Vethran Tallomane |
Vethran remains speechless for a few moments after Hudak brutalizes the dragon.
"I... uh... well struck, Hudak! Well done indeed! Wow...." the mage shakes his head and purses his lips, glancing at all the magical buffs he'd dispensed with unnecessarily. "Well then. Ah... yes, the goblins then. Let's go... deal with them. Yes."
Alwyn Agnarrson |
Spells still running:
Vethran Protection from energy acid (108 damage), false life (+6 temp hp)
Hudak Stoneskin (DR 10, 90 damage), protection from energy (acid, 98 damage)
Elisile False Life (10 temp hps)
Alwyn Protection from energy acid (108 damage), Heroism
Less than I thought it would be.
Aubrey the Demented/Malformed |
The party head back through the narrow tunnel and emerge on the beach below the goblin rookery on the cliffs. The goblins peer down, goggling as Hudak drags the dragon's severed head into view. As they begin to climb, they are greeted by the new chief who seems unaccountably nervous.
"Hey, er, um, wow, guys. Like, I'm glad I'm on your side, right? So, did he put up much of a struggle?"
Aubrey the Demented/Malformed |
Alwyn:
"No, no, their all just getting used to their new chief. So, you guys going to hang, maybe grab a bite to eat?" asks Chief Grak, vaguely waving a burnt haunch of venison about.
Vethran Tallomane |
"Agreed. We have other things to take care of, and this region should be safer for now. I do worry about the tale of 'dragon slayers' getting back to the Hellknights, however, and leading them right back to us," the mage scratches his chin. "Perhaps, if the Shoanti are not too opposed to the idea, we should leave the dragon's remains behind and not speak too loudly of our accomplishment. Maybe our... "new friend" here could make use of a severed dragon head in redecorating his tribal hall?"
Aubrey the Demented/Malformed |
Hudak ditches the head and the party climb out past the watching goblins. Their eyes shine reflectively like cats' in the firelight, but they make no move, just chattering and nudging each other as they adventurers climb the rickety ladders to the top ledge. They file along the passage and out on to the top of the seastack. The line of stacks points the way back to the shore, and the group head for the nearest rope bridge.
Marching order as you cross the bridge. Also, Perception checks.
Aubrey the Demented/Malformed |
Six bowmen suddenly appear on the next seastack, repeating crossbows in their hands. They wear the armour of the hellknights. Bolts fly soundlessly towards the party.
Attack 1 on Elisile: 1d20 + 10 ⇒ (14) + 10 = 24 v flat-footed AC, damage 1d10 ⇒ 4
Attack 2 on Elisile: 1d20 + 10 ⇒ (14) + 10 = 24 v flat-footed AC, damage 1d10 ⇒ 7
Attack 1 on Vethran: 1d20 + 10 ⇒ (4) + 10 = 14 v flat-footed AC, damage 1d10 ⇒ 5
Attack 2 on Vethran: 1d20 + 10 ⇒ (8) + 10 = 18 v flat-footed AC, damage 1d10 ⇒ 4
Attack 1 on Illes: 1d20 + 10 ⇒ (10) + 10 = 20 v flat-footed AC, damage 1d10 ⇒ 10
Attack 2 on Illes: 1d20 + 10 ⇒ (16) + 10 = 26 v flat-footed AC, damage 1d10 ⇒ 8
1. Each of these arrows has Silence cast on it. 2. They are also poisoned with blue whinnis: Fort save DC 14 (DC 16 if you are hit by both attacks), damage 1 CON on a failed save. The following round, if you failed the first save you must save again or fall unconscious. 3. They are barbed arrows - you can yank one out as a standard action but you'll take the same damage again plus 1 point of bleed damage each round. Or you can make a Heal check DC 20 as a full-round action.
From off to one side, a green ray fires at Vethran. A hideous creature like an emaciated ogre, skeletal and with a long scorpion tail, hovers in the air above the water. It grins maliciously.
Ray attack on Vethran: 1d20 + 15 ⇒ (9) + 15 = 24 v touch AC. On a hit, you are affected by Dimensional Anchor.
Knowledge (The Planes) DC 16:
At the same time, three more hellknights appear with wands in their hands, hovering in the air on the other side. Tiny glowing beads streak in towards the bridge and explode - silently - into flame. The bridge is now ablaze.
Per the map, I've put in the zones of Silence. For the Fireballs:
Hudak, Illes, Vethran and Camlo are affected by Fireball 1
Illes, Vethran, Camlo and Elisile by Fireball 2
Camlo, Elisile and Alwyn by Fireball 3
Fireball 1: 5d6 ⇒ (2, 6, 6, 5, 1) = 20
Fireball 2: 5d6 ⇒ (5, 3, 2, 6, 3) = 19
Fireball 3: 5d6 ⇒ (2, 3, 4, 2, 6) = 17
DC 15 Reflex save for each for half-damage.
Roll initiatives.
Camlo Zenovia |
How come you use post/edit rather than preview? It would stop things like this happening, and make my RSS feed a little cleaner ;)
Reflex1: 1d20 + 13 ⇒ (18) + 13 = 31
Reflex2: 1d20 + 13 ⇒ (10) + 13 = 23
Reflex3: 1d20 + 13 ⇒ (8) + 13 = 21
Oh, and Evasion, so Camlo takes a total of no damage from that :)
Camlo sees the incoming fireballs, and manages to roll to a spot where the flames don't touch him....
Illes Elandru |
Init 1d20 + 2 ⇒ (2) + 2 = 4
Kn Planes Take 10 for 20
Fort 1d20 + 5 ⇒ (10) + 5 = 15 vs DC 16
Reflex 1 1d20 + 8 ⇒ (8) + 8 = 16
Reflex 2 1d20 + 8 ⇒ (12) + 8 = 20
37 damage total, 1 Con damage, and potentially passing out next round from poison.
I can unsilence all of the casters on my action but it requires my action every round to maintain. So if Illes passes out or the bridge breaks and we all fall it won't work for more than one round.
Vethran Tallomane |
So, one of those bolts does, in fact, hit my flat-footed AC. However, I currently have protection from arrows up and the damage does not breach the DR 10/magic. Since I take no damage from it, I'm not subject to the poison either.
Save vs. FB #1: 1d20 + 7 ⇒ (20) + 7 = 27
Save vs. FB #2: 1d20 + 7 ⇒ (1) + 7 = 8
Init: 1d20 + 3 ⇒ (18) + 3 = 21
So I take 10 + 19 = 29 fire damage and have been dimensional anchored. Ow.
Vethran Tallomane |
I can unsilence all of the casters on my action but it requires my action every round to maintain. So if Illes passes out or the bridge breaks and we all fall it won't work for more than one round.
If you do that, I can put up a wall of force to mitigate either the incoming fireballs or the archers. Since the wand-wielders are flying, however, I suspect it would only take them a round to move into position to shoot around the wall. The archers would probably be thwarted considerably longer. There's pretty much nothing I can do about the devil, though. That's Alwyn's problem.
Aubrey the Demented/Malformed |
Osyluth initiative: 1d20 + 9 ⇒ (14) + 9 = 23
Flying blaster initiatives: 1d20 + 6 ⇒ (8) + 6 = 14
Archer initiatives: 1d20 + 7 ⇒ (4) + 7 = 11
Initiatives:
Osyluth 23
Vethran 21
Camlo 17
Elisile 15
Flying blasters 14
Alwyn 13
Archers 11
Hudak 10
Illes 4
The flying devil swoop in and arches its stinger over its back, stabbing at Vethran.
1d20 + 14 ⇒ (4) + 14 = 18 to hit, damage 3d4 + 5 ⇒ (4, 1, 1) + 5 = 11 plus poison: Fort save DC 20, 1/round for six rounds, damage 1d3 STR, a cure requires 2 consecutive saves
Veth.
Vethran Tallomane |
Now missing 40 of 59 HP. Another round of fireballs and it's game over.
Fort vs. poison: 1d20 + 8 ⇒ (2) + 8 = 10. 1d3 ⇒ 2 STR lost.
Kn (Planes) to know stuff about osyluths: 1d20 + 18 ⇒ (14) + 18 = 32. Yeah, I pretty much know the whole statblock with that. :D
Forgot about the silence. Editing...
Vethran withdraws to F14. Once free of the aura of silence, he shouts out to the others "Stop the devil before he turns invisible!"
Aubrey the Demented/Malformed |
OK, everyone still on the bridge (which is everyone except Vethran) takes 1d6 ⇒ 3 fire damage from the fire currently raging.
Second, S1 fires a fireball at Hudak, catching him, Vethran and Illes, S2 and S3 fire at Alwyn, catching him, Elisile and Camlo.
S1: 5d6 ⇒ (2, 3, 1, 3, 5) = 14
S2: 5d6 ⇒ (2, 5, 1, 3, 2) = 13
S3: 5d6 ⇒ (3, 4, 2, 2, 6) = 17
As above, DC 15 Reflex for half damage.
Third, a stone wall suddenly appears between Hudak and Vethran. It's 10' high and made of finished stone, merging seamlessly into the rock of the seastack.
Fourth... Everyone except Hudak and Illes:
Alwyn.
Camlo Zenovia |
Ref1: 1d20 + 13 ⇒ (6) + 13 = 19
Ref2: 1d20 + 13 ⇒ (15) + 13 = 28
Alwyn Agnarrson |
"Surrendering to diabolists? What a fantastic idea! At best, we'll end up chained to the oars in some Chelish navy ship." Alwyn makes a rude gesture towards the crossbowmen. Seconds later, the stack erupts in blinding light.
Move to Y14 before casting Holy smite at J18. It hits A3-A6, plus possibly the invisible speaker. Damage 5d8=24 plus blindness; Will 19 for half damage and avoiding the blinding.
Aubrey the Demented/Malformed |
Chance that the archers are evil is 67%
A3 1d100 ⇒ 67
A4 1d100 ⇒ 78
A5 1d100 ⇒ 91
A6 1d100 ⇒ 62
Archer saves
A3 1d20 + 2 ⇒ (1) + 2 = 3
A4 1d20 + 2 ⇒ (18) + 2 = 20
A5 1d20 + 2 ⇒ (3) + 2 = 5
A6 1d20 + 2 ⇒ (19) + 2 = 21
One of the archers cries out and clutches at his face, but the other grimly hold on. Alywn now becomes a target.
A1 fires at Illes, A2 fires at Elisile, A4, 5 and 6 at Alwyn. These arrows are Silenced and poisoned like the others. Just to reiterate:
1. Each of these arrows has Silence cast on it. 2. They are also poisoned with blue whinnis: Fort save DC 14 (or if you are already affected by poison, each extra hit increases the DC by 2), damage 1 CON on a failed save. The following round, if you failed the first save you must save again or fall unconscious. 3. They are barbed arrows - you can yank one out as a standard action but you'll take the same damage again plus 1 point of bleed damage each round. Or you can make a Heal check DC 20 as a full-round action.
A1, attack 1 on Illes: 1d20 + 10 ⇒ (4) + 10 = 14, damage 1d10 ⇒ 6
A1, attack 2 on Illes: 1d20 + 5 ⇒ (10) + 5 = 15, damage 1d10 ⇒ 7
A2, attack 1 on Elisile: 1d20 + 10 ⇒ (3) + 10 = 13, damage 1d10 ⇒ 1
A2, attack 2 on Elisile: 1d20 + 5 ⇒ (18) + 5 = 23, damage 1d10 ⇒ 10
A4, attack 1 on Alwyn: 1d20 + 10 ⇒ (11) + 10 = 21, damage 1d10 ⇒ 5
A4, attack 2 on Alwyn: 1d20 + 5 ⇒ (14) + 5 = 19, damage 1d10 ⇒ 2
A5, attack 1 on Alwyn: 1d20 + 10 ⇒ (13) + 10 = 23, damage 1d10 ⇒ 1
A5, attack 2 on Alwyn: 1d20 + 5 ⇒ (14) + 5 = 19, damage 1d10 ⇒ 9
A6, attack 1 on Alwyn: 1d20 + 10 ⇒ (5) + 10 = 15, damage 1d10 ⇒ 6
A6, attack 2 on Alwyn: 1d20 + 5 ⇒ (9) + 5 = 14, damage 1d10 ⇒ 2
Initiatives:
Osyluth 23
Vethran 21
Camlo 17
Elisile 15
Flying blasters 14
Alwyn 13
Archers 11
Hudak 10
Illes 4
Hudak, then Illes. (Note, Alwyn is at Y14 but I can't update the mapm until tonight.)