| Grumbaki |
Einar yelled out in confusion as Lokhir attacked him. "Why?!" He called out, surprise written all over his face.
Burst of Radiance cast: This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
| Kaldwell |
"More mind control," Kaldwell grumbled, moving to grab Lokhir once the Burst hopefully put him off balance.
Grapple: 1d20 + 9 ⇒ (2) + 9 = 11
| DM Puppet Master |
Sorry, but I believe Eirnar's second burst of radiance was already used up here. And the entire party is up, so waiting for Yattle to decide what they want to do given they can't see anything and for Eirnar as played by Lokhir to redo his action.
| Grumbaki |
Ah, thanks. Yeah, with his profile the way it is its hard to know what he has available.
...or he would have unleashed a burst at Lokhir, if he had it within him. Instead he glared at Lokhir, cursing the elf with misfortune.
Cackle As a move action, Eirnar can cackle aloud and extend his evil eye and misfortune hexes by 1 round for all targets within 30 feet.
Evil Eye As a standard action, Eirnar can give an enemy with a mind within 30 feet a –4 penalty on attack rolls, AC, saving throws, or skill checks for 10 rounds (Will DC 21 reduces the duration to 1 round).
Lokhir will save: 1d20 + 12 ⇒ (13) + 12 = 25
| DM Puppet Master |
Which option are you choosing to hex on Lokhir?
| DM Puppet Master |
Still waiting on Yattle to take an action. Unless they want to just stand around in the pitch blackness?
| Yattle |
Yattle darts farther towards the door, exploding the area behind them in a fountain of fire! Centered on the sun
Fire: 5d6 + 12 ⇒ (6, 6, 4, 5, 5) + 12 = 38 dc22 Ref for 1/2
| DM Puppet Master |
Despite being completely unable to see, Yattle manages to zip away thanks to their amazing acrobatic abilities. There's a large explosion and the sensation of heat as they blast away; it's a little odd without the accompanying sight of the familiar fire.
As Eirnar hexes Lokhir's saves, Kaldwell attempts to grab his ally unsuccessfully. Lokhir continues to slash at Eirnar, this time managing to land two solid blows, one which almost manged to cut into the other warrior's throat.
Hit AC 25: 1d20 + 18 ⇒ (8) + 18 = 26
Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Hit AC 25: 1d20 + 13 ⇒ (19) + 13 = 32
Confirm crit: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d6 + 9 ⇒ (4) + 9 = 13
Party is up
| Yattle |
Yattle emerges into the light with a tremendous sigh as they discover their party fighting amongst themselves. "Hey! Which one's possessed?"
Another unseen eruption of fire punctuates their question.
Fire: 5d6 + 12 ⇒ (6, 2, 1, 5, 6) + 12 = 32 DC 22 Ref for 1/2
| DM Puppet Master |
Kaldwell, you're free to take your action as normal
| Grumbaki |
"Help!" Einarr shouted. He's insane!"
Misfortune As a standard action, Eirnar can force an enemy within 30 feet to roll twice on all ability checks, attack rolls, saving throws, and skill checks and take the lower roll for 1 round (Will DC 21 negates). He can’t use misfortune on the same target again for 24 hours. / Move action cackle
| Kaldwell |
"Well, possessed or under mind control, more likely," Kaldwell said with a grunt as he tried to wrangle Lokhir again, "But it seemes that Lokhir has fallen under an influence."
Grapple: 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 32
| DM Puppet Master |
Sorry for the delay; on weeks when I'm DMing my IRL weekly game I sometimes end up needing Wed evening for prep.
Lokhir Will vs Misfortune DC 21: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
I believe Kaldwell doesn't have improved grapple, so he provokes an AoO
AoO: 1d20 + 18 ⇒ (17) + 18 = 35
AoO: 1d20 + 18 ⇒ (7) + 18 = 25
Kaldwell moves to try to grab Lokhir, the elf's swing bouncing harmlessly off of his armor as he does so. Ignoring the bear hug he finds himself in, he continues to swing at Eirnar, but is unable to hit the man.
Attack 1 vs Eirnar AC 25, grappled: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18
Attack 1 vs Eirnar AC 25, grappled: 1d20 + 18 - 2 ⇒ (1) + 18 - 2 = 17
Attack 2 vs Eirnar AC 25, grappled: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15
Attack 2 vs Eirnar AC 25, grappled: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Party is up
| Yattle |
"Insane, possessed, cranky, whatever! The elf needs a nap!"
Yattle lets their flame burn low and slow as they try to conk Lokhir out without any damage too permanent...
Fiery Kinetic Blade (Nonlethal, vs. Touch, Flank): 1d20 + 9 - 4 + 2 ⇒ (7) + 9 - 4 + 2 = 14
Nonlethal Fire: 5d6 + 5 ⇒ (5, 1, 3, 6, 2) + 5 = 22Nonlethal Fire: 5d6 + 5 ⇒ (3, 6, 2, 3, 6) + 5 = 25
Fiery Kinetic Blade (Nonlethal, vs. Touch, Flank): 1d20 + 4 - 4 + 2 ⇒ (11) + 4 - 4 + 2 = 13
Nonlethal Fire: 5d6 + 5 ⇒ (1, 1, 2, 2, 4) + 5 = 15Nonlethal Fire: 5d6 + 5 ⇒ (3, 2, 1, 1, 6) + 5 = 18
| Kaldwell |
Kaldwell grunted his agreement, and tried to pin the deranged man.
"If this works then someone should grab some rope."
Grapple + Pin: 1d20 + 17 - 2 ⇒ (20) + 17 - 2 = 35
| DM Puppet Master |
I believe Lokhir's touch AC while grappled is 16, so I think those both miss (I'm also not sure why there are two damage rolls per attack). Kaldwell and Eirnar still have actions.
| DM Puppet Master |
Kaldwell successfully pins Lokhir. What is Eirnar doing?
| DM Puppet Master |
I think technically you'd need to wait for the next round to tie him up, but to speed things up, let's just say you do that. So are you all just waiting around here for several hours? Is there anything you want to do while you're waiting?
| Yattle |
"boredboredBoredBoredboredboredBoredBoredBOREDBOREDBoredBoredBOREDBORED!!!"
But yeah, waiting it out makes sense. Maybe Eirnar can use the time to get some anti-mindcontrol stuff whipped up?
| DM Puppet Master |
Ok, as a party, you should decide what spells you want Eirnar to prepare. It looks like he has one open 4th level slot and one open 2nd level slot.
| Yattle |
I think a Resist Energy makes sense, but I'm having trouble picking out a sufficiently impactful level 4 spell... Maybe just Dispel Magic anyways? It's definitely multipurpose.
| DM Puppet Master |
So, are we going with Resist Energy and Dispel Magic then? Dispel Magic helps with mind control in that you dispell magical mind control.
| Lokhir |
Sounds like a plan!
| DM Puppet Master |
Eirnar prepares his new spells as the party waits. Eventually, after several hours, the magic wears off and Lokhir is once more in his proper mind. Shortly after that, a very loud roar can be heard from the courtyard of the castle. A quick peek outside reveals a huge dragon, though one unlike any the group had seen thus far. It seemed to have a mottled coat of skin rather than scales. It formed weird splotches over the creature in shades ranging from pale white to dark brown with a few areas resembling perhaps orc or tiefling skin as well. The creature looked like it was about to take flight.
What, if anything, do you want to do?
| DM Puppet Master |
The peacock tattoo glowed briefly before turning black and drifting away like ash. It did not seem that it applied to the situation.
| Lokhir |
"I...apologize for my lack of control. Thank you for sparing my life." Lokhir said, his face twisted with embarrassment. "If we did not need to be here, I would say that it was time to flee. But we must push forward, even though the lack of attack against us while we rested bodes ill."
| DM Puppet Master |
So are y'all doing something or waiting longer to see what happens?
| Kaldwell |
Kaldwell nodded. "I can't really comment, given even having some idea what was happening they warped my mind as well. We'll just have to keep an eye on each other, and hope. But let's continue to explore." He looked around for an exit they hadn't caused chaos through yet.
| Lokhir |
”Off we go then.” Lokhir said with some hesitation.
| DM Puppet Master |
In the area of the castle they were in, the group had stairs going up as well the no-longer dark hallway that also led upwards. Technically Yattle has been to both locations though I'm not sure what they've told you about those areas. The only other option was to go back through the courtyard the dragon had just taken off from and continue searching the areas adjoining the large sauna.
| Kaldwell |
"I'd like the finish off the sauna, and any of the monsters that can seize our minds that may be around," Kaldwell said with obvious distaste.
| Lokhir |
"Very much agreed. Their mind control is beyond bothersome."
| DM Puppet Master |
As the group exits the room, they heard another roar from the dragon who had started circling overhead. From 190 feet up in the air, it started to dive at the group.
Eirnar: 1d20 + 10 ⇒ (7) + 10 = 17
Lokhir: 1d20 + 7 ⇒ (5) + 7 = 12
Kaldwell: 1d20 + 1 ⇒ (9) + 1 = 10
Yattle: 1d20 + 16 ⇒ (6) + 16 = 22
Monster: 1d20 + 4 ⇒ (11) + 4 = 15
Round 1
- Eirnar, Yattle
- Dragon
- Kaldwell, Lokhir
Anybody is free to make suggestions about what Eirnar does.
| DM Puppet Master |
Yattle surrounds the area in a blanket of fog. It prevents the dragon from seeing the group but conversely, it also prevents the group from seeing the dragon. Eirnar yells out an inspiring prediction as he gives himself some temporary hit points.
Everybody gets a +4 luck bonus on their next attack roll, saving throw, or skill check.
Temp HP: 4d6 + 7 ⇒ (2, 2, 3, 1) + 7 = 15
The mist blocks any sight of what the dragon's reaction is.
Round 1
- Kaldwell, Lokhir
Round 2
- Yattle, Eirnar
Dragon
Channel Energy: 1/6 (5d6)
Inspiring Prediction: 6/7
Diviner's Fortune: 7/7
Shell of Succor: 5/6 (4d6+7)
5th: Breath of Life
4th: Freedom of Movement, Dispel magic; Restoration
3rd: Communal Resist Energy, Heroism, Archon's Aura; Neutralize Poison
2nd: Barkskin, Resist Energy, Cleromancy, Remove Paralysis; Lesser Restoration
1st: Heightened Awareness, Obscuring Mists, Remove Fear, Liberating Command, Unbreakable Heart
| Kaldwell |
Unable to do much against a monster he couldn't see, Kaldwell moved to where he hoped to intercept the monster if it moved to attack, and shifted into his combat stance.
Held Action - Attack: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31
Damage: 2d4 + 8 ⇒ (3, 4) + 8 = 15
| DM Puppet Master |
If you're moving, you need to actually move yourself on the map. Otherwise I'm going to assume you're staying where you are. The circle on the map is the obscuring mist Yattle cast.
| Lokhir |
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”Prepare whatever flight you have.” Lokhir said. ”It is a disadvantage we must overcome.”
Mind over gravity as standard and energy shield as swift. Is the dragon red? If so 45 points of fire damage shield
| DM Puppet Master |
The dragon does not seem to have an obvious color as it is wearing a suit of humanoid flesh. You can ask question from the spreadsheet about it per usual with a DC 23 Arcana check
| DM Puppet Master |
Still waiting for Yattle's action and then possibly any suggestions for Eirnar or if Kaldwell wanted to actually move or Lokhir wanted to roll his knowledge check.
| Yattle |
Perception: 1d20 + 23 ⇒ (11) + 23 = 34
Even without eyes on it, many dragons are pretty bad at flying or landing quietly. Since they often cast like sorcerers, that often precludes doing that quietly either. If after a reactive perception to it trying to hide, Yattle thinks it's within 40' of the ground, they'll erupt empowered fire at it. If it's within 120' then they'll try to peg it with an extended entangling earth blast. Otherwise they'll blast magma at a wall about 60' up in a random direction.
Empowered Fire Eruption: 5d6 + 12 ⇒ (4, 6, 2, 2, 2) + 12 = 28 Empowered to 42
Spell Resistance: 1d20 + 9 ⇒ (10) + 9 = 19
Concealment: 1d100 ⇒ 33
| DM Puppet Master |
Yattle makes a guess and sends a blast off. It's unclear what effect the blast may have had. At the very least, there isn't an accompanying roar in reaction.
Seeing that the group did not sound like they were immediately charging into battle. Moving towards the one person who had spoken, he reached out to touch Lokhir, bestowing on him some buffer health.
Temp HP: 4d6 + 7 ⇒ (3, 4, 2, 2) + 7 = 18
Party is up again
HP: 77/77 + 15 temp HP
Channel Energy: 1/6 (5d6)
Inspiring Prediction: 6/7
Diviner's Fortune: 7/7
Shell of Succor: 4/6 (4d6+7)
5th: Breath of Life
4th: Freedom of Movement, Dispel magic; Restoration
3rd: Communal Resist Energy, Heroism, Archon's Aura; Neutralize Poison
2nd: Barkskin, Resist Energy, Cleromancy, Remove Paralysis; Lesser Restoration
1st: Heightened Awareness, Obscuring Mists, Remove Fear, Liberating Command, Unbreakable Heart
| Kaldwell |
With nothing better to do, Kaldwell attempted to pick out a weakness that he could exploit with his fighting style, as well as how hard he could expect a dragon of it's apparent maturity to be. Also, where in the hells it was.
Knowledge- What's that armour class?: 1d20 + 19 - 2 ⇒ (3) + 19 - 2 = 20
Perception: 1d20 + 17 ⇒ (4) + 17 = 21