The Shipwrecked and the Vaults of Madness

Game Master chavamana


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Male Human Cavalier 17

GM has informed me that unholy can be turned holy with a ritual. Claim restored!


Male Human Warpriest 17

Faith considers how long the whirling blades spell might last.

Spellcraft?: 1d20 + 10 ⇒ (4) + 10 = 14

"We should prepare ourselves," Faith agrees.

might as well claim a dagger, Faith doesn't have a flaming one of those


It takes about fifteen minutes for Raviaza's wall of blades to shatter and disappear from reality, giving the group plenty of time to heal and recover. Tulip slowly shrinks from huge to her normal large self. Once the barrier is gone the group is able to move forward into a hallway were several pieces of dry, translucent snakeskin litter the floor. As you move through, you see a number of larger, intact snakeskins which lie piled in alcoves behind the eight columns supporting the thirty-foot-high ceiling. A set of adamantine doors seal the north end of the hall.

K:nature or religion DC 26:
The snakeskins have been treated and undergone magical rituals and seem to be the remains of undead warmachines known as hollow serpents.

Luckily for the group, there don't seem to be any that are currently functional.

The adamantine doors open into an irregularly shaped chamber. The adamantine gates on the far side are just ever so slightly ajar, inviting the party to plunge ahead.

The hissing sibilants of a ritual echo through the ajar gates and the solid stone beneath your feet shakes for just a moment.

Very quick prep - Pakshee has a few Named Bullet, Greater that she offers to the ranged characters (you need to choose the creature type associated), Freedom of Movement, Heroism


Female Azata touched Aasimar Ranger 17

K:nature: 1d20 + 15 ⇒ (2) + 15 = 17 nope
First to Pakshee, "I would never turn down offered spells," to the others, "Why don't you choose? I will be happy with whatever is left. ... ... Juliver? Why don't you take the carpet with Pakshee? I think the added maneuverability to the two of you could be a big benefit. And my staying nearby is getting less and less likely." a look to Faith and Pakshee, "You two okay with that?" Áine draws a wand and twirls it between her fingers, with a slight smile to Tulip and Zane, "Hey big girl, you wanna go mega-chomp size again? It'll only last 7 minutes, but probably worth it if the space remains as large as it has been. ... and I got a handful more of 'em if we end up needing 'em down the road."

Áine will take a Heroism, she will take as many Greater Named Bullets as offered, but she is more then willing to have anyone else have first dibs. Áine intends to go "ghost" as soon as or preferably just before they intend to enter through the Adamantine doors, keeping in physical touch with Faith and Pakshee until she moves through.

Gm:

Despite using the invisibility ring, she also has and is using hide in plain sight which allows her to do so while being watched. She is also using Enshroud Thoughts.

Group Spells:

Enemy Insight +3/+3 vs monstrous humanoids
Fickle Winds 30mins 15 creatures
Chameleon Stride, Greater 5 mins - or more likely until
Áine moves 10' away
Life Bubble 10hrs 10 creatures
Negate Aroma 1hr 8 creatures
Pack Empathy 15hrs 5 creatures
Quieting Weapons 60mins 2 weapons - assuming this one is not being used except on Áine's bow, unless someone else says something
Feel free to look under the Group Spells spoiler - I have the spell information linked. Min/level and lower spells were recast outside the ritual door

Personal Spells:

Aspect of the Falcon recast outside the ritual door: 1min
Barkskin 5hrs on herself and Juliver
Bear's Endurance recast outside the ritual door: 3mins on herself and Juliver (if she doesn't have a Belt)
Darkvision Greater, 7hrs
Enshroud Thoughts, recast at the Blade Barrier: 30mins
Freedom of Movement 150mins
Gravity Bow recast outside the ritual door: 1mins
Perceive Cues 5hrs
Rite of Bodily Purity 24hrs
Visualization of the Body 24hrs
Chameleon Stride, Greater 5 mins cast at the ritual room


Male Human Cavalier 17

"Yeah, I think the old girl wouldn't mind being bigger. As for the named bullets, I wouldn't mind half of them. Don't know what kind of creature they should be for... I'm not especially good at that sort of thing."


Male Human Warpriest 17

Blessings are Available for the Asking (Destructive Attacks is +8 damage, Holy Strike is +1d6 against evil), as is another Bull's Strength for Tulip

Faith's own self:
Faith is going in with Shield of Faith, Sacred Armor +4, and Destructive Attacks up.


Pakshee can cast Named Bullet, Greater 4x. If you want them to work against serpentfolk then you are picking the monstrous humanoid type. Against demons (and heralds of evil gods) then you would pick evil outsider. Undead is undead. Please choose the type your bullet (or arrow) works against.

Pakshee also casts Heroism on everyone but herself (6 castings).

She has four castings of freedom of movement available. She would vote for Faith, herself and Tulip - in that order.

A huge serpent’s skull of bleached, fossilized stone sits within this vast cavern, mounted upon a two-tiered stone dais surrounded by golden cauldrons lit with purple fire. Rubble and debris litter the cavern floor in several areas, providing evidence of rockfalls from the ceiling overhead. Cracks and crevices lead to a gaping hole in the floor of the cavern to the east. To the northwest, a narrow slope rises to a ledge providing access to a pair of tunnels in the cavern wall, while an elevated stone portico lies along the wall to the southwest, topped with an arched roof held aloft by two golden columns bearing engravings of serpents. A gate of adamantine stands within the portico, carved with the likeness of a viper’s head staring outward, its curved fangs joining to make handles for the doors.

As you open the adamantine doors, Vyr-Azul's hatful hiss fills your head. "Kill them, Khestath. We will not allow them to prevent our lord's return." Even as he telepathically commands the swole bodyguard, the priest moves to place himself before the ancient giant serpent's skull, a final barrier to the god's remains.

Map is up on Roll20. In addition to the two serpentfolk, there is a large undead snake and a huge albino constrictor.


Male Human Cavalier 17

One note: Tulip isn't on the roll20 map, but I'm assuming she's somewhat level with Aine. In terms of the final Freedom of Movement, Sasha would seem to make the most sense as she needs to be up close to attack at all.

So, in terms of buffs, I'm factoring in for Zaine:
Destructive Attacks from Faith
Named Bullet x2 from Pakshee (1 undead, 1 monstrous humanoid)
Heroism from Pakshee

for Tulip:
Destructive Attacks from Faith
Bull's Strength from Faith
Animal Growth from Aine
Freedom of Movement from Pakshee

"We'll get that zombie snake out of the way," Zaine announces. Then, quieter for Tulip: "Sorry about how that's gonna taste, girl. Hopefully god is a little more toothsome."

Round 1:

Zaine's mods
Destructive Attacks: +8 damage
Named bullet: Auto critical threat, +34 damage on a confirm
Heroism: +2 morale to attacks, saves, skill checks
Total: +2 attack, +8 damage

Tulip's mods:
Destructive Attacks: +8 damage
Bull's Strength: +4 STR
Animal Growth: +8 STR, -2 DEX, +4 CON, -1 to hit, damage goes up by 1 die, +1 AC
Freedom of Movement: Move normally despite impediments
Total: +5 attack, +1d6+12 damage, +26 HP, +1 AC
Tulip's current baseline attack: bite +27 (4d6+43 plus grab)

Initiative Zaine 1d20 + 9 ⇒ (14) + 9 = 23
Initiative Tulip 1d20 + 3 ⇒ (12) + 3 = 15

"All right, you big dead monster, let's make you more dead."
That's a challenge

Zaine snaps a shot off at the snake in his way. The gunshot booms and rolls like thunder and the puff of gunpowder smells like a raincloud.

1d20 + 28 ⇒ (13) + 28 = 41
1d12 + 48 ⇒ (9) + 48 = 57
confirm 1d20 + 28 ⇒ (8) + 28 = 36
3d12 + 144 + 3d8 + 34 ⇒ (8, 8, 5) + 144 + (2, 2, 6) + 34 = 209
Note: if the confirm roll beats the snake's CMD, it's knocked down. If snakes can be knocked down.

Tulip charges the zombie snake, chomping the writhing body.
1d20 + 32 ⇒ (11) + 32 = 43
4d6 + 51 ⇒ (3, 4, 1, 1) + 51 = 60
grab 1d20 + 36 ⇒ (17) + 36 = 53


Female Azata touched Aasimar Ranger 17

Re: Freedom of Movement to Sasha sounds logical to me
Re: Named Bullet,Greater - Áine will take 2 Evil Outsiders

"Thank you Faith and Pakshee." Áine says, gratefully accepting their magical gifts, then adds as she turns away with a feral smile, "Let's go hunt some snakes!"

Round 1:

current buffs added into rolls: Gravity Bow, Aspect of the Falcon, Deadly Aim, Favored Enemy, Greater Snap Shot, Bardic +3, Destruction, Speed
also: Point Blank added into possible AOO's

Initiative: 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29
Áine uses the stone corner to remain mostly out of sight of Ydersius High Priest while sending a quick barrage of deadly arrows exploding straight into the overly muscled serpentfolk bodyguard. The shots are well places and the Faith powered Destructive force powerful enough to send blood, bone, and sinew raining back in the direction of the dais and huge skull. "Vildeis, Desna & Milani send their regards." she quips, before backing another 5' along the wall back towards the adamantine doors and theoretically out of sight of Vyr-Azul.

Comp Bow1: 1d20 + 30 - 2 - 5 + 1 + 6 + 3 + 1 ⇒ (20) + 30 - 2 - 5 + 1 + 6 + 3 + 1 = 54
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (6, 3) + 5 + 4 + 10 + 6 + 3 + 8 = 45
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (4, 1) + 5 + 4 + 10 + 6 + 3 + 8 = 41
confirm Comp Bow1: 1d20 + 30 - 2 - 5 + 1 + 6 + 3 + 1 ⇒ (8) + 30 - 2 - 5 + 1 + 6 + 3 + 1 = 42
plus additional Damage: 4d6 + 72 ⇒ (4, 6, 5, 3) + 72 = 90

Comp BowRS: 1d20 + 30 - 2 - 5 + 1 + 6 + 3 + 1 ⇒ (11) + 30 - 2 - 5 + 1 + 6 + 3 + 1 = 45
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (2, 3) + 5 + 4 + 10 + 6 + 3 + 8 = 41
Comp Bow2: 1d20 + 30 - 5 - 2 - 5 + 1 + 6 + 3 + 1 ⇒ (9) + 30 - 5 - 2 - 5 + 1 + 6 + 3 + 1 = 38
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (2, 6) + 5 + 4 + 10 + 6 + 3 + 8 = 44
Comp Bow3: 1d20 + 30 - 10 - 2 - 5 + 1 + 6 + 3 + 1 ⇒ (9) + 30 - 10 - 2 - 5 + 1 + 6 + 3 + 1 = 33
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (5, 3) + 5 + 4 + 10 + 6 + 3 + 8 = 44
Comp Bow4: 1d20 + 30 - 15 - 2 - 5 + 1 + 6 + 3 + 1 ⇒ (9) + 30 - 15 - 2 - 5 + 1 + 6 + 3 + 1 = 28
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (4, 1) + 5 + 4 + 10 + 6 + 3 + 8 = 41
Comp BowSpd: 1d20 + 30 - 2 - 5 + 1 + 6 + 3 + 1 ⇒ (20) + 30 - 2 - 5 + 1 + 6 + 3 + 1 = 54
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (2, 1) + 5 + 4 + 10 + 6 + 3 + 8 = 39
confirm Comp BowSpd: 1d20 + 30 - 2 - 5 + 1 + 6 + 3 + 1 ⇒ (16) + 30 - 2 - 5 + 1 + 6 + 3 + 1 = 50
plus additional Damage: 4d6 + 72 ⇒ (1, 1, 6, 3) + 72 = 83

summary
Arrows1&MS: to confirm 42, dam 135+41 = 176
ArrowRS: to hit 45, dam 41
Arrow 2: to hit 38, dam 44
Arrow 3: to hit 33, dam 44
Arrow 4: to hit 28, dam 41
Speed Arrow: to confirm 50, dam 122

possible AOO's
Comp BowAOO: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 ⇒ (8) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 = 43
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (5, 3) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 47
Comp BowAOO2: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 ⇒ (5) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 = 40
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (2, 5) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 46
Comp BowAOO3: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 ⇒ (9) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 = 44
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (2, 3) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 44
Comp BowAOO4: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 ⇒ (15) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 = 50
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (2, 4) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 45
Comp BowAOO5: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 ⇒ (7) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 = 42
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (2, 2) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 43
Comp BowAOO6: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 ⇒ (6) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 = 41
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (6, 4) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 49
Comp BowAOO7: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 ⇒ (12) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 1 = 47
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (2, 1) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 42


Male Human Warpriest 17

I agree with the distribution of Freedom of Movement to Faith, Pakshee, Tulip, and Sasha

Faith takes a deep breath. "The evil in this room is a miasma. Let us clear the air."

Round 1:

Initiative: 1d20 + 8 ⇒ (4) + 8 = 12

If my math is good, Faith's AC with all the buffs and whatnot should be 41 (touch 18, flat-footed 33).

And as a reminder to myself, Heroism is +2 to hit, saves, skill checks

Faith moves along with Sasha, attempting to flank one of the great serpentine beasts.

I looked at the map, and I don't think Faith can reach one to directly attack this turn.


On the ancient altar with the impossibly large serpent's skull the serpentfolk priest rises into the air, quietly observing the far off battlefield and incanting.

The carpet bearing Juliver and Pakshee moves up, still in the cover of the stone walls but so that they will be able to move about the field to their best use. "Ohff. That is a nasty undead." She flickers her rapier in the direction of undead snake, "Its body actively dries out the air around it to keep it functional and I've heard that it can channel out the negative energy that keeps it animated." (Juliver activates bardic +3/+3)

Áine uses the stone corner to remain mostly out of sight of Ydersius High Priest while sending a quick barrage of deadly arrows exploding straight into the overly muscled serpentfolk bodyguard. The shots are well places and the Faith powered Destructive force powerful enough to send blood, bone, and sinew raining back in the direction of the dais and huge skull. "Vildeis, Desna & Milani send their regards." she quips, before backing another 5' along the wall back towards the adamantine doors and theoretically out of sight of Vyr-Azul.

"All right, you big dead monster, let's make you more dead."
That's a challenge

Zaine snaps a shot off at the snake in his way. The gunshot booms and rolls like thunder and the puff of gunpowder smells like a raincloud. The bullet breaks the snakes body almost in half the front part falling momentarily to the group before it rises with a fluttering dry snakeskin sound.

The remaining half of the giant snake slithers forward with unnatural speed, its dry hissing hitting a cresendo as it ends in the entrance way, its body pulsing with black, decaying energy.

Aine, Juliver, Pakshee, Tulip and Zaine need to make a DC 26 Fort save or take 1d6 points of Charisma damage as the air around them starts to draw the moisture from their bodies.

Juliver Fort Save: 1d20 + 12 ⇒ (17) + 12 = 29
Pakshee Fort Save: 1d20 + 11 ⇒ (20) + 11 = 31

Aine, Juliver, Pakshee, Tulip and Zaine take 8d6 ⇒ (1, 6, 2, 6, 2, 3, 3, 4) = 27 negative energy (DC 24 Will save to half damage.

Juliver Will Save: 1d20 + 10 ⇒ (13) + 10 = 23
Pakshee Will Save: 1d20 + 16 ⇒ (6) + 16 = 22

Tulip charges the zombie snake, chomping the writhing body. Her teeth make the worst noise as she breaks through the brittle, desicatted skin and hold fast.

Pakshee carefully, defensively, casts a spells touching both the carpet and Juliver, moving the pair out of the range of the undead's bite and aura.

Faith moves along with Sasha, attempting to flank one of the great serpentine beasts. (As the beastie moved up, please make a single attack against the serpent which will be applied at the start of round 2 and will not detract from your round 2 actions.)

Sasha indeed takes advantage of the flanking provided by Faith, her sword cutting into the grappled undead.


Female Azata touched Aasimar Ranger 17

Dice:
Fort Save dc26: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27
Will Save dc24: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26

"Oh, now that is just not good." Áine glares at what is left of the undead, negative energy conducting snake. "Do you know how much moisturizing it's going to take to get my skin and hair back in shape? Hope you guys don't mind, but I've got to get rid of that thing." she glances in the direction of the stone dais, "I think Big White is playing Hide and go Seek until we get closer and Yell-in-your-Brain is on observation duty, but I'm sure he's getting ready to do something nasty, so watch yourselves when you're out in the open there."

Round 2:

Gravity Bow, Point Blank, Aspect of the Falcon, Deadly Aim, Favored Enemy, Greater Snap Shot, Bardic +3, Destruction, Heroism +2
Positive meets negative to truly explosive results, and what is left of the undead thing in Tulip's jaws crumbles away as Vildeis destructive energy courses over and through it burning the remaining husk to blackened ash.

Comp Bow1: 1d20 + 30 - 2 - 5 + 1 + 1 + 4 + 3 + 2 ⇒ (20) + 30 - 2 - 5 + 1 + 1 + 4 + 3 + 2 = 54
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 3 + 8 ⇒ (4, 5) + 5 + 4 + 1 + 10 + 4 + 3 + 8 = 44
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 3 + 8 ⇒ (1, 5) + 5 + 4 + 1 + 10 + 4 + 3 + 8 = 41
crit confirmation Comp Bow1: 1d20 + 30 - 2 - 5 + 1 + 1 + 4 + 3 + 2 ⇒ (19) + 30 - 2 - 5 + 1 + 1 + 4 + 3 + 2 = 53
Damage: 4d6 + 70 ⇒ (5, 5, 1, 3) + 70 = 84

Comp BowRS: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (19) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 55
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 3 + 8 ⇒ (2, 3) + 5 + 4 + 1 + 10 + 4 + 3 + 8 = 40
crit confirmation Comp BowRS: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (11) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 47
Damage: 4d6 + 70 ⇒ (3, 2, 1, 4) + 70 = 80

Comp Bow2: 1d20 + 30 - 5 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (7) + 30 - 5 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 38
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 3 + 8 ⇒ (5, 5) + 5 + 4 + 1 + 10 + 4 + 3 + 8 = 45
Comp Bow3: 1d20 + 30 - 10 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (8) + 30 - 10 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 34
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 3 + 8 ⇒ (5, 6) + 5 + 4 + 1 + 10 + 4 + 3 + 8 = 46
Comp Bow4: 1d20 + 30 - 15 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (2) + 30 - 15 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 23
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 3 + 8 ⇒ (4, 3) + 5 + 4 + 1 + 10 + 4 + 3 + 8 = 42

summary
Arrows1&MS: dam 128+41 = 169
ArrowRS: crit confirmation 47, dam 120
Arrow 2: to hit 38, dam 45
Arrow 3: to hit 34, dam 46
Arrow 4: to hit 23, dam 42

possible AOO's
Comp BowAOO: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (10) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 46
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 ⇒ (6, 6) + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 = 49
Comp BowAOO2: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (16) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 52
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 ⇒ (5, 5) + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 = 47
Comp BowAOO3: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (11) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 47
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 ⇒ (1, 4) + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 = 42
Comp BowAOO4: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (8) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 44
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 ⇒ (3, 5) + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 = 45
Comp BowAOO5: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (18) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 54
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 ⇒ (6, 3) + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 = 46
Comp BowAOO6: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (9) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 45
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 ⇒ (3, 6) + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 = 46
Comp BowAOO7: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (18) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 54
Damage: 2d6 + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 ⇒ (4, 3) + 5 + 4 + 1 + 10 + 4 + 2 + 3 + 8 = 44


Male Human Cavalier 17

Round 2:

Zaine's mods
Destructive Attacks: +8 damage
Named bullet: Auto critical threat, +34 damage on a confirm (monstrous humanoid)
Heroism: +2 morale to attacks, saves, skill checks
Bardic: +3 attack, +3 damage
Total: +5 attack, +11 damage
Tulip's mods:
Destructive Attacks: +8 damage
Bull's Strength: +4 STR
Animal Growth: +8 STR, -2 DEX, +4 CON, -1 to hit, damage goes up by 1 die, +1 AC
Bardic: +3 attack, +3 damage
Freedom of Movement: Move normally despite impediments
Total: +8 attack, +1d6+15 damage, +26 HP, +1 AC
Tulip's current baseline attack: bite +30 (4d6+46 plus grab)

DC 26 Fort saves
Zaine 1d20 + 17 ⇒ (2) + 17 = 19
Tulip 1d20 + 13 ⇒ (7) + 13 = 20

If that d6 of Charisma damage has any hope of cancelling out my grit pool, I'll use my Chosen Destiny to treat that save as a 20.

DC 24 Will saves
Zaine 1d20 + 14 ⇒ (4) + 14 = 18
Tulip Ride check 1d20 + 26 ⇒ (10) + 26 = 36

Zaine takes careful aim at the grappled snake and fires. Once again, the musket booms and rolls like thunder.
1d20 + 31 ⇒ (5) + 31 = 36
1d12 + 51 ⇒ (7) + 51 = 58
1d20 + 26 ⇒ (4) + 26 = 30
1d12 + 51 ⇒ (3) + 51 = 54
1d20 + 21 ⇒ (4) + 21 = 25
1d12 + 51 ⇒ (2) + 51 = 53
1d20 + 16 ⇒ (20) + 16 = 36
1d12 + 51 ⇒ (10) + 51 = 61

confirm crit 1d20 + 26 ⇒ (7) + 26 = 33
3d12 + 153 + 3d8 ⇒ (8, 8, 10) + 153 + (5, 2, 7) = 193

Tulip shakes her captured prey.
1d20 + 34 ⇒ (13) + 34 = 47
4d6 + 54 ⇒ (2, 1, 6, 4) + 54 = 67

If the monster is dead by the time Tulip would attack...
Tulip rushes the serpent man on the dais.
(that's a run, or a double move, or however is the quickest way to get there.)


Male Human Warpriest 17

"Let us also watch each other," Faith says, the tone in his voice somber even as he is grinning from ear to ear, the smile as great as the evil in front.

Round 2:

bardic, heroism, flanking

single attack against the serpent: 1d20 + 3 + 2 + 20 + 2 ⇒ (19) + 3 + 2 + 20 + 2 = 46
damage from: 2d6 + 9 + 3 + 8 ⇒ (3, 5) + 9 + 3 + 8 = 28

for the round 2 actions, haste, sacred weapon +4

Faith strikes with Eroeme. "The better to destroy you with," he says.

to hit 1: 1d20 + 20 + 3 + 2 + 2 + 1 + 4 ⇒ (20) + 20 + 3 + 2 + 2 + 1 + 4 = 52
to hurt 1: 2d6 + 9 + 3 + 8 + 4 ⇒ (2, 5) + 9 + 3 + 8 + 4 = 31

to hit 2: 1d20 + 20 + 3 + 2 + 2 + 1 + 4 ⇒ (11) + 20 + 3 + 2 + 2 + 1 + 4 = 43
to hurt 2: 2d6 + 9 + 3 + 8 + 4 ⇒ (3, 3) + 9 + 3 + 8 + 4 = 30

to hit 3: 1d20 + 15 + 3 + 2 + 2 + 1 + 4 ⇒ (11) + 15 + 3 + 2 + 2 + 1 + 4 = 38
to hurt 3: 2d6 + 9 + 3 + 8 + 4 ⇒ (1, 3) + 9 + 3 + 8 + 4 = 28

to hit 4: 1d20 + 10 + 3 + 2 + 2 + 1 + 4 ⇒ (18) + 10 + 3 + 2 + 2 + 1 + 4 = 40
to hurt 4: 2d6 + 9 + 3 + 8 + 4 ⇒ (6, 1) + 9 + 3 + 8 + 4 = 31

potential critical on end-of-round-1 single strike: 1d20 + 3 + 2 + 20 + 2 ⇒ (13) + 3 + 2 + 20 + 2 = 40
extra damage iff: 2d6 + 9 + 3 + 8 ⇒ (2, 1) + 9 + 3 + 8 = 23

potential critical on R2 to hit 1: 1d20 + 20 + 3 + 2 + 2 + 1 + 4 ⇒ (8) + 20 + 3 + 2 + 2 + 1 + 4 = 40
extra damage iff: 2d6 + 9 + 3 + 8 + 4 ⇒ (4, 6) + 9 + 3 + 8 + 4 = 34

potential critical on R2 to hit 4: 1d20 + 10 + 3 + 2 + 2 + 1 + 4 ⇒ (5) + 10 + 3 + 2 + 2 + 1 + 4 = 27
extra damage iff: 2d6 + 9 + 3 + 8 + 4 ⇒ (4, 3) + 9 + 3 + 8 + 4 = 31


Charisma damage from the desiccating aura in round 1: 1d6 ⇒ 3. Sasha and Faith also needed to make a save against the aura when they moved up.

Sasha Fort DC 26: 1d20 + 16 ⇒ (18) + 16 = 34

Faith's first strike against the undead creepily hollow undead snake is massive tearing a huge chunk from the dry scales.

The priest motions towards the group in the entrance and two fiendishly-powered tyrannosaurus that dwarf Tulip even in her current up-sized form. The pair charge forward but the room is large.

"That isn't fair he is summoning more minions!" (Juliver continues bardic +3/+3)

Positive meets negative to truly explosive results, and what is left of the undead thing in Tulip's jaws crumbles away as Vildeis destructive energy courses over and through it burning the remaining husk to blackened ash.

I should have done this last night after Aine posted. As the hollow snake has been destroyed. Zaine and Faith can you please re-declare. You can choose to use the rolls you have already made or roll anew.

By the way, I think we are up to six confirmed crits this fight...


Male Human Cavalier 17

Round 2 redux:

Since the summoned t-rexes are outside of 40', Zaine will spend 1 grit for Deadeye and keep the same roll previously.

Reduce all to hit rolls by 1 (no point blank shot) and all damage rolls by 18 (no point blank shot, no challenge). He does still have that 20, though.

Tulip will then charge one of the rexes, so she actually gets a +5 to her attack roll, which would mean to add 1 to what you see. No challenge, so drop her damage by 8.

Here's her new grab roll
1d20 + 34 ⇒ (20) + 34 = 54


Male Human Warpriest 17

DC 26 fort save: 1d20 + 14 ⇒ (19) + 14 = 33

Faith's skin, somehow, remains supple.

Round 2 anew:

same rolls

Faith will continue to move with Sasha, preserving flanking wherever possible.

boss fight; might as well use tactics


With the Hollow Serpent destroyed, Zaine turns his gun on one of the newly created tyrannosaurus. It takes him a moment to focus on the gargantuan target but when he fires the bullet hits the dinosaur center section and leaves a gargantuan hole. The dinosaur falls to the ground before dissipating into sulphuric smoke.

Tulip rushes the other dinosaur, jumping just at the end and thoroughly grappling the much larger animal.

Pakshee relaxes noticeably when she see the hollow serpent fall and she keeps a hand on the carpet, ready to command it to go where her spells are needed.

Faith will continue to move with Sasha, preserving flanking wherever possible.

Seeing the second tyrannosaurus well in Tulip's teeth, Sasha starts heading directly for the serpentfolk priest on the dais.

The larger t-rex turns his jaw and tries to grab the painfully annoying smaller creature on his back. He fails... spectacularly.

On the dias, the enormous albino constrictor slithers out on hand to keep the surface dwellers from getting too close to his master.

The priest coldly surveys the temple room. Power flows from him but there is no visual clue.

Perception DC 20 (no take-10):
There is an odd jostling on the carpet and both of the spellcasters seem to be fighting something that you do not see.

The priest has a repulsion spell cast. In order move into yellow aura you need to make a DC 25 Will save or be barred from the area around the priest for 13 rounds. If the priest moves so that you are within the area of effect, then you get a second save.


Male Human Warpriest 17

Round 3:

Faith looks toward the priest on the dais, then looks at the carpet, and does a double-take. "Eroeme, show me truly," he requests.

Faith takes off into the air, heading for the empty space in front of the carpet. "Unhand them and hand me instead," he admonishes the nothing.

Faith swings Eroeme at nothing.

to hit: 1d20 + 20 + 3 + 2 ⇒ (6) + 20 + 3 + 2 = 31
to hurt: 2d6 + 9 + 3 ⇒ (6, 4) + 9 + 3 = 22


Female Azata touched Aasimar Ranger 17

Áine gaze flicks quickly back and forth between the High Priest and the mammoth Tyrannosaur that Tulip has by the neck, finally settles on the serpentfolk on the dais. "On the off chance I might actually disrupt a spell i can't tell you're casting..." she says, and sends a flight of arrows winging in his direction.

Round 3:

Gravity Bow, Aspect of the Falcon, Deadly Aim, Favored Enemy, Greater Snap Shot, Bardic +3, Destruction, Heroism +2, Speed+1, distance -4
Despite the distance, several of Áine's arrows sink home, eliciting a surprised hiss of pain and displeasure as feathered shafts sprout from his scaled body. One might have even penetrated a lung. Maybe even pissing him off enough to take his concentration off of Juliver and Pakshee.

Comp Bow1: 1d20 + 30 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 ⇒ (16) + 30 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 = 48
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (1, 1) + 5 + 4 + 10 + 6 + 3 + 8 = 38
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (5, 2) + 5 + 4 + 10 + 6 + 3 + 8 = 43
Comp BowRS: 1d20 + 30 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 ⇒ (8) + 30 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 = 40
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (6, 6) + 5 + 4 + 10 + 6 + 3 + 8 = 48
Comp Bow2: 1d20 + 30 - 5 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 ⇒ (11) + 30 - 5 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 = 38
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (1, 1) + 5 + 4 + 10 + 6 + 3 + 8 = 38
Comp Bow3: 1d20 + 30 - 10 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 ⇒ (20) + 30 - 10 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 = 42
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (3, 5) + 5 + 4 + 10 + 6 + 3 + 8 = 44
critical confirmation Comp Bow3: 1d20 + 30 - 10 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 ⇒ (12) + 30 - 10 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 = 34
additional Damage: 4d6 + 72 ⇒ (4, 5, 2, 3) + 72 = 86

Comp Bow4: 1d20 + 30 - 15 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 ⇒ (8) + 30 - 15 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 = 25
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (4, 5) + 5 + 4 + 10 + 6 + 3 + 8 = 45
Comp BowSpd: 1d20 + 30 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 ⇒ (11) + 30 - 2 - 5 + 6 + 1 + 3 + 2 + 1 - 4 = 43
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (2, 4) + 5 + 4 + 10 + 6 + 3 + 8 = 42

summary
Arrows1&MS: to hit 48, dam 38+43 = 81
ArrowRS: to hit 40, dam 48
Arrow 2: to hit 38, dam 38
Arrow 3: to confirm 34, dam 130hp - if not, 44hp
Arrow 4: to hit 25, dam 45
Arrow Spd: to hit 43, dam 42

possible AOO's
Comp BowAOO: 1d20 + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 ⇒ (9) + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 = 45
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (6, 4) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 49
Comp BowAOO2: 1d20 + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 ⇒ (13) + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 = 49
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (4, 5) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 48
Comp BowAOO3: 1d20 + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 ⇒ (18) + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 = 54
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (4, 2) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 45
Comp BowAOO4: 1d20 + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 ⇒ (6) + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 = 42
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (5, 2) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 46
Comp BowAOO5: 1d20 + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 ⇒ (5) + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 = 41
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (6, 2) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 47
Comp BowAOO6: 1d20 + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 ⇒ (5) + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 = 41
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (6, 6) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 51
Comp BowAOO7: 1d20 + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 ⇒ (4) + 30 - 2 - 5 + 6 + 1 + 1 + 3 + 2 = 40
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (6, 6) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 51


Male Human Cavalier 17

"Phew. Glad that rex wasn't real," Zaine mutters to Tulip.

Round 3:

Zaine's mods
Destructive Attacks: +8 damage
Named bullet: Auto critical threat, +34 damage on a confirm (monstrous humanoid)
Heroism: +2 morale to attacks, saves, skill checks
Bardic: +3 attack, +3 damage
Total: +5 attack, +11 damage
Tulip's mods:
Destructive Attacks: +8 damage
Bull's Strength: +4 STR
Animal Growth: +8 STR, -2 DEX, +4 CON, -1 to hit, damage goes up by 1 die, +1 AC
Bardic: +3 attack, +3 damage
Freedom of Movement: Move normally despite impediments
Total: +8 attack, +1d6+15 damage, +26 HP, +1 AC
Tulip's current baseline attack: bite +30 (4d6+46 plus grab)

Zaine carefully aims at the grappled t-rex and fires. Once again, the crack of thunder rolls through the room.

1d20 + 31 ⇒ (14) + 31 = 45
1d12 + 34 ⇒ (10) + 34 = 44
1d20 + 26 ⇒ (2) + 26 = 28
1d12 + 34 ⇒ (10) + 34 = 44
1d20 + 21 ⇒ (19) + 21 = 40
1d12 + 34 ⇒ (6) + 34 = 40
1d20 + 16 ⇒ (17) + 16 = 33
1d12 + 34 ⇒ (7) + 34 = 41

confirm critical 1d20 + 26 ⇒ (13) + 26 = 39
3d12 + 102 + 3d8 ⇒ (8, 2, 11) + 102 + (2, 3, 4) = 132

If the rex is still alive somehow...[/dice]
Tulip shakes the captured dinosaur.
1d20 + 34 ⇒ (4) + 34 = 38
4d6 + 46 ⇒ (3, 2, 1, 5) + 46 = 57

[ooc]If Zaine killed it...
Tulip charges headlong toward the high priest.

Saves
Zaine uses chosen destiny.
Tulip gets a ride check 1d20 + 26 ⇒ (10) + 26 = 36


Despite the distance, two of Áine's arrows look to be flying true.
However, as the priest moves to avoid some of the arrows, his body duplicates and the phantom images protect his true self. 1d7 ⇒ 51d5 ⇒ 2 Four of the phantasmal images are destroyed by the flurry of arrows, leaving three of the priest in mid-air. Maybe the attack will piss him off enough to take his concentration off of Juliver and Pakshee.

Zaine carefully aims at the grappled t-rex and fires. Once again, the crack of thunder rolls through the room. Even before the creature falls limp to the ground from the massive bullet hole in its skull, its body starts to dissolve leaving the horrible sulphuric smell in Tulip's jaws.

Tulip charges headlong toward the high priest. There is a slight pause as Tulip has to fight through an unseen barrier, but both rider and dinosaur push through.

Pakshee curses the nothingness grappling her, to no currently noticeable effect.

Faith looks toward the priest on the dais, then looks at the carpet, and does a double-take. "Eroeme, show me truly," he requests.
Faith takes off into the air, heading for the empty space in front of the carpet. "Unhand them and hand me instead," he admonishes the nothing.

Faith swings Eroeme at nothing. He hits nothing.
There is a slight rush of air that give Faith model runway hair for just a moment.

Faith:
Although the feeling is odd, you do sense that the nothing does have an odd amorphous substance like jelly and you do damage it.

Sasha Will Save DC 25: 1d20 + 14 ⇒ (18) + 14 = 32
Sasha moves through the unseen repulsive force almost as if it were not there.

The albino constrictor shifts a bit, her hiss resounding off the huge cavern walls.

The priest motions towards the mounted cavalier and a ghostly replica of the constrictor appears around Tulip, its coils moving to crush the rider.

Zaine needs make a DC 23 Will save or be paralyzed and take 1d6 + 6 ⇒ (6) + 6 = 12 points of bludgeoning damage.

Pakshee and Juliver continue to struggle, futilely, against nothing.


Male Human Cavalier 17

Round 4:

Zaine will save
1d20 + 14 ⇒ (17) + 14 = 31

Zaine shrugs off the attack and crouches low in the saddle, digging his heels into Tulip's flank.

"You're mine, you snake-headed son of a b@~#~!" Zaine shouts at the priest.

That's a challenge

Tulip runs at the snake priest.


Male Human Warpriest 17

Round 4:

Faith continues to strike at the nothing which is clearly there (perhaps?).

haste, sacred weapon +4

to hit 1: 1d20 + 20 + 2 + 1 + 4 ⇒ (8) + 20 + 2 + 1 + 4 = 35
to hurt 1: 2d6 + 9 + 4 + 8 ⇒ (5, 5) + 9 + 4 + 8 = 31

to hit 2: 1d20 + 20 + 2 + 1 + 4 ⇒ (19) + 20 + 2 + 1 + 4 = 46
to hurt 2: 2d6 + 9 + 4 + 8 ⇒ (1, 3) + 9 + 4 + 8 = 25

to hit 3: 1d20 + 15 + 2 + 1 + 4 ⇒ (11) + 15 + 2 + 1 + 4 = 33
to hurt 3: 2d6 + 9 + 4 + 8 ⇒ (1, 1) + 9 + 4 + 8 = 23

to hit 4: 1d20 + 10 + 2 + 1 + 4 ⇒ (2) + 10 + 2 + 1 + 4 = 19
to hurt 4: 2d6 + 9 + 4 + 8 ⇒ (1, 4) + 9 + 4 + 8 = 26

I originally had the 2d6 in the damage as d26 ... whoops

potential critical on "to hit 2" if only they took criticals


Female Azata touched Aasimar Ranger 17

"Time to hunt snakes." Áine remarks, and disappears from the field of battle.

Round 4:

Stealth: 1d20 + 32 + 5 + 4 + 4 ⇒ (4) + 32 + 5 + 4 + 4 = 49
She moves stealthily forward 40' (to the blue box). Vyr-Azul has been declared her Quarry.


No arrows fly from Aine. In fact where there was Aine there is now nothing.

Zaine shrugs off the attack and crouches low in the saddle, digging his heels into Tulip's flank.

"You're mine, you snake-headed son of a b!+$+!" Zaine shouts at the priest.

Tulip runs at the snake priest.

Pakshee curses the nothingness grappling Juliver, to no currently noticeable effect.

Faith continues to strike at the nothing which is clearly there (perhaps?). After a brief moment, a now-free Pakshee starts to smack at the nothing holding Juliver.

Sasha runs up, catching up with Tulip.

The coils of the constrictor slip forward just a bit, enough to allow the snakes powerful jaw to snap at Tulip. Two attacks, one possible hit at 54. 1d8 + 26 ⇒ (4) + 26 = 30 The coils slide harmlessly from the dinosaur's feathers.

The priest moves effortlessly through air, rising to 30-feet above the ground and keeping his large reptilian friend between him and the advancing surface dwellers. He points a finger at the mounted pair. His dry hiss reverberates through everyone's head. "Burn."

Tulip takes 160 hit points as unholy fire burns her. A successful Fort DC 25 reduces this to 10d6 ⇒ (3, 6, 6, 2, 6, 4, 6, 4, 1, 6) = 44.

Juliver still struggles against nothing.


Female Azata touched Aasimar Ranger 17

Round 5:

Áine casts Bloody Arrows, burns a point of speed to move up 70' to the next blue "X".
Stealth: 1d20 + 32 + 4 + 4 + 2 ⇒ (12) + 32 + 4 + 4 + 2 = 54 Enshroud Thoughts is still up
Will dc25: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 and just gets through the Repulsion field


Male Human Cavalier 17

Round 5:

Zaine's mods
Destructive Attacks: +8 damage
Named bullet: Auto critical threat, +34 damage on a confirm (monstrous humanoid)
Heroism: +2 morale to attacks, saves, skill checks
Bardic: +3 attack, +3 damage
Total: +5 attack, +11 damage
Tulip's mods:
Destructive Attacks: +8 damage
Bull's Strength: +4 STR
Animal Growth: +8 STR, -2 DEX, +4 CON, -1 to hit, damage goes up by 1 die, +1 AC
Bardic: +3 attack, +3 damage
Freedom of Movement: Move normally despite impediments
Total: +8 attack, +1d6+15 damage, +26 HP, +1 AC
Tulip's current baseline attack: bite +30 (4d6+46 plus grab)

Ride check for Tulip's save 1d20 + 26 ⇒ (4) + 26 = 30

Zaine shifts his weight and Tulip responds, avoiding the worst of the fire.

"My turn," Zaine says, taking careful aim. When he fires, the musket booms like thunder.
Spent 1 grit for Deadeye
1d20 + 36 ⇒ (7) + 36 = 43
1d12 + 51 ⇒ (11) + 51 = 62
1d20 + 31 ⇒ (1) + 31 = 32
1d12 + 51 ⇒ (8) + 51 = 59
1d20 + 26 ⇒ (14) + 26 = 40
1d12 + 51 ⇒ (8) + 51 = 59
1d20 + 21 ⇒ (18) + 21 = 39
1d12 + 51 ⇒ (4) + 51 = 55

Confirm crit 1d20 + 31 ⇒ (13) + 31 = 44
3d12 + 153 + 136 + 3d8 ⇒ (1, 8, 3) + 153 + 136 + (3, 5, 6) = 315

Tulip snaps at the snake.

1d20 + 30 ⇒ (2) + 30 = 32
4d6 + 46 ⇒ (4, 4, 1, 6) + 46 = 61
grab 1d20 + 34 ⇒ (8) + 34 = 42


Male Human Warpriest 17

Round 5:

Haste, Sacred Weapon +4

Faith presses his attack against the lessened nothing. "Desist existence; cease," he says to the nothing that isn't there.

to hit 1: 1d20 + 20 + 2 + 1 + 4 ⇒ (3) + 20 + 2 + 1 + 4 = 30
to hurt 1: 2d6 + 9 + 4 + 8 ⇒ (1, 1) + 9 + 4 + 8 = 23

to hit 2: 1d20 + 20 + 2 + 1 + 4 ⇒ (5) + 20 + 2 + 1 + 4 = 32
to hurt 2: 2d6 + 9 + 4 + 8 ⇒ (2, 5) + 9 + 4 + 8 = 28

to hit 3: 1d20 + 15 + 2 + 1 + 4 ⇒ (15) + 15 + 2 + 1 + 4 = 37
to hurt 3: 2d6 + 9 + 4 + 8 ⇒ (4, 2) + 9 + 4 + 8 = 27

to hit 4: 1d20 + 10 + 2 + 1 + 4 ⇒ (13) + 10 + 2 + 1 + 4 = 30
to hurt 4: 2d6 + 9 + 4 + 8 ⇒ (5, 1) + 9 + 4 + 8 = 27

to hit rolls reverting to the mean a bit, there


Áine remains one with the nothing.

Zaine shifts his weight and Tulip responds, avoiding the worst of the fire.

"My turn," Zaine says, taking careful aim. When he fires, the musket booms like thunder. 1d3 ⇒ 31d3 ⇒ 11d3 ⇒ 2 The priest's defense do what they are supposed to do, blown away by the bullet and reducing the damage taken by the priest - who is bloodied by the magical critical.

Tulip snaps at the snake but her teeth skitter over magically hardened scales.

Faith presses his attack against the lessened nothing. "Desist existence; cease," he says to the nothing that isn't there. And the nothing is no more.

With both herself and Juliver free, Paskhee grabs Faith and maneuvers the carpet closer to the serpent priest.

Pakshee Will DC 25: 1d20 + 16 ⇒ (20) + 16 = 36
Juliver Will DC 25: 1d20 + 10 ⇒ (10) + 10 = 20

Juliver is repulsed by the priest's spell and is forced from the flying carpet as it goes through the area of effect. Faith needs to make a DC 25 Will save to be moved through the barrier otherwise he is stuck outside with Juliver.

Sasha's blade bite into the serpent's scales, breaking through some of them. The serpent's natural armor is reduced by 2 until the start of Sasha's next turn.

Even frustrated that her coils continue so slid uselessly against Tulip, the constrictor's jaw snaps down on Tulip twice. (Attack rolls were 42 and 47. Damage is 1d8 + 26 ⇒ (7) + 26 = 33 adn 1d8 + 26 ⇒ (2) + 26 = 28.

Vyr-Azul's cold mental voice, "That really will not do." He stares at the gunslinger. "Defend me."

Zaine is targeted by a dominate person. Will save DC 23 to negate.

From outside the barrier, Juliver shouts encouragement, continuing to try to push through the barrier. Bardic back on.


Male Human Cavalier 17

Round 6:

Zaine's mods
Destructive Attacks: +8 damage
Named bullet: Auto critical threat, +34 damage on a confirm (monstrous humanoid)
Heroism: +2 morale to attacks, saves, skill checks
Bardic: +3 attack, +3 damage
Total: +5 attack, +11 damage
Tulip's mods:
Destructive Attacks: +8 damage
Bull's Strength: +4 STR
Animal Growth: +8 STR, -2 DEX, +4 CON, -1 to hit, damage goes up by 1 die, +1 AC
Bardic: +3 attack, +3 damage
Freedom of Movement: Move normally despite impediments
Total: +8 attack, +1d6+15 damage, +26 HP, +1 AC
Tulip's current baseline attack: bite +30 (4d6+46 plus grab)

Chosen Destiny means rolling twice and taking the better save
1d20 + 14 ⇒ (14) + 14 = 28
1d20 + 14 ⇒ (4) + 14 = 18

"How about instead I shoot you again?" says Zaine. He takes careful aim and fires. Yet again, thunder reverberates around the room.

Spend 1 grit for Deadeye

1d20 + 31 ⇒ (7) + 31 = 38
1d12 + 51 ⇒ (5) + 51 = 56
1d20 + 26 ⇒ (11) + 26 = 37
1d12 + 51 ⇒ (4) + 51 = 55
1d20 + 21 ⇒ (11) + 21 = 32
1d12 + 51 ⇒ (10) + 51 = 61
1d20 + 16 ⇒ (18) + 16 = 34
1d12 + 51 ⇒ (4) + 51 = 55

confirm 1d20 + 26 ⇒ (20) + 26 = 46
3d12 + 153 + 3d8 ⇒ (2, 4, 5) + 153 + (6, 5, 2) = 177

A frustrated Tulip bites into the snake.
1d20 + 30 ⇒ (2) + 30 = 32
4d6 + 46 ⇒ (6, 5, 4, 2) + 46 = 63
grab 1d20 + 34 ⇒ (16) + 34 = 50


Male Human Warpriest 17

Round 6:

DC 25 will save: 1d20 + 15 ⇒ (3) + 15 = 18

well, that's awkward

Faith hovers off the carpet and is repulsed along with Juliver.

"You're a product of your environment? You were raised by wolf-snakes?" Faith shrugs. "Best defense I can give for you."

Faith frowns as he is unable to enter the circle. He drops his head for a moment, and an elf-like archer appears on the ground underneath Faith.

Battle Companion, Bralani Azata

"That priest is an enemy of all, would you mind destroying him?" Then Faith remembers who he's talking to, and repeats it in his almost-not-broken Infernal.

Azata casts mirror image, creating 1d4 + 2 ⇒ (3) + 2 = 5 duplicates

The archer nods, and replicates itself. Now there are six.

"Of course, after ... yeah."


Female Azata touched Aasimar Ranger 17

Round 6:

Gravity Bow, Aspect of the Falcon, Deadly Aim, Favored Enemy, Greater Snap Shot, Bardic +3, Destruction, Heroism +2, Quarry +2, 2nd range increment -2

Áine appears, still just outside of her 1st range increment and releases another salvo of arrows. Unfortunately, none have quite the devastating explosive destructive impact she was hoping for. They do tear through his body causing wounds that continue to bleed.

Comp Bow1: 1d20 + 30 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 ⇒ (16) + 30 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 = 51
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (1, 5) + 5 + 4 + 10 + 6 + 3 + 8 = 42
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (4, 6) + 5 + 4 + 10 + 6 + 3 + 8 = 46
Comp BowRS: 1d20 + 30 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 ⇒ (13) + 30 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 = 48
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (5, 3) + 5 + 4 + 10 + 6 + 3 + 8 = 44
Comp Bow2: 1d20 + 30 - 5 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 ⇒ (3) + 30 - 5 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 = 33
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (4, 6) + 5 + 4 + 10 + 6 + 3 + 8 = 46
Comp Bow3: 1d20 + 30 - 10 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 ⇒ (11) + 30 - 10 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 = 36
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (5, 3) + 5 + 4 + 10 + 6 + 3 + 8 = 44
Comp Bow4: 1d20 + 30 - 15 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 ⇒ (15) + 30 - 15 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 = 35
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (2, 5) + 5 + 4 + 10 + 6 + 3 + 8 = 43
Comp BowSpd: 1d20 + 30 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 ⇒ (14) + 30 - 2 - 5 + 1 + 6 + 3 + 2 + 2 - 2 = 49
Damage: 2d6 + 5 + 4 + 10 + 6 + 3 + 8 ⇒ (6, 2) + 5 + 4 + 10 + 6 + 3 + 8 = 44

summary
Arrows1&MS: to hit 51, dam 42+46 = 88
ArrowRS: to hit 48, dam 44
Arrow 2: to hit 33, dam 46
Arrow 3: to hit 36, dam 44
Arrow 4: to hit 35, dam 43
Arrow Spd: to hit 49, dam 44

possible AOO's
Comp BowAOO: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (10) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 46
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (3, 4) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 46
Comp BowAOO2: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (1) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 37
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (2, 6) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 47
Comp BowAOO3: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (1) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 37
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (4, 3) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 46
Comp BowAOO4: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (9) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 45
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (5, 5) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 49
Comp BowAOO5: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (12) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 48
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (6, 1) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 46
Comp BowAOO6: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (9) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 45
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (6, 3) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 48
Comp BowAOO7: 1d20 + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 ⇒ (18) + 30 - 2 - 5 + 1 + 1 + 6 + 3 + 2 = 54
Damage: 2d6 + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 ⇒ (1, 5) + 5 + 4 + 1 + 10 + 6 + 2 + 3 + 8 = 45


Female Azata touched Aasimar Ranger 17
chavamana wrote:
Vyr-Azul's cold mental voice, "That really will not do." He stares at the gunslinger. "Defend me."

Áine's eyes shift to Zaine for a half beat while the fingers of her right hand finger the clasp of a pouch at her belt a little worriedly. She chooses to remain on task and see how this plays out.


Faith:
...ooof sorry

Although most of the group is not ground, you can see stones skitter across the cavern floor as the room is wracked by a massive earthquake.

Áine appears, still just outside of her 1st range increment and releases another salvo of arrows. Unfortunately, none have quite the devastating explosive destructive impact she was hoping for. They do tear through his body causing wounds that continue to bleed.

"How about instead I shoot you again?" says Zaine. He takes careful aim and fires. Yet again, thunder reverberates around the room. Between the quick arrows from Aine and the bullets that are not disrupted by the blur effect the priest has, the damage pummels Vyr-Azul's body into bloody pulp.

A frustrated Tulip barley bites into the snake, thanks to the snakes reduced natural armor.

Faith hovers off the carpet and is repulsed along with Juliver.

"You're a product of your environment? You were raised by wolf-snakes?" Faith shrugs. "Best defense I can give for you."

Faith frowns as he is unable to enter the circle. He drops his head for a moment, and an elf-like archer appears on the ground underneath Faith.

"That priest is an enemy of all, would you mind destroying him?" Then Faith remembers who he's talking to, and repeats it in his almost-not-broken Infernal.

The archer nods, and replicates itself. Now there are six.

"Of course, after ... yeah."

With his death the repulsion field falls.

And the ground shakes.


Male Human Cavalier 17

Round 7:

Zaine's mods
Destructive Attacks: +8 damage
Named bullet: Auto critical threat, +34 damage on a confirm (monstrous humanoid)
Heroism: +2 morale to attacks, saves, skill checks
Bardic: +3 attack, +3 damage
Total: +5 attack, +11 damage
Tulip's mods:
Destructive Attacks: +8 damage
Bull's Strength: +4 STR
Animal Growth: +8 STR, -2 DEX, +4 CON, -1 to hit, damage goes up by 1 die, +1 AC
Bardic: +3 attack, +3 damage
Freedom of Movement: Move normally despite impediments
Total: +8 attack, +1d6+15 damage, +26 HP, +1 AC
Tulip's current baseline attack: bite +30 (4d6+46 plus grab)

Zaine turns his attention on the giant snake, putting a bullet into its coils.

1d20 + 31 ⇒ (16) + 31 = 47
1d12 + 34 ⇒ (9) + 34 = 43
1d20 + 26 ⇒ (12) + 26 = 38
1d12 + 34 ⇒ (8) + 34 = 42
1d20 + 21 ⇒ (2) + 21 = 23
1d12 + 34 ⇒ (9) + 34 = 43
1d20 + 16 ⇒ (7) + 16 = 23
1d12 + 34 ⇒ (10) + 34 = 44

Tulip snaps at the big snake again.

1d20 + 30 ⇒ (4) + 30 = 34
4d6 + 46 ⇒ (2, 4, 2, 3) + 46 = 57
grab 1d20 + 34 ⇒ (11) + 34 = 45


Male Human Warpriest 17

Round 7:

"That's ominous," Faith says. "Eroeme, show me true -- anything going on here that I can't see?"

"Since the priest is dead, maybe you could shoot the snake?" Faith asks his battle companion.

Faith moves to the snake and attacks it directly, as well.

the azata to hit 1: 1d20 + 12 ⇒ (3) + 12 = 15
to hurt 1: 1d8 + 6 ⇒ (5) + 6 = 11

the azata to hit 2: 1d20 + 7 ⇒ (2) + 7 = 9
to hurt 2: 1d8 + 6 ⇒ (7) + 6 = 13

Faith to hit: 1d20 + 20 + 2 ⇒ (10) + 20 + 2 = 32
Faith to hurt: 2d6 + 9 + 8 ⇒ (2, 1) + 9 + 8 = 20

whiff whiff whiff


Female Azata touched Aasimar Ranger 17

Round 7:
Gravity Bow, Aspect of the Falcon, Deadly Aim, Greater Snap Shot, Bardic +3, Destruction, Heroism +2

Áine scans the surroundings as the rumbling continues. She holds until after her allies have attacked the constrictor. If it is still alive she will finish it off, if it dies before she acts, she will cast Blessing of the Salamander on Tulip, with a "Sorry I didn't get this up earlier, but since I don't know what's going on maybe it'll be of use and might salve the burn a little." then a glance at Pakshee and the Azata, "unless you'd rather just heal her, of course." she smiles a little self deprecating smile at her spell that likely came along a bit too late to be of much use and deferring to the more accomplished casters.

Comp Bow1: 1d20 + 30 - 2 - 5 + 1 + 3 + 2 ⇒ (11) + 30 - 2 - 5 + 1 + 3 + 2 = 40
Damage: 2d6 + 5 + 4 + 10 + 3 + 8 ⇒ (5, 4) + 5 + 4 + 10 + 3 + 8 = 39
Damage: 2d6 + 5 + 4 + 10 + 3 + 8 ⇒ (4, 2) + 5 + 4 + 10 + 3 + 8 = 36
Comp BowRS: 1d20 + 30 - 2 - 5 + 1 + 3 + 2 ⇒ (2) + 30 - 2 - 5 + 1 + 3 + 2 = 31
Damage: 2d6 + 5 + 4 + 10 + 3 + 8 ⇒ (6, 3) + 5 + 4 + 10 + 3 + 8 = 39
Comp Bow2: 1d20 + 30 - 5 - 2 - 5 + 1 + 3 + 2 ⇒ (20) + 30 - 5 - 2 - 5 + 1 + 3 + 2 = 44
Damage: 2d6 + 5 + 4 + 10 + 3 + 8 ⇒ (2, 6) + 5 + 4 + 10 + 3 + 8 = 38
critical confirmation Comp Bow2: 1d20 + 30 - 5 - 2 - 5 + 1 + 3 + 2 ⇒ (16) + 30 - 5 - 2 - 5 + 1 + 3 + 2 = 40
additional Damage: 4d6 + 60 ⇒ (6, 5, 3, 6) + 60 = 80

Comp Bow3: 1d20 + 30 - 10 - 2 - 5 + 1 + 3 + 2 ⇒ (17) + 30 - 10 - 2 - 5 + 1 + 3 + 2 = 36
Damage: 2d6 + 5 + 4 + 10 + 3 + 8 ⇒ (4, 2) + 5 + 4 + 10 + 3 + 8 = 36
Comp Bow4: 1d20 + 30 - 15 - 2 - 5 + 1 + 3 + 2 ⇒ (9) + 30 - 15 - 2 - 5 + 1 + 3 + 2 = 23
Damage: 2d6 + 5 + 4 + 10 + 3 + 8 ⇒ (5, 2) + 5 + 4 + 10 + 3 + 8 = 37

summary
Arrows1&MS: to hit 40, dam 39+36 = 75
ArrowRS: to hit 31, dam 39
Arrow 2: to confirm 40, dam 118
Arrow 3: to hit 36, dam 36
Arrow 4: to hit 23, dam 37

possible AOO's
Comp BowAOO: 1d20 + 30 - 2 - 5 + 1 + 1 + 3 + 2 ⇒ (11) + 30 - 2 - 5 + 1 + 1 + 3 + 2 = 41
Damage: 2d6 + 5 + 4 + 1 + 10 + 2 + 3 + 8 ⇒ (2, 6) + 5 + 4 + 1 + 10 + 2 + 3 + 8 = 41


As the tremors continue to reverberate through the massive cavern, small stones skitter across the acid pocked scars in the stone lining the edge of a 60-ft diameter chasm that falls away to unimaginable darkness.

Zaine turns his attention on the giant snake, putting a bullet into its coils.

Tulip snaps at the big snake again breaking the bones of the serpent's neck just behind the massive head. The creature's body shrinks in death, leaving a sizable but not impossibly large constrictor.

"That's ominous," Faith says. "Eroeme, show me true -- anything going on here that I can't see?" Faith's true sight does not reveal anything that isn't apparent to everyone else.

With the combatant's dead, the azata's attention turns to the dark chasm. "The stones there are imbued with poison and evil." He follows as Faith moves closer to his companions.

Áine scans the surroundings as the rumbling continues. With the constrictor dead, Aine casts Blessing of the Salamander on Tulip, with a "Sorry I didn't get this up earlier, but since I don't know what's going on maybe it'll be of use and might salve the burn a little." Then a glance at Pakshee and the Azata, "unless you'd rather just heal her, of course." she smiles a little self deprecating smile at her spell that likely came along a bit too late to be of much use and deferring to the more accomplished casters.

Pakshee moves up on the carpet, laying a healing spell on Tulip - since Faith is uninjured. (Tulip heals 3d8 + 15 ⇒ (8, 4, 1) + 15 = 28.)

Perception DC 25:
Just barely visible there are wisps vapor rising from the cracks at the edges of the chasm.


Female Azata touched Aasimar Ranger 17

"Would you like a 3rd level or lower spell back?" Áine asks of her surrounding allies, "I can expend my magics to bring back yours if you think it might be useful in whatever is coming up." she pauses, then points out the wisps of vapor coming up from the cracks at the edges of the chasm. "I have a handful of Blessing of the Salamander left in one of the wands I gave to Juliver, but they'll only last for 5 rounds, so might or might not even last until whenever this gets started...assuming we're even still in combat rounds." she sounds like she might be doubting herself.

Channel the Gift
Blessing of the Salamander


Male Human Cavalier 17

Perception 1d20 + 8 ⇒ (9) + 8 = 17

Zaine appears too fascinated in Tulip's new slimy appearance to notice much of anything.

"Hey, Faith? Did we actually stop the god-summoning? Because it doesn't seem like we actually stopped it."


Female Azata touched Aasimar Ranger 17

Áine nods in apparent concurrence, "Yeah. I don't know. Does it feel to you like we're still in combat rounds, 'cause it kind of still does to me. Hope you guys don't mind, but I'm gonna disappear again until we're more sure of what's going on. Let me know if you want any of the spells I've offered." she looks over at the two women on the flying carpet, "Hey, Pakshee 'n Juliver, you two okay? I'm lookin' to head towards the chasm to see if maybe I can see anything that makes sense."
and shortly after assuring herself that the two casters who had battled invisible foes were indeed no longer the worse for wear, she again disappears from sight herself


Male Human Warpriest 17

"Something bad is coming," Faith agrees. "If it's not the evil God, it's still something bad."

"Can you heal our feathered friend?" Faith asks his battle companion, indicating Tulip.

It walks over and lays a hand, briefly, on Tulip, healing 3d8 + 6 ⇒ (2, 4, 3) + 6 = 15

if we're out of combat long enough for the azata to vanish (a mere one minute for a Battle Companion), Faith will ask it to heal Tulip again ... if not, well ... he won't get the chance


Juliver, looking a little shaken still from the massive repulsion effect, nod at Aine. "Be careful."

Pakshee nod as she sees Tulip healing up, then looks around to see if anyone else needs some help.

Sasha walks over to Zaine. Looks at the destroyed body of the priest, "That is pretty impressive."

The azata remains.

Perception DC 18:
The vapor rising from the chasm is growing a bit heavier and has a yellow-green tinge. The rumbling of the cavern has a distinct rhythm to it, a pound, pound pause.

Aine:
Please let me know go where in the cavern as there are places with hazards that are not natural or noticeable.


Male Human Cavalier 17
chavamana wrote:
Sasha walks over to Zaine. Looks at the destroyed body of the priest, "That is pretty impressive."

"I mean... he was," Zaine says. Then he frowns. "Anyone else think that rumbling sounds a little too much like a heartbeat?"


Male Human Warpriest 17

"Or the movement of something large with two feet."

Faith pauses for a moment. "Did the snake god have feet? Probably a heartbeat of evil."

Faith grins.


Female Azata touched Aasimar Ranger 17

"Yes." Áine replies, maybe a little flatly, before heading towards the chasm, "and the vapor coming from the chasm appears to be getting thicker." While everyone is around, she casts Feather Step, Mass on herself, Tulip, Sasha and Faith It will last for 40 minutes. then heads towards the edge of the chasm to see what she can see.


Male Human Warpriest 17

Faith nods to the azata, and it touches Tulip again.

healing another 3d8 + 6 ⇒ (8, 4, 5) + 6 = 23

Then Faith joins Áine to stare into the abyss.


Just as Aine gets to the edge of the chasm (giving the healers one more round of salving wounds), the vapor intensifies, misting the area around, heralding the heavy tread on something large.

Anyone who would have approached with 60-feet of the chasm, please make a DC 30 Fort save or take 1d4 Wis damage.


Male Human Warpriest 17

yeah, there's no way Faith is that far from the chasm

DC 30 Fort save: 1d20 + 14 ⇒ (13) + 14 = 27

Wis damage: 1d4 ⇒ 4

"A snake with feet ... and a heart," he proclaims.

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