Esmerelda Balcescu |
At her first opportunity, Esmerelda will start into another story about Varisians outsmarting a devil, showing mortal superiority over outsiders. Bard song +2 hit/dmg/sv vs fear
Voodoo Amiri |
I think we are waiting on the battle between the chaos beast and the elemental, unless you want to move it through to the other side in a flanking position and take the AoO
Parrym |
I had the Elemental do it's full round of actions:
• move to the door
• move to open the door
Meaning that I imagined the beast would then act and it would be the GM's turn
(If the Elemental was actually summoned right in front of the door, it could get 1 Slam attack vs. the Beast, but I do not think that was the configuration, in case here is a roll:
Slam: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 11 ⇒ (1) + 11 = 12
Stats': 17 AC / 17 HP / +6 F -1 R +3 W / 20' speed /
Elemental immunities, like (but there are more): no crits', no flank, no sneak, no paralysis, poison...
Has Darkvision & Tremorsense @ 60 ft.
Has Burrow & Earthglide (can move through stone, even non natural)
Attack w. Power Attack (I counted the +1 from it and the enemy touching the ground):
[dice=Slam]1d20+8; 1d6+11[/dice
Has Improved Bull Rush if needed (+10 to Bull Rush w/o Pow'' Att' on)
Narayan Singh |
Narayan isn't thrilled by the confines of the fight so he checks through his bag of assorted tricks to find something to help him join the fray.
If there's space above Amiri to climb on the wall, he'll fish out a Scroll of Monkeyfish
UMD for Scroll of Monkeyfish: 1d20 + 13 ⇒ (8) + 13 = 21
Voodoo Amiri |
Cool, I was just saying for general purposes. because of the information provided, Amiri isn't thrilled about the idea of becoming an amorphous blob, and is willing to wait for an opportune moment. Especially if the elemental can move past the Chaos Beast and take the AoO so she can move in and provide room for someone else to move up-at least enough to get a clear shot on the thing
Parrym |
If the Elemental survives, Parrym can order it to Earth Glide under the beast, and pop out on the other side... provoking AoOs.
Parrym can also summon another one
Stats': 17 AC / 17 HP / +6 F -1 R +3 W / 20' speed /
Elemental immunities, like (but there are more): no crits', no flank, no sneak, no paralysis, poison...
Has Darkvision & Tremorsense @ 60 ft.
Has Burrow & Earthglide (can move through stone, even non natural)
Attack w. Power Attack (I counted the +1 from it and the enemy touching the ground):
[dice=Slam]1d20+8; 1d6+11[/dice
Has Improved Bull Rush if needed (+10 to Bull Rush w/o Pow'' Att' on)
GM Fez |
I'm still fighting intermittent issues.
As the elemental opens the door the Chaos Beast rips with its many tentacles and claws, trying to tear it asunder.
Slice!: 1d20 + 13 ⇒ (17) + 13 = 30
Dice!: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11 plus DC 17 Fort save
Order 2nd Round
Chaos Beast
Narayan, Amiri, Imhakaru, Pendergast, Esmerelda, Parrym
Parrym |
Parrym calls out, in Terran: "Hit it and go under and behind!", and then spends the full round casting a spell to Summon another Elemental.
Fort DC17: 1d20 + 6 ⇒ (13) + 6 = 19
The Elemental is mangled, but manages to resist whatever Evil came with the blows.
it hits out--
Slam: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 11 ⇒ (2) + 11 = 13
--and then moves under the Beast, burrowing through the stone.
Stats': 17 AC / 17 HP / +6 F -1 R +3 W / 20' speed /
Elemental immunities, like (but there are more): no crits', no flank, no sneak, no paralysis, poison...
Has Darkvision & Tremorsense @ 60 ft.
Has Burrow & Earthglide (can move through stone, even non natural)
Attack w. Power Attack (I counted the +1 from it and the enemy touching the ground):
[dice=Slam]1d20+8; 1d6+11[/dice
Has Improved Bull Rush if needed (+10 to Bull Rush w/o Pow'' Att' on)
Down to 6/17 HP Action to hit and move to go 20ft passing under the Beast provoking an AoO.
Parrym: free action to talk - full action to abandon Life Pact and convert into Summon Monster II and cast that
Esmerelda Balcescu |
Esmerelda will delay so she can get a slot to do touch party buffs. She can't reach Amiri or Narayan from her current position.
When she gets a spot, she's cast bulls strength, preferably on Amiri, but will cast on Narayan if she can't get to Amiri.
GM Fez |
The beast lashes out as Parrym's elemental sinks into the floor.
Opportunity!: 1d20 + 13 ⇒ (20) + 13 = 33
Confirm: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17
It crushes the small elemental into fine powder without issue.
Order 2nd Round
Chaos Beast
Narayan, Amiri, Imhakaru, Parrym
Delay:
Pendergast, Esmerelda
Narayan Singh |
Narayan leaps past Amiri, slamming into the beast with his scaly foot before hopping back up to cling to the wall, fists and feet flashing as fast as he can manage.
Stunning Flying Kick!: 1d20 + 13 ⇒ (11) + 13 = 24
Magic Bludgeoning: 1d8 + 11 ⇒ (6) + 11 = 17 DC 15 Fort or Stunned
Brutal Tear: 1d20 + 13 ⇒ (20) + 13 = 33
Magic Bludgeoning: 1d8 + 8 ⇒ (4) + 8 = 12
Knife Hand: 1d20 + 8 ⇒ (16) + 8 = 24
Magic Bludgeoning: 1d8 + 8 ⇒ (8) + 8 = 16
Final Punch: 1d20 + 13 ⇒ (6) + 13 = 19 Spending Ki for this attack
Magic Bludgeoning: 1d8 + 8 ⇒ (8) + 8 = 16
Confirm on Brutal Tear: 1d20 + 13 ⇒ (10) + 13 = 23
Extra Damage: 1d8 + 8 ⇒ (1) + 8 = 9
If either the crit confirms or the stun lands, the beast is shaken for Rounds: 1d4 + 5 ⇒ (3) + 5 = 8
You are unwelcome.
Your sstain will find no placce here.
End. End and depart.
Enraged Voodoo Amiri |
"I need you now"
"And what of THE beast?"
"Wouldn't matter if I were dead, a lumpy blob, or worse yet, another chaos beast!"
"That does sound somewhat intriguing on a scientific level, though. Hmmmmmm...I wounder if you could rage if you were turned into..."
"Don't you even think for one second I'm gonna..."
"Yes, yes, of course not. Be a good girl and blow this candle out quickly! And save me a round or two with The Biggun."
Move Action Amiri moves up to the Chaos beast
Free Action: Amiri Rages(round 9/12) "Welcome back Sweet Sixteen!"
Swft Action:Powerful Blow Once Again, Amiri brings the Icing on the cake
LBastardSword/Rage/Flanking/PowerAttack: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28
DMG:Rage/PowerfulBlow: 2d8 + 10 + 6 + 2 ⇒ (6, 1) + 10 + 6 + 2 = 25
Confirm: 1d20 + 9 + 2 - 2 ⇒ (12) + 9 + 2 - 2 = 21
CRIT DMG: 2d8 + 10 + 6 ⇒ (7, 7) + 10 + 6 = 30
Just realized that with the elemental gone, I may no longer be flanking
Esmerelda Balcescu |
As soon as Narayan moves, Esmerelda springs into action come out of delay and casts Bull's Strength on Amiri.
This will give her +4 strength, which should result in +2 hit and +3 damage when using her weapon two handed.
GM Fez |
9 damage will kill it either way.
Narayan and Amiri rush the beast, fists, feet, and blade flying. They reduce it to a pile of quivering muscles, teeth, and eyes. Combat over!
Stepping over its cooling, still shifting, corpse you check the room it was located in. This large basement has all but been consumed by a large, water-filled sinkhole, while stone pillars support the dripping, fungus-caked ceiling above. A steeply sloped rubble floor mostly surrounds a dark lake. At the eastern end of the chamber, a single, worked-stone room remains, although its floor and walls are already beginning to crumble away into the sinkhole. A quick, and thorough, search of the room reveals nothing of interest.
Heading north...
A single large desk sits in the northern part of this room, a highbacked chair with a deep purple cushion sitting just beyond it.
Heading east...
A large circular table in this study is cluttered with scrolls, books, and an eclectic mix of strange devices that could be surgical instruments, weapons, or writing implements. A human skull bearing horn-like growths along one side and with a malformed jaw sits on one corner of the desk.
An old man wearing a leather apron covered in surgical and torture implements is smiling at you from across the room. "Took you long enough to get here, thought my gift from the old gods would finish you. No matter, I'll use you as a sacrifice for the spawn!"
Amiri: 1d20 + 2 ⇒ (8) + 2 = 10
Narayan: 1d20 + 2 ⇒ (14) + 2 = 16
Pendergast: 1d20 + 3 ⇒ (8) + 3 = 11
Parrym: 1d20 ⇒ 16
Imhakaru: 1d20 + 6 ⇒ (13) + 6 = 19
Keeper Crove: 1d20 ⇒ 1 =P
Order 1st Round
Imhakaru, Narayan, Parrym, Esmerelda, Pendergast, Amiri
Keeper Crove
Narayan Singh |
Your deeds are by your choicce. Sset asside your ssins, and even you can know merccy.
Narayan pounces across the room, seeking to put down the old man before his ignorance can drive him to further harm.
Stunning Kick!: 1d20 + 13 ⇒ (8) + 13 = 21
Magic Nonlethal Bludgeoning: 1d8 + 11 ⇒ (5) + 11 = 16 DC 15 Fort save or stunned & shaken
Gut Jab: 1d20 + 13 ⇒ (1) + 13 = 14
Magic Nonlethal Bludgeoning: 1d8 + 8 ⇒ (2) + 8 = 10
Looping Hook: 1d20 + 8 ⇒ (20) + 8 = 28
Magic Nonlethal Bludgeoning: 1d8 + 8 ⇒ (8) + 8 = 16
Elbow Drop: 1d20 + 13 ⇒ (13) + 13 = 26
Magic Nonlethal Bludgeoning: 1d8 + 8 ⇒ (5) + 8 = 13
Looping Hook Confirmation: 1d20 + 8 ⇒ (11) + 8 = 19
Extra Damage: 1d8 + 8 ⇒ (5) + 8 = 13 Shaken for Rounds: 1d4 + 5 ⇒ (3) + 5 = 8 on confirm.
Esmerelda Balcescu |
Esmerelda starts spinning of tale of how dealing with dark magic always leads to one's downfall to heroes.
Bard song +2 hit/dmg/will saves.
Did the bulls strength go off in the previous fight, and if so, did it take more than 5 min to get here?
Parrym |
Is this old man giving us the finger? Parrym asks herself, grumbling and somewhat upset that the Beast turned out to be so weak as to have her waste the second summoning of an Elemental.
Parrym casts Guidance on Amiri.
Amiri: you get an extra +1 to an Attack of your choice
GM Fez |
1 person marked this as a favorite. |
Yes it went off, no it has not been five minutes. So Amiri is still buff from it. Also to note, the secret door next to Crove remains open.
Narayan swiftly enters the room and beats the old man into unconsciousness. As the Keeper loses consciousness, a tremendous voice cries out nearby, its syllables not quite recognizable words save for three ominous syllables: “YOG-SOTHOTH!”
You hear thunderous footsteps pounding the ceiling above as the spawn arrives and moves through the asylum. Looking down the corridor from whence you came you can see some of the lunatics, still bound and unconscious. The chains around the ankles of the lunatics outside rattle as something grabs hold of them and pulls them roughly out of sight, blood spraying back into view before the twisted and crumpled bodies fly in.
A horrific monster winks into view, its natural invisibility seeming to fail at this moment. An insane amalgamation of faces, teeth, and writhing tentacles the beast calls out those same syllables: "YOG-SOTHOTH!"
P.S. Don't let it eat Crove...
Esmerelda: 1d20 + 3 ⇒ (11) + 3 = 14
Pendergast: 1d20 + 3 ⇒ (9) + 3 = 12
Narayan: 1d20 + 2 ⇒ (15) + 2 = 17
Amiri: 1d20 + 2 ⇒ (4) + 2 = 6
Imhakaru: 1d20 + 6 ⇒ (10) + 6 = 16
Spawn of Yog-Sothoth: 1d20 + 6 ⇒ (5) + 6 = 11
Order 1st Round
Narayan, Imhakaru, Esmerelda, Pendergast
Spawn of Yog-Sothoth
Parrym, Amiri
This is an aberration (extraplanar) if the special blade didn't give it away...Also, the first time you get within 30 feet of it make a DC 22 Fort save (vs a poison effect) or be sickened for 10 rounds.
Ancient legend holds that the spawn of Yog-Sothoth are inflicted upon a world to clear it of all sane life and to prepare the way for the return of the Great Old Ones to their former dominion. Yet a spawn’s ravenous and constant thirst for blood may be just as responsible for driving it to heights of mayhem and destruction that mark its presence in a region.
Voodoo Amiri |
Did Amiri not have any time to perform a coup de grace for her turn in the last combat "swiftly"-for lack of a better word-after Narayan pummeled him?
Voodoo Amiri |
I only asked the above because since it was established that we do need to kill these "gentlemen," I assumed Narayan was going to do lethal damage, and so I took his attack on Crove for granted on that fact and did not read his post closely. It was only when you said "don't let the beast kill Crove" I went back and checked his post. Either way it's cool, it may even make this encounter more interesting! Anyhoo, I just saw that the good Inspector beat the beast on initiative and I know he is able to be counted on in this matter
Narayan Singh |
My apologies, Amiri Huntresss. I thought that we had already casst the Sseeking Beasst from our world. Sstill, if we can end thiss monsstrossity now, Crove may yet earn a better peacce.
Narayan hastens through the room, calling up on his training as he does so; his fists soon drip with acid.
Now comes your fate, beasst!
Mighty Stunning Punch!: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Magic Bludgeoning + Acid: 1d8 + 11 + 2 + 1d6 ⇒ (4) + 11 + 2 + (4) = 21 DC 15 Fort Save or Stunned for 1 round and shaken for Rounds: 1d4 + 5 ⇒ (2) + 5 = 7
EDIT
Forgot the Fort Save
Fort Save vs. Poison: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
GM Fez |
The spawn shows up as soon as the last keeper loses consciousness. Too bad he couldn't escape to the green room where the monster would go for him immediately...
Fort!: 1d20 + 9 - 6 + 2 ⇒ (9) + 9 - 6 + 2 = 14
Narayan's initial blow cracks across the uppermost skull of the Spawn, causing it to slump down in pain.
Order 1st Round
Narayan, Imhakaru, Esmerelda, Pendergast
Spawn of Yog-Sothoth [stunned] -21
Parrym, Amiri
Esmerelda Balcescu |
fort: 1d20 + 2 ⇒ (9) + 2 = 11
Esmerelda, overcome by sickness, moves closer to Amiri, and casts a sepll.
Cast bulls strength on her if I didn't get it on her earlier, or protection from evil if bulls strength is already up.
Inspector Pendergast |
Sorry for the delay! Long day at work.
Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16
The Inspector vomits a little in his mouth.
Kn.Dungeoneering, Sickened: 1d20 + 13 + 1d6 + 1 - 2 ⇒ (8) + 13 + (3) + 1 - 2 = 23
Oh I think now is the perfect time for a 5-Star Reroll...
Kn.Dungeoneering, Reroll: 1d20 + 13 + 1d6 + 1 - 2 + 5 ⇒ (16) + 13 + (2) + 1 - 2 + 5 = 35
^_^
"Miss Amiri, I strongly recommend using the smaller blade against this foe. I will handle the unconscious Keeper. You and Mr. Singh should concentrate on our new aberrant friend."
The Inspector closes with the Keeper and slices his throat.
Rapier, Study, Song, Sickened: 1d20 + 7 + 2 + 2 - 2 ⇒ (13) + 7 + 2 + 2 - 2 = 22
Damage, Study, Song, Sickened: 1d6 + 1 + 2 + 2 - 2 ⇒ (2) + 1 + 2 + 2 - 2 = 5
Parrym |
"I hear you Amiri", Parrym calls out.
She tries the door right beside her, seeing if it will open--
• that is a Move action
• still 1 action & Meneldor's actions left
(the main goal is to have Meneldor enter the room and then for Parrym to open the other door-- but who knows what's in there?
GM Fez |
I completely forgot you weren't in the room yet....This is why you don't post things after only glancing at them. Imhakaru is going on delay.
The spawn continues to shake off the resounding blow Narayan hit it with. Parrym manages to pull the door open without issue.
Order 1st Round
Narayan, Esmerelda, Pendergast
Spawn of Yog-Sothoth [stunned] -21
Parrym, Amiri
Delay: Imhakaru
Voodoo Amiri |
1 person marked this as a favorite. |
I believe the steps Amiri has to climb is 2 spaces, which will put her exactly at the far door with a double move, and unable to try the door itself either way
"This thing could have at least had the decency to manifest in a more accessible area!"
It's the far door closer to the "bottom" of the room. I think the opaque square made Amiri's icon disappear within, I lost her in there. A dimensional rift within the room?
Voodoo Amiri |
"Though, your apparent skill with flammables, really cancels out any criticism a person can throw your way in regards to your damage-causing capability!"
Parrym |
If the door opens, and there is no lunatic attacking her, Parrym still can have Meneldor move through the room, and then Parrym can open the next door
Narayan Singh |
Narayan shuffles carefully to the side as he continues to strike and tear at the Beast, hoping to free up space for his companions to join the fray.
Their ssouls are not yours to take!
Mighty Stunning Fist!: 1d20 + 13 ⇒ (13) + 13 = 26
Magic Bludgeoning & Acid: 1d8 + 11 + 1d6 ⇒ (2) + 11 + (3) = 16 DC 15 Fort Save or stunned
Wrenching Twist: 1d20 + 13 ⇒ (19) + 13 = 32
Magic Bludgeoning & Acid: 1d8 + 8 + 1d6 ⇒ (2) + 8 + (4) = 14 DC 15 Fort Save or stunned (disregard if already stunned)
Knee Strike: 1d20 + 8 ⇒ (9) + 8 = 17
Magic Bludgeoning & Acid: 1d8 + 8 + 1d6 ⇒ (3) + 8 + (2) = 13
Pinning Stomp: 1d20 + 13 ⇒ (2) + 13 = 15 Spending ki to make this attack
Magic Bludgeoning & Acid: 1d8 + 8 + 1d6 ⇒ (4) + 8 + (1) = 13
Your falssehoods lack might.
GM Fez |
Fort!: 1d20 + 9 - 6 + 2 ⇒ (16) + 9 - 6 + 2 = 21
Another!: 1d20 + 9 - 6 + 2 ⇒ (3) + 9 - 6 + 2 = 8
Narayan's blows lash out once more, catching the spawn at least twice, injuring it further and knocking it nearly senseless again.
Order 2nd Round
Narayan, Esmerelda, Pendergast
Spawn of Yog-Sothoth [stunned] -51
Parrym, Amiri
Delay: Imhakaru
Parrym |
I do not want to remove your white squares hiding things.
What Parrym's action were was:
• having Parrym open the door to her left
• then, depending on what is inside-- have Meneldor move across, and have Parrym open another door on the opposite side if it goes through
GM Fez |
Resist!: 1d20 + 7 ⇒ (7) + 7 = 14
Pendergast's blade ends the life of Keeper Crove, something which seems to affect the Spawn rather spectacularly as it screams in rage through its stupor.
Parrym opens the door to reveal a chair and a peephole into the adjacent cell. Still have standard or move action if you want to do something else. No way to get into the other cell from here.
Order 2nd Round
Narayan, Esmerelda, Pendergast
Spawn of Yog-Sothoth -51
Parrym, Amiri
Delay: Imhakaru
Parrym |
Parrym will move (last move from round) to where the coup de grâce was just performed, and then if I am correct in have read that we know about this door Parrym opens the secret door, and then moves down the corridor.
At the end, there is no door right now, correct?