| DM - Voice of the Voiceless |
Gathroc is unable to free himself from the grasp of the tentacle, though Gabriel has better luck - scurrying across the creature and delivering a solid blow.
The titanic creature seems visibly slower than a few moments ago, though retains enough speed to twist and attempt to bite Gabriel...
Bite: 1d20 + 20 ⇒ (18) + 20 = 38 for 2d6 + 10 ⇒ (4, 6) + 10 = 20
Grab: 1d20 + 28 ⇒ (14) + 28 = 42
It was slowed this round hence only a single attack, but Gathroc remains grappled
Ignac wails away at the beast, though is unable to force his blade into it's flesh.
3d6 + 10 ⇒ (6, 2, 4) + 10 = 22 more acid damage
Action Tracker (Round 2): Gathroc, Gabriel / Froghemoth, Vesta, Daemon, Ignac
Damage Tracker:
Froghemoth - 143 (near death)
| Ignác Takács |
Another full attack, provided it isn't dead.
Attack 1 1d20 + 19 ⇒ (20) + 19 = 39
Damage 1 1d10 + 2d6 + 19 ⇒ (10) + (2, 3) + 19 = 34
Attack 2 1d20 + 14 ⇒ (19) + 14 = 33
Damage 2 1d10 + 2d6 + 19 ⇒ (1) + (4, 1) + 19 = 25
Confirmation 11d20 + 19 ⇒ (9) + 19 = 28
Confirmation 21d20 + 14 ⇒ (20) + 14 = 34
Crit damage 1 1d10 + 19 ⇒ (10) + 19 = 29
Crit Damage 2 1d10 + 19 ⇒ (7) + 19 = 26
I think it's dead now, if it wasn't before
| Gabriel Helminth |
@Gathroc: No, you cannot attack one-handed with a two-handed weapon; however, you *can* punch it with one of your gauntlets :-)
Round 3:
Gabriel quivers in annoyance, and curls up his fist to punch the Froghemoth in the mouth...
+1 ghost-touch claw: 1d20 + 24 - 2 ⇒ (19) + 24 - 2 = 41, for 1d1 + 10 ⇒ (1) + 10 = 11 Magical S/B damage.
| Gathroc The Betrayer |
Gathroc lays into the beast with his metal clad fist 1d20 + 22 ⇒ (15) + 22 = 37 Unholy Fist Punch for 2d6 + 18 ⇒ (2, 6) + 18 = 26
Not sure if there's other penalties to my atk roll, and no clue how much dmg his gauntlet should do. He is Power Attacking and using Vital Strike. Note due to Furious Focus he doesn't take the penalty from PA. Feel free to adjust as you see fit Voice
| DM - Voice of the Voiceless |
Gathroc - for future reference, gauntlets do 1d3 damage, and the PRD entry for grappled lays out the effects you need to be aware of.
As Gabriel defies the laws of physics to contort and punch the froghemoth in the mouth at the same time he is being held betwixt it's teeth, Gathroc delivers a solidly dealt gauntlet blow.
The beast shudders and tries to take a few steps before collapsing. Gabriel rolls free of it's jaw as it falls. The body then undergoes accelerated putrefaction, going from whole to a rotted and sodden mess in a matter of seconds. Even the bones themselves rot away to liquid waste - leaving Daemon sitting in a squalid pool of pustulence and filth clutching his prizes.
| Daemon Son-of-none |
sputtering and cursing as the creature goes through accelerated decomposition around me, I look at Vesta with disdain after it finishes and I hear her comment. As I raise to my feet. I mutter a few arcane words quickly casting Prestidigitation and clean myself off before casting Detect magic and looking at the items I now hold.
As soon as I get the chance I will start to channel my negative energy into myself to heal.
| Daemon Son-of-none |
As I rummage around in my pack for my wand of identify I mumble to myself, half of it wondering where the creature was from and half of it cursing the church of Groetus.
Knowledge planes 1d20 + 10 ⇒ (7) + 10 = 17
Nature 1d20 + 10 ⇒ (20) + 10 = 30
Religion 1d20 + 18 ⇒ (18) + 18 = 36
once I pull out my wand of Identify I cast it on myself. +10 to identify for 3 rounds/lvl
spell craft crown 1d20 + 10 + 18 ⇒ (2) + 10 + 18 = 30
spell craft dagger 1d20 + 10 + 18 ⇒ (1) + 10 + 18 = 29
| DM - Voice of the Voiceless |
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Daemon is able to advise that the beast you just slew was a froghemoth. It is a powerful envoy from the sinister and alien gods that lurk in the dark corners of the cosmos and behind the cosmic veil. They are worshipped and contacted by worshippers of Groetus in an attempt to garner favor.
The first creature was an elder thing, a minor creature that serves as a foothold for the larger and more malevolent beings.
The dagger is +2, and gives a +2 on saving throws vs positive channeled energy.
| Vesta Shadowbane |
Daemon is able to advise that the beast you just slew was a froghemoth. It is a powerful envoy from the sinister and alien gods that lurk in the dark corners of the cosmos and behind the cosmic veil. They are worshipped and contacted by worshippers of Groetus in an attempt to garner favor.
The first creature was an elder thing, a minor creature that serves as a foothold for the larger and more malevolent beings.
** spoiler omitted **
"Charming..." Vests says snidely "...Shall we storm the castle now? or church, as it were?"
| Daemon Son-of-none |
After explaining the creatures to everyone, and examining the items I found I state. "This I will keep," sticking the dagger in a sheath on my belt, replacing the original dagger that sat there. "but this you can all fight over, it appears to be a variation on a helm of brilliance." and toss the "crown" that I am holding toward Vesta.
| Vesta Shadowbane |
I was thinking something anti-abberation given where we found it but abberations dont really have an anti-thesis energy. Anyway, this is attempt 1
Helm of Order (abberation version)
Aura strong varied; CL 13th
Slot head; Price 125,000 gp; Weight 3 lbs.
Description
This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows:
Diamond: Prismatic spray (save DC 20)
Ruby: Dismissal CL 13
Fire opal: Magic Circle Against Chaos
Opal: Hide from abberation (as hide from undead, but works on abberations)
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.
It emanates a Reddish light when abberations are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.
Wearer is under a constant Protection from Chaos effect.
The wearer may command any weapon he wields to become a Abberation Bane weapon . This is in addition to whatever abilities the weapon may already have (unless the weapon already is a Abberation bane weapon ). The command takes 1 round to take effect.
The helm provides Acid resistance 30. This protection does not stack with similar protection from other sources.
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic spray s that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireball s centered on the helm wearer. The opals and the helm itself are destroyed.
Construction
| DM - Voice of the Voiceless |
Daemon - your Int boosting item is a 'headband' which as per PRD is separate to the 'head' slot where a crown would sit. Still want to toss it away to another?
Vesta - Anti-Abberation probably won't see much use moving forwards unless Daemon follows through on his threat to eradicate the church of Groetus...
I was thinking more dark power and undead focused.
| Vesta Shadowbane |
Daemon - your Int boosting item is a 'headband' which as per PRD is separate to the 'head' slot where a crown would sit. Still want to toss it away to another?
Vesta - Anti-Abberation probably won't see much use moving forwards unless Daemon follows through on his threat to eradicate the church of Groetus...
I was thinking more dark power and undead focused.
Aura strong varied; CL 13th
Slot head; Price 125,000 gp; Weight 3 lbs.
Description
This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of dark black pointed and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire onyx, and 40 opals. When struck by bright light, the helm scintillates with blue lightning and absorbs the light with a dark thirst.
The jewels' functions are as follows:
Diamond: Prismatic spray (save DC 20)
Ruby: Wall of Cold (as wall of fire, but cold damage)
Fire Onyx: Coldball, as fireball, but fold damage (10d6, Reflex DC 20 half)
Opal: Deeper darkness (does not affect wearer)
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.
Lifesight
Wearer is under a constant Protection from Good effect.
The wearer may command any weapon he wields to become a Frost burst weapon . This is in addition to whatever abilities the weapon may already have (unless the weapon already is a Frost burst weapon ). The command takes 1 round to take effect.
The helm provides resistance 10 to positive energy damage as if it were another type of fire damage. This protection does not stack with similar protection from other sources.
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic spray s that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireball s centered on the helm wearer. The opals and the helm itself are destroyed.
How's that
| Vesta Shadowbane |
Will let Daemon decide (if he wants to keep it after all) if he wants a flashy boom-boom item; or a more 'subtle' one with finger of death, phantasmal killer type effects.
Just suggestions. Take em or leave em. I picture it looking like Arthas's helm from WOW
| Daemon Son-of-none |
lvl 7 10 Prismatic spray(save DC 20)
Change to Finger of Death or Shadow Conjuration Greater
lvl 4 20 Wall of fire
Change to Enervation, Shadow Conjuration or Phantasmal Killer
lvl 3 30 Fireball (10d6, Reflex DC 20 half)
or lightening bolt
lvl 3 40 Daylight
Change to Ray of exhaustion, Protection from energy or dispel magic
We are pretty much done in this town if we now have a foot hold in the city, let us make it seem the town was not destroyed by us, this creature perhaps or a small cult of the end times. We can load all of the undead into vesta's portable hole and move to the city.
| DM - Voice of the Voiceless |
1d3 + 4 ⇒ (1) + 4 = 5 of Finger of Death
1d10 + 5 ⇒ (10) + 5 = 15 of Shadow Conjuration
1d5 + 15 ⇒ (2) + 15 = 17 of Lightning Bolt
1d10 + 20 ⇒ (4) + 20 = 24 of Deeper Darkness
And for the active abilities: glows as though afire when good outsiders within 30ft.
Can make any weapon you hold have the 'wounding' special quality, but for a stacking bleed 2
Not sure on the resistance though - drop it and remove the ability for it to accidentally nova?
Ready to move on when you guys are, you can assume in your description that you safely re-enter Solku and make it to the sewer grate if you like as well...
| DM - Voice of the Voiceless |
Making their way back to Solku, the group once more uses the disguise of the possessed cobbler and makes use of Vesta's extra dimensional space to gain entry. You make it to the cobbler's shop without issue and thoughts turn to the upcoming attempt at infiltration of the Lambent Citadel...
Ok - assume you start with full HP and spell resources before making the attempt.
Talk through the strategy if you like, but at minimum I need to know what time of day, and a confirmation if you are making for the sewer grate entrance?
| Vesta Shadowbane |
Making their way back to Solku, the group once more uses the disguise of the possessed cobbler and makes use of Vesta's extra dimensional space to gain entry. You make it to the cobbler's shop without issue and thoughts turn to the upcoming attempt at infiltration of the Lambent Citadel...
Ok - assume you start with full HP and spell resources before making the attempt.
Talk through the strategy if you like, but at minimum I need to know what time of day, and a confirmation if you are making for the sewer grate entrance?
"So we travel at night I assume?"
| Ignác Takács |
"If by travel you mean cross the several city blocks to the sewer then yes, we 'travel' by night. I would say about an hour before midnight, this should mean very few are awake, but also gives us enough time before the sunrise."
"Sounds good to me."
| DM - Voice of the Voiceless |
Through use of time bending mechanics, the group sets off an hour after midnight and arrives at the grate an hour before midnight.
As before the room behind the grate is devoid of humanoid life, and the warded entrance awaits Gabriel's delicate touch...
No taking 20, this one needs to be rolled
| DM - Voice of the Voiceless |
Gabriel is able to circumvent the wards that lie upon the grate, as well as the mundane lock that bars it. The way is clear.
Moving into the room above you would be sickened by the stench... if you had such a capability. Instead you merely note how unpleasant it must be for the humans that need tend the copper pots that line it's side.
Apart from the sewer grate there is only one other exit - unbarred by door, that leads onward into the compound.
Rather than me dictating each and every corner you go around, would be easier if you indicate where you attempt to make for first.
You are currently below ground in the depths of the complex, underneath one of the attached structures to the main cathedral.
| DM - Voice of the Voiceless |
Unfortunately, you don't know exactly where the library is from your current position. How do you plan to rectify that?
Do you find someone to interrogate?
Do you try and move to the cathedral proper?
Do you send out Vesta invisible to scout internally, or all go as one?
Make like a SWAT team or slink in secret?
That sort of detail...
| Vesta Shadowbane |
"I say Vesta posseses somebody, while I disguise myself to appear as a traveller trying to reach the library. Vesta can claim 'she' got disoriented and needs directions. Either that or we interrogate somebody for answers. Both work"
"I can do that." Vesta goes invisible and stealths around the immediate area looking for a vessle. I assume the chambermaids come this way often enough.
| Vesta Shadowbane |
** spoiler omitted **
Vesta invisibly scouts forward and find that a nearby room holds the laundry for the compound. There are still two washerwomen hard at work even at this late hour.
Watch them invisibly for a bit. Do they ever separate or at the very least not watching each other intently.
If one separates I will posses whichever is most convenient. Otherwise I will wait until they are concentrating on their work and attempt to quickly jump into one.