Barlor |
Barlor moves forward and slams a large club at a ghoul.
club: 1d20 + 7 ⇒ (17) + 7 = 24, damage: 3d6 + 5 ⇒ (5, 3, 5) + 5 = 18
hoping I can reach the one up from me so Ing can have his own. If not, so be it.
Ing keeps goring.
gore: 1d20 + 8 ⇒ (9) + 8 = 17, damage: 1d8 + 4 ⇒ (8) + 4 = 12
-Posted with Wayfinder
Yanos |
I just realized that the deadline to report this is like 3 hours away to still make the Game Day Event. Is anyone still interested in that?
Might be stupid, might not be but I will move and then cast Consecrate on the room.
Hoping more to get rid of any Desecrate effect this temple might have. . .
"Consecrate
School evocation [good]; Level cleric 2
Casting Time 1 standard action
Components V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 2 hours/level
Saving Throw none; Spell Resistance no
This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, –2 penalties for undead in the area).
You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Consecrate counters and dispels desecrate."
Maaarv Bergavsten |
Fort Save vs. Disease: 1d20 + 5 ⇒ (6) + 5 = 11
Fort Save vs. Paralysis: 1d20 + 5 ⇒ (5) + 5 = 10
Lousy virtual dice. :-)
Maaarv's body immediately seizes up. He is unable to move, and a dull, throbbing pain begins to issue through his arm - spreading from the bite given him by the ghoul.
Paralyzed! 2 rounds. And Diseased!
Yanos |
Acually, we have a bit longer. Deadline to report is tonight @ 10 CST (-6). It's possible we could finish this by then if we pushed?
Barlor |
we could pre-roll a couple of turns?
That's all I'd need is a couple of turns...
-Posted with Wayfinder
EndlessForms |
Barlor finishes off one ghoul and Ing finishes off another! Yanos consecrates the room.
Tholorist looks up from his position on the ground and sticks his freakish tongue out at Barlor.
DC 16 Will save or frightened for 1d4 ⇒ 4 rounds. Save means you are shaken for one round.
Initiative:
1. Yanos and Barlor
2. Tholrist
3. Vasilios, Ackuda, and Maaarv
Tholrist: 10 dmg, prone
You guys are up!
I'll be on for a bit longer tonight. Finish him!
EndlessForms |
Onset is one day. You'll take Con and Dex damage and potentially turn in to a ghoul if you fail the second save. Or you can just get Remove Disease cast on you and not worry about it.
Maaarv Bergavsten |
Okay, forgot the particulars of ghoul fever. I'll probably just get a casting of remove disease. Yanos, is that something you're able to do?
Barlor |
Will: 1d20 + 9 ⇒ (20) + 9 = 29
As Ing scurries around the grease to gore the last undead, Barlor moves over to get flanking and help Ing bring it down.
Gore: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18, Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Club: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18, Damage: 3d6 + 5 ⇒ (3, 5, 3) + 5 = 16
I should be able to flank, but if not, I should still hit that prone AC.
Vasilios |
No access to map. Vasilios will ready his spear for any AOOs moving into flanking with Bsrlor (if possible). He will continue his motivational speech, but as bardic inspire courage.
+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage roll.
Barlor |
Oh yeah! I forgot inspire courage that last round. Would that get me up to the target AC?
-Posted with Wayfinder
EndlessForms |
@Barlor: I was going the 18s that you rolled above. A 22 will hit prone AC. Ing would provoke moving around though. Still want him to do that?
Barlor hits the fallen ghoul and Ing tears into the creature. Vasilios moves around closer and Yanos casts a spell. Maaarv does an outstanding impression of someone who is paralyzed.
Initiative:
1. Yanos and Barlor
2. Tholrist
3. Vasilios, Ackuda, and Maaarv
Tholrist: 35 dmg, prone
Ackuda is up!
Barlor |
prone characters take a -4 to AC. So if 18 (actually 19 with inspire courage) was a miss, he'd have to have normally around 23-24 or more AC.
I'm assuming Ing would bypass the grease. I don't see how that would provoke, but he's tough, so whatever.
-Posted with Wayfinder
Ackuda |
Ackuda turns his attention towards the Undead priest and directs his curse on him, giving him the crazy eye and the cackle.
Evil Eye Hex to give -2 to AC for 8 rounds or 1 round with a successful Will save DC 16. Then Cackle to extend that to 9 or 2 rounds.
EndlessForms |
Yes, his normal AC is above 24, so his prone AC is also above 20. I was confused and thought maybe you forgot to factor something in when you questioned me about about 22 earlier. So yes, your attacks missed and I'll fix the damage accordingly.
Ing could walk along the edge of the grease but in order for him to get a spot flanking with Barlor, Ing would have had to walk through several threatened squares. The ghoul is prone but he still threatens with his bite and claws (albeit at a -4 prone penalty). But Vasilios has taken up the flanking position so there's no need for that now.
Will: 1d20 + 13 ⇒ (8) + 13 = 21
A burst of foul energy spreads out from the cleric, hitting everyone.
channel negative energy: 3d6 ⇒ (5, 4, 1) = 10
DC 16 Will save for half.
Initiative:
1. Yanos and Barlor
2. Tholrist
3. Vasilios, Ackuda, and Maaarv
Tholrist: 10 dmg, prone, -2 ac for 2 rounds
You guys are up!
Barlor |
I had meant for Barlor to shift up to flank with where Ing would end up. Since I can't map from phone, who has flanking with who now?
-Posted with Wayfinder
Yanos |
Will Save: 1d20 + 10 ⇒ (11) + 10 = 21
Ill move up a bit, (into threatening range, and to grant Vas a Flank later) and cast a targeted Dispel Magic on Tholrist.
Caster Level: 1d20 + 6 ⇒ (11) + 6 = 17
Hoping to drop an AC buff if there is one.
Vasilios |
Channeled negative energy heals me, so thank you.
In the spirt of honesty the bardic bonus has been in effect for the last round only, after glitterdust was cast, I believe it did not help out the prone attack.
Continuing to talk out a bardic performance Vasilios stabs at the prone cleric using his spear with a false sense of compentance from his belt of strength.
attack with -4 from curse: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15
damage with -4 from curse: 1d8 + 2 ⇒ (3) + 2 = 5
Barlor |
Oh, I thought last time you said resuming or something. Sorry, making a mess of this combat.
-Posted with Wayfinder
Ackuda |
Will 1d20 + 4 ⇒ (14) + 4 = 18
The evil energy burns Ackuda, but he is less affected than some. He maintains his focus on the enemy, however and renews his hex assault.
Evil Eye to give -2 to saves, DC 16 Will again, then Cackle to extend the -2 to AC and -2 to saves by 1 round.
EndlessForms |
Maaarv continues to stand!
Yanos dispels an effect on the undead cleric!
@Vasilios: you can not harm and heal with channels at the same time so actually nothing happens to you. If he had tried to channel negative to heal his minions but did not exclude you, it would have healed you but since he channeled to harm you can not be healed.
Vasilios swings but misses!
Will: 1d20 + 13 ⇒ (2) + 13 = 15
The cleric is not able to resist Ackuda's evil eye!
Initiative:
1. Yanos and Barlor
2. Tholrist
3. Vasilios, Ackuda, and Maaarv
Tholrist: 10 dmg, prone, -2 ac for 2 rounds, -2 saves
Barlor is up!
@Barlor: don't worry about it! Right now you can flank with Vasilios but Ing can not flank with anyone unless Yanos steps into that position.
Barlor |
Barlor takes a hard hit from the negative energy, but responds with a brutal blow.
club: 1d20 + 10 ⇒ (8) + 10 = 18, damage: 3d6 + 6 ⇒ (5, 5, 4) + 6 = 20
Ing gores in support!
does Ing get inspire courage? If so...
gore: 1d20 + 9 ⇒ (18) + 9 = 27, damage: 1d8 + 5 ⇒ (2) + 5 = 7
-Posted with Wayfinder
Maaarv Bergavsten |
As Maaarv watches everything happening - Barlor swinging his cudgel and the others calling forth arcane and divine energies, he notices that his paralysis is starting to subside.
Though still unable to make any significant movements, Maaarv is able to twitch his fingers a little and can feel himself flexing some of his muscles.
Yanos |
pulls out magic marker and takes the opportunity to leave a few comments on the human statue's face. "They are, uh, celestial sigils and glyphs. Of luck and protection and stuff. You should wear them proudly. You alchemists don't really bath anyway, right. . ." "Oh, look, look, his finger is twitching. That's kind of an up and down, right? Looks like ha approves. What?!?!?!, how can you say that's more like a seething, clenching motion?" :)
Barlor |
Say Yanos, that "glyph" looks suspiciously like a mustache. And that one, well, that's just juvenile.
-Posted with Wayfinder
EndlessForms |
Barlor misses but his animal tears into the cleric! Yanos takes a break to leave his mark on Maaarv before the alchemist starts to move again.
DC 17 defensive casting: 1d20 + 11 ⇒ (15) + 11 = 26
The undead cleric chants divine words from the ground!
DC 17 Will save from Barlor or stand still.
Initiative:
1. Yanos and Barlor
2. Tholrist
3. Vasilios, Ackuda, and Maaarv
Tholrist: 17 dmg, prone, -2 ac for 2 rounds, -2 saves
You guys are up!
Barlor |
Barlor laughs off the spell and swings again!
club: 1d20 + 10 ⇒ (15) + 10 = 25, damage: 3d6 + 6 ⇒ (2, 5, 6) + 6 = 19
Ing keeps shredding.
gore: 1d20 + 9 ⇒ (17) + 9 = 26, damage: 1d8 + 5 ⇒ (1) + 5 = 6
-Posted with Wayfinder
Maaarv Bergavsten |
"Huzzah! I'm free!" the alchemist declares with glee.
"And, I...I...I'm growing?" Maaarv gawks a bit as he grows large.
He quickly draws his silver rapier as he steps forward and tries to stab at the cleric.
Flanking Enlarged Silver Rapier Attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Vasilios |
Move- continue inspire courage
Standard- attack with spear
attack + prone + inspire courage: 1d20 + 7 + 4 + 1 ⇒ (17) + 7 + 4 + 1 = 29
damage + inspire courage: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Ackuda |
Ackuda grins and draws his dice from his sleeve, shaking them at the enemy. "Chaos is fickle, and only I know enough to use it." he says with a laugh.
Misfortune Hex for 1 round, DC 16 will negates, then Cackle to extend the -2 to AC and -2 to Saves
EndlessForms |
Barlor laughs off the spell and hits the cleric as Ing continues to gore into it! Yanos taps Maaarv with a wand and the alchemist grows large! Being unfamiliar with these dimensions, however, he misses his target. Vasilios is able to connect with his spear.
Will: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
Ackuda tries to bring bad luck onto the cleric but the cleric resists it!
The cleric once again sends a blast of foul energy radiating out.
channel negative energy: 3d6 ⇒ (1, 6, 1) = 8
Hits everyone; DC 16 Will save for half
Initiative:
1. Yanos and Barlor
2. Tholrist
3. Vasilios, Ackuda, and Maaarv
Tholrist: 53 dmg, prone, -2 ac for 2 rounds, -2 saves
You guys are up!
Barlor |
will: 1d20 + 7 ⇒ (3) + 7 = 10
I'll wait to see what vas does before making assumptions about bardic performance or flanking.
-Posted with Wayfinder
Vasilios |
Same as before.
Continue inspire courage- 3rd round
attack: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 1d8 + 6 ⇒ (7) + 6 = 13
Possible crit.
attack: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d8 + 6 ⇒ (5) + 6 = 11
Ackuda |
Will Save 1d20 + 4 ⇒ (10) + 4 = 14
Ackuda grumbles in frustration at his Hex failing, but he changes his approach, directing his powers to Barlor.
Fortune Hex on Barlor, granting a re-roll on 1 d20 roll per round for 1 round, then Cackle to extend -2 AC and -2 Saves Evil Eyes
Maaarv Bergavsten |
Will Save: 1d20 + 3 ⇒ (6) + 3 = 9 Maaarv grunts in pain as he takes the full force of the cleric's energy blast.
Unable to take a step back for some room, Maaarv attempts another strike with his rapier.
Flanking Rapier Attack: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Silver Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Maaarv doesn't seem to be working in his wheelhouse, so to speak.
Barlor |
I've been forgetting Ing's saves!
will: 1d20 + 2 ⇒ (7) + 2 = 9
will: 1d20 + 2 ⇒ (9) + 2 = 11
-Posted with Wayfinder
Barlor |
Barlor thanks Ackuda and gets back to his business while Ing won't let up from goring the annoying cleric.
club: 1d20 + 10 ⇒ (13) + 10 = 23, damage: 3d6 + 6 ⇒ (3, 1, 4) + 6 = 14
gore: 1d20 + 9 ⇒ (16) + 9 = 25, damage: 1d8 + 5 ⇒ (2) + 5 = 7
-Posted with Wayfinder
EndlessForms |
With a powerful stab the party dhampir takes down the undead priest!
Out of combat!
You discover he has been wearing the jawbone portion of the acrimony veil in place of his own jaw. This is the last component of the item, and it is covered with intricate etchings like those on the other pieces found in the temple complex.
In addition to the final part of the acrimony veil, Tholrist has a kit of obsidian scalpels, platinum needles, and other strange fleshcarving instruments in a porcelain case that are worth 2,000 gp to a collector.
With the temple now cleared, the excavation workers rescued, and the strange magical device reassembled and recovered, the party can head back outside. Halla and the surviving workers greet the party with great enthusiasm when they return to the seaside excavation camp. The archaeologist provides food and drink, insisting on a full account of their adventure and details on the location. She is relieved to see Pel and Saala safe and sobered by the recovered body of Riemme.
Halla and the surviving laborers accompany the party back to Magnimar aboard the Winking Wyvern. Halla examines what you have recovered and exclaims that they are amazing finds that will surely yield much valuable information on Bakrakhan with further study. Halla explains that she has every intention of returning to the dig at the earliest opportunity in order to study the temple complex—it’s obvious from the party’s description that the most valuable information is painted and chiseled on the temple’s walls. Magnimar’s venture-captain is certain to recruit a new archaeological team now that you have cleared out the obvious threats.
That about does it, folks! I'll get chronicles out soon. Hope everyone had a good time!
(Normally at this point I would offer to run another but I'm already running quite a few and I'm trying to slim down now that my winter break is coming to an end. Keep a watch on the Flaxseed Lodge for upcoming scenarios though!)