Aderyn Glyndwr
|
Aderyn will accept a Heroism. He will recast Shield, Long Arm, and Bear's Endurance, then re-cast Mirror Image and Barkskin from his wands and offer both around (Mirror Image is self-only, so anyone would have to be able to activate the wand themselves).
Mirror Image: 1d4 + 1 ⇒ (3) + 1 = 4
Jin-Goro Gallonica
|
I have knocked off another level 3 spell slot
Nikolai Tesla
|
Recalling the mention of five backpacks, Nikolai conducts a quick search of the room (including a Detect Magic sweep) before the party moves on.
Perception: 1d20 + 29 ⇒ (7) + 29 = 36.
Aderyn Glyndwr
|
Also, I can cast Heart of the Metal to make up to 12 weapons adamantine. I believe that could include Boris's natural attacks. It doesn't actually help unless on a bludgeoning weapon with Good; if more than a couple of people have such a weapon, or a bludgeoning weapon and Align Weapon oil, I'm ok casting the spell instead of using Kulik's blanch.
Jin-Goro Gallonica
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I wouldnt worry about Boris, I doubt he will be doing much. He does have a +1 greataxe which he is using.
Jin-Goro Gallonica
|
Just before they enter Jin=Goro will also cast Cleromancy sending rune carved bones swirling around him. He studies the patterns before they gradually fade away.
Cleromancy: 15d4 ⇒ (3, 4, 2, 4, 4, 4, 4, 1, 1, 1, 2, 1, 1, 4, 2) = 38
He takes the six +4's
Jin-Goro Gallonica
|
Kulik do you want a greater heroism?
Sierra Heartward
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I support #MakeMurderTurretBetter.
Aderyn Glyndwr
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I support #MakeMurderTurretBetter.
I agree. He is probably our best source of bludgeoning adamantine good damage. :-)
Bellum Race
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While we are at it, anyone need freedom of movement?
Aderyn Glyndwr
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I won't turn it down. :-)
Jin-Goro Gallonica
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OK, I will knock off another level 6 spell slot. You are also now immune to fear and gain 16 temporary HP if I can borrow Sierra's ioun stone.
Kulik
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#MurderTurret's first round will be divine favor, cos luck bonuses are sweet. If anyone feels inclined to drop a greater invis that'd be cool too.
Aderyn Glyndwr
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#MurderTurret's first round will be divine favor, cos luck bonuses are sweet. If anyone feels inclined to drop a greater invis that'd be cool too.
Done. Invisible Murder Turret!
Kulik
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I am a pretty big fan of #BuffBeforeLastRoom. I think I'll join in! ;D
But how can they be jamming us if they don't know...if we're coming...?
Sierra Heartward
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I had a party that was very upset they didn't get a surprise round after casting spells on the other side of the door. :P
Bellum Race
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I won't turn it down. :-)
You got it!
Aderyn Glyndwr
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I am a pretty big fan of #BuffBeforeLastRoom. I think I'll join in! ;D
I figure they probably know we're coming already, so why not? ;-)
Aderyn Glyndwr
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| 2 people marked this as a favorite. |
I had a party that was very upset they didn't get a surprise round after casting spells on the other side of the door. :P
Heh. A lot of people have a video game mentality where what's beyond the door doesn't start to exist until the door is opened.
Jin-Goro Gallonica
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I am a pretty big fan of #BuffBeforeLastRoom. I think I'll join in! ;D
Seems entirely reasonable, I do this all the time when I run, enemies react to the players actions and are very rarely deaf.
| GM Chie |
Quick sweep of the room reveals all the Backpacks are Non-Magical, and full of Months worth of Rations. On the other hand, there is a Rolled up 10 by 5 foot Carpet in the corner that Pings as Magical!
A cursory look around the Fume Room also pings a Hammer buried in the bottom of one of the boxes.
For the record, this is the Second Magic Hammer that you guys have found so far, if you want to Heart of the Metal / Align Weapon / Whatever with, they're fair game! Additionally, this is going to get Very Complicated, Very Quickly. I'm going to keep it moving Fast, so here we go!
Aderyn Glyndwr
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I would be able to use either of those hammers, though just as basic melee weapons. If no one else claims them, I will take one (the warhammer preferred for the damage die, but eithr will do), and I will cast Heart of the Metal to get everyone's weapon.
Jin-Goro Gallonica
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Jin has never swung a weapon in anger in is life, he wouldnt know what to do with them.
Sierra Heartward
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Sierra's staff is for walking, not hitting.
Sierra Heartward
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Definitely a lot of spells going up. I don't think Sierra has anything else to offer, but Particulate Form will be right before the team breeches.
| GM Chie |
Less than 40?: 1d100 ⇒ 26 Well, this just got a bit more rude.
Thurl: 1d20 + 8 ⇒ (18) + 8 = 26
Marilith: 1d20 + 4 ⇒ (9) + 4 = 13
Golem 1: 1d20 + 3 ⇒ (16) + 3 = 19
Golem 2: 1d20 + 3 ⇒ (5) + 3 = 8
Seraptis: 1d20 + 10 ⇒ (2) + 10 = 12
Nikolai Tesla: 1d20 + 14 ⇒ (20) + 14 = 34
Sierra Heartward: 1d20 + 2 ⇒ (12) + 2 = 14
Jin-Goro Gallonica: 1d20 + 20 ⇒ (10) + 20 = 30
Boris!: 1d20 + 9 ⇒ (1) + 9 = 10
KULIK: 1d20 + 10 ⇒ (18) + 10 = 28
Bellum Race: 1d20 + 7 ⇒ (20) + 7 = 27
Aderyn Glyndwr: 1d20 + 8 ⇒ (6) + 8 = 14
As the door is opened, the inside of the Crypt is a sight to behold. The walls of this crypt are studded with empty burial niches from the floor to the ceiling dozens of feet above. Between the niches, ornate wall carvings depict a series of scenes showing the journey a dwarven soul makes after passing into the Great Beyond.
Flying a few feet above the floor, is a Squat Demon with Bat Wings and Hooves, and a thick beard. "Finally, You arrived!" he adds, as a glimmering sigil glows on the ground just inside the doorway. A wall of swirling blades splits the room before him, with Two Massive golems, a Serpentine figure, and a Six armed Monstrosity blocking your path toward him.
I will be putting everything on the map in the next few minutes.
Before you enter, I need 2 Will Saves. First against the Sigil, Second for looking into the room itself.
If you wish to Identify Creatures, it is Kn(Planes) for everything but the Fossil Golems, which you can readily identify. If you want to make them, they are in the order of Flying Dude, Snake Lady, Multi-armed Lady.
Additionally, please roll SR for every spell that allows it. It is Likely that creatures at this level have it, that it is better to be safe than sorry.
FINAL COMBAT
ROUND 1
Nikolai Tesla
Jin-Goro Gallonica
KULIK
Bellum Race
Thurl
Red Golem
Aderyn Glyndwr
Sierra Heartward
Marilith
Seraptis
Green Golem
Boris!
Nikolai Tesla
|
Will: 1d20 + 12 ⇒ (9) + 12 = 21.
Will: 1d20 + 12 ⇒ (8) + 12 = 20.
As always, I have an additional +2 Vs Mind-affecting effects, an additional +11 Vs. Charm and Compulsion effects, and I am immune to Fear effects.
Nikolai concentrates, and sends some force blasts into the room, targeting the only two (non-golem) creatures that he can see.
Spell Penetration(Four-Arm): 1d20 + 20 ⇒ (1) + 20 = 21.
Dazing Battering Blast: 1d20 + 16 ⇒ (5) + 16 = 21, for 5d6 ⇒ (2, 6, 5, 3, 4) = 20 Force damage.
CMB(Bull Rush): 1d20 + 25 ⇒ (11) + 25 = 36.
Reflex DC 24, or be knocked prone.
Will DC 24, or be Dazed for 3 rounds.
Spell Penetration(Flying Dude): 1d20 + 20 ⇒ (17) + 20 = 37.
Dazing Battering Blast: 1d20 + 16 ⇒ (16) + 16 = 32, for 5d6 ⇒ (3, 1, 2, 2, 4) = 12 Force damage.
Dazing Battering Blast: 1d20 + 16 ⇒ (14) + 16 = 30, for 5d6 ⇒ (2, 1, 3, 6, 4) = 16 Force damage.
CMB(Bull Rush): 1d20 + 25 + 10 ⇒ (8) + 25 + 10 = 43.
Reflex DC 24, or be knocked prone.
Will DC 24, or be Dazed for 3 rounds.
Sierra Heartward
|
Will Save: 1d20 + 17 ⇒ (10) + 17 = 27
Will Save: 1d20 + 17 ⇒ (14) + 17 = 31
+2 vs enchantments, +2 vs death, +2 vs fear
Kulik
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Nothing on the slide yet...? Or is it just me?
Will save vs. sigil (w/greater heroism): 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31
Will save vs. room (w/greater heroism): 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28
KULIK has stalwart, so if the saves are successful, he takes no effect instead of any reduced effect.
KULIK will activate his boots of speed by clicking his heels together (free), activate bane vs. constructs (swift), and fire at the nearest fossil golem from invisible thanks to Aderyn's greater invisibility spell. He will shift to the other fossil golem if one falls.
Clustered Shots, Deadly Aim, Friendly Fire Maneuvers, Manyshot, Precise Shot, Rapid Shot, Weapon Focus (longbow), bane, greater heroism.
Clustered Shots, so any DR applies only once.
Manyshot: 1d20 + 17 + 2 + 4 ⇒ (16) + 17 + 2 + 4 = 39 +2 for attacking from invisible, if applicable.
blunt arrows, heart of the metal, bane, bow is holy: 2d8 + 60 + 8d6 + 4d6 ⇒ (4, 3) + 60 + (3, 4, 1, 1, 4, 4, 2, 3) + (5, 6, 4, 2) = 106
Rapid Shot: 1d20 + 17 + 2 + 4 ⇒ (14) + 17 + 2 + 4 = 37 +2 for attacking from invisible, if applicable.
blunt arrows, heart of the metal, bane, bow is holy: 1d8 + 30 + 4d6 + 2d6 ⇒ (5) + 30 + (4, 5, 3, 3) + (6, 5) = 61
iterative: 1d20 + 12 + 2 + 4 ⇒ (16) + 12 + 2 + 4 = 34 +2 for attacking from invisible, if applicable.
blunt arrows, heart of the metal, bane, bow is holy: 1d8 + 30 + 4d6 + 2d6 ⇒ (5) + 30 + (5, 6, 4, 4) + (3, 4) = 61
tertiary: 1d20 + 7 + 2 + 4 ⇒ (17) + 7 + 2 + 4 = 30 +2 for attacking from invisible, if applicable.
blunt arrows, heart of the metal, bane, bow is holy: 1d8 + 30 + 4d6 + 2d6 ⇒ (4) + 30 + (5, 4, 6, 6) + (6, 3) = 64
haste: 1d20 + 17 + 2 + 4 ⇒ (20) + 17 + 2 + 4 = 43 +2 for attacking from invisible, if applicable.
haste confirm?: 1d20 + 17 + 2 + 4 ⇒ (8) + 17 + 2 + 4 = 31 +2 for attacking from invisible, if applicable.
blunt arrows, heart of the metal, bane, bow is holy: 1d8 + 30 + 4d6 + 2d6 ⇒ (6) + 30 + (6, 1, 5, 3) + (4, 1) = 56
plus if crit is confirmed: 2d8 + 60 ⇒ (4, 3) + 60 = 67
KULIK will then five-foot step if he can to make it more difficult to pinpoint his square.
Bellum Race
|
Will (Sigil): 1d20 + 20 ⇒ (20) + 20 = 40
Will (Room): 1d20 + 20 ⇒ (15) + 20 = 35
+2 vs illusions, +4 vs fear
"Sivanah, part their veils."
Free action, spend 1 Veil Point to gain true seeing for the round.
With a quick wave of the rod in his hand, Bellum casts quickened dispel magic on the blade barrier.
Caster Level check: 1d20 + 15 ⇒ (4) + 15 = 19
"Light cleanse you and your fiends, Thurl."
Casts dazing, piercing shadow evocation, emulating burst of radiance.
This should treat the SR as 10 lower than normal, if I'm reading Spell Perfection correctly.
SR Thurl: 1d20 + 15 ⇒ (11) + 15 = 26
SR 6-Arms: 1d20 + 15 ⇒ (4) + 15 = 19
Burst of Radiance damage: 5d4 ⇒ (2, 4, 1, 1, 3) = 11
Burst of Radiance blinding: 1d4 ⇒ 2
DC 28 Will save from them:
-On success: Not dazed, 1/5th damage. DC 28 Reflex save. On success: Not blinded; on failure: 20% chance they are blinded.
-On failure: Dazed 5 rounds, full damage. DC 28 Reflex or blinded
Bellum Race
|
Knowledge Checks
Knowledge (planes): 1d20 + 20 ⇒ (7) + 20 = 27
Knowledge (planes): 1d20 + 20 ⇒ (2) + 20 = 22
Knowledge (planes): 1d20 + 20 ⇒ (7) + 20 = 27
Aderyn Glyndwr
|
Not sure if you need this now, or when I enter the room, so here they are:
Will #1: 1d20 + 12 ⇒ (2) + 12 = 14
Will #2: 1d20 + 12 ⇒ (7) + 12 = 19
+1 untyped vs Fear and Confusion ("Carrion Hill" chronicle); +4 morale vs Poison and Fear (Heroes Feast); +2 vs enchantments (Elven Immunities)
I'll use my reroll on that first one. 5 GM stars.
Will #1: 1d20 + 17 ⇒ (1) + 17 = 18 *headdesk* Well, that can't be good.
Bye, guys!
In case it matters:
Knowledge planes: 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge planes: 1d20 + 11 ⇒ (4) + 11 = 15
Knowledge planes: 1d20 + 11 ⇒ (15) + 11 = 26
Jin-Goro Gallonica
|
Will vs Sigil: 1d20 + 21 ⇒ (20) + 21 = 41
Will vs room: 1d20 + 21 ⇒ (6) + 21 = 27
If it is death, mind affecting, sleep based or stunning add an extra +4. Other modifiers might apply depending on tags
Knowledge flying dude: 1d20 + 22 ⇒ (7) + 22 = 29
Knowledge snake lady: 1d20 + 22 ⇒ (13) + 22 = 35
Knowledge multi armed lady: 1d20 + 22 ⇒ (19) + 22 = 41
My actions this turn very much depend on the outcome of everyone elses initial barrage so I will post once I have seen their results
| GM Chie |
Nikolai's first blast of force is rebuffed by the Four Armed creature, before the second two blasts hit the Transformed Thurl.
Reflex: 1d20 + 16 ⇒ (13) + 16 = 29
Beating his powerful wings against the assault, he manages to not only stay aloft, but unmoved!
Although one of Kulik's arrows is deflected by the wall of Whirling Blades, the rest break bones and shatter ligaments, reducing both of the Fossil Golems to Powder! Nice Job! Now that just leaves the rest of this mess!
As Bellum attempts to overpower the Barrier of Blades, Demonic Laughter echoes in his mind, shaking him enough to lose his focus. His eyes reveal no illusions or Trickery, but do seem to identify the Multi-Armed Woman as a SERAPTIS DEMON also better known as a Suicide Demon.
Reflex (Thurl): 1d20 + 16 ⇒ (5) + 16 = 21
Reflex (Snake Lady): 1d20 + 18 ⇒ (4) + 18 = 22
Thurl, 21+ is Fine: 1d100 ⇒ 59
Thurl, 21+ is Fine: 1d100 ⇒ 84
The two creatures seem Almost entirely unaffected by Bellum's Trickery, and manage to blink off the illusary lights.
FINAL COMBAT
ROUND 1
Nikolai Tesla
Jin-Goro Gallonica
KULIK #MurderTurret strikes again!
Bellum Race
Thurl -64
Red Golem Fine Powder
Aderyn Glyndwr
Sierra Heartward
Marilith -2
Seraptis
Green Golem Fine Powder.
Boris!
| GM Chie |
Given a few moments, i can give you some information for your Knowledge Checks! I will pick things that are Relevant and Important!
Jin-Goro Gallonica
|
Just a note but the closest two demons need a will save against aura of doom, DC27
Jin-Goro gives a low growl. Thurl, now you will be broken!
With that he casts two spells in quick succession, enveloping the rogue venture captain and marilith in a swirling cloud of sand and then twisting Thurls bones in a bid to shatter them.
Casting persistent greater sand whirlwind on Thurl and the Marilith. It does not allow SR and forces a DC26 will save or be blinded for 15 rounds. It is persistent so the save must effectively made twice. He follows it up with a quickened Boneshatter on Thurl forcing a DC30 Fortitude Save or he takes 15d6 ⇒ (1, 6, 1, 1, 1, 6, 3, 1, 6, 3, 4, 6, 2, 3, 1) = 45 damage and is exhausted. A save means he takes half damage and is fatigued.
Boneshatter SR, double spell pen, cleromancy: 1d20 + 15 + 4 + 5 ⇒ (14) + 15 + 4 + 5 = 38
| GM Chie |
CE outsider (chaotic, demon, evil, extraplanar)
Gallu Demons, known to some as warmonger demons, are not as enormous as many of the other powerful demons; despite their near-human size, however, they are among the deadliest of demonkind. Standing 8 feet tall and weighing 450 pounds, these creatures have wolf like (but hairless) horned heads, batlike wings, and pale flesh. Their feet end in hooves, and their tails resemble those of lions. Additionally, they have the ability to have their wounded foes Erupt into a rain of blood, their open wounds spilling blood into the area, and continuing to bleed!Rain of Blood (Su) As a standard action once per minute, a gallu can command the wounds of all creatures within 30 feet to erupt into a gory deluge of blood; any wounded creature in the area of effect immediately take damage from the rain of blood and must succeed at a Fortitude saving throw. Failure indicates that the damage becomes bleed damage and the affected creature becomes staggered from the pain as long as the bleed damage continues. Creatures that are immune to bleed damage are immune to this ability’s effects.
CE outsider (chaotic, demon, evil, extraplanar)
The leaders of Abyssal hordes and queens of Abyssal nations, the dreaded mariliths serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions.
Mariliths have powerful muscular tails, and squeeze any creature they grab until they lose consciousness. With these powerful beasts, that doesn't take very long.
Crushing Coils (Ex) A creature that takes damage from a marilith’s constrict attack must succeed on a Fortitude save or lose consciousness for 1d8 rounds.Immune to electricity and poison; Resist Acid, Cold and Fire
CE outsider (chaotic, demon, evil, extraplanar)
This woman’s flesh is pale and clammy, as if her body had been drained of blood from the fanged slashes on her four arms.Blood Healing (Su) Whenever a creature within 30 feet of a seraptis takes bleed damage caused by that seraptis, the blood flows through the air into the seraptis’s maw, and the seraptis heals an equal amount of damage.
Compelling Domination (Su) When a seraptis uses dominate person, its victims do not actively resist and never gain a new saving throw when ordered to take actions against their nature.
Gaze of Despair (Su) Creatures within 30 feet of a seraptis that fail a Will save take Charisma drain and are staggered for a few rounds. If the Charisma drain would reduce a creature’s Charisma to 0, that creature instead succumbs to overwhelming suicidal urges and attempts to end its life by the most convenient method at hand, subject to the GM’s discretion. The creature remains in that state until its Charisma is restored to its normal maximum—otherwise, the victim must be restrained at all times to prevent further suicide attempts. This is a mind-affecting effect. The save DC is Charisma-based.
Multi-Arm Grab (Ex) When a seraptis successfully grabs a creature, the maws on her arms begin to gnaw on it. This ability functions as constrict, except the damage type is bludgeoning, piercing, and slashing. A seraptis gains a cumulative +4 bonus on grapple attempts with her grab ability for each successive claw attack after the first that hits a given target that round.
Additionally, I'll give you two of their spell like abilities, Specifically, the most relevant for now. Symbol of Insanity (Which is what happens to be carved right inside the door!) which grants Permanent Confusion. Second, is Dispel Magic, At will :D
Additionally, I'll give you for Freesies, that all the Demons have Spell Resistance! Let's continue with the Combat, shall we?
| GM Chie |
Aura of Doom allows SR! Let's see how that goes!
CL Check (AoD)(Maralith): 1d20 + 20 ⇒ (16) + 20 = 36
CL Check (AoD)(Seraptis): 1d20 + 20 ⇒ (4) + 20 = 24
Will(Maralith): 1d20 + 13 ⇒ (19) + 13 = 32
While Jin-Goro is normally Very Scary, the Seraptis shrugs off the spell, and the Maralith is Not Impressed.
Will(Thurl): 1d20 + 21 ⇒ (12) + 21 = 33
Will(Maralith): 1d20 + 13 ⇒ (3) + 13 = 16
Will(Thurl)(PERSIST): 1d20 + 21 ⇒ (19) + 21 = 40
Jin-Goro whips the Fine Powder that was the Fossil Golems into a Whirlwind, which immediately gets into the Maralith's eyes. Thurl, on the other hand, blows it out of his face with the beats of his wings!
Fort(Thurl): 1d20 + 27 ⇒ (10) + 27 = 37
"You're going to have to be more clever than That Pathfinders!" he shouts, after flying out of the Whirlwind, his wounds already healing over from the Force Balls and Shattered Bones.
With a Glance at Jin-Goro, he utters "HOLD STILL!" before thinking and yelling Louder, "IN FACT, ALL OF YOU HOLD STILL!"
Jin-Goro, Will Save DC22 or Paralyzed, per Hold Monster.
Jin-Goro through Sierra, Will Save DC 26 or Paralyzed, per Mass Hold Monster!
Aderyn, go ahead and make your Confusion roll for this round. Additionally, take this! Charisma drain: 1d6 ⇒ 3
FINAL COMBAT
ROUND 1
Nikolai Tesla
Jin-Goro Gallonica 2 Will Saves (Hold Monster, and Mass)
KULIK #MurderTurret strikes again!
Bellum Race Will Save!
Thurl -76
Red Golem Fine Powder
Aderyn Glyndwr Permanently Confused!, 3 Charisma Drain!, Will Save!
Sierra Heartward Will Save
Marilith -2, Blinded by Whirlwinds!
Seraptis
Green Golem Fine Powder.
Boris! Will Save
Sierra Heartward
|
Will Save: 1d20 + 17 ⇒ (15) + 17 = 32
"I suppose the same old tricks won't work this time. You embrace your descent and this is all you can offer, Thurl?" Closing her eyes, the Pharasmin focuses on a tendril of divine energy, briefly connecting Aderyn with her own life.
Closing eyes against the gaze and casting Reach Heal on the magus with Lifesight.
Bellum Race
|
Unless he is bypassing it somehow, freedom of movement should make hold monster automatically fail.
Sierra Heartward
|
If freedom of movement is somehow removed, (most likely by the seraptis' dispel SLA) anyone that failed the save would become paralyzed for the remaining duration.
Bellum Race
|
That makes sense.
Will save: 1d20 + 18 ⇒ (12) + 18 = 30
Jin-Goro Gallonica
|
Will save 1, near death: 1d20 + 21 + 4 ⇒ (19) + 21 + 4 = 44
Will save 2, near death: 1d20 + 21 + 4 ⇒ (16) + 21 + 4 = 41
Jin has freedom of movement active
Boris is undead and therefore immune to hold monster. Thurl is fatigued after having saved against Boneshatter.
Aderyn Glyndwr
|
*Permanent* Confusion? WTF?
Will vs Hold Monster (includes +2 vs enchantments): 1d20 + 14 ⇒ (8) + 14 = 22
Well, I'm paralyzed, so the confusion won't matter until that's dealt with. I'll just be over here watching the world go by ...
Aderyn Glyndwr
|
Just had a thought - is Mass Hold Monster targeted? Because I have mirror image up ... not sure if that helps or not.