Ansha Saeralyan |
"I think it may be against teleportation effects. Regardless, I put a spell over Garth that should keep him from further harm until we can disable this thing. I don't think I can do it with magic, but maybe smashing it to bits will work?"
Zeriax |
"I do not think arrows, even from Whisperwind, will be able to do any significant damage to such a monstrous contraption" - Zeriax ponders, looking around for a way to simply disable the devilish machinery.
My UMD will not be enough, even with a natural 20 so don't really know what to do here... Ansha has +12 but I guess the issue is the same.
Morgrym Ironfist |
Well, Morgrym can. But it depends on how long that spell will hold.
"I'm givin' it all I can! I just hope that spell of yours will last, lass! I'm hittin' it with all I got but the blasted thing barely notices!" the dwarf yells over the machinery, swinging away.
Not sure exactly when it's Morgrym's turn so will put in spoiler.
Titan's Rage/Negate power attack
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 26 ⇒ (5) + 26 = 31
Damage: 3d6 + 38 ⇒ (6, 5, 5) + 38 = 54
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 26 ⇒ (13) + 26 = 39
Damage: 3d6 + 38 ⇒ (3, 4, 6) + 38 = 51
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (6) + 21 = 27
Damage: 3d6 + 38 ⇒ (3, 2, 1) + 38 = 44
If all those hit then it's 149 damage total. DR is NOT included.
I got to keep this in rounds for Morgrym's sake. I got multiple round duration things going.
CMD: 44; AC: 33/24 touch/27 ff; HP's: 289/293; Speed 60'; Rage (8/42); DR 6-; Resist 5: Acid/Cold; Resist 3: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Power attack(2/10 rnds); Titan's rage(2/5 rnds) Mythic (5/13) used
Current Svs: Fort +24/Ref +8/Will +14
Ansha Saeralyan |
Duration is 12 minutes, assuming that it lasts full duration. Odds are in favor of it lasting at least half that imo.
"Hm, maybe I can help some," Ansha says, looking at the demonic engine with an idle gesture. A sickly green ray appears in the air, streaking toward the machine.
Subtle Magic Bluff: 1d20 + 30 ⇒ (10) + 30 = 40
Wild Arcana to cast Disintegrate, DC 26
24d6 ⇒ (5, 2, 3, 3, 3, 2, 4, 2, 3, 5, 4, 2, 2, 6, 5, 1, 6, 3, 2, 2, 1, 5, 4, 2) = 77
DM Variel |
fort save as magic item 1d20 + 10 ⇒ (19) + 10 = 29
Ansha casts disintegrate on the grinder only to find it is surprisingly resistant to her magical manipulations. However Morgrym seems to be doing well as he continues to wail upon the machine doing slow but sure damage. You realize that eventually Morgrym will be able to destroy the thing before the spell runs out.
Not going to compute the time exactly but lets say that total destruction in 2d4 + 2 ⇒ (1, 1) + 2 = 4 minutes
After 2 minutes of solid work though the machine starts to get a shake indicating that at least something is mechanically wrong with it.
Effectively has the broken condition giving it a -2 to its CMB and CMD
As soon as this happens though the doors to the west open up...
DM Variel |
A3. Guardroom
A stone balcony—five feet wide to the north and west and ten feet wide to the south—winds around the bulk of this room, providing a view of a workspace with several stone tables below. Each table contains several empty iron chests. A set of double doors leads southeast from the balcony, with a smaller door providing a balcony exit to the northwest.
On the ground level, three doors provide exits from the room—the doors to the west and south are set under short tunnels below the balcony. This room is where freshly made Nahyndrian elixirs are packaged and stored until they are ready for transport to the Ivory Sanctum. A dozen chests sit on the tables, each lined with lead and thickly padded inside with demon fur. Complex sifting machines sit on other tables,
devices used to extract the most potent powder created by the grinder. These are identical to the chests the PCs may have encountered
in the Ivory Sanctum, and are used to pack and transport
Nahyndrian elixirs, but all the chests are currently empty.
Nasira 1d20 + 5 ⇒ (14) + 5 = 19
Zeriax 1d20 + 13 ⇒ (10) + 13 = 23
Zeriax 1d20 + 13 ⇒ (15) + 13 = 28
Morgrym 1d20 + 2 ⇒ (6) + 2 = 8
Sir Garith 1d20 + 8 ⇒ (7) + 8 = 15
Ansha 1d20 + 17 ⇒ (8) + 17 = 25
incubi 1d20 + 2 ⇒ (19) + 2 = 21
Zeriax and Ansha are up. Map updated as well
Zeriax |
"Stand still and you will be spared - otherwise your lives are forfeit"
Readied action to flurry if they start to attack us or leave the room.
Variel, I don´t think you described what the creatures are doing when the door opens, or what they look like, etc.
DM Variel |
crap...too much going on with altering th map and trying to change colors.
Inside the room you see half a dozen or more incubi. They seemed to have been relaxing in the room waiting for the next delivery of nahyndrian crystal powder from the Grinder. When the machine starter to make strange sounds though they jumped up to investigate the disturbance. The look on their faces is one of hatred and fear...not fear of you but of their master should the machine be destroyed.
Sir Garith Mordrand |
sorry, haven't really been online recently...Thanks for the save tho. I can't really attack the machine from inside the sphere, can I...
Ansha Saeralyan |
Not seeing anything amiss, Ansha remains at the doors into the room with the demonic engine. Trusting the others' actions, though, she tenses in case something should change. Ready vs appearance.
Zeriax |
Ansha, you just heard Zeriax menacing 'something' inside the room, right?
Zeriax |
With Garith in such a precarious position, and Morgrym tied up with rescuing their friend, Zeriax understands there is no time for inaction.
As soon as their opponents sketch an aggressive move, he lets fly - "Very well"
Whisperwind 1: 1d20 + 22 ⇒ (16) + 22 = 38
Damage if it hits: 1d8 + 22 ⇒ (3) + 22 = 25
Whisperwind 2: 1d20 + 22 ⇒ (3) + 22 = 25
Damage if it hits: 1d8 + 22 ⇒ (6) + 22 = 28
Whisperwind 3: 1d20 + 22 ⇒ (10) + 22 = 32
Damage if it hits: 1d8 + 22 ⇒ (3) + 22 = 25
Whisperwind 4: 1d20 + 17 ⇒ (15) + 17 = 32
Damage if it hits: 1d8 + 22 ⇒ (1) + 22 = 23
DM Variel |
Zeriax flat out kills 1 of the incubi for daring to assault them even with his arrows not doing full damamge. For his efforts though the others the others target him with a plethora of spells designed to weaken his resolve, assault his senses and make him flee.
The front 3 cast crushing despair upon you. Need 2 will saves DC 19 each or -2 to attack rolls, saving throws, ability checks, skill checks, and weapon damage
the next 4 all try to suggest (will save DC 18) you head home and relax for the day. This is too much work and the others can handle this without you.
You are going to fail 1 of these I just know it Zeriax. Only a matter of time.
Nasira, Garith, Morgrym up
Nasira Yusra Abujamal |
Am I correct in believing that Nasira would recognize these creatures as evil outsiders? She will attempt to channel against them, regardless of what the knowledge check reveals.
Knowledge (planes): 1d20 + 8 ⇒ (12) + 8 = 20
"Begone, foul creatures! Get thee hence! Morgrym, when that thing is scrap, we have company!"
She moves forward and holds up her holy symbol and channels to harm the incubi. She will definitely affect the five on the floor and might affect the dark gray and orange ones along the north wall, I'm unsure.
Channel vs evil outsiders, Will DC 21 for half: 6d6 + 6 ⇒ (2, 3, 4, 6, 1, 5) + 6 = 27
Morgrym Ironfist |
Rolling his eyes at the news, "BLAST! Blast that's the last thing we need! Just hold 'em off for a moment!" The dwarf works as furiously as he can in an attempt to bring down the machine as quick as possible.
Keep attacking machine.
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (15) + 21 = 36
Damage: 2d6 + 29 ⇒ (1, 4) + 29 = 34
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 2d6 + 29 ⇒ (5, 1) + 29 = 35
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d6 + 29 ⇒ (5, 4) + 29 = 38
107 damage if they all hit. Not including DR.
Funny. NOW I roll good when I'm attacking a non-moving/inanimate object. I wonder if all the bad guys would just stand there and let me whale on them. That sure would make things a lot better for me. :P
CMD: 39; AC: 30/20 touch/25 ff; HP's: 217/221; Speed 60'; DR 6-; Resist 5: Acid/Cold; Resist 3: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Power attack(6/10 rnds); Mythic (5/13) used; 1
Current Svs: Fort +18/Ref +8/Will +11
Zeriax |
Of course I will eventually miss a save - that is why I was asking Ansha about taking some proactive action :P
Will: 1d20 + 18 ⇒ (1) + 18 = 19
Will: 1d20 + 18 ⇒ (5) + 18 = 23
Will: 1d20 + 18 ⇒ (7) + 18 = 25
Will: 1d20 + 18 ⇒ (13) + 18 = 31
Will: 1d20 + 18 ⇒ (18) + 18 = 36
Will: 1d20 + 18 ⇒ (16) + 18 = 34
Will: 1d20 + 18 ⇒ (11) + 18 = 29
Missed a save vs. Crushing Despair so -2 to attack rolls, saving throws, ability checks, skill checks, and weapon damage.
"Do you not understand my language?" - the monk repeats, fighting against the feeling of being overwhelmed, and launching a volley at the next assailant.
Whisperwind 1: 1d20 + 22 - 2 ⇒ (2) + 22 - 2 = 22
Damage if it hits: 1d8 + 22 - 2 ⇒ (1) + 22 - 2 = 21
Whisperwind 2: 1d20 + 22 - 2 ⇒ (10) + 22 - 2 = 30
Damage if it hits: 1d8 + 22 - 2 ⇒ (7) + 22 - 2 = 27
Whisperwind 3: 1d20 + 22 - 2 ⇒ (6) + 22 - 2 = 26
Damage if it hits: 1d8 + 22 - 2 ⇒ (7) + 22 - 2 = 27
Whisperwind 4: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Damage if it hits: 1d8 + 22 - 2 ⇒ (7) + 22 - 2 = 27
I just keep rolling amazingly...
Ansha Saeralyan |
Finally seeing a target, Ansha points in the direction of the two incubi in the doorway. As she does so, a loud *crack!* is heard, and a massive lightning bolt emanates from her fingertips to strike the nearest incubus, leaping from that incubus to the next, and then arcing off to strike every other incubus in the room beyond.
Subtle Magic Bluff: 1d20 + 30 ⇒ (1) + 30 = 31
Spell penetration: 1d20 + 18 ⇒ (14) + 18 = 32
Mythic chain lightning, DC26: 12d10 ⇒ (10, 1, 10, 5, 4, 1, 8, 9, 9, 4, 2, 3) = 66
DM Variel |
Not realizing what exactly she was facing Ansha casts a powerful electrical blast hoping to fry them all where they stood . However they all stood there letting the crackling power flow around them enjoying the tingling sensation.
Zeriax, even affected by the Cushing despair kills another of the incubus.
Morgrym wails on the machine to eventually free Garith.
Nasira channels to hit the front 5 incubi
5d20 ⇒ (13, 10, 16, 20, 2) = 61
2 of them resist her power but still take damage while the other 3 take full damage.
The 5 turn their attention to Nasira as she is targeted with 2 crushing dispair and 3 suggestions to go home. Dc 19 for first 2 and dc 18 for last 3
Nasira Yusra Abujamal |
Will DC 19 vs Crushing Despair: 1d20 + 15 ⇒ (12) + 15 = 27
Will DC 19 vs Crushing Despair: 1d20 + 15 ⇒ (16) + 15 = 31
Will DC 18 vs Suggestion: 1d20 + 15 ⇒ (13) + 15 = 28
Will DC 18 vs Suggestion: 1d20 + 15 ⇒ (14) + 15 = 29
Will DC 18 vs Suggestion: 1d20 + 15 ⇒ (8) + 15 = 23
Did my knowledge reveal anything?
Ansha Saeralyan |
Eyes narrowing in cold fury, Ansha finally moves into the room. With a better view into the next room and a better idea of what she is facing, she looks over to one of the incubi. "How do you know a halfling is being perverted? He tells you your hair smells nice," Ansha calls.
Augmented Mythic hideous laughter, DC 28--the nearest incubus is her primary target, and every other one gets to make a DC28 save or be sickened while within 30' of him.
Knowledge (planes): 1d20 + 25 ⇒ (15) + 25 = 40
Subtle Magic Bluff: 1d20 + 30 ⇒ (10) + 30 = 40
Spell penetration: 1d20 + 18 ⇒ (3) + 18 = 21
Augmented Mythic hideous laughter damage: 1d6 ⇒ 5
DM Variel |
Demon, Incubus
This darkly handsome humanoid's batlike wings, curving horns, and bestial legs betray his demonic origin.
INCUBUS CR 6
XP 2,400
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +21
You also get to know 4 other things. What would you like?
Will save 6d20 ⇒ (7, 8, 7, 8, 9, 12) = 51 all of them fail. Not nice! I know who is the next target in the next room.
Nasira Yusra Abujamal |
Ansha Saeralyan |
DM Variel |
DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
Fort +10, Ref +6, Will +8
Senses darkvision 60 ft.; Perception +21; telepathy 100ft
Melee mwk scimitar +14/+9 (1d6+7/18–20) or2 slams +13 (1d4+5)
Morgrym Ironfist |
Morgrym continues to whale away relentlessly at the machine with his mighty hammer, sweating profusely.
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 2d6 + 29 ⇒ (6, 1) + 29 = 36
(Haste)+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 2d6 + 29 ⇒ (4, 4) + 29 = 37
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 2d6 + 29 ⇒ (5, 5) + 29 = 39
112 damage. DR not included.
CMD: 39; AC: 30/20 touch/25 ff; HP's: 217/221; Speed 60'; DR 6-; Resist 3: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Power attack(7/10 rnds); Mythic (5/13) used; 2/10
Current Svs: Fort +18/Ref +8/Will +11
Zeriax |
Am I up?
Zeriax understands the time for words is at an end, and launches another volley.
Attacking Red, then Yellow - those two at the entrance.
Whisperwind 1: 1d20 + 22 - 2 ⇒ (18) + 22 - 2 = 38
Damage if it hits: 1d8 + 22 - 2 ⇒ (2) + 22 - 2 = 22
Whisperwind 2: 1d20 + 22 - 2 ⇒ (10) + 22 - 2 = 30
Damage if it hits: 1d8 + 22 - 2 ⇒ (4) + 22 - 2 = 24
Whisperwind 3: 1d20 + 22 - 2 ⇒ (7) + 22 - 2 = 27
Damage if it hits: 1d8 + 22 - 2 ⇒ (8) + 22 - 2 = 28
Whisperwind 4: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18
Damage if it hits: 1d8 + 22 - 2 ⇒ (4) + 22 - 2 = 24
DM Variel |
With Nasira's channel to harm the Incubi Zeriax is ablet o put down 2 more of the demons before him leaving the laughing one rolling onteh ground helpsless. The other Incubi try to move away from the sight and sound as they can no longer stomach the sight. 2 of them make it to the southern doors while the last makes it to the western door. They are unable to open it though at this time.
Morgrym lays into the machine again damaging it as it is clear that its on its last legs. (2 rounds I believe)
saves 4d20 ⇒ (8, 4, 8, 7) = 27 all fail again
good guys up
Morgrym Ironfist |
As his sweat pours freely down the dwarf's face, he ignores it as he continues his assault upon the machine.
+1 Cold Iron Earth breaker: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 2d6 + 29 ⇒ (5, 2) + 29 = 36
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (12) + 21 = 33
Damage: 2d6 + 29 ⇒ (6, 4) + 29 = 39
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d6 + 29 ⇒ (4, 5) + 29 = 38
Nearly losing his hammer on the first swing as he underestimates the sweat upon his hands, he refocuses on getting a better grip before resuming his attack.
Ugh! 77 damage. No DR included.
CMD: 39; AC: 30/20 touch/25 ff; HP's: 217/221; Speed 60'; DR 6-; Resist 3: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Power attack(8/10 rnds); Mythic (5/13) used; 3/10
Current Svs: Fort +18/Ref +8/Will +11
Nasira Yusra Abujamal |
Nasira holds her action, watching for other threats.
Ansha Saeralyan |
Ansha joins Nasira near the door. With a gesture, a massive cone of frost springs to life from her hand to envelop the room beyond. I think I can get all of them, or at least 3 of the 4.
Subtle Magic Bluff: 1d20 + 30 ⇒ (15) + 30 = 45
Spell Penetration: 1d20 + 16 ⇒ (16) + 16 = 32
Cone of Cold: 12d6 ⇒ (2, 1, 4, 2, 4, 3, 3, 6, 6, 3, 4, 3) = 41
Ansha Saeralyan |
Realized days late that I didn't put the Cone of Cold's DC in that last post. It's DC 26.
Nasira Yusra Abujamal |
Seeing Garith exiting the remains of the machine surprisingly whole, Nasira shakes her head. "Well-placed magic, Ansha. Nicely done."
Who requires healing? How did Garith wind up after the machine ground on him?
Morgrym Ironfist |
After what feels like forever, Morgrym breathes a sigh of relief as the machine finally breaks. "Finally! Blasted contraption." Wiping the sweat off his face, he works to free Garith from within.
Sir Garith Mordrand |
Well, that was aweful until whatever that bubble thing was appeared... So thank you for that. I think I'd have been ground up into meat pretty quickly without that..., Garith is a little wide-eyed after that experience of watching Grainger's take against a magic sphere , just waiting...
I took 36 damage, so a small heal will suffice
Ansha Saeralyan |
Ansha winks at Nasira. "Got a few tricks up my sleeve still." The blond enchantress turns to look at Sir Garith. "You alright? Had to do a bit of guess-work about where to place that sphere of force."
Nasira Yusra Abujamal |
Nasira fusses over the somewhat embarrassed holy warrior.
Cure Moderate Wounds, empowered: 2d8 + 10 + 6 ⇒ (1, 1) + 10 + 6 = 18 That roll sucked, sorry Garith.
Ansha Saeralyan |
Ansha indicates the double-doors toward the north (top of the map) silently, a question written on her face.
Nasira Yusra Abujamal |
"Zeriax, my perceptive friend, do you hear anything beyond any of these doors?"
Did we notice the incubi trying to exit through a particular door?
Morgrym Ironfist |
Morgrym looks curiously at the wizardess before turning his attention toward the northern set of doors. "Ya talkin' about those northern doors there, Nasira?" he motions with a head nod toward them. "'Cause the new lass seems a bit curious about 'em as well," he says as he makes his way over to them once his fatigue finally wears off. "'Course now that makes me curious," he mumbles to himself, annoyed at the fact. He then takes a moment to listen at the door for anything that might prove useful to the party.
Perception: 1d20 + 19 ⇒ (4) + 19 = 23
Zeriax |
Zeriax follows suit, checking the doors alongside Morgrym, but not without first using magical detection means.
Casting Detect Magic first.
Perception: 1d20 + 21 ⇒ (2) + 21 = 23
Aid Morgrym I guess :D
Zeriax |
After the search of the area, Zeriax moves South again, to check the door to the southeast.
SE of A3
Take 10: 10 + 21 = 31
Nasira Yusra Abujamal |
"Zeriax, would this magical shield avail you while you are firing your bow?"
Zeriax |
"I am not sure, friend Nasira"
I always thought the shield had to be 'wielded', does it not?
Nasira Yusra Abujamal |
Reading the description, I guess my friends were using it wrong or the rule changed between editions. It does appear to require you to wield it, unlike a shield spell. Sorry.