Atol Lem |
Round 2, Initiative 25, Location Q24
Atol HP: 114/114 +4 temp
Angel HP: 53/53 +15 temp
Weapon Equipped = Cudgel
Conditions = Ablative Barrier (0/50hp, 2/16h), Ant Haul (2/15h), Heroes' Feast (2/12h), Magic Vestment (2/13h), Mind Blank, Wind Walk (2/15h), Delay Poison (1/180m), Blessing of Fervor (2/15r)
Channel Energy (DC21): 10/10
Healing Touch: None
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 2/2
Purifying Touch: 2/2
Cudgel of the Cauldron Five (6/10)
Pearl of Power Left: first (1/2), second (1/1), third (0/1)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Metamagic Rod of Silence (lesser:3) (3/3)
Metamagic Rod of Reach (normal:6) (3/3)
Spellguard Bracers (2 concentration rolls) (3/3)
Spells Remaining: (Caster Level: 15, Concentration Check: 22 (+2 defensively))
0) Create Water, Light, Mending, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil;
2) Bull's Strength; Pilfering Hand, Restoration(lesser), Restoration(lesser), Sound Burst, Sound Burst
3)
4) Spell Immunity; Blessings of Fervor,
5) Spell Resistance; Atonement, Air Walk (communal), Breath of Life, Cleanse, Summon Monster V
6)
7) Grasping Hand;
8)
Atol grips his cudgel and cheers his team onto victory against the snake. As he does so, he leans forward and gives the strength of St. Cuthbert to Glimmil!*
*Strength Surge(sp): +7 to any strength related task for the next round (attack, damage, CMB/D, etc.)
Atol uses Blessings of Fervor for +2attacks/AC/reflex saves this round.
Ongoing Spell Effects
Gain 15 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.
Wind Walk for 15 hours.
Delay Poison for 4 hours on Glimmil, Cog, and Finneas.
Blessing of Fervor
Doctor Abner Svengalu Toffitt |
Round 2, Init 27
Fort: 1d20 + 20 ⇒ (7) + 20 = 27
Toffitt is slightly singed, and feels lighter as the holy bloat of heroes' feast leaves his system. "Perhaps they're not around, because we've already enacted justice upon most of them. One can hope."
He enacts some more justice upon the crystal snake.
Dueling Sword: 1d20 + 12 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (5) + 12 + 8 + 1 + 1 + 2 + 2 - 4 = 27
2 Str damage +: 1d8 + 8 + 1 + 12 + 8d6 ⇒ (6) + 8 + 1 + 12 + (2, 2, 6, 2, 6, 2, 4, 2) = 53
Iterative 1: 1d20 + 7 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (1) + 7 + 8 + 1 + 1 + 2 + 2 - 4 = 18
2 Str damage +: 1d8 + 8 + 1 + 12 + 8d6 ⇒ (8) + 8 + 1 + 12 + (3, 6, 2, 3, 5, 5, 1, 5) = 59
Iterative 2: 1d20 + 2 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (18) + 2 + 8 + 1 + 1 + 2 + 2 - 4 = 30
2 Str damage +: 1d8 + 8 + 1 + 12 + 8d6 ⇒ (6) + 8 + 1 + 12 + (6, 3, 2, 2, 3, 1, 6, 1) = 51
Fervor: 1d20 + 12 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (7) + 12 + 8 + 1 + 1 + 2 + 2 - 4 = 29
2 Str damage +: 1d8 + 8 + 1 + 12 + 8d6 ⇒ (5) + 8 + 1 + 12 + (1, 5, 4, 6, 5, 5, 1, 1) = 54
Confirm Iterative 2: 1d20 + 2 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (8) + 2 + 8 + 1 + 1 + 2 + 2 - 4 = 20
2 Str damage +: 1d8 + 8 + 1 + 12 + 8d6 ⇒ (5) + 8 + 1 + 12 + (1, 4, 6, 5, 5, 2, 3, 1) = 53
Active effects/conditions ablative barrier (50), ant haul, barkskin, delayed consumption (death ward), heroism, mutagen, see invisibility, overland flight, echolocation
Init +12 Perception +30 Sense Motive +29
AC 41 / 42 crowd control (20 touch; uncanny dodge)
10 +8 dex +9 armor +2 ring +9 nat armor +1 haste +2 fervor
CMB +14 CMD 34 (+12 BAB, +8 Dex, +2 Str, +2 Ring)
HP 157 / 159
Fort +20 Reflex +22 Will +14 (+2 v. enchant)
Immune Poison, disease, nonlethal, cold, sleep, paralysis
Other Defenses -4 to ability damage, -2 to ability drain, 25% chance to avoid crit/precision damage
Weapon Equipped Dueling blade
Mutagen ACTIVE (+4 Dex, +6 Con, +4 AC, -2 Wis, -2 Cha, 14 hour duration)
Elixirs
1 Ant haul ACTIVE 30 hours
- Endure elements ACTIVE 24 hours
- Enlarge person (Finneas)
- Shield (Finneas)
- Shield
- open
2 Ablative barrier 15 hours ACTIVE
- Ablative barrier 15 hours (Atol)
- Barkskin +5 (Finneas)
- Barkskin +5 ACTIVE
- Perceive cues ACTIVE
- See invisibility
3 Heroism ACTIVE
- Heroism
- Resist energy, communal
- Fly (Finneas)
- open
- open
4 Echolocation ACTIVE
- Greater invisibility
- Greater Invisibility
- Death Ward
- Freedom of movement
5 Delayed consumption (death ward) ACTIVE
- Dust form
- Overland flight ACTIVE
Hero Points 1
Controlled Rage 0 of 5 rounds used
Healing touch 0 hp of 75hp used
Boots of speed 4 of 10 rounds used
Boro Beads, lvl 1 0 of 2 used
Boro Beads, lvl 2 0 of 2 used
Boro Bead, lvl 3 0 of 1 used
Boro Bead, lvl 4 0 of 1 used
Preserving flask Shield
Wand of fireball 22 charges
Wand of invisibility 43 charges
Wand of Shield 20 charges
Wand of See Invisibility 1 charge
Dyrant Maynor, the Pre-Sainted |
Swish, clank, clunk, swish.
LOL.
Round 2, Init 23
Dyrant 5' flaps to R26 and continues to cheer on Finn, adding the power of St. Cuthbert to the Smokin' Eye of Grumpitude.
Still have Fortune for 4 more rounds.
Glimmil |
Glimmil Fort DC19: 1d20 + 26 ⇒ (7) + 26 = 33
Cog Fort DC19: 1d20 + 12 + 3 ⇒ (11) + 12 + 3 = 26
Glimmil and Cog each take 9.
Glimmil, with newfound strength surging through him, finds greater accuracy and greater impact as he thrusts his lance past Finneas at the crystal snake.
"Thanks Atol!"
** with strength surge +7 and soft cover -4 **
Lance (power, feast): 1d20 + 22 + 1 - 0 + 1 - 4 + 7 ⇒ (15) + 22 + 1 - 0 + 1 - 4 + 7 = 42 for 1d6 + 7 + 10 + 7 ⇒ (1) + 7 + 10 + 7 = 25
Lance (power, feast) #2: 1d20 + 22 - 5 + 1 - 0 + 1 - 5 - 4 + 7 ⇒ (14) + 22 - 5 + 1 - 0 + 1 - 5 - 4 + 7 = 31 for 1d6 + 7 + 10 + 7 ⇒ (2) + 7 + 10 + 7 = 26
Lance (power, feast) #3: 1d20 + 22 - 10 + 1 - 0 + 1 - 5 - 4 + 7 ⇒ (19) + 22 - 10 + 1 - 0 + 1 - 5 - 4 + 7 = 31 for 1d6 + 7 + 10 + 7 ⇒ (6) + 7 + 10 + 7 = 30
Lance (power, feast) #4: 1d20 + 22 - 15 + 1 - 0 + 1 - 5 - 4 + 7 ⇒ (17) + 22 - 15 + 1 - 0 + 1 - 5 - 4 + 7 = 24 for 1d6 + 7 + 10 + 7 ⇒ (6) + 7 + 10 + 7 = 30
Lance (power, feast) BOF: 1d20 + 22 + 1 - 5 - 0 + 1 - 4 + 7 ⇒ (14) + 22 + 1 - 5 - 0 + 1 - 4 + 7 = 36 for 1d6 + 7 + 10 + 7 ⇒ (4) + 7 + 10 + 7 = 28
Glimmil Status:
HP: 166/175
AC: 35 (T 15 | FF 33)
(add: +3 when fighting defensively)
Spells:
1) [ ] Divine Favor [ ] Grace [ ] Hero's Defiance [ ] Lesser Restoration [ ] Word of Resolve
2) [ ] Holy Shield [ ] Litany of Righteousness [ ] Paladin's Sacrifice [ ] Saddle Surge
3) [ ] Litany of Sight [ ] Sky Steed [ ] Sky Steed
4) [ ] Greater Angelic Aspect [ ] Restoration
Abilities:
Smite Left: 5/5
Lay Hands Left: 13/13 (7d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Winged Boots Left: 3/3D
Cog Status:
HP 108/117
AC 31 (T 16 | FF 25) (+3 on top of this with Dyrant's Ward)
Finneas Glenn |
Round 2
HP = 153/166
AC/T/FF = 30/14/29
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Hero Points = 3
Scarab = 12
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1 (+3 vs. fey/outsider/undead/incorporeal)
Mage Hand (1/day) = 1/1
Smite Evil (1/day) = 1/1 (+3 to hit, +16 to damage, +3 Deflection AC)
Extracts: Enlarge Person, Shield, Fly +7
Oracle Spells Known (CL 8th; concentration +15)
. . 4th 3/3 Blessing of Fervor[APG]*, CCW, Wall of Fire
. . 3rd 6/6 CSW, Deadly Juggernaut[UC], Dispel Magic, Magic Vestment, Speak with Dead*
. . 2nd 7/7 Augury, CMW, Fog Cloud, Grace[APG], Levitate, Minor Image*, Resist Energy, Lesser Restoration, See Invisibility
. . 1st 7/7 CLW, Divine Favor, Enhance Water, Enlarge Person*, Protection from Evil, Remove Fear, Shield of Faith
. . 0 Create Water, Detect Magic, Detect Poison, Ghost Sound*, Light, Mage Hand, Mending, Purify Food and Drink*, Spark[APG]*, Stabilize
* Allows save DC = 13 + Spell Level
Status Effects = Barkskin, Wind Walk, Delay Poison, Heroe's Feast, SR 20, Fortune
"If you say so."
Finneas puts forth his own efforts at snake slaying.
Sword: 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 2d6 + 20 ⇒ (1, 2) + 20 = 23
Sword: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 2d6 + 20 ⇒ (3, 6) + 20 = 29
Sword: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 2d6 + 20 ⇒ (2, 1) + 20 = 23
GM_Chris |
Toffitt has a hard time damaging the snake this round, but Finneas manages a hit. Glimmil gets in a couple hits, each one more damaging than his single hit last round.
As the snake heals some more, it vibrates again rattling the bones of Finneas, Glimmil and Toffitt.
sonic damage: 6d6 ⇒ (5, 1, 5, 3, 5, 6) = 25DC 19 FORT save for half
I believe Finneas owes a save from last round, too.
The snake glows brightly once more and sears more of Toffitt's flesh.
1d2 ⇒ 2
touch attack: 1d20 + 14 ⇒ (13) + 14 = 27
damage: 5d8 ⇒ (7, 3, 5, 4, 2) = 21
Round 3
Toffitt = 27
Atol = 25
Dyrant = 23+
Finneas = 23
Glimmil = 17
Cog
snake = 16 (67+28+25+23-45-5=93)
Atol Lem |
Round 3, Initiative 25, Location Q24
Atol HP: 114/114 +4 temp
Angel HP: 53/53 +15 temp
Weapon Equipped = Cudgel
Conditions = Ablative Barrier (0/50hp, 2/16h), Ant Haul (2/15h), Heroes' Feast (2/12h), Magic Vestment (2/13h), Mind Blank, Wind Walk (2/15h), Delay Poison (1/180m), Blessing of Fervor (3/15r)
Channel Energy (DC21): 10/10
Healing Touch: None
Resistant Touch Left: 8/8
Strength Surge Left: 6/8
Bestow Resolve: 2/2
Purifying Touch: 2/2
Cudgel of the Cauldron Five (6/10)
Pearl of Power Left: first (1/2), second (1/1), third (0/1)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Metamagic Rod of Silence (lesser:3) (3/3)
Metamagic Rod of Reach (normal:6) (3/3)
Spellguard Bracers (2 concentration rolls) (3/3)
Spells Remaining: (Caster Level: 15, Concentration Check: 22 (+2 defensively))
0) Create Water, Light, Mending, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil;
2) Bull's Strength; Pilfering Hand, Restoration(lesser), Restoration(lesser), Sound Burst, Sound Burst
3)
4) Spell Immunity; Blessings of Fervor,
5) Spell Resistance; Atonement, Air Walk (communal), Breath of Life, Cleanse, Summon Monster V
6)
7) Grasping Hand;
8)
Getting a little concerned about the health of his friends, Atol considers channeling energy, but instead continues to buff Glimmil with the strength of the gods.*
”Finish it Glimmil, you have the power to do so!”
*Strength Surge(sp): +7 to any strength related task for the next round (attack, damage, CMB/D, etc.)
Atol uses Blessings of Fervor for +2attacks/AC/reflex saves this round.
Ongoing Spell Effects
Gain 15 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.
Wind Walk for 15 hours.
Delay Poison for 4 hours on Glimmil, Cog, and Finneas.
Blessing of Fervor
Glimmil |
Round 3, Init 17
Glimmil Fort DC19: 1d20 + 26 ⇒ (2) + 26 = 28
Cog Fort DC19: 1d20 + 12 + 3 ⇒ (8) + 12 + 3 = 23
Glim and Cog each take 13 from that one.
Teeth chattering, Glimmil nods at Atol's suggestion and in a blurred flurry continues stab-stab-stabbing with his lance past the Finn-Finn-Finneas.
** with strength surge +7 and soft cover -4 **
Lance (power, feast): 1d20 + 22 + 1 - 0 + 1 - 4 + 7 ⇒ (4) + 22 + 1 - 0 + 1 - 4 + 7 = 31 for 1d6 + 7 + 10 + 7 ⇒ (6) + 7 + 10 + 7 = 30
Lance (power, feast) #2: 1d20 + 22 - 5 + 1 - 0 + 1 - 5 - 4 + 7 ⇒ (18) + 22 - 5 + 1 - 0 + 1 - 5 - 4 + 7 = 35 for 1d6 + 7 + 10 + 7 ⇒ (6) + 7 + 10 + 7 = 30
Lance (power, feast) #3: 1d20 + 22 - 10 + 1 - 0 + 1 - 5 - 4 + 7 ⇒ (13) + 22 - 10 + 1 - 0 + 1 - 5 - 4 + 7 = 25 for 1d6 + 7 + 10 + 7 ⇒ (1) + 7 + 10 + 7 = 25
Lance (power, feast) #4: 1d20 + 22 - 15 + 1 - 0 + 1 - 5 - 4 + 7 ⇒ (11) + 22 - 15 + 1 - 0 + 1 - 5 - 4 + 7 = 18 for 1d6 + 7 + 10 + 7 ⇒ (2) + 7 + 10 + 7 = 26
Lance (power, feast) BOF: 1d20 + 22 + 1 - 5 - 0 + 1 - 4 + 7 ⇒ (12) + 22 + 1 - 5 - 0 + 1 - 4 + 7 = 34 for 1d6 + 7 + 10 + 7 ⇒ (4) + 7 + 10 + 7 = 28
Glimmil Status:
HP: 153/175
AC: 35 (T 15 | FF 33)
(add: +3 when fighting defensively)
Spells:
1) [ ] Divine Favor [ ] Grace [ ] Hero's Defiance [ ] Lesser Restoration [ ] Word of Resolve
2) [ ] Holy Shield [ ] Litany of Righteousness [ ] Paladin's Sacrifice [ ] Saddle Surge
3) [ ] Litany of Sight [ ] Sky Steed [ ] Sky Steed
4) [ ] Greater Angelic Aspect [ ] Restoration
Abilities:
Smite Left: 5/5
Lay Hands Left: 13/13 (7d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Winged Boots Left: 3/3D
Cog Status:
HP 95/117
AC 31 (T 16 | FF 25) (+3 on top of this with Dyrant's Ward)
Dyrant Maynor, the Pre-Sainted |
Round 3, Init 23
1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35 Fort #1
1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 Fort #2
Dyrant 20' flaps away and continues to cheer on Finn, adding the power of St. Cuthbert to the Smokin' Eye of Grumpitude.
Still have Fortune for 4 more rounds.
Finneas Glenn |
Round 3
HP = 131/166
AC/T/FF = 30/14/29
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Hero Points = 3
Scarab = 12
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1 (+3 vs. fey/outsider/undead/incorporeal)
Mage Hand (1/day) = 1/1
Smite Evil (1/day) = 1/1 (+3 to hit, +16 to damage, +3 Deflection AC)
Extracts: Enlarge Person, Shield, Fly +7
Oracle Spells Known (CL 8th; concentration +15)
. . 4th 3/3 Blessing of Fervor[APG]*, CCW, Wall of Fire
. . 3rd 6/6 CSW, Deadly Juggernaut[UC], Dispel Magic, Magic Vestment, Speak with Dead*
. . 2nd 7/7 Augury, CMW, Fog Cloud, Grace[APG], Levitate, Minor Image*, Resist Energy, Lesser Restoration, See Invisibility
. . 1st 7/7 CLW, Divine Favor, Enhance Water, Enlarge Person*, Protection from Evil, Remove Fear, Shield of Faith
. . 0 Create Water, Detect Magic, Detect Poison, Ghost Sound*, Light, Mage Hand, Mending, Purify Food and Drink*, Spark[APG]*, Stabilize
* Allows save DC = 13 + Spell Level
Status Effects = Barkskin, Wind Walk, Delay Poison, Heroe's Feast, SR 20, Fortune
1st Fort: 1d20 + 19 ⇒ (3) + 19 = 22
2nd Fort: 1d20 + 19 ⇒ (14) + 19 = 33
Finneas ignores the vibrating and attacks again.
Sword: 1d20 + 20 ⇒ (2) + 20 = 22
Damage: 2d6 + 20 ⇒ (1, 2) + 20 = 23
Sword: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 2d6 + 20 ⇒ (5, 4) + 20 = 29
Sword: 1d20 + 10 ⇒ (6) + 10 = 161d20 + 10 ⇒ (1) + 10 = 11
Damage: 2d6 + 20 ⇒ (6, 6) + 20 = 32
Doctor Abner Svengalu Toffitt |
Round 3, Init 27
Fort: 1d20 + 20 ⇒ (10) + 20 = 30
Toffitt's ablative armor sparks as the snake touches him. His wounds begin to heal as he snarks, "Truly, this snake sings worse than Finn."
Dueling Sword: 1d20 + 12 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (16) + 12 + 8 + 1 + 1 + 2 + 2 - 4 = 38
2 Str damage +: 1d8 + 8 + 1 + 16 + 8d6 ⇒ (5) + 8 + 1 + 16 + (5, 2, 4, 5, 1, 4, 3, 1) = 55
Iterative 1: 1d20 + 7 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (3) + 7 + 8 + 1 + 1 + 2 + 2 - 4 = 20
2 Str damage +: 1d8 + 8 + 1 + 16 + 8d6 ⇒ (4) + 8 + 1 + 16 + (3, 6, 3, 3, 1, 1, 5, 6) = 57
Iterative 2: 1d20 + 2 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (20) + 2 + 8 + 1 + 1 + 2 + 2 - 4 = 32
2 Str damage +: 1d8 + 8 + 1 + 16 + 8d6 ⇒ (1) + 8 + 1 + 16 + (2, 6, 4, 5, 5, 2, 4, 4) = 58
Fervor: 1d20 + 12 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (9) + 12 + 8 + 1 + 1 + 2 + 2 - 4 = 31
2 Str damage +: 1d8 + 8 + 1 + 16 + 8d6 ⇒ (6) + 8 + 1 + 16 + (5, 5, 3, 2, 4, 5, 6, 3) = 64
Confirm Iterative 2: 1d20 + 2 + 8 + 1 + 1 + 2 + 2 - 4 ⇒ (20) + 2 + 8 + 1 + 1 + 2 + 2 - 4 = 32
2 Str damage +: 1d8 + 8 + 1 + 16 ⇒ (4) + 8 + 1 + 16 = 29
"That's the spirit. Hiss, indeed."
Active effects/conditions ablative barrier (45), ant haul, barkskin, delayed consumption (death ward), heroism, mutagen, see invisibility, overland flight, echolocation
Init +12 Perception +30 Sense Motive +29
AC 41 / 42 crowd control (20 touch; uncanny dodge)
10 +8 dex +9 armor +2 ring +9 nat armor +1 haste +2 fervor
CMB +14 CMD 34 (+12 BAB, +8 Dex, +2 Str, +2 Ring)
HP 133 / 159
Fort +20 Reflex +22 Will +14 (+2 v. enchant)
Immune Poison, disease, nonlethal, cold, sleep, paralysis
Other Defenses -4 to ability damage, -2 to ability drain, 25% chance to avoid crit/precision damage
Weapon Equipped Dueling blade
Mutagen ACTIVE (+4 Dex, +6 Con, +4 AC, -2 Wis, -2 Cha, 14 hour duration)
Elixirs
1 Ant haul ACTIVE 30 hours
- Endure elements ACTIVE 24 hours
- Enlarge person (Finneas)
- Shield (Finneas)
- Shield
- open
2 Ablative barrier 15 hours ACTIVE
- Ablative barrier 15 hours (Atol)
- Barkskin +5 (Finneas)
- Barkskin +5 ACTIVE
- Perceive cues ACTIVE
- See invisibility
3 Heroism ACTIVE
- Heroism
- Resist energy, communal
- Fly (Finneas)
- open
- open
4 Echolocation ACTIVE
- Greater invisibility
- Greater Invisibility
- Death Ward
- Freedom of movement
5 Delayed consumption (death ward) ACTIVE
- Dust form
- Overland flight ACTIVE
Hero Points 1
Controlled Rage 0 of 5 rounds used
Healing touch 5 hp of 75hp used
Boots of speed 4 of 10 rounds used
Boro Beads, lvl 1 0 of 2 used
Boro Beads, lvl 2 0 of 2 used
Boro Bead, lvl 3 0 of 1 used
Boro Bead, lvl 4 0 of 1 used
Preserving flask Shield
Wand of fireball 22 charges
Wand of invisibility 43 charges
Wand of Shield 20 charges
Wand of See Invisibility 1 charge
GM_Chris |
Toffitt finally finds his rhythm and brings the snake's vibrations to an end and the party has a chance to take in the room beyond.
The walls of this secret vault are painted with murals depicting yuan-ti warriors in golden armor marching toward the end of the room. Some of the plaster has cracked and fallen away, revealing wet black walls underneath. Two thick pillars support the twenty-foot-high ceiling. Serpentine sconces built into the pillars hold flaming torches. Ancient looking yuan-ti bones are scattered about the floor around the sarcophagus.
Atol Lem |
Atal looks at the assembled and gauges their injuries. He decides to start off with a channel, and then passes the wand around, as well as his own healing.
Channel Energy healing: 10d6 ⇒ (2, 1, 4, 2, 1, 4, 2, 1, 5, 5) = 27
Any further healing is handled by Atol himself, and then the wand, so heal yourselves d8+1 as much as you need to get back to full, or close to it, and I'll track the charges.
Atal follows the others into the room, staying close by. He kicks a few of the old bones and wonders what might be in the crypt.
Dyrant Maynor, the Pre-Sainted |
Dyrant smiles as Atol unleashes his divine spark. That the quiet man has done so for so long and so strongly belies the amount of faith that St. Cuthbert has in him.
"Atol, without your blessings, we would have died in the darkness under Cauldron many times over. Now, we carry our fight directly to our enemy so that we might cudgel them anew."
Dyrant flies to R18, examining the sarcophagus from up close.
1d20 + 29 ⇒ (18) + 29 = 47 Perception
"Seems like another trap, likely. Do we wish to explore his later?"
Doctor Abner Svengalu Toffitt |
"could it be there is a vampire inside?" Toffitt flies to the sarcophagus and examines it.
1d20 + 30 ⇒ (9) + 30 = 39
Glimmil |
27 from the channel is enough to put Glimmil and Cog back at full HP.
Glimmil peels some of the plaster away, frowning at the black wall, before his attention is called to the trapped sarcophagus.
He rushes up, spoons clinking, and pauses.
"A vampire?"
Rubbing his chin, Glimmil attempts to sense evil within the tomb.
Doctor Abner Svengalu Toffitt |
Toffitt shrugs. "As you were saying, pay them with pain, then plunder. Shall we?" Toffitt flies onward in the maze of halls.
GM_Chris |
Glimmil makes a will save vs temptation and follows along to the pillared room.
To the northeast is another room filled with pillars. To the north of this is a room with two-foot-high niches in the east and west walls. A one-foot-tall gold statuette of a yuan-ti abomination stands in each niche. An eight-foot-diameter, semicircular stone basin emerges from the wall opposite the doorway, its sides carved with serpentine engravings. Water pours out of a stone snake's head carved above the basin, filing it.
To the east of the pillared room is a fifteen-foot-wide hall. The plaster wall murals have broken away in places, revealing slimy black stone beyond. Most of the murals show yuan-ti engaging in morbid rituals or hunting humans in the forest. One particular graphic mural along the western wall depicts a twenty-five-foot-long serpent with maroon scales, a pair of arms, and the vague shape of a human torso. In place of a head, six long serpents project from the top of its torso. Yuan-ti priests wearing black robes and golden masks genuflect before the horrid abomination. Wrapped in the creature's coils are several human sacrifices.
To the south of the pillared room is an empty room except for the serpentine wall murals, pieces of netting in the coroners, and iron hooks jutting from the ceiling.
Atol Lem |
"I'm surprised this place has stood for so long as evil as it is. Weren't there heroes in the city before us? What were they doing with their time?!"
Atal advances with his cudgel, keeping up with the party and looking for trouble.
perception: 1d20 + 7 ⇒ (11) + 7 = 18
Glimmil |
Glimmil pauses yet again, peeling away some of the mural and looking at the slimy black wall behind.
"Ugh. This reminds me of those demon-dandies we fought. Black and sticky."
Glimmil then pauses to take in the sight of the horrid many snake-headed abomination.
"Guys think we'll face that somewhere down below? The big thing with all the snake heads? Perhaps it's in hibernation and our entry here has woken it up for the first time in a millenia?"
Glimmil seems genuinely enthused to smite the many-snake-headed monster.
He then takes a look into the seemingly empty room.
"Anything in here, doc? You can use your batsenses, right?"
Dyrant Maynor, the Pre-Sainted |
Anyone have see invisible or true seeing up?
Dyrant does.
Mage Armor (he and Aralynn) (16 hours)
Delay Poison (16 hours)
Extended See Invisibility (320 minutes)
Extended Heroism (320 minutes)
Overland Flight (16 hours, 40' fly)
Moment of Prescience (16 hours)
Dyrant Maynor, the Pre-Sainted |
Dyrant will describe what he sees and explain the possible implications as he sees them.
Cereally, look up the spell. Could be freakin' anything within there...and there isn't a good way to handle it. Ideas welcome.
Dyrant glares at the shimmering with hands tightening on his cudgel.
"Is possible..." Dyrant trails off, thinking of options.
Would dispel magic work? What would happen?
Finneas Glenn |
"How do we break down an invisible door to an invisible room? That must be where they're hiding right?"
How strong are they to cast that?
Doctor Abner Svengalu Toffitt |
Toffitt sniffs with his several senses p, bat and otherwise, around the manse.
Perception: 1d20 + 30 ⇒ (14) + 30 = 44
"What would happen if such a thing collapsed, Dyrant?"
Atol Lem |
"We could wait them out I suppose, but then we're fighting on their terms, not ours."
From his frown, Atol clearly doesn't like that idea.
"Do we think they're all in there? I can try to dispel it. If we're ready for the onslaught."
Atol considers what spells he'd cast in preparation, then hopes he can actually dispel the door... What if we get all dressed up and cannot end it? What a waste...
Dyrant Maynor, the Pre-Sainted |
"If we're ready for the onslaught."
Dyrant puts his hand on Atol's sleeve. "Allow me, please. Whomever cast this has quite a bit of power," Dyrant intones. "Prepare thy cudgel. We do not know what will come out..."
Dyrant waits until everyone is ready and steps back 35'
1d20 + 16 ⇒ (17) + 16 = 33 Caster lvl check - That should get anything under a lvl 22/demigod lvl caster. Sweet.
"KNOCK! KNOCK! THE CAULDRON 5 KNOCK!" Dyrant crashes his AngelRelic to the floor as he finishes casting.
Doctor Abner Svengalu Toffitt |
Toffitt would activate invisibility from his wand and position himself not too far from the center of the room—hopefully within a surprise round lunge of someone/thing.
GM_Chris |
The fighters try to find space in the cramped room while Atol and Dyrant move out. Dyrant casts dispel magic and with a crackle of energy several more beings occupy the room. One of them, a fey wearing a dark cloak and fine bracers still holds an elegant sliver spoon dripping with a dark pudding. He's accompanied by a couple slimy demodands.
Atol: 1d20 + 5 ⇒ (4) + 5 = 9
Dyrant: 1d20 + 12 ⇒ (20) + 12 = 32
Finneas: 1d20 + 7 ⇒ (1) + 7 = 8
Finneas Bonus roll: 1d20 + 7 ⇒ (13) + 7 = 20
Glimmil: 1d20 + 2 ⇒ (10) + 2 = 12
Cog
Toffitt: 1d20 + 12 ⇒ (4) + 12 = 16
mansion occupants: 1d20 + 4 ⇒ (18) + 4 = 22
1d5 ⇒ 1
1d5 ⇒ 2
1d5 ⇒ 2
Round 1 - 1st half
Dyrant = 32
mansion occupants = 22
Round 1 - 2nd half
Finneas = 20
Toffitt = 16
Glimmil = 12
Cog
Atol = 9
Dyrant up first. No space for an enlarged Finneas unless he's going to keep one foot in the basin. Which I guess he could do.
Dyrant Maynor, the Pre-Sainted |
Sorry for the delay. In Denver, at a conference. What a godforsaken city this is. No good coffee for miles. Also, their football team sucks.
Round 1
Dyrant grumbles at the slimies, really wanting to never see their kind again. Dyrant splits his angry stare between the two. Split hex + cackle.
(12 rounds/1round on Will save DC 27) Inflict penalties (-4 to AC, attacks, saves, or skills). Choosing -4 on all its attacks.
GM_Chris |
The two frog demodands are hindered in their attacks by Dyrant, while the fey drops his silver spoon and escapes the small room via dimension door. Atol sees him pop up in the entrance to the room to the south.
Unable to quickly reach the heathen Dryant, the demodands step up and attack Glimmil and Toffitt.
SD1 will save: 1d20 + 14 ⇒ (8) + 14 = 22
SD2 will save: 1d20 + 14 ⇒ (9) + 14 = 23
concentration vs DC 23: 1d20 + 17 ⇒ (6) + 17 = 23
Attacks at Glimmil
Melee bite +30 (1d10+9 plus 2d6 acid), 2 claws +30 (2d6+13/19–20 plus 2d6 acid and grab)
-4 from Dyrant
-6 from Power Attack
+6 damage on bite (50% damage for secondary attack)
+18 damage on claws (full damage for both for slimy demodands)
bite: 1d20 + 30 - 4 - 6 ⇒ (6) + 30 - 4 - 6 = 26
damage: 1d10 + 9 + 6 ⇒ (4) + 9 + 6 = 19
acid damage: 2d6 ⇒ (2, 2) = 4
-
claw 1: 1d20 + 30 - 4 - 6 ⇒ (12) + 30 - 4 - 6 = 32
damage: 2d6 + 13 + 18 ⇒ (4, 3) + 13 + 18 = 38
acid damage: 2d6 ⇒ (5, 3) = 8
-
claw 2: 1d20 + 30 - 4 - 6 ⇒ (3) + 30 - 4 - 6 = 23
damage: 2d6 + 13 + 18 ⇒ (1, 6) + 13 + 18 = 38
acid damage: 2d6 ⇒ (1, 6) = 7
Attacks at Toffitt
Melee bite +30 (1d10+9 plus 2d6 acid), 2 claws +30 (2d6+13/19–20 plus 2d6 acid and grab)
-4 from Dyrant
-6 from Power Attack
+6 damage on bite (50% damage for secondary attack)
+18 damage on claws (full damage for both for slimy demodands)
bite: 1d20 + 30 - 4 - 6 ⇒ (13) + 30 - 4 - 6 = 33
damage: 1d10 + 9 + 6 ⇒ (10) + 9 + 6 = 25
acid damage: 2d6 ⇒ (2, 6) = 8
-
claw 1: 1d20 + 30 - 4 - 6 ⇒ (8) + 30 - 4 - 6 = 28
damage: 2d6 + 13 + 18 ⇒ (3, 1) + 13 + 18 = 35
acid damage: 2d6 ⇒ (3, 4) = 7
-
claw 2: 1d20 + 30 - 4 - 6 ⇒ (17) + 30 - 4 - 6 = 37
damage: 2d6 + 13 + 18 ⇒ (4, 3) + 13 + 18 = 38
acid damage: 2d6 ⇒ (6, 2) = 8
Each time Glimmil is hit, he needs to make the DC 23 Will save vs faith-stealing strike or lose divine casting for a round.
Round 1 - 2nd half
Finneas = 20
Toffitt = 16
Glimmil = 12
Cog
Atol = 9
Round 1 - 1st half
Dyrant = 32
mansion occupants = 22
Fey
SD1 (-4 to attacks)
SD2 (-4 to attacks)
Finneas Glenn |
Round 1 Init 20
HP = 131/166
AC/T/FF = 30/14/29
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Hero Points = 3
Scarab = 12
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1 (+3 vs. fey/outsider/undead/incorporeal)
Mage Hand (1/day) = 1/1
Smite Evil (1/day) = 1/1 (+3 to hit, +16 to damage, +3 Deflection AC)
Extracts: Enlarge Person, Shield, Fly +7
Oracle Spells Known (CL 8th; concentration +15)
. . 4th 3/3 Blessing of Fervor[APG]*, CCW, Wall of Fire
. . 3rd 6/6 CSW, Deadly Juggernaut[UC], Dispel Magic, Magic Vestment, Speak with Dead*
. . 2nd 7/7 Augury, CMW, Fog Cloud, Grace[APG], Levitate, Minor Image*, Resist Energy, Lesser Restoration, See Invisibility
. . 1st 7/7 CLW, Divine Favor, Enhance Water, Enlarge Person*, Protection from Evil, Remove Fear, Shield of Faith
. . 0 Create Water, Detect Magic, Detect Poison, Ghost Sound*, Light, Mage Hand, Mending, Purify Food and Drink*, Spark[APG]*, Stabilize
* Allows save DC = 13 + Spell Level
Status Effects = Barkskin, Wind Walk, Delay Poison, Heroes Feast, SR 20, Prot. Evil
Finneas forgoes his Enlarge and steps up to swing at the demodand on Glimmil.
+1 Cold Iron Holy Greatsword: 1d20 + 20 ⇒ (14) + 20 = 34
Damage: 2d6 + 23 ⇒ (4, 4) + 23 = 31
Evil: 2d6 ⇒ (2, 2) = 4
+1 Cold Iron Holy Greatsword: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 2d6 + 23 ⇒ (4, 6) + 23 = 33
Evil: 2d6 ⇒ (5, 5) = 10
+1 Cold Iron Holy Greatsword: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 2d6 + 23 ⇒ (5, 2) + 23 = 30
Evil: 2d6 ⇒ (4, 1) = 5