| Tikroch |
Tikroch takes advantage of Donovan's attacks and strikes the demon blocking the hole in the wall.
gore: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37
damage: 16d8 + 13 ⇒ (8, 7, 2, 6, 3, 3, 5, 2, 3, 5, 7, 8, 4, 1, 6, 4) + 13 = 87
reflex: 1d20 + 10 ⇒ (8) + 10 = 18
| Donovan of Restov |
Donovan keeps hammering on the adjacent demon, unaware of whether his attacks are even having any effect.
1. +1 adamantine longsword attack, bless, divine power: 1d20 + 16 + 1 + 2 ⇒ (10) + 16 + 1 + 2 = 29
2. +1 adamantine longsword divine power bonus attack, bless, divine power: 1d20 + 16 + 1 + 2 ⇒ (8) + 16 + 1 + 2 = 27
3. +1 adamantine longsword iterative attack, bless, divine power: 1d20 + 11 + 1 + 2 ⇒ (2) + 11 + 1 + 2 = 16
1. +1 adamantine longsword damage, divine power: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
2. +1 adamantine longsword damage, divine power: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
| Vincent Maridos II |
Vincent just waits, his magic is too valuable to waste at this point.
Pass turn.
| GM Litejedi |
Donovan I don’t think accounted for flanking or all of the bonus from divine power.
donovan damage: 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14 Total of 10 damage.
Donovan hits the Babau three times, and hurts the close summoned monster.
Tikroch kills the one in the hole in the wall, which poofs out of existence.
Sootscale throws a force bomb and tries to finish off Donovan’s enemy.
bomb: 1d20 + 14 ⇒ (1) + 14 = 15
bomb damage: 6d4 + 7 ⇒ (3, 4, 3, 4, 1, 2) + 7 = 24
bomb: 1d20 + 9 ⇒ (3) + 9 = 12
bomb damage: 6d4 + 7 ⇒ (1, 3, 2, 1, 3, 1) + 7 = 18
will post their turn soon!
| GM Litejedi - Kingmaker |
The only enemies that can do anything are the two Sisters, who concentrate on channeling again.
channel: 6d6 ⇒ (4, 3, 6, 5, 5, 3) = 26
channel: 6d6 ⇒ (1, 6, 6, 5, 2, 4) = 24
Mum Will DC 17: 1d20 + 10 ⇒ (16) + 10 = 26
Mum Will DC 17: 1d20 + 10 ⇒ (3) + 10 = 13
Tikroch Will DC 17: 1d20 + 13 ⇒ (17) + 13 = 30
Tikroch Will DC 17: 1d20 + 13 ⇒ (9) + 13 = 22
babau: 1d20 + 5 ⇒ (3) + 5 = 8
babau: 1d20 + 5 ⇒ (6) + 5 = 11
babau: 1d20 + 5 ⇒ (20) + 5 = 25
babau: 1d20 + 5 ⇒ (2) + 5 = 7
Madness channeling, 6d6 halved, twice, with selective channeling, excluding a sister and one of the babaus. 13 damage to Tikroch. 18 damage to Mum... who is confused!
The Babaus, blind and confused, can do nothing of consequence.
Forgot to roll will saves for glitterdust: 1d20 + 5 ⇒ (9) + 5 = 14
Forgot to roll will saves for glitterdust: 1d20 + 5 ⇒ (1) + 5 = 6
1d100 ⇒ 43
1d100 ⇒ 2
None get out of the blindness, and the damage from the channel seemed to keep them confused and hurting them. The only one who is not confused doesn't know where Mum is really.
1d100 ⇒ 27
1d100 ⇒ 48
1d100 ⇒ 69
1d20 ⇒ 10
1d20 ⇒ 12
The Tomb of Armag - the Black Sisters of Gyronna Round 7 - Everyone But Donovan/The Black Sisters/Donovan
Everyone is Up!
| Chrysa Surtova |
confusion: 1d100 ⇒ 41 Babbling it is
Mum's blade streaked toward the witch's throat, tired of their presence and wishing for their end to be Now. Then the blade stops, a sliver away from ending.
Mum instead is lost in a memory. Her aunt, standing in front of her, Mum once again a child being brought to meet the great Surtova lady. Mum was still bright light and sweet smiles, before the horns and horrors. Nervous but bubbling with anticipation.
The frozen eyes, the lips curving upward as if happy, but then the word said was "Inadequate"
A single word so crushing
The memory cracked and shattered inside her head, booming in ways a giant might when mocking someone.
Mum hovered frozen, whispering that word in a voice not her own.
| Donovan of Restov |
Donovan tries to finish off the babau so as to free him up to cast more support magics.
1. +1 adamantine longsword attack, bless, divine power: 1d20 + 14 + 1 + 4 ⇒ (11) + 14 + 1 + 4 = 30
2. +1 adamantine longsword divine power attack, bless, divine power: 1d20 + 14 + 1 + 4 ⇒ (11) + 14 + 1 + 4 = 30
3. +1 adamantine longsword iterative attack, bless, divine power: 1d20 + 14 + 1 + 4 ⇒ (18) + 14 + 1 + 4 = 37
1. +1 adamantine longsword damage, divine power: 1d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16
2. +1 adamantine longsword damage, divine power: 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14
3. +1 adamantine longsword damage, divine power: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12
| Donovan of Restov |
Ah, it did not say so in the post with Sootscale's bomb damage, which gave the impression that the creature took damage but was not defeated.
| Donovan of Restov |
Donovan moves through the hole in the wall created by Tikroch to engage the foes on the other side; he unleashes his aura of heroism as he goes.
Swift action to give heroism to allies within 30'.
He closes with one of the blinded babaus and swings at it.
From the rolls above, the first attack should hit and do 16 damage.
Note that the aura of heroism overwrites the bless bonus, turning it from +1 to hit into +2.
| Tikroch |
Tikrock can't see much past the hole in the newly formed wall so he moves back toward the entrance to create a new opening.
horn: 16d8 + 13 + 9 ⇒ (2, 6, 7, 2, 4, 8, 1, 4, 1, 5, 7, 5, 4, 1, 2, 8) + 13 + 9 = 89
| Vincent Maridos II |
Vincent sees Mum freeze, but there's nothing he can do to fix that sort of thing. On the other hand the witches are very annoying so he scurries into the room and fires off some scorching rays.
SR1: 1d20 + 9 ⇒ (19) + 9 = 284d6 ⇒ (2, 4, 1, 1) = 8
SR2: 1d20 + 9 ⇒ (2) + 9 = 114d6 ⇒ (1, 2, 5, 3) = 11
SR3: 1d20 + 9 ⇒ (18) + 9 = 274d6 ⇒ (4, 2, 5, 1) = 12
| Tikroch |
With a grunt, Tikroch commands Luca to attack the witches through the new opening in the wall. The lithe raptor bobs around his master's horned head and swipes a talon at his target.
talon, bless: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27 +2 if human
damage: 1d8 + 6 ⇒ (4) + 6 = 10 +2 if human
| GM Litejedi - Kingmaker |
I apologize. The number of buffs these gals have is frankly, ludicrous.
Vincent finds the fire damage is absorbed somehow. Each of his bolts hits the woman in the body and head, but some sort of shield seems to activate and resist it.
Vincent knows for sure that she has a resist energy spell up.
Cloak of Curses Save (Luca), DC 17, cloak of heroism: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Cloak of Curses Save (Luca), DC 17, cloak of heroism: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Luca tries to approach the witches, but there is an odd thrumming sound coming from them. It’s extremely upsetting to Luca, who looks at Tikroch and hisses, confused.
For reference, the ability is here: 2: Cloak of Curses (Su) You surround yourself in a shroud of whispered secrets and spiteful swearing, distorting the world around you and repelling others with the bitterness in your heart. Once per day, you can activate your cloak of curses as a standard action, and maintain it for up to 1 minute per Hit Die you possess. While the cloak is active, creatures of the animal and vermin type will not approach within 5 feet of you and move away if you approach them. Attacks from all other creatures suffer a 20% miss chance. This miss chance increases to 30% if the attacking creature is lawful or good (this miss chance does not stack). Creatures that succeed at a Will saving throw (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) are not affected by your cloak of curses. It is a deific obedience for Gyronna.
Donovan successfully manages to damage one of them, who seems badly hurt.
Sootscale readies an action to bomb one if they cast.
Each witch tries to concentrate on a powerful spell.
concentration: 1d20 + 16 ⇒ (8) + 16 = 24
concentration: 1d20 + 16 ⇒ (6) + 16 = 22
But the threat of Mum is too great, and they fail. She is no longer confused. Their eyes burn with hatred as they mutter profane curses in Abyssal to Mum. There’s no in-game effect but it’s unsettling! Gyronna is the deity of hags and curses.
The Babau swing aimlessly, unable to figure out what’s going on.
forgot to do glitterdust save: 1d20 + 5 ⇒ (13) + 5 = 18
forgot to do glitterdust save: 1d20 + 5 ⇒ (17) + 5 = 22
1d20 ⇒ 7
1d20 ⇒ 2
1d20 ⇒ 3
1d20 ⇒ 16
1d20 ⇒ 14
1d20 ⇒ 15
1d20 ⇒ 10
1d20 ⇒ 6
1d20 ⇒ 1
remembering to do glitterdust save at END of turn: 1d20 + 5 ⇒ (17) + 5 = 22
The Tomb of Armag - the Black Sisters of Gyronna Round 8 - Everyone But Donovan/The Black Sisters/Donovan
Everyone is Up!
| Tikroch |
Tikroch, frustrated with the space available, transforms from his arsinotherm form back into a human. His scythe gleams in the dim light, evident this it hasn't seen use in a long time. He also calls his dino companion back to his side seeing Luca is in distress from some ability these witches posses.
Grateful for something else to focus on, Luca hones in on his master's command, shaking his head as if to force the whispers and swearing from his ears.
Standard action to shift.
| Chrysa Surtova |
Chrysa blinks, her aunt is suddenly gone. In the second it takes her to recognize where she is, who is in front of her, and what that WITCH did to her, a fury that rivals Rovagug's hunger for destruction explodes inside her.
So she attacks.
shift to the left, to attack the one she has been hitting for this time.
fey bane, 17+ crit: 1d20 + 18 + 2 + 2 - 1 ⇒ (6) + 18 + 2 + 2 - 1 = 27
damage P, sneak: 1d6 + 11 + 2 ⇒ (2) + 11 + 2 = 15
fey bane, 17+ crit: 1d20 + 13 + 2 + 2 - 1 ⇒ (12) + 13 + 2 + 2 - 1 = 28
damage P, sneak: 1d6 + 11 + 2 ⇒ (6) + 11 + 2 = 19
siccatite, 17+ crit: 1d20 + 19 + 2 + 2 - 1 ⇒ (9) + 19 + 2 + 2 - 1 = 31
damage P, sneak, fire: 1d6 + 7 + 1 + 2 ⇒ (1) + 7 + 1 + 2 = 11
siccatite, 17+ crit: 1d20 + 14 + 2 + 2 - 1 ⇒ (4) + 14 + 2 + 2 - 1 = 21
damage P, sneak, fire: 1d6 + 7 + 1 + 2 ⇒ (2) + 7 + 1 + 2 = 12
hair: 1d20 + 10 + 2 + 2 - 1 ⇒ (15) + 10 + 2 + 2 - 1 = 28
damage B, sneak: 1d3 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Apparently being angry makes her crap at hitting
| Donovan of Restov |
Remember that if you're within 30' of Donovan you're getting heroism for a +2 morale bonus to attack rolls, saves, and skill checks.
| Chrysa Surtova |
Thank you for the reminder, but unfortunately, I already have it in her string of bonuses and conditions above. :)
| GM Litejedi - Kingmaker |
The pair of 'witches', who seemingly are really priestesses of Gyronna, manage to stay alive to hurt the party significantly, per discord, 47 more damage to Donovan, Tikroch, and Chrysa from channel + misc, but it isn't "dangerous" and you can heal it up as you go. Refusing to give up in any sense, the women eventually resort to a mad frenzy with their daggers, until after what seems like a few minutes, even after their summons were dispatched, they drop dead at the party's collective hand.
Tikroch and Donovan slice through the stone and let light back into the room, and the party takes a breather to try and figure out what's next.
Please reduce HP appropriately and spend a few minutes healing. You should count the number of rounds required to heal back up, since it will eat into minute/level buffs.
| Donovan of Restov |
Donovan wastes no time after their foes fall, hustling everyone together into a close area so that he can call upon Iomedae to refresh them after the battle. As they are assembling, he sheathes his sword and casts a heal spell on Tikroch, wiping away various wounds in a blink of an eye. Then, gripping his holy symbol, he whispers prayers under his breath, and a spreading wave of invigorating holy power buoys and rejuvenates the team.
Channel Energy: Heal: 6d6 ⇒ (2, 4, 2, 2, 6, 5) = 21
Channel Energy: Heal: 6d6 ⇒ (3, 4, 3, 2, 5, 5) = 22
| Vincent Maridos II |
Vincent retreats to a safe distance and looks over the cultist's bodies as Donovan does his work.
"They were surprisingly effective." He comments. "We'll need to be better next time. I'll try to counteract their magics where I can."
| Chrysa Surtova |
"Thank you." Mum said to Donovan as the worst of her injuries were healed away. It has been a long time since she has been that injured in a fight.
"Next time, we'll leave them to you." Mum winks at the barones's nephew.
Chrysa's current hp are 59 out of 83, not too bad so happy to continue.
Mum gives the walls a quick search in case anything stands out.
perception: 1d20 + 21 ⇒ (19) + 21 = 40
"Someone look to see if the witches have anything we'll need." she says as she searches.
| GM Litejedi |
Correct, there are no visible doors, because…
1d20 ⇒ 9
Chrysa is examining the southern when she discovers that the southern and eastern walls are partially illusory, and seemingly only barely DC 20 will, and she has +12 to will due to heroism.
In short order she figures out one of the effects of the Guards and Wards spell that has been cast on the entire complex which Vincent discovers with a minor investigation and use of detect magic. Other effect may be in place!
Vincent finds a few things of note. On each witch is: a +1 keen dagger, a masterwork chain shirt, a darkwood heavy wooden shield, a Headband of inspired wisdom +2, a Lesser rod of giant summoning, and a silver holy symbol of Gyronna.
The barbarian in the corner drops his greatsword and holds his hands up, gesturing towards the exit, and says something in Hallit.
| Tikroch |
Tikroch mimics Mum's thanks to Donovan, "That is impressive magic you wield. It healed most of my wounds in the blink of an eye! I'll try not to put myself in a position to need it in the future. I think I underestimated what we were getting into here."
| Donovan of Restov |
"I'm just glad I could help," says Donovan. "We are really dealing with some serious threats now. Going to need all of our tactical acumen working as a team."
| GM Litejedi - Kingmaker |
Chrysa knows the barbarian said "please let me leave, I didn't know they were summoning demons.
After a little effort, the party finds that the doors hidden behind the illusions themselves seem to be locked, and annoyingly, with arcane locks. Chrysa can crack the locks, but it isn't easy. DC 30 disable, and they re-lock after 10 minutes.
There are two doors, one east, one south. Where to?
| Chrysa Surtova |
Mum shoos the barbarian away, says "We all make mistakes, one can only choose to do fewer next time." in Hallit. She does nod to his sword "That is yours, do not dishonor it be leaving it behind."
diplomacy: 1d20 + 18 ⇒ (9) + 18 = 27
I don't see the doors on the map, so just picking randomly.
Then she works on the lock to the south.
disable: 1d20 + 18 ⇒ (16) + 18 = 34
After, she goes back and grabs the shield the witches left. She jams it in place to keep the doors from snapping shut and relocking.
engineering: 1d20 + 7 ⇒ (2) + 7 = 9 not well apparently :(
After that she leads the group south.
| GM Litejedi - Kingmaker |
The barbarian nods, seemingly relieved, and heads out the hallway to the north after retrieving his sword.
Chrysa opens the door, and within, surprisingly, is not a hall, but a long room. Four boulders of varying size lie within this long chamber. At the far end, progressively larger steps rise toward another set of iron doors. Each step bears a round depression corresponding in size to one of the boulders below.
What to do?
| Chrysa Surtova |
"This room seems suspicious. Someone please detect magic while the rest look for traps." the warrior says. While she would be inclined to simply fly across, to avoid traps, she does not think the heavily armored cleric could do the same.
perception,heriosm: 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35
| GM Litejedi |
Mum figures out that the stones are part of a lock as well as a trap. Each of the boulders need to be pushed into the indentation, but whomever is in the room only has six minutes to complete the task. The trap component is mechanical but it does not appear easy to unlock the door without pushing the stones into the correct locations.
When Vincent detects magic, he doesn’t pick up anything other than the magical energy which seems to suffuse the walls, and has done so since they came in, as well as the guards and wards.
| Tikroch |
After casting a spell and transforming into a large bat with bright blue eyes, Tikroch waddles into the room with the boulders. "So we need to move these around I presume? You can count on my strength, but I'll need direction on where to move them. Luca, guard the entrance to this room."
No reason to hoard wildshape uses... Wildshape into celestial dire bat, cast beastspeak
| Vincent Maridos II |
"Like this." Vincent says, succinctly directing the giant bat where to push the various bolders.
| Donovan of Restov |
"Clever."
| Chrysa Surtova |
disable traps: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
After studying the trap, the dark-haired warrior waits until Vincent, Donovan, and Tikroch the bat start their rolling. Once they have begun, she starts to work on it her own way.
| GM Litejedi |
Rolling the boulders into place requires progressively harder Strength checks due to their size and the height at which they need to be placed. From smallest to largest, the DCs to move each boulder are DC 18, DC 20, DC 22, and DC 24. Up to two characters can work together with the aid another action on these checks. It takes 1 minute to move a boulder into place. PCs can retry failed checks.
| Tikroch |
The large bat looks odd waddling around on the ground, but his awkwardness doesn't diminish his strength... much.
DC 18: 1d20 + 9 ⇒ (4) + 9 = 13
DC 20: 1d20 + 9 ⇒ (16) + 9 = 25
DC 22: 1d20 + 9 ⇒ (20) + 9 = 29
DC 24: 1d20 + 9 ⇒ (8) + 9 = 17
dc 18 retry: 1d20 + 9 ⇒ (9) + 9 = 18
dc 24 retry: 1d20 + 9 ⇒ (6) + 9 = 15
dc 24 retry 2: 1d20 + 9 ⇒ (5) + 9 = 14
dc 24 retry 3: 1d20 + 9 ⇒ (6) + 9 = 15
dc 24 retry 4: 1d20 + 9 ⇒ (19) + 9 = 28
The first rock gives him trouble as the druid remembers how to leverage his strength in the dire bat form. He breezes through the next two but starts to tire out at the last. After a few tries he finally heaves the last boulder into place.
| GM Litejedi - Kingmaker |
After a few minutes of work, the large bat manages to push all the stones into place, basically by himself, though he does get guidance about how to do it, and Mum disables the trap to keep them safe.
When the last stone falls into place, there is a thud, and a satisfying click, followed by stone grinding against stone, and the southern door seems to unlock. Heading to it, the party pushes the doors open - well balanced such that a light touch can open them despite their weight.
Columns of fused iron weapons emerge from a sheet of iron on the chamber floor. A single iron wheel protrudes from the floor in the middle of the room.
| Vincent Maridos II |
"So many strength tests." Vincent says with a (mildly) exaggerated sigh. "Why do warriors always forget that the mind is a muscle as well?"
He stays back to let someone more muscular deal with the wheel.
| Tikroch |
With a grin full of fangs, Tikroch quips, "I didn't see any minds moving those rocks around. I guess I'm up again. Any idea what's going to happen if I move this thing?"
| Chrysa Surtova |
"Your efforts are appreciated, Tikroch." Mum nods her gratitude to the bat and then looks carefully around the room to hopefully answer his question. Floors, weapons, wheel, with her eyes and her magical sense (detect magic)
perception: 1d20 + 21 ⇒ (12) + 21 = 33
| GM Litejedi - Kingmaker |
Mum figures out that there’s a trap, triggered when anyone steps onto the metal sheet. It’s a magical trap, that resets automatically after 7 rounds. It duplicates a spell effect (wall of ice covers every wall of entire room; CL 12th); and causes extreme cold (1d6 cold damage/minute; creatures in contact with exposed metal take an additional 1d6 points of cold damage per round). It would affect all creatures within the area, and the ice itself actually lasts about 12 minutes before melting.
It’s not immediately clear how the next door to the east will open, but an educated guess would be turning the wheel on the metal sheet.
| Chrysa Surtova |
"There is a trap on that metal sheet on the floor, under the wheel, that will surround the room in ice and will attempt to freeze us all the death." she considers "While I could attempt to disarm it...
Actually she can't cause she doesn't have trapfinding
"... it is often best to try to avoid traps altogether. Tikrroch, do you think you would be able to turn the wheel? If not, I could."
if she doesn't think turning the wheel will activate the trap that is. She would look at that as well if she can. She can use a minute of flight if looking closer would be useful, and then she could turn the wheel instead of Tikroch.
| Tikroch |
"Just don't step on the metal sheet? Easy enough." Tikroch flies over the wheel, landing on seemingly nothing in the air. He gives the wheel another look from a closer vantage point.
perception: 1d20 + 18 ⇒ (19) + 18 = 37
Assuming he doesn't find anything that triggers off moving the wheel.
He begins pushing against the wheel, attempting to turn it.
Landing on the air means utilizing air walk.
| GM Litejedi - Kingmaker |
Of note, like in the first room, the entrance to this room was hidden by an illusory wall. In addition, there are no visible exits from the room - you can collectively assume there's an illusory wall!
Tikroch might be able to turn the wheel while hovering, though it would be difficult. You'd have to use your mouth and make fly checks and strength checks.
| Vincent Maridos II |
Vincent steps off to one side and flicks off a small ball of acid at the wall on the left. Then he works his way around the room, waiting for the one where the acid doesn't splatter.
| Chrysa Surtova |
Seeing the bat trying to grasp the wheel, Chyrsa rises off the floor and helps him turn the wheel.
| Tikroch |
Adding Chrysa's assists
Fly: hover DC 15?: 1d20 + 19 ⇒ (1) + 19 = 20
str: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Assuming 1's don't cut it for str check
Fly again: 1d20 + 19 ⇒ (17) + 19 = 36
str retry: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
The bat scrabbles at the wheel before finally getting a good grip.
| GM Litejedi - Kingmaker |
Tikroch manages to get the wheel turned enough times to get the locked door, using air walk, though it takes him about a minute of work to do it. Looks like about 11 minutes now. The party avoids the iron plate, and scoots over to the door to the east, now unlocked.
Visible is additional evidence of the guards and wards spell, which seemingly causes every corridor to be filled with fog.
Foggy corridors, any strategy or just moving through?
| Tikroch |
Tikroch flies through the mists, using his blind-sense to navigate the corridors. He attempts to scout a route, periodically returning to the group to describe what he's found.
First sign of danger, return to the party to relay what he's found. Otherwise, note any side passages or doorways and relay which direction he's exploring.