Samuel Sledge |
@Sledge, did you ever level up to 12?
On a scale of yes to no...
Osric the Shining |
I think Sledge hadn't leveled up before but has now. I thought he had too few attacks, should have a third iterative so 5 attacks with Flurry.
"Let us face them, then."
Osric could cast Disrupting Weapon on Jones's rapier. Only lasts 12 rounds, but if they are right down the hall... What do you think, Jones?
Any undead up to 12 HD would need a DC 22 Will save or be destroyed. I am not sure if they need to save once each time they are hit or just once per spell.
Zone |
If we are just outside the room and can see them, Zone will do his activate his contingency (burst+greater amorpha). Otherwise, assuming if we have a surprise round, he will activate the order in reverse; suprise round - greater amorpha; normal round - burst + full round action.
Osric the Shining |
Osric will cast Moment of Greatness as the party moves down the hall.
Anybody with a morale bonus can double that bonus for one roll in the next 12 minutes. That is the +2 Heroism on Osric, the +4 Greater Heroism on Zone, and I'm not sure if Jones and Sledge have any.
Jones, want that Disrupting Weapon ?
Jones Shei'lac |
Whoops. Yes, I want that Disrupting Weapon. And I have Heroism too, so thanks for that.
Storm Dragon |
You ready yourself and head down the hall. It's long, and the glow of candles from further down takes an eerily long time to actually grow closer.
But eventually, they do. You enter a domed chamber, relatively small, and seemingly used as a meditation chamber by the former owners of the chapel. Aisa Dubless sits, bored in a throne at the north end. To her left is the corpse of her sister, blood drained through two small holes in her neck, and a look of horror upon her face. To her right stands Radvir Giovanni, glaring daggers at you.
"Why are you blasted monster hunters so persistent!?! Just leave!" he shouts, petulant. Aisa looks at him like he's a moron.
"They'd make good thralls, as strong as they are. Why ask them to leave?"
You are forgotten for a moment as they bicker back and forth as to the merits of turning you into mindless slaves, weak undead, or both.
Zone |
Well, my post came too late but it doesn't really matter now. Do we get a surprise round+initiative?
Zone still unseen (under stealth and preferably under cover and total concealment e.g his party goes in and he is at the corner/cover beside entrance unless they check him) enhance himself with greater amorpha and burst as the party get noticed while the vampire and witch are temporarily distracted, bickering with each other.
Zone |
Any cover in the chamber?
Storm Dragon |
None to speak of. The chamber is essentially 45 foot across mostly bare room with a pentagram in the center and a throne at the opposite end from you. It looks like it used to be a church or chapel but all the pews have been removed. The only cover lies in the room entrances/doorways (there are four doors in roughly the NW/NE/W/E corners of the room that you haven't explored) and potentially behind the braziers, though the latter is pretty piss-poor cover.
Jones Shei'lac |
While the monsters bicker, Jones subtly turns toward Sledge.
"You have the chains ready?" he asks quietly.
Zone |
With his enhanced speed, Zone reveals himself as he flies to the chamber and flings a dagger with glowing energy at the bickering witch. Then, he retreats back to the entrance and some distance for cover (Shot on the run).
Attack 1: 1d20 + 31 ⇒ (19) + 31 = 50
Attack 2: 1d20 + 31 ⇒ (16) + 31 = 47
Attack 3: 1d20 + 26 ⇒ (13) + 26 = 39
Attack 4: 1d20 + 21 ⇒ (15) + 21 = 36
Initial damage: 1d6 + 18 ⇒ (1) + 18 = 19
Extra damage if two hit: 1d6 + 18 ⇒ (4) + 18 = 22
Extra damage if three hit: 1d6 + 18 ⇒ (3) + 18 = 21
Extra damage if three hit: 1d6 + 18 ⇒ (5) + 18 = 23
Extra damage if three hit: 1d6 + 18 ⇒ (2) + 18 = 20
Extra Damage from mobility: 1d6 + 18 ⇒ (2) + 18 = 20
Initiative: 1d20 + 9 ⇒ (13) + 9 = 22
Stealth: 1d20 + 11 ⇒ (16) + 11 = 27 (after taking the -20 from attacking)
He spends swift action to activate wind strike, getting +5 to attack and witch has to make Ref DC 17 or get dazed
re-roll extra damage from mobility: 5d6 ⇒ (5, 6, 1, 6, 3) = 21
critical confirm: 1d20 + 31 ⇒ (20) + 31 = 51
critical confirm: 1d20 + 31 ⇒ (16) + 31 = 47
critical confirm: 1d20 + 21 ⇒ (7) + 21 = 28 (Adds the bonus from moment of greatness for a total of 32)
extra damage from crit: 1d6 + 18 ⇒ (5) + 18 = 23
extra damage from crit: 1d6 + 18 ⇒ (6) + 18 = 24
extra damage from crit: 1d6 + 18 ⇒ (2) + 18 = 20
Samuel Sledge |
Sorry for the lack of posts, I had been signed out at some point so it wasn't showing the presence of updates on my campaigns page and there only way to tell is a tiny word on the top right.
Before entering the room, Sledge will activate his winged boots and down the Get Big Juice.
In response to Jones's question, Sledge grimly rattles the chains.
"Good odds on the body getting up, so watch for that."
W U T A N G C L A N B R I N G T H E R U C K U S
Sledge flexes his musculos, gaining Iron Will, Greater Grappler, and Rapid. Move action.
He then five foot steps forward and total defends. +6 AC, standard
Current Grapple CMB:
- 25 base
- +2 Get Big Juice
- +2 Greater Grappler
= 29
Current Grapple CMD:
- 29
- +10 Brawler FCB
= 39
Current Level of Ruckus
= Extremely High
Storm Dragon |
Busy coupla days. Logout glitch hasn't helped matters.
Zone nails Ais right in the chest, eliciting a shriek of pain and anger from here.
"I changed my mind. KILL THEM!!!" she screams
4d20 ⇒ (3, 20, 3, 19) = 45
2d20 ⇒ (17, 10) = 27
2d20 ⇒ (6, 3) = 9
3d20 ⇒ (19, 13, 3) = 35
Zone (28)
Other Unknown (26)
Aisa (25)
Radvir (21)
Osric (21)
Other Unknown (20)
Sledge (12)
Halloran (12)
Jones (10)
Other Unknown (10)
Unknown (9)
Unknown (6)
Edit: Forgot Halloran.
1d20 ⇒ 5
Zone is up again!
Zone |
Does Zone detects the unknown with his touchsight?
Zone |
As the witch starts to react, Zone is already on his way, brandishing his enhanced dagger and making another shot at her before retreating into cover (Same action as before). The glow on his legs is fades away as his burst comes to an end.
Attack 1: 1d20 + 31 ⇒ (15) + 31 = 46
Attack 2: 1d20 + 31 ⇒ (6) + 31 = 37
Attack 3: 1d20 + 26 ⇒ (2) + 26 = 28
Attack 4: 1d20 + 21 ⇒ (10) + 21 = 31
Initial damage: 1d6 + 18 ⇒ (3) + 18 = 21
Extra damage if two hit: 1d8 + 18 ⇒ (3) + 18 = 21
Extra damage if three hit: 1d8 + 18 ⇒ (5) + 18 = 23
Extra damage if three hit: 1d8 + 18 ⇒ (5) + 18 = 23
Extra damage if three hit: 1d8 + 18 ⇒ (1) + 18 = 19
Extra damage from mobility: 5d6 ⇒ (2, 6, 5, 6, 3) = 22
Stealth: 1d20 + 11 ⇒ (2) + 11 = 13
Knife is silver. Used swift action to execute activate another wind strike; adding +5 to his attack and witch has to make reflex DC 17 or dazed for 1 round.
Crit confirm: 1d20 + 31 ⇒ (13) + 31 = 44
Extra crit damage: 1d6 + 18 ⇒ (1) + 18 = 19
Storm Dragon |
Aisa puffs into mist, having no defense against this attack.
You hear the faint *pop* of teleportation as a creature appears in the room. It sounds like it's behind Aisa's throne. Kn. Planes to identify.
Radvir looks at the fallen, newly minted vampire and shakes his head. He moves up to the nearest target (presumably Sledge), unfurls his scarf, and whips it at the man. The scarf glows hungrily as it latches onto Sledge, draining his life force into Radvir.
Attack: 1d20 + 20 ⇒ (16) + 20 = 36
Damage: 1d6 + 8 + 6d6 ⇒ (2) + 8 + (3, 4, 2, 6, 2, 6) = 33
He then dances back to his previous position, moving so fast as to blur his form.
Sledge take 33 damage and make a DC 21 Fort save or eat two negative levels. Additionally, you take a -2 to attack rolls (-6 to attack Radvir specifically). Finally, Radvir has 20% concealment against ranged attacks.
Osric is up! Sledge and Jones can go ahead and post too, the "Other Unknowns" will have similar actions this round.
Jones Shei'lac |
Kn. Planes: 1d20 + 18 + 1d6 ⇒ (20) + 18 + (1) = 39
Storm Dragon |
These are a type of demon, Nabasu (or gluttony demons).
They are relatively weak compared to you individually, but in numbers they can be quite dangerous. They have an extensive suite of immunities (paralysis, poison, electricity, and death effects) and resistances (fire, cold, acid 10 and a low level Spell resistance). By virtue of being Native Outsiders they are also immune to being banished from this plane.
Their special abilities are where the real danger lies, however. Like all demons they can teleport unerringly at-will. Unique to Nabasu are the dangerous other spell-likes they have. Nabasu can cast Deeper Darkness and Telekinesis at-will as well, also having ample uses of Enervation, Silence, and Vampiric Touch. Most deadly is that every Nabasu can mass paralyze humanoid groups once per day, and heal themselves or others of even crippling injuries with the same frequency.
Even the gaze of a Nabasu is debilitating (and potentially deadly). Their soul stealing gaze imparts negative levels on the victim, and should any die of this they arise as a ghoul instantaneously; The body does not even have time to hit the floor before foul magics reanimate it again. For every soul consumed (and ghoul created) this way a Nabasu gains power; Thus it is hard to gauge the exact power level of any singular Nabasu. The only saving grace is you know these are not fully mature Nabasu. Fully grown ones are as large as a horse and significantly more deadly than a bog standard Nabasu, and are rarely seen outside the Abyss.
Finally, though admittedly anticlimactic after the previous traits, every Nabasu is especially good at tearing into the weak points of foes. They all have Sneak Attack as a low level Rogue.
And from an OOC minor homebrew perspective, Nabasu in my games have See In Darkness rather than Darkvision. They are often noted as using Deeper Darkness to hide themselves and confuse enemies, but I believe the writers forgot that it's Devils and not Demons that get See in Darkness by default; Deeper Darkness is as bad for them as their enemies without it.
Zone |
Does the penalty applies to all of us or just Sledge?
Samuel Sledge |
Sense Motive Fort Save: 1d20 + 27 ⇒ (20) + 27 = 47 Cannot apply snake style bc have not acted.
Sledge dodges beastmodes the attack
If it counts as a melee attack, he responds with an attack of opportunity.
1d20 + 20 - 6 ⇒ (6) + 20 - 6 = 20 Not sure if the penalty is still on me.
2d6 + 28 ⇒ (6, 3) + 28 = 37
He then grapples Radvir, chains at the ready.
1d20 + 29 - 6 + 1 ⇒ (14) + 29 - 6 + 1 = 38 Belt of manuevers for +1.
"Can't get away from me, little man. Little dead man."
Samuel Sledge |
"Imma drag you back to your old boss. How's that?"
Samuel Sledge |
That's the plan.
Osric the Shining |
Osric casts Prayer. This should help Sledge maintain his grip and help us against the Nabasu abilities.
+1 Luck bonus to attack, damage, saves, and skill checks, and -1 to enemies'. (Apply Fate's Favored if you have it.)
No save for the enemies, but SR applies.
Caster Level Check: 1d20 + 12 ⇒ (5) + 12 = 17
Zone |
Not sure if I noticed but I haven't seen any opposed saving throws for Zone's wind strike.
Jones Shei'lac |
Jones warns his allies about the Nabasu's abilities, and approaches the demon while averting his eyes. He Studies it as best he can without looking into its eyes, and readies to attack if it begins casting one of its SLAs.
Concealment (from averting eyes): 1d100 ⇒ 60
Readied attack w/ Sickening Offensive: 1d20 + 27 ⇒ (19) + 27 = 46
Damage: 1d6 + 15 ⇒ (5) + 15 = 20
Also, I think Bless Weapon may still be active on my rapier. Not sure how long it's been since that was cast.
Zone |
What about Hetna?
Jones Shei'lac |
Then I'll study and double-move.
Zone |
No, I meant the missing opposed saving throw that Hetna should have made when Zone strikes her with his wind strike. I am guessing you have forgotten about it.
Storm Dragon |
If I miss an ability activation, remind me when it's relevant rather than 4 months down the line. I'll retcon back a round if need be to fix it.
Halloran moves in and readies himself to attack if Radvir attempts to escape.
Edit: Belay that for one moment. Osric, I can't recall, is Halloran free due to Magic Circle or Protection From Evil? If the former he does not move away from you.
A fourth Nabasu teleports in, creeping in the rafters with three others. From another room you hear the slow tromping of heavy feet.
Zone's up! Nabasu in rafters have partial cover (+2 AC) against attacks from the ground, but even a little bit (~15 ft.) of height will negate that if you can get it. Radvir still has his 20% concealment from Wind Stance.
Osric the Shining |
@GM: Halloran is free due to the potion. Osric does have Magic Circle up, but it was the ensorcelled guards he freed with it.
@Zone: it is Aisa, not Hetna, that you attacked in this fight. The save vs Daze was unnecessary to resolve because it was clear you were going to take her out of the fight before she ever got to act. Hetna is "dead"
as in not yet re-awakened as a vampire. Aisa poofed into gaseous form.
Zone |
@Osric I was asking for clarification for the fight we had before Hetna got herself "killed" by Aisa and Radvir.
@GM Aight. Will do. It doesn't really matter now since Hetna is "dead." Not sure what Zone can do now. He will delay until Radvir acts or Nabasu coming closer unless he can catch a Nabasu in his range. It is 45 ft away from the party, right?
Storm Dragon |
Correct. One is 45 feet away behind the throne, the other three two (there are only three, I goofed when I said a 4th shows up, got it mixed with one of the others) are 30 feet up in the rafters (place has weirdly high ceilings for a relatively small room).
Nabasu (26)
Aisa (25)
Radvir (21)
Osric (21)
Nabasu (20)
Sledge (12)
Halloran (12)
Jones (10)
Nabasu (10)
Unknown (9)
Unknown (6)
The Nabasu nearest Jones reaches over to the throne and touches it. The room is immediately plunged into an impenetrable darkness not even darkvision can pierce.
The Nabasu moves away from Jones, though he is not aware of where exactly.
Zone can tell it moved slightly up and out, hovering closer to the center of the room.
Going to give Zone a chance to undelay, it's easily targetable with his touchsight and not overly far away.