Izomandakus |
Resist cold 20 indeed
"Careful Seamus, at your back! Roaaarrrrr!" Izomandrakus notices the scarlet demon menaces to flank his friend and switches targets with a small 5' adjustment, trying to hit the creature with everything.
Fly+HR DC 15: 1d20 + 16 - 6 + 2 ⇒ (19) + 16 - 6 + 2 = 31
Bite+HR+BoF {AS}: 1d20 + 20 + 2 + 2 ⇒ (3) + 20 + 2 + 2 = 272d6 + 18 + 3 ⇒ (2, 2) + 18 + 3 = 25
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (10) + 21 + 2 + 2 = 351d8 + 13 + 3 + 1d6 ⇒ (4) + 13 + 3 + (2) = 22 (2) is acid
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (1) + 21 + 2 + 2 = 261d8 + 13 + 3 + 1d6 ⇒ (8) + 13 + 3 + (3) = 27 (3) is acid
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (15) + 15 + 2 + 2 = 341d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (1) + 15 + 2 + 2 = 201d6 + 8 + 3 ⇒ (2) + 8 + 3 = 13
Tail slap+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (10) + 15 + 2 + 2 = 291d8 + 18 + 3 ⇒ (1) + 18 + 3 = 22
Confusion: 1d100 ⇒ 60
In a desperate attempt to stop herself from biting Rastaf, Pachemu bites herself while hail hits her all over the place.
Damage: 1d4 ⇒ 2
Pig - HP 130/152 AC 26 TAC 14 +2 if within circle vs evil
Boy - HP 132/152 DR 5/magic AC 40 TAC 22 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 13/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
burst of fervor (+2) r16
heroism 150 min
barkskin 150 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 17 h
form of the dragon 2 (Large white dragon) 15 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [0 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
Seamus Passeri |
Hearing Izmandakus roar his warning, Seamus turns seeing the large red spider-skull thingy. Watching as Izomandakus attacks it, Seamus also changes his plans. Instead of trying to get close to the devil, he tries to get inside of the red legged things reach. Clicking his heals together he bobs and weaves as he goes, eventually getting close enough to try and stab it with his rapier.
20 ft move, acrobatics, attack: + 1 keen rapier, sneak, his fly modifier is 7 + 4 so I assume I don't have to roll?
accrobatics: 1d20 + 29 ⇒ (17) + 29 = 46
attack: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21 for damage: 1d6 + 1 + 7 ⇒ (4) + 1 + 7 = 12 sneak: 7d6 ⇒ (2, 6, 2, 6, 2, 6, 1) = 25
Kast Phaer |
BoF to attack/ref/AC. Yes, last attacked missed thanks to BoF/Eagle. Should only be -9 damage because Resist Cold (and 2 Fast Healing)...will be -7 hp after this round.
Round 3, Init 16
Kast steps up to help Val, lunging out.
Iron Quill, two handed:
1d20 + 20 + 1 + 2 + 2 ⇒ (20) + 20 + 1 + 2 + 2 = 45 to hit; (GMW,+feast,+BoF,+soul)
1d10 + 19 + 1d6 + 2d6 + 2 ⇒ (5) + 19 + (4) + (3, 6) + 2 = 39 magic cold iron/fire/holy damage (soul)
AutoConfirm: 1d10 + 19 + 2 ⇒ (5) + 19 + 2 = 26 magic cold iron/fire/holy damage (soul)
Iron Quill, two handed:
1d20 + 12 + 1 + 2 + 2 ⇒ (16) + 12 + 1 + 2 + 2 = 33 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 + 2 ⇒ (7) + 19 + (2) + (2, 6) + 2 = 38 magic cold iron/fire/holy damage
Iron Quill, two handed:
1d20 + 7 + 1 + 2 + 2 ⇒ (9) + 7 + 1 + 2 + 2 = 21 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 + 2 ⇒ (4) + 19 + (4) + (1, 2) + 2 = 32 magic cold iron/fire/holy damage
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
hp: 121/121
AC: 38/31/22 (always on shield, Barkskin included) +2 BoF + 7 smite +2 eagle
Saves: F10/R15/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 4/8 left
2: 5/8 left
3: 4/8 left
4: 4/8 left
5: 4/7 left
6: 4/7 left
7: 3/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).[ /spoiler]
Perfect Intentions, Round 1/15: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed:
1d20 + 18 ⇒ (3) + 18 = 21 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (16) + 10 = 26 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Rastaf of Sarenrae |
Rastaf continues with the rod, casting Holy Smite on the ice demon and the thing next to it.
dmg: 15d6 ⇒ (4, 2, 6, 1, 5, 5, 1, 3, 3, 2, 6, 5, 3, 5, 4) = 55
Will DC 21 or blinded for one round.
GM Euan - Rise |
Izomandakus hits twice, drawing first blood on the red one. Valena barely makes the feint, but make it she does, which means one hit - and one crit which cuts deeply indeed. Rastaf smites the pair of them though their otherworldly nature protects them for now. Seamus makes the tumble but misses the swing, but at least he’s now in position. Kast opens with a critical, bursting the scarlet walker like a tick - blood everywhere. It gets one last look at you before it dies.
Kast and Valena need to make Fort DC 23 saves. Failure means blood streams from your eyes to the dying walker. You’ll suffer 1 point of con damage, and be sickened for 1 round from hideous pain. The walker still dies however, I’m sad to say.
SR Check: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 (spell penetration) vs DC 23 (walker)
SR Check: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19 (spell penetration) vs DC 24 (devil)
Rastaf is unsuccessful, and neither foe is affected by his magics.
Red acrobatically moves out of flank and reach.
Acrobatics: 1d20 + 28 ⇒ (6) + 28 = 34 vs Seamus (29?) then Izomandakus (33? +2 = 35)
Alas, Izomandakus gets an AoO on him as he moves.
Red then casts Feeblemind (Will DC 20) on Izomandakus!
The ice devil moves up a bit and breathes a cone of cold!
cold damage: 15d6 ⇒ (5, 1, 4, 5, 6, 6, 1, 1, 4, 6, 6, 4, 4, 4, 2) = 59 DC 24 Reflex for half affecting everyone except Izomandakus
The red scarlet walker heals a bit.
- Round 3 -
Izomandakus - 10 (-20hp)
Pachemu - 10 (-20hp)
- Round 4 -
Valena - 24 (-20hp, 5 images)
Rastaf - 20 (-20hp)
Seamus - 19 (-20hp, 2 images)
Kast - 16 (-7hp)
Ice devil - 15
Scarlet walker red - 15 (-29hp)
Scarlet walker blue - 15 (-210hp, dead)
• Now up - everyone.
In the large snowy circle. For the remaining duration of the fight, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain (except for Kast of course who is not slipping and sliding on the ground).
Kast Phaer |
1d20 + 10 ⇒ (5) + 10 = 15 Fort
1d20 + 15 ⇒ (11) + 15 = 26 Reflex Resist Cold 30, fast healing 2.
Kast blanches, feeling sickened. He ponders his reaction through his queasiness.
Izomandakus |
AoO: Bite+HR+BoF {AS}: 1d20 + 20 + 2 + 2 ⇒ (8) + 20 + 2 + 2 = 322d6 + 18 + 3 ⇒ (4, 4) + 18 + 3 = 29
Izomandrakus gives a farewell bite to the scarlet walker as it retreats down.
Will+HR-arcane caster DC 20: 1d20 + 15 + 2 - 4 ⇒ (7) + 15 + 2 - 4 = 20
And thanks to his heroic enhancements, he barely manages to endure the dangerous feeblemind magics!
Ref+BoF: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Meanwhile, Pachemu takes the blunt of the cold breath and starts to feel too chilly.
Having forced the strange beast to retreat, he leaves it for the others and instead swings his wings in the air to switch back to the ice devil "Roaaaarrrr! Leave my friends be devil!"
Fly+HR DC 15: 1d20 + 16 - 6 + 2 ⇒ (17) + 16 - 6 + 2 = 29
Bite+HR+BoF {AS}: 1d20 + 20 + 2 + 2 ⇒ (2) + 20 + 2 + 2 = 262d6 + 18 + 3 ⇒ (6, 2) + 18 + 3 = 29
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (16) + 21 + 2 + 2 = 411d8 + 13 + 3 + 1d6 ⇒ (4) + 13 + 3 + (4) = 24
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (17) + 21 + 2 + 2 = 421d8 + 13 + 3 + 1d6 ⇒ (6) + 13 + 3 + (2) = 24
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (9) + 15 + 2 + 2 = 281d6 + 8 + 3 ⇒ (3) + 8 + 3 = 14
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (8) + 15 + 2 + 2 = 271d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17
Tail slap+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (8) + 15 + 2 + 2 = 271d8 + 18 + 3 ⇒ (6) + 18 + 3 = 27
Confusion: 1d100 ⇒ 13
In a moment of clarity, Pachemu gets out of the hail and the general area where ice is falling once and again.
Pig - HP 71/152 AC 26 TAC 14 +2 if within circle vs evil
Boy - HP 132+30/152 DR 5/magic AC 39 TAC 21 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 13/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
burst of fervor (+2) r16
heroism 150 min
barkskin 150 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 17 h
form of the dragon 2 (Large white dragon) 15 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [0 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
- +1 CMB/CMD, -1 hit/AC from Large size
Valena Dalloway Versade |
1 person marked this as a favorite. |
Sticking with AC/hit/ref for now
Fortitude Save: 1d20 + 15 ⇒ (8) + 15 = 23
Reflex Save (BoF): 1d20 + 22 ⇒ (20) + 22 = 42 She evades and takes nothing
Val disregards the red creature’s dying gaze, being quite the experienced gazer herself. She turns towards the ice devil right as it begins charging up a blast of cold, and she spins out of the way with an effortlessness only possible when free-floating.
She then takes a runner’s start position, standing on nothing but air, as she faces the the devil. And right when she looks about to start her run, she disappears. A fraction of a moment passes before her blade and then her appear again right in front of the devil.
She’s using her Dimensional Assault feat for the first time
Attack with Irreconcilable Differences (dimensional assault, BoF, power attack): 1d20 + 24 + 2 + 2 - 4 ⇒ (5) + 24 + 2 + 2 - 4 = 29
Damage (power attack): 1d6 + 12 + 8 ⇒ (1) + 12 + 8 = 21
No stare this round as she is not in range for her stare until after the charge resolves
HP: 131/131
AC: 40/23/31
Saves: F15/R22(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5), blessing of fervor (ac/hit/ref), fly, eldritch weapon (keen), charge
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Fire,, Invigoratex0, Remove Fearx0, Eldritch Weaponx3, Martial Esotericax0)
2: 4/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
3: 3/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex2, Step Through Realityx0)
4: 3/4 used (Dimension Doorx1, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)
Irreconcilable Differences:
[ dice]1d20+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.
Seamus Passeri |
reflex DC 24: 1d20 + 23 ⇒ (5) + 23 = 28
Feeling the ice more than seeing it, Seamus twists and turns as he flies towards the devil. Tapping his heels together, he repeats Izomandakus's words, "Yeah, leave his friends alone." as he tumbles through the air and attempts to stab the thing with his rapier.
Blessing, flank 30 ft move, acrobatics, attack: + 1 keen rapier, sneak, his fly modifier is 7 + 4 so I assume I don't have to roll?
accrobatics: 1d20 + 29 ⇒ (19) + 29 = 48
attack: 1d20 + 18 + 1 + 2 + 2 ⇒ (20) + 18 + 1 + 2 + 2 = 43 for damage: 1d6 + 1 + 7 ⇒ (2) + 1 + 7 = 10 sneak: 7d6 ⇒ (1, 5, 4, 4, 3, 5, 6) = 28
[dice=attack" confirm crit]1d20+18 + 1+2+2[/dice] for damage: 1d6 + 1 + 7 ⇒ (5) + 1 + 7 = 13
GM Euan - Rise |
attack confirm crit: 1d20 + 18 + 1 + 2 + 2 ⇒ (17) + 18 + 1 + 2 + 2 = 40
The crit confirms! Nicely done.
Rastaf and Kast to go!
Kast Phaer |
BoF to attack/ref/AC. (and 2 Fast Healing)
Round 4, Init 16
Sickened, Kast steps to attack the spider thing.
Iron Quill, two handed:
1d20 + 20 + 1 + 2 + 2 - 2 ⇒ (7) + 20 + 1 + 2 + 2 - 2 = 30 to hit; (GMW,+feast,+BoF,+soul)
1d10 + 19 + 1d6 + 2d6 + 2 - 2 ⇒ (4) + 19 + (6) + (2, 6) + 2 - 2 = 37 magic cold iron/fire/holy damage (soul)
Iron Quill, two handed:
1d20 + 12 + 1 + 2 + 2 - 2 ⇒ (6) + 12 + 1 + 2 + 2 - 2 = 21 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 + 2 - 2 ⇒ (5) + 19 + (3) + (1, 3) + 2 - 2 = 31 magic cold iron/fire/holy damage
Iron Quill, two handed:
1d20 + 7 + 1 + 2 + 2 - 2 ⇒ (6) + 7 + 1 + 2 + 2 - 2 = 16 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 + 2 - 2 ⇒ (3) + 19 + (3) + (4, 2) + 2 - 2 = 31 magic cold iron/fire/holy damage
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
hp: 121/121
AC: 38/31/22 (always on shield, Barkskin included) +2 BoF + 7 smite +2 eagle
Saves: F10/R15/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 4/8 left
2: 5/8 left
3: 4/8 left
4: 4/8 left
5: 4/7 left
6: 4/7 left
7: 3/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).[ /spoiler]
Perfect Intentions, Round 1/15: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed:
1d20 + 18 ⇒ (8) + 18 = 26 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (8) + 10 = 18 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
GM Euan - Rise |
Yes, you only really need to roll fly checks to hover (which includes 5’ steps) DC 15.
Izomandakus steps up on the ice devil to see what can be done. DR hurts him a bit though (DR 10) he hits twice. Valena skips around the battlefield and into position though she misses (that is pretty sweet though!). Rastaf sidesteps most of the cone and moves up to heal the group! Seamus tumbles in (avoiding AoOs from both opponents) and scores a crit on the ice devil. Though DR applies, it’s still a very deep cut. Kast steps up and swings, managing just to clip it with his first strong swing!
The remaining scarlet walker takes on Kast, hoping to make him its personal project. But can it hit?
Blue Claw on Kast: 1d20 + 25 ⇒ (15) + 25 = 40 damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19 and d6 bleed
Blue Claw on Kast: 1d20 + 25 ⇒ (7) + 25 = 32 damage: 2d6 + 9 ⇒ (4, 5) + 9 = 18 and d6 bleed
Blue Tentacles on Kast: 1d20 + 20 ⇒ (6) + 20 = 26 damage: 4d6 + 3 ⇒ (6, 4, 1, 2) + 3 = 16 DC 23 Fort or paralyzed for rounds: 1d4 ⇒ 3
Kast, I think but could be wrong, gets hit once for his trouble. A glancing blow but with a little bleed.
The Ice Devil takes its frustrations out on Seamus, Izomandakus proving resistant to his powers.
Spear on Seamus: 1d20 + 26 ⇒ (20) + 26 = 46 damage: 2d6 + 10 ⇒ (1, 5) + 10 = 16 DC 23 Fort or slowed rounds: 1d6 ⇒ 2 images: 1d3 ⇒ 2
crit Spear on Seamus: 1d20 + 26 ⇒ (9) + 26 = 35 damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16 DC 23 Fort or slowed rounds: 1d6 ⇒ 2
Spear on Seamus: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17 DC 23 Fort or slowed rounds: 1d6 ⇒ 3 images: 1d2 ⇒ 2
Spear on Seamus: 1d20 + 16 ⇒ (5) + 16 = 21 damage: 2d6 + 10 ⇒ (6, 4) + 10 = 20 DC 23 Fort or slowed rounds: 1d6 ⇒ 1 images: 1d2 ⇒ 2
Bite on Seamus: 1d20 + 19 ⇒ (2) + 19 = 21 damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9 images: 1d2 ⇒ 1
Tail on Seamus: 1d20 + 19 ⇒ (4) + 19 = 23 damage: 3d6 + 3 ⇒ (1, 2, 5) + 3 = 11 DC 23 Fort or slowed rounds: 1d6 ⇒ 4 images: 1d2 ⇒ 2
The devil grins as the first strike seems to sink deeply, but the image which just appeared flutters and pops, leaving Seamus unharmed and the icy beast angry.
The red scarlet walker heals a bit, and now that he’s been hurt, the ice devil is seen to regenerate!
- Round 4 -
Izomandakus - 10
Pachemu - 10 (-43hp)
- Round 5 -
Valena - 24 (5 images)
Rastaf - 20 (-8hp)
Seamus - 19 (2 images)
Kast - 16 (-19hp, -1 con, bleed)
Ice devil - 15 (-60hp)
Scarlet walker red - 15 (-46hp)
• Now up - everyone.
In the large snowy circle. For the remaining duration of the fight, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain (except for Kast of course who is not slipping and sliding on the ground).
Kast Phaer |
BoF to attack/ref/AC. (and 2 Fast Healing). AC, thanks to BoF and Eagle is 42.
Round 5, Init 16
Feeling better, Kast steps to attack the spider thing.
Iron Quill, two handed:
1d20 + 20 + 1 + 2 + 2 + 3 ⇒ (8) + 20 + 1 + 2 + 2 + 3 = 36 to hit; (GMW,+feast,+BoF,+soul,+DF)
1d10 + 19 + 1d6 + 2d6 + 2 + 3 ⇒ (3) + 19 + (1) + (5, 4) + 2 + 3 = 37 magic cold iron/fire/holy damage (soul)
Iron Quill, two handed:
1d20 + 12 + 1 + 2 + 2 + 3 ⇒ (14) + 12 + 1 + 2 + 2 + 3 = 34 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 + 2 + 3 ⇒ (3) + 19 + (2) + (1, 6) + 2 + 3 = 36 magic cold iron/fire/holy damage
Iron Quill, two handed:
1d20 + 7 + 1 + 2 + 2 + 3 ⇒ (10) + 7 + 1 + 2 + 2 + 3 = 25 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 + 2 + 3 ⇒ (8) + 19 + (3) + (3, 2) + 2 + 3 = 40 magic cold iron/fire/holy damage
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
hp: 121/121
AC: 38/31/22 (always on shield, Barkskin included) +2 BoF + 7 smite +2 eagle
Saves: F10/R15/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 4/8 left
2: 5/8 left
3: 4/8 left
4: 4/8 left
5: 4/7 left
6: 4/7 left
7: 3/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).[ /spoiler]
Perfect Intentions, Round 1/15: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed:
1d20 + 18 ⇒ (17) + 18 = 35 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (9) + 10 = 19 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Valena Dalloway Versade |
Fly To Hover DC 15 (fly cl5, good manueverability): 1d20 + 5 + 2 + 4 ⇒ (19) + 5 + 2 + 4 = 30
Val wags her finger at the devil. ”Sorry, darling. Bad luck. You tried your hardest though. Surely that counts for something in Hell.” Her smile and tone say that she is quite sure that it does not. She uses the momentary distraction to try for a feint. Hypnotic stare as a swift on the devil, so -2 on all its will save
Greater Feint: 1d20 + 28 ⇒ (10) + 28 = 38
Attack with Irreconcilable Differences (BoF, power attack): 1d20 + 24 + 2 - 4 ⇒ (14) + 24 + 2 - 4 = 36
Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (4) + 12 + 8 + (5, 4) + 3 = 36
Surprise Attack with Irreconcilable Differences (BoF, power attack): 1d20 + 24 + 2 - 4 - 5 ⇒ (6) + 24 + 2 - 4 - 5 = 23
Surprise Damage (power attack): 1d6 + 12 + 8 ⇒ (5) + 12 + 8 = 25
HP: 131/131
AC: 42/25/33
Saves: F15/R22(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: ice devil
Painful Stare: ice devil
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, active), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5), blessing of fervor (ac/hit/ref), fly, eldritch weapon (keen)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Fire,, Invigoratex0, Remove Fearx0, Eldritch Weaponx3, Martial Esotericax0)
2: 4/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
3: 3/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex2, Step Through Realityx0)
4: 3/4 used (Dimension Doorx1, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)
Irreconcilable Differences:
[ dice]1d20+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.
Seamus Passeri |
Fly To Hover DC 15: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Feeling his body begin to supernaturally heal, Seamus calls to Rastaf "Thanks Rastaf!" as he tries to emulate Val and hover in place to attack. Realizing that he'd thrown himself off balance turning to thank Rastaf, he taps his heels and tried to tumble past the devil as he tries to stab the thing with his rapier.
Blessing: + 2 attacks + 2 AC AC 42 flank attack: + 1 keen rapier
acrobatics: 1d20 + 29 ⇒ (19) + 29 = 48
attack: 1d20 + 18 + 1 + 2 + 2 ⇒ (11) + 18 + 1 + 2 + 2 = 34 for damage: 1d6 + 1 + 7 ⇒ (3) + 1 + 7 = 11 sneak: 7d6 ⇒ (2, 3, 1, 6, 2, 3, 1) = 18
Izomandakus |
"Why do you fight for Karzoug? Is it worth to die for such a tasteless master? Roaaaarrr!" a bit frustrated by the icy devil resistance, Izomandrakus perfects this time his strength instead of overloading his arcane might, dancing around to assault even more ferociously the creature.
Fly+HR: 1d20 + 16 - 6 + 2 ⇒ (19) + 16 - 6 + 2 = 31
Bite+HR+BoF+flank+perfection: 1d20 + 20 + 2 + 2 + 2 + 2 ⇒ (9) + 20 + 2 + 2 + 2 + 2 = 372d6 + 18 + 3 ⇒ (5, 3) + 18 + 3 = 29
Claw+HR+BoF+flank+perfection {acid}: 1d20 + 21 + 2 + 2 + 2 + 2 ⇒ (6) + 21 + 2 + 2 + 2 + 2 = 351d8 + 13 + 2 + 1d6 ⇒ (1) + 13 + 2 + (3) = 19
Claw+HR+BoF+flank+perfection {acid}: 1d20 + 21 + 2 + 2 + 2 + 2 ⇒ (7) + 21 + 2 + 2 + 2 + 2 = 361d8 + 13 + 2 + 1d6 ⇒ (8) + 13 + 2 + (1) = 24
Wing+HR+BoF+flank+perfection: 1d20 + 15 + 2 + 2 + 2 + 2 ⇒ (11) + 15 + 2 + 2 + 2 + 2 = 341d6 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Wing+HR+BoF+flank+perfection: 1d20 + 15 + 2 + 2 + 2 + 2 ⇒ (15) + 15 + 2 + 2 + 2 + 2 = 381d6 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Tail slap+HR+BoF+flank+perfection: 1d20 + 15 + 2 + 2 + 2 + 2 ⇒ (13) + 15 + 2 + 2 + 2 + 2 = 361d8 + 18 + 3 ⇒ (2) + 18 + 3 = 23
Confusion: 1d100 ⇒ 9
Pachemu feels emboldened by Rastaf's healing, but decides to stay away as everything feels very confusing.
Pig - HP 107/152 AC 26 TAC 14 +2 if within circle vs evil
Boy - HP 152+30/152 DR 5/magic AC 39 TAC 21 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 12/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
perfection of self (+7 Str -> effective +3 since already has +4 belt) 1 roud
burst of fervor (+2) r16
heroism 150 min
barkskin 150 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 17 h
form of the dragon 2 (Large white dragon) 15 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [0 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
- +1 CMB/CMD, -1 hit/AC from Large size
GM Euan - Rise |
Izomandakus rips into the devil with nearly every attack, though with DR some of the hits are mere scratches - they are adding up. Valena hits once solidly, but does render the poor devil flatfooted to the next rounds attacks! DR applies. Rastaf moves off (provoking) and protects himself against future assault. Seamus catches a break and avoids the AoO - and manages a hit with Valena’s help (flat footed). Kast hits the scarlet walker twice, taking big chunks out of it, but it seems to not mind and presses on!
Blue Claw on Rastaf: 1d20 + 25 ⇒ (14) + 25 = 39 damage: 2d6 + 9 ⇒ (6, 6) + 9 = 21 and d6 bleed
It connects, doing at least a little damage, and starts Rastaf bleeding (d6 dam at the end of your round until healed).
The ice devil answers Izomandakus’ question in draconic, befitting his form.
- - -
The remaining scarlet walker takes on Kast though it continues to threaten the others.
Blue Claw on Kast: 1d20 + 25 ⇒ (7) + 25 = 32 damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19 and d6 bleed
Blue Claw on Kast: 1d20 + 25 ⇒ (7) + 25 = 32 damage: 2d6 + 9 ⇒ (5, 2) + 9 = 16 and d6 bleed
Blue Tentacles on Kast: 1d20 + 20 ⇒ (19) + 20 = 39 damage: 4d6 + 3 ⇒ (5, 1, 4, 1) + 3 = 14 DC 23 Fort or paralyzed for rounds: 1d4 ⇒ 3
The Ice Devil continues to press on Seamus, hoping to thin him out from the others.
Spear on Seamus: 1d20 + 26 ⇒ (2) + 26 = 28 damage: 2d6 + 10 ⇒ (6, 5) + 10 = 21 DC 23 Fort or slowed rounds: 1d6 ⇒ 3 images: 1d2 ⇒ 2
Spear on Seamus: 1d20 + 21 ⇒ (2) + 21 = 23 damage: 2d6 + 10 ⇒ (6, 4) + 10 = 20 DC 23 Fort or slowed rounds: 1d6 ⇒ 4 images: 1d2 ⇒ 1
Spear on Seamus: 1d20 + 16 ⇒ (6) + 16 = 22 damage: 2d6 + 10 ⇒ (3, 5) + 10 = 18 DC 23 Fort or slowed rounds: 1d6 ⇒ 4 images: 1d2 ⇒ 2
Bite on Seamus: 1d20 + 19 ⇒ (19) + 19 = 38 damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10 images: 1d2 ⇒ 1
Tail on Seamus: 1d20 + 19 ⇒ (8) + 19 = 27 damage: 3d6 + 3 ⇒ (6, 4, 6) + 3 = 19 DC 23 Fort or slowed rounds: 1d6 ⇒ 5
The ice devil finally removes the last of Seamus' images, though its got some work to do to actually, you know, hit him!
The red scarlet walker heals a bit, and now that he’s been hurt, the ice devil is seen to regenerate!
- Round 4 -
Izomandakus - 10
Pachemu - 10 (-43hp)
- Round 5 -
Valena - 24 (5 images)
Rastaf - 20 (-29hp, bleed (d6))
Seamus - 19
Kast - 16 (-1hp, -1 con)
Ice devil - 15 (-150hp)
Scarlet walker red - 15 (-109hp)
• Now up - everyone.
In the large snowy circle. For the remaining duration of the fight, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain (except for Kast of course who is not slipping and sliding on the ground).
Kast Phaer |
BoF to attack/ref/AC. (and 2 Fast Healing). AC, thanks to BoF and Eagle is 42.
Round 6, Init 16
Still a bit less constitutionally strong, Kast steps to attack the spider thing.
Iron Quill, two handed:
1d20 + 20 + 1 + 2 + 2 + 3 ⇒ (10) + 20 + 1 + 2 + 2 + 3 = 38 to hit; (GMW,+feast,+BoF,+soul,+DF)
1d10 + 19 + 1d6 + 2d6 + 2 + 3 ⇒ (5) + 19 + (4) + (6, 2) + 2 + 3 = 41 magic cold iron/fire/holy damage (soul)
Iron Quill, two handed:
1d20 + 12 + 1 + 2 + 2 + 3 ⇒ (17) + 12 + 1 + 2 + 2 + 3 = 37 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 + 2 + 3 ⇒ (6) + 19 + (6) + (6, 6) + 2 + 3 = 48 magic cold iron/fire/holy damage
Autocrit: 1d10 + 19 + 2 + 3 ⇒ (9) + 19 + 2 + 3 = 33 magic cold iron/fire/holy damage
Iron Quill, two handed:
1d20 + 7 + 1 + 2 + 2 + 3 ⇒ (1) + 7 + 1 + 2 + 2 + 3 = 16 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 + 2 + 3 ⇒ (3) + 19 + (5) + (3, 5) + 2 + 3 = 40 magic cold iron/fire/holy damage
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
hp: 121/121
AC: 38/31/22 (always on shield, Barkskin included) +2 BoF + 7 smite +2 eagle
Saves: F10/R15/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 4/8 left
2: 5/8 left
3: 4/8 left
4: 4/8 left
5: 4/7 left
6: 4/7 left
7: 3/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).[ /spoiler]
Perfect Intentions, Round 1/15: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed:
1d20 + 18 ⇒ (20) + 18 = 38 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (2) + 10 = 12 to hit; (GMW)
1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Izomandakus |
Izomandrakus puns the ice devil while continuing to try pound it with perfected bite and claw.
"Immortal? Well in that case you would not mind our Sarenrite to scorch you in his sacred fires I guess!"
Fly+HR: 1d20 + 16 - 6 + 2 ⇒ (9) + 16 - 6 + 2 = 21
Bite+HR+BoF+perfection: 1d20 + 20 + 2 + 2 + 2 ⇒ (15) + 20 + 2 + 2 + 2 = 412d6 + 18 + 3 ⇒ (2, 2) + 18 + 3 = 25
Claw+HR+BoF+perfection {acid}: 1d20 + 21 + 2 + 2 + 2 ⇒ (11) + 21 + 2 + 2 + 2 = 381d8 + 13 + 2 + 1d6 ⇒ (2) + 13 + 2 + (6) = 23
Wing+HR+BoF+perfection: 1d20 + 15 + 2 + 2 + 2 ⇒ (19) + 15 + 2 + 2 + 2 = 401d6 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Wing+HR+BoF+perfection: 1d20 + 15 + 2 + 2 + 2 ⇒ (7) + 15 + 2 + 2 + 2 = 281d6 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Tail slap+HR+BoF+perfection: 1d20 + 15 + 2 + 2 + 2 ⇒ (14) + 15 + 2 + 2 + 2 = 351d8 + 18 + 3 ⇒ (3) + 18 + 3 = 24
Confusion: 1d100 ⇒ 56
Self damage: 1d8 + 0 ⇒ (8) + 0 = 8
Irked by her own behavior, Pachemu decides to bite herself and cut a good chunk of her own porcine skin.
Pig - HP 99/152 AC 26 TAC 14 +2 if within circle vs evil
Boy - HP 152+30/152 DR 5/magic AC 39 TAC 21 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 11/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
perfection of self (+7 Str -> effective +3 since already has +4 belt) 1 round
burst of fervor (+2) r16
heroism 150 min
barkskin 150 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 17 h
form of the dragon 2 (Large white dragon) 15 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [0 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
- +1 CMB/CMD, -1 hit/AC from Large size
Seamus Passeri |
Fly To Hover DC 15: 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31
Smiling as Izomandakus distracts the devil from the other side, Seamus flies to the left and attacks repeatedly with his keen rapier and mithril long knife.
Flank, Blessed, xtra attack, AC 3 (using hand with bucker) 5 ft step full attack + 1 keen rapier/ + 1 giant bane mithril short sword (W.F/buckler) TWF
+ 1 keen rapier: 1d20 + 18 + 1 - 2 + 2 ⇒ (1) + 18 + 1 - 2 + 2 = 20 for damage: 1d6 + 1 + 7 ⇒ (4) + 1 + 7 = 12 sneak: 7d6 ⇒ (2, 6, 1, 2, 6, 3, 6) = 26
+ 1 mithril shortsword: 1d20 + 13 + 1 + 1 - 1 - 2 + 2 ⇒ (12) + 13 + 1 + 1 - 1 - 2 + 2 = 26 for damage: 1d6 + 1 + 7 ⇒ (5) + 1 + 7 = 13 sneak: 7d6 ⇒ (3, 6, 1, 1, 1, 5, 5) = 22
+ 1 keen rapier: 1d20 + 18 + 1 - 2 ⇒ (6) + 18 + 1 - 2 = 23 for damage: 1d6 + 1 + 7 ⇒ (5) + 1 + 7 = 13 sneak: 7d6 ⇒ (6, 6, 4, 4, 6, 2, 5) = 33
+ 1 mithril shortsword: 1d20 + 13 + 1 + 1 - 1 - 2 + 2 + 2 ⇒ (13) + 13 + 1 + 1 - 1 - 2 + 2 + 2 = 29 for damage: 1d6 + 1 + 7 ⇒ (4) + 1 + 7 = 12 sneak: 7d6 ⇒ (5, 5, 4, 1, 5, 2, 6) = 28
+ 1 keen rapier: xtra attack: 1d20 + 18 + 1 - 2 ⇒ (20) + 18 + 1 - 2 = 37 for damage: 1d6 + 1 + 7 + 2 ⇒ (6) + 1 + 7 + 2 = 16 sneak: 7d6 ⇒ (1, 2, 3, 6, 2, 6, 3) = 23
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
+ 1 keen rapier: xtra attack: confirm crit: 1d20 + 18 + 1 - 2 + 2 ⇒ (6) + 18 + 1 - 2 + 2 = 25 for damage: 1d6 + 1 + 7 ⇒ (6) + 1 + 7 = 14
Valena Dalloway Versade |
Fly Check to Hover DC15 (fly cl5, good maneuverability): 1d20 + 5 + 2 + 4 ⇒ (15) + 5 + 2 + 4 = 26
Val follows after the devil, twisting her body so it hides her sword in her silhouette, driving it towards the devil’s icy heart at the last possible moment.
Greater Feint: 1d20 + 28 ⇒ (17) + 28 = 45
Attack with Irreconcilable Differences (BoF, power attack): 1d20 + 24 + 2 - 4 ⇒ (11) + 24 + 2 - 4 = 33
Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (2) + 12 + 8 + (3, 5) + 3 = 33
Surprise Strike with Irreconcilable Differences (BoF, power attack, surprise): 1d20 + 24 + 2 - 4 - 5 ⇒ (11) + 24 + 2 - 4 - 5 = 28
Surprise Damage (power attack): 1d6 + 12 + 8 ⇒ (5) + 12 + 8 = 25
HP: 131/131
AC: 42/25/33
Saves: F15/R22(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: ice devil
Painful Stare: ice devil
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, active), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5), blessing of fervor (ac/hit/ref), fly, eldritch weapon (keen)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Fire,, Invigoratex0, Remove Fearx0, Eldritch Weaponx3, Martial Esotericax0)
2: 4/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
3: 3/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex2, Step Through Realityx0)
4: 3/4 used (Dimension Doorx1, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)
Irreconcilable Differences:
[ dice]1d20+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.
GM Euan - Rise |
Izomandakus keeps peppering the devil. Though he suffers DR, his many attacks make up for some of the damage he doesn’t do. Pachemu tastes pork, maybe for the first time. Will it be a life changing experience? Valena flat-foots him again, and lands a single blow, but a deep one. Rastaf does something heroic. Seamus whistles a few times, but his blade picks up speed and he hits triumphantly with his last blow, gouging deeply. Kast sets up the scarlet walker with his first swing, then bats it down with his second.
Kast and Izomandakus, Fort DC 23 or -1 con damage and sickened one round from the pain as you bleed out your eyes. The scarlet walker tries to take you with it in its destruction (20'r).
The ice devil backs off (AoO’s from Izomandakus, Valena, and Seamus) a ways and conjures a thick dome of ice around himself. He regenerates.
- Round 5 -
Izomandakus - 10
Pachemu - 10 (-43hp)
- Round 6 -
Valena - 24 (5 images)
Rastaf - 20 (-29hp, bleed (d6))
Seamus - 19
Kast - 16 (-1 con dam)
Ice devil - 15 (-222hp)
Scarlet walker red - 15 (dead)
• Now up - everyone.
In the large snowy circle. For the remaining duration of the fight, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain (except for Kast of course who is not slipping and sliding on the ground).
Kast Phaer |
1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 Fort vs. DC 23
Kast's life force is sucked away, and not even in a good way at all.
Kast uses the Blessing to increase his speed so that he might be in place to attack the icy shell next round.
Seamus Passeri |
+ 1 keen rapier, AoO: 1d20 + 18 + 1 ⇒ (16) + 18 + 1 = 35 for damage: 1d6 + 1 + 7 ⇒ (1) + 1 + 7 = 9
Furrowing his brow, Seamus looks at his long knife like it did something wrong. As the devil moves away from their attack, he lashes out with the rapier. "Really? you're going to make us chase you?"
Watching as the devils stops a small distance away and calls some sort of storm, Seamus shuggs and follows behind. Seeing Kast begining to approach from the north, he waits until his friend is in postition and the devil is staring at Kast. Tapping his heals together, he bobs and weaves trying to avoid and attack from the spear and flies in stabbing at the devil.
Blessing + 2's, AC 42, Move 30 ft, accrobatics, Delay after Kast, Flank attack + 1 keen rapier, nseak
accrobatics: 1d20 + 29 ⇒ (10) + 29 = 39
+ 1 keen rapier, AoO: 1d20 + 18 + 1 + 2 + 2 ⇒ (1) + 18 + 1 + 2 + 2 = 24 for damage: 1d6 + 1 + 7 ⇒ (3) + 1 + 7 = 11 sneak: 7d6 ⇒ (4, 2, 2, 4, 3, 4, 4) = 23
Sadly I don't have any hero points to correct that '1'
Izomandakus |
Fort+HR+form of dragon DC 23: 1d20 + 16 + 2 + 2 ⇒ (3) + 16 + 2 + 2 = 23
Only Izomandakus dragon form constitution preserves him from the bleeding.
AoO: Bite+HR+BoF+perfection: 1d20 + 20 + 2 + 2 + 2 ⇒ (19) + 20 + 2 + 2 + 2 = 452d6 + 18 + 3 ⇒ (3, 6) + 18 + 3 = 30
The white bites in the direction of the devil as it retreats.
"Groar! The ice will not stop us long, devil!" the dragon's eyes shine with magical power as Izomandakus pronounces the words of a dispel spell.
Dispel check vs the ice dome: 1d20 + 15 ⇒ (11) + 15 = 26
Then, he moves as close as possible to the devil.
Confusion: 1d100 ⇒ 92
Confused, Pachemu starts to look for someone to attack. She double moves around the wall, looking at tasty Rastaf, but reaching too pressed to actually attack.
Pig - HP 107/152 AC 26 TAC 14 +2 if within circle vs evil
Boy - HP 152+30/152 DR 5/magic AC 39 TAC 21 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 11/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
burst of fervor (+2) r16
heroism 150 min
barkskin 150 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 17 h
form of the dragon 2 (Large white dragon) 15 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [0 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
- +1 CMB/CMD, -1 hit/AC from Large size
Fly+HR: 1d20 + 16 - 6 + 2 ⇒ (7) + 16 - 6 + 2 = 19
Bite+HR+BoF {AS}: 1d20 + 20 + 2 + 2 ⇒ (18) + 20 + 2 + 2 = 422d6 + 18 + 3 ⇒ (3, 5) + 18 + 3 = 29
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (3) + 21 + 2 + 2 = 281d8 + 13 + 3 + 1d6 ⇒ (5) + 13 + 3 + (2) = 23
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (18) + 21 + 2 + 2 = 431d8 + 13 + 3 + 1d6 ⇒ (4) + 13 + 3 + (5) = 25
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (19) + 15 + 2 + 2 = 381d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (17) + 15 + 2 + 2 = 361d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17
Tail slap+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (9) + 15 + 2 + 2 = 281d8 + 18 + 3 ⇒ (7) + 18 + 3 = 28
Valena Dalloway Versade |
AoO: 1d20 + 24 + 2 - 4 ⇒ (9) + 24 + 2 - 4 = 31
Damage: 1d6 + 12 + 8 ⇒ (1) + 12 + 8 = 21
Val sighs, then pops out of existence, popping right back in inside the ice dome. Swift to activate Step Through Reality
”Hello again, darling.”
Greater Feint: 1d20 + 28 ⇒ (11) + 28 = 39
Attack with Irreconcilable Differences (BoF, power attack): 1d20 + 24 + 2 - 4 ⇒ (2) + 24 + 2 - 4 = 24
Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (3) + 12 + 8 + (4, 6) + 3 = 36
Surprise Strike with Irreconcilable Differences (BoF, power attack, surprise): 1d20 + 24 + 2 - 4 - 5 ⇒ (4) + 24 + 2 - 4 - 5 = 21
Surprise Damage (power attack): 1d6 + 12 + 8 ⇒ (3) + 12 + 8 = 23
HP: 131/131
AC: 42/25/33
Saves: F15/R22(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: ice devil
Painful Stare: ice devil
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, active), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5), blessing of fervor (ac/hit/ref), fly, eldritch weapon (keen)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Fire,, Invigoratex0, Remove Fearx0, Eldritch Weaponx3, Martial Esotericax0)
2: 4/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
3: 4/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex2, Step Through Realityx1)
4: 3/4 used (Dimension Doorx1, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)
Irreconcilable Differences:
[ dice]1d20+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.
GM Euan - Rise |
Izomandakus hits solidly with his AoO! Valena smacks it around a little. Seamus also lands a blow, and a sneak attack I think as the devil is flat footed. After DR however, it’s still enough to drop it before he gets his protective coating!
He’s still regenerating, but won’t get up this round, so you can beat him down a bit while you try and figure out what it takes to keep him down. Which won’t take long, knowing Kast’s bloodthirsty nature. For good damage bypasses DR, and ends his regeneration long enough for him to be sent back to the abyss!
Combat’s over. We are out of initiative. Pachemu is confused a while yet, and Rastaf is bleeding, but both are fairly minor issues.
Its spear, a +1 returning frost, remains behind. As does its sihedron ring.
- Round 6 -
Izomandakus
Pachemu (-43hp)
Valena (5 images)
Rastaf (-29hp, bleed (d6))
Seamus
Kast (-2 con dam)
Ice devil (-265hp)
Rastaf of Sarenrae |
Damn. I wanted to Dimensional Anchor his ass. Oh, well. The ice probably would have prevented that anyway.
Rastaf channels. channel: 8d6 ⇒ (4, 1, 2, 5, 1, 2, 1, 2) = 18
Pathetic. Again.
channel: 8d6 ⇒ (6, 4, 1, 2, 4, 4, 2, 2) = 25
Izomandakus |
Seeing the ice devil disappear, Izomandakus comes to take care of Pachemu, he covers her protectively with his wings "You pig, quite there!"
Confusion: 1d100 ⇒ 96
Bite: 1d20 + 9 ⇒ (15) + 9 = 24
S/B/P damage: 1d4 ⇒ 1
Confusion: 1d100 ⇒ 73
Self damage: 1d8 + 0 ⇒ (2) + 0 = 2
Confusion: 1d100 ⇒ 93
Bite: 1d20 + 9 ⇒ (18) + 9 = 27
S/B/P damage: 1d4 ⇒ 2
Confusion: 1d100 ⇒ 37
Confusion: 1d100 ⇒ 53
Self damage: 1d8 + 0 ⇒ (3) + 0 = 3
-5 damage to self
Pachemu scraps the dragon's scales without much effect, but bites herself a couple more times on the process of calming down "I know you want to come back home, but this rage is not going to help us. We need you at full brain"
Fortunately, Rastaf's healings maintain the pig up.
Pig - HP 145/152 AC 26 TAC 14 +2 if within circle vs evil
Boy - HP 152+30/152 DR 5/magic AC 39 TAC 21 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 11/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
burst of fervor (+2) r16
heroism 150 min
barkskin 150 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 17 h
form of the dragon 2 (Large white dragon) 15 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [0 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
- +1 CMB/CMD, -1 hit/AC from Large size
Fly+HR: 1d20 + 16 - 6 + 2 ⇒ (14) + 16 - 6 + 2 = 26
Bite+HR+BoF {AS}: 1d20 + 20 + 2 + 2 ⇒ (18) + 20 + 2 + 2 = 422d6 + 18 + 3 ⇒ (5, 1) + 18 + 3 = 27
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (3) + 21 + 2 + 2 = 281d8 + 13 + 3 + 1d6 ⇒ (6) + 13 + 3 + (2) = 24
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (3) + 21 + 2 + 2 = 281d8 + 13 + 3 + 1d6 ⇒ (1) + 13 + 3 + (6) = 23
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (18) + 15 + 2 + 2 = 371d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (19) + 15 + 2 + 2 = 381d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12
Tail slap+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (10) + 15 + 2 + 2 = 291d8 + 18 + 3 ⇒ (8) + 18 + 3 = 29
Kast Phaer |
Pleased that the creature is downed, Kast casts Lesser Restoration to deal with his flagging energy and then will scout the area for loot and things of interest (like another fancy ring)...and there is one!
"So...who wants this ring? 'Mus? You want it?" Kast asks.
1d4 ⇒ 2 ability damage healing
Seamus Passeri |
Pleased that the creature didn't escape there attacks, and that he didn't have to take credit for the natural one in the next attack. Seamus smiles at Rastaf as his half orc friend heals them all. Furrowing his brow he looks towards Izomandakus and Pachemu asking, "Is she going to be ok?"
Once they start looking at the gear the devil dropped, Seamus picks up the spear and spins it around. When Kast asks about the ring, Seamus looks at the ring, then the spear. "Um, I really like the spear, Maybe someone else would like the ring?"
As the conversation wains, Seamus, who's still spinning the spear, asks, "So where to next?"
GM Euan - Rise |
Seamus is spinning his spear around when he notices, under the ice devil’s throne, a secret panel. The usual precautions are made and the panel opens to reveal three small dark wood chests (themselves worth 300gp a piece). You pull them out to a few ”Whoop! Whoop!” noises from far off (the Spared must have exceptional sight!).
The three chests are filled with gold (11,000gp) platinum (340pp), and assorted gems and jewelry (8,000gp worth). Looks like someone’s travel money. Nice.
I switched the map back. You’re near ‘K’ in the north and have already investigated ‘M’, but not yet ‘L’ - Vomarck’s Circus.
Regardless of the event, most of the competitions were to the death. Events were talked about throughout Shalast, and the seating could hold a quarter-million spectators. Much of the southern portion of the circus has been enveloped and ruined by the Tangle, which extends a bit farther every year.
- - -
Kast Phaer |
"Maybe we should visit the circus next. Nothing can possibly be wrong at a circus, they are known for being places of whimsy and wonder," Kast proposes as the loot is being packed. "I can't imagine it will be anything other than wholesome fun."
Valena Dalloway Versade |
1 person marked this as a favorite. |
Val takes the ring and begins to try to toss the spear to Seamus…but then she wonders if she tosses it to him, will it just fly back to her? Does it only come back when you throw it with intent to harm someone? How would it know? Rather than deliberate on these questions, she simply walks the spear over to him.
”I wonder if they will have people getting shot out of cannons at this circus. I was always rather fond of that one. Yet I fear that this will be the kind of circus that is more likely to aim such cannons at us.”
Seamus Passeri |
Accepting the spear from Val, Seamus helps load up the chests and items within into the multiple magical bags everyone seems to be carrying.
When the conversation about the circus came up, Seamus wondered if it was the 'ancient' term begging used or a more modern one. It seemed like everyone was using the more modern term. As they headed that way Seamus shrugs, "As long as there are no dead clowns we'll be fine." Seamus had never cared for clowns, and disliked the undead even more. So undead clowns were not a good thing. He smiles to himself, but they may be good target practice for the returning spear.
Not sure it needs to be said, but taking 10 (40/46) on perception as we go.
GM Euan - Rise |
You enter the Circus from the north through a seeming maze of interior tunnels leading from the entrance into the stands. How grand a place this must have been. As with everything in northern Xin-Shalast, the scale is truly epic. There is seating for medium creatures of course, but the best seats are reserved for the giants, making the large space seem even larger.
You startle briefly as what looks like some multi-headed beast emerges from the overgrowth to the south. Approaching a little, you soon relax as Seamus’ keen eyes identify it as a statue of some sort. You get closer to the southern portion, enveloped by the Tangle, and see a stone colossus depicting the ancient hero Vomarck, complete with mastodons in the process of goring him to death.
Still, it’s pretty in its own way if a little graphic.
You see a somewhat listless, but enormous, shambling mound off in the distance a bit - deeper in the Tangle. But otherwise the Circus seems abandoned and quiet.
One of Izomandakus’ eyes went as far as ’N’ on the map while another went in. The one that went in, didn’t come back. That said, the eye that was there, saw a tight little tower and descending stair. You’ve lost a few eyes to what you expect were random encounters, but the ones you’ve lost to buildings have all had, ah, things in them.
‘O’ on the map is nearby - a mighty structure walled off from the road by a row of corrugated towers ending in fluted prominences and onion-shaped domes with gates of beaten bronze.
What do you do next? It’s in the neighborhood of mid-afternoon, maybe a touch earlier.
Kast Phaer |
"Not much of a circus, but I was right, nothing but joy and wholesome fun here," Kast says, trying to take the gorging scene in its best light.
"Wanna try that weird onion domed place?"
Seamus Passeri |
Nodding in agreement with Kast, Seamus chimes in, "At least there aren't any clowns." He gestures towards the shambling mound. "Anyway to tell if that thing picked one of those rings?"
When the question about the 'weird onion domed place' comes up, Seamus chuckles at Val's 'Onion Trouble' comment. As he follows along, trying to spin the new spear, he adds, "Hopefully we won't have to eat anything."
Do the rings were looking for respond to 'detect magic'?
Izomandakus |
Izomandakus fills the party about the last findings of the eyes "We should check that tower with stairs. Maybe it leads to somewhere interesting "
"Never misvalue a good onion " the boy states while Pachemu agrees energically with the head "One of the eyes did not return from there. Expect trouble "
Izomandakus will push the party to carefully inspect the building exterior before going in.
Survival: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
GM Euan - Rise |
The rings do respond to detect magic. They are not hidden. Remember, they are also powerful! (Link). Ignore the bits about being scrying. I’m sure that’s not happening. :)
The party seems to be leaning to the onion-domed buildings, but we can come back to the tower next.
This mighty structure is walled off from the road by a row of corrugated towers ending in fluted prominences and onion shaped domes. Multiple balconies open off of these towers and overlook the ruined compound below. Beyond gates of beaten bronze, a huge temple constructed upon a raised platform dominates the compound itself. Thassilonian runes and the seven pointed Sihedron are prominent motifs engraved in the stone of the temple walls.
Double pagodas, both of which are hollow and open onto the temple nave below, top the temple itself. One holds a massive statue of Karzoug rising from the floor of the temple, his head brushing the top of the pagoda. The other is empty, and the floor beneath is set with a gold engraving of the ever present, clawed hand grasping a gem - the rune of greed.
The House of Divine Consumption served as the focal point for the official church of Shalast, invented by Kaladurnae, the first Runelord of Greed, and revering the philosophical and esoteric tenets of greed.
Traditionally, the high priestess of the temple has always been an immense creature known as a lamia harridan referred to by the title of Most High. This position also served as the highest authority in the Lower City, answering only to the officials who actually received the right to dwell in the Spires of Xin-Shalast. Edicts coming from the mouth of the Most High were considered law unless countermanded by Karzoug or one of his representatives from the citadel above.
CE Huge magical beast. One question for each five you beat the DC.
- - -
There are enough lamia, and lamia matriarchs, coming and going to make you reconsider approaching. You do not see the harridan from any convenient angle. Much like the army of giants, there are just too many of the powerful creatures. Their sheer numbers may overwhelm you if you’re not very careful.
As you’re moving about in the region in fact, you do stumble upon a half dozen or so lamias, but make quick work of them.
Izomandakus |
K. arcana: 1d20 + 24 + 2 ⇒ (8) + 24 + 2 = 34
"These lamias, they are usually lead by Harridan's, they are huge giantesses from the waist up and vicious hunting cats from the waist down..." Izomandakus explains as the group observes the lamias comings and goings.
"Unless we have an idea to cause discontent or confusion among the priestesses, we are probably better avoiding this large group also" the white dragon looks up at the colossal statue of Karzoug and blinks thoughtful.
Kast Phaer |
1d20 + 22 ⇒ (10) + 22 = 32 Know (Arcana) - DRs? Special attacks?
"I think Izomandakus has it right. They are deadly foes, as you know from the lamias we've already faced. We should be careful going in that direction," Kast warns. "We might want to circle back at a later time, if at all."
Izomandakus |
"Let's then check the nearby tower with the descending stair before we move to far. Roaarrrr!" Izomandakus looks back to the previous structure, and if others agree, rushes in before the arcane might fades away.
Seamus Passeri |
As they wander towards the onion-domed buildings Seamus finds himself interested is seeing more. But having had to fight several 'Lamais' he agrees with Izomandakus and Kast, "I think you're both right, we should look elswhere for rings."
Moving the direction Izomandakus had indicated, he ponders, "I bet the head Lamais has one of those rings. Do you think 'the Spared' may know of a back door, or underground passageway so we can avoid all her underlings?"