Artemus Jarm |
Ok. So the pair of serpentfolk brutes was in the hallway before that? Seems like they would have come to investigate our fight with the statue or our talk with the snake lady... Just explaining why I thought we might have moved forward past where we are for the hand waved fight.
GM BPChocobo TK2 |
Yeah, they're in the short passage to the central door. I rolled really bad for their Perceptions so they missed that combat, and again, not worth it with the reach and range this party has.
More later, been busy with personal stuff.
GM BPChocobo TK2 |
Thanks for your patience guys! Now let's work on finishing this up!
S Red: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16
S Blue: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
S Yellow: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12
With a quick rush, Nilfyr opens the door, unleashing a cloud of hot
steam. The misty room contains a steaming pool edged with glistening stones. Three serpentfolk sit inside the pool, turning with shocked looks upon their scaly faces.
S Blue: 1d20 + 9 ⇒ (17) + 9 = 26
S Red: 1d20 + 9 ⇒ (17) + 9 = 26
S Yellow: 1d20 + 9 ⇒ (6) + 9 = 15
Artemus: 1d20 + 5 ⇒ (10) + 5 = 15
Faeros: 1d20 + 10 ⇒ (1) + 10 = 11
Nilfyr: 1d20 + 3 ⇒ (9) + 3 = 12
Thunderstealer: 1d20 ⇒ 18
Init Order (bold = up)
SURPRISE ROUND (standard action only)
Serpentfolk Blue
Serpentfolk Red
Thunderstealer/Belcher
Serpentfolk Yellow
Artemus
Nilfyr
Faeros
Artemus Jarm |
Art 5' steps and casts BoneShatter on Yellow.
BoneShatter: 8d6 ⇒ (2, 1, 2, 5, 3, 6, 1, 4) = 24 Fort Save DC 20 for half damage and fatigued instead of exhausted.
The archons fly in and the enemy all need DC 13 Will saves vs the Aura of Menace. And if he can do so in the surprise round Art moves his dancing lights into the room.
Lantern Archon CR 2
XP --
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 [17] (2d10+2) [2d10+6]
Fort +4 [+6], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 1 [5], Dex 11, Con 12 [16], Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4 [-2]; CMD 6 [8]
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Gestalt (Su)
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Aura of Menace (Su)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Light Ray (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Nilfyr Starshadow |
Nilfyr attempts to trip the nearest of the serpentfolk.
Standard action: Trip yellow
Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip)): 1d20 + 13 + 4 + 2 ⇒ (4) + 13 + 4 + 2 = 23
AoO (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (8) + 13 = 21
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (1) + 8 + 6 = 15
GM BPChocobo TK2 |
Thunderstealer and his trusty companion enter with a splash, sending water over the pool and onto the flooring nearby!
@Artemus: Doesn't say that there's an action for Dancing Lights, it does say no concentration needed, so I'm cool with that happening as a free action.
Blue Will 1: 1d20 + 6 ⇒ (18) + 6 = 24
Blue Will 2: 1d20 + 6 ⇒ (15) + 6 = 21
Blue Will 3: 1d20 + 6 ⇒ (11) + 6 = 17
Red Will 1: 1d20 + 6 ⇒ (13) + 6 = 19
Red Will 2: 1d20 + 6 ⇒ (17) + 6 = 23
Red Will 3: 1d20 + 6 ⇒ (7) + 6 = 13
Yellow Will 1: 1d20 + 6 ⇒ (20) + 6 = 26
Yellow Will 2: 1d20 + 6 ⇒ (18) + 6 = 24
Yellow Will 3: 1d20 + 6 ⇒ (6) + 6 = 12
Artemus SR: 1d20 + 8 ⇒ (19) + 8 = 27
Yellow Fort on success: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
The surprised serpentfolk is wracked with pain, which is then made worse as Nilfyr's blade twirls between its now warped feet, sending it to the ground before cutting deeply.
Faeros eyeballs his target, his bowstring drawn in anticipation.
The two serpentfolk still standing bite at the rude intruders!
Blue bite @ Belcher: 1d20 + 10 ⇒ (12) + 10 = 22
Damage on hit: 1d6 - 1 ⇒ (6) - 1 = 5
Belcher fort on hit: 1d20 + 9 ⇒ (1) + 9 = 10
Red bite @ Thunderstealer: 1d20 + 10 ⇒ (12) + 10 = 22
Damage on hit: 1d6 - 1 ⇒ (3) - 1 = 2
Thunder fort on hit: 1d20 + 10 ⇒ (6) + 10 = 16
Belcher lashes out as he is attacked, keeping the serpentfolk at bay, although Thunderstealer's arm is bitten. Luckily, the large man's impressive physique resists the toxin injected with the bite.
Init Order (bold = up)
Serpentfolk Blue
Serpentfolk Red
Thunderstealer (2 damage)
Belcher
Serpentfolk Yellow (39 damage, prone, menaced)
Artemus
Nilfyr
Faeros (studied Blue)
Belcher. |
Belcher attacks! (red, but will switch to blue if red goes down)
bite: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 for damage: 1d4 + 9 ⇒ (1) + 9 = 10
claw 1: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 for damage: 1d3 + 9 ⇒ (3) + 9 = 12
claw 2: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 for damage: 1d3 + 9 ⇒ (2) + 9 = 11
talon 1: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 for damage: 1d6 + 9 ⇒ (2) + 9 = 11
talon 2: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 for damage: 1d6 + 9 ⇒ (3) + 9 = 12
talon 2 confirm: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 for extra damage: 1d6 + 9 ⇒ (3) + 9 = 12
GM BPChocobo TK2 |
Assuming Belcher attacks blue first, but then switches to red :P
Belcher rips apart his serpentfolk, sending it to the realm of unconscious with a particularly savage talon strike at the end.
Thunderstealer meanwhile trades bites with the serpentfolk!
The prone serpentfolk tries to cast a spell to save itself...
Yellow concentration vs DC 19: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
MI on success: 1d4 + 1 ⇒ (2) + 1 = 3
But his damaged hands cannot seem to work the spell correctly!
Init Order (bold = up)
Serpentfolk Red (15 damage)
Thunderstealer (2 damage)
Belcher
Serpentfolk Yellow (39 damage, prone, menaced)
Artemus
Nilfyr
Faeros
Nilfyr Starshadow |
Nilfyr continues his assault.
Full-round action: Attack
Attack (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (12) + 13 = 25
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (1) + 8 + 6 = 15
If the yellow serpentfolk is out at this point, Nilfyr will 5' step into the room and trip red
Trip (+2 Adamantine Fauchard (2H, iterative), Greater Trip, Gauntlets of the Skilled Maneuver (Trip)): 1d20 + 8 + 4 + 2 ⇒ (4) + 8 + 4 + 2 = 18
If the trip works, or if yellow isn't down yet (in which case, this is the iterative attack - subtract 5 from the roll)
AoO (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (15) + 13 = 28
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (1) + 8 + 6 = 15
Artemus Jarm |
Artemus looks back at Ziszkaa and sends her a "I thought you were gonna help" look before having the archons attack the standing enemy.
Range Touch: 1d20 + 3 ⇒ (12) + 3 = 151d6 ⇒ 6
Range Touch: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 4
Range Touch: 1d20 + 3 ⇒ (6) + 3 = 91d6 ⇒ 6
Range Touch: 1d20 + 3 ⇒ (13) + 3 = 161d6 ⇒ 4
Range Touch: 1d20 + 3 ⇒ (1) + 3 = 41d6 ⇒ 5
Range Touch: 1d20 + 3 ⇒ (19) + 3 = 221d6 ⇒ 1
Art will do nothing else.
Faeros89 |
Seeing the fight is pretty well in hand, Faeros studies yellow and commands him to Stay down, and give up!, readying an arrow for him should he choose not to comply.
GM BPChocobo TK2 |
Faeros tells the serpentfolk to surrender... which is a moot point as Nilfyr and Artemus' summoned allies finish the foes off.
The room clear of threats, the party finds a sack on one of the serpentfolk that has 60 gold crowns and two orange jacinths.
The gems are worth 200gp each.
In a sack in the northwest corner, though, is a jade necklace of a headless snake, a bag of various spell components, a wand, a scroll, and a piece of parchment in Draconic.
That's an unholy symbol of Ydersius.
That's a fully charged wand of cure moderate wounds
That's a scroll of flame strike
The writing in Draconic describes the symbol of the 10th floor of the Emerald Spire (great if you want to use a spire transport token to teleport there.
"My gear.", quips Zisska as the party looks through the sack. "Give it to me so I can be of use in the battle against Uzar-kus."
Nilfyr Starshadow |
Knowledge (Religion): 1d20 + 5 ⇒ (14) + 5 = 19
Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24
Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13
Nilfyr points to the necklace, pointing out that it is an unholy symbol of Ydersius, and also comments on the wand, noting it is "a rather effective curing wand...". The scroll and parchment, however, are beyond him.
Artemus Jarm |
We want your help and to give you a chance at your revenge, but we do not know you so well as to arm you with such items. Prove yourself and we can talk further of your claim to these things.
Aid to diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23
GM BPChocobo TK2 |
The serpentfolk sighs, but relents. "Very well. I am at your mercy.", Zisska hisses.
So to the main chamber or continue around?
GM BPChocobo TK2 |
So real life has been kicking my butt lately... as always, thank you guys for waiting.
The door to the north is locked. "Blast. Uzar-Kus must have the key on him.", Zisska slightly annoyed that a flanking attack may not work.
Faeros89 |
Faeros pulls out his thieves tools and goes to work on the door.
About time we ran into a lock
disable device: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32
GM BPChocobo TK2 |
*click!*, Faeros making short work of the lock. Zisska is surprised, yet amused.
Noting nothing else dangerous about the door, Nilfyr opens it. To he left, a natural cavern corridor descends into darkness. A cold wind rises from it, carrying a foul stench. "That leads into the Darklands; our quarry is through the other door.", Zisska explains. "So shall we split up, to flank that damned Uzar-Kus?", the serpentfolk cleric asks?
GM BPChocobo TK2 |
Alright, you guys place yourself on either of the doors to the central room; Zisska will have preference to come in from the current room than the main door.
Nilfyr Starshadow |
Nilfyr waits for the agreed-upon signal - probably something having to do with crashing and roaring - before opening the door and advancing into the room.
GM BPChocobo TK2 |
Sorry for the delay guys. I think it won't be til tomorrow before I post the next update, which is worse since I'll be out of town from the 29th - Nov 5th. I'll update when I can, but I'll probably have to rely on you guys for map updated if need be. As always, thank you for your patience.
And Thunderstealer: I've got the idea for a parody of a Dio song, "Holy Dino", in my head :P
GM BPChocobo TK2 |
@Artemus: I think I'm going to say that your summons of the lantern archons would have worn off by now. You're free to summon another batch though if you wish.
The party splits up, buffing themselves. Thunderstealer and Belcher take the main door, planning on bashing it down while the others move in from the side.
Faeros notices that the door is locked, but makes short work of the lock.
DC 30, but I'd assume you'd get it by the second attempt, if not the first
Thunderstealer bashes down the door, signaling the others to open theirs!
This vast chamber glows with green light that seems to emanate from the stone itself. Along both sides of the chamber are emerald pools, above which loom gigantic serpent statues, their fanged maws pouring rivulets of green liquid into the pools below. On the far end is a glorious serpent statue plated with green metal scales, reaching nearly to the high ceiling. This statue is missing its fangs. In the center of its body is a glowing green emerald the size of a fist, held in place by brackets of dark metal.
Standing near the back statue is a pale-white serpentfolk in green robes... but instead of one head, it has two. It hisses at both groups before it spies Zisska in the back.
"You dare being human-bloods in this temple! Your actions shame Ydersius; this time I will kill you after I defeat your little friends."
Uzar-Kus: 1d20 + 11 ⇒ (14) + 11 = 25
Zisska: 1d20 + 10 ⇒ (9) + 10 = 19
Artemus: 1d20 + 5 ⇒ (9) + 5 = 14
Faeros: 1d20 + 11 ⇒ (13) + 11 = 24
Nilfyr: 1d20 + 3 ⇒ (19) + 3 = 22
Thunderstealer: 1d20 ⇒ 15
MI: 1d4 + 2 ⇒ (1) + 2 = 3
The evil priest steps back, then casts a spell; now there are four of them in that spot!
Init Order (bold = up)
Uzar-Kus
Faeros
Nilfyr
Zisska
Thunderstealer/Belcher
Artemus
Faeros89 |
Faeros steps up to see his opponent, dimensional hops closer, swiftly studies, and unleashes a single arrow. He is still surrounded by a cloud of darkness.
(study, heroism, divine favor, point blank, deadly aim)
arrow: 1d20 + 14 + 2 + 2 + 3 + 1 - 2 ⇒ (15) + 14 + 2 + 2 + 3 + 1 - 2 = 351d8 + 4 + 2 + 3 + 1 + 4 + 2d6 ⇒ (1) + 4 + 2 + 3 + 1 + 4 + (2, 2) = 19
Attacking vs flat footed, sneak attack is included.
Here's the mirror image chance (top % is good for me?)
mirror image %: 1d100 ⇒ 97
Nilfyr Starshadow |
Nilfyr moves forward, swinging his fauchard at the priest.
Move action: As indicated on map
Standard action: Attack priest
Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip)): 1d20 + 13 + 4 + 2 ⇒ (10) + 13 + 4 + 2 = 29
Target (1 hits): 1d4 ⇒ 2 (or 1d3 ⇒ 2, if Faeros hit; either way, a miss that would remove an image?)
GM BPChocobo TK2 |
@Faeros: I'm sorry, but I'm not going to take the percentage dice. I understand why you would want to, but for the sake of consistency, I'm going to use a d4 roll.
Also, why would Uzar-Kus be flat footed? I'm not understanding the cloud of darkness reference unless I missed a previous buff. This has taken a bit longer to get to than it should, so please correct me so I understand!
Faeros MI chance 4 is hit: 1d4 ⇒ 3
Faeros's arrow misses, but it pops one of the images!
As Nilfyr steps into the room, the snake head statue near him opens its jaw and spits out a glob of acid at the half-elf!
Trap acid arrow @ Nilfyr touch: 1d20 + 10 ⇒ (7) + 10 = 17
Acid damage on hit: 2d4 ⇒ (4, 1) = 5
Nilfyr feels a burning sensation, causing him to strike at one of the false versions of Uzar-Kus, who hisses in delight.
Zisska then steps in, casting a spell that summons a spectral headless snake that slams down at Uzar-Kus!
That's a spiritual weapon.
SW @ Uzar-Kus: 1d20 + 10 ⇒ (20) + 10 = 30
MI chance 2 is hit: 1d2 ⇒ 2
Damage on hit: 1d8 + 1 ⇒ (6) + 1 = 7
Crit confirm: 1d20 + 10 ⇒ (1) + 10 = 11
Extra damage on crit: 1d8 + 1 ⇒ (1) + 1 = 2
The ghost snake bashes one of Uzar-kus's heads, but the other manages to avoid the painful strike!
Init Order (bold = up)
Uzar-Kus (7 damage, 1 image)
Faeros
Nilfyr (5 damage, acided-1)
Zisska (SW)
Thunderstealer/Belcher
Artemus
GM BPChocobo TK2 |
While Thunderstealer makes sure there's only a single Uzar-Kus, Belcher rips into the serpentfolk. Amazingly, he pulls back just soon enough that the talon misses vital organs!
I'll see if Artemus can post tonight, will bot him tomorrow morning otherwise.
Artemus Jarm |
Art and his dancing lights come to the entryway of the room. The archaist takes in the situation and summons a Lion 10' from the two headed snake man. The lion then pounces into a flanking position with Belcher.
Bite: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 261d8 + 7 ⇒ (2) + 7 = 9
Grab: 1d20 + 15 ⇒ (3) + 15 = 18
Claw: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 121d4 + 7 ⇒ (1) + 7 = 8
Claw: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 231d4 + 7 ⇒ (4) + 7 = 11
Rake: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 151d4 + 7 ⇒ (3) + 7 = 10
Rake: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 291d4 + 7 ⇒ (1) + 7 = 8
N Large Animal
Init +7; Senses low-light vision, scent; Perception +9
Defense
AC 15, touch 12, flat-footed 12 (+3 Dex +3 natural -1 size )
HP 42 (5d8+20)
Fort +8, Ref +7, Will +
Offense
Speed 40 ft.
Melee Bite +9 (1d8+7 plus grab), 2 x Claws +9 (1d4+7)
Space 10 ft. Reach 5 ft.
Special Attacks pounce, rake
Statistics
Str 25, Dex 21, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3, CMB +11 (+15 grapple), CMD 24 (28 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth)
Special Abilities
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake (Ex) Gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
GM BPChocobo TK2 |
The lion lands several attacks on the serpentfolk, but it is still free to attack!
Uzar-Kus defensively casts a spell...
Concentreation: 1d20 + 14 ⇒ (6) + 14 = 20
pfft.
But if fails horribly! As it casts, the other head bites at the lion!
Bite @ Lion: 1d20 + 15 ⇒ (1) + 15 = 16
DAmage on hit: 1d6 ⇒ 2
Lion Fort on hit vs DC 19: 1d20 + 8 ⇒ (10) + 8 = 18
Str damage on failure: 1d2 ⇒ 1
The new priest seems to be losing effectiveness....
Init Order (bold = up)
Uzar-Kus (43 damage)
Faeros
Nilfyr (5 damage, acided-1)
Zisska (SW)
Thunderstealer/Belcher
Artemus
Nilfyr Starshadow |
Spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11
Nilfyr attempts once more to trip the priest.
Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip)): 1d20 + 13 + 4 + 2 ⇒ (5) + 13 + 4 + 2 = 24
AoO (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (5) + 13 = 18
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (8) + 8 + 6 = 22
Attack (+2 Adamantine Fauchard (2H, Iterative), Power Attack): 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (5) + 8 + 6 = 19
Critical Confirm (+2 Adamantine Fauchard (2H, Iterative), Power Attack): 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
Critical Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (2) + 8 + 6 = 16
Trip (+2 Adamantine Fauchard (2H, Iterative), Greater Trip, Gauntlets of the Skilled Maneuver (Trip)): 1d20 + 8 + 4 + 2 ⇒ (3) + 8 + 4 + 2 = 17
AoO (+2 Adamantine Fauchard (2H, Iterative), Power Attack): 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (5) + 8 + 6 = 19
Artemus Jarm |
With Greater Trip when you trip all who threaten should also get AOOs, right?
Bite: 1d20 + 9 + 2 + 4 ⇒ (4) + 9 + 2 + 4 = 191d8 + 7 ⇒ (3) + 7 = 10
Grab: 1d20 + 15 ⇒ (16) + 15 = 31