GM Helaman |
I'll skip the save vs positive energy... because...
The creature shrieks and begins to shrivel in the holy light emanating from the cleric. It runs madly at Myrielle, intent on killing her... and is destroyed by a swing of opportunity from the dwarf.
Work crap is hitting hard atm... will need another 12 - 15 hrs
Garen Boulderstep |
I'll skip the save vs positive energy... because...
The creature shrieks and begins to shrivel in the holy light emanating from the cleric. It runs madly at Myrielle, intent on killing her... and is destroyed by a swing of opportunity from the dwarf.
Work crap is hitting hard atm... will need another 12 - 15 hrs
No Problem
GM Helaman |
Garen walks over some faintly chalked lines and... BOOM, a wall of sound emanates from the sigils, stopping short of the others.
2d8 ⇒ (7, 3) = 10
Ref Save (DC15)
Ref 1d20 + 5 ⇒ (13) + 5 = 18
The worst of it is avoided as he recognises at the last minute the surge of mystical energies and throws himself to the floor.
Map updated
On rising he sees a pair of wooden doors, closed, at the end of the corridor.
Valeros Rogen |
Valeros steadies the dwarf to ensure he's ok. He inspects the door for any more traps.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
-Posted with Wayfinder
Valeros Rogen |
Valeros nods.
-Posted with Wayfinder
GM Helaman |
Whatever purpose this vaulted, brick-lined chamber may have once served, today it is obviously the inner sanctum of some depraved cult. Unnerving, spiky runes have been painted on the brick walls with blood, between which dozens of mutilated birds—gulls, falcons, ravens, and a particularly large number of doves — have been impaled. The foul stink of rotting meat emanates from these grisly trophies.
Opposite the only visible entrance, a jagged boulder with a bloodstained cloth draped over it serves as an altar, several fly-covered, foul-smelling lumps of meat siting atop it. The wall just beyond the altar has been painted to depict a single curved white feather sitting in a pool of blood. To either side of this symbol yawn archways set with barred doors, turning the alcoves beyond into prison cells. The eastern cell’s door hangs ajar, but deep shadows obscure what might be found in either cell.
Knowledge Religion DC20
The Runes on the Walls?
If you can read Abyssal AND make a Knowledge Religion DC20 check
A woman of some mixed descent and dressed in black stands waiting for you a snarl twisting her lips as she glares at you in unrighteous anger.
... and its on.
Initiatives.
Slyph 1d20 + 7 1d20 + 7 ⇒ (11) + 7 = 18
Vermin 1d20 + 3 1d20 + 3 ⇒ (12) + 3 = 15
Garen 1d20 + 1 1d20 + 1 ⇒ (11) + 1 = 12
Valeros 1d20 + 3 1d20 + 3 ⇒ (6) + 3 = 9
Myrielle 1d20 + 1 1d20 + 1 ⇒ (5) + 1 = 6
Woman 1d20 + 2 1d20 + 2 ⇒ (16) + 2 = 18
Slyph then the woman then everyone else.
Valeros Rogen |
How do you get bane, Garen?
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Slyph Silvar. |
Slyph rushes headlong into the room headless of any dangers. Taking cover behind a bench he lobs a bomb at the dark woman. It explodes in a deafening cacophony of sound. "This should soften her up!"
Knowledge (Religion): 1d20 + 6 ⇒ (1) + 6 = 7
Sonic Bomb: 1d20 + 10 ⇒ (18) + 10 = 28 vs Touch Damage(sonic): 3d4 + 5 ⇒ (4, 2, 4) + 5 = 15 DC 18 fortitude or deafened 1 min
GM Helaman |
Ref Save 1d20 + 5 ⇒ (16) + 5 = 21
She dodges the worst of the damage as the bomb explodes against the shine.
Fort Save 1d20 + 6 ⇒ (8) + 6 = 14
She shakes her head, evidently her ears still ringing from the sound and force of the blast.
GM Edit as you guys haven't posted yet - changing the action from directly offensive to defensive
Spell Failure Roll - low is bad
1d100 ⇒ 83
She casts a spell, a dark mist pouring from her body and obscuring everything around her and filling much of the room. You can hear some muted movement after.
You may now beat the snot outta her
Area within the gray box on the map is mist and blocks sight - The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Vermin* |
I see no grey box.
Both Vermin and Sparky will move in (double moving I guess, based on where they are on the map, but being unsure where the enemy is.) The will flank her in the mist if possible. If movement allows they will attack, but I am pretty sure this will require a double move.
Vermin* |
Now I see a really large grey box! :)
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21 Was the spell Obscuring Mist? If so, would a flaming sphere burn tunnels through it? It cost double movement to move in the mist so that is all they each can do.
GM Helaman |
Its obscuring mist. You can send a flaming sphere through it as far as you can see the sphere - its a big orange glow below 5 ft. I'll let you push it as far as 15' into the mist before its glow becomes too ambiguous for fine control... also remember you saw wooden pews in there. Rolling a flaming sphere across them may get fires started. That may or may not be in your plan
Slyph Silvar. |
Ref Save 1d20 + 5
She dodges the worst of the damage as the bomb explodes against the shine.
Reflexes are for splash only anyone hit by a bomb take full damage, assuming that her flat-footed touch is less than 24
Vermin* |
Don't know now to undo. Sparky moved as shown except the very last part was a diagonal not a move forward and then up.
Valeros Rogen |
Back to my computer tomorrow where I can see the map. If you want to play Valeris that's ok too though.
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GM Helaman |
Ok makes this round easier
Valeros, Tay and Myr move to the door, with Valeros just inside the mist.
Garen and spark move across the floor and over or under pews... Vermin comes face to face with the woman, who is armed with a wicked looking dagger... and may make an attack.
Will be away for 24-30 hours but will post for the womans attacks assuming she survives Vermin. V, post your attack as normal and Slyph post your action for the next round.
Vermin* |
Found her! Vermin calls out as he takes a swipe at her with his enchanted club.
Shillelagh: 1d20 + 10 ⇒ (11) + 10 = 212d6 + 10 ⇒ (3, 2) + 10 = 15
Miss chance, high is good.: 1d100 ⇒ 72
Slyph Silvar. |
Slyph, not wanting to harm his companion throws his bomb 10' in front of himself trying to shape the explosion to leave the south untouched.
(Precise bomb no damage to my square and the three below the explosion)
Not sure if miss chance applies for squares...
Miss chance low for hit: 1d100 ⇒ 48
Attack: 1d20 + 10 ⇒ (1) + 10 = 11 Touch Vs. Square wow ok nvm then. I guess I miss the square anyways. precise bomb dosent functiuon on a miss so 10' radius blast from a random square around the red one.
Square: 1d8 ⇒ 8
Slyph realized a moment too late he had mixed a little to much potassium in the flask moments after it left his hand. As it lands it bounces before rolling farther into the fog and exploding in an uncontrolled torrent of heat and fire. He flinches as the bomb goes off spectacularly filling the room with its flames.
Everyone within 10' of one square east of the red one needs to make a DC 18 Reflex save for half or take the full 8 points of fire. On the bright side no more Obscuring Mist in those spots.
GM Helaman |
Vermins hit lands against some sort of magical resistance and then smashes through, damaging the woman...
Reflex Save from Woman 1d20 + 5 ⇒ (2) + 5 = 7
You also now hear a man crying for help... likely he is in one of the side chambers.
[ooc]End Round 1. Start Round 2.[ooc]
Which leaves her unprepared for Slyphs bomb and she catches a face full of fire. (blue areas now clear of mist)
Several small fires look like they are in the process of starting.
The woman snarls and lashes out with her dagger at Vermin.
1d20 + 8 ⇒ (9) + 8 = 17
Vermin* |
Sparky moves to flank while Vermin continues to attack with the enchanted club.
Club: 1d20 + 12 ⇒ (7) + 12 = 192d6 + 10 ⇒ (5, 6) + 10 = 21
Claw: 1d20 + 14 ⇒ (12) + 14 = 261d6 + 2 ⇒ (6) + 2 = 8