Attack/Grapple/grapple damage ? (1d20+10=19, 1d20+15=18, 1d3=1)Actually hit AC 20, forgot the +1 enhancement again, the damage roll I am not sure on. It's not damage from the whip but from the grapple action as if from an unarmed strike if he fails the apposed check. Since you said that the whip would be medium sized if it was a creature the unarmed damage is only 1d3 nonlethal...I didn't apply a +1 enhancement bonus since its from the grapple.
Also I wanted to make the attack vs the human this time since he's closer and should be easier to grapple than the minotaur, but forgot to write it in the roll. Feel free to apply it this attack the Minotaur if you wish. As for the second attack with the whip I'd like to make another grapple check in place of that attack as per grapple rules to pin the human. Just in case the first grapple attempt failed I'll roll the attack with the +6 mod.
Worried due to not getting anywhere by attacking the minotaur Bell decides to put his full attention on the human, with a thought and wave of his hand the whip stops beating the hairy man beast and instead strickes out with a load crack at the man. It wraps tentively around the mans right arm trying to hold on and tighten enough to do a very miniscule amount of nonlethal damage.
If the man succombs to the whips weak hold he'll not only take no damage, but Bell will be forced to try to attack him again with a reduced chance of successfully hitting.
From the chaos of the whip cracking and the man struggling a song eminates from where the whips handle is. Each syable is a melody that could hush babies back into sleep and as the song continues the words become more and more beatiful like the sound of angels taking flight and playing their harps for all in the realm.
When melody quites Bellamin smiles even though no one can see and than he places a hand on Vor'ar'Isk to indicate that he is ready to switch places. Lets switch friend. He than presses himself against the wall to make way for his ally to take his place while at the same time moving into the vacant spot. If you applied the first attack vs the minotaur than Bell would only move if he failed the grapple attempt as the whip only has a 15 foot range. Oh and the spell Bell cast was Eagle's splendor +4 char, duration 1 min/lvl enless your using the old 1hr/lvl version.
I'll be out of town from tomorrow morning through Sunday evening, and won't be able to post during that time.
Jerenon explains his plan to Jax, to which Jax replies, It seems like a fairly good plan, except that you might have trouble establishing a position down there before the minotaur would attack you. I think the minotaur might be close enough to where you would be climbing down that it could attack you immediately, before you could summon the horse. Maybe if you summon it from up above before climbing down, it would be able to get the first blow in on the minotaur. I'm not sure it would last very long against the minotaur though. If we could somehow get into position to attack it with spells and arrows from behind the horse, that might work better, but I don't know a way to do that other than just jumping off the ledge and possibly breaking our legs. If you want to go with this plan though, we can try it. Also, it looks like another enemy is between Vor'ar'isk and the minotaur now, so Vor'ar'isk might have to go through that other person first before he could help with the minotaur. If you definitely want to go with that plan, Jax will go along with it.
Kaggrath goes to look down the other nearby halls. He finds that all three passages turn to the southwest. He doesn't see any dangers within sight on any of those passages, so he returns to the group.
Dorkiln says, I would be inclinded to just go up top, summon whatever we can, then jump down behind it. A fall that short won't break our legs, and then we will hopefully have a clear shot at the minotaur. Dorkiln will delay until he is sure what the plan is.
For Bellamin's actions, I think you are interpreting the whip's capabilities a little differently from me. I don't think it is capable of taking any action other than attacking. Once it has grappled an opponent, I still don't think it is capable of doing anything other than attacking. That would mean it can't attempt to pin the opponent. It can only use the action to attack the grappled opponent. I think it is reasonable to say that it deals unarmed strike damage like a medium sized creature. While its normal damage can't hurt sufficiently armored opponents, I think its unarmed strike damage could do non-lethal damage like normal (it is squeezing the opponents, not whipping them). So I'll say it does 1d3 non-lethal damage like you suggested when it establishes a grapple, and that after that it can make attack rolls on the grappled opponent to do additional an additional 1d3 damage. Really, I'm not sure what it was intended to do after grappling an opponent, but I don't see any reason for it to stop trying to attack, so I'll say it makes unarmed strike attacks for any attack actions it gets while grappling.
Bellamin directs the whip to attack the human, but it can't connect with him from around the wall. The man had cover against the attacks.
For Bellamin's other action, you cast Eagle's Splendor a while back, and it is still in effect (you cast it in post #1222 of this thread). By my count (which might have gotten off a little, but its what I'm going with), it has 36 rounds remaining, which is plenty of time to last for the rest of the battle. If you want to use a different standard action since you don't need to cast Eagle's Splendor, let me know.
Bellamin can choose another standard action, and then Jerenon is up. If Jerenon wants to go with his plan, I think everyone except Kaggrath, Bellamin, and Vor'ar'isk are planning to head upstairs with you (Arliana suggested Kaggrath go with you, but unless Inanus wants him to go upstairs, I'll assume he stays downstairs). You told Arliana to pull the lever, and haven't said otherwise when I asked for clarification, but I don't think you actually want her to pull the lever (which is why I've been asking for clarification). If you did really mean for her to close the secret door again (perhaps to hide yourselves until you are totally ready to climb down), let me know, but it seemed to me that you would want it open so you can climb down. Also, if anyone else wanted to suggest a different plan or a variation on any of the plans or anything, feel free to suggest anything you want.
Character | |Init|Wounds|Action ---------------------------------------------------------------------- Jax |j| 17 | 08 |Attacks the human Arliana |A| 15 | 04 |Moves after getting the rope Human |w| 15 | 09 |Moves into view, attacks the whip Minotaur |M| 14 | |Attacks the whip twice Half-Orc |h| 13 | 30 |(out of sight) Vor'ar'isk|V| 10 | |Hand the rope to Arliana Kaggrath |K| 08 | 08 |Looks down some halls Dorkiln |D| 07 | 04 |(delays) Bellamin |B| 04 | |(invisible) Whip | | | 17 |Attacks the human twice, but misses Jerenon |J| 03 | 04 | Dwarf |d| | 42 |(unconscious, stable)
oops I forgot to update my character sheet and forgot, Bellamin would have cast a differen't spell. However it would make him visable again and he'd want to cast it before the whip attacks..which might change the result of the attacks.
Bell would cast Grease so that it would effect both the minotaur and the man, so squares U15/16 and V15/16 Reflex DC 19 or fall prone.
I'm assuming Vor'ar'isk has been delaying so Bell will switch with him still so that he can do a 5 ft step in order to get all his attacks around the corner. He'll have a chance of hitting the whip if the man is grappled, but its a chance Bell is willing to have him make.
"My plan won't make sense if we can't engage the minotaur from two sides. I think it would make the most sense if Kaggrath and Jax could come with me. Kaggrath for his creatures to give me time to get down and call my horse, and Jax for his ability to get me up and down by the rope and his arrow cover."
"If Dorkiln wants to join, that's fine - but he might be better rear-gaurd cover here, as once my horse is engaging the minotaur, there won't be room for any of us - unless the half-orc is in the arena, too." "If we can incapacitate or hinder that minotaur at any time, we might have a chance to do some real damage. I should be safe in the arena unless the minotaur moves to engage me - but in that case we can all flood into the arena and surround him."
(Calathan: Yes, I was assuming that the door above was still open, or that Arliana would trip the door to re-open it.)
Assuming Jerenon is aware that "Grease" has been cast, he would push to leave with Jax and Kaggrath right away to take advantage of a weak minotaur by surrounding him.
Kaggrath, faced with the bottleneck below, readily agrees. "I can build another beast to help gain a foothold," he suggests, "to block the minotaur while you shimmy down the rope. And if anyone approaches from the other doors, he'll suffer from our spells and arrows, like that pitiful dwarvish mage."
Vor'ar'isk hasn't been delaying. He used his actions this round to take out the rope and hand it to Arliana. If that would change Bellamin's actions, let me know. For now I'm going to assume that it doesn't change Bellamin's actions.
Bellamin casts a spell, and a puddle of grease appears under the human and part of the area where the minotaur is standing. Both the human and the minotaur slip and fall to the ground (minotaur's reflex save = 16, human's reflex save = 9). Bellamin's magical whip then lashes out at the human, striking him but failing to wrap around him as the man wriggles around on the ground (human's grapple check = 27). The whip then lashes out a second time, but misses. Because Bellamin directed his spell into an area occupied by enemies, his Invisibility spell wears off, and he is now visible to everyone again.
Meanwhile, Jerenon continues to discuss his plan with the others. Kaggrath agrees to go with him, and Jax says, I'll go too. Bellamin just cast one of his Grease spells, and it can hopefully keep the minotaur and that human occupied down here. Dorkiln speaks up as well, saying,I guess I'll stay here. There probably is enough room for both me and Vor'ar'isk to attack that human. Dorkiln then moves forward in front ofBellmain (Dorkiln was delaying). He says, Lets keep them pinned in on the grease so that can't fight effectively. Dorkiln then swings one of his axes down at the human, striking the man while he can't defend himself well on the ground (attack = 16, damage = 11). The human looks fairly badly wounded, and you expect Dorkiln could finish him off with another blow or two.
From what Jerenon said, I assume you want to head for the stairs. I've moved you on the map towards the stairs as far as you could move, but if you wanted to do something else, let me know.
Jerenon moves towards the stairs, while the speedier Jax moves past him and all the way to the top of the stairs. Arliana also moves up the stairs, heading just beyond Jax.
The human then stands up. He tries to move back away from Dorkiln, but can't (balance check = 6). Attempting a balance check doesn't take an action, so I think the man can still attack this round. Realizing that he would fall if he tries to move, the man instead swings his sword at Dorkiln. However, being occupied with keeping from falling over, the man's attack misses its mark (attack = 13).
The minotaur then also stands up, and also tries to move off the grease. It manages to maintain its balance, and slowly walks off the grease in the direction of the large chamber you saw before (balance check = 10).
Vor'ar'isk waits, preparing to switch places with Bellamin. He delays.
Since Kaggrath said he would go with Jerenon, I'll assume you move in that direction. If you wanted to do something other than move, let me know.
Kaggrath moves after Jerenon, ending up standing just behind the paladin.
Dorkiln then slashes at the human with one of his axes, cutting through the man's neck and decapitating him (attack = natural 20, critical confirmation = 27 (critical), damage = 37). I've gone ahead and removed the man from the initiative chart and map, since he is at -27 hp and is thus quite dead. Dorkiln doesn't try to cross the grease, instead just staying where he is.
Bellamin would be up next, but if anyone objects to how I moved your characters or wanted to do anything different, let me know. The minotaur is no longer on the Grease spell, and it is between you and him. If you want to dismiss the spell at some point, you can as a standard action.
ok m'boys thee hunt is on. I shall dismiss my spell and move up to engage him, ye both move up past me defensively or attack if ye can. However he has reach so ye may want to stay defensive till ye can move in without providing him a free opportunity to slash ye with that large axe of his. The others should be in position soon.
With a wave of his hand and a shrill whistle that could almost pierce ones very soul the grease shimmers and melts away into the cracks of the corridor. Bell nimbly jogs past the dwarf and to the corner the whip following him as he moves. Than as if of its own free will the whip cracks out at the minotaur yet again hopefully proving more effective this time.
Sorry to be slow posting. I was going to post Sunday, but I was sick with something and ended up just going to bed early . . . then I just ended up not having time yesterday. I really need to try posting earlier in the day instead of right before bed, so that this doesn't keep happening.
Bellamin dismisses his Grease spell and then moves forward to allow his whip to attack the minotaur. He moves into the corner of the passage, and can see the minotaur ahead in the room. Bellamin's whip lashes out at the minotaur, stirking it but failing to wrap around the minotaur (minotaur's grapple check = 35). I was trying to determine how far the whip could reach, and I think it would probably be 30 feet (still going with my interpretation of the description calling it "huge" as meaning it is sized for a huge creature).
Vor'ar'isk them moves in front of Bellamin, saying, Perhaps we should have waited for the others to be in place before trying to attack him. Anyway, though, I'll try to fight him, but I'll need you to heal me from any attacks he sends my way. By the way, I see the half-orc from before over at the southwest end of the chamber. Bellamin can't see the half-orc from where he is.
Jerenon is up next. I've posted the map for the upper level as well as the lower lever. Let me know if you want to just move, or if you want to do something else. I don't want to keep assuming you will just move and not give you a chance to act. It takes 20 feet of movement to move up the stairs, not counting the 5 feet of movement it takes to step onto or off of the stairs (i.e. it is 30 feet of movement for Jerenon to move to the square where Arliana currently is).
Character | |Init|Wounds|Action ---------------------------------------------------------------------- Jax |j| 17 | 08 |Moves Arliana |A| 15 | 04 |Moves Minotaur |M| 14 | |Stands up, moves back Half-Orc |h| 13 | 30 |(wasn’t in view on his action) Vor'ar'isk|V| 10 | |Moves Kaggrath |K| 08 | 08 |Moves Dorkiln |D| 07 | 04 |Kills the human Bellamin |B| 04 | |Dismisses Grease spell, moves Whip | | | 17 |Fails to grapple the minotaur Jerenon |J| 03 | 04 | Dwarf |d| | 42 |(unconscious, stable)
I need a call on your part here. My assumption at this point is that Jerenon has no idea the minotaur has moved into the chamber and that the original plan won't work as designed. I am going to go ahead with Jerenon's actions as if he thinks the minotaur is still trapped in the grease area. However, if you think Jerenon would know that the movement of the groups has changed to the current state, he would instead alert Kaggrath, Jax and Arliana that he is reversing course and instruct them to continue supporting from the upper level.
Jerenon continues rushing up the stairs, preparing to climb down a rope as soon as possible, and as soon as one of Kaggrath's creations is providing cover.
(Based on your description, it looks like a double move would take Jerenon to V12.)
I agree that Jerenon would not know that the minotaur has moved. You could probably hear the sounds of fighting from down the hall, but you wouldn't know any of the details about the situation.
Jerenon heads up the stairs, not knowing that the minotaur is now out in the large chamber.
Jax then moves ahead, reaching the edge of the ledge overlooking the large chamber. He says, The minotaur is out here! This is a good chance to attack it with arrows or spells. Jax aims his bow at the minotaur, firing an arrow down at it. Despite having good aim, Jax's arrow bounces off the apparently unarmored minotaur (attack = 20 . . . by bounces off I just mean it didn't beat the minotaur's AC, not that he has DR). Jax says, Either his hide is really tough, or he has some sort of magic protection. Either way, it looks like it may be hard to hurt him.
Arliana asks Jerenon, What should we do now that the minotaur is out in the room? Do you still want to try to climb down there? Arliana will delay until Jerenon responds.
The minotaur then yells to the half-orc,Get over here and help! The minotaur then roars, and his muscles seem to buldge as he steps towards Vor'ar'isk. He swings his massive greataxe at the lizardman, slashing back and forth twice. Vor'ar'isk collapses to the ground, clearly mortally wounded (attacks = 34, 28, damage = 55 total). The minotaur is raging. You would probably all be familiar with barbarians and would know that the rage will only last for perhaps a minute.
Dorkiln, witnessing the carnage, says to Bellamin, There is no way any of us can stand up to him in direct combat! We need to fall back into the narrow halls where he can't fight us effectively.
Jax doesn't see exactly what happened, but he does see blood splatter everywhere. He says, This isn't good. I think he got one of the others with that axe, and from the look of things whoever got hit is probably dead or dying. He seems to be in a rage though, so now is probably the best chance we'll get to hit him with ranged attacks.
The half-orc, rather than moving to help the minotaur fight, pulls out a potion and drinks it, healing some of his wounds. I think only Jax can see the half-orc at the moment, but I'll still let you know what he is doing. He gained back 8 hp.
Kaggrath is up next.
About Vor'ar'isk, he is at -20 hp, so you probably can't save him. I figured the first person to get into melee with the minotaur was probably going to die, and I figured it would be better to have that be Vor'ar'isk rather than someone who currently has a player. If you want, after the battle you could return to town and have him raised from the dead (assuming you are able to beat the minotaur). Alternatively, we could just remove him from the party since he doesn't have a player right now. You can decide what to do after the battle.