GM Parrot |
Terapin, LaVar, and the Archons (Archon d5, d5)
Lolly
TRAGERSHEN, albeit a cursed and Hold-Personed Tragershen
West Priest (d6,-curse, pray)
Bedlam
SW Priest (d24, -curse, pray)
Acolyte x 2 (d16,-curse, pray, entangled)
Aurora
Vrock (18d, absent)
Anzath
PriEast (kiss 7/7)
Acolyte x 2
Tam (27/37, prayer, curse)
Priest x 2 (NE and SE, SE kiss 3/3)
Acolyte x 3 (d2, d1, -holdp)
Maybe I forgot Trag because he's Hold Personed? Still, not good on me. Roll your will save, Tragershen! If I get really antsy I might roll it for you.
Hold Person, for reference. It's a lost turn even if it works out...
GM Parrot |
If you've been following along live, you will have seen a truly epic post where the Orcus priests devastated the party. However, it has come to my belated attention that somehow Tragershen was missing from initiative. So, while Lolly was wrong about whose missed turn it was, he was not wrong that someone was about to miss their turn--since he and Trag are turnmates this combat, I think no harm was done except I deleted a half hour's worth of post (which I saved for future use).
All to say: TRAGERSHEN MAY ACT!
Edit: I wrote this post before the initiative post above. Things get scrambled.
Edit of edit: the West Priest should not have acted before Trag. I don't think it can possibly change anything because all Trag has to do is roll a save, but hey. This is really pushing my ability to run a game, and unlike in person, there's a paper trail... please audit me. If the thing breaks down, so be it.
GM Parrot |
Brutal...
The entangled and scorched priest says to his acolytes, "Channel. I don't care if it kills you. Channel for your god. The wounded one channels first. Then you. Then me."
And then they do, one after another, laughing as their foul negativity shreds through friend and foe alike. Friend? Truth be told, Orcus' clergyfolk don't have friends.
Channel SW Acolyte 1, Will DC 11: 2d6 ⇒ (6, 4) = 10
Will Save SW Priest:: 1d20 + 11 ⇒ (4) + 11 = 15 5
Will Save SW Acolyte 2: 1d20 + 7 ⇒ (12) + 7 = 19 5
Will Save Anzath:: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 5
Will Save Aurora:: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29 5
Will Save Bedlam:: 1d20 + 7 - 3 + 1 ⇒ (17) + 7 - 3 + 1 = 22 5
Will Save Tam:: 1d20 + 2 + 1 - 3 ⇒ (3) + 2 + 1 - 3 = 3 10
Will Save Tragershen:: 1d20 + 9 - 3 + 1 ⇒ (11) + 9 - 3 + 1 = 18 5
Will Save Lantern Archon E:: 1d20 ⇒ 11 10
Will Save Lantern Archon W:: 1d20 ⇒ 4 5
Will Save LaVar:: 1d20 + 3 ⇒ (4) + 3 = 7 5
Channel SW Acolyte 2, Will DC 11: 2d6 ⇒ (6, 5) = 11
Will Save SW Priest:: 1d20 + 11 ⇒ (19) + 11 = 30 5
Will Save SW Acolyte 1: 1d20 + 7 ⇒ (1) + 7 = 8 5
Will Save Anzath:: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 5
Will Save Aurora:: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27 5
Will Save Bedlam:: 1d20 + 7 - 3 + 1 ⇒ (18) + 7 - 3 + 1 = 23 5
Will Save Tam:: 1d20 + 2 + 1 - 3 ⇒ (11) + 2 + 1 - 3 = 11 5
Will Save Tragershen:: 1d20 + 9 - 3 + 1 ⇒ (2) + 9 - 3 + 1 = 9 11
Will Save Lantern Archon E:: 1d20 ⇒ 15 5
Will Save Lantern Archon W:: 1d20 ⇒ 7 11
Will Save LaVar:: 1d20 + 3 ⇒ (7) + 3 = 10 5
The priest maneuvers to hit the whole party and all the summons in one go...
Channel SW Priest, Will DC 14: 3d6 ⇒ (3, 4, 2) = 9
Will Save SW Acolyte 1:: 1d20 + 11 ⇒ (2) + 11 = 13 9
Will Save SW Acolyte 2: 1d20 + 7 ⇒ (5) + 7 = 12 9
Will Save Anzath:: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 4
Will Save Aurora:: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 324
Will Save Bedlam:: 1d20 + 7 - 3 + 1 ⇒ (3) + 7 - 3 + 1 = 8 9
Will Save Tam:: 1d20 + 2 + 1 - 3 ⇒ (12) + 2 + 1 - 3 = 12 9
Will Save Tragershen:: 1d20 + 9 - 3 + 1 ⇒ (12) + 9 - 3 + 1 = 19 4
Will Save Lantern Archon E:: 1d20 ⇒ 9 9
Will Save Lantern Archon W:: 1d20 ⇒ 5 9
Will Save Lantern Archon N:: 1d20 ⇒ 16 4
Will Save LaVar:: 1d20 + 3 ⇒ (12) + 3 = 15 4
Damage Summary
Anzath: 14
Aurora: 14
Bedlam: 19
Tam: 24
Trag: 20
Lantern E: 24
Lantern W: 25
Lantern N: 4
LaVar: 14
Priest: 10
Acolyte 1: 14
Acolyte 2: 14
First attempt: 203 damage to party, 38 damage to priests
Second (the canonical) attempt: 153 to party, 38 damage to priests
My evil dudes rolled lower this time!
Consequences Inbound!
Bedlam Bottomland |
Bedlam waves at Parrot. The dwarf seems to be miming let it go, me guud Parrot!....
Anzath |
I'm fine for moving forward, just remove the curses now. if you're real persnickity, you can go back and undo any failed saves that would have been successes, at best, that might give Trag his turn back.
Lolygert " Lolly " Endeferr |
1 person marked this as a favorite. |
Yeah, no need for a redo. I second Anzath's suggestions.
Storywise, let's just say that their curses were empowered by their absolute faith in Orcus, but when they saw how awesome Lolygert was, they began to doubt and their foul magic faded....you know, just a suggestion :)
GM Parrot |
Well, I suppose removing the curses will simply rob the priests of one turn each. To be clear, there are two curse sources: only the priests have been misrun, unless you think you should also have auto-searched-for-traps on the big door. But nobody mentioned it... Bedlam had so much fun staring at the inner door that he opened the demon gate without looking at it very closely.
Improper curses: Lolly gets his CON back, Bedlam gets his WIS back, and Aurora passed the other three. The priests lose five turns for nothing, but they will gain back their ability to Bestow in the future (as a touch).
If you noticed anything else the priests' curses would have affected, let me know! I think it'd just be if Bedlam would have passed a WIS save if he had +3 to the roll, but I'm not spotting any of those.
GM Parrot |
Terapin, LaVar, and an Archons (LaVar d14, Archon d9)
Lolly
Tragershen (hold person, WIS curse)
West Priest (d6, pray)
Bedlam
SW Priest (d33, staggered, pray)
Acolyte x 1 (d14, -prayer, entangled)
Aurora
Vrock (18d, absent)
Anzath
PriEast (kiss 7/7)
Acolyte x 2
Tam (3/37, prayer, curse)
Priest x 2 (NE and SE, SE kiss 3/3)
Acolyte x 3 (d2, d1, -holdp)
The negative energy rips one of the acolytes apart and nearly kills the Orcus priest.
Two archons wink out and LaVar is feeling a little sickly.
Aurora may act!
Anzath |
Sound's good, we were too busy pre-buffing to check the door for traps. Who traps the door to their inner sanctum anyways?
Terapin |
Remind me how you get them to d8 from d6.
It's from the Evolved Summoned Monster feat Terapin has from level 5. I've been using it to give summons Improved Natural Armor for the most part, but figured since these cultists are more likely to cast spells at the archons than to try to hit them that it would be better spent on Improved Damage. (It's a weird feat, apparently Terapin can give more corporeal summons tentacles and stingers and stuff, but there hasn't really been a compelling reason to yet.)
Aurora Fallowarc |
Pale blue eyes flick over the room and squint against the bale darkness the servitors of Orcus channel. Still the cleric stands. She casts upon herself, and an echo of magic sparks and spills to her nearest allies.
Aid — Aurora gains a +1 morale bonus to attack rolls and saves versus fear effects, as well as 1d8+8 temporary hitpoints, for the next 8 minutes.
Temporary HP: 1d8 + 8 ⇒ (6) + 8 = 14
Divine Vessel — This boon grants allies within 15ft. a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. Bedlam, Tragershen, Anzath, Tam.
GM Parrot |
Aurora boosts her comrades, and a sense of foreboding gathers in the dark temple.
Will their satanic attempts to fool the DM and bend the very rules of magic lead to their doom? Or will they continue to foil his attempts to use them for his own murderous ends? Or will fate take a hand?
Let's check in with fate, shall we?
1-35, big problem: 1d100 ⇒ 63
Fate is on your side, for the moment at least. The demon attempts to summon in a companion, but no bird-demons answer the call.
Meanwhile, in the Temple...
GM Parrot |
Terapin, LaVar, and an Archon (LaVar d14, Archon d9)
Lolly
Tragershen (hold person, WIS curse)
West Priest (d6, pray)
Bedlam
SW Priest (d33, staggered, pray)
Acolyte x 1 (d14, -prayer, entangled)
Aurora
Vrock (18d, absent)
Anzath
PriEast (kiss 7/7)
Acolyte x 2
Tam (3/37, prayer, curse)
Priest x 2 (NE and SE, SE kiss 3/3)
Acolyte x 3 (d2, d1, -holdp)
Anzath may act!
Anzath |
Anzath tells Aurora, "Help de vizard," then downs her potion. She vanishes from sight. Invisible for 1 round
Then she moves from the doorway into the room to stand beside two of the nearest cultists, silently drawing her blades. Should be able to do so sagely unless they can see invisibility.
Oh yeah, she's evil, if that helps protect her from the door curse.
GM Parrot |
Note that Bedlam made no save vs the door curse...
The Priest of the East moves forward towards the staircase, staying behind his screen of acolytes.
Tam fights against Hold Person:
Will: 1d20 + 2 ⇒ (2) + 2 = 4
Tam stays rigid.
The NE priest and henchfolk move forward. The acolytes give each other the Kiss of Death, and they really look like they're enjoying it. Maybe devotees of Orcus can have friends after all. The NE priest just blows a kiss.
In the SE corner, the priest steps back from Lolly and casts Bestow Curse, holding the charge. He orders his acolyte to step between him and Lolly.
His acolyte 5-ft-steps in front of him and swings at the barbarian:
Mace: 1d20 + 4 ⇒ (8) + 4 = 12
...didn't think so.
GM Parrot |
Terapin, LaVar, and an Archon (LaVar d14, Archon d9)
Lolly
Tragershen (hold person, WIS curse)
West Priest (d6, pray)
Bedlam
SW Priest (d33, staggered, pray)
Acolyte x 1 (d14, -prayer, entangled)
Aurora
Vrock (18d, absent)
Anzath
PriEast (kiss 7/7)
Acolyte x 2
Tam (3/37, prayer, curse)
Priest x 2 (NE kiss 3/3, SE kiss 2/3)
Acolyte x 3 (d2 kiss, d1 kiss, -holdp)
Lolly, Tragershen, and Terapin+ may act!
Bedlam Bottomland |
Technically, Bedlam stopped at the doorway once he seen Lolly and Trag begin seeping brains all over the floor.
Bedlam thinks that having one's brains seep from one's orifices is cause for concern and a mop.
Lolygert " Lolly " Endeferr |
Hmm, didn't figure Bedlam to be so squeamish! :)
Lolygert was in the process of stepping up on the Unholy Priest , when the acolyte got in his way.
He glances down at the ruin of the other Acolyte, and raises a furious eyebrow at the Acolyte in front of him, "Really?" he growls.
Then with a shrug, the redly glowing sword rises and falls...
Full Attack on the poor sod!
Attack 1, +1 furious greatsword, rage, haste, bless: 1d20 + 16 + 1 + 1 ⇒ (6) + 16 + 1 + 1 = 24
Attack 2, +1 furious greatsword, rage, haste, bless,: 1d20 + 11 + 1 + 1 ⇒ (14) + 11 + 1 + 1 = 27
Attack 3 (from haste), +1 furious greatsword, rage, haste, bless: 1d20 + 16 + 1 + 1 ⇒ (17) + 16 + 1 + 1 = 35
Damage 1: 2d6 + 13 + 1 + 1 ⇒ (1, 4) + 13 + 1 + 1 = 20
Damage 2: 2d6 + 13 + 1 + 1 ⇒ (4, 5) + 13 + 1 + 1 = 24
Damage 3: 2d6 + 13 + 1 + 1 ⇒ (3, 1) + 13 + 1 + 1 = 19
Bedlam Bottomland |
Bedlam looks to Lolly. The dwarf breaks the 4th wall and peers at Parrot.
Ye fellas be speak'n da truths! Wat be spilt brains between friends!
Bedlam sauters, skips, somersaults, sashes, swashbucklers into the dreadfully decorated chamber....
Will, heroism: 1d20 + 9 ⇒ (15) + 9 = 24 +3 spells, sp, poison
Terapin |
With a yelp, LeVar takes a five foot step and attempts to grab the nearest cultist before flopping back into the lava pool, balming his wounds restoring 2hp and diving as far into the soothing rock soup as he can. (If successful with the grab, he'll let go of the cultist as soon as they're in the pool.
(It's more of a grab-and-tug than a proper grapple, but the rules for Reposition specify that it can't be used to move an enemy into a dangerous space so I think it's just a standard grapple roll. But then, the combat maneuver rules are a big slippery smooth spot in my brain, so apologies in advance if this is wrong and I defer in advance to anybody with a better understanding of them.)
Grab 'n tug: 1d20 + 3 ⇒ (19) + 3 = 22 vs cultist CMD? I think? I'm assuming no AOO because they've been casting rather than melee-ing but I might have them mixed up with some others in my head; they'll get an attack of opp if they've got their weapon in hand.
(It'll have to be up to the GM how deep this lava is, I assume that's not in the book. But, maybe it is? How many foreseeable strategies involve lava dives?)
The remaining lantern archon flickers sadly, wracked with guilt over the knowledge that its powerful beams were bolstered by satanic fate magic, and elects instead to use what's likely its last few seconds on this plane to beeline into Lolygert and cast Aid, inspired by Aurora's superior tactical thinking. Giving the blood-soaked barbarian an additional hp: 1d8 + 3 ⇒ (2) + 3 = 5 temp hp and a +1 on his next attack roll.
Terapin, meanwhile, is counting on his fingers, making sure he doesn't use up his day's compliment of calls for help before that bird thing shows up again. (BTW: Was the Vrock itself summoned by the cultists, or does it just live here?) Frustrated at trying to count on invisible fingers, Terapin gives up and instead just brings Rook back, the ripply red dog-man appearing with a flash between Bedlam and the cultist a few feet in front of him. Not expecting to be summoned again so soon and clearly out to lunch, Rook blinks once, drops a small tea cup he had been holding to his lips in one hand, and strikes out at the cultist with his great sword.
Greatsword: 1d20 + 11 ⇒ (2) + 11 = 131d20 + 6 ⇒ (15) + 6 = 212d6 + 5 ⇒ (3, 1) + 5 = 92d6 + 5 ⇒ (5, 2) + 5 = 12
Right about when the teacup hits the ground, the Magic Circle Against Evil that Rook constantly exudes has its effect on Bedlam, Tragershen, and Aurora, giving any of them still under the effects of any mental control spells another saving through to dispel them, as well as a +2 to AC and saves as long as they're near Rook.
(Rook, standard hound archon but +4 Str and Con (Augment summoning) and +2 armor (evolved summon))
Terapin, then, turns his back to the wall and leans against it, trying to keep an eye on the passage behind as well as the chaotic room ahead.
The teacup, which was filled with an immensely powerful potion of curse removal and incidental youthful immortality straight from the vineyards of heaven that the archons in their native land drink just for the flavor, shatters on the floor, its contents lost. It was worth 600,000 gp on the material plane. Pay it no mind.
Tragershen |
Prescience (2 of 8) 1d20 ⇒ 10
Will save 1d20 + 6 ⇒ (8) + 6 = 14
I'm willing to use that prescience roll to try and beat this. Does a 16 make it?
GM Parrot |
1 person marked this as a favorite. |
@Terapin: the first problem with your plan is this line in 5 ft step: You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round that you move any distance.
Then, the other problem: Grapple says you can't move once you grapple, and Reposition says you can't fling people into the lava pit, Sparta hole, Sarlaac, what-have-you. Grapple does say that you can move your grapplee during the standard action to maintain a grapple, and includes rules for a bonus to break free if the grapplee being flung into lava.
Combat maneuvers are a tangle for me too, but I think the way to do what you want to do is 1. Grapple this turn 2. Maintain grapple next turn and move into the lava while 3. Winning yet another CMB despite the lava bonus.
LaVar grabs the acolyte, who gets an AOO:
Mace: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 2 ⇒ (4) + 2 = 6
LaVar is sent back to the Hot Plane.
As for the vrock, somehow you don't seem to have Knowledge: Planes, so I'm not telling.
Remember that Terapin does not have full control over his summons--he has to tell them what to do. Otherwise, Rook can and will go ham on Anzath.
Rook slashes the priest confronting him.
EDIT INBOUND
It turns out that Protection from Good won't work vs. Hold Person.
The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")
This means that Tragershen is still stuck, since his last roll won't free him.
Bad guy turn when I get back home! This post took so long to research and write!
Terapin |
LaVar grabs the acolyte, who gets an AOO:
Mace: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 2 ⇒ (4) + 2 = 6
LaVar is sent back to the Hot Plane.
** spoiler omitted **...
Remember: LeVar has damage reduction 5/magic, though. I think he's still with us? (Am I correct that he had 5 hp left and that the 6 damage from the mace wasn't magical, so now 4?)
Also wouldn't Rook be familiar with Anzath and Bedlam and everyone? There hasn't been a slow-down for conversation since the first time it came up earlier (this same afternoon in-game, I think), but Terapin did have Bishop go back and explain the situation. I mean I don't think there are any rules to whether repeatedly summoned creatures are the same individuals over time rather than a new random one at any point or whether they go to the same place when they're not summoned and I think this is all calvinball, but I'd been flavoring it like they had persistent knowledge and personalities and the like. Let me know if I've been too liberal with that, though, I can retcon the last round to have summoned a hound archon right next to him and sicced it on a specific cultist if that works better. I don't mean to usurp any DM power of worldbuilding, I just figured I'd play with the summons as secondary characters so as not to put more on your plate, but if it's cutting off anything you want to do I definitely don't need to.
... And, actually, there might be specific rules to that. I've been missing an embarrassing number of detail rules and caveats lately; my new job is almost entirely marginal legal research and I think I've been using up most of my written detail juice before I get here ⍨
GM Parrot |
1 person marked this as a favorite. |
Good call on LaVar DR. He's alive and grappling the cultist. Rook knows Anzath and Bedlam and everyone, but the dogs of war have already explained that they think you need to find new friends. This is the price of being "ends justify the means is good" in a world where that looks neutral to most people. There are indeed rules/dev posts about summons not retaining information and personalities when summoned, but your menagerie has been too fun and flavorful to quash. I'm ok with continuing that as long as you don't push it by doing the things that the rule is in place to prevent, like sending a summon off to scout, waiting for it to die, then resummoning it and asking for a report. You can summon a specific archon into a mass of cultists, but if you want him to do something specific, you have to tell him. That means communicating somehow. Otherwise, I think technically I'm supposed to run the summons.
Terapin |
No specific instructions, i just don't think it would be that much to swallow for them under the circumstances they're usually summoned. But, here's my reasoning: Hound Archons have an average human intelligence score and an above-average human wisdom score, so they can figure out context about as well as the average person from a different culture, yeah? (At least, in my estimation.) So, imagining I'm some sort of demon-smiting paladin who gets called into another world to help someone the size of a teddy bear with assorted demon and undead problems, the current situation is: I'm summoned sight unseen into a mass of demon-worshipping cultists that all ping as Strong Evil and that are currently fighting a group of known allies that ping as a mixed bag, with a few Faint Evil among them but no Moderate or Strong (none of them are clerics or paladins of evil gods, yes? Just chemists and fighters of <10 HD, currently?) and I also know that said mixed bag of allies is currently hunting that very same demon, itself an Overwhelming Evil and probably even known to me by name because it has a presence across several worlds, possibly including mine (I am of course not sure of that, but it seems reasonable for dark gods, no?).
I might worry about my naive little friend keeping such company and the long term effect on what they consider acceptable behavior and the like, but I certainly wouldn't feel any need to sabotage the mission, which if successful will rid the world of a significant evil or at least a fair number of its cronies, and if stopped would result in the deaths of several good or neutral entities and a halt to the harrying of the Overwhelming Evil. I mean, that's me with imaginary super powers and there's no reason to assume a Hound Archon would think exactly like a former english teacher turned law student from California would, but they'd be aware of consequence and scale at least, no? It doesn't feel like a justification so much as just an assessment, at least in my mind.
Then again, I've spent the last three years in an institution designed to shift me to LE in real life at this point, so please warn me if that doesn't make any sense outside of my head.
Anzath |
1: Anzath is invisible, for now. 2: Anzath thinks Rook is a good doggo, and has only ever been nice to him. It' Terrapin whats mistreated him. 3: Talking is always a free action, right?
GM Parrot |
1 person marked this as a favorite. |
I agree that Rook probably wouldn't interrupt this evil-cleric-slaying to fight someone fighting the evil cleric, but I also don't see why he'd stop fighting evil until all the evil is fought.
From James Jacobs: "Summoned creatures are not robots that exist only do what you want. If you want that, cast animate object. A summoned creature is under your control, but if it's intelligent and has an alignment it'll have a personality and it's [sic] own agenda."
Which, I know, is what you're trying to explain in your post--just, don't leave Rook alone in a room with your evil partymates.
GM Parrot |
The West Priest 5ft steps to put LaVar in range of his Channel Neg and then does.
Channel SW Priest, Will DC 14: 3d6 ⇒ (4, 4, 2) = 10
Will Save SW Priest:: 1d20 + 11 ⇒ (17) + 11 = 28 5
Will Save SW Acolyte: 1d20 + 7 ⇒ (11) + 7 = 18 5
Will Save Anzath:: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 5
Will Save Aurora:: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 5
Will Save Bedlam:: 1d20 + 7 - 3 + 1 ⇒ (11) + 7 - 3 + 1 = 16 5
Will Save Tam:: 1d20 + 2 + 1 - 3 ⇒ (2) + 2 + 1 - 3 = 2 10
Will Save Tragershen:: 1d20 + 9 - 3 + 1 ⇒ (9) + 9 - 3 + 1 = 16 5
Will Save Lantern Archon:: 1d20 ⇒ 3 10
Will Save LaVar: 1d20 ⇒ 10 10
Will Save Rook: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 5
Another blast of negative energy washes over the party. Most of them fend it off with minor damage, but Tam collapses under the malign assault, and LaVar, and the Lantern Archon.
With disgust, Anzath sees her perfect ambush ruined as the priest and acolyte she's facing crumble into unconsciousness.
Anzath |
Anzath frowns as another opportunity to use all her class abilities bites the dust.
Aurora Fallowarc |
Aurora unslings the Staff of the Battlecleric from her back — tapping the length of glowing metal against Tragershen's shoulder as she focuses upon the magic within. Two charges are expended to cast Purify Body upon the Wizard.
This spell also ends any pain effects, removes all physical ability score damage (from Strength, Dexterity, and Constitution), and removes the following conditions: blinded, dazzled, deafened, nauseated, paralyzed, and sickened.
Hit Points: 3d8 ⇒ (4, 8, 4) = 16 → Parrot, I am now noticing you didn't provide a caster level for the Staff of the Battlecleric. Whatever it is, it is probably higher than Aurora's CL of 8 so she would use its CL modifier for the +CL to HP.
"Feeling better?"
Bedlam Bottomland |
Bedlam watches all the cultists casting their spells, the clerics blasting everyone with their negative channels. The Vrock not being seen, but buffing the s+#+ out of itself!
Hey Vrock! Be yee un bit 'fraid ov us? Be piss'n yerself!
The grinning dwarf then decides to Fly up and over to hoover above the sweet-ass lava pit dais area!
Fly (Dex), hover DC 15 : 1d20 + 19 ⇒ (1) + 19 = 20
He then begins laughing at the stupid cultists hugging each other.
'ello boys!
Range bomb touch, Tanglefoot Ref DC 19, splash weapon mastery, precise bombs, Unstable Accelerate, heroism, prayer, divine vessel, splash 10: 1d20 + 8 + 2 + 1 + 2 ⇒ (2) + 8 + 2 + 1 + 2 = 154d6 + 5 + 1d6 ⇒ (6, 5, 3, 1) + 5 + (2) = 22
/x2)20' 13/12
Anzath |
What bonuses do I have now? Haste, Prayer, Divine Vessel?
Anzath suddenly appears as quickly as she vanished, furiously disappointed all of her strategizing had gone to waste due to stupid self sacrificing clerics. Her blades are bloodthirsty, as is she.
She turns to her nearest potential victim and flicks her wrist.
Kritfisher VS+BS+Haste+Prayer+DV: 1d20 + 12 + 2 + 1 + 1 + 1 ⇒ (2) + 12 + 2 + 1 + 1 + 1 = 19 omg
VS dmg+BS: 2d6 + 4 + 2 ⇒ (3, 6) + 4 + 2 = 15
GM Parrot |
Tanglebomb Ref High Priest: 1d20 + 2 ⇒ (11) + 2 = 13
Tanglebomb Ref Acolyte: 1d20 ⇒ 5
Tanglebomb Ref Acolyte: 1d20 ⇒ 10
Bedlam's bomb bursts on the high priest's head, spectacularly spraying scalding tanglegoo on the nearby acolytes.
EDIT: West Priest has 0 HP!
Anzath's vicious slice almost... but not quite... kills the west priest.
GM Parrot |
Terapin and Rook (d5)
Lolly
Tragershen (hold person, WIS curse)
West Priest (d33, staggered, pray)
Bedlam
Aurora
Vrock (18d, absent, heroism)
Anzath
PriEast (d22, kiss 6/7, glued)
Acolyte x 2 (d10, d10, both entangled)
Tam (-8/37)
Priest (NE kiss 3/3)
Acolyte x 2 (d2 kiss, d1 kiss, -holdp)
The Priest of the East, glued to the floor, glares up at Bedlam.
Concentration: 1d20 + 10 ⇒ (11) + 10 = 21
Hold Person, Will DC 16: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Bedlam falls. Miraculously, he lands on the very peak of the lava stairs.
Less miraculously, one of the two acolytes, stumbling under the entangling goo, climbs the stairs and pushes the paralyzed alchemist into the lava.
PLOP goes Bedlam.
Immersed in Lava vs Fire Resistant Armor: 10d10 - 10 ⇒ (3, 4, 7, 10, 2, 8, 5, 2, 2, 6) - 10 = 39
Aragnak's gift of enchanted armor is all that keeps our paralyzed alchemist this side of doom, but it can only protect him for so long.
The other minion casts Protection from Good on the high priest.