Sable Soren
|
He approaches the inactive portal and asks, "So what do we know about this thing?"
Once at the inactive portal he touches a black tattoo on his arm of an volomptious succubus. It glows for a moment and he looks around.
Perception: 1d20 + 12 ⇒ (11) + 12 = 23
| Flouncy Magoo |
It's a portal. To a place not that far away, on this plane. We didn't go through it before because we were tired and played out, and we just didn't have the energy or resources to keep pushing.
Now that we're rested, we can go on.
| Renia the Traveler |
Renia snorts. "Also because we were invited to step through by a disembodied voice who implied he was the source of all the undead. So it's probably a trap on the other side."
| Rouqar Surtova |
Rouqar follows with the group. He doesn't add anything to the discussion.
Sable Soren
|
A bit surprised at hearing that he restates, "So let me get this straight... you cleared undead from the place. The portal opened and a voice invited you in to lord it over you that they are the overlord? Did anything go through the portal? Did they do something to activate it? Where are we? So what does the quarry have for deposits?"
Sable knows very little, he was not here before.
| Flouncy Magoo |
He called himself "Mr. Unlucky," a lich of some sort. We don't know who's with him on the other side. Felt like a trap. We can activate it by casting some minor spells on each side.
I suppose we could just bust on through...
Flouncy thinks a moment. I think using the portal will alert them we're coming.
| Renia the Traveler |
"The skeletons were mining whatever is in this quarry, then they carted it through the portal." I don't remember if we found out what mineral it is in the quarry but if we did he would add that information.
Sable Soren
|
He replies, waiting for action, "Silver interesting, well, I am game for it. I don't have any spells to help with opening it. But if we wait long enough, Olivira should arrive."
Sable Soren
|
He suggests, "You could try orisons first?"
| Rouqar Surtova |
"The only wand I have is curing. I'd rather save that for emergencies. I can try orisons but what school of magic should be used?"
He has Create Water/Conjuration-Creation-Water, Detect Magic & Guidance/Divination, and Stabilize/Conjuration-Healing. ??
| Renia the Traveler |
Renia listens as the others discuss a plan.
I could shoot a Ray of Frost at it or Mage Hand it.
| Flouncy Magoo |
Flouncy did a skill check and was told it would require two 1st or higher spells, but we can try cantrips and see if it works.
Let's try it and see.
Flouncy casts Ray of Frost at one of the 2 sides to open the portal.
| GM Wolf |
Flouncy casts Ray of Frost and the spell seems to be absorbed by the magical apparatus. You can see one little rune light up. There are about 20 such runes.
You continue using your orisons and a new rune lights up for each use. 20 rounds later as only one person is using said orisons, that side lights up and forms its half of the portal frame.
| Rouqar Surtova |
Rouqar joins in casting orisons at the gate, watching to see if there is any difference with the different spells.
| Flouncy Magoo |
That was the easy part...
Flouncy casts Shield and already has Detect Magic up at will.
If you need to cast any spells before we go in, now's the time, guys. I'll be going invisible, now, then he does.
Sable Soren
|
He waits a few moments and follows Renia.
| Renia's Warform |
We slept, right? So he’d re-cast Mage Armor and Greater Magic Fang as daily buffing. If we were expecting an immediate fight he’d also have prepped with Bull’s Strength and Mirror Image.
| GM Wolf |
Yes brand new day.
Mage armor, greater magic fang, bull strength and mirror image. Sounds good Renia!
20 Olivira
25 inactive cultists
22 Sable
21 active cultists
19 Rouquar
17 skeletons
17 dog
14 ogres
8 Reina
5 Flouncy Magoo
1 huge ogre
1d20 + 4 ⇒ (18) + 4 = 22 Sable
1d20 + 4 ⇒ (1) + 4 = 5 Flouncy Magoo
1d20 + 8 ⇒ (11) + 8 = 19 Rouqar
1d20 + 7 ⇒ (1) + 7 = 8 Reina
1d20 ⇒ 17 dog
1d20 + 5 ⇒ (16) + 5 = 21 active cultists
1d20 + 6 ⇒ (19) + 6 = 25 inactive cultists
1d20 + 4 ⇒ (13) + 4 = 17 skeletons
1d20 + 2 ⇒ (12) + 2 = 14 ogres
1d20 - 2 ⇒ (3) - 2 = 1 huge ogre
1d20 ⇒ 20 Olivira
Sable Soren
|
Perception DC 20: 1d20 + 6 ⇒ (1) + 6 = 7
He steps through the waypoint with the group but does not act in surprise round.
| GM Wolf |
Surprise Round
The three cultists that notice the group and the waypoint activating send forth skeletons with a crack of their whips. (Yellow blue and pink.)
Rouqar is next to act before the skeletons.
Then fifteen of the skeletons charge upon the group.
1d20 + 10 ⇒ (12) + 10 = 22 Reina
1d20 ⇒ 20 Dog
1d20 + 12 ⇒ (20) + 12 = 32 Flouncy
1d20 + 16 ⇒ (20) + 16 = 36 Rouquar
Yes you all act in surprise Round!
| Flouncy Magoo |
Flouncy steps through and probably casts acid Fireball, depending on how many skeletons he can hit with it. Reflex DC 21 for half.
acid: 7d6 + 3 ⇒ (1, 3, 4, 6, 2, 6, 1) + 3 = 26
I can place it best when I see the map.
| Rouqar Surtova |
Seeing the horde of undead again Rouqar casts Greater Hide from Undead on everyone again....
| GM Wolf |
suggested fireball is placed on the map.
Rouqar casts his spell making the skeletons unable to see you. Renia moves forward with Orchen on his heels. Flouncy lets off a fireball made of acid to burn the skeletons.
Round 1
The other cultists get up and snap their whips before moving away. More of the skeletons move forward to attack but don't have a target.
Sable Soren
|
Round 1
He steps forward growing in size and asks, "Suggestions or shall I just cut down the skeletons?" Once in a group of them he cleaves six of them down.
8d20 ⇒ (9, 15, 17, 16, 1, 4, 11, 3) = 76
4d20 ⇒ (1, 1, 20, 9) = 31
*20 Olivira Round 12
*25 inactive cultists
*22 Sable
*21 active cultists
19 Rouquar
17 skeletons
17 dog
14 ogres
8 Reina
5 Flouncy Magoo
1 huge ogre
*Player or NPC has taken their action.
| Rouqar Surtova |
And what are the big ones in the upper left? Like before?
"The skeletons are harmless now. They can't see us. We can clean them up after the leaders are taken down, and the big things. Intelligent undead have a chance to pierce the magic and notice us."
Moving forward and casting Prayer on the group. +1 to hit and damage, saves and skill rolls. (Luck Bonus) Enemies take a -1 to the same.
| Rouqar Surtova |
Checks, Perception, Know-Local, Know-Religion: 1d20 + 16 ⇒ (9) + 16 = 251d20 + 7 ⇒ (20) + 7 = 271d20 + 11 ⇒ (5) + 11 = 16
| Rouqar Surtova |
Renia casts Blessing of Fervor on everyone and calls out, "Renia! I think we'll need help with those ogres." and continues moving that direction.
Not wanting to get there by himself though....
| GM Wolf |
Round 1
Init:
*20 Olivira Round 12
*25 inactive cultists
*22 Sable
*21 active cultists
19 Rouquar
17 skeletons
17 dog
14 ogres
8 Reina
5 Flouncy Magoo
1 huge ogre
*Player or NPC has taken their action.
The cultists command the skeletons to attack and then move to the right of your position away from the ogres. Sable charges forward slashing at the group of skeletons. Rouquar casts Blessing of Fervor before moving forward. The skeletons push in but don't seem to be able to sense/see you. The ogres start standing up drawing their weapons. Reina and his dog move after the cultists. The huge ogre walks forward with its huge club. Sable cuts down a slew of skeletons that move through his area his blade ringing out as it breaks bones.
Round 2
| Rouqar Surtova |
"I'll head that way, but I think those ogres are more dangerous...."
Using the speed boost from the blessing of fervor Rouqar moves to the closest Cyclops husk and attacks.
Attack: 1d20 + 6 + 2 + 2 + 2 + 1 ⇒ (16) + 6 + 2 + 2 + 2 + 1 = 29
damage: 3d6 + 6 + 2 + 2 + 2 + 1 ⇒ (4, 3, 3) + 6 + 2 + 2 + 2 + 1 = 23
Sure wish my rapier were keen!
| GM Wolf |
Rouqar's blade shines with a new sheen. It automatically crits this time. Duration 8 minutes.
Round 2
The cultists run from you heading to the bridge over the river.
Rouqar stabs and wounds the undead beast.
The one husk that has a red glow to its eye and moves forward swinging its axe at Rouqar.
Sable provokes the ogres, and translocates to a flanking position.
The ogres charge close to him.
Huge female ogre charges Sable with the unwounded one. The other takes a potion.
Vs. Sable
+2 greataxe with lesser acid crystal: 1d20 + 22 + 2 ⇒ (6) + 22 + 2 = 30
damage: 3d6 + 16 + 9 + 1d6 ⇒ (3, 5, 1) + 16 + 9 + (5) = 39
+1 greataxe: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
damage: 3d6 + 14 + 6 ⇒ (2, 4, 4) + 14 + 6 = 30
Round 3
Sable Soren
|
Round 2
He charges forward slamming his sword through muscle and bone. He states, "I will handle the ogres!"
+1 Mercurial PA, Elven Courtblade: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27 damage: 2d6 + 13 + 6 ⇒ (6, 4) + 13 + 6 = 29
At the end of his turn he teleports behind the cyclops giving Rouqar flanking.
| Flouncy Magoo |
Flouncy moves 60' and fires an Enlarged, Intensified Snowball at the red cultist.
Ranged touch: 1d20 + 12 ⇒ (17) + 12 = 29
acid: 7d6 + 3 ⇒ (5, 6, 3, 2, 2, 6, 2) + 3 = 29
If the cultist cannot see him (he is both invisible and invisible to undead, though the regular invisibility ends when he casts the spell), add SA: 4d6 ⇒ (3, 1, 5, 6) = 15
| Rouqar Surtova |
Round 3
Guys. Don't forget the Blessing of Fervor. 5 rounds left! Options:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Take one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Rouqar switches the effect of the Blessing to grant an extra attack. With flanking he attacks....
Attack #1: 1d20 + 7 + 6 + 2 + 2 + 2 + 2 + 1 ⇒ (14) + 7 + 6 + 2 + 2 + 2 + 2 + 1 = 36
damage: 3d6 + 6 + 2 + 2 + 2 + 1 ⇒ (2, 6, 5) + 6 + 2 + 2 + 2 + 1 = 26
Bonus Attack: 1d20 + 7 + 6 + 2 + 2 + 2 + 2 + 1 ⇒ (6) + 7 + 6 + 2 + 2 + 2 + 2 + 1 = 28
damage: 3d6 + 6 + 2 + 2 + 2 + 1 ⇒ (2, 5, 5) + 6 + 2 + 2 + 2 + 1 = 25
Attack #2: 1d20 + 2 + 6 + 2 + 2 + 2 + 2 + 1 ⇒ (18) + 2 + 6 + 2 + 2 + 2 + 2 + 1 = 35
damage: 3d6 + 6 + 2 + 2 + 2 + 1 ⇒ (1, 1, 2) + 6 + 2 + 2 + 2 + 1 = 17
Confirm Crit?: 1d20 + 2 + 6 + 2 + 2 + 2 + 2 + 1 ⇒ (2) + 2 + 6 + 2 + 2 + 2 + 2 + 1 = 19
damage: 1d6 + 6 + 2 + 2 + 2 + 1 ⇒ (2) + 6 + 2 + 2 + 2 + 1 = 15
Hide from undead, Greater doesn't stop with an attack. Mindless undead cannot detect those protected. Intelligent undead can make a saving throw, Will DC 19 to detect you if you attack with weapon, spell, channel energy, etc.
| GM Wolf |
Round 3
Rouqar takes down the cyclops. The light goes out and a different one lights up. Two more to go.
All the cultists running or swimming away.
Init:
*20 Olivira Round 12
*25 inactive cultists
*21 active cultists
19 Rouquar
17 skeletons
17 dog
14 ogres
13 Sable
8 Reina
5 Flouncy Magoo
1 huge ogre
*Player or NPC has taken their action.
Ogre attacks vs. SAble
+1 greataxe: 1d20 + 15 ⇒ (16) + 15 = 31
damage: 3d6 + 14 ⇒ (5, 3, 4) + 14 = 26/×3)
Sable confirms his crit but its not enough to take it down. He damages all of the large ogres around him.
huge +2 greataxe: 1d20 + 22 ⇒ (2) + 22 = 24
damage: 4d6 + 17 + 9 ⇒ (6, 2, 2, 3) + 17 + 9 = 39/×3)
huge +2 greataxe: 1d20 + 22 - 5 ⇒ (15) + 22 - 5 = 32
damage: 4d6 + 17 + 9 ⇒ (5, 2, 1, 6) + 17 + 9 = 40/×3)
huge +2 greataxe: 1d20 + 22 - 10 ⇒ (12) + 22 - 10 = 24
damage: 4d6 + 17 + 9 ⇒ (6, 1, 5, 6) + 17 + 9 = 44/×3)
Sable Soren
|
Round 3
Fevor bonuses: +2 on attacks, dodge AC, and Reflex saves and up from prone.
He waits for the ogres.
He takes the 66 damage like a champ, they merely look like small blade cuts, shallow even. Heal 10: 56 damGe.
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (19) + 21 - 3 + 2 = 39 damage: 2d6 + 21 + 9 ⇒ (6, 4) + 21 + 9 = 40
Sneak attack damage: +4d6
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (11) + 21 - 3 + 2 = 31 damage: 2d6 + 21 + 9 ⇒ (2, 5) + 21 + 9 = 37
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (15) + 21 - 3 + 2 = 35 damage: 2d6 + 21 + 9 ⇒ (1, 4) + 21 + 9 = 35
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (10) + 21 - 3 + 2 = 30 damage: 2d6 + 21 + 9 ⇒ (4, 1) + 21 + 9 = 35
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 + 2 ⇒ (17) + 21 - 3 + 2 = 37 damage: 2d6 + 21 + 9 ⇒ (6, 4) + 21 + 9 = 40
Confirm crit
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 ⇒ (12) + 21 - 3 = 30 damage: 2d6 + 21 + 9 ⇒ (4, 4) + 21 + 9 = 38
Sneak attack damage: +4d6
Cleaving finish
+1 Mercurial PA, Elven Courtblade: 1d20 + 21 - 3 ⇒ (2) + 21 - 3 = 20 damage: 2d6 + 21 + 9 ⇒ (3, 5) + 21 + 9 = 38
Sneak attack damage: +4d6
AC 25, touch 17, flat-footed 22 (+8 Mithral Full Plate of Speed (+2), +4 Dex, +3 Def,
(+2 AC vs chaotic creatures!!!)
hp 229 (62+72+8+80+7); 10, 6, 10, 8, 7, 4, 7, 10,
8d20, Con modifier, Toughness, Cha modifier, favored class
Fast healing 10
Fort +20, (base +6, Con +9, magic item +5)
Ref +15, (base +6, Dex +4, magic item +5)
Will +13, (base +2, Wis +5, magic item +5, trait +1)
CMD 32
(+1 bonus to CMD against disarm and sunder attempts with great swords)
--------------------
Offense
--------------------
Speed 40 ft., BAB+8, CMB +18, CMD 32
Melee