
Xaldinaar the Ancient |

Sheridan will cast enlarge person on himself and hold his move action to block the path of Scorpion3 if it tries to move around him.
The Hound Archon will unleash a full attack on Scorpion1:
Greatsword 1d20+9 Damage 1d8+2
Greatsword 1d20+4 Damage 1d8+2
Bite 1d20+3 Damage 1d8+2
+1 to all those attacks if the Archon was summoned before the bless was cast. Also, the Archon's aura of menace is now active, so the scorpions should make a DC 16 Will save or be taking -2 to attacks, AC, and saves until they hit the Archon with an attack.
The Archon steps to attack the scorpions, to no effect. His Aura of Menace seems to have no effect on the Over-sized

Xaldinaar the Ancient |

Gerant will 5-foot into D2 (into the Archon's magic circle against evil) and swing his falchion at scorpion 2.
1st atk (with power attack + bless): 1d20 + 13; 2d4 + 18
2nd atk (with just bless): 1d20 + 10; 2d4 + 12

Xaldinaar the Ancient |

Xaldinaar the Ancient wrote:The Archon steps to attack the scorpions, to no effect. His Aura of Menace seems to have no effect on the Over-sized ** spoiler omitted **Aura of Menace isn't actually classified as mind-affecting, but whatever.
It's not specifically classified as anything, it's a will based save, with 'menace' in the name of it, so I classify it as mind affecting.

Xaldinaar the Ancient |

Jequine hits with her shortbow, but it seems to nothing as the arrow sticks into a claw but quickly falls out. Delwyn casts bless and waits, holding his action for a moment as he determines what to do, Valanos lets loose with his arrow the arrow sinking deep into the carapace.Sheridan enlarges himself, as the archon only strikes with a vocious bits as a claw gets a little close. Gerant connects solidly with the one he faces as he closes with it. The scorpion faces off against the archon, slamming a stinger into archon and grabbing at the doglike creature, which narrowly avoids being grappled.
Scorpion 1 v. Hound Archon
Claw1d20 + 6 ⇒ (20) + 6 = 26
Dmg1d6 + 4 ⇒ (5) + 4 = 9
Claw1d20 + 6 ⇒ (9) + 6 = 15
Sting1d20 + 6 ⇒ (20) + 6 = 26
Dmg1d6 + 4 ⇒ (1) + 4 = 5
Scorpion 2 v. Gerant
Claw1d20 + 6 ⇒ (1) + 6 = 7
Claw1d20 + 6 ⇒ (8) + 6 = 14
Sting1d20 + 6 ⇒ (10) + 6 = 16
Scorpion 3 v. Delwyn & Valanos
Claw1d20 + 6 ⇒ (1) + 6 = 7 Del
Claw1d20 + 6 ⇒ (11) + 6 = 17 Val
Sting1d20 + 6 ⇒ (8) + 6 = 14 Val
claw crit vs. Archon 1d20 + 6 ⇒ (10) + 6 = 16 no crit
sting crit vs. Archon 1d20 + 6 ⇒ (11) + 6 = 17 no crit
Auto Grab 1d20 + 12 ⇒ (4) + 12 = 16
Archon save vs. poison if needed 1d20 + 10 ⇒ (6) + 10 = 16 1d2 ⇒ 1
Rnd 2 save :1d20 + 10 ⇒ (6) + 10 = 16 1d2 ⇒ 1
Rnd 3 save :1d20 + 10 ⇒ (12) + 10 = 22 SAVE!
25 Jequine
16 Delwyn
16 Valanos
14 Sheridan
_Hound Archon (14 dmg/-1 Str)
10 Geriant
7 Scorpions
#1 (4 dmg)
#2 (tbd)
#3 (10 dmg)

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Question about your dmg
I wish my bonus dmg is 23! The bonus is just 18 with power attack. Here's the breakdown for everything.
Total Dmg = 23
- Weapon Dmg = 2d4 = 1 + 4 = 5
- STR Dmg = 4 x 2 (Backswing) = 8
- WP SPEC = 2
- WP TRAIN = 1
- MAGIC = 1
- P ATK = 6

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Gerant follows up with 2 more swings, trying to take this scorpion down.
1st atk (with power attack + bless): 1d20 + 13 ⇒ (11) + 13 = 242d4 + 18 ⇒ (4, 3) + 18 = 25
2nd atk (with just bless): 1d20 + 8 ⇒ (20) + 8 = 282d4 + 18 ⇒ (4, 3) + 18 = 25
2nd atk crit confirm: 1d20 + 8 ⇒ (10) + 8 = 182d4 + 18 ⇒ (1, 4) + 18 = 23
I don't think the entire dmg bonus gets the x2, but I can't figure out what doesn't apply. Does anyone know from the breakdown above what gets the x2 and what doesn't? Thanks!
If Gerant kills the scorpion, he will 5-foot into E2.

Xaldinaar the Ancient |

Spoiler:Xaldinaar the Ancient wrote:Question about your dmgI wish my bonus dmg is 23! The bonus is just 18 with power attack. Here's the breakdown for everything.
Total Dmg = 23
- Weapon Dmg = 2d4 = 1 + 4 = 5
- STR Dmg = 4 x 2 (Backswing) = 8
- WP SPEC = 2
- WP TRAIN = 1
- MAGIC = 1
- P ATK = 6

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Sheridan will move up behind a Scorpion to flank it and attack:
Attack 1d20 + 13 ⇒ (17) + 13 = 30 Damage 2d8 + 9 ⇒ (5, 7) + 9 = 21
assuming bless and flanking
The Hound Archon will continue its attack on Scorpion1:
Greatsword 1d20 + 9 ⇒ (6) + 9 = 15 Damage 1d8 + 2 ⇒ (8) + 2 = 10
Greatsword 1d20 + 4 ⇒ (3) + 4 = 7 Damage 1d8 + 2 ⇒ (4) + 2 = 6
Bite 1d20 + 3 ⇒ (4) + 3 = 7 Damage 1d8 + 2 ⇒ (5) + 2 = 7

Xaldinaar the Ancient |

Sheridan will move up behind a Scorpion to flank it and attack:
Attack 1d20+13 Damage 2d8+9
assuming bless and flankingThe Hound Archon will continue its attack on Scorpion1:
Greatsword 1d20+9 Damage 1d8+2
Greatsword 1d20+4 Damage 1d8+2
Bite 1d20+3 Damage 1d8+2
Uhm, moving to what square?

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Xaldinaar the Ancient |

Jequine and Delwyn swap places, Delwyn casts shiled of faith on Sheridan, Sheridan steps up and delivers a mighty blow to the scorpion, Valanos, slices into the thick hide of the scorpion, finishing the beast off. Gerant seeing the first fall steps forward and attacks the second scorpion, slashing downward, severing a claw then driving his axe into the back of the scorpion, neatly slicing into it's brain, it convulses and then collapses.
two down, 1 to go (shouldn't take long now)
Welcome back! Hope everyone had a great Holiday. The last week was very hectic, I had a couple days of vacation with the kids and we were very very busy, and my PbP games took the business end of my inattentiveness. Now I'm back, and much more rested!.

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Scorpion 3 is still alive. Let's put you on E2, standing on the corpse of scoprion 2 to get the shot on scorpion 1.
Thanks!
Gerant plucks his axe out of the head of the splattered scorpion and makes his way toward the last monster (from E2 to C4 to avoid an attack of opportunity), a predatory gleam in his eyes.
single atk (with power attack + bless): 1d20 + 13 ⇒ (1) + 13 = 142d4 + 18 ⇒ (4, 2) + 18 = 24
EDIT: here's hoping that my comrades kill that thing before I get there...

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The Hound Archon will circle around behind the last scorpion to flank it, (risking an attack of opportunity if necessary). Sheridan will wait for Valanos to step forward out of the way and then step forward himself to attack.
Sheridan Attack:
1d20 + 13 ⇒ (16) + 13 = 29 Damage 2d8 + 9 ⇒ (8, 5) + 9 = 22
Hound Archon attack:
Greatsword 1d20 + 11 ⇒ (15) + 11 = 26 Damage 1d8 + 2 ⇒ (5) + 2 = 7

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Back in Portsmouth now, so the holidays are almost over, hope everyone had a great Christmas and New Year. Normal service should be resuming, especially when I get back to work on the 5th.
Jequine, seeing the fighters look to have things under control goes to the dying vermin and ensures their death with her rapier in her hand, before moving to the poison sacs, to extract the deadly liquid and save it in some vials.
Coup de Grace on the least injured looking scorpion, (out of range of the remaining scorpion) 1d6 + 2 + 3d6 ⇒ (3) + 2 + (5, 3, 2) = 15 + crit 2 1d6 + 2 ⇒ (4) + 2 = 6 for a total = 21 damage

Xaldinaar the Ancient |

Sheridan, the Hound Archon and Valanos all converge on the last scorpion, it strikes the archon a glancing blow that doesn't seem to phase it as the archon cuts a claw in nearly half as the other two launch mighty attacks, felling it in swift precise attacks. Their teamwork improving. Though it appears that Gerant got his cloak stuck on the claw of the scorpion as he was about to descend from the claw he stood upon. Jequine steps to the top of the twitching scorpion and draws her blade into it's little brain, ever the cautious one.
end of combat

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Jequine, collects more scorpion poison from each of the creatures.
scorpion 1 collection exposure to poison 1d20 ⇒ 16
scorpion 2 collection exposure to poison 1d20 ⇒ 18
scorpion 3 collection exposure to poison 1d20 ⇒ 14
Poison collected and stored from each scorpion, how many doses?

Xaldinaar the Ancient |

Gerant looks at the sand that stretches into the distance. "Which way should we go?"
From the map, it seems that there are two general directions. Any ideas on right or left? Are we suppose to find someone/thing?
Judging on the layout, there would probably be another chute opposite this one, which was opposite the door you entered from.
This sand is fine desert sand. It may be thrown in peoples faces. Deep sand is difficult to move through.
The glass-steel must be created from magic, it is as hard as iron, but translucent like frosted glass. From ringing it with a weapon it sounds at least a foot thick.

Xaldinaar the Ancient |

Jequine, collects more scorpion poison from each of the creatures.
scorpion 1 collection exposure to poison 1d20
scorpion 2 collection exposure to poison 1d20
scorpion 3 collection exposure to poison 1d20Poison collected and stored from each scorpion, how many doses?
Where are the rules for that Jequine? Thankee in advance.

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I state everything the know dungeoneering check gave to the group
"If we can learn these techniques, they would be quite useful to our respective kingdoms. Let us continue our sojourn, we've survived to this point.
Also Jequine, if you can harvest the venom, I would like to know the exact processes for my own edification."

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Jequine wrote:Where are the rules for that Jequine? Thankee in advance.Jequine, collects more scorpion poison from each of the creatures.
scorpion 1 collection exposure to poison 1d20
scorpion 2 collection exposure to poison 1d20
scorpion 3 collection exposure to poison 1d20Poison collected and stored from each scorpion, how many doses?
I'll look for them in the morning

Xaldinaar the Ancient |

Jequine takes some toime to study the shoot, looking for any sign of a trap.
Perception(traps) 1d20+13
Jequine sees no traps in the solid brass tube, though she knows it would make a lovely location for a trap, such as a fine adamantine wire strung across it in such a manner as to not been seen, a slice in dice trap. Good thing she knows to look for that specific thing.

Xaldinaar the Ancient |

Jequine wrote:Jequine sees no traps in the solid brass tube, though she knows it would make a lovely location for a trap, such as a fine adamantine wire strung across it in such a manner as to not been seen, a slice in dice trap. Good thing she knows to look for that specific thing.Jequine takes some toime to study the shoot, looking for any sign of a trap.
Perception(traps) 1d20+13
As Jequine peers down the tube she notes there is water approximately 8 feet deep after a 25 foot or so drop.