Lucanor |
Lucanor gasps as he's seized before he can even act. In response, his eyes glow with a holy light. Judgement of healing 3 hp per round
"I'm sorry it came down to this..." He wheezes, "I feared you'd take dark paths, but hoped your son would give you reason to hold onto humanity. Now he's going to be..." A cough "Alone. After we help you onto the next world, Vade."
CMB with bard bonus to break free 1d20 + 10 ⇒ (5) + 10 = 15
GM Niles |
It's a standard action to escape a grapple. So, thus my asking why the two rolls.
Hecktor [grappled] is held fast
Luc [grappled] is held fast
Round 2
Silas
Jaxom greases Gilmork and then inflicts me with like 250 d20 rolls. I'm not rolling all those d20s, sorry dude. Vade: 1d20 + 10 ⇒ (4) + 10 = 14 Vade ignores their aura Golems: 1d20 + 3 ⇒ (9) + 3 = 12the Golems don't ignore the aura. The Archons deal 14 damage to Vade.
Gilmork [grappled] tries to get free 1d20 + 8 + 10 ⇒ (17) + 8 + 10 = 35 Gilmork frees himself and moves.
Flesh Golems
Vade
Gilmork
Hecktor
Luc
Waiting on Silas and then the bad guys go
Silas Hawkwinter |
Sometimes you've just gotta throw caution to the wind and go for it. This was one of those times -- Silas Hawkwinter Esq. Member of the dead poet's society.
The tentacles were a problem. The trick in theory was to be faster and more agile than the mind of the man that created them. 'Better not to think too much about that!' thought Silas as he suddenly ran at top speed. Suddenly he was ducking, rebounding off the floor and up the edge of the wall, traveling at break neck speed. One tentacle rose up to swat him and he pushed off the wall hard, flying out and over the pit. Below the golems stared up angrily at him. Weapons out, Silas landed hard next to Vade!
Mechanically this was a double move. Thanks to triple time he can make the distance, but can he actually do it?
Free action: maintain inspire.
Acrobatics to try and avoid AOO / the tentacles: 1d20 + 15 ⇒ (13) + 15 = 28I don't know if that works. Mirror images does work however, so Silas has a decent chance.
Acrobatics to jump over the pit: 1d20 + 15 ⇒ (2) + 15 = 17Ooof! It's DC 15 to jump 15' so just made it.
For visuals might I refer you to Neo from the matrix?
GM Niles |
The Black Tentacles count as difficult terrain...so unless you have 90' movement You cant do that. However, Assuming you do and can
Tentacle Attack: 1d20 + 12 ⇒ (7) + 12 = 19 miss. Destroys an image
Hecktor [grappled] is held fast
Luc [grappled] is held fast
Round 2
Silas moves through the tentacles and leaps close to Vade
Jaxom greases Gilmork and then inflicts me with like 250 d20 rolls. I'm not rolling all those d20s, sorry dude. Vade: 1d20 + 10 ⇒ (4) + 10 = 14 Vade ignores their aura Golems: 1d20 + 3 ⇒ (9) + 3 = 12the Golems don't ignore the aura. The Archons deal 14 damage to Vade.
Gilmork [grappled] tries to get free Gilmork frees himself and moves.
Flesh Golems
Blue and Green try to climb Climb: 1d20 + 5 ⇒ (10) + 5 = 15 fail to climb the pit.
Red: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 falls into the pit.
Vade frowns at Silas. Vade takes a 5' step back and raises his staff Concentration: 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21 his hand exudes a sickly green light and a Spectral Hand tries to touch Silas 1d20 + 8 ⇒ (9) + 8 = 17 Hitona1: 1d6 ⇒ 3 but only destroys an image. Vade casts another spell In case you were wondering, he used a quickened spell and Silas must save make a Will save DC18 or be paralyzed (Hold Person)
Gilmork
Hecktor
Luc
Round 3
Silas
Jaxom
Flesh Golems
Vade
Gilmork
Hecktor
Luc
If Silas cannot take his actions in Round 2, then Vade's actions will change and we have to retcon the whole darn thing. Good guys are up
Gilmork |
Gilmork attempts to cast a spell to imbue his struggling allies with a blessing.
Spell Failure 1-20: 1d100 ⇒ 62
Casting Prayer, Should catch everyone of us except for Silas. +1 to almost everything for us. Does this affect the grappling chance and damage of the black tentacles as well?"
Jaxom, Stone-Twin |
Jaxom attempts to ground the energy from these eldritch tentacles in the earth.
Dispel Magic: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
The archons continue to send beams of light to hound Vade.
Archon 1: Pew, Pew; Inspire; Prayer; RT: 1d20 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Archon 1: Pew, Pew; Inspire; Prayer; RT: 1d20 + 3 + 2 + 1 ⇒ (15) + 3 + 2 + 1 = 21
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Archon 2: Pew, Pew; Inspire; Prayer; RT: 1d20 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11
Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Archon 2: Pew, Pew; Inspire; Prayer; RT: 1d20 + 3 + 2 + 1 ⇒ (10) + 3 + 2 + 1 = 16
Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Archon 3: Pew, Pew; Inspire; Prayer; RT: 1d20 + 3 + 2 + 1 ⇒ (15) + 3 + 2 + 1 = 21
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Archon 3: Pew, Pew; Inspire; Prayer; RT: 1d20 + 3 + 2 + 1 ⇒ (18) + 3 + 2 + 1 = 24
Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Archon 4: Pew, Pew; Inspire; Prayer; RT: 1d20 + 3 + 2 + 1 ⇒ (19) + 3 + 2 + 1 = 25
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Archon 4: Pew, Pew; Inspire; Prayer; RT: 1d20 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9
Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
As the golems try to climb the pit, they take Spike Damage: 1d6 ⇒ 4
Silas Hawkwinter |
The touch of Vade's spell is as ice from beyond the grave! "Nuuua uhhh arrrgh!", Silas struggles mightily, his muscles bulging and the veins standing out of his neck and arms as he strains and strains...
Will save: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Silas uses Saving Finale!
Will save: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Suddenly something gives, and he shrikes, "Silence cur!"
Immediate action: cast saving finale 1/6 lvl 1 spells used
Standard action: Use whisper to cast silence on vade. DC16 will save. Gotta hope he rolls badly since will is probably his strong save.
Move action: Put inspire back up 4/22 rounds
GM Niles |
Gilmork casts Prayer
Hecktor doesn't break free.
Round 3
Silas attempts to silence Vade Will: 1d20 + 10 ⇒ (4) + 10 = 14 oh wow. Silas inspires his allies, and basically neuters this encounter.
Jaxom dispels the Tentacles
Luc casts Bless, which doesn't stack with Prayer I don't think.
Flesh Golems
Vade
Gilmork
Hecktor
Luc
I'm waving off this encounter...not much is gonna happen besides Vade gets murderated post haste and the flesh golems make a tasty fish in a barrel shooting gallery for the pewpew machines.
Sharvaros Vade, no humanity at all left in his eyes, is cut down by Heckor and Silas. It is Lucanor who says the final prayer over his corpse as he stabs him with Crythua through his black undead heart. Sharvaros' story is tragic, a cautionary tale against dealing with dark forces you do not understand.
Silas leads the others to the door, which he opens with the requisite keystone.
Beyond the doors stretches a 25-foot-long hallway. On either side, iron sconces line the walls set five feet apart. The candles in the sconces are unlit, though wax droplets beneath them seem to indicate they were recently extinguished. Centered on the far wall rests a five-foot-circumference stone plug, slightly recessed into the masonry. A pair of crossed iron bars mounted onto the western wall near the plug’s face form a handle. Spiraling runes carved into the plug read “DEATH” in at least a dozen different languages.
Lucanor |
"Thy peace be eternal, may kind lights draw you from damnation..." Lucanor prays over the remains.
"I used to think maybe I was being too hard on this man, thinking his son would be better away from his influence. Now I wonder if I could have stopped all this by pressing."
Looking at the runes, "Death. Huh. Might wwant to detect magic on that, someone."
Disable Device: 1d20 + 9 ⇒ (20) + 9 = 29
Gilmork |
Prayer and Bless stack Niles, Prayer gives a luck bonus, Bless a morale bonus.
"I had hoped to see Sharvaros live to see his son grow. Sadly that hope was gone the moment we heard Savram's tale. May he finally find peace together with his wife."
Hecktor |
"True that Jaxom, people can do stupid and strange things if fallen to desperation or grief.
A pity he he turned out to be another victim of it, but at least it's one less undead wizard to pose a danger to the living. If his son gets a happy and good childhood with your queen, at least he'll have the chance to turn into a good man."
Silas Hawkwinter |
Silas spends a long time staring at his weapons. Vade had been a difficult character but Silas had respected him. For things to come to this was a bitter disappointment.
Eventually Luc speaks and with a heavy sigh Silas whistles his seeking tune. He casts detect magic, and takes 10 on searching Vade's corpse and then inspects the rune. I think we know its an energy drain trap btw - but worth double checking.
Spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24
Kn:Arcarna: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27
Hecktor |
If there are no traps, after Silas' tricorder routine, Hecktor braces himself, to turn the device. But only if everyone is ready.
Str, buffs: 1d20 + 5 + 3 ⇒ (15) + 5 + 3 = 23
Str, buffs: 1d20 + 5 + 3 ⇒ (20) + 5 + 3 = 28
Str, buffs: 1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18
Str, buffs: 1d20 + 5 + 3 ⇒ (8) + 5 + 3 = 16
Str, buffs: 1d20 + 5 + 3 ⇒ (12) + 5 + 3 = 20
GM Niles |
Vade has an Necromancer's Athame and a Staff of Mastery (Necromancy)
The Plug does indeed have an energy drain spell on it. As soon as someone deals with it, Hecktor can open it easily with those rolls. Unless of course Hecktor wants to open the plug and just eat the spell...
Silas Hawkwinter |
All of us have Deathward active on us. It'll have a few minutes left.
GM Niles |
I forgot about Deathward....else I would have just went with Hecktor opening the door.
Hecktor opens the door without issue...
The doorway bisects a huge curved passage. Its carved cylindrical
walls bear thousands of Hallit runes and sigils.
As someone steps into the hall they notice that there is no gravity. Crystal Spheres of about 2 feet diameter float every so many feet giving off a pale blue light. A motive force pushes everything along the corridor at a slow rate of speed.
There is no gravity within the ring, though a slow moving
force current pulls all objects around the ring in a counterclockwise motion. Powerful magic creates a stream of invisible force that pushes gently at everything in this corridor. Moving clockwise is considered difficult terrain as characters must push against this force; moving clockwise has no penalty or bonus. Loose objects under 30 lbs. slowly slide counter-clockwise at the rate of 5 feet per round.
Silas Hawkwinter |
Silas ventures in a little, bobs around, and exclaims "Woah! That's *?#^@ amazing, proper big league magic here!" He starts floating clockwise and the stubbornness kicks in, "Uh yeah you know what, I never liked the easy way. Lets go round counter clockwise!"
He's 100% serious about that. Gotta go against the grain.
Gilmork |
Gilmork looks at the magically floating stones and hums a soft tune to himself.
"I've heard stories about puzzles like this. On the one hand I'd agree with Jaxom, no point in taking a longer road. Though in most cases it seemed taking the harder round was the way to go."
"I've heard about one trap that seemed like an endless corridor, the only way to reach the end was by walking backwards."
Silas Hawkwinter |
Silas shrugs and explains, "I was thinking that if something was to try and ambush us, they'd expect us to take the quick route. Still Hecktor's right the clock is ticking."
Silas will go with the group decision but he votes to go against the flow.
Gilmork |
"I'd go for the harder ordeal as well, if it proves too hard for us, we can always double back and do the easier one. I'd assume the easiest way might also be the more dangerous or trapped one."
Silas Hawkwinter |
I think that's clockwise: Jaxom and initially Gilmork but he changed his mind. Counter clockwise: Silas & Gilmork. Abstain: Luc & Hecktor. So counter clockwise it is?
GM Niles |
Silas leads the party against the motive force, the levitation effect means this is slower than normal.
1d5 ⇒ 4 Gilmork is bouncing from one spot to another when one of the Blue Crystals rockets straight at him!1d20 + 10 ⇒ (10) + 10 = 20 he just manages to dodge the sphere, it explodes against the nearby wall with the tinkling of sharp glass.
Now, more cautiously the party ventures against the flow until they arrive at another plug this one too is sealed. More Crystals float toward the party....
Silas Hawkwinter |
We're all under the effects of triple time which ought to help a bit with movement.
Silas examines the plug and the key, do the two look like they'll fit?
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
GM Niles |
It's the same kind of plug used to seal the other end... STR checks to open it.
The Plug isn't magical.
Hecktor |
Thank the gods for that.
Assuming Silas says it's not magical, Hecktor will flex his muscles again.
Str: 1d20 + 6 ⇒ (16) + 6 = 22
Str: 1d20 + 6 ⇒ (16) + 6 = 22
Str: 1d20 + 6 ⇒ (10) + 6 = 16
Str: 1d20 + 6 ⇒ (9) + 6 = 15
Str: 1d20 + 6 ⇒ (20) + 6 = 26
GM Niles |
In an awesome display of strength, Hecktor manages to open the plug before any of the crystal spheres get within range!
The party enters the curving corridor and walks it to the other side where yet another plug sits...yet this one isn't quite sealed.
The party hears chanting and the sound of moving corpses, and even those without magic can feel the palpable power of the Seal of tar-Baphon that lies just beyond the portal. This must be where Drazmorg the Undying has made his lair....
This is it guys...don't go in unbuffed =)
Silas Hawkwinter |
Niles how much time has passed since the fight with vade? I'm trying to figure out what buffs are still active.
Gilmork |
Gilmork attempts to cast Barkskin on everyone.
Spell Failure 1-20: 1d100 ⇒ 371d100 ⇒ 101d100 ⇒ 541d100 ⇒ 101d100 ⇒ 60
Ok, a bummer, Silas, Hecktor and Lucanor have +3 Natural armour bonus to AC.
After that, Gilmork casts two spells on himself.
Spell Failure 1-20: 1d100 ⇒ 951d100 ⇒ 46
Magic Fang and Thorn Body as last.
I can still cast Protection from Evil on everyone and Prayer, if people want Protection from Evil cast, Gilmork will first cast those before casting Magic Fang and Thorn Body.