GM Dennis |
**OVERSEER ANNOUNCEMENT**
Standing atop the bridge and fighting his way across, Shevar turns to the expedition. Despite the dire situation, he smiles. “Don’t lose hope, Pathfinders! Keep fighting on! We must stop—” he begins, but the words catch in his throat. Without warning, an undead monstrosity materializes behind him. In a swift and cruel motion, the beast lashes out with a jagged spine of bone, piercing Shevar’s heart. The creature lifts the venture-captain’s body and carelessly drops him off the bridge into the river of blood below.
GM Ilmakis |
@all You need to be at the bottom of the chasm, which is 50 feet deep with stone walls.
Only if you fly or have a climb speed could you move up or on the wall.
The Cavalier seems to lost control of his mount and falls from his horse!
While Varian casts a spell that give him the ability to see the Gakis.
Reflex DC16: 1d20 + 5 ⇒ (9) + 5 = 14Where?: 1d8 ⇒ 7
Round 1 (bold may act) - Inspire Courage +2 -
Roan
Ennemies
Khellec
Varian - See Invisibility -
Zephyr
Auguste - Mage Armor -[/b]
GM Ilmakis |
@Varian where are you on the map? Depending of your placement, you can see all or none of them.
@Roan yes, but remember that you are next to an enemy.
August Dupine |
Seeing the situation, August is pretty happy he received a potion of flying. He grabs is and drinks it down.
GM Dennis |
**OVERSEER ANNOUNCEMENT**
Glowing with holy light, Ollysta pauses for a moment to rally the Pathfinders. “This will be the hour of our glory, Pathfinders! We strike against the Whispering Tyrant!” She turns her gaze to a spectral dragon circling overhead. The dragon unleashes a wall of negative energy, dissolving Pathfinders where they stand. With steely resolve, Ollysta charges toward the dragon, running on the air. “By Sarenrae’s light, begone!” she cries, as her longsword connects with its wispy form. A gaping hole appears in its chest as holy energy burns away its corrupted body. The dragon rounds on Ollysta, tearing into her with an onslaught of teeth, claws, and razor-edged wings. Ollysta’s wounds are mortal, but the paladin isn’t finished. Her sacred longsword is just as unrelenting as the dragon’s attack. With a triumphant blow, she decapitates the dragon. Its body collapses into a ball of purifying light. The same light envelops Ollysta’s shattered form. As her strength fades, expression of pure serenity crosses her face. With a sigh, she closes her eyes for the last time. She drifts to the ground, landing gently on her back.
GM Ilmakis |
Damages Fireball DC17: 7d6 ⇒ (5, 2, 5, 6, 3, 6, 1) = 28
Yellow, Green, Blue: 3d20 ⇒ (5, 3, 16) = 24
AoO: 1d20 + 5 ⇒ (14) + 5 = 19
Negative Energy Damages: 2d6 ⇒ (6, 2) = 8
Fortitude: 1d20 + 9 ⇒ (19) + 9 = 28
Varian sees that the yellow and green takes the full strength of the fireball while Blue avoid part of it.
As August drinks his potion, the horse tries to bite him but fails.
Roan senses that's it's very hot where he is.
Round 2 (bold may act) - Inspire Courage +2 -
Roan -4HP
Ennemies
Khellec
Varian - See Invisibility -
Zephyr
Auguste - Mage Armor - Fly -
GM Ilmakis |
The headless cavalier stands up and "looks" at Zephyr. You will know death! then he moves next to the caster.
The horse tries to attack Zephyr and find twice its target.
Damages (Smite Good): 1d4 + 3 ⇒ (2) + 3 = 5
hooves #2: 1d20 + 5 ⇒ (18) + 5 = 23
Damages (Smite Good): 1d4 + 3 ⇒ (3) + 3 = 6
Heal: 2d6 ⇒ (1, 3) = 4
Gaki Y: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Grapple: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Damages: 2d6 + 3 ⇒ (1, 6) + 3 = 10
Blood Drain: 1d2 ⇒ 1
Gaki G: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Grapple: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Damages: 2d6 + 3 ⇒ (3, 3) + 3 = 9
Blood Drain: 1d2 ⇒ 1
The two more wounded Gaki moves to attack Roan while the last one double move to get between roan and August.
As they attack, the Gaki Yellow and Green go back visible but thanks to being invisible, they both hit Roan.
Round 2 (bold may act) - Inspire Courage +2 -
Dullahan
Gaki Y - 38HP
Gaki G -38HP
Gaki B - 21HP
Roan -23HP -2CON - Grapple -
Khellec
Varian - See Invisibility -
Zephyr -11PV
Auguste - Mage Armor - Fly -
Zephyr the White |
Zephyr takes a hurried step back, quickens the Pathfinders (all but Varian) with haste, and fumbles about for his scroll of scorching rays.
GM Ilmakis |
@Zephir you can’t take a 5ft. step back. You are in a crevasse and behind you there is a 50ft. tall wall.
Zephyr the White |
Oh, sorry. That explains it! Back to my original action, then.
Zephyr kludges together a means of escape from this bad situation, turning himself into an air elemental.
Cast Defensively, 4th-level: 1d20 + 12 ⇒ (11) + 12 = 23
AC is now 16/12/12.
Khellek the historian |
Khellek, finding himself in the very uncomfortable situation of being toe to toe with an enemy, concentrates on offering further advice.
"Umm. now remember, students, when faced with a large number of foes, we should follow the tactics that the forth phalanx of the legion took when they took to the fields of Yissen against the necromancer Qua Bath...Don't break ranks and keep your backs to safety. "
Continues inspire courage.
With his wand he taps Zephyr, intending to heal the elf.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
GM Dennis |
**OVERSEER ANNOUNCEMENT**
Venture-Captain Jorsal of Lauterbury raises a banner, calling out to the expedition’s medics. “Pathfinders, the brave heroes leading the charge need your help. They cannot be allowed to fall before the Whispering Tyrant’s servants! Come with me, and let us tend to their wounds so they may fight on!” Players, you can send your Medic Aid Characters on this mission.
GMs, please begin the Aid Mission (Medic).
August Dupine |
Seeing himself cornered, he now wonders in the wisdom in quaffing that potion, but August tries to make the best of it.
Striking out repeatedly at blue, the aging detective utters a few groans.
Flurry 1, flanking, inspired, power attack, braid active, haste: 1d20 + 13 + 2 + 2 - 2 + 0 + 1 ⇒ (11) + 13 + 2 + 2 - 2 + 0 + 1 = 27
Damage, flanking (sneak), inspired, power, braid: 1d8 + 9 + 2 + 6 + 2d6 ⇒ (7) + 9 + 2 + 6 + (5, 2) = 31
Flurry 2, flanking, inspired, power attack, braid active, haste: 1d20 + 13 + 2 + 2 - 2 + 0 + 1 ⇒ (3) + 13 + 2 + 2 - 2 + 0 + 1 = 19
Damage, flanking (sneak), inspired, power, braid: 1d8 + 9 + 2 + 6 + 2d6 ⇒ (3) + 9 + 2 + 6 + (1, 1) = 22
Flurry 3, flanking, inspired, power attack, braid active, haste: 1d20 + 8 + 2 + 2 - 2 + 0 + 1 ⇒ (15) + 8 + 2 + 2 - 2 + 0 + 1 = 26
Damage, flanking (sneak), inspired, power, braid: 1d8 + 9 + 2 + 6 + 2d6 ⇒ (1) + 9 + 2 + 6 + (4, 4) = 26
Haste, flanking, inspired, power attack, braid active, haste: 1d20 + 13 + 2 + 2 - 2 + 0 + 1 ⇒ (13) + 13 + 2 + 2 - 2 + 0 + 1 = 29
Damage, flanking (sneak), inspired, power, braid: 1d8 + 9 + 2 + 6 + 2d6 ⇒ (5) + 9 + 2 + 6 + (3, 3) = 28
And if something invisible attacks him, August does have the Blind Fight feat.
Prisim |
"Ohh, I can totally help out!" says the brightly coloured little gnome at the back of the group.
"Polly has been telling me all about how she heals people, and I think I have it worked out. And if not... I have a wand!"
help?: 3d6 ⇒ (4, 2, 2) = 8 Or maybe she trips over. Str 6 paladins... there is a reason they are uncommon. My aid characters have not proved especially helpful.
Zephyr the White |
A dwarf of incredible age creaks over to the wounded, administering healing with a golden scale instead of medical supplies.
Helping: 3d6 ⇒ (1, 4, 2) = 7
His magic, or maybe Abadar's good will, is quick to run out.
GM Ilmakis |
@August blue is invisible as noted on the map.
Also, Zephir changed his initial action and transform into an air elementalm, so no haste.
Only one of August's attack hit his intended target.
Miss Chance >50%: 2d100 ⇒ (34, 25) = 59 #3 miss
Round 2 (bold may act) - Inspire Courage +2 -
Dullahan
Gaki Y - 38HP
Gaki G -38HP
Gaki B - 43HP
Roan -23HP -2CON - Grapple -
Khellec
Varian - See Invisibility -
Zephyr -4PV -Air Elemental -
Auguste - Mage Armor - Fly -
GM Ilmakis |
========= Aid Mission ========
Unfortunately for both Prisim and Valrak they both find themselves in a dire position. Cut from the main group of Pathfinder, behind enemies line...
They could only hope for their comrades to win...
Prisim |
"Don't worry Valrak. Polly will get us out of trouble. I brought a picnic. She always comes for food."
GM Ilmakis |
Roan tries to get out of the grapple. Roll: 1d20 ⇒ 3 but fails.
The Gakis continues to attack Roan.
Damages: 2d6 + 3 ⇒ (2, 2) + 3 = 7
blood drain: 1d2 ⇒ 2
Grapple (damage): 1d20 + 13 + 5 + 1 ⇒ (8) + 13 + 5 + 1 = 27
Damages: 2d6 + 3 ⇒ (6, 3) + 3 = 12
blood drain: 1d2 ⇒ 1
============
Claws: 1d20 + 9 ⇒ (17) + 9 = 26
Damages: 2d6 + 3 ⇒ (3, 2) + 3 = 8
Claws: 1d20 + 9 ⇒ (15) + 9 = 24
Damages: 2d6 + 3 ⇒ (1, 4) + 3 = 8
Bite: 1d20 + 9 ⇒ (7) + 9 = 16
Damages: 2d6 + 3 ⇒ (3, 6) + 3 = 12
Grapple: 1d20 + 13 ⇒ (13) + 13 = 26
=============
Longsword (two handed): 1d20 + 14 ⇒ (12) + 14 = 26
Damages, S: 1d8 + 8 ⇒ (5) + 8 = 13Cold: 1d6 ⇒ 2
Longsword (two handed): 1d20 + 9 ⇒ (1) + 9 = 10
Damages, S: 1d8 + 8 ⇒ (7) + 8 = 15Cold: 1d6 ⇒ 2
hooves: 1d20 + 5 ⇒ (18) + 5 = 23
Damages: 1d4 + 3 ⇒ (3) + 3 = 6
hooves: 1d20 + 5 ⇒ (14) + 5 = 19
Damages: 1d4 + 3 ⇒ (4) + 3 = 7
==============
Negative Damage: 2d6 ⇒ (3, 1) = 4
Fortitude Roan: 1d20 + 9 ⇒ (13) + 9 = 22
And Roan falls unconscious in the hands of the two Gaki, ready to feast upon his corpse.
The last Gaki attacks August, getting out of his invisibility and hits twice the Pathfinder, scratching him.
The Dullahan attacks Zephyr as his horse. His first strike is well placed, but the second one miss completely. The fiendish horse hits both time the wizard, now elemental.
GM Ilmakis |
Round3 (bold may act) - Inspire Courage +2 -
Dullahan
Gaki Y - 34HP
Gaki G -34HP
Gaki B - 43HP
Roan -44HP -5CON - Grapple - Uncouscious - Bleeding
Khellec
Varian - See Invisibility -
Zephyr -32HP -Air Elemental -
Auguste -16HP - Mage Armor - Fly -
Remember your Aid Token that was given to you.
Khellek the historian |
Khelelk keeps up the advice, reaching out with his want to try and heal the dead creature before him.
touch attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
CLW: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11 Oddly, I *think* the inspire should work on this, as a touch attack is required.
Zephyr the White |
Made a bit less clumsy by his transformation, Zephyr tries frantically to get into a position where he can work and stay away from harm.
Withdrawing straight up, to the top of the ledge. I may still provoke from the horse?
Khellek the historian |
Khellek spots a nearby team of pathfinders.
"Help! Help! Scholar in need!"
A nearby cleric does what he can for the badly damaged group.
healing: 4d6 ⇒ (1, 3, 6, 2) = 12
August Dupine |
Too bad about haste, that could have made a big difference!
Dupine continues to strike the undead, concerned that Roan has fallen. Calling to the nearby Pathfinders for help, he gladly accepts their aid.
If any attack drops the blue Gaki, then rest against the horse.
Flurry 1, inspired, power attack: 1d20 + 13 + 2 - 2 ⇒ (3) + 13 + 2 - 2 = 16
Damage, inspired, power: 1d8 + 9 + 2 + 6 ⇒ (1) + 9 + 2 + 6 = 18
Flurry 2, inspired, power attack: 1d20 + 13 + 2 - 2 ⇒ (16) + 13 + 2 - 2 = 29
Damage, inspired, power: 1d8 + 9 + 2 + 6 ⇒ (4) + 9 + 2 + 6 = 21
Flurry 3, inspired, power attack: 1d20 + 8 + 2 - 2 ⇒ (2) + 8 + 2 - 2 = 10
Damage, inspired, power: 1d8 + 9 + 2 + 6 ⇒ (1) + 9 + 2 + 6 = 18
GM Ilmakis |
@Khellec yes,you're right. You add Inspire Courage to your attack and damage, but the creature still has a Will DC11 for half.
Some colors came back to Roan and others as a Pathfinder next to you channel!
The horse tries to snap at Zephir while he moves. 6 points of damages
None of Varian's target are able to dodge the fireball and the horse disappears in a *pouf* of red smoke.
Damages: 1d4 + 3 ⇒ (3) + 3 = 6
Crit Confirm: 1d20 + 5 ⇒ (8) + 5 = 13
Damages: 1d4 + 3 ⇒ (1) + 3 = 4
Reflex Y DC21: 1d20 + 7 ⇒ (13) + 7 = 20
Reflex G DC21: 1d20 + 7 ⇒ (5) + 7 = 12
Reflex H DC21: 1d20 + 7 ⇒ (6) + 7 = 13
Will D: 1d20 + 12 ⇒ (12) + 12 = 24
Round3 (bold may act) - Inspire Courage +2 -
Dullahan -5HP
Gaki Y - 71HP
Gaki G -71HP
Gaki B - 64HP
Roan -32HP/-5CON - Grapple
Khellec
Varian - See Invisibility -
Zephyr -26HP -Small Air Elemental -
Auguste -4HP - Mage Armor - Fly -
Remember your Aid Token that was given to you.
Khellek the historian |
I was using the aid token in my "Scholar in need" post above. But it looks like I skipped the text where it actually mechanically said I was using it. Sorry about that.
GM Dennis |
**OVERSEER ANNOUNCEMENT**
A flurry of Pathfinders descends on the battlefield, darting between the undead. With medicine and magic, they repair your injuries. The Medic Mission was successful!
GMs, the Medic Mission Success condition on page 26 is in effect.
GM Ilmakis |
Thanks to the Pathfinders medic aids, all around you, you get healed!
Heal: 6d6 ⇒ (5, 4, 6, 1, 2, 1) = 19
Roan recovers some colors and tries to get out Grapple: 1d20 ⇒ 2 but fails again.
The Gakis continue to feast on Roan and he quickly goes back into unconsciousness ...
The one fighting August tries to bite and claw the rogue. Its bite hits deeply August's neck and stays on him Grapple while one of his claw finds a weak spot and wounds the human.
The Dulhaan calls back a horse! Who attacks Khellec after his master mounts it. But the fiendish horse miss both its attacks.
Khellec is able to see some of the Dullahan wounds are closing.
The river pulses negative energy, wounding the horse but healing the undead.
Damages: 2d6 + 3 ⇒ (6, 3) + 3 = 12
Con Damages: 1d2 ⇒ 2
Grapple G: 1d20 + 13 + 5 ⇒ (8) + 13 + 5 = 26
Damages: 2d6 + 3 ⇒ (5, 5) + 3 = 13
Con Damages: 1d2 ⇒ 2
=============
Bite B: 1d20 + 9 ⇒ (19) + 9 = 28
Grapple G: 1d20 + 13 + 5 ⇒ (19) + 13 + 5 = 37
Damages: 2d6 + 3 ⇒ (4, 3) + 3 = 10
Con Damages: 1d2 ⇒ 1
Claw: 1d20 + 9 ⇒ (20) + 9 = 29
Damages: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Claw: 1d20 + 9 ⇒ (5) + 9 = 14
Damages: 2d6 + 3 ⇒ (5, 4) + 3 = 12
Claw Crit Confirm: 1d20 + 9 ⇒ (15) + 9 = 24
Damages: 2d6 + 3 ⇒ (1, 3) + 3 = 7
==============
Hooves: 1d20 + 5 ⇒ (1) + 5 = 6
Damages: 1d4 + 3 ⇒ (3) + 3 = 6
Hooves: 1d20 + 5 ⇒ (7) + 5 = 12
Damages: 1d4 + 3 ⇒ (2) + 3 = 5
==============
Damages River: 2d6 ⇒ (6, 5) = 11
Roan Fortitude: 1d20 + 9 ⇒ (4) + 9 = 13
Roan Horse: 1d20 + 8 ⇒ (17) + 8 = 25
Round3 (bold may act) - Inspire Courage +2 -
Dullahan
Fiendish Horse -5HP
Gaki Y - 60HP
Gaki G -60HP
Gaki B - 53HP
Roan -49HP/-9CON - Grapple - Dead
Khellec
Varian - See Invisibility -
Zephyr -7HP -Small Air Elemental -
Auguste -12HP/-1CON - Mage Armor - Fly - Grapple by Blue -
Zephyr the White |
Zephyr floats a pace back to prepare for his return to normal. But instead of cancelling the spell, he mirrors Varian in raining down fire.
Aiming for Blue. If Blue goes down, I'll change target to Green or Yellow if they're still up, or the dullahan.
Scorching Ray vs. Touch: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 4d6 + 2 ⇒ (3, 1, 2, 4) + 2 = 12
Scorching Ray vs. Touch: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 4d6 + 2 ⇒ (1, 5, 2, 5) + 2 = 15
Khellek the historian |
Khellek carefully steps beneath the floating Varian, tapping August with his wand to try and keep the monk in the fight.
"We have what they lost August. Remember that and never lose heart!"
Maintains inspire
defensive cast, heroism on August; DC19: 1d20 + 8 ⇒ (16) + 8 = 24
"I have your back my student. Remember all I have taught you and we will not fall!"
Gahh... time to search chronicle sheets for one use boons I think.
GM Dennis |
**OVERSEER ANNOUNCEMENT**
Pathfinders! Your valiant efforts in the Black Caverns have met with success! The holy relic of the goddess Chaldira Zuzaristan responds immediately to your presence, granting luck to the entire expedition!
GMs, the The Relic Recovered condition on page 27 is in effect.
August Dupine |
August continues to punch this undead skeletal fiend.
Flurry, grappled, relic, inspired: 1d20 + 13 - 2 + 1 + 2 ⇒ (1) + 13 - 2 + 1 + 2 = 15
Damage: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Flurry, grappled, relic, inspired: 1d20 + 13 - 2 + 1 + 2 ⇒ (7) + 13 - 2 + 1 + 2 = 21
Damage: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Flurry, grappled, relic, inspired: 1d20 + 8 - 2 + 1 + 2 ⇒ (16) + 8 - 2 + 1 + 2 = 25
Damage: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Khellek the historian |
And extra +2 from heroism
GM Dennis |
**OVERSEER ANNOUNCEMENT**
Pathfinders! Thanks to your efforts, the Whispering Tyrant’s ritual is starting to falter. Necromantic energy from throughout Gallowspire is draining to the Pillar in an attempt to maintain the ritual, and you’re still gaining ground.
The Ritual Disturbed condition on page 27 is in effect.
GM Ilmakis |
Relic Recovered: all PCs at all tables gain a +1 luck bonus on attack rolls, saving throws, and skill checks for the remainder of the scenario.
Ritual Disturbed: Necromantic energy drains away from Gallowspire. The negative energy departs from the river of blood, and it can no longer damage the PCs or bolster the channel resistance of undead creatures.
Between Zephyr's rays and Varian's fireball, all the Gaki are destroyed!
Freed, August turns to the headless cavalier hitting twice, as Khellec make him more Heroic.
The Cavalier attacks the one who help his comrade the most and target Khellec, in two swift strike, the old mentor falls unconscious 33 damages, + 13 from a crit. If you don't falls the horse will hit you for 6 and 6 damages
The horse Attack August but fails to hit.
============
Attack: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Damages: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (3) = 15
Attack: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Damages: 1d8 + 7 + 1d6 ⇒ (8) + 7 + (4) = 19
Crit Confirm: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Additional Damages: 1d8 + 7 ⇒ (6) + 7 = 13
-----------
Hooves: 1d20 + 5 ⇒ (12) + 5 = 17
Damages: 1d4 + 3 ⇒ (3) + 3 = 6
Hooves: 1d20 + 5 ⇒ (15) + 5 = 20
Damages: 1d4 + 3 ⇒ (3) + 3 = 6
Round4 (bold may act) - +1 luck bonus on attack rolls, saving throws, and skill checks -
Dullahan -21HP
Fiendish Horse -11HP
Gaki Y DEAD
Gaki G DEAD
Gaki B DEAD
Roan -49HP/-9CON - Grapple - Dead
Khellec -46HP - Uncounscious - Bleeding
Varian - See Invisibility -
Zephyr -7HP -Small Air Elemental -
Auguste -12HP/-1CON - Mage Armor - Fly - Heroism -
Khellek the historian |
Is Khellek bleeding, or just unstable and losing hp from that?
Second question, I have a boon that gives me DR for a short period of time( Werewolfs resilience), but doesn't state what type of action it is to use it. Can I activate it against that critical? I'll still be unconscious, but less close to dead.
GM Ilmakis |
@Khellec sorry for the confusion, you are not bleeding, just not stable. Yes, if you want to use that boon you can.
Zephyr the White |
Zephyr is thankful for the healing, as it delays his having to swoop down and let this temporary body take hits in August's stead. He seeks to eliminate the possibility entirely with more fire.
Scorching Ray vs. Dullahan: 1d20 + 8 ⇒ (4) + 8 = 12
SR Check: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 4d6 ⇒ (2, 3, 6, 2) = 13
Scorching Ray vs. Dullahan: 1d20 + 8 ⇒ (6) + 8 = 14
SR Check: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 4d6 ⇒ (2, 2, 1, 1) = 6
Varian Jeggare |
Varian, wanting to give the rest of the party a breather, drops a pit under the horse and its rider.
Spiked Pit. DC 23 Reflex negates.
On a fail, 4d6 ⇒ (1, 4, 1, 4) = 10 Falling damage, and 2d6 ⇒ (3, 2) = 5 Spike damage. They are also at the bottom of a 40' pit ;-)
Positioned so that only the western 'half' of the horse is clipped; that way, Khellek doesn't fall in, and die horribly...
@Everyone else: If you *end* your turn next to the pit, you need to make a save to avoid falling in, as well.
August Dupine |
August is flying, so he should avoid falling in the pit at least! Waiting to see the result of that before determining an action.
GM Ilmakis |
None of Zephir rays hit the cavalier as he's engaged in combat.
The poor fiendish horse is unable to avoid the pit and falls down with its cavalier and died when falling.
The Dullahan is able to jump out of his horse in time but is on the bottom of the pit.
@Varian can you place your pit on the map? Thanks
GM Dennis |
**OVERSEER ANNOUNCEMENT**
At last, the ritual reaches a critical point, With the ritual’s anchoring stones disrupted and its guardians slain, the Pillar struggles in vain to stop its magic from collapsing. The Pillar trembles, and a psychic scream echoes through the minds of everyone within Gallowspire. The lasts wisps of magic drift away from the pillar’s surface, filling the room with a quiet fog. The taste of corruption fades from the air.
Utter silence falls, as if all the air in Gallowspire has been drawn away by the inhalation of some massive being. But the peace does not last for long. The stillness is broken a moment later by a titanic crack. Fissures form in the walls, and the ground shifts. Silently, a pitch-black nothingness begins to ooze forth from the newly formed cracks in the walls, floors, and ceilings. The cracks spread with supernatural speed, reaching out like grasping fingers to tear the dungeons to pieces. In the Black Caverns, small rocks begin to rain down from above. Gallowspire is falling apart!
GMs, please apply the Speeding Up the Encounters conditions on page 16 and finish up your encounter quickly.