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Vladislav
2011-02-04, 08:18 AM
Players:
chess435 - Bob the Sorcerer (http://www.myth-weavers.com/sheetview.php?sheetid=272436)
Deathslayer7 - Ku-Ug the Druid (http://www.myth-weavers.com/sheetview.php?sheetid=272879) and his Wolf (http://www.myth-weavers.com/sheetview.php?sheetid=272920)
Kira_the_5th - Darius the Fighter (http://www.myth-weavers.com/sheetview.php?sheetid=272558)
VeinteNatural - Thaddeus Rook the Bard (http://www.myth-weavers.com/sheetview.php?sheetid=272567)


Rules:
- The game consists of 20 Big Boss battles, each battle's CR is about 3 above party level.
- Level up after each won battle.
- Dead PCs resurrected at no penalty.
- Wealth automatically follows level.
- In case of TPK, get to try same CR again. Three TPKs, and you lose.

Please post character sheets, discuss strategies, etc.

Deathslayer7
2011-02-04, 09:32 AM
Ku-ug! (http://www.myth-weavers.com/sheetview.php?sheetid=272879) The melee Druid!

Strategies: beat stuff to death. Cast other spells to help do that. :smalltongue:

But seriously, that is what he does.

and his faithful companion Number One (http://www.myth-weavers.com/sheetview.php?sheetid=272920)! Who likes to fight by his side and trip things as well! Hopefully it will stay at Number One only. :smallsmile:

Chess435
2011-02-04, 10:20 AM
Bob (http://www.myth-weavers.com/sheetview.php?sheetid=272436), the Battle Sorcerer!
Strategy: Become an artist of the magic missile. Decent with a bow as well.

Kira_the_5th
2011-02-04, 10:49 AM
Darius, (http://www.myth-weavers.com/sheetview.php?sheetid=272558) palace guard extraordinaire! Strategy: Trip things up with a polearm, while putting himself between his allies and the monster.

Deathslayer7
2011-02-04, 11:18 AM
now question: what form does this take? One big bad boss creature or a few creatures that are equal to the CR 3+ party level?

Also, I don't know about anyone else, but I think if you could provide number of creatures and types (you dont have to say creature 1 undead, creature 2 undead etc.) but just gives us this:

Number of Creatures: 4
Types: Undead, Abberation, Plant, Animal, etc.

I think it would help so we could plan our spells accordingly.

Vladislav
2011-02-04, 11:34 AM
Let me tell you a bit about your first battle. In search of a remedy for a plague, you have descended into an underground dungeon. Having braved hordes of Kobolds, Goblins, and Undead, you cleared the top level of the dungeon, and have descended further below, into a mysterious cavern complex. There, you found a book telling of a mythic tree, grown out of a stake that pierced the dark heart of a vampire. This tree, so it seems, is the source of the evil that blights the land. But before you can destroy it, there is but one final guardian, and he won't let you through as long as he draws breath.

Battle location: underground cavern
Floor: Natural rock, even terrain.
Ceiling: Natural rock, 15' high.
Likely features: Rock pillars (provide cover), bushes (provide concealment)
Lighting: dimly lit by phosphorescent moss (partial concealment for everyone unless you have low light vision or a light source)

Buffing time: Unlimited. However, for each spell cast before kicking in the proverbial door, the caster must make a DC 8 Move Silently check. Failure means you have been heard.




Also, I don't know about anyone else, but I think if you could provide number of creatures and types (you dont have to say creature 1 undead, creature 2 undead etc.) but just gives us this:

Number of Creatures: 4
Types: Undead, Abberation, Plant, Animal, etc.

That's a bit too specific to my tastes. We'll go with what's inside the spoiler, I think I've given you enough to work with.

Deathslayer7
2011-02-04, 11:40 AM
That's actually good enough. I assume enough vegetation for Entangle if I wanted it?

Vladislav
2011-02-04, 11:41 AM
That's actually good enough. I assume enough vegetation for Entangle if I wanted it?Sure, moss, bushes & stuff.

Deathslayer7
2011-02-04, 02:22 PM
ok spells for this battle:

Shillelagh and Beastland Ferocity
Flare, Resistance and Cure Minor Wounds

Chess435
2011-02-04, 02:30 PM
I've got no buffs at this level, but I'll nock an arrow in my bow and mentally prepare myself for the fight.

Kira_the_5th
2011-02-04, 04:50 PM
I'll ready my ranseur, and be ready to open the door when everyone's ready.

VeinteNatural
2011-02-04, 06:54 PM
Sorry about the delay. Thaddeus Rook (http://www.myth-weavers.com/sheetview.php?sheetid=272567) will hang towards the back with his light crossbow at the ready and his bolts at hand for quick reloading. I'd start singing but that would blow our cover :smalltongue:

Vladislav
2011-02-04, 07:55 PM
I'd start singing but that would blow our cover :smalltongue:That's why I always take ranks in Perform (Mime).

Ok, let's get this show on the road. The way I see it, the Druid is the only one with anything to cast potentially, so either cast what you have (and Move Silently check DC 8 per spell), or ... check what's behind door #1.

VeinteNatural
2011-02-04, 07:58 PM
*Facepalm* Perform (mime)? Brilliant! I'll definitely start picking that for future characters.

Like I said though, still holding back and letting one of the heartier characters go first.

Kira_the_5th
2011-02-04, 08:33 PM
*Whispered* So Druid, you want anything, or should I burst open this door?

Deathslayer7
2011-02-04, 09:22 PM
Burst it down. I rather not give away or position.

Vladislav
2011-02-04, 09:36 PM
You break into the room, to find a pale man standing amid some rocks and overgrown shrubs. Behind him, a large, dark, gnarled tree grows, branches piercing the ceiling in several places. A large viper is coiled next to him.

He addresses you, So, it has come to this, you have come to destroy the tree. But I will not let you. The tree is a thing of beauty. Simple mortals like you can't comprehend it. Only thing you're good for - die and fertilize the ground it grows on.

[[speaking is a free action in D&D, so no attacks during BBEG monologue!!]]

Bad guy init: [roll0]
Viper init: [roll1]

Map:
{table]8| | | |TT| | | |
7| |~~|~~|BG|RR| | |
6| |~~| | |Vp|~~| |
5| | |RR|~~| |~~| |
4| | | | | |RR| |
3| | | | | | | |
2| |RR| |Ft|Wl| | |
1| | |Br|So|Dr| | |
|A_|B_|C_|D_|E_|F_|G_|H_[/table]


Ft = Fighter
Br = Bard
So = Sorcerer
Dr = Druid
Wl = Wolf

BG = Bad Guy
Vp = Viper
RR = Rock column (impassable, provides cover)
~~ = Bushes (difficult terrain, provides concealment)
TT = Tree

VeinteNatural
2011-02-04, 09:45 PM
Thaddeus Rook Initiative [roll0]

OOC: So no surprise round?

Deathslayer7
2011-02-04, 09:50 PM
intiative! [roll0]

it would be a bit unfair if we got a surprise round dont ya think? :smalltongue:

Vladislav
2011-02-04, 09:51 PM
You may have a point there. Forgot. Listen check DC 20 for him to avoid surprise: [roll0]

Deathslayer7
2011-02-04, 09:52 PM
forgot animal companion.

intiative: [roll0]

Kira_the_5th
2011-02-05, 02:01 AM
Darius Init: [roll0]

Vladislav
2011-02-05, 12:14 PM
In the interest of accelerating the process, Sorcerer's init [roll0]

Order:

Druid
Wolf
Bag Guy
Viper
Bard
Fighter
Sorcerer

Chess435
2011-02-05, 08:05 PM
Sorry I wasn't on last night. :smallredface: Well, let's get to it now!

Deathslayer7
2011-02-05, 08:24 PM
Ku-ug

Chanting, he raises his staff and lightly bobs Darius over the head. As soon as he does, Darius feels the power of a boar within him.


Casting Beastland Ferocity on him. Allows him to act normally up to -9 hp.


Upon doing so he moves off to the side (H6) and whistles. Knowing the signal, Number One attacks.

HA: [roll0] DC 10

It then charges the viper standing in E5.

Attack: [roll1]
Damage: [roll2]

if hit, Trip attempt: [roll]1d20+1]/roll]

Vladislav
2011-02-05, 08:39 PM
As the viper is still flat-footed and unable to defend itself properly, the wolf's jaws lock on his body, injuring the snake badly.

Wolf's Trip [roll0]
Snake's Dexterity check [roll1]

Let's see if the trip works before I decide what the bad guy does.
Also, I must say I find the concept of tripping a snake to be absolutely hilarious, not to mention befuddling. How on earth do you even trip a snake? Oh well, it is RAW whether I like it or not. If the wolf wins, we'll fluff it as getting the snake off balance.

Chess435
2011-02-05, 08:48 PM
Wow. You tripped a snake.

Vladislav
2011-02-05, 08:51 PM
First, BBEG's Spellcraft check to identify the spell that was cast, although it won't make difference for now [roll0]

The pale man waves his hands, reciting an incantation, and a ball of roaring flame appears next to [roll1] (1=druid, 2=fighter, 3=bard, 4=sorcerer).

Whoever is the lucky recipent of the ball of roaring flame, has to make a DC 15 Reflex save or take [roll2] fire damage.

Then, the snake, off balance, tries to take a bite at the wolf. [roll3], dmg [roll4] and For 11 save or take [roll5] Con damage.

Vladislav
2011-02-05, 08:52 PM
OMG, the snake critted the wolf while prone. It doesn't get much better, does it? Crit confirm [roll0], bonus dmg [roll1]

Vladislav
2011-02-05, 08:57 PM
Ok, guys, your turn, roll saving throws vs. poison and fire, and then do your worst.

Deathslayer7
2011-02-05, 09:36 PM
I find that hilarious. Trip a snake, snake crits from the ground, then critically fails. Wow. I can just imagine that. :smallbiggrin:

fort save: [roll0]

VeinteNatural
2011-02-06, 12:42 AM
Thaddeus advances, taking cover behind a column, and begins a song of heroic deeds to empower his allies.

Actions
Move to B4 and begin inspire courage. Everyone gets +1 to attack and damage against the baddies.

Kira_the_5th
2011-02-06, 02:09 AM
Ref Save vs. Pain: [roll0]

Darius rushes forward, diving into the bushes and launching a ranseur attack at the man who hit him with a fireball.

"Suck spear, caster!"

Actions:
Move 15' forward, into the bushes, and make a reach attack against the BBEG. Hopefully while not being too much in pain from fire to the face.

Attack: [roll1]
Damage: [roll2]
Crit: [roll3]
Crit Damage: [roll4]

Edit: Ow, my face, it burns. Oh well. Thanks you very much for the "keep fighting till -9 spell, Deathslayer!

Vladislav
2011-02-06, 10:28 AM
Ohh, he's been stabbed and is hurting badly.

Updated map:

{table]8| | | |TT| | | |
7| |~~|~~|BG|RR| | |
6| |~~| | |Vp|~~| |Dr
5| | |RR|Ft~|Wl|~~| |
4| |Br| | | |RR| |
3| | | | | | | |
2| |RR| |FS| | | |
1| | ||So| | | |
|A_|B_|C_|D_|E_|F_|G_|H_[/table]

Ft = Fighter
Br = Bard
So = Sorcerer
Dr = Druid
Wl = Wolf

BG = Bad Guy
Vp = Viper
RR = Rock column (impassable, provides cover)
~~ = Bushes (difficult terrain, provides concealment)
TT = Tree
FS = Flaming Sphere (added)

It's the Sorcerer's turn, then the Druid and his pet, then bad guys again.

Deathslayer7
2011-02-06, 12:36 PM
Shouldnt the Druid be in H6, I moved there during my turn (move) + cast Beastland Ferocity on Darius (standard)? :smallconfused:

Vladislav
2011-02-06, 12:39 PM
Sorry, I moved you

Chess435
2011-02-06, 03:10 PM
Since I don't have a clear shot with my bow, I'll throw a magic missile at the BBEG.

Vs. Spell Resistance, if any: [roll0]
(+1 base, +2 spell penetration, +2 greater spell penetration, +1 spellgifted)

Damage: [roll1]

Afterwards, I'll move to B1 for cover.

Deathslayer7
2011-02-06, 03:17 PM
Ku-ug casts again, and his staff grows two sizes larger (unlike his heart). He then moves next to the BBEG (E8). He smiles an evil grin, his fangs pointing out.


Casting Shillelagh and moving to E8


Number One continues to attack the viper.


attack: [roll0] +4 if prone.
Damage: [roll1]
Trip if applicable: [roll2]

Vladislav
2011-02-06, 03:53 PM
The man shrieks in pain as the force of the Magic Missile strikes him. He even less enjoys seeing the wolf making his favourite snake into a chewy toy.

He takes a 5' step outside the reach of the fighter and druid, and casts a spell. A burst of blue energy arches between him and the snake, and both seem to feel a bit better.

Spellcraft DC 21 to identify
Cure Light wounds, due to Spellbound Companion feat affects both him and snake, [roll0] healing to both

He then directs the flaming sphere to roll and attack the hurtful Sorcerer for [roll1] damage (REF 15 negates)

The viper is badly bitten, nevertheless, struggles to stay on its feet (???) and counterattacks.

Dex check to avoid trip [roll2]
counter attack the wolf [roll3] (+4 if not tripped)
dmg [roll4] + [roll5] CON damage (FOR 13 11 negates)

Vladislav
2011-02-06, 04:00 PM
Updated map:

{table]8| | |BG|TT|Dr| | |
7| |~~|~~||RR| | |
6| |~~| | |Vp|~~| |
5| | |RR|Ft~|Wl|~~| |
4| |Br| | | |RR| |
3| | | | | | | |
2| |RR| | | | | |
1| |SoFS| | | | | |
|A_|B_|C_|D_|E_|F_|G_|H_[/table]

Ft = Fighter
Br = Bard
So = Sorcerer
Dr = Druid
Wl = Wolf

BG = Bad Guy
Vp = Viper
RR = Rock column (impassable, provides cover)
~~ = Bushes (difficult terrain, provides concealment)
TT = Tree
FS = Flaming Sphere

Deathslayer7
2011-02-06, 04:01 PM
Fort:[roll0]

The wolf growls at the viper but the poison seems ineffective against it.

VeinteNatural
2011-02-06, 04:44 PM
Thaddues maintains his song while moving up and letting fly a bolt from his crossbow at the man just as he finishes his spell.

Actions
Move to A-8 and attack [roll0]
possible damage [roll1]

Chess435
2011-02-06, 05:21 PM
Reflex Save: [roll0]
Edit: Yay, made my save!

Vladislav
2011-02-06, 05:28 PM
Bob jumps sideways at the last moment, and although he's still at a dangerous proximity to the flaming sphere, he manages to avoid getting burned. Meanwhile the crossbow bolt flies wide, hitting the wall and taking out a patch of moss.

Next up, Fighter, Sorcerer, Druid & Wolf, then BBEG again.

Chess435
2011-02-06, 05:38 PM
I almost forgot!
Spellcraft Check: [roll0]

Kira_the_5th
2011-02-06, 06:07 PM
"You're not getting away that easy!" Darius yells, following up as his foe moves away.

Action: 5 ft step towards the BBEG, attempt once again to stab him in the face.

Rolls:

Attack: [roll0]
Damage: [roll1]
Crit: [roll2]
Crit Damage: [roll3]

Chess435
2011-02-06, 06:39 PM
Bob will scoot around to A6 and blast the BBEG with another missile.
Vs SR, if any: [roll0]
Damage: [roll1]

Deathslayer7
2011-02-06, 06:45 PM
Ku-ug scoots closer to the BBEG and swings his staff at him.



5ft step to D7
Attack: [roll0]
Damage:[roll1]


Number One continues mawling the snake.

Attack:[roll2]
Damage: [roll3]
Trip: [roll4]

Chess435
2011-02-06, 06:57 PM
Looks like it's back around to the BBEG then.

Vladislav
2011-02-06, 08:19 PM
[[ooc For future reference, when there's a bush between you and the BBEG, there's a 20% miss chance with ranged or reach weapons]]

He shrieks in pain at yet another magic missile, and takes yet another step to the side. He then casts a spell at the ranseur-wielding warrior. Will 15 negates. If you fail ...
Your armor starts to feel hot.

Spellcraft DC 22 to identify
Heat Metal

He doesn't relent on the flaming sphere, directing it to chase the Sorcerer again. [roll0] damage, REF 15 negates.

Finally, the snake does what snakes do best, tries to bite the wolf. [roll1], dmg [roll2] plus FOR 11 or take [roll3] CON damage.


Map upcoming

Vladislav
2011-02-06, 08:25 PM
Updated map:

{table]8| |BG| |TT| | | |
7| |~~|~~|Dr|RR| | |
6|SoFS|~~|Ft| |Vp|~~| |
5| | |RR|~~|Wl|~~| |
4| |Br| | | |RR| |
3| | | | | | | |
2| |RR| | | | | |
1| | | | | | | |
|A_|B_|C_|D_|E_|F_|G_|H_[/table]

Ft = Fighter
Br = Bard
So = Sorcerer
Dr = Druid
Wl = Wolf

BG = Bad Guy
Vp = Viper
RR = Rock column (impassable, provides cover)
~~ = Bushes (difficult terrain, provides concealment)
TT = Tree
FS = Flaming Sphere

Vladislav
2011-02-06, 08:26 PM
Sorry just realized he's still within the fighter's reach. He'll cast defensively
[roll0] DC 17; if fails, loses the spell. edit: forgot his Combat Casting feat. With +4, that makes it a success.

Kira_the_5th
2011-02-06, 08:27 PM
Will Save: [roll0]

Edit: Just noticed the failed defensive casting. Darn good thing, too...

Chess435
2011-02-06, 08:27 PM
Reflex Save: [roll0]

Question: Does the BBEG have cover from my location?

Vladislav
2011-02-06, 08:28 PM
Reflex Save: [roll0]

Question: Does the BBEG have cover from my location?Nope, not anymore

Chess435
2011-02-06, 08:31 PM
Sorry just realized he's still within the fighter's reach. He'll cast defensively
[roll0] DC 17; if fails, loses the spell. edit: forgot his Combat Casting feat. With +4, that makes it a success.

Fail ----> Win ------> Fail. *Sigh*

Chess435
2011-02-06, 08:36 PM
Sorry for the double post but I forgot to roll for my spellcraft check: [roll0]

Kira_the_5th
2011-02-06, 08:37 PM
Fail ----> Win ------> Fail. *Sigh*

Yeah, I know. Some days you just can't get rid of a spell. *sigh*

(Combat Casting, though? People actually take that over Skill Focus (Concentration)? The +1 wouldn't have mattered, but still...)

Vladislav
2011-02-06, 08:41 PM
So, uhm, will save? Against the spell you now know is Heat Metal? And then you all get to have a go at him again

Kira_the_5th
2011-02-06, 08:45 PM
Alrieady made it, natural 1. My armor heats, but it's not bad enough yet for me to stop, especially given the Diehard-y spell, so I continue attacking.

Deathslayer7
2011-02-06, 09:01 PM
fort save: [roll0]

VeinteNatural
2011-02-06, 10:15 PM
The bard adjusts his position, reloads and fires again all while maintaining his song.

Actions
5 foot step to A-5, reload as move action and fire as standard
attack [roll0]
damage [roll1]

Vladislav
2011-02-06, 10:39 PM
The bolt glances against his leather armor.
Bad guy took so far 16 damage (but was healed as well); appears lightly injured.
Snake took 10 damage, and after being healed appears uninjured.

Kira_the_5th
2011-02-06, 11:02 PM
Quickly dropping his ranseur, Darius shifts forward with his halberd, hoping to entrap the enemy and strike him down before his armor got any hotter.

"Checkmate, caster! You've got nowhere else to run to!"

Action: Free action to drop ranseur, free action to draw halberd via Quick Draw, and 5 ft step into B-7, making an attack at the caster.

Rolls:
Attack: [roll0]
Damage: [roll1]
Crit: [roll2]
Crit Damage: [roll3]

Vladislav
2011-02-06, 11:12 PM
You slice a deep gash across his chest. He appears more-than-slightly-injured.

Chess435
2011-02-06, 11:15 PM
I'll throw my last magic missile at the BBEG, and then move to C-4 to get away from the sphere.
Vs SR: [roll0]
Damage: [roll1]

Deathslayer7
2011-02-06, 11:34 PM
Ku-ug takes a another step closer and swings again, hopefull this time with better luck. 5 ft step to C8

Attack: [roll0]
Damage: [roll1]

Number One starts all over with the stupid snake that won't die.

Attack: [roll2]
Damage: [roll]1d6+1roll]
Trip: [roll3]

Deathslayer7
2011-02-06, 11:35 PM
Damage: [roll0]

Chess435
2011-02-06, 11:39 PM
I think that barrage might have done it. *crosses fingers*

Vladislav
2011-02-06, 11:43 PM
After he's hit by another bolt of magic, the pain makes the pale man lose concentration for a moment, and the druid's club smashes his skull.

You gather around the body, to realized he's still breathing. It's the tree ... he exhales droplets of blood as he speaks. It enchanted me ... it ... must ... be ... destroyed. And then he dies.

Seeing his master's demise, the snake slithers away through a crack, never to be seen again, while the rolling ball of flame sputters and dies out. You chop down and burn the vampiric tree, making the countryside safe again. Hurray!

Belak the Outcast
Druid level 4, Neutral (currently Neutral Evil)
Str 11 Dex 14 Con 14 Int 12 Wis 17 Cha 12
HP 31 (4d8+8), AC 17 (leather, shield+1, dex), Init +2
Feats: Combat Casting, Animal Devotion, Companion Spellbond
Level 1 spells: Cure Light Wounds, Lesser Vigor, Entangle (Ref 14), Shillelagh
Level 2 spells: Flaming Sphere (Ref 15), Summon Swarm, Heat Metal
Staff (+3/1d6 or +4/2d6+1 w/Shillelagh), Sling w/Bullets+1 (+6, 1d4+1)
Concentration +9 (+13 for defensive casting)

Animal Companion: Snake, Large Viper

Chess435
2011-02-07, 10:20 AM
Rolling for lvl 2 hp:

[roll0]

Vladislav
2011-02-07, 10:26 AM
I decided you can get average HP for any level beyond 1st (fractions round up), no need to roll.

Chess435
2011-02-07, 10:35 AM
Sheet updated and ready to go!

Vladislav
2011-02-07, 10:44 AM
Preview of your second battle:

Hidden among the Ular Mountains, there is a mysterious ruined temple. What started as a simple looting job quickly grew complicated. The temple's guardians and traps took a heavy toll on you. In the library, you have discovered the truth - the temple houses a portal to the 543rd layer of the Abyss, and invasion is afoot. You must seal the portal, but the portal can only be sealed with the blood of its guardian, whom you will have to summon.

Battle area: underground sanctum
Floor: worked stone.
Ceiling: 25' high
Features: altar, statues
Lighting: well-lit by many torches
Likely enemy: Outsider
Buffing time: Unlimited. A word of warning: the outsider also knows he's being summoned, so may buff himself before arrival.

You can make a Knowledge (The Planes) check DC 15 to learn a useful fact about your enemy. For each 5 points the check exceeds the DC, you learn an additional fact.

Chess435
2011-02-07, 10:52 AM
I'll use my potion of lesser vigor the round before combat begins. Additionally, I'd like to start as far away from the fiend as possible.

Initiative: [roll0]

Kira_the_5th
2011-02-07, 12:14 PM
Sheet updated and ready as well. I'll probably be on the front lines when the fiend is summoned.

Init: [roll0]

VeinteNatural
2011-02-07, 12:47 PM
Working on my sheet, but I had a few questions:

1: How much of the original cost do we get for selling gear back? Full, half, etc...? Or do we just make sure that the total at each level matches the value listed on the wealth-by-level table?

2: It looks like, from the number of feats some folks have that we were allowed to use flaws/traits. I kind of missed the bus there, is it alright if I made up for it now?

3: Is retraining of feats allowed?

Now, those asked, I have some rolls to make.
Knowledge (planes) [roll0]
Initiative [roll1]
**Initiative roll includes a bonus from the Nerveskitter spell

Vladislav
2011-02-07, 12:56 PM
1. Resell at 75% listed cost. Whenever you level up, you get the difference between old and new WBL (for example, leveling from 2 to 3, you get 2,700-900 = 1,800 gp)

2. Yes, you can take 2 flaws and 1 trait

3. Retraining feats: Starting from level 3, every odd level, may retrain 1 feat. You must meet prerequisites normally.
Retraining skills: from level 3, every level, you may retrain 2 skill points.
Optional class features, class levels, etc, can't be retrained.

Chess435
2011-02-07, 02:14 PM
Can we retrain flaws?

Vladislav
2011-02-07, 02:21 PM
Whenever you get a bonus feat (ie. levels 3,6,9, etc), you may instead get rid of a flaw. You can't retrain a flaw into another flaw, if that's what you're asking.

Chess435
2011-02-07, 02:26 PM
Okay, that works. I'll be dumping Feeble at 3rd level then.

VeinteNatural
2011-02-07, 02:26 PM
Ok, the leveling process is complete for Thaddeus. Ready to go when everyone else is, but I'll be at work till 7 EST.

Deathslayer7
2011-02-07, 02:37 PM
Can't get the character sheet done today, got lab till 7pm and I wont be home till 8 pm, but there's not much for me to do besides picking spells. :smallsmile:

Vladislav
2011-02-07, 02:50 PM
Nice knowledge check!

1. The creature uses a powerful poison. You will be wise to make yourself protected from toxins somehow, especially if you intend to go close range.
2. It has an impressive Spell Resistance.
3. Has reach and can move with high speed.

Chess435
2011-02-07, 02:58 PM
Good thing one of my major focuses is bypassing SR. Since I'm feeling generous, I'll buy the party each a vial of antitoxin. I'll be drinking mine the round before I drink my potion of lesser vigor.

Deathslayer7
2011-02-07, 03:03 PM
oh right and 900 gp to play with. :smallwink:

At the moment, thinking a potion of Enlarge Person, Tanglefoot bag, and 2 anti-toxins.

Kira_the_5th
2011-02-07, 03:37 PM
Oh yes, as for money, I improved my melee weapons to masterwork, and I'll also pick up an antitoxin.

Chess435
2011-02-07, 04:34 PM
I'm buying a round of antitoxin for you guys, as stated in my previous post.

Deathslayer7
2011-02-07, 04:39 PM
Currently Getting:
Anti-toxin x2 - 100gp
Potion of Enlarge Person - 250 gp
Tanglefoot Bag x2 -100 gp

Probably save the rest.

As for Spells:
Beastland Ferocity x2, and Shillelagh
Resistance x2, and Guidance x2

And for prebuff spells, everything will be cast :smalltongue:

Chess435
2011-02-07, 04:52 PM
Don't forget Initiative!

Deathslayer7
2011-02-07, 05:04 PM
Ku-ug:[roll0]
Number One: [roll1]

Chess435
2011-02-07, 05:07 PM
Let the showdown begin!

Deathslayer7
2011-02-07, 05:09 PM
So since we have to summon it, that means one of us has to push the button while everyone else has a prepared action? :smallamused:

Vladislav
2011-02-07, 10:14 PM
No, because you don't know where in the room is the fiend going to appear :smallfrown:

Map:
{table]1| | | | | | |
2| |SS| | | |SS|
3| | |AA|AA|AA| |
4| | |AA|AA|AA| |
5| | |AA|AA|AA| |
6| |SS| | | |SS|
7| | | | | | |
|A_|B_|C_|D_|E_|F_|G_[/table]

AA = Altar; 4' elevation, costs 3 squares of movement to step on or step off.
Standing on the altar and attacking a target on the floor gives +1 on attack rolls. ("It's over, Anakin! I have the higher ground!")

SS = a twisted, grotesque, statue; impassable, provides cover

You don't know where exactly is the fiend going to appear. Place yourself.

Init:
Fiend [roll0]

(I trust all the PC's rolled initiative?)

VeinteNatural
2011-02-07, 10:33 PM
Thaddeus stands south of the altar, crossbow loaded and in hand.

**OOC: Standing in B-7. New initiative is 22 (I took improved Initiative with one of the bonus feats from flaws).

Kira_the_5th
2011-02-07, 11:43 PM
Armed with ranseur, Darius stands at the northeast of the room.

(Space G-1, Initiative was 13.)

Deathslayer7
2011-02-07, 11:46 PM
Ku-ug will be at C5 with Number one at C3

Ku-ug: Initiative - 10
Number One - Initiative - 20

Deathslayer7
2011-02-07, 11:50 PM
oh and i should roll for hp.

[roll0]
reroll in case: [roll1]

Vladislav
2011-02-08, 09:37 AM
Deathslayer
HP is average for any level about 1st. Fractions round up.

You complete the ritual, throwing whatever rare materials over the altar, utter the unholy words "Uzuzap, Uzuzap, Uzuzap!" and in a puff of smoke, a fiend appears at the center of the elevation. It's a 15'-tall grotesque imitation of a bird, with a giant bloodstained beak, and dagger-sharp talons on it three legs.

Map:
{table]1| | | | | | |Ft
2| |SS| | | |SS|
3|So| |Wl|AA|AA| |
4| | |AA|FF|AA| |
5| | |Dr|AA|AA| |
6| |SS| | | |SS|
7| |Br| | | | |
|A_|B_|C_|D_|E_|F_|G_[/table]

AA = Altar; 4' elevation, costs 3 squares of movement to step on or step off.
Standing on the altar and attacking a target on the floor gives +1 on attack rolls.

SS = a twisted, grotesque, statue; impassable, provides cover

Dr = druid
Wl = Wolf
Br = Bard
Ft = Fighter
So = Sorcerer
FF = Fiend

I don't think chess has placed himself, he can do so during his first turn. The fiend, still disoriented from travel, takes time to react. You won init, go!

ooc: According to MM, this creature occupies a 10x10 space. This is, in my opinion, wrong, as it's more tall than it's wide. So I made it 5x5, all other stats are unchanged (it's still Large)

Chess435
2011-02-08, 10:29 AM
I'll start at A3.

Chess435
2011-02-08, 10:32 AM
Initiative Order
Venite
Number One
Me
Kira
Deathslayer
Fiend

VeinteNatural
2011-02-08, 11:40 AM
Thaddeus begins a battle chant and takes cover behind a statue.

Actions
Inspire Courage, everyone gets +1 attack and damage. Move to A-7.

Chess435
2011-02-08, 02:17 PM
"Uzuzap, Uzuzap, Uzuzap!"
I see what you did there. :smallcool:

Deathslayer7
2011-02-08, 02:44 PM
Number One takes a 5ft step D3 as Ku-ug whistles his call.

DC 10 Handle Animal: [roll0]

It then attacks.

Attack: [roll1]
Damage: [roll2]
Trip: [roll3]

Note: Buffs in place: Shillelagh, Potion of Enlarge Person on myself, Anti-toxin, Resistance, and Guidance (+1 to fort saves) in both Ku-ug and Number one.

So I'm not sure how big I would be on the altar. :smalltongue:

Vladislav
2011-02-08, 02:51 PM
Even though the "bird" is still reeling from travel and flat-footed, beneath the feathers it sports a tough hide, stopping Number One's fangs.

[[if a 15' giant bird takes a 5x5 space, we can have a 12' humanoid take a 5x5 space as well. Yes, I know RAW says Enlarge Person makes you 10x10, never was a fan of this. I think it's another case of "more tall than wide", so I'll leave you at 5x5; You can still have 10' reach though.]]


[[edit: if you have +9 Handle Animal, you don't have to roll those DC10 checks anymore...]]

Chess435
2011-02-08, 02:56 PM
Bob conjures twin blasts of force, spiraling towards the fiend. (Spellgifted gets me the +1 caster level so I can shoot 2 missles.)

Vs SR: [roll0] (+2 base, +2 spell penetration, +2 greater spell penetration, +1 spellgifted)

Missile 1: [roll1]
Missile 2: [roll2]

Buffs in place: Antitoxin, Lesser Vigor (10 rounds left)

Edit: *sigh* I doubt I made it past SR with that roll.

Vladislav
2011-02-08, 03:00 PM
The magic missiles sputter and die before reaching their target.

Kira_the_5th
2011-02-08, 03:42 PM
"Magic fizzles out, eh? Looks like it's my turn then." Darius says, charging in to strike the fiend with his ranseur. "I'll hit it with all I've got!"

Buffs in place: Anti-toxin.

Action: Move forward to D-2 and Power Attack at -2 with my reach weapon.

Rolls:
Attack: [roll0]
Damage: [roll1]
Crit: [roll2]
Crit Damage: [roll3]

Deathslayer7
2011-02-08, 03:47 PM
Ku-ug steps to D5 and swings at the creature as well.

Attack: [roll0]
Damage: [roll1] (strength 7 , bard 1 magic 1)

Vladislav
2011-02-08, 03:57 PM
Darius slices the bird in its tender underbelly and draws blood, while the druid's swing is easily parried by one of the talons.

The fiend takes a step to C4, and releases a dark venomous cloud, catching Darius, Bob, Ku-Ug and the wolf. All three take [roll0] damage (no save), and must make a DC 15 For save. Those who fail go insane (continuous Confusion effect, as the spell)

End of his turn.

[[ I believe you're respectively at D2, A3, D5, D3, and thus within 10' radius of C4, let me know if I made a mistake ]]

Kira_the_5th
2011-02-08, 04:01 PM
Fort Save vs. Crazy!: [roll0]

Vladislav
2011-02-08, 04:01 PM
Map:
{table]1| | | | | | |
2| |SS| |Ft| |SS|
3|So| |AA|Wl|AA| |
4| | |FF|AA|AA| |
5| | |AA|Dr|AA| |
6| |SS| | | |SS|
7|Br| | | | | |
|A_|B_|C_|D_|E_|F_|G_[/table]

AA = Altar; 4' elevation, costs 3 squares of movement to step on or step off.
Standing on the altar and attacking a target on the floor gives +1 on attack rolls.

SS = a twisted, grotesque, statue; impassable, provides cover

Dr = druid
Wl = Wolf
Br = Bard
Ft = Fighter
So = Sorcerer
FF = Fiend

Chess435
2011-02-08, 04:33 PM
Does Antitoxin apply? If not, take 5 off. I made my throw regardless.
[roll0]

Edit: Tic-Tac-Toe, 3 saves in a row!

Vladislav
2011-02-08, 04:38 PM
[[yes, it's poison, antitoxin applies]]

Deathslayer7
2011-02-08, 05:23 PM
Fort Saves
Ku-ug: [roll0]
Number One:[roll1]

Vladislav
2011-02-08, 05:24 PM
Ok, your turn again. Damage to enemy so far: 17

VeinteNatural
2011-02-08, 08:10 PM
Thaddeus moves east, taking hold of his amulet and summoning forth a monstrous scorpion who attacks the fiend.

Actions
Move to G-7, activate Amber Amulet of Vermin to try and call the scorpion in E3-G-5. It's unlevel terrain so I imagine it takes a penalty to it's attacks. I'll leave the size of the penalty up to DM ruling.

Attacks
Claw [roll0], damage [roll1], grapple check [roll2], constrict damage [roll3]
Claw [roll4], damage [roll5], grapple check [roll6], constrict damage [roll7]
Sting [roll8], damage [roll9]+poison, DC 18, [roll10] con damage

EDIT: Bardic Music is stopped, so you have five rounds from now until you lose the +1 bonus.

Vladislav
2011-02-08, 08:24 PM
[[Whoa, wait. I was sure Amber Amulet of Vermin (http://forgottenrealms.wikia.com/wiki/Amber_amulet_of_vermin) doesn't do Huge scorpions (large at the most). Anyway, all three attacks missed. Clarification on size pending. Carry on.]]

VeinteNatural
2011-02-08, 08:40 PM
[[It took a bit of searching but I found what you meant. It was later errata'd to only be large. In that case it would be in A4-B5, and would provide flanking bonuses to the wolf and druid.]]

Deathslayer7
2011-02-09, 10:17 AM
Number One tries again.

AttacK: [roll0]
Damage: [roll1]

Chess435
2011-02-09, 10:21 AM
"Let's try this again, shall we?" Bob says as he moves around to C-5. He then unleashes another twin blasts of force at the vile fiend.

Vs SR: [roll0]
Missile 1: [roll1]
Missile 2: [roll2]

Edit: :smallfurious:

Kira_the_5th
2011-02-09, 01:27 PM
Darius moves his polearm down, trying to sweep the legs of the beast.

Action: 5 ft step into C-2, and attempt to trip the fiend.

Rolls:
Melee Touch: [roll0]
Trip Attempt: [roll1]
Attack if Trip Succeeds: [roll2]
Damage: [roll3]
Crit: [roll4]
Crit Damage: [roll5]

Vladislav
2011-02-09, 01:39 PM
Oh boy you're being unlucky here. The wolf's jaws snap on naught but air, the magic missiles sputter and die, and the glaive only glances the creature's legs with no effect.

[[he's large, has stability bonus due to having more than 2 legs, and has a sizeable STR bonus; he makes that trip opposed roll automatically]]

Just Ku-Ug left, I believe, and then back to the bird. By the way, did you know that Bird is the Word?

Deathslayer7
2011-02-09, 02:39 PM
Ku-ug attacks

Attack: [roll0]
Damage: [roll1]

Vladislav
2011-02-09, 02:46 PM
Oooh, your mighty club catches him on the neck, and he's badly injured [[36 damage so far]]

The bird's mighty beak opens in a shriek of pain; it lowers its neck and snaps at the druid [roll0], dmg [roll1]

Then it rakes with its two mighty claws
[roll2] dmg [roll3]
[roll4] dmg [roll5]

[[if the first or second attack drops the druid, other attacks will be against the fighter]]

Vladislav
2011-02-09, 02:52 PM
So, if I'm reading this correctly ... I see on Ku-ug's sheet that his only means of defense is Leather armor, and he's enlarged, so should be AC 11. So first attack hits and drops him. The fighter has AC 15, so the second attack hits, and drops him as well. Third attack hits the wolf and drops him too.

Correct me if I'm wrong.

In a flurry of beaks and talons, the birdlike fiend shreds Ku-Ug, Darius, and the wolf into pieces. The entirety of the altar is covered in blood, dripping off its edges. Only two men and one scorpion remain to face the fiend.

The fiend pays special attention to the scorpion. [[Dodge, +1 AC vs. scorp's attacks]]

Chess435
2011-02-09, 02:57 PM
My TPK senses are tingling. Does that mean it's our resident bard's turn?

Vladislav
2011-02-09, 02:58 PM
Yes, bard, scorpion, you.

Kira_the_5th
2011-02-09, 03:03 PM
I'm not dead yet... I take 14 damage, but the second hit die I got gives me more than that. I'm hurting pretty bad, but I'm not done yet.

Vladislav
2011-02-09, 03:05 PM
Uhm you all took 8 from the poison cloud before (no save). I believe you're in solid negatives after 8+14=22.


Oh, wait, Beastland Ferocity. I need to recalculate everything.

Kira_the_5th
2011-02-09, 03:09 PM
I completely forgot about that. Well that's obnoxious at 2nd level. Out of curiosity, who were the two buffed with Beastland Ferocity from KU-Ug? He said at the beginning he had two of them cast, (presumably him and the wolf) so that would keep them in longer. (As well as me, seeing as only that second attack could have hit me...)

Edit: And ninja'd

Vladislav
2011-02-09, 03:11 PM
Ok, redo. First and second attacks splatter the druid. He's dead for real.

Third attack screeches against Daruis' armor. So Darius and the wolf yet stand, although the latter somewhat useless w/o his master.

There, I think I got it right this time.

Deathslayer7
2011-02-09, 03:32 PM
Please note I should have 19 hp and thus it would take 29 damage to kill me.

Vladislav
2011-02-09, 03:34 PM
Poison 8 [alive], beak 16 [alive], rake 14 [dead]

Chess435
2011-02-09, 04:40 PM
So who's next?

Vladislav
2011-02-09, 04:44 PM
I apologize for the screwups and confusion. The initiative order is:

Bard
Wolf [won't do anything unless Handle Animal applied]
Sorcerer
Fighter
Fiend

Chess435
2011-02-09, 04:50 PM
I'm pretty sure the scorpion is still somewhere in there.

Vladislav
2011-02-09, 05:07 PM
Yes, together with whoever summoned him.

VeinteNatural
2011-02-09, 08:09 PM
Thaddues casts a quick spell to attempt to trip the bird-fiend, then climbs up onto the platform, while the scorpion attempts to fell the demon.

Actions
Cast Grease in C4-D5, the bird needs a DC 14 reflex save or it's tripped and a DC 10 balance check if it wants to move on it's turn. Thaddeus moves to E5.

Scorpion attacks
Claw [roll0] damage [roll1] grapple [roll2]
Claw [roll3] damage [roll4] grapple [roll5]
Sting [roll6] damage [roll7] and DC 14 poison for [roll8] con damage.

*** all attacks at +4 if the bird fails its reflex save.

EDIT: Also, I believe the scorpion (A4-B5) is flanking with our ranseur wielding fighter (C2), so if that's the case add an additional 2 to each scorpion attack.

Vladislav
2011-02-09, 08:19 PM
Aaaaah! The pain, the horror! One of the scorpion's claws rends the fiend to death. Congrats, you all level up and gain 1,800 gp, Ku-Ug is resurrected by the gods.

Achaierai (http://www.d20srd.org/srd/monsters/achaierai.htm)

VeinteNatural
2011-02-09, 08:19 PM
Huzzah! I wasn't useless :)

EDIT: Ok guys, I now have some spell slots available for the following buffs for you guys:

I can Mage Armor one of you, if you have a low AC (shouldn't cost us prep time)
I can cast Enlarge Person on one of you to prepare for combat, if we have time.

Speak up if you think one of these will benefit you.

Chess435
2011-02-09, 09:19 PM
Question about familiars: If I decide to summon one and it gets killed midfight, how would the XP loss affect the leveling up process for me?

Vladislav
2011-02-09, 09:22 PM
Let's say you acquire a negative level for the rest of the fight, but the rest of the leveling process is normal.

VeinteNatural
2011-02-09, 09:40 PM
Ok, leveling up complete and Thaddeus is ready to rock. Picked up a hammersphere to help smack the enemies around. Chess, if you want your antitoxin back, I didn't wind up using it.

Chess435
2011-02-09, 09:42 PM
Level up complete and purchases made. Ready to move on.

Oh, and by the way, thanks for being such a great DM! :smallwink:

Deathslayer7
2011-02-09, 09:58 PM
i wasn't questioning I died, just saying that I had more hp then my sheet indicated. :smallwink:
:smallwink:
The two attacks would have killed me.

Done with my sheet. :smallsmile:

Chess435
2011-02-09, 10:11 PM
3 down, 1 to go.

By the way, Vladislav, it'd probably speed things up a bit if you rolled initiative for everyone.

Kira_the_5th
2011-02-09, 10:58 PM
Done updating, took Short Haft for my feat, then picked up some masterwork full plate with my cash, plus the 100 or so I had left over from level 2.

If needed, Init for next battle: [roll0]

Chess435
2011-02-09, 11:23 PM
Oh, might as well roll.
Init: [roll0]

Deathslayer7
2011-02-09, 11:42 PM
Ku-ug:[roll0]
Number One: [roll1]

Vladislav
2011-02-10, 12:03 AM
I'll take a day or so to setup the next challenge, so you have some more time to finalize the character sheets.

VeinteNatural
2011-02-10, 02:01 PM
I'm going to go ahead and roll initiative so I'm not holding us up if we start before I get out of work tonight.

[roll0]
**Includes a bonus from Nerveskitter spell.

Vladislav
2011-02-10, 02:10 PM
Next challenge: Nature gone crazy!

Traveling through the village of Marnham, you find it plagued by animal attacks. Also, plants behave strange, from time to time becoming ... predatory almost - grabbing people like the Venus flytrap. Some people have been disappearing too ...

After running around the village and its surroundings, fighting off unnaturally-aggressive animals and saving peasant damsels in distress, you face the final enemy.

Location: Forest
Likely features: bushes, potholes
Buffing: none. You don't find him, he finds you.
Lighting: Adequate.

Relevant skills: Knowledge (History, Arcana or Nature), Gather Information.

Chess435
2011-02-10, 02:18 PM
Using my greater skill shard of Knowledge (Arcana), for a +5 bonus to my check.

[roll0]

Deathslayer7
2011-02-10, 02:26 PM
Knowledge Nature: [roll0]

Gather Info [roll1]


my streak of bad rolling continues. :smallbiggrin:

Vladislav
2011-02-10, 02:42 PM
So far no useful information.

VeinteNatural
2011-02-10, 02:43 PM
Knowledge Arcana [roll0]
Knowledge Religion [roll1]
Gather Information [roll2]

Chess435
2011-02-10, 02:44 PM
May as well throw a gather info out there as well:
[roll0]
Edit: :smallmad:

Vladislav
2011-02-10, 02:50 PM
Knowledge(Arcana or Religion): the behavior of the plants that was reported is similar to the effects of the Entangle spell.

Gather Information: One person went into the forest and survived. He came back a few days afterwards, and didn't remember anything that happened to him. Also, you heard rumors that the blacksmith's wife is having an affair with the miller.

Chess435
2011-02-10, 02:54 PM
Also, you heard rumors that the blacksmith's wife is having an affair with the miller.

*Gasps* Oh my god, I'd never have guessed! :smallbiggrin:

So, shall we begin?

Kira_the_5th
2011-02-10, 07:08 PM
I'm ready when everyone else is.

Vladislav
2011-02-12, 11:49 PM
So, we're, like, on a forest trail, make Listen checks, everyone.

Kira_the_5th
2011-02-13, 01:23 PM
Listen! [roll0]

Deathslayer7
2011-02-13, 02:11 PM
listen: [roll0]
listen for Number One: [roll1]

Note he has scent so he can smell anything within 30 feet. 15 feet if it comes up wind, 60 if it comes downwind.

Vladislav
2011-02-13, 04:37 PM
Knowledge (Nature) DC 14 of whatever you're about to encounter - let's see if he/she/it is aware of the scent and keeps downwind. [roll0]

VeinteNatural
2011-02-13, 04:57 PM
Sorry about the delay.
Listen check [roll0]

Chess435
2011-02-13, 06:09 PM
Same here, haven't been on all weekend.

[roll0]

Chess435
2011-02-14, 10:11 AM
So, when do we start?

Vladislav
2011-02-14, 10:14 AM
Whoever made a DC 15 Listen check, hears some rustling in the bushes 30' to your left (downwind, scent doesn't apply). These folks have 1 round of actions, and then we roll Init

Mysterious Enemy Init [roll0]

Chess435
2011-02-14, 10:18 AM
Shields up! I cast shield, increasing my AC to 22 for 2 minutes.

Vladislav
2011-02-15, 11:38 AM
Waiting on the Druid to act, as he made his Listen check. After that, we'll start a new round in Init order, with the mysterious enemy going first, I believe (I don't think anyone beat 19)

VeinteNatural
2011-02-15, 12:54 PM
I got a 25 initiative (13 roll +3 dex +4 Improved Initiative +5 Nerveskitter spell)

Vladislav
2011-02-15, 12:59 PM
Ah, ok then. Didn't see your roll so far up. So, the order is:

1. Ku-Ug and Thaddeus in any order they wish.
2. Enemy
3. All PCs in any order they wish.
4. back to (2)

From now on, to accelerate proceedings, order between PCs doesn't matter. Initiative order only matters between PCs and enemies.

Deathslayer7
2011-02-15, 01:03 PM
I'll buff the fighter and cast Beastland Ferocity on him.

edit: Sorry. Mondays are my late days at school and did you roll initiative for me? nvm 13 and 6

VeinteNatural
2011-02-15, 08:06 PM
Thaddues grasps his amulet and waits for his foe to appear before summoning his chitinous ally.

Actions
Ready action to activate Amber Amulet of Vermin when our foe reveals himself, ideally placing it between our foe and our party, then have the scorpion attack.
claw[roll0] damage [roll1] grapple [roll2]
claw[roll3] damage [roll4] grapple [roll5]
sting[roll6] damage [roll7] Poison DC 14 [roll8] con damage

Vladislav
2011-02-15, 08:20 PM
Thaddues grasps his amulet and waits for his foe to appear before summoning his chitinous ally.
Unfortunately no such luck. You hear the mumbling of an incantation in the bushes, but nothing is seen. Plants, branches, grass and bushes all start to twist and grab your ankles.

Reflex 15 or Entangled, everyone.

Also, DC 15 listen check. If someone succeeds, he knows exactly at which square the enemy is. If he's capable of speech (ie. not a wolf), he can convey this information his allies.

If no one succeeds, all you know he's 30' away, give or take, somewhere to the left, more or less.

And then it's your turn.

[[ooc: did you buy a new amulet? 'cause, you know, it's a 1-shot thing]]

VeinteNatural
2011-02-15, 08:28 PM
reflex save [roll0]
listen check [roll1]

Thaddeus will, of course, let the others know if he locates the enemy.

@Vladislav: The last sentence before prerequisites is "An amber amulet of vermin works once per day"

Vladislav
2011-02-15, 08:43 PM
Ah, I see. Someone added "once per day" to the MIC version. I have no idea why. It's something that recreates the effects of a 3rd level spell (Summon Monster Nature's Ally III). If it does so reusably, I wounder what kind of thought process priced it at 500 gp.

Deathslayer7
2011-02-15, 09:48 PM
Which is the exact reason why I find 3/4 of MIC broken personally. :smallannoyed:

Anyway....
Reflex: 1d20
#1 reflex: [roll0]

Listen: [roll1]
#1 Listen: [roll2]

Deathslayer7
2011-02-15, 09:50 PM
whoops. screwed that reflex up.

Ku-ug reflex.
[roll0]

Chess435
2011-02-15, 11:26 PM
Reflex: [roll0]
Listen: [roll1]

Edit: Double Facepalm. What's the concentration DC to cast while entangled?

Kira_the_5th
2011-02-16, 11:12 AM
Reflex: [roll0]
Listen: [roll1]

Vladislav
2011-02-16, 11:30 AM
Despite of being grappled by the roots like the rest of his comrades, Darius is able to pinpoint the noise 35' west and 5' south of his position.

[[concentration DC is 15+spell level]]

It is your turn, guys.

Chess435
2011-02-16, 01:06 PM
Hmmm..... Should I try to escape (25% chance of success), or just sit here and try to cast spells? (55% chance to succeed on concentration)

Full Round - Make Escape Artist check: [roll0] vs. DC 20

Vladislav
2011-02-16, 03:46 PM
You manage to wiggle free. You notice that the entangled area ends about 15' to your west. To the south and north, it stretches about 30-40', and to the east, as far as you can see, which means at least 50'.