City of the Spider Queen

perrinmiller

Adventurer
[sblock=Tactical Grid]<<Please check the map for accuracy on positions. I had to adjust the worgs and Dargen to reflect what I think is going on.>>

CotSQEnc3Map03.jpg
[/sblock]Morrolan Steps through the illusion with Fafnir on his shoulder. He lets fly two arrows at the demon spider on the left. Bow arrows fail to his the creatures with any effect.

[sblock=Rolls]Free Action: 5ft Step to E9
Full Attack: Ranged Attack on Bebilith1; 1st Arrow (1d20+9=18, 1d8+3=10); 2nd Arrow (1d20+4=14, 1d8+3=4)
+2 Attack with Knowledge Devotion & -4 Attack Shooting into Melee

Fafnir does nothing.[/sblock][sblock=Mini Stats]Morrolan AC: 23 (12 Touch; 21 Flatfooted)
HP: 120 (DR 2/-) Current: 112
Spells Available: 6 O-Level; 7 1st Level; 8 2nd Level

Fafnir AC: 25 (17 Touch; 20 Flatfooted)
HP: 65
Spell Resistance: 19[/sblock]_______________________________

Morrolan1.jpg
Morrolan &
Fafnir-Avatar.jpg
Fafnir
 

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HolyMan

Thy wounds are healed!
End of Round 1

Slash's tail flicks the webs away from Dargun like a hot knife through butter. Also the dino is very accurate with the blow not harming the dwarven monk in the slightest.

Dargun determined to payback the beasts moves quickly forward trying to avoid blows but not having enough space to tumble he takes the snapping bites of the big demons on his leg and forearm. The bites are painful and they seem to sizzle and burn inside the wound as well as without. Distracted a little Dargun fails to hit the demon spider as it looms above him.

And then as if to his rescue a pack of worgs forms out of a magical mist. The growling creatures attack suddenly but even though they catch leg or two in their powerful jaws they fail to even scratch... no wait one did scrape the demon and as it tugs on the leg the thing tips forward landing with a crash on it's belly.

Talhia gets an ideal from the worgs attack and casts a spell at the two creatures. While the one already on the ground seems unaffected the other moves a bit more sluggishly.

Aden just pulls himself free of the webs as the chaos around him escalates.

And then Morrolan and Fafnir enter the fight. The half-orcs arrows go wide as he tries not to hit the worgs and Dargun. The pseudo-dragon watches for an opening but really would rather leave this cavern altogether with his gem.


[sblock=Combat]
Code:
Character          AC  HP  InHand/Condition
Bebilith2          [COLOR=teal]16[/COLOR]  [COLOR=darkorange]87[/COLOR]  none/[COLOR=red]prone[/COLOR];[COLOR=olive]Unsettling Enchantment(-2AC and attacks)[/COLOR]-lower token
Bebilith1          [COLOR=teal]20[/COLOR]  [COLOR=orange]66[/COLOR]  none/[COLOR=olive]Unsettling Enchantment(-2AC and attacks)[/COLOR]-upper token
Slash              31 142  none/[COLOR=yellow]Girallon's Blessing[/COLOR];[COLOR=lime]Nature's Favor[/COLOR]
Dargun             24  [COLOR=orange]61[/COLOR]  none/[COLOR=purple]poisoned (-10 to CON)[/COLOR]
Platinus           30 110  none/[COLOR=yellow]Girallon's Blessing[/COLOR];[COLOR=lime]Nature's Favor[/COLOR]
Worg1              14  30  none/none(location K-11)
Worg2              14  30  none/none(location K-12)
Worg3              14  30  none/none(location J-13)
Worg4              14  30  none/none(location J-14)
Talhia             18  90  none/none
Aden               23  62  h.gun/none
Morrolan           23 120  l.bow/none
Fafnir             25  65  none/delay;[COLOR=deepskyblue]invisible[/COLOR]
Renard             12  74  wand/[COLOR=darkorchid]sanctuary[/COLOR]
[/sblock]

[sblock=Rolls]
worg attacks - one possible crit
crit confirmed - dmg = 2pts.
trip roll off - Worg wins
other roll offs - since you need only hit not do damage
AoO vs Dargun - two hits one possible crit dmg: 29-10 DR = 19
not a crit
Dargun saves vs poison both fail CON Drops to 2 (-10 hp)
save vs Whelm only number 2 succeeds [/sblock]
 
Last edited:


ghostcat

First Post

Vertexx69

First Post
Platinus - Celestial Fleshraker, Druid/Warshaper

As the first worg falls to the assault of the demonic spider, there is an echoy yelp followed by the sound of splintering wood as the carving of that beast explodes. The rest move forward at the mental command of the druid, taking up tactical positions on the other side of them

With a wince and a spray of blood from his arm, the veins of the platinum dinosaur pulse visibly under his thick hide and his eyes grow wide with fury. The pair of many-limbed fleshrakers issue twin roars of frustration as they cannot charge and so they close cautiously to just within their formidable reach and lash out at the demons.

[sblock=Combat Block]Free:

Swift:
Platinus activates Bands of Bloodrage

Move: P to (I,11/J,12), S to (H,14/I,15). W2 to (O,12), W3 to (N,14), W4 to (N,16)

Standard:
Slash Claw vs B2 (1d20+18=24, 1d4+1d8+12=22)
Platinus Claw vs B1 (1d20+17=28, 1d6+1d8+15=22)

Summary:
B1 takes 12 after DR. If still alive needs to make a DC 21 Fort saves.
B2 Takes 12 after DR. If still alive needs to make a DC 20 Fort saves.
Each failed save cause 1d6/1d6 dex dmg.
[sblock=Slash]Slash
Fleshraker Warbeast
Large Animal
Hit Dice: 11d8+54 (142 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 29 (+4 Dex, +12 natural, +3 armor, -1 size), touch 13, flat-footed 25
Base Attack/Grapple: +6/+19
Attack: Claw +13 melee (1d8+9+poison+1d4 force)
Full Attack: 2 claws +13 melee (1d8+9+poison+1d4 force) and bite
+13 melee (1d8+5+1d4 force) and tail +13 melee (1d8+5+poison+1d4 force)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, Poison 1d6Dex/1d6Dex DC 21, rake 1d8+9+1d4 force
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +11, Will +6(+10)
Abilities: Str 29, Dex 19, Con 22, Int 2, Wis 16, Cha 12
Skills: Hide +8*, Jump +35, Tumble +11, Survival +5
Feats: Improved Natural Attack (claw), Track, Raptor School, Multi-Attack, Improved Multi-Attack
Gear: Piercer Cloak
[*][ ][ ], Pearl of Speech, Psychokintetic Belt of Mighty Fists, Studded Leather Barding
[sblock=Description]Slash is all claws and spines dripping poison. Much of her mottled gray and black hide is covered by her simple black studded leather barding. She always moves right next to Platinus unless he tells her otherwise. The fact that she can now speak in her native elemental tongue gives her no end of joy.[/sblock]
[sblock=Features]Warbeast Training: +1HD, +3Str, +3Con, +2Wis, +10ft speed, Proficiency with L/M/H armor,
Can be ridden as mount with +2Ride, +1Spot, +1Listen
Natural Bond: Gains bonuses as 9th lvl druid companion.
+6 HD, +6 NA, +3str, +3Dex, +4 Tricks, Link, Shared Spells, Evasion, Devotion, Multi-Attack[/sblock][/sblock][sblock=Platinus]Platinus
Celestial Fleshraker
Large Magical Beast, Extraplanar Subtype
HP: 108/110 = [10d8 + 30]
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 30 (+2 Dex, +8 natural, +8 armor, +3 shield, -1 size), touch 19, flat-footed 28
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7+poison*)
Full Attack: 2 claws +12 melee (1d8+7+poison*) and bite
+12 melee (2d6+3*) and tail +12 melee (2d6+5+poison*)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, rake 1d8+5*,Poison 1d6Dex/1d6Dex DC19, Smite Evil 1/day
Special Qualities: Darkvision 60ft, * Vampiric: +1d6 dmg vs living enemies, I heal same amount
Resistances: Acid 10, Cold 10, Lightning 10
Immunities: Stunning, Critical Hits, Poison
Extraordinary Abilities: DR 5/magic (Natural Attacks considered magic), SR 15
Supernatural Abilities: Morphic Weapons
Saves: Fort +16, Ref +10, Will +10
Abilities: Str 25, Dex 15, Con 19, Int 14, Wis 18, Cha 8
Skills: Concentration +16, Spot +18, Jump +21, Survival +18
Feats: Natural Spell, Exalted Wild Shape, Improved Multi-Attack, Multi-Attack
Gear: See Equipment
[sblock=Features]Celestial Template added
Morphic Weapons - All Natural Weapons are +1 size category[/sblock][/sblock][sblock=prepared Spells]
0: Create Water X3, Cure Minor Wounds X3
1: Claws of the Bear X2, Beast Claws, Lesser Vigor X2
2: Mass Snake Strike X2, Nature's Favor*, Lesser Resoration X2
3: Girallon's Blessing X2*, Junglerazor, Mass Lesser Vigor
4: Bite of the Wereboar, Moonbolt, Jaws of the Wolf*
5: Bite of the Weretiger[/sblock]Platinus[/sblock]
[sblock=OOC]The worgs are the only ones that are drawing AoOs. Took 5 dmg from bands and healed 4 from vampiric amulet.[/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
The worgs bite and snap at the spider demons, but their attempts to kill the beasts are futile but serve as a good distraction for the others.

OOC: Talhia, Aden, and Morrolan up.
 


HolyMan

Thy wounds are healed!
OOC: Current status

[sblock=Combat]
Code:
Character          AC  HP  InHand/Condition
Bebilith2          [COLOR=Teal]20[/COLOR]   [COLOR=Yellow]75[/COLOR]  none/[COLOR=olive]Unsettling Enchantment(-2AC and attacks)[/COLOR]-lower token
Bebilith1          [COLOR=teal]20[/COLOR]   [COLOR=Yellow]54[/COLOR]  none/[COLOR=olive]Unsettling Enchantment(-2AC and attacks)[/COLOR]-upper token
Slash              31 142  none/[COLOR=yellow]Girallon's Blessing[/COLOR];[COLOR=lime]Nature's Favor[/COLOR]
Dargun             24  [COLOR=orange]61[/COLOR]  none/[COLOR=purple]poisoned (-10 to CON)[/COLOR]
Platinus           30 [COLOR=Orange]109[/COLOR]  none/[COLOR=yellow]Girallon's Blessing[/COLOR];[COLOR=lime]Nature's Favor[/COLOR]
Worg2              14  30  none/none(location L-10)
Worg3              14   [COLOR=Red]7[/COLOR]  none/none(location J-15);[COLOR=DarkOrchid]poisoned (CON -3)[/COLOR]
Worg4              14  [COLOR=Red]14[/COLOR]  none/none(location J-16)
Talhia             18  90  none/none
Aden               23  62  h.gun/none
Morrolan           23 120  l.bow/none
Fafnir             25  65  none/[COLOR=Green]delay[/COLOR];[COLOR=deepskyblue]invisible[/COLOR]
Renard             12  74  wand/[COLOR=darkorchid]sanctuary[/COLOR]
[/sblock]

OOC: Talhia, Aden, and Morrolan to finish the round.
 
Last edited:

perrinmiller

Adventurer
[sblock=OOC]A few minor things. Morrolan is a draconic human, not half-orc. I don't think Fafnir is invisible nor can he teleport. I think these references were just RP fluff, but I just wanted to make sure.

Also in the beginning of this fight, Morrolan rolled a Knowledge Check for a 16, there should be some IC facts that are revealed about the monsters. I supposed I should know exactly which of the special abilities he remembers since I haven't been looking things up in the MM. Of course the DR should be pretty obvious now, just not what will penetrate it.[/sblock][sblock=Tactical Grid]
CotSQEnc3Map03B1.jpg
[/sblock]Morrolan curses under his breath as his skill in archery is not worth anything and drops his bow. He moves up just behind one of the fleshrakers to see if he will be needed in this fight, getting his shield in place and his drawing the scimitar from it place at his belt.

Fafnir remains perched on his steed, tail curled around Morrolan's shoulder protectively.

[sblock=Actions]Free Action: Dropping longbow
2 Move Actions: Move to I10, drawing shield and scimitar
+2 Attack with Knowledge Devotion

Fafnir does nothing.[/sblock][sblock=Mini Stats]Morrolan AC: 23 (12 Touch; 21 Flatfooted)
HP: 120 (DR 2/-) Current: 112
Spells Available: 6 O-Level; 7 1st Level; 8 2nd Level

Fafnir AC: 25 (17 Touch; 20 Flatfooted)
HP: 65
Spell Resistance: 19[/sblock]_______________________________

Morrolan1.jpg
Morrolan &
Fafnir-Avatar.jpg
Fafnir
 

jkason

First Post
Talhia Shen, human beguiler

Talhia pulls a small length of chain from her component pouch. "Let's see if they enjoy fighting off webs themselves," she says. She pulls the chain taut, then with a quick word, it evaporates in a puff of black smoke. A puff of similar smoke occurs behind the spider creatures, then erupts outward in shadowy tentacles that seek to ensnare the monstrous enemy.

OOC: Shadow binding. DC 18 Will save or they're entangled. Details below:


[sblock=Spell details]
SHADOW BINDING
Illusion (Shadow)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
As the links of chain in your hand dissipate
to feed the arcane energies of your spell, a
multitude of ribbonlike shadows instantaneously
explodes outward from an indicated
point nearby.
Creatures in the area that fail a Will
save are entangled and unable to move.
Breaking free of a shadow binding
requires a DC 20 Strength check or a
DC 20 Escape Artist check, taken as a
full-round action.[/sblock]

[sblock=Stats]Spells cast: 2nd level: 1/7
3rd level: 1/7
4th level: 1/6

Languages: Common, Sylvan, Draconic, Elven, Undercommon, Dwarven

[sblock=Combat]
HP: 90 = [10d6 + 30]
AC: 18 = 10 + 7 [armor] + 0 [shield] + 1 [DEX]
AC Touch: 11 = 10 + 1 [DEX]
AC Flatfooted: 17 = 10 + 7 [armor] + 0 [shield]
INIT: +1 = +1 [DEX]
BAB: +5 = +5[Beguiler]
Fort: +6 = +3 [base] + 3 [stat]
Reflex: +4 = +3 [base] + 1 [stat]
Will: +7 = +7 [base] + 0 [stat]
SPECIAL: +1 vs. spells/spell-like abilities (Nymph's Kiss)
Speed: 30'
Spell Resistance: 20 (Necklace of Protection)
Special: fire resist (10)[/sblock]
[sblock=Weapon Stats]
Dagger +1 (melee): +5 = +5 [BAB] -1 [STR] / DMG = 1d4, CRIT 19-20x2
Dagger +1 (ranged): +7 = +5 [BAB] +1 [DEX] / DMG = 1d4, CRIT 19-20X2, range 10 ft.
MW Crossbow: +7 = +5 [BAB] +1 [DEX] +1 [MW] / DMG = 1d8, CRIT 19-20/x2, range 80 ft.
[/sblock]
[sblock=Class Features]
--Beguiler--
* Armored mage (no spell failure in light armor)
* Trapfinding (as rogue)
* Cloaked casting (+1 DC and +2 vs. SR if opponent flat-footed)
* Surprise casting (move action)
* Advanced learning (3rd: Distract Assailant)
* Advanced learning (7th: Shadow Binding)
* Spells: All spells on spell list count as spells known:

Spell mods: +1 DC, +1 CL for enchantment spells

Cantrips (6/day) (DC 15): Dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
1st level (6+2/day)(DC 16): charm person, color spray, comprehend languages, distract assailant (advanced learning 3rd), detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm
2nd level (6+1/day)(DC 17): blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
3rd level (6+1/day)(DC 18): arcane sight, clairaudience/clairvoyance, crown of veils, deep slumber, dispel magic, displacement, glibness, halt, haste, hesitate, hold person, inevitable defeat, invisibility sphere, legion of sentinels, major image, nondetection, shadow binding (advanced learning 7th), slow, suggestion, vertigo field, zone of silence
4th level (5+1/day)(DC 19): charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater mirror image, locate creature, mass whelm, phantom battle, rainbow pattern, solid fog
5th level (3/day)(DC 20): break enchantment, dominate person, feeblemind, friend to foe, hold monster, incite riot, mind fog, Rary's telepathic bond, seeming, sending, swift etherealness

[/sblock]

[sblock=Feats&Flaws]
Spell Focus (enchantment)(1st)
Nymph's Kiss(bonus human)
[sblock]Book of Exalted Deeds, pg. 44
By maintaining an intimate relationship with a good-aligned fey
(such as a nymph or dryad), you gain some of the characteristics
of fey.
Benefit: Fey creatures regard you as though you were fey. You
gain a +2 circumstance bonus on all Charisma-related checks,
and a +1 bonus on all saving throws against spells and spell-like
abilities. Starting with the level when you take this feat, you
gain 1 extra skill point per level.[/sblock]
Stealthy (campaign bonus, +2/+2 only)
Deft Hands (campaign bonus, +2/+2 only)
Unsettling Enchantment (3rd)
[sblock]Complete Mage, pg. 48
Your enchantment spells cloud the minds of even those who
would otherwise resist their effects.
Prerequisite: Spell Focus (enchantment) or enchanter
level 1st.
Benefit: Any foe required to save against an enchantment
spell you cast takes a -2 penalty on attack rolls and to AC for
1 round, regardless of the result of the save. This is a mindaffecting
effect.
Special: An enchanter can select this feat as a wizard
bonus feat.[/sblock]
Silent Spell(beguiler 5th)
Touch of Distraction (6th)
[sblock]Complete Mage, pg. 48
Your touch briefly clouds the mind of a foe, impeding its
efforts.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an enchantment spell of 3rd
level or higher available to cast, you can cloud the mind of a
creature within 30 feet as a standard action. The target takes
a -2 penalty on its next single attack roll or Reflex saving
throw. If the target makes no attacks or Reflex saves within
a number of rounds equal to the level of the highest-level
enchantment spell you have available to cast, the effect ends.
Multiple uses of this feat don't stack. This is an enchantment
(compulsion), mind-affecting effect.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting enchantment spells.[/sblock]
Still Spell(beguiler 10th)
Rapid Metamagic (9th)
[sblock]Complete Mage, pg. 46
You possess an uncanny mastery of your magic, enabling you
to modify spells on the fly much faster than others can.
Prerequisites: Spellcraft 12 ranks, ability to spontaneously
cast spells.
Benefit: When you apply a metamagic feat to a spontaneously
cast spell, the spell takes only its normal casting
time.
Normal: Spontaneous casters applying metamagic must
either take a full-round action (if the spell normally requires
a standard action or less) or add a full-round action to the casting
time (if the spell takes 1 full round or longer to cast).[/sblock]
[/sblock]

[sblock=Skill Tricks (Complete Scoundrel)]
Conceal Spellcasting (SoH vs. Spot)
Swift Concentration (maintain concentration as swift action)[/sblock][/sblock]
 

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