
Quince Medvyed |

welp that didn't last long with that kind of pathetic dice rolls.
79 damage. Yep One Dead Elf.
That sucks I thought you were at 46.

Jorne Fyrestone Stavian |

Round 2 - change of actions
As he can't hit through the flames he instead channels. His skin begins to glow green, and then brighter before a burst of energy explodes out of him hitting all living targets for 3d6 ⇒ (6, 4, 5) = 15 healing.
Round 3
He begins to say as he moves over to Lykan, "Okay we have a few rounds or more if Quince keeps concentrating on the wall of fire. Let's check on Lykan he doesn't look so good. Well the good news is he is still alive, the bad news is he is paralyzed. Let me see if I have any scrolls to help with that, Quince you got anything prepared? What else do we know about liches to prepare ourselves?"
perception: 1d20 + 16 ⇒ (7) + 16 = 23
heal: 1d20 ⇒ 17
He relays to the group, "No I don't have any scrolls or potions, let alone that would help. I have a few wands, one shield, another mage armor, and the last is enlarge person."
Round 4
He switches out the true death crystal from his bow with the lightning crystal from his halberd.

GM Wolf |

Round 1
Dinenen gets one solid hit into the skeleton.
Round 2 - change of actions
26 Quince*
24 Vordikai*
17 Dinenen*
10 skeleton*
9 Jorne
6 Lykan
All of the attacks of the mega raptors are negated, as they are caught within the flame wall, then retreat. They move through the flaming wall... 2d6 + 7 ⇒ (6, 1) + 7 = 14 x2, Already took 32 damage. So 60 damage to all the undead...
Vordiakai channels as well, though you might only hear it. 1 of 8/day: 4d6 ⇒ (6, 1, 4, 2) = 13
New Init:
26 Quince
17 Dinenen
10 skeleton
9 Jorne
6 Lykan
5 Vordikai
Lykan seems dead.

Quince Medvyed |

Round 3
Quince pulls forth a second wand and moves toward Lykan. Speaking a command word and praying as he moves. He touches the elf and waves of healing wash over him. He speaks in celestial. "I hope it is enough and in time."
Cure Critical Wounds: 4d8 + 7 ⇒ (3, 6, 1, 8) + 7 = 25

Quince Medvyed |

Round 4
I assume this time will need to be tracked. 3/7 Rounds on Wall of Fire.
Quince still speaking in Celestial, "I can use a lessor form of the 'Restoration Spell' that might help." He begins another prayer in the hopes of ending the paralysis.

Jorne Fyrestone Stavian |

Round 4
He asks as he prepares himself for the coming battle, "I don't know, you are the healer of the group, what do you think?!"

Quince Medvyed |

Heal: 1d20 + 5 ⇒ (17) + 5 = 22

Jorne Fyrestone Stavian |

Round 5 to 10
With Quinces words that he can't do anything for the elf, he picks him and up and quickly leaves the room heading back they way they came. Once in a room where a door can be closed he lays Lykan down, pulls out his bedroll and tries to make him as comfortable as possible, "I am sorry this happened to you Lykan. I hope that the gods bless and fix you."

GM Wolf |

Quince what was the CL on that wand of fire wall?
Jorne has plenty of time to collect Lykan and move well away from battle before the fire wall drops. What do the rest of you do?
As you check on Lykan you can hear the whooshing of magic in the next room besides the inferno nearest you.
4 channels used, 4 to go: 12d6 ⇒ (1, 3, 2, 5, 1, 6, 4, 6, 5, 1, 5, 2) = 41
---
Once the wall drops you can hear the loud thunderous steps of the megaraptors.

Quince Medvyed |

7
So that is 5 rounds to prep?

Lykàn Delĩss |

A finger on the elf's hand twitches or maybe that was a muscle spasm.

Quince Medvyed |

Round 5
Quince continues his prayer as he does he grows in size. "I think you rely on your quickness this one might not help you."
Enlarge Person on Quince.
Round 6
Quinces form shifts and then clarifies as he prays.
Blurred Movement I wish I could share this one.
Round 7
Quince continues his litany of prayers.
Divine Favor this one too.
Round 8 & 9
Looking to Dinenen in ernest, "We don't have long, I can bless your sword with more power." He looks away and then back at Dinenen with a smirk and pulls a spiraling animal horn from his haversack and offers it to Dinenen. "Don't use this if anyone you want safe is in front of it and only once unless the risk is great. Before you blow, speak 'Nuema'. When the wall goes down before any charge before you."
Cast Weapon of Awe and Sun Metal on Dinenen I assume his sword unless he wants another.
Gives Dinenen his Horn of Blasting.
Round 10
As Jorne and Jezebel return Quince readies his bow with an arrow. "The lich is a powerful spellcaster, I would see him silenced, this means those who stand toe to toe with him will not be heard or able to hear." He looks to the others if they concur.
Casting Silence on one of my Arrows if everyone agrees. And taking aim into where I think the space the Lich went is. Otherwise I will cast bless.
Enlarge Person 6 Minutes (+2 Str, -2 Dex, -1 Attack & AC)
Blurred Movement 6 Minutes (20% miss chance if I move 10 feet)
Divine Favor 7/10 Rounds Remain (+2 Luck Bonus)
Weapon of Awe 6 Minutes (Dinenen +2 Sacred Bonus, target "Shaken" on Crit)
Sun Metal 9/10 Rounds Remain (Dinenen Weapon deals additional 1d4 Fire)
Silence 6/6 Rounds Remain (20ft Radius of Silence on the Arrow)

Jorne Fyrestone Stavian |

"Yes silencing him would be best! Lykan is still paralyzed. Let's get this show on the road again!" He waits for the fire wall to fall before him. He also adds, "Stay behind me and disengage if you are attacked too much but try to give me one round of flanking!"
Round 11
The fire wall drops and he moves forward finding the two megaraptors looking at him. He swings and goes for a cleave as they both bite at him. Defending Ability working, aggressive stance: AC does not change.
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (18) + 15 - 2 - 2 = 29 7+6
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 ⇒ (4) + 12 - 2 + (6) + (6) + (2) + 6 = 34defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (20) + 15 - 2 - 2 = 31 7+6
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 ⇒ (9) + 12 - 2 + (3) + (5) + (1) + 6 = 34defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
Does he gain any benefits from Quince's spells?
Fort Save DC 21, I just need a 4 or better!: 2d20 ⇒ (9, 13) = 22
He is repulsed by the tongues but luckily they don't paralyze him! Whereas he smashes into the rib cages of both raptors.

GM Wolf |

Round 11, comes and the wall of fire drops. Basically every one has the same init as we were all waiting for the wall to drop. Post your actons!
Two of the Megaraptors move into the space where the fire was, one stays on the stairs. Now near Jorne they bite at him and from their rib cages a tongue lashes out to lick him too! Only the tongues get through his defenses.
bite damage: 1d8 + 10 ⇒ (3) + 10 = 13
Grab if bitten CMB: 1d20 + 13 ⇒ (4) + 13 = 17
tongue: 1d20 + 10 ⇒ (11) + 10 = 21 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
Megaraptor undead bite: 1d20 + 13 ⇒ (18) + 13 = 31
bite damage: 1d8 + 10 ⇒ (3) + 10 = 13
Grab if bitten CMB: 1d20 + 13 ⇒ (15) + 13 = 28
tongue: 1d20 + 10 ⇒ (11) + 10 = 21 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)

Dinenen |

"I would prefer those enhancements to be cast on me, and not the blade, but I absolutely appreciate the enhancements."
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
As the wall drops, the Aasimar cries out "Nuema!" before directing the bell of the horn in the direction of the lich and blowing through it.
Sonic Damage, 40' Cone, Fort DC 16 to avoid deafening and halve damage: 5d6 ⇒ (5, 6, 4, 5, 6) = 26
I think from my current position, I can get all 3 up front megaraptors and possibly even the lich.

GM Wolf |

Deafening auto succeed.
raptors: 4d20 ⇒ (7, 20, 1, 2) = 30 26 damage to those still standing.
liche: 1d20 + 14 ⇒ (15) + 14 = 29 13 damage
fleshy gooey thing in the skeletons: 4d20 ⇒ (12, 17, 11, 19) = 59 13 damage
Between Jorne's smashing halberd and the horn, the two front raptors fall to the ground shattered. The fleshing goo from each of them plops onto the ground.
Round 12
The fleshy goo piles lash out with their tongues, each now have three usable tongues to attack with.
3 on Dinenen
tongue: 1d20 + 10 ⇒ (12) + 10 = 22 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
tongue: 1d20 + 10 ⇒ (3) + 10 = 13 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
tongue: 1d20 + 10 ⇒ (10) + 10 = 20 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
and 3 on Jorne
tongue: 1d20 + 10 ⇒ (7) + 10 = 17 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
tongue: 1d20 + 10 ⇒ (16) + 10 = 26 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
tongue: 1d20 + 10 ⇒ (15) + 10 = 25 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
You can hear a roar of some kind, or you can't if someone shot their silence arrow...
Megaraptor undead bite: 1d20 + 13 ⇒ (2) + 13 = 15
bite damage: 1d8 + 10 ⇒ (2) + 10 = 12
Grab if bitten CMB: 1d20 + 13 ⇒ (11) + 13 = 24
tongue: 1d20 + 10 ⇒ (1) + 10 = 11 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
talon: 1d20 + 13 ⇒ (16) + 13 = 29
talon damage: 2d6 + 10 ⇒ (1, 5) + 10 = 16
talon: 1d20 + 13 ⇒ (6) + 13 = 19
talon damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17
foreclaw: 1d20 + 8 ⇒ (12) + 8 = 20
talon damage: 1d6 + 5 ⇒ (2) + 5 = 7
foreclaw: 1d20 + 8 ⇒ (8) + 8 = 16
talon damage: 1d6 + 5 ⇒ (3) + 5 = 8
The Lich does not appear yet, as the other raptor moves down the stairs. Then you see the lich and his glowing red gem for an eye bursts forth with energy. It doesn't affect the living but the undead, healing them!
4d6 ⇒ (2, 1, 5, 6) = 14 Now only 12 damage to the skeletons.

Jorne Fyrestone Stavian |

Round 12
He gets licked twice... he pushes through how gross it was and aims his attacks vs. the flesh blobs. He misses and cannot cleave.
2d20 ⇒ (8, 5) = 13
He waits and likely will be the last one to act... Once the stone threats are in position giving him flank on the black goo, he cleaves first at the goo then the red skeleton.
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (3) + 15 - 2 - 2 = 14
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 3d6 ⇒ (5) + 12 - 2 + (5) + (1) + (5) + 6 + (2, 4, 1) = 39 defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (16) + 15 - 2 - 2 = 27
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 ⇒ (3) + 12 - 2 + (3) + (2) + (1) + 6 = 25 defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!

Lykàn Delĩss |
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Round 11-12
Lykàn discovers the adverse nature of an itch as he gets one down his back and being unable to do anything about it.
Paralysis and an Itch.
A seriously unpleasant sensation.

Quince Medvyed |

Just remembered at the start of the fight with the Lich I had cast Good Hope. Which has a 7 minute timer. So likely still has 6 minutes left.
Earlier
When Dinenen requests the enchantments to be cast on him. Quince nods and enchants the monk himself. "Erastil counts you as a weapon." He smirks.
All of Quinces spell were either target personal or shared with Dinenen. Based on the description of action Jorne shared I assumed you left with paralyzed Lykan and returned as I was about to cast the Silence. Jorne also knows Quince well enough to know that Quince feels a heavier obligation to protect Dinenen and Lykan because they haven't gone through the year of wishes and buffs that he and Jorne have.
Round 11
As the wall of fire drops Quince fires the arrow of silence. A strange experience as sound returns for a moment and fades as those who surge forward re-enter the strange soundlessness. Quince moves closer assessing what could be done next.
Is there an easy target near the Lich? A single square I think is AC 5. Are the doors wood? But I don't want to miss the lich and have the area mostly behind him. I want him right in the middle.
Good Hope 5 Minutes (+2 Moral Bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls)
Enlarge Person 6 Minutes (+2 Str, -2 Dex, -1 Attack & AC)
Blurred Movement 6 Minutes (20% miss chance if I move 10 feet)
Divine Favor 8/10 Rounds Remain (+2 Luck Bonus)
Weapon of Awe 6 Minutes (Dinenen +2 Sacred Bonus, target "Shaken" on Crit)
Sun Metal 8/10 Rounds Remain (Dinenen Weapon deals additional 1d4 Fire)
Silence 5/6 Rounds Remain (20ft Radius of Silence on the Arrow)

Quince Medvyed |

Which Raptors are Dead? Red, Yellow, Blue? I think Red and Green are still up but I wanted to verify.
Round 12p
Knowledge Religion +2 from Good Hope: 1d20 + 12 ⇒ (5) + 12 = 17
Knowledge Arcana +2 from Good Hope: 1d20 + 12 ⇒ (11) + 12 = 23
Are the tongue things Undead?
Quince notes the healing Vordakai used on the undead after which he pulls forth a wand, he moves about in an indirect pattern bringing him next to Jorne, as he moves his form starts to blur, and speaks a command word. Reaching out to touch one of the undead.
In game speak I had been waiting to see what the lich was going to do holding my turn until after him in case I wanted to dispell it. I then moved more than 10 feet to trigger the Blur effect of Blurred Movement, ran up next to Jorne and tagged one of the undead with Kiss of the First World Caster Level 7, DC 15 WILL, preferably one of the tongue monsters if my above knowledge checks reveal to me that they are some kind of undead. If Quince does not think they are undead I am going to tag the skelly.
Good Hope 5 Minutes (Everybody +2 Moral Bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls)
Enlarge Person 6 Minutes (+2 Str, -2 Dex, -1 Attack & AC)
Blurred Movement 6 Minutes (20% miss chance if I move 10 feet)
Divine Favor 6/10 Rounds Remain (+2 Luck Bonus)
Weapon of Awe 6 Minutes (Dinenen +2 Sacred Bonus, target "Shaken" on Crit)
Sun Metal 8/10 Rounds Remain (Dinenen Weapon deals additional 1d4 Fire)
Silence 9/6 Rounds Remain (20ft Radius of Silence on the Arrow)

GM Wolf |

Red and green skeletons are still in play. Quince did you aim to hit the wall of the hallway with the stairs? Thus an AC of as opposed to hitting a skeleton or liche?
Mogrh will save DC 15: 1d20 + 9 ⇒ (2) + 9 = 11 Fail= staggered, only one action per turn for 7 rounds.

Quince Medvyed |

Quince did you aim to hit the wall of the hallway with the stairs? Thus an AC of as opposed to hitting a skeleton or liche?
I assume you mean with the silence. Any point near the lich that will stop the arrow near the lich. If I remember right a square has an AC of 5. Though if there is something I can sink it into that would be better. I did forget to roll that didn't I?
Silence Arrow: 1d20 + 16 ⇒ (5) + 16 = 21

Dinenen |

I was uncertain if I blew the horn in 11 or 12. Looking back over it, I guess I blew the horn in 11. Oops.
Knowledge (Religion): 1d20 + 10 ⇒ (6) + 10 = 16 :facepalm:
Rd 12 backfill
The Aasimar steps forward and unleashes on the tongue-things.
Unarmed Strike Flurry 1 w/ Good Hope: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (10) + 2 + 2 + 2 + (2) + (4) = 22
Unarmed Strike Flurry 2 w/ Good Hope: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (1) + 2 + 2 + 2 + (3) + (1) = 11
unless both tongue-things seem to die from those 2 strikes, Dinenen spends a ki point for a third strike in the Flurry
Unarmed Strike Flurry 3 w/ Good Hope: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (2) + 2 + 2 + 2 + (5) + (2) = 15
Well, THAT wasn't very productive.
Rd 13
Unarmed Strike Flurry 1 w/ Good Hope: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (2) + 2 + 2 + 2 + (4) + (1) = 13
Unarmed Strike Flurry 2 w/ Good Hope: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (7) + 2 + 2 + 2 + (4) + (1) = 18
unless both tongue-things seem to die from those 2 strikes, Dinenen spends a ki point for a third strike in the Flurry
Unarmed Strike Flurry 3 w/ Good Hope: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + 2 + 2 + (5) + (4) = 19
5 of 7 Ki remain

GM Wolf |

Round 12
Dinenen connects once with his blows, the others just hitting absorbing flesh. Though as he fails they lash out at him again. Even with another lick Dinenen continues to attack.
tongue: 1d20 + 10 ⇒ (5) + 10 = 15 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
tongue: 1d20 + 10 ⇒ (12) + 10 = 22 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
fort DC 21: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Round 13
Dinenen vanquishes one of the fleshy undead. Jorne knocks the skeleton to the ground and takes out the other fleshy thing. Another morhrg comes from the skeleton squeezing forward in order to try and lick you. It misses and opens itself to attacks of opportunity. Vordicai steps up and pulls the arrow from the wall. The last skeleton comes charging down aiming for Dinenen. With a reaction Jorne gets in front of Dinenen taking the blows. Jorne is able to defend himself and Dinenen.
4d20 ⇒ (1, 9, 14, 9) = 33
1d20 ⇒ 2 touch
Round 14
The liche moves back into his room. Jorne gets cut and licked but easily recoveres.
4d20 ⇒ (12, 2, 20, 17) = 51
1d20 ⇒ 15 touch
1d20 ⇒ 19 Fort

Jorne Fyrestone Stavian |

Round 13
He cleaves first at the the red skeleton then the goo.
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (13) + 15 - 2 - 2 = 24
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 3d6 ⇒ (8) + 12 - 2 + (1) + (1) + (4) + 6 + (1, 3, 2) = 36defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (8) + 15 - 2 - 2 = 19
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 ⇒ (5) + 12 - 2 + (4) + (5) + (1) + 6 = 31defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
Round 14
He cleaves first at the the red skeleton then the goo.
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (11) + 15 - 2 - 2 = 22
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 3d6 ⇒ (8) + 12 - 2 + (6) + (3) + (2) + 6 + (1, 1, 5) = 42defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (5) + 15 - 2 - 2 = 16
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 ⇒ (6) + 12 - 2 + (3) + (6) + (6) + 6 = 37defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
---
He cleaves first at the the red skeleton then the goo.
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (4) + 15 - 2 - 2 = 15
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 3d6 ⇒ (2) + 12 - 2 + (1) + (2) + (2) + 6 + (4, 1, 4) = 32defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (11) + 15 - 2 - 2 = 22
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 ⇒ (3) + 12 - 2 + (6) + (6) + (5) + 6 = 36defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
Round 16
He cleaves first at the the red skeleton then the goo.
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (2) + 15 - 2 - 2 = 13
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 3d6 ⇒ (10) + 12 - 2 + (4) + (5) + (3) + 6 + (4, 5, 6) = 53defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 ⇒ (1) + 15 - 2 - 2 = 12
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 ⇒ (2) + 12 - 2 + (1) + (4) + (3) + 6 = 26defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!

Quince Medvyed |

Round 13
What does Vordaki do with the arrow? If anything yet?

Dinenen |

Round 13
The stack of enemy icons seems unlikely, so I'm not sure which are reasonable targets at this point.
Dinenen will lash out at any of the living tongue things which are close enough, moving on to their mounts afterwards.
Unarmed Strike Flurry 1 w/ Good Hope: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (7) + 2 + 2 + 2 + (2) + (2) = 17
Unarmed Strike Flurry 2 w/ Good Hope: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (1) + 2 + 2 + 2 + (3) + (1) = 11
If there is still a valid target adjacant, Dinene will spend another Ki Point to try to reduce their number.
Unarmed Strike Flurry 3 w/ Good Hope: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (3) + 2 + 2 + 2 + (5) + (1) = 15

Lykàn Delĩss |

All the Rounds
*twitch* *twitch* Urghh Cramps!

GM Wolf |

Round 13
What does Vordaki do with the arrow? If anything yet?
This round he just pulls it from the wall. Dinenen aids the others in vanquishing the fleshy undead.
Round 14
Vordikai looks a bit confused at the arrow in his hand and then walks back into the back room. Jorne finishes off the last skeleton. Once the bones clatter to the ground another pink mash of flesh slowly unflurls before moving forward to try to lick some. Now the only immediate threat.

Quince Medvyed |

Round 13
Quince looks from the lich to the weird undead tongue monster and uses the wand again on the monster.
Kiss of the First World Caster Level 7, DC 15 WILL Staggered on Fail.

GM Wolf |

Round 15
You can see Vordikai move from the North to the South of his room and casts a spell outside view of Quince.
Duration 1 round/level
DESCRIPTION
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.
Quicken shield
displacement
still up his sleeve:
dominate person (DC 21)
—bestow curse (DC 19),
dimension door
3rd—dispel magic, displacement, suggestion (DC 19), tongues,
vampiric touch
2nd—blindness/deafness (DC 17), detect thoughts (2, DC 17),
false life, ghoul touch (DC 17), resist energy
1st—charm person (DC 17), chill touch, comprehend languages,
grease, mage armor, ray of enfeeblement (2, DC 16)
0 (at will)—arcane mark, bleed (DC 15), detect magic, read
magic, touch of fatigue (DC 15)
Round 16

Quince Medvyed |

Round 14
As the lich moves further back into its room. Quince focuses on the wacky tongue beast in front of him. "Keep an eye on the lich. His spells can be our undoing."
Flame Tongue 1: 1d20 + 17 ⇒ (6) + 17 = 23
Flame Tongue 2 possible flank?: 1d20 + 12 ⇒ (7) + 12 = 19
Damage 1 Slashing, Fire, & Acid: 1d8 + 9 + 1d6 + 1d6 ⇒ (2) + 9 + (2) + (1) = 14
Damage 2 Slashing, Fire, & Acid if it hit: 1d8 + 9 + 1d6 + 1d6 ⇒ (5) + 9 + (6) + (3) = 23
With this as well as what has been said to happen in round 15 be enough to take the tongue monster down?
I missed this last round I adjusted it for 2 rounds.
Good Hope 5 Minutes (Everybody +2 Moral Bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls)
Enlarge Person 6 Minutes (+2 Str, -2 Dex, -1 Attack & AC)
Blurred Movement 6 Minutes (20% miss chance if I move 10 feet)
Divine Favor 4/10 Rounds Remain (+2 Luck Bonus)
Weapon of Awe 6 Minutes (Dinenen +2 Sacred Bonus, target "Shaken" on Crit)
Sun Metal 6/10 Rounds Remain (Dinenen Weapon deals additional 1d4 Fire)
Silence 7/6 Rounds Remain (20ft Radius of Silence on the Arrow)

Dinenen |

Round 14 - Waiting on me, hunh? No pie, yet, either!
Dinenen continues trying to pu tthese tongue things down.
Unarmed Strike Flurry 1 w/ Good Hope: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (1) + 2 + 2 + 2 + (1) + (4) = 12
Unarmed Strike Flurry 2 w/ Good Hope: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (6) + 2 + 2 + 2 + (4) + (4) = 20
If there is still a valid target, Dinene will spend another Ki Point to try to reduce their number.
Unarmed Strike Flurry 3 w/ Good Hope: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + 2 + 2 + (6) + (4) = 20
3 of 7 ki remain if I needed the third swing.

Dinenen |

Round 15 - Time to start conserving the remaining Ki!
Dinenen continues trying to put this tongue thing down.
Unarmed Strike Flurry 1 w/ Good Hope: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + 2 + 2 + (4) + (4) = 18
Unarmed Strike Flurry 2 w/ Good Hope: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + 2 + 2 + (1) + (3) = 14
3 of 7 Ki remaining

Lykàn Delĩss |

Round 15
*Twitch*

GM Wolf |

Round 16
3d20 ⇒ (1, 9, 3) = 13
It licks at Jorne again not really knowing better missing every time.
Whereas Vordakai the liche moves forward to the stairs and casts a spell at Quince.
Round 17
3d20 ⇒ (9, 5, 2) = 16
It licks at Jorne again missing every time.
As long as Vordaikai does not have someone next to him in melee, he casts another spell this time at Jorne.

Jorne Fyrestone Stavian |

Round 17
He continues to swing the halberd to strike the fleshy creature. Long slashing strikes but they just don't penetrate the creatures flesh.
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 ⇒ (8) + 15 - 2 - 2 + 2 = 21
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 3d6 + 2 ⇒ (10) + 12 - 2 + (4) + (2) + (5) + 6 + (6, 4, 6) + 2 = 55
defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 - 5 ⇒ (13) + 15 - 2 - 2 + 2 - 5 = 21
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 3d6 + 2 ⇒ (3) + 12 - 2 + (2) + (6) + (4) + 6 + (3, 1, 5) + 2 = 42
I just need to roll a 10 on my first strike, 15 with second. Go Dinenen and Quince you can get it!
Fort DC 17: 1d20 + 17 ⇒ (16) + 17 = 33

Jezebel the Stone Maiden |

Round 15 17
She comes in and strikes with the flaming longsword Jorne lent her.
3d20 ⇒ (16, 10, 6) = 32 +14
3d20 ⇒ (10, 20, 20) = 50 +9
crits: 2d20 ⇒ (20, 3) = 23
damage: 4d8 + 20 + 4d6 ⇒ (8, 4, 3, 1) + 20 + (2, 5, 5, 3) = 51
Her stone creations have to roll a 20...
20d20 ⇒ (20, 19, 16, 6, 15, 7, 5, 13, 6, 3, 6, 3, 9, 14, 19, 10, 9, 6, 15, 9) = 210
It looks bloody and pitiful. Full of holes, yet stick lashing out tongues.

Dinenen |

Round 16
Dinenen continues trying to put this tongue thing down.
Unarmed Strike Flurry 1 w/ Good Hope: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (8) + 2 + 2 + 2 + (6) + (3) = 23
Unarmed Strike Flurry 2 w/ Good Hope: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + 2 + 2 + (2) + (3) = 15
Round 17
Dinenen keeps on keepin' on.
Unarmed Strike Flurry 1 w/ Good Hope: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (1) + 2 + 2 + 2 + (2) + (4) = 13
Unarmed Strike Flurry 2 w/ Good Hope: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
Bludgeoning, Magical w/ Good Hope, Weapon of Awe, Acid, and Sun Metal: 1d10 + 2 + 2 + 2 + 1d6 + 1d4 ⇒ (8) + 2 + 2 + 2 + (1) + (1) = 16
2 ONEs in 4 rolls? And nothing else over a 6? <sigh>

Jorne Fyrestone Stavian |

Round 17
He continues to swing the halberd to strike the fleshy creature. Long slashing strikes but they just don't penetrate the creatures flesh.
[dice=+2 Cold Iron Halberd of defending, PA] 1d20 + 15 - 2 - 2 +2
[dice=damage] 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 +3d6 +2defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
[dice=+2 Cold Iron Halberd of defending, PA] 1d20 + 15 - 2 - 2 +2-5
[dice=damage] 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 +3d6 +2I just need to roll a 10 on my first strike, 15 with second. Go Dinenen and Quince you can get it!
[Dice=Fort DC 17]1d20+17
I forgot Good Hope!!! Unless Quince finishes it off first.
Jorne finishes off the undead making parts fly.

Quince Medvyed |

And of course after 30 minutes of typing the post is lost.
Round 15
With as much multiple rounds at a time as we have done and with the explicit 'Quince couldn't see' the spell being cast (perfectly fair, I hadn't acted yet there was an enemy in the way and it was around the corner). I don't have much I can do that wouldn't be metagaming. I know Jorne kills this thing in Round 17, but its still alive and kicking in Round 15. Maybe this means Jorne gets to move in and hit the lich.
Quince grits his teeth hating that he cannot lay eyes on the lich. His fury laying into the undead barrier before him.
Flame Tongue 1: 1d20 + 17 ⇒ (18) + 17 = 35
Flame Tongue 2: 1d20 + 12 ⇒ (12) + 12 = 24
Damage 1 slashing, fire, & acid: 1d8 + 11 + 1d6 + 1d6 ⇒ (3) + 11 + (3) + (4) = 21
Damage 2 slashing, fire, & acid: 1d8 + 11 + 1d6 + 1d6 ⇒ (7) + 11 + (1) + (4) = 23
Good Hope 5 Minutes (Everybody +2 Moral Bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls)
Enlarge Person 6 Minutes (+2 Str, -2 Dex, -1 Attack & AC)
Blurred Movement 6 Minutes (20% miss chance if I move 10 feet)
Divine Favor 3/10 Rounds Remain (+2 Luck Bonus)
Weapon of Awe 6 Minutes (Dinenen +2 Sacred Bonus, target "Shaken" on Crit)
Sun Metal 5/10 Rounds Remain (Dinenen Weapon deals additional 1d4 Fire)
Silence 2/6 Rounds Remain (20ft Radius of Silence on the Arrow)
Round 16
Will: 1d20 + 17 ⇒ (8) + 17 = 25
"I serve the will of Erastil and the people of the Greenwatch. You'll not have me. I pray your second death sticks. Come lich your eye will see the abyss this day."
Flame Tongue 1: 1d20 + 17 ⇒ (14) + 17 = 31
50% Miss Chance: 1d100 ⇒ 64Is that the wiff end of the spectrum? I forget. LOL.
Damage though I think I missed slashing, fire, & acid: 1d8 + 11 + 1d6 + 1d6 ⇒ (6) + 11 + (5) + (3) = 25
Does this grant a chance to recognize Displacment? spellcraft: 1d20 + 15 ⇒ (4) + 15 = 19, Knowledge Arcana: 1d20 + 15 ⇒ (15) + 15 = 30Not sure which applies now that it is no longer being cast.
Good Hope 5 Minutes (Everybody +2 Moral Bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls)
Enlarge Person 6 Minutes (+2 Str, -2 Dex, -1 Attack & AC)
Blurred Movement 6 Minutes (20% miss chance if I move 10 feet)
Divine Favor 2/10 Rounds Remain (+2 Luck Bonus)
Weapon of Awe 6 Minutes (Dinenen +2 Sacred Bonus, target "Shaken" on Crit)
Sun Metal 4/10 Rounds Remain (Dinenen Weapon deals additional 1d4 Fire)
Silence 1/6 Rounds Remain (20ft Radius of Silence on the Arrow)

Jorne Fyrestone Stavian |

Round 17
With Quince's successful attacks, he is able to move forward. Move forward he does until he finds the liche and smiles.
He strikes at it with his halberd.
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 ⇒ (3) + 15 - 2 - 2 + 2 + 2 = 18
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (2) + 12 - 2 + (4) + (4) + (2) + 6 + 2 + 2 = 32
defending, stance, acid from gloves, augment crystal, PA and soon another 3d6 for sneak!
18 - acivates haste on boots
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 ⇒ (11) + 15 - 2 - 2 + 2 + 2 = 26
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (8) + 12 - 2 + (1) + (4) + (3) + 6 + 2 + 2 = 36
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 ⇒ (20) + 15 - 2 - 2 + 2 + 2 = 35
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (9) + 12 - 2 + (1) + (2) + (2) + 6 + 2 + 2 = 34
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 - 5 ⇒ (1) + 15 - 2 - 2 + 2 + 2 - 5 = 11
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (6) + 12 - 2 + (1) + (2) + (4) + 6 + 2 + 2 = 33
confirm crit: 1d20 + 15 - 2 - 2 + 2 + 2 ⇒ (2) + 15 - 2 - 2 + 2 + 2 = 17
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (7) + 12 - 2 + (3) + (4) + (3) + 6 + 2 + 2 = 37
displacement: 3d100 ⇒ (9, 10, 70) = 89 50 or lower is a miss.
19
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 ⇒ (7) + 15 - 2 - 2 + 2 + 2 = 22
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (4) + 12 - 2 + (6) + (1) + (6) + 6 + 2 + 2 = 37
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 ⇒ (6) + 15 - 2 - 2 + 2 + 2 = 21
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (2) + 12 - 2 + (5) + (5) + (3) + 6 + 2 + 2 = 35
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 - 5 ⇒ (10) + 15 - 2 - 2 + 2 + 2 - 5 = 20
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (1) + 12 - 2 + (2) + (1) + (6) + 6 + 2 + 2 = 30
displacement: 3d100 ⇒ (12, 28, 27) = 67 50 or lower is a miss.
20
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 ⇒ (4) + 15 - 2 - 2 + 2 + 2 = 19
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (4) + 12 - 2 + (3) + (4) + (5) + 6 + 2 + 2 = 36
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 ⇒ (11) + 15 - 2 - 2 + 2 + 2 = 26
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (4) + 12 - 2 + (1) + (3) + (2) + 6 + 2 + 2 = 30
+2 Cold Iron Halberd of defending, PA: 1d20 + 15 - 2 - 2 + 2 + 2 - 5 ⇒ (12) + 15 - 2 - 2 + 2 + 2 - 5 = 22
damage: 1d10 + 12 - 2 + 1d6 + 1d6 + 1d6 + 6 + 2 + 2 ⇒ (5) + 12 - 2 + (5) + (2) + (4) + 6 + 2 + 2 = 36
displacement: 3d100 ⇒ (12, 51, 70) = 133 50 or lower is a miss.
Only one hits as the creatures displacement spell is still active, only 15 damage.