
| Duncan Redhammer | 
 
	
 
                
                
              
            
            
Current Status: Inspiring Word 7rds +2 Sacred Bonus to Attacks, Skills and Saves, 
Divine Favor +4 Attack and Damage, 6 rds, 
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 11rds, 
Resist Energy Communal (FIRE) 30, 40mins 
Sacred Armor +3 Bonus 6rds 
Sacred (Holy) Weapon Class Ability 7rds, 
Continual Flame on Coin around neck
Is Duncan Still Inside the darkness? Also your rolls said 1d205? I am guessing a typo of 1d20+5. They can't hit Duncan unless they roll a 20
Will Save Vs Channel: 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27
 Duncan's Armor negates the channel completely
Ref Save vs Fireball: 1d20 + 14 + 2 + 2 ⇒ (5) + 14 + 2 + 2 = 23
Duncan Has Resist Energy Fire 30 running
Duncan's next actions will be decided by his dark vision 30ft (he should be able to see further into the NW section of the map. And whether he is still in the darkness...

| Grungsdi | 
 
	
 
                
                
              
            
            Grung, moves to defend Karnog, moving next to him, I think that requires a double moove

| baldwin the merciful | 
 
	
 
                
                
              
            
            Desmond you will take anohter 2 constitution damage since you begin your turn in the HD. Since you are back inside the darkness you do not take the bleed damage.
Grung I'm going to assume you moved back into the hallway to see Karnog. You will not suffer the con damage this round but you do take bleed damage.
bleed: 1d6 ⇒ 3
Duncan since you magically helaed yourself you do not take bleed damage from the HD.
Essentially, I have Duncan moved into the clear, but he is the only one who knows this information. Desmond senses he is near an edge but he begins his turn in the HD. The rest of the party is huddled at the doorway but in the hall, just outside the HD. Just use "AI 52" as your starting square when calculating your movement.
Three acrylotes with the blue circles on the map are now prone succumbing to the HDs damage.
Initiative Order RD 4
Duncan - 
Desmond - 
fodder - 
enemy bosses - 
enemy protector - 
Nym - 
Karnog -
Kalim -
Grung -

| baldwin the merciful | 
 
	
 
                
                
              
            
            You notice heat coming from a lava pit off on your right (center of the map) and there is a set of stairs leading up to a platform the first step is roughly 15 feet away and it's guarded by a lava elemental.
More concerning to you is Vrock, or more precisely 8 closely packed together. Just off on your right hand side. You assume it's a mirror image on 1 vrock. there are more priests around the temple taking up defensive positions.

| Duncan Redhammer | 
 
	
 
                
                
              
            
            Current Status: Inspiring Word 6rds +2 Sacred Bonus to Attacks, Skills and Saves, 
Divine Favor +4 Attack and Damage, 5 rds, 
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 10rds, 
Resist Energy Communal (FIRE) 30, 40mins 
Sacred Armor +3 Bonus 5rds 
Sacred (Holy) Weapon Class Ability 6rds, 
Continual Flame on Coin around neck
Duncan is relieved to finally see the light open out as he exits the darkness, but he was badly weakened, he need to heal himself and get his allies across the darkness.
He uses a Fervour to Swift cast LESSER RESTORATION upon himself, 
Lesser Restoration: 1d4 ⇒ 4
The ability damage is healed
then holds his Mighty sword aloft and entreats his goddess to make it BANE against the denizens of the underrelms.
He Focuses at the Brock or rather the multiple images and calls to his Magical sheath. Call Fer me friends. They don't wanna miss this
The sheath responds by shouting it's threats, for all to hear, HO! Friends this way out of the darkness, gird yourselves for we do battle against the denizens of the Abyssal realms!
The dwarf doesn't bother to move, let the creature come to him.

| Desmond Aeros | 
 
	
 
                
                
              
            
            Will: 1d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (11) + 8 = 19
2 con damage and 13 regular damage taken.
Hearing that Duncan has found the end of the darkness, Desmond makes a mad dash for it, flipping to clear the enemies and skidding to a halt besides the dwarf.
Acrobatics (with boots): 1d20 + 26 + 4 ⇒ (12) + 26 + 4 = 42
Moving, probably double moving, trying to find where Duncan said the darkness ends. Desmond is pretty damn beat up right now.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Desmond follows the dwarf's sheaths voice and successfully flips and weaves his way through the hungry darkness. The rogue lands next to the Duncan, an unlikely duo, but tested battle companions nonetheless.
Desmond you can read my Duncan spoiler tab two posts ago. Your night goggles work here but you may want to close your eyes because you ran into a potentially unhealthy situation.
Desmond you do notice that Duncan doesn't seem to be as frail as you're looking. The effects of his lesser restoration.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Enemy foe:
There is one more burst of negative energy DC 20 Will save for this one
damage: 3d6 ⇒ (4, 1, 3) = 8
That hits both Desmond and Duncan.
Then the Vrock springs to action, it releases a shrilling screech as it divebombs towards Duncan. (it is still out of your reach roughly 15 feet overhead when it's turn ends)
Both Desmond and Duncan need to make DC 23 fort save or be effected by stunning screech for 1 rd.
The lava elemental stand put at the foot of the stairway blocking entrance. (holding)

| Desmond Aeros | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Will: 1d20 + 8 ⇒ (4) + 8 = 12
Desmond is currently at 34 hp and is capped at 72 hp max. If we survive this room I say we go back and rest.

| Nym Omriwin | 
 
	
 
                
                
              
            
            Nym looks at the edge of the darkness that even his superior drow dark vision cannot even penetrate contemplating how awful going through is going to be when idea hits him... why not just go under it. With a brief motion his body starts to grow slightly and become more rock like as if he had become a living rock. Just as quickly the rock like creature that was once Nym slides forward and sinks into the ground.
Casts Elemental Body 1 (earth) and earth glides 15 feet towards the sound of Duncan's annoying sheath. Sink at an angle 10 down 15 foward

| Duncan Redhammer | 
 
	
 
                
                
              
            
            Enemy foe:
There is one more burst of negative energy DC 20 Will save for this one
That hits both Desmond and Duncan.
Then the Vrock springs to action, it releases a shrilling screech as it divebombs towards Duncan. (it is still out of your reach roughly 15 feet overhead when it's turn ends)
Both Desmond and Duncan need to make DC 23 fort save or be effected by stunning screech for 1 rd.
The lava elemental stand put at the foot of the stairway blocking entrance. (holding)
Fort Save vs Screech: 1d20 + 15 + 4 + 2 ⇒ (18) + 15 + 4 + 2 = 39
The Vrock Releases it's trill towards Duncan which the dwarf easily ignores.He remembered the last time he had battled Vrocks outside the town and it had not gone well for the outsider.
Yer Dead
He stated simply and with finality. It was simply a matter of time.
One more low powered turning attempt similarly flows over Duncan and Desmond. Duncan's Armor stopped it again .
The Rogue was paying hard for finding his courage (Finally!) 
Duncan would honor the human should it cost him his life.
Stay close, I can heal ye afore ye fall.

| Duncan Redhammer | 
 
	
 
                
                
              
            
            [dice=Will]1d20+8
Desmond is currently at 34 hp and is capped at 72 hp max. If we survive this room I say we go back and rest.
I have breath of life prepared if you die.

| Duncan Redhammer | 
 
	
 
                
                
              
            
            Hold, everyone Fer a few seconds. Let's go in a bit better prepared Fer this one...
Duncan casts BLESSING OF FERVOUR on the whole party as a standard action and DIVINE FAVOR on himself as a Swift Action using a Fervour.
On the second round he casts RESIST ENERGY, COMMUNAL (30,Fire)
20mins for everyone, 40 for Duncan and his SACRED ARMOR ability to improve his Armor by +3.Duncan will use the Blessing for +2 to Attack, Reflex saves at the start of the duration
Just reminding everyone that WE ALL have Blessing of Fervour running for another 11 rounds. Don't forget to use the appropriate benefit each round.
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            Karnog flies up next to Duncan and Desmond, feeling disheartened to see the rogue get whammied by the demon's sonic attack.
"We'll take them out, just have to keep focused and push on through!"
Rules question: would animate object be useable on the lava, to make my own lava monster?
Taking the AC boost from Blessing

| baldwin the merciful | 
 
	
 
                
                
              
            
            Karnog flies up next to Duncan and Desmond, feeling disheartened to see the rogue get whammied by the demon's sonic attack.
"We'll take them out, just have to keep focused and push on through!"
Rules question: would animate object be useable on the lava, to make my own lava monster?
Taking the AC boost from Blessing
correct me if I'm wrong but you would like to animate some lava from the lava pit? It looks ok to me. The non-elemental lava is a non-magical material and you'd be able to animate it.

| Duncan Redhammer | 
 
	
 
                
                
              
            
            Kalim recasts Communal Stoneskin and stays the hell out of the dark.
That's a touch spell and you a 2nd last in the initiative order. You can only touch yourself and Grungsdi since everyone else has already moved.

| Duncan Redhammer | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Ah, but then I wouldn't get to RP about cowardly Mages being afraid of the dark after the fight is over. ;)

| Grungsdi | 
 
	
 
                
                
              
            
            Grung, draws and chugs down an enlarge potion
Didn't wanna get big, but this is not good
Thats the full round
I am going out of town camping for the weekend, and probably no access
botting requests. Go mix it up, the ax is a +4 right now, nothing else. It crits at x3, and the text for attack should be in my profile.
He will stay near karnog, and will request a lesser restore if its available.
Things in parenthesis on my profile are current

| baldwin the merciful | 
 
	
 
                
                
              
            
            Grung I'm going to have you run through the darkness to keep up with Karnog and not take any additional constitution damage. I'll have Kalim enlarge you right before you took off, he offered this to anyone earlier.
Nym you are underground and are not feeling any ill effects from the HD.
Kalim stayed behind in the doorway...all by himself.

| baldwin the merciful | 

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            I'll get stats up for my lava monster in a bit. Huge animated object, with burn and grab I think.

| baldwin the merciful | 
 
	
 
                
                
              
            
            the red template on the left hand of the map is Kalim's entanglement spell. The red "X" are dead enemies (acylotes and priests). the blue circles are prone enemies that have fallen below 0 constitution but they may rise as undead. There is one priest still alive and not in the HD in AA 65.
The right side of the board has a fire elemental at the base of the steps leading up. AB/AC 61/62.
Aqua haloed creature in Y and X 61/62 is flying Vrock demon that looks like there are 8 condensed (mirror image).
There are two more priests in AB and Z 63
The hungary darkness extend up to Karnog and Grung's rearside. I couldn't put a template. Essentially do not go backwards if you want to stay out of the HD.
There is a lava pit right at Grung's around AC/AD 60. There are steps leading up to a platform overhead. That is about the extent of you vision.

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            Init -2 Senses darkvision 60, low-light vision; Perception -5
DEFENSE
AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size)
hp 78 (7d10+40 size)
Fort +2, Ref +0, Will -3
Defensive Abilities hardness 5 Immune Construct Traits
OFFENSE
Speed 30 ft.
Melee slam +15 (1d8+15) + Grab, Constrict, Burn (2d6)
STATISTICS
Str 30, Dex 6, Con -, Int -, Wis 1, Cha 1
Base Atk +7 CMB +19 CMD 27
SQ 4 construction points (Grab, Constrict, Burn (2d6)
As Karnog finishes his spell, a massive form emerges from the burning pool and stands nearly 15' tall. A pseudopod of liquid magma swirls around the roughly oblong shape of animated lava.
"Now we both have lava monsters!"

| Duncan Redhammer | 
 
	
 
                
                
              
            
            Current Status: Inspiring Word 5rds +2 Sacred Bonus to Attacks, Skills and Saves, 
Divine Favor +4 Attack and Damage, 4 rds, 
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 9 rds, 
Resist Energy Communal (FIRE) 30, 40mins 
Sacred Armor +3 Bonus 4rds 
Sacred (Holy) Weapon Class Ability 5rds, 
Continual Flame on Coin around neck
** spoiler omitted **
Grungsdi and Karnog the remove curse potions that you drink tingles as the festering stops. When you follow up with a healing potion or spell you gain normal healing.
Not really wanting to use this in a fight, but concerned that the Rogue really was looking quite terrible.
Duncan pulls is ONLY remove curse scroll. (He had been saving it for an emergency and this probably qualified, since this fight seemed to be building rather than winding down.
He reads the divine dweomer can casts it at the Rogue. He hoped it could dispel the Unholy damage the human was still carrying.
If ye got anymore Healing potions on yeself, now's the time ta use them boy.
 Karnog if this works it will let you heal him to his REAL full Everybody who ran through needs a bit of healing to get rid on the Hungary Darkness bleed effect.
Remove Curse: 1d20 + 15 ⇒ (16) + 15 = 31
I am loving the irony. Buffed to the gills with enemies to chop and I'm using my action to Heal someone else! You'd think I was a cleric or something

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            Yup. Mass Cure spell coming online, soon as I get a good opportunity.
Worth noting, in case some of us do not have deflection bonuses on them already, Karnog has Greater Angelic Aspect going.
[Spoiler=Look at me, ma, I'm a dwarf angel!]Angelic Aspect, Greater
School transmutation [good]; Level cleric 8, paladin 4, sorcerer/wizard 8
DESCRIPTION
This spell functions like lesser angelic aspect, except you gain low-light vision; darkvision 60 feet; DR 10/evil; immunity to acid, cold, and petrification; resistance to electricity and fire 10; a +4 racial bonus on saves against poison; and protective aura and truespeech as supernatural abilities for the duration of the spell. Also, your wings give you a fly speed of 60 feet with good maneuverability.
Protective aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to anyone within 20 feet. Otherwise, it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet.
Truespeech allows you to speak with any creature that has a language, as though using the tongues spell.[/b]
Probably wont help against Mr Burny Lava Man, but if the Vrock is summoned, hey there my good evil demon buddy guy.

| Nym Omriwin | 
 
	
 
                
                
              
            
            
Worth noting, in case some of us do not have deflection bonuses on them already, Karnog has Greater Angelic Aspect going.
So are you flying?

| Desmond Aeros | 
 
	
 
                
                
              
            
            Apologies for the delay due to me, I had a long weekend due to the holiday and didn't have much chance to check the boards.
Is the vrock flying out of reach of melee?
Desmond moves quickly to the east, attacking one of the last cultists that remains standing.
Attack (blessing of fervor, inspiring word): 1d20 + 21 + 2 + 2 ⇒ (1) + 21 + 2 + 2 = 26
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (3) + 8 + (5) + (2, 2, 4, 1, 4, 5, 4, 2) = 40
Reflex: 1d20 + 18 ⇒ (12) + 18 = 30
Enemy struck gets a -2 to hit and AC, which is -6 against Desmond, and he takes 2 strength damage. If that attack lands, Desmond's AC will be 40 for this round. Additional bonuses against evil due to Karnog's protective aura.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Desmond yes it is unless you are using a reach weapon. Karnog will be able to hit him and Grung will when his turn begins and he is enlarged that is assuming the Vrock stays at this height and doesn't fly away.
Desmond's attack hits (there is line through the damage) but assuming it is 40, you drop the cultist.

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            Nat 1 on the attack, oh great and generous GM

| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 5: Fodder
The cultist that Desmond tried steps back 5 feet and casts a spell on rogue trying to instill a sense of doom.
DC 16 Will save to negate or you are shaken for 3 minutes.
the two cultist to the east each channel negative energy hitting Duncan, Grung, Karnog.
DC Will save is 20 since its within a desecrated temple.
damage from neg energy: 3d6 ⇒ (6, 1, 3) = 10
 
	
 
     
     
    