| Mauro Ocela |
"Before we do that, who here wants some protection from fire? I have 2 wardings I can cast" while waiting for answers, Mauro conjures another expendable...
| Antaral Ne'lethborn |
I'll take protection seemsing I have to get with in touch of the haunt. Antaral moves over to Mauro.
I still have 10 ft reach
| Mauro Ocela |
Apparently I have one volunteer...
Mauro casts Resist Energy (Fire) on Antaral and Becky. After that, he counts down "Sending the skeleton in on three. One... Two...Three" and sends his minion in to trigger the haunt again.
| Becky Beys |
Becky tries to look confident as Mauro casts his spell upon her, but an involuntary gulp belies her fear and uncertainty.
Ready to roll....
| Antaral Ne'lethborn |
Antaral holds the wand ready and proceeds a couple of steps behind the skeleton.
| Talath Na'El |
There is little Crispin can do in this situation, but he stands ready to assist in anyway he can.
Get ready with your Monkey Fish; being able to skip Climb checks and the risk of falling damage is excellent.
| Antaral Ne'lethborn |
Here's the requested ranged touch attack.
ranged touch: 1d20 + 3 ⇒ (6) + 3 = 9
| GM Ventiine |
✦ Anyhathyra (area C) * ˚ ✦
Talath channels positive energy on the moving shadows. The glowing light and warmth terminating from him make the shadows recoil, however, it's not quite enough. He thinks perhaps one more channel would do it.
Antaral moves into the area and touches the Wand of Cure Light Wounds to the moving shadows.
Cure Light Wounds: 1d8 + 5 ⇒ (5) + 5 = 10
As the alchemist moves towards the shadows, the sky goes dark and firey meteors plummet to the ground!
Haunt (DC14 Reflex for half): 6d6 ⇒ (2, 5, 4, 2, 5, 4) = 22
The damage of Talath's channel and the wand is enough to disperse the shadows. When other party members tentatively step into the area, nothing happens.
| GM Ventiine |
??? 2: 1d20 + 15 ⇒ (7) + 15 = 22[/dice]
✦ Anyhathyra: Buried Laboratory (area C2) * ˚ ✦
Crispin's rope is securely knotted and someone gives it an experimental tug to make sure it will hold a person's weight.
Meanwhile, someone else loots the elaborate (and now heatwarped and worthless) circlet set with a faceted sapphire (worth 875 gp) from the charred skeleton. The sapphire pops out easily from the ruined, warped circlet.
Mindful there are glyphs drawn by Durvin Gest, (post 1675) the party proceeds down into an enormous vertical cavern tunnel. (Mauro and Talath rolled but you weren't actually close enough. Now with the haunt gone, you can make the roll before climbing down the rope if you wish.)
With the party's various light sources, which are the only illumination here, you can see this chamber features an enormous vertical cavern tunnel
to the surface. Much of this structure has collapsed and is in severe disrepair, and everything sits skewed at an awkward angle. A portion of the chamber is flooded with water flowing from streams cascading through the overhead cavern opening. The floor, partially obscured by piles of broken stone and crumbling masonry, consists of corroded, interlocking tiles of copper and brass lined with delicate silver circuitry. A pair of steel doors are set in the wall to the north, and a break in the wall to the east reveals another chamber.
A fissure in the south wall of the caved-in chamber leads to a narrow, winding passage that eventually dips down below the water line in the cave. This dangerously narrow tunnel snakes on and on towards a journey that is beyond the scope of this adventure.
New combat map but not in combat. For no particular reason, you can make a generic Perception check since it's a new area.
| Mauro Ocela |
Skeleton Reflex save: 1d20 + 2 ⇒ (18) + 2 = 20
Edit: Skeleton survives with 8 hp left.
Before we climb down, Mauro will try a quick object read on the circlet...
***
At the bottom of the climb, Mauro takes a careful look around for potential trouble.
Perception: 1d20 + 5 + 3 + 1 + 2 + 3 ⇒ (9) + 5 + 3 + 1 + 2 + 3 = 23
5 rank +3 trained +1 wis +2 racial +3 Skill Focus
Unless immediately interrupted, he takes a careful look at the circuitry on the floor:
K Arcana: 1d20 + 5 + 3 + 2 ⇒ (11) + 5 + 3 + 2 = 21
5 ranks +3 trained +2 int
| Antaral Ne'lethborn |
reflex: 1d20 + 6 ⇒ (17) + 6 = 23
11 points damage then.
Antaral dodges to the side at the sudden onslaught of meteors. Many come close but a few make contact.
| Antaral Ne'lethborn |
[ooc]Does the protection from fire affect the meteors? I forgot to ask and if it does I take substantiaolly less damage.[//oc]
| Asher 'Cinnis' Regillenus |
Asher looks around the ruins and does a quick casting of Lead Blades to prepare for whatever goes bump in the dark.
Nodachi base damage goes up to 2d8. Also, Asher has Furious Focus now, so Power Attack will give him no penalty to hit at all since he only has one attack per round.
| GM Ventiine |
✦ Anyhathyra: Buried Laboratory (area C2) * ˚ ✦
As you're closing the distance with a feeling of self-importance and purpose, a cloud passes over the sun. No. Wait. Not a cloud. The ground shakes violently and as you turn you see smoldering remains. People are yelling and screaming all around you. Meteors are falling from the sky!
You rush forward - you're only a few steps away from the doors. Maybe you can still make it.
The vision ends. It must have been a quick death.
Antaral Yes! It was doing fire damage!
ˏˋ°•*⁀➷
At the bottom of the hole, Mauro takes a good look around and pauses.
They quietly watch you with their glowing eyes as if setting up for an ambush. Smoke trails up from their burnt skulls and arms. They no longer have ears or a nose - those appear to have been scorched off.
You may act in a Surprise Round.
| Crispin Xantrian |
perception: 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge Religion: 1d20 + 8 ⇒ (17) + 8 = 25
Crispin throws out a Dancing lights to show the Blast Shadows. "look out! More undead. Use Cold on them!" He calls to the group.
| Talath Na'El |
Knowledge Religion: 1d20 + 5 ⇒ (4) + 5 = 9
Linguistics: 1d20 + 6 ⇒ (6) + 6 = 12
For the glyphs, hopefully someone else does better.
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
We see why Talath isn't a bard...
Knowledge Religion: 1d20 + 5 ⇒ (7) + 5 = 12
I think even that slaphappy 12 would tell Talath it's undead but nothing more. Thankfully Crispin rolled much better!
Channel: 3d6 ⇒ (3, 4, 3) = 10
"May the power of Desna free you from your curse!"
| Mauro Ocela |
At the same time as Crispin, Mauro shouts "Ware! Enemies!"
Both Mauro lashes out the closest critter, as his skeleton tries to grapple it, to keep it away...
Standard Action, skeleton : Grapple blue. Blue is flatfooted, so I can get a grapple in without eating an AoO...(barring combat reflexes or somesuch)
Standard Action, Mauro : attack blue.
@ Ventiine, you will need to adjust these rolls for cover; I'm not sure how much penalty applies so I haven't included it.
Skeleton Grapple Check: 1d20 + 2 + 3 ⇒ (15) + 2 + 3 = 20 vs Flat footed CMD
+2 str +3 bab
Mauro Attack with Ranseur: 1d20 + 4 + 3 + 1 ⇒ (4) + 4 + 3 + 1 = 12 vs Flat footed
+4 str +3 bab +1 enhancement
Mauro Damage: 2d4 + 6 + 2 + 1 ⇒ (2, 3) + 6 + 2 + 1 = 14
+6 1.5*str+ 2 seance bonus +1 enhancement
| Asher 'Cinnis' Regillenus |
Asher steps up to Red and attacks it with a savage swipe of his sword.
Five Foot Step
Standard Action: Attack with Nodachi
Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 2d8 + 11 ⇒ (6, 1) + 11 = 18
| Becky Beys |
Becky looses one of her slightly-surprised-but-not-fully-panicked yelps before spewing out all the info she knows about how to battle these unusual undead. The little walking encyclopedia sounds smarter than ever...or maybe more concise...but whatever the reason, her words instill even more confidence than usual.
Becky Beys Perception Check: 1d20 + 9 ⇒ (15) + 9 = 24
Becky Beys Knowledge (religion) Check: 1d20 + 13 ⇒ (10) + 13 = 23
Bardic Performance (Naturalist--NOW +2!!): Round #1 of 14. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.
[ooc]Hopefully Becky's Knowledge check will be high enough to gain some extra info on our foes, such as what attacks they might be immune to.
| Mauro Ocela |
Oh yeah, there's another roll we're going to need...
Init: 1d20 + 2 ⇒ (18) + 2 = 20
depending on where Becky is in the init, Mauro and his Skelebro are at +2 on their attack rolls.
Also, @Asher you need that perception roll first, to act in the surprise round. @ Becky, Talath, I think Ventiine would appreciate it if we all actually kept track of our HP (and roll the reflex save Talath).
| Asher 'Cinnis' Regillenus |
Thanks for the reminder, Mauro.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
DM, scratch Asher's action above. I moved him back on the map.
| Talath Na'El |
Oh yeah, there's another roll we're going to need...
[dice=Init]1d20+2
depending on where Becky is in the init, Mauro and his Skelebro are at +2 on their attack rolls.
Also, @Asher you need that perception roll first, to act in the surprise round. @ Becky, Talath, I think Ventiine would appreciate it if we all actually kept track of our HP (and roll the reflex save Talath).
What Reflex save? Channel is a 30' burst radius so he wasn't getting anywhere close to the fireworks.
| Talath Na'El |
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
The dice roller is obviously terrified of the overpowered Arcanist.
| Antaral Ne'lethborn |
perception: 1d20 + 9 ⇒ (4) + 9 = 13 failed
init: 1d20 + 2 ⇒ (14) + 2 = 16
Antaral steps back and grabs a bomb readying it for launch should (red) move closer to Becky or himself.
readied action. attack: 1d20 + 2 + 6 ⇒ (3) + 2 + 6 = 11damage: 3d6 + 4 ⇒ (5, 3, 6) + 4 = 18
| GM Ventiine |
Asher: 1d20 + 4 ⇒ (15) + 4 = 19
Becky: 1d20 + 2 ⇒ (19) + 2 = 21
Crispin: 1d20 + 2 ⇒ (11) + 2 = 13
Mauro: 1d20 + 2 ⇒ (10) + 2 = 12
Talath: 1d20 + 2 ⇒ (2) + 2 = 4
Red Blast Shadow: 1d20 + 8 ⇒ (7) + 8 = 15
Blue Blast Shadow: 1d20 + 8 ⇒ (15) + 8 = 23
✦ Anyhathyra: Buried Laboratory (area C2) Round 1 * ˚ ✦
In the Surprise Round, Becky begins to inspire her companions with knowledge.
Crispin conjures Dancing Lights which illuminates the smoking undead. The party can clearly see visual steam rising from off the corpses as if they are very, very hot.
Shadow blasts also explode when they die, doing a considerable amount of fire damage to those within 30 feet. Becky would not want her companions near the blast shadows when they're killed.
Because Death Burst is so nasty, I'll tell you DC: it is Reflex 18 for half damage.
Mauro's skeleton attempts to grapple the blue blast shadow! Mauro's ranseur misses the creature by inches.
In Round 1, a cloud of smoke appears around the blue blast shadow! Mauro and Talath feel as if there's a pleasantly warm fireplace near them. The bones of the skeletal servant brown and blacken!
Cloud of Smoke and Fire: 1d6 ⇒ 5
The blue blast shadow claws out at Mauro's skeletal servant with one hot, steaming hand!
To hit (Cover penalty): 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Claw 1 + Fire: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (4) = 9
To hit (Cover penalty): 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Claw 2 + Fire: 1d8 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7
Round 1
Blue Blast Shadow 23
Becky 21
Asher 19
Antaral 18
Red Blast Shadow 15
Crispin 13
Mauro (and skeleton) 12
Talath 4
Bold may act!
Post was edited to account for wall cover.
What kind of damage do Antaral's bombs do? It will be relevant for this combat. Antaral may reroll because I hadn't posted the initiative yet.
| Asher 'Cinnis' Regillenus |
Asher will brave the risk and try to whittle down the one blast shadow in melee.
Five Foot Step
Standard Action: Attack w/ Nodachi
Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Attack: 2d8 + 11 ⇒ (3, 2) + 11 = 16
Quick, let's take this one down before he starts smoking too!
| Becky Beys |
"Blast shadows!" Becky squeaks. "Use cold from a distance--they explode! Violently!!"
Unable to use cold attacks from a distance, however, the teen bard sighs, closes on the nearest undead, and wiggles her rapier in its general direction.
Becky Beys mwk rapier (Aid Another {attack roll}--Asher): 1d20 + 7 ⇒ (20) + 7 = 27 RAWRGH!!! First time I use Aid Another and I waste a potential crit!! Uh--anyhow, +3 to Asher's attack roll (thanks to the Helpful trait).
Oops--forgot to mention that Becky's maintaining her bardic performance as well.
Bardic Performance (Naturalist--NOW +2!!): Round #2 of 14. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.
| Antaral Ne'lethborn |
Bombs do fire damage. Can I rethink my action? ANd how long has it been since we climbed down? Just wondering if enlarge person has disappeared yet? I am still under the effects of my mutagen (str). It will last for a while still.
| Antaral Ne'lethborn |
| Talath Na'El |
Bombs do fire damage. Can I rethink my action? ANd how long has it been since we climbed down? Just wondering if enlarge person has disappeared yet? I am still under the effects of my mutagen (str). It will last for a while still.
It might help to let the GM know how many minutes Antaral's Enlarge Person effect lasts.
| Antaral Ne'lethborn |
It might help to let the GM know how many minutes Antaral's Enlarge Person effect lasts.
Last 5 min
| Mauro Ocela |
| 1 person marked this as a favorite. |
I'm not up yet, but a couple of things for Ventiine. 1) The skeleton is still up with 3 hp (thank's to becky's peformance adding to AC. Also note that if it goes down, I can pull it back up at full HP with an immediate action (and a focus point), and I will. 2)What does the cloud of smoke effect do by way of blocking vision?
| Becky Beys |
| 1 person marked this as a favorite. |
@Mauro: The smoke provides concealment (among other things). I try to follow the unwritten "say as much as a person can say in 6 seconds--a sentence or two" rule with Becky's knowledge results. The rest of her info on blast shadows is scheduled for next round, but I figure the smoke cloud's concealment effect should be self-evident to anyone who has sight.
| Mauro Ocela |
Ok, partial concealment (20% miss chance) or total concealment (guess the square they're in and then a 50% miss chance)?
| Talath Na'El |
Ok, partial concealment (20% miss chance) or total concealment (guess the square they're in and then a 50% miss chance)?
Usually 'concealment' means 20% miss chance, 'total concealment' is the 50% variety.
| GM Ventiine |
✦ Anyhathyra: Buried Laboratory (area C2) Round 1 * ˚ ✦
In the Surprise Round, Talath channels positive energy, harming the undead! (Apologies for forgetting the action.)
Red Blast Shadow DC14 Will for half: 1d20 + 7 ⇒ (13) + 7 = 20
Blue Blast Shadow DC14 Will for half: 1d20 + 7 ⇒ (9) + 7 = 16
In Round 1, Becky continues to inspire her companions, warning that the creatures explode "violently" and they should use cold abilities if able. The teen manages to keep focus, effectively providing aid to Asher. (+3 to attack roll)
Asher steps up to attack the red blast shadow, cutting deep into it with his nodachi! The undead looks a little ragged but doesn't appear to feel any pain.
Antaral mixes liquids and dry ingredients together off to the side as combat breaks out. He makes an excited noise and holds up the mixture to appreciate his work. (I think the typo should be +15, not +1 so he succeeds.)
Like the blue one, the red blast shadow surrounds itself with a could of fire-hot smoke. Asher and Becky are both seared from close proximity!
Cloud of Smoke and Fire: 1d6 ⇒ 4
The red shadow blast claws out at Asher, who landed a hit on it! However, thanks to Becky's inspiring knowledge, Asher is able to avoid both attacks!
To hit (Cover penalty): 1d20 + 7 ⇒ (16) + 7 = 23
Claw 1 + Fire: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
To hit (Cover penalty): 1d20 + 7 ⇒ (2) + 7 = 9
Claw 2 + Fire: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7
Round 1
Blue Blast Shadow 23 (5 damage, Concealment)
Becky 21 (34/38)
Asher 19 (45/49)
Antaral 18 (37/38)
Red Blast Shadow 15 (21 damage, slightly injured, Concealment)
Crispin 13 (33/33)
Mauro (and skeleton) 12 (47/38)
Talath 4 (38/38)
Bold may act!
Both blast shadows currently have concealment (not total concealment which is 50% miss chance) because of Cloud of Smoke and Fire. It is a 20% chance to miss them because of their hot, firey cloud. 1-20 misses, 21-100 hits. You can roll the miss chance or I can. Your choice.
@Becky I appreciate you <3
@Antaral has a little over 4 minutes of Enlarge Person left. I adjust the size of everyone simultaneously and forgot - thanks for the reminder!
@Mauro Thanks for the reminder on your raising speed. I remember it was at 3 HP but I forget the total HP.
| Mauro Ocela |
Becky has resist fire 10 from Mauro previously, so I don't think she takes any damage from the cloud of smoke and fire ability.
Mauro sets himself grimly and hacks at the nearest blast shadow, saying "I can hold this one in play in the water. The rest of you get the other one!". His skeletal servant joins him in attacking the blast shadow.
Skeleton - full attack, Blue
Mauro - Attack, Blue
Mauro to Hit: 1d20 + 3 + 4 + 1 + 2 - 4 ⇒ (7) + 3 + 4 + 1 + 2 - 4 = 13
+3 bab +4 str +1 enhancement+2 Naturalist -4 cover
Miss Chance: 1d100 ⇒ 53 > 20 is good
Mauro Damage: 2d4 + 6 + 2 + 1 ⇒ (3, 2) + 6 + 2 + 1 = 14
6 str* 1.5 +2 Champion spirit +1 enhancement
Skeleton Claw A to Hit: 1d20 + 3 + 2 + 2 - 4 ⇒ (2) + 3 + 2 + 2 - 4 = 5
+3 bab +2 str +2 naturalist- 4 cover
Miss Chance: 1d100 ⇒ 30 > 20 is good
Skeleton Damage Claw A: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
+2 str +2 occultist
Skeleton Claw B to Hit: 1d20 + 3 + 2 + 2 - 4 ⇒ (3) + 3 + 2 + 2 - 4 = 6
Miss Chance: 1d100 ⇒ 59 > 20 is good
Skeleton Damage Claw B: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
| Crispin Xantrian |
Crispin takes aim at Red and uses the Sonic Blast exploit for this round.
ranged touch + PBS vs Red: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage Sonic + PBS: 3d6 + 1 + 1 ⇒ (5, 4, 4) + 1 + 1 = 15
Sonic Blast (Su) The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals 3d6+1 sonic damage. The target is also deafened for 1 minute. The target can attempt a Fortitude save (DC 13) to halve the damage and negate the deafness.
He then carefully steps back 5'. :)
| Talath Na'El |
After Becky's revelation about these foul undead ending in a fiery blast, Talath steps back and casts Resist Energy on himself.
Talath moves back 10', casts Resist Energy (Fire) on himself which reduces the damage from fire by 10.
| Antaral Ne'lethborn |
Ventiine = Is the resist energy cast by mauro on me from the haunt still in play?
| Mauro Ocela |
| 1 person marked this as a favorite. |
Ventiine = Is the resist energy cast by mauro on me from the haunt still in play?
Those resist energy spells (Antaral, Becky) last 50 minutes; if enlarge is still on, so are they.
| GM Ventiine |
✦ Anyhathyra: Buried Laboratory (area C2) Round 2 * ˚ ✦
In Round 1, Crispin unleashes a Sonic Blast against the red blast shadow!
Concealment (1-20 miss): 1d100 ⇒ 63
Fort DC13: 1d20 + 6 ⇒ (2) + 6 = 8
Mauro and his skeleton focus on the blue shadow blast but all of their attacks fail to land on the steaming undead! Talath steps back to cast Resist Energy on himself!
The blue blast shadow shambles to face Mauro's skeleton squarely and reaches out with its claws!
To hit: 1d20 + 7 ⇒ (15) + 7 = 22
Claw 1 + Fire: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (1) = 10
To hit: 1d20 + 7 ⇒ (14) + 7 = 21
Claw 2 + Fire: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (5) = 13
Round 2
Blue Blast Shadow 23 (5 damage, Concealment)
Becky 21 (38/38, resist energy)
Asher 19 (45/49)
Antaral 18 (38/38, enlarged, resist energy)
Red Blast Shadow 15 (36 damage, injured, Concealment)
Crispin 13 (33/33)
Mauro (and skeleton) 12 (47/38)
Talath 4 (38/38, resist energy)
Bold may act!
Both blast shadows currently have concealment (20% miss chance or 1-20 on 1d100 is miss)
| Mauro Ocela |
Mauro's skeletal warrior goes down, bones splintering, and promptly reforms, Mauro's magic pulling it back up ...
Mauro uses a point of mental focus (as an immediate action) to return the servant to full health (19 hp). "At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points."
| Becky Beys |
"Their smoke is super-hot, but cold can dispel it briefly!" Becky calls to her friends. She keeps poking at the blast shadow to annoy it and take its attention off the real threat--Asher.
Becky Beys mwk rapier (Aid Another--Asher's attack roll): 1d20 + 7 ⇒ (16) + 7 = 23 SUCCESS! +3 to Asher's attack roll (incl. trait bonus from Helpful).
| Asher 'Cinnis' Regillenus |
Asher grins and nods to Becky, acknowledging her aid and encouragement.
Attack(Red): 1d20 + 15 ⇒ (12) + 15 = 27
Cover: 1d100 ⇒ 98
Damage: 2d8 + 11 ⇒ (7, 7) + 11 = 25
There ya go lass! Get into the fray! you got t in ya!