Thunderstealer |
"Let's continue! Nilfyr, next door please!"
I assume the Lantern Archons will aid us before the door is opened!
Artemus Jarm |
Art will have the archons aid each of us and lazer the snakes until they are needed.
+1 Moral bonus on attacks and fear saves plus temp hp of 1d8+3. Lasts for three minutes. Please roll your own temps.
Temps for Art: 1d8 + 3 ⇒ (5) + 3 = 8
Thunderstealer |
Art will have the archons lazer the snakes until they are needed.
"No need to kill those. They're are just snakes. Snakes are not evil, unless they start feeding you fruit. Vegan snakes are not to be trusted!"
Temps for Thunderstealer: 1d8 + 3 ⇒ (5) + 3 = 8
Temps for Belcher: 1d8 + 3 ⇒ (7) + 3 = 10
Faeros89 |
Faeros Temp HP: 1d8 + 3 ⇒ (2) + 3 = 5
Faeros will inspect the next door before motioning people to continue, and refreshing his divine favor when the door is opened.
GM BPChocobo TK2 |
Sorry for the delay, had a long couple of days that looks like it will be like this for a little while longer. I'll post as regularly as I can, but bear with me!
A post will be up later today!
GM BPChocobo TK2 |
Nilfyr opens the door after checking for the usual dangers.
*creeeeeeeek*
A short flight of stairs to the east leads down to a doorway and an alcove containing a statue of a robed serpentfolk priest with its hand raised in warning. On the wall at the top of the stairs, the image of a coiling serpent is carved in the stone. To the west is a doorway leading north, after which the passage continues west before turning south.
Map updated!
Artemus Jarm |
I am good with that. Lets move. The archons form up over the team's point man and the dancing lights move in the same square to potentially confuse any enemy. Art Casts Detect Magic and checks out the statue as the group approaches it.
GM BPChocobo TK2 |
As Nilfyr approaches the statue, he observes that it looks so real it could be alive... then steels himself with the statue begins moving aggressively!
I'll give that Perception check as no surprise round!
Statue: 1d20 + 2 ⇒ (7) + 2 = 9
Artemus: 1d20 + 5 ⇒ (19) + 5 = 24
FAeros: 1d20 + 11 ⇒ (8) + 11 = 19
Nilfyr: 1d20 + 3 ⇒ (15) + 3 = 18
Thundrestealer: 1d20 ⇒ 8
Init Order (bold = up)
Artemus
Faeros
Nilfyr
Snake Statue
Thunderstealer/Belcher
Map updated!
Artemus Jarm |
Knowledge Arcana?: 1d20 + 17 ⇒ (11) + 17 = 28
Do I know anything? I need to wait to see what I might know.
The archons over Nilfyr open fire and the creature is subject to their aura. 3 DC 13 will saves or succumb to their aura of Menace, if susceptible. Back up Faeros, give Nilfyr some room.
Range Touch, flat footed?: 1d20 + 3 ⇒ (6) + 3 = 91d6 ⇒ 3
Range Touch, flat footed?: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 2
Range Touch, flat footed?: 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 5
Range Touch, flat footed?: 1d20 + 3 ⇒ (10) + 3 = 131d6 ⇒ 5
Range Touch, flat footed?: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 6
Range Touch, flat footed?: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 1
Lantern Archon CR 2
XP --
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 [17] (2d10+2) [2d10+6]
Fort +4 [+6], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 1 [5], Dex 11, Con 12 [16], Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4 [-2]; CMD 6 [8]
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Gestalt (Su)
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Aura of Menace (Su)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Light Ray (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Nilfyr Starshadow |
Nilfyr attempts to identify the construct.
Knowledge (Arcana, untrained): 1d20 + 1 ⇒ (5) + 1 = 6 (special defenses, special attacks...erm, nm)
Failing that, he waits for Faeros to move, then steps back and tries to bring the thing down.
Not an action: 5' step, as indicated on map
Full-round action: Trip/attack statue
Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip)): 1d20 + 13 + 4 + 2 ⇒ (15) + 13 + 4 + 2 = 34
AoO, if successful (+2 Adamantine Fauchard (2H), Power Attack): 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (2) + 8 + 6 = 16
Attack (+2 Adamantine Fauchard (2H, Iterative), Power Attack): 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (3) + 8 + 6 = 17
Faeros89 |
Faeros uses agile feet as he steps back out of Nilfyr's way, and after studying the creature, fires some adamantine arrows just in case!
arcana: 1d20 + 2 + 4 + 6 + 2 ⇒ (7) + 2 + 4 + 6 + 2 = 21
(study, rapid shot, divine favor, heroism, point blank, deadly aim)
arrow1: 1d20 + 12 + 2 - 2 + 3 + 2 + 1 - 2 ⇒ (19) + 12 + 2 - 2 + 3 + 2 + 1 - 2 = 351d8 + 4 + 2 + 3 + 1 + 4 ⇒ (2) + 4 + 2 + 3 + 1 + 4 = 16
arrow2: 1d20 + 16 ⇒ (18) + 16 = 341d8 + 14 ⇒ (2) + 14 = 16
arrow3: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 14 ⇒ (5) + 14 = 19
GM BPChocobo TK2 |
@Artemus: Made of stone for hardness 8, looks like it can grab with its bite-ish slam, too. Also exceptionally well made compared to other statues.
Faroes fires multiple times, nearly shattering the statue. Nilfyr then trips and wrecks it with a single blow!
Poor Archons didn't do anything :P
Combat over
Which door first?
GM BPChocobo TK2 |
Well, they had their aura, but the light beams wouldn't do a thing against the hardness of the statue :P
Update later! Figured you guys would head that direction, but gotta ask still :P
Artemus Jarm |
Ah. I read your post as them not getting to act. Ability states that "this attack overcomes DR of any type." Not sure what type of damage those rays are. Not force. But not fire, acid, electricity, or cold either. Not sonic. What? Untyped?
GM BPChocobo TK2 |
I'd say untyped energy, but hardness is not DR, so the rays would have at least 1/2 damage against the hardness 8 and not do much to it at all.
The party opens the next door!
This large chamber has a viewing gallery on the west end and a dirt-floored pit on the east end, with manacles attached to the wall. Both ends have doors leading south, but the door in the pit has no handle or keyhole.
A wounded, dark-haired woman in filthy, torn robes is chained to the wall. As she moves, rats scurry about, her soft voice calling to the party. "Help me, please! The serpentfolk are going to kill me!"
Faeros89 |
Faeros can detect evil at will. He can also detect chaos, good, and law, so he will discern her alignment as the party moves to help.
GM BPChocobo TK2 |
Faeros finds that she is eeeeeeeeeevil. Strong aura
"Are you not going to save me?", the woman calls out.
Faeros89 |
Faeros stops approaching and warns his allies quietly before very closely examining any details of this situation he might have missed.
perception: 1d20 + 41 ⇒ (4) + 41 = 45
If he sees nothing suspicious, he asks Who are you, exactly, and how did you come to be here?
Artemus Jarm |
If we determine you need saving. Art responds warily. He will move to be able to see her and ready a set of missiles in case she tries to cast a spell. The arcons fan out and ready as well.
GM BPChocobo TK2 |
"I am Tiawask, a wizard of Thornkeep. I escaped from Klarkosh and fled deeper into the dungeon, since it was the only way I could go. The spell trap ont he landing outside this level caught me, though.", the woman answers.
Thunderstealer opens the other door and finds that it reveals the upper area of the dungeon, with a table and viewing area over the dungeon pit below.
Map updated!
Faeros89 |
Any reason we can't bind her in a more mobile fashion and then undo the shackles afterwords? That would be my suggestion. Faeros is not evil, but he is also certainly not out to do good deeds for their own sake at personal risk.
GM BPChocobo TK2 |
Why so paranoid? Why can't a captive just be a captive? It's not like it's a halfling child, an innocent bleached gnome, or something else totally unsinister :P
"Hrmph... fine.", 'Tiawask' turning into a serpentfolk in ragged clothes.
@Nilfyr: It was definitely illusion magic, had you had the time to figure it out :p
"I am Ziszkaa, a disaident of the current leader of my clan, Uzar-Kus. He is a wretched abomination who will lead my people to their doom as a false prophet. You cannot escape here without defeating him; let me go with you and I will aid you in Uzar-Kus's demise."
GM BPChocobo TK2 |
@Nilfyr: The hatred you can sense in Zisska's words lead you to believe that he is telling the truth about wanting to strike vengeance.
"Look what they have done to me! I will happily slay Uzar-Kus with my bare hands if given the chance!"
GM BPChocobo TK2 |
"To be effective in aiding the battle, I must retrieve my necklace. Once we get that, we can head to the temple of the Serpent where Uzar-Kus should be 'praying'. You can charge in and I'll support with my magic, much like that one.", the serpentfolk pointing at Artemus.
I decided to expose the map representing the intel received from Zisska. The large room behind the double doors in the upper-central part of the map is the temple.
If no one else has anything to add, then I'll assume you'll head to the west (left)-most door.
Faeros89 |
If Faeros does not believe he is being led into a trap or otherwise deceived, he proceeds to the left door and checks it before opening.
sense motive: 1d20 + 18 + 5 + 2 ⇒ (19) + 18 + 5 + 2 = 44
perception: 1d20 + 41 ⇒ (11) + 41 = 52
GM BPChocobo TK2 |
Zisska pauses carefully, choosing his words. "It is a medium for me to connect to my patron."
You're thinking divine caster
Faeros senses Zisska's desperation, although he's still wary. Serpentfolk and humanity have never been more than allies of desperation and history would tell that Zisska's view of the party is only as much as he needs them.
Heading forward, the party finds a pair of serpentfolk brutes, but make quick work of them. With this party... that's a negligible battle that would barely last 2 rounds.
Faeros's well-trained ears hears the sound of bubbling water and the 'ooh's and 'ahh's of three creatures speaking in a strange, lispy tongue. They are currently unaware of the Faeros' presence on the other side of the door.
Faeros89 |
After casting another Divine Favor Faeros says We should go in quickly and decisively while we have the element of surprise, and prepares to move into the room, bow drawn.
Artemus Jarm |
earlier
Zisska pauses carefully, choosing his words. "It is a medium for me to connect to my patron."
You're thinking divine caster
Very well. I shall now ask who your patron is, as I do no think I would like the answer. Where is this item?
Now - I am unsure what door we are at.