GM Rat Sass |
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Eidi electrifies the primates, plus a gargoyle. Solrisa defends herself righteously, injuring Green mightily.
Fortitude Save v DC 25, Lilac: 1d20 + 21 ⇒ (10) + 21 = 31
Fortitude Save v DC 25, Red: 1d20 + 21 ⇒ (10) + 21 = 31
The two behemoths still wrestling with their part of the Prismatic Spray overcome their afflictions.
"They are too many! If this next does not make some room we probably should retreat, but I cannot teleport us away in this demiplane."
Darl's Voice calls out. "We're just getting started, old Eidi. Why you want to waste your strength on those hulks, when you should be more worried about my people, well..."
Ascaria speaks a sacred Word, which resonates with all the gargoyles. The Behemoths don't seem to register the powerful effects of the holy gnome.
Will Save DC 26, Red: 1d20 + 10 ⇒ (1) + 10 = 11
Will Save DC 26, Blue: 1d20 + 10 ⇒ (14) + 10 = 24
Will Save DC 26, Orange: 1d20 + 10 ⇒ (9) + 10 = 19
Will Save DC 26, Green: 1d20 + 10 ⇒ (17) + 10 = 27
The only one to succumb is Green, who rubs his head against a shoulder, as if trying to clear water from his ears.
Mortimer tears into fur, seeking to still the simian's fury. Green finally falls, allowing the giant to tackle the Orange(Brown) Girallon with his remaining attacks.
The gargoyles to the one recognize a killing floor when they seen one. They all take to the air, flying away from the Behemoths, who roar with an anger seeking retribution.
Red and Blue provoke, respectively, from Orange and Lilac. It proves to be a poor choice of action.
Grapple AoO, R: 1d20 + 50 ⇒ (2) + 50 = 52
Grapple AoO, B: 1d20 + 50 ⇒ (16) + 50 = 66
Green and Orange gargoyles retreat by flight, and still manage to loose a couple of arrows at the Lilac Behemoth in a feeble attempt to discourage its current activity.
Composite Longbow, L: 1d20 + 23 ⇒ (6) + 23 = 29 for 2d6 + 11 ⇒ (6, 2) + 11 = 19 damage
Composite Longbow, L: 1d20 + 23 ⇒ (10) + 23 = 33 for 2d6 + 11 ⇒ (2, 5) + 11 = 18 damage
Round 5
Eidi- 13 (-11hp, 5 images, Will Save DC 26)
...
Round 6
Solrisa- 21 (-17hp, Displaced)
Bird, Malhazar- 22 (-73hp)
Girallon Behemoths- (Yellow -62hp, Lilac -48hp, Red -32hp, Green -207hp/Dying/Shaken 7r, Brown -120hp)
Ascaria- 16 (-31hp)
Mortimer- 15 (-50hp)
Gargoyles- 15- (Green/Deafened, Red/Grappled, Blue/Grappled)
Eidi to finish Round 5, and Solrisa is up for Round 6! Roll20 Map has been updated.
Party Buffs
Magic Vestment (+4)
Air Walk, Communal
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp)
Blessing of Fervor
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)
Fickle Winds
Particulate Form
Eidi |
From the invisibility spoiler, I understand the real bad ones are all out of sight right now
Will DC 26: 1d20 + 20 ⇒ (19) + 20 = 39
Most of Eidi's injuries are healed or transferred back to Ascaria.
Eidi looks at the invisible foes "They are going over the west wall to reunite with Darl's voice"
The half-elf is about to move towards Ascaria to join him in a escape when Mortimer negates himself from leaving. Shrugging to the gnome he speaks up "Everything at its rightful time Darl Quethos! We have an urgency here, why do not come and help if you so much want to start our fight?"
Seeing his most offensive spell barely made any scratch but Solrisa and Mortimer are being more successful with their whacking, Eidi picks up a piece of licorice root and uses it to cast haste on Solrisa, Mortimer and himself, Ascaria just slightly out of reach. Then he steps up into the air 5 more feet.
Concentration (cast defensively) 21: 1d20 + 23 ⇒ (15) + 23 = 38
HP 152/163 AC 24 TAC 18
> spent arcane bond daily use (standard action)
fickle winds
mirror image 5 remaining
mage armor
BoF +2
particulate form
walk in the air 10'
heroes' feast
haste
GM Rat Sass |
Another correction: Green gargoyle is the only one to ‘succeed’, not succumb...
GM Rat Sass |
Also, let's confirm with Mortimer if that 5' step was desired. He downed Green, and had attacks left over, so I slid him into Reach of Orange(Brown). I do understand that Ascaria is calling his birds home to roost...
Solrisa Iome Arabasti |
Round 6
Solrisa steps up and attacks Red (BoF to AC).
”Hey Eidi, something just occurred to me...where is the belt? Did it go too?” Solrisa asks, confused by something.
Power attack. One hand.
1d20 + 26 - 4 + 1 + 1 ⇒ (20) + 26 - 4 + 1 + 1 = 44 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (6) = 33 magic w/electrical damage
Power attack. One hand. Haste.
1d20 + 26 - 4 + 1 + 1 ⇒ (2) + 26 - 4 + 1 + 1 = 26 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (6) + 9 + 8 + (4) = 27 magic w/electrical damage
Power attack. One hand.
1d20 + 21 - 4 + 1 + 1 ⇒ (5) + 21 - 4 + 1 + 1 = 24 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (6) + 9 + 8 + (3) = 26 magic w/electrical damage
Power attack. One hand.
1d20 + 16 - 4 + 1 + 4 + 1 ⇒ (14) + 16 - 4 + 1 + 4 + 1 = 32 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (2) + 9 + 8 + (1) = 20 magic w/electrical damage
Power attack. One hand.
1d20 + 11 - 4 + 1 + 1 ⇒ (8) + 11 - 4 + 1 + 1 = 17 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (6) + 9 + 8 + (4) = 27 magic w/electrical damage
Power attack. One hand. Pot crit.
1d20 + 26 - 4 + 1 + 1 ⇒ (17) + 26 - 4 + 1 + 1 = 41 to hit; (-PA,+HF,+Heroism,+burst)
1d10 + 9 + 8 + 1d6 ⇒ (8) + 9 + 8 + (6) = 31 magic w/electrical damage
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = Smite (4 for smite + 2 champs armor) = 46 AC vs loud jerk
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135+17 temp - 57 +34 +16 temp
Right hand = long sword
Left hand = shield
LoH 1/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
GM Rat Sass |
"Everything at its rightful time Darl Quethos! We have an urgency here, why do not come and help if you so much want to start our fight?"
"Very well."
The next moments are a mixture of girallon saliva, monstrous beatings, black words of incantation, and a humble request.
The Yellow Girallon Behemoth shoves Red south, making room to attack Solrisa. Red, in turn, roars at Yellow, then joins Yellow in attacking Solrisa. Both of them demonstrate increasing frustration with the maiden's positional deception.
Orange(Brown) savages his gargoyle, while Lilac savages his own.
Claw Attack, S: 1d20 + 34 ⇒ (2) + 34 = 36 for 2d6 + 14 ⇒ (1, 3) + 14 = 18 damage
Miss Chance, High Good: 1d100 ⇒ 9
Claw Attack, S: 1d20 + 34 ⇒ (16) + 34 = 50 for 2d6 + 14 ⇒ (2, 3) + 14 = 19 damage
Miss Chance, High Good: 1d100 ⇒ 75
Claw Attack, S: 1d20 + 34 ⇒ (7) + 34 = 41 for 2d6 + 14 ⇒ (5, 4) + 14 = 23 damage
Miss Chance, High Good: 1d100 ⇒ 97
Claw Attack, S: 1d20 + 34 ⇒ (5) + 34 = 39 for 2d6 + 14 ⇒ (6, 1) + 14 = 21 damage
Miss Chance, High Good: 1d100 ⇒ 56
Bite Attack, S: 1d20 + 29 ⇒ (19) + 29 = 48 for 3d6 + 9 ⇒ (5, 1, 2) + 9 = 17 damage
Miss Chance, High Good: 1d100 ⇒ 77
Claw Attack, S: 1d20 + 34 ⇒ (10) + 34 = 44 for 2d6 + 14 ⇒ (3, 6) + 14 = 23 damage
Miss Chance, High Good: 1d100 ⇒ 71
Claw Attack, S: 1d20 + 34 ⇒ (8) + 34 = 42 for 2d6 + 14 ⇒ (4, 1) + 14 = 19 damage
Miss Chance, High Good: 1d100 ⇒ 46
Claw Attack, S: 1d20 + 34 ⇒ (12) + 34 = 46 for 2d6 + 14 ⇒ (6, 6) + 14 = 26 damage
Miss Chance, High Good: 1d100 ⇒ 53
Claw Attack, S: 1d20 + 34 ⇒ (15) + 34 = 49 for 2d6 + 14 ⇒ (6, 3) + 14 = 23 damage
Miss Chance, High Good: 1d100 ⇒ 49
Bite Attack, S: 1d20 + 29 ⇒ (2) + 29 = 31 for 3d6 + 9 ⇒ (4, 1, 3) + 9 = 17 damage
Miss Chance, High Good: 1d100 ⇒ 40
Claw Attack, R: 1d20 + 34 ⇒ (13) + 34 = 47 for 2d6 + 14 ⇒ (5, 6) + 14 = 25 damage
Claw Attack, R: 1d20 + 34 ⇒ (10) + 34 = 44 for 2d6 + 14 ⇒ (1, 4) + 14 = 19 damage
Claw Attack, R: 1d20 + 34 ⇒ (9) + 34 = 43 for 2d6 + 14 ⇒ (4, 6) + 14 = 24 damage
Claw Attack, R: 1d20 + 34 ⇒ (10) + 34 = 44 for 2d6 + 14 ⇒ (1, 3) + 14 = 18 damage
Bite Attack, R: 1d20 + 29 ⇒ (19) + 29 = 48 for 3d6 + 9 ⇒ (1, 5, 6) + 9 = 21 damage
Claw Attack, B: 1d20 + 34 ⇒ (15) + 34 = 49 for 2d6 + 14 ⇒ (6, 4) + 14 = 24 damage
Claw Attack, B: 1d20 + 34 ⇒ (8) + 34 = 42 for 2d6 + 14 ⇒ (1, 4) + 14 = 19 damage
Claw Attack, B: 1d20 + 34 ⇒ (1) + 34 = 35 for 2d6 + 14 ⇒ (6, 4) + 14 = 24 damage
Claw Attack, B: 1d20 + 34 ⇒ (15) + 34 = 49 for 2d6 + 14 ⇒ (3, 6) + 14 = 23 damage
Bite Attack, B: 1d20 + 29 ⇒ (10) + 29 = 39 for 3d6 + 9 ⇒ (4, 2, 6) + 9 = 21 damage
Only by the grace of the gods does the Blue Gargoyle survive its punishment. Red is not so lucky, falling limp in the Behemoth's savage grasp.
A strange, uncomfortable litany can be heard from behind the wall, the sound of Darl's Voice twisted into something of an ancient blackness.
Darl Quethos has cast Unholy Aura.
"I suggest we gather together friends, make your way to the center so we can all join hands in time.”
"Alright, if you feel protected enough, Malhazar, I would ask you for a favor- please prevent Ascaria from departing prematurely."
"As you wish, Master Quethos.
The noble efreeti reappears in the sky above the ruinous walls, and an emerald ray of light spears through the air, striking the glowy gnome, its green light weaving with his own aura.
Ranged Touch Attack, A: 1d20 + 23 ⇒ (6) + 23 = 29
Eidi squawks as the gnome bears the emerald barrier, informing the other Outcasts that Ascaria now sports a Dimensional Anchor, courtesy of an Efreeti's Wish...
Mortimer and Ascaria are up!!
Ascaria |
Round 6
HP = 99/99
Hero Points = 4
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (6/16r, all), Burst of Glory (6/16r, all), Particulate Form (4/16r, all), Haste
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (2/12)(10/10) (DC: 27)(Avoid 9, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (5/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria heals the injured, a little, as the bruising on his body grows* even as a little is healed again (fast healing 3).
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Spellcraft: 1d20 + 20 ⇒ (4) + 20 = 24 vs DC 23
”Sol! Not that way!” Ascaria shouts as Sol moves further away and out of reach of his most powerful spells - and out of range of his channeling as well.
Ascaria channels (just missing Sol, so it’s only Ascaria, Eidi, and Mort in this one, and avoiding everyone hostile).
Channel Energy (healing): 10d6 + 1 ⇒ (4, 2, 6, 2, 5, 6, 4, 5, 6, 5) + 1 = 46
”This is a waste of time and resources. These creatures are innocents, let’s leave them be and climb above where they cannot attack. We’ve bigger fish to fry!” He gestures to the west.
He’ll then, provoking from brown/orange, climb into the air and back to the east out of range of immediate attack. (20’ move + 20’ haste +10’ armor (swift))
We need to be at least 40' up to avoid their damned reach, so this is a two round process I suspect. At least it is for Ascaria. Remember that with air walk, you can only climb in a 45 degree angle, and you need to move horizontally while you climb. So you long legs should get 30' away and 30' up from a single move thanks to haste. Double moves get you a bit out of reach - which is what Ascaria mostly suggests. He eyes Eidi...
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp hp) (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Wind Walk (everyone)
* Mort, and Sol each heal 5hp of damage which is transferred to Ascaria.
Mortimer Smith |
Round 6, Init 15
"Alright, if you feel protected enough, Malhazar, I would ask you for a favor- please prevent Ascaria from departing prematurely."
Mortimer rolls his eyes. How do they know -- No! The price you pay for notoriety!
”This is a waste of time and resources."
"I couldn't leave Eidi and you wide open!"
"Climb!"
Mortimer glares at the efreeti. "What's he got on you?!" he growls, abruptly withdrawing.
Except I don't quite understand that rule as written, so I think Mort still provokes. But, with haste he can move 60, and with Withdraw he can move double his speed -- so does that mean he can move 90 feet? Also, with Dragon Style he can ignore difficult terrain while withdrawing... so does that mean he can actually move 90 feet (diagonals and all)?!! Just gonna move. Adjust as necessary.AC: 35, FF: 22, Tch: 23 (+4 vs AoOs when moving)
HP = 128/132
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Cold (x2 Str on 1st, x1.5 Str on rest (Dragon))
Condition(s) = Air Walk, BoF, WInd Walk, Feast, BoF, Glory, Haste, Particulate Form, Improved Disarm, Disarming Strike, Break Guard
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 7 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 13 / 16
ElementalFists: 13 / 16
Weapon Profficiency (Unarmed)
Stunning Assault
Lightning Sword Fly: 3/3
Saves:
Fort: +17 (Base +10, Con +2, Cloak +5)
Reflex: +19 (Base +10, Dex +4, Cloak +5)
Will: +14 (Base +5, Wis +4(headband), Cloak +5)
GM Rat Sass |
1 person marked this as a favorite. |
Eidi spins his speedy magic for himself, and the maiden and giant. He scoots back, but doesn't quite take to the air just yet. Solrisa ends the Red behemoth's life, defending the others' retreat. Ascaria bursts more of his ever-dwindling healing magic, while Mortimer heeds the gnome's words, and begins a retreat into the air away from the reach of the girallons.
Orange/Brown lashes out at the giant, what it must consider the true physical threat to its own.
AoO, M: 1d20 + 34 ⇒ (17) + 34 = 51 for 2d6 + 14 ⇒ (3, 6) + 14 = 23 damage
Watching their 'brother' getting ripped apart by the behemoth, it doesn't take much more convincing for the airborne gargoyles to retreat, soaring up, above and beyond the east wall of the Keep.
The Blue gargoyle spends the last moments of its life wounding its executioner.
Claw Attack, Grappled, B: 1d20 + 23 - 2 ⇒ (17) + 23 - 2 = 38 for 1d6 + 8 ⇒ (1) + 8 = 9 damage
Claw Attack, Grappled, B: 1d20 + 23 - 2 ⇒ (19) + 23 - 2 = 40 for 1d6 + 8 ⇒ (1) + 8 = 9 damage
Bite Attack, Grappled, B: 1d20 + 21 - 2 ⇒ (11) + 21 - 2 = 30 for 1d6 + 8 ⇒ (6) + 8 = 14 damage
Gore Attack, Grappled, B: 1d20 + 21 - 2 ⇒ (8) + 21 - 2 = 27 for 1d6 + 8 ⇒ (2) + 8 = 10 damage
Eidi GMPC watches the maiden down another beast. "Very good, Solrisa, but I think we should do as the wise gnome suggests. These animals were not given the proper justice for being caged up like they were. And I think that when I Plane Shift, so does my cookie jar." The elder half-elf retreats into the air, spending all of his energy to reach a height of 60', treating the air like it was a set of winding stairs, back and forth, back and forth.
For simplicity's sake, if your land speed is 60' due to Haste, then you can elevate by 30' increments (30' horizontal + 30' vertical). Yeah, I know, the 45 degree triangle's hypotenuse would say differently, but we're here to have fun, not grind the pythagorean theorem...
"What's he got on you?!"
Malhazar lolls his head towards Mortimer. "He's got... my respect. Soon, I think he'll have yours, too."
Round 6
Eidi- 13 (-11hp, 5 images)
...
Round 7
Solrisa- 21 (-120hp, Displaced)
Bird, Malhazar- 22 (-73hp)
Girallon Behemoths- (Yellow -62hp, Lilac -91hp, Red -220hp/Dead, Green -207hp/Dying/Shaken 6r, Brown -120hp)
Ascaria- 16
Mortimer- 15 (-23hp)
Gargoyles- 15- (Blue/Grappled)
Solrisa is up for Round 6! Roll20 Map has been updated.
Party Buffs
Magic Vestment (+4)
Air Walk, Communal
Blessing of Fervor
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)
Fickle Winds
Haste
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp)
Particulate Form
Solrisa Iome Arabasti |
Round 8
Solrisa takes a few good whacks from a few big apes and admires their tendency to hurt a lot when they hit. She knows Ascaria wants her closer, and she aspires to make that happen.
Healing up and taking total defense, she carefully picks her way closer to Ascaria.
9d6 ⇒ (3, 4, 2, 3, 1, 6, 6, 6, 4) = 35 healing
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = +2 BOF +4 TotDef = AC 48
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135+17 temp - 57 +34 +16 temp
Right hand = long sword
Left hand = shield
LoH 2/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
GM Rat Sass |
Malhazar watches the combat below, one hand on a hip, the other on the hilt of his falchion, which rests on his shoulder. "They're finally climbing, Darl. The elfblood sped them up, but they're still struggling with the apes."
"Give them some space, Malhazar. The apes, I mean."
The Girallon Behemoths take their last actions in the Keep, as targets dwindle to nothing.
Lilac rips the Blue gargoyle apart, something. The beast digs deep this time, demonstrating its raw strength to the gnats taking to the sky.
Claw Attack, B: 1d20 + 34 ⇒ (5) + 34 = 39 for 2d6 + 14 ⇒ (1, 6) + 14 = 21 damage
Claw Attack, B: 1d20 + 34 ⇒ (19) + 34 = 53 for 2d6 + 14 ⇒ (2, 6) + 14 = 22 damage
Claw Attack, B: 1d20 + 34 ⇒ (1) + 34 = 35 for 2d6 + 14 ⇒ (3, 2) + 14 = 19 damage
Claw Attack, B: 1d20 + 34 ⇒ (16) + 34 = 50 for 2d6 + 14 ⇒ (6, 1) + 14 = 21 damage
Bite Attack, B: 1d20 + 29 ⇒ (14) + 29 = 43 for 3d6 + 9 ⇒ (3, 2, 1) + 9 = 15 damage
Rend: 2d8 + 21 ⇒ (4, 1) + 21 = 26
Yellow and Orange/Brown take parting swats at the ascending maiden.
Claw Attack, S: 1d20 + 34 ⇒ (20) + 34 = 54 for 2d6 + 14 ⇒ (2, 5) + 14 = 21 damage
Confirm Critical?: 1d20 + 34 ⇒ (14) + 34 = 48 for 2d6 + 14 ⇒ (4, 4) + 14 = 22 damage
Miss Chance, High Good: 1d100 ⇒ 66
Claw Attack, S: 1d20 + 34 ⇒ (1) + 34 = 35 for 2d6 + 14 ⇒ (3, 3) + 14 = 20 damage
Miss Chance, High Good: 1d100 ⇒ 22
"Malhazar, why don't you discourage the apes, so we can talk with our new friends."
"Friends? They're our friends now?"
"I suppose they'll need to decide... quickly."
The noble efreeti shrugs, then lays down a great Wall of Fire, cutting off the two behemoths advancing, while he gets closer to the clustering Outcasts.
Rising above the wall, and into perfect view of you all floating in midair, you are witness to Darl Quethos and Company. The words of Grogriss ring true, despite the absence of the minotaur. The cloaked priest of Vecna sits atop a cauchemar, while the two tieflings stand in front of him, coiled like clock springs.
The she-bird Krekie is just behind you, just above the wall. She watches you intently, likely aware that you can see her. She appears to be readying an attack, as well...
The cornugon lashes out without so much as a heads up. Lightning lances forward, and strikes only the gnome.
Ascaria, please make a Reflex Save DC 19 for half of 10d6 ⇒ (2, 1, 2, 1, 2, 5, 4, 5, 5, 5) = 32 electrical damage.
"Easy now, Nalhazzarath. Friends, remember?"
"They're right there, master. We can feast on their meat. You said they spook easily. They're already trying to run. I say we feast now."
"No. Friends, first. Right, Ascaria? Your companions seem to listen to you. Do you value their lives enough to parlay with death?" The Hand of Vecna reaches up to the hood of the cloak, and pulls it back, revealing a very determined set of eyes.
Ascaria and Mortimer are up!
GM Rat Sass |
Silly me. All gargoyles are checked out, one way or another. The entire party is up!!
Ascaria |
Round 7
HP = 71/99
Hero Points = 4
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (7/16r, all), Burst of Glory (7/16r, all), Particulate Form (5/16r, all), Haste
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (2/12)(10/10) (DC: 27)(Avoid 9, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3, 6th lvl)
Rod of Reach Spell (2/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (4/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Reflex: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 (heroism) vs DC 19 for 16hp electrical damage
Ascaria heals the injured, a little, as the bruising on his body grows* even as a little is healed again (fast healing 3).
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
He reaches out with his Rod of Reach, to cast Heal (cures 150hp and more) on Solrisia before he continues climbing out of reach.
He says nothing to the opposition, having nothing to add to the conversation. He would speak with Eidi, but privately, and there are too many eavesdroppers. So he merely climbs to relative safety.
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp hp) (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Wind Walk (everyone)
* Eidi, Mort, and Sol each heal 5hp of damage which is transferred to Ascaria.
GM Rat Sass |
"Nothing to say, little gnome?" Darl's determined eyes leave Ascaria for Eidi. "Well then, what about you, Eidi? If you speak, will you be speaking for your Artists and Outcasts? It would be a shame if your pride carried you into undeath."
Eidi |
"What do you have to speak about Darl Quethos? The belt is gone, the tests cannot be completed, the phylactery is lost for good. We won" Eidi imposes to his voice the most rigid and authoritative tone he can manage.
Eyeing the invisible bird sniper preparing his attack, Eidi extends his hand casting finger of death on him, just before climbing up in the air following Ascaria using the haste speed.
Fort DC 25 or suffer 150 damage; Damage if passing save: 3d6 + 15 ⇒ (4, 6, 3) + 15 = 28
Eidi is fully healed by Ascaria's transfer and the particulate form.
HP 163/163 AC 24 TAC 18
> spent arcane bond daily use (standard action)
fickle winds
mirror image 5 remaining
mage armor
BoF +2
particulate form
walk in the air 90' high (moved 60' including 30' up and 30' to the side)
heroes' feast
haste
GM Rat Sass |
Fortitude Save or Die: 1d20 + 11 ⇒ (15) + 11 = 26
Something invisible makes a pained cawing sound, but it fails to make a thudding sound shortly thereafter.
"Well, that's the rub, isn't it, Eidi? I think the only thing preventing us from accessing the Fountain is now the Wild Watchers, and only them."
A momentary quiet lingers in the air, allowing it to settle on defensive ears.
"If you agree to slay the Watchers, I'll spare your lives. Become my Hand, for a single mission, and we'll reap the rewards."
Solrisa and Mortimer are up!
Mortimer Smith |
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"Become my Hand, for a single mission, and we'll reap the rewards."
Mortimer scowls and shakes his head. "What? Wild Watchers? Do you mean those Olde Guyes? Why? To what end -- the Age of Worms?"
"No. I don't think so. I really like what they did with the space," he says, gesturing around in general at the Last Resort. "Besides, you guys... You guys don't fight honorably," he concludes, jerking his thumb towards the invisible sniper behind them.
GM Rat Sass |
"Come now. Do you think the Watchers will be honorable with you, now that you've released the titan? Are you ready to lose precious time in your struggle against the Age of Worms? I have no dog in the fight. I don't seek to prevent it, nor to hasten its arrival. You'll spend weeks, if not months, trying to run Krathanos down. And even if you do, what's to say that he'll still have the Belt? No, I think you understand what needs to be done here. Praise Vecna, I'll make you see this truth."
Solrisa is up!
Solrisa Iome Arabasti |
Round 9
Solrisa, again fully healed, seems confused by all the cross talk and wonders which enemies are the real enemies and should be kilt now, as opposed to spoken with.
She moves to defend Ascaria, providing cover as she awaits guidance. She casts an extended Divine Favor as she waits.
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = +2 BOF +4 TotDef = AC 48
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135+17 temp - 57 +34 +16 temp
Right hand = long sword
Left hand = shield
LoH 2/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
GM Rat Sass |
1d100 ⇒ 16
The Girallons decide they've had enough. Their speed is monstrous, and the two behind the Wall of Fire climb the Keep's wall just as easily as galloping across the floor. If you weren't so high in the air, the Keep of the Unshackled Conqueror would afford this next confrontation some degree of privacy...
The unseen kenku assassin doesn't hold back. A single bolt emerges from her invisibility, seeking to demystify the half-elf, though she only manages to pop one false Eidi. The bolt comes from higher up, as the assassin keeps up with the elder half-elf's ascension.
Repeating Crossbow, E: 1d20 + 20 ⇒ (14) + 20 = 34 for 1d8 + 1 ⇒ (2) + 1 = 3 damage
Miss Chance, 1 Hits: 1d6 ⇒ 2
"I suppose Krekie has the right of it here. We need to make an example of one of you. Your resistance to my overture is laudable, if futile. Eidi, you were very rude to try and kill my companion. Let's see you suffer equally for it."
Darl Quethos, Beloved of Vecna, points an undead finger at Eidi, and commands him to die.
Eidi, please make a Fortitude Save DC 26. Failure, and you suffer 180 damage. Success, and you only suffer 3d6 + 18 ⇒ (4, 2, 5) + 18 = 29 damage
Darl also knows Finger of Death...
"Speaking of friends, Nalhazzarath, why don't you invite some of yours. The more the merrier. Should make it more obvious to these folk which side is the losing one."
"Let me say again- they're only meat. You herd meat, you don't hire it. You slaughter meat, you don't sing to it." When Darl doesn't answer, the horned devil relents. "At your command, Quethos." It begins to call to those beyond...
The noble efreeti doesn't speak over the priest, choosing instead to turn invisible, and circle the Outcasts to the south.
"Alright. I'm done waiting. I'll have your answer here and now. You are beaten. Submit to my Quest, and you will keep your lives, as they will become valuable to me. Ignore my request, and we'll slay you for your worthlessness."
Darl's eyes roll over to the mirrored half-elf to see if he's still breathing, out of mild curiosity.
Round 7
Eidi- 13 (-11hp, 4 images)
...
Round 8
Solrisa- 21 (Displaced)
Krekie, Malhazar, et al- 22 (-73hp, both invisible)
Ascaria- 16
Mortimer- 15 (-23hp)
The party is up! Roll20 Map has been updated.
Party Buffs
Magic Vestment (+4)
Air Walk, Communal
Blessing of Fervor
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)
Fickle Winds
Haste
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp)
Particulate Form
Eidi |
The half-elf smiles when the fickle winds deflect the bird's bolt before it can reach him.
Fort+reincarnated DC 26: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
Eidi brings his hand to the heart as he automatically recognizes the spell and survives "I am not that willing to return to the kingdom of souls before our quest is completed Darl" the half-elf frowns.
Not liking the summoning of the efreeti, the elder points to him and burst it with a barrage of magic missiles to try make him fail his concentration "I feel like we are enough in this party!"
Magic missile: 5d4 + 4 ⇒ (3, 3, 2, 4, 3) + 4 = 19
He walks in the air getting far from the bird and closer to the efreeti.
Particulate form and Ascaria's link heal him slightly.
HP 142/163 AC 24 TAC 18
fickle winds
mirror image 5 remaining
mage armor
BoF +2
particulate form
walk in the air 90' high (moved 60' including 30' up and 30' to the side)
heroes' feast
haste
Ascaria |
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Round 8
HP = 99/99
Hero Points = 4
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (8/16r, all), Burst of Glory (8/16r, all), Particulate Form (6/16r, all), Haste, Invisibility Purge (1/16m, 80')
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (0/12)(10/10) (DC: 27)(Avoid 9, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3, 6th lvl)
Rod of Reach Spell (2/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (4/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria heals the injured, a little, as the bruising on his body grows* even as a little is healed again (fast healing 3).
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
He considers his enemies words, and while there may be some merit to them, he’s not going to help a Vecna worshipper! He stands his ground, firm in his opposition. He does worry that they’re too far apart from each other, especially with Eidi so far away - he can’t even see him! He also worries they’re too clumped up for area effect spells. Mainly, he just worries.
”Intrusion of Cockroaches, we will not submit to your desires. We each have our own goals here, and I don’t much care for yours.”
He’ll begin by trying to place all those hidden to him. At least those within range. He casts Invisibility Purge (80’ range).
Then he’ll do something about the parties wounds, well, mostly his own. He carves out everyone/thing besides himself, Mort and Sol. He cannot reach Eidi.
Channel Energy (healing): 10d6 + 1 ⇒ (4, 6, 4, 3, 5, 5, 1, 1, 3, 2) + 1 = 35
In the end, he’ll also take a 5’ step closer to where he last saw Eidi as he waives him over.
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp hp) (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Wind Walk (everyone)
* Eidi and Mort each heal 5hp of damage which is transferred to Ascaria.
GM Rat Sass |
The wily elder half-elf decides to use his precious last moments to prevent the horned devil from summoning more adversaries.
Concentration Check vs DC 35: 1d20 + 16 + 6 ⇒ (17) + 16 + 6 = 39
"Well done, Nalhazzarath. Keep whispering to Them. Nothing the old elfblood can do now..."
Solrisa and Mortimer are up!
GM Rat Sass |
Nope. Eidi's continual See Invisibility would have granted you a much wider detection of invisible foes earlier. Ascaria has simply allowed the rest of you to see the two circling you, north and south.
Solrisa Iome Arabasti |
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Round 10
BoF to move/fly speed.
Solrisa seems very confused by all the talking and different monsters leaving or coming or going invisible. She’s uncertain what Mort is going to do, but she knows that she has to do *something* so...she decides to *attack!*
Choosing a foe is a hard one to start with, because it means leaving Ascaria and Eidi unprotected, but she knows that she can’t stay there.
She decides to attack the foe in her favorite direction (north, which is the best direction) and charges to the north to face the red foe there. (Naturally, she’s going south on the map because she’s confused about directions right now too.)
Call upon the dragon. +4 to hit and +20 (or 40) damage is smitable foe.
Power attack. One hand.
1d20 + 26 - 4 + 2 + 3 + 1 + 1 ⇒ (18) + 26 - 4 + 2 + 3 + 1 + 1 = 47 to hit; (-PA,+charge,+DF,+feats,+glory)
1d10 + 9 + 8 + 1d6 + 3 ⇒ (5) + 9 + 8 + (6) + 3 = 31 magic w/electrical damage
Pot cri. Power attack. One hand.
1d20 + 26 - 4 + 2 + 3 + 1 + 1 ⇒ (9) + 26 - 4 + 2 + 3 + 1 + 1 = 38 to hit; (-PA,+charge,+DF,+feast,+glory)
1d10 + 9 + 8 + 1d10 + 3 ⇒ (9) + 9 + 8 + (1) + 3 = 30 magic w/electrical damage
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = +2 BOF +4 TotDef = AC 48
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135
Right hand = long sword
Left hand = shield
LoH 2/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 2/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
Mortimer Smith |
Round, uh 10?
BOF for +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Haste for movement.
Mortimer watches as Ascaria sprints azigazag up to him while Solrisa bolts past him to attack red. He shrugs, "Keep going up? See you!"
He follows Solrisa to attack red.
Mortimer flips into place trying to avoid red before attempting to relieve him of his crossbow.
Acro: 1d20 + 27 ⇒ (8) + 27 = 35
BreakGuard: 1d20 + 21 + 2 + 1 + 1 + 2 + 3 ⇒ (3) + 21 + 2 + 1 + 1 + 2 + 3 = 33 +BoF, +Imp Disarm, +"Terrain", +Glory, Training
for ElectricStunningBootToHead: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (5, 1) + 10 + 3 + (4) + (1) + (4) = 28 +Dragon, +Cold, +Acid. +Zap
Fort Save DC22 or be stunned for 1 round and shaken for Quake: 1d4 + 5 ⇒ (1) + 5 = 6 rounds.
GM Rat Sass |
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Eidi valiantly attempts to prevent the horned devil from summoning more devils, presumably. The devil flinches from the pain of the magic missiles, but pushes through, able to maintain his focus. Ascaria brings Krekie and Malhazar to everyone's light, before healing his guardians on the battlefield, though the half-elf finds himself still injured and out-of-range.
Solrisa charges the efreeti, now visible to all courtesy of the gnome, and the divine champion beheads Malhazar, the Exiled Flame, the Red Hand of Quethos, the Wishmaster. The head topples to the floor of the Keep, his eyes wide in disbelief. Smite damage on an outsider, heightened greatly with a critical... 141 points of damage on the single swing.
"The meat bites back, master Darl."
"Yes it does. End their lives. There would have been no way to bridle them. I see that now."
With the efreeti slain so swiftly, Mortimer is left to decide where his strength might be best applied.
Mortimer, you are freed to change your actions for Round 8
Mortimer Smith |
Round 8, Init Whatevs
BOF for +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Haste for movement.
Swift for Deflect, Snatch Arrows
Mortimer watches as Ascaria sprints azigazag up to him while Solrisa bolts past him to decapitate red. He shrugs, "Keep going up? See you!"
He heads north and east towards the Plague Doctor. At least he's dressed appropriately.
StunningElectricElvenBoottotheHead: 1d20 + 25 + 2 + 1 - 5 ⇒ (15) + 25 + 2 + 1 - 5 = 38 +BoF, +Glory, -PA
for Zappage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 + 10 ⇒ (10, 10) + 10 + 3 + (4) + (6) + (4) + 10 = 57 +Dragon, +Cold, +Acid. +Zap, +PA
Fort Save DC22 or be stunned for 1 round and shaken for Quake: 1d4 + 5 ⇒ (4) + 5 = 9 rounds.
Snatched Arrow, thrown: 1d20 + 24 + 2 + 1 ⇒ (11) + 24 + 2 + 1 = 38
for Damage: 1d8 + 5 ⇒ (7) + 5 = 12
AC: 35, FF: 22, Tch: 23 (+4 vs AoOs when moving)
HP = 128/132
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Cold (x2 Str on 1st, x1.5 Str on rest (Dragon))
Condition(s) = Air Walk, BoF, WInd Walk, Feast, BoF, Glory, Haste, Particulate Form, Deflect Arrows, Snatch Arrows
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 5 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 13 / 16
ElementalFists: 13 / 16
Weapon Profficiency (Unarmed)
Stunning Assault
Lightning Sword Fly: 3/3
Saves:
Fort: +17 (Base +10, Con +2, Cloak +5)
Reflex: +19 (Base +10, Dex +4, Cloak +5)
Will: +14 (Base +5, Wis +4(headband), Cloak +5)
GM Rat Sass |
Fortitude Save v DC 22: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18
The kenku known as Krekie stiffens in place, dropping her repeating crossbow to the Keep floor below. She has been Stunned!!
Also, Solrisa and Mortimer, please make a Fortitude Save DC 27. Failure, and you suffer 1d6 ⇒ 3 Strength Damage. Unholy Auras are the gift that keeps giving...
The horned devil Nalhazzarath finishes his summoning, and three barbed devils appear on the southern wall!! They look at their superior, nodding as they receive their instructions, scampering along the top of the wall to look down on the repulsive material denizens.
One of the devils weave their thorny hands, and a black miasma fills the air, enveloping Ascaria, Eidi, and Solrisa.
Ascaria, Eidi, and Solrisa, please make a Will Save DC 18. Failure, and you suffer 5d8 ⇒ (8, 1, 4, 6, 2) = 21 points of negative energy damage, and you are Sickened for 1d4 ⇒ 4 rounds. Success, and you suffer half damage, and no Sickening. Eidi, you take half damage already and no Sickening, but you may also halve the damage again with a successful Will Save.
The devil cast Unholy Blight.
The other two harass the maiden. One of them tries to hold her in place for an unrighteous thrashing. Solrisa, please make a Will Save DC 17, or become Paralyzed.
The devil cast Hold Person.
The other stabs the air with fire, hoping to burn the flaxen hair from her head. It can't seem to find her exact position, however.
Ranged Touch Attack: 1d20 + 18 ⇒ (4) + 18 = 22 for 4d6 ⇒ (4, 1, 2, 2) = 9 fire damage
Miss Chance, High Good: 1d100 ⇒ 47
Ranged Touch Attack: 1d20 + 18 ⇒ (7) + 18 = 25 for 4d6 ⇒ (1, 1, 5, 5) = 12 fire damage
Miss Chance, High Good: 1d100 ⇒ 43
Nalhazzarath enters the fray, charging the maiden!
Spiked Chain, Charge, S: 1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42 for 2d6 + 11 ⇒ (6, 3) + 11 = 20 damage, as well as Fortitude Save DC 27 or become Stunned for 1d4 ⇒ 4 rounds
Miss Chance, High Good: 1d100 ⇒ 17
"Hold still, meat. We'll get you out of that armor shortly."
Lastly, Darl Quethos decides that he must join the effort to see you slain. The priest of Vecna sends his tiefling twins at Ascaria, the beating heart of the Outcasts! Before he departs, Darl leans down and quickly points at one of them Blue.
Darl cast a Quickened Silence spell.
The cauchemar roars into action, closing with the poor gnome. A single hoof tries to scalp Ascaria.
Hoof Attack, A: 1d20 + 17 ⇒ (8) + 17 = 25 for 2d6 + 5 + 1d6 ⇒ (3, 4) + 5 + (2) = 14 damage, including fire
Darl Quethos raises his Left Hand of Vecna, and grasps the air in front of his face, and he grimace-smiles as another great power radiates outwards, and into most of the Outcasts.
Ascaria, Eidi, and Solrisa, please make a Will Save DC 26. Failure, and you become Dazed for 1 Round, and you suffer a 2d6 ⇒ (2, 4) = 6 Strength decrease for 2d4 ⇒ (3, 2) = 5 Rounds. Success, and you are not Dazed, and your Strength is only decreased by 3.
Darl has cast Blasphemy.
The tieflings move insanely fast to keep up with their master, finding the gnome's side, in flank, before they coordinate a bookend attack. They do it all in silence.
Unarmed Strike, Stunning Fist, A: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43 for 2d6 + 4 ⇒ (5, 3) + 4 = 12 damage, and Fortitude Save DC 18, or become Stunned for 1 Round
Unarmed Strike, Stunning Fist, A: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32 for 2d6 + 4 ⇒ (5, 3) + 4 = 12 damage, and Fortitude Save DC 18, or become Stunned for 1 Round
The single thud that lands does so in supreme quiet, as the tieflings, Ascaria, and Eidi seem to make no noise. The Grey Circle around the Blue tiefling represents the area of library quiet.
Round 8
Eidi- 13 (-11hp, 5 images, Will Save DC 18, Will Save DC 26)
...
Round 9
Solrisa- 21 (Displaced, Will Save DC 18, Will Save DC 17, Fortitude Save DC 27, Will Save DC 26)
Krekie- 20
Ascaria- 16 (-12hp, Will Save DC 18, Will Save DC 26, Fortitude Save DC 18)
Mortimer- 15 (Fortitude Save DC 27)
The party is up! Roll20 Map has been updated.
Party Buffs
Magic Vestment (+4)
Air Walk, Communal
Blessing of Fervor
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)
Fickle Winds
Haste
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp)
Particulate Form
Solrisa Iome Arabasti |
Round 10
Solrisa feels buffeted and attacked, definitely attacked.
1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20 Will = 10 damage
1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31 Will = no paralyze
1d20 + 14 ⇒ (10) + 14 = 24 Fort = -3 str
1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28 Will = no daze
She offers yet another smite at the demon thing near her.
Power attack. One hand.
1d20 + 26 - 4 + 3 + 1 + 1 + 4 - 1 ⇒ (1) + 26 - 4 + 3 + 1 + 1 + 4 - 1 = 31 to hit; (-PA,+DF,+feats,+glory,+smite,-str)
1d10 + 9 + 8 + 1d6 + 3 + 40 ⇒ (3) + 9 + 8 + (5) + 3 + 40 = 68 magic w/electrical damage
Power attack. One hand.
1d20 + 21 - 4 + 3 + 1 + 1 + 4 - 1 ⇒ (2) + 21 - 4 + 3 + 1 + 1 + 4 - 1 = 27 to hit; (-PA,+DF,+feast,+glory,+smite,-str)
1d10 + 9 + 8 + 1d6 + 3 + 20 ⇒ (6) + 9 + 8 + (4) + 3 + 20 = 50 magic w/electrical damage
Power attack. One hand.
1d20 + 16 - 4 + 3 + 1 + 1 + 4 - 1 ⇒ (7) + 16 - 4 + 3 + 1 + 1 + 4 - 1 = 27 to hit; (-PA,+DF,+feats,+glory,+smite,-str)
1d10 + 9 + 8 + 1d6 + 3 + 40 ⇒ (1) + 9 + 8 + (6) + 3 + 40 = 67 magic w/electrical damage
Power attack. One hand.
1d20 + 11 - 4 + 3 + 1 + 1 + 4 - 1 ⇒ (9) + 11 - 4 + 3 + 1 + 1 + 4 - 1 = 24 to hit; (-PA,+DF,+feast,+glory,+smite,-str)
1d10 + 9 + 8 + 1d6 + 3 + 20 ⇒ (10) + 9 + 8 + (2) + 3 + 20 = 52 magic w/electrical damage
BOF. Power attack. One hand.
1d20 + 26 - 4 + 3 + 1 + 1 + 4 - 1 ⇒ (14) + 26 - 4 + 3 + 1 + 1 + 4 - 1 = 44 to hit; (-PA,+DF,+feats,+glory,+smite,-str)
1d10 + 9 + 8 + 1d6 + 3 + 20 ⇒ (10) + 9 + 8 + (3) + 3 + 20 = 53 magic w/electrical damage
Nat 1 free reroll. Power attack. One hand.
1d20 + 26 - 4 + 3 + 1 + 1 + 4 - 1 ⇒ (13) + 26 - 4 + 3 + 1 + 1 + 4 - 1 = 43 to hit; (-PA,+DF,+feats,+glory,+smite,-str)
1d10 + 9 + 8 + 1d6 + 3 + 40 ⇒ (4) + 9 + 8 + (5) + 3 + 40 = 69 magic w/electrical damage
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = +2 BOF +4 TotDef = AC 48
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135
Right hand = long sword
Left hand = shield
LoH 2/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 2/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
Ascaria |
Will: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30 vs DC 18 for -10hp
Will: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 vs DC 26 for -3str for 5r
Using a Hero Point for a +4 after the fact to make the save.
Tiefling, red, has a crit threat on Ascaria. (-12hp so far)
Fort: 1d20 + 9 ⇒ (15) + 9 = 24 vs DC 18 or be stunned 1r
Eidi |
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Will DC 18: 1d20 + 20 ⇒ (6) + 20 = 26 -5 hp
Spellcraft DC 19: 1d20 + 27 ⇒ (1) + 27 = 28
Spellcraft DC 17: 1d20 + 27 ⇒ (1) + 27 = 28
Spellcraft DC 21: 1d20 + 27 ⇒ (3) + 27 = 30
"He is blighting us, oh, and now tries to paralyze Solrisa" suddenly the elder gets more alarmed "Caution! He is trying to silence us! It is centered on that tiefling!" Eidi points to the blue tiefling but probably Ascaria cannot hear him already.
Will DC 26: 1d20 + 20 ⇒ (17) + 20 = 37 I think no Str loss thanks to Eidi's ring
The ring Manzorian gave to Eidi covers him suddenly with a protective aura, shielding him from the ability penalties.
Will delay a bit to see if Ascaria gets out of there, but if it seems he will not, Eidi proceeds as follows
Resolved, Eidi descends to the height where the battle is being hold. Looking after the spell synthesis of both his training traditions, he extends his hands and let's a prayer combined with a cone of cold take enemies and foes in a determined attempt.
Cold damage: 15d6 ⇒ (6, 5, 1, 1, 2, 3, 4, 6, 5, 3, 2, 6, 3, 6, 1) = 54
Ref 23 (goes up to DC 25 for hitting them also with the prayer spell thanks to spell synthesis)
Cone of cold SR
SR+Spell Penetration+spell synthesis (red tiefling): 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 32
SR+Spell Penetration+spell synthesis (blue tiefling): 1d20 + 15 + 2 + 2 ⇒ (19) + 15 + 2 + 2 = 38
SR+Spell Penetration+spell synthesis (Darl Quethos): 1d20 + 15 + 2 + 2 ⇒ (16) + 15 + 2 + 2 = 35
SR+Spell Penetration+spell synthesis (mount): 1d20 + 15 + 2 + 2 ⇒ (19) + 15 + 2 + 2 = 38
SR+Spell Penetration+spell synthesis (Nalhazzarath): 1d20 + 15 + 2 + 2 ⇒ (8) + 15 + 2 + 2 = 27
Prayer SR
SR+Spell Penetration+spell synthesis (red tiefling): 1d20 + 15 + 2 + 2 ⇒ (3) + 15 + 2 + 2 = 22
SR+Spell Penetration+spell synthesis (blue tiefling): 1d20 + 15 + 2 + 2 ⇒ (7) + 15 + 2 + 2 = 26
SR+Spell Penetration+spell synthesis (Darl Quethos): 1d20 + 15 + 2 + 2 ⇒ (6) + 15 + 2 + 2 = 25
SR+Spell Penetration+spell synthesis (mount): 1d20 + 15 + 2 + 2 ⇒ (19) + 15 + 2 + 2 = 38
SR+Spell Penetration+spell synthesis (Nalhazzarath): 1d20 + 15 + 2 + 2 ⇒ (7) + 15 + 2 + 2 = 26
Then, trying to solve the silence thing in a radical way, he gathers whatever hero blood there might be on him to try completely disintegrate from existence the body that holds the silence.
Ray+BoF+Heroe's Feast+BoG+prayer (touch): 1d20 + 9 + 2 + 1 + 1 + 1 ⇒ (15) + 9 + 2 + 1 + 1 + 1 = 29
SR+Spell Penetration: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
Disintegrate damage: 30d6 ⇒ (5, 4, 2, 3, 2, 3, 5, 5, 3, 3, 5, 1, 3, 4, 1, 2, 6, 6, 4, 3, 3, 5, 4, 2, 5, 3, 3, 6, 1, 6) = 108
Burning a hero point (dropping to 4 from 5) for this extra casting
HP 150/163 AC 24 TAC 18
prayer
fickle winds
mirror image 5 remaining
mage armor
BoF +2
particulate form
walk in the air 90' high (moved 60' including 30' up and 30' to the side)
heroes' feast
haste
burst of glory
Ascaria |
Round 9
HP = 75/99
Hero Points = 3
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Air Walk (10/40m, all), Heroism (1/30m), Blessings of Fervor (9/16r, all), Burst of Glory (9/16r, all), Particulate Form (7/16r, all), Haste, Invisibility Purge (1/16m, 80’), Strength Damage -3 (1/5r), Prayer (1/??r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (0/12)(10/10) (DC: 27)(Avoid 9, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3, 6th lvl)
Rod of Reach Spell (2/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (6/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (4/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria heals the injured, a little, as the bruising on his body grows* even as a little is healed again (fast healing 3).
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
I auto make all but one of the spellcrafts
Spellcraft: 1d20 + 20 ⇒ (4) + 20 = 24 vs DC 22
Ascaria, hasted, tries to back away from the hoard (provoking). He gets clear of the silence and casts Dispel Magic to dispel the Dimensional Anchor on himself if he can.
Dispel Check: 1d20 + 16 ⇒ (18) + 16 = 34
As he gets clear, he sees the super-nova Eidi unleashes behind him. ”Shrewdness of apes Eidi! I didn’t know you had it in you! THREE spells in a round? I have never seen that before!” Ascaria begins to doubt his doubts as the team fights back.
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp hp) (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(Ascaria, Eidi, Sol)
Wind Walk (everyone)
* Eidi heals 5hp of damage which is transferred to Ascaria.
GM Rat Sass |
Fortitude Save DC 24: 1d20 + 13 + 4 ⇒ (15) + 13 + 4 = 32
The Blue tiefling resists annihilation at the hand of the half-elf.
The unholy legion still stands after the offensive tactics of the maiden and the half-elf, leaving the giant to offer his own contribution, before a response is given.
At least the gnome shrugs off his emerald aura, before he dies...
Mortimer is up!
Mortimer Smith |
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Round 9
FortDC27: 1d20 + 17 ⇒ (14) + 17 = 31
Didn't know Fickle moved with me. Would not have taken the additional feats. But, if I had Disarming Strike going does that mean I have the Plague Doctor's crossbow?
BOF for +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Haste for movement.
Stun, Disarming Strike
RPunchStrikingElectricDisarm: 1d20 + 16 + 5 + 3 + 2 + 1 + 1 + 1 ⇒ (9) + 16 + 5 + 3 + 2 + 1 + 1 + 1 = 38 +Blessing, +Glory, Breakfast, Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (1, 9) + 10 + 3 + (3) + (4) + (1) = 31 +Dragon, +Cold, +Acid, +Electric
LPunchStrikingElectricDisarm: 1d20 + 16 + 5 + 3 + 2 + 1 + 1 + 1 ⇒ (9) + 16 + 5 + 3 + 2 + 1 + 1 + 1 = 38 +Blessing, +Glory, Breakfast, Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (5, 8) + 10 + 3 + (3) + (1) + (2) = 32 +Dragon, +Cold, +Acid, +Electric
DC22 or be stunned for 1 round
RKneeElectricDisarm: 1d20 + 11 + 5 + 3 + 2 + 1 + 1 + 1 ⇒ (11) + 11 + 5 + 3 + 2 + 1 + 1 + 1 = 35 +Blessing, +Glory, Breakfast, Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (2, 5) + 7 + 3 + (4) + (3) + (6) = 30 +Dragon, +Cold, +Acid, +Electric
LKneeWhatHaveYouElectricDisarm: 1d20 + 11 + 5 + 3 + 2 + 1 + 1 + 1 ⇒ (1) + 11 + 5 + 3 + 2 + 1 + 1 + 1 = 25 +Blessing, +Glory, Breakfast, Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (10, 7) + 7 + 3 + (6) + (6) + (4) = 43 +Dragon, +Cold, +Acid, +Electric
RElbowStrikingElectricDisarm: 1d20 + 6 + 5 + 3 + 2 + 1 + 1 + 1 ⇒ (20) + 6 + 5 + 3 + 2 + 1 + 1 + 1 = 39 +Blessing, +Glory, Breakfast, Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (1, 3) + 7 + 3 + (6) + (3) + (5) = 28 +Dragon, +Cold, +Acid, +Electric
LElbowStrikingElectricDisarm: 1d20 + 6 + 5 + 3 + 2 + 1 + 1 + 1 ⇒ (5) + 6 + 5 + 3 + 2 + 1 + 1 + 1 = 24 +Blessing, +Glory, Breakfast, Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (1, 6) + 7 + 3 + (5) + (3) + (3) = 28 +Dragon, +Cold, +Acid, +Electric
RPunchStrikingElectricDisarm: 1d20 + 1 + 5 + 3 + 2 + 1 + 1 + 1 ⇒ (5) + 1 + 5 + 3 + 2 + 1 + 1 + 1 = 19 +Blessing, +Glory, Breakfast, Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (3, 1) + 7 + 3 + (3) + (1) + (3) = 21 +Dragon, +Cold, +Acid, +Electric
LPunchStrikingElectricDisarm: 1d20 + 1 + 5 + 3 + 2 + 1 + 1 + 1 ⇒ (4) + 1 + 5 + 3 + 2 + 1 + 1 + 1 = 18 +Blessing, +Glory, Breakfast, Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 + 1d6 ⇒ (4, 1) + 7 + 3 + (5) + (4) + (3) = 27 +Dragon, +Cold, +Acid, +Electric
CritConf?: 1d20 + 6 + 5 + 3 + 2 + 1 + 1 + 1 + 2 ⇒ (12) + 6 + 5 + 3 + 2 + 1 + 1 + 1 + 2 = 33 +Blessing, +Glory, Breakfast, Prayer, Improved Disarm
for Damage: 2d10 + 7 + 3 ⇒ (10, 10) + 7 + 3 = 30 +Dragon
Extra Attack, Haste: 1d1d20 + 16 + 5 + 3 + 2 + 1 + 1 + 1 ⇒ (7) + 16 + 5 + 3 + 2 + 1 + 1 + 1 = 36 +Blessing, +Glory, Breakfast, Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (10, 2) + 10 + 3 + (1) + (2) + (2) = 30 +Dragon, +Cold, +Acid, +Electric
Mortimer tears the Krekie's nose off!
GM Rat Sass |
Disarming Strike is predicated on a Critical Hit, if I understand it correctly, master Mortimer. The Fickle Winds are minutes long mobile auras which will remain on the map through the duration of this encounter, I'm guessing.
Eidi unleashes a trio of spells, drawing deeply from his magical wells. The lot of Darl's crew suffers both aspects of the synergy, to varying degrees. The priest of Vecna seems unaffected by the Prayer, as does the tiefling, who doesn't exactly understand how close he came to utter annihilation.
Reflex Save DC 25, Red: 1d20 + 15 + 4 ⇒ (4) + 15 + 4 = 23
Reflex Save DC 25, Blue: 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31
Reflex Save DC 25, Darl: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Reflex Save DC 25, Cauchemar: 1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21
Reflex Save DC 25, Nalhazzarath: 1d20 + 17 + 4 ⇒ (13) + 17 + 4 = 34
Solrisa manages to flense the horned devil twice with her divine blade, the injuries beginning an infernal conversation.
Ascaria retreats, shedding his bonds by dispelling the Dimensional Lock placed upon him by a dead efreeti.
AoO, A: 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35 for 2d6 + 4 ⇒ (1, 4) + 4 = 9 damage
AoO, A: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37 for 2d6 + 4 ⇒ (3, 4) + 4 = 11 damage
Mortimer breaks beak within the first few fists/kicks, its fate sealed by the giant's introductory stunning blow.
"Come, Nalhazzarath. This will be a pyrrhic victory at best. Let's not lose your strength against the paladin. She's set her dragon god against you. You'll barely scratch her."
"At least one swing, master Quethos?"
"Fine. But only one. Otherwise, you'll not join us."
The horned devil lashes out with reach, and strikes at Solrisa once, as promised.
Spiked Chain, S: 1d20 + 26 ⇒ (5) + 26 = 31 for 2d6 + 11 ⇒ (4, 1) + 11 = 16 damage, plus Stunned for 1d4 ⇒ 3 rounds.
"See? She's shielded."
"Right you are." The horned devil moves to Darl's side, and waits.
The tiefling twins need no instruction. They remain by the Vecnan's side, reaching their hands up to their master.
Darl Quethos addresses Ascaria. "Well, Canary, you've vexed me long enough. The rest of your crew will likely die at the hands of the Watchers, but I want to see you die, here and now, before I depart."
The priest waves his undead hand in the gnome's direction, while the other hand grasps at his unholy symbol. In his black speech, the gnome's name is woven into it, then strangled by the words surrounding it.
Ascaria, please make a Fortitude Save DC 26. Failure, and you suffer 180 points of damage. This will slay you outright, so you will be consumed in unholy fire, though your possessions will survive the casting. Success, and you only suffer 10d6 ⇒ (3, 1, 2, 1, 2, 2, 4, 1, 1, 3) = 20 points of damage.
Darl cast Destruction on the poor gnome.
With a quick glimpse at his work, Darl reaches down and grasps hands with his crew, and they collectively disappear, much like Krathanos the titan did!
Darl cast a Quickened Plane Shift.
The barbed devils on the wall look about, shocked at the sudden abandonment. They attempt to harrass you all hovering in the air, but due to their inability to join you in melee, their feeble castings of Hold Person, compounded with their inability to teleport away from you to safety, means that you dispatch them in short order, leaving you all alone in the Keep of the Unshackled Conqueror.
Round 9
Eidi- 13 (-16hp, 5 images)
...
Round 10
Solrisa- 21 (-10hp, -3 Str 5r, Displaced)
Darl et al- 20 (-54hp)
Tieflings- 20 (-54hp, -Prayer)
Nalhazzarath- 20 (-139hp, -Prayer)
Barbed Devils- 20
Ascaria- 16 (-30hp, -3 Str 5r)
Mortimer- 15
Combat is over!! Though Ascaria does have a Fortitude Save to make...
Party Buffs
Magic Vestment (+4)
Air Walk, Communal
Blessing of Fervor
Burst of Glory (+1 attacks & saves vs fear (sacred), +16 temp HP)
Fickle Winds
Haste
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp)
Particulate Form
Ascaria |
Ascaria eyes the incoming spell…
Spellcraft: 1d20 + 20 ⇒ (6) + 20 = 26 vs DC 22
…and knowing what it does, uses a hero point to defend against it!
Fort: 1d20 + 9 + 1 + 8 ⇒ (4) + 9 + 1 + 8 = 22 (prayer)(hero) vs DC 26 or be annihilated
He’ll use his two remaining hero points to cheat death… perhaps.
Eidi |
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Spellcraft DC 22: 1d20 + 28 ⇒ (16) + 28 = 44
Burning a hero point to act out of turn (down to 3)
"NO! I will not allow that!" frowning with crazy determination Eidi raises his hand producing the swiftest arcane gestures he ever did to weave a dispel magic creating a powerful defensive shield to protect the Canary.
Dispel check to counterspell destruction: 1d20 + 15 ⇒ (20) + 15 = 35 counters caster level 24
GM Rat Sass |
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Something black arcs at the gnome, but in the swiftness afforded to only the gods, Eidi finishes a gesture which brings a diamond waterfall to cascade in the space between Darl Quethos, Beloved of Vecna, and Ascaria, Beloved of Outcasts. The blackness merges with the shimmer of the veil, and both disappear in a blinding flash of light.
When your eyes regain themselves, Ascaria still stands, while the devils stand still, and the voice of Darl promising eldritch horrors is but a whispered threat, with no bodily substance behind it.
Ascaria |
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Ascaria's eyes flicker as the doom that was descending unerringly upon him is waived away by the brush of an old half-elven hand.
"I say Eidi, that was truly remarkable! I saw my life flash before my eyes there, and I wasn't ready for it to end!"
He's shocked at the departure of their nemesises... nemeses... nemesis, even as he channels, and he'll cast a layer of protection from evil communal to battle the devils.
"I do not like that guy." he says as the battle comes to a close, clearly speaking of the Vecna-hand wielding crazy man. "We're going to have to face him again I think before we're done." he shakes his head, not happy about how the first round went. Silly really considering they're down two and the party is still standing, but Ascaria worries so...
He'll cast a few more healing spells to top everyone up, and suggest they loot what they can. "In case of eaves-droppers, I suggest we chat in the pub - not here. But before we do, do we want to talk to the druid-guys again? See if we've succeeded without the belt? If so, we might be done. I think it's worth checking to see before we head out." he suggests.
Eidi |
Eidi's face relaxes as he sees Ascaria is all well. "It is fine" the elder smiles and produces his cookie's pot to eat one and offer the others while he witnesses the destruction around "I definitely do not like that guy"
"A rest at the pub sounds resoundingly well, frankly. Despite all my age what has happened here has been strikingly affecting. Some relax and mental wellness could work good" the half-elf nods to the gnome "Ok, let's check if there is a copy of the belt somewhere around by any means. Then check with the watchers of the druids"
"If they don't help us reach the library we will have to find a way to locate where Krathanos’s ended" reflecting on that Eidi adds "Perhaps we should locate him anyways. I feel kind of responsible for whatever destruction he might cause at his destination"
Mortimer Smith |
After dispatching with the assassin, Mortimer turns in time to see Darl and his crew collectively disappear. He rushes to help dispatch the barbed devils, mocking their shock ("What?! Didn't see that coming?!").
"NO! I will not allow that!"
Mortimer's attention suddenly forced to focus on the Magic folk, he witnesses Eidi's articulate weave, and is most astonished at the resulting diamondfall.
Magic, damnit. Wow! Beautiful! What just happened? A rainbow of diamonds?!!!!
He rushes over, and in a reassuringly gesture pokes at the clearly unscathed gnome, "Are you O.K.?"
Drained, he sighs. "Who is this Vecna?" He peers into Eidi's cookie jar looking for some pumpkin seeds, and ends up selecting a blackcurrant and oatmeal cookie.
"Ok, let's check if there is a copy of the belt somewhere around by any means. Then check with the watchers of the druids."
Mortimer shakes his head. "I think the big guy still has the belt. Why would there be a copy? I think Darl's 'watchers' are the druids."
He picks another blackcurrant and oatmeal cookie out of Eidi's jar.
"I think we need to go look for Krathanos -- after a long rest if possible. I too feel responsible."
"Oh..." he remembers. "I think there is a really nice crossbow over there." He retrieves what treasure there is to find.
Solrisa Iome Arabasti |
”Wow, that was a confusing fight!” Solrisa exclaims with a smile on her face, looking around at the carnage. ”But what are we going to do about the belt? Where did the belt go?”
Solrisa will scour the battlefield for loot and things of interest and bring them back to the party. She’s trying to make sense of everything that happened.
Ascaria |
"Alls I know about Vecna is that some of his, er her?, body parts are floating around, granting great power to those willing to sacrifice their own bits. Nasty. We could research it further though, 'cause I may be wrong too - it's just stories."
"Let's talk about the belt in the pub." Ascaria cautions again, looking around, "I suspect there are eyes upon us even now."
"But first, let's finish searching, then check in with the druids. Wind walk everyone?"
If the group agrees, he'll help search (hahaha) then go all misty and follow the others to where they met the druids previously.
Eidi |
Eidi is more than happy to let Mortimer search for his favorite cookies. He smiles.
Perception (see invis, low-light): 1d20 + 27 ⇒ (4) + 27 = 31
"The belt went to another dimension Solrisa... mmm... I should re-read that spell at the pub, maybe I can find a clue of how that plane shifting works, maybe we can find out where Karathos ended, or at least have a clue" offers the elder while he looks around using detect magic.
"Ok, let's do it Ascaria, let's wind walk" once everyone is ready, Eidi becomes a cloud, and as they arrived, they depart from the Crain.
GM Rat Sass |
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The dust settles on the rubble which litters the Keep of the Liberated Conqueror. Mortimer strolls down to secure the kenku's repeating crossbow. A fine specimen of ranged weaponry. Ascaria and Eidi should know. But there is so much more to scavenge!
Malhazar, The Exiled Flame
+2 Flaming Burst Falchion
3 Potions(Cure Serious Wounds)
+3 Chain Shirt
Amulet of Natural Armor +3
Ornate brass bracelets and anklets studded with fire opals (6 total, each worth 2,000 gp each)
Brilliant white and red cloak made from enameled dragon scales (worth 4,000 gp)
Krekie, the Kenku
+3 improved silent moves leather armor
+2 mithral buckler
Sword of subtlety
+1 Repeating light crossbow with 40 bolts
Amulet of Natural Armor +1
Ring of Protection +1
Gloves of Dexterity +2
Headband of Intellect +2
Boots of Speed
Cloak of Resistance +2
Ring of Chameleon Power
Gargoyles(6)
+1 leather armor
+1 composite longbow (+8 Strength)
Loot Left Behind by Krathanos, all in a giant sack
60 pounds of animal trophies (enormous bulette teeth, girallon heads, etc.)
Battered iron chest containing 23,000 sp, three casks of ambergris worth 50 gp per cask and an ivory elf-maiden carved from a dire mammoth’s tusk and inlaid with jewels worth 8,000 gp
The severed head of a minotaur
Large +2 icy burst greatsword
Large +1 mithral full plate of Speed
Belt of Giant Strength +4
With the Keep no longer keeping your attention, the Outcasts assume the form of wind, and return to the Portal of Storms, hoping to secure an audience with the Wild Watchers, where they first met.
You barely have time to compose your bodily selves, when the Watchers step out of the various plant life surrounding the Portal.
Tylanthros, Beskawahn, and Thadimar are pleased. "I must say, it has been many, many years since we've seen anyone excel as well as you did. Your power is undeniable. You are blessed, each of you, in your strengths. You have proven yourselves..."
Sayren-Lei is not. "You have proved nothing, slaughtering beasts and unholy minions. Worse, you freed Krathanos! The trial asked specifically for his Belt, which still sits on his titanic gut! You are no heroes, you are buffoons. I declare that none of you shall taste the waters of the Fountain of Dreams. I contest your doubtful accomplishment, and demand trial by blood. Only if you pathetic mortals can defeat me shall I consider you worthy of the final secrets of the Order of the Storm!”
The other three Watchers look at each other, sharing looks of consternation. Tylanthros speaks in answer to Sayren-Lei's outburst. "He has the right to issue such a challenge. I think it is ill-advised, and petulant, but there it stands."
The three Watchers supporting your claim begin to back up, giving you room to confront Sayren-Lei, member of the Order of the Storm.
You can attempt a Diplomacy Check before we move into Initiative. Move the Watcher with your eloquence, should you be so inclined...