
Major K'Aldrian Kort 1ATD, Ret. |

"We're meeting more and more shapechangers. It feels like Virgil was an easy way for an agent to travel with us using his face. Did you ever use your special magic eyes on the people of Betony, Kort?"
Kort glances again at Virgil, knowing already that his eyes would not be fooled by such things.
”I thought he looks fine. Normal. As Virgil now, but no, I wasn’t using this magics back then.”

GMEuan |

Major Kort, the potion of neutralize poison is being tracked by you. Everything else was removed from the group sheet. Damn you guys have a lot of juice!
Even with the heavy use of magics to help the poor elves, and Virgil, they’re still not in great shape. They’re all conscious, and can shuffle about, but they’re non-combatants so you’ll have to decide what to do with them...
”Oh Virgil, dear Virgil. I am so sorry. I will take care of you. You and your family will never want for anything. You deserve so much better than this.”
Through dry cracked lips, Virgil responds in a limited fashion, as is his nature, ”Thanks m’lord.” However, the relief in his eyes says volumes.
Any questions of the assembled victims? I assume you take a moment to feed and water them, something they've also been denied.

Major K'Aldrian Kort 1ATD, Ret. |

Kort offers the neutralize poison options, and waits to hear the answer to Kamari’s questions, as he might have some of his own.
He will continue to free and heal the prisoners as he listens.

GMEuan |

"Dunno. I was asleep at Stachys and woke up here. Might have been weeks? Might be longer. Too long."
He'll go on to describe the woman, er, vampire, who questioned him and did much of the damage to him. She's half-elven, though she seems to hate elves. She's mean and cruel - and an alchemist. She liked to try out different alchemical soups on him, and the others. And her touch drains levels...
Some back and forth questioning reveals he was kidnapped round about Rova 12, give or take. A full month ago now, and just before you headed out to Breezy Creek to obtain Taldaris's blessing. His replacement is with Myrma now, likely back at Stachys or maybe on the way.

The Night Swan |

The Night Swan clenches her jaw as she hear’s the description of this vampire. If it weren’t for her being a half-elf, she would have almost wondered if her mother had returned to her old ways.
She addresses the prisoners, her tone cold, but not towards them. ”Do you have any requests for how I shall pursue vengeance upon your torturer? I cannot promise anything too gruesome, and I will of course be limited by what methods kill vampires, but anything you ask in those parameters shall be done. I find heads convenient, personally.”

GMEuan |

Heheheh.
The elves are more interested in fleeing, though of course they're going to need help in doing so. Virgil shrugs and suggests something gruesome, but relatively quick. He too isn't interested in waiting around much.
So a few suggestions are floated. The elf furthest along in the transition however cautions, "Do not be overconfident. The Duchess is quite powerful..." She looks the party over, and lacks the confidence that you can pull it off. She suggests flight first. Once they are in a place of safety, you can return and do as you will.
Considering you still have the element of surprise going for you, that's probably a poor choice.

Kamari |

"I'm afraid we aren't really in a position to help you easily escape. Our best move now is to finish exterminating the evil here. It'd be best if you followed behind by a room or two."
Kamari explains where they are and how far away any safe place might be.
Plus, didn't we bypass some guards?
Kamari renews her shield spell with her wand, heads to the next door, and examines the door while she waits for the others.
perception: 1d20 + 17 ⇒ (16) + 17 = 33

Major K'Aldrian Kort 1ATD, Ret. |

"Oh yeah, you can't flee on your own. There are still things upstairs that are unsafe," Kort points out. "If they need to escape, we'll have to go with them."
Considering the level of trickery and luck the party needed to have to complete the entry ruse, Kort is not wanting to try that again, let alone twice (going out and getting back in).

Mallë-o i Otos Elen |

“it seems the only option is to press forward while you all hang tight back here. Hopefully we can make quick work of the Duchess and her minions and get you all to safety soon.”
She looks at the skeptical Elf. ”Thanks for the advice, but we make a fairly formidable team.”

GMEuan |

"I'm afraid we aren't really in a position to help you easily escape. Our best move now is to finish exterminating the evil here. It'd be best if you followed behind by a room or two."
They agree to follow you by a couple of rooms - until they see the spread and hear the clinking of champagne glasses. Then they follow into that room and agree to wait for you there while enjoying the fine food and drink available.
"We can't put Virgil away with the astronomer, right?"
Hehehe, he’d run out of air pretty quickly, even if you could stuff him in.
She looks at the skeptical Elf. ”Thanks for the advice, but we make a fairly formidable team.”
Mouth full of food, the elf vaguely nods.
There’s a door ahead of you, or you can head back up and along the long sloping ramp. Do position yourselves on the map if you chose the door.

Major K'Aldrian Kort 1ATD, Ret. |

Kort moves up, still avoiding the food, and double checks the doors for Kamari.
1d20 + 23 + 2 + 1d8 + 3 ⇒ (8) + 23 + 2 + (3) + 3 = 39 Perception
"This is as good a room to stay in as any," Kort says, hoping it's not a final meal for anyone, but it could serve as such.

The Night Swan |

The Night Swan rests Aymr on her shoulder. Her mind is already at work trying to judge their circumstances. While it is not a good sign that they just discovered a spy they didn’t know about, they did nevertheless discover it. And the fact that they are uncovering such secrets already speaks to how much they stand to gain by this investigation. If they have discovered this much already, how much more could there be? Finally, they are cutting right to the heart of the matter. No more games, no more puppets for this Circle to hide behind. She smiles to herself. They want to rule openly now, eh? Their hubris is finally catching up, and she will make sure it does them in for good.
”We have this. I am ready.”

GMEuan |

Major Kort opens the following door, expecting to see more lavish chambers, and you do!
A huge glass and brass apparatus of connected beakers, tubes, retorts, and bottles covers the east wall. Liquid of all colors and viscosities drips and sizzles, moving through the tubes in an elaborate, synchronized pattern. A marble slab table holds more flasks and vials, crucibles and burettes. Wooden shelves and cabinets display countless stoppered bottles of powders and solutions.
Overhead, the ceiling is covered with a wooden lattice. Bundles of dried herbs and flowers hang from the lattice, canopying the room with withered beauty and filling the air with their musky odor.
Alas, there is little time to take it all in, for you are not alone. There are two Blood Spawn in the room, both of whom turn to you, finger-scythes clacking. And then there’s the Duchess of Blood (image) herself.
The half-elf vampire smiles lightly at you as if you amuse her. ”Minions are so useless,” clearly unhappy you’ve gotten this far. She sighs, ”I am busy, and so I will give you just one opportunity to leave. Take it, and you may leave with your lives. Fail, and I shall have your bodies and minds warped into truly horrible things to sate my curiosity.”
As she turns back to her experiment, you see her hair blowing in an unseen wind for effect.
The questions you’ll get answered are those about vampires. She is unique, and so you’ll only get questions about her if you beat DC 32.
Vampires are undead humanoid creatures that feed on the blood of the living. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.
- - -
While she might be over confident, her blood spawn are dutifully watching over her. So I’ll roll initiative. The party, and the blood spawn, are all acting in a surprise round. So one move or standard action only. If that action isn’t to withdraw, the vampire will react on the regular round.
- Round Surprise -
Elen - 24
Muri - 23
Good Folks - 17
Major Kort - 13
Kamari - 9
Edelmira - 6
Elen: 1d20 + 5 ⇒ (19) + 5 = 24
Kamari: 1d20 + 6 ⇒ (3) + 6 = 9
Major Kort: 1d20 + 2 ⇒ (11) + 2 = 13
Muri: 1d20 + 3 ⇒ (20) + 3 = 23
Good Folk: 1d20 + 7 ⇒ (10) + 7 = 17
• First up - Elen and Muri in the surprise round.

Major K'Aldrian Kort 1ATD, Ret. |

”So, who are you, exactly? Why should we care what you think?,” Kort says, taking a gander.
1d20 + 25 + 2 + 1d8 + 3 ⇒ (18) + 25 + 2 + (4) + 3 = 52 Know (Religion)
DRs? Special attacks? Weaknesses?

GMEuan |

Normal vampire weaknesses include... Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
HOWEVER, she's special. She does not have a vampire’s weakness to reflections, holy symbols, or running water, and she can enter structures at will.
- - -

GMEuan |

Elen draws a small iron sphere and hefts it. Muri GMPC 5’ steps into position under Elen and shoots the vampire (can’t smite yet as there are no swift actions in a surprise round).
Muri on Vampire: 1d20 + 27 - 2 ⇒ (1) + 27 - 2 = 26 damage: 1d6 + 7 + 1 + 2d6 + 10 ⇒ (4) + 7 + 1 + (2, 4) + 10 = 28
He manages to miss the flat footed vampire, but he smashes the beaker she was heating over a small flame. She turns and scowls. ”Kill them!” she commands, and her minions leap into action!
Red 5’ steps and swings on Edelmira.
Claws on Edelmira: 1d20 + 22 ⇒ (8) + 22 = 30 damage: 1d6 + 10 ⇒ (6) + 10 = 16
Blue charges recklessly at the same target.
Claws on Edelmira: 1d20 + 22 + 6 ⇒ (2) + 22 + 6 = 30 damage: 1d6 + 10 + 6 ⇒ (4) + 10 + 6 = 20
Not even flatfooted do they manage a solid blow on Edelmira, encased as she is in righteous armor.
Oof! What rolls!
- Round Surprise -
Major Kort - 13
Kamari - 9
Edelmira - 6
- Round 1 -
Elen - 24
Muri - 23
Good Folks - 17
• Next up, Major Kort, Kamari, and Edelmira in the surprise round, then Elen and Muri in round one!

Major K'Aldrian Kort 1ATD, Ret. |

Kort's first action to remind everyone that they probably have a lot more Stoneskin unused and not to forget to track that.
He ponders his next genius offering.

The Night Swan |

The Night Swan aims a perfect strike at one of the minions.
Attack is vs flatfooted touch
Perfect Vulnerabilty vs Red (heroism, power attack, fight defensively): 1d20 + 26 + 2 - 4 - 4 ⇒ (18) + 26 + 2 - 4 - 4 = 38
Damage (power attack): 1d10 + 12 + 8 ⇒ (3) + 12 + 8 = 23
Cornugon Smash Free Demoralize (heroism, incredibly renown): 1d20 + 27 + 2 + 8 ⇒ (14) + 27 + 2 + 8 = 51
HP: 161/161
AC: 43/19/39
Saves: F19/R18/W19 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness, heroism, fight defensively
0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)
Aymr:
[ dice]1d20+26[/dice] to hit;
[ dice]1d10+12[/dice] damage.

Major K'Aldrian Kort 1ATD, Ret. |

Round Surprise
Kort opens up at blue, ignoring all cover.
Dignity's Barb (crit on 17+):
1d20 + 20 + 2 ⇒ (8) + 20 + 2 = 30 to hit; (+,PBS,+heroism)
1d8 + 5 ⇒ (5) + 5 = 10 magic cold iron damage; (clustered)
All shot are clustered and have no combat nor cover penalties. Crits on 17+.
hp: 148/148
AC: 28/17t/23ff +3 NA more with barkskin
Saves: F9/R15/W14 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.
Movement: 60' typically flying 5' up off the ground in dungeons.
Aroden's Verve: 0/10 used
Adhere to the Law: 0/4 used
Extend Rods: 4/6 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
Boots of Speed: 0/10
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 1/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*0,LesRest*0)
3: 4/11 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/8 used (GrInv*0,CCW*0,FoM*0,StoneSkin*0)
5: 2/6 used (CLWM*0,FlStr*0,TruSee*1,MassStoneskin*1)
6: 0/2 used (Heal, LegendLore)
Kort's usual protections: Ext See Invisibility (320 min), extended Heroism on himself and Kamari (320 min), Ext Magic Circle Against Evil 10' (320 min). Daybreak Arrows (150 min), Resist Fire 30.
[ spoiler=Daybreak Bolts]Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.[ /spoiler]
Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb (crit on 16+):
[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 magic cold iron damage; (clustered)
[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)
[ dice]1d20+14+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 magic cold iron damage; (clustered)
[ dice]1d20+7+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron
1d20 + 15 + 2 + 1 ⇒ (4) + 15 + 2 + 1 = 22 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (4, 6, 5, 1) + 1 = 17 fire damage
24/50 left.

Mallë-o i Otos Elen |
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Elen drops the bands of binding and springs into the room to attack the Duchess of Blood.
"A few arrows again and again
Will also kill the spawn it began” Elen chants.
Hopefully
Everyone +7 to Attack and Damage, Poetic Inspiration.
Naginata, Blue: 1d20 + 27 ⇒ (2) + 27 = 29 +2 flank?
for Damage: 1d8 + 15 + 2d6 + 6 + 7 ⇒ (3) + 15 + (5, 1) + 6 + 7 = 37 Holy, Poetic Inspiration
She spins suddenly and attacks the dutchess.
GreaterFeintDuchess: 1d20 + 32 ⇒ (9) + 32 = 41 Adamantine, Holy
Naginata: 1d20 + 27 + 7 ⇒ (19) + 27 + 7 = 53 Adamantine, Poetic Inspiration
for Damage: 1d8 + 15 + 2d6 + 6 + 7 ⇒ (3) + 15 + (3, 4) + 6 + 7 = 38 Holy, Poetic Inspiration
CritThreat: 1d20 + 27 + 7 ⇒ (7) + 27 + 7 = 41 Adamantine, Poetic Inspiration
for Damage: 3d8 + 45 + 18 + 21 ⇒ (7, 3, 2) + 45 + 18 + 21 = 96 Poetic Inspiration
Hits: 118/118
Current AC: 34 +3 Ring,+2 Amulet, +4 Mage Armor,
For ‘Princess’: AC: 39 +5 Challenge (Sacred Bonus)
Current Saves: Fort: +15; Ref +17; Will: +10, +12 if Enchant (Elf) (+5 Wingz)
For ‘Princess’: Current Saves: Fort: +20; Ref +22; Will: +15, +17 if Enchant (Elf) (+5 Challenge, Sacred Bonus)
AC: 25; 26 (Bare naked save for Mask and Dodge, +1 Dodge (Sacred))
flat: 18 (ring +3, nat armor +2, mage armor +4) (+1 See above^)
touch: 28 (ring +3, Dex +6, Cha +7, Dodge +1) (Ditto)
Crits on 19-20
CMD = 35
WandofMageArmorCharges = 9/50
Wand of CLW: 45/50
Resolve = 7/8
Challenge = 4/5
Hero Pts: 3/3

Muri Daybreaker |
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Round 1, Init 23
Muri
AC = 25
HP = 111/111
Weapon Equipped = Chaldira's Hand
Condition(s) = Poetic Inspiration
Underfoot
AC = 32
HP = 127/127
Weapon Equipped = Teef
Condition(s) = Poetic Inspiration
Knowledge(Religion) v DC 19+: 1d20 + 16 ⇒ (1) + 16 = 17 ok, then...
Muri breathes slowly, dismissing the unhappy from his mind as his first arrow finds nothing to punish in the room. He instead takes instruction from Kort, takes heart in Elen's words, and accompanies it with Chaldira's Grace to concentrate on the vampire at the crux of the confrontation.
Um, wow, Elen. I'm still gonna... uh... go ahead and Smite the Duchess, just in case, but will happily pick off a minion if the head undead is unalived by the elf...
Chaldira's Hand...: 1d20 + 27 + 1 + 2 + 5 + 7 - 5 - 2 ⇒ (20) + 27 + 1 + 2 + 5 + 7 - 5 - 2 = 55 for 1d6 + 7 + 1 + 2d6 + 18 + 7 + 10 ⇒ (5) + 7 + 1 + (5, 3) + 18 + 7 + 10 = 56 piercing, magical damage which overcomes DR, including Holy and Inspiration and Smite
Chaldira's Hand...: 1d20 + 22 + 1 + 2 + 5 + 7 - 5 - 2 ⇒ (4) + 22 + 1 + 2 + 5 + 7 - 5 - 2 = 34 for 1d6 + 7 + 1 + 2d6 + 9 + 7 + 10 ⇒ (2) + 7 + 1 + (4, 4) + 9 + 7 + 10 = 44 piercing, magical damage which overcomes DR, including Holy and Inspiration and Smite
Chaldira's Hand...: 1d20 + 17 + 1 + 2 + 5 + 7 - 5 - 2 ⇒ (11) + 17 + 1 + 2 + 5 + 7 - 5 - 2 = 36 for 1d6 + 7 + 1 + 2d6 + 9 + 7 + 10 ⇒ (2) + 7 + 1 + (4, 5) + 9 + 7 + 10 = 45 piercing, magical damage which overcomes DR, including Holy and Inspiration and Smite
Chaldira's Hand...: 1d20 + 12 + 1 + 2 + 5 + 7 - 5 - 2 ⇒ (2) + 12 + 1 + 2 + 5 + 7 - 5 - 2 = 22 for 1d6 + 7 + 1 + 2d6 + 9 + 7 + 10 ⇒ (5) + 7 + 1 + (1, 5) + 9 + 7 + 10 = 45 piercing, magical damage which overcomes DR, including Holy and Inspiration and Smite
Chaldira's Hand...: 1d20 + 27 + 1 + 2 + 5 + 7 - 5 - 2 ⇒ (8) + 27 + 1 + 2 + 5 + 7 - 5 - 2 = 43 for 1d6 + 7 + 1 + 2d6 + 9 + 7 + 10 ⇒ (4) + 7 + 1 + (3, 3) + 9 + 7 + 10 = 44 piercing, magical damage which overcomes DR, including Holy and Inspiration and Smite
edit:
Confirm Critical?: 1d20 + 27 + 1 + 2 + 5 + 7 - 5 - 2 ⇒ (19) + 27 + 1 + 2 + 5 + 7 - 5 - 2 = 54 for 2d6 + 14 + 2 + 36 + 14 + 20 ⇒ (6, 6) + 14 + 2 + 36 + 14 + 20 = 98 piercing, magical damage which overcomes DR, including Holy and Inspiration and Smite

GMEuan |
1 person marked this as a favorite. |

Major Kort wings blue though some small DR applies (5). Kamari grows colder as she prepares for the battle. Edelmira stabs red, doing a little damage (DR 5 I think - I don’t know what you overcome) and the undead is immune to demoralize (morale effect, yes?). Elen swoops in flanking blue and drawing an AoO from red (you had to duck under the door frame) before slamming the duchess and making her flatfooted! You have her undivided attention… Then Muri with a boost, also crits on the Duchess along with a few other minor hits!
AoO Claws on Elen: 1d20 + 22 ⇒ (7) + 22 = 29 damage: 1d6 + 10 ⇒ (1) + 10 = 11 and energy drain 1 level
The Duchess of Blood, splashes to the floor - completely torn asunder by the assaults! Becoming a liquid, she rushes to the red dot in the floor (the lower left of the map). Turns out, it’s a small hole in the floor, just a couple of fingers across. She pours into it - and escapes! For now…
The spawn both heal slightly (fast healing before doing what they can to attack Edelmira further.
Claws on Edelmira: 1d20 + 22 ⇒ (8) + 22 = 30 damage: 1d6 + 10 ⇒ (6) + 10 = 16 and energy drain 1 level
Claws on Edelmira: 1d20 + 22 ⇒ (13) + 22 = 35 damage: 1d6 + 10 ⇒ (6) + 10 = 16 and energy drain 1 level
Claws on Edelmira: 1d20 + 22 ⇒ (8) + 22 = 30 damage: 1d6 + 10 ⇒ (4) + 10 = 14 and energy drain 1 level
Claws on Edelmira: 1d20 + 22 ⇒ (14) + 22 = 36 damage: 1d6 + 10 ⇒ (3) + 10 = 13 and energy drain 1 level
Alas, they do poorly!
The vampire, and her spawn, heal slightly...
- Round 1 -
Major Kort - 13
Kamari - 9
Edelmira - 6
- Round 2 -
Elen - 24
Muri - 23
Duchess of Blood - 17 (-416hp)
Blue - 17 (-34hp)
Red - 17 (-16hp)
• Everyone is up in regular rounds.

Major K'Aldrian Kort 1ATD, Ret. |

Wow. That was a nice barrage from the good guys! Way to go, team!
Round 1
Kort fires again at blue, ignoring all cover.
Dignity's Barb (crit on 17+):
1d20 + 20 + 2 ⇒ (3) + 20 + 2 = 25 to hit; (+,PBS,+heroism)
1d8 + 5 ⇒ (8) + 5 = 13 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 20 + 2 ⇒ (20) + 20 + 2 = 42 to hit; (+PBS,+heroism)
1d8 + 5 ⇒ (1) + 5 = 6 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 to hit; (+PBS,+heroism)
1d8 + 5 ⇒ (6) + 5 = 11 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 to hit; (+PBS,+heroism)
1d8 + 5 ⇒ (8) + 5 = 13 magic cold iron damage; (clustered)
All shot are clustered and have no combat nor cover penalties. Crits on 17+.
Dignity's Barb (crit on 17+):
pot crit: 1d20 + 20 + 2 ⇒ (11) + 20 + 2 = 33 to hit; (+PBS,+heroism)
1d8 + 5 ⇒ (2) + 5 = 7 magic cold iron damage; (clustered)
hp: 148/148
AC: 28/17t/23ff +3 NA more with barkskin
Saves: F9/R15/W14 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.
Movement: 60' typically flying 5' up off the ground in dungeons.
Aroden's Verve: 0/10 used
Adhere to the Law: 0/4 used
Extend Rods: 4/6 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
Boots of Speed: 0/10
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 1/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*0,LesRest*0)
3: 4/11 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/8 used (GrInv*0,CCW*0,FoM*0,StoneSkin*0)
5: 2/6 used (CLWM*0,FlStr*0,TruSee*1,MassStoneskin*1)
6: 0/2 used (Heal, LegendLore)
Kort's usual protections: Ext See Invisibility (320 min), extended Heroism on himself and Kamari (320 min), Ext Magic Circle Against Evil 10' (320 min). Daybreak Arrows (150 min), Resist Fire 30.
[ spoiler=Daybreak Bolts]Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.[ /spoiler]
Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb (crit on 16+):
[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 magic cold iron damage; (clustered)
[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 magic cold iron damage; (clustered)
[ dice]1d20+14+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 magic cold iron damage; (clustered)
[ dice]1d20+7+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron
1d20 + 15 + 2 + 1 ⇒ (1) + 15 + 2 + 1 = 19 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (6, 6, 2, 4) + 1 = 19 fire damage
24/50 left.

Kamari |

Round 1, AC 38 with shield, 42 with mobility
Acrobatics + Panache: 1d20 + 29 + 1d6 ⇒ (12) + 29 + (3) = 44
Since one opponent has already slipped away, Kamari decides to dive in on the remaining opponents. She slides her lithe body between Edelmira and the doorway, between the vampires, and then spins to end up behind red to stab him in the back with her DR bypassing blade enhanced with the frigid touch and Elen's encouragement.
Koriana's blade + canny tumble vs no DEX AC if tumble succeeded: 1d20 + 28 + 7 ⇒ (1) + 28 + 7 = 36
Oh, how the universe mocks Kamari.

Mallë-o i Otos Elen |

DieBot, QUIT BEING MEAN TO KAMARI.
Elen spring attacks Red and Blue.
Naginata, Red: 1d20 + 27 ⇒ (4) + 27 = 31 Adamantine, Poetic Insiration
for Damage: 1d8 + 15 + 2d6 ⇒ (6) + 15 + (1, 1) = 23 Holy, Poetic Insiration
GreaterFeint, Blue: 1d20 + 32 ⇒ (2) + 32 = 34 Adamantine, Holy
Naginata, Blue: 1d20 + 27 ⇒ (15) + 27 = 42 Adamantine, Poetic Insiration
for Damage: 1d8 + 15 + 2d6 + 7 ⇒ (1) + 15 + (1, 6) + 7 = 30 Holy, Poetic Insiration, Diva
On a successful feint Blue is flatfooted until Elen’s next turn.
Hits: 118/118
Current AC: 34 +3 Ring,+2 Amulet, +4 Mage Armor,
For ‘Princess’: AC: 39 +5 Challenge (Sacred Bonus)
Current Saves: Fort: +15; Ref +17; Will: +10, +12 if Enchant (Elf) (+5 Wingz)
For ‘Princess’: Current Saves: Fort: +20; Ref +22; Will: +15, +17 if Enchant (Elf) (+5 Challenge, Sacred Bonus)
AC: 25; 26 (Bare naked save for Mask and Dodge, +1 Dodge (Sacred))
flat: 18 (ring +3, nat armor +2, mage armor +4) (+1 See above^)
touch: 28 (ring +3, Dex +6, Cha +7, Dodge +1) (Ditto)
Crits on 19-20
CMD = 35
WandofMageArmorCharges = 9/50
Wand of CLW: 45/50
Resolve = 7/8
Challenge = 4/5
Hero Pts: 3/3

Muri Daybreaker |

Round 2, Init 23
Muri
AC = 25
HP = 111/111
Weapon Equipped = Chaldira's Hand
Condition(s) = None
Underfoot
AC = 32
HP = 127/127
Weapon Equipped = Teef
Condition(s) = None
Muri remains in position, crossfiring with Kort to target Red, while the Professor targets Blue. He still feels the Duchess, as Chaldira girds him for future confrontation, like every cowardly foe they've faced.
"Why are they so... oozy?"
Chaldira's Hand...: 1d20 + 27 + 1 + 2 - 5 - 2 ⇒ (5) + 27 + 1 + 2 - 5 - 2 = 28 for 1d6 + 7 + 1 + 2d6 + 10 ⇒ (1) + 7 + 1 + (3, 5) + 10 = 27 piercing, magical damage, including Holy
Chaldira's Hand...: 1d20 + 22 + 1 + 2 - 5 - 2 ⇒ (8) + 22 + 1 + 2 - 5 - 2 = 26 for 1d6 + 7 + 1 + 2d6 + 10 ⇒ (5) + 7 + 1 + (6, 2) + 10 = 31 piercing, magical damage, including Holy
Chaldira's Hand...: 1d20 + 17 + 1 + 2 - 5 - 2 ⇒ (8) + 17 + 1 + 2 - 5 - 2 = 21 for 1d6 + 7 + 1 + 2d6 + 10 ⇒ (4) + 7 + 1 + (2, 5) + 10 = 29 piercing, magical damage, including Holy
Chaldira's Hand...: 1d20 + 12 + 1 + 2 - 5 - 2 ⇒ (8) + 12 + 1 + 2 - 5 - 2 = 16 for 1d6 + 7 + 1 + 2d6 + 10 ⇒ (2) + 7 + 1 + (5, 2) + 10 = 27 piercing, magical damage, including Holy
Chaldira's Hand...: 1d20 + 27 + 1 + 2 - 5 - 2 ⇒ (14) + 27 + 1 + 2 - 5 - 2 = 37 for 1d6 + 7 + 1 + 2d6 + 10 ⇒ (3) + 7 + 1 + (1, 1) + 10 = 23 piercing, magical damage, including Holy

The Night Swan |

The Night Swan takes a risk to step into a flank, but thus creating a flank of her own with Kamari. She then begins swiping away at the flanked foe.
Primary Attack with Aymr (heroism, flank, power attack): 1d20 + 26 + 2 + 2 - 4 ⇒ (2) + 26 + 2 + 2 - 4 = 28
Primary Damage (power attack): 1d10 + 12 + 8 ⇒ (1) + 12 + 8 = 21
Secondary Attack with Aymr (heroism, flank, power attack): 1d20 + 21 + 2 + 2 - 4 ⇒ (13) + 21 + 2 + 2 - 4 = 34
Secondary Damage (power attack): 1d10 + 12 + 8 ⇒ (10) + 12 + 8 = 30
Tertiary Attack with Aymr (heroism, flank, power attack): 1d20 + 16 + 2 + 2 - 4 ⇒ (8) + 16 + 2 + 2 - 4 = 24
Tertiary Damage (power attack): 1d10 + 12 + 8 ⇒ (9) + 12 + 8 = 29
HP: 161/161
AC: 39/15/39
Saves: F19/R18/W19 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness, heroism,
0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)
Aymr:
[ dice]1d20+26[/dice] to hit;
[ dice]1d10+12[/dice] damage.

GMEuan |

Major Kort hits blue but once, though it is a critical blow! Kamari tumbles through with panache, but can’t finish the move as Desna turns away from her. Edelmira, forgetting Elen’s bonus, hits thrice instead of once. Elen also hits red before focusing on blue whom she hits again, flatfooted. Muri only hits once, but it’s enough after the Night Swan’s assault to take it out.
The spawn’s body can no longer contain the massive pressure of the blood it has been mutated to produce! It explodes in a spray of alchemical gore, hitting its companion (who doesn’t care much) but also Kamari and Edelmira. Both must succeed at a DC 19 Fort or lose a level.
Blue attacks Edelmira twice before 5' stepping over the hole in the floor - as if defending her mistress.
Claws on Edelmira: 1d20 + 22 ⇒ (11) + 22 = 33 damage: 1d6 + 10 ⇒ (2) + 10 = 12 and energy drain 1 level
Claws on Edelmira: 1d20 + 22 ⇒ (11) + 22 = 33 damage: 1d6 + 10 ⇒ (4) + 10 = 14 and energy drain 1 level
The vampire, and her spawn, heal slightly... Well not the exploded one.
- Round 2 -
Major Kort - 13
Kamari - 9
Edelmira - 6
- Round 3 -
Elen - 24
Muri - 23
Duchess of Blood - 17 (-411hp)
Blue - 17 (-70hp)
Red - 17 (exploded)
• Everyone is up.

Major K'Aldrian Kort 1ATD, Ret. |

Round 2
Kort fires again at blue, ignoring all cover.
Dignity's Barb (crit on 17+):
1d20 + 20 + 2 ⇒ (20) + 20 + 2 = 42 to hit; (+,PBS,+heroism)
1d8 + 5 ⇒ (4) + 5 = 9 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 20 + 2 ⇒ (4) + 20 + 2 = 26 to hit; (+PBS,+heroism)
1d8 + 5 ⇒ (8) + 5 = 13 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30 to hit; (+PBS,+heroism)
1d8 + 5 ⇒ (5) + 5 = 10 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 to hit; (+PBS,+heroism)
1d8 + 5 ⇒ (3) + 5 = 8 magic cold iron damage; (clustered)
All shot are clustered and have no combat nor cover penalties. Crits on 17+.
Dignity's Barb (crit on 17+):
pot crit: 1d20 + 20 + 2 ⇒ (1) + 20 + 2 = 23 to hit; (+,PBS,+heroism)
1d8 + 5 ⇒ (1) + 5 = 6 magic cold iron damage; (clustered)
hp: 148/148
AC: 28/17t/23ff +3 NA more with barkskin
Saves: F9/R15/W14 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.
Movement: 60' typically flying 5' up off the ground in dungeons.
Aroden's Verve: 0/10 used
Adhere to the Law: 0/4 used
Extend Rods: 4/6 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
Boots of Speed: 0/10
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 1/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*0,LesRest*0)
3: 4/11 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/8 used (GrInv*0,CCW*0,FoM*0,StoneSkin*0)
5: 2/6 used (CLWM*0,FlStr*0,TruSee*1,MassStoneskin*1)
6: 0/2 used (Heal, LegendLore)
Kort's usual protections: Ext See Invisibility (320 min), extended Heroism on himself and Kamari (320 min), Ext Magic Circle Against Evil 10' (320 min). Daybreak Arrows (150 min), Resist Fire 30.
[ spoiler=Daybreak Bolts]Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.[ /spoiler]
Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb (crit on 16+):
[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 magic cold iron damage; (clustered)
[ dice]1d20+19+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 magic cold iron damage; (clustered)
[ dice]1d20+14+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 magic cold iron damage; (clustered)
[ dice]1d20+7+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron
1d20 + 15 + 2 + 1 ⇒ (3) + 15 + 2 + 1 = 21 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (3, 5, 2, 5) + 1 = 16 fire damage
24/50 left.

Kamari |

Round 2, AC 38 with shield, -1 level
Fort save: 1d20 + 14 ⇒ (1) + 14 = 15
Kamari curses the universe as her life is drained away but does not let it her deter her from pursuing the spawn. She mocks him and the world as she moves in front of it and then steps quickly away before trying to plunge her rapier into him.
Acrobatics + Panache: 1d20 + 29 + 1d6 - 1 ⇒ (11) + 29 + (5) - 1 = 44
Koriana's blade + canny tumble vs no DEX AC if tumble succeeded: 1d20 + 28 - 1 ⇒ (7) + 28 - 1 = 34
damage: 1d6 + 14 + 11 - 1 ⇒ (6) + 14 + 11 - 1 = 30
hidden strike: 1d4 ⇒ 3

Muri Daybreaker |

Round 3, Init 23
Muri
AC = 25
HP = 111/111
Weapon Equipped = Chaldira's Hand
Condition(s) = None
Underfoot
AC = 32
HP = 127/127
Weapon Equipped = Teef
Condition(s) = None
Muri encourages Underfoot to launch through the doorway and against the back wall, aware of the risk of explosion. The halfling launches a single arrow against the spawn, hoping it goes down, not up.
Chaldira’s Hand…: 1d20 + 27 + 1 + 2 - 5 ⇒ (7) + 27 + 1 + 2 - 5 = 32 for 1d6 + 7 + 1 + 2d6 + 10 ⇒ (1) + 7 + 1 + (4, 3) + 10 = 26 piercing, magical damage, including Holy

Mallë-o i Otos Elen |

Elen spring attacks Blue to give her companions an advantage.
GreaterFeint, Blue: 1d20 + 32 ⇒ (3) + 32 = 35
Naginata, Blue: 1d20 + 27 ⇒ (16) + 27 = 43 Adamantine, Holy
for Damage: 1d8 + 15 + 2d6 + 7 ⇒ (5) + 15 + (2, 5) + 7 = 34 Holy, Diva
Clearly it wants to fight...
On a successful feint Blue is flatfooted until Elen’s next turn.
Hits: 118/118
Current AC: 34 +3 Ring,+2 Amulet, +4 Mage Armor,
For ‘Princess’: AC: 39 +5 Challenge (Sacred Bonus)
Current Saves: Fort: +15; Ref +17; Will: +10, +12 if Enchant (Elf) (+5 Wingz)
For ‘Princess’: Current Saves: Fort: +20; Ref +22; Will: +15, +17 if Enchant (Elf) (+5 Challenge, Sacred Bonus)
AC: 25; 26 (Bare naked save for Mask and Dodge, +1 Dodge (Sacred))
flat: 18 (ring +3, nat armor +2, mage armor +4) (+1 See above^)
touch: 28 (ring +3, Dex +6, Cha +7, Dodge +1) (Ditto)
Crits on 19-20
CMD = 35
WandofMageArmorCharges = 9/50
Wand of CLW: 45/50
Resolve = 7/8
Challenge = 4/5
Hero Pts: 3/3

GMEuan |

The final spawn is hewn down by the parties’ massive assault! She bursts asunder as before, and again Edelmira and Kamari must face the brunt of the explosion. Both must succeed at a DC 19 Fort or lose a level.
Her departure reveals the hold in the floor leading off into the stone… We’re not in rounds, exactly, but I am regenerating behind the scenes, so keep your post durations relatively short - just a minute or two to start.
Duchess of Blood (-406hp)
• We are out of initiative.

Kamari |

Fort save: 1d20 + 14 - 1 ⇒ (12) + 14 - 1 = 25
Kamari avoids losing any more of her life to the spawn's dying blast. She wipes the gore off her face and looks about for a secret door that might allow them to pursue the Duchess.
If none is discovered, she will ask, "Anyone have the magics to remove this part of the floor?"
search: 1d20 + 17 - 1 ⇒ (14) + 17 - 1 = 30

The Night Swan |
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Fortitude Save (heroism): 1d20 + 17 ⇒ (16) + 17 = 33
The Night Swan stows her halberd, produces a crowbar, and rushes over to the floor and tries to break open the hole in the floor.
Strength Check (armor trick, crowbar): 1d20 + 7 + 2 + 2 ⇒ (20) + 7 + 2 + 2 = 31
It’s an ability check so I’m pretty sure that means no heroism bonus
Part of her bonus is from this Armor Trick:
Steel-Plated Smasher (Power Attack): You gain a bonus equal to 1/4 of your armor’s armor check penalty (not including any reduction to the armor check penalty from class features or feats) on Strength checks to break doors and objects with less hardness than your armor. When your base attack bonus reaches +8, this bonus increases to 1/2 your armor’s armor check penalty. When your base attack bonus reaches +16, this bonus increases to equal your armor’s full armor check penalty.

Major K'Aldrian Kort 1ATD, Ret. |

"Anyone have the magics to remove this part of the floor?"
Kort nods in the negative, again wishing that M’Della was around as she would definitely have a plan or spell for this. But he does not.
”The only way we’re going to follow that is by being very small or very gaseous. I don’t expect to shrink anytime soon, and not even chili night will get me that gaseous. I’m not sure if we have a solution here. Maybe….maybe if we can access to a certain elemental or the like, they might be able to follow, but I do not have that. Does anyone else?”
While others ponder, Kort will examine the spawn and make sure they stay dead-dead, as well as search for magics.

GMEuan |

The night swan is able to carve away a bit of the floor, but not much. Enough to see it's a longish tube, and embedded in the rock. So it'd be a fair bit of work to get through (10'+). It looks like it was perhaps created with something like stoneshape.
Major Kort doesn't see much left of the spawn to examine - remember they exploded. They had no gear...

The Night Swan |

The Night Swan grumbles, seeing this is a dead end. She will look down the tube to see what she can gather about what’s on the other side, so they know which kind of room they are looking for.
Perception (heroism): 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Once she’s taken a look, she finds something to block the hole so this vampire lady cannot pull the same trick again.
”We should be wary. This entire place was clearly designed to accommodate and enable a vampire’s abilities. There will be other tricks and traps to be sure. We should be especially careful of whichever ground she picks for our next confrontation.”

GMEuan |

The tube is totally dark so, unfortunately, Edelmira learns little.
There is plenty of material in the lab to plug the hole, and this entrance/exit is properly stoppered.

Mallë-o i Otos Elen |

"I have a potion of gaseous form, but just the one."
Elen tries to figure out to where the drain pipe might lead.
Perception: 1d20 + 22 ⇒ (14) + 22 = 36
"I mean, don't they have dribble back to their coffins or something to recuperate? How hard could that be to find? There will also be that metal construct in our way, I am guessing. Maybe we should just head down."