Hosser Cready |
WAAAAIT, I forgot that I have a trait that 1/day I can reroll 1s on a spell or a class ability that heals hit point damage. Obviously I should use that if I got two 1's.
Channel Pos Energy reroll: 2d6 ⇒ (4, 1) = 5+4 =9 not 6 pts.
C'mon, dice roller, give ol' Hosser a six.
Hskoro Tailfeather |
Between the two channel healings, Hskoro is at -7 damage.
"Thanks for the healing. I should be fine for a little bit longer. Save any future healing for later."
GM Badblood |
Iyasset sniffs imperiously at Rhu's question. "I don't believe oreads are much harder to kill than any other humanoid creature. She is composed of the same weak flesh as your kind. On the other hand, Qiarah has long been dabbling in magic and perhaps that has changed her. I do not know."
The party spends some time healing themselves and Hskoro waves of any further healing despite still experiencing some painful bruising from his time in the Weightless Maelstrom.
The narrow trench quickly turns into a narrow tunnel. Light can be seen coming from the end of the tunnel, where it appears the tunnel will open up into a larger chamber.
Therin Baldaros |
Well, I am confident I can deal with her...I can summon fire or a phantasmal blade...she can't be resistant to both...let's go! Therin says confidently.
A quick prayer before we go.. the priest says, casting a brief spell to aid the party.
bless
Hskoro Tailfeather |
Shield at ready, Hskoro moves down the narrow tunnel into the larger chamber.
Hosser Cready |
Between the two channel healings, Hskoro is at -7 damage.
"Thanks for the healing. I should be fine for a little bit longer. Save any future healing for later."
There was only one channel, I just had an ability to reroll 1s. Only 9 pts was restored. Though, shoot we got two clerics, might as well channel again
"C'mon now, Immonhiel, really give us your blessin' now."
Channel positive energy: 3d6 ⇒ (2, 4, 6) = 12
Now I think everyone should be back to full
Hosser will have his shield up, but not his hand axe.
GM Badblood |
The party heals their wounds and girds themselves for battle. Therin blesses the party before they continue down the chamber. The red clay tunnel ends at a circular chamber carved into the rock. The room is about 45 feet in diameter and the ceiling is an airy 40 feet high.
Eight statues ring the chamber, each sheathed in an element that clings to the figurines like an aura—constantly burning fire, a swirling cloud of fog, slate-colored stone, or a pocket of water held in place by an invisible force. Triangles etched into the floor connect matching pairs of statues. At the center of the room stands a large wooden desk with several jars on top. Some jars contain nothing more than a bit of dirt or rock, while others are grislier, containing blood or, in one case, a disembodied eye.
Past the circular chamber and up some stairs is the sorceress Qiarah. She is an oread with skin the same color as the red clay walls, although her right arm seems to be made of stone that does not match her skin color. She is flanked by two small flying creatures that seem to be composed of some kind of glistening white substance. She appears aware that the party was coming and is standing defiantly with her feet apart.
"That's far enough. You are trespassing. I will need you to leave my home now and not return."
Iyasset, who is hovering near the ceiling says to the party, "The Sandflow Source is not her property. Get rid of her by any means necessary."
Therin Baldaros |
kn religion: 1d20 + 7 ⇒ (5) + 7 = 12
perception: 1d20 + 5 ⇒ (18) + 5 = 23
The statues... very subtle differences...odd... therin mentions to the others quietly.
Well, that's not likely to happen, now. Why don't you just leave and call it a day, yeah? Therin says, trying to end this somewhat peacefully
diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9
lol...nope...i guess that's initiative, guys...
GM Badblood |
Diplomacy is an option, but not with rolls like that...Everyone can else can make a try though.
Qiarah just sneers at Therin's comment. It is clear that she is not moved or intimidated by the cleric.
Hskoro Tailfeather |
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Looking at the oread, he hisses. "Just surrender now and avoid the pain that will be inflicted upon you."
Intimidate: 1d20 + 7 ⇒ (2) + 7 = 9
Kroone |
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
My colleagues and I would mean you no harm. We were guided here by the elements to clean this place, and the same elements tell us this isn't your property. - says the clueless Nagaji - My name is Kroone, and I am a Paladin of Irori. I assume you are Qiarah?
Diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10 Meh!
As nice as the reptilian tries to be, he isn't really much more successful than his companions...
Hosser Cready |
"Listen here missy, I ain't a big fancy talking elemental. I don't know my Aquan from my Auran. But according to our guide here, y'all here trespassin' on his people's holy ground. Now, live and let live, is usually how I wanna spend my days, but I suppose y'all could see how that might upset him just a twinge, right? Now why don't we make it all easy for one another and have you mosey on out of here?
Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
Well, dang, that's probably initiative
GM Badblood |
The rocks around Qiarah begin to stir as arcane energy begins to fill the chamber. She pulls back the sleeve of her robe containing the stone arm and points it at the party.
"I have warned you that you need to leave and you have refused. Now I will have to punish you for your transgression!"
With no one willing to back down and negotiations at an impasse, combat becomes the only resolution to this conflict.
Hskoro: 1d20 + 2 ⇒ (7) + 2 = 9
Rhu: 1d20 + 3 ⇒ (18) + 3 = 21
Hosser: 1d20 - 1 ⇒ (15) - 1 = 14
Therin: 1d20 + 1 ⇒ (2) + 1 = 3
Qiarah: 1d20 + 5 ⇒ (4) + 5 = 9
Blue Devil: 1d20 + 6 ⇒ (18) + 6 = 24
Gray Devil: 1d20 + 6 ⇒ (2) + 6 = 8
Round 1 - bless
Blue Devil - casting spell - 10 ft high
Rhu
Hosser
Qiarah
Hskoro
Gray Devil - 10 ft. high
Kroone
Therin
One of the flying creatures made from the shiny white substance (with a slight tint of blue) begins to dance and cavort in the air. It appears to be casting some kind of natural spell like ability.
Rhu and Hosser are up
Rhu Entekh |
His face blank, Rhu draws and looses two arrows at the casting flyer.
Flurry DA cold iron magic arrow, incl. bless: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Flurry DA cold iron magic arrow, incl. bless: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Arrow damage, DA, cold iron, magic: 1d8 + 5 ⇒ (8) + 5 = 13
Hosser Cready |
Spellcraft, DC 26: 1d20 + 6 ⇒ (15) + 6 = 21
"That can't be good,"" Hosser says as he casts spiritual weapon. A handaxe appears next to the casting devil.
Spiritual Weapon vs Blue, Bless: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
dmg: 1d8 + 1 ⇒ (2) + 1 = 3
GM Badblood |
Concentration: 1d20 + 8 ⇒ (16) + 8 = 24
Rhu's first arrow strikes the creature but it manages to maintain it's concentration on its spell. Hooser's magic axe slides off the creature's rock hard skin.
Qiarah blasts the party with a blast of sparkling white sand with stings their eyes and coats their clothing in the sparkling substance. Then she turns and begins to climb up the wall like an insect.
Everyone needs to make a DC 15 Will save vs glitter dust.
Failure causes blindess. Also, if you fail the first save, you continue getting a save at the END of your turn untill you pass.
Round 1 - bless
Blue Devil -7 casting spell - 10 ft high
Rhu -glitter
Hosser -glitter
Qiarah -15 ft high
Hskoro -glitter
Gray Devil - 10 ft. high
Kroone -glitter
Therin -glitter
Rhu Entekh |
DC 16 Will save: 1d20 + 6 ⇒ (18) + 6 = 24
The monk is able to keep his eyes clear.
A good thing; PF doesn't really have a way to play one of the Blind Zen Archers of Pendrang.
Hskoro Tailfeather |
Will Save DC15: 1d20 + 1 ⇒ (12) + 1 = 13
The glitter gets into his eyes and blinds him. He hisses in frustration as he tries to rub the glitter out of his eyes.
Will Save DC15: 1d20 + 1 ⇒ (7) + 1 = 8
GM Badblood |
Does Hskoro want to do anything with his turn? Even blinded, he can still drink potions, take full defense, etc. He can also try to stumble forward if he'd like. There's an Acrobatics check to move faster than half movement speed, but you can still get a little closer to the action at least.
Hskoro Tailfeather |
Being blinded, Hskoro raises his shield and goes in full defense mode.
GM Badblood |
The other flying creature moves forward, gaining altitude as it gets nearer to the party. Then it points one of its fingers towards the assembled party and a sprays of sparkling, stinging dust on the party. The dust is similar to the spell that Qiarah just cast, stinging the eyes of everyone except for Hskoro, who is already blinded.
Yep, another glitterdust. Everyone except for Hskoro will need to make another DC 14 Will Save or be blinded.
Fly to Hover, Blue: 1d20 + 10 ⇒ (12) + 10 = 22
Round 1 - bless
Blue Devil -7 casting spell - 10 ft high
Rhu -glitter
Hosser -glitter
Qiarah -15 ft high
Hskoro -glitter, blinded
Gray Devil - 20 ft. high
Kroone -glitter
Therin -glitter
GM Badblood |
Remember, glitterdust is a spell that grants a save every round, so you do get another save at the END of your turn.
[]Round 1 - bless[/i]
Blue Devil -7 casting spell - 10 ft high
Rhu -glitter
Hosser -glitter
Qiarah -15 ft high
Hskoro -glitter, blinded, full defense
Gray Devil - 20 ft. high
Kroone -glitter
Therin -glitter, -blinded, full defense
Kroone |
Will: 1d20 + 7 ⇒ (14) + 7 = 21
Feeling even more radiant than before, the paladin moves towards the north side of the room while pulling his bow, and then shoots at the furthest flying enemy.
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 vs. Blue Devil
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
He then declares Qiarah as his personal trial for the day.
+1 to hit, AC, saves and damage vs. her.
GM Badblood |
Therin and Hskoro maintain a defensive posture as they attempt to recover their eyesight. Kroone steps forward and fires at the closest flying creature. The arrow flies true and strikes the little monster in the wing, but rather then penetrating the shaft breaks apart and falls to the ground.
Damage resistance!
Summon: 1d100 ⇒ 22
The blueish white devil finishes its chanting. A runic symbol appears in the air about thirty feet away from the creature and out of it emerges another little monster, but this one has a pinkish tint to the white mineral that makes up its flesh. Then the creature flies forward and releases another blast of stinging, sparkling dust on the party. It is also noticeable that the wound delivered by Rhu is beginning to stitch itself back together.
Once again, anyone not already blinded needs to make a DC 14 Will Save vs. glitterdust. Not trying to be boring but this is their main ranged attack they have.
With the party freshly coated, the pink tinted imp flies towards the assembled adventurers, dropping into melee reach as it lands among the groups. With a mad cackle the area around the creature starts to become extremely dry and hot. It is like the creature is draining all the moisture out of the area.
Pinky does provoke an AoO from Hosser to get into its position.
Untyped Damage, DC 14 Fortitude Save for half damage: 2d8 ⇒ (4, 8) = 12
Plants and aquatic creatures get a -2 to their save against this ability. Its a 20 ft. burst, so it affects every party member and any familiars out there.
Round 2 - bless
Blue Devil -5 casting spell - 10 ft high
Pink Devil - 5 ft. high
Rhu -glitter, blinded
Hosser -glitter
Qiarah -15 ft high
Hskoro -glitter, blinded, full defense
Gray Devil - 20 ft. high
Kroone -glitter
Therin -glitter, -blinded, full defense
Rhu Entekh |
DC 14 Fort save: 1d20 + 5 ⇒ (7) + 5 = 12
The monk is not doing well with heat, and tries unsuccessfully to clear his eyes.
DC 14 Will save: 1d20 + 6 ⇒ (3) + 6 = 9
GM Badblood |
Ow...Rhu is having bad luck on saves in this scenario. Even though he is blinded, he can still act. Since pinky is adjacent to him when it used its dehydrate ability Rhu would at least know the square that its in.
Rhu Entekh |
Rhu lashes out with a fist at the tittering creature.
Miss chance, 1=hit: 1d2 ⇒ 1
Punch, including bless: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Damage, if applicable: 1d6 + 2 ⇒ (5) + 2 = 7
Hosser Cready |
I really want to do an AoO but I needed a hand free to cast spells
Will Save vs Glitter: 1d20 + 9 ⇒ (7) + 9 = 16
Spiritual Weapon, Bless vs Blue: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Dmg: 1d8 + 1 ⇒ (1) + 1 = 2
Hosser steps back, draws his hand axe and casts divine favor
GM Badblood |
The imp deflects Rhu's blind punch, knocking his fist to the side. Hosser calls upon Immonhiel's favor as he draws his axe. His summoned axe continues swinging at the blue devil, but the agile little creature dodges out of the way.
Qiarah climbs almost all the way up to the ceiling and from that point she casts a spell. A translucent amber colored fist comes into existence and remains floating by her shoulder.
1d4 ⇒ 4
Round 2 - bless
Blue Devil - 10 ft high, -5
Pink Devil - 5 ft. high
Rhu -glitter, blinded
Hosser -glitter
Qiarah -35 ft high, -4
Hskoro -glitter, blinded, full defense
Gray Devil - 20 ft. high
Kroone -glitter
Therin -glitter, -blinded, full defense
Hskoro Tailfeather |
Hskoro continues to be on full defensive stance while rubbing his eyes to clear them.
Will Save: 1d20 + 1 ⇒ (9) + 1 = 10
Kroone |
Kroone drops his longbow and attacks the enemy by him with his greatsword.
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d6 + 5 ⇒ (6, 1) + 5 = 12
Confirm?: 1d20 + 6 ⇒ (19) + 6 = 25
Extra: 2d6 + 5 ⇒ (5, 6) + 5 = 16
GM Badblood |
There is still a Fort save that needs to be made by everyone against the pink devil's dehydration ability. Rhu was the only one to roll, so I'm going to roll everyone else's.
Hosser Fort: 1d20 + 6 ⇒ (19) + 6 = 25
Hskoro Fort: 1d20 + 7 ⇒ (13) + 7 = 20
Kroone Fort: 1d20 + 7 ⇒ (16) + 7 = 23
Therin Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Fly: 1d20 + 10 ⇒ (10) + 10 = 20
The gray devil continues to hover in place and begins casting a spell.
Kroone drops his bow and draws his sword. With one great overhead strike he shatters the summoned outsider, which disappears in a cloud of white powder.
Round 2 - bless
Blue Devil - 10 ft high, -5
Rhu -glitter, blinded, -12
Hosser -glitter, -6
Qiarah -35 ft high, -4
Hskoro -glitter, blinded, full defense, -6
Gray Devil - 20 ft. high, casting spell
Kroone -glitter, -6
Therin -glitter, -blinded, full defense, -6
GM Badblood |
Therin stumbles forwards when suddenly his vision begins to come back. The blue tinted creature flies forward over the table and descends to find itself amongst the Pathfinders. There is a loud pop as all the moisture is once again sucked out of the air and out of all the living creatures who are nearby.
Dehydration attack; DC 14 Fort Save for half damage: 2d8 ⇒ (5, 3) = 8
Everyone needs to make a Fort save to determine if they take the full damage.
Round 3 - bless
Blue Devil - 10 ft high, -3
Rhu -glitter, blinded, -12
Hosser -glitter, -6
Qiarah -35 ft high, -4
Hskoro -glitter, blinded, full defense, -6
Gray Devil - 20 ft. high, casting spell
Kroone -glitter, -6
Therin -glitter, -6
Rhu Entekh |
DC 14 Fort save: 1d20 + 6 ⇒ (12) + 6 = 18
DC 14 Will save to unblind: 1d20 + 6 ⇒ (19) + 6 = 25
Rhu resists the worst of the dehydration and steps back towards the wall, again trying to clear his eyes.
I'm presuming that with the Duke 10' up I can't try to attack it.
This time, his vision clears.