Maeve Haela |
Round 2
HP: 47/63, AC: 14, 20% Miss Chance, Performance 18/19
Maeve shifts her stance a little bit, to begin letting her magic flow. With a moment of concentration she sends Dancing Butterfly spinning around her, and weaving a spell around herself as well, but the spell is quickly lost
Swift to start Dancing Butterfly, move to activate Inspire Courage, and a Standard to cast Mirror Image defensively.
Concentration (DC 19): 1d20 + 6 ⇒ (9) + 6 = 15 Fail
Reflex (Parity): 1d20 + 10 ⇒ (5) + 10 = 15 ....fail unless you'll allow Saving Finale to not provoke
Heng |
reflex 1d20 + 10 ⇒ (20) + 10 = 30
Round 2
AC:20, hp:49/54(59), Ki 6/7, Stun 7/7, Fire 6/7
Feeling flames lick up his back Heng is distracted long enough for the wight to slash him and draw off a modicum of the monk's ki essence. "Parity, quench your flame! There is insufficient space for burning auras!" Heng calls upon the dragon's fury as he shifts to defend Maeve's back creating an opening for Malnival.
Dragon style, move 5, flurry on purple wight.
Flurry #1 1d20 + 10 ⇒ (4) + 10 = 14
damage 1d10 + 6 + 2 ⇒ (6) + 6 + 2 = 14 + 1d6 ⇒ 4 fire
Flurry #2 1d20 + 10 ⇒ (17) + 10 = 27
damage 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10 + 1d6 ⇒ 2 fire
Flurry #3 1d20 + 5 ⇒ (7) + 5 = 12
damage 1d10 + 4 + 2 ⇒ (3) + 4 + 2 = 9 + 1d6 ⇒ 1 fire
Flurry #4 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10 + 1d6 ⇒ 5 fire
I've heard of friendly fire, but this is ridiculous...
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Round 1
HP: 81/81
AC: 21
Vanguard Blast 6/6, Swift Spell 2/3, Spell Block 3/3
Spells: 1st: 5/5, 2nd: 4/5, 3rd: 2/3
If Parity can cancel the aura before it procs, he will, otherwise ...
Aura damage: 2d6 ⇒ (5, 3) = 8 + Reflex save DC16 or catch fire to all within 5 feet.
With a groan and a rare flush of embarrassment for making a mistake on the battlefield, Parity, overused to fighting by himself, cancels his aura and takes out his aggression on the nearest baddies (red then orange).
To hit: 1d20 + 11 ⇒ (1) + 11 = 12
Miss Chance:1d100 ⇒ 97;1d100 ⇒ 3
Damage: 1d8 + 1d6 + 13 ⇒ (2) + (5) + 13 = 20
Secondary Attackt: 1d20 + 6 ⇒ (20) + 6 = 26
Miss Chance:1d100 ⇒ 70;1d100 ⇒ 38
Damage: 1d8 + 1d6 + 13 ⇒ (2) + (5) + 13 = 20 (5 fire)
To hit: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 1d10 + 15 ⇒ (1) + (3) + 15 = 19 (3 fire)
If that drops him, cleaving finish
To hit: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d8 + 1d10 + 13 ⇒ (8) + (10) + 13 = 31
Maeve Haela |
Maeve Haela wrote:....fail unless you'll allow Saving Finale to not provokeYou can use it, if you choose, though you'd have to cancel your Inspire.
Yeah, the way I read it is that the Inspire would only work until the start of Parity's turn, when the save has to be made. IE, that was for this round, not the round of activation.
DM NomadSage |
DM NomadSage wrote:Harlan holding until your turn?Yeah, I want to see what the wights do first, and trying to mentally count how many gold pieces worth of diamonds we have in inventory. :D
Keep in mind, the diamonds are only required for permanent negative levels.
EDIT: Mis-read... the 1,000 gp is for permanent, but regular casts cost 100 gp.
Harlan Starshine |
Harlan Starshine wrote:Keep in mind, the diamonds are only required for permanent negative levels.DM NomadSage wrote:Harlan holding until your turn?Yeah, I want to see what the wights do first, and trying to mentally count how many gold pieces worth of diamonds we have in inventory. :D
For permanent levels it's 1,000 gold in diamond dust but for temporary it's still 100 gold in diamond dust.
Harlan Starshine |
Don't Restoration spells take three rounds to cast anyway? Hold off on that till after the fight.
I'm not going to waste time restoring while the wights are still up, but I want to know what they're doing before I decide to channel for heals or channel for harms.
DM NomadSage |
Round One, continued...
Initiative Order: Sandru, Frost Wights [21], Maeve, Heng [19], Harlan [13], Malnival, Parity [5]
Immediately after landing, Malnival slashes out, striking the nearest undead with a precise hit. Parity finishes it off with a devastating cut, dropping it to the stone floor in two pieces. His follow-through to the next target gets sidestepped.
Round Two
Sandru reels from the draining claws, but retaliates stubbornly taking advantage of its flanked position. He hits with his scimitar hard, nearly dropping the foe.
The undead attack, shifting positions to close around you. Maeve's attacker gets tangled in the fray, spoiling its own attack, while opposite, she easily dances out of the second foe's reach. Sandru ducks and dodges his own attacker. Heng, pressed in by two, again avoids one attack, but gets raked by the other; more life energy is drained away.
Maeve activates her outfit, bringing a blurring aspect into her dance, making her difficult to target, but her attempt to cast a spell is spoiled by her vigorous motion.
Penned in, Heng can only lash out at his nemesis, landing two crunching hits on the frigid corpse. It reels, eye motes flickering, but continues to claw at the monk.
@ Harlan's turn... actions for R2/3?
Blue vs Maeve: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 {miss}
Yellow vs Heng: 1d20 + 6 ⇒ (5) + 6 = 11 {miss}
Magenta vs Heng: 1d20 + 6 ⇒ (20) + 6 = 26; Confirm Critical: 1d20 + 6 ⇒ (3) + 6 = 9 {fail}; Damage: 1d4 + 3 ⇒ (2) + 3 = 5, plus 1 level drained
Green vs Sandru: 1d20 + 6 ⇒ (5) + 6 = 11 {miss}
Orange vs Maeve: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 {miss}
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Round 2
HP: 81/81
AC: 21
Vanguard Blast 6/6, Swift Spell 3/3, Spell Block 3/3
Spells: 1st: 5/5, 2nd: 4/5, 3rd: 2/3
Status: resist cold 30, see invisibility, mirror images: 3
Attacking to the right first until it's down and then to the left
To hit: 1d20 + 11 ⇒ (4) + 11 = 15
Miss Chance:1d100 ⇒ 66;1d100 ⇒ 100
Damage: 1d8 + 1d6 + 13 ⇒ (5) + (4) + 13 = 22
Secondary Attackt: 1d20 + 6 ⇒ (15) + 6 = 21
Miss Chance:1d100 ⇒ 71;1d100 ⇒ 71
Damage: 1d8 + 1d6 + 13 ⇒ (3) + (4) + 13 = 20
Harlan Starshine |
Round 2
HP = 53/61
AC = 18/14/15
Weapon Equipped = +1 Light Crossbow
Bolts = 52/60
Speed = 15'
Channel = 6/6 (4d6)
Oracle Spells Known (CL 8, +6 melee touch, +10 ranged touch):
4 4/4 Cure Critical Wounds*, Restoration*, Air Walk
3 6/6 Cure Serious Wounds*, Dispel Magic, Neutralize Poison*, Stone Shape
2 7/7 Restoration, Lesser*, Resist Energy*, Cure Moderate Wounds*, Shield Other*, Spiritual Weapon
1 8/8 Bless, Detect Evil, Detect Undead, Command*, Cure Light Wounds*, Burning Disarm*, Sun Metal*
0 Stabilize, Purify Food and Drink*, Create Water, Detect Magic, Mending, Guidance, Light, Spark*
* Save DC = 15 + Level
Status Effects = None
Seeing that the wights are far less effective than Parity at damaging his friends, Harlan grits his teeth through the rising smoke of his flesh and calls upon the light of his goddess to purge the undead from this place.
Channel to Harm Undead: 4d6 ⇒ (3, 5, 6, 4) = 18
DC 19 Will for 1/2
DM NomadSage |
Yaay for quick replies! =) Posting R2-3...
Round Two, continued...
Harlan calls forth a burst of holy energy over the melee, a flash of much-missed sunlight that burns at the undead attackers. Still, the powerful channeling is resisted by some kind of baneful presence surrounding the area. Even so, the holy burst burns two of them into dust.
Malnival steps over the fallen undead to strike down the next in line. Parity spins, slashing down and finishing off yet another foe, leaving just one standing.
Round Three
Sandru steps up, attacking with his scimitar, but the lone undead dodges aside of the swing. It continues to harry Heng, but he easily evades the claws.
@ Maeve's turn...
Yellow Will save vs Harlan's channel: 1d20 + 7 ⇒ (3) + 7 = 10
Blue Will save vs Harlan's channel: 1d20 + 7 ⇒ (7) + 7 = 14
Green Will save vs Harlan's channel: 1d20 + 7 ⇒ (2) + 7 = 9
Orange Will save vs Harlan's channel: 1d20 + 7 ⇒ (2) + 7 = 9... what terrible rolls, lol!
Sandru vs Yellow: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 {miss}
Yellow vs Heng: 1d20 + 6 ⇒ (2) + 6 = 8 {miss}
7 rolls in the single digits... sheesh!
Heng |
Round 3
AC:20, hp:44/49(59), Ki 5/7, Fire 4/7, dragon style, inspired, 2 neg levs
Feeling his vital essence ebbing with each strike of the dead man's claws, Heng redoubles his efforts with a blinding series of burning strikes on the remaining frozen corpse.
Flurry #1 1d20 + 10 - 2 + 2 ⇒ (10) + 10 - 2 + 2 = 20
damage 1d10 + 6 + 2 ⇒ (4) + 6 + 2 = 12 + 1d6 ⇒ 4 fire
Flurry #2 1d20 + 10 - 2 + 2 ⇒ (10) + 10 - 2 + 2 = 20
damage 1d10 + 6 + 2 ⇒ (2) + 6 + 2 = 10 + 1d6 ⇒ 4 fire
Flurry #3 1d20 + 5 - 2 + 2 ⇒ (18) + 5 - 2 + 2 = 23
damage 1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18 + 1d6 ⇒ 4 fire
Flurry #4 1d20 + 5 - 2 + 2 ⇒ (12) + 5 - 2 + 2 = 17
damage 1d10 + 6 + 2 ⇒ (3) + 6 + 2 = 11 + 1d6 ⇒ 6 fire
Ki Flurry 1d20 + 10 - 2 + 2 ⇒ (14) + 10 - 2 + 2 = 24
damage 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17 + 1d6 ⇒ 4 fire
hmmm, looks like I jumped the gun. well, i'm finally swinging if there are any left.
Heng |
Heng watches Maeve droop with sympathy, "I too, feel oddly drained. I am sorry I did not spot those undead before I called you all across. Let me make sure there are no more threats while we recover."
Heng circles clockwise around the tower making sure there are no more surprises. perception 1d20 + 13 ⇒ (20) + 13 = 33
Harlan Starshine |
"Hold one, let me heal everybody a bit."
Channel: 4d6 ⇒ (5, 6, 3, 2) = 16
"If we had diamond dust I could remove that drained feeling, I know the prayer to do so but I forgot to look for diamond dust in town."
Maeve Haela |
"...oh, is that why I feel like taking a nap until the next apocalypse?" Maeve pushes herself off the wall, eyes crossing and uncrossing a few times. Probably a conscious affectation, but who knows for sure. "There may be some in my jewelry we can grind up, but that's all back at the wagon. And it probably won't be enough for more than one casting."
DM NomadSage |
Yeah, you basically dropped it with the first hit. =)
With light and no further distraction of combat, you get a better look at the tower's interior. The walls are black basalt, uncannily smooth and coated in ice. You see no seams in the construction, as if the entire tower were built from a single piece. The cieling is a hundred feet above, giving all sounds in the tower a odd echo.
The entrance room is now empty, but for the aforementioned snowdrifts. Likewise, the larger room to the west is empty. Heng sees nothing of danger, and no large drifts to hide stealthy foes.
To the east, the room is dominated by a massive plant form, alien in appearance and covered in frost. The thing is in the basic shape of a tree, but covered in bulbous blossoms. Worse, a gaping maw at the end of the trunk looks capable of swallowing a humanoid whole. Its tentacle-like branches stand nearly thirty feet in height, and its truck is more than five feet across. It is unmoving and appears frozen. {PIC}
The northern-most room appears to be both a storeroom and a midden. Piles of alien-looking equipment and detrius are scattered throughout. Curiously, there is also a hexagonal panel of crystal, 13 inches across, set onto the wall beside the door to the central room.
Lastly, the central room is empty, but has no ceiling. Instead, it forms a smooth-walled shaft that rises through the tower's interior. From the bottom, you can see the crackling blue sphere hanging in the air, high above. Gale-strength winds blast down the shaft from above, spilling through the hexagonal doors into the north and south rooms.
Maeve Haela |
Knowledge (Nature): 1d20 + 10 ⇒ (17) + 10 = 27
Knowledge (Arcana): 1d20 + 9 ⇒ (6) + 9 = 15
Maeve looks over the creature in the eastern room with a frown and a rub of her forehead. "I think that thing eats people, and after the frozen corpses I'd rather not start with the assumption that just because it looks like a festival treat that it won't try to kill us."
Maeve Haela |
When it comes to the hexagonal panel, Maeve frowns even more, this time obviously trying to concentrate. "Okay, now just what are you...?"
Detect Magic on the panel, and I'll be napping for a few hours.
Maeve Haela |
Maeve starts slowly running her hands over the runes. "Okay...let's see here....this rune goes here, this one goes here....invert this one...no, no, it's left-to-right, not right-to-left...."
Use Magic Device: 1d20 + 14 ⇒ (11) + 14 = 25
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
"So nothing but a tree and some strange device that for some Pharasma knows reason, we are letting Maeve play with? Hopefully it brings up some stairs."
Sorry I've been silent ... knee surgery yesterday and anesthesia makes me a bit sick, so motivation to post was low. Back up!
Maeve Haela |
"Not a clue," Maeve 'admits' somewhat jokingly. "I'm not positive but it appears to be based on ancient Azlanti or Thassilonian magical patterns, albiet with some mutation or outside influence..." and then the patterns click and the hexagon appears. "Got it!" A long pause. "...now I just need to figure out what 'it' is, but unless I completely miss my guess it's probably some form of conveyance. There's no other possible way up after all, unless you can fly."