
Eri Nandri |

Round 12, Init 3 AC: 19
Eri casts Rigor Mortis on Antyress. FORT DC 18
damage: 9d6 ⇒ (2, 4, 4, 1, 6, 3, 4, 3, 4) = 31
”Here is a preview of what is to come. ”
Eri’s face hardens as he focusses on Antyress’ destruction.
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (1/7 per day 4/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (0/6 per day) (Dispel Magic, Fireball, Mad Monkees, Lightning Bolt)
Fourth Level: DC:18 (1/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]

GM Rat Sass |

Mortimer finds an inner agility, and deftly avoids a thrust of the Earl's spear, leaving the maiden vulnerable to opportunistic attacks herself. Ascaria redirects more injury into his own frame. Eidi engages the Earl with an attempted intimidation squeeze, only tying up the salamander's tongue in response. Solrisa enjoys a thrust of the Earl's longspear, striking him back for the slight. Eri seeks to stiffen the sally a little more through a magical thrust of his own.
Antyress almost looks to welcome you into the room, his longspear twirling once and setting a direction.
Fortitude Save v DC17: 1d20 + 10 ⇒ (3) + 10 = 13 Mort's attempt
Fortitude Save v DC18: 1d20 + 10 ⇒ (14) + 10 = 24 Eri's attempt
The Earl drops his Longspear, his frame driven rigid by the giant's stunning punch to his lower back.
Meanwhile, Flycatcher returns, and looms over the little people left behind in the larger chamber.
Round 13
Flycatcher- 29 (-170hp?)
Mortimer- 22 (-21hp, -72hp fire damage)
Ascaria- 19 (-2hp, -32hp fire damage)
Eidi- 19
Solrisa- 9 (-27hp fire damage)
Eri- 3
Antyress- 2 (-144hp?, -15hpNL)
The party is up! Roll20 Map has been updated.

Eidi |

Flycatcher's sudden appearance at his back gives Eidi goosebumps. The half-elf slowly turns to face the talking spider "Ah! You are here! I was afraid you have left without telling us what this place is"
Concentration (cast defensively) DC 21: 1d20 + 11 ⇒ (13) + 11 = 24
The elder touches his sacred symbol while casting a prayer on the party and enemies.
SR Antyress: 1d20 + 10 ⇒ (1) + 10 = 11
SR Flycatcher: 1d20 + 10 ⇒ (5) + 10 = 15
Healing Grace on Mortimer: 3 = 3
Eidi sidesteps in the stairs looking for a better position to move out of the spider reach.

Mortimer Smith |

Round 13, Init 22
AC 27, HP 81 ((rnd 12)-16+5+3,+5+3,) (-8 -21 -8 -8 -27 Fire)
Bless, Barkskin (+2AC), Prayer
Stunning Fists 08/11
--------------------------------------------------------------------
AC 25, 30 on AoO, 24 Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 3/8
Initiative +4
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
-------------------------------------------------------------------------------------------------------------------------------
”Your old friend is dead because of your insolence and accusations."
”WHAT?!” But we only just --
”Aaargggh!” Mortimer cries out, as suddenly everything goes red. ”Then I guess there’s no point now in holding anything back on you!””And never…”
RHook: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 -PA, +Amulet, +Bless,+Flank
for Damage: 1d10 + 8 + 1d6 + 6 ⇒ (7) + 8 + (5) + 6 = 26 +Dragon,+Amulet, +Cold, +PA, Magic, Cold Fe, Ag
”talk to … “
LStraightPunchtoEar: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 -PA, +Amulet, +Bless,+Flank
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (3) + 6 + (5) + 6 = 20 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag
”Eidi…”
RStraightPunchToNeck: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 -PA, +Amulet, +Bless,+Flank
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (8) + 6 + (4) + 6 = 24 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag
”like that again!”
RBootToHead: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 -PA, +Amulet, +Bless,+Flank
for Damage: 1d10 + 6 + 1d6 + 6 ⇒ (7) + 6 + (4) + 6 = 23 +Amulet, +Cold, +PA, Magic, Cold Fe, Ag
Mortimer eventually observes the Salamander's empty hands, and the longspear on the ground.
"Ho! Look -- Awwww, you dropped something!"
Healing Grace on Mortimer: 3 = 3
Mortimer is suddenly ambushed by a light flowery scent. He looks at Eidi and grins. "Thanks!"
He sniffs at his shirt, wondering if the scent sticks.

Ascaria |

Round: 13, Initiative: 19
Weapon Equipped = Wand CLW
Conditions = Magic Vestment (5/11h, +2), Status (5/11h; Mort, Sol), Strength -1 (damage), Dex -2 (damage), Bless (7/22m), Comprehend Languages 6/110m), Protection from Fire (3/22m), Air Walk (3/22m)
Life Link (11)(100’) = Eri, Edi, Mort, Sol
Channel Energy (0/9)(6/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (4/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (2/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (2/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
How did the spider return? Did it move into the room? Did it phase in from another plane? Did it appear out of thin air?
Ascaria picks up further injury from both Mort and Sol.*
He 5’ steps further away from the spider, and presses the wand into service on his slightly wounded frame.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
”Damn spiders." he mumbles as he checks on the fiery salamander, "Nice take down Mort!”
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone but Eri)
* Mort and Sol each heal 5hp of damage thanks to Ascaria.

Solrisa Iome Arabasti |

Round 13, Init 9
I've been told OOC that SalamandEarl is 'no longer engageable'.
Solrisa flies over to engage the spider in friendly game of 'squish', coming in low to avoid AoOs and attak.
Power attack. One hand.
1d20 + 18 - 3 + 1 ⇒ (14) + 18 - 3 + 1 = 30 to hit; (-PA,bless)
1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21 magic damage.
AC=27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin = 33 AC
HP= 74/92
Right hand = long sword
Left hand = shiny shield
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (42/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.

GM Rat Sass |

Antyress, Earl of Coalchester, can not withstand Mortimer's merciless onslaught. He collapses, and his skin begins to cool almost immediately.
Eri is up!

Eri Nandri |

Round 13, Init 3 AC: 19
Eri takes a 5’ step and casts scorching ray on the big smear with 8 legs
concentration: 1d20 + 17 ⇒ (17) + 17 = 34
SR: 1d20 + 13 ⇒ (15) + 13 = 28
range touch, bless, prayer: 1d20 + 1 + 1 + 11 ⇒ (14) + 1 + 1 + 11 = 27
damage: 4d6 ⇒ (5, 5, 5, 4) = 19
range touch, bless, prayer: 1d20 + 1 + 1 + 11 ⇒ (14) + 1 + 1 + 11 = 27
damage: 4d6 ⇒ (2, 1, 3, 2) = 8
”How does your web like fire, I wonder.”
Eri’s face warps into a sad smile.
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (1/7 per day 4/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (0/6 per day) (Dispel Magic, Fireball, Mad Monkees, Lightning Bolt)
Fourth Level: DC:18 (1/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]

GM Rat Sass |

With Antyress laid to rest, all eyes shift to the shifty-eyed spider. Solrisa manages to nick the creature, and fire doth burn the carapace. Flycatcher slips away from the maiden provokes AoO, then reaches out to touch Eidi, Eri, and Ascaria.
Will Save DC 18, Eidi, Eri, and Ascaria.
Flycatcher disappears. Again. It takes none, some, or all of those touched, depending on the characters' strength of will.
The Shadow Spider is, uh, using a Spell-Like Ability to cast Shadow Walk.

Eri Nandri |

Round 13, Init 3 AC: 19
Eri takes a 5’ step and casts scorching ray on the big smear with 8 legs
spellcraft, prayer DC:21: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
WILL DC 18, prayer: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (1/7 per day 4/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (0/6 per day) (Dispel Magic, Fireball, Mad Monkees, Lightning Bolt)
Fourth Level: DC:18 (1/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]

Eidi |

Will+prayer: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20 +2 if enchantment
Spellcraft+prayer DC 21: 1d20 + 20 + 1 ⇒ (14) + 20 + 1 = 35
Out of curiosity Eidi is almost given to let himself go, but his strong training maintains him firmly anchored in the Material Plane "Shadow Walk! She is traveling to the Shadow Plane!"

GM Rat Sass |

With Antyress dead, and Flycatcher hied away, the tomb grows quiet once more.
We are out-of-initiative. For now...

Ascaria |

Weapon Equipped = Wand CLW
Conditions = Magic Vestment (5/11h, +2), Status (5/11h; Mort, Sol), Strength -1 (damage), Dex -2 (damage), Bless (7/22m), Comprehend Languages 6/110m), Protection from Fire (3/22m), Air Walk (3/22m)
Life Link (11)(100’) = Eri, Edi, Mort, Sol
Channel Energy (0/9)(6/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (4/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (2/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (2/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Ascaria rushes through the southern door, scarcely waiting for the party, hoping to yet find Allustan alive. If he sees him, he immediately casts Stabilize as he examines him
Heal: 1d20 + 15 ⇒ (8) + 15 = 23
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone but Eri)

Mortimer Smith |

"Well done, everyone! " bellows Mortimer, grabbing the long spear and heading towards the south door. "Hurry! Let's find Allustan!"
Oh, no, Canary! I'm not going to let you get clobbered again!
He darts through the door just ahead of Ascaria, remembering what happened to the gnome the first time the wee one trundled ahead of the rest of them.

Eidi |

"Ahh... so many unnecessarily forgotten things..." Eidi sighs looking at the spider and salamander bodies. He makes a sacred sign on the bodies, hopping they do not become undead, then walks south with the rest of the party.
The half-elf touches one of his pearls of power to recover a magic missile.
HP 102/102 (7 NL)
see invisibility
air walk
bless

GM Rat Sass |
1 person marked this as a favorite. |

The Earl's body remains, but Flycatcher's does not. The creature is wholly absent from the affair, having retreated to the Plane of Shadow.
Mortimer just manages to get in front of Ascaria, pushing through the southern door in the carpeted room.
This room is full of flickering bluish light and a breeze that smells like thunderstorms. The floor slopes down toward the center from all directions, like a funnel. At the bottom crackles a sparkling globe of lightning. A metallic spike protruding down from a stone block in the ceiling touches the very tip of the globe’s upper curve.
Inside the globe floats a human figure, a man with a long white beard wearing torn and stained robes. His body is riddled with three prominent bloodstains, contrasted against the color of his yellow robes.
You have found Allustan.
From the metallic spike, an arc of lightning bolts from its tip, one bolt for the giant, one for the gnome. Reflex Save DC 20, for half damage, otherwise both take 8d6 ⇒ (4, 2, 2, 4, 4, 6, 3, 3) = 28 electrical damage.
Single Round actions only, please. Ascaria's Stabilize has not been cast yet.

Eidi |

"The mage... I guess... Can we move him down?" Eidi completes a communal resist energy to protect the party against electricity and slightly heal Ascaria.
20 resist electricity for 80 min/5 = 16 min
Healing grace extra hp to Ascaria: 3 = 3
K. arcana (to understand the device): 1d20 + 20 ⇒ (8) + 20 = 28

Ascaria |

Weapon Equipped = Wand CLW
Conditions = Magic Vestment (5/11h, +2), Status (5/11h; Mort, Sol), Strength -1 (damage), Dex -2 (damage), Bless (7/22m), Comprehend Languages 6/110m), Protection from Fire (3/22m), Air Walk (3/22m), Resist Electricity (20, 1/16m)
Life Link (11)(100’) = Eri, Edi, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (4/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (2/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (2/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Reflex: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 vs DC 20
Ascaria, thankful of Eidi’s protections, peers into the chamber as he absorbs some of Mort's and Sol's injuries. He channels energy to heal the party, but mostly Allustan. He carves out the salamander just in case…
Channel Energy (healing): 8d6 + 1 ⇒ (3, 2, 3, 2, 6, 6, 1, 6) + 1 = 30
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone but Eri)
* Mort and Sol each heal 5hp of damage thanks to Ascaria.

Mortimer Smith |

AC 27, HP 81 ((rnd 12)-16+5+3,+5+3,+5-14) (-8 -21 -8 -8 -27 Fire)
Bless, Barkskin (+2AC), Prayer
Stunning Fists 09/11
--------------------------------------------------------------------
AC 25, 30 on AoO, 24 Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 3/8
Initiative +4
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
ReflexDC20: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27 +Prayer
Mortimer leaps out of the way of the lightning just before Eidi taps him with something that tastes like roasted marshmallow.
”Wwwwew… thanks Eidi!” He gently nurses the scorch mark across his forehead and looks at Eri. ”This looks like it might be your kind of place.”
He observes the sphere and the spike, and tries to assist Sol by wedging the wooden handle of the long spear between the spike and the globe.

GM Rat Sass |

This is ancient magic. Very impressive. From here, you can tell that the man they call Allustan is trapped in the globe in much the same way that the Apostolic Scrolls were trapped in their own protections- there is Temporal Stasis afoot. If left in place, Allustan would not age, would not grow hungry or thirsty, for all eternity, or until the next set of tomb raiders came along... He probably doesn't even dream while in the Stasis.
The magic appears to be a continual field. The spike appears to be resetting for the next round of bolts...
The Spike sends another three bolts, one for Ascaria, Mortimer, and Solrisa. 8d6 ⇒ (2, 1, 3, 4, 4, 1, 6, 5) = 26 electrical damage, halved with another Reflex Save DC 20.
The longspear shaft dips under the Spike, passing through the globe without effort. No wedging possible.
Another round of actions, as you will. Eri can post two rounds of activity, when he gets a chance.

Ascaria |

Weapon Equipped = Wand CLW
Conditions = Magic Vestment (5/11h, +2), Status (5/11h; Mort, Sol), Strength -1 (damage), Dex -2 (damage), Bless (7/22m), Comprehend Languages 6/110m), Protection from Fire (3/22m), Air Walk (3/22m), Resist Electricity (20, 1/16m)
Life Link (11)(100’) = Allustan, Eri, Edi, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (4/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (2/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (2/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
(If Mort or Sol fail their saves, Ascaria heals them 5hp through his life link.)
Reflex: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 vs DC 20
Ascaria reaches out, sending green tendrils in his mind to Allustan. He links to him, if he’s still alive, and backs out of the room.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone but Eri)

GM Rat Sass |

Allustan is not dead, nor is he being injured in his current situation.

Mortimer Smith |

ReflexDC20: 1d20 + 13 ⇒ (12) + 13 = 25
Mortimer looks for a switch. A big nasty looking switch. Or any kind of switch to turn the apparatus off.
Perception: 1d20 + 17 ⇒ (3) + 17 = 20 +2 more
"How does it turn off?" He whacks the spike with the wooden end of the long spear.
Str?: 1d20 + 5 ⇒ (13) + 5 = 18

Solrisa Iome Arabasti |

1d20 + 10 ⇒ (1) + 10 = 11 Reflex Take 6 damage.
Solrisa looks at the spike. Not worried about the lightning (thanks to Eidi), but making sure others are okay. She puts away her shield, slinging it over her back.
Does it look destructible? She has a nice morningstar and an adamantine sword to work with.

GM Rat Sass |

The Spike is metal-made, and extends into the stone ceiling. The rock of mountains looks indestructible, but the trickle of a stream's water eventually wears it down to rubble. The water of the stream looks indestructible, but contained and boiled, and even the water must submit to a change of phase. What does a maiden know of such things?

GM Rat Sass |

The metal is genuine, as is the stone, and the metal is producing magic, so is likely sturdier stuff than mere mundane weaponry that might meet your adamantine metal.

Eidi |
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Eidi turns to Eri "I am not sure of this but... perhaps a dispel magic may end the Stasis effect. If he was trapped while he was dying he might come to sudden death when the Stasis effect comes to and end. We better be prepared" the elder looks concerned at Ascaria.
He steps forward and holds his staff with both hands "Eri, help me dispel this ancient effect" the theurge steps again forward at the edge of the room and delivers his most powerful arcane words to conjure a dispel magic
CL: 1d20 + 8 ⇒ (20) + 8 = 28
Yay!!!

GM Rat Sass |

1d4 ⇒ 3
The elder half-elf meets ancient magic with deep determination. Eidi manages to just overcome the power of the electricity with his own magical agility. The room grows quiet. The globe of lightning disappears, and Allustan collapses to the floor, unconscious.
Well done :)
The magic is still here. Your casting has suppressed it for a moment. It is already reforming, this Tempest Globe. If you wait, you will witness its return...

GM Rat Sass |

At the far end of the room, there is a single secret door. Understanding the mechanism requires just a little more time, a closer look...
Mortimer barely manages to wedge himself between the falling form of Allustan and the stone floor below, while Ascaria's healing magic begins to siphon heavy damage in the old man's frame to his smaller one. 10hp initially, Ascaria.
Within moments, Allustan's eyes flutter open, and he takes in his surrounds with the pace of a cold turtle slowly emerging from its shell.

Mortimer Smith |

"Quick! I can sense the ancient magic is rapidly reforming itself!"
Mortimer carries Allustan back to the "safety" of the previous chamber.
"Maybe stay away from the door? I'm not sure what caused that scorch mark on the rug." He says to the others.
"Hey Allustan!" He says, placing the old man out of scorch range. "Glad we found you. How are you feeling?"

Solrisa Iome Arabasti |

Solrisa debates between bashing the spike and leaving the room (like the rest of her companions) and eventually decides to leave, floating out.
She watches and hopes Allustan is okay, her eyes still flickering and looking for danger (that she'll probably miss, but she'll try).

Ascaria |

Weapon Equipped = Wand CLW
Conditions = Magic Vestment (5/11h, +2), Status (5/11h; Mort, Sol), Strength -1 (damage), Dex -2 (damage), Bless (7/22m), Comprehend Languages 6/110m), Protection from Fire (3/22m), Air Walk (3/22m), Resist Electricity (20, 1/16m)
Life Link (11)(100’) = Allustan, Eri, Edi, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (4/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (2/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (2/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Absorbing a couple rounds of Allustan’s injuries, he plies his wand on the old man first, until he is healthy.
CLW: 2d8 + 2 ⇒ (7, 2) + 2 = 11
If time permits, he’ll spend the next two rounds healing Allustan as well (10hp from link, plus…)
CLW: 2d8 + 2 ⇒ (1, 7) + 2 = 10
Heal: 1d20 + 15 ⇒ (15) + 15 = 30 Let me know how Allustan looks after that. Debating next move.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone but Eri)

Eri Nandri |

Eri puts his hand on Allustan's shoulder as Mort carries him by.
"There's a secret door at the end of the room I need a little more time to figure out how to open it."
Eri stands in the doorway and continues to watch the fa end of the room for another round.

GM Rat Sass |

1d20 ⇒ 16
"How did you end trapped there, man?"
""Hey Allustan! Glad we found you. How are you feeling?"
Allustan receives Ascaria's healing, which brings a ruddier complexion back to the old man's bald pate. He beckons a hand up, accepting it from the awaiting giant. "The last thing I remember, I took a zing from that lightning sphere, then I find myself looking up at your familiar faces..." The old man looks over the old half-elf. "Except yours. I haven't had the pleasure. You are new to this ensemble. Allustan Neff, the younger and brighter. What is your name, and how have you come to travel with these young folk?"
Allustan brightens. "Oh! Yes, how did I, uh, end up trapped. There was a nasty shadow spider that appeared in that larger room, and I didn't give myself enough time to consider which direction to run."
At this moment, the Lightning Sphere returns, drawing everyone's attention with the sound and the smell of electricity crackling.
Allustan steps towards the doorway, but doesn't step across the threshold. "Ah. Now I see. A Tempest Globe. Wind Dukes would use them to imprison and study enemies." His head bobs side to side for a brief moment. "And it's empty now, which means it's able to receive a guest. You pulled me out, eh? How did you deactivate it? Was there a lever?"
The old man is healed above half health.
There are three holes alongside the secret door, which appears to accept a burst of air in order to see the door open.

Ascaria |

Weapon Equipped = Wand CLW
Conditions = Magic Vestment (5/11h, +2), Status (5/11h; Mort, Sol), Strength -1 (damage), Dex -2 (damage), Bless (7/22m), Comprehend Languages 6/110m), Protection from Fire (3/22m), Air Walk (3/22m), Resist Electricity (20, 1/16m)
Life Link (11)(100’) = Allustan, Eri, Edi, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (4/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (2/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (2/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Ascaria heals Allustan a little (5hp) and then channels hoping to polish him off.
Channel Energy (healing): 8d6 + 1 ⇒ (5, 5, 4, 1, 4, 3, 6, 6) + 1 = 35
He’ll then spend a few rounds with the wand on himself…
CLW: 2d8 + 2 ⇒ (2, 2) + 2 = 6
"Well you're with us now, and we'll take care of you. I think we should rest here though if we can before we proceed any further. There is much to discover, and I hope we'll all agree to delve."
"But tomorrow. We killed a dragon this morning and it's been busy ever since! I need a rest."

Mortimer Smith |

"But tomorrow. We killed a dragon this morning and it's been busy ever since! I need a rest."
Aww, little guy is tired...
"Right! Rest -- Er, watches?!"
Uhh...
Mortimer looks around.
He looks at Sol
Sol and Eidi have that holy thing going...
Mortimer looks at Eri.
They all have that magic thing going...
Mortimer looks at his feet.
Pretty much all I can do is what Sol can already do.
Mortimer looks at Eidi.
Mortimer looks at Allustan.
Mortimer looks at Ascaria.
Older people should really go to bed sooner than younger people. Right?!
Mortimer looks uncertain.
... O.K.
"How about first watch -- Eri and Sol, then second -- Eidi and me."