| DM Zyren/ Heart of Light |
The demon's laughter cascades through the tall room and he licks his lips obscnenely as he turns his attention back to Victoria
Suffering! That is a nice cue! I will surely have a lot of fun with your - I admit that - alluring body - however, I can't guarantee that your mind will go through this process unscathed, hah! But suffering it will include, heh!
A bit annoyed he then answers Solaric's questions
Well, if you had listened, you would have understood what caused the fountain to become corrupted - war! Maybe you can now guess what is needed to restore its purity?
| Johenric |
Well, if you had listened, you would have understood what caused the fountain to become corrupted - war! Maybe you can now guess what is needed to restore its purity?
First of all thank you very much for the hint. Although you already stated it, but as to the diplomatic protocol, I have to ask: I believe there is no room for a bilateral alignment?
| Johenric |
What? What are you talking about? Do you want to be on my side?
Johenric shakes his head.
Well, this formulation at this point in time is not appropriate. I phrase it as follows: listen, according to your words you perceive the world as grey which is build out of black and white, which is quite obvious. So, this constitutes that you are not totally indoctrinated by the black view. In addition our - yours, mine, hers.. - paths and decisions have lead us exactly to this point. Therefore I ask, if there might be a decision suitable to both points of view.
Diplomacy: 1d20 + 18 ⇒ (19) + 18 = 37
Prescience Diplomacy: 1d20 + 18 ⇒ (1) + 18 = 19
So the first dice roll is taken
| Johenric |
You seem to be a clever one...After I have slaughtered all your companions I will keep you as a pet! And whenever I feel like listening to philosophical nonsense I will fetch you from your dungeon cell, hah!
This is definitely a no and the protocol has been satisfied. Thanks for taking away the uncertainty. Who does the first move?
| 'Countess' Victoria |
Spell resistance 21
And,
Supernatural Abilities (Su)These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.
D18 Will save.
:p
| DM Zyren/ Heart of Light |
Lol, yeah...dammit
Will save1d20 + 10 ⇒ (18) + 10 = 28
Barking laughter errupts from the demon's maw as your spell bounces off of him like water from a lotus petal
You're too cute! Shall we dance?
Kirk's Initiative1d20 + 6 ⇒ (8) + 6 = 14
Solaric's Initiative1d20 + 2 ⇒ (15) + 2 = 17
Cairn 's Initiative1d20 + 6 ⇒ (19) + 6 = 25
Victoria's Initiative1d20 + 1 ⇒ (18) + 1 = 19
Johenric's Initiative1d20 + 14 ⇒ (2) + 14 = 16
Flofer’s Initiative1d20 + 2 ⇒ (5) + 2 = 7
Abbot's Initiative1d20 + 1 ⇒ (19) + 1 = 20
Map coming soon
| Cairn Stern |
Cairn readily accepted the abbott's invitation and with a room thundering BOOM! unloaded his musket into the devil's hide.
Musket attack vs Touch AC: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
| DM Zyren/ Heart of Light |
| GM Harpwizard |
Round 1
AC: 30
"Well, if you had listened, you would have understood what caused the fountain to become corrupted - war! Maybe you can now guess what is needed to restore its purity?"
"Perhaps your end would be a good start to restoring the purity of this fountain!"
Solaric advances forward to engage the enemy. Using Smite Evil on the demon, he moves to H10 and strikes at the demon with Karcau's sword, Warden.
Warden: 1d20 + 12 ⇒ (17) + 12 = 29 (+6 BAB, +3 Str, +1 Weapon Focus, +2 Magic, +3 Smite Evil)
Damage: 1d8 + 5 + 2 + 4 ⇒ (4) + 5 + 2 + 4 = 15 (+3 Str, +2 Magic, +2 Smite Evil, +4 for first strike with smite evil vs. an outsider)
| Johenric |
Round 1
Johenric casts Black Tentacle on in the middle of the quadrant D11 / D12 / E11 / E12.
So the demon is fully covered, but Solaric is outside the tentacle field 20-foot radius. The entire area of effect is considered difficult terrain while the tentacles last.
The tentacles start to grapple all creature within the area and all creatures which will move through the field with:
Attack Black Tentacle CMB: 1d20 + 13 ⇒ (7) + 13 = 20
DC is CMD of the creatures. If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition.
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
| DM Zyren/ Heart of Light |
Jo, didn't you mean G and H?
The demon just shakes the tentacles off and laughs as Kirk's blow is harmlessly deflected by his scaly hide, but Solaric's sword bites deep in the demon's forearm and the monster howls in agony
You will die, worthless half-breed!
Bloodletter Demon aka Abbot / Bite1d20 + 16 ⇒ (8) + 16 = 24
Damage1d6 + 6 ⇒ (6) + 6 = 12
Bloodletter Demon aka Abbot / 2 Claws1d20 + 16 ⇒ (1) + 16 = 17
Damage1d8 + 6 ⇒ (7) + 6 = 13
Bloodletter Demon aka Abbot / Gore1d20 + 16 ⇒ (5) + 16 = 21
Damage2d6 + 6 ⇒ (1, 3) + 6 = 10
Lol dicebot...
The zombies now slowly begin to rise and shake off their confusion...
RD2:
Cairn
Vicky
Solaric
Jo
Kirk
Flofer
Abbot
Zombies X
| GM Harpwizard |
Round 2
AC 30 vs. Demon. Under the effects of Smite Evil & Inspire Courage.
"You will die, worthless half-breed!"
"I will someday, but not by your hand! That is for the Inheritor to decide!"
Solaric attacks with all of his might, repeatedly striking at the massive outsider.
Warden: 1d20 + 15 ⇒ (7) + 15 = 22 (+6 BAB, +3 Str, +1 Weapon Focus, +2 Magic, +3 Smite Evil, +1 Inspire Courage)
Damage: 1d8 + 8 ⇒ (4) + 8 = 12 (+3 Str, +2 Magic, +2 Smite Evil, +1 Inspire Courage)
Warden: 1d20 + 10 ⇒ (19) + 10 = 29 (+1 BAB, +3 Str, +1 Weapon Focus, +2 Magic, +3 Smite Evil)
Damage: 1d8 + 8 ⇒ (5) + 8 = 13 (+3 Str, +2 Magic, +2 Smite Evil, +1 Inspire Courage)
Confirm Critical: 1d20 + 10 ⇒ (19) + 10 = 29 (+1 BAB, +3 Str, +1 Weapon Focus, +2 Magic, +3 Smite Evil)
Damage: 1d8 + 8 ⇒ (2) + 8 = 10 (+3 Str, +2 Magic, +2 Smite Evil, +1 Inspire Courage)
| Cairn Stern |
Did Cairn's shot hit the Abbott?
Cairn had heard enough of the false prophet's bravado and was itching to cut the demon down... first things first ole chap... He decided to finish off another of the zombies to make a path.
Coup de grace vs zombie at G.9
Damage: 2d6 + 2d6 + 2d6 + 2d6 + 7 + 2 ⇒ (6, 3) + (5, 5) + (6, 2) + (4, 6) + 7 + 2 = 46
| Johenric |
The center of the 20-ft. radius is in the center of D11 / D12 / E11 / E12. That means the southernmost quadrants are: H11 / H12, which is where the demon is located. D 8 and E 8 are the westernmost quadrants. In addition F9, F10, G9, G10 are occupied by black tentacle. @DMZ can you mark the black tentacles in the map?
Round 2
Black Tentacle CMB: 1d20 + 13 ⇒ (18) + 13 = 31
Black Tentacle Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Johenric casts[http://paizo.com/prd/spells/haste.html]Haste[/url] on the Karcaus chosen.
| Johenric |
Johenric has casted Haste on the Karcaus Chosen.
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
| Flofer Nighthawk |
Round 2
Flofer shrugs and tosses the guitar up in the air in front of the abbot. Before it has hit the ground, he's sprung forwad with his sword and driven it into the body of the demonic abbot.
Smite Chaos: (+5 Attack, +4 Damage, +5 AC) AC=32
Longsword:1d20 + 12 + 5 - 2 ⇒ (19) + 12 + 5 - 2 = 34 (PA)
Damage:1d8 + 4 + 4 + 4 ⇒ (8) + 4 + 4 + 4 = 20
Longsword critical:1d20 + 12 + 5 - 2 ⇒ (11) + 12 + 5 - 2 = 26 (PA)
Damage:1d8 + 4 + 4 + 4 ⇒ (6) + 4 + 4 + 4 = 18
Longsword:1d20 + 12 + 5 - 2 ⇒ (7) + 12 + 5 - 2 = 22 (PA)
Damage:1d8 + 4 + 4 + 4 ⇒ (7) + 4 + 4 + 4 = 19
| Johenric |
On G13 are the black tentacles. H13 is free, however if he moves there, he has to pass black tentacles.
The spell Black Tentacles uses a
20 Ft. Radius template and occupies:
A11 / A12
B9 / B10 / B11 / B12 / B13 / B14
C9 / C10 / C11 / C12 / C13 / C14
D8 / D9 / D10 / D11 / D12 / D13 / D14 / D15
E8 / E9 / E10 / E11 / E12 / E13 / E14 / E15
F9 / F10 / F11 / F12 / F13 / F14
G9 / G10 / G11 /G12 / G13 / G14
H11 / H12
| DM Zyren/ Heart of Light |
Yeah ok, then we just do it like that.
While Kirk dances around the demon, Flofer and Solaric have scored some nice hits.
Still, the demon igrnores the tentacles and attacks Solaric (due to misfortune take the worse of the two)
Bloodletter Demon aka Abbot / Bite1d20 + 16 ⇒ (11) + 16 = 27
Damage1d6 + 6 ⇒ (6) + 6 = 12
Bloodletter Demon aka Abbot / 2 Claws1d20 + 16 ⇒ (8) + 16 = 24
Damage1d8 + 6 ⇒ (4) + 6 = 10
Bloodletter Demon aka Abbot / Gore1d20 + 16 ⇒ (8) + 16 = 24
Damage2d6 + 6 ⇒ (4, 3) + 6 = 13
---------
Bloodletter Demon aka Abbot / Bite1d20 + 16 ⇒ (15) + 16 = 31
Damage1d6 + 6 ⇒ (6) + 6 = 12
Bloodletter Demon aka Abbot / 2 Claws1d20 + 16 ⇒ (6) + 16 = 22
Damage1d8 + 6 ⇒ (3) + 6 = 9
Bloodletter Demon aka Abbot / Gore1d20 + 16 ⇒ (9) + 16 = 25
Damage2d6 + 6 ⇒ (1, 1) + 6 = 8
RD3:
Cairn
Vicky
Solaric
Jo
Kirk
Flofer
Abbot
Zombies
| Cairn Stern |
With the tentacles swarming most of the area and cutting off access to the demon...for now...just for now... Cairn decided to work his way around the mess and take out the enemies as he got to them. He took a short step closer to the remaining zombie near him and swung his axe down hard at its neck.
5' step to H.8. Coup de Grace zombie at I.9
damage: 2d6 + 2d6 + 2d6 + 2d6 + 7 + 2 ⇒ (4, 4) + (1, 3) + (5, 1) + (6, 2) + 7 + 2 = 35
| Flofer Nighthawk |
Round 3
Flofer blocks the bite with his shield, side-steps the horns, and continues his attack against the demon abbot with two swipes of his sword.
I once heard tell of a priest, who turned himself into a demon, he had a big head that got chopped off instead, and put an end to his dreamin'!
Longsword:1d20 + 12 + 5 ⇒ (5) + 12 + 5 = 22
Damage:1d8 + 4 + 5 ⇒ (5) + 4 + 5 = 14
Longsword:1d20 + 12 + 5 - 2 ⇒ (12) + 12 + 5 - 2 = 27
Damage:1d8 + 4 + 5 + 4 ⇒ (2) + 4 + 5 + 4 = 15
| GM Harpwizard |
Round 3
AC 30 vs. Demon. Under the effects of Smite Evil & Inspire Courage.
Solaric uses his shield to fend off an attack with the Demon's bite as well as its deadly claws, and he continues to attack the outsider with all of his might.
"You do not belong here! It is time for you to return whence you came! Let me help you in the ease of that transition!"
Warden: 1d20 + 15 ⇒ (10) + 15 = 25 (+6 BAB, +3 Str, +1 Weapon Focus, +2 Magic, +3 Smite Evil, +1 Inspire Courage)
Damage: 1d8 + 8 ⇒ (4) + 8 = 12 (+3 Str, +2 Magic, +2 Smite Evil, +1 Inspire Courage)
Warden: 1d20 + 10 ⇒ (20) + 10 = 30 (+6 BAB, +3 Str, +1 Weapon Focus, +2 Magic, +3 Smite Evil, +1 Inspire Courage)
Damage: 1d8 + 8 ⇒ (4) + 8 = 12 (+3 Str, +2 Magic, +2 Smite Evil, +1 Inspire Courage)
Confirm Critical: 1d20 + 10 ⇒ (13) + 10 = 23 (+6 BAB, +3 Str, +1 Weapon Focus, +2 Magic, +3 Smite Evil, +1 Inspire Courage)
Damage: 1d8 + 8 ⇒ (7) + 8 = 15 (+3 Str, +2 Magic, +2 Smite Evil, +1 Inspire Courage)
| 'Countess' Victoria |
"How very FORTUNATE Solaric!" Victoria cackles...
Solaric has FORTUNE - You get to roll twice and take the better of the two.
Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
| DM Zyren/ Heart of Light |
This time the demon is unable to shake the tentacle off and so his attacks are restrained and lack the strength needed to kill the paladin
Bloodletter Demon aka Abbot / Bite1d20 + 16 - 2 ⇒ (9) + 16 - 2 = 23
Damage1d6 + 6 ⇒ (4) + 6 = 10
Bloodletter Demon aka Abbot / 2 Claws1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27
Damage1d8 + 6 ⇒ (3) + 6 = 9
Bloodletter Demon aka Abbot / Gore1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19
Damage2d6 + 6 ⇒ (6, 3) + 6 = 15
---------
Bloodletter Demon aka Abbot / Bite1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28
Damage1d6 + 6 ⇒ (6) + 6 = 12
Bloodletter Demon aka Abbot / 2 Claws1d20 + 16 - 2 ⇒ (6) + 16 - 2 = 20
Damage1d8 + 6 ⇒ (8) + 6 = 14
Bloodletter Demon aka Abbot / Gore1d20 + 16 - 2 ⇒ (3) + 16 - 2 = 17
Damage2d6 + 6 ⇒ (3, 2) + 6 = 11
Kirk needed to end the round.