GM TOP |
I already reduced the six damage you would have taken Ruya by your DR. I’ll get the next round posted in a few.
GM TOP |
Duration: 1d4 ⇒ 4
Ruya buries her sadness with swinging wildly at the floating jerk. Unfortunately it's juuuuust a bit too wild to hit anything.
Bilos' book whips mere centimeters away from clonking the creature again.
Botting
Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Grunigon keeps the pressure up, hexing the foe again!
Will DC 13: 1d20 + 8 ⇒ (17) + 8 = 25
The creature seems about ready to collapse, but the pathfinders just can't finish it off! A little bit of self-healing later, four more tendrils lash out again. Three at the regular foes before it ignores the resistant phantom and drifts over to attack Shooter.
Dran: 1d20 + 11 + 1 - 2 ⇒ (18) + 11 + 1 - 2 = 28 for 1d4 + 3 ⇒ (3) + 3 = 6
Kaz: 1d20 + 11 + 1 - 2 ⇒ (3) + 11 + 1 - 2 = 13
Grunigon: 1d20 + 11 + 1 - 2 ⇒ (17) + 11 + 1 - 2 = 27 for 1d4 + 3 ⇒ (1) + 3 = 4
Ander: 1d20 + 11 + 1 - 2 ⇒ (11) + 11 + 1 - 2 = 21 for 1d4 + 3 ⇒ (2) + 3 = 5
DC 18 Fort Save still for Dran, Grunigon & Ander. Failure adds 1d4 rounds of -2 on d20 rolls (except saves). The duration stacks. Roll these first, then make your attacks or whatevers.
Rounds 5 & 6: Dun mattah wut it is, it gunna die (eventually)!
Bilos
Dran (-17, 3 rds -2 on d20 non-save checks)
Kaztor (-8, Smiting for +1 AC, 1 rd -2 on d20 non-save checks)
Nggilth-tsa (-64 HP, -2 to hit for 1 rd)
Grunigon (-21, 2 rds -2 on d20 non-save checks)
Ander (-5)
Halali (-4)
Ruya (-1, 3 rds -2 on d20 non-save checks)
Bold may act!
Dran Stoneheart |
Fort: 1d20 + 6 ⇒ (14) + 6 = 20
Dran is looking quite bloodied but stays in the fight and swings.
MW Greatsword: 1d20 + 7 + 2 - 2 ⇒ (4) + 7 + 2 - 2 = 112d6 + 4 + 2 ⇒ (1, 1) + 4 + 2 = 8
At least he made that fort save.
Grunigon Durinslag |
Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7
Grunigon takes the hit and considers healing himself.... but the monster isn't looking very well. He hexes it one more time.
Evil Eye hex again targeting to hit -2/ Will Save DC13. Good thing a fail still works for one round or this hex would be useless!
Kaztor Firebeard |
”In Torag’s name I compel you,”” Kaz keeps swinging.
Smite attack with minus 1d20 + 5 + 1 - 2 ⇒ (15) + 5 + 1 - 2 = 19
Smite damage 1d8 + 1 + 3 ⇒ (8) + 1 + 3 = 12
Ruya Lucasdottir |
Ruya continues her therapy session.
Vulcan Cudgel: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Bludgeoning Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Vulcan Cudgel: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7
Bludgeoning Damage: 1d6 + 1 ⇒ (1) + 1 = 2
It is somewhat more therapeutic.
Bilos Nizhnyy |
Bilos suggests the monster stop and read a good book.
Telekinteic Projectile: 1d20 + 5 ⇒ (5) + 5 = 10
Bludgeoning Damage: 1d6 ⇒ 1
GM TOP |
1 person marked this as a favorite. |
Ander, if asked for a save please roll it first. Especially if it affects your turn. It's a moot point though.
Ruya angrily swings as Kaztor intones the name of his god. The creature turns towards the holy dwarf quizically, "Tor-rag? I know that name. It tastes gross."
And then the weapons land, splattering black goo onto everyone!
Combat over!
Current HP Status
Bilos
Dran (-17)
Kaztor (-8)
Grunigon (-21)
Ander (-5)
Halali (-4)
Ruya (-1)
The wizard pokes his head over the desk and rises, dusting off his jacket, "See? No worries. No one even got hurt."
Grunigon Durinslag |
Grunigon scowls at the goofy wizard and moves around the group using his healing hex. "Nobody killed perhaps...."
Healing Hex self: 1d8 + 3 ⇒ (5) + 3 = 8 Grunigon (-13)
Healing Hex Dran: 1d8 + 3 ⇒ (1) + 3 = 4 Dran (-13)
Healing Hex Kaztor: 1d8 + 3 ⇒ (2) + 3 = 5 Kaztor (-3)
Healing Hex Ander: 1d8 + 3 ⇒ (8) + 3 = 11 Andor Healed
Healing Hex Halali: 1d8 + 3 ⇒ (3) + 3 = 6 Halali Healed
Kaztor Firebeard |
”Thank ya, Grungy. Feels quite a bit better,” the Paladin says, not wanting to talk about the travails he had trying to help protect his group. ”Now let’s get that org safely contained, because we don’t want any more accidents,” he grumbled, glaring at the wizard.
Bilos Nizhnyy |
Bilos has spells other than telekinetic projectile, and uses one on whichever of Grunigon or Dran gets out of the way slower.
Cure Light Wounds: 1d8 + 3 ⇒ (6) + 3 = 9
GM TOP |
Dran 1 Grunigon 2: 1d2 ⇒ 2
Grunigon is too busy healing everyone to get out of the way of Bilos' sneak attack. He feels a lot better afterwards though.
Current Status
Dran (-13)
Kaztor (-5)
Grunigon (-4)
Ruya (-1)
The wizard raises his hands, "Woah woah! Hey now, I get it. I really do. I honestly do owe you all. How about..."
He rumages through his desk and bookshelves before laying out a scroll, a rod, a wand and a book.
"...pick one..."
He glances at Ander chewing his cigar angrily, "...uh, why don't you take them all. They really don't have any um... use to me. I'm sure you could do something better with them. And take the orb too, of course. I'll let the library know who has it."
Items Gained: a scroll of magic circle against chaos, a lesser silent metamagic rod (works on spells up to level 3), a wand of anticipate peril with 10 charges remaining (+1 bonus for 1 minute), and a copy of Book of Harms with its preparation ritual.
A reminder that the next orb is at the Blakros Museum, when you all are ready to go.
Kaztor Firebeard |
Kaz pulls out his curative wand and starts to setting himself back to normal.
CLW 1d8 + 1 ⇒ (7) + 1 = 8
That’s much better. Any of the rest of you need a bit of healing,” he offers up his wand.
Ander Therinor |
Well, making amends is a good start. Next time, think back about what happened here, savvy? We won't be around to take care of whatever it is that appears... Ander says as he hands the items to the others.
Grunigon Durinslag |
Grunigon glances at the 'rewards' offered.... "Hm. Best be going to the next orb."
GM TOP |
Current Status
Dran (-13)
Grunigon (-4)
Ruya (-1)
With that wrapped up, one of the dwarves collects the items and another pops the pulsing dark orb into the box they were given to collect it. They grumble about how wizards are jerks as they leave.
Another half hour later they arrive at the Blackros Museum. No good tales have ever been told about this place, but it isn't their job to deal with good tales. The sign outside says 'closed for cleaning and exhibit changes'. But the door isn't locked so they head inside after no answer is given to their knocking. It is quickly evident why no answer was given as...
...the normally pristine ground level of the Blakros Museum resembles a battlefield. Scorch marks and chipped tiles mar the floor, and corpses of bloated fungi and armored crab-like monstrosities litter the foyer amid pools of acid and blood. Shards of glass lie scattered around an empty exhibit pedestal in the main hall.
From behind the two sets of closed double doors (to the west, map is up) it sounds like the battle has continued into there.
Grunigon Durinslag |
Kaz offered to use the CLW wand? I think Dran could use a charge or two? And Halali has the healing hex that could be used. ?? Her CS mentions that under the BOT ME section.
Grunigon moves up to the double doors and quickly checks them for any obvious danger, Sharp objects embedded or dangerous looking fluids? also listening for voices in the battle sounds. perception?: 1d20 + 7 ⇒ (9) + 7 = 16
If the sounds of battle sound like they are not right up against the door he will try to open it enough to carefully look through.
GM TOP |
Yup, those things are certainly available as healing. And you all had thirty minutes to walk over so they could be used. But until the resources actually get used I won't update HP.
Grunigon takes a moment to inspect the doors and listen (one round of actions). He hears a few words in common that sound like, "Ouch! Die Monsters! Summa bish that hurts!" The battle does not seem to be pressing up against the door at the moment.
If no one wants to do anything in that first round or hasn't already rushed forward to rip open the door, I'll have Grunigon open the door quietly and peek through in round two. We aren't 'officially' in initiative but we also aren't in a position to just ignore the time it takes to do things.
Kaztor Firebeard |
Assuming the group heals up along the way
When Grungy tells the group what he hears, Kaz kicks the door open and runs in to help whoever is battling those sure-to-be evil monsters!
Bilos Nizhnyy |
Bilos starts the process of turning Ruya incorporeal to check, then decides against it when the door gets kicked.
GM TOP |
I am waiting to start to see who healed up and with what. If nothing occurs in 24 hours you will start combat at your current HP.
Halali Skyseeker |
Dran's still a bit duffed up. Halali will happily use her CLW wand on him. I'm pretty sure he has his own (feel free to cross your own charges off instead Dran :)
clw dran: 1d8 + 1 ⇒ (3) + 1 = 4
clw dran: 1d8 + 1 ⇒ (6) + 1 = 7
GM TOP |
Dran gets healed up fully and only a few nicks and cuts remain on two dwarves. Kaz rushes up and kicks the door in to see two swollen, brainlike bulbs encrusted with fungal shelves squatting atop several ropy legs. A wide mouth bisects the bulb’s crown.
The creatures are accosting a human male who some might recognize as the proprietor of the museum, Nigel Aldain. He glances up and grits his teeth, "Help would be quite appreciated with these last two, I am almost out of spells." He is also obviously injured.
But most of you don't see this yet.
Initiative
Halali: 1d20 + 2 ⇒ (7) + 2 = 9
Dran: 1d20 + 1 ⇒ (10) + 1 = 11
Grunigon: 1d20 + 4 ⇒ (14) + 4 = 18
Bilos: 1d20 + 5 ⇒ (1) + 5 = 6
Ruya: 1d20 + 2 ⇒ (18) + 2 = 20
Ander: 1d20 + 5 ⇒ (17) + 5 = 22
Kaztor: 1d20 ⇒ 20
Enemy Red: 1d20 + 4 ⇒ (15) + 4 = 19
Enemy Blue: 1d20 + 4 ⇒ (20) + 4 = 24
The blue tinged fungus begins shrieking loudly. Very loudly.
Round 1: Fungus Amungus!
Buffs: None
Blue (Shrieking)
Ander (GH)
Ruya (-1 HP)
Kaztor (GH, 2x will saves please from seeing both creatures, see below for more info)
Red
Grunigon (-4 HP, GH)
Dran (GH)
Halali (GH)
Bilos
Nigel
Bold May Act! Trained Knowledge Nature to ID these creatures. All please note the information below and roll appropriate saves when you see the creatures.
When you first see each creature, ROLL a DC 14 Will Save PER Creature (so, 2 saves). It is supernatural and mind affecting. If you fail, you will get a -2 on attack rolls against that creature until the creature is dead. To keep this as simple as possible, we will just do one roll per creature per player.
You may attempt to obtain a spell buff (cast on any dwarf chosen) from Nigel by convincing him to help by using a Standard action and succeeding at an Intimidate, Diplomacy or K: Nature check. He currently only has Blur and Cat's Grace left to cast.
Ruya Lucasdottir |
Ruya heads in and looks upon her new foes.
Will Save, Red: 1d20 + 3 ⇒ (11) + 3 = 14
Will Save, Blue: 1d20 + 3 ⇒ (19) + 3 = 22
Mushrooms hold no terror for an accomplished warrior such as herself.
Unfortunately, distance does. She blesses the party and moved as far as her ectoplasmic legs can carry her.
Dran Stoneheart |
Was traveling for an early Christmas family event. Back now.
Dran does indeed use his own wand for healing, while thanking his friends for the offer of their wands. When the items are offered he will pick up the scroll of Magic Circle and use it while the door is being opened. This may offer up to +2 on the required saves
Kaztor Firebeard |
Will 1d20 + 6 ⇒ (14) + 6 = 20 +2 v poison, spells and SLAs
Will 1d20 + 6 ⇒ (12) + 6 = 18 +2 v poison, spells and SLAs
Kaztor Firebeard |
Kaz shakes off the eerie feeling and charges at the red tinged monster with his warhammer at the ready!
Charging blessed attack against flatfooted maybe? 1d20 + 2 + 1 + 7 ⇒ (3) + 2 + 1 + 7 = 13
Damage 1d8 + 2 ⇒ (8) + 2 = 10
Ander Therinor |
Ander rumbles forward, lowering his weapon as he does.
Cover yer ears! he warns as he fires.
will blue: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
will red: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
bang blue, pbs, precise!: 1d20 + 7 + 1 - 2 ⇒ (12) + 7 + 1 - 2 = 181d12 + 1 ⇒ (4) + 1 = 5
GM TOP |
Scroll of Magic Circle vs. Chaos has been cast but will not help in this fight. The creatures are Neutral. Let me know Ander if that drops your saves down by one.
Ander strides in and is a bit messed up from the volley of images shoved into his brain of what this creature looks like, but manages to aim and fire just fine. His bullet drills the creature squarely, blasting fungus-like fluff all over.
I moved you so you weren't standing behind a wall Ander and are still 30ft from Blue.
Ruya blesses all and then strides in to see what she can hit. Her next therapy session is firing up! That is a really loud shrieking though, ouch.
Kaztor charges in and with surprise to no one, misses. Ugh. Poor guy. The creature shrieks loudly in response, this one even louder than the other one. A defense mechanism perhaps? Something for sure. Probably. We'll see if it has any effect later!
Round 1: Fungus Amungus!
Buffs: Bless
Blue (-5 HP, Shrieking)
Ander (GH, -2 attack vs. Blue)
Ruya (-1 HP, no attack penalties)
Kaztor (GH, charged, no attack penalties)
Red (Shrieking)
Grunigon (-4 HP, GH)
Dran (GH)
Halali (GH)
Bilos
Nigel
Bold May Act! Trained Knowledge Nature to ID these creatures. All please note the information below and roll appropriate saves when you see the creatures.
When you first see each creature, ROLL a DC 14 Will Save PER Creature (so, 2 saves). It is supernatural and mind affecting. If you fail, you will get a -2 on attack rolls against that creature until the creature is dead. To keep this as simple as possible, we will just do one roll per creature per player.
You may attempt to obtain a spell buff (cast on any dwarf chosen) from Nigel by convincing him to help by using a Standard action and succeeding at an Intimidate, Diplomacy or K: Nature check. He currently only has Blur and Cat's Grace left to cast.
Dran Stoneheart |
Dran single moves to the doorway and uses War Mind.
Will 1: 1d20 + 6 ⇒ (14) + 6 = 20
Will 2: 1d20 + 6 ⇒ (10) + 6 = 16
Grunigon Durinslag |
Grunigon moves in to the room....
Will Save: 1d20 + 3 ⇒ (17) + 3 = 20
Will Save: 1d20 + 3 ⇒ (16) + 3 = 19
Know-Nature: 1d20 + 8 ⇒ (1) + 8 = 9
Somehow he resists the effect of the creatures but doesn't have a clue what they are.... He tries to hex the closest one with Evil Eye to reduce it's attack. Evil Eye -2 to attack for Blue. If not immune (Mind affecting?) Will Save DC13. Save = Duration 1 round. Fail = Duration 5 rounds.
GM TOP |
Dran feels like he doesn't mind war at all. It's pretty normal actually. Almost fun sometimes.
Grunigon isn't sure what kind of plant this is, but figures out pretty quickly that it doesn't seem to have the kind of mind he can mess with.
No ID yet, but I'll give you the following traits that all plants have.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Round 1: Fungus Amungus!
Buffs: Bless
Blue (-5 HP, Shrieking)
Ander (GH, -2 attack vs. Blue)
Ruya (-1 HP, no attack penalties)
Kaztor (GH, charged, no attack penalties)
Red (Shrieking)
Grunigon (-4 HP, GH, no attack penalties)
Dran (GH, War Mind, no attack penalties)
Halali (GH)
Bilos
Nigel
Bold May Act! Trained Knowledge Nature to ID these creatures. All please note the information below and roll appropriate saves when you see the creatures.
When you first see each creature, ROLL a DC 14 Will Save PER Creature (so, 2 saves). It is supernatural and mind affecting. If you fail, you will get a -2 on attack rolls against that creature until the creature is dead. To keep this as simple as possible, we will just do one roll per creature per player.
You may attempt to obtain a spell buff (cast on any dwarf chosen) from Nigel by convincing him to help by using a Standard action and succeeding at an Intimidate, Diplomacy or K: Nature check. He currently only has Blur and Cat's Grace left to cast.
GM TOP |
yes, I am CG...so my saves drop by 1...
You had a d20+5+1 on your saves. I figured the extra 1 was maybe from the scroll, but if the scroll doesn't work against these creatures maybe you didn't get the +1? If the +1 was from something else, let me know.
Dran Stoneheart |
Pretty sure that is not right. IF these creatures were chaotic then everyone adjacent (within 10') to Dran would get a +2 resistance bonus to saves. But since they are neutral the spell should have no affect on us or them.
Halali Skyseeker |
Halali steps up...
Will DC14, red: 1d20 + 6 ⇒ (2) + 6 = 8
Will DC14, blue: 1d20 + 6 ⇒ (15) + 6 = 21
Know.nature: 1d20 + 7 ⇒ (19) + 7 = 26 special abilities, weaknesses, special defences please
"Weirdest. Mission. Ever."
Halali tells the group what she knows about the shrieking plants as she winds up her sansetsukon.
double move - couldn't get in to hex range in one move.
Bilos Nizhnyy |
BiIlos moves closer and gets a better look at the critters.
Will Save, Red: 1d20 + 7 ⇒ (18) + 7 = 25
Will Save, Blue: 1d20 + 7 ⇒ (12) + 7 = 19
The then flings something he hopes wasn't valuable at Blue.
Telekinteic Projectile: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Bludgeoning Damage: 1d6 ⇒ 2
GM TOP |
Clarification: Circle of Protection from Chaos provides no benefit to the party in this fight. Bless also does not help on that initial set of saves.
Halali recalls quite a bit about these Cerebric Fungi. They aren't fun at all, or even guys, for one. They are Neutral aligned medium sized Plants.
Special Abilities
Touch of Madness (Sp) The cerebric fungus may daze one living creature by making a successful touch attack. The target creature must succeed at a DC 14 Will save, or it becomes dazed for 1 round per caster level (4 rounds for most cerebric fungi). The dazed subject is not stunned (so attackers get no special advantage against it). This is a mind-affecting enchantment, equivalent to a 2nd-level spell.
Unsettling Appearance (Su) A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Creatures within 60 feet that can see the fungus must succeed at a DC 14 Will save or take a –2 penalty on attack rolls. This is a mind-affecting effect. The save DC is Charisma-based.
Weaknesses
vulnerable to sonic
Special Defenses
Otherworldly Mind (Ex) Any creature attempting to contact a cerebric fungus’s mind or read its thoughts with a divination spell or similar ability must succeed at a DC 16 Will save or be overwhelmed by the alien thoughts in the creature’s head. Those who fail take 1d6 points of nonlethal damage and are confused for 1d6 rounds, and the divination effect immediately ends. The save is Charisma-based and includes a +2 racial bonus.
________________________________
Halali gets in position for the next round. Bilos tosses a priceless Ming vase. It shatters against the back wall. Hopefully it was just a fake, which is quite possible.
Some of the shrieking ends... and the pain begins. Pain in the tummy.
Kaz 1d4 ⇒ 2, Halali 1d4 ⇒ 1, Ruya 1d4 ⇒ 4, Bilos 1d4 ⇒ 2 and Ander 1d4 ⇒ 2 need to make a DC 15 Will Save. No benefits from Hardy or Bless. This is a sonic, mind-affecting effect. If you fail you will be Nauseated for a number of rounds corresponding to the d4 roll after your name. If nauseated, please note the condition below and how it will effect your actions.
But wait, there's more! The creature not next to Kaz casts some sort of spell-like ability (Touch of Madness, see above) and steps up to smack at him with it.
Touch vs. Kaz: 1d20 + 5 ⇒ (4) + 5 = 9
And manages to just barely hit the out of balance (from charging) Kaztor. The creature's wounds also heal up a tiny bit... ugh, fast healing again!
DC 14 Will Save Kaztor or be Dazed for 4 rds. This is a mind-affecting enchantment and spell-like so you will gain your bonus from Hardy, but not Bless.
Nigel, right before the scream ended, managed to step back and blur himself. But now seems significantly nauseated. He's probably going to be even more useless than usual now.
Round 2: Fungus Amungus!
Buffs: Bless
Blue (-3 HP)
Ander (GH, -2 attack vs. Blue and Red, Will Save)
Ruya (-1 HP, no attack penalties, Will Save)
Kaztor (GH, 2x Will Saves)
Red (Shrieking)
Grunigon (-4 HP, GH, no attack penalties, Will Save)
Dran (GH, War Mind, no attack penalties)
Halali (GH, -2 attack vs Red, Will Save)
Bilos (no attack penalties)
Nigel (Blur, Nauseated 4rds)
Bold May Act!
Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.
Kaztor Firebeard |
Will with Hardy 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Will without Hardy 1d20 + 6 ⇒ (19) + 6 = 25
The simple minded Paladin almost succumbs to the weird creatures’ magic, but just barely fights it off! He keeps swinging his hammer.
Blessed attack 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage 1d8 + 2 ⇒ (2) + 2 = 4
Ander Therinor |
will: 1d20 + 5 ⇒ (20) + 5 = 25wish i saved that for an attack roll...lol...
ander manages to choke down a bit of bile that creeps up his throat. He quickly slams a round into the breech and tries to take out the blue tinged mold critter.
bang, pbs, ps: 1d20 + 7 + 12 ⇒ (16) + 7 + 12 = 351d12 + 1 ⇒ (12) + 1 = 13
Take that, you overgrown mushroom! he says as he spits out to get rid of the taste in his mouth.
GM TOP |
Please try to make your saves in the order presented in my posts, thanks!
Kaztor and Ander feel no ill effects. They chop and blast away, easily hitting the creature with each attack. It reels back but doesn’t collapse.
Ruya is up!
Ruya Lucasdottir |
Will Save: 1d20 + 3 ⇒ (10) + 3 = 13
Ruya is not sure how she gets sick to a nonexistent stomach, but somehow she manages it. She grumbles in an ancient dialect of the Dwarven language as she once again backs away from battle. Are these chamber pots over here?
GM TOP |
Ruya falls back into a corner to try to remember how to throw up. Phantoms are weird.
The other screeching screech ends and…
Kaz 1d4 ⇒ 3, Halali 1d4 ⇒ 4, Grunigon 1d4 ⇒ 4, and Ander 1d4 ⇒ 3 need to make a DC 15 Will Save. No benefits from Hardy or Bless. This is a sonic, mind-affecting effect. If you fail you will be Nauseated for a number of rounds corresponding to the d4 roll after your name. If nauseated, please note the condition below and how it will affect your actions. Kaz only needs one save. Everyone else needs two now.
The creature slips into a nice gentle flanking position and unleashes a bite with two tendrils at the dwarf between.
Bite: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Tendril: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Tendril 2: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
But the dwarf seems just a bit too bitter for its liking and the revulsion shows in its ineffectiveness.
Round 2: Fungus Amungus!
Buffs: Bless
Blue (-20 HP)
Ander (GH, -2 attack vs. Blue and Red, 2x Will Saves)
Ruya (-1 HP, no attack penalties)
Kaztor (GH, Will Save)
Red
Grunigon (-4 HP, GH, no attack penalties, 2x Will Saves)
Dran (GH, War Mind, no attack penalties)
Halali (GH, -2 attack vs Red, 2x Will Saves)
Bilos (no attack penalties)
Nigel (Blur, Nauseated 4rds)
Bold May Act!
Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.
Slight correction, Grunigon has the two saves, not Bilos. The tracker is correct in both posts. The nauseated rounds will NOT stack if you fail both.
Dran Stoneheart |
By Gorum You will die! Dran belows and moves to attack blue. He will take the +1 from war Mind to hit and he will power attack.
mwk greatsword: 1d20 + 7 + 1 + 1 - 1 ⇒ (16) + 7 + 1 + 1 - 1 = 242d6 + 4 + 3 ⇒ (6, 5) + 4 + 3 = 18
Bilos Nizhnyy |
Pottery didn't work out, but maybe that ancient mask will.
Telekinteic Projectile: 1d20 + 5 ⇒ (1) + 5 = 6
Bludgeoning Damage: 1d6 ⇒ 3