Nasir al' Shahaadi |
Nasir comes to a halt before the wreckage, looking both impressed and a tiny bit disappointed.
Nasir al' Shahaadi |
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"Heh. Well at least we won't have this thing shooting at us when we go to the spire. Think we should take some of it's parts back to the smith? He might be reeeaallly appreciative Yazi." Nasir says with a grin.
Khayal Bin Haleen |
perception: 1d20 + 9 ⇒ (7) + 9 = 16 Alas, clueless
Brother Hajar, it may be prudent to do a little healing before we move on.
Bartan Harrowborn |
"Well fought, my friends. I wish I could have been of more help against it, but such a monstrosity is not meant to be defeated by cards and trickery, I'm afraid."
Yeah, getting some adamantine-beating weapons would be lovely. Eventually my cards will get there, but it'll take a while...
Khayal Bin Haleen |
Khayal will gather some of the adamantine, examining it in his hands. He thinks to himself that this could be forged into some fine blades. He places some of the smaller pieces in his backpack, hoping to take about 40 pounds.
Nasir al' Shahaadi |
I thought that was why we were going to get the crystals, to get better weapons?
Yup
Hajar nar Jundi |
Hajar prays to his Goddess for both patience AND healing.
Channel Energy: 3d6 ⇒ (3, 4, 1) = 8
Channel Energy: 3d6 ⇒ (2, 5, 1) = 8
Loh Yazi: 2d6 ⇒ (2, 3) = 5
Loh Yazi: 2d6 ⇒ (3, 5) = 8
Loh Yazi: 2d6 ⇒ (3, 4) = 7
I updated HP on the map
Hajar remains silent and sullen over this waste of time.
Rayhan Xohbadi |
Rayhan is intrigued by the cannon and moves over to examine it
Kn:Engineering: 1d20 + 10 ⇒ (3) + 10 = 13
Khayal Bin Haleen |
Thank you brother Hajar. Khayal says as he feels his now slightly tinged skin, marveling at how Hajar's prayers could heal his charred skin. We should grab what we can and press on.
Yazi |
"Well I don't think it's going to rot, I don't think, so we can probably scrap it on the way back." Yazi muses while looking over the corpse of the golem.
GM_Pace |
You're not a gunsmith, but you have seen some chemical reactions that lead to explosions. You wonder how the iron cannonballs are loaded, and aimed, and fired from such a contraption without magical assistance.
Turning back to the Black Spire in the distance, the adventurers head out again. The fort is only a few hills over from where they were with the golem, but what meets them is disturbing in its' own way.
An immense spike of sheer, solid rock with narrow grooves spiraling up its entire length protrudes from the ground. Driven deep in the heart of a hilltop at the center of the ridge, the spike rises to a height of at least one hundred feet. The spike impales the petrified ribcage of an enormous, draconic beast, its stony ribs themselves over twenty feet high. Scattered nearby are other fragments of the colossal skeleton—bits of wing, legs, and to the south of the spire, an immense horned skull. The spire widens at the top like the knob of some Brobdingnagian club, and the top is slightly jagged, as though pieces have been broken off.
The Black Spire, as this must surely be as the azer called it, has stone steps carved into the sides of the huge spike. So people can climb the Spire up to the top of the mountainous structure - where rectangular structures indicate buildings have been built.
As soon as the horned skull of the immense creature is close enough to touch, the light from Tempest, as well as other magical sources of light, fade away, winking out. A familiar scent of death and decay assaults your nostrils in the early morning.
You've smelled this stench before. Ghouls. Or worse, ghasts. Lots of them. The stench is coming right from the thickest bones near the Black Spire.
The glint of several human-sized eyes glitter from multiple bony cover in the morning light. The crack of lots of somethings moving over the flint rocks and scattered bones repeat all over the area, just to the North of you, surrounding the Black Spire. Looking down, you realize that there are additional bones, human-sized ones, around the massive bones of the creature that the Black Spire is centered upon.
(If you made this roll, you get to roll initiative! Or just talk until you're ready.)
(Encounter Map updated. You're not on it yet.)
Yazi |
While I was redoing her sheet I forgot if I put skills into Nature or Religion >_<
"Plenty of things already over there watching and waiting. Plenty of other bones as well. Our size bones." Yazi murmurs to the others.
Hajar nar Jundi |
Kn:Religion: 1d20 + 11 ⇒ (20) + 11 = 31
Undead are about. Hajar warns, drawing Tempest and adopting a battle stance.
Hajar will pray for guidance from his Goddess.
Casting Divine Favor, Hajar gets +2 to hit and damage.
Nasir al' Shahaadi |
Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Nasir draws her scimitar, the hiss of frost-flame added to the eerie sounds as they prepare to be swarmed by the undead horde.
Khayal Bin Haleen |
perception: 1d20 + 8 ⇒ (17) + 8 = 25
To arms, they move from the north. Khayal says with a glint in his eye and a smile on his face. It is time to sink his blade into something other than metal.
initiavie: 1d20 + 6 ⇒ (18) + 6 = 24
GM_Pace |
ROUND ONE
Init:
Bartan: 1d20 + 4 ⇒ (3) + 4 = 7
Hajar: 1d20 + 1 ⇒ (11) + 1 = 12
Yazi: 1d20 + 2 ⇒ (16) + 2 = 18
Nasir: 1d20 + 3 ⇒ (4) + 3 = 7
Rayhan: 1d20 + 1 ⇒ (2) + 1 = 3
Monsters: 1d20 + 2 ⇒ (10) + 2 = 12
(Khayal, Yazi, Hajar, Monsters (holding action until something happens), Nasir, Bartan, Rayhan)
(You must get within 80 feet of the Black Spire before you can be on the map in the Encounter Map. You are currently 120 away. So a 30-ft move wouldn't even put you on the map.)
(The undead have total cover, unless you use something like magic missile.)
Bartan Harrowborn |
Cursing their luck at having to run toward the enemies again, Bartan moves 90 feet toward them. Running.
GM_Pace |
Any weapon you have loses its' magical abilities, as does any shield or clothing you might be using or wearing. Of course, a magical +1 sword is still masterwork, so that +1 counts on attack, just not damage. But anything magical that you have or use is not going to be magical while you walk in the middle of these big bones.
No magical bonuses work, either, as does any spells other than wall of force, prismatic sphere, and prismatic wall. It's not just the caster level you have to overcome. Divine magic as well as arcane is affected.
It seems undead are affected - but you can't find out which of their abilities are muted until, well, you encounter them.
Uh-oh. Antimagic field, coming from all these big bones. A fairly powerful one, so all the fields overlap, causing one big field. Now, antimagic field is not the sort of thing you'd find emanating from the bones of an overly-large creature. But if Nex was under assault from Geb, then the primary weapon to use on an Archwizard would be antimagic field. Of course, even at high levels, deities remain unaffected by antimagic field, as would artifacts and perhaps epic-level magic. It is certainly safer than wild magic, for instance. Blah blah blah, calculations and such...
Wait, what would ghouls and ghasts be like in an antimagic field?
Bartan Harrowborn |
Kn.arcana: 1d20 + 9 ⇒ (6) + 9 = 15
Spellcraft: 1d20 + 14 ⇒ (3) + 14 = 17
Bartan's stuff becomes all non-magical-ish and he gets a look of pure horror on his face.
Nasir al' Shahaadi |
Racing towards the horde of undead amidst the bones and eerie structures, Nasir is struck by a wave of.....mundanity as she feels the sensual caress of magic that she is accustomed to, vanish.
Knowledge arcana: 1d20 + 8 ⇒ (9) + 8 = 17
Spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27
"%#!@ there is and anti-magic field here, our weapons, armor and everything else will be only slightly finer than any other of their kind!"
Damn! It takes out supernatural abilities too.
Hajar nar Jundi |
Hajar and Rayhan press forward. Rayhan won't go into the antimagic field unless he absolutely has to...he'll feel too powerless.
GM_Pace |
ROUND TWO OF BATTLE TO GET ON THE MAP
Init:
Bartan: 1d20 + 4 ⇒ (20) + 4 = 24
Hajar: 1d20 + 1 ⇒ (7) + 1 = 8
Khayal: 1d20 + 6 ⇒ (10) + 6 = 16
Yazi: 1d20 + 2 ⇒ (17) + 2 = 19
Nasir: 1d20 + 3 ⇒ (3) + 3 = 6
Rayhan: 1d20 + 1 ⇒ (5) + 1 = 6
Monsters: 1d20 + 2 ⇒ (17) + 2 = 19
(Bartan, Yazi, Monsters, Khayal, Hajar, Rayhan, Nasir)
(At least I'm not rolling for artillery fire...)
GM_Pace |
(If Bartan hangs back again...)
(Yazi and Khayal on the map.)
(Hajar doing 60 ft? One or two rounds? He's just off the map's edge, I think.)
Creatures with long, sharp teeth, pallid flesh stretched tightly over their starved frames emerge from behind some of the massive bones. One comes at a run towards Khayal, obscene hunger in its' eyes. (5-ft step needed; not a charge.)
Claw Atk1 on Khayal: 1d20 + 5 ⇒ (7) + 5 = 12
Claw Atk1 on Khayal: 1d20 + 5 ⇒ (2) + 5 = 7
The creature's claws raked ineffectively against the fighter's mithril chain mail. The putridness of the undead's smell is overpowering.
Other undead come running at the sight of a new meal. None close enough to attack like the first, however.
(I think Yazi's out of range? Khayal, Hajar, Rayhan, Nasir)
Khayal Bin Haleen |
fort save: 1d20 + 6 ⇒ (17) + 6 = 23
Khayal shakes off the stench and gets to work
Kukri: 1d20 + 14 ⇒ (9) + 14 = 231d4 + 8 ⇒ (2) + 8 = 10
Kukri: 1d20 + 14 ⇒ (15) + 14 = 291d4 + 8 ⇒ (3) + 8 = 11
Confirm: 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 211d4 + 8 ⇒ (4) + 8 = 12
Kukri: 1d20 + 9 ⇒ (9) + 9 = 181d4 + 8 ⇒ (2) + 8 = 10
Without the aid of magic he is too clumsy to get in his last attack. drop in dex turns off improved two weapon fighting.
let me know if the 21 confirmed
GM_Pace |
[dice=fort save]1d20+6
Khayal shakes off the stench and gets to work
[dice=Kukri]1d20+14;1d4+8
[dice=Kukri]1d20+14;1d4+8
[dice=Confirm]1d20+14+4;1d4+8
[dice=Kukri]1d20+9;1d4+8Without the aid of magic he is too clumsy to get in his last attack. drop in dex turns off improved two weapon fighting.
let me know if the 21 confirmed
(AC 21 does confirm)
Khayal downs the first undead rushing them.
Yazi |
Yazi meets the ghoul with a charge.
Wish-Ender (charge): 1d20 + 9 + 5 + 1 + 2 ⇒ (3) + 9 + 5 + 1 + 2 = 20
Damage (Slashing): 1d12 + 7 + 9 + 3 ⇒ (5) + 7 + 9 + 3 = 24
Hajar nar Jundi |
Hajar is moving 60' a round towards the Undead. Rayhan is holding back out of the range of the antimagic field
Nasir al' Shahaadi |
Cursing to herself, Nasir races forward. Though not completely confident going into battle without magic, the undead creeping forth looked like they would need every blade available.
Move 60ft if already in anti-magic field, 90 ft if not
GM_Pace |
Cursing to herself, Nasir races forward. Though not completely confident going into battle without magic, the undead creeping forth looked like they would need every blade available.
Move 60ft if already in anti-magic field, 90 ft if not
(Everything on the Encounter Map is in the antimagic field.)
(Hajar gets on the map - move your character as needed. You could move to not have to Save vs. stench this turn, but you're going to have to save anyway if you come within melee range. Nasir is 60 ft away.)Yazi's blade cuts another undead in half, downing it. The others run to the first adventurers' aid, the two magic-users halting at the edge of the unseen field around the massive bones.
ROUND THREE
Init:
Bartan: 1d20 + 4 ⇒ (19) + 4 = 23
Hajar: 1d20 + 1 ⇒ (18) + 1 = 19
Khayal: 1d20 + 6 ⇒ (8) + 6 = 14
Yazi: 1d20 + 2 ⇒ (20) + 2 = 22
Nasir: 1d20 + 3 ⇒ (15) + 3 = 18
Rayhan: 1d20 + 1 ⇒ (12) + 1 = 13
Monsters: 1d20 + 2 ⇒ (6) + 2 = 8
(Bartan, Yazi, Hajar, Nasir, Khayal, Rayhan, Monsters)
Yazi |
Yazi keeps along her charge, going after the next one in line. Gray
Wish-Ender (charge): 1d20 + 9 + 5 + 1 + 2 ⇒ (9) + 9 + 5 + 1 + 2 = 26
Damage (Slashing): 1d12 + 7 + 9 + 3 ⇒ (2) + 7 + 9 + 3 = 21
Hajar nar Jundi |
Hajar steps close to the nearest undead Purple and hacks at it with Tempest
TempestUnmagiced: 1d20 + 10 ⇒ (20) + 10 = 30 Tempest2: 1d20 + 3 ⇒ (7) + 3 = 10
Crit?: 1d20 + 10 ⇒ (11) + 10 = 21
Explosionofgore: 4d4 + 20 ⇒ (3, 2, 2, 3) + 20 = 30
Fort Save: 1d20 + 13 ⇒ (20) + 13 = 33
Khayal Bin Haleen |
As best I can tell I have a good charge lane as indicated by the black lines I placed on the map.
Seeing that Yazi and Hajar have the right flank covered, Khayal takes off to the left. Eager to get some good use out of his kukris.
Kukri: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 321d4 + 8 ⇒ (3) + 8 = 11
Bartan Harrowborn |
"If you have a chance, lead some of them back here for Rayhan and I to deal with!" Bartan says, staying back out of the anti-magic field still.