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Ch. 17: Fight at the Roped Bridge

Dungeon Master (GM): Ok, you all, are starting back by the boats and miraculously, there has been no one else coming or going as you rested in the area.   Maevis Silverleaf: Ok so North or East?   Dungeon Master (GM): east takes you back to the boats, i just placed you at the smithy area bottom as that is where you last encountered guards   Maevis Silverleaf: Ah ok so North then   Jack J.: ok   Dungeon Master (GM): any particular strategy, in case there are new guards?   Jack J.: Coal and camlin will have arrows ready   Dungeon Master (GM): ok   Maevis Silverleaf: Try to talk our way passed BS our way in, if that fails try to close the gap fast   Jack J.: sounds good   Dungeon Master (GM): As you have a peak around the corner and into the chamber you notice that the tasloi bodies are gone and there is no one working in the smithy, the forge is not being used and thus no flames coming from it. Remember it's night time now, i believe i posted it as 1:15 am.   Jack J.: how long has it been since we rested?   Dungeon Master (GM): 15 minutes   Maevis Silverleaf: Start moving forward, watching the ceiling for more nets   Jack J.: it game time ?   Dungeon Master (GM): ok you can move the tokens where you wish to go! Hi Devin! you noticed that the table with the short swords, no longer has the swords upon it. the vine that was hanging down from the north wall where the cave opening is above it in the canopy is not down and the vines that the tasloi came down from the canopy are also back up.   Jack J.: and a hallway to the east?   Maevis Silverleaf The Half Elf Bard Says, "Everyone have a dagger ready in case the nets fall again"   Dungeon Master (GM): yes jack so far so good, no nets come dropping down!   Jack J.: Peak around corner to the east   Dungeon Master (GM): the passage looks to be clear to the east   Jack J.: do we need to search this area or assume they took everything like the swords?   Maevis Silverleaf: They took it all   Dungeon Master (GM): the weapons are gone but everything else remains.   Devin M.: Sorry, I'm late, dinner was ready about that time.   Maevis Silverleaf: Thats ok Devin glad you made it   Dungeon Master (GM): Phoenix was here, but had to leave and might come back.   Balen The Human Bard My thinking is they have a "Trap" somewhere for us   Jack J.: i agree we gave them time to prepare   Maevis Silverleaf: Maybe Grax or Coal first then the Bards to do the talking?   Jack J.: OK with sheila, or do you want silent and hidden?   Dungeon Master (GM): cassandra could of course turn invisible to do a task.   Maevis Silverleaf: Cant really be either with Heavy armor hehe or lit torches so stick together   Dungeon Master (GM): or the permanent light hooded lanterns you have.   Jack J.: Rogue move forward hding and looking for traps?   Maevis Silverleaf: Cass could go invis see whats ahead just dont open any doors   Jack J.: ok   Dungeon Master (GM): ok so whomever is scouting, go ahead and move the token along   Jack J.: who has Cass?   Dungeon Master (GM): I guess you do   Maevis Silverleaf: Phoenix did   Dungeon Master (GM): that indicates 400 ft more of passage, not shown.   Maevis Silverleaf: BRB   Jack J.: Cass continues down 300 ft of passage If nothing she will come back and report what she saw   Maevis Silverleaf: Back   Jack J.: DM rolling   Dungeon Master (GM): ok, she comes back to inform the party that there is a roped bridge up ahead over a very deep chasm.   Maevis Silverleaf: That maybe the bridge into the city we've been trying to find   Xilicien: I W BRB.   Jack J.: shall we approach cautiously?   Dungeon Master (GM): ok   Maevis Silverleaf: Do it the safe way but slow way Cass flies us across Can we see the other side?   Dungeon Master (GM): i'll say the other side has torches going on either side of the cave mouth Area Description: At this point a large chasm intersects the tunnel. Neither opening has a ledge large enough to stand upon, but both openings are connected by a swinging bridge. This is fastened at both ends by large stone rings set in the cliff face.   Maevis Silverleaf: I say dont trust the bridge they know we are here   Jack J.: i agree Cass turns invisible and flys to see what other side looks like
Dungeon Master (GM): ok   Xilicien: back.   Dungeon Master (GM): ok who is the first to have Cass fly you over to the other side?   Maevis Silverleaf: I say Coal or Grax or Sheila   Jack J.: what did she see on other side?   Dungeon Master (GM): the cave opening and another opening above and to the side of it. ok, i will say she noticed Tasloi in the above opening with several piles of large rocks. WB Phoenix   Jack J.: can a passenger fire a bow from the broom?   Dungeon Master (GM): i'll say -4 to hit   Maevis Silverleaf: In that case maybe Maevis or Xill go first cast a Fireball?   Jack J.: That would work better   Xilicien: I don't know fireball.   Maevis Silverleaf: Ah ok What area affect spells do you have? I have Fireball and web   Dungeon Master (GM): did cassandra enter the lower cave mouth to check inside?   Jack J.: she lowered down to a level to be able to see inside   Dungeon Master (GM): ok, she noticed 2 very large lizards inside the passage!   Jack J.: Could a fireball cover both tasloi on top and lizards?   Dungeon Master (GM): no, it's two different levels   Jack J.: arrows for tasloi? Coal is willing to try   Dungeon Master (GM): there may be a little blow back into whatever connects to the upper level   Maevis Silverleaf: Web the tasloi on top Fireball the lizards   Dungeon Master (GM): i revealed the area where you see the tasloi. it is best to picture that level right above the bridge opening.   Maevis Silverleaf: Web will help keep the rocks from falling MAYBE   Jack J.: Sounds good who can cast the spells?   Maevis Silverleaf: Maevis can   Dungeon Master (GM): ok   Jack J.: how wide is the cavern?   Dungeon Master (GM): looks to be about 8 ft for the bridge and ~10 ft for the cavern   Jack J.: how long is bridge?   Maevis Silverleaf: Maevis goes with Cass first, my feeling with this set up is the bridge is safe Maevis casts Web and the others start across the bridge   Dungeon Master (GM): 145 ft long for the bridge   Maevis Silverleaf: Cass keeps flying people across   Dungeon Master (GM): the webbing would definitely snag all the tasloi you see   Jack J.: Coal and Camlin move to opening and cover maevis with bows   Dungeon Master (GM): ok so the web is cast after Maevis is set down just at the end of the bridge and now to roll on saves for the tasloi     SAVE VS. SPELL For Tasloi #01 -A8 the Tasloi   Rolls:  3  Needs ≥  17   SAVE VS. SPELL For Tasloi #02 -A8 the Tasloi   Rolls:  4  Needs ≥  17   SAVE VS. SPELL For Tasloi #03 -A8 the Tasloi   Rolls:  17  Needs ≥  17   SAVE VS. SPELL For Tasloi #06 -A8 the Tasloi   Rolls:  10  Needs ≥  17   (To GM): SAVE VS. SPELL For Tasloi #04 -A8 the Tasloi   Rolls:  20  Needs ≥  17   (To GM): SAVE VS. SPELL For Tasloi #05 -A8 the Tasloi   Rolls:  16  Needs ≥  17   except for 2 of them the rest of the tasloi are snagged so now to roll on suffocation 5% Chance to Suffocate:  56 that is for #01   Dungeon Master (GM): #02: 5% Chance to Suffocate:  87 #06: 5% Chance to Suffocate:  98 #05: 5% Chance to Suffocate:  91 ok   Jack J.: Can we shoor the tasloi from here?   Dungeon Master (GM): if you bows can go 145 ft+ yes but you have -5 to hit   Phoenix: Oh thank god it finally loaded   Jack J.: Then we shoot at tasloi   Phoenix: Sorry about missing damn near an entire hour   Dungeon Master (GM): you will try nailing them from the other side of the bridge? Ok
Camlin the Ranger, Fires FLIGHT ARROW (18") with the LONG BOW (6ft) at Tasloi #02 -A8 enemy! Long Range 141 to 210 ft Strike Hits AC:  13 For  5  S/M/L Damage! Specialized Weapon: -5 'To Hit' 3 arrow attacks / round Make note of # of arrows fired in round!   Dungeon Master (GM): ok at - 5 to hit that would be a miss, there is a long range macro ok you found it! ok you missed   Camlin the Ranger, Fires FLIGHT ARROW (18") with the LONG BOW (6ft) at Tasloi #02 -A8 enemy! Long Range 141 to 210 ft Strike Hits AC:  4 For  1  S/M/L Damage! Specialized Weapon: -5 'To Hit' 3 arrow attacks / round Make note of # of arrows fired in round!   Dungeon Master (GM): you don't have to add in the -5 with the macros for bows on long range or medium you need to hit AC 5 any more arrow shots?   Coal the Ranger, Fires FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #02 -A8 enemy! Long Range 141 to 210 ft -5 'To Hit' Strike Hits: AC  2 For  5  S/M/L Damage! 3 arrow attacks / round Maker sure to note # of arrows fired in round!   Coal the Ranger, Fires FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #01 -A8 enemy! Long Range 141 to 210 ft -5 'To Hit' Strike Hits: AC  10 For  4  S/M/L Damage! 3 arrow attacks / round Maker sure to note # of arrows fired in round!   Dungeon Master (GM): the one you fired at shouts warnings to others! This sends the lizards to block the passage but they stop short as if being restrained.   Coal the Ranger, Fires FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #01 -A8 enemy! Long Range 141 to 210 ft -5 'To Hit' Strike Hits: AC  17 For  6  S/M/L Damage! 3 arrow attacks / round Maker sure to note # of arrows fired in round!   Dungeon Master (GM): ok that one was fumbled (To GM)rolling  1 = 1   Jack J.: ? 1 d20?   Dungeon Master (GM): click RollFumbleCritHitResult button   CRITICAL FUMBLE ROLL OF 1 For Coal Blackstone the Human Ranger results in: Fumble Roll 51 Result Dropped Lose Grip Effect Whoops! Save or you drop whatever item was used in the attack, including weapons, focuses, ammunition, or spell components. Any item dropped scatters in a random direction and can't be used again until gathered. Save DC DEX     DEXTERITY CHECK For Coal Blackstone the Ranger Rolls:  6  Needs ≤  17   Dungeon Master (GM): ok you're ok   Jack J.: i grab   Dungeon Master (GM): ok suddenly from behind Balen is attacked!   Maevis Silverleaf: What hit him?   Phoenix: A sneakin' talosi I'd imagine   Dungeon Master (GM): netting attempt on Balen!   Tasloi #01 -A7b, Attacks with NETTING at Balen enemy! Netting Strike Hits an AC of  9  If Hit is Scored Victim is Entangled in 4' x 4' Netting for  1  Rounds! -4 rounds if dagger is already in hand. Victim is -2 on 'To Hits' and Armor Class. a miss!
We are going into combat here! so make your initiative rolls!   WEAPON INITIATIVE ROLL: Phicenta Thragiella De Thrul the Human Warlock, gets ready to make an attack move!   Weapon INIT Roll:  -8   The Rest of Initiative Rolls have been Deleted to cut down Page count!   Jack J.: do we know he is being attacked?       Start of Round 1 Start of Turn 1 for Tasloi #06 -A7b (10)   Tasloi #06 -A7b, Attacks with the JAVELIN at Xilicien enemy! Javelin Strike Hits an AC of  16  For  3  S/M/L Damage! a miss! Start of Turn 1 for Maevis (9)   Maevis, using a tiny ball composed of bat guano and sulphur, cast the FIREBALL Spell! Pointing his/her finger at Subterranean Lizard #01 -A8, and speaking the range (distance and height) at which the fireball is to burst. Level 3 Magic-User * Evocation Components V,S,M Casting Time 3  Segments Range 100ft + 10ft/level:  170 ft Indoors or yards outdoors Duration Instantaneous Area of Effect 20 ft radius sphere Saving Throw Vs Spells for Half Damage:   29  Hit Points of Damage! Effects:  A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into an explosive burst of flame, which detonates with a low roar!! The burst of the fireball does not expend a considerable amount of pressure, and the burst will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. [The area which is covered by the fireball is a total volume of 33,510 cubic feet (or yards) (33.5, 10-foot × 10-foot × 10-foot cubes)]. Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell’s effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected. Chance of Bardic Spell Failure (15%):  83 %   Dungeon Master (GM): ok cool 29 points of full damage! let's see who saves!   SAVE VS. SPELL For Subterranean Lizard #01 -A8 the Subterranean Lizard   Rolls:  11  Needs ≥  14   SAVE VS. SPELL For Subterranean Lizard #02 -A8 the Subterranean Lizard   Rolls:  7  Needs ≥  14 ok both take the full 29 damage! the are burned and smoking but both still alive!   Start of Turn 1 for Tasloi #05 -A7b (6)   Tasloi #05 -A7b, Attacks with the JAVELIN at Balen enemy! Javelin Strike Hits an AC of  13  For  5  S/M/L Damage! a miss! Start of Turn 1 for Tasloi #01 -A7b (6)   Tasloi #01 -A7b, Attacks with the JAVELIN at Balen enemy! Javelin Strike Hits an AC of  0  For  5  S/M/L Damage! a hit for 5! Start of Turn 1 for Cassandra (5)   Dungeon Master (GM): any action for Cassandra???   Jack J.: Oh yeah   Dungeon Master (GM): ok what we she do?   Phoenix: Oh   Jack J.: she will hover close to our opening   Phoenix: How about casting Web on the group of talosi?   Maevis Silverleaf: If she can see some BBEG casts Tashas Laughter   Jack J.: BBEG?   Phoenix: Big Bad Evil Guy The lizards I think   Dungeon Master (GM): there is the taller figure of the yaun-ti behind the tasloi   Jack J.: can she see him?   Phoenix: She can move and cast right?   Dungeon Master (GM): bearly he is in shadows   Phoenix: No reason she shouldn't be able to move up into the group and cast it into the mass.   Maevis Silverleaf: Cast Web first on Tasloi then Laughter on Yuan ti   Jack J.: she casts   Dungeon Master (GM): just outside the full brightness of the lantern  
Cassandra the Witch, waving a small feather in one hand and tossing minute tarts in another, cast the TASHA'S UNCONTROLLABLE LAUGHTER Spell upon Yuan-Ti HalfBlood! Level 2 Magic-User / Witch * Enchantment / Charm   Components V,S,M Casting Time 2  Segments Range 60ft / 60 yds outdoors Duration 1 round/level:  7  Rounds Area of Effect 1  or more creatures in a  30 ft cube Saving Throw Negates Effects:  The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or –2 to attack and damage rolls) for all remaining rounds of the spell. The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5–7 (low) save with –6 penalties. Those with Intelligences of 8–12 (average to very) save with –4 penalties. Those with Intelligences of 13–14 (high) save with –2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws. The caster can affect one creature for every three levels attained— for example, one at 3rd level, two at 6th level, three at 9th level, etc.   SAVE VS. SPELL For Yuan-Ti Half-Blood -A7 the Yuan-Ti Half-Blood   Rolls:  13  Needs ≥  13   Phoenix: oof   Dungeon Master (GM): he makes the saving throw!   Start of Turn 1 for Tasloi #03 -A7b (3)   Phoenix: Should've gone with web   Tasloi #03 -A7b, Attacks with the JAVELIN at Phicenta enemy! Javelin Strike Hits an AC of  12  For  2  S/M/L Damage! a miss!   Maevis Silverleaf: Next round Web Start of Turn 1 for Tasloi #02 -A7b (3)   Tasloi #02 -A7b, Attacks with the JAVELIN at Balen enemy! Javelin Strike Hits an AC of  9  For  3  S/M/L Damage! a hit for 3! Start of Turn 1 for Rowan & Hirelings (2)     Maevis Silverleaf: Bow on Tasloi   Rowan & Hirelings the Guardian, Fires FLIGHT ARROWS (18") with SHORT BOW (3ft) at Tasloi #05 -A7b enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage   Strike Hits: AC  3  For  10  S/M/L HP Damage! 3 attacks / round Make sure to note # of arrows fired in round! a hit for 10 sends him flying backwards dead!   It seems that Tasloi #05 -A7b is defeated!   Start of Turn 1 for Tasloi #04 -A7b (1)   Jack J.: no one died in fireball?   Tasloi #04 -A7b, Attacks with the JAVELIN at Rowan & Hirelings enemy! Javelin Strike Hits an AC of  14  For  3  S/M/L Damage! a miss!   Maevis Silverleaf: Burned but not dead   Dungeon Master (GM): right Start of Turn 1 for Sheila (1)   Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Tasloi #04 -A7b enemy! Strike Hits an AC of  8  for  9  S/M or  11  L HP Damage!   Dungeon Master (GM): a miss! Start of Turn 1 for Yuan-Ti Half-Blood -A7 (0)   Yuan-Ti Half-Blood -A7, using unholy water, casts a CAUSE FEAR Spell upon Rowan & Hirelings! Level 1 Cleric * (Abjuration) Reversible   Components V,S Casting Time 4 segments Range Touch or  5 ft per level starting at 5th;  40 ft; Up to a max of  30 ft Duration Special Area of Effect Creature Touched (levels 1-4) or 1 creature every 4 levels from 5th+, Within Range Saving Throw Special Effects:  This spell causes the victim to flee in panic at maximum movement speed away from the caster for  2  rounds at levels 1-4 or 1 round per level of the cleric causing such fear, levels 5+:  8  rounds. A successful saving throw against the effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa. The spell has no effect on undead of any sort.   SAVE VS. SPELL For Rowan Root the Halfling (Stout) Guardian   Rolls:  18  Needs ≥  9 he's good
Start of Turn 1 for Coal (0)   Coal the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Medium Range 71 To 140 Ft -2 'To Hit' Strike Hits: AC  3 For  7  S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!)   Dungeon Master (GM): that is a miss, need to hit AC of 0   Coal the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Medium Range 71 To 140 Ft -2 'To Hit' Strike Hits: AC  0 For  4  S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!)   Dungeon Master (GM): ok any 2nd attacks from anyone??? that hit! any more? from rowan i'll fire another one   Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Tasloi #04 -A7b enemy! Medium Range 71 to 140 ft ; -2 To Hit Strike Hits: AC  5 For  5  S/M/L Damage! Specialized Weapon 3 arrow attacks / round Make note of # of arrows fired in round!   Rowan & Hirelings the Guardian, Fires FLIGHT ARROWS (18") with SHORT BOW (3ft) at Tasloi #04 -A7b enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage   Strike Hits: AC  5  For  4  S/M/L HP Damage! 3 attacks / round Make sure to note # of arrows fired in round! hits for 4! any other 2nd attacks? ok any 3rd attacks? Coal?   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #04 -A7b enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Strike Hits: AC  -5  For  13  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   It seems that Tasloi #04 -A7b is defeated!   Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Tasloi #03 -A7b enemy! Short Range 31 to 70 ft Strike Hits: AC  2 For  7  S/M/L Damage! Specialized Weapon: +1 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round!   Dungeon Master (GM): ok Rowan holds off on 3rd attack   Start of Turn 1 for Xilicien (-1)   Xilicien the Enchanter, using a bit of spider silk, cast the WEB Spell upon Tasloi #02 -A7b enemy! Level 2 Magic-User * Evocation Components V,S,M Casting Time 2  Segments Range 5ft/Level:  35 ft at level 7 Duration 2 Turns/Level:  14  Turns at level 7 Area of Effect Special Saving Throw Vs Spells Negates or Half Effects:  A web spell creates a many-layered mass of strong, sticky strands similar to spider webs, but far larger and tougher. These masses must be anchored to two or more points — floor and ceiling, opposite walls, etc. — diametrically opposed. The web spell covers a maximum area of  80  cubic ft, (eight 10-foot × 10-foot × 10-foot cubes), and the webs must be at least  10 ft thick, so a mass  40 ft high,  20 ft wide, and  10 ft deep may be cast. Creatures caught within webs, or simply touching them, become stuck amongst the gluey fibers. Creatures with less than 13 strength, (7 if the webs are half strength), must remain fast until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs. For every full turn trapped there is a  5 % cumulative chance of suffocating to death. See spell description for more info.   Dungeon Master (GM): opps, still turn one but ok ok that will web them all now to see who saves   (To GM): SAVE VS. SPELL For Tasloi #03 -A7b the Tasloi   Rolls:  16  Needs ≥  17   (To GM): SAVE VS. SPELL For Tasloi #06 -A7b the Tasloi   Rolls:  9  Needs ≥  17   SAVE VS. SPELL For Tasloi #02 -A7b the Tasloi   Rolls:  20  Needs ≥  17
SAVE VS. SPELL For Tasloi #01 -A7b the Tasloi   Rolls:  14  Needs ≥  17   (To GM): SAVE VS. SPELL For Yuan-Ti Half-Blood -A7 the Yuan-Ti Half-Blood   Rolls:  14  Needs ≥  13 ok now for suffocation #03: 5% Chance to Suffocate:  99 #06: 5% Chance to Suffocate:  6   Maevis Silverleaf: BRB   Dungeon Master (GM): #02: 5% Chance to Suffocate:  60 ok the other two move at half speed   Start of Turn 1 for Balen (-1)   Dungeon Master (GM): what will balen do? just stay put? coal can move through the webbing with the ring of free action ok Balen just stays put Start of Turn 1 for Camlin (-3)   Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Yuan-Ti Half-Blood -A7 enemy! Medium Range 71 to 140 ft ; -2 To Hit Strike Hits: AC  5 For  4  S/M/L Damage! Specialized Weapon 3 arrow attacks / round Make note of # of arrows fired in round!   Dungeon Master (GM): the webbing stops the arrow!   Start of Turn 1 for Grax (-3)   Maevis Silverleaf: Back   Dungeon Master (GM): ok   Phoenix: wb   Dungeon Master (GM): any move for grax?   Jack J.: who was running grax?   Phoenix: I was running him and Cass before I left   Dungeon Master (GM): ok so you can move them   Phoenix: I'd say have him move up in front of Balen if it's not webbed up Each square is 5' right?   Dungeon Master (GM): yes you know how to use the ruler if you want to measure? it' s in the left toolbar, under the magnifying glsss   Phoenix: Yep, I'm used to using a different measurement though. Euclidian I think it's caled.   Dungeon Master (GM): ok   Phoenix: That's all for Grax though unless he can shove Balen back and take his place.   Dungeon Master (GM): ok   Start of Turn 1 for Phicenta (-8)   Dungeon Master (GM): i take it he'll stay put? ok, just have him stay then we already did the 2nd & 3rd attack so now for next round.   Start of Round 2 Start of Turn 2 for Tasloi #06 -A7b (10)   Dungeon Master (GM): 10% Chance to Suffocate:  55   Start of Turn 2 for Maevis (9)   Maevis, cast the BURNING HANDS Spell at Subterranean Lizard #01 -A8! Level 1 Magic-User / Level 2 Witch * Alteration Components V,S Casting Time 1  segment Range 0 ft Duration 1 round Area of Effect Special Saving Throw Half Damage Effects:  When casting this spell, jets of searing flame shoot from the fingertips. Hands can only be held so as to send forth a fan-like sheet of flames, as the magic-user’s thumbs must touch each other and fingers, must be spread. The burning hands send out flame jets of 3 to 5ft length maximum:  4.5 ft, in a horizontal arc of about 120° in front of the magic-user. Any creature in the area of flames takes: Caster Option #1 (Low Level effect; Max range of 3ft):  7  Hit Points damage or Caster Option #2 (Max Damage effect):  17  Hit Points and no more than a maximum of  21  Hit Points of damage. Caster Option #3: Thumb Flick flame (3 inches):  1  HP damage Those successfully saving vs. spell receives half damage. Inflammable materials touched by the fire will burn, i.e. cloth, paper, parchment, thin wood, etc. Such materials can be extinguished in the next round if no other action is taken. Chance of Bardic Spell Failure (15%):  23 %   Dungeon Master (GM): ok i take it you use option #02?   Maevis Silverleaf: Yes   Dungeon Master (GM): that 17 damage Ok   SAVE VS. SPELL For Subterranean Lizard #01 -A8 the Subterranean Lizard   Rolls:  8  Needs ≥  14
(To GM): SAVE VS. SPELL For Subterranean Lizard #02 -A8 the Subterranean Lizard Rolls:  19  Needs ≥  14   It seems that Subterranean Lizard #01 -A8 is defeated!   Maevis Silverleaf: Is he blocking the passage?   Dungeon Master (GM): ok one lizard still alive!   Start of Turn 2 for Tasloi #05 -A7b (6)   Dungeon Master (GM): that one is dead Start of Turn 2 for Tasloi #01 -A7b (6)   Dungeon Master (GM): 10% Chance to Suffocate:  93   Start of Turn 2 for Cassandra (5)   Dungeon Master (GM): what's her action?   Jack J.: who is running Cass?   Dungeon Master (GM): Phoenix i believe   Phoenix: o/   Maevis Silverleaf: Hm Maybe Charm Monster?   Jack J.: ok   Phoenix: Yeah, not much else.   Dungeon Master (GM): you can attempt it   Cassandra the Witch, cast the CHARM MONSTER Spell upon Yuan-Ti Half-Blood -A7! Level 4 Magic-User * Conjuration/Summoning Components V,S,M Casting Time 8  Segments Range 30 ft /  30 yds outdoors Duration 1  round / level:  7  Rounds Area of Effect 30 ft square / level:  210 ft square Saving Throw None Effects:  This spell is similar to a charm person spell (q.v.), but it will affect any living creature — or several creatures of lesser level as explained hereafter. All possible subjects receive saving throws vs. spell, adjusted for Wisdom. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received. The magic-user casts the charm monster spell, and any affected creature regards the spell caster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature will follow reasonable requests, instructions, or orders most faithfully (cf. suggestion spell). If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm. See Spell's handout for Chance to break spell table. Naturally, overtly hostile acts by the person charming the monster will automatically break the spell, or at the very least allow the monster a new saving throw versus the charm, the spell will affect from 2-8 1st level creatures, 1-4 2nd level creatures, 1 or 2 3rd level, or 1 creature of 4th or higher level. The exact day of the week and time of day is secretly determined by the DM.   Maevis Silverleaf: Her Wild Magic may do something but it could also help the bad guys   Dungeon Master (GM): ok he's level 8 you are 7 i believe   Phoenix: Is her wild magic an at will thing? I was under the impression it was just random surges. I've never touched wild magic in AD&D, wasn't keen on it.   Dungeon Master (GM): it simply does not affect him then   Phoenix: Ah, only effects people of lower level Alright   Dungeon Master (GM): it has to be certain spells they are marked as wild i believe   Maevis Silverleaf: I liked it myself even tho I hurt my own party more then anything else haha   Dungeon Master (GM): you roll to see what the surge does first   Start of Turn 2 for Tasloi #03 -A7b (3)   Dungeon Master (GM): 10% Chance to Suffocate:  10   Start of Turn 2 for Tasloi #02 -A7b (3)   Phoenix: Charm monster was cast right? I'll mark it down on the tracker.   Dungeon Master (GM): yes because he was of a higher level it had no effect that's his move getting through the webbing   Start of Turn 2 for Rowan & Hirelings (2)   Dungeon Master (GM): stay back? Start of Turn 2 for Tasloi #04 -A7b (1)   Dungeon Master (GM): dead Start of Turn 2 for Sheila (1)   Jack J.: shoot at lizards from those in back   Dungeon Master (GM): missile weapons get snagged by the webbing though  
Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Tasloi #02 -A7b enemy! Strike Hits an AC of  10  for  8  S/M or  8  L HP Damage!   Dungeon Master (GM): i guess just have her stay put unless a spell can do something   Start of Turn 2 for Yuan-Ti Half-Blood -A7 (0)     Yuan-Ti Half-Blood -A7, using a snake’s tongue and either a bit of honeycomb or a drop of sweet oil, cast the SUGGESTION Spell upon Grax!   Level 3 Magic-User * Enchantment/Charm   Components V,M Casting Time 3  Segments Range 30 ft Duration 6 turns + 6 turns/level:  6  Turns;  6  hours Area of Effect One Creature Saving Throw Vs Spells Negates Effects:  When cast the magic-user, influences the actions of the chosen recipient by utterance of a few words — phrases, or a sentence or two — suggesting a course of action desirable to the spell caster. The creature to be influenced must, of course, be able to understand the magic-user’s suggestion, i.e., it must be spoken in a language which the spell recipient understands. The suggestion must be worded in such a manner as to make the action sound reasonable; a request asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act will automatically negate the effect of the spell. However, a suggestion that a pool of acid was actually pure water, and a quick dip would be refreshing, is another matter; or the urging that a cessation of attack upon the magic-user’s party would benefit a red dragon, for the group could loot a rich treasure elsewhere through cooperative action, is likewise a reasonable use of the spell’s power. The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. If the recipient creature makes its saving throw, the spell has no effect. Note that a very reasonable suggestion will cause the saving throw to be made at a penalty (such as -1, -2, etc.) at the discretion of your Dungeon Master. Undead are not subject to suggestion. ok Grax needs a saving throw he was able to cast because it's an 'at will' spell   SAVE VS. SPELL For Grax Ironcloak the Shield Dwarf Fighter / Thief   Rolls:  15  Needs ≥  9 grax is ok Start of Turn 2 for Coal (0)   Jack J.: ok ring of free action   Maevis Silverleaf: Coal has Free Action right?   Dungeon Master (GM): Yes, any attack then?   Dungeon Master (GM): you are right on the edge so say you can get the shot   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Strike Hits: AC  8  For  5  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): ok a miss Start of Turn 2 for Xilicien (-1)   Dungeon Master (GM): just stay put for him?   Maevis Silverleaf: Enfeeblement on Yuan Ti   Dungeon Master (GM): whatever you did there came up blank Maevis you can try   Xilicien the Enchanter, cast the RAY OF ENFEEBLEMENT Spell at Yuan-Ti Half-Blood -A7! Level 2 Magic-User * Enchantment / Charm Components V,S Casting Time 2  Segments Range 10 ft +  2.5  / level:  27.5  ft Duration 1  round / level:  7  round(s) Area of Effect 1  Creature Saving Throw Vs Spells Negates Effects:  By means of a ray of enfeeblement, a magic-user weakens an opponent, reducing strength — and attacks which rely upon it — by 25% or more. For every level of experience beyond the third of the magic-user casting the spell, there is an additional 2% strength reduction, so that at 4th level, strength loss is 27%. Range and duration of the spell are also dependent upon the level of experience of the spell caster. For example, if a creature is struck by a ray of enfeeblement, it will lose the appropriate percentage of hit points of damage it scores on physical attacks (missiles, thrusting/cutting/ crushing weapons, biting, clawing, goring, kicking, constriction, etc.). Your referee will determine any other reductions appropriate to the affected creature. If the target creature makes its saving throw, the spell has no effect. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally.   SAVE VS. SPELL For Yuan-Ti Half-Blood -A7 the Yuan-Ti Half-Blood   Rolls:  1  Needs ≥  13   Maevis Silverleaf: FUMBLE!!!   Dungeon Master (GM): ha ha! actually he just reduced his strength 33%   Maevis Silverleaf: Its something   Dungeon Master (GM): he has 11 strength now   Start of Turn 2 for Balen (-1) Start of Turn 2 for Camlin (-3)   Phoenix: And Im' back, after accidentally opening a bookmark and having to reload the page again   Dungeon Master (GM): camlin can attack the tasloi next to him   Camlin the Ranger, Fires a FLIGHT ARROW (18") with the LONG BOW (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6-30 ft Strike Hits an AC of  4  For  8  S/M/L HP Damage! Specialized Weapon: +2 'To Hit' & Damage 3 arrow attacks per round Make note of # of arrows fired in round!   Maevis Silverleaf: Balen will go check out the bridge   Dungeon Master (GM): ok   It seems that Tasloi #02 -A7b is defeated!
Start of Turn 2 for Grax (-3)   Camlin the Ranger, Fires a FLIGHT ARROW (18") with the LONG BOW (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6-30 ft Strike Hits an AC of  3  For  6  S/M/L HP Damage! Specialized Weapon: +2 'To Hit' & Damage 3 arrow attacks per round Make note of # of arrows fired in round!   Dungeon Master (GM): too much webbing between Camlin and the Yaun-ti for it to strike! just stay put then? grax stays put as well?   Phoenix: No sense in moving close enough for the enemy to attack   Start of Turn 2 for Phicenta (-8)   Phoenix: Does Grax have anything he can chuck at it?   Dungeon Master (GM): Phicenta just stays put   Start of Round 3 Start of Turn 3 for Tasloi #06 -A7b (10)   Dungeon Master (GM): 15% Chance to Suffocate:  65   Start of Turn 3 for Maevis (9)   Maevis the Bard, Fires FLIGHT ARROW (18") with the Magical +1 COMPOSITE LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Short Range 6 to 60 ft Strike Hits: AC  8 For  5  S/M/L Damage! 2 attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): that missed! Start of Turn 3 for Tasloi #05 -A7b (6)   Dungeon Master (GM): dead Start of Turn 3 for Tasloi #01 -A7b (6)   Dungeon Master (GM): 15% Chance to Suffocate:  9   Start of Turn 3 for Cassandra (5)   Dungeon Master (GM): stays back?   Phoenix: Unless Maevis needs some help or anything, yeah she'll stay put.   Start of Turn 3 for Tasloi #03 -A7b (3)   Dungeon Master (GM): dead   Phoenix: I don't think we need to burn any more spells for the Yuan-ti.   It seems that Tasloi #03 -A7b is defeated!   Start of Turn 3 for Tasloi #02 -A7b (3)   Dungeon Master (GM): dead Start of Turn 3 for Rowan & Hirelings (2)   Dungeon Master (GM): stays put Start of Turn 3 for Tasloi #04 -A7b (1)   Dungeon Master (GM): dead Start of Turn 3 for Sheila (1)   Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Yuan-Ti Half-Blood -A7 enemy! Strike Hits an AC of  1  for  5  S/M or  10  L HP Damage!   Dungeon Master (GM): ok you can't get through the webbing to do that so just stay put   Start of Turn 3 for Yuan-Ti Half-Blood -A7 (0)   Jack J.: ok   Dungeon Master (GM): he appears to retreat!   Start of Turn 3 for Coal (0)   Dungeon Master (GM): will coal persue?   Phoenix: Chase after him, Cass'll follow on her broom along with whoever can hop on in time.   Jack J.: yes and shoot with bow   Coal the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Medium Range 71 To 140 Ft -2 'To Hit' Strike Hits: AC  -1 For  5  S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!)   Dungeon Master (GM): ok you would catch up ok you stay that far back and hit i believe yes so for 5 damage   Start of Turn 3 for Xilicien (-1)   Dungeon Master (GM): stays put?   Maevis Silverleaf: Stays put   Jack J.: we have second and thirds   Phoenix: Is the Yuan-ti carrying a weapon we can see?   Dungeon Master (GM): ok yes right after Phiecenta it should be i goofed that earlier He's carrying a footman's mace.
  Start of Turn 3 for Balen (-1) Start of Turn 3 for Camlin (-3) Start of Turn 3 for Grax (-3) Start of Turn 3 for Phicenta (-8)   Start of Round 4 Start of Turn 4 for Tasloi #06 -A7b (10)   Maevis Silverleaf: Balen keeps crossing the bridge   Dungeon Master (GM): 20% Chance to Suffocate:  76 ok Start of Turn 4 for Maevis (9)   Phoenix: Actually, for Grax's turn can he climb on Cass' broom?   Dungeon Master (GM): Balen notes the bridge is extremely shakey   Maevis the Bard, Fires FLIGHT ARROW (18") with the Magical +1 COMPOSITE LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Short Range 6 to 60 ft Strike Hits: AC  6 For  3  S/M/L Damage! 2 attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss! Start of Turn 4 for Tasloi #05 -A7b (6)   Dungeon Master (GM): dead Start of Turn 4 for Tasloi #01 -A7b (6)   Dungeon Master (GM): dead It seems that Tasloi #01 -A7b is defeated!   Start of Turn 4 for Cassandra (5)   Start of Turn 4 for Tasloi #03 -A7b (3) Start of Turn 4 for Tasloi #02 -A7b (3) Start of Turn 4 for Rowan & Hirelings (2) Start of Turn 4 for Tasloi #04 -A7b (1) Start of Turn 4 for Sheila (1) Start of Turn 4 for Yuan-Ti Half-Blood -A7 (0)   Dungeon Master (GM): he stopped after the arrow hits and decides to turn and fight Coal   Jack J.: Sheila is dead?   Dungeon Master (GM): oh this one has a mace instead of a scimitar ok   Phoenix: Nah, accidentally marked her dead instead of a talosi   Dungeon Master (GM): heck no, that was a goof trying to do that on Tasloi #01   Yuan-Ti Half-Blood -A7, Attacks with his Footman's Mace at Coal enemy! Footman's Mace Strike Hits an AC of  1  For  4  S/M or  4  L Damage! hits for 4 Start of Turn 4 for Coal (0)   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6 to 20 ft +2 'To Hit' and Damage Strike Hits: AC  4  For  15  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss! Start of Turn 4 for Xilicien (-1)   Jack J.: 2 more attacks this turn   Dungeon Master (GM): ok and right after Phicenta   Start of Turn 4 for Balen (-1) Start of Turn 4 for Camlin (-3)   Dungeon Master (GM): does balen move any closer Maevis?   Camlin the Ranger, Fires a FLIGHT ARROW (18") with the LONG BOW (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6-30 ft Strike Hits an AC of  8  For  10  S/M/L HP Damage! Specialized Weapon: +2 'To Hit' & Damage 3 arrow attacks per round Make note of # of arrows fired in round!   Dungeon Master (GM): put him on the bridge where you'd like him to be   Maevis Silverleaf: Yes he keeps trying to cross   Dungeon Master (GM): the arrow just gets stuck in the webbing   Start of Turn 4 for Grax (-3) Start of Turn 4 for Phicenta (-8) Start of Round 5 Start of Turn 5 for Tasloi #06 -A7b (10)   Dungeon Master (GM): ok before i do him any 2nd attacks? for round 4   Jack J.: camlin and coal   Dungeon Master (GM): from coal? camlin can't really   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Strike Hits: AC  -5  For  11  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): coal could do both 2nd and 3rd here then we go into round 5 that hits!
Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Strike Hits: AC  -1  For  5  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): he's still alive and that hits and he's still alive! ok Now for Tasloi #06 for round 5 Tasloi #06: 25% Chance to Suffocate:  19   Phoenix: RIP   Start of Turn 5 for Maevis (9)   Maevis Silverleaf: Accidently shifted the map hes shooting the lizard   Dungeon Master (GM): ok   Maevis the Bard, Fires FLIGHT ARROW (18") with the Magical +1 COMPOSITE LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Short Range 6 to 60 ft Strike Hits: AC  7 For  1  S/M/L Damage! 2 attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss! Start of Turn 5 for Tasloi #05 -A7b (6) Start of Turn 5 for Tasloi #01 -A7b (6) Start of Turn 5 for Cassandra (5) Start of Turn 5 for Tasloi #03 -A7b (3) Start of Turn 5 for Tasloi #02 -A7b (3) Start of Turn 5 for Rowan & Hirelings (2) Start of Turn 5 for Tasloi #04 -A7b (1) Start of Turn 5 for Sheila (1) Start of Turn 5 for Yuan-Ti Half-Blood -A7 (0)   Yuan-Ti Half-Blood -A7, Attacks with his Footman's Mace at Coal enemy! Footman's Mace Strike Hits an AC of  7  For  2  S/M or  6  L Damage! a miss! Start of Turn 5 for Coal (0)   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6 to 20 ft +2 'To Hit' and Damage Strike Hits: AC  8  For  17  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): that missed! Start of Turn 5 for Xilicien (-1) Start of Turn 5 for Balen (-1) Start of Turn 5 for Camlin (-3) Start of Turn 5 for Grax (-3) Start of Turn 5 for Phicenta (-8)   Start of Round 6 Start of Turn 6 for Tasloi #06 -A7b (10)   It seems that Tasloi #06 -A7b is defeated!   Start of Turn 6 for Maevis (9)   Maevis the Bard, Fires FLIGHT ARROW (18") with the Magical +1 COMPOSITE LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Short Range 6 to 60 ft Strike Hits: AC  6 For  5  S/M/L Damage! 2 attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss!   Start of Turn 6 for Tasloi #05 -A7b (6) Start of Turn 6 for Tasloi #01 -A7b (6) Start of Turn 6 for Cassandra (5) Start of Turn 6 for Tasloi #03 -A7b (3) Start of Turn 6 for Tasloi #02 -A7b (3) Start of Turn 6 for Rowan & Hirelings (2) Start of Turn 6 for Tasloi #04 -A7b (1) Start of Turn 6 for Sheila (1) Start of Turn 6 for Yuan-Ti Half-Blood -A7 (0)   Yuan-Ti Half-Blood -A7, using a caterpillar cocoon, cast the POLYMORPH OTHER Spell upon Coal! Level 4 Magic-User * Alteration   Components V,S,M Casting Time 4  Segments Range 5ft per level:  5 ft at level 8 Duration Permanent Area of Effect One Creature Saving Throw Vs Spells Negates Effects:  The spell is a powerful magic which completely alters the form and ability, and possibly the personality and mentality, of the recipient. The creature polymorphed must make a “system shock” roll to see if it survives the change. If it is successful, it then acquires all of the form and abilities of the creature it has been polymorphed into. Base chance is 100%, subtract 5% per Point of Intelligence of creature. Then add or subtract an additional 5% for each level (HD), above or below the subject's original form that the subject is to be changed into. See spell description for more info. save vs spells for Coal!   SAVE VS. SPELL For Coal Blackstone the Human Ranger Rolls:  17  Needs ≥  13   Dungeon Master (GM): he makes the save!  
Start of Turn 6 for Coal (0)   Coal the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Short Range 31 to 70 ft +1 'To Hit' and Damage Strike Hits: AC  10 For  3  S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss! Start of Turn 6 for Xilicien (-1) Start of Turn 6 for Balen (-1) Start of Turn 6 for Camlin (-3) Start of Turn 6 for Grax (-3) Start of Turn 6 for Phicenta (-8)   Start of Round 7 Start of Turn 7 for Tasloi #06 -A7b (10) Start of Turn 7 for Maevis (9)   Dungeon Master (GM): coal can make his 2nd and 3rd attacks from round 5 then maevis can go for round 6   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Strike Hits: AC  5  For  19  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Maevis Silverleaf: Maevis gets a 2nd shot also each round   Dungeon Master (GM): a miss you need to hit AC 0   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6 to 20 ft +2 'To Hit' and Damage Strike Hits: AC  5  For  19  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round! grrrr...   Dungeon Master (GM): ok Maevis you move for round 6 now   Maevis the Bard, Fires FLIGHT ARROW (18") with the Magical +1 COMPOSITE LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Short Range 6 to 60 ft Strike Hits: AC  9 For  2  S/M/L Damage! 2 attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss on that one you get two attacks we need to remember that!   Maevis Silverleaf: Yep   Dungeon Master (GM): ok Start of Turn 7 for Tasloi #05 -A7b (6) Start of Turn 7 for Tasloi #01 -A7b (6) Start of Turn 7 for Cassandra (5) Start of Turn 7 for Tasloi #03 -A7b (3) Start of Turn 7 for Tasloi #02 -A7b (3) Start of Turn 7 for Rowan & Hirelings (2) Start of Turn 7 for Tasloi #04 -A7b (1) Start of Turn 7 for Sheila (1) Start of Turn 7 for Yuan-Ti Half-Blood -A7 (0)   Yuan-Ti Half-Blood -A7, Attacks with his Footman's Mace at Coal enemy! Footman's Mace Strike Hits an AC of  3  For  6  S/M or  1  L Damage! a miss Start of Turn 7 for Coal (0)   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Yuan-Ti Half-Blood -A7 enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Strike Hits: AC  -8  For  13  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Phoenix: Who cast the webbing that's up right now? There's no real need to keep it up anymore.   Dungeon Master (GM): a hit for 13!   It seems that Yuan-Ti Half-Blood -A7 is defeated!   Start of Turn 7 for Xilicien (-1) Start of Turn 7 for Balen (-1) Start of Turn 7 for Camlin (-3) Start of Turn 7 for Grax (-3)   Maevis Silverleaf The Half Elf Bard Gotta leave at the top of the hour   Start of Turn 7 for Phicenta (-8)   Dungeon Master (GM): ok 2nd attack for Meavis now
Maevis the Bard, Fires FLIGHT ARROW (18") with the Magical +1 COMPOSITE LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Short Range 6 to 60 ft Strike Hits: AC  10 For  2  S/M/L Damage! 2 attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss!\ ok now the tasloi and yuan-ti are all dealt with so Xilicien call dispell the webbing for sure   Jack J.: move to kill the lizard   Dungeon Master (GM): ok and remember we have webbed tasloi aside of two at the opening above the bridge cave entrance Maevis do you want to keep firing arrows while there, you can they are restrained   Jack J.: lizard first   Camlin the Ranger, Fires FLIGHT ARROW (18") with the LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Long Range 101 to 170 ft Strike Hits: AC  7 For  8  S/M/L Damage! Specialized Weapon: -5 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round!   Maevis Silverleaf: Yep keep shooting arrows   Dungeon Master (GM): a miss you need to hit AC 5   Coal the Ranger, Fires FLIGHT ARROW (18") with the +1 FOESEEKER LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Long Range 101 To 170 Ft -5 'To Hit' Strike Hits: AC  10 For  4  S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss   Jack J.: fire again   Dungeon Master (GM): ok   Camlin the Ranger, Fires FLIGHT ARROW (18") with the LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Long Range 101 to 170 ft Strike Hits: AC  9 For  7  S/M/L Damage! Specialized Weapon: -5 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss   Coal the Ranger, Fires FLIGHT ARROW (18") with the +1 FOESEEKER LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Long Range 101 To 170 Ft -5 'To Hit' Strike Hits: AC  14 For  6  S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): wow, lots of bad arrow shots tonight   Jack J.: lol   Dungeon Master (GM): a miss   (From Phoenix):  where exactly is the opening above the bridge cave entrance?   Camlin the Ranger, Fires FLIGHT ARROW (18") with the LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Long Range 101 to 170 ft Strike Hits: AC  4 For  1  S/M/L Damage! Specialized Weapon: -5 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round!   Coal the Ranger, Fires FLIGHT ARROW (18") with the +1 FOESEEKER LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy!   Long Range 101 To 170 Ft -5 'To Hit' Strike Hits: AC  15 For  6  S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): i'll ping the opening above the bridge cave entranc for Phoenix   Phoenix: Ah, alright, I see how it is now. Thanks :)   Camlin the Ranger, Fires FLIGHT ARROW (18") with the LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Long Range 101 to 170 ft Strike Hits: AC  16 For  5  S/M/L Damage! Specialized Weapon: -5 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss
Coal the Ranger, Fires FLIGHT ARROW (18") with the +1 FOESEEKER LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Long Range 101 To 170 Ft -5 'To Hit' Strike Hits: AC  3 For  3  S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a hit for 3!   Maevis Silverleaf: I have to get going need to be up to shovel snow   Dungeon Master (GM): ok,   Jack J.: I am ou tthen also   Dungeon Master (GM): we'll finish it up here and call it a night   Phoenix: Alright   Dungeon Master (GM): phoenix you can keep firing for them until the beast is down that's when we'll stop then   Phoenix: Alright, can Grax shoot too from across the bridge with his shortbow?   Maevis Silverleaf: Catch you in 2 weeks   Phoenix: See ya'   Dungeon Master (GM): certainly if it reaches yes those lizards are more actually side by side see ya!   Phoenix: Looks like 150' so that should reach   Dungeon Master (GM): go ahead and fire the arrows for them phoenix 150 is the max range so yea   Maevis the Bard, Fires FLIGHT ARROW (18") with the Magical +1 COMPOSITE LONG BOW (6ft) at Subterranean Lizard #02 -A8 enemy! Short Range 6 to 60 ft Strike Hits: AC  2 For  6  S/M/L Damage! 2 attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): that kills it!   Phoenix: Oh nice   It seems that Subterranean Lizard #02 -A8 is defeated!   Phoenix: I assume we'll pelt the tasloi with arrows next session   Dungeon Master (GM): ok so we finished for the night here, you guys can deal with the tasloi above in 2 weeks if you wish, you will notice a flight of steps going up   Phoenix: Alright, thanks for the session! I'm gonna' head off to bed.   Dungeon Master (GM): ok thanks for playing!