Balator |
Check out the winery window to see who/what is inside.
Relay info back to party via message.
Balator |
Balator returns to the group and informs everyone of the little information gathered.
"Where shall we start, abbey or winery or somewhere else?"
Balator |
Making certain that everyone is ready for anything, Balator opens up the doors to the abbey carriage house.
Carrion Crown CAW |
The large building appears to be set up for wine processing and storage with a grape press, filters, and many barrels throughout. There are two doors and a set of double doors on the other walls leading back outside.
The smell of wine must is quite strong and Randtam guesses that the latest harvest has been gathered and pressed within the last week or so. Given the set up of the place it appears, that the wine is taken elsewhere to ferment.
Balator |
Perception: 1d20 + 23 ⇒ (6) + 23 = 29
Check out the room.
Do I understand DM post correctly that all the doors lead back outside?
If nothing else revealed and all doors lead outside, then move to abbey proper and open main door.
Alamin Silvergleam |
1d20 + 21 ⇒ (15) + 21 = 36
Carrion Crown CAW |
Coruscating rays of energy reach lash out from the three massive wine casks:
Touch attacks:
Alamin: 1d20 + 13 ⇒ (7) + 13 = 20
lose STR: 1d6 + 5 ⇒ (4) + 5 = 9 DC 16 FORT for half
Balator: 1d20 + 13 ⇒ (14) + 13 = 27
lose STR: 1d6 + 5 ⇒ (3) + 5 = 8 DC 16 FORT for half
Uuranx: 1d20 + 13 ⇒ (11) + 13 = 24
lose STR: 1d6 + 5 ⇒ (6) + 5 = 11 DC 16 FORT for half
Alamin Silvergleam |
FORT: 1d20 + 17 ⇒ (19) + 17 = 36
-4 STR
What evil is this?!!!
Balator |
Fort: 1d20 + 14 ⇒ (16) + 14 = 30
-4 str
Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits
Randtam |
Randtam saw nothing with his eyes...no magic invisibility...anything.
So Randtam needs knowledge about the entity/creature, what was the Rays,and the magic. How do we defend and attack against what is before us?
knownature: 1d20 + 18 ⇒ (9) + 18 = 27
knowarcana: 1d20 + 20 ⇒ (3) + 20 = 23
spellcraft: 1d20 + 20 ⇒ (2) + 20 = 22
May want to change attack on casks or have another strategy after what I learn.
Get as many casks as possible. Or maybe black tentacles on all the casks?...
fireball: 10d6 ⇒ (1, 3, 2, 6, 6, 3, 3, 4, 3, 4) = 35
Carrion Crown CAW |
Randtam saw nothing with his eyes...no magic invisibility...anything.
So Randtam needs knowledge about the entity/creature, what was the Rays,and the magic. How do we defend and attack against what is before us?
[dice=knownature]1d20 + 18
[dice=knowarcana]1d20 + 20
[dice=spellcraft]1d20 + 20
May want to change attack on casks or have another strategy after what I learn.
Get as many casks as possible. Or maybe black tentacles on all the casks?...
[dice=fireball]10d6
Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o’-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o’-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.
Will-o’-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o’-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o’-wisp’s light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech.
While vilified by most other sentient creatures, will-o’-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.
They are immune to all magic except magic missile and maze spells and can turn invisible at will. They fly very fast and are quite hard to hit. They have an electrical touch attack, but you have never heard of them being able to drain people's strength.
Randtam |
I have no fear. Stay strong my friends. Destroy the casks or whatever they are. The Will o Wisps above may attack or most likely feed on our fear. My friends you are stout of heart and have faced all manner of evil. They shall and will not feast upon our fear!
If I have no more information about the cask creature continue with fireball. Try to tell my friends everything I know about Will o Wisps.
Balator |
What did the fireball do to the casks and room?
Anything/anyone else in the room?
perception: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35
Carrion Crown CAW |
Randtam's magical blast of fire sunders the massive wine casks. A small flood of fresh pressed grape juice pours out to the floor and within each cask are revealed the insubstantial forms of spectral women, beautiful and young, bathed in sickly green flames.
You notice the glowing orbs, previously observed along the ceiling, have disappeared as the spectral females blast green bolts of flame at our heroes:
Touch attacks:
On Alamin: 1d20 + 13 ⇒ (12) + 13 = 258d6 ⇒ (6, 4, 2, 2, 5, 5, 2, 2) = 28
On Balator: 1d20 + 13 ⇒ (17) + 13 = 308d6 ⇒ (6, 5, 2, 4, 5, 2, 4, 6) = 34
On Uuranx: 1d20 + 13 ⇒ (7) + 13 = 208d6 ⇒ (6, 6, 3, 2, 5, 6, 1, 4) = 33
If hit DC 22 Will save or
Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.
Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Party action
Alamin Silvergleam |
-4STR
-28HP
DC 22 Will: 1d20 + 19 ⇒ (1) + 19 = 20
Delay on Uuranx's action
Alamin Silvergleam |
GHAAAA! The curse of Randtam diplomacy strikes when it hurts the most!
Randtam |
Plenty of knowledge checks for Randtam.
nature: 1d20 + 18 ⇒ (20) + 18 = 38
knowarcana: 1d20 + 20 ⇒ (6) + 20 = 26
Spellcraft: 1d20 + 20 ⇒ (9) + 20 = 29
Cast globe of invulnerability...moving toward closest friend
Are these creatures incorpreal?
Carrion Crown CAW |
Plenty of knowledge checks for Randtam.
[dice=nature]1d20 + 18
[dice=knowarcana]1d20 + 20
[dice=Spellcraft]1d20 + 20
Cast globe of invulnerability...moving toward closest friend
Are these creatures incorpreal?
When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends.
Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.
They are indeed incorporeal undead and quite deadly.
Randtam |
Fireball all of them. Pearl of power 3
fireball: 10d6 ⇒ (1, 2, 2, 2, 2, 5, 3, 1, 3, 2) = 23
Balator |
will: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Balator is covered in green flames of witchfire, but strikes back at one of the foul things!
ecb: 1d20 + 22 ⇒ (15) + 22 = 37
confirm ecb: 1d20 + 22 + 4 ⇒ (15) + 22 + 4 = 41
dam: 2d10 + 1d6 + 34 - 2 ⇒ (3, 4) + (5) + 34 - 2 = 44
ecb: 1d20 + 17 ⇒ (18) + 17 = 35
confirmecb: 1d20 + 17 + 4 ⇒ (17) + 17 + 4 = 38
dam: 2d10 + 1d6 + 34 - 2 ⇒ (4, 8) + (2) + 34 - 2 = 46
-34 hp
-4 Str
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits
Carrion Crown CAW |
** spoiler omitted **
Fireball all of them. Pearl of power 3
[dice=fireball]10d6
As mighty as Randtam is, he can't cast 2 spells (Globe + Fireball) in the same round without one being quickened.
Fireball will go off next round unless you choose to do something else (which you should probably do as everyone will be in melee).
Uuranx |
Heroism
Bless +1 hit/fear saves
Shield of faith (Uuranx) +3 AC
Prot. Evil
Bull's Strength
Bear's Endurance
Shield
Haste
Use rod to caste Haste as a quickened spell
will: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28
-33hp
-5 str
attack spectral wenches arcnstrk&pwrattk: 1d20 + 23 - 3 ⇒ (18) + 23 - 3 = 38
critcheck: 1d20 + 23 - 3 ⇒ (6) + 23 - 3 = 26
regdamage: 2d4 + 2d6 + 25 - 4 ⇒ (2, 3) + (5, 5) + 25 - 4 = 36
+ critdamage: 2d4 + 25 - 4 ⇒ (3, 1) + 25 - 4 = 25
hasted attack arcnstrk&pwrattk: 1d20 + 21 - 3 ⇒ (19) + 21 - 3 = 37
critcheck: 1d20 + 21 - 3 ⇒ (17) + 21 - 3 = 35
regdamage: 2d4 + 2d6 + 25 - 4 ⇒ (4, 2) + (3, 1) + 25 - 4 = 31
+ critdamage: 2d4 + 25 - 4 ⇒ (3, 2) + 25 - 4 = 26
last attack arcnstrk&pwrattk: 1d20 + 16 - 3 ⇒ (1) + 16 - 3 = 14
Alamin Silvergleam |
Alamin moves forward, aided by Uuranx's haste:
S1: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 291d6 + 6 + 1d6 + 2d6 ⇒ (5) + 6 + (1) + (2, 2) = 16
haste: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 211d6 + 6 + 1d6 + 2d6 ⇒ (3) + 6 + (5) + (3, 4) = 21
S2: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 131d6 + 6 + 1d6 + 2d6 ⇒ (6) + 6 + (6) + (6, 3) = 27
Carrion Crown CAW |
Balator and Uuranx heavily wound the green lit specters, Alamin lands but a single blow, and Randtam casts a spell.
The evil spirits reach out to attack the heroes:
Flame based damage touch attacks:
On Alamin: 1d20 + 13 ⇒ (5) + 13 = 188d6 ⇒ (1, 2, 5, 3, 6, 6, 5, 5) = 33 +50% damage
On Balator: 1d20 + 13 ⇒ (12) + 13 = 258d6 ⇒ (4, 6, 2, 2, 4, 3, 1, 3) = 25 +50% damage
On Uuranx: 1d20 + 13 ⇒ (9) + 13 = 228d6 ⇒ (4, 3, 2, 4, 1, 6, 3, 5) = 28
Three glowing wisps appear around Randtam and attack!
Touch electricity damage touch attacks:
touch: 1d20 + 16 ⇒ (14) + 16 = 302d8 ⇒ (4, 1) = 5
touch: 1d20 + 16 ⇒ (8) + 16 = 242d8 ⇒ (1, 6) = 7
touch: 1d20 + 16 ⇒ (5) + 16 = 212d8 ⇒ (5, 3) = 8
Party action
Alamin Silvergleam |
-77HP
1/6 LOH: 1d6 ⇒ 5
-72HP
Alamin swings away with her scimitar:
S1: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 181d6 + 6 + 1d6 + 2d6 ⇒ (6) + 6 + (6) + (4, 3) = 25
haste: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 341d6 + 6 + 1d6 + 2d6 ⇒ (4) + 6 + (2) + (1, 2) = 15
confirm: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 231d6 + 6 + 1d6 + 2d6 ⇒ (2) + 6 + (6) + (6, 1) = 21
S1: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 271d6 + 6 + 1d6 + 2d6 ⇒ (5) + 6 + (2) + (4, 6) = 23
Balator |
ecb: 1d20 + 22 ⇒ (11) + 22 = 33
dam: 1d10 + 1d6 + 17 - 2 ⇒ (7) + (3) + 17 - 2 = 25
ecb: 1d20 + 17 ⇒ (10) + 17 = 27
dam: 1d10 + 1d6 + 17 - 2 ⇒ (8) + (4) + 17 - 2 = 27
ecb: 1d20 + 22 ⇒ (11) + 22 = 33
dam: 1d10 + 1d6 + 17 - 2 ⇒ (7) + (5) + 17 - 2 = 27
-72 hp
-4 Str
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits
Uuranx |
Activate touch of rage 1 optimistic gambler: 1d4 + 1 ⇒ (2) + 1 = 3
attack arcnstrk&pwrattk: 1d20 + 27 - 3 ⇒ (10) + 27 - 3 = 34
damage: 2d4 + 2d6 + 29 - 4 ⇒ (3, 2) + (1, 5) + 29 - 4 = 36
hasted attack arcnstrk&pwrattk: 1d20 + 25 - 3 ⇒ (13) + 25 - 3 = 35
damage: 2d4 + 2d6 + 29 - 4 ⇒ (3, 4) + (5, 6) + 29 - 4 = 43
last attack arcnstrk&pwrattk: 1d20 + 20 - 3 ⇒ (7) + 20 - 3 = 24
damage: 2d4 + 2d6 + 29 - 4 ⇒ (4, 4) + (6, 1) + 29 - 4 = 40
Balator |
What about Globe of Invulnerability? Does that impact the creatures around Random or their attacks?
Balator |
perception: 1d20 + 23 ⇒ (16) + 23 = 39
Look around the room. Did the green fire on me go out?
-72 hp
-4 Str
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits
Alamin Silvergleam |
8/8 channels: 24d6 ⇒ (3, 3, 2, 2, 1, 1, 6, 5, 2, 6, 1, 6, 2, 2, 5, 6, 3, 1, 4, 1, 6, 1, 3, 4) = 76
Alamin releases a mighty surge of divine healing energy.
Balator |
"Thank you Alamin, that feels much better. Do you know what kind of spiders these are Randtam?"
Strength damage still remains?
-4 Str
Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits
Balator |
If no other rooms in the winery then move to the abbey front door.
perception: 1d20 + 23 + 2 ⇒ (16) + 23 + 2 = 41
Carrion Crown CAW |
The door appears untrapped and after a few moments the lock yields to your attention.
A wide foyer to the east leads into this huge dining hall. Wooden chandeliers with luminous candles hang from the ceiling overhead, their long ropes strung through the rafters and tied off on the eastern walls. Twin staircases descend from the north and south ends of the hall.
Action from each party member?
Balator |
perception: 1d20 + 23 + 2 ⇒ (1) + 23 + 2 = 26