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DM RobC - Smoke on the water  d20+18=33 ;
Monday October 6th, 2014 5:38:09 AM

OOC: A big round of applause for guest DM Cayzle for playing the role of Ga'al so well :)

The party take a few moments to regather their wits (and half-wits). In the presence of the God of Domination, they were on quite good behaviour. Though none seem alarmed that Ga'al himself has taken notice of the group, nor that they are to be involved in a battle between two deities. All in a day's work for this party!

Terser goes to check on the fallen sahuagin. Their bodies are cool to the touch, though that could be normal for them. They have no items to speak of, save for the open red robes they each wear.

Zeoll is a little more cautious - or perhaps fearful? He wants to make absolutely sure that there are no living heartseeds nearby. The wounds on the chests of the dead sahuagin show the tracts that the heartseeds would have made as they bonded with these devotees. The ceremony that brought Ga'al here looks to have consumed the heartseeds that were torn from the once living bodies. Not a heartseed (or portion thereof) can be seen anywhere.

Magana seeks Gargul's divine aid to help her through this traumatic event.

Sam can't wait until this is over!

Jozhur and Coer - despite being shaken - are worried that Billoopl could be on their way. If they weren't already here of course. Ga'als entrance (and departure) was certainly grand.

The group continue with the task of embalming the dead with seaweed - sahuagin and fey alike - and returning them to the ocean. Gargul himself would be pleased with the respect shown to these dead.

It takes some time, but the job is eventually done. Zeoll keeps watch over the seas, whilst Jozhur keeps watch on the rear. The skies have returned to their natural blue, and the birds have well and truly returned to the area.

Any shaken/cowering effect has now expired

How long will the peace last? How long will it take for Billoopl to send an envoy? Judging by the smoke rising from the north east, probably not long!

Jozhur is the first to notice the dark grey smoke rising from the other side of the hamlet. He can't pinpoint exactly where the smoke is coming from other than 'north east'.

---------------------
Folks, please find a link to a birds eye view of Sanctuary Cove overview

The star is where the party currently stand.
The pier/dock is about 800ft to the east.


DM RobC - Smoke on the water 
Monday October 6th, 2014 12:04:41 PM

OOC:

In answer to a couple of questions from the group...

- I can't speak officially on this, but I pronounce Billoopl as "Bill-oo-pull"
- Loot aware players should note that the red robes do not have any magical auras :)


Magana (Craig) [HP 81 of 81] [DR 1/-] 
Monday October 6th, 2014 1:29:37 PM


Once Magana recovers, she helps with bodies of the fallen sahuagin. Perhaps a little maliciously, she says a brief prayer to Gargul over their bodies. The really did not appreciate Ga'al's affect on her and considers it to be an intentional attack since He could clearly control it when he wanted to.

(ooc: :P to Ga'al )

(StevenVdB) Aexana HP 42/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   d20+15=18 ; d20+9=12 ; d20+10=11 ;
Monday October 6th, 2014 4:23:40 PM

(perception 18 ; knowledge nature 12)

"Time to do some scouting I believe", Aex says now that she has come to her senses again. For the last time this day, she changes shape into her beloved Air Elemental and takes to the sky...

She'll carefully fly over the town towards the grey smoke Jozhur pointed out... (stealth 11 - nat 1) ... As she flies towards the smoke one of the robes sticks to her elemental feet...

Zeoll (Cayzle) (AC22 - HP 43 of 45)  d6=3 ; d6=2 ;
Monday October 6th, 2014 5:06:25 PM


"Wait! Aexana!"

Zeoll worries that the smoke betokens a coming danger. Since he is wounded, he Channels Energy to heal himself -- AND ANYONE ELSE NEARBY -- especially Aex and Sam. The holy symbols carved onto Zeoll's tower shield glow and radiate healing power.

Rolls: 3 hp cured plus 2 hp cured = 5 cured total with two channels.

Zeoll suggests moving 200 ft or so northwest into the trees for cover until we know what we are facing.

Zeoll also casts Mage Armor on Coer.

=====

OOC: Kindly DM, this is the same day as the bird fight, right? The following sanity info assumes so.

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x3, bane, elf vision
2: calm emo x2, hold person, faerie fire

Sorcerer spells:
Cast: 2 of 6 (mage armor x2)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 2 of 7.
Fey Domain Hide Away: used 0 of 7.
Spread the Word: used 1 of 1.
Acid vial

Current effects: Mage Armor (5 hours)

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 92 hp)] 
Monday October 6th, 2014 11:00:56 PM

Flight just landed, check in before real post

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55  d20+14=29 ; d20+10=13 ;
Monday October 6th, 2014 11:51:31 PM

"Zeoll is right, we should probably hide and see what comes."

Jozhur looks for a place to hide in the vegetation Zeoll pointed to and starts making his way there, hoping the others will follow.

---------
Stealth: 29
Perception: 13

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Tuesday October 7th, 2014 2:38:07 AM

Sam instantly feels revitalized as the healing energy washes over him. He is clearly annoyed at the group's disinterest in moving forward. With plenty of small houses to cover their advance, he sees no harm in checking things out.

"I have no problem feeling this situation out, but I'd rather we sneak up on whatever is going on out there. If there are those in need of our help immediately, maybe we'll be able to lend a hand. If the enemy is too numerous or strong, we can at least observe their activities."



DM RobC - Smoke on the water  d20+18=27 ;
Tuesday October 7th, 2014 5:58:18 AM

As Aex transforms into an air elemental, Zeoll realises what the gnome is about to do. He channels two bursts of healing energy, concentrating on both gnomes.

Magana finishes with the sahuagin bodies and says a prayer to Gargul - rather than Ga'al - on their behalf. Fear isn't something minotaurs are used to feeling, and it was a confronting experience for her.

Aex takes to the air for some scouting, whilst Jozhur and Zeoll are convinced that now would be a good time to hide.

Jozhur starts to very quietly make towards the nearest tree line.

Sam is conflicted however. There could be people who need help. Hiding in the trees does not seem productive.

Air-Aex starts to fly off to the north-east, whilst Jozhur starts to slowly creep north-west.

Aex - Please check your email :)

Zeoll (Cayzle) (AC22 - HP 43 of 45) 
Tuesday October 7th, 2014 6:23:13 AM

Zeoll runs after Jozhur, and maybe passes him. The old Liontaur with the tower shield has little chance to stealth, so he just flat out runs 160 ft this round, and hustles or runs as needed next round to get to the treeline and take cover.

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48  d20+8=23 ;
Tuesday October 7th, 2014 12:53:25 PM

As others seem to be bent on hiding, Sam reluctantly joins them. He looks towards the houses from the tree line to determine the structure's style and find any distinguishing markings. He uses the collected information to summize what people might be living there. (Perception=23/Know: local=auto 21).



(StevenVdB) Aexana HP 42/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   d20=8 ;
Tuesday October 7th, 2014 1:57:44 PM

Aex doesn't want to attract any unwanted attention and even if she would want to... No one speaks Auran... so she flies a bit lower and lands near the center of the town hoping to help............ before that from the other side of town reaches this place....

With but a strength 10 she will hopefully be strong enough (STR check 8)

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, Cure Light Wounds, Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: Cure Moderate Wounds, Sleet Storm
4: Ice Storm, Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************

Magana (Craig) [HP 81 of 81] [DR 1/-] 
Tuesday October 7th, 2014 4:13:38 PM


Magana shrugs as everyone scatters, and decides she might as well attract any unwanted attention to herself, relying on her comrades as the element of surprise. She starts jogging to the north east, 40 feet from the tree line to investigate the smoke.


Coerator (Mark) AC17/16/14 -- CMD 23 -- HP 80/80 (Ki 7/7) 
Tuesday October 7th, 2014 7:16:46 PM

Coer finds himself alone on the sand watching the smoke rise to the North east. He follows and sprints after his shipmates.
Stay close he yells out to them grumpily, we dont know what lies beyond the tree line

Snafu (Jeff L) - link on the way 
Wednesday October 8th, 2014 1:14:14 AM

"Oooch" a bothered voice called from the rubble. "Don't pull that Mojo. Pull my finger instead and I'll show you another way to cast a stinking cloud!"

"I didn't pull you" a weaker voice responded. "I'm just laying here, is all."

"Something pulled me" the first voice said. "And if it's hungry I hope it prefers Mephit to Elf."

"Mephit tastes too salty. Elf is delicious, I hear."

"This elf is too scrawny. Say, why don't you say 'hi'? It might be friendly."

"Okay... Umm... Hi?" The weaker voice called out hopefully from underneath the rubble.

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55  d20+9=20 ;
Wednesday October 8th, 2014 1:33:39 AM

Jozhur attempts to sneak along parallel to Magana, trying to keep up.

----------------
Stealth with -5 penalty to move faster: 20

DM RobC - Whoever shall pull this leg from the stone... 
Wednesday October 8th, 2014 5:30:39 AM

And so the party start to split up...

Zeoll, Sam, Terser, & Coer

Zeoll runs flat out for the tree line. He suspects he will overtake Jozhur, and is no doubt surprised with the rogue makes a sudden turn FROM the tree line TOWARDS the town and buildings.

Sam reluctantly follows Zeoll, but is not at all able to keep pace with a running linotaur. The bard looks over his shoulders back towards the town. Based on his knowledge of such things, the town would have played host to numerous small families. The lack of fields or flocks would suggest they made their living in other ways. Fishing would likely be the primary source of income and trade.

Terser stays close to his companions side.

Coer brings up the rear. For all the group knows there could be greater danger in the trees, and that is something the Captain does not want to have to worry about right now.

Jozhur & Magana

Jozhur and Magana make their way towards the nearer buildings. Magana has decided that she is happy to act as bait to whatever may be coming, and trusts that the group will spring the trap when ready.

Jozhur tries to act a little more stealthily.

From this distance they can see Aex about 200ft away. She's in air elemental form, beside a building whose roof has collapsed. Her elemental arms are tugging at something, but she doesn't look to be having any success pulling it out. What's weird is that when she lets go of the 'thing' it continues moving on its own.

The smoke is not coming from that building, but more from the north-east. Likely a different building.

Aexana, Sanfu, & Mojo

Air-Aex swoops down and grabs the flailing limb. Yep, that would be a leg. She tugs on it with all the strength a small air elemental can muster, which is to say: not a lot. Whatever it belongs to is alive however, and Aex can even hear it having a conversation with itself before she hears a tiny greeting of "Hi?". Since 'it' is alive, dragging 'it' out with force may cause some damage to whatever 'it' is.

Snafu for his part feels something grab hold of his ankle and give a good tug. It's not enough to pry him from the rubble, but enough to let him know 'something' is there. At last it wasn't anything with sharp teeth.

--------------------------
OOC: Folks, please welcome JeffL to the game! Of course, whether he lives to make another post or two will be up to you guys :)

Jeff L Snafu 
Wednesday October 8th, 2014 8:45:01 AM

"Yow! Hey, if you break it, you'll have to pay for it!" Snafu said from under the rubble as his leg was yanked. "Seriously, there is someone attached to that skinny thing you are pulling. I'd like them to stay attached, if at all possible."

"Snafu the so-so, at your service. And this creature being pinned under the rubble with me is my companion Mojo. Now please, for the sake of manners, please imagine us bowing."

OOC: great to be aboard!

Zeoll (Cayzle) (AC22 - HP 43 of 45)  d20+20=21 ;
Wednesday October 8th, 2014 10:08:36 AM


Zeoll, an old liontaur with a grey mane and carrying a huge honking darkwood tower shield, finishes his move to get into the cover of the trees. He recalls that in other times in his career, he had access to Message spells, and he wishes he could cast one now! That would sure be handy with the group splitting up like this.

His orange, yellow, and red clothes might help him blend in were he in a deciduous forest in the autumn, but it serves him poorly now amid the greenery. Maybe he is relying on his ability to go briefly invisible, should actual danger threaten the elderly caster. Still, he takes what cover he can and then peers out from the trees, trying to see and hear whatever there is to see and hear.

Perception (still at +1 with MinoTaur's Try) 21

Well, anyway, it does this cleric of Queen Maab good to be standing among her trees. He briefly envies Aexana her ability to commune with plants. Maybe someday he will gain that ability as well, Eberyon willing.

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x3, bane, elf vision
2: calm emo x2, hold person, faerie fire

Sorcerer spells:
Cast: 2 of 6 (mage armor x2)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 2 of 7.
Fey Domain Hide Away: used 0 of 7.
Spread the Word: used 1 of 1.
Acid vial

Current effects: Mage Armor (5 hours), MinoTaur's Try.

OOC TO COER! Note that Zeoll cast Mage Armor on you on Monday!!!

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 92 hp)] 
Wednesday October 8th, 2014 11:10:42 AM

OOC: Sorry for the missed post, had a crazy catch up day yesterday and the tab got lost amid other things.

Terser is perhaps as opposite from Zeoll and Aexana as is possible among these trees. The presence of so much living greenery around him is less than homey for one who grew up surrounded by stone and adventured most in open spaces. Still, any warrior knows the value of cover, and he does his best to keep up as Zeoll and Coer chug along, mindless of their inherent speed. He is ever mindful not to outpace Sam either.

Care for a dwarfy-back ride, good buddy?


Magana (Craig) [HP 81 of 81] [DR 1/-] 
Wednesday October 8th, 2014 1:56:18 PM


Magana alters her path and quickly closes on Aexana's locale and sees that she has located a survivor. Eager to interrogate a witness to the town's destruction, she immediately sets to freeing it/them from the rubble.


Magana (Craig) [HP 81 of 81] [DR 1/-] 
Wednesday October 8th, 2014 1:58:46 PM


She says to Aexana, "Watch my back while I free them, little one."


(StevenVdB) Aexana HP 42/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   d20+15=32 ;
Wednesday October 8th, 2014 2:26:19 PM

Aexana nods and hold her elemental thumb and index finger together. Then with her other elemental hand she holds two fingers close to her eye and then points into the directions of whatever is on their way... immediately followed with a hand pointing at Magana and this new dude, and then towards the trees where the rest is.

So hoping the taur will be clever enough to figure out what she wanted to make clear, Aex-air cautiously hovers higher and higher... just high enough to catch a glimpse of the smoke and the distance there still is between them...

Perception 32

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55  d20+14=33 ; d20+10=22 ; d20+10=15 ;
Wednesday October 8th, 2014 10:15:16 PM

Realizing how split up the party is, Jozhur tries to find a place nearby where he can keep an eye on everyone, preferably a slightly elevated position. He will climb onto a roof or rubble if he has to.

------------
Stealth: 33
Perception: 22
Climb: 15

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Wednesday October 8th, 2014 11:22:23 PM

Sam smiles at Terser, casts expeditious retreat on himself, and easily keeps up with him.

Movement rate at 50' for 7 minutes.

Coerator (Mark) AC17/16/14 -- CMD 23 -- HP 80/80 (Ki 7/7) 
Thursday October 9th, 2014 2:59:02 AM

Coer watches Magana turn and stop by Aex. He too alters course and pulls up by them.

"What have you found. Is it out Engev's missing 'brother'?"

DM RobC - Seaspawn Combat - Round 1 
Thursday October 9th, 2014 7:54:10 AM

Note: Everyone should have been awarded 6000xp for the battle with the birds and encounter with Ga'al

Zeoll, Sam and Terser keep watch by the tree line.

Jozhur climbs to the top of a nearby building to keep an eye on both groups.

Aex, Magana and Coer set to freeing the survivor from the rubble. What emerges is in fact TWO survivors: a skinny male elf with silvery hair and, of all things, a dust mephit.

Aex signals something to Coer and Magana, but neither of the taurs seem to understand what she is trying to say. Her gestures get more frantic, until they are no longer needed.

In the time that it has taken to unearth the elf and his companion, the seaspawn the Aex had spied earlier (and who had spied her) have come into view.

The seaspawn look almost identical to those the party fought in Gullport, carrying rusty rapiers. Accompanying them are some form of humanoid monstrosities covered in rock, coral and bits of plant life. All look to be converging (running) towards Coer, Magana, Snafu, Mojo and Aexana.

Apparently it didn't take long for Billoopl to gather his forces in this town.

Sanctuary Cove Combat Map - Round 1

Jeff L Snafu HP 53/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d4=4 ;
Thursday October 9th, 2014 9:09:01 AM

"I appreciate the help big fella" Snafu said as he dust himself off. He also brushed off his mephit friend, but despite his best efforts, dust remained.

Snafu wasn't much to look at. He was thin and somewhat frail looking, though his face did exclude some confidence and strength. His travellers clothes had seen better days.

"I thought we were lost" he explained. "We were bedridden when the town came under attack. They came from the sea. The townspeople tried to whip together a quick defense but they were overrun. And in the fray this building came down onto of us, which, as it turns out, may have saved our lives."

Just then Snafu caught sight of the sea spawn on the horizon, and his friendly face washed away under a darker fury. It was them! They did this, and punishment for their crime will be swift and very suitable!"

And then the elf began casting. Suddenly six images of himself and six images of his mephit friend appeared. The battlefield was becoming very crowded.

Actions:
Say hello to my new companions
Cast Mirror image (rolled 4+2 images=6) using improved shared spells.

DM Sanity
Spells Active:
-Mirror image- 6 images

Spells memorized:
0 level- Ghost sound, Ray of frost, Message, Mage Hand
1 level- Protection from evil, Mage armor (2), Color Spray (2), Silent image (2)
2 level- Resist energy, invisibility, scorching ray, mirror image (2), minor image
3-level- Haste, slow, major image, fly
4-level- Black tentacles (2), shadow conjuration

Spells cast:
Mirror image (2), slow, black tentacles



Zeoll (Cayzle) (AC22 - HP 43 of 45)  d20-8=12 ; d20+7=26 ; d20+5=24 ; d20+20=24 ;
Thursday October 9th, 2014 10:06:11 AM


[Question for Rob: I'm assuming the green area is forest and offers cover (or partial cover?) and counts as difficult terrain? How about the tan areas? Is that grass or sand or dirt? What happens if you cast entangle on it?]

Zeoll thinks to himself, "Are those seaspawn "persons"? Can I cast Hold Person on one of them?"

He also tries to figure out what those coral-golems are ... Know Nature 26, Know Arcana 24. Wowsy, die roller loves me today!

And he keeps his eyes and ears peeled in case there are any surprises about ... Perception 24.

[All above is free action.]

Zeoll decides to call on the fey for help! He loses a prepared Calm Emotions spell in order to cast Summon Fey Friend II.

He also tries to stay hidden in the trees: Stealth 12 (Nat 20! First roll made in the die roller field.), plus there's the stock -1 per 10 ft of intervening space, which given this map, may keep him hidden even though his spellcasting voice is not quiet!

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x3, bane, elf vision
2: calm emo, calm emo, hold person, faerie fire

Sorcerer spells:
Cast: 2 of 6 (mage armor x2)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 2 of 7.
Fey Domain Hide Away: used 0 of 7.
Spread the Word: used 1 of 1.
Acid vial

Current effects: Mage Armor (5 hours), MinoTaur's Try.

OOC TO COER! Note that Zeoll cast Mage Armor on you on Monday!!!

(StevenVdB) Aexana HP 42/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   3d6(3+2+6)=11 2d6(3+4)=7
Thursday October 9th, 2014 11:31:59 AM

Aex takes to the sky as she sees the sea spawn and the monstrous humanoids...

"Too many for just the 3 of us... perhaps this skinny fellow can help..."
But then suddenly there are 6 of him!!

"Nice! " Aex says in auran for most likely no one to understand.

"Let's hope we can stall them if we either retreat to the trees or the other show...", Aex thinks as she begins to cast a spell.

A 20ft radius column of ice and snow engulfs C4, S4, S2 (centered on AZ-BA / 19-20) and deals 11 Hp bludgeoning and 7 Hp cold damage - no saving throw

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, Cure Light Wounds, Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: Cure Moderate Wounds, Sleet Storm
4: Ice Storm, Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 92 hp)] 
Thursday October 9th, 2014 11:45:02 AM

wow, didn't realize it was gonna be that far from the forest to the town, time for some runnin!

Hey Sam, I need to get in there. Think you can lend me some sneakiness?

Terser waits for a response before running off, hoping he can get in to flank the monsters with a disappearing dwarf trick. Regardless of Sam's response, Terser will eventually run flat out to AE27.

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Thursday October 9th, 2014 1:44:44 PM

"There's no time for that! Just use the buildings for cover!"

(Assuming Sam sees the impending battle)
With his newly gained speed, Sam zips over to aid the others.

Double move plus free step for 105'

Magana (Craig) [HP 81+12 of 81] [DR 1/-]  d20+13=16 ; 2d8+9=16 ;
Thursday October 9th, 2014 6:11:52 PM


"Battle!" Magana cries out in joy. She readies her flail and moves to cover the first gap between buildings (to AT24-AU25) and letting the battle rage take over.

[in case of attack of opportunity: hits a 16 for 16dmg]

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) = 17 --- [Touch 13 -2(rage) = 11] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

Full-RAGE attack is Flail (+13/+8 for 2d8+9) plus Horn (+7 for 1d8+6)

RAGE (round 1 of 19)


(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55  d20+11=25 ; d8+2=8 ;
Friday October 10th, 2014 12:19:47 AM

Jozhur draws his bow and gets into position. He picks one of the closer seaspawn and sends a pointy gift its way.

-----------------------
Move to AL27 and draw longbow (move to AL29 if difficult terrain)
Ranged attack hits AC25, 8 damage

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55 
Friday October 10th, 2014 12:20:30 AM

Forgot, ranged attack targets S2. If Aex killed S2, target S3 instead.

Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 80/80 (Ki 7/7) 
Friday October 10th, 2014 5:49:38 AM

"That was fast" Coer mutters to himself as the enemies head towards them

He frowns and loads a bolt into his crossbow.


Zeoll (Cayzle) (AC22 - HP 43 of 45) 
Friday October 10th, 2014 6:10:24 AM


COER !!!!!

Zeoll cast Mage Armor on you on Monday!!!!

DM RobC - Seaspawn Combat - Round 2  d20+18=23 ; d6+10=14 ; d6=1 ; d20+8=18 ; d8+2=4 ; 2d6=11 ;
Friday October 10th, 2014 6:16:23 AM

Aex initiates combat with a potent spell: Ice Storm. She places it where she believes she can do the most damage, englufing two seaspawn and one abomination (Aex: Please roll to beat SR16. This will determine how/if the enemy are affected)

Snafu immediately goes defensive, casting Mirror Image - with great success. He shares the effect with his dust mephit, Mojo.

Magana unleashes a simple yet effective war cry "BATTLE!" and moves to intercept the enemy. Finally something to smash! Her rage builds.

Terser will not be left behind. Not when the glory of battle presents itself! He ducks his head and runs as fast as his dwarven feet will take him towards the fight.

Sam stays close behind (FYI - You only get a free 5ft move if you don't take any other movement in the round). He could keep pace with Terser but wants to keep his defences on the ready.

Jozhur moves to the other side of the rooftop, and drawing his bow, targets one of the visible seaspawn. It's a long shot, but his accuracy is up to the task. (Hit S3. S2 is in Aex's Ice Storm and I'm not sure if that gives any sort of cover or not, so for simplicity, you hit S3 outright :) )

Zeoll believes he knows what the creatures are that are attacking his friends, and begins summoning a fey friend for assistance. It will appear at the start of the next round. He stays nicely hidden during his casting. Zeoll watches the enemy carefully. They don't appear to have noticed him - even as he speaks the arcane words to cast his spell. Only when he begins to move his arms does he notice the head of one of the seaspawn turn in his direction

Zeoll Highlight to display spoiler: {Your knowledge of seaspawn is growing. You now believe they possess an extraordinary ability. Keen Sight: Seaspawn can spot a moving object or creature, even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.}

As for Hold Person, Zeoll is confident the seaspawns are humanoid beings. 'Person' or 'People' probably wouldn't be a term many would use to describe them, but they are humanoid.

Coer grumbles something, and gets his mini-ballista ready for action.

The enemy act...

S1 moves around the outskirts of the ice storm and bears directly for Magana (Move to AT23).

S3 heads around the building, and spies its nearest targer: Magana (Move to AS23). Magana notes this seaspawn is wielding a sword, rather than the trademark rapier.

S4 makes its way out of the ice and slowly towards Magana (Move to AW17). Now closer, Magana can see this seaspawn carries a trident.

C1 sees a tasty gnome emerge from the trees. It turns and runs at full speed towards Sam! (Run in a straigh line to AB24)

C2 and C3 make their way closer to combat (Move to AV20 and BC23 respectively)

C4 boldy walks towards Magana. The minotaur unleashes her flail and hits it directly, but remarkably no damage looks to have been done. The creature returns fire with a sharp slash at Magana's chest. The coral on its limbs cut into the taur's flesh (Move to AU23. Hit AC23. Magana takes 14pts damage + 1pt bleed damage!)

S2 moves to flank Magana. Magana feels a familiar stong on her back, as she realises that this seaspawn is wielding a flail (Move to AU26. Hit AC18. Magana takes 4pts damage + 11pts sneak damage!)

Magana: I've just noticed you have DR1 and didn't take it into account in the damage rolls. Can you please apply it? Thanks

--------------------------------

Map:
Sanctuary Cove Combat Map - Round 2

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain

Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).

S1 - AC18 - SR16 - 0dmg
S2 - AC18 - SR16 - 11dmg?
S3 - AC18 - SR16 - 8dmg
S4 - AC18 - SR16 - 11dmg?
C1 - AC?
C2 - AC?
C3 - AC?
C4 - AC?


Zeoll (Cayzle) (AC22 - HP 43 of 45)  d10=9 ;
Friday October 10th, 2014 6:44:49 AM


Zeoll's prayer is answered, and the Good Lord Eberyon sends a Unicorn to aid his loyal Cradled follower, Zeoll! [OOC: Rolled a 9 for the spell]

Zeoll mentally directs the summoned creature to appear at P24. From there, the large creature can charge enemy C1, ending its charge at Z-AA-23-24 or thereabouts and attacking the monster at +10 for 2d8+8 ... unless the kindly DM has it act in some other way!

==========

The old liontaur catches on to the fact that the seaspawn can see hidden things. So he abandons stealth and calls out in what was once a trained bard's voice -- although ruined now with the effects of age -- "Those arre Corrral Golems! They arre immune to most magic! They are rreally harrd to damage!"

Zeoll thinks that maybe nonmagical fire and alchemical substances would be good things to use against these monsters.

Zeoll casts a true strike spell and draws a vial of alchemical fire as he moves 40 feet to the east, to O-P-23-24.

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x3, bane, elf vision
2: calm emo, calm emo, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 2 of 7.
Fey Domain Hide Away: used 0 of 7.
Spread the Word: used 1 of 1.
Acid vial

Current effects: Mage Armor (5 hours), MinoTaur's Try.

OOC TO COER! Note that Zeoll cast Mage Armor on you on Monday!!!

Jeff L Snafu HP 53/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+12=26 ; d20+2=7 ; d20+12=18 ; d6+4=5 ;
Friday October 10th, 2014 9:44:50 AM

Snafu and Mojo advanced ten feet closer to the enemy. "What do you know of our enemy?" Snafu asked. Mojo drew a blank, but Snafu's memory was better.

Once in position the elf began casting.

Actions:
-Move ten feet closer to the enemy (move action)
-Knowledge checks- 26 on all checks, 27 on arcana. (Free action)
-Cast Black Tentacles cantered on AX20 (two spots the the right of the Coral Golem) (standard action)

Black tentacles- 20' radius, no spell resistance, 18 CMB, 5 damage and grappled condition, difficult terrain

DM Sanity
Spells Active:
-Mirror image- 6 images on Snafu; 6 on Mojo

Spells memorized:
0 level- Ghost sound, Ray of frost, Message, Mage Hand
1 level- Protection from evil, Mage armor (2), Color Spray (2), Silent image (2)
2 level- Resist energy, invisibility, scorching ray, mirror image (2), minor image
3-level- Haste, slow, major image, fly
4-level- Black tentacles (2), shadow conjuration

Spells cast:
Mirror image (2), slow, black tentacles (2)



Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 92 hp)]  d20+6=18 ; d20+10=27 ; d4+3=4 ; d4=1
Friday October 10th, 2014 2:11:35 PM

Terser draws up short seeing the golem charging at Sam. He has the presence of mind to listen to Zeoll's bellowing as well. Hard to damage, you say? I guess it's time to give my new gift a try.

Turning around to intercept, he runs back at the coral creature, nimbly ducking out of its flailing claws.Acrobatics 18 to avoid AOO - Half move of 15 takes Terser to space AC25

Abandoning his normal weapon for the moment, Terser punches the golem with the silvery gloves that he's been wearing since he came back from the Bursting Backpack.

Hit AC 27 - adamantine Cestus, 5 damage

edit: forgot vital strike damage.


(StevenVdB) Aexana HP 42/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   d20+7=27 ;
Friday October 10th, 2014 3:27:36 PM

Previous round Spell resistance check: 27 - Nat 20!! WOOT!

(StevenVdB) Aexana HP 42/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   3d6=9 ; d20+7=23 ;
Friday October 10th, 2014 5:18:05 PM

Aexana sees Magana is taking a beating from the Sea creatures but there's still live in the Taur so instead of going in to heal the Barbarian Aex hopes some lightning will help...

Casting spell: Call Lightning
Damage 9HP - Reflex DC18 for half damage - SR23

"Hang in there Magana, I'll come to patch you up soon!!" Aex shouts in Auran... which of course no one understands... sigh...

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, Cure Light Wounds, Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: Cure Moderate Wounds, Sleet Storm
4: Ice Storm, Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************

Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 80/80 (Ki 7/7)  d20+3=6 ;
Friday October 10th, 2014 5:46:06 PM

Coer fires the mini ballista at the closest sea spawn attacking magana, but his shot misses badly.

He drops the useless bow and moves forward to assist Magana

~~~
Shoot xbow; 6 - miss
Drop bow while moving to AP23-AQ24

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Friday October 10th, 2014 6:31:49 PM

Sam's eyes bulge as he finds himself face-to-face with the enemy.

"TERSER!!!"

With that, the bard begins singing an inspiring tune that is also entwined with a spell. The group begins to feel his support just as he vanishes.

Actions
Inspire courage +2 to hit/damage vs charm/fear (move action)
Cast invisibility on self (7 minute duration)
Take a 5' step south

Movement 50' for 7 minutes -time determined by DM

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55  d20+7=16 ; d8+4=12 ; d20+10=21 ; d20+12=17 ;
Saturday October 11th, 2014 1:55:07 AM

Jozhur launches an arrow at one of the seaspawn attacking Magana, it lands with a solid thwack.

He glances around from the rooftop before leaping as far as he can to the northwest, looking to close on the enemy.

---------------------
Ranged attack hits AC 18 with Sam's song (melee penalty was included in roll), 12 damage to S3
Perception: 21
Acrobatics: 17 - Jump to AN25



(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55 
Saturday October 11th, 2014 1:57:48 AM

Jozhur jumps to the northeast, not across his rooftop...

Magana (Craig) [HP 53+12 of 81] [DR 1/-]  d20+15=35 ; d20+15=25 ; 2d8+11=20 ; d20+15=28 ; 2d8+11=21 ; d20+10=21 ; 2d8+11=16 ; d20+9=17 ; d8+8=14 ;
Sunday October 12th, 2014 12:19:13 PM


Magana falls deep into rage mode and attacks.

Flail to S1 (nat 20 backed up with a 25) hits for 40 dmg
>>> (only 20 if for some insane reason it was not a confirmed crit)
Cleave to S2 hits a 28 for 21 dmg
Flail to S3 hits a 21 for 16 dmg
Horns to C4 hit a 17 for 14 dmg

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) -2(cleave) = 15 --- [Touch 13 -2(rage) -2(cleave) = 9] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

(+2 IC) Full-RAGE attack is Flail (+13/+8 for 2d8+9) plus Horn (+7 for 1d8+6)

RAGE (round 2 of 19)
INSPIRE COURAGE +2 hit/dmg


DM RobC - Seaspawn Combat - Round 3  d20+10=29 ; 2d8+8=13 ; d20+10=27 ; d20+10=16 ; d6+2=5 ; d6+2=8 ; 2d6=11 ; d20+10=16 ; d8+2=6 ; 2d6=7 ; d20+11=27 ; d10+2=3 ; 2d6=5 ; d20+18=25 ; d20+18=37 ; d20+18=38 ; d6+10=15 ; d6+10=13 ; d6+10=15 ; d20+20=25 ; d6+10=16 ; d6=4 ; d20+20=29 ; d6+10=11 ;
Monday October 13th, 2014 6:55:39 AM

Zeoll's prayers are answered in the form of a unicorn. Once more the majestic creature makes itself known to the crew of the Lionfish.

The unicorn immediately charges - horn first - at the nearest enemy. It's attack is true, however the damage is minimal (Hit AC29 for 13pts dmg)

Zeoll reveals himself from the cover of the trees, and calls to the others the true nature of these abominations: Coral Golems. Sturdy constructs from the deep. He casts a Truestrike spell in preparation for throwing a vial of alchemical contents in the immediate future. Hopefully avoiding the graceful unicorn he just called to the battle.

Snafu and Mojo edge closer to the fray. Snafu has only seen these seafolk in combat once before. He can tell they are horrendously ugly, to the point where one might have difficulty looking at them whilst attacking. He confirms Zeoll's belief that the rocky constructs are in fact coral golems. Medium sized though, unlike the recorded large variety.

He casts a powerful spell - Black Tentacles - and catches two foes in the area. Unfortunately the grasp of the tentacles is weak this round, and they fail to snare either opponent!

Terser's attention to drawn back to the golem that has managed to circle behind him. How dare it look to threaten Sam! The dwarf decides now is the time to try out his adamantine glove, and it works wonderfully! In this position, both Terser and the Unicorn flank the coral golem.

Aex throws her elemental arms to the heavens and rains lightning down upon the enemy. Let's see how they handle that! (OOC: You didn't specify a target, so I'll assume you meant one of the seaspawn. Especially since the golems would be immune to it). Unfortunately despite the lightning from above, the seaspawn does not appear to be damaged at all by the attack! Perhaps a bigger lightning bolt is needed.

In his position to see the attack, the knowledgeable Snafu suspects the seaspawn has some natural ability to resist small amounts of electricity.

Coer's attack with the crossbow does not meet the expectations he had for it. Here he was picturing impaling giants, and all this thing can do is shoot wide. He might have to spend some time adjusting the sights later. For now, his best bet is to rely on his fists. Coer drops the crossbow and marches on the puny creatures.

Sam is seriously surprised by the speed the golem advanced upon him. He commences singing a tune to inspire his friends, whilst also taking the opportunity to go invisible. What better way to avoid attack than to make himself very scarce. He invisibly steps away from the golem, but keeps singing his tune.

Jozhur's shot with a bow in unequalled in this group, as he pierces the skin of the seaspawn in his sight. Perhaps the damage was not sufficient, as the rogue jumps from the building to get closer to the action.

Magana is in her element. Finally face to face combat! Perhaps Gargul will welcome her to his chest this evening? But not before she sends these abominations to meet him. Her flail swings true, hitting seaspawn after seaspawn. She does try to follow this up with a horn attack, but misses the golem before her.

The enemy act...

Seaspawn 1 jabs at Magana with his rapier. Between her rage and cleave attack, her defences are weakened and she feels the sharp sting of the weapon (Hit AC27. Crit Confirmed on a 16. Magana takes 13pts damage + 11pts sneak attack damage!)

Seaspawn 2 brings his flail down on Magana's hide, but the damage is relatively minimal (Hit AC16. Magana takes 6pts damage + 7pts sneak attack damage!)

Seaspawn 3 and Golem 4 each take 5ft steps to flank Magana. (S3 5ft south to AS24. C4 5ft SE to AV24)

Seaspawn 3 then stabs his sword at Magana's exposed ribs, however the attack lacks strength (Hit AC27. Magana takes 3pts damage + 5pts sneak attack damage!

Seaspawn 4 sees it's path now blocked by a field of writhing tentacles. Free of their grasp, it back-peddles and makes it's way around the building (Move around the building to AQ15)

Coral Golem 1 raises it's sharp, rocky fists in the air and brings them down with fury upon the Unicorn (Hit AC25 & AC37. Crit Confirmed with AC38. 43damage + Bleed to the unicorn). The beautiful creature that once stood on the field is magically sent back to the Wold's cradle. Terser can breathe a sigh of relief that the Golem targeted the first creature that struck it (ie: not him this time!)

Coral Golem 2 makes its way through the Black Tentacle field to get close enough to strike at Magana. She feels the familiar sting of sharp claws (Hit AC25. Magana takes 16 damage + 4 bleed)

Coral Golem 3 isn't interested in Magana, and starts heading towards the casters (Move to AU27)

Coral Golem 4 delivers a backhand that sends Magana to her knees (Hit AC29. Magana takes 11 damage!)

OOC: By this DMs count, after taking DR1 into consideration, Magana has taken 67pts damage + bleed this round. I think that puts her at -2HP. It would be cruel to deliver another attack, so...

The golem then groans a kind of monotone rumble as it looks single-mindedly for another target.

--------------------------------

Map:
Sanctuary Cove Combat Map - Round 3

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).

S1 - AC18 - SR16 - 40dmg
S2 - AC18 - SR16 - 32dmg
S3 - AC18 - SR16 - 36dmg
S4 - AC18 - SR16 - 11dmg
C1 - AC21 - 8dmg
C2 - AC21 - 0dmg
C3 - AC21 - 0dmg
C4 - AC21 - 0dmg


Zeoll (Cayzle) (AC22 - HP 43 of 45)  d20+22=35 ; d6=3 ;
Monday October 13th, 2014 8:50:55 AM


Zeoll takes a move action forward, to W-X-22-23. He thows his alchemical fire with his true strike spell helping to quell the essential tremor in the elderly liontaur's hand. At this range, 20 ft from Coral Golem 1, he suffers a -2 range penalty for a grenade-like missile. That's normally a +22, but does Sam's song apply to grenade-like missile attacks? To damage? Zeoll rolls a hit on touch AC35, possibly more with inspire courage, for 1d6 fire damage this round, or 3 hp to the golem, maybe more with inspire courage?

The fire will continue to burn next round.

It is possible that Terser takes a point of splash damage?

Zeoll sighs. He simply fears that there is not much he can do to help his friends in this fight.

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x3, bane, elf vision
2: calm emo, calm emo, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 2 of 7.
Fey Domain Hide Away: used 0 of 7.
Spread the Word: used 1 of 1.
Acid vial, Alch Fire.

Current effects: Mage Armor (5 hours), MinoTaur's Try. Also, Mage Armor on Coer.

OOC to our kindly DM ... as the battle rages on, can we get some report on the AC (and touch AC and CMD) of our foes?

DM RobC: AC has already been included with the HP of each enemy at the end of my post. I'll include CMD in my next post

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Monday October 13th, 2014 12:32:05 PM

Knowing that Terser can hold his own for a while, Sam abandons him to help the others. As he moves south around the building to the east, his song can clearly be heard motivating all of his allies. Once around the building, he sees the shattered, Magana surrounded. Still invisible and speedy, he works his way closer to the fallen friend. On a quick side note to himself, he wonders if situations like this could be avoided if the group stayed together.

Actions
Double move at 100'
Inspire courage +2 continued

Spell effect
Invisibility and expeditious retreat

Ooc to DM-I can't see the grid coordinates on the map since I only have a phone to post. Please move Sam 100' towards Magana.

Jeff L Snafu HP 53/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+7=21 ; d20+7=21 ; d20+9=12 ; d20+9=16 ; 4d6=8 ; 4d6=13 ;
Monday October 13th, 2014 1:06:12 PM

Snafu didnt like how this battle was going. They were divided and one ally was already behind enemy lines. He wanted to try to take control of the battlefield, but first he needed to draw the enemy further from his fallen comrade.

And so he began casting. Two fiery Rays exploded from his hands in the direction of the Coral golem and the creature behind it.

Meanwhile Mojoreached out and cast blur on Aex.

Actions
Cast scorching Ray- 1 at C3 and one at S2
C3- hit touch AC 21, CL 12, damage 8
S2- hit touch ac 21, CL 16, damage 13

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55  d20+13=28 ; d8+4=8 ;
Monday October 13th, 2014 1:19:15 PM

Jozhur let's another arrow fly at one of the seaspawn, piercing the ugly fish man's flesh. He then draws his sword and moves to the north of Coer, hoping to cover his Captains flank.
------------------
Attack hits AC28, 8 damage
Move to Aq22

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55 
Monday October 13th, 2014 1:28:28 PM

Forgot, targets S2, S4 if 2 is not available

(StevenVdB) Aexana HP 42/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   3d8+7=20 ;
Monday October 13th, 2014 1:45:34 PM

Aex's worried when she sees Magana going down and her lightning doing no harm at all... Flying around C3 (not crossing any threathened squares) Aex-Air is able to reach AV25.
She now benefits from the Blur effect Mojo cast on her and quickly attempts to heal Magana...

Magana is healed for 20HP (Cure Serious Wounds)

"To arms you!! Fight of these fish monsters!", she says in Auran...

Aex is aware this move puts her in harms way... a position she'd rather avoid at all cost... but then again she must try whatever she can to save her Taur friend. Hopefully the Blur effect will help her to avoiding from getting hurt.



Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 92 hp)]  d4=3; (Misclick) d20+14=27; 2d4+11=17 ;
Monday October 13th, 2014 2:26:24 PM

Terser decides that it a prudent time to be angry at the moment, seeing how easily the unicorn was dispatched. Pity, it was such a beautiful creature. He lines up a mighty blow, more aware of how best to attack the creature now.

You said we were flanking, then it looks like the unicorn died. If no flank bonus, then -2 from the attack roll
Rage on, power attack, bard song
Vital Strike vs AC 27 (or 25 without flank)
17 damage with adamantine cestus


Magana (Craig) [HP 6+12 of 81] [DR 1/-]  d20+15=32 ; d20+15=26 ; d20+10=26 ; d20+9=24 ; 2d8+11=22 ; 2d8+11=20 ; 2d8+11=18 ; d8+8=13 ;
Monday October 13th, 2014 2:43:10 PM


Magana crumples to the ground, the last attack from the Coral Golem being 1 more than than she can handle. She clutches fiercely to her rage as her vision starts to go dark, then, as if by a miracle, a bit more life is pumped in to her. (thanx to Aex) She surges to her feet determined to meet Gargul with at least one enemy in tow, and turns her full attention to the golem that struck her down (C4).

(ooc: since she wasn't prone, I'm assuming no move action is needed and she gets her full-round attack. If not, plz adjust as needed!)

Flail to C4 hits a 32 for 22dmg
Cleave to S1 hits a 26 for 20dmg
Flail to C4 hits a 26 for 18dmg
Horns to C4 hits a 24 13dmg

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) -2(cleave) = 15 --- [Touch 13 -2(rage) -2(cleave) = 9] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

(+2IC) +2 Full-RAGE attack is Flail (+13/+8 for 2d8+9) plus Horn (+7 for 1d8+6)

RAGE (round 2 of 19)
INSPIRE COURAGE +2 hit/dmg
BLEED none, healed by Aex



Magana (Craig) [HP 6+12 of 81] [DR 1/-] 
Monday October 13th, 2014 2:49:13 PM


NOTE: if I need to use a hero point to stay on my feet or something, i will, just let me know.


Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 80/80 (Ki 7/7)  d20+9=16 ; d20+9=15 ; d20+4=7 ;
Tuesday October 14th, 2014 12:30:09 AM

"GET CLEAR MAGANA!" roars Coer as he punches at the Coral Golem but fails to make a dent.

~~~
power attack activated
flurry of blows hits 16/15/7 - miss/miss/miss

DM RobC - Seaspawn Combat - Round 4  d20+9=24 ; d10+2=7 ; d20+9=24 ; d8+2=4 ; d20+18=19 ; d20+18=34 ; d6+10=13 ; d6=3 ; d20+18=38 ; d20+18=23 ; d100=67 ; d20+18=35 ; d6+10=14 ; d6+10=11 ; d6=1 ; d6+10=13 ; d20+18=26 ; d6+10=11 ; d6=5 ; d20+18=34 ; d20+18=29 ; d6+10=11 ; d6+10=12 ; d6=1 ; d6=4 ;
Tuesday October 14th, 2014 6:12:29 AM

Zeoll moves closer and lobs a vial of alchemists fire directly at the golem. The vial explodes across the constructs back, with some splash hitting Terser (Terser takes 1pt fire damage from his new best-bud Zeoll)

(OOC: The bard inspire courage adds to "weapon damage". Is Alchemists Fire considered a weapon? For simplicity sake, let's say yes. Arguably everything is a weapon thanks to the Improvised Weapon feats)

One wonders if Zeoll mentioned to Sam that he suspects that seaspawn can sea invisible creatures?

Sam doesn't seem to mind, as he leaves Terser to handle to Coral Golem whilst he goes to check on the rest of the combat. It must be a surprise to see one as powerful as Magana fall, but it doesn't slow the bard from his destination. (OOC: Moved you 100ft closer as you requested. AQ28 puts you close yet outside the reach of any enemies.) Could the battle have gone differently if the group were concentrated rather than spread out? It's hard to say. Perhaps combat strategy is something the bard can brin up at the next dinner - if the group survive.

Snafu tries a different tactic this round, and sends two fiery rays towards the combat the grows ever closer to him. As he is about to cast the spell, he recalls the numerous articles he has read about golems and their well-known resistance to various spells - including immunity to any that offer spell resistance. (OOC: Rather than target C3 which would be a waste, I assume you would be happy to instead target S3, however the ray still fails to beat its SR.)

Mojo is a clever little mephit, and reaches his dusty hand out to touch the air elemental that helped pull him and his master free, and casts Blur.

Jozhur lines up his arrow for whichever seaspawn looks closest to death. He determines Seaspawn 2 can be the first to meet its maker, and places an arrow directly in its chest. Seaspawn 2 collapses to the ground. One assumes Jozhur would smile as he draws his sword to now face the fishmen face-to-face.

Air-Blur-Aex circles around to get closer to Magana. She foregoes flinging another lighting bolt and instead aids the fallen taur. There is a whirling whistling noise that accompanies Aex, and one can assume she is trying to say something in auran.

Who knew that dwarves had soft spots for unicorns? The loss of the summoned creature only spurs Terser into attack mode. His fist knocks several pieces of coral from the rocky golem.

Magana can feel Gargul calling her to his side, but the God of Life and Death abhors constructs and sees fit to allow Magana to rise again. Aex's healing strengthens Magana's resolve. Her flail connects with the coral creature, and follows through to spray seaspawn blood across the ground. Seaspawn 1 falls heavily to the ground. (OOC: Since you were technically unconcious at the end of the last round, yes, please deduct a hero point to stay standing/fighting this round)

Coer calls for Magana to take cover, but his call falls on deaf ears. His fists fail to do any measurable damage to the golem.

The enemy act...

Seaspawn 3 edges closer to the taur that has appeared from behind. The bastard sword it swings is accurate and sharp. (Hit AC24. Coer takes 7pts damage!)

Seaspawn 4 makes its way closer to Jozhur. It grasps a trident firmly and manages to piece the rogues defenses (Hit AC24. Jozhur takes 4pts damage!)

Coral Golem 1 swings both fists at Terser now, and fortunately for the dwarf, only one connects (Miss AC19 and Hit AC34. Terser takes 13pts damage + 3pts bleed damage!)

Coral Golem 2 steps around Magana so as to take on two members of the party at the same time. (Attack Aex. Hit AC38. Crit confirmed on AC 23. Blur concealment check: 67. Aex takes 25pts damage + 1pt bleed damage!) It's second attack hits Magana, but fails to knock her down this time (Hit AC35. Magana takes 13pts damage!)

Coral Golem 3 sees a group of casters all alone. It makes it's way over to Snafu and slashes the elf's arm. But wait! Just when the golem thinks it has connected, one of the images of Snafu disappears! (Hit AC26 however D6=5 means it was one of the Mirror Images that was hit. FYI - We'll call d6=6 a hit.) Snafu may not have time to relax however, as the golem is standing right in front of him.

Coral Golem 4 steps closer to Coer and lashes out with both fists, connecting with the unlucky Captain (Hit AC34 and 29. Coer takes 23pts damage + 5pts bleed). This has not been a good battle for Coer. Whereas he was able to dispatch of numerous birds earlier, these creatures - though bigger - are proving harder for him to strike.

--------------------------------

Map:
Sanctuary Cove Combat Map - Round 4

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).

S1 - AC18 - SR16 - 60dmg - Dead
S2 - AC18 - SR16 - 57dmg - Dying
S3 - AC18 - SR16 - 36dmg
S4 - AC18 - SR16 - 11dmg
C1 - AC21, Touch 9, Flat 21 - 30dmg
C2 - AC21, Touch 9, Flat 21 - 0dmg
C3 - AC21, Touch 9, Flat 21 - 0dmg
C4 - AC21, Touch 9, Flat 21 - 33dmg


Zeoll (Cayzle) (AC22 - HP 43 of 45)  d6=1 ; d20+4=16 ;
Tuesday October 14th, 2014 6:53:20 AM


The burning alchemist's fire inflicts another 1 hp on the golem before burning out!

Zeoll takes a five foot step closer, to X-Y-22-23. He draws a tanglefoot bag and throws it at the golem. He hits Touch AC16 with the bag of goo.

An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. ... for 2d4 rounds ... plus other stuff.

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x3, bane, elf vision
2: calm emo, calm emo, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 2 of 7.
Fey Domain Hide Away: used 0 of 7.
Spread the Word: used 1 of 1.
Acid Vial, Alch Fire, Tanglefoot Bag.

Current effects: Mage Armor (5 hours), MinoTaur's Try. Also, Mage Armor on Coer.

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55  d20+19=35 ; d20+14=20 ; d6+5=9 ; 4d6=11 ;
Tuesday October 14th, 2014 9:55:16 AM

Jozhur only cracks a little smile. He's finally close enough to inflict some real pain, but things aren't going so well for the Lionfish.

Looking to finish off another foe, Jozhur feints beautifully and lunges at the seaspawn attacking Coer.

----------
Bluff to feint: 35
Attack hits AC 20
9 damage plus 11 sneak attack damage to S3


DM RobC - Seaspawn Combat - Round 4 
Tuesday October 14th, 2014 10:39:16 AM

OOC: Quick update - S3 is now dead

Jeff L Snafu HP 53/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+9=10 ;
Tuesday October 14th, 2014 11:41:33 AM

Snafu and Mojo took a 5' step backwards from the golem.

"You'll make a great necklace" Snafu boasted as he drew his net and threw. But he missed badly.

Actions:
Move backwards and diagonally to the right 5'. Draw net and throw. Natural 1... Miss

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 75/92 hp)]  d20+12=14 ; d20+7=13 ;
Tuesday October 14th, 2014 11:55:36 AM

Perhaps it's the fire, perhaps it's the blood pouring down his face, but either way, Terser's fists can't seem to connect this round. He maintains his position though, keeping the beast occupied while Zeoll sneaks up on it.

full attack vs AC 14 and 13 - miss miss

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48  d8+5=7 ; d8+5=8 ;
Tuesday October 14th, 2014 11:58:40 AM

Sam moves to aid Magana as the battle rages on. He feels the desperation of the grim situation mounting. His song serves as the only sign that he has not run from the battle. With a quick modification of his song, Sam casts CLW twice on Magana. The bard sighs as he now finds himself taking are of a second, reckless barbarian.

actions
Move to the space directly south of Magana's bottom-left square
Double cast CLW on Magana for 15 points healed
Hero point used

Invisibility and expeditious retreat still in effect

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Tuesday October 14th, 2014 11:59:22 AM

Inspire courage +2 continued

Magana (Craig) [HP 8+12 of 81] [DR 1/-]  d20+15=29 ; d20+15=25 ; d20+10=30 ; d20+10=11 ; d20+10=28 ; 2d8+11=25 ; 2d8+11=20 ; 2d8+11=14 ; d20+9=23 ; d8+8=9 ;
Tuesday October 14th, 2014 4:11:00 PM


The combination of battle fury, a blessing from Gargul, and the support of her comrades brings an ecstatic fury to Magana's performance. She laughs with sheer joy as she survives for a few more seconds of battle, continuing her assault on the same golem (C4).

5 foot step due west toward C4
Flail to C4 hits a 29 for 25 dmg
Cleave to C2 hits a 25 for 20 dmg
Flail to C4 (NAT 20, hero point to re-reroll the backup 1, backs up for 28) for 14x2=28dmg

Horns? (not sure if horns are part of her natural 10' reach)
-- if can reach C2, hits a 23 for 9dmg

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) -2(cleave) = 15 --- [Touch 13 -2(rage) -2(cleave) = 9] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

(+2IC) +2 Full-RAGE attack is Flail (+13/+8 for 2d8+9) plus Horn (+7 for 1d8+6)

RAGE (round 4 of 19)
INSPIRE COURAGE +2 hit/dmg
HERO POINTS 0 (has used her remaining 2 in this fight)


(StevenVdB) Aexana HP 21/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   d8+7=15 ;
Tuesday October 14th, 2014 4:21:09 PM

"OUMPHFFF" Aex-Air sighs as the massive blow hits her...

Happy to see Sam come to aid Magana as well she regains a sparkle of hope. At least some of the Taur's wounds must have closed again... She makes a 5ft step towards AJ26 and further heals Magana... fully aware that a next hit like that will most certainly squash her...

(casting Cure Moderate Wounds healing another 15HP's for Magana)

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, Cure Light Wounds, Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: *Cure Moderate Wounds, Sleet Storm
4: *Ice Storm, *Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************

Magana (Craig) [HP 23+12 of 81] [DR 1/-] 
Tuesday October 14th, 2014 7:44:51 PM

ooc: HP update thx to Aex!

DM RobC - Seaspawn Combat - Round 5  d20+4=23 ; d20+9=17 ; d20+16=29 ; d20+16=25 ; d6+10=11 ; d6+10=12 ; d20+18=29 ; d20+18=33 ; d6+10=15 ; d6+10=12 ; d100=67 ; d20+18=32 ; d20+18=20 ; d6=2 ; d6=3 ; d20+18=38 ; d20+18=29 ; d20+18=30 ; d6+10=13 ; d6+10=12 ; d6+10=14 ; 2d4=3 ;
Wednesday October 15th, 2014 5:45:23 AM

Zeoll's alchemists fire fizzles away, only to be replaced by a sticky tanglefoot. The bulk of the goo misses the golem, but enough sticks to it to slow it down (Reflex save VS DC15: 23=Pass. Duration: 2D4=3rnds)

Jozhur has fought the seaspawn before and knows exactly where to strike. He is as deadly with a sword as he is with a bow and easily finishes the creature off.

Snafu tries another tactic, and this time it is not magical. He steps back, draws a net from his kit and throws it at the golem! But the net fails to open in time and falls miserably to the ground. (I assume when you said you wanted to backstep that you wanted your familiar to also)

Terser's blows sail wide, a rare miss for the dwarf. Still, he manages to hold his own against the creature.

With fewer seaspawn in the way, Sam is now able to get close enough to Magana to deliver some much needed healing. It is a heroic effort, and Magana can instantly feel her bones start to mend.

Magana steps away from the golem to her right to swing at the golem trying to escape her. Her horns she saves for the golem behind her. (Note that Cleave only works "against a foe that is adjacent to the first". You can't hit C2 with a Cleave this round)

Air-Blur-Aex feels the power behind the golem's punch. She backs away and selflessly chooses to heal Magana rather than herself.

The enemy act...

Seaspawn 4 (the last of the seaspawn here) jabs its trident at Jozhur, but the rogue is having the battle of his life! He easily dodges the sharp prongs thrust at him (Miss AC17)

Golem 1, though covered in a tanglefoot bag, manages to throw both fists at Terser (Hit AC29 and 25. Terser takes 23pts damage!)

Golem 2 steps closer to Aex and Magana. And from where it now stands, there is little doubt that it can hear the singing from the invisible square in front of it also. It's left fist clobbers into Aex, whilst its right strikes at Magana (5ft step to AU25. Hit AC29. Miss chance:67=Pass Aex takes 15pts damage!. Hit AC33. Magana takes 12pts damage!)

Golem 3 pursues the flock of wizards and mephits that move in unison away from him. No matter what it tries however, it keeps hitting air. This time one of the images of the wizard and one of the mephit disappear (5ft step to AR32. Attack Snafu. Hit AC32. D6=2. Hit an Image. Attack Mojo. Hit AC20. D6=3. Hit an image)

Golem 4 - though struck by Magana - continues its attack on the closest taur. (Attack Coer. Hit AC38. Confirmed crit with 29. 2nd Hit AC30. Coer takes 39pts damage!)

The party are taking a beating, but the enemy are falling.

--------------------------------

OOC: Important note to Coer - Daylight savings is in effect here in Australia, which means my usual posting time may have changed. In order to give you a fair chance, please feel free to take your previous rounds action as well as the next round. If you can deal 5pts damage to C4 (accounting for DR10/Adamantine) with the previous round, you kill it and can ignore its attack this round. May the dice be with you!

--------------------------------

Map:
Sanctuary Cove Combat Map - Round 5

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).

S1 - AC18 - SR16 - 60dmg - Dead
S2 - AC18 - SR16 - 57dmg - Dead
S3 - AC18 - SR16 - 58dmg - Dead
S4 - AC18 - SR16 - 11dmg
C1 - AC21, Touch 9, Flat 21 - 31dmg (Tanglefooted for 3rnds: -2 Attack, -4 Dex)
C2 - AC21, Touch 9, Flat 21 - 1dmg
C3 - AC21, Touch 9, Flat 21 - 0dmg
C4 - AC21, Touch 9, Flat 21 - 70dmg)
The Golems have DR10/Adamantine and 75HP total


Zeoll (Cayzle) (AC17 - HP 43 of 45) 
Wednesday October 15th, 2014 6:22:53 AM


Zeoll steps even closer this round, moving right up to the golem at Z-AA-22-23. (move action)

He readies the use of his shield for total cover. Since he is not using it to boost his AC, his AC falls by five. The trigger on his readied action is a physical attack (not a spell -- tower shields do not block spells). If a physical attack is made on him, Zeoll will use his tower shield to block it. (standard action)

NOTE THAT ZEOLL NOW FLANKS THE GOLEM WITH TERSER AND OFFERS TERSER A +2 FLANKING BONUS.

Zeoll rears up, waves his free arm, and shouts, hoping to prompt an attack by the monster. (free action)

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x3, bane, elf vision
2: calm emo, calm emo, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 2 of 7.
Fey Domain Hide Away: used 0 of 7.
Spread the Word: used 1 of 1.
Acid Vial, Alch Fire, Tanglefoot Bag.

Current effects: Mage Armor (5 hours), MinoTaur's Try. Also, Mage Armor on Coer.

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48  d8+5=6 ; d8+5=13 ;
Wednesday October 15th, 2014 7:42:02 AM

As Sam sings, he notices the golem taking note of his presence. As his nerves kick in, the gnome chances being struck by healing Magana once again. His CLW spell starts as a whimper, but surges healing energy into the barbarian.

Actions:
cast CLW on Magana for 13 hp (re rolled a 1)
Inspire courage +2 continued
5' step west

Invisibility and expeditious retreat in effect

Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 45/80 (Ki 7/7)  d20+11=26 ; d20+11=17 ; d20+11=28 ; d20+6=16 ;
Wednesday October 15th, 2014 7:44:41 AM

Thanks DM
Round 4

Coer's magically enhanced armor fails to stop the ragged coral golem and its blows slice him open. He channels his Ki and returns the favour by repeatedly pounding on on the golem's head.

~~~
ooc
mage armor in effect, power attack in effect, sam humming a tune in effect
power flurry hits 26/

Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 45/80 (Ki 7/7)  2d6+9=17 ; d6=6 ; 2d6+9=16 ;
Wednesday October 15th, 2014 7:48:14 AM

Coer's magically enhanced armor fails to stop the ragged coral golem and its blows slice him open. He channels his Ki and returns the favour by repeatedly pounding on on the golem's head until it falls.

~~~
ooc
mage armor in effect, power attack in effect, sam humming a tune in effect
use ki
power flurry hits 26/17/28/16 for 17+6 electric/miss/16/miss damage

Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 6/7)  d8+1=4 ;
Wednesday October 15th, 2014 8:03:33 AM

sorry for multi posts - pc acting up

Round 5
Still bleeding profusely, Coer pulls a small vial from his bag. "Cant help anyone if I bleed out" he mumbles before swallowing the contents.

His wound immediately closes up.

~~~
ooc: bleed - 5 damage
CLW potion, stops bleed and heals 4 hp

Jeff L Snafu HP 53/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+12=13 ; d20+13=28 ;
Wednesday October 15th, 2014 8:52:33 AM

"Retreat!" Snafu ordered when another image disappeared. Both Snafu and Mojo responded by rolling away from the Golem before turning and running around the corner.

Once out of view Snafu began casting. From within one of the buildings an image of Snafu appeared with a bow in hand. "Hey stupid" the image called to the Golem before it disappeared inside the building.

Actions:
-acrobatics checks to avoid AOO, Snafu=28, Mojo 13
-move around the corner of the building (around AX36)
-cast minor image, create illusion of Snafu inside one of the buildings, not sure where the doors and windows are, so will need your help. The goal is to draw the golem away from the battle... And away from me!

(StevenVdB) Aexana HP 6/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   3d8=15 ; 3d6=8 ; d20+7=24 ;
Wednesday October 15th, 2014 8:55:15 AM

As another blow hits Aex-Air she suddenly has a clear view of numerous constellations that are circling around the Wold. Stars... bells... birds... Huh?!?

The Greenmage realizes it's been plenty and needs to back away...
She withdraws and flies up into the air out of reach from the Golem.
Her active Lightning spell still holds and although she has little hope that it will hurt any of the Seamonsters she calls one down anyhow... (damage 8HP - Reflex DC19 - SR24)
(ignore the 3d8 - I thought it would hurt just a bit more ;-) )

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, Cure Light Wounds, Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: *Cure Moderate Wounds, Sleet Storm
4: *Ice Storm, *Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************


Zeoll (Cayzle) (AC17 - HP 43 of 45)  d20+1=6 ; d4-1=2 ;
Wednesday October 15th, 2014 11:49:27 AM


Zeoll may be focusing on his tower shield, but he still has paws to spare!

AoO if needed: hits AC 6 for 2 damage! :-)

Zeoll's aged reflexes are not what they once were!

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55  d20+19=28 ; d20+14=33 ; d20+14=26 ; d6+4=8 ; d6+4=8 ; 4d6=14 ; d20+13=24 ; d6+3=9 ; 4d6=10 ;
Wednesday October 15th, 2014 11:56:02 AM

Realizing the crew is still in great danger, Jozhur goes into a flurry on the last seaspawn. He distracts the creature by swinging the longbow in his left hand wide, then follows up with two hard thrusts of his sword.

------------------
Bluff check to feint: 28
Attack hits AC 33, 26 to confirm critical, 16 damage plus 14 sneak attack damage

Hero point attack hits AC24, 9 damage plus 10 sneak attack damage

49 total damage to S4

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 52/92 hp)]  d20+14=25 ; d20+9=26 ; d4+10=14 ; d4+10=13 ;
Wednesday October 15th, 2014 4:31:31 PM

Luckily, the previous misses were only a fluke, and Terser is able to land two solid blows, partially in thanks to Zeoll's distracting (and possibly rude!) gestures.

Full attack, adamantine cestus
1 vs AC 25 for 14 damage and 2 vs AC 26 for 13 damage


Magana (Craig) [HP 24+12 of 81] [DR 1/-]  d20+15=34 ; d20+15=22 ; d20+10=15 ; d20+9=10 ; 2d8+11=19 ;
Wednesday October 15th, 2014 10:47:32 PM


Seeing Coer and Jozhur easily dispose of the enemies in their reach, Magana turns her full attention to the one following her:

Flail to C2 hits a 34(crit backed up with a 22?) for 19x2= 38 dmg
Flail to C2 hits a 15.... not likely!
Horns to C2 hits a 10.... not likely!

After rocking her opponent back with a massive blow, her follow up strikes miss badly!

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) -2(cleave) = 15 --- [Touch 13 -2(rage) -2(cleave) = 9] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

(+2IC) +2 Full-RAGE attack is Flail (+13/+8 for 2d8+9) plus Horn (+7 for 1d8+6)

RAGE (round 5 of 19)
INSPIRE COURAGE +2 hit/dmg


DM RobC - Seaspawn Combat - Round 6  d20+18=37 ; d20+18=38 ; d6=4 ; d4=4 ; d6+10=15 ; d6+10=16 ; d20+16=31 ; d20+16=19 ; d6+10=12 ; d20+18=36 ; d20+18=26 ; d6+10=11 ; d6+10=14 ;
Thursday October 16th, 2014 5:53:46 AM

Rnd 4
-----
Coer's fists are a blur and he tears coral and seaweed from Golem4. It crumbles into a heap of stone.

Rnd 5
-----
Zeoll edges closer to the golem and does his best to distract it. One would imagine that a creature with no discernible INT or CHA wouldn't be offended by being called "Coral Face", but that doesn't stop Zeoll from trying.

Sam continues singing, but he has the sense of mind to heal Magana before backing away from the golem near him.

With fewer foes to attack him now, Coer takes a moment to patch his wounds and stop the bleeding.

Snafu and Mojo decide enough is enough and look to retreat. Snafu moves first, but isn't quick enough to avoid a swinging fist from the Golem. This time unfortunately it's aim is true (Hit AC37. Crit confirmed with AC38. d4=4 means direct hit. Snafu takes 31pts damage!). The wizard survives long enough to beat a hasty retreat to the nearby building. Now alone, he casts a spell - directed through a window - into a building. The spell creates the image of an elf holding a bow, whilst grunting and chuckling. (Note: the spell "includes some minor sounds but not understandable speech". The image has to be in line of sight too, so have created the image at AP40)

Air-Blue-Aex moves upwards and out of reach of the nearby golem. She considers calling down a lightning bolt, however, time does not allow (OOC: Withdrawing is a full round action. Calling down a another bolt is a standard action)

The rogue is showing the muscle in the group how it is done. With finesse, Jozhur takes care of the last of the seaspawn.

Terser is spurred on by Zeoll's words. His fists are like hunks of metal and sends shards of coral flying.

Magana has had a moment to regather her senses. Her flail squarely collides with the golem, but alas, her horns aren't as deadly.

The enemy act...

Coral Golem 1 looks at Zeoll briefly, but it is hard to forget how much damage Terser just delivered. It tries to return suit, but only barely (Hit AC31. Miss AC19. Terser takes 12pts damage!)

Coral Golem 2 can only watch as Aex flies out of range. Nevermind. Magana is still standing right there. The golem sends two firm punches into Magana's chest (Hit AC36 & 26. Magana takes 25pts damage!)

Coral Golem 3 takes off after the illusory Snafu. Right now it stands ready to punch the thing (Double Move to AP39)

Three coral golems still stand, but so does the entire party.

--------------------------------

Map:
Sanctuary Cove Combat Map - Round 6

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).

S1 - AC18 - SR16 - 60dmg - Dead
S2 - AC18 - SR16 - 57dmg - Dead
S3 - AC18 - SR16 - 58dmg - Dead
S4 - AC18 - SR16 - 60dmg - Dead
C1 - AC21, Touch 9, Flat 21 - 62dmg (Tanglefooted for 2rnds: -2 Attack, -4 Dex)
C2 - AC21, Touch 9, Flat 21 - 29dmg
C3 - AC21, Touch 9, Flat 21 - 0dmg
C4 - AC21, Touch 9, Flat 21 - Dead
The Golems have DR10/Adamantine and 75HP total


Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 6/7)  d20+11=23 ; 2d6+9=15 ; d6=1 ;
Thursday October 16th, 2014 7:15:51 AM

Coer moves in beside Magana and barks out "lets finish them quickly" as he jabs his fist out and into C2's stomach.

~~~
ooc:
move to as22-at23
single punch, hit 23 for 15 damage + 1 electric damage


(StevenVdB) Aexana HP 6/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   d8+5=10 ;
Thursday October 16th, 2014 12:27:54 PM

Aex flies down to AR27 (thus having Magana between her and the Golem) and then once more heals Magana...

Cure Light Wound for 10 HP



Jeff L Snafu HP 21/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image 
Thursday October 16th, 2014 1:27:53 PM

Snafu saw stars. Big bright ones.

When the stars faded he felt pain and remembered the beating he had just taken. "That thing packs a wallop."

Snafu ran back towards his original position and stopped concentrating on his illusion.

Actions:
-Run to AU 33, Mojo will fly above my head. Once there cast silent image, summoning an illusion wall of a building (will look like the other building walls) that starts at AU34 and extends to the left 110' to the left. The wall is ten feet high. Goal: to further delay the golem. Save if interacted with will18, no SR.
-the illusion of the elf will last for 4 rounds, though it's about to get smacked.



Magana (Craig) [HP 9+12 of 81] [DR 1/-]  d20+15=33 ; d20+15=22 ; d20+9=10 ; 2d8+11=24 ; 2d8+11=24 ;
Thursday October 16th, 2014 3:51:20 PM


(ooc: C2 is not down? Inconceivable!)

If such a thing is possible, Magana is even more enraged that her opponent still stands and lays into it with redoubled effort!

Flail to C2 hits a 33 for 24
Flail to C2 hits a 17 for 24
Horns to C2 whiffs!

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) -2(cleave) = 15 --- [Touch 13 -2(rage) -2(cleave) = 9] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

(+2IC) +2 Full-RAGE attack is Flail (+13/+8 for 2d8+9) plus Horn (+7 for 1d8+6)

RAGE (round 6 of 19)
INSPIRE COURAGE +2 hit/dmg


Magana (Craig) [HP 9+12 of 81] [DR 1/-] 
Thursday October 16th, 2014 3:54:29 PM


(ooc: correction to AC)
CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) = 17 --- [Touch 13 -2(rage) = 11] --- [Flat N/A] --- (+2 vs.Traps)


Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48  d8+1=3 ;
Thursday October 16th, 2014 5:11:18 PM

"You've got'em Magana! Just a bit more!"

Sam continues his song of inspiration and taps Magana with his CLW wand.

Actions
Continue inspire courage +2
CLW wand on Magana for 3 hp

Still invisible and speedy

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55 
Thursday October 16th, 2014 5:34:26 PM

With no seaspawn remaining, Jozhur moves into position to help Magana, Sam, and Coer with their golem.
-------------------------

Double move to AV26 (I think, hard to tell on my phone, intention is to flank with at least Magana and maybe Coer without provoking AoO.

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 42/92 hp)]  d20+14=31 ; d4+10=14 ; d6=5 ;
Thursday October 16th, 2014 6:22:14 PM

Delivering one, final, finishing strike, Terser leaves the golem dead on the ground. He then releases a wave of healing energy to stop his bleeding before running off to help finish off the others.

channel hits terser and zeoll for 5hp

Zeoll (Cayzle) (AC17 - HP 45 of 45)  d6=2 ;
Thursday October 16th, 2014 9:25:30 PM

Zeoll sighs with relief as the coral monster falls. He steps forward 5 ft to Terser and also channels energy, healing Terser for 2 more hp.

He draws a tanglefoot bag.

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x3, bane, elf vision
2: calm emo, calm emo, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 3 of 7.
Fey Domain Hide Away: used 0 of 7.
Spread the Word: used 1 of 1.
Acid Vial, Alch Fire, Tanglefoot Bag.

Current effects: Mage Armor (5 hours), MinoTaur's Try. Also, Mage Armor on Coer.

DM RobC - Seaspawn Combat - Round 7  d20+4=19 ; d20+18=19 ; d20+18=21 ; d6+10=12 ;
Friday October 17th, 2014 7:09:53 AM

Coer steps up next to Magana and starts laying into the golem that has been troubling her (Note that based on current positions, the golem has a +2 bonus to AC for the cover provided by Magana)

Aex touches back down to deliver more much needed healing to Magana (I'm assuming you meant AR26 rather than AR27, as CLW is a touch spell). She starts to get a nagging feeling that she's forgetting something... And if she remembered it, could she communicate it?

Snafu moves back towards the battle, carrying a very noticeable wound. He has the presence of mind to create the image of a wall across the open portion of the building. Hopefully that will seal the golem inside.

Summoning the power of Fezzik, Magana belts the golem repeatedly with her flail.

Sam does his best to inspire the group, whilst continuing to provide healing to Magana.

Jozhur can only see one more golem to destroy. He best play for now is to coordinate his attack with Magana and Coer. The rogue moves into position.

Terser finishes off the golem that had been pestering he and Zeoll (Note that you cannot attack and channel in the same round unless you use a hero point. Channeling is a standard action)

Zeoll though has plenty of time to channel some healing energy. And follows up with preparing a tanglefoot bag.

The enemy act...

Golem 2 continues its relentless assault on Magana, once more doing some real damage to the taur (Miss AC19 - Nat 1. Hit AC21. Magana takes 12pts damage!)

Golem 3 winds up and punches the image of the elf in front of it. If it could be surprised, he would be, but comes to the realisation that the 'elf' is an illusion (Standard action to attack. Will Save to disbelieve: 19=Pass.) Realising there is nothing left to attack in the building, it turns and walks towards where the noise of combat is, only to find a wall in its path.

--------------------------------

Map:
Sanctuary Cove Combat Map - Round 7

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).

S1 - AC18 - SR16 - 60dmg - Dead
S2 - AC18 - SR16 - 57dmg - Dead
S3 - AC18 - SR16 - 58dmg - Dead
S4 - AC18 - SR16 - 60dmg - Dead
C1 - AC21, Touch 9, Flat 21 - Dead
C2 - AC21, Touch 9, Flat 21 - 43dmg
C3 - AC21, Touch 9, Flat 21 - 0dmg
C4 - AC21, Touch 9, Flat 21 - Dead
The Golems have DR10/Adamantine and 75HP total


Jeff L Snafu HP 21/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image 
Friday October 17th, 2014 8:58:02 AM

OOC: oooo... Didn't realize the door was on the north wall. Little nervous about running North in case the Golem gets through the illusion. So...

Snafu passed back through the illusionary wall and backtracked to his last position. Once there he cast a minor spell that was focused inside the building. Hopefully it would keep the golem busy a little longer.

"You will pay for attacking this town" one human voice called from inside the building.

"I'm going to turn you into a piece of jewellery" another voiced promised.

Then the sound of drawn swords was heard followed by more threats.

Actions:
-run back to my original position last round
-cast ghost sound focused inside the building. Mimic the sounds of a few people inside, taunting and drawing weapons.
-stay out of sight
-if save allowed DC17 will

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55  d20+14=32 ; d6+4=8 ; 4d6=20 ; d20+10=19 ;
Friday October 17th, 2014 1:29:35 PM

Jozhur locates a spot on the golem where Magana's flail has done heavy damage and plunges his sword into the same area.

If the golem falls this round, Jozhur will look for the rest of the group and move toward any remaining enemies.

------------------
Attack hits AC 34 with flanking, 8 damage plus 20 sneak attack damage to C2 (before DR 10 is applied)

Perception: 19
If golem dies and Jozhur can locate the last one, move action towards C3

Magana (Craig) [HP 0+12 of 81] [DR 1/-]  d20+15=21 ; d20+10=16 ; d20+9=27 ; 2d8+11=21 ; 2d8+11=19 ; d8+8=10 ;
Friday October 17th, 2014 2:09:12 PM


Magana continues her beat down of the golem...

Flail to C2 hits a 21 for 21 dmg
Flail to C2 hits a 16 for 19 dmg
Horns to C2 hats a 27 10 dmg

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) = 17 --- [Touch 13 -2(rage) = 11] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

(+2IC) +2 Full-RAGE attack is Flail (+13/+8 for 2d8+9) plus Horn (+7 for 1d8+6)

RAGE (round 7 of 19)
INSPIRE COURAGE +2 hit/dmg


Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48  d8+5=8 ; d20+5=21 ;
Friday October 17th, 2014 4:33:16 PM

Sam sees that Magana is still barely hanging on (though you couldn't tell from the from the way she is fighting). He casts CLW once again. His song, as does the battle, continues on.

Actions
CLW on Magana for 8 hp
Inspire courage +2 continued

Still invisible and speedy



Magana (Craig) [HP 8+12 of 81] [DR 1/-] 
Friday October 17th, 2014 7:47:45 PM

(ooc: HP update thx to Sam!)

Zeoll (Cayzle) (AC17 - HP 45 of 45) 
Friday October 17th, 2014 10:36:55 PM


Zeoll takes a double move to AP-AQ-21-22 or thereabouts.

Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 5/7)  d20+9=14 ; d20+9=10 ; d20+9=29 ; d20+4=20 ; 2d6+9=17 ;
Sunday October 19th, 2014 9:10:34 AM

trying to avoid the writhing mass of tentacles nearby , Coer reaches over Magana's shoulder to jabs at the Coral golem that is still standing somehow. He has trouble but makes one solid blow.

~~~
ooc:
taking cover into account flurry of blows hits once for 17 dam before DR

(StevenVdB) Aexana HP 6/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   d8+5=12 ;
Sunday October 19th, 2014 4:37:15 PM

"There are only 8 here!" Aex-Air thinks to herself... "HOLY MOTHER WOLD!! HOW COULD I FORGET!!!!"

Aex taps Magana's shoulder one last time with a CLW spell for 12HP's!! (Yes good dice...)

Then she quickly flies towards Zeoll... somehow she hopes the old Taur has some brains to understand her signs... Aex-Air moves to AQ23 which should bring her alongside the incoming Taur.

Aex frantically waves her hands to make Zeoll stop.

Then she holds up 8 Elemental fingers...
Holds one finger down towards the creatures they are now fighting...
Next she makes a 'plus' sign with 2 index fingers and points East
And then... she holds up 4 fingers...
For the last sign she makes... she flies a bit more into the air and holds her hand flat as if to show how tall something is...

Aexana eyeballs Zeoll as if to see if the Taur brain will crack her code...
Being out of healing spell and badly injured herself she hopes for the best...

Zeoll (Cayzle) (AC17 - HP 45 of 45)  d20=10 ;
Sunday October 19th, 2014 7:53:44 PM


Zeoll stops after one move action, not two! He watches Aexana, and then shouts, "Hey! I think Aex is saying something! ... What's that, girrl? Timmy's down a well! He needs ourr help?"

"No, wait, that's not it! She's saying therre arre morre enemies on the way! Fourr morre to the east! is that rright, Aexana?"

Zeoll uses his remaining standard action to ready tossing his tanglefoot bag at any enemy that comes within two range increments -- 20 ft. If it does, he tosses the bag and hits Touch AC 10 (including -2 for range and -2 for tower shield use).

DM RobC - Seaspawn Combat - Round 8  d20+4=17 ; d20+4=18 ;
Monday October 20th, 2014 6:49:50 AM

Snafu and Mojo return back to the side of the building, and commence trying to mess with the golem they have contained in the other building. Though they can see through the window, they can't see the golem anymore. It doesn't appear fooled by the ghost sound, however (Will Save: 17=Pass)

Jozhur's stays on his toes, and plunges his sword into an exposed weak-spot on the golem.

Magana follows this up with horn and flail.

But it takes the Captain to put the golem down for good. Coer reaches over and uses the heel of his palm to knock the coral-head off the golem's shoulders. It crumbles into a pile of rock.

Sam and Aexana both combine to provide some healing to Magana. She took quite a beating in this fight, and very nearly met her maker.

Zeoll comes running in, but the golem is down.

It is at this moment that Aex realises what it is she forgot. She flies close to Zeoll and begins signing madly. (OOC: I'll let this one slide, but for future signing attempts I think a Standard or perhaps Move Action is required. You're essentially playing a game of charades mid-combat. In my mind it's more than a free action to communicate something to that extent non-verbally. Check out the steps you detailed, for instance. PLUS you're blurred)

Zeoll manages to put two-and-two together, and it dawns on him that Aex is trying to warn the group of something in-bound. More enemies? Four he believes. (OOC: You'd already used a double move prior to Aex's warning. No standard action left to ready a tanglefoot bag unless you want to use a hero point)

The enemy act...

Coral Golem 3 knows he came in a door here somewhere, and pushes against the silent image. His fist goes through it, and he then follows. (Standard action to attack. Autohit. Will save to disbelieve: 18=Pass. Move north to AP29)

And just when things couldn't get any worse...

The four masses that Aexana saw earlier come into view. Unfortunately the four enemies she saw are somewhat more complicated that she first thought. Four seaspawn approach and each one is riding atop a huge lobster mount. These lobsters are big enough to feed a taur for a week (or a dwarf for a few days).

At least the party are regrouped.

(Terser: I've moved you closer to the group. Hope that's ok)
edit: thanks - I lost Friday somehow. Forgot it was even a weekday.
--------------------------------

Map:
Sanctuary Cove Combat Map - Round 8

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

C3 - AC21, Touch 9, Flat 21 - 0dmg - DR10/Adamantine and 75HP total
L1 - AC?
L2 - AC?
L3 - AC?
L4 - AC?
S5 - AC?
S6 - AC?
S7 - AC?
S8 - AC?


Zeoll (Cayzle) (AC17 - HP 45 of 45)  d20+4=6 ; d20+4=13 ;
Monday October 20th, 2014 11:10:26 AM


Zeoll knows that there are more enemies coming, but darned if he can see them anywhere. He ponders casting a PeaceBall, but he can't know where to center it, and his hands are full of tanglefoot bag and shield anyway.

AND there's a coral golem coming right for him.

Zeoll throws caution to the wind and decides to act like a hero for a change! He dashes south right at the monster, ending his move just out of reach. [Move south 25 ft to AP-AQ-26-27.] As he moves, he lets down his defenses, slipping his tower shield off his arm so that he is just carrying it in his hand. [Free action combined with BAB+1 and a move ... now Zeoll loses the benefit of the shield but also loses the -2 attack penalty and the shield's arcane fail chance. It is still in his hand.]

From point blank range, the grey-mane liontaur hurls his tanglefoot bag at the monster. Ah Lady Maab! All he has to do is hit AC9, and he manages to hit only AC6! He feels the bag of goo slipping free at the wrong time. All his hopes of gluing the thing to the ground fade away like the memory of his carefree youth! Now nothing will stop the thing from taking a five foot step forward and crushing him!

No! That's not who he is! Zeoll digs deep at the last minute, gripping hard with his old fingers. [OOC using a hero point on the reroll!] His last minute prayer is answered, and he manages to aim the bag true! He hits Touch AC13, and the goopy stringy mess covers the golem.

But is it enough to keep the monster at bay?

An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. ... for 2d4 rounds ... plus other stuff.

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x3, bane, elf vision
2: calm emo, calm emo, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 3 of 7.
Fey Domain Hide Away: used 0 of 7.
Spread the Word: used 1 of 1.
Acid Vial, Alch Fire, Tanglefoot Bag x2, hero point (1 of 3).

Current effects: Mage Armor (5 hours), MinoTaur's Try. Also, Mage Armor on Coer.

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Monday October 20th, 2014 1:32:13 PM

Sam sees the new foes approach and attempts to even the battle. His inspiring song continues, but takes a twist as he casts a new spell. Sam becomes visible as he casts "confusion" at the group to the east. (Confusion will vs DC=21 or become confused for 7 rounds. I'm targeting the spot 2 spaces east of S6. This should effect S6, L1,and L2)

"Do not attack the group to the east quite yet! Let's see how the spell catches them!"

Sam them moves 1 space east of Terser.

Sam is still under the effect of expeditious retreat.

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Monday October 20th, 2014 1:42:04 PM

Inspire courage +2 continued

Magana (Craig) [HP 32+12 of 81] [DR 1/-]  2d8+2=12 ;
Monday October 20th, 2014 2:34:33 PM


Magana make a quick tactical review of their positions and decides this is as good a place as any to continue the fight. She take a step southeast (to AT25-AU26) and pulls a couple things from her pack; a potion and a wand.

"SAM! CATCH!" she calls to the bard, and tosses the wand to him. (Wand of Cure Moderate Wounds (CL2) (50 chgs) )

She then quaffs the potion (Potion of Cure Mod. (CL2) for 12 points) and braces for the incoming charge.

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) = 17 --- [Touch 13 -2(rage) = 11] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

(+2IC) +2 Full-RAGE attack is Flail (+13/+8 for 2d8+9) plus Horn (+7 for 1d8+6)

RAGE (round 8 of 19)
INSPIRE COURAGE +2 hit/dmg


Magana (Craig) [HP 32+12 of 81] [DR 1/-]  d20+15=19 ; 2d8+11=18 ;
Monday October 20th, 2014 3:33:09 PM


Attack of Opportunity would hit a 19 for 18 dmg


Jeff L Snafu HP 21/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+13=28 ; d20+12=17 ;
Monday October 20th, 2014 3:58:27 PM

"Looks like someone is late to the party" Snafu whispered as he slid forward silently and peered around the corner. Once he position he started casting as quietly as he could.

Springing from the ground was a wall of illusionary flame that spanned 90' from the north to the south. The wall was 10' high and 10' thick. It looked and sounded as real flame, and even gave off the sensation of great heat.

"Let's hope that delays them somewhat" Snafu muttered.

Actions:
-5' step to the corner of the building; stealth check 28
-knowledge check on lobsters - 17 on all checks, except arcana (18)
-cast major image to create illusion of wall of fire. Wall should span building -to-building from BG24 to BG41; goal is to make them have to move around the wall (cause delay)

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 42/92 hp)]  d20+14=18 ;
Monday October 20th, 2014 4:16:34 PM

Terser is wondering why everyone is freaking out about some lobsters that are over 100 feet away when there's still a golem in their midst. One problem at a time! He moves up to it and swings once with his glaive, staying out of reach for the moment until he can position himself to use his fists.

Move to AP27, vital strike vs C3 - AC 18 is a miss, even with the tanglefoot I think.

(StevenVdB) Aexana HP 6/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   3d6=13 ;
Monday October 20th, 2014 4:50:00 PM

Aex flies up into the air to get a clear view on the 4 onrushing abberations... (move)

She immediately calls down a third lightning (4 left) on L2 (Damage 13HP - Reflex save DC18 for half) (free action)

Next she casts Sleet storm engulfing L3 and L4 (Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details)

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, *Cure Light Wounds, *Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: *Cure Moderate Wounds, *Sleet Storm
4: *Ice Storm, *Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************

Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 5/7)  d20+11=18 ; 2d6+9=18 ; d6=1 ;
Tuesday October 21st, 2014 12:35:01 AM

Coer looks at the lobsters a little way off and the remaining coral golem nearby. He chooses the nearby option and approaches the coral golem and punches at it.

~~~
Move to ar28-as29
hit 18 - probably a miss - for 18+1 damage

(Brock) Jozhur AC20/15/15--CMD 20--HP 55/55 
Tuesday October 21st, 2014 1:29:07 AM

Jozhur moves into position to attack the last golem. Hopefully they can take care of it before the...lobstary...arrives.

-------------
Double move to space directly south and adjacent to coral golem to flank with Terser (AP30 I think)

DM RobC - Seaspawn Combat - Round 9  d20+4=11 ; d20+7=27 ; d20=10 ; d20=5 ; 2d4=7 ; d20+16=36 ; d20+16=33 ; d20+16=29 ; d6+10=16 ; d6+10=13 ; d6+10=13 ; 3d6+3=10 ;
Tuesday October 21st, 2014 6:53:33 AM

Zeoll digs deep - both with his courage and his aim. He moves towards the golem and hurls the tanglefoot bag at it. And what aim he has! The golem cops the full contents of the bag and is stuck firmly to the ground (Ref save vs DC15: 11=Fail! Stuck for 2D4=7rnds)

Sam digs into his bard bag-o-tricks (tm) and casts a confusion spell at two lobsters and one seaspawn. None of them alter their course or current plan of attack (Will Save vs DC21: 27 - Nat 20. Aw snap! And the Lobsters both pass too) Sam then moves to the protective wing of Terser.

Magana does ... something. But rest assured whatever it is, is really good! (If I'm reading your post right, you are retrieving a potion from your pack (a move action) retrieving a wand from your pack (another move action), throwing the wand to Sam (a standard action) then drinking the potion (another standard action). Too much! Let me know in your next post what two actions you wanted to take this round please)

Snafu edges closer to the edge of the building - towards the enemy! From his vantage point he can really appreciate how big (and deadly) these lobsters are. If they are anything like your typical lobsters, then he suspects they would be vermin. And their front right claw looks noticeably larger than the front left claw. Much larger, and much much sharper. A person may not lose a head, but a limb is a real possibility. That claw though could also be a weak point. Damaging it could really hamper one of those lobsters

Note that everyone - other than Snafu and Mojo - believe the Wall of Fire to be real (until you interact with it), and thus, cannot see through it

Terser is confused why people want to go picking a fight with some other folk when there's a perfectly good golem here to smash up. Unfortunately his aim is just not with it right now, and his glaive fails to connect.

Coer joins in, but his punch goes wide - even against a still target.

Jozhur joins with the group to coordinate an attack on the stuck-fast golem.

Aex ascends and calls a Sleet Storm in to hamper the enemy. The change is quick, and the area effected is wide. Vision into and out of the area is blocked.

Aex's Ice Storm spell from earlier fizzles away as does Snafu's Silent Image. The Black Tentacles will disappear next round.

The enemy act...

Coral Golem 3 had planned to smash the sticky resin that glues it to the ground, but since Jozhur is now in reach it has a different target. The golem smacks the rogue with two solid fists, that almost feel harder covered in resin (Hit AC36 - Nat 20. Confirmed with AC33. 2nd Attack hits AC29. Jozhur takes 42pts damage!)

Aex has a good view from up high as to what is going on. Aex ONLY Highlight to display spoiler: { Lobster 3 comes crawling out of the Sleet Storm. Seaspawn 7 casts a spell! But with no ranks in Spellcraft, you have no idea what it was! Then Seaspawn 6 also casts a spell. There is no sign of Lobster 4 or his rider}

Two lobsters and their riders come into view on the north side of one of the buildings.

And then, Seaspawn 5 does something you have never seen a seaspawn do before. It casts a spell! Since when could these guys cast spells? Spellcraft DC17 Highlight to display spoiler: {Flaming Sphere!}

A ball of fire erupts from the ground at Zeoll's feet (Zeoll to make a REF save VS DC15 or take 10pts fire damage!)

--------------------------------
Map:
Sanctuary Cove Combat Map - Round 9

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

C3 - AC21, Touch 9, Flat 21 - 0dmg - Stuck for 7rnds - DR10/Adamantine and 75HP total
L1 - AC?
L2 - AC?
L3 - AC?
L4 - AC?
S5 - AC?
S6 - AC?
S7 - AC?
S8 - AC?


(Brock) Jozhur AC20/15/15--CMD 20--HP 13/55  d20+14=29 ; d6+4=6 ; 4d6=12 ;
Tuesday October 21st, 2014 8:25:23 AM

Jozhur is nearly knocked off his feet by the golem. He has to get away from it, but not before he strikes back. He sticks the golem with his sword, then steps away.
----------------
Attack hits AC29, 6 damage plus 12 sneak damage before DR.
5 foot step to AP31

Zeoll (Cayzle) (AC17 - HP 45 of 45) 
Tuesday October 21st, 2014 10:47:55 AM


Zeoll does not want the monster to try to break free; while it is stuck, it is vulnerable to reach weapons without a chance at retaliation!

"Terser! Coer! Keep attacking it with reach! Jozhur, go shoot at stuff until I can heal you!"

So Zeoll dons his tower shield (a move action) and uses the ready action to prepare to use his shield for total cover. He does not actually use it for that yet! But his trigger will be that if attacked, he will swing that huge puppy around to block the attack completely.

Then he steps forward five feet and, now adjacent to the monster that could otherwise kill him easily, points his finger authoritatively as he shouts in Aquan, "Billoopl commands you to stop fighting!" at it. (RP only, free action)

Note that if the golem uses a special attack, Zeoll's CMD is 16. His shield has hardness 17 and 60 hp.

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 42/92 hp)]  d20+6=18 ; d20+16=34 ; 2d10+14=27 ;
Tuesday October 21st, 2014 11:37:29 AM

Carefully re-positioning himself to flanking position with Coer, Move to AM29, Acrobatics 18 avoids AOO Terser lines up another strike with his glaive, with much greater effect.

Power Attack Vital Strike vs AC 34 for 27 damage (17 after DR)
14 rounds of rage remaining today


Jeff L Snafu HP 21/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+13=14 ; d20+13=17 ;
Tuesday October 21st, 2014 11:58:18 AM

"To the skies!" Snafu encouraged Mojo as he started casting another spell. Suddenly they were both off the ground, flying up and over the building immediately North of them.

From this new vantage point they studied the battlefield. Could the rooftops give them an advantage over these nasty lobster creatures? And what was the enemies numbers? How many more waves of attackers could they withstand? Could they even withstand this wave?

Actions:
Not sure how tall the building is, but the goal is to cast fly and move as far north (above the building as possible) and to study the battlefield. Perception check 14

Magana (Craig) [HP 20+12 of 81] [DR 1/-] 
Tuesday October 21st, 2014 12:34:32 PM


(ooc: OK, forget the potion then. More important to get the wand into play!)


Zeoll (Cayzle) (AC17 - HP 45 of 45)  d20+9=11 ; d20+8=24 ;
Tuesday October 21st, 2014 2:18:48 PM

OH! Zeoll's Reflex save vs FIRE!

Spellcraft to figure out what is hitting him ... nope!

Now that the die roller has exhausted all its bad luck ... a sweet 24 save for no damage!

(StevenVdB) Aexana HP 6/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   3d6=11 ;
Tuesday October 21st, 2014 4:02:55 PM

Aex-Air doesn't know the spells the fishfolk are casting but she does seem to recognize the flaming ball that has just crashed into Zeoll!

"... I can do that as well you know! ... " she thinks and casts Flaming Sphere to appear at BB19 and has the Sphere crash into L1. (Damage 11 - Reflex DC17 for no damage)

(Call Lightning - 5 bolts left - NEEDS STANDARD ACTION TO CALL)
(Flaming Sphere - 7 rounds left - NEEDS MOVE ACTION TO HAVE IT MOVE 30ft)

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, *Cure Light Wounds, *Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: *Cure Moderate Wounds, *Sleet Storm
4: *Ice Storm, *Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Tuesday October 21st, 2014 4:55:16 PM

Sam continues his song as the group gets slowly surrounded by the arthropods and thier handlers. His plans to further pummel them with spells are thwarted by both his line of sight being blocked by the newcomer's spell and Magana throwing a wand at him. (It's not easy being a bard!)

Sam picks the wand up and prepares to both heal and cast nasty spells.

Actions
Inspire courage +2 continued
Pick up wand

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Tuesday October 21st, 2014 4:56:31 PM

Sam continues his song as the group gets slowly surrounded by the arthropods and thier handlers. His plans to further pummel them with spells are thwarted by both his line of sight being blocked by the newcomer's spell and Magana throwing a wand at him. (It's not easy being a bard!)

Sam picks the wand up and prepares to both heal and cast nasty spells.

Actions
Inspire courage +2 continued
Pick up wand

Magana (Craig) [HP 33+12 of 81] [DR 1/-]  2d8+2=13 ; d20+15=17 ; 2d8+11=22 ;
Tuesday October 21st, 2014 8:31:52 PM

Magana takes a 5-foot step southeast (to AT25-AU26) and pulls a potion from her pack and sucks it down. (Potion of Cure Mod. (CL2) for 13 points)

AoO hits a 17 for 22dmg

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) = 17 --- [Touch 13 -2(rage) = 11] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

(+2IC) +2 Full-RAGE attack is Flail (+13/+8 for 2d8+9) plus Horn (+7 for 1d8+6)

RAGE (round 8 of 19)
INSPIRE COURAGE +2 hit/dmg


Coerator (Mark) -- MAGE ARMOR AC21 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 5/7)  d20+13=19 ; d20+13=29 ; d20+13=22 ; d20+11=25 ; 2d6+9=16 ; 2d6+9=14 ; 2d6+9=18 ;
Wednesday October 22nd, 2014 6:09:37 AM

With the golem stuck fast Coer knows what to do. He channels his Ki and lets loose a flurry of punches.

while he misses with the first the following three hit the beast

~~
ooc:
use ki point to dd extra flurry punch
power flurry, with flanking and inspire couage = +13/13/13/8
hits 19/29/22/22 for miss/16/14/18 (before DR)

DM RobC - Seaspawn Combat - Round 10  d20+3=22 ; d20+16=17 ; d20+20=29 ; d20+12=21 ; 2d6+9=15 ; d20+19=33 ; d20=10 ; d10=4 ; 3d6+3=14 ; d20+7=12 ; 3d6=12 ; 3d6=7 ;
Wednesday October 22nd, 2014 6:26:49 AM

Jozhur barely manages to maintain both his balance and consciousness. He stabs at the golem before backing safely away out of its reach.

Coer isn't afraid to let his fists do the talking. Especially from the safety he has with reach. This is almost like his training days as he smacks the golem around.

Zeoll steps up to act as a target for the golem, while dodging the fiery-ball that appeared underfoot.

Terser moves to flank the golem (I think you meant AN29 rather than AM29). This position proves much better for the dwarf, and his glaive makes its mark.

Snafu casts a fly spell on himself and then heads upwards (Please make fly checks in future rounds. DC for going straight up, for example, is DC20). From this position he has a good view of the battlefield. Other than these lobsters and their riders, he can't see anything else 'hostile' nearby. Of course he can't see in the buildings, through the forest, under the water, etc, etc. But if he wants to see the glass as half-full, there are only 8 enemies in clear sight (4 lobsters + 4 seaspawn)

Aex brings out a fiery-ball of her own, and sends it straight towards one of the lobsters. (Ref save vs DC17: 22=Pass.) The lobster is so big though that the ball passes straight between two of its legs this time.

Sam picks up the healing stick (ie: the CLW wand) and gets ready to heal whoever looks to need it the most.

Magana finds some clear space and takes the time to patch a few of her wounds. Judging on the remaining enemies, she will need all the strength she can muster.

The black tentacles fade away as the spell expires.

The enemy act...

Coral Golem 3 lashes out at Zeoll. The attack fails miserably but Zeoll's shield goes up nonetheless.(Hit AC17. Nat1=Miss!) It tries to sunder the shield, but after the attack, even it realises its rock-hard, razor-sharp, corally fists somehow aren't able to damage the wood. (Sunder attack successful, but can't get past the hardness. For next round I'll need to look into whether these golems can bypass some amount of hardness)

Lobster 1 moves closer to the party, and when it is some 15ft away from Magana it lashes out with its huge right claw! (Hit AC21. Magana takes 15pts damage!. Free grapple attempt: CMB33. Magana is grappled and moved adjacent to the lobster!)

Lobster 2 scurries closer - much closer - to the group.

Lobster 3 runs north to make its way around the fiery wall.

Lobster 4 and its rider emerge from the Sleet Storm, and start to head around the buildings to the south.

Seaspawn 5 casts a spell and targets (Target chosen randomly based on alphabetical names: d10=4. Cell A4=) Jozhur!. (Jozhur must make a Fort save vs DC15 or be deaf!)

It then moves the ball-o-fire closer to Zeoll! (Zeoll to make a Ref save VS DC15 or take 14pts fire damage)

Seaspawn 6 casts a spell and targets Aexana! A fiery ray springs from the seaspawn's fingertips, but fails to hit Air-Aex. (Hit Touch AC12 = Miss!) Aex can feel the heat of the ray as it narrowly misses her, and gets the feeling that if it had connected, she might not have lived to tell the tale

Seapawn 7 has a clear view of both Snafu and Aexana. Aex can see the seaspawn cast a spell and feels ... something (Aexana to make a Will save VS DC14 or be shaken for 6 minutes!)

Seaspawn 8 may be quite far away, but does have a clear view of Snafu and Aexana. Aex may be out of range, but Snafu isn't. The seaspawn casts a spell, and a bolt of lightning strikes down upon Snafu. What's more, with Mojo directly overhead, he too takes damage! (Per your post on the 16th, "Mojo will fly above my head". Mojo to make a Ref save vs DC16 or take 12pts electric damage! Snafu to make a Ref save vs DC16 or take 7pts electric damage! Pass your save and you take half-damage)

Spellcraft checks to ID spells being cast:
Check1: DC17 Highlight to display spoiler: {Seaspawn 5 Cast: Blindness/Deafness}
Check2: DC17 Highlight to display spoiler: {Seaspawn 6 Cast: Scorching Ray}
Check3: Only Aex or Snafu can make this check. DC16 Highlight to display spoiler: {Seaspawn 7 Cast: Doom}
Check4: Only Aex or Snafu can make this check. DC18 Highlight to display spoiler: {Seaspawn 8 Cast: Call Lightning}

A bad round for the party casters, but perhaps a good round for the muscles.

--------------------------------
Map:
Sanctuary Cove Combat Map - Round 10

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

C3 - AC21, Touch 9, Flat 21 - 43dmg - Stuck for 6rnds - DR10/Adamantine and 75HP total
L1 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach
L2 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach
L3 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
L4 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
S5 - AC?
S6 - AC?
S7 - AC?
S8 - AC?


Zeoll (Cayzle) (AC22 - HP 45 of 45)  d20+8=21 ; d20+9=15 ; d20+9=29 ; d20+5=19 ;
Wednesday October 22nd, 2014 7:09:27 AM


LAST ROUND

Zeoll's Reflex save: 21, and the old liontaur dodges again!

OOC: When the golem tried to sunder the shield, that triggered an AoO, right? Now, even on a crit, Zeoll's max damage is 10, not enough to get past the DR, so why bother? However, Zeoll could make a sunder, disarm, or trip attack of his own in place of a melee attack, in this case, in place of the AoO. But the old weak liontaur sees little hope in that. He does think that he needs a tear or something to use when these AoO options present themselves.

NEW ROUND

Spellcraft checks: 15 and 29. Know Arcana to recognize a magical effect in place: 19 ... nope.

Zeoll sees that the lobstrosities are coming closer! His glue will suffice to hold the golem for another round, at least, and maybe Terser and Coer can take it out. So he takes a five foot step away from the golem and away from the fireball. Laying a finger on the Rod at his belt (RP, not needed to use rod), he casts extended Command on S6, to FLEE if it cannot make a Will Save vs DC 10+1+2+2+1+4=DC20.

He is using his shield for AC this round.

DM RobC - Seaspawn Combat - Round 10  d20+7=23 ;
Wednesday October 22nd, 2014 8:33:26 AM

OOC:

@Zeoll: Yep, you have an AoO up your sleeve if you want against the golem for trying to sunder your shield

FYI for others planning actions this round - Will Save:23 = Pass. The seaspawn isn't under the influence of the Command


Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+19=19 ;
Wednesday October 22nd, 2014 8:38:08 AM

"Incoming!" Snafu yelled when he saw the lightning bolt coming. Mojo reacted very quickly, complexly avoiding the blast. Snafu managed to avoid most of it.

The pair continued to fly towards their saviours, while dropping elevation slightly. Hopefully this would put them out of the line of sight for another lightening bolt, or something much worse.

And then Snafu started casting. Suddenly a large green billowing cloud appeared. "Let's see what you had for breakfast."

Actions:
-Successful save (24 and 19); mojo has evasion so he takes no damage. Snafu takes 4
-move towards Co, and drop elevation by 5'

Spell- shadow conjuration that creates stinking cloud. Will Center it around AW22 so allies are out of range but S5, S6, L1 and L2 are affected. Will save to disbelieve DC21, if successful nauseated effect only 20% likely to occur. If save unsuccessful the stinking cloud works as normal. Fort DC vs. nauseated is 21 in either case. Sr check 19


Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 42/92 hp)]  d20+16=27 ; d20+16=36 ; d20+16=32 ; d4+10=11 ; d4+10=11 ; d4+10=13 ;
Wednesday October 22nd, 2014 12:31:58 PM

Terser is eager to finish off this golem, and it shows in the flurry of his metal fists that almost rival the Captain's. He steps up to it and let his adamantine encased knuckles do his speaking for him.

5 foot step in, sheathe the glaive if possible, drop if not, full attack. second rolls should be -5 (forgot to adjust roller for iterative attack) but still a crit if these are crittable.

1st vs AC 27 for 11 damage (bypass DR)
2nd vs AC 31 (crit) 27 confirms for 24 damage (11 if no crit, bypass DR)


(StevenVdB) Aexana HP 6/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   d20+11=26 ; 3d6=10 ;
Wednesday October 22nd, 2014 4:21:27 PM

(Will save vs DC14: 26 - SUCCESS)

Aex shakes of the spell that was cast at her but she's scared about the ray that just missed her... it would most certainly have killed her if it hit! It's questionable that she'll be this lucky more than once!

Leaving her Flaming Sphere where it is Aex moves 30ft higher in a 45° angle so she ends up at AQ20 at 70ft altitude. There she calls down lightning on S6... (10 damage - Reflex save DC18 for half)

(Call Lightning - 4 bolts left - NEEDS STANDARD ACTION TO CALL)
(Flaming Sphere - 6 rounds left - NEEDS MOVE ACTION TO HAVE IT MOVE 30ft)

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, *Cure Light Wounds, *Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: *Cure Moderate Wounds, *Sleet Storm
4: *Ice Storm, *Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************

Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48 
Wednesday October 22nd, 2014 6:23:36 PM

Sam trots south towards Terser. While still continuing his spell, Sam decides it i stone to unleash spells to even out the battle. His song takes another detour as he fires a two hold person spells at the nearby riders.

Actions
Inspire courage +2 continued
Move 5 spaces south
double cast hold person on S5 and S6 (DC=20 or be held for 7 rounds)
Hero point used

Expeditious retreat still in effect

(Brock) Jozhur AC20/15/15--CMD 20--HP 13/55  d20+5=24 ; d20+13=24 ; d8+4=9 ; d8+4=7 ; 4d6=19 ;
Wednesday October 22nd, 2014 7:39:59 PM

Jozhur gets the feeling someone tried to cast a spell on him, but he seems to be unaffected by it.

Terser blows seem to have finished off the last golem, so Jozhur moves on to something else. He sheaths his sword and steps up for a clear shot.

-----------------
Sheath sword and 5 foot step to AQ30
Ranged attack at S6 hits AC24, 9 damage. Ignore the sneak dice, too far away.

If for some reason C3 is still alive, Jozhur will shoot it instead, dealing 18 damage after DR with sneak damage.


Coerator (Mark) -- KI+MAGE ARMOR AC25 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 4/7)  d20+8=17 ;
Wednesday October 22nd, 2014 8:39:47 PM

with the final golem dispatched Coer turns to face the lobsters who have closed in quickly. He draws a javelin from its quiver as he steps forward and throws it at S6, the throw is wide however.

His eyes flashing blue for a moment he calls "COME AND GET ME", trying to keep the beast from his smaller allies.

~~
move to ar27-as28
throw javelin at S6 - hit 17; miss
use ki point to add +4 dodge bonus to AC - AC now 25 for 1 turn

Magana (Craig) [HP 18+12 of 81] [DR 1/-]  d20+15=23 ; d20+10=25 ; d20+9=22 ; 2d8+9=15 ; 2d8+9=17 ; d8+6=7 ;
Thursday October 23rd, 2014 12:41:46 AM


The speed and ease with which the giant lobster seized Magana stuns her. She quickly realizes that this creature, topped with a spell caster, will likely be more than she and her comrades can handle. Rather than free herself from the beasts pincers, she attacks its rider hoping that chopping down the spell caster will remove the fighting will from the beast.

1H Flail hits a 23 for 15 dmg
1H Flail hits a 25 for 17 dmg
Horns (if can reach) hits a 22 for 7 dmg

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) = 17 --- [Touch 13 -2(rage) = 11] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

1H Full-RAGE attack is Flail (+13/+8 for 2d8+7) plus Horn (+7 for 1d8+6)
INSPIRE COURAGE +2 hit/dmg

RAGE (round 10 of 19)


DM RobC - Seaspawn Combat - Round 11  d20+7=9 ; d20+7=16 ; d20+3=12 ; d20+3=9 ; d20+4=20 ; d20+4=21 ; d20+10=18 ; d20+10=25 ; d20+7=12 ; d20+7=26 ; d20+7=10 ; d20+11=22 ; 2d6+9=16 ; d20+19=28 ; 3d6+3=11 ; d20+7=17 ; 4d6=17 ;
Thursday October 23rd, 2014 8:56:09 AM

OOC: You guys are doing great! Keep it up!

Zeoll is first to react to the approaching lobsters. He steps away from the stuck golem and targets the riders of the nearest lobster, commanding him to flee. Unfortunatly it does not look to have the desired effect (Will Save vs DC20: 23=Pass). His knowledge of the seaspawn is growing, and between his arcana check and the way they shrug off his spells, he believes their Will and Reflex saves to be strong, but likely that their Fort saves are weak.

Coer retrieves a javelin from his pack, and with a 5ft runup throws it at the nearby seaspawn rider. His attack barely missing! If that wasn't enough, the minotaur flexes his muscles, taunting the enemy to come at him. (Note Zeoll posted first and his 5ft step puts him into one of the squares you wanted, so I've done my best to accomodate your step)

Terser shows his prowess and steps up to beat pummel the golem to a pile of rick. His holds his glaive in one hand and lets his other do all the work.

Aex narrowly avoids two attacks, and heads north. In her wake she brings down a bolt of lighting directly at one of the seapsawn riders (Ref Save vs DC18: 12=Fail)

Sam draws on heroic reserves and focuses as much arcane power as his small body can. He targets not one, but two seaspawn with his assault. (Will Saves: 26 & 10. S5=Pass. S6=Fail) Despite his valiant attempt, BOTH seaspawn somehow continue to move freely.

Jozhur sheathes his sword, content that Terser has dealt with the golem. He steps closer and fires an arrow directly at one of the seaspawn.

Forget being grappled, Magana just wants to kill something! The lobster has done her the great favour of bringing her close enough to attack its rider. Her flail and horns all strike cleanly!

Snafu is quick to react against the impending Lightning Bolt. Mojo moreso, as the mephit avoids all damage. The pair fly closer to their new friends. Snafu conjures a semi-real stinking cloud. It looks to do the job quite well in one particular area. (Will Saves vs DC21: 9, 16, 12, 9. All fail! Fort saves vs DC21: 20, 21, 18, 25. S5 and L1 are both nauseated! Note that based on where Snafu has placed it, Magana also has to save (Magana, Will Save vs DC21 and Fort save vs DC21. 1. Fail the Will and Pass the Fort: Nothing. 2. Fail the Will and Fail the Fort: Nauseated. 3. Pass the Will and Fail the Fort: 20% chance of being nauseated)

The enemy act...

Lobster 1 is nauseated! It releases Magana from its grapple, and steps away from the cloud.

Lobster 2 isn't though. It steps freely from the cloud and sees a tasty little gnome. (Hit AC22. Sam takes 16pts damage! Free grapple attempt. CMB28. Sam is grappled!)

Lobster 3 continues its long approach to the group

Lobster 4 runs NNW to get closer to the battle.

Seaspawn 5 is too busy throwing up to be able to do anything this round. All he can do is use his move action to keep the ball of fire chasing Zeoll (Zeoll to make a Ref save VS DC15 or take 11pts fire damage)

Seaspawn 6 is content to let his lobster have gnome for lunch. He turns his attention to Zeoll. The seaspawn casts a spell, and a fiery ray erupts from its hand striking Zeoll! (Hit Touch AC18 (rolled +7 but should have been +8). Zeoll takes 17pts fire damage!)

With the illusionary fog, Seaspawn 7 can now only see Sanfu and Aexana. But both are too far away at the moment for an attack. Instead the seaspawn casts a spell on itself.

Seaspawn 8 is still quite away from the battle, but does have a medium range spell at its disposal. It targets the ground where most of the party are concentrated. Zeoll, Coer, Terser and Jozhur now finds themselves in a field of spikes!

Spellcraft checks to ID spells being cast:
Check1: DC17 Highlight to display spoiler: {Seaspawn 6 Cast: Scorching Ray}
Check2: DC18 Highlight to display spoiler: {Seaspawn 7 Cast: Magic Circle Against Good}
Check3: DC18 Highlight to display spoiler: {Seaspawn 8 Cast: Spike Growth}

--------------------------------
Map:
Sanctuary Cove Combat Map - Round 11

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

C3 - Dead
L1 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach
L2 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach
L3 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
L4 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
S5 - AC19 - 39dmg
S6 - AC19 - 9dmg
S7 - AC18
S8 - AC18


Sam (David W): 14/12/13 -- CMD 14 -- HP 48/48  d20+6=11 ;
Thursday October 23rd, 2014 11:22:12 AM

Inspire courage +2 ends this round

Sam feels the iron grip of the lobster and screams in pain. Knowing that he has no chance of breaking the monster's grip he tries a gambit that only a frail bard could attempt. He lets his body go limp and plays dead. (Not extremely well though...acting=11)

Sam (David W): 14/12/13 -- CMD 14 -- HP 32/48 
Thursday October 23rd, 2014 11:23:57 AM

hp update

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 38/92 hp)]  d20+6=7 ; d20+6=13 ; d20+6=26 ; d4=2 ; d4=1 ; d4=1 ; d20+13=16 ;
Thursday October 23rd, 2014 12:17:14 PM

Knowing the little bard well, Terser sees through the acting job that Sam is trying to pull, but perhaps the lobster and its rider did not. He charges at the beast and attempts to shear through the claw that's holding his friend captive. The spikes slow down his momentum through and he is barely able to draw near enough to attack. reflex save fail, fail, pass, half move to AO26, then 5 ft step to AO 25
3 squares of spikes 2, 1, 1 damage for 4 total


Still, desperation lends speed to his limbs and he is able to take a swing at what is soon to be dinner, though hopping on one foot does little to improve his aim.
Hero point for an attack - 16 is a miss

Magana (Craig) [HP 18+12 of 81] [DR 1/-]  d20+10=17 ; d20+11=18 ;
Thursday October 23rd, 2014 1:29:58 PM


Will 17 (fail), Fort 18 (fail) = NAUSEATED

Puking her guts out, but determined not to let the lobster elude her reach, Magana steps out of the cloud toward the beast. (to AW26-AX27)

CURRENT IN-PLAY INFO

AC = 19(normal) -2(rage) = 17 --- [Touch 13 -2(rage) = 11] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) +4(rage) = 22

INSPIRE COURAGE +2 hit/dmg
NAUSEATED
RAGE (round 11 of 19)

Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+17=28 ; d20+17=34 ;
Thursday October 23rd, 2014 2:43:26 PM

Snafu cursed himself when he saw Magana vomiting, but he didn't let the thought linger. There would be time for that later.

Instead he flew directly at the nearest non-vomiting lobster and it's rider. Once in position he cast a spell that caused a wave of energy to fall over his allies. Suddenly they were moving at twice the speed.

Without hesitating Snafu cast again. This time a blinding wave of colour exploded from Snafu's hands at the lobster and rider.

Actions:
- fly into a position where Snafu is 15' away for both the rider and lobster.
- cast defensively (success 28)- haste. Targeting myself and as many allies as possible. Terser would be highest on the priority list. Probably Sam followed by Magana would be lowest.
- use hero point to cast a second spell- defensively (34 success), color spray at L2 and S6. Will DC 18

Sam (David W): 14/12/13 -- CMD 14 -- HP 32/48 
Thursday October 23rd, 2014 2:55:00 PM

Ooc-Sam should be the lowest priority for haste and most combaty spells.

Zeoll (Cayzle) (AC23 - HP 28 of 45)  d20+9=26 ; d20+9=26 ; d20+9=28 ; d20+8=22 ;
Thursday October 23rd, 2014 6:13:16 PM

Three spellcraft checks for Zeoll: 26, 26, 28!

Wowsy, all the rest of my rolls this post are going to be hideous!

Zeoll calls out the spells they are using: "That was a Scorrching Rray that got me! That one overr therre is prrotected by a Cirrcle Vs Good. And this is Spike Grrowth underr my feet! OUCH!"

Zeoll's save vs the small persistent fireball: 22, so again with no damage!

The Scorching Ray permits of no evasion, unfortunately.

The Spike Growth is a pain only if Zeoll takes a step. He considers staying put!

[OOC: I'm assuming the Haste affects Zeoll, and am increasing his AC by 1.]

Zeoll looks the enemy caster S6 in the eye and then ... realizes that he is in reach of the lobster! If he casts, the lobster will be able to take an AoO on him!

So Zeoll uses a move action to become invisible. The seaspawn may be able to sense him, but the lobster? Maybe not!

Hopefully, because he is invisible, the lobster cannot take AoOs on him. NOW the old liontaur can cast his spell. He looks the Seaspawn in the eye and tries another Extended Command: FLEE! Again, with a DC20 Will Save.

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x2, command, bane, elf vision
2: calm emo, calm emo, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 3 of 7.
Fey Domain Hide Away: used 1 of 7.
Spread the Word: used 1 of 1.
Acid Vial, Alch Fire, Tanglefoot Bag x2, hero point (1 of 3).
Meta Rod: used 2 of 3

Current effects: Mage Armor (5 hours), MinoTaur's Try, Haste. Also, Mage Armor on Coer.

Coerator (Mark) -- KI+MAGE ARMOR AC25 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 4/7)  d20+8=14 ; d20+11=15 ;
Thursday October 23rd, 2014 11:10:28 PM

Seeing the huge lobster grab Sam, Coer decides to act. He bends his knees then launches into the air, sailing over the spiked ground and landing next to l2.

His fist pounds the crustacean but bounces off its thick shell.

~~~
ooc:
[i]Blows dust off rule book[/b] - grappled, grappled, ah-ha! Both the grappler and the graplee become grappled... Grappled creatures cannot make attacks of opportunity. I hope that is right.
Jump to ar24 - as25, acrobatics check dc 15 for 15 feet; 18 - pass (did not add fast movement bonus to roll)
punch lobster l2, hit 15 - miss

(Brock) Jozhur AC20/15/15--CMD 20--HP 13/55  d20+13=26 ; d20+10=18 ; d20+10=15 ;
Friday October 24th, 2014 12:07:59 AM

"Sam! No!!"

Jozhur feels the need to get out of the spike field he has suddenly found himself in. He leaps to his left and clears the field of spikes. He looks for a target, but the others are obstructing his shot. Rather than try to shoot around his friends, he climbs onto the roof of the building next to him.

Once on the roof, the rogue looks for cover on the north end of the building to begin sniping from.

-------------
Jump to AN29, 20 feet, acrobatics check of 26 is good enough
Climb check: 18 ---> Climb to AL29
Perception: 15 ------> Is the building tall enough to have cover from L2/S6 if Jozhur moves to the North end of the building?

(StevenVdB) Aexana HP 6/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   3d6=10 ; 3d6=9 ;
Friday October 24th, 2014 4:53:01 AM

Aex checks the battlefield... Magana is once again tangled up and oops... sam is grappled!

High above (worried that IF she's targetted and hit she will loose her ability to fly and plummet to the ground from a 75 ft height!) she moves the Flaming Sphere and Calls down another lightning arc...

Flaming Sphere (was last seen at BB19) rolls into L1 - damage 10 - reflex 17 for no damage

Call Lightning crashes down on AP22. Per definition: Any creature in the target square or in the path of the bolt is affected... so in fact the Lightning can hits both S6 and L2!! - Damage 9 - Both S6 and L2 make a Reflex save DC18 for Half damage.

(Call Lightning - 3 bolts left - NEEDS STANDARD ACTION TO CALL)
(Flaming Sphere - 5 rounds left - NEEDS MOVE ACTION TO HAVE IT MOVE 30ft)

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, *Cure Light Wounds, *Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: *Cure Moderate Wounds, *Sleet Storm
4: *Ice Storm, *Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************


DM RobC - Seaspawn Combat - Round 12  d20=14 ; d20=5 ; d20+7=8 ; d20+3=18 ; d20+7=23 ; d4=1 ; d4=4 ; d20+3=15 ; d20+3=16 ; d20+10=22 ; d20+11=25 ; d20+6=11 ; 2d6+9=15 ; d20+19=36 ; d20+11=27 ; d20+6=16 ; d20+19=30 ; d20+7=19 ; d6+3=5 ; 3d6+3=9 ; d6+3=4 ; d20+7=8 ;
Friday October 24th, 2014 6:28:42 AM

Has the Wold ever seen such a battle as this?!

Sam is well and truly caught in the massive lobsters claw. He does the only thing that comes to mind - he feigns death! (OOC: I like the ingenuity of this. I'll give the Lobster and his rider a chance to realise what is going on. Sense Motive check opposed by your acting check. S6:14 L2:5. The lobster actually fell for it!)

Terser knows the difference between Sam being really hurt and Sam acting. At the moment it looks to be a little of both. He approaches the creature and swings his glaive, but fails to make a dent in it. (FYI - Since you can make the movement in one go and needn't worry about AoOs, do you want to keep your hero point? The movement and attack can be your actions. No 5ft step needed)

Magana can do little but bring up her breakfast. It would be ironic if she'd eaten lobster. She steps free from the cloud.

Snafu flies closer to the group, before casting Haste upon them. (Snafu, Mojo, Terser, Zeoll and Coer are hastened!). With his final act, he draws on what little power reserves he has left and focuses. A spray of colour erupts from his hand! (Will Saves vsDC18: Seaspawn6 = 8 - Nat1. Lobster2 = 18 = Pass.)

Zeoll is starting to feel a little surrounded now. What's more, there is now something bigger than even he is. And it's right in front of him. He makes himself invisible, before commanding the seaspawn once again to leave! (Will save vs DC20:23 = Pass) This seaspawn does not want to move. Perhaps it was just distracted by the colour spray? (Fyi - Command is language dependant. I'll assume unless otherwise told that whenever you cast it you cast it in 'common'. In Zeoll's aging mind, he does recall the seaspawn of Gullport speaking common)

Coer jumps straight out of the spiky growth and towards the lobster. But his jump falls short! (The DC for an Acrobatics check for a 15ft long jump is DC15, however "these DCs double if you do not have at least 10 feet of space to get a running start". You needed DC30, and as a result have landed in the spikes!) (Coer takes 1pt damage and must make a Ref Save vs DC16 or have his speed halved!)

Jozhur takes a similar approach trying to jump his way free, but his jump falls short as well! (Please see above notes. You needed a DC40 Acrobatics check to achieve what you wanted) (Jozhur takes 4pts damage and must make a Ref Save vs DC16 or have his speed halved!)

Aex is worried - perhaps rightly so - that if she gets hit and falls, that 75ft is a long drop. She throws caution to the wind (she is in air elemental shape after all) and goes on the attack. She throws lightning and fire at the lobster and his rider. The lobster takes a fair punch, but the seaspawn in unscathed (Will Saves 15 & 16 : Both fails for the lobster. DM Hint: Check out my post from Round3 as to why the seaspawn may be fine)

The enemy act...

Lobster 1 steps ever so slightly away from the Stinking Cloud (Fort Save: 22 = Pass! No nausea). Both claws now try to catch Magana, and perhaps fortunately, only one does (Hit AC25. Miss AC11. CMB for free grapple: 36. [i]Magana takes 15pts damage and is grappled!)

Lobster 2 seems convinced that it has killed the puny gnome (the lobster is a mindless vermin after all). It drops Sam to the ground and turns its attention elsewhere (Sam is now prone)

Lobster 2 uses its smaller claw to swipe at Terser, but misses the dwarf! (Hit AC16 - Miss!) Zeoll though is a much bigger target for its much bigger claw. The claw grasps Zeoll tightly around his midriff and pulls him in (Hit AC27. CMB for free grapple: 30. Zeoll takes 16pts damage and is grappled!

Lobster 3 continues its journey around the buildings and spell effects.

Lobster 4 now moves in closer from the south

Seaspawn 5 is content to watch his mount squash the life from Magana. The caster turns his attention to the next nearest threat: Coer! A sparkling ray flies from his palm and strikes Coer! (Touch attack hits Touch AC19. Coer must make a Fort Save vs DC14. Fail=5pts strength loss. Pass=2pts strength loss.). With his move action, the seaspawn sends the ball-o-fire after Terser! (to Terser to make a Ref save VS DC15 or take 9pts fire damage. Pass=No damage)

Seaspawn 6 is captivated by the pretty colours Snafu is throwing his way.

Seaspawn 7 narrows its eyes. It doesn't cast a spell... yet?

Seaspawn 8 fires a blast of ice towards Jozhur. The icicle is weak and melts before it even reaches the rogue (Hit Touch AC8 - Nat1! Miss!)

Spellcraft checks to ID spells being cast:
Check1: DC16 Highlight to display spoiler: {Seaspawn 5 Cast: Ray of Enfeeblement}
Check2: DC16 Highlight to display spoiler: {Seaspawn 8 Cast: Water Domain Spell-like ability - Icicle}

--------------------------------
Map:
Sanctuary Cove Combat Map - Round 12

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

C3 - Dead
L1 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach
L2 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach - 19dmg
L3 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
L4 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
S5 - AC19 - 39dmg
S6 - AC19 - 9dmg
S7 - AC18
S8 - AC18


Sam (David W): 14/12/13 -- CMD 14 -- HP 32/48  d20+11=16 ;
Friday October 24th, 2014 6:54:13 AM

Having escaped from the lobster claw in a very bard-like way, Sam finds himself facedown in the dirt. He knows that if the beast sees him alive, it might easily snatch him up again. He also knows that the team needs his support. Shaking with fear, Sam does his best to sing as quietly as he can to cast an invisibility spell on himself. (Sing=16 to cast invisibility quietly)

If he is able to become invisible, he stands up.

Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+13=33 ;
Friday October 24th, 2014 10:02:19 AM

Snafu studied the battlefield. One ally was down and then up. Another was clearing their stomach of its contents. A third was flying around half unconscious. All were gravely wounded. Meanwhile, more enemies were closing in.

He knew he had to slow the charge. He had to buy his new friends more time.

Cutting above the shadow stinking cloud spell he began casting. Another illusionary wall suddenly appeared, cutting off the approach of the lobster and rider to the north.

Actions:
1) fly above the stinking cloud and turn towards Magana. Acrobatics check to avoid AOO 33 (nat 20)
2) cast minor image, summoning a wall that runs from the building to the north to the building to the west. Will DC 19 if interacted with. Goal: to further delay the lobster to the north, while getting in range of Magana to help her next round.

(Brock) Jozhur AC20/15/15--CMD 20--HP 9/55  d20+11=19 ; d20+11=25 ; d8+2=10 ; 4d6=10 ; d20+11=18 ; d8+1=3 ; 4d6=19 ;
Friday October 24th, 2014 10:31:04 AM

Jozhur notices the seaspawn he is after has been stunned by their new acquaintance, now is his chance. He moves forward to shoot around Zeoll and sends two quick shots at the awestruck seaspawn.
------------------------------
Move to AM27. Shall we say a dwarf does not provide soft cover for a seaspawn riding on top of a giant lobster?

First attack on S6 hits AC25, 10 damage plus 10 sneak attack damage.

Hero point attack hits AC 18 for 3 damage plus 19 sneak attack damage.
Assuming both attacks hit the stunned target, S6 takes 42 damage.

Magana (Craig) [HP 3+12 of 81] [DR 1/-]  d20+11=12 ;
Friday October 24th, 2014 3:52:23 PM


Fort save NAT 1 (remains NAUSEATED, can only make a move action, not the standard action needed to break the grapple)

Magana leaks blood and bile from within the clutches of the giant lobster, struggling weakly as as her life leaks out onto the sand.



Zeoll (Cayzle) (AC23 - HP 12 of 45)  d20=3 ; d20=2 ;
Friday October 24th, 2014 5:03:04 PM

OOC: I'm assuming that the lobster lifted Zeoll out of the spikes; that is, that he did not get dragged through them as he was brought closer, incurring damage and a chance of thorn-in-paw.

BTW: Liontaurs should totally have the ability to use a first level summons to call a mouse that can cure movement penalties inflicted by caltrops, spike growth, etc.

Zeoll, in the lobster's claw, gasps as his middle is squeezed. Wounded by fire and claw, he feels he is about to die [12 hp left, so one more squeeze will likely put him into the negatives]. He could try to wriggle free, but it is clearly impossible. [CMB+3 vs CMD25 = fail on a nat 20].

Can he cast a spell? [Concentration 1d20+CL5+4Cha vs DC10+1+lobster's CMB 19 ... 1d20+9 vs DC30 ... fail on a nat 20.]

Would a laughing touch of the fey save him for even one more round? No, the touch is a mind-affecting power, and the lobster has no mind to affect. If he could even concentrate to do it. [OOC: Also assuming concentration checks are required for spell-like and supernatural abilities, so no.]

Could he even lash out with a paw, hoping to hurt the thing? [Attacking at -2 with shield and -2 grappling, Zeoll is a 1d20-3 to hit AC21 for 1d4-1. This option has a 5% chance of success on a nat 20.] And he does have two paws.

Going down fighting, Zeoll tries to claw at the monster, hoping against hope for amazing luck. [OOC: Just rolling d20s raw; too discouraging to roll those 1d20-3 and hope for 17s!]

d20=3 ; d20=2

The old liontaur bats feebly at the crustacean, completely ineffectually.

Zeoll hopes his friends can save him before he dies. He does not want to see Lord Gargul. Again.

Zeoll (Cayzle) (AC23 - HP 12 of 45)  d20=12 ;
Friday October 24th, 2014 10:47:20 PM


Hey wait! Hasted Zeoll making a full attack gets an extra attack!

d20=12

Not the nat 20 he was looking for. :-(

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging AC 20, 38/92 hp)]  d20+9=22 ; d20+11=23 ; d20+11=20 ; d20+11=20 ; 2d10+11=23 ; 2d10+11=22 ; 2d10+12=23 ; 2d10+12=20 ;
Saturday October 25th, 2014 10:42:50 AM

apologizing for brevity and lateness - phone posting this time. And sure, I'll use that hero point this round!

Terser nimbly hops over the ball of fire (reflex 22, 5 ft to AN29) and using the speed that's energizing his body to hack this lobster and rider to pieces, starting with the claw holding Zeoll.

(Vital strike power attack
1 attack vs claw, AC23 for 23 damage
Haste attack vs rider AC20 for 22 damage
hero point attack vs rider AC20 for 23 damage

Rider should now also be in range for AoO if it decides to cast)



Zeoll (Cayzle) (AC23 - HP 12 of 45) 
Saturday October 25th, 2014 11:43:15 AM


"Many trrue thanks, my good dwarrf!" says Zeoll, hoping Terser kills the beast.

Coerator (Mark) -- hastened MAGE ARMOR AC22 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 4/7)  d20+9=27 ; d20+9=28 ; d20+9=18 ; d20+9=28 ; d20+9=13 ; d20+3=9 ; 2d6+6=12 ; d6=6 ; 2d6+6=10 ;
Saturday October 25th, 2014 6:30:19 PM

Multiple magics wash over Coer and he begins to move faster, yet feels his strength fade.

Seeing Zeoll getting squeezed however, he forgets the magic begins to pound on L2.

~~~
ooc: fort save, pass on 27, Coer is partially enfeebled,-2 strength for x rounds
Coer is hastened, +1 bonus on attack rolls and a +1 dodge bonus to AC and +1 melee during full attack
Power flurry of blows with haste +9/+9/+9/+4 and secondary horn swipe +3

hits 28/18/28/8/9 for 12+6 electric/miss/10/miss/miss damage



(StevenVdB) Aexana HP 6/54 - AC20/18/15 - +4 vs Giant - CMD 19 - +1 vs Lizards & Goblinoids   3d6=14 ; 3d6=8 ; 3d6=9 ; 3d6=10 ;
Monday October 27th, 2014 6:11:47 AM

Aex has her Flamin sphere further chase L1 (damage 14 - DC 14 for none)

Secondly another lightning crashes into L2 (damage 8 - DC 18 FOR HALF)

---------------------------------------------

(Call Lightning - 2 bolts left - NEEDS STANDARD ACTION TO CALL)
(Flaming Sphere - 4 rounds left - NEEDS MOVE ACTION TO HAVE IT MOVE 30ft)

************************************
Spell List:
0 : Detect Magic, Purify food and Drink, Stabilize, Light
1: Produce Flame, Produce Flame, *Cure Light Wounds, *Cure Light Wounds, Obscuring Mist, Entangle
2: Flaming Sphere, Bark Skin, Owl's Wisdom, Cat's Grace
3: *Cure Moderate Wounds, *Sleet Storm
4: *Ice Storm, *Cure Serious Wounds
+ domain spells
+ gnome magic
***********************************

DM RobC - Seaspawn Combat - Round 13  d20+24=44 ; 2d6+9=17 ; d20+4=10 ; 3d6+3=9 ; d8=7 ; 7d6=27 ; d20+3=17 ; d20+3=20 ;
Monday October 27th, 2014 6:22:39 AM

Sam casts an invisibility spell on himself. The seaspawn bares its teeth his way as he completes the spell. Now invisible, Sam stands up - yet the seaspawn keeps its gaze firmly locked on him.

Snafu turns to fly towards Magana, whilst placing a minor image of a wall behind him. He hopes to slow the advance of the lobster to the north. But will a minor image be as successful in deterring it as the major image was? (OOC: Please advise the square you with to move to. I've taken a best guess)

Jozhur takes aim at the seaspawn - but alas - it is no longer stunned! Snafu's spell lasted throughout last round but the seaspawn is back to normal now. And against a fully aware foe, only one of Jozhur's shots finds its target.

Magana can do nought but vomit what little remains in her stomach. And a few drops of blood. That can't be good.

Aex sends her flaming sphere after Lobster 1 - but the creature steps over it at the last moment (Ref Save vs DC14: 17 = Pass). Her next act is to send a bolt of lightning down on Lobster 2. The riders may not be affected by her bolts, but the lobsters sure are! (Ref saves 17 & 20)

Zeoll opts to go down swinging. It's not his usual tactic in combat, but this kitt has claws. Unfortunately his claws just aren't up to the mark today.

Terser steps away from the ball of fire to hack into the lobster (OOC: I'm assuming you meant step to AN24 not AN29?). His first target - the unusally large and sharp claw that is holding Zeoll. His attack against the claw is good and surprisingly it easily splits the limb in two! Zeoll is released, as the claw is shattered. (OOC: Your attack I'm assuming is a sunder attack - you are targetting a natural weapon - and since the lobster is grappling it can't AoO back)

Terser then turns his attention to the rider, and in a super-dwarfian display of combat, he skewers the rider on his glaive! The rider falls backwards, lifeless, upon the lobster.

Coer leps into the fray, weakened but still fighting. Fists, horns, knees - Coer throws everything he has at the lobster.

But the lobster - sans one claw - still stands.

The enemy act...

Lobster 1 - with Magana clutched in its claw - tightens its grip. Magana can feel the blood ooze from the wound and pour down her legs. And with it, she finds the soft embrace of darkness (CMB to maintain grapple: 44! Nat 20. Ouch. Magana takes 17pts damage! After DR-1, that means 16 pts damage which I think puts Magana at -1HP and dying) The lobster drops Magana's dying body onto the sandy stoney ground.

Lobster 2 has been declawed! And with no rider to direct him, it lashes out with its smaller claw at Terser, but misses miserably (Hit AC10 - Miss!)

Lobster 3 carefully approaches the wall in front of it. The lobster waits patiently for its rider to act

Lobster 4 edges his rider closer to the combat

Seaspawn 5 moves the ball-o-fire towards Terser once move (Terser to make a Ref save VS DC15 or take 9pts fire damage. Pass=No damage). It then takes aim at Coer! (Coer must make a Fort save vs DC15 or go deaf!)

With the wall now in place, Seaspawn 7 can only see one target: Aexana. It takes careful aim as it fires off a spell centred right next to her. Aex hears a deafening noise, and then feels... nothing(Aexana takes 7pts sonic damage!) With her form now back to that of a gnome, Aexana plummets 75 feet to the hard earth below (So um, with an additional 7D6 points of falling damage, Aex makes quite a mark on the ground)

Seaspawn 8 targets a square east of Jozhur and south of Zeoll. (Zeoll and Jozhur must make a Will save vs DC15. Jozhur Fail = Warped bow. Zeoll Fail = Warped Shield!)

Terser has discovered the weakspot to the lobsters. But it may be too late...

Spellcraft checks..
Check1: DC17 Highlight to display spoiler: {Seaspawn 5 Cast: Blindness/Deafness}
Check2: DC17 Highlight to display spoiler: {Seaspawn 7 Cast: Sound Burst}
Check3: DC17 Highlight to display spoiler: {Seaspawn 8 Cast: Warp Wood}

--------------------------------
Map:
Sanctuary Cove Combat Map - Round 13

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

C3 - Dead
L1 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach
L2 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach - 51dmg
L3 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
L4 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
S5 - AC19 - 39dmg
S6 - AC19 - dead
S7 - AC18
S8 - AC18


(StevenVdB) Aexana DEAD  
Monday October 27th, 2014 6:29:39 AM

FIIEEEEEUUUIWWWWW......


THOMP... Thud... thud......


...?.?....

Zeoll (Cayzle) (AC23 - HP 27 of 45)  d20+9=18 ; d20+9=29 ; d20+9=18 ; d20+15=33 ; d8=8 ; d8=2 ;
Monday October 27th, 2014 6:47:52 AM


Zeoll's three spellcraft checks: 18, 29, 18 = check x3.

Zeoll sees Aexana fall -- is she clearly dead? The rest of this post assumes so ... if not Zeoll would try to help her.

But first, save vs Warp Wood: Will Save 33 passes.

Zeoll goes invisible with a move action, and then casts Cure Moderate Wounds on himself, sacrificing a calm emotions spell to do so. He cures 15 hp ... and remains invisible until the start of his next turn.

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x2, command, bane, elf vision
2: calm emo x2, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 3 of 7.
Fey Domain Hide Away: used 2 of 7.
Spread the Word: used 1 of 1.
Acid Vial, Alch Fire, Tanglefoot Bag x2, hero point (1 of 3).
Meta Rod: used 2 of 3

Current effects: Mage Armor (5 hours), MinoTaur's Try, Haste. Also, Mage Armor on Coer.

Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+9=24 ; d20+9=24 ;
Monday October 27th, 2014 10:11:03 AM


With two allies down, Snafu took action. Suddenly a ray exploded from his hand and struck the lobster on Magana. Seconds later another struck the lobster coming from the south.

Then Snafu turned and landed on the building to his immediate south. Somehow he had to get Magana out of there. If she were about 800 pounds lighter they might pull her out, but she wasn't. They needed to keep the creature distracted until healing help arrived.

Actions:
-move onto roof of the building to the immediate south.
-cast blinding ray on L1 and L4. Both hit... Using hero point.
-if the lobsters have 8 HD or more they are dazzled for one round. Otherwise they are blinded for one round.


Magana (Craig) [HP -14 of 81] [DR 1/-]  d20=14 ;
Monday October 27th, 2014 2:52:38 PM


( Temporary HP's from Rage are lost, so she is actually at -13, DC23 FAILS, is now at -14 - will meet Gargul in 3 rounds )


Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging hasted AC 21, 38/92 hp)]  d20+11=23 ; d20+6=21 ; d20+11=31 ; d20+11=31 ; d10+11=21 ; d10+11=20 ; d10+11=14 ; d10+11=13 ;
Monday October 27th, 2014 3:43:08 PM

thanks for the space correction - was hard to see what row it was on my phone.

Terser wants to jump to Aexana's aid, but there is still a giant crustacean in between himself and the fallen gnome. Little else to do but continue the beat down.

Attacks vs L2
Attack 1 - AC 23 for 21 damage
Attack 2 - AC 21 for 20 damage
Haste Attack - AC 31, crit confirm (double 20! a little too late...) for 27 damage

If the first two attacks finish it, the haste attack could also double for a potential AoO if an enemy comes within range.


Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image 
Monday October 27th, 2014 5:10:57 PM

OOC: it would take Aex about 3 seconds to fall 75 feet. If there is any chance that my familiar can make it over there to catch Aex in time, Mojo will go for it.

Mojo can carry about 100 pounds in flight and Aex is only a gnome, so it might be possible. Though time wise... It could already be splatville

DM Rob: It's a nice thought however the action that caused the event to occur was during the enemies round (6 seconds). Meaning 3 seconds for them to cast the spell that hurt Aex, and then the remaining 3 was Aex falling.

I can't find any definitive rules on time to fall. 3.5 had "the character falls 150ft in the first round" and there seems to be a non-official consensus on the paizo forums that this has been changed to 500ft in Pathfinder


Zeoll (Cayzle) (AC23 - HP 27 of 45) 
Monday October 27th, 2014 8:25:38 PM


OOC: Yeah, nothing but a readied action or a Feather Fall spell would have saved him. But Zeoll cannot cast Feather Fall, alas.

Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image 
Monday October 27th, 2014 10:00:33 PM

OOC: Can't blame a Mephit for trying!

(Brock) Jozhur AC20/15/15--CMD 20--HP 9/55  d20+4=16 ; d20+11=26 ; d8+2=7 ; d20+10=19 ;
Tuesday October 28th, 2014 12:13:52 AM

Things are to starting to look a little dire. "Someone get
to Aex and Magana, I'm afraid my healing skills are useless! "


Jozhur fires an arrow at one of the sea spawn, hoping to help clear the way. Then he climbs the building next to him.

-----------------
Will save: 16, pass
Ranged attack at S5 hits AC26, 7 damage
Climb check:19, climb building to west

DM RobC - Seaspawn Combat - Round 13 
Tuesday October 28th, 2014 5:10:57 AM

OOC: Going to give David and Mark a bit more time...

DM RobC - Seaspawn Combat - Round 14  d20+3=8 ; d4+3=4 ;
Tuesday October 28th, 2014 6:26:10 AM

Aex opens her eyes. Her treeshape spell has ended. She is surrounded by nature. The morning sun shining down on her, the palm trees behind her, the beach in front of her, and the azure sea lapping at the shore. The gentle sound of the waves as they break and the fresh sea air make this seem like the perfect way to spend a lazy day.

This is the island where she completed the greenmage ritual.

Did she imagine being in combat? Was that all a part of the treeshape spell?

--------------------------------

There is no doubt in Zeoll's mind that Aexana's body is lifeless. The spirit of the happy gnome is no longer in this plane. Zeoll does not want the same to happen to him. He turns himself invisible and cures some of his wounds.

Snafu moves to the building immediately to his south, and casts a blinding ray at the lobster that just attacked Magana. The lobster pauses it's actions. (L1 is blind for 1 round. There is no square you can be at that puts both L1 and L4 within 30ft of you - the range of the Blinding Ray. Please keep your hero point)

Magana feels herself at peace. The battle was glorious. She can only hope that if she meets Gargul this day that he finds her worthy.

Terser brings the pain to Lobster 2! He notices it's armor is tougher around its body than on its 'combat claw'. But that makes no difference to him. For those who have never seen a hastened raging dwarf, it is a sight to behold. Fists, knees, elbows. The dwarf is a machine that tears through the lobster.

Jozhur shrugs off the spell that targetted him with ease. All it does is make him a little tougher. Jozhur lines up a seaspawn and lets fly with another arrow, dead on target.

The enemy act...

Lobster 1 remains still, its claws lowered. (Blinded!)

Lobster 3 is spurred to proceed through the wall, but it determines the wall to be too dangerous (Will Save: 8 = Fail!). Frustrated at the lack of targets and the wall that came from nowhere, the rider directs the lobster the long way around the building.

Lobster 4 maintains its position, guarding the southern exit.

Seaspawn 5 can't spur his mount to move. Well, he could, but steering a blind mount could prove troublesome. He can spy Mojo and Snafu on the top of the building, and unleashes a ball of force against the familiar (Mojo takes 4pts damage!).

Seaspawn 7 is busy riding his mount around the building.

Seaspawn 8 dare not push his mount into the spiked growth. Instead, he casts a spell targetting Terser, Zeoll and Coer. (Terser, Zeoll and Coer must make a Will Save vs DC15. Pass: Nothing happens. Fail: Your metal equipment feels colder)

Spellcraft checks..
Check1: DC16 Highlight to display spoiler: {Seaspawn 5 used Evocation School ability: Force Missile}
Check2: DC17 Highlight to display spoiler: {Seaspawn 8 cast: Chill Metal}

--------------------------------
Map:
Sanctuary Cove Combat Map - Round 14

Green = Trees.
Tan = Dirt & Stone. If entangle was cast I would argue there were at least some weeds present in dirt/stone areas that the spell would function.
Yellow = Sand. Difficult terrain
Blue = Ice Storm. Difficult terrain
Grey = Black Tentacles. Difficult terrain
Aqua = Ice Storm. Difficult terrain

L1 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach
L3 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
L4 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
S5 - AC19 - 46dmg
S7 - AC18
S8 - AC18


Zeoll (Cayzle) (AC23 - HP 27 of 45)  d20+9=10 ; d20+9=22 ; d20+15=21 ; d20+15=19 ; d20+20=23 ; d20+8=12 ;
Tuesday October 28th, 2014 7:14:09 AM

Spellcraft checks: Zeoll recognizes the Chill Metal, lol. Which he easily resists, not that he has much metal on him at all.

Zeoll, no longer invisible, targets S8 with his Hold Person spell. The save DC is base 10 +2lvl +4wis +2bloodline +2feats +1cradled = Will DC21.

Then he moves to AO-AP-20-21, thinking about taking cover behind the fallen lobster. While he is there, a finger on that wall (and a 19 Will save) suffices to tell him the wall is an illusion. With his hasted movement, he decides to keep on trucking, ending up at AK-AL-21-22.

Hopefully Perception 23 and Survival (tracking) 12 and scent will suffice to give him some ideas about where the other enemies are.

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x2, command, bane, elf vision
2: calm emo x2, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 3 of 7.
Fey Domain Hide Away: used 2 of 7.
Spread the Word: used 1 of 1.
Acid Vial, Alch Fire, Tanglefoot Bag x2, hero point (1 of 3).
Meta Rod: used 2 of 3

Current effects: Mage Armor (5 hours), MinoTaur's Try, Haste. Also, Mage Armor on Coer.

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging hasted AC 21, 38/92 hp)]  d20+7=17 ; d6=2 ;
Tuesday October 28th, 2014 1:35:05 PM

Will save 17 - pass

Tired of the pain in his feet (among other places), Terser channels his power to heal himself (and those around him). 2 healing to Terser, Sam, Zeoll, Coer, Jozhur (2 of 4 channels used) He then moves to help the fallen taur, since the channel didn't effect Aexana who must be beyond his ability to help. move to AS23



Zeoll (Cayzle) (AC23 - HP 29 of 45) 
Tuesday October 28th, 2014 1:43:16 PM


OOC: Updating hit points. "Thanks Terrserr," Zeoll calls.

(StevenVdB) Aexana DEAD  
Tuesday October 28th, 2014 2:03:09 PM

Aex feels completely happy... She has experienced being truely connected with mother wold.
Now on the beach of this wonderful island she starts doubting... It's so nice and peaceful here! There's no pain, no evil... Why not stay here!!



Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+9=28 ;
Tuesday October 28th, 2014 2:25:35 PM

"The cloud isn't completely real" Snafu called out when he saw his new companions moving towards it. "Mojo, create a path."

Mojo started casting, summoning a five foot tall wall of wind from east to west through the cloud.

Meanwhile Snafu fired another ray, hitting the lobster directly in front of Magana.

Actions:
1) warn Allies about shadow spell (stinking cloud)
2) mojo summon wind wall through the stinking cloud. He goal is to create a path to Magana and the lobster.
3) blinding ray... Hit ÀÇ 28. Lobster in front of Magana.

Magana (Craig) [HP -15 of 81] [DR 1/-]  d20=3 ;
Tuesday October 28th, 2014 3:50:19 PM


( not a natural 20, Magana does not stabilize, is unconscious )


(Brock) Jozhur AC20/15/15--CMD 20--HP 9/55  d20+11=24 ; d20+11=22 ; d8+2=9 ;
Tuesday October 28th, 2014 5:54:09 PM

Jozhur maintains his relatively safe position and lets another arrow loose.

-----------
Ranged attack hits AC24, 9 damage to S5

Sam (David W): 14/12/13 -- CMD 14 -- HP 32/48 
Tuesday October 28th, 2014 7:39:01 PM

Sam gets to his senses and runs to Magana's aid. He slips past Coer and stays out of the radius of the fog. His borrowed wand is in hand.

Action:
Double move Sam to be to the left of Magana's top left square.

Expeditious retreat and invisibility in effect

Coerator (Mark) -- hastened MAGE ARMOR AC22 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 4/7)  d20+9=17 ; d20+9=10 ; d20+9=29 ; d20+9=15 ; 2d6+7=14 ; d6=6 ;
Wednesday October 29th, 2014 5:24:28 AM

Coer clears the cobwebs from his mind and finds no enemies within reach. He does see a wall which Zeoll walks through.

Coer follows suit and runs through the wall and around the building. He closes on L3 and fires a stunning blow at beast (nat 20) .

~~~~
ooc: fort save; 17 - pass, not deaf
will save, Nat 1 - my metal is cold, good thing im not using any (correct me if wrong)
nat 20, not confirmed for 14 + 6 electric damage
stunning blow, L3 must make fort save vs 15 or be stunned for 1 round


Coerator (Mark) -- hastened Ki MAGE ARMOR AC26 (AC17/16/14) -- CMD 23 -- HP 41/80 (Ki 3/7) 
Wednesday October 29th, 2014 5:26:48 AM

Being in close to the beast Coer calls on his Ki to defefend the impending assault he is sure to recieve.
His eys flash blue as he prepared himself

~~~
use Ki point to boost dodge ac +4

DM RobC - Seaspawn Combat - Round 15  d20+11=16 ; d20+10=20 ; d20+4=14 ; d100=39 ; d20+11=29 ; d20+6=17 ; 2d6+9=17 ; d20+19=39 ; d20+11=12 ; d4+3=4 ; d6+3=7 ; d6+3=7 ; d4=1 ;
Wednesday October 29th, 2014 6:31:08 AM

OOC: Just a reminder folks that there is a Halloween event going on in the LnB at the moment!

Aex feels completely at peace. Perhaps she could stay here forever? Perhaps she WILL?

--------------------------------

Zeoll drops his invisibility to target one of the seaspawn with a spell. They can see him anyway, so might as well go on the offensive. The seaspawn resists the spell, and Zeoll has a nagging feeling this tactic may not have worked anyway (Will Save vs DC21:24 = Pass. A kind DM might also nudge you to look at the DM post from Round 11. Oh, and the die roll has moved to a private post I answered so you'll just have to trust me on that roll :)). Zeoll knows the basic gist of where the enemy are. They aren't trying to be stealthy at all.

Terser takes a moment from killing things to channel some much needed energy amongst the party. If only there was a piece of equipment in the group that could have amplified his channels! Since his counterpart - Sam - is out of sight, Terser safely assumes the bard has gone invisible. That means he must be conscious. Terser turns his attention to the person next most in need: Magana.

Snafu calls out that the cloud isn't real. Of course, if the enemy understand that then it could benefit them also. Mojo summons a wind wall to carve a path through the stinking cloud whilst Snafu re-blinds the lobster. (You didn't specify which squares of the cloud so I have taken best guess. Also, please advise Mojo's HP & AC in your header. Also, please advise the duration of the wall)

Jozhur feels quite safe on top of the building, and fires a shot at the seaspawn near Magana's body. The arrow flies true, striking a major artery! If the arrow had only punctured just that little bit more...

Magana continues to bleed out on the ground, the lobster settled right next to her ready to deliver a death blow.

Sam quickly moves to Aexana's side. Though he may be invisible, the seaspawn on the lobster bares its teeth at him.

Coer throws caution to the wind and makes a run for it. Several metal items he is wearing feel noticeably colder (amulet, ring, headband, for example). Even the metal equipment he is not wearing feel cool (coins in your purse for example, crowbar, lantern, crossbow heads, etc).

Coer makes it around the corner of the building. Though he is a sizeable taur with 10ft reach, the lobster is bigger and has 15ft reach! The lobster swipes at him, but narrowly misses! (AoO Hit AC16 - Miss!). Coer though is far more accurate with his strike, delivering a stunning blow to the lobster. The lobster though, is not that stunned. (Fort save vs DC15: 20=Pass)

The enemy act...

Lobster 1 is once again blinded. Even blind it waves its claws in front of it. It can hear footsteps of someone approaching it, and blindly attacks where it believes someone is standing! (Perception to hear footsteps: 14. Miss chance 50%: 39=Miss!) The claw of the huge lobster swings at Sam, but it was expecting something bigger. The razor sharp claw snaps directly over Sam's head.

Lobster 3 makes a full attack on Coer! Though it's smaller claw misses, the larger and sharper claw connects! (Hit AC29 & Miss AC17. Free grab CMB: 39 - Nat20! Coer takes 17pts damage and is grappled!) The lobster then repositions Coer to "an adjacent square" - the square though is the one immediately to the south of it!

If anyone speaks abyssal Highlight to display spoiler: {Seaspawn 7 calls out: "I have one!"}

Lobster 4 is maneuvered by his rider back around the building. It lashes out at the grappled Coer, but still manages to miss! (Hit AC12 - Nat1 = Miss!)

Seaspawn 5 is coughing up blood, but calls on his reserves to send a force missile at Sam! (Sam takes 4pts damage!)

Seaspawn 7 and 8 each fire icicles at the ensnared Coer! (Coer takes 7pts cold damage + 7pts cold damage!)

And if THAT wasn't enough, the ice forming on Coer's metal items starts to cold-burn against his skin (Coer takes 1pt cold damage!)

Well well well. Most of the group are ganging up on L1 - and with Snafu locking it down with no sight, and Terser knowing it's achilles heel, it may be served up for lunch shortly. But will Coer last long enough?

Spellcraft checks..
Check1: DC16 Highlight to display spoiler: {Seaspawn 5 used Evocation School ability: Force Missile}
Check2: DC16 Highlight to display spoiler: {Seaspawn 7 used Water Domain ability: Icicle}
Check3: DC16 Highlight to display spoiler: {Seaspawn 8 used Water Domain ability: Icicle}

--------------------------------
Map:
Sanctuary Cove Combat Map - Round 15

L1 - AC21, Touch 9, Flat 21 - CMD25 - 15ft reach
L3 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach - 20dmg (out of 75HP)
L4 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach
S5 - AC19 - 55dmg (out of 56HP total!)
S7 - AC18
S8 - AC18


Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging hasted AC 21, 40/92 hp)]  d20+13=32 ; d10+11=16 ; d20+13=30 ; 2d4+9=13 ; d20+13=29 ; d6=1 ; 2d4+9=12 ;
Wednesday October 29th, 2014 11:43:15 AM

OOC: Hahaha, yes. I believe Zeoll is hanging onto the censer since he has a few more channels than I do

A blind lobster, eh? Sounds delicious. But there's also that pesky caster on top. Not fearing any retaliation, Terser charges through the wind tunnel to get in the lobster's face and strike at the seaspawn on top.
Charge to AX25, Hit AC 32 for 16 damage vs S5, -2AC this round
Then, using the speed granted by Snafu, he lashes out at the claw with his brick breaking cestus. Not thinking it had taken quite enough damage, he drives his fist at it again, to make sure its claw is really out of commission. All clear, Sam! Mags could really use a boost!
Sunder claw hits CMD 30 for 13 damage. Hero point for a 2nd sunder if necessary, normal attack if not. Hits a 29 for 12 damage. Both hits bypass DR/hardness.

Zeoll (Cayzle) (AC23 - HP 29 of 45) 
Wednesday October 29th, 2014 12:23:18 PM


OOC: Yes, I think Zeoll has the channel headband. But he wants to cast his last divine spell before he takes off his headband of wisdom.

Zeoll takes a five foot step to 21-22-AL-AM and casts a Summon Fey Friend I. That's a full round action, and he'll roll for the result next round.

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x2, command, bane, elf vision
2: calm emo x2, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 3 of 7.
Fey Domain Hide Away: used 2 of 7.
Spread the Word: used 1 of 1.
Acid Vial, Alch Fire, Tanglefoot Bag x2, hero point (1 of 3).
Meta Rod: used 2 of 3

Current effects: Mage Armor (5 hours), MinoTaur's Try, Haste. Also, Mage Armor on Coer.

Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+9=26 ;
Wednesday October 29th, 2014 1:47:42 PM

Snafu scanned the battlefield. Mañana was still down, but Sam was close. Terser had engaged the lobster and would likely dispatch it's rider. Meanwhile, two of his allies had gone through his illusionary wall, and, judging by the sounds of battle to the west, had engaged the other two Seaspawn.

Snafu wasn't a healer. He would need to trust Sam with that. Nor was he a fighter. He would have to trust Terser with that. The battle to the west is where he was most needed.

"Mojo, with me" he ordered as he took to the skies, flying 60' due west. Once in position he summoned another blinding ray, which struck the lobster immediately south of Coer.

Actions:
-Fly 60' west. Get in position to target lobster south of Coer.
-Cast blinding ray; hit ÀÇ 26. Blind for one round.

OOC:
Mojo has fast healing in dusty environments. Would this qualify? If not, he'll look for some dust that he can throw in his face... Perhaps above the building?

(StevenVdB) Aexana DEAD  
Wednesday October 29th, 2014 2:21:58 PM

The gentle wind makes Aex's purple pink hair play around her head... the seagulls dance in the shallow water near the beach. Behind her the jungle starts... Aex is intrigued to finding out what is behind the treeline but going there possibly means not finding her way back to the beach... Out there where the Wold ends her friends are... back there in the jungle unknown adventures await...

The forest calls her... (the Woldsblood pulls the dead towards the Lands of Rest...)

Magana (Craig) [HP -16 of 81] [DR 1/-]  d20=6 ;
Wednesday October 29th, 2014 8:24:11 PM


( not a natural 20, Magana does not stabilize, is unconscious )

Magana does not dream of green pastures or mighty battles. She does not have her life flash before her eyes; does not have angst over past mistakes. She is unconscious. The red stuff of life seeps deep into the sand, and the spark of life is nigh undetectable.


(Brock) Jozhur AC20/15/15--CMD 20--HP 9/55  d20+14=23 ; d20+11=30 ; d8+2=4 ; 4d6=13 ; d20+10=19 ;
Wednesday October 29th, 2014 9:38:53 PM

The fight his East seems pretty much over. Jozhur turns his attention to the other side of the building. He sneaks across the roof and fires an arrow at one of the lobsters just as it comes into view.

------------------
Stealth check: 23
Attack hits AC30, 4 damage, additional 13 damage if able to target a flat footed opponent.

Preferred target is L3. If L3 is aware of Jozhur's presence he will target L4 if it is stunned or doesn't see him. Target S7 or S8 if he can't sneak attack the lobsters.

(Brock) Jozhur AC20/15/15--CMD 20--HP 9/55 
Wednesday October 29th, 2014 9:50:03 PM

Oh, perception check 19 to see if enemies notice him or are srunned

Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image 
Wednesday October 29th, 2014 11:27:00 PM

OOC: quick question... If I blind a lobster this round, would it be considered flat footed on Jozhur's turn, or would it only apply the following round?

Sam (David W): 14/12/13 -- CMD 14 -- HP 32/48  2d8+1=15 ;
Thursday October 30th, 2014 12:20:48 AM

Sam uses the wand of cure moderate wounds on Magana for 15 hp.

Ooc-Sorry for bad posting. Nome Internet has been sketchy at best.

DM RobC - Seaspawn Combat - Round 15 
Thursday October 30th, 2014 3:19:54 AM

OOC: Questions have been asked about 1rnd duration spells. When do they start and when do they end?

The way I have been interpreting and applying this is that a spell with a 1 round duration takes effect in the round it was cast, and expires in the caster's next round - NOT necessarily by posting order. We don't have initiative and posting order varies too much (especially if there are missed posts). You cast a spell on someone during the party turn of round 12, it will expire at the start of the party turn of round 13.

So by this approach, in Round 15 Snafu blinded a lobster. It was blind all through that round and all through its turn. Now we are in Round 16. The lobster is no longer blind. The 1 round duration has passed. Unless Snafu blinds it again, it will have perfect vision to see Terser charge it.

Does that make sense?



Coerator (Mark) -- hastened MAGE ARMOR AC22 (AC17/16/14) -- CMD 23 -- HP 13/80 (Ki 2/7)  d20+8=13 ; d20+8=9 ; d20+8=17 ; d20+8=16 ; d20+3=23 ; d20+3=12 ; 2d6+7=10 ;
Thursday October 30th, 2014 5:47:28 AM

That was a mistake... thinks Coer as the lobster's oversized claw swings him around. Only one choice... break free.

Coer pounds on the claw hoping to crack the hard shell.

~~~
ooc:
hastened sunder flurry with extra ki blow while grappled +8+8+8+8+3
hits 13/nat1/17/16/Nat 20! not confirmed for 10 damage

DM RobC - Seaspawn Combat - Round 16  d20+11=16 ; d20+6=13 ; d20+19=20 ; d20+6=24 ; d8+3=4 ; d100=98 ; d20+11=28 ; 2d6+9=11 ;
Thursday October 30th, 2014 6:33:01 AM

The forest calls to Aex. She can hear it. Feel it with every fibre of her being. It beckons her. Enter the forest...

--------------------------------

Terser charges headlong towards the seaspawn! (I'll give you benefit of the doubt that AS23 to AX25 is a straight line, with nothing that "can hinder your movement").

But Snafu has chosen to send his blinding rays elsewhere this round. The lobster can clearly see Terser approach! It snaps its claw, but alas, misses the dwarf! (AoO Hit AC16 - Miss!).

Terser is now within range to strike at the seaspawn! He does so, putting it down once and for all. He then turns his attention to the massive claw of the lobster. It takes two attempts, but he manages to sever the claw from the creature! With it's huge claw severed, the lobster now only has a reac of 10ft.

Zeoll decides that now is the time for reinforcements. Hopefully this one will last longer than the unicorn!

Snafu determines that Coer is the one in need right now. He flies to the taurs aid, and quickly blinds the lobster to the south. (OOC: Sorry, I wouldn't consider the air or rooftops a dusty environment. The ground areas though are marked as 'dirt/stone'. It's possible Mojo could take a round to stir up some dust at ground level)

Magana can feel nought but the void. Her heart beat has practically fades away. But then she feels a bolt of energy wrack her mind...

Sam has made it to Magana in time and with a touch of the healing wand, Magana is stabilised!. Magana is now at -1HP, but stable.

Jozhur sneaks to the corner of the building and takes aim at the blinded lobster (L4). His shot dead on (OOC: Note that you were not on top of the building last round. You were at AM27 as a result of the failed jump earlier. You are unable to climb the building, move to the other side of it, and shoot all in this round. And moving stealthily would halve even that movement unless you wanted to take a penalty. I'm assuming you want to attack, so have moved you to AM31)

Coer ponders whether his haste to attack more foes may have put him in an undesirable position. With no time to think about it too deeply, he starts pounding on the claw that clutches him. The claw starts to crack very easily, but it maintains its grip.

The enemies act...

Lobster 1 now finds itself without a rider and without a claw. Still, there is a tasty dwarf ready to eat. But it is far less proficient with its undersized claw, which bashes harmlessly against Terser's armor (Hit AC13 = Miss!)

Lobster 3 has Coer in its grasp. Or... did! The lobster loses its grip on the squirming taur (CMB to maintain grapple: Nat1! Auto fail! Coer is no longer grappled!). The lobster still has its smaller claw, which is quite accurate in its attack (Hit AC24. Coer takes 5pts damage!)

Lobster 4 is blind, but can hear the sound of combat in front of it. It makes a wild strike into AF29, and pierces Coer's hide! (Miss chance 50%: 98=Hit! Hit AC28. Coer takes 11pts damage!)

Coer looks down to see the tip of the lobsters claw pierce through his shoulder from back to front. The trauma is too much, even for the Captain. With a total of 16pts damage taken, Coer is at -3pts now and dying!

Neither seaspawn 7 nor 8 have clear line of sight to any foe in range, and are unable to move their mounts (assumption being that they cannot see Snafu and he cannot see them). Seaspawn 8 can see Jozhur now, but does not look to have any spells capable of striking the rogue at this range.

It looks like Magana will live to fight another day (possibly even next round!) But can the crew rally to save Coer in time?

--------------------------------
Map:
Sanctuary Cove Combat Map - Round 16

L1 - AC21, Touch 9, Flat 21 - CMD25 - 10ft reach
L3 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach - 20dmg (out of 75HP) - 5 claw dmg
L4 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach - 17dmg
S7 - AC18
S8 - AC18


Zeoll (Cayzle) (AC23 - HP 29 of 45)  d12=6 ; d20+14=27 ; d20-1=9 ;
Thursday October 30th, 2014 7:16:16 AM


Zeoll's mind reaches out to the home of King Eberyon, pleading for help, any help, to come to the Wold from its Cradle. [OC: rolling a d12 for the summons ... 6 = leprechaun! At CN, it is two alignment steps removed from Zeoll's NG, so "it will do as you command, but it will be surly and may not follow the entire spirit of your commands." The spell lasts for 6 rounds.]

"In good King Eberyon's name," Zeoll calls to the fey in sylvan, Highlight to display spoiler: {"Please help my friends and trouble these sea things as best you can! The lobsters seem vulnerable to illusion. But be careful, oh excellent fey, because the fishy humanoids can see invisible creatures!"} [OOC: Diplomacy check, if it matters, is a 27.]

The leprechaun appears at AF20.

Zeoll wants to swap his Wis headband for the channel boster headband. He'll drop the wis headband on the ground to do so faster. Can he do that and move at the same time? How many actions will it take? Can he just choose to shake his head to let the wis headband fly off while drawing and putting on the phyalctery?

Since Zeoll has no more cleric spells left (except domain spells), the loss of wisdom will not affect his casting.

If Zeoll can also move, he moves to AM-AN-22-23 on a five foot step, or if he has a move action, he tries to climb up to AK-AL-23-24. Climb check to do so is a 9 -- the old liontaur is too weak to make it!

DM RobC: I'm happy to say that Zeoll can shake the headband from his head as a free action, if you're happy that any violent motion on the Lionfish could see the same result :) It's not a situation I've thought of, but if it's not something that is going to come up a lot, then how about we treat it like a weapon. You can 'draw it' as part of a move action. That way it also can't be abused to remove everything in one go

Sam (David W): 14/12/13 -- CMD 14 -- HP 32/48  2d8+1=5 ;
Thursday October 30th, 2014 4:44:34 PM

Sam hastily taps Magana with the wand one last time. (5 hp healed)

He gives one last look at the mighty Terser and once again abandons his brother to save the fallen captain (assuming Sam heard some scream or yell). The invisible and speedy gnome dashes back from whence he came and heads west.

Actions
Heal Magana (48 charges remain)
Run west along the building's edge. (50')

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging hasted AC 21, 40/92 hp)]  d20+11=24 ; d20+11=31 ; d20+11=14 ; 2d10+11=16 ; 2d10+11=26 ;
Thursday October 30th, 2014 7:58:18 PM

ooc: cure mod wand should be 2d8+3, so 2 extra hps.

Terser steps back to be able to use his glaive more effectively (5ft to AW25) and swings away at L1.
Vital Strike vs AC 24 for 16 damage
Haste attack nat 20 (no confirm) for 26 damage



Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image  d20+9=21 ; d20+9=12 ;
Thursday October 30th, 2014 8:22:41 PM

Snafu had very few offensive options available to him. He did have a pearl of power that he could use to recall a spell, but he wouldn't have the time to use it. He had to act now, and hope that the attack bought Coer a bit more time.

Snafu raised both arms and began casting. A blinding ray exploded from both hands, one hitting each of the lobsters that had attacked Coer.

Actions:
Cast blinding ray twice (using a hero point). Hit touch ÀÇ 21 and 12 against each lobster.

Magana (Craig) [HP -16 of 81] [DR 1/-]  d20+10=29 ; 2d8+4=12 ; d20+10=20 ;
Thursday October 30th, 2014 8:43:46 PM


Magana opens her to a face full of sand and looks up to see the lobster still looming over her and Terser attracting its attention with some effective attacks. With a groan, she scrambles to her feet and (if possible) swings weakly at the beast.

CURRENT IN-PLAY INFO

AC = 19(normal) -1(fatigued) = 18 --- [Touch 13 = 13] --- [Flat N/A] --- (+2 vs.Traps)
STR = 18(normal) -2(fatigued) = 16

Hits a 29 backed up with a 20(crit!) for 24 dmg

INSPIRE COURAGE +2 hit/dmg
FATIGUED (round 1 of 22) A fatigued character can neither run nor charge and takes a --2 penalty to Strength and Dexterity.


Coerator (Mark) -- hastened MAGE ARMOR AC22 (AC17/16/14) -- CMD 23 -- HP -4/80 (Ki 2/7)  d20=8 ;
Thursday October 30th, 2014 11:23:33 PM

Having once again been bested by seafood, Coer slips into unconsciousness. Blood drains from the gaping wound in/through his shoulder as he slowly edges towards death.

~~
roll to stabilize 8 - fails

(Brock) Jozhur AC20/15/15--CMD 20--HP 9/55  d20+11=31 ; d20+11=26 ; d8+2=6 ; d8+2=5 ; d20+14=19 ;
Friday October 31st, 2014 12:26:54 AM

Jozhur punctures the lobster in front of him with another arrow, then slips around the corner of the building.

------------------
Ranged attack vs. L4, natural 20, crit confirmed with 26. 11 damage

Move to AM 29

DM RobC - Seaspawn Combat - Round 16 
Friday October 31st, 2014 12:58:07 AM

OOC: Sam - Since Nat1s on healing are rerolled, it is usually best to roll 2D8 as two separate D8 rolls and add them up. I'll give you the option - if you choose - to reroll your 2d8+1=5. For all we know you may have rolled a 1 and a 3. Your call, but given the lowest possible healing on a 2d8+1 roll IS 5, rerolling sounds like a free gift :)

DM RobC - Seaspawn Combat - Round 16 
Friday October 31st, 2014 12:59:32 AM

OOC: Magana - Just a reminder that standing up from prone is a move action that provokes an AoO. Your call if you wish to proceed with that action...

Sam (David W): 14/12/13 -- CMD 14 -- HP 32/48  d8=3 ; d8=6 ;
Friday October 31st, 2014 1:16:34 AM

Re-rolled healing a 6 and 3. I didn't now the modifier was more than +1. So this and last round should be more

Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image 
Friday October 31st, 2014 2:18:31 AM

OOC- Brock...dont forget Jozhur's sneak attacks damage... the lobster is blind, so it's considered flat footed I believe.

(StevenVdB) Aexana DEAD  
Friday October 31st, 2014 6:04:17 AM

Aex hears and feels the forest calling to her... She wants to go find out what is on the other side...

Step by step she heads towards the forest. When near the first tree Aex takes out her sickle and carves a sign into the trunk

"Who knows... Maybe I will need to find my way back to the beach...

Then carving her way through the forest Aex walks faster and faster into the jungle. Something is calling for her and the trees tell her not te be affraid...

DM RobC - Seaspawn Combat - Round 17  d20+6=23 ; d8+3=5 ; 2d4=4 ; d20+7=17 ; d20+7=19 ;
Friday October 31st, 2014 6:31:02 AM

Aex takes her sickle from her pack and carves into the tree. She intends to leave a symbol so that she can make her way back if she was to get lost. Apparently this greenmage doesn't mind disfiguring trees. The sickly makes light work of the palm tree's think bark. However where sap should appear, instead a dark reddish brown blood appears, and oozes down the trunk.

--------------------------------

Sam uses the wand to bring Magana back from the edge of darkness, before heading to the other side of the combat zone (OOC: I'm assuming you are just moving fast rather than using the 'run' action)

Terser backsteps to put some distance between himself and the lobster, before attacking it with his glaive. It may come down to the wire to see who has dispatched more enemies in this battle - Terser or Jozhur. Terser's glaive easily punctures the lobster's shell.

Snafu starts to pull out the big guns, blinding each of the lobsters surrounding Coer. With him laying helpless and unmoving on the ground, the chances of them now finishing him off are far less.

(OOC: Craig/Magana - Please see my previous note. I believe you are at less than 10HP, and standing from prone provokes an AoO. Up to you if you want to risk receiving enough damage to drop you again...)

Coer now finds himself blissfully unconscious. The pain in his shoulder has disappeared, and the stress of captaincy no longer burdens him.

Jozhur fires on the blinded lobster, before ducking back out of sight .. er .. range. (Note you do get a sneak attack on the lobster too as it is blind)

Zeoll begs for aid to be sent. His prayers are answered in the form of a leprechaun. This could be interesting... And finally, he starts to swap his headgear around. His spells are done and now he can focus on channelling healing energy.

And sure and begorrah the small little fey man - the leprechaun - appears. "Help your friends? What, who are your friends? I don't see any other linotaurs around. Shall we stop to do a show of hands?" The leprechaun rolls his eyes in exasperation.

Zeoll keeps an eye on the Leprechaun and can tell it has cast some spell or another. Spellcraft check DC18 Highlight to display spoiler: {Major Image. And since it is being used to deceive a creature, the DM rules the Leprechaun magic rule comes into effect, meaning it works at CL8 rather than CL4}.

Snafu from his vantage point sees a rather alarming sight. The battlefield now looks rife with small, snarling men in leather armor, iron shod boots and wearing blood-red pointed hats! Knowl Arcana/Nature DC16 - Highlight to display spoiler: {Redcaps! Evil sadistic fey! As if things couldn't get any worse!} Where did they come from?! Snafu can no longer see Coer's body!

The leprechaun casually follows Zeoll "So are you going to do anything or are you just going to hide?"

The enemy act...

Lobster 1 has the choice between stabbing at the downed Magana, or attacking the dwarf who took its claw. The 'kind' DM has it attack Terser! (Hit AC23. Terser takes 5pts damage!)

Lobster 3 is blind. Though it can't make any AoO, it takes a standard action to ready attack against any square in which it believes someone is approaching it. But it can't see or hear anything...

Lobster 4 does the same.

Seaspawn 7 and Seaspawn 8 don't really have any targets in sight, other than Coer. Though Zeoll, Jozhur AND Snafu could have all moved themselves into range and provide another target, all keep their distance. Zeoll and Jozhur going so far as to distance themselves from the downed taur.

Well, the seaspawn DID have Coer in sight until this mysterious fey army appeared. Fey. Why'd it have to be fey?

The seaspawn each send icicles towards separate fey targets, but fail to hurt any of them! (Will Save vs DC20: 17 & 19 = Both Fail!)

Coer's metal items continue to freeze against his rapidly cooling body (Coer takes 4pts damage from the continuing Chill Metal spell)

--------------------------------

Note: Though as players you know the RedCaps to likely be illusory, your PCs ONLY get a Will Save vs DC20 to disbelieve them IF you first interact with them. The lobsters may now also have soft-cover from the fey folk

--------------------------------
Note from DM
For my sanity could you please ...
- List the duration of any spells or abilities you are using? This includes spells, 'rage', spell-like abilities, etc. Since we are at round 17, I'm thinking durations may be relevant.
- List the spells/slots/abilities you have available for use. Healing Channels, Blinding Rays, spells, etc.
- List the stats (AC, HP) of any familiars you may have.

Thanks for your cooperation

--------------------------------
Map:
Sanctuary Cove Combat Map - Round 17

L1 - AC21, Touch 9, Flat 21 - CMD25 - 10ft reach - 42dmg
L3 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach - 20dmg (out of 75HP) - 5 claw dmg
L4 - AC20, Touch 8, Flat 20 - CMD25 - 15ft reach - 28dmg
S7 - AC18
S8 - AC18


Zeoll (Cayzle) (AC23 - HP 44 of 45)  d6=6 ; d6=3 ; d6=1 ; d6=6 ;
Friday October 31st, 2014 7:32:16 AM

Zeoll dons the phylactery (move action) and then moves to AI-AJ-21-22.

He laughs when he sees the redcaps.

"Brrilliant!" he says to the leprechaun, replying in Common since that is what he spoke to Zeoll, right? "Please keep it up! The lobsterrs and those rriding them arre the enemy. All else are frriends! Thank you so much!"

[OOC: DM Rob, really? Those things beat every Will save I throw at them, then BOTH belive these illusions!?! Wowsy!]

Then Zeoll uses a hero point to get an extra action, and he uses it to Channel, centered on his utmost southwest corner. The 30 ft burst should affect Coer and Lobster L3 (but not the uninjured S7) and maybe Snafu if Zeoll has line of sight. And of course himself.

Channel Energy heals 15 points! Sweet!

==========

DM Sanity Info

Cleric spells (underlined = cast):
0: guidance, create water, light, stabilize
1: command x2, command / SFFI, bane, elf vision
2: calm emo x2, hold person, faerie fire

Sorcerer spells:
Cast: 3 of 6 (mage armor x2, true strike)

Other Stuff Used:
Laughing Touch: used 0 of 7.
Channel Energy 1d6: used 4 of 7.
Fey Domain Hide Away: used 2 of 7.
Spread the Word: used 1 of 1.
Acid Vial, Alch Fire, Tanglefoot Bag x2, hero points (2 of 3).
Meta Rod: used 2 of 3

Current effects: Mage Armor (5 hours), Haste?? Also, Mage Armor on Coer. Also SFFI ... This is Round 2 of 6.

Terser (Warren G) [22/13/19 -- CMD 23 -- HP 78/78 (raging hasted AC 21, 35/92 hp)]  d20+11=16 ; d20+6=19 ; d20+11=17 ;
Friday October 31st, 2014 10:03:28 AM

Raging round 15/19 (started round 3)

Hoping the situation behind the buildings to the West is going well, Terser focuses on finishing off the lobster in front of him but can't seem to line up anything. Perhaps the drunkenly swaying taur is distracting him.

(Brock) Jozhur AC20/15/15--CMD 20--HP 9/55  4d6=19 ; d20+10=25 ; d20+14=33 ;
Friday October 31st, 2014 3:47:35 PM

Jozhur wants to help his captain, but the rogue is of little use if he's dead. He slings his bow and quietly pulls himself onto the building, trying to stay out of sight of the enemies to his west.

----------------
Add 19 sneak attack damage to L4 from last round
Climb check: 25
Stealth: 33

Zeoll (Cayzle) (AC23 - HP 44 of 45) 
Friday October 31st, 2014 5:48:21 PM


OOC: Kindly DM Rob, I can still modify my turn until the DM Post, right?

Before Zeoll moves, he calls to Jozhur and Sam, "Guys, end yourr move within 30 feet of me!"

When Jozhur climbs the building, maybe he can end his move, say, on the roof 30 ft from the northern eave. Don't know Sam's plans, but maybe this can cure him too.

Then when Zeoll finishes his move, he does two new things: (1) He puts his forepaws against the side of the wall, and he holds his tower shield (his holy symbol) as high up as he can. Maybe the top edge will peek over the edge of the roof, putting Snafu and Jozhur within LOS of the Channel. (2) Then he delays his channel (delay action) until his channel can reach as many friends as possible.

Note that Jozhur did not give a map location for the end of his double move. Maybe he can edge north a bit?

OOC to DM: Highlight to display spoiler: {Yes, I am trying to get as many PCs in the Channel as I can! }

(Brock) Jozhur AC20/15/15--CMD 20--HP 9/55 
Friday October 31st, 2014 7:44:44 PM

Sure, Jozhur can move to AK26.

Jeff L Snafu HP 17/53, ÀÇ 15 (T13, FF 12), CMD 16, mirror image 
Friday October 31st, 2014 9:20:39 PM

"Redcaps!" Snafu yelled out to his allies. "Evil Fey, and there are a lot of them. Watch yourself down there."

Snafu wanted to help Coer, but he couldn't possibly blind all of the lobsters and Redcaps. Hopefully, they would think Coer was dead. Wait... was he dead?

Snafu cast Mage Armor, sharing it with Mojo. He then drew has bow and said a quick prayer.

Actions:
Cast Mage Armor- shared

DM Sanity
Spells Active:
-Mirror Image- Mojo 6 images; Snafu 4 images (roughly 2 mins left)
-Blur- Aex- (roughly 5 1/2 mins left)
-Haste (6 of 7 rounds)
-Stinking Cloud/Shadow Conjuration (7 of 7 rounds)
-Wind Wall (3 of 7 rounds)
-Mage Armor - 3 1/2 hours; Mojo and Snafu
Spells remaining:
0 level- Ghost sound, Ray of frost, Message, Mage Hand
1 level- Protection from evil, Mage armor (2), Color Spray
2 level- Resist energy, invisibility

Blinding Ray - used 5 of 9

Coerator (Mark) -- hastened ki MAGE ARMOR AC26 (AC17/16/14) -- CMD 23 -- HP 7/80 (Ki 2/7) 
Sunday November 2nd, 2014 6:38:58 AM

Coer opens his eyes in a world of pain as the positive energy flows over him and closes his wounds - and sees he is surrounded by red capped creatures.

I hope they are friendly he thinks and turns his head to see the lobster standing next to him. Using his Ki to protect him a little more he springs to his feet and punches at the lobster

~~~
ooc: Coer has no idea what spells may have been cast so is going on instinct - which is to punch the lobster

Coerator (Mark) -- hastened ki MAGE ARMOR AC26 (AC17/16/14) -- CMD 23 -- HP 7/80 (Ki 2/7)  d20+8=22 ; d20+9=27 ; d20+9=15 ; d20+9=22 ; d20+4=14 ; 2d6+7=14 ; d6=2 ; 2d6+7=17 ;
Sunday November 2nd, 2014 6:50:59 AM

Coer opens his eyes in a world of pain as the positive energy flows over him and closes his wounds - and sees he is surrounded by red capped creatures.

I hope they are friendly he thinks and turns his head to see the lobster standing next to him. Using his Ki to protect him a little more he springs to his feet and punches at the lobster

(hoping he avoids any AOO) His fist smashes against the crab as he attempts to kill it, before it can kill him.
~~~
ooc: Coer has no idea what spells may have been cast so is going on instinct - which is to punch the lobster
use ki to boost dodge bonus - total AC 26
acrobatics to avoid AOO when standing; 22
punch crab - hit 27 for 16 damage - ignore additional rolls, rolled for a flurry but cant actually do that.



Sam (David W): 14/12/13 -- CMD 14 -- HP 32/48 
Sunday November 2nd, 2014 10:35:03 AM

Sam makes his way around the north side of the building and stops as he comes across the mob of red caps. As he no longer can see Coer, he waits to see what will transpire.

(StevenVdB) Aexana DEAD  
Sunday November 2nd, 2014 1:21:46 PM

Aex is terribly shaken as the thick blood oozes down the trunk of the tree... this was not what she had intented! The blood itself causes her to feel sick... terrified... ashamed... sad... intoxicated...

The Wold turns in front of her eyes... colours fade... return brighter than ever... turn grey... lighten...

The greenmage sinks to her knees...

"What's happening?" she asks the trees...

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