| Princess Stephanie |
Trying to act upon a renewed boldness, a light sparks in Princess Stephanie's eyes. "You want something to slow them down? Then I'm your girl." She replies to Hallister. "I can lay down some grease, or fill the room with webbing. Both of which are flammable..." she notes, with a glance toward Miagnik. "Or if these things are as dumb as the stories make them out to be, I can also make a giant pit to contain them in. I'm not sure, but I think there might be enough room in there for it. But for all that's holy, be careful around its edges since I don't want any of you falling in with the rabble."
If no preferences are voiced, then Stephanie is going to create a pit (10x10, 20 feet deep) just inside the doorway (-A,7; -A,8; -B,7; -B,8). If someone rushes into the fray before she can begin casting it, she will also choose to do otherwise!
Thank you all for your patience as well while I was gone with the fam!
| Moralane Vessocho |
Moralane mumbles a curse under her breath. In one swift motion she throws her bow to the side and draws her Sword.
Moralane’s Fortitude Save: 1d20 + 5 ⇒ (7) + 5 = 12
A wave of cold air chills her to the bone
NL Damage: 1d6 ⇒ 3
”Hallister, my bow is no good against those things!” she shouts. ”I’ll stay here and protect the rear.”
Moralane's Round 2 action will be to Ready a Melee Attack against any Skeleton that gets out of the room and comes within 5' of her
| Terquem |
Day 8, morning, turn 53
Rownig – 16
Moralane - 16
Stephanie - 14
Maelodakh – 12
Miagnik – 8
Hallister – 7
Windel – 7
Atharessa - 7
Round 2…
Rowning will act first, before Stephanie. Does he wish to ready and Action?
Mealodakh acts before Miagnik, so she can barge past him to try and force the door shut. It will be an opposed Strength Check, if that is what is going to happen, and the Skeleton will get a +2 from the press of more skeletons behind. Miagnik may be tube locked if she succeeds and unable to do anything this round
Before Rownig, Stephanie or Maelodakh take any actions in Round 2, they must Make a Fortitude Save, DC 14, or suffer d6 cold damage, this damage is Nonlethal
Moralane – takes 3 (NL) damage
| Princess Stephanie |
Fortitude DC 14: 1d20 + 0 ⇒ (4) + 0 = 4
NL Cold Damage: 1d6 ⇒ 2
The tips of Stephanie's ears and nose begin to frost over, as the strands of her hair cling together in the spreading ice. She feels it bite into her flesh, causing a subtle sting that creeps into her bones as well.
| Rownig Fleetfoot |
Rownig mumbles talking to his weapon, "I'll be using y'soon enough." He stows on handax. Move action He then pulls out a pint of holy water from his pouch. standard action.
fort save: 1d20 + 3 ⇒ (6) + 3 = 9+2 if spell or SLA
"F..f..f...frreezing in 'ere."
| Maelodakh Listener |
Fortitude Save DC 14: 1d20 + 6 ⇒ (5) + 6 = 11
Chill: 1d6 ⇒ 1
Mae feels the chill bite of the grave. She rushes to slam the door shut against the oncoming undead throng.
Round 2
Free Action: Enter Rage.
Standard Action: Close door.
Strength Check: 1d20 + 3 ⇒ (15) + 3 = 18
Rage rounds remaining: 11
| Princess Stephanie |
Oops, I was mistaken on the Create Pit spell. I'm clearly not accustomed to casting classes and I missed the material component she doesn't possess. Altering actions.
As the door is forced open, Stephanie calls out over the commotion with a high pitched voice, with the confident authority amassed through a lifetime of royalty. "Avoid the floor at the doorway, it's about to become incredibly slippery! It will help us keep this bottleneck!" She pulls up her sleeves and begins to weave the incantation into the air, while carefully forming the words. It's liberating to feel the currents of magic channeling through her again--consuming the object in her hand and coating the stones beneath the skeletons' feet in a thick lubricant.
Casting Grease. Covering squares at A,7; A,8; -A,7; -A,8
She then pulls the clunky crossbow free and ensures that a bolt is loaded in the top groove... like such a think would do anything at all against such boney creatures.
| Terquem |
Day 8, morning, turn 53
Rownig – 16
Moralane - 16
Stephanie - 14
Maelodakh – 12
Miagnik – 8
Hallister – 7
Windel – 7
Atharessa - 7
Round 2…
Rownig’s Cold Damage: 1d6 ⇒ 2
non lethal
Rownig mumbles, and reaches for a flask in his pack, all the while keeping his eyes on the doors.
Stephanie weaves arcane words and strange materials together and summons a patch of unusually slippery grease directly under the advancing Skeletons.
Maelodakh pushes past Miagnik, and holding her weapon in both hands she shoves hard against the door. She cannot advance further, or she risks standing on the grease, but she hopes the pressure will force the skeletons on this side of the doorway to fall.
Opposed Strength, Skeleton: 1d20 + 4 ⇒ (2) + 4 = 6
The door swings back toward the room and knocks two of the Skeletons prone
Maelodakh cannot hold the door shut, without stepping onto the grease, but for the moment she has halted the advance of the Skeletons on that side of the entry
Miagnik, Hallister, Windel and Atharessa are up
Moralane – takes 3 (NL) damage
Stephanie – takes 2 (NL) damage
Maelodakh – takes 1 (NL) damage
Miagnik – takes 4 (NL) damage
Can anyone explain to me why the PRD lists basic Skeletons as having a Strength of 15, but does not apply this to the Skeletons Attacks or Damage?
| Terquem |
The Doors have no handles, and swing freely, in and out, with only minimal effort, a marvel of Engineering. In more favorable conditions, if you had the time, the only way to stop the doors from moving one way or the other, is to drive a spike in the ground below the door. The only way to stop all movement of the Doors would be to drive spikes into the frame on each side, or on the ground on each side
| Atharessa Deloui |
Atharessa shivers against the cold
Fortitude Save: 1d20 + 2 ⇒ (9) + 2 = 11
And then begins to recite an old poem of bravery in the face of a harsh winter.
I’ve shed the fear of the white gales coming
Oh, the winter’s kiss is all so numbing
In fire’s glow of the hearth I’ve left behind
I’ll remember the deeds and oaths of kith and kind
Give me the strength of summer’s breeze
Let me bend like autumn’s trees
I’ll face the storm, I’ll brave the chill
No winter can drive my heel
For my heart, with hearth and home
Is Filled
Bardic Performance, Inspire Courage, Bonus to Attack Rolls and Damage of +1 starts now
| Windel Warhaven |
The Doors have no handles, and swing freely, in and out, with only minimal effort, a marvel of Engineering. In more favorable conditions, if you had the time, the only way to stop the doors from moving one way or the other, is to drive a spike in the ground below the door. The only way to stop all movement of the Doors would be to drive spikes into the frame on each side, or on the ground on each side
I was afraid you were going to say that.
| Terquem |
The opening constitutes two separate stone doors, each nearly five feet wide. Mealodakh has shoved the door between A, 7 and –A,7 so that it has swung inward (toward the room) and stopped the Skeletons on that side. She is now standing in B,7 (with Miagnik). The door at A,8 and –A,8 is still open. The Skeletons there are standing in grease, and when they go next will need to pass the appropriate saves before they can move
| Windel Warhaven |
The warpriest chants his prayer, "Blessed Praggul Strongfist, God of War, sanctify this are with yer Holy blessin'" He casts the spell on the floor right were the two doors meet when then are closed. (-A/A 7/8)
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 2 hours/level
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).
You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Consecrate counters and dispels desecrate.
| Hallister Silverspike |
Fort save: 1d20 + 7 ⇒ (17) + 7 = 24
Hal was surprised at how well things were going. Their little squad was finally coming together.
We might just make it out of this.
"Keep it up! Princess, how about that Web on top of that grease?" He shrugged off his pack and kicked it back. "Moralane! Grab the hammer and pitons from the outer pouch. Lock that door down!"
Move action, hand off pack.
Then he stomped down on the prone undead in front of him.
Standard action, attack
Attack, Corpse Hunter, Inspired, Expertise, Crane Style: 1d20 + 6 + 1 + 1 - 3 ⇒ (19) + 6 + 1 + 1 - 3 = 24
Damage, undead slayer, Inspired: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
AC currently 21, crane wing is ready.
| Terquem |
Day 8, morning, turn 53
Drowned Maiden – 25
Rownig – 16
Moralane - 16
Stephanie - 14
Maelodakh – 12
Miagnik – 8
Hallister – 7
Windel – 7
Atharessa – 7
Round 2 wrap up
Cold (NL) damage, Atharessa: 1d6 ⇒ 6
Reflex Save, Sred: 1d20 + 3 ⇒ (15) + 3 = 18
Reflex Save, Sorg: 1d20 + 3 ⇒ (9) + 3 = 12
Reflex Save, Sblu: 1d20 + 3 ⇒ (8) + 3 = 11
Blue and Orange Small Skeletons fall prone immediately
Miaknik is casting flaming sphere this round? Hallister has attacked the prone Skeleton (Prone PAWNS have a blue ring) Windel has cast a Spell to consecrate the entrance to the room. The Door on the left is partially closed, but cannot be kept closed, as to do so a Character would have to risk entering the Greased area and try to spike the door while being subjected to Skeleton attacks. The Door on the left cannot be held closed without entering the Greased area. Atharessa begins a Bardic Performance to Inspire Courage
The Skeleton in front of Maelodakh spins, trying to avoid being pushed back by the closing door, and slips in the grease, falling prone of the floor. Hallister seizes the moment to stomp down on the Skeleton’s head and crushes the bones under his boot.
Round 3
The two Skeletons that are prone in the doorway try to stand
though they have no minds of their own, it seems that they understand, or are being controlled by someone who does, that they must move slowly
Sorg DC 10 Acrobatics Check: 1d20 + 2 ⇒ (20) + 2 = 22
Sblu DC 10 Acrobatics Check: 1d20 + 2 ⇒ (20) + 2 = 22
The Small Skeleton in front of Hallister attacks him with its claws
melee Slash 1: 1d20 ⇒ 12
Damage if >20: 1d3 ⇒ 2
melee Slash 2: 1d20 ⇒ 4
Damage if >20: 1d3 ⇒ 3
The Drowned Maiden moves forward to clear the bottle neck in the doorway, shoving the Door on the left out of her way as she moves.
Drowned Maiden Acrobatics Check: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
Coming to stand in front of Mealodakh the Drowned Maiden lowers her sword, holding it to her side with one hand, while she makes a fist at her side with the other hand, and then she arches her back forward, lowers her head and emits a scream.
The scream sounds like the roar of a winter’s storm at sea. Her breath is an icy gale of frozen sea spray and cold dark energy from the negative plane itself.
Mealodakh, Miagnik, Windel, Rownig, and Atharessa are caught in the 15’ cone of the Breath Weapon Attack. The Damage is 3d6 Cold, and it is leathal. You can attempt a Reflex Save, this is a Spell Like Ability,so Dwarves add +2,versus a DC of 19 for half damage (or in the case of Rownig, no damage)
Lethal Cold Spell Like Ability Damage: 3d6 ⇒ (3, 1, 1) = 5
Atharessa’s Reflex Save: 1d20 + 6 ⇒ (9) + 6 = 15
Rownig – takes 2 (NL) damage
Moralane – takes 3 (NL) damage
Stephanie – takes 2 (NL) damage
Maelodakh – takes 1 (NL) damage
Miagnik – takes 4 (NL) damage
Atharessa - take 6 (NL) and 5 damage
Mred Skeleton – destroyed
Drowned Maiden | HP 45 | AC 21, t 12, ff 19 | F+0, R+5, W+3 | DR 5/Bludgeoning; Resist Energy (Fire): Special; Immune to Cold; Undead Traits | CMB+5, CMD 17 | Cold Aura 30’, DC 14 (Fort) d6 cold (NL), Cold Burst Death (5d6 Cold (L) Save Reflex 19 for half)
Grease – four minutes remaining, starting at round 2
Consecrate – eight hours remaining
| Windel Warhaven |
spells in effect- Bless Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects
Remember the Consecrate spell - This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.
windel save: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
The cleric takes the damage for the cold. "F..f..foul witch." he is chattering
| Miagnik |
Correct about summoning the Flaming Sphere.
Miagnik saw the icy figure of the maiden draw in breath and he could almost instinctively feel what was coming next.
"Mae, get down!" He shouted, as much to warn her of the incoming icy blast as to warn her of the burning sphere launching from behind.
He then threw himself aside while he made a hurling gesture for the ball of flame to interpose itself on the ice covered woman.
Miagniks Reflex save: 1d20 + 4 ⇒ (6) + 4 = 10
Unfortunately he wasn't fast enough.
Flaming Sphere 1 Dc. 16: 3d6 + 3 ⇒ (5, 2, 2) + 3 = 12
"C... cold. I I'll s.. show you!"
Miagnik then called yet another sphere of flame.
Flaming Sphere 2 Dc. 16: 3d6 + 3 ⇒ (5, 5, 6) + 3 = 19
Icy Breath damage: 3d6 ⇒ (3, 3, 1) = 7
| Maelodakh Listener |
Reflex Save DC 19: 1d20 + 5 ⇒ (15) + 5 = 20
Do I roll the breath weapon damage, or do I use the roll upthread - Miagnik appears to have rolled his own...
Mae's rage (and, possibly, Miagnik's scream) bolsters her, allowing her to spin out of the way of most of the frigid breath weapon. She screams a feral cry, half in fear and half in anger, swinging her morningstar with all her might, calling on her ancestors to aid her*...
Shauw!!: 1d20 + 5 + 1d6 ⇒ (13) + 5 + (1) = 19 [4 BAB, +3 Str, -2 PA, Auspicious mark]
Chank!: 1d6 + 7 ⇒ (3) + 7 = 10 [+3 Str, +4 PA]
*
Rage rounds remaining: 8
| Miagnik |
Do I roll the breath weapon damage, or do I use the roll upthread - Miagnik appears to have rolled his own...
Whoops. Don't know how I missed the damage tracker from Terquems post. I sort of added it in to my post as an afterthought. Even though it would be beneficial to take less damage because of what he rolled, I'll let the him decide what is fair.
| Rownig Fleetfoot |
I'm not sure if the DM is waiting on me to go, so I will.
RD 3: Rownig
He throws the holy water,
Throwing the holy water a the drowned lady.
ranged TA: 1d20 + 6 ⇒ (18) + 6 = 24;undead or evil outsider: 2d4 ⇒ (2, 1) = 3
plus 1 HP to all creatures within 5 ft.
He reaches within his pouch for a second flask of the blessed weapon.
Source Core Rulebook
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
| Hallister Silverspike |
Fort: 1d20 + 7 ⇒ (9) + 7 = 16
"Aw hell." Hal grumbles when the drowned maiden rushed forward. She was now right next to him. He could deal with that. She was focusing on the others though. He'd have to get her attention.
Flurry 1, inspired, corpse hunter, defensive: 1d20 + 6 + 1 + 1 - 2 ⇒ (14) + 6 + 1 + 1 - 2 = 20
Damage, inspired, undead slayer: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Punishing Kick. She has to make a DC 14 fort save or fall prone
Flurry 2, inspired, corpse hunter, defensive: 1d20 + 6 + 1 + 1 - 2 ⇒ (18) + 6 + 1 + 1 - 2 = 24
Damage, inspired, undead slayer: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
| Princess Stephanie |
"Keep it up! Princess, how about that Web on top of that grease?" He shrugged off his pack and kicked it back. "Moralane! Grab the hammer and pitons from the outer pouch. Lock that door down!"
"Gladly!" Shy calls with a smirk. The bit of webbing is already out of her pouches and beginning to dissolve in her hands. She's quickly trying to calculate the distance in between carefully enunciated words, and her eyes grow wide as she realizes there isn't enough room. Her "sister" and Hallister are going to get caught up in it as well.
"Hallister! Maelodakh! Prepare yourselves, I think this will catch you as well--" The last word is barely past her lips when the princess completes the incantation--releasing a wide net of webbing centered on the furthest point Stephanie could see.
20 ft. radius, centered on the far wall where -C,7; -C,8; -B,7; and -B,8 converge. Apologies to those caught in the furthest reach of it!
Spell DC is 16 I believe.
| Windel Warhaven |
I've had a busy week at work and it will continue for the rest fo the week, so I'm posting my action now for Windel.
RD 3; Windel
"Ye unholy blight on Praggul Strongfist's righteous land. Let the God of War wither you to dust."
He releases a channel of positive energy over 30 foot radius.
damage: 2d6 ⇒ (6, 6) = 12
DC 17 Will save for 1/2 damage. I've already included the +3 from the consecrate spell for the sacred bonus. The undead also receive -1 att, dam and saves due to the consecrate spell.
| Miagnik |
Wow, I think that was the best I've seen you roll so far... makes a certain amount of sense though. You're a sub-par healer but great on annihilating the Undead.
Also, don't forget about your Sun Domain powers. Adding your cleric level to Channel damage and Undead don't get to add their Channel Resistance to saves, if any.
| Windel Warhaven |
Thanks Miagnik. The dice usually hate me in this game. I totally forgot to add that bonus on the damage. So that a +4 damage with the Sun domain power. Total damage 16. The undead do not get channel resistance bonus.
He was not really built for healing.
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
| Terquem |
Day 8, morning, turn 53
I will use the 5 damage I rolled for the icy breath
Rownig – 16
Moralane - 16
Stephanie - 14
Maelodakh – 12
Miagnik – 8
Hallister – 7
Windel – 7
Atharessa - 7
Round 3…
Drowned Maiden’s Reflex Save, sphere 1 (DC16): 1d20 + 4 ⇒ (15) + 4 = 19
The icy cold woman rushes headlong into the area where Miagnik had summoned a Flaming Sphere. She seems oblivious to the flames and nimbly avoids the sphere before launching her attack. The Flaming Sphere is incapable of igniting the undead woman’s dress as it is thoroughly soaked with frigid water.
After the icy blast of the woman’s scream is over, Rowning hurls a vial of Holy Water at the Maiden.
Moralane retrieves Hallisters Pack, but stands dumbfounded as to what she is supposed to do, with so many things going on in front of her she is paralyzed with indecision.
At this moment, Stephanie, the young and still somewhat inexperienced wizard, summons a mass of sticky spider webs in the Doorway. The webs fall onto the Flaming Sphere in front of Maelodakh and go up in a flash of intense heat as they are ignited.
Fire Damage: 2d4 ⇒ (3, 3) = 6
The fire destroys a few of the Skeletons, but barely singes the Drowned Maiden any at all
Maelodakh swings her weapon in a rage but her swing is too short and she misses the target.
Miagnik summons a second Flaming Sphere and tries to set it right on top of the Maiden
Drowned Maiden’s Reflex Save, Sphere 2, DC 16: 1d20 + 4 ⇒ (3) + 4 = 7
The second sphere burns the Maiden, but it cannot set her on fire.
The second sphere burns the Maiden badly, but it cannot set her on fire.
Hallister reaches out with a pair of Punishing Kicks. The Maiden avoids the first, but Hallister is too quick and she cannot avoid the second
Does the Punishing Kick Save have to be made if you miss the first attack but hit with the second?
Finally Windel Channels the very power of the sun itself
Drowned Maiden’s Will Save, DC 17: 1d20 + 2 ⇒ (1) + 2 = 3
Hallister – takes 11 damage
Rownig – takes 2 (NL) and 5 damage
Moralane – takes 3 (NL) damage
Stephanie – takes 2 (NL) damage
Maelodakh – takes 1 (NL) and 8 damage
Miagnik – takes 4 (NL) and 5 damage
Atharessa - take 6 (NL) and 5 damage
Windel – takes 5 damage
Mred Skeleton – destroyed
Drowned Maiden – takes 3 damage from Holy water, 1 damage from Flaming Webs, 14 damage from Flaming Sphere, 5 damage from Hallister, and 16 damage from Channeled Positive Energy total - 39
Bless – cast in round 1
Bardic Performance, Inspire Courage – started in round 2
Grease – four minutes remaining, starting at round 2
Consecrate – eight hours remaining
| Rownig Fleetfoot |
RD 4 Rownig I may be limited posting today, so here is Rownig's next action since he is at the top of the RD.
The dwarf throws a second flask of holy water at the drowned lady, "Y'need to just stay dead."
ranged TA: 1d20 + 6 ⇒ (11) + 6 = 17;undead or evil outsider: 2d4 ⇒ (1, 3) = 4
plus 1 HP to all creatures within 5 ft.
| Terquem |
Day 8, morning, turn 53
Rownig – 16
Moralane - 16
Stephanie - 14
Maelodakh – 12
Miagnik – 8
Hallister – 7
Windel – 7
Atharessa - 7
Round 3, wrap up
Atharessa hears Hallister’s warning and tries to take Stephanie by the arm, saying, ”Did you hear him, we’ve got to get away”
Atharessa will try to pull Stephanie along with her toward the east, but will not force her to move against her will, essentially delaying and Readying a Move Action to move with Princess Stephanie
Round 4…
The Drowned Maiden is buffered this way and that by a relentless assault of magic and muscle. She dodges, turns and leans trying to stay on her feet.
Taking an opportunity in the lull of the heroes attacks, the Drowned Maiden takes her weapn in both hands and swings in a wide arc aiming for Maelodakh.
Melee Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Weakened by the onslaught against her, the Drowned Maiden swings high over Maelodakh’s head.
Rownig hears Hallister's warning as well, but he hesitates, only for a moment as he throws one more vial of Holy Water at the Drowned Maiden. The vial shatters on the hilt of the Drowned Maiden's sword and splashes across her dress. Smoke rises as the blessed water comes into contact with the undead creature, but she does not fall.
Rownig – takes 2 (NL) and 5 damage
Moralane – takes 3 (NL) damage
Stephanie – takes 2 (NL) damage
Maelodakh – takes 1 (NL) and 8 damage
Miagnik – takes 4 (NL) and 5 damage
Atharessa - take 6 (NL) and 5 damage
Windel – takes 5 damage
Mred Skeleton – destroyed
Drowned Maiden – takes 7 damage from Holy water, 1 damage from Flaming Webs, 14 damage from Flaming Sphere, 5 damage from Hallister, and 16 damage from Channeled Positive Energy total – 43
Bardic Performance, Inspire Courage – started in round 2
Grease – four minutes remaining, starting at round 2
Consecrate – eight hours remaining
| Maelodakh Listener |
Mae is incensed that her honored ancestors prove so worthless, and this anger drives her borrowed morningstar forward again in a great arc...
See me spit on you, grandparents!!!
Zirr!!: 1d20 + 5 ⇒ (19) + 5 = 24 [4 BAB, +3 Str, -2 PA]
Shtok!: 1d6 + 7 ⇒ (1) + 7 = 8 [+3 Str, +4 PA]
Rage rounds remaining: 7
| Miagnik |
Miagnik took a step back from the icy maiden. Hallisters warning about her exploding made him want to get away from her, but something inside him halted his movement. This creature was the exact opposite of him. An anathema. Her Undead nature mixed with the cold. His life mixed with fire. Hatred played a part here too.
I won't run.
He knew the smart thing to do would be to run. But he wouldn't. Instead he lifted one hand and readied his flames against the coming blast of cold, and with the other he clinched his fist and made one of the flaming spheres jump into the air and come crashing down on top of her.
Miagnik is readying a burning hands for when the Drowned Maiden explodes. And he his using a move action to attack with a Flaming sphere.
Flaming sphere Dc. 16: 3d6 + 3 ⇒ (2, 6, 5) + 3 = 16
Burning Hands dc. 15: 4d4 + 4 ⇒ (3, 1, 3, 2) + 4 = 13
| Princess Stephanie |
Stephanie looks at Atharessa with bewilderment. Why would they leave the others. Shouldn't she help them all get free? Maybe try to confine the maiden before the burst .
But in the end, she gives to the urgent pull and flees east. Her legs are small, but they will carry her with all the speed she can muster.
| Terquem |
Day 8, morning, turn 53
Rownig – 16
Moralane - 16
Stephanie - 14
Maelodakh – 12
Miagnik – 8
Hallister – 7
Windel – 7
Atharessa - 7
I did not update the map as I should have, and so right now the NPCs (Moralane and Atharessa) are not where they are shown. Moralane has moved to stand behind Hallister, while Atharessa has moved to stand beside Stephanie
Round 4, wrap up – end of encounter
Moralane, still holding Hallisters pack hears his warning, and with the practiced discipline of a soldier she turns and sprints to the east.
Stephanie is torn between staying to help ensure the undead monster is finished and the pull of Atharessa’s insistence that she get to safety. When Stephanie makes up her mind, she and Atharessa follow close behind Moralane.
Maelodakh’s weapon strikes the Maiden just a moment before one of the magical Flaming Spheres lcomes crashing down on her as well and the results are catastrophic.
With a sound that resembles the crash of a mighty wave upon the rocks of Liergourn Head* the Drowned Maiden suddenly explodes in a powerful pressure wave of cold dark energy and the fury of a winter’s gale at sea.
Hallister’s suspicions proved to be right on the coin, but his determination to see that everyone understands the nature of the risk and in his own delay, leave him trapped within the radius of the otherworldly explosion.
Rownig, Maelodakh, Miagnik, Hallister and Windel are caught in the area of Effect of the Death Burst of the Drowned Maiden. Damage is 5d6 (cold and negative energy damage, lethal) and I will roll for that. A Reflex Save, DC 19 can be attempted and success reduces the damage to half. Miagnik manages to cast Burning Hands, and he will direct its path, at the precise moment the wave of cold negative energy spreads, and anyone caught within the area of his spell will take reduced damage from the Burst Effect of the Drowned Maiden equal to the amount of damage his spell can cause. I let him tell you where he is directing his spell. Atharessa, Moralane, and Stephanie have escaped the Burst. The combat is over.
Cold/Negative Burst Damage: 5d6 ⇒ (5, 2, 4, 2, 3) = 16
*A promontory point, or headland, on the North Shore of the island famous for its rocky cliffs and pounding surf
| Miagnik |
It was all he could do to keep his spell going, Miagnik threw his flames and diverted some of the chilling wave's path from his party... just not from himself. Ice formed over his extended arm and his chest, his breath froze in place, and a burn like he had never felt covered his body.
Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
His body refused to react as swiftly as he hoped and by the time it had ended, he had fallen to the floor.
The Burning hands area will cover Windel, Rownig, and Hallister. My position doesn't allow me to cover too many others.
| Windel Warhaven |
Seeing Miagnik fall tot he ground in his heroic effort to shield the party Windle immediately releases a healing channel (selective) over his party.
"Praggul spread yer mighty grace upon this battlefield and raise this fallen warrior."
healing surge: 2d6 ⇒ (2, 2) = 4
Miagnik as I understand it you are to roll your flaming sphere damage and what ever you roll Hal, Rownig, and Windel will take less damage by that amount.
| Miagnik |
Correct, although, it was actually my Burning hands spell.
Burning hands: 4d4 + 4 ⇒ (2, 3, 1, 1) + 4 = 11