Act II: Ill Fortunes (Part 2, the morning after)
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Face it, Weiryn...you're pushing yourself too hard. You never forget about things like this... he thinks to himself as he prepares to study the trinket.
Rolls
Spellcraft - (1d20+13)
(11) + 13 = 24
Face it, Weiryn...you're pushing yourself too hard. You never forget about things like this... he thinks to himself as he prepares to study the trinket.
Passing the amulet to Roland, Weiryn continues, "As for our next step, Brother Veroth, that is a good question. We should begin gathering anything we can to aid us in our mission to end the plague here. The Sun Sword, the Holy Symbol of Ravenkind...these are two powerful artifacts could prove very useful, if we are to end Strahd and bring peace to the region. If we find and destroy the werewolves responsible for the death of Jeref Maurgen, that will prove advantageous as well...anything we can do to weaken Strahd and empower ourselves.
"We have an idea of where the Sun Sword and the Holy Symbol are...the Holy Symbol is, supposedly, in a marsh downriver from the Vistani encampment. Madame Eva mentioned that the Sun Sword is down the western path at the crossroads. I'll admit, I am at a loss as to where to find the werewolves. What say you, brothers? Find the Sun Sword, find the Holy Symbol of Ravenkind, or find the werewolves?"
"Hmm...she also mentioned that the 'lord of the castle seeks a lady'. We know that Ireena has been bitten before. It may be that Strahd wishes to turn her and make Ireena his consort. No, I'll not risk her soul in that way. When we go to awaken the Holy Symbol's power, we do so without Ireena.
"Here is what I propose: We first seek the Holy Symbol of Ravenkind. With it in hand, we make our way to the West to seek this remnant of the past that holds the Sun Sword. According to Madame Eva, both must be activated somewhere within Castle Ravenloft; the Holy Symbol on the throne, and the Sun Sword somewhere deep within the crypts. And before we move on the Castle, we should take a few days to prepare ourselves for combat with an undead foe."
Edit, you can always examine what was found in the alcove in the altar as well as the equipment of the two deceased Lightbringers...
Roland begins an inventory of all the pieces they have acquired from their exploits.
Rolls
Perception - (1d20+11)
(4) + 11 = 15
The gold chalice, the silver bells and Danovich's journals taken from the alcove in the altar are all non-magical, but the 3 potions of cure moderate wounds are.
Danovich had a scroll of cure moderate wounds, a +1 full plate, a normal heavy steel shield, a masterwork morningstar, and 397 gp.
As for the equipment of the former Lightbringers, there is a mundane half-plate, a +1 chainmail, a +2 greatsword, 2 scrolls of cure light wounds, and a scroll of lesser restoration.
As Veroth finishes his search of the upper alcove and Weiryn finishes his analysis of the magic items, there is a knock on the door, and the small voice of a woman.
"Hello? Are you okay in there? There are the dead bodies of three giant wolves out there..."
"Yes, all is well, give us just a moment!"
Roland walks over looks to make sure it is here, and if it is he will let her in.
"This does not surprises me. Strahds controls many creatures. It makes sense he would want to spy on newcomers like you. So, may I come in?"
Roland takes a look around to see if there are indeed only three wolf bodies outside.
Rolls
perception - (1d20+13)
(11) + 13 = 24
She then turns to Weiryn.
"And this is precisely why I need to come. I refuse to remain home, wondering when Strahd will come again for me, fearing his return, like some damsel in distress. If it's me Strahd wants, then I fully intend on giving him a fight in return. It is also obvious that he's behind this plague which infected our town, and that you're going after him next. I've lost many friends in this plague, and there is also the murder of my father. If you make Strahd pay for his crimes, then I want to be part of it."
There is a look of determination in the young woman's eyes.
The cleric takes the scroll of Lesser Restoration that was found during the inventory with Roland, and casts from it, using the magic to hopefully restore the paladin's lost strength.
Rolls
Lesser Restoration (ability damage) - (1d4)
(3) = 3
Moving over to the door, he stops just short and turns to you. "So. Shall we go get that Holy Symbol?"
Rolls
Sense Motive - (1d20+3)
(20) + 3 = 23
Rolls
perception - (1d20+13)
(16) + 13 = 29
AC: 17 (Touch 12, Flat-Footed 16)
Wizard Spells Prepared: 0-4, 1st-4+1, 2nd 3+1
Cantrips: Acid Splash, Detect Magic, Read Magic, Disrupt Undead
1st: Burning Hands, Burning Hands, Protection From Evil, Shock Shield, Ray of Enfeeblement (S)
2nd: Scorching Ray, Scorching Ray, Spontaneous Immolation, False Life (S)
Cleric Spells Prepared: 0-4 1st-4+1, 2nd 3+1
Orisons: Sotto Voce, Guidance, Purify Food and Drink, Resistance
1st: Cure Light Wounds, Deathwatch, Firebelly, Weapons Against Evil, Comprehend Languages (D)
2nd: Cure Moderate Wounds, Burst of Radiance, Centering Drone, Detect Thoughts (D)
Power over Undead: 6/6
Channel Energy: 5/5
AC: 17 (Touch 12, Flat-Footed 16)
Wizard Spells Prepared: 0-4, 1st-4+1, 2nd 3+1
Cantrips: Acid Splash, Detect Magic, Read Magic, Disrupt Undead
1st: Burning Hands, Burning Hands, Protection From Evil, Shock Shield, Ray of Enfeeblement (S)
2nd: Scorching Ray, Scorching Ray, Spontaneous Immolation, False Life (S)
Cleric Spells Prepared: 0-4 1st-4+1, 2nd 3+1
Orisons: Sotto Voce, Guidance, Purify Food and Drink, Resistance
1st: Cure Light Wounds, Deathwatch, Firebelly, Weapons Against Evil, Comprehend Languages (D)
2nd: Cure Moderate Wounds, Burst of Radiance, Centering Drone, Detect Thoughts (D)
Power over Undead: 6/6
Channel Energy: 5/5
AC: 17 (Touch 12, Flat-Footed 16)
Wizard Spells Prepared: 0-4, 1st-4+1, 2nd 3+1
Cantrips: Acid Splash, Detect Magic, Read Magic, Disrupt Undead
1st: Burning Hands, Burning Hands, Protection From Evil, Shock Shield, Ray of Enfeeblement (S)
2nd: Scorching Ray, Scorching Ray, Spontaneous Immolation, False Life (S)
Cleric Spells Prepared: 0-4 1st-4+1, 2nd 3+1
Orisons: Sotto Voce, Guidance, Purify Food and Drink, Resistance
1st: Cure Light Wounds, Deathwatch, Firebelly, Weapons Against Evil, Comprehend Languages (D)
2nd: Cure Moderate Wounds, Burst of Radiance, Centering Drone, Detect Thoughts (D)
Power over Undead: 6/6
Channel Energy: 5/5
Edit: also, your detect thoughts link leads to comprehend language...
Rolls
Stealth - (1d20+2)
(19) + 2 = 21
Bluff - (1d20+2)
(5) + 2 = 7
Rolls
Perception
Sense Motive
You manage to detect the thoughts of 3 of the 4 Vistanis. One of the speaking halfling Vistanis suddenly stops, looking around as if alerted of something, but fails to notice Weiryn concentrating. This seems to attract the attentions of his friends though. Eventually, you manage to pick up surface thoughts, mostly of them wondering what their friend is worried about.
Rolls
Will save DC 15.
Rolls
Sense Motive - (1d20+12)
(6) + 12 = 18
Perception - (1d20+14)
(13) + 14 = 27
As for Weiryn, after exchanging a few words in their languages, you will see that the Vistanis are thinking of leaving and using potions to follow your group later. This last thought of their "mission" also conjures up mental images of a tall, dark, pale man composing himself in the manners of the aristocracy.
They are also still looking for who tried to cast a spell on their friend, so Weiryn can make another hide and Bluff check.
Rolls
Perception
Sense Motive
Rolls
Bluff - (1d20+2)
(11) + 2 = 13
Stealth - (1d20+2)
(12) + 2 = 14
Once he's caught up to them, he speaks in a low voice, "Brothers, be wary. That group of Vistani has been tasked with keeping an eye on us. They intend to drink potions and follow us when we leave town, and I'm afraid that they know I'm aware of their plans."
Make a Perception check.
Rolls
Ireena's Perseption check - (1d20+3)
Secret Roll
Rolls
Perception (dazzled) - (1d20-6)
(7) - 6 = 1
Rolls
Perception - (1d20+10)
(10) + 10 = 20
Rolls
perception - (1d20+13)
(13) + 13 = 26
Rolls
Perception - (1d20+4)
(1) + 4 = 5
You approach the point where the Ivliss rivers widens and spreads into the land, creating a grey morass of wetlands, clouds of buzzing insects, and gnarled twisted trees which match well with the ever-present grey mist of the valley.
You find a couple large twisted trees which look like they would be strong enough to hold your horses
Knowing that he is looking for a magical artifact, he casts Detect Magic every 6 minutes or so, concentrating until the vision granted by the cantrip begins to fade.
You can place your characters along the western (left) edge of the map representing your marching order. Also, time for another Perception check.
Rolls
Ireene's Perception check - (1d20+3)
Secret Roll
Rolls
perception - (1d20+13)
(12) + 13 = 25
Rolls
Perception - (1d20+4)
(16) + 4 = 20
Rolls
Perception - (1d20+14)
(13) + 14 = 27
Rolls
Perception - (1d20+8)
(3) + 8 = 11
Rolls
Perception - (1d20+10)
(13) + 10 = 23
Since Durgrim is still detecting undead, he will notice that the cloud of insects buzzing ominously in front of the party is composed of undead insects! (an undead swarm).
Roll Initiative!
Rolls
Ireena's Initiative - (1d20+1)
Secret Roll
Secret Roll
Rolls
Initiative - (1d20+6)
(8) + 6 = 14
Rolls
Initiative - (1d20+6)
(11) + 6 = 17
AC: 17 (Touch 12, Flat-Footed 16)
Wizard Spells Prepared: 0-4, 1st-4+1, 2nd 3+1
Cantrips: Acid Splash, Detect Magic, Read Magic, Disrupt Undead
1st: Burning Hands, Burning Hands, Protection From Evil, Shock Shield, Ray of Enfeeblement (S)
2nd: Scorching Ray, Scorching Ray, Spontaneous Immolation, False Life (S)
Cleric Spells Prepared: 0-4 1st-4+1, 2nd 3+1
Orisons: Sotto Voce, Guidance, Purify Food and Drink, Resistance
1st: Cure Light Wounds, Deathwatch, Firebelly, Weapons Against Evil, Comprehend Languages (D)
2nd: Cure Moderate Wounds, Burst of Radiance, Centering Drone, Detect Thoughts (D)
Power over Undead: 6/6
Channel Energy: 5/5
Rolls
Initiative - (1d20+1)
(14) + 1 = 15
Rolls
Initiative - (1d20+8)
(9) + 8 = 17
Rolls
Initiative - (1d20+1)
(15) + 1 = 16
Initiative
17 Veroth
17 Darren
16 Durgrim
15 Weiryn
14 Ujjaya
12 Ireena Kolyana
11 Roland
7 ??
3 ?
Combat Map.
Conditions
Light Undergrowth (light green area): Costs 2 move squares, provides concealment, +2 DC Acrobatics and Stealth.
Heavy Undergrowth (dark green area): Costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Roland and Weiryn are sickened (-2 to attack, weapon damage, saves, skills, ability checks).
Veroth is up!
Rolls
Perception to see what's under the water - (1d20+8)
(1) + 8 = 9
Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Rolls
Ranged Touch - (1d20+11, 1d6)
1d20+11 : (3) + 11 = 14
1d6 : (2) = 2
Durgrim is up next.
Rolls
Misdirection - (1d8)
(5) = 5
Note: I can channel energy if need be, but I'm guessing we have others that are better at the AOE game.
Rolls
+1 Forgehammer power attack (to hit, damage, electricity) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (13) + 10 = 23
2d6+10 : (23) + 10 = 15
1d6 : (1) = 1
AC: 17 (Touch 12, Flat-Footed 16)
Wizard Spells Prepared: 0-4, 1st-4+1, 2nd 3+1
Cantrips: Acid Splash, Detect Magic, Read Magic, Disrupt Undead
1st: Burning Hands, Burning Hands, Protection From Evil, Shock Shield, Ray of Enfeeblement (S)
2nd: Scorching Ray, Scorching Ray, Spontaneous Immolation, False Life (S)
Cleric Spells Prepared: 0-4 1st-4+1, 2nd 3+1
Orisons: Sotto Voce, Guidance, Purify Food and Drink, Resistance
1st: Cure Light Wounds, Deathwatch, Firebelly, Weapons Against Evil, Comprehend Languages (D)
2nd: Cure Moderate Wounds, Burst of Radiance, Centering Drone, Detect Thoughts (D)
Power over Undead: 6/6
Channel Energy: 5/5
Rolls
Burning Hands (ref DC 14 for half - (4d4)
(4231) = 10
Ujjaya is up next.
Rolls
Secret Roll
Roland is up next!
Ireena's bolt flies wide of the hulking creature.
Rolls
Ireena's attack
Targets Darren or Weiry 50/50
Plant creature's attack
So ready it was.
Rolls
Ready or delay 50/50 - (1d100)
(7) = 7
Rolling...
Rolls
Attack, damage - (1d20+13, 1d8+6)
1d20+13 : (2) + 13 = 15
1d8+6 : (5) + 6 = 11
When you ready, you declare that you are readying a specified action to react to a certain trigger (in this case, most likely the shadow in the water acting), allowing you to act right before the opponent who triggered your action.
Bot of those also result in your initiative changing.
Since you are shooting only one arrow before the plant creature acts, this is a readied action, yes.
The swarm will then move towards to group, Durgrim swinging his mighty hammer at it... only to realize it has no effects. The multitude of undead bugs deftly dodge his huge clumsy hammer. Veroth, Durgrim, and Darren automatically take 5 damage points and 1 Con damage, they must also succeed at a Fort save.
Rolls
Automatic swarm damage
Rolls
Fort save - (1d20+13)
(5) + 13 = 18
Initiative
17 Veroth
17 Darren
16 Durgrim
15 Weiryn
11 Roland
7 Ujjaya
7 Ireena Kolyana
7 Plant Creature
3 Swarm
Combat Map.
Conditions
Light Undergrowth (light green area): Costs 2 move squares, provides concealment, +2 DC Acrobatics and Stealth.
Heavy Undergrowth (dark green area): Costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Roland and Weiryn are sickened (-2 to attack, weapon damage, saves, skills, ability checks).
Weiryn id grappled (-4 DEX, -2 attacks and Combat Maneuvers checks except to escape grapples, can take no action that requires both hands to perform, to cast spells must roll Concentration DC 10+ grappler's CMB + spell level, cannot use Stealth to hide from grappling creature).
Veroth is nauseated (Cannot attack, cast spells, concentrate on spells, or do anything else that requires concentration, can only perform a single move action).
Veroth is up! Time for that move action... XD
EDIT: included no adjustments for being NAUSEATED; adjust as you will.
Rolls
Rapier (silver) with flanking - (1d20+14, 1d6+3)
1d20+14 : (17) + 14 = 31
1d6+3 : (5) + 3 = 8
Can I even sneak attack a swarm? Prolly not - (4d6)
(2415) = 12
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
-1 Fort damage
Rolls
Attack - (1d20+9, 1d8+10)
1d20+9 : (14) + 9 = 23
1d8+10 : (8) + 10 = 18
Durgrim is up next.
Rolls
Attack (to hit, damage, electric) - (1d20+12, 2d6+6, 1d6)
1d20+12 : (10) + 12 = 22
2d6+6 : (51) + 6 = 12
1d6 : (2) = 2
Durgrim manages to connect with the plant creature, his hammer making a satisfying 'thud' as it hits the creature with great force... but something seems wrong... the creature looks to have been somewhat invigorated by the blow... it's as if it absorbed the electricity of his hammer and somehow used it to fortify itself...
Weiryn is up next.
Rolls
Secret Roll
Rolls
CAB (break grapple, sickened) - (1d20-1)
(11) - 1 = 10
Half damage. Dc 15 reflex or entangled 2d4 rounds.
Rolls
Damage - (1d8)
(7) = 7
Entangled - (2d4)
(22) = 4
Rolls
Swarm's REF save
• Ki Flurry: +12/+12/+12/+11.
• Deadly Aim: -2 attack, +4 damage.
• Point Blank Shot: +1 to all bow attack & damage rolls vs. targets w/in 30ft.
Rolls
Arrow #1 - (1d20+11, 1d8+10)
1d20+11 : (7) + 11 = 18
1d8+10 : (4) + 10 = 14
Arrow #2 - (1d20+11, 1d8+10)
1d20+11 : (5) + 11 = 16
1d8+10 : (2) + 10 = 12
Arrow #3 - (1d20+11, 1d8+10)
1d20+11 : (13) + 11 = 24
1d8+10 : (6) + 10 = 16
Arrow #4 - (1d20+10, 1d8+10)
1d20+10 : (9) + 10 = 19
1d8+10 : (1) + 10 = 11
Ireena will approach the creature, sheathing her crossbow and drawing her sword for next round.
The shambling mound will constrict Weiryn and then attack Durgrim in an attempt to snag itself another prey...
Weiryn takes 15 points of damage. Durgrim is hit for 11 points of damage and is grappled as well.
Rolls
Constriction damage on Weiryn
Attack on Durgrim
Darren takes 1 point of damage and 1 point of CON damage. Also Veroth is no longer nauseated.
Rolls
Swarm damage
Initiative
17 Veroth
17 Darren
16 Durgrim
15 Weiryn
11 Roland
7 Ujjaya
7 Ireena Kolyana
7 Plant Creature
3 Swarm
Combat Map.
Conditions
Light Undergrowth (light green area): Costs 2 move squares, provides concealment, +2 DC Acrobatics and Stealth.
Heavy Undergrowth (dark green area): Costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Roland and Weiryn are sickened (-2 to attack, weapon damage, saves, skills, ability checks).
Weiryn and Durgrim are grappled (-4 DEX, -2 attacks and Combat Maneuvers checks except to escape grapples, can take no action that requires both hands to perform, to cast spells must roll Concentration DC 10+ grappler's CMB + spell level, cannot use Stealth to hide from grappling creature).
Veroth is up!
Rolls
Rapier, with flanking - (1d20+14, 1d6+3)
1d20+14 : (18) + 14 = 32
1d6+3 : (6) + 3 = 9
Can you even sneak attack Kste Moss? - (4d6)
(2154) = 12
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 2/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Divine Favor: +3 attack/damage
-2 Con damage
Rolls
Attack - (1d20+12, 1d8+13)
1d20+12 : (14) + 12 = 26
1d8+13 : (3) + 13 = 16
Durgrim is up next.
Weiryn is no longer sickened in the next hour.
Rolls
Lay on Hands (Weiryn) - (3d6)
(352) = 10
Rolls
Channel Positive Energy - (2d6)
(51) = 6
Rolls
Damage - (2d6)
(13) = 4
• Deadly Aim: -2 attack, +4 damage.
• Point Blank Shot: +1 to all bow attack & damage rolls vs. targets w/in 30ft.
Rolls
Arrow #1 - (1d20+11, 1d8+10)
1d20+11 : (4) + 11 = 15
1d8+10 : (8) + 10 = 18
Arrow #2 - (1d20+11, 1d8+10)
1d20+11 : (13) + 11 = 24
1d8+10 : (1) + 10 = 11
Arrow #3 - (1d20+11, 1d8+10)
1d20+11 : (6) + 11 = 17
1d8+10 : (5) + 10 = 15
Arrow #4 - (1d20+10, 1d8+10)
1d20+10 : (8) + 10 = 18
1d8+10 : (6) + 10 = 16
Ireena will move forward, attacking the plant creature. Seeing how many of Ujjaya arrows missed, she'lll play it safe and not use any of her power attack... Ireena's strike barely misses the creature. "This thing has some impressive defenses..."
Rolls
Swarm's REF save
Ireena's attack
Weiryn takes 15 damage and Durgrim takes 14 damage. The creature will then try to slip back in the deep part of the bog, which will provoke attacks of opportunities form Darren, Veroth, and Ireena. Ireena missed hers.
As for the swarm? Well, it's being pretty fucking useless right now...
Rolls
Constriction damage Weiryn
Constriction damage Durgrim
Ireena's AoO
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Divine Favor: +3 attack, +3 damage
-2 Con 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 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
AoO - (1d20+12, 1d8+13)
1d20+12 : (15) + 12 = 27
1d8+13 : (3) + 13 = 16
Initiative
17 Veroth
17 Darren
16 Durgrim
15 Weiryn
11 Roland
7 Ujjaya
7 Ireena Kolyana
7 Plant Creature
3 Swarm
Combat Map.
Conditions
Light Undergrowth (light green area): Costs 2 move squares, provides concealment, +2 DC Acrobatics and Stealth.
Heavy Undergrowth (dark green area): Costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Roland is sickened (-2 to attack, weapon damage, saves, skills, ability checks).
Veroth is up!
Rolls
Alchemists fire, thrown - (1d20+11, 1d6)
1d20+11 : (6) + 11 = 17
1d6 : (6) = 6
Rolls
Scatter direction - (1d8)
(1) = 1
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Divine Favor: +3 attack, +3 damage
-2 Con 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 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Attack - (1d20+12, 1d8+13)
1d20+12 : (17) + 12 = 29
1d8+13 : (8) + 13 = 21
Durgrim is up next.
Rolls
Lay on Hands - (3d6)
(365) = 14
AC: 17 (Touch 12, Flat-Footed 16)
Wizard Spells Prepared: 0-4, 1st-4+1, 2nd 3+1
Cantrips: Acid Splash, Detect Magic, Read Magic, Disrupt Undead
1st: Burning Hands, Burning Hands, Protection From Evil, Shock Shield, Ray of Enfeeblement (S)
2nd: Scorching Ray, Scorching Ray, Spontaneous Immolation, False Life (S)
Cleric Spells Prepared: 0-4 1st-4+1, 2nd 3+1
Orisons: Sotto Voce, Guidance, Purify Food and Drink, Resistance
1st: Cure Light Wounds, Deathwatch, Firebelly, Weapons Against Evil, Comprehend Languages (D)
2nd: Cure Moderate Wounds, Burst of Radiance, Centering Drone, Detect Thoughts (D)
Power over Undead: 6/6
Channel Energy: 4/5
Also, thank goodness for Durgrim's timely Lay on Hands. Otherwise, I'd be a limp noodle right now...
Rolls
Burning Hands (ref DC 14 for half, holding until Veroth moves) - (4d4)
(4441) = 13
• Deadly Aim: -2 attack, +4 damage.
• Point Blank Shot: +1 to all bow attack & damage rolls vs. targets w/in 30ft.
Rolls
Arrow #1 - (1d20+11, 1d8+10)
1d20+11 : (12) + 11 = 23
1d8+10 : (8) + 10 = 18
Arrow #2 - (1d20+11, 1d8+10)
1d20+11 : (1) + 11 = 12
1d8+10 : (4) + 10 = 14
Arrow #3 - (1d20+11, 1d8+10)
1d20+11 : (2) + 11 = 13
1d8+10 : (7) + 10 = 17
Arrow #4 - (1d20+10, 1d8+10)
1d20+10 : (7) + 10 = 17
1d8+10 : (8) + 10 = 18
(point blank shot, deadly aim added, -2 for sickness, against touch ac)
Rolls
shot 1, damage 1 - (1d20+8, 1d8+9)
1d20+8 : (9) + 8 = 17
1d8+9 : (4) + 9 = 13
shot 2, damage 2 - (1d20+3, 1d8+9)
1d20+3 : (2) + 3 = 5
1d8+9 : (5) + 9 = 14
Ireena will also delay her action, having heard Weiryn demanding people stay out of the way. The swarm is still useless, so we'll move on to next round (unless Ujjaya wants to do something in the meantime...).
Initiative
17 Veroth
17 Darren
16 Durgrim
15 Weiryn
11 Roland
7 Ujjaya
7 Ireena Kolyana
7 Plant Creature
3 Swarm
Combat Map.
Conditions
Light Undergrowth (light green area): Costs 2 move squares, provides concealment, +2 DC Acrobatics and Stealth.
Heavy Undergrowth (dark green area): Costs 4 move squares, provides concealment (30%), +5 DC of Acrobatics, and +2 circumstance bonus to Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Roland is sickened (-2 to attack, weapon damage, saves, skills, ability checks).
Veroth is up!
Victory!
You each gain 685 XP.
Ireena will immediately go and retrieve her crossbow. "Well, these were some unpleasant critters..."
Rolls
Swarm's REF save
Edit: and 1 Con damage
Rolls
Lesser Restoration - (1d4)
(1) = 1
Rolls
Channel Positive Energy*4 (excluding plant monster, just in case...) - (8d6)
(66651165) = 36
Rolls
Roll for something - (1d20+18, 1d20+18, 1d20+23, 1d20+13)
Ireena's Percepction - (1d20+3)
(7) + 3 = 10
Ujjaya's Perception (since he,s busy I'll roll for him) - (1d20+14)
(6) + 14 = 20
Something large is moving in the deeper water ahead of you. Its flesh the sickly white of a drowned worm, but it writhes and twists in the water like an angry snake. Then it rears up out of the water, revealing a disgusting sucker-mouth in its eyeless white head, at around the same moment Darren hears some sloshing behind the party again, some 50 or 60 feet behind you... (Only Ireena seems to have not spotted those large snake things... Poor her...)
Rolls
Secret Roll
Secret Roll
Ireena Kolyana - (1d20+1)
(18) + 1 = 19
Ujjaya (you still busy buddy?) - (1d20+6)
(10) + 6 = 16
EDIT: Weiryn is more disturbed by someone spending the effort to raise a bunch of mosquitoes as undead than he thought...
Rolls
Initiative - (1d20+1)
(1) + 1 = 2
Rolls
Initiative - (1d20+6)
(6) + 6 = 12
To Arms, brothers! To battle!
Rolls
Initiative - (1d20+1)
(19) + 1 = 20
Sorry, this being laid off thing has me all thrown off...
Initiative
26 Ujjaya
20 Durgrim
19 Ireena
18 Veroth
18 Roland
16 ?
12 Darren
6 ??
2 Weiryn
Battle Map
Conditions
Willow Trees: Branches drape down across 3 adjacent squares, provides concealment, Climb DC 18, if in same square as trunk, partial cover (+2 AC, +1 Ref).
Light Undergrowth (dark green areas): Costs 2 move squares, +2 DC Acrobatics and Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Dense Rubble: It costs 2 move squares, +5 DC of Acrobatics and +2 DC of Stealth.
The mist is ever present in the valley of Barovia obscuring vision beyond 30 feet (provides concealment).
Roland is sickened (-2 to attacks, saves, ability checks, skill checks, damage rolls)
Ujjaya is up!
• Dodge Action.
Rolls
Foegrinder w/ Power attack (attack, weapon damage, electiricty) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (19) + 10 = 29
2d6+10 : (25) + 10 = 17
1d6 : (5) = 5
Ireena makes a double move, sloshing in the water, she goes as far as she can.
Veroth is up next!
Rolls
Rapier with flanking and sneak - (1d20+14, 1d6+3)
1d20+14 : (3) + 14 = 17
1d6+3 : (2) + 3 = 5
sneak attack - (4d6)
(3554) = 17
Roland is up next.
Both Roland and Durgrim are hit. Roland for 20 damage, and Durgrim for 13 damage. They lamprey-like sucker mouth latches on both their target, effectively grappling them. It would also seem that the one Durgrim smashed earlier in the round is slowly healing... At least, on the upside, those two will be considered flat-footed from now on...
Darren is up next.
Rolls
Attack on Roland
Attack Durgrim or Veroth 50/50 - (1d100)
(23) = 23
Attack (Durgrim or Veroth)
AC: 27 - Touch: 14 - Flat-footed: 27
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
-1 Con 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 0/1, Ironskin 1/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
As she steps close to those who are near the shore, she stares intensely at Ujjaya who now must also succeed at a Will save.
Finally, it is Weiryn's turn.
AC: 17 (Touch 12, Flat-Footed 16)
Wizard Spells Prepared: 0-4, 1st-4+1, 2nd 3+1
Cantrips: Acid Splash, Detect Magic, Read Magic, Disrupt Undead
1st: Burning Hands, Burning Hands, Protection From Evil, Shock Shield, Ray of Enfeeblement (S)
2nd: Scorching Ray, Scorching Ray, Spontaneous Immolation, False Life (S)
Cleric Spells Prepared: 0-4 1st-4+1, 2nd 3+1
Orisons: Sotto Voce, Guidance, Purify Food and Drink, Resistance
1st: Cure Light Wounds, Deathwatch, Firebelly, Weapons Against Evil, Comprehend Languages (D)
2nd: Cure Moderate Wounds, Burst of Radiance, Centering Drone, Detect Thoughts (D)
Power over Undead: 6/6
Channel Energy: 4/5
Rolls
Spontaneous Immolation (DC 15 for half and not on fire) - (3d6)
(324) = 9
Caster Level check (in case of Spell Resistance) - (1d20+4)
(7) + 4 = 11
Rolls
Fortitude save - (1d20+7)
(10) + 7 = 17
Will save - (1d20+10)
(19) + 10 = 29
Second round of combat.
Initiative
26 Ujjaya
20 Durgrim
19 Ireena
18 Veroth
18 Roland
16 Giant leech-like creatures
12 Darren
6 horrendous woman
2 Weiryn
Battle Map
Conditions
Willow Trees: Branches drape down across 3 adjacent squares, provides concealment, Climb DC 18, if in same square as trunk, partial cover (+2 AC, +1 Ref).
Light Undergrowth (dark green areas): Costs 2 move squares, +2 DC Acrobatics and Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Dense Rubble: It costs 2 move squares, +5 DC of Acrobatics and +2 DC of Stealth.
The mist is ever present in the valley of Barovia obscuring vision beyond 30 feet (provides concealment).
Roland is sickened (-2 to attacks, saves, ability checks, skill checks, damage rolls)
Roland and Durgrim are grappled (-4 DEX, -2 attacks to combat maneuver checks except to escape grapple, can take no action which requires two hands to perform, casting requires Concentration DC 10 + grappler's CMB + spell level, cannot use Stealth to hide from grappling creature)
Two of the giant leech-like creatures are currently grappling and are considered flat-footed (now DEX to AC, can be sneak attacked)
Ujjaya is up!
Rolls
Str damage - (1d6)
(2) = 2
• Deadly Aim
• Point Blank Shot
Rolls
Attack, Perfect Strike, damage - (1d20+11, 1d20+11, 1d8+10)
1d20+11 : (7) + 11 = 18
1d20+11 : (6) + 11 = 17
1d8+10 : (6) + 10 = 16
Durgrim is up next.
Rolls
MWK Dwarven Waraxe - (1d20+8, 1d10+9)
1d20+8 : (15) + 8 = 23
1d10+9 : (2) + 9 = 11
With the other leech-looking monster having moved in her way, Ireena decides to attack it. Since she has no idea how easy or hard they are to hit, she will not use her power attack on it this round.
She manages to damage her eel, cutting a deep gash in its rubbery skin. Foul blood streaming from the wound.
Veroth is up next.
Rolls
Ireena's attack - (1d20+8, 1d8+5)
1d20+8 : (16) + 8 = 24
1d8+5 : (4) + 5 = 9
Rolls
Rapier attack with flanking, Str dmg, and sneak attack - (1d20+14, 1d6+2, 4d6)
1d20+14 : (1) + 14 = 15
1d6+2 : (3) + 2 = 5
4d6 : (2423) = 11
Roland is up next.
Spending a grit point to use dead shot. Using feats deadly aim and point blank shot. Accounting for Dex loss from grapple.If either rolls hits the creature takes the full damage roll. Rolling against touch ac.
Rolls
First attack roll - (1d20+6)
(8) + 6 = 14
Second attack roll - (1d20+1)
(15) + 1 = 16
Damage - (2d8+7)
(32) + 7 = 12
It is now the eels' turn. Those who are wounded slowly heal their own wounds, and those already attached to their victims will drain blood... The remaining one will attack Ireena.
Durgrim takes 3 points of Constitution damage, Roland takes 2 points of Constitution damage, and Ireena is hit hard and grappled.
Darren is up next.
Rolls
Durgrim Con damage
Roland Con damage
Attack on Ireena
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Divine Favor: +3 attack, +3 damage
-1 Con 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 0/1, Ironskin 1/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Attack! - (1d20+12, 1d8+13)
1d20+12 : (19) + 12 = 31
1d8+13 : (6) + 13 = 19
The horrendously hideous woman returns to the runic circle and glares at Ujjaya again, using another gaze attack. Ujjaya must succeed a Will save.
Finally, Weiryn's turn.
Rolls
Will save - (1d20+10)
(8) + 10 = 18
Weiryn is up.
Well, balls...
Rolls
Scorching Ray (ranged touch) - (1d20+4, 4d6)
1d20+4 : (5) + 4 = 9
4d6 : (3644) = 17
Caster Level (I hate spell resistance...) - (1d20+4)
(3) + 4 = 7
Third round of combat.
Initiative
26 Ujjaya
20 Durgrim
19 Ireena
18 Veroth
18 Roland
16 Giant leech-like creatures
12 Darren
6 horrendous woman
2 Weiryn
Battle Map
Conditions
Willow Trees: Branches drape down across 3 adjacent squares, provides concealment, Climb DC 18, if in same square as trunk, partial cover (+2 AC, +1 Ref).
Light Undergrowth (dark green areas): Costs 2 move squares, +2 DC Acrobatics and Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Dense Rubble: It costs 2 move squares, +5 DC of Acrobatics and +2 DC of Stealth.
The mist is ever present in the valley of Barovia obscuring vision beyond 30 feet (provides concealment).
Roland is sickened (-2 to attacks, saves, ability checks, skill checks, damage rolls)
Roland, Durgrim, and Ireena are grappled (-4 DEX, -2 attacks to combat maneuver checks except to escape grapple, can take no action which requires two hands to perform, casting requires Concentration DC 10 + grappler's CMB + spell level, cannot use Stealth to hide from grappling creature)
All of the giant leech-like creatures are currently grappling and are considered flat-footed (no DEX to AC, can be sneak attacked)
Ujjaya is up!
Rolls
Arrow #1, damage - (1d20+13, 1d8+6)
1d20+13 : (17) + 13 = 30
1d8+6 : (5) + 6 = 11
Arrow #2, damage - (1d20+13, 1d8+6)
1d20+13 : (14) + 13 = 27
1d8+6 : (2) + 6 = 8
Arrow #3, damage - (1d20+13, 1d8+6)
1d20+13 : (15) + 13 = 28
1d8+6 : (4) + 6 = 10
Arrow #4, damage - (1d20+12, 1d8+6)
1d20+12 : (3) + 12 = 15
1d8+6 : (3) + 6 = 9
Durgrim is up next.
Rolls
Dwarven waraxe attack I (to hit, damage) - (1d20+8, 1d10+9)
1d20+8 : (13) + 8 = 21
1d10+9 : (1) + 9 = 10
Dwarven Waraxe attack II (to hit, damage) - (1d20+3, 1d10+9)
1d20+3 : (18) + 3 = 21
1d10+9 : (5) + 9 = 14
Ireena can only attack the giant eel attacked on her. She manages to wound it further.
Veroth is up next.
Rolls
Ireena's attack
Rolls
Rapier +1 attack, with flanking, Str dmg, sneak attack - (1d20+14, 1d6+2, 4d6)
1d20+14 : (17) + 14 = 31
1d6+2 : (6) + 2 = 8
4d6 : (1232) = 8
Roland is up next.
Rolls
shot 1 - (1d20+6)
(20) + 6 = 26
shot 2 - (1d20+1)
(7) + 1 = 8
damage - (2d8+7)
(42) + 7 = 13
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
I included the rule for deadshot above. I just realized I messed up the critical confirmation, but it still failed so doesn't really matter. My apologies.
Rolls
damage - (1d8+7)
(3) + 7 = 10
A single bullet finds its mark on the creature, splashing Roland with foul brackish blood.
Speaking of which, it's those creatures' time to act. They will continue sucking blood... Edit: oh yeah, and they heal slightly too... except the dead one, of course.
Ireena takes 1 point of CON damage and Roland 4.
Darren's turn now.
Rolls
Con damage Ireena
Con damage Roland
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Divine Favor: +3 attack, +3 damage
-1 Con 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 0/1, Ironskin 1/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Attack! - (1d20+12, 1d8+13)
1d20+12 : (11) + 12 = 23
1d8+13 : (6) + 13 = 19
The horrendous woman remains in the runic circle, trying its gaze attack once again on Ujjaya who must roll another Will save.
Then it will be Weiryn's turn.
Rolls
WIS save - (1d20+10)
(14) + 10 = 24
Fourth round of combat.
Initiative
26 Ujjaya
20 Durgrim
19 Ireena
18 Veroth
18 Roland
16 Giant leech-like creatures
12 Darren
6 horrendous woman
2 Weiryn
Battle Map
Conditions
Willow Trees: Branches drape down across 3 adjacent squares, provides concealment, Climb DC 18, if in same square as trunk, partial cover (+2 AC, +1 Ref).
Light Undergrowth (dark green areas): Costs 2 move squares, +2 DC Acrobatics and Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Dense Rubble: It costs 2 move squares, +5 DC of Acrobatics and +2 DC of Stealth.
The mist is ever present in the valley of Barovia obscuring vision beyond 30 feet (provides concealment).
Roland is sickened (-2 to attacks, saves, ability checks, skill checks, damage rolls)
Roland and Ireena are grappled (-4 DEX, -2 attacks to combat maneuver checks except to escape grapple, can take no action which requires two hands to perform, casting requires Concentration DC 10 + grappler's CMB + spell level, cannot use Stealth to hide from grappling creature)
All of the giant leech-like creatures are currently grappling and are considered flat-footed (no DEX to AC, can be sneak attacked)
Ujjaya is up!
Rolls
Arrow #1, damage - (1d20+13, 1d8+6)
1d20+13 : (17) + 13 = 30
1d8+6 : (5) + 6 = 11
Arrow #2, damage - (1d20+13, 1d8+6)
1d20+13 : (11) + 13 = 24
1d8+6 : (3) + 6 = 9
Arrow #3, damage - (1d20+13, 1d8+6)
1d20+13 : (5) + 13 = 18
1d8+6 : (4) + 6 = 10
Arrow #4, damage - (1d20+12, 1d8+6)
1d20+12 : (14) + 12 = 26
1d8+6 : (4) + 6 = 10
Durgrim is up next.
Rolls
Dwarven waraxe power attack I (to hit, damage) - (1d20+10, 1d10+9)
1d20+10 : (16) + 10 = 26
1d10+9 : (10) + 9 = 19
Dwarven waraxe power attack II (to hit, damage) - (1d20+5, 1d10+9)
1d20+5 : (11) + 5 = 16
1d10+9 : (7) + 9 = 16
Veroth is up next.
Rolls
Acrobatics to avoid AOO - (1d20+16)
(1) + 16 = 17
Rolls
shot 1 - (1d20+6)
(4) + 6 = 10
shot 2 - (1d20+1)
(13) + 1 = 14
damage 1 - (1d6+7)
(5) + 7 = 12
damage 2 - (1d6)
(3) = 3
Speaking of which, it is the creature's turn. It heals itself slightly and continues sucking the lifeblood out of Roland. Roland takes anoter 1 point of CON damage.
Darren is up.
Rolls
CON damage.
Fifth round of combat.
Initiative
26 Ujjaya
20 Durgrim
19 Ireena
18 Veroth
18 Roland
16 Giant leech-like creatures
12 Darren
6 horrendous woman
2 Weiryn
Battle Map
Conditions
Willow Trees: Branches drape down across 3 adjacent squares, provides concealment, Climb DC 18, if in same square as trunk, partial cover (+2 AC, +1 Ref).
Light Undergrowth (dark green areas): Costs 2 move squares, +2 DC Acrobatics and Stealth.
Shallow Bog: About 1 foot deep, costs 2 move squares, +2 DC Acrobatics and Stealth.
Deep Bog (blue wavy area): About 4 feet deep for Medium characters, Small must swim, +2 DC Stealth, provides cover to Medium or larger creatures (+4 AC, +2 Ref), provides improved cover to Small creatures (+8 AC, +4 Ref), Medium or larger can gain improved cover with move to crouch.
Dense Rubble: It costs 2 move squares, +5 DC of Acrobatics and +2 DC of Stealth.
The mist is ever present in the valley of Barovia obscuring vision beyond 30 feet (provides concealment).
Roland is sickened (-2 to attacks, saves, ability checks, skill checks, damage rolls)
Roland is grappled (-4 DEX, -2 attacks to combat maneuver checks except to escape grapple, can take no action which requires two hands to perform, casting requires Concentration DC 10 + grappler's CMB + spell level, cannot use Stealth to hide from grappling creature)
The remaining giant leech-like creatures is currently grappling and is considered flat-footed (no DEX to AC, can be sneak attacked)
Ujjaya is up!
Rolls
Cure Moderate Wounds - (2d8+4)
(88) + 4 = 20
• Flurry: +12/+12/+11
Rolls
Arrow #1, damage - (1d20+12, 1d8+5)
1d20+12 : (2) + 12 = 14
1d8+5 : (8) + 5 = 13
Arrow #2, damage - (1d20+12, 1d8+5)
1d20+12 : (7) + 12 = 19
1d8+5 : (8) + 5 = 13
Arrow #3, damage - (1d20+11, 1d8+5)
1d20+11 : (18) + 11 = 29
1d8+5 : (6) + 5 = 11
Rolls
Perception - (1d20+11)
(16) + 11 = 27
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Arrows unbroken? - (1d100, 1d100)
1d100 : (70) = 70
1d100 : (86) = 86
Rolls
Perception - (1d20+4)
(3) + 4 = 7
As she makes her way towards the ruins, the sound of battle will have ceased. As she can see more clearly what transpired here, she spots a rather eclectic party of adventurers, composed of 4 humans (2 males, 1 female), a male dwarf, a male humanoid with blue skin who might have some extraplanar origins, and what looks like a winged drow. The dwarf and the winged drow seems to be checking the ground near a short stone pillar in the middle of what looks like a runic circle scribed on the ground. One of the human and the humanoid with blue skin seems to be keeping watch, with the human holding up a rather bulky and strange contraption. In the water, Heather can spot the floating carcass of what looks to be 3 large leech-like creatures with sickly rubbery white skin, and within the runic circle seems toe be the dead body of a horrendously-looking old crone whose hair looks to be made of rotting seaweed...
The rest of the party, as you hear sloshing in the water, at first you though your Vistani spies were getting sloppy, but out of the mist, you see emerge a woman clad in mithral armor with the holy symbol of Serenrae clearly emblazoned on her shield. A crossbow is cocked in her hand, but pointed downward so as to not appear threatening...
As she speaks Heather approaches to within 40ft of Darren (if she isn't already within range), being careful to remain non threatening she casts Zone of Truth (20ft radius surrounding Darren). This takes one standard action and has a vocal and somatic component, so people will likely notice she is casting a spell.
A will save of 10+2+4=16 Negates the effect. Anyone affected by the spell cannot lie, but can choose to not answer questions. It lasts 6 min, but the circle does not move and creatures can walk out of/into the affected area.
"What brings you to this Sarenrae forsaken land? Are you in league with the terrible creatures I have encountered in my travels?"
Rolls
Will Save - (1d20+8)
(12) + 8 = 20
Spellcraft to identify spell - (1d20+8)
(15) + 8 = 23
"I have heard of the Lightbringers, your organization has an excellent reputation and is quite famous in this area. I have been sent to cleanse this land, and as our goals align I would be honoured to work alongside you. I fear my mission is far too great for a single disciple, even one as dedicated as I.
Even if you do not wish for me to join your expedition, please allow me to do what I can to heal your wounds. It is clear you have been engaged in a great battle."
"Welcome traveller. There is indeed much evil in this land which needs to be cleansed. The werewolves of the Svalich woods, the witches of Lygasa hill, some might even be tempted to say the Vistanis who are thieves, scoundrels and con artists... But by far the worst of them all is that devil Strahd up in his castle..."
She spits on the ground as she speaks that last name.
"As for healing, I have suffered some injuries fighting those blood-sucking worms, the worst of it being that blood one of them took from me. I'm feeling a bit frail and light-headed at the moment..."
"Yes, that would be normal considering the amount of blood those things seems to need in order to nourish themselves. Perhaps if you have a few lesser restorations to spare to help my companions. I am a healer too, but sadly had to use my daily allotment of restorative spells to heal up brother Durgrim's strength after a nasty encounter with a really dangerous undead in the basement of a church..."
Lesser Restoration: dispels magic effects reducing 1 ability score or restores 1d4 ability damage to 1 ability.
Heather casts Lesser Restoration on Ireena.
"Until I have time to prepare more spells I cannot heal anymore such damage, but I am able to help with less serious afflictions. Does anyone else require my services?"
Rolls
Lesser Restoration - (1d4)
(3) = 3
At the sight of the amulet, Ireena's face brightens and she exclaims. "That's it! It's the holy symbol of ravenkind! Looks like Madam Eva was right, Strahd must have stolen it and hid it here."
It is apparent that Heather is slightly uncertain how to respond, she has never met his kind before. The strange greeting and glowing eyes have caught her by surprise. She is not afraid, just awkward like everyone is when meeting someone of a new culture.
The winged Drow is likewise a new experience for her, and she is uncertain how best to speak to him as well.
Then looking at the reliquary box.
"By the gods, is that blood?"
"Yes, perhaps it is time to go now, I'm not willing to spend any more time than we need to in this accursed swamp. Anyone else is in need of healing before we leave?"
He then turns to Heather.
"We can explain you all about our mission on our way back. It is quite complex it would seem and this will give us something to pass the time while we trudge through this bleak landscape..."
Rolls
Cure Light Wounds - (1d8+4)
(3) + 4 = 7
Once everyone who needs healing has come within 30ft of her Heather raises her sheild and uses Channel Energy. This will heal all living creatures within a 30ft radius.
Rolls
Channel energy - (3d6)
(153) = 9
He looks over to Veroth. "We should find out what the symbol is good for. Why the devil would go through the trouble of hiding it here. But first, yes, let us be gone from this unholy muck."
During this time, Weiryn will start explaining the situation to Heather.
"We're part of a slightly larger group, some of us having remained at the village of Barovia which is probably a mile or so from here. Each of use had a different reason which brought us to Barovia, for those of us not born here, that is. I and brother Roland were summoned to answer the call for he of another fellow Lightbringer who was in Barovia, fighting an undead infestation. Lady Ashly, she remains at teh town for now. And it was quite the infestation, let me tell you... I do believe that brother Darren was looking for the sunsword, a potent artifact against the blighted living-dead, which incidentally enough, was what originally brough Lady Ashlyn and her companions here in Barovia in the first place. Brother Ujjaya over there is looking for a missing man named Jerref Maurgen who allegedly disappeared when he came to Barovia to hunt werewolves. Both Kayleigh, a woman mercenary of some skills, and brother Durgrim here seems to be after some Vistani smugglers, but each for their own reasons. Brother Kuroi, for his part, was looking to establish diplomatic relationships with the monastery of the Ecaterines. As for Ireena and Sir Urik, they are both native of this valley..."
Rolls
Vistani's Stealth checks
Vistani's Stealth checks
Vistani's Stealth checks
Vistani's Stealth checks
Weiryn's Perception check - (1d20+8)
(7) + 8 = 15
Ireena's Perception check - (1d20+3)
(4) + 3 = 7
"Kuroi, Keyleigh, Ujjaya, Darren, Roland and I met on the road on our way here. As we were staying an an inn before making our way to Barovia, we met a Vistani Messenger who gave us this letter. However, the next morning, once we had reached Barovia, we found the body of what appears to be the real messenger, bearing this letter instead. We verified with Ismark, the defunct burgomaster's son and Ireena's brother, and determined the first letter to be a forgery and the second one to be genuine."
"Well, arriving at Barovia, we found an undead outbreak alright. Zombies which seems to possess an unnatural resilience, capable of spreading some kind of disease. We fought our way to the town square, where we found Ashlyn desperately protecting the survivors. Speaking with the local, it quickly became apparent that the plague seems to have originated from the small church in Barovia, however, the townsfolk were quite insistent we talk to a seer called Madam Eva before rushing headlong into battle. A mistake that sadly Lady Ashlyn's companions made, and paid with their lives... We made our way to the Vistani encampment, where Madam Eva resides, and met Sir Urik on the way. A capable man who seems to be the last remaining vestige of an ancient order called The Knights of the Raven. We asked him to keep an eye on the village while we were away."
Weiryn will then give a detailed description with their encounters with Madam Eva and of her tarot cards reading.
Rolls
Perception - (1d20+14)
(19) + 14 = 33
"I think that was obvious ever since we met them in town..."
He then will continue explaining their situation to Heather.
"And that is what brought us here in this swamp. Madam Eva told us this is where we would find the holy symbol of ravenkind and sure enough, her divinations were true. And as for that little disturbance, it would seem Strahd has many agents in this land. Every night, our sleep is interrupted by some attack. One worg even managed to run away with some bloody torn piece of clothing belonging to Durgrim, no doubt so that Strahd can cast a scrying spell on him eventually. And during the day, his spies follow us at a distance, observing us and not attacking... This Strahd seems smart, gathering information on us. When we eventually face him, we're going to have a tough fight on our hand I'm afraid, since he'll know so much about us, and we, so little about him..."
Rolls
Perception - (1d20+4)
(7) + 4 = 11
Do we want to question one of the vistani folk? I could easily shoot the legs from under that one.
"I doubt he'll tell us anything we do not already know or suspect. Also, it might be a bad idea to antagonize the Vistani any further considering we might need to go back to their camp either to ask more questions of Madam Eva or to retrieve Durgrim's cousin's wares... But I will not stop you if you wish to go through with this plan. Though at this point, I believe scaring them away might be the better solution..."
"Scare them off. The less they can observe of us the better. Right now, while they're tailing us, they gather information on us. Our movement, our abilities... they most likely already know we have the holy symbol of ravenkind by now... We should have thought of scaring them away earlier... Oh well, what is it they say? Crying over spilt milk?"
As she speaks she scans her surroundings for more spies.
"Yes, them. There were four of them when we met them in town earlier this morning, and it was quite obvious they were spying on us. When we left town, it made sense for the four of them to follow us."
"Hardly. We still need to find the sunsword, then figure out how to bond those items to us, and I have a feeling that killing Strahd will be easier said than done... We haven't stepped inside the castle yet, who knows what awaits us within."
"What are you and Ashlyn doing outside keeping guard? Anything happened while we were away?"
Kayleigh will then answer.
"Yes, sadly. Like what Madam Eva seems to have told you, killing the blaspheme in the church did not stopped the outbreak, but merely slowed it down. Soon after you left, some of the survivors got attacked by two more undead. They're okay, we managed ton intervene quickly enough, but it seems there are still a few undead left. Kuroi and Sir Urik are out on patrol, thinking of using their crows to scout ahead for undead. I'm not sure how successful they'll be with that rain though."
Weiryn thinks for a moment.
"Perhaps I should remain in Barovia from now on, give you four some magical back up for fighting off those remaining undead."
"Are you wounded from your encounter with the zombies? I could channel energy to heal you."
He then turns to the rest of the party.
"If any of you are still wounded, you might want to come closer so I can take care of your wounds as well."
And with this, he'll channel positive energy to take care of the wounds of Kayleigh, Ashlyn, and anyone else requiring healing.
Rolls
Channel Energy - (2d6)
(13) = 4
If it is ok with the party Heather will find a quiet place to pray for divine intervention and switch out 3 spells for Lesser Restoration spells.
Rolls
Perception - (1d20+14)
(7) + 14 = 21
Rolls
Perception - (1d20+11)
(6) + 11 = 17
Rolls
Knowledge Engineering - (1d20+7)
(9) + 7 = 16
Once Roland is healed Heather asks.
"What is this book that has capturesd your attention so?"
Rolls
Veroth STR - (1d4)
(2) = 2
Veroth CON - (1d4)
(2) = 2
Roland CON - (1d4)
(1) = 1
"Both me and my brother tried to use it before and it failed for us. Your friend Weiryn told me that is because it needed to be bonded to a person in order to work. I have no idea what my father did the bind the holy symbol to him, sadly, and we cannot ask him anymore... Could magic decipher the holy symbol's mysteries?"
Rolls
Knowledge religion check - (1d20+6)
(4) + 6 = 10
Durgrim asks Heather to see the symbol, and tries to remember relevant scripture.
Rolls
Knowledge religion - (1d20+10)
(4) + 10 = 14
Rolls
Religion - (1d20+9)
(7) + 9 = 16
Disregard it if it is not relevant.
Rolls
knowledge local - (1d20+7)
(18) + 7 = 25
"Again, I'm no expert in magic, but can't any of you use some sort of spell to try and determine anything about the holy symbol of ravenkind? I swear I've heard stories of mage capable of divining this sort of things... Or maybe I'm just speaking nonsense..."
Yar, it's confusing. But I think we are in the right track."
Ireena looks at Veroth quizzically.
"I have no idea what those are, but seeing we have the rest of the afternoon and early night left, I'm sure we can all walk there. Unless you were planning on going out later for something else?"
Rolls
Con damage - (1d4)
(1) = 1
As you enter the inn, Arik the innkeeper greets you. You notice the rest of the party is at the inn, which will be the first time Heather meets Kuroi (a crow-headed humanoid), and Sir Urik (an older gentleman in armor with a silvered sword resting at his hip). Seeing you, Weiryn suddenly looks worried as he approaches you.
"Suffer no false life brothers. I did not expect seeing you all so soon. Is there anything wrong?"
Kayleigh then glares at weiryn.
"Do not try to pass this oversight of yours on me!"
Weiryn then answers sheepishly.
"Oh no, far from me... Well since I'm going to cast a spell, if you have anything else which might require identifying. Ujjaya, found anything of interest on that old crone back at the swamp?"
"Okay, the holy symbol, the scroll, and the wand are definitely magical, the rest are simply mundane, if valuable objects..."
He continues to concentrate for a while and then attempts to identify the objects.
"The scroll is a scroll of detect thoughts, the wand is a wand of burning hands which is fully charged. As for the holy symbol of ravenkind, a very interesting object indeed. It is a a phylactery of faithfulness, and of course, can be used as a holy symbol by any good divine spellcaster for things which usually require a holy symbol, and this regardless of religion. If used to channel energy through it, it will also flare up for about 6 seconds in a manner similar to a light spell. I feel there is more however, as if more powers can be unlocked once the item has been bonded. It is probably a scaling item, like those galvanic gauntlets I'm wearing."
Rolls
Spellcraft (holy symbol of ravenkind) - (1d20+13)
(14) + 13 = 27
Spellcraft (scroll) - (1d20+13)
(15) + 13 = 28
Spellcraft (wand) - (1d20+13)
(20) + 13 = 33
"I am Sir Urik, the last of the Knights of the Raven. I am honored to make your acquaintance fair lady. The raven is Hurrn, my faithful companion."
As Heather gazes upon the raven, she notices that this is not a regular raven...
Heather blushes as she is unaccustomed to such fanciness. She makes an awkward attempt at a curtsie but it is clear she has no idea what she is doing.
Weiryn will explain.
"Madam Eva spoke of an old place, one near the setting sun that predates the evil that has come on this land. A place which predates Count Strahd and his family. I guess that means there must be some ruins somewhere west of the crossroads..."
Sir Urik thinks for a moment...
"Hmm, yes, I do remember hearing some tales about that. Apparently, further west, there used to be another crossroads, one which led to land beyond this valley. It fell under disrepair several centuries ago for reasons unknown. Perhaps there were some dwellings along this old road? Those would have been swallowed up by the Svalich Woods however. We'd be going into werewolf territory..."
Ireena will chime in.
"Perhaps my brother would know more. He was groomed to succeed my father as the burgomaster after all and is well-versed in the history of the valley."
Rolls
Knowledge (local) for Sir Urik - (1d20+4)
Rolls
knowledge local - (1d20+7)
(4) + 7 = 11
As you enter, drenched from the rain, Ismark greets you.
"Ah, welcome, welcome. Please, come in before you catch a cold."
Ismark looks like a completely different man now that he has sobered up.
Rolls
Perception - (1d20+11)
(18) + 11 = 29
Ismark continues.
"I would ask you what brought you here on such a wonderful day, but I won't lie, the weather is absolutely dreadful... Ah, typical Barovia... Oh, I see you have a new companion... And she has the Holy Symbol of Ravenkind? Marvellous! You found it! Oh, this is great news! Great news indeed."
He then turns to greet Heather with a bow, not in the same gentlemanly fashion as Sir Urik had done earlier, however.
"I am Ismark Indirovich, humble burgomaster of this little town. Well, I sort of am even though the ceremony to officialize my position will be held later this week..."
Ireena interjects.
"You mean before he was murdered."
Ismark continues.
"Err... yes... My sister and I tried to use it, but to no avail. Then it got stolen. I guess the group went on to speak with Madam Eva and told you where to find it. If so, I'm sure she already gave you clues on how to use it as well... This woman is wise beyond her years."
"Old road... old road... Oh yes. Come to think of it, there is an old ruin somewhere west of the crossroads. According to the history books that my grandfather—gods rest his soul—used to have, this land is much older than even that devil Strahd. This ruin probably dates back to that time. It can't be much of anything anymore, but it could be the lair for some of the devil's creatures. My grandfather said that a powerful wizard lived there a long time ago, maybe even a thousand years, and she dealt with creatures from... elsewhere. Back then, there was another crossroads further west, near the Lysaga Hills which led to lands none of us have ever seen. That road is gone now, and I can't even tell you where it might have been, except that it must have been near the Lysaga Hills. But the ruin was along that road. We don't go out there ourselves because the woods have been too dangerous for common folks for years and years. And I hear wolfmen are in the woods too, living with the wolves we hear every night."
"If you want to know about lycanthropes, I suggest you find the local werewolf hunter, Janis Barahg. A rather dour fellow, but competent at what he does, or so I've heard... However, we haven,t seen him in town since the undead outbreak."
Sir Urik will then speak.
"Yes, I know the fellow. I had the occasion to work with him a few time when my struggle against the dark forces of this valley took me into the Svalich Woods. I do not entirely approve of his methods or of his desire for vengeance against the werefolk which borders an obsession, but he is indeed capable of holding his own in a fight."
"Perhaps we ask provisioner. He must needs food and things."
"We do see him from time to time in town, maybe once a month or so. Sometimes he comes to sell pelts and then purchases some arrows from Bildrath and a good meal from Arik at the inn. He's bound to realize that eventually the undead outbreak in the village has ceased..."
"Well, hello there, welcome to my store."
His smiles soon fades as he spots Roland within the group.
Rolls
perception - (1d20+13)
(12) + 13 = 25
Rolls
Bluff - (1d20+10)
(1) + 10 = 11
"Worth my while eh? Yeah, I might know where he lives... depending on how much you're willing to pay for that information..."
"Really? You're going to pay me with a piece of wood..."
He then mumbles something under his breath about "winged savages". He then becomes all business-like once again.
"Listen, unless you're here to buy something from me, then you're wasting my time."
"Don't you ever tire of running your gods forsaken mouth? Listen Shopkeep, for Palaver is done.We will have answers to our questions to save this town from its accursed beings. In order to do so we need to know where this man is. You can either get on board and help out, or I can have the Burgomaster declare a state of emergency and force you to get on board. And if I have to go about it that way, you best believe I will be taking more than a little information. Now out with it you yellow coward. Real warriors have warriors work to do, and you have stood in our way long enough"
"You... you wouldn't... Hmm... alright, I'll tell you where Janis lives, but then I no longer want to have to deal with any of you ever again. You promise to not come bother me ever again, and I'll tell you where he dwells."
To Roland she says "You have certainly left an impression on the shop keeper."
I'm playing a couple.
"Lygasa Hill would be further west past the crossroad. At some point the old Svalich Road turns north and does a switchback as it climbs a slope in order to bridge over the Ivliss River, above the Tser Fall. The Lygasa Hill would be located somewhere in the curb made by the road turning north and the switchback. If Janis is camping 'behind Lygasa Hill' as Bildrath told us, then I'd guess it must be further west passed the hill. That is the only thing I can think that would make sense..."
"I doubt you have a long enough rope my feathered friend. Besides, some of us are wearing rather bulky armor, not to mention we'd still be leaving the mule and cart unguarded at the bottom of the hill. Seems like our best bet is to continue to the switchback which slowly climbs up the incline some distance further north and see if we can't find a better way there. Besides, our destination is behind that hill, not on top of it."
Rolls
Stealth - (1d20+16)
(3) + 16 = 19
Perception - (1d20+11)
(14) + 11 = 25
Roland changes the loads in his pistol to silver, just to be safe.
Sir Urik shields his eyes with a hand raised to his forehead, attempting to see in the distance.
"Hmm, I was hoping the elevation would grant us a better point of view, but this darn forest is in the way... So, which of the two canyons do we try first? The one further north along the road or the one deep in the forest to the south?"
"What evil do you bring in this forest?"
He calls out, first in Elven, then in accented Common.
As the elf diverts most people's attention, Veroth will notice a single wolf sneaking toward the party on the southern edge of the path.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Perception - (1d20+8)
(6) + 8 = 14
Rolls
Initiative - (1d20+1)
(19) + 1 = 20
Rolls
Initiative - (1d20+6)
(3) + 6 = 9
Guys, I also need you to place yourselves on the battle map.
Rolls
Inititative - (1d20+6)
(4) + 6 = 10
but does not put her mace away. Jabres, I think I can only sense evil if I cast spells? I am still not sure how that works.
First Round of Combat.
Initiative
22 ??
20 Durgrim
15 Veroth
15 Ireena
12 Darren
10 Ujjaya
9 Roland
7 Heather
5 Sir Urik
Special Conditions:
Rain: Reduce visibility by half, -4 Perception and ranged attacks, extinguishes unprotected flame, has 50% to extinguish protected flames (lantern).
Light Undergrowth: The textured green vegetation is light undergrowth. It costs 2 move squares, provides concealment, and +2 to DC of Acrobatics and Stealth.
Heavy Undergrowth: The plain 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).
Battle Map.
A wolf which was hidden in the underbrush right next to Ujjaya will burst from its hiding place and attack Ujjaya. The second wolf Veroth spotted will also burst out of its hiding hiding place and attack Ujjaya. The elf, for his part will shoot two arrows at Heather. The firs wolf bites deeply into Ujjaya's calf, inflicting 12 points of damage, and then, with a thrashing of its head, makes Ujjaya fall prone. The second wolf takes this opportunity to jump in, biting Ujjaua in the arm for another 10 points of damage (22 total). The elf shoots two arrows, the first one hitting Heather in the shoulder for 7 damage and the other one missing its mark, flying into a wide arc over her hear.
Ujjaya has 2 Fortitudes save to make, Durgrim is up next.
Rolls
Wolf 1 attack Ujjaya (30% miss chance for heavy undergrowth) and trip if hits
Wolf 2 attack Ujjaya (30% miss chance for heavy undergrowth) and trip if hits
Elf shooting heather
Rolls
Fortitude save 1 - (1d20+7)
(7) + 7 = 14
Fortitude save 2 - (1d20+7)
(18) + 7 = 25
Rolls
Foegrinder w/ Power attack (attack, weapon damage, electiricty) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (4) + 10 = 14
2d6+10 : (16) + 10 = 17
1d6 : (2) = 2
Rolls
Acrobatics to avoid AOO (A.C. 24 vs AOO) - (1d20+16)
(6) + 16 = 22
Rapier (silver, +1) with flanking and sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (12) + 14 = 26
1d6+3 : (3) + 3 = 6
4d6 : (2152) = 10
Ireena will make her way to the wolf. Not sure how difficult it is to hit, she'll only take a -2 Power Attack, still wanting to drop it as quickly as possible to help Ujjaya. Ireena connects with a powerful attack... only to lightly scratch the wolf.
"This is no ordinary wolf!"
Darren is up next.
Rolls
Ireena's attack (Power Attack -2)
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Flanking: +2 attack
-1 Con 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 0/1, Ironskin 1/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Attack! - (1d20+11, 1d8+9)
1d20+11 : (6) + 11 = 17
1d8+9 : (1) + 9 = 10
Ujjaya is up next (and prone, so not shooting his bow until he finds a way to get up, which might provoke an attack of opportunity from the remaining wolf...).
Cost: 1 ki point
Duration: 1hr
+4 enhancement bonus to natural armor bonus for 1 hour.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown on the Monk Progression Table.
Level: 4th.
Replaces: This benefit replaces the ki strike (magic) class feature.
Benefit: When you have at least 1 ki point in your ki pool and hit an evil creature with your unarmed strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra 1d6 points of damage. Holy strike is a supernatural ability.
Rolls
Unarmed Strike, damage, Holy Strike damage - (1d20+3, 1d8+2, 1d6)
1d20+3 : (13) + 3 = 16
1d8+2 : (3) + 2 = 5
1d6 : (5) = 5
Roland is up next.
Assuming a 20 hits against touch ac the damage total is 32 considered to be from a single attack. Bullets not silvered.
Rolls
Attack roll 1 - (1d20+10)
(10) + 10 = 20
attack roll 2 - (1d20+5)
(15) + 5 = 20
Damage roll 1 - (2d12)
(14) = 5
Damage roll 2 - (2d12)
(1111) = 22
Heather is up next.
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10–1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10–1 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Summon Monster III
School conjuration (summoning); Level bard 3, cleric 3, sorcerer/wizard 3
This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Rolls
Number of elementals - (1d3)
(1) = 1
Slam attack to hit - (1d20+4)
(11) + 4 = 15
physical damage - (1d4)
(3) = 3
Fire Damage - (1d4)
(1) = 1
With the wolf pretty much taken care of, Sir Urik will take a double move to get close to the archer, sending his celestial raven to harry the wolf in order to make it that much easier for the party to finish it off... However, the wolf still is not harried.
Rolls
Secret Roll
Secret Roll
Initiative
22 elf and wolves
20 Durgrim
15 Veroth
15 Ireena
12 Darren
10 Ujjaya
9 Roland
7 Heather
5 Sir Urik
Special Conditions:
Rain: Reduce visibility by half, -4 Perception and ranged attacks, extinguishes unprotected flame, has 50% to extinguish protected flames (lantern).
Light Undergrowth: The textured green vegetation is light undergrowth. It costs 2 move squares, provides concealment, and +2 to DC of Acrobatics and Stealth.
Heavy Undergrowth: The plain 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).
Ujjaya is prone (-4 melee attack, cannot make ranged attack except crossbows, +4 AC vs. ranged attacks, -4 AC vs. melee attacks, getting up is move-equivalent action which provokes AoO).
Battle Map.
The wolf will perform a withdraw action to reach its elf ally. The elf will then take a 5-foot step, take a potion out and make the wolf drink it, you see some of the wolf's wounds close up.
Durgrim is up next.
Rolls
Secret Roll
Rolls
Foegrinder, power attack (to hit, damage, electricity) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (2) + 10 = 12
2d6+10 : (53) + 10 = 18
1d6 : (3) = 3
Rolls
Acrobatics to avoid AOO, A.C. 24 vs AOO - (1d20+16)
(3) + 16 = 19
Rapier (silver, +1) with flanking and sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (6) + 14 = 20
1d6+3 : (2) + 3 = 5
4d6 : (1331) = 8
Darren is up next.
Rolls
Bow attack,damage - (1d20+13, 1d8+5)
1d20+13 : (11) + 13 = 24
1d8+5 : (4) + 5 = 9
(no modifiers except -2 for range increment, still firing against touch ac with use of dead eye. )
Rolls
attack 1 - (1d20+9)
(19) + 9 = 28
damage - (2d12)
(122) = 14
Heather is up next.
Rolls
Ray to hit - (1d20-4)
(10) - 4 = 6
Damgae of hit - (3d8)
(356) = 14
Third Round of Combat.
Initiative
22 elf and wolves
20 Durgrim
15 Veroth
15 Ireena
12 Darren
10 Ujjaya
9 Roland
7 Heather
5 Sir Urik
Special Conditions:
Rain: Reduce visibility by half, -4 Perception and ranged attacks, extinguishes unprotected flame, has 50% to extinguish protected flames (lantern).
Light Undergrowth: The textured green vegetation is light undergrowth. It costs 2 move squares, provides concealment, and +2 to DC of Acrobatics and Stealth.
Heavy Undergrowth: The plain 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).
Battle Map.
The elf will move 5-feet, drop his bow and draw his longsword, attempting to attack Sir Urik. His attack will miss.
Durgrim is up next.
Rolls
Elf's WIL save
Elf's attack
Rolls
Forgehammer, non-lethal (to hit, non-lethal damage, electricity damage) - (1d20+8, 2d6+6, 1d6)
1d20+8 : (8) + 8 = 16
2d6+6 : (45) + 6 = 15
1d6 : (4) = 4
"Where is Janis Barahg?" he hisses.
Rolls
Silvered rapier with flanking and sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (13) + 14 = 27
1d6+3 : (5) + 3 = 8
4d6 : (2453) = 14
You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.
You are still using the weapon to deal the damage, so the rule should apply
"Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given."
Rolls
Roll for something
You each gain 450 XP.
The elf has fallen unconscious, but is still alive. As for his wolves, you'd have to check...
Roland reaches into his haversack and pulls out 50 feet of silk rope and begins binding the elf creature.
Rolls
Perception - (1d20+11)
(20) + 11 = 31
All this while, Veroth will be sure that the group is in no immediate danger.
"Execution should be reserved for only the most heinous of crimes. As far as we know these things were only trying to protect themselves against a heavily armed group of strangers."
"As light bringers it is our duty to rid the world of evil, not of things that are just different. This conversation went south and we won. Now let us heal the wounded, treat them with firmness yet kindness, and see if they are evil."
Rolls
Heal - (1d20+11)
(19) + 11 = 30
"Thank you friends. I know there is much evil in this land, but fighting monsters by becoming monsters ourselves is not the solution."
Ireena is obviously displeased, but she knows better than to fight a losing battle...
Ujjaya will also chime in.
"I know Madam Eva said in her readings that the man I am searching for, Jerref Maurgen was not killed by werewolves, but perhaps one of them saw him and could give me a clue as to where he went or who killed him. Seems like those werewolves have eyes all throughout the forests of Barovia."
Rolls
Healing living creatures - (3d6)
(632) = 11
I'd use diplomacy instead of Intimidate, but Durgrim isn't in the best of moods.
Rolls
Intimidate - (1d20+3)
(20) + 3 = 23
His usually serene demeanor breaking, Ujjaya stumbles over to the elf. "You attacked us first, fired the first shot." Ujjaya points out flatly. "Jerref Maurgen. Janis Baragh. Do you know of them?"
Rolls
healing Ujjaya - (1d8+5)
(1) + 5 = 6
Edit: Also, do not forget your Rebuke Death 1st level ability, this can come in handy too...
"If we knew where to find Baragh, we would have killed him by now..."
He then turns to Roland.
"People who hunts us? So far there is only Barahg. Well, there used to be another one, a dwarf who dwelt somewhere near the Vistani camp. Good move on his part: we could not attack him without risking harming Vistanis, which would have put us at odd with Strahd for harming his agents... Well anyways, seems he stopped hunting us at some point and switched his focus on hunting humans. I am not sure why he changed his mind, nor do I care to find out."
"You are seriously going to strike a deal with those... those... those monsters!? We should just kill them and be done with it. And any other werewolves trying to attack us will also be killed. How's that for convincing them to stop hunting the townsfolk?"
Quietly to her he says "This is how wars are won Ireena. Where the enemy thinks he is safe you make him unsafe. Where he thinks he is strong make him week. Strike where he thinks he cannot be struck. If we not only acquire the powerful artifacts, but turn his allies into our allies to help us fight them, then we can actually win this fight. I did not come here to gallantly throw my life away and not create the change I seek. I am a warrior, not a hero. I am here to conquer Strahd and put this land right. I suggest you decide what it is that your here for. To die a noble death or to actually win."
Roland calmly walks over to the captives and puts a single silver bullet into the base of each's brain stem.
Roland searches the bodies for anything of use.
Rolls
Spellcraft check on potions - (1d20+6)
(1) + 6 = 7
Rolls
Spellcraft x6 - (1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8, 1d20+8)
1d20+8 : (3) + 8 = 11
1d20+8 : (3) + 8 = 11
1d20+8 : (13) + 8 = 21
1d20+8 : (11) + 8 = 19
1d20+8 : (7) + 8 = 15
1d20+8 : (7) + 8 = 15
Rolls
Perception - (1d20+11)
(15) + 11 = 26
Stealth - (1d20+16)
(10) + 16 = 26
Rolls
Secret Roll
Secret Roll
Rolls
Perception - (1d20+11)
(20) + 11 = 31
Stealth - (1d20+16)
(3) + 16 = 19
Rolls
Secret Roll
Secret Roll
Veroth is ready to flee to the sky with a good luck upwards, but dares to hope.
"I am Janis Baragh. Now what business do you have with me... elf... ?"
This last word is spoken with disdain.
He gestures backwards again. "Will you join us for a brief time, friend, teach us your wisdom? We will assist you as best we can."
"Friends eh? And you say you were attacked by werewolves... Was it close from here?"
He carefully draws his rapier to reveal six inches of the blade, before resheathing it fully. "At least some of us have silver."
"I found Janis, and he invites all of you to his camp. He might be a paladin - least, he didn't try and kill me straight off," he adds grimly.
He then turns to Ujjaya.
"No, I have never heard of that person. Should I have?"
Roland will head back to his mule to do just that.
Current HP: 62/66
3 CON damage
Spent: 2 Lay on Hands
Rolls
Cure light wounds - (1d8+5)
(4) + 5 = 9
Rolls
Cure light wounds - (1d8+5)
(7) + 5 = 12
Watch Order:
1st: Darren, Ujjaya, Janis
2nd: Veroth, Ireena, Durgrim
3rd: Sir Urik, Heather, Roland
You can place yourselves on the map. Do not forget the unconscious condition marker if you're one of those who are asleep (simply copy/paste it and drag it on your character).
Also, it is time to roll some initiatives...
Rolls
Secret Roll
Janis Barahg's initiative
Ireena's initiative (once awakened)
Sir Urik (once awakened)
Got it sorted now.
Rolls
Initiative - (1d20+8)
(13) + 8 = 21
Rolls
Initiative - (1d20+6)
(15) + 6 = 21
Rolls
Initiative - (1d20+6)
(8) + 6 = 14
Rolls
Initiative - (1d20+1)
(17) + 1 = 18
Rolls
Initiative - (1d20-1)
(14) - 1 = 13
First round of combat.
Initiative
26 Ujjaya
21 Veroth (asleep)
21 Darren
18 Durgrim (asleep)
16 Janis Barahg
15 Ireena (asleep)
14 Roland (asleep)
14 Sir Urik (asleep)
13 Shanata (asleep)
8 Dire wolves
Conditions
A lot of characters are asleep (considered helpless, can be awakened by ally as standard action or by being wounded, can attempt Perception checks at -10 that don't rely on sight to notice changes in environment and awaken.)
Combat map.
Ujjaya is up.
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3.
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage.
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot, with the lower roll as crit confirmation if the higher threatens.
• Ki: 6/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 4/6
• Ammo spent this encounter=4 (miss=, hit=)
Rolls
Attack, Perfect Strike, potential damage - (1d20+11, 1d20+11, 1d8+9)
1d20+11 : (1) + 11 = 12
1d20+11 : (12) + 11 = 23
1d8+9 : (8) + 9 = 17
Attack #2, potential damage - (1d20+11, 1d8+9)
1d20+11 : (5) + 11 = 16
1d8+9 : (6) + 9 = 15
Attack #3, potential damage - (1d20+11, 1d8+9)
1d20+11 : (17) + 11 = 28
1d8+9 : (1) + 9 = 10
Attack #4, potential damage - (1d20+10, 1d8+9)
1d20+10 : (7) + 10 = 17
1d8+9 : (5) + 9 = 14
Rolls
Perception (1d20+11 with -10 penalty) - (1d20+1)
(5) + 1 = 6
AC: 27 - Touch: 14 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Total Defense: +4 AC
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 1/1
"Those are definitely not werewolves..."
Janis draws his blade and approaches the group in order to shield the sleeping people with his body if necessary. He will also study both dire wolves as a swift action and then comment.
"That grey one to our right (left on the map), it's about one-third down already. If you guys have any more of that fancy shooting, you could easily take it down..."
Next is Ireena... aaannnddd she remains asleep as well...
Roland has woken up and grabbed his gear.
Sir Urik next... Sir Urik remains asleep, but his celestial raven is awakened, he then take an action to wake his master, which means that Sir Urik also awakens and grabs his gear for a fight (shield and sword).
Shanata also awakens and grabs her stuff.
Rolls
Ireena's Perception -10
Sir Urik's Perception -10
Hurrn's Perception -10
Rolls
Dire wolf on Darren
Dire wolf on Janis
Initiative
26 Ujjaya
21 Veroth
21 Darren
18 Durgrim (asleep)
16 Janis Barahg
15 Ireena (asleep)
14 Roland
14 Sir Urik
13 Shanata
8 Dire wolves
Conditions
Durgrim and Ireena are asleep (considered helpless, can be awakened by ally as standard action or by being wounded, can attempt Perception checks at -10 that don't rely on sight to notice changes in environment and awaken.)
Combat map.
Ujjaya is up.
• Point Blank Shot (target is w/in 30ft): additional +1 to all bow attack & damage rolls.
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3.
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage.
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot, with the lower roll as crit confirmation if the higher threatens.
• Toxophilite: +2 trait bonus on attack rolls made to confirm critical hits with bows.
• Ki: 5/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 3/6
• Ammo spent this encounter=8 (miss=, hit=)
Rolls
Arrow #1, Perfect Strike, potential damage - (1d20+12, 1d20+12, 1d8+10)
1d20+12 : (11) + 12 = 23
1d20+12 : (15) + 12 = 27
1d8+10 : (8) + 10 = 18
Arrow #2, potential damage - (1d20+12, 1d8+10)
1d20+12 : (20) + 12 = 32
1d8+10 : (1) + 10 = 11
Crit confirmation - (1d20+14)
(2) + 14 = 16
Arrow #3, potential damage - (1d20+12, 1d8+10)
1d20+12 : (18) + 12 = 30
1d8+10 : (6) + 10 = 16
Arrow #4, potential damage - (1d20+11, 1d8+10)
1d20+11 : (16) + 11 = 27
1d8+10 : (7) + 10 = 17
Veroth is up next!
Rolls
Acrobatics to avoid AOO, AC 26 vs AOO - (1d20+16)
(6) + 16 = 22
Alchemical silver rapier +1 to wolfman's nards with flanking, sneak attack damage - (1d20+14, 1d6+3, 4d6)
1d20+14 : (7) + 14 = 21
1d6+3 : (2) + 3 = 5
4d6 : (6131) = 11
Victory!
You gain 266 XP each.