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Tanaric
2010-01-11, 09:28 PM
The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.

Map:{table]|A_|B_|C_
1|||
2||T|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:Sheet. (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=33669)

Aldgar
2010-01-12, 12:27 AM
I'd like Sliver as DM. (and PM'd him about it already).



TEAM wakes up, shapes her soulmelds and shares them with her toad familiar. Said Toad familiar(hereby dubbed "Mr. T") hops on TEAM's shoulder, where he will stay until otherwise noted.

By default, the one essentia of TEAM is invested in Dissolving Spittle.
Once every five turns, TEAM will use a standard action to activate Evil's blessing, gaining her charisma modifier on saves.

She will open the door, extend her 12' collapsible pole, and proceed to poke everything(wall, floor) she can reach with it. These pokes are made as touch attacks(which I won't bother to roll) with Stone Power, giving TEAM a buffer of 2 temporary HP per turn during this poking "exploration mode".

For my own convenience, here's the Floor 1 map again...

http://img691.imageshack.us/img691/8983/mapqdp.jpg

The two least soulsparks(one from TEAM, one from the shared soulmeld of Mr. T) are dubbed "Red" and "Blue". They will glow as brightly as sunrods(colored green, despite their names), and stay within 10' of TEAM. Red and Blue have Listen/Spot modifiers of +6, and will start *blinking* red if they spot something out of the ordinary.

Mr. T will ready an action to spit acid at anyone within 30' that is not TEAM, Red, Blue or Mr. T at the end of each turn. Triggers of the ready action are:

*Establishing of LoS(for example, TEAM opens a door and an enemy becomes visible -> familiar spits before initiative is rolled)
*Movement(for example, TEAM opens a door and someone has readied an attack of some sort that involves moving(e.g. casting a spell with somatic components, swinging a weapon, approaching TEAM with a charge -> familiar spits before the spell/attack/charge/movement is completed)


Otherwise, the familiar and the soulsparks act on the same initiative as TEAM.



Given my knowledge of the dungeon, TEAM will detect the pit trap north-west of the west door to Mr. Colorspray's room.

She will activate Evil's blessing, and open the door, revealing the well-known room responsible for the gruesome, repeated demise of Lemming:

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, which you are just outside of, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.


Since Mr. Colorspray is within 30', Mr. T spits acid at him before initiative.

Pre-emptive Dissolving Spittle:
[roll0](ranged touch attack)

Damage:
[roll1](acid damage)

Initiative of TEAM:
[roll2]

Both soulsparks are 10' south of TEAM, not visible to Mr. Colorspray.

Aldgar
2010-01-12, 12:35 AM
Since Mr. Colorspray's initiative modifier is +2, he cannot win initiative.

Actions:

TEAM commands the Soulsparks to move to A2.

Then she moves to B2(move action), commands Mr. T to spit Acid(talking-free action) and does likewise(standard action).

Double-spit!
TEAM:
[roll0] (ranged touch attack vs flatfooted AC)
[roll1](acid damage)

Mr. T:
[roll2] (ranged touch attack vs flatfooted AC)
[roll3](acid damage)

Sliver
2010-01-12, 12:44 AM
He steps into D3 and casts color spray as the beast vanishes.

Aldgar
2010-01-12, 12:47 AM
Since Evil's blessing is active, TEAM has a will save bonus of +3.

Saves:

TEAM:
[roll0]

Mr. T:
[roll1]

If the soulsparks are affected too:
Red:
[roll2]
Blue:
[roll3]

Sliver
2010-01-12, 12:49 AM
Mr. T and Red fail and out for.. Lets see first duration.. [roll0]

Aldgar
2010-01-12, 12:52 AM
I misread stuff.



TEAM's Spit:
[roll0] vs normal touch AC:
[roll1] Acid damage

Sliver
2010-01-12, 12:54 AM
What, if your toad fails the save you fail too? TEAM didn't fail the will save..

Aldgar
2010-01-12, 12:56 AM
Wait, what? I misread then...sorry. I thought you meant Team and toad, not red and toad.

Scrap that, if team is still conscious, he spits(use the attack/damage from above), uses a swift action to reallocate essentia into soulspark atk/dmg, and commands blue to sweep in and attack as well:

Blue's blast!

[roll0](vs normal AC)
[roll1] untyped damage

Sliver
2010-01-12, 01:00 AM
Don't edit out rolls..

He falls down.. 150xp, longsword, chain shirt.

Aldgar
2010-01-12, 01:05 AM
Oops. That was just init that became irrelevant.

Okay, proceed to the DFA's room(detecting the two pits on the way, using the 12-ft pole to cross them), open door, readied spit goes off, initiative...

The soulsparks are(this time) 10ft west of TEAM/toad. Essentia's back in dissolving spittle.

Readied spit(if the DFA is within 30ft and LoS is established):

[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]


Crusader's maneuvers granted

1 - Crusader's strike
2 - Vanguard Strike
3 - Stone Bones
4 - Leading the Attack
5 - Douse the Flames
[roll3]
[roll4](remove previous one from list)

Sliver
2010-01-12, 01:09 AM
...

150xp, chainmail..

Aldgar
2010-01-12, 01:13 AM
My toad is more dangerous than my character!

Okay, do the poking for traps with stone power exploration mode to the room of the orc with the ripper, and open the north door.

If any minor traps shoot acid at me, feel free to roll the damage vs my flatfooted AC, but keep in mind they deal only 1d3 damage(so 2 damage is soaked by temp hp from the poke-attack), the remaining 1 damage is delayed by steely resolve, and soaked at EoT from the new poke.

Readied spit at Mr. Ripper, if he is within 30ft as I open the door:
[roll0] vs flatfooted touch AC
[roll1] acid damage

If I lose init and Mr. Ripper is farther away than 30ft, apply the readied spit as he charges and comes within 30ft. (vs normal touch ac, including the -2 from charging).

Initiative:
[roll2]

The soulsparks are in Team's square.

Sliver
2010-01-12, 01:17 AM
His name is Stabsy..

150xp, ripper, javelin, chainmail,Sundark Goggles, 120gp.

Aldgar
2010-01-12, 01:24 AM
Team casts Floating Disk(lasts 2 hours because of Spellgifted trait, and can carry 200 lbs.

Team puts the loot from Stabsy onto the floating disk, returns to the rooms of the DFA and mr colorspray, and puts the two chainshirts and the longsword on the disk as well.

Disk:
2 chainshirts (50lbs)
longsword (4 lbs)
chainmail (40 lbs)
120gp (1.2 lbs)
javelin (2 lbs)
ripper(? lbs)
sundark goggles (? lbs)

Total weight: 97.2 lbs + ripper/goggles

After that, do the explore/poke thing and reach the room northwest of the blue note, opening the south-east door(the one more to the south).

Readied spit, if enemy within 30ft and seen:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Soulsparks share TEAM's square.

Sliver
2010-01-12, 01:30 AM
Northwest of the blue note? The DFA room? :smallconfused:

Aldgar
2010-01-12, 01:32 AM
Sorry, I meant NorthEAST of the blue note. The room west of the DFA room.

Sliver
2010-01-12, 01:41 AM
The room west of the DFA room is room 12, the starting one. The room to the northeast of the blue note is east of the DFA room and has doors at the southwest, east and northeast... Which one you enter through?

Aldgar
2010-01-12, 01:44 AM
Gah, I should stop saying east and west and go over to left and right.

I meant northeast of the blue note, at the southernmost door(which is at the southwest edge) of that room which is east, or left of the dfa room.

Sliver
2010-01-12, 01:46 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4|||1|||
5||||||
6||||||[/table]
There is a door at A-6 west, which you are just outside of, another at E-1 and another at F-4. There is a kobold wearing a chain shirt and holding a short sword.
Initiative:[roll0]

Edit: T hits, your turn..

Aldgar
2010-01-12, 01:52 AM
Double-spit maneuver!

TEAM:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Mr. T:
[roll2] vs flatfooted touch AC
[roll3] acid damage

If the kobold is still alive, use a swift action to reallocate essentia and command the soulsparks to move forward and attack. If the kobold is farther away than 15ft(the maximum attack distance of soulsparks in relation to TEAM), TEAM will use a move action to reduce the distance as necessary.


Red's blast:
[roll4] vs flatfooted normal AC
[roll5] untyped damage

Blue's blast:
[roll6] vs flatfooted normal AC
[roll7] untyped damage

Sliver
2010-01-12, 01:54 AM
Red and Blue hit..

150xp, short sword, chain shirt.

Aldgar
2010-01-12, 01:57 AM
Put the loot on the floating disk, proceed to the room NorthWEST from this one(while poking with the 12' pole and stone power, as usual).

Activate Evil's blessing, open door, readied spit and initiative.

Soulsparks in TEAM's square.

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-12, 02:00 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]
The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.

Aldgar
2010-01-12, 02:02 AM
Read the note, then use acid spits to melt down the lock if the chest is locked, poke the chest a bunch of times with stone power, then open the chest.

Sliver
2010-01-12, 02:04 AM
I'll just note that the kobold, after T attack, was at 0hp, so the only difference red and blue did was to not let it attack before it's turn.. It would have died that round anyway..

4 platinum coins in the chest.

Aldgar
2010-01-12, 02:07 AM
oh, nice. that changes some things for my kill count statistic.

4 platinum coins on the disk, then advance to the next room...

the room west of the one I'm currently in.

standard poking/stone power routine as I explore.

Aldgar
2010-01-12, 02:13 AM
I forgot to include readied spit/initiative in my last post:

Lemme fix that(assuming the new room has an encounter in it, ignore otherwise):

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-12, 02:19 AM
This room contains a humanoid figure, crouching low with gray wrinkled skin that almost hangs from his body, claws extending from it's hands and ragged hair hanging from the back of it's skull.

Initiative: [roll0]

I guess you win..

Aldgar
2010-01-12, 02:23 AM
I believe the higher modifier wins init.

I dunno if the readied spit hit or not(or if it was within range), but TEAM moves within 15ft of the enemy(if possible, within 30ft if not) and does the double-spit maneuver again.

TEAM:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Mr. T:
[roll2] vs flatfooted touch AC
[roll3] acid damage

If Team can move in a way that the enemy is 15ft away, he will do so, use a swift action to reallocate essentia after the double-spit, and command the soulsparks to attack:

Red's blast:
[roll4] vs flatfooted normal AC
[roll5] untyped damage

Blue's blast:
[roll6] vs flatfooted normal AC
[roll7] untyped damage

Sliver
2010-01-12, 02:26 AM
T downs another one..

150xp.

Aldgar
2010-01-12, 02:29 AM
Loot, if any, is put in the disk, the move(poking with stone power) to the next room...

the room EAST of the room with the large chest, or the second room to the east of the room I'm in.

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Soulsparks are in Team's square, essentia is in dissolving spittle again(of course).

Sliver
2010-01-12, 02:34 AM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3|||
4|||
5|||
6||1|[/table]
There is a door at A5 and C5.
At 15ft above ground there is a metallic, dog-sized, bug looking construct. It greets you with an acid line (hits all who in doorway) for [roll0] damage, DC14 reflex for half.
Initiatve: [roll1]

Sliver
2010-01-12, 02:38 AM
(no loot for the earlier room btw.. And the spit hits..)

It drops from it's place at the wall and attacks:

[roll0]
[roll1]

Aldgar
2010-01-12, 02:41 AM
Okay...Toad familiar has improved evasion, and the soulsparks have evasion.

Did the readied spit hit, and more importantly, did it seem to have any effect at all?

Reflex saves!

TEAM(Evil's blessing active):
[roll0]

Mr. T(improved evasion):
[roll1]

Red(evasion):
[roll2]

Blue(evasion):
[roll3]

The attack hits TEAM for 2 damage.

#Edit:

Okay, damage totals:

TEAM:
3 from acid, 2 from attack -> all shunted into steely resolve.
T:
3 from acid(improved evasion halves)
Red&Blue:
0(evasion)

Sliver
2010-01-12, 02:43 AM
Yes, the spit hits and hurts the bug.

Aldgar
2010-01-12, 02:45 AM
Crusader's maneuvers granted

1 - Crusader's strike
2 - Vanguard Strike
3 - Stone Bones
4 - Leading the Attack
5 - Douse the Flames
[roll0]
[roll1](remove previous one from list)

At end of turn:
[roll2](remove previous one from list)

#EDIT: Vanguard strike and Crusader's strike granted first, then Stone Bones at EoT.

Aldgar
2010-01-12, 02:51 AM
Actions:

Team: Swift action to enter martial spirit stance, attack(+1 to atk/dmg from furious counterstrike) with stone power(-1 to hit, gain 2 temp hp that soak 2 damage from steely resolve).

Said "attack" is actually Crusader's strike(if the bug is neutral evil, no healing).

Attack with Gauntlet:
[roll0] vs normal AC

If hit:
[roll1] Bludgeoning damage, 2 hp healing to Mr T(martial spirit) and...
[roll2] healing for TEAM.

And end of turn, if the attack misses, TEAM takes 5 damage(2 soaked by temp hp).

The soulsparks attack(without essentia boost):

Red:
[roll3] vs normal AC
[roll4] untyped damage

Blue:
[roll5] vs normal AC
[roll6] untyped damage

Finally, T spits again:
[roll7] vs touch AC
[roll8] acid damage

Sliver
2010-01-12, 02:54 AM
T finishes this one again..

150xp and no loot..

Oh I know what is going on! T is the character, Team is the familiar!

Aldgar
2010-01-12, 02:57 AM
Did the gauntlet attack hit or miss(for healing purposes)?

Sliver
2010-01-12, 02:58 AM
Hit. Word.

Aldgar
2010-01-12, 03:12 AM
Okay, HP totals:

Red/Blue are at full HP.

TEAM has taken a total of 1 damage after healing.

So she's at 16/17.

Toad has taken 3 damage and healed 2 from martial spirit, so Toad is at 7/8 HP.

Proceed with poking/stone power etc to the room northwest of the bug room.

Aldgar
2010-01-12, 03:13 AM
Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-12, 03:20 AM
There were 3 squirrels in the room. Now there are 2..

[roll0]
[roll1]

Sliver
2010-01-12, 03:21 AM
Darkness appears in the room. Your turn.

Aldgar
2010-01-12, 03:29 AM
Darkness...squirrels...can I make a knowledge check to identify those squirrels?

Before Tanaric instituted the ban on reading other dungeoncrawls, I read some of Zilla's adventures vs these evil darkness squirrels.

If knowledge(arcane) can identify them:

Knowledge(arcana to identfy squirrels)
[roll0]

Team stays outside of the darkness(and the outside of the room), and sends in his two soulsparks in to scout.

Spot checks:
Red:
[roll1]
Blue:
[roll2]

The soulsparks have DR 1/good, and 13 HP, and 14 AC.

The toad familiar readies an action to spit on the squirrels if they attack(-4 for spitting into melee):

Readied spit, the 2nd:
[roll3] vs touch AC

Miss chance(1-20 misses):
[roll4]

Damage:
[roll5] acid damage.

Team takes total defense, improving his AC to 20.

Sliver
2010-01-12, 03:34 AM
Magical beasts from the plane of shadow..

Red and Blue take [roll0] damage (no DR) when they enter the darkness and need to make a DC13 fort save or get 1 str damage.

They can't damage Red or Blue so.. Lets say they die..

150xp. You want to wait for the darkness to clear?

Aldgar
2010-01-12, 03:37 AM
Yes. Meanwhile, reallocate essentia into soulspark into "fast healing", recovering the HP damage from the soulsparks.

Fort saves:

Red:
[roll0]

Blue:
[roll1]

Since T was spitting all along...2 more kills for him.

And I level up!

#EDIT:
Darn strength damage. Will update sheet and post it here in a moment.

Okay, leveled up as Crusader/Incarnate.

TEAM (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=33669) is now a Crusader 2 // Stalwart Battle Sorcerer 1/Evil Incarnate 1.

Afaik, I gain the 1 essentia from Incarnate straight away, but have to rest to shape the soulmelds from that class. Also, retraining of a feat happens at rest, not at levelup, iirc.

Aldgar
2010-01-12, 03:51 AM
Okay, exploration time again:

Minor changes:
With 2 essentia, both soulspark familiar and dissolving spittle are full at all times.

Default stance is Bolstering voice, granting Team(if he is his own *ally*) and all allies a +2 morale bonus on will saves, +4 vs fear.

The poking now yields 4 temporary HP per turn.

TEAM explores with poking/stone power and goes to the room west(left) of the evil squirrel room.

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Soulsparks share Team's square.

Sliver
2010-01-12, 03:55 AM
Miss. The room contains a 7ft tall hobgoblin looking hairy primitive creature with horns and a scimitar..

Initiative [roll0]

Sliver
2010-01-12, 03:57 AM
It charges you..

[roll0]
[roll1]

Aldgar
2010-01-12, 04:20 AM
2 damage to HP, 5 damage in Steely resolve.

Swift action to change stance into Martial spirit, standard action punch with full stone power(4 temp hp):

Punch:
[roll0] vs normal AC(after charge)

If hit:
[roll1] bludgeoning damage, 2 hp healing for TEAM's HP.

Mr T spits:
[roll2] vs touch AC after charge
[roll3]

Red's blast:
[roll4] vs normal AC(after charge)
[roll5] untyped damage

Blue's blast:
[roll6] vs normal AC(after charge)
[roll7] untyped damage

Since the punch misses, 5 damage at EoT(4 soaked via temporary HP) to TEAM.

TEAM's HP:
20/24

Mr T: 7/8 HP

Red/Blue: 13/13

Sliver
2010-01-12, 04:24 AM
Only T hits.

It attacks you again..

[roll0]
[roll1]

Aldgar
2010-01-12, 04:34 AM
Miss, Team does a melee touch attack without stone power on his opponent(if hit, heals 2 hp to Team).
Melee touch attack:(vs normal touch AC)
[roll0]

The others repeat their actions:
T:
[roll1] vs normal touch AC
[roll2] acid damage

Red:
[roll3] vs normal AC
[roll4] untyped damage

Blue:
[roll5] vs normal AC
[roll6] untyped damage

Sliver
2010-01-12, 04:37 AM
GAH. You miss but T hits and Red finishes him off..

150xp, masterworked studded leather, masterworked scimitar and a potion.

Aldgar
2010-01-12, 04:41 AM
Masterwork stuff! Awesome!

The loot goes onto the floating disk.

Go(poking/stonepower) to the room northwest of this one.

Soulsparks share Team's space...

readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-12, 04:46 AM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||L|
4|||
5| ||C [/table]
There is a door at A-2, which you are just outside of and another at C1 east. There is a larLge lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. A note attached to the wall above the cake reads something else.

Aldgar
2010-01-12, 04:53 AM
Read the note, ignore the lever&cake(for now), advance to the room northeast from this one.

New readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-12, 04:59 AM
The note reads “The Cake Is A Lie. The Room Is A Trap.”

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||| [/table]
There are doors at A3 west and E3 east.
A string of 4 notes hangs in the center of the room.

Aldgar
2010-01-12, 05:00 AM
TEAM thirsts for blood, and reads all notes.

Sliver
2010-01-12, 05:05 AM
In order, they read: “Fools rush in where angels dare not tread”, and “The follies of youth are best left behind”, and “See reverse side for care instructions” and on the reverse side “There is a reward in this room. The next note says where.” and “KABOOM!”

The last note explodes, causing [roll0] force damage and the ceiling to fall. [roll1] bludgeoning.

You notice a sack with hay sticking out falling to the floor.

Aldgar
2010-01-12, 05:07 AM
If the last note is considered an "attack", I can shunt the damage into steely resolve(and soak it with stone power next turn). If not, TEAM is at 17/24 HP.

Reflex save(Evil's blessing active):

[roll0]

Sliver
2010-01-12, 05:09 AM
I don't think it counts as an attack..

Aldgar
2010-01-12, 05:09 AM
Edit: saves for T, Red, Blue:

T:
[roll0]

Red:
[roll1]

Blue:
[roll2]

Blue/Red fast heal up.

T is at 4/8 HP, Team at 17/24, Red/blue at full thanks to fast healing.

#EDIT: Search the sack of hay for anything interesting.

Aldgar
2010-01-12, 05:58 AM
After searching the sack for anything interesting, the sack of hay(+ whatever interesting contents, including hay) land on the floating disk, and the poke/stonepower exploration route leads to the room to the east of this one.

Sliver
2010-01-12, 06:02 AM
There is a large red button on a raised stone table in the center of the room. Something is written on the button in large white letters ("PUSH ME")

Oh yeah, two potions in the hay sack.

Aldgar
2010-01-12, 06:04 AM
Okay. A room with notes that explode, a room with a lever and a cake, and a room with a big red button. With my nonexistent danger sense tingling, I leave and go to one of the two unexplored rooms to the west.

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-12, 06:09 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||2||
3|||||
4|||1||
5|||||[/table]
Around a fire are sitting 2 humans. A better look reveals one of them to be an elf and the other has another set of sharp teeth. The elf is closer to you. They have equipment. You like Equipment. There is a door at A5 south, E5 south and D1.
Initiative:[roll0]
[roll1]]

Sliver
2010-01-12, 06:10 AM
T hits and defeats elf. Your turn.

Aldgar
2010-01-12, 06:19 AM
Err, move closer(within 15'), double-spit and have the soulsparks mop up, if toothy is still alive after the double-spit.

Team:
[roll0] vs flatfooted touch AC
[roll1] acid damage

T:
[roll2] vs flatfooted touch AC
[roll3] acid damage

Red:
[roll4] vs flatfooted normal AC
[roll5] untyped damage

Blue:
[roll6] vs flatfooted normal AC
[roll7] untyped damage

Sliver
2010-01-12, 06:24 AM
T finishes him off.. Again..

150xp, masterwork studded leather, rapier, light crossbow with 10 bolts, gaudy nobles outfit (worth 50% less then a normal nobles outfit), studded leather, light shield, longbow, longsword, 10 arrows, 110gp.

Aldgar
2010-01-12, 06:27 AM
Loot goes on disk, go to the final unexplored room south of this.

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-12, 06:29 AM
There is still another unexplored room west of the button room..

Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||1|
4|||
5|||
6|||[/table]
There is a door at A-1 west, B-1, and another at C-1 east
There is a gnome sized figure with a white dragon’s head, ivory scales and short swords standing in the room
Initiative:[roll0]

Aldgar
2010-01-12, 06:31 AM
Cool, I didn't know that.

Anyhow, the readied spit misses. Move, double-spit followed by double-soulspark assault.

Team:
[roll0] vs flatfooted touch AC
[roll1] acid damage

T:
[roll2] vs flatfooted touch AC
[roll3] acid damage

Red:
[roll4] vs flatfooted normal AC
[roll5] untyped damage

Blue:
[roll6] vs flatfooted normal AC
[roll7] untyped damage

Sliver
2010-01-12, 06:36 AM
T and Blue hit.

The creature breathes a line of cold: [roll0] reflex DC13 half.

He falls down. 150xp, 2 short swords, 4 darts.

Aldgar
2010-01-12, 07:11 AM
Reflex saves:

Team:
[roll0]

T(improved evasion):
[roll1]

Red(evasion):
[roll2]

Blue(evasion):
[roll3]

Loot goes on Disk.

Okay, go over to the starting room and check if the torch is still burning there. Similarly, any other room that has been cleared will be checked if I can gather some torches or shadow nuggets(more OOC knowledge from Zilla's dungeon run before the reading ban).

After looting anything that's not nailed down, go to the room with the big red button.

Place the loot on the ground just outside the room. Leave T to sit on the loot pile, alerting me empathically if anything approaches. Go and open the door to the west:

Initiative:
[roll4]

Sliver
2010-01-12, 07:13 AM
What door to the west? The only unexplored room is to the east of button room..

Aldgar
2010-01-12, 07:15 AM
There is still another unexplored room west of the button room..


I was referring to this. I don't care if the room is east or west, I just want to open the door to the last unexplored room.

Sliver
2010-01-12, 07:21 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5|||||
6||||| [/table]
There is a door at A-3, which you are just outside of, another at A-5, E5 and D6. There is a metallic humanoid standing in the room looking at you.
Initiative:[roll0]

Aldgar
2010-01-12, 07:24 AM
Okay. Team spits at the Humanoid, then moves within 15' of the mettalic guy and lets his (one) soulspark attack.

Spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Soulspark:
[roll2] vs flatfooted normal AC
[roll3] untyped damage

Sliver
2010-01-12, 07:26 AM
The warforged goes down. 150xp. Beyond the doors are the vending machines and the exit.

Aldgar
2010-01-12, 07:29 AM
Excellent. TEAM made his second kill!

Okay, return to the lootpile, pick the toad up, cast floating disk again, get the loot and move to the vending machines.


Do I get the two shadow nuggets from the evil shadow squirrels?
My two soulsparks were damaged once, so I *think* I should get two shadow nuggets which are sold 500gp apiece.

I'll make a complete sell/buy list in the next post.

Sliver
2010-01-12, 07:31 AM
If you wait about 25 minutes for the darkness to clear, yes you get them.

Aldgar
2010-01-12, 08:07 AM
Loot list:
3 chainshirts
2 longswords
chainmail
230gp
javelin
ripper
sundark goggles
3 short swords
4 platinum coins
2 masterworked studded leather
masterworked scimitar
potion(from horned scimitar dude)
2 potions(from hay sack)
rapier
light crossbow with 10 bolts
gaudy nobles outfit (worth 50% less then a normal nobles outfit)
studded leather
light shield
longbow
10 arrows
4 darts
2 shadow nuggets
Sack of hay


Okay...Now, selling stuff:

Misc:
2 shadow nuggets +500gp*2 = +1000gp
Sundark goggles: + ??? gp
Gaudy noble's outfit: +18.75 gp

Weapons:
Light crossbow +17.5gp
10 bolts +0.5gp
Longbow +37.5gp
10 arrows +0.25gp
2 longswords +15gp
rapier +10gp
4 darts +1gp
3 short swords +15gp
Javelin +0.5gp
Masterwork scimitar +157.5gp

Ripper + ??? gp

Armor:
2 Masterwork studded leathers +175gp
3 chain shirts +150gp
chainmail +75gp
studded leather +12.5gp
Light shield + 1.5gp(if wooden) or 4.5gp(if steel)

Total cash gained:
+1686gp (+whatever the light shield, ripper and sundark goggles yield from selling)

The potions and the sack are specifically not sold.

Sliver
2010-01-12, 08:11 AM
Ripper costs 55gp (sells for 27gp and 5 silver), sundark goggles 10gp (sells for 5), light shield is wooden.

Aldgar
2010-01-12, 08:24 AM
So an additional +27.5 gp from ripper, +1.5gp from light wooden shield, and +5gp from goggles.

Total +34gp...

With 1686+34 =1720gp

+230gp looted in cash, + 4 platinum coins from the large chest.

So a total amount of 1990gp as loot reward.

Pay 3gp to identify the three potions, leaving me with 1987gp.

Sliver
2010-01-12, 08:26 AM
1gp cost only lets you ask stuff like "Is it magical" or "Is it poisonous" or its value, not identify stuff..

Aldgar
2010-01-12, 08:29 AM
Aw, dangit. Ask "is it magical" and "is it poisonous" for all potions.

Total cost: 6gp, and cash available 1984gp. I'll skim through the MIC and give you my purchases ASAP.

Sliver
2010-01-12, 08:31 AM
Magical, not poisoned. (100gp gives you Identify)

Aldgar
2010-01-12, 09:34 AM
Okay.

I'll buy some food(trail ration for 2 days, 2 waterskins) and eat/drink.

Cost: 3gp. The 2nd ration/waterskin is for *breakfast* on the next level.

1981gp left.

I'll sell my Scythe(+9gp or 1990gp) and buy a masterwork scythe(-318gp or 1672gp).

Since I'm too curious for my own good, I'll pay 300 gp to identify the three potions(-300gp or 1372gp).

Finally, I buy a Healing Belt(-750gp or 622gp) and exchange most coins left for platinum pieces(-> 62 pp, 2gp).

Then I'll advance to the next level, retraining the feat "Martial Weapon Proficiency(Scythe)" gained from Stalwart sorcerer into "Expanded Soulmeld Capacity".

Resting allows Team to recover HP equal to her HD, namely 2. This puts her at 19/24 HP, and Mr. T at 6/8 HP.

Soulmelds:
Soulsparks are re-summoned when the soulmeld is shaped, therefore they have full HP and no ability damage whatsoever.

Dissolving Spittle is modified by Expanded Soulmeld Capacity(this means 3d6 spits).

The two soulmelds from Incarnate are:

Mantle of Flame(anyone who hits Team in melee with a natural or nonreach manufactured weapon takes 1d6 fire damage(+1d6 per essentia invested))

Bluesteel Bracers(+2 insight bonus to initiative, +1 insight bonus to melee damage per essentia)

Sliver
2010-01-12, 09:37 AM
You can rest between floors as much as you reasonably need, and healing to full is reasonable.. (but only for that..)

2 potions of cure light wounds and 1 potion of cure moderate.. Anything else before starting new floor?

Aldgar
2010-01-12, 09:40 AM
Nothing else. Sweet, Full HP!

Thanks!

#EDIT: WAAAIT!

Does mantle of flame work against swarms?

Sliver
2010-01-12, 09:41 AM
Was just waiting for confirmation that you don't need anything else..

You come to in the following room:{table]|A_|B_|C_|D_|E_|F_|G_|H_
1|x|x|||||x|x
2|x|||||||x
3||||||||
4||||||||
5||||||||
6|x|||||||x
7|x|x|||||x|x[/table]

There is a door at D-1, and another at D-7. There are vending machines in the room, with a notice that you can use these precisely once.

Aldgar
2010-01-12, 09:44 AM
Good, vending machines. I just noted(sadly too late) that I have nothing against swarms(if mantle of flame doesn't work).

So...torches work, i think...swarmstrike weapons are way outside my budget...

Since I don't think a vending machine room is trapped, skip the poking and open both doors. Once outside, start the poking/stone power exploration until something interesting(such as a door/encounter/special feature/junction/trap) is encountered.

Right, exploration starts southwards.

Aldgar
2010-01-12, 09:49 AM
Standard exploration modus operandi remains the same:

Activate evil's blessing every 5 turns, poke around with stone power for 4 temporary HP per turn. Two soulsparks glow as bright as sunrods and illuminate surroundings.

Sliver
2010-01-12, 09:49 AM
The south door reveals a 15-foot wide corridor, flooded with murky water. It runs south for fifty feet before ending in a sandy beach that continues for another thirty feet, ending in a door.

Please remind me your vision modes.

Aldgar
2010-01-12, 09:52 AM
Vision modes are...well, human vision. Illumination as sunrods is present.

I can detect good at will, if that helps, and radiate a faint evil aura.

Sliver
2010-01-12, 09:54 AM
I see you noticed you can't just poke the floor at the moment :smalltongue:

How are you advancing?

Aldgar
2010-01-12, 09:58 AM
Ew, water...murky water too.

That's deeper tan 10ft. This is bad...

Um, if I had shaped Cerulean Sandals, I could walk on Water, and Sailor's bracers give +4 competence(+2 per essentia) to swim checks...

I'll keep that in mind for my inevitable death and rewind.

Is *selling* considered a transaction at the vending machines?

Because if not, I could sell my Healing belt for 375gp, putting me at 662+375=1037gp. I could then buy a armor crystal of lesser aquatic action(costs 1000gp), granting me 15ft swim speed and negating my chain shirt's ACP to swim checks.

Sliver
2010-01-12, 10:00 AM
You can use it once, and as soon as you leave the room it is considered a use of it. So selling and buying in one visit is allowed.

Aldgar
2010-01-12, 10:05 AM
Ah, excellent. I'll sell the healing belt and buy an armor crystal of lesser aquatic action in that case.

37gp left.

I'll buy a 10 torches(1 silverpiece) as back-up weapon against swarms, and flint and steel(1gp).

35gp, 9sp left...

And a second collapsible pole, to make that fabled 22ft-pole...

15gp, 9sp left...

And 50ft of Silk rope...

5gp, 9sp left.

I'll sell the two empty waterskins(+1gp)

6gp, 9sp left.

Alright:
-healing belt
-2 waterskins
+ armor crystal of lesser aquatic action
+ 50ft silk rope
+10 torches
+ flint and steel
+collapsible pole

Aldgar
2010-01-12, 10:08 AM
With the Lesser armor crystal of aquatic action, I gain some benefits:

*Armor check penalty to swim checks is negated
*I gain a swim speed equal to half my land speed(->15ft swim speed).
A swim speed means I can take 10 on swim checks even if rushed or threatened, and a +8 racial(? i dunno why...) bonus to swim checks, and I can *run* while swimming, if I do so in a straight line.

See Swim rules (http://www.d20srd.org/srd/specialAbilities.htm#swim).

Lemme update my sheet...sec...

Sliver
2010-01-12, 10:09 AM
So you swim with your whole torso above water so the backpack with torches doesn't get wet, right?:smalltongue:

Aldgar
2010-01-12, 10:11 AM
Okay, go south, and proceed poking with the 22ft-pole. Can I poke the ground now?

Sliver
2010-01-12, 10:20 AM
How sweet.. You actually thought it is just "here is water!" without anything?

No. You reach the split and suddenly get attacked from underwater.

[roll0]
[roll1] (miss on below 20)
[roll2]

You see a crossbreed between an ell and a human holding a spear.. Underwater.. (water acts like obscuring mist)

Sliver
2010-01-12, 10:23 AM
Initiative: [roll0]

Aldgar
2010-01-12, 10:25 AM
Okay, All essentia is in dissolving spittle per default, stance is bolstering voice per default, as mentioned way before.

The attack fortunately misses.

Mr. T's readied action should go off as the Eel attacks(remember the two triggers are *LoS established* and *Motion of unknown creatures within 30'*

If the Eel isn't visible before he attacks, the readied action doesn't trigger.

Readied spit(ignore if it doesn't apply):
[roll0] vs touch AC
[roll1] acid damage.

Initiative:
[roll2]

Aldgar
2010-01-12, 10:28 AM
Okay, Team acts first. If the water doesn't impede the acid spit and he can spit normally at the creature, double-spit.

If not, please gimme the rules for fighting in water.

Both soulsparks are hovering 5ft above Team and T.

Double-spit if applicable:

Team(ignore acid spit is somehow ineffective):
[roll0] vs touch AC
[roll1] acid damage

T(do not ignore, the toad can't do anything else anyway):
[roll2] vs touch AC
[roll3] acid damage

Sliver
2010-01-12, 10:30 AM
.. And down.. 300xp and a spear..

Aldgar
2010-01-12, 10:34 AM
Okay...grab the spear, swim to the beach, get on land...

I haven't thought about the torches getting wet. If it's possible to avoid getting them wet, great, if not...sucks to be me.

On land, cast Floating disk and put the spear on the disk.
Put any torches that somehow are not wet on the floating disk too.

Description of surroundings, please?

Sliver
2010-01-12, 10:40 AM
What description? You are standing on a sandy beach at water level, there is a door at the south, and same thing as before (20ft tall ceiling, same walls..)

Aldgar
2010-01-12, 10:42 AM
I didn't read carefully enough.

Poke around with stone power, poke the door a few times for good measure, open door.

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] Acid damage

Initiative:
[roll2]

Soulsparks hover 5ft above Team/Toad.

Sliver
2010-01-12, 12:22 PM
You enter a small sandy area next to a hall flooded with water going north and southwest. Separating the wall and water is a 5ft wide walkway of sand. You see a couple of pillars in the middle of the water.

Tanaric
2010-01-12, 12:34 PM
AFAIK, the Skiurids should only have given 1 shadow nugget, not 2. If the shadows damage any creature, they coalesce into a nugget. It says nothing about one nugget per creature. :smallconfused:

Sliver
2010-01-12, 12:37 PM
Hmm.. *reads* Oh S..nap.. Lets just remove some of the future treasure..

Tanaric
2010-01-12, 12:39 PM
Yeah, CR 1/2 creatures don't typically provide a standard 4-man party with 2000 gp in loot. :smalltongue:

Aldgar
2010-01-12, 11:50 PM
-500gp in loot for the future, noted.

I noticed that I forgot to roll the miss chances when spitting at the human-eel hybrid thingy.

I'll retroactively roll them now.

Readied spit miss chance(1-20 misses):
[roll]1d100[roll]

Mr T's 2nd spit miss chance(1-20 misses):
[roll0]

Team's miss chance(1-20 misses, take worse of both rolls):
[roll1]
[roll2]

Aldgar
2010-01-12, 11:52 PM
One roll was botched.

I'll try again...

Readied spit miss chance(1-20 misses):
[roll0]

#EDIT: Yay, all of the spits hit!

So no need to rewind to the encounter and prolong the fight...

Aldgar
2010-01-12, 11:57 PM
Team will walk on the sandy walkway, continueing with his standard poking/stone power exploration mode. Remember that he pokes with a 22ft pole now, and he has 4 temporary hp each turn.

He will continue walking until he finds a door/encounter/object of notable interest.

A map would be really, really awesome.

Sliver
2010-01-13, 02:46 AM
I can give you a map of the second room without the first if you want (have it saved separately..)

http://img8.imageshack.us/img8/6299/room2pq.th.jpg (http://img8.imageshack.us/my.php?image=room2pq.jpg)

Aldgar
2010-01-13, 02:57 AM
Team continues to explore everything, walking on the sand as long as possible until he meets a door/encounter/trap that isn't detected and setoff by his relentless poking and somehow harms him.

Sliver
2010-01-13, 02:59 AM
.. I have given you a map, just tell me where you are headed instead that you walk.. (you are at the second door from the north)

Aldgar
2010-01-13, 03:22 AM
I'm at the second door from the north....

Hmm...I go as far south as possible, past the *2*, even more south, into the southernmost corridor leading south.

Sliver
2010-01-13, 03:32 AM
It opens with a room that is flooded with lava. There is a platform right outside the door and more every 10ft (with 5ft between them). The forth platform (35ft from the door) is at a split east and west.

Aldgar
2010-01-13, 03:44 AM
So It's basically a jumping platform galore, except that the platforms are(hopefully) immobile.

I *knew* I should have shaped Airstep sandals.

Hmm...a question regarding the spell Floating Disk (http://www.d20srd.org/srd/spells/FloatingDisk.htm).

Right now, at CL 2, it can move at 30ft/round, carry 200 lbs and lasts for 2 hours.

Can TEAM climb into the floating disk and direct it to move 30ft-round, basically as a slow, limited levitating taxi?

The reason why I even think this might be possible is the following line in the spell description:


If not otherwise directed, it maintains a constant interval of 5 feet between itself and you.

This implies(in my interpretation) that you can *direct* the disk to a certain extent, controlling it's movement and position.

Since Team weighs 120 lbs(+67.5 lbs of gear carried), he falls within the carrying capacity of the disk.

(okay, the toad and the recently looted spear weigh something as well, but it still should be fine).

Sliver
2010-01-13, 10:13 AM
I would say it hardly matters, as even if you can't ride on it, you can just turn around so it will be 5ft behind you, between the two platforms so you won't have to actually make a jump check, ever..

Tanaric
2010-01-13, 02:11 PM
Yeah, you can have a ride on your magical Segway.

Aldgar
2010-01-14, 12:57 AM
Excellent. I use my awesome Levitating floating disk taxi to cross the lava as far south as possible(30ft movement per turn), using my awesome 22ft-pole to poke everything that is not lava within reach(with stone power, obviously).

Description of the exploration results, please.

Sliver
2010-01-14, 01:52 AM
Alright.. At the split you discover it goes east for 60ft and turns north, and west for 35ft before going south. At 30ft south of the bend the wall to the west crumbles by your poking to reveal a 10ft long hall that ends with a wall (not flooded with lava). The hall continues for 20ft beyond that and turns east, where it goes for 30ft before turning south.

Aldgar
2010-01-14, 02:12 AM
So...I float an unknown distance south. Then, there's a two- or three-way split:

*60ft east, then north

*35ft west, then south

*some distance south: 30ft along this path, the west wall crumbles, revealing a 10ft-long lavaless hall that ends in a wall, then somehow expands 20ft beyond the wall(maybe it's a 10ft by 20ft hall?).

The hall leads 30ft east again and turns south again.


Okay...exploration time!

First, explore the west route, continueing south. If I understood the explanation correctly, this should let me continue to float over lava...

Continue with relentless stone-power fueled poking.

1 minute before the 2-hour duration of my floating disk runs out, cast floating disk again(Team can cast 3 first-level spells per day).

Sliver
2010-01-14, 02:24 AM
I ment the hall you were traveling by continues 20ft south beyond the crumbled wall, not that the revealed hall does that..

Turning south at the western hall reveals a hall going 30ft south and turning east. 5ft before the turn you discover one of the platforms to be illusionary. The hall continues for 20ft east and turns north. At the turn, eastern side, the wall crumbles to reveal the secret hall you discovered from the other side. The hall continues north for 20ft and turns west, goes 10ft before turning south. The hall is 10ft long and ends with a chest on the last platform.

Aldgar
2010-01-14, 02:29 AM
Illusionary platforms...whoever designed this dungeon is certifiably EVIL(I jump across dozens of identical platforms with no worries, then suddenly drop into 20d6 fiery dice of doom...).

Err, continue towards the chest, poke it a few times, melt the lock by acid spitting and open it.

Sliver
2010-01-14, 02:31 AM
It was never locked.. It contains two thunderstones.

Aldgar
2010-01-14, 02:38 AM
An unlocked chest? BLASPHEMY!!!

I, err, take the two thunderstones. Before I take them, I have my soulsparks "nudge" them(they can do that! But no other physical manipulation) just to make sure they're not really contact poison or contact explosion traps.

So...if I have reached a dead end at the chest, turn around, fly through the hall formerly hidden by crumbling walls, poking everything on the way, and if nothing interesting is found, float the east split along and head north that way.

Sliver
2010-01-14, 02:43 AM
30ft down the eastern split you find a secret passage. It goes south 45ft and ends with a wall. 10ft down the hall is a split east.

Aldgar
2010-01-14, 02:46 AM
Explore the secret passage(by judicious poking) first, then, if nothing interesting is found, return to the hall and take that east split.

Sliver
2010-01-14, 02:52 AM
It goes 40ft east, then 35ft north, then 10ft east and ends with a wall that crumbles to touch.

Through the wall the hall goes 10ft north and turns west, and 50ft south turning west.

Aldgar
2010-01-14, 02:54 AM
I'm pretty confused right now, but won't(yet) ask for a map.

Take the *50ft south, then west option*.

Sliver
2010-01-14, 03:01 AM
The hall goes 20ft west before ending with a wall. There is a note "I hope you have a good means of getting back.” (normally it would be some kind of challange because the north-south hall you came into had a long platform to give a starting jump and then had no platform for 25ft, so someone who actually needed to jump would find himself stuck.. Unless..)

on the southern side of the dead end the wall crumbles to your poking, revealing a hidden passage that leads to the west-east going hall that is at the end of the hall going south from where you first entered the lava room (that is, if you would have just went south when you entered and turned east, that is where you would have ended up..)

It goes 35ft south and turns west. 20ft down this hall is a door on the eastern side.

Aldgar
2010-01-14, 03:04 AM
Aha!

A door! It is poked, nudged by soulsparks, then opened.

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-14, 03:08 AM
It opens to a 25ft long east running lava flooded hall that splits north and south with a single slow moving platform (5ft a turn)

Aldgar
2010-01-14, 03:12 AM
My platform moves 30ft a turn, and is thus superior!

I poke everything that is not lava(so I poke the moving platform once or twice) and continue to explore southwards.

Sliver
2010-01-14, 03:14 AM
You discover a door.. You waste some time being paranoid and discover the SAFE ROOM. You can use it now, or never..

Aldgar
2010-01-14, 03:18 AM
The safe room provides safe rest for exactly how long?

8 hours? 24 hours?

Can I re-shape my incarnate soulmelds if I rest there?
Do I recover spell slots?

Sliver
2010-01-14, 03:21 AM
8, I believe. I believe you recover spells..

Aldgar
2010-01-14, 03:26 AM
But not reshape soulmelds?

Eh, I rest then(assuming this doesn't trigger any random encounters), recover my spells(any wet torches should have hopefully dried by now), recast floating disk and board my now shiney new levitate taxi with a shiney new 2-hour duration, and head north, poking everything that hasn't been poked before

Sliver
2010-01-14, 03:29 AM
Alright, the hall going north turns east and ends with a door. You are being paranoid and after a while open the door. It opens to a dirt hallway going north and south (5ft wide)

Aldgar
2010-01-14, 03:33 AM
Okay. Head south(poking/stonepower, etc).

Can you just skip over the junctions, assuming I head as much south and east as possible, stopping only at doors/encounters/chests/other interesting things?

Sliver
2010-01-14, 03:35 AM
As you move 30ft south, some of the bricks on the ceiling fall for [roll0] damage.

Aldgar
2010-01-14, 03:37 AM
Okay. Saves:

Evil's blessing is per default tactics active(activated every 5 turns), so...

TEAM:
[roll0]

Mr. T(improved evasion):
[roll1]

Red(evasion):
[roll2]

Blue(evasion):
[roll3]

Team absorbs 4 damage via stone power's temp hp. Red and blue fast heal any damage up if they fail the saves.

#edit: Mr. T takes 3 damage and is at 9/12 HP. Continue poking/exploring.

Remember that I have a 22ft pole and poke everything within reach.

Sliver
2010-01-14, 03:42 AM
Yeah Yeah I know.. As you continue advancing, rocks fall 3 more times,same saves:

[roll0][roll1][roll2]

You turn north at a point and the hall widens a bit and extends north east.

Survival check.

Aldgar
2010-01-14, 03:45 AM
I have no ranks in survival and a -1 wisdom modifier.

First, saves:
Team:
1st save: [roll0]
2nd save: [roll1] -the 3 damage is absorbed by the 4 temporary hp from stone power
3rd save: [roll2]

Mr. T(improved evasion):
1st save: [roll3]
2nd save: [roll4]
3rd save: [roll5]

3 damage halved twice...is it rounded up or down?

If up, T takes a total of 4 damage and is at 5/12. If down, he's at 7/12.
I won't bother for red/blue, since they fast heal up anyway.

Untrained survival check:
[roll6]

Aldgar
2010-01-14, 03:47 AM
Regardless of T's HP(wether 5/12 or 7/12), Team will take a moment to force a CLW potion down her familiar'S throat:

Healing to T:
[roll0]

T:s HP total right now:

7/12(if damage halved rounds up)
or
9/12(if damage halved rounds down)

Sliver
2010-01-14, 03:48 AM
You notice that the entire hall, except a 5ft walkway around the walls, is quicksand! Also, that is twisted!

Edit: Damage is negated by reflex save, not halved..

Aldgar
2010-01-14, 03:51 AM
Improved evasion halves the damage, not a successful save.

T failed two saves, and took half damage instead of full on those saves.

#EDIT: I just re-checked improved evasion, and it doesn't apply on "reflex negates" saving throws, only on "reflex half" throws.

So T took 6 damage, and was at 3/12 before the CLW potion, and now is at 5/12 HP.

Aldgar
2010-01-14, 03:52 AM
Err, float over the quicksand and poke the quicksand to check its depth.

Sliver
2010-01-14, 03:58 AM
Oh, down (to a 1 minimum)

Anyway, as you float over the quicksand, you get shot from below

[roll0]
[roll1]

Initiative: [roll2]

Aldgar
2010-01-14, 04:14 AM
13 misses.

Do I see anything, or do I only see quicksand(and the asherati is still submerged)?

Initiative:
[roll0]

If I see my attacker, I retaliate via double-spit:

Team:
[roll1] vs Touch AC
[roll2] acid damage

Mr. T:
[roll3] vs Touch AC
[roll4] acid damage

The soulsparks sweep down to the quicksand's surface, hovering there and readying an action to attack whenever the enemy appears to shoot.

Readied soulblast(red):
[roll5] vs normal AC
[roll6] untyped damage

Readied soulblast(blue):
[roll7] vs normal AC
[roll8] untyped damage


If I don't see my attacker, T readies a spit contingent on his next appearance(Establishing of LoS, yadda yadda) and Team readies a swing with her scythe, using full stone power:

Reaper-style attack!
[roll9] vs normal AC, gain 4 temporary HP till the start of next turn
[roll10] piercing damage


Crusader maneuvers granted:

1 - Crusader's strike
2 - Vanguard strike
3 - Stone Bones
4 - Leading the Attack
5 - Douse the Flames
[roll11]
[roll12](remove previous from list)

And at end of turn:
[roll13](remove previous from list)

Active stance is Bolstering voice, per default.

Douse the flames and stone bones granted immediately, leading the attack at EoT.

Sliver
2010-01-14, 04:17 AM
Your attacks hit, the soulspark's not. He attacks and dives back..

[roll0]
[roll1]

Aldgar
2010-01-14, 04:24 AM
So I saw the asherati, and the double-spit hit for 13 acid damage. This means I take 5 damage to HP, and 5 damage is delayed in steely resolve...

T readies a spit:
[roll0] vs touch AC
[roll1] acid damage

The soulsparks ready some more blasts:

Red:
[roll2] vs normal AC
[roll3] untyped damage

Blue:
[roll4] vs normal AC
[roll5] untyped damage

Team, meanwhile, uses a swift action to change stances to Martial spirit, and then readies a Scythe-strike with full Stone Power(to absorb some damage in Steely resolve):

[roll6] (4 temp hp gained, 2 hp healed to T on hit)
[roll7] slashing damage

This attack is the maneuver "Leading the Attack", so if it connects, all allies get a +4 (morale or untyped, i forgot) bonus to hit for 1 turn.

The soulsparks and T have readied their actions contingent on *after Team attacks*.

Team has his attack readied contingent on *after the asherati comes within melee range* or *after 6 seconds have passed(e.g. he swings at air if the asherati doesn't appear, to benefit from the temp hp at least)*

Sliver
2010-01-14, 04:28 AM
After a few rounds it comes up, gets hit badly (but your readied action was wasted) and shoots:

[roll0]
[roll1]

And starts to sink, unconscious. (300xp)

Aldgar
2010-01-14, 04:31 AM
Okay, my readied action was wasted...this means a total of 10 damage taken.

(or 6 if you allow the *swing at air at EoT trigger* to trigger stone power to soak 4 damage from steely resolve).

So Team is at 14/24 or 18/24, depending on your ruling.

T is at 5/12.

Team forces another CLW potion down her familiar's throat:

[roll0] healing to T.

And Team then drinks the Cure moderate wounds potion herself:
[roll1] healing to Team.

#EDIT: Everyone is at full HP again.

Aldgar
2010-01-14, 04:34 AM
+1 kill for T, since he did the most damage.

I doubt i can loot anything since the gear and body are lost in the quicksand.

Err, continue exploring with relentless stonepowered poking. (if the hall is a *dead end* go north).

Sliver
2010-01-14, 04:37 AM
There is a door to the east and a 5ft wide hall (not quicksand) to the north-west (it is a twisty room but I don't want to bother with descriptions right now :smalltongue:)

Aldgar
2010-01-14, 04:39 AM
Poke, then open the door!

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage.

Aldgar
2010-01-14, 04:40 AM
..aaand I forgot initiative:

Init:
[roll0]

Sliver
2010-01-14, 04:42 AM
Doesn't matter..

The room's floor is made of planes of glass. It goes north-east and east, with the view of the eastern passage is half blocked by a wall.

Aldgar
2010-01-14, 04:46 AM
So...below the glass is solid ground, or dirt, or metal, or what?

I, err, advance into the room(still on my floating disk taxi), look around the wall and poke everything(break a few glass planes, if possible, just to see what happens...)

Sliver
2010-01-14, 04:53 AM
(You can't see through the glass)

As you go around the wall, you see a small flying sonic bug..

[roll0] initiative

Aldgar
2010-01-14, 05:05 AM
Readied spit of T goes off if the thing is within 30ft:

Readied spit:
[roll0] vs (flatfooted?) touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-14, 05:08 AM
Hit.

The creature emits a burst of sound under you, creating a cloud of glass in the room, dealing [roll0] damage (DC13 reflex half)

Aldgar
2010-01-14, 05:13 AM
The cloud is a temporary AoE, or something ongoing?

Saves:
Team:
[roll0] -> 4 damage shunted into Steely resolve

T(improved evasion):
[roll1] -> 4 damage(improved evasion), 8/12 HP

Red(evasion):
[roll2] No damage taken

Blue(evasion):
[roll3] 8 damage taken, 5/13 HP.

Sliver
2010-01-14, 05:15 AM
Temporary.

Aldgar
2010-01-14, 05:17 AM
T spits again, Team switches to Martial spirit and swings her Scythe with full Stone Power, the Soulsparks gang up on the bug:

T:
[roll0] vs touch AC
[roll1] acid damage

Team:
[roll2] vs normal AC(gain 4 temp hp that soak up the steely resolve damage at EoT; on hit, heal 2 hp to T)
[roll3] slashing damage

Red's blast:
[roll4] vs normal AC
[roll5] untyped damage

Blue's blast:
[roll6] vs normal AC
[roll7] untyped damage

Sliver
2010-01-14, 05:22 AM
Another kill for T. There are doors to the east and north. (300xp)

Aldgar
2010-01-14, 05:25 AM
T is at 8 HP, the soulsparks fast heal...after fast healing, open the east door!

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-14, 05:36 AM
A shadowy creature with shadowy Greatsword stands behind an alter in a large room, out of range.

http://img685.imageshack.us/img685/5917/room10.jpg
Orange squares are carpets, B are benches, A - altar. Yellow dot is the creature..

[roll0]

Sliver
2010-01-14, 05:40 AM
The greatsword transforms into a double crossbow that he shoots at you before ducking behind the altar:

[roll0]
[roll1]

[roll2]
[roll3]

Aldgar
2010-01-14, 05:53 AM
The 17 hits, for 1 damage that is delayed by steely resolve.

Ducking behind the altar means he has cover or something, right?

The floating disk taxi advances 30ft into the room(on the violet square to the right of the leftmost carpet), then Team hops off and moves 30ft east(on the violet square to the left of the "1" from "10").
The soulsparks/T use total defense.

Sliver
2010-01-14, 05:58 AM
It means he is pretty much totally hidden..

He comes up, shoots and ducks again:

[roll0]
[roll1]

[roll2]
[roll3]

Sliver
2010-01-14, 05:59 AM
First one is a threat

[roll0]
[roll1]

Aldgar
2010-01-14, 06:10 AM
Both Hit. Team has taken 6 damage so far, and has 5 more damage delayed via Steely resolve.

Team double-moves, ending her movement 10ft north of the yellow dot(5 damage from steely resolve).

Team HP: 13/24

T spits:
[roll0] vs touch AC
[roll1] acid damage

Swift to reallocate essentia(1 into soulspark, 1 into mantle of flame):

Red and Blue swarm out and attack:

Red:
[roll2] vs normal AC
[roll3] untyped damage

Blue:
[roll4] vs normal AC
[roll5] untyped damage

#EDit: The threat also hits, putting Team at 4/24 HP.

Sliver
2010-01-14, 06:16 AM
T and blue hit, but T's attack seems to be not as effective as it shoult, and blue's attack doesn't seem to have any effect.

The weapon changes into a greatsword and he attacks Blue

[roll0]
[roll1]

Aldgar
2010-01-14, 06:23 AM
Great, acid resistance AND damage reduction...

Blue is hit, and unless that shadow creature is using good-aligned weapons(which i highly doubt), Blue takes 8 damage(putting blue at 5/13).

Blue withdraws and flies behind Team, gaining cover.

Red attacks again, then 5'-steps left(hovering above the altar):
[roll0] vs normal AC
[roll1] untyped damage

Team uses a swift action to reallocate essentia, putting all back into Dissolving spittle, then performs a double-spit maneuver with T:

Team:
[roll2] vs touch AC
[roll3] acid damage

T:
[roll4] vs touch AC
[roll5] acid damage

Sliver
2010-01-14, 06:28 AM
Double hit, he attacks Red:

[roll0]
[roll1]

Aldgar
2010-01-14, 06:32 AM
Red takes 15 damage. Because he has only 13 HP, this brings him below 0 HP, which triggers a certain clause of the soulspark familiar soulmeld...

The soulmeld unshapes, and red and blue go *poof*.

If there's no light, Team cannot see a thing.

If there's no light, Team casts the cantrip "light" on chain shirt.

T spits:
[roll0] vs touch AC
[roll1] acid damage

If there are torches on the walls or some other lighting, Team spits aswell:

[roll2] vs touch AC
[roll3] acid damage

Sliver
2010-01-14, 06:38 AM
And that is starting to get freaky.. Another kill for T..

Anyway, the doors open to the vending machines and the exit to the next floor..

Oh, 300xp, full plate and extreme wooden shield.

Aldgar
2010-01-14, 06:48 AM
Whew, that was close and damn lucky.

These vending machines are not *one-use only*, right?

Are the shield/full plate medium sized?

Crusaders are proficient with *all shields*, this means I should be able to use tower and extreme shields without penalty.

Anyway, Team and T go to the vending machine room for now...

Sliver
2010-01-14, 07:02 AM
Unless otherwise noted, no, their not one time use..

Aldgar
2010-01-14, 07:05 AM
Excellent. I sell the Full plate for 750gp

Sudden shadow nugget tax makes that only 250gp profit, though.

I'll sell the spear as well, for...1gp.

This puts me at 256gp, 9sp in cash.

Selling the thunderstones gives me +30gp, putting me at 286 gp, 9 sp.

How much does the wooden extreme shield weigh?

It's +3 AC, iirc, but I forgot weight and ACP.

Aldgar
2010-01-14, 07:08 AM
Oh, and I'll buy a Spell component pouch for 5gp. The one that I was *missing*(and that we both overlooked) the numerous times I was casting and using floating disk.

Current cash:

281.9gp

Sliver
2010-01-14, 07:10 AM
Shield, extreme wooden 10 gp +3 — –4 15% — — 15 lb.

Aldgar
2010-01-14, 07:21 AM
I'll keep it. I buy 2 potions of lesser vigor and drink those, healing 22 hp(only 20 hp is necessary) for 100gp.

Cash remaining: 181.9gp

Team then uses flint and steel to light a torch,and with torch in 1 hand and pole in the other, goes to explore the level some more and earn more xp/loot.

And avenge the temporary demise of red/blue, of course.

Map of everything explored so far, please?

I think there was a north-east sector of water that I skipped(I went mostly straight south over lava and stuff..)

Sliver
2010-01-14, 07:40 AM
There is a turn in the lava room you didn't explore, the north door at the glass room and two doors at the water room..

Aldgar
2010-01-14, 07:49 AM
Okay, cast floating disk(one first-lvl spell left this day) as soon as necessary, head back on the floating taxi to the lava room and explore that turn.

Just before that, sell the extreme shield for 5gp.

Sliver
2010-01-14, 07:57 AM
You find a secret passage way going east and T-ing north and south.

Aldgar
2010-01-14, 08:09 AM
Follow the secret passage south. Remember to poke everything within range with stone power and a 22ft-pole.

Sliver
2010-01-14, 08:13 AM
You get blasted by a line of electricity from an ugly, blue scaly creature 20ft to the south in the middle of a 15X15 room. [roll0] DC15ref for half, entangled for [roll1] rounds. Readied action of Mr. T goes of and initiative: [roll2]

Aldgar
2010-01-14, 08:26 AM
Oh no! It's Barney's relative Berny!

Readied spit:
[roll0] vs touch AC
[roll1] acid damage

Reflex saves:

Team:
[roll2](electricity damage is delayed for 1 turn)

T(improved evasion):
[roll3]


Initiative:
[roll4]

Even if I roll a 1, I win initiative...so...

T spits again...

T:
[roll5] vs touch AC
[roll6] acid damage

Team switches to Martial spirit and Attacks with full Stone Power and Scythe:

[roll7] vs normal AC

On hit, heal 2 hp to T and deal
[roll8] damage

#edit: Miss, so no healing, and stone power soaks the delayed 4 electricity damage.

Ongoing damage triggers later...

Sliver
2010-01-14, 08:30 AM
Well, T trashes another encounter.. 300xp, chainmail..

[roll0]

The other hall contains a chest with 2 scrolls..

Aldgar
2010-01-14, 08:39 AM
The 5 electricity damage goes into steely resolve, a swing at the air with stone power soaks 4 of this, leaving TEAM at 23/24 HP.

*Ding*

Team has reached level 3!!!

Team levels up as Crusader/Incarnate, becoming a Crusader 3 // Stalwart Battle Sorcerer 1 / Incarnate 2

+1 essentia immediately, crown chakra bind and a third incarnate soulmeld after rest.

Lemme update my sheet...

Updated sheet: http://www.thetangledweb.net/forums/profiler/view_char.php?cid=33669

EDIT: The chainmail is too heavy for the floating disk taxi to continue. If the way back crosses lava, leave the chainmail behind...

Aldgar
2010-01-14, 08:42 AM
The scrolls are looted, obviously. If this concludes the exploration of the lava section, continue to the north door of the glass room:

Readied spit:
[roll0] vs flatfooted touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-14, 09:02 AM
Alright, it opens to a little grassy hall that goes north east for a bit and opens up.

Aldgar
2010-01-14, 09:08 AM
I have this feeling of impending doom, but continue nonetheless, poking with Stonepower(for 6 temporary hp per turn now!) anyway...

My soulsparks with their good spot/listen modifiers are gone now..

Since I have 3 essentia available, 2 is per default in spittle and 1 is per default in mantle of flame.

Edit: And I need a map, srsly.

Sliver
2010-01-14, 09:13 AM
You see a small dinosaur with a whip-like tail. It sees you and screeches..

It's about 40ft to the north-west next to a tree..
[roll0][roll1]
Initative: [roll2]

Aldgar
2010-01-14, 09:15 AM
I guess it's too far away for the readied spit to trigger.

Regardless, if I lose initiative and it approaches within 30'...

Readied spit:
[roll0] vs touch AC
[roll1] acid damage

Initiative:
[roll2]

Sliver
2010-01-14, 09:24 AM
It runs at you, and you drop it. 2 others pop out and run at you, and as they are 15ft away, they spray a cone of poison at you. 2 fort saves.

Aldgar
2010-01-14, 09:29 AM
That was T's 16th kill!

Fort saves...

Team:
1st save:
[roll0]
2nd save:
[roll1]

T:
1st save:
[roll2]
2nd save:
[roll3]

Sliver
2010-01-14, 09:35 AM
Mr. T is blinded for [roll0] rounds minutes. Your turn. [roll1] [roll2]

http://img121.imageshack.us/img121/2373/stuff2w.th.jpg (http://img121.imageshack.us/i/stuff2w.jpg/)

Aldgar
2010-01-14, 09:35 AM
Crusader Maneuver's granted

1 - Crusader's strike
2 - Vanguard strike
3 - Stone Bones
4 - Leading the Attack
5 - Douse the Flames
[roll0]
[roll1](remove previous one from list)

At End of turn:
[roll2](remove previous one from list)

Active stance: Bolstering voice

Aldgar
2010-01-14, 09:41 AM
Nooo! Mr. T's killing streak will be impeded!

If Team tells Mr. T where to spit, T will suffer the penalties for total concealment(50% miss chance) but spit normally otherwise, right?

So...Team tells Mr. T to Spit at Dinosaur B, while she uses a swift action to switch to Martial Spirit. She then moves towards Dinosaur A and attacks him with a Crusader's strike!

Team's punch(gauntlet attack, the torch is wielded in the off-hand)!
No stone power used
[roll0] vs normal AC
[roll1] bludgeoning damage

If hit, 2 HP healing goes to Team(fully restoring her HP) and
[roll2] healing goes to Mr. T(unless the dinosaur happens to be Neutral Evil)

Aldgar
2010-01-14, 09:42 AM
I forgot T's spit:

Spit at the other Dinosaur(the one not being punched):
[roll]1d20+8[/roll vs touch AC
[roll0] 1-50 misses
[roll1] acid damage

Aldgar
2010-01-14, 09:43 AM
Botched attack roll:

[roll0] vs touch AC

#EDIT: Dang, a natural 1...after passing the miss chance...

Sliver
2010-01-14, 09:45 AM
(you have IUS to prevent AOOs?)

You punch a dino in the face.. T misses..

Dino A and B attack you:

[roll0]
[roll1]

[roll2]
[roll3]

Aldgar
2010-01-14, 09:52 AM
I have gauntlets!

They let me punch people for lethal damage(and treat my attacks as armed..I think - I'm not too sure about this part).

See here:
http://www.d20srd.org/srd/equipment/weapons.htm#gauntlet

Anyway, the first dino hits me...for 1 damage that gets delayed via steely resolve...and gets counter-burned in its face by mantle of flame!

Counter!
[roll0] fire damage

If I provoked an AoO...I encourage you to post that one as well. It would only mean more counterfire damage!

Both Toad and Team are fully healed now(team has 1 dmg delayed).

T spits at Dino B(the one with full HP) again:
[roll1] vs touch AC
[roll2] 1-50 misses
[roll3] acid damage

Team 5'-steps back and spits at Dino A:
[roll4] vs touch AC
[roll5] acid damage

Sliver
2010-01-14, 09:54 AM
This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack.

[roll0]
[roll1]

If it's a counter, isn't it an immediate action you can't take 2 of at one turn?

Aldgar
2010-01-14, 09:55 AM
It's not a counter as per tome of battle.

It's a soulmeld, and doesn't require an action to activate.

Paraphrased from MoI:
"Anyone who strikes me with a natural weapon or a nonreach manufactured weapon takes 1d6 fire damage(+1d6 per essentia invested)"

Currently, Mantle of flame has 1 essentia in it.

AoO misses, sadly.

Sliver
2010-01-14, 09:58 AM
Alright, then the first one sprays another cone of poison, so another fort save.

The second one attacks you.

[roll0]
[roll1]

Aldgar
2010-01-14, 10:00 AM
Fort save(I'll omit T's save, since he's already blind..and you can't be poisoned twice by the same poison, right?)

[roll0]

Dino B gets burned for [roll1] fire damage.

Team is at 31/32 HP, with 3 damage delayed, as his turn begins.

Aldgar
2010-01-14, 10:03 AM
Team's charge also provokes an AoO from Dino B.

Team charges Dino A(the one he punched and that just spit poison), taking a -1 penalty to hit for 2 temp hp from stone power:

[roll0] vs normal AC, provokes AoO before it hits
if hit:
[roll1] bludgeoning damage, heal 1 hp to Team and reduce delayed damage by 1; at EoT the delayed damage kicks in with 2 being absorbed via temp hp.

T spits at Dino B again:

[roll2] vs touch AC
[roll3] 1-50 misses
[roll4] acid damage

Sliver
2010-01-14, 10:05 AM
You crash Dino A's skull, Dino B sprays moar poison.

Aldgar
2010-01-14, 10:07 AM
They don't take the AoOs I provoke? Are they afraid of fire?

Fort save:
[roll0]

Aldgar
2010-01-14, 10:08 AM
If Fortitude save 14 is enough to resist blindness, Team and T perform a double-spit maneuver at Dino B:

Team:
[roll0] vs touch AC
[roll1] acid damage

T:
[roll2] vs touch AC
[roll3] 1-50 misses
[roll4] acid damage

Sliver
2010-01-14, 10:10 AM
Team gets this kill. 300xp.

Also, T should give another save vs secondary poison effects..

Aldgar
2010-01-14, 10:12 AM
Uh-oh.

T's secondary save:
[roll0]

Sliver
2010-01-14, 10:15 AM
If you would have rolled 1 less, you would have failed.. Your toad has +9 fort save?

Go on..

Aldgar
2010-01-14, 10:17 AM
The toad shares my saves, and I have +7 fort save, +2 from evil's blessing.
Assuming combat was over, Team quickly shouted a prayer(standard action to activate) to his dark patron Atropus to regain his blessing.

Sliver
2010-01-14, 10:18 AM
The toad only shares your base saving throws.. Adds to it it's own modifiers..

Aldgar
2010-01-14, 10:19 AM
Team/Toad continue Northwards, poking via 22ft-pole and 6 temp-hp procedure.

So, explore the grassy plains...

Aldgar
2010-01-14, 10:22 AM
The toad only shares your base saving throws.. Adds to it it's own modifiers..

Oops. So, I have 5 base fort saving throw...and the toad has 10 or 11 con...so, I guess i misread the share saving throws entry.

This mean T takes secondary poison damage, right?

Sliver
2010-01-14, 10:22 AM
The familiar would have +3 base save, +0 from high fort, +2 from blessing and...?


Saving Throws: For each saving throw, use either the familiar’s base
save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as
calculated from all his classes), whichever is better. The familiar uses its
own ability modifiers to saves, and it doesn’t share any of the other
bonuses that the master might have on saves (from magic items or
feats, for example).

Sliver
2010-01-14, 10:23 AM
T takes [roll0] Con damage. And is still blinded unless you wait..

Aldgar
2010-01-14, 10:23 AM
It shares my +5 base fort save(+2 from crusader, then +3 from incarnate)...

Aldgar
2010-01-14, 10:25 AM
Team shall raise his torch high and valiantly waits for T's eyes to open...

Aldgar
2010-01-14, 10:27 AM
AFter the 7 minutes pass, Team merrily continues his stonepowered poking exploration, heading north.

Sliver
2010-01-14, 10:30 AM
As you wait, you fail to note that the light attracted a fleshraker, which leaps at you (torch provides 40ft of illumination, with low light vision and 50ft for per move action.. ouch..)

Vs FF.

[roll]1d20+8[roll]
[roll0] + DC14 or get [roll1] Dex damage.

[roll]1d20+8[roll]
[roll2] + DC14 or get [roll3] Dex damage.

[roll]1d20+3[roll]
[roll4] + DC14 or get [roll5] Dex damage.

[roll]1d20+3[roll]
[roll6]

[roll]1d20+4[roll]
[roll7]

Trip attempt if any attack hits, touch attack: [roll8]
[roll9]

Grapple, if trip succeed: [roll10] vs prone.
[roll11]

Sliver
2010-01-14, 10:31 AM
GAH! Here are the attack rolls:

[roll0]

[roll1]

[roll2]

[roll3]

[roll4]

Damn copy paste not fixing rolls..

Aldgar
2010-01-14, 10:40 AM
the 2nd and 5th attack hit. Take note that flesh rakers cannot use bite and tail in the same round.

So 14 damage to Team, 5 gets delayed, 9 go directly to HP.

So Team is at 23/32 HP, with 5 delayed damage.

The tail attack isn't poisoned?

Only 1 fort save vs dex damage:
[roll0]

Flatfooted touch AC is only 9, so the trip attempt hits:
Resist trip:
[roll1]
Resist Grapple:
[roll2]

Since the Fleshraker hits me twice, it takes 4d6 fire damage:

Counterfire of DOOM!
[roll3] fire damage

(if the touch attack is a third, seperate attack made with a natural weapon, add 2d6 extra fire damage...)
[roll4] fire damage

Sliver
2010-01-14, 10:43 AM
Full Attack: 2 claws +6 melee (1d6+3 plus poison) and bite
+1 melee (1d6+1) and tail +1 melee (1d6+1 plus poison)

Why he can't attack with both tail and bite? (also, I switched them in the attack rolls..) Anyway... I don't think he takes a 3rd fire counter...

Initiative: [roll0]

Aldgar
2010-01-14, 10:45 AM
Okay, so Team is at 23/32 HP, resisted the poison successfully, has full steely resolve and I guess T is still blind, knowing my luck.

Oh, and Team is prone, but not grappled.

Team stands up from prone as move action(provoking an AoO vs his prone AC of 12), then enters martial spirit stance as swift, then melee touch-attacks the flesh raker(which hopefully doesn't have combat reflexes).

Assuming the AoO hits:
Fort save:
[roll0]

Counter-fire damage:
[roll1]

If Team stands up successfully, he can with full stone power:

[roll2] vs touch AC

On hit, Team heals 2 HP -> 25/32 HP. At End of turn, he takes 5 damage(completely absorbed by the 6 temp HP).

Aldgar
2010-01-14, 10:46 AM
Why he can't attack with both tail and bite? (also, I switched them in the attack rolls..) Anyway... I don't think he takes a 3rd fire counter...

Initiative: [roll0]

Because it says so in the fluff describing him.

I forgot Initiative as well:

[roll0]

Sliver
2010-01-14, 10:51 AM
Ohh I see.. Who reads that? :smalltongue:

AOO: [roll0][roll1] (VS prone)

Nat 1 on your attack..

[roll2]
[roll3] +poison

[roll4]
[roll5] +poison

[roll6]
[roll7] +poison

Tanaric
2010-01-14, 06:22 PM
Um, guys, I'm pretty sure you forgot to make a whole hell of a lot of secondary saves.


Poison attacks deal initial damage, such as ability damage or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. A creature’s descriptive text provides the details.

Edit: Also, a Fleshraker can use its tail and bite in the same round, just not against the same opponent. So one of those is directed at the familiar, I'd imagine.

Aldgar
2010-01-15, 12:52 AM
The familiar has AC 15 normal, AC 12.

The AoO hits, deals 4 damage to HP. Team has now 19/32 HP, 1 temporary HP.

Note that the fleshraker already suffered 25 fire damage from mantle of flame(vs initial full attack and AoO).

If the fleshraker directs one tail or bite attack from the pounce against the toad familiar and that attack hits AC 12, he takes an additional [roll0] fire damage since the mantle of flame soulmeld is also shared.

Toad familiar has 16/16 HP before the fleshraker's attack.

Now, fleshrakers turn again...and he does his full attack thing. He also bites the familiar(I guess):

Fleshraker bite vs Toad:
[roll1] vs AC 12
If hit:
[roll2] damage to Toad and
[roll3] fire damage to Fleshraker

The two claw attacks hit, dealing 14 damage to Team.
1 damage is absorbed by the leftover temporary HP from stone power, 5 is shunted in Steely resolve, leaving 8 damage that go straight to HP.
Team is now at 11/32 HP, with 5 damage delayed in Steely resolve.

Fleshraker takes more counter-damage from Mantle of flame:

[roll4] fire damage

Aldgar
2010-01-15, 01:02 AM
Okay...I've counted the blinding spittle attacks...there were four spits, in total.

Toad already made(and failed) one secondary save, so I guess here are the secondary saves...

Secondary saves vs DC 12(1d4 con damage on fail):

Team:
[roll0]
[roll1]
[roll2]
[roll3]

Toad:
[roll4]
[roll5]
[roll6]

Aldgar
2010-01-15, 01:04 AM
Team takes [roll0] Con damage..putting team at 13 Con

Toad takes [roll1] more Con damage..putting toad at 11-(7 damage)=4 Con.

Aldgar
2010-01-15, 01:08 AM
Saves of Team vs fleshraker poison(I assume the AoO was made with a claw, so also poisoned):

[roll0] or [roll1] dex damage
[roll2] or [roll3] dex damage
[roll4] or [roll5] dex damage

Aldgar
2010-01-15, 01:31 AM
Okay, summary of all this mess:

Team took 1 con damage before the flesh raker pounced, reducing his total HP by 3.

This means he had 29/29 HP before the pounce.

Then Fleshraker pounced, with the following attack results:

Claw1 = 9(miss)
Claw2 = 16(hit, 6 damage, fortitude save made vs poison)
Tail = 12(miss if directed against Team, hit if directed against Toad.
If hit, Toad takes 4 damage and must make a Fort save DC 14 or take 1 dex damage; mantle of flame deals 8 fire damage to fleshraker)
Bite = 8(miss)
Rake = 13(hit, 8 damage)

Mantle of flame dealt 16 fire damage to Fleshraker, triggered from the claw2 and rake hits.

Team is at 20/29 HP right now, with 5 damage in steely resolve.

Team won initiative and provoked an AoO by standing up:

Claw = 27(hit, 4 damage, fortitude save made vs poison, mantle of flame deals 3 fire damage to fleshraker)

He then attempted a touch attack with full Stone power(+6 temporary HP) against the Fleshraker, and failed to hit. Steely resolve damage was absorbed by temporary hitpoints(1 temporary HP remaining).

Team is now at 16/29 HP, with 1 temporary HP.
The fleshraker has now taken at least 19 fire damage(possibly 27 fire damage if he hit the toad with the tail from the pounce).

Fleshraker Full-attack #2:

Claw1 = 16(hit, 9 damage, fort save made vs poison)
Claw2 = 24(hit, 5 damage, fort save made vs poison)
Tail = 6(miss)
Bite vs familiar(optional) = 21(hit, 4 damage to toad; mantle of flame deals 2 fire damage to fleshraker)

Mantle of Flame deals 9 fire damage to Fleshraker, triggered by the two claw hits.

Pre-full attack #2, team was at 16/29 HP with 1 temporary Hitpoint(see above).

Now, he takes 14 more damage: 1 is absorbed by the temporary HP, 5 is shunted in steely resolve, and 8 goes to the remaining HP.

Team is now at 8/29 HP, with 5 damage delayed via Steely Resolve.
Mantle of Flame has dealt at least 25 damage to the Fleshraker(if he didn't attack the familiar), 33 damage if he attacked the familiar in the pounce and omitted the bite in the second full-attack, and 35 damage if he attacked the familiar both times.

Mr. T(the toad familiar) is either at 14/14 HP(29 halved); or at 10/14(if attacked once) or at 6/14(if attacked twice).

Mr T also *might* have to make a fort save vs dexterity damage, if attacked during the pounce.

Aldgar
2010-01-15, 01:43 AM
If the fleshraker is still alive...

Crusader maneuvers granted:

1 - Crusader's strike
2 - Vanguard strike
3 - Stone Bones
4 - Leading the Attack
5 - Douse the Flames
[roll0]
[roll1](remove previous from List)
At the end of the first turn:
[roll2](remove previous from List)

At the end of this turn:
[roll3]
Douse the Flames and Crusader's strike are initially granted, at the end of first turn, Vanguard strike was granted.

Stone bones is granted at the end of this turn, and Leading the attack at the end of next turn.

Potential Fort save of Mr. T vs dexterity damage:
[roll4] vs DC 14, take 1 dexterity damage on failure

Toad familiar has taken 7 constitution damage, and potentially 8 HP damage and 1 dexterity damage so far.

Aldgar
2010-01-15, 01:50 AM
If the fleshraker is still alive, Team attempts another full-stone power touch attack(that provokes an AoO):

Fleshraker's AoO
[roll0] vs AC 16
[roll1] slashing damage, +Fort DC 14 or take [roll2] dexterity damage

Mantle of Flame damage:
[roll3] fire damage

Potential Fort save vs poison from AoO:
[roll4]

Team's touch attack:
[roll5] vs touch AC
If hit, Team heals 2 HP. At end of turn, Steely resolve deals 5 damage(absorbed by 6 temporary HP), leaving Team with 8/29 HP and 1 temporary HP(minus any damage from the AoO)