| GM_DBH |
Koriah's actions.
attack: 1d20 + 13 ⇒ (17) + 13 = 30
attack: 1d20 + 8 ⇒ (19) + 8 = 27
attack: 1d20 + 3 ⇒ (7) + 3 = 10
attack critical?: 1d20 + 13 ⇒ (16) + 13 = 29 Finally!
attack Critical?: 1d20 + 8 ⇒ (3) + 8 = 11
damage Crit: 2d10 + 8 ⇒ (7, 6) + 8 = 21
damage: 1d10 + 4 ⇒ (9) + 4 = 13
Her spirits lifted as she is no longer facing this thing alone Koriah hacks into it!
Might as well let you know it has AC27.
| Axton Vendian |
Axton's summons from the previous round finally arrive, and...
1d3 ⇒ 1
...lantern archon appears!
"Welcome back! Same strategy!" Axton says to the probably brand new archons. It figures what to do easily enough, however.
1 is miss, 2 is hit
Lantern Archon 1 first hit chance: 1d2 ⇒ 1
Ranged touch first attack: 1d20 + 3 ⇒ (7) + 3 = 10
Light damage: 1d6 ⇒ 3
Lantern Archon 1 second hit chance: 1d2 ⇒ 1
Ranged touch second attack: 1d20 + 3 ⇒ (13) + 3 = 16
Light damage: 1d6 ⇒ 6
If either of those hit, the Chernobue has a light vulnerability weakness.
Axton start summoning again!
| Lt. Vhane |
Vhane unloads the rest of his clip into the freakish beast.
Clustered Shots
Deadly Aim/Good Hope +2
+2 Repeating heavy crossbow: 1d20 + 16 - 1 ⇒ (14) + 16 - 1 = 29
Damage: 1d10 + 17 - 1 ⇒ (4) + 17 - 1 = 20
(Rapid Shot)+2 Repeating heavy crossbow: 1d20 + 16 - 1 ⇒ (4) + 16 - 1 = 19
Damage: 1d10 + 17 - 1 ⇒ (8) + 17 - 1 = 24
+2 Repeating heavy crossbow: 1d20 + 11 - 1 ⇒ (2) + 11 - 1 = 12
Damage: 1d10 + 17 - 1 ⇒ (3) + 17 - 1 = 19
+2 Repeating heavy crossbow: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Damage: 1d10 + 17 - 1 ⇒ (7) + 17 - 1 = 23
1 stupid hit. What a joke. That'll do nothing with all that DR. *sigh*
AC 24; Hp's 145/145
| Ryn Mero |
Her body beginning to shake with the exertion of will to overcome the paralysis, a low growl of rage builds in her throat. Througout the paralysis, her mind has been rapidly working, trying to figure out a way around the monster's horrifying appearance, settling on the simplest solution...close her eyes.
Committing the details of the room's layout to memory as she always did in a fight, Falayna's champion closes her eyes, breaking into a run at the creature, letting out a powerful battle cry while hurtling unerringly into the unnatural entity, slamming her shield into it with a force that rings throughout the chamber.
Confusion: 1d100 ⇒ 24 YES!!! Act normally
Total concealment miss chance: 1d100 ⇒ 57 On target
Martial Flexibility (12th level): gain three combat feats as a swift action (Blindfight, Improved blindfight, Greater blindfight
Benefit: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
+2 Distance Heavy spiked Steel Shield/Charge/Shield master/Weap foc/: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40
Magic/Bludgeoning/piercing/weapon spec: 2d6 + 8 ⇒ (1, 2) + 8 = 11
Knockout; DC 20 Fort save or unconscious for 2d6 ⇒ (5, 6) = 11 rounds
Shield Slam automatic Bullrush Combat maneuver roll =40
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet.This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance.
| Bharak Slagsun |
Con: 1d20 + 18 + 2 + 2 ⇒ (3) + 18 + 2 + 2 = 25
Con: 1d20 + 18 + 2 + 2 ⇒ (4) + 18 + 2 + 2 = 26
Rage with Elena's usual and good hope
Hit: 1d20 + 21 + 5 + 2 ⇒ (12) + 21 + 5 + 2 = 40
Damage: 1d6 + 23 + 5 + 2 ⇒ (3) + 23 + 5 + 2 = 33
Acid: 1d6 ⇒ 4
Fire: 1d6 ⇒ 1
Sonic: 1d6 ⇒ 2
Iterative: 1d20 + 12 + 5 + 2 ⇒ (12) + 12 + 5 + 2 = 31
Damage: 1d6 + 23 + 5 + 2 ⇒ (6) + 23 + 5 + 2 = 36
Acid: 1d6 ⇒ 2
Fire: 1d6 ⇒ 4
Sonic: 1d6 ⇒ 4
Iterative: 1d20 + 7 + 5 + 2 ⇒ (20) + 7 + 5 + 2 = 34
Damage: 1d6 + 23 + 5 + 2 ⇒ (1) + 23 + 5 + 2 = 31
Acid: 1d6 ⇒ 6
Fire: 1d6 ⇒ 3
Sonic: 1d6 ⇒ 4
Confirm: 1d20 + 7 + 5 + 2 ⇒ (18) + 7 + 5 + 2 = 32
Crit: 1d6 + 23 + 5 + 2 ⇒ (2) + 23 + 5 + 2 = 32
On a critical hit from a spine flail, the victim must succeed at a DC 15 Fortitude save to resist being permanently blinded by the blow.
"I HAVE!" Bharak roared as a blade fell upon the creature. "HAD!" Another blow, hitting as hard as the first. "ENOUGH!" With one final burst of energy, Bharak brought his blade down a third time, breaking through it's hard exterior and into the softness within. HIs face was a mask of anger and disgust at the *thing* before him.
| GM_DBH |
Lt. Vhane hits once.
Ryn scratches it.
fort save vs stun: 1d20 + 15 ⇒ (15) + 15 = 30 Nope!.
The Bharak shreds it to death.
Summoned using Planar ally and unable to leave this room.
Koriah's father Casamir, who you rescued upstairs told you of the hidden treasure in this room. Behind a hidden panel at the statues feet, in a lead lined niche are several items left here for emergencies that none of the priests were able to reach in time.
Loot:
a wand of restoration (9 charges),
a scroll of break enchantment,
a scroll of resurrection,
a scroll of wind walk,
and a ring of spell storing containing breath of life.
What are you doing now? We'll say you scatter and wait out the Confusion effects. :)
| Bharak Slagsun |
"Look at that haul." Bharak said, as they went over what they had found. "A treasure trove of healing. Whomever can use these, claim them now. These can't be for sale." The horror of what they had encountered was smoothed over by the bounty that was discovered.
Once that was done, Bharak said "Let's head north, aye?"
Stealth to move ahead of the party, going NW: 1d20 + 19 ⇒ (14) + 19 = 33
Perception, add 1 for traps and 2 for stone: 1d20 + 22 ⇒ (6) + 22 = 28
| GM_DBH |
The party moves north and turns the corner to discover.
C3. TEMPLE OF SUNSET
The walls of this square chamber, partly covered by red tapestries, are decorated with carvings of the sun, the moon, and various constellations. Three rows of wooden benches face a large stained-glass window on the west wall, before which kneels a statue of a winged woman with fiery hair in a
contemplative mood.
The window itself is 3 feet wide and 9 feet tall.
A successful DC 10 Knowledge (religion) check identifies the statue as that of Sarenrae, and correctly interprets her contemplation as representing the setting of the sun.
Strangely, among all the modern religious paraphernalia in the temple that Ardathanatus and his minions have destroyed, this statue remains untouched?
What are you doing now?
Map updated.
| Silviana Tyne |
After Silviana introduces herself to the group and everyone fills her in somewhat on the current state their mission, she makes a point of casting a few spells on her new companions before they continue.
She casts magic vestment on Bharak and Ryn, which will increase both of their armor bonuses by 2 for 12 hours. She casts ashen path on the whole group, which allows everyone to see through fog and smoke for an hour. She casts heightened awareness from a scroll, and heroism and shield of faith on herself. She also puts on the ring of spell storing. Finally, she casts guidance and vigor on everyone. (For the next minute, each of us has a one-time +1 to an attack roll and a one-time +1 to a damage roll.)
"The Dawnflower is contemplating the sunset," Silviana says dreamily as she looks at the statue. "I do not know why it is untouched by the years or the defiler of this place. Perhaps it looks after itself somehow?"
| Bharak Slagsun |
Bharak nodded his thanks to Silviana for the fortification of his armor. It made him feel far more secure.
"Great. A statue of a goddess in a temple dedicated to the Gods." He looked the statue up and down and decided to keep it to himself that she looked far too gangly. I for nothing else, it seemed like a bad idea to invite the ire of the divine. "I'll look around for any traps or the like. Otherwise, there seems to be only one way left to go."
| Bharak Slagsun |
"No treasure. No traps. Nothing to kill, nothing trying to kill us." Bharak summarized. "Follow me. We'll stop when we come across one of the above."
Stealth: 1d20 + 19 ⇒ (14) + 19 = 33
Perception add 1 for traps and 2 for stone: 1d20 + 22 ⇒ (8) + 22 = 30
| Silviana Tyne |
"No treasure. No traps. Nothing to kill, nothing trying to kill us." Bharak summarized. "Follow me. We'll stop when we come across one of the above."
Silviana nods agreeably as she follows. "This might be a good place for us to retreat to, if we should be overwhelmed by the forces that oppose us," she suggests.
| GM_DBH |
Map updated.
You advance very quietly up the passageway.
C8. HALL OF RUIN
The plastered walls of this room bear an incredibly realistic mural of the interior of a ruined cathedral, portrayed such that one who stands in the center of the room perceives the chamber to be much vaster than its actual size. Archways to the north, south, and east appear to be freestanding stone arches that look almost like strange portals, while to the west a fourth archway provides access to a flight of stairs leading down.
Perception: 1d20 + 18 ⇒ (18) + 18 = 36
Waiting in the center of the room is another Gongorian Qlippoth like the one you fought in C7. Gongorian
It stirs into action as it sees Bharak! Very good Perception roll. :)
======> Will save DC20 against its Horrific appearance or you are Confused for 1d4 rounds!
red: 1d20 + 10 ⇒ (8) + 10 = 18
Bharak: 1d20 + 2 ⇒ (7) + 2 = 9
Ryn: 1d20 + 4 ⇒ (5) + 4 = 9
Lt. Vhane: 1d20 + 7 ⇒ (18) + 7 = 25
Axton: 1d20 + 12 ⇒ (17) + 12 = 29
Silviana: 1d20 + 7 ⇒ (13) + 7 = 20
Koriah: 1d20 + 5 ⇒ (20) + 5 = 25
Lt. Vhane, Axton, Silviana & Koraih can act!
| Silviana Tyne |
Will save vs Horrific Appearance (DC 20), Elven Immunity (vs enchantment), heroism: 1d20 + 13 + 2 + 2 ⇒ (11) + 13 + 2 + 2 = 28
Silviana is staggered her first round due to her Powerless Prophecy curse, her eyes glowing with power as her body stiffens. She attempts to identify the creature when she sees it.
Knowledge (planes), heightened awareness, heroism: 1d20 + 21 + 2 + 2 ⇒ (2) + 21 + 2 + 2 = 27
Silviana calls an invocation to her goddess, filling her allies with divine Purity (+3 sacred bonus to saving throws) and Judgment (+3 sacred bonus to attack rolls, or +6 to confirm critical threats). She has her own Judgment heightened (+1 sacred bonus to attack, +3 to confirm critical threats). This invocation lasts one minute.
| Bharak Slagsun |
Will: 1d20 + 10 + 4 ⇒ (14) + 10 + 4 = 28
Rage Hitnwith guidance: 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 40
Damage: 1d6 + 23 ⇒ (5) + 23 = 28
Acid: 1d6 ⇒ 3
Fire: 1d6 ⇒ 6
Confirm: 1d20 + 21 ⇒ (3) + 21 = 24
Crit: 1d6 + 23 ⇒ (3) + 23 = 26
15-20 Crit range (On a critical hit from a spine flail, the victim must succeed at a DC 15 Fortitude save to resist being permanently blinded by the blow.
For once, Bharak’s mind remained his own. Rushing in, he buried his blade into the creature. This was done with a hint of desperation, for he truly did not want it to get inside his head.
| Silviana Tyne |
Just a reminder: Silviana's invocation is giving Bharak a +3 bonus to saves, a +3 bonus to attack, and a +6 bonus to the critical confirmation-- the last might make a difference! :)
Maybe I should add a spoiler to my posts when I have an invocation going? Something like this:
An omdura can call forth the power of her deity to improve her allies’ abilities as a standard action.
When the omdura calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.
The omdura can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change her chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.
At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.
At 11th level, when using her invocation class ability, the omdura chooses two invocations to grant her allies. In addition, the omdura also benefits from any one invocation she calls, but she receives only half the invocation’s granted bonus.
• Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
• Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
| Bharak Slagsun |
| 1 person marked this as a favorite. |
Very relevant! Now a 30 to confirm. Thank you :)
| Axton Vendian |
| 2 people marked this as a favorite. |
Earlier:
"Please to meet you, Silviana Tyne. But before we go any further, I must ask what the pass-phrase is that Sheila Heidmarch gave for approaching us in the field so that we know who you say you are?"
Now:
Will vs. Horrific appearance + Invocation: 1d20 + 14 + 3 ⇒ (12) + 14 + 3 = 29
From near the back, Axton is saved the brunt of the qlippoth's horrific appearance by Ryn's height. With the only other people in front of him being two dwarves and an elf, Ryn's six-foot frame keeps Axton from taking in the monstrosity before he's ready to steel his mind.
"Another one?! Confound it, they're like cockroaches in here!"
Axton casts dismissal to try and nip this roach in the bud.
Spending one arcane reservoir point to raise the caster level by 2. Will DC 23 negates.
Caster level vs. spell resistance + spell penetration + arcane reservoir: 1d20 + 12 + 2 + 2 ⇒ (5) + 12 + 2 + 2 = 21
| Silviana Tyne |
Earlier:
"Please to meet you, Silviana Tyne. But before we go any further, I must ask what the pass-phrase is that Sheila Heidmarch gave for approaching us in the field so that we know who you say you are?"
Earlier:
Silviana looks at Axton and then at Ryn, puzzled. Then she makes a show of realization. "Oh, of course, the pass-phrase!" she sighs. "Yes, the pass-phrase is 'དཇཧཧཇའགཇ.'"Bluff (to hide that she made it up on the spot): 1d20 + 20 ⇒ (6) + 20 = 26
| Ryn Mero |
At the sight of the horrendous qlippoth, Ryn stands in one spot, babbling incoherently.
Confusion: 1d100 ⇒ 50
Rounds: 1d4 ⇒ 2
| GM_DBH |
Will save vs Confusion Koriah + Invocation: 1d20 + 5 + 2 + 3 ⇒ (6) + 5 + 2 + 3 = 16 Scheisse!
Confusion: 1d100 ⇒ 87
random 1 - Ryn, 2 - Lt. Vhane: 1d2 ⇒ 1
Koriah's eyes glaze over and she attacks Ryn
attack: 1d20 + 13 ⇒ (16) + 13 = 29
attack: 1d20 + 8 ⇒ (2) + 8 = 10
attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d10 + 4 + 1d6 ⇒ (10) + 4 + (4) = 18
4 points of that damage is Cold damage.
Good news is that this is the last Qlippoth on this level. Bad news is that as long as she is confused Ryn will be attacking Koriah! :)
Lt. Vhane?
| Lt. Vhane |
Will vs. Confusion: 1d20 + 9 ⇒ (19) + 9 = 28
Vhane moves up with Bharak, aims and fires!
Move; attack
Deadly Aim/Good Hope +2
+2 Repeating heavy crossbow: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 1d10 + 17 ⇒ (1) + 17 = 18
AC 24; Hp's 145/145
| GM_DBH |
Lt. Vhane misses.
The Gongorian is annoyed by Bharak hitting him and decides to really punish him.
Pincer: 1d20 + 15 ⇒ (20) + 15 = 35
Pincer Critical?: 1d20 + 15 ⇒ (6) + 15 = 21 Sigh.
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Grapple: 1d20 + 21 ⇒ (11) + 21 = 32
It grapples Bharak holding him for its next move.
The party can now act!
| Bharak Slagsun |
Double checking CMD: 10 (base) +12 (BaB) + 6 (Str with rage) +4 (Dex with rage) +1 (Dodge) +1 (Deflection) = 34. Would have been grappled if not for rage
+3 hit invocation, +2 hit good hope, 2 damage good hope
Hit: 1d20 + 21 + 3 + 2 ⇒ (16) + 21 + 3 + 2 = 42
Damage: 1d6 + 23 + 2 ⇒ (6) + 23 + 2 = 31
Acid: 1d6 ⇒ 3
Fire: 1d6 ⇒ 3
Iterative: 1d20 + 12 + 3 + 2 ⇒ (1) + 12 + 3 + 2 = 18
Damage: 1d6 + 23 + 2 ⇒ (6) + 23 + 2 = 31
Acid: 1d6 ⇒ 1
Fire: 1d6 ⇒ 6
Iterative: 1d20 + 7 + 3 + 2 ⇒ (15) + 7 + 3 + 2 = 27
Damage: 1d6 + 23 + 2 ⇒ (5) + 23 + 2 = 30
Acid: 1d6 ⇒ 4
Fire: 1d6 ⇒ 5
Bharak growled as he took a nasty blow in return, his own blood running down his side. If it were not for his intense focus, he would certainly have been pinned down. As it was, he broke free, savagely hacking away at the monstrosity.
| Silviana Tyne |
Silviana moves closer, but as she tries to move past Ryn and Koriah, she realizes that they are not in possession of their wits and will treat her like an enemy, so she stops. She weaves her hands in a complicated gesture and speaks a few words of divine power.
She casts blessing of fervor. Note that this spell gives everyone a choice at the beginning of each round, of which benefit you want. The best one is probably the haste effect (an additional attack at highest BAB). I think confused characters don't get the benefit, though, since it specifies that "allies" are affected, so I think I can target Ryn and Koriah and thus make sure that they have the blessing when the confuse effect wears off. If I'm wrong about that, I won't target them. :)
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Take one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
An omdura can call forth the power of her deity to improve her allies’ abilities as a standard action.
When the omdura calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.
The omdura can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change her chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.
At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.
• Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.
• Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.
• Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
• Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.
• Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.
• Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
• Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s. If she is neutral, the type of DR doesn’t change.
• Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic)chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.
• Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. If the omdura is neutral, she does not grant this bonus. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
At 11th level, when using her invocation class ability, the omdura chooses two invocations to grant her allies. In addition, the omdura also benefits from any one invocation she calls, but she receives only half the invocation’s granted bonus.
| Ryn Mero |
Koriah, I'm so sorry
In her confused state, Ryn launches an unrelenting attack on her perceived enemy.
+2 Distance Heavy spiked Steel Shield/Invocation: 1d20 + 19 + 3 ⇒ (11) + 19 + 3 = 33
Bludgeoning/Piercing/Magic: 2d6 + 8 ⇒ (5, 4) + 8 = 17
Unarmed strike/Invocation: 1d20 + 17 + 3 ⇒ (12) + 17 + 3 = 32
Bludgeoning: 2d6 + 5 ⇒ (6, 2) + 5 = 13
+2 Distance Heavy spiked Steel Shield/Invocation: 1d20 + 14 + 3 ⇒ (9) + 14 + 3 = 26
Bludgeoning/Piercing/Magic: 2d6 + 8 ⇒ (5, 6) + 8 = 19
Unarmed strike/Invocation: 1d20 + 12 + 3 ⇒ (19) + 12 + 3 = 34
Bludgeoning: 2d6 + 5 ⇒ (6, 2) + 5 = 13
+2 Distance Heavy spiked Steel Shield/Invocation: 1d20 + 9 + 3 ⇒ (14) + 9 + 3 = 26
Bludgeoning/Piercing/Magic: 2d6 + 8 ⇒ (5, 1) + 8 = 14
| Axton Vendian |
Earlier:
Silviana looks at Axton and then at Ryn, puzzled. Then she makes a show of realization. "Oh, of course, the pass-phrase!" she sighs. "Yes, the pass-phrase is 'དཇཧཧཇའགཇ.'"Bluff (to hide that she made it up on the spot): 26 = 26
Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9
Axton raises an eyebrow at Bharak, finally realizing that the dwarf's pass-phrase was not the real pass-phrase, but obviously a pass-phrase is a good idea, so he's glad Sheila thought of telling it to Silviana.
*********
Blowing out the hairs of his magnificent mustache in a sigh of frustration at the dismissal of his dismissal, Axton attempts the spell again. This time, he adds a pinch of dweomer's essence to his casting.
Spending one arcane reservoir point to raise the caster level by 2. Will DC 23 negates.
Caster level vs. spell resistance + spell penetration + arcane reservoir + dweomer's essence: 1d20 + 12 + 2 + 2 + 5 ⇒ (1) + 12 + 2 + 2 + 5 = 22
| Silviana Tyne |
Can I suggest that Axton chooses "Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves" from blessing of fervor for this round?
| Lt. Vhane |
Vhane fires off multiple bolts toward the beast.
Deadly Aim/Good Hope +2/BoF(All the +2's)/Clustered Shots
+2 Repeating heavy crossbow: 1d20 + 18 ⇒ (19) + 18 = 37
Damage: 1d10 + 17 ⇒ (5) + 17 = 22
(Rapid Shot)+2 Repeating heavy crossbow: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 1d10 + 17 ⇒ (4) + 17 = 21
+2 Repeating heavy crossbow: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d10 + 17 ⇒ (2) + 17 = 19
+2 Repeating heavy crossbow: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d10 + 17 ⇒ (10) + 17 = 27
Crit confirm
+2 Repeating heavy crossbow: 1d20 + 18 + 4 ⇒ (4) + 18 + 4 = 26
Damage: 2d10 + 34 ⇒ (5, 6) + 34 = 45
AC 26; Hp's 145/145
| Silviana Tyne |
Just FYI, Vhane's got bonuses from Silviana's invocation (+3 to hit, +6 to criticals). She can't cast good hope, but maybe everyone still has the effects from the last time Elena cast it?
| GM_DBH |
Failing to grapple Bharak for impregnation the Gongorian decides to remove him from his misery with a full attack.
scimitar: 1d20 + 19 ⇒ (4) + 19 = 23
scimitar: 1d20 + 14 ⇒ (20) + 14 = 34
scimitar: 1d20 + 9 ⇒ (17) + 9 = 26
claw: 1d20 + 17 ⇒ (5) + 17 = 22
sting: 1d20 + 15 ⇒ (18) + 15 = 33
pincer: 1d20 + 15 ⇒ (15) + 15 = 30
Wow, that sucks!
damage Sting + Poison: 1d4 + 3 ⇒ (3) + 3 = 6
pincer: 1d6 + 3 ⇒ (2) + 3 = 5
Poison, Sting (Ex)
Type poison, injury; Save Fortitude DC 22
Frequency 1/round for 6 rounds
Effect 1d3 Strength damage and staggered for 1 round; Cure 2 consecutive saves. The save DC is Constitution-based.
The party can now act!
| Axton Vendian |
will save vs Dismissal: 23 = 23 :).
That colon and close-parenthesis seem very smarmy.
Rolling up his sleeves in determination, Axton casts chains of light on the qlippoth.
Spending 1 arcane reservoir point to raise the Reflex DC to 26. This spell isn't susceptible to spell resistance.
| Silviana Tyne |
Silviana moves forward past Ryn and Koriah, sensing that their confusion is fading. Once she is able to see the battlefield more clearly, she casts a spell to boost Bharak's strength. I doubt I could damage it without a lawful weapon, she thinks, but his rage may well break through its armor.
She chooses to receive a +2 attack/+2 AC from Blessing of Fervor. Move action to move, and standard action to cast moment of greatness on all of her allies within a 50' radius. This allows Bharak to double his rage bonus to Strength for one roll or check. Also, if anyone still has the effects of good hope active, they could double its morale bonus to attacks, damage, or saves.
| Ryn Mero |
As the haze of confusion fades, Ryn is horrified to realize that the blood all over Koriah is due to her actions. Realizing that there is likely very little she could do to harm the Qlippoth, she instead focuses on restraining the other woman, who was still not in control of her senses, grabbing hold of her in a powerful restraining grip.
Grapple: 1d20 + 20 ⇒ (13) + 20 = 33
| Bharak Slagsun |
"Failing to grapple Bharak for impregnation the Gongorian decides to remove him from his misery with a full attack."
+3 hit invocation, +2 hit good hope, 2 damage good hope, blessing of fervor
Bharak was blissfully unaware of the horrid fate that almost claimed him. But he did know that he detested the creature before him...terrified at the idea of losing his mind again, he swung with reckless abandon. This was...not the best tactic for actually putting it down.
Hit: 1d20 + 25 ⇒ (2) + 25 = 27
Damage: 1d6 + 25 ⇒ (2) + 25 = 27
Acid: 1d6 ⇒ 6
Fire: 1d6 ⇒ 3
Hit: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 1d6 + 25 ⇒ (5) + 25 = 30
Acid: 1d6 ⇒ 4
Fire: 1d6 ⇒ 2
Iterative: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d6 + 25 ⇒ (6) + 25 = 31
Acid: 1d6 ⇒ 6
Fire: 1d6 ⇒ 6
Iterative: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d6 + 25 ⇒ (6) + 25 = 31
Acid: 1d6 ⇒ 6
Fire: 1d6 ⇒ 1
| GM_DBH |
| 1 person marked this as a favorite. |
Bharak promptly finishes off the Qlippoth.
Ryn holds the struggling Koriah for a few more seconds until she snaps out of the Confusion.
You are in C8.
C8. HALL OF RUIN
The plastered walls of this room bear an incredibly realistic mural of the interior of a ruined cathedral, portrayed such that one who stands in the center of the room perceives the chamber to be much vaster than its actual size. Archways to the north, south, and east appear to be freestanding stone arches that look almost like strange portals, while to the west a fourth archway provides access to a flight of stairs leading down.
Only one room to check and it's empty so here it is.
C9. APOTHECARIUM
This room's furnishings reveal it was once an apothecarium, although the smells of herbs and spices are long gone today. Alchemical equipment lies under layers of dust.
This room was used by the Groetan cult to brew potions and various hallucinatory drugs employed in rituals to enhance their abilities to catch glimpses of other realities.
Treasure:
Although the bulk of the items kept here have long since crumbled away to dust, a search of the room automatically gathers up various valuable components such as gemstone dust, bits of gold, and finely crafted tools worth a total of 1,200gp.
Ardathanatus overlooked these treasures in his haste to explore the lower levels, and also missed one of the greatest treasures to be found in the dungeon. Sitting idly forgotten on a shelf near the
northwest corner of the room is a philosopher's stone.
That is the whole floor cleared. You can safely rest and recover.
| GM_DBH |
Some back story on what you've pieced together about Ardathanatus.
As it did throughout the rest of the Inner Sea region, Aroden's death in 4606 AR sent shock waves through Windsong, and particularly impacted the faith and mind of the abbey's current priest of Pharasma, an elf named
Ardathanatus.
As happened with many of Pharasma's priests, the failure of prophecy drove Ardathanatus mad. He became convinced that Iomedae had murdered her
mentor, that she assassinated Aroden in a blatant attempt to seize his power.
So enraged, Ardathanatus murdered Windsong's Masked Abbess, for as a priestess of lomedae, he blamed her as much as her deity for the onset of the Age of Lost Omens. Several other priests died that day as well, all laid low by the mad cleric of Pharasma.
By the time Ardathanatus fled the abbey, no fewer than seven of the abbey's clerics had been murdered by one of their own. In the years to follow, Windsong began to fall apart.
The wake of Ardathanatus's murder spree combined with Aroden's death to shake the faith of many of Windsong's priests. Some of them abandoned the abbey entirely, while others retreated to their own corners within the abbey to become isolationists or hermits.
Only a few priests stayed on in their original posts, keeping the
abbey secure in the hope of reopening it as an universal place of worship someday.
When the mad Cleric reutrrned to Windsong abbey only five full-time priests remained at Windsong Abbey-clerics of Desna, Erastil, Gozreh, Nethys, and Zon-Kuthon.
Sadly now only one is alive, Casmir Azmeren. Koriah's father who you rescued up above.
| Silviana Tyne |
Silviana expels a long sigh of relief. "Well fought! You're an impressive crew, and it is my privilege to join such a well-oiled machine. I suggest we set up camp in that room with the window of Sarenrae. I have a spell that will allow all of us to gain the benefits of rest without actually going to sleep, so long as we don't exert ourselves. I also have a spell that is a favorite of Desna's followers that allows me to explore the area with a special arcane eye as if in a dream. It lasts for twelve hours, so I should have some first-hand intelligence about what is below when we are ready to move again."
She is describing the spells keep watch and traveling dream.
"Also, it is my practice to pray to Desna at night, during the time of dreams when her power is strongest. Does anyone have a suggestion for what I might ask her about our mission? She often guides me to answers if I concentrate carefully upon the questions."
An omdura can cast commune once per day as a spell-like ability.
| Ryn Mero |
Once Koriah regains her senses, Ryn apologizes profusely for the brutal assault on Koriah. "Gods I hate those things and how they affect the mind!"