Guinfa Mlumbi |
Guinfa throws harmlessly a holy water flask at the skeleton and curses it for being flying. Then picks another one.
Holy water, range incremet: 1d20 + 4 ⇒ (2) + 4 = 6
Well done Velinov, pierce that creature until it dies
Quan Tai |
Quan Tai turns and roars at the skeletal creature, "神风!"
DC 15 Fort for half, or dazed
Damage: 2d6 ⇒ (3, 3) = 6
GM Chyro |
1d20 + 4 ⇒ (16) + 4 = 20
The skeleton-thingy is not amused, as it can't seem to drink its fill undisturbed.
======================
Prison guards, round 4
[Earth event]
You feel gravity shifting, and you feel as heavy as you would be back on Golarion.
Temporary effect, it lasts 5 rounds.
Xukong Bleeds: 1d6 ⇒ 4
Velinov
Summoned eagle bleeds 5, and that is enough to kill it.
Archon (bleeding) & Shiba
---------------
Skeletal thing (-6)
---------------
Quan Tai (bleeding) & Guinfa
Archon 14/27 [28/31] (3 con dmg, bleeds)
Guinfa 25/27
Quan Tai 21/28 (1 con dmg, bleeds)
Shiba 15/18 [20/23] (1 negative lvl)
Velinov 21/23
Xukong 6/27 (1 con dmg, bleeds)
(3 CM)
Xukong |
Xukong drinks its potion using the ingenious mouthpiece in its mask...
inflict light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
...then begins using its coral pitchfork wand on itself (infernal healing; not sure how the various necessary action types would wind up fitting together, and I may want to do something a little different if this course would prove too unwieldy).
GM Chyro |
Move action to drink.
Move action to draw your wand, before you can activate it.
Xukong |
Good enough.
Knowledge (Dungeoneering OR Planes) about skele-thing: 1d20 + 8 ⇒ (15) + 8 = 23
GM Chyro |
Checks are separate, but since dungeoneering covers this one. :)
Xukong recalls reading an article about an abberation.
Vampiric mist.
It can suck health from those it touches, restoring its own hp with it.
Its touch also causes the victim to bleed.
After strengthening itself it becomes swifter, able to move more.
They fly (obviously)
Its body is semi-liquid and vaporous, and it can enter spaces similar to gaseous form's means.
Xukong |
"Now I know; this one is no vampire or specter, but a 'vampiric mist,' which is in fact a living creature! Exploit that as you are able!"
GM Chyro |
Yes, Sherlock, be wary of its sucking on your blood.
Blah!
Guinfa Mlumbi |
Guinfa mess with the mind of thet vampiric mist, making it more confused about what he sees.
Activating Quibble to force it reroll its will save if it fails a DC 15 will save. With -2 to will
Yes, it has to fail two TSs, but if it helps to force it fly down I have to try it
GM Chyro |
It's not your turn yet, you'll have to wait with adding more trickery.
Velinov
Summoned eagle bleeds 5, and that is enough to kill it.
Archon (bleeding) & Shiba
---------------
Skeletal thing (-6)
---------------
Quan Tai (bleeding) & Guinfa
Quan Tai |
Immediate actions are usually taken off-turn, though...
GM Chyro |
I've never heard of his race before this game, so you'll forgive me not being familiar with Quibble either.
Guinfa, the mist didn't have to make a will save.
Xukong |
Guinfa, while it is of course your prerogative, I for one would advise that you reserve your Quibble power for an instance like you would have done for Shiba, when one roll makes the difference between a PC's life and death.
Quan Tai |
^^^^ That would be the Will save
GM Chyro |
^^^^ That would be the Will save
No dung, SHerlock :D
With the halls being 40 feet high, the mist would have to start getting worried if they grow another 10 feet. The halls are 40 feet high, and it flying at 20 feet altitude, that leaves 10 feet of space.
The mist notices the ice spikes are still there.
I know these caverns?!: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
It believes them to be there.
Archon (bleeds 1d6 ⇒ 2) & Shiba
----------------
Vampiric Mist (-6)
----------------
Quan Tai (bleeding) & Guinfa
Archon 12/27 [28/31] (3 con dmg, bleeds)
Guinfa 25/27
Quan Tai 21/28 (1 con dmg, bleeds)
Shiba 15/18 [20/23] (1 negative lvl)
Velinov 21/23
Xukong 12/27 (1 con dmg, bleeds)
(3 CM)
Xukong |
@DM: I just gave myself magical healing; I shouldn't be bleeding anymore. Also, why am I not on the initiative roster?
GM Chyro |
Typo on bleed. Init roster because you had acted. I posted and had to go to work. Darn humidity..
GM Chyro |
It has just rolled. "i know these caverns?!", and it failed. Unless you want it to reroll the result, you can keep it.
Archon the Divine Caller |
Really wanting to have saved this prayer for when it might have been needed against multiple opponents, Archon reaches into his side pocket for a pinch of silver dust and closes his eye to whisper, asking for the hand of a powerful angel to pimp slap the area.
Evil Targets Only, No Save: 5d4 ⇒ (4, 1, 3, 4, 3) = 15
Refl DC 15: 1d4 ⇒ 3 Targets are either Blinded if the Fail or Dazzled if the make their Save.
Swim DC 10: 1d20 + 1 ⇒ (12) + 1 = 13 as Archon slightly advances towards the Skeletal mist.
The Celestial Eagle continues to attack, the Skeletal creature to the best of it's ability before descending even more to be at ground level.
Bite: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw 1: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw 2: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
At this point, is it correct to assume that since the Skeletal thing is not 20ft high, in order to attack any of us, it must move down at least 2 full squares? If so, it looks like it must come through my threatened area if it comes down towards any of us, with the possible exception of Quan Tai. If this is correct, AoO: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 7 ⇒ (7) + 7 = 14.
GM Chyro |
It is 20 feet high, but yes, it has to go down to attack.
If it rema
1) Nice attacks on the eagle, though it will have to fly 5ft up to attack it, at 15 ft altitude, is that ok with you?
It lands a confirmed crit after all.
Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
The mist takes 15 dmg from his spell, and another 2 hits from the eagle.
Crit confirm eagle?: 1d20 + 3 ⇒ (16) + 3 = 19 Extra if so: 1d4 + 2 ⇒ (1) + 2 = 3 Confirmed.
In total, it takes 24 dmg, leaving it disabled, but not out of the fight yet.
Shiba
--------------
Vampiric mist (-30, disabled)
--------------
Guinfa & Quan Tai
Archon the Divine Caller |
It is 20 feet high, but yes, it has to go down to attack.
1) Nice attacks on the eagle, though it will have to fly 5ft up to attack it, at 15 ft altitude, is that ok with you?
That's fine. I could have sworn it had moved 5ft down last round, but if not, that's cool . :)
And crap, I forgot that the Smite is still active, which means it should have been an extra 3 damage.) :(
GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”
Table GMs, the Allies benefit is now in play!
GM Chyro |
Not that 'should have', it's '-is-' ;)
Ahem.....
The sudden burst of punishment coming from Archon and his augmented celestial eagle, is ample to take down the vampiric mist, and end the messy conflict.
COMBAT OVER!!
That's a success to report for our table, booyah!
...there's just the thing of bleeding wounds that won't stop by themselves. ;)
Depending on how people want the healing to proceed, as some were bleeding earlier than others, i'd roll for one more round.
Archon could use one channel and fix everyone who is bleeding, in the combat's order, or everyone can fix themselves, if you want.
Quan Tai |
On Tai's turn, he draws his potion of cure light wounds and drinks it to stop the bleeding.
"I'm glad that came in handy."
After Archon has stemmed his own bleeding, he offers the cleric his wand. "You can use this more reliably than I. Please, use some of its magic for yourself if you have need."
bleeds: 1d6 ⇒ 4
Cure light potion: 1d8 + 1 ⇒ (1) + 1 = 2
19 hp.
cure: 1d8 + 1 ⇒ (3) + 1 = 4
cure: 1d8 + 1 ⇒ (1) + 1 = 2
cure: 1d8 + 1 ⇒ (6) + 1 = 7
3 charges (46 remain), 28 hp
Archon the Divine Caller |
"Thank you, brother, but I have one I can use, so that I do not deplete yours. Still, if you would like me to hold yours while we remain here, to use on you, I will."
Wand of CLW x4: 4d8 + 4 ⇒ (1, 3, 3, 6) + 4 = 17
Calling Herbert back to him, the Eagle flies down to rest on his outstretched arm, "We couldn't have done it without you, my friend, and for that, we owe you are lives. Now, return to your home, and may your eternal hunt always render plenty of food."
Xukong |
"As I told you before, I have...special sensitivities. Though you obviously favor one side of the disc, I trust you can command the power of the other when you wish," Xukong says as it lends Archon its copper-and-obsidian wand.
He can do this after he stanches the remaining bleeders.
inflict light wounds: 1d8 + 1 ⇒ (6) + 1 = 7
inflict light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Full hit points precisely!
Quan Tai |
The monk returns his wand to his sleeve, "Very well. I will hold on to it myself, thank you. Just in case."
He offers a hand to those still in the water, then looks around the ice caverns. "Where are these prisoners we were looking for?"
Shiba Hokuto |
"That fight was less than elegant. First the ground rises up to kill us, then the water as well," Hokuto assesses. "But there's little time to rest. We need to press on- -get right and get going," she says, poorly mimicking a Marcos Farabellus voice as follows suit witht he rest of the party and doing some brief healing.
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9 Should top me off, save for the neg. level.
Guinfa Mlumbi |
I have a wand that I can use too, even if I don't need it Guinfa says as he shows his wand. [/b]I'm more than glad to offer it to you as long as you're being hit insted of me,[/b] he adds.
Now, talking of being hit instead of someone else... Can you come near Quan? And after that, help me to cross the water to follow Shiba?
Aplying Meek facade on Quan again
As most of you are in the front taking the hits instead of me, use my charges as you need
GM Chyro |
1d6 + 4 ⇒ (2) + 4 = 6 later, several tunnels lead into an expansive ice cavern, in which rests an enormous block of ice bound in metal chains that hang from the icicle-covered ceiling. (70ft up)
Hundreds of figures are flash-frozen within, caught in a moment of horror and agony. At the front of the inanimate crowd stands a regally clad giant who stares ahead with defiance.
What will you do here.
Xukong |
Interesting question; in the absence of fireball, dispel magic, remove curse, or a St. Bernard with a little keg of brandy around its neck, what COULD we do? Also, am I to understand the giant is frozen just like the rest of them?
Knowledge (Arcana) to know why/how they're frozen?: 1d20 + 11 ⇒ (20) + 11 = 31
GM Chyro |
The 'what could you do', is entirely up to yourselves.
The giant is frozen, yes.
The why could be for a variety of reasons, up for speculation.
While there is a spell called Icy Prison, which encases its victim in ice and hurts them over time, in this particular case they seem to not be harmed at all.
But the sheer power to freeze that many individuals, suggests a significant power was at play here.
Basically, to start freeing the encased crowd, you must sever the chains first, or get rid of the ice...prerefably without harming the people inside.
Xukong |
Xukong looks up at the sight.
"Extraordinary," It says in a voice like cold ashes swirling around a dead fireplace. "such a feat of magic would require superlative power. But there is an odd angle to this," It says as it inhales audibly and twists its own head at a very odd angle indeed. "Yes. They're perfectly preserved. They may not even be dead...one must ask: Why freeze such foes as these rather than kill them?"
Shiba Hokuto |
"To remind them of their duty, or their defeat." Hokuto shrugs. "Maybe both? I've got climbing gear, if that's our only way up."
Does it look like we could snag a grappling hook on a link of this giant chain?
"Unless there's another way?" Hokuto asks the group, wary that the air will follow the earth and water and rise up against the group.
GM Chyro |
You'd suffer great increment penalties. A point where it can lodge itself onto is AC 5. Thrown weapons have limited increments.
But otherwise, yes, you can climb it.
Quan Tai |
"I have no skill in breaking chains or melting ice. What methods do you suggest?"
Archon the Divine Caller |
"Perhaps this has something to do with that missing Elemental Lord that was mentioned earlier? Kelizandri, lord of water."
several tunnels lead into an expansive ice cavern, in which rests an enormous block of ice bound in metal chains that hang from the icicle-covered ceiling. (70ft up)
Hundreds of figures are flash-frozen within, caught in a moment of horror and agony. At the front of the inanimate crowd stands a regally clad giant who stares ahead with defiance.
Is the ceiling 70ft up or the block of ice? Roughly how many people are we talking here? Do any of them look obviously injured or harmed by the ice?
Before trying anything, Archon will begin looking around the area, trying to see if he spots anything else out of the ordinary, maybe a concealed ladder or switch of some sort.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Will: 1d20 + 8 ⇒ (1) + 8 = 9
Sense Motive: 1d20 + 9 ⇒ (15) + 9 = 24
Xukong |
How easy/safe does the climb look? Is there any visible route/object that could make it easier/safer?
Knowledge (Engineering) on chains: 1d20 + 13 ⇒ (19) + 13 = 32
GM Chyro |
@ Archon,
The ceiling is 70 feet up, and that is where the main parts of the chains hold the ice up.
--------------------
Roughly how many people are we talking here?
As per mentioned above, hundreds. In army terms, that would be about a batallion of a variety of individuals encased in ice.
The bottom of the ice hangs at 20 feet altitude, which you can reach via the nearby walls with DC 17 climb checks.
From that point on, you can climb further up the ice at the same DC.
Archon does not see any of the victims to be harmed by the ice, they are quite well preserved.
Xukong estimates these chains to be very sturdy, it will most likely take considerable effort to break them. But if the imprisoned are to be freed, it will be much easier if the ice were at the ground.
Since you had such a high Kn. Arcana roll, here's something more.
Given the magnitude of encasing this many people in solid ice, you would assume the ice's surface to be extremely cold, perhaps enough to harm the unprotected to some degree.
Archon the Divine Caller |
Stowing his longspear for a moment, Archon will also try to make the climb as well.
Climb: 1d20 + 1 ⇒ (8) + 1 = 9
He seems to have trouble at first finding a good handhold, but he looks around and tries again. Remembering they had been given something earlier that might jelp out in case he falls, he gets that rrady, just in case. Need to go back and see what those items where, Air Crystal and something with Feather Fall.
Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Archon the Divine Caller |
Not sure if we are going round by round here or not, buy just in case. . .
Climb: 1d20 + 1 ⇒ (9) + 1 = 10
-Posted with Wayfinder
Xukong |
Xukong lurches up the walls in a steady staccato.
Taking 10 for '18' on my Climb checks.
"Be wary," It says as it moves. "It would require great power, and great cold, to freeze so many - so much so that the ice would no doubt be dangerous to the touch."
GM Chyro |
Round by round is the aim like usual, yes.
Velinov |
Velinov doesn't have a lot of ideas to contribute here. Grease, invisibility, and more illusions doesn't appear to help the situation... :(
@GM Chyro - does the event allow for enough game time to rest?
GM Chyro |
If you are asking if it gives you 8 hours of time to prepare spells, then sorry. Unless specified otherwise, specials play out over a time span less than a day. :/