
Valanthe of the Pomarj |

I know I should blow those two guys to smithereens, but Valanthe has a different style, at least in my mind. I hope the DM share the idea.
Valathe, floating, gets her Silent Metamagic Rod from her Handy Haversack, and uses it together with her Wild Arcana Mythic Archmage ability to cast Major Image.
On the first round she will only make a fountain of molten glass erupt from an empty place in the floor.
Lonjitu Kaijitsu will want to have a word with his son.

Rimy Jim |

ROUND 2 REACTION
GRANTING +3 HIT & DMG (competence), +3 SAVE vs FEAR & CHARM (morale)
Jim smirks as he sees Justinius and Graverattler appear behind the demon, right up until it begins it's damned buzzing. The pirate screws up his face in annoyance and manages not to let the intrusive droning get to him; instead he holds off and lets Justinius do his thing.
That boy sure don't take kindly t' fellers of an otherwordly disposition, Zenovia.
Is that thing dead?

DM Nate |

Justinius steps forward and unleashes an unbelievable flurry of divinely empowered attacks. By his fourth thrust the creature goes limp but his blades are moving so quickly that he stabs it three more times before its corpse reaches the floor. it's very dead.
Val- the fountain of glass is fine but figment spells can't duplicate intelligible speech, so you'll need a follow up spell if you want to actually make Tsuto hear from his father.

Valanthe of the Pomarj |

You are right... She will then use Persistent Image, it will work better anyway for what she wants to do.

Graverattler |

Round 2 Init 20
Graverattler's head clenches at the buzzing sounds.
Will 1d20 + 16 ⇒ (8) + 16 = 24+4 vs. confusion, daze, feelbemind, and insanity effects, +4 vs. extraordinary, spell-like, and supernatural abilities of creatures with shapechanger subtype, +2 vs. enchantments[/ooc]
She shakes her head free and continues to press to help Jim. Noting that Justinius makes short work of the first demon, she continues forward to deal a decisive blow to the blinded one, attempting to wrap it up in one of her tentacles.
Vital Strike 1d20 + 21 ⇒ (8) + 21 = 29 for 6d6 + 7 ⇒ (3, 6, 5, 4, 1, 6) + 7 = 32 plus grab 1d20 + 26 ⇒ (8) + 26 = 34

DM Nate |

The other demon is nowhere to be seen... (Because it's locked in the room with Val and the invisible guy)

Graverattler |

Oops, sorry.
Graverattler ,moves towards (and into?) the room, then.

DM Nate |

I'm sorry for the delay here, I just want to figure out the situation with Val's item before we get any farther into the fight.

Valanthe of the Pomarj |

From the mountain of molten glass the figure of a crystalline man emerges. His factions and clothing shows him as a Tian. It is Lonjiku Kaijitsu.
"Son? What are you doing? Why are you doing this? Where is your sister?"
He looks downcast.
"It is not too late. Surrender. Stop doing this. Save your sister. She loves you. I love you. You don't need to do this!"

DM Nate |

Sorry for the delay/interruption
In the hallway...
After Justinius annihilates the demon between him and Jim, Graverattler rushes around the corner to the door that has just swung closed. Trying the handle she finds the door locked.
Oliver rounds the corner just in time to see the remains of the first demon hit the floor and continues moving after Graverattler to the locked door, though only Rimy Jim is aware of it. botting Oliver for round 2.
Rimy Jim follows after Graverattler as well, singing as he goes,
"One be dead, th'other did flee,
but halls and doors they can't stop me!"
When he arrives next to the druid one quick powerful slash from Zenovia makes short work of the door's latch. Jim too.
While Tsuto speaks the demon continues to sniff around. It slowly begins moving forward until it is adjacent to Val. With one more deep sniff it blindly thrusts it's needle-like proboscis in her direction...
miss chance: 1d100 ⇒ 55
bite: 1d20 + 25 ⇒ (14) + 25 = 39, for: 1d6 + 4 ⇒ (6) + 4 = 10 and DC 23 Fort or 1d4 ⇒ 3 Cha damage
...and land a lucky hit.
everyone may act now. Val's still in the room. Justinus is 40' from the door. Graverattler, Oliver, and Rimy Jim are all in the hallway just outside the door which can now be swung open normally (as a move action). Once the door is open, those entering see one more fly-headed demon covered in glowing golden dust, about 15' away near the wall to the right (and some furniture).

Valanthe of the Pomarj |

Fortitude Save: 1d20 + 11 ⇒ (19) + 11 = 30
Valanthe manages to avoid screaming, and also avoid the worst of the attack.
She takes a 5' away from the creature, and uses her last Mythic Point to cast Dismissal on the creature.
"Go back to hell, you demon! Elbocsátás!"
This spell forces an extraplanar creature back to its proper plane if it fails a Will DC 23 save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
Caster Level Check for SR: 1d20 + 15 ⇒ (13) + 15 = 28
"Tsuto is here, he is invisible!"

Valanthe of the Pomarj |

I forgot, she will drop the invisibility, but her other 4 images are still up.

DM Nate |

Will: 1d20 + 9 ⇒ (2) + 9 = 11
Val's spell takes hold of the demonic foe and as much as it fights she forces it out of this plane of existence.

Oliver Snow |

Round 3 / Init 21
Oliver moves invisibly through the hallway toward where the slain demon lays at the feet of Justinius.
"Are there any more foul creatures down here?"
Oliver looks around the room; waiting for further instruction and ready to shoot an arrow into any demon he sees.

Valanthe of the Pomarj |

Oliver: The demon killed by Justinius is in the hallway. Most of us are outside the room at the end of it. Valanthe is inside the room, having just dispelled the other demon, and told all of you Tsuto is invisible somewhere in the room too.

Rimy Jim |

Jim scans the room until he notices the invisible half-elf. In a flash the rod of rime spell is in his left hand, and Zenovia begins tracing out an arcane symbol in his right.
"Wǒ de xīnzàng bèi chēng wèi lěng zhuàngjí wǒ de dírén."
A small ball of ice and snow coalesces at Zenovia's tip, and with a flick of the wrist Jim sends it flying at the half-elf.
snowball ranged touch: 1d20 + 11 + 3 ⇒ (4) + 11 + 3 = 18 for
snowball damage: 5d6 + 5 ⇒ (6, 2, 2, 1, 5) + 5 = 21 + entangled for 2 rounds if damage taken + DC 14 Fort or staggered for 1 round.

DM Nate |

ok... So, obviously Jim's action goes off after someone opens the door... Whoever's willing to do that please post (it uses your move, and Justinius is the only one who would need to move to do it). Otherwise last to post (valid actions) loses their move to open it...

Oliver Snow |

Editing previous post: Oliver will open the door and ready an action to send an arrow at any enemies inside (invisible ones if Rimy will point them out) since he was already at the door.
Readied Attack
hit: 1d20 + 24 ⇒ (18) + 24 = 42
dmg: 1d8 + 17 ⇒ (3) + 17 = 20

Justinius Redarm |

Round 3 Initiative 17
Justinius moves into the doorway and draws a scroll from his pack.
"The time you have left to repent is short, Tsuto. Justice is nigh."
move to block the doorway. move to draw Invisibility purge scroll

DM Nate |
1 person marked this as a favorite. |

door is open, huzzah! Just waiting on Graverattler. There will be a boon for posting today (Sunday); happy Easter/resurrection day.

Valanthe of the Pomarj |

Happy easter!

Justinius Redarm |

"Tsuto, do you know what today is?" Justinius asks with a wry smile.
"Today is the day that, 23 years ago, a man changed my life. Took me to a new place, where I was given another chance at a different future." the paladin continues as he prepares the scroll.
"Today will change your life too. Though, I fear, the only redemption you will be offered is in death."

Graverattler |

Graverattler speaks a few words in Shoanti "Po, hamama, ka raraku, kitea te tamaiti, me te ki a ia kohao.", gestures, and sends a horde of screaming monkeys into the room.
"Find the eggs, boys!" Happy Easter!

Rimy Jim |

ROUND 3, cont'd
GRANTING +3 HIT & DMG (competence), +3 SAVE vs FEAR & CHARM (morale)
"Liars 'n traitors who turn on their own
Will get their come-uppance at the tip o' me sword! Yo ho!"
Sorry, forgot to include a song for his inspire courage!

DM Nate |

Much to Jim's consternation, the invisible Tsuto dodges his snowball.
Oliver's miss chance: 1d100 ⇒ 34
And, though it's fired at the right spot, Oliver's arrow also fails to hit.
Graverattler's swarm of monkeys jump and chitter and claw their way through the room before congregating in the corner.
A disembodied voice calls out from the cloud of simians, "This is all your fault, witch!" and one of Valanthe's images shatters like a pane of glass, the pieces vanishing before they reach the ground.
Everyone may act again.

Valanthe of the Pomarj |

Another mirror image lost. 3 remaining.
Not sure if he is visible. If he is:
Valanthe takes a 5' away from Tsuto.
"You brought this on yourself!"
She conjures a magic ray to try and blind him, or at least dazzle him.
Sje uses her Blinding Ray Illusionist ability.
Ranged Touch attack (+2 Favored Enemy): 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead.

Valanthe of the Pomarj |

Well, let's see if she hits him.
Total Concealment: 1d100 ⇒ 36

Justinius Redarm |

Round 4 initiative 17
Justinius' plan to survey the room is now aided by evidence of where to start. He quickly attempts to activate the scroll.
umd: 1d20 + 25 ⇒ (15) + 25 = 40
With the successful use of his scroll, Justinius moves forward until Tsuto becomes visible. Then smites him.
invisibility purge, 25' radius

Oliver Snow |

Round 4 / Initiative 17
I was going to hold my action until Rimy could point him out, but I guess I will just hold my action until after Justinius makes us both visible.
"Tsuto! What have you done with Ameiko!!?
Oliver's bow glows a faint hue of blue as ice crystals begin to spread over it and lets loose a barrage of arrows.
Oliver uses spell combat and spell strike casting his last frigid touch at Tsuto.
Quick: Studied Target (+3), (Hit -2 spell combat, -3 deadly aim)
Full Round Action:
hit1: 1d20 + 24 ⇒ (7) + 24 = 31; dmg1: 1d8 + 21 ⇒ (3) + 21 = 24
hit2: 1d20 + 19 ⇒ (13) + 19 = 32; dmg2: 1d8 + 21 ⇒ (3) + 21 = 24
hit3: 1d20 + 14 ⇒ (13) + 14 = 27; dmg3: 1d8 + 21 ⇒ (5) + 21 = 26

DM Nate |

When Justinius finishes reading his scroll a man of elven and Tien descent, dressed all in black, suddenly becomes visible next to Valanthe, as does Oliver who is standing right behind the young paladin. The latter fires three quick arrows at the former, the first two of which strike true...
rolling frost damage for Oliver: 4d6 ⇒ (6, 4, 2, 6) = 18
Jim and Graverattler both still have actions this round...

Graverattler |

Round 4 Init 16 (delayed until he becomes visible)
Graverattler strides forward, striking out with a tentacleand attempting to grab Tsuto.
Vital Strike 1d20 + 21 ⇒ (17) + 21 = 38 for 6d6 + 7 ⇒ (6, 4, 6, 6, 1, 4) + 7 = 34 plus grab 1d20 + 26 ⇒ (19) + 26 = 45
"Surrendering might leave room for mercy, although if you were involved in that mess upstairs, it may be hard to come by." she says as she grabs at the man.

Rimy Jim |

ROUND 4/ Initiative 16b
GRANTING +3 HIT & DMG (competence), +3 SAVE vs FEAR & CHARM (morale)
Jim moves around Graverattler and Tsuto in an attempt to surround the man in case he manages to get free from the druidess's grasp. Zenovia stands at the ready should the half-elf attempt any further trickery.
"We've fought 'n killed through all they had,
Giants 'n demons 'n a half-elf lad! Yo ho!"
NOTE: he'll take a -4 to cast defensively while threatened by Jim, and will provoke from Jim if he fails such a check.

DM Nate |

sorry for being slow to post- site was down all morning and I had a busy evening.
The half-elf's rage grows as Oliver's arrows dig in and a thin layer of ice begins to spread from one of the wounds. When Graverattler grabs him he begins to snarl. "You lot are just as bad," he cries out, "none of you understands, none of you has any vision!" While he rants he tries to struggle free.
escape artist: 1d20 + 28 ⇒ (17) + 28 = 45
Jim, go ahead and take your readied attack.
The slippery foe breaks free of Graverattler's tentacle but the numbing chill of Oliver's spell stops him from doing anything else.
everyone can act now.

Valanthe of the Pomarj |

Valanthe moves 5' to get away from the half-elf, and putting a wall directly behind him.
"Nincs előrelépés több!"
She casts Forceful Hand on him.
The forceful hand gets one bull rush attack per round. This attack does not provoke an attack of opportunity. Its Combat Maneuver Bonus for bull rush checks uses your caster level in place of its base attack bonus, with a +8 bonus for its Strength score (27), and a +1 bonus for being Large. The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. Directing the spell to a new target is a move action.
Forceful hand prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the forceful hand and the target closer to you. The forceful hand can instead be directed to interpose itself, as interposing hand does.
An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.
Directing the spell to a new target is a move action.
Bull Rush attempt: 1d20 + 11 + 8 + 1 ⇒ (3) + 11 + 8 + 1 = 23
She is trying to push him into the wall, and don't allow him to move away from it. Even if she doesn't push him away she gains cover and he can't move towards her without a bull rush against the hand.

Justinius Redarm |

Round 5 initiative 17
"Tsuto, you have had a chance to cease this evil and repent. You have chosen another path." Justinius says, sadness in his voice.
"now, you will face judgment."
Justinius moves to flank with Jim and begins to deliver well placed blows.
swift-fleet charge
Free action- boots of speed
Full attack action
fleet charge attack: 1d20 + 16 + 6 + 3 + 3 + 3 + 2 + 1 + 1 ⇒ (12) + 16 + 6 + 3 + 3 + 3 + 2 + 1 + 1 = 47 for
dmg: 1d6 + 6d6 + 6 + 3 + 3 + 11 ⇒ (1) + (3, 2, 2, 4, 5, 6) + 6 + 3 + 3 + 11 = 46
first attack: 1d20 + 16 + 6 + 3 + 3 + 3 + 1 ⇒ (12) + 16 + 6 + 3 + 3 + 3 + 1 = 44 for
dmg: 1d6 + 6d6 + 6 + 3 + 3 + 11 ⇒ (3) + (4, 5, 6, 4, 2, 5) + 6 + 3 + 3 + 11 = 52
speed attack: 1d20 + 16 + 6 + 3 + 3 + 3 + 1 ⇒ (12) + 16 + 6 + 3 + 3 + 3 + 1 = 44 for
dmg: 1d6 + 6d6 + 6 + 3 + 3 + 11 ⇒ (3) + (2, 1, 3, 2, 5, 2) + 6 + 3 + 3 + 11 = 41
second attack: 1d20 + 16 + 6 + 3 + 3 + 1 ⇒ (2) + 16 + 6 + 3 + 3 + 1 = 31 for
dmg: 1d6 + 6d6 + 6 + 3 + 3 + 11 ⇒ (4) + (5, 6, 6, 5, 5, 3) + 6 + 3 + 3 + 11 = 57
third attack: 1d20 + 11 + 6 + 3 + 3 + 3 + 1 ⇒ (11) + 11 + 6 + 3 + 3 + 3 + 1 = 38 for
dmg: 1d6 + 6d6 + 6 + 3 + 3 + 3 + 11 ⇒ (6) + (2, 2, 1, 6, 4, 1) + 6 + 3 + 3 + 3 + 11 = 48
fourth attack: 1d20 + 11 + 6 + 3 + 3 + 1 ⇒ (12) + 11 + 6 + 3 + 3 + 1 = 36 for
dmg: 1d6 + 6d6 + 3 + 3 + 11 ⇒ (5) + (2, 1, 6, 4, 4, 5) + 3 + 3 + 11 = 44
fifth attack: 1d20 + 6 + 6 + 3 + 3 + 1 ⇒ (16) + 6 + 6 + 3 + 3 + 1 = 35 for
dmg: 1d6 + 6d6 + 6 + 3 + 3 + 11 ⇒ (4) + (6, 2, 5, 2, 3, 6) + 6 + 3 + 3 + 11 = 51
none of the attacks include the 2 for flanking.

Graverattler |

EDIT:Noop
Graverattler nods, then begins looking around for signs of where Ameiko might be.

Valanthe of the Pomarj |

"His luck ran out. He dies in shadow. Let's hope we can find Ameiko."
Perception Check (+2 Favored Terrain, +2 Human): 1d20 + 21 + 2 + 2 ⇒ (6) + 21 + 2 + 2 = 31
Survival (Follow or identify tracks) Check (+2 Favored Terrain, +2 Human): 1d20 + 30 + 2 + 2 ⇒ (2) + 30 + 2 + 2 = 36

DM Nate |

Tsuto's anger never subsides and he struggles as hard as he can against the heroes for as long as he can... until Justinius utterly eviserates him.
Without risking the time to search the half-elf or his possessions, Val and Graverattler set about seeking Ameiko... Tsuto has left the room numerous times recently and tracking his path isn't too difficult: at the end of this hallway, there is a locked door which he seems to have walked to and from numerous times. To the left of the locked door is another toppled wall with another hallway behind it. This passage almost certainly connects with the other ruined wall, and on its right hand side there is another passageway.

Valanthe of the Pomarj |

Voyla stands next to the locked door.
"Graverattler! Rimy! Here! Can you broke this door down?"

Justinius Redarm |

After quickly cleaning and sheathing his swords, Justinius arranges Tsutos body respectfully and says a quiet prayer over the tortured young man.
He then joins the others at the locked door. Scanning the room as he goes.
perception: 1d20 + 22 ⇒ (20) + 22 = 42

DM Nate |

While arranging Tsuto's body, Justinius notices that within the folds of his simple black attire numerous things are hidden: scroll cases, potions, throwing stars, a key ring, some alchemical items, tools that could be used for working on locks or traps... maybe more, its hard to be certain on such a quick inspection...

Rimy Jim |

"No time fer searchin' 'im now," Jim says as he scoops up Tsuto's body with his left arm and easily swings it over left shoulder like a sack of potatoes. "We'll bring 'im with us, jus' in case more o' them things're about."
At Val's call Jim strides over and cuts through the door with Zenovia.

DM Nate |

Zenovia makes quick work of the lock and the door is soon open. Behind it is a small room, no more than ten feet square. On the floor in the room is Ameiko, badly beaten and barely breathing. She does not seem to be conscious.
as I said before- there's another hallway turning left from here; it has rubble from a fallen wall where it begins and seems likely to connect to the recently opened up doorway you passed on the way in; there is an arched opening on the right wall of that hallway, about 20' down, and the hall turns left at 40'.

Valanthe of the Pomarj |

"Ameiko!"
Ameiko kneels next to Ameiko, gets her WWand of Cure light Wounds out and applies a charge to her.
Healing her for: 1d8 + 1 ⇒ (7) + 1 = 8

Oliver Snow |

Oliver stands back at first... Staring over the badly beaten body of Ameiko. "How could someone do this to their own flesh and blood?"
He glances over at Tsuto half-wishing he could shoot him once again for good measure. Seeing that Jims hands are quite full at the moment he picks up Ameiko's unconscious body after Val heals her.
"Should I get Ameiko out of here before traveling further into this den of iniquity?"

Justinius Redarm |

"Tsuto seems truly to have been a soul tortured and twisted. We should try to stabilize Ameiko before going further. I am afraid my resources are spent." Justinius says
"Graverattler, can you assist us in reviving her? "

DM Nate |

Ameiko groans when Valanthe heals her but does not regain consciousness. Looking her over, Justinius can see that she is not in danger of bleeding out but is not likely to recover well just from healing... she appears to be badly dehydrated and shows signs of extreme exhaustion. It's difficult to believe that she has been in captivity for less than 24 hours.
You're welcome to heal Ameiko up some if it makes you feel more secure about her not dying, but without bed rest and someone taking care to hydrate her (unless you want to try to find just the right combo of spells), she's not really going to recover enough to walk out on her own. If you plan to check the final passageway you'll either need to carry her or leave her somewhere safe (or take the time to figure out how to get her healthy).

Valanthe of the Pomarj |

Valanthe takes a piece of rope from her Handy Haversack, recites some arcane words and throws the rope up. It hits the ceiling and seem to cross it, remaining suspended from it, into a magical extra dimensional space.
"Let me take her in there, she will be safe."
She takes Ameiko in her arms and fly upward into the space created by her Rope Trick spell.
After that she flies back down.
"Let's investigate that last tunnel."
She moves forward, leading the way.
Stealth Check (+2 Favored Terrain): 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33
Perception Check (+2 Favored Terrain): 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36 (+6 if giant, +2 if human)

Justinius Redarm |

"Well done Valanthe. That should keep Ameiko safe until we are sure the factory is clear of other dangers."
Justinius redraws his sword and a scroll.
"I am ready to this passage."
Drawing a Divine Power scroll