Iolana Altumas |
Planning:
Other than invisibility what other buffs should we prepare before heading across the bridge. It can't be that easy. Cat'S Grace? Protection from Evil? I have those in wand form. I can do Magic Circle Against Evil as well.
Is Laori evil?
GM Peachbottom |
Well to be fair, these enemies are way under your level. CR 6s. But the castle has a bunch of low level enemies and higher level bosses because of the sheer number of encounters (like almost every room and you can see how big the castle is) so not to drain your resources too fast. If you want me to abbreviate the encounters with the skeletons to make this dungeon run faster I can.
Tyrandro Amprei |
This encounter would be harder, if Tyrandro's abilities wouldn't negate every advantage the skeletons have in this fight.
I'm fine with dispatching row after row of skeletons as long as the others don't stay back and get out the Harrow Deck for a game of cards. Because it sets the atmosphere for this place really well to have these undead behind every nook and corner.
Tyrandro Amprei |
That Damage is without the undead bane.
I was already editing it in, but checked the monster before submitting.
With Undead bane I would get one more hit for some 170 Damage total with the additional (2d6 and +2) per arrow included.
It is higher than the last time as I forgot to add in the higher Deadly Aim bonus before, that raised to +8 with level 12.
Tyrandro Amprei |
Try the bestiary:
WRAITH CR 5
XP 1,600
LE Medium undead (incorporeal)
Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
GM Peachbottom |
Iolana cast SR herself and made it. DR on Tyrandro's first shot applies twice. I need clustered shot next.
Sorry. I missed that. I’ll make corrections. It is not cold resistant so I’ll add the damage from Iolana’s first ray.
Also, Tyrandro will be fine. I know you have at least one resurrection scroll on your gear. I’ll have to look up later how the soul sucking walls work again.
GM Peachbottom |
Here is the relevant text:
Soultrapping: Any living creature that dies inside of Scarwall must make a DC 23 Will save upon death or his soul becomes bound into the walls of the haunted castle. This effect is identical to that created by soul bind (CL 20th), save that the soul is trapped in the physical structure of the castle itself, not a gemstone. In order to resurrect a dead body whose soul has been trapped, a character must dispel the soul bind effect on that particular soul. If the caster knows the name of the soul to be released, he may attempt this dispelling anywhere in the castle—otherwise, he must cast the spell on the corpse (or a fragment thereof ) of the person to be resurrected. The resurrection must then have begun casting within a round of the successful dispelling, otherwise the soul is reclaimed by Scarwall one round after the successful dispelling. Dispel magic, greater dispel magic, and dispel evil can be used to temporarily free a bound soul in this manner.
So, no, Tyrandro does not go incorporeal. Right now, he can make a Will DC 23 save and ignore the soultrapping effect. Otherwise, someone just needs to cast dispel magic (no caster level check; auto-success) before casting the raise. Laori and Sial are also both clerics of sufficient level to cast raise dead, but may need a night to memorize it.
Without machine gun Tyrandro, the rest of the party is going to actually have to fight the bogeyman...gasp! =)
Tyrandro Amprei |
Protection from evil:
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.
Sebastian doesn't receive a new roll, he is immune to hold person, as that is an enchantment(compulsion) spell.
GM Peachbottom |
Bone House—Minor Artifact
Aura strong conjuration and necromancy; CL 17th
Slot —; Weight 2 lb.
A bone house is a variant of the instant fortress developed by the Brotherhood of Bones. Only a few of these items exist, and they are granted only to the Brotherhood’s favored agents. Each bone house appears as a fist-sized bone carving of a skull-topped fortress. When activated by speaking a command word, it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The bone walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can’t open the door.
The bone walls are magically enhanced to be as hard as stone, and have 100 hit points and hardness 10. The bone house can be repaired by casting inflict spells on the walls, with each 10 points of negative energy repairing 1 point of damage. A bone house springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d6 points of damage (Reflex DC 19 half ). The interior of a bone house is under the constant effects of a desecrate spell (the bone house itself is considered an altar to Zon-Kuthon for the purposes of determining the desecrate’s modifiers).
Once a bone house is expanded into tower size, its owner can create up to four mummies per month from the drifts of bone ash and detritus that litters the inner rooms. Creating a mummy in this manner takes 10 minutes, and the owner must be inside of the bone house the entire time. Mummies created gain +2 hit points per HD (thanks to the desecrate effect), and guard the contents of the bone house without needing to be commanded. If the owner wishes to command these mummies to perform other tasks, he must use other means to do so. No more than four mummies may be active at one time.
A bone house is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.
GM Peachbottom |
It must have been months ago, but I'll refer you way back to the song Zellara spoke during the Blessing of the Ancestors with the Sun Shaman in the Cinderlands.
"Fate of steel—Serithtial
Her cage for years sustained.
Four enthralled in lost Scarwall;
Undead to keep her chained.
A spirit first, red war his thirst
Still stands at post of old;
A second foe, infernal soul
Waits high in tower cold.
In kennel’s grime, third bides his time
Then vents his killing breath.
And on a stone ’mid ash and bone,
The final dreams of death.
The spirits worn and battle torn
And locked in their damnation,
The chained one’s hold at last grows old
And ushers in salvation.
Yet hope remains amid the chains
When blade’s stone cage has crumbled,
Friends to dread and death of the dead,
Keys to Kazavon humbled."
Iolana Altumas |
I’ll be away on and off for the next two weeks.
May 25-28 Paizocon
May 29-May 31 Regularly scheduled programming
June 1-June 5 on vacation.
It is incredibly unlikely that I’ll be able to post each day during the con and the vacation. Please don’t let me slow the games down, and feel free to bot me. I’ll check in as I can.
Tyrandro Amprei |
Have fun at paizocon and with your vacation.
I'd say it might be worth to wait for Iolana. At least if we get out of dungeoncrawl mode or meet the endboss. It would be two players and Peachbottom botting two more. I think we're not that much in a hurry.
Ayako, what do you think?