GM thunderspirit |
Botting Mordenaar
The Slayer sees the ifrit's intentions, moving out of the way and slashing at the mist with his flaming sword once he gets there!
flame strike (as opposed to flame strike): 1d20 + 12 ⇒ (19) + 12 = 31
dmg: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
plus fire: 1d6 ⇒ 6
The blade seems to damage the mist, but it continues to move!
DC 18 Refl: 1d20 + 3 ⇒ (8) + 3 = 11
The insects take the full brunt of Achmed's flames!
Valgrim moves toward the steps while Endar prepares his sling for magic-ization!
wasp swarm 25
Kinn!
Kinn |
Uncertain what is happening on the other side of the bell, Kinn stands ready.
Wyrmsmite: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
Damage: 1d6 + 6 + 6 ⇒ (3) + 6 + 6 = 15
GM thunderspirit |
Kinn readies himself, but nothing triggers his action!
The mist drifts along slowly, moving past Valgrim toward one of the numerous openings in the bell tower! Meanwhile, the wasp swarm does not like the fire and swarms to its source, catching Mordenaar in its path!
the pure evil that is wasps: 2d6 ⇒ (3, 2) = 5 to both Achmed and Mordenaar
plus a Fort save vs. poison from Achmed: 1d20 + 4 ⇒ (11) + 4 = 15 Success!
and a Fort save vs. poison from Mordenaar: 1d20 + 7 ⇒ (5) + 7 = 12 Fail!
and another Fort save vs. poison from Valgrim: 1d20 + 6 ⇒ (19) + 6 = 25 Success, and no more damage!
1 DEX dmg to Mordenaar!
Kinn |
Not eager to let the villain escape, Kinn charges off his perch and back onto the stairs below.
Acrobatics to Lessen Damage, if necessary, DC 15: 1d20 - 5 ⇒ (8) - 5 = 3 nope! let me know how much
He wastes no time in reaching his target, and brings Wyrmsmite to bear.
Wyrmsmite @ Gas: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28 THREAT Confirm: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24 assuming that confirms
Magic Slashing Damage: 2d6 + 12 + 12 ⇒ (6, 1) + 12 + 12 = 31
GM thunderspirit |
Kinn dmg: 1d6 ⇒ 3
Refl save to avoid falling prone: 1d20 + 4 ⇒ (3) + 4 = 7
Kinn falls over at the end of his heroic leap, but still manages to slash at the mist from his backside!
Point of order: a creature in gaseous form cannot be critted. But it's enough damage anyway!
The mist turns red as the Paladin's blade slashes through it!
Mordenaar, Valgrim, Endar!
Valgrim |
Valgrim moves past Kinn and then takes a single shot at the gas with his bow...
CLB+PBS: 1d20 + 8 ⇒ (1) + 8 = 9...DMG: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Mordenaar |
Mordenaar tries to press the advantage, trying to ignore the pain from the insects. He focuses on the cloud with the Flame Tongue. ATK: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 DMG if hit: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12 and Fire: 1d6 ⇒ 1
GM thunderspirit |
I think you skipped Achmed @DM.
Whoops! Indeed I did!
Achmed!
GM thunderspirit |
DC 18 Refl save: 1d20 + 3 ⇒ (6) + 3 = 9
And the wasps crisp up into oblivion, just as Mordenar's blade slices through the mist and it dissipates entirely, reconstituting into the corpse of the alchemist!
Out of combat!
Endar the Entertainer |
"That b**** killed Compy. She deserved her fate." Endar's normally jolly mood has obviously been soured by the death of his companion, his face a mask of fury. "Let's leave this accursed place as soon as we can," he grumbles.
Valgrim |
"I am sorry about the loss of your good companion. Tis a shame." Valgrim says as he looks over the area and the loot. "Do we press on or retreat?"
Kinn |
Kinn kneels over the charred body of Endar's erstwhile companion. "I am sorry, friend. His wounds are beyond my power to heal." He stands slowly. [b]"I pledge to do better. I must."
That is one nifty cloak, which I will gladly take, though I wonder if another might be better suited to it.
GM thunderspirit |
As am I.
What's the plan, dragonslayers?
Endar the Entertainer |
Find the druid to raise poor Compy.
Kinn |
Sensing a need for rest from his companions, Kinn summons the strength of Sarenrae to bind his wounds and anybody else who needs it,
I have 12d6 remaining.
LoH: 3d6 ⇒ (5, 6, 2) = 13
Descending to the courtyard, he tosses some dead leaves in the well.
GM thunderspirit |
Kinn administers to the party while Endar retrieves the corpse of Compy with a lump in his throat. The message to Azmur is heeded quickly by the druid. He listens as the tales of the party's exploits is told, all the while preparing the body of Compy. So you've handled Goladryth and Pentosh, he says, referring to the oversized grioth and the alchemist in the tower. So Thaena remains. You can find her in the rooms beneath the belfry. She's quite in Aeterperax's thrall, you understand.
Azmur looks at the dinosaur, who appears to be only slumbering instead of lifeless. I'll need a suitable diamond. About a thousand gold piece value should do. Someone in Belhaim may have one, if you haven't. But they won't give it away for nothing.
Endar the Entertainer |
"I will go try to find one. I may need to give up my magic breastplate to get it, but it would be worth it."
Anyone have some extra cash they'd be willing to toss my way toward the diamond for Compy? At the moment I have 366 gp.
Kinn |
"We are truly grateful for your skill, Azmur, and your bravery in administering it," Kinn adds. He produces his coin pouch and opens the drawstring, peering inside. He sighs, closes it, and hands the whole thing to Endar.
"I do not have much to offer, I am afraid. Perhaps the Lady will consider parting with a diamond of her own so that we may see this dragon's farce through to the end."
I will gladly offer my remaining 3gp. My silver tongue may be of greater use. Perhaps the others have more on hand.
Mordenaar |
Mordenaar gladly plunks down 200 Gp. "If we're back in town I'd also like to seek out a belt to enhance my strength. I think I'll need more if I'm to stab a dragon..."
Meant to do that before and never did. This gives me an excuse if available.
Endar the Entertainer |
"Well, perhaps Kinn can come with me, and attempt to bargain some poor sap down to the 769 gold we currently have. I can always sweeten the pot with a few of these magic oils, I suppose."
Okay so we'll be looking for a gem dealer who looks like he can be talked down on price a bit. I'm willing to part with all four of the oils of magic weapon I'm carrying, if needed. That would get us to 869 gold, if you assume half-value for the oils.
@Kinn, wanna try a Diplom check? I can aid you.
Diplomacy aid: 1d20 + 6 ⇒ (10) + 6 = 16
GM thunderspirit |
If Valgrim is willing to throw in 100 gp, the total coin you have and the oils will suffice. Kinn has a +14 in Diplo so is more than halfway to the DC, and I'll handwave it.
Endar the Entertainer |
"Thank you all, my friends. Compy thanks you as well. He will not be at full strength for a short time until I procure some more funds, but at least he's back."
Compy's two negative levels will hinder him a bit, but it isn't as bad as if a player character had them.
GM thunderspirit |
Yep, go for it.
Mordenaar |
Rested and ready, the party returns to the monastery. Mordenaar scouts ahead to make sure the coast is clear. This time, with the belfry clear, he checks the heretofore door Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Map updated for Mordenaar (I think I'm in the right spot.)
GM thunderspirit |
Slight retcon:
Returning to the druid, Azmur casts the raise companion spell with the gem the party acquired, and Compy's eyes flutter open.
It takes a moment, but as he regains himself the dino affectionately nuzzles Endar, and appears himself despite his weakness.
Azmur rummages around a bit in his makeshift den and comes out with a pair of potion bottles. It's not much, he says, but maybe they can help. One is a potion of barkskin and one a potion of magic fang.
End retcon. Also, yes, Mordenaar, that's the correct spot one level below the belfry.
Endar the Entertainer |
Endar nods gravely at the druid. "Thank you, my friend. You've been most kind."
Kinn |
Kinn gives Azmur a brief update while the pikeman's companion is brought back from the veil. "We have located the Dark Window, but have not engaged with it yet. There is still much here we have not seen. We will continue to cleanse the complex of the dragon's influence."
At the door behind Mordenaar, Kinn readies Wyrmsmite.
Endar the Entertainer |
Endar readies his pike, Compy staying in mini-form on his shoulder until he can be restored to full strength. Without Compy being in combat, I'll have to rely on the rest of you for flanking, FYI.
Valgrim |
since we are resting Valgrim has some spells to use to heal folks if need be, but I dont think Lesser Restoration will help Compy out with the negative levels.
Valgrim helps the others out as they seek to rest, then prays to recharge his energies.
GM thunderspirit |
The party assembled behind him, Mordenaar opens the door.
A wooden veranda runs around the edges of this atrium. A large planter, overgrown with various shrubberies and plants, grows in the center of the area under the open sky.
Curled up at the far side of the planter, quite asleep, is a snake-bodied woman with a fair face and sparkling black scales.
Mordenaar |
Mordenaar immediately raises his hand up to halt the others. The slayer assumes this is a lieutenant based on her looks
Mordenaar looks about the room and approaches her quietly:
Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
If he gets close to her, he'll look back at the party for confirmation. The intent in his eyes is clear....
The slayer eyes his target and drives his blade into the snake lady's throat. DMG: 2d6 + 10 + 4 + 1d6 ⇒ (4, 2) + 10 + 4 + (6) = 26 and Fire: 1d6 + 1d10 ⇒ (6) + (5) = 11 FORT DC 47 or die.
GM thunderspirit |
I'll give until tomorrow for a dissent. Otherwise, alea iacta est.
Kinn |
Kinn reads the look into Mordenaar's eye, and the focuses his gaze swiftly on the snake-woman beyond.
Detect evil.
GM thunderspirit |
Kinn |
Kinn offers a caution in a hushed tone. "I do not feel the same malice in her as I did the others. I should like to parley -- but by all means, get into position first."
I LOVE the coup and I do not like stepping in front of 37 damage... but Kinn has to try. DM, can Mord keep the Stealth roll to get into flanking position first?