| GM Litejedi - Kingmaker |
The corridor emerges into a huge natural cavern supported by a single, immense pillar of stone. To the west rises a twentyfoot-high ridge capped by a small forest of stalagmites. The ceiling rises to a height of forty feet above.
Skeleton: 1d20 + 5 ⇒ (7) + 5 = 12
Skeleton: 1d20 + 5 ⇒ (18) + 5 = 23
Skeleton: 1d20 + 5 ⇒ (2) + 5 = 7
Skeleton: 1d20 + 5 ⇒ (1) + 5 = 6
Skeleton: 1d20 + 5 ⇒ (5) + 5 = 10
Skeleton: 1d20 + 5 ⇒ (18) + 5 = 23
Skeleton: 1d20 + 5 ⇒ (18) + 5 = 23
I'm not sure what the solid areas represent, but in the interest of fun I'll assume they're stalactites as well, so Vincent can damage them (barely), but they provide cover only, instead of providing total cover. This means that they can attack from range (I had to choose either to let them get damaged or let them not attack). He chooses purple to damage so that he can get all within 30'. I assume he's flying or is far enough back so they're within line of sight (see below). All of the skeletons electrify and take the full onslaught of Vincent's spell.
Donovan's Turn
climb, DC 15: 1d20 + 1 ⇒ (16) + 1 = 17
Donovan makes his way successfully to the ridge and climbs most of the way up.
The yellow skeleton clatters into a pile of bones on the ground. Yellow down. Some take a shot at Vincent, seeing as he blasted them pretty badly, others at Mum, who is approaching, and others at Tikroch. Because Vincent had to see some of them to target them, they have to be able to see him.
Skeleton Vincent, cover, rapid shot: 1d20 + 12 ⇒ (20) + 12 = 32
Skeleton Vincent, cover, rapid shot: 1d20 + 12 ⇒ (20) + 12 = 32
Skeleton Vincent, cover, rapid shot, manyshot: 1d20 + 12 ⇒ (2) + 12 = 14
Skeleton Vincent, cover, rapid shot, iterative: 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18
Skeleton Vincent, cover, rapid shot: 1d20 + 12 ⇒ (8) + 12 = 20
Skeleton Vincent, cover, rapid shot: 1d20 + 12 ⇒ (4) + 12 = 16
Skeleton Vincent, cover, rapid shot, manyshot: 1d20 + 12 ⇒ (1) + 12 = 13
Skeleton Vincent, cover, rapid shot, iterative: 1d20 + 12 - 5 ⇒ (17) + 12 - 5 = 24
Skeleton Mum, PBS, cover, rapid shot: 1d20 + 13 ⇒ (3) + 13 = 16
Skeleton Mum, PBS, cover, rapid shot: 1d20 + 13 ⇒ (7) + 13 = 20
Skeleton Mum, PBS, cover, rapid shot, manyshot: 1d20 + 13 ⇒ (14) + 13 = 27
Skeleton Mum, PBS, cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15
Skeleton Mum, PBS, cover, rapid shot: 1d20 + 13 ⇒ (9) + 13 = 22
Skeleton Mum, PBS, cover, rapid shot: 1d20 + 13 ⇒ (12) + 13 = 25
Skeleton Mum, PBS, cover, rapid shot, manyshot: 1d20 + 13 ⇒ (11) + 13 = 24
Skeleton Mum, PBS, cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (1) + 13 - 5 = 9
Skeleton Tikroch, PBS, No Cover, rapid shot: 1d20 + 13 ⇒ (1) + 13 = 14
Skeleton Tikroch, PBS, no cover, rapid shot: 1d20 + 13 ⇒ (9) + 13 = 22
Skeleton Tikroch, PBS, no cover, rapid shot, manyshot: 1d20 + 13 ⇒ (14) + 13 = 27
Skeleton Tikroch, PBS, no cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (17) + 13 - 5 = 25
Skeleton Tikroch, PBS, No Cover, rapid shot: 1d20 + 13 ⇒ (6) + 13 = 19
Skeleton Tikroch, PBS, no cover, rapid shot: 1d20 + 13 ⇒ (18) + 13 = 31
Skeleton Tikroch, PBS, no cover, rapid shot, manyshot: 1d20 + 13 ⇒ (2) + 13 = 15
Skeleton Tikroch, PBS, no cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (14) + 13 - 5 = 22
Skeleton Pink Tikroch greatsword: 1d20 + 14 ⇒ (11) + 14 = 25
Confirm Vincent Bow shot: 1d20 + 12 ⇒ (10) + 12 = 22Not confirmed because of cover
Confirm Vincent Bow shot: 1d20 + 12 ⇒ (11) + 12 = 23Not confirmed because of cover
damage Vincent: 1d8 + 7 ⇒ (4) + 7 = 11
damage Vincent: 1d8 + 7 ⇒ (7) + 7 = 14
damage Tikroch: 1d8 + 7 ⇒ (1) + 7 = 8
Vincent takes 25 and Tikroch takes 0.
A huge number of arrows fly from the ridge towards Vincent who just blasted the skeletons with high-powered magic, and a few arrows thud into his shoulders, knocking the young vampire off-balance Might be the first time he's been hit for a while.
Bloody Skeletons - Round 2 Skeletons/Everyone Else
Everyone is up!
| Donovan of Restov |
Climb: 1d20 + 1 ⇒ (13) + 1 = 14
Donovan continues his climb but hesitates, not quite sure of the best way up the last bit.
| Vincent Maridos II |
Vincent, having done his part in damaging the skeletons, does the sensible thing and moves to avoid any more shooting being done at him!
Double move to minimise further shooting. Fast Healing will fix up my damage but still...
| Tikroch |
Tikroch re-positions to enable Chrysa to attack more efficiently and takes a bite at one of the skeletons in front of him.
Moved on map to allow flanking vs Light Urple; attacks Vs Red
Bite: 1d20 + 18 ⇒ (12) + 18 = 30
VS Damage: 4d8 + 23 ⇒ (1, 2, 8, 7) + 23 = 41
| Chrysa Surtova |
fey bane1, flank: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39
damage P, sneak: 1d6 + 11 + 5d6 ⇒ (2) + 11 + (1, 5, 3, 6, 4) = 32
Chrysa follows Tikroch, slicing into the bones of the nearest enemy.
| GM Litejedi - Kingmaker |
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (3) + 13 = 16
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (10) + 13 = 23
Skeleton Tikroch, PBS, Cover, rapid shot, manyshot: 1d20 + 13 ⇒ (15) + 13 = 28
Skeleton Tikroch, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (4) + 13 - 5 = 12
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (19) + 13 = 32
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (5) + 13 = 18
Skeleton Tikroch, PBS, Cover, rapid shot, manyshot: 1d20 + 13 ⇒ (4) + 13 = 17
Skeleton Tikroch, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (16) + 13 - 5 = 24
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (9) + 13 = 22
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (17) + 13 = 30
Skeleton Tikroch, PBS, Cover, rapid shot, manyshot: 1d20 + 13 ⇒ (9) + 13 = 22
Skeleton Tikroch, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (14) + 13 - 5 = 22
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (7) + 13 = 20
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (13) + 13 = 26
Skeleton Tikroch, PBS, Cover, rapid shot, manyshot: 1d20 + 13 ⇒ (5) + 13 = 18
Skeleton Tikroch, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (12) + 13 - 5 = 20
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (18) + 13 = 31
Skeleton Tikroch, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (1) + 13 = 14
Skeleton Tikroch, PBS, Cover, rapid shot, manyshot: 1d20 + 13 ⇒ (6) + 13 = 19
Skeleton Tikroch, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (9) + 13 - 5 = 17
Greatsword: 1d20 + 12 ⇒ (13) + 12 = 25
Greatsword: 1d20 + 12 - 5 ⇒ (12) + 12 - 5 = 19
The arrows and a greatsword come towards Tikroch, but none connect, as his hide is too tough, and the cover is too comprehensive.
The numbers are getting whittled down by Tikroch's bite and Mum's swords, but it's slow going.
Bloody Skeletons - Round 3 Skeletons/Everyone Else
Everyone is up!
| Chrysa Surtova |
Attack the pink swordsman, then move to the archers
fey bane1, flank: 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31
damage P, sneak: 1d6 + 11 + 5d6 ⇒ (2) + 11 + (3, 4, 2, 3, 3) = 28
Seeing that Tikroch has this well in hand, the swordswoman stabs the skeleton she is fighting one more time then disengages to see to the archers.
| Donovan of Restov |
Climb: 1d20 + 1 ⇒ (8) + 1 = 9
Donovan is still stuck.
| Tikroch |
Tikroch takes one more bite at one of the skeletons before flying off towards the clattering of metal on stone.
bite vs pink: 1d20 + 18 ⇒ (5) + 18 = 23
damage: 4d8 + 23 ⇒ (2, 7, 4, 7) + 23 = 43
| GM Litejedi - Kingmaker |
Mum had killed pink, and Tikroch needed to 5' fly to kill purple, so I left him next to purple (since I don't think Tikroch has flyby attack) But - Pink and purple are dead. The others are each half dead.
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (16) + 13 = 29
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (18) + 13 = 31
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (15) + 13 = 28
Skeleton Mum, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (14) + 13 - 5 = 22
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (13) + 13 = 26
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (14) + 13 = 27
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (1) + 13 = 14
Skeleton Mum, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (19) + 13 - 5 = 27
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (1) + 13 = 14
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (8) + 13 = 21
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (16) + 13 = 29
Skeleton Mum, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (19) + 13 - 5 = 27
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (10) + 13 = 23
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (8) + 13 = 21
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (1) + 13 = 14
Skeleton Mum, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (14) + 13 - 5 = 22
Two more skeletons are destroyed by Mum and Tikroch, and the remaining skeletons all loose arrows at Mum but they all are deflected by her magical defenses.
Hoping for a 20.
Tikroch, I left you on the west area, but you can just push Donovan up on your turn if you want, no roll and no spell. You're strong enough.
Bloody Skeletons - Round 4 Skeletons/Everyone Else
Everyone's up!
| Tikroch |
Having decimated the skeletons on the one side of the cavern, Tikroch flies to Donovan to get him into the fight. Pushing from underneath, he lifts the crusader onto the ledge.
| Chrysa Surtova |
fey bane, flank, 17+ crit: 1d20 + 18 + 2 + 2 ⇒ (20) + 18 + 2 + 2 = 42
damage P, sneak: 1d6 + 11 + 5d6 + 2 ⇒ (1) + 11 + (2, 2, 5, 5, 4) + 2 = 32
fey bane, flank, 17+ crit: 1d20 + 13 + 2 + 2 ⇒ (5) + 13 + 2 + 2 = 22
damage P, sneak: 1d6 + 11 + 5d6 + 2 ⇒ (3) + 11 + (5, 3, 2, 4, 3) + 2 = 33
siccatite, flank, 17+ crit: 1d20 + 19 + 2 + 2 ⇒ (2) + 19 + 2 + 2 = 25
damage P, sneak, fire: 1d6 + 7 + 1 + 5d6 + 2 ⇒ (1) + 7 + 1 + (4, 5, 4, 4, 3) + 2 = 31
siccatite, flank, 17+ crit: 1d20 + 14 + 2 + 2 ⇒ (5) + 14 + 2 + 2 = 23
damage P, sneak, fire: 1d6 + 7 + 1 + 5d6 + 2 ⇒ (6) + 7 + 1 + (3, 6, 5, 3, 4) + 2 = 37
hair, flank: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34
damage B, sneak: 1d3 + 1 + 5d6 + 2 ⇒ (3) + 1 + (5, 5, 1, 3, 5) + 2 = 25
crit confirmation, fey bane
fey bane, flank, 17+ crit: 1d20 + 18 + 2 + 2 ⇒ (13) + 18 + 2 + 2 = 35
damage P, sneak: 1d6 + 11 + 2 ⇒ (4) + 11 + 2 = 17
crit confirmation, hair
hair, flank: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26
damage B, sneak: 1d3 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Mum steps forward, attacking the skeletons with whirling blades.
green first, the concentrating on brown
| Donovan of Restov |
"Thank you," says Donovan tersely but sincerely as Tikroch helps him up.
He moves up into battle range, presenting his holy symbol strongly.
Channel energy: Damage undead: 6d6 ⇒ (5, 3, 6, 2, 4, 6) = 26
| GM Litejedi - Kingmaker |
Mum blasts one of the skeletal champions to smithereens, and her hair pummels another. Donovan unleashes his holy energy. I assume it's a DC 18 will save, that's what I calculate. I don't see it on the sheet.
Will Save: 1d20 ⇒ 4
Will Save: 1d20 ⇒ 3
Will Save: 1d20 ⇒ 1
All take full damage, and the second one that mum attacked is destroyed by Donovan.
The two that are still standing fire at Donovan.
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (16) + 13 = 29
damage: 1d8 + 8 ⇒ (7) + 8 = 15
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 1d8 + 8 ⇒ (6) + 8 = 14
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (5) + 13 = 18
damage: 1d8 + 8 ⇒ (7) + 8 = 15
Skeleton Mum, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (14) + 13 - 5 = 22
damage: 1d8 + 8 ⇒ (2) + 8 = 10
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 1d8 + 8 ⇒ (4) + 8 = 12
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (13) + 13 = 26
damage: 1d8 + 8 ⇒ (7) + 8 = 15
Skeleton Mum, PBS, Cover, rapid shot: 1d20 + 13 ⇒ (19) + 13 = 32
damage: 1d8 + 8 ⇒ (2) + 8 = 10
Skeleton Mum, PBS, Cover, rapid shot, iterative: 1d20 + 13 - 5 ⇒ (18) + 13 - 5 = 26
damage: 1d8 + 8 ⇒ (2) + 8 = 10
confirm crit: 1d20 + 13 ⇒ (17) + 13 = 30
The cavern's stalactites and stalagmites interfere with the attacks from the skeletons, and Donovan is only struck once for 14 damage
In a short moment, the two remaining badly hurt skeletons collapse into a pile of bloody bones.
Combat Over!
Each has a +1 greatsword, a +1 composite longbow (+5 strength bonus), and banded mail. There were 8 of them. You can spend time gathering the gear, or get it later, but I'm assuming you take the round to ID them.
Next area is to the east, and then north.
| Vincent Maridos II |
It takes Vincent a matter of seconds to note the enchantments on the skeletons gear and he isn't overly impressed.
"Leave them." He opinions. "Collect them later and give them to the militia but they're no use to us. I can make something better in my sleep."
With that withering commentary done he waits for one of the warrior types to lead the way onwards.
| Donovan of Restov |
Donovan swaps his sword for his healing wand as he and Tikrock move forward.
Cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
| Chrysa Surtova |
"Oversized toothpicks" Mum agrees with Vincent, twirling her short swords in both hands, smiling, then following the two warriors.
| Tikroch |
Flying close, Tikroch agrees. "Grab this on the way out if we can. They might be helpful to someone, but it's not a priority. Lets avoid another situation like we just had and give you some more options Donovan."
The bat waves its wings and touches the crusader on the shoulder as a green glow is transferred. "There, now you should be able to climb walls no problem."
Cast spider climb (120 mins)
The bat signals Luca to move forward, being alert for danger.
| GM Litejedi - Kingmaker |
16.5 minutes elapsed until you finish with the skeletons. 16.8 minutes until you get to the next exit to the east, best case scenario.
The party grabs one magic greatsword and bow each, and stuffs them into a magic bag as they scramble back down and to the east to the next exit. The door is, like all others, locked and it takes a few tries to get it open.
disable: 1d20 + 18 ⇒ (11) + 18 = 29
disable: 1d20 + 18 ⇒ (4) + 18 = 22
disable: 1d20 + 18 ⇒ (13) + 18 = 31
17.1
The party makes their way slowly through the corridor, working through the confusion effect and burning the webs away.
Looks to be about 18 minutes from the start until this room (J11 on Map, feel free to move yourselves). You’re almost done!
Two churning fountains take up alcoves to the east and west of this immense chamber, their water cascading down the faces of beautifully rendered maidens as if they were crying for the souls lost in battle. Directly ahead, four rows of intricately carved columns reach deeper into the chamber, resembling armed soldiers kneeling in honor of the massive statues of Gorum at the chamber’s far end. A set of stairs descends into a passageway to the north.
Standing in the center of the room map not updated yet is a tall man with shamanic gear and an ancient greatsword at his side. He has a feathered headdress and he looks tremendously strong - despite wearing an obvious holy symbol of the god Gorum, and clearly being one of their clergy. Image here, replace spear with Gorum’s favored weapon. He nods respectfully and says in a deep voice, ”who comes to the tomb of Armag? What right have you to tread in Gorum’s hallowed halls?”
| Tikroch |
The bat takes an ungainly step forward, "I am Tikroch the Changer of the Wildwood Lodge with my companion Luca. My other companions can introduce themselves as they wish. We are here to prevent a tragedy and reverse a corruption. A Tiger Lord chieftain also named Armag has come under the influence of witches of the Angry Hag. We look to remove that influence." He looks to the rest of the group if they want to add anything.
| Chrysa Surtova |
Mum considers the giant, before stepping forward and raising her red hot sword toward him. "Our right is conflict" her voice as clear spear across the room. "Tikroch the Changer of the Wildwood speaks truth, our goal is to clear the lies that film the eyes of your champion, but conflict is the way."
Chrysa, under the guise of Mum, wants to grin at the ridiculousness of her words, even if they are true.
| GM Litejedi - Kingmaker |
The man frowns. "Sweet words. But they do not show the heart of a champion. They do not prove your worth to Gorum - he who craves blood. If you crave conflict - do you wish it?" He lifts his huge sword, and his muscles barely bulge, "if you seek of Armag - twice born - he passed the Test of Faith - so powerful was his conviction." The man's accent is unplacable, but ancient, and it almost seems he is speaking all languages and no language at once. He raises his sword, "is yours? Or must we fight? I have watched your progress, you will be a good challenge..." He points it at each person, "or is your conviction strong enough? What have you done to prove your strength?"
You can always try skill checks before you fight. Think carefully about the situation you find yourselves in before choosing your skills.
| Chrysa Surtova |
intimidation: 1d20 + 21 ⇒ (16) + 21 = 37
Mum smiles, not a nice one. It brings to mind blood and iron "Conviction?" she says with firm amusement "Nothing will stand in my way for that which I believe in... not even an emissary of a god. So stand aside or die."
| Vincent Maridos II |
Vincent watches the stand-off with a smirk, but he's sensible enough to stay silent. An eternal child with magical powers... not exactly the sort of thing Gorum approves not.
Not that he cares much.
| Donovan of Restov |
Donovan simply takes a moment to clean some blood from his sword. The adamantine blade may be immune to pitting and rusting, but the decorated hilt is not. He nods once at Chrysa's comment.
| GM Litejedi - Kingmaker |
The man watches Mum carefully, and then nods. ”Your words are powerful. As have been your deeds.” He gestures at the others, ”you all have deeds of note. Gorum is pleased, whether you follow him or not.” He retrieves from a small pouch at his hip a pair of rings. Vincent realizes they are a ring of evasion and ring of swimming. ”a small token. Their magic works even when worn on the same hand, such is Gorum’s might.” You can wear both on one hand and they only count as one ring slot, leaving the other hand available for the other ring.
He steps aside and waves his hand, and the obvious guards and wards spell dissipates. ”Armag Twice-Born awaits you, and he and his skeleton guardians know you are coming.” He seems to make it clear that Armag is in the next room to the north.
Prepare as you will. There likely will not be any surprise round either way. This may be very difficult.
| Donovan of Restov |
The useful buffs I can deploy include greater heroism, freedom of movement, communal resist energy (if we have any idea what kind of energy attacks Armag may have), bless weapon, bless, shield of faith, and sure casting.
| Vincent Maridos II |
Vincent waits for the interminable process of spells being cast. It always takes such a long time when divine casters do it. Once everyone is ready he smears a droplet of his own blood on each of his commands and intones the arcane word that grants them all a burst of vampiric speed.
Auntie Chrysa is invisible at this point - naturally. There isn't going to be any talking, just a swift and brutal slaughter. Gorum will probably appreciate it, even if when his champion loses.
| GM Litejedi - Kingmaker |
Tikroch has Freedom from his self-cast spell. Chrysa from a Ring. If Donovan used it on himself, [u]all PCs would have it[/u].
*****************************************************
Sootscale Check! * means he used it before I took him over. Put in bold new buffs he can give out if you want.
I think he has 7/23 Bombs Left
I think he has 5 minutes of flight from his power.
4th (3/day): Freedom of Movement* (Already on Sootscale I think), Freedom of Movement*(Already on Vincent I think),
Greater Invisibility (will use on self before the fight)
3rd (5/day): Displacement (I think I gave this to Mum and it expired),
Fly (Give to Donovan),
Fly (Give to Vincent),
Protection from Arrows Communal*,
Resist Energy Communal (will give to the party 1-acid, 2-cold, 3-electricity, 4-fire: 1d4 ⇒ 2 Party has Cold Resist 30.
2nd (5/day): Alchemical Allocation*, Alchemical Allocation*, Alchemical Allocation*, Alchemical Allocation*, Alchemical Allocation (used for lesser restoration)
1st (6/day):
Shield (already on Sootscale),
Shield (give to Tikroch),
Shield (can give to whomever),
Reduce Person (Give to Vincent if he wants),
Reduce Person (Already on Sootscale),
Tears to Wine*
So the new buffs for everyone are Resist Energy (cold 30), Fly to Donovan, Shield for Tikroch, Shield to Whomever, Reduce Person for Vincent if he wants.
| Donovan of Restov |
How is my freedom of movement spell affecting the team when I self-cast it?
Does anyone want greater heroism? If not, goes on self.
Casting another communal resist energy for electricity resistance on the team. Shield of faith on self.
| GM Litejedi |
How is my freedom of movement spell affecting the team when I self-cast it?[/ooc]
Everyone else had it already either from infusions, self-casts, or items. It doesn’t affect the party, but if you cast it on your own pc the entire party will have it, including your PC.
| Donovan of Restov |
Oh I see what you mean. I thought you were saying somehow the targeting was changing to affect everyone. For this, certainly Donovan will cast that on self.
| Chrysa Surtova |
Mum has heroism on her currently, so while I'd love more bonuses, it would be a greater benefit to Donovan :)
| Vincent Maridos II |
Delighted to have Fly and Reduce Person. :)
| GM Litejedi - Kingmaker |
The party finishes up and heads up the stairs. Last call to fix your alias headers if you need to.
Ten flickering braziers cast long shadows across this huge chamber, their wavering light gleaming from walls spattered with blood. The air reeks of decay, for the violently hacked bodies of a dozen men lie strewn about the chamber.
Standing part of the way up the stairs is a large man with a beautiful, enormous greatsword resting on his shoulder. The man looks like he just finished casting a spell, and he and his nearby skeletons they appear to be similar to the previous skeletons are moving with some speed. He seems to be blurry and indistinct, and have a number of shifting mirror images on his body, sticky skin like Tikroch, and a barely perceptible shield of force protecting him. The man looks a little confused when the party moves up the stairs and Tikroch opens the door, "huh... mmm... oh." He seems to try to clear his head, and then looks at Tikroch, "more challengers! I was told you were coming - so let us fight - it is our destiny! Blood for Ovinrbaane!" Mum knows that the word ovinrbaane means "enemy of all enemies" in Halit. If she explains that, anyone may attempt a DC 35 History check as a swift action on their turn.
Sootscale: 1d20 + 12 ⇒ (9) + 12 = 21
Mum: 1d20 + 12 ⇒ (20) + 12 = 32
Donovan: 1d20 + 1 ⇒ (11) + 1 = 12
Tikroch: 1d20 + 4 ⇒ (1) + 4 = 5
Vincent: 1d20 + 7 ⇒ (16) + 7 = 23
Armag, Twice-Born: 1d20 + 5 ⇒ (11) + 5 = 16
Skeletons: 1d20 + 7 ⇒ (2) + 7 = 9
Armag Twice-Born - Round 1 Mum/Vincent/SootscaleArmag/Donovan/Skeltons/Tikroch
Mum and Vincent are up! Map should be accurate.
| Vincent Maridos II |
Vincent takes advantage of his flight and (even smaller) size to swoop upwards towards the ceiling, staying out of the wayvif any irritating sword wielders.
Then he tries to strip away the man's magical protections.
Dispel with Potent Magic: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
| Chrysa Surtova |
"Ovinrbaane means 'Enemy of All Enemies' which sounds more interesting than it probably is"
Chrysa has NO knowledge of history!!!
short sword: 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41
damage: 1d6 + 11 + 2 + 5d6 ⇒ (4) + 11 + 2 + (2, 6, 1, 3, 3) = 32
confirm short sword: 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34
damage: 1d6 + 11 + 2 ⇒ (3) + 11 + 2 = 16
For a moment the invisible warrior feels the desire to announce herself to this enemy. To declare he faces the Baroness of the Fall. But there are more important things in this world than pride, the touch of a movement reminds her.
A split second later the wind disturbs the dust near the ground, as Mum zips through the air to the nearest of the skeletons. With razor precision, she stabs and twists the once dead.
move, 60foot flight, greater invisible, heroism, crit?
| GM Litejedi |
Mum badly wounds one of them. Crit confirms, so it’s almost dead.
Sootscale flits in himself to the other side, to hopefully take some pressure off of Vincent. He throws a bomb right into the leftmost group of archers, and billowing smoke fills that part of the room. Move then smoke bomb. Makes a fog cloud for 11 rounds with about a 10’ radius. Requires that they move out to target anyone. One takes.
smoke bomb: 1d20 + 17 ⇒ (3) + 17 = 20
bomb damage: 6d6 + 7 ⇒ (2, 5, 3, 3, 2, 4) + 7 = 26
reflex save: 1d20 + 7 ⇒ (18) + 7 = 25
reflex save: 1d20 + 7 ⇒ (5) + 7 = 12 One adjacent one takes 13, the other 6
Armag roars happily, ”too much duplicity and cleverness. You must respect Gorum! Let me show you how.” Dragging his sword across the stone ground, the large main picks up speed and seems to ignore the casters and invisible targets, instead charging at Tikroch.
Ovinrbaane, Enemy of All Enemies Tikroch, Charge, fated strike: 1d20 + 23 + 2 + 7 ⇒ (13) + 23 + 2 + 7 = 45
damage from various nonsense: 9d6 + 27 ⇒ (5, 5, 2, 3, 2, 6, 2, 2, 6) + 27 = 60 60-10 =50 damage, and 1 bleed.
reflex save: 1d20 + 18 ⇒ (1) + 18 = 19
Hilariously, Ovinrbaane, Enemy of all Enemies, sticks to Tikroch’s resinous hide. A 5% chance! He has to make a strength check to get it off. Armag looks confused, but then laughs, ”excellent- very clever!” He doesn’t let go of the weapon, but his grip is somehow less strong than it would be otherwise.
Armag Twice-Born - Round 1 Mum/Vincent/Sootscale/Armag/Donovan/Skeltons/Tikroch
Donovan is up. If Donovan approaches him now it would normally provoke because he’s 10’ from Tikroch, it doesn’t provoke because he’s not currently armed. Map should be accurate.
| Donovan of Restov |
Donovan takes the opportunity to move into battle range, hoping that he can survive a confrontation with this Armag for at least six seconds.
1. Adamantine longsword attack, greater heroism: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33
2. Adamantine longsword iterative attack, greater heroism: 1d20 + 11 + 4 ⇒ (11) + 11 + 4 = 26
1. Adamantine longsword damage: 1d8 + 4 ⇒ (6) + 4 = 10
2. Adamantine longsword damage: 1d8 + 4 ⇒ (8) + 4 = 12
AC currently raised to 31 due to shield of faith. (This overwrites Donovan's +1 ring of protection.) Greater heroism doesn't stack with bless as they are both morale bonuses.
| GM Litejedi - Kingmaker |
Donovan hits with one attack, and though he his hasted, he can't commit himself to any further attacks Haste only works on full-round attacks. Some of the damage on Armag seems to be absorbed.
The skeletal warriors are not geniuses, but they are also not stupid. They scramble out of the gas, and fire at their easiest target, Donovan. The other three near Mum ignore her, and each seems to "power up" their bows before firing at the bat who has Armag's sword, Tikroch.
Skeleton Tikroch, Cover, haste: 1d20 + 14 + 1 + 2 ⇒ (2) + 14 + 1 + 2 = 19
Skeleton Tikroch, Cover, haste: 1d20 + 14 + 1 + 2 ⇒ (3) + 14 + 1 + 2 = 20
Skeleton Tikroch, Cover, haste: 1d20 + 14 + 1 + 2 ⇒ (8) + 14 + 1 + 2 = 25
Skeleton Tikroch, Cover, haste: 1d20 + 14 + 1 + 2 ⇒ (5) + 14 + 1 + 2 = 22
Skeleton Tikroch, Cover, haste: 1d20 + 14 + 1 + 2 ⇒ (11) + 14 + 1 + 2 = 28
Skeleton Tikroch, Cover, haste: 1d20 + 14 + 1 + 2 ⇒ (4) + 14 + 1 + 2 = 21
But none of them hit.
Armag Twice-Born - Round 2 Mum/Vincent/Sootscale/Armag/Donovan/Skeletons/Tikroch
Everyone but Donovan is up (Mum/Vincent/Tikroch)
| Vincent Maridos II |
Since his companions seem to have the main threat under control, Vincent turns to what he's good at - crowd control. A bolt of lightning leaps from his hands and hurtles through all of the skeletons, with another bolt leaping towards Armag himself. Just because.
Chain Lightning with Potent Magic: 14d6 ⇒ (5, 6, 5, 3, 6, 1, 5, 5, 4, 5, 5, 3, 6, 6) = 65 Ref to halve.
| GM Litejedi - Kingmaker |
Skeletons have to each be between 30' of a primary target, so I'll give you as many as meet that criteria, it's all but purple. So other than purple from left to right.
reflex DC 24: 1d20 + 5 ⇒ (15) + 5 = 20
reflex DC 24: 1d20 + 5 ⇒ (12) + 5 = 17
reflex DC 24: 1d20 + 5 ⇒ (9) + 5 = 14
reflex DC 24: 1d20 + 5 ⇒ (7) + 5 = 12
reflex DC 24: 1d20 + 5 ⇒ (11) + 5 = 16
Armag: 1d20 + 18 ⇒ (11) + 18 = 29
Armag shrugs off most of the effect, angrily, "your witchcraft will not work - I am Armag, twice-born!" two of the skeletons that were previously damaged collapse into a pile of bones, and the others, except for the one that couldn't be targeted, are as badly 'wounded' as skeletons can look. Mum/Tikroch still up.
| Chrysa Surtova |
fey bane, heroism, 17+ crit: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25
damage P, sneak: 1d6 + 11 + 5d6 + 2 ⇒ (6) + 11 + (3, 6, 6, 2, 4) + 2 = 40
fey bane, heroism, 17+ crit: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
damage P, sneak: 1d6 + 11 + 5d6 + 2 ⇒ (3) + 11 + (2, 5, 2, 1, 2) + 2 = 28
siccatite, heroism, 17+ crit: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25
damage P, sneak, fire: 1d6 + 7 + 1 + 5d6 + 2 ⇒ (5) + 7 + 1 + (1, 3, 1, 6, 4) + 2 = 30
siccatite, heroism, 17+ crit: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
damage P, sneak, fire: 1d6 + 7 + 1 + 5d6 + 2 ⇒ (1) + 7 + 1 + (6, 6, 5, 2, 1) + 2 = 31
hair, heroism: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 Crit
damage B, sneak: 1d3 + 1 + 5d6 + 2 ⇒ (1) + 1 + (4, 3, 1, 2, 2) + 2 = 16
confirm
hair, heroism: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
damage B, sneak: 1d3 + 1 + 2 ⇒ (2) + 1 + 2 = 5
The invisible flying swordswoman strikes the bowman as they pull back to fire at her companions.
| Tikroch |
Being just as surprised as Armag that the weapon is stuck, Tikroch devises a plan to wrench the weapon fully from the barbarian king's grip. "Feel the winds of the Ossirani desert sap your strength!"
Cast Sirocco as on the map. There's just enough of a gap to miss both Chrysa and Sootscale.
Sirocco: Fort DC19: 4d6 + 12 ⇒ (1, 5, 1, 1) + 12 = 20
Hoping Armag is weakened, Tikroch flies directly towards him then sharply up and away to wrench the sword loose. This unfortunately causes him to fly momentarily into his own spell but his wards keep him from suffering ill effects.
DC 16 to hold on to his sword.
fort: 1d20 + 12 ⇒ (19) + 12 = 31
| GM Litejedi - Kingmaker |
The fire seems to damage him, which makes him a little tired.
Fort: 1d20 + 26 ⇒ (18) + 26 = 44
He tries to use his incredible strength to hold on, but it slips out of his grasp.
str: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12
When the weapon slips out of his hand, his face changes a bit - it looks a little less rugged and younger somehow. The shape of his nose changes, and his eyes lighten.
The towering barbarian looks unsteadily at the sword as it flies away, stuck to Tikroch. He seems confused. He looks down at Donovan, and covers his face, trying to wave off the smoke. ”This is - what’s going on?” He tries to push past Donovan to get out of the fire.
AoO Donovan: 1d20 + 20 ⇒ (4) + 20 = 24
Overrun: 1d20 + 22 ⇒ (10) + 22 = 32
He gets south into the room with the priest, who looks over him and the party, after watching all of the developments. Armag holds up his hand, ”that was not what was promised, Zorek!”
Donovan’s Turn? Or maybe something else?
1d20 ⇒ 6
| Vincent Maridos II |
"Bring me the blade!" Vincent calls, seeing a sudden change in the man's demeanor. The only thing that changed was the sword so he needs to examine it (or whisk it away if needed).
| Tikroch |
Tikroch looks for a way to get to Vincent without getting close to Armag. No reason to give him a chance to get his sword back. As soon as he can, he flies over to their vampire ally with the sword still stuck to his hide.
Know nature +17 or know Planes +10 to recognize Zorek? I'm guessing neither applies but just in case.
| GM Litejedi - Kingmaker |
Zorek was the priest of Gorum Mum intimidated. He’s still standing there in the south room. You didn’t hear his name before because nobody asked. Vincent remains in the southern room, despite what he posted, so you could theoretically just move over to him. He realized in retrospect that flying into the archer room was a mistake.
| Tikroch |
Tikroch dismisses his desert wind spell as flaps over to Vincent to let him get a good look at the blade. "We can't just let him leave can we?