DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Slayer Totals


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Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik examines the letter. "Hmmm, the letter refers to cages and some sort of ritual that they are unable to complete. They believe the soul pillars hold the secret. He also mentions a restless guardian and a growing insanity. Fetor appears to be working in service to Embril. "

Epik hands the black figurine to Nowzai. "This seems significant. Does this mean anything to you?"


Male Fetchling Slayer 7/ Red Mantis 5

"It says that they need 500 of something to complete their ritual. Can any of you make it out?"

"What made you say Fetor....The fact that the letter was signed with an -F?"


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

"What more is needed ..." not "500 more."

Epik hands the papers to Dalamus. There's several references to Fetor in here. I'm guessing that is who 'F' is."

He then turns to the others. "We came here looking for help in raising Jenya. These letters indicate that we may have uncovered something more sinister, which we must explore further. But for now, Jenya is still in need. Let's see if Kristoff Jurgenson can help."

Epik will lead the way to the Shrine of Sarenrae.

Dalamus was going to look into options for sneaking into the Mayor's residence - did he have any luck with that?

Can Magma craft a +2 sword for Epik?


Male Human Wizard (Conjuror) 10 / Loremaster 4
Epik wrote:
Epik hands the black figurine to Nowzai. "This seems significant. Does this mean anything to you?"

"Norgerber, known as the 'Reaper of Reputation', patron of spies and secret knowledge. I can only guess at its significance, here in a temple of Pharasma." Nowzai shakes his head, lines of frustration deepening on his face. "Another layer in the rotten onion that is this city."

I can't read the word on the handout... Razzan-Ruzal or something. Does that mean anything to us? Or soul pillars?


Male Fetchling Slayer 7/ Red Mantis 5

epik wrote:
Dalamus was going to look into options for sneaking into the Mayor's residence - did he have any luck with that?

I do not recall that request, I can certainly take a look around.

Dalamus will scout ahead to the Mayors house and survey house for entrance points

Perception
1d20 + 19 ⇒ (16) + 19 = 35

Disable Device (This is only for understanding and planning, not actual entry)
1d20 + 23 ⇒ (19) + 23 = 42


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

you have a +1 sword
all we have to do is enhance the sword from +1 to +2

i can not do that yet


So no one is heading upstairs in the Temple?

Nowzai and anyone else can make a knowledge roll or wait and do research and get a bonus + aid other. One roll per topic you wish to know about or resesrch.

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

Knowledge (?): 1d20 + 17 ⇒ (14) + 17 = 31 is my worst, others up to +22/28

I thought we were upstairs.

Before Epik leaves, Nowzai stops him and points at the stairs. "There may be more to find up there."


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

I thought we were at the top of the tower. Yes, let's complete the exploration.


you've gone up one set of stairs in the side tower. Door outside to the balcony inside the larger room that climbs higher into the ceiling to the larger tower. Thus my comment about stupid architecture providing no benefit just confusion

Nowzai, which topic are you researching? Karran Kural or Soul Pillars?

-Posted with Wayfinder


Male Human Wizard (Conjuror) 10 / Loremaster 4

Karran Kural, I guess.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

how is everyone for hitpoints?

i am still down 95


Nowzai:
Karran-Kural is something you've come across in your research. You're reminded of it from your recent exploration into Vapraks Voice since it is a specific complex from.the ancient spell weaver empire that dominated this area millennium ago before Earth fall, before Thassilonia. It was an arcane research laboratory related to necromancy and ice and rumors are that the spell weavers research was sealed in with them during the mysterious events that suddenly ended their reign.

-Posted with Wayfinder


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Did we heal to full after the big fight in the alley? I may still be down a good chunk of hitpoints from that.

I'll check for tracks and see if I can help find stuff :)

Survival: 1d20 + 18 ⇒ (19) + 18 = 37
Perception: 1d20 + 17 ⇒ (13) + 17 = 30


Male Human Wizard (Conjuror) 10 / Loremaster 4

52 of 69...

Nowzai shakes his head, frowning. "This Karran-Kural is some kind of ancient laboratory, where the spellweavers experimented with cold and necromantic magics. I have no idea what the rest of this message refers to, or how it relates to Karran-Kural, but it cannot be good."


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus is full


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik rubs the stubble on his chin, "This is another piece in the puzzle. The Inheritor teaches that all will be revealed to those who persevere. Let's keep moving."

Epik will lead the way upstairs.


You proceed up the stairs cautiously and stumble into a large room. The ceiling of this vaulted chamber rises over fifty feet. A low dais commands the center of the room, and a strange silvery-gray cage hangs down from the ceiling above. A massive black symbol is emblazoned on the floor of the dais and four hulking beasts with slick, gray, hairless skin, numerous yellow eyes and wide toothy maws are standing unmoving at each corner of the dais.

Something speaking cuts off and an evil laugh rings through the room ...

Infernal:
[b]"...won't be pleased that you let them leave with secrets that you should've been protecting. They may never have suspected you if you hadn't sent those assassins after them. You underestimated them and you have become a liability ... ah, look here. You may have your chance to keep those secrets after all. Come now, let's slay them all ... else the Gray Master will give you over to the Gray Lady. Wonder how pleased she'll be to know what you did to her Temple ... could be a long wait down the River of Souls, Iverson. Hahahahaahahah!!!"

Dropping effortlessly from where it was clinging to the cage above a skeletal humanoid creature with a massive scorpion tail alights on the edge of the dais and waves its hand forward. On that signal a ghostly creature rises from the floor and the four hulks move forward awkwardly.

Knowledge Religion DC15:
The symbol is that of Norgorber

Knowledge Planes DC21:
The bony creature is a bone devil

Knowledge Religion DC14:
The hulks are zombies of a strange creature you vaguely recognize. (Make a DC18 Knowledge Arcana chek)

Knowledge Religion DC21:
The creature coming out of the dais is a dread wraith, an evolved, ancient wraith

Roll initiative and first round actions. Images uploaded on Roll 20


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

initiative
1d20 + 4 ⇒ (19) + 4 = 23


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Knowledge Religion 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge Planes 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge Religion 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge Religion 1d20 + 5 ⇒ (19) + 5 = 24


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will cast Blood Armor


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Init: 1d20 + 1 ⇒ (8) + 1 = 9

Epik will smite evil on the scorpion tailed creature. "In the righteous name of Iomedae, I command you back to hell, foul beast!"

He moves forward to the pillar and activates his divine bond (holy).


Male Human Wizard (Conjuror) 10 / Loremaster 4

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

"Bone devils and undead... we are in the Temple of Pharasma, yes?" Nowzai quips with a frustrated scowl. He then begins casting a summoning spell.

SMV


Nemoris? Sam?


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Init - 1d20 + 6 ⇒ (9) + 6 = 15

Know Places - 1d20 + 22 ⇒ (19) + 22 = 41

Sam will cast haste on everyone while we are still near each other


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Init: 1d20 + 5 ⇒ (8) + 5 = 13

Full round attack on the scorpion:

Attack: 1d20 + 19 ⇒ (5) + 19 = 24 Damage: 2d8 + 38 ⇒ (2, 6) + 38 = 46 Miss:1d100 ⇒ 29 Crit: 1d20 + 19 ⇒ (13) + 19 = 32
Attack: 1d20 + 19 ⇒ (6) + 19 = 25 Damage: 1d8 + 19 ⇒ (5) + 19 = 24 Miss:1d100 ⇒ 10 Crit: 1d20 + 19 ⇒ (8) + 19 = 27
Attack: 1d20 + 14 ⇒ (12) + 14 = 26 Damage: 1d8 + 19 ⇒ (2) + 19 = 21 Miss:1d100 ⇒ 26 Crit: 1d20 + 14 ⇒ (10) + 14 = 24
Attack: 1d20 + 9 ⇒ (8) + 9 = 17 Damage: 1d8 + 19 ⇒ (4) + 19 = 23 Miss:1d100 ⇒ 34 Crit: 1d20 + 9 ⇒ (11) + 9 = 20
Attack: 1d20 + 19 ⇒ (11) + 19 = 30 Damage: 1d8 + 19 ⇒ (2) + 19 = 21 Miss:1d100 ⇒ 94 Crit: 1d20 + 19 ⇒ (2) + 19 = 21

As a reminder, each round my arrows only take DR once (i.e. total the damage from all hits before applying that opponent’s damage reduction.)


Death in Church

Init: Wraith, Magma, Scorpion Devil, Sam, Dalamus, Nemoris, Ike, Epik, Nowzai, Zombies

The ghostly creature flits forward effortlessly, traveling through the hulking brutes to reach out and fly through Sam causing waves of cold, unholy wracking pain to course through the magus. The creature returns to the dais before the tiefling can react.

Magma looks aghast at all the creatures and does nothing while the scorpion creature waves its hand and a 20-foot tall sheet of ice forms from left to right separating you visually and physically from the dais (Marked on the map with a blue line ... I know you all are going to ask me 5 times, so I'll mention it again. It is 20-feet tall)

Sam casts haste upon the party before anyone moves off and Dalamus pricks his finger creating blood armor. Nemoris finds he suddenly doesn't have a target ...(Action update?)

Nowzai begins his spellcasting and Epik empowers his weapon. (Update your movement as you wish ... can't smite evil until you can see the creature)

A giant column of flame descends from the ceiling above the party striking all of you powerfully. Damage: 14d6 ⇒ (5, 4, 6, 1, 2, 6, 1, 1, 5, 4, 3, 4, 2, 3) = 47; DC20 Reflex Save for half ... fire resistance only applies to half the damage

The Dice:

Ike Init: 1d20 - 1 ⇒ (11) - 1 = 10
Dread Wraith Init: 1d20 + 13 ⇒ (12) + 13 = 25
Bone Devil Init: 1d20 + 0 ⇒ (15) + 0 = 15
Zombie Init: 1d20 ⇒ 3
Dalamus Init: 1d20 + 6 ⇒ (7) + 6 = 13
Wraith Touch vs Sam: 1d20 + 20 ⇒ (7) + 20 = 27; HIT!; Damage: 3d8 ⇒ (4, 5, 8) = 17 negative energy + 1d8 ⇒ 5 Con drain. (Fort Save DC23 to negate drain)

Actions Round 2? Retcons for Epik and Nemoris?


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

I'm not seeing the blue line on Roll 20.

Reflex: 1d20 + 11 ⇒ (16) + 11 = 27

Epik will move to cover behind the next pillar to the east.

Round 2

Epik double moves and stops at the center east pillar. He will smite evil as a swift action if he is able to see past the wall.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

reflex

1d20 + 11 ⇒ (4) + 11 = 15


Male Human Wizard (Conjuror) 10 / Loremaster 4

Reflex Save: 1d20 + 8 ⇒ (16) + 8 = 24

Nowzai ducks away from the blast, minimizing the damage. His defensive magic absorbs some of the rest. (11 after save/resist fire)

Concentration (DC 26): 1d20 + 20 ⇒ (13) + 20 = 33

He manages to keep his conjuration going uninterrupted, and a moment later, 1d4 + 2 ⇒ (2) + 2 = 4 lantern archons appear. They immediately attack the bone devil.

Wall of Attacks:
LA1 light ray vs bone devil: 1d20 + 3 ⇒ (20) + 3 = 23; Light Damage: 1d6 ⇒ 2
LA1 light ray vs bone devil: 1d20 + 3 ⇒ (20) + 3 = 23; Light Damage: 1d6 ⇒ 1
LA2 light ray vs bone devil: 1d20 + 3 ⇒ (3) + 3 = 6; Light Damage: 1d6 ⇒ 3
LA2 light ray vs bone devil: 1d20 + 3 ⇒ (9) + 3 = 12; Light Damage: 1d6 ⇒ 5
LA3 light ray vs bone devil: 1d20 + 3 ⇒ (5) + 3 = 8; Light Damage: 1d6 ⇒ 5
LA3 light ray vs bone devil: 1d20 + 3 ⇒ (20) + 3 = 23; Light Damage: 1d6 ⇒ 6
LA4 light ray vs bone devil: 1d20 + 3 ⇒ (2) + 3 = 5; Light Damage: 1d6 ⇒ 4
LA4 light ray vs bone devil: 1d20 + 3 ⇒ (18) + 3 = 21; Light Damage: 1d6 ⇒ 4

Confirm Crit 1A: 1d20 + 3 ⇒ (3) + 3 = 6; Crit Damage: 1d6 ⇒ 1
Confirm Crit 1B: 1d20 + 3 ⇒ (7) + 3 = 10; Crit Damage: 1d6 ⇒ 3
Confirm Crit 3B: 1d20 + 3 ⇒ (17) + 3 = 20; Crit Damage: 1d6 ⇒ 1

Nowzai then casts a sound lance at the devil.

Sound Lance SR check: 1d20 + 14 ⇒ (10) + 14 = 24
Sound Lance damage: 10d8 ⇒ (4, 6, 8, 3, 7, 4, 3, 3, 2, 7) = 47 (DC 21 Fort save for half)


Male Fetchling Slayer 7/ Red Mantis 5

Refex Save

1d20 + 12 ⇒ (5) + 12 = 17
Un-frigging real! +12 and I still screwed it up!

Dalamus will stealth fully triple move to the left all the way behind the aster and a pillar

Stealth
1d20 + 18 ⇒ (6) + 18 = 24


Male Human Wizard (Conjuror) 10 / Loremaster 4

Tlanextic Reflex save: 1d20 + 15 ⇒ (13) + 15 = 28

I'm kinda surprised couatl don't have any inherent resistances.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Fort Save - 1d20 + 14 ⇒ (15) + 14 = 29

Ref Save - 1d20 + 15 ⇒ (6) + 15 = 21

Sam will cast fly and move staying just below the wall of ice


Death in Church Round 1 retcons

Init: Wraith, Magma, Scorpion Devil, Sam, Tlanextic, Dalamus, Nemoris, Ike, Epik, Nowzai, Zombies

Epik moves and Nemoris does some moving as well.

Death in Church Round 2

The massive wraith flits forward again phasing through the wall of ice to reach out and brush Sam again sucking at his life force.

Magma stands around and does nothing.

The devil moves forward 10 feet toward the eastern wall, bony visage in a fearful gaze and creates another wall of ice to the north of himself and then blinks out of sight.

Sam casts fly and then moves forward underneath the line of the wall of ice. Dalamus leaps up and climbs the wall by the stairs and then moves up a few feet along the wall behind the wall of ice. (This was the point I was trying to get at earlier ... you have to leap or climb up from the stairs ... they climb from left to right)

Nemoris moves and fires at the priest, his only visible target. The arrows either skitter off the cage, bounce off the priest's armor or magicaly get redirected when they get with a couple feet. (Sorry, need to move this along ... used your attack rolls from earier)

Ike Iverson hisses at the archer and then descends down out of his sight near the top of the second wall of ice. Sam, Tlanextic and Nowzai plunge into silence.

Epik moves to the eastern pillar. (Who do you want to smite evil on ... the devil isn't visible right now)

Nowzai summons his archons, which fly over the wall and having no devil to attack, fire light beams at the nearest target blasting chunks out of the nearby zombie. The zombies to continue to lumber, one getting close to Epik to swing but not make contact. The northern ones move past Dalamus without noticing him.

Actions Round 3. Also, positioning is complicated in this fight. I'd like to make a special request. Any time you wish to move, place a colored circle or X where you want to move to and annotate it in your post, that way I know where you are at the time of each action and then I will move your token. Thanks!

The Dice:

Dread Wraith vs Sam Touch: 1d20 + 20 ⇒ (15) + 20 = 35; HIT!; Damage: 3d8 ⇒ (2, 2, 2) = 6 negative energy + 1d8 ⇒ 4 Con drain. (Fort Save DC23 to negate drain)
Dalamus Acro: 1d20 + 40 ⇒ (3) + 40 = 43; success
Dalamus Climb: 1d20 + 12 ⇒ (11) + 12 = 23; success
Tlanextic Init: 1d20 + 7 ⇒ (7) + 7 = 14
Ike Perception to see Dalamus: 1d20 + 5 ⇒ (9) + 5 = 14; fail
Zombie vs Epik: 1d20 + 14 ⇒ (3) + 14 = 17; miss


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

round 3
drink potion of cure serious wounds

3d8 + 5 ⇒ (4, 7, 7) + 5 = 23


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Round 3

Epik will hold on the smite evil until the devil reappears.

Epik steps 5' to the nearest zombie and attacks (marked with an 'x').

Effects: divine bond - holy

Power Attack: 1d20 + 17 - 3 + 1 ⇒ (17) + 17 - 3 + 1 = 32
damage: 2d6 + 7 + 9 + 2d6 ⇒ (3, 4) + 7 + 9 + (2, 3) = 28

Power Attack: 1d20 + 12 - 3 + 1 ⇒ (7) + 12 - 3 + 1 = 17
damage: 2d6 + 7 + 9 ⇒ (3, 1) + 7 + 9 = 20;

Power Attack: 1d20 + 7 - 3 + 1 ⇒ (5) + 7 - 3 + 1 = 10
damage: 2d6 + 7 + 9 + 2d6 ⇒ (4, 2) + 7 + 9 + (5, 4) = 31;

He will heal himself as a swift action.

LoH: 5d6 + 7 ⇒ (6, 5, 6, 3, 6) + 7 = 33


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will move silently (the yellow X), study his target as a swift action and attack the beast with a backstab.

How many attacks to I get if have haste and moved. Do I always get reduced to one?

Stealth
1d20 + 18 ⇒ (9) + 18 = 27

Attack
1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18

Damage
1d8 + 6 + 2 + 2d6 + 4d6 ⇒ (1) + 6 + 2 + (4, 1) + (5, 1, 2, 6) = 28 added the chaotic damage, please reduce if they are not chaotic.


Male Human Wizard (Conjuror) 10 / Loremaster 4

"Focus on the wraith for now," Nowzai orders the archons in Celestial. They turn their light beams on to the undead.

Lantern Archons Attack!:
LA1 light beam A vs Dread Wraith: 1d20 + 3 ⇒ (8) + 3 = 11; Light Damage: 1d6 ⇒ 3
LA1 light beam B vs Dread Wraith: 1d20 + 3 ⇒ (12) + 3 = 15; Light Damage: 1d6 ⇒ 5

LA2 light beam A vs Dread Wraith: 1d20 + 3 ⇒ (3) + 3 = 6; Light Damage: 1d6 ⇒ 5
LA2 light beam B vs Dread Wraith: 1d20 + 3 ⇒ (20) + 3 = 23; Light Damage: 1d6 ⇒ 4

LA3 light beam A vs Dread Wraith: 1d20 + 3 ⇒ (6) + 3 = 9; Light Damage: 1d6 ⇒ 5
LA3 light beam B vs Dread Wraith: 1d20 + 3 ⇒ (17) + 3 = 20; Light Damage: 1d6 ⇒ 4

LA4 light beam A vs Dread Wraith: 1d20 + 3 ⇒ (3) + 3 = 6; Light Damage: 1d6 ⇒ 2
LA4 light beam B vs Dread Wraith: 1d20 + 3 ⇒ (10) + 3 = 13; Light Damage: 1d6 ⇒ 2

LA2B Confirm Critical: 1d20 + 3 ⇒ (10) + 3 = 13; Crit Damage: 1d6 ⇒ 1

Nowzai steps back into the stairwell and begins a second summoning.

SMV


moving on

Death in Church Round 3

Init: Wraith, Magma, Scorpion Devil, Sam, Tlanextic, Dalamus, Nemoris, Ike, Epik, Nowzai, Zombies

The wraith swoops in again, this time striking Sam in the air, passing just under the archons before passing through the wall to the north out of sight.

Wraith Touch vs Sam: 1d20 + 20 ⇒ (13) + 20 = 33; HIT!; Damage: 3d8 ⇒ (2, 1, 2) = 5 negative energy + 1d8 ⇒ 3Con drain. (Fort Save DC23 to negate drain ... note that is 2 saves due (last round and this round) for your next post)

Magma stands around some more and realizes he should drink a potion because he's hurt a little.

The scorpion devil appears next to Epik exploding suddenly in an impressive array of spinning, kicking tail lashing violence smashing the paladin multiple times before he gets his bearings.

Bone Devil Flat footed attack vs Epik: 1d20 + 18 ⇒ (1) + 18 = 19; miss
Bone Devil Medusa's Wrath bonus attack vs Epik: 1d20 + 18 ⇒ (10) + 18 = 28; HIT; Damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12
Bone Devil Medusa's Wrath bonus attack vs Epik: 1d20 + 18 ⇒ (14) + 18 = 32; HIT; Damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11
Bone Devil flurry attack stunning fist vs Epik: 1d20 + 18 ⇒ (11) + 18 = 29; HIT; Damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9; + DC 20 Fort Save or become fatigued
Bone Devil ki flurry attack vs Epik: 1d20 + 18 ⇒ (14) + 18 = 32; HIT; Damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15
Bone Devil iterative attack vs Epik: 1d20 + 13 ⇒ (1) + 13 = 14; miss
Bone Devil iterative attack vs Epik: 1d20 + 8 ⇒ (8) + 8 = 16; miss

@Sam


Legit have not been able to get my account back so I am just quickly making this account to move the story along. Sorry for the delay.

Fort Save 1 - 1d20 + 14 ⇒ (17) + 14 = 31

Fort Save 2 - 1d20 + 14 ⇒ (18) + 14 = 32

Sam will cast Long Arms, enchant Mord'ael to Keen, Holy Outsider Bane and attack the thing closest to me in Round 3 after a 5' step to keep it at max range

To Hit - 1d20 + 18 ⇒ (4) + 18 = 22
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (6) + 11 + 10 + (2, 3) + (4, 4) = 40

To Hit - 1d20 + 18 ⇒ (4) + 18 = 22
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (6) + 11 + 10 + (1, 5) + (2, 2) = 37

To Hit - 1d20 + 11 ⇒ (5) + 11 = 16
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (6) + 11 + 10 + (4, 4) + (3, 3) = 41


Round 4 Sam will cast Shocking Grasp and attack the thing again, if it drops he should be able to attack the other one with his 15' reach with whatever attacks are left

To Hit - 1d20 + 18 ⇒ (15) + 18 = 33
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 + 10d6 ⇒ (3) + 11 + 10 + (6, 4) + (4, 2) + (2, 6, 2, 1, 3, 6, 1, 4, 1, 2) = 68
Confirm Crit - 1d20 + 18 ⇒ (8) + 18 = 26
Total Damage - 1d6 + 11 + 10d6 + 68 ⇒ (4) + 11 + (5, 4, 1, 5, 5, 4, 2, 6, 4, 2) + 68 = 121

To Hit - 1d20 + 18 ⇒ (2) + 18 = 20
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (5) + 11 + 10 + (3, 3) + (5, 6) = 43

To Hit - 1d20 + 18 ⇒ (12) + 18 = 30
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (2) + 11 + 10 + (5, 1) + (4, 4) = 37

To Hit - 1d20 + 11 ⇒ (17) + 11 = 28
Damage - 1d6 + 11 + 10 + 2d6 + 2d6 ⇒ (1) + 11 + 10 + (3, 2) + (6, 6) = 39
Confirm Crit - 1d20 + 11 ⇒ (20) + 11 = 31
Total Damage - 1d6 + 11 + 39 ⇒ (6) + 11 + 39 = 56


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

fort: 1d20 + 17 ⇒ (10) + 17 = 27

Epik will smite evil on the devil and then attacks.

Power Attack: 1d20 + 17 + 1 + 7 - 3 ⇒ (10) + 17 + 1 + 7 - 3 = 32
damage: 2d6 + 7 + 1 + 22 + 9 + 2d6 ⇒ (1, 5) + 7 + 1 + 22 + 9 + (1, 2) = 48; first strike smite damage = 2/level for evil dragons and outsiders

Power Attack: 1d20 + 12 + 1 + 7 - 3 ⇒ (9) + 12 + 1 + 7 - 3 = 26
damage: 2d6 + 7 + 1 + 11 + 9 + 2d6 ⇒ (3, 4) + 7 + 1 + 11 + 9 + (3, 4) = 42;

Power Attack: 1d20 + 7 + 1 + 7 - 3 ⇒ (8) + 7 + 1 + 7 - 3 = 20
damage: 2d6 + 7 + 1 + 11 + 9 + 2d6 ⇒ (2, 2) + 7 + 1 + 11 + 9 + (2, 5) = 39;

Effects: smite evil, divine bond - holy, power attack


Death in Church Round 3

Init: Magma, Scorpion Devil, Sam, Tlanextic, Dalamus, Nemoris, Ike, Epik, Nowzai, Zombies, Wraith

Sam begins to cast a spell and then can't because ... silence. He moves in toward the creature and lunges at it cutting at it with his blade, but he misjudges the distance and misses all three times.

Tlanextic and Nemoris do things.

Dalamus slides up to the rear zombie and jams his blade into its back gaining its attention.

Ike Iverson frowns looking back at Dalamusand speaks a word of great unholiness as he walks down behind the wall of ice. The rogue feels heart stop beating as the very fabric of evil starts to deconstruct his soul.

Take 140 points of damage as your body disappears in a black unholy fire; If you make a DC22 Fort Save, you take 10d6 ⇒ (1, 2, 4, 5, 6, 2, 1, 1, 2, 2) = 26 evil damage instead.

Spellcraft DC22: 1d6 ⇒ 2

Epik calls upon the power of his goddess and lays in against the devil, but the lithe creature moves just slightly barely avoiding the blows with its permanent rictus grin leering in the paladin's face.

Nowzai shouts at his archons to attack the wraith, but they continue to blast their closest target because ... silence. They blow black chunks of dead render flesh into the air.

The zombies continue their single minded pursuit striking Dalamus and Epik in the process.

Zombie vs Dalamus (if still standing): 1d20 + 14 ⇒ (16) + 14 = 30; HIT!; Damage: 2d6 + 8 ⇒ (4, 2) + 8 = 14
Zombie vs Epik: 1d20 + 14 ⇒ (17) + 14 = 31; HIT!; Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Zombie vs Nowzai (charge): 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17; miss
Zombie vs Sam: 1d20 + 14 ⇒ (12) + 14 = 26; miss

The wraith continues its swooping assault at Sam.

To hit Touch: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 3d6 ⇒ (4, 2, 2) = 8 + DC22 Fort Save or take 1d8 ⇒ 3 Con drain

Actions Round 4 for everyone


Male Fetchling Slayer 7/ Red Mantis 5

Fort Save

1d20 + 7 ⇒ (2) + 7 = 9

DEAD


Male Fetchling Slayer 7/ Red Mantis 5

What was the actual attack roll from Ike, I don't see it listed


Male Human Wizard (Conjuror) 10 / Loremaster 4

Nowzai completes his summoning, and an earth elemental springs from the floor a few feet from Ike, slamming with its rocky fist.

Earth Elemental slam vs Ike: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30; Damage: 2d6 + 9 + 1 ⇒ (6, 3) + 9 + 1 = 19
Earth Elemental slam vs Ike: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34; Damage: 2d6 + 9 + 1 ⇒ (2, 1) + 9 + 1 = 13

The lantern archons continue to attack the zombies, because apparently silence also makes you stupid.

Lantern Archons:
LA1 light beam A: 1d20 + 3 ⇒ (1) + 3 = 4; Damage: 1d6 ⇒ 1
LA1 light beam B: 1d20 + 3 ⇒ (5) + 3 = 8; Damage: 1d6 ⇒ 4
LA2 light beam A: 1d20 + 3 ⇒ (20) + 3 = 23; Damage: 1d6 ⇒ 3
LA2 light beam B: 1d20 + 3 ⇒ (10) + 3 = 13; Damage: 1d6 ⇒ 4
LA3 light beam A: 1d20 + 3 ⇒ (7) + 3 = 10; Damage: 1d6 ⇒ 3
LA3 light beam B: 1d20 + 3 ⇒ (19) + 3 = 22; Damage: 1d6 ⇒ 5
LA4 light beam A: 1d20 + 3 ⇒ (10) + 3 = 13; Damage: 1d6 ⇒ 1
LA4 light beam B: 1d20 + 3 ⇒ (4) + 3 = 7; Damage: 1d6 ⇒ 3

2A Confirm Crit: 1d20 + 3 ⇒ (6) + 3 = 9; Crit Damage: 1d6 ⇒ 4

Nowzai casts levitate and climbs against the far wall.

Am I supposed to be running Tlanextic? I can't move his icon in Roll20.

Tlanextic flies to the west, casting another area of silence around Ike.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Round 4

Epik heals himself as a swift action and then power attacks the devil. "Back to hell, beast!"

LoH: 5d6 + 7 ⇒ (6, 3, 1, 4, 1) + 7 = 22

Power Attack: 1d20 + 17 + 1 + 7 - 3 ⇒ (9) + 17 + 1 + 7 - 3 = 31
damage: 2d6 + 7 + 1 + 22 + 9 + 2d6 ⇒ (2, 6) + 7 + 1 + 22 + 9 + (2, 5) = 54;

Power Attack: 1d20 + 12 + 1 + 7 - 3 ⇒ (17) + 12 + 1 + 7 - 3 = 34
damage: 2d6 + 7 + 1 + 22 + 9 + 2d6 ⇒ (4, 1) + 7 + 1 + 22 + 9 + (3, 3) = 50; first strike smite damage = 2/level for evil dragons and outsiders

Power Attack: 1d20 + 7 + 1 + 7 - 3 ⇒ (12) + 7 + 1 + 7 - 3 = 24
damage: 2d6 + 7 + 1 + 11 + 9 + 2d6 ⇒ (1, 4) + 7 + 1 + 11 + 9 + (3, 4) = 40;

Effects: smite evil, divine bond - holy, power attack


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

round 4
drink potion cure serious wounds
3d8 + 5 ⇒ (5, 1, 7) + 5 = 18


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Reflex Save: 1d20 + 12 ⇒ (11) + 12 = 23 -- take only 23 damage from fire (down to 92)

I'll attack the priest in round 3, and if I'm able to hit, then again in round 4 (+2 to hit and damage if he is human), I can also take a 5 foot step if that will remove cover, etc.:

Round 3:
Attack: 1d20 + 19 ⇒ (20) + 19 = 39 Damage: 2d8 + 38 ⇒ (2, 3) + 38 = 43 Miss:1d100 ⇒ 77 Crit: 1d20 + 19 ⇒ (2) + 19 = 21
Attack: 1d20 + 19 ⇒ (2) + 19 = 21 Damage: 1d8 + 19 ⇒ (5) + 19 = 24 Miss:1d100 ⇒ 9 Crit: 1d20 + 19 ⇒ (4) + 19 = 23
Attack: 1d20 + 14 ⇒ (7) + 14 = 21 Damage: 1d8 + 19 ⇒ (2) + 19 = 21 Miss:1d100 ⇒ 70 Crit: 1d20 + 14 ⇒ (10) + 14 = 24
Attack: 1d20 + 9 ⇒ (6) + 9 = 15 Damage: 1d8 + 19 ⇒ (6) + 19 = 25 Miss:1d100 ⇒ 37 Crit: 1d20 + 9 ⇒ (4) + 9 = 13
Attack: 1d20 + 19 ⇒ (15) + 19 = 34 Damage: 1d8 + 19 ⇒ (6) + 19 = 25 Miss:1d100 ⇒ 54 Crit: 1d20 + 19 ⇒ (17) + 19 = 36

If my arrows are still being deflected around him, I'l target the wraith in round 4 (unless I don't have LoS, etc and then move on to the next highest priority target)
Round 4:
Attack: 1d20 + 19 ⇒ (3) + 19 = 22 Damage: 2d8 + 38 ⇒ (7, 3) + 38 = 48 Miss:1d100 ⇒ 27 Crit: 1d20 + 19 ⇒ (18) + 19 = 37
Attack: 1d20 + 19 ⇒ (17) + 19 = 36 Damage: 1d8 + 19 ⇒ (1) + 19 = 20 Miss:1d100 ⇒ 10 Crit: 1d20 + 19 ⇒ (11) + 19 = 30
Attack: 1d20 + 14 ⇒ (6) + 14 = 20 Damage: 1d8 + 19 ⇒ (1) + 19 = 20 Miss:1d100 ⇒ 3 Crit: 1d20 + 14 ⇒ (18) + 14 = 32
Attack: 1d20 + 9 ⇒ (12) + 9 = 21 Damage: 1d8 + 19 ⇒ (8) + 19 = 27 Miss:1d100 ⇒ 22 Crit: 1d20 + 9 ⇒ (20) + 9 = 29
Attack: 1d20 + 19 ⇒ (1) + 19 = 20 Damage: 1d8 + 19 ⇒ (4) + 19 = 23 Miss:1d100 ⇒ 53 Crit: 1d20 + 19 ⇒ (15) + 19 = 34


Fort Save - 1d20 + 14 ⇒ (15) + 14 = 29

Sam will move west until he is out of the silence and out of sight on the stairs, he will gesture that we should retreat.

once out of the silence he will cast Call The Void on himself making sure to stay away from the party while it is up

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