Etu Free-As-Wind |
Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Etu takes a five foot step back towards Warpac and out of danger. She starts speaking in a loud, clear voice. "The undead are a nasty affair that no good Gods or goddesses abide, Desna is no exception, and you monks are without Prayer."
Raising her holy symbol, she casts the spell of the same name.
Five foot step, move action to Inspire Courage +3 to friendswithin 30 ft, standard to cast Prayer for +1 to attack, damage, saves, and skills with a -1 to enemies for the same.
Warpac |
I'm liking that Prayer with Fate's Favored. Yea! What is the DC on that spell?
Etu Free-As-Wind |
Prayer (3rd level spell) doesn't have a saving throw, it's only subject to spell resistance. It's great.
Warpac |
Dang. Makes that spell a LOT better. I thought it was like Bane.
*wraith* |
Wraith nods to Etu and then moves into flank with him.
Full Attack w/Power Attack, Flank, Prayer, and +3 Inspire: 1d20 + 19 ⇒ (6) + 19 = 251d20 + 14 ⇒ (18) + 14 = 32
Damage Rolls: 1d3 + 27 ⇒ (3) + 27 = 301d3 + 27 ⇒ (1) + 27 = 28
Pirate GM |
Etu provides many buffs while wraith begins to work on one of the undead.
initiative
Black -133
Warpac 52/73
Rayne
Purple Koru (5)
Qalim
Red Koru (-28)
wraith
Etu 29/37
Warpac and Rayne are up!
Rayne Deverin |
Rayne continues his assault on the large undead.
Inspire, Favored, Prayer, Rapid, Deadly, Sickened: 1d20 + 15 ⇒ (1) + 15 = 16
2d8 + 26 ⇒ (5, 3) + 26 = 34
Inspire, Favored, Prayer, Rapid, Deadly, Sickened: 1d20 + 15 ⇒ (15) + 15 = 30
1d8 + 13 ⇒ (1) + 13 = 14
Inspire, Favored, Prayer, Rapid, Deadly, Sickened: 1d20 + 10 ⇒ (5) + 10 = 15
1d8 + 13 ⇒ (8) + 13 = 21
Warpac |
Warpac decided to fight defensively, buying time for the powerhouses to do their thing.
To Hit,sickened,prayer,Fates Favored,defensive: 1d20 + 9 - 2 + 1 + 1 - 4 ⇒ (8) + 9 - 2 + 1 + 1 - 4 = 13
Damage,sickened,prayer,FF: 1d10 + 3 - 2 + 1 + 1 ⇒ (5) + 3 - 2 + 1 + 1 = 8
"How's it going over there?"
He also uses a fervor to heal himself as a swift action
2d6 + 4 ⇒ (5, 4) + 4 = 13
Current HP: 72
Pirate GM |
1d20 + 13 ⇒ (8) + 13 = 21
1d20 + 8 ⇒ (4) + 8 = 12
1d8 + 5 ⇒ (7) + 5 = 12
Rayne only manages to connect with a single arrow while Warpac heals himself and stays defensive.
Not wanting to deal with the defensive dwarf the monk steps around him to go after the more vulnerable Tengu with a flurry of blows.
Etu: 12 damage from 1 hit and fort DC 18 or wisdom damage: 1d4 ⇒ 4
Black -133
Warpac 72/73
Rayne
Purple Koru (5)
Qalim
Red Koru (-42)
wraith
Etu 17/37
Qalim is up!
Etu Free-As-Wind |
Fort save: 1d20 + 7 ⇒ (19) + 7 = 26
Nailed it
Qalim Al Shama |
@GM what knowledge could I get to know more about the goo effect?
Qalim tries to determine if the goo has some effect on the planar creature to deal with it definitively.
If he knows what to do with the goo covert creature he will use his magic to be sure it stays dead.
If not, he calls against the destructive Fire of the Dragon to attacks the monk.
Burning Arc (DC23 Ref): 10d6 + 20 + 4 ⇒ (3, 1, 3, 1, 5, 4, 6, 4, 3, 5) + 20 + 4 = 59 on Red Koru
Burning Arc (DC23 Ref): 5d6 + 10 ⇒ (4, 6, 3, 6, 4) + 10 = 33 on Purple Koru
Pirate GM |
It's the side effect of an artifact, it's clearly powerful but a blasphemous secret not knowable through normal means.
reflex: 1d20 + 9 ⇒ (10) + 9 = 19
reflex: 1d20 + 9 ⇒ (9) + 9 = 18
Both of the undead monks get burned, the red one turning to ash.
initiative
Black -?
Warpac 72/73
Rayne
Purple Koru (-28)
Qalim
wraith
Etu 17/37
Wraith and Etu are up!
Sorry for the late note, I'm on vacation this week and am having more trouble posting than I had hoped. I'll be back up to speed by Saturday night though.
*wraith* |
Wraith moves into the flank with Warpac and attacks the purple critter.
Attack Rolls w/w/Power Attack, Flank, Prayer, and +3 Inspire: 1d20 + 19 ⇒ (1) + 19 = 201d20 + 14 ⇒ (12) + 14 = 26
Damage Rolls: 1d3 + 27 ⇒ (3) + 27 = 301d3 + 27 ⇒ (1) + 27 = 28
Etu Free-As-Wind |
Seeing that the last Koru did not go down after Wraith's attack, Etu will raise her holy symbol and channel energy in the hopes of killing it for good.
Channel Positive to harm: 3d6 ⇒ (2, 1, 2) = 5 Welp. DC 15 Will for 2 damage.
Warpac |
Warpac tries to give it a good hard shove to the north/northwest (see arrow).
Bull Rush,sickened,prayer,Fates Favored: 1d20 + 15 ⇒ (16) + 15 = 31
Due to Greater Bull Rush this provokes from Wraith and Etu. Warpac will follow if successful.
"Back off!"
Rayne Deverin |
Rayne continues his focus, firing on the large undead in front of him.
Inspired, Favored, Rapid, Deadly, Sickened: 1d20 + 15 ⇒ (17) + 15 = 32
Manyshot: 2d8 + 26 ⇒ (5, 3) + 26 = 34
Inspired, Favored, Rapid, Deadly, Sickened: 1d20 + 15 ⇒ (12) + 15 = 27
1d8 + 13 ⇒ (8) + 13 = 21
Inspired, Favored, Rapid, Deadly, Sickened: 1d20 + 10 ⇒ (14) + 10 = 24
1d8 + 13 ⇒ (4) + 13 = 17
Pirate GM |
aoo: 1d20 ⇒ 9
Between Rayne's arrows and Wraith's timely AoO from Warpac's shove the remaining undead crumbles.
With no sign of movment from the black lump you seem to at least have a few moments to catch your breath.
out of combat
Warpac |
"Now we get past these unpleasant rooms. Can't imagine it will get any worse that that."
Without pausing Warpac marches into the oily room up until he gets to the bank and looks around for an exit.
"Well, dang. I do hope we don't have to root around for an exit under this stuff."
Warpac |
*chuckle*
"Now, now, Wraith. Saying something does not make it so."
Etu Free-As-Wind |
Etu will tap herself with her wand as she says, "Does it look like our way out is through the black goo? Did we figure out what it was?"
CLWs: 1d8 + 1 ⇒ (5) + 1 = 6
CLWs: 1d8 + 1 ⇒ (2) + 1 = 3
CLWs: 1d8 + 1 ⇒ (7) + 1 = 8
CLWs: 1d8 + 1 ⇒ (8) + 1 = 9
Pirate GM |
As a reminder, description for the further room...
Black goo oozes down the walls of this cavern and congeals in pools upon the floor. Much of the stuff lies as a pond in the center of the room. An island toward the center of that pond holds a small plinth, atop which rests an oval stone.
Somewhat transparent, an inky blackness roils just under the stone’s surface, darker than the blackest thunderhead.
There appears to be another exit in the bottom right corner of the room. There is not an easy way past the pond that doesn't involve going through, although one could climb the walls or even potentially jump if particularly skilled.
The black lump of goo daemon continues to not move.
Pirate GM |
You are able to identify this as the Wraithsoul Stone. It was plucked from the endless void by the mad sage Lynothrix. It is more of an occult object than a magic one, but an artifact nonetheless. The chamber with the writing must be the Chamber of Blasphemies and is linked to the Wraithsoul Stone.
While the stone possesses the power of destruction, the chamber thrums
with creative intellectual energy. Some believe it harbors the souls of thousands of mad geniuses attempting to solve the riddles of the multiverse. Others believe it was created to sequester the worst blasphemies of the multiverse. It is an item of immense evil, although many of its secrets are sequestered in the chamber of Blasphemies and beyond your current knowledge.
wraith makes it to the island without trouble.
except for the will save from wraith.
Warpac |
Warpac watches with interest, hoping that plucking the stone will drain the room.
Brave fellow. Nimble too. Probably foolish, but we shall see.
Qalim Al Shama |
After studying the area Qalim says
This is a powerful artifact, I think Lady Zartha will be please to add it to her collection. May be someone could take it and put it in a dimensional planes as it is quietly evil.
Pirate GM |
wraith picks up the stone, and there is no immediate change to the room.
Warpac |
Drat. I was really hoping that would drain the place. Now what? I sure hope we find a way to cross without wading through the nasty stuff.
Warpac waits a few moments before wading in, hoping against hope, that someone has a folding boat or something.
Pirate GM |
When a creature first enters the pool, and at any point that it ends its turn in the goo, it must succeed at a DC 18 Fortitude saving throw or be slowed for 1 round. All saves need to be attempted even if already slow.
*wraith* |
Seeing Warpac about to wade in, Wraith would say "Why don't you try jumping over here? I'll get out of your way."
Wraith will pull out a rope then tie one end to the plinth, then jump to the far edge, trailing the rope as she goes. Once there, she will climb the wall around to the tunnel and look for a place to set the rope.
Acrobatics to Jump: 1d20 + 16 ⇒ (4) + 16 = 20
Etu Free-As-Wind |
"It seems as though flying is the best option. Here, Warpac," Etu would come up to her fellow Desnan and tap him on the back with her Fly spell (lasting 7 minutes). "Would you be a dear and take me across?"
Warpac |
Seeing Warpac about to wade in, Wraith would say "Why don't you try jumping over here? I'll get out of your way."
Warpac looks at him like he's crazy. "Even without my armor, you ask much from me."
Warpac is delighted when Etu comes up with an alternative.
"I'll be glad to tote you over and whoever else needs a lift. Now, carry things, THAT I can do."
Pirate GM |
fortsave: 1d20 + 9 ⇒ (16) + 9 = 25
fortsave: 1d20 + 9 ⇒ (20) + 9 = 29
you get a bad feeling and a tingling sensation but nothing immediately bad happens.
Etu Free-As-Wind |
"Now, it appears as though we found everything here. Unless my eyes deceive me, it looks like there's a way out to the south east?" Etu will put up no resistance to Warpac picking her up.
Pirate GM |
New slide with map north facing up. After the teleporter I had the bright idea to rotate the map 90o until somebody wanted to look at their wayfinder to get a directional heading. Of course all it did was make it hard to refer to directions because I was trying to avoid using N/S/E/W so we're back to north is up on slide 1
Qalim flies across and sees more puddles of strange black goo running down the walls and pooling on the floor of the unworked sections of this chamber.
The worked areas stay free from such corruption. Yet shadows play strangely upon the roughly carved granite walls; as if there are unseen objects and light sources elsewhere in the chamber.