Vimanda

Vimanda Arkona AKA DM's page

6 posts. Alias of overfiend_87.


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If this works...

Fort 1: 1d20 + 12 ⇒ (17) + 12 = 29

Fort 2: 1d20 + 12 ⇒ (10) + 12 = 22

Will 1: 1d20 + 10 ⇒ (6) + 10 = 16

Virmanda...the once very attractive and sensual looking Rashaka transforms into a Dog and barks in her annoyance. Her gear melds with her transformation, though the items appear to hang loosely and the kukri is discarded on the floor.

Might as well play out of rounds as she has failed both her fort and will save. She can't cast spells, can't use monk abilities, lost DR and lost all her mental abilities.

You cut her down and gather up the two shining Javelins and a magic Kukri.


Krenn comes in, landing a single hit with his first swing, however all the other attacks she manages to dodge out of the way with relative ease and making a show of it.

Round 2

Order:

Jerinthian Kos (was on delay)
Virmanda
Curnach Daveck
Llyra Bjorgan
Krenn Whetstone

Virmanda keeps her Kukri in hand and raises it, focusing on Curnach before unleasing her amazingly fast and dazzleing display of weapon work with her Kukri.

attack #1: 1d20 + 21 ⇒ (20) + 21 = 41

crit threat: 1d20 + 21 ⇒ (19) + 21 = 40

damage: 2d4 + 10 ⇒ (3, 1) + 10 = 14 + 1d6 ⇒ 4 electric damage

attack #2: 1d20 + 21 ⇒ (11) + 21 = 32

damage: 1d4 + 5 ⇒ (3) + 5 = 8 + 1d6 ⇒ 3 electric damage

attack #3: 1d20 + 21 ⇒ (3) + 21 = 24

attack #4: 1d20 + 16 ⇒ (3) + 16 = 19

attack #5: 1d20 + 11 ⇒ (3) + 11 = 14

Virmanda seems to pant a little after putting all her effort into that attack and the majority of her attacks, not harming him as much as she wanted to.

MAP


Curnach Daveck wrote:

1d20+25 Perception to notice what other gear she is carrying

Curnach targeted the rakshasha with a focused dispel magic.

1d20+9 CL check, compare to the spell or object with highest CL, if its higher its dispelled, if not, compare against the next one down. Repeat until something is hit (that roll covers up to CL 12 so something will be dispelled)...

Spellcraft DC18 to identify.

Curnach's spell disables Virmanda's flight and she floats back down to the ground gracefully. She looks to herself and then leers at Curnach.

"It's a shame I'll have to tear off that handsome face when I eat it." she gives out a canine growl

sorry I would've posted earlier bit we were have difficulty with the internet again. Damn you virgin media!


Jerin wrote:

Enough of this garbage. Let's get back to Krenn and Llyra, they could be in trouble.

Jerin removes his scroll of dimension door and takes him and Curnach back to a location next to them or at least where they last were located...

I re-read Dimension door and I should be able to do this easily since I have seen where they are before the room moved.

true, but Curnach had already pulled the lever so you could take a guess at how many feet they are in a certain direction. Dimension Door has a long range and even if you miss, you land in the nearest room and take damage I believe. I use it a lot in my RL campaign as my Gnome is a cleric with the travel domain. Not very impressive early level, but later the team is begging you for teleport or greater teleport :D

Edit: I'll say however, you saw which way the room moves so you can assume what position it is in so you can land behind Virmanda and have her trapped.

Group Initiative:

Curnach Daveck: 1d20 + 8 ⇒ (9) + 8 = 17
Jerinthian Kos: 1d20 + 5 ⇒ (11) + 5 = 16
Krenn Whetstone: 1d20 + 3 ⇒ (6) + 3 = 9
Llyra Bjorgan: 1d20 + 3 ⇒ (13) + 3 = 16

Virmanda: 1d20 + 11 ⇒ (9) + 11 = 20

Order:

Virmanda
Curnach Daveck
Jerinthian Kos
Llyra Bjorgan
Krenn Whetstone

Virmanda smirks as the whip merely just wraps around her ankle and Llyra doesn't have the strength to pull her down, so he pulls back with her leg and glares back at Llyra and the group.

You are able ot drop your whip instead of get tripped if I remember.

"I'm so ashamed. I thought you wanted to live." she states as she flies off the ground, heading 15ft up in the air and drawing out one of her javelins before hurling it at Krenn in which time it turns into a lightning bolt, however Krenn manages to dodge the worst of the lightning only taking 9 electric damage.

1d20 + 10 ⇒ (11) + 10 = 21

5d6 ⇒ (5, 6, 4, 1, 2) = 18

Combat Map

as said in combat, she's hovering 15ft in the air. These chambers are meant to be so tall as it is meant to accomedate the guardian Sivit, who Jerin with his knowledge, an attest to the size of such a creature.


Llyra Bjorgan wrote:

I look over at Krenn and shrug.

Where is Vencarlo and the Seneschal? I know you have him trapped here due to the form you had assumed. . . Answer quickly, I think the dwarf is getting impatient. He has not turned a rakshasa into a pin cushion in several minutes.

Knowledge(planes): 1d20+5

EDIT - Jerin - you and Curnach are on the other side of the rotary room now. It is just Krenn and me with the vixen.

"It's too late for Vencarlo, he's in the b~+~+'s chamber. We need to get going before she uses the lever again. The Senechal is in the torture room and I can disable every trap on the way for you." she moves up the corridor, waiting for Llyra and Krenn."Unless you'd like to kill me right here and find you way out by yourselves, wasteing time while your friends meet their death at her hands."


Before you Vencarlo transformers and before you appears an attractive humanoid woman with the head of a fox. Her body exudes gracefulness, elegance, confidence and a dangerouse sensuality that her dress doesn't do much to hide. Her dress sticks well to her shape and she gives a smile at the group.
"Since you have killed my brother, I have no reason to kill you. I am not the sole owner of the Arkona fortune." she smiles to the group "I didn't lie though, the beast is still down here however I do know what it is. It's a Darksphinx that mine and Bahor's father summoned and bound to this labyrinth." as she says this the whole area rotates once again and she narrows her eyes. "And that b@~#+ has gotten her mitts on a lever" she grits her teeth as everything starts shaking again.

Virmanda Arkona

Curnach: 1d20 + 5 ⇒ (19) + 5 = 24

Jerin: 1d20 + 2 ⇒ (8) + 2 = 10

Krenn: 1d20 + 3 ⇒ (15) + 3 = 18

Llyra: 1d20 + 8 ⇒ (18) + 8 = 26

No one falls over, but everyone has been moved about and the two areas split the group in half.
"I suggest we either take her on or escape. She holds no loyalty to me and wishes to escape this place." she states, looking around and clearly lost as to where to go.

The lever in the room where Jerin and Curnach are clicks as it returns back to it's normal position.

Map

basically you all have a minute to do something before the other person is able to act.

auras on Virmanda:

Spellcraft 1d20 + 18 ⇒ (6) + 18 = 24

Spellcraft 1d20 + 18 ⇒ (3) + 18 = 21

Spellcraft 1d20 + 18 ⇒ (1) + 18 = 19

Spellcraft 1d20 + 18 ⇒ (9) + 18 = 27

Spellcraft 1d20 + 18 ⇒ (5) + 18 = 23

Jerin:

The Kukri gives off moderate transmutation and moderate evocation.

The Javelins give off faint evocation

Her body gives off many different auras such as two faint transmutation and faint adjuration

Knowledge concerning the creature Virmanda mentioned:

Knowledge Planes DC 25:

The creature comes from one of the deep circles of hell, said to be created by a demon duchess who was obsessed with the sphinx and created a devil in it's form. Like all devil creatures, they have supernaturally thick hide that can only be cut by weapons aligned with holy energy.

They are hardy creatures that are immune to poison and living in the environments of hell have gained a resistance to acid, cold, electricity and fire.

Being based on magical creatures, these things have resistance to all magic being cast against them.

Knowledge Planes DC 30:

Living in the darker parts of hell, they have developed darkvision that can see quite clearly in the darkness and are very perceptive.

With a pair of wings they are able to fly and being a large sized creature they often charge into combat using whatever weapons their weild (usually one kukri and one sicle) and rake with their front lion paws. The Wings also help them pound like a majestic lion, able to close the gap on prey.

Knowledge Planes DC 35:

Darksphinxs are known to love knowledge and just like sphinxs, they love riddles and anything requiring great knowledge and logic games. They have been imbued with magical abilities and can cast spells to hinder enemies from afar.

With such knowledge, knowing the layout of this labyrinth would be child's play to such a creature. It has a ability so once a week be able to cast one of every symbol based spell and inscibe the spells.

Knowledge Planes DC 40:

The Darksphinx's origins are one clouded in mystery, but you have peiced together all the peices.

Legends have it, Duchess Hadriel also known as the Duchess of Domination had attempted to recruit gynosphinxes, however they turned her down and would not be wooed by her power or prestige, however she did not give up and decided to approch the problem at a different angle and visited a powerful gynosphinx named Newella and challenged her to a battle of wits.

If Newella won, Hadriel would become her servant, but if Hadriel won, Newella would mate with a male of Hadriel's choosing. They posed each other a dozen riddles and logic puzzels, each one more baffling than the other that some sages even today cannot figure them out.

Newella midded but a single answer, but that was enough. She was forced to mate with Hadriel's husband, Duke Bifrons and the resulting half-fiend offspring were the first darksphinxes.

Raised in hell, Darksphinxes learn at Hadriel's feet, trainted as bodyguards and instilled with utter loyalty to the duchess. Hadriel awards them to her most trusted lieutenants and occasionally to other devil nobles as well. Having a Darkspinx bodyguard is very prestigious and highly sought after in hell, but many suspect that these "bodyguards" are nothing more than spies for Hadriel, but that has never been proven and the devil god, Asmodeus has many in his employ.

Although their job may seem simple, the darksphinxes enjoy their work. Protecting an important personage from assassination in Hell is a never-ending intellectual sport and second-guessing creatures bred to be deceptive is no easy task.