baldwin the merciful |
After a bit of healing by Andrea the group moves into the tower proper. You enter into an office: Once used by the guard tower’s commander
to meet with concerned citizens, this dusty, clammy office is now in ruins. There are two sets of stairs lining the circular wall. One leads up the other leads down.
There is moaning, whimpering and crying coming from the upper floor. It sounds desperate.
Daniel Arrisen |
Daniel similarly follows the fighter, allowing Aurelio to lead for now, it would be more prudent if the paladin, with his divinely empowered will went first, but he had left and Aurelio had been doing a Marvelous job as front line. Besides, Andrea's spell was Shielding his mind.
Stay close, Gerard unless you wish to scout, try to remain within Azreal's aura.
He asends the stairs right behind Aurelio, Greatsword in hand.
Azreal. |
With the 2 main fighters leading the way, The Hound takes up the rear, keeping close as he can to Em, the least protected of the group. Rather than walk, he uses his innate ability to fly to remain 6 inches off the ground.
Gerard Nisroc |
So... stealth is out of the question, then? The rogue grins in contrast to the situation.
Baldwin, please DMPC as there is a work project taking much of my attention and today by brother graduates FDNY! A lot of dungeon crawl (NYC Subway), where there is no reception. Gerard will take risks, heroic risk... but is not suicidal. He's at +7d8 sneak. Woe to anything flat-footed.
Also, Clustered Shots (new pickup) - so DR only counts against the total damage, not each attack. In case anything has DR.
baldwin the merciful |
The heavy wooden stairs hug the wall and wind their way upward. The air is thickly damp, musty with a trace of rank sourness: Corruption.
perception Aurelio: 1d20 + 13 ⇒ (7) + 13 = 20
As he reaches the top of the stairs he notices an unusual sheen on on the landing by the top step. He motions to halt. He has no idea what it is.
knowledge nature or dungeoneering, needed.
He is on the stairs looking at the landing, the room appears to be the dining hall which is in shambles. There is no viable away around the sheen and there is not enough head room on the stairs for the Hound to fly over the group. It's quite cramped at the landing, unless Daniel and Aurelio choose to lay prone on the steps.
The child screaming comes from the next set of stairs across the room.
Daniel Arrisen |
Not sure if I can do this. Couldn't find a rule. I want to THROW Aurelio over the landing. My STR is 20 so max load is 400lbs. Which I can lift over my head.
So say Aurelio is well muscled. 200lbs. Mithral Plate is 25lbs and his shield is 7lbs. That's 232lbs, about 58% of what I can lift overhead. Can I throw him OVER the sheen? Do you want an improvised attack roll? I am not trying to hit anything, just get him over the sheen.
You need to get up there. I'll toss you! Get ready!
The paladin sheathes his Greatsword and grabs the (hopefully) willing warrior and summons his might to Hurl him over the landing.
Baldwin, It's 10pm and I need to sleep cause I am getting up at 3.30am. Here is an attack roll. Adjust for whatever penalties you wish.
Roll: 1d20 + 23 ⇒ (15) + 23 = 38
He then drops prone on the stairs to allow the hound to pass.
Azreal. |
The hound does not waste the opportunity to fly over the prone paladin and over the sheen on the landing, either grabbing the warrior should he have landed in the sheen and pulling him over it, or to the base of the next set of stairs to see....
Perception: 1d20 + 26 ⇒ (14) + 26 = 40
baldwin the merciful |
It's location suggests that it was placed there.
Aurelio Grulios |
1 person marked this as a favorite. |
My shield? Why don't you put your sword across the thing so we can use it as a plank?
Aurelio grits his teeth and unfastens his cloak, throwing it over the puddle. He waits for a moment for his cloak to dissolve or the puddle to rise up into a monster to eat him, and satisfied it does neither of them he crosses.
baldwin the merciful |
The cloak neither dissolves or bubble sup turning into a deadly monster. Aurelio crosses, followed quickly by Daniel and the others.
The room you are in is dining area.
Another figure emerges from the second set of steps. A thick tangle of discolored entrails clings to this lurching skeleton's torso and winds upward to loll from its jaw like a clawed tongue. From the sound of things it appears as if one or two more are coming down the steps to join the fun.
Anyone with knowledge religion can make a check.
Andrea, Hound, and Daniel know there is an unholy aura surrounding this creature. Magic circle against good.
I'll roll out the initiative soon.
baldwin the merciful |
Andrea: 1d20 + 4 ⇒ (9) + 4 = 13
Daniel: 1d20 + 3 ⇒ (17) + 3 = 20
Aurelio: 1d20 + 6 ⇒ (15) + 6 = 21
Euphemia: 1d20 + 4 ⇒ (11) + 4 = 15
Gerard: 1d20 + 7 ⇒ (8) + 7 = 15
Azreal: 1d20 + 7 ⇒ (9) + 7 = 16
Pavleen Mohrg: 1d20 + 10 ⇒ (15) + 10 = 25
Mohrg: 1d20 + 8 ⇒ (9) + 8 = 17
Initiative:
Pavleen
Aurelio
Daniel
Foe Follower
Azreal
Gerard
Andrea
I'm going to hold off until the requested check have been made.
The pink is the 10 ft magic circle against good.
baldwin the merciful |
These are mohrgs. Its is clear that Pavaleen is quite a bit more powerful then the typical mohrg....probably a gift from his father. A melee touch attack with its tongue risks paralysis and those that they kill rise immediately as zombie.
Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg.
Undead things caring less for life than they did before their own deaths, mohrgs exist solely to wreak havoc on the living. Sometimes mistaken for skeletons or zombies, they are far more dangerous than those mindless abominations, retaining some semblance of their own memories—and the delight they once took in hearing the screams of the dying.
When possible, mohrgs gather in small groups, seeking out lone targets much as they did in life. If faced with capable foes, a mohrg attempts to incapacitate them one by one, starting with divinely empowered characters first, both to protect itself from holy wrath, and to make the task of paralyzing and devouring the others that much easier.
Some mohrgs retain enough of their former memories that they return to the favored locations of their pasts, “haunting” old hideouts and sometimes even resuming the depredations of murderers long dead, falling back on means of death and mayhem that were more comfortable in their breathing days. Such mohrgs are even more insane than most undead beings, and can sometimes be found wandering the streets of a city or town in cowls and cloaks, carrying on their old life's work of slaughter and murder as best they can.
Of course, since those slain by a mohrg rise soon thereafter as undead themselves, the murders of a mohrg do not go unnoticed for long, even when they take extra care to prey only upon society's dregs. A sudden uprising of undead in the streets is the inevitable result of a mohrg's attentions. Since these zombies remain under the mohrg's control, and since the mohrg itself possesses a hateful and cruel intelligence, it often holds its undead army in reserve, even commanding it to lie motionless until several weeks or months have passed and the local graveyard is filled with the sleeping dead. Then, when the time is right, the mohrg calls upon its army to rise and aid it in finishing the slaughter.
baldwin the merciful |
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's Spell Resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' Spell Resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has Spell Resistance, it can test the trap once a day. If you fail to overcome its Spell Resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extra-dimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its Spell Resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram - even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from evil and vice versa.
baldwin the merciful |
Daniel do you have an aura or magic circle against evil going that would prevent or require the mohrg to make a will save to get next to you?
Pavaleen steps 5 ft to I, 0 and attacks Daniel.
slam 1, hellfire temp: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25;damage: 2d6 + 7 + 2 ⇒ (4, 3) + 7 + 2 = 16
hellfire: 3d6 ⇒ (1, 1, 5) = 7
*1/2 is unholy damage and not subject to fire resistance
plus grab
slam 2, hellfire temp: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25;damage: 2d6 + 7 + 2 ⇒ (1, 2) + 7 + 2 = 12
hellfire: 3d6 ⇒ (6, 4, 3) = 13
*1/2 is unholy damage and not subject to fire resistance
plus grab
tongue TA: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22;RDs, paralyzed: 1d4 ⇒ 2
*DC24 Fort
Rather than minutes I lessened it to RD.
The tongue (appears to strike) Daniel (17 T AC?). If so, make a Fort save.
Aurelio Grulios |
Aurelio will step to J1 and attack the mohrg attacking Daniel, slamming hard into monster with his shield and hacking at joints with his kukri.
And this is why I keep ahold of my shield!
Attack (Shield): 1d20 + 24 ⇒ (12) + 24 = 36
Attack (Kukri): 1d20 + 20 ⇒ (17) + 20 = 37
Attack (Shield): 1d20 + 19 ⇒ (16) + 19 = 35
Attack (Kukri): 1d20 + 16 ⇒ (5) + 16 = 21
Attack (Shield): 1d20 + 14 ⇒ (7) + 14 = 21
Damage (Shield): 2d6 + 22 ⇒ (6, 1) + 22 = 29
Damage (Kukri): 1d4 + 15 ⇒ (3) + 15 = 18
Damage (Shield): 2d6 + 22 ⇒ (5, 2) + 22 = 29
Damage (Kukri): 1d4 + 15 ⇒ (4) + 15 = 19
Damage (Shield): 2d6 + 22 ⇒ (5, 5) + 22 = 32
Damage (Two Weapon Rend): 1d10 + 9 ⇒ (8) + 9 = 17
Fairly confident the first 3 hit for 93, not sure of the last two, if so 144(minus resistances)
Aren't you glad you finished your business Danny? Now it's just back to getting attacked by walking corpses.
Andrea1 |
Aurelio does have Magic Circle Against Evil on him that was cast by Andrea
Spells in Effect: Magic Circle Against Evil on Aurelio(+2 AC/Saves vs Evil 120 minutes) Blessing of the Watch on everyone(+1 Bab/Saves vs. fear 12 hours),Resist Energy-Fire(30) on everyone 24 minutes,Silversheen on dagger+2,Vindicator's Shield (+9 AC for 24 hours or until struck),Death Ward(Aurelio) 12 minutes,
Daniel Arrisen |
Actually with my Herosim on my touch AC is 19. 21 within Azreal's aura. so the 22 still hit. DAMN
Fortsave: 1d20 + 20 ⇒ (18) + 20 = 38
Daniel's armor and agility are more than enough to turn aside the Morg's attacks, and his Fortitude easily shrugs off the paralysis.
Seeing Aurelio's mighty smashes against the mohrg Daniel is a little surprised to see the fighter Leading with his shield as the main weapon, but marvelling at his skill. The fighter was even better than he remembered.
Daniel 5ft steps to I1 and makes his own retaliation smashing down hard with his greatsword, so hard the blow slams the skeletal frame to the floor!!
First Iterative: 1d20 + 24 - 4 ⇒ (20) + 24 - 4 = 40
2 hand PA Damage: 2d6 + 7 + 3 + 12 ⇒ (3, 5) + 7 + 3 + 12 = 30
FREE TRIP ATTEMPT from FELLING SMASH: 1d20 + 24 - 4 + 2 ⇒ (11) + 24 - 4 + 2 = 33
Confirm Crit?: 1d20 + 24 - 4 ⇒ (1) + 24 - 4 = 21
2 hand PA Damage: 2d6 + 7 + 3 + 12 ⇒ (5, 2) + 7 + 3 + 12 = 29
2nd Iterative vs PRONE MORHG: 1d20 + 24 - 4 ⇒ (1) + 24 - 4 = 21
2 hand PA Damage: 2d6 + 7 + 3 + 12 ⇒ (3, 5) + 7 + 3 + 12 = 30
FREE TRIP ATTEMPT from FELLING SMASH: 1d20 + 24 - 4 + 2 ⇒ (3) + 24 - 4 + 2 = 25
Azreal, HOLY SMITE!
Azreal. |
The Hound flies up behind the paladin, occupying his previous spot and casts HOLY SMITE at K0 hoping to catch all the creatures in the 20ft burst.
Sting. I am smiting. Stay Back.
HOLY SMITE DC18 Will for 1/2: 4d8 ⇒ (8, 3, 6, 4) = 21
This gets Andrea as well if she is on the same level. Only does 1/2 damage if she fails the save. 1/4 damage if she makes the save. Sorry Andrea. Azreal will heal you after.
baldwin the merciful |
A second Mohrg makes a 5 ft step up to J,0 and attacks Daniel.
I wanted to go after Aurelio, but I did not want the the cover penalty.
slam 1: 1d20 + 17 ⇒ (15) + 17 = 32;dam: 2d8 + 7 ⇒ (6, 7) + 7 = 20
plus grab
grab: 1d20 + 21 ⇒ (14) + 21 = 35
slam 2: 1d20 + 17 ⇒ (12) + 17 = 29;dam: 2d8 + 7 ⇒ (4, 7) + 7 = 18
plus grab
grab: 1d20 + 21 ⇒ (17) + 21 = 38
tongue TA: 1d20 + 12 ⇒ (16) + 12 = 28
DC 21 Fort
paralysis RDs: 1d4 ⇒ 3
This one does not have the hellfire template
Andrea1 |
HP 85/93
Current Saves: F14R7W18(F15R8W19 20 feet of Hound)
AC: 34/T21/FF34 (Ac 36/T23/FF36 20 of Hound)
In hands: Wooden shield+3,Human Bane dagger
Current BaB: +12/+7
Spells in Effect: Magic Circle Against Evil on Aurelio(+2 AC/Saves vs Evil 120 minutes) Blessing of the Watch on everyone(+1 Bab/Saves vs. fear 12 hours),Resist Energy-Fire(30) on everyone 24 minutes,Silversheen on dagger+2,Vindicator's Shield (+9 AC for 24 hours or until struck),Death Ward(Aurelio) 12 minutes,
Channels 7/8
Bit of Luck 8/8
Good Fortune 1/1
Will save: 1d20 + 19 ⇒ (4) + 19 = 23
Andrea gets scorched for 5
With the three men taking up all space before her, Andrea's options are limited.
1.If Daniel is Paralyzed by the Mohrg tongue, she takes out her scroll of Remove Paralysis and casts it on him, preventing him from falling.
2.If he is okay, she uses a move action to activate her stigmata for +3 to hit rolls and then casts Searing light against Pavleen
Searing Light touch: 1d20 + 15 ⇒ (11) + 15 = 2610d6 ⇒ (2, 5, 1, 5, 1, 4, 2, 4, 4, 6) = 34
baldwin the merciful |
RD 1 Update
Initiative: update
Pavleen - stepped up attacked Daniel
Aurelio - stepped up attack hit Pavaleen
Daniel - Hit Pavaleen
Foe Follower - stepped up and hit daniel
Azreal -smite
Gerard
Euphemia
Andrea - searing light spell
Is your hound called or summoned? if he is summoned he was in the 10 ft circle and needs to make a will save.
Pavaleen looks even more haggard then it's skeletal remains, but he still fighting.