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Speck AC21/22(Dodge) HP:41/41 
Thursday August 19th, 2010 9:59:53 PM

Speck signing in: "YO!"

Captain Lucky AC1d20+17 HP54 of 64 
Thursday August 19th, 2010 10:11:30 PM

Here and ready to go! That was some swim!

:-)

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Thursday August 19th, 2010 10:55:01 PM

ready, willing and able :)

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Friday August 20th, 2010 1:59:27 PM

Signing in...

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Friday August 20th, 2010 2:59:07 PM

Turn 21 of 40

The five heroes swim/teleport/get dragged through the water into the hallway with air. A thin film of a bubble is all that seems to separate this hallway from the ocean. You can pass through it easily, but you are quite wet on the other side.

You stand in a stone hallway, looking around. You see a few torches along the wall, lighting the way to a room that you cannot see into.

You posses 2 of the 4 pieces of the pie, and only 19 turns left to find and claim the other 2.

Remsus says, "Only one way to go now."

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Saturday August 21st, 2010 2:20:38 PM

Water drips from Sir John's armor as he tries his best to remove as much as possible from his face. He looks forward down the highway and tries to "Detect Evil" as best as he can, trying to find any dangers.

"Well, who's going to take point?" he asks with a grunt, drawing his axe and calling up the fire...

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Sunday August 22nd, 2010 9:09:06 PM

(OOC: Ok guys. The next part requires me to make a map. Give me a day or so to get this bad mama-jama together with my program. Will post no later than tuesday. Were at the end and I want to make it awesome)

Speck AC21/22(Dodge) HP:41/41 
Sunday August 22nd, 2010 10:36:05 PM

Speck stays poised at the entrance waiting for the 'Detect Evil' results.

Captain Lucky AC1d20+17 HP64 of 64  d8+5=6 ; d8+5=11 ; d8=2 ; d8=6 ; d8=6 ; d8=1 ; d8=6 ;
Monday August 23rd, 2010 7:41:54 AM

Lucky is ready to move forward! He is happy to take the lead. But first he casts a CLW on himself ... rerolling a 1 ... 11 pts sweet.

Then he sees Sir John is especially bad off, and casts a CCW on the paladin over sending. That's 28 hp healing to Sir John.

=====

AC for next time it is needed: 32

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 7

Sir John, AC 26, 77/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Monday August 23rd, 2010 9:19:37 AM

Sir John's weary breath and bloodied face both look much better after Cpt. Lucky's healing and he nods his head in thanks at the timely boost. "My thanks Captain and you are a good friend," he adds.

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Monday August 23rd, 2010 11:50:28 PM

Kiri wipes the water from her face, and tries to shake as much loose from her hair. Another reason I prefer to stay at home she reminds herself.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)


Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Wednesday August 25th, 2010 11:41:03 AM

(OOC: Tragedy has struck. My laptop, which contains all my map-making programs and tools has crashed. I will need to redownload everything on my desktop at home... UGH)

Captain Lucky AC1d20+17 HP64 of 64 
Wednesday August 25th, 2010 5:07:23 PM

:-(

sorry!

Speck AC21/22(Dodge) HP:41/41 
Wednesday August 25th, 2010 11:03:10 PM

OOC: be patient, take your time. we'll be waiting.

Sir John, AC 26, 77/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Monday August 30th, 2010 9:53:22 AM

Just checking in...

Captain Lucky AC1d20+17 HP64 of 64 
Monday August 30th, 2010 9:57:10 AM

Me too!

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Monday August 30th, 2010 4:16:09 PM

I just finally got maptool and tokentool to work on my desktop. I am working on map now and should be done in a few hourss. I am trying to download about 3gbs of objects for maptool so that I can make the battle awesome with lots of cool effects etc.

Who's all still here? John, Kiri, Lucky, Remsus, and Speck is it???

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Tuesday August 31st, 2010 12:05:58 AM

As you pass into the stone hallway with air, you feel a warm pleasant breeze on your face coming from the area ahead.

You walk for a while and suddenly, the light breaks. It is almost blinding. Remsus grabs his smoked-glass goggles and puts them over his eyes.

There is humongous tree in front of you. The sight is breathtaking, and the sun is shining very brightly. The tree has red and green leaves and vines that pulsate into the earth

Then, you hear a snort, and coming around the tree is a very very large, almost gargantuan minotaur, brandishing a fiery greataxe in each hand. He snorts and flames shoot from his nostrils, his hoofs scratch the ground as if he is preparing to charge.

Spot or Listen DC 20 to notice something amiss....

Also, everyone make a DC 17 Will save... trust me on this one. ;)

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtYWY0NzdiNTQtNTZhZi00M2ZhLWFjMWEtZDU1ZGZkODJiMDE5&sort=name&layout=list&num=50

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+13=25 ; d20+2=14 ; d20+2=9 ;
Tuesday August 31st, 2010 2:30:26 AM

Will Save: 25, Spot: 14, Listen, 9

Kiri mutters something under her breath, but you can tell it was most likely obscene. She readies her stance, then prepares to cast a spell once she has a clear line of sight.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)

Captain Lucky AC1d20+17 HP64 of 64 
Tuesday August 31st, 2010 6:43:49 AM

[OOC: I'm assuming Lucky got his two cures off before this encounter? See prior post last week.]

Captain Lucky AC1d20+17 HP64 of 64  d20+25=27 ; d20+16=29 ; d20+15=21 ;
Tuesday August 31st, 2010 9:05:14 AM


Will saving throw, using five luck points: 27! A natural 2, but still maybe good enough!?!

Spot and Listen checks: Depends on whether he has many luck points left after that save!

Let's say 2 luck points on each, but don't hold me to it if I failed the save ...

Listen 29
Spot 21

Do we get the results before we post actions?

Sir John, AC 26, 77/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+4=13 ; d20+2=16 ; d20+8=24 ;
Tuesday August 31st, 2010 9:20:36 AM

Sir John sees the minotaur come towards him and raises his axe in defense. He's not sure what is going on here, and wonders why it would be so initially hostile (Spot = 13, Listen = 16, Will = 24)

Speck AC21/22(Dodge) HP:41/41  d20+7=11 ; d20+7=23 ;
Tuesday August 31st, 2010 6:15:02 PM

DC17 Will d20+7 = 11
Listen d20+7= 23. oh yeah, i get my spot right but my will is weak. go figure.

Speck hears something but also probably feels something.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+17=26 ; d20+19=35 ; d20+15=29 ; 2d8+8=21 ; d6=1 ; 2d6=8 ; d20+12=16 ;
Wednesday September 1st, 2010 11:09:16 PM

(Yes, you got your healing done)

Round 24 of 40

Your Turn
A nasty blue fog surrounds you and your mind begins to freeze, it is hard to focus, but only Speck is affected by the lingering effects.

Kiri - Success on will save

Lucky - Success on will save. You quickly notice that to your left the bushes are shaking violently. You also hear an insect-like clicking coming from it.

John - Success on will save.

Speck -You also notice the bushes shaking violently. Failure on will save. You get a -10 to all future will saves and all wisdom related skills or checks.

Remsus - Success on will and spot.

Remsus, noticing the bushes shake, and not wanting to wait for an invitation, casts Haste on everyone!

Their Turn

Minotaur - He charges forward, screaming a deep roar with steam exiting his nostrils. He stops when he reaches Sir John, bringing one massive fiery Greataxe down upon him. Hit AC 29 for 21 slashing damage and 1 fire damage!

Then, the bushes shake again and what seems to be a dozen small spears fly into the air from the bushes and make a wide arc in the air, landing within the group of heroes. Everyone make a DC 15 Reflex save or be hit by a volley of javelins for 8 damage.

NOTE: EVERYONE IS NOW HASTED: +1AC, Ref save, +1extra attack on full attack.

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtYWQ3YTJhMzYtMDc2NS00Y2M2LTlmODQtMDIyYjRkYzFkOGI0&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+12=24 ;
Thursday September 2nd, 2010 12:15:16 AM

Reflex Save vs DC15: 24. Success

Kiri manages to contort her body enough to avoid the javelins, though has no idea who launched the volley. Though the fog has no effect on her for the time being, she is not keen to linger in it. She moves to fresh air and then casts a spell in the direction of the bushes hoping to ensnare the attacker.

Move to K4 and cast Black Tentacles. I'm assuming the map is in 5ft scale. If so, I will centre the Black Tentacles on A4 for a 20ft radius spread

Black Tentacles
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level (10) and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8 (18). The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.


---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Black Tentacles (10rnds)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)


Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+18=27 ; d8+6=9 ; d6=2 ; d6=3 ; d20+6=15 ;
Thursday September 2nd, 2010 9:47:25 AM

"This just keeps getting better and better," Sir John grunts to himself as he only partially ducks the minotaur's viscous blow. The axe manages to find a seam in his armor and he feels its blade cut into his shoulder.

Raising his own fiery axe, he charges forward, swings his axe and yells out a challenge...

Attack = Hits AC 27 for 9 dmg + 2 fire + 3 shocking = 14 dmg

As he attacks, he ducks and weaves, thus avoiding being skewered by the javelins (Reflex 15)




Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Saturday September 4th, 2010 10:27:23 PM

Lucky?

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Saturday September 4th, 2010 11:25:04 PM

Speck?

Speck AC21/22(Dodge) HP:41/41  d20+14=34 ; d20+13=27 ;
Monday September 6th, 2010 12:45:26 PM

OOC: Sorry, busy this weekend

Ref DC15 d20+13+1(haste) = 34!

IC: Speck feels a rather weird sensation. Add that to the humongous MinoT with two fiery axes in front of him, he ducks and tumbles to get away (K9) - OOC: just being safe in case MinoT has a verrry long reach.

Tumble DC15 d20+13 = 27 success

From K9, Speck points a little finger at the MinoT and tells a rhym:
"MinoTee, I'll make you laugh until you Pee"

Cast 'Tasha's Hideous Laughter' at large Monotaur, Will Save DC 17

Captain Lucky AC1d20+17 HP64 of 64  d8=4 ; d8=3 ; d8=4 ; d8=6 ; d20+17=35 ;
Tuesday September 7th, 2010 7:17:49 AM

Lucky steps behind Sir John and casts Cure Critical Wounds (over Dimensional Anchor) on him. Rolling each die individually ... 17+8 = 25 healing.

=====

AC for next time it is needed: 35

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 8

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+7=18 ; d20+4=10 ; d20+4=18 ; d20+4=23 ; d20+4=9 ; 2d6+7=16 ; 2d4=4 ; d4=2 ; d20+12=24 ; d20+12=19 ; d20+7=8 ;
Tuesday September 7th, 2010 9:55:35 PM

your turn
Kiri - steps out of the foggy cloud and casts Black Tentacles on the bushes. You hear several high-pitched sequels of pain. Then the tentacles pull two Faerie looking creatures out of the bushes and strangle them in the air. (roll the damage for two of them)

John - Continues the battle with the minotaur and slices a knee cap for 14 damage. He also notices that a blue piece of the pie is on a necklace hanging from the minotaur's neck!

Speck - Has the ingenious idea to cast Tasha's Hideous Laughter. The creature's will save is mid-range, but unfortunately it succeeds in resisting the spell. (save = 18). The minotaur responds, "No, you indeed shall NOT tickle mee till i pee!" with a thunderous voice.

Lucky - heals up Sir John

Remsus - flies far into the air above the battle and surveys it. He casts wall of fire spanning the majority of the battle field, hitting all the enemies in some manner. The minotaur grunts in anger as his fur gets caught on fire (16 damage). And so do two of the faeries that are caught in it.

Everyone, Knowledge Religion DC 20 Highlight to display spoiler: {Perhaps the pie piece on the minotaur's neck is providing him with some sort of power. If you can remove that....}

Their turn

Two of the faeries fight to get away from the tentacles, but cannot as they are tiny and grappled.
The other two fareries decide that the spears did not work and magic may be the way to go. They first move away from the dividing wall of fire. They speak in Fey, "Your mind is numb and your body will be tooooo!" as faerie 3 and 4 put their hands together and cast Hold Person on Speck! (Don't forget the -10 to will saves. You're lucky they didn't cast Phantasmal Killer)

The Minotaur takes a step out of the fire and unleashes the full fury of his twin axes upon Sir John. Hits AC 24, 19, and 8... miss miss miss!!! As you sidestep a cleave, a huge chunk of earth is taken out. Your shield arm goes numb deflecting the strength of these blows. The Minotaur hoofs the ground in frustration and chunks of dirt fly everywhere.

You also notice that the great tree is catching on fire... and its shaking violently... you almost hear... a grumbling?

Your turn

Minotaur: -30hp.
Fairie 1 - Grappled by tentacles. 4 fire damage
Fairie 2 - Grappled by tentacles. 16 fire damage
Fairy 3 - 16 fire damage
Fairy 4 - 2 fire damage

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtOWNlOTliYzYtOTc0YS00YTYyLThhZGYtZmUyYTRiODRmYWFk&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door


Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+2=4 ; d6+4=10 ; d6+4=9 ;
Tuesday September 7th, 2010 11:42:15 PM

Religion Check: 4 - Failed
Damage to fairies: 10 and 9 - happy with those rolls :)


Kiri is surprised to see fairies jump from the bushes, but is happy that the Black Tentacles look to have ensnared two of them.

Feeling somewhat outnumbered as members of the once strong party disappear, Kiri elects to go defensive. She vanishes from sight then sidesteps. Cast invisibility and move to M7

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Black Tentacles (9rnds), Invisibility

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 6 (7-1:Blink)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)


Sir John, AC 26, 80/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance, 2/3 Smite Left  d20=10 ; d20+21=27 ; d20+21=26 ; d8+16=23 ; d8+16=20 ; d6=2 ; d6=2 ; d6=4 ; d6=6 ;
Wednesday September 8th, 2010 9:20:37 AM

Sir John laughs at the Minotaur's failed attempt at hitting him, and his resolve becomes stronger when Lucky heals some of the wounds. He watches the minotaur closely (Religion = 10) but doesn't see anything out of the ordinary...

He swings his axe both times in a bid to erase this evil (uses 1st Smite Evil) and...

Att 1 = Hit AC 27 for 23 pts + 2 fire + 2 shock = 27 pts

Att 2 = Hit AC 26 for 20 pts + 4 fire + 6 shock = 30 pts
(EDIT - I made a mistake and my 2nd d20 roll should have only been +14, so it hits AC 19 and not AC26...)

Total Dmg = 57 (take that minotaur boy ;-) )



Captain Lucky AC1d20+17 HP64 of 64  d20+6=26 ; d20+14=20 ; d20+17=34 ;
Thursday September 9th, 2010 12:55:04 PM

Know Religion check: 26! Nat 20! "Get that Pie Piece off that taur's neck!" shouts Lucky.

Then he casts Shatter on the chain or cord or whatever it has holding the Pie Piece on its neck. The will save to negate the spell is 1d20 +7 Wis +2 spell +5 luck points. Lucky rolls a save DC20.

If the taur saves, he loses the luck points. If he fails, Lucky gets them back, plus 1.

AC for this round: 34

=====

AC for next time it is needed: 34

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 3 or 9

Speck AC21/22(Dodge) HP:41/41  d20-3=13 ;
Thursday September 9th, 2010 10:34:48 PM

OOC: you didn't give me the DC to beat, but here's my roll, and no, hadn't forgotten the -10, got it written down on CS. :(

Will save d20+7 - 10 = 13 or 14 if near enough to Lucky.

will wait to see the effects. should be able to make a new save each round, for however many rounds it lasts.

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Monday September 13th, 2010 12:22:03 AM

... checking in ...

Captain Lucky AC1d20+17 HP64 of 64 
Monday September 13th, 2010 7:04:24 AM

Me too!

Sir John, AC 26, 80/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance, 2/3 Smite Left 
Monday September 13th, 2010 11:46:02 AM

checking in..

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+12=21 ; d20+12=19 ; d20+12=20 ; d20+5=21 ; 5d6=20 ;
Tuesday September 14th, 2010 5:17:18 PM

(OOC: SOrry guys, Real life kicked me in the groin this weekend yet again. Going through some shit)

Speck - his mind all fuddled, he is unable to resist the Hold Person spell cast on him and is held fast, unable to move a muscle! Yes, you may make a new will saving throw each round. The DC is unknown to you, but known to me.

John - Is in full combat with the enlarged Minotaur. Axes clash together and sparks of holy light and flame leap in every direction. John's Axe bites into the Minotaur's glowing scale armor. Then in a dazzling display of strength, John plunges his axe deep into the Minotaur's abdomen, blood and gore spew everywhere and platter on Sir John most of all. A holy light from the smite evil radiates on the poor beast's wounds. The Minotaur still stands though.

Kiri - happy with her tentacles, decides to go invisible and move about...

Lucky - Sees the chain with the pie piece hanging from the Minotaur's neck and tries to cast Shatter on it. Unfortunately, the Minotaur's will save rolled a 21, beating the DC by 1. The necklace holds fast... but the Minotaur is visibly shaken by the attempt!

Their Turn

The two fairies that are grappled by the tentacles are still grappled, they are slowly burning and being strangled to death.

The other two fairies on the other hand, put their hands together again and cast Blindness on Sir John, they giggle, "Little Paladin smiting away, too bad his eyes can see no evil!" Roll will save to resist. DC is 17.

The Minotaur, enraged by the damage he sustained and the stinging of the holy light is still hot on his skin. He unleashes a flurry of blows, hitting AC 21, 19, and 20.... which means he hits your shield, you parry one, and his axe gets stuck in the ground from a nice side-step that Sir John executes.

Then... something really really weird happens. The Tree that was in the background begins to move. Some of its branches are on fire. The roots pop up out of the ground and try to grapple you!
"Everyone who is touching the ground" Roll a DC 16 reflex save or you will get entangled by roots!

While the tree moves, the pie piece that is on the Minotaur's neck glows. Spot DC 20 Highlight to display spoiler: {THere is also a pie piece stuck in the tree's trunk!}

Remsus, who is flying, sees the tree and throws a Fire Ball right smack at the trunk. It explodes and a loud wail is heard.

Minotaur: -57hp.
Fairie 1 - Grappled by tentacles. 14 damage from tentacles and wall of fire
Fairie 2 - Grappled by tentacles. 25 damage from tentacles and fire
Fairy 3 - 16 fire damage
Fairy 4 - 2 fire damage
Tree - 20 fire damage

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtZjZjMTc0ZTctODZhZi00NTZlLWJkZWYtYjkxOTYxYjhlMTY1&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Captain Lucky AC1d20+17 HP64 of 64  d20+16=29 ; d20+13=16 ; d20+11=12 ; d20+14=31 ; 3d8+8=30 ; d20+17=30
Tuesday September 14th, 2010 8:39:24 PM

Spot check, using all three remaining luck points ... a 29! Up to 4 luck points.

Lucky shouts, "Look! There is another pie piece in the truck of that Ent thing creature!"

Lucky casts Cause Serious Wounds, holding the charge. Then he tumbles ten feet to the right of Sir John, using 1 luck point on the tumble check ... a 16 gets him there without provoking an AoO, bringing his total to 5 points. Then he tries to touch the minotaur. His attack hits a Touch AC12 ... probably a miss? If it is not a miss, then the will save vs the inflict is 1d20 +3lvl +7 wis +4 luck points is 31. Damage is 30 or 15 on a save.

AC for this round: 34

=====

AC for next time it is needed: 30

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 3

Captain Lucky AC1d20+17 HP64 of 64 
Tuesday September 14th, 2010 8:41:07 PM


Extra: "In the TRUNK I mean! The TRUNK!"

Captain Lucky AC1d20+17 HP64 of 64 
Tuesday September 14th, 2010 8:43:05 PM

Note: Lucky does not provoke an AoO from the huge taur when casting (regardless of his reach) because he has soft cover thanks to Sir John, and per the rules, "You can't execute an attack of opportunity against an opponent with cover relative to you."

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+11=14 ; d6+4=10 ; d6+4=5 ; d20+15=31 ; d20+10=30 ; d20+2=11 ;
Tuesday September 14th, 2010 8:58:21 PM

Reflex Save vs DC 16 = 14 + 1 (Lucky) + 1 (Haste) = 16. But only just! An additional +2 if the roots are considered evil.
Damage to grappled fairies: 10 and 5
Knowledge (Arcana) check to realise Speck is Held: 31. Assuming success
Spot Check: 11


Still invisible, Kiri stumbles amongst the roots, but manages to keep her balance. She notices how steady Speck appears and quickly realises he is held fast. Rather than asssault the fairies, she instead casts Dispel magic at Speck. Cast Dispel Magic. Dispel check=30 (Nat 20!)

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Black Tentacles (8rnds), Invisibility

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 5 (7-2:Blink, Dispel Magic)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)


Speck AC21/22(Dodge) HP:41/41  d20+14=28 ;
Tuesday September 14th, 2010 9:31:46 PM

OOC: i suppose the dispel magic will dispel the spells Speck also cast on himself.
That would be 'Expeditious Retreat', 'Eagle's Splendor', and, if applicable, whatever is giving Speck the 10 penalty on will checks. DM please let Speck know what all is gone.

On the assumption that the Hold Person is gone...

IC: Speck felt himself suddenly freeze in place. Not a cold freeze, but not a paralyzing one either, as he could breathe and didn't feel numb. But just about as soon as he was about to panic, the sensation left and he nearly stumbles.

Ref DC16 d20+13+1(Lucky before he moved)= 28, success

Tree roots pop up all around him but he nimbly dodges them. Whipping out his Wand of Invis, he mutters 'hide me, please!' and vanishes. He then moves to K13 (20').

DM Addison: Yeah, Kiri just blasted the heck out of all Your enchantments and buffs along with Hold Person
Kiri: Boo-yah! :)


Captain Lucky AC1d20+17 HP64 of 64 
Wednesday September 15th, 2010 7:38:11 AM

OOC: I think a dispel can target just one existing spell, if the caster wishes. So it could be just the hold that goes away.

Speck AC21/22(Dodge) HP:41/41 
Wednesday September 15th, 2010 11:06:05 PM

OOC: that would be real nice. :)

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Wednesday September 15th, 2010 11:52:42 PM

OOC: I wasn't sure if I could just target the Hold Person spell, and I also wasn't sure if it was actually 2 x Hold Person spells (1 for each fairy that wsa casting).

My interpretation of the wording of the spell, is that because I targetted an individual (rather than a spell), each spell currently in effect on the character must make a check vs dispel - ie: i probably cancelled all magic in effect (good or bad). Sorry Speck, thought I was helping! DMs call though.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+24=34 4d8(1+8+4+1)+15=29 d20+19=33 4d8(1+2+4+8)+15=30 5d6(2+3+4+4+3)=16 d20+9=21 d20+8=20 d20+6=15 d20+6=21
Thursday September 16th, 2010 1:23:07 AM

The wording that Kiri used was "Rather than asssault the fairies, she instead casts Dispel magic at Speck."
If you want to direct it specifically at a spell, then research exactly how dispel magic works and use the wording they use. I'm just gunna stick with my original ruling, she blasted the heck out of the weave of magic around Speck.

On the other hand... Anyone read Shadowdale series of forgotten realms by RA Salvadore? Magic is described as being a weave of different colors strewn in a tapestry, and dispel magic is like a blast of darkness in the light that shuts it out. Takes skill to wield it effectively, like a surgeon trying to only knick certain beams of light , so maybe Kiri's natural 20 on the dispel check is what the creators of the rules was trying to imagine as this. It would be a good reason to let it only target a specific spell.

I'm sold, Kiri's natural 20 shows that her prowess in the arcane arts run deep indeed.

Kiri - Kiri recognizes the paralyzing power of the spell and then, Precisely, she recognizes the magic and wields her dispel magic to only cut the yellow haze of the Hold Person spell. Hero point for Kiri Who know's what she can do given time and experience.

Knowledge Nature or Arcana DC 20: Highlight to display spoiler: {" The faeries power works as thus: they can cast spells at a level dependent on how many of them are touching at one time. Four faeries touching equals level 4 spells. Two are level two spells, and so forth. Separating them is the trick..."}

Lucky: Lucky, standing behind Sir John casts Cause Serious Wounds and a purple necrotic energy envelops the halfling's hand. He then tumbles enough in a kinda sloppily manner to get around Sir John and within range of the Minotaur(check my placing of you). He thrusts his hand, burning with anti-life power, at the minotaur.
But alas the beast sees it coming, his hoof raises and kick's Lucky's tiny hand to the side before he can discharge the energy into the Minotaur. The minotaur shouts "You will not claim what is rightfully ours!" with a thunderous voice.

Speck: Freed from the hold person and still holding on to his enchantments.He dodges tree roots and whips out his wand, shielding himself from the light spectrum. Then he moves to K-13.

Now both Speck and Kiri are invisible. Anyone else wanna be a one-trick pony?

Sir John: Since your a DM, go ahead and edit this spot with your action and we will go from there! I think I just invented a new system for people missing a post.

OOC - Sorry for missing yesterday, but had several RL issues going on... Sir John's saves - Will Save vs. Blindness vs DC17 (Will = 20 so OK). Save vs. Reflex vs. DC16 (Reflex = 15, nope...

Sir John manages to avoid the faeries diabolical light by closing his eyes briefly, but in that moment, he fails to see the tree roots coming up from the ground and becomes entangled. He tries to free himself (Str = 21) and manages to chop off a few roots and free his feet...

Their Turn

The faeries realize that this situation is getting serious real quick. The two that are free slap their hands together and instantly teleport to the Trunk of the tree
The faeries then grab the magical Pie Piece that is embedded in the trunk and seem to... aim it at the other faeries?
Yes! The crafty little devels, Knowledge Nature or Arcana or Common Sense DC20 Highlight to display spoiler: {They seem to have found a way to utilize the Sacred Pie Piece of the diety Bangle. What magic does this thing hold?}
Then, a blast of light comes from the Pie Piece in the tree and it hits the tentacles grappling the other faeries.
The tentacles flop back and a few of them explode in a blue goo. Disgusting. The spell is utterly... dispelled.

Then, the two faeries that were grappled and burned are now pissed off. They too teleport to the tree trunk and grab the Pie Piece.

It seems to be powering up for something...

(The minotaur's actions will only not happen if Sir John can somehow whip out about 100 damage in the next turn)
The Minotaur laughs a gurgled, throaty laugh, a little blood spews from his mouth. "Your end is near. We may be mortals, but Bangle shall never die!' The Pie Piece on his chest begins to glow violently. He then connects his two greataxes together into one humongous axe and cracks it down on Sir Arthur's head with all his might.
Knowledge Religion DC 16 Highlight to display spoiler: {Apparently our Minotaur budy has taken some levels of Bizarro-Paladin, he can Smite GOOD!}

A wave of necrotic energy engulfs Sir John with each massive blow. Pieces of the Paladin's armor chip and fly off as the axe pierces into him twice. Hit AC 34 for 29 slashing/necrotizing damage and AC33 for 30 of the same juice.

RemsusRemsus is flying in the air towards the tree, he shoots another Fireball directed at the faeries and the Pie Piece, "Destroy it!" He shouts! The fireball explodes on them, but unfortunately Faeries have a really high Reflex save and they dodge a lot of the damage. The Tree gets hit pretty good though.

Roots: Roots start to shoot up even more as the Pie Piece powers up. Reflex DC 18 or get pierced by barbs... which halves your movement until you are healed in some way

Minotaur: -57hp... and whatever John can whip out last turn.
Fairie 1 - 32 damage from tentacles and wall of fire
Fairie 2 - 38 damage from tentacles and fire
Fairy 3 - 24 fire damage
Fairy 4 - 18 fire damage
Tree - 36 fire damage

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtOGZjMzhhMWQtZGVmOC00OGYwLWI0OGUtMmQ1M2NiODdiY2Vk&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Fun combat huh?

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+15=20 ; d20+15=28 ; d20+2=3 ; d20+11=23 ; 10d6=27 ;
Thursday September 16th, 2010 2:32:50 AM

Knowledge (Arcana) vs DC 20 = 20 + 1 (Lucky) = 21 = Success, phew!
Knowledge (Arcana) vs DC 20 = 28 = Success
Knowledge (Religion) vs DC 16 = 3 (Natural 1) = Miserable Fail
Reflex Save vs DC 18 = 23 = Success

OOC: Unsure if Sir John is blinded or not, or whether I should try and dispel that too...


Kiri is shocked when she sees the tentacles explode. Her favourite spell hadn't failed her before, but the fairies had found a way to overcome it. She realises that they have more power when grouped together. More roots appear underfoot, and the fairies are definitely planning something.

Sensing the urgency of the situation, Kiri drops her invisibility and launches a fireball at the fairies, tree and pie piece (27 dmg. Saving throw for half). She then backsteps to N6.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 4 (7-3:Blink, Dispel Magic, Fireball)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)

Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left  d20+21=27 ; d8+16=17 ; d6=1 ; d6=4 ; d20+16=31 ; d8+16=22 ; d6=6 ; d6=6 ;
Thursday September 16th, 2010 10:16:54 AM

I edited the DM's post to add SJ's last post = He's not blind but was entangled. However, in his full action last turn, he managed to free himself...

Sir John is physically rocked back by the Minotaur's attack and is stunned by the force of the blows. Blood and pieces of armor are strewn everywhere...

Yelling to his friends, SJ calls, "A little healing here!!! One more hit and I'm down for good!!! He doesn't have time now to heal himself and hopefully his friend Lucky can give SJ a piece of his own luck...

Facing the minotaur, Sir John nods at the worthy foe and says, "Good shot my friend, but you're going to have to do a little better than that to finish me off! Let's see how you like this!

With the same attitude as before, SJ uses another Smite Evil and hits the Minotaur again with two solid blows...

Hit AC 27 for 17 pts + 1 fire + 4 shock = 22 (what's with the low rolls here???)
Hit AC 31 for 22 pts + 6 fire + 6 shock = 34
Total = 56 dmg

Speck AC21/22(Dodge) HP:41/41  d20+13=20 ; d20+15=28 ; d4+1=3 ; 3d6=7 ; d20+14=28 ;
Thursday September 16th, 2010 9:57:25 PM

OOC: I'll go with what the DM says. :)
Spells still active on Speck:
Expeditious Retreat (+30ft to base move), Eagle's Splendor (+4 to Cha), Detect Secret Doors, and now Invisibility, oh, and Haste.

Ref DC18 d20+13 (outside the 20' lucky bonus) = 20 +1 (ah I keep forgetting we are all hasted) = 21

Speck moves to I15 - D15 (total of 40' out of 50' move (20+30)).
From D15 he utilizes his Spring Attack to attempt to grab the Pie-Piece from around the minotaurs neck, springing to D13, thus flanking him (10' moved),
Note: the Spring Attack does not incure AOO from the creature under attack.

Flanking +2 to hit, Invisibility negates target DEX to AC, Invisibility grants +2 to hit ( i think it stacks with Flanking)

Note: the d20+15 was a Backstab but I changed my mind, I'll use the same d20 roll but with the new mod for the Sleigh of Hand instead of the mod for attack.
Ignore the dmg rolls of d4 and 3d6.

Speck attempt to snatch the amulet, Sleigh of Hand DC20, d20+8 = 13+8= 21 (or 23 since Speck is Invisible?)

Spot check DC21 (or 23), if he fails to beat 21, Speck has taken the pie-piece without him noticing it. If he beats the 21, he notices something getting it, (Per Sleigh of Hand, beating DC20 is a success at getting an item), what he does to keep Speck from getting away, I don't know...

Speck Springs through the Wall of Fire Ref d20+ 13 +1(haste)= 28, to -B8.
If Speck beat the Ref DC to save vs Wall of Fire, he takes no damage.

NOTE: DM, let me know if Speck's actions cause the Invisibility to go away, since he didn't really attack the minotaur.

Speck AC21/22(Dodge) HP:41/41 
Thursday September 16th, 2010 10:06:38 PM

PS: and let me know if Speck made the save vs wall of fire.

Oh, and as confusing as all that was, i'll be glad to answer any questions.

DM Addison: Yeah. the DC on the wall of fire was like 20.

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Friday September 17th, 2010 1:16:43 AM

OOC: Remember that we are all hastened/hasted, so if making a full attack you get an extra attack. Not sure if Sir John realised.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+10=18 ; d20+10=22 ; d20+10=17 ; d20+10=28 ; d20+18=32 ;
Friday September 17th, 2010 2:08:36 AM

Kiri- (whats the DC on the save? they got 18, 22, 17, and 28) The fireball that Kiri launches dispells her invisibility, but the explosion fries one of the faeries and it flops on the fiery ground and disintegrates. The other 3 faeries hold on to the Pie Piece for dear life, they are bloodied and scorched.

Sir John - Sir John resists the Blind spell, cuts his legs free of the vines and laughs in the face of death as the Minotaur's axe tears him a new one. Then, Sir John counters with his own. A holy light envelops the Paladin's axe and the glow is brilliant. Then Sir John swings his viscous weapon in a high arc, hitting the Minotaur's armor and piercing straight through. Sir John's axe doesn't stop until it swings all the way through the Minotaur's body, leaving a deep gash that exposes heart, lungs and crunched bone. But John is not done. With the upswing of the axe, the Minotaur's throat is cut clean out, leaving a holy light trail behind it. The beast falls to his inverted knees.

But the minotaur still lives! The Pie Piece around his neck pulsates with a green light and the Minotaur's wounds begin to heal! He starts to regrow his throat and his exposed rib cage is collecting bone matter from nowhere...

that is... until

Speck - Speck tumbles around the Minotaur as he is getting cleaved to bits. The problem is that the Minotaur is about 17 feet high and Speck is.... a speck. How could a slight of hand reach so high to retrieve and item from the Minotaur's neck? That could add at least +2 to the DC I would think.

Luckily, John's blows brought the minotaur to his knees.... which are inverted and that's gross. Speck hops up the minotaur's furry back and gives the Necklace a yank. He can't quite get the thing off the minotaur, but he has a good grasp and probably one more tug could do it. Please roll another sleight of hand or a strength check or something similar to get it. Give her a good yank!

Lucky - Fill me in

Their Turn

Minotaur: Panicking from the idea that the only thing keeping his soul in his body is being tugged at by a halfling, he drops his Axe and attempts to grapple Speck, resulting in a check of 32. Speck- gimme an Escape Artist check or something similar before you try the Sleight of Hand.

Faeries and Tree - Only three faeries remain, so the power is diminished somewhat. The flames on the tree lap up at them, but they grit their teeth and maintain the focus of powering up the Pie Piece.

There is a large purple glow around the faeries and Pie Piece embedded in the tree, and then electricity begins to crackle in every direction.

Then, a Bolt of lighting strikes from clouds that have gathered... but everyone was too distracted to notice. The bolt hits the tree and in a flash of purple and blue... it stands.

Roots pop out of the ground, and a face is distinguishable within the bark of the monster. Large claw-like branches animate as sap pumps through the xylem and phloem.

Strangely... the faeries cannot be found anywhere.

Minotaur: -113hp. Healing slowly and grappling for his life.
Fairie 1 - 48 damage fire and tentacles
Fairie 2 - 52 damage from tentacles and fire. DEAD, fried critter.
Fairy 3 - 37 fire damage
Fairy 4 - 31 fire damage
Tree - 64 fire damage. Its going up in a blaze

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtOGZjMzhhMWQtZGVmOC00OGYwLWI0OGUtMmQ1M2NiODdiY2Vk&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Captain Lucky AC1d20+17 HP64 of 64  d20+13=17 ; d20+17=37 ; d20+17=37 ; 3d8+8=28 ; 2d4=6 ; d20+15=17 ; d20+17=32 ;
Friday September 17th, 2010 1:34:00 PM

Sorry! Lucky wanted to tumble around the taur, and then attack with a stunning fist unarmed attack that would discharge the held inflict serious wounds, using four luck points on the attack.

Tumble check to hit DC15, using a luck point ... a 17, no problem. Luck is up to 5.

Roll to make a unarmed monkish stunning fist inflict wounds attack, with +2 flank bonus and +4 luck points ... hits AC37! A Nat 20! Follow up for possible crit ... ANOTHER 37! ANOTHER NAT 20!!11!1!111!

Okay, I just rolled two 20s in a row! On the most crucial fight of the module! Wardd's gotta sit up and notice that!

The confirmed crit not only hits, it gives up another luck point, so Lucky's total is now 6. He goes all in, using 3 of them to boost the save vs inflict and 3 to boost the save vs stun!

Incredible damages:

(1) The save DC on the inflict is therefore (rolled last post) Will Save DC 30 for 30 damage or 15 damage, as rolled last post. If that damage is rolled twice on a crit, and I think it is, then it is 58 or 29.

(2) The damage from the unarmed attack is 1d4, rolled twice, for a total 6 more damage.

(3) The stunning fist requires a fort save. The fort save DC is 1d20 +5 (half levels) +7 wis +3 luck points = 17. If that fails, the minotaur is stunned for one round.

Whew!

=====

AC for next time it is needed: 32

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: Depend on whether those saves are made or not.

Captain Lucky AC1d20+17 HP64 of 64 
Friday September 17th, 2010 1:34:56 PM


And that was Last Round, unless our kindly DM rules I lost my chance, in which case it was This Round.

:-)

Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left  d20+18=30 ; d20+13=18 ; d20+13=18 ; d8+6=9 ; d8+6=14 ; d8+6=8 ; d8+6=11 ; d6=2 ; d6=1 ; d6=5 ; d6=4 ; d6=1 ; d6=4 ;
Friday September 17th, 2010 2:36:02 PM

If the minotaur still lives after Lucky's brutal assault, Sir John will try to finish it off for good (3 attacks due to haste and full action)

If not, then Sir John will move forward quickly (hasted) towards the tree and swipe at it, by using his axe to literally chop wood... (1 attack)

Attack 1 = hit AC 30 for 9 + 2 fire + 1 shock = 12
Attack 2 = Hit AC 18 for 14 + 5 fire + 4 shock = 23
Attack 3 = Hit AC 18 for 8 +1 fire + 4 shock = 13
(ignore 4th d8+6 roll, hit roll too many times)

Speck AC21/22(Dodge) HP:41/41 
Friday September 17th, 2010 9:59:13 PM

OOC: I wondered about how Speck was going to do it, but the PHB doesn't give any guidance on HOW it is done, just that it 'is' done. But logic would prevail. I had thought that if the attempt had succeeded, then it would be when the minotaur bent over to attack.

About the grapple: being invisible, Speck has total concealment (pg 152 PHB). The Minotaur has a 50/50 chance to outright miss his attempt to grab Speck. So you'll need to roll that before Speck needs to try to escape the potential grapple.

And that's if Lucky goes AFTER Speck. If Lucky goes last turn, then the grapple may be a mute point.

I'll await the results of DM decision on Lucky's actions and/or the 50/50 miss chance.

DM Addison: You want highs or lows? I'm always up for a game of chance. ;)

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Friday September 17th, 2010 10:41:59 PM

Sorry, the DC for the fireball was 17, so the fairies made it.

Fireballs seem to be effective against the tree, so Kiri lobs another one - close enough to engulf the tree in the blast, yet far enough away so as not to harm any members of the party that may be close to it.

Cast Fireball. Not sure where Sir John is, but I will cast on the opposite side of the tree

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 3 (7-4:Blink, Dispel Magic, Fireball x 2)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)

Captain Lucky AC1d20+17 HP64 of 64  d8=8 ; d8=2 ; d8=2 ; d8=3 ;
Saturday September 18th, 2010 10:33:19 AM

Oh, might as well do an action for this round ... Cast Cure Critical Wounds on Sir John. If I need tumble or concentration checks to do it, I'll post again. Cast over Air Walk ... cures 23 hp to Sir John.

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