Valrar Altimari II
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Reflex (Evasion): 1d20 + 20 ⇒ (17) + 20 = 37
Valrar dodges the entirety of the cold, but misses the shadow until it is too late! Its power drains him of his strength and he collapses.
Well, I'm comatose. I've got some scrolls to help with it later, though. Heh, his exact thing happened in Eyes, but accompanied by a coup de gras.
Valrar Altimari II
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Oh, yeah, completely forgot. A fine piece of cheese I often brought up with F2F GMs. Certainly no worse than some other parries I've done (charging triceratops, crag linnorm, carnivorous blob, lightning elementals, etcetera).
Parry, one size smaller: 1d20 + 30 - 2 ⇒ (5) + 30 - 2 = 33
And I'm going to pop my reroll on it, too....
Reroll, GM star: 1d20 + 30 - 2 + 1 ⇒ (11) + 30 - 2 + 1 = 40
Riposte: 1d20 + 30 ⇒ (10) + 30 = 40
Damage, +5 weapon, no precision: 1d4 + 17 ⇒ (2) + 17 = 19
Such a vision flashes through the swashbuckler's mind, pushing him to quickly block the attack with his enchanted blade.
Valrar Altimari II
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Oh, you're right about that, no riposte. Swashbucklers are indeed broken. They are chaotic and like breaking laws, most notably those of physics.
Chun Hei
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Just be glad you've got it. 0 strength from a shadow is lethal, and an expensive pain to fix.
Grota
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Reflex Save: 1d20 + 17 ⇒ (6) + 17 = 23 - Grota Evades
Swift Action
"Into the inky darkness! Does anyone have anything they can do about that?"
Grota gives Advice.
Standard Action
He concentrates during his Advice to give everyone True Strike.
He stays where he is for now.
Grota
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Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5
- Mass Fly
- True Strike on your first attack.
Lenny "The Toymaker" Bruce
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DC 20 Ref save for 49 or 24: 1d20 + 14 ⇒ (10) + 14 = 24
"Ow! Darkness cannot save you."
kn minions: 1d20 + 28 ⇒ (20) + 28 = 48 Defenses, Special attacks, Weaknesses, Senses
Lenny will use a standard action to cast Summon Monster 6 for an augmented Erinyes.
As it pops into existence Lenny will give it it's orders.
Erinyes Has both See Through Darkness and true seeing.
It will try to identify the bat thing though I doubt it cares to share what it learns. kn Planes or Religion: 1d20 + 8 ⇒ (17) + 8 = 25
Taking Grota's advice it will start shooting the bat thing.
Including: Advice
+1 flaming composite longbow: 1d20 + 14 + 3 ⇒ (12) + 14 + 3 = 29
Evil/lawful/magic/piercing dmg: 1d8 + 6 + 3 ⇒ (4) + 6 + 3 = 13
fire?: 1d6 ⇒ 2
+1 flaming composite longbow: 1d20 + 14 + 3 ⇒ (9) + 14 + 3 = 26
Evil/lawful/magic/piercing dmg: 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16
fire?: 1d6 ⇒ 3
+1 flaming composite longbow: 1d20 + 9 + 3 ⇒ (6) + 9 + 3 = 18
Evil/lawful/magic/piercing dmg: 1d8 + 6 + 3 ⇒ (1) + 6 + 3 = 10
fire?: 1d6 ⇒ 3
Meanwhile Lenny tries to power through the effort of such a quick summoning.
DC 21 Fort: 1d20 + 17 ⇒ (6) + 17 = 23
And succeeds.
Erinyes
AC 23, Touch 17
Saves Fort +13, Ref +12, Will +7 (+whatever bonus to fear Advice grants.)
HP 112/112
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
| DM Feral |
Not that it matters terribly but I'm going to apply a hefty penalty to that knowledge check since Lenny can't actually see the thing and all that he knows about it is that it can cast cone of cold.
Based on the descriptions from Chun and his summoned fiend, Lenny believes the party is facing a type of undead native to the Plane of Shadow known as a nightshade.
Two of the Erinyes' arrows can be heard clattering off the cavern walls but one hits something solid.
DR good and silver. Immunity to cold. Undead traits. Moderate SR. It has a special bite attack that can sap magic from its victims.
Within the darkness the nightshade spins like a top sending waves of inky life-sapping miasma throughout the cavern.
Negative Energy vs Lenny, Valrar, Chun, and Erinyes (will 28 for half): 7d6 ⇒ (6, 3, 1, 3, 3, 2, 6) = 24
Its minions continue harrying the party. Wary of the swashbuckler's tricks, the shadow attacking him moves on to an easier target.
Touch vs Chun: 1d20 + 14 ⇒ (6) + 14 = 20
Strength Damage: 1d8 ⇒ 8
Negative Energy Damage: 2 = 2
Hasted Touch vs Chun: 1d20 + 14 ⇒ (9) + 14 = 23
Strength Damage: 1d8 ⇒ 3
Negative Energy Damage: 2 = 2
Touch vs Lenny: 1d20 + 14 ⇒ (1) + 14 = 15
Strength Damage: 1d8 ⇒ 5
Negative Energy Damage: 2 = 2
Hasted Touch vs Lenny: 1d20 + 14 ⇒ (20) + 14 = 34
Strength Damage: 1d8 ⇒ 8
Negative Energy Damage: 2 = 2
Confirming: 1d20 + 14 ⇒ (3) + 14 = 17
Extra Strength Damage: 1d8 ⇒ 6
Extra Negative Energy Damage: 2 = 2
The party is up. If you haven't already made it, don't forget about the reflex save from the surprise round.
Viscount Abel Mercer
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Reflex: 1d20 + 10 ⇒ (16) + 10 = 26
The fat man has some impressive moves on his flying carpet.
He returns fire by creating balls of lightning and rolling them through the squares he believes the shadows to, two toward valrar and two towards Chun
Ball Lightning Valrar 1 DC 28 ref negates: 3d6 ⇒ (5, 4, 1) = 10
Ball Lightning Valrar 2 DC 28 ref negates: 3d6 ⇒ (4, 3, 1) = 8
Ball Lightning Chun 1 DC 28 ref negates: 3d6 ⇒ (2, 3, 3) = 8
Ball Lightning Chun 2 DC 28 ref negates: 3d6 ⇒ (5, 4, 6) = 15
Lenny "The Toymaker" Bruce
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I didn't roll vs the bat. I rolled vs the minions that I can see. "kn minions:" The devil I summoned rolled vs the bat which it can see. But I don't think it would share knowledge unless I asked.
will save DC 28: 1d20 + 19 ⇒ (20) + 19 = 39
Valrar Altimari II
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Will: 1d20 + 11 ⇒ (6) + 11 = 17
Valrar shudders as the energy rolls over him, but counters with his usual flurry of attacks. They are noticeably weaker, due to the shadow's lack of anatomy, but he remains in position to hold the line.
Attack, Advice, True Strike: 1d20 + 26 + 3 + 20 ⇒ (9) + 26 + 3 + 20 = 58
Damage, Advice: 1d4 + 13 ⇒ (1) + 13 = 14
Attack, Advice: 1d20 + 21 + 3 ⇒ (6) + 21 + 3 = 30
Damage, Advice: 1d4 + 13 ⇒ (3) + 13 = 16
Attack, Advice: 1d20 + 16 + 3 ⇒ (8) + 16 + 3 = 27
Damage, Advice: 1d4 + 13 ⇒ (4) + 13 = 17
Parry, Advice, size penalty: 1d20 + 30 + 3 - 2 ⇒ (12) + 30 + 3 - 2 = 43
Riposte, Advice: 1d20 + 30 + 3 ⇒ (15) + 30 + 3 = 48
Damage, Advice: 1d4 + 17 + 3 ⇒ (2) + 17 + 3 = 22
Parry, Advice, size penalty: 1d20 + 30 + 3 - 2 ⇒ (11) + 30 + 3 - 2 = 42
Chun Hei
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Chun Hei's ghost touch armor continues to deflect the shadow's touches.
Sorry to not mention after the first attack, didn't remember I had it until now.
Incorporeal Touch AC = 24 (10 + 3 dex - 2 Righteous might + 4 Shield of Faith + 9 Magic Vestmented Ghost Touched Breastplate)
Will Save: 1d20 + 12 ⇒ (9) + 12 = 21
Chun Hei resists 10 negative energy from her nexus crystal
More worried about the shadows than the strange creature in the darkness Chun Hei will attempt to cut down the shadows.
True Strike/Advice: 1d20 + 28 + 3 + 20 ⇒ (16) + 28 + 3 + 20 = 67
Ghost Touch damage + Holy: 2d8 + 32 + 2d6 + 3 ⇒ (5, 3) + 32 + (3, 6) + 3 = 52
iterative attack: 1d20 + 23 + 3 ⇒ (20) + 23 + 3 = 46
Ghost Touch damage + Holy: 2d8 + 32 + 2d6 + 3 ⇒ (4, 1) + 32 + (6, 1) + 3 = 47
crit confirm: 1d20 + 28 + 3 ⇒ (20) + 28 + 3 = 51
extra crit damage: 2d8 + 32 + 3 ⇒ (3, 6) + 32 + 3 = 44
iterative crit confirm: 1d20 + 28 + 3 ⇒ (16) + 28 + 3 = 47
extra iterative crit damage: 2d8 + 32 + 3 ⇒ (4, 6) + 32 + 3 = 45
due to ghost touch I can crit the shadows, starting with red and moving on to blue.
Chun Hei will then point to the creature in the darkness "It lies there!" before taking a step closer.
| DM Feral |
Reflex: 1d20 + 9 ⇒ (2) + 9 = 11
Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
Reflex: 1d20 + 9 ⇒ (11) + 9 = 20
The Viscount's lightning motes burn away chunks of the shadow. Despite his weapon's ineffectiveness against the shadow, Valrar is able to finish off one while Chun destroys the other with a single mighty blow.
Chun you killed the second shadow with a single attack. You can move if you want.
Lenny, Kaz, and Grota are up.
Chun Hei
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happy with just my step.
Lenny "The Toymaker" Bruce
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Lenny isn't up because you did 14 Str damage to him on a crit and killed him.
The Erinyes smiles at it's master's death but continues to carry out it's orders.
Including: Advice
+1 flaming composite longbow attack #1: 1d20 + 14 + 3 ⇒ (17) + 14 + 3 = 34
lawful/evil/magic/piercing: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
fire: 1d6 ⇒ 4
+1 flaming composite longbow attack #2: 1d20 + 14 + 3 ⇒ (2) + 14 + 3 = 19
lawful/evil/magic/piercing: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
fire: 1d6 ⇒ 3
+1 flaming composite longbow attack #3: 1d20 + 9 + 3 ⇒ (14) + 9 + 3 = 26
lawful/evil/magic/piercing: 1d8 + 6 + 3 ⇒ (5) + 6 + 3 = 14
fire: 1d6 ⇒ 1
Grota
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"Lenny! He went down so fast!"
Swift Action
Grota reinstates his Advice. "You need to roll like I did before if you want to avoid spells."
Standard Action
He concentrates within himself and grants every ally within 30 ft. the power of Evasion for 1 round.
He stays where he is.
Grota
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Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5
- Evasion
- Mass Fly
Kaz"The Business"
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Kaz Reflex: 1d20 + 14 ⇒ (2) + 14 = 16
Cookie Reflex: 1d20 + 12 ⇒ (19) + 12 = 31
Kaz sees the darkness, and decides to drink a potion. His eyes glow a little as he and Cookie move in. Potion of Paragon Surge for Blindfight.
Bodyguard: 5d20 ⇒ (3, 10, 20, 15, 6) = 54
Kaz"The Business"
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Kaz steps in and tries to fight the nightshade.
Will: 1d20 + 13 ⇒ (9) + 13 = 22
Advice, Power Attack, CE, Heroism: 1d20 + 27 + 3 + 2 - 9 ⇒ (18) + 27 + 3 + 2 - 9 = 41
Confirming: 1d20 + 27 + 3 + 2 - 9 ⇒ (7) + 27 + 3 + 2 - 9 = 30
1d6 + 23 ⇒ (1) + 23 = 24
Extra: 1d6 + 23 ⇒ (5) + 23 = 28
Advice, Power Attack, CE, Heroism: 1d20 + 22 + 3 + 2 - 9 ⇒ (15) + 22 + 3 + 2 - 9 = 33
Confirming: 1d20 + 22 + 3 + 2 - 9 ⇒ (1) + 22 + 3 + 2 - 9 = 19
1d6 + 23 ⇒ (6) + 23 = 29
Extra: 1d6 + 23 ⇒ (4) + 23 = 27
Advice, Power Attack, CE, Heroism: 1d20 + 17 + 3 + 2 - 9 ⇒ (18) + 17 + 3 + 2 - 9 = 31
1d6 + 23 ⇒ (1) + 23 = 24
Advice, Power Attack, CE, Heroism: 1d20 + 12 + 3 + 2 - 9 ⇒ (14) + 12 + 3 + 2 - 9 = 22
Confirming: 1d20 + 12 + 3 + 2 - 9 ⇒ (8) + 12 + 3 + 2 - 9 = 16
1d6 + 23 ⇒ (5) + 23 = 28
Extra: 1d6 + 23 ⇒ (6) + 23 = 29
Lenny "The Toymaker" Bruce
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Erinyes
DC 28 Will: 1d20 + 7 ⇒ (17) + 7 = 24
HP 88/112
5ft step for a clearer shot
Full attack including advice, point blank shot
+1 flaming composite longbow att#1: 1d20 + 14 + 3 ⇒ (10) + 14 + 3 = 27
magic/lawful/evil/piercing dmg: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
fire: 1d6 ⇒ 3
+1 flaming composite longbow att#2: 1d20 + 14 + 3 ⇒ (2) + 14 + 3 = 19
magic/lawful/evil/piercing dmg: 1d8 + 6 + 3 ⇒ (8) + 6 + 3 = 17
fire: 1d6 ⇒ 2
+1 flaming composite longbow att#3: 1d20 + 9 + 3 ⇒ (17) + 9 + 3 = 29
magic/lawful/evil/piercing dmg: 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16
fire: 1d6 ⇒ 4
Viscount Abel Mercer
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With the shadows taken care of, the magician moves all 4 of his ball lightnings on the drake creature
Ball Lightning, DC 28 Ref Negates: 3d6 ⇒ (6, 3, 3) = 12
Ball Lightning, DC 28 Ref Negates: 3d6 ⇒ (6, 3, 6) = 15
Ball Lightning, DC 28 Ref Negates: 3d6 ⇒ (4, 3, 6) = 13
Ball Lightning, DC 28 Ref Negates: 3d6 ⇒ (6, 4, 4) = 14
He then follows up by casting Telekinetic charge on Chun hei, moving him in a straight line to attack the drake.
Go my allies and tools, end the threat
Chun Hei
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willsave: 1d20 + 12 ⇒ (6) + 12 = 18
Chun Hei continues to resist the negative effects.
She makes a strike as she flung forward, and follows up with a full attack.
teleknetic charge: 1d20 + 28 + 3 ⇒ (20) + 28 + 3 = 51
cold iron + Holy damage: 2d8 + 32 + 2d6 + 3 ⇒ (3, 2) + 32 + (3, 2) + 3 = 45
Primary Attack: 1d20 + 28 + 3 ⇒ (7) + 28 + 3 = 38
cold iron + Holy damage: 2d8 + 32 + 2d6 + 3 ⇒ (5, 7) + 32 + (1, 3) + 3 = 51
Iterative Attack: 1d20 + 23 + 3 ⇒ (9) + 23 + 3 = 35
cold iron + Holy damage: 2d8 + 32 + 2d6 + 3 ⇒ (2, 1) + 32 + (2, 5) + 3 = 45
cri confirm?: 1d20 + 28 + 3 ⇒ (19) + 28 + 3 = 50
extra crit damage: 2d8 + 32 + 3 ⇒ (1, 8) + 32 + 3 = 44
Grota
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Grota stops his advice, but it lingers on.
Have a feeling that the situation of the battle may have changed.... but if not.
Move Action
Grota goes to the nearest enemy.
Standard Action
He goes into Total Defense. AC 44
Grota
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Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5
- Mass Fly
Valrar Altimari II
|
Will: 1d20 + 13 ⇒ (15) + 13 = 28
Valrar manages to shrug off the worst of the energy, but internally he is going berserk again at the loss of an ally. He flies over and takes a wild stab at the darkness, going wide.
Total Concealment, low misses: 1d100 ⇒ 16
Total Concealment, low misses: 1d100 ⇒ 76
Riposte, Advice: 1d20 + 30 + 3 ⇒ (7) + 30 + 3 = 40
Damage, Precision, Advice: 1d4 + 17 + 13 + 3 ⇒ (1) + 17 + 13 + 3 = 34
| DM Feral |
I was rolling dice for miss chances and SR checks but Chun obliterated it by herself.
Despite the veil of darkness protecting it, the party piles onto the nightshade and tears it to pieces before it can strike another blow.
A few seconds later the shadow being cast by Lenny's emaciated form peels itself from the cave floor but the party easily dispatches their late comrade's undead form.
Encounter over.
Valrar Altimari II
|
"Maybe we should go back, for a bit?" Valrar asks at the Ambassador's suggestion. Despite his usually calm or happy demeanor, he now looks quite disturbed. "Go tell that woman we took care of these ones, plus the dead armor guy, say we need to leave for a day to get Lenny back, then do that? I remember you saying you could 'port us too," he adds, looking to the Viscount.
Chun Hei
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Chun Hei nods, and then bows her head in a moment of silence for her fallen comrade.
Grota
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"Agreed. The dead need to be mended." Grota bows towards the corpse and picks it up after letting the others pay respects.
Grota
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Grota presents the body before her, not saying a word.
Valrar Altimari II
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"Indirectly," Valrar replies gravely. "Perhaps you could help us? Then we can better continue our search."
Lenny "The Toymaker" Bruce
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Not my preferred method of resurrection but Lenny does have the gold. Though I doubt he has a 10K diamond handy.
Valrar Altimari II
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I don't have much now, around 370 GP, but I can ante it up.
Chun Hei
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Chun Hei has a bunch of cash and am happy to contribute. Sounds like we've got enough cash to cover it and can split when we do treasure at the end.
| DM Feral |
After an intense minute of chanting and prayer, the pile of diamond dust traced around his body vanishes into mist and Lenny is restored to life!
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature.