
DM. |

Let's say it's 8:00 am, since in the night the creatures superiors senses could be a disadvantage for you.
Sylenia:We can't advance further, but I'll wait here in case you need something.
To concrete things, the elves would appreciate if you do one the following
(a) Kill the strongest aberration in here. A multi-tentacled beast whose main body looks like black gelatine.
(b) Find the Nyth-Enalean Kiira. The Kiira is like a Ioun stone that storage the story and secrets of the elven cities. It's believed to be somewhere in the tower.
Any of those is enough.

Desmond Alfonio |

Man I dunno. What about just bypassing good-aligned damage reduction, without the extra 2d6 damage?

Desmond Alfonio |

This is more fitting for Paladin Desmond.

Vendrick El'druin |

2nd Level Spells
Knock
Sorching Ray
Frigid Touch
3rd level spells
Force Punch
Firestream
Vampiric Touch
Protection From Energy
Vendrick pulls a scarf to wear around his face.
"Let's get this over with quickly, I don't want to end up like them."

Desmond Alfonio |

Desmond swings his semi-holy sword a few times. He seems pleased.
"In the name of the drunken hero, Cayden Cailean, let's smite some ass!"

DM. |

It's a disgusting experience to move through that miasma filled place, but you endure.
You get half-a mile from the tower and you can see a tentacled massive (huge) misshapen creature climbing from one of the sides of the tower. Above the creature's maw there is a tooth-encrusted maw and a glaring red eye. At the top of the creature is a glistening black horn. the creature enters the tower as a octopus enter in a bottle.

Vendrick El'druin |

The Planes: 1d20 + 14 ⇒ (14) + 14 = 28
Vendrick observes the massive creature from afar.
"That is going to be terrifying in an enclosed space."
"It's reminiscent of a creature I read about in my master's library. The horn appears to be the source of it's power. It will regenerate from wounds unless we knock it unconscious and shatter or remove it." Vendrick then goes on to inform you both of exotic trivia about the creature.

Sven Bludensvin |

"See if you can get its attention. Maybe we can draw it out into the open to fight."
BTW, went with Frigid Touch as my Spell Storing stored spell.

Vendrick El'druin |

"Maybe I can burn it out? Though we're a bit too far away for that. I have a few fireballs and flaming spheres."

Sven Bludensvin |

"Maybe. Guess we need to move a bit closer."
Sven does so until they are in Fireball range.

Desmond Alfonio |

Desmond moves forward alongside Sven.
"I'll try taunting it into coming towards us. HEY UGLY! YOUR MOTHER IS A JELLYFISH!"

DM. |

Fireball range is like 600 feet, tell me if you want to be that far away or to be closer.
In any case, if you wait for it the creature leave the tower to move around it randomly. It seems to enter it and leave it in a chaotic way.
You have the surprise round action (+ any other pre-combat buff) if you do something far away from the creature. If you want to get close then we roll stealth vs perception to see if you can go near it unnoticed.

Desmond Alfonio |

I'm back, baby!
Take 10 on bluff, 22.

Vendrick El'druin |

Stealth: 1d20 + 11 ⇒ (12) + 11 = 23
Vendrick hurls a bead of fire at the creature after channeling arcane power for a moment.
DC 19 Reflex
Fire Damage: 6d6 ⇒ (3, 1, 2, 5, 5, 6) = 22

DM. |

Innitiatives
1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 0 ⇒ (1) + 0 = 1
Ref: 1d20 + 7 ⇒ (18) + 7 = 25
The tentacled creature's eyes turn from Desmond to Vendrick just in time to detect the spellcasting. It moves his body to reduce the damage (17 damage recieved taking into account fire susceptibility).
It's Desmond and Sven turn, I'm not sure you can do anything at 600 ft away.
In his turn, the creature will completely enter the tower and waits you there, unless you stop it somehow. You tell me.

Sven Bludensvin |

Sven shrugs.
"Not much I can do from here. It was worth a shot, but if that thing regenerates like you said we should get a move on before that Fireball's burns get healed up."

Vendrick El'druin |

"Wounds scorched by fire it cannot heal so if it is in perfect health when we arrive, be wary of other dangers."
Vendrick rubs his hands together and breathes out a puff of warm air in the cold.

DM. |

It doesn't regenerate fire, indeed. it is one of his weakness. I'll will repeat the info you have about it
- Poison and disease related attack
- Powers related to insanities
- Resistance to mind affecting, acid, poison and cold.
- Superiors senses make them quite good fighting in darkness and clouds.
Weakness
- Light and Fire attacks (and the poison the creature tends to use is inflammable)
- Law and Good aligned weapons and attacks
Ok, so creature enters the tower using a hole at the top of the tower, just like an octopus entering a bottle. You lose sight of it. I guess you move cautiously up to the tower.
The five storey tower is worn out by time. The walls have some holes here and there, the biggest one being the one from where the creature entered it. The vines that cover the tower outside don't look normal, instead of green they are an awful purple. Surely poisonous, but harmless unless you go and eat them. Each storey is about 15 ft from floor to roof.
The entrance door is long gone. You take a peek of the inside of the first floor and sees everything in decay. It smells acidistic, like vomit. All that was made of stone of metal rotted into a disgusting mess long ago, making it hard to tell what the floor was used floor.
There is a stairway to the second floor and there is a hole in the roof, not that big for the creature to enter. Looking through the hole you can see the sky above, meaning that the other floors/roof are probably more damaged than this one. By the sound of the creature movement, it has to be in the third or fouth floor.

Sven Bludensvin |

"I'll lead the way. I should be able to see if the ground is stable before we move on from anywhere."
Sven uses magic to heighten his senses to razor sharpness, and begins looking for a safe path up. As he ascends, he hardens his skin and lightens his footsteps for the dangerous path ahead.
Unless something interrupts, going to cast Acute Senses, Feather Step, and Barkskin. Bloodhound was already cast, according to my sheet, so I do have Scent.

Vendrick El'druin |

Extended Shield
Vendrick takes a sample of the vines and tucks it away in a vial. He flicks a simple cantrip and scans the room with Detect Magic as the party goes.
"Lead on Sir Sven, Sir Desmond."

DM. |

I guess Sven and vendrick casted the spells just before entering the tower, he had the time anyways
@ Sven ascends the stairs enough to poke his head and take a look of the second storey. It's a look like the first one, the floor is covered by a rotting undefinable "something" .
The urgent thing is that trhough the hole in the roof of the second floor you can see the moving black mass of the monster, it's only eye turns toward you.
You used your move action to ascend the stairs, you still have your standard before it is my turn
The angle of the hole of the second roof makes impossible to see or target the creature from the first floor.
The hole in the first roof is 5x5, ft, the one in the second roof is 10x5, with some others 5x5 holes around.
@ VEndrick
First turn of using detect magic reveals that the tower itself (in the inside) is covered by a magical effect, of a kind unknown to you.
You still have your move action in case you want it.
Desmond turn.

Desmond Alfonio |

Desmond follows Sven up the stairs, then points his finger at the creature and fires a Scorching Ray.
Pew pew!: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 4d6 ⇒ (4, 2, 5, 3) = 14

DM. |

Those are 21 points of fire damage.
ref DC 13: 1d20 + 7 ⇒ (13) + 7 = 20
The creature receives the hit with a high pitch shriek of pain. his body almost catches on fire, but the movement of the swirling mass of tentacles extinguishes the fire.
Sven has a standard action and Vendrick a move action left.

DM. |

30 ft puts Sven in the third floor. The creature's body is 20 ft apart from the stairs, but there is a 10ft hole in front the creature that would not let you approach further that way (but you could attack from the other side of the hole if you have reach). The other option is to encircle the holes in the floor (30 ft of movement) but that enters in the AoO territory.
===============================================
The creature eyes focus on Desmond. All its hatred and evil is transmited trhough that stare
Desmond will DC 22: 1d20 + 6 ⇒ (2) + 6 = 8
Sven and Vendrick see that Desmond's face convulses as the Swordman drop his katana and his eyes seems to be straying.
===================================
@Meanwhile, in Desmond's mind[
In a very real dream, Desmond is killing everyone that he knows. He cuts the young Kiddu's head, eviscerates little lilly, Cuts Liro the barwoman in Half and etc. And Desmond is enjoying all that.
=====================================
In game terms, the creature must spend a move action every turn to maintain the effect. And as long as it does it and has a line of sight, Desmond is unable to act.

Vendrick El'druin |

Vendrick follows Sven.
50ft longstrider + travel domain

DM. |

30 ft puts Sven in the third floor. The creature's body is 20 ft apart from the stairs, but there is a 10ft hole in front the creature that would not let you approach further that way (but you could attack from the other side of the hole if you have 15 ft reach). The other option is to encircle the holes in the floor (30 ft of movement) but that enters in the AoO territory.
for clarity

Sven Bludensvin |

To be clear. Vendrick goes to the third floor?
Sven turn.
Sven rages, growing large, and swipes repeatedly at the strange creature.
Gore: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d8 + 11 ⇒ (2) + 11 = 13
Bite: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Claw: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Claw: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d8 + 11 ⇒ (2) + 11 = 13
Hoof: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Hoof: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Crit Confirm hoof?: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

DM. |

Ok. My fault. Let's say my first post stands true. Sven hits with gore, claw and hoof for 38 damage.
In his turn, The creature regenerates damage. It uses his move action to maintain Desmond in his trance (will DC 22 to avoid it). His standard action is Drag maneuver to make sven fall trhough the hole
Deag maneuver: 1d20 + 20 ⇒ (19) + 20 = 39 -
It provokes an attack of opportunity from Sven. If Sven hits it (AC 22) and do 18 points of damage, then sven avoids being dragged. If not, then he would land in..
1 first floor, 2,3, 4 is second floor: 1d4 ⇒ 3 - in the second floor (15 ft below the monster and 5 ft away in the horizontal plane) and would take
falling damage: 1d6 ⇒ 2 - of damage
===============
You guys turn

Desmond Alfonio |
2 people marked this as a favorite. |

Will: 1d20 + 6 ⇒ (4) + 6 = 10
After carving his way through every citizen of Aidwall, Desmond's bloodlust only grows. His rampage takes him all across Ambervale, butchering every weakling he has met on his journey. After all, why should he ever stop? He has always done what made him feel good, and killing feels really good. Besides, it's not like there is anyone who could stop him...
But just then, a familiar figure appear in front of him, his semi-boarlike features looking aghast and furious.
"DESMOND! What the hell's gotten into you?" Sven growls
"Ah, Sven, my dear friend." Desmond flashes a monstrous grin. "Why so grumpy? Y'know, that's the one thing I could never stand about you - you always take things WAY too seriously! You should learn to let loose once in a while. You should let go of EVERYTHING that's tying you down!"
"If letting go means...this...I'll pass. And I'll make sure you don't hurt anyone else!" Sven assumes his beastly form and charges straight at the genocidal swordsman.
"Hehehehe...Sven, you don't know how long I've wanted to do this!" Desmond raises his sword, parrying the raging boar's tusks. His grin widens - at long last, he would put down this self-righteous hog!
"No...this isn't...you...stop doing this..." Desmond mumbles, his gaze vacant and full of despair.

Sven Bludensvin |

AoO: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Rats.
Sven grunts as he's pulled over the edge, and the air *WHUFFS* out of him as he lands a few feet below.
Dusting himself off he snarls, quickly ascending the stairs again. He tries to hop across the large gap in the floor to reach the beast better..
Untrained Acrobatics, Speed adds +4: 1d20 + 5 ⇒ (11) + 5 = 16
And succeeds!
Not sure if that takes just my move, or both actions.

Vendrick El'druin |

Vendrick glances at Desmond still locked in a trance and holds out a hand with his palm facing upwards. A small spark ignites and he weaves his hand around it till it grows into a Flaming Sphere the size of a grown man before subsequently lobbing it up into the creature's room above.
"Snap out of it Sir Desmond!"
Dc 17 reflex negates. Flaming Sphere. Vendrick also commands the sphere to ignite as much flammable vines as possible before stopping in the creature's square.
Damage: 3d6 ⇒ (2, 5, 3) = 10

DM. |

AoO: 1d20 + 16 ⇒ (8) + 16 = 241d8 + 7 ⇒ (8) + 7 = 15 - Miss
Sven lands safely next to the aberration
Ref: 1d20 + 7 ⇒ (2) + 7 = 9
Another shriek can be heard when the sphere of fire touches the creatuer (15 damage). The monster is currently 2/3 down in hp.
The tentacled beast regenerates. No move action to maintain DEsmond out of the fight, the swordman is free to act (though remember that you dropped your katana).
The creatures needs to move away from the fire so Full attack vs Sven
Trip: 1d20 + 20 ⇒ (16) + 20 = 36 - it provokes (AC 22 and 15 damage to avoid getting prone)
tentacle: 1d20 + 16 ⇒ (6) + 16 = 221d8 + 7 ⇒ (7) + 7 = 14 -Hit?
tentacle: 1d20 + 16 ⇒ (2) + 16 = 181d8 + 7 ⇒ (3) + 7 = 10
tentacle: 1d20 + 16 ⇒ (12) + 16 = 281d8 + 7 ⇒ (2) + 7 = 9 -Hit
Bite: 1d20 + 16 ⇒ (4) + 16 = 201d8 + 7 ⇒ (2) + 7 = 9
Free Grab attemp: 1d20 + 24 ⇒ (5) + 24 = 29 - Grappled, I think that gives you one less claw attack.
If the trip is unsuccesfull, then one hit for 8 damage after Sven DR. If the trip attack landed, then two hit for 21 damage after DR.
You guys turn.

Vendrick El'druin |

The Flaming Sphere burninates more of the room and chases the creature.
Vendrick draws an elven rune in the air with his rod before canting.
"Hortale Lintiae!"
Flaming Sphere Damage: 3d6 ⇒ (6, 2, 3) = 11
Extended Haste, if I can get both Sven and Desmond great, if not, I aim just for Desmond and myself so that he can get to the fight and Sven can backoff if it's getting risky.

Desmond Alfonio |

Desmond looks around, clearly confused and distressed, and lets out a sigh. "A dream...just a dream..." Then he quickly reverts to his usual grinning self. "...and a pretty silly one, at that!"
He picks up his kinda-sorta-holy sword, then leaps over the gap in the floor...
Acrobatics (jump): 1d20 + 14 ⇒ (2) + 14 = 16
...and makes his way towards the beast, carefully avoiding its tentacles.
Acrobatics (avoid AoO): 1d20 + 14 ⇒ (9) + 14 = 23
If it attacks him, he will parry.
Parry: 1d20 + 14 ⇒ (13) + 14 = 27
Riposte: 1d20 + 14 ⇒ (6) + 14 = 20
Riposte Damage: 1d8 + 13 ⇒ (5) + 13 = 18, Good-aligned