Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
I don't have another character ready to replace Darius so nope, inside he goes.
Darius hustles his butt inside with Grergof. "What was that? Dragon??"
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
"The morning star is enchanted to strike heavier and aim truer, one of the rings creates a field of force around you offering protection and the other webs your fingers and feet a bit helping you to swim better." Stam offers.
+1 morningstar, ring of protection +1, ring of swimming
"We are not prepared to fight whatever was up there I take it?" Stam asks out loud
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Darius looks up. "My spells for today don't cover whatever that is." He looks down at the group. "I kinda thought we might be fighting a water monster so I sort of prepared for that, not that." he says pointing upwards.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
"I presumed we would be fighting some cultists who tend to just rush at you in a stupid manner. So we retreat and regroup for tomorrow?" Stam takes the mace and ties it to his belt.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Darius nods in agreement. "A stealthy retreat then."
Just as Darius ducks into the stairwell, a huge leather-winged creature with two clawed legs and a long tail comes down at full speed and takes a 90 degree turn at full speed to not crush into the platform.
Knowledge(Arcana) DC21:
The beast is a Shantak. This is a huge leather-winged creature with two clawed legs and a long tail. It flies really well, even past the stars. And persons who tried to ride them have found themself abandoned in deep space with no air to breath. It is chaotic and evil.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Darius dives to the floor and rolls over. "Bloody hells!"
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"I'm open to ideas? Think we might get set upon if we make a run for the town?"
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
"I could use a rest as well but I feel this isn't the place, the Inn seems safe enough. Tomorrow we storm the church?" Stam asks. "What do we do about the bodies here and the building over all? Burn it down?"
You are probably right... but if we leave we are going to have to keep one eye on the sky.
Grergof gets himself up and ready to leave after they have packed up all the important equipment from the dead priest.
We really need to get a magic sack to store this stuff in. he says as he looks at the bulging backpack of loot.
After a little more of the back and forth, about where to rest, the group decides to stay in the building to not risk getting hunted by the beast from the dark tapestry. You decide to take the stable as that is one of the few rooms where no dead lie around.
In the middle of the night you are startled by some fearful screams from an animal but after a few moments that stop and nothing comes to your resting place. After some more hours the day dawns.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
"We plan to storm the temple? How much mayhem are we planning? I can subdue or blow up that is your choice. I will get myself ready, are we stopping by the Inn first? I am hungry." Stam says rapid fire.
So we have some things we can do, we can explore the magic door here, look in on the baby and storm the temple. We should do a little scouting beforehand, we can't be sure if the whole town is corrupt, so we can't just burn it down.
Spugnoir provides long-term care to anyone who lost ability damage to the undead/other nasties
Heal:1d20 + 14 ⇒ (2) + 14 = 16Heal 2 ability ponts. Anyone got some restores for me?
Extracts for the day
1.Shield,CLW,Shield,Targeted Bomb,True Strike,Enlarge Person,Empty
2.Invisibility,Cure Moderate Wounds,Lesser Restore,Barkskin,Ironskin
3.Displacement,Heroism,Cure Serious Wounds,Haste
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Sorry I'm late, just changed my spells now a little.
"How to bring it down where we can fight it? From the air it could strafe us and we'd be less effective. Ideas?"
I can call holy fire that will prevent it from moving away from me if I can get next to it. If I have to call the fire from range, it just slows the creature down.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"Do we know if it's planar? I could try dismiss it. But we would have to weaken it's resolve to guarantee that it would work"
Mr. Stam, you told us that it kills people by carrying them off to darkness between worlds. Do you know anything else about this thing? Like a weakness?
We slept here because there are no corpses... If we don't have a way to tie it down, I say we take cover and make it come to us. Maybe we run to the house and see if we can make it come to us. All I need is to make it come close and I think I can keep it pinned down.
And I can probably get it's attention if we need that.
Grergof steels himself and draws out his bow. Then he prays over it for a moment and after it glows looks at the others.
Cover me
Grergof throws open the door and steps out of the shed looking immediately for where the creature is.
Divine Bond on his bow. to make it +2. Move action to step outside. If I see the creature, swift action to make it a smite target, if not, then I just ready an action to shoot at the creature if it comes into range.
Standard or Ready Action:
Longbow + 2:1d20 + 12 ⇒ (16) + 12 = 28 + 4 if I have time to make this my smite target.
Damage (Vital Strike):2d8 + 6 ⇒ (1, 4) + 6 = 11 + 9 if this my smite target.
The shantak flies high in the sky. But Grergof gets it's undivided attention by shooting it. The beast dives out of the sky and attacks Grergof.
Claw:1d20 + 17 ⇒ (11) + 17 = 281d8 + 8 ⇒ (4) + 8 = 12 Grab:1d20 + 25 ⇒ (5) + 25 = 30
It's claw is not too painful for a beat of this size. But the shantak simply moves on taking Grergof along.
10' away and 5' into the air. Grergof Shantak(20) Stam, Spugnoir, Darius <--
HP 68/68
AC 17/12/15 (21/14/17 with mutagen)
Saves F10/R10/W796 fear) (+6 vs. Poison)
Weapon in hand:Mace+1
Special effects: Displacement 9 Rounds
Bombs:12/14
Spugnoir throws some bombs, making sure not to harm Varsk with them
Holy Bomb,PBS,PS,Touch:1d20 + 12 ⇒ (5) + 12 = 175d6 + 6 ⇒ (2, 4, 2, 6, 4) + 6 = 24
Holy Bombs When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.
Stam hits with his magic missiles and Spugnoir adds two more devastating hits.
Darius raises his holy symbol, speaks a prayer and points his finger at the beast. A ray of searing light hits the shantak and it falls down, crashing into the ground.
Ranged Touch:1d20 + 8 ⇒ (4) + 8 = 124d8 ⇒ (6, 7, 4, 6) = 23
This small space lies along the edge of the dome and beneath the stairs leading to the cupola. It is cramped and crowded with many boxes of old personal paraphernalia, now ruined and worthless. A small window looks out over the kitchens and grounds behind the house.
Perception DC 16:
A book, hurriedly wrapped in a blanket lies hidden among the crates. It is called The Book of Abstruse Geometries
Book of Abstruse Geometries:
Bound in cracked whale hide, this ancient tome is written in Azlanti, requiring a DC 30 Linguistics check to decipher if that language is unknown to the reader. The Book of Abstruse Geometries details secrets of dimensions and spaces beyond understanding, including hints of the vistas found there and the creatures that dwell therein. If anyone reads the book, which takes a total of 56 hours over a minimum of 7 days, she gains a +4 bonus on any Knowledge checks pertaining to matters concerning the Dark Tapestry and its inhabitants. Once the book is read, the mind-shattering secrets contained within the tome cause the immediate loss of 2d4 Sanity points, with no save. The book also functions as a spellbook, and contains the following arcane spells: contact other plane, dimension door, ethereal jaunt, phase door, planar binding, and symbol of insanity. In addition, the book provides details and methods for conjuring a dimensional shambler. In fact, the tome contains different equations for calling more than 100 unique dimensional shamblers, allowing the reader to call one of the creatures with planar binding, thus bypassing the shambler’s resist conjuration ability.