Bristor Gwin
|
Let’s mop up this ball of goo!” Bristor steps back a step realizing he doesn’t have to be so close, activates his greater bane, and launches a whirlwind of slashing strikes.
Attack 1: +4 good lifesurge keen falchion, PA, judgment, heroism, haste, greater bane: 1d20 + 25 - 4 + 4 + 2 + 1 + 2 ⇒ (9) + 25 - 4 + 4 + 2 + 1 + 2 = 39
dmg 1?: 2d4 + 30 + 4d6 ⇒ (2, 2) + 30 + (6, 4, 3, 5) = 52
Extra full BAB attack from haste:
Attack 2: +4 good lifesurge keen falchion, PA, judgment, heroism, haste, greater bane: 1d20 + 25 - 4 + 4 + 2 + 1 + 2 ⇒ (5) + 25 - 4 + 4 + 2 + 1 + 2 = 35
dmg 2?: 2d4 + 30 + 4d6 ⇒ (1, 1) + 30 + (4, 4, 4, 6) = 50
Attack 3: +4 good lifesurge keen falchion, PA, judgment, heroism, haste, greater bane: 1d20 + 20 - 4 + 4 + 2 + 1 + 2 + 4 ⇒ (20) + 20 - 4 + 4 + 2 + 1 + 2 + 4 = 49
dmg 3?: 2d4 + 30 + 4d6 ⇒ (4, 4) + 30 + (5, 1, 5, 1) = 50
Attack 4: +4 good lifesurge keen falchion, PA, judgment, heroism, haste, greater bane: 1d20 + 15 - 4 + 4 + 2 + 1 + 2 ⇒ (18) + 15 - 4 + 4 + 2 + 1 + 2 = 38
dmg 4?: 2d4 + 30 + 4d6 ⇒ (2, 4) + 30 + (6, 6, 1, 6) = 55
Probably immune, but . . .
Attack #3 Crit Confirm and Damage?
Attack 3: +4 good lifesurge keen falchion, PA, judgment, heroism, haste, greater bane: 1d20 + 20 - 4 + 4 + 2 + 1 + 2 ⇒ (19) + 20 - 4 + 4 + 2 + 1 + 2 = 44
dmg 3?: 2d4 + 30 + 4d6 ⇒ (2, 3) + 30 + (6, 1, 4, 1) = 47
Attack #4 Crit Confirm and Damage?
Attack 4: +4 good lifesurge keen falchion, PA, judgment, heroism, haste, greater bane: 1d20 + 15 - 4 + 4 + 2 + 1 + 2 ⇒ (10) + 15 - 4 + 4 + 2 + 1 + 2 = 30
dmg 4?: 2d4 + 30 + 4d6 ⇒ (3, 2) + 30 + (4, 3, 1, 5) = 48
GM Lorenzo
|
Bold Bristor, Favored Servant of the Drunken God and Lord of Fangwood Keep brings the heat. The mighty inquisitor swings his enchanted falchion like a Louisville slugger, slashing a glorious grand slam of blood and guts out of Tar-Baphon's ballpark!
Victory!
The Wounded
Bristor (-30, cursed bite)
Cursed Bite (Ex) - The damage from a psoglav’s bite doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature bitten by a psoglav must succeed at a DC24 Caster Level check or the healing has no effect.
GM Lorenzo
|
Once the team is ready, you proceed through the corridor to west of the Whispering Tyrant's trophy room.
The walls in this room are lined with tarnished silver mirrors, some of which have been smashed to pieces. Reflections of reflections dance about in the dim light. The hallway to the south is crisscrossed with crackling black energies that block the entire passageway.
The wards created by the Whispering Tyrant are far beyond the capabilities for most mortal casters to dispel. They cannot currently be bypassed by teleportation. However, the lingering effects of the positive energy released when the Radiant Fire detonated have caused cracks to develop in the Whispering Tyrant’s otherwise masterful spellwork.
The PCs can start to bypass the wards in the following ways. Each PC can participate in multiple methods, but can attempt only one skill check for each method.
Study and Manipulate the Wards: A PC can cast detect magic and study the wards to gain insight into undoing part of the wards’ structures. After a few minutes of study, if that PC succeeds at a hard Knowledge (arcana) or Spellcraft check , they realize the wards can be moved slightly and manipulated. Each PC who succeeds at this check earns 1 point toward reporting a success.
Study a Mirror: Long ago, the mirrors here contained trapped souls. With the manipulation of the necromantic energies from the ritual below, however, something like an echo of these souls has returned. Any PC who looks into a mirror sees images of herself during a past adventure. The player must choose one of her PC's Chronicle sheets and describe something she remembers from that scenario. Each player who studies a mirror can do this.
Weaken the Physical Structure: The Whispering Tyrant, as a virtually immortal being whose entire existence is steeped in magic, occasionally overlooks mundane solutions to magical problems. In the case of these wards, he has anchored their complex structure to the walls of his prison, leaving them vulnerable. PCs can physically weaken the stone hallway itself to make it easier to disrupt the wards. With 10 minutes of work, a PC can attempt an average Craft (stonemasonry or similar), Disable Device, Knowledge (engineering), or Profession (miner or similar) check, or a Strength check. Success indicates the PC helps weaken the structure enough to aid the expedition’s work. Each PC who accomplishes this task earns 1 point toward reporting a success.
Sir Hendric the Vigilant
|
Sir Hendric lacks the magical expertise of his companions, but as he looks into a mirror he sees not a reflection of himself as he is now, but a reflection of days past!
The paladin Ollysta Zadrian, leader of the Silver Crusade, charged the titanic Shemhazian demon along with several of her paladins. They stood no chance. Some were frozen in place by the creature's gaze, others cut down as soon as they tried to close for combat, and Ollysta herself took a grevious wound.
Sir Hendric, ever more heroic than obedient, decided that Ollysta would not stand alone. His Pathfinder companions knew more about magical artifacts than he did - he was needed on the field of battle.
For Honor and Justice! He lowered his lance and charged, as he had done many times before. But as at least a few times before - such as that minotaur so long ago - the foe was seriously wounded but still stood.
Ollysta Zadrian struck with her sword, smiting the fiend, but it still was not enough. The creature's claws tore into her, and she lay at Sir Hendric's feet.
Could he withdraw to make room for another charge? The demon could pursue, or strike him as he moved, or escape with the body of the paladin. No, there was nothing to do but make a stand.
He battled the creature while his companions tried to activate the great weapon. Without the momentum of a charge, his lance could not as easily pierce its hide, but he would distract it while they got the weapon to work.
Any time now...
Finally he was struck from his horse, while Sentry was paralyzed by the fiend's awful gaze. He was faintly aware of one more mighty blow as he lay on the ground. Then, he heard the voice of the Inheritor, ...Honor unbreakable, even by death itself. You would have made a fine paladin. You bought them enough time.
Bristor Gwin
|
"Any of you strong magic users able to heal this cursed bite? I fear my wand isn't going to cut it."
Once healed, Bristor turns his attention to unraveling the wards . . .
First, he joins others in studying the vile wards – he casts detect magic and then tries to make sense of the knot of evil. Spellcraft: 1d20 + 17 ⇒ (13) + 17 = 30
Next, he’ll investigate the mirrors, and is surprised to see scenes from the Ruby Phoenix tournament play out before him, fight after fight and a diversion with a dragon resulting in the Pathfinders’ resulting victory and obtaining the now unravelling Hao Jin Tapestry.
any roll needed here?
Finally, he’ll put his back into physically disrupting some of the wards.
Strength Check: 1d20 + 8 ⇒ (11) + 8 = 19
Sir Hendric the Vigilant
|
Sir Hendric and Sentry push on the blocks of the stone hallway, trying to disrupt the wards.
Sir Hendric Strength: 1d20 + 7 ⇒ (12) + 7 = 19
Sentry Aid: 1d20 + 7 ⇒ (2) + 7 = 9 Large creatures do get +4 on checks to break open doors, not sure if that applies.
Peter Zarr
|
After the fray, Peter recasts heightened awareness.
He detects magic and attempts to study and manipulate the Wards.
knowledge(arcana),heroism,HA: 1d20 + 30 + 2 + 2 ⇒ (10) + 30 + 2 + 2 = 44
Peter directs Sir Hendric's efforts to the best of his ability to weaken the struture.
knowledge(engineering),heroism,HA: 1d20 + 16 + 2 + 2 ⇒ (13) + 16 + 2 + 2 = 33
Finally, Peter studys the mirror.
Julian Duphin
|
"Ah, a task suited to my unique expertise." Julian rubs his hands in anticipation as he approaches the wards.
His eyes take on a slight sheen as he scans the magical signature of the wards. "I've not seen wardings like this outside Varisian ruins. Are they inspired by Thassilonian work?" He scratches the whiskers on his chin.
"Of course, Thassilonian, Osirion, or his own design, there's always some trick."
With a twist of his hand, he disrupts one of the arcane channels.
Eidetic Recollection to Take 20 on the Knowledge (arcana)
Inspiration: 2d8 ⇒ (4, 8) = 12
Total: 44
He moves to study one of the mirrors. "Here's an old memory. Where you there, Bristor? When we investigated that haunted market in Korvosa? A lesson to be learned there, about disturbing the quiet of the dead."
Finally, he looks behind one of the mirrors. "Even magically-reinforced stone crumbles, in time."
Disable Device: 1d20 + 28 ⇒ (18) + 28 = 46
Inspiration: 2d8 ⇒ (5, 6) = 11
Total: 52
Investigating!
GM Lorenzo
|
Having defeated the immortal ichor, Bristor bids one of the heroes attempt to heal him of his cursed bite.
---
Sudy the Mirrors
In the Hall of Broken Mirrors, Bristor, Sir Hendric, Julian, and Peter study the mirrors, and the reflections they see in the cracked glass show them not as they appear now, but rather as recalled in memories of their past adventures.
The images in the mirrors swim and change, showing the past exploits of the Pathfinders. But something is just a little bit wrong with each of the memories, some detail that seems out of place. Perhaps it's the marred surfaces or maybe it's Tar-Baphon's malignant magic at work, but the visual recollections are altered somehow.
Everyone who studies the mirrors, recalling a memory: Please attempt a Hard Perception or Sense Motive check to piece together patterns in these discrepancies, gaining insight into the mirror’s structure.
Study and Manipulate the Wards
Bristor studies the wards, but his spellcraft isn't up to manipulating them in a meaningful way. But Peter has better luck with the task, as does Julian. (2 successes)
Weaken the Physical Structure
Peter provides valuable supervision of the engineering, then Sir Hendric, aided by Bristor and Sentry and , manages to weaken the physical structure of the wards. Julian is able to disable more of the wards. (3 successes)
Archaememnon
|
Feeling the magic of her shapeshift begin to weaken, Archaememnon throws her heft against the columns.
Strength
1d20 + 9 ⇒ (6) + 9 = 15
She gazes into the mirror and recalls the time she stormed the Diamond Gate (in vain).
With the party falling back in disarray, Archaememnon fought a desperate rear-guard action to save the wounded and escape the crypt. The failed mission was a single blemish on an otherwise spotless record. It wounded her pride to this day.
Bristor, I think I can tap you with a Greater Infernal Healing if you don't mind a touch of evil.
Bristor Gwin
|
Bristor, I think I can tap you with a Greater Infernal Healing if you don't mind a touch of evil.
"Greater good and all that, fight fire with fire, so on and so forth."
Peter Zarr
|
perception: 1d20 + 33 ⇒ (6) + 33 = 39
Julian Duphin
|
Perception: 1d20 + 20 ⇒ (15) + 20 = 35
Inspiration: 2d8 ⇒ (2, 3) = 5
Total: 38
Bristor Gwin
|
Perception: 1d20 + 28 ⇒ (13) + 28 = 41
GM Lorenzo
|
Weaken the Physical Structure
Archaememnon throws a draconic shoulder against the physical structure of the wards, and though he doesn't succeed, he would aid someone else who tries.
Study the Mirrors
Sir Hendric studies his peculiar reflection in the cracked mirrors, and he's just on the verge of gleaning something useful, but then he notices an unsightly blemish on his chin, breaking his concentration.
However, Bristor, Julian, and Peter each manage to piece together patterns in these discrepancies, gaining insight into the mirror’s structure. (3 successes)
Archaememnon and anyone who studies the mirrors, recalling a memory: Please attempt a Hard Perception or Sense Motive check, if you haven't already done so.
Archaememnon
|
Arch calls on the fires of hell to heal up her favorite tippler.
CL
1d20 + 15 ⇒ (4) + 15 = 19
CL
1d20 + 15 ⇒ (17) + 15 = 32
i'll mark down 2 spell slots. As for making a hard Wisdom-based skill check, LOL
Perception
1d20 + 4 ⇒ (1) + 4 = 5
Wynnreyell Moonsilver
|
Wynn, not being the best spellcaster, attempts to study the wards. If anything but to test his own limits.
spellcraft: 1d20 + 15 ⇒ (2) + 15 = 17 +2 to identify magic properties
Wynn looks into the mirror and recalls memories of fighting a large lich gorilla in a jungle cavern. perception: 1d20 + 22 ⇒ (6) + 22 = 28
Finally he attempts to break down some of the walls itself. strength check: 1d20 + 4 ⇒ (6) + 4 = 10
GM Lorenzo
|
The combined efforts of everyone enable the team to bypass Tar-Baphon's magicked wards.
Victory!
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
Suddenly, the flow of negative energy through Gallowspire’s walls ceases. The undead cry out, furious that this source of power has been taken away from them. The Spellcaster Mission was successful!
GMs, the Spellcaster Mission Success condition on page 17 is in effect.
GM Lorenzo
|
Due to the success of the Spellcaster Aid mission, the 'Desecrated Halls' effect within the Gallowspire is now suppressed for the rest of the mission.
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
With a triumphant shout, Shevar Besnik’s voice rings out. “Pathfinders! Together we’ve cleared the remaining wards from the stairway. And together, we’ve beaten back most of the monsters these Catacombs had to throw at us. Who wants to go deeper? I’m sure it’s just as bright and cheery as up here!” The way to the Silent Shrine is clear!
GMs, area C is now open.
Peter Zarr
|
Peter casts anticipate peril as they journey fourth.
Sir Hendric the Vigilant
|
Sir Hendric picked up a wand of Heightened Awareness for this mission.
He uses a charge.
Auto-success if Heroism is still active. Will roll in case it isn't.
UMD DC 20: 1d20 + 18 ⇒ (9) + 18 = 27
And if Heroism has run out, then the scroll of Barkskin also has, so Sir Hendric will use his second scroll if that is the case.
UMD DC 23: 1d20 + 18 ⇒ (15) + 18 = 33
GM Lorenzo
|
Thanks to the skills of the team and the other Pathfinders, you bypass Tar-Baphon's wards in the Hall of Mirrors and continue south, deeper into his lair.
You enter a massive receiving room, it’s marble walls, floors, and ceiling hinting at its former glory. Four statues of a skeletal figure dressed in ornate robes and crowned with a horned helmet stare menacingly at the wide bridge that crosses a bone-strewn pit.
This once-opulent room served as a place for welcoming guests and indulging in grotesque entertainments. The pit is 30 feet deep, and the bones layered in the bottom make it difficult terrain. A heavy, odorless, invisible gas fills the pit, pushing out all the breathable air.
The team passes through the receiving room without incident and heads for the exit in the southwest corner of the chamber.
The stairway leads upward for only a few feet before it is blocked completely by rubble, while the stairs down are were warded and impassible by magical or mundane means. You and your fellow Pathfinders successfully breached these powerful defenses.
GM Lorenzo
|
Named for the way all sounds here turn to harsh whispers, the Silent Shrine is a place full of libraries and laboratories devoted to the study of undeath. It was here that much of the experimentation carried out by the Whispering Way was conducted under the blind gaze of statues of numerous death gods. Statues of Urgathoa, Kabriri, Orcus, and Charon stand throughout the facility, placed near shrines to those gods. Although the Whispering Tyrant does not worship any of these deities, his allies and guests found them comforting.
The hallways in the Silent Shrine are 10ft tall, and its rooms are 20ft tall.
The silence of the shrine is pervasive, pressing in on the ears of anyone entering. Broad stairways to the east and west lead to landings with statues of terrifying gods of death.
While the constant cries and echoes of lost souls in this area of the Gallowspire are dampened, the muffling effect makes it hard to hear much of anything.
(Provides a +10 adjustment to the DC of any Perception check based on sound.)
An immense humanoid skeleton, towering over 20 feet tall and weighing some 2 tons, stands draped in tattered robes, its horselike skull lit from within by an eerie red glow. Its smile reveals a handsome set of impressive teeth, and clawed hands extend from the sleeves of its robes.
"Welcome, mortals, to the Silent Shrine," the creature greets you. "How may I serve you?"
"Perhaps you would like me to tell you the story of some important object you have brought me?" the strange creature offers. "I ask only for the sacrifice of a single life in exchange."
The small statue on the landing in the northeast corner of the room is of a python wrapped around a gravestone.
Map & Images
Peter Zarr
|
knowledge(religion),heroism,HA: 1d20 + 30 + 2 + 2 ⇒ (5) + 30 + 2 + 2 = 39
My preference would be for Special Attacks, Special Defenses, Special Abilities, Spell-Like Abilities, immunities, and then weaknesses in that order.
I wonder what our undead hating cavalier is going say to that...
Archaememnon
|
Before it uttered a word, Archaememnon would have re-upped her Shield.
Arch is no longer in dragon form. She still has her wings, though, and is floating 5' up.
"Lads, what are we looking at here?"
Sir Hendric the Vigilant
|
Sir Hendric looks distracted on the stairs for a moment.
"A foul servant of the Tyrant in my mind, promising immortality. As an undead abomination, no doubt."
He doesn't seem too bothered by it, having expected all manner of assaults and ploys.
---
But we can also use ploys.
On seeing the immense undead try to bargain with the party, the cavalier does not immediately attack.
While his instinct is to lower his lance and charge, his rage at the Tyrant for destroying Vigil does not overrule his considerable Wisdom.
He keeps silent and moves back a bit, waiting to see what the plan is.
Julian Duphin
|
Inspiration: 2d8 ⇒ (4, 3) = 7
Religion 1: 32
Inspiration: 2d8 ⇒ (6, 6) = 12
Religion 2: 34
"You think we'd trade you a life for some information? What could you possibly offer us?"
Bristor Gwin
|
Bristor waits for the response to his compatriots comments, studying it as he waits. Kn(religion) w/ moster lore: 1d20 + 17 + 5 ⇒ (7) + 17 + 5 = 29
His eye also wanders over to the statue:
Kn(planes): 1d20 + 17 ⇒ (18) + 17 = 35
No surprise the Tyrant would have effigies to unholy monsters.
GM Lorenzo
|
As the team moves deeper into the Gallowspire, Sir Hendric tells his companions of a voice speaking to him, promising immortality. If anyone else heard anything, he or she isn't speaking of it.
Entering the Silent Shrine, the heroes behold the huge skeleton, which some of you recognize as a saxra, an evil undead creature somehow connected to air, despite its towering size and bulk.
Peter recalls what he knows about a saxra's special attacks and defenses. "A saxra has no special defenses, per se, but it has several special attacks: bone swarm, energy drain, spawn skeleton, splintered ground."
Julian and Bristor glance at the statue in the northeast corner of the chamber. The python wrapped around a gravestone is the symbol of Farfarello, one of the Malebranche, a minor deity of Hell called the Lord of the Forgotten. They spot what looks like a small clay ball clutched in the python's mouth.
Hearing the huge, evil undead saxra's offer, most of the team rejects proposition, if it means the sacrifice of one of their own. Julian asks what the creature could possibly offer that would be worthy of such a high price.
The saxra dismisses the question as purely rhetorical. "I was lured into service to Tar-Baphone long before the Whispering Tyrant was imprisoned. If you've no interest in what I offer, then I will reap a fine harvest of souls to feed my master."
Archaememnon: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Bristor: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Hendric: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Julian: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Peter: 1d20 + 12 + 2 + 4 ⇒ (3) + 12 + 2 + 4 = 21 (+4 if ceasing Heightened Awareness)
Wynnreyell: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Saxra: 1d20 + 7 ⇒ (7) + 7 = 14
Round 1
Bold may act
Bristor
Peter
Wynnreyell
Sir Hendric
---
Saxra
---
Julian
Archaememnon
Bristor, Peter, Wynnreyell, and Sir Hendric, you're up!
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
Back at the caravan of goods following the expedition, Sheila Heidmarch speaks. “It’s time to resupply the front line,” she says to the Pathfinders on caravan duty. “There’s no telling what they’ll face next, and...” Her announcement is cut short as the wall buckles. A towering colossus emerges from the wall, blocking the path ahead. “... and we need to deal with this thing first!” Pathfinders from the caravan fire a barrage of arrows and spells at the creature, but they bounce off its tough exterior. “We’ll need strength to crack its defenses!” Players, you can send your Muscle Aid Characters on this mission.
GMs, please begin the Aid Mission (Muscle) when you reach a good point to do so.
Wynnreyell Moonsilver
|
Wynn moves into the room and gets to higher ground. He cast a spell, touching his quiver full of blunt arrows.
Move and casts abundant ammunition on his blunt arrows
Peter Zarr
|
Peter says Well, Perhaps I can free you to serve a new master instead...
He then uses his rod to quickly cast command undead against the beast.
DC 22 will, I'll take the rest of my turn depending on the result.
Dravakuul the Risen
|
Dravakuul the Risen, tearing through a horde of enemies, sees a team of junior Pathfinder trapped in a collapsing tunnel. Stowing his axe, he spreads his terrible wings and flies across the field. Arrows pierce him but he doesn't falter. He has died before and come back in service to the Ruby Prince. It is the prince to whom he pledged his life, and the prince has offered it to the society.
He plunged into the tunnel and throws his back against the breaking walls.
4d6 ⇒ (1, 2, 5, 2) = 10
Julian Duphin
|
A hulking half-orc clad in mammoth furs strides into and looks surprisingly at home in the dark library.
"Trouble with the undead? Neil think you should check 299.9."
His form shimmers into that of a dinosaur and he tears off across the archive.
Muscle Aid: 4d6 ⇒ (3, 3, 1, 2) = 9
Sir Hendric the Vigilant
|
Having moved back during the brief negotiations, Sir Hendric now takes the opportunity to Challenge and charge.
"FOR HONOR AND JUSTICE!"
Sentry nimbly moves through the allies and past the towering undead monstrosity as the cavalier's lance strikes home.
Wheeling Charge to move through allies, Ride-By Attack to not provoke AOOs.
Challenge/Charge/PA: 1d20 + 32 ⇒ (19) + 32 = 51
Damage: 3d8 + 150 ⇒ (6, 7, 7) + 150 = 170
Confirm?: 1d20 + 32 ⇒ (3) + 32 = 35
Crit Damage: 2d8 + 100 ⇒ (2, 8) + 100 = 110
GM Lorenzo
|
While Wynnreyell moves into the room and sets up a firing position on the northwest landing, Peter tries to resolve the combat with a single spell, but the saxra possesses the incredible willpower.
"You dare to command me, mortal!" the saxra scoffs, then laughs. "You have more stones than your brains."
"Bring it, b%!&%!" Adopting a martial fighting stance, the saxra waves it clawed arms around in a Neo-in-the-Matrix come-hither gesture. "Come, get ya some!"
Meanwhile, back in the Society's combat trains, Dravakuul the Risen and Ugly Neil, having responded bravely to Sheila Heidmarch's call to defend the vital logistics from the colossal monster's assault, find themselves trapped in a perilous situation, and need the assistance of other Pathfinders to escape. Their very lives depend on it.
Round 1
Bold may act.
Bristor
Peter (Move and Standard Actions available)
Wynnreyell
Sir Hendric
---
Saxra
---
Julian
Archaememnon
Bristor, Peter, Wynnreyell, and Sir Hendric, you're up!
Peter Zarr
|
With its ability to dispel death wards, this is no time for half measures.
" If you will not be turned, then you will be… destroyed," Peter says ominously as magical energy starts to arc between his fingertips. He recalls his acadamae training once more and a spins it into a summon calling forth a celestial Smilodon that appears and charges the flat-footed flying monstrosity.
fortitude save: 1d20 + 19 ⇒ (20) + 19 = 39
Claw, charge, smite, banner: 1d20 + 20 + 2 + 5 ⇒ (10) + 20 + 2 + 5 = 37 claw, damage, smite: 2d4 + 10 + 14 ⇒ (1, 1) + 10 + 14 = 26
Claw, charge, smite, banner: 1d20 + 20 + 2 + 5 ⇒ (14) + 20 + 2 + 5 = 41 claw, damage, smite: 2d4 + 10 + 14 ⇒ (2, 1) + 10 + 14 = 27
Bite, charge, smite, banner: 1d20 + 20 + 2 + 5 ⇒ (1) + 20 + 2 + 5 = 28 Bite, damage, smite: 2d6 + 10 + 14 ⇒ (2, 2) + 10 + 14 = 28
Rake,charge, smite, banner: 1d20 + 20 + 2 + 5 ⇒ (3) + 20 + 2 + 5 = 30 Claw, damage, smite: 2d4 + 10 + 14 ⇒ (2, 1) + 10 + 14 = 27
Rake, charge, smite, banner: 1d20 + 20 + 2 + 5 ⇒ (4) + 20 + 2 + 5 = 31Claw, damage, smite: 2d4 + 10 + 14 ⇒ (2, 1) + 10 + 14 = 27
GM Lorenzo
|
Sir Hendric spurs Sentry into a charge at the huge, undead monstrosity. His lance penetrates deep into the undead creature's core. The saxra's nature reduces some of the damage.
Round 1
Bold may act.
Bristor
Peter (Move and Standard Actions available)
Wynnreyell
Sir Hendric
---
Saxra (-265)
---
Julian
Archaememnon
Bristor and Peter, you're up!
GM Lorenzo
|
Peter summons a celestial prehistoric dire tiger, and as soon as it appears it charges the saxra.
The saxra snaps its jaws on the smilodon's back, just before the giant cat can reach it.
Bite; Damage + Negative Energy: 1d20 + 29 ⇒ (18) + 29 = 472d6 + 13 + 2d6 ⇒ (5, 6) + 13 + (2, 3) = 29
Gain 2 temporary negative levels
Suriving the saxra's savage jaws, the smilodon scratches and bites, finishing off the unholy skeleton.
Victory!
The Wounded
Peter (Summoned Celestial Smilodon: -29; 2 temporary negative levels)
That statue of a python with a clay jawbreaker in its mouth still stands in the northeast corner of the chamber...
Peter Zarr
|
Peter cautiously approaches the python, trying to detect magic and traps alike.
take 10 on perception for a 41 while detecting magic
GM Lorenzo
|
Peter approaches the statue.
The mystic theurge locates a small clay ball clutched in the mouth of the python. Cracking the ball open reveals a thin scrap of parchment with a note in Necril written upon it...
Peter Zarr
|
Peter casts comprehend languages, as Necril is one of the few languages he doesn't comprehend natively.
Probably better that you stick to summoning demons OR communing with the undead, not both
GM Lorenzo
|
Able now to read the the note, Peter learns that it describes the location of a relic in the Black Caverns. The Whispering Tyrant placed this note here long ago, hoping that Farfarello would ensure this information would be lost for all time. Whether because of lack of true faith from Tar-Baphon or some contractual loophole, the deity never erased that knowledge.
Peter Zarr
|
Peter lets both his fellow pathfinders and those leading the assault know.
GM Lorenzo
|
Wheeling his steed about after his spectacular charge, Sir Hendric spies a twenty-five-foot-tall figure in the center of the Silent Shrine. It's a burnished gold statue of a skeletal figure draped in fine robes and wielding a scythe dominates this room. A horned crown rests atop the figure’s head.
Moving closer, the team takes a closer look.
Very little time has passed since the conclusion of the last encounter, only whatever time it takes to cast spells, etc. Please place your icons wherever you might be to examine the statue (circled in yellow).
Bristor Gwin
|
Bristor move closer to get a better look. Kn(arcana): 1d20 + 17 ⇒ (12) + 17 = 29
"The Tyrant certainly has a certain gloomy aesthetic in ornamentation."