is a strangely mummified human male body dressed in a carriage driver’s livery. His right index finger bears a gold ring etched with the cross-eyed medusa emblem. Clutched in the corpse’s left hand is a horsewhip.
Map Updated ==== What do you do?
Lilliandra de Saavedra
|
Assuming Mal points out the body Lilly will head over towards it and cast detect magic. Loot is ever uppermost in her mind. She is hoever, cautious, so she checks over the area before getting too close.
Perception: 1d20 + 29 ⇒ (2) + 29 = 31
If anything does detect as magical she will try and identify it.
Spellcraft is +25 with heroism and a cheat sheath.
Captain Brother Rabbit
|
"Ooooooh. I've got goosebumps," Brother Rabbit shivers, but doesn't drop his grin. He looks from the coffin to the driver, trying to figure out what seemed more important at the time, and ended up stepping up beside Lilly.
Perception: 1d20 + 33 ⇒ (19) + 33 = 52
The Captain squats and squints at the corpse. "That really is strange," he comments off handedly. Was this the right atmosphere for natural mummification?
Heal for mummifying?: 1d20 + 6 ⇒ (5) + 6 = 11
| GM PDK |
Lilliandra de Saavedra
|
The description suggestd the ring was visible?
Lilly reaches down to slip the gold ring from the mummified corpses hand so she can examine its magical aura more closely.
| GM PDK |
As Lilly takes the ring, a ghost rises from the corpse and addresses the party, "What is your business here? part with this stolen treasure or part with your lives."
The ghost stand at the ready in front of Lilly, right hand clutching a ghost version of his horse whip.
Brother Init: 1d20 + 10 ⇒ (13) + 10 = 23
Dora Init: 1d20 + 10 ⇒ (17) + 10 = 27
Lilly Init: 1d20 + 18 ⇒ (11) + 18 = 29
Mal Init: 1d20 + 13 ⇒ (2) + 13 = 15
Thrag Init: 1d20 + 4 ⇒ (19) + 4 = 23
Sahess Init: 1d20 + 6 ⇒ (7) + 6 = 13
Ghost Init: 1d20 + 6 ⇒ (18) + 6 = 24
Round 1 [Bold are up]
Lilly
Dora
Ghost
Brother
Thrag
Mal
Sahess
Lilliandra de Saavedra
|
Lilly tries to identify it before deciding what to do.
Religion, heroism: 1d20 + 20 + 2 ⇒ (20) + 20 + 2 = 42
Generally interested in immunities, resistances, special attacks and defences. Just tell me interesting stuff to save on time
Dora D Asplora
|
Dora calls out in surprise
”Who are you to ask us? “ she has Rusty move forward on the north side of wagon.
Not liking the tone she begins her fight song
"♪♫♪♫ Right is might, so fight, fight fight!!! ♪♫ " (inspired +2 atk/+2 dmg)
Rusty will ready to bite if attacked.
| GM PDK |
Immunities: Undead Traits;
Resistances: None;
Special Attacks: corrupting touch, corrupting gaze, hellfire burst: can release a wave of hellfire- 1/2 of which is raw unholy power- in a 30-ft burst, teleporting touch: once in a while it can teleport a target as part of his corrupting touch, weapon training
Special Defenses: armor training, bravery, channel resistance, fade: this ghost irregularly fades in and out of existence (50% miss chance; NOT an illusion effect as it literally fades in and out of existence), incorporeal, rejuvenation.
Lilliandra de Saavedra
|
Lilly scoffs at the ghost. No mouldering old spirit will stand between me and my booty. You had best spill the beans before you get sliced to ribbons
With that she snaps her fingers and moves well back from the potentially dangerous spirit. She then raises her voice in a song of the deep and behind the creature rises a dashing spectral blue pirate captain wielding a rapier. It stabs out at the ghost!
Lilly casts grace as a swift action, this allows her to move without provoking. She then casts spiritual ally creating a spectral pirate that stikes for force damage. It occupies its swuare, provides a flank and makes opportunity attacks. The slides are view only again, Lilly will move 25' directly backwards. I also cannot add my priate token!
Rapier: 1d20 + 28 ⇒ (13) + 28 = 41
Force Damage: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Rapier: 1d20 + 23 ⇒ (6) + 23 = 29
Force Damage: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12
| GM PDK |
You may add things again now; I was fixing the map earlier as it was not glued together yet! :P
| GM PDK |
Dora asks a question, then immediately begins to bellow a fighting song, not caring for the answer. Lilly threatens the spirit and conjures a pirate made out of force that is wielding a rapier. The force rapier stabs out precisely, but just before connecting with the ghost's heart, the apparition flickers out of existence briefly. The force pirate stabs again, and the ghost winks out once more. The ghost cocks his head strangely to the side, and says, "Your lives, then."
And the apparition explodes with hellish flames.
Hellfire Burst, 30', Ref DC 24 for 1/2 dmg: 14d6 ⇒ (4, 4, 4, 3, 6, 3, 1, 3, 1, 2, 3, 1, 6, 2) = 43 half of which is fire and half of which is raw unholy power
The apparition then flies 15 feet up, rising above the cemetary. His eyes begin to glow a deep red, which fills you all with a dreadful feeling.
Corrupting Gaze, 30', HP dmg (no save): 2d10 ⇒ (5, 4) = 9
Corrupting Gaze, 30', Cha dmg, Fort DC 22 to negate: 1d4 ⇒ 1
The HP/Cha dmg from Gaze effect happens at the beginning of your turn, but has been included already in the HP dmg projections in the init. tracker; please do note that it has not happened yet however.
PARTY BUFFS: INSP. COURAGE (+2/+2)
Round 1 [Bold are up]
Lilly -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Dora -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Rusty -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Ghost
Brother -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Thrag -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Mal -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Sahess -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Please always proceed with your saves first at the beginning of your post before describing your actions. Thank you.
Lilliandra de Saavedra
|
Reflex: 1d20 + 17 ⇒ (4) + 17 = 21
Fort: 1d20 + 19 ⇒ (17) + 19 = 36
If possible Lilly will avert her eyes from the gaze attack
Well that was rude, and unexpected
It looks like the ghost provokes when it moved? If so here is an OA
Rapier: 1d20 + 23 ⇒ (14) + 23 = 37
Foce damage: 1d10 + 5 ⇒ (9) + 5 = 14
Mal 001
|
reflex save: 1d20 + 27 ⇒ (4) + 27 = 31
fort save: 1d20 + 21 ⇒ (6) + 21 = 27
Mal takes 0 damage, he has evasion for the reflex and blessed fortitude which lets him negate all the effects on a successful fortitude save
Mal instantly assumes his signature style, a unique fusion of the coiling repose of a snake and the defensive hallmark of a crane’s counter kick.
He swiftly grasps his blue scarf as his reach becomes impossibly long, clicks his boots as he begins to speed up, and asks his carpet to make the required minor adjustment to bring him within range of the hostile apparition.
5' step
He executes a devastating series of attacks from his mobile platform, beginning with an uppercut, followed by quick cross. He then make a roundhouse kick and finally leaps off that foot as it plants and executes a spinning kick.
FoB1: 1d20 + 21 ⇒ (18) + 21 = 39damage,5 precision: 1d8 + 12 + 5 ⇒ (4) + 12 + 5 = 21
FoB2: 1d20 + 21 ⇒ (10) + 21 = 31damage,5 precision: 1d8 + 12 + 5 ⇒ (5) + 12 + 5 = 22
FoB3: 1d20 + 21 - 5 ⇒ (19) + 21 - 5 = 35damage,5 precision: 1d8 + 12 + 5 ⇒ (7) + 12 + 5 = 24
Haste: 1d20 + 21 ⇒ (6) + 21 = 27damage,5 precision: 1d8 + 12 + 5 ⇒ (7) + 12 + 5 = 24
AC is 4 higher against melee attacks thanks to crane wing
FoB3,confirm: 1d20 + 21 - 5 ⇒ (20) + 21 - 5 = 36 extra crit damage: 1d8 + 12 ⇒ (3) + 12 = 15
assuming that confirms, Mal gets his panache from swifty activating swordmaster's flair back
Dora D Asplora
|
Dora and Rusty cringe in the blasts
+2 on saves for Rusty if evil attacks
Dora Reflex,hero : 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
Rusty Reflex : 1d20 + 7 ⇒ (16) + 7 = 23 evasion, for no damage
Dora Fort,hero : 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Rusty Fort : 1d20 + 9 ⇒ (4) + 9 = 13 fails
| GM PDK |
@Mal: you still take the Corrupting Gaze 9 dmg, which allows no save I'm afraid. However no Cha dmg as you made the Fort save which negates the entire Cha dmg portion; @Dora: your wolf takes the entire Hellfire dmg as it doesn't make the Ref DC 24. Evasion is only good if you make the save.
Mal unleashes a flurry of attacks against the ghost, but only his spinning kick manages to connect, the ghost flickering out of existence at opportune time, as if responding to incoming attacks at the speed of thought. Mal notices that even so, the kick appeared to have done only minimal damage... 50% miss chance + 1/2 dmg due to incorporeal is brutal, I know... since crit attack did not connect, your panache is still spent I'm afraid.
PARTY BUFFS: INSP. COURAGE (+2/+2)
Round 1 [Bold are up]
Dora -30
Rusty -52 || -1 Cha
Ghost -12
Mal -9 [-1 panache pt]
Brother -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Thrag -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Sahess -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Dora D Asplora
|
@GM So with +2 from protection from evil, does Rusty's 25 reflex not make it...or is this ghost's attack not count as evil? Or maybe Prot v Evil does not apply?
RUSTY! she calls out in pain mid-song.
Sahess
|
Reflex: 1d20 + 12 ⇒ (2) + 12 = 14
Fort: 1d20 + 19 ⇒ (3) + 19 = 22
Ouch. Well at least no cha damage.
Sahess reels from the pain, then looks at the ghostly figure and roars, growing in size and sprouting a pair of considerable wings from her back. She soars directly at the airborne ghost and slices at it with a magical blade.
Attack: 1d20 + 29 ⇒ (17) + 29 = 46 Rage, Improved Vital Strike, Furious Focus, Power Attack
Critical Confirm: 1d20 + 29 ⇒ (4) + 29 = 33
Damage: 6d6 + 33 ⇒ (3, 6, 4, 2, 4, 6) + 33 = 58
Crit Damage: 2d6 + 33 ⇒ (4, 3) + 33 = 40
Miss Chance: 1d100 ⇒ 28
| GM PDK |
@Dora: please include buff bonuses when you roll your saves; I saw 23 and that was a fail in my book; also please make an avatar / online alias for Rusty, and please put his stats under the avatar's header like the other PCs; thanks!
Sahess takes to the air and makes a gigantic swipe at the ghosts. The blade passes through the air harmlessly. The ghost reappears, and cock his head sideways, peering into the nagaji's soul.
PARTY BUFFS: INSP. COURAGE (+2/+2)
Round 1 [Bold are up]
Dora -30
Rusty -9 [-1 Cha]
Ghost -12 [alt. 15']
Mal -9 [-1 panache pt]
Sahess -52 [alt. 10']
Brother -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Thrag -52/-30 || -1/0 Cha [Ref 24 || Fort 22]
Thrag
|
Reflex: 1d20 + 13 ⇒ (14) + 13 = 27
Fort: 1d20 + 16 ⇒ (14) + 16 = 30
With a grunt of annoyance Thrag takes a step back a whips out his bow.
Quick Draw. The map is view only for me as well.
1st Attack, Inspire Courage: 1d20 + 23 + 2 ⇒ (2) + 23 + 2 = 27
Damage, Inspire Courage: 1d8 + 11 ⇒ (5) + 11 = 16
2nd Attack, Inspire Courage: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33
Damage, Inspire Courage: 1d8 + 11 ⇒ (7) + 11 = 18
3rd Attack, Inspire Courage: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Damage, Inspire Courage: 1d8 + 11 ⇒ (3) + 11 = 14
Dora D Asplora
|
@Dora: please include buff bonuses when you roll your saves;
@GM - my apology. Since protection from evil has a situational +2 on saves, I posted it above the save rolls rather than assuming it applied and add directly to his roll total or status line.Next time I will put it after each of the rolls. I will add a separate status line for Rusty.
Captain Brother Rabbit
|
Reflex: 1d20 + 23 ⇒ (17) + 23 = 40 Improved Evasion.
Fort: 1d20 + 20 ⇒ (4) + 20 = 24
The Captain frowns at the flying foe and pulls out a potion of Fly from his belt pouch and imbibes it.
| GM PDK |
Thrag's first arrow surprises the ghost and clips his shoulder, but he phases out of existence for the other two arrows.
Brother R gets ready for an aerial battle.
PARTY BUFFS: INSP. COURAGE (+2/+2)
Round 2 [Bold are up]
Dora -30
Rusty -9 [-1 Cha]
Ghost -20 [alt. 15']
Mal -9 [-1 panache pt]
Sahess -52 [alt. 10']
Brother -9
Thrag -30
Dora D Asplora
|
The small Battle Herald barks commands as she calls forth arcane powers to hasten the party.
Activate Super-speed!
Dora continues her inspiring song while quick-drawing her bow and Rusty backs up.
Everyone, tactical change. Range weapons to the ready! Swarm if you can fly! Concentrate rapid-fire!
Haste and Bardsong +2/+2 active
| GM PDK |
Dora quickens everyone's step. The ghost's gaze continues to corrupt the party's souls.
Corrupting Gaze, 30', HP dmg (no save): 2d10 ⇒ (4, 10) = 14
Corrupting Gaze, 30', Cha dmg, Fort DC 22 to negate: 1d4 ⇒ 2
The apparition then flies backwards and up, draws his whip and strikes at Sahess!
5' step backwards and up + Vital Strike
Corrupting Touch, High Ground: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
dmg: 28d6 ⇒ (2, 2, 4, 6, 4, 1, 1, 3, 6, 2, 4, 2, 5, 6, 2, 6, 2, 2, 5, 1, 1, 2, 4, 6, 1, 4, 2, 4) = 90 Fort DC 22 for half
As the ghostly whip hits Sahess, physical wounds and aches from supernatural aging begin to wrack the nagaji inside and out! The nagaji then feels a tug at her soul! Will Save DC 22 please!
PARTY BUFFS: HASTE + INSP. COURAGE (+2/+2)
Round 2 [Bold are up]
Dora -44 [Fort 22 or -2 Cha]
Rusty -23 [-1 Cha] [Fort 22 or -2 Cha]
Ghost -20 [alt. 15']
Mal -23 [-1 panache pt] [Fort 22 or -2 Cha]
Sahess -156 or -111 with Fort DC 22 [alt. 10'] [Fort DC 22 or -2 Cha] [Will DC 22 req'd]
Brother -23 [Fort 22 or -2 Cha]
Thrag -44 [Fort 22 or -2 Cha]
Mal 001
|
Mal's carpet continues to drift upwards persuing his foe, best damned purchase I ever made, everyone wants to float away instead of fighting, and uses his elongaged reach to continue his assault.
fort: 1d20 + 21 ⇒ (14) + 21 = 35
FoB1,IC,Haste: 1d20 + 21 + 1 + 1 ⇒ (6) + 21 + 1 + 1 = 29miss chance: 1d100 ⇒ 21damage,IC,5 precision: 1d8 + 12 + 2 + 5 ⇒ (7) + 12 + 2 + 5 = 26
FoB2,IC,Haste: 1d20 + 21 + 1 + 1 ⇒ (18) + 21 + 1 + 1 = 41 miss chance: 1d100 ⇒ 85 damage,IC,5 precision: 1d8 + 12 + 2 + 5 ⇒ (4) + 12 + 2 + 5 = 23
FoB3,IC,Haste: 1d20 + 21 - 5 + 1 + 1 ⇒ (16) + 21 - 5 + 1 + 1 = 34 miss chance: 1d100 ⇒ 59 damage,IC,5 precision: 1d8 + 12 + 2 + 5 ⇒ (4) + 12 + 2 + 5 = 23
Haste,IC,Haste: 1d20 + 21 + 1 + 1 ⇒ (4) + 21 + 1 + 1 = 27 miss chance: 1d100 ⇒ 76 damage,IC,5 precision: 1d8 + 12 + 2 + 5 ⇒ (3) + 12 + 2 + 5 = 22
He again tries an uppercut, with similarly unsatisfactory results. Maybe my feet have more luck with apparations. He continues with an onslaught of roundhouse, high, and finally a butterfly kick.
As the blows connect, he tries to intimiate it with his menacing style
intimiate: 1d20 + 7 ⇒ (14) + 7 = 21
Menacing swordplay deed
Thrag
|
Fort: 1d20 + 16 ⇒ (1) + 16 = 17
Feeling even more surly than normal Thrag takes another step back, slowly working his way out of the ghost's influence,
1st Attack, Haste, Inspire Courage: 1d20 + 23 + 2 + 1 ⇒ (11) + 23 + 2 + 1 = 37
Damage, Inspire Courage: 1d8 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Haste Attack, Haste, Inspire Courage: 1d20 + 23 + 2 + 1 ⇒ (13) + 23 + 2 + 1 = 39
Damage, Inspire Courage: 1d8 + 11 + 2 ⇒ (4) + 11 + 2 = 17
2nd Attack, Haste, Inspire Courage: 1d20 + 18 + 2 + 1 ⇒ (10) + 18 + 2 + 1 = 31
Damage, Inspire Courage: 1d8 + 11 + 2 ⇒ (4) + 11 + 2 = 17
3rd Attack, Haste, Inspire Courage: 1d20 + 13 + 2 + 1 ⇒ (17) + 13 + 2 + 1 = 33
Damage, Inspire Courage: 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16
and unleashes another volley of arrows
Captain Brother Rabbit
|
Fort: 1d20 + 20 ⇒ (5) + 20 = 25
Brother Rabbit flies up and around the ghost so that he's capable of giving Mal the flank. likely taking an AoO. AC 39 with Mage Armor and Haste.
Double move to put him in position with vertical+horizontal movement.
| GM PDK |
I'll give Sahess until 11pm tonight, Eastern Time before botting her. Based on his situation and since there's no botting instruction, I intend to have her self-cast infernal healing and move back to the maximum of her speed.
Dora D Asplora
|
Forgot to ask, but Dora and Rusty I was thinking were more than 30' away from the ghost per 3D calcs, so I did not make the gaze fort saves. Let me know if that is incorrect and I will roll both.
| GM PDK |
Yes that is incorrect as he was only 15' up at the time of the gaze. For simplicity I'm applying the gaze at the beginning of his turn; therefore if you wish to be unaffected you should move more than 30' from him on your turn (you are currently fine for next turn due to his height of 20', so your entire 10'x10' space will not be affected at the beginning of his next turn (same goes for Thrag).
Dora D Asplora
|
@GM Gotcha, glad I asked, as I lost track of the range during movement of both Ghost vs Dora/Rusty
Rusty and Dora attempt to avoid the corrupting gaze from below.
Dora vs Gaze fort, hero: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Rusty vs Gaze fort, PvE: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
| GM PDK |
Botting Sahess
Sahess, Fort DC 22: 1d20 + 19 ⇒ (1) + 19 = 20 Sahess takes 2 pts. of Cha dmg
Sahess, Fort DC 22: 1d20 + 19 ⇒ (7) + 19 = 26 Sahess takes 1/2 dmg from Corrupting Touch
Sahess, Will DC 24: 1d20 + 11 ⇒ (13) + 11 = 24 Sahess resists the tug that pulls at her soul...
Sahess casts Infernal Healing on herself and backs away from the fight, towards Thrag. Dora, Rusty, Thrag and Sahess are now outside the reach of the Ghost's Corrupting Gaze
PARTY BUFFS: HASTE + INSP. COURAGE (+2/+2)
Round 3 [Bold are up]
Dora -44
Rusty -23 [-1 Cha]
Ghost -20 [alt. 20']
Mal -23 [-1 panache pt] [alt. 5']
Sahess -111 [-2 Cha, Fast Healing 1]
Brother -23 [alt. 25']
Thrag -44 [-2 Cha]
Dora D Asplora
|
Continuing her inspiring song, Dora will fire her bow up into the melee.
Sahess, tactical retreat. Others! Concentrate fire!
Dora +1 Banebow, bard, haste hero: 1d20 + 16 + 2 + 1 + 2 ⇒ (12) + 16 + 2 + 1 + 2 = 33
for dmg,bard,hero: 1d6 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13
Dora +1 Banebow, bard, hero haste: 1d20 + 16 + 2 + 1 + 2 ⇒ (20) + 16 + 2 + 1 + 2 = 41
for dmg,bard,hero: 1d6 + 4 + 2 + 2 ⇒ (1) + 4 + 2 + 2 = 9
Dora +1 Banebow, bard, hero haste: 1d20 + 11 + 2 + 1 + 2 ⇒ (17) + 11 + 2 + 1 + 2 = 33
for dmg,bard,hero: 1d6 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11
Rusty steps back another 5' and readies to attack if approached by the ghost.