| Korbin_Tealeaf |
Korbin_Tealeaf wrote:With spells once again activating in the room, Korbin continues to concentrate on his Detect Magic to try and understand what is going on.You detect three spells have gone off within the room and Terodius's square.
With spells going off and targeting his ally, Korbin tries to use his Detect Magic spell to localize the source of the spellcasting, if any.
Perception to hear or see the spellcasting source: 1d20 + 15 ⇒ (8) + 15 = 23
Spellcraft to understand what is going on with the spells themselves: 1d20 + 14 ⇒ (18) + 14 = 32
(Arcana already previously rolled).
| brvheart |
brvheart wrote:Korbin_Tealeaf wrote:With spells once again activating in the room, Korbin continues to concentrate on his Detect Magic to try and understand what is going on.You detect three spells have gone off within the room and Terodius's square.
With spells going off and targeting his ally, Korbin tries to use his Detect Magic spell to localize the source of the spellcasting, if any.
[dice=Perception to hear or see the spellcasting source]1d20+15
[dice=Spellcraft to understand what is going on with the spells themselves]1d20+14
(Arcana already previously rolled).
create pit
cause light woundsdarkness
the source seems to be the room
| brvheart |
there is nothing invisible in the room. It is the source of the spells.
| Terodius Mitrakin |
Terodius steps back as the fireball scorches his eyebrows... (It looks like I am outside of it; not so sure about Daniel.)
"Ok, I have no idea what's going on here, but this isn't getting us anywhere. Shall we try somewhere else?"
There are several places unexplored down by the fire giant's lair...
| brvheart |
the room is a room of continous magic. Once entered it would cast 1-6 random spells, first 1st levelm, then 2nd and so forth. So there was nothing 'invisible' in the room. The room itself was the source of the spells.
xp=750 each
| "Slim" Jim |
Jim didn't know what to make of a room that was a spell caster, such things were well and truly beyond his his ken. Shaking his head, he said "Come on let's see what's in the next room, surely everything can't all be like that."
He checked the first door. Room 23 I think.
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
| brvheart |
The room is filled with human bones, rags, and rent armor. In a pile in the circular part of the room are 1000 gp, a white marble crown and an electrum crown.
| Daniel Beatty |
Daniel looks into the room and whistles and says in a very sarcastic tone "That doesn't look suspicious at all." Then in a more normal tone he adds "So are we going to leave it as an obvious trap or would some of you magical and trap minded folk like to take a look at it?"
| Terodius Mitrakin |
Terodius moves up to support Jim in case of an attack.
Daniel looks into the room and whistles and says in a very sarcastic tone "That doesn't look suspicious at all." ...
He replies to Daniel "No, not in the slightest..."
While he waits for No-mi-name and the casters to check the situation out, he fishes out his whip, and eyeballs the distance to the crowns, assessing if he can retrieve them from the room without going inside...
@Brvheart, can I reach the crowns (with my whip, to pull them out) without entering the room?
| Fralk ibn Sabbah |
The goblin tries to be useful, looking for danger as they walk and approach doors.
Perception, Perc +20/Hidden +24/Traps +26: 1d20 + 20 ⇒ (20) + 20 = 40 or 44 or 46.
| "Slim" Jim |
Jim watches the little goblin work, and it struck him he couldn't for the life of him remember his name. Considering how long he'd been around for quite a while, he was now too embarrassed to ask.
| brvheart |
You see nothing invisible nor find any traps, however ahead three minotaurs come from around the corner. Roll init
init minotaurs: 1d20 ⇒ 10
| "Slim" Jim |
Init: 1d20 + 7 ⇒ (1) + 7 = 8
| brvheart |
Initiative Order Round One
Ciri
Daniel
No Mi Name
Minotaurs
Korbin
Terodius
Slim
| brvheart |
You only see two of them.
reflex: 1d20 + 5 ⇒ (11) + 5 = 16
reflex: 1d20 + 5 ⇒ (17) + 5 = 22
| Daniel Beatty |
Daniel moves down the hallway and gets himself ready to attack any minotaur that comes into range.
+2 Shocking Longsword Readied attack: 1d20 + 18 ⇒ (9) + 18 = 27 Damage: 1d8 + 11 + 1d6 ⇒ (5) + 11 + (2) = 18
| brvheart |
The minotaurs move forward. One attacks Daniel with a 10' reach:
greataxe: 9 + 4 = 13 damage: 3d6 + 6 ⇒ (3, 5, 6) + 6 = 20
| Korbin_Tealeaf |
Staying out of the way, Korbin casts Blessing of Fervor on the party to enhance their combat effectiveness.
”With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Take one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.”
| "Slim" Jim |
Noting the long reach these minotaurs had, Jim knew he had to get up close and personal. Ducking and diving, he weaves like an acrobat past Daniel and slides under a wild swing. "These things stink!" he spat, as his blade described an arc that hopefully intersected with the nearest one.
Acrobatics to avoid AOO: 1d20 + 14 ⇒ (20) + 14 = 34
Choosing +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. This puts Jim a AC 28 for this round I think.
Scimitar: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24Damage: 1d6 + 10 + 9 ⇒ (1) + 10 + 9 = 20
On the balls of his feet, Jim prepared to parry the inevitable counter attack.
Parry?: 1d20 + 18 ⇒ (5) + 18 = 23
Riposte!: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38Damage: 1d6 + 10 + 9 ⇒ (3) + 10 + 9 = 22
Parry #2: 1d20 + 18 ⇒ (10) + 18 = 28
Parry #3: 1d20 + 18 ⇒ (9) + 18 = 27
| Terodius Mitrakin |
As Hester's blessings wash over him, Terodius joins Jim in the attack...
Chose the +2 on attack, AC and reflex
Move- 25' (this will draw an AoO; my AC is 32, 33 if they are followers of Set)
standard - attack the minotaur[ooc]
To Hit : 1d20 + 6 + 5 + 1 + 1 + 2 - 2 + 2 ⇒ (15) + 6 + 5 + 1 + 1 + 2 - 2 + 2 = 30
+6 bab +5 str +1 Weapon Focus+ 1 enhancement +2 heroism -2 PA +2 blessings of Fervor
Damage: 1d8 + 1d6 + 1 + 5 + 2 + 4 ⇒ (6) + (2) + 1 + 5 + 2 + 4 = 20
+d6 merciful +1 enhancement +5 str +2 heroism +4 PA
[ooc]If hit, Triggers Enforcer - Free action intimidate to demoralize
Intimidate: 1d20 + 9 + 3 - 1 + 2 + 4 + 1 + 5 + 2 - 4 ⇒ (16) + 9 + 3 - 1 + 2 + 4 + 1 + 5 + 2 - 4 = 37
9 ranks +3 trained -1 cha +2 racial +4 stern gaze+1 FCB +5 competence (Maiden’s Helm) +2 heroism -4 smaller than target
If Intimidated, triggers hurtful as a swift action
To Hit Hurtful: 1d20 + 6 + 5 + 1 + 1 + 2 - 2 + 2 ⇒ (5) + 6 + 5 + 1 + 1 + 2 - 2 + 2 = 20
+6 bab +5 str +1 Weapon Focus+ 1 enhancement +2 heroism -2 PA +2 blessings of Fervor
Damage Hurtful: 1d8 + 1d6 + 1 + 5 + 2 + 4 ⇒ (7) + (2) + 1 + 5 + 2 + 4 = 21
+d6 merciful +1 enhancement +5 str +2 heroism +4 PA
If this attack misses, the shaken condition from the intimidate check ends
Chose the +30' move
Move- 55' (this will draw an AoO; my AC is 29, 30 if they are followers of Set)
standard - attack the minotaur[ooc]
To Hit : 1d20 + 6 + 5 + 1 + 1 + 2 - 2 ⇒ (14) + 6 + 5 + 1 + 1 + 2 - 2 = 27
+6 bab +5 str +1 Weapon Focus+ 1 enhancement +2 heroism -2 PA
Damage: 1d8 + 1d6 + 1 + 5 + 2 + 4 ⇒ (8) + (4) + 1 + 5 + 2 + 4 = 24
+d6 merciful +1 enhancement +5 str +2 heroism +4 PA
[ooc]If hit, Triggers Enforcer - Free action intimidate to demoralize
Intimidate: 1d20 + 9 + 3 - 1 + 2 + 4 + 1 + 5 + 2 - 4 ⇒ (18) + 9 + 3 - 1 + 2 + 4 + 1 + 5 + 2 - 4 = 39
9 ranks +3 trained -1 cha +2 racial +4 stern gaze+1 FCB +5 competence (Maiden’s Helm) +2 heroism -4 smaller than target
If Intimidated, triggers hurtful as a swift action
To Hit Hurtful: 1d20 + 6 + 5 + 1 + 1 + 2 - 2 ⇒ (4) + 6 + 5 + 1 + 1 + 2 - 2 = 17
+6 bab +5 str +1 Weapon Focus+ 1 enhancement +2 heroism -2 PA
Damage Hurtful: 1d8 + 1d6 + 1 + 5 + 2 + 4 ⇒ (5) + (3) + 1 + 5 + 2 + 4 = 20
+d6 merciful +1 enhancement +5 str +2 heroism +4 PA
If this attack misses, the shaken condition from the intimidate check ends
| brvheart |
Jim drops the first minotaur.
AOO on Terodius
greataxe: 1d20 + 9 ⇒ (16) + 9 = 25 damage: 3d6 + 6 ⇒ (1, 6, 3) + 6 = 16
| brvheart |
Initiative Order Round Two
Ciri
Daniel
No Mi Name
Minotaurs
Korbin
Terodius
Slim