Teke
|
Teke will pick up the dropped weapon, accepting whatever unarmed AoO the statue has, and take a point of burn to attack with an empowered earth blade.
Geokinetic Blade: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 Empowered Damage: 3d6 + 6 + 1 ⇒ (2, 2, 4) + 6 + 1 = 15 22 damage
| DoubleGold |
As the statue is not currently flatfooted that misses. It tries to strike Teke unarmed hit: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 dmg: 1d6 + 7 ⇒ (2) + 7 = 9
It takes its turn to attack Teke hit: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 dmg: 1d6 + 7 ⇒ (4) + 7 = 11
hit: 1d20 + 11 - 5 + 2 ⇒ (8) + 11 - 5 + 2 = 16 dmg: 1d6 + 7 ⇒ (2) + 7 = 9 I know it provokes, but if anyone wants to get behind it to set up flank and flatfooted, this thing will be easier to hit.
Round 4 heroes go
Round 3 retcon, I didn't realize Kegdrainer didn't take his turn
hit: 1d20 + 3 ⇒ (2) + 3 = 5 and misses the statue.
Kegdrainer
|
Spiritual Weapon: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 201d8 + 1 ⇒ (2) + 1 = 3
The glowing weapon continued to swat at the stone creature. Reaching over to Kalak, a wave of healing energy flowed over as Kegdrainer reached out to lay a hand on his forehead. "It is not your time yet" he said.
Cure Moderate: 2d8 + 5 ⇒ (2, 6) + 5 = 13
Valentina Vitteri
|
D'oh, sorry I didn't think of flanking earlier.
Seeing Kalak conscious, she will assume he is safe for the moment, and swirl around behind the attacking statue to flank the statue with Teke.
(AC 20*, touch 16, flat-footed 15* vs AoO movement due to Spell Dance)
Bladed Scarf to hit (flank): 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Bladed Scarf damage (Sl): 1d6 - 1 ⇒ (2) - 1 = 1
Triix
|
Triix pauses in thought ..... why waste spells when they're going to be ineffective. Instead she attempts to give Kalak more healing.
umd: 1d20 + 7 ⇒ (12) + 7 = 19
Teke
|
After taking one hit from the statue, Teke gathers power and manifests a new empowered blade to swing again!
Earth Blade: 1d20 + 11 + 1 + 2 ⇒ (19) + 11 + 1 + 2 = 33 Empowered Slashing Damage: 3d6 + 6 + 1 ⇒ (2, 2, 5) + 6 + 1 = 16 24 damage
Kalak Sunrunner
|
Assuming the combat is over....
Kalak blinks his eyes, and groans, climbing to his feet. I had seen that going better in my mind's eye. Thank you all. Kegdrainer, will you use this wand to further repair my injuries? I may need a minute to pull myself together, I surely thought I was headed to the hunting grounds forever....
Clw: 1d8 + 1 ⇒ (1) + 1 = 2
CLw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (7) + 1 = 8
Valentina Vitteri
|
Nope, no adamantine.
"Glad it finally went down. You okay there, Kalak? Teke, you need any healing?" pulling out her own wand of Cure Light Wounds.
"Sorry, I'm still in training and not much use without certain spells - it was weird how magic didn't seem to effect it much. I'm still learning how to flick my wrist right to get greater damage out my bladed scarf. Wonder what other surprises lurk in store for us here?"[/b]
She looks around, alert.
Once everyone is healed, she will scan this level with Detect Magic (but 1' of stone will block it), so she will check just at/before the doorways in a circle back to everyone else.
| DoubleGold |
Teke takes it down, its weapon actually crumbles along with it. It was a +1 staff, but it is not obtainable equipment, so it is probably gets destroyed when it gets destroyed. End of combat You can now explore this floor if you want, explore the floor below you, explore the floor above you, rest, etc. You cleared out most of the monsters, keep in mind there are still some around when doing what you do, though you can take a rest.
Triix
|
It had some sort of innate resistance Triix explains. Unfortunately, I wasn't able to push my spell in to overcome it
Let's heal Kalak up to full before proceeding - and anyone else who got hurt. Use my wand if you need to
Teke
|
"Tough cookie that fella. Hmm.... Now I'm hungry. Does anyone have a cookie?"
Teke will thank anyone of the wand users to use his own wand.
CLW wand: 1d8 + 1 ⇒ (6) + 1 = 7
| DoubleGold |
You can still heal up or buff up if you want, but I'm going to finish this floor out to move things along. Then I'll post the treasure on the bottom floor.
You all eventually move to 3g where the ghoul is.
init: 1d20 + 5 ⇒ (18) + 5 = 23 Teke
init: 1d20 + 2 ⇒ (14) + 2 = 16 Kegdrainer
init: 1d20 + 2 ⇒ (4) + 2 = 6 Triix
init: 1d20 + 3 ⇒ (10) + 3 = 13 Valentina
init: 1d20 + 2 ⇒ (10) + 2 = 12 Kalak
init: 1d20 + 3 ⇒ (3) + 3 = 6 ghoul
All heroes are up everyone should be within 30 feet, if I didn't move you close enough, you can still have started within 30 feet, unless you really would have wanted to be far back then you can start in the back of the room of 3f.
Kegdrainer
|
Stepping forward, Kegdrainer let loose with a blast of fire from his finger tips at the ghoul.
Burning hands DC 16 Reflex: 5d4 ⇒ (4, 2, 1, 2, 4) = 13
Having issues with the map. I should be 15' away from the ghoul, where the top part of the 3 is on the map.
Valentina Vitteri
|
~before~
Sorry I guess I jumped the gun and my post-combat stuff got lost. Anyway yeah I'm fine with that postitioning, thanks.
She looks around, alert.
Once everyone is healed, she will scan this level with Detect Magic (but 1' of stone will block it), so she will check just at/before the doorways in a circle back to everyone else.
.
~now~Peeking around the corner, she exclaims "Eww - definitely an undead by the smell, but is it the devourer we're looking for?
And spends the first turn either retrieving and preparing to throw Holy Water, or applying Holy Weapon Balm (see question in discussion). Although it depends how many HP this guy has, the rest of the party might already have it taken care of anyway before I waste my "fancy" stuff. Unless the ghoul happens to be wearing metal armor. :)
Kalak Sunrunner
|
Kalak, fully healed after a brief respite to catch his breath, roars a challenge to the undead thing and advances swinging his massive warhammer while in the battle fury of his people!
Rage attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15
4/12 Rage
| DoubleGold |
reflex: 1d20 + 4 ⇒ (10) + 4 = 14 but he does resist 5 of the fire so he doesn't take it all even though he can't get out of the way.
Triix sends some missiles into his chest.
Kalak misses
Valentina draws a holy water. No magic by the way on this floor. At least none that you were able to detect, and you can't tell if the ghoul is magical or using magical objects because of things having been in the way, walls and whatnot. Ghoul is not wearing armor.
Teke is up
Teke
|
Teke gathers power and fires off an entangling blast at the ghoul.
Earth Blast: 1d20 + 11 ⇒ (10) + 11 = 21 Slashing Damage: 3d6 + 8 ⇒ (6, 2, 1) + 8 = 17
On a hit, the ghoul must make a DC 18 Reflex save or be entangled.
Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.
| DoubleGold |
Teke hits the ghoul hard and he is bloodied reflex: 1d20 + 4 ⇒ (8) + 4 = 12
The ghoul will bite and claw his way out of entanglement hit: 1d20 + 7 ⇒ (20) + 7 = 27 dmg: 1d6 + 4 ⇒ (1) + 4 = 5 hit: 1d20 + 7 ⇒ (20) + 7 = 27 dmg: 1d4 + 4 ⇒ (1) + 4 = 5 hit: 1d20 + 7 ⇒ (12) + 7 = 19 dmg: 1d4 + 4 ⇒ (1) + 4 = 5
All heroes are up is he untangled yet?
Teke
|
The entangling mass has 10 HP and no hardness, so the first 2 hits take care of it before his third attack.
Teke Fires off another blast, this time empowered instead of entangling.
Earth Blast: 1d20 + 11 ⇒ (3) + 11 = 14 Piercing Damage, empowered: 3d6 + 8 ⇒ (1, 6, 3) + 8 = 18 27 damage
Valentina Vitteri
|
Val mutters a prayer for guidance and moves closer to toss the Holy Water, keeping her distance after seeing how quickly the thing took care of Teke's magic entanglement.
1d20 + 4 ⇒ (18) + 4 = 22
2d4 ⇒ (1, 3) = 4
Kegdrainer
|
At least the nat 20's were on the entangle and not us. :)
Stepping back a bit, Kegdrainer let Kalak and the others deal with the ghoul. Just to be sure, he flicked the wrist sheath, causing a wand to pop out into his hand.
Kalak Sunrunner
|
Kalak, being the only one in melee, continues his reckless assault on the ghoul, hoping to overwhelm it with force!
attack, rage, PA: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 2d6 + 9 ⇒ (6, 2) + 9 = 17
Rage 5/12
Valentina Vitteri
|
Seeing Teke miss and the undead thing torch Kalah so badly, she decides it's worth the risk to head into close quarters herself.
She starts another Spell Dance and circles behind it, lashing her bladed scarf into it's eyes in an attempt to blind the thing! "Can't cast if you can't see!"
Dirty Trick CM: 1d20 + 5 ⇒ (15) + 5 = 20
(EDIT: slight retcon from Trip attempt, realizing most of our party is ranged that would hurt more than help I think)
Spell Dance AC 20/18/13 from movement AoO only (turn 1/10)
Triix
|
Triix is starting to have to reach into her second level spell slots.
ss: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
Die again darn you. Pharasma wants you back.
Kegdrainer
|
Stepping over to Kalak, Kegdrainer applied a bit of healing to the wounds caused by the fire.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Move 10' towards Kalack and cast Cure light wounds.
Teke
|
Seeing the ghoul's ranged casting abilities, Teke runs up to the opposite flank from Val. "Lets not give him room to do that again."
Earth Blade: 1d20 + 11 ⇒ (11) + 11 = 22 Slashing Damage: 3d6 + 6 ⇒ (5, 1, 1) + 6 = 13
Then he draws a small blade, to threaten with something at least.
| DoubleGold |
Triix hits it, then Teke finishes it. Combat over
On the ghoul you find. potion of invisibility, scrolls of web (2), wand of burning hands (16 charges), wand of protection from arrows (8
charges), lesser elemental metamagic rod (cold)*; Other Gear
+1 dagger, amulet of natural armor +1, disguise kit, 236 gp.
You search the bottom floor and the middles floor. 3a has just gold in it easy to spot. 3b. Stone shelves once crowded this chamber, but most have
broken loose and lie in crumbled fragments on the floor. Desks,
easels, and ruined books litter the floor, and patches of algae
grow on the walls and floor.
floor. A wayfinder hangs from a corroded chain around the neck of one skeleton. Beyond these grim remnants, a brightly-colored mosaic covers the chamber’s back wall, largely free of the barnacles and deposits covering the other surfaces in the area. The mosaic depicts a group of wizardly figures gathered around a larger figure clad in robes of black and white.
You find jewels, gems and other mundane items in here easy to spot A cold iron masterwork longsword. 3d. Broken statuary and debris covers the floor of this level. Some statues still stand, fragments chipped or broken off here and there, but for the most part retaining much of their former splendor. The hallway opens up into a larger chamber to the west, the statues in which appear slightly different than those in this hall.
3e. This is the 3rd floor, you aren't here yet.
3f. Crumbled Stairway, nothing to see here
3g. Where you fought the ghoul. You also find nonmagical scrolls here worth gold, description of the room. This room appears for all intents and purposes to be a vault, containing various crates and shelves stocked with countless papers, scrolls, tomes, and other wizardly items.
Anything else before heading to 3e?
Valentina Vitteri
|
(Since the Kn.Arcana check is so high, I can make my own roll OR assist Triix on her check since her bonus is probably higher?)
Kegdrainer
|
Survival: 1d20 + 9 ⇒ (6) + 9 = 15
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Not inclined towards the arcane arts, Kegdrainer looked around and noticed that in place of one of the animated statue’s ruby eyes a small piece of silver jewelry replaced it. "That looks like it might be part of Beldrin’s sigil." he said.
Triix
|
Triix gleefully gathers up as much of the arcane stuff she can while giggling like a madwoman
k arcana: 1d20 + 12 ⇒ (1) + 12 = 13
T-Shirt reroll 4 stars
k arcana: 1d20 + 12 + 4 ⇒ (8) + 12 + 4 = 24
perception: 1d20 + 6 ⇒ (17) + 6 = 23
Kalak Sunrunner
|
Will Save v CLW: 1d20 + 2 ⇒ (4) + 2 = 6
Kegdrainer's magic overwhlems the other Shoanti, closing his wounds as Kalak comes down from the battel frenzy. Kalak looks drained as they search the floor, again asking for healing assistance from Kegdrainer. He then begins to look around the chamber, trying to point out anything which may have been missed.
Survival: 1d20 + 5 ⇒ (11) + 5 = 16
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
While the others search the chamber, Kalak lets his adrenaline fade, and rests for a minute. After a minute passes, he's back up again and ready to continue.
Valentina Vitteri
|
Kn.Arcana (assist): 1d20 + 7 ⇒ (6) + 7 = 13
Survival: 1d20 + 0 ⇒ (2) + 0 = 2
Since everyone else made the Perception check, I won't bother.
Kalak can use my CLW wand for the last 2 heals, it hasn't been used yet.
UMD: 1d20 + 7 ⇒ (13) + 7 = 20
UMD: 1d20 + 7 ⇒ (17) + 7 = 24
She'll assist in searching with detect magic, noticing the transmutation patch on the mosaic, and especially checking the skeleton before removing the Wayfinder from around its neck. (and helping Triix loot the Arcane treasures teehee)
After anyone points out the silver jewelry in the statue's eye, she will frown and compare it to the mosaic. "Hmm... I definitely think this is part of Beldrin’s sigil, but it looks like we're missing a few other parts still."
And will scan through what they accumulated, as well as the floor debris for the missing parts. (I assume they aren't here, but Val would be thorough anyway, just in case.)
Valentina Vitteri
|
Between her, Triix, & Kegdrainer, they can figure out that if they
can find & assemble Beldrin’s sigil on the mosaic, it could open a secret door leading to more treasure
Other than that, Val is ready to move on and continue exploring.
Triix
|
initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Triix taps into her second level spell slots and produces more magic missiles with Empowerment (+50% on the 3d4)
ss: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11
Fifteen points of force damage plows into Thing.
Teke
|
init: 1d20 + 5 ⇒ (8) + 5 = 13
Teke will move in toward the hand and swing his earth blade.
Earth Blade: 1d20 + 11 ⇒ (19) + 11 = 30 Slashing Damage: 3d6 + 6 ⇒ (2, 2, 5) + 6 = 15
Kalak Sunrunner
|
Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Kalak winds up a big swing at the hand, smashing his hammer down on it.
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11
Valentina Vitteri
|
Init: 1d20 + 3 ⇒ (3) + 3 = 6
"My oh my, that's a large... hand?"
As it's obvious they've reached the top of the tower, she will throw all she has into this combat.
She darts into a swirling dance in close range of the giant hand, casting a crackling spell of electricity (Shocking Grasp) and funneling it through her bladed scarf
Activate Spell Dance (swift action) and Spell Combat (full-round action) with Shocking Grasp
Trying to remember if Teke threatens or not? I can get to flanking with Kegdrainer, but will have to move through enemy threatened squares to do so - Spell Dance AC vs AoO from movement is 20/18/13
1st attack (free with Spellstrike cast; flanking): 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
2nd attack (due to Spell Combat; flanking): 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
If it hits: 1d6 - 1 + 2d6 ⇒ (5) - 1 + (2, 4) = 10
Triix
|
Triix rinses and repeats
ss with empowerment: 3d4 + 3 ⇒ (1, 4, 2) + 3 = 10
The empowerment adds 3 (50% of 7) so the hand gets hit by 13 points of force damage.
Valentina Vitteri
|
Since she continues to miss, the magic stays electrifying her scarf... she attempts again, dancing around the side of the creature and aiming more carefully this time... move 10'
Bladed Scarf (Spellstrike Shocking Grasp; Flanking): 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8