Act II: Ill Fortunes (the fourth day)
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"Time to go in then?"
"The group had discussed two possible plan of action. The first was to explore the ruins of the Ecaterine monastery in order to find the Tome of Strahd, and ancient tome which might hold some information on Strahd's weaknesses and how to kill the vampire. The second one, which was the one the party decided to do, was to open the door, face whatever is on the other side, and reclaim the Sunsword. Now, if Durgrim and Ryjo leave us, I will accompany them. Three pairs of eyes will be better to find the tracks of Ujjaya and Janis, but I can still cast spell of protection against the elements before leaving, should the party decide to confront the fiery creatures on the other side of that door."
Rolls
Ireena's HD - (1d10)
(9) = 9
"It is hard to say. Most of the information we have came from the tarot reading done by the wise woman, and even though she explained her vision, there are always a bit which is vague and left for interpretation. Here's what I mean..."
And with this, Weiryn will relate to Adrith the readings for the Sunsword and for the diseased werewolves who used to lair here.
"So there is also a chance that those fiery creatures could also be fiends?"
"It would seem that I must go, but I still have 4 Endure Elements and 1 Resist Energy that I can cast on you before I go. Each spells should last roughly 40 or so minutes, more than enough for a fight. I can cast these on you before I leave."
Roland Pat's his trusty hackbutt.
Weiryn still has 3 Endure Elements left.
Roland grabs his hackbutt and prepares to enter with the party.
Rolls
Perception - (1d20+11)
(2) + 11 = 13
Disable Device - (1d20+21)
(15) + 21 = 36
Time to roll for initiative! You may also place your counters on the battle map.
Initiative (so far...)
15 Medium fier creature
15 Ireena
12 Huge fire creature
10 Small fire creatures
Rolls
Huge fire creature initiative
Medium fire creature initiative
Small fire creatures initiative
Ireena's initiative
Rolls
Initiative - (1d20+8)
(15) + 8 = 23
Rolls
Initiative - (1d20+1)
(2) + 1 = 3
Rolls
Initiative - (1d20-1)
(1) - 1 = 0
Initiative
23 Veroth
20 Darren
15 Medium fire creature
15 Ireena
12 Huge fire creature
10 Small fire creatures
8 Roland
3 Adrith
0 Heather
Combat Map.
Conditions
The insides of the room is extremely hot. Characters stepping inside suffers 1d6 lethal damage per minute (no saves, negated by Endure Elements) from the heat and breathing in hot scalding air. In addition, characters must make a Fort Save DC 15+1 per previous check to avoid taking another 1d4 points of nonlethal damage (also negated by Endure Elements).
The insides of the room is also on fire. Characters stepping inside must succeed at a Ref Save to avoid catching fire (1d6 of damage immediately, 1d6 damage per round, NOT negated by Endure Elements, but fire resistance will apply). Each subsequent round the character must succeed at a DC 15 Ref Save to put out the fire. rolling on the ground or using a cloak to smother the fire gives a +4 to the save. A character catching on fire must make a Ref Save DC 15 for each piece of flammable equipment or else it takes the same amount of fire damage as the character.
Veroth is up first.
Swift: Fervor to cast Channel Vigor
Standard: Attack enemy
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 7/7
Fervor: 4/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
• Endure Elements
• Channel Vigor (Limbs): +1 attack during full attack, + 1 attack, AC, Reflex saves, +20 move speed
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 2/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 1/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 0/1
Rolls
Power Attack! - (1d20+10, 1d8+10)
1d20+10 : (2) + 10 = 12
1d8+10 : (8) + 10 = 18
Reflex Save - (1d20+4)
(1) + 4 = 5
The medium fire creature is up next. It moves 5 feet next to Darren and will attack him. It misses him.
Ireena is next. She currently cannot enter the room and will delay her action as well.
The huge fire creature is up next. It will simply attack Darren twice. Ouch, Darren is hit twice for 13 and 16 points of damage respectively.
Roland is now up!
Rolls
Fire damage - (1d6)
(6) = 6
Medium fire creature's attack
Huge fire creature's 1st attack
Huge fire creature's 2nd attack
Small fire creature 1's attack
Small fire creature 2's attack
Firing against touch ac. Point blank shot and deadly shot added.
Rolls
Attack - (1d20+9)
(8) + 9 = 17
Damage - (2d12+5)
(610) + 5 = 21
Adrith is up.
Rolls
Attack 1 (power attack) - (1d20+10)
(8) + 10 = 18
Damage 1 (power attack) - (2d6+14)
(25) + 14 = 21
Attack 2 (power attack) - (1d20+5)
(13) + 5 = 18
Damage 2 (power attack) - (2d6+14)
(16) + 14 = 21
Heather is up next!
All the elementals will take damage (unless resistant to spells) but a DC 12 fortitude save will negate the stun effect
Rolls
Sound damage - (1d8)
(8) = 8
(For thing through an enemy, Acrobatics DC =5+ enemy's CMD)
Not sure if that succeeds. If it does, V is in the corner, if not, in front of the medium elemental.
Rolls
Acrobatics (AC 26 vs AOO) - (1d20+16)
(4) + 16 = 20
Rapier +1 to medium - (1d20+12, 1d6+3)
1d20+12 : (4) + 12 = 16
1d6+3 : (3) + 3 = 6
Reflex save - (1d20+11)
(10) + 11 = 21
Veroth enters the room (and must succeed at a DC 15 Ref Save to avoid catching on fire), manages to push his way past the small fire creature, but the huge creature manages to get an attack of opportunity on Veroth. Veroth is hit for 11 points of damage and must succeed at another Ref Save to avoid the creature's burn ability. Losing balance slightly because of the unexpected attack, Veroth misses teh large creature as its flam body weaves and twists around Veroth's rapier.
Rolls
Huge fire creature's AoO
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 7/7
Fervor: 4/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
• Endure Elements
• Channel Vigor (Limbs) (6/7): +1 attack during full attack, + 1 attack, AC, Reflex saves, +20 move speed
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 2/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 1/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 0/1
Rolls
Attack 1 - (1d20+10, 1d8+10)
1d20+10 : (10) + 10 = 20
1d8+10 : (3) + 10 = 13
Attack 2 - (1d20+10, 1d8+10)
1d20+10 : (7) + 10 = 17
1d8+10 : (4) + 10 = 14
Initiative
20 Darren
15 Medium fire creature
15 Ireena (delaying, can take her action whenever she wants)
12 Huge fire creature
10 Small fire creatures
8 Roland
3 Adrith
0 Heather
0 Veroth (delayed up to this point)
Combat Map.
Conditions
The insides of the room is extremely hot. Characters stepping inside suffers 1d6 lethal damage per minute (no saves, negated by Endure Elements) from the heat and breathing in hot scalding air. In addition, characters must make a Fort Save DC 15+1 per previous check to avoid taking another 1d4 points of nonlethal damage (also negated by Endure Elements).
The insides of the room is also on fire. Characters stepping inside must succeed at a Ref Save to avoid catching fire (1d6 of damage immediately, 1d6 damage per round, NOT negated by Endure Elements, but fire resistance will apply). Each subsequent round the character must succeed at a DC 15 Ref Save to put out the fire. rolling on the ground or using a cloak to smother the fire gives a +4 to the save. A character catching on fire must make a Ref Save DC 15 for each piece of flammable equipment or else it takes the same amount of fire damage as the character.
Darren attacks the huge fire creature twice, failing to connect both times, one attack barely missing. Still need your Ref saves from last round for your flamable equipment to avoid taking fire damage, and from you being affected by the creature's burn ability. And you'll still have one (or more) Ref Save(s) this round to put yourself out.
Rolls
Ref Save 1 - (1d20+3)
(13) + 3 = 16
Ref Save 2 - (1d20+3)
(7) + 3 = 10
Roland is up.
Rolls
Burn
Firing against touch ac. Point blank shot and deadly shot added.
Rolls
Attack - (1d20+9)
(2) + 9 = 11
Damage - (2d12+5)
(54) + 5 = 14
Ireena will continue delaying, knowing it's much better for the party if she let Adrith and his fire resistance to step in... sh'll also be available to fill in the gap should Darren retreats...
So now is the huge fire creature's turn. It does nothing but speaking in a language which sounds like fir crackling... which will probably hard to hear because the room is full of crackling fire...
Small fire creatures now. Two of them will attack Veroth, and one will attack Darren. The all miss, with one barely missing Veroth.
Hmm, Roland is up next? Did we missed your turn last round?
Rolls
Confusion - (1d100)
(33) = 33
1st small fire creature (Veroth)
2nd small fire creature (Veroth)
3rd small fire creature (Darren)
Rolls
Attack 1 (power attack) - (1d20+10)
(10) + 10 = 20
damage - (2d6+14)
(53) + 14 = 22
Attack 2 (power attack) - (1d20+5)
(20) + 5 = 25
damage - (2d6+14)
(64) + 14 = 24
Crit confirmation - (1d20+5)
(16) + 5 = 21
Rolls
Crit damage - (2d6+14)
(36) + 14 = 23
Fortitude Save - (1d20+11)
(14) + 11 = 25
Heather is up next.
I summon a scimitar to that square and attack the large fire creature.
Rolls
attack - (1d20+8)
(5) + 8 = 13
Force Damage - (1d8+2)
(4) + 2 = 6
Rolls
Acrobatics to avoid AOO (AC 26 vs AOO) - (1d20+16)
(14) + 16 = 30
Rapier+1 to the fiery nards, flanking, sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (10) + 14 = 24
1d6+3 : (3) + 3 = 6
4d6 : (2263) = 13
Reflex save, if needed - (1d20+11)
(8) + 11 = 19
Veroth moves deftly and avoids catching on fire once again, but sadly does not avoid provoking an attack of opportunity from the huge creature. Veroth is hit for 11 points of damage and must succeed at a Ref Save to avoid the burn ability of that creature.
Third round of combat.
Initiative
20 Darren
15 Medium fire creature
15 Ireena (delaying, can take her action whenever she wants)
12 Huge fire creature
10 Small fire creatures
8 Roland
3 Adrith
0 Heather
0 Veroth (delayed up to this point)
Combat Map.
Conditions
The insides of the room is extremely hot. Characters stepping inside suffers 1d6 lethal damage per minute (no saves, negated by Endure Elements) from the heat and breathing in hot scalding air. In addition, characters must make a Fort Save DC 15+1 per previous check to avoid taking another 1d4 points of nonlethal damage (also negated by Endure Elements).
The insides of the room is also on fire. Characters stepping inside must succeed at a Ref Save to avoid catching fire (1d6 of damage immediately, 1d6 damage per round, NOT negated by Endure Elements, but fire resistance will apply). Each subsequent round the character must succeed at a DC 15 Ref Save to put out the fire. rolling on the ground or using a cloak to smother the fire gives a +4 to the save. A character catching on fire must make a Ref Save DC 15 for each piece of flammable equipment or else it takes the same amount of fire damage as the character.
Darren is up.
Rolls
Huge fire creature AoO
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 7/7
Fervor: 4/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
• Endure Elements
• Channel Vigor (Limbs): +1 attack during full attack, + 1 attack, AC, Reflex saves, +20 move speed
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 2/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 1/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 0/1
Rolls
Attack 1 - (1d20+10, 1d8+10)
1d20+10 : (20) + 10 = 30
1d8+10 : (6) + 10 = 16
Attack 2 - (1d20+10, 1d8+10)
1d20+10 : (1) + 10 = 11
1d8+10 : (7) + 10 = 17
Reflex save 1 - (1d20+3)
(2) + 3 = 5
Reflex save 2 - (1d20+3)
(7) + 3 = 10
Confirm Critical Hit - (1d20+10)
(20) + 10 = 30
Confirm Fumble - (1d20+10)
(6) + 10 = 16
Extra Critical Damage - (2d8+20)
(76) + 20 = 33
Then it is the small creature's turn. Both of them will attack Adrith. the somehow managed to his Adrith twice for a total of 4 points of damage, and now Adrith has to make a Ref Save against those creatures' burn ability.
Once Adrith has made his saves, Roland will reload and then it will be... well... Adrith.
Rolls
1st small fire creature
2nd small fire creature
Rolls
Reflex 1 - (1d20+8)
(6) + 8 = 14
Reflex 2 - (1d20+8)
(20) + 8 = 28
damage - (2d6+14)
(13) + 14 = 18
Attack 2 (w/ power attack) - (1d20+5)
(3) + 5 = 8
damage - (2d6+14)
(31) + 14 = 18
Attack 1 (w/ power attack) - (1d20+10)
(1) + 10 = 11
Rolls
Spiritual weapon attack - (1d20+9)
(18) + 9 = 27
Spiritual weapon damage - (1d8+6)
(1) + 6 = 7
Crit confirmation - (1d20+9)
(14) + 9 = 23
Crit damage - (1d8+6)
(2) + 6 = 8
Veroth is up next.
Rolls
Acrobatics to avoid AOO (AC 26 vs AOO) - (1d20+16)
(15) + 16 = 31
Rapier +1, flanking, sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (2) + 14 = 16
1d6+3 : (6) + 3 = 9
4d6 : (1525) = 13
Reflex save - (1d20+11)
(7) + 11 = 18
Rolls
Reflex save - (1d20+11)
(18) + 11 = 29
Rolls
Perception, checking for traps - (1d20+11)
(13) + 11 = 24
Reflex save (while Perceptionating) - (1d20+11)
(6) + 11 = 17
Round 2, Disable Device (Trap is trapped, otherwise unlocking door) - (1d20+16)
(3) + 16 = 19
Round 2, Reflex save (while Disable Device-inating) - (1d20+11)
(8) + 11 = 19
He waits for agreement or an alternate plan, shaking his smouldering wings.
Rolls
Reflex save - (1d20+11)
(16) + 11 = 27
Rolls
Reflex Save - (1d20+3)
(20) + 3 = 23
Heather casts detect magic.
Can I tell how powerful the magic is? I was a bit confused by the spell description, do I need to roll something?
Rolls
Knowledge Arcana - (1d20+5)
(11) + 5 = 16
Spellcraft - (1d20+6)
(14) + 6 = 20
Rolls
Perception - (1d20+8)
(16) + 8 = 24
Rolls
Perception - (1d20+11)
(12) + 11 = 23
Rolls
Perception - (1d20+1)
(20) + 1 = 21
Rolls
Perception - (1d20+13)
(2) + 13 = 15
Rolls
Stealth - (1d20+16)
(13) + 16 = 29
Perception at the door - (1d20+11)
(1) + 11 = 12
As for Veroth, he sees that the person opening the door is a human male wearing a traveller's outfit with no obvious armor, or weapon except maybe a dagger sheathed on his hip and a pouch of spell components attached to his belt.
"We expecting a guest? Human looking?" he calls from the base of the stairs.
"I doubt we were expecting anyone else, but the mist seems to have a way of bringing in travellers lately..."
"Perhaps you have heard of him?"
He watches the artifact as well. Could this wreck be the Sun Sword? It is undoubtedly magical, and powerful, to have survived in the furnace for however long.
He continues his vigil.
Mark casts his spell, which creates a pit in the room. At first, things looks good, but the pit soon fills with fire, as if the room creates more fire to fill the extra space. However, it allows Mark to notice something before the fire fills the room. In the center of the room, there seems to be a round depression of about 1 feet in diameter and about 1 foot deep at the bottom of which is a copper disc inscribed with runes from which flames constantly erupts. This seems to be the source of the room's fire.
He just casted acid splash.
• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
Rolls
To hit +4 INT, +3 DEX (Three attacks if the first doesn't seem to work) - (1d20+7, 1d20+7, 1d20+7)
1d20+7 : (10) + 7 = 17
1d20+7 : (10) + 7 = 17
1d20+7 : (3) + 7 = 10
The damages d3 - (1d3, 1d3, 1d3)
1d3 : (2) = 2
1d3 : (2) = 2
1d3 : (2) = 2
What all should I roll? I do have a detect magi spell prepared,and I have a resistance to fire from my fire domain.
Rolls
spellcraft check - (1d20+6)
(16) + 6 = 22
We should be able to use these to chisel around it.
Rolls
Dexterity check, +6, +16 if Disable Device applies - (1d20+6)
(5) + 6 = 11
Rolls
Str Check - (1d20+6)
(8) + 6 = 14
Darren starts going to work on the disc, trying to pry it out of the hole, but soon stops as he feels he's about to bend the copper disc... Looks like he needs a better way to grip the disc.
Roland will use his engineering knowledge to find a way to remove the disc.
Rolls
Knowledge Engineering - (1d20+7)
(13) + 7 = 20
@ Kaos: With the amount of time it will take you to get the disc loose, I think we can forgo checks. You chisel stone for the better part of teh day, and by early afternoon, you finally get the disc loose.
"Well that's done, and everyone has rested. Are we ready to move on?"
Rolls
Perception for traps - (1d20+11)
(6) + 11 = 17
Rolls
Perception - (1d20+13)
(13) + 13 = 26
Updated map.
Gene, you never gave me the image I asked for Mark, so I used an old mage counter for your character.
"Oh, it's you again. What do you want?"
She glares at Darren all the while.
"Well, an apology has three parts. The first one is to say you're sorry, which you have done, and I comment you for that. The second part is to admit you were wrong, which I guess you have done as well... But the third part, and this is the most important one as it proves you are sincere, is to ask the person you've wrongs what you can do to make it up to them."
"https://images.search.yahoo.com/search/images;_ylt=AwrExl_WUnVcGo0A3ReJzbkF;_ylu=X3oDMTBsZ29xY3ZzBHNlYwNzZWFyY2gEc2xrA2J1dHRvbg--;_ylc=X1MDOTYwNjI4NTcEX3IDMgRhY3RuA2NsawRiY2sDYzlpN2xiOWQ2MmE1NiUyNmIlM0Q0JTI2ZCUzRGFMS01IamhwWUVkdWRfRXk3VHVPcHlkV1AuYy0lMjZzJTNEZm8lMjZpJTNERlN0eEVfZnVHRzd6OEwyYjdOYkoEY3NyY3B2aWQDMjNVTFF6RXdMakxFeVBWYVdtRW9wZ2E5TWpZd01RQUFBQUEzTzZCYQRmcgN5ZnAtdARmcjIDc2EtZ3AEZ3ByaWQDckFUQmxkZHlTMkNYM1BrbGJhc3FPQQRtdGVzdGlkA251bGwEbl9zdWdnAzAEb3JpZ2luA2ltYWdlcy5zZWFyY2gueWFob28uY29tBHBvcwMwBHBxc3RyAwRwcXN0cmwDBHFzdHJsAzI1BHF1ZXJ5A3BpY3R1cmUgaGFuc29tIG1hbiBibG9uZGUEdF9zdG1wAzE1NTExOTI4NTAEdnRlc3RpZANudWxs?gprid=rATBlddyS2CX3PklbasqOA&pvid=23ULQzEwLjLEyPVaWmEopga9MjYwMQAAAAA3O6Ba&p=picture+hansom+man+blonde&fr=yfp-t&fr2=sb-top-images.search.yahoo.com&ei=UTF-8&n=60&x=wrt#id=11&iurl=http%3A%2F%2Fbethtrissel.files.wordpress.com%2F2011%2F08%2Fhandsome-young-blond-man.jpg&action=click"
Rolls
perciption - (1d20+5)
(14) + 5 = 19
The fey woman starts getting a bit petulant, but then calms herself down and regain her composure.
"Oh, alright. I was captured... well to be honest, I forgot how long ago exactly, I sort of stopped counting after 5 centuries... I've been held in those magical circles ever since. The women who used to own this complex, well, I think she must have died of old age centuries ago. Too bad, I wish she had been eaten alive or something, that vile woman... As for what I know of this complex, this was her laboratory and workshop, though my knowledge is pretty limited to what I can see from standing in any of the magical circles. For example, I have no idea what used to be in the old rooms where you currently are standing. I really don't know what else I can tell you about this place, I mean, you already know about the werewolves who moved here later..."
The fey creatures screams "No, don't get to close, the otyughs!", but it is too late, a tentacle shoots out for Mark! the tentacle barely misses Mark. Roll initiative!
Rolls
Secret Roll
Otyugh tentacle.
Otyugh's initiative
Ireena's initiative
Rolls
initiative - (1d20-1)
(11) - 1 = 10
Initiative
22 Mark
18 Veroth
14 Darren
11 Ireena
10 Heather
8 Roland
6 Otyughs
Battle Map.
Conditions/Features of the area
The chasm is 15-feet wide and 30-feet deep. The bottom is covered in debris.
Mark is up.
Rolls
Shortbow - (1d20+11, 1d6+3)
1d20+11 : (18) + 11 = 29
1d6+3 : (6) + 3 = 9
Darren is up next.
Ireena is up next and speaking of ranged weapons, she will take her crossbow out.
Heather is up next.
After the scimitar attack hits Heather will call out in Abyssal
"You do not have to die here, let us pass and you will be unharmed."
Rolls
Scimitar attack - (1d20+5)
(4) + 5 = 9
Scimitar damage - (1d8+2)
(4) + 2 = 6
Right now, if you want to see the otyughs, you'll have to get closer to the edge.
Thanks to their huge size, they can brace against the opposing wall to help them in their climbing. The otyughs suddenly climb 10 feet with astonishing speed, putting them in reach to grab Veroth. They will both then reach with a single tentacle to try and grab Veroth (which will allow those who were waiting for tentacles to appear to act). One tentacle is wildly off target, bu the other one barely misses Veroth, which makes the fey creature in the circle exclaim. "Oh shit, they're climbing now? You must have really pissed them off..."
Rolls
Grey border Otyugh fast climb (-5 on check)
Red border Otyugh fast climb (-5 on check
Grey border Otyugh tentacle on Veroth
Red border Otyugh tentacle on Veroth
Second round of combat.
Initiative
22 Mark
18 Veroth
14 Darren
11 Ireena
10 Heather
8 Roland
6 Otyughs
Battle Map.
Conditions/Features of the area
The chasm is 15-feet wide and 30-feet deep. The bottom is covered in debris.
Since Mark is readying, Veroth is up next.
Rolls
Shortbow - (1d20+11, 1d6+3)
1d20+11 : (2) + 11 = 13
1d6+3 : (5) + 3 = 8
Acrobatics to avoid AOO - (1d20+16)
(11) + 16 = 27
I'll roll just in case.
Rolls
Attack roll - (1d20+9)
(16) + 9 = 25
Damage - (1d8+2)
(2) + 2 = 4
I will also use one of my Fire domain spells to shoot a small fire bolt at the same monster.
Rolls
Scimitar attack - (1d20+9)
(15) + 9 = 24
Scimitar damage - (1d8+2)
(4) + 2 = 6
Fire bolt ranged touch attack - (1d20+4)
(3) + 4 = 7
Fire bolt damage (fire damage) - (1d6+3)
(5) + 3 = 8
Can I ready an attack from it now? In case the tentacles appear again?
I don't want to get to get close enough to be attacked so I will cancel what I said earlier and cast Bless instead.
Edit: Alright, after some reading, here's what I got. Readying an action takes a standard action, so you cannot cast a spell which requires a standard action and still ready a standard action.
Also, about Spiritual Weapon "attacking on its own", you still need to direct it. You cannot direct your weapon to attack a target you cannot see.
So this is how I interpret the current situation. You need to ready an action to direct your weapon to attack the otyughs when their tentacles shoot out. Once the weapon has been directed, it will attack the otyughs all on its own no problem. So right now, if you want to ready an attack with your spiritual weapon, you need to ready an action to direct it towards the otyughs, and you cannot do that if you cast Bless this round.
I would think as a your standard action that you could set it attack a target. That of course take your take your standard action when it activates. And till your delayed action happens you can't do anything. And this would be done on your round after you casted it. So then you have wasted the first two rounds of the casting that is if the target doesn't appear the round you put your delayed action on.
So the summary is I have my spiritual weapon for 5 more rounds and I used this turn to cast Bless on my allies. No readied actions.
Sorry for not understanding the rules better.
Rolls
Otyugh Climb check (fast climb)
Otyugh Climb check (fast climb)
Rolls
shot one, damage one - (1d20+11, 2d12)
1d20+11 : (17) + 11 = 28
2d12 : (58) = 13
shot two, damage two - (1d20, 2d12)
1d20 : (13) = 13
2d12 : (212) = 14
Rolls
Ireena's attack
Rolls
magic missile at SL 7 - (4d4+4)
(2324) + 4 = 15
Trip attempt from Magic Missile - (1d20+10)
(8) + 10 = 18
Full-Round Action: Charge!
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 7/7
Fervor: 4/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
• Divine Favor (10/10 rds): +3 attack, +3 damage
• Charge: +2 attack, -2 AC
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 1/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 1/1, Bull's Strength 0/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Power attack - (1d20+14, 1d8+13)
1d20+14 : (18) + 14 = 32
1d8+13 : (2) + 13 = 15
Olay, well since you guys were readying your action, now the otyughs get to make their regular actions. The one that fell at the bottom of the chasm will get up from prone, and the one next to Darren will attempt to strike him with a tentacle. Holy shit, Darren is lucky, he's missed again!
Rolls
Otyugh's Climb check 1
Otyugh's Climb check 2
falling damage
Otyugh's AoO
Otyugh climb check
Otyugh's tentacle on Darren
Initiative
18 Veroth
10 Heather
6 Mark
6 Darren
6 Ireena
6 Roland
6 Otyughs
Battle Map.
Conditions/Features of the area
The chasm is 15-feet wide and 30-feet deep. The bottom is covered in debris.
Everyone is under the effect of a Bless spell (+1 morale bonus on attacks and saves vs. fear).
Veroth is up!
Edit: target, grey border
Rolls
Shortbow - (1d20+11, 1d6+3)
1d20+11 : (6) + 11 = 17
1d6+3 : (1) + 3 = 4
Heather will also use one of her Fire Domain spells to shoot a small Fire Bolt at the red otyugh as well.
Rolls
Scimitar attack - (1d20+9)
(10) + 9 = 19
Scimitar damage - (1d8+2)
(5) + 2 = 7
Fire bolt attack - (1d20+4)
(18) + 4 = 22
fire bolt damage - (1d6+3)
(2) + 3 = 5
Rolls
Magic Missile at SL(8), Trip Attempt from Magic Missile - (4d4+4, 1d20+10)
4d4+4 : (4312) + 4 = 14
1d20+10 : (3) + 10 = 13
Rolls
Otyugh climb check 1 and 2
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 7/7
Fervor: 4/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
• Divine Favor (10/10 rds): +3 attack, +3 damage
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 1/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 1/1, Bull's Strength 0/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Power Attack - (1d20+14, 1d8+13)
1d20+14 : (14) + 14 = 28
1d8+13 : (5) + 13 = 18
It's Ireena's turn. She will reload her crossbow.
Roland is up next.
Rolls
Otyugh climb check
Rolls
attack one, damage one - (1d20+10, 2d12+5)
1d20+10 : (17) + 10 = 27
2d12+5 : (1012) + 5 = 27
attack two, damage two - (1d20+5, 2d12+2)
1d20+5 : (19) + 5 = 24
2d12+2 : (76) + 2 = 15
Darren is hit by one of the tentacles for 12 points of damage and then constricted, moved next to the otyugh, and bit... Darren takes another 8 points of constriction damage, but the bite misses miserably as the otyugh was too eager and ended up snapping its jaws too soon in the empty space a mere few feet in front of Darren's face. In his position, Darren can smell the fetid breath of the foul beast...
Fourth round of combat.
Initiative
18 Veroth
10 Heather
6 Mark
6 Darren
6 Ireena
6 Roland
6 Otyughs
Battle Map.
Conditions/Features of the area
The chasm is 15-feet wide and 30-feet deep. The bottom is covered in debris.
Everyone is under the effect of a Bless spell (+1 morale bonus on attacks and saves vs. fear).
Darren is grappled (-4 DEX, -2 attacks and CMB except grapple checks to escape grapple, casting requires Concentration DC 10 + grappler's CMB + spell level, cannot use Stealth, +2 CMD to avoid being grappled)
The otyugh takes a -20 on its grapple check to avoid having the grappled condition.
Veroth is up!
Rolls
Tentacle 1
Tentacle 2
Tentacle 3
Constriction damage
Bite
Edit: forgot to add Bless bonuses.
Rolls
Acrobatics to avoid AOO, AC 26 vs AOO - (1d20+16)
(3) + 16 = 19
Silver Rapier +1, flanking, sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (14) + 14 = 28
1d6+3 : (4) + 3 = 7
4d6 : (6642) = 18
Edit: for clarification, he'll hold where he moved to.
When the Otyugh comes into sight the spiritual weapon will dive down to attack it.
Rolls
Spiritual weapon attack - (1d20+9)
(10) + 9 = 19
Spiritual weapon damage - (1d8+2)
(2) + 2 = 4
Darren is up next!
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 7/7
Fervor: 4/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
• Divine Favor (8/10 rds): +3 attack, +3 damage
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 1/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 1/1, Bull's Strength 0/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Attack (not using power attack) - (1d20+13, 1d8+9)
1d20+13 : (1) + 13 = 14
1d8+9 : (8) + 9 = 17
Confirm? - (1d20+13)
(9) + 13 = 22
Speaking of the otyugh, he'll constrict Darren and attempt to bite him again.
Ouch! Darren takes 11 points of constriction damage and is than bit for 12 points of damage. As the otyugh's yellowed and offal-caked teeth dig into Darren's flesh, he needs to make a Fortitude saving throw...
Rolls
Constriction damage
Bite
Ireena's attack
Rolls
Acrobatics to avoid AOO, AC 26 vs AOO - (1d20+16)
(9) + 16 = 25
Silver Rapier +1, flanking, sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (4) + 14 = 18
1d6+3 : (1) + 3 = 4
4d6 : (6164) = 17
Rolls
Attack one damage one - (1d20+12, 2d12+1)
1d20+12 : (16) + 12 = 28
2d12+1 : (87) + 1 = 16
Attack two damage two - (1d20+7, 2d12+1)
1d20+7 : (18) + 7 = 25
2d12+1 : (42) + 1 = 7
You gain 800 XP each!
He then calls out to the creature in the ring.
How do we know we can trust you?
Rolls
Strength Check - (1d20+2)
(3) + 2 = 5
"Well, I did tried to warn you about the otyughs... though a little bit too late, I sort of had forgotten about them. they stopped bothering me a long time ago when they realized they could not drag me out of the circles and I could escape them easily by teleporting to another circle. Still, I am glad you are all still alive. Now, hmm, how could I prove to you my good intentions... Oh yeah, I know it. Hey you, at the bottom of the chasm. don't climb out just yet. Those otyughs are scavengers and they tend to collect baubles. Search the refuse down there, you should probably find something interesting!"
the creature looks back at Roland, a smile on its face, as if it was satisfied with how it "proved" its good intentions to you...
"Hmm, only four regular bolts remaining. Hopefully we won't get into other difficult battles because I won't be any good at ranged attacks. Guess I'm going to have to pay a visit to this rat Bildrath and buy some more..."
Rolls
Perception - (1d20+11)
(2) + 11 = 13
Rolls
Perception - (1d20+8)
(9) + 8 = 17
"No, is this true? Am I dreaming? finally free! Finally free after all this time..."
She turns to Darren and hugs him.
"Oh, thank you. Thank you, thank you, thank you so much. I'm sorry I misjudged you. You cam trough in the end, thank you."
She then composes herself and lets go of Darren.
"Hmm, yeah. Well I'll finally be able to go home. Anyways, I guess I should thank you."
She ruffles through her clothes for a moment and produces a handful of test-tube-looking vials full of a clear liquid.
"Here. I don't know what those are, but they looked important. They're not magical, I've checked... and it's not poison, I've checked that too... I had a lot of time on my hands... Well, hopefully they'll be of some use to you."
"After so long, who knows... Well, I guess this is goodbyes."
She then takes a step back and concentrates, as if she was trying to use some sort of innate magical ability. After some time, she looks confused.
"I can't teleport away... I don't understand, even if my home was destroyed, I should at least be able to teleport away. Oh, it must be that witch's doing! Who knows what sort of experiment she performed on me... this is troubling... Oh well, guess I'll just have to leave this valley the old fashioned way: by walking. IT will be much longer, but it should give me time to figure out why my teleportation failed..."
With this, Ireena chimes in.
"I'm assuming the reason why you cannot leave here is because of the mists. Those who enter Barovia cannot leave, unless that Devil Strahd allows them to..."
She speaks the words "that Devil Strahd" as if she was spitting out poison...
The creature looks shocked.
"What? Why? H-how? Who is this Strahd and how can I convince him to let me go? No, no, no. I did not finally escape captivity only to find myself in a different kind of captivity. No, I will not accept it!"
Ireena chimes in again.
"I was under the impression that the journal was going to be at the Lygasa Hill... maybe it's just a coincidence another witch lived here..."
The fey creature continues.
"Oh, sweetie, I'm merely calling my former captor a witch because I hate her so much... she was actually a powerful sorcerer and diabolist. And I'm sure she's burning somewhere in the Nine Hells right now... But actual witches? And a devil named Strahd? This place has not turned out well since I was imprisoned... So, this devil Strahd, is he an actual fiend or is this just a nickname?"
It isn't much, but your welcome to what I have.
He pulls some rations out to share.
Rolls
Knowledge planes check - (1d20+5)
(11) + 5 = 16
Also, as far as you know, no teleportation powers, but then again, nothing prevents an Eladrin from learning to wield sword or magic (i.e. they can take character classes).
As for lighting, didn't Darren or Heather cast a light spell earlier during the exploration of the complex? I'll have to look back. Worst case scenario, the runic circle on the ground still emits soft light.
Finally, there doesn't seem to ba any way to label counters outside of manually adding a boxed text and moving it along with the counter each time... There does seem to be an option for adding text to an object, and I've decided to try it with Darren's counter, but nothing seem to appear anywhere. At least it does not for me, if any of you can see "Darren" anywhere written around his counter or when selectionning it, then good for you, me, I am not seeing anything of the sort despite having added text to his counter...
Edit: alright, did some labelling in Photoshop. Right now it doesn't show it unless you zoom in twice. I'll try to make combat maps more zoomed in next time, it's just that when I made the underground complex, I got lazy and made the whole complex in a single map instead of making 3-4 separate battle maps...
She then notices Mark's odd shadow and seems to have momentarily forgotten about her discussion. Your shadow seems to have a mind of its own."
Rolls
Shandra's Perception - (1d20+15)
"No, sadly. As you could see, my centuries of imprisonment were limited to four teleportation circles, three of which were in that old laboratory over there. And my memories of the complex from when I first cam here centuries ago, only to fall into a trap are pretty limited. But given the half-melted state of that door over there, I do believe this was the room where the fire elementals were imprisoned... Hmm, now that I think about it, this sorcerer sure had a thing for imprisoning extraplanar beings..."
She then turns to Mark.
"Thank you. I do not really have any need which needs to be taken care of right now. Not needing to eat or drink is a great boon, I guess... As for accompanying you I'd love too, but I'm not entirely sure of how much help I'd be. Most of the spell I know are mostly utilitarian. I was more of a scholar, you see... I was always so curious. Had to prod and search everywhere so I could know anything about everything... I guess this is why I was so easy to lure and trap here... Also, centuries of imprisonment might have left my social skills a bit rusted..."
He adds on And when we get out of here, I get to some place civilized that I sure your taste for finer cosine can be satisfied.
"I'm ready to head out as well," he says to Ireena, "Let's try to find that book."
Rolls
Perception - (1d20+11)
(11) + 11 = 22
Roland dollars down to his companion.
He looks to Shandra, Nice to see the world again. Been a while for you.
Can you Shandra delay what ever you were considering to join us in the search? I like to see you with us.
You can all make a Perception check.
Rolls
Secret Roll
Secret Roll
Ireena's Perception check
Shandra's Perception check
Rolls
Perception - (1d20+13)
(12) + 13 = 25
Rolls
Perception - (1d20+11)
(14) + 11 = 25
Rolls
Perception - (1d20+8)
(7) + 8 = 15
Rolls
Perception - (1d20+7)
(6) + 7 = 13
Rolls
Secret Roll
Secret Roll
Ireena's Perception check
Shandra's Perception check
Rolls
Perception - (1d20+11)
(5) + 11 = 16
Rolls
Shandra's Bluff
Ireena's Bluff
Secret Roll
Vistanis' Sense Motives
Rolls
Perception - (1d20+10)
(10) + 10 = 20
"Ah yes, you are the Giorgios vho helped our kinsmen that got attacked by verevolves, are you not? I was not sure if it vas indeed you... Sorry about that. Vith the verevolves around, one cannot be too prudent you know..."
"I don't trust them one bit... Before they got out of hiding, I felt something... as if something was trying to enter my mind... and just like that, it was gone..."
"Oh wow, this is so exciting, I've never seen humans like you before. It's okay, I'm not dangerous, I'm Shandra, an Eladrin. I was imprisoned where the verevolves... oh, sorry... I mean werewolves laired and these nice people saved me. So what do you people call themselves? Do you always drees like that? It is so exotic, I really like it. And you have halflings with you. Are you like a community or something? Oh and what about your art and culture, I wonder what your songs and music sounds like..."
Shandra stops mid-sentence, as if a realization suddenly dawned on her.
"The vials I gave you! I found vials in the laboratory where I was imprisoned, I did not know what they were for. What if they are the disease and could be studied to find a cure? Or maybe they are the cure?"
Rolls
Profession Healer check - (1d20+8)
(10) + 8 = 18
Heather glances toward her companions looking for support.
The Vistani is surprised at your decision, but looks like it accomodates him.
"Ah, good, then ve can all head back to camp. It's not too far from here, but you already know that as you visited already... Vell, most of you that is..."
He sais this last part eyeing Shandra and Mark.
"Hmm? Oh, their camp, yes, I'd love to visit it."
"The ones who are sick are in that vagon over there."
They point towards one of the wagons next to the main fire pit.
Rolls
Heal check? - (1d20+9)
(12) + 9 = 21
She is hoping by explaining the situation she can avoid any anger if the medicine doesn't work.
Taking the vial she had already opened she administers a dose to each patient.
Rolls
Heal check - (1d20+10)
(8) + 10 = 18
Heather administers the medicine to the sick Vistanis. At first, nothing seems to be happening, but soon, their fever abates, their shivering stops, and they seem to be much better.
For the rest of the party, those of you who still had negative levels can roll your Fort saves now to see if you can get rid of them. We'll be fast-forwarding to night in order to introduce our two new players, if you do not mind.
Ian's picture
Okay, I'll edit my previous post.
Rolls
Initiative Roll - (1d20+7)
(3) + 7 = 10
Rolls
Initiative - (1d20+4)
(3) + 4 = 7
Rolls
Secret Roll
Secret Roll
14 INIT.... 21 Perception
Rolls
INIT, Perception - (1d20+3, 1d20+5)
1d20+3 : (11) + 3 = 14
1d20+5 : (16) + 5 = 21
Initiative (for now)
17 See-through creature
10 Ian
10 Malevolent corpses
7 Hilde
Combat Map
Conditions/Terrain features
Light Undergrowth: The light green vegetation is light undergrowth. It costs 2 move squares, provides concealment, and +2 to DC of Acrobatics and Stealth.
Heavy Undergrowth: The dark green vegetation is heavy undergrowth. It costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Trees: Standing in same square as tree gains partial cover (+2 AC, +1 Ref), Climb DC 15.
Massive Trees: Grants cover if staying behind it (+4 AC, +2 Ref), Climb DC 15).
The see-through creature will float towards you. You swear you can see a cruel smile etched on its diaphanous features... As soon as it is within 30 feet of your horses, they panic and bolt! Great, it will be a pain to find those horses again in the dark (at least it offers the rest of the party an opportunity to hear that and come to your help next round...).
Ian is up next.
Rolls
Ireena's Perception
Shandra's Perception
Lowering his voice he says to Hilde, "Follow me. We'll separate it from'the slower ones, force it ta come ta us an then deal with'em piecemeal."
Hilde is up next.
Rolls
Perception - (1d20+11)
(17) + 11 = 28
@ everyone: I think we are missing Heather's Perception, but I doubt this will make much difference seeing the scores rolled so far...
Rolls
If needed Perception - (1d20+5)
(18) + 5 = 23
Veroth spreads his wings, leaping into the air, but he hovers above the others for their consent.
Mark won't really see much given it's night, unless you have a way to see in darkness.
Rolls
Ireena's initiative
Shandra's initiative
Initiative roll
Rolls
Initiative - (1d20-1)
(7) - 1 = 6
Initiative
27 Shandra
26 Veroth
22 Roland
17 See-through creature
17 Darren
14 Mark
10 Ian
10 Malevolent corpses
7 Hilde
7 Ireena
6 Heather
Combat Map
Conditions/Terrain features
Light Undergrowth: The light green vegetation is light undergrowth. It costs 2 move squares, provides concealment, and +2 to DC of Acrobatics and Stealth.
Heavy Undergrowth: The dark green vegetation is heavy undergrowth. It costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Trees: Standing in same square as tree gains partial cover (+2 AC, +1 Ref), Climb DC 15.
Massive Trees: Grants cover if staying behind it (+4 AC, +2 Ref), Climb DC 15).
Forgot this last round Mist: Mist is ever present in the valley and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Shandra will advance her full 40-ft. in the underbrush (actually advancing 20-ft.) and then summon dire bat and send it ahead, giving it orders to attack any monsters it sees or help any humanoids it sees. Her dire bat will fly away and immediately attack one of the malevolent corpses... The corpses is immensely surprised when a dire bat appears out of nowhere and attacks it, inflicting significant damage on it.
Veroth is up next.
Rolls
Shanrda's summoned dire bat's attack
Roland is up next.
Ian sees the spectral claw of the creature reach through his armor. He then feels an unnatural cold sap at his soul as he takes 3 points of damage and 3 points of Con drain.
Rolls
Incorporeal touch on Ian
Despite the fell attack, the long haired human keeps his grace and brings both his blades to bare against it. As he swings to attack he summons up a portion of his own energy, the blades coming to life with a crackling hiss as they slash at the undead. "Now, dame Siekert! Hit with it everythin' you got!"
As he finishes his slashing combination of attacks, he hops back to give room for Hilde to attack it full-on. This close, his expression is visible, the wretched grin of one in pain but happy to fight through it.
Rolls
Attack Primary - (1d20+12)
(13) + 12 = 25
Attack Secondary - (1d20+12)
(8) + 12 = 20
Damage Primary (With +2 Strength from Might) - (1d8+2)
(1) + 2 = 3
Damage Secondary (With +2 Strength from Might) - (1d8+1)
(7) + 1 = 8
The other undead then act. 3 of them will attempt to get rid of this strange dire bat which suddenly appeared out of nowhere while teh third one will make a double move to get near Hilde.
The element of surprise must still have been too fresh on these corpses' mind as they somehow manage to all mist the dire bat, flailing in frustration at it more than any form of coordinated attack...
Hilde is up next.
Rolls
1st undead attack on dire bat
2nd undead attack on dire bat
3rd undead attack on dire bat - (1d20+4, 1d4+1)
1d20+4 : (8) + 4 = 12
1d4+1 : (1) + 1 = 2
Darn forgot another 2d6 for the sword being holy!
And forgot about Cleave. Didn't realize right away it could be used.
Rolls
power attack first attack - (1d20+11)
(12) + 11 = 23
power attack second attack - (1d20+6)
(5) + 6 = 11
damage 1st attack - (2d6+9)
(26) + 9 = 17
damage 2nd attack - (2d6+9)
(23) + 9 = 14
holy sword damage attk 1 - (2d6)
(63) = 9
Cleave on corpse - (1d20+8)
(17) + 8 = 25
Damage on Cleave (Greatsword and Holy) - (4d6+7)
(3653) + 7 = 24
Heather is up next!
Initiative
27 Shandra
26 Veroth
22 Roland
17 See-through creature
17 Darren
14 Mark
10 Ian
10 Malevolent corpses
7 Hilde
7 Ireena
6 Heather
Combat Map
Conditions/Terrain features
Light Undergrowth: The light green vegetation is light undergrowth. It costs 2 move squares, provides concealment, and +2 to DC of Acrobatics and Stealth.
Heavy Undergrowth: The dark green vegetation is heavy undergrowth. It costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Trees: Standing in same square as tree gains partial cover (+2 AC, +1 Ref), Climb DC 15.
Massive Trees: Grants cover if staying behind it (+4 AC, +2 Ref), Climb DC 15).
Mist: Mist is ever present in the valley and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Shandra will approach another 20-ft. (actually full 40-ft. move halved in undergrowth) while trying to hide. In the mean time, her summoned dire bat will move to avoid being surrounded and attack a different undead. What comes around goes around and this time it is Shandra's dire bat which misses...
Veroth is up next!
Rolls
Shandra's Stealth check
Dire bat's attack
Never mind, One is Hilde, one is Ian...
Rolls
Silver rapier +1, flanking, sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (6) + 14 = 20
1d6+3 : (6) + 3 = 9
4d6 : (5133) = 12
From Ian's and Hilde's point of view, what looks for all intent and purpose like a winged drow suddenly swooped down and impaled one of the undeads attacking you...
Roland is up next!
Rolls
Fortitude - (1d20+7)
(10) + 7 = 17
And now back to regular initiative order where it is Roland's turn.
Hilde is hit for 3 points of damage and must succeed at a Fort save to avoid taking Con drain.
Rolls
Corporeal touch on Hilde
Darren is up next!
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 7/7
Fervor: 4/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 1/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 1/1, Bull's Strength 0/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Charge Attack - (1d20+11, 1d8+10)
1d20+11 : (14) + 11 = 25
1d8+10 : (2) + 10 = 12
He gives the winged Drow an arched eyebrow, "Declare yerself, stranger. Friend or dead man?" He pauses to look at the wings with a more wary look, before he takes a position to guard Hilde's back, "All clear on this front, dame Siekert."
Rolls
Primary Attack - (1d20+12)
(13) + 12 = 25
Off-hand Attack - (1d20+12)
(7) + 12 = 19
Primary Damage - (1d8+2)
(8) + 2 = 10
Off-hand Damage - (1d8+1)
(8) + 1 = 9
The remaining 3 corpses will gather around the dire bat which has been a thorn in their sides lately and attempt to bring it down with a screech... The dire bat is brought down, as all 3 wights manage to hit it this round.
Hilde is up next!
Rolls
1st attack on dire bat
2nd attack on dire bat
3rd attack on dire bat
Swinging her huge sword at it, she focuses all of her Goddesses holy might into the strikes, and it glows as she slashes at the Wraith—
Rolls
power attack first attack - (1d20+11)
(20) + 11 = 31
power attack second attack - (1d20+6)
(7) + 6 = 13
damage 1st attack - (2d6+9)
(55) + 9 = 19
damage 2nd attack - (2d6+9)
(61) + 9 = 16
Holy sword attack 1 - (2d6)
(31) = 4
Holy sword attack 2 - (2d6)
(31) = 4
Roll to confirm critical - (1d20+11)
(10) + 11 = 21
Critical damage - (2d6+9)
(21) + 9 = 12
Ireena will continue with a double move and should be in range to shoot her crossbow next round.
Heather is up next.
Rolls
Spiritual weapon attack - (1d20+9)
(18) + 9 = 27
Spiritual weapon damage - (1d8+2)
(3) + 2 = 5
Fourth round of combat
Initiative
27 Shandra
26 Veroth
22 Roland
17 Wraith
17 Darren
14 Mark
10 Ian
10 Wights
7 Hilde
7 Ireena
6 Heather
Combat Map
Conditions/Terrain features
Light Undergrowth: The light green vegetation is light undergrowth. It costs 2 move squares, provides concealment, and +2 to DC of Acrobatics and Stealth.
Heavy Undergrowth: The dark green vegetation is heavy undergrowth. It costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Trees: Standing in same square as tree gains partial cover (+2 AC, +1 Ref), Climb DC 15.
Massive Trees: Grants cover if staying behind it (+4 AC, +2 Ref), Climb DC 15).
Mist: Mist is ever present in the valley and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Shandra will remain hidden in the undergrowth, observing how the fight goes, ready to summon another creature should the group needs it...
Veroth is up next!
Rolls
Silver rapier +1, flanking, sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (10) + 14 = 24
1d6+3 : (6) + 3 = 9
4d6 : (3652) = 16
A roll in case a miss chance is required - (1d100)
(69) = 69
Roland is up next.