Vug Vang |
Vug drinks her mutagen before entering the cairn.
"By the way, Valgrim," she comments casually, "the black pudding goo didn't do the trick by itself, so I added some splatters of dwarf that were left over after you got ripped apart by that dragon. So now whenever I drink my mutagen, there's a little bit of you in every sip. Isn't it interesting having you inside me?"
Friar Feres |
Before entering the Cairn, Feres casts Life Bubble on his companions (effects listed below) as well as Communal Air Walk.
Before meeting with the spider, Feres imbues Bubba with a touch of the Dawnflower's glory to grant him a +12 bonus to one Charisma based check, and further boosts Bubba's Diplomacy check with a DC 10 Aid Another (auto-success due to Feres' +14 Diplomacy modifier) for a total Diplomacy check of 50 for Bubba.
Buffs in Effect:
Barkskin (Feres; from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Air Walk, Communal (entire party): Can tread on air as if walking on solid ground; duration 24 minutes each.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are potected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Spells Cast: Life Bubble; Freedom of Movement (Valgrim); Communal Air Walk; Bull's Strength (Valgrim, when he requests it).
Feres' AC: 27, touch 10, flat-footed 27
Black Tom |
It's not clear whether it is Bubba's brilliant oratory or the fact that you are obviously well-armed and powerful, but the spider backs down and lets you pass.
You have no trouble getting back to the tomb, and stand again in front of the pillars, but this time you're still Air Walking.
Valgrim Twin-Axe |
If we have Airwalk on, Valgrim leads the party across avoiding touching the columns and keeping an eye out for any surprises, walking along the "I" row.
Perception: 1d20 + 26 ⇒ (14) + 26 = 40...add +2 if it involves stonework, +6 undead, +2 evil outsiders/giants.
Valgrim Twin-Axe |
Valgrim warns the party of the elementals' approach and then casts Lead Blades on his frost greataxe and moves 10' down.
Black Tom |
The elementals surge upwards, one of them stopping to engage Valgrim while the other flies on to pummel Bubba for 14 points of damage. Valgrim is buffeted by the winds but unharmed.
One elemental uses its 15 feet reach to hit Valgrim, but the other stops 5 feet under him to get at Bubba, which is probably very unwise. :) I hope we can take it from there. The map would have to be 3D anyway.
You are all up. Except Bubba and Valgrim, you're out of their reach.
Vug Vang |
Vug throws two blinding bombs at Elemental #1 and one blinding bomb at Elemental #2.
with Rapid Shot against #1:
1d20 + 11 ⇒ (12) + 11 = 236d6 + 6 ⇒ (4, 1, 2, 5, 3, 2) + 6 = 23, Fort DC 22 or be blinded
1d20 + 6 ⇒ (15) + 6 = 216d6 + 6 ⇒ (5, 4, 6, 5, 3, 6) + 6 = 35, Fort DC 22 or be blinded
with Rapid Shot against #2:
1d20 + 11 ⇒ (12) + 11 = 236d6 + 6 ⇒ (1, 6, 6, 1, 6, 2) + 6 = 28, Fort DC 22 or be blinded
Valgrim Twin-Axe |
Bubba's Turn:
Bubba Inspires Courage as a move action, granting all allies +3 hit and +3 weapon damage. He then casts Haste defensively on the party, so as not to provoke AoO: Concentration check vs. DC 21: 1d20 + 18 ⇒ (4) + 18 = 22..success! He has boosted his AC to 18.
Valgrim Twin-Axe |
Valgrim's Turn:
Valgrim rages and grips his greataxe and proceeds to full attack the elemental within reach, who is 5' below him:
Hasted Attack: 1d20 + 25 ⇒ (16) + 25 = 41
Damage: 3d6 + 28 + 1d6 ⇒ (2, 3, 5) + 28 + (5) = 43
Normal Attack #1: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 3d6 + 28 + 1d6 ⇒ (4, 2, 6) + 28 + (5) = 45
Normal Attack #2: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 3d6 + 28 + 1d6 ⇒ (2, 4, 6) + 28 + (5) = 45
Normal Attack #3: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 3d6 + 28 + 1d6 ⇒ (5, 4, 1) + 28 + (2) = 40
If air elementals are evil outsiders, add +2 hit and damage.
Elementals immune to criticals.
Buffs:
Bull's Strength (from Friar) (12 minutes) (applied after we deal with spider)
Freedom of movement (from Friar) (2 hours) (upon entry)
Barkskin (from Vug) (2 hours) (upon entry)
Resist: Energy (Fire) (from self) (100 minutes) (upon entry)
Airwalk
Haste (10 rounds)
Inspire Courage
Lead Blades (10 minutes)
AC: 30
HP: 118 (+24 with rage)
Rage rounds used today: 1
Vulcan Stormwrath |
Targeting Thunderbolt to go straight down through both Elementals
Vulcan's eyes flash as the air crackles with power, the electric hum building to a devastating boom as a bolt of lightning slams down, a shockwave following in its wake.
11d6 ⇒ (3, 1, 1, 1, 4, 5, 2, 4, 2, 2, 4) = 29 1/2 electricity/ 1/2 sonic DC 23 Reflex for 1/2
Black Tom |
The upper elemental is totally disbanded by your attacks, while the other elemental forms itself into a whirlwind and picks up Valgrim and Vulcan.
Reflex 27 or take 17 points of damage, then another Reflex save to see if you are caught in the vortex.
And then you are all up again.
Valgrim Twin-Axe |
Valgrim's Reflex saves:
1d20 + 14 ⇒ (3) + 14 = 17...failure, takes 17 damage
1d20 + 14 ⇒ (18) + 14 = 32...success!
Bubba's Turn:
He casts Slow at the elemental (DC 19 Will save to resist)
Valgrim's Turn:
He full attacks the elemental again:
Hasted attack: 1d20 + 25 ⇒ (6) + 25 = 31
Damage: 3d6 + 28 + 1d6 ⇒ (1, 1, 5) + 28 + (4) = 39
Attack #1: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 3d6 + 28 + 1d6 ⇒ (2, 1, 4) + 28 + (6) = 41
Attack #2: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 3d6 + 28 + 1d6 ⇒ (5, 2, 1) + 28 + (2) = 38
Attack #3: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 3d6 + 28 + 1d6 ⇒ (5, 3, 1) + 28 + (6) = 43
Buffs:
Bull's Strength (from Friar) (12 minutes) (applied after we deal with spider)
Freedom of movement (from Friar) (2 hours) (upon entry)
Barkskin (from Vug) (2 hours) (upon entry)
Resist: Energy (Fire) (from self) (100 minutes) (upon entry)
Airwalk
Haste (9 rounds)
Inspire Courage
Lead Blades (10 minutes)
AC: 30
HP: 101 (+24 with rage)
Rage rounds used today: 2
Black Tom |
How are we treating the fact that Vulcan treats all wind effects as 2 steps lower?
Let's say that the whirlwind equals a hurricane. That would mean that Vulcan takes no damage and won't be bodily picked up. Just a -4 to your Fly check if you want to hover.
Valgrim Twin-Axe |
Valgrim attacks the elemental again:
Hasted attack: 1d20 + 25 ⇒ (17) + 25 = 42
Damage: 3d6 + 28 + 1d6 ⇒ (2, 6, 5) + 28 + (2) = 43
Attack #1: 1d20 + 21 ⇒ (3) + 21 = 24
Damage: 3d6 + 28 + 1d6 ⇒ (1, 4, 5) + 28 + (4) = 42
Attack #2: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 3d6 + 28 + 1d6 ⇒ (2, 2, 4) + 28 + (6) = 42
Attack #3: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 3d6 + 28 + 1d6 ⇒ (5, 2, 5) + 28 + (3) = 43
Buffs:
Bull's Strength (from Friar) (12 minutes) (applied after we deal with spider)
Freedom of movement (from Friar) (2 hours) (upon entry)
Barkskin (from Vug) (2 hours) (upon entry)
Resist: Energy (Fire) (from self) (100 minutes) (upon entry)
Airwalk
Haste (8 rounds)
Inspire Courage
Lead Blades (10 minutes)
AC: 30
HP: 118 (+24 with rage)
Rage rounds used today: 3
Valgrim Twin-Axe |
Valgrim rests for 6 rounds due to fatigue and then not wanting to waste the buffs, continues leading the party across with Airwalk.
Perception: 1d20 + 26 ⇒ (11) + 26 = 37...add +2 if it involves stonework, +6 undead, +2 evil outsiders/giants.
Valgrim Twin-Axe |
Valgrim asks Vulcan for the Seal and cautions the party that the walls and ceiling are trapped. He then puts the Seal in the indentation and waits to see what horrors befall the party, I mean what happens next.
Black Tom |
As Valgrim puts the Seal into the indentation the pillar slowly starts to rise, and the ceiling trap seems to be temporarily switched off, allowing you to rise harmlessly through the illusory ceiling.
Assuming you hop on the pillar (or Airwalk or fly next to it) you emerge in a previously hidden room above. This chamber is modestly sized but has a very high ceiling: nearly sixty feet high. The room is lit by elongated metal lanterns that glow with the colors of the rainbow. A white marble sarcophagus floats in the air at the far end of the room, ten feet off the floor. The sarcophagus bottom is carved with an image of a sleeping Wind Duke, two swords resting on his chest and a winged helmet at his feet.
The walls are carved to depict a funeral procession that winds up in a spiral, showing Wind Dukes, djinni, air elementals, and other elemental servants of Law in mourning as they attend the body of a fallen general.
After the first spiral, the upper sections show the general’s ascension into a primal vortex of wind and thunder. Many-eyed abominations, frog-like humanoids, and tentacled demons are trampled beneath his feet as he rises into a golden doorway at the end of the fresco.
As to horrors... there is a hideous monster waiting for you. This translucent, faintly phosphorescent humanoid appears to be some fusion of a gaunt, eyeless giant, eel, and a monstrous jellyfish. With exaggeratedly long limbs and nearly a dozen ghostly tentacles that extend from its back, shoulders, and upper arms, the creature grasps about at everything near it, tentacles twitching like the sensory organs of a deep-sea predator.
Roll for initiative. Map coming.
Valgrim Twin-Axe |
Horrors is definitely what that looks like!
Valgrim initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Bubba: 1d20 + 1 ⇒ (1) + 1 = 2
Bubba knowledge planes check: 1d20 + 12 ⇒ (9) + 12 = 21
Valgrim buffs:
Bull's Strength (from Friar) (12 minutes) (applied after we deal with spider)
Freedom of movement (from Friar) (2 hours) (upon entry)
Barkskin (from Vug) (2 hours) (upon entry)
Resist: Energy (Fire) (from self) (100 minutes) (upon entry)
Airwalk
Lead Blades (10 minutes)
AC: 31
HP: 118
Valgrim Twin-Axe |
I didn't know he had it. Thanks, Vug, but it won't stack with Bubba's inspire, which will be the bard's first action, so it's okay that he has not drunk it.
EDIT: Oops, it does stack. Competence and morale. Oh well.
Friar Feres |
YIKES!
Initiative: 1d20 ⇒ 5
Buffs in Effect:
Barkskin (Feres; from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Air Walk, Communal (entire party): Can tread on air as if walking on solid ground; duration 24 minutes each.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are potected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Feres' AC: 27, touch 10, flat-footed 27
Black Tom |
The monster goes on 11, and while it is indubitably a fiend of some sort, Bubba has never seen anything like it.
Valgrim is first (and Vulcan if he can beat 11), then the monster. Map is up.
Valgrim Twin-Axe |
Valgrim assumes that Vug shares with the party the displacement aura effect given her K Arcane Check is +21.
Round 1: Valgrim's Turn
Valgrim casts Hunter's Eye (2nd level ranger spell from APG) on the fiend, hoping to negate his displacement aura and track him wherever he goes should he turn invisible or try to flee.
Caster level check vs. SR: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Valgrim then whispers to Vug, "Try to nauseate or blind the fiend, if you can! The fog won't affect me, I'll still be able to see him. He looks scary to engage in melee with those tendrils, without learning more about him. Let him come to us." Valgrim rages and stands his ground, greataxe in hand, and protects Friar so see what the fiend does.
Valgrim buffs:
Bull's Strength (from Friar) (12 minutes) (applied after we deal with spider)
Freedom of movement (from Friar) (2 hours) (upon entry)
Barkskin (from Vug) (2 hours) (upon entry)
Resist: Energy (Fire) (from self) (100 minutes) (upon entry)
Airwalk
Lead Blades (10 minutes)
Hunter's Eye (10 minutes)
AC: 29
HP: 118 (+24)
Rage round used today: 4/7
Black Tom |
The fiend makes a complex gesture combined with a guttural noise and a rip opens in the fabric of space. Through it steps another, equally disgusting monster. A deadly and vicious bouquet of insectile claws sprouts from this horrid, three-legged, multi-eyed beast, and its clapping jaws and claws make a very unnerving sound.
So unnerving in fact that you need to make a Will 20 save or be Feebleminded.
You are all up.
Vug Vang |
Know (arcana): 1d20 + 21 ⇒ (14) + 21 = 35
"Uh yeah -- there's some displacement thing going on," Vug reports.
Will save: 1d20 + 6 ⇒ (4) + 6 = 10, +2 vs. enchantments
Vug starts slobbering and grunting and she throws a sword at the monster.
1d20 + 15 ⇒ (20) + 15 = 351d8 + 3 ⇒ (5) + 3 = 8
Confirm? 1d20 + 15 ⇒ (17) + 15 = 321d8 + 3 ⇒ (4) + 3 = 7
Valgrim Twin-Axe |
Bubba saving throw: 1d20 + 8 - 2 + 2 + 2 ⇒ (15) + 8 - 2 + 2 + 2 = 25...add +4 if sonic effect
Valgrim save: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30...add +4 if spell or spell-like ability
Bubba's Round 1
Assuming this is a sonic effect, which it appears to be according to the description...
Bubba looks at the party and sees Vug's eyes go vacant, he yells at the 3-legged beast, "Not on my watch!" He then looks to Vug and anyone else who failed the save and starts orating in a commanding voice, "Forget the clicking sound, listen to my voice. I am your friend and ally, my will is your will." As a move action, he uses countersong bardic performance and all party members who failed initial save now auto-make save since Bubba's oratory is +23 without rolling and you use his Performance check as your save. As a standard action, he casts Haste on the party.
Valgrim's Round 2 action:
The dwarf takes a 5' step to J31, grips his greataxe and attacks the 3-legged beast without mercy, spitting at the creature!
Valgrim is attacking with favored enemy (evil outsider), Bull's strength, Rage, Power attack, Haste, and Lead Blades):
Hasted attack: 1d20 + 24 ⇒ (17) + 24 = 41
Damage: 3d6 + 27 ⇒ (2, 3, 5) + 27 = 37
Frost: 1d6 ⇒ 3
Primary attack: 1d20 + 20 ⇒ (20) + 20 = 40
Damage: 3d6 + 27 ⇒ (2, 3, 5) + 27 = 37
Frost: 1d6 ⇒ 6
Critical confirmation: 1d20 + 20 ⇒ (8) + 20 = 28
Additional damage: 6d6 + 54 ⇒ (6, 3, 1, 4, 5, 4) + 54 = 77
Total damage if confirmed: 114
Secondary attack: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 3d6 + 27 ⇒ (1, 4, 5) + 27 = 37
Frost: 1d6 ⇒ 1
Tertiary attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 3d6 + 27 ⇒ (2, 4, 6) + 27 = 39
Frost: 1d6 ⇒ 6
Valgrim buffs:
Bull's Strength (from Friar) (12 minutes) (applied after we deal with spider)
Freedom of movement (from Friar) (2 hours) (upon entry)
Barkskin (from Vug) (2 hours) (upon entry)
Resist: Energy (Fire) (from self) (100 minutes) (upon entry)
Airwalk
Lead Blades (10 minutes)
Hunter's Eye (10 minutes)
Haste (10 rounds)
AC: 30 with Haste
HP: 118 (+24)
Rage round used today: 5/7
Vulcan Stormwrath |
Init1d20 + 2 ⇒ (16) + 2 = 18
As the fiend appears Vulcan unleashes a thunderous roar the sonic shockwave slamming into the beast. Cast Shout
5d6 ⇒ (6, 2, 3, 4, 4) = 19 Deaf for 2 rounds
As the other creature appears he feels his mind assaulted with unrelenting force.
Will1d20 + 9 ⇒ (3) + 9 = 12
Friar Feres |
Round One:
DC 20 Will save: 1d20 + 16 ⇒ (15) + 16 = 31
Ignoring the mind-numbing sounds of the fiendish creature, Feres calls upon the power of the Dawnflower to summon divine aid.
Full round action to cast Summon Monster V.
Buffs in Effect:
Barkskin (Feres; from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Air Walk, Communal (entire party): Can tread on air as if walking on solid ground; duration 24 minutes each.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are potected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Feres' AC: 27, touch 10, flat-footed 27
Black Tom |
Vulcan's spell fails to penetrate the monster's resistance to magic, but Valgrim almost takes the head of the newcomer monster. Only its alien anatomy allows it to remain standing, but then Vug's sword comes whirling, causing it to disintegrate into a puff of acrid smoke.
Bubba's soothing voice restores your sanity and Feres starts to cast a spell.
The monster gives out a guttural sound, that may or may not signify annoyance, as its minion is obliterated, and proceeds to conjure a ray of absolute blackness that strikes Valgrim and saps his very life essence. Bestowing four negative levels.
Then you are all up again.