Cerise "Ci Ci" Barchetta |
Ci Ci draws her Aberration-bane darkwood club and offers it to the group.
"If any of you wishes to use this, it bears the same sort of enchantment as the sword. It should be able to harm the enemy, too."
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
If someone lacks the ability to breathe underwater, Mara could fill her empty 3rd lvl spell slot with Water Breathing instead of another Heroism.
DM_Delmoth |
Buff durations gone:
Cast at the beginning of the day, dawn: 3 hours
Cast as you entered the Snarl: 15 minutes
Cast right before you enter the lake: 10 minutes
I’m assuming everyone can breathe water and moves freely in water, ala freedom of movement. If this is not the case let me know.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Does anyone have stat damage/drain? Mara has a Restoration spell memorized. Alternately, she could have memorized another Ride the Waves instead.
Cerise "Ci Ci" Barchetta |
I have 4 points of Charisma damage (drain?) that I have tried to heal to no avail. I would be very appreciative of a Restoration attempt!
Dervak |
As we begin searching the lake for the Great Old One, Dervak will remain close to as many other PCs as possible for the Shake it Off bonus.
His best saves will require Rage and Channel Vigor, but the search may take too long for such short-duration effects. He won't use those until he knows where the beast is.
DM_Delmoth |
As you descend the lake's gentle slope you’re slowly engulfed by the clear lifeless water. Despite its clarity the water around you seems dark and claustrophobic. The lake is cold even though it is constantly baked by the sun. No animal swims in the waters and only strange fungal filaments live here. As you walk the pull on Ci Ci and Allegra’s mind grows stronger with each step until everyone begins to feel hooks in their mind tug them closer and downwards.
After walking for at least a thousand feet the pull is almost irresistible, you’re getting close but you still can’t determine Xhamen-dor’s precise location. At this point the perception DC would be 63
Assuming one move action each round you have 6 rounds before I roll init and kick the combat off officially.
Dervak |
Will, vs Mind-Affecting: 1d20 + 14 + 4 ⇒ (12) + 14 + 4 = 30
Whew! Made it. Another +3 if in a block with Mara, CiCi, and Allegra.
Dervak casts Channel Vigor with his spirit as his focus target (+6 competence bonus to Will saves, as well as Bluff and Intimidate which will not matter).
He walks forward, looking to remain with his comrades.
Will save now goes to a +24 vs mind-affecting, or +27 in a block with the other 3 who have Shake it Off. Not raging just yet.
"Mara, Theophilus, can we get some luck?"
I would suggest Fortune Hex on whoever has the worst Will saves first; that is probably not Dervak so don't get him first.
Cerise "Ci Ci" Barchetta |
Will Save vs DC 29: 1d20 + 17 + 2 + 3 ⇒ (13) + 17 + 2 + 3 = 35
Ci Ci calls upon her power, as well as a packet of diamond dust, to harden her skin for the coming battle.
(Casting stoneskin)
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Before they entered the lake, Mara recited a prayer to heal Ci Ci's ability drain.
Casting Restoration to heal her Charisma drain.
She urged the party to stay together in a tight formation as they made their way through the water.
Hopefully everyone can get their Shake it Of bonus.
Will, Heroism, Shake it Off, Foe of the Strange: 1d20 + 21 + 3 + 3 + 1 ⇒ (2) + 21 + 3 + 3 + 1 = 30
Almost failed on a 1!
When she sensed that the great evil was nearing, she prayed for courage to maintain her composure, and that of her allies.
Casting Remove Fear on herself, Allegra, Ci-Ci and Theophilus. The next round she will likely use her Pearl of Power to recall the spell, unless someone seems confused.
DM_Delmoth |
The Mad Hatter can’t help but dog-paddle forward inexorably toward the Great Old One. Bits of sediment plume into the water around you and undulate in strange ways. You’re still having trouble finding Xhamen-dor, but you feel its presence watching you. I have an arrow pointing the way in which Theo must move each round.
Initiative
Allegra: 1d20 + 1 ⇒ (12) + 1 = 13
Ci Ci: 1d20 + 6 ⇒ (20) + 6 = 26
Dervak: 1d20 + 6 ⇒ (19) + 6 = 25
Mara: 1d20 + 8 ⇒ (13) + 8 = 21
Mara, Temporal Celerity: 1d20 + 8 ⇒ (14) + 8 = 22
Mara, Temporal Celerity, mk2: 1d20 + 8 ⇒ (6) + 8 = 14
Theo: 1d20 + 13 ⇒ (12) + 13 = 25
Xhamen-dor: 1d20 + 11 ⇒ (12) + 11 = 23
Round 1
Ci Ci <-------------
Dervak <-------------
Theo <-------------
Xhamen-dor
Mara
Allegra
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Earlier:
Mara responded to Ci Ci, "If no-one else is going to, I'll carry it. although I doubt I'll use it much."
I highly doubt that Mara will be entering melee with a Great Old One, But I suppose she might as well carry the Aberration Bane darkwood club.
Cerise "Ci Ci" Barchetta |
"I carry weapons as a last resort, but I get the feeling if I am resorting to hand to hand combat against whatever is in that lake, then we're pretty much doomed. At least this way, you may have a chance to use it effectively," Ci Ci replies, handing the club to Mara.
Theophilus Carter |
A Cold Morning by The Lake
Theophilus wakes up a bit late. A plethora of coffee cups scattered about the ground near him. The Witch rises from his lawn chair. He yawns, scratches his eyes, swigs some mouthwash. He turns to look at the White Rabbit.
You actually allow me to sleep in?** spoiler omitted **
Oh? Anything amazing and new?
** spoiler omitted **
Theo doesn't seem to excited after their talk.
He does cast spells, once they are ready to go for a swim.
Self: Mage Armor, See Invisibility, Heroism Everyone: lucky numbers Dervak: Feather Step[dice=Luck Number in order Allegra, CiCi, Dervak, Mara, Theo]5d20
** spoiler omitted **
Theo feels a bit uncomfortable....
So, he is getting pulled? But he still has a Standard?I feel a somewhat eagerness to meet our Great Old One. I am not certain, but, I believe it is mostly against my will.
He shrugs.
Should I just ride it out? Or Teleport the f*#% away from here?
Dervak |
"Can you summon something and then get out of here?"
Dervak will delay, I guess - mechanically, I want him to be moving with Mara, CiCi, and Allegra, and so Delay seems necessary to make that happen.
DM_Delmoth |
Theo can combine two standard actions over two turns to summon if he likes.
DM_Delmoth |
As you hesitate at the bottom of the unnamed lake at the edge of the Cradle of Heaven, your magic begins to fail you. Luckily no spell ended that immediately threatened your existence.
Perception DC 16, everyone should auto-succeed
Reality itself bends around Xhamen-dor in disturbing curves, but you manage a glimpse from your peripheral vision. Nearly 120ft ahead of you stirs a dark form of immense size. Tangles of hairlike fungal filaments writhe with nauseating purpose. Bone lay in a tangled wriggling mass arrayed around a central draconic skull.
Greater dispel magic: 1d20 + 20 ⇒ (17) + 20 = 37
Which spell, Allegra: 1d15 ⇒ 12
Which spell, Ci Ci: 1d2 ⇒ 1
Which spell, Dervak: 1d13 ⇒ 6
Which spell, Mara: 1d6 ⇒ 2
Which spell, Theophilus: 1d3 ⇒ 3
Spell snipe: 1d20 + 35 - 20 ⇒ (1) + 35 - 20 = 16
The following spells end
Allera: Extended Magic Vestment
Ci Ci: Heroism
Dervak: Redundant Ride the waves, lol
Mara: Barkskin
Theophilus: Heroism
PCs are go!
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara swam forward and called out, "Mommy, we all need to be imbued with orcish warrior's spirit to overcome this abomination!"; she intoned a prayer.
Moving forward 30 ft and casting Blessing of Fervor on the party:
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
•Increase its speed by 30 feet.
•Stand up as a swift action without provoking an attack of opportunity.
•Take one extra attack as part of a full attack action, using its highest base attack bonus.
•Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
•Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
I don't think Mara can select an option until her next turn, so she can only move 30 ft.
Hopefully she'll 'cast' Haste next round (but perhaps not on Theo?).
Theophilus Carter |
Theo feels less heroic, as he streams along with purpose. Although, the Mad Hatter is--almost--certain, not by his desire.
Theo careens about the waters, his hand on his hat. He watches ahead the black inky darkness of a blob that seems to be directly in his future.
I may Teleport out of here before reaching Him for a kiss!
Theo recasts Heroism; flipping the Inkblot the bird!
Ha! Had it twice!
Dervak |
"That may be wise, my friend."
Dervak strides forward along the bottom of the lake, Teralindar's Honor in hand. He takes a moment to cast Cat's Grace.
Ending adjacent to Mara, with room for Allegra next to him and CiCi behind. Taking the +2 Attack/AC/Ref this round, for total AC 35.
He still does not Rage.
DM_Delmoth |
Ci Ci and Allegra are up. Theo I went ahead and moved your token up for the second round.
Cerise "Ci Ci" Barchetta |
"Diasporatum!" Ci Ci intones, pointing at the eldritch horror, and unleashing her hatred upon it.
Ranged Touch Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Spell Resistance: 1d20 + 17 ⇒ (18) + 17 = 35
Disintegrate, DC 22 Fort for less damage: 26d6 ⇒ (4, 1, 6, 6, 1, 3, 5, 5, 5, 4, 3, 4, 3, 4, 3, 6, 4, 5, 6, 3, 2, 5, 5, 4, 5, 4) = 106
Lesser Damage: 5d6 ⇒ (4, 5, 6, 5, 1) = 21
Allegra Gavrospex |
Allegra moves to keep pace with Theo, casts Divine Power, and spends a fervor to bring Sacred Armor and Sacred Weapon online. She'll take the +2 AC/atk from blessing of fervor.
AC 34
DM_Delmoth |
Round 2
Fort vs Disintegrate: 1d20 + 15 ⇒ (12) + 15 = 27
The green ray from Ci Ci’s fingers strikes the massive pile of rotting detritus and bones. A small portion of it becomes a dusty cloud that drifts slowly in the placid waters. You see it regrow that portion of itself very quickly.
Even though you are surrounded by water, breathing water, and generally well hydrated. All the water within your body seems to leave of its own accord. Your flesh begins to crack, wither, and crumbles to nothing.
Horrid Wilting: 20d6 ⇒ (4, 6, 1, 5, 1, 3, 2, 4, 1, 1, 5, 4, 1, 1, 1, 4, 6, 1, 2, 5) = 58 Fort DC 26 reduces to half (29)
Even though you resisted the pull of the Inmost Blot temporarily, it’s intrusion into your mind does not cease or tire. You’re being reeled in closer and closer, it's all you can do resist stepping closer to it.
Everyone but Theo must make a DC 29 will save this round, and every round from here on out to avoid succumbing to its unspeakable presence. If you fail you must use a move action during your turn to move closer. This is a mind affecting effect and foe of the strange trait applies.
PCs are go
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Fortitude, Heroism, Shake it Off: 1d20 + 13 + 3 + 1 ⇒ (20) + 13 + 3 + 1 = 37
Will, Heroism, Foe of the Strange, Shake it Off: 1d20 + 21 + 3 + 1 ⇒ (5) + 21 + 3 + 1 = 30
Mara resisted the maddening lure of the horrifying mass. She concentrated, speeding up the flow of time for her allies. "May Sarenrae guide your sword arms!"
Using Speed or Slow Time (Haste) on everyone except Theo. Moving next to Ci Ci to increae her bonus from Shake it Off.
Blessing of Fervor option: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Dervak |
Fort vs Horrid Wilting DC 29, Shake it Off +2: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
Will vs Unspeakable Presence DC 29, Channel Vigor +6, Mind-Affecting, Shake it Off +2: 1d20 + 14 + 6 + 4 + 2 ⇒ (20) + 14 + 6 + 4 + 2 = 46
Dervak endures the creature's attack, and remains in control of his mind.
He takes the benefits of agility and accuracy from Mara's blessing +2 AC, Attacks, Reflex. Using the greater speed from Haste, he quickly closes the distance with the abomination. Move 50' with a single move (which could be up to 60'); unsure of its reach, but stopping 35' away.
"GORRRUMMM!"
Dervak then Rages (+6 Str), casting Bladed Dash through Greater Bloodrage; he flashes 30' through the water, ending adjacent to the Inmost Blot and striking at it with Teralindar's Honor. Movement from Bladed Dash does not provoke AOOs, so it's a way to safely close with this thing.
Attack, Heroism +2, Bladed Dash +4, BoF +2: 1d20 + 22 + 2 + 4 + 2 ⇒ (8) + 22 + 2 + 4 + 2 = 38
Damage: 1d10 + 33 + 2d6 ⇒ (2) + 33 + (5, 5) = 45
With his remaining standard action, he attacks again.
Using Destined Strike 1 of 5 and fighting defensively.
Attack, Heroism +2, Destined Strike +8, Defensively -4, BoF +2: 1d20 + 22 + 2 + 8 - 4 + 2 ⇒ (1) + 22 + 2 + 8 - 4 + 2 = 31
Using 1/Rage Certain Strike to reroll that.
Attack, Heroism +2, Destined Strike +8, Defensively -4, BoF +2: 1d20 + 22 + 2 + 8 - 4 + 2 ⇒ (12) + 22 + 2 + 8 - 4 + 2 = 42
Damage: 1d10 + 33 + 2d6 ⇒ (10) + 33 + (4, 3) = 50
AC is 43: 10 +8 Armor, +4 Shield, +4 Dex, +2 Deflection, +5 Natural, +5 Luck, +2 Blessing of Fervor, +3 Fighting Defensively.
Cerise "Ci Ci" Barchetta |
Fortitude Save, DC 26: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Will Save, DC 29: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33
Ci Ci calls upon her power, channeling it through the rod to enhance it. She sends a swarm of magical bolts towards the thing.
Spell Resistance: 1d20 + 17 ⇒ (11) + 17 = 28
Empowered Magic Missile: 5d4 + 5 ⇒ (4, 2, 1, 4, 4) + 5 = 20 (+50% = 30 points)
DM_Delmoth |
Dervak is favored by Gorum today as he dashes in close to what remains of the Xhamen-Dor. Teralindar’s Honor strikes true. Dervak notices tangles of nearly invisible and incredibly strong threads. They grasp and coil around his limbs but thanks to his magical preparations they find no purchase. Hit and hit, it has DR but you have no chance of beating it.
Ci Ci powers through the Blot’s mastery of magic and her missiles strike chunks of questionable flesh and bone from it.
Action to Theo and Allegra, they still need to each give me saves vs horrid wilting (fort DC 26, 58/29 damage). Allegra needs to save vs unspeakable presence (will DC 29, failure means you must make at least a move action to move closer to it). Theo failed this earlier and must make a move action closer during his turn.
Theophilus Carter |
Theophilus quickly starts looking for a spot to weigh anchor. Or lay anchor? He would like to be tied to an anchor that is embedded into the solid ground?
He doesn't see any of that; so, instead he continues to get pulled toward that beautiful bot of jelly!
Fort DC 26: 1d20 + 14 ⇒ (18) + 14 = 32
Theo winces at the subtraction of H2O from his pores!
I hate you!
The Witch cast Flesh to Stone.
Fort DC 24
Caster level vs SR: 1d20 + 13 + 2 + 2 ⇒ (20) + 13 + 2 + 2 = 37
Allegra Gavrospex |
Fort 29 vs Horrid Wilting: 1d20 + 17 + 3 + 1 ⇒ (19) + 17 + 3 + 1 = 40 29hp wipes out...most of her temp hp
Will vs Unspeakable Presence: 1d20 + 19 + 3 + 1 ⇒ (3) + 19 + 3 + 1 = 26 Allegra falls victim to the horrors of the beast, and she approaches it.
+2/+2 from blessing of fervor. Spending a fervor to cast Channel Vigor (spirit), move action to approach 60 ft (haste), and then a single attack from 10 ft away. AC 35
Improved Vital Strike, Enlarged, Heroism, BoF, Divine Power, Sacred Weapon, Haste, Power Attack: 1d20 + 17 + 0 + 3 + 2 + 5 + 3 + 1 - 3 ⇒ (14) + 17 + 0 + 3 + 2 + 5 + 3 + 1 - 3 = 42
Damage: 9d6 + 10 + 5 + 9 + 5 ⇒ (4, 3, 6, 1, 5, 5, 2, 2, 3) + 10 + 5 + 9 + 5 = 60
Intimidate(Cornugon Smash): 1d20 + 24 ⇒ (3) + 24 = 27
DM_Delmoth |
Theo sees bright multicolored letters as he tries to petrify this particular end of the world, I-M-M-U-N-E.
Allegra, with a mighty chop of her axe, cuts through a sickening amount of dead flesh and fungus. It is not phased by her frightening attack. Hit, Theo sees another set of multicolored letters.
Then an utter and complete despair overcomes Allegra in the face of the overwhelming creature before her. She stands motionless and lets Xhamen-dor devour her.
Allegra does not get dex or dodge bonuses vs these attacks so only a 1 will miss.
AoO, bite: 1d20 + 35 ⇒ (2) + 35 = 37 Hit
Bludgeoning: 2d8 + 14 ⇒ (8, 1) + 14 = 23
Bite: 1d20 + 35 ⇒ (3) + 35 = 38 Hit
Bludgeoning: 2d8 + 14 ⇒ (5, 6) + 14 = 25
Tentacle 1: 1d20 + 35 ⇒ (1) + 35 = 36 Miss
Tentacle 2: 1d20 + 35 ⇒ (3) + 35 = 38 Hit
Bludgeoning: 2d6 + 14 ⇒ (4, 2) + 14 = 20
Tentacle 3: 1d20 + 35 ⇒ (14) + 35 = 49 Hit
Bludgeoning: 2d6 + 14 ⇒ (2, 5) + 14 = 21
Plus rend: 2d6 + 21 ⇒ (4, 5) + 21 = 30
Tentacle 4: 1d20 + 35 ⇒ (20) + 35 = 55 Hit
Bludgeoning: 2d6 + 14 ⇒ (2, 6) + 14 = 22
Tentacle 4, confirm: 1d20 + 35 ⇒ (14) + 35 = 49 Confirmed
Bludgeoning: 2d6 + 14 ⇒ (3, 5) + 14 = 22
163 damage to Allegra. If for some reason that does not kill Allegra or she is brought back by breath of life, I need a fort DC 29 for the next 4 rounds from her.
PCs are up in round 3
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara doesn't have the movement to reach Allegra for Breath of Life. :(
Will, Heroism, Foe of the Strange: 1d20 + 21 + 3 + 1 ⇒ (1) + 21 + 3 + 1 = 26 It was pretty much inevitable :(
Mara felt a sense of helplessness as Allegra got torn apart in front of her. She swan forward and tried to revive Theo's will to live.
Casting Unbreakable Heart on Theo. No idea if this will help.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Might as well attempt a knowledge check, or maybe that makes things worse?
Knowledge Dungeoneering, Herorism: 1d20 + 19 + 3 ⇒ (11) + 19 + 3 = 33
Dervak |
+35 to hit? I thought I might have gone overboard with Dervak's AC, but I guess it was nowhere near enough.
Will vs Unspeakable Presence DC 29, Heroism +2, Channel Vigor +6, Mind-Affecting: 1d20 + 19 + 2 + 6 + 4 ⇒ (16) + 19 + 2 + 6 + 4 = 47
Dervak does his best to destroy the creature. He holds nothing back, knowing he has to finish this or die.
Using Destined Strike on every attack, and not fighting defensively.
Attack, Heroism, BoF, Destined Strike 2 of 5: 1d20 + 22 + 2 + 2 + 8 ⇒ (8) + 22 + 2 + 2 + 8 = 42
Damage: 1d10 + 33 + 2d6 ⇒ (10) + 33 + (4, 1) = 48
Hasted Attack, Heroism, BoF, Destined Strike 3 of 5: 1d20 + 22 + 2 + 2 + 8 ⇒ (10) + 22 + 2 + 2 + 8 = 44
Damage: 1d10 + 33 + 2d6 ⇒ (5) + 33 + (4, 6) = 48
Secondary, Heroism, BoF, Destined Strike 4 of 5: 1d20 + 17 + 2 + 2 + 8 ⇒ (7) + 17 + 2 + 2 + 8 = 36
Damage: 1d10 + 33 + 2d6 ⇒ (8) + 33 + (4, 3) = 48
Tertiary, Heroism, BoF, Destined Strike 5 of 5: 1d20 + 22 + 2 + 2 + 8 ⇒ (10) + 22 + 2 + 2 + 8 = 44
Damage: 1d10 + 33 + 2d6 ⇒ (7) + 33 + (4, 5) = 49
Damn, not a single crit. AC 40.
"Cerise, Theophilus, try to finish it!"
As in, please just deal as much damage as you can.
Cerise "Ci Ci" Barchetta |
Diasporatum!" Ci Ci intones, focusing her power into a beam of destruction once again.
Ranged Touch Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Spell Resistance: 1d20 + 17 ⇒ (12) + 17 = 29
Disintegrate, DC 22 Fort for less damage: 26d6 ⇒ (4, 5, 1, 3, 2, 3, 1, 3, 2, 6, 6, 2, 3, 6, 1, 3, 5, 3, 3, 5, 5, 2, 6, 5, 5, 4) = 94
Damage: 5d6 ⇒ (3, 4, 3, 2, 4) = 16
DM_Delmoth |
1 person marked this as a favorite. |
Does Ci Ci crit?: 1d20 + 9 ⇒ (17) + 9 = 26 Yes
Fort: 1d20 + 15 ⇒ (6) + 15 = 21 Failure, lol!
Dervak tries to end the Great Old One as towers above him. He desperately strikes it's massive form over and over. He knows despair when his efforts are in vain, the thing still towers over him.
But from over his shoulder Ci Ci's ray strikes the fungal heart of it, reducing it to ash in a mere moment.
Combat over, everyone gets a level for that you should be 14th.
Cerise "Ci Ci" Barchetta |
"That'd better get you out of my head, and my skin forever!" Ci Ci snarls, as the remnants of her power fade away from her outstretched hand.
After a moment she looks to see what has become of the Inquisitor.
Allegra! Is she alright?!?" she asks.
DM_Delmoth |
The bits of ash, detritus, and fungal threads that haunt the lake rush towards the center of where it once stood into a reeking pile of fungus, hair, and bone. This new core compresses down into a tiny blot of fungal matter. As this happens bits of your mind and soul are sheared away and pulled into it. The Inmost Blot reborn rockets upwards from the lake and into the depths of space, intent on dooming another world, but at least not Golarion.
Everyone, including Allegra, can give me a DC 31 fort save (at level 13). I will let you know what happens if you fail.
Dervak |
Fort: 1d20 + 21 ⇒ (20) + 21 = 41
Dervak's first feeling is despair, then awe and relief as Cerise annihilates the Inmost Blot.
His mind reels as the Great Old One proves it is not destroyed after all... but defeated nonetheless.
Dervak then takes time to process Allegra's death. He raises Teralindar's Honor in salute. "She died a warrior. We know that Mara can conquer even death, but if Allegra does not wish to return, she will go to her gods in glory."
Theophilus Carter |
Theophilus bravely and with great sacrifice....
DC 31 fort save: 1d20 + 14 ⇒ (19) + 14 = 33
....smiles and waves at everybody; exceptionally glad he wore his brown pants!
It had better run!
He looks at the torn shreds of Allegra with an empathic sigh!
Take a guess who Theo would be at the end of the fight?
Sons of b#*&+es cut the best part out! Anyone know it?
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Fortitude: 1d20 + 13 ⇒ (18) + 13 = 31 34 with Herosim
Mara swam over to Allegra's body and said, "Help me to carry her body to shore. I can revive her, if her spirit wishes to return."
Dervak |
Dervak will dismiss the Enlarge Person on Allegra and carry her to shore.
"I can get her if you can get her axe," he says to Mara.
He will lay Allegra down on the ground and fold her arms over her chest, laying the greataxe there when Mara brings it.