Kel Na' Yaa |
Will Save, Charmed Life: 1d20 + 7 ⇒ (2) + 7 = 9
Folio Reroll: 1d20 + 10 ⇒ (14) + 10 = 24
Kel grimaces as the thing drains his life force, and steps back, vanishing as he does so.
Five Foot Step, Vanishing Trick, Move to the back of the group. 1 Ki point left, 4 Panache left for the day.
Alright mates, this ones yours. I'll have to step out for a moment!
Alektara Bluemoon |
%: 1d100 ⇒ 10
Alektara has a moment of clarity and strikes at the nefarious foe shouting..."JUST DIE ALREADY!"
ECB1+PA: 1d20 + 12 ⇒ (8) + 12 = 20...DMG: 1d10 + 14 ⇒ (2) + 14 = 16
ECB2+PA: 1d20 + 7 ⇒ (13) + 7 = 20...DMG: 1d10 + 14 ⇒ (4) + 14 = 18
and she takes a step back...
DM Carbide |
As the rest of the party retreats or does nothing, Alektara's mind clears. Two swift strokes through the thing disperse its substance...almost. It's hanging on by a thread, and appears to think better of pressing its attack. Instead it opts to retreat through the floor, sinking out of sight.
Out of combat!
Wizard of the Coast |
"Nicely struck, 'Tara! You forced it to retreat... I hope it doesn't come back! Let's move on before it can... but first... who needs some healing?"
Aldebert Dunitee |
"Another victory for the Society! Now, to recuperate lost ammunition" trills Aldebert as he sifts through the pile of bolts that have missed the target.
Chaul Drammarson |
Chaul looks around as his mind clears.
"It looks like a number of us are injured. "
He shakes his head. "The restless dead here are more powerful than any I have met before."
He hauls open the gates of heaven, allowoing the party to heal as the warm breeze of the celestial wind washes away their wounds.
channel: 4d6 + 1 ⇒ (3, 5, 1, 5) + 1 = 15
Alektara Bluemoon |
Still suffering from the lingering effects of the confuse cast upon her Alektara comments rather meekly..."I did what...?"
Kel Na' Yaa |
Kel pops back into view, sighing with relief at the healing.
Aye mate. Whatever plagues this place is strong indeed. These creatures are far more powerful than any others I've seen. And I've seen more than a few.
He holds out his wand to Chaul, so that the man can heal the rest of his wounds.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Aldebert Dunitee |
"Why, a horseling of course! A repugnant creature from the Qadiran Darklands, where it breeds with stray cats and Qadiran sand derviches. A nasty creature all told. Still, perhaps once on the spit it won't be as bad; who's with me?"
DM Carbide |
With some time to think about it, Celidrian identifies it as an animate dream, an evil outsider that drains sensibility and creativity from the living to keep itself in existence.
Are you searching the room?
Chaul Drammarson |
Chaul, some what embarrassed offers to heal any who are still wounded.
"No need to use your wand Kel, Saeraen rewards those who rid the world of darkness"
I'll burn a couple of CLW if Kel is the last one wounded, otherwise I'll channel again
CLW: 2d8 + 10 ⇒ (7, 8) + 10 = 25
After that, he'll search the room and check for magic auras.
Detect magic
perception: 1d20 + 11 ⇒ (13) + 11 = 24
Alektara Bluemoon |
Alektara is only down 16 right now.
CLW: 2d8 + 2 ⇒ (8, 5) + 2 = 15
and she can take care of that on her own.
DM Carbide |
Chaul notes a faint magical aura on one shelf. Almost all of the books in the room have been undone by the ravages of time, with the exception of the one from which the aura radiates. It's titled Barricado Arcanae, and is still legible though it's in archaic Common, and will take a DC 10 INT or Linguistics check to read. Extracting the book from the rest of the debris raises quite a bit of dust.
DC 12 Fort saves, everyone.
Chaul Drammarson |
Fort: 1d20 + 5 ⇒ (13) + 5 = 18
"That book is magical..." the priest reaches out for it.
"Or perhaps this is more your cup of tea Alektara?"
Kel Na' Yaa |
Fortitude Save: 1d20 + 4 ⇒ (16) + 4 = 20
Kel rolls his eyes and mutters.
Five gold says something incorporeal comes out of the shelf or the book.
Wizard of the Coast |
"Or mine, Chaul... it does say 'arcane' on it, so it might be just up my alley."
fort save dc 12: 1d20 + 2 ⇒ (3) + 2 = 5
Celidrian then succumbs to the effects of the dust... sneezing, coughing and ... what else?
Aldebert Dunitee |
Fortitude: 1d20 + 9 ⇒ (3) + 9 = 12
Aldebert only barely holds back a sneeze, wiggling his mustache. "Let me! Archaic languages are my forte! I'll have you know the Taldane Empire pioneered archaic, useless linguistic bastards" he states proudly!
DM Carbide |
Celidrian feels nothing immediately out of the ordinary...perhaps a slight sense of warmth, but it passes quickly.
The book is an ancient text on abjuration magic, which only survives because it's warded by that magic. Other than that, there's nothing else of interest in the room.
Chaul Drammarson |
"It looks like we have cleared all the creatures ... or former creatures... or dreams of creatures... out from this area for the moment." notes the priest.
"Praise be the Dawnflower!"
He checks out his companions and then Chaul leads them back towards the rift.
"Let us see if we can close this now."
Correct me if I'm wrong, but is that all the rooms explored and each room taken care of now? I can't remember the exact mechanic for doing the rift, but seem to remember something about positive energy being able to help. Chaul is happy to blow lots of spells and channels in giving bonsues to everyone.
DM Carbide |
There's still one room (where the red arrow is pointing) plus the haunt and the room it's centered in.
-Posted with Wayfinder
Chaul Drammarson |
"Let us examine this last room, and then perhaps see about putting that haunt to final rest." suggests Chaul.
DM Carbide |
The remaining room is a small shrine to Pharasma. Swirling patterns adorn the walls, and a small placard on the ground reads, "Those who perish fulfill life’s duty." Hanging from the wall is a pennon, its fabric still intact and the red color unbleached by time. While it would normally fly from a lance or spear, it is currently tied to a short length of wood suspended from a spike in the wall.
There are three more unfettered phantoms here, a fact which surprises no one.
I suspect that this will be quick; they may survive to act only because they're hard for the party to get to/aim at.
Round 1:
Initiative order
Aldebert
Alektara
Kel
Celidrian
Jeb
Phantoms
Chaul
Everyone but Chaul can act!
Alektara Initiative: 1d20 + 9 ⇒ (6) + 9 = 15
Chaul Initiative: 1d20 ⇒ 4
Jeb Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Kel Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
WotC Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Phantom Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Jeb Shakes |
Jeb sighs and raises his pistol as he steps forward to put himself in front of his friends. "At least these jerks aren't making me spout nonsense or hit myself..." He shoots once at the green guy!
Pistolero!: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32 for 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9 damage!
DM Carbide |
Round 1 (ongoing):
Initiative order
Aldebert
Alektara
Kel
Celidrian
Jeb-acted
Phantoms
Chaul
Jeb shoots one phantom, leaving a small hole in its substance!
Phantoms: AC 22 T 16 FF 16
Blue:
Red:
Green: -4 HP
Alektara Bluemoon |
realizing the party have cleared almost the entire crypt Alektara decides to go around and attack from another side... double move
Wizard of the Coast |
Celidrian raises his wand and aims at the one that got shot (green).
magic missile damage: 1d4 + 1 ⇒ (2) + 1 = 3
DM Carbide |
Celidrian, you'll have to move up to be able to see it.
-Posted with Wayfinder
Chaul Drammarson |
Were these undead or outsiders?
DM Carbide |
Outsiders.
-Posted with Wayfinder
Wizard of the Coast |
moved
DM Carbide |
Round 1 (ongoing):
Initiative order
Aldebert
Alektara-acted
Kel
Celidrian-acted
Jeb-acted
Phantoms
Chaul
Celidrian moves up and puts a magic missile into the wounded phantom. Alektara executes a flanking maneuver, going around the outside of the chamber.
Aldebert and Kel to go before the phantoms!
Phantoms: AC 22 T 16 FF 16
Blue:
Red:
Green: -7 HP
Aldebert Dunitee |
"More ghostly ghastlies!" cries out Aldebert with glee, maneuvering so that he has line of sight on an opponent without entering the room. "I was hoping for something less ectoplasmic."
Mathilda, strike #1 vs Red, DA, PBS: 1d20 + 13 - 2 + 1 ⇒ (9) + 13 - 2 + 1 = 21
Damage: 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12
DM Carbide |
Aldebert, what's the -2 for? You're not using Rapid Shot.
Aldebert Dunitee |
Deadly Aim!
DM Carbide |
Ah.
Round 1 (ongoing):
Initiative order
Aldebert-acted
Alektara-acted
Kel
Celidrian-acted
Jeb-acted
Phantoms
Chaul
Aldebert narrowly misses the phantom.
Kel to go!
Kel Na' Yaa |
Kel takes a five foot step and attacks green.
Using last ki point for extra attack
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Ki Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d6 + 9 ⇒ (1) + 9 = 10
DM Carbide |
Round 2 (ongoing; rearranged):
Initiative order
Phantoms-acted
Chaul
Aldebert
Alektara-
Kel
Celidrian-
Jeb-
Quick retcon; I'd forgotten they were still flatfooted, so Aldebert hits.
Kel is unable to hit the phantom! Incidentally, there's a wall between you and the phantom, so you wouldn't be able to reach it with a 5' step. I've moved you to where you can attack green without being easy to flank. I think that means you can't spend the ki point for an extra attack. The phantoms attack! One hits Jeb for 8 HP, and one hits Kel for 7 HP, unless you want to try a parry.
Chaul can act, and then the rest of the party!
Blue slam Jeb: 1d20 + 10 ⇒ (11) + 10 = 21
Green slam Jeb: 1d20 + 10 ⇒ (9) + 10 = 19
Green slam Jeb: 1d20 + 10 ⇒ (1) + 10 = 11
Red slam Kel: 1d20 + 10 ⇒ (4) + 10 = 14
Red slam Kel: 1d20 + 10 ⇒ (13) + 10 = 23
Slam Jeb: 1d8 + 5 ⇒ (3) + 5 = 8
Slam Kel: 1d8 + 5 ⇒ (2) + 5 = 7
Phantoms: AC 22 T 16 FF 16
Blue:
Red: -7 HP
Green: -7 HP
Jeb Shakes |
HP 39/59
Jeb grins. "At least it ain't me hitting myself..." He fires twice, point blank at Green!
Pistolero!: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 for 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12 damage!
Pistolero!: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 for 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13 damage!
DM Carbide |
Round 2 (ongoing; rearranged):
Initiative order
Phantoms-acted
Chaul
Aldebert
Alektara-acted
Kel
Celidrian-
Jeb-acted
Alektara enters the room from the other side, ready to attack. Jeb shoots the green phantom twice! Jeb, is there any reason it won't get an AoO on you for shooting in melee?
Phantoms: AC 22 T 16 FF 16
Blue:
Red: -7 HP
Green: -22 HP
DM Carbide |
And luckily, too. At least this time.
Despite Jeb's distraction while shooting and the phantoms' flanking position, neither of them are able to hit him.
Green flanking AoO to Jeb: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Wizard of the Coast |
Celidrian shoots green with another magic missile from the wand.
mm dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Chaul Drammarson |
Chaul throws forward his arms as he forces once more a small gate through to the heavenly realms. This time however it is not healing energy that springs forth, nor is it the blazing glory of the sun - destroying undead. This time is a cold wrathful energy, directed at the evil outsiders that plague this room.
alignment channel, Will DC 21 for half: 4d6 ⇒ (1, 4, 4, 2) = 11
The trickle of energy that comes through may indicate that the priest is starting to tire. "Opening up a path to the holiest place in the multiverse is not as easy as it sounds..."
DM Carbide |
Round 2 (ongoing; rearranged):
Initiative order
Phantoms-acted
Chaul-acted
Aldebert
Alektara-acted
Kel
Celidrian-acted
Jeb-acted
Waves of power emanate from the priest, burning into the three phantoms and shredding away their substance. Two manage to resist the worst of its effects, though. Celidrian's magic missile comes as a coda, adding its small damage to the toll taken on the green phantom.
Aldebert and Kel!
Red Will save: 1d20 + 6 ⇒ (2) + 6 = 8
Green Will save: 1d20 + 6 ⇒ (18) + 6 = 24
Phantoms: AC 22 T 16 FF 16
Blue: -5 HP
Red: -18 HP
Green: -29 HP
Kel Na' Yaa |
Youre correct about the Ki point and Kel's last round, so I still have 1 Ki point left.
Kel takes another jab at the phantom.
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 9 ⇒ (2) + 9 = 11