The group keeps moving down the hallway till it comes to a dead end. Hemket spot the secret door, disables the trap, and gets it open. Inside the room yall see..
A double row of hieroglyph-covered pillars runs down the length of this large chamber. To the north, two greenish basalt statues of regal figures sit in high-backed basalt thrones in alcoves. The larger of the two statues, a cat-headed woman holding a large bowl in her lap, with dried flowers spilling over the brim, sits in the alcove in the center of the north wall. On the floor before the statue is a painting depicting a religious supplicant bearing an offering. The statue in the easternmost alcove on the north wall is smaller, depicting a camel-headed man with an empty, oversized bowl in his lap. Three empty alcoves sit in the south wall. Images of bowls are painted on the floors in the east and west alcoves. The bowl in the eastern alcove holds flowers, while the one to the west is empty.
on the way through the circular rooms, Findlay inspects the metal flecks in the sunrays depicted on the floor: are they gold? mithral?
in response to Hemket, he pulls out a Feather Token:Tree...
"No flowers -- but I *could* have a tree! A mighty oak, even!"
are these figures recognizeable from history?
Findlay's Knowledge:History check: 1d20 + 28 ⇒ (5) + 28 = 33
Hadjii compulsively tries to identify the flowers in the bowls:
Hadjii's Knowledge:Nature check: 1d20 + 22 ⇒ (9) + 22 = 31
Ok back finally, Happy New Years! Hard to believe we started this thing almost 4 years ago..
After analyzing the room for a good 30 minutes the party figures the hieroglyphs mean..
The gods are fickle, they will never be fully appeased by mortal sacrifices, and one is often forced to take offerings from one deity to placate another.
You likely need to move the flowers around to you figure it out, which I'm not going to make you do since there's no penalty for doing it wrong. Yall find some monetary treasure along the way and a door is opened..
Moving on you see.
A bubbling pool of molten lava, bracketed by stone ledges to the north and south, fills most of this chamber. A thin stone pillar rises from the center of the lava pool, supporting a tiny gem.
still a huge air elemental, Hadjii ponders over the mind link:
"I could simply fly over and snag it -- but I suppose there are things in the magma eagerly awaiting that attempt...perhaps I should conjure some fiery companions to distract whatever else may be in the pool..."
Hadjii appears to be waiting for others to chime in with ideas before he begins summoning.
|Amarantha Van der Griest|
Hmmm...Summoning something hot sounds like a plan, I have zero desire to take a magma bath
The Hadj will start casting one of his two prepared SUMMON NATURE'S ALLY VII spells: the following round, he'll bring forth 1d4 + 2 ⇒ (4) + 2 = 6 large fire elementals onto the surface of the pool of magma -- positioned so as to block anything in the pool from reaching up as he flies over -- and as the elementals appear, he'll attempt to use his 100' perfect fly speed to race over the pool and snag the gem!
as he flies, he commands his new pals:
"Ready yourselves to strike!"
the six burning figures ready an action to strike any hostiles that emerge from the pool...
he flies right over everyone's head, and ends his move back from whence he started.
Findlay's Knowledge:Arcana check: 1d20 + 28 ⇒ (4) + 28 = 32
Hadjii tells the fire elementals to try swimming under the barrier; then -- while whatever is in the lava is distracted by the mass of elementals entering the pool -- Hadjii tries to fly through the 6" opening on one side, grab the gem, and fly back through the 6" opening on the other side.
historically, air elementals were considered highly squeezable -- and <5E> specifically notes "It can move through a space as narrow as 1 inch wide without squeezing." -- but Pathfinder doesn't seem to address air elemental squeezability...I leave it to the GM to decide if a huge air elemental can do what Hadjii is attempting...
while the fire elementals frolic in their lovely pool, Hadjii will burn a Mythic Point to cast <Communal Air Walk> on the team...
After moving up and opening the door you all see.
A pool of lava runs the length of this chamber from east to west, hissing and bubbling lazily, and the floors of the circular spaces at either end of the pool are painted with red arrows. The alcove directly north of the entry door holds a crystalline pyramid, deep red in color, surrounded by glowing red motes.
The ceiling is 50' high in this chamber.
Need Perception from everyone and can anyone see Invis?
3d20 ⇒ (12, 17, 2) = 31
1d20 ⇒ 5
No one notices anything in the room except for what is noted above..
Before anyone can move further into the room there is some arcane chanting, you may make spellcraft checks, and an evil spell washes over the group..
Everyone needs to make a Will save DC 25 or have nasty effects occur to you..
A bad guy also appears before you after the spell is cast..
"This winged fiend’s horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh."
It's wields a wicked longsword in one hand and a burning whip in the other..
It does not look like a happy fellow..
Amarantha: 1d20 + 7 ⇒ (10) + 7 = 17
Canaan: 1d20 + 8 ⇒ (16) + 8 = 24
Findlay: 1d20 + 14 ⇒ (5) + 14 = 19
Hadjii: 1d20 + 8 ⇒ (4) + 8 = 12
Hemket: 1d20 + 16 ⇒ (12) + 16 = 28
Mister Nice Guy: 1d20 + 12 ⇒ (6) + 12 = 18
Init Order Post Spell Saves:
will save: 1d20 + 18 ⇒ (13) + 18 = 31
He will move forward using communal air walk to cross the lava pit and attack the big ugly. Likely this will provoke.
to hit: 1d20 + 31 ⇒ (7) + 31 = 38 damage: 1d6 + 30 ⇒ (5) + 30 = 35
Both make their saves however there are still negative effects.
If you make your save take Str Decrease: 2d6 ⇒ (5, 3) = 8, 4 strength loss and are paralyzed for 1 round. Str decrease lasts for Rounds: 2d4 ⇒ (4, 2) = 6
If you fail you loose 8 str and are paralyzed for Min: 1d10 ⇒ 9
Fail and you are also dazed for a round..
|Amarantha Van der Griest|
Will: 1d20 + 26 ⇒ (1) + 26 = 27...Ah the dreaded one raises it ugly head
Planes: 1d20 + 18 ⇒ (13) + 18 = 31
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative.
Can you channel while paralyzed? I find it amusing that I am dazed for one rd while paralyzed for 9 min
If so I will channel to activate Beacon of Hope
sorry I missed this morning: work...
Findlay McDougal has permanent See Invisibility (and permanent Darkvision) — so he woulda seen that guy casting...
Findlay also has the arcanist ability to Counterspell, if he identifies the spell:
Findlay's Knowledge:Arcana check: 1d20 + 28 ⇒ (11) + 28 = 39
so he will use a point from his arcane reservoir— and an appropriate spell slot — to counter that nasty enemy caster’s spell
Unless you have an ability that lets you do so you cannot perform immediate actions flat-footed Findlay..
Amarantha, since you are not required to have a holy symbol present to channel I see no reason why you cannot while paralyzed.
Amarantha knows nothing about the fiend..
Findlay knows it is a dreaded Balor! He may ask one question.
Still missing saves from Hadjii and Findlay.
Findlay since you saw the creature in the surprise round you may have an action before we get to round one where everyone is paralyzed for at least a round.
Findlay walks in, sees a balor, and (on initiative 19) he aims a Disintegrate at it -- using a point from his arcane reservoir to bump the caster level by 2:
Findlay's ranged touch attack: 1d20 + 11 ⇒ (11) + 11 = 22
if that hits touch AC, then he must defeat SR:
Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (11) + 15 + 4 = 30
Findlay's Eldritch Breach: 1d20 + 15 + 4 ⇒ (19) + 15 + 4 = 38
and if that worked, there's some damage:
Disintegrate damage: 34d6 ⇒ (3, 1, 3, 3, 2, 6, 3, 5, 5, 6, 6, 6, 3, 3, 6, 3, 2, 3, 1, 1, 1, 1, 3, 6, 3, 5, 3, 1, 6, 4, 6, 1, 2, 4) = 117
a split-second later (Mr Nice Guy's initiative was 18), the not-actually-flat-footed arcanist tries his counterspell -- which does require a caster level check:
(unless the spell is 9th level -- Findlay does not have 9th-level spell slots)
Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32
Findlay's Eldritch Breach: 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21
unless the spell was 17th level, that should counter it...
(I do need to spend a spell slot of equal level, so let me know what level spell it was...)
The disintegrate hits and gets through it's magic resistance.
Fort: 1d20 ⇒ 5 pass, not sure your save but that passes im sure.
Dam Instead: 5d6 ⇒ (1, 2, 2, 2, 4) = 11
The fiend casts Blasphemy, which I had it's DC wrong but moot, but Findlay is able to counter the spell. You needed a 31 to do so. It's a 7th level spell btw.
No one has Str reduction or is paralyzed.
Findlay, Hemket, and Can are up..
Can flies over to attack and gets AoO by the whip..
Attack: 1d20 ⇒ 8 miss.
in turn Can's attack misses.
Hemket and Findlay are up..
Hemket will activate his boots of speed, and volley fire.
rapid for 2 extra, deadly aim, manyshot, beacon of hope, haste, point blank, studied target
to hit: 1d20 + 31 ⇒ (10) + 31 = 41 damage: 2d8 + 50 ⇒ (6, 1) + 50 = 57
to hit: 1d20 + 31 ⇒ (2) + 31 = 33 damage: 2d8 + 50 ⇒ (5, 8) + 50 = 63
to hit: 1d20 + 31 ⇒ (18) + 31 = 49 damage: 1d8 + 25 ⇒ (3) + 25 = 28
to hit: 1d20 + 31 ⇒ (9) + 31 = 40 damage: 1d8 + 25 ⇒ (3) + 25 = 28
to hit: 1d20 + 31 ⇒ (3) + 31 = 34 damage: 1d8 + 25 ⇒ (3) + 25 = 28
to hit: 1d20 + 31 ⇒ (17) + 31 = 48 damage: 1d8 + 25 ⇒ (2) + 25 = 27
Findlay will scurry out of fireball formation, and cast Magic Missile:
Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (15) + 15 + 4 = 34
Findlay's Eldritch Breach: 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36
for 5d4 + 4 ⇒ (2, 4, 2, 2, 3) + 4 = 17 points of damage
The demon roars in pain at the attacks, but some of it's wound are already beginning to heal.
"Prepare to face the Abyss's Wrath Mortals!!"
As a swift action he casts Telekinesis and tries to disarm Hemket of his bow..
CMB: 1d20 + 20 + 11 ⇒ (16) + 20 + 11 = 47
Hemket your bow is yanked from you and is now on the ground beside you..
It then attempts to fly up 30', which provokes from Can. If you cage him thats fine, he can't fail a concentration check for casting in melee.
He casts a spell.. Spellcraft DC 24 tells you it's Implosion, level 9 cleric spell. He targets Findlay with the first casting.
Conc: 1d20 + 32 ⇒ (14) + 32 = 46
Findlay needs to make a DC 30 Fort save or take 200 damage while your body folds in on itself.
Hadjii and Amarantha are up then top of the round with Can, Hemket, and Findlay if he is still with us..
CMB to cage: 1d20 + 23 ⇒ (5) + 23 = 28 nevermind
AOO: 1d20 + 31 ⇒ (16) + 31 = 47 damage: 1d6 + 30 ⇒ (5) + 30 = 35
confirm: 1d20 + 31 ⇒ (12) + 31 = 43 damage: 2d6 + 60 ⇒ (2, 5) + 60 = 67
Hemket will pick up his bow and shoot once.
deadly aim, beacon of hope, haste, point blank, studied target
to hit: 1d20 + 33 ⇒ (12) + 33 = 45 damage: 1d6 + 25 ⇒ (6) + 25 = 31
Findlay can negate that Telekinesis spell, if he can identify it:
Findlay's Knowledge:Arcana check: 1d20 + 28 ⇒ (2) + 28 = 30
(I guess he can't fail to identify spells...)
Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21
Findlay's Eldritch Breach: 1d20 + 15 + 4 ⇒ (14) + 15 + 4 = 33
then he desperately hopes for a decent saving throw:
Findlay's Fortitude save: 1d20 + 17 ⇒ (20) + 17 = 37
(he lives! half damage on successful save?)
Hadjii will fly along the ceiling, going up 40' and a little left of the big goon; then he'll ready an action to cast one of his two prepared <Greater Dispel Magic> as a counterspell on the demon's next turn...
over the mind link: "Findlay, I will attempt to help you negate his spell casting -- but you are better at it than I am. I suggest you counter his next spell, and I will attempt to counter the one after that."
Findlay sees Hadjii preparing his Greater Dispel Magic as a counterspell: guessing that Hadjii does not know the limitations on the arcanist's Counterspell ability -- and knowing that using a Greater Dispel Magic has advantages (like that the caster need not identify the spell being countered) -- Findlay will reply:
"Hadjii, if I cannot counter the demon's next spell, I will call out your name -- that's your cue to cast immediately!"
|Amarantha Van der Griest|
Wow that's alot of back and forth
The non-paralyzed, dazed or Str. 2 Ama moves over by our handy Arcanist and casts Heal(150 HP) via faiths reach.
She then fires off a quickened Channel 9d6 ⇒ (4, 6, 2, 1, 3, 4, 5, 5, 5) = 35
it's true -- Findlay actually succeeded on his saving throw!
Coming into work this morning I had a light bulb go off in my head for some reason. SLA's, which is what the Balor is using, have no somatic or verbal components so how can the spell be identified to counterspell? How do you even know he's casting to use greater dispel magic? So I got to looking into the rules and you can't.. Sla's cannot be used to counter spells nor can they be countered.
That said I'm not gonna rewind what's already happened prior to the telekinesis.. Hemket's bow was dropped and he picked it up for one attack. The failure to counterspell it would let Findlay know that somehow he got lucky on the first one, but will be unsuccessful in future attempts. Hadjii can redo his action based on this info. Amarantha can as well since the party is at full.
ooops! my bad too...while *I* as a player forgot about that, Findlay would not -- he's an archmage! I reckon what he did instead, that first turn, which would have a similar effect to what occurred, is cast <Antimagic Field> -- instead of Disintegrate: so the little smidge of damage that Disintegrate did never happened, and Findlay has used two fewer counterspells -- but that way the rest stays the same (the field would negate the first spell that washed over us, and the Telekinesis -- just as the counterspell did)...
whad'ya think, Pox?
|Amarantha Van der Griest|
Ama will use a 5th level slot for Mythic Blessing of Fervor