Issi Flamehair
|
Issi collects the valuables - since they all seem to be of the small and easily transported kind - and goes with the rest of the group into central building.
She looks around carefully and makes a short series of hand gestures towards Hassan, communicating a simple 'split up and search', before heading around to the right - sticking to the shadows where she can.
She pays no attention to the window for now, concentrating on less obvious things.
Stealth: 1d20 + 24 ⇒ (8) + 24 = 32
Perception: 1d20 + 18 ⇒ (16) + 18 = 34
| Iron Medusa GM |
OKay, hope we can pick up momentum for the game now that the boards are back.
Hassan and Issi split up, one going left, the other going right, while the dwarf and the cleric pick up the rear.
As Issi turns right, she sees the walls of this domed and oval-shaped formal chamber are covered in complex geometric patterns of green and gold. It appears to be used for funerary rites, with marble tables to the north and south and two elaborate wheeled wooden biers at the center. To the east, the wall is made up of a huge iron oven with a closed door three feet square and two feet off the floor, with a shelf sticking out beneath it like the tongue of a huge, taunting beast.
Suddenly, the door to the oven flies off its hinges as if propelled by a great blow and two creatures that look like living, mobile bonfires about 20' tall form in front of your eyes, tongues of flame reaching out in search of things to burn. Behind the living bonfires, appears a creature dressed as a desert prince or sultan demon, the bottom half of its torso engulfed in flames!
Neither party is surprised.
Initiative:
Bonfires: 1d20 + 13 ⇒ (13) + 13 = 26
Desert sultan: 1d20 + 7 ⇒ (6) + 7 = 13
Barnabus: 1d20 + 6 ⇒ (12) + 6 = 18
Brother Trip: 1d20 + 8 ⇒ (1) + 8 = 9
Hassan: 1d20 + 3 ⇒ (9) + 3 = 12
Issi: 1d20 + 16 ⇒ (2) + 16 = 18
Round 1:
Miraculously, the two living bonfires react even faster than Issi and move forward to engage the party. Both creatures strike at Issi with their 15' reach. The first strikes Issi with a fiery punch, its grasp threatening to set the elf aflame but fails, as the elf turns away. The nimble elf dodges the rest of the creature's attacks.
1st Bonfire:
1st Attack on Issi: 1d20 + 23 ⇒ (17) + 23 = 40...hit
Damage: 2d8 + 8 ⇒ (1, 1) + 8 = 10
Issi Reflex save vs. DC 22: 1d20 + 16 ⇒ (7) + 16 = 23...success, no burn damage
2nd Attack on Issi: 1d20 + 23 ⇒ (5) + 23 = 28...miss
2nd Bonfire:
1st Attack on Issi: 1d20 + 23 ⇒ (4) + 23 = 27...miss
2nd Attack on Issi: 1d20 + 23 ⇒ (5) + 23 = 28...miss
Total: 10 blunt damage to Issi.
Issi and Barnabus are up before the desert sultan outsider.
Combat Map
The fire creatures are 40' tall and have 15' reach and you will provoke AoO if you move forward to engage them. If you attack, please distinguish your attacks by indicating if you attack the creature with the blue dot or green dot (or north/south if you prefer).
| Barnabus Blackrock |
Barnabus grips his shield and Grendel, hastes himself as a free action with his boots, and moves forward with his now 50' speed and attacks the southern fire creature with power attack, risking their attacks.
Attack: 1d20 + 27 ⇒ (9) + 27 = 36
Damage: 1d10 + 27 ⇒ (8) + 27 = 35
AC: 35
| Hassan Sabbah |
You guys think we're gonna fight any enemies not immune to sneak attack?
Hassan sees the elementals and sighs. Again?
Issi Flamehair
|
Naah - that would be too easy!
Issi swings around to the south, joining Barnabus in an assault against the southern-most elemental.
She'll keep close to the wall where possible (two steps diagonally SE)
Attack: 1d20 + 22 ⇒ (8) + 22 = 30 Damage: 1d6 + 2 + 6 - 1 ⇒ (1) + 2 + 6 - 1 = 8
But yeah, all these immune to sneak attacks are making it hard for us poor rogues over here!
Terrance Welby
|
Trip calls on his god for protection, then readies his weapon and moves up to the corner for a little cover.
Casting Resist Energy(Fire), then moving to the north corner for cover.
| Hassan Sabbah |
Not wanting to enter combat with creatures that had no vitals to sever, Hassan calls on his training, channeling energy through himself to summon aid.
For my action, I cast summon monster V, which finishes at the beginning of my next turn.
| Iron Medusa GM |
The fire elemental's fist flies out at the charging dwarf , but it bounces off harmlessly off his shield. When Issi moves, the elemental strikes again, hurting the female elf and setting her on fire!
AoO Against Barnabus: 1d20 + 23 ⇒ (1) + 23 = 24...miss
AoO Against Issi: 1d20 + 23 ⇒ (16) + 23 = 39...hit
Damage vs. Issi: 2d8 + 8 ⇒ (7, 2) + 8 = 17
Issi Reflex save vs. DC 22: 1d20 + 16 ⇒ (2) + 16 = 18...fails
Issi is on fire and takes an additional 2d10 ⇒ (7, 4) = 11 fire damage at the start of her turn.
Round 2: Efreeti
The noble efreeti flies up 40' and with a mad look on its face, lets loose a quickened scorching ray at the cleric! He then follows up and lets loose a fireball on the party! He laughs maniacally as his fire burns the party!
RTA: 1d20 + 16 ⇒ (13) + 16 = 29
RTA: 1d20 + 16 ⇒ (9) + 16 = 25
RTA: 1d20 + 16 ⇒ (13) + 16 = 29
Fire damage: 12d6 ⇒ (5, 5, 6, 1, 4, 2, 3, 6, 5, 4, 4, 2) = 47
Fireball damage: 10d6 ⇒ (2, 2, 4, 2, 4, 3, 6, 5, 1, 1) = 30
Party Reflex saves vs. DC 15:
Barnabus: 1d20 + 11 ⇒ (10) + 11 = 21...success
Hassan: 1d20 + 14 ⇒ (6) + 14 = 20...success
Issi: 1d20 + 16 ⇒ (1) + 16 = 17...fail
Terrance: 1d20 + 6 ⇒ (11) + 6 = 17...success
Damage recap:
Barnabus: 15 fire damage
Hassan: No damage
Issi has taken 57 fire damage, is on fire, and will 11 fire damage at start of her round.
Terrance: 62 fire damage
Hassan and Terrance are up. You may change your actions or keep them.
Terrance Welby
|
Did I get an action in round one? I thought I cast resist fire on myself.
Terrance Welby
|
Sorry was just confused by the line starting with Round 2: Efreeti. I thought we were in to round 2 and I still hadn't moved or cast my spell. Yes, cast the spell.
| Iron Medusa GM |
Sorry was just confused by the line starting with Round 2: Efreeti. I thought we were in to round 2 and I still hadn't moved or cast my spell. Yes, cast the spell.
You are absolutely correct....my typo! Apologies - meant Round 1.
Damage recap of Round 1:
Northern most Fire Elemental: 0 damage
Southern most Fire Elemental: 25 (they have DR 10/-) so Issi's blow did 0
Noble Efreeti: 0 damage
Barnabus: 15 damage
Hassan: 0 damage
Issi: 68 fire damage (will factor in 11 she receives at start of her round)
Terrance: 62 fire damage
Round 2: Fire Elementals
Both Elder Fire Elementals try to bash the dwarf with their fiery fists, but the skilled warrior's enhanced speed saves him from the attacks, as sparks fly when the blows bounce off his fiery shield and armor!
4 slams at Barnabus vs. AC 35 with Haste...miss!
1d20 + 23 ⇒ (11) + 23 = 34
1d20 + 23 ⇒ (11) + 23 = 34
1d20 + 23 ⇒ (6) + 23 = 29
1d20 + 23 ⇒ (11) + 23 = 34
Barnabus and Issi are up in Round 2!
Issi is still on fire and will continue to take fire damage for an additional 2 rounds if the matter is not addressed.
| Barnabus Blackrock |
Barnabas continues hasting himself with his boots and sighs as he sees Issi fall back, leaving him alone to face the wrath of the fire elementals! He focuses all of his attacks on the southern elemental, whom he wounded previously.
Full attack with Haste and Power Attack, taking 10 damage off to factor in DR:
1d20 + 27 ⇒ (6) + 27 = 33
1d20 + 27 ⇒ (18) + 27 = 45
1d20 + 22 ⇒ (17) + 22 = 39
1d20 + 17 ⇒ (9) + 17 = 26
That should hit all 4x!
After DR 10, strike does 1d10+17 per shot
So damage for all 4 attacks is: 4d10 + 68 ⇒ (5, 2, 8, 6) + 68 = 89
2 rounds used off boots!
AC: 35
| Iron Medusa GM |
Issi tumbles away, while the southern fire elemental survives the dwarf's onslaught of four blows (114 damage total).
Round 2:Efreeti
The flying outsider again uses a quickened scorching ray to target Hassan, Issi. and Terrance.
RTA vs. Hassan: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 4d6 ⇒ (4, 4, 6, 1) = 15 - Hassan, make concentration check or lose spell
RTA vs. Issi: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 4d6 ⇒ (3, 3, 4, 4) = 14
RTA vs. Terrance: 1d20 + 16 ⇒ (18) + 16 = 34--- no damage!
The efreeti follows that up by summoning a storm of fire that rains down chunks of lava on Hassan, Issi, and Terrance!
Spell is like an Ice Storm but with fire damage
Everyone takes 3d6 ⇒ (1, 2, 2) = 5 blunt damage and 2d6 ⇒ (3, 5) = 8 fire damage.
Damage recap:
Northern most Fire Elemental: 0 damage
Southern most Fire Elemental: 114
Noble Efreeti: 0 damage
Barnabus: 15 damage
Hassan: 15+5+8 damage
Issi: 81 damage and no longer on fire
Terrance: 67 damage
Hassan and Terrance are up.
Terrance Welby
|
Trip steps forward to let Issi get around the corner or somewhere to not be targeted by the monsters. "Issi. Get out of the line of fire. I'll be healing after I do this." He holds his holy symbol up again, "Desna, grant aid to this battle. Send this beast back to it's home plane!"
Targeting the unharmed elemental with Banishment
Will save DC: 23 or it is banished back to its home plane.
| Hassan Sabbah |
Terrence, you can probably hit more than one monster with that spell, considering that you can get 26 Hit Dice worth of monsters.
Concentration (DC 30): 1d20 + 10 ⇒ (13) + 10 = 23
Hassan curses as he loses concentration on his summoning spell. Fine. If this was how it was going to go, f''k this.
Hassan falls back, behind a corner hopefully. His skill-set was useless against the creatures they faced. He would only end up hurting himself.
Terrance Welby
|
I read "Elder Fire Elemental" and the other one has 114 damage against it.... and figured they are probably more than 13 HD each. I get 26 HD worth of monsters, so probably just one. If I get rid of one with the spell it will be good.
| Iron Medusa GM |
Terrance casts magic and a portal opens up next to the non-injured elder fire elemental sucking him off this plane and back home!
Northern Elder Fire Elemental Will save: 1d20 + 7 ⇒ (12) + 7 = 19
Round 3:
The sole remaining fire elemental that is severely injured takes the opportunity that the northern elemental is gone to attempt to flee!
Everyone gets an AoO but remember it has DR 10.
Issi and Barnabus are up.
| Barnabus Blackrock |
AoO: 1d20 + 27 ⇒ (20) + 27 = 47...too bad I can't crit it
Damage: 1d10 + 17 ⇒ (7) + 17 = 24 after factoring DR
Round 3:
Barnabas drops his shield, draws a javelin as a move action and launches it at the efreeti flying above with a snicker!
Javelin: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
Damage: 1d6 + 6 ⇒ (3) + 6 = 9
3 rounds of Boots used
Really need to buy magic to allow me to fly.
Issi Flamehair
|
AAO: 1d20 + 22 ⇒ (14) + 22 = 36 Damage: 1d6 + 7 ⇒ (1) + 7 = 8 Issi achieves nothing
Still unable to damage the elementals, and with the efreeti well out of range Issi moves away from Terence to reduce clustering and curses softly.
Pass
| Iron Medusa GM |
The flying efreeti, despite having no more allies, continues the assault on the party!
Quickened Scorching Ray on Barnabus:
RTA: 1d20 + 16 ⇒ (6) + 16 = 22
RTA: 1d20 + 16 ⇒ (10) + 16 = 26
RTA: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 12d6 ⇒ (1, 5, 2, 3, 2, 2, 5, 4, 1, 4, 6, 4) = 39
He follows that up with a fireball on the rest of the party, as he cackles madly!
Fireball: 10d6 ⇒ (3, 4, 1, 1, 6, 4, 2, 1, 3, 5) = 30
Terrance is unharmed
Hassan: 1d20 + 14 ⇒ (17) + 14 = 31...no damage
Issi: 1d20 + 16 ⇒ (10) + 16 = 26...no damage
Party is up.
Terrance Welby
|
Seeing the continued blasts of fire from the Efreeti Trip holds his holy symbol up again and loudly calls out to Desna for help. "Desna, sooth the wounds of my allies so we can finish this flaming monster."
Trying to make myself a target for some of the fire blasts, and channeling energy excluding the efreet.
Channel energy: 7d6 ⇒ (4, 6, 6, 5, 1, 4, 4) = 30 healing to all within 30'.
Terrance Welby
|
I want to, but how badly hurt is he?
| Iron Medusa GM |
The efreet has 10' reach so he punches the dwarf as he approaches: Efreet AoO Slam: 1d20 + 18 ⇒ (20) + 18 = 38...threat
Confirmation: 1d20 + 18 ⇒ (3) + 18 = 21...no
Damage to Barnabas: 1d8 + 6 + 1d6 ⇒ (4) + 6 + (4) = 14
Barnabas delivers a powerful blow, but takes a fire punch to the gut for his efforts!
While the party watches, the efreeti tries to punch the dwarf some more!
1d20 + 18 ⇒ (14) + 18 = 32...miss
1d20 + 18 ⇒ (7) + 18 = 25...hit
Damage to Barnabas: 1d8 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13
Barnabas was within 30' of Terrence when he channeled, so his total damage is now 51 after the two blows from the efreeti.
Party is up. I know Hassan and Issi are just watching. So Terrence and Barnabus may act.
| Barnabus Blackrock |
Blackrock wipes the blood from his mouth from the efreeti's blows. "Too bad you couldn't finish me off, outsider! Now it's my turn!"
Full-attack using Haste from boots:
Attack: 1d20 + 27 ⇒ (4) + 27 = 31
Attack: 1d20 + 27 ⇒ (1) + 27 = 28
Attack: 1d20 + 22 ⇒ (6) + 22 = 28
Attack: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 2d10 + 68 ⇒ (10, 10) + 68 = 88
Total damage: 88+39+9=136 damage
AC: 29 without shield
Terrance Welby
|
Trip considers throwing his star knife at the creature but decides that his magic might help the melee more. "Desna, Send an ally to aid Barnabas in his battle."
Casting Spiritual Ally. Have the ally appear flanking the efreeti and attack.
Ally attack: 1d20 + 19 ⇒ (14) + 19 = 33
To be honest I don't know if it can hit, but....Damage: 1d10 + 4 ⇒ (1) + 4 = 5 It is a force effect and gives flanking, and might add some confusion.
Wow! A 33? Maybe....
| Barnabus Blackrock |
Blackrock lands and nods his head at Terrence and Hassan for the help. "Good riddance." He gingerly bends down and picks up his dropped shield and looks for a seat, as he is covered in wounds and burns. "Anyone have any aloe?"
Terrance Welby
|
Trip motions for everyone to come closer, "Of course Barnabus. Let Desna's mercy heal us all."
Channel energy: 7d6 ⇒ (5, 6, 2, 1, 2, 4, 5) = 25
How badly hurt is everyone after the channel?
Terrance Welby
|
Was Issi in range for the first channel of 30 points?
If there is no indication of danger Trip takes time to assess the wounds of the party, sacrificing spells as needed for Curing magics.
Heal check to assess wounds: 1d20 + 14 ⇒ (1) + 14 = 15
Terrance Welby
|
Trip sacrifices his prepared Obscuring Mist spell to cast a Cure Light Wounds on himself.
Cure Light Wounds on himself: 1d8 + 5 ⇒ (5) + 5 = 10
Trip sacrifices Blessing of Fervor to cast Cure Serious Wounds on Barnabas.
Cure Serious Wounds on Barnabas: 3d8 + 13 ⇒ (6, 2, 2) + 13 = 23
Trip sacrifices Dismissal to cast Cure Serious Wounds on Issi.
Cure Serious Wounds on Issi: 3d8 + 13 ⇒ (5, 6, 5) + 13 = 29
I hope not! We've barely started!!!
"Search the area, but be careful. There may be traps."
| Iron Medusa GM |
My apologies, I missed a part when the efreeti died, so if we can briefly retcon...
Upon Blackrock's slaying of the mad efreeti, his body rots away with shocking speed, leaving behind a ghostly duplicate. This ghost appears calm and serene and not threatening. The efreeti ghost takes on an almost regretful appearance for attacking you. "My apologies for the damage I did to you all. Thank you so much for releasing me not only from the prison of iron that held my body, but from the prison of madness that held my mind. In thanks for this service, I will first tell you that there is a hidden panel in the wall with treasures I hope will serve you well. However, note that there are even greater treasures than those in the hidden panel that await you elsewhere in the Tomb of the Iron Medusa. While I have never seen these vaults, I learned much listening to the long-gone caretakers of the crematorium. The crypt of Bartolomae Adella, the last head of the Daellum branch, can only be reached by a teleporter, and that four objects are needed to unlock that teleporter. The key found in the hidden chest in the northern wall in this room is one of those four objects. I only know vague descriptions of the other three objects—“a dagger befouled, Thrasillus’s voice, and a sister’s keepsake,” but not where they may be found, although they are all in the necropolis. I hope this makes up for the harm I brought to you." The spirit sighs in relief and then fades away, finally at peace.
You follow the ghost's instructions and in the northern wall, there is a secret panel, which is not trapped and you find a locked chest. Taking 10, Issi expertly disables the complex lock on the chest and opens it. Inside you find a wand, a book, a silver necklace, and an iron key. The key is engraved with a cross-eyed medusa face.
When you are ready to proceed to the other side of the chamber...
Once an elegant domed shrine, this place of reverence has been foully and thoroughly defiled: statues lie broken on the floor, and the mosaic symbol of Aroden under the great dome is smeared with all manner of filth. The walls, bearing once-beautiful frescoes of deeds of the god, are soiled with ordure. Pools of red-tinged water stand to the north and south, while a scorched curtain that once sheltered the altar to the west hangs in tatters.
| Barnabus Blackrock |
Barnabas looks appreciatively at the ghost and apologizes for killing him. When it fades away, he looks at the party, ”Guess we have to keep an eye out for the defouled dagger, a voice and a keepsake.” When the party investigates the next room, he wonders aloud, ”Does anyone see a dagger anywhere? Seems like right place for it to be defiled.”
Terrance Welby
|
Trip follows along behind Issi. Seeing the treasures he just shrugs. "Again we need a mage to figure out what these are. Guess we can pack the stuff away to examine later."
Seeing the stagnant puddles with red-tinged water he calls on his god for a moment to clear the water. Cast Purify Foor and Drink on the water. Also casting Detect Poison after the purify.
Also examining the area with Issi. My perception is +24.