Rolls Time Roll: 2 hours Lighting: Pitch Black (Remember - the lighting conditions only affect ECL5 and up)
Characters on Quests:
None this week
Characters doing Full Activities:
Qhordryn del Khessin scribes Scroll of Mirror Image CL3 (75 gp), Shocking Grasp CL3 x3 (112.5 gp), Alter Self: Trog (75 gp), Fly CL5 (187.5), Rope Trick CL3 (75), Scorching Ray CL3 (75), (total 412.5 gp of scrolls) and crafts a Wand of Scorching Ray CL3 (2250 gp), Pearl of Power I (500) {Week 1/1}
BATTLES OF GLADIUS
LEVEL 3 FIGHTS
Ahrin (Uknits) vs. Ildur Okrurk (TelinArtho) : Eluria {Arena}
Qelenian Shartarim (Yitzi) vs Ashtin (Uknits) : TelinArtho {Arena}
LEVEL 4 FIGHTS
none this week
LEVEL 5 FIGHTS
Lady Fayne (Eluria) vs. Eranor Illiscathia (TelinArtho) : Uknits {City}
LEVEL 6 FIGHTS
The Ant (TelinArtho) vs. Thanio Deerfriend (Yitzi) : Eluria {Temple}
LEVEL 7 FIGHTS
Dentik Earthmolder (TelinArtho) and Mohmat Iptomor (Eluria) vs Unknown MonsterEL9 : Yitzi {Sewer}
An Elfslayer.... oh dear. Well, we do about the same damage, but he has more hitpoints to my better AC. I'm also out of sleep spells.... darn. Start with scroll od shield in hand and greatsword in the other (just holding it with one end on the ground). Well, not much to this one. Go ahead and use my last available shield scroll. Then, sing and move out (clockwise, of course, unless I know where he is). When I see him, dodge, obviously, and move in, using total defense to avoid arrows. When in melee, beat the tar out of him with my greatsword. Nothing complex for this fight. His HP is really going to be killer here.
With a ranged attack of 1d8+9 versus elves, poor Ahrin is not likely to survive even a single hit. So - start off at the front center with bow in hand.
Move out and call for the cowardly elf to show himself, ready to fire on sight. Once sighted, move away while firing.
If in melee, take 5ft steps and fire. If unable to take a 5ft step, draw warhammer and bash him into the ground.
If I hear him casting, run away at full tilt. If unable to run at least 130ft away, move to block LOS and obscure my actual position. Anything I can do to avoid getting hit with a sleep spell.
Pitch black is great - with 120ft of darkvision and decent archery ability, Eranor is in heaven. Start off with wand of divine favor in hand and bow in the other. Ride out and look for the mass of dogs. Shoot and move away each round - focusing on Lady Fayne when she's visible and without cover or a dog if she's not visible or has cover. If there is a dog with light cast on it (or some other killable target with light cast on it) - focus on it until it stops moving.
Renew Divine Favor as needed.
Otherwise, fire at Lady Fayne.
Defensively, Eranor should ride for cover (DC15) if he is attacked directly. If Silencia is killed, attack in melee with death touch first (note his aura of despair gives everything a -2 to saves) then rapier.
If Lady Fayne somehow gets me lit up (either by touching my armor or Silencia's saddle, or something similar), use my darkness SLA to dispel it.
Thanks for pitlording – sorry you keep getting these complicated, multially fights… please let me keep winning them? Although pitch black, fighting a drow, is no kind of fun. I am made sad by my lack of my antitoxin. Sad. And she has SR and good saves to boot.
Please note the lighting exception for City:
“Special: On the City map, the streets are lit with lanterns. All streets of at least 15 feet in width are considered well-lit, and all areas within 30 feet of these streets are considered shadowy illumination even in pitch-black conditions. Otherwise, all maps obey the same lighting rules.”
Tactics will be relatively straightforward. Buff with light x2, bag of tricks, inspire courage, move out; when engage, let the animals kill him as much as possible
Round 1: Cast light on Riding dog 1 (std), order dogs to heel (move) (note that as they’re all dogs of the same type, they all obey one command; also note that as natural pack animals dogs should know to do things like flank and attack from all sides, and that these are riding dogs and trip)
Round 2: Cast light on Riding dog 2, re-order heel if necessary
Round 3: Draw and throw Bag of Tricks x1 as far forwards as possible (I personally always play that the bag of tricks animals obey w/o needing handle animal checks, as it just specifies they can perform any tricks under handle animal, not that they need to be handled, but if you rule that they need to be handled, also use move action here to have it heel)
Round 4: Mirror Image
Round 5: Inspire Courage, move out
Round 6+
Seek him out; order animals to attack, focus on Eranor, ignore horse.
Once he’s found and engaged, use whip to disarm him of whatever is in hand and let the animals kill him. Keep throwing bag of trickses if they die (used 2 in F1, and so have 4 uses left…)
--If I’m down to only 1 image, cast invisibility, and try to evade him (stop singing at this point, as casting interrupted song anyway)
--Once invisible, try to evade him and re-throw bag of tricks animals whenever the previous one died; continue this until he’s dead or I’m out of uses of bags of tricks – let animals wear him out
--If invisible, and bags of tricks used up, and all allies are dead, cast enlarge person and grapple him to death, striking from invisibility (with charge if possible) for max chance on first attack
Hope that works; thanks for pitlording – have fun!!
Eranor goes second in square 4 with a wand of divine favour armed an bow in the other hand, mounted on Silencia.
Lady Fayne starts in square 1 with her bag of tricks ready and surrounded by an entourage of puppies.
Round 1
Lady Fayne gets her puppies to heel and casts light on Sneezy.
Eranor uses his wand of divine favour, stows the wand, and moves out (note, I decided that given the emphasis on avoiding light in the tactics, unless otherwise specified, Eranor will take the path that is not lit).
Fayne 25/25 hp AC 17
Sneezy 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 2
Lady Fayne cast light on Grumpy.
Eranor continues his search
[Fayne 25/25 hp AC 17
Sneezy 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 3
Lady Fayne pulls a wolverine out of her bag and has it heel.
Eranor continues his search.
Fayne 25/25 hp AC 17
Sneezy 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 4
Lady fayne summons a pair of images to confuse her enemy
Eranor moves up, but seeing nothing in that corner, he decides to go west to find his quarry.
Fayne 25/25 hp AC 17
Sneezy 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 5
Lady Fayne begins singing and moves out with her entourage.
Eranor fail to hear the singing, but when he moves, he sees her and shoots his bow at Sneezy to get rid of the light, piercing deep into the dogs flesh for 10 damage.
Fayne 25/25 hp AC 17
Sneezy 4/13 hp AC 18
Grumpy 13/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 6
Lady Fayne and her entourage move quickly to assault their foe, but can't reach him yet.
Eranor moves to bring the dogs into the open to pick them off.
Fayne 25/25 hp AC 17
Sneezy 3/13 hp AC 18
Grumpy 13/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 7
The dogs and Lady Fayne continue to persue their foe.
Eranor simply laughs as he downs Sneezy and retreats in to dimmer light.
Fayne 25/25 hp AC 17
Sneezy -3/13 hp AC 18
Grumpy 13/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 8
Realizing they can't catch him, the dogs try to move to corner him.
Eranor takes aim at Grumpy, using the already great distance to perfect his shot before he moves, pegging him for 7 damage before vanishing into the darkness.
Fayne 25/25 hp AC 17
Sneezy -4/13 hp AC 18
Grumpy 6/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 9
Fayne continues to try to corner him.
Eranor take another careful aim at Fayne herself as he cannot see Grumpy, and his aims rewards him with a clear shot to the chest for 21 damage. Unfortunatly for him, it was just an illusion he struck.. He then reatreas further into darkness, and the dogs fail to hear him, but the wolverine does..
Fayne 25/25 hp AC 17
Sneezy -5/13 hp AC 18
Grumpy 6/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 10
Fayne cast invisibility on herself, fearing she might not be so lucky next time. Her animal, following the wolverine's lead, move to corner Eranor.
Eranor runs out of the corner, shooting at Grumpy on the way, but misses in his haste.
Fayne 25/25 hp AC 17
Sneezy -6/13 hp AC 18
Grumpy 6/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 19/19 hp AC 13
Eranor 30/30 hp AC 21
Round 11
Finally having come in reach, Doc and the Wolverine charge Eranor visciously, but miss.
Eranor moves to get away and pulls out his wand to refresh his (retroactivly added) divine favour. Unfortunatley for him, his horse had its leg bitten so viciously as to almost have it ripped off(10 damage) and it was knocked over.
Fayne 25/25 hp AC 17
Sneezy -7/13 hp AC 18
Grumpy 6/13 hp AC 18
Doc 13/13 hp AC 18
Silencia 9/19 hp AC 13
Eranor 30/30 hp AC 21
Round 12
All three of Fayne's minions move in to attack, but they all miss.
Silencia tries to get back up, but is mauled viciously by both animals, killing it outright.
Eranor touches Grumpy, draining the creatures life, and draws his rapier.
Fayne 25/25 hp AC 17
Sneezy -8/13 hp AC 18
Grumpy -3/13 hp AC 18
Doc 13/13 hp AC 18
Silencia -11/19 hp AC 13
Eranor 30/30 hp AC 21
Round 13
The Dog shifts to try to flank, but the wolverine has no instinct except attack. They fail to hit anything.
Eranor attacks the dogs with his rapier, nailing Doc for 8 damage.
No major changes in movement.
Fayne 25/25 hp AC 17
Sneezy -9/13 hp AC 18
Grumpy -4/13 hp AC 18
Doc 4/13 hp AC 18
Silencia -11/19 hp AC 13
Eranor 30/30 hp AC 21
Round 14
Doc moves for the flank, attacking, and pulling Eranor to the ground for 8 damage. The wolverine then scratches for 7.
Eranor tries to stand up, and avoids the AoO's cleverly. He then attacks Doc, but misses.
Fayne 25/25 hp AC 17
Sneezy -10/13 hp AC 18
Grumpy -5/13 hp AC 18
Doc 4/13 hp AC 18
Silencia -11/19 hp AC 13
Eranor 15/30 hp AC 21
Round 15
Fayne's inspiration wears off, but Doc still attacks, missing. The wolverine, however, gets in a good claw for 5.
Eranor atacks, but slips and misses, almost dropping his blade.
Fayne 25/25 hp AC 17
Sneezy -10/13 hp AC 18
Grumpy -6/13 hp AC 18
Doc 4/13 hp AC 18
Silencia -11/19 hp AC 13
Eranor 10/30 hp AC 21
Round 16
Misses for all of Fayne, but Eranor strikes Doc for 5, knocking him out.
Fayne 25/25 hp AC 17
Sneezy -10/13 hp AC 18
Grumpy -6/13 hp AC 18
Doc -1/13 hp AC 18
Silencia -11/19 hp AC 13
Eranor 10/30 hp AC 21
Round 17
The wolverine misses (rolls in round 0, don't ask).
Eranor strikes for 5.
Fayne 25/25 hp AC 17
Sneezy -10/13 hp AC 18
Grumpy -6/13 hp AC 18
Doc -2/13 hp AC 18
Silencia -11/19 hp AC 13
Eranor 10/30 hp AC 21
Wolverine 23/28 hp AC 14
Round 18
Thw olverine flies into a rage after being struck, downing Eranor with a critical blow for 11 damage.
Pitch black again - at least I have a powerstone of touchsight. Let's start with that and a dorje of entangling ectoplasm in hand.
Manifest from the powerstone and then move to cover (or clockwise to the statue heading that direction). From then on, move and ready to manifest a fully surged mind thrust on sight of Thanio (7d10 dmg, Will DC20 to negate). If he makes his save, do it again on the next round. If he fails his save, but survives, do a 1pp +2 surge until he's dead. If he makes his save twice, go for 1pp+2 surge until I'm out of PPs. Then move on to Entangling Ectoplasm, energy rays from the respective dorjes (use the racial energy ray with psionic shot before using the energy ray dorje) until he's dead.
No vigor this fight - let's kill him the old fashioned way
Clarification: what if you can't reach him (ie, his move is 50 and yours is 20) - please specify how you'd like to proceed if that arises
Well, since he can't see - he's effectively blind and will be moving at most 25ft per action - but I suppose if he wants to play keep away, just keep closing in on him.
Begin in 2,2 or equivalent with bow in hand, so as to give me the best chance of seeing him coming. (It also means he'll see me, but I'll be relying on distance rather than stealth anyway.)
First round cast light on an arrow, and if I see him move away. Next round, if I see him (note that a torch sheds dim light to 40', and low-light vision doubles that*) begin shooting, otherwise draw and use my potion of Cat's Grace. If I still don't see him the third round, draw and use my potion of Shield of Faith; after that, just ready to shoot him when I do see him.
Once I see him, begin shooting. Because I only have 80' of vision, if I can see him that means he can reach wand range (60' with his wand of enlarged energy ray) with a move action, so after shooting move away (preferably small enough that he can enter within 80' with a double move). If for some reason this does not hold, rapid shoot. If for some reason even a move action is insufficient to keep him from getting within 60' with a move action, double move or run to keep the distance. With a decent to-hit and 100 arrows, I should be able to whittle him down even with vigor.
Contingencies:
-If he uses entangling ectoplasm, just double move away until it wears off; I still have more speed than him.
-If a potion wears off, do not replace it.
-If he switches to using his crossbow, just stow my lighted arrow (note that blind-sight does not work at range), and keep moving away (since shooting is a move silently check at -20, I should have no trouble hearing his approximate location), and wait for him to run out of bolts or give up (if I don't hear him shooting 3 rounds in a row, assume he's given up). If I get hit, move away while drawing my wand, and use it. Following round, if at full health stow my wand and keep moving.
-If light runs out, replace it.
-If my arrows run out, use the lighted one last, and then try to grapple him to death. (If I saw him wielding a wand, try to disarm him of it first, unless I know it not to be energy ray.)
Ant acts first, starting in box 4, holding powerstone and dorje; Thanio acts second, starting in box 3, holding bow
Round 1: Ant manifests touchsight, moves to cover clockwise (suppresses display) – not heard Thanio casts light (heard by Ant, seen) – lots of the map is bathed in illumination – doesn’t see Ant, so stays put
Ant 25/25 AC 25; touchsight (ends 51), holding: dorje Thanio 32/32 AC 23; light (ends 101), holding: bow
Round 2: Ant (wants to get into range for mind thrust – 35’ range, but won’t run as not specified and that carries big penalties – at least won’t run yet) – moves closer, eschewing cover for closing distance as he’s outside of torch range Thanio draws and drinks Cat’s Grace potion
Ant 25/25 AC 25; touchsight (ends 51), holding: dorje Thanio 32/32 AC 23+2; light (ends 101), Cat’s Grace (Dex+4) (ends 32), holding: bow
Round 3: Ant moves closer (still out of range) Thanio (priority given to stay at 60’+move = 80’ range) single moves back and shoots (Ant at edge of torchlight/lowlight vision) – misses
Round 4: Ant (seeing the light spell, and his foes’ superior movement, tries to close the distance – however, due to obstacles, can’t run, and so just double moves, planning to try to run next time, or perhaps use his dorje) moves, gaining cover Thanio shoots (hits for 7) and moves back
Ant 18/25 AC 25; touchsight (ends 51), holding: dorje Thanio 32/32 AC 23+2; light (ends 101), Cat’s Grace (Dex+4) (ends 32), holding: bow
Round 5: Ant (seeing he can’t catch up to his speedy foe) moves closer and uses dorje of enlarged entangling ectoplasm – hits! (entangled: move half speed, -2 to attacks, -4 to dex; ends round 10) Thanio double moves away (50’)
Ant 18/25 AC 25; touchsight (ends 51), holding: dorje Thanio 32/32 AC 23+2; light (ends 101), Cat’s Grace (Dex+4) (ends 32), entangled ENDS 10, holding: bow
Round 6: Ant tries to close the distance Thanio moves back
Round 7: Ant tries the stairs (impaired movement) Thanio moves back
Round 8: Ant tries to corner Thanio Thanio tries to move back (could back into corner, for max distance, but that would cut off maneuverability – tries to stay ahead of Ant)
Round 9: Ant tries to close the distance with a run Thanio retreats
Round 10: Ant moves and manifests Mind Thrust (enervated? No) – Thanio fails his save, takes 49 damage and dies instantly
Looks to me that we're up against 3 human wizards. Benefit: low hp. Hindrance: they're wizards... I don't have any dispels left either.
Dentik and crew will start near an exit to the area with wand of divine favor in hand. He'll buff everyone with bless and instruct the elementals into the ground until they hear him stomp. Then he'll cast Resistance on Mohmat.
After that, use the wand and stow it. Then Dentik is ready to move out, drawing his morningstar on the way. Dentik and Mohmat should move out down separate corridors.
Elementals should be called for when the opponents are seen - they should head out using the ground as total cover until they can pop up next to the enemy - preferably on the far side of them. There, they will attack in melee. The elementals should stay out of the acid obviously.
Once seen, Dentik will use Blindness on one of the targets and then Dentik will try to move to melee, but if he cannot - use the sling.
(leave horse behind because it can’t see and ride-for-cover seems to be of slightly less importance here) --Share pain --Powerstone Synesthete --Vigor 2pp+2surge (shared) (note: if enervated previously, just do 1pp here + surge) --Defensive Precog 2pp+2Surge (note: if enervated previously, just do 1pp here and don’t surge)
Advance and engage with (would ideally be behind a corner and gain cover to help w/ potential saves) --If any targets are not Mirror Imaged or Blurred or Concealed or Behind Cover, first attack with a 1pp Shard + 2 WS + 2 Psionic shot; repeat until 2 pp left (saving 1 for rebuff vigor and 1 for reserve to be able to use psionic shot) --Otherwise / after that engage w/ Shot+Psionic shot (std) regain focus (move)
Notes: --please note Dispel Magic in ring of counterspells --share all beneficial powers w/ psicrystal --rebuff synesthete as needed to “see” --use psicrystal “sighted” ability to help --If they have mirror images use psicrystal “sighted” and close eyes to have only 50% miss chance until they’re down to 2 images --Rebuff Vigor 1pp+2WS if runs out --Save last PP for psionic shotting --If any summoned monsters are in range to attack Mohmat, interrupt actions to drink potion of protection
in that case, keep horse with me, stay mounted. ride for cover whenever applicable.
light torch as 5th round buff. if it's out/darkened, rely on psicrystal to pinpoint and accept the 50% miss
if foe is deflecting arrows (after the crystal sharding and what not), close to melee and attack w/ spiked gauntlet with dissolving weapon first (it's been prebuffed, leftover from F2), then move to grapple until dead. then move to next target, grapple until dead.
Known spells:All cantrips not from banned schools shield, Mage Armor, chill touch, Ray of Enfeeblement, Shocking grasp, Protection from Good, Protection from Evil touch of idiocy, blindness/deafness, ghoul touch, spectral hand, false life dispel magic,ray of exhaustion,vampiric touch,stinking cloud
Memorized spells: Cantrips (DC 14): touch of fatigue, touch of fatigue, light, ray of frost, acid splash Level 1 (DC 15): shield, mage armor, chill touch, chill touch, Ray of Enfeeblement Level 2 (DC 16): touch of idiocy, blindness/deafness, false life, ghoul touch, ghoul touch Level 3 (DC 17): dispel, ray of exhaustion, ray of exhaustion, stinking cloud
Feats: Scribe Scroll, Combat Casting, spell focus (necromancy), craft wand, improved spell focus (necromancy), weapon finesse Skills of note: Full ranks in Concentration and Spellcraft
Items: Headband of Intellect +2, Wand of Shocking grasp CL 2*, spellbook (at home), spell component pouch, 2 scrolls of Protection from Good CL 2*, 1 scroll of Protection from Evil CL 2*, scroll of see invisibility, scroll of resist energy, 2 scrolls of spectral hand*, quarterstaff, spear
Begin in 4,2 or equivalent. Cast light, mage armor, false life, shield, and spectral hand, and head toward the center (or toward fighting if I hear it.) If I’m ever with an ally, stay with them. Once I find someone, hit them with (in order): touch of idiocy (Dentik only), ghoul touch until they run out (Mohmat preferable, not elementals), ray of exhaustion until it takes (Mohmat preferable, then whoever’s closest), ray of enfeeblement (Dentik preferable), blindness (Mohmat preferable), stinking cloud (if I can get them without getting my allies; again, Mohmat is first), then on to shocking grasp (elementals first, then Dentik, then Mohmat’s horse, then Mohmat). If I paralyze someone, try to CdG them with a spear before it runs out.
Known spells:All cantrips not from banned schools shield, Mage Armor, magic missile, expeditious retreat, enlarge person, Protection from Good, Protection from Evil blur, alter self, cat’s grace, fox’s cunning dispel magic, fly, haste, slow
Memorized spells: Cantrips (DC 14): Light,acid splash, ray of frost, ray of frost, mending Level 1 (DC 15): shield, mage armor, expeditious retreat, magic missile, magic missile Level 2 (DC 16): blur, alter self, magic missile, magic missile, cat’s grace Level 3 (DC 17): dispel, fly, fly, slow
Feats: Scribe Scroll, Combat Casting, improved unarmed strike, deflect arrows, craft wand, craft wondrous item Skills of note: Full ranks in Concentration and Spellcraft
Items: Headband of Intellect +2*, Gloves of Dexterity +2*, Cloak of resistance +1*, Wand of Magic Missile CL 1*, spellbook (at home), spell component pouch, 1 scroll of Protection from Good CL 2*, 1 scroll of Protection from Evil CL 2*, scroll of see invisibility, scroll of resist energy, scroll of scorching ray, potion of CLW, quarterstaff, light crossbow, 40 bolts, shard of concentration +3
Begin in 4,2 or equivalent. Cast mage armor, light (unless an ally already has in the vicinity) alter self (troglodyte), shield, fly, and blur, and head toward the center (or toward fighting if I hear it.) If I’m ever with an ally, stay with them. If I find Zarethi (or start by him), cast Cat’s Grace and fly on him. Once I find someone, hit them with the scorching ray, and then with magic missiles, first from memory and then from the wand when those run out. Order of preference is elementals, Dentik, Mohmat. Skip the scorching ray if it’s Mohmat, though.
Known spells:All cantrips not from banned schools Grease, Mage Armor, Summon Monster I, Ray of Enfeeblement, expeditious retreat, color spray, chill touch Acid arrow, summon monster II, cat’s grace, fox’s cunning, invisibility Summon monster III, stinking cloud, blink, fly
Memorized spells: Cantrips (DC 14): acid splash, acid splash, acid splash, acid splash, disrupt undead Level 1 (DC 15): grease, ray of enfeeblement, mage armor, summon monster I, summon monster I Level 2 (DC 16): acid arrow, web, summon monster II, summon monster II, invisibility Level 3 (DC 17): stinking cloud, fly, summon monster III, summon monster III
Feats: Scribe Scroll, Combat Casting, spell focus (conjuration), improved spell focus (conjuration), augment summoning, craft wondrous item Skills of note: Full ranks in Concentration and Spellcraft and Speak Language for all summon-relevant languages.
Items: Headband of Intellect +2*, Gloves of Dexterity +2*, Pearl of Power level 1*, spellbook (at home), spell component pouch, scroll of see invisibility, 3 scrolls of acid arrow*, 2 scrolls of expeditious retreat*, potion of CLW, quarterstaff, 2 daggers
Begin in 4,2 or equivalent. Cast invisibility, mage armor, and fly, and then head out toward the center (in the dark), or toward fighting if I see any. If I’m ever with an ally, stay with them. Once I find allies (either already engaged or not), begin summoning...first 2 celestial bison, then 2 lemures, then 2 small fiendish monstrous spiders (who will use web, although they won’t bother with Mohmat if another unentangled enemy is around. If everybody’s webbed, they’ll aid another, or attack the horse if other monsters are as well.) Then use my pearl to recover Summon Monster I so I can get another spider. Bison will go for elementals first, then Dentik, then Mohmat’s horse, then Mohmat. After that’s all done, get safely back and begin with stinking cloud (if it can be done without hitting allies), web (if I can hit some enemies and not others and no allies; once all unwebbed enemies are gone, dismiss the web), ray of enfeeblement (preferences same as Zarethi’s, although don’t hit anyone he did), and acid arrow (start with from memory, then go on to from scrolls. If all that is done, use acid splashes.
Note: Due to the fact that this seems likely to be an interesting fight, it will be written up as the arena announcers tell it, and posted that way (without the numbers) in a separate location. Rolls are here.
[Prefight locations and Initiative] Zarethi Taren starts in area 3 with nothing in hand. Initiative 17. Theren Taren starts in area 2 with nothing in hand. Initiative 12. Stone-of-the-Erupting-Volcano has initiative 12. Rock-of-the-Fallen-Chasm has initiative 11. Coralin Taren starts in area 1 with nothing in hand. Initiative 7. Mohmat Iptomor starts in area 4 with powerstone of synesthete in hand. Initiative 5. Dentik Earthmolder starts in area 4 with wand of divine favor in hand. Initiative 3.
Zarethi Taren: (29,2) 22/22 HP, 12 AC (12 touch) Theren Taren: (29,31) 22/22 HP, 13 AC (13 touch) Stone-of-the-Erupting-Volcano: (4,1) 11/11 HP, 17 AC (10 touch) Rock-of-the-Fallen-Chasm: (4,3) 11/11 HP, 17 AC (10 touch) Coralin Taren: (4,31) 22/22 HP, 13 AC (13 touch) Mohmat Iptomor: (2,2) 37/37 HP, 20 AC (17 touch) Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch) Dentik Earthmolder: (4,2) 56/56 HP, 21 AC (11 touch)
Announcer 1: Welcome, everybody, to what looks likely to be the fight of the year. On one side, starting in the southwest corner, we have two experienced gladiators. Dentik Earthmolder has once again brought his elemental servants, while Mohmat Iptomor has ended a month-long hiatus to fight alongside him from atop his horse. On the other side, we have a mysterious trio of wizard brothers who have asked to fight in the arena as a team. Zarethi is beginning in the southeast, Theren in the northeast, and Coralin in the northwest. Announcer 2: Might not look it from the stands, but they’ve turned out the lights in there to make it more interesting. Announcer 1: Interesting is something it will surely be.
[Round 1] Announcer 1: And, the fight is on. Looks like everyone’s starting off with spells on their team...that should be a relief to those grabbing a last-minute snack. Zarethi just cast a light spell so he can see, and now his brother Theren is raising a magical armor. Coralin just turned invisible...interesting choice there, I wonder if he’s planning to use summons. Mohmat just asked his psicrystal to help him survive any wounds he takes by taking on some of the pain. Announcer 2 (interrupting): He’s probably going to give both of them a vitality boost next. It’s a tactic we’ve seen before...I don’t remember who invented it, though. Announcer 1: I think it was Longshot. Anyway, Dentik must have been daydreaming, but he snapped out of it in time to give everyone a quick blessing and tell his elementals something.
Zarethi Taren: (29,2) 22/22 HP, 12 AC (12 touch), light ends long Theren Taren: (29,31) 22/22 HP, 17 AC (13 touch), mage armor ends long Stone-of-the-Erupting-Volcano: (4,1) 11/11 HP, 17 AC (10 touch), bless ends 71 Rock-of-the-Fallen-Chasm: (4,3) 11/11 HP, 17 AC (10 touch), bless ends 71 Coralin Taren: (4,31) 22/22 HP, 13 AC (13 touch), invisibility ends 61 Mohmat Iptomor: (2,2) 37/37 HP, 20 AC (17 touch), share pain ends long (4 hours), bless ends 71 Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch), bless ends 71 Dentik Earthmolder: (4,2) 56/56 HP, 21 AC (11 touch), bless ends 71
[Round 2] Announcer 1: And...looks like more spells. Zarethi and Coralin are copying their brother’s protective spell, and now Theren is lighting up the area. Meanwhile, the elementals have gone underground. Mohmat is using a powerstone to feel light...not sure why, as there’s no light in the area. Dentik seems to be thinking...looks like at the last minute he decided to use his wand on himself instead of casting a spell. And now he’s moving out, getting his morningstar on the way. That’s a nasty-looking weapon there. Announcer 2: I’ve always thought that instead of a whistle to start the fight they should just dump them on top of each other and see who’s quicker on their feet. It’d cut down on the boring first half-minute or so. Announcer 1: It would mean all the old gladiators who are used to having time to prepare themselves would have to retire, though, so they’re not likely to do that.
Zarethi Taren: (29,2) 22/22 HP, 16 AC (12 touch), light ends long, mage armor ends long Theren Taren: (29,31) 22/22 HP, 17 AC (13 touch), mage armor ends long, light ends long Stone-of-the-Erupting-Volcano: (4,1) 11/11 HP, 17 AC (10 touch), bless ends 71 Rock-of-the-Fallen-Chasm: (4,3) 11/11 HP, 17 AC (10 touch), bless ends 71 Coralin Taren: (4,31) 22/22 HP, 17 AC (13 touch), invisibility ends 61, mage armor ends long Mohmat Iptomor: (2,2) 37/37 HP, 20 AC (17 touch), share pain ends long (4 hours), bless ends 71 Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch), bless ends 71 Dentik Earthmolder: (8,2) 56/56 HP, 21 AC (11 touch), bless ends 71, divine favor ends 12
[Round 3] Announcer 1: Looks like Dentik’s the only one who’s ready, though. Zarethi’s just cast a spell to fake more vitality than he has, and Theren just turned into a troglodyte…sort of, anyway. Announcer 2: Another common tactic, they do it for the tough hide. Announcer 1: Indeed. And Coralin’s just cast fly, and started moving out...it’s slow going in the dark, though. Looks like Mohmat’s finally doing that vitality-improvement power you mentioned...and Dentik’s heading along...and he’s just jumped that stream. I didn’t know it was possible for a dwarf in full armor to do that.
Zarethi Taren: (29,2) 32/22 HP, 16 AC (12 touch), light ends long, mage armor ends long Theren Taren: (29,31) 22/22 HP, 23 AC (13 touch), mage armor ends long, light ends long, alter self ends long Stone-of-the-Erupting-Volcano: (4,1) 11/11 HP, 17 AC (10 touch), bless ends 71 Rock-of-the-Fallen-Chasm: (4,3) 11/11 HP, 17 AC (10 touch), bless ends 71 Coralin Taren: (9,31,5’) 22/22 HP, 17 AC (13 touch), invisibility ends 61, mage armor ends long, fly ends 63 Mohmat Iptomor: (2,2) 57/37 HP, 20 AC (17 touch), share pain ends long (4 hours), bless ends 71, vigor ends 63 Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch), bless ends 71 Dentik Earthmolder: (12,6) 56/56 HP, 21 AC (11 touch), bless ends 71, divine favor ends 12
[Round 4] Announcer 1: And...the other two wizards still aren’t ready. Zarethi and Theren just raised magical shields for more protection, and Zarethi’s taken out a scroll. Coralin’s moving along now...looks like Mohmat’s used a power to give him insight into incoming attacks. And Dentik is heading toward the center...
[Round 5] Announcer 1: And Zarethi’s begun to cast from that scroll...looks like it’s a spectral hand. And now he’s heading out too. Meanwhile, Theren has just cast a fly spell. Coralin’s moving out, and he’s apparently decided to park himself above the pool of sludge. Mohmat is lighting a torch, and Dentik’s slogging through the water.
[Round 6] Announcer 1: And looks like Theren’s casting one last spell, to blur his position, and now everybody’s moving along. Looks like Theren’s drawing a wand on the way, too. Mohmat’s finding the going a bit slow, what with his horse having two feet in the water, but he’s heading along too.
[Round 7] Announcer 1: And...first strike goes to Zarethi, hitting Dentik with his spectral hand. Looks like a Touch of Idiocy spell. Brilliantly done. And Theren is zipping past Dentik to go hover by his brother. Dentik’s calling for his elementals now, and it seems that one of them heard and is telling the other. Off they go! Meanwhile, looks like Coralin’s decided to begin casting...it seems to be a long spell, probably is summoning. And Mohmat’s coming to help as fast as he can. Looks like Dentik’s casting a spell...and Zarethi is blinded.
[Round 8] Announcer 1: Looks like Zarethi’s going to keep on trying. He’s using another spell, but he can’t really aim that hand too well without sight. Theren’s just cast a spell on him to improve his dexterity, and shifted a bit to the south. Looks like the elementals have arrived and popped their heads up, but then went right back down underground. And Coralin’s done summoning. It’s a...holy cow. Announcer 2: What, what’s the matter? Announcer 1: No, I mean he’s summoned a holy cow. Or more precisely, a holy bull. A celestial bovine. And looks like he’s summoning another. The bull’s trying to gore Dentik with those horns of his, but a dwarf in full armor is hard to hurt. And Mohmat just got and drank a potion. Probably something to help with that bison. And looks like Dentik is going after Zarethi...and a fumble! Lucky wizard there.
[Round 9] And looks like Zarethi’s trying again. And another miss. Theren’s moving a bit further south, and casting a spell to help Zarethi fly too. And now he’s drawn a scroll, I wonder what it is. And the elementals have popped up on the other side of Zarethi. And first blood goes to Rock-of-the-Fallen-Chasm. That must’ve hurt. Meanwhile looks like Coralin’s summoned his second cow, and is starting on yet another summon. That cow pretty much blocked off the path of the first one, so it’s going up to attack Mohmat...and gets turned aside. Must be that potion. Mohmat’s counterattack is a shard of crystal, accompanied by a sound kick to the head by Hoofer. That’s gotta hurt. And looks like Dentik’s ignoring the second cow and trying to hit Zarethi again. And he connects! That wizard isn’t looking to be in too good shape now.
[Round 10] Announcer 1: But he’s going on anyway. And another miss. And now Zarethi’s rising into the air to try to make it harder for the elementals to hit him...and Dentik got in a good hit. That’s one wizard down. Theren’s casting from his scroll. This is tricky, because if he takes his eyes off the elementals he’ll get swarmed...he did it! A ray of fire just hit one of the elementals, and knocked it out. And now the elementals are trying to hit him, but they’re earth elementals and don’t attack air too well. And now Coralin’s summoned another creature, a devil this time. And he’s summoning again. More tries by the cows, and the lemure’s pushed past the elemental to try to attack Dentik Mohmat’s tossed his torch to a dry spot and gotten out his bow, and Hoofer’s still kicking. And Dentik’s moving up to attack Theren. Looks like that troglodyte spell did the trick, the weapon pushed past his armor but not his skin. Things are really going in earnest now.
[Round 11] Announcer 1: And, Theren’s casting again, looks like it’s a bunch of magic missiles. And the other elemental is down. Coralin’s summoned another Lemure, and it looks like it’s headed for Dentik. And he’s summoning again. That cow’s having trouble getting at Dentik, looks like he’s heading to right behind the first one. And the other summons are going at it again, but still not doing anything. And another pair of kicks from Hoofer plus a shot from Mohmat takes out the cow. And back to Dentik, who’s still swinging at Theren, and this time he didn’t even get past that armor.
[Round 12] Announcer 1: And, Theren’s casting more magic missiles, at Dentik this time. Coralin’s summoned a spider this time, and is casting yet again. Looks like his cow is moving up and attacking Mohmat, and still no luck by it or the Lemures. Wait, did the spider just throw a web at Dentik? It did, and the dwarf is entangled. Looks like Mohmat is trying to focus more psionic power for that bow of his, but he doesn’t seem to be having much luck. Those kicks by Hoofer seemed on the weak side too. And Dentik is still going at it, and still no luck.
[Round 13] Announcer 1: And, Theren’s casting even more magic missiles. Coralin’s summoned another spider, and just used a pearl of power. The summons are still going at it, looks like. And a hit from one of the Lemures, no wait, the armor did stop it after all. And the spiders are trying to hit Hoofer with a web, but no luck. Mohmat’s finally got that focus, and just shot the bison between the eyes. And Dentik is flexing his muscles...and that web just broke.
[Round 14] Announcer 1: And, Theren’s casting even more magic missiles. Why change a winning strategy, I suppose. Coralin’s started another summoning. And the old summons are still trying, with a hit by each Lemure. And another shot by Mohmat takes out that bison with another hit between the eyes. Looks like Dentik is using his wand now.
[Round 15] Announcer 1: Looks like Theren has run out of magic missile spells, he’s using his wand now to get magic missiles. He’s calling that Dentik’s web broke. And Coralin’s summoned another spider to replace that web. And looks like he’s made a stinking cloud around where Mohmat is. That knocked out his invisibility, but Hoofer looks like he’s feeling ill. And the lemurs and spiders are still going at it, and Dentik and Hoofer are both entangled. Looks like Mohmat just shot the first spider and moved Hoofer out of that cloud, and Dentik’s trying to break out of that web.
[Round 16] Announcer 1: And another missile from Theren’s wand. And it looks like Coralin’s not satisfied with his pets’ webs, as he just summoned a big one. And it looks like Mohmat and Hoofer are well and truly caught. And there goes one of the Lemures; summoning spells tend not to last too long. The other one’s still attacking, though, and he’s hit. Mohmat’s shooting at Coralin now, but that web is just getting in the way too much. Hoofer’s too busy retching to even try to break out. Dentik’s still trying to break out of his web.
[Round 17] Announcer 1: And Theren’s still going with those missiles, and it’s showing quite clearly on Dentik. Looks like Coralin is flying over toward Dentik, and he just shot him with a ray of enfeeblement. Things are not looking good for Dentik and Mohmat. At least the second Lemure just disappeared. The spider near Mohmat seems unsure what to do, and the one near Dentik is just getting in his way. Looks like Mohmat is trying to kill the spider now that there’s too much web between him and Coralin, and Dentik’s decided to try to attack Coralin, but he can’t even manage that.
[Round 18] Announcer 1: And another missile from Theren. And then an acid arrow from Coralin, and Dentik is down. Hoofer’s stopped retching and is trying to get out of the web, with no luck. Mohmat’s having a bit of trouble regaining focus, but seems to have managed it.
[Round 19] Announcer 1: And looks like Theren’s moving up, and Coralin just dismissed his web. One of the spiders just blinked out, but the other’s moved up and is trying to entangle Mohmat. Doesn’t seem to have worked, though. And Mohmat’s shooting at Coralin, and he’s in bad shape. Hoofer’s trying to break that web he’s still got on him, and he did it.
[Round 20] Announcer 1: And another magic missile from Theren, and Coralin’s using a scroll of acid arrow...and he hits. Last of the summons faded away, and Mohmat is shooting back at Coralin, and it’s a miss.
[Round 21] Announcer 1: And another magic missiles and a missed acid arrow from the wizards, and another arrow from Mohmat. And it hits Coralin, and he’s dead.
Zarethi Taren: (21,11) 23/22 HP, 25 nonlethal, 16 AC (8 touch), light ends long, mage armor ends long, shield ends 64, spectral hand ends 35 Theren Taren: (22,10,5’) 22/22 HP, 27 AC (13 touch), mage armor ends long, light ends long, alter self ends long, shield ends 64, fly ends 65, blur ends 66 Mohmat Iptomor: (14,14) 48/37 HP, 22 AC (19 touch), share pain ends long (4 hours), bless ends 71, vigor ends 63 (12 left on crystal), defensive precog ends 44 Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch), bless ends 71
[Round 22] Announcer 1: Looks like it’s now missiles against arrows. And Theren hits, and Mohmat misses.
Zarethi Taren: (21,11) 23/22 HP, 25 nonlethal, 16 AC (8 touch), light ends long, mage armor ends long, shield ends 64, spectral hand ends 35 Theren Taren: (22,10,5’) 22/22 HP, 27 AC (13 touch), mage armor ends long, light ends long, alter self ends long, shield ends 64, fly ends 65, blur ends 66 Mohmat Iptomor: (14,14) 46/37 HP, 22 AC (19 touch), share pain ends long (4 hours), bless ends 71, vigor ends 63 (11 left on crystal), defensive precog ends 44 Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch), bless ends 71
[Rounds 23-26] Announcer 1: And more of the same, looks like this’ll continue for a while.
Zarethi Taren: (21,11) 23/22 HP, 25 nonlethal, 16 AC (8 touch), light ends long, mage armor ends long, shield ends 64, spectral hand ends 35 Theren Taren: (22,10,5’) 22/22 HP, 27 AC (13 touch), mage armor ends long, light ends long, alter self ends long, shield ends 64, fly ends 65, blur ends 66 Mohmat Iptomor: (14,14) 40/37 HP, 22 AC (19 touch), share pain ends long (4 hours), bless ends 71, vigor ends 63 (6 left on crystal), defensive precog ends 44 Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch), bless ends 71
[Round 27] Announcer 1: Wait, did that wizard just deflect Mohmat’s arrow? Announcer 2: That he did. Bit unconventional, but I can see the point. Announcer 1: Well, I suppose he’ll have to try melee then. And sure enough, he is.
Zarethi Taren: (21,11) 23/22 HP, 25 nonlethal, 16 AC (8 touch), light ends long, mage armor ends long, shield ends 64, spectral hand ends 35 Theren Taren: (22,10,5’) 22/22 HP, 27 AC (13 touch), mage armor ends long, light ends long, alter self ends long, shield ends 64, fly ends 65, blur ends 66 Mohmat Iptomor: (14,14) 37/37 HP, 22 AC (19 touch), share pain ends long (4 hours), bless ends 71, vigor ends 63 (4 left on crystal), defensive precog ends 44 Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch), bless ends 71
[Round 28] Announcer 1: And, another missile from Theren, and Mohmat swings with his gauntlet and misses. Hoofer’s going at it too, but he’s got next to no chance of a hit.
Zarethi Taren: (21,11) 23/22 HP, 25 nonlethal, 16 AC (8 touch), light ends long, mage armor ends long, shield ends 64, spectral hand ends 35 Theren Taren: (22,10,5’) 22/22 HP, 27 AC (13 touch), mage armor ends long, light ends long, alter self ends long, shield ends 64, fly ends 65, blur ends 66 Mohmat Iptomor: (14,14) 34/37 HP, 22 AC (19 touch), share pain ends long (4 hours), bless ends 71, vigor ends 63 (2 left on crystal), defensive precog ends 44 Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch), bless ends 71
[Round 29] Announcer 1: And another missile from Theren, and Mohmat hits with his gauntlet. Just a touch, but that gauntlet’s got acid on it. Theren’s survived, but not by much.
Zarethi Taren: (21,11) 23/22 HP, 25 nonlethal, 16 AC (8 touch), light ends long, mage armor ends long, shield ends 64, spectral hand ends 35 Theren Taren: (22,10,5’) 5/22 HP, 27 AC (13 touch), mage armor ends long, light ends long, alter self ends long, shield ends 64, fly ends 65, blur ends 66 Mohmat Iptomor: (14,14) 32/37 HP, 22 AC (19 touch), share pain ends long (4 hours), bless ends 71, vigor ends 63 (1 left on crystal), defensive precog ends 44 Hoofer: under Mohmat 22/22 HP, 14 AC (10 touch), bless ends 71
[Round 30] Announcer 1: And another missile from Theren, and now Mohmat is trying to grab Theren. And he misses.
Another fight Vs. Qelinian... Ashtin should be much better suited for it than Ahrin was.
Step one, declare dodge, wear darkwood shield, gain psionic focus, create mindblade and prepare psychic strike, etc....
Start in the default position. Double-move around clockwise until I see him. When I do, get into position to charge. If he is using his expedious retreat and moving really fast to get away (I should notice because I can't catch him), then go ahead and take total defense behind cover for 10 rounds. After ten rounds, move out to get into charging position as quickly as possible. Unleash my psionic weapon on charge.
Once in melee, 5' shift and drink potion of shield of faith. Go ahead and recharge my psychic strike if it's discharged in that round. Then, reengage, using psychic strike whenever it is discharged. If he tries to flee, try to get in another charge. If I wasn't able to charge and still have my psionic weapon, go ahead and use it on my first strike in melee. If he grapples, grapple check to do damage back.
All I need is a couple good blows, but if I roll poorly, this could go very badly for me.
Looks like another tough one from Uknits...the fact that he's got nearly twice my equipment value doesn't help either. I think I'll have to soften him up with ranged.
Begin behind the more clockwise box, with bow and scroll of mage armor in hand. First round, cast mage armor, and if I know his approximate location move away from him. Afterward, wait until I detect him in any manner, at which point I cast expeditious retreat and afterward, begin shooting while keeping away. When my expeditious retreat runs out, replenish it (but still keep away) only if I have either not yet gotten a hit in or I have seen him drink a potion at or after round 7.
After my expeditious retreat runs out and won't be replenished (either because neither condition was met or it was replenished and ran out again), cast shield and move away, and keep shooting and moving until two rounds before he'll base me if I don't move. That round, shoot and draw a scroll of PfC, then the following round (the round before he'll base me) cast PfC (+1 to AC, but that should be sufficient) and draw my siangham. Then FoB, and hope I did enough damage with my bow to take him out before he gets a lucky hit or two normal ones. If my defensive spells run out, replenish from scrolls until the scrolls for that spell run out (don't use PfG when PfC runs out, though.)
[Prefight Locations and Initiative] Ashtin starts in area 1 at (32,58) with his mindblade (charged) and shield in hand. Initiative 8 Qelenian starts in area 2 at (55,28) with a scroll of Mage Armor (CL1) in hand. Initiative 13
[Round 1] Qelenian casts Mage armor from the scroll and draws a scroll of Expeditious Retreat (CL1). [Listen -17 vs DC0] Ashtin equips his shield and moves out to (34,53)
[Round 2] Qelenian sees Ashtin and casts Expeditious Retreat from the scroll and moves to (51,19), drawing his bow. Ashtin sees Qelenian move and is dismayed to see him move so quickly. He double moves to (35,42)
[Round 3] Qelenian moves to (41,8) [Hide 16] Ashtin moves to (34,30)
[Round 4] Qelenian delays Ashtin moves to (31,24) [Spot 16 (modifier is lower)] but doesn't see Qelenian.
[Round 5] Qelenian attacks Ashtin [19 vs AC17+4 (cover), miss] and moves to (29,7) Ashtin takes total defense and crouches down for improved cover.
[Round 6] Qelenian attacks [10 vs AC21+8+6+1, miss]
At this point, Ashtin is going to be using cover and total defense to keep his AC high enough to make it a 20+ situation for Q. He is not delaying since he has no means to affect Q (all ranged attacks would be deflected), so I'll just fast forward through these rounds.
Ashtin takes total defense and cover.
[Round 7-11] Qelenian attacks [8, 25! (8-not confirmed), 15, 23, 7 vs AC21+4+6+1, 1 hit; Dmg 1d8=3] and draws a scroll of Expeditious Retreat Ashtin continues to take total defense and cover.
[Round 22] [Expeditious Retreat ends] Qelenian casts shield from memory and moves to (11,9) Ashtin moves to (13,13)
[Round 23] Qelenian drops his bow and draws and casts from a scroll of Protection from Chaos (CL1). Ashtin charges, expending his focus for psionic weapon [28 vs AC18+4+4+1+1, hit; Dmg 1d6+6=12; Psionic Weapon 2d6=5; Psychic Strike 1d8=1] and Qelenian goes down.
My first ECL 4 fight.... it worries me because it seems so easy.
Standard set up: shield armed, mindblade out and charged, focused, dodging opponent, and standing in the front corner facing the middle. Drink my potion of shield of faith if I see him and then move toward him quickly. If I can't see him, go ahead and start quickly moving toward the center. If I still can't see him or hear him, drink my potion and go ahead and start slowly moving towards a random square (that I didn't start in, obviously), taking total defense.
Once I see something, move to attack. Attack him if I can, but if the eagle is engaging me and he isn't, or if I can only see the eagle, attack the eagle. If he is using produce flames against me, however, ignore the eagle for him, using tumble to disengage. Unleash psionic weapon against Arnaugh only on my first strike against him. Try to charge Arnaugh if possible (I like charging, if you can't tell).
This is going to be a tough fight, but hopefully with some luck I'll be able to persevere.
Start off at the default with a potion of Mage armor and my dorje of Vigor in hand. Screech should be on my shoulder (he will share all applicable effects).
Round 1: drink the potion, draw my wand of produce flame. Round 2: Magic Fang on Screech from memory for one of his talons Round 3: Defensive Precognition PLA on self. Round 3: Use the dorje on myself (repeat until success), drop the dorje Round 4: Use the wand on screech for the enchanted talon Round 5: Use the wand on myself.
Assuming Ashtin is within 130ft by this point, drop the second magic flame for SNAI for a small viper.
Then, assuming I'm in melee or close to it - step away (if needed), and throw a flame with psionic shot (and PBS if applicable)
Then fight in melee - myself with the produced flames, Screech full attacking with the flames as a rider to the talon attack and the viper hoping for some lucky poison...
Do not rebuff vigor, but do rebuff produce flames as needed.
Hoping for some lucky rolls here and I'll take what I can get.
ROLLS Ashtin acts first, starts in box 4, holding shield and mindblade (focused, charged) Arnaugh acts second, starts in box 2, holding potoion, dorje
Round 1: Ashtin: Drinks Potion of Shield of Faith, declares Dodge: Arnaugh, moves towards Arnaugh (ends 12,12) Arnaugh: Drinks Potion of Mage Armor, draws Wand of Produce Flame Screech: Sits comfortably on Arnaugh’s shoulder, preening some molty feathers and preparing to claw face later
Ashtin 30/30 AC 21+2(+1d), shield of faith (ends 11), focused, psychic strike charged Arnaugh 12/12 AC 17+4, mage armor (long) Round 2: Ashtin: moves to attack (ends 20,20) Arnaugh: casts Magic Fang on Screech’s talon Screech: preens more sharply with his enchanted talon
Ashtin 30/30 AC 21+2(+1d), shield of faith (ends 11), focused, psychic strike charged Arnaugh 12/12 AC 17+4, mage armor (long) Screech 5/5 AC 19, magic fang +1
Ashtin 30/30 AC 21+2(+1d), shield of faith (ends 11), focused, psychic strike charged Arnaugh 12/12 AC 17+4+1, mage armor (long), Def Precog (ends 23) Screech 5/5 AC 19, magic fang +1
Round 4: Ashtin: moves to attack (ends 36,36) Arnaugh: Attempts to use Dorje Vigor – fails
Round 5: Ashtin: moves to attack (ends 44,44) Arnaugh: Attempts to use Dorje Vigor – succeeds! (drops Dorje)
Ashtin 30/30 AC 21+2(+1d), shield of faith (ends 11), focused, psychic strike charged Arnaugh 10+12/12 AC 17+4+1, mage armor (long), Def Precog (ends 23), vigor (ends 25) Screech 5/5 AC 19, magic fang +1
Round 6: Ashtin: moves to attack (ends 52,52) Arnaugh: Uses Wand of Produce Flame on Screech’s Magical Talon Screech: Stops preening for fear of injuring self
Ashtin 30/30 AC 21+2(+1d), shield of faith (ends 11), focused, psychic strike charged Arnaugh 10+12/12 AC 17+4+1, mage armor (long), Def Precog (ends 23), vigor (ends 25) Screech 5/5 AC 19, magic fang +1, sonic produce flame (ends 36)
Round 7: Ashtin: moves to attack (ends 60,60) Arnaugh: Uses Wand of Produce Flame on Arnaugh Screech: caws
Ashtin 30/30 AC 21+2(+1d), shield of faith (ends 11), focused, psychic strike charged Arnaugh 10+12/12 AC 17+4+1, mage armor (long), Def Precog (ends 23), vigor (ends 25), sonic produce flame (ends 37) Screech 5/5 AC 19, magic fang +1, sonic produce flame (ends 36)
Round 8: Ashtin: moves to attack (ends 68,68) Arnaugh: (Ashtin not within 130’) waits (can’t ready a full round action)
Round 9: Ashtin: (panting) moves to attack (ends 76,76) Arnaugh: Starts casting SNAI: small viper
Round 10: Ashtin: (panting) moves to attack (ends 84,84) Arnaugh: finishes casting SNAI for a Small Viper (places it nearby since it is slow and Arnaugh recognizes Ashtin is coming, and spell range is 35’), and (debated whether to throw here, as not within PBS range; tactics say “assuming I’m in melee” but also imply recognition that there is a real chance that PBS would not be applicable; clearly the intention is to throw once, then be in melee, and based on range Ashtin should be in melee next round) throws produce flame + psionic shot – 16 vs Touch AC 14+2+1 – miss!
Round 11: Ashtin: charges Arnaugh (note: on map Screech is positioned in front of Arnaugh, but in tactics specified to have him on shoulder – that is where he is, he’s just on map for convenience/can’t put him on top of Arnaugh; he will flutter off to be in position to flank, etc, this round) – hits for 19! Arnaugh: attacks w/ produce flame – 13 vs tAC 14+2+1-2 - miss Screech: flutters off (5’ step, flanking w/ viper) and full attacks (buffed talon/talon/bite) – hits with buffed talon for 11 6 (ignore roller: I added Talon damage to Produce Flame damage, but I’m not sure you can claw with the talon and get that + the melee touch attack; though I would like to know the correct answer) Viper: bites – 16, misses, vanishes
(note: shield of faith should have expired just after Ashtin’s turn – I forgot, but it doesn’t change anything)
Ashtin 24/30 AC 21+2(+1d), shield of faith (ends 11), focused, psychic strike charged Arnaugh 3/12 AC 17+4+1, mage armor (long), Def Precog (ends 23), vigor (ends 25), sonic produce flame (ends 37) Screech 5/5 AC 19, magic fang +1, sonic produce flame (ends 36)
Round 12: Ashtin: move action psychic strike (Su: no AoO), attacks – hits for 14, downing Arnaugh
Ashtin wins and gains 1200xp/1200gp Time Before Fights: 3 hours Prebuffs/Ongoing Effects: none Items Used: Pot of Shield of Faith Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Guard
Arnaugh loses and gains 400xp/400gp. Time Before Fights: 3 hours Prebuffs/Ongoing Effects: none Items Used: Wand of Produce Flame (2), Dorje Vigor (1), Potion of Mage Armor (1), Spells or Powerpoints Used: 2 SL (Magic Fang (2) (one converted into SNA I)) x/day Abilities Used: SLA Defensive Precognition Free Activity: Guard
Comments: Telin - With his huge to-hit, and tons of damage, and Arnaugh's low health, not sure there's much more you could have done. Maybe Force Screen, but... eh, this was a tough one. Uknits - Some would not automatically do things like recharge psychic strike, just fyi - I always try to do what's obvious/common sensical, but if there's things pitlords may overlook (soulknives being somewhat uncommon) a reminder is never unwelcome. Nice job, +11 to hit and 1d6+7+1d8 damage is pretty formidable... remind me again why Soulknives have a bad rap?
Note: Bright light = -1 to attack rolls for Eranor.
Wizards confuse me; I feel like I have so many options (Levitate, Invis, Buff the pants off of AC, stay at range) and yet if I make one error, he can kill me in one hit (poison, grapple, what-have-you). He has great saves, and his SR is not insignificant, either, particularly for lowly wands of magic missiles! Even if I do win, this will be expensive. But after scrimping on that “I can win this without using this 50gp scroll of resist energy” and then dying because I didn’t use that, I did vow to spare no expense to win… So, here goes:
(I will write “scroll” when buffing / casting from a scroll, and wand if from wand; otherwise, from memory)
Share all beneficial spells with familiar
Start prone, hidden behind bush. Once Eranor’s position is noticed, familiars and Khayless will position themselves between Eranor and Qhordryn.
Round 2: Qhordryn – Antitoxin | Khayless – Start using wand of MM3 as soon as Eranor is in range. If Eranor is Running (moves >60’ in a round), Khayless will fire a Scorching Ray as soon as Eranor Runs (denied dex) into range; otherwise keep MM until 90’ away, then cast True Strike, then Scorching Ray. Then will cast Chill Touch, familiar as toucher, and attack with that x4. Then return to wand of MM3.
Round 3: Qhordryn – Expeditious retreat (at this point if Eranor is within 120’ stand)
Round 4: Qhordryn – Alter Self: Troglodyte (stand if haven’t; if Eranor is within 60’ move away to deny charge)
Round 5: Qhordryn – Shield –move away from Eranor (Khayless also moves away, but not same direction); use greater speed to keep this a ranged fight (preventing grappling which would mean death); cast Shocking grasp, familiar as toucher, from memory x1, then scroll x3, then recall with PoP 1 and cast again from memory. If he’s still alive, use Wand of MM3 to finish him, always staying at max range (prevent charge, 1 range increment penalty).
Notes:
--If Qhordryn is hit more than once, cast Mirror Image (CL3 preferred over CL2), and continue
--always share spells
--5’ step if necessary, o/w cast defensively if would provoke
--Use all expendables necessary – winning is essential
oh, and if Q's familiar dies while performing shocking grasps, don't let Q start doing it - stay out of range.
Let's start off at the front corner of the starting area with bow in one hand and wand of divine favor in the other.
Use my darkness SLA. This will resolve my penalty at least, but of course add a 20% miss chance for both sides. Next round, use my Faerie Fire SLA if Q is still visible. If he has mirror images up, target one and hope to hit an image (at least it will get rid of an image )
Next use the wand and stow it, take a knee.
Now start firing, regardless of the range penalties.
When divine favor runs out, rebuff it.
Focus on Q only, unless a familiar is coming towards me. In that case, kill it. If Q is hanging back and K is closer by at least a range increment, attack K instead.
If at any point, Q is within 2 range increments and doesn't have any mirror images, drop the bow, apply a dose of drow poison to an arrow, pick it up and fire it. Repeat as necessary.
Qhordryn and Khayless start prone in box 4 and go first.
Eranor starts in box 1 and goes last.
Round 1
Eranor cast mage armour, as does Khayless.
Eranor uses darkness on himself to blot out the bright sun.
Eranor 38/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(14) (touch 10)
Sonar 12/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 2
Qhordryn drinks his antitoxin, and Khayless pulls his wand of Magic Missles out.
Eranor wait by the cover to see his opponent.
Eranor 38/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(14) (touch 10)
Sonar 12/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 3
Qhordryn cast expedious retreat, while Khayless waits for Eranor.
Eranor still can't see his foes, so he uses his wand of divine favour (out of order, but it seemed to fit the plan as you cannot currently do any of your other objectives. Let me know if you object.)
Eranor 38/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(14) (touch 10)
Sonar 12/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 4
Qhordryn cast alter self, troglodite, and stands. Khayless stands with him. Upon seeing the darkness, they Khayless and familars move in front of Qhordryn to provide cover.
Eranor sees them and cast faerie fire at Qhordryn.
Eranor 38/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(20) (touch 10)
Sonar 12/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 5
Qhordryn casts shield, and Kahyless waits for Eranor to come into range.
Eranor shoots at Qhordryn, but misses due to the distance.
Eranor 38/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar 12/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 6
Qhordryn casts shocking grasp for Sonar, and Sonar flies off to hit Eranor. Khayless realizes that Eranor isn't going to approach and moves along with Sonar, bringing Bitey.
Eranor shoots at Sonar, seeing the bat approach him. He misses, however.
Eranor 38/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar 12/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 7
Intresting situation, as you had no contingency for approaching Eranor if he is shooting you.... so I assume you will approach into range to do damage, or this will be a very bad fight for you. Thus, Qhordryn approaches and stays behind Khayless for cover.
Eranor shoots the familiar again, but misses.
Eranor 38/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar 12/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 8
More approach. Qhordryn stays behind Khayles for cover, despite his greater speed.
Eranor tries again, but fumbles his arrow so badly he almost hits a spectator.
Eranor 38/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar 12/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 9
Guess what? MORE APPROACH!
Eranor misses yet again.
Eranor 38/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar 12/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 10
The wizards are gasping for breath as they approach.
Sonar attacks Eranor, shocking him, but SR kicked in, negating it. (added +7 later) The others move to get into range and blast Eranor with MM, one hitting through SR for 4.
Eranor applies poision to his arrow.
Eranor 34/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar -6/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Wolf 13/13 hp AC 14 (touch 12)
Round 12
Qhordryn and Eranor both use magic missle wands. One is resisted, the other hits for 8. Sonar goes back to his master for another shocking grasp.
Eranor shoots at Qhordryn, but misses.
Eranor 26/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar -7/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 13
The cute little Sonar returns and gets his next grasp, then returns to go after Eranor. Khayless' magic missle does nothing to Eranor. Qhordryn's hits and does 5 damage.
Eranor uses another dose of poision.
Eranor 21/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar -8/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 14
Sonar approaches again, and Eranor is again blasted by 2 MMs, but to no avail.
Eranor refreshes his divine favour.
Eranor 21/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar -9/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 15
Sonar zaps Eranor for 11 damage and goes to return for another zap. Qhordryn uses MM, and Khayless casts chill touch for Bitey, who charges off for Eranor. and so does Khayless.
Eranor shoots Qhordryn again, but misses again.
Eranor 21/38 hp AC 21 (touch 14)
Qhordryn 24/24 hp AC 10(24) (touch 10)
Sonar -10/12 hp AC 19(23) (touch 16)
Khayless 15/15 hp AC 13(17) (touch 13)
Bitey 7/7 hp AC 16(20) (touch 14)
Round 16
The Wizard duo blasts Eranor with a pair a lucky shots, finishing him. bring him to 4 hp. (note, accidentally double clicked, second set of SR rolls are used in the next round Eranor poisions an arrow
Eranor loses and gains 750xp/833gp. Time Between Fights: 3 hourS Prebuffs/Ongoing Effects: one poisioned arrow Items Used: 2 charges of wand of divine favour, 3 doses posion, 6 arrows lost Spells or Powerpoints Used: none 1/day Abilities Used: Darkness, faerie fire Free Activity: guard
Qhordryn Wins and gains1,350xp/1686gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: mage armour (6 hours -3) Sonar died Items Used: 14 charge wand of MM (7,7), 1 antitoxin Spells or Powerpoints Used: Qhordryn, 1shocking grasp, 1 alter self, 1mage armour, 1 shield, 1 expedious retreat. Khayless, 1 mage armour, x/day Abilities Used: None Free Activity: Craft painting.
Well, hopefully I'll be able to wade through the dogs and get to the source of the problem.
Start off with my greatsword and a dorje of offensive precognition in hand.
Immediately move out, double moving clockwise and jumping the river when I come to it. If I detect Lady Fayne and/or the dogs, use the dorje and stow it, manifest Force Screen and engage. If I get to the 2nd starting area and still have not detected her, use the dorje, stow it, draw the dorje of Offensive Prescience and stow it, manifest Force Screen and then continue moving on.
Once Fayne and/or the dogs are found, get into melee and fight it out. Against the dogs, do not expend focus for psionic weapon. Against Fayne - do use the focus.
Priority is to kill Fayne, but if she is not in reach, take the dogs down first.
General tactic: bag of tricks, inspire and lead pack of animals, find Bully, keep him from reaching melee w/ Fayne through spells, whips, trips, and debuff with Hideous Laughter Grease until dead....
Round 1: Throw bag of tricks (std), order it to seek (move)
Round 2: Mirror Image (std), order dogs to heel (move)
Round 3: Inspire Courage, maintain singing until cast other spells
From here on, single move and ready action to cast Grease on him when spotted.
When he's spotted - Cast Grease on him, and order pets to attack.
When engaged: pets attack him (it is my feeling that as pack animals with that specified in their monster entry, dogs should know to flank/attack as a pack), Fayne standing back using reach of Whip and keeping an animal between her and Bully at all times.
After first Grease, next round cast Grease on his Greatsword.
Then draw and cast Command: "Fall"
Then use Whip (from range) to trip him. Dogs should keep tripping him.
Restart singing the round that Inspire would run out, and maintain singing throughout at that point, while supporting dogs with whip; re-toss out Bags of Tricks whenever one dies.
Hope dogs kill him before he kills dogs...
If it's ever down to just 1 ally, draw sword and engage alongside it - continue singing, and continue rethrowing-bag-of-tricks whenver necessary.
Notes:
--If bag of tricks animal dies, toss a new one. Do this until last 7 uses are used up.
--If grappled, and it's available, cast Grease and use Escape Artist
--Use any and all expendables and spells, hold nothing back
--Note that he is a Giant, and as such is a different "Type," and so per Hideous Laughter "humor doesn't translate well" and he gets a +4... Actually this may change my tactic. Maybe we should Grease him.
--I will be suitably amused if Telin uses "Stomp" to deal with the doggies, as this may be the one and only time that racial ability will ever come into play
Hi Yitzi - thanks for pitlording!
General tactic: bag of tricks, inspire and lead pack of animals, find Bully, keep him from reaching melee w/ Fayne through spells, whips, trips, and debuff with Hideous Laughter Grease until dead....
Round 1: Throw bag of tricks (std), order it to seek (move)
Round 2: Mirror Image (std), order dogs to heel (move)
Round 3: Inspire Courage, maintain singing until cast other spells
From here on, single move and ready action to cast Grease on him when spotted.
When he's spotted - Cast Grease on him, and order pets to attack.
When engaged: pets attack him (it is my feeling that as pack animals with that specified in their monster entry, dogs should know to flank/attack as a pack), Fayne standing back using reach of Whip and keeping an animal between her and Bully at all times.
After first Grease, next round cast Grease on his Greatsword.
Then draw and cast Command: "Fall"
Then use Whip (from range) to trip him. Dogs should keep tripping him.
Restart singing the round that Inspire would run out, and maintain singing throughout at that point, while supporting dogs with whip; re-toss out Bags of Tricks whenever one dies.
Hope dogs kill him before he kills dogs...
If it's ever down to just 1 ally, draw sword and engage alongside it - continue singing, and continue rethrowing-bag-of-tricks whenver necessary.
Notes:
--If bag of tricks animal dies, toss a new one. Do this until last 7 uses are used up.
--If grappled, and it's available, cast Grease and use Escape Artist
--Use any and all expendables and spells, hold nothing back
--Note that he is a Giant, and as such is a different "Type," and so per Hideous Laughter "humor doesn't translate well" and he gets a +4... Actually this may change my tactic. Maybe we should Grease him.
--I will be suitably amused if Telin uses "Stomp" to deal with the doggies, as this may be the one and only time that racial ability will ever come into play
Bully goes first in square one with his greatsword slung over his soulder and his dorje of offensive precognition in the other.
Fayne goes second with her entourage of puppies about her in square four.
Round 1
Bully wastes no time in rushing toward square 2.
Fayne pulls a boar out of the bag, but it refuses to listen.
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 2
Bully continues to hurry.
Fayne casts mirror image for 3 images and tries again to get the boar to seek, but fails
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 3
Bully rushes toward square two.
Fayne finally get the boar to seek, and orders her puppies to heel.
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 4
Seeing nobody in squar 2, Bully use his Dorje and stows it.
The Lady begins singing a ballad to her puppies and moves out east.
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 5
Bully draws his dorje of offensive prescience and uses, then stows it.
Fayne moves out, ready to cast her spell as soon as possible.
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 6
Bully manifests force screen and moves on.
The lady also moves out, still ready to cast at a moments notice.
[
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 7
The Bully rushes down to meet Fayne, as Fayne moves out to meet him.
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 8
More approach.
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 9
Guess what? MORE APPROACH!
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 10
As the crowd grows impatient, they notcie the approach of the two combatents.
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 11
Buly sees Fayne, but Fayne sees Bully, and uses her readied grease, causing him to slip and fall. (note, had trouble with the effect option, it is a ten foot square efect the bottom four squares of the effect radius) The Bully uses his move action to get back up.
Fayne tries to get her animals to attack him, but they don't listen. The boar hears the sounds of battle and come, however.
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 12
Bully navigate the grease and attacks Fayne, hitting an image.
The dogs attack as Fayne shifts away and cast grease on his sword and making him drop it.
Bully 39/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 13
Bully picks up his sword, but immediately drops it. He is tripped by on of the dogs for 10 damage, but he gets back up.
Fayne cast command: fall from her scroll, but Bully saves. She pulls out her whip, ready to make him fall the old fashioned way. The dogs attack, but miss.
Bully 29/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 14
His wisdom makes him realize that trying to fight with a weapon he can't hold is only going to hurt him, he pulls out his heavy flail and attacks a dog, but misses.
Fayne attacks with whip, while puppies attack. Fayne is forced to drop her whip as the half giant out-strengths her. One of the dogs grabs his legs, but avoids his trip as wels, though he is none the better for it, having taken 8 damage.
Bully 21/39 hp AC 18
Fayne 25/25 hp AC 17
Boar 25/25 hp AC 16
Doc 13/13 hp AC 18
Grumpy 13/13 hp AC 18
Sneezy 13/13 hp AC 18
Round 15
He swings again, but is unable to hit.
Fayne picks up her whip, but fails to trip him again. The dogs get a series of viscious blows in, and drop Bully
Bully loses and gains 625xp/667gp. Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge each dorje of offensice prescience, offensive precognition. Spells or Powerpoints Used: 1pp used (force screen) 1/day Abilities Used: none Free Activity: intimidate
Fayne Wins and gains1,545xp/1648gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: 1 scroll of command, 1 use bag of tricks Spells or Powerpoints Used: grease x2 x/day Abilities Used: bard song Free Activity: discount, bag of tricks: tan
Note, I forgot to add the shaken effect before, but after reviewing the battle and all of the rolls, it actually didn't make a difference because of how ridiculously those puppies were rolling.