The various teams fighting in the tournament brought only more an more onlookers, shouting out and cheering for their favored victors. This first round too was met with close speculation. After all, two teams from the guild of Galas'nor was about to face off in combat.
"We have a special treat folks! This will be our first fight between two teams from the same guild! The luck of the draw couldn't be better if I say so myself." There was a chuckle from beside him. It was a lady dressed in a ball-room gown.
"And look at the combatants, proudly showing their Galas'nor emblems. On one team we have the team lead by Wolfrin Fenris! The Samurai Head-Hunters!" There was a loud roar of approval.
"On the other side we have the Jesting Jesters. But don't let that fool you! They have our very own shopkeeper in the party after all, and everyone knows shopkeepers are actually retired adventurers." There was some chuckles from the audience, but he continued.
"A month's allowance on the Jesting Jesters!""Oh excuse me! The Samurai Head-Hunters will so win this fight.""Nah, the Jesting Jesters!" He replied back sharply.
"Samurai Head-Hunters!" The two kept arguing back and forth, until one of them pulled out a coin.
"Heads says its the Jesting Jesters, and tails would be the Head-Hunters," With that he flipped the coin as a resounding
ding was heard from the loudspeaker.
Spoiler
1 = Heads
2 = Tails
Rolled 1d2 : 2, total 2
"Hah! Take that!" There was a disgruntled moan.
"Bah. Let's see the real fight!" With that, the arena where the combatants stood warped and changed. The lights grew dim, and before you knew it, there was nothing but pitch darkness. No lights were visible, but you could still hear the constant ringing of the loudspeaker as well as the crowds somewhere above them. A voice broke the darkness.
"The darkness arena! Be wary of the traps, but also be wary of the enemy!"(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters.png)
QuoteDarkness arena rules:
- Every turn 6 traps are placed on a random 5 by 5 ft place on the map. Traps reset.
- Multiple trap types: Fire trap dealing 2d6, reflex DC 15 for half. Paralysis needle trap DC 15 reflex or paralyzed until the end of your next turn. Oilslick trap DC 20 reflex, or fall Prone.
- DC 15 search required to notice traps.
- Trap locations are given to the team that triggered it. Use traps to your advantage!
- All light sources have half their listed light illumination. Eg, if a light source has bright light in 20 ft, and shadowy illumination 40 ft. That is reduced to 10 ft bright, and 20 ft. illumination. This includes Dark vision spells.
- The black 4x2 in the middle is an impenetrable wall of darkness.
- The first 4 blocks where players start as well as the wall of darkness in the middle do not spawn traps.
- Players can search for traps all squares around them within a 10 ft. radius by taking a -8 to their search check as a standard action.
- Please be specific when specifying movement. Eg, I move S, S, E, E, E, and attack.
- With one global grid map seen by both players, please try to reduce "player knowledge". Likewise to those who are sneaking around, be wise when you roll for Hide or Move Silently. (Preferably roll those rolls during the turn you plan to strike as to further help with preventing the use of "player knowledge").
- This is a PVP match. No karma usage allowed. Auto attack rules are still place after a 48 hour inactivity.
Ollete looked around her and only saw darkness, If it weren't for the announcer's loud calls, she could have sworn she was sleeping in her bed. "It's so dark! We could play so many games!" Ollete called out excitedly, then twirled around in joy. "Come on everyone!" She said with conviction, charging off into the darkness without anyform of caution.
(move to 5-G)
The moment Dahlia saw the darkness she immediately felt right at home. "Our enemies do not stand a chance." She said to her teammates standing next to her. "If," she continued, "You stay out of my way. I wont be responsible for you." With one last glance, she darted into the darkness.
Search for traps while moving to I-10.
Spoiler
Search
Rolled 1d20+10 : 20 + 10, total 30
As soon as the lights went out, Katia knew she had a major advantage. Thanks to her forced stay on the Plane of Shadow, this darkness enveloped arena felt almost like home. Likely unseen by the others on her team, Katia's shadow frolics around in joy, as if the shadow was expressing the emotions that Katia did not display.
Moving quickly, her crossbow suddenly in hand, Katia moves to the left of the giant impenetrable wall of darkness, and summons up the needed energy to alter the terrain itself against her foes. As she does this, though it is hard to tell, a swirl of shadows surrounds her, making it difficult to focus on her properly.
(Activate Child of Shadows stance. Move to 4-J. Readying an action to cast Sudden Pit as soon as any member of the Samurai Headhunters enters or tries to pass through squares 6-I, 6-J, 6-K, 6-L, 7-I, 7-J, 7-K, 7-L)
Crux glances around the dark room looking for a shred of light.Closing his eyes and using his samurai spirit , He finds himself among allies. as he hears one of them threaten him and his comrade and run off , he finds that his odds of getting out alive have slimmed down. looking towards his fellow mate, " OK we need a plan and we need one fast." sensing around for any evil aura's he stands on guard awaiting to see what lies ahead.
EDIT: Listening for sounds
Spoiler
Rolled 1d20+2 : 15 + 2, total 17
First the Grey Jester ran off into the darkness, then their shadowcaster ally. It was pitch dark for goodness sakes! Katrias laughed almost maniacally at the absurdity of the situation.
What was the point anyways? And to think that she had found herself an actual
member of the Guild of Galas'nor. To Katrias, it didn't seem that long ago when she was teasing Ryine about his guild, and before she knew it, she had their emblem stuck to a ring she wore. And now she was to fight them!
"I absolutely love this oh so cruel world that pits me against my own allies." Her voice would have been sarcastic but she said it in an almost even and dull tone. But not a moment later she began to pull out what looked to be a foot long rod. It was pitch darkness, but as she moved her free hand in practiced motion she could see the spell taking root. Light glowed around her, as swirls of arcane energy danced around her fingertips.
"Schirm"(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/characters/Katrias/cb51de1337878e10fdef67839ef7d83d.jpg)
Spoiler
Move action: Take out Sunrod.
Standard action: Katrias casts Shield on herself.
QuoteSunrod: This 1-foot-long, gold-tipped, iron rod glows brightly
when struck. It clearly illuminates a 30-foot radius and provides
shadowy illumination in a 60-foot radius. It glows for 6 hours, after
which the gold tip is burned out and worthless. See pages 164 for
more rules on illumination.
QuoteShield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible, tower shield-
sized mobile disk of force that hovers in
front of you. It negates magic missile attacks
directed at you. The disk also provides a +4
shield bonus to AC. This bonus applies
against incorporeal touch attacks, since it
is a force effect. The shield has no armor
check penalty or arcane spell failure
chance. Unlike with a normal tower
shield, you can?t use the shield spell for
cover.
QuoteNote, Mysticsage is the DM for this match. I'm in charge of the grid maps.
(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters2.png)
Wolfrin blinked as the lights dimmed and finally winked out above them, and they were submerged in darkness. Almost immediately a voice to his right announced, "Our enemies do not stand a chance. If, you stay out of my way. I wont be responsible for you." And then his female teammate, Dahlia he reminded himself, was gone. He couldn't even hear her footsteps.
Skilled then. And none too friendly. Great. Wolfrin sighed. Then, from behind him, he heard the other man assigned to his team. He heard
him clearly. Armor creaking, sword rattling in its sheath. There was a sharp intake of breath and then, " OK we need a plan and we need one fast."
Wolfrin couldn't help a rueful shake of his head. "You're not wrong." He reached down to his left with his open palm and felt the soft fur of his companion meet his hand. Reassured, he said "We work better alone. So heres the plan. We're gonna get hunting, and you are not to follow us and give us away. If you have a light, I suggest you use it. I would suggest staying here, but if you must wander out after us, I suggest taking a light. Happy hunting!"
With that, Wolfrin brought to mind the words to a spell that would be most useful in this situation. Suddenly his vision blurred, and then clarified. Everything was black and white. Still, his vision was sharp, and the details were visible, what details there were to see in this seemingly austere stone stadium. He looked down towards his left, to his best friend and companion Buddy, and almost instinctually the large wolf looked up to meet his eyes. Golden eyes met golden eyes, and with that they set off at a slow walk, wary and watchful. Not very far forward he noticed his vision simply went black. To the left and right he could see the gray walls, but straight ahead was a wall of utter darkness.
This must be the area of impenetrable darkness. This spell won't help me in there....best to steer clear, for now.Spoiler
Cast
Compound Vision
Transmutation
Level: Drd 1, Rgr 1
Components: V,S,DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject?s eyes transform into the compound
eyes of an insect, enabling the subject to see 60 feet
even in complete darkness. Darkvision is devoid of
color; all details and features are viewed in black and
white only. In addition, the subject cannot see through
or into magical darkness. Because the subject?s eyes
are more sensitive than normal, he receives a ?1
circumstance penalty to all saving throws against
light based effects, such as color spray.
It also affects Buddy due to
Share Spells (Ex): At the druid?s option, she may have any spell (but
not any spell-like ability) she casts upon herself also affect her animal
companion. The animal companion must be within 5 feet of her at the
time of casting to receive the benefit. If the spell or effect has a duration
other than instantaneous, it stops affecting the animal companion if the
companion moves farther than 5 feet away and will not affect the animal
again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of ?You? on her
animal companion (as a touch range spell) instead of on herself. A druid
and her animal companion can share spells even if the spells normally
do not affect creatures of the companion?s type (animal).
Listening for suspicious sounds(http://forums.fantasyworldcreations.com/Themes/envision2013_smf20_rev3/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+9 : 6 + 9, total 15
I use Handle Animal to get Buddy to use his Warn Trick *Take 10*+11 = 21
Wolfrin moves to 9C
Buddy moves to 8/9 A/B
EDIT: Cause I didnt read the intro post for the RP aspects XD and for incorrect placement of Buddy.
Seeing that everyone he knew left into the abyss, crux gets out his everlasting torch and ignites it, cutting into the darkness of the room he sees a little with his elven eyes to help him see just a bit further. " i guess i should go also and look around to see what i can find" he says to himself. and with his left hand holding up the rod and his other hand ready to draw his katana he ventures forward. ( 8 F )
(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters3.png)
"Oh and it looks like we had our first slip up!" screamed the male announcer,
"Who would have thought that the Jester's decision to run forward without hesitation would cause her to not notice the trap right in front of her!""There's a lesson if foresight and caution kids" the female announcer giggled.
"Now the question is can she keep her head on as she goes flying forward or will she need up losing her footing right off the bat?"Spoiler
Olette
Please make two separate reflex saves one to stay standing and the other to keep your head on from inpacting into the wall of blackness.
"And now it's time to reset those traps!"
Ollete may have regretted running on ahead into complete darkness, and then activating an Oil slick trap would have defiantly have made a sensible person regret her life's decision. However, Ollete isn't sensible, and actually began to laugh as her footing gave out and the Oil took control of her motion. "Hahahahah, Wheeeeeee!" She called out, enjoying herself greatly.
Spoiler
Rolled 1d20+7 : 2 + 7, total 9
Spoiler
Rolled 1d20+7 : 13 + 7, total 20
She heard a crashing sound somewhere in front of her followed by Ollete's joyful laughing. Katrias would have found the situation slightly amusing, though she never was one to laugh all that match.
"Traps now? Well of course. Whoever designed this arena really must like rogues." She sighed.
Katrias knew very well the powers of a Shadowcaster, so when Katia disappeared to the left, her only option was to throw the sunrod far to the right. Shadowcasters revelled in darkness, and who was Katrias to take that away. Hurling the sunrod off into the darkness, Katrias took a step closer to her allies, noting specifically where Ollete had slipped.
Spoiler
5 ft. step to G2.
Standard action: Throw Sunrod at C4 to lighten up the area with 15 ft. bright light, and 30 ft. shadowy illumination (including the dim effect). Target should be 25 ft. away so I take -4 to my attack roll. Would this be a throw splash weapon?
Move action: Take out another Sunrod
QuoteSunrod: This 1-foot-long, gold-tipped, iron rod glows brightly
when struck. It clearly illuminates a 30-foot radius and provides
shadowy illumination in a 60-foot radius. It glows for 6 hours, after
which the gold tip is burned out and worthless. See pages 164 for
more rules on illumination.
QuoteTHROW SPLASH WEAPON
A splash weapon is a ranged weapon that breaks on impact, splash-
ing or scattering its contents over its target and nearby creatures or
objects. Most splash weapons consist of liquids, such as acid or holy
water, in breakable vials such as glass flasks. (See Special Substances
and Items, page 128, for particulars about several different splash
weapons.)
To attack with a splash weapon, make a ranged touch attack
against the target. Thrown weapons require no weapon proficiency,
so you don?t take the ?4 nonproficiency penalty. A hit deals direct
hit damage to the target, and splash damage to all creatures within 5
feet of the target.
You can instead target a specific grid intersection. Treat this as a
ranged attack against AC 5. However, if you target a grid intersec-
tion, creatures in all adjacent squares are dealt the splash damage,
and the direct hit damage is not dealt to any creature. (You can?t
target a grid intersection occupied by a creature, such as a Large or
larger creature; in this case, you?re aiming at the creature.)
Rolled 1d20+4 : 1 + 4, total 5
Spoiler
OOC: I'm unsure what's going on. Has a new round started? Should we all post again? Sorry, but I and the others of SHH weren't sure if we're waiting for the dm to do input or if we should just continue XD
Spoiler
Yeah a new round has started XD always assume when i say the traps reset i mean a new round starts ^.^
This spell is amazing, Wolfrin thought.
Don't forget that you still haven't seen any enemies, a voice in his head seemed to tell him. Though his vision was black and white, it was sharp, and he tried to watch every direction at once.
Almost right after leaving his ally stooped in darkness, he saw a dim light appear where the fellow had been. Looking back he saw the man advance forward, nearly into the patch of complete darkness. He seemed to pause there, but his movement had brought him close enough to throw light across Buddy and Wolfrin.
The light did not hurt his eyes, exactly, but it was not pleasant to be so near either. He thought about shrinking farther into the shadows, but he was unskilled in such things, and at the rate Buddy had been growing, he doubted very much that his companion could successfully join him in the darkness. He tried to look past the light, to find the woman who had disappeared nearly as soon as the match had begun, but was unable to locate her. Shrugging, he turned his gaze forward once more, content in the knowledge that with his spell, he would see enemies approaching before they saw him.
Besides, he figured,
any enemies that may come from my right will surely target someone visible such as the samurai before looking for me.He was just about to signal to Buddy that they would advance forward when light suddenly burst to life some ways ahead of him. The suddenness of the light momentarily blinded him, and when his eyes were able to adjust, he saw a small rod glowing brightly in the middle of the floor. "Damnit," he cursed softly. His enemies were clever. The light was close enough to bathe the nearby wall on one side, and reached, as near as his eyes could tell, right to the edge of the area darkness. And he did not trust the complete darkness, he would be less than helpless inside. He would not be catching
anyone unawares.
Except perhaps the samurai, the voice sounded in his head. He chuckled softly.
He sat a moment, considering the light ahead. He could advance, he knew, but his enemies would spot him before he would spot them. Much better to wait and see who, or what, came his way. Stepping to the left slowly, he made his way to the wall while taking out his bow, sticking to the half-shadows; Buddy following just behind him. He motioned a hand signal to his companion, and, knowing that if anyone came close Buddy's fangs would meet them, he felt the elvish script under his fingers as he knocked an arrow and half drew the bow. His eyes glazed with memory as thought of his mother once more, but he quickly focused his attention forward. No time for that now. His eyes scanned the area ahead, ready to loose his shot at the first target to present itself.
Spoiler
Wolfrin moves to A7 while drawing his bow as part of his move action. Buddy moves with him, to B/C 8/9. I take 10 on a handle animal check to tell Buddy to Guard me as a free action. Then I ready an action to fire my bow at the first member of Jesting Jesters that enters my field of vision.
(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters5.png)
QuoteCrux is in bright light. Katrias, Wolfrin, Buddy, Ollete, and Dahlia are in shadowy light. Katia is still in complete darkness.
After using all of the oxygen in her lungs, Ollete had to take in a deep breath as she laid on the floor. After a second, she hopped back onto her feet carefully and stood. She then saw the glowing area of light, and smiled, walking to the edge of the wall and reading her Urumi for an opening attack.
Spoiler
Move to 5-E, hiding behind wall. Readied attack against firs t person to come into visual range of Ollete
Dahlia looks around and notices that she is alone. She couldn't be more happy that her so called team mates actually stayed out of her way. "At last I don't have to baby sit anymore." With that thought in mind Dahlia pulled out her Scythe and padded forward, eyes searching for traps, ready for what awaits her.
Spoiler
Move to I-7, Search for traps within 10 ft radius with -8 to roll.
Rolled 1d20+2 : 5 + 2, total 7
(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters6.png)
QuoteLeft to move: Katia, Crux, Wolfrin (to trigger attack), Dahlia (use another move action, or a standard action).
His eyes searching for a target, he saw her move into the light almost immediately. The dark figure held an odd whip-like sword.
No matter, he thought.
Alanas Memoir made a loud twang as he loosed the arrow at the enemy.
Spoiler
Attack roll with Alanas Memoir
Rolled 1d20+7 : 5 + 7, total 12
Damage roll incase it hits
Rolled 1d8+5 : 4 + 5, total 9
As crux kept heading forward he noticed that there was not any light passing this one spot in front of him, he touches the wall, and as he looks left he finds buddy , his ally's pet. He is happy to see that it is ok and unharmed, but he looks tense like its ready for a fight.he draws his sword. he runs passing the dark wall but keeping it to his side to make sure he does not get flanked. with sword in hand he is ready for whatever comes at him.After moving to this position he sees an enemy from the jesting jesters. He now sees why his ally was ready to fight. He swings his katana at the jester.
Spoiler
Move to D6
Just as the bolt of arrow sped towards her comrade Ollete, missing its mark completely, Katrias saw her chance. She had seen some sort of figure in the shadowy darkness, but with the confirmation of the arrow speeding harmlessly away, Katrias was more easily able to narrow down where it had come from. Just beyond the reach of her first sunrod, something was there.
She threw her next sunrod near the edge of light her first one created, but instead of preparing another sunrod, Katrias began casting a spell. When she was done, a mist started enveloping the area where she had thrown her second sunrod.
"Ollete, you better watch your step. Don't breathe in that gas." Katrias said outloud, she knew the spell's range was just beyond her, but with how Ollete usually was, she thought it best to warn her companion.
Spoiler
5 ft. step to H3.
Move: Throw sunrod at A6. It's a full 4 range increments away.
Standard action: Cast Kelgor's Grave Mist at A7
Rolled 1d20-4 : 18 - 4, total 14
if miss 1d8 : 4, total 4
QuoteKelgore?s Grave Mist
Conjuration/Necromancy [Cold]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius spread, 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: See text
With a gesture, you create a cloud of
clammy, thin mist. The light in the area
seems to dim as the mist appears, and a
slight wind washes over the area, sending
a chill down your spine.
This spell creates a thin mist within the
spell?s area. The mist is too thin to have
any effect on vision, but the necroman-
tic energy infused within it hampers
the living. All living creatures within
the mist become fatigued and take 1d6
points of cold damage per round. If the
spell fails to overcome a creature?s spell
resistance, the subject takes the cold
damage but ignores the fatigue.
Material Component: A handful of dirt
taken from a graveyard or tomb.
If I need to roll damage, let me know Mystic. XP
Spoiler
Rolled 1d20+6 : 9 + 6, total 15
(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters7.png)
QuoteKatia's spell triggered on Dahlia.
Left to move: Ollete, Wolfrin, Crux, Katia, Dahlia
Ollete felt the wind tear apart as the arrow flew by her face, the sudden change making her jump not of fear but of excitement. She quickly realized where she was, seeing the enemy taking positions to attack her. With a small giggle that echoed out throughout the room, Ollete jumped back into the darkness, the sound of sheet metal going out as it prepared to strike at her enemies should they try anything. She loved that sound, and couldn't contain her giggles as they came out, shaking out the Urumi like a ribbon, preparing it for its long range strikes as its movements made the air sing around it.
Spoiler
Moves to 4 G and prepares to attack as soon as she see an enemy within range, this being 10 feet from her.
Changing Katia sudden pit to Clinging Shadows for reference reasons
Spoiler
Clinging Shadows [[3.5e Conjuration (Creation) Spells|Conjuration (Creation)]] [Darkness]
Level: Phantom 3
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft. radius emanation
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
You call forth shadows that grab and pull at anything that moves through the area you designate. Any creature in the area or that enters the affected area on it's turn must make a reflex save or become immobilized. Any creature that begins its round immobilized may attempt a reflex save to end the condition. Attempting a reflex save takes a full-round action. If a creature succeeds on its reflex save to break free, it must succeed on another reflex save at the beginning of its next turn or succumb to the shadows again.
As Dahila stepped around the corner she suddenly felt gripping tendrils slither their way around her trying to entrap her as well as a soft click and the burns of flames as she went
please make 2 reflex saves
As Buddy went across the stage do to his size he had a much more difficult time trying to avoid the tap and managed to step on a posion trap along the way.
Make a reflex save of DC 15 with Buddy or become paralyzed.
"Things were not getting any easier for the Samurai's it seems!" cried the female announcer
"Is this where we see our first death of the competition?! It seems that three of the the team have ended up right in the shop keepers trap!"
Spoiler
Damage rolls
Wolfrin, Crux, and Buddy become fatigued and take
Rolled 1d6 : 5, total 5
New round six more traps are placed.
(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters8.png)
QuoteLeft to move: Wolfrin, Crux, Katia, Dahlia
Kelgore's Grave Mist: 3 rounds left
Spoiler
Buddy Reflex Save
Rolled 1d20+5 : 14 + 5, total 19
Spoiler
Rolled 1d20+8 : 2 + 8, total 10
Spoiler
Rolled 1d20+8 : 4 + 8, total 12
Katia's expression does not change upon seeing Dahlia trapped in the clinging shadows, though her effectively invisible shadows is bent over in cackling silently. Without word or gesture, Katia turns and returns to her starting position, as the ground beneath Dahlia suddenly disappears, dropping her into a pit. Katia's shadow lingers for a moment, pointing and silently laughing at Dahlia's predicament, before following it's master.
Spoiler
Cast Sudden Pit on square I-7. Dhalia is immobilized, thus no reflex save. Dahlia falls 10 feet and takes
Rolled 1d6 : 3, total 3
damage. She is immobilized for one more round, unless she succeeds on a DC 16 reflex save. Afterwords, she can attempt a DC 12 climb check to get out of the pit. The pit remains for 2 hours.
Katia then returns to square G-1
Wolfrin coughed. He didn't know what the spellcaster had done but a light mist had formed all around him, and though it was not thick, he felt the life being drained from him.
And the smell. It smelled as if he stood in a graveyard.
Gotta get out of this mist, he thought. He looked up at the enemies arrayed against them. They had moved away from him, farther from the light sources, but his eyes saw them clearly.
I've certainly lost the element of surprise, he said to himself. The only good way to face a spellcaster was if that spellcaster didn't know you were even alive. Now though....
I can't let him keep slinging spells from afar. I need to cut off his escape! He heard a click come from behind and glanced back. Buddy had jumped out of the way of something. A trap, he thought. Buddy looked fine, so he turned his attention back to the front, only now there we're three figures standing just inside the light.
Got you, he thought. He motioned to buddy to attack the nearest enemy. He waited until Buddy reached the enemy, jaws snapping at the woman. "No more running!" He brought to mind one of spells he had prepared and stretched his and out, pointing, left to right, behind his three foe's, while muttering the words of the spells.
Ant's appeared to come from everywhere, through the cracks of the stone, from the ceiling, some even appearing to materialize in front of his eyes. The wall stretched out, just behind the furthest enemy, from the dimly lit wall of the arena as far as he could force the creatures to stretch.
He then made his way out of the strange mist, it seemed as if he had to drag his legs the mist had soaked is energy so, and faced his enemies.
Spoiler
Wolfrin signals Buddy to attack Ollete as a free action. Handle animal check Take 10 (+11 modifier) -2(difficulty modifier) = 19.
Wolfrin casts Wall of Ants down *I* column, to max length as action. Concentration modifier is +5.
QuoteWall of Ants
Conjuration
Level: Drd 2, Rgr 2
Components: V,S,DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft. high sheet of ants up to 10 ft./long per
caster level
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A contiguous, but not solid, wall of ferocious
interlocking army ants appears at your intended
destination. The ants provide ninety percent cover
and measure 1 inch thick per caster level. Passing
through the wall is fairly easy, requiring a successful
opposed Strength check. (The wall has a Strength of
2). However, the ants deal 1d6 points of damage + 1
point per two caster levels (up to +5) as the creature
passes through the ants. Passing through the wall
does not destroy it; the ants immediately reform the
wall. Weapons and other physical attacks prove
ineffective against the ants, however damaging area
effects causing more than ten points of damage
permanently destroys that section of the wall. Once
formed, the wall is immobile.
Wolfrin moves to C3.
Spoiler
If buddy makes it to Ollete
attack
Rolled 1d20+7 : 2 + 7, total 9
Spoiler
If it hits
Rolled 1d6+1 : 4 + 1, total 5
dmg
And attempt trip
QuoteTrip (Ex): A wolf that hits with a bite attack can attempt to trip
the opponent (+1 check modifier) as a free action without making
a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Trip strength check
Rolled 1d20+8 : 19 + 8, total 27
QuoteLeft to move: Crux, Dahlia (immobilized)
Kelgore's Grave Mist: 3 rounds left
"Who dare's to trap me?!" Dahlia fumed, angry at herself for having stumbled into the trap. "When I get out of here..." She struggled against the bonds that held her. Grunting, fuming, she ground her teeth as she struggled against her binds, revenge filling her mind.
Spoiler
As crux, move to G3 while dropping torch at E3 and drawing off hand Wakizashi. Attack Katrias.
Designate Ollete for Dodge feat bonus to ac.
Dependable trait used to add +4 to katana attack roll
Attack roll Katana
Rolled 1d20+8 : 15 + 8, total 23
Attack roll Wakizashi
Rolled 1d20+4 : 2 + 4, total 6
Dmg Katana
Rolled 1d10+3 : 9 + 3, total 12
Dmg Wakizashi
Rolled 1d6+3 : 3 + 3, total 6
As her spell finished, three individuals emerged from the darkness, two humanoids, and a large wolf.
"Flushed right out I see, into the bright lights of Mr. Sunrods." Katrias spoke dryly, but with a practiced motion she began to cast again, this time around the lights around her glowed red and sinister. She focused her attention to the large wolf engaged with Ollete and with a whisper unleashed her spell.
"Ursach-Ang."(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/characters/Katrias/Patchouli.Knowledge.600.1599143.jpg)
Spoiler
Should be trap at G3, Mystic?
Katrias: 5 ft step into the ants. Standard action: Cast Cause Fear on Buddy, DC 15 Will save, Move: Take out dagger
(http://forums.fantasyworldcreations.com/Themes/envision2013_smf20_rev3/images/dice_warn.gif)
This dice roll has been tampered with!Rolled 1d20 : 18, total 18
(http://forums.fantasyworldcreations.com/Themes/envision2013_smf20_rev3/images/dice_warn.gif)
This dice roll has been tampered with!Rolled 1d6+2 : 6 + 2, total 8
QuoteCause Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or
fewer HD
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
The affected creature becomes frightened.
If the subject succeeds on a Will save, it is
shaken for 1 round. Creatures with 6 or
more Hit Dice are immune to this effect.
Cause fear counters and dispels remove
fear.
QuoteFrightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a ?2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible.
QuoteShaken
A shaken character takes a ?2 penalty on attack rolls, saving throws, skill checks, and ability checks.
rounds feared if success 1d4 : 2, total 2
QuoteKelgore's Grave Mist: 2 rounds left
Bolded everything which needs GM's help.
Damage Taken:
Wolfrin: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC)
Crux: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC) and AoO from Ollete
Buddy: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC)
Dahlia: (2d6 flame trap damage)
Katrias: (20, dying, if Crux succeeded reflex save for trap on G3)
Left to move: Wolfrin, Dahlia, Crux, Buddy, Ollete, Katia
(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters13.png)
This is not going good, Wolfrin thought to himself. The samurai had been no help at all so far,
big surprise there. Buddy's recent growth spurts were not helpful in this setting, with the ground liberally peppered with traps, and his last teammate, the cocky rogue, had simply
disappeared!
Probably hiding in a corner somewhere laughing, he thought bitterly.
In fact, the only thing that had worked properly so far was his ant wall. To his eyes, it seemed none of the enemy combatants fancied going through the wall, if they even knew someone could pass through it. Wolfrin was beginning to feel decidedly outnumbered.
Then, to his complete and utter surprise, the samurai went charging into the fray, dropping his torch on the way; rather not helping with Wolfrin's eyes in their current state. He watched as the man swung his swords at the spellcaster, actually managing to score a
hit!
I dont believe it. The woman tried to escape the flurry of blows and, as if to give lie to Wolfrin's earlier thought, stepped through the ant wall. "Still alive then," Wolfrin muttered, "But she'll have to be dealt with later. Or maybe the rogue will actually
do something!"
Shaking his head, he turned his eyes towards the odd jester Buddy was attempting to bring down. Dont let up the advantage, a voice seemed to tell him. He began to utter the words to a spell, he couldn't help but think this was likely the most spellcasting he'd ever done, and when he finished a wolf appeared behind the jester. The wolf attacked just as buddy leapt at the foe once more.
Spoiler
Wolfrin casts Summon Nature's Ally I through use of druid special ability spontaneous casting, sacrificing 2nd iteration of Compound Eyes, choosing wolf and placing him(or her) at H4.
QuoteSpontaneous Casting: A druid can channel stored spell energy
into summoning spells that she hasn?t prepared ahead of time. She
can ?lose? a prepared spell in order to cast any summon nature?s ally
spell of the same level or lower. For example, a druid who has
prepared repel vermin (a 4th-level spell) may lose repel vermin in order
to cast summon nature?s ally IV (also a 4th-level spell).
QuoteSummon Nature?s Ally I
Conjuration (Summoning)
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a natural creature. It
appears where you designate and acts
immediately, on your turn. It attacks your
opponents to the best of its ability. If you
can communicate with the creature, you
can direct it not to attack, to attack particular
enemies, or to perform other actions.
A summoned monster cannot summon
or otherwise conjure another creature, nor
can it use any teleportation or planar travel
abilities. Creatures cannot be summoned
into an environment that cannot support
them. For instance, a porpoise may only be
summoned in an aquatic environment.
The spell conjures one of the creatures
from the 1st-level list on the accompanying
Summon Nature?s Ally table. You
choose which kind of creature to summon,
and you can change that choice each time
you cast the spell. All the creatures on the
table are neutral unless otherwise noted.
Attack rolls in next spoiler.
Spoiler
Buddy is flanking for summoned wolf, and vice versa. +2 flanking bonus to attacks. Wolf attacks ollete.
Wolf attack roll
Rolled 1d20+6 : 19 + 6, total 25
Damage roll
Rolled 1d6+1 : 1 + 1, total 2
If attack hits, will use Trip attack, as per wolf special ability. Str check
Rolled 1d20+1 : 13 + 1, total 14
Spoiler
Buddy attacks Ollete.
Buddy attack roll
Rolled 1d20+9 : 2 + 9, total 11
Damage roll
Rolled 1d8+4 : 3 + 4, total 7
If attack hits, will use Trip attack, as per wolf special ability. Str check
Rolled 1d20+4 : 13 + 4, total 17
Spoiler
As Crux, 5 foot step to G2. Attack Katia. Designate Ollete for Dodge feat ac increase.
Katana attack roll
Rolled 1d20+3 : 6 + 3, total 9
Wakizashi attack roll
Rolled 1d20+3 : 10 + 3, total 13
Katana damage roll
Rolled 1d10+2 : 9 + 2, total 11
Wakizashi damage roll 1d6+2
Olette roll to hit crux before h reaches g3
Buddy must make a will save to avoid fear
Crux must make a reflex save upon entering G3 if fail falls prone instead of attaching
Spoiler
(http://forums.fantasyworldcreations.com/Themes/envision2013_smf20_rev3/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+3 : 6 + 3, total 9
crux falls prone where he stands his attack does not connect
Dahlia takes an additional damage from the shadows
Spoiler
(http://forums.fantasyworldcreations.com/Themes/envision2013_smf20_rev3/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 5, 4, total 9
As well as needing to make an additional two reflex saves
Ollete would have been rolling all over the floor as her laughter grew to insane levels, the complete chaos going on fueling the Fey's joy, had she not been in combat at the moment with a giant wolf beast. The giant puppy came charging through the light in a frenzy, and immediately tried to bite her, however she had readied for that and managed to get an attack off before its attack came. It's teeth were close, but no where near fast enough to grab hold of the dextrous little jester.
Ollete even managed to pat the creatures head before it's second attack came, and missed again. However, the thing she didn't see coming was a second wolf to arrive and bite into her while she wasn't looking. A small sound of pain was heard as she was bit into, but it quickly to a squealing chuckle as Ollete face twisted oddly, she biting her lower lip to calm herself. It was nothing serious, but she still hated to be in this location. Then again, she didn't really hate it, cause of puppies everywhere.
In a fanciful spin, Her Urumi spun outwards in a random direction, flying off above Buddies head to appear like it was a miss, until it came right back down to attempt slashing into the wolf, the blade glowing brightly as whispering laughter could be heard from its massive blade, similar to the Laughter on the Jester wielding it.
Spoiler
Due to her readied action, Ollete gets to attack when Buddy comes from the smoke.
attack roll:
Rolled 1d20+8 : 15 + 8, total 23
Dam Roll:
Rolled 1d6+3 : 4 + 3, total 7
If it hits, Buddie makes a DC 14 will save for hideous Laughter.
Spoiler
Ollete uses a feint, which will be opposed by buddies sense motive skill.
Rolled 1d20+4 : 9 + 4, total 13
After the feint, a standard attack,
Rolled 1d20+8 : 17 + 8, total 25
Dam Roll:
Rolled 1d6+3 : 6 + 3, total 9
If feint and attack land, buddie must pass a DC 16 will save or be inflicted with hideous laughter.
If only the attack succeeds, the DC is 14
QuoteI'm assuming some of our posts are getting retconned from the trap on G3. Doing my best to normalize it, here's the log. Bolded are what player's need to do, or what Mystic can roll for them. Mystic has the final say:
Buddy moves up to Ollete and attacks.
Ollete uses an AoO against Buddy he first came into range. Ollete hits.
Buddy takes 7 damage.
Buddy to roll DC 14 Will save against Ollete's Hideous Laughter.
Crux moves to G3, triggers trap and fails reflex save, and is now prone.
New round begins.
Katrias 5 ft. steps into Ant Wall, takes 8 damage, and casts Fear on Buddy.
Buddy to roll a Will save against fear.
Wolfrin summons a wolf behind Ollete, the wolf attacks Ollete.
Ollete takes 1 damage from Summoned Wolf. (1 damage absorbed due to DR 1/Cold iron)
Ollete to roll an opposed Dex or Str check against tripping.
Buddy attacks and misses.
Dahlia takes 9 fire damage from fire trap.
Dahlia to roll two more reflex saves?
Ollete uses either feint or an attack on Buddy (standard action). Ollete does not have Improved Feint on her character sheet.
Ollete to confirm on her actions (see note above).
Left to move: Crux, Dahlia, Katia
Damage Taken:
Wolfrin: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC)
Crux: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC), prone
Buddy: 12, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC), potential hideous laughter, potential fear, potential feinted or potential damage from Ollete
Dahlia: 9
Katrias: 8
Kelgore's Grave Mist: 2 rounds left
Summon Nature's Ally I: 3 rounds left
(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters14.png)
Spoiler
Trip check:
Rolled 1d20+4 : 10 + 4, total 14
And i'll just go with the feint, so i can hit the dog harder with hideous laughte rlater
QuoteI will be copying and pasting the above but with Ollete's roll and choices. Some changes as Ollete failed the trip check.
Buddy to roll DC 14 Will save against Ollete's Hideous Laughter.
Crux moves to G3, triggers trap and fails reflex save, and is now prone.
New round begins.
Katrias 5 ft. steps into Ant Wall, takes 8 damage, and casts Fear on Buddy.
Buddy to roll a Will save against fear.
Wolfrin summons a wolf behind Ollete, the wolf attacks Ollete.
Ollete takes 1 damage from Summoned Wolf. (1 damage absorbed due to DR 1/Cold iron)
Ollete succeeded opposed check against tripping.
Buddy attacks and misses.
Dahlia takes 9 fire damage from fire trap.
Dahlia to roll two more reflex saves?
Ollete uses feint on Buddy.
Buddy to roll Sense Motive
Damage Taken:
Wolfrin: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC)
Crux: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC), prone
Buddy: 12, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC), potential hideous laughter, potential fear, potential feinted from Ollete
Dahlia: 9
Katrias: 8
Left to move: Crux, Dahlia, Katia
Will be asking Mystic to force movements on Saturday/Sunday
Things were not going well at all. Katrias was down, and Ollete is being savaged by wolves. They needed to turn the tide fast. Katrias may be their best bet for that, as her own magic was not as suited to taking out multiple foes. Resolving to aid her teammate, she starts when Wolfrin suddenly appears before her, swinging his swords. Luckily her shadow was quicker on the uptake and it rose up casually slapping Wolfrin's swords away, before making a motion curiously similar to snickering. Just as suddenly as it rose up to defend Katia, the shadow stretches and passes harmlessly through the ant wall, landing near Katrias. As soon as her shadow lands, Katia appears to melt into her shadow, traveling along it's path and reappearing next to Katrias.
Spoiler
Using Shadow Juant, teleporting to square I2.
QuoteRound
Dahlia finally manages to untangle herself from the burning and ashen tendrils of shadows. With a quick roll to her right she also manages to deflect most of the damage from the fire trap activating a second time. (takes half damage from roll)
fire damage
Spoiler
(http://forums.fantasyworldcreations.com/Themes/envision2013_smf20_rev3/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 3d6 : 5, 2, 5, total 12
Buddy
Seems unfazed by the fear due to falling over prone in what appears to be laughter.
Next round
Now next to the unconscious Katrias, Katia pulls out a healing potion, readying to administer it to the fallen mage. However, she encountered an unexpected problem. Katrias's mouth was closed. She thought for a few seconds, trying to figure out to give her the potion without touching her. She came upon a solution a moment later. Popping the cork off the glass vial, she places the cork on Katrias's chin, and applying force, opens the mage's mouth. She pours the potion into her mouth, when she encounters another problem. The unconscious mage was not swallowing the bluish-green liquid. This time there would be no easy fix. Applying all her willpower to the task at hand, she gently massages Katrias's throat, forcing her to swallow the liquid, all the while just barely enduring the terrible, not quite painful agony of touching another. If forced to describe it, she would equate the sensation to hearing nails being scraped across a chalkboard, except it was a physical sensation, rather than an aural one.
Spoiler
Using a Potion of Cure Light Wounds on Katrias. Katrias heals
Rolled 1d8+1 : 3 + 1, total 4
HP
The wizard coughed as the potion healed her wounds. A moment after that she was conscious as her eyes fluttered open. She saw the shadowcaster above her, who still held on to what looked like an empty vial, who looked as if she was keeping her distance.
"Don't tell me those ants just knocked me out?" Katrias asked shallowly, expecting no answer in response.
"I don't even know why I bother trying, death is just a part of.. you know, life?" Though her tone was dull, she did pick herself up.
"But being a guild member kinda makes me obliged doesn't it."That said she began to cast a spell. She ended triggering her last final word.
"Fuer."(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/characters/Katrias/Patchouli-from-Touhou-patchouli-knowledge-24265251-894-894.jpg)
Spoiler
Move: Pick myself up. 5 ft. step East.
Swift: Activate Arcanist's gloves
Standard: Cast Kelgore's Firebolt on Wolfrin.
QuoteConjuration/Evocation [Fire]
Level: Duskblade 1, Sorcerer 1, Wizard 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: See text
You conjure a shard of red-hot rock and hurl it toward an
opponent.
As it streaks through the air, a nimbus of arcane energy crackles around it.
This spell conjures a small orb of rock and sheathes it in arcane energy.
This spell deals 1d6 points of fire damage per caster level (maximum 5d6).
If you fail to overcome the target's spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb's impact.
Material Component: A handful of ashes.
QuoteBody Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: Swift (command)
Weight: ?
These sleek blue gloves bear tiny golden stars
across the knuckles.
When you activate arcanist?s gloves, you
add 2 to the caster level of the next 1st-
level arcane spell you cast before the end
of your turn.
Arcanist?s gloves function two times
per day.
Prerequisites: Craft Wondrous Item,
fox?s cunning.
Cost to Create: 250 gp, 20 XP, 1 day
Spoiler
Fire damage to Wolfrin, reflex save for half.
Rolled 5d6 : 2, 5, 4, 6, 6, total 23
QuoteDahlia succeeds reflex and takes 6 fire damage. She climbs up from the pit.
Buddy fails hideous laughter will save.
Katia teleports to I2
New round
Katia force feeds Katrias potion.
Katrias casts Kelgore's fire bolt on Wolfrin.
Wolfrin to roll reflex save for half, or take 23 damage
Damage Taken:
Wolfrin: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC), potential 23 damage if fail reflex save
Crux: 5, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC), prone (move action to stand, triggers AoO)
Buddy: 12, fatigued (-2 str and dex, effective -1 atk/dmg, and -1 AC), affected by hideous laughter (dex AC negated)
Dahlia: 15
Katrias: 4
Duration:
Kelgore's Grave Mist: 1 rounds left
Summon Nature's Ally I: 2 rounds left
Left to move: Wolfrin, Buddy, Ollete, Crux
(https://dl.dropboxusercontent.com/u/44597627/Campaigns/the%20guild%20of%20galas'nor/Tournament/JestingJestersVSSamuraiHeadHunters15.png)
Ollete begins to twirl around on her toes, seeming to dance while she is surrounded by enemies. Then, in a flash, her blade flew downwards to wolfrin, seeking his blood as it's metal gleamed in the darkness from the various forms of light.
Spoiler
Rolled 1d20+8 : 2 + 8, total 10
Attack roll
Rolled 1d6+3 : 2 + 3, total 5
Damage
QuoteAuto resolving. Jesting Jesters moves to next round.
Exp and prizes granted.