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Post by Aura Guardian on May 7, 2014 5:27:22 GMT -6
Due to lack of posting: LW's plan of "release the doggies" just works, and you reach the treasure room, when you see a strange man standing by the door. "Can't let you get through here... Have some fun with my summons!" As he says that, two Fiendish Giant Wasps appear. Knowledge Nature, please. He then vanishes, and you hear a tiny whoosh as air enters the area he vacated.
Initiatives.
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Post by LightWolf on May 7, 2014 5:38:47 GMT -6
since we made no plans, can we assume as I set the hounds up, I rejoin with thee party and we all go there together?
[13:38] <+LightWolf> 1d20+4 [13:38] <%Alea> LightWolf, 1d20+4: 14 [1d20=10]
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Post by Aura Guardian on May 7, 2014 6:14:50 GMT -6
Yeah, you got back to them just as everyone noticed the dogs and started screaming. Oh, and perception checks, forgot to say that.
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Post by theangryscientist on May 7, 2014 9:04:09 GMT -6
<the_angry_scientist> 1d20+7 fbw init <Alea> the_angry_scientist, fbw init: 12 [1d20=5]
<the_angry_scientist> 1d20+6 fbw perception <Alea> the_angry_scientist, fbw perception: 22 [1d20=16]
i should still have mage armor up
on my turn, i cast ear-piercing scream on one of the wasps (5 footing away if one is adjacent to me); dc is 18 and: <the_angry_scientist> 2d6 sonic damage
<Alea> the_angry_scientist, sonic damage: 5 [2d6=3,2]
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Post by LightWolf on May 7, 2014 9:40:37 GMT -6
[17:40] <+LightWolf> 1d20+13 [17:40] <%Alea> LightWolf, 1d20+13: 22 [1d20=9]
perception
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Post by Aura Guardian on May 7, 2014 9:57:37 GMT -6
You barely hear a voice saying, "Ok, you five are afraid of dogs, now scram! Get to the room we discussed. I'll cover for you," followed by some voices of assent.
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Post by General Spoon on May 7, 2014 15:28:12 GMT -6
[16:28] GeneralSpoon 1d20+5 init; 1d20+5 perception; probably moving to engage fiendish giant wasps, drawing weapon and moving so that they need to provoke AoOs going through my reach and I am getting in front of others or something like that to protect them [16:28] Alea GeneralSpoon, init: 10 [1d20=5]; perception: 8 [1d20=3]
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Post by Dorian on May 8, 2014 20:25:42 GMT -6
( 22:24:16 ) ( +Dorian ) 1d20+2 init ( 22:24:17 ) ( %Alea ) Dorian, init: 3 [1d20=1]
( 22:24:37 ) ( +Dorian ) 1d20+8 perception ( 22:24:39 ) ( %Alea ) Dorian, perception: 20 [1d20=12]
( 22:25:08 ) ( +Dorian ) 1d20+5 knowledge nature ( 22:25:09 ) ( %Alea ) Dorian, knowledge nature: 14 [1d20=9]
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Post by Aura Guardian on May 8, 2014 21:46:02 GMT -6
Dorian hears it, too. As for the wasps: They're mindless vermin with a very toxic sting that slows the target's movements (dex poison), but despite their size, they don't have much reach.
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Post by Aura Guardian on May 10, 2014 22:44:49 GMT -6
(filling names in later) L Wolf - 14 tas - 12 GSpoon - 10 Wasp 1 - 9 [5 damage, dazed] Wasp 2 - 9 Dorian - 3 Ullar - not yet rolled
Take your turns; tas dazes one wasp. I'm putting GS down as readied to attack when a wasp moves in, as that's in spirit with what he's doing, and he has the time to do so.
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Post by LightWolf on May 11, 2014 18:27:18 GMT -6
I use Enveloping Shadow on Wasp 2, unless the current light level is Bright Light (That's only make him go dim-light, while normal light gives handy dandy darkness!) DC 17. But if it's bright light or if they have dark vision I use my Spirit Ability, which now reduces Wasp 2's Attack and Perception by 2.
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Post by Aura Guardian on May 11, 2014 18:43:46 GMT -6
Group knowledge of vermin, such as these, gives that yes, they have darkvision. Is there a save for Spirit Ability?
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Post by Aura Guardian on May 13, 2014 11:15:36 GMT -6
Wasp 1 does nothing (dazed) Other one moves in, provoking both AOO and readied, missing entirely. GS, two attacks. Dorian turn, then LightWolf and tas. GS is now between wasp 1 and wasp 2 for initiative.
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Post by General Spoon on May 13, 2014 12:55:54 GMT -6
[13:55] Alea GeneralSpoon, power attack: 16 [1d20=9]; damage: 18 [2d4=2,3] [13:55] Alea GeneralSpoon, power attack: 26 [1d20=19]; damage: 19 [2d4=3,3]
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Post by Aura Guardian on May 13, 2014 12:58:16 GMT -6
Wasp 2 is dead; Everyone but GS take your turn, now.
Just kill it.
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Post by LightWolf on May 13, 2014 13:02:36 GMT -6
Guidance on tas! Or Guidance on Dorian if he delays till after my turn.
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Post by theangryscientist on May 13, 2014 16:01:15 GMT -6
(use it on dorian)
i'll cast another ear-piercing scream, cause i don't like my odds of hitting with a shocking grasp against something without metal armor
<the_angry_scientist> 2d6 sonic damage <Alea> the_angry_scientist, sonic damage: 7 [2d6=4,3]
dc is still 18
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Post by Aura Guardian on May 13, 2014 16:07:10 GMT -6
Saves for 3 damage, now at 8.
Just FYI, it's large, so there's only so high a touch it can have.
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Post by theangryscientist on May 13, 2014 16:13:06 GMT -6
maybe so, but with guidance i had a to hit modifier of +2 :/
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Post by General Spoon on May 15, 2014 14:28:51 GMT -6
Nobody else is acting, so I will just kill the other wasp. [15:28] Alea GeneralSpoon, hit: 18 [1d20=11]; damage: 17 [2d4=2,2]
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