| Cannetaken |
The blue Mongrelman moves towards and then behind purple, drawing an AoO. He strikes out with his club.
Club(+2 if Human): 1d20 + 6 ⇒ (16) + 6 = 22
Bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9
Tak repositions a bit closer to purple and fires before reloading.
Pistol: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
B&P, Good: 1d8 + 1 ⇒ (1) + 1 = 2
| GM Roxtar |
AoO: 1d20 + 7 ⇒ (12) + 7 = 19 hit
Slashing: 1d10 + 5 ⇒ (2) + 5 = 7
The cultist lashes out at the mongrelman, before he gets the bonk and falls.
Without warning, the door to the east flies open. A figure dashes out and heads out the south door while another takes a step forward, lobbing a small glass object towards the cluster of heroes in his midst. "Go, tell the others that we have intruders."
the movement through the room would draw from WalMir and possible Salvatore
The figure in the doorway has ashen grey skin and four horns angled back from his face. In one hand he carries a curved dagger, while the other was recently holding a bomb. He does appear to be a bit fuzzy around the edges, as if not quite in focus.
Touch, soft cover: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Fire: 3d6 + 2 + 1 ⇒ (2, 3, 3) + 2 + 1 = 11
Reflex, Darius: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex, Salvatore: 1d20 + 4 ⇒ (19) + 4 = 23
Reflex, WalMir: 1d20 + 3 ⇒ (6) + 3 = 9
Reflex, Sal's helper: 1d20 + 8 ⇒ (4) + 8 = 12
Round 2
Tak 27/27, -7
Blue
White
WalMir 19/24, -11, burning
Orange
Darius 21/40
Salvatore 20/22
as a full round action, the burning mongrelman can attempt to put out the flames and pass the reflex save. no save available on the initial explosion
| GM Roxtar |
huh. i had initially calculated Tak to be clear from the splash, but looking at it again, he would be inside the range.
Reflex: 1d20 + 9 ⇒ (4) + 9 = 13
Round 2
Tak 22/27, -7
Blue
White
WalMir 19/24, -11, burning
Orange
Darius 21/40
Salvatore 20/22
updated damage on Tak
WalMir
|
AoO: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 + 1 ⇒ (2) + 1 = 3
Striking out at the adversary as they run by, Walmir then calls on his powers and channels Cihua Couatyl's power to heal his companions
selective channel: 2d6 + 3 ⇒ (1, 4) + 3 = 8
His mongrelman companion will put himself out
reflex save mongrelman: 1d20 + 8 ⇒ (14) + 8 = 22
| GM Roxtar |
Lashing out as the tiefling runs past, the slippery being avoids the strike.
WalMir then send out a pulse of healing energy, but feels a tingle as he does so. The corruption of the room feeling almost tangible.
WalMir's helper however, is able to extinguish the flames on himself.
Orange moves into the room, brandishing a short sword and tries to strike the cleric.
Melee: 1d20 + 3 ⇒ (5) + 3 = 8 miss
Slashing: 1d6 + 1 ⇒ (5) + 1 = 6
Round 2
Tak 27/27
Blue
White
WalMir 24/24, -3
Orange
Darius 29/40
Salvatore 22/22
| Salvatore Vasili |
I'm going after the other guy. Salvatore will move his hands to look like he is tearing a hole and steps through it appearing in front of the southern door in the other room.
Then he will look at the guy standing in the doorway and cast BoneShaker using a Arcane Point to increase the level by 2. Fort Save DC17 on a failed Save I can move him 5ft. If he passes there is no movement and half damage
BoneShaker Damage: 6d6 ⇒ (6, 3, 2, 4, 2, 1) = 18
The mongrelman Steve will drop his bow and pull his club as he moves up and attacks Orange.
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
1d1d6 + 3 ⇒ (5) + 3 = 8
| Darius Coldwall |
Darius will swiftly send a pulse of positive energy through him then run past orange then head to attack teal to back up salvatore
Lay on Hands: 2d6 ⇒ (4, 2) = 6
Scythe PA: 1d20 + 7 ⇒ (2) + 7 = 9
Damage Slashing: 2d4 + 13 ⇒ (3, 2) + 13 = 18
| GM Roxtar |
Fort: 1d20 + 4 ⇒ (8) + 4 = 12 fail
Salvatore casts his spell and defeats teal. Steve steps up and bonks orange. Darius moves closer to the enemy, but provokes an attack in the process.
also, as teal would have been downed, would position you by orange, as that's the last viable target you can currently reach. there's not really a good spot for Mongo to move to assist though...
Melee, aoo: 1d20 + 5 ⇒ (4) + 5 = 9 miss
Slashing: 1d6 + 3 ⇒ (5) + 3 = 8
Round 3
Tak 27/27
White
WalMir 24/24, -3
Orange, -8
Darius 35/40
Salvatore 22/22
| Cannetaken |
Tak takes a shot at orange and reloads.
Pistol: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
B&P, Good: 1d8 + 1 ⇒ (3) + 1 = 4
Blue mongo moves forward and tries to bonk the same target.
Club(+2 if Human): 1d20 + 6 ⇒ (12) + 6 = 18
Bludgeoning: 1d6 + 3 ⇒ (4) + 3 = 7
| GM Roxtar |
Tak lands his shot despite the soft cover from everyone in the way, while his helper fails to make contact.
White takes a small step, then draws out another bomb, throwing it at Darius.
Ranged vs Touch: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17 hit
Fire: 3d6 + 2 + 1 ⇒ (6, 3, 4) + 2 + 1 = 16
Reflex, WalMir: 1d20 + 3 ⇒ (3) + 3 = 6
Reflex, orange mongrelman: 1d20 + 8 ⇒ (8) + 8 = 16
Reflex, blue mongrelman: 1d20 + 8 ⇒ (10) + 8 = 18
Reflex, purple mongrelman: 1d20 + 8 ⇒ (16) + 8 = 24
for the tiefling i'll skip their save. pass or fail, there would be no damage from the splash applied to them.
Round 3
Tak 27/27, -2
White
WalMir 19/24, -5
Orange, -12
Darius 19/40, burning
Salvatore 22/22, -2
as a full round action, Darius can attempt to put out the flames and pass the reflex save. no save available on the initial explosion
WalMir
|
Stepping around the tiefling to set up an advantageous position, Walmir stabs out at him.
attack: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
piercing damage: 1d6 + 1 ⇒ (6) + 1 = 7
Seeing the spot in front of him open up, the mongrelman follows Walmir in his attack
attack: 1d20 + 6 ⇒ (12) + 6 = 18
bludgeon damage: 1d6 + 3 ⇒ (6) + 3 = 9
| GM Roxtar |
WalMir and his ally both swing and miss at the tiefling, before the enemy swings his sword at Darius and then takes a step back.
Melee: 1d20 + 5 ⇒ (16) + 5 = 21 hit
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Round 3
Tak 27/27, -2
White
WalMir 19/24, -5
Orange, -12
Darius 12/40, burning
Salvatore 22/22, -2
| Darius Coldwall |
these puny flames are not something that will stop the vengeance that you will feel!
Lay on Hands: 2d6 ⇒ (2, 3) = 5
Scythe PA: 1d20 + 8 ⇒ (10) + 8 = 18
Damage(S): 2d4 + 13 ⇒ (4, 3) + 13 = 20
| Darius Coldwall |
Mongrelman will move up and attack. this will provoke
Club: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
| Salvatore Vasili |
Steve the mongrelman will move up to orange and attack. If orange is down then attack White.
attack: 1d20 + 6 ⇒ (19) + 6 = 25
Bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6
Salvatore will move into the room and cast BoneShaker at White using an arcane point to increase the lvl by 2. Fort Save DC17
BoneShaker Damage: 6d6 ⇒ (2, 6, 3, 4, 5, 4) = 24
| GM Roxtar |
Darius and his helper both miss the slippery Tiefling while the big paladin continues to burn.
Fire: 1d6 ⇒ 4
Melee, aoo: 1d20 + 5 ⇒ (3) + 5 = 8 miss
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Steve moves up and bonks the tiefling, ending the evil creature. Meanwhile, Salvatore casts a spell, but the greater effects are resisted.
Fort: 1d20 + 6 ⇒ (20) + 6 = 26
Round 4
Tak 27/27, -2
White, -12
WalMir 19/24, -5
Darius 13/40, burning
Salvatore 22/22, -2
| GM Roxtar |
The mad bomber throws yet another explosive at Darius then steps towards the doorway.
Ranged vs Touch: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Fire: 3d6 + 2 + 1 ⇒ (6, 1, 2) + 2 + 1 = 12
Round 4
White, -12
Tak 27/27, delay, -4
WalMir 17/24, -7
Darius 1/40, burning, -2
Salvatore 17/22, Steve -7
Reflex, Darius: 1d2 + 5 ⇒ (2) + 5 = 7
Reflex, Salvatore: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex, Steve: 1d20 + 8 ⇒ (4) + 8 = 12
Reflex, blue mongrelman: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex, WalMir: 1d20 + 3 ⇒ (15) + 3 = 18
Reflex, orange mongrelman: 1d20 + 8 ⇒ (11) + 8 = 19
added one too many saves. Darius was the direct target, so gets no reflex save.
| Salvatore Vasili |
Salvatore will cast BoneShaker at White using an arcane point to increase the lvl by 2 then will move back a bit. Fort Save DC 17
BoneShaker Damage: 6d6 ⇒ (1, 6, 3, 6, 1, 2) = 19
| GM Roxtar |
Fort: 1d20 + 6 ⇒ (20) + 6 = 26 mwhahahaha :P
Round 4
White, -21
Tak 27/27, delay, -4
WalMir 17/24, -7
Darius 1/40, burning, -2
Salvatore 17/22, Steve -7
| Salvatore Vasili |
Steve the Mongrelman will move over to where he dropped his bow and sheath his club.
WalMir
|
Stowing his club and drawing his bow, Buck the mongrelman helper prepares to take aim at the bomb thrower
Calling down his lord's blessings, Walmir channels positive energy to heal his companions
channel to heal(selectively): 2d6 ⇒ (4, 5) = 9
| Cannetaken |
Tak moves to get a better shot at the remaining enemy.
Pistol: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
B&P, Good: 1d8 + 1 ⇒ (4) + 1 = 5
But ends up clearing his misfire instead.
Blue Mongo drop his club, draws his bow and launches an arrow at the bomber.
Bow (+2 if Human): 1d20 + 8 ⇒ (12) + 8 = 20
Piercing: 1d8 ⇒ 4
| Darius Coldwall |
Darius will lay on hands himself and then stand utop the fallen enemy and take another slice at white
Lay on hands: 3d6 ⇒ (6, 3, 5) = 14
i have been shorting myself a day this whole time!
scythe PA: 1d20 + 7 ⇒ (6) + 7 = 13
Damage slashing/cold iron: 2d4 + 13 ⇒ (1, 1) + 13 = 15
| GM Roxtar |
WalMir sends out a pulse of healing energy and soothes his allies wounds. keep in mind that selective channeling only allows you to exclude a number of targets up to your Cha modifier. so, for you, only 3.
Tak pulls the trigger, but is met only with a sizzling sound that seems to alarm him. He quickly dumps the faulty powder before it can damage his precious weapon. His helper pulls out a bow and fires, but sends the shot wide. i did take into account Darius not being in that spot quite yet
Darius heals himself and then clumsily moves forward and swings his scythe, missing by a large margin, all while he continues to burn.
Burning: 1d6 ⇒ 4
The Tiefling sneers at this display and then slams a bomb right into Darius. this will provoke from Darius, the mongrelman helper is unable to take an aoo due to cover
Ranged touch: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Fire: 3d6 + 2 + 1 ⇒ (6, 1, 1) + 2 + 1 = 11
Reflex, green mongrelman: 1d20 + 8 ⇒ (16) + 8 = 24
Reflex, blue mongrelman: 1d20 + 8 ⇒ (3) + 8 = 11
Reflex, WalMir: 1d20 + 3 ⇒ (19) + 3 = 22
Reflex, orange mongrelman: 1d20 + 8 ⇒ (9) + 8 = 17
Round 5
White tiefling, -21
Tak 27/27, -5
WalMir 22/24, -2
Darius 9/40, burning, -2
Salvatore 22/22
| Darius Coldwall |
Darius attack if opportunity
Scythe: 1d20 + 7 ⇒ (8) + 7 = 15
Damage slash/cold iron: 2d4 + 13 ⇒ (1, 4) + 13 = 18
| Salvatore Vasili |
Salvatore is going to use the Magic Missile wand at the Bomber.
Magic Missile Damage: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11
Steve is going to come into the room and take a shot.
Bow Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Piercing Damage: 1d8 ⇒ 3
| Darius Coldwall |
Darius will raise his scythe to the sky and yell out in celestial activating his smite ability
May the holy power of the Supreme cast this demon back to hell smited with your holy flame
The scythe will flash with blue flames as Darius comes down with a slash to the tiefling
Scythe Smite: 1d20 + 10 ⇒ (13) + 10 = 23
Damage Slash/Cold Iron: 2d4 + 17 ⇒ (4, 4) + 17 = 25
damage will be a additional +4 if evil outsider
| GM Roxtar |
Darius swings in response to the latest bomb, but is distracted by all the flames and the burning.
Salvatore launches several glowing orbs that pop harmlessly before striking the tiefling.
Calling to the armies of heaven, Darius hefts his scythe once again.
blur 1-20 fail: 1d100 ⇒ 22 lucky duck
Cutting through the distracting visions and wooden body, Darius knocks his foe to the ground.
Burning: 1d6 ⇒ 6
| Salvatore Vasili |
We will pat Darius down and have him not be on fire. Then we will heal up and then look at the bodies for loot things.
Darius first.
CMW Wand: 2d8 + 3 ⇒ (3, 5) + 3 = 11
CMW Wand: 2d8 + 3 ⇒ (3, 7) + 3 = 13
CMW Wand: 2d8 + 3 ⇒ (8, 5) + 3 = 16
Going to hand a CLW Potion to 3 of the mongrelmen and WalMir.
Not gonna roll 2 of the Mongrelmen or WalMir since a one on the roll will fully heal them.
CLW Potion for Tak's Mongrelman: 1d8 + 1 ⇒ (3) + 1 = 4
| Salvatore Vasili |
After the healing Salvatore will want to check the bodies for loot and such. Then he will want to examine the big room and the room the Alchemist came out of.
| GM Roxtar |
Eastern Room.
A long table and six chairs have been pushed against the western wall. On the opposite wall, a tapestry depicting a map of Mendev hangs from a silver rod—the tapestry has been slashed several times and splashed with filth. A bedroll sits on the floor, and on the nearby table is an array of alchemical devices and a long wooden sword case wrapped with cords, as if ready for travel.
to remove the armor takes 1 minute, or half that if someone assists.
Alchemist Loot
Cure Moderate Wounds
Barkskin
Invisibility
Spider Climb
Leather +1
Ring of Protection +1
dagger
portable alchemy kit
silver holy symbol x4 (2 Iomedae, 1 Shelyn, 1 Desna)
On the table in the alchemist's chambers are several notes seeming to depict concepts and tests to work out a specific formula.
This is the early stages of a formula to infect holy symbols with a Demon Plague if they are steeped in the fluid. The rudimentary designs here are a long way from a completed formula.
From within the sword case there is also the glow of magic. Opening it reveals a sword and a note.
Lord Staunton,
I believe you will find the enclosed weapon to be a singular and familiar delight, for it once belonged to your old “friend” Irabeth. She sold it to Kandro Nyserian, of all people—I’ve no idea why. Kandro’s been sitting on it for years—still would be, except his home got smashed by an ulkreth. Shame. He managed to save the sword and came here, begging for an escort north to Drezen, doubtless so he could give you the sword and weasel some cash to help him set up a new home. I hope you don’t begrudge a creativity I took—our friend Nyserian serves now as a warm suit for a vermlek as punishment for only revealing the sword now instead of when he first acquired it. I suspect the blade will take to your brother’s touch nicely!
Your loyal servant,
Othirubo
+1 Evil Outsider Bane Longsword
| Salvatore Vasili |
Spellcraft Armor: 1d20 + 12 ⇒ (13) + 12 = 25
Spellcraft Ring: 1d20 + 12 ⇒ (15) + 12 = 27
Spellcraft Longsword: 1d20 + 12 ⇒ (4) + 12 = 16
Nice Armor and Ring if anyone needs it. I am not sure about the longsword, according to the note though it was Irabeth's so maybe we can ask her. Also thanks to Take for the decoding the formula, this is pretty dangerous stuff we need to hold onto to let our people know.
| Salvatore Vasili |
Now let's take a closer look at this main room here.
Salvatore wants to give this entire room a good look over And to see what is going on with this Altar.
Perception if I can't take a 20: 1d20 ⇒ 4
| Darius Coldwall |
dat ring would be mighty useful since I be takin lots of hits lately. Anyone mind if I slip dat bad boy on
After asking the question Darius will move into the room with salvatore
WalMir
|
With the last foe falls, Walmir breathes a sigh of relief. Realizing he is involved in something so much larger than his original purpose, he makes a prayer to Cihua Couatyl that he will be strong enough for the path that he is on.
Looking over the room with the others, Walmir will look for anything else of interest
perception: 1d20 + 8 ⇒ (6) + 8 = 14
| GM Roxtar |
Darius: 1d20 + 0 ⇒ (17) + 0 = 17
Salvatore: 1d20 + 0 ⇒ (8) + 0 = 8
Tak: 1d20 + 10 ⇒ (1) + 10 = 11
WalMir: 1d20 + 8 ⇒ (8) + 8 = 16
WalMir, offering his prayer, does feel an odd tingle in the back of his head while in this room. As if the room itself carries the taint of evil.
after collecting the items and checking the rooms, what do you guys want to do next?
| Salvatore Vasili |
Is there something we can do to not make this place evil?
| GM Roxtar |
indeed. Spending some time cleaning this place and offering a proper blessing (aka, consecration) will eliminate the effect.
| Salvatore Vasili |
Salvatore will suggest that it is best to take care of this area first. He will begin to drag the bodies out of the room and start cleaning the room.
Salvatore does have Prestidigitation to help if needed.
WalMir
|
yes, cleaning this place will help the good gods return to this place Walmir days as he begins to help with the clean up.
would a priest/cleric of any God be able to consecrate or does it have to be a specific diety?
| GM Roxtar |
any one capable could cast it. it's essentially making the area aligned to good vs evil.
Spending a short time cleaning the area, the group notices a subtle glow on the southwestern wall. It appears to be a door, though no latch is visible.
WalMir also notices several faint markings similar to what was in the previous room near the altar.
| Salvatore Vasili |
After seeing the markings here that seem similar to the other room Salvatore is going to go to the other room and take a look to see if they match and see if he can learn anything further.