[PbP Gameday VIII] GM Irish202 #10-23: Passing the Torch: Who Speaks for the Ten (Inactive)

Game Master Irish202

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Jack wrote:
"I have to agree with my colleagues. We're happy to let you go, but you'll need to turn over what you've taken before we let you leave."

"Oh, you mean the incredibly rare and priceless magical artifacts that were kept here and were almost entirely destroyed in the battle between us and Vahlo's agents?" Zurnzal gestures at the scattered debris about the room. "We were left here to sift through the wreckage in case something did remain in tact...like over there on that bookshelf." The half-orc points at the shelf next to the stairs, which holds a single brown leather-bound book that seems oddly immaculate given the item's surroundings. "All yours, if you want. Or don't...I particularly don't care," he says flippantly.

"Oh, and don't forget that lovely stash your Decemvirate left for you. Yes, don't look surprised; I heard your entire conversation with them echo down the stairwell," Zurnzal smirks as he looks at a particular flagstone with a familiar looking marking on it. "I've already taken the liberty of looking through it; didn't take anything in case I needed a bargaining chip. There is a scroll there you might find particularly useful."

Gerdur wrote:
"Heh, surrender and arrangement sound an awful lot alike. I say let 'em go. Let's get to Vahlo." Gerdur laughs and shrugs.

Zurnzal takes this as an agreement, and informs the group that Vahlo currently is at Skyreach Tower. The half-orc admits he knows Vahlo is attempting to perform a ritual to further the Whispering Tyrant's objectives in the area, but he doesn't know exactly what will happen if he is successful. Zurnzal also knows that Torch was making his way there with some agents a while ago, and is most likely in the vicinity.

Charleston wrote:
“So for this information how many gate passes do I need to write?”

Zurnzal looks at his two underlings nearby and holds up three fingers, tapping his foot impatiently while waiting for said passes to be drawn up.

Decemvirate Stash:
Lifting up the flagstone reveals a secret compartment, containing a several items that are clearly labeled with what they are and how to use them:

1) wand of cure light wounds, fully charged
2) 10 potions of cure serious wounds
3) a scroll of death ward
4) a scroll of dimension door (CL 18th).
5) a pale green prism ioun stone
6) a scroll of true resurrection

Detect Magic + Spellcraft DC 32:
The book that Zurnzal pointed out appears to be a manual of bodily health +1

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo nods as he scans the stash and addresses the trio with concern.

Very well. A deal has been struck. Lacking the time to draw up a formal contract with all the standard terms and conditions, with witnesses and penalty clauses, we will have to abide with a simple gentlemen's agreement. Torch and Vahlo are our targets, so we cannot afford to delay any longer.

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

Detect magic, Spellcraft DC32: 1d20 + 20 ⇒ (20) + 20 = 40
Jack casts a cantrip and examines the brown leather-bound book on the shelf next to the stairs, the tome Zurnzal had indicated. "Wow! Appears to be a manual of bodily health +1."

The bard narrows his eyes, considering Zurnzal. Could it be cursed? Or maybe they just didn't realize what it is?
Sense Motive: 1d20 + 34 ⇒ (19) + 34 = 53

"Man, I'll use this pale green prism ioun stone, if no one needs it," Jack says, rummaging around in the cache concealed beneath the flagstone. He takes one of the ten potions of cure serious wounds, and stows it away.

He passes around the rest of the small horde to the team. "Let's see, we've got a wand of cure light wounds, fully charged, nine more potions of cure serious wounds, and three scrolls: death ward, dimension door (CL 18th), and true resurrection."

"I can use the scroll of dimension door, if no one else can. Hugo, you're probably best suited to use the scrolls of death ward and true resurrection."

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur shrugs. "Who gets the ward against death? Seems like greenskins thought it would be useful."

Silver Crusade

Male Human Male Wizard 3, Cleric 3, Mystic Theurge 9 I HP: 125/125 I AC: 16, T: 12, FF: 14 I CMB: +6 CMD: 18 I Fort: 17 Ref: 13 Will: 24 I Init: +11 I Perc: +35 I Speed: 30’ Fly 40’ good I Active Conditions: Fire Resis-30, Ant Haul, Endure Ele., M. Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks) I Sprite (Liminal Sprite) I HP: 62/62 I AC: 24, T: 15, FF: 19 I F: +9, R: +8, W: +12

Handing out the 3 hastily written passes to Zurnzal and his allies. “This should get you past the front gates, just give them to your friendly gate guard and you shall be on your way.

“I think I will be ok on the potions the rest of you can divide them up. I can use the scroll on whoever needs it as well if you want me to hold onto one.”

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Marcus indicates a pair of obviously damaged stones circling his head.

Someone else can have the stone. These might be a bit busted up, but they get the job done.

After a pause

Hey, Vahlo's undead, right? What happens if we resurrect him?

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

"Thanks, Chuck." Jack hands the mystic theurge the scroll of dimension door and helps himself to a second potion of cure serious wounds.

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Actually, Marcus wiggles a shoulder I'm still a bit sore from that mob. One of those potions should have me feeling alright.

Cures Serious, Fey Foundling, Fast Healer: 3d8 + 5 + 6 + 2 ⇒ (2, 3, 6) + 5 + 6 + 2 = 24

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

”That should about cover it. “ Hugo takes the scrolls offered if none other want them.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Gaétan looks at his stash of Cracked ioun Stone." I could have an intact one ."


Dice Rolling:

Stealth: 1d20 + 26 ⇒ (3) + 26 = 29
Perception Charleston: 1d20 + 35 ⇒ (5) + 35 = 40
Perception Geatan: 1d20 + 21 ⇒ (18) + 21 = 39
Perception Gerdur: 1d20 + 19 ⇒ (8) + 19 = 27
Perception Hugo: 1d20 + 28 ⇒ (17) + 28 = 45
Perception Jack: 1d20 + 24 ⇒ (8) + 24 = 32
Perception Marcus: 1d20 + 33 ⇒ (18) + 33 = 51
Initiative Charleston: 1d20 + 11 ⇒ (20) + 11 = 31
Initiative Geatan: 1d20 + 15 ⇒ (10) + 15 = 25
Initiative Gerdur: 1d20 + 8 ⇒ (10) + 8 = 18
Initiative Hugo: 1d20 + 5 ⇒ (10) + 5 = 15
Initiative Jack: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Initiative Marcus: 1d20 + 15 ⇒ (17) + 15 = 32
Initiative Zurnzal: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Friends: 1d20 + 4 ⇒ (15) + 4 = 19
Enemy Initiative: 1d20 + 2 ⇒ (19) + 2 = 21

Approximately 1 minute passes between dialogue and lootz

As the group finishes their searching, Zurnzal and friends turn to begin to ascend the stairs out of the Repository. Their ascension is suddenly halted as a loud claxon noise blasts through the entire basement; causing the entire stairwell to buckle and warp like water as it swells with stone that moves to fill the entire exit! Geatan and the half-orcs get shunted back out into the Repository harmlessly as the stairs behind them become a solid stone wall.

At the same time, the air next to Charleston begins to crackle and shimmer with ominous purple energy; the very air splitting apart like a gaping wound in the fabric of reality as a massive night-black skinned creature heaves itself through the Planes of existence into the room!

Knowledge Religion or Planes DC 26:
This creature before you is a nightwalker nightshade, an extraplanar undead creature from the Negative Energy Plane that leads armies of the undead against the living. May get one piece of information, plus 1 additional piece of information for every 5 above the DC.

Everyone but Gerdur may take a standard or move action prior to the creature manifesting in the room. The concealing fog in the room is still present for this encounter.

Initiative:

Surprise Round (Standard or Move Action Only):

Marcus
Charleston
Geatan
Jack
Hugo

Round 1:

Marcus
Charleston
Geatan
Jack

Enemy
Zurnzal
Gerdur
Hugo
Alchemists

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo raises an eyebrow at the sudden turn of events.

Kn: religion: 1d20 + 11 ⇒ (18) + 11 = 29

”A Nightwalker Nightshade? By the Keeper of the First Vault, this undead bodes poorly.“

5' step back and casts Blessings of Fervor (taking +2)

By Abadar, bless our efforts against this abomination of unlife!

Silver Crusade

Male Human Male Wizard 3, Cleric 3, Mystic Theurge 9 I HP: 125/125 I AC: 16, T: 12, FF: 14 I CMB: +6 CMD: 18 I Fort: 17 Ref: 13 Will: 24 I Init: +11 I Perc: +35 I Speed: 30’ Fly 40’ good I Active Conditions: Fire Resis-30, Ant Haul, Endure Ele., M. Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks) I Sprite (Liminal Sprite) I HP: 62/62 I AC: 24, T: 15, FF: 19 I F: +9, R: +8, W: +12

Knowledge Religion: 1d20 + 25 ⇒ (2) + 25 = 27

"Looks like we caught someones attention, Hugo's right that's a nasty undead. Well this is not a show I want to keep my front row seat."

Jumping backwards and letting overland flight take over flying away from the Nightwalker and 20' into the air.

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Blessing of Fervor, +2 hit/ac/ref

Marcus sweeps across and stands by Jack.

Well, Zurnzal, looks like Vahlo doesn't want any of us going anywhere.

Anyone looking closely will notice veins standing out under Marcus's skin.

Swift Action, Torturer's Mettle +10 temp HP.

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

(Loremaster: Take 10 Knowledge (planes) DC26 for 29.
(Special Attacks, please.)
"Hugo's right, it's a nightwalker nightshade, an extraplanar undead creature from the Negative Energy Plane that leads armies of the undead against the living. Their special attacks include __________."

"What else do you know about such creatures, Hugo?"

The bard breaks into song, inspiring his allies and adding sonic resonance to their attacks. Swift action
Nightshades on a warning
Give me strength at least give me a light
Give me anything even sympathy
There's a chance you could be right
If I listen close I can hear them singers, oh

Duran Duran, Union of the Snake

Then, adopting a defensive stance, Jack casts a spell, instilling good hope in his allies. (Standard Action)
Concentration check DC21: 1d20 + 19 ⇒ (2) + 19 = 21

Mirror Images = 8
Blessing of Fervor +2 hit/ac/ref
Inspire Courage +3 competence bonus on attack and weapon damage rolls and +3 morale bonus on saving throws vs charm and fear effects.
+3 morale bonus on saves vs charm & fear effects.
Discordant Voice
Melee: All Allies within 30 feet of Jack deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal.
Ranged: All Allies' projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of Jack.
Good Hope: Jack and up to 13 allies gain a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo tries to recall special defenses of the creature.

” Right! They are resistant to ______“

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Gaétan look at the undead monstruosity.
Wait… just that? I have seen worse. This thing doesn’t smell anything. It is just silent.
Still… It could be dangerous to those poor half-orcs. And I don’t know what trick it has in reserve. Better use ghost salt. I don’t know if it incorporeal, but I don’t want to take chance

As a standard action. He gives a command and a blood vial of physical prowess who was on his bow handle. The vial is now empty. His muscles visibly swells [+8 str insight].

next round:

A light can be heard from his boot. He aims using ghost salt arrows and shoots with such a strength that ballistas are like … tiny arrows compared to this.

first attack: 1d20 + 39 ⇒ (16) + 39 = 55
damage Ghost salt!: 1d8 + 41 + 1d8 + 41 ⇒ (5) + 41 + (2) + 41 = 89 and 2d6 ⇒ (2, 5) = 7sonic

second attack: 1d20 + 39 ⇒ (20) + 39 = 59
damage Ghost salt: 1d8 + 41 ⇒ (6) + 41 = 47 and 1d6 ⇒ 4 sonic

Third attack: 1d20 + 34 ⇒ (19) + 34 = 53
damage Ghost salt: 1d8 + 41 ⇒ (2) + 41 = 43 and 1d6 ⇒ 2 sonic

Fourth attack: 1d20 + 20 ⇒ (19) + 20 = 39
damage Ghost salt: 1d8 + 41 ⇒ (3) + 41 = 44 and 1d6 ⇒ 2 sonic

haste attack: 1d20 + 39 ⇒ (12) + 39 = 51
damage Ghost salt: 1d8 + 41 ⇒ (3) + 41 = 44 and 1d6 ⇒ 5 sonic

crit section
second attack: 1d20 + 39 ⇒ (15) + 39 = 54
damage ghost salt: 2d8 + 82 ⇒ (8, 4) + 82 = 94

Third attack: 1d20 + 34 ⇒ (6) + 34 = 40
damage Ghost salt: 2d8 + 82 ⇒ (4, 1) + 82 = 87

Fourth attack: 1d20 + 20 ⇒ (2) + 20 = 22
damage Ghost salt: 2d8 + 82 ⇒ (2, 6) + 82 = 90

Buff:mutagen, blood vial, haste from the boot, +2 attack and ac from blessing, inspire courage, good hope. Feat: Clustered shot, point-blank master


Dice Rolling:
Alchemists Will: 1d20 + 13 ⇒ (17) + 13 = 30
Charleston Will: 1d20 + 24 ⇒ (11) + 24 = 35
Geatan Will: 1d20 + 4 + 19 ⇒ (1) + 4 + 19 = 24
Gerdur Will: 1d20 + 11 ⇒ (7) + 11 = 18
Hugo Will: 1d20 + 22 ⇒ (7) + 22 = 29
Marcus Will: 1d20 + 17 ⇒ (4) + 17 = 21
Zurnzal Will: 1d20 + 12 ⇒ (3) + 12 = 15

As the creature pulls itself into this realm of existence, its fearsome gaze falls upon the Pathfinders and half-orcs nearby!

Its fear gaze triggers when it arrives at the end of the surprise round, prior to the buffs activated in Round 1. Unless anyone wishes to use any particular effects or bonuses that I missed, Geatan/Gerdur/Marcus/Zurnzal will cower in fear for 1 round. DC was 25. This may interrupt the above posted actions. I will check back later this afternoon for changes.

Jack wrote:
"Hugo's right, it's a nightwalker nightshade, an extraplanar undead creature from the Negative Energy Plane that leads armies of the undead against the living. Their special attacks include the ability to channel negative energy, the ability to frighten those it looks at, and being able to sunder weapons swiftly."
Hugo wrote:

Hugo tries to recall special defenses of the creature.

"Right! They are resistant to magic spells and abilities, and are immune to cold-based effects."

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

gm roll and fear bonus: 1d20 + 18 + 2 + 2 ⇒ (4) + 18 + 2 + 2 = 26

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Retro healing:

CLW : 1d8 + 1 ⇒ (4) + 1 = 5
CLW : 1d8 + 1 ⇒ (7) + 1 = 8
CLW : 1d8 + 1 ⇒ (2) + 1 = 3
CLW : 1d8 + 1 ⇒ (3) + 1 = 4
CLW : 1d8 + 1 ⇒ (8) + 1 = 9
.

Hugo waits to see if his allies cower or stand and fight.


As several of his allies begin to succumb to the fearsome presence of the night Walker, Geatan manages to power through the creature's gaze and unleashes a veritable fusillade of arrows in its direction! The incredible amount of damage from his attacks literally sunders the undead's body in a gory, meaty explosion that showers everyone in the vicinity with the creature's entrails and viscera.

Out of initiative

The half-orc alchemists wipe the gore from their faces, while Zurnzal merely grins appreciatively at the spectacle. He furtively attempts to pass Geatan a business card in the event the archer is interested in some side-hustle for some hit contracts the assassin has pending.

The claxon noise continues for about another minute before it fades, the stairwell warping and reforming back to normal as the alarm finishes.

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

"Nicely done, Géatan Émond," Jack thanks the archer, casting prestidigitation to clean away the nightshade's gore splattered over his cloak and armor.

The bard pitches in to help the team gather the magical tome and anything else as yet unclaimed.

"Zurnzal said Vahlo's in Skyreach Tower, attempting a ritual to further the Whispering Tyrant's objectives in the area. And he said Torch was making his way there with some agents. We should get there as quickly as possible."

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Marcus nods To the tower.

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur shakes himself to clear his head. "Yeah, tower."

Silver Crusade

Male Human Male Wizard 3, Cleric 3, Mystic Theurge 9 I HP: 125/125 I AC: 16, T: 12, FF: 14 I CMB: +6 CMD: 18 I Fort: 17 Ref: 13 Will: 24 I Init: +11 I Perc: +35 I Speed: 30’ Fly 40’ good I Active Conditions: Fire Resis-30, Ant Haul, Endure Ele., M. Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks) I Sprite (Liminal Sprite) I HP: 62/62 I AC: 24, T: 15, FF: 19 I F: +9, R: +8, W: +12

"Well that was Quick. Yes lets go see this ritual and stop Vahlo."

After combat using the wand of Channel the Gift then recasting Heightened Awareness.


Moving to Skyreach will take about 5 minutes worth of time, unless additional modes of transportation are used.

The familiar looming towers of Skyreach are now silhouetted against ominous, roiling stormclouds that swirl in circles in the sky above the building. Severe winds buffet Skyreach as sheets of lightning strike downwards from the clouds; several of the bolts also coming from a large glowing red disc of energy that now hovers above one of the spires. The lightning strikes out from the Pathfinder Lodge, occasionally striking nearby buildings outside of the walls; causing the alarmed sounds of citizens as they attempt to put out fires that erupt from the weather. From the vantage point at the base of Skyreach, no visible movement of anyone up near the spires can be seen.

Weather Effects: The area around Skyreach are under the effects of severe winds, imposing a -4 penalty on ranged attacks and potentially checking creatures of small size or smaller. Please refer to the Weather Rules for additional information if unfamiliar.

How does everyone wish to get to the tower location given by Zurnzal? Climbing the tower will require DC 30 Climb checks, if ascension is desired that way. Teleportation would be a quicker, instantaneous way to reach one of the spires. You can also enter the building and ascend on the inside as well. The height of the various structures on the outside are indicated in feet on the map.

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

"We've got the scroll of dimension door from the Decemvirate's stash. Should be we use it to get where we need to go in the tower?" Jack suggests in a question to the team.

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Assuming it can move us all.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

I can teleport some of us, but I am not sure if I can get all of the group. Can someone use the scroll? Do we know of any reason we may miss something by teleporting? Hugo asks pensively, not to anyone in particular. He continues to look at the spires.

He considers summoning an arbiter to scout, but changes his mind.

Ah, yes. Too slow if we teleport.

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

"Well, Charleston, do you want to use the scroll of dimension door?" Jack asks the theurge. "It should be able to teleport seven of us. Or perhaps you have something else prepared?"

"I can use the scroll, too, or cast the same spell myself, and teleport five of us, but I'd prefer to save the spell slot for now."

(Scroll was identified as CL18, so caster + 6.)

Silver Crusade

Male Human Male Wizard 3, Cleric 3, Mystic Theurge 9 I HP: 125/125 I AC: 16, T: 12, FF: 14 I CMB: +6 CMD: 18 I Fort: 17 Ref: 13 Will: 24 I Init: +11 I Perc: +35 I Speed: 30’ Fly 40’ good I Active Conditions: Fire Resis-30, Ant Haul, Endure Ele., M. Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks) I Sprite (Liminal Sprite) I HP: 62/62 I AC: 24, T: 15, FF: 19 I F: +9, R: +8, W: +12

"Sure not a problem Jack. If you want to take a second to prepare looks kind of nasty up there. Anyone need some form of magical flight or other buff I have to offer? It's a bit of a drop if you fall off from up there?"
After grabbing the scroll and looking up at the top of the tower for a moment.
"Better stay inside the familiar satchel Sprite. I'm thinking going to the tower next to that red disk so we can get a closer look at whats going on up there any objections?"

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

"Sounds reasonable." Jack gives a thumbs-up. "The effects of good hope should last another nine minutes or so."

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Let's get to it.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

”Very well. Proceed. But what is the intended destination? Top or bottom, inside or outside?“


Hugo wrote:
”Very well. Proceed. But what is the intended destination? Top or bottom, inside or outside?“

Based on the directions given by Zurnzal, the group would know that Vahlo would have been setting up his ritual on the roof of one of the towers. The one with the glowing red disk (e.g. the left most one on the active map) would be the intended destination. I have placed tokens on what I expect your intended teleport location is, feel free to adjust if needed.

With a twist and a wrenching sensation, the group appears on the roof on the spire near the floating red disk of energy. An ominous sense of being watched pervades the area...

Dice Rolling:

Stealth #1: 1d20 + 27 ⇒ (13) + 27 = 40
Stealth #2: 1d20 + 23 ⇒ (11) + 23 = 34
Perception Charleston: 1d20 + 35 + 2 ⇒ (9) + 35 + 2 = 46
Perception Geatan: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32
Perception Gerdur: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27
Perception Hugo: 1d20 + 28 + 2 ⇒ (9) + 28 + 2 = 39
Perception Jack: 1d20 + 24 + 2 ⇒ (2) + 24 + 2 = 28
Perception Marcus: 1d20 + 33 + 2 ⇒ (1) + 33 + 2 = 36
Initiative #1: 1d20 + 8 ⇒ (16) + 8 = 24
Initiative #2: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative Charleston: 1d20 + 11 ⇒ (9) + 11 = 20
Initiative Geatan: 1d20 + 15 ⇒ (2) + 15 = 17
Initiative Gerdur: 1d20 + 8 ⇒ (14) + 8 = 22
Initiative Hugo: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative Jack: 1d20 + 9 ⇒ (16) + 9 = 25
Initiative Marcus: 1d20 + 15 ⇒ (4) + 15 = 19

Will leave you with a cliff hanger of a potential surprise round. Will update after work and after token locations have been adjusted if needed.

Initiative Order:

Surprise Round:

Enemy #1
Hugo
Charleston
Marcus
Enemy #2

Round 1:

Jack
Enemy #1
Gerdur
Hugo
Charleston
Marcus
Geatan
Enemy #2

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

Feeling like the team is being watched, Jack checks that his mirror image spell is still active, he had cast it just before encountering Zurnzal. (14 mind duration)

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Before they teleport, Gaétan has cast fire arrow.

"I don't like this."

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo would have cast death ward if expectations of encounter with Vahlo and rituals

”And so we are here.“


Dice Rolling:

Touch vs. Geatan: 1d20 + 24 ⇒ (2) + 24 = 26
Negative Energy Damage: 7d6 ⇒ (1, 3, 1, 4, 2, 5, 6) = 22
Fire Damage: 4d6 ⇒ (1, 2, 3, 2) = 8

As the group reorients on the roof of the spire, a malicious laugh filters through the blasting winds in the sky. To the east, a familiar face sits astride a midnight black stallion with red eyes and a smoky mane. Vahlo sits atop his steed clutching an ornate shortsword that appears incredibly tarnished and reddish-brown stained on the blade, his triple-spired helm glinting ominously in the flickering light of the energy disk floating in the sky. An evil reddish light begins to emit the helm's eyes look at Gerdur directly, causing him to feel an odd sense of doom fall upon him.

His mount then surges forward in a dash through the sky with little preamble from its rider, Vahlo being carried forward towards Geatan swiftly. As he passes by the archer, he reaches out to touch Geatan as his hand is encompassed in malignant purple energy. His attack wracks Geatan with pain, potentially stunning him with its power! Vahlo then rides past, his steed carrying him over the edge of the roof to the north; descending just enough to take him out of line of sight.

Geatan takes 22 Negative Energy damage and 8 points of Fire. Need a DC 27 Fortitude save from Geatan or he will be stunned for 3 rounds.

Perception (Charleston/Hugo/Marcus):
With your keen senses, you believe there might be something else beyond Vahlo lurking under the eaves of the spire roof near where he rode off towards. You are not sure what it is, but you are certain that it is approximately a large-sized being.

Knowledge Religion (DC 28):
You recall from the earlier briefing from Eylysia that she called Vahlo a graveknight. You know that graveknights are undead creatures typically bound to an article of armor or similar items, and will continually be revived from destruction as long as that item is intact. You also know that they have defenses best dealt with by magical weapons; as well as that they are immune to cold, electricity, and one other element tied to their original manner of death. You can remember one additional piece of information for every 5 points above the DC.

Vahlo, Fallen Decemvirate

Initiative Order:

Surprise Round:

Hugo
Charleston
Marcus

Enemy #2

Round 1:

Jack
Enemy #1
Gerdur
Hugo
Charleston
Marcus
Geatan (-30, DC 27 Fort Save Needed)
Enemy #2

Silver Crusade

Male Human Male Wizard 3, Cleric 3, Mystic Theurge 9 I HP: 125/125 I AC: 16, T: 12, FF: 14 I CMB: +6 CMD: 18 I Fort: 17 Ref: 13 Will: 24 I Init: +11 I Perc: +35 I Speed: 30’ Fly 40’ good I Active Conditions: Fire Resis-30, Ant Haul, Endure Ele., M. Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks) I Sprite (Liminal Sprite) I HP: 62/62 I AC: 24, T: 15, FF: 19 I F: +9, R: +8, W: +12

Knowledge Religion: 1d20 + 25 ⇒ (3) + 25 = 28 on Vahlo

Knowledge Religion: 1d20 + 25 ⇒ (15) + 25 = 40 on Vahlo mount

"I hate ride by attackers like that. But watch out I saw something moving under the eaves of the spire roof where Vahlo charged from."

Casting haste on the party as my Surprise round action.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

As the suspicion of an unseen ally to Vahlo, Hugo summons an ally of Abadar to counter.

Creature of Abadar, find the invisible lurker, report back what you find to me and hunt it down!

Std action to sacred summon a Zelekhut (with true seeing). Place it within melee distance.
As a surprise round, it could get 1 attack, depending on what it sees.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

fort: 1d20 + 18 ⇒ (12) + 18 = 30

Gaétan receives the Blow... but stay up.

"IT is an Honor to be your Target."

But, where Torch?

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Flush with the gift of speed from Charleston Marcus utters a holy word and speed towards Vahlo.

Activating Flight from Celestial armor.

Marcus sweeps up and around, taking a position above and away from Vahlo that keeps him in whip's reach.

Taking a moment to steel himself Marcus calls out.

Come now Vahlo. This is madness. Your lord will not have a chance to appreciate your sacrifice.

Swift action, Torturer's Mettle +10 temp hp.


Dice Rolling:

Zelekhut Perception: 1d20 + 20 ⇒ (8) + 20 = 28
Marcus Perception: 1d20 + 33 + 2 ⇒ (4) + 33 + 2 = 39
Enemy Laser vs. Marcus: 1d20 + 23 - 4 ⇒ (15) + 23 - 4 = 34
Marcus AoO: 1d20 + 31 + 1 + 2 ⇒ (3) + 31 + 1 + 2 = 37
Miss Chance (Low Bad): 1d100 ⇒ 29
Marcus AoO: 1d20 + 31 + 1 + 2 ⇒ (18) + 31 + 1 + 2 = 52
Miss Chance (Low Bad): 1d100 ⇒ 99
Damage: 1d3 + 14 - 10 + 2 ⇒ (1) + 14 - 10 + 2 = 7
Concentration (DC 26): 1d20 + 24 ⇒ (13) + 24 = 37
Neg Levels: 2d4 ⇒ (4, 1) = 5

Hugo wrote:
Creature of Abadar, find the invisible lurker, report back what you find to me and hunt it down!

The zelekhut appears in a precisely calculated puff of displaced air, the outsider glancing around to triangulate any unseen creature's presence. It turns in Hugo's direction with a neutral expression on its emotionless visage. "This one is unable to locate anything beyond the masked human on the equine creature," it calls out to Hugo through the whistling winds buffeting the roof.

Marcus wrote:
Come now Vahlo. This is madness. Your lord will not have a chance to appreciate your sacrifice.

Marcus is able to see Vahlo smirk maliciously through the part of the mask not covering the man's face. Looking quickly around, Marcus realizes what was hiding out of sight. A large-sized gaunt humanoid being; the creature has a slightly translucent body with lanky limbs and writhing tentacles, and a face similar to that of a hideous fish. It's body seems to dart back and forth visually, making it difficult to look at directly. The being is plastered against the side of the spire underneath the eave of the roof, its mouth wide open as ominous purple light begins to gather into a pulsating orb of magic.

Realizing that he is about to be blasted by a spell, Marcus reflexively lashes out with his whip to attempt to strike the creature. His whip strikes the side of the spire as its body flickers aside as the creature completes is spell and begins to fire a beam of purple energy. Marcus then lashes out again at the ranged attack being made against him, managing to land an actual strike on the creature. He does significantly less damage than he was expecting, his blow unable to disrupt the effect as the laser beam of purple light blasts through the air and strikes him directly in the chest! Marcus feels the beam drain away a large portion of his life force, weakening him and sapping away his strength.

"There is a hostile being hidden in the eaves of the roof, firing beams at your ally," the zelekhut calls out flatly in an almost comedically delayed fashion. It describes the creature's appearance to Hugo and any who can hear the outsider talking.

Knowledge Planes (DC 26):
You recognize this creature as an astradaemon, a personification of death from negative energy and level drain. You recall that powerful daemons such as this have strong defenses that can only be broken by good-aligned and silver weapons; as well as that all daemons are immune to acid and resistant to all other elements except sound-based damage. You can ask one additional piece of information for every 5 above the DC.

Marcus gains 5 negative levels, DC to remove after 24 hours is 24.

Round 1:

Jack
Vahlo
Gerdur
Hugo
Charleston
Marcus (5 Negative Levels)
Geatan (-30)
Fish-face

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

I don't know if it will effect the damage here, but as +5 whip Marcus's weapon counts as Cold Iron. Silver, Adamantine, Good, Evil, Lawful, and Chaotic for the purposes of bypassing DR.

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

Spellcraft DC15+Spell Level: 1d20 + 21 ⇒ (6) + 21 = 27
Knowledge (planes) DC26: 1d20 + 19 ⇒ (8) + 19 = 27
Knowledge (religion) DC28: 1d20 + 18 ⇒ (10) + 18 = 28

"Eylysia called Vahlo a graveknight." Jack points in the direction of Vahlo and his flying pony. "Graveknights are undead creatures typically bound to an article of armor or similar items, and will continually be revived from destruction as long as that item is intact. They have defenses best dealt with by magical weapons. They're immune to cold, electricity, and one other element tied to their original manner of death."

When the aasimar sees the creature casting a spell at Marcus, he warns the team. "It's an an astradaemon, a personification of death from negative energy and level drain. It has strong defenses that can only be broken by good-aligned and silver weapons. All daemons are immune to acid and resistant to all other elements - except sound-based damage."

"The astradaemon just cast __________!"

"Good thing we brought a bard to the party!" Jack grins and starts to sing, inspiring the team. (Swift Action)

Jack points a pistol finger at the astradaemon, casting deafening song bolt. The bard sings three notes that become tangible bolts of arcane energy that shriek across the battlefield.
Bolt #1, Inspire Courage, Haste, Good Hope; Sonic Damage, Discordant Voice; Deafened for d6 rounds: 1d20 + 19 ⇒ (10) + 19 = 293d10 + 1d6 + 3 ⇒ (5, 3, 8) + (4) + 3 = 231d6 ⇒ 5
Bolt #2, Inspire Courage, Haste, Good Hope; Sonic Damage, Discordant Voice; Deafened for d6 rounds: 1d20 + 19 ⇒ (17) + 19 = 363d10 + 1d6 + 3 ⇒ (5, 3, 8) + (4) + 3 = 231d6 ⇒ 6
Bolt #3, Inspire Courage, Haste, Good Hope; Sonic Damage, Discordant Voice; Deafened for d6 rounds: 1d20 + 19 ⇒ (12) + 19 = 313d10 + 1d6 + 3 ⇒ (4, 9, 3) + (4) + 3 = 231d6 ⇒ 1
(Save: None; SR: No. Standard Action; 60 sonic damage + 9 untyped from Inspire Courage)

Jack snaps his fingers, and a rod appears in his gloved hand. (Free Action)

Finally, he puts a little space between himself and the congested center of the tower roof. (Move Action)

Inspire Courage: Allies gain a +3 competence bonus on attack and weapon damage rolls and a +3 morale bonus on saving throws vs charm and fear effects.
Discordant Voice:
Melee - Allies within 30ft of Jack deal an extra d6 points of sonic damage with successful weapon attacks. Damage stacks with other energy damage a weapon might deal.
Ranged - Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30ft of Jack.
Good Hope Allies have +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Mirror Image - 8 Images


Marcus wrote:
I don't know if it will effect the damage here, but as +5 whip Marcus's weapon counts as Cold Iron. Silver, Adamantine, Good, Evil, Lawful, and Chaotic for the purposes of bypassing DR.

That slipped past me. I'll tack on the additional 10 points of damage at the next tracker update. It still manages to make the concentration check with the additional damage, however, so end result is still the same.

Jack wrote:
"The astradaemon just cast energy drain!"
Jack wrote:
Jack points a pistol finger at the astradaemon, casting deafening song bolt. The bard sings three notes that become tangible bolts of arcane energy that shriek across the battlefield.

Jack, in case this potentially affects your decision to cast that spell at your current vantage point...:

GM Irish202 wrote:
The being is plastered against the side of the spire underneath the eave of the roof, its mouth wide open as ominous purple light begins to gather into a pulsating orb of magic.

It would have cover against your attacks from your previous as well as current vantage point, potentially improved cover due to the hard angle and the eave of the roof. Just checking to see if you still wish to fire given this in mind. If so, I will also need a 50% miss chance on each bolt (Low misses).

Dice Rolling:

Marcus AoO: 1d20 + 31 + 1 + 2 ⇒ (1) + 31 + 1 + 2 = 35
Attack vs. Marcus: 1d20 + 29 + 2 ⇒ (18) + 29 + 2 = 49
Confirm vs. Marcus: 1d20 + 29 + 2 ⇒ (19) + 29 + 2 = 50
Negative Energy: 14d6 ⇒ (4, 3, 2, 3, 2, 6, 5, 6, 3, 6, 4, 6, 3, 1) = 54
Fire Damage: 4d6 ⇒ (1, 3, 3, 4) = 11
+5 Magic Piercing Damage: 2d4 + 24 ⇒ (1, 1) + 24 = 26
Greater Disarm Direction (1=Direct North, then clockwise): 1d8 ⇒ 2
Staggering Critical: 1d4 + 1 ⇒ (4) + 1 = 5

Vahlo spurs his mount through the air, charging directly towards Marcus! Marcus flicks out his whip, but is unable to effectively get the right angle as Vahlo pierces his sword straight into his chest. Malign purple energy surges through his hand down the hilt of the weapon, wracking Marcus with pain as Vahlo wrenches the weapon out to knock the whip away; the weapon tumbling down 30 feet below!

Marcus takes 26 points of +5 magic piercing damage, 54 negative energy damage, 11 fire damage, and needs to make the following saving throws: DC 27 to avoid being Stunned for 3 rounds, DC 26 to avoid being Staggered for 5 rounds. He is disarmed per disarming strike, his weapon flying 15 feet away to the Northeast and then down to the roof below.

Round 1:

Jack (Confirming Action, Miss Chance Rolls potentially needed)
Vahlo
Gerdur
Hugo
Charleston
Marcus (-86, 5 Negative Levels, Fort DC 27 vs Stun and Fort DC 26 vs Staggered)
Geatan (-30)

Fish-face (-17)

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Zelekhut AOO on Valho's mount (he was within 10' melee range by decree
'Place it within melee distance.')

HALT! Heathen!

10' chains, bard: 1d20 + 17 + 2 + 3 ⇒ (9) + 17 + 2 + 3 = 31 for dmg,elec,sonic: 2d6 + 7 + 5 + 1d6 + 1d6 ⇒ (2, 6) + 7 + 5 + (2) + (3) = 25

Hugo will attempt to have Vahlo recalculate his attack on poor Marcus.

MARCUS! Watch out!

Invoking a divine interference! -1 on attack of re-roll of sword strike

Hugo+Zed will hold action until the two above are resolved.

Dark Archive

Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 | HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) | Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None

Woohoo, will wait for Hugo's ability to resolve.

Grand Lodge

CG Male musetouched aasimar Bard 14 | HP 128/132 (+10 Temp) | AC 27 / 15 T / 24 FF | CMD 28 | Perception +22, Darkvision; Sense Motive +32 | Init +9 | Bardic Performance 27/35 | Bard Spells 1: 6/7, 2: 5/6, 3: 3/5, 4: 5/5, 5 0/3 | SLA: Glitterdust 1/1 | Fort +16, Reflex +18, Will +17; (+4 vs. bardic performance, language-dependent, sonic); Resist Acid 5, Cold 5, Electricity 5 | Cond.: Heightened Awareness, Haste, Heroism, Good Hope, Mirror Image (8)

*RETCON: Standard and Move Actions* Instead of casting deafening song bolt and walking across the roof...

Jack clicks the heels of his winged boots and flies to a spot near the edge of the roof from which his bardic performance and discordant voice can benefit the entire team.

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