GM Rat Sass |
Ascaria suffers through his friends, before coming to an abrupt stop, paralyzed by the demon's gaze. Mortimer charges across the room, and finds himself unable to Grapple the many-eyed demon. I'm ruling that Mortimer had already risen to 10' to examine the sarcophagus lid, thus avoiding it as an obstacle in his Charge. Solrisa readies herself, ascending to the demon's level. Eri pulls strongly from the tapestry of transmutative magics to strike at the creature of chaos. The demon does indeed have SR. Please continue to roll SR for future castings, everyone.
Fortitude Save v DC 18: 1d20 + 17 ⇒ (20) + 17 = 37
Immune to Electricity/Fire/Poison, no Weaknesses.
Eidi brings his own magic to bear on his friends, speeding everyone's subsequent actions.
The guardian demon surveys the damage wrought by his bolts, and the paralysis it comes to expect, and it frowns lightly. "Only one of you weak enough to succumb, eh?" It squeezes the hilt of its longsword. You can hear the squish of the eyeball in the palm of its hand as it bursts. It points its sword at Eidi. "That one is wise enough to know what form your doom takes, at least."
It unleashes its own melee barrage at Mortimer.
Longsword, M: 1d20 + 22 ⇒ (11) + 22 = 33 for 1d8 + 7 + 2d6 ⇒ (1) + 7 + (4, 4) = 16 damage
Longsword, M: 1d20 + 17 ⇒ (11) + 17 = 28 for 1d8 + 7 + 2d6 ⇒ (2) + 7 + (4, 6) = 19 damage
Longsword, M: 1d20 + 12 ⇒ (7) + 12 = 19 for 1d8 + 7 + 2d6 ⇒ (4) + 7 + (5, 5) = 21 damage
It then rises 5' and completes its full attack with more eye bolts, one for Eri, one for Eidi, and one for Mortimer.
Eye Bolt, Ranged Touch, Er: 1d20 + 24 ⇒ (12) + 24 = 36 for 2d8 ⇒ (1, 8) = 9 damage
Eye Bolt, Ranged Touch, Ei: 1d20 + 24 ⇒ (19) + 24 = 43 for 2d8 ⇒ (3, 8) = 11 damage
Eye Bolt, Ranged Touch, M: 1d20 + 24 ⇒ (12) + 24 = 36 for 2d8 ⇒ (7, 7) = 14 damage
More Fortitude Saves, DC 25. Eri and Eidi, if you fail, you're Sickened for an hour. Mortimer, failure means you become Panicked for 1d4 ⇒ 1 round.
Round 2
A- 24 (-20hpNL, 8 Mirror Images)
Ascaria- 20 (-12hp, Paralyzed 2 rounds)
Mortimer- 14 (-37hp, Fortitude Save DC 25)
Solrisa- 11 (-5hp)
Eri- 7 (-9hp, Fortitude Save DC 25)
Eidi- 5 (-15hp, Fortitude Save DC 25)
The Party is up! Roll20 Map has been updated.
Please make a Fortitude Save DC 18, or become Paralyzed for 1d4 ⇒ 1 rounds. You may consider Averting your eyes, or Closing them to lessen or negate the Gaze Attack.
Party Buffs
Air Walk
Bless
Haste
Protection from Energy(Electricity)
Eidi |
For+resurrected+aura of courage DC 25: 1d20 + 14 + 2 + 4 ⇒ (18) + 14 + 2 + 4 = 38
Eidi suffers under the demon's eye bolt but still emboldened by the dragon's follower he stands on place.
With a swift movement Eidi casts prayer in an attempt to help the group overcome the multiple forms of doom the Oculus Demon is unleashing.
+1 luck to most rolls, including saves.
Some of Ascaria's wounds close up.
+3 hp due to healing grace
SR to affect the demon: 1d20 + 9 ⇒ (13) + 9 = 22
HP 98/111
Remind, circle of protection from evil provides a +2 resistance to saves and deflect AC
Haste +1 to attack, Ref, dodge AC
Prayer +1 luck to most 1d20 rolls
Eri Nandri |
Round 2, Init 7 AC: 19
Eri moves 5’ up and 10’ across and casts magic missile
spell penetration: 1d20 + 14 ⇒ (5) + 14 = 19
damage: 5d4 + 5 ⇒ (1, 4, 1, 1, 1) + 5 = 13
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +8
Defensive casting concentration check = +18 (@10th)
Spell Penetration= +14 (@10th) [feats: spell pen and greater spell pen]
Dispel magic level check= +12 (@10th)
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 (5/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (1/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (1/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (0/6 per day) (Rigor Mortis, Summon Monster IV)
Fifth Level: DC:19 (0/3 per day) (Sonic Thrust)
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
+14 or +12/+12 (fight+1, sorc +3, ER +4, WF +1 dex +3 bow +2 )
PB: +15 or +13/+13 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]
Ascaria |
Round: 2, Initiative: 20
Equipped = None
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (6/20m), Bless (2/24m), Protection from Electricity (1/20m 120/120hp), Paralyzed (2/2r), Hasted, Prayer
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 24)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (3/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) 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): (3/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass
Ascaria absorbs more hits from the entire party*.
He continues to freeze in place, watching the fight progress even as he heals whom he can passively.
* Eri, Eidi, Sol, and Mort each heal 5hp of damage thanks to Ascaria.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)
Solrisa Iome Arabasti |
Round 2, Init 11
1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24 Fort
"Oh Mort, look out!" Solrisa cheers as she 5' steps and lunges out at the foe.
Power attack. Two hand.
1d20 + 18 - 3 + 2 + 1 + 3 + 3 ⇒ (19) + 18 - 3 + 2 + 1 + 3 + 3 = 43 to hit; (-PA,+heroism,+bless,+DF,+dragon)
1d10 + 8 + 9 + 3 + 22 ⇒ (8) + 8 + 9 + 3 + 22 = 50 magic damage.
Power attack. Two hand.
1d20 + 13 - 3 + 2 + 1 + 3 + 3 ⇒ (7) + 13 - 3 + 2 + 1 + 3 + 3 = 26 to hit; (-PA,+heroism,+bless,+DF,+dragon)
1d10 + 8 + 9 + 3 + 11 ⇒ (3) + 8 + 9 + 3 + 11 = 34 magic damage.
Power attack. Two hand.
1d20 + 8 - 3 + 2 + 1 + 3 + 3 ⇒ (11) + 8 - 3 + 2 + 1 + 3 + 3 = 25 to hit; (-PA,+heroism,+bless,+DF,+dragon)
1d10 + 8 + 9 + 3 + 11 ⇒ (8) + 8 + 9 + 3 + 11 = 39 magic damage.
Pot Crit:
Power attack. Two hand.
1d20 + 18 - 3 + 2 + 1 + 3 + 3 ⇒ (1) + 18 - 3 + 2 + 1 + 3 + 3 = 25 to hit; (-PA,+heroism,+bless,+DF,+dragon)
1d10 + 8 + 9 + 3 + 22 ⇒ (8) + 8 + 9 + 3 + 22 = 50 magic damage.
Shit. So close to doing 100 in one swing.
AC=29+1+3=33 if evil [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 87/92
Right hand = long sword
Left hand =
LoH 0/8 used (5d6+1d6)
Quick Shirt 1/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 2/4 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.
Mortimer Smith |
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Round 2, Init 14
Hits: 88; [-12+5][-37+5], AC:27
Bless, Improved Blind Fighting, Greater Grapple
Slots:
Martial Flexibility: 2 / 9
Shirt: 9 / 10
KO: 1 / 2
StunningFists: 8/11
--------------------------------------------------------------------
(Innate: Dragon Style, Improved Critical, Stunning Fist, others)
AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +12/+7/+2 (level 10)
ToHit = 1d20+17+1+1 (Weapon Focus, Amulet)
RHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+11 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+14
Will +9
(Cloak +2)
Slots 8/8
Initiative +4
CMB = 16
CMD = 36 (10+ BAB + Str bonus + Dex bonus, 39 Maneuver Training Grapple +2, 38 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9), 37 Manuever training Overrun
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
"Licorice! Mortimer bursts, estatic.
FortDC25: 1d20 + 11 - 2 + 1 + 1 + 2 + 4 ⇒ (7) + 11 - 2 + 1 + 1 + 2 + 4 = 24 -Sickened, +Bless, +Beer, +Prot.fromEvil, +Sol
What the Hells?! That's NOT an IPA! What the Hells is this feeling? It's all tight, and I can't breath! I have to get some ... air... and water!
"I'll uh, I'll be right back!
Mortimer flees hastily from the room.
Moved on map. Feel free to move Mort another 40 feet if he can make it past the risen pillar and illusionary ceiling.
GM Rat Sass |
Ascaria passively heals from his cover from behind the sarcophagus. Mortimer panics, abandoning the maiden to stand alone against the demon. He does manage to slip through the illusory floor, disappearing from sight. Double Move is fine, as the descent through the floor forces you to slow down to the same ascent velocity.
Solrisa engages the demon from a distance, striking briskly three times. Mirror Images begin to fall away...
1 Hits: 1d9 ⇒ 1 Woof
1 Hits: 1d9 ⇒ 6
1 Hits: 1d8 ⇒ 7
...but not before the maiden strikes an almost mortal blow against the Thing of Chaos.
Fortitude Save v DC 25 for Eri: 1d20 + 9 + 1 + 2 ⇒ (11) + 9 + 1 + 2 = 23
Eri tries and fails to penetrate the demon's inherent resistance to magical attacks, Sickened as he was. Eidi brings Aroden's blessing to bear on all, except the demon, which seems to shrug off the admonition to its nature, as well.
The Oculus Demon bellows in pain, turning its full attention on the maiden, for her ability to deal damage. "You self-righteous whore!! How dare you raise your weapon against me?! I'll slit your throat, and wet my eyes with your blood!!"
This time, the creature unleashes a personal hell on the maiden, and the maiden alone.
Longsword, S: 1d20 + 22 ⇒ (11) + 22 = 33 for 1d8 + 7 + 2d6 ⇒ (8) + 7 + (5, 2) = 22 damage
Longsword, S: 1d20 + 17 ⇒ (11) + 17 = 28 for 1d8 + 7 + 2d6 ⇒ (3) + 7 + (3, 5) = 18 damage
Longsword, S: 1d20 + 12 ⇒ (13) + 12 = 25 for 1d8 + 7 + 2d6 ⇒ (5) + 7 + (4, 5) = 21 damage
Then the eye bolts...
Eye Bolt, Ranged Touch, S: 1d20 + 24 ⇒ (13) + 24 = 37 for 2d8 ⇒ (4, 5) = 9 damage
Eye Bolt, Ranged Touch, S: 1d20 + 24 ⇒ (3) + 24 = 27 for 2d8 ⇒ (8, 4) = 12 damage
Eye Bolt, Ranged Touch, S: 1d20 + 24 ⇒ (6) + 24 = 30 for 2d8 ⇒ (3, 3) = 6 damage
It almost pays Solrisa back in kind, though it takes four of its attacks, versus one of hers... The creature waits to see what effect its eye bolts have on the maiden.
Three Fort Saves DC 25, Solrisa. First failure, Sickened...
Round 3
A- 24 (-20hpNL, -50hp, 6 Mirror Images)
Ascaria- 20 (-32hp, Paralyzed 1 round)
Mortimer- 14 (-32hp, Sickened 1 Hour)
Solrisa- 11 (-49hp, 3 separate Fortitude Saves DC 25)
Eri- 7 (-4hp, Sickened 1 Hour)
Eidi- 5 (-10hp)
The Party is up! Roll20 Map has been updated. The Oculus Demon has been moved back to 20' up, as it wasn't allowed to 5' step 'up' as part of its full attack action last round.
Please make a Fortitude Save DC 18, or become Paralyzed for 1d4 ⇒ 4 rounds. You may consider Averting your eyes, or Closing them to lessen or negate the Gaze Attack.
Party Buffs
Air Walk
Bless
Haste
Protection from Energy(Electricity)
Prayer
Ascaria |
Round: 3, Initiative: 20
Equipped = None
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (6/20m), Bless (2/24m), Protection from Electricity (1/20m 120/120hp), Hasted, Prayer
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(3/7) (DC: 24)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) 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): (3/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass
Ascaria absorbs more hits from nearly the entire party*. He then delays until after Mort’s turn, hoping he’ll return to the fold.
Able to move at last, Ascaira steps 5’ away and looks away to avoid the gaze of the beast. He fires off a Channel to help heal those who need it. He does so swiftly. (demon is out of range)
Channel Energy (healing): 8d6 + 1 ⇒ (6, 5, 6, 3, 4, 4, 1, 1) + 1 = 31
He’ll then try to limit the beasts offensive capabilities by stealing his weapon. He casts Pilfering Hand CMB: 1d20 + 18 + 3 ⇒ (8) + 18 + 3 = 29 (bless, haste, prayer) to steal his blade (disarm).
* Eidi, Sol, and Mort each heal 5hp of damage thanks to Ascaria.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)
Mortimer Smith |
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Round 3, Init 14
Hits: 88;
Bless, Improved Blind Fighting, Greater Grapple
Slots:
Martial Flexibility: 2 / 9
Shirt: 9 / 10
KO: 1 / 2
StunningFists: 8/11
--------------------------------------------------------------------
(Innate: Dragon Style, Improved Critical, Stunning Fist, others)
AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +12/+7/+2 (level 10)
ToHit = 1d20+17+1+1 (Weapon Focus, Amulet)
RHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+11 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+14
Will +9
(Cloak +2)
Slots 8/8
Initiative +4
CMB = 16
CMD = 36 (10+ BAB + Str bonus + Dex bonus, 39 Maneuver Training Grapple +2, 38 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9), 37 Manuever training Overrun
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
Outside the battle room...
Mortimer stops running and bends over his knees, panting.
Mort, MORT!! What are you doing? What's wrong with you? What are you thinking?! I wasn't the Pilsner that caused you to feel compressed, small and unable to breathe!! ...you've had Pilsners before!
...actually, it went better with the licorice than the IPA...
No. It must have been that stupid horrid creature. He threw down some nasty, and it got to you! You'll just have to pull yourself together and show it 'what-for'! Mortimer makes a fist with one hand, and slams it into his other cupped hand. A resounding SMACK! echoes through the chamber.
He rushes back to the combat pausing briefly at the door to take in the scene before once again closing his eyes to re-engage the Oculus Demon.
"I missed you sweetheart," he says softly and seductively to the multi-eyed ugly massblob, clenching and cocking both fists as well as his teeth. "Did you miss me? he growls.
Eri Nandri |
Round 3, Init 7 AC: 19
Eri stands and uses empower spell to cast magic missile. No fire and no electricity. Those are my bread and butter! I need even more flexibility
spell penetration: 1d20 + 14 ⇒ (18) + 14 = 32
damage: 7d4 + 7 ⇒ (3, 4, 3, 3, 1, 2, 2) + 7 = 25
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +8
Defensive casting concentration check = +18 (@10th)
Spell Penetration= +14 (@10th) [feats: spell pen and greater spell pen]
Dispel magic level check= +12 (@10th)
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 (5/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (1/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (0/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (0/6 per day) (Rigor Mortis, Summon Monster IV)
Fifth Level: DC:19 (0/3 per day) (Sonic Thrust)
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
+14 or +12/+12 (fight+1, sorc +3, ER +4, WF +1 dex +3 bow +2 )
PB: +15 or +13/+13 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]
Solrisa Iome Arabasti |
I need a Fortitude Save DC 25 from both of you. Eidi is within 10' of Solrisa, and this is a fear-based effect, so he benefits with a +4 to that Save. Failure, and you are Sickened for 1 hour.
Sol should be immune to the DC 25 Saves vs. fear effect, right?
Round 3, Init 11
1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33 Fort - gaze
1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25 Fort
1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32 Fort
"Oh this one likes to fight!" Solrisa smiles as she gets clobbered by sword and eye.
7d6 ⇒ (4, 5, 5, 6, 2, 2, 5) = 29 healing
She heals from Ascaria and then adds her own energies to speed things, leaving her as new. She strikes back.
Power attack. Two hand.
1d20 + 18 - 3 + 2 + 1 + 3 + 3 + 1 ⇒ (8) + 18 - 3 + 2 + 1 + 3 + 3 + 1 = 33 to hit; (-PA,+heroism,+bless,+DF,+dragon,+prayer)
1d10 + 8 + 9 + 3 + 12 + 1 ⇒ (7) + 8 + 9 + 3 + 12 + 1 = 40 magic damage.
Power attack. Two hand.
1d20 + 13 - 3 + 2 + 1 + 3 + 3 ⇒ (16) + 13 - 3 + 2 + 1 + 3 + 3 = 35 to hit; (-PA,+heroism,+bless,+DF,+dragon,+prayer)
1d10 + 8 + 9 + 3 + 12 + 1 ⇒ (1) + 8 + 9 + 3 + 12 + 1 = 34 magic damage.
Power attack. Two hand.
1d20 + 8 - 3 + 2 + 1 + 3 + 3 ⇒ (16) + 8 - 3 + 2 + 1 + 3 + 3 = 30 to hit; (-PA,+heroism,+bless,+DF,+dragon,+prayer)
1d10 + 8 + 9 + 3 + 12 + 1 ⇒ (7) + 8 + 9 + 3 + 12 + 1 = 40 magic damage.
Haste: Power attack. Two hand.
1d20 + 18 - 3 + 2 + 1 + 3 + 3 + 1 ⇒ (17) + 18 - 3 + 2 + 1 + 3 + 3 + 1 = 42 to hit; (-PA,+heroism,+bless,+DF,+dragon,+prayer)
1d10 + 8 + 9 + 3 + 12 + 1 ⇒ (5) + 8 + 9 + 3 + 12 + 1 = 38 magic damage.
Pot Crit:
1d20 + 18 - 3 + 2 + 1 + 3 + 3 + 1 ⇒ (16) + 18 - 3 + 2 + 1 + 3 + 3 + 1 = 41 to hit; (-PA,+heroism,+bless,+DF,+dragon,+prayer)
1d10 + 8 + 9 + 3 + 12 + 1 ⇒ (4) + 8 + 9 + 3 + 12 + 1 = 37 magic damage.
AC=29+1+3=33 if evil [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 92/92
Right hand = long sword
Left hand =
LoH 1/8 used (5d6+1d6)
Quick Shirt 1/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 2/4 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.
Eidi |
Fort+prayer+reincarnated DC 18 (vs gaze): 1d20 + 14 + 1 + 2 ⇒ (4) + 14 + 1 + 2 = 21
Eidi stands side by side with Solrisa and attempts to dispel the demon's mirror magics.
SR: 1d20 + 9 ⇒ (3) + 9 = 12
Dispel CL: 1d20 + 9 ⇒ (12) + 9 = 21
HP 108/111
Remind, circle of protection from evil provides a +2 resistance to saves and deflect AC
Haste +1 to attack, Ref, dodge AC
Prayer +1 luck to most 1d20 rolls
GM Rat Sass |
Ascaria thaws from his personal paralysis, bringing his healing burst to bear, finally. He fails to pilfer the demon's weapon. Mortimer regains himself, and returns himself to center mass.
Solrisa heartens to a worthy adversary, swinging away at the many images still before her. Not once is she touched by eye bolt lechery, her constitution more than a match for sickening effects. Yes, I'm allowing the demon his Sickening, but Solrisa is immune to the Panicked condition, and what lies beyond the Panicked condition...
1 Hits: 1d7 ⇒ 1
1 Hits: 1d7 ⇒ 3
1 Hits: 1d6 ⇒ 5
1 Hits: 1d5 ⇒ 1
Again, the maiden's first strike is unavoidable, while her secondary and tertiary blows are at least able to pull mirror images away from the obscured demon. The fourth strike from Haste also seeks, and finds the broad chest of the true demon!
Eri finds his way through the demon's resistance, lending more damage to the fight. It proves just enough, as the Oculus Demon slumps into unconsciousness, and falls from the air, collapsing on the true tomb's floor.
Eidi begins to focus on removing the damnable mirror images, but finds it unnecessary, as all of them appear to mirror a dead demon.
Round 4
A- 24 (-20hpNL, -190hp, 4 Mirror Images)
Mortimer- 14 (Sickened 1 Hour)
Ascaria- 13 (-13hp)
Solrisa- 11
Eri- 7 (Sickened 1 Hour)
Eidi- 5
Combat is Over.
Party Buffs
Air Walk
Bless
Haste
Protection from Energy(Electricity)
Prayer
Mortimer Smith |
Ever the pugilist, Mortimer brings his own form of rigor mortis to the fallen demon.
"DAMN"
Rkick: 1d20 + 21 ⇒ (7) + 21 = 28 +Bless, +Pilsner, +Licorice, -PA, +Prone
for Damage: 2d6 + 7 + 1d6 + 6 ⇒ (3, 1) + 7 + (3) + 6 = 20 +Dragon, +Cold, +PA, Magic, Cold Fe, Ag, Good
"YOUR"
Rkick: 1d20 + 21 ⇒ (15) + 21 = 36 +Bless, +Pilsner, +Licorice, -PA, +Prone
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (4, 3) + 5 + (4) + 6 = 22 +Cold, +PA, Magic, Cold Fe, Ag, Good
"EYES!"
Rkick: 1d20 + 16 ⇒ (11) + 16 = 27 +Bless, +Pilsner, +Licorice, -PA, +Prone
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (1, 2) + 5 + (5) + 6 = 19 +Cold, +PA, Magic, Cold Fe, Ag, Good
He breaks out into a sweat.
Rkick: 1d20 + 11 ⇒ (7) + 11 = 18 +Bless, +Pilsner, +Licorice, -PA, +Prone
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (4, 2) + 5 + (3) + 6 = 20 +Cold, +PA, Magic, Cold Fe, Ag, Good
Haste
Rkick: 1d20 + 21 ⇒ (14) + 21 = 35 +Bless, +Pilsner, +Licorice, -PA, +Prone
for Damage: 2d6 + 7 + 1d6 + 6 ⇒ (4, 3) + 7 + (3) + 6 = 23 +Dragon, +Cold, +PA, Magic, Cold Fe, Ag, Good
He keeps going until he's sure the thing is dead-dead, trying not to get any eyeball on his boot.
GM Rat Sass |
"Too... late..."
Perhaps a figment of your imagination. Likely the last air within the demon's lungs, exhaled forcefully by the giant's post-mortem fisticuffs.
Ascaria |
Equipped = None
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (6/20m), Bless (2/24m), Protection from Electricity (1/20m 120/120hp)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(3/7) (DC: 24)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (2/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) 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): (3/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass
Ascaria grins widely as the demon falls, ”Well done! They do leave nasty brutes to guard their chambers do they not?”
Seeing everyone more or less healed, he casts a Cure Light Wounds to top off his own lingering injuries.
CLW: 1d8 + 6 ⇒ (7) + 6 = 13
”I’m about out of juice, but before we head back to rest, let us see what’s here. Our investigations were cut short by that rude demon’s interruption.” Ascaria says with a wink.
Having examined the light, he turns his attention to the floating sarcophagus, casting Detect Magic.
Knowledge Arcana: 1d20 + 2 ⇒ (3) + 2 = 5
Spellcraft: 1d20 + 16 ⇒ (11) + 16 = 27
Eri Nandri |
Eri also examines the sarcophagus, also casting Detect Magic
kn. arcana: 1d20 + 16 ⇒ (15) + 16 = 31
spellcraft: 1d20 + 16 ⇒ (11) + 16 = 27
"I'm tapped out, too. I could use a drink."
Solrisa Iome Arabasti |
Solrisa tries to use her sword to block the splatter of ichor from Mort's follow up blows.
"Mort, kick! Mort, punch!" Solrisa cheers, glad for the win. She then returns her attention to the sarcophagus, wiping away the ichor from her blade.
"Can we open it now?" Sol ask, putting away her sword and ready to heave on command.
GM Rat Sass |
The magic sniffers find only the magic of a Permanency Levitation spell placed on the Sarcophagus, while the tomb robbers find no Sarcophagus lid on which to heave.
Closer examination of the sleeping Wind Duke on the top surface of the Sarcophagus reveals the hands upturned, protruding from the surface, as if to hold something roughly 1 foot in diameter within his hands.
Ascaria |
"Hey, do you think the disc would work? It's about the right size. I wonder if I can get it without causing too much trouble in the other room."
If no one speaks in opposition, he'll head back to the previous chamber. He'll speak the three words, 'Pesh', 'Aaqa', and 'Icosiol' in Vaati and Auran before touching the disc. He'll lift it carefully out of the column and bring it back to the burial chamber.
"Well, here goes nothing!"
He carefully places the disc into the figure's upturned hand and steps back.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)
Eidi |
"Are you ok?" Eidi checks Solrisa is alright while Mortimer makes sure the demon is dead-dead.
As the sarcophagus is examined he points out the emptiness in the hands "Perhaps that is the place for the sphere?" he points to Solrisa's amulet.
The half-elf inspects if and how the sarcophagus can be opened.
Perception: 1d20 + 17 ⇒ (13) + 17 = 30
Mortimer Smith |
While Ascaria moves to retrieve the disc, Mortimer peers up over the Sleeping Wind Duke's upturned hands to see what there is to see directly above them.
Percept: 1d20 + 18 ⇒ (4) + 18 = 22 +2 more for Inviso, Incorpo, Surprise
"I hope we don't open a nasty rift. Are there good ones? Can we open one where kittens and unicorns fall through?"
Solrisa Iome Arabasti |
Solrisa offers a deep intake of breath when kittens and unicorns are offered in to the mix. She wonders is she should get out her butterfly net to help catch the kittens, but decides against it for now.
She waits to see if Ascaria's efforts have any payoff.
GM Rat Sass |
The marble sarcophagus appears to be made as a single piece of stone, carved perfectly by artisan hand, or shaped by magic, even by a mediocre hand. There is no observable junction between body and lid, because none exists.
Casting your eyes upwards, you see the various colors of the individual lanterns blend their lights gently as the high ceiling gives them the distance to merge. There seems little else to connect upturned hands to the room itself.
He carefully places the disc into the figure's upturned hand and steps back.
As soon as the gnome places the Disc in the hands of the marble Wind Duke, the Sarcophagus begins to slowly descend to the Tomb floor. It sets down with a deliberate stone-meets-stone clap. Moments later, the top part of the Sarcophagus fades away, leaving the Disc to float above the contents below.
This must be the remains of Icosiol. There are bits of bone and dust which lie scattered along the bottom of the Sarcophagus, but that is not all that lies within. Four objects rest among the remains. A Ring, made of heavy platinum, bearing four pale blue sapphires, etched in runes of Law. A mithral Short Sword with a single star sapphire for a pommel. A mithral Long Sword, its hilt set with six pale sapphires the size of grapes. A fragment of a strange metal Rod.
Ascaria |
Ascaria whistles low as the stone fades away.
"Sorry Icosiol." Ascaria says in a few languages (Common, Auran, & Vaati) as he carefully, and respectfully removes the four items. He examines them carefully once he's got some distance from the sarcophagus.
Spellcraft ring: 1d20 + 16 ⇒ (7) + 16 = 23
Spellcraft short sword: 1d20 + 16 ⇒ (5) + 16 = 21
Spellcraft long sword: 1d20 + 16 ⇒ (13) + 16 = 29
Spellcraft rod: 1d20 + 16 ⇒ (12) + 16 = 28
Solrisa Iome Arabasti |
Solrisa uses her last scroll of Detect Magic to join Ascaria in identifying the cool new stuff.
"Ascaria, identify! This is my favorite part!" Solrisa coos with happiness.
1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 Spellcraft - ring
1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30 Spellcraft - short sword
1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32 Spellcraft - longsword
1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31 Spellcraft - rod
GM Rat Sass |
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As Ascaria rests his eyes on the items, applying his magic to detect the same, the gnome flinches, and is knocked unconscious, falling backwards like a plank of squat wood. Solrisa can join him in unconsciousness, or demur due to the rigor gnomis.
Mortimer Smith |
Mortimer rushes to catch the falling gnome before he also sets down with a similar deliberate wood plank-meets-stone clap. He looks up at the maiden, hoping she will pause with her perusal of the Duke's burial goods, while simultaneously crying "Eidi! What's wrong with him?! What did he do? What's happened?" He looks down at the prone gnome. "Will he be O.K.?!"
Eri Nandri |
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Eri watches the gnome collapse, again. This gnome of action is going to give Mort a condition.
He tries to figure out what happened to the canary.
spellcraft or kn. arcana on the gnome's condition NOT what he's holding in his hands: 1d20 + 16 ⇒ (6) + 16 = 22
GM Rat Sass |
You're aware of Ascaria's magical casting of Detect Magic, and the immediacy with which he's struck unconscious. Given that he's already touched the items, which might have triggered a curse or two, had one been in place, you can conclude that the gnome detected an 'Overwhelming' aura. This suggests that one or more of the items in front of you is considered a Major Artifact, a magical item of epic power. Not just a strong aura, but one capable of radiating powerfully enough to override the senses.
Solrisa Iome Arabasti |
Solrisa opts not to cast Detect Magic as she tries (and fails) to catch the falling gnome. She kneels next to him and offers what healing she can.
Lay on Hands: 6d6 ⇒ (6, 2, 3, 5, 4, 2) = 22 healing and cures (diseased, poisoned, fatigued, and paralyzed).
"Ascaria, are you okay? Wake up!" Sol asks, trying to help.
GM Rat Sass |
The maiden's touch restores the gnome to consciousness.
For a moment or two, you can see your surrounds as if peering from a bramble bush, with shadow branches encroaching on your center sight. Very odd, but it feels as if you're seeing the imprint of vessels, like the ones in your forearms, on your world. After a time, they disappear from sight.
Ascaria |
"Whoa...."
The gnome sits up and shakes his head a few times.
"A richness of martens that was wild. I saw vessels, like the ones that carry blood in the body, only shadowy, covering everything. I dunno if what I was seeing was bad - shadows encroaching on our world - or simply the way things are - the underlying power behind what we sense."
"It was miraculous." He blinks and stands up again, leaning on Mort and Sol in case he's still a little unsteady. "I want to try that again. This time, if I pass out, leave me be a moment or two. I'll see if I can explore!" he says with excitement.
With eager anticipation he again casts Detect Magic and examines the items. He holds onto Mort and Sol for stability... just in case.
GM Rat Sass |
Using your previous Spellcraft rolls...
Ring- failure to Identify the properties
Short Sword- failure to Identify the properties
Long Sword- success! This is the Sword of Aaqa, a +2 Axiomatic Mithril Long Sword. Critical hits generate powerful bursts of wind, capable of blowing back opponents, and bestowing nonlethal damage, as well.
Fragment of Rod- failure to Identify the properties, with your Detect Magic. This is the source of your recent 'Overwhelming'. This is a Major Artifact, even in its broken state. You're able to withstand your second observation of it, though you need to let it play at the periphery of your vision. More concentration, and you're likely to succumb to seizures.
Ascaria |
Ascaria stares at the items a moment, before ending the spell and looking away. Though he maintains his consciousness, he looks disappointed in the result. What did I see?
"This." he holds up the rod, "Is a relic of some kind. It's what knocked me out earlier and gave me visions. I can't figure out what it is, at least not yet - it will take further study - but it is powerful that much is certain. It may be we can figure out what it does in time, but it'll be tough as direct concentration plays with the mind, and might cause seizures over time."
He gestures to the ring and shortsword, "These are safe to examine." he looks to Eri and Eidi, "And I don't know what they are, but if they're anything like this!" he picks up the long sword, "They're very impressive."
"The sword is a +2 Axiomatic Mithril Long Sword, but really well placed (critical) hits generate a powerful wind capable of blowing opponents back and bestowing nonlethal damage. Very powerful indeed."
Eidi |
Eidi is so incredibly fascinated by the artifacts in the sarcophagus he almost does not realize about Ascaria's fainting "Oh look at this! Is real mithril! The fine art of the antics!"
The half-elf nods as Ascaria talks about the artifact "Yes, sure, it is sure one of the fragments we were looking for" the elder smiles wide absorbed by the intricacies of the piece. Only after some minutes he pays attention to the not identified items.
With a hand, he scans both the short sword and the ring.
Spellcraft: 1d20 + 21 ⇒ (3) + 21 = 24
Spellcraft: 1d20 + 21 ⇒ (10) + 21 = 31
GM Rat Sass |
Short Sword- Success! This is the Lightning Sword, companion to the Sword of Aaqa. It is a +2 Shocking Burst Mithral Long Sword. Three times a day, when the sword is drawn, the wielder can take advantage of Fly CL 9. When brought together with the Sword of Aaqa in a mightly clash of blades, the wielder can generate a 30' line of Sonic energy. 6d6 Damage, Reflex Save 18 for half, 3 times a day
Ring- Success! This is a Ring of the Wind Dukes. The Ring bestows one negative level on any chaotic creature that wears it. The negative level remains as long as the ring is worn and disappears when it is not. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. As long as it is worn, the wearer ignores the effects of strong winds and gains resistance to electricity 10. Once per day, she may use Charm Monster against any creature with the Air subtype. Elementals suffer a –4 penalty on saving throws against this effect. Once per day as a standard action, the wearer of the ring can transform into a 60-foot-long line of lightning. All creatures in this line suffer 10d6 points of electrical damage (Reflex DC 14 halves). The wearer returns to physical form at the opposite end of the line of lightning.
Sword of Aaqa- 35000gp
Long Sword- 35000gp
Ring - 40000gp
Rod- ??????
Mortimer Smith |
"I want to try that again. This time, if I pass out, leave me be a moment or two. I'll see if I can explore!" he says with excitement.
"WHAT?!" Mortimer yells. "Are you mad? What just happened to you that Sol had to restore you so?! Did something negatively affect your brain ?!" Despite his apparent outrage, he sees the eagerness in the gnome's eyes and does not interfere with the gnome's dangerous idea of "exploration".
He's relieved when the gnome holds his own on the second Detect Magic pass.
He looks about at the magic items found in the tomb, and back at the remains of the Wind Duke in the sarcophagus.
This just doesn't seem right -- taking this stuff... but we're going to need all the help we can get if this rod is what it takes to stop the worm and evil cult.
"Do you think the rod and these other items are meant to help us vanquish the Evil Ebola Triad Cult and stop the worm invasion? Are we to find the remaining six fragments of the rod? Where do you suppose those are? Scattered around in the other sections of this -- place? Can we ask the Wnd Duke himself?" he naively asks, gesturing toward the sarcophagus. "I guess maybe not? This stuff is sooo old..."
Eri Nandri |
Eri examines the short sword and ring with [url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/detectMagic.html#detect-magicdetect magic [/url]
kn. arcana: 1d20 + 16 ⇒ (11) + 16 = 27
spellcraft: 1d20 + 16 ⇒ (10) + 16 = 26
Eidi |
"Oh wow! These pair of swords are the mythical Aaqa and Lighting swords of the Wind Duke. They can deliver a great power if used together" Eidi explains all the details about their use to those interested. See previous spoiler
"Wow! And the Ring of the Wind Dukes! You can transform into a lighting bolt itself!" the half-elf offers the thing to Eri "You have to try this out Eri. It sure is fun"
"It seems we will have to gather those fragments Mortimer. I guess our best bet is to start exploring deep all this tomb" the elder breaths deeply, like if trying to assess the age of the tomb by the smell of rot and decay "Well... I guess it is time to rest. We have done a lot for today. I can conjure a resting dimension for the night like yesterday"
Solrisa Iome Arabasti |
Solrisa claps her hands as she learns what the swords are and do. However, her clapping slows as she realizes that no one in the party is a good fit for them.
After all, Sol likes her current sword and has little experience in dual wielding.
"Mort, which of these blades did you want?" Solrisa asks Mort to see what he thinks.
Mortimer Smith |
"Well... I guess it is time to rest. We have done a lot for today. I can conjure a resting dimension for the night like yesterday"
Mortimer nods. "Aye, I think I could use some rest!"
"Mort, which of these blades did you want?"
Mortimer takes another look at the swords. "The Lightning sword would be no problem for me, I'm quite good with short swords. I can manage the long sword, but I wonder if you wielded it, if we could still use them in tandem to create the Sonic energy."
"Think of it Sol! Maybe we could surprise evil things by banging our swords together!"
"Eidi, what do you think? Could the two of us make that work if we each wielded one sword?"
GM Rat Sass |
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There are two objects you're examining. Are you trying to discern the aura of the sword(Knowledge(Arcana)), and its properties(Spellcraft)?I'll roll with your identification of the sword, first...
The Lightning Sword- (Aura, Moderate Transmutation), companion to the Sword of Aaqa. It is a +2 Shocking Burst Mithral Short Sword. Three times a day, when the sword is drawn, the wielder can take advantage of Fly CL 9. When brought together with the Sword of Aaqa in a mightly clash of blades, the wielder can generate a 30' line of Sonic energy. 6d6 Damage, Reflex Save 18 for half, 3 times a day
This just doesn't seem right -- taking this stuff... but we're going to need all the help we can get if this rod is what it takes to stop the worm and evil cult.
As soon as you think this thought, you feel a emotional surge in response...
As sacred items are passed around for examination, an intent solidifies within the group, and it does not go unnoticed. Everyone experiences a wave of anger and jealousy, as his personal armaments are handled. The spirit of long-dead Icosiol presents itself unquestionably, its first impression of you all less than flattering. But this lasts but a moment.
Indignation gives way to resignation, then peace. Then welcoming. A feeling of contentment and support settles in with a calm sigh. You are aware that from this moment on, you are welcome visitors of Icosiol's Tomb. None of the Tomb's safeguards or guardian monsters will act against you. You have Icosiol's blessing in carrying forth these items, as the spirit acknowledges a deep need for bringing old power to bear in new, dire events.
Several other things, as well. The Bearer of the Talisman of the Sphere now knows instinctively that it's become fully functional. The Bearer of Zosiel's silver diadem now knows instinctively that Icosiol's blessing has fully restored it.
It functions both as a Headband of Inspired Wisdom +4, as well as a Circlet of Persuasion. In addition, the wearer becomes able to understand and speak Auran.
Lastly, you are given the understanding that the Disc, the Seal of Law, will not function outside of the Tomb, and that you currently possess the largest piece of the Rod of Law, now known as the Rod of Seven Parts. Only this Fragment was buried within Icosiol's Tomb. The Fragment can be used to cast Heal once a day.
Mortimer Smith |
Thanks, Duke Icosiol! Mortimer sighs, genuinely relaxing for the first time since entering the Tomb.
Mortimer straightens the Diadem on his head (concealed under his LizardHood headband). He inhales in sudden realization, and starts digging in his backpack. Once more he pulls out the Talisman of the Spheres, and holds it up.
"This Talisman! It now works! It's not broken anymore!"
He turns to Eidi. "I'll trade you a stone tube for this -- " he says, offering the Talisman to Eidi.
Eidi |
Eidi relaxes in peace as he gives away the swords "Ommm... well, I guess you can use each of you the swords then clash them. It will be difficult to synchronize your movements good enough to properly orientate the magics. But you can definitely give it a try"
The half-elf leaves out a laugh as Mortimer request him the tube "I am not sure this is a fair exchange. You do not give away presents you know?"
Either way, the elder creates once again an extra-dimensional safe place for the night using an extended rope trick with the help of his extend rod.