Urktar |
Urktar snorts his thanks to Silgil before rushing forward and attacking the kellid in the blue tunic.
Hasted movement=70'
Falchion Hasted, Inspired, Raging Power Attack: 1d20 + 12 + 2 + 1 + 2 - 2 ⇒ (6) + 12 + 2 + 1 + 2 - 2 = 21
magic adamantine slashing dmg: 2d4 + 10 + 2 + 3 + 6 ⇒ (3, 2) + 10 + 2 + 3 + 6 = 26
Current AC: 16/11T/16FF
Current HP 61/61
Rage: 11/12 rounds remaining
GM Gustavef |
Urktar rushes forward and takes a good chunk out of the Kellid, but it still stands. It then steps back and shoot Urktar
Kellid Bow Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Bow damage: 1d8 + 2 ⇒ (6) + 2 = 8
The arrow hits the barbarian.
The other two archers focus on Hortensia
Kellid Bow Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Kellid Bow Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Kellid Bow Attack, confrim: 1d20 + 9 ⇒ (19) + 9 = 28
Bow damage: 3d8 + 6 ⇒ (6, 2, 5) + 6 = 19
The first arrow misses but a lucky strike from the other archer wounds Hortensia
The Mummy moves forward cautiously waiting for the Paladin to close on it. The aura of despair washes over Urktar, but he resists the paralyzing fear.
Part 6: Area S The Horde -- Current Time (0:00)
Group conditions: Haste
Round 1Silgil - dmg;
Urktar - 8 dmg;
Hortensia - 19 dmg; Longstrider (0:10) ; shield (encounter)
Ibaz - dmg; Mage Armor (1:00); shield (encounter)
Will Hawk - dmgMummy, Red - dmg; Readied
Kellid Cultist, yellow - dmg;
Kellid Cultist, green - dmg;
Kellid Cultist, blue - 26 dmg;
Hortensia Gallonica |
Hortensia winces in pain as the arrow lodges in her side. t will take more than that to stop a servant of Abadar she snarls. You barbarians have chosen to ally yourselves against all life!
With that golden light washes over her, closing some of her wounds, and she advances on the mummy.
Swift action to lay on hands for 3d6 ⇒ (6, 1, 2) = 9 healing, free action to conitnue to inspire, move within 10' of the mummy and make a single attack.
Glaive, IC, Haste, pa: 1d20 + 12 + 2 + 1 - 2 ⇒ (9) + 12 + 2 + 1 - 2 = 22
Damage, IC, pa: 1d10 + 8 + 2 + 6 ⇒ (4) + 8 + 2 + 6 = 20
Silgil |
"Anyone know if this mummy thing is resistant to magic?"
Silgil moves up and readies an action to cast a DC 17 Grease under the Mummy (and a Kellid if possible) when it moves next to an ally.
Gambling it will move towards the Paladin and not cast a spell or something. I want it to fall flat on its face when it gets next to its target :)
will ST, hardy: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 for when the mummy moves within the aura range.
Ibaz |
Will vs Fear: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Ibaz moves as quickly as possible towards the mummy with his greataxe in hand, charging it with raw arcane energy and striking the creature, being fearless of the creature.
Greataxe (on the defensive): 1d20 + 9 + 1 + 2 - 4 ⇒ (19) + 9 + 1 + 2 - 4 = 27
Damages: 1d12 + 6 + 2 + 2 ⇒ (6) + 6 + 2 + 2 = 16
Then he takes his hand off his axe, to be ready to fight off the arrows.
AC: 27
Urktar |
Urktar takes a step forward and full attacks the archer.
Falchion Hasted Inspired Raging Power Attack: 1d20 + 12 + 1 + 2 + 2 - 2 ⇒ (20) + 12 + 1 + 2 + 2 - 2 = 35
magic adamantine slashing dmg: 2d4 + 10 + 2 + 3 + 6 ⇒ (4, 3) + 10 + 2 + 3 + 6 = 28
Haste Attack: 1d20 + 12 + 1 + 2 + 2 - 2 ⇒ (1) + 12 + 1 + 2 + 2 - 2 = 16
magic adamantine slashing dmg: 2d4 + 10 + 2 + 3 + 6 ⇒ (2, 2) + 10 + 2 + 3 + 6 = 25
Crit Confirm?: 1d20 + 12 + 1 + 2 + 2 - 2 ⇒ (18) + 12 + 1 + 2 + 2 - 2 = 33
magic adamantine slashing dmg: 2d4 + 10 + 2 + 3 + 6 ⇒ (1, 1) + 10 + 2 + 3 + 6 = 23
Current AC: 16/11T/16FF
Current HP 53/61
Rage: 10/12 rounds remaining
Silgil |
"Anyone know if this mummy thing is resistant to magic?"
Silgil moves up and readies an action to cast a DC 17 Grease under the Mummy (and a Kellid if possible) when it moves next to an ally.
Gambling it will move towards the Paladin and not cast a spell or something. I want it to fall flat on its face when it gets next to its target :)
[dice=will ST, hardy]1d20+8+2 for when the mummy moves within the aura range.
I thought yellow was the mummy. He will cast grease when yellow engages, not the mummy, and try to get yellow and whichever enemy he ends up next to in the grease.
GM Gustavef |
Urktar finishes off the Kellid in one swing If you want to move else where since it was only one attack you can.
However Hortensia's Gliave bounces off the Mummy's thick skin.
But Ibaz's axe cuts though but looses some momentum.
Grease form under the Mummy
Mummy Ref: 1d20 + 4 ⇒ (6) + 4 = 10
The Mummy tumbles over.
Botting Will
Will takes two shots at the far Green Kellid
Bow ATk: 1d20 + 9 ⇒ (1) + 9 = 10
Bow ATk: 1d20 + 9 ⇒ (12) + 9 = 21
Bow Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
The Kellids turn to shoot Urktar.
Kellid Bow Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Kellid Bow Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Bow Damage: 1d8 + 2 ⇒ (4) + 2 = 6
With one arrow hitting the Barbarian.
The Mummy lashes out at Ibaz from the ground
Mummy Atk: 1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30
Slam Damage: 1d8 + 13 ⇒ (3) + 13 = 16 plus Fort v Disease
Hitting the Monk
Everypne is back up
Part 6: Area S The Horde -- Current Time (0:00)
Group conditions: Inspire
Round 1Silgil - dmg;
Urktar - 6 dmg;
Hortensia - 10 dmg; Longstrider (0:10) ; shield (encounter)
Ibaz - 16 dmg; Mage Armor (1:00); shield (encounter)
Will Hawk - dmgMummy, Red - 11 dmg;
Kellid Cultist, yellow - dmg;
Kellid Cultist, green - 11 dmg;
Kellid Cultist, blue - DEAD
Hortensia Gallonica |
Hortensia strikes out repeatedly at the now prone mummy.
Why wont you just die!
Maintaining inspire courage
Glaive, IC, Haste, pa, prone: 1d20 + 12 + 2 + 1 - 2 + 4 ⇒ (16) + 12 + 2 + 1 - 2 + 4 = 33
Damage, IC, pa: 1d10 + 8 + 2 + 6 ⇒ (3) + 8 + 2 + 6 = 19
Glaive, IC, Haste, pa, prone: 1d20 + 12 + 2 + 1 - 2 + 4 ⇒ (5) + 12 + 2 + 1 - 2 + 4 = 22
Damage, IC, pa: 1d10 + 8 + 2 + 6 ⇒ (5) + 8 + 2 + 6 = 21
Glaive, IC, Haste, pa, prone: 1d20 + 7 + 2 + 1 - 2 + 4 ⇒ (11) + 7 + 2 + 1 - 2 + 4 = 23
Damage, IC, pa: 1d10 + 8 + 2 + 6 ⇒ (8) + 8 + 2 + 6 = 24
After wish she is again outlined in golden light as she calls on Abadars power to protect her.
Lay on hands for 3d6 ⇒ (1, 5, 3) = 9 hea;ing
Urktar |
"Y'know, Bert, that's a great idea. 'bout time I put that new training to work."
Urktar springs forward, attacking the mummy, but ending up next to the yellow archer.
Spring attack!
Falchion IC, H, Flank, Prone, Raging Power Attack: 1d20 + 12 + 2 + 2 + 1 + 2 + 4 - 2 ⇒ (15) + 12 + 2 + 2 + 1 + 2 + 4 - 2 = 36
magic adamantine slashing dmg: 2d4 + 10 + 2 + 3 + 6 ⇒ (3, 4) + 10 + 2 + 3 + 6 = 28
Current AC: 16/11T/16FF
Current HP 55/61
Rage: 9/12 rounds remaining
Silgil |
Silgil launches a volley of magic missiles at the mummy
MM damage: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12
Ibaz |
Fortitude: 1d20 + 7 ⇒ (2) + 7 = 9
Fortitude (Reroll 5*): 1d20 + 7 + 5 ⇒ (7) + 7 + 5 = 19
Ibaz if the mummy is not dead after Hortensia's furry stumps it with his foot! After charging it with raw arcane energy!
Unarmed Strike #1: 1d20 + 8 + 1 + 2 ⇒ (13) + 8 + 1 + 2 = 24
Damages: 1d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12
Unarmed Strike #2: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31
Damages: 1d6 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14
Unarmed Strike #Haste: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18
Damages: 1d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12
If the mummy is dead before Ibaz's turn, he will axe one of the green archer
Greataxe: 1d20 + 9 + 1 + 2 ⇒ (12) + 9 + 1 + 2 = 24
Damages: 1d12 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13
GM Gustavef |
Hortensia seems rattle by the undead creature and only gets one hit on the Mummy
Urktar srings by and strikes the prone creature. Though it still takes Silgil's magic missiles and a few strike from Ibaz to put re-inter the Mummy.
The Archers shift and shoot again at Urktar
Kellid Bow Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Kellid Bow Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Bow Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Will is in Delay Everyone is back up
Part 6: Area S The Horde -- Current Time (0:00)
Group conditions: Inspire
Round 1Silgil - dmg;
Urktar - 11 dmg;
Hortensia - 1 dmg; Longstrider (0:10) ; shield (encounter)
Ibaz - 16 dmg; Mage Armor (1:00); shield (encounter)
Will Hawk - dmgMummy, Red - DEAD
Kellid Cultist, yellow - dmg;
Kellid Cultist, green - 11 dmg;
Kellid Cultist, blue - DEAD
Hortensia Gallonica |
Hortensia draws on her magically enhanced speed to sprint round behind one of the archers and strike at him, leaving him open to being flanked by Ibaz.
Glaive, IC, haste, pa: 1d20 + 12 + 2 + 1 - 2 ⇒ (16) + 12 + 2 + 1 - 2 = 29
Damage, IC, pa: 1d10 + 8 + 2 + 6 ⇒ (5) + 8 + 2 + 6 = 21
Urktar |
Urktar takes a five-foot step and lays into the yellow cloaked Kellid. "Should've listened to goody two-shoes when you had the chance..."
Falchion IC Haste Raging Power Attack: 1d20 + 12 + 2 + 1 + 2 - 2 ⇒ (1) + 12 + 2 + 1 + 2 - 2 = 16
magic adamantine IC slashing dmg: 2d4 + 10 + 2 + 3 + 6 ⇒ (3, 4) + 10 + 2 + 3 + 6 = 28
Haste Attack: 1d20 + 12 + 2 + 1 + 2 - 2 ⇒ (17) + 12 + 2 + 1 + 2 - 2 = 32
magic adamantine IC slashing dmg: 2d4 + 10 + 2 + 3 + 6 ⇒ (4, 2) + 10 + 2 + 3 + 6 = 27
Ibaz |
Ibaz moves and strikes the archer after charging his weapon with raw arcane energy, flanking with Hortensia.
Greataxe: 1d20 + 9 + 1 + 2 + 2 ⇒ (16) + 9 + 1 + 2 + 2 = 30
Damages: 1d12 + 6 + 2 + 2 ⇒ (11) + 6 + 2 + 2 = 21
Silgil |
No point in wasting a spell with the mummy gone. He approaches yellow and tries to tag him with a TK fist.
Will Hawk |
Will sees the mummy go down and moves to a clearer position (delayed round), skirting the edge of the crater. Then he fires a couple arrows at green.
Ranged Attack, haste, inspired, vs human: 1d20 + 9 + 2 + 1 + 2 ⇒ (5) + 9 + 2 + 1 + 2 = 19
Damage: 1d8 + 2 + 2 + 2 ⇒ (8) + 2 + 2 + 2 = 14
Ranged Attack, haste, inspired, vs human: 1d20 + 9 + 2 + 1 + 2 ⇒ (7) + 9 + 2 + 1 + 2 = 21
Damage: 1d8 + 2 + 2 + 2 ⇒ (6) + 2 + 2 + 2 = 12
GM Gustavef |
You overwhelm the remaining cultists and clear the way though the paroled area. You make your way to the rendezvous.
A scout jogs up and skids to a stop. “Be careful, Pathfinders. You are near the territory of one of the more fearsome creatures for miles around: a powerful drake. Several other scouts believed the beast emerged from the rift, but I’ve had a closer look, and I recognize the drake as a type common in the Hold of Belkzen, to the southwest. I’m not sure that it’s truly our enemy, though I can see that it’s angry and looking for a fight. It’s likely not safe to leave alone, otherwise it might attack us when we should be focused on Eshimka.” He rubs at his arm, which is raw as if burned. “I tried talking to it but might have given the wrong impression. Whether you defeat it with speech or spears, we can’t afford to ignore it.”
About 15 minutes have passed from the encounter with the patrol, and you are about 5 minutes away from where the drake was spotted along the hils
Part 6: Area S The Horde -- Current Time (0:15)
Group conditions: Inspire
End of CombatSilgil - dmg;
Urktar - 11 dmg;
Hortensia - 1 dmg; Longstrider (1:00) ;
Ibaz - 16 dmg; Mage Armor (1:00);
Will Hawk - dmgMummy, Red - DEAD
Kellid Cultist, yellow - DEAD
Kellid Cultist, green - DEAD
Kellid Cultist, blue - DEAD
Silgil |
Silgil uses a pearl of power to reprep his magic missile spell and casts his mage armor and false life (6 hour duration). Normally he would not cast these for long duration travelling but if he knows that there is an encounter coming he would.
Note to self: get a rod of extend.
Ibaz |
same here :P
Ibaz casts false life and if needed, he will use a charge of his wand of mage armor.
False life temporary HP: 1d10 + 5 ⇒ (5) + 5 = 10
Can someone could use this wand on me? a wand of CLW
CLW: 4d8 + 4 ⇒ (3, 2, 4, 5) + 4 = 18
He thanks his comrades and is ready to talk head to head to the beast.
GM Gustavef |
Each encounter and travel will be about 15 minutes.
Urktar |
clw: 1d8 + 1 ⇒ (8) + 1 = 9clw: 1d8 + 1 ⇒ (6) + 1 = 7
Urktar nods his thanks to Hortensia for her continued efficiency with his wand.
"What kind of burn is it that you've got there? Acid? Flame? Freeze?" Urktar turns to the casters in the party.
"Any of you fellas have something to resist or protect against that?"
GM Gustavef |
The scout responds. "Ah yes. The drake can spit ; caustic globules that explode on contact. Though not anything element. More dark. It can fly As well. And fast. Really fast. "
The description of the breath attack seems more like negative energy damage than some type of elemental.
Hortensia Gallonica |
That sounds...unpleasant says Hortensia as she prepares.
Activate wand of shield and bless as we get near and clear that 1hp of damage with a wand charge
UMD: 1d20 + 16 ⇒ (5) + 16 = 21
Silgil |
"Unpleasant, definitel. Dragons as a rule are repellent sorts. Even the good ones tend to be more irksome than help, if you ask me."[b]
[b]"Well, nothing for it but to proceed. If we're fortunate we can elude it, but I doubt it."
He has no spells or gear that will help so Silgil is as prepared as he is going to get.
GM Gustavef |
You make your way to the location where the Drake was spotted. From it perch up top the hill it roars out:
Who dares to invade the land of Zurhriga? Or are you here as delights for me? But maybe I should just eat you all and be done with you
Hortensia Gallonica |
Hortensia looks around the group, Anyone understand that?
Urktar |
"Bert says it said, 'Come slice my head off,' but I'm not certain Bert's tellin the truth. I don't think he speaks that lingo. Any of you brainy types want to chat with this thing?" Urktar leans closer to Hortensia. "It might understand Taldane...if you wanted to chat with it. None of this lot looks too civilized, though that Will fella seems to have a bit of the gift of gab as well..."
Ibaz |
I understand, some lessons I've taken during my training in the Art.
It says That he's called Zurhriga and ask why we're here.
Turning to the dragon Ibaz says.
Diplomacy: 1d20 + 0 ⇒ (7) + 0 = 7
GM Gustavef |
Ah "sensible orc" First you can tell "babbling orc" that he is will to try to slice my head. I will eat him first. Save you for later. Too much orc at once. But why should I let any orc pass?
You get the sense that the drake, like most dragons are prideful and greedy. It is also very confident that it could just dispatch you all. Though it is willing to listen to what you may have to offer it.
Silgil |
Silgil clutches his possessions warily.
"I do not know the language. Dwarves and dragons usually do not have mush to say to each other."
Hortensia Gallonica |
Hortensia scowls in the direction of the drake, Tell it that it must not ally itself with the undead and to stay out of our way
GM Gustavef |
It understands everyone so you can make your own rolls if you wish. In order to persuade it you will need to succeed at a few of the following task
Bribe the Drake: Make an offer of at least 300gp: Make a Appraise, Knowledge (Arcana), Bluff, Use Magic Device, or Spellcraft, to upsell the offer
Encourage the Drake: Encourage the Drake to help: Diplomacy, Knowledge (planes), Bluff
Praising the Drake: Boost its ego: Diplomacy, Perform, Bluff
Shame the Drake: Scold it in to helping: Animal handling, Intimidate, Sense Motive, or Perform(comedy)
Other Creative ideas
Or you just can charge and attack it. The first part of the hill slope is 20 feet up and a DC 13 to climb, and the drake is currently on stone at top which is another 10 from that path.
Ibaz |
To his companions Ibaz says I'm not a good negotiator. But I can try.
He wants to know what we can offer for a safe passage. Have you any thought?
Any way, I'm a merchant, I could try to convince him to take something that's worth less than he thinks?
I have profession merchant :P
Hortensia Gallonica |
Hortensia calls out to the drake, This region is being swarmed by the undead, better you work with us than risk losing much fighting the dead
Encourage with Diplomacy: 1d20 + 15 ⇒ (8) + 15 = 23
GM Gustavef |
It continues to speak draconic because it is annoying that way, but you have Ibaz translate.
It looks down at Hotensia. "Yes they are most distastful, Shinny one. And most annoying. After I destroy them they have nothing useful"
I will allow Merchant in lieu of an Appraise. A lower value bribe will be more difficult
From the cultist, you did get 3 each of oil of bless weapon, cure moderate wounds The mummy had nothing else. The goblin had: potion of air bubble, potions of cure moderate wounds (3), potion of fly, potion of hex wardUM, alchemist’s fire (2), antitoxin (2), smokesticks (2), tanglefoot bags (2); cloak of resistance +1, ring of protection +1 --- You have random stuff to offer
Hortensia Gallonica |
Hortensia dislikes the idea of nogotiating with this creature but in the face of such overwhelming undead opposition sometimes pragmaticism becomes the order of the day.
If she can do so without provoking a fight Hortensia will direct detect evil at the drake
Perhaps we could also interest you in some useful items for your hoard, which might also help you deal with these undead. One of these potions perhaps? It possesses powers of positive energy inimical to the undead.
Upsell with UMD: 1d20 + 16 ⇒ (2) + 16 = 18
Silgil |
"Yes, I do believe we can spare some of the loot we picked up from previous aggressors." he says meaningfully. This potion is easily worth 300 gp.
appraise: 1d20 + 8 ⇒ (10) + 8 = 18
Will Hawk |
"Of course, this loot is probably beneath the notice of one so magnificent as yourself. Why, look at you - you may just be the most impressive creature I have ever laid eyes on! We are humbled to even be in your presence. Surely, you do not want to bother yourself with these undead invading your lands... but we would be happy to serve your needs and dispatch them for you. Just say the word and let us pass, and we will battle in your name!"
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
GM Gustavef |
The drake smiles as it looks over some of the shinny trinkets "Yes this will do nicely for my horde." You hold out the ring of protection. It swoops down snatches it and flies back to its perch.
"Ahh, fancy boy speaks well. And you are all useful enough. I think Eshimka’s horde is a blight on my domain. So I will let you pass and deal with those...things"
You get the sense that although not saying it, the drake will also most likely go wreak havoc on horde just because it is capricious and bored. But not out any acknowledge favor with the Pathfinders
Encounter Success
GM Gustavef |
You have reached the standing stones where Ivvora fought Eshimka so long ago. A dark tear ripples at the center of the snow-covered monument, and the pale moon struggles to pierce the supernatural gloom.
Directed by Medda, Twinhorn mystics have begun preparing the stone circle to close the rift—ideally forever, assuming the allied forces can destroy Eshimka. The planar tear seems to have a will of its own, though, and it actively fights back and even tries to rip itself wider. If the mystics are to succeed, they need help.
Assisting the Ritual: There are four primary ways in which you can help with the ritual. Each of the three events in this encounter, each Player can attempt one of these tasks.
Although skillful practitioners perform the ritual, magical energy helps sustain it. By expending one prepared spell or unused spell slot from their highest or second-highest spell slot (minimum 1st level), a PC can fuel the ritual with their raw magical power. Doing so requires no check.
Until the ritual concludes, undead continue to emerge from the rift, and monsters encroach from the wilderness. With a successful Average attack roll or Craft (traps) check, a PC neutralizes one or more of these threats as they approach, keeping the ritual’s participants safe. A PC can also succeed at this task by using a spell or ability that harms undead; this succeeds if the ability deals damage equal to at least 3 × APL to a single target or 2 × APL to multiple creatures. Failing this task represents being overrun by foes, some of which begin threatening the ritual’s secondary casters.
With a successful Average Knowledge (arcana), Knowledge (planes), Knowledge (religion), or Spellcraft check or a Hard Perform (dance or sing) or Use Magic Device check, a PC applies her expertise to the ritual, increasing its power. Failing this task represents making mistakes that make no meaningful contribution—or even accidentally undermines the ritual in a minor way.
The ritual includes numerous powerful focuses and material components, and the Twinhorn mystics brought most of what they need. However, the rift’s resilience requires far more materials than anticipated. With a successful Average Appraise, Craft (alchemy), Heal, Knowledge (nature), or Profession (herbalist) check, a PC adeptly prepares additional ritual focuses that are quickly incorporated into the incantations. Failing this task represents the creation of inadequate materials that crumble when exposed to the Negative Energy Plane’s power.
A PC can use the aid another action in place of attempting her own check. A PC might also have a convincing technique or application of a spell or ability that she could contribute in place of one of the techniques above. In general, this should be treated as a success if it uses a potent, limited-use ability such as a higher-level spell or ability with few uses per day. In other cases, it’s typically appropriate to call for a relevant
GM Gustavef |
Event 1—Building Momentum
During this time, the ritual participants are preparing the stone circle and beginning the rites. There are relatively few undead threats emerging during this time, only two successes can be gained from using the Defend the Site task
Everyone can make one check or aid someone else
Part 6: The Planar Ritual -- Current Time (0:45)
Group conditions:
Round 1Silgil - dmg;
Urktar - dmg;
Hortensia - dmg; Longstrider (1:0) ;
Ibaz - dmg; Mage Armor (1:00);
Will Hawk - dmg
Silgil |
Still fuming over the fact that they gave an expensive magic item to that annoying dragon, Silgil decides to particiapate in the ritual.
Should be a piece of cake.
spellcraft: 1d1 + 13 ⇒ (1) + 13 = 14
But for some reason he just can't get the hang of it.
Hortensia Gallonica |
Hortensia stands guard over the ritual casters, striking down undead wherever they may emerge.
Attack: 1d20 + 12 ⇒ (17) + 12 = 29
Urktar |
Urktar and Black Death attempt to Defend the Site
Falchion Attack: 1d20 + 12 ⇒ (12) + 12 = 24
GM Gustavef |
Even with Silgil's creative use of materials, you seem to have succeeded with the first part. After a few minutes.
Event 2—Planar Surge
As the ritual progresses, the rift contorts in response as if angry. The building negative energy releases violently, washing over the area and causing many of the ritual focuses to crumble. During this event, each successful Prepare Reagents action grants two successes.
Silgil |
Still fuming about the dragon, Silgil is just struggling to get his head in the game
Prepare Reagents...
appraise: 1d20 + 8 ⇒ (5) + 8 = 13