| Raspar Soulsage |
Raspar, when Cabaguil is done being all fancy, moves toward area 2. Mostly because he wants to see what's over there.
"What we really need now is a nice gnomish dresser to round out the guest room that has the fancy bed," Raspar says hopefully, with his eyes on the big picture.
GM Tyranius
|
Kelvin's Perception (L): 1d20 + 23 ⇒ (10) + 23 = 33
Cuthberwyn's Perception (M): 1d20 + 23 ⇒ (16) + 23 = 39
Cabaguil, Detect Magic: 1d20 + 22 ⇒ (14) + 22 = 36
Raspar, Avoid Notice: 1d20 + 26 ⇒ (9) + 26 = 35
Ðakaþos, Scout: 1d20 + 21 ⇒ (16) + 21 = 37
Dori, Defend: 1d20 + 21 ⇒ (14) + 21 = 35
Endless Elven Aging: 1d20 + 33 ⇒ (6) + 33 = 39
A haunted mural fascinates those entering the room. Findeladlara encourages her followers to create art in the traditional elven styles, both as a testament to their ancestors’ deeds and to guide future generations. However, this cyclical homage has taken on an obsessive and haunted quality after millennia of proximity to evil.
As Raspar eyes the massive mural it seems t come to life as it draws the halfling closer and closer, draining his vitality into the mural. Haunt.
@Raspar- DC 38 Will Save. Failure you must spend all actions next turn to move it teh room and stand paralyzed before the mural.
★★★
Endless Elven Aging! Round 1
──────────
BOLD: GO!:
──────────
Endless Elven Aging (- HP) │ Disable Occultism (Master); Religion (Master)
➤ Cuthberwyn (203/203 HP) │ Resist Fire 10
➤ Dakapos (231/231 HP) │ Resist Slashing 3
➤ Cabaguil (143/143 HP) │ Resist Fire 10
➤ Dori (234/234 HP) │ (Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
➤ Raspar (216/216 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Kelvin (235/235 HP) │ Resist Fire 7
| Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: None
Battle Medicine: None
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1 hour, •>>, fly 5m)
Staff of Healing, Major: (8/8) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +22 (T), Spell DC’s 32 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +26 (M), Spell DC’s 36 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (4/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (3/3) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
”Raspar? Raspar, what are you doing? Raspar!”
Cabaguil extends his senses (link) to see the seen and unseen. He also has See Invisibility going as he studies the room (•>). He’ll do so with the aid of the Eye of the Wise (•>, +2 to seek).
Perception: 1d20 + 23 + 2 ⇒ (18) + 23 + 2 = 43 (Eye)
If he can perceive anything, or even if he can’t he’ll try and figure out what’s going on (•>).
Arcana/Nature/Occult/Religion/Society: 1d20 + 21 ⇒ (7) + 21 = 28
| Cuthberwyn Fizzkomingus |
Cuthberwyn is alarmed as Raspar moves forward with no regard for himself. Wait! Come back! Cuth is exasperated as Cabaguil follows, though relieved to see he isn't mesmerized the same way, and the gnome hurries after,
He, too, tries to discern the root of the evil here.
1d20 ⇒ 4
Occultism +22/Nature & Religion +21/Arcana, Crafting, & Society +19
Begin inspire defense for a +1 status bonus to AC and saves and resistance 4 to physical damage.
| Kelvin Craghorn |
Action 1: Stride
Action 2: Strike
Action 3: Strike
Kelvin's irritation comes through, seeing poor Raspar helplessly drawn in. He rushes forward with spear, slamming the butt of it against the mural in a hope that the thundering power of the weapon will destroy the mural.
Strike vs Mural: 1d20 + 28 ⇒ (20) + 28 = 48
Damage (P + Sonic/Elec): 2d6 + 11 + 1d6 + 1d6 ⇒ (6, 4) + 11 + (4) + (5) = 30
Strike vs Mural: 1d20 + 23 ⇒ (11) + 23 = 34
Damage (P + Sonic/Elec): 2d6 + 11 + 1d6 + 1d6 ⇒ (4, 5) + 11 + (6) + (2) = 28
If Gang Up can apply or if it's susceptible to Surprise Attack, here's the Sneak Attack damage (which gets doubled on a crit
SA 1: 3d6 ⇒ (4, 6, 3) = 13
SA 2: 3d6 ⇒ (5, 6, 1) = 12
Dori Markhaldow
|
Leaving for District Champs in a few. Will be roboting until Saturday afternoon. Is is bad that I hope we don't make it to worlds? I'm tired.
GM Tyranius
|
Most of you recognize this as some sort of a haunting happening as Raspar draws closer and closer. Dori and Cuthberwyn chase after the halfling to try and stop him but Raspar is too quick, and determined.
Kelvin rushes in and destroys two of the squares as his spear rips through them with ease. About four more squares of the mural remain until it is destroyed beyond repair.
As Raspar stares into the painting you see pain streak across his face as he visibly ages. Kelvin also begins to feel the seeping effects of this haunted mural as it to drains his life.
@Raspar- Need 2x DC 38 Fort Saves vs Live a Thousand Lives. @Kelvin need 1 save.
★★★
Endless Elven Aging! Round 2
Party Conditions: Inspire Defense (+1 AC; Resistance 4 Physical)
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Raspar: DC 38 Fort save x2 (Live a Thousand Lives)
Kelvin: DC 38 Fort save (Live a Thousand Lives)
──────────
BOLD: GO!:
──────────
Endless Elven Aging (- HP) │ Disable Occultism (Master); Religion (Master) 2/6 squares destroyed
➤ Cuthberwyn (203/203 HP) │ Resist Fire 10
➤ Dakapos (231/231 HP) │ Resist Slashing 3
➤ Cabaguil (143/143 HP) │ Resist Fire 10
➤ Dori (234/234 HP) │ (Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
➤ Raspar (216/216 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Kelvin (235/235 HP) │ Resist Fire 7
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
| Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: See Invisibility (2/10m)
Battle Medicine: None
Guidance: Raspar
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1 hour, •>>, fly 5m)
Staff of Healing, Major: (8/8) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +22 (T), Spell DC’s 32 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +26 (M), Spell DC’s 36 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (4/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (3/3) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Cabaguil doesn’t imagine his fires are going to do much to the murals, so he’ll cast Guidance (•>, +1 attack, perception, save, or skill w/in 1 round (status)) on Raspar. He’ll follow it up with Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) for those assaulting the wall!
| Ðakaþos |
Lamenting the tragedy that has befallen the Elven art, Dak grits his teeth and tries to the destroy the mural. Warcry forgone, he apologizes to the ancients for what he must do:
Power Attack: 1d20 + 30 + 1 ⇒ (10) + 30 + 1 = 41 for DMG: 5d12 + 13 ⇒ (5, 10, 1, 9, 4) + 13 = 42 and Fire: 1d6 ⇒ 6 and Cold: 1d6 ⇒ 6
I'm assuming I need to stride.
| Cuthberwyn Fizzkomingus |
Cuthberwyn moves forward and acts to bolster the party's defenses. (Inspire defense, party within 60 feet of Cuth gains a +1 status bonus to AC and saving throws, as well as resistance equal to 3 physical damage.)
DC 32 Performance check for lingering composition: 1d20 + 28 ⇒ (4) + 28 = 32 success (not by much, mind you, LOL), focus point spent.
Stride x2, verbal component for inspire defense.
| Kelvin Craghorn |
| 1 person marked this as a favorite. |
Fort save vs DC 38: 1d20 + 25 ⇒ (20) + 25 = 45
Perhaps it's because of his disdain for elven 'art', or because of his indomitable spirit, but whatever is haunting the mural does not phase Kelvin in the slightest.
Action 1: Stride
Action 2: Strike
Action 3: Strike
He moves further in to destroy more of the mural, smashing with his spear!
Strike vs Mural: 1d20 + 28 + 1 ⇒ (16) + 28 + 1 = 45
Damage (P + Son/Elec): 2d6 + 11 + 1d6 + 1d6 ⇒ (3, 5) + 11 + (4) + (6) = 29
And again!
Strike vs Mural: 1d20 + 23 + 1 ⇒ (16) + 23 + 1 = 40
Damage (P + Son/Elec): 2d6 + 11 + 1d6 + 1d6 ⇒ (3, 1) + 11 + (2) + (1) = 18
If Gang Up can apply or if it's susceptible to Surprise Attack, here's the Sneak Attack damage (which gets doubled on a crit)
SA 1: 3d6 ⇒ (1, 5, 6) = 12
SA 2: 3d6 ⇒ (6, 4, 2) = 12
| Raspar Soulsage |
Round 2
Action 1: Strike mural
Action 2: Strike mural
Action 3: Strike mural
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
Feeling more like himself (and less a drooling dwarf) Raspar strikes out thrice at the threatening art.
Melee or Ranged Strike:
1d20 + 27 ⇒ (4) + 27 = 31 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (4, 1, 4) + 11 + (6) + (4) + (1) = 31 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 27 - 4 ⇒ (18) + 27 - 4 = 41 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 3, 3) + 11 + (6) + (6) + (5) = 36 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 27 - 8 ⇒ (11) + 27 - 8 = 30 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 1, 3) + 11 + (1) + (1) + (5) = 24 damage (holy, disrupting, flaming)
Note 16 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
2 persistent good damage for the grappler.
Melee or Ranged Strike:
1d20 + 27 ⇒ (6) + 27 = 33 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 4, 1) + 11 + (6) + (5) + (4) = 32 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 1) + 1 = 5 persistent bleeding
AC: 39 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 27/26/25 + 2 vs. spells/reaction
HP: 216/216
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+26[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=17). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
GM Tyranius
|
The three of you quickly tear through the remaining four panels as the mural crashes from the wall. Raspar's mural will never rest above his new kingly bedframe now.
Leaning against the southwest wall is a +2 greater striking mithral staff, traditionally passed from one steward of this area to another.
| Raspar Soulsage |
Raspar bemoans the broken mural, wishing he could restore the former glory. He looks back at Cuthberwyn.
"Hey Cuth, do you think all the goblin artisans could fix this mural? Might be a great piece for the Hall of Regrets in the Rainbow DC Citadel, don't you think? If they can fix it," Raspar asks hopefully, not being a good craftsman at all.
| Cuthberwyn Fizzkomingus |
It's possible, Cuthberwyn replies, absently handing the mithral staff to Cabaguil. I don't know enough about art to say for sure. But if anyone can, it'd be them.
| Ðakaþos |
"That was a travesty. And what a weapon. I wonder what legend lore it has."
Once secured, he also follows suit.
GM Tyranius
|
Dakapos begins to gather the group as he heads towards the exit. A stone archway featuring images of the sun setting over a desert sits in a curving alcove, with drifts of golden sand strewn for several feet around its base.
| Raspar Soulsage |
"Oh sand! I wonder if it's good quality sand, for the griffon litterbox," Raspar exclaims and then examines the quality of the sand. "Or do you think there is enough for nice children's sandbox?"
| Cuthberwyn Fizzkomingus |
I suspect there'll be plenty about for whatever you have e in mind, where this gateway leads, Cuthberwyn says dubiously.
Cuth stands ready when everyone else is.
| Cabaguil Hobnil |
”Is this another gate?” Cabaguil wonders, casting Detect Magic (•>>) and looking around - once he’s seen Raspar enter the area safely of course. No sense in being hasty.
He examines the alcove for more meaning as well, not just magic.
Arcana/Nature/Occult/Religion/Society: 1d20 + 21 ⇒ (14) + 21 = 35
GM Tyranius
|
Raspar enters safely and as Cabaguil approaches with the Guiding Chisel the exit gateway ignites as the magic swirls within the gateway creating a portal to Katapesh.
| Kelvin Craghorn |
"Here, let me lead. In case there's any traps," Kelvin says, making his way forward as the others follow along. He steps into the entryway to the area, instinctively looking for traps as he does so.
Moved all the tokens on the map
GM Tyranius
|
The group circles around to investigate the remainder of the rooms.
Room #4.
This small chapel hosts a polished granite-and-gold statue of a handsome elven woman in archaic robes, holding a staff and pointing with an outstretched finger toward the sky as if tracing an image. Along the room’s sides are scores of pots, brushes, chisels, charcoal sticks, and other art supplies.
The statue depicts Findeladlara. The art supplies correspond to a wide range of crafts and have been preserved by the chapel’s faint divine presence. Collectively, the magically preserved supplies are worth 1,100 gp. Among them is also a scroll of overwhelming presence.
Room #3.
The next room appears to just be some form of temporary quarters at this resting station. This vaguely triangular room provided beds, food, and other accommodation for elves traveling through Alseta’s Ring. Now the seven alcoves hold only the fragile fragments of what were once beds, and the dusty remains of tables, bowls, and food pots lie scattered about the room.
Gathering the equipment there is little more to see other than Katapesh itself. Cabaguil holds the Guiding Chisel close near the portal to activate it as you each step through one by one.
As you exit the Duskgate Way Station, you step back into the middle of what appears to be Breachill’s incinerated ruins. A volcano has erupted beneath Citadel Altaerein, obliterating the fortress you have all been working so hard on and showering the surrounding area with lava bombs.
The Great Dreamhouse is set ablaze, Warbal and Kellen are screaming and trapped inside behind locked doors. Other structures have collapsed atop seriously injured townsfolk, innocents are stranded between narrow rivers of lava, and tremors have damaged the few viable shelters. All the while, bolts of red lightning course through the volcano’s cloud of ash, and the roiling mass takes the form of Dahak’s visage.
Each of you may attempt Acrobatics, Athletics, Breachill Lore, Crafting, Medicine, or Thievery check to help rescue vulnerable residents.
| Raspar Soulsage |
This seems very random and confusing. We're we just there?
"What? Did someone set fire to the petunia garden?" Raspar looks on worriedly, wondering how this could have happened. He will rush to save people, especially the vulnerable.
1d20 + 26 ⇒ (16) + 26 = 42 Acrobatics or Athletics
1d20 + 26 ⇒ (4) + 26 = 30 Acrobatics or Athletics
1d20 + 26 ⇒ (1) + 26 = 27 Acrobatics or Athletics
| Kelvin Craghorn |
Kelvin curses, immediately setting about helping the residents through sheer strength of muscle.
Athletics: 1d20 + 26 ⇒ (3) + 26 = 29
If that's a fail, I will use a hero point
Athletics: 1d20 + 26 ⇒ (19) + 26 = 45
| Cuthberwyn Fizzkomingus |
Cuthberwyn sets to work alongside Raspar and Kelvin.
Assurance in Athletics for 31. If that fails, he will roll Medicine instead, at +23.
1d20 + 23 ⇒ (1) + 23 = 24
| Cabaguil Hobnil |
Cabaguil gets to work triaging the damaged folk. He does what he can to soothe their injuries, though he's having a hard time coming to grips with what is happening. It seems so random!
Medicine: 1d20 + 28 ⇒ (14) + 28 = 42
Medicine: 1d20 + 28 ⇒ (13) + 28 = 41
Medicine: 1d20 + 28 ⇒ (8) + 28 = 36
Rolled a few times in case you need 'em.
| Ðakaþos |
"What upside-down reality IS this?" Dak ponders aloud as he tries his best to help. [ooc]Athletics Assurance = 33. If that fails, he'll roll:
Athletics: 1d20 + 27 ⇒ (4) + 27 = 31
Athletics: 1d20 + 27 ⇒ (20) + 27 = 47
Athletics: 1d20 + 27 ⇒ (6) + 27 = 33
GM Tyranius
|
Nope, just needed the one check.
First stirred by cultists’ movements and increasingly riled by your own travel through Alseta’s Ring, the manifestation of Dahak trapped within the portal’s network is increasingly eager for escape. Each time you use a portal in Alseta’s Ring, the manifestation strains against its weakening prison, and by this point it’s gained a limited degree of control over the space between the aiudara.
Raspar quickly bashes the door to the Great Dreamhouse in as he pulls Warbal and Kellen free where Cabaguil begins to work a bit of triage. Success.
The ash cloud’s draconic appearance coalesces into a semisolid form and dives groundward, exploding into a choking pyroclastic flow that blocks all sight. Through this storm of ash, you can periodically sense Dahak circling around you as his dragonstorm wreaks havoc in the surrounding area. "Your efforts are futile! Accept fast death as an immenent apocalypse is coming." The voice booms overhead.
You need not accept the dragon’s doom-mongering and can refute its claims with wrath, deceit, and hope of their own. Likewise, knowledge of Dahak and dragons can help you dissect the manifestation’s claims and refute its prophecies. Each PC can attempt a Arcana, Dahak Lore, Deception, Diplomacy, Dragon Lore, Intimidation, or Religion check.
| Ðakaþos |
| 1 person marked this as a favorite. |
[ooc]Hoping that Lore DCs are lower....
Lore (Dragon): 1d20 + 22 ⇒ (12) + 22 = 34 "This is your way. It is predictable and disappointing. You're not even original. It's nearly a verbatim recitation of Ashardalon, Dunklezahn, and Ghondalaath."
| Cuthberwyn Fizzkomingus |
Diplomacy: 1d20 + 22 ⇒ (12) + 22 = 34
Would use Performance if allowed by the GM. +28 instead of +22.
Yet every foe you have sent against us has fallen. Every. One. Cuthberwyn speaks above the dragonstorm, but his tone is quite steady. Your failures manifest again and again. These words are just so much hot air.
| Kelvin Craghorn |
Dahak Lore: 1d20 + 17 ⇒ (14) + 17 = 31
"I know you, Dahak! I know you well! Your goals will be for nothing, your power and presence weak! You've got the subtlety of a blazing inferno, making it ever so easy to be one step ahead of you!"
GM Tyranius
|
Lore DC's are generally a lower DC.
It seems the doom-mongering seems to get to your group in the realization that none of the forces you have faced so far have have had anything to do with Dahak himself but rather all machinations of the Scarlet Triad. The group was a fail on this portion.
The dragonstorm collapses in on itself into a solid draconic form that towers over you. "I have sent no such foes against you. My presence along would have been felt by all." The voice bellows as the Essence of Dahak rears back ready to attack.
Cabaguil, Detect Magic: 1d20 + 22 ⇒ (8) + 22 = 30
Raspar, Avoid Notice: 1d20 + 26 ⇒ (17) + 26 = 43
Ðakaþos, Scout: 1d20 + 21 ⇒ (17) + 21 = 38
Kelvin, Avoid Notice: 1d20 + 23 ⇒ (7) + 23 = 30
Cuthberwyn, Search: 1d20 + 23 ⇒ (13) + 23 = 36
Dori, Defend: 1d20 + 21 ⇒ (20) + 21 = 41
Promise of Fire: 1d20 + 37 ⇒ (6) + 37 = 43
Devastation: Success
Provocation: Failure
Confrontation: In Progress
★★★
Promise of Fire! Round 1
──────────
BOLD: GO!:
──────────
➤ Raspar (216/216 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Dori (234/234 HP) │ (Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
➤ Dakapos (231/231 HP) │ Resist Slashing 3
➤ Cuthberwyn (203/203 HP) │ Resist Fire 10
➤ Cabaguil (143/143 HP) │ Resist Fire 10
➤ Kelvin (235/235 HP) │ Resist Fire 7
Promise of Fire (- HP)
| Raspar Soulsage |
Is there a map for this? Or was it Da-hacked?
Round 1
Action 1: Strike out.
Action 2: Strike out.
Action 3: Strike out.
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
Raspar strikes out at the jerk who attacked their beautiful Rainbow DreamCastle Citadel.
Melee or Ranged Strike:
1d20 + 27 ⇒ (6) + 27 = 33 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (3, 3, 4) + 11 + (1) + (3) + (4) = 29 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 27 - 4 ⇒ (17) + 27 - 4 = 40 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (1, 3, 3) + 11 + (4) + (6) + (6) = 34 damage (holy, disrupting, flaming)
Melee or Ranged Strike:
1d20 + 27 - 8 ⇒ (11) + 27 - 8 = 30 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 1, 1) + 11 + (1) + (1) + (6) = 23 damage (holy, disrupting, flaming)
Note 16 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
2 persistent good damage for the grappler.
Melee or Ranged Strike:
1d20 + 27 ⇒ (8) + 27 = 35 to hit;
P/S, holy: 3d4 + 11 + 1d6 + 1d6 + 1d6 ⇒ (2, 4, 4) + 11 + (4) + (3) + (5) = 33 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+22+1d6+1d6[/dice] + 2d6 + 1 ⇒ (5, 4) + 1 = 10 persistent bleeding
AC: 39 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 27/26/25 + 2 vs. spells/reaction
HP: 216/216
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+26[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=17). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
| Kelvin Craghorn |
Kelvin wastes no time, joining in the fray with his prized spear.
Strike vs Red (Flat-footed): 1d20 + 28 ⇒ (16) + 28 = 44
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (4, 1) + 8 + (5, 6, 1) + (2) + (6) = 33 plus Weakness 5 to Slashing
Strike vs Red (Flat-footed): 1d20 + 23 ⇒ (12) + 23 = 35
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (1, 3) + 8 + (2, 5, 4) + (6) + (5) = 34 plus Weakness 5 to Slashing
Strike vs Red (Flat-footed): 1d20 + 18 ⇒ (8) + 18 = 26
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (1, 1) + 8 + (3, 6, 3) + (6) + (5) = 33 plus Weakness 5 to Slashing
I assumed that Kelvin would be able to Gang Up, and have the sneak damage added. If he could not have, subtract 12, 11, and 12 damage respectively.
He, of course, looks for an opening provided by others.
Damage (P + Sonic/Elec): 2d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (2, 1) + 8 + (4, 6, 5) + (4) + (2) = 32 plus Weakness 5 to Slashing
| Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: See Invisibility (2/10m)
Battle Medicine: None
Guidance: Raspar
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1 hour, •>>, fly 5m)
Staff of Healing, Major: (8/8) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +22 (T), Spell DC’s 32 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +26 (M), Spell DC’s 36 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (3/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (4/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (3/3) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Cabaguil doesn’t do his best work in melee, so he attempts to drop back 25’ (•>) before quickly seeing if he can maybe weaken it with a Ray of Enfeeblement (•>>, Fort DC 36, enfeebled for 1 minute)
Ray of Enfeeblement: 1d20 + 26 ⇒ (13) + 26 = 39
| Ðakaþos |
With the thing right in Dak's face, he wastes no time butting his bastard sword to work:
Power ATK 1: 1d20 + 30 ⇒ (8) + 30 = 38 DMG if hit: 5d12 + 13 ⇒ (4, 1, 6, 1, 2) + 13 = 27 and Fire: 1d6 ⇒ 3 and Cold: 1d6 ⇒ 5
Certain ATK 2: 1d20 + 20 ⇒ (9) + 20 = 29 13 on a miss
| Cuthberwyn Fizzkomingus |
Cuthberwyn shakes his head. Oh, you have, perhaps unwittingly, he says, beginning a tale of Belmazog and their use of a red dragon — he is careful not to name the dragon — for their own aims. The tale reminds his companions of their successes and bolsters them. (Inspire defense, party within 60 feet of Cuth gains a +1 status bonus to AC and saving throws, as well as resistance equal to 3 physical damage.)
DC 32 Performance check for lingering composition: 1d20 + 28 ⇒ (3) + 28 = 31 heh, failure, no focus point spent.
Cuth then seeks to slow the essence of Dakak down. Cast slow, DC 36 Fort.
Verbal component for inspire defense, verbal & somatic components for slow.
GM Tyranius
|
Raspar's starknife sparks off of the dragon's thick scales, barely leaving a scratch as Dori leaps into the air with his hammer.
attack!: 1d20 + 26 ⇒ (13) + 26 = 39
damage?: 3d8 + 7 ⇒ (8, 8, 7) + 7 = 30
attack!: 1d20 + 26 ⇒ (14) + 26 = 40
damage?: 3d8 + 7 ⇒ (4, 5, 6) + 7 = 22
attack!: 1d20 + 26 ⇒ (1) + 26 = 27
damage?: 3d8 + 7 ⇒ (1, 7, 5) + 7 = 20
Dori and Dakapos do not fair any better as their weapons don't seem strong enough to get through Dahak's natural armor.
Cuthberwyn sees a breath of flames incoming and tries to slow the dragon and protect the group.
Fort DC 36: 1d20 + 35 ⇒ (6) + 35 = 41
The essence of Dahak slows slightly as Cabaguil's ray misses. Kelvin's axe swings in and cracks the nail on one of the dragon's limbs as Dahak releases the fires, enveloping all of you. "The end is coming! This is but the first of many devastations. Wherever you go, my fury shall follow..."
Breath Damage (Fire): 20d6 ⇒ (3, 6, 1, 2, 5, 2, 2, 3, 4, 4, 1, 5, 4, 1, 3, 6, 5, 4, 4, 6) = 71 DC 42 Basic Reflex.
The breath hurtles each of you back as you are enveloped in a near blinding wave of painful cinders. Opening your eyes as you regain your footing the environment looks different. The essence of Dahak is nowhere in sight as it seems the powerful breath has blown you free from the Duskgate Vision and into your original destination near Katapesh.
The cinders begin to cool as all that remains is an incredible sandstorm surrounding the area for roughly a three mile radius. This makes it difficult to see anything further out than 50 feet and greatly hampers your movement.
The Duskgate exit stands out in the open, where the heavily weathered archway has long since toppled onto the dusty earth. This awkward alignment causes those who step from it to stumble or even be flung by the transferred force of their departure, landing harmlessly to one side of the aperture. For
all its erosion and apparent damage, the gate remains functional. Its easily buried profile has kept it hidden from those who might recognize its origin, and its weathered exterior has convinced scavengers that it’s not worth dismantling for raw material.
The toppled aiudara is positioned near a granite obelisk that stands atop a nearby rise on the outskirts of Finderplain. Propped against one side of the obelisk are the sand-blasted remains of a recently slain gnome wearing ragged heavy desert clothing. At the corpse’s side is a small satchel containing a waterskin, a week’s rations, and seven letters addressed to various parties in the city of Katapesh. Six of these are worried missives to gnome family members, and the seventh is an official plea for help from Soukmaster Satla Kivarn to the Pactmasters. Each letter speaks of the terrifying dust storms and haunting wails that had been plaguing the town of Finderplain.
Of more immediate concern to you is the raging dust storm that’s ravaging a roughly 3-mile-radius area surrounding Finderplain.
| Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: See Invisibility (5/10m)
Battle Medicine: None
Guidance: Raspar
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Winged: (1/1 hour, •>>, fly 5m)
Staff of Healing, Major: (8/8) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3,5), breath of life(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +22 (T), Spell DC’s 32 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +26 (M), Spell DC’s 36 (M)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (3/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (3/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (4/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
Eighth Level: (3/3) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
Reflex: 1d20 + 22 ⇒ (2) + 22 = 24 vs DC 42 for 142hp damage - 10hp resistance = 132hp total damage
”I guess we’ll have to wait to fight him until we get better!” Cabaguil shouts in the storm. He suggests whomever has the gourd that they get it out and use it so the party can have some shelter to heal their blistering skin away from the sandstorm.
He gathers the gnome and passes his things to the group as he examines the body quickly.
Medicine: 1d20 + 26 + 2 ⇒ (5) + 26 + 2 = 33 (gloves) vs DC 25
Nature: 1d20 + 21 ⇒ (3) + 21 = 24 vs DC 28
Perception: 1d20 + 23 ⇒ (6) + 23 = 29 vs DC 25
”He died falling from a great height. Could be from this very sandstorm! He's a little guy, maybe he was picked up!” He looks into the storm, "Hey, did you see that?!" he shouts over the wind pointing, "There! I saw the village. It's not far, save the gourd - let's go!"