| Kaldwell |
"Big doors do suggest big things," Kaldwell suggested as he moved to the southern doors. Hopefully everything in this place wasn't huge.
| DM Puppet Master |
Yattle leans in close and hears two voices that appear to be bickering, one male and one female. They seem to be arguing over whose turn it is to clean up.
| Yattle |
"There's some sort of two-headed beast on the other side of the door, but it seems distracted!"
Yattle flings the doors open wide!
| DM Puppet Master |
Stealth Yattle: 1d20 + 22 ⇒ (19) + 22 = 41
Perception 1: 1d20 + 15 ⇒ (3) + 15 = 18
Perception 2: 1d20 + 17 ⇒ (10) + 17 = 27
Kaldwell didn't get much of an opportunity to peek as Yattle flung the doors wide open. On the other side were oversized vats, racks, hearths, and an assortment of cutting tools suggest grim activities in the dark, reeking chamber. Standing inside was not a single creature with two heads as Yattle had claimed, but instead a large fiery man and a large watery woman.
Eirnar: 1d20 + 10 ⇒ (10) + 10 = 20
Eirnar: 1d20 + 10 ⇒ (9) + 10 = 19
Lokhir: 1d20 + 7 ⇒ (20) + 7 = 27
Kaldwell: 1d20 + 1 ⇒ (7) + 1 = 8
Yattle: 1d20 + 16 ⇒ (14) + 16 = 30
Monster 1: 1d20 + 7 ⇒ (8) + 7 = 15
Monster 2: 1d20 + 8 ⇒ (3) + 8 = 11
Surprise Round
- Party
Round 1
- Lokhir, Eirnar, Yattle
- Enemies
- Kaldwell
Reminder that a surprise round is a single move or standard. Please make it clear what is part of the surprise round and what is part of Round 1 where appropriate as I will resolve all the surprise actions first. If you'd prefer to do your round 1 action after the surprise round as resolved, simply state as much in your surprise round post. Fiery Man is DC 18 Kn(Planes) and Watery Woman is DC 19 Kn(Planes). Remember to pick categories as appropriate for knowledge rolls.
| Lokhir |
I posted! But it isn't here. My apologies, I should have checked to make sure that it was still there. I'll get this post back up shortly
Surprise round, cast haste on the party
K Planes Mah: 1d20 + 18 ⇒ (12) + 18 = 30
K Planes Woman: 1d20 + 18 ⇒ (1) + 18 = 19
Holding off on round 1 to see what knowledges say. Looking for weaknesses
Stepping into the room, Lokhir raised a hand and began chanting arcane words of power, causing him and his companions to move with alacrity. Even as he did so, he eyed the two figures warily, seeing what he knew of them. He hadn't yet decided if it was best to leap into the attack, or to infuse his blade with arcane energy.
| Kaldwell |
Kaldwell moved into his usual combat stance, but waited to see how aggressive both the enemies and his allies were.
| DM Puppet Master |
Lokhir is able to identify that the man is weak to cold and the woman does not appear to have any specific weaknesses.
Still waiting on three (? not sure what Kaldwell is doing anything but he only really has Yattle and Eirnar's surprise round actions to go off of) more surprise round actions and then everyone but Kaldwell's round 1 action.
| Kaldwell |
I'd intended to enter Kirin stance, but I forgot that doing so is a Swift action and I can't use a move or standard action to do so. Since I don't wanna to attack first that's my surprise round.
| DM Puppet Master |
Will save DC 21: 1d20 + 9 ⇒ (12) + 9 = 21
The fiery man breaks free of Yattle's attempt to bind it as Eirnar causes a bright burst of radience in the room.
Water DC 19 Reflex: 1d20 + 12 ⇒ (8) + 12 = 20
Fire DC 19 Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
Dazzled Water: 1d4 ⇒ 1
Dazzled Fire: 1d4 ⇒ 3
Damage if evil: 5d4 ⇒ (4, 2, 1, 4, 2) = 13
Round 1
- Lokhir, Yattle
- Eirnar (34 dmg, -1 Burst of radiance)
- Enemies
- Kaldwell
| Yattle |
"Fine!" Yattle mutters, calling a ferocious blast of magma on both foes!
Magma Eruption: 10d6 + 35 ⇒ (3, 6, 3, 5, 2, 4, 3, 5, 1, 4) + 35 = 71 Ref DC 22 for 1/2. Damage is 1/2 Magic Bludgeoning, 1/2 Fire
| Lokhir |
Lokhir raised his blade and pointed it at the man. As he did so, wisps of frost began to dance around the blade.
Legacy weapon used. Frost and keen enchantment on sword
| DM Puppet Master |
Fire: 13 + 17 = 30
Water: 35
Fire, -4 to AC, readied action to attack anyone who comes within 10ft
Reflex Water: 1d20 + 12 ⇒ (18) + 12 = 30
Reflex Fire: 1d20 + 10 ⇒ (19) + 10 = 29
Both creatures nimbly manage to dodge the worst of Yattle's blast as Eirnar attempts to curse 1 Water, 2 Fire: 1d2 ⇒ 2's ability to hit.
Will Fire DC 21: 1d20 + 9 ⇒ (6) + 9 = 15
The watery woman scoffs. "Really, how rude." She slams her trident into one of the pipes above, sending a gush of water at the group, managing to knock Eirnar off his feet and covering the floor with liquid.
Trip vs Eirnar CMD 14: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
Trip vs Yattle CMD 21: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
Trip vs Kaldwell CMD 29: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7
Trip vs Lokhir CMD 26: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
The fiery man gives the woman a disgusted look as he flies upwards to be 10 feet above the ground and therefore up out of the water. "Must you always make such a mess, Essossol? Really, you only even managed to knock one of them down." As he speaks he points a finger at Yattle, sending three bursts of fire at them.
To Hit vs Yattle AC 18: 1d20 + 13 - 1 - 4 ⇒ (5) + 13 - 1 - 4 = 13
To Hit vs Yattle AC 18: 1d20 + 13 - 1 - 4 ⇒ (17) + 13 - 1 - 4 = 25
To Hit vs Yattle AC 18: 1d20 + 13 - 1 - 4 ⇒ (2) + 13 - 1 - 4 = 10
Fire damage: 4d6 ⇒ (2, 4, 1, 2) = 9
Essossol laughs. "Ha! Like you did any better Agrasug!"
Round 1
- Kaldwell
Round 2
- Eirnar (34 dmg, -1 Burst of radiance, prone)
- Yattle, Kaldwell
- Essossol, Agrasug (dazzled, -4 to hit, 10ft off the ground)
| Lokhir |
I think that fly is still active?
Current buffs: Mind over gravity, haste, keen, frost. Movement 90ft
With a shake of his head, Lokhir likewise flew off the ground and went straight for the burning man, starting an aerial duel.
Hit: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Cold Damage: 1d6 ⇒ 5
Confirm: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Coming in at such a high speed, it was nearly impossible to get out of the way of his blade. He plunged it directly into the burning man's arm, trusting that the enchantment that chilled his blade would be especially painful to the man. Unable to resist, he looked the man in the eyes and said "Do you get the point?" He almost immediately regretted how cheesy the line was.
| Yattle |
"Burn him. Salt the earth where he made that pun," Yattle advised Agrasug, while shifting their attentions to Essossol
Entangling Magma Blast: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
Fire/Magic Bludgeoning: 10d6 + 35 + 1 ⇒ (5, 1, 5, 6, 1, 3, 2, 2, 5, 5) + 35 + 1 = 71 DC 22 Ref or Entangled
| DM Puppet Master |
Fire: 30 + 15 + 15 + 10 = 70
Water: 35 + 70 = 105
Readied Attack vs Lokhir* AC 25: 1d20 + 16 - 1 - 4 ⇒ (5) + 16 - 1 - 4 = 16
AoO vs Lokhir* AC 25: 1d20 + 16 - 1 - 4 ⇒ (7) + 16 - 1 - 4 = 18
The spell was quickened and therefore only a swift action to cast.
Agrasug swung his falchion at the approaching Lokhir, who managed to dodge it. Despite dodging, his own attack brought him very close to the searing heat of the creature. Lokhir takes 1d6 ⇒ 1 fire damage
Water Reflex: 1d20 + 12 ⇒ (8) + 12 = 20
Essossol took the brunt of Yattle's blow but managed to remain standing.
Round 1
- Kaldwell
Round 2
- Eirnar (34 dmg, -1 Burst of radiance, prone)
- Essossol (entangled), Agrasug (dazzled, -4 to hit, 10ft off the ground)
- Yattle, Lokhir
If anybody has suggestions for what to have Eirnar do, let me know.
| Kaldwell |
Kaldwell assumed his combat stance, double moved to engange the firery opponent, sizing him up and then attacking.
Kirin Stance Info Check (What's it vulnerable to?: 1d20 + 17 ⇒ (12) + 17 = 29
To Hit (Main Hand, Attack 1): 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d4 + 8 + 10 ⇒ (2, 4) + 8 + 10 = 24
To Hit (Off Hand, Attack 1): 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 2d4 + 8 + 10 ⇒ (3, 4) + 8 + 10 = 25
To Hit (Main Hand, Attack 2): 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 2d4 + 8 + 10 ⇒ (1, 1) + 8 + 10 = 20
To Hit (Off Hand, Attack 2): 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d4 + 8 + 10 ⇒ (3, 3) + 8 + 10 = 24
Round 1 - Swift action Kirin Stance, Move to Agrasug. Round 2 - Swift Action activate Kirin, full attack.
| DM Puppet Master |
Fire: 70
Water: 105
Probably a good thing Kaldwell's round 2 action wasn't up yet because Agrasug is 10ft off the ground and I don't believe Kaldwell typically uses a reach weapon. Agrasug is vulnerable to cold damage.
Eirnar stands before attempting to hinder Essossol's ability to hit.
Will Save DC 21: 1d20 + 10 ⇒ (12) + 10 = 22
Agrasug shifts to be just out of Lokhir's reach before unleashing a torrent of attacks on the elf. He throws himself at Lokhir, hitting the elf once before unleashing another torrent of fiery beams at him, each of which manage to penetrate his armor and strike. Lokhir takes a total of 56 damage
"See Essossol? This is how you do it!" The man brags.
Essossol rolls her eyes before raising one hand and causing everything around them to be enveloped in mist. Obscuring mist. Apply concealment appropriately. Area is outlined in red, but tl;dr is that it covers all of you.
Slam 1: 1d20 + 15 - 4 - 1 ⇒ (16) + 15 - 4 - 1 = 26
I just realized he does damage when he hits as opposed to when he is hit, so we'll pretend that 1 fire damage from last round is from this attack.
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Slam 2: 1d20 + 15 - 4 - 1 ⇒ (5) + 15 - 4 - 1 = 15
vs Touch AC 18
Quickened Ray 1: 1d20 + 13 - 4 - 1 ⇒ (10) + 13 - 4 - 1 = 18
Fire 1: 4d6 ⇒ (4, 3, 6, 3) = 16
Quickened Ray 2: 1d20 + 13 - 4 - 1 ⇒ (13) + 13 - 4 - 1 = 21
Fire 2: 4d6 ⇒ (3, 3, 2, 5) = 13
Quickened Ray 3: 1d20 + 13 - 4 - 1 ⇒ (11) + 13 - 4 - 1 = 19
Fire 3: 4d6 ⇒ (2, 1, 6, 4) = 13
Total: 14 + 16 + 13 + 13 = 56
Round 2
- Kaldwell (needs to redo action since he can't reach Agrasug)
Round 3
- Lokhir, Yattle
- Eirnar (34 dmg, -1 Burst of radiance)
- Enemies
I'll have Eirnar move to either heal or do something with temp HP on Lokhir this round, depending on which is better.
| Lokhir |
Mind Barrier (As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted.)
Hit: 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 1d6 + 9 ⇒ (4) + 9 = 13
Cold Damage: 1d6 ⇒ 4
Confirm: 1d20 + 19 ⇒ (17) + 19 = 36
Crit: 1d6 + 9 ⇒ (5) + 9 = 14
Miss Chance: 1d100 ⇒ 46
Hit: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Cold Damage: 1d6 ⇒ 6
Miss Chance: 1d100 ⇒ 64
Hit: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Cold Damage: 1d6 ⇒ 6
Miss Chance: 1d100 ⇒ 33
High or low, I think that the first should hit. The other 2? Fingers crossed
Wounded nigh unto death, Lokhir responded by bursting through the mist that obscured them and burying his blade into the man's gut. His hair and skin sizzled with the flames that burnt him and a wild look filled the elf's eyes. His blade danced with arcane energy, even as his other hand weaved a spell of protection in a vain attempt to block whatever attack came next.
| Kaldwell |
Kaldwell will just attack the the other enemy, who I don't believe is flying. If they are out of reach or otherwisde unable to be attacked then full defence.
| Yattle |
Yattle sighs as Kaldwell moves... somewhere near what they were burning, and decides to deal with the other elemental instead. Wings fluttering, they darted in to stand at Lokhir's side, trying once more to hold Agrasug fast!
Defensive: 1d20 + 15 + 1 + 2 ⇒ (6) + 15 + 1 + 2 = 24 Vs. DC 21
[ood]DC 21 Will or paralyzed[/ooc]
| DM Puppet Master |
Fire: 70 + 13 + 14 + 8 + 12 + 12 = 129
Water: 105
I think pretty much everybody is hurt (except maybe Kaldwell?), so Eirnar will channel energy.
Eirnar moved forward and channeled some healing into himself and his allies. Healing: 5d6 ⇒ (2, 3, 3, 1, 4) = 13
Despite the fog, Lokir manages to hit Agrasug twice, finally forcing the being to fall as Kaldwell approached the watery woman and likewise managed to fell her, leaving the group in a steaming, foggy room with a stairway up and a door off to one side.
Kaldwell miss chance 1: 1d100 ⇒ 86
Kaldwell miss chance 2: 1d100 ⇒ 38
Kaldwell miss chance 3: 1d100 ⇒ 95
Eirnar (21 dmg, -1 Burst of radiance, -1 channel). If you would like Eirnar to do any other healing, feel free to roll it.
| Lokhir |
Currently down 43 wounds
2 more channels: 10d6 ⇒ (4, 5, 5, 5, 6, 3, 4, 2, 4, 2) = 40
With Einar's healing, Lokhir looked (and felt) far less cooked. He rolled his shoulders and then cleaned off his blade. "A dangerous couple." Lokhir said. "Let's check this door to the east, then we can continue heading north."
Perception: 1d20 + 18 ⇒ (1) + 18 = 19
He looked around for any dangers, but given the steam and the residual pain from his wounds, he wasn't at his most perceptive.
| DM Puppet Master |
Neither Yattle nor Lokhir hear anything and they open the door to reveal a short hallway and a set of stairs upwards. Following the stairs, they find themselves in a room with enormous bunk beds lining the walls, stinking of sweat and visibly swarming with parasites. At the room’s far end, a raised frame contains a miniature bed swathed in silks.
Eirnar (0 dmg, -1 Burst of radiance, -3 channel).
| Lokhir |
Lokhir wrinkled his nose in disgust. "I am not searching this room. If we are done here, let's try the door to the north."
| Kaldwell |
"I've seen people find things in places they think too gross for others to look. Thankfully, I have a strong stomach and one of you has access to Prestidigitation." Kaldwell moved into the room and gave it at least a quick search.
Perception: 1d20 + 17 ⇒ (19) + 17 = 36
| DM Puppet Master |
As Kaldwell starts to search around, he does find a stash of something under one of the beds consisting of four vials of liquid and a necklace. However, before has a chance to figure out what the items are, his intrusion seems to bother the bugs living on the mattresses as they begin to swarm over both him and the loot.
Damage Kaldwell: 4d6 ⇒ (2, 5, 4, 4) = 15
Con drain Kaldwell: 1d4 ⇒ 3
@Kaldwell, make a DC 21 Fort save with a -2 from your entomophobe drawback. On failure you are nauseated
Kaldwell is now swarming with blood-thirsty ticks as represented by the red box on the map. What do you want to do?
| Yattle |
Yattle sees no particular reason for subtlety, only taking a moment to make sure Kaldwell isn't in the immediate explosion.
Magma Eruption (1/2 Damage): 10d6 + 35 ⇒ (5, 4, 5, 4, 5, 5, 4, 6, 2, 5) + 35 = 80 So 40. DC 22 Ref for 1/2
| Kaldwell |
Fotitude: 1d20 + 12 - 1 - 2 - 1 ⇒ (13) + 12 - 1 - 2 - 1 = 21
Cursing, Kaldwell tried to get out of the horrible little things area even as e struggled to retain his lunch.
Withdrawing out of the area.
| DM Puppet Master |
1d6 ⇒ 4
3d8 + 5 ⇒ (2, 2, 8) + 5 = 17
Damage: 40 + 4 - 17 = 27
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
The swarm takes a great deal of damage, the sound of the explosion of magma accompanied by the sound of one of the vials under the swarm getting destroyed as well.
Kaldwell moves out of the area of ticks. The majority remain where there are, apparently content to stay so long as they're undisturbed. However a few of the ticks continue to cling to the half-orc. Damage Kaldwell: 4d6 ⇒ (2, 5, 3, 5) = 15 The damage from clinging ticks occurs at the end of Kaldwell's turn. To remove them is full-round action to make a DC 20 Reflex save. That or you can do 10 points of damage via an AoE thing.
You have the remainder of the swarm continuing to hang out on the loot stash and the few clinging ticks on Kaldwell. What do you want to do?
| Kaldwell |
Reflex: 1d20 + 9 - 1 - 2 ⇒ (15) + 9 - 1 - 2 = 21
Managing to shake off the hideous things, Kaldwell muttered a string of oaths in a variety of languages questioning the parentage of this places creator. After a moment he muttered, "Four vials of liquid and a necklace, if they're worth retrieving."
| Lokhir |
"Unfortunately, I do not have any magic that could retrieve them. And that did not look pleasant." The elf said, glancing at Kaldwell and then the ticks. "While it might be worth it, I am going to have to respectfully decline to go into there."
| Yattle |
Kinetic blasts do full damage to swarms and don't do AoE, so I have a nasty surprise for those ticks...
Yattle spends a little while longer than normal gathering power before unleashing a tightly focused blast of lava into their midst!
Kinetic Blast: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
Fire/Magic Bludgeoning: 10d6 + 35 + 1 ⇒ (2, 6, 1, 3, 6, 6, 3, 2, 4, 1) + 35 + 1 = 70 Empowered to 105
| DM Puppet Master |
The swarm is destroyed and the group is able to retrieve the remaining items. Minus the destroyed vial, the group is able to identify a necklace of fireballs (type 2) and three potions of energy resistance (electricity).
| Kaldwell |
Shuddering, Kaldwell suggested from beyond the room door, "One vial for each of us? And who wishes for the necklace?"
| Lokhir |
"You should wear it. Your strength lies in your strength at arms, this will give you better ranged capability. Now, shall we move on? I am sure that there is much more waiting for us that must be covered in magma."
| DM Puppet Master |
There's no new exits here, so where did you want to go next? There were stairs and two other sets of doors.
| DM Puppet Master |
The group follows Yattle back downstairs and across the courtyard. Opening the door there reveals a room the architectural mirror of where they had run into the squabbling elementals. Candles, scrolls, and bizarre statuettes fill the nooks lining the walls here, all facing toward an alabaster and jade altar near the room’s center. A stone stairway runs along the room’s outer wall, spiraling upward. Just like before, there was also a door off to the side.
If you got at least a 20 on your roll, read the below as well.
Eirnar (0 dmg, -1 Burst of radiance, -3 channel).
| Lokhir |
K Religion: 1d20 + 18 ⇒ (15) + 18 = 33
"Ah! Will you look at that? The holy symbols of Dahak, the patron deity of evil dragons. As well as Lamashtu, the mother of monsters, and Urgathoa, the goddess of excess, diseae and undeath. There are other, more obscure deities as well. Rather than go into them, I think that we all get the idea that they are not well intentioned. So, in essence, do not hesitate to kill when within here. The followers of any of these have forfeited the right to live."
| Kaldwell |
Knowledge (Relgion): 1d20 + 18 - 1 ⇒ (11) + 18 - 1 = 28
"It doesn't look like they really understand what they're doing with these," Kaldwell added with a frown. It felt like a show of faith, literally, someone playing at the worship of evil gods.
| DM Puppet Master |
I'm waiting for someone to specify where you're going. Not including previously unexplored paths, you have a door and a staircase.
| Lokhir |
"We finish the floor and then take the staircase. Ensure that we don't get unnecessarily surrounded." Lokhir said, as he opened the door.
Moved us on the map
| DM Puppet Master |
Moving back towards the large set of double doors, Lokhir pushes them open. Through the heavy cloud of steam that rolls out the doors the group can make out hanging silks and overstuffed pillows. Pipes lead into and out of the sidewalls, a few clearly dumping hot water into a pool in the center of the room while others seem to be pumping air in to make the water froth and bubble.
When the door is opened, the group is immediately greeted by a number of high screams from three women in the pool, which seems to come up to just below their bare shoulders. Two move to cling to each other while the third disappears from view by ducking underwater.
There are three doors that lead out of the room as well as two large staircases leading upwards.
| Lokhir |
Sense Motive to determine if the women are in distress due to the water, or our group: 1d20 + 2 ⇒ (12) + 2 = 14
| Kaldwell |
Kaldwell sighed. Walking in on naked people was always awkward. He was also far too old to not keep one eye on them in case this was a trap. He'd known far too many people who were just as deadly as naked as the day they were born as full equipped to do otherwise.
"Apologies for the rudeness, ladies. Please be assured we have no intention of harming you if you are not a danger to us. Please feel to put some clothes on, but any attempt to attack us will be met with force."
Diplomacy: 1d20 + 17 - 1 ⇒ (7) + 17 - 1 = 23
Sense Motive: 1d20 + 10 - 1 ⇒ (16) + 10 - 1 = 25