Doodlevain "Doodle" Montafescue |
Doodle casts Mage Armor on herself, and just before the plan takes place, uses her wand of Shield (AC 25). ”I guess I’m ready,” she whispers to the group.
Ahmandé |
Ahmerisiel nods at Khellek, grateful for the enhancement. He readies himself for the dash to the next door.
GM TOP |
Pre-Combat
Khellek makes a hero out of Doodle, Ahmerisiel and himself. Let's hope he backs up the heroism with his own actions! Doodle reinforces her garment with magical protections.
Round 0
Doodle activates her wand then slips it away into a pocket. A shimmering shield of force flits around her body, ready to block incoming attacks. Khellek hastes everyone, then puts on his track shoes. The group pulls open the doors. The coral statue continues waving back and forth, looking super innocent.
Surprise Round
RUN RUN RUN!!!
As the first step is placed into the room, the coral statue begins swinging its arms to reveal a (formerly) hidden monstrosity of tentacles and insanity!
But by then, most of the group has made it almost to the door pointed out by Khellek. The short gnome being the only one slowed down by stubby legs.
I'm taking the liberty to assume Doodle is the best prepared to tank so she is the closest one at this moment to the enemy and everyone else is staying on the far wall as indicated by the line of running.
Initiative
Ahmande: 1d20 + 3 ⇒ (10) + 3 = 13
Khellek: 1d20 + 1 ⇒ (7) + 1 = 8
Kyra: 1d20 + 4 ⇒ (5) + 4 = 9
Doodle: 1d20 + 6 ⇒ (6) + 6 = 12
Talevia: 1d20 + 5 ⇒ (15) + 5 = 20
Zano: 1d20 + 6 ⇒ (10) + 6 = 16
Chaos Beast Red: 1d20 + 5 ⇒ (13) + 5 = 18
Round 1: Oh crap this isn't good.
Buffs: Haste 6 rds
Talevia
Chaos Beast
Zano
Ahmande (Heroism 140m)
Doodle (Shield 9 rds, Heroism 140m, Mage Armor 9 hrs)
Kyra
Khellek (Heroism 140m)
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all.
Ahmandé |
Ahmerisiel's Init modifier is actually +11! It looks like I filled out the spoiler when he was still just Ahmande, but he's better now! I'm going to go ahead and post an action now, since he also beat the Chaos Beast. I've updated the initiative spoiler in the slides for future combats.
Ahmande darts in front of the others and grabs the door handle, trying to throw it open wide. No time to waste; let's hope she's telling the truth!
Move: 25'
Standard (move-equivalent): open door
GM TOP |
Ahmerisiel acts quicker than anyone even expects, darting across the room and opening the door for the group. Thankfully it isn't even locked!
Round 1: Oh crap this isn't good.
Buffs: Haste 6 rds
Ahmerisiel (Heroism 140m)
Talevia
Chaos Beast
Zano
Doodle (Shield 9 rds, Heroism 140m, Mage Armor 9 hrs)
Kyra
Khellek (Heroism 140m)
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all.
Haste being group-wide I track it in the 'buffs' section under the combat tracker header. It helps me if you all keep your headers updated with current buffs, but I do understand it doesn't always get done.
Talevia |
Talevia noticed the Chaos Beast start to react to the partys running past and was conflicted. They were trying not to harm the creature but there was no guarantee that it was not trying to harm them back.
"Erastil guide me." she said as she moved closer to the door and then up onto the edge of the fountain. She didn't want to provoke the creature so that meant keeping the bow stowed away. Instead she drew her longsword. "Everyone run! I will try and draw its attention!"
"Hey! Over here!" she shouted at the Chaos Beast, banging her sword on her buckler, hoping the noise will attract the beasts attention.
Fighting defensively (AC is now 27)
Not sure what skill would be required to draw the creatures attention but maybe making a target of herself will do.
GM TOP |
Talevia pulls out her sword and moves up to cover for everyone as they dash through the door. The chaos monster takes the bait and rushes up as she tucks herself behind her shield, ready to hold the line.
I'm assuming you meant Total Defense not Fight Defensively based upon the +4 to AC you added. There are some feats and spells that can force a creature to attack you, but generally just doing what you did works.
But at the last second, the fiend ignores her and slides around to menace Ahmerisiel at the door... blocking the easy path into the office.
Double Move for it, fyi. Khellek knows these things are not fast, just nasty.
Round 1: Oh crap this isn't good.
Buffs: Haste 6 rds
Ahmerisiel (Heroism 140m)
Talevia (Total Defense, AC 27)
Chaos Beast
Zano
Doodle (Shield 9 rds, Heroism 140m, Mage Armor 9 hrs)
Kyra
Khellek (Heroism 140m)
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all.
Two party members will still get to act at the top of round two before the enemy goes again, but I like to give everyone a chance to at least go once in initiative before rolling things over. And don't forget your land speed is doubled from haste!
Kyra, Level 7 Pregen! |
Kyra tries the door to the southwest!
Move action to go east a few squares; move action to open the door
GM TOP |
Kyra falls back a bit and opens a door near where most of the group is located. Inside looks like a basic bedroom/guestroom.
Round 1: Oh crap this isn't good.
Buffs: Haste 6 rds
Ahmerisiel (Heroism 140m)
Talevia (Total Defense, AC 27)
Chaos Beast
Kyra
Zano
Doodle (Shield 9 rds, Heroism 140m, Mage Armor 9 hrs)
Khellek (Heroism 140m)
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all.
Two party members will still get to act at the top of round two before the enemy goes again, but I like to give everyone a chance to at least go once in initiative before rolling things over. And don't forget your land speed is doubled from haste!
GM TOP |
Zano please make a check to overcome Spell Resistance please, thanks!
Khellek the historian |
Seeing things turning to custard, Khellek sighs and offers words of advice.
"Remember- it is a beast of chaos, brute force is what is required to overcome it - if it cannot be bypassed."
Inspire courage +2 to hit and damage. And on saves vs charm/fear
He then fires Bessie at it. "But never fear my students. I have seen and overcome worse than this."
Bessie attacks, heroism, IC: 1d20 + 7 + 2 + 2 ⇒ (12) + 7 + 2 + 2 = 23
damage(P,magic),IC: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Doodlevain "Doodle" Montafescue |
Doodle moves into the room opened by Kyra. ”Remember, we are trying to avoid the thing! Might be a way around from this room,” she yells.
Would someone move me, please?
Khellek the historian |
"The house-maid said there was no way through from the guest rooms..." reminds Khellek.
GM TOP |
Holiday hit hard. Oldest Toddler has Covid (he's fine, just tired). Stuff has been stressful and busy. I'll try to post every couple days though.
Zano blasts away at the creature, but his material plane spell simply has no chance to even effect such a chaotic creature. Each orb of force turns into a salmon and is gobbled down by a snapping maw.
Doodle moves into the guestroom. There do not appear to be any obvious exits, beyond breaking the window.
Khellek inspires his allies, explaining that this Chaos beast is simply a mere obstacle and nothing to fear. His crossbow strike misses barely as he tries to avoid any possibility of hitting his allies (no Precise Shot cost you that hit).
Round 2: Oh crap this isn't good
Buffs: Haste 5 rds, IC +2 hit/+2 dam/+2 vs. charm/fear
-----------------
Ahmerisiel (Heroism 140m)
Talevia (Total Defense, AC 27)
Chaos Beast (Spell Resistance)
Kyra
Zano
Doodle (Shield 8 rds, Heroism 140m, Mage Armor 9 hrs)
Khellek (Heroism 140m)
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all. If you can't tell there is a way to run past the creature into the office, though it would probably provoke.
Talevia |
The plan to distract the Chaos beast had not worked like she had hoped, and Talevia was now getting a very up close view of the creature. It was too close for her bow which meant sword and buckler.
"Khellek had said brute force..." she said, bringing her longsword about to attack.
First attack: 1d20 + 11 ⇒ (14) + 11 = 25
First Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Second attack: 1d20 + 11 ⇒ (8) + 11 = 19
Second Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Third attack: 1d20 + 6 ⇒ (1) + 6 = 7
Third Damage: 1d8 + 3 ⇒ (3) + 3 = 6
AC is 25
Khellek the historian |
remember +2 to hit and damage from IC, and +1 to hit from haste.
Ahmandé |
Ahmerisiel jumps, startled, when the chaos beast so quickly interposes itself in between the Pathfinders and their target... mainly himself and the safety of the room behind him!
"Do we need a new plan?!?" he calls across the beast's... shoulder?--who knew what to call any part of this monstrosity.
He jabs at the beast two times, quickly, then steps backwards into the room.
Full round: full attack
5' step
+1 keen rapier, heroism, haste, inspire courage: 1d20 + 11 + 2 + 1 + 2 ⇒ (11) + 11 + 2 + 1 + 2 = 27
damage, P, inspire courage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
+1 keen rapier, heroism, haste, inspire courage: 1d20 + 11 + 2 + 1 + 2 ⇒ (17) + 11 + 2 + 1 + 2 = 33 haste
damage, P, inspire courage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Doodlevain "Doodle" Montafescue |
Doodle curses to herself and moves to engage the creature, pulling her spear as she did so. ”Well, this is bad,” was all she could think.
Attack with haste and IC and heroism with magic adamantine spear 1d20 + 12 + 1 + 2 + 2 ⇒ (1) + 12 + 1 + 2 + 2 = 18
Damage 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Could someone move to over to the beast? Current AC 26 right now.
GM TOP |
The rogue-ish elf strikes twice and steps back, his pointy stick leaving two small gashes in the creature's tentacles.
His almost flanking partner strikes three times, connecting twice. The beast certainly isn't that hard to hit at least. But the current damage doesn't seem to be slowing it down much.
Talevia, I adjusted your attack and damage roll for IC/Haste. I used your base attack stats in your profile.
Whatever the creature's motivations, it certainly doesn't seem friendly. It steps up to COMPLETELY block off the route into the office and attacks Ahmerisiel with two claws on the ends of tentacles before turning to Talevia with two others.
Claw 1 vs. Ahmerisiel: 1d20 + 19 ⇒ (7) + 19 = 26 for Slashing/Bludgeoning: 1d8 + 7 ⇒ (7) + 7 = 14
Claw 2 vs. Ahmerisiel: 1d20 + 19 ⇒ (7) + 19 = 26 for Slashing/Bludgeoning: 1d8 + 7 ⇒ (4) + 7 = 11
Claw 3 vs. Talevia: 1d20 + 19 ⇒ (20) + 19 = 39
Crit?: 1d20 + 19 ⇒ (17) + 19 = 36 for Slashing/Bludgeoning Crit: 2d8 + 14 ⇒ (6, 4) + 14 = 24
Claw 4 vs. Talevia: 1d20 + 19 ⇒ (15) + 19 = 34 for Slashing/Bludgeoning: 1d8 + 7 ⇒ (6) + 7 = 13
Ahmande and Talevia, please make TWO Fort Saves vs. a Supernatural Curse Effect. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.
Rounds 2 & 3: Oh crap this isn't good
Buffs: Haste 5 rds, IC +2 hit/+2 dam/+2 vs. charm/fear
-----------------
Ahmerisiel (-25 HP, Heroism 140m, 2x Fort Saves Due)
Talevia (-37 HP, 2x Fort Saves Due)
Chaos Beast (-28 HP, Spell Resistance)
Kyra
Zano
Doodle (Shield 8 rds, Heroism 140m, Mage Armor 9 hrs)
Khellek (Heroism 140m)
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all. Ahmande and Talevia will get to act, depending on the results of their saves. Also, flanking works, you just can't use Sneak Attack or Crit.
Khellek the historian |
"Indeed... a new plan... Kill it? suggests Khellek.
Continues inspire courage
The elderly scholar looks in surprise as Bessie bolt is absorbed by her target, without seemingly affecting it. He mutters to himself and then checks around to see if he has any spare bolts. Eventually finding one he slots it into place and takes a shaky aim.
"Remember, you may be hurting it but it might not show, due to its changeable form.."
attack, herosim, haste, Ic, into combat: 1d20 + 7 + 2 + 2 + 1 - 4 ⇒ (12) + 7 + 2 + 2 + 1 - 4 = 20
damage(P,magic),IC: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5
@GM I forgot to include the +1 to hit from haste last round..
GM TOP |
The sorcerer launches more magical missiles at the fiend, but these just turn into soft little wool balls that stick to the gooey tentacles.
Doodle strides up to the fiend and attempts to stab the crap out of it. She is pretty sure she hit it, but then looks at the tip of her spear and realizes she forgot to remove the safety cover!
It swings a tentacle'd claw at her as she moves in.
Claw AoO vs. Doodle: 1d20 + 19 ⇒ (20) + 19 = 39
Claw AoO vs. Doodle Crit?: 1d20 + 19 ⇒ (17) + 19 = 36 for Slashing/Bludgeoning Crit: 2d8 + 14 ⇒ (5, 3) + 14 = 22
Doodle, please make a Fort Save vs. a Supernatural Curse Effect. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.
Khellek aims and launches another bolt into the creature. It sticks hard into a tentacle, right next to his earlier one that apparently DID hit!
Rounds 2 & 3: Oh crap this isn't good
Buffs: Haste 5 rds, IC +2 hit/+2 dam/+2 vs. charm/fear
-----------------
Ahmerisiel (-25 HP, Heroism 140m, 2x Fort Saves Due)
Talevia (-37 HP, 2x Fort Saves Due)
Chaos Beast (-39 HP, Spell Resistance)
Zano
Doodle (-22 HP, Fort Save Due, Shield 8 rds, Heroism 140m, Mage Armor 9 hrs)
Khellek (Heroism 140m)
Kyra
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all. Ahmande and Talevia will get to act, depending on the results of their saves. Also, flanking works, you just can't use Sneak Attack or Crit.
Khellek the historian |
The scholar pats his crossbow affectionately. "The beast is not bear, but Bessie knows her job well."
More affection than he has ever shown to a student.
"Oh I say Ms Motafescue, do take care, that beast is dangerous."
GM TOP |
Ahmerisel Fort 1: 1d20 + 7 ⇒ (7) + 7 = 14
Ahmerisel Fort 2: 1d20 + 7 ⇒ (10) + 7 = 17
Doodle feels her body start tooo... get wobbly. Her stomach starts to rise into her throat, literally. She glances over with blurry vision at the human paladin to her right and watches in horror as he starts to melt!
Both turn their head to watch Ahmerisiel becoming a spongy mess as well!!!
Okay, this is an absurdly nasty curse, but 'manageable' to a certain degree. You three become spongy shapeless masses. Constantly melting, flowing, writhing and boiling. Clothing, armor, helmets, rings become useless, cannot cast spells, use magic items and attack blindly, unable to distinguish friend from foe. However, a victim can temporarily regain their shape for ONE minute with a successful will save (attemptable each round) but each round in the amorphous shape causes 1 wisdom damage. Spells that change a creature's shape (alter self, beast shape, elemental body, polymorph, shapechange, stoneskin) do work to stabilize the form of someone that is cursed while the spell effect is up.
TLDR @ Ahmerisel, Talevia and Doodle: Roll a DC 15 Will Check on your turn as a STANDARD action. If you make it, you can act normally for one minute (though obviously have already used a Standard this round). If you fail you take 1 point of wisdom damage and essentially do nothing.
Kyra steps up to Channel to Heal her allies! Sarenrae be praised!!!
Channel to Heal all but the bad dude: 4d6 ⇒ (5, 5, 5, 6) = 21
Round 3: Oh crap this isn't good
Buffs: Haste 5 rds, IC +2 hit/+2 dam/+2 vs. charm/fear
-----------------
Ahmerisiel (-4 HP, Heroism 140m, DC 15 Will Save to Secure your Form as a Standard Action)
Talevia (-16 HP, DC 15 Will Save to Secure your Form as a Standard Action))
Chaos Beast (-39 HP, Spell Resistance)
Zano
Doodle (-1 HP, Shield 7 rds, Heroism 140m, Mage Armor 9 hrs, DC 15 Will Save on your turn to Secure your Form as a Standard Action)
Khellek (Heroism 140m)
Kyra
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all. Ahmande and Talevia will get to act, depending on the results of their saves. Also, flanking works, you just can't use Sneak Attack or Crit.
FYI, I've rolled incredibly well on hits and with crits. This thing doesn't do MUCH damage, it is very beatable. The curse is very nasty, but for this group a DC 15 Will Save isn't that hard right now. The longer you go without removing the curse, the harder it gets. But all your front liners also already have the curse so...
Khellek the historian |
Khellek looks on in a mixture of horror and fascination at the change befalling his students.
Perhaps we should have risked the dogs? Surely not. Maybe this is still more illusions?
Doodlevain "Doodle" Montafescue |
Ugh, so a 20 on my Fort save isn’t enough to pass against this thing? I am screwed then, lol.
Will 1d20 + 12 ⇒ (8) + 12 = 20 +2 v. illusions.
Talevia |
The Chaos beast hit hard, Talevia could feel a softness in her ribs. Then that softness spread and she watched, horrified, as her own body, and those of her closest companions began to melt. "Erastil give me strength...." she muttered, willing the melting change to stop.
Will check: 1d20 + 8 ⇒ (16) + 8 = 24
Talevia managed to pull herself together, and moved a few steps away from the creature, raising up her buckler to protect herself. "Can anyone hurt this thing from range?" she shouted.
Ahmandé |
Will DC 15, heroism: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Ahmerisiel struggles to maintain his form, but as his eyes take in what's becoming of his companions, he seems to lose hope and his form bubbles and flexes into a variety of misbegotten shapes.
GM TOP |
Yeah, it was higher than a DC 20 on that save. High Tier sucks. At least the Will Save to manage the curse is a lot lower.
Ahmerisiel simply quivers in place like an ooze monster in a bad sci-fi movie. His brain starts hurting. His two allies manage to pull themselves together a bit though, one stepping back behind the other.
The chaotic jerk simply slaps everyone that looks like a threat and is in range a couple more times. Or at least tries to.
Claw 1 vs. Doodle: 1d20 + 19 ⇒ (6) + 19 = 25 for Slashing/Bludgeoning: 1d8 + 7 ⇒ (5) + 7 = 12
Claw 2 vs. Doodle: 1d20 + 19 ⇒ (2) + 19 = 21
Claw 3 vs. Talevia - Cover: 1d20 + 19 - 4 ⇒ (5) + 19 - 4 = 20
Claw 4 vs. Talevia - Cover: 1d20 + 19 - 4 ⇒ (8) + 19 - 4 = 23
Doodle takes a smack to the face, but the rest of the flailing fails to connect! Perhaps the pathfinders are starting to learn how to duck better.
Rounds 3 & 4: Oh crap this isn't good
Buffs: Haste 5 rds, IC +2 hit/+2 dam/+2 vs. charm/fear
-----------------
Ahmerisiel (-4 HP, Heroism 140m, -1 Wisdom, Cursed & Amorphous, DC 15 Will Save to Secure your Form as a Standard Action)
Talevia (-16 HP, Cursed 9 rds before save needed))
Chaos Beast (-39 HP, Spell Resistance)
Zano
Doodle (-13 HP, Shield 7 rds, Heroism 140m, Mage Armor 9 hrs, Cursed 9 rds before save needed)
Khellek (Heroism 140m)
Kyra
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all. Ahmande and Talevia will get to act, depending on the results of their saves. Also, flanking works, you just can't use Sneak Attack or Crit.
Doodlevain "Doodle" Montafescue |
Sorry, GM with haste my AC is 26. I put that in other past posts but forgot in my last couple. I’ll correct my header.
Khellek the historian |
Looking on in horror, Khellek continues to offer words of advice to his companions. "Don't worry... we have all sorts of great curing magics hidden in the Dark Archive... once back in Absalom you'll be fine.."
Continues inspire courage
Still, the sight of not one, not two, but three of his colleagues doing their best jelly impressions is not reassuring to the elderly scholar.
"Come of Bessie, lets show these kids what you can do."
Quickly checking his quivver, his withered fingers fumble another bolt into place, only the supernatural quickness of his hands save them from a snap of the crossbows string as he slowly loads it.
attack, inspire, haste, heroism,into combat: 1d20 + 7 + 2 + 2 + 1 - 4 ⇒ (5) + 7 + 2 + 2 + 1 - 4 = 13
damage (P,magic),IC: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10
This bolt however appears to be absorbed without harm.
Talevia |
The Longsword was not going to cut it, Talevia decided. They needed to be rid of this creature quickly and she was better with her bow. She stepped backwards, sheathing her blade and drawing her bow.
Shot 1: 1d20 + 13 ⇒ (9) + 13 = 22
Damage 1: 1d8 + 6 ⇒ (2) + 6 = 8
Shot 2: 1d20 + 13 ⇒ (2) + 13 = 15
Damage 2: 1d8 + 6 ⇒ (2) + 6 = 8
Shot 3: 1d20 + 13 ⇒ (2) + 13 = 15
Damage 3: 1d8 + 6 ⇒ (6) + 6 = 12
Shot 4: 1d20 + 8 ⇒ (15) + 8 = 23
Damage 4: 1d8 + 6 ⇒ (5) + 6 = 11
Zano Turok |
Zano will for the third time try to magic missile it again, this time he calls out a deity's name while doing it, hoping it works Gorum, help me Gorum. overcome sr: 1d20 + 7 ⇒ (19) + 7 = 26 dmg: 4d4 + 4 ⇒ (2, 2, 4, 1) + 4 = 13
GM TOP |
Bessie finally fails her master as the shot skips off the floor and doesn't penetrate the tough hide of the beast.
Talevia steps back, sheath's her sword (move) and draws her bow (move). Soon she will be able to attack from range.
Zano blasts the critter with more force balls. Gorum listens really well and supports his new acolyte. The magic smacks hard into the tentacles, leaving large bruises.
Round 3: Oh crap this isn't good
Buffs: Haste 4 rds, IC +2 hit/+2 dam/+2 vs. charm/fear
-----------------
Chaos Beast (-52 HP, Spell Resistance)
Khellek (Heroism 140m)
Talevia (-16 HP, Cursed, 8 rds before save needed)
Zano
Doodle (-1 HP, Shield 7 rds, Heroism 140m, Mage Armor 9 hrs, Cursed, 9 rds before save needed)
Kyra
Ahmerisiel (-4 HP, Heroism 140m, -1 Wisdom, Cursed & Amorphous, DC 15 Will Save to Secure your Form as a Standard Action)
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all. Flanking still works, you just can't use Sneak Attack or Crit.
I reorganized the initiative order a bit to make it easier to manage, fyi. Doodle's damage received was retconned.
Ahmandé |
I'm assuming this is ability damage, not drain, so no penalty on Wis checks until 2 damage total. Please adjust my roll if that's not correct.
Will DC 15, heroism: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Ahmerisiel wrenches control over his form from the chaos beast, and retreats deeper into the room he's in.
Standard: Will save
Move: restricted withdraw 30' if allowed, otherwise 5' step
GM TOP |
Yup, Wisdom Damage. I'll allow the restricted withdraw of a single move (plenty of move still with haste though). But the creature does have reach so you will provoke after that first square unless an Acrobatics check to Tumble is made.
Doodlevain "Doodle" Montafescue |
All of a sudden, Doodle, the one who did not want to engage the creature was left fighting it one on one. ”Where the hells did everyone go,” she calls out, as she attempts to fight the awful beast off.
Magical Adamantine spear attack with Haste, IC and Heroism 1d20 + 12 + 1 + 2 + 2 ⇒ (2) + 12 + 1 + 2 + 2 = 19
Damage 1d6 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15
Haste attack 1d20 + 17 ⇒ (12) + 17 = 29
Damage 1d6 + 10 ⇒ (1) + 10 = 11
GM TOP |
Doodle wonders where her melee partners went, but decides someone has to hold the line and stabs twice at the foe. Her first strike seems to hit, but doesn't penetrate so she stabs harder the second time and slices off a nasty tentacle. It flops onto the ground before melting into goo.
Ahmerisel runs away. He tries to get sneaky about it and duck an incoming strike but is too slow. Fortunately it barely hits and doesn't impart any additional curse... just the horrible one he currently has.
Claw AoO vs. Ahmerisel: 1d20 + 19 ⇒ (13) + 19 = 32 for Slashing/Bludgeoning: 1d8 + 7 ⇒ (1) + 7 = 8
Round 3: Oh crap this isn't good
Buffs: Haste 4 rds, IC +2 hit/+2 dam/+2 vs. charm/fear
-----------------
Chaos Beast (-63 HP, Spell Resistance)
Khellek (Heroism 140m)
Talevia (-16 HP, Cursed, 8 rds before save needed)
Zano
Doodle (-1 HP, Shield 6 rds, Heroism 140m, Mage Armor 9 hrs, Cursed, 8 rds before save needed)
Ahmerisiel (-12 HP, Heroism 140m, -1 Wisdom, Cursed 9 rds before save needed)
Kyra
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all. Flanking still works, you just can't use Sneak Attack or Crit.
GM TOP |
Botting Kyra per discussion post
The cleric grasps the hilt of her scimitar and focuses on the blade while speaking, "Mighty goddess Sarenrae, Take this weapon and use it to defend us in our time of need!"
Spiritual Weapon Used
Vs. Spell Resistance: 1d20 + 7 ⇒ (11) + 7 = 18
The floating scimitar goes to strike the creature, but in a flash of light it morphs into a large feather and begins tickling it instead.
The creature unleashes four tentacles at the only target in front of it, Doodle.
Claw 1 vs. Doodle: 1d20 + 19 ⇒ (13) + 19 = 32 for Bludgeoning/Slashing: 1d8 + 7 ⇒ (3) + 7 = 10
Claw 2 vs. Doodle: 1d20 + 19 ⇒ (4) + 19 = 23
Claw 3 vs. Doodle: 1d20 + 19 ⇒ (6) + 19 = 25
Claw 4 vs. Doodle: 1d20 + 19 ⇒ (14) + 19 = 33 for Bludgeoning/Slashing: 1d8 + 7 ⇒ (5) + 7 = 12
The tough paladin ducks two tentacles, but can't get out of the way of the other two, taking a couple good smacks to the head.
Round 4: Oh crap this isn't good
Buffs: Haste 3 rds, IC +2 hit/+2 dam/+2 vs. charm/fear
-----------------
Chaos Beast (-63 HP, Spell Resistance)
Khellek (Heroism 140m)
Talevia (-16 HP, Cursed, 8 rds before save needed)
Zano
Doodle (-23 HP, Shield 6 rds, Heroism 140m, Mage Armor 9 hrs, Cursed, 8 rds before save needed)
Ahmerisiel (-12 HP, Heroism 140m, -1 Wisdom Damage, Cursed, 9 rds before save needed)
Kyra
Bold May Act!
Terrain: The water in the pool is shallow and only treated as difficult terrain for you all. Flanking still works, you just can't use Sneak Attack or Crit.
Kyra, Level 7 Pregen! |
Kyra heals Tallevia
empowered cure mod: 2d8 + 7 ⇒ (1, 3) + 7 = 11 for a total of +16 HPs.
Doodlevain "Doodle" Montafescue |
Doodle keeps slicing away at the beast, hoping she could drop it before it felled her.
Magical Adamantine spear attack with Haste, IC and Heroism 1d20 + 12 + 1 + 2 + 2 ⇒ (19) + 12 + 1 + 2 + 2 = 36
Damage 1d6 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14
Haste attack 1d20 + 17 ⇒ (15) + 17 = 32
Damage 1d6 + 10 ⇒ (2) + 10 = 12
Khellek the historian |
"Oh I say, nice strikes Doodle. Well done!" calls out the scholar.
"Remember, gross force is likely best, don't try for precise strikes against vulnerable organs... it doesn't have any."
Maintains Inspire courage
Even as he talks, the scholar pats his left side. Not finding his box of bolts, he tries the other and smiles to himself. "Phew, thought I was out of bolts for a moment."
Loading Bessie, he raises her to his shoulder and takes aim once more...
attack, haste, heroism, IC, into melee, : 1d20 + 1 + 2 + 2 - 4 ⇒ (12) + 1 + 2 + 2 - 4 = 13
But the swirl of melee puts off his aim, and he fires too high, worried about hurting Doodle accidently.
"Damn it Bessie, I know its no bear, but you can still hit the thing. You're making me look bad to the students."
Seeing Doodle in trouble he calls out..
"Ms Montafescue, Pull yourself Together! "
I think Doodle forgot the +2 to her save from Heroism here, so she is likely not cursed, and may even have a bonus standard action from when she had to make a will save....