| Dinenen |
He frowns for a few moments. "I can always remove equipment for tests . . .. Okay, you have all talked me into it. There's an item known as Monk's Robes. I think I would like a set of those that also provide the benefit of the Duke's gloves, if possible. Will that work?"
-----
"As far as giants go, it depends on how big they are. Small giants have their zyphoid at shoulder height. Slighty taller and their gonads are at shoulder height. Much taller and the targets are knees and ankles."
-----
"Yes, we need to prepare for her captor. First aid is good. Getting her home to her mother will be better. Freeing other prisoners is a beautiful goal. I doubt we'll do either without facing her captor."
| Sulvanii |
He says to Dinenen, "Entirely possible." Links please!
On the subject of the centaur he offers, "I could go to my normal form and carry her back to her people. I would take Cleonora with me so I dont get lost."
| Lykàn Delĩss |
"I have heard of a headband used by shifter's with a subtle adjustment.
An ability to have the effect of a deathwatch spell."
Lykàn muses.
"Is it possible for me to wish for such an item?"
Primary Effect Shifter's Headband +4 of Wisdom
Secondary Effect Deathwatch Eyes
| Sulvanii |
"Yes, wish using the following words: Without curse I want a magical item created, a Shifter's Headband with the spell Deathwatch constantly upon it." He punctuates his words.
| Quince Medvyed |
"I think she is paralyzed can anyone cast Remove Paralysis or Remove Curse." Quince looks up at Sulvanii as his words he just said registe. "If you could get her to safety yes that would be good."
| Lykàn Delĩss |
Lykàn does so.
"Without curse I want a magical item created, a Shifter's Headband with the spell Deathwatch constantly upon it." he repeats the words.
| Sulvanii |
With the words said, the specified item is created in his hands and then offers it to Lykan.
| Sulvanii |
"We will see you tomorrow then." He states and turns to his normal large fiery form with horns. Lifting the centaur easily onto his shoulder he offers his other hand to Cleo. Once she holds it they are gone in a flash leaving a wisp of smoke behind.
Of course this is once all the wishes are stated and equipment passed out.
| Lykàn Delĩss |
Lykàn accepts the item in question and puts it on immediately.
His eyes gleams with a slight magical aura that dissipates. He can now observe his companions status as well.
| GM Wolf |
With St. John's wish for a +2 Keen adamantine falcata and Dinenen's wish for a Monk's Robe with Deliquescent Gloves quality upon it as well, granted the items appear in Sulvanii's hands and offers them to the wisher.
You are left in the prison with Jorne, Quince, St. John, Lykan, Dinenen, and the Stone Maiden Jezebel. Unless I am missing someone.
---
The construction of this chamber differs from those seen previously. The ceiling reaches to a height of twenty feet overhead and appears to bear many fractures in the rock. In the center of the chamber, two columns of mortared stone support a ceiling of strange, delicate arches of stone.
As soon as you enter this room, a dreadful summoned guardian appears in a burst of foul-smelling damp mist.
Appearing as a hideous cross between lobster, octopus, and man, the creature speaks telepathically to you, :: I demand to know in
whose name you dare intrude upon the inner sanctum of the Horseman of Death.::
I am going to assume the group follows Jorne, otherwise he is on his own.
---
With Jorne's selection of words it backs up and does not seem to be hostile.
| Jorne Fyrestone Stavian |
Jorne pulls his flaming longsword free of its scabbard and leaves the prison heading down the hallway.
He thinks for a moment making sure to remember the name that was spoken by centaur.
int DC 12: 1d20 + 6 ⇒ (12) + 6 = 18
Then communicating his thought through the telepathic connection, ::Vordakai::
---
If not everybody was right behind him he backs up and tells the group, "Remember that Vordakai hired us and when the guard asks just say his name."
bluff DC 15: 1d20 + 12 ⇒ (9) + 12 = 21
He is sending you a hidden message to play along and say the villian's name when asked.
---
Hoping everyone plays along he would lead the group back through the room to the next room...
| GM Wolf |
You enter into a small chamber that is rough-hewn, as if it were never fully finished. A set of bronze double doors are shut before you and a stone door to the right.
Opening the bronze doors is easy enough though as you hold the doors you see a blaze of blue fire in the next room. The fires extinguish themselves rather easily as if it was a triggered trap.
The next room is paved in patterned tiles of different- colored slate and subdivided by a pair of pillars carved in the likeness of leering fiends. Beyond them, friezes on the walls depict processions of animal-headed creatures marching along a black river’s banks toward dual shrines in opposite corners of the chamber. These each depict a shadowy individual standing in a sinister longboat. Between them stands a bronze double door, its face decorated with a mosaic of a winding river crafted from obsidian tiles.
The southern shrine is a simple stone altar with an unlit oil lamp (empty). The northern shrines each consist of a large piece of quarried quartz upon which has been set an unlit oil lamp (fueled) and a shallow drinking cup stained with some dark residue (identifiable with a DC 15 Heal check as dried blood no more than a week old).
| GM Wolf |
Past the columns you see a set of double doors to the right and left.
This chamber’s walls are composed of burial alcoves. All are empty save for small stone shelf ledges holding assorted bits of pottery.
Three Soul Eaters attack.
The secret door behind the statue can be
found with a DC 20 Perception check. This secret door is
locked with both an excellent mundane lock and an arcane
lock (CL 11th)—it’s a DC 40 Disable Device check to pick the
lock or a DC 38 Strength check to bash down the door.
door/Room forward
W17. Vestibule
The walls of this chamber are covered in
lime plaster and bear a series of frescoes
whose colors are still vibrant. This artwork depicts one-eyed
humanoids rendered in the same sway-backed style.
The frescoes are all in the ancient cyclops style and
show scenes relevant to Vordakai’s life millennia ago. They
provide glimpses into the ancient cyclops culture and would
be of great interest to a historian seeking more information
about ancient Iobaria’s culture.
Then continuing to:
W18. Sacristy
A stone bench sits at shoulder height against the far wall of
this chamber. Upon this bench lie a number of stone vessels
and bronze tools. A man-sized statue of a sway-backed
humanoid, a hand is clamped over its single eye, stands
against the north wall.
This chamber was used to prepare the dead for
interment and houses an assortment of funerary tools
and items, though none are of particular value other than
as antiquities. The secret door behind the statue can be
found with a DC 20 Perception check. This secret door is
locked with both an excellent mundane lock and an arcane
lock (CL 11th)—it’s a DC 40 Disable Device check to pick the
lock or a DC 38 Strength check to bash down the door.
Then to :
W19. Oculus Focus
This chamber is empty. Its walls bear eye-shaped patterns and
carvings, all of which seem to be looking at a point on the east wall where a single carving of a giant, stylized eye looms. The
eye’s pupil is an intricately engraved relief roughly the size of
the palm of a hand.
The eye carving to the east radiates strong conjuration
and divination magic. The eye carving is actually part
of a specialized teleportation circle linked to the
oculus of Abaddon carried by Vordakai. If the oculus of
Abaddon eyepiece is placed in the engraving’s pupil
(or if its current wearer merely touches
the pupil), the entire chamber becomes
a temporary teleportation circle and
transports everyone within into area
W25 instantly.
If the eye carving is destroyed
(hardness 16, hp 120), the oculus of
Abaddon cracks inside of Vordakai’s eye
socket. This sends a searing jolt of pain
through the lich’s mind, inf licting him
with a permanent 20% arcane spell
failure chance and removing the oculus’s
ability to use true seeing and familiar farsight.
In this event, Vordakai immediately mobilizes
and seeks out the PCs after casting his preparatory
spells as detailed in area W27—he uses dimension door
to enter this room and then begins tracking down the
PCs from there.
| Lykàn Delĩss |
He lets Jorne take the lead and follows behind.
With his new equipment, he can feel some changes already.
| Quince Medvyed |
Heal: 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge Religion: 1d20 + 11 ⇒ (19) + 11 = 30
Quince points up at the wall, "The boat of Charon, Death. One of the horsemen of the apocalypse. The lamps were lit to . . . SEAL doors. But does that mean they are sealing the dead on this side of the river Stix or a clue that those lights going out just unleashed something." He sighs and looks a the doors. "If we are going to check these doors lets re-light the other lamp. That might mean we only deal with one at a time."
| Jorne Fyrestone Stavian |
He asks, "But those are the doors we entered from. Shouldn't we take the doors to the right or left?"
| Quince Medvyed |
Quince looks around. "Yes I was just testing you."
| Lykàn Delĩss |
"We're already here. Might as well clear this place."
| Jorne Fyrestone Stavian |
With that he goes to the right door listens and then checks for traps.
He opens the doors and takes the hallway slowly still looking for traps. Down the stairs and he repeats the process. Once it is all clear he looks back and whispers, "You ready!?"
With an affirmative he opens the door and enters the room.
| Lykàn Delĩss |
The red haired elf nods.
| Quince Medvyed |
Quince grips his sword and nods.
| GM Wolf |
| 1 person marked this as a favorite. |
You enter into a rather wide room with columns within the room. It is about 40 feet wide and 50 feet long. There appears to be an alter to your left. A doorway in front of you and a door to the right.
Jorne walks into the room with sword ready. He then moves to the alter to see if there is anything special there. Once your group follows Jorne over to the alter, you see spectral undead come from the columns. Ambush!
The spectral undead, likely wraiths, move towards your group and swing their arms at those in the back of your group.
Surprise Round
vs. St. John
Melee incorporeal touch: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 1d6 ⇒ 4 (negative energy plus 1d6 ⇒ 3 Con drain)
vs. Lykan
Melee incorporeal touch: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 1d6 ⇒ 3 (negative energy plus 1d6 ⇒ 2 Con drain)
| Quince Medvyed |
Quince moves toward the wraith attacking Lykan.
I assume that is more than 5 feet. We talked about buffs a while ago but we also had a conversation with the centaur so it might be that my buffs are down.
I would like to Rage.
Flametongue: 1d20 + 15 ⇒ (6) + 15 = 21
Damage; slashing, fire, & acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (5) + 7 + (6) + (6) = 24
| GM Wolf |
Yes, I am going to assume you are not completely clustered next to each other, leaving at least 5 foot gaps between each of you. So unless you were attacked it will be more than a 5 foot step.
Quince's buffs are still active! He strikes out at the incorporeal undead hurting it with the fire, acid, and his magical sword!
high is good: 1d100 ⇒ 97
Rounds left for Quince's buffs: 2d6 ⇒ (6, 5) = 11
| Quince Medvyed |
Divine Favor is only 1 minute per level so I am sure that ran out.
Archon's Aura
Enlarge Person (+2 STR(+0 to Hit, +1 Damage), -2 DEX, -1 AC)
Weapon of Awe on my Flame Tongue (+2 Sacred Bonus, Shaken on a Critical)Blurred Movement (Blur while moving or Blur all round if I double move)
Any foes in my Archon's Aura will need to make a DC 21 Will Save. If they fail -2 to Attacks, saves and AC.
| Lykàn Delĩss |
Ac has not included the Shifter's Headband +4 which grants me an additional +2 AC to normal and touch.
More magical creatures?
Acrobatics 1d20 + 14 ⇒ (15) + 14 = 29
The red haired elf barely avoid the surprise attack.
He crouches and rolls away from it.
| Jorne Fyrestone Stavian |
Round 1
He quickly pivots moved back and attacks the same one as Quince. On his way there he changes his stance to Valiant Keeper’s Stance, which he states, "Valiant Keeper’s Stance. You do not provoke attacks of opportunity when moving through squares I threaten. Quince attack it now! It would be most beneficial if I was enlarged and given flanking!"
His attack is a strike, Hunting Party Strike: Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
+1 flaming burst Longsword: 1d20 + 13 ⇒ (4) + 13 = 17 damage: 1d8 + 10 + 2d6 + 1d6 ⇒ (6) + 10 + (4, 2) + (3) = 25 fire damage and acid
high hits: 1d100 ⇒ 24
Acid Gloves +1d6 acid
Weapon Augment crystal of fire +1d6 fire
His sword harmlessly slices through the undead.
| GM Wolf |
Round 1
The wraiths seperate, now there are four... they ignore the rocks and target the living creature before them. St. John, Lykan, and Quince all get hit by the icy grip of the wraiths as they suck your life force like a dementor from Harry Potter.
vs. St. John
Melee incorporeal touch: 1d20 + 6 ⇒ (13) + 6 = 19 1d6 ⇒ 4 (negative energy plus 1d6 ⇒ 6 Con drain)
vs. Lykan
Melee incorporeal touch: 1d20 + 6 ⇒ (17) + 6 = 23 1d6 ⇒ 5 (negative energy plus 1d6 ⇒ 2 Con drain)
Vs. Quince
Melee incorporeal touch: 1d20 + 6 ⇒ (20) + 6 = 26 1d6 ⇒ 4 (negative energy plus 1d6 ⇒ 4 Con drain)
Vs. Jorne
Melee incorporeal touch: 1d20 + 6 ⇒ (5) + 6 = 11 1d6 ⇒ 6 (negative energy plus 1d6 ⇒ 4 Con drain)
Crit:
Melee incorporeal touch: 1d20 + 6 ⇒ (7) + 6 = 13 1d6 ⇒ 4
| Quince Medvyed |
Round 1
Knowledge Religion: 1d20 + 11 ⇒ (9) + 11 = 20 [ooc]What do I know?[/occ]
Quince hits Jorne with an enlarge and moves where he can flank.
| GM Wolf |
Quince spell check or AoO. Then are you tumbling to get in flanking position?
An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
Wraiths main weakness is sunlight powerlessness, but channeling is a very good option too.
Oh I was wrong on the 50% miss chance, they just take half the damage of magical spells and magical items, making adjustments now.
Quince hit the wraith but Jorne's blade was deflected from the wraith's body. Quince gets an AoO on the same one he already hit by the warder's strike. It st
| GM Wolf |
Quince spell check or AoO. Then are you tumbling to get in flanking position?
An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
Wraiths main weakness is sunlight powerlessness, but channeling is a very good option too.
Oh I was wrong on the 50% miss chance, they just take half the damage of magical spells and magical items, making adjustments now.
Quince hit the wraith but Jorne's blade was deflected from the wraith's body. Quince does not get an AoO on the same one he already hit because the warder missed his strike. Quince only did 12 damage.
Will saves vs Archon's Aura: 4d20 ⇒ (14, 20, 18, 6) = 58 closest to Quince first...
Two save the other two get a 50% chance of it not affecting them. high the spell works: 2d100 ⇒ (55, 23) = 78
Only one of them are affected.
| Quince Medvyed |
Sorry I was terribly confused. I missed a few crucial words (adjacent) on my initial reading that effected where I thought I was.
When Jorne leaves him an opening. Quince lays in with his sword hoping to strike the creature.
AOO: 1d20 + 13 ⇒ (1) + 13 = 14
He moves with the miss taking a short 5 foot step behind Jorne. Hitting him with a spell that makes Jorne grow large. This is the same action as mentioned before but going to use the 5 foot step to cast without taking an AOO. I will move into position on my next turn.
"They are incorporeal. Not solid. If you want to hit them you need magic. If that magic doesn't harm them its possible that they shrug off the effects."
Quince still behind Jorne, "We will see about the flank. If you want to wait till after I move." He looks to start timing his movement looking for the next opportunity. Flavor text for "waiting for my turn."
| GM Wolf |
1d20 + 7 ⇒ (10) + 7 = 17 Jorne
1d20 + 6 ⇒ (11) + 6 = 17 Quince
1d20 + 3 ⇒ (2) + 3 = 5 St. John
1d20 + 5 ⇒ (6) + 5 = 11 Lykan
1d20 + 4 ⇒ (15) + 4 = 19 Dinenen
1d20 + 4 ⇒ (3) + 4 = 7 Jezebel
1d20 + 7 ⇒ (17) + 7 = 24 wraiths
24 wraiths
19 Dinenen
17 Jorne
17 Quince
11 Lykan
7 Jezebel
Round 1
The wraiths seperate and assault the group draining constitution as they touch their prey. Dinenen attacks while trying to protect himself. Jorne slices and misses his target. Quince hits the same target
Round 2
The wraiths continue their barrage against their targets.
Quince moves behind Jorne protected by the warder's darting blade. Enlarging him and moving back another 5 feet as a bonus movement due to the spell.
St. John
Melee incorporeal touch: 1d20 + 6 ⇒ (1) + 6 = 7
Negative damage: 1d6 ⇒ 5 plus
Con drain: 1d6 ⇒ 5
vs. Dinenen
Melee incorporeal touch: 1d20 + 6 ⇒ (5) + 6 = 11
Negative damage: 1d6 ⇒ 6 plus
Con drain: 1d6 ⇒ 6
Vs. Jorne by 2
Melee incorporeal touch: 1d20 + 6 ⇒ (19) + 6 = 25
Negative damage: 1d6 ⇒ 2 plus
Con drain: 1d6 ⇒ 5
Melee incorporeal touch: 1d20 + 6 ⇒ (15) + 6 = 21
Negative damage: 1d6 ⇒ 5 plus
Con drain: 1d6 ⇒ 1
crit: 1d20 + 6 ⇒ (19) + 6 = 25
Negative damage: 1d6 ⇒ 1
| GM Wolf |
Round 2
Ooops I knew I missed something, with the con drain you get a fort save. My bad you all suceed for Round 1, roll for your saves with your actions. DC 17 Fortitude.
St. John and Jorne get AoO on the one targeting St. John as it critically fails its attack.
The wraith attacking Dinenen misses the monk. As opposed to the ones attacking Jorne. He gets hit twice, 2 fort saves Jorne.
| Jorne Fyrestone Stavian |
Round 2
He keeps his stance to Valiant Keeper’s Stance, in case anyone wanted to get closer into a flanking position.
As he is defending himself he drops his longsword which others could claim it and he says as much, "If you need a magical weapon take my sword. My halberd shall work to defend me now." He pulls out his halberd which the head was poking out of his haversack. He prepares to defend himself and others and channels instead of attacking.
positive channel to harm undead: 3d6 ⇒ (2, 3, 4) = 9
30-foot radius centered on the cleric. Will DC 19. 11/day
Using a free action to transfer the +2 on my halberd to AC using the defending ability.
AC 34, Touch 21, also they can't hurt him really. Negative Energy Resistance of 10 and only fail on the save with a 1.
Fort saves: 2d20 ⇒ (6, 18) = 24
+1 flaming burst Longsword, AoO: 1d20 + 13 ⇒ (16) + 13 = 29
damage: 1d10 + 10 + 1 + 2d6 + 1d6 ⇒ (2) + 10 + 1 + (5, 3) + (5) = 26 fire damage and acid
Acid Gloves +1d6 acid
Weapon Augment crystal of fire +1d6 fire
"Also the dagger with the black handle would do rather well against these undead. Help yourself! Though it might just be best to back up behind me and see if they will all attack me. Their attacks are hitting but not hurting, I must be resistant to their damage." He offers as a suggestion too.
Wraith Will saves DC 11: 4d20 ⇒ (11, 3, 3, 10) = 27
---Round 3---
Unless something drastic changes he would defend and channel again.
positive channel to harm undead: 3d6 ⇒ (1, 4, 1) = 6
30-foot radius centered on the cleric. Will DC 19. 10 of 11/day.
Wraith Will saves DC 11: 4d20 ⇒ (16, 5, 7, 17) = 45
| St. John Smythe |
St. John is surprised by the creatues but manganges to shrug off the worst of their effects. He then returns their attacks with his own.
Round 1
+2 Keen Adamantine Falcata TWF 1st Attack PA: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29 Damage: 1d8 + 11 + 4 ⇒ (7) + 11 + 4 = 22
+1 Buckler TWF 1st Attack PA: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30 Damage: 1d3 + 5 + 2 ⇒ (3) + 5 + 2 = 10
+2 Keen Adamantine Falcata 2nd Attack PA: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 Damage: 1d8 + 11 + 4 ⇒ (4) + 11 + 4 = 19
Round 2
+2 Keen Adamantine Falcata TWF AoO Attack PA: 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 15 Damage: 1d8 + 11 + 4 ⇒ (7) + 11 + 4 = 22
+2 Keen Adamantine Falcata TWF 1st Attack PA: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24 Damage: 1d8 + 11 + 4 ⇒ (5) + 11 + 4 = 20
+1 Buckler TWF 1st Attack PA: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15 Damage: 1d3 + 5 + 2 ⇒ (2) + 5 + 2 = 9
+2 Keen Adamantine Falcata TWF 2nd Attack PA: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 Damage: 1d8 + 11 + 4 ⇒ (1) + 11 + 4 = 16
Round 3
+2 Falcata TWF 1st Attack PA: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 Damage: 1d8 + 11 + 4 ⇒ (3) + 11 + 4 = 18
+1 Buckler TWF 1st Attack PA: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24 Damage: 1d3 + 5 + 2 ⇒ (3) + 5 + 2 = 10
+2 Keen Adamantine Falcata TWF 2nd Attack PA: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10 Damage: 1d8 + 11 + 4 ⇒ (6) + 11 + 4 = 21
Round 1 Crit Confirms
+2 Keen Adamantine Falcata TWF 1st Attack PA: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28 Damage: 2d8 + 22 + 8 ⇒ (4, 5) + 22 + 8 = 39
+1 Buckler TWF 1st Attack PA: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18 Damage: 2d3 + 10 + 4 ⇒ (2, 1) + 10 + 4 = 17
SOrry for the delay. If somehow he destroys one he will move to the white one..
| Quince Medvyed |
Round 2 Quince moves behind Jorne protected by the warder's darting blade. Enlarging him and moving back another 5 feet as a bonus movement due to the spell.
I thought I did all that in Round 1. Jorne said he would be better if he was enlarged. You said I was adjacent with him. He created an opening for me to attack via an AOO. So I did the Aoo. 5 foot stepped behind him and cast enlarge. Now that its round 2 I was going to move to give Jorne flank which I said I would try to give him if he wanted or needed to delay until after I moved. Am I missing something.
| Quince Medvyed |
Round 2
Quince steps out from behind Jorne and uses his weapon work as cover before tumbling into a flank position opposite him.
Flametongue: 1d20 + 13 ⇒ (16) + 13 = 29
Damage; slashing, acid, & fire: 1d8 + 7 + 1d6 + 1d6 ⇒ (6) + 7 + (2) + (5) = 20
| Quince Medvyed |
Round 3
Now opposite Jorne Quince lays into the incorporeal creature.
Flametongue 1: 1d20 + 15 ⇒ (8) + 15 = 23
Flametongue 2: 1d20 + 10 ⇒ (3) + 10 = 13 probably a miss
Damage 1; Slashing, Fire, & Acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (2) + 7 + (4) + (3) = 16
Damage 2; Slashing, Fire, & Acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (3) + 7 + (5) + (4) = 19
| GM Wolf |
Round 2
Quince moves up and swings at the one attacking Dinenen. Then tumbles into a flaking position with Jorne. St. John cuts into the undead with his falcata making the one who has been attacking him dissipate. Jezebel moves to the fallen sword and picks it up.
Round 3
Quince hits with his first strike and misses the second. St. John slices into the next wraith missing several attacks but still damaging it. Jorne unleashes another wave of positive energy which his body is glowing lightly green now. The next wraith closest to St. John also dissipates from the barrage of attacks but not before it gets to strike, they miss Jorne but the one attacking Dinenen gets him! She moves in for a strike!
vs. Dinenen
Melee incorporeal touch: 1d20 + 6 ⇒ (17) + 6 = 23
Negative damage: 1d6 ⇒ 5 plus
Con drain: 1d6 ⇒ 1
Vs. Jorne by 2
Melee incorporeal touch: 1d20 + 6 ⇒ (13) + 6 = 19
Negative damage: 1d6 ⇒ 3 plus
Con drain: 1d6 ⇒ 5
Melee incorporeal touch: 1d20 + 6 ⇒ (6) + 6 = 12
Negative damage: 1d6 ⇒ 4 plus
Con drain: 1d6 ⇒ 5
vs. Dinenen
Melee incorporeal touch: 1d20 + 6 ⇒ (14) + 6 = 20
Negative damage: 1d6 ⇒ 5 plus
Con drain: 1d6 ⇒ 5
Vs. Jorne by 2
Melee incorporeal touch: 1d20 + 6 ⇒ (4) + 6 = 10
Negative damage: 1d6 ⇒ 6 plus
Con drain: 1d6 ⇒ 3
Melee incorporeal touch: 1d20 + 6 ⇒ (10) + 6 = 16
Negative damage: 1d6 ⇒ 1 plus
Con drain: 1d6 ⇒ 1
Dinenen is likely safe from the strike this round as is Jorne. Jezebel vanquishes the wraith before her and hits the other one with her second strike. Jorne, St. John, and Quince finish off the last wraith.
End of combat.
| Jezebel the Stone Maiden |
Round 3
+1 Flaming burst longsword: 1d20 + 17 ⇒ (8) + 17 = 25
damage: 1d8 + 8 + 2d6 ⇒ (6) + 8 + (5, 4) = 23
+1 Flaming burst longsword: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d8 + 8 + 2d6 ⇒ (8) + 8 + (1, 1) = 18
Round 4
+1 Flaming burst longsword: 1d20 + 17 ⇒ (10) + 17 = 27
damage: 1d8 + 8 + 2d6 ⇒ (1) + 8 + (4, 5) = 18
+1 Flaming burst longsword: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 1d8 + 8 + 2d6 ⇒ (8) + 8 + (3, 4) = 23
| Jorne Fyrestone Stavian |
Round 4
He changes his stance to Stance of Aggression, opening himself to attacks but is able to deal more damage.
As he is defending himself he drops his longsword which others could claim it and he says as much, "If you need a magical weapon take my sword. My halberd shall work to defend me now." He pulls out his halberd which the head was poking out of his haversack. He prepares to defend himself and others and channels instead of attacking.
Using a free action to transfer the +2 on my halberd to attack using the defending ability.
+2 Cold Iron Halberd of defending: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
damage: 2d6 + 12 + 3d6 ⇒ (5, 3) + 12 + (1, 5, 6) = 32 electricity damage (/x3)
AC 30, Touch 17.
---
The glow sticks around for about a minute and then slowly fades, "Well that was something. How is everyone doing, I am fine. In case of more of these I will go investigate on my own and bring back intel."
He comes back from the open hallway and says, "It is all clear but you are going to want to see this."
| GM Wolf |
This chamber’s walls are composed of burial alcoves. All are empty save for small stone shelf ledges holding assorted bits of pottery.
lock or a DC 38 Strength check to bash down the door.
Door/Room forward - W17. Vestibule
The walls of this chamber are covered in lime plaster and bear a series of frescoes whose colors are still vibrant. This artwork depicts one-eyed
humanoids rendered in the same sway-backed style. The frescoes are all in the ancient cyclops style and show scenes relevant to a millennia ago. They provide glimpses into the ancient cyclops culture and would be of great interest to a historian seeking more information about ancient Iobaria’s culture.
Then continuing to:
W18. Sacristy
A stone bench sits at shoulder height against the far wall of this chamber. Upon this bench lie a number of stone vessels and bronze tools. A man-sized statue of a sway-backed humanoid, a hand is clamped over its single eye, stands against the north wall.
This chamber was used to prepare the dead for interment and houses an assortment of funerary tools and items, though none are of particular value other than as antiquities. The secret door behind the statue can be found with a DC 20 Perception check. This secret door is locked with both an excellent mundane lock and an arcane lock (CL 11th)—it’s a DC 40 Disable Device check to pick the lock or a DC 38 Strength check to bash down the door.
Then to :
W19. Oculus Focus
This chamber is empty. Its walls bear eye-shaped patterns and carvings, all of which seem to be looking at a point on the east wall where a single carving of a giant, stylized eye looms. The eye’s pupil is an intricately engraved relief roughly the size of the palm of a hand.
Abaddon eyepiece is placed in the engraving’s pupil
(or if its current wearer merely touches
the pupil), the entire chamber becomes
a temporary teleportation circle and
transports everyone within into area
W25 instantly.
If the eye carving is destroyed
(hardness 16, hp 120), the oculus of
Abaddon cracks inside of Vordakai’s eye
socket. This sends a searing jolt of pain
through the lich’s mind, inf licting him
with a permanent 20% arcane spell
failure chance and removing the oculus’s
ability to use true seeing and familiar farsight.
In this event, Vordakai immediately mobilizes
and seeks out the PCs after casting his preparatory
spells as detailed in area W27—he uses dimension door
to enter this room and then begins tracking down the
PCs from there.
| Lykàn Delĩss |
Perception 1d20 + 14 ⇒ (3) + 14 = 17 what!!!
Peering into the room, the elf doesn't spot anything unusual.
"This looks far more like a tomb then anything else."
| Quince Medvyed |
perception: 1d20 + 14 ⇒ (5) + 14 = 19 *Facepalm
Quince looks at the walls with interest. "A real look at history."