Derpi
|
Derpi takes the offered CSW potion (see Discussion and drinks it all down, making a face as she does so.
Why do healing potions always taste bad? she complains.
healing: 3d8 + 5 ⇒ (6, 6, 3) + 5 = 20
Marik the Ferret
|
Marik heals himself and then moves to the door, ready to open it next round.
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
| GM supervillan |
More healing as the pathfinders approach the second door.
The crashing and screeching noises continue...
It looks like you're ready to open the second door. I just need to know who's carrying the prisms. Mun has just picked up the empty one. You've got 4 fully charged prisms. Marik has posted in discussion, if you want to agree amongst yourselves over there that'll work.
If you are opening the door, do not post additional actions.
Party status
Derpi, -3hp
Mun, -2hp + Selune, -14hp
Xiao, -1hp, 5 images
Marik, -6hp,
Myth, -7hp, baned
Ashwell, -8hp
| GM supervillan |
Marik pushes open the second door.
The entire room hums with energy. An immense column of silver and steel rises through the centre of the tower, almost touching the ceiling nearly one hundred feet above, where it’s capped by an elaborate device much like an astrolabe of gold and glass. Stairs made of metal mesh round the perimeter of the tower clockwise before reaching a platform twenty feet off the ground. A C-shaped console occupies much of the platform. At the foot of the stairs lies a gleaming shield, perhaps dropped by a crusader.
Two deformed, fiendish creatures occupy the room. One of them stands upon the staircase on the opposite side of the astrolabe. The second is on the high console to the east, taking great pleasure in tearing great chunks out of the complex machinery and hurling them to the floor.
Once you have line of sight to these creatures - Green or Red tokens on the map - you can attempt the spoilered Knowledge check.
The pair of ratlike hunchbacks are Abrikandilu demons, but are obviously unusual specimens, even more violent and angry than typical wrecker demons. Demon barbarians :o
DC24
Wrecker demons often serve as troops in demonic armies, for they delight in destruction and excel at it. Their natural attacks can quickly destroy buildings and ruin flesh. They can crit objects, gain a bonus to STR checks to destroy objects, and inflict a penalty on CHA checks with their bite attack.
DC29
Wrecker demons hate beauty, even more so than their demon kin. But they loathe one thing even more: their own reflections. An Abrikandilu confronted with a mirror is like to attack it to the exclusion of anything else. You get a bonus to Intimidate an Abrikandilu if you present a mirror; it gets a Will save to avoid having to attempt to destroy the mirror.
DC34
Wrecker demons have defences typical of minor demons: they are immune to poison and electricity, resistant to fire, cold and acid, and suffer reduced damage from weapons that are not cold iron.
DC39
The wrecker demon has only a couple of weak spell-like abilities, being able to cast Cause Fear and Shatter, although they can use these several times each day.
From behind you, back in the direction that you came from, you hear the distinctive voice of Ollysta Zadrian: “Pathfinders! A Shemhazian approaches! Focus on activating the weapon! I will hold off the demon for as long as I draw breath!” The clatter of iron-shod feet signals the approach of a group of crusaders...
Ashwell: 1d20 + 2 ⇒ (2) + 2 = 4
Marik: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12 +4HA
Pet Selune: 1d20 + 3 ⇒ (14) + 3 = 17
Mun: 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25 +4 with heightened awareness
Myth: 1d20 + 12 ⇒ (10) + 12 = 22
Xiao: 1d20 + 3 ⇒ (14) + 3 = 17
Pet Khafaash: 1d20 + 1 ⇒ (4) + 1 = 5
Derpi: 1d20 + 2 ⇒ (17) + 2 = 19
red + green: 1d20 + 3 ⇒ (11) + 3 = 14
Round 1
Mun, -2hp
Myth, -7hp, baned
Derpi, -3hp
Xiao, -1hp, mirror image
Selune, -14hp, mirror image
GM
Green
Red
Marik, -6hp
GM
Khafaash
Ashwell, -8hp
The bold may act!
The staircase is at ground level to the left, and rises to a height of 20 feet where it meets the control console on the right. The stair gradient is shallow enough that it is not difficult terrain. The console provides cover against attacks from the ground.
We're on slide 2. You will need to scroll down to find your tokens.
Derpi, 1
Mun, 1 (empty)
Xiao, 1
Ash, 1
Marik, 1
Mun of Ashava
|
Does Mun have line of sight through the two doorways, or is it too high to see from where he is?
Mun calls out as he holds open the back door, letting the other through as he prays for their victory. "Ashava, this may be my greatest test. Hear me now!!! I offer you this, my prayer, for your glory through our actions, and our enemy's demise!!!"
He clumsily holds out the empty prism, still getting used to the bulky leather suit.
Standard: cast prayer
Move: hold out empty prism for give away or exchange
Caster level vs SR, elven magic: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Prayer: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls. (8/8 rounds remain)
| Selûne of Ashava |
Selune, receiving no other command from her Mun, follows her instinct; she gets as close as she can to the elf and looks out for his defense. In this case, that's behind Mun... when she can hear that the noise is obviously from in front of him, and she looks frustrated and snappy as a result.
Move: 10'
Standard: readied attack vs any foe that enters a threatened square
bite, bull's strength, prayer, power attack: 1d20 + 13 + 2 + 1 - 2 ⇒ (2) + 13 + 2 + 1 - 2 = 16
damage, B/P/S, bull's strength, prayer, power attack: 1d6 + 7 + 2 + 1 + 4 ⇒ (5) + 7 + 2 + 1 + 4 = 19
shield companion (8 hours)
mage armor (1 hour)
bull's strength (8 min)
mirror image (4 images; 8 min)
fallback strategy (8 min)
prayer (8 rounds)
Xiao Katsu
|
Xiao junior uses his horn to start to inspire courage!
He also shows his flag!
"Get them everyone!"
+3 competence bonus on to hit and damage and +1 morale bonus to hit and damage from flagbearer.
kn planes: 1d20 + 18 ⇒ (4) + 18 = 22
Mythryndyr
|
Myth moves into the room and fires at the nearest demon…
To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Rapid Shot, Haste, Fear, Prayer
Damage: Magic, Strength, Deadly Aim, Prayer
Magic Longbow: 1d20 + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 + 1 ⇒ (17) + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 + 1 = 34
Magic/Cold Iron Damage: 1d8 + 1 + 3 + 4 + 2 + 1 ⇒ (5) + 1 + 3 + 4 + 2 + 1 = 16
| GM supervillan |
Mun can't see the demon on the stairs to id from his present position.
Mun prays for his goddess's intercession whilst offering the empty prism to any willing taker. Selùne guards the rear.
Myth wastes no time launching cold iron at the demon on the platform. The difficult shot is made to look easy, and the fiend's hide is pierced.
Derpi enters the weapon-tower and recognises Abrikandilu "wrecker" demons. The halfling mage realises that it's unusual to see such creatures wielding arms and armour, but this pair are equipped with studded leather (the hides of who-knows-what) and heavy picks. Moved you.
Xiao starts an inspiring song on his magical horn, and waves the Society's flag. Audible performance for ic - flag must be visible to give its additional bonus to a PC.
Suddenly, there's an almighty crash as something huge smashes its way through the wall! Although it can't push its whole bulk through, a massive fiend breaches the tower wall and knocks away part of the staircase as its claws and pincers tear down the stone and metal. The giant beast roars in hateful challenge.
The gigantic fiend is a Shemhazian demon. More physically powerful than almost any other demon, Shemhazians take great delight in mutilating and devouring their victims.
DC31
The Shemhazian is a terrifyingly powerful melee combatant, attacking with claws, pincers, bite and tail. But as if that weren't enough its bite drains Strength, and its gaze causes temporary paralysis (and demons and other evil creatures are immune).
DC36
Like all greater demons, the Shemhazian resists attacks from weapons save for those that are both Cold Iron forged and holy.
DC41
The Shemhazian resists acid, cold and fire and is immune to poison and electricity. It also resists spells.
DC46
The Shemhazian can sense Good auras and sees through illusions without effort.
DC51
A Shemhazian has few spell-like abilities for such a powerful demon, but its magic includes at-will invisibility, telekinesis and teleportation as well as mass inflict wounds, several divinations, blashpemy and summons.
The wrecker demon on the platform continues to smash the machinery with its pick - and its bite! Then it drops down low to the ground, to gain increased protection against Myth's arrows.
The demon on the stairs hefts a hunk of rubble, and holds its position.
Round 1
Mun, -2hp + Selune, -14hp, mirror image
Myth, -7hp, baned
Derpi, -3hp
Xiao, -1hp, mirror image
Big Honkin' Demon
Green, -16hp, prone
Red
Marik, -6hp
GM
Khafaash
Ashwell, -8hp
The bold may act!
Active effects: Prayer, Inspire Courage +3, Flagbearer +1, platform grants cover against attacks from ground
Derpi, 1
Mun, 1 (empty)
Xiao, 1
Ash, 1
Marik, 1
Xiao Katsu
|
kn planes : 1d20 + 18 ⇒ (15) + 18 = 33
“This large demon can devour their victims and has many attacks where its bite drains Strength, and its gaze causes temporary paralysis!!“ he shouts.
| GM supervillan |
Xiao can't see the big demon from his present location in the 'staging room' - he's also playing a wind instrument so is limited in how much he can speak.
Marik the Ferret
|
Marik casts his eyes over the scene before him while considering Ollysta's words.
"When we activate the weapon the demons will be exposed to The Inheritor's wrath, we simply need to stop them from interfering with its activation... It sounds like Ollysta wants to deal with the big guy. As for the smaller ones, we just need them out of the way... blind them, stun them, dominate them or kill them, whatever stops them from interfering with us or the console the fastest... Other than that, I think we just need to get that weapon operational as quickly as we possibly can..."
The halfling looks at the broken stairs "...also, is anyone able to teleport or fly?"
Looking as if he just remembered something, Marik reaches into his haversack and pulls out a potion which he then drinks.
Marik drinks a potion of Fly (I assume he has a free hand as he would have had to drop the wand of cure light wounds to open the door).
Marik will also enter Crane Style.
"We should also use the platform and column to provide cover and block line of site if necessary."
I assume I'm correct in thinking that column and platform will both block the demons view?
Would I be correct in thinking that Derpi only needed to take a move action to get into the room? I.e. she would also have a standard action which she could use?
| GM supervillan |
Derpi has double moved. The "column" is a large, complex, astrolabe-like device. It provides cover against things on the other side but does not block line of sight or line of effect. The platform provides cover against attacks from ground level, but does not block line of sight or line of effect, excepting that if you are directly underneath it then you don't have l-o-s or l-o-e to anything on the platform. The Shemhazian is Gargantuan - it sees everything on and under the platform from its present position.
Marik draws and drinks a potion.
Ollysta Zadrian and two crusader knights run into the control room. "We'll handle the shemhazian! Get that weapon operational!" she tells you.
Round 1 / 2
Mun, -2hp + Selune, -14hp, mirror image
Myth, -7hp, baned
Derpi, -3hp
Xiao, -1hp, mirror image
Shemhazian
Green, -16hp, prone
Red
Marik, -6hp, fly
Crusaders
Khafaash assumed in familiar satchel unless Xiao says otherwise
Ashwell, -8hp
The bold may act!
Active effects: Prayer, Inspire Courage +3, Flagbearer +1, platform grants cover against attacks from ground
Derpi, 1
Mun, 1 (empty)
Xiao, 1
Ash, 1
Marik, 1
| GM supervillan |
There are technically 10 potential targets for your Haste, Derpi: the party plus Ollysta Zadrian and her 2 crusaders. Who do you leave out?
Marik the Ferret
|
"Absolutely. Dimension Door would definitely help get us to the console quickly, but we need to stop the demon up there interfering first... I'm thinking things like Glitterdust, Suggestion, Hideous Laughter (assuming it's not immune to any of those)... anything quick which will keep it busy for a while... Obviously killing it with damage is also a very good option... Essentially whatever will take it out of the picture quickest..."
Derpi has double moved.
I guess what I was wondering here was whether Derpi had the Fleet of Foot racial trait, as it looked like she had only moved 30 feet and lots of halflings tend to take that trait to get a 30 foot movement speed.
The platform provides cover against attacks from ground level, but does not block line of sight or line of effect, excepting that if you are directly underneath it then you don't have l-o-s or l-o-e to anything on the platform.
Ah, so it sounds like the platform is sticking out of the wall, rather than being on top of a solid base.
| GM supervillan |
I missed the Fleet of Foot trait, so I will allow Haste round 1 and other actions for round 2 if you wish Derpi. I went off Derpi's posted actions and her token had not been moved - if anyone finds themselves unable to move their tokens for any reason please mention it in Gameplay, so your token can be placed accurately according to your wishes.
If you do want to caste Haste round 1 Derpi that will mean the Crusaders are not included but Ash is. The Crusaders were not yet present on your turn in round 1.
Mythryndyr
|
With the crusaders handling the big demon, a hasted Myth makes a dash partway up the stairs and then stops to fire at red…
To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Rapid Shot, Haste, Fear, Prayer, Haste
Damage: Magic, Strength, Deadly Aim, Prayer
Magic Longbow: 1d20 + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 + 1 + 1 ⇒ (13) + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 + 1 + 1 = 31
Magic/Cold Iron Damage: 1d8 + 1 + 3 + 4 + 2 + 1 ⇒ (7) + 1 + 3 + 4 + 2 + 1 = 18
Active AC: 29
Xiao Katsu
|
Hi Myth, I think you are forgetting the +3 to hit / damage from IC and +1 to hit and damage from flagbearer. ;-)
Xiao junior continues his bardic performance to inspire courage and he shows his flag!
He moves to the device (move action with haste), then drops the flag (free action), and then he takes out the prism (move action).
Mun of Ashava
|
Mun moves into the room, initially planning on just stopping inside the door, but he has to move farther in due to the clump of Pathfinders. "We can't cluster like this; we're one fireball away from doom!" he warns as he passes.
Knowledge (planes) DC 19: 1d20 + 9 ⇒ (16) + 9 = 25
Knowledge (planes) DC 26: 1d20 + 9 ⇒ (15) + 9 = 24
He readies a spell for Selune, then gets her attention, calling her to him for a spell, then pointing at the demon on the landing. Uncharacteristically using words instead of his usual kicks, pulls, and nudges, he commands his bear to attack. "You've got to take that one out, Selune! Do it fast!!!"
He doesn't show it, but for all the times he's received a mission briefing from Ollysta, Mun is a bit star-struck to find himself fighting beside the illustrious head of his faction!
Move: 20'
Standard: readied action to cast air walk on Selune when she is within range
Free: Handle Animal (receive spell-air walk) DC 12, link: 1 + 7 + 4 = 12
Free: Handle Animal (attack any target) DC 12, link: 1 + 7 + 4 = 12
I think this should all work with both Mun and Selune's actions this round. PCs are allowed to take more than one free action per round, so Mun can deliver both commands this round. By using a readied action, Mun should be able to cast air walk as Selune passes him by on her way to the demon; the intertwining of their actions between their individual turns should be legal in that sense.
I think I covered all the bases here. (I hope I covered all the bases here!)
| Selûne of Ashava |
Selune was pretty much already following Mun into the room, so her response is swift. She comes to her master as called then--with practiced ease--walks up the air as if it's a moderate hill to get to the platform and threaten the demon.
Double move: 60' laterally (including 20' worth of elevation at half-speed for a total 80' movement cost)
shield companion (8 hours)
mage armor (1 hour)
bull's strength (8 min)
mirror image (4 images; 8 min)
fallback strategy (8 min)
prayer (7 rounds)
haste (8 rounds)
air walk (80 minutes)
Derpi
|
I presume the move into the room and identifying the demon was Round 1 and casting of the Haste and identifying the second demon was Round 2. If it was actually Round 0/Round 1, then it's the entire party, including Ash & Selune that gets Hasted
| GM supervillan |
Rather than try to work in a retcon, let's stick with the initial understanding since it looks like Derpi and I both read it that way; Derpi moved into the room on round 1, then casts Haste on round 2 including Zadrian and the Crusaders but excluding Ash. (There is a benefit in Hasting the Crusaders).
Ashwell casts a Fly spell upon himself. You don't seem to have moved your token Ash, do you wish to?
Derpi hastens pathfinders and crusaders alike.
Mun calls his companion to him and grants her a semblance of flight, albeit one a little easier for her to make full use of. I see that Selune knows the "air walk" trick - and two move actions will get her where you wanted, no problem. The bear walks on air, and reaches the demon on the platform.
Myth takes the stairs and fires at the second wrecker demon waiting there, with similar effect to his first shot. I'll add +3 damage for Inspire Courage, possibly an extra +1 for Flagbearer dependent on Xiao's actions.
Xiao given confirmation of the location of the prism receptacles (see Discussion) do you want to retcon? Remember that if you drop the flag it no longer grants its Morale bonuses and Flagbearer has a 30' area of effect.
Round 2
Mun, -2hp + Selune, -14hp, mirror image, air walk
Myth, -7hp, baned
Derpi, -3hp
Xiao, -1hp, mirror image
Shemhazian
Green, -16hp, prone
Red, -21hp
Marik, -6hp, fly
Crusaders
Ashwell, -8hp, fly Move action?
The bold may act!
Active effects: Prayer, Haste, Inspire Courage +3, Flagbearer +1, platform grants cover against attacks from ground
Derpi, 1
Mun, 1 (empty)
Xiao, 1
Ash, 1
Marik, 1
Xiao Katsu
|
Thanks GM, actually moving to Derpi is only a move action with haste. And I have to drop the flag eventually and it is only a +1. So after dropping the flag and instead of taking out the prism, Xiao junior will use his free hand to cast a spell.
Xiao junior realizes that it is too early to take out the prism and thus casts glitterdust on the face of the large demon.
Glitterdust, DC 18 will save.
| GM supervillan |
Xiao Jr conjures a cloud of blinding motes of metal in the shemhazian's grotesque face...
Will: 1d20 + 18 ⇒ (1) + 18 = 19 omg - Chaldira smiles ;)
The creature roars in anger, blinking furiously and scratching at its insectoid lenses.
Trickery will not save you! The weapon will fall to me, and you will die!
The shemhazian marshals its magical powers - but aside from the play of energies around the creature nothing else happens.
Will: 1d20 + 18 ⇒ (13) + 18 = 31
With a shake of its massive head, the shemhazian clears the glitter from its eyes.
I see all, mortals! You have nowhere to hide!
On the platform, the wrecker demon is surprised to find an enchanted bear looming over it. The beast stands up, leering and provoking an AoO from Selune. It shoves the bear backwards!
knockback: 1d20 + 17 ⇒ (20) + 17 = 37image (1=true): 1d5 ⇒ 3
Or it would have done but for the mirror images - one of which is destroyed.
The fiend on the stairs rushes to engage Myth. Double move.
Round 2
Mun, -2hp + Selune, -14hp, mirror images (3), air walk, AoO
Myth, -7hp, baned
Derpi, -3hp
Xiao, -1hp, mirror images
Shemhazian
Green, -16hp,
Red, -21hp
Marik, -6hp, fly
Crusaders
Ashwell, -8hp, fly
The bold may act!
Active effects: Prayer, Haste, Inspire Courage +3, platform grants cover against attacks from ground
Derpi, 1
Mun, 1 (empty)
Xiao, 1
Ash, 1
Marik, 1
| Selûne of Ashava |
Selune snaps at the demon when it stands.
+1 bite, bull's strength, prayer, haste, inspire courage, power attack: 1d20 + 13 + 2 + 1 + 1 + 3 - 2 ⇒ (6) + 13 + 2 + 1 + 1 + 3 - 2 = 24
damage, B/P/S, bull's strength, prayer, inspire courage, power attack: 1d6 + 7 + 2 + 1 + 3 + 4 ⇒ (5) + 7 + 2 + 1 + 3 + 4 = 22
shield companion (8 hours)
mage armor (1 hour)
bull's strength (8 min)
mirror image (3 images; 8 min)
fallback strategy (8 min)
prayer (7 rounds)
haste (8 rounds)
air walk (80 minutes)
Derpi
|
perception: 1d20 + 10 ⇒ (4) + 10 = 14
spellcraft: 1d20 + 17 ⇒ (8) + 17 = 25
Ooooh. Sneaky demon. It's used it's Clairaudience/Clairvoyance spell like ability to mitigate the Glitterdust.
Xiao Katsu
|
kn planes large monster : 1d20 + 18 ⇒ (14) + 18 = 32
perception: 1d20 + 9 ⇒ (14) + 9 = 23
spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Marik the Ferret
|
spellcraft + prayer + FF: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
perception + prayer + FF: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
”The Clairvoyance sensor is just above the doorway.”
Marik looks up towards the control platform. ”The crusaders are taking care of the big demon. We need to do our bit and focus on getting the weapon activated as quickly as possible.”
”Unless we want to try and fire the weapon with the smaller demon still up there (which I guess could be an option), we need to prioritise removing it as a threat, either with a bunch of damage or spells. Do we know if it is immune or resistant to anything?”
Just to double check, did the party members who passed the knowledge checks on the demons pass on that information to the rest of us?
”If Derpi is planning on Dimension Dooring, it may be worth seeing if the rest of us can quickly take out the demon on the platform first.” (i.e. if Xiao thinks he can take it out, Derpi could delay until after Xiao’s go to see if the demon has been eliminated before deciding whether to d’door or do something else before the demons go?)
He then calls on Chaldira to protect the party and the crusaders (using his Silver Crusade Celestial Blessing faction boon as a free action to give his allies within 30 foot DR3/evil for 2 rounds); Followed by using his wand of shield, which he then drops, and flys up to the platform drawing a kukri as he goes.
Once up there he will glance at the controls to try and get a better idea of what the party need to do in order to load the prisms and fire the weapon.
Marik will remain flying but just above the console, so that he can land next round without needing to use a move action.
He will also use bodyguard to defend adjacent allies (i.e. Selûne) if necessary and will re-apply his haunted mercy to himself.
Mythryndyr
|
Myth will make an acrobatic move 20’ back and fire at red…
Acrobatics: 1d20 + 23 ⇒ (8) + 23 = 31
To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Haste, Fear, Prayer, IC
Damage: Magic, Strength, Deadly Aim, Prayer, IC
Magic Longbow: 1d20 + 13 + 1 + 1 + 1 + 1 + 2 - 1 + 1 + 3 ⇒ (5) + 13 + 1 + 1 + 1 + 1 + 2 - 1 + 1 + 3 = 27
Magic/Cold Iron Damage: 1d8 + 1 + 3 + 4 + 2 + 1 + 3 ⇒ (7) + 1 + 3 + 4 + 2 + 1 + 3 = 21
Active AC: 29
| GM supervillan |
Selùne sinks her teeth into the wrecker demon on the platform.
Marik shields himself and his allies, invokes Chaldira's divine blessings, and flies up to the control platform.
The paladin sees many dials and switches, and immediately recognises that firing the weapon will require two dials to be turned simultaneously - and one is at each end of the control platform. It will take two people to fire, or one person with very long arms. Reach 10 would do it. With finesse, it should be possible to compensate for some of the damage that has been caused to the device by the wrecker demon. An INT check or a UMD check can be made by a PC arming the weapon. But it won't fire without four prisms being loaded into their receptacles in the panel first.
I'll repeat the weapon firing details in Discussion for ease of reference.
The three crusaders sprint at the shemhazian and attack! The demon swats at them with claw and pincer, and the crusaders begin to mend their wounds with Iomadae's grace.
Myth does a spectacular backflip down the stairs and tops the manoeuvre with a pinpoint arrow into his Abrikandilu antagonist.
Round 2 / 3
Mun, -2hp + Selune, -14hp, mirror images (3), air walk, AoO
Myth, -7hp, baned
Derpi, -3hp
Xiao, -1hp, mirror images
Shemhazian
Green, -34hp
Red, -42hp
Marik, -6hp, fly
Crusaders
Ashwell, -8hp, fly
The bold may act!
Active effects: Prayer, Haste, Inspire Courage +3, platform grants cover against attacks from ground, celestial blessing DR3/evil
Derpi, 1
Mun, 1 (empty)
Xiao, 1
Ash, 1
Marik, 1
Ashwell
|
Ash’s magic isn’t particularly well suited against demons, so he figures he might be able to place his prism into the machine.
GM, I’ve got a hasted double move in which to fly and try to get the prism into the machine. My plan is to try that with my move.
Xiao Katsu
|
Xiao junior casts glitterdust on the face of the red demon and then takes out the prism.
Glitterdust, DC 18 will save.
“Are we going up there Derpi?!“ he shortly asks before continuing to inspiring courage with his horn.
| GM supervillan |
If you're Hasted and use a full round action, can you still move?
You're limited to a 5' step. Haste doesn't give extra actions (except for the bonus attack if you full attack).
I’ve got a hasted double move in which to fly and try to get the prism into the machine. My plan is to try that with my move.
You've got enough flight speed to get there in one move. You can load your prism from any square adjacent to the console, seeing as you are flying. Please place your token.
Any character listed as 'holding' a prism will be assumed to have it in hand if their hands aren't full of weapons or other items.
Mun of Ashava
|
Mun realizes that the empty prism he holds is not needed, so he stows it and draws his longbow, ready to act as support should the party need it.
5' step
Move: stow prism
Standard (move-equivalent): draw longbow
| Selûne of Ashava |
Selune, feeling she has the clear advantage, lays into the demon at the console, snapping and clawing in her enhanced fury.
Full round: full attack vs green
+1 bite, bull's strength, prayer, haste, inspire courage, power attack: 1d20 + 13 + 2 + 1 + 1 + 3 - 2 ⇒ (9) + 13 + 2 + 1 + 1 + 3 - 2 = 27
damage, B/P/S, bull's strength, prayer, inspire courage, power attack: 1d6 + 7 + 2 + 1 + 3 + 4 ⇒ (4) + 7 + 2 + 1 + 3 + 4 = 21
+1 claw, bull's strength, prayer, haste, inspire courage, power attack: 1d20 + 13 + 2 + 1 + 1 + 3 - 2 ⇒ (5) + 13 + 2 + 1 + 1 + 3 - 2 = 23
damage, P/S, bull's strength, prayer, inspire courage, power attack: 1d4 + 7 + 2 + 1 + 3 + 4 ⇒ (3) + 7 + 2 + 1 + 3 + 4 = 20
+1 claw, bull's strength, prayer, haste, inspire courage, power attack: 1d20 + 13 + 2 + 1 + 1 + 3 - 2 ⇒ (18) + 13 + 2 + 1 + 1 + 3 - 2 = 36
damage, P/S, bull's strength, prayer, inspire courage, power attack: 1d4 + 7 + 2 + 1 + 3 + 4 ⇒ (1) + 7 + 2 + 1 + 3 + 4 = 18
+1 bite, bull's strength, prayer, haste, inspire courage, power attack: 1d20 + 13 + 2 + 1 + 1 + 3 - 2 ⇒ (9) + 13 + 2 + 1 + 1 + 3 - 2 = 27
damage, B/P/S, bull's strength, prayer, inspire courage, power attack (extra attack from haste): 1d6 + 7 + 2 + 1 + 3 + 4 ⇒ (3) + 7 + 2 + 1 + 3 + 4 = 20
shield companion (8 hours)
mage armor (1 hour)
bull's strength (8 min)
mirror image (3 images; 8 min)
fallback strategy (8 min)
prayer (6 rounds)
haste (7 rounds)
air walk (80 minutes)
| GM supervillan |
Ash zips up to the control platform and loads a prism.
Mun draws his bow. Selùne rips into the wrecker demon in an impressive display of savagery. The demon is badly wounded but does not fall.
Derpi launches a volley of her signature magic missiles which slam into the wrecker demon on the stairs.
red will DC18: 1d20 + 8 ⇒ (18) + 8 = 26
Xiao Jr repeats the razzle-dazzle, but red wrecker seems ready for it and hides his eyes in time.
The shemhazian demon roars in rage, its mighty thews shaking the very foundations of the tower. Rubble falls down from the roof, battering fiend and pathfinder alike!
bludgeoning damage: 3d6 ⇒ (2, 3, 5) = 10
red reflex: 1d20 + 9 ⇒ (12) + 9 = 21
green reflex: 1d20 + 9 ⇒ (10) + 9 = 19
Everyone attempt a DC15 Reflex save for half damage (5 - or less with your DR3/evil!).
The two abrikandilu demons are unharmed by the debris. DR
The shemhazian swats Ollysta Zadrian off her feet with a massive claw. As she stands, it hits her again.
The fiend on the platform looks from Marik to Selùne and back.
sunder vs Marik: 1d20 + 21 ⇒ (17) + 21 = 38damage: 1d6 + 9 ⇒ (4) + 9 = 13
The monster's pick smashes Marik's kukri and pierces the halfling's hand! Greater Sunder + Smasher rage power; destroys your kukri - I assume you drew the cold iron one - and does you 11hp damage.
Laughing cruelly, the bestial fiend turns his pick on Selùne...
pick: 1d20 + 12 ⇒ (6) + 12 = 18damage: 1d6 + 9 ⇒ (2) + 9 = 11
pick: 1d20 + 7 ⇒ (20) + 7 = 27damage: 1d6 + 9 ⇒ (3) + 9 = 12image? 1=true: 1d4 ⇒ 4
confirm?: 1d20 + 7 ⇒ (15) + 7 = 22damage: 3d6 + 27 ⇒ (4, 4, 3) + 27 = 38
...before trying to bite her for good measure.
bite: 1d20 + 12 ⇒ (8) + 12 = 20damage: 1d6 + 3 ⇒ (5) + 3 = 8
Between the mirror images and Marik the she-bear suffers no further harm.
The red wrecker bounds down the stairs towards Myth...
sunder vs Myth: 1d20 + 21 ⇒ (6) + 21 = 27damage: 1d6 + 9 ⇒ (2) + 9 = 11
Myth's bow is damaged, but still totally useable. Impervious Darkwood means it has 30hp! The fiend snarls in frustration.
Round 3
Mun, -2hp + Selune, -14hp, mirror images (2), air walk
Myth, -7hp, baned (bow: -11hp/30)
Derpi, -3hp
Xiao, -1hp, mirror images
Shemhazian
Green, -93hp
Red, -67hp
Marik, -17hp, fly
Crusaders
Ashwell, -8hp, fly
The bold may act!
Active effects: Prayer, Haste, Inspire Courage +3, platform grants cover against attacks from ground, celestial blessing DR3/evil
Derpi, 1
Mun, 1 (empty)
Xiao, 1
Marik, 1
loaded: 1 (8c)
Ref saves for everyone!
Xiao Katsu
|
reflex : 1d20 + 14 ⇒ (20) + 14 = 34