
brvheart |

The devourer is named for its ability to consume an enemy's life essence. The devourer reaches out and touches its victim, that is slain instantly if their body fails to resist the devourer's horrific magic. The slain creature's essence is trapped within the figure in the devourer's ribs which takes on the features of the victim. Only the most powerful magics can free the victim, though destroying the devourer has the same effect. Luckily, a devourer can only hold a single essence at a time.
A devourer's touch drains the life energy of its victim, inflicting a negative level with ever touch. It can even do this through the use of its spectral hand spell-like ability. Devourers are also resilient to magical attacks.

Leialoha |

"That is a very deadly creature. A devourer. The figure you see within it used to be alive. If we destroy the creature it should free the victim. The devourer's touch will drain your life force. If it hadn't already trapped a victim, it could slay you and do the same." Leialoha tries to cast haste on everyone, but a frustrated grunt let's you know he hasn't been successful.
Failure chance: 1d100 ⇒ 63
Nonlethal Damage: 3d6 ⇒ (2, 4, 2) = 8
Concentration check (DC 17): 1d20 + 14 ⇒ (2) + 14 = 16

Silas Frey |

Fort save: 1d20 + 4 ⇒ (9) + 4 = 13
Silas draws out his rapier and embues it with energy waiting for the creature to move forward so he can get flanking on it.
And just a point having reviewed the logs on Roll20 - I can only see that on my computers. My tablet is not supported.

brvheart |

@Beth The entire chamber you are in is one huge bell! You also currently have a 20% spell failure for any spell with a verbal component for being deaf.

Oro-Tu |

Fort save: 1d20 + 13 ⇒ (17) + 13 = 30+5 vs spells and supernatural
Did you say fort vs bells too? If so:
fort: 1d20 + 13 ⇒ (12) + 13 = 25

brvheart |

The devourer takes an AOO against Ivar for going through a threat zone.
claw: 1d20 + 18 ⇒ (20) + 18 = 38 damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus energy drain.
confirm crit: 1d20 + 18 ⇒ (5) + 18 = 23 extra damage: 1d8 + 9 ⇒ (3) + 9 = 12

brvheart |

Ivar you went into the water so you need to make a swim check, you also Aurora. This matters Ivar on whether the AOO confirmed or not. If you make the check, it is does not confirm.
You can then make your attack and then Beth and Oro-Tu are up.

brvheart |

I am looking at Roll20 Oro-Tu and I see him moved 10' toward the creature. If that is wrong then the AOO goes against Aurora.

Oro-Tu |

Oh I was just going by the actions, just curious. I am in melee 10' range though right, do I need a swim also? I tried looking on my phone but the initiative and images of people totally blocks the map and can't seem to get rid of them.

brvheart |

I would say the water is fresh, but the 17 will make the swim check. You, Beth and Oro-Tu are up. You have taken your move, just need to take your attack Ivar. You also gained a negative level with the AOO. It would have been two had the crit confirmed.

Ivar "Goldilocks" Theodinson |
we need to kill this thing quick Ivar snarls as he the creature strikes him, feeling it drain his very soul, He raises Rhea and strikes at the undead beast's head and shoulders.
full attack, poser attack, freebooters call, - 1 level +2 to attack
attack: 1d20 + 17 + 2 - 2 - 1 ⇒ (2) + 17 + 2 - 2 - 1 = 18 for damage: 1d10 + 8 + 4 + 1d6 ⇒ (4) + 8 + 4 + (2) = 18 1d6 cold
attack: 1d20 + 12 + 2 - 2 - 1 ⇒ (11) + 12 + 2 - 2 - 1 = 22 for damage: 1d10 + 8 + 4 + 1d6 ⇒ (1) + 8 + 4 + (6) = 19 1d6 cold

Beth Macara |

Beth moves down the stairs by captain Mercy.
Despite the noise, she summons Quell's positive energy to heal her companions:
Uses channel energy for healing: every one is healed 4d6 ⇒ (1, 6, 6, 3) = 16 HP

Oro-Tu |

I think Ivar has death ward from Aurora for that negative level. That's what she posted anyway
Oro-Tu swings away at the disgusting creature.
Attack: 1d20 + 18 ⇒ (5) + 18 = 23 PA, stalwart, reckless, morale bonus
damage: 1d10 + 16 + 9 ⇒ (5) + 16 + 9 = 30
attack 2: 1d20 + 13 ⇒ (16) + 13 = 29
damage: 1d10 + 16 + 9 ⇒ (9) + 16 + 9 = 34

brvheart |

She was never able to cast it. She posted too many actions that round. She readied the action, but then did other actions instead. Oro-Tu hit on the second attack, but the devourer attacks back
claw: 1d20 + 18 ⇒ (16) + 18 = 34 damage: 1d8 + 9 ⇒ (8) + 9 = 17 plus energy drain
claw: 1d20 + 18 ⇒ (6) + 18 = 24 damage: 1d8 + 9 ⇒ (7) + 9 = 16 plus energy drain
With DR of 5 that is 23 points of damage and 2 negative levels.

Capt Mercy |

Capt Mercy fires her cb three times taking the extra attack from Aurora:
hvy cb: 1d20 + 14 ⇒ (11) + 14 = 25 damage: 1d10 + 2 + 2 ⇒ (1) + 2 + 2 = 5
hvy cb: 1d20 + 14 ⇒ (4) + 14 = 18 damage: 1d10 + 2 + 2 ⇒ (8) + 2 + 2 = 12
hvy cb: 1d20 + 9 ⇒ (18) + 9 = 27 damage: 1d10 + 2 + 2 ⇒ (9) + 2 + 2 = 13
The devourer falls with the last bolt hit. XP=1600 each.

Beth Macara |

Isn't there a Fort save for the level drain. They usually come with one? Not that it helps while gaining one but it helps removing them.
When you are level drained, you lose 5 HP and 1 to all you rolls per level drained. After 24h, you roll fort with the said DC. If you succeed, you restore your level. If not, it becomes permanent and you need a high level cleric spell to get rid of it.

brvheart |

The fort save does not come until after 24 hours. If it succeeds the negative level goes away. If not it is permanent. Only a restoration will help with either and Aurora has cast hers already today.
Energy Drain

brvheart |

The waters below are 20 feet deep; the stairs descend to the chamber floor. Ten feet of chamber is above the water level, and the hollow interior of the spire rises a further 20 feet. There are three shelves around the walls, each 8 feet apart vertically. In all, there are 128 mummified figures. Two large stone shark faces (Areas C10 and C11) stand at floor level below the water. A stone lever rests at the foot
of the stair; if pulled, this lever causes the bells within the chamber to strike for a full minute, deafening anyone within the chamber for five minutes unless they make a DC 20 Fortitude save. The bells hang from thick iron chains and are struck by hefty stone and iron strikers

brvheart |

You detect lots of magic, but only after 3 rounds do you figure out that it is only coming from your party.

Silas Frey |

Silas sheathes his rapier and goes to look at the lever to see if he can disable it to stop the bloody racket.
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Problem with a break is the volcano.
From Roll20 are those two passageways leading off?

brvheart |

As long as you don't pull the lever again, the bells won't restart. Which one are you looking at? The one on the right or the left? They appear to be exactly the same.
A grotesque shark statue here forms a five foot wide circular opening. The shark’s mouth is brimming with teeth, and the circular corridor beyond forms a ten-foot long throat infested with spikes of stone that slopes sharply upward through the murky water. The corridor ends at a stone door.

Oro-Tu |

Oro-Tu follows a bit behind Silas.
perception: 1d20 + 12 ⇒ (20) + 12 = 32
Uraisa not sure how long before this place blows, may not be safe to rest here.

brvheart |

You notice that the door is a trick door that is only opened by centrally pivoting it. However, the weight of detritus and water beyond is such that a DC 20 Strength check is required to move it far enough to allow a Medium character to pass through.

Oro-Tu |

Assuming Silas gives the go ahead and no traps are detected, Oro-Tu will try to open the door.
Strength: 1d20 + 5 ⇒ (3) + 5 = 8
Oro-Tu grunts and motions for Ivar to help him.

Ivar "Goldilocks" Theodinson |
Ivar scoots up beside Oro-Tu, shouldering his shield and putting his axe away he pulls out the multi-tool, fashioning it like a crowbar and pries against the door. choking up on the tool he tries again and again and again, until it slides open
strength: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
strength: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
strength: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
strength: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

brvheart |

Ivar pushes through the doorway to a circular hallway. This narrow circular corridor is lined with mummified corpses leaning one against the other.

Beth Macara |

Having now recovered from the bell sound, Beth takes out a pair of wands from her bag.
"Before we go, is anyone still injured?"
I've got 8 charges from a CLW wand and a full CMW wand.
Here are the rolls, tell me if anyone needs more.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 ⇒ 1 ignore this one
CLW: 1d8 + 1 ⇒ (4) + 1 = 5