Sarek, the Cinnabar Sage
|
The dandy revolutionary supresses a yawn and pretends to have been paying attention, trying to read context clues from his fellow spellcasters what she was talking about.
"Yes, yes, horrible stuff, that. We must do something about that, indeed."
5d6 ⇒ (3, 5, 2, 6, 5) = 21
Disable Device on the Stone Hallway: 1d20 + 13 ⇒ (10) + 13 = 23
Finally, Sarek settles in on the mirror, and recalls his battle against the spirit Aryana Tahari alongside the other Jeweled Sages, shortly before he had crafted his own sage jewel. 9-07: Salvation of the Sages.
Perception: 1d20 + 26 ⇒ (12) + 26 = 38
| GMAndrewW |
Cugel manages to wake up in time to realise what needs to be done to help out. Oblivion manages to make it to the ritual site just in time but his late arrival causes a disruption and energies lash out at him.
Cugel is fine, Oblivion will be injured if the mission fails.
Still need a roll for Avoreal
Sarek works on the walls but just ends up bending a bunch of tools on rock hard bone. Contemplating the mirror fragments he once again sees the face of the ghostly Tahari, he sees her spirit possession him and focring him to murder his companions but he recognises the attempt to twist his memories.
Brutus manages to crack some of the bone structure but as he sits down for a quick breather and glances at a mirror shard he sees an image of him being overwhelmed by demons pouring over the walls of the Diamond City.
Emberwick, Roary and Daxter still to contribute to getting past the wards. @Brutus, yes, each of these checks represents a fair chunk of time making stuff like stance or rage non effective.
Daxter Bateman
|
Daxter again tries to figure out the magical energies.
Spellcraft,Heroism: 1d20 + 22 + 2 ⇒ (14) + 22 + 2 = 38
He then stares into the mirror yet again, remembering the time he fought an actual Runelord and beating him with his superior magic.
Perception: 1d20 + 14 + 2 + 2 ⇒ (6) + 14 + 2 + 2 = 24
Cairo gets the call to help. This was his chance to impress his hero, the one and only Kyra. He opts to use his best spell, as he was taught to deal with curses.
Remove Curse, Caster Level 11. What do I have to roll for it?
Roary Flamebearer
|
20 posts, geezz! Sry folks I had to transition to nightshift, so most posts will be later at night moving forwards.
6d6 ⇒ (4, 4, 4, 4, 6, 3) = 25
Mistress Starseeker teleports in and immediately begins studying the walls. In mere moments she knows exactly the spell to help stop the negative energy.. With a flick of her wrist her ring glows and she begins weaving a spell of severing and a moment later she screams as she unleashes a powerful spell on the walls.
"DISJUNCTION!!!"
"Beat the walls down eh? Well I can give it a try.."
He pulls his adamantine sword before raging and giving it a good smash!
Using Strength Surge with Headband!
Str Check: 1d20 + 10 + 17 ⇒ (2) + 10 + 17 = 29 Thanks dice roller..
| GMAndrewW |
@Daxter, srry, I missed that you had already tried to bypass the wafds, you dont get a second go sadly. Apologies for that. For the spellcaster aid mmission I need you to roll me 4d6. Feel free to put some rp into a spoiler so we can see what Cairo is doing.
Avoreal appears and unleashes disjunctive magic against the wards, significantly bolsteing the work of the Masster of Spells.
Roary sets to trying to break down the barrier with brute force but it is exceptionally strong and resists even his strength. The ancient bones of this place are hardened like stone and reinforced with the magic of the most powerful lich to walk the face of Golarion.
No strength surge on this I am afraid, this represents about 10 minutes of work. ust Emberwick left to try and get us past the wards.
Emberwik
|
Apologies. Yesterday I was not feeling well and couldn't get the willpower to go on PBP. I'm doing better today.
Emberwik looks at the mirrors, wondering if his own teachings might be able to help him disengage the complex mechanisms and power behind them.
Will either UMD or Knowledge Planes work?
Emberwik
|
Emberwik attempts to disable a mirror, using what little training he has.
Disable Device: 1d20 + 5 ⇒ (17) + 5 = 22
| GMAndrewW |
As Emberwick adds his own skills to trying to crack the wards the shimmering field of magic crackles and fades. They are down, but only for a little while. As a group you dash through the corridor and, just as you get through, the wards leap back into position behind you. You are sealed inside!
You find yourselves inside an enormous chamber. The room’s marble walls, floors, and ceiling hint at its former glory. Four statues of a skeletal figure dressed in ornate robes and crowned with a horned helmet stare menacingly at a wide bridge that crosses a bone-strewn pit.
Within the northernmost section of the pit a cloud of swirling debris made of bones, bits of stone, gravel and glass swirls into existence.
No-one spotted the enemy. They have taken their surprise round action. The mass of swirling bone is the marked area on the map. You cannot see anything within it. I have crossed out the various buffs which expired while you dealt with the wards. We are in to regular rounds.
Perception, Brutus: 1d20 + 8 ⇒ (3) + 8 = 11
Perception, Roary: 1d20 + 18 ⇒ (11) + 18 = 29
Perception, Emberwick: 1d20 - 1 ⇒ (5) - 1 = 4
Perception, Saarek: 1d20 + 27 ⇒ (1) + 27 = 28
Perception, Lenny: 1d20 + 10 ⇒ (4) + 10 = 14
Perception, Daxter: 1d20 + 14 ⇒ (15) + 14 = 29, Heroism +2
Init, Brutus: 1d20 + 3 ⇒ (13) + 3 = 16
Init, Roary: 1d20 + 5 ⇒ (12) + 5 = 17
Init, Emberwick: 1d20 + 10 ⇒ (7) + 10 = 17
Init, Saarek: 1d20 + 4 ⇒ (13) + 4 = 17
Init, Lenny: 1d20 + 8 ⇒ (8) + 8 = 16
Init, Daxter: 1d20 + 6 ⇒ (1) + 6 = 7
Init, unknown enem: 1d20 ⇒ 8
Round One
Emberwick
Enemy
Roary
Saarek
Lenny
Brutus and Archie
Daxter
Bold may act
Group Effects: Life Link (Roary, Sarek, Daxter, Emberwick), Banner
Brutus 170|159
Sarek 135|129
Emberwick 131|120
Lenny 120|114, 3 dex drain
Roary 169|161
Daxter 121|114
Archie 23|13
Emberwik
|
"This looks familiar." Emberwik muses, recalling to when another storm prevented him from seeing an enemy, thus being attacked by a giant skeleton. "Not this time, you bastards."
Emberwik casts the spell Screaming Flames to see how much of the bones he can blast away. Then he calls upon his wings and flies to the northern corner. 10ft up and 35ft North.
Screaming Flames @Selected Area: 5d8 ⇒ (4, 8, 3, 3, 3) = 21 Reflex DC 23
If any creatures got hit while in there, and took fire damage, they must make a Will Save DC23 or suffer Wisdom Damage: 1d3 ⇒ 3.
Staff of Fire Charges Left 4/10
Staff of Healing Charges Left 8/10
1st Level Spells Remaining 8/8
2nd Level Spells Remaining 6/8
3rd Level Spells Remaining 7/8
4th Level Spells Remaining 7/8
5th Level Spells Remaining 3/5
6th Level Spells Remaining 3/4
Feats: Spell Penetration (+2), Greater Spell Penetration (+2), Elemental Focus: Fire (+1), Metamagic Tenebrous Spell (+1)
Traits: Affinity to Elements (Fire) +1 to Save DC for Fire Spells
Caster Stat (Charisma): 26
Caster Stat Modifier: 8
Caster Level: 13
Spell Penetration Total: 17
Save DC Base
0 Level Spell: 18
1 Level Spell: 19
2 Level Spell: 20
3 Level Spell: 21
4 Level Spell: 22
5 Level Spell: 23
6 Level Spell: 24
Fire Spells Save DC
0 Level Spell: 20
1 Level Spell: 21
2 Level Spell: 22
3 Level Spell: 23
4 Level Spell: 24
5 Level Spell: 25
6 Level Spell: 26
Tenebrous Spell Save DC
0 Level Spell: 19
1 Level Spell: 20
2 Level Spell: 21
3 Level Spell: 22
4 Level Spell: 23
5 Level Spell: 24
6 Level Spell: 25
Tenebrous Fire Spell Save DC
0 Level Spell: 21
1 Level Spell: 22
2 Level Spell: 23
3 Level Spell: 24
4 Level Spell: 25
5 Level Spell: 26
6 Level Spell: 27
| GMAndrewW |
The wall of flames sweeps through the cloud of bone fragments to no obvious effect.
The cloud of bones drops to the ground, revealing a tiny flying skull, covered in silver runes and with various very expensive gems embeedded into its eye and teeth sockets. It flies forward and lets loose a terrifying howl, full of pain, misery, death and despair. Sarek, Emberwick and Daxter all recognise it as a Wail of the Banshee. It then flies up into the air 10', out of regular melee reach.
Spellcraft, Saarek: 1d20 + 15 ⇒ (15) + 15 = 30
Spellcraft, Emberwick: 1d20 + 10 ⇒ (15) + 10 = 25
Spellcraft, Daxter: 1d20 + 22 ⇒ (12) + 22 = 34, Heroism +2
OK, I need fortitude saves from everyone except for Emberwick. Brutus please roll for Archie. Given the seriousness of this effect you may roll your own saves and make decisions about rerolls etc. Please make sure that the Fortitude save is your first dice roll. If it isnt I will roll your save for you. Once they are resolved and we see what state people are in I will roll things into your turns.
Round One
Emberwick
Evil Skull - pending saves
Roary
Saarek
Lenny
Brutus and Archie
Daxter
Bold may act:
Group Effects: Life Link (Roary, Sarek, Daxter, Emberwick), Banner
Brutus 170|159
Sarek 135|129
Emberwick 131|120
Lenny 120|114, 3 dex drain
Roary 169|161
Daxter 121|114
Archie 23|13
Evil skull 10' in the air
Daxter Bateman
|
4d6 ⇒ (4, 4, 2, 3) = 13
Cairo rushes to the ritual site and gets to work with his deity given magic. "What would Kyra do?" After thinking for a moment, he casts a spell to dispel the wards. He hopes that someone sees his attempt to they can tell his hero.
Fortitude, Heroism: 1d20 + 15 ⇒ (19) + 15 = 34
| GMAndrewW |
Cairo is a bit busy checking out whether or not people saw him being impressive that he doesnt notice a malignant shadow sneaking up behind him. All will be well, if the ritual goes well. If not, well then Cairo will be fighting it on his own and will need to be helped to survive.
Cairo generates a succeess but will be injured if the mission fails
Lenny 236648
|
holy crap
Fort save: 1d20 + 22 ⇒ (3) + 22 = 25
Assuming this thing is undead, I am going to use the boon, Pharasma's Blessing I earned from the Godsmouth Heresy module. For reference it says: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targetting an undead creature or any single saving throw against an undead creature's ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used cross it off the Chronicle.
Fort save: 1d20 + 22 ⇒ (10) + 22 = 32
Brutus "The Mountain" Ironheart
|
No thank you! This definitely seems like a good situation to burn some boons.
I'll start with Impossible Feat from #7-09 The Blakros Connection.
...You may cross off this boon of your chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum of +18.
As well as Enduring Scholar from the Season 9 faction journal. It's technically a Dark Archive boon but Brutus has access to both from the PaizoCon 2019 boon.
...Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals you have completed (+5 in this case).
Brutus: 1d20 + 1d6 + 5 + 19 ⇒ (2) + (5) + 5 + 19 = 31
Archie (going to assume this thing is evil): 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Jeeze. The dice continue to be cruel. There's probably no helping Archie.
Roary Flamebearer
|
I can't get a chance to ask for one of the them Death ward scrolls lol..
Roary will use his 1/day to rage as an immediate action to buff himself for the save.
"Well that's not cool.."
Fort: 1d20 + 22 + 9 ⇒ (14) + 22 + 9 = 45
"How bout that fly scroll Lenny?"
It is quite possible he gave it to Daxter since he would auto cast the spell as well.. Not sure.
Blinking: 1d7 ⇒ 4
Sarek, the Cinnabar Sage
|
Using a charge of my four-leaf clover for a +2 luck bonus, and as an immediate action crossing off the Secrets of Serpent Magic boon to gain a +4 insight bonus on a spell or spell-like ability saving throw.
Fortitude Save: 1d20 + 17 + 2 + 4 ⇒ (5) + 17 + 2 + 4 = 28
Oh man, I am not confident about that number. Man. Shirt re-roll, 4-star GM.
Fortitude Save: 1d20 + 17 + 2 + 4 + 4 ⇒ (19) + 17 + 2 + 4 + 4 = 46
| GMAndrewW |
| 2 people marked this as a favorite. |
You cannot use immediate actions while flat footed (even if you have combat reflexes) so save your boon. Roary, this also affects your headband unless you have uncannny dodge but I think you traded that out as part of your archetype.
The piercing howl slowly subsides and each of you find yourselves clutching at your chests. Several of you saw your very lives flash before your eyes but each of you is still alive. For now.
With, of course, one exception. Archie the Archon, the pluckiest little archon that ever did bob along happily to bring joy and harmony wherever he went is no more. His sad little body flops to the ground, his light extinguished, a thick unpleasant yellow goo oozes from the remannts of his form. An immortal being, Archie brought joy and happiness wherever he went. He was a particular favourite for servants of Sarenrae to call upon to bless ceremonies of hope, renewal and peace. He attended many a wedding, baptism and childrens party and now he is dead and gone forever.
He should not really have ever been here. This place was far too dangerous for such a small celestial. Perhaps Brutus feels a twinge of guilt, not that Archie would have reproached him. Archie went where he was needed without complaint or fear. Well, here, maybe a little bit of fear but he trusted in Brutus. Now he is dead and gone forever.
Well, maybe not forever. As Brutus recalls, there are so many Pathfinders here that you can access spellcasting services. Of course, Archie, as a celestial, would require a resurrection but Lord Wynsal Starborn has offered to cover half the cost of any such spell for each of you once. Something to think about perhaps but first the skull must be defeated.
Archie takes 200 damage from a death effect and dies.
Religion, Brutus: 1d20 + 2 ⇒ (18) + 2 = 20
Religion, Emberwick: 1d20 + 13 ⇒ (8) + 13 = 21
Religion, Sarek: 1d20 + 22 ⇒ (20) + 22 = 42
Knowledge any, Daxter: 1d20 + 17 ⇒ (5) + 17 = 22, Heroism +2
Sarek recognises this as a demilich. They are immune to virtually all magic save a few spells (dispel evil, holy smite, power word kill, shatter or those which do not allow SR), they have many potent spells available to them, in particular they can perform their wail of the banshee at will, they can suck a persons soul from their body and trap in in the gems set in their skull and they have substantial DR which cannot be overcme.
Round 1|2
Emberwick
Evil Skull
Roary
Saarek
Lenny
Brutus
Daxter
Bold may act: It is 10' in the air, you can reach it if you have a reach weapon and are directly below it or in one of the adjacent squares. If you lack a reach weapon you need to be flying in order to reach it.
Group Effects: Life Link (Roary, Sarek, Daxter, Emberwick), Banner
Brutus 170|159
Sarek 135|129
Emberwick 131|120
Lenny 120|114, 3 dex drain
Roary 169|161
Daxter 121|114
Archie Very very dead, -177|13
Evil skull 10' in the air
Daxter Bateman
|
Daxter doesn't recognize the creature but he sees his landlocked party. He casts a spell on Brutus giving him the power of flight.
Fly Spell, 12 minutes. Go for it!
| GMAndrewW |
Daxter doesn't recognize the creature but he sees his landlocked party. He casts a spell on Brutus giving him the power of flight.
Fly Spell, 12 minutes. Go for it!
Brutus finds himself able to fly!
Round 1|2
Emberwick
Evil Skull
Roary
Saarek
Lenny
Brutus
Daxter
Bold may act:
Group Effects: Life Link (Roary, Sarek, Daxter, Emberwick), Banner
Brutus 170|159
Sarek 135|129
Emberwick 131|120
Lenny 120|114, 3 dex drain
Roary 169|161
Daxter 121|114
Archie Very very dead, -177|13
Evil skull 10' in the air
Roary Flamebearer
|
Roary drinks his potion on enlarge.. And rage..
Brutus "The Mountain" Ironheart
|
@Daxter: I appreciate it but Brutus can provide his own fly in this situation. We're better off if you focus on disrupting its spellcasting so it can't spam wail of the banshee every turn. Do you have any spells that can get around its magic immunity?
Sarek, the Cinnabar Sage
|
Sarek gasps, glad to make it through the wail alive. He activates his boots of speed and teleports toward the creature.
Since I didn't use that immediate I'll full round and a swift to use Dimensional Dervish.
Attack, Power Attack, Flagbearer, haste: 1d20 + 24 - 3 + 2 + 1 ⇒ (12) + 24 - 3 + 2 + 1 = 36
Damage: 1d10 + 17 + 9 + 2 ⇒ (5) + 17 + 9 + 2 = 33
Attack, Power Attack, Flagbearer, haste: 1d20 + 24 - 3 + 2 + 1 ⇒ (5) + 24 - 3 + 2 + 1 = 29
Damage: 1d10 + 17 + 9 + 2 ⇒ (7) + 17 + 9 + 2 = 35
Attack, Power Attack, Flagbearer, haste: 1d20 + 19 - 3 + 2 + 1 ⇒ (14) + 19 - 3 + 2 + 1 = 33
Damage: 1d10 + 17 + 9 + 2 ⇒ (8) + 17 + 9 + 2 = 36
Emberwik
|
Emberwik casts the spell Silence on his Agile Spiked chain, then flies in to help cover his allies, drawing the weapon as he moves.
As per the spell, Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects, to which Wail of the Banshee is in-fact a Sonic Spell.
He flies in to help his allies. Unless you guys want me to do something else.
Staff of Fire Charges Left 4/10
Staff of Healing Charges Left 8/10
1st Level Spells Remaining 8/8
2nd Level Spells Remaining 5/8
3rd Level Spells Remaining 7/8
4th Level Spells Remaining 7/8
5th Level Spells Remaining 3/5
6th Level Spells Remaining 3/4
Feats: Spell Penetration (+2), Greater Spell Penetration (+2), Elemental Focus: Fire (+1), Metamagic Tenebrous Spell (+1)
Traits: Affinity to Elements (Fire) +1 to Save DC for Fire Spells
Caster Stat (Charisma): 26
Caster Stat Modifier: 8
Caster Level: 13
Spell Penetration Total: 17
Save DC Base
0 Level Spell: 18
1 Level Spell: 19
2 Level Spell: 20
3 Level Spell: 21
4 Level Spell: 22
5 Level Spell: 23
6 Level Spell: 24
Fire Spells Save DC
0 Level Spell: 20
1 Level Spell: 21
2 Level Spell: 22
3 Level Spell: 23
4 Level Spell: 24
5 Level Spell: 25
6 Level Spell: 26
Tenebrous Spell Save DC
0 Level Spell: 19
1 Level Spell: 20
2 Level Spell: 21
3 Level Spell: 22
4 Level Spell: 23
5 Level Spell: 24
6 Level Spell: 25
Tenebrous Fire Spell Save DC
0 Level Spell: 21
1 Level Spell: 22
2 Level Spell: 23
3 Level Spell: 24
4 Level Spell: 25
5 Level Spell: 26
6 Level Spell: 27
Daxter Bateman
|
Sure.
Daxter will instead ready to counterspell if the creature tries to cast.
Readying Dispel Magic to Counterspell
Dispel Check: 1d20 + 10 ⇒ (9) + 10 = 19
Star Reroll: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30
Emberwik
|
Again, if you prefer I do something else, let me know. Not much I can offer against a Spell Immune creature. I can at least counter the Wail of the Banshee.
Brutus "The Mountain" Ironheart
|
Silence has a one-round casting time but I like where your head's at Emberwik! That'll be super helpful next round.
Since we're already burning boons, I'll use the Air Spirit's blessing from #7-25 Orders from the Gate for a CL 12 fly.
"Farewell brave Archie, you served the Goddess well", Brutus laments as he takes to the air.
Activate fly boon as a standard. Move action to fly up. Start crane style as a swift even though I can't use it this round. Activate defensive stance as a free action.
Emberwik
|
Hm. That it does.
ERRATA
Emberwik casts Silence on Roary from his corner.
Retract flying over into range with everyone.
Flight: Hover. Emberwik cannot fail the DC.
Fly Hover DC15: 1d20 + 18 ⇒ (6) + 18 = 24
Roary Flamebearer
|
Roary mentioned it a couple times but just in case you forgot..
The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
He will save vs silence unless he rolls a 1 most likely..
Emberwik
|
Emberwik decides to cast it on his weapon and stay put.
Lenny 236648
|
”Archie!! No!!” Lenny is a blubbering mess at the loss of the adorable little ball of light. Thankfully the group is spared the worst of it by the magical silence.
i was planning on inspiring courage, largely so I had access to saving inspiration to help out whichever of us rolled worst next round. However, Silence seems like a lot safer for us as a group. I’m on my phone right now, so I’ll check out the map and put up a post for my actual turn in an hour or so, when I can get on my PC.
Lenny 236648
|
I had a whole plan typed up and them I remembered that it is 10' up, so not in flank like it looks on the map. Ah well. I will use Weal's Champion, 5' step up, click my heels for haste and full attack.
attack 1: 1d20 + 21 + 6 + 1 ⇒ (19) + 21 + 6 + 1 = 47
damage 1: 1d10 + 14 + 3 ⇒ (9) + 14 + 3 = 26
crit confirm: 1d20 + 21 + 6 + 1 ⇒ (16) + 21 + 6 + 1 = 44
bonus crit damage: 1d10 + 14 + 3 ⇒ (7) + 14 + 3 = 24
haste attack: 1d20 + 21 + 6 + 1 ⇒ (11) + 21 + 6 + 1 = 39
damage: 1d10 + 14 + 3 ⇒ (2) + 14 + 3 = 19
iterative: 1d20 + 21 + 6 + 1 - 5 ⇒ (6) + 21 + 6 + 1 - 5 = 29
damage: 1d10 + 14 + 3 ⇒ (3) + 14 + 3 = 20
Assuming at least the 47 hits, everyone should get +3 to hit and +2 to damage (competence bonuses) against this thing for 3 rounds.
| GMAndrewW |
@Daxter, dispel magic is no longer limited to caster level 10. Your ready will not trigger this round so save your reroll.
@Lenny, you could not reach it with a 5' step as it is 10' in the air, I have moved you one square closer and you only get your first attack. You can save your haste boots use.
@Emberwick, as silence is a 1 round cast it will only come into effect at the start of your next turn, assuming the cast is not disrupted.
Sarek lands two solid blows on the skull but they do significantly less damage than he had hoped. Lenny lands a single, critical blow, but again it seems like it takes only a little more than half the damage he dealt.
The creature howls and again the bones, razor sharp shards of rock and assorted detritus rise up in an obscuring cloud of debris. The cloud sweeps to the north, also engulfing Emberwick.
The debris cloud obscures all vision making the creature impossible to see unless you are adjacent to it. This is a supernatural ability and so does not provoke. Its movement only provokes from Brutus as only he can see it when it moves. Go ahead and make your OA.
Brutus, Emberwick and Sarek take the full force of the storm and are battered about. The rest of you just about manage to duck. The sad little body of Archie is disintegrated in the debris, further desecrating his remains. Emberwicks focus on his spell falters and fails.
Brutus, Emberwick and Sarek take 50 damage, Lenny and Daxter takee 25, Roary takes 19 due to DR (the storm does bludgeoning damage)
Reflex, Brutus: 1d20 + 12 ⇒ (10) + 12 = 22
Reflex, Roary: 1d20 + 12 ⇒ (16) + 12 = 28, +9 morale vs spells, SLA's and SU when raging, heroism +2 orale
Reflex, Emberwick: 1d20 + 10 ⇒ (10) + 10 = 20
Reflex, Saarek: 1d20 + 10 ⇒ (13) + 10 = 23
Reflex, Lenny: 1d20 + 13 ⇒ (19) + 13 = 32
Reflex, Daxter: 1d20 + 10 ⇒ (19) + 10 = 29, Heroism +2
Storm damage: 12d6 ⇒ (6, 5, 6, 5, 4, 3, 5, 2, 6, 5, 2, 1) = 50
Emberwick concentration: 1d20 ⇒ 13
Round 2|3
Emberwick
Evil Skull
Roary
Saarek
Lenny
Brutus - May make an opportunity attack
Daxter
Bold may act: Lenny I have accounted for life link on Roary, Sarek and Emberwick as they are the only ones listed on the buff sheet that I can see. The skull is somewhere inside the marked area but you do not know where.
Group Effects: Life Link (Roary, Sarek, Emberwick), Banner
Brutus 120|159
Sarek 90|129
Emberwick 86|120
Lenny 80|114, 3 dex drain
Roary 155|161
Daxter 96|114
Evil skull 59 damage, somewhere in the cloud
Lenny 236648
|
I should be able to reach it from there due to the clarification in the FAQ that a reach weapon does threaten the second diagonal here
Emberwik
|
Emberwik flies out of the storm and double flies out of there.
Sarek, the Cinnabar Sage
|
Sarek calls upon his transmutation implement for a little extra speed, flies forward and casts gust of wind.
Aiming northeast. Not sure if this will affect the effect or not.
Swift to use Sudden Speed, move to fly, standard to cast gust of wind.
Lenny 236648
|
Unsure if he can be heard right now, Lenny pantomimes that we need to make sure to stay close to Emberwik and his silence aura for our own safety. Pointing to Brutus he pantomimes reaching out and grabbing the skull.
Emberwik
|
Silence didn't go off because it interrupted my casting.
Lenny 236648
|
Oh, crap. I missed that. OK well then I should definitely start Inspire Courage this round. Should we establish a threshold at which you guys want me to use it? We don't know the DC, but I believe our lowest roll was a 31. Should we say anything less than 30? Or should I instead try to use Deathward on one of you? (presumably Emberwik since he has the lowest save as well as seeming to have some of the best counters to this thing.
Emberwik
|
Might be a decent idea. This thing seems to have it out for me, understanding that I can counter some of its abilities.
Lenny 236648
|
@Ember, I just reread the spell and it only gives a +4 morale bonus vs death effects, not immunity. So you will still struggle with it. Can your shadow powers protect you at all? Let me know if you like your odds better with a Death Ward or a reroll from Saving Inspiration. Or if you can retcon your second action to cast it on yourself, so you can get both (and not have to risk me failing my caster level check on the scroll)
I'm really wishing I went bard rather than Skald right now so I could use Countersong.
@Daxter, I see you have Greater Heroism, that is actually better than Death Ward since it is +4 morale to all saves.
We really need to try to disable this thing somehow, but I think we need to wait to hear whether the Gust of Wind will reveal it for us.
@Brutus, if you can spot this thing please attempt to grapple it. Hopefully a tiny floating skull will have an easy CMD.
@Roary, with your big hits if you can spot the thing in the cloud, I'd recommend readying to attack when it casts to try to disrupt its spell.
Emberwik
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@Lenny At the moment, Emberwik's best option is to kill himself and go hide in the shadow plane. I looked over all my spells. Aside from silence, there is not a damned thing I can about this creature. I feel like AquaMan when there is trouble in the Sahara.
| GMAndrewW |
@Lenny, it would not leave itself in a position where it can be full attacked by someone with a reach weapon so assume it was wherever it needed to be to avoid that.
Emberwick gets the hell out of the area. Sareks gust of wind seems to have no effect on the cloud. It seems the creature is magically manipulating the debris to create the obstruction.
Short answer is while it may obscure vision like a fog cloud it is not a fog cloud and not subject to being dispersed in the same way.
Round 2|3
Emberwick
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Evil Skull
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Roary
Saarek
Lenny
Brutus - May make an opportunity attack
Daxter
Bold may act: Lenny I have accounted for life link on Roary, Sarek and Emberwick as they are the only ones listed on the buff sheet that I can see. The skull is somewhere inside the marked area but you do not know where.
Group Effects: Life Link (Roary, Sarek, Emberwick), Banner
Brutus 120|159
Sarek 90|129
Emberwick 86|120
Lenny 80|114, 3 dex drain
Roary 155|161
Daxter 96|114
Evil skull 59 damage, somewhere in the cloud
Lenny 236648
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Ouch. Will that save you form a death effect? How do you come back from it? Sorry, really not familiar with the power.
Emberwik
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If I take enough damage to go unconscious and start bleeding out, the Shadow Endurance activates and warps the real Emberwik to the shadow plane to stabilize and recover, then a Shadow Emberwik takes my place and can cast my spells but at 1/4th the caster level.
Alternatively, if it lowers the storm, I can throw a melee person at it with Telekinetic Charge, they use the aid token to beat it up, then they use their full round attack afterwards.
Lenny 236648
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@Ember, it sounds like it can't save you against a Death effect, or did you literally mean kill yourself as in coup de grace yourself? TK Charge would be awesome right about now, especially for a hard-hitter like Roary. Based on how it seemed to work in the surprise round/round 1, the cloud seems to only last a round, so it may dissipate as soon as it takes its turn, possibly opening up a window for a readied TK Charge before it can act?
@GM, is there a check that can be made to try to recognize the timing of the cloud based on its previous use?
EDIT: I see now that this looks to have already been discussed in the discussion tab. Sorry about that. That certainly sounds like our best bet right now. I can start Raging Song to give us a tiny boost to Fort, a few more HP, and better healing, but most likely just priming the Saving Inspiration spell.
Daxter Bateman
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Daxter moves to Emberwick and casts his most powerful enchantment spell on him.
Greater Heroism. You get +4 morale bonus to attack rolls, saves, skill checks, immunity to fear effects, and 12 temp hp.