Vertielle Siepar |
Oh for the love of...
Vertielle steps forwards, taking the mace in her own thin hand. With the faintly glowing mace in hand, she cracks the skeletal figure in the jaw.
Attack: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Heavy: 1d8 ⇒ 4
I rolled for this before with an 18 to hit for 3 damage, lol.
Wood the Wizard |
As soon as Wood realizes Gkirkan is snapped out of it, he sends the dog to knock down the apparition as soon as it solidifies.
If she can knock down Gkirkan, she can knock down this thing.
"Gkirkan, get back in there. The ladies are holding their own for now. When they are not running off."
Also, I think dogs have a special knack for sensing the noncorporeal.
Vertielle Siepar |
Vertielle steps away from the apparition, smiling slightly, and hands Gkirkhan the mace.
But it's oh such fun to hit things, she retorts, returning her own blade to her right hand as her eyes flare the deep green indicative of her spellcasting.
I begin detect magic on my turn, as I'm sure it'll be in a wall or invisible in a moment.
Wood the Wizard |
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Cliff notes version = Gkirkan gets +2 saves and AC vs evil. We will see if acid affects it when it appears.
The_Ninja_DM |
Note: it is always incorporeal, it simply dropped the invisibility to make the fear attack. As long as the dog has the scent ability, it can track the polergeist while it's invisible allowing the rest of you to attack vs full conceament (50% miss chance). Knowing the square allows for area effect and magic missile attacks.
Vertielle Siepar |
Welcome back, she says sardonically, a touch of both contempt and amusement in her voice as she tosses the ninja a glowing arrow.
+1 oughtta do it, yeah? +1 Improvised dagger, unless you've got something magic.
Que Xuang |
Que catches the arrow nodding with a grim expression towards Vertielle and storms tries to stab the apparation with the arrow.
"I was just checking for enemies in our back"
attack(assuming Weapon finesse Counts): 1d20 ⇒ 20
confirmation: 1d20 + 1 ⇒ (5) + 1 = 6
damage: 1d4 + 1 ⇒ (2) + 1 = 3 forgot a +1 from the enchantment, so 4 damage
Wood the Wizard |
Wood is curious to see if the acid will affect the ghost. He carefully waits for the ghost to appear and shoots erratically.
Will/touch/dam 1d20 + 4 ⇒ (19) + 4 = 231d20 + 3 ⇒ (6) + 3 = 91d6 ⇒ 6
The dog lunges to try and knock down the ghost, but guesses the wrong location and disappears back to where it came from.
CMD/conceal1d20 + 5 ⇒ (11) + 5 = 161d100 ⇒ 65
Vertielle Siepar |
Vertielle catalogs and packs the healing agents, distributing the potions equally to all but Eva.
You've such magic without aid, she explains.
She keeps a healers kit, providing Que with the other tentatively.
I've a feeling you can put this to use, whether for curatives, or other... Unguents.
The rest of the supplies she keeps in her belt pouch, stating simply, I'll distribute these as needed.
The_Ninja_DM |
After searching the whole room, you determine that the door to the south is the only other exit to this room. Opening it leads to a long, dark, windowless corridor.
Lith from torches will reveal multiple doors on either side of the 10' wide corridor, which seems to end in a set of double doors.
Facing south there are two doors on the wall to your right and three on the wall to your left.
Gkirkhan |
"I just hope there's nothing there that's like that damn ghost we just fought."
Gkirkhan shoulders the mace and keeps his hands wrapped tight around it. From his gait and his darkening cheeks, it's obvious that he is really embarrassed about running away.
The_Ninja_DM |
The weasel scampers down the hallway about 30' to a point in the hallway where it opens into another corridor. There are two doors here, one on either side of the hallway.
As you face south down the corridor, the door to the left (opening into S8) has fallen from its hinges, while the one on the right (opening into S7) is warped and jammed shut. The mold on these walls is less, but the ever-present soot remains, leaving the stench of smoke even after all this time.
Vertielle Siepar |
The field guide warns pathfinders of open doors. All manner of fell beasts like the damp, and doors removed from function denote their presence. We proceed with caution.
The werelight hops over the remains of the door, sitting on its back legs to sniff at the air, despite its inability to interact with the material realm. Vertielle draws her sword, advancing cautiously behind Gkirkhan.
Perception, taking 10: 10 + 7 = 17
The_Ninja_DM |
The rectanular room beyond does seem to have once been a chaple, but now thick sheets of what appear to be cobwebs drape everything within in gossamer threads.
As the weasel-light enters the room and sniffs, a big spider drops onto it from above. Those of you entering the room see further movement within the room.
Initiatives and actions, please.
Giant_Crab_Spiders: 1d20 + 4 ⇒ (11) + 4 = 15
Gkirkhan |
Gkirkhan gives a wild grin as he sees the spider.
He drops the mace as he charges the large spider. In his hands, almost as if summoned by some force of war, appears the battered and notched sword that was sheathed on his back.
Free: Drop mace.
Full: Charge while drawing sword, Power attacking the Spider.
Attack: 1d20 + 6 + 2 - 1 ⇒ (8) + 6 + 2 - 1 = 15
Damage: 2d6 + 9 ⇒ (3, 2) + 9 = 14
oh and Inish: 1d20 + 5 ⇒ (16) + 5 = 21
EIDT: Use AC above.
Vertielle Siepar |
Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
The weasel looks confounded for a moment, as it stands half inside the spider that attacked it, before exploding into four balls of torchlight that rise to hover at waist level.
Vertielle does her best to recall the markings and relative size of the spiders from her study of "Talligus' Bestiary".
KnNature/KnDungeoneering: 1d20 + 8 ⇒ (20) + 8 = 281d20 + 4 ⇒ (5) + 4 = 9
Their shells are soft where they're discolored, and the mandibles are fast, sharp, and long; but inflexible!
Activate Naturalist, + 1 AC, attack, save, against Spiders.
AC : 15/12/14.
Hp=22/22
Svs=0/4/4
Vertielle rummages in her belt pouch, retrieving the antitoxin.
Que Xuang |
initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Que storms forward towards the spider, drawing her Wakizashi in one fluid motion, trying to stab the spider
attack (charge): 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d6 + 1 ⇒ (5) + 1 = 6
AC: 15/Touch: 13/ flat-fotted: 12.
Hp: 23/23
Saves: 0/6/1
next round Que will try to maneuver around the spider to get in position for back stabbing