DireMerc |
As Aeron and Tessai sever the rope the flesh melts off the corpse and it fall to the ground now a skeleton.
However it seems this is not quite over as a number of burning spirits appear in the room. The air becomes burning hot and flames appear everywhere.
(The whole room is treated as being in an Incendiary cloud)
This is a haunt as Tzad suspected although the high priest was an undead called a hanged man.
Orlando Nedraid |
When informed...
As the incendiary cloud rolled over him Orlando sheathed his cold iron sword and drew his frost rapier. He drew his cloak over his face for whatever protection he could get and looked around for something to stab.
Reflex save for half dam: 1d20 + 21 ⇒ (10) + 21 = 31 so 4d6 ⇒ (3, 6, 6, 1) = 16/2=8 fire damage taken.
Spotting the skeleton he made a spring attack on it.
Rapier attack: 1d20 + 20 ⇒ (20) + 20 = 40 for a possible 1d6 + 13 ⇒ (6) + 13 = 19 piercing, and magic damage, plus 1d6 ⇒ 2 cold damage.
Add 9 precision damage if vulnerable to such.
...Crit confirm?: 1d20 + 20 ⇒ (18) + 20 = 38 for a possible extra 1d6 + 13 ⇒ (4) + 13 = 17 piercing, and magic damage, plus 1d6 ⇒ 5 cold damage.
Tzadkiel |
Fire Damage: 6d6 ⇒ (6, 5, 4, 3, 4, 1) = 23
Reflex DC 18: 1d20 + 13 ⇒ (4) + 13 = 17
Tzad's form shifts back to human again as he steps back 5' and channels as he calls out This is a haunt connected to fire. We can hurt it with cold or positive energy.
Chanel positive to harm the haunt and undead: 8d6 + 1 ⇒ (3, 3, 4, 1, 2, 2, 3, 3) + 1 = 22 DC 23 Will for half
Tessai Saradesh |
Fire Damage: 6d6 ⇒ (4, 5, 5, 4, 2, 2) = 22
Ref save, DC 18: 1d20 + 15 ⇒ (6) + 15 = 21 11 Fire damage - 5 Fire resistance = 6 damage
Tessai puts out her hand to touch the skeleton with her blessed touch.
Touch attack: 1d20 + 9 ⇒ (5) + 9 = 14 Ugh.
Lay on Hands, offensive: 4d6 ⇒ (6, 2, 4, 2) = 14
Aeron Stillwaters |
Hp 120/144; AC 25/12T/24FF; CMD 29
+14(13)F/+8(7)R/+11(10)W
Mythic power: 9/9
Buffs:Mythic Shield other
It Burns!!: 6d6 ⇒ (4, 2, 6, 5, 2, 5) = 24
Ref DC18: 1d20 + 8 ⇒ (5) + 8 = 13
Aeron moves to attack the Skeleton:
Vital Strike: 1d20 + 26 ⇒ (7) + 26 = 33
Damage?: 4d4 + 71 ⇒ (2, 4, 4, 1) + 71 = 82
Orlando Nedraid |
Orlando picked up his crossbow and sheathed his blades again.
Straightening up his cape, he commented; "Well, that was fun. The only way this could be more fun is if we had to go sewer diving."
Tzadkiel |
Gathering his allies Tzadkiel channels the power of Milani to heal the haunts fiery damage.
Chanel positive: 8d6 + 1 ⇒ (1, 5, 1, 6, 5, 1, 6, 3) + 1 = 29
Yes, and I fear the thing will be back unless we find a way to put the spirit to rest. Perhaps bury the corpse. But also it might involve the hammer. The oracle will cast Detect Magic on the hammer and then scan the entire room before moving to pick up the hammer.
Anything we can do to know how to put the haunt to rest?
Orlando Nedraid |
"Well, this haunt will likely be back, right?" He speculated aloud, using his hat to fan his face.
"Just have to find out what happened to it and address it properly.
"It looked like a suicide right? Plus something about fire?
"Let's see if there are any other clues we can use to put it together." He said.
He started searching about for... whatever he could find out. (Plus mythic surge).
Perception: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (6) = 26
Tzadkiel |
This hammer is enchanted to strike true against the incorporeal. Tzak says. Aeron you should carry it.
DireMerc |
Orlando find a hidden stash of potions and scrolls along with a wand hidden in a secret compartment in the altar.
Six potions of Invigorate
Two potions of resist energy (one fire one electricity)
Scroll of Summon III
Scroll of Planar Ally Lesser
Scroll of dispel magic
Scroll of bears endurance
Scroll of Owl's wisdom
Wand cure moderate wounds (37 charges)
There is also a passage going down into the catacombs bellow.
Orlando Nedraid |
Finding the collection of magic items, Orlando rubbed his hands.
"Well Ladies and Gentlemen, I have good news..." He said as he drew them out and onto the altar.
"...And bad news." He continued as his eyes fell onto the passageway down into the catacombs.
Tzadkiel |
Unsure what the GM meant. It is just that the bodies need be buried?
Tzadkiel |
If we know that we can certainly arrange that. Tzad can create 20 gallons of water a round.
Tzadkiel |
The oracle works gather, to wet, and cool the bones before burying them. We lay this restless spiring to rest this day. Thank Milani we were able to help him.
Tzadkiel |
That is my vote.
DireMerc |
You head down into the catacombs and find that all the sarcophagus down here have been opened and emptied.
The stone walls within this mausoleum are engraved with images of a celestial woman bearing a longsword and shield. Deep claw marks deface the engravings, and some phrase is scrawled in caked old blood and filth toward the top of the east wall.
The message scrawled on the wall is in Abyssal, and reads: "Filthy usurper."
Four creatures approach the group. The flesh of these emaciated creatures appears charred or dried, and its empty eye sockets seep trails of smoke.
The air grows cold as they approach and their gaze seems to steal the warmth from your bodies.
Roll a dc 22 fort save/ If you fail you gain 1d4 negative levels.
Then roll init.
enemy init: 1d20 + 6 ⇒ (4) + 6 = 10
Orlando Nedraid |
Fort save+Myth Surge+Charmed Life: 1d20 + 7 + 1d6 + 3 ⇒ (4) + 7 + (3) + 3 = 17 Fail for 1d4 ⇒ 4 negative levels.
Initiative: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18
Caladire "Varn" Sophas |
Hey guys, uh, I'm back! I'm very, very sorry for my absence. I have been overly busy the past few months and every time I looked at Varn to finish getting him squared away I kept saying "I'll do it tomorrow." Finally, he's done and ready to return if you fine folks will have me?
Tzadkiel |
Welcome Back Varn. You have my vote to come on back. Heck, we need you!
Tzadkiel |
Ok. So we moved pretty quickly from deciding to go down to encountering our first enemy. Tzakdiel casts some standard buffs before we descend. I hope that is ok.
[spoiler=Status and Spells up:
Brightest Light - 9 hours 60'r
Magic Circle Against Evil - 90 minutes
Resist Energy, Communal - Resist Fire 30 minutes remain
Delay Poison, Communal, cast with a Mythic Point 1 hour each
Mythic Shield Other on Aeron
Shield of Faith on himself -20 minutes
Life Link All
Spell Slots Used:
1st: 8/day - 1
2nd: 8/day - 0
3rd: 8/day - 2
4th: 6/day - 1
5th: 4/day - 0
Channels used: 1/9
Mythic points used: 1/7
Contingent Channel= Unused.
[/spoiler
Knowledge (religion): 1d20 + 12 ⇒ (1) + 12 = 13
What are those things? Since the gaze is 30 feet, do they hit all of us with it? And does the Brightest Light spell bother them any?
Fort Save: 1d20 + 14 ⇒ (7) + 14 = 21
Init: 1d20 + 6 ⇒ (6) + 6 = 12
DireMerc |
@Varn welcome back, no worries just roll init and join in
@ Tzad Well there are 4 of them all whiting 30 feet using a 30 foot gaze. I just went ahead and assumed everyone was hit once. I don't think brightest light would warm them directly I says they burn in sunlight but not magical light. I will try to make a map for you tonight if I have time.
Aeron Stillwaters |
Hp 144/144; AC 25/12T/24FF; CMD 29
+14(13)F/+8(7)R/+11(10)W
Mythic power: 9/9
Buffs:Mythic Shield other, Resist Energy, Communal, Delay Poison, Communal
Fort: 1d20 + 14 ⇒ (12) + 14 = 26
Init: 1d20 + 8 ⇒ (19) + 8 = 27
Aeron moves and attacks, "Die, foul creature!"
Attack: 1d20 + 26 ⇒ (7) + 26 = 33
Damage: 4d4 + 71 ⇒ (2, 3, 3, 3) + 71 = 82
Caladire "Varn" Sophas |
Thanks for the warm return all!
Knowledge: Religion DC 23: 1d20 + 12 ⇒ (8) + 12 = 20
Fort DC 22: 1d20 + 10 ⇒ (19) + 10 = 29
Init: 1d20 + 7 ⇒ (3) + 7 = 10
Varn spots the strange creatures, but is unable to identify them. Before he can think anything more he is assailed body and mind by the creatures and lets out a cry of pain, but fights off any further harm.
DireMerc |
Sorry for my absence I assume we are on the enemy turn? Missing just Tessai I think will put her after enemy.
Creatures have ac 22 and 108 hp I think they are still all alive.
Also I read about the Boda gaze It's on the beginning of your turn you need to roll the save.
A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.
A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.
Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.
So since the gaze is not an action for the bodaks they will simply attack in melee.
Two of them go after Aeron (the one he hit and another that is nearby)
First Bodak
attack slam 1: 1d20 + 16 ⇒ (17) + 16 = 331d8 + 11 ⇒ (8) + 11 = 19
attack slam 2: 1d20 + 11 ⇒ (2) + 11 = 131d8 + 11 ⇒ (4) + 11 = 15
Second bodak
attack slam: 1d20 + 16 ⇒ (3) + 16 = 191d8 + 11 ⇒ (8) + 11 = 19
Another two go for Tessai (who I assume is at the front)
attack slam: 1d20 + 16 ⇒ (6) + 16 = 221d8 + 11 ⇒ (3) + 11 = 14
attack slam: 1d20 + 16 ⇒ (12) + 16 = 281d8 + 11 ⇒ (2) + 11 = 13
Ok your go
Aeron Stillwaters |
Hp 134/144; AC 25/12T/24FF; CMD 29
+14(13)F/+8(7)R/+11(10)W
Mythic power: 9/9
Buffs:Mythic Shield other, Resist Energy, Communal, Delay Poison, Communal
One hits, 9 damage goes to Tzd
Fort 1: 1d20 + 14 ⇒ (9) + 14 = 23
Fort 2: 1d20 + 14 ⇒ (17) + 14 = 31
Attack 1: 1d20 + 26 ⇒ (13) + 26 = 39
Damage: 2d4 + 32 ⇒ (4, 1) + 32 = 37
Attack 2: 1d20 + 23 ⇒ (15) + 23 = 38
Confirm?: 1d20 + 23 ⇒ (2) + 23 = 25
Crit: 6d4 + 143 ⇒ (1, 1, 2, 3, 2, 3) + 143 = 155
Aeron does not flinch in the face of the horrors that try to overpower him. With a quick thrust he runs his first wounded opponent through and on his backswing, he neatly takes the undead's head from its shoulders.
Caladire "Varn" Sophas |
Avert Eyes: 1d100 ⇒ 13
Fort DC 22: 1d20 + 10 ⇒ (12) + 10 = 22
Varn attempts to avert his eyes from the remaining creature, but is unsuccessful; however, he is able to fight off the overwhelming evil. He quickly sends out numerous missiles of force slamming into their last enemy.
Magic Missile: 5d4 + 5 ⇒ (3, 2, 2, 1, 2) + 5 = 15
Orlando Nedraid |
Orlando screamed as four levels are drained from his life. But he is a hero, and so used a Mythic surge to Surprise Strike (Swift Act.) the last one attacking Tessai, suddenly appearing next to it in a blur.
Surprise strike: 1d20 + 20 + 3 - 4 ⇒ (5) + 20 + 3 - 4 = 24 for a possible 1d6 + 13 + 9 + 3 - 4 ⇒ (1) + 13 + 9 + 3 - 4 = 22 piercing, cold iron magic and precision damage.
Then full attacks it.
Regular attack 1: 1d20 + 20 - 4 ⇒ (7) + 20 - 4 = 23 for a possible 1d6 + 13 + 9 - 4 ⇒ (6) + 13 + 9 - 4 = 24 piercing, cold iron magic and precision damage.
Regular attack 2: 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13 for a possible 1d6 + 13 + 9 - 4 ⇒ (1) + 13 + 9 - 4 = 19 piercing, cold iron magic and precision damage.
But realizing how weak and ineffective he was, he used a Mythic Surge to gain Amazing Initiative (Free Act.), and used the extra Standard Action to tumble back out of reach 30 feet.
Acrobatics: 1d20 + 27 - 4 ⇒ (2) + 27 - 4 = 25
Caladire "Varn" Sophas |
"I've just sucked one year of your life away. I might one day go as high as five, but I really don’t know what that would do to you, so let’s just start with what we have. What did this do to you? Tell me. And remember, this is for posterity, so… be honest. How do you feel?"
Tessai Saradesh |
Sorry, work has been a mess the past week.
Fort save: 1d20 + 14 ⇒ (14) + 14 = 28
Tessai whips Radiance at the first bodak to attack her.
Radiance atk 1: 1d20 + 18 ⇒ (2) + 18 = 20
Damage atk 1: 1d8 + 9 ⇒ (8) + 9 = 17
Radiance atk 3: 1d20 + 13 ⇒ (10) + 13 = 23
Damage atk 2: 1d8 + 9 ⇒ (4) + 9 = 13
DireMerc |
Aeron manages to take down a Bodak and Tessai and Orlando try to fight of another.
The remaining creatures continue to attack.
One on Aeron
attack slam 1: 1d20 + 16 ⇒ (1) + 16 = 171d8 + 11 ⇒ (6) + 11 = 17
attack slam 2: 1d20 + 11 ⇒ (12) + 11 = 231d8 + 11 ⇒ (3) + 11 = 14
One on Tessai
attack slam 1: 1d20 + 16 ⇒ (17) + 16 = 331d8 + 11 ⇒ (6) + 11 = 17
attack slam 2: 1d20 + 11 ⇒ (12) + 11 = 231d8 + 11 ⇒ (8) + 11 = 19
One on orlando
attack slam 1: 1d20 + 16 ⇒ (14) + 16 = 301d8 + 11 ⇒ (8) + 11 = 19
attack slam 2: 1d20 + 11 ⇒ (9) + 11 = 201d8 + 11 ⇒ (7) + 11 = 18
Your go
Aeron Stillwaters |
Hp 134/144; AC 25/12T/24FF; CMD 29
+14(13)F/+8(7)R/+11(10)W
Mythic power: 9/9
Buffs:Mythic Shield other, Resist Energy, Communal, Delay Poison, Communal
Both attacks miss
Fort Save: 1d20 + 14 ⇒ (16) + 14 = 30
Aeron evades the creatures attacks and stares it down:
Swing 1: 1d20 + 26 ⇒ (5) + 26 = 31
Damage?: 2d4 + 32 ⇒ (2, 3) + 32 = 37
Swing 2: 1d20 + 23 ⇒ (10) + 23 = 33
Damage?: 2d4 + 36 ⇒ (2, 3) + 36 = 41
Orlando Nedraid |
Orlando is shocked as one of them stepped up and struck him hard, though he is able to parry another attack.
Still weakened, he lashed out...
Regular attack: 1d20 + 20 - 4 ⇒ (8) + 20 - 4 = 24 for a possible 1d6 + 13 + 9 - 4 ⇒ (3) + 13 + 9 - 4 = 21 piercing, cold iron magic and precision damage.
Then he rolled back out of reach again.
Acrobatics: 1d20 + 27 - 4 ⇒ (3) + 27 - 4 = 26
Tessai Saradesh |
Tessai grunts as one bodak hits her but returns the blow with a flurry of her own.
Radiance atk 1: 1d20 + 18 ⇒ (18) + 18 = 36
Damage atk 1: 1d8 + 9 ⇒ (3) + 9 = 12
Radiance atk 2: 1d20 + 13 ⇒ (4) + 13 = 17
Damage atk 2: 1d8 + 9 ⇒ (2) + 9 = 11
Aeron Stillwaters |
Don't forget fort saves each round vs gaze
Alternatively, you can avert/close your eyes to avoid gaze attacks. It gives you a 50% miss chance, but you don't have to make the saves.
Orlando Nedraid |
Surely; he thought, I cannot possibly roll so low to resist again...
Fort save + Myth surge + Charmed Life vs Gaze attack: 1d20 + 7 + 1d6 + 3 - 4 ⇒ (4) + 7 + (3) + 3 - 4 = 13 Fail. for 1d4 ⇒ 1 negative levels.
Crap.
Tzadkiel |
Sorry, I got behind while traveling and seem to have missed a turn or two. Tzadkiel would channel to harm undead each round and boost any saves he missed with a mythic point.m What round are we on?
Channel from round 1: 8d6 + 1 ⇒ (3, 1, 1, 1, 1, 4, 2, 4) + 1 = 18 DC 23 Will save for half.
Fort Save 2: 1d20 + 14 ⇒ (9) + 14 = 23
Channel from round 2: 8d6 + 1 ⇒ (2, 2, 5, 3, 1, 1, 2, 3) + 1 = 20 DC 23 Will save for half.
Brightest Light - 9 hours 60'r
Magic Circle Against Evil - 90 minutes
Resist Energy, Communal - Resist Fire 30 minutes remain
Delay Poison, Communal, cast with a Mythic Point 1 hour each
Mythic Shield Other on Aeron
Shield of Faith on himself -20 minutes
Life Link All
Spell Slots Used:
1st: 8/day - 1
2nd: 8/day - 0
3rd: 8/day - 2
4th: 6/day - 1
5th: 4/day - 0
Channels used:3/9
Mythic points used: 2/7
Contingent Channel= Unused.