Kast Phaer |
1d20 + 4 ⇒ (3) + 4 = 7 Will save
Appario falls. The hyena eating his unmentionables.
1d20 + 2 ⇒ (9) + 2 = 11 Con check to stabilize
AC = 19
HP = -9/18
Spells cast = 3/4
Effects = Mage Armor, not sure about Prot from Evil
Weapon = Cold Iron
Dorin Zstel |
Round 06, init=After Kast and before Danaris, map is undersandpoint round
HP=12/12 points, AC=13 (touch 13, flat-footed 10), no armor, wearing both gauntlets, speed=30 ft.
Fort=+1, Ref=+3, Will=+4
Spells: inf/1 for 0th/1st; Acid Splash is 1/1; Heavenly Fire is 6/6
Active: Dancing Lights (5/10 rounds)
Lit torch at Dorins' feet to give light in the corner of the room.
Bless from Danaris (+1 to Attack and against fear-causing effects)(5/10 rounds)
(No check needed because Dorin was a good boy and stayed 30 feet away from the quasit.)
Dorin was about to start casting a spell when a rat the size of a dog appeared to his left. What in the dream is that thing? the youth thought. (Knowledge: Arcana check on dire fiendish template - will cold iron affect it? 1d20 + 5 ⇒ (1) + 5 = 6)
I think I'm about to regret not having Mage Armor. Dorin thought as he immediately swung his cold iron spiked gauntlet at the rodent, keeping the crossbow in his other hand. "Come, witch-thing! he cried out. "You call this sport? You change the players with every breath!" He glanced at the now-visible quasit, and mentally moved the Dancing Lights to swirl around it.
Cold Iron Spiked Gauntlet Attack: 1d20 + 2 ⇒ (4) + 2 = 6 (Stupid dicebot! Even with Bless!)
Damage: 1d4 ⇒ 3
Get rid of this stupid rat and get that quasit with a cold iron bolt!
We've got to put pressure on the quasit, Dorin can do this with the crossbow, but not with this rat in the way!
'Gar' Duncrick |
Will Save -> 1d20 + 1 ⇒ (8) + 1 = 9
Was brought down to 1, healed to 3, channeled down to -4, and healed to -2, and stabilized by Danaris.
robin |
You are at 0 Malcolm not + 1 if I count right so you are staggered
H1 disappear (end of the summon)
The dire rat attacks Dorin 1d20 + 1 ⇒ (20) + 1 = 211d4 + 1 ⇒ (3) + 1 = 4
Possible crit 1d20 + 1 ⇒ (8) + 1 = 91d4 + 1 ⇒ (4) + 1 = 5
You need to make a fortitude save , Dorin
H2 attacks (1d2 ⇒ 2) Zees ( not a smite since it already used it)
1d20 + 3 ⇒ (13) + 3 = 161d6 + 3 ⇒ (4) + 3 = 7
The quasit only moves this round to AN24 becoming once more invisible doing so
Sport ? You think this is a game, boy? This is life. those who don't accept their condition are just killed a little sooner
Round 7
Gar (out)
Kast (out)
Dorin
Danaris
Malcom (staggered)
C1 (out)
C2 (out)
Zees
Quasit Invisible again
R1 (intact)
H2 (3hp taken )
Dorin Zstel |
(So it's up to Dorin, Danaris, and Zees to save the others? Let's see, Dorin can heal a person once per day with Heavenly Fire, Danaris is our cleric, don't forget Protection from Evil doesn't allow summoned creatures to get close to you, and Zees is....Zees. What can Zees do? It might be Ray of Frost time. Run in there and....hey, did that quasit just move? Quick, Zees, block the door!)
Fortitude save from the fiendish dire rat (oh no, it's not diseased) 1d20 + 1 ⇒ (9) + 1 = 10 (Just great.)
Zees |
Round 7
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3
Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream, bonded object, color spray.
Hand of the apprentice used: 3
Zees takes a 5' step back from the Hyena to AP26 and tries to send his mighty club through the quasit's space.
1d100 ⇒ 2 Look out Dorin!
Dorin Zstel |
(I think Dorin's up, if Gar and Kast are out.)
Round 07, init=After Kast and before Danaris, map is undersandpoint round
HP=3/12 points, AC=13 (touch 13, flat-footed 10), no armor, wearing both gauntlets, speed=30 ft.
Fort=+1, Ref=+3, Will=+4
Spells: inf/1 for 0th/1st; Acid Splash is 1/1; Heavenly Fire is 6/6
Active: Dancing Lights (6/10 rounds)
Lit torch at Dorins' feet to give light in the corner of the room.
Bless from Danaris (+1 to Attack and against fear-causing effects)(6/10 rounds)
Dorin saw the summoned rat lunge at him but was unable to prevent it from ripping across his chest and side. Dorin cried out in pain, feeling the blood well up from the wound an instant later. He saw the quasit move towards the double doors as his friends fell to another evil wave, leaving only Zees and Danaris up, but Malcolm was trying to stay on his feet, hunched over in pain. The hyena on Kast, once the fighter fell, ran towards the young wizard. The Dancing Lights stayed where they were before the quasit moved.
Dorin heard the quasit address him. "Of course life is a game. It depends on how you play it. People learn late to play to win. You like to stack the deck." the black-haired Varisian told the imp. He looked at the rat as he took a sidestep towards the door. (5-foot step to AL25.) I can't take another bite like that. he thought. Dorin dropped the crossbow and brought his gauntlet-covered forearms up. (Switching to Total Defense, +4 to AC this round.) Just back away and wait out the summoning. It can't last long. Dorin told himself. His blood seeped through the rip in his shirt.
(P.S. You wanna add an attack roll with Bless on that, Zees? :) )
(P.P.S. The Web tried to eat my post! Save early and save often!)
Malcolm Cavendish |
Round 7: HP: 0/27, Staggered, Blessed
Malcolm will drag himself to AO31 and grab his Bastard Sword, in hopes that someone will heal him so he can get back in the fight. He will also dtect evil at will to pinpoint the invisible Quasit.
There's the Quasit. He is on the left, five feet in front of the main exit to the chamber.
robin |
Oh hell , I totally forgot this effect of Pro from Evil !
Let me think about it , I'm totally on auto drive there.
Ok We'll do a retcon . that's fairer to you . That does not change everything for Gar and Malcolm but Zees , Dorin and Kast are healthier then . You can take back your HP and Kast has an AoO vs the quasit as it moves invisible
Kast Phaer |
For the sake of my sanity, I'll assume the PfE caster used a Rod of Extend. Kast is up and not worried about the hyenas (summoned creatures can't attack a PfE'd creature...none of us). Kast doesn't get to AoO vs an invisible foe.
Kast's turn:
Move to AN31.
Cast Cure Light Wounds on Malcolm: 1d8 + 1 ⇒ (4) + 1 = 5 healing.
"Let's go buddy, ignore the hyenas."
Malc, it's a move action to pick up a weapon after you've gone unconscious.
AC = 19 (+2 PfE?)
HP = 11/18
Spells cast = 4/4
Effects = Mage Armor, not sure about Prot from Evil
Weapon = Cold Iron
Dorin Zstel |
(The room dims, a metallic sphere makes multicolored lights dance across the stone, music starts playing with Barry White crooning the lyrics, John Travolta in a white leisure suit struts across the floor, and we've gone RETRO!)
(Sorry, couldn't resist. :) It was either John Travolta or Austin Powers.)
Round 07 RETRO, init=After Kast and before Danaris, map is undersandpoint round
HP=12/12 points, AC=15 (ProtEvil, touch 13, flat-footed 12), no armor, carrying crossbow, wearing both gauntlets, speed=30 ft.
Fort=+1, Ref=+3, Will=+4
Spells: inf/1 for 0th/1st; Acid Splash is 1/1; Heavenly Fire is 6/6
Active: Protection From Evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)(X minutes)
Dancing Lights (6/10 rounds)
Lit torch at Dorins' feet to give light in the corner of the room.
Bless from Danaris (+1 to Attack and against fear-causing effects)(6/10 rounds)
Dorin saw the summoned rat lunge at him but the creature literally bounced off a shimmering white wall that instantaneously appeared and disappeared in front of the youth. The fiendish dire rat fell back, snarling. Dorin smiled. (Knowledge: Arcana check on Protection From Evil 1d20 + 5 ⇒ (10) + 5 = 15) "Zees, Kast!" he called out. "The summoned creatures can't touch us if you don't attack them!" The black-haired youth turned to the quasit, calling out "See? Sometimes the game helps you play, even when someone tries to stack the deck against you." He looked at the rat as he took a sidestep towards the door. (5-foot step to AL25.)
The Varisian reloaded and cocked his light crossbow with another cold iron bolt, then confidently pivoted on his heel and aimed at the hyena on Kast. "And throw in a wild card whenever possible. You're invisible, but that's not." he told the now-invisible imp as he pressed the trigger.
Ranged Attack on H2: 1d20 + 4 - 4 + 1 ⇒ (20) + 4 - 4 + 1 = 21 (With firing into melee penalty and Bless, possible crit!)
Critical confirm: (1d20 + 4 - 4 + 1 ⇒ (15) + 4 - 4 + 1 = 16)
Crossbow Damage: 1d8 ⇒ 4 + (1d8 + 1d8 ⇒ (5) + (5) = 10)
"Guys! Attack the quasit with the oil and the net!" Dorin rang out.
Reload the crossbow, then pull out the oil and light up the square that the quasit is in.
Dorin Zstel |
(I don't wish to attack the quasit this round! It's invisible! I don't have Detect Evil at will, I have Detect Magic as a spell! You'll have to wait one turn for Dorin to cast it, or run up and grapple the quasit yourself, Malcolm. I'm getting confused by the retro already.)
robin |
Pro from evil duration : 1 minute by level cast by Father Zantus. One minute to reach the prison . One minute fighting and delivering your friends there, 3 rounds one minute hurrying to the temple + 7 rounds. Yep it's still active ( not for long )
Kast comes and heal Malcolm .
Dorin attacks the hyena just after telling eveyone not to
Danaris heals Gar
Zees miss the quasit
1d20 + 4 ⇒ (16) + 4 = 201d20 + 4 ⇒ (18) + 4 = 22
H2 disappear , the dire rat tries again to hit Dorin but the PFE is still there.
The quasit moves to AM17 still invisible but you can all make a perception roll
Round 8
Gar (prone)
Kast
Dorin
Danaris
Malcom
C1 (out)
C2 (out)
Zees
Quasit Invisible again
R1 (intact)
'Gar' Duncrick |
Gar opens his eyes and sees Danaris over him. "Better you than back in that cage. Thanks."
He grabs his sword and stands (2 move actions)
Zees |
Round 8
Not believing he has any chance of locating or hitting the quasit, Zees will go over to C1 and begin to club it.
1d20 + 1 - 1 ⇒ (1) + 1 - 1 = 1
1d6 - 1 ⇒ (1) - 1 = 0
Zees would sit down and cry, but realizes his chances of effectively using the club would be even worse. He starts to look around for a new mighty club.
'Gar' Duncrick |
Now there is a self fulfilling prophesy.
And not that I want this puke of a quasit to escape, but we do have Amieko (if she is still alive). Maybe ensure the sinspawn won't get back up (ever), grab equipment and bodies, and come back later...again. If Amieko is dead...well, I am not sure how crazy Gar will be."
Kast Phaer |
Round 8
Kast will move to AP30 and strike C1.
1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24 to hit;
1d8 + 4 ⇒ (5) + 4 = 9 damage.
"Let's get our gear and get ready to get Ameiko out of here. Malc, do me the favor of taking that one's head off." Kast wavers his sword at C2.
"These guys don't die easily."
Dorin Zstel |
Round 08, init=After Kast and before Danaris, map is undersandpoint round
HP=12/12 points, AC=13 (touch 13, flat-footed 10), no armor, wearing both gauntlets, speed=30 ft.
Fort=+1, Ref=+3, Will=+4
Spells: inf/1 for 0th/1st; Acid Splash is 1/1; Heavenly Fire is 6/6
Active: Protection From Evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)(X minutes)
Dancing Lights (7/10 rounds)
Lit torch at Dorins' feet to give light in the corner of the room.
Bless from Danaris (+1 to Attack and against fear-causing effects)(7/10 rounds)
Dorin heard Malcolm shouting where the quasit was at near the door. The open door. No net, and if I shoot I'll probably miss. Dorin thought. The quasit was in all likelihood already through, invisible. Dorin picked up the torch and ran through the open doorway, trying to sense where the imp was flying to.
Perception: 1d20 + 1 ⇒ (6) + 1 = 7 (Picking up the torch for a light source and then moving 30 feet to AN20.)
"Come, witch-thing!" Dorin called out. "Must you leave so soon? We haven't talked to each other at all! Where did you come from? Why are these tunnels here? What are Ameiko and her half-brother to you?" His eyes looked left and right, trying to make out the quasit. Dorin wondered if he could cast Detect Magic in time. He would have to drop either the torch or the crossbow for the arcane movements. (Probably can't do a move-equivalent, then a move, then a full-round spell all in the same round.)
Cast Detect Magic, then surprise the quasit and use Magic Missile instead of the crossbow.
Kast Phaer |
Kast smiles as he sees Danaris performing a nice stab on the abomination.
"Well done, Danaris." Kast will look around at the party, still mostly alive.
"Malc, Gar, let's get your stuff and take a look around. Dorin, do you want to close that door? Might give us a chance to get re-armored."
Looking at Ameiko, Kast will address Malc. "Did you want to carry Ameiko out of here? I can take point, but would prefer to have my hands free. Or Gar? Do you feel up for carrying her?"
Kast would like good descriptions of the basins, skulls, and runes. Kast would like to know how he could best consecrate this area or, at least, make it less unholy to the quasit.
1d20 + 7 ⇒ (13) + 7 = 20 Know (Religion)
1d20 + 7 ⇒ (20) + 7 = 27 Know (Dungeoneering)
You see a Big room . For once the roof is 45 feet high . There are stone doors on either side . The walls are covered in strange spiky runes . In the center if the room is a large pool of water , a ring of polished skulls arranged in a circle around it . At the far end of the room a pair of stone stairs leads up to a pulpit leads up to a pulpit on which sits a second pool of bubbling reddish liquid like translucent lava . Just before it is Ameiko ! she is like a bondage doll (ropes , gagged so as to be in an obscene position: she can be considered in an helpless situation ) and some marks on her indicated she has been tortured and is near coma . Near her is a sinspawn wielding the ranseur you first found in the statue .
Also the corpse of a nearly naked Tsuto is indicated by the 'c' and a pile of equipment is in 'e' .
robin |
Kast :
The best way to reconscrate a temple is potent magic like Hallow . Failing this many pints of holy water would serve . Looking more closely at the room , you grow convinced that this room is not in fact a temple but that the shrine is the room with the statue . The runes are thassilonian in origin and seem to be related to anger and wrath .
You close the door which allows you to reequip yourselves
The pile of equipment has the stuff of Malcolm and Gar but also the following things :
* Torn feminine clothes you recognize as those of Ameiko
* A composite longbow
* Masterwork thieves' tools
* Masterwork flute
* A Pair of silver earrings
* A journal
* 15 pouches
And you have finally the time to check Ameiko who is dead .
You are out of initiative but you are not out of the place yet
Dorin Zstel |
map is undersandpoint round
HP=12/12 points, AC=13 (touch 13, flat-footed 10), no armor, wearing both gauntlets, speed=30 ft.
Fort=+1, Ref=+3, Will=+4
Spells: inf/1 for 0th/1st; Acid Splash is 1/1; Heavenly Fire is 6/6
Active: Protection From Evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)(X minutes)
Lit torch at Dorins' feet to give light in the corner of the room.
Dorin came back into the room, closing the doors. "This time, we chased her away." he gloated. The boy cast another Dancing Lights into the room. Then he saw Kast and Malcolm looking soberly at Ameiko, who was still unclothed on the altar. Dorin dropped the torch and the crossbow, running to them, and put out his right hand, palm up, at the young woman.
"Heavenly Fire!" he called out, and a golden beam shone forth, tiny red flames hitting Ameiko's body. Nothing happened. The brunette still lay still on the stone. Dorin's smile faltered, and he said, with more determination, "Heavenly Fire!" There was no response. Dorin's voice cracked as he cried out "Heavenly Fire!" a third time, his eyes wide, as he put his hand right above her stomach. "Work, you!" he told himself. "Heal! Heavenly Fire! Wake up, Ameiko! Wake...wake up! Danaris and Kast were healing, they were healing during the battle..." The boy started sobbing, and he shook his head, gripping Ameiko's arm, looking at where the sinspawn had cut her.
Heal check: 1d20 + 5 ⇒ (14) + 5 = 19
Zees |
Zees jumps between Dorin and Ameiko to be the recipient of one of the heavenly fires. I don't think Zees has had one today.
After clubbing one creature repeatedly, Zees will look around the room. When he notices the journal, he'll examine it and read it if possible. Maybe there will be some clues to this madness here. None of this makes any sense yet.
Kast Phaer |
Kast will help Malc into his armor then take a look through the 15 pouches.
"Zees, any magics in here that we've missed?"
When Kast has finished looking through the pouches, he will begin to gather up any loose belongings.
"We should probably drag Tsuto's body out of here...lest we come back to sanctify this place and find him arisen to fight us."
robin |
6 of the pouchs contains gold dust (50 gp each) , 8 silver dust (5 gp each ) and the last one 10 pp
1d20 + 10 ⇒ (13) + 10 = 23
Now that there is no fight , you can look better at the pool and you are soon able to see that the walls have for effect to gather rage and wrath . In effect when a wrathful creature dies within one mile , his death powers the pool . The pool can then be used to create a sinspawn. Touching the "water" in the pool can be dangerous as it will hurt you and also enrage you beyond reason .
Malcolm Cavendish |
After Kst's assistance with his armor, Malcolm nods in thanks, then solemnly approaches the body of Ameiko. He prays aloud.
Abadar, speed Ameiko to the perfection of the afterlife where no harm can again despoil her.
'Gar' Duncrick |
Gar gathers his equipment and pulls on his clothes and chain shirt.
Turning to the others, "We shouldn't linger here." He straps his adze to his back and gingerly picks up Ameiko. Where he thought he should be mad at Tsuto and what he had done and unleashed on the town, he is only immensely sad for Ameiko's loss.
Dorin Zstel |
Dorin, overcome by the loss of the only person who took him in at Sandpoint, lifts his head, his eyes brimming with tears. He sees the sinspawn, the one Kast has successfully dismembered as well as the relatively whole one to his right. With a snarl of rage, Dorin drew his dagger and plunged it into the neck of the creature. While Malcolm dressed and Kast and Zees looked around the room, the black-haired Dorin first cut off the head of the demon-spawned creature, then went about disemboweling it, muttering under his breath all the while. (Skipping the coup de grace rolls, suffice to say with the time the others have given, Dorin has more than enough moments to do the dirty work on C2.)
Stopping, Dorin breathed heavily, looking down at his dagger. "With this," he told the others, "I'm going to gut that witch-thing and give it to Daviren Hosk at Goblin Squash Stables to pickle for me." His clothes, already splattered with the blood of the first sinspawns, was now also soaked to the elbows in the creatures' blood. Dorin absently cleaned his dagger before re-sheathing it.
Taking a look around, Dorin took some of Ameiko's torn clothing and solemnly covered her before Gar lifted the body. Looking around with new eyes, Dorin stared at the pool at the far side where the sinspawn had come from. "Malcolm," Dorin asked, "didn't the sinspawn come from that pool? It might be a summoning pool. Wouldn't it be a good idea to destroy it? Keep other demon-creatures from being summoned? What do you think, Zees?" (Knowledge: Arcana 1d20 + 5 ⇒ (7) + 5 = 12)