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Sheridan's eyes glow softly for a moment as he joins his senses with Gannertung's.
I'm assuming that picture was meant to be the room we're in, and not what I see on the other side, but if I'm wrong about that then Sheridan's report is:

Xaldinaar the Ancient |

** spoiler omitted **
Sheridan's eyes glow softly for a moment as he joins his senses with Gannertung's.
I'm assuming that picture was meant to be the room we're in, and not what I see on the other side, but if I'm wrong about that then Sheridan's report is:
** spoiler omitted **
sorry I should have clarified, that is your side of the river...
I'm going to wait til everyone has described what they're doing...

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I'm going to wait til everyone has described what they're doing...
Unless there is cause for alarm, as mentioned, Kurgand will volunteer to take point in the first raft/boat (they look like kayaks in the pic to me). Since he's the smallest person (I assume), he'll volunteer to take Ghost along so it doesn't have to "dog-paddle" down the channel.

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Jequine very gingerly follows the others, hoping to take the 3rd or 4th raft. Before she gets in, as thoroughly as possible she inspects the raft, she has no love of water, other than to wash in, the last thing she needs is to get in a raft destined to sink.She watches Valanos settle in his raft and the others before her, until its her turn, when she too settles quietly in the centre of the raft, her short bow to hand. She will lie down on her front in the raft, her head slightly raised to watch ahead, hoping to escape attention and blend into the shadows. Xaldinaar, please roll stealth for me, if there are shadows on the raft she can use.
She follows the others into the darkness....
Perception 1d20+11 +2 if its a trapped raft.
In original post dice rolled 22 for perception, 24 vs traps. on the boat. I will do as in the original post.

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I'll need to know exactly who is entering first, how they're entering, raft, spider climb, etc,
I believe Sheridan is going to go first, the water is flowing rapidly enough you don't think you'll be able to paddle back through.
How long do you observe the water before you proceed?
Before anybody enters anything, can we find out what I see when Gannertung sticks his head down the tunnel?

Xaldinaar the Ancient |

Xaldinaar the Ancient wrote:SD Comic Con starts tomorrow, I probably will be too worn out to post until Monday.Have good time. We'll see you next week. Going as an attendee only?
Yeah, as an attendee, perhaps one day I can go as an exhibitor or professional...will update this tonight, still recovering...heh

Xaldinaar the Ancient |

Valanos mounts the raft with a little assistance, climbing into a boat in full plate on a raised river isn't exactly the easiest thing in the dungeon to do, luckily you figured out that by climbing the wall, you could step onto the raft easier. The raft glides down the river, you crouch as it passes through the opening 1d20 - 4 ⇒ (2) - 4 = -2
Roll for Initiative.
food on tin plates, and various other items indicating very recent habitation. A pair of rafts leans against one wall. As the raft exits you have two nets thrown over you, however you're able to roll off the raft, and onto the floor of the room as the nets encompass the raft
1d20 - 4 ⇒ (13) - 4 = 9

Xaldinaar the Ancient |

Initiative 1d20+2
Strength check to break the nets, on my turn. Aid another if already being conducted 1d20+4
Round one:
The raft for the second person through floats through the opening you see:
Everyone left in the first room:
You see the second raft disappear into the hole.

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I guess Sheridan would go 2nd, being of the chelxian faction as well, then probably Kurgand as he had no objection to going first (with Ghost). Then Geraint to follow Ghost and finally Jequine. So is Sheridan, Kurgand, Geraint and Jequine the order we can all agree on?

Xaldinaar the Ancient |

The stream emerges into a brightly lit room that
shows signs of occupation. Scattered about the
floor are five bedrolls, plus packs, clothing, bits of
food on tin plates, and various other items indicating
very recent habitation. A pair of rafts leans
against one wall.

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Valanos finds the nearest target (within 40 ft) that won't allow him to be flanked immediately after attacking. I didn't see any description of enemies, or map to indicate them
Enemy within 20 ft, move action and attack.
Enemy within 5 ft, 5 ft step and full attack.
Enemy outside 20 ft but within 40 ft, charge, so long as there is no one else who can attack him in that charge
Attack 1d20 + 12 ⇒ (5) + 12 = 17 Power attack 2 points
Damage 1d10 + 6 + 2d6 ⇒ (1) + 6 + (3, 2) = 12
Intimidate check on enemy 1d20 + 18 ⇒ (2) + 18 = 20 Add 3 to check if non-human, free action

Xaldinaar the Ancient |

Valanos finds the nearest target (within 40 ft) that won't allow him to be flanked immediately after attacking. I didn't see any description of enemies, or map to indicate them
Enemy within 20 ft, move action and attack.
Enemy within 5 ft, 5 ft step and full attack.
Enemy outside 20 ft but within 40 ft, charge, so long as there is no one else who can attack him in that chargeAttack 1d20+12 Power attack 2 points
Damage 1d10+6+2d6
Intimidate check on enemy 1d20+18 Add 3 to check if non-human, free action

Xaldinaar the Ancient |

Valanos wrote:Valanos finds the nearest target (within 40 ft) that won't allow him to be flanked immediately after attacking. I didn't see any description of enemies, or map to indicate them
Enemy within 20 ft, move action and attack.
Enemy within 5 ft, 5 ft step and full attack.
Enemy outside 20 ft but within 40 ft, charge, so long as there is no one else who can attack him in that chargeAttack 1d20+12 Power attack 2 points
Damage 1d10+6+2d6
Intimidate check on enemy 1d20+18 Add 3 to check if non-human, free action** spoiler omitted **

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Just drop the viciuos quality, give it the +1. It will drop my damage output, and thus my effectiveness, but it will be within the rules and fair.
Valanos will charge the enemy he is facing, per the map provided. It seems he will be flanked regardless of actions, as he is presently under the river, meaning the other enemy can flank him, but not much else to do; he stands there he's surrounded and he doesn't wish to show the Spider Climb yet, saving that for an escape or intercept of enemies.
Valanos actions:
charge, 19 to hit (2 points for power attack, +2 charge), 8 damage (adding +1, removing Vicious), DC 20 will save or demoralized

Xaldinaar the Ancient |

Just drop the viciuos quality, give it the +1. It will drop my damage output, and thus my effectiveness, but it will be within the rules and fair.
Valanos will charge the enemy he is facing, per the map provided. It seems he will be flanked regardless of actions, as he is presently under the river, meaning the other enemy can flank him, but not much else to do; he stands there he's surrounded and he doesn't wish to show the Spider Climb yet, saving that for an escape or intercept of enemies.
Valanos actions:
charge, 19 to hit (2 points for power attack, +2 charge), 8 damage (adding +1, removing Vicious), DC 20 will save or demoralized
Attack 5+13[+7BAB+4STR+1WT+1Enh]+2charge-2PA (ATK BAB+5 to +8)= 18
12 dmg actually [[(+4STR/+2PA=+6)*150%]=+9+1enh+1WT] Hvy Flail is 2H weapon.
if I interpretted this wrong, let me know what I did wrong; pretty sure I'm right

Xaldinaar the Ancient |

in the interest of speeding up game play, Kurgand, let's make you second one down, you enter as Valanos is attacking the rogue; the other one closest to Valanos draws his rapier and advances on him, attacking the heavily armored Chelaxian, while the one he faces draws his blade and attacks after the heavy blow, he looks a bit weary. this first attack is effective, skittering off of the the thick black plates. The second barely manages to find an opening drawing causing a trickle of blood to spill through the armor.
1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 2 ⇒ (20) + 2 = 22
1d6 + 1 ⇒ (3) + 1 = 4

Xaldinaar the Ancient |

If Jequine can hear the sound of fighting above the noise of the river, she will get aggitated waiting to get her go on the boats. Like Kurgand been watching and waiting...quietly
You won't be able to hear anything until you're in the tunnel...the sound of the rushing water prevents audio detection.

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you enter as Valanos is attacking the rogue; the other one closest to Valanos draws his rapier and advances on him, attacking the heavily armored Chelaxian, while the one he faces draws his blade and attacks after the heavy blow, he looks a bit weary.
Kurgand yells out, "Ambush! and leaps from the boat.
Acrobatics:1d20 - 2 ⇒ (16) - 2 = 14"Come-on, Dog, let's help Valanos," he utters to Ghost.
If it's possible, Kurgand will then attack the rapier thug at Valanos' back.
Waraxe:1d20 + 13 ⇒ (15) + 13 = 28
Damage:1d10 + 7 ⇒ (6) + 7 = 13

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Valanos will continue to injure the one previously damaged. Does he look demoralized?
Attacks:
Flail 1st-1d20 + 10 ⇒ (4) + 10 = 14 Power attack 4
2nd-1d20 + 9 ⇒ (9) + 9 = 18
Damage:
1st-1d10 + 11 ⇒ (10) + 11 = 21
2nd-1d10 + 7 ⇒ (9) + 7 = 16
If the enemy I'm facing falls after the first attack, I will use my second attack on the one behind me, and use Cleave (it still works that way?)for the immediate attack (2 attacks total, should be within the rules).
This is an occasion when power attack didn't help me

Xaldinaar the Ancient |

Valanos will continue to injure the one previously damaged. Does he look demoralized?
Attacks:
Flail 1st-1d20+10 Power attack 4
2nd-1d20+9Damage:
1st-1d10+11
2nd-1d10+7If the enemy I'm facing falls after the first attack, I will use my second attack on the one behind me, and use Cleave (it still works that way?)for the immediate attack (2 attacks total, should be within the rules).
This is an occasion when power attack didn't help me
Valanos brings his flail across in a powerful arc, impacting the rogue in front of him, and slamming heavily into the second rogue moving to attack Valanos. Both of the rogues crumple to the ground, felled by the vicious attack.
Cleave is a standard action, thus it can't be used as part of a full-round action, but it uses the same bonuses (not iterative attack bonuses. So your Cleave also hits.) Again, let me know if I'm interpreting something incorrectly
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
You don't select how much you want to adjust Power Attack any more It's a static modifier based upon your BAB. NOT on your STR. Your penalty is -2 your damage bonus is +4 Two handed weapon damage becomes +6. Therefore you should be at +11 for your MAB, which hits due to their being poorly armored. (studded leather)

Xaldinaar the Ancient |

Xaldinaar the Ancient wrote:you enter as Valanos is attacking the rogue; the other one closest to Valanos draws his rapier and advances on him, attacking the heavily armored Chelaxian, while the one he faces draws his blade and attacks after the heavy blow, he looks a bit weary.Kurgand yells out, "Ambush! and leaps from the boat.
Acrobatics:1d20-2"Come-on, Dog, let's help Valanos," he utters to Ghost.
If it's possible, Kurgand will then attack the rapier thug at Valanos' back.
Waraxe:1d20+13
Damage:1d10+7
Kurgand sees the rogues drop from Valanos' and quickly turns his attention to the rapscallions closing in on him, the heavy axe blow opening a gaping wound in his chest.
Suddenly the armored one is in the fray, and back out, a spectacular leap landing him just hear the water, he strides forward then back again, out of harms way. It looks as though he's going to strike high, but then he drops the blade low versus Kurgand. However, the blow is not accurate enough, nor powerful enough to pierce Kurgand's thick armor either.
"Fools! You'll never Take Bluto sans Pite ALIVE! I'll not go back to Taldor!" He shouts as he lauches his attacl
Flanking1d20 + 14 ⇒ (3) + 14 = 17
1d8 + 5 + 2d6 ⇒ (8) + 5 + (2, 4) = 19

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Kurgand has a flash of anger at Sir Bluto's attack, and prepares to do so in turn.
"Don't know who ye are or care, Bluto. If you want to go back to Taldor in a pine box, then I'll be glad to oblige you."
When his turn comes around next (2 attacks):
Waraxe:1d20 + 13 ⇒ (6) + 13 = 19
Damage:1d10 + 7 ⇒ (3) + 7 = 10
Waraxe:1d20 + 8 ⇒ (18) + 8 = 26
Damage:1d10 + 7 ⇒ (6) + 7 = 13

Xaldinaar the Ancient |

Round 3,
Valanos checks to see if the two at his feet are done, while Kurgand drops the final rogue in studded with a mighty pair of swings, cleaving his skull in twain on the second strike, Sheridan comes in on his Eidolon.
"You took out the rabble, but you'll not take me so easy." He cries as he leaps forward, piercing the heavily armored Kurgand with his powerful strike before he retreats once more. (12 dmg to Kurgand)

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Sheridan and Gannertung glide into the room and observe Bluto (knowledge: nobility 1d20 + 6 ⇒ (9) + 6 = 15) leaping at Kurgand. "That's why you should wait for me to scout ahead next time!" Sheridan shouts as he urges Gannertung up to stand beside Kurgand. Gannertung snakes his long neck out and snaps at Bluto.
Attack 1d20 + 12 ⇒ (13) + 12 = 25 Damage 1d8 + 10 ⇒ (7) + 10 = 17
And an Attack of Opportunity if Bluto moves in to attack again:
Attack 1d20 + 12 ⇒ (4) + 12 = 16 Damage 1d8 + 10 ⇒ (7) + 10 = 17
Sheridan raises his own blade and prepares to strike if Bluto comes within range.
Readied action: Attack 1d20 + 10 ⇒ (8) + 10 = 18 Damage 1d10 + 6 ⇒ (4) + 6 = 10

Xaldinaar the Ancient |

Round 4: Sheridan and Gannertug come blasting out of the tunnel and straight into the fray, Gannertug bites at Bluto's arm, as he withdraws from the strike on Kurgand, and draws blood. Bluto ignores the injury and springs back at Gannertug (Sorry no AoO with him using Spring attack - you do get your readied action). His sword strikes the Eidolon but is unable to penetrate the thick hide. Sheridan swings at Bluto before he can withdraw, his weapon being deflected off Blutos Full Plate.
Attack: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Valanos and Kurgand hold their actions you now have a 20 initiative on Round 5.
Jequine's raft comes through the tunnel now.
"Another!!! ANOTHER! My they really want to bring Bluto Sans Pite back to Taldor don't they!!! NOT ALIVE NOTTT ALLIIIIVEE!!! He seems a bit taken with his perceived importance.