Act II, Ill Fortunes (the third day)
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He cuts some dire wolf meat, shaved thin, and brown's it over the coals. He nibbles at it lightly yet distastefully, but with surprise enjoys the stringy texture. He offers some to Ujjaya.
"I'll partake of some of the meat if you don't mind. Not a bad idea you had, might as well cook the meat right away and have some provision. Wolf meat is not the best, but it'll do in a pinch. You seem to have the soul of a hunter in you my feathered friend..."
"I can't believe I slept through that fight with the dire wolves..."
"Do not be too hard on yourself. If it wasn't for Hurrn here, I too would have slept through the whole thing..."
Sur Urik's celestial raven companion caws, as if in agreement.
"It'd be a shame to let such nice furs go to waste... Anyways, I know where the ruins are, and they've been there for who knows long, I'm sure they can wait a bit longer... Besides, since you were nice enough to come here with mule and cart, we'll probably have to get back out the way you came: slopes will be too steep for your cart otherwise. So this will also lengthen our journey to the ruins..."
Rolls
Secret Roll
Rolls
Perception (-Dazzled) - (1d20+6)
(11) + 6 = 17
"Alright, I'll cure that later... Now like I said, I've never went into the ruins proper. No good throwing myself in the jaws of the wolves, both literally and figuratively, but the ruins consist of a short tower and two ruined buildings, the purpose of which cannot be discerned. The tower is still relatively intact and it would be my bet that this is what they're using as a base of operation. It's also very small, so I think it must have some sort of sub-levels. As for what sort of dangers we'll encounter there, I can only make assumptions. Shelters of all type, even man-made ones, tend to attract wildlife of all kind, so we could expect to encounter animals, vermin, and maybe even plant creatures there."
Janis then grabs a branch and starts drawing shapes in the dirt: a small octagon and two other shape above it.
"This octagon here is the tower. Those two shapes here are the ruined buildings. Nothing much more than foundations and the odd piece of crumbling wall at that point... So, any questions? I'm ready when you guys are."
Turning to Janis, he inquires. "Mister Barag, what's the best approach? Can we stay close while' Veroth has a look?"
Rolls
Knowledge Engineering, does the layout give me any insights? (if applicable) - (1d20+7)
(9) + 7 = 16
At Durgrim's question Janis shrugs.
"The front doors are any good place as any."
Janis points the protrusion with his branch.
"Still, if you want to be sneaky, we could always scale the tower and start from the top. It is pretty short... I'm assuming whomever built it run out of funds and decided to call it a day and jut put a roof on what he had already built... so scaling it shouldn't be much of a problem."
You guys can roll a Perception at that point.
Rolls
Secret Roll
Secret Roll
Secret Roll
Ireena's Perception
Sir Urik's Perception (Hurrn's Perception)
Janis Barahg's Perception
Rolls
Perception - (1d20+11)
(12) + 11 = 23
Suddenly, Hurrn, Sir Urik's celestial raven companion will become agitated. Veroth will notice a humanoid form covered with fur and with a wolf's head hidden in the underbrush near the party. Ujjaya will notice this creature as well as nother one hidden in the underbrush near where Weiryn is.
You can place your characters on the map. The mai party around the cart I've placed on the map, Weiryn along the eastern edge of the map, up to within 15 feet away from the corpses.
Now is also time to roll initiative. Only those who have spotted the creatures (as well as the creatures themselves) will be able to act during this first surprise rounds.
Rolls
Ireena's Initiative (surprised)
Sir Urik's Initiative (surprised although Hurrn is not)
Janis Barahg's initiative (surprised)
Creature 1's initiative
Creature 2's initiative
Rolls
Initiative (surprised) - (1d20+1)
(17) + 1 = 18
Rolls
Initiative - (1d20+6)
(4) + 6 = 10
Rolls
Initiative - (1d20-1)
(1) - 1 = 0
Initiative
24 Darren (surprised)
19 Ireena (surprised)
18 Janis Barahg (surprised)
18 Weiryn (surprised)
12 Durgrim (surprised)
11 Veroth
10 Ujjaya
9 ?
8 Roland (surprised)
8 ?
4 Sir Urik (surprised, although Hurrn is not)
0 Heather (surprised)
Conditions
As this is a surprise round, only combatants aware of their opponent can act this round, and they can only perform a single move or standard action (plus free actions).
Unaware opponent not only cannot act this round, but they are flat-footed (denied their DEX to AC, can be sneak attacked).
Combat Map.
The first combatant capable of acting is Veroth.
• Rapid Shot: +12/+12
• Deadly Aim: -2 attack, +4 damage.
• Ki: 9/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 1/1
• Perfect Strike: 6/6
• Ammo spent this encounter=2 (miss=, hit=)
Rolls
Attack #1, potential damage - (1d20+10, 1d8+9)
1d20+10 : (4) + 10 = 14
1d8+9 : (7) + 9 = 16
Attack #2, potential damage - (1d20+10, 1d8+9)
1d20+10 : (18) + 10 = 28
1d8+9 : (7) + 9 = 16
• Rapid Shot: +12/+12
• Deadly Aim: -2 attack, +4 damage.
All of a sudden, a third hybrid creature nobody saw stands up from the foliage and shoots at Darren.
The arrow barely misses Darren.
The other two hybrid creatures start raging and make their way out of their hiding spot.
Hurrn will fly towards the closest creature and attempt to harry it. Sadly it fails.
Rolls
Werewolf attack on Darren (Vital Strike)
Werewolf's WIL save
Initiative
24 Darren
19 Ireena
18 Janis Barahg
18 Weiryn
12 Durgrim
11 Veroth
10 Ujjaya
9 Archer Werewolf
8 Roland
8 Barbarians Werewolves
4 Sir Urik
0 Heather
Conditions
None.
Combat Map.
Darren is up.
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 5/5
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 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
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 5/5
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 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
Her attack fails to hit the creature.
Rolls
Ireena's attack
4 diagonal spaces in unhampered terrain = 30 feet
2 diagonal spaces in difficult terrain = 30 feet
@ Qralloq: Okay.
Janis' attack leaves a vicious slash across the creature's bare chest. It turns, its face twisted into a snarl of pain and hatred... looks like it's switching its focus from Heather to Janis...
Weiryn is up next.
Rolls
Janis' attack (Power Attack)
Rolls
Dismount (Ride, aka Dexterity) - (1d20+1)
(5) + 1 = 6
Trying to put the horse between Weiryn and the big puppy man.
Here's hoping for no Attack of Opportunity...I am not a chew toy!
Here's hoping for no Attack of Opportunity...I am not a chew toy!
Rolls
Acrobatics (+5 from STR, -4 from ACP) - (1d20+1)
(11) + 1 = 12
• Shooting silvered arrows
• Rapid Shot: +12/+12
• Deadly Aim: -2 attack, +4 damage.
• HP: 49/49
• Ki: 9/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 1/1
• Perfect Strike: 6/6
• Common ammo spent this encounter=1 (miss=1, hit=)
• Silvered ammo spent this encounter=2 (miss=, hit=2)
Rolls
Attack #1, potential damage - (1d20+12, 1d8+5)
1d20+12 : (13) + 12 = 25
1d8+5 : (5) + 5 = 10
Attack #2, potential damage - (1d20+12, 1d8+5)
1d20+12 : (14) + 12 = 26
1d8+5 : (2) + 5 = 7
Speaking of creature, the one next to Darren takes its turn now. It will drop its bow and draw a greataxe. Suddenly the creature seems to be gaining muscle mass and lokking more ursine in appearance. It will then attack Darren with a single mighty swing, hatred and hunger in its eye as it unleashes on Darren.
Another attack which barely misses Darren...
Roland is up.
Rolls
Creature's attack on Darren.
deadly aim (-2,4)
point blank shot (+1,+1)
precise shot (no penalty fire in melee)
gun training (add dex +4 to shot damage)
total modifiers (-1,+9)
firing against touch ac
holding damage roll to see how many hit
Rolls
attack roll 1 - (1d20+11)
(4) + 11 = 15
attack roll 2 - (1d20+5)
(16) + 5 = 21
damage - (2d8+9)
(46) + 9 = 19
All bastard sword attacks hit. Janis is slashed twice for substantial damage, but he seems to still be in pretty good fighting shape. Weiryn is hit for 16 points of damage.
Rolls
Creature 1, full attack on Janis (2 bastard sword, 1 bite)
Creature 1 damage on Janis (2 bastard sword, 1 bite)
Creature 2 attack on Weiryn
Corrected creature 1 first attack (entered 1d20 by mistake...)
Heather is up next.
Rolls
Creature's Will save vs. Harry.
Rolls
Morning star attack - (1d20+7)
(7) + 7 = 14
Second round.
Initiative
24 Darren
19 Ireena
18 Janis Barahg
18 Weiryn
12 Durgrim
11 Veroth
10 Ujjaya
9 ?
8 Roland
8 ?
4 Sir Urik
0 Heather
Conditions
None.
Combat Map.
Darren is up.
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 5/5
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 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
Rolls
Attack w/ silvered weapon - (1d20+9, 1d8+11)
1d20+9 : (3) + 9 = 12
1d8+11 : (3) + 11 = 14
Rolls
Ireena's attack
"That think is almost dead! We're about 5 sixths of the way there!"
Weiryn is up next.
Rolls
Janis Baragh's 1st attack (Power Attack)
Janis Bargah's 2nd attack (Power Attack)
Flames seem to erupt from the creature in a flash, as though the theurge is willing it to alight.
Rolls
Spontaneous Immolation (Fort DC 15 for Half) - (3d6)
(356) = 14
Durgrim is up next.
Rolls
Creature's Fort save.
Rolls
Acrobatics to avoid AOO (AC 24 vs AOO) - (1d20+16)
(18) + 16 = 34
Alchemical silver rapier +1 attack with flanking and sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (9) + 14 = 23
1d6+3 : (4) + 3 = 7
4d6 : (6551) = 17
Ujjaya is up next.
• Shooting silvered arrows
• Rapid Shot: +12/+12
• Point Blank Shot
• Toxophilite: +2 trait bonus on attack rolls made to confirm critical hits with bows.
• HP: 49/49
• Ki: 9/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 1/1
• Perfect Strike: 6/6
• Common ammo spent this encounter=1 (miss=1, hit=)
• Silvered ammo spent this encounter=4 (miss=, hit=4)
Rolls
Attack #1, potential damage - (1d20+13, 1d8+6)
1d20+13 : (15) + 13 = 28
1d8+6 : (4) + 6 = 10
Attack #2, potential damage - (1d20+13, 1d8+6)
1d20+13 : (20) + 13 = 33
1d8+6 : (3) + 6 = 9
Crit confirmation - (1d20+15)
(14) + 15 = 29
you've defeated that creature.
Darren is struck for 28 points of damage.
Roland is up next.
Rolls
Creature's attack (Vital Strike)
Rolls
Shot 1 damage 1 - (1d20+9, 2d12)
1d20+9 : (5) + 9 = 14
2d12 : (812) = 20
Shot 2 damage 2 - (1d20+4, 2d12)
1d20+4 : (6) + 4 = 10
2d12 : (86) = 14
A bastard sword strike and the bite hits Durgrim for a total of 23 damage (15+8).
Rolls
Creature's first bastard sword attack
Creature's second bastard sword attack
Creature's bite attack
Note: Charge, +2 on attack roll, -2 on AC until start of next turn.
Sir Urik's silvered sword bites deep in the creature's side which howls in pain and ager and seem to make Sir Urik the focus of his rage now...
Heather is up next.
Rolls
Sir Urik's charge (Power Attack)
Sir Uriks' Crit. confirmation roll
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
You could push your counter 2 squares back and cast your spell there.
Third round.
Initiative
24 Darren
19 Ireena
18 Janis Barahg
18 Weiryn
12 Durgrim
11 Veroth
10 Ujjaya
9 ?
8 Roland
8 ?
4 Sir Urik
0 Heather
Conditions
Sir Urik Charged (-2 AC until the beginning of his next round.)
Heather, Roland, Ujjaya, Ireena, and Janis are blessed (+1 morale attacks and saves vs. fear).
Combat Map.
Darren is up.
CASTING
Casting Time 1 standard action
Components V, S, DF/M (a pinch of forge soot)
EFFECT
Range personal
Target you
Duration 1 minute/level (D; see text)
DESCRIPTION
Your skin hardens and takes on the color and texture of rough iron.
You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0).
This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level.
While you’re under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
AC: 27 - Touch: 10 - Flat-footed: 27
Sacred Weapon: 6/6
Fervor: 4/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Ironskin: +4 Natural Armor, 70 rds remaining
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 0/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Attack! - (1d20+9, 1d8+10)
1d20+9 : (13) + 9 = 22
1d8+10 : (8) + 10 = 18
Ireena will perform a run action to go help Weiryn, Durgrim, and Urik.
Weiryn is up next.
HP: 25/41
Spells:
Spells Prepared
Cleric 0 (DC 13): Guidance, Purify Food and Drink, Resistance, Sotto Voce
Cleric 1 (DC 14): Cure Light Wounds, Deathwatch, Firebelly, Protection from Evil, Comprehend Languages (D)
Cleric 2 (DC 15): Burst of Radiance, Recentering Drone, Sacred Space, Detect Thoughs (D)
Wizard 0 (DC 13) Acid Splash, Detect Magic, Read Magic, Resistance
Wizard 1 (DC 14) Expeditious Retreat, Magic Missile, Protection from Evil, Shock Shield, Interrogate (S)
Wizard 2 (DC 15) Flaming Sphere, Scorching Ray, Spontaneous Immolation, False Life (S)
Rolls
Scorching Ray (Ranged Touch Attack, 4d6 Fire, no Save) - (1d20+4, 4d6)
1d20+4 : (1) + 4 = 5
4d6 : (5124) = 12
Durgrim is up next.
Ireena will perform a run action to go help Weiryn, Durgrim, and Urik.
Rolls
Earthbreaker full power attack I (to hit, damage, electric) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (10) + 10 = 20
2d6+10 : (45) + 10 = 19
1d6 : (5) = 5
Earthbreaker full power attack II (to hit, damage, electric) - (1d20+5, 2d6+10, 1d6)
1d20+5 : (7) + 5 = 12
2d6+10 : (43) + 10 = 17
1d6 : (2) = 2
Veroth is up next.
Rolls
Silver rapier +1 attack with flanking and sneak attack - (1d20+14, 1d6+3, 4d6)
1d20+14 : (1) + 14 = 15
1d6+3 : (3) + 3 = 6
4d6 : (6451) = 16
critical fumble check - (1d20+14)
(11) + 14 = 25
• Rapid Shot: +12/+12
• HP: 49/49
• Ki: 9/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 1/1
• Perfect Strike: 6/6
• Common ammo spent this encounter=1 (miss=1, hit=)
• Silvered ammo spent this encounter=6 (miss=1, hit=5)
Rolls
Attack #1, potential damage - (1d20+12, 1d8+5)
1d20+12 : (9) + 12 = 21
1d8+5 : (7) + 5 = 12
Attack #2, potential damage - (1d20+12, 1d8+5)
1d20+12 : (17) + 12 = 29
1d8+5 : (6) + 5 = 11
Roland is up next.
Thats still close enough. Again Ujiya has been moved with the cart and may wish to move back if he jumped off when i started the cart moving.
Rolls
Attack (Power Attack)
Sadly, the creature resist the attempt at being harried and Sir Urik only manages a small scratch with his first attack, the second one missing...
Heather is up next.
Rolls
Creature's Will save
Sir Urik's 1st attack
Sir Urik's 2nd attack
Fourth round.
Initiative
24 Darren
19 Ireena
18 Janis Barahg
18 Weiryn
12 Durgrim
11 Veroth
10 Ujjaya
9 ?
8 Roland
8 ?
4 Sir Urik
0 Heather
Conditions
Heather, Roland, Ujjaya, Ireena, and Janis are blessed (+1 morale attacks and saves vs. fear).
Combat Map.
Darren is up.[/b]
Janis' first attack only strikes the creature, but it strikes it with tremendous strength, leaving the creature in a very bad position, hurt and bleeding profusely...
Weiryn is up next.
Rolls
Janis' 1st attack
Janis' 2nd attack
Janis' confirmation roll
Weiryn turns to one of the others before continuing. "Bind his arms and legs, and I will ensure that he will not die. I also have spells prepared to help with any questions we may have. They are not exactly pleasant, but they will ensure that we get answers."
Okay, with this little break in the fight over, Durgrim is up.
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.
Rolls
Earthbreaker attack I (to hit, damage, electric) - (1d20+8, 2d6+6, 1d6)
1d20+8 : (16) + 8 = 24
2d6+6 : (24) + 6 = 12
1d6 : (2) = 2
Earthbreaker attack II (to hit, damage, electric) - (1d20+3, 2d6+6, 1d6)
1d20+3 : (17) + 3 = 20
2d6+6 : (14) + 6 = 11
1d6 : (4) = 4
Victory!
You each gain 960 XP.
Rolls
Secret Roll
Secret Roll
Rolls
Heal - (1d20+13)
(15) + 13 = 28
Heal (Vistani bodies) - (1d20+13)
(10) + 13 = 23
Rolls
Fort - (1d20+5)
(3) + 5 = 8
"I have a spell that will get us some answers from our guest, but I feel I just warn you... It is not a spell on the side of angels. We'll get two questions. If he refuses to answer, the spell will cause pain. It is also entirely possible that refusal could kill him, just as it is possible that he could resist the spell entirely if he is strong enough of body and mind. I will cast it if necessary, but I feel as though Brothers Forgehammer and Silversmith should pray to their deities before hand. They may frown on such measures."
Roland pulls a canteen and rag from his pack. He slowly takes a quick drink and then wipes the sweat from his brow.
He closes his eyes and mutters something in Dwarven.
Humanss not caress for uss monsterss. They reward helpful oness like me. Otherss? We leave for the birdss to pickss at their eyesss!"
@Veroth: Yes, after being healed, the creature is conscious and glares at you.
"Hey, what are you doing? These creatures are a plague upon this land, we should finish him and his unconscious friend over there befroe they cause any more harm."
Then when you hear you want to question him and about Weiryn's spell.
"Oh, I see, we torture them to get information about their lair, and once they outlived their usefulness, we kill them. Very nice. I like your way of thinking."
Sir Urik is silent, but he does frown at the mention of Weiryn's spell.
"I would prefer not to make use of this spell. Though I am not necessarily what one would call a "good" man, it does leave a bad taste in my mouth to resort to such tactics. I would honestly prefer if he would answer our questions and then go to meet his fate peacefully... However, I will not hesitate to do what is necessary to protect the people from Strahd and those under his employ. If that means resorting to a darker magic than I normally would, so be it.
"I already told you, I do not fear death nor do I fear your lady's judgment. Besides, with this sickness killing our cubs and afflicting our mates, we might as well be dead already. So go ahead, use your spell and kill me, it will be a far better end than wasting away from this mysterious illness."
Rolls
Heal (Illness?) - (1d20+13)
(11) + 13 = 24
@ Roland: The werewolf looks at you and simply laughs in your face.
"Hold one moment, brother. This one feels as though he has nothing to lose. Save your water. I have another idea."
Ireena nods while Janis only short at Sir Urik's opinion.
He steps forwards and helps Darren with the executions while reciting their offences; wanton murder, banditry, resisting the righteous Brethren of the Lightbringers and so on.
Also, sorry for the unexpected absence. Lots of driving over the holidays.
Sir Urik will then perform 2 lay on hands on Janis Barahg.
Rolls
1st lay on hands
2nd lay on hands
Edit. I'm at 44/66, anyone else need healing? I could channel once more, or just use lay on hands on myself. We have other healing as well?
Rolls
Channel energy - heals all living creatures within 30ft - (3d6)
(221) = 5
Rolls
Channel Positive Energy - (2d6)
(12) = 3
Rolls
Channel energy - heals all living creatures within 30ft - (3d6)
(611) = 8
At the mention of a plan to hide the bodies, Sir Urik looks displeased.
"Are we really in such a hurry that we'd be leaving people in need on the side of the road like that? And what if those werewolves realize their friends are not coming back? Are we truly threatened by a few diseased creatures? The Vistani camp is not that far off, it would be but a small detour... Janis, my friend, I know you have history with those beast, but I think your hatred of the werewolves is clouding your better judgement... and that is not to mention what it is doing to your sense of compassion..."
"Don't you get it? We're this close to wipe out one of the werewolf pack from thsi valley once and for all! Think of all the lives this will save! Now only the elven pack will need to be taken care of... Half of the job of frreing this valley will already have been done. You think the lives of a few lowly conmen should keep us from such a righteous goal?"
"Well, I'll admit, you both make good points. Getting rid of one werewolf pack and getting the Sunsword to face that devil Strahd as soon as possible will save many lives. But Sir Urik is also right, the Vistani encampment must not be much more than 2000 feet or so away (roughly 600 or so meters). This would not be much of a detour..."
"I think there is another solution we're not seeing. Perhaps Sir Urik and I can borrow Roland's cart and deliver the Vistanis safely to their camp while you esplore the ruins. By what I've heard they are in a forest, and I doubt Roland's cart will be able to navigate the terrain easily anyways... If the pack is as weakened as Janis thinks they are, then you eight should be anough to handle anything that is left there..."
"Well, I'll admit, you both make good points. Getting rid of one werewolf pack and getting the Sunsword to face that devil Strahd as soon as possible will save many lives. But Sir Urik is also right, the Vistani encampment must not be much more than 2000 feet or so away (roughly 600 or so meters). This would not be much of a detour..."
"I think there is another solution we're not seeing. Perhaps Sir Urik and I can borrow Roland's cart and deliver the Vistanis safely to their camp while you esplore the ruins. By what I've heard they are in a forest, and I doubt Roland's cart will be able to navigate the terrain easily anyways... If the pack is as weakened as Janis thinks they are, then you eight should be anough to handle anything that is left there..."
Roland unloads his hackbut and prepares it for travel by foot. He also stops to load all his guns with silver ammunition.
Roland stealthily creeps in along, finding a position to create his hide. Somewhere in the area of the bottom right corner of the map. Once he is hidden he takes a good look around.
Rolls
Stealth - (1d20+15)
(10) + 15 = 25
perception - (1d20+13)
(10) + 13 = 23
Rolls
Janis' Barahg's Stealth check
Rolls
Perception looking for traps - (1d20+11)
(7) + 11 = 18
Rolls
Disable Device to open lock - (1d20+16)
(20) + 16 = 36
He pauses for a moment to listen, then steps in and gestures for Veroth to check the next door.
Rolls
Perception looking for traps, floor - (1d20+11)
(16) + 11 = 27
Perception looking for traps, door - (1d20+11)
(12) + 11 = 23
Rolls
Secret Roll
Rolls
Perception looking for traps - (1d20+11)
(20) + 11 = 31
He asks his companions if they're interested in exploring the roof.
Rolls
Perception looking for traps - (1d20+11)
(3) + 11 = 14
Rolls
Reflex save - (1d20+11)
(2) + 11 = 13
Edit: Oh, and Durgrims's sight pick up no undead...
Edit 2: I decided to put a dotted circle around the area Veroth feels the lever will affect.
Maybe I sets it off? Hope for the best? Pit traps not scary, but rockfalls still hurtsss." He spreads his wings as if to demonstrate his contempt for pit traps.
Rolls
Disable Device - (1d20+16)
(17) + 16 = 33
Veroth checks the door for for traps.
Rolls
Perception looking for traps - (1d20+13)
(18) + 13 = 31
Rolls
Perception - (1d20+4)
(16) + 4 = 20
Who's getting Roland?
Heather casts fire shield.
They have been in there too long haven't they? No noise, no sign of them leading the wolves out into our ambush. Do you think we should check on them or stay and stick to the plan?"
Rolls
Initiative Janis Barahg
Initiative Ireena
Whatever's beyond that door...
Rolls
Initiative - (1d20+6)
(20) + 6 = 26
Rolls
Initiative - (1d20+6)
(12) + 6 = 18
Who's getting Roland?
Rolls
Initiative - (1d20+1)
(6) + 1 = 7
Initiative
26 Roland
24 Janis
18 Darren
17 Ireena
16 Heather
15 ??
11 Veroth
10 Ujjaya
7 Durgrim (readied to attack anything on the other side of the door).
Combat Map. (please place your counters for those who haven't done so already)
Conditions
(none at the moment)
Roland is up.
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
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 2/2, Protection From Evil 1/1, Hide From Undead 1/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 0/1, Bull's Strength 1/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
The wolverines were also readying, so there's going to be a lot of attacks going on right now...
the first wolverine tears into Durgrim for a total of 14 points of damage; 11 for the bite proper, and 3 points of acid damage which will linger for a couple of rounds... the second wolverine misses Darren, and Janis' arrow strike true, making the she-wolf howl from pain just as Janis mumbles an insult to her...
"Yeah, how do you like that you bitch?"
Edit: nope, Janis' arrow would have missed because of cover (others standing in front of the she-wolves).
Ireena is up next (well, there's still Roland and Durgrim's readied actions).
Rolls
1st wolverine bite on Durgrim
2nd wolverine bite on Darren
Janis' shot on she-wolf with gold border
Heather is up next.
Rolls
Shot 1 damage 1 - (1d20+10, 2d12+5)
1d20+10 : (2) + 10 = 12
2d12+5 : (87) + 5 = 20
Shot 2 damage 2 - (1d20+5, 2d12+5)
1d20+5 : (15) + 5 = 20
2d12+5 : (87) + 5 = 20
Edit: CRIT! 30 dmg total
Taken 3 CON damage
Spent: 6 Lay on Hands
Spells Prepared: Level 1: Divine favor, Veil of Positive energy
Rolls
Foegrinder (to hit, damage, electricity) - (1d20+12, 2d6+6, 1d6)
1d20+12 : (20) + 12 = 32
2d6+6 : (11) + 6 = 8
1d6 : (2) = 2
Crit! x3! - (2d6+6, 2d6+6)
2d6+6 : (13) + 6 = 10
2d6+6 : (31) + 6 = 10
Still Heather's turn.
I cast bless Allies gain +1 on attack rolls and saves against fear.
Rolls
Ireena's REF save.
Secret Roll
Secret Roll
Rolls
Ref save - (1d20+6)
(8) + 6 = 14
• Shooting silvered arrows vs. wolf-woman (H12)
• Rapid Shot: +12/+12
• Point blank shot (bonus already included)
• HP: 49/49
• Ki: 9/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 1/1
• Perfect Strike: 6/6
• Common ammo spent this encounter=0 (miss=0, hit=0)
• Silvered ammo spent this encounter=2 (miss=?, hit=?)
Rolls
Reflex save - (1d20+7)
(15) + 7 = 22
Attack #1, potential damage - (1d20+13, 1d8+6)
1d20+13 : (11) + 13 = 24
1d8+6 : (2) + 6 = 8
Attack #2, potential damage - (1d20+13, 1d8+6)
1d20+13 : (17) + 13 = 30
1d8+6 : (5) + 6 = 11
Rolls
Reflex save - (1d20+11)
(6) + 11 = 17
Second round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
11 Veroth
10 Ujjaya
Combat Map. (please place your counters for those who haven't done so already)
Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Before Darren gets to act, a waiflike young woman appears in the corner of the room, near the pile of gear where the markings peek out from underneath. She looks at the combat, apparent hope on her fey-like features.
Daren is up.
Level: Cleric: 2; Oracle: 2; Warpriest: 2; Druid: 2; Paladin: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Hunter: 2; Adept: 2; Strength Domain: 2; Antipaladin: 2; Alchemist: 2; Summoner: 2; Ferocity Subdomain: 2; Rage Subdomain: 2; Resolve Subdomain: 2; Magus: 2; Bloodrager: 2; Shaman: 2
Casting Time: 1 standard action
Components: V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
Range: touch
Target: creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Source: Core Rulebook
Summary: Subject gains +4 to Str for 1 min./level.
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
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
Bull's Strength: +4 Strength (70 rds)
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 0/1, Bull's Strength 0/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Reflex Save - (1d20+3)
(15) + 3 = 18
Attack (silvered) (power attack) - (1d20+11, 1d8+12)
1d20+11 : (10) + 11 = 21
1d8+12 : (4) + 12 = 16
Rolls
1st shot (Rapid Shot, Deadly Aim)
2nd shot (Rapid Shot, Deadly Aim)
3rd shot (Rapid Shot, Deadly Aim)
Speaking of which, Durgrim is up and takes 4 points of bleeding damage.
Rolls
Acid damage on Durgrim
Bite on Durgrim
1st claw on Durgrim
2nd claw on Durgrim
Bite on Darren
1st claw on Darren
2nd claw on Darren
Full attack with foegrinder, most damaged wolverine first, then least.
-2 from entangled, +1 from bless, -2 from power attack: -3 on attacks, ie. +9/+4 with the foegrinder
Current HP: 25/66
Taken 3 CON damage
Spent: 6 Lay on Hands (none left)
Spells Prepared: Level 1: Divine favor, Veil of Positive energy
Rolls
Attack I (attack, damage, electric) - (1d20+9, 2d6+10, 1d6)
1d20+9 : (16) + 9 = 25
2d6+10 : (23) + 10 = 15
1d6 : (4) = 4
Attack II (attack, damage, electric) - (1d20+4, 2d6+10, 1d6)
1d20+4 : (4) + 4 = 8
2d6+10 : (13) + 10 = 14
1d6 : (4) = 4
Seeing Durgrim is starting to be in trouble, Ireena aims for the wolverine in front of him and shoots. she then yells to Janis. "Janis, stop shooting the werewolves! We need to finish off the wolverines first!"
Ireena's arrow hits the wall next to the wolverine, making her swear silently under her breath. "I'm better with a sword... I need to get in there..."
Heather is up next.
Rolls
Ireena's attack
With the Healing domain my heal spells are 50% more effective, so Durgrim is healed for 27 points.
Rolls
Cure Moderate Wounds - (2d8+6)
(57) + 6 = 18
Speaking of which, Veroth, the monkeys will attempt to steal his rapier. Tiny paws grasp towards his rapier, but fail to grasp it, Veroth retains his rapier, this round...
Rolls
Cure Light Wounds
Swarm damage
Steal Attempt
Rolls
Fort save - (1d20+8)
(6) + 8 = 14
Rolls
Fortitude save (+11 instead of +13 due to con damage) - (1d20+11)
(20) + 11 = 31
Standard Action: Cleave (starting with the one in G11 and then H11)
Swift Action: Fervor to heal myself
AC: 21 - Touch: 8 - Flat-footed: 21
Sacred Weapon: 6/6
Fervor: 2/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Bull's Strength: +4 Strength
Cleave (-2 AC until next turn - Already noted above!)
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 0/1, Bull's Strength 0/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Rolls
Fort Save! - (1d20+8)
(20) + 8 = 28
Attack (silvered) (power attack) (G11) - (1d20+11, 1d8+12)
1d20+11 : (7) + 11 = 18
1d8+12 : (3) + 12 = 15
Fervor healing on self - (2d6)
(14) = 5
Attack (silvered) (power attack) (H11 if first one hits) - (1d20+11, 1d8+12)
1d20+11 : (6) + 11 = 17
1d8+12 : (1) + 12 = 13
@Naat, okay, I'll keep your rolls in mind for later.
Heather, Durgrim and Darren are okay.
• Shooting silvered arrows vs. wolf-women (primary target: H12. Secondary: G12)
• Ki Flurry: +12/+12/+12/+11
• Point blank shot (bonus already included)
• 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.
• HP: 49/49
• Ki: 8/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 1/1
• Perfect Strike: 5/6
• Common ammo spent this encounter=0 (miss=0, hit=0)
• Silvered ammo spent this encounter=6 (miss=3, hit=3)
Rolls
Attack #1, Perfect Strike, potential damage - (1d20+13, 1d20+13, 1d8+6)
1d20+13 : (3) + 13 = 16
1d20+13 : (15) + 13 = 28
1d8+6 : (1) + 6 = 7
Attack #2, potential damage - (1d20+13, 1d8+6)
1d20+13 : (12) + 13 = 25
1d8+6 : (5) + 6 = 11
Attack #3, potential damage - (1d20+13, 1d8+6)
1d20+13 : (4) + 13 = 17
1d8+6 : (3) + 6 = 9
Attack #4, potential damage - (1d20+12, 1d8+5)
1d20+12 : (17) + 12 = 29
1d8+5 : (4) + 5 = 9
Third round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
10 Ujjaya
7 Veroth (temporarily down from 11 due to deafness)
Combat Map. (please place your counters for those who haven't done so already)
Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Veroth is deafened (automatically failed sound-based Perception checks, -4 on opposed Perception checks, -4 on initiative checks, 20% miss chance for casting spell with auditory components).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Before Darren gets to act, a waiflike young woman appears in the corner of the room, near the pile of gear where the markings peek out from underneath. She looks at the combat, apparent hope on her fey-like features.
Daren attacks the wolverine in front of him, however, both of his strikes miss...
Roland is up.
Rolls
attack 1, damage 1 - (1d20+11, 2d12+5)
1d20+11 : (7) + 11 = 18
2d12+5 : (103) + 5 = 18
attack 2 damage 2 - (1d20+6, 2d12+5)
1d20+6 : (6) + 6 = 12
2d12+5 : (55) + 5 = 15
Now the the monkeys are in the the corridor, howling and screeching, Janis takes a quick moment to turn to Ireena, put his finger to his ear, and pushes on it a bit, as to say "what was that? I did not heat you..." then, with a smug smile on his face which could only be described as a shit-eating grin, he ignores Ireena's suggestion, then studies his target as a move action (I'll consider what he did to Ireena to be his swift), and then shoots at the she-wolf, lowering the amount of points he puts in his Deadly Aim...
This infuriates Ireena...
Janis's arrows hit, wonding the she-wolf, making her owl in pain and frustration. Whatever arrow Janis was using, she clearly did not appreciate... Though she is still standing, she is very hurt.
Rolls
Janis' attack (Bless, Studied Target, Deadly Aim)
The other one will unfurl the sling she had been keeping in her hand and throw a stone, which has a suspicious gleam, as if it was covered by some liquid at either Darren or Durgrim (the dice will decide). She targetted Durgrim, but missed lamentably, her stone hitting the roof and landing somewhere behind Veroth.
Oh, almost forgot, monkey damage and a Fort save again for those inside their space (Heather, Darren, Durrim). Everyone in the swarm takes 3 points of damage.
Veroth is up.
Rolls
Potion
Darren or Durgrim 50/50
Sling attack
Secret Roll
Monkey swarm damage
Rolls
Fire Damage - (1d6+6)
(4) + 6 = 10
Fort save - (1d20+8)
(18) + 8 = 26
Rolls
Fortitude save (+11 instead of +13 due to con damage) - (1d20+11)
(15) + 11 = 26
Rolls
Comp Shortbow+1 including -4 for cover - (1d20+7, 1d6+3)
1d20+7 : (17) + 7 = 24
1d6+3 : (1) + 3 = 4
Darren is okay.
Ujjaya is up.
-2 from entangled, +1 from bless, -2 from power attack: -3 on attacks, ie. +9/+4 with the foegrinder
Rolls
Attack I (attack, damage, electric) - (1d20+9, 2d6+10, 1d6)
1d20+9 : (9) + 9 = 18
2d6+10 : (31) + 10 = 14
1d6 : (5) = 5
Attack II (attack, damage, electric) - (1d20+4, 2d6+10, 1d6)
1d20+4 : (9) + 4 = 13
2d6+10 : (54) + 10 = 19
1d6 : (2) = 2
Durgrim also takes 4 points of bleeding damage at the start of his turn.
Ireena will try to shoot another bolt at one of the wolverines. She is shooting angry glares at Janis for having refused to follow her suggestion.
Ireena's shot flies wide.
Heather is up next.
Rolls
Ireena's attack
Heather casts Cure Light Wounds on Darren.
Healing +50% equals 19.5 points of health.
Rolls
Cure light wounds - (1d8+5)
(8) + 5 = 13
So IIRC, we were waiting for Ujjaya's action to end this round when we rolled back for the actions of the players I forgot, right?
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage. (adjustments already included)
• Point Blank Shot: +1 to all bow attack & damage rolls. (bonus already included)
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3. (bonus already included)
• 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: 7/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 4/6
• Common ammo spent this encounter=0 (miss=0, hit=0)
• Silvered ammo spent this encounter=10 (miss=7, hit=3)
Rolls
Attack #1, Perfect Strike, potential damage - (1d20+12, 1d20+12, 1d8+10)
1d20+12 : (9) + 12 = 21
1d20+12 : (1) + 12 = 13
1d8+10 : (8) + 10 = 18
Attack #2, potential damage - (1d20+12, 1d8+10)
1d20+12 : (11) + 12 = 23
1d8+10 : (2) + 10 = 12
Attack #3, potential damage - (1d20+12, 1d8+10)
1d20+12 : (11) + 12 = 23
1d8+10 : (5) + 10 = 15
Attack #4, potential damage - (1d20+11, 1d8+10)
1d20+11 : (6) + 11 = 17
1d8+10 : (6) + 10 = 16
Fourth round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
10 Ujjaya
7 Veroth (temporarily down from 11 due to deafness)
Combat Map. (please place your counters for those who haven't done so already)
Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Veroth is deafened (automatically failed sound-based Perception checks, -4 on opposed Perception checks, -4 on initiative checks, 20% miss chance for casting spell with auditory components).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Durgrim is bleeding (4 hp of damage at the start of his turn unless healing check DC 15 is made or healing spell).
Darren is up.
Rolls
Acid damage on Durgrim
1st wolverine bite on Durgrim
1st wolverine 1st claw on Durgrim
1st wolverine 2nd claw on Durgrim
2nd wolverine bite on Darren
2nd wolverine 1st claw on Darren
2nd wolverine 2nd claw on Darren
AC: 21 - Touch: 8 - Flat-footed: 21
Sacred Weapon: 6/6
Fervor: 2/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Bull's Strength: +4 Strength
Cleave (-2 AC until next turn - Already noted above!)
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 0/1, Bull's Strength 0/1, Burst of Radiance 1/1
Level 3: Channel Vigor 1/1
Both attacks are silvered, if it matters!
Rolls
Attack 1 - (1d20+11, 1d8+12)
1d20+11 : (18) + 11 = 29
1d8+12 : (7) + 12 = 19
Cleave attack - (1d20+11, 1d8+12)
1d20+11 : (17) + 11 = 28
1d8+12 : (1) + 12 = 13
Darren is bit once for 10 points of damage plus an additional 4 points of acid damage (for a total of 14 points of damage.
Okay, this rollback done, Darren hits the wolverine in front of him hard, twice. Though the beast looks worse for wear, its raging state keeps it fiercely fighting...
Roland is up next.
His 3 arrows missing their target, a few barely, bouncing on the she-wolf's ice armor, making Janis spew a string of expletives...
Rolls
Janis' 1st arrow (rapid shot, deadly aim)
Janis' 2nd arrow (rapid shot, deadly aim)
Janis' 3rd arrow (rapid shot, deadly aim)
Durgrim is hit by a single claw for 6 points of damage.
Darren is hit for 15 points of damage by a bite (12 normal and 3 acid).
Both are bleeding now.
Durgrim is up next, and will take 4 points of bleeding damage at the start of his turn.
Rolls
Acid damage on Durgrim
Acid damage on Darren
1st wolverine's bite on Durgrim
1st wolverine 1st claw on Durgrim
1st wolvering 2nd claw on Durgrim
2nd wolverine bite on Darren
2nd wolverine 1st claw on Darren
2nd wolverine 2nd claw on Darren
AC 23
Current HP: 8/66
3 CON damage
Spent: 6 Lay on Hands
Rolls
Foegrinder attack I (to hit, damage, electricity) - (1d20+10, 2d6+6, 1d6)
1d20+10 : (1) + 10 = 11
2d6+6 : (22) + 6 = 10
1d6 : (5) = 5
Foegrinder attack II - (1d20+5, 2d6+6, 1d6)
1d20+5 : (4) + 5 = 9
2d6+6 : (42) + 6 = 12
1d6 : (1) = 1
Ireena tries to shoot again, yelling at Janis.
"Would you let it go already you big oaf! Kill the wolverines so that Durgrim, Darren and I can close on those she-wolves! You want them dead no? This is the best course of action."
Ireena's bolt flies wide, hitting the far wall of the room, nearly hitting the strange woman in the circle who ducks down to avoid the wayward bolt making her look quizzically at the party.
Heather is up next.
Rolls
Ireena's crossbow attack.
"You won't be going down on my watch!"
Rolls
Cure moderate wounds. - (2d8+6)
(71) + 6 = 14
The other she-wolf aimed at Durgrim but failed miserably, with the stone bouncing off the wall a few feet above his head. Whatever makes their movement a bit sluggish and making them shiver from time to time seems to be really affecting them physically...
Veroth is up next.
Rolls
Matrika's cure wounds on the wolverine
Darren or Durgrim (50/50) - (1d100)
(53) = 53
Tris' attack on ??
Secret Roll
Rolls
Shortbow +1, -4 for cover, -4 for melee - (1d20+3, 1d6+3)
1d20+3 : (10) + 3 = 13
1d6+3 : (4) + 3 = 7
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage. (adjustments already included)
• Point Blank Shot: +1 to all bow attack & damage rolls. (bonus already included)
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3. (bonus already included)
• 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.
• HP: 49/49
• Ki: 6/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 3/6
• Common ammo spent this encounter=4 (miss=1, hit=3)
• Silvered ammo spent this encounter=10 (miss=7, hit=3)
Rolls
Attack #1, Perfect Strike, potential damage - (1d20+12, 1d20+12, 1d8+10)
1d20+12 : (16) + 12 = 28
1d20+12 : (19) + 12 = 31
1d8+10 : (7) + 10 = 17
Attack #2, potential damage - (1d20+12, 1d8+10)
1d20+12 : (12) + 12 = 24
1d8+10 : (1) + 10 = 11
Attack #3, potential damage - (1d20+12, 1d8+10)
1d20+12 : (18) + 12 = 30
1d8+10 : (2) + 10 = 12
Attack #4, potential damage - (1d20+11, 1d8+10)
1d20+11 : (7) + 11 = 18
1d8+10 : (8) + 10 = 18
Fifth round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
10 Ujjaya
7 Veroth (temporarily down from 11 due to deafness)
Combat Map.
Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Veroth is deafened (automatically failed sound-based Perception checks, -4 on opposed Perception checks, -4 on initiative checks, 20% miss chance for casting spell with auditory components).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Darren is bleeding (4 hp of damage at the start of his turn unless healing check DC 15 is made or healing spell).
Darren is up and will take 4 points of bleeding damage at the start of his turn.
Standard Action: Attack the wolverine in front of me
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 1/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Bull's Strength: +4 Strength
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 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Cure Moderate Wounds - (2d8+7)
(36) + 7 = 16
Attack w/ silvered warhammer - (1d20+11, 1d8+12)
1d20+11 : (14) + 11 = 25
1d8+12 : (2) + 12 = 14
Rolls
attack 1, damage 1 - (1d20+11, 2d12+5)
1d20+11 : (8) + 11 = 19
2d12+5 : (71) + 5 = 13
attack 2 damage 2 - (1d20+6, 2d12+5)
1d20+6 : (5) + 6 = 11
2d12+5 : (411) + 5 = 20
Feeling that since one of the wolverines fell, Janis can just continue shooting the she-wolf he observed last round, still shooting a rapid shot and few points of deadly aim...
Two of his shots bounce off the she-wolf's ice armor while the third misses, making Janis swear loudly again.
Rolls
Janis' 1st attack
Janis' 2nd attack
Janis' 3rd attack
The remaining wolverine attacks Durgrim. This round, only a single claw hits Durgrim for 6 damage.
Speaking of which, Durgrim's turn.
Rolls
Acid damage on Darren
Acid damage on Durgrim
Bite
1st claw
2nd claw
Current HP: 20/66
3 CON damage
Rolls
Foegrinder (to hit, damage, electricity) I - (1d20+10, 2d6+6, 1d6)
1d20+10 : (2) + 10 = 12
2d6+6 : (51) + 6 = 12
1d6 : (3) = 3
Foegrinder (to hit, damage, electricity) II - (1d20+5, 2d6+6, 1d6)
1d20+5 : (12) + 5 = 17
2d6+6 : (11) + 6 = 8
1d6 : (5) = 5
Finally seeing an opening, Ireena will drop her crossbow, draw her sword as a free action, and move next to the remaining wolverine, attacking it in melee. Her attack fails, but not as much as her feeble attempts to shoot in melee earlier this fight...
Heather is up next.
Rolls
Ireena's attack
Veroth is up next.
Rolls
Tris' healing
Rolls
Shortbow+1, -4 for firing into melee - (1d20+7, 1d6+3)
1d20+7 : (2) + 7 = 9
1d6+3 : (3) + 3 = 6
• Shooting silvered arrows.
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage. (adjustments already included).
• Point Blank Shot: +1 to all bow attack & damage rolls. (bonus already included).
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3. (bonus already included).
• 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: 5/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 2/6
• Common ammo spent this encounter=4 (miss=1, hit=3)
• Silvered ammo spent this encounter=14 (miss=8, hit=6)
Rolls
Attack #1, Perfect Strike, potential damage - (1d20+12, 1d20+12, 1d8+10)
1d20+12 : (11) + 12 = 23
1d20+12 : (3) + 12 = 15
1d8+10 : (6) + 10 = 16
Attack #2, potential damage - (1d20+12, 1d8+10)
1d20+12 : (15) + 12 = 27
1d8+10 : (1) + 10 = 11
Attack #3, potential damage - (1d20+12, 1d8+10)
1d20+12 : (17) + 12 = 29
1d8+10 : (3) + 10 = 13
Attack #4, potential damage - (1d20+11, 1d8+10)
1d20+11 : (18) + 11 = 29
1d8+10 : (5) + 10 = 15
Sixth round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
10 Ujjaya
7 Veroth (temporarily down from 11 due to deafness)
Combat Map.
Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Veroth is deafened (automatically failed sound-based Perception checks, -4 on opposed Perception checks, -4 on initiative checks, 20% miss chance for casting spell with auditory components).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Darren is up.
Standard Action: Attack
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/7
Fervor: 1/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Bull's Strength: +4 Strength
Sacred Weapon: Flaming (+1d6 fire damage)
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 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Attack w/ Flaming and Silvered - (1d20+12, 1d8+12)
1d20+12 : (4) + 12 = 16
1d8+12 : (1) + 12 = 13
Roland is up next.
Rolls
attack 1, damage 1 - (1d20+11, 2d12+5)
1d20+11 : (20) + 11 = 31
2d12+5 : (28) + 5 = 15
attack 2 damage 2 - (1d20+5, 2d12+5)
1d20+5 : (9) + 5 = 14
2d12+5 : (23) + 5 = 10
Rolls
Critical confirm - (1d20+11)
(11) + 11 = 22
Damage - (6d12)
(3122672) = 32
Durgrim is up next.
Rolls
Strength check - (1d20+5)
(10) + 5 = 15
Heather is up next.
Rolls
Ireena's attack
[ooc]No extra healing, just 8[ooc]
Rolls
Channel energy - (3d6)
(143) = 8
Rolls
Matrika's healing
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage. (adjustments already included).
• Point Blank Shot: +1 to all bow attack & damage rolls. (bonus already included).
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3. (bonus already included).
• 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: 4/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 1/6
• Common ammo spent this encounter=4 (miss=1, hit=3)
• Silvered ammo spent this encounter=18 (miss=12, hit=6)
Rolls
Attack #1, Perfect Strike, potential damage - (1d20+11, 1d20+11, 1d8+9)
1d20+11 : (11) + 11 = 22
1d20+11 : (1) + 11 = 12
1d8+9 : (8) + 9 = 17
Attack #2, potential damage - (1d20+11, 1d8+9)
1d20+11 : (8) + 11 = 19
1d8+9 : (6) + 9 = 15
Attack #3, potential damage - (1d20+11, 1d8+9)
1d20+11 : (1) + 11 = 12
1d8+9 : (5) + 9 = 14
Attack #4, potential damage - (1d20+10, 1d8+9)
1d20+10 : (13) + 10 = 23
1d8+9 : (6) + 9 = 15
Finally Veroth's turn.
Rolls
Shortbow+1 - (1d20+11, 1d6+3)
1d20+11 : (15) + 11 = 26
1d6+3 : (5) + 3 = 8
Seventh round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
10 Ujjaya
7 Veroth (temporarily down from 11 due to deafness)
Combat Map.
Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Veroth is deafened (automatically failed sound-based Perception checks, -4 on opposed Perception checks, -4 on initiative checks, 20% miss chance for casting spell with auditory components).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Darren is up.
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 5/7
Fervor: 1/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Bull's Strength: +4 Strength
Bless: +1 moral bonus to attack roll and save vs. fear
Sacred Weapon: Flaming (+1d6 fire damage)
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 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Attack w/ Silvered Hammer - (1d20+12, 1d8+12)
1d20+12 : (14) + 12 = 26
1d8+12 : (2) + 12 = 14
Plus Fire Damage - (1d6)
(4) = 4
She looks utterly surprised and shocked as Darren suddenly targets her, as if you he was not supposed to attack her.
"Well, I was hoping you'd come here to save me, but you're as savage and uncouth as those werewolves!"
With these words, she disappears...
Roland is up next.
She looks utterly surprised and shocked as Darren suddenly targets her, as if you he was not supposed to attack her.
"Well, I was hoping you'd come here to save me, but you're as savage and uncouth as those werewolves!"
With these words, she disappears...
Roland is up next.
"Now you have no one to hide behind..."
...and it's a potential critical.
Janis' scimitar easily slides between the icy plate of the she-wolf's armor, finding soft flesh, sinew, and vital organs to slice through. Her cry of pain are almost deafening in this enclosed room. As he slides his scimitar out of her and her blood pools on the floor, you are all surprised to see she survived the ordeal, though she does not look like she's going to be able to continue fighting much longer...
This all brings a sadistic smile on Janis' scarred features...
Durgrim is up next.
Rolls
Janis' attack (power attack)
Janis' Crit confirmation roll
Rolls
Strength check - (1d20+5)
(2) + 5 = 7
Ireena will move between the two she-wolves and attempt to cleave both, hopefully finishing off the one Janis wounded. She takes a gamble with full power attack, hoping to be lucky and ending this faster... Her AC will drop by 2 for the round.
Sadly, Ireena's gamble did not pay off and she misses her first attack, which negates her second attack.
Heather is up next.
Rolls
Ireena's 1st attack (power attack)
Ireena's 2nd attack (if first one hit, power attack)
Rolls
Tris' Produce Flame (ranged touch)
Matrika's Produce Flame (ranged touch)
Tris' crit confirmation roll
Matrika's crit confirmation roll
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage. (adjustments already included).
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3. (bonus already included).
• 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: 3/9
• AC: 20
• See Invisibility: 1/1
• Aspect of the Falcon: 0/1
• Perfect Strike: 0/6
• Common ammo spent this encounter=4 (miss=1, hit=3)
• Silvered ammo spent this encounter=22 (miss=14, hit=8)
Rolls
Attack #1, Perfect Strike, potential damage - (1d20+11, 1d20+11, 1d8+9)
1d20+11 : (4) + 11 = 15
1d20+11 : (18) + 11 = 29
1d8+9 : (3) + 9 = 12
Attack #2, potential damage - (1d20+11, 1d8+9)
1d20+11 : (15) + 11 = 26
1d8+9 : (5) + 9 = 14
Attack #3, potential damage - (1d20+11, 1d8+9)
1d20+11 : (9) + 11 = 20
1d8+9 : (5) + 9 = 14
Attack #4, potential damage - (1d20+10, 1d8+9)
1d20+10 : (10) + 10 = 20
1d8+9 : (6) + 9 = 15
Eighth round of combat.
Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
10 Ujjaya
7 Veroth (temporarily down from 11 due to deafness)
Combat Map.
Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Veroth is deafened (automatically failed sound-based Perception checks, -4 on opposed Perception checks, -4 on initiative checks, 20% miss chance for casting spell with auditory components).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Darren is up.
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 5/7
Fervor: 1/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Bull's Strength: +4 Strength
Bless: +1 moral bonus to attack roll and save vs. fear
Sacred Weapon: Flaming (+1d6 fire damage)
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 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Constitution Check to stabilize - (1d20-1)
(11) - 1 = 10
All shots against touch ac. Last shot misfires in addition to whatever penalty dm assigns. Weapon holds only five rounds until I repair it.
Rolls
attack 1, damage 1 - (1d20+11, 1d8+9)
1d20+11 : (8) + 11 = 19
1d8+9 : (7) + 9 = 16
attack 2 damage 2 - (1d20+6, 1d8+9)
1d20+6 : (1) + 6 = 7
1d8+9 : (1) + 9 = 10
VICTORY!
1200 XP each!
Rolls
heal - (1d20+13)
(14) + 13 = 27
@ Qralloq: Veroth tries to free himself of the entangling ropes of molten stone around him but fails. though he feels he was nearly there...
@ Kaos: You find Darren unconscious and badly burned, but still alive and breathing. He seems to be stable. (wow, I can't still believe those two 20s in a row like that...)
Rolls
Escape Artist - (1d20+16)
(1) + 16 = 17
As Roland administers healing to Darren, the party will see one of the fallen she-wolves revert back to her humanoid, half-elven form. From your past encounters with werewolves, you know this means she just died. The other she-wolf is still in her hybrid form, signalling that she is still alive...
Rolls
Secret Roll
Secret Roll
gain of 7 hp
Rolls
health potion - (1d8)
(6) = 6
Rolls
heal - (1d20+13)
(15) + 13 = 28
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 5/7
Fervor: 1/5
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 2/2, Protection From Evil 0/1, Hide From Undead 0/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Cure Light Wounds 1 - (1d8+5)
(6) + 5 = 11
Cure Light Wounds 2 - (1d8+5)
(3) + 5 = 8
"Please stand aside friend. This creature needs to be destroyed."
Meanwhile, Ireena simply retrieves her crossbow while glaring angrily at Janis for how he comported himself during the fight...
"Will someone please move that corpse into the hallway and search it? Perhaps there are clues or valuables to help us. I don't want the prisoner to awaken to see a dead comrade on the ground. It makes them harder to question."
Heather moves at least 35 feet away from the injured enemies, so as not to accidentally heal them prematurely.
Rolls
channel positive energy - (3d6)
(121) = 4
channel positive energy - (3d6)
(466) = 16
Current HP: 40/66
3 CON damage
Rolls
Strength to break free - (1d20+5)
(2) + 5 = 7
Strength to break free - (1d20+5)
(4) + 5 = 9
Strength to break free - (1d20+5)
(11) + 5 = 16
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 5/7
Fervor: 1/5
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 2/2, Protection From Evil 0/1, Hide From Undead 0/1, Shield of Faith 1/1
Level 2: Lesser Restoration 1/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
heal check - (1d20+9)
(5) + 9 = 14
Rolls
Channel energy - (3d6)
(323) = 8
"What do you want from me? Are you going to torture me before I die? Or perhaps will you enjoy watching me slowly waste away from this disease? If you are here, I can only assume our mates are dead... So go ahead and finish us off already..."
2. Are there any more entities in this dungeon?
3. Who was the fey creature and why was it here?
4. Is there a map of this dungeon?
5. What are you doing here?
Rolls
Sense Motive - (1d20+6)
(18) + 6 = 24
Durgrim feels Janis is quite sincere.
Rolls
Lock: Perception, Disable Device - (1d20+11, 1d20+19)
1d20+11 : (17) + 11 = 28
1d20+19 : (14) + 19 = 33
Rolls
Ireena's Perception
Janis' Perception
Rolls
Perception - (1d20+11)
(6) + 11 = 17
Rolls
Perception - (1d20+14)
(6) + 14 = 20
Rolls
Diplomacy - (1d20+8)
(4) + 8 = 12
Rolls
Sense Motive (Wisdom) - (1d20+3)
(16) + 3 = 19
Rolls
Perception - (1d20+4)
(7) + 4 = 11
Standing up, he frowns and points to the prisoner. "Yet, if we find ye've been feedin' on the innocent, ye won't get mercy from me. Justice will be swift!"
Rolls
Delayed perception check - (1d20+6)
(11) + 6 = 17
With this Janis retrieves some of his arrows and storms off...
Ireena is standing there completely dumbfounded by the hunter's reaction, only speaking once Janis is out of sight (and hopefully out of earshot...) "Wow, okay... and I thought I hated werewolves... I think I understand what Sir Urik meant when he warned us about how obsessed Janis was... Say, is it just me or did that door just sounded like it locked itself again?"
Perhaps the mysterious woman will reappear as well. Maybe she can tell us what we will find behind the door."
Rolls
Sense motive - (1d20+6)
(15) + 6 = 21
"Most likely, I'll die a slow horrible death as I waste away... The mysterious disease, remember? As for harming innocents, do you waste time asking the lioness if she's harming innocents when she hunts the gazelles? She has youngs to feed and protect, so does the gazelle. Who has more of a right to live there?"
With this, Ujjaya salutes you and leaves to follow Janis.
Once his words are spoken, he turns to look at his companions to see if this is an agreeable end to the predicament.
She turns to Ireena.
"Please tell your people that I am truly sorry for the pain me and my friends have inflicted on them."
She then turns to Durgrim, tears streaming down her furred face.
"I am ready now."
Ireena then stands there for a moment, looking uncomfortable.
"Well, it's done. I'll tell the villagers about this, though I would not be surprised if many felt this apology to be too little too late... Hum, so what should we do with the bodies? I don't really feel comfortable waiting here with dead people while Heather waits for her time of prayer... Should we bury them?"
Rolls
cure light wounds - (1d8+5)
(3) + 5 = 8
cure light wounds - (1d8+5)
(1) + 5 = 6
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 5/7
Fervor: 1/5
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 2/2, Protection From Evil 0/1, Hide From Undead 0/1, Shield of Faith 1/1
Level 2: Lesser Restoration 0/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Lesser Restoration on Durgrim - (1d4)
(1) = 1
With the extra 50% that's 24 health.
Rolls
Cure light wounds - (1d8+5)
(3) + 5 = 8
Cure light wounds - (1d8+5)
(3) + 5 = 8
"It is the only castle in these lands, so yes, he must be asking about this castle."
He then turns towards Ryjo.
"This place is Castle Ravenloft, home to that Devil Strahd. A vampire of great power and ill renown who has been terrorizing these lands for over four centirues..."
I am Ryjo Co'erte,  | Why has he been
adopted son of       | allowed to plague
Ancip and Emily.  Â | this land unchallenged
                            | for so long?
"It is a pleasure to meet you, Master Ryjo. We of the Lightbringers have come to Barovia to clear the land of the undead plague. From what I have noticed, people who come to this land and challenge the vampire Strahd face much in the way of adversity. We have discovered a few things that will help us in challenging him, but we have a ways still to go. If you seek his destruction, you are welcome to come along with me to meet the rest of our team."
He motions to the board that Ryjo holds, curiosity plain on his face. "If I may be so bold, why do you not speak instead of writing on that board? If it is an injury, I would be happy to pray to my Lady to restore the use of your voice."
"As a native of this valley, I can tell you this is absolutely true. From time to time, some brave adventuring party stumble through the mist and into this valley. Once they hear about Strahd, most set off to destroy them, all met a grisly end. If you want to see for yourself, simply go to the graveyard of Barovia at midnight. Then you will see the procession of the damned, all of Strahd's victims..."
He then turns to lead the donkey-drawn cart away.
"Anyways, I must hurry back to Barovia and deliver those goods to a very grumpy dwarf... I bid thee farewell Weiryn and Ryjo. Seems fortune has delivered you a companion with whom to find your friends Weiryn. May the Gods watch over the both of you."
And with this, he leaves the two of you to continue your discussion.
No injury; personal choice, my voice is fine. I silence myself to seek atonement for past sins.
'Goodness speaks in a whisper, evil shouts.' To put it shortly; my past was loud.
If you have others seeking his end, I would be honored to accompany you to meet them. Lead the way.
"...when we last parted ways, we had been set upon by werewolves who had severely injured a couple of the Vistani and left them for travellers to find on the road. I accompanied Sir Urik to see to it that they made it to their encampment alive, and now I hurry to reunite with them to tell them what I've learned of the disease that plagued the werewolves' pack. It is my hope that it is not dangerous to one who has not contracted lycanthropy, but I would still feel better knowing we have a cure if it is."
If you are in a hurry, remount your horse and let us make haste. Do not worry about me, I will keep up.
He looks up from his brief prayer to greet his fellow adventurers. "Hail, brothers. I have tidings from Madam Eva. May I introduce Ryjo Co'erte?"
Durgrim, I have prepared the restoration spell, please allow me to heal you."
Rolls
Lesser Restoration - (1d4)
(2) = 2
20 sling bullets (the 6 ones coated in suspicious liquid will have dried out by then and become regular sling stones once again).
Two sickles.
Two rings.
Two headbands.
Two pairsof bracers.
One potion.
Two Holly and mistletoes.
446 gp.
19 sp.
40 cold iron arrows (by the look of things, I think Ujjaya took those before leaving...).
Another 6 potions.
2 small pieces of wood which detected magic and have been confirmed to be wands.
A masterwork rapier.
A masterwork studded leather armor.
A masterwork chainshirt.
Various small disposable personal items.
"takes whatever you need, and I will out the rest in my haversack so we will have it later. "
Rolls
Rings - (1d20+13, 1d20+13)
1d20+13 : (9) + 13 = 22
1d20+13 : (15) + 13 = 28
Slings - (1d20+13, 1d20+13)
1d20+13 : (13) + 13 = 26
1d20+13 : (7) + 13 = 20
Headbands - (1d20+13, 1d20+13)
1d20+13 : (3) + 13 = 16
1d20+13 : (9) + 13 = 22
Bracers - (1d20+13, 1d20+13)
1d20+13 : (12) + 13 = 25
1d20+13 : (12) + 13 = 25
Potions - (1d20+13, 1d20+13, 1d20+13, 1d20+13, 1d20+13)
1d20+13 : (16) + 13 = 29
1d20+13 : (4) + 13 = 17
1d20+13 : (15) + 13 = 28
1d20+13 : (16) + 13 = 29
1d20+13 : (11) + 13 = 24
Potions, Rd 2 - (1d20+13, 1d20+13)
1d20+13 : (14) + 13 = 27
1d20+13 : (17) + 13 = 30
EDIT: 2 20s, 1 1. That oughta be fun...
Rolls
Spellcraft 1-5 - (1d20+13, 1d20+13, 1d20+13, 1d20+13, 1d20+13)
1d20+13 : (13) + 13 = 26
1d20+13 : (20) + 13 = 33
1d20+13 : (11) + 13 = 24
1d20+13 : (19) + 13 = 32
1d20+13 : (20) + 13 = 33
Spellcraft 6-10 - (1d20+13, 1d20+13, 1d20+13, 1d20+13, 1d20+13)
1d20+13 : (20) + 13 = 33
1d20+13 : (6) + 13 = 19
1d20+13 : (3) + 13 = 16
1d20+13 : (11) + 13 = 24
1d20+13 : (17) + 13 = 30
Spellcraft 11-15 - (1d20+13, 1d20+13, 1d20+13, 1d20+13, 1d20+13)
1d20+13 : (12) + 13 = 25
1d20+13 : (11) + 13 = 24
1d20+13 : (5) + 13 = 18
1d20+13 : (19) + 13 = 32
1d20+13 : (3) + 13 = 16
Spellcraft 16-17 - (1d20+13, 1d20+13)
1d20+13 : (1) + 13 = 14
1d20+13 : (13) + 13 = 26
"These werewolves were mighty indeed, with the gear they possessed. Heather, is it? This headband here will make your divine magicks more potent. Both of these slings have been enhanced to improve their accuracy and impact. These bracers and rings have abjurative enchantments on them, with the bracers serving as very lightweight armor and the rings a minor deflection enchantment. With us, we have healing potions of various strengths, a potion to enhance one's strength."
He motions to the unidentified potion and headband. "I'll look more into these after I have rested and prepared more Divination magicks. I suspect the headband to be similar to the other, but I want to make sure before any of us use it."
He then turns his attention to the wands...
Rolls
Wands - (1d20+13, 1d20+13)
1d20+13 : (16) + 13 = 29
1d20+13 : (18) + 13 = 31
His face makes a slight frown as he remembers something. "Now that 'e has his wares, he not be takin' more than he would 'ave back home, or he'll 'ave to deal with me!"
Thanks for correcting me, HypCo, and welcome ;)
You have killed these beasts? You are a woman of the cloth, yes?
"Please stand back, Brother."
Rolls
Knowledge Arcana - (1d20+13)
(19) + 13 = 32
Spellcraft - (1d20+13)
(16) + 13 = 29
Knowledge Planes - (1d20+9)
(3) + 9 = 12
Turning to Ryjo and bows, "It's good to meet you, Ryjo."
I'm also good on Rings of protection, so go for it Durgrim.
"This is indeed fascinating...a teleportation circle combined with a summoning and binding circle. If I'm looking at this correctly, then this circle is connected to others, and whatever is bound within can move from circle to circle. In all of my years of study in both Divine and Arcane magicks, I've never seen anything like this."
If no one objects I would like the headband of wisdom, it will allow we me to serve Sarenrae better."
I suppose it isn't too far off yours; where you find your strengths through a God, I find mine through self-reflection and strict guides.
That is the only way you should think of it, Child of Sarenrae. Your mind is the most important thing you have, do everything in your power to protect it. You will find no objection from me in your pursuit to be closer to your God.
"If a wizard were to have several towers, or perhaps a suite at a college and a tower, or something similar, then they could use such a setup to acquire an advisor that is bound to them, but cannot be trusted to run free. Such an entity would need to have a way to move from place to place with its wizard "master", yet also a way to be contained so it could not leave the circle once it arrived. Have any of you seen anything in this circle? From what I can tell, it is still active..."
"Yeah, some sort of beautiful elf-like woman. She was watching us fight with the werewolves with hope on her face. Then Darren tried to hit her. She got all offended and disappeared..."
"Interesting... This requires further thought..."
Weiryn then explains the reading he received from Madam Eva.
"Before we venture into this room searching for this cure and the Sunsword, I advise that we wait until I can beseech Pharasma to grant us some resistance to the heat."
You can all make a Perception check at that point...
Rolls
Secret Roll
Ireena's Percetion check
Rolls
Perception - (1d20+11)
(8) + 11 = 19
Rolls
Perception - (1d20+4)
(11) + 4 = 15
"
Rolls
Perception - (1d20+8)
(12) + 8 = 20
Rolls
Perception - (1d20+15)
(17) + 15 = 32
Rolls
Perception. - (1d20+6)
(8) + 6 = 14
The party headed to Barovia and discovered the body of the actual messenger carrying a message from the burgomaster (in a different handwriting) asking that people condemn this valley and do not come to help them as they were preyed upon by a multi-centiry old vampire called Strahd who seemed to be obsessed with the burgomaster's daughter Ireena.
When the party arrived at the village of Barovia proper, they found there was indeed an undead outbreak (which resulted in some confusion as to what was the purpose of the "false letter" after all). Meeting the survior in the svillage square, they were told about Madam Eva and told to see her as her prophetic visions would tell the party what to do. They also hear rumor that the undead outbreak started at the local chapel of Serenrae.
The party went to visit Madam Eva, asking many questions about the undead, Strahd, the chapel, etc. They learnt that though the outbreak did started at the chapel, Strahd was behind it. They also learnt of 2 artefact which might hurt Strahd: The Sunsword and the Holy Symbol of Ravenkind.
Returning to Barovia, the party noticed they were often followed or observed by what they assumed to be minions of Strahd during the day, and attacked by said minions at night. Eventually they went to the chapel to end the outbreak in the village, killed Danovich the mad priest and his now blaspheme son Dory, and found the Danovich's journal.
The party then set out to find the artefacts to help them fight against Strahd. They already found the Holy Symbol of Ravenloft in a swamp where they fought a sea hag and some giant leeches for it. The party are now looking for the sunsword which was supposed to be hidden in some ruin in the forest, which also happened to be a den of werewolves. As they dealt with the werewolves they learnt of a new mysterious disease which makes people slowly waste away and seems to be beyond teh magical abilities of the people of the valley to cure.
And this is pretty much where we are...
Finishing, he taps his chalk against it to being attention
He mutters to himself for a moment, then starts surveying the ceiling with glowing eyes.
Why is it that the piddly rolls are always awesome?
Edit: all of that work this morning to see if Invisibility masked its own aura for it to be a divination spell...
Rolls
Spellcraft - (1d20+13)
(20) + 13 = 33
"You've all worked hard laying these poor creatures to rest. Let's rest for a few moments before we determine our next steps."
Weiryn continues to watch the sensor until it fades away, renewing his Detect Magic spell if needed.
"It is safe to speak, now. Brother Durgrim, my fears from where we first met have been confirmed. The Worg that attacked you and ran off with a piece of your bloody clothing delivered it to its master, most likely the vampire Strahd. As I have broadened my studies into both the Divine and Arcane arts, I cannot do anything to prevent his spying upon us, though we have about an hour before he will be able to renew his spell."
He turns to look tiredly at the cleric of Saerenrae. "Sister Heather, might I suggest that, when next you request per from your patron, that you request a blessing of Nondetection, and perhaps a method of dispelling any magicks that might be upon our Hammer of Torag? Our foe has a focus with which he can easily spy on our dwarven brother."
Turning back to the monk, he continues. "In answer to your question, the door is very loosely related to the werewolves, whether they knew it or not. The cure to their addiction lies beyond. Being that loose connection, there's not much of a relationship to them."
I know of them, I know which ones I need...they are still beyond my grasp."
Roland reaches into his haversack and pulls out Danovich's journal.
"Lets start with this."
"I keep forgetting about this blasted Tome mentioned in Danovich's writings. Perhaps when we return to the village, I should return to Madam Eva and ask her about it. She always speaks in riddles, but they have thus far spoken the truth once solved."
"There is really no need to wait. We have plenty of time to go visit her and come back here before nightfall."
Then as she quickly peers into the tome.
"Wait, why is my name in there?"
"The priest claims that you are adopted. I know not if it is true."
Weiryn looks at the map he got from Bildrath, trying to determine how far they are from the location mentioned in Danovich's journal.
So far staying: Heather, maybe Veroth, unlikely Durgrim...
Staying: Heather, Veroth, Ryjo, unlikely Durgrim...
"Since we're going to seek answers to Madam Eva and we know that Durgrim can be magically observed by Strahd, wouldn't it make more sense that he stays here so that Strahd remains more in the dark as to the progress we're making?"
She then turns to Durgrim
"And I mean no offence, I have nothing against you sir dwarf, I am merely thinking in pragmatic terms. Besides, a strong front-line fighter such as yourself might be needed here if trouble were to find Heather, Veroth, and Ryjo while we're away."
As for those staying behind, you have plenty of time to get to know your new companion as it seems the mysterious fey woman does not seem to be interested in reappearing in her circle... though this discussion might get interrupted as eventually Ryjo will hear some noise and a short whispered discussion in elven. Veroth will fail to pick up on the conversation, but he will hear some disturbance coming from the corridor.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
→*
Rolls
Stealth - (1d20+16)
(17) + 16 = 33
Perception - (1d20+11)
(14) + 11 = 25
Rolls
Secret Roll
Secret Roll
Rolls
Heather sneak - (1d20-1)
(2) - 1 = 1
I knew it was a long shot in full plate armour.
Ryjo for his part, opening the door and holding up his chalk board sees two wolf-like humanoid creatures in the stairwell. they look rather surprised by Ryjo, both by his appearance and his choice of communication. They stand there for half a moment, looking at each other before drawing their bows and taking aim at Ryjo.
We are now in combat. Roll initiative and and place your counter on the board.
Rolls
Werewolves' initiative
Rolls
Initiative - (1d20+8)
(18) + 8 = 26
Rolls
initiative - (1d20-1)
(7) - 1 = 6
Rolls
Initiative - (1d20+5)
(18) + 5 = 23
At the ruined estate (or At The Ruined Estate or AT THE RUINED ESTATE...) for the group who remained behind at the ruined estate.
At the Vistani camp (or At The Vistani Camp or AT THE VISTANI CAMP...) for teh group who went to visit Madam Eva at the Vistani camp.
First round of combat!
Initiative
26 Veroth
23 Ryjo
10 Durgrim
6 Heather
5 Werewolves
(as usual, I roll shit initiative for my monsters...)
Combat Map
Conditions
The red area is an area where rock was melted and cooled off quickly (is considered difficult terrain, DC of Acrobatics increased by 5, DC15 Acrobatics to run or charge across area, if fall prone take 1d6 points of damage from sharp obsidian).
Veroth is up.
The Vistani whom Roland approached answer in his thick accent.
"Yes, yes, you see Madam Eva. She reads your fortune, yes."
Too far to charge into the fray, Veroth will remain hidden, and Ready an action to attack a werewolf that comes within melee range.
Ryjo is up next.
Ryjo enters the hall and walks calmly across the jagged floor.
"State yer intentions, creatures of the night!" Durgrim yells boldly as he carefully walks towards the werewolves. "Did ye live here, or are ye of the other clan?"
Rolls
Earhbreaker (to hit, damage, electricity) - (1d20+12, 2d6+6, 1d6)
1d20+12 : (19) + 12 = 31
2d6+6 : (46) + 6 = 16
1d6 : (2) = 2
"We had different plans friends. I thought we were waiting in this room with the better footing. I will do my best to support from behind for now, but with my shield and morning star I can move to the front lines when you need me."
The werewolves look surprised at first by Durgrim's words, speaking a bit in elven between themselves before lowering their bows a bit, but not completely, and addressing you in common, remaining still somewhat on their guard.
Durgrim watches the werewolves carefully, then nods solemnly. "Aye, so we did. But we dinnae' come here spoilin' for a fight. We were attacked." Pointing his hammer at them, he continues. "But ye dinnae' answer me. What is yer purpose here?"
Rolls
Diplomacy - (1d20+8)
(16) + 8 = 24
Darren smiles at the Vistani man, "Could you take us to see her again, please?"
"Yes, yes, follow me."
The man take you to the big tent, where you've met Madam Eva in the past. He gestures you inside as the guards on either side of the entrance step aside yo let you in.
The werewolves lower their bows somewhat, but not completely as they still seem weary of you. You are technically out of combat... for now.
"Careful dwarf, though you and your friends did us a favor by killing the werewolves here, I do not appreciate your tone... Our purpose was to determine if the other pack of werewolves were using this ruin as their base of operation. Given the number of tracks leading from and to here, it seems they were. They must have been more desperate than we though, the roof of the tower could've fell on them at any moment... Not our concern now though. We will leave and report the death of the other pack to our leaders. Do not attempt to follow us."
With this, the werewolves slowly back out of the corridor, carefully climbing the stairs while walking backward to keep you into their field of vision as long as they can, raising their bows a bit again in order to be ready should you try anything funny...
Weiryn bows respectfully to Madam Eva. "I am so sorry to bother you again, madam, but I fear I have need of your wisdom while we prepare to obtain the cure we spoke of earlier. Would you mind terribly if we asked you another question?"
Veroth remains hidden as the werewolves leave, before he steps gently from the shadows. "The snuck up on us too well. We would do well to keep better watch. Retreat to the room, good master dwarf, and keep an eye out on that hot door. I'll keep both eyes on stairs up until our companions return".
Ryjo watches the werewolves leave, never taking his eyes off them. As they disappear, he silently makes his way back to his board and retrieves it.
Madam Eva gathers her set of worn, old tarot cards.
"Of course pet, what is it that you need Madam Eva to answer?"
At The Ruined Estate.
Even though there was no fight, you still managed to solve that werewolf encounter, so Ryjo, Durgrim, Veroth, and Heather gains 600 XP each.
Relaxing his grip on his great hammer slightly as the werewolves retreat, Durgrim nods gravely. "Aye. Which makes those the source of the evil. We might need to deal with those later." He hefts the hammer upon his shoulder. "As ye say, Brother Veroth. I'll keep an eye on the door." Jokingly, he adds. "But I ain't retreatin'!"
Veroth takes up a post in the shadows near the stairs.
Weiryn smiles before continuing. "Have you ever heard of The Tome of Strahd, and could your cards perhaps tell us where to find it? It is mentioned in a journal we found, and we feel it may hold the key to destroying the devil Strahd."
She grabs her worn tarrot deck in her long bony fingers and flips a first card: The Emperor.
"The tome you seek holds knowledge of the ancient and knowledge of the land."
She then flips the covering card.
"Seek it in the place of blasphemy, where humans plumb their darkest nature. Hmm, this is a card of debasement and debauchery. The tome has become a manual for witches.
She then flips the crossing card.
"If you find the tome and delve into its secrets, you will discover the source of the lord's strength. If you read it carefully, you may also discover how to rob him of that strength. You must find the three defiled places described in the tome. At each fane, you must unearth the relic it contains. When you have all three relics, you must then destroy what you have created."
Deck Draws


"The only witches I've heard of are those who supposedly gather at the Lysaga Hills on nights of the new moon."
"Do you know of any witches in the area?"
Then Ireena adds.
"Yes, we pretty much trekked around the place when we went to Janis' camp. As for the ruins, I think they used to be some sort of abbey or convent long ago."
It's not my area of expertise, but can I figure out anyway to maybe send some paper through the magic circle? I would like to try and send an apology to the mysterious woman.
Would that be an knowledge arcana, spell craft, or use magic device roll?
Durgrim paces a bit, goes to check on Veroth, then returns to his door, muttering. "What's takin' 'em so long?"
Veroth wishes mostly that he had a pot to piss in.
Once they are out of the tent, he turns to his companions, "Let's hurry back."
1st - Darren, Veroth, Ryjo
2nd - Durgrim, Weiryn
3rd - Heather, Roland, Ireena
Rolls
Ireena's Perception check.
Rolls
Perception - (1d20+8)
(14) + 8 = 22
I will come with you, brother. This way, if it's injured, I can treat its wounds.
As you step outside, you see a rather surreal spectacle taking place in front of your eyes. It is rather humorous to see actually. The mule is obviously panicked, trying to flee, struggling to turn itself and the cart it is tied to to flee in one direction, only to suddenly stop, try and turn itself and the cart around once more, and then trying to flee in the opposite direction... This cycle repeats itself several time.
Roland and Weiryn can try to Perception check at that point.
Rolls
Secret Roll
Secret Roll
AC: 17
Power over Undead: 6/6
Channel Energy (2d6 Positive, 1d6 Negative, Selective): 5/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Rolls
Perception - (1d20+8)
(11) + 8 = 19
Roland and Weiryn can place themselves on the combat map, on the outside of the tower, near the doors or the mule.
Time to roll some initiatives!
Rolls
Secret Roll
Secret Roll
Rolls
initiative - (1d20+1)
(13) + 1 = 14
Rolled that wrong. Should be +6
Rolls
Initiative - (1d20+13)
(19) + 13 = 32
Initiatives
22 Roland
14 Weiryn
13 ?
14 ??
(others will be added as they are warned/woken up...)
Combat Map
Conditions
It is about an hour before dawn, so there is minimal illumination outside.
Roland is up.
Definitely gonna have to lock the computer every time from now on...
Roland moves to on top of his cart to gain high ground and fires two shots from his revolver at G10.
Rolls
Shot 1, Damage 1 - (1d20+11, 1d8+9)
1d20+11 : (6) + 11 = 17
1d8+9 : (3) + 9 = 12
Shot 2, Damage @ - (1d20+6, 1d8+9)
1d20+6 : (3) + 6 = 9
1d8+9 : (2) + 9 = 11
Weiryn is up next.
AC: 17
Power over Undead: 6/6
Channel Energy (2d6 Positive, 1d6 Negative, Selective): 5/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Rolls
Galvanic Gauntlets (Touch Attack, 2d6 Electric) - (1d20+3, 2d6)
1d20+3 : (17) + 3 = 20
2d6 : (52) = 7
Speaking of which, it is those corpse's turn. A glint or malevolent intelligent gleam in their eyes as they unleash their attacks.
Two creatures will hop on the cart and attack Roland while the one already next to Weiryn will attack him.
Both corpses on the cart miss Roland but the lone one attacking Weiryn hits for 3 points of damage and 1 negative level.
The ethereal creature will rise up from the ground the ground will attack and choose to go towards the unmolested Roland, flying towards him to achieve flanking position with the creatures on the cart...
The creature's insubstantial claws reach deep within roland, tearing at his vital energy. He takes 5 points of negative energy damage, and also 3 points of Constitution Drain.
Ireena, having heard Roland's gun shot will shout an alarm, everyone else can roll initiative.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Ireena's initiative - (1d20+1)
(15) + 1 = 16
Ryjo's initiative - (1d20+5)
(8) + 5 = 13
Rolls
Perception - (1d20+11)
(15) + 11 = 26
Initiative - (1d20+8)
(19) + 8 = 27
Rolls
Initiative - (1d20+6)
(11) + 6 = 17
Perception - (1d20+8)
(2) + 8 = 10
Edit: my bad, you have a Fort check to avoid the Con damage... Hmm, I'll have to check for Weiryn's negative level as well...
Edit 2: there is a Fort save for negative levels... but 24 hours later to see if the negative level sticks permanently or not... so this means right now, no saving throw for Weiryn.
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels..
HP: 33/36
AC: 17
Power over Undead: 6/6
Channel Energy (2d6 Positive, 1d6 Negative, Selective): 5/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
It's a case of "specific trumps general"
Not that it'll matter any, with the way my luck goes :p
Also, Roland succeeds his save and does not take Con drain.
Rolls
Perception - (1d20+6)
(20) + 6 = 26
Initiative - (1d20-1)
(5) - 1 = 4
27 Veroth (basement)
22 Roland
16 Ireena (stairs)
14 Weiryn
13 Ryjo (basement)
13 ?
12 ??
4 Heather (basement)
Still waiting for Darren's initiative...
Initiative
27 Veroth (basement)
22 Roland
16 Ireena (stairwell)
14 Weiryn
13 Ryjo (basement)
13 ethereal undead?
12 strange powerful corpses?
11 Durgrim (basement)
10 Darren (basement)
4 Heather (basement)
Ruined surface estate battle map.
Ruined estate basement battle map.
Conditions
Veroth, Ryjo, Durgrimn, Darren, and Heather were sleeping and have just awoken. They are currently prone in whatever square they choose to place their characters and will require a move action to stand up (unless possessing an ability which requires to do so for free) and will most likely not be sleeping in full armor (if medium or heavier).
The red area in the corridor of the basement is still covered in chards of sharp melted glass. it is considered difficult terrain, and increase the DC of Acrobatics check done within it by 5. Also, any attempt to run or charge through this terrain will require an Acrobatic check DC 15. Any creature falling prone in the area takes 1d6 points of damage.
Veroth is up!
Rolls
Shot 1, Damage 1 - (1d20+11, 1d8+9)
1d20+11 : (15) + 11 = 26
1d8+9 : (8) + 9 = 17
Shot 2, Damage 2 - (1d20+6, 1d8+9)
1d20+6 : (9) + 6 = 15
1d8+9 : (1) + 9 = 10
After screaming a second time in the corridor for good measure to wake any potentially still sleeping allies, she rushes up the stairs as quickly as she can to come help roland and Weiryn who are alone outside.
Weiryn is up next.
Rolls
Advanced Assassin Vines Init.
HP: 33/36
AC: 17
Power over Undead: 6/6
Channel Energy (2d6 Positive, 1d6 Negative, Selective): 5/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
"They can drain your life force!" He cries as he strikes out at the abomination before him.
EDIT: OK, so it just occurred to me...all level dependent effects and abilities are affected by Negative Levels. Weiryn's gauntlets are less effective now, even if they did miss. That has been put into my new Stats Spoiler.
Rolls
Touch Attack (Galvanic Gauntlets) - (1d20+2, 2d6)
1d20+2 : (3) + 2 = 5
2d6 : (54) = 9
Ryjo will get up and makes his way towards the stairs with surprising speed.
The ethereal undead will fly to Roland and attack him again, and it somehow misses him...
Roland suddenly hear something big stirring, making the vegetation in the closest ruined victim move... before realizing that it's actually the vegetation itself which is moving! Before he can comprehend what is happening, a vine shoots out fro the mass of the vegetation, heading towards him! Luckily, the vine misses him also, probably coming a bit short as the plant creature did not take into account the remain of the low wall it had to get around...
The corpses are now moving, both will now gang up on Weiryn. Both of them hit, barely, hitting Weiryn for 6 points of damage total (3 each) and 2 more negative levels.
Durgrim is up next.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
HP: 17/26
AC: 17
Power over Undead: 6/6
Channel Energy (1d6 Positive, 1d6 Negative, Selective): 5/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Galvanic Gauntlet Damage: 1d6
Initiative
27 Veroth (basement)
22 Roland
16 Ireena
14 Weiryn
13 Ryjo (basement)
13 ethereal undead?
13 large plant?
12 strange powerful corpses?
11 Durgrim (basement)
10 Darren (basement)
4 Heather (basement)
Ruined surface estate battle map.
Ruined estate basement battle map.
Conditions
The red area in the corridor of the basement is still covered in chards of sharp melted glass. it is considered difficult terrain, and increase the DC of Acrobatics check done within it by 5. Also, any attempt to run or charge through this terrain will require an Acrobatic check DC 15. Any creature falling prone in the area takes 1d6 points of damage.
Veroth is up!
Rolls
Acrobatics to avoid AOO - (1d20+16)
(16) + 16 = 32
Roland is up next.
(firing against touch AC, point blank shot and deadly aim applied)
Rolls
Attack, damage - (1d20+10, 1d8+9)
1d20+10 : (15) + 10 = 25
1d8+9 : (6) + 9 = 15
Ireena, seeing the corpse just getting wounded, will attempt to strike it. Sadly she barely misses.
"Okay, a little bit lest force and a bit more finesse next time..."
Weiryn is up.
Rolls
Secret Roll
"Not yet, not my time..." he chants to himself...
HP: 17/26
AC: 17
Power over Undead: 6/6
Channel Energy (1d6 Positive, 1d6 Negative, Selective): 4/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Galvanic Gauntlet Damage: 1d6
Rolls
Channel Positive Energy (DC 13 for half) - (1d6)
(1) = 1
Rolls
Secret Roll
Secret Roll
Ryjo's attack
Ryjo is hit and feels himself weaken...
CON: 15/16
Rolls
Secret Roll
Ryjo's Fort save (if hit)
The walking corpses will now both strike at Ryjo. One of them misses, but one connects, the monk musts summons his great mental discipline to avoid screaming from the spectral cold leeching his vital energy and to avoid breaking his vow of silence...
Durgrim is up next.
CON: 15/16.
1 negative level: -1 on all checks.
Rolls
Secret Roll
Secret Roll
Initiative
27 Veroth
22 Roland
16 Ireena
14 Weiryn
13 Ryjo
13 ethereal undead?
13 large plant?
12 strange powerful corpses?
11 Durgrim (basement)
10 Darren (basement)
4 Heather (basement)
Ruined surface estate battle map.
Ruined estate basement battle map.
Conditions
The red area in the corridor of the basement is still covered in chards of sharp melted glass. it is considered difficult terrain, and increase the DC of Acrobatics check done within it by 5. Also, any attempt to run or charge through this terrain will require an Acrobatic check DC 15. Any creature falling prone in the area takes 1d6 points of damage.
Veroth is up!
Darren is up next.
Last shot misfires. So that shot fails and the revolver gains the broken condition. First shot could still hit against touch ac though.
Rolls
Shot 1, Damage 1 - (1d20+11, 1d8+9)
1d20+11 : (8) + 11 = 19
1d8+9 : (8) + 9 = 17
Shot 2, Damage 2 - (1d20+6, 1d8+9)
1d20+6 : (1) + 6 = 7
1d8+9 : (8) + 9 = 17
Ireena attacks the remaining animated corpse, putting fewer points in her power attack. "I will not be ignored any longer!"
She manages to connect and hit the remaining corpse, but it does not seem to hurt it as much as previous attacks did...
Weiryn is up next.
Rolls
Ireena's attack (power attack -1)
As the arcane energy flows from his hands, he directs it to envelop the scarred monk, hoping to give Ryjo the push he needs to prevail as he doubles in size.
HP: 17/26
AC: 17
Power over Undead: 6/6
Channel Energy (1d6 Positive, 1d6 Negative, Selective): 4/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Ryjo Enlarge Person: 20/20
Galvanic Gauntlet Damage: 1d6
Edit: Nevermind, I'll do it.
Str 12, +1
Dex 14, +2
AC 17
Attk Bonus +4
Unarmed Dam 2d6+1
HP: 44/52.
CON: 15/16.
1 negative level: -1 on all checks.
Rolls
Ryjo's Acrobatics
Ryjo's attack
Rolls
Secret Roll
The plant will now lash a vine at the enlarged Ryjo who just walked in range. Ryjo is hit and grappled. The monk is entwined in vines and looks like he's in trouble...
Str 12, +1
Dex 14, +2
AC 17
Attk Bonus +4
Unarmed Dam 2d6+1
HP: 22/52.
CON: 15/16.
1 negative level: -1 on all checks.
Rolls
Secret Roll
Ireena swings at the creature "Stop ignoring me!", but misses lamentably.
The creature will now attack Roland.
the creature swings at roland and misses in a manner in which Ireena missed its attack on it...
Durgrim is up next!
Rolls
Ireena's attack of opportunity (Power Attack)
Secret Roll
I am also trying to decide how much knowledge my character would have gleaned from the noises above. I think it would be reasonable to assume she felt the channel energy that was cast and heard the yell "They can drain your energy".
Would it be reasonable for her to assume a channel positive energy would be good to cast when she reached the top of the stairs? This should heal/damage a number of characters, but I don't know if I would be meta gaming or not.
Rolls
channel positive energy - (3d6)
(534) = 12
Rolls
Silver Rapier+1, sneak attack - (1d20+12, 1d6+3, 4d6)
1d20+12 : (2) + 12 = 14
1d6+3 : (6) + 3 = 9
4d6 : (6144) = 15
@ Qralloq: I am not quite sure Roland actually threatens the squares around himself: he is armed with pistols after all (unless he possesses an ability which allows him to threaten with ranged weapons), so I'm not sure if you do get any flanking and sneak attack bonuses on that attack...
I rolled a stealth check for peaking outside the door in case you want to see if the wraith noticed.
Rolls
stealth - (1d20-1)
(14) - 1 = 13
@Kaos: Thanks for the link. So far, the user Kazaan seems to make the best case and it would seem taht with your pistol whip, you do threaten, so Veroth will be able to sneak attack.
Initiative
27 Veroth
22 Roland
16 Ireena
14 Weiryn
13 Ryjo
13 ethereal undead?
13 large plant?
12 strange powerful corpses?
11 Durgrim
10 Darren
4 Heather
Ruined surface estate battle map.
Ruined estate basement battle map.
Conditions
The red area in the corridor of the basement is still covered in chards of sharp melted glass. it is considered difficult terrain, and increase the DC of Acrobatics check done within it by 5. Also, any attempt to run or charge through this terrain will require an Acrobatic check DC 15. Any creature falling prone in the area takes 1d6 points of damage.
Veroth maneuvers to flank the creature, but is spotted at the last moment, and the attack barely misses.
Roland is up!
Weiryn is up next.
The ray hits the creature, not enfeebling it as much as Weiryn had hope for though...
Negative Levels:3/7
HP: 17/26
AC: 17
Power over Undead: 6/6
Channel Energy (1d6 Positive, 1d6 Negative, Selective): 4/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Ryjo Enlarge Person: 20/20
Galvanic Gauntlet Damage: 1d6
Rolls
Ray of Enfeeblement (touch attack) - (1d20+4, 1d6+2)
1d20+4 : (14) + 4 = 18
1d6+2 : (1) + 2 = 3
Ryjo comes somewhat close to breaking the grapple, but sadly, no dice.
Str 12, +1
Dex 14, +2
AC 17
Attk Bonus +4
CMB: +6
CMD: 18
Unarmed Dam 2d6+1
HP: 44/52.
CON: 15/16.
1 negative level: -1 on all checks.
Rolls
Breaking the grapple - (1d20+6)
(13) + 6 = 19
Rolls
Secret Roll
Ryjo is now engulfed by the creature and suffers another 12 points of damage.
Ryjo's HP: 32/52
Rolls
Secret Roll
Secret Roll
Seeing a new victim, the incorporeal undead will move towards Heather and attempt to touch her with its incorporeal touch. Surprising as it is, the creature not only misses but risks a critical fumble... It does not fumble, but came close to overextending itself and accidentally "falling inside the ground" (which would have been a bit disorienting for it)...
Alright, Durgrim is up next then.
Rolls
Secret Roll
Secret Roll
Rolls
Ranged touch attack - (1d20+3)
(10) + 3 = 13
Searing light vs undead - (6d6)
(226335) = 21
Incase it is vulnerable to light - (6d8)
(574728) = 33
Heather is hit for 2 points of negative energy damage. Assuming this hurts her, she now has a Concentration check DC 15 to make to avoid losing her spell (assuming she provokes while casting as mentioned above), and then she has a Fortitude save to succeed...
Rolls
Creature's AoO (touch)
Would this be considered "casting on the defensive"? If so I get a +4 more on the concentration check.
EDIT: forgot to mention why I would get the bonus is I have combat casting.
Rolls
Concentration Check - (1d20+10)
(2) + 10 = 12
Fortitude check - (1d20+8)
(20) + 8 = 28
Sixth round of combat.
Initiative
27 Veroth
22 Roland
16 Ireena
14 Weiryn
13 Ryjo
13 ethereal undead?
13 large plant?
12 strange powerful corpses?
11 Durgrim
10 Darren (waiting so can take his action whenever he feels like)
4 Heather
Ruined surface estate battle map.
Ruined estate basement battle map.
Conditions
The red area in the corridor of the basement is still covered in chards of sharp melted glass. it is considered difficult terrain, and increase the DC of Acrobatics check done within it by 5. Also, any attempt to run or charge through this terrain will require an Acrobatic check DC 15. Any creature falling prone in the area takes 1d6 points of damage.
Ryjo and the plant grappling him are grappled (-4 DEX, -2 attack and Combat Maneuvers except grapple checks to escape, cannot perform actions which requires hands to performs, if grappled and casting must make Concentration check DC 10+grappler's CMB+spell's level).
Veroth is up (unless Darren chooses to act).
Rolls
Acrobatics to avoid AOO - (1d20+16)
(14) + 16 = 30
Alchemical silver Rapier +1 - (1d20+12, 1d6+3)
1d20+12 : (18) + 12 = 30
1d6+3 : (2) + 3 = 5
Roland is up next (again, unless Darren chooses to act now).
Possibility of a critical hit.
Not a critical hit, but it is still a successful Power Attack.
Weiryb is up next (I'll wait a bit to see if irvanovich can post, if not, I'll GMPC Weiryn some more...)
Rolls
Ireena's attack (Power Attack)
Crit confirmation roll
Negative Levels:3/7
HP: 17/26
AC: 17
Power over Undead: 6/6
Channel Energy (1d6 Positive, 1d6 Negative, Selective): 4/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Ryjo Enlarge Person: 20/20
Galvanic Gauntlet Damage: 1d6
Rolls
Weiryn's magic missiles - (2d4+2)
(11) + 2 = 4
Str 12, +1
Dex 14, +2
AC 17
Attk Bonus +4
CMB: +6
CMD: 18
Unarmed Dam 2d6+1
HP: 32/52.
CON: 15/16.
1 negative level: -1 on all checks.
Rolls
Grapple check to free himself - (1d20+5)
(8) + 5 = 13
Rolls
Attack (touch)
Ryjo's HP: 14/52
Rolls
Constriction
Attack
Grapple
Rolls
AOO +1 rapier - (1d20+12, 1d6+3)
1d20+12 : (1) + 12 = 13
1d6+3 : (3) + 3 = 6
The corpse manages to hit the plant which infuriates Ireena. "First you ignore me, and now you try to save me? Begone you vile creature, I do not want your help!"
Rolls
Charge (+2 attack, -2 AC)
"Maybe you should move aside lass so that I or brother Darren might fight this creature in melee. I dinnae think that casting spells next to it will be good fer ye."
PS: I don't think casting was such a bad choice. I only needed to roll a 5 for it to work.
Hoping the creature is put off balance Heather then retreats down the stairs behind Durgrim.
Rolls
channel positive energy harm undead - (3d6)
(624) = 12
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 5/7
Fervor: 0/5
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 0/1, Hide From Undead 0/1, Shield of Faith 1/1
Level 2: Lesser Restoration 0/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Attack! - (1d20+12, 1d8+13)
1d20+12 : (13) + 12 = 25
1d8+13 : (8) + 13 = 21
Darren then moves in and smashed the creature with his warhammer... as much as you can smash an incorporeal creature... in fact, it felt like the hit did not connect as much as it would normally have, but it still looks like it damaged the creature...
Seventh round of combat.
Initiative
27 Veroth
22 Roland
16 Ireena
14 Weiryn
13 Ryjo
13 ethereal undead?
13 large plant?
12 strange powerful corpse?
11 Durgrim (delaying, so can take his action whenever eh chooses)
4 Heather
4 Darren (moved there after delaying)
Ruined surface estate battle map.
Conditions
The red area in the corridor of the basement is still covered in chards of sharp melted glass. it is considered difficult terrain, and increase the DC of Acrobatics check done within it by 5. Also, any attempt to run or charge through this terrain will require an Acrobatic check DC 15. Any creature falling prone in the area takes 1d6 points of damage.
Ryjo, Ireena and the plant creatures grappling them are grappled (-4 DEX, -2 attack and Combat Maneuvers except grapple checks to escape, cannot perform actions which requires hands to performs, if grappled and casting must make Concentration check DC 10+grappler's CMB+spell's level).
Veroth is up.
Rolls
Incorporeal creature's Wil save
Incorporeal creature's AoO (touch)
Oh dear, you hadn't said what the fort save required but that doesn't look good. I am going to use my Inspired ability to reroll that one if that is how this works
Rolls
fort save - (1d20+8)
(4) + 8 = 12
reroll fort save - (1d20+8)
(13) + 8 = 21
Using dead shot, deadly aim, and point blank shot. Firing vs Touch AC
Rolls
attack roll one - (1d20+10)
(5) + 10 = 15
Attack roll two - (1d20+5)
(4) + 5 = 9
Possible damage (if one shot hits, use this) - (2d12+5)
(27) + 5 = 14
Possible additional damage(if both shots hit, add this damage as well) - (2d12)
(510) = 15
Ireena will attempt to break free of the other creature.
Rolls
Ireena's CMB to break free
Negative Levels:3/7
HP: 17/26
AC: 17
Power over Undead: 6/6
Channel Energy (1d6 Positive, 1d6 Negative, Selective): 3/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Ryjo Enlarge Person: 20/20
Galvanic Gauntlet Damage: 1d6
Rolls
Channel positive energy - (1d6)
(6) = 6
Str 12, +1
Dex 14, +2
AC 17
Attk Bonus +4
CMB: +6
CMD: 18
Unarmed Dam 2d6+1
HP: 20/52.
CON: 15/16.
1 negative level: -1 on all checks.
Rolls
Ryjo's CMB to escape - (1d20+6)
(15) + 6 = 21
Rolls
Corpse's attack on plant
Ryjo's muffled screams of pain seems to indicate that the poor monk might not have a lot left in him... As for the second plant, a hit from it's vines reduces the corpse to dust. You wonder if a plant creature can be surprised...
Ryjo's HP: 2/52
Rolls
Constrict on Ryjo
Attack on corpse
The creature once again misses and is in danger of fumbling... It is not a fumble, but still a miss...
Durgrim is up next and still waiting, I'll assume... (so we can go to Heather now).
Rolls
Incorporeal undead attack (touch)
Fumble confirmation roll
Celestial Wolf Stats
Seeing the fiendish creature before it one of the celestial wolves (wolf 1) will use it's Smite Evil quick action before attacking with a bite attempting to trip the creature. Wolf 2 will move to corner the undead creature and attack using a bite with an attempt to trip.
Rolls
Wolf 1, attack + Chr - (1d20-1)
(4) - 1 = 3
Wolf 1 damage - (1d6+1)
(5) + 1 = 6
Wolf 1 bonus damage - (1d8+2)
(4) + 2 = 6
Wolf 2 Attack - (1d20+2)
(18) + 2 = 20
Wolf 2 Damage - (1d6+1)
(4) + 1 = 5
Darren is up next.
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 4/7
Fervor: 0/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
• Divine Favor (10/10 rds): +3 attack, +3 damage
• Sacred Weapon (Ghost Touch)
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 1/2, Protection From Evil 0/1, Hide From Undead 0/1, Shield of Faith 1/1
Level 2: Lesser Restoration 0/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Attack! - (1d20+12, 1d8+13)
1d20+12 : (1) + 12 = 13
1d8+13 : (4) + 13 = 17
Confirm Fumble? - (1d20+13)
(7) + 13 = 20
Rolls
Silver Rapier+1, sneak attack? - (1d20+12, 1d6+3, 4d6)
1d20+12 : (16) + 12 = 28
1d6+3 : (1) + 3 = 4
4d6 : (4243) = 13
Initiative
27 Veroth
22 Roland
16 Ireena
14 Weiryn
13 Ryjo
13 ethereal undead?
13 large plant?
12 strange powerful corpse? (dey ded)
11 Durgrim (delaying, so can take his action whenever he chooses)
4 Heather
4 Darren
Ruined surface estate battle map.
Conditions
The red area in the corridor of the basement is still covered in chards of sharp melted glass. it is considered difficult terrain, and increase the DC of Acrobatics check done within it by 5. Also, any attempt to run or charge through this terrain will require an Acrobatic check DC 15. Any creature falling prone in the area takes 1d6 points of damage.
Ryjo and the plant creature grappling him is grappled (-4 DEX, -2 attack and Combat Maneuvers except grapple checks to escape, cannot perform actions which requires hands to performs, if grappled and casting must make Concentration check DC 10+grappler's CMB+spell's level).
Rolls
Acrobatics - (1d20+16)
(17) + 16 = 33
Roland is up next.
Rolls
Plant creature attack of opportunity
Grapple attempt
Rolls
Attack one - (1d20+10)
(16) + 10 = 26
Attack two - (1d20+5)
(10) + 5 = 15
Damage - (2d12+5)
(34) + 5 = 12
Additional damage if bother hit - (2d12)
(126) = 18
Ireena will move, dropping her longsword and swiftly drawing her crossbow, loading it and preparing to shoot the other plant creature next round.
Negative Levels:3/7
HP: 17/26
AC: 17
Power over Undead: 6/6
Channel Energy (1d6 Positive, 1d6 Negative, Selective): 2/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Ryjo Enlarge Person: 20/20
Galvanic Gauntlet Damage: 1d6
Rolls
Channel positive energy - (1d6)
(1) = 1
Str 12, +1
Dex 14, +2
AC 17
Attk Bonus +4
CMB: +8 (forgot Maneuver Training)
CMD: 20 (forgot Maneuver Training)
Unarmed Dam 2d6+1
HP: 3/52.
CON: 15/16.
1 negative level: -1 on all checks.
Rolls
Flurry of blow, 1st attack - (1d20+2, 2d6+1)
1d20+2 : (5) + 2 = 7
2d6+1 : (13) + 1 = 5
Flurry of blows, 2nd attack - (1d20+2, 2d6+1)
1d20+2 : (20) + 2 = 22
2d6+1 : (22) + 1 = 5
Rolls
Attack (touch)
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 5/7
Fervor: 0/5
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 0/1, Hide From Undead 0/1, Shield of Faith 1/1
Level 2: Lesser Restoration 0/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Fort save - (1d20+8)
(16) + 8 = 24
Durgrim is up next.
Is it possible for me and Durgrim to switch places as our turn this round? Otherwise I son't think there is much I can do except have the wolves attack. Should I roll those attacks, or is it impossible for them to do damage?
Edit: or you could send your wolves deal with the disturbance outside the tower. Through Ireena's screams, you are aware that might be one or more plant creatures outside the tower...
Heather will signal to the celestial wolves to break off and run outside. As they leave the building they will notice the giant plant and dash over to attack it.
This wolf is hit for 17 points of damage and is grappled.
Darren is up next.
Rolls
Plant creature AoO
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 4/7
Fervor: 0/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
• Divine Favor (9/10 rds): +3 attack, +3 damage
• Ghost Touch on weapon
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 1/2, Protection From Evil 0/1, Hide From Undead 0/1, Shield of Faith 1/1
Level 2: Lesser Restoration 0/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Attack - (1d20+12, 1d8+13)
1d20+12 : (10) + 12 = 22
1d8+13 : (4) + 13 = 17
Initiative
27 Veroth
22 Roland
18 Adrith
16 Ireena
14 Weiryn
13 Ryjo
13 ethereal undead?
13 large plant?
12 strange powerful corpse? (dey ded)
11 Durgrim (delaying, so can take his action whenever he chooses)
4 Heather
4 Darren
Ruined surface estate battle map.
Conditions
The celestial wolf and the plant creature grappling him is grappled (-4 DEX, -2 attack and Combat Maneuvers except grapple checks to escape, cannot perform actions which requires hands to performs, if grappled and casting must make Concentration check DC 10+grappler's CMB+spell's level).
Rolls
Rapier +1 attack - (1d20+12, 1d6+3)
1d20+12 : (11) + 12 = 23
1d6+3 : (2) + 3 = 5
acrobatics to avoid AOOs, AC vs AOO 26 - (1d20+16)
(4) + 16 = 20
Roland is up next.
2d6 fire damage, 15 foot cone, reflex save dc15 for half.
Rolls
Fire damage - (2d6)
(41) = 5
Adrith is up next (you arrive from the north/top of the map..
Rolls
Plant creature REF save - (1d20+2)
(19) + 2 = 21
"In the name of Iomedae, someone tell me what is going on here!"
Rolls
Attack (with power attack) - (1d20+10)
(18) + 10 = 28
Damage - (2d6+14)
(31) + 14 = 18
As for Adrith, nothing in the immediate area seems to be detecting evil.
Lifting her crossbow to shoot at the remaining plant creature she answers Adrith's question.
"We were attacked during the night by agents of that Devil Strahd. While fighting them we awakened local monsters... guess we should have been more thorough cleaning those ruins..."
She then takes her shot. It falls short by about a foot...
Rolls
Ireena's shot.
He continues Ireena's explanation while changing tactics seeing Ryjo is out of danger for now.
"As the lady said, we were lured into an ambush by some undeads during the night. Most have been destroyed, but I believe the one which was incorporeal to still be nearby..."
Finally, Weiryn decides the party's best bet is to calm the mule. No need to waste more spells...
So far, the mule does not seem any calmer...
Negative Levels:3/7
HP: 17/26
AC: 17
Power over Undead: 6/6
Channel Energy (1d6 Positive, 1d6 Negative, Selective): 2/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Ryjo Enlarge Person: 20/20
Galvanic Gauntlet Damage: 1d6
Rolls
Handle Animal - (1d20+2)
(7) + 2 = 9
The large person will not speak, but will acknowledge the newcomer with a nod (and possibly a smile, it is difficult to say with a mangled face like that). He will then proceed to punch the plant creature twice.
Both fist fails to inflict any sort of significant damage as the large man seems to have trouble breathing and winces in pain every time he extends his arms...
Str 12, +1
Dex 14, +2
AC 17
Attk Bonus +4
CMB: +8 (forgot Maneuver Training)
CMD: 20 (forgot Maneuver Training)
Unarmed Dam 2d6+1
HP: 3/52.
CON: 15/16.
1 negative level: -1 on all checks.
Rolls
Flurry of blows 1st attack - (1d20+2, 2d6+1)
1d20+2 : (5) + 2 = 7
2d6+1 : (65) + 1 = 12
Flurry of blows 2nd attack - (1d20+2, 2d6+1)
1d20+2 : (10) + 2 = 12
2d6+1 : (33) + 1 = 7
The creature will make an active Perception check as its action this round.
The creature is currently looking in Adrith's general direction, but not AT Adrith...
Rolls
Incorporeal undead passive Perception check.
Incorporeal creature active Perception check.
Then Durgrim will step outside. "By Torag's beard, come back here ye yellow-bellied dirty drape!"
AC: 24 - Touch: 11 - Flat-footed: 24
Sacred Weapon: 3/7
Fervor: 0/5
Blessings: 6/6
Pearl of Power: 1/1
• Power Attack: -2 attack, +4 damage
• Divine Favor (8/10 rds): +3 attack, +3 damage
• Ghost Touch on weapon
Orisons: Light, Create Water, Mending, Detect Magic, Stabilize
Level 1: Divine Favor 1/2, Protection From Evil 0/1, Hide From Undead 0/1, Shield of Faith 1/1
Level 2: Lesser Restoration 0/1, Ironskin 0/1, Bull's Strength 0/1, Burst of Radiance 0/1
Level 3: Channel Vigor 1/1
Rolls
Attack! - (1d20+12, 1d8+13)
1d20+12 : (11) + 12 = 23
1d8+13 : (8) + 13 = 21
Attack of opportunity - (1d20+12, 1d8+13)
1d20+12 : (8) + 12 = 20
1d8+13 : (4) + 13 = 17
Heather is up next!
Heather is going to take a double move action and chase the wrath outside. Preparing to finish it off next round.
Rolls
Celestial wolf attack - (1d20+2)
(7) + 2 = 9
Celestial wolf damage - (1d6+1)
(2) + 1 = 3
27 Veroth
22 Roland
18 Adrith
16 Ireena
14 Weiryn
13 Ryjo
13 ethereal undead?
13 large plant?
12 strange powerful corpse? (dey ded)
11 Durgrim (delaying, so can take his action whenever he chooses)
4 Heather
4 Darren
Ruined surface estate battle map.
Conditions
The celestial wolf and the plant creature grappling him is grappled (-4 DEX, -2 attack and Combat Maneuvers except grapple checks to escape, cannot perform actions which requires hands to performs, if grappled and casting must make Concentration check DC 10+grappler's CMB+spell's level).
And Veroth is up again.
Rolls
Silver Rapier+1, sneak attack, flanking - (1d20+14, 1d6+3, 4d6)
1d20+14 : (18) + 14 = 32
1d6+3 : (3) + 3 = 6
4d6 : (1365) = 15
Victory!
Now to calculate the XPs.
Everyone else gains 500 XPs.
XP tracking thread.
"aye, hello fellow traveler. Thank you for the hand."
"I am Ireena Kolyana, daughter of the former Burgomaster of Barovia, sister of the current Burgomaster, and local to this valley. Well met traveller and thank you for your help. Most people tend to avoid poor cursed Barovia, but we've had an influx of travellers lately..."
Then, finally finding her bolt broken, she sighs in disappointment...
The pale man trying to calm the mule then chimes in.
"I am Weiryn, servant of Pharasma, the Lady of the Graves and also member of the Lightbringers. Suffer no false life stranger... Hmm, also does anyone who's better than I am with animals can help me calm down this damn mule?"
Rolls
50% chance of intact bolt - (1d100)
(95) = 95
"I am Durgrim, paladin of Torag, also member of the Lightbringers. Thanks for ye help there traveller."
Rolls
Handle animal - (1d20+7)
(19) + 7 = 26
"Ah, thank you brother Roland, this mule is rather... stubborn. Perhaps we should continue this discussion in the underground complex? away from prying eyes and ears... This Strahd seem to have many agents, who knows what else might be observing us... Adrith was it? Please, follow us, and mind your footing..."
Rolls
Lay on Hands - (4d6)
(5624) = 17
"Bugh... Is it me or is it cold suddenly... Well, as I was saying, all will be answered once we're away from prying eyes and ears."
Noting that it appears as Ireena would speak more, Adrith follows the group out of the open area.
Once in the room, Weiryn turns to you all.
"Ah, I believe we can speak safely here."
Rolls
Perception - (1d20+11)
(7) + 11 = 18
Rolls
channel positive energy - (3d6)
(141) = 6
"'Ancient evil born of the treason and night. Seeks to consume the land with undead blight. In the valley of mist wrong must be set right. Fight with symbol of good and sword of light. Heroes in trouble will lend you their might. Deep in the consuming mountains, hear my plight.' This is the prophecy as it was told to me. You all seem to be seeking something yourselves, and the nature of the divine being what it is, I wonder if we seek the same goals?"
"It does sound like it... I wonder if the symbol of good and the weapon of light are not the artefacts we seek... The Holy Symbol of Ravenkind we already found and gave to Heather over here. This is probably the symbol of good. We came here, to this ruin, seeking the Sunsword which a wise woman with the gift of vision told us would be here, somewhere beyond this locked stone door. This is probably the weapon of light. As for the first part of your prophecy, we do know that Strahd seems to be an ancient and powerful vampire... but I do not know anything about treason, but still, this might fit in. As for the undead blight, we did faced an infestation of surprisingly resilient zombies when wee entered the village. We destroyed the immediate source in the church in Barovia, but the real source seems to be Strahd. Again, informations we gleaned from the wise woman. Yes, so far the prophecy seems to fit. It would indeed seem we have similar goals..."
"I think what brother Roland meant is we were all pretty much lured in this valley in some fashion or another and our main goal is to get out, but we realized this is impossible for us to do as long as this Strahd fellow is alive. He seems to have complete control of this valley and of the mist... But still, most of us are Lightbringers and we exist to eradicate undead, so destroying Strahd in order to exit this valley suits us just fine."
He grabs his weapon and looks fondly at it for emphasis.
Then Weiryn shudders a bit again picks up.
"True. The bulk of the original group was brought here by a forged letter which claimed to be from the hand of the burgomaster, but when we showed it to Ireena and her brother both admitted that it was not their father's handwriting. We also found a dead messengers in the woods who seems to have been beset by wolves and who seems to be carrying the original letter penned by the actual burgomaster... hmm, wait, I think I must have both of them in here somewhere..."
Weiryn starts looking in his backpack for the letters.
"We also had secondary reasons to be here in Barovia. Roland and I to help a trio of lightbringers who called for help in dealing with teh undead infestation in the village, Kuroi who stayed in the village to establish diplomatic relations with the Ecaterines monastery and the Knights of the Raven, Ujayya the monk who left with Janis was sent to look for a man who fell prey to werewolves, Kaleigh who's a sword for hire and at the village with Kuroi was sent to investigate gypsies smuggler..."
This last comment makes Durgrim the dwarf grumble...
"...hmm, and brother Darren here was sent to look for the Sunsword to fight some other undead blight outside of Barovia. Hmm, I am sorry, but I am forgetting what brought brother Veroth here...
Durgrim picks up.
"As for me, I accompanied me cousin Orin here with some mercenaries looking to get back goods which were stolen from my cousin by those gypsies... We met this Strahd fellow on the road... I've never met an undead so powerful... me and me cousin were the only survivor, and only because me first instinct was to run... I am not proud of it, but there is nothing else I could have done back then. A lot of good men died covering for our retreat..."
Ryjo seems curious and scribbles on his board.
"Well, we do know that Strahd sends his agents to spy and gather information on us. We know we have two encounters per day. One during the day where his agents are not hostile and seem more interested in information gathering. And one during the night, where his agents are more hostile, and probably meant to test our strengths and potentially steal something belonging to us so that Strahd might use it against us with magical scrying... It would seem that this was the night attack... It was a bit careless of Roland and I to venture alone out there to investigate, but thanks to Ireena's quick thinking, we managed to avert the worst... Still, we should be more prudent in the future, but I believe we should be safe for the rest of the night. However, if you insist on still exploring the ruins for more enemies, here's what we know so far. On the top of the tower, we found spiderwebs which we did not investigate further. It is reasonable to assume some sort of spider(s) is (are) lairing there. On the other side of that door, the wise woman told us we should expect some sort of fiery creature(s). But they have not bothered to open the door since Veroth unlocked it, and we were camping here specifically for the purpose of confronting them at full power the next day in order to claim the Sunsword for ourselves. Then we sort of forgot about Strahd's agents... So, this pretty much sums up the current situation."
He then thinks for a while...
"Oh yeah, and there is that circle over there... It seems to hold some creature prisoner and linked to others yet undiscovered circles further into the underground complex. But that creature has not bothered us since brother Darren tried attacking it."
Rolls
perception - (1d20+13)
(20) + 13 = 33
Meanwhile, Roland looks around, his keen eye picking up every minute detail of the room the party is in. After several long minutes of observation, Roland is confident that the party is safe where they are... as safe as one can be in Barovia, that is...
Heather will remove her armour and get comfortable for as much of a rest as she can manage.
Weiryn adds.
The the dwarf chimes in again.
"Aye. If Ryjo wants to leave and search for Ujjaya and Janis, I'll probably go with him. Half dead as he is, it might not be a good idea for him to walk alone in a werewolf-infested forest. Besides, I need to drop by the village and see how me cousin is doing. Hopefully he's not doing anything crazy..."