
Taeral |

Kn Planes: 1d20 + 8 ⇒ (4) + 8 = 12
"Xeram, what did you call this creature. A lightning elemental?
Isn't that one of the components we need for the golem, blood of a lightning elemental?"
"Do we have a way to gather it's blood or should we bend it to our will?"
Not waiting for an answer, Taeral casts a spell while keeping an eye out for the elemental's attacks.
Cast Defensively, Pugwampi's Grace, Will DC18
Cast Defensively, DC19: 1d20 + 15 ⇒ (4) + 15 = 19
Damn... can't get any closer than that.
----------------------------------------------
Current Effects: Pugwampi's Grace (Lightning Elemental), 7 rds;

Gertrart aka Blood Desecrator |

Nat 20! *fist bump* Gertart's negative to Dex (as seen in Initiative) went away at Level 4
KN (planes): 1d20 + 1d6 + 5 ⇒ (14) + (4) + 5 = 23 Question: what do I need to do to collect its blood? need to beat it by 5 to get more info right?EDIT: changed arcane to planes, same numbers though.
Acrobatics: 1d20 ⇒ 19
Getrart tries to close cautiously, hopefully taking advantage of the elemental's reckless maneuver against the barbarian.
slash: 1d20 + 7 ⇒ (20) + 7 = 27, dmg: 2d4 + 4 ⇒ (2, 1) + 4 = 7
Nat 20! *fist bump*confirm?: 1d20 + 7 ⇒ (1) + 7 = 8, I know its useless, but considering how many rolls less than 8 I make I am making this one anyway!: 2d4 + 4 ⇒ (2, 1) + 4 = 7

Grymp |

I suspect Gertrart's acrobatics wasn't enough, I'll check the module when I get home, but he does hit, albeit for 5 less damage than he hoped.
Elemental-13, Pugwampi'd

Gerion Joth |

Gerion roars, embraces his wrath, takes a five foot step forward, and full attacks.
Power Attack, Reckless Abandon: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 3d6 + 12 ⇒ (1, 6, 2) + 12 = 21
Power Attack, Reckless Abandon, Surprise Accuracy: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 3d6 + 12 ⇒ (4, 2, 1) + 12 = 19

Grymp |

Gerion, your second attack should be +11 right? You don't have surprise, the creature went first.

Gerion Joth |

Rather misleadingly, Surprise Accuracy doesn't make any mention of needing to be used during the surprise round. I think it's the accuracy itself that is surprising.

Grymp |

Gertrart did miss the acrobatics.
Slam: 1d20 + 16 + 3 + 2 ⇒ (4) + 16 + 3 + 2 = 25
Slam: 1d20 + 16 + 3 + 2 ⇒ (4) + 16 + 3 + 2 = 25
damage: 2d6 + 5 + 1d8 ⇒ (4, 5) + 5 + (8) = 22 The 1d8 is electricity
Even Pugwampi'd, hitting Gertrart is easy.
Both of Gerion's swings hit! Just not as hard as he expected.
Elemental - 43, Pugwampi'd

Malleck of Alerion |

Planes: 1d20 + 13 ⇒ (10) + 13 = 23
Both Malleck and Nubis move in and try to flank the electrical beast
Malleck Attack: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Nubis Bite: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
DC20 save vs Dimension Anchoring Curse
-Posted with Wayfinder

Gertrart aka Blood Desecrator |

lol. I confused the minus to AC for a minus to attacks :) I guess that mistake cost me. Did I take two AoO slams?(I

Grymp |

Malleck and Nubis are not attacked, no Combat Reflexes. Gertrart was only attacked the once, I had to roll twice because of the Pugwampi effect.
Malleck misses, but Nubis hits.
Will: 1d20 + 5 ⇒ (2) + 5 = 7 Fail
Will: 1d20 + 5 ⇒ (14) + 5 = 19
Waiting for Mordecai.
Elemental - 47, Pugwampi'd, Anchored?

Gertrart aka Blood Desecrator |

ahhh... It all makes sense now: pugwampi :)

-Mordecai- |

"How exactly one is supposed to collect the blood of a creature made of lightning?"
If the creature bleeds, Gerion will surely do most of the bloodletting. Binding sounds like a good idea, but Mordecai has no means to that. But at least he can help here by minimizing the damage the elemental will inflict on his allies. The tiefling incants the words of magic, and the area around the elemental explodes into a cloud of shiny particles.
Cast Glitterdust, avoiding any allies in the area. If the elemental can be blinded, it needs to take DC 18 will save or be blinded for 5 rounds. (And I think Pugwampi affects saves, too)
BTW, is this the same day when we fought Hexor & Vexor?

Grymp |

This is definitely not the same day as you fought those two. I'd say maybe a couple days later, no reason to not be all healed up.
I'd say that a DC 15 heal check and having some decent container could be used to get the blood from the corpse of the elemental.
Will: 1d20 + 5 ⇒ (6) + 5 = 11 Fail
Will: 1d20 + 5 ⇒ (16) + 5 = 21
So now I am Pugwampi'd and Blind!
Alright, round 2!
The Elemental will take two swings at Gerion...
Slam 1: 1d20 + 16 + 3 ⇒ (16) + 16 + 3 = 35
Slam 1: 1d20 + 16 + 3 ⇒ (8) + 16 + 3 = 27 Hit
50% Miss Chance, low misses: 1d100 ⇒ 67 Hit
DMG: 2d6 + 5 + 1d8 ⇒ (5, 6) + 5 + (7) = 23 The 1d8 is electricity
Slam 2: 1d20 + 16 + 3 ⇒ (9) + 16 + 3 = 28
Slam 2: 1d20 + 16 + 3 ⇒ (5) + 16 + 3 = 24 Hit
50% Miss Chance, low misses: 1d100 ⇒ 70 Hit
DMG: 2d6 + 5 + 1d8 ⇒ (3, 5) + 5 + (7) = 20 The 1d8 is electricity
So a Pugwampi'd Blinded Huge Lightning Elemental is still dangerous!
And the Will save to try and end the blindness...
Will: 1d20 + 5 ⇒ (19) + 5 = 24
Will: 1d20 + 5 ⇒ (1) + 5 = 6 Fail
Elemental - 47, Pugwampi'd, Anchored, Blinded

Taeral |

Still seeing the danger the elemental presents, Taeral tries another spell to minimize the creatures attacks. With a quick joke about a Magma, Earth and Fire elemental walking into a bar, he waits to see the reaction.
Cast hideous laughter, Creature gains +4 to Will save because it is different type. DC17 Will to negate.
FYI, a new FAQ on flying and no available actions.
----------------------------------------------
Current Effects: Pugwampi's Grace (Lightning Elemental), 6 rds; hideous laughter (Lightning Elemental), 7 rds, DC17 Will to end each round;

Xeram |

"This, my comrades, must be one of the most amusing, if not dangerous, sights i've yet witnessed. An elemental affected by hindering magics to this degree."
Xeram decides to use a short volley of trusty arcane bolts.
Magic Missiles: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11

Grymp |

Will: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14 Fail
Will: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28
So now I am blinded, anchored, laughing, and pugwampi'd? This just keeps getting better!
Xeram's missiles fly true and strike the elemental.
Elemental - 58, Pugwampi'd, Anchored, Blinded, laughing

Gertrart aka Blood Desecrator |

"How much blood do you think we need? Will one flask be enough?"
untrained heal OK? Does back story apply :)
1d20 - 1 ⇒ (1) - 1 = 0
Craft (alchemy): 1d20 + 10 ⇒ (3) + 10 = 13
Gertrart let's been collecting blood for a long time though he's not had much chance since Brandescar. He cuts at the creature with his sharp blade. "I've missed this. This will be more useful and a lot more fun than framing a dwarf for murder!"
falchion: 1d20 + 7 ⇒ (9) + 7 = 16,
dmg: 2d4 + 4 ⇒ (2, 4) + 4 = 10
move action to draw a potion: AoO?

Grymp |

The Heal skill can be used untrained. I think we should wait until it's dead?
Being blind, the creature has a terrible AC, so Gertrart hits, for 5 damage.
Elemental - 58, Pugwampi'd, Anchored, Blinded, laughing

Grymp |

move action to draw a potion: AoO?
It's a move action, which would normally draw an AOO, but laughing blinded creatures don't take AOOs.

Malleck of Alerion |

Both the Anti Paladin and his outsider companion go all out on the elemental
Malleck Attack 1: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Attack 2: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Nubis Attack 1: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Nubis Attack 2: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Nubis Attack 3: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Malleck Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Nubis Damage 1: 1d6 + 5 ⇒ (3) + 5 = 8
Nubis Damage 2: 1d6 + 5 ⇒ (3) + 5 = 8
Nubis Damage 3: 1d6 + 5 ⇒ (5) + 5 = 10
Nubis Rend Damage: 1d6 + 11 ⇒ (5) + 11 = 16

Malleck of Alerion |

stupid DR....
-Posted with Wayfinder

Gertrart aka Blood Desecrator |

Hah! This time my rules fail works in my favor :). Elementals don't usually leave a body behind (but then they don't usually have blood either... :)

Malleck of Alerion |

Well, lets work it that because it's anchored, it cant go back to its native plane =^^=

-Mordecai- |

"I do quite love the odds here. I like my opponents blind, laughing and cursed with bad luck"
Still having no idea how to draw its blood, Mordecai pummels the elemental with magic missiles.
Magic missile damage: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14

Taeral |

"Well I do have a pot in my pack and also a blanket. Maybe they can hold any 'liquid' this creature may have."
"We may not want to kill it until we figure out how we can collect it's blood. Can we beat it senseless?"

Grymp |

All of Malleck and Nubis’ attacks hit the creature. They do 3,3,3,5 and 11 damage respectively.
Mordecai’s magic missiles do full damage and the creature falls to the ground and is now “dying.”
Now would be the time to take the blood sample. When it finishes “dying” we’ll say the body disappears.

Grymp |

Dying 1: 1d20 + 3 - 12 ⇒ (18) + 3 - 12 = 9
Dying 2: 1d20 + 3 - 13 ⇒ (4) + 3 - 13 = -6
Dying 3: 1d20 + 3 - 14 ⇒ (8) + 3 - 14 = -3
Dying 4: 1d20 + 3 - 15 ⇒ (18) + 3 - 15 = 6
Since I know you all check the spoilers anyways, it looks like the elemental does not stabilize, so you have 4 rounds to extract the blood. That means no take 10/20 is possible.
Also, as you make attempts, please take 1d8 of electricity damage per attempt.
DC 15 heal check is all we're after.

Taeral |

Taeral will provide whomever attempts the heal check with a +3 competence bonus with Inspire Competence. Think this will be Mordecai.
Also, please remember those stablization checks are d20 rolls....

Gertrart aka Blood Desecrator |

30/52 hp. I have a minus to Wis & no ranks, but drawing his victim's blood is kind of Gertart's thing. If only one person can try this it probably shouldn't be me. I likely will pass out attempting this too.
heal: 1d20 - 1 ⇒ (6) - 1 = 5, electrical: 1d8 ⇒ 4
heal: 1d20 - 1 ⇒ (3) - 1 = 2, electrical: 1d8 ⇒ 6
heal: 1d20 - 1 ⇒ (6) - 1 = 5, electrical: 1d8 ⇒ 4
heal: 1d20 - 1 ⇒ (1) - 1 = 0, electrical: 1d8 ⇒ 4
EDIT: So not passed out, but nothing above a 6 on the dice (and half of those dice are d20s! :)

Grymp |

Oh right, I should have Pugwampi'd the stabilize rolls, no matter, they all failed anyways.

-Mordecai- |

Mordecai casts stabilize to prevent the precious resource from wasting away. The he proceeds to collecting the blood.
Heal: 1d20 + 7 ⇒ (12) + 7 = 19
electrical damage: 1d8 ⇒ 3

Grymp |

gtg, so you've got your lightning elemental blood!
So, before you set about kicking off the ritual, I advise that you make at least one trip to town. You obviously need supplies, for repairing things, maybe for crafting, and whatever else you want, selling and buying, etc.
Once you kick off this ritual, you will be setting off a beacon to all of the goody two shoes out in the world, and who knows what sorts of stuff is going to come and try and stop you from completing your task.

Malleck of Alerion |

i also advise we try and get the second sacrifice. We amp up our tower. Make sure everything is in working order.... THEN we start ritual
-Posted with Wayfinder

Gertrart aka Blood Desecrator |


Grymp |

Gerion grunts and nods in approval. "Let me heal up, and then I am ready for anything the Mithrans might throw at us!"
We'll remember you said that.

Gertrart aka Blood Desecrator |

"Any more in this room?" the rogue asks looking around.
If not...
"Which of this stuff do we want to take to town? What is it we want to purchase first? Laborers?"
Gertart thinks fondly of the journeyman dwarf he briefly studied under while planning to hire a construction crew. "I offered his joining us. Oh well. What a waste." He shakes his head in disappointment. "On the bright side, I will have a chance to conscript someone instead."

Grymp |

There is aught more in the Sanctum. No loot, other than the lightning elemental blood.
Make sure you have your shopping list all set!

Gertrart aka Blood Desecrator |

Return to town to sell the sellable. Bring back a handful of laborers & materials to fix the bits o' horn what needs fixin.
Contact the other knot, tell them what lineages we need to identify.
Gertart will begin magically enhancing his armor when not actively working on the horn's defenses.

Gertrart aka Blood Desecrator |

"This is putrid," remarks the smith as he cleans out the coal bin and other parts of the smithy. On a lark, he takes a bag full of the soggy coal dust & chunks upstairs. He lobs it on the verdant oozes from a safe distance juuuust to see what it does to them.
If no one else wants the belt of Str, Gertrart shall claim it.

Malleck of Alerion |

unless i can opt for later having both a headband of Cha and Str. Ill stay with what i have. When i finally do transform, ill hand over my current belt to our minotaur friend =^^=
-Posted with Wayfinder

Gertrart aka Blood Desecrator |

OK I shall claim the belt.
Two days after returning from town Gertart comes out of his newly claimed the smithy. His newly adjusted armor will now detect as magic.
Craft (armor): 1d20 + 15 ⇒ (12) + 15 = 27
"Thank Asmodeus. All this from a simple act of hard work. And a few Mitran faithful."
"Thank Asmodeus. All this from a simple act of hard work. And a couple thousand gold."
"Thank Asmodeus. All this from a simple act of hard work, a single Mitran faithful and some gold."*
*It's one of the three.
Did I miss a post? Did we switch from daily to weekly posts? :)