General plan: Buff, blast, win. Ya hear that? Don’t lose!
Start in default area, holding dorje and longsword, psicrystal on shoulder (actively listens); share all beneficial spells w/ psicrystal.
Avoid middle area; engage through bars if possible to get a few shots at Gargoyle.
When blasting with energy attacks, if an attack hits but fails to damage, or damages for less than expected, assume energy resistance and change type (ColdàFireàElec); if Gargoyle wearing metal and need to make a touch attack, attack first with Elec (then Cold, then fire)
Rd 1: Share Pain (3pp)
Rd 2: Vigor (2pp)
Rd 3: Force Screen (Cognizance Crystal)
Rd 4: move out, single move, ready to blast Gargoyle on sight w/ Energy Missile (Cold, unless he’s wearing metal armor, in which case elec)
Engage with: 5pp EM Cold or Elec as above
Then Dorje: Elec if wearing metal, else cold; if resistance detected, change energy type; continue as above until dead, changing energy type if detect resist energy
Round 1 Goyle uses his potion of Bull’s Strength and moves out as Mobius uses Share pain.
Mobius 15/15 HP 18 AC Xoom 7/7 HP Goyle 37/37 HP 13 Touch AC
Round 2 Goyle Moves out as Mobius shares vigour.
Mobius 25/15 HP 18 AC Xoom 17/7 HP Goyle 37/37 HP 13 Touch AC
Round 3 Goyle seeks again as Mopius goes for force screen.
Mobius 25/15 HP 22 AC Xoom 17/7 HP Goyle 37/37 HP 13 Touch AC
Round 4 Goyle and Mobius move, Mobius readying a powerful blast.
Mobius 25/15 HP 22 AC Xoom 17/7 HP Goyle 37/37 HP 13 Touch AC
Round 5 Goyle moves, Mobius catching a glint of him and blasting him for 10 damage. He then moves and blasts him with his dorje, missing.
Mobius 25/15 HP 22 AC Xoom 17/7 HP Goyle 27/37 HP 13 Touch AC
Round 6 Goyle charges, ramming headlong into the stone wall. Mobius then blasts him for 4 damage.
Mobius 25/15 HP 22 AC Xoom 17/7 HP Goyle 23/37 HP 13 Touch AC
Round 7 Goyle flurries in, hitting once for 8 damage, Mobius blasting back for a full 10 hp.
Mobius 21/15 HP 22 AC Xoom 13/7 HP Goyle 13/37 HP 13 Touch AC
Round 8 Misses all round.
Mobius 21/15 HP 22 AC Xoom 13/7 HP Goyle 13/37 HP 13 Touch AC
Round 9 The monster strikes once more for another 8 damage as Mobius misses.
Mobius 17/15 HP 22 AC Xoom 9/7 HP Goyle 13/37 HP 13 Touch AC
Round 10 The beast lashes out, catching Mobius throat and it would have dropped him save for the magical connection to Xoom, who cracks in the strain. Mobius refreshes vigour.
Mobius 17/15 HP 22 AC Xoom -1/7 HP Goyle 13/37 HP 13 Touch AC
Round 11 The beast again strikes for 8.
Mobius 9/15 HP 22 AC Xoom -1/7 HP Goyle 13/37 HP 13 Touch AC
Round 12 Misses all round
Round 13 The beast strikes in, barley hitting with both claws and dropping Mobius.
Mobius Loses and gains 400xp and 513 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: Xoom dead Items Used: Scrolls: Powerstone Vigour Spells or Powerpoints Used: 10 PP Abilities Used: Cognisant Crystal Free Activity: Craft
So this is a lost fight. 10 DR is unbeatable without a bunch of crits.
Start in the front area and move out, readying to trip whenever something is in reach. Use full combat expertise on all attacks.
Once the Archon is in melee, trip, follow up attack and hit, then move away and ready to trip again. {A later message said not to bother with retreats or trips if it’s in dire wolf form.} Hopefully, he'll ever get within 5' to hit me, but that lantern archon will make sure I jst die slowly regardless. One the hound is down (assuming a rift in universe somehow altered the roller), shoot the lantern archon down, hoping said rift will grant me a crit.
Not much hope on this. Use tumble to avoid AoO as appropriate.
The hound archon will buff up his AC with potions (raises hound archon's AC to 26, 12 touch) and use Aid on himself (+1 to attack and some temporary hit points) and then turn into a dire wolf (that will lower AC and attack by 1) in order to resist trips (and maybe trip Dreath himself; his modifier is +10 to resist trips, +6 to trip). Both archons will use teleport to move to 27,32 to meet up if they're not already together, the hound archon will use Aid on the lantern, and then they'll teleport together to each box in turn (except the one(s) they started in) to find Dreath. The hound archon will then close in and attack, replenishing Aid whenever he takes damage. Meanwhile, the lantern archon will move close enough to apply aura of menace and begin shooting light rays, replenishing Aid if it takes damage.
[Prefight locations and Initiative] The lantern archon starts in area 4. Initiative 22. Dreath starts in area 3 with spiked chain in hand. Initiative 16. The hound archon starts in area 4 with potions in hand. Initiative 16.
Lantern archon: (4,31) 4/4 HP, 15 AC Dreath: (31,8) 24/24 HP, 16+4 AC Hound archon: (4,32) 33/33 HP, 19 AC
[Round 1] The lantern archon flies up 20’ and waits. Dreath moves to 35,12 and readies. The hound archon drinks the potion of mage armor.
Lantern archon: (4,31,20&rsquo 4/4 HP, 15 AC Dreath: (35,12) 24/24 HP, 16+4 AC Hound archon: (4,32) 33/33 HP, 19+4 AC
[Round 2] The lantern archon waits. Dreath moves to 39,16 and readies. He is spotted on the way by the hound archon. The hound archon drinks the potion of Shield of Faith.
Lantern archon: (4,31,20&rsquo 4/4 HP, 15 AC Dreath: (39,16) 24/24 HP, 16+4 AC Hound archon: (4,32) 33/33 HP, 19+4+2 AC, SoF ends 32
[Round 3] The lantern archon waits. Dreath moves to 43,20 and readies. The hound archon turns into a dire wolf.
Lantern archon: (4,31,20&rsquo 4/4 HP, 15 AC Dreath: (43,20) 24/24 HP, 16+4 AC Hound archon: (4,32) 33/33 HP, 19+4+2-1 AC, SoF ends 32
[Round 4] The lantern archon waits. Dreath moves to 47,24 and readies. The hound archon turns into a dire wolf.
Lantern archon: (4,31,20&rsquo 4/4 HP, 15 AC Dreath: (47,24) 24/24 HP, 16+4 AC Hound archon: (4,32) 33/33 HP, 19+4+2-1 AC, SoF ends 32
[Round 5] The lantern archon waits. Dreath moves to 51,28 and readies. The hound archon uses Aid on itself.
Lantern archon: (4,31,20&rsquo 4/4 HP, 15 AC Dreath: (51,28) 24/24 HP, 16+4 AC Hound archon: (4,32) 40/33 HP, 19+4+2-1 AC, SoF ends 32, Aid ends 65
[Round 6] The lantern archon waits. Dreath moves to 55,32 and readies. The hound archon uses Aid on the lantern archon.
Lantern archon: (4,31,20&rsquo 14/4 HP, 15 AC, Aid ends 65 Dreath: (55,32) 24/24 HP, 16+4 AC Hound archon: (4,32) 40/33 HP, 19+4+2-1 AC, SoF ends 32, Aid ends 65
[Round 7] The lantern archon teleports to 58,31 and then flies to 55,31, but Dreath resists its aura of menace. Dreath figures the hound archon will be popping in soon, so he readies. The hound archon teleports to 58,32 and moves to 56,32. Dreath again resists the aura of menace, and swings with his chain, but it merely bounces off the archon’s skin.
Lantern archon: (55,31,20&rsquo 14/4 HP, 15 AC, Aid ends 65 Dreath: (55,32) 24/24 HP, 16+4 AC Hound archon: (4,32) 40/33 HP, 19+4+2-1 AC, SoF ends 32, Aid ends 65
[Round 8] The lantern archon fires two rays at Dreath, and both hit for 6 damage. Dreath swings his chain again and hits the archon solidly, but to his dismay the wounds close over almost immediately. The hound archon bites Dreath’s throat for 12 damage, but the elf manages to keep his footing.
Lantern archon: (55,31,20&rsquo 14/4 HP, 15 AC, Aid ends 65 Dreath: (55,32) 6/24 HP, 16+4 AC Hound archon: (4,32) 40/33 HP, 19+4+2-1 AC, SoF ends 32, Aid ends 65
[Round 9] The lantern archon fires two rays at Dreath; the difficult shot into the melee causes one to miss, but the other hits for 6 damage. Dreath realizes that he has no chance at this point, and surrenders.
Lantern archon: (55,31,20&rsquo 14/4 HP, 15 AC, Aid ends 65 Dreath: (55,32) 0/24 HP, 16+4 AC Hound archon: (4,32) 40/33 HP, 19+4+2-1 AC, SoF ends 32, Aid ends 65
Not many threats on that list, though stone giant looks tough.
Hunter will start in the front corner of his area. He'll manifest a 1 pp surgered vigour and move out. Close on foe and strength drain from above for higher ground bonus.
Refresh a 1 pp surged vigour if I take 5 real damage. Fly into the ground first, using tumble to avoid AoO's. Then resume the killing.
Always tumble to avoid AoO's.
Should be quick, especially if it is one of the several monsters with no method of hurting me.
The Hunter goes first [Initiative 20+6 vs 10] in area 1, the Shield Guardian in area 3.
Round 1 The Hunter manifests Vigour [1pp + 1WS, Surge 31 vs 5, +10hp, ends 31] and, unable to see the monster in either area 2 or 4, flies out over the moat. The Shield Guardian moves out anticlockwise.
Round 2 The Hunter flies through a tower as the Shield Guardian progresses around the moat.
Round 3 The Hunter flies out from the other side of the keep, where he and the Guardian spot each other. The shield Guardian doubles back to try and reach the Hunter.
Round 5 The Hunter delivers a chilling touch, but the Shield Guardian is unaffected [attack 3+8+1=11 vs tAC 9: hit, immune to damage]. The Shield Guardian attacks futilely.
Round 6 The Hunter realises his strength drain will not be enough. He draws his morningstar and attacks, but misses [13+9 = 22 vs AC 24]. The Shield Guardian persists in his vain attempts to harm him.
Rounds 7-36 The Hunter strikes eight times, dealing 41 damage [two hits, one threat (not confirmed), damage 8 and 9]. Vigour expires.
[Pitlord note: Forgot higher ground in roller]
Rounds 37-46 The Hunter strikes five more times for a total of 26 damage.
Rounds 47-61 The Hunter hits another 9 times, finally pounding the Shield Guardian into oblivion.
This infidel will soon be granted enlightenment. Begin in front left-hand corner of my box with Scroll of Shield of Deflection in hand. Cast that, then draw and use Scroll of Entropic Shield. Finally, draw Wand of Produce Flames whilst moving out (anticlockwise), then cast it next round.
Move around the arena looking for Krekkun, hugging the walls. If I see him, throw flames then try to move to a location of cover (preferably where he won't be able to negative it by moving next round). In particular, though, try and get in one of those enclosed rings (e.g. the one centred at (47,16)) to force him to move closer.
If he's using Magic Missile on me, cast Sound Burst on him. If it works, this will not only make him fall, it will also make him drop whatever he's holding, so I want to go and pick his Wand of MM up.
If I fall below 10hp and he's not using MM, use Sound Burst anyway. Don't pick up his bow since that will just encourage him to use MM, but still move to adjacent when I can. Strangely, falling many times his fight doesn't appear to make him land prone, but if he moves away or tries to pick up his bow, I may as well have an AoO (note I have a spiked gauntlet even if I'm out of flames).
If he gets within range at any time, cast Burning Hands on him (but prioritise Sound Burst if I would have used that) but no need to make any special effort here.
Otherwise, just renew and spam flames merrily whilst screaming at him.
Note: - Sound Burst has a 10ft-radius spread, so I don't necessarily need to aim it right at him. Don't hit myself with it, though. - Expend my Psionic Focus whenever it would be helpful, e.g. if he readies to shoot when I cast and I take damage.
Plan: AS, fly up and engage at MM range until dead
Start in back, middle, with scroll
That wand of subdual produce flame may be trouble. Wonder if I should sunder it, somehow, but that doesn’t seem likely. As that seems like the likely route of attack, wonder if I should even bother with Shield…
Note: Mage Armor is Ongoing from F1 (<2h remaining="" 1h="" time="" roll="" p="">
Rd 1: cast scroll alterself (if fail, continue until succeed), fly up and forward, draw wand of MM
Rd 2: Engage w/ wand of MM until he’s down, or one of the below happens.
If below 10hp, use SLA darkness on self (granting concealment, which shouldn’t interfere w/ ability to target him w/ MM but should protect some against his produce flames)
If below 6hp, fly to a safe place far away, use drow poison on arrow, then fly back and engage with that arrow first; if he fails his save, CdG.
If flying summons, fly away from it and avoid it, then re-engage when it’s gone
If dropped wand and can’t get it back (he recovered) or it’s otherwise taken/sundered/out of charges/unuseable, use bow w/ small arrows until out of arrows, then cantrips, then dive charging with lance.
If alter self has < 3 rounds left, buff shield from wand, get melee weapon in hand, let it expire, and engage in melee until dead.
If attacking in melee, take the time to rebuff shield from wand.
If somehow couldn’t use scroll of alterself at all, apply poison to arrow x2, then engage with those, then Darkness SLA and engage w/ wand of MM until fight over.
Jaob Wins and gains 900xp and 966 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Scrolls: Scroll Shield of Faith, Scroll Entropic Shield, 1 Charge Wand Produce Flames Spells or Powerpoints Used: 2 SL (Sound Burst) Abilities Used: None Free Activity: Profession
Krekun Loses and gains 300xp and 360 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Scrolls: Scroll Alter Self, 1 Charge Wand MM Spells or Powerpoints Used: None Abilities Used: None Free Activity: Craft
We both have pretty shabby hp and my AC is not at its best, but I should be ok.
I ambush, so I'll start 4 and he'll start 1. I'll be 8,31 with bow and antitoxin. For my suprise round, if foe is seen, drop the antitoxin and shoot him. Even with cover, his flatfooted and unbuffed AC is too tempting. Continue to shoot until I lose LoS, then continue as below.
If not seen off the bat or he breaks line of sight, drink the antitoxin, cast resistance, sing, and move out, readying to shoot on sight. If I get within 45 feet of his area (or him), move in and ready to cast hideous laughter when he is in range. If hideous laughter works, close in while drawing my sword and kill, stowing my bow with my move action in the next round. If he has a wand in hand, disarm it and pick it up and stow before finishing killing him. Do the same with his bow.
If he is keeping his distance, just move to cover and ready to shoot once within sight. I should win a straight out fire fight. I really just want to stop colour spray.
Basic priorities: If >45' away, ready to shoot. If <45' away="" hideous="" laughter="" to="" disarm="" him="" br="">
Arlo starts in the front corner of the starting box (for example 8,35 or 8,28 if it's the west box, flip a coin to determine which corner), with his shortbow in one hand and scroll of Mage Armor in the other hand.
Buff Rounds (in order) If Arlo is attacked in melee, he Tumbles away and continues buffing.
Round 1: Arlo hides, activates scroll of Mage Armor, and draws scroll of Shield
Round 2: Arlo activates scroll of Shield and draws scroll of Protection from Good
Round 3: Arlo activates scroll of Protection from Good
Combat (in order) Arlo designates his Dodge bonus on Erith as soon as possible.
Arlo's combat tactic is to stay in hiding to avoid ranged attacks from Erith, and snipe Erith as often as possible, applying Sneak Attack damage when he can. If Arlo can't hide, he at least wants the maximum cover possible from Erith's attacks.
[Prefight locations, initiative, and surprise round] Arlo the Annoying starts in area 1 with shortbow and scroll of mage armor in hand. Initiative 21. Erith Silverbow starts in area 4 with bow and antitoxin in hand. Initiative 11. He does not see Arlo, so he drinks his antitoxin.
Arlo the Annoying: (28,55) 15/15 HP, 14 AC Erith Silverbow: (8,31) 13/13 HP, 19 AC
[Round 1] Arlo the Annoying casts Mage Armor and draws his scroll of shield. Erith Silverbow casts Resistance.
Arlo the Annoying: (28,55) 15/15 HP, 14+4+1 AC Erith Silverbow: (8,31) 13/13 HP, 19 AC
[Round 2] Arlo the Annoying casts Shield and draws his scroll of PfG. Erith Silverbow begins to sing and moves to 12,35.
Arlo the Annoying: (28,55) 15/15 HP, 14+4+4+1 AC, Shield ends 21 Erith Silverbow: (12,35) 13/13 HP, 19 AC, singing
[Round 3] Arlo the Annoying casts Protection from Good; he decides to stay where he is rather than move and increase the chance of being spotted. Erith Silverbow moves to 16,39 while singing and keeping his bow ready to shoot Arlo on sight. This time Arlo hears him and knows him to be within 15’ of 18,39.
[Round 4] Arlo the Annoying steps to the east, sees Erith (as he suspected he would), and shoots for 3 damage. He isn’t quite quick enough, though, and Erith sees him. Erith reflexively shoots, but his arrow bounces off Arlo’s magical armor.
[Round 5] Erith Silverbow moves to cover at 17,42 and shoots again, but his arrow is deflected by Arlo’s shield. Arlo the Annoying realizes that if he moves to hide he won’t be able to find Erith again without leaving cover, so he simply shoots, and hits again for 1 damage.
{Switching to short form}: Round 6: Both miss. Round 7: Erith misses, Arlo hits (4 damage, down to 5). Rounds 8-11: Both miss. Round 12: Both miss, PfG ends (lowering Arlo’s AC to 23+4 cover). Rounds 13-15: Both miss. Round 16: Erith misses, Arlo hits (3 damage, down to 2). Rounds 16-17: Both miss. Round 18: Erith misses, Arlo hits for 4 damage, knocking Erith out.
Hmm. I had hoped this would be a chance for me to get my own back on Grannik (I hardly want him getting Great Renown entirely off my characters) but it's looking like it might be a bit tougher than I expected.
So. Start at the front corner of my box with Dorje of Vigour and Power Stone of Force Screen in hand. Shout loudly for Grannik and use the Dorje, then stow it and draw a Stone of Biofeedback. Then head out clockwise. When I get within a move of the stream, stop and use Force Screen followed by Biofeedback, drawing my Stone of Skate and Dorje of Crystal Shard, in that order. Then shout again and wait (if I face a delay penalty, move off to the stream in the other direction - don't cross unless I need to).
If I see Grannick before I've buffed, move away from him whilst continuing - begin buffing if I haven't. If I need to, double-move away or even Withdraw to get some distance (he's slower than me, so I should be able to avoid him unless he Runs). At this time, I should also follow my other buffs with Skate. If I can't avoid a Crawling Tattoo of Entanglement, use one of my own and, when hit, double-move away (15ft is still better than 10ft) until it runs out. Otherwise, ignore any tattoos.
Hopefully Force Screen and Biofeedback will be unnecessary, since I plan on avoiding him. Any spare moves, use them to get away. Otherwise, proceed as follows:
- Always try to avoid melee with Grannik, unless specified otherwise (see below). Due to my superior speed, it's better to Withdraw if necessary and live to attack next round than to try to use all my standard action. - If I have a Dorje of Viougr out, refresh Vigour if it's about to expire, or if I lose all my temp HP. - Begin by manifesting an AC (1PP) with Buff (+5HP) and INA (dam 1d6+3). This should Charge him where possible and generally get in the way. If he's one the other side of the stream when I see him, give the AC fly and preferably have it try to hit him when he's on the log or stones before landing or jumping in after him to attack as normal. - After this, follow up with a Crawling Tattoo of Deceleration. Mobility wins. - The difficulty will be in getting his Dorje off him. To do this, use Energy Stun (Electricity) when I'm within a move of him. Try to position it so it doesn't hit any AC or myself, but if it does, tough luck (hit the AC rather than me, though). If he's adjacent to me at this stage, great, expend focus to manifest defensively rather than fleeing, since I want to be near him. If he fails his save, he'll drop his Dorje, so pick it up. The funny thing is, I can use Vigour too, so keep hold of it (this situation should probably be looked at btw) and burn his charges rather than mine when I want to refresh it. - After this, if I get enough space to manifest AC again safely, do so (1PP, INA, Trip). If I still have my focus left on the last one, use it for Overchannel so it lasts four rounds. At least one AC should try to get between me and him at all times, but if they can flank, great. - From here on in, just spam Crystal Shard from the Dorje. If he's Decelerated, I should be able to hover at 30ft distance and he won't be able to reach me. Take that -4 from firing into a melee if necessary. Try to avoid giving him soft cover, but take that if necessary too.
Sorry for the complicated tactics - short story is Energy Stun to remove Dorje, deploy ACs, then spam Crystal Shard whilst avoiding melee.
Grannick starts in the front corner of the starting box (for example 6,60 or 5,59 if it's the northwest box, flip a coin to determine which one), with his dwarven waraxe in one hand and power stone of Force Screen in the other hand.
Buff Rounds (in order) If Grannick is attacked from range, move to the nearest cover and continue the instructions below. If he's attacked in melee, skip to the Combat section.
Round 1: Grannick activates power stone of Force Screen and draws power stone of Skate
Round 2: Grannick activates power stone of Skate and draws dorje of Vigor
Round 3: Grannick uses dorje of Vigor
Round 4: Grannick activates Expansion augmented with 2 additional power points to make the duration 10 minutes per level, and moves towards Kezereth
Combat (in order) The goal is to close to melee with Kezereth as quickly as possible, while using any available cover along the way to avoid ranged attacks. Grannick does so as soon as he finishing buffing, activating Expansion if he hasn't already. Avoid any Grease'd areas if possible.
As soon as Grannick can see Kezereth, he activates a crawling tattoo of Entangling Ectoplasm to attack Kezereth.
Every time Kezereth summons an Astral Construct, Grannick will activate a crawling tattoo of Entangling Ectoplasm and direct it at the construct as soon as he can see it. Grannick will avoid and ignore the construct otherwise. Save one tattoo for Kezereth himself.
Whenever Kezereth is farther away than Grannick can reach with a move-and-charge (70 feet) and Grannick has less than 5 temporary hit points, he refreshes them with his dorje of Vigor.
On the first attack Grannick makes, he expends his psionic focus to use his Psionic Weapon feat and gain +2d6 damage if he hits.
If Kezerth attacks Grannick with a power that requires a Will save, Grannick uses Empty Mind as an immediate action.
Round 0 Kezereth is first in square 4, then Grannick in 2.
Round 1 Kezereth shouts and uses his dorje for vigour. Grannick uses force screen.
Kezereth 30/20 HP 17 AC Grannick 35/35 HP 10 Touch AC
Round 2 Kezereth draws a biofeedback powerstone and stows his dorje. Grannick uses skate.
Kezereth 30/20 HP 17 AC Grannick 35/35 HP 10 Touch AC
Round 3 Kezereth moves to the stream. Grannick uses his dorje of vigour.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 4 Kezereth moves and Grannick expands, also moving out.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 5 More closing.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 6 More closing.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 7 Kezereth finally uses his powerstone for biofeedback.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 8 Kezereth uses force screen.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 9 Kezereth keeps shouting.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 10 Kezereth finaly sees Grannick comes just into sight as the turn ends, just before a delay penalty could kick in.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 11 Kezereth withdraws from the dwarf. Grannick gives pursuit and taps his tattoo of entangling ectoplasm.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 12 Kezereth, seeing no way to escape from his corner, taps his tattoo of entangling ectoplasm in respons and tries to flee over the river, but he instead trips into it. Grannick smiles, missing the tattoo with his axe, but his tattoo catches Kezereth squarely and Grannick closes in on him.
Kezereth 30/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 13 Kezereth tries to stun Grannick, but the dwarf is unnaturally quick. Kezereth’s tattoo closes, but Grannick cleaves it in twain. He then crushes Kezereth skull, almost killing him.
Kezereth 3/20 HP 17 AC Grannick 45/35 HP 10 Touch AC
Round 14 Kezereth tries again to stun the dwarf, succeeding even with empty mind. He grabs his dorje.
Kezereth 3/20 HP 17 AC Grannick 44/35 HP 10 Touch AC
Round 15 Kezereth, unable to retreat, tries to blast Grannick. He misses, and Grannick kills him for it.
Grannick Wins and gains 1,200xp and 1,200 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Scrolls: Powerstone Skate and Force Screen, 1 Charge Dorje Vigour Spells or Powerpoints Used: 5 PP Abilities Used: None Free Activity: Guard
Kezereth Loses and gains 488xp and 590 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Scrolls: Powerstone Force Screen, Biofeedback. 1 Charge Dorje Vigour, 1 Charge Dorje Crystal Shard Spells or Powerpoints Used: 6 PP Abilities Used: None Free Activity: Craft
Alright, this will not be half bad for a Bilgly fight.
Start in the default area with a scroll of mage armour in hand.
Round 1, use scroll of mage armour, sharing with Gan. Then, cast mirror image, also sharing. Next, draw and use a scroll of expedious retreat. Finish by cast shocking grasp for Gan. Now move out, Gan on my sholder and making active spot checks. Close on Bilgly with my superior speed and Al'Tiar will disarm while Gan delivers shocking grasp.
Al'Tiar will refresh Gan's shocking grasp as needed up to twice. If 3 shocking grasp isn't enough, we'll just attack in melee.
Whenever possible, pick up Bilgly's bow. Take all AoO's against him and discharge my shocking grasp if my rapier hits him. If I have stowed both of his bows, just fight normally and don't expend any more resources.
Disarm his wand if he has it out.
Gan can go ahead and fly away from me to deliver the touch spells if expedious retreat wears off.
Not this guy again...and cavern is Bilgly's worst map, as it's too small to kite and too open to snipe. I think I'd better just go for a straight shootout (well, sort of) and hope to get really lucky: Begin in the front corner of my box, with both bows in hand. Drop the non-masterwork one, and move out clockwise (unless I hear him casting, and then head for that) searching for Al'Tiar and trying to keep to cover from the start boxes. Once I see him, ready to shoot him on casting; when I have free move actions use them to regain focus. If he has mirror image up with at least 3 images, close my eyes before shooting and hope to roll lucky on the concealment chance.
If I need to drop stuff to stay at light encumbrance, drop arrows; special ones first. Keep at least 10, though.
Round 1 Bilgly drops his spare bow and heads out clockwise. His little legs move uncannily quickly, carrying him to the edge of Al'tiar's box right away.
Al'tiar casts Mage Armour from a scroll, sharing it with Gan [+4 AC, 601].
Round 2 Bilgly nocks an arrow and waits. Al'tiar begins to cast Mirror Image, and Bilgly shoots [natural 1]. Unfortunately, his fudges his shot and Al'tiar completes his spell [5 images for both Al'tiar and Gan].
[Pitlord note: Since Bilgly's tactics mention regaining focus, I assume he means to use Psionic Shot whenever possible, so he expends his focus here].
Bilgly fails to regain his focus [2+11=13 vs DC20].
Round 3 Bilgly grumbles in annoyance, unable to clear his head [Conc 2+11=13 vs DC20]. We waits for the many Al'tiars to do something. The Al'tiars each draw a scroll of Expeditious Retreat. Bilgly closes his eyes and hopes for the best, shoots... and the arrow strikes true [miss 59 vs 50%, attack 8+14=22 vs AC 17+4+1=22: hit, damage=1-1+2=2, min 1, Al'tiar Conc 15+3=18 vs DC 10+1: success]. Unfortunately, the glancing blow does little more than scratch the elf.
[Pitlord note: Favoured Enemy gives a +2 not mentioned in roller]
Round 4 Bilgly manages to keep his cool, finally regaining his focus [15+11=26 vs DC 20]. He waits again. The Al'tiars begin to cast Shocking Grasp. This time, Bilgly's shot seems guided by fate, striking the true Al'tiar square on [miss 82 vs 50%, attack 19+14=33: hit, damage: 10]. Al'tiar [28/40] is unable to maintain the spell [Conc 4+3=7 vs DC 10+10=20: fail].
Round 5 Bilgly regains his focus [19+11: success] and takes aim once more. Al'tiar tries to cast Shocking Grasp again, and Bilgly shoots true a third time [miss 93 vs 50%, attack 12+14=26 vs AC 22: hit, damage: 11]. This time, however, Al'tiar manages to complete the spell [Conc 19+3=22 vs DC 10+11=21: success], and he closes in on the annoying Goblin.
Round 6 Bilgly steps back and tries to keep his cool, but fails to regain his focus [8+11=19 vs DC20]. Al'tiar steps in and swipes at Bilgly's bow.
[Pitlord note: Bilgly suffers a -4 because his bow is not a melee weapon, but should he also get a +4 for it being two-handed? I initially rolled this but I think RAI is to give the +4 to TH *melee* weapons]
Either way, Bilgly manages to keep hold of his weapon. Then, Gan jumps in to attack. Bilgly dodges nimbly aside, but Gan holds the charge on Shocking Grasp.
Round 7 Bilgly steps back again and regains his focus. Al'tiar attacks to disarm, and Bilgly narrowly keeps hold of his bow. Gan flaps into Bilgly's square and delivers a shocking peck [attack 14+8=22 vs tAC 18+1: hit, damage: 19].
Round 8 Bilgly [21/40] steps back once more, readying to fire. Al'tiar steps forwards to pick up Gan, and refreshes his Shocking Grasp. Bilgly moves to shoot [miss chance 49 vs 50%], triggering an AoO from Al'tiar, who sends Bilgly's bow spinning from his hands.
[Pitlord note: Not sure Al'tiar should be able to take an AoO whilst casting, but there doesn't seem to be a rule against it].
Al'tiar picks up Bilgly's bow, as Gan flits in to deliver the spell [attack: 16+8=24: hit, damage: 11].
Round 9 Bilgly has no weapon, and no tactics, so he promptly resigns.
Half-Blue Dragon Girallon Large Dragon HP: 78 (7d12+27) AC: 20, Touch: 12, Flat: 19 (-1 Size, +3 Dex, +8 Natural) Abilities: Str 30, Dex 17, Con 16, Int 4, Wis 12, Cha 9 Initiative: +3 Speed: 40ft, Climb 40ft, Fly 80ft (average) BAB: +7, Grapple: +21 Saves: Fort +8, Ref +8, Will +5 Feats: Iron Will, Toughness (x2) Skills: Climb +20, Move Silently +13, Spot +11
Attacks Four Claws +16, 1d6+10 Bite +11, 1d8+5 Rend 2d4+9
Special Breath Weapon (1/day): 60ft line of lightning, Reflex DC 16 for half. {10 + 7 HD / 2 + 3 Con} Darkvision 60ft Scent Immunity to Electricity, Paralysis and Sleep
The Half-Blue Dragon Girallon starts at the front of its box, and flies out clockwise searching for its foes. When it spies them, it Charges, then lands and full attacks the nearest foe until dead, taking flight if it needs to cover a larger distance. If it can hit both enemy combatants at once with it, it uses its breath weapon at the earliest opportunity.
The fortitude save of +1 is just too tempting. And I have to make sure I get to hit that
Start in the back of starting square
Rd 1: Poison an arrow
Rd 2: Invisibility from memory
Rd 3: Move out to find him, half speed for silent
Once he’s found, SMII (doesn’t break invis) for 1d3 fiendish small monstrous spiders; they should surround him to try to keep him in place, and their priority is to web him until he’s webbed, then attack – smite on first attack, ideally w/ flanking. But if he’s ever unwebbed, they should re-web him.
As soon as that’s cast, move to negate cover and shoot poison arrow at Erith. If he fails, CdG. If he succeeds, withdraw/run/break LoS and hide, waiting for secondary save. If fails that, CdG. If succeeds, or if can’t withdraw/hide (we have similar movement, so may happen, but hopefully the spiders slow him down enough).
Already used my anti-toxin... lots of ways to fail a saving throw and lose this fight.
Start in the center of my area with a scroll of shield in hand. Round 1, use the scroll with UMD, drawing another if I crit fail. Then cast resistance, sing, and move out, drawing my bow. Ready to shoot him on sight as I move around clockwise.
Once found, ready to shoot him on his standard action. I have to hope that I can interupt spellcasting. Ignore summons; my AC is good enough to ignore them.
If at 5 or below HP, cast cure light wounds on myself. Do this once.
Keep cover whenever possible.
If he is moving out of sight, ready to shoot him on sight while trying to maintain cover.
Round 3 Erith begins singing, and draws his bow whilst moving out clockwise.
[Note: Not sure what the Listen DC for singing is, but assuming Erith's singing softly, I went with DC 0 since it's the same as casting/talking]
Zeg-nuk begins creeping out clockwise [Erith: Listen not possible]
Round 4 Erith keeps moving, and is spotted en-route by Zeg-nuk. Map Show
At this point, Zeg-nuk had planned on using SMII. However, he can no longer see Erith, and he's too far away for his summoned spiders to get there quickly, so he moves closer to re-establish LoS (creeping still [Erith Listen not possible]).
Round 5 Erith carries on towards box 4. Zeg-nuk cuts across towards the middle, still sneaking [MS 10+4 vs L 14+1-15].
Round 6 Erith circles up towards box 1. Zeg-nuk creeps closer [MS 22 vs L 1] but he seems to have lost sight of him.
Round 7 Erith moves North, and Zeg-nuk catches the sound of distant singing [Listen 9+3-12 vs DC 0]. He sneaks towards the sound.
[Note: Actually, he had LoS to Erith during the move anyway]
This time, Erith hears his distant movement.
[Pitlord note: I realised that Erith was meant to be readying each turn, and thus would only have moved at half that speed. However, it looks like they would have been in roughly the same positions just on the other side of the centre, at roughly the same time, so I don't think anyone is disadvantaged if he just starts readying from here. Hope nobody minds].
Round 8 Erith moves towards the sound, his bow ready. Zeg-nuk creeps around the corner and spies Erith.
Round 9 Erith moves towards where he heard Zeg-nuk. Zeg-nuk begins casting SMII. Erith hears [automatic] but cannot see the kobold, so doesn't fire. He also can't pinpoint his location [1d20+1-2 vs DC 20: impossible].
Round 10 Erith knows Zeg-nuk is near, but not where. He readies again to shoot on sight. Zeg-nuk completes SMII. He summons one small, fiendish monstrous spider which attempts to web Erith, but misses [2+4=6 vs tAC 16]. Zeg-nuk then shoots, but misses [5+8=13 vs ffAC 14+4]. He moves back. As he materialises, Erith shoots a reply at the kobold, also missing [6+8+1=15 vs AC 21].
Round 11 Erith moves to take cover, and shoots again readies. Zeg-nuk's spider moves after Erith and throws another web, this time hitting. Zeg-nuk moves to negate cover and shoots at the now-entangled Erith. Erith's read triggers and he fires first, this time delivering a greivous injury to the kobold [20! hit, threat: denied, damage: 8+3+1+1 = 13 inc PBS]. Zeg-nuk [11/17] also hits [18+8=26 vs AC 19+4-2=21: hit, damage: 3].
Round 12 Erith [10/13] moves to take cover again, and readies once more. The spider runs around and attacks to Smite Erith, but misses. Zeg-nuk move around the other way and draws another arrow, and again Erith shoots at him but missed. He shoots back, also missing.
[Note: Forgot PBS, it only made a difference to Erith's damage in R11]