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Grasping a rod of Piercing Ezren lets fly with a volley of Magic Missiles, wondering if the creature is protected from such.
SR?: 1d20 + 17 + 6 + 5 ⇒ (3) + 17 + 6 + 5 = 31
Magic Missiles: 5d4 + 5 ⇒ (1, 4, 4, 1, 4) + 5 = 19
Baal flies to Sharton and casts Infernal healing of the Illusionist.

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Grognar casts true seeing.

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Grognar casts true seeing.
Sharton already cast true seeing on Grognar, unless you waved him off.

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Sorry missed that because of the page break. Thank you. Will repost a turn.

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Grognar clicks his boost for haste, swift action to move with supernatural speed.
Attack: 1d20 + 31 ⇒ (12) + 31 = 43 Haste, PA, Heorism, Divine Favor, Rightous Might
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (3, 4, 6) + 15 + 12 + 4 + 3 = 47
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Attack: 1d20 + 31 ⇒ (17) + 31 = 48
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (5, 6, 2) + 15 + 12 + 4 + 3 = 47
Confirmation: 1d20 + 31 ⇒ (10) + 31 = 41
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (1, 2, 6) + 15 + 12 + 4 + 3 = 43
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Attack: 1d20 + 26 ⇒ (13) + 26 = 39
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (3, 2, 2) + 15 + 12 + 4 + 3 = 41
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Attack: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (6, 5, 6) + 15 + 12 + 4 + 3 = 51
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GM Irish202 |

Ezren, your magic missiles seem effective! I missed the righteous might earlier, and have enlarged Grognar's token. Grognar, on the map I would have you back in the room with the fireplace at the moment as of Sharton's disintegrate ray; he was the only one in the hallway. The western map image link shows your last unenlarged position as of that time on Thursday. It would be a move action to get over to the daemon, so at most one attack would be viable unless I happened to miss something.
Initiative Order:
Round 2
Shump
Griff
Round 3
Fish Tentacle Demon (-56)
Sharton (-26)
Ezren
Jeb (7 temp neg levels, temporarily suppressed)
Grognar

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(Sharton heals 5 Griff hurts for 5)
Griff double moves up, staying about 15 ft. off the ground.

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Haste provided the movement speed (free action with boots) and surprising charge let me move as a swift action (last one until a rest).

GM Irish202 |

Again, sorry for the delay. Pharmacy hell.
Grognar clicks his boost for haste, swift action to move with supernatural speed.
My brain removed the comma from the sentence and somehow incorrectly convinced me that the swift was for the boots. Adjusting for the full attack, that would put you at all but the natural 1 hitting the creature for 148 points of damage after DR.
Bite: 1d20 + 23 ⇒ (5) + 23 = 28
Claw: 1d20 + 23 ⇒ (8) + 23 = 31
Claw: 1d20 + 23 ⇒ (13) + 23 = 36
Tail: 1d20 + 18 ⇒ (3) + 18 = 21
The daemon returns the favor to Grognar and also delivers a full attack of its own; with none of its attacks breaching the half-orc's defenses. Grognar notices, especially with the near miss of the creature's second claw attack, that the creature seems to drain away the warmth of life around its body as it attacks; possibly indicating something...draining...might occur with each of its attacks should they hit.
Initiative Order: **Western Map Updated**
Round 3
Sharton (-21)
Ezren
Jeb (7 temp neg levels, temporarily suppressed)
Grognar
Shump
Griff (-5)
Round 4
Fish Tentacle Demon (-167)

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Sharton flies into the hallway, already feeling better between the infernal healing and life link with Griff. He readies a persistent phantasmal killer in case an enemy comes out of the double doors to the west. Before casting he'll do a knowledge check to make sure it doesn't have true seeing, which would make the spell useless, in which case a force cage would likely be better.

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If its a demon then it can teleport making force cage only useful in that it would likely have to use a standard to get out of it.
Seeing that his missiles worked last round Ezrel switches metamagic rods and tries a more powerful version of the spell.
Maximized Magic Missiles: 25 = 25
Spell Penetration: 1d20 + 17 + 6 ⇒ (5) + 17 + 6 = 28

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you said it wasn't blocking the door so I'll move past it and take the Ao0
Shump moves past the fish creature and spits at the ground at its feet.
"Ok fish guy..take THIS! Go back to the Abyss while you're at it"
attack +2 holy bane (evil outsiders) silvered bastard sword weapon of awe order of shield ability power attack: 1d20 + 28 ⇒ (3) + 28 = 31
damage: 1d10 + 26 + 2d6 + 2d6 ⇒ (3) + 26 + (1, 4) + (4, 2) = 40
miss chance high good: 1d100 ⇒ 24

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I can keep attacking or dimensional anchor.

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I think you should take him down.

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Griff takes 5 damage and Sharton heals 5.
Griff moves some more, but not doing much yet. He reactivates his Ring of Invisibility just in case. (Think you guys got this... if not I'm here to help)

GM Irish202 |

Before casting he'll do a knowledge check to make sure it doesn't have true seeing, which would make the spell useless, in which case a force cage would likely be better.
Sharton, the results of your knowledge check was listed in a spoiler on the previous page earlier in the combat. Let me know if you would like to change your readied spell.
Seeing that his missiles worked last round Ezrel switches metamagic rods and tries a more powerful version of the spell.
Ezren's missiles strike the creature true, though they only seem barely able to penetrate through an almost imperceptible protection surrounding the daemon.
You said it wasn't blocking the door so I'll move past it and take the Ao0
Correct! It will take the AoO with a bite attack as you leave LL-D*16. It appears your attack afterwards misses due to your displacement roll.
Bite Attack AoO vs. Shump: 1d20 + 23 ⇒ (12) + 23 = 35 *Miss*
I can keep attacking or dimensional anchor.
I recommend banishing the daemon. With your sword. Violently, perhaps?
Initiative Order: **Western Map Updated**
Round 3
Sharton (-15, Readied spell if daemon exits room)
Jeb (7 temp neg levels, temporarily suppressed)
Grognar
Round 4
Fish Tentacle Demon (-192)
Ezren
Shump
Griff (-10)

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Grognar clicks his boots and smiles before swinging.
Attack: 1d20 + 31 ⇒ (6) + 31 = 37 Haste, PA, Heorism, Divine Favor, Rightous Might
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (1, 5, 2) + 15 + 12 + 4 + 3 = 42
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Attack: 1d20 + 31 ⇒ (19) + 31 = 50
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (6, 4, 1) + 15 + 12 + 4 + 3 = 45
Confirm: 1d20 + 31 ⇒ (12) + 31 = 43
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (6, 2, 5) + 15 + 12 + 4 + 3 = 47
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Attack: 1d20 + 26 ⇒ (2) + 26 = 28
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (2, 1, 4) + 15 + 12 + 4 + 3 = 41
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Attack: 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (1, 6, 3) + 15 + 12 + 4 + 3 = 44

GM Irish202 |

Grognar's assault fells the daemon, which crumples to the ground in a meaty tentacled mess. The creature's very nature quickly sucks away at what little life energy was left in its body, and it shrivels into a desiccated husk in mere seconds.
Out of Initiative! The creature drops nothing particularly interesting. In terms of nearby points of interest are the two steel doors on the far side of the room, as well as the doors back in the hallway.

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Sharton wrote:Before casting he'll do a knowledge check to make sure it doesn't have true seeing, which would make the spell useless, in which case a force cage would likely be better.Sharton, the results of your knowledge check was listed in a spoiler on the previous page earlier in the combat. Let me know if you would like to change your readied spell.
My readied action was focused in the OTHER direction, the double doors to the west, just in case a new opponent emerged behind us.
Sharton will move to the double doors in the hallway and check them for traps, as well as listen for movement behind the doors. Assuming there is time, he'll also cast detect magic to look for auras beyond the normal abjuration aura permeating the entire tower.
Perception: 1d20 + 27 + 1 ⇒ (16) + 27 + 1 = 44

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"Thank you. It would have been much harder had I not had true seeing."

GM Irish202 |

Sharton's investigation of the door does not reveal any traps or unusual magical auras.
To nudge things along, as well as the general lack of imminent danger, will make the assumption that the rooms beyond the double doors is explored.
Opening the double doors at the end of the hallway reveals a grand chamber, the thickly carpeted floor of which is further strewn with expensive looking throw-rugs and exotic furs. A nest of these rugs and furs lies in the center of the room, under a rotunda-like construction atop which a canopy of silks and gauzy veils adds to the chamber's mystique. Two other doors exit the room, one to the Northeast and one to the Southeast.
The Southeastern rooms reveal little beyond what appear to be smaller living quarters, bare of any furnishings and do not look like they have been used for some time. The Northeastern room, however, seems to hold a shrine of some kind; containing an altar adorned with accouterments representing excessive wealth and greed. A massive golden Sihedron decorates the northern wall beyond the shrine, reflecting glittering light back upon any light sources brought into the room.
**Western Chambers Map Updated**

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Perception: 1d20 + 27 ⇒ (9) + 27 = 36
Spellcraft: 1d20 + 26 + 1d6 ⇒ (14) + 26 + (6) = 46

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"Does it seem to be a protective ward? If not what is it's purpose?"

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Between life link and infernal healing, Sharton should be back to full health in a few rounds.
The Spellcraft check was for the scrolls, but using detect magic is the platinum key magical as well? If so, Sharton will analyze that, too, or pass it along to Ezren. He'll also put on the hairpin of proof against poison, unless someone else more melee-focused wants to wear it.
Spellcraft: 1d20 + 26 + 1d6 ⇒ (16) + 26 + (6) = 48

GM Irish202 |


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Griff plays with his ring as the others analyze, muttering to himself some poetry while the others do the important work.

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In the interest of keeping things moving, I'll assume we'll loot the rugs, furs, and valuables in the shrine after we take care of Karzoug. I'll check the two doors in the daemon's room for traps. I'm going to be cautious because these are iron doors, which if I remember correctly makes them quite different than all the stone doors we've encountered before now. I'll also ask Grognar to take a look, while true seeing is still active.
Perception for northern door: 1d20 + 27 + 1 ⇒ (11) + 27 + 1 = 39
Perception for southern door: 1d20 + 27 + 1 ⇒ (16) + 27 + 1 = 44
Out of curiosity, since it's hard to track time out of combat, what are you showing for active buffs right now?

GM Irish202 |

Based on my estimation, approximately 1 minute and 30 seconds have passed if the group was pushing through each of the rooms/doing quick searches. The only buff currently threatening to expire is the communal electricity resistance and communal stoneskin.
The doors do not appear to be trapped nor can anything odd be noticed on the other side, though both appear to be locked and have a keyhole about the same size as the key located in the shrine room. True Seeing does not reveal any particular discrepancies about the doors compared to normal vision.
Making an assumption that someone opens one of the doors since it appears safe.
Using the platinum key unlocks the iron door, which actually is the first door in this place that does not open at the lightest touch. Some muscle is needed to open it, the door making grating noises as it reveals a small cell of some kind beyond. The cell appears to be empty at the moment, unless further investigation is desired. Unlocking the other door reveals a similar cell, except much larger in size; as if designed for more...massive...prisoners.
Time Elapsed since arrival: 53 minutes + 1 rounds
Jebediah: Barkskin (129 min), Miracled Death Ward (17 minutes), Delay Poison (18 hr), Electricity Resist 30 (1 min), Endure Elements, Extended Greater Longstrider (36 hr), Extended Ward of the Seasons x 2 (36 hr), Greater Magic Fang x 5 (36 hr), Hunter's Blessing (16 Hr), Life Link, Magic Vestment (22 hr), Status (18 Hr), Wild Shaped
Ezren: Contingency (Improved Invisibility, 17 days), Electricty Resist 30 (1 min), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Life Link, Life Bubble (5 hr) Mage Armor (34 hr), Mind Blank (24 hr), Overland Flight (17 hr), Protection from Fire (60 pt, 23 min), See Invisibility (143 min), Status (18 Hr), Stone Skin (1 min, 150 pt)
-Baal: Cold Resist 30 (20 min), Deathwatch (112 min), Heroes Feast (12 hr), Hunter's Blessing (16 hr), Life Link, Status (18 hr), Stone Skin (1 min, 150 pt)
Grognar: Electricity Resist 30 (1 min), GMW (16 hr), Heightened Awareness (107 min), Heroes Feast (12 hr), Hunter's blessing (16 hr), Life Link, Life Bubble (6 hr), Magic Vestment (22 hr), Status (18 hr), Stone Skin (1 min, 150 pt)
Sharton: Darkvision (16 hr), Electricity Resist 30 (1 min), Greater Invisibility (7 rounds used), Heroes Feast (12 hr), Heroism (136 min), Hunter's Blessing (16 hr), Life Link, Life Bubble (5 hr), Mage Armor (16 hr), Overland Flight (16 hr), Status (18 Hr), Stone Skin (1 min, 150 pt)
Shump: Electricity Resist 30 (1 min), GMW (22 Hr), Heroes Feast (12 Hr), Hunter's Blessing (16 Hr), Life Bubble (6 hr), Magic Vestment (22 Hr)
Griff: Ant Haul (23 hours), Air Walk (7 hours), Cold Resist 30 (20 minutes), Contingency (Breath of Life, 18 days), Freedom of Movement (7 hours), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Invisible, Life Bubble (5 hr), Magic Vestment (22 hours), Mind Blank (24 hours)

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[u]I would hypothesize that there are teleport traps that could send one of us into a cell here. I wonder...[/b] Ezren detects magic in and around the cells, wondering if magic works inside or if the cells might be dimensionally locked.

GM Irish202 |


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"Seems like a good guess."
Grognar will stand beside whoever is opening a new door to protect them.

GM Irish202 |

Will nudge things along a bit, since this remaining room does not have anything particularly interesting in it.
After regrouping in the room with the fireplace, the group opens the remaining door to the southeast after making sure it is not trapped (magically or otherwise). They find another living quarters; a room illuminated by delicate chandeliers, floor thick with carpeting, and piles of furs and cushions strewn about the area. Searching this room, magically or otherwise, does not reveal anything worthwhile or of interest.
Remaining points of interest in this wing include a door on the right side about 100 more feet east down the hallway, and a door all the way at the end of the hallway about 200 feet away.

GM Irish202 |

Jebediah boops the door open, revealing what appears to have once been a storeroom of some kind. There is a hole carved into the far wall of the room, too perfectly cut in shape to be naturally cut, that opens out into the raging blizzard that ravages the landscape beyond the Spire.
A large humanoid creature stands in front of the hole in the wall, its back facing towards Jebediah, while a large-sized golden greatsword leans against the wall next to it. The creature's skin appears to be green-colored, and it bears two sets of wings that sprout from its back. Its face is in its hands and its shoulders tremble slightly, as if the creature is crying softly; it does not appear to notice the dinosaur's opening of the door and does not react to Jebediah's presence immediately.

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"Team Wizard you may want to see this."
Grognar looks on with awe.

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Knowledge Planes: 1d20 + 30 ⇒ (11) + 30 = 41
Once Ezren sees the creature he recognizes it and wonders if is somehow compelled to fight them.
Three questions: Lets go with SR, DR, and Spell-like abilities

GM Irish202 |


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Should we shut the door and let it be, then come back later? If it's compelled to fight us I don't really want to participate in that if I can help it. Or maybe it can provide information to us? I'm having a hard time thinking of a scenario in which it would be in this place if it wasn't compelled to.

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"I would like to come back and free it if we survive long enough to do so. I could try to send it back to its plane."