Luke_Parry
|
E4:
This room is intended for a larger group to meet and study or have discussions. It has enough chairs to accommodate a group of five, with additional chairs in the southwest corner for larger groups.
E6:
Each of these chambers contains a desk and a small table. Citizens can make use of these rooms to quietly review and study any items.
Jean-Pierre: 1d20 + 34 ⇒ (13) + 34 = 47.
Jean-Pierre finds a Wand of Widening (9th) that was apparently accidentally left behind.
E5:
Thin volumes fill four enormous bookshelves in this room. A door is located in the western wall.
Jean-Pierre: 1d20 + 23 ⇒ (1) + 23 = 24.
E7:
The walls of this square room are lined with shelves containing tomes, scrolls, stone tablets, and more. Four tables surrounded by comfortable chairs sit in the middle of the room.
This is Mengkare's private data archive. Exploring it will take time, so I will move on...
E8:
The walls of this large, empty chamber shimmer and glow with a dim, eerie light. A door is set in the southeast corner of the room.
What now?
Luke_Parry
|
It takes about an hour, but Jean-Pierre uncovers the following:
The tomes, scrolls, and texts that comprise the gathered notes and details of the Anima Invocation constitute 2 Bulk altogether.
Jean-Pierre: 1d20 + 29 ⇒ (17) + 29 = 46.
Quickly glancing over them, Jean-Pierre is able to confirm Jovinar's suspicions: If a participant in the invocation does not do so under their own free will (something that, arguably, the citizens of Promise did not have, since the ritual’s true meaning has been kept from them), the ritual could backfire in unanticipated ways...
Jean-Pierre also learns that E8 is Archive Vault, and is actually a link to multiple extradimensional storage spaces; one but has to touch the wall, and visualise the item(s) that you want. Apparently, there is nothing magical kept therein... apart from a dozen more fragments of the Orb of Gold Dragon Kind!
Jean-Pierre also learns a few things about Mengkare's personal history:
Mengkare and his parents were controlled by the Orb of Gold Dragonkind during the Dragon Plague. His parents were slain by heroes, and Mengkare was banished to Axis for centuries.
After returning from Axis, Mengkare again fell victim to the orb when a wizard named Ilgreth used it to control him. Events gave Menkgare a chance to destroy the orb and break free, but doing so triggered the eruption of Droskar’s Crag.
Mengkare gathered up the shards of the orb to prevent its reconstruction, then periodically scattered them to further stymie such attempts by giving them to allies as gifts.
Mengkare discovered Alseta’s Ring, but upon learning Dahak’s manifestation was trapped within, devoted his research to finding a way to defeat the manifestation.
Mengkare discovered an ancient ritual, the Anima Invocation, that worked once before to defeat Dahak. Mengkare decides to build a utopia of “perfect souls” to use in this ritual, hoping that these handcrafted mortals would possess souls that would greatly enhance the Anima Invocation’s power once they were sacrificed—enhanced enough that they could even destroy Dahak himself.
Mengkare’s first attempt to create a utopia failed after he shared the plans for sacrifice with his subjects. He wiped clean the memories of his subjects, then in the guise of a “kindly wizard” named Lamond Breachton, he helped the people reestablish themselves before abandoning them again. Breachill was the result.
Mengkare’s current attempt to create a utopia, Promise, is destined to be sacrificed in an attempt to destroy Dahak.
There *many* notes in which Mengkare spends his time agonizing and justifying this act—the phrase “Tomorrow must burn so the days thereafter can prosper,” is oft repeated.
| Jean-Pierre de Suis |
Jean-Pierre carefully gathers up the required documents for the Ritual, then pauses thoughtfully.
Contingencies are always a good idea...
With a shrug, he goes and retrieves the 12 remaining Orb fragments, then Teleports out of there, to meet up with Jovinar.
Luke_Parry
|
Jean-Pierre is able to retrieve the Orb fragments without difficulty.
Jovinar is overjoyed when Jean-Pierre brings him the Ritual records.
"Thank-you. I will be sure to go over them with a fine-tooth-comb, to see what I can glean. In the interim, I suggest that you rest, do any shopping that you need to do, and prepare for what is to come. I understand that Mengkare is still not in Hermea, but is expected to return any day now."
Promise counts as an Amazing market, with many Common items of level 20 or less freely available, but items of level 11 or higher require a DC 30 Diplomacy check to find. Uncommon items are also available, but it is a DC 40 check to find them.
| Jean-Pierre de Suis |
Honestly, I'm good for the moment - there really isn't that much to buy, past a certain point (although the 'Third Eye' is hilarious). I might revise that opinion with a bit of 'down' time.
Luke_Parry
|
Fair enough.
Two days later, Jean-Pierre is approached by a rather nervous Inizra, who curtly explains that Mengkare is aware of what Jean-Pierre has been up to, and requests his presence immediately to explain himself; he is waiting in the main hall of the Citadel.
| Jean-Pierre de Suis |
Jean-Pierre frowns thoughtfully.
Well, that makes things easier, in one sense...
He then nods.
"Fair enough. I will go and meet him."
Before entering the Citadel, he will cast Heroism(9th).
Luke_Parry
|
The gold dragon Mengkare extends his wings in a clear sign of intimidation and dominance, letting out a deep growl in the process. He retracts his wings and breathes out a thick cloud of smoke before he speaks.
“You have come to my island uninvited and have seen fit to interfere with my affairs.” He growls once more. “But I am patient. Know that you have received a glorious mercy this day, for I shall allow you to explain yourselves. Tell me. What is your intent in Promise?”
| Jean-Pierre de Suis |
Jean-Pierre bows politely.
"Strictly speaking, I was not intending to meddle in your affairs, per se. I was just following some loose ends from my dealings with the Scarlet Triad, the network of which I have been steadily dismantling - after I dealt with their base in Katapesh, it turned out that their leader had close ties with Emaliza here, so I came and made sure she was handed over to the proper authorities.
However, before I did that, when I tried opening the portal to this place, Dahak's trapped essence tried to break out, causing a bit of a problem, before I was able to beat it back.
When I came here, I was asked to rescue Jovinar, because he had some insights into what was going on; things that I would like to discuss with you in greater detail, as a matter of fact.
I did not mean to intrude upon your personal chambers; I had no idea that that was where the portal led to."
Diplomacy: 1d20 + 28 + 3 ⇒ (13) + 28 + 3 = 44.
Luke_Parry
|
Mengkare lets out a frustrated sigh.
“Ah, so this is what this is all about. You’ve learned about the incarnation of Dahak and my plans to stop it. Young ones, I have spent decades studying and planning this effort. I have considered countless solutions, and this one will result in the least harm to Golarion. It’s for the greater good of all of the world. Tomorrow must burn, I fear, so the days thereafter can prosper. It seems that you have other thoughts, however. Go on, explain your concerns and what other solutions you may have.”
Alright. This is a skill challenge. An argument based on each of these elements can be made, *once*.
ALTERING THE INVOCATION - Arcana, Occultism, Diplomacy, Nature, or Religion
APPEALING TO MERCY - Breachill, Kintargo, or any other city Lore, Diplomacy, or Society
DAHAK IS THE REAL FOE - Dahak Lore, Diplomacy, or Religion
EMALIZA’S BETRAYAL - Diplomacy or Intimidation
FREE WILL REQUIRED FOR THE ANIMA INVOCATION - None
ORB OF GOLD DRAGONKIND - None
PRIDE IN PROMISE - Architecture or Engineering Lore, Diplomacy, or Society
REMEMBER YOUR PAST - Diplomacy, Dragon Lore, Intimidation
SCARLET TRIAD TRUTHS - Diplomacy, Politics Lore, Society
VOLUNTEERING TO HELP DEFEAT DAHAK - any ancestry Lore, Diplomacy, or Intimidation
| Jean-Pierre de Suis |
Jean-Pierre bows politely.
"Mengkare, thank-you for this opportunity to rationally explain why I think a change of tactics is required. First things first, after discussion with Jovinar, it has become clear that it might be possible to modify the Invocation, making it still useful, but without annihilating the souls of those used to power it."
Religion: 1d20 + 29 + 3 ⇒ (17) + 29 + 3 = 49.
"I feel that this would be a good possibility to explore; there are many thousands of innocents here, who would be irrevocably lost if you proceeded with your plan. In the past, you have been merciful; look at what you achieved with Breachill! True, it is not what you set out to do, but it has been a lasting legacy. Breachill is an active and vibrant community, which was able to fight off the effects of the dragonstorm unleashed from the Ring scant days ago!"
Breachill Lore: 1d20 + 29 + 3 ⇒ (18) + 29 + 3 = 50.
"Right now, we need to not lose sight of the fact that Dahak is the real foe here - we should be working together to defeat his malign influence, rather than risking squabbling amongst ourselves."
Dahak Lore: 1d20 + 29 + 3 ⇒ (20) + 29 + 3 = 52.
"To that end, I am afraid that I have grave news - Emaliza was actively working against you, and in fact hoped to enslave you, and use you as a bridge to harness Dahak's might as her own personal weapon of mass destruction."
Diplomacy: 1d20 + 28 + 3 ⇒ (15) + 28 + 3 = 46.
"It is also worth noting that you appear to have missed something in your single-minded focus upon breeding perfect souls - in the original Invocation, every participant did so freely, over their own volition, knowing that it would result in their destruction. Without that element of free will, forcibly using their souls may have horrifyingly unintended consequences..."
"Additionally, whilst you have been focused upon your own task, Emaliza has reassembled, after a fashion, the Orb of Gold Dragonkind, which you destroyed once before..."
So saying, Jean-Pierre carefully pulls it out to show Mengkare.
"Should you also not take pride in what you have achieved here in Promise? If you proceed with your plan, all of the wonders that you created here will be forgotten, swept aside by the horrors that you will have unleashed."
Diplomacy: 1d20 + 28 + 3 ⇒ (13) + 28 + 3 = 44.
"Remember your past - you were once enslaved by the original Orb; now you seek to enslave the souls of countless thousands. Surely, some ends are simply just *not* justified by the means..."
Dragon Lore: 1d20 + 29 + 3 ⇒ (18) + 29 + 3 = 50.
"Moreover, whilst you have been focused upon your Grand Endeavour, other Evils have been allowed to take root - the Scarlet Triad became an international consortium of slave traders, preying upon areas throughout the Inner Sea Region; they got away with it, because you were too distracted to notice."
He then pulls out the books he recovered detailing the Triad's 'business model'.
Politics Lore 1d20 + 29 + 3 ⇒ (11) + 29 + 3 = 43.
Finally, he stands up straight.
"I volunteer myself to help defeat Dahak. I beat back the Cinderclaws in the Mwangi Expanse, destroying a temple of Dahak and the echo of his fallen avatar; cleared out the Triad slaving operation in Kintargo; dealt with the Magma Dragon threatening Kovlar, and crushed the Triad in their home base of Katapesh, eradicating their stain from Golarion. Surely, I can be of some use, if we work together."
Elf Lore: 1d20 + 29 + 3 ⇒ (6) + 29 + 3 = 38.
Luke_Parry
|
By the time Jean-Pierre has finished speaking, Mengkare has broken down in tears.
"I-I am sorry. I had the best of intentions - I truly believed that what I was doing was the greater good of Golarion, and all of its people, but I now realise that I was blinded by my own arrogance and pride. Furthermore, I was obsessing over the failures of humanity, when there have always been jsut as many, if not more, examples of humanity’s triumphs; one Ilgreth should not undo the good works of an
entire nation..."
His voice trails off, as he collapses into introspection, then he lets out a massive sigh.
"I am prepared to help you with whatever plan you and Jovinar come up with. In the interim, please, take this," he says, graciously giving Jean-Pierre an Inexplicable Apparatus. "Perhaps you will be able to craft something worthwhile for which you will be long remembered," he says with a wry smile.
| Jean-Pierre de Suis |
Jean-Pierre is a little taken aback.
That... was easier than I had expected.
He then smiles, and bows again.
"I am truly glad that you were willing to listen to reason. Thank-you for the gift. If you will permit me, I will summon Jovinar, and we will see what we can do."
Luke_Parry
|
Mengkare nods.
"Of course."
Once a (somewhat nervous) Jovinar puts in an appearance, he an Mengkare engage in a spirited discussion, and start poring over the notes for the Invocation in earnest. It takes the better part of a day, but eventually, they come to the conclusion that they can, in fact, safely modify the ritual so that instead of channelling the raw soul power of the citizens of the Promise as an offensive weapon, they can harness some of the latent energy to empower Jean-Pierre, and protect him from the worst of Dahak's power.
"Dahak's avatar's essence inhabitants a demiplane-within-the-demiplane underlying the portal network, known as Alseta's Landing. You will need to place all five remaining portal keys against any one of the gates while concentrating on the metaphysical 'spaces between.' I suggest you do this from the portal in my lair," Mengkare notes. "Once you have purged the essence from the superficial layers of this demiplane, you will be able to access the heart of the infestation, and target the root of the problem - however, once you take that, final step, there will be no turning back. I suggest that you train, take stock of your equipment, and prepare for what will be the greatest challenge of your life."
Please level up to 20 :-)
Additionally, you have access to the following 'capstone' feats:
FEAT 20
UNCOMMON SORCERER
You have learned to manipulate the innate power of your bloodline and adapt it to your needs. When making your daily preparations, you can swap out a single spell of 9th level or lower for another spell of the same level. You can’t swap out spells granted specifically by your bloodline.
FEAT 20
UNCOMMON RANGER
Your senses are peerless. You gain a +2 circumstance bonus to Perception checks, and you gain low-light vision. If you already have low-light vision, gain darkvision instead. Furthermore, when you target an enemy, you automatically succeed at the flat check if that enemy is concealed, hidden, or undetected.
| Jean-Pierre de Suis |
Alright, so, in terms of preparation:
Jean-Pierre heads back to Katapesh, and has that Orichalcum Shortsword crafted for himself (22500gp), and all of his existing runes transferred to it, as well as the Greater Flaming Rune.
In Promise, he acquires a Greater Fortification Rune (24000gp), and a Major Shadow Rune (14000gp), and has them added to his existing Armour.
He also acquires three True Elixirs of Life (3000gp x3 = 9000gp).
When it is time to go, he will buff:
Water Breathing (H), See Invisibility (H), Tongues (H), Disappearance, and Heroism (H).
Luke_Parry
|
When the time comes to perform the ritual Mengkare and Jovinar join you at the Gate.
The ritual itself takes about an hour to perform, with Mengkare acting as the primary focus, whilst Inizra, Jovinar, and Rinnarv assist Jean-Pierre as secondary casters.
Jean-Pierre can feel an upswelling of life energy thrumming around him; now, if only he could channel it...
Please make an Arcana or Religion check, to see how well your role in the Ritual is performed.
Luke_Parry
|
Jean-Pierre manages to do a good job, benefiting from the overall ritual, and harnessing his own potential.
You tap into your own potential for 1 day. You gain resistance 5 to all damage and a +2 status bonus to saves against effects created by evil creatures. Your Strikes gain the effects of the ghost touch rune and deal an additional 1 good damage. You are immune to the soul-draining effect within Alseta’s Landing.
Mengkare sighs, suddenly weary.
"Go forth, Champion!"
Luke_Parry
|
When Jean-Pierre presses all five port-keys to the Gate, instead of the familiar swirling grey mist, it presents a lightless void.
Stepping through, there is a sensation of falling, and yet not falling, and then Jean-Pierre finds himself...
...somewhere else.
This large chamber appears to be made of walls that resemble a starry night sky. A constant hum echoes throughout the space, while a circular stone platform sits in the middle of the polished stone floor. The chamber has six sides, five of which contain a shimmering stone archway that resembles one of the five aiudara in Alseta’s Ring. Within each arch simmers a vague, blurry image of a different scene. A large rift torn into the sixth wall opens into what appears to be a small, grassy clearing.
Of more immediate concern, however, are the three insectoid creatures scurrying around the room.
Jean-Pierre: 1d20 + 38 + 3 ⇒ (7) + 38 + 3 = 48.
Fortunately, they do not seem to notice you...
Jean-Pierre: 1d20 + 25 + 3 ⇒ (1) + 25 + 3 = 29.
...but Jean-Pierre has absolutely no idea what they are. They do, however, look hungry...
| Jean-Pierre de Suis |
With a frown, Jean-Pierre starts firing!
Hunted Shot: 1d20 + 36 + 3 ⇒ (1) + 36 + 3 = 40, for 4d8 + 6 ⇒ (3, 5, 3, 5) + 6 = 22 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (12) + 34 + 3 = 49, for 4d8 + 6 ⇒ (7, 5, 4, 8) + 6 = 30 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (10) + 32 + 3 = 45, for 4d8 + 6 ⇒ (2, 1, 8, 1) + 6 = 18 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (6) + 32 + 3 = 41, for 4d8 + 6 ⇒ (8, 2, 4, 1) + 6 = 21 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (18) + 32 + 3 = 53, for 8d8 + 12 + 1d10 ⇒ (7, 2, 5, 3, 3, 3, 7, 4) + 12 + (5) = 51 damage, +2d6 ⇒ (4, 1) = 5 Sonic damage, +2d6 ⇒ (5, 5) = 10 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (2, 2, 3, 2, 3, 3, 2, 4, 4) + 13 = 38 Electricity damage, DC 42 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry
|
Jean-Pierre scores a trio of hits, but discovers that his 'normal' arrows don't work particularly well. Shifting to Cold Iron, however, has the desired effect.
Reflex: 1d20 + 33 ⇒ (1) + 33 = 34.
Reflex: 1d20 + 33 ⇒ (20) + 33 = 53.
The injured one promptly fires a bit, whilst its colleague dodges!
V: 1d20 + 33 ⇒ (7) + 33 = 40.
Jean-Pierre: 1d20 + 41 ⇒ (5) + 41 = 46.
Unwelcome Guests, Round 1:
Jean-Pierre (-)
V (-200, -, -)
| Jean-Pierre de Suis |
Huh. Tough little bastards!
Jean-Pierre keeps firing!
Hunted Shot: 1d20 + 36 + 3 ⇒ (12) + 36 + 3 = 51, for 4d8 + 6 ⇒ (3, 3, 6, 8) + 6 = 26 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (2) + 34 + 3 = 39, for 4d8 + 6 ⇒ (7, 4, 5, 2) + 6 = 24 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (1) + 32 + 3 = 36, for 4d8 + 6 ⇒ (2, 2, 2, 6) + 6 = 18 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (6) + 32 + 3 = 41, for 4d8 + 6 ⇒ (3, 1, 1, 1) + 6 = 12 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (12) + 32 + 3 = 47, for 4d8 + 6 ⇒ (3, 2, 7, 3) + 6 = 21 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 1 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (2, 1, 1, 3, 2, 3, 2, 4, 3) + 13 = 34 Electricity damage, DC 42 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry
|
Jean-Pierre lands another two hits, although these ones are not quite as spectacular.
Reflex: 1d20 + 33 ⇒ (2) + 33 = 35.
Reflex: 1d20 + 33 ⇒ (1) + 33 = 34.
Fortunately, his electrical discharge continues to be quite effective.
All three creatures chitter angrily, and look around...
Perception: 1d20 + 33 ⇒ (4) + 33 = 37.
Perception: 1d20 + 33 ⇒ (7) + 33 = 40.
Perception: 1d20 + 33 ⇒ (9) + 33 = 42.
Perception: 1d20 + 33 ⇒ (19) + 33 = 52.
Perception: 1d20 + 33 ⇒ (20) + 33 = 53.
Perception: 1d20 + 33 ⇒ (11) + 33 = 44.
..and toss webbing at him!
Web: 1d20 + 38 ⇒ (5) + 38 = 43, for 6d6 + 8 ⇒ (3, 4, 6, 6, 3, 3) + 8 = 33 Acid damage.
1d20 ⇒ 19
Web: 1d20 + 38 ⇒ (1) + 38 = 39, for 6d6 + 8 ⇒ (3, 1, 2, 2, 1, 6) + 8 = 23 Acid damage.
1d20 ⇒ 7
Web: 1d20 + 38 ⇒ (16) + 38 = 54, for 6d6 + 8 ⇒ (3, 5, 3, 6, 5, 3) + 8 = 33 Acid damage.
1d20 ⇒ 11
Only one hits, but it glues him to the ground.
DC 42 Acrobatics to escape.
Unwelcome Guests, Round 2:
Jean-Pierre (-33)
V (-293, -68, -)
| Jean-Pierre de Suis |
"Damn!"
Jean-Pierre keeps firing...
Hunted Shot: 1d20 + 36 + 3 ⇒ (16) + 36 + 3 = 55, for 8d8 + 12 + 1d10 ⇒ (1, 6, 7, 2, 5, 3, 2, 3) + 12 + (1) = 42 damage, +2d6 ⇒ (2, 5) = 7 Sonic damage, +2d6 ⇒ (6, 5) = 11 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (4) + 34 + 3 = 41, for 4d8 + 6 ⇒ (2, 2, 8, 3) + 6 = 21 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (5) + 32 + 3 = 40, for 4d8 + 6 ⇒ (7, 8, 3, 3) + 6 = 27 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (5) + 32 + 3 = 40, for 4d8 + 6 ⇒ (2, 4, 2, 4) + 6 = 18 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (9) + 32 + 3 = 44, for 4d8 + 6 ⇒ (7, 6, 2, 2) + 6 = 23 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 5 Good damage.
...then tries to free himself...
Escape: 1d20 + 32 + 3 ⇒ (6) + 32 + 3 = 41.
Escape: 1d20 + 32 + 3 ⇒ (6) + 32 + 3 = 41.
Escape - Hero Point: 1d20 + 32 + 3 ⇒ (10) + 32 + 3 = 45.
...and Hides.
Stealth: 1d20 + 38 + 3 ⇒ (6) + 38 + 3 = 47.
Luke_Parry
|
Only two of Jean-Pierre's arrows hit, but it is enough to drop the first chitinous beast.
The other two glance around frantically...
Perception: 1d20 + 33 ⇒ (15) + 33 = 48.
Perception: 1d20 + 33 ⇒ (2) + 33 = 35.
Perception: 1d20 + 33 ⇒ (20) + 33 = 53.
Perception: 1d20 + 33 ⇒ (7) + 33 = 40.
...and after spotting him, spit more webbing.
Web: 1d20 + 38 ⇒ (3) + 38 = 41, for 6d6 + 8 ⇒ (6, 2, 6, 3, 4, 1) + 8 = 30 Acid damage.
1d20 ⇒ 12
Web: 1d20 + 38 ⇒ (7) + 38 = 45, for 6d6 + 8 ⇒ (6, 6, 2, 1, 4, 3) + 8 = 30 Acid damage.
1d20 ⇒ 12
Once again, one manages a lucky hit, immobilising Jean-Pierre for a second time!
Unwelcome Guests, Round 3:
Jean-Pierre (-63)
V (-68, -)
| Jean-Pierre de Suis |
"This is getting irritating!"
Jean-Pierre keeps firing...
Hunted Shot: 1d20 + 36 + 3 ⇒ (16) + 36 + 3 = 55, for 8d8 + 12 + 1d10 ⇒ (6, 7, 3, 4, 3, 3, 4, 6) + 12 + (1) = 49 damage, +2d6 ⇒ (3, 2) = 5 Sonic damage, +2d6 ⇒ (3, 6) = 9 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (5) + 34 + 3 = 42, for 4d8 + 6 ⇒ (2, 2, 5, 6) + 6 = 21 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (10) + 32 + 3 = 45, for 4d8 + 6 ⇒ (3, 5, 2, 4) + 6 = 20 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (11) + 32 + 3 = 46, for 4d8 + 6 ⇒ (5, 3, 3, 8) + 6 = 25 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (13) + 32 + 3 = 48, for 4d8 + 6 ⇒ (3, 3, 6, 1) + 6 = 19 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.
...then tries to free himself...
Escape: 1d20 + 32 + 3 ⇒ (3) + 32 + 3 = 38.
Escape: 1d20 + 32 + 3 ⇒ (8) + 32 + 3 = 43.
...and Hides.
Stealth: 1d20 + 38 + 3 ⇒ (16) + 38 + 3 = 57.
Luke_Parry
|
Jean-Pierre's volley of arrows, for the most part, strike true, and then he struggles free, and hides.
Perception: 1d20 + 33 ⇒ (19) + 33 = 52.
Perception: 1d20 + 33 ⇒ (6) + 33 = 39.
This time, they spot him immediately, and start frantically throwing webbing!
Web: 1d20 + 38 ⇒ (20) + 38 = 58, for 12d6 + 16 ⇒ (3, 5, 2, 4, 6, 4, 2, 1, 2, 1, 5, 6) + 16 = 57 Acid damage.
1d20 ⇒ 16
Web: 1d20 + 33 ⇒ (12) + 33 = 45, for 6d6 + 8 ⇒ (1, 3, 2, 5, 4, 4) + 8 = 27 Acid damage.
1d20 ⇒ 11
Web: 1d20 + 38 ⇒ (19) + 38 = 57, for 6d6 + 8 ⇒ (3, 6, 2, 1, 1, 6) + 8 = 27 Acid damage.
1d20 ⇒ 8
Web: 1d20 + 33 ⇒ (16) + 33 = 49, for 6d6 + 8 ⇒ (5, 6, 5, 3, 5, 2) + 8 = 34 Acid damage.
1d20 ⇒ 4
One is quite lucky, immobilising him again, but the other chooses poorly.
Unwelcome Guests, Round 4:
Jean-Pierre (-147)
V (-225, -)
| Jean-Pierre de Suis |
"Gods, damn it!"
Jean-Pierre frantically keeps firing...
Hunted Shot: 1d20 + 36 + 3 ⇒ (9) + 36 + 3 = 48, for 4d8 + 6 ⇒ (5, 4, 4, 2) + 6 = 21 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (11) + 34 + 3 = 48, for 4d8 + 6 ⇒ (3, 6, 4, 2) + 6 = 21 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (10) + 32 + 3 = 45, for 4d8 + 6 ⇒ (5, 8, 4, 4) + 6 = 27 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (6) + 32 + 3 = 41, for 4d8 + 6 ⇒ (8, 3, 1, 5) + 6 = 23 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (19) + 32 + 3 = 54, for 8d8 + 12 + 1d10 ⇒ (3, 2, 4, 5, 3, 1, 7, 5) + 12 + (8) = 50 damage, +2d6 ⇒ (5, 3) = 8 Sonic damage, +2d6 ⇒ (2, 4) = 6 Good damage.
...then tries to free himself...
Escape: 1d20 + 32 + 3 ⇒ (8) + 32 + 3 = 43.
...and Hides.
Stealth: 1d20 + 38 + 3 ⇒ (15) + 38 + 3 = 56.
Luke_Parry
|
Jean-Pierre's volley takes down the injured creature!
Its final colleague chitters angrily...
Perception: 1d20 + 33 ⇒ (10) + 33 = 43.
Perception: 1d20 + 33 ⇒ (2) + 33 = 35.
Perception: 1d20 + 33 ⇒ (5) + 33 = 38.
...but is unable to spot Jean-Pierre!
Unwelcome Guests, Round 5:
Jean-Pierre (-147)
V (-)
| Jean-Pierre de Suis |
Breathing a sigh of relief, Jean-Pierre focuses on dropping the final beast.
Hunted Shot: 1d20 + 36 + 3 ⇒ (10) + 36 + 3 = 49, for 4d8 + 6 ⇒ (3, 1, 4, 3) + 6 = 17 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (5) + 34 + 3 = 42, for 4d8 + 6 ⇒ (6, 2, 2, 3) + 6 = 19 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (11) + 32 + 3 = 46, for 4d8 + 6 ⇒ (3, 4, 3, 3) + 6 = 19 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (20) + 32 + 3 = 55, for 8d8 + 12 + 1d10 ⇒ (5, 5, 2, 1, 1, 6, 6, 5) + 12 + (7) = 50 damage, +2d6 ⇒ (3, 2) = 5 Sonic damage, +2d6 ⇒ (3, 3) = 6 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (16) + 32 + 3 = 51, for 4d8 + 6 ⇒ (1, 4, 1, 5) + 6 = 17 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 2 Good damage.
Ray of Frost: 1d20 + 32 ⇒ (20) + 32 = 52 18d4 + 26 ⇒ (2, 1, 4, 1, 2, 2, 1, 1, 4, 4, 3, 3, 2, 2, 2, 4, 4, 1) + 26 = 69 Cold damage.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry
|
Jean-Pierre skewers and chills his foe, but it remains surprisingly healthy.
Perception: 1d20 + 33 ⇒ (20) + 33 = 53.
Upon spotting him, it starts throwing webbing again...
Web: 1d20 + 38 ⇒ (14) + 38 = 52, for 6d6 + 8 ⇒ (1, 2, 1, 3, 6, 4) + 8 = 25 Acid damage.
1d20 ⇒ 8
Web: 1d20 + 33 ⇒ (1) + 33 = 34, for 6d6 + 8 ⇒ (1, 5, 4, 4, 3, 3) + 8 = 28 Acid damage.
1d20 ⇒ 1
...but it chooses its target poorly.
Unwelcome Guests, Round 6:
Jean-Pierre (-147)
V (-191)
| Jean-Pierre de Suis |
Just a little more...
Jean-Pierre keeps up the steady stream of arrows.
Hunted Shot: 1d20 + 36 + 3 ⇒ (19) + 36 + 3 = 58, for 8d8 + 12 + 1d10 ⇒ (3, 1, 8, 8, 4, 5, 2, 6) + 12 + (4) = 53 damage, +2d6 ⇒ (5, 6) = 11 Sonic damage, +2d6 ⇒ (1, 1) = 2 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (19) + 34 + 3 = 56, for 8d8 + 12 + 1d10 ⇒ (1, 8, 4, 5, 5, 6, 4, 3) + 12 + (10) = 58 damage, +2d6 ⇒ (4, 3) = 7 Sonic damage, +2d6 ⇒ (1, 1) = 2 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (15) + 32 + 3 = 50, for 4d8 + 6 ⇒ (6, 5, 8, 1) + 6 = 26 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (15) + 32 + 3 = 50, for 4d8 + 6 ⇒ (6, 3, 8, 3) + 6 = 26 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (9) + 32 + 3 = 44, for 4d8 + 6 ⇒ (2, 1, 2, 4) + 6 = 15 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Ray of Frost: 1d20 + 32 ⇒ (11) + 32 = 43 9d4 + 13 ⇒ (2, 4, 2, 3, 1, 3, 1, 2, 3) + 13 = 34 Cold damage.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry
|
It takes four arrows, but Jean-Pierre finally drops the final beast.
Combat over.
Exploring around the chamber, Jean-Pierre realises that the five pseudo-gates appear to lead to separate 'pocket' dimensions, whilst the opening corresponds to the destroyed Gate in Alseta's Ring.
Where to now?
Luke_Parry
|
This chamber appears to be a small, grassy clearing dotted with vibrant trees, situated at the bottom of a one-hundred-foot deep valley surrounded by sheer stone walls. A large building made of pearlescent stone stands at the far side of the clearing. The building is made up of three connected domes, with a small deck leading up to the front door. Above, the sky is blue and vibrant, although no sun is visible.
Pottering around in the building is an elderly elf with long, white-blonde hair tied back in a loose ponytail.
Jean-Pierre: 1d20 + 31 + 3 ⇒ (9) + 31 + 3 = 43.
Jean-Pierre realises that whilst this creature is technically a ghost, it would be more accurate to describe it as an... echo of sorts; a magical facsimile of the psychic impression of a real elf, from long ago.
It does not appear to have noticed you.
Luke_Parry
|
G:
Channels of lava cut through this massive stone chamber, surrounding a stone platform that features a third channel flowing through its center. A small stone walkway provides passage over the central channel, connecting to a square platform in the very middle. A glowing golden orb sits atop a small pedestal in the middle of this platform. Sets of stairs on either side of the chamber allow access to a raised walkway that wraps around the main chamber.
Jean-Pierre easily recognises the Orb as the 'original' Orb of Gold Dragonkind. Studying it is an elderly human male, with a long white beard...
Jean-Pierre: 1d20 + 25 + 3 ⇒ (20) + 25 + 3 = 48.
...whom Jean-Pierre recognises as Ilgreth, the wizard who long ago enslaved Menkare with the Orb!
He, Likewise, has not noticed you.
| Jean-Pierre de Suis |
Well, this decision is easy...
Jean-Pierre unleashes a volley!
Hunted Shot: 1d20 + 36 + 3 ⇒ (8) + 36 + 3 = 47, for 8d8 + 12 + 1d10 ⇒ (6, 3, 2, 7, 7, 5, 6, 6) + 12 + (2) = 56 damage, +2d6 ⇒ (6, 6) = 12 Sonic damage, +2d6 ⇒ (1, 6) = 7 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (1) + 34 + 3 = 38, for 8d8 + 12 + 1d10 ⇒ (3, 6, 6, 7, 8, 4, 1, 4) + 12 + (2) = 53 damage, +2d6 ⇒ (6, 5) = 11 Sonic damage, +2d6 ⇒ (1, 6) = 7 Good damage.
Hunted Shot - Hero Point: 1d20 + 34 + 3 ⇒ (20) + 34 + 3 = 57, for 8d8 + 12 + 1d10 ⇒ (2, 3, 3, 3, 3, 6, 8, 6) + 12 + (4) = 50 damage, +2d6 ⇒ (6, 5) = 11 Sonic damage, +2d6 ⇒ (1, 3) = 4 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (8) + 32 + 3 = 43, for 8d8 + 12 + 1d10 ⇒ (2, 2, 4, 6, 7, 8, 5, 8) + 12 + (9) = 63 damage, +2d6 ⇒ (1, 1) = 2 Sonic damage, +2d6 ⇒ (4, 6) = 10 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (20) + 32 + 3 = 55, for 8d8 + 12 + 1d10 ⇒ (2, 3, 4, 7, 7, 5, 6, 1) + 12 + (5) = 52 damage, +2d6 ⇒ (3, 2) = 5 Sonic damage, +2d6 ⇒ (2, 2) = 4 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (15) + 32 + 3 = 50, for 8d8 + 12 + 1d10 ⇒ (8, 4, 3, 4, 7, 4, 2, 3) + 12 + (9) = 56 damage, +2d6 ⇒ (5, 6) = 11 Sonic damage, +2d6 ⇒ (5, 1) = 6 Good damage.
Ray of Frost: 1d20 + 32 ⇒ (3) + 32 = 35 9d4 + 13 ⇒ (3, 2, 3, 3, 3, 3, 3, 2, 4) + 13 = 39 Cold damage.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry
|
It takes his entire volley, but Jean-Pierre drops the Wizard before he has a chance to realise what is going on.
As soon as he 'dies', his body disintegrates, and the lava cools instantly, becoming solid rock.
Energy then flows into Jean-Pierre!
From now on, whenever you attempt a saving throw against an effect that attempts to control you, use the outcome for one degree of success better than the result of your saving throw.
Luke_Parry
|
H:
An enormous river of lava flows through a rugged badlands canyon during a moonlit night, filling the cracked landscape from below with the glow of molten rock. Ledges rise up from the lava river from all sides, providing bridges and platforms to stand upon. A large, mesa-like escarpment stands in the center of the area some thirty feet above the roiling lava below. To the north, an immense volcano, its slopes strangely pale as it belches fire and ash into the sky, looms like a harbinger of the apocalypse.
Three gargantuan, writhing worm-like creatures, fire spewing from their flanks, writhe over, under, and around each other in this place.
They have not noticed you.
| Jean-Pierre de Suis |
With a weary sigh, Jean-Pierre starts his slow work...
Hunted Shot: 1d20 + 36 + 3 ⇒ (5) + 36 + 3 = 44, for 4d8 + 6 ⇒ (7, 8, 1, 7) + 6 = 29 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot - Hero Point: 1d20 + 36 + 3 ⇒ (9) + 36 + 3 = 48, for 4d8 + 6 ⇒ (5, 5, 6, 8) + 6 = 30 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (12) + 34 + 3 = 49, for 4d8 + 6 ⇒ (8, 5, 2, 7) + 6 = 28 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (16) + 32 + 3 = 51, for 4d8 + 6 ⇒ (3, 5, 4, 5) + 6 = 23 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (12) + 32 + 3 = 47, for 4d8 + 6 ⇒ (3, 4, 6, 7) + 6 = 26 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (13) + 32 + 3 = 48, for 4d8 + 6 ⇒ (7, 6, 2, 5) + 6 = 26 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 2 Good damage.
Ray of Frost: 1d20 + 32 + 3 ⇒ (10) + 32 + 3 = 45 9d4 + 13 ⇒ (4, 4, 2, 3, 2, 3, 3, 4, 2) + 13 = 40 Cold damage.
Ray of Frost - Hero Point: 1d20 + 32 + 3 ⇒ (11) + 32 + 3 = 46 9d4 + 13 ⇒ (4, 2, 2, 4, 2, 3, 1, 1, 4) + 13 = 36 Cold damage.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.
Luke_Parry
|
Jean-Pierre's volley was nowhere *near* as effective as would have hoped - the creatures are clearly highly resistant to physical damage, and sonic. However, they *are* weak to cold.
X: 1d20 + 39 ⇒ (2) + 39 = 41.
Jean-Pierre: 1d20 + 38 + 3 ⇒ (15) + 38 + 3 = 56.
Dealing With Some Spawn, Round 1:
Jean-Pierre (-147)
X (-116, -, -)
| Jean-Pierre de Suis |
Huh.
Hunted Shot: 1d20 + 36 + 3 ⇒ (20) + 36 + 3 = 59, for 8d8 + 12 + 1d10 ⇒ (7, 8, 6, 7, 3, 6, 2, 6) + 12 + (9) = 66 damage, +2d6 ⇒ (6, 2) = 8 Sonic damage, +2d6 ⇒ (6, 4) = 10 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (7) + 34 + 3 = 44, for 4d8 + 6 ⇒ (2, 6, 4, 8) + 6 = 26 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot - Hero Point: 1d20 + 34 + 3 ⇒ (18) + 34 + 3 = 55, for 4d8 + 6 ⇒ (5, 8, 7, 7) + 6 = 33 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (10) + 32 + 3 = 45, for 4d8 + 6 ⇒ (3, 8, 3, 6) + 6 = 26 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative - Hero Point: 1d20 + 32 + 3 ⇒ (2) + 32 + 3 = 37, for 4d8 + 6 ⇒ (1, 1, 8, 6) + 6 = 22 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (7) + 32 + 3 = 42, for 4d8 + 6 ⇒ (2, 2, 2, 7) + 6 = 19 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative - Hero Point: 1d20 + 32 + 3 ⇒ (19) + 32 + 3 = 54, for 4d8 + 6 ⇒ (6, 1, 1, 7) + 6 = 21 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (15) + 32 + 3 = 50, for 4d8 + 6 ⇒ (7, 6, 4, 4) + 6 = 27 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Magic Missile: 15d4 + 24 ⇒ (4, 4, 4, 3, 1, 4, 1, 3, 3, 4, 3, 2, 2, 3, 1) + 24 = 66 Force damage.
Luke_Parry
|
Jean-Pierre's barrage smashes into the titanic worm, but it is his force missiles that do the most damage.
They flail around, looking for him...
Perception: 1d20 + 39 ⇒ (7) + 39 = 46.
Perception: 1d20 + 39 ⇒ (12) + 39 = 51.
Perception: 1d20 + 39 ⇒ (19) + 39 = 58.
...and after spotting him, direct breath weapons that are more like volcanic eruptions in his general direction.
Breath Weapon: 18d6 ⇒ (3, 1, 3, 4, 3, 1, 6, 3, 6, 5, 3, 4, 2, 2, 5, 4, 5, 1) = 61 Fire damage, 4d6 Persistent Fire. DC 42 Reflex.
Breath Weapon: 18d6 ⇒ (2, 2, 1, 4, 5, 4, 4, 4, 1, 1, 4, 2, 4, 4, 1, 5, 2, 2) = 52 Fire damage, 4d6 Persistent Fire. DC 42 Reflex.
Breath Weapon: 18d6 ⇒ (1, 5, 5, 4, 4, 4, 5, 1, 2, 3, 1, 1, 4, 1, 2, 6, 5, 2) = 56 Fire damage, 4d6 Persistent Fire. DC 42 Reflex.
Dealing With Some Spawn, Round 2:
Jean-Pierre (-)
X (-267, -, -)
| Jean-Pierre de Suis |
Reflex: 1d20 + 36 + 3 ⇒ (3) + 36 + 3 = 42.
Reflex: 1d20 + 36 + 3 ⇒ (5) + 36 + 3 = 44.
Reflex: 1d20 + 36 + 3 ⇒ (12) + 36 + 3 = 51.
Hunted Shot: 1d20 + 36 + 3 ⇒ (5) + 36 + 3 = 44, for 8d8 + 12 + 1d10 ⇒ (1, 3, 3, 2, 8, 2, 5, 1) + 12 + (8) = 45 damage, +2d6 ⇒ (1, 4) = 5 Sonic damage, +2d6 ⇒ (6, 3) = 9 Good damage.
Hunted Shot: 1d20 + 34 + 3 ⇒ (1) + 34 + 3 = 38, for 4d8 + 6 ⇒ (1, 8, 2, 5) + 6 = 22 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (1) + 32 + 3 = 36, for 4d8 + 6 ⇒ (5, 1, 5, 5) + 6 = 22 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (1) + 32 + 3 = 36, for 4d8 + 6 ⇒ (7, 6, 1, 5) + 6 = 25 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 32 + 3 ⇒ (1) + 32 + 3 = 36, for 4d8 + 6 ⇒ (3, 3, 4, 2) + 6 = 18 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 2 Good damage.
Magic Missile: 15d4 + 24 ⇒ (1, 1, 3, 4, 3, 2, 2, 4, 3, 1, 2, 4, 2, 4, 4) + 24 = 64 Force damage.