Rai Zon |
As soon as Arsil crosses the circle Rai will jump in careful to not smudge the circle itself as he crosses attempting to flank the one Arsil is attacking by crossing at the opposite side.
attack: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d10 + 9 ⇒ (3) + 9 = 12
GM Wolf |
Round 10
Once Arsil and Rai Zon cross and attack the succubi their eyes widen and smile at you. They both dodge your attacks step back the one that is clearly out of threat from the group focuses on Faeryl and says, "Throw those weapons out the window." Faeryl Will DC 23 or comply.
The other one now only next to Rai Zon as she only took a 5 foot step attempts to drive her claws into his chest.
claw: 1d20 + 11 ⇒ (1) + 11 = 12 damage: 1d6 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d6 + 1 ⇒ (5) + 1 = 6
Round 11
26 Arsil
22 Wolf
19 Faeryl
17 Succubi
12 Locke
5 Rai Zon
Locke Vernariah |
Locke smiles at Faeryl and says, "No worries, it is my job, now... crap! I said wait... now, oh well." The smile fades quickly as he sees the others charge after the other demons.
Arsil Dawnsinger |
Round 1
Spell Combat: Arcan mark
Aerin will cast the spell then 5ft step forward to attack the demon
concentration DC 15: 1d20 + 13 ⇒ (9) + 13 = 22
Spell Strike 1 Morningstar: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 201d8 + 7 ⇒ (8) + 7 = 15 + Fire: 2d6 ⇒ (4, 6) = 10
Spell Strike 1 Morningstar: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 111d8 + 7 ⇒ (8) + 7 = 15 + Fire: 2d6 ⇒ (5, 6) = 11
Current AC 27
Faeryl Dusk |
will save dc 23, oh geez: 1d20 + 6 ⇒ (19) + 6 = 25 whoa, can't believe I made that!
GM Wolf |
Round 11
Arsil goes into her defensive stances and swings with the morningstar. She hits once and the fire has no effect but the pointed spikes leave several small holes which bleed. Faeryl sees the magical attack coming and prepares himself and does not follow the words to throw his weapons through the window. Rai gets into flanking with Arsil, slicing his sword into the demon's skin but only leaving behind a shallow wound. Wolf moves as well and the three of you threaten the one succubi.
-5-4hp
26 Arsil
22 Wolf *
19 Faeryl
17 Succubi
12 Locke *
5 Rai Zon
at Rai Zon
claw: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d6 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 11 ⇒ (11) + 11 = 22 damage: 1d6 + 1 ⇒ (2) + 1 = 3
at wolf
claw: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d6 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d6 + 1 ⇒ (6) + 1 = 7
Wolf quickly moves to the other succubi to occupy her before she can throw any more spells, his claw barely doing any damage. Locke waits for any indication that he needs to help and begins looking his his book again. The two succubi lash out at those around them.
Faeryl Dusk |
Faeryl moves up, double moving into flank on the succubus, giving Wolf flanking as well.
Arsil Dawnsinger |
Round 12
Arsil will continue what she was doing
Spell combat: Arcane mark, flanking
Concentration: 1d20 + 13 ⇒ (3) + 13 = 16
Spell strike Morningstar: 1d20 + 10 - 2 + 2 ⇒ (15) + 10 - 2 + 2 = 251d8 + 7 ⇒ (5) + 7 = 12
Morningstar: 1d20 + 10 - 2 + 2 ⇒ (13) + 10 - 2 + 2 = 231d8 + 7 ⇒ (1) + 7 = 8
Current AC 27
GM Wolf |
Round 12
Rai Zon and Arsil slam into the succubus between them, leaving behind minor wounds. Faeryl gets into flanking position with Wolf. Rai Zon and Wolf both take the raking claws and leaves behind minor wounds. Wolf does not seem to be bleeding much.
-15hp to succubus between Rai and Arsil
14
low is bad
2d100 ⇒ (96, 45) = 141
Both succubi vanish in small clouds of smoke that cover their bodies only, then the smoke quickly vanishes.
Round 14
Nothing... from your enemies... The crackling of the fires and the billowing of the smoke above and into the windows is all that is moving besides your group.
Round 15
... Waiting on your actions... The quiet is eerie...
Faeryl Dusk |
perc dc 18, taking 10: 10 + 10 = 20
Wolf - Er'vian Delgoth Morgrave |
Round 13
We go before the demons... so get your hits in boys for this round.
Wolf slashes with both claws and his bite to little avail even if they land not much damage is done.
Round 14
Wolf nods to Faeryl and offers in his rough deep voice, "Why thank you, now what is the plan?"
Round 15
He shrugs and follows Rai Zon over to the doors to begin making a path.
Locke Vernariah |
Round 13
He continues looking in his holy text and shakes his head saying with a bit of a temper, "I need to get some good books on demons and other creatures to know more about them. These holy texts don't shed much light on it."
Round 14
He keeps reading through the book and begins to move towards the group.
Round 15
Continuing in his book he stands near his allies.
Locke Vernariah |
Round 16
Locke drops the furniture in his hand and quickly pulls up the holy text that is attached to his belt, thumbing through it quickly. Though this is likely hard to see as the book is in the hand holding his shield and the other flips through the pages.
Faeryl Dusk |
Faeryl turns his attention to the demon that Wolf charged, and studies his target as he moves toward it...
GM Wolf |
The demon will target Faeryl unless Rai Zon does damage to it then it will target Rai Zon.
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition.
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 73 (7d10+35)
Fort +10, Ref +6, Will +5
Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
OFFENSE
Speed 30 ft.
Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7/x3), bite +7 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 7th)
Constant—see invisibility
At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only)
Arsil waits for the others to act first and then moves along the right side to get into a flanking position. Faeryl moves in on the other side as Rai Zon swiftly enlarges then charges forward as he pulls out his blade to strike at the demon. The two females on the other side of the room call out to Rai Zon (two) Will saves DC 21, if you fail you must do the suggestion, "throw your weapons out the windows."
Arsil:
Spell combat: Arcane mark
Concentration, DC 15?: 1d20 + 13 ⇒ (10) + 13 = 23
Spell strike Morningstar: 1d20 + 10 - 2 + 2 ⇒ (15) + 10 - 2 + 2 = 25 damage: 1d8 + 7 ⇒ (5) + 7 = 12 +Fire: 2d6 ⇒ (4, 6) = 10
Morningstar: 1d20 + 10 - 2 + 2 ⇒ (12) + 10 - 2 + 2 = 22 damage: 1d8 + 7 ⇒ (2) + 7 = 9 +Fire: 2d6 ⇒ (4, 2) = 6
Current AC 27
GM Wolf |
Round 16
Rai Zon never made his attack...
Round 17
Arsil strikes the slimy demon before her twice with only some acid pitting the weapon.
Arsil's:
ref: 1d20 + 7 ⇒ (18) + 7 = 25
ref: 1d20 + 7 ⇒ (6) + 7 = 13 acid damage: 1d8 ⇒ 8
71/73
GM Wolf |
Round 17
Wolf comes up and attacks the slimy demon to little avail, hurting himself more than anything from the slime. Locke just shakes his head analyzing the situation. Arsil strikes the demon but barely making it bleed. Rai Zon rushes to the side and jumps out the window.
The demons all snarl as the magic holding them to the location fades as they become swallowed by smoke and the burning circle fully disperses. Not leaving any part of the drow behind.
End of combat. Well Rai Zon you were not suppose to fight them they were above your level. Some just had to rush in.
Locke Vernariah |
Lock looks through his book a bit more before announcing, "Yes I am pretty sure those were two summoned succubi. They must have summoned a Babue, the slime coated demon that looked like a skeleton. With the end of the spell's power they were unsummoned. As to what we do next... I should inspect any wounds made by them to make sure there is no disease or worse, heal up, and then... what were we doing again?" He waits for permission before checking the others but does look over Arsil first.
heal check: 1d20 + 17 ⇒ (6) + 17 = 23
Faeryl Dusk |
FAeryl walks over and looks out the window to make sure Rai Zon is okay...
"you okay ? Need a hand getting back in?"
Locke Vernariah |
"There appears to be nothing left of this drow, shall we look around for any other loot before moving out?" He simply asks taking a quick look around apparently not much showing right now.
He is ready to move with the group either way.
Wolf - Er'vian Delgoth Morgrave |
He snorts and shakes his head a bit before stating, "We should get some weapons like Faeryl, his were able to cut into the flesh of the demons easily. Do you think we will have to face more demons?" He then begins to look around with an eye looking for something that might be of worth.
perception: 1d20 + 10 ⇒ (13) + 10 = 23 Taking 10 gives 20... taking 20 gives 30... all depending on how long the group is looking in the temple before we leave.
Wolf points out the gold cross and asks everyone to take a look at it before he touches it.
GM Wolf |
Wolf you do see some gold glinting on one of the walls, walking over to inspect it further it appears that there is a gold cross of sorts set into one of the walls.
taking shrine items would be fine unless you wanted to restore the temple to its previous glory.
Faeryl Dusk |
"Aye, cold iron is very effective against some demons... and I see no problem taking things of value from this place... I'm sure the demons took what they wanted... and while we are not demons, we're no saints either." He shrugs... looks around for anything that might have been missed...
perception, taking 20: 20 + 10 = 30
Locke Vernariah |
K Religion: 1d20 + 6 ⇒ (16) + 6 = 22
Locke explains about the cross and temple, "The cross would be the holy symbol of I... o... me... day. The reason I say her name that way so we don't have her attention as we loot. It is a crude sword with a sun behind it. The sword looks purely ornamental but possibly worth some gold. The temple has been desecrated already, taking shrine items would be fine unless you wanted to restore the temple to its previous glory."
GM Wolf |
Searching the temple finds not much of value. The gold cross Wolf pointed out, several large tomes filled with religious text, a few brass candle holders (3), a silver tray, four gold inlaid tiles on the walls with holy verses on them, and a pack likely belonging to the Drow. Inside you find several vials, a half drunk bottle of wine, and a whip.
Now that the front is nearly cleared, you take a few more minutes to finish and exit the building. Out of the graveyard and you see a man clad in dark and dusty clothing waiting on the other side of the wall. He nods to you and asks, "Ready to head down?"
Faeryl Dusk |
Are all the liquids in the vials the same?
perception, taking 10: 10 + 10 = 20
if not, let me know how many craft alchemy rolls I have to make for unique potions.... unless someone else has detect magic and spellcraft of course
Faeryl takes out the whip with a bit of disgust.. and tries it out in a bare area in the room.. careful not to hit anyone with it.
GM Wolf |
There is a total of 4 vials that are full, two are empty.
First vial held obscure object
Second vial held silent image
The whip hits the ground scoring the rock and a few sparks fly.
The contact takes the group past the graveyard and to a large building with massive doors but no windows. He walks up to the door and pulls a hanging rope. Gears begin to grind and soon the doors slowly begin to open as the contact begins to walk away as he says, Within you will find a staircase down, then a rock walled tunnel. Once down in the caverns head towards the lights, you will find the drow there."
Locke Vernariah |
"Let us not loot the temple then, just take the bag, which is likely the Drow's."
He casts detect magic and his eyes glow blue as he begins to inspect the vials.
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26
Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
He follows the group to the giant building looking for any signs of script or designs to indicate what this building might contain or be used for.
perception: 1d20 + 7 ⇒ (3) + 7 = 10
Rai Zon |
Rai follows along with the group staying close to Ansil and leaves the temple unspoiled any further when leaving, the going along in the dark casting light on his weapon and holding it aloft as they move along.
Faeryl Dusk |
craft alchemy: 1d20 + 8 ⇒ (6) + 8 = 14
craft alchemy: 1d20 + 8 ⇒ (9) + 8 = 17
craft alchemy: 1d20 + 8 ⇒ (17) + 8 = 25
craft alchemy: 1d20 + 8 ⇒ (12) + 8 = 20
craft alchemy: 1d20 + 8 ⇒ (9) + 8 = 17
Faeryl does his best to figure out what is or was in each of the vials.
Locke Vernariah |
Before leaving the temple he alerts the group, "one of the empty vials held the magical spell of obscure object, not sure about the other one that is empty. The crystal vial holds a potion of spider climb which should last for four minutes."
______________
"Shall we enter? I await your step."
Faeryl Dusk |
"And this blue vial has a dose of bear's endurance, at caster level three."
alchemy: 1d20 + 8 ⇒ (14) + 8 = 22