| DM Under a Dark Sun |
The mul Horan settles into the lotus position in the middle of the ray's broad back.
"There's not much to hold onto, which can be disconcerting, but this floater here is as stable a mount as you're ever likely to ride," he says. "Pretend you're sitting on a wide, flat rock overlooking some height, and it's the ground below that's moving, not you."
When everyone is seated, the ladder is removed and Horan places both palms on the ray's back. With a low, echoing rumble, it begins to move, rising into the air as it slides effortlessly forward, away from the ruins of Tarelon into the blowing dust of the Sea of Silt. You look back at the Wanderer and Kelestes. They wave, then are lost in the haze.
Thrilling at first, travel by cloud ray soon loses its novelty. Although it quickly rises above the low cloud of billowing silt that lies close to the surface, there's little but hazy yellow and brown clouds to see below and not much else on the horizon. You spend the day and the night flying generally northeast, sleeping fitfully aboard your strange conveyance.
As you wake the next morning, you see ragged mountains protruding from the silt below, their barren slopes shaded purple by the light that filters through the silt. Horan turns the cloud ray northwest, following the ridges while you use your cloaks to create what little shelter you can as the mid-day sun beats mercilessly upon you.
It it almost bearable again as the sun begins to set to the west, when Raun feels a stirring in her chest. The Champion's gem grows warm.
<<There - that saddle between those ridges. That's the pass we used when we returned from the campaign in Waverly. I'm sure of it.>>
Soon the Warden and Seeker are buzzing in agreement.
<<Yes, it is. I remember camping there when the Troll Scorcher's army pursued us after the battle in the plains. The Citadel was a day's march on foot, due east.>>
Laying hands on its back, Horan turns the ray again.
"Best rest if you can. We'll cover a day's march through the night and be there at dawn," he says.
Last chance for planning and spell preparation!
Edit: And a map, if you want an idea of your location. Arkhold is near the bottom in the middle of this map. Tarelon is east of that in the silt. You headed northeast, to the Mountains of the Sun, and are now heading east to the Black Isle.
| Raun |
I got nothing to prepare... oh except I changed my impressionable feat to combat reflexes.
| DM Under a Dark Sun |
Silhouetted by the rising sun, the Black Isle rises from the dusty clouds ahead, a finger of black standing tall against the bloody glare of a new day.
As you draw nearer you can make out covered paths and ruined battlements winding around the stark spire, which is crowned by a glade of thick and unexpectedly verdant trees, each one seeming to climb over another as if reaching for the sun - or simply escape. You spot a stone structure amid the choking jungle, and the glitter of water ... then Horan forces the cloud ray to dip lower, flying a circuit around the rocky citadel.
At the base of the rock, you spot a large silt skimmer tied to the remains of an old stone wall extending into the silt. Sail furled, the craft appears empty.
<<They are already inside>> the Warden says, his tone ominous as it echoes through the collective. <<If any of the old guardians remain, it will slow them down. But we must not waste any time.>>
As the cloud ray banks north, you spot a crumbling tower clinging to the side of the spire.
<<There -- the novitiate's tower!>> the Champion says. <<The seal is only two levels below that, and about a quarter circuit to the south.>>
Horan nods as the order is passed on, and the cloud ray drifts close to the tower. A hole in the side of the structure yawns open, a dark promise. Your fate is at hand.
| Grit |
Earlier, before spells are prepared
As the party rides Grit speaks to the group the the link Nnn provides. <<We now know this enemy and must prepare for him. I think we can expect similar spell tactics from him: Flight, Stoneskin, invisibility, and Freedom of Movement. Those of us capable of doing so should be prepared to dispel, counter, or otherwise deal with these defenses.>>
| Raun |
Thank goodness we took out the apprentice then :D
Raun lets the others talk about their plans to handle the Master's magic, while she focuses on preparing herself for the conflict ahead. She murmurs to herself as the ray comes in for a landing, calling upon the powers of the Champion.
Raun casts the following: Heroism, Cat's Grace, Shield, and then if it looks like there'll be room for her, Enlarge Person. She will also chug her potion of barkskin, and would like a charge of the wand of fly.
Net Effects: +10 AC (+8 if Enlarged to Huge), +4 Reflex (+3 if Enlarged), +2 Fort & Will, +2 to hit, +2 to skill checks.
| Däina |
Blah, I forgot you can't actually dispel psionic effects with dispel magic.
Daina buffs herself and gestures to move forward.
Mage armor, shield, mirror image, invisibility, fly. Also, who wants a bull's strength.
| DM Under a Dark Sun |
Blah, I forgot you can't actually dispel psionic effects with dispel magic.
Did I rule that magic =/= psionics at some point? There might have been some specific case where psionics and magic are different, but in general, dispel magic would work just fine against psionic powers. Regardless, that wasn't what I was implying with that particular note ...
| Däina |
Ah, I thought you might have. Well I will dispel away than. If he turns out to be a non-caster (or psionic), then I will just dispel whoever or whatever is buffing him. Same end.
| Raun |
I suspect we already killed the one buffing him :) His 'apprentice'. As to bulls strength, not unless noone else needs it, I've already got a +2 Str from the reliquary). I would also like a fly charge from the wand please.
| Nnn'tkklik'l |
yeah, fly would be good for me, better than my levitate belt. also, he probably has some scrolls to buff himself anyway so some dispels may not go amiss. but that is up to you to determine the relative value versus damage to him, etc. We have to keep Raun in melee with him for sure. anything to stop his jaunting is a big bonus.
| Gorkhan Trask |
Fly works for me. It'll up my base speed quite handily.
As the group approaches their goal and the warning is given, Gorkhan begins to concentrate, activating his psionic powers as well as the abilities of his mask. Today, it was do or die. Succeed and he could return to the relative obscurity of a bard working his talents, fail and he wouldn't be around to witness the destruction of their world.
Powers used: Conceal Thoughts, Chameleon, Inertial Armor
Items: Stalker's Mask - See invisibility, Darkvision, Deathwatch.
Just realized I have a couple pots of oil of keen edge but have a keen weapon. Anyone want to use the pots (piercing or slashing weapons only)?
| DM Under a Dark Sun |
The air seems to vibrate with power as the group layers enchantments on each other. Buoyed by the magic from the scavenged wand, you float into the ruined tower without touching the precariously balanced stones.
Inside, silt clogs the hall, but the walls of the fortress remain smooth and straight, as if carved by magic. Guided by the resurgent memories of the Warden, Champion and Seeker, you advance swiftly through the passages, heading toward the wide central stairs that will take you down.
You find signs of the enemy immediately. Blood smears the walls and shattered marble litters the floor where the party from the silt skimmer battled with the citadel's animated guardians. You begin coming across bodies, as well, alongside the cracked remains of crystal constructs like those you encountered in Arkhold.
You've passed half a dozen corpses by the time your reach the stairs, which lead down 20 feet or so before hooking around and descending another 20. The passage levels out, widening into a dark, columned hall.
<<The stairs to the Chamber of the Seal are in the archivist's hall, on the far side of this gallery>> the Warden says. <<We are almost there.>>
You move into the forest of columns swiftly but with caution, wary of ambush. You are about halfway to the other side when you hear the noise of a slamming door ahead. A figure stumbles into a dim puddle of light at the far end, nearly slipping on the polished stone floor.
Tall and robed in black cloth that seems to eat the light: It is the Master.
"Who ... wait! Listen! The Seal is broken! We must flee!" the figure says, running toward you. As he gets closer, light flickering through the columns illuminates a long, finely-featured face framed by dark hair that streams back from delicately pointed ears.
All the stories you heard of Dote Mal Payne described him as a human, but the Master is unmistakably an elf.
Parlay? Or roll initiative?
| Grit |
Note that Grit's buff's include Communal Delay Poison and Resist Energy Fire on everyone. And I have decided to use the Orb of Jah-hoz to become a huge earth elemental. Never used it and this may be the last dance...
I see no immediate down side to talking...
Grit, already huge tries to further block the passage. Hmm. We have always heard Dote Mal Payne was human but you are an elf. Grit says in a deep gravelly voice. Explain that to start with if you are indeed Dote Mal Payne.
Grit will not assume a huge size if the passage is not large enough to accommodate him. Nor will he cast Animal Growth on Ral if its too small.
All:
Delay Poison Communal
Resist Energy Communal - Fire
Grit:
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf
Ral:
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34
Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.
In Work
| Woki |
Woki just re-ups her air barrier hex on herself and gets ready before going down.
The halfling points her spear at the tall-one deadheart pointy-ear, shaking the lines of bones strung upon knotted cord near its end, "Seal broken, black one put seal back together. Spirits angered and must appease." She prepares a spell to wile the mind (charm person), leaving it on the tip of her tongue if the tall-one makes an aggressive move.
| DM Under a Dark Sun |
The elf licks his lips, looking back over his shoulder as if he expects the Dragon to be following.
"Payne? The necromancer? I haven't seen him since Altaruk, when he raised that mul gladiator from the dead. The others, his apprentice and the half-elf who calls himself Viper, they were in contact with him. They just hired me to move everyone around, help retrieve that sword and the book."
He takes a step forward, hands out before him.
"Listen, I didn't know what they were after. I thought it was treasure, some magic or horde of steel weapons leftover from the Cleansing Wars. But I got a look at the inscriptions on that Seal before he stabbed the villichi woman, and whatever is on the other side is no treasure. We've got to get outside - there are wards in the outer walls that prevent me from teleporting, but if you come with me to the open air I can carry us all somewhere safe - Balic, or Tyr, anywhere you like!"
He takes another step, eyes darting as if looking for an opening. Whatever's behind him, it scares him more than your bared steel.
| Raun |
Raun's anger flares at mention of the Villichi's death, thinking of poor Orryn. She steps forward menacingly, towering over the Elf.
"Dote and Viper still in room? Then we kill them, and kill dragon." she growls at him, her tattoo seeming almost to move as she leans in close, gnashing it's teeth at him. "Tell truth! How Many other. What magic!"
Intimidate: 1d20 + 24 ⇒ (12) + 24 = 36
I'd also like to know if there's room for Raun to be huge.
| Grit |
Slightly confused. This guy is saying he has not seen Payne but then seems to be suggesting that Payne stabbed the villichi woman. Which is it?
Grit considers the elf's words. Sense Motive: 1d20 + 10 ⇒ (7) + 10 = 17 He then adds It matters not if you are being fully truthful. With what you have helped bring about with your own hand there is no place safe you can teleport to. We are here to stop this thing before it is fully completed if we can. You must help us or you will not survive. Will you help?
Diplomacy Assist: 1d20 + 3 ⇒ (3) + 3 = 6
| DM Under a Dark Sun |
Raun, you can go huge, but you might have to squeeze through some doorways, etc.
The elf psion flinches under Raun's gaze but is too terrified to be cowed.
"You're not hearing me. Payne isn't here - never was, not since Altaruk. The half-elf, the Viper, he killed the villichi, impaled her with that steel sword, spilling her blood all over the seal," he says. "Everyone else is dead. The Seal is broken and whatever was on the other side is coming through!"
As he says the words, the stone beneath your feet seems to shudder. Not a full-blown quake but ... something.
The elf yelps in fright, then his eyes narrow with determination.
"Fine, stay here and die," he says, before disappearing from sight, accompanied by the scent of ozone. He reappears a moment later, almost to the door you used to enter the columned hall, and continues running.
No map, just all of you and the elf in a large, columned hall more than a 100 feet in all directions. The elf teleported 65 feet away with a supernatural ability, then ran another 40 feet after that. Gorkhan is the only one to beat the elf's initiative and so could attack before he 'ports (although it's not a spell, so you can't disrupt it). Everyone else goes after the teleport.
Grit: 1d20 + 3 ⇒ (10) + 3 = 13
Gorkhan: 1d20 + 11 ⇒ (20) + 11 = 31
Raun: 1d20 + 3 ⇒ (1) + 3 = 4
Nnn'tkklik'l: 1d20 + 3 ⇒ (6) + 3 = 9
Däina: 1d20 + 9 ⇒ (1) + 9 = 10
Woki: 1d20 + 4 ⇒ (8) + 4 = 12
The Master: 1d20 + 10 ⇒ (8) + 10 = 18
| Raun |
Kay. Raun is huge then :)
Raun blinks, looking quickly around as the elf disappears from view. She frowns after him, but then looks in the direction he'd just run from, then back to Daina, waiting to see if she will cast her usual spell (haste).if she doesn't then Raun charges off after the man anyway, soaring over the heads of her friends to come down hammer first upon the fleeing mage/psionicist and completely missing.
Earthbreaker: 1d20 + 23 ⇒ (1) + 23 = 24
Damage (Vital Strike): 4d10 + 30 ⇒ (1, 4, 1, 2) + 30 = 38
Raun is raging taking spider climb and displacement as her arcana
Spells on Raun: Heroism, Cat's Grace, Enlarge Person, Shield, Potion of Barkskin (+4), Fly (From wand)
Net Effects: +8 AC, +3 Reflex, +2 Fort & Will, +2 to hit, +2 to skill checks, damage increased a step 2d10+30 hammer damage, 2d8+7 bite damage, 15 foot reach.
| Gorkhan Trask |
<<We failed to stop the seal from being broken, and something is coming through. Let's not waste time and resources on the little fish and focus on stopping the world from ending, yes?>> Gorkhan transmits to the others moving towards the direction the man came.
| Grit |
<< I concur. We can deal with that one later IF there is a later. I for one would prefer to take vengeance on this Viper if vengeance is to be had. And I am pleased to know that the enemies teleporter and support caster has deserted them. >>
| Däina |
Daina narrows her eyes but remains silent and invisible, preferring to remain unknown.
Sense Motive: 1d20 + 10 ⇒ (6) + 10 = 16
If he seems to be telling the truth let's go fry the bigger fish.
| Raun |
Well Raun's in a rage, so she's gonna keep chasing him until he gets away or she smushes him :p
| DM Under a Dark Sun |
Raun roars in frustration as the elf disappears from sight, but turns it into a battle cry as he reappears a few dozen yards away. She sprints after him in pursuit, hammer raised to smear him against one of the room's columns.
Raun attack: 1d20 + 23 ⇒ (7) + 23 = 304d10 + 30 ⇒ (2, 6, 10, 1) + 30 = 49
Raun attack: 1d20 + 23 ⇒ (19) + 23 = 424d10 + 30 ⇒ (8, 5, 2, 1) + 30 = 46
Her hammer arcs out as she catches up with him, the heavy stone head crashing into him and pushing him back like a rag doll. Bones crunch, but the injured elf manages to blink away again, reappearing on the other side of the door leading from the columned chamber. Raun lowers her head and charges after.
When she raises her eyes, the elf has reappeared. Stumbling, he's too slow to evade her again - her hammer slams down, reducing the talented psion to a pile of meat and shattered bone. So ... Raun spends two rounds chasing and smashing, then 1 round flying at full speed to catch back up. So she's 3 rounds behind everyone else.
Sensing the futility of trying to stop the enraged warrior, the rest of the group turns to the doorway from which the elf came. The ground quivers again as you reach the portal. Beyond, broad stairs lead deeper into the citadel.
The party passes another 50 feet or so into the earth before reaching the base of the stairs, evidently the site of another battle with the citadel's guardians. Blood and bodies litter the area - the combat appears to have been mutually destructive for most.
To the west, crystal stones set into the ceiling cast eerie light into a long hallway. Stairs rise at the far end to wide, rune-carved platform containing what's left of the seal. The bronze seal is cracked and warped, the metal discolored. At the center of it, a sword impales the villichi sister and the copy of the Argent Codex stolen from Arkhold. Cracks widen as you watch, rays of black fire lancing up into the chamber as whatever is on the other side works to break free.
Midway up the stairs, the half-elf you know as the Viper sits slumped against the stone rail. A dark stain spreads across his chest and you can see a crystal vial on the floor next to him. His eyes are closed as you enter but he seems to be breathing.
| Nnn'tkklik'l |
do i think bringing Orryn back is a possible way to strengthen the seal back up? I have Psionic Revivify so it is feasible that i could bring her back, within a number of rounds equal to ((her level -1)*2)+1
| Grit |
Note that both Grit and Ral should be huge at the moment.
Grit flies forward intent on trying to somehow repair the broken seal if possible or at least delay the complete destruction of the seal to buy some time. Perhaps his stone cunning or elemental form and ability to meld into stone will be of use...
Unless he is told not to do so he commands Raj to attack the viper. Ral, take the viper down! Grit says as he flies towards the seal.
I understand that it may be he has knowledge we need, but I doubt we can get it out of him. And the Tigone will likely do enough non-lethal so that it does not kill him. Plus the viper is out of Pounce range at the moment unless we become hasted
Note he has a fly speed of 60 at the moment.
All:
Delay Poison Communal
Resist Energy Communal - Fire
Grit:
Temp Hit Points - 30
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf
Ral:
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Animal Growth
Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34
Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.
In Work
| DM Under a Dark Sun |
Nnn, RE revivify: You could, but it wouldn't do much good unless you first 1) removed the sword staked through her chest, and 2) moved her away from the otherworldly black flames licking her body from the cracks in the seal. As is, she'd immediately die again.
Daina utters a cantrip and holds her breath, concentrating as she tries to take in the scene and make sense of the confusion of auras. The entire hall seems to vibrate with barely-contained power, but she can pick out a few details: The dark stain on the half-elf's body isn't blood, but a spreading shadow laced through with the fingers of necromantic and transmutative magics. Other, less powerful, auras cover the half-elf, spells or items of protection and enhancement.
On the dais, the individual spells and ritual auras are too powerful and foreign for Daina to recognize without more time for study. But it is clear that powerful abjuration magic as well as psionics were used to create the seal - and they are now unraveling, irreversibly. Something otherwordly is seconds away from breaking through.
With a thought Grit and Ral fly toward the dais. (10-foot squares, so a double-move while flying puts you on the first square of the stairs.) Gorkhan advances, too, keeping to cover among the pillars to the south. As they approach, the half-elf rises to his feet and retreats up the stairs. He moves swiftly, his form seeming to blur as he does. You see the dark stain, now covering his chest and arms, begin to creep up his neck.
"Followed the bread crumbs to the very end, I see. Payne said you would. Like a tembo with the scent of blood, he said."
The half-elf coughs, gasping as if emerging from a warm hut into the cold desert air.
"You know, I think he was impressed that you found all of old Kalak's clones. Furious, but impressed. Didn't want to take any chances after that. So here we are on the other side of the world ... while Payne takes his time picking through Kalak's treasury. I hear the rest of the "Heroes of Tyr" are a bit preoccupied at the moment, some little war with Urik. Not sure if that was the necromancer's doing or not, but I wouldn't be surprised. He leaves nothing to chance."
The half-elf's voice drops an octave as the shadow envelops the rest of his head. His eyes burn with the blue-white flame of distilled spirits.
"I'll let him know you made it this far," the Viper says. "I don't think you'll have the chance."
Behind him, the seal shudders again, the bronze peeling back as if melting under a flame.
Raun is 2 rounds behind you now. If anyone takes an offensive action, go ahead and roll initiative, as well and I'll figure out combat order then.
| Nnn'tkklik'l |
Alright, metagame question here:
Is me saving the villichi girl going to spoil the encounter? If not, would it make any appreciable difference in our favor?
Less metagame question:
Is she alive at all still?
1. If she is alive, I will move forward and pull her into the collective.
2. If she isn't alive, but saving her won't ruin the encounter, then I will double move with flight to the base of the stairs like the others.
3. If she isn't alive, but saving her would spoil the encounter, I will fly to a position mirroring Gorkhan's, but on the north section of pillars.
| Däina |
<<Everybody wait! Just give me a moment to figure out what's going on in here...>>
Daina will keep concentration for 3 rounds to learn as much as she can. Feel free to roll any needed spellcraft or knowledge checks.
| Grit |
Daina, when you said "wait" do you intend that to mean we should not attack the Viper? Cause I'm thinking its clobbering time. :) DM, can an air-walking Ral pounce upon the Viper from his current location?
All:
Delay Poison Communal
Resist Energy Communal - Fire
Grit:
Temp Hit Points - 30
Frostbite
Longstrider
Barkskin +4
Resist Energy Lightning
Resist Energy Cold
Resinous Skin
Echolocation
Freedom of Movement
Stoneskin
Aspect of the Wolf
Ral:
Frostbite
Longstrider
Barkskin +4
Air Walk
Greater Magic Fang
Animal Growth
Init +4; Senses low light vision, Scent; Darkvison Perception +18
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+7 armor, +4 Dex, +6 natural, +2 Deflect, -2 Size )
DR 5/-, elemental traits
hp 150 (10d8+44) +8 con = 40 more hp
Fort +18, Ref +10, Will +15; +2 vs. Poison and Disease
--------------------
Offense
--------------------
Speed 30 ft. Fly 60, Earth Glide
Melee 2 Slams +18 (2d8+10+1d6 acid)
Swift Action Trip
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 13, Wis 20, Cha 12
Base Atk +7; CMB +18, 20 to trip; CMD 34
Elemental Template:
*Darkvision 60’
*Damage reduction 5/-. This increases to DR 10/- at 11th level.
*Immune to critical hits, bleed, paralysis, poison, sleep effects, and stunning.
*Immunity to fire, cold, electricity or ACID (choose one when you change form).
*Once per use of wild shape, as a swift action, you can shroud your limbs in the energy type to which you are immune. For one round per level your natural attacks deal +1d6 points of damage of the chosen energy type.
Tigone
Animal Companion
Tigone
N Large Animal
Init +4; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 24 (+4 Dex, +11 natural, +4 Armor, -1 size)
hp 82/82 (9d8+36)
Fort +11, Ref +13, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion
--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +13 (2d6+6 plus grab) and
2 claws +12 (1d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d6+6 plus grab)
--------------------
Statistics
--------------------
Str 24, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)
Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite
Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception
--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Tigone
Animal Companion
Tigone
N Huge Animal
Init +3; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 24 (+3 Dex, +11 natural, +6 Armor, +3 Barkskin, -2 size)
hp 100/100 (9d8+54)
Fort +13, Ref +12, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities: Evasion, Devotion
--------------------
Offense
--------------------
Speed 40 ft./50 ft. with Longstrider
Melee bite +18 (2d6+12 plus grab) and
2 claws +16 (1d6+11 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +16, 1d6+11 plus grab)
--------------------
Statistics
--------------------
Str 32, Dex 16, Con 22, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +18 (+22 grapple); CMD 32 (36 vs. trip)
Feats Armor Proficiency (light), Improved Natural Armor, Improved Natural Weapon (Bite), Lightning Reflexes, Weapon Focus Bite
Tricks Air Walk, Attack, Attack, Attack Any Target, Defend, Down, Fighting, Guard, Seek, Stay, Track
Skills Acrobatics +7, Climb +10, Perception +9, Stealth +3, Swim +10
SQ air walk, attack any target, defend, devotion, fighting, guard, seek, track
Other Gear +1 studded leather, battle fetish - +1 NA, +1 resistance, +2 perception
--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiatack / Extra Attack at -5
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
| DM Under a Dark Sun |
| Däina |
<<We could wait for Raun first.>> Daina suggests.
Want to catch everybody with a single haste if possible. If not, she will hit as many as possible.
| Grit |
The druid moves up with a single flying move and tries to figure out if anything can be done to help the seal last even a few more rounds.
Perception: 1d20 + 17 ⇒ (18) + 17 = 35
Grit does not call off the cat and the huge Ral charges at the thing that was once the Viper. It pounces and upon the once man and attempts to shred him. Each tooth and claw is bolstered by the druid's Greater Magic Fang spell making the attacks magic.
Not rolling Frostbite as you mentioned he was now undead - but if non-lethal matters then each attack is an additional 1d6+10
Bite: 1d20 + 18 ⇒ (10) + 18 = 282d8 + 12 ⇒ (3, 8) + 12 = 23
Grab: 1d20 + 22 ⇒ (5) + 22 = 27
Claw: 1d20 + 18 ⇒ (20) + 18 = 381d8 + 12 ⇒ (6) + 12 = 18
Grab: 1d20 + 22 ⇒ (12) + 22 = 34
Claw: 1d20 + 18 ⇒ (16) + 18 = 341d8 + 12 ⇒ (2) + 12 = 14
Grab: 1d20 + 22 ⇒ (4) + 22 = 26
Rake: 1d20 + 18 ⇒ (17) + 18 = 351d8 + 12 ⇒ (7) + 12 = 19
Rake: 1d20 + 18 ⇒ (10) + 18 = 281d8 + 12 ⇒ (7) + 12 = 19
Confirm on the Claw: 1d20 + 18 ⇒ (7) + 18 = 251d8 + 12 ⇒ (4) + 12 = 16
| Woki |
Woki calls to the spirits to aid and protect herself and her comrades before soaring up a little higher to see what is going on with the seal. <<Spirits angry and loud. Bad thing coming soon.>>
Casting Magic Circle vs Evil on self.
| DM Under a Dark Sun |
Ral pounces on the transformed half-elf, tearing at the Viper's shadowy flesh. His claws tear away patches of the strange stuff, although the Viper appears somewhat resistant to the damage and impossible to pin down. Laughing, he dances out of the tigone's clutches and adopts a defensive stance, drawing a long rapier with two parallel blades and, in the other hand, a slim bone stiletto
"Kill me if you can, but he'll only bring me back, plucking my soul from the Gray and funneling it into some immortal vessel. You, on the other hand, will be devoured, your soul snuffed out like a candle in a sandstorm," he says, as the rest of the group advances toward the dais.
Up close, Grit can tell that the seal is too damaged to hold. Blackened cracks spread across the bronze seal as he watches, but he thinks he could slow the process, at least for a few seconds, by plugging the holes with his own elemental body. You could buy the group a round or two, but you'll be at ground zero when the seal fails and ... whatever ... comes through.
As the druid deliberates, the Viper launches a counter-attack, directing a flurry of blows against Ral. Only one strikes true, but it strikes deep. The blade emerges from the tigone's flesh red with blood. Ral takes 24 damage.
Daina, let me know if you hold haste or go ahead and cast. Raun is now 1 round behind you.
~~~~~~~~oo~~~~~~~~
You're up!
Combat Round 2
Initiative Group 1: Däina, Nnn'tkklik'l, Raun, Gorkhan, Grit, Woki
Initiative Group 2: The Viper.
1-20 misses the Viper: 1d100 ⇒ 71
1-20 misses the Viper: 1d100 ⇒ 97
1-20 misses the Viper: 1d100 ⇒ 84
1-20 misses the Viper: 1d100 ⇒ 63
1-20 misses the Viper: 1d100 ⇒ 75
Viper sword strike vs Ral: 1d20 + 17 - 2 + 3 ⇒ (5) + 17 - 2 + 3 = 231d8 + 8 ⇒ (1) + 8 = 9
Viper sword strike vs Ral: 1d20 + 17 - 2 + 3 ⇒ (18) + 17 - 2 + 3 = 361d8 + 8 ⇒ (5) + 8 = 13
Crit confirm: 1d20 + 17 - 2 + 3 ⇒ (15) + 17 - 2 + 3 = 331d8 + 8 ⇒ (1) + 8 = 9
Viper stiletto strike vs Ral: 1d20 + 16 - 2 + 3 ⇒ (4) + 16 - 2 + 3 = 211d4 + 6 ⇒ (1) + 6 = 7