Keliwyn wheels and plunges toward the Leukodaemon.
Attack 1d20 + 9 + 1 + 1 ⇒ (19) + 9 + 1 + 1 = 30 Damage 1d6 + 2 ⇒ (3) + 2 = 5
Crit confirm: 1d20 + 9 + 1 + 1 ⇒ (9) + 9 + 1 + 1 = 20 Damage 1d6 + 2 ⇒ (4) + 2 = 6
Unbelievable. Just unbelievable. I'll give Em his posted attack as the AoO he's due below.
Keliwyn skewers the Leukodaemon. Clutching the bow, it backs off his rapier and whirls to flee out the door. Emerion sees his opening and thrusts his rapier between the daemon's feathered wings. It falls lifeless to the floor. Fina drives her greatsword into it to make sure it stays down.
"NOOoooha!" Surprise and rage is quickly replaced by fear on the cultist's face as he realizes he's now alone with the party.
Heather, then Istas.
"Caylean's pint-mug," Emerion gasps. "These things nearly did for me! I'm just glad I made this blade of truesilver, the gods help us if it hadn't been. Excuse me," he pauses and throws up violently, but looks the better for it.
"Istas, have you any charges left in that wand? If we face anything like this again, I need it now." Emerion digs crushed flies out of the creases and openings in his armour, still bleeding from a dozen superficial and not so superficial wounds (1/3 hit points).
"Gather around..." Istas tells everyone. "I'm saving my own power from Pharasma in the event we need it to hold back or slay more of the cult's undead. So, I'll have to use the wand to put us back in order."
"Heather? Go ahead and clean everyone up with that spell of yours," she suggests, "Including me. We'll all look that much more daunting if we show up looking unbloodied and unscathed, despite everything the Urgathoans and their monsters tried to do to us."
With that, Istas sets about the task of healing everyone.
I want to get everyone back to full hit points. And we have more than enough charges to do so.
Healing from wand of cure moderate wounds for Emerion... 2d8 + 5 ⇒ (8, 2) + 5 = 15
Healing from wand of cure moderate wounds for Emerion... 2d8 + 5 ⇒ (2, 8) + 5 = 15
Healing from wand of cure moderate wounds for Fina... 2d8 + 5 ⇒ (2, 3) + 5 = 10
Healing from wand of cure moderate wounds for Fina... 2d8 + 5 ⇒ (8, 7) + 5 = 20
Healing from wand of cure moderate wounds for Keliwyn... 2d8 + 5 ⇒ (6, 7) + 5 = 18
Healing from wand of cure moderate wounds for Istas... 2d8 + 5 ⇒ (1, 5) + 5 = 11
Does that put everyone back to full?
"You're welcome," Istas tells the guard woman, "But I fear those flies are the least of the evil things in this place."
I went back and eliminated the two rolls for Istas and Heather. Neither of us took any damage during that combat. And Istas still has 6 temporary hit points remaining from the heroes' feast. So, we're both full up...and then some.
Correction: I went back and checked the combat where you had to NPC Istas and she did indeed take enough damage to eat up her temporary hit points. And a little beyond that, as well, though not as bad as Keliwyn and Emerion. I've added back the cure moderate wounds roll from the wand to put the priestess to full again.
It also appears you used one of Istas' channeled energy attacks to destroy the cultists' skeletons and damage their zombies. I've marked that off. I don't see that you cast any spells for her, though. So, the spell allotment should still be the same.
"That feels so much better, thank you, Istas," Emerion adjusts his coat and shirt with the last of the flies gone and his wounds healed.
"Now, onward. Let's not keep this Lady waiting!"
Emerion takes his time checking the door for possible traps (can he take 20? if so, it's a 30, if not 1d20 + 10 ⇒ (10) + 10 = 20).
"Wait," Istas says, "Let's prepare ourselves before we press onward. The effects of the Bishop's magical feast have mostly left us. Let's seek Pharasma's blessing once more to guide our hands."
Istas will cast resistance on everyone again to ensure they're protected against any future traps or spells the Urgathoans might have ready. She also casts guidance and then defending bone on herself.
Before leaving the room, Istas hovers over one of the fallen leukodaemons. She places her hand on its horse-shaped skull and closes her eyes for a moment.
Invoking her lorekeeper domain ability to learn as much about the creature's abilities and weaknesses as she can in case we face any more of them. It should provide information equivalent to a DC 23 Knowledge skill check. That should be good enough for any creature of CR 13 or lower.
Heather nods at Istas comment and proceeds to make everyone look as undamaged as possible..Fina's armour positively gleams, everyones clothing is clean if slightly tattered. and the blood is gone.
By my reckoning we are moving onto Lady Andasain..Istas gains a +2 bonus on all rolls modified by Constitution and a number of temporary hit points equal to twice her character level. These bonuses last for the encounter’s duration.
"All right. We have no idea what's beyond, so this is a play it as we see it situation. If there are undead, we'll leave them to you, Istas, and use your rocks. I'll take on anything that looks nasty and try and keep it occupied."
Emerion pauses to listen at the door: Perception 1d20 + 9 ⇒ (13) + 9 = 22
Nice perception roll.
The doors leading east are massive, stone, and slightly ajar.
Feel free to insert additional comments or plans here. When you're ready you get this....
The passage beyond the doors descends slightly over its long, shadowed, dank course. At the far end the tunnel widens and a clear light glows softly.
More than adequate. Very fine. Thank you
It's about 100' to the room.
This rooms soars up to a domed ceiling 40' above you. Seven basins fill alcoves evenly spaced along the outer wall. Each basin holds a different fluid which reeks. The combined scents are slightly nauseating. Wood and metal boxes decorated with death's head imagery clutter the ground under the basins. At the center of the room is a pool of clear still water surrounding a bubbling uprising swell in the center. At the center of the swell stands a statue of a voluptuous woman with a skeletal pelvis and legs.
Across the pool stands a tall woman garbed in a black metal bustier, high leather boots, long cape and side-slit dress. A massive scythe hangs nonchalantly from her left hand. Her complexion is pale with dark shadows to her eyes, darker lips, and coal-black hair that could only be Cheliaxian in origin.
"So, would-be heroes! You stand before the architect of Korvosa's death. Bloodveil is but the gentle kiss of the Pallid Princess, great Urgathoa. You are condemned for seeking to thwart her will , but I offer you this mercy." She sweeps her hand around the room. "Choose one of the Seven Scourges, take her into you, and I shall let you live until she takes you herself. Those who abstain, prepare to die by my hand!
[ooc] You're free to talk. I'm just going to roll initiative now to save time.
Init: 1d20 - 1 ⇒ (19) - 1 = 18
"Your dark mistress' power is waning fast indeed when she need human agencies to do her work," Emerion taunts. "She's done her worst with us and been found wanting, what makes you think you can stand before us? You are, in the end, but mortal."
While his blade remains in guard, in his left hand Emerion hides one of Istas' rocks. If the witch reveals herself as something other than human, he has a weapon against her, and if she calls for aid, against her minions. He edges around the central fountain to the left, ensuring the party is well dispersed.
Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Heather steps to one side to allow herself a good line of sight
"Lady Andasain I presume...by the power invested in me as a Guard of Korvosa you are under arrest for mass murder..worship of an illegal deity and..well those will do for the time being..do you wish to surrender?"
Initiative 1d20 + 1 ⇒ (13) + 1 = 14
Knowledge Religion 1d20 + 5 ⇒ (11) + 5 = 16
Her nose wrinkles as she identifies what is in the basins and then her gaze fixes on the Priestess as she speaks.
Knowing what Istas reaction is going to be she prepares herself mentally for combat.
|Neil Spicer RPG Superstar 2009, RPG Superstar Judgernaut, Contributor|
Knowledge (religion) check... 1d20 + 12 ⇒ (15) + 12 = 27
Initiative check... 1d20 + 2 ⇒ (20) + 2 = 22
"So, would-be heroes! You stand before the architect of Korvosa's death. Bloodveil is but the gentle kiss of the Pallid Princess, great Urgathoa. You are condemned for seeking to thwart her will, but I offer you this mercy." She sweeps her hand around the room. "Choose one of the Seven Scourges, take her into you, and I shall let you live until she takes you herself. Those who abstain, prepare to die by my hand!
"There is no mercy in the rotting flesh or the putrid stink and false promises of your goddess," Istas returns, "Nor these bodily fluids you've apparently gathered. Did you leech them from your own body? Like so much waste? How fitting for your kind..."
"Know this," the Shoanti priestess changes direction with her words, speaking in a bold, unflinching voice, "Our faiths may share an affinity for Death and what awaits in the Great Beyond. But the Lady of Graves has always known far more than your Pallid Princess. And she imparts that knowledge to me...her handmaiden here in Korvosa. For prophecy, knowledge, and divination are given unto her."
"Thus, the hand of Fate led us here...to you and yours. And we don't come with false promises of mercy. After witnessing your blasphemy, both here and in the city, you'll find no mercy left in us. Not where it concerns you, Lady Andaisin. All your cultists lie slain by our hand. Sent to the Boneyard for their just punishment. They're beyond the reach of your goddess now. And soon, you will be, as well."
Lady A has no time to answer Emerion before Heather chimes in. To Heather she can at least nod to affirm her identity and shake her head to deny surrender, but even as she draws breath to defy the sorceress verbally, Istas issues her proclamation.
Urgathoa's preistess takes a step forward and seem to grow taller. "So pride and false hope in a weak deluded goddess preclude you from acquiescing to me? Then perish now and dance for me in undeath tomorrow!"
Negotiations break down. Looks like we're going straight to a fight. Dabbler, Lady A starts in O6. Fina will start in A something. Pick your starting marks, no nearer than Column E please.
Initiative Order. Round 1 (Full Round)
Lady A, 18
Fina 1d20 + 1 ⇒ (15) + 1 = 16
Keliwyn 1d20 + 4 ⇒ (12) + 4 = 16
Emerion starts in E7, but he isn't going to stay there.
Undeath! Emerion takes that as his queue and explodes into motion, his enchanted boots carrying him forward, past the fountain to M8 where he hurls the rock Istas gave him, sword raised and ready to defend himself from the scythe Combat Expertise factored in below.
Attack (missile): 1d20 + 6 ⇒ (9) + 6 = 15 No idea what its meant to do, mind you!
Attack (missile): 1d20+6 No idea what its meant to do, mind you!
It's meant to do what Istas told you it's meant to do, i.e., harm undead. It's the 1st level magic stone spell. You can hurl it like a sling stone, even with your hand if need be. It does a moderate amount of damage against living foes (1d6+1), but twice that against undead. Does Lady Andaisin look like she's undead? -_-
I meant for everyone to save these things as a 2d6+2 ranged weapon vs. undead, in case Lady Andaisin has undead minions...or summons them.
Put Istas in E5. She'll move around the other side of the fountain from Emerion to J4 with her move action. She then casts shield of faith on herself.
Sorry, Neil. The facepalm spoiler completely distracted me.
Lady Andaisin calls for Urgathoa's aid as she steps into the air, walking upward until she hovers above the fountain.
Fina stares at the rising woman.
She'll delay pending an opportunity to hit something with her sword.
Keliwyn and Heather up. Keliwyn delays to see what Heather does or until Bill gets back if sooner.
Heather moves forward to get a better angle..(move to G6)
Ah..then I suppose we had better add resisting arrest to the charge sheet" she states before she hurls a ray of crackling electrical force at the woman.
Lightning bolt from wand 5d6 ⇒ (6, 6, 1, 3, 6) = 22 DC 18 Reflex for half
She's 15' up. Statue's say 8' tall. You've got to get through the pool to get to the statue. Difficult terrain for wading.
Keliwyn strings his bow, nocks, and looses.
Bow 1d20 + 8 ⇒ (3) + 8 = 11 ... damage 1d6 ⇒ 6
Fina moves forward with Heather, but holds action otherwise.
Initiative Order. Round 2
Lady A, 18
Fina 1d20 + 1 ⇒ (15) + 1 = 16
Keliwyn 1d20 + 4 ⇒ (12) + 4 = 16
"Coward!" Istas calls from below, "Afraid to face us directly? So be it..." She intones a quick prayer to Pharasma to aid their fight.
Casting spiritual weapon. Should last 5 rounds.
Attack with dagger-shaped force effect... 1d20 + 7 ⇒ (7) + 7 = 14
Damage, if applicable... 1d8 + 1 ⇒ (7) + 1 = 8
Andaisin's right hand comes up bearing her brass fly-like holy symbol. "HALT!" she thunders.
Greater command. Everyone except Emerion make a DC 19 will save or stop in place. Take no actions until you save. You'll get a new save each round.
Fina: 1d20 + 1 ⇒ (14) + 1 = 15 Small loss.
Heather, then Keliwyn.
Will Save1d20 + 7 ⇒ (15) + 7 = 22
For an instant Heather contemplates obeying the command but just as instantly throws the idea away.
"Fry" she responds and throws a ray of Electricity from her own fingertips.
Shocking Ray1d20 + 4 ⇒ (9) + 4 = 13 Damage 4d6 ⇒ (5, 6, 2, 1) = 14No Save
Will Save 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21 Am I missing any bonuses other than Istas' resistance?
edit: Boo Yah! Not needed!
Keliwyn hears the command to halt, and feels its pull, but easily dismisses it. He nocks another arrow and yells, "Lady Andaisin, you will die this day by my hand!" and as he pulls the string, the shout, "Gurth na nin goth!*" is heard throughout the chamber before he let's fly with the arrow.
1d20 + 10 ⇒ (19) + 10 = 29 Damage 2d6 ⇒ (4, 6) = 10
*"Death to my enemies!" to those who speak elvish.
Keliwyn's arrow flies true and strikes the Urgathoan, followed almost instantly by Heather's shocking ray which sends sparks dancing along Andaisin's breastplate.
Both attacks effective. Just to be clear Istas'hammer didn't hit. Also Neil on the lore roll Istas made on the Luekodaemon. It's a minor form of leukodaemon. Feel free to check the bestiary on them. My minor form was nerfed here and there to make them more vincible.
Unless I've missed something that should bring us to the top of next round. Emerion and Istas up.
Initiative Order. Round 3
Lady A, 18
Fina 16 (Halted, DC 19 to save)
Technically, the spiritual weapon is a dagger, not a hammer. It's supposed to take the form of Pharasma's favored weapon.
Heartened by her companions' ability to harm the priestess in mid-air, Istas still worries that they can't reach her to effectively shut down her spellcasting. But at least they can keep harrying her...
Attack with spiritual weapon... 1d20 + 7 ⇒ (14) + 7 = 21
Damage from force effect, if applicable... 1d8 + 1 ⇒ (3) + 1 = 4
Emerion draws back his own bow and...waits to watch what the Urgathoan does. He suspects she will cast a spell, and he will shoot her to disrupt her concentration if she does.
Readied action, shoot if she starts visibly spell-casting.
Attack: 1d20 + 8 ⇒ (20) + 8 = 28 Damage: 1d8 ⇒ 3
Threat Confirm: 1d20 + 8 ⇒ (8) + 8 = 16 Damage: 2d8 ⇒ (3, 7) = 10