Rimy Jim |
Jim will stay as close to 10' behind Justinius as Val's placement allows, favoring farther away to closer.
If'n he's so keen t' find trouble, better it finds him afore us, eh Zenovia?
Oliver Snow |
"Unfortunately. I am not able to see all too well in the dark. Where your light leads I will follow."
Keep your eyes peeled Reggie.
Oliver will stay behind the group but still in the light to keep an eye on what might come front behind and then guard the stairs should we make it to the top.
He will also attempt to determine about how far down below the surface they might be
survival: 1d20 + 27 ⇒ (4) + 27 = 31
DM Nate |
@Oliver- technically you need to be a dwarf for that, but with more than a 30, based on your best estimates of the stairs and slopes you've encountered, you'd guess there's probably only 15-20 feet of earth and stone between you and the surface.
Justinius: 1d20 + 11 ⇒ (20) + 11 = 31
Valanthe: 1d20 + 10 ⇒ (4) + 10 = 14
Oliver: 1d20 + 15 ⇒ (19) + 15 = 34
Jim: 1d20 + 3 ⇒ (17) + 3 = 20
???: 1d20 + 4 ⇒ (16) + 4 = 20
At the top of the stairs there is a ten foot long hallway that opens up into a circular chamber. The room looks to be about fifteen feet in diameter with a five foot diameter pool in the center.
Oliver is suddenly struck by a bad feeling... you get to act in the surprise round, but you have no idea what's about to happen (so please act accordingly).
Then, without warning, the water rises from the pool, rushes forward, and engulfs Justinius where he stands at the top of the stairs.
You take 3d6 ⇒ (4, 2, 3) = 9 damage and will have to make concentration checks to cast unless you move away first.
Justinius and Oliver can both take round 1 actions now (Oliver, this is in addition to your surprise round action, and you have seen what's going on for this one).
Justinius Redarm |
"Hey guys, look! a little pond! aaahhhhhh! glub glub glub.......
ROUND 1 Initiative 31
Justinius attempts to step away from the swarm. Then activates Divine Bond on his weapons, causing them to burst into flames.
Valanthe of the Pomarj |
Knowledge (Planes): 1d20 + 22 ⇒ (7) + 22 = 29
"Those are water elementals, not one, but a lot of them, like a swarm. Be careful, weapons might hurt Justinius more than them!"
Rimy Jim |
SURPRISE ROUND / Interlude
GRANTING feather step to party
Jim continues grumbling to himself as he trudges to the base of the stair.
"...'n the thunder crash 'n the lightning fall,
But I wake fer neither storm nor squall;
I heed only blood 'n plunder's call."
Suddenly the sounds of action echo from above, and a grin returns to his face.
Sounds like the lad's found somethin' fer us, Zenovia.
Oliver Snow |
Surprise Round - Init 34
As he enters the chamber now illuminated by daylight reflecting off a peculiar sparkling pool, the ranger's stomach start to sink as unease comes over him.
Suddenly, seeming to react before the apparently enchanted pond, Oliver yells "Look out! alerting his companions of an unknown danger."
Oliver activates his vanguard ability Tactician-EX and temporarily grants his companions the feat Lookout. This allows allies near him to act in the surprise round at his initiative -1 (33).
Round 1 - Init 34
A swarm of water elementals? I bet Ol' man gandethus never saw the likes of this eh Reggie?
Uncertain whether fire would do anything to beings of pure water Oliver pulls out a wand and breathes in deeply...I do hope that this hurts them a lot more than it hurts you, friend...for a brief moment he takes on the appearance of a translucent silvery dragon and exhales a blast of cold wind at the water swarm.
Maximized Dragon's Breath - 12d6 = 72; DC19 Reflex for Half
Justinius Redarm |
Justinius sees the icy blast coming and does his best to get out of its way.
reflex save: 1d20 + 23 ⇒ (3) + 23 = 26
Am I entangled? or do I still have evasion?
DM Nate |
@Justinius- you still have evasion active.
Val and Jim can both take a surprise round action (limited to 1 standard or move); remember this happens before you even see the water move (and you have no sense of what's about to happen, just that danger is immanent).
Valanthe of the Pomarj |
Valanthe will use her Invisibility Field Illusionist power.
Rimy Jim |
SURPRISE ROUND / Initiative 33
Might as well perk ourselves up a bit, Zenovia - somehow Ollie saw this comin', 'n we don't want to get shown up too much by these 'lubbers.
"If only me eyes were sharp as Zenovia, they'd cut through every disguise;
If only me ears were as keen as she, I'd ne'er be surprised!"
DM Nate |
The standing wave of miniature water elementals splashes apart and quickly back together to avoid the brunt of the damage from Oliver's icy breath, though a fair number of the creatures fall frozen to the floor and shatter. The swarm turns its attention to their attacker; it rolls over Val and Jim (leaving them wet but unharmed) and envelops Oliver.
Oliver takes 3d6 ⇒ (5, 1, 5) = 11 damage and has to move or make concentration checks to cast anything.
Everyone may act now. Please include the round in which you are acting (1 for Jim and Val; 2 for Justinius and Oliver) and your initiative (which is in the "nothing important" spoiler above).
Justinius Redarm |
If the swarm is not engulfing Oliver when Justinius is up, he advances on the aqueous enemy and delivers a bevy of blows with his now flaming swords.
Fleet charge attack: 1d20 + 18 + 1 + 1 + 2 ⇒ (18) + 18 + 1 + 1 + 2 = 40
Fleet charge damage: 1d6 + 1d6 + 6 + 2 ⇒ (2) + (3) + 6 + 2 = 13
boots of speed attack: 1d20 + 18 + 1 + 2 ⇒ (2) + 18 + 1 + 2 = 23
boots of speed damage: 1d6 + 1d6 + 7 + 2 ⇒ (5) + (5) + 7 + 2 = 19
First attack: 1d20 + 18 + 1 + 2 ⇒ (6) + 18 + 1 + 2 = 27
First damage: 1d6 + 1d6 + 7 + 2 ⇒ (5) + (2) + 7 + 2 = 16
second attack: 1d20 + 18 + 1 + 2 ⇒ (7) + 18 + 1 + 2 = 28
second damage: 1d6 + 1d6 + 7 + 2 ⇒ (5) + (6) + 7 + 2 = 20
third attack: 1d20 + 13 + 1 + 2 ⇒ (4) + 13 + 1 + 2 = 20
third damage: 1d6 + 1d6 + 7 + 2 ⇒ (4) + (5) + 7 + 2 = 18
fourth attack: 1d20 + 13 + 1 + 2 ⇒ (1) + 13 + 1 + 2 = 17
fourth damage: 1d6 + 1d6 + 7 + 2 ⇒ (5) + (6) + 7 + 2 = 20
fifth attack: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
fifth damage: 1d6 + 1d6 + 7 + 2 ⇒ (6) + (1) + 7 + 2 = 16
Those were the saddest attack rolls ever. would someone please kill the big bad water for me!
Rimy Jim |
ROUND 1 / Initiative 20-
GRANTING feather step to party
"මම විසි කට ආසන්න කාලයක් මුහුදේ සටන් ඇති අතර පහර දී නොමැති බවත්; ඔබ ඔබ සතු දේ අවස්ථාවක් හිතන්නේ?"
Jim steps to Oliver's side with Zenovia in both hands and hews at the strange watery amalgam with gusto.
"Look out, Ollie - don't flinch!"
Zenovia to hit 1: 1d20 + 19 ⇒ (12) + 19 = 31
Zenovia damage 1*: 1d6 + 27 + 3 ⇒ (2) + 27 + 3 = 32
Zenovia to hit 2: 1d20 + 14 ⇒ (12) + 14 = 26
Zenovia damage 2*: 1d6 + 27 + 3 ⇒ (5) + 27 + 3 = 35
*Note swarmbane clasp.
I went with Sinhala for the Aquan, as I think it looks kind of wavy/bubbly.
Valanthe of the Pomarj |
Turn 1 Initiative 14
Valathe reappears and casts a spell against the elemental swarm.
"Érezze a hatalom a szél!"
She casts Gust Of Wind trying to push them away from Oliver.
DM Nate |
Val's well placed blast of air blows the sheath of diminutive water elements off of Oliver and down the stairs.
Justinius, you'll now have to move to attack (if you still want to); Oliver, you still have your action too...
Oliver Snow |
Round 2 - init 34
Having witnessed the pirate's cleaving strength with his sword, but not so much his accuracy, Oliver closes his eyes tightly as Rimy Jim's blade slashes past him into the water elementals surrounding him...letting out a bubbly sigh of relief.
As magical winds manage to blow the elementals down the stairs, Oliver takes a deep breath. "Many thanks Val"...Well, they certainly do not seem to appreciate being subject to cold."
Oliver moves toward the floating water putting away his rod and summons power from within to unleash a quick blast of frigid air at them once again.
Certain that it will work after seeing Jim and Zenovia cut through the swarmlings like butter, he also fires an arrow into its center And probably looks toward Jim wondering what he did wrong afterward
Move until swarm is in line of sight
Swift: Arcane Surge dragons breath: 12d6 ⇒ (6, 6, 1, 2, 1, 4, 5, 1, 4, 3, 3, 6) = 42 DC:17 Reflex (persistent)
Standard: Vital Strike hit: 1d20 + 26 ⇒ (2) + 26 = 28 (+5 weapon if it matters)
On 2nd thought, that (2) roll probably wouldnt do much anyway
Vital Strike Dmg: 3d8 + 72 ⇒ (1, 4, 7) + 72 = 84
DM Nate |
After the water splashes and crashes down the stairs in the wind Justinius and Oliver chase after it. Justinius unloads a flurry of attacks and while the flames on his blades do some damage his blades have no effect. Oliver's icy breath, on the other hand, deals a great deal of damage.
The water flows up Oliver's legs and engulfs him. 3d6 ⇒ (6, 2, 6) = 14 damage plus distraction.
Everyone can act again.
Oliver Snow |
perception: 1d20 + 26 ⇒ (13) + 26 = 39
"It looks as though we have more company on the way from the hallway we neglected."
Aniything I can attempt a knowledge check on?
Valanthe of the Pomarj |
Valanthe turns to see the new arrival.
"Don't worry about it, I won't let it pass!"
She intones some arcane words while extending her hand in a stop motion.
She casts Forceful Hand on the arriving creature, doing a bull rush against it.
Bull Rush attempt: 1d20 + 12 + 8 + 1 ⇒ (17) + 12 + 8 + 1 = 38
Justinius Redarm |
perception: 1d20 + 23 ⇒ (1) + 23 = 24
What hallway?
With Olivers warning, and seeing that Oliver and Jim are more able to affect the water, Justinius repositions himself to the edge of the hallway to wait for the new foe to overcome Vals magical push.
Then bolsters his own martial prowess.
move action-move to the end of the hallway (but not block it)
standard-cast Blade tutors spirit
free-grumble about swarms
Rimy Jim |
ROUND 2 / Initiative 20-
GRANTING feather step to party
Jim chases after Oliver, barely sparing a glance down the other hall. Val 'n the lad 'ave got it covered.
"Oi, Ollie! Quit yer fidgetin' 'n stay still this time." Jim hauls off and brings Zenovia down in a single mighty swipe while his focusing his arcane energy.
Perception: 1d20 + 30 ⇒ (18) + 30 = 48
2H Pow Attack:
Zenovia to hit: 1d20 + 19 ⇒ (12) + 19 = 31
Zenovia damage*: 1d6 + 27 + 3 ⇒ (3) + 27 + 3 = 33
*Note swarmbane clasp.
DM Nate |
Jim, once again, hacks away at the water, causing the swarm to shrink some. Once again it also seems content to stay wrapped around Oliver. oliver takes 3d6 ⇒ (2, 4, 1) = 7 plus distraction
Valanthe of the Pomarj |
That is an odd GM post...
DM Nate |
sorry- I'm on a sleeping medication and I was trying to finish that post before the medicine completely took hold (unsuccessfully, obviously).
While the sound of another incoming threat is clear to most, only Jim actually sees what is coming. Val sends a magical hand down the passageway where the noise came from, but it seems not to have any effect.
Valanthe of the Pomarj |
Just checking...
This spell functions as interposing hand, except that it can also pursue and bull rush one opponent you select.
Nothing can fool the hand--it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise.
If unable to see the enemy, and the Forceful Hand won't work if she can't, can I change the spell she casts to Wall of Force?
DM Nate |
I'm sorry, I should have clarified: you can't target a creature only based on sound coming from a hallway. In character you would know that, so feel free to switch spells. Everyone may act now if that wasn't clear.
Valanthe of the Pomarj |
Thanks.
Last turn, changing spell.
Valanthe turns to see the new arrival.
"Don't worry about it, I won't let it pass!"
She intones some arcane words while swinging her arm in a fluid motion.
She casts Wall of Force covering the hallway where the incoming creature sound comes from.
Oliver Snow |
Oliver scrambles out of the water elemental swarm and ducks behind The towering Rimy Jim.
"Those guys really have it out for me" he says through panting and gasping for air. "Jim, how about you hurry up and finish these pests off."
Oliver moves behind Jim using acrobatics and casts haste which should cover everyone.
acrobatics: 1d20 + 17 ⇒ (19) + 17 = 36
Justinius Redarm |
Justinius continues to watch the apparently empty hallway, waiting for something he can neither hear nor see.
DM Nate |
Justinius, you can make active perception checks to try to sense something you missed (move equivalent action).
Jim, waitin on you.
Justinius Redarm |
capital idea.
Swords and smites at the ready, Justinius strains his senses to cover the hallway.
perception: 1d20 + 23 ⇒ (20) + 23 = 43
I've got half a mind to surge that just to be obnoxious
Rimy Jim |
ROUND 3 / Initiative 20-
GRANTING feather step to party
"'Ere Ollie, let me show ye how it's done."
Jim sucks in air with a mighty gulp before loosing a terrible icy roar
upon the swarm.
Breath Weapon: 10d6 ⇒ (6, 2, 3, 5, 4, 2, 6, 5, 2, 2) = 37
I'm pretty sure the swarm acts before me...?
DM Nate |
Jim, I'll be honest, we've been in this round long enough that I may have asked you for a second action... It's a moot point though because:
Jim's icy breath freezes what remains of the dwindling swarm of diminutive elementals. It seems for a moment that the heroes may have a chance to breath and prepare themselves for the coming threat when suddenly a multi-colored orb of scintillating light bursts into being on the other side of Val's wall of force.
if you make the perception checks-
or, without making the perception check-
Everyone may act now. I'm just adding the new threat at the bottom of the order instead of rolling new initiative, so everyone can use their old roll but we'll start counting at round 1 again.
Justinius- beating the DC by 34, you can see it clearly enough to trigger your readied smite.
Justinius Redarm |
When the orb bursts through, Justinius calls down judgement on the invisible foe, promising to end the miserable suffering that is its existance.
ROUND 1 Initiative 31
Knowing that an invisible foe is difficult for him to effectivly challenge, Justinius draws and activates a scroll to help deal with the new threat.
readied action-smite evil
move action-draw invisibility purge scroll
standard action-activate scroll
free-5' step closer to the invisible creature
Valanthe of the Pomarj |
Perception Check (+2 Heightened Awareness): 1d20 + 22 + 2 ⇒ (13) + 22 + 2 = 37
Knowledge (Planes): 1d20 + 22 ⇒ (11) + 22 = 33
DM Nate |
Valanthe of the Pomarj |
Round 1 Initiative 14
"A Nalfesheen Demon! His light stuns you!"
Valanthe thinks for a second and disappears!
She uses her Invisibility Field Illusion School ability as a swift action.
The a voice starts chanting an arcane spell.
"Elfogtak ereje által jég!"
She uses a Mythic Point to spontaneously cast Icy Prison on the demon.
Reflex DC 23 save partial.
Caster Level Check for SR: 1d20 + 16 ⇒ (11) + 16 = 27
Finally she moves 30' trying to avoid further attacks from it.
Oliver Snow |
Round 1 Init 34
"Aye, thans Jim... But it looks as though we have bigger fish to cook" Oliver says as he looks toward the light and the hulking outlined image within.
Oliver will ready an action to cast glitterdust in the area of the creature once it is on our side of the wall of force.
nate lange RPG Superstar 2012 Top 32 |
Valanthe of the Pomarj |
Got it.
If she acts before the demon appears she will cast Blessing of Fervor on everybody, thinking it won't cross unless she dispels the wall of force.
If she goes after the demon then she will take the previous action. In any case, on the first round the demon is on this side of the wall of force she will try the Icy prison.
DM Nate |
You can see through the wall of force, and the demon is noticeable on a DC 9 perception check... and it went before you (surrounding itself with the lights), and now it's all of the PCs turn to act. But I think what you're really looking for is when you can target it successfully, right? I don't want to slow things down any more than necessary, so I'm going to move forward with you casting blessing of fervor, and you'll (hopefully) have a chance to cast the other spell shortly.
The shape of the Nalfesheen stands watching in its orb of light as spells are cast and scrolls read. Then it simply vanishes, and it's lights with it.
An instant later there is a faint popping sound and the front half of the huge boar-headed demon becomes plainly visible at the top of the lower staircase. Its nimbus of unholy light explodes out, overwhelming the heroes with visions of the Abyss...
I need a DC 22 will save from everyone. Failure=dazed for 1d10 ⇒ 7 rounds; on success go ahead and take your turn. It's 20' from Justinius and everyone else is between 15' and 30' from it.
Valanthe of the Pomarj |
Round 2 Initiative 14
Will save: 1d20 + 17 ⇒ (18) + 17 = 35
Valanthe is able to look at the light, and knowing its effect, avoid falling prey of it.
She then proceeds to cast Icy Prison and become invisible.
Everyone, you have the benefits of Blessing of Fervor...
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.
* Make 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.
Valanthe takes the +2 to attacks and +2 to AC this round.
Rimy Jim |
ROUND 2 / Initiative 20- (Reaction)
The burst of light catches Jim's attention, and suddenly he finds himself immersed in swirling chaos which briefly resolves itself into a steaming canyon boiling with tormented souls through which he catches glimpses of the "real" world.
'N 'ere I was beginnin' t' think Sandpoint was bad. What's all this about, then, Zenovia?
Meanwhile, to everyone else, the pirate begins squinting and grimacing more than usual, obviously disoriented.
Justinius Redarm |
ROUND 2 Initiative 31
Will save: 1d20 + 20 ⇒ (4) + 20 = 24
Grinning as his foe appears on this side of the wall, Justinius thinks Good....time to make you regret that.
"Jim, when you recover your senses, I could use an assist."
With inhuman speed, Justinius charges the demon, tumblig in to avoid opening himself up to harm, unleashing blow after blow on the smote outsider.
acrobatics: 1d20 + 21 ⇒ (17) + 21 = 38
Fleet Charge attack to hit: 1d20 + 32 ⇒ (11) + 32 = 43
Fleet Charge attack damage: 1d6 + 1d6 + 6d6 + 21 ⇒ (6) + (1) + (1, 5, 1, 3, 6, 4) + 21 = 48
haste attack to hit: 1d20 + 31 ⇒ (1) + 31 = 32
haste attack damage: 1d6 + 1d6 + 21 ⇒ (6) + (6) + 21 = 33
first attack to hit: 1d20 + 31 ⇒ (16) + 31 = 47
first attack damage: 1d6 + 1d6 + 21 ⇒ (6) + (4) + 21 = 31
second attack to hit: 1d20 + 31 ⇒ (17) + 31 = 48
second attack damage: 1d6 + 1d6 + 21 ⇒ (4) + (6) + 21 = 31
third attack to hit: 1d20 + 26 ⇒ (19) + 26 = 45
third attack damage: 1d6 + 1d6 + 21 ⇒ (2) + (3) + 21 = 26
fourth attack to hit: 1d20 + 26 ⇒ (2) + 26 = 28
fourth attack damage: 1d6 + 1d6 + 21 ⇒ (6) + (5) + 21 = 32
fifth attack to hit: 1d20 + 21 ⇒ (1) + 21 = 22
fifth attack damage: 1d6 + 1d6 + 21 ⇒ (1) + (2) + 21 = 24
I took the +2 to hit and ac from blessing of fervor.
I have slow reactions, so if I hit and dealt sneak damage with the first hit, it should be denied aoo's for 1 round. (so those 1's won't come back to bite me)
third attack crit confirm: 1d20 + 26 ⇒ (11) + 26 = 37
third attack damage: 1d6 + 21 ⇒ (6) + 21 = 27
Oliver Snow |
Round 2 - Init 34
I assume glitterdust goes off anyway since it was readied
will save: 1d20 + 13 ⇒ (17) + 13 = 30
The flash of light causes Oliver to squint. For a brief moment images of horror and darkness begin to enter the rangers mind before he shakes them off and instead sees his mother smiling at him...
Oliver looks up again, clearly seeing the glittery beast before him and loads 4 arrows into his glowing bow. One begins to crackle with lightning. "Your kind does not belong in this world. It is time you went back to wherever you came from"
Immediate: slayer target +3
Attack:
Using +2 Attack and AC and weapon bonus is +5 for DR
Attack1: 1d20 + 30 ⇒ (4) + 30 = 34 . Dmg: 1d8 + 21 ⇒ (4) + 21 = 25
Attack1: 1d20 + 30 ⇒ (10) + 30 = 40 . Dmg: 1d8 + 21 ⇒ (6) + 21 = 27
Attack1: 1d20 + 25 ⇒ (10) + 25 = 35 . Dmg: 1d8 + 21 ⇒ (5) + 21 = 26
Attack1: 1d20 + 20 ⇒ (14) + 20 = 34 . Dmg: 1d8 + 21 ⇒ (1) + 21 = 22
Shocking grasp SR: 1d20 + 12 ⇒ (9) + 12 = 21 . Dmg: 10d6 ⇒ (3, 2, 1, 2, 3, 3, 1, 2, 5, 3) = 25
DM Nate |
As Justinius tumbles in at the demon it leans forward and bites at him
AoO: 1d20 + 25 ⇒ (9) + 25 = 34, for: 3d8 + 11 ⇒ (1, 4, 3) + 11 = 19
The shot of pain makes him question, for a moment, if he'd made the right choice but as four of his attacks sink deep into the creatures tough hide it is obvious he has inflicted far more damage than he took. There is, however, a palpable aura of unholiness around the creature and as the young paladin finishes his flurry of attacks he can feel the aura tugging away his strength... I need four DC 23 Fort saves; each failure is 1d6 Str damage.
Only one of Oliver's arrows finds it's mark and it's damage is underwhelming... the creature appears to be immune to the electricity it carried.
Val's ice spreads across the demon, encasing it's limbs. The creature jerks and jolts and manages to keep its joints mobile, though the entangling ice crystals are clearly interfering with its movement now. It snarls angrily and points at the Varisian caster...
it activates feeblemind as a SLA; DC 20 Will (with a -4 penalty for arcane casting) or Int and Cha both drop to 1
Everyone may act now. The creature shows no signs of being staggered or anything but it seems a safe bet that its taken more than half of the damage it can handle.
Valanthe of the Pomarj |
Will Saving Throw (+1 Heroes' Feast +4 Enchantment Foil): 1d20 + 21 ⇒ (6) + 21 = 27
Even catching her off guard, realizing the demon can see her, between Valanthe's normal mental resilience and her divine and arcane defenses manage to defeat the fiend attack.
Valanthe reappears, nothing that the creature can see her even while invisible, and she delays to see if her allies finish sending the demon back to hell, before acting again.