Cynehelm of Orlov |
Cynehelm's two waking archon allies fire their bolts of light.
Ranged Touch: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 4
Ranged Touch: 1d20 + 3 ⇒ (17) + 3 = 201d6 ⇒ 3
Ranged Touch: 1d20 + 3 ⇒ (8) + 3 = 111d6 ⇒ 5
Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 221d6 ⇒ 2
If Touch AC<8, then 14 damage
If 7< Touch AC <12, then 10 damage
If 11< Touch AC <21, then 6 damage
If 20< Touch AC <22, then 4 damage
Cynehelm conserves his spells.
Orgar |
Round 3 … edited
Orgar just realized I never moved the token on the map.It should have been 5ft further back thus the reason for a climb and acrobatics check to get to them with melee weapons. Sorry for any confusion.
Keeping those previous two saving throws, if I may
Seeing his opponent climb away, Orgar shouts at him:
« Pysy silti, sinä rasvainen pikku paska! »
He then climbs up after his opponent and balances himself before trying to strike:
climb, dc 15: 1d20 + 5 ⇒ (17) + 5 = 22
acrobatics, dc 15: 1d20 + 5 ⇒ (19) + 5 = 24
He then casts the same spell again …
« შოკისმომგვრელი » . . "shocking grasp", in draconic
… and then slashes at his cowardly climbing foe:
issar (+1 scimitar): 1d20 + 14 ⇒ (19) + 14 = 33
issar (to confirm): 1d20 + 14 ⇒ (2) + 14 = 16
damage: 1d6 + 7 + 1d6 + 5d6 ⇒ (1) + 7 + (4) + (4, 1, 1, 6, 1) = 25
(bab +14/+9, Extras: + 1d6 fire damage + 5d6 electricity damage)
extra damage: 1d6 + 7 + 1d6 + 5d6 ⇒ (1) + 7 + (6) + (6, 5, 3, 2, 6) = 36
(+ 1d6 fire damage + 5d6 electricity damage)
@ DM Variel: Using Spellstrike, again, to deliver a shocking grasp spell to the same enemy.
DM Variel |
Touch AC is 16 fyi and no SR.
Cynehelm' archons fire their rays at the evil nymph's debased offspring with 2 of them hitting the creature. This is followed up by a precise shot from Jetro. Duardlara joins in the action casting a cantrip that still burns its way into the creatures skin.
Venja pulls some fancy magic out as she teleports both Helgash and Greta (thought this would work for you since Orgar posted successes) on top of the racks to finish the fey creatures.
Orgar smiles grimly as the fey backpedals. Climbing up the racks and balancing delicately he slashes once again and hits finishing the job he started the round before.
Helgash and Greta bots
1d20 ⇒ 18
Helgash attacks the last standing fey bringing it down while Greta easily coup de grace the sleeping fey.
The fight was quick and brutal but for all of that the group seemed quite healthy. Orgar shook off the worst of the poisoned darts. Venja put 1 to sleep and got Helgash and Greta into position. Orgar's archons provided fire support to accompany JEtro's arrows and Duardlara was moving into a position to flank. I am going to have to up the CR at this rate.
Venja |
Venja sighs and smiles slightly, finally feeling useful for a change. She casts 'detect magic' and starts searching the fey bodies.
Helgash |
"Well done my friends" - Helgash looks around at his companions - "They died by the fate and path they chose to take" - the paladin's eyes still flared at the pain these curs had inflicted on the captive animals - "And we fought as a team - better than ever"
The golden hue made itself visible again, as without another word, an aura of healing washed over all, healing the injured ones further.
Another Channel: 2d6 ⇒ (2, 6) = 8
DM Variel |
Each of the forlarren have 4 doses of enhanced shadow essence poison remaining along with mundane gear of leather armor, blowgun and 4 blowdarts each. They also have alchemist kits and the room is enough to resupply all alchemy labs and spell component pouches. Venja is able to detect 3 magic potions of remove blindness/deafness (which they use sparingly when they visited their mother the debased nymph). Other than that nothing else of note.
Venja |
Venja takes the three potions.... and offers them to others with an explanation of what they are. "So who wants one of these? There are three to go around, and might be useful inthe future.. never know what we might run into."
Duardlara Frostborn |
"Distributing them to more mobile members of the party makes sense. Just so they can get them to the afflicted."
Venja |
"Smash the poison if you will, I've no great skill or affinity for the stuff myself, Just don't touch the 3 magic potions, as they could be quite useful."
Cynehelm of Orlov |
"The Abyss is a slippery slope, Orgar. It never looks deep or dangerous at the edges and therein lies its true seduction and danger. Beware if you start down that path. Sometimes the path does not permit a return journey."
FWIW, I don't think the use of poison is evil. It's just not very honorable in Cynehelm's view.
Orgar |
"Let's check that door yonder", says Orgar as he points to the door on the West wall.
"Looks like the only other way in and out."
"Just a quick look to see if it has any magic."
He casts a spell at the door: « აღმოაჩინე ჯადოსნური » . . "detect magic", in draconic
Looking for signs of traps, listening for noises, etc, etc
perception: 1d20 + 5 ⇒ (19) + 5 = 24
If the door actually radiates any magic, Orgar will concentrate to see what kind and how strong.
If he's satisfied is just a plain old door, he'll just go ahead and open it.
DM Variel |
The door is a normal doow that you have seen throughout the complex. It is not magical and in this case is unlocked.
Moving onward the group comes to a strange room. Part of it looks refined and the other like a natural cavern. The air is still and rancid in this cavern, permeated with the scent of rotting flesh. At first glance, the floor and walls appear curiously wrinkled, but closer inspection reveals they have been carpeted with some sort of dried flesh. In the center of the chamber, five wooden totem poles hold aloft a macabre canopy crafted from an untold number of poorly preserved skins
crudely stitched together. The poles supporting the canopy are carved with the leering faces of old women. Each of the carved faces is slightly different, though all are hideous and disfigured, with hooked noses, oversized warts, snaggletoothed maws, and other exaggerated features.
The air is still and rancid as it is suffused with an evil aura akin to unhallow.
You see a number of desiccated hoarpanthers strewn about the room. They number 8 in all.
As above plus you see a porcupine looking creature next to one of the hoarpanthers. It is licking rotting flesh from its quills much like how birds preen themselves. It does not seem to have noticed you yet while it is doing it ablations.
Duardlara Frostborn |
Knowledge (religion): 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 16 ⇒ (9) + 16 = 25
Duardlara holds up a hand to halt the party. She motions the back through the entry so she can share what she noticed, hopefully without sorting the residents.
Once back outside with a little distance, she offers, "I counted eight hoarpanthers spread among the room along with a large porcupine-like creature that seemed to be cleaning dead flesh from its quills. Also, the air fairly crawls with evil - I believe there is an unhallow spell in effect, a sign of an adversary that can wield unholy power."
Knowledge re: hoarpanthers: 1d20 ⇒ 2 Ugh. What sort of knowledge would apply so I can include my bonus?
Knowledge re: the porcupine creature: 1d20 ⇒ 13 Same question
DM Variel |
This is an advanced pukwudgie. The vile pukwudgie is a small, hunchbacked humanoid covered with long, sharp quills. These quills, like those of a porcupine, help protect the small creature but are also dangerous offensive weapons, for the quills hold a deadly poison that animates those it slays as zombies. This necromantic nature, along with their penchant for torment and sadistic ways, makes pukwudgies evil to the core. A pukwudgie stands 3-1/2 feet tall and weighs a little more than 30 pounds.
Pukwudgies are frequently found in the company of undead. This retinue usually consists of zombies and skeletons created via their poisonous quills ability or their ability to animate dead bodies. They have a strong preference for animating the bodies of dead animals over other creatures, and often use undead animals as mounts.
A pukwudgie usually stays away from well-traveled areas and humanoid settlements, but may sometimes slip into small villages in the night to steal children. The little horrors enjoy the tender flesh of newborn babies immensely, and are often willing to go through great personal risk to secure infantile repasts when they are available. Their delight in arson only further makes them a bane of small villages.
Duardlara you try to recall just what those creatures might be but it is beyond you right now.
Venja |
know nature dc 24: 1d20 + 10 ⇒ (6) + 10 = 16
Venja nods at 'Lara's information... scowls as she tries to recall what she knows of pukwudgie's, but nothing comes to mind.
Orgar |
"I don't have much to fight incorporeal or undead creatures in particular."
"But I do have other tricks up my sleeve."
Has web spell, and one use of his 30 ft cone breath weapon (cold)
"Of course, Cynelhelm should have something to help us against some unholy powers."
"He's good at that, he is!"
Duardlara Frostborn |
Duardlara's frustration at her poor showing of memory is evident. "The spell probably strengthens the creatures or makes them more resilient. A benefit of fighting on their home battlefield, if you will. If we can draw them out of that room, that will probably be in our favor, especially with so many of them, it will behoove us to get them into a chokepoint, not let them surround us."
DM Variel |
Orgar 1d20 + 5 ⇒ (7) + 5 = 12
Cynehelm 1d20 + 1 ⇒ (18) + 1 = 19
Helgash 1d20 + 2 ⇒ (15) + 2 = 17
Jetro 1d20 + 6 ⇒ (1) + 6 = 7
Duardlara 1d20 + 8 ⇒ (9) + 8 = 17
Venja 1d20 + 5 ⇒ (14) + 5 = 19
porcupine thing 1d20 + 6 ⇒ (11) + 6 = 17
zombie 1d20 + 7 ⇒ (12) + 7 = 19
Overhearing you conversation the porcupine thing reacts with a sharp whistle alerting the hoarpanthers. The creatures lumber to their feet. The porcupine thingy then disappears without a trace!
Good Guys up
Cynehelm of Orlov |
"Saranrae's holy channel energy!" shouts Cynehelm as he unleashes an explosion of heat and light.
Cast empowered fireball centered on BE52. It should catch Blue, Pink, Red, Gray and normal.
Empowered fireball (Reflex save for half)(DC 18): 15d6 + 30 ⇒ (2, 4, 4, 6, 1, 6, 5, 1, 3, 1, 2, 3, 3, 6, 5) + 30 = 82
Orgar |
Round 1
"Well done, Cynelhelm!"
"I guess I should try my archery skills now."
"Even though I'm sure Jetro is better with a bow than I am."
Orgar stays where he is and shoots at one of the nasties (Green) with Olchur):
Olchur (+1 composite longbow): 1d20 + 12 ⇒ (20) + 12 = 32
to confirm: 1d20 + 12 ⇒ (2) + 12 = 14
damage: 1d8 + 2 ⇒ (1) + 2 = 3
extra damage: 2d8 + 4 ⇒ (6, 7) + 4 = 17 . . if the crit confirms
Olchur (+1 composite longbow): 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 2 ⇒ (7) + 2 = 9
(bab +12/+7)
Venja |
what are you shooting at? I don't see anything on the map except us.
Venja |
weird, that's the same map I got from Variel's link - there's nothing on it but us and a lot of fog of war on the outer edges... am I somehow missing a layer or something?
Duardlara Frostborn |
Duardlara studies the space where the porcupine had been, hoping for an indication of whether it was invisible (and where it might have moved) or whether some other magic was in play.
Perception: 1d20 + 16 ⇒ (4) + 16 = 20
Not with the dice hating on me like this.