
Lolygert " Lolly " Endeferr |

His nearby foes vanquished...or rather squished, Lolygert turns to find himself yet more evil-doers to slay!
He spies a nearby priest and in a blaze of speed....attacks!
Attack, +1 furious greatsword, haste, bless: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22
Damage: 2d6 + 13 + 1 ⇒ (4, 6) + 13 + 1 = 24

Terapin |
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"Gods damn it, Bedlam."
Terapin twiddles his fingers and summons a second magma mephit into the lava pool: Magnus the Magma Magnate, who is not nearly as fun as LaVar but is obsessive about keeping impurities out of his product. LeVar and he used to be friends in college, but Magnus sold out almost immediately upon graduation to work for his father's molten exports business while LaVar never let the party die. Now they mostly only see each other at Delta Delta Delta reunion fundraiser events, and they're cordial but not close.
"Oh eugh, EUGH, there's dwarf in here," Magnus fumes, snuffing some of the lava and wrinkling his nose in distaste. "A chemically tainted dwarf, no less. Just shameful." Magnus knows, as it is his business to know, that when confused animals like dwarves find their way into your magma stock you've got to fish them out quickly, before they get too soupy to grab onto and taint the whole batch. He casts about for a lava pool skimmer but finds none; dear gods, he's going to have to touch the thing. Well. He didn't climb the corporate ladder by being squeamish, after all. (He climbed it by being the son of the owner, but shush.)
Magnus lifts the dwarf by the neck and the crotch and tosses it distastefully back out of the pool to sprawl in a damp heap to the immediate north. (Is that a roll? I assume if he's paralyzed it'd be as automatic as pushing him in, but let me know if Bedlam weighs enough to put a 17 strength in doubt.)
Rook, meanwhile, steps over the mess he was fighting earlier and charges the two cultists to the north, slashing at the left one because left to right is how one must read for writing to make sense and he is lawful and very literate.
Greatsword: 1d20 + 11 ⇒ (20) + 11 = 312d6 + 5 ⇒ (4, 2) + 5 = 11
Snicker-snack.
Terapin is down to his last two summons for the day and he still hasn't seen that Vrock anywhere, so he's going to hold on to those and be a bit less active for the remainder until they can find a place to rest or that big threat shows its face. (Rook was going to be his last non-vrock summon until Bedlam went swimming.) Just as an apology in advance to the rest of the party; he's got a couple situationally useful spells he can pull out but his main function is just about used up.

GM Parrot |

Magnus, always appreciating how surprisingly and suddenly buff he is when summoned by Terapin, chucks Bedlam out of the lava.
It's harder to toss someone out of a pool than to shove them off the diving board, but I think that's reasonable!
The alchemist fades from red to black as the lava cools. He's not looking so hot. Wait. I mean. He looks hot. No wait. He looks cool. Uh... he looks bad. But he's fighting cultists! He looks good! But he's disfigured... let's just say words can't describe our mad bomber companion. Somehow, the good, the bad, and the ugly of him's still conscious. Barely.
Rook slashes at the nearest cultist, but his sword passes through the cultist as if he wasn't there at all. No, wait... Prot Good only works on natural attacks, never mind! Looks like I made another bad move with my cultists. Sigh. I really wanted to play this one clean.
Rook's sword doesn't care that the cultist is protected from good.
Crit Confirm: 1d20 + 11 ⇒ (14) + 11 = 25
He crits the cultist all the way to the pit.
Meanwhile, Lolly rushes the entangled high priest and slashes him hard.
Tragershen is up!

Bedlam Bottomland |
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Bedlam--smoke drifting angrily away from him--lies completely still. The pool of dwarf skin and dwarf hair and dwarf dwarf do seem to be a bit pooled underneath him.
He has looked better, but really let's be honest, the dwarf was never going to win 2nd place in a beauty contest.
Having gone over to the red dragon dark side, the Alchemist hasn't really looked that much different than he is currently.
He does give a thumbs up to Magnus, LaVar and Terapin even got a wink.
Bedlam then lays quietly a bit red in the face!

Tragershen |

Tragershen gestures, but not at any foe in particular. Instead, the spot he points sprouts massive black tentacles that spread in an instance.
Prescience 1d20 ⇒ 8 ( 3 of 8)
Casting black tentacles centered where I put an arrow on the map. That should catch the northeast priest and the three cultists by Bedlam and Lolly without actually getting Bedlam or Lolly. CMB to grapple all of them 1d20 + 8 + 4 + 1 ⇒ (6) + 8 + 4 + 1 = 19. If grappled, they take [dice[]1d6+4[/dice] damage. .
That shouldn't break his invisibility since it is not a targeted attack.
Edit: Let's substitute that 8 from prescience for the 6, to give it a 21 to grapple them all this round.

GM Parrot |

Ok, finally getting back to this. I gotta admit, I've run this fight so poorly as your GM, despite tons of time reading rules forums, that I'm having trouble feeling excited about it. Let's get through and see what's on the other side, though.
Edit: I don't mean to whine too much, but da book says I should play this encounter with all my skill and I have failed in that respect, messing up Bestow Curse, Protection from Good, and misremembering that Channel Negative doesn't heal even if you have Death's Kiss, misremembering that the high priest doesn't even need Death's Kiss (he has a more powerful version as a class feature always on)... the upshot is that I've wasted what feels like half of the baddies' turns.
Tragershen: I did some forum diving on Black Tentacles, and the consensus seems to be that if you drop BT on someone, you break invisibility. If you cast it on empty space and then they move into the tentacles, it won't. From the spell Invisibility: "an attack includes any spell targeting a foe or whose area or effect includes a foe."
Black Tentacles unfurl in the dark temple, grappling all the priests on the east side of the fell fane.

GM Parrot |

Trag's tentacle damage: 1d6 + 4 ⇒ (2) + 4 = 6
Oh wait that one has SR, Trag rolls vs. SR: 1d20 + 8 ⇒ (9) + 8 = 17
Yet another edit: the high priest avoids Black Tentacles using Spell Resistance. That's how that works, right? We haven't run into a lot of SR lately and it's been a while.
The West Priest fires off what will likely be his final Channel Negative, hitting the whole party except for Lolly and Terapin, who remains in the passage outside the temple.
Channel Neg: 3d6 ⇒ (4, 2, 4) = 10
He catches the nearest acolyte, too, knocking Orcus' minion into unconsciousness.
Will Save Anzath: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 10
Will Save Aurora: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22 5
Will Save Bedlam: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 5
Will Save Tam: 1d20 + 2 + 1 - 3 ⇒ (15) + 2 + 1 - 3 = 15 5
Will Save Tragershen: 1d20 + 9 - 3 + 1 ⇒ (2) + 9 - 3 + 1 = 9 10
Will Save Rook: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 5
Terapin and Rook (d10)
Lolly
Tragershen (WIS curse)
West Priest (d33, staggered, pray)
Bedlam
Aurora
Vrock (18d, absent, heroism)
Anzath
PriEast (d46, kiss 6/7, glued)
Acolyte (d16 entangled, grappled)
Tam (-8/37)
Priest (NE kiss 3/3)

Anzath |

BLACK TENTACLES
School conjuration (creation); Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (octopus or squid tentacle)
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration 1 round/level (D)
Saving Throw: none; Spell Resistance: no

Bedlam Bottomland |

Will DC 16, heroism, hardy +3 spells, sp, poisons: 1d20 + 12 ⇒ (6) + 12 = 18
Bedlam exercises his dwarven right to move his extremities.
Be un durn pain un me arse, dat un!
EDIT!
Bedlam dazed and confused decides that having suffered some lava intrusion sleeps a bit for the interum....
Currently at hp -1...
Stabilization check DC 11: 1d20 + 3 ⇒ (3) + 3 = 6
Source PRPG Core Rulebook pg. 190
On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. An unconscious or dying character cannot use any special action that changes the initiative count on which his action occurs.
Characters taking continuous damage, such as from an acid arrow or a bleed effect, automatically fail all Constitution checks made to stabilize. Such characters lose 1 hit point per round in addition to the continuous damage.
You can keep a dying character from losing any more hit points and make him stable with a DC 15 Heal check. If any sort of healing cures the dying character of even 1 point of damage, he becomes stable and stops losing hit points.
Healing that raises the dying character’s hit points to 0 makes him conscious and disabled. Healing that raises his hit points to 1 or more makes him fully functional again, just as if he’d never been reduced to 0 or lower. A spellcaster retains the spellcasting capability she had before dropping below 0 hit points.
A stable character who has been tended by a healer or who has been magically healed eventually regains consciousness and recovers hit points naturally. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away.
Recovering with Help: One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. The character takes a penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters (see page 189). If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers hit points naturally. He automatically regains consciousness when his hit points rise to 1 or higher.
Recovering without Help: A severely wounded character left alone usually dies. He has a small chance of recovering on his own. Treat such characters as those attempting to recover with help, but every failed Constitution check to regain consciousness results in the loss of 1 hit point. An unaided character does not recover hit points naturally. Once conscious, the character can make a DC 10 Constitution check once per day, after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.
The dwarf dreams of a running river of red....
Current hp -2

Aurora Fallowarc |

Aurora brandishes the Staff of the Battlecleric in her hands, igniting it with silvery flames as a swift action. She takes a five-foot step up to the priest engaged with Anzath and brings a practiced series of blows liable to be bone-crunching against him.
Swift action to activate the Grayflame special quality of the stave for the next 4 turns, for an additional +1 Enhancement bonus on the staff & 1d6 divine damage. The weapon counts as Good and Silver for purposes of damage reduction while this effect lasts.
Staff of the Battlecleric attack 1: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d6 + 7 + 1d6 ⇒ (3) + 7 + (4) = 14
Staff of the Battlecleric attack 2: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d6 + 7 + 1d6 ⇒ (2) + 7 + (5) = 14
Staff of the Battlecleric attack Hasted: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (4) = 17

GM Parrot |

Aurora smashes the cleric into a mushy pile of clerical errors.
The vrock yawns a bit. It has now way of knowing that in the three rounds its been absent, all hells have broken loose (or is it all heavens?). It lackadaisically casts Mirror Image on itself.
Images: 1d4 + 3 ⇒ (3) + 3 = 6
The mirror images scratch at a pinfeather. It's probably just another tease. Demon will teleport back in to the action, only to learn the action is over. Again.
The vrock sighs.

Anzath |

"Good vork," Anzath nods at Aurora and spits on the pile of cleric pulp. She looks over her shoulder and quickly assesses the situation.
"Sh!t."
Anzath uncharacteristically risks her life to give Bedlam a fighting chance. She rushes up the stairs to take out the acolyte not engaged with Lolly. Or maybe, there's two acoloytes on the map but only one in initiative. If there's no acolyte on the lava platform, let me know, because that makes a world of difference.
Kritfisher VS+BS+Haste+Bless: 1d20 + 12 + 2 + 1 + 1 ⇒ (13) + 12 + 2 + 1 + 1 = 29
VS dmg+BS: 2d6 + 4 + 2 ⇒ (1, 1) + 4 + 2 = 8 :[
AC is 25 w/ CG and Haste

GM Parrot |

Ummm I think there's one on the bridge! It must be the other one that's dead!
Anzath looks amazing as she rushes up the staircase over the boiling well of lava, both scimitars in hand, one holy, one hellish...
...and the acolyte looks fittingly cinematic as he tries to hold himself together before stumbling off the bridge into the chasm below.
The high priest, spitting out a tentacle, says "FREE ME YOU FOOL!"
He Delays until the NE priest can cast:
The NE priest says, "Right away, boss!"
He casts Dispel Magic on Black Tentacles:
Dispo: 1d20 + 5 ⇒ (18) + 5 = 23
Haven't used Dispel in a while, does that check out as a success? I already checked: the spell says "the tentacles may be dispelled as normal."
The black tentacles wither away.
The high priest, now uncluttered by the frustrating tentacles, takes what is probably his last deep breath and begins speechifying: "I am ZEHN, high priest of the Upper Temple of Orcus! You may slay us, but we will return... or we won't! It doesn't matter! Matter doesn't matter! Orcus is the end of all roads, for He is entropy, He is chaos, He is the heat when there is nothing left but heat! Even undeath ends in Orcus! All is meaningless, all will fall! But in the meantime: NADROJ! I SUMMON THEE!"
something: 1d20 + 8 ⇒ (4) + 8 = 12
Zehn then remembers that it's not just the tentacles: Bedlam also glued him to the floor. He looks up at Lolly. He sighs.
His ring flares red as he speaks a command word and uses Telekinesis to flip Lolly into the lava pit:
Lolly Will vs Telekinesis: 1d20 + 8 + 2 + 1 - 3 ⇒ (7) + 8 + 2 + 1 - 3 = 15
Help me out: I think Ring of Telekinesis is DC 20 (10+5+5) but I can't seem to put my eyes on the rules for ability scores/minimum caster levels.
Unless someone finds otherwise, Lolly is flung into the pit of lava...
Immersed in Lava: 10d10 ⇒ (8, 8, 8, 5, 1, 7, 7, 9, 2, 4) = 59
The barbarian's sheer incredible health keeps him conscious. It's kind of awful and amazing to get to feel what a pool of lava feels like--he finds that the rage that has always made his blood boil is nothing to the ACTUAL feeling of boiling blood.
Everyone except Anzath may act!

Bedlam Bottomland |

Bedlam would like to wake up, but he is having a nice dream of roasted mutton and cheese cake....
Stabilization check DC 12: 1d20 + 3 ⇒ (12) + 3 = 15
And the restaurant just ran out of cake!

Lolygert " Lolly " Endeferr |

Lolygert's eyes widen in ragin' surprise as he lifts in to the air and is deposited into the pit of lava.
Pain washes over , into and through his body as he instinctively stands and leaps or runs out of the pit!
Gobs of cooling lava fly in all directions as he shakes himself like a dog, trying to rid himself of the burning substance!
He settles his baleful gaze on the unholy priest, his teeth clenched in pain and rage, growling something that sounds something like, "You're gonna wish you didn't do that!!!"
His sword seems to glow more red from it's bath in the lava, cutting a red smear through the air towards the priest of Orcus!
Attack, +1 furious greatsword, haste, bless: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22
Damage: 2d6 + 13 + 1 ⇒ (1, 1) + 13 + 1 = 16

Terapin |

"Ooooooh, is that a riiiiiiiiing?" Terapin makes a mental note to call dibs unless somebody else really really wants it.
Magnus the Magma Magnate snarls as yet another greasy mammal is thrown into the perfectly good lava batch, although at least this one has the wherewithal to clamber back out again. Still, this fool who keeps throwing fools...
Grumbling and slicking his spikes back, Magnus flies out of the lava to deal with the source of all this pollution, drops directly onto Zehn-who-is-glued-to-the-floor, and assumes his Magma Form, turning into a pool of lava 3 feet in diameter and 6 inches deep.
Zehn takes 1d6 damage for each round he remains in contact with the new lava pool. No save is mentioned; I assume normally they can just move and the pool would have to chase them, but normally a mad dwarven alchemist hasn't glued them to the spot, no?
"You keep getting your meat in my magma... but I bet you don't like it when I get my magma on your MEAT! You see? You see how much this interferes with business operations?!" Magnus gurgles incomprehensibly, both because he's speaking Ignan and because his mouth is a dollop of lava on top of several hundred more dollops of lava.
Rook, meanwhile, closes the 40 feet between him and the remaining cultist in the northeast corner with a howl, putting the wretch within his Aura of Menace (DC16 will save or a -2 on attacks AC and checks until he hits Rook) and slashing at him with his great sword.
Great Sword: 1d20 + 11 ⇒ (9) + 11 = 202d6 + 5 ⇒ (4, 3) + 5 = 12
Are there more? I'm reading one acolyte and two priests in the initiative but only seeing the acolyte and one priest on the map.
And Terapin, of course, peers down the hallway behind him, still wary of that giant bird thing.

GM Parrot |

That lava book looks cool, Lolz! The book just says "this much damage, no save." Also, love that description you wrote!
Lolly looks both cool and hot as he scrambles out of the lava and slashes Zehn into unconsciousness.
Rook does his best impression of the same on the last of the underpriests, but the priest doesn't fall.
The one priest remains. And one nervous acolyte.
Tragershen and Aurora may act!

Tragershen |

Tragershen points and speaks, sending shards of arcane force at the remaining priest.
Casting magic missile, targeting the priest. If any darts are left after the priest falls, he'll send them at the acolyte.
1st Magic missile 1d4 + 1 ⇒ (3) + 1 = 4
2nd Magic missile 1d4 + 1 ⇒ (1) + 1 = 2
3rd Magic missile 1d4 + 1 ⇒ (3) + 1 = 4
4th Magic missile 1d4 + 1 ⇒ (3) + 1 = 4

Aurora Fallowarc |

Aurora takes stock of the immediate field with a lofted hand, holy symbol clasped, and a wave of positive energy discharges to wash over those within 30ft — herself, Tragershen, Tam, and Terapin; a terrific trio of Ts.
Positive Energy (Heal): 4d6 ⇒ (6, 5, 4, 5) = 20
Health replenished, she begins to make her way north through the room with her stave brandished.

GM Parrot |

Tragershen sprays the final priest with Magic Missiles.
Tam coughs out a little blood and looks wide-eyed around the room for Lolly, grabbing her bow and scrambling to her feet.
Just imagine if Talathel were here. Tam, Tal, Trag, Terapin... Aurora, I moved you to where you can hit the three Ts we do have with a heal burst.

GM Parrot |

Terapin and Rook (d10)
Lolly
Tragershen (WIS curse)
Bedlam
Aurora
Vrock (18d, absent, heroism, 6xmirror images)
Anzath
PriEast (d68, kiss 6/7, glued, grappled)
Acolyte (d16 entangled, grappled)
Tam (-8/37)
Nadroj
Priest (d28 NE kiss 31/3)
The vrock, having a decent intelligence score, realizes that even though all its foes are likely all dead already (as usual, so boring), it'd be wiser to return to combat from a position of cover. It teleports in to the back door of the temple, opens the door, and looks around.
Its feathers stand on end when it sees the massacred priests scattered around the temple.
Anzath may act!

Anzath |

Perception: 1d20 + 16 ⇒ (18) + 16 = 34
Do I smell what the vrock is cooking? I mean, do i see the vrock open the door?

Aurora Fallowarc |

Aurora, I moved you to where you can hit the three Ts we do have with a heal burst.
That was Aurora's starting position. She channeled as a Standard Action and then moved up.

Anzath |

Just checking, I'm at a weird angle with the door.
Anzath points her wicked purple blade at the open door and yells out, "Demon! Your dayz on diz vorld are over. I am de Dark Krystal! Konsort of Aragnak de Red, Liberator of de Enslaved Massez! I have kome to rid diz vorld of your wretchednezz. De might and terror of Aragnak knowz no boundz. I have slaughtered your undead minionz, and I vill hunt you down akrozz eternity!"
Intimidate (long shot): 1d20 + 5 ⇒ (11) + 5 = 16
She then descends the stairs in a blur of movement and ends up against the wall just inside the door.
Swift Studied Target, Standard to Intimidate, Hasted Move 60ft
AC 25 w/ Haste and Cat's Grace. Also 20% miss chance w/ Blur

Terapin |

Terapin gives a "see?" look to Rook, nodding towards Anzath. Terapin is however magically invisible and around a solid stone corner while Rook is actively engaged in a duel and facing the opposite direction, and so it may have been missed.

GM Parrot |

Ok, let's end this encounter!
Terapin and Rook (d10)
Lolly
Tragershen (WIS curse)
Bedlam
Aurora
Vrock (18d, absent, heroism, 6xmirror images)
Anzath
Tam (12/37)
Nadroj
The vrock is technically not intimidated by Anzath, but Anz is pretty ferocious. It feels nervous.
Tragershen's magic missiles knock all the remaining clergy into unconsciousness.
Nadroj flies through a corner of the room and out through opposite wall, trying to act inconspicuous. Nadroj is incorporeal, btw. You may try to spot him, but even if you do, he's inside the stonework.
Stealth: 1d20 + 18 ⇒ (16) + 18 = 34
All except Anzath may act!

GM Parrot |

The high priest, now uncluttered by the frustrating tentacles, takes what is probably his last deep breath and begins speechifying: "I am ZEHN, high priest of the Upper Temple of Orcus! You may slay us, but we will return... or we won't! It doesn't matter! Matter doesn't matter! Orcus is the end of all roads, for He is entropy, He is chaos, He is the heat when there is nothing left but heat! Even undeath ends in Orcus! All is meaningless, all will fall! But in the meantime: NADROJ! I SUMMON THEE!"
You didn't think he meant the vrock, did you? Also, I'm not telling unless someone sees him.

Tragershen |

Tragershen floats above the floor with a wisp of will. As he does, he utters words of power that bring a sphere of power to help protect him.
Move action to fly up five feet, then cast minor globe of invulnerability.