Glaube Hoffnung Liebe
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Glaube and Brother: each of you make two Fort saves; Mal: only one Fort save.
Fort Save 1: 1d20 + 15 ⇒ (4) + 15 = 19 , using re-roll
Fort Save 1: 1d20 + 15 ⇒ (12) + 15 = 27
Fort Save 2: 1d20 + 15 ⇒ (16) + 15 = 31
| GM PDK |
[dice=fort]1d20+21
Is Mal is no longer fascinated and thus able to go on the following turn (after their attack)?
Correct. Waiting for saves to be resolved before doing their turn; ah, high-level gaming! ;)
Captain Brother Rabbit
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Fort save 1: 1d20 + 20 ⇒ (12) + 20 = 32
Fort save 2: 1d20 + 20 ⇒ (9) + 20 = 29
| GM PDK |
The luminosity of a thousand suns fill the room; the monks and the priest shield their eyes wisely.
A beam of solid light then shoots out of each globe.
target from left to right, beam 1, beam 2: 2d4 ⇒ (4, 3) = 7
beam of searing, solid light vs. Mal, ranged touch: 1d20 + 19 ⇒ (20) + 19 = 39
beam of searing, solid light vs. Glaube, ranged touch: 1d20 + 19 ⇒ (12) + 19 = 31
====
Confirm Crit vs. Mal, ranged touch: 1d20 + 19 ⇒ (10) + 19 = 29
Assuming this confirms
fire dmg, Mal: 20d6 ⇒ (3, 6, 5, 5, 2, 2, 5, 5, 4, 1, 4, 4, 6, 1, 3, 2, 4, 5, 6, 3) = 76
fire dmg, Glaube: 10d6 ⇒ (4, 2, 6, 4, 4, 3, 6, 3, 4, 6) = 42
The two elderly robed humans continue to weave their complicated summoning ritual...
Party Buffs: Inspire +2
Round 3 - Bold may go
Large Globes of Light
Sahess
Kel
Mal -76
Brother
Dora
Thrag [blinded]
Glaube -42
Note: Spheres of light on the 30’ high ceiling; 10’ in diameter; bottom edge of light sphere effectively 20’ above ground.
Dora D Asplora
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Watching as the fire burns her fellows, Dora tries to formulate a plan to help with the spheres...
Hiding in your bubbles will not spare your DOOM!!!
She will advance and invoke a dirge of doom into the room
Not sure this can penetrate the bubbles of any...but within 30' trying anyway
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Mal 001
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Mal's prone touch would be 31, so not confirmed, 38 damage instead. Mal was 5' up, so should be able to get to 25' directly below whatever attacked him.
Mal swiftly kips up on his carpet, moves adjacent to the creature that shot him, and attacks once.
Swift kip up spending 1 panache, move: move up to the creature that shot Mal, standard attack (always fighting defensively), if I see a creature within the sphere of light rather than just a ball of light, make it a stunning fist attack as well, DC 20
attack: 1d20 + 23 ⇒ (14) + 23 = 37damage,precision: 1d8 + 12 + 5 ⇒ (1) + 12 + 5 = 18
Captain Brother Rabbit
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With Kama in hand, Brother Rabbit assumes his Crane Style and goes in for the trip.
Flurry 1 trip: 1d20 + 39 ⇒ (15) + 39 = 54
Going to wait to see if that trips instead of writing out a few branching spoilers of the scenarios on my phone.
| GM PDK |
@Mal: your sitting Touch was 29, not 31. You were sitting, not prone. Also, I'm confused by your actions: there's a large 10' diameter globe of glass that's shining like the sun and the laser came from inside of it. Are you attacking the sphere? Please clarify your actions. Thx.
As she advances Dora comes in contact with the horrible blinding light. Her eyes explode in pain.
@Dora: two Fort saves please
Still shielding his eyes from the painful light, Brother manages a vicious low swipe that no one could possibly block; however his kama seems to fly right through the old man. Another apparition or ghost?
@Brother: one Will save please
Captain Brother Rabbit
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Will: 1d20 + 21 ⇒ (3) + 21 = 24
Mal 001
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I am really confused by this fight. It seems like whatever critted Mal has an opaque wall that allows them to attack entirely unimpeded (e.g. ignore line of effect/sight arguements) and grants them total concealment from us. What sort of action is standing from sitting vs from prone? In any event, Mal will move adjacent to the globe and attack it.
| GM PDK |
@Mal: standing from kneeling or sitting is a free action in my opinion, unless someone knows otherwise. @Mal: Will save required as Mal rams the glass sphere.
| GM PDK |
Mal disappears into the large sphere of light. See your PMs Mal; radio silence for Gameplay please.
Dora D Asplora
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Dora shields her eyes...unsuccessfully from the light.
Fort, hero : 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Fort, hero : 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
| GM PDK |
Dora doesn't manage to do so in time, and her retina burns irreparably.
Dora is blinded
Party Buffs: Inspire +2 [Round 1 of 2]; Dirge of Doom
Round 3 - Bold may go
Large Globes of Light
Mal -76
Brother
Dora [blinded]
Sahess
Kel
Thrag [blinded]
Glaube -42
Wizard of the Coast
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"The casters are an illusion I think... the danger comes from the lights above!" Kel casts greater angelic aspect and moves forward so more people are enveloped in his 20' aura.
fort save if nec: 1d20 + 10 ⇒ (15) + 10 = 25 (+4 if the source is evil)
fort save if nec: 1d20 + 10 ⇒ (13) + 10 = 23 (+4 if the source is evil)
will save vs the illusion: 1d20 + 16 ⇒ (11) + 16 = 27
| GM PDK |
@Kel: please link your spells or provide info in spoilers, especially when meant as party buff; thx. Fort saves successful; Will save successful: when Mal tells you that you are looking at an illusion, you squint ferociously and can finally detect minor movements inside the globes; not an easy feat, as they are a perfect optical representation of the object they represent, made even harder to unsee due to the magnitude and level of light generated by the beings inside!
Wizard of the Coast
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| 1 person marked this as a favorite. |
sorry, will provide links in future... here is the link to the spell:
angelic aspect scroll down to the third version (ie 'greater')
| GM PDK |
@Kel: as you pierce the illusion and see beyond, make another Will save please
Status: Mal and Kel can see through sphere 1; Mal, Kel and Brother can see through robed humans illusion.
Glaube Hoffnung Liebe
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| 1 person marked this as a favorite. |
Free Action: Keeping his eyes firmly shut, the old priest inhales sharply as he is wounded. He thinks back to the beginning of this mission.
"'One last time,' they said. 'One. Last. Time.' The next time Osprey or the Decemvirate say that, I'll know better. I hope."
__________________________________________________
Standard Action: Glaube squares his shoulders and intones in a voice far too loud and powerful for his frame:
"For the glory of the Everflame, this nonsense will cease!"
Activate Divine Presence (Will Save, DC 24, for all baddies within 30 feet)
__________________________________________________
Wizard of the Coast
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Kel steels his mind against outside forces as he feels the need to defend his senses.
will save: 1d20 + 16 ⇒ (13) + 16 = 29 +4 if the source is evil
| GM PDK |
Kel resists a nasty magical symbol and then fortify his companions; Glaube sheds divine protection upon the group to prevent further assaults.
Party Buffs: Inspire +2 [Round 1 of 2]; Dirge of Doom; Greater Angelic Aspect; Divine Presence!
Round 3 - Bold may go
Large Globes of Light
Mal -76
Brother
Dora [blinded]
Kel
Glaube -42
Sahess
Thrag [blinded]
| GM PDK |
The creature near Mal backs away 5 feet, stepping outside of the light sphere. A nimbus of arcane symbol appears around its head.
Though they harbor many secrets, their greatest secret may be their own origin. Numerous theories abound—that the shining children are beings from another dimension, avatars of a dying star grown sentient, or creatures of light battling living darkness at the edge of reality. A shining child stands just over 4-1/2 feet tall and weighs 85 pounds.
Pick one area of knowledge as shown under "Knowledge Checks" link under my avatar. For every 5 pts. exceeding the listed DC, pick one more area of knowledge your character may know about this creature.
Party Buffs: Inspire +2 [Round 2 of 2]; Dirge of Doom; Greater Angelic Aspect; Divine Presence!
Round 4 - Bold may go
Shining Children
Mal -76
Brother
Dora [blinded]
Kel
Glaube -42
Thrag [blinded]
Dora D Asplora
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Dora continues her dirge, but still cannot see after being blinded by the bright light.
If anything changes with them, let Thrag and I know. I will be close by.
She casts invisibility on herself them moves back around the corner, not being much help in her current condition.
Wizard of the Coast
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spellcraft dc 22: 1d20 + 36 + 1d6 ⇒ (14) + 36 + (1) = 51
know planes dc 27, using lore needle to use know arcane modifier: 1d20 + 31 + 1d6 ⇒ (6) + 31 + (3) = 40 by my calculations, that would give me 2 questions - so I'll go for resistances and SLA's since it seems to have some SLA's ... some kind of illusions and spell turning at the very least
Kel has special abilities where symbols are concerned... is that symbol around it's head just a manifestation of the spell turning, or is it an actual symbol that I need to identify and can dispel?
"These are Shining Children, creatures from beyond our plane... We already know they can blind us, so beware their light. One of them has cast spell turning on itself, so try not to directly target that one with spells." Kel points toward the Shining Child with the spell turning on it.
Kel scowls as he considers his options... will declare actions when I have answers to the knowledge check...
| GM PDK |
Resist cold 10, sonic 10
Spell-Like Abilities (CL 12th; concentration +19)
At will—greater teleport (self plus 50 lbs. of objects only), light, major image (DC 20)
3/day—greater dispel magic, mirage arcana (DC 20), rainbow pattern (DC 22), spell turning, sunbeam, wall of force
1/day—scintillating pattern (DC 25), screen (DC 25), symbol of insanity (DC 25)
Symbol around head: manifestation of Spell Turning
Pink glowing symbol you saw on the ceiling through Light Sphere 1: Symbol of Insanity, active and triggered, but no one except your and Mal can see it as the others have not pierced the Screen illusion yet.
Mal 001
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Mal floats adjacent to his foe once more 5' step and asks that Torag steel his attacks Swift: Divine Favor cast via fervor.
FoB1 (crit 19-20),haste,IC, divine favor: 1d20 + 21 + 1 + 1 + 3 ⇒ (2) + 21 + 1 + 1 + 3 = 28 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (2) + 12 + 5 + 2 + 3 = 24
FoB2 (crit 19-20),haste,IC, divine favor: 1d20 + 21 + 1 + 1 + 3 ⇒ (7) + 21 + 1 + 1 + 3 = 33 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (4) + 12 + 5 + 2 + 3 = 26
FoB3 (crit 19-20),haste,IC, divine favor: 1d20 + 21 + 1 - 5 + 1 + 3 ⇒ (1) + 21 + 1 - 5 + 1 + 3 = 22 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (2) + 12 + 5 + 2 + 3 = 24
FoB4 (crit 19-20),haste,IC, divine favor: 1d20 + 21 + 1 - 10 + 1 + 3 ⇒ (9) + 21 + 1 - 10 + 1 + 3 = 25 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (8) + 12 + 5 + 2 + 3 = 30
Haste (crit 19-20),haste,IC, divine favor: 1d20 + 21 + 1 + 1 + 3 ⇒ (3) + 21 + 1 + 1 + 3 = 29 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 + 3 ⇒ (4) + 12 + 5 + 2 + 3 = 26
Wizard of the Coast
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how about special abilities then
Wizard of the Coast
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Seeing that Mal is going in to attack the Shining Child, Kel tries to disable the symbol before he can trigger it and be affected by it - or anyone else. He opts to use a point of inspiration to aid in the attempt.
disable device: 1d20 + 23 + 1d6 ⇒ (14) + 23 + (4) = 41
Wizard of the Coast
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I assume time is like for any other trap... once triggered, does it remain and can harm others later? or is it gone once triggered? If the latter, Kel would do something else instead...
Glaube Hoffnung Liebe
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Uh, Glaube? I still can't see.
Free action: "Patience, my friend. Those things were tearing us all up."
Standard action: "O, Healing Flame, remove the darkness from this one that he may prevail. For the sake of the greater good, I beg you." Cast heal on Thrag.
Move action: Step to the middle of the room at half speed. Keeping eyes firmly shut.
Captain Brother Rabbit
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"I really need to get one of those flying carpets. Maybe a broom. Probably a carpet. You need a hand up there, Mal?" Brother Rabbit asked, pulling out his second potion of Fly. If told affirmative, he'll drink it this round.
Mal 001
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This one won’t be using any of its spells with me threatening but there’s a whole other globe and probably another one. The carpet seemed a better choice than a broomstick, and has proven invaluable. No one wants to fight on the ground!
Mal took a gnarly crit, but isn’t one to run from a fight. Up to you!
| GM PDK |
how about special abilities then
Blinding Light (Ex)
A shining child can radiate a 60-foot-radius aura of blinding light as a free action. Creatures within the affected area must succeed on a DC 25 Fortitude save or be permanently blinded. A creature that successfully saves cannot be affected again by the same shining child’s aura for 24 hours. The save is Constitution-based.
Burning Touch (Su)
A shining child corrupts the positive energy within a living creature into an unnatural burning light. For the next 5 rounds after a successful touch attack by a shining child, the target takes 2d6 points of fire damage. The burning light can be “extinguished” by casting darkness or deeper darkness on the target, or by entering an area of natural darkness (not counting the light from the burning target).
Radiant Armor (Su)
The light that surrounds a shining child grants a deflection bonus to its AC equal to its Charisma bonus. The bonus is negated as long as the shining child is in the area of effect of a spell with the darkness descriptor that is at least 3rd level.
Searing Ray (Su)
A shining child’s primary attack is a ray of searing light. This attack has a range of 120 feet. The ray deals double damage to undead creatures.
Dora D Asplora
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Uh, Glaube? I still can't see.
Dora will likely just restart her inspire courage to contribute to the fray, as being blind does not impact her as much as did Thrag. Besides, she can always call up Rusty as her large seeing-eye dog if needed.
| GM PDK |
I assume time is like for any other trap... once triggered, does it remain and can harm others later? or is it gone once triggered? If the latter, Kel would do something else instead...
Yes 10min/level, no, yes Kel should probably do something else like using a free action to tell everyone not to look at the balls of light... that way they don't defeat the Screen illusions blocking the symbols... go read Symbol of Insanity for more details. If you need me to rule on something please linkify the ability in question. Thx.
| GM PDK |
Move action: Step to the middle of the room at half speed. Keeping eyes firmly shut.
Great roleplay! however I'm going to slightly metagame here and let you know that Glaube is not at risk of becoming blind for the next 24 hours since he has saved from each creature's ability already (and so has everyone else in the room that is not blind at this point). Feel free to continue with the roleplay though! it could... actually lead to an unexpected advantage... :)
Captain Brother Rabbit
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Captain Brother Rabbit drinks the potion. "I'll be up there eventually!"
Wizard of the Coast
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"They have created a symbol of insanity... beware my friends. Don't look at the glowing balls of light!"
"Also, you should know that they resist cold and sonic damage a moderate amount... they can teleport about create light and illusions. a few times a day they can dispel magic, alter their surroundings with very realistic illusions, make various attacks based on lights, like rainbow patterns and sunbeams. They can also cast spell turning, and one of them already has... 'ware that one. They can screen their presence as well, and the active symbol of insanity is behind one of these screens... Should you pierce the screen, you may be driven insane... best buff your resistances first if you can."
"They can blind anyone who comes within sixty feet of them, but I think they've tried that with all of us already... Once you save, you're good for a day. If they touch you, they can make you burn for a while... persistent fire damage that can only be quelled by darkness. They are protected by armor of light, also countered by darkness only and they can use searing ray at will."
Kel catches his breath after calling out all he knows about the Shining Children in rapidfire fashion. His thoughts quickly tally his collection of scrolls and he recalls he's got no darkness spells and curses softly in Elvish under his breath... But he recalls that lightning should work, but requires targeting and that won't work well against spell turning. He moves so he is directly under Mal, who is at 20' elevation, and casts 'haste' on all but the one out in the hall. (is that Dora?)
| GM PDK |
@Kel: you're stretching the concept of a free action taken within a 6 seconds round, would you agree? friendly warning. I timed myself at 41 seconds to read this.. so about 7 rounds worth of information. If you plan to inform your fellow party members exhaustively like this, I recommend you maintain a telepathic bond spell with the group. @Everyone: there's also a LOT of back and forth/questions by PCs. I understand this fight is extra tough, so I understand, but if at all possible try to maintain a 'one post per round' rule so as to maintain my own sanity... ;)
Wizard of the Coast
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ok, sorry, will try to be more careful with that in the future, if you want to scratch the move and spellcasting, and call it a full round to give info, that's fine.
| GM PDK |
Nope! just a friendly warning to keep things more believable for an action shot! :)
| GM PDK |
Mal lands several blows on the creature, while Glaube restores Thrag's sight! Kel boosts the group and Dora retreats into the hallways further while invisible and singing.
Round 4 - Bold may go
Shining Child 1 -76
Shining Child 2
Mal -76
Brother
Dora [blinded]
Kel
Glaube -42
Thrag
Thrag
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Thrag averts his freshly restored eyes and digs in his pack. Pulling out a potion he closes his eyes and knocks it back.
retrieve and drink Potion of Fly.
| GM PDK |
The shining child next to Mal tries to reach for him twice.
bad touch one!: 1d20 + 19 ⇒ (17) + 19 = 36
fire dmg: 4d10 ⇒ (1, 9, 1, 10) = 21 + burning touch i.e. 2d6 fire dmg/round for next 5 rounds
bad touch two!: 1d20 + 19 ⇒ (20) + 19 = 39
fire dmg: 4d10 ⇒ (4, 3, 8, 2) = 17 + burning touch i.e. 2d6 fire dmg/round for next 5 rounds
confirm crit bad touch two: 1d20 + 19 ⇒ (12) + 19 = 31 Not confirmed
Burning Touch: A shining child corrupts the positive energy within a living creature into an unnatural burning light.
Mal falls prone in his flying carpet, collapsing from the serious burns...
The other shining child flies down to the ground and targets both the priest and wizard in a deadly solid light line effect.
line of light, Ref DC 24 for 1/2 and to negate blindness: 4d6 ⇒ (3, 1, 1, 5) = 10 pts. of dmg and permanently blinded.
Round 5 - Bold may go
Shining Child 1 -76
Shining Child 2
Mal -114 [NEGATIVE 9 HP; DYING; UNCONSCIOUS]
Brother
Dora [blinded]
Kel -10+blinded/-5 [ref24]
Glaube -52+blinded/-47 [ref24]
Thrag
Wizard of the Coast
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reflex dc24: 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29 evasion, no damage
"Glaube, can you get to Mal? I think he needs your help..."
Then he casts protection from energy fire, cast defensively if nec dc 21: 1d20 + 21 ⇒ (1) + 21 = 22, flies up and touches Mal to protect him from any more fire damage. 120 points of protection from fire
Glaube, don't forget if you're within my 20' aura, you get +4 to your save
also, GM PDK, due to the light effect on the map I cannot move my token to get next to Mal (I think I'm under the effect)... if necessary to get to him, please move me on the map, thanks