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Forked Thread: Scotley's Tomb of Horrors 3.5 Continued


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OOC: so, we can post our next moves?


Harrison continues his battle press agains the construct:

attack and dam 1
1d20+8=15, 1d8+12=15
attack and damge 2
1d20+13=22, 1d8+12=13

OOC: technicaly the first is the second attack and the second is first. I got the attack numbers switched is all

the numbers are reduced for power attack of 5
 

OOC: Okay, post above has been edited to include Logan's attack and the monster's attacks. The map did not change. Actions from everyone, but Harrison who has already posted please. Only two active foes remain.
 

Ballista, HP48/48, AC 24/29vRanged(FF19/24vR-T15/20vR) F5 R13 W6

Ballista launches another barrage of javelin sized arrows at the last clomping automoton standing right in front of the door. All three arrows sink half way into the metallic guardian with a deep base note that compliments the eerie song she continues to sing. Each deep note is accompanied by a series tinkling higher bongs as the ice crystals shatter against the shining skin of the wind-up death trap. Ballista step laterally along the wall as she steps another 5ft higher setting herself just out of reach of the flailing tinker toys.

OOC - Shift up 5ft on the wall diagonally to (L,4) at 15ft high,
Rapid Shot vs C8: 1d20+15=25, 1d20+15=35, 1d20+10=26, 2d6+5=13, 1d6=3, 2d6+5=13, 1d6=1, 2d6+5=9, 1d6=3. That's 35 regular dmg and 7 cold dmg to C8. Everyone gets +2 to hit and damage.

Everyone remember that constructs are immune to critical hits :confused:
 

Logan Lightbringer

"Damn and Blast!! Die, you cursed, soulless heap of foulness!" Logan seems a bit distraught by the punishment inflicted upon him last round by the automaton.

OOC: He is so distraught, in fact, that he misses, even adding in the extra +2 that I didn't see until after I rolled. (Thanks anyway, Ballista.) (:heh: unless a 16 does hit, that is....for 4 whole points of damage?)

attacking construct again (1d20+10=14, 1d8+3=4)
 

Grackle Granitetop

Grackle hustles closer and calls out "I'm coming! I can help!" With that, he gibbers and gestures again, hurling five magical bolts at one of Logan's enemies.

[sblock=ooc]Huh, thought I posted a day or two ago, guess not.

Grackle moves closer again, and casts Magic Missile for 18 damage on the construct fighting Logan (if more than one, then he targets whichever looks most-damaged already).
5d4+5=18

Just in case I forgot to mention it here last week or so, I'm going to be out of town for the next 2 weeks and might not be able to post much during that time. Visiting friends and relatives back in Michigan.

If I have the time before leaving, I'll try to check over the thread and figure out how many spells Grackle has left for the day. Somehow I keep forgetting to track it constantly, and I can't remember off the top of my head how recently the group last rested to replenish spells etc. But I'll try to get that worked out and posted here before leaving on Friday.[/sblock]
 

"Damn and Blast!! Die, you cursed, soulless heap of foulness!" Logan seems a bit distraught by the punishment inflicted upon him last round by the automaton.

OOC: He is so distraught, in fact, that he misses, even adding in the extra +2 that I didn't see until after I rolled. (Thanks anyway, Ballista.) (:heh: unless a 16 does hit, that is....for 4 whole points of damage?)

attacking construct again (1d20+10=14, 1d8+3=4)

OOC: AC 16 is the magic number! or 11 touch AC.
 


Grackle "Grubeater" Granitetop, status

[sblock=ooc]Okay, found what I was looking for. Since the laboratory with the vats, where Grackle cast most of his protective spells, he's since cast Otiluke's Resilient Sphere, Shield, Summon Monster IV, Acid Arrow, Scorching Ray, and Magic Missile. Factored this into his status, below. I'll update his online character sheet later, when I get back from my family trip.

I dunno how much of the treasure Grackle got from the boxes o' snakes, but he did at least try to take some or all of the 12 sapphires and maybe some of the gold (the loot was 450 gp, and 12 sapphires worth 50 gp each). He did give some of the gold to Logan, and Harrison and Garagos picked up whatever treasure Grackle didn't shove into his pockets or Haversack first. He still needs to scan his loot, including the mummified hand from the lab and the shiny stick (sceptre), of course......

Grackle "Grubeater" Granitetop, HP 67/57, AC 24/T16(24 vs incorporeal touches)/F20, F+6, R+7, W+5
Active Effects: Mage Armor (9 hours), Shield (9 minutes), False Life - 10hp (3 hours), Resist Energy - Acid 20 (cast once on everyone, 90 minutes).
Spell Slots Remaining: 6/6 0-level, 4/7 1st-level, 0/7 2nd-level, 4/7 3rd-level, 3/5 4th-level.

Just for a bit more ease of reference, Grackle's most relevant other stats/gear, copied over from his sheet:
CG Male Rock Gnome Sorcerer 9
Str 8, Dex 18, Con 16, Int 12, Wis 9, Cha 18
Spd 20, Init +4, Melee +4, Ranged +9
Low-Light Vision, +2 on saves vs Illusions, +1 to his Illusion save DCs, +2 Listen, spell-like abilities (Speak with Animals 1/day for 1 minute with burrowing mammals only, Dancing Lights 1/day, Ghost Sound 1/day, Prestidigitation 1/day, 1st-level caster, save DC 14)
Knows Common, Gnome, Dwarven, and Terran

Feats: Spell Focus (Evocation), Spell Focus (Conjuration), Spell Penetration, Augment Summoning
Skills: Bluff +9 (5 ranks, +4 Cha), Concentration +15 (12 ranks, +3 Con), Craft (Alchemy) +4 (1 rank, +1 Int, +2 racial), Knowledge (Arcana) +10 (9 ranks, +1 Int), Speak Language (1 rank cross-class, Terran), Spellcraft +10 (7 ranks, +1 Int, +2 synergy).
Familiar: Summoned a weasel familiar he calls Admiral Shplictonshtein Fuzzington the Third (Tiny magical beast, 28 hp, 9 effective hit dice, grants him +2 Reflex within 1 mile and Alertness within arm's reach).

Important Possessions: Necklace of Adaptation, Cloak of Arachnida, Everburning Torch, Gloves of Dexterity +2, Ring of Protection +1, Healing Belt, Heward's Handy Haversack, Wand of False Life, Wand of Haste, 2 Universal Solvents, 3 Potions of Cure Light Wounds (1st-level caster), Oil of Magic Weapon (1st-level caster).

Sorcerer Spells: Casts spontaneous arcane spells, caster level of 9, spellcasting is based on Charisma, 6 0-level spells/day, 7 1st-level spells/day, 7 2nd-level spells/day, 7 3rd-level spells/day, 5 4th-level spells/day.
0-Level Spells (save DC 14, Conj/Evoc/Illus DC 15): Resistance (Abjur), Detect Magic (Div), Detect Poison (Div), Read Magic (Div), Light (Evoc), Mage Hand (Trans), Mending (Trans), Message (Trans).
1st-Level Spells (save DC 15, Conj/Evoc/Illus DC 16): Shield (Abjur), Mage Armor (Conj), Magic Missile (Evoc), Color Spray (Illus), Ray of Enfeeblement (Necro).
2nd-Level Spells (save DC 16, Conj/Evoc/Illus DC 17): Resist Energy (Abjur), Acid Arrow (Conj), Glitterdust (Conj), Scorching Ray (Evoc).
3rd-Level Spells (save DC 17, Conj/Evoc/Illus DC 18): Stinking Cloud (Conj), Suggestion (Ench), Fireball (Evoc).
4th-Level Spells (save DC 18, Conj/Evoc/Illus DC 19): Summon Monster IV (Conj), Otiluke's Resilient Sphere (Evoc).[/sblock]
 


Into the Woods

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