GM Peachbottom's War for the Crown

Game Master Peachbottom

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Hero Points:
Henrika: 2 | Icabhod: 2 | Trevor: 2 | Tychus: 2 | Xallis: 2

Inspiration Points:
Henrika: 6 | Icabhod: 6 | Trevor: 4 | Tychus: 8 | Xallis: 6

Inspiration Point Skills:
Henrika: Bluff, K. Local, Sense Motive, Stealth, Melee
Icabhod: Bluff, Disable Device, Perception, Linguistics, Sense Motive
Trevor: Diplomacy, K. Local, Sense Motive, Stealth, Melee
Tychus: K. Religion, P. Oratory,Sense Motive, Stealth, Ranged
Xallis: Diplomacy, Disable Device, K. Nobility, K. Planes, Stealth

Suspicion Points: 0


3,501 to 3,550 of 3,838 << first < prev | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | next > last >>

AC 23, T 15, FF 20 | CMB 6, CMD 17 | HP 83/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: overland flight
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Round 4

Xallis holds his banner high as he makes a sweeping gesture, parting the curtains of reality to allow a celestial being to enter the fray.

Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.

Celestial:
"Champion of Elysium, these cultists strike us with silver bolts from the skies. Show them how it feels."


Hound Archon | AC 19, T 10, FF 19 | SR 15| CMB 10, CMD 20 | HP 51/51 | Fort +8, Ref +5, Will +5 | Perception +10, low-light vision, scent| Conditions: magic circle against evil

The azata glances towards Trevor, offering him a warm smile and a mock toast before turning his attention towards the enemy.

Lightning Bolt (DC 15) vs Red, Purple, Orange: 6d6 ⇒ (1, 1, 5, 1, 5, 3) = 16


Female
Skills:
Diplo +6|Intim. +23|Kn. History +9|Kn. Nobility +11|Kn. Local +9|Kn. Geo +9
Human Fighter (lore warden)/8th|HP 66/66|AC 16|Fort +9, Ref +1, Will +2| Perception +3|

Round 4

Malphene crotches down and advances toward the end of the row of chairs to strike the (orange) high cultist.

+1 Longsword, bless, haste: 1d20 + 12 + 1 + 1 ⇒ (9) + 12 + 1 + 1 = 23
Dmg.: 1d8 + 4 ⇒ (4) + 4 = 8


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/day (Will DC 18)

Round 4

Trevor returns the azata's smile with surprised enthusiasm. The cleric rushes forward to provide continued healing. Selective Channel

Channel Energy: 5d6 ⇒ (3, 6, 2, 6, 5) = 22


Round 5

Icabhod takes a stab at the confused cultist. The cultist spins wild-eyed to face the new opponent.

Icabhod hits High Cultist (Purple) for 24 damage.

Jack doesn’t let up on the cultist trying to step away and takes him down before he can get any further.

Jack hits High Cultist (Black) twice for a total of 40 damage and kills him.

Then Henrika takes out High Cultist (Red). The cultists start dropping like flies as the fight winds down.

Henrika rolled Painful Stare for all three attacks, but she can only trigger it twice with Manifold Stare, correct? Henrika hits High Cultist (Red) three times for a total of 92 damage, killing him twice over.

Trevor heals again for another 22 hp to everyone.

Lightning Bolt Reflex saves DC 15
High Cultist (Orange): 1d20 + 7 ⇒ (3) + 7 = 10
High Cultist (Purple): 1d20 + 7 ⇒ (18) + 7 = 25

A shining azata appears before Xallis and gives the cultists a taste of their own medicine. The more injured cultist, can’t take any more and dies, his muscles convulsing from the shock. The last cultist takes the full force of the lightning bolt. He is still standing but his body smokes from electrical burns.

High Cultist (Orange) fails the Reflex save against lightning bolt and takes 16 damage. High Cultist (Purple) passes and takes 8 damage which is still enough to kill him.

Malphene runs in right after the lightning bolt and slashes the last cultist while he is still blinking in shock.

Malphene hits High Cultist (Orange) for 8 damage.

Round 6

Tychus wrote:
With only one left, the Abadaran attempts to make the best of it, and rid one of the cultists of their wands.

The cultists aren’t using wands. They are just casting spells normally. I’m make this a regular attack.

Damage: 1d10 + 16 ⇒ (8) + 16 = 24

Lastly, Tychus hits the final cultist with his last remaining bolt and ends the fight.

Tychus hits High Cultist (Orange) for 24 damage and kills him.

Combat Over

Initiative
[b]Icabhod
(58/68 hp)
Jack (67/67 hp)
Henrika (85/84 hp)
Trevor (71/71 hp)
Xallis (75/75 hp)
Malphene (38/58 hp)
Tychus (72/72 hp)

Active Spells/Effects
Henrika:False Life (1 hp, 9 hr), ▲Mirror Image (1 image, 9 min), ▲Bless (9 min), ▲Haste (7 rd)
Icabhod:Barkskin (+4, 90 min), ▲Heroism (90 min), ▲Bless (9 min), ▲Shield (9 min), ▲Haste (7 rd)
Trevor:Bless (9 min), ▲Haste (7 rd)
Tychus:Bless (9 min), ▲Haste (6 rd)
Xallis:Barkskin (+4, 90 min), ▲Bless (9 min), ▲Grease (9 min), ▲Haste (6 rd)
Jack:Barkskin (+2, 30 min), ▲Bless (9 min), ▲Haste (7 rd)
Malphene:Bless (9 min), ▲Haste (6 rd)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can
see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Follow up post coming.


Okay lots of loot, but all minor stuff. Xallis’ +14 Spellcraft is high enough to identify all the magic items of these characters have by taking 10.

There were two different types of Cult Sentries.

Cult Sentry A (x3)
(6) Potions of Barkskin
(6) Potions of Bull’s Strength
(6) Potions of Cure Serious Wounds
(3) Potions of Resist Electricity
(3) Bracers of Armor +1
(3) Headbands of Inspired Wisdom +2
(3) Rings of Protection +1
(3) Cult Tunics
(3) Keys
150 gold

Cult Sentry B (x3)
(3) Potions of Bear’s Endurance
(6) Potions of Cure Light Wounds
(6) Potions of Cure Moderate Wounds
(6) Potions of Mage Armor
(6) Potions of Magic Weapon
(3) Antitoxins
(6) Holy Waters
(3) Masterwork Heavy Picks
(150) Masterwork Shuriken
(3) Belts of Giant Strength +2
(3) Bracers of Armor +1
(3) Cloaks of Resistance +1
(3) Rings of Protection +1
(3) Cult Tunics
(3) Keys
423 gold

High Cultists (x6)
(6) Potions of Cure Moderate Wounds
(6) Potions of Invisibility
(6) Masterwork Light Crossbows
(120) Bolts
(6) Sickles
(6) Cloaks of Resistance +1
(6) Cult Tunics
(6) Mirrors
(6) Ritual Bells


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/day (Will DC 18)

The last cultist lay defeated, Trevor rushes over to Malphene.
"By Cayden, Darling! Are you alright! I've never seen anyone take so much lightning damage! Here."
The cleric casts cure critical wounds on the fighter.
CCW: 4d8 + 8 ⇒ (3, 6, 2, 2) + 8 = 21

Once healed, Malphene leaps into Trevor's embrace. "That was terrible! Now all I taste is iron."

Before the bralani dissipates, Trevor calls out.

Celestial:
"Please give our regards to other azata. And thank you!"


Afte the battle, you notice the mysterious man has mysteriously vanished. Once Xallis identifies all the items, you can push past the green curtain and explore the back area.

(I’ll say it took Xallis about 2 minutes to identify all the items if anyone wants to do anything during that time.)

Starting from right to left:

This first room you come across is a large storeroom that has been converted into a barracks, with several large and comfortable-looking bunk beds. Spirals and overlapping circles of various sizes have been drawn on the walls in blue and yellow paint. The room’s only door is in the southwest corner.

The circular patterns are reminiscent of the strange circles the rat familiar was drawing all over the dungeon underneath the Senate building at the beginning of the adventure.

Tucked neatly under one of the beds are four more tunics and eight blue skullcaps with veils. Other than that, you find nothing else of value and continue on.

The next room was once two separate dressings rooms but the wall dividing them has been demolished to create a larger room. The room contains two bunk beds which were used by the dwarven sentries. A thin curtain has been tacked to the ceiling between the two bunks in an attempt to partition this room into two halves.

There is nothing else of value in this room.

The next room you come across, you are surprised that it is still occupied.

This dressing room contains only a vanity table and a single wooden chair. The vanity table contains a large mirror ringed with candles burning brightly. An overstuffed sewing basket sits on the vanity table, with needles and thread of many types and colors spilling out of the basket’s top.

A single gangly individual sits in the chair before the vanity table, using the sewing kit to slowly stitch its turban to his head and his veil to his face. He continues with his business with an unnatural calm. He looks at you reflected through the mirror without turning around and says languidly in a strange accent, ”You’re not with the cult. So I have something to offer you, if you’re willing to converse like civilized beings.” While he talks, he continues his slow stitching. With one hand, he deftly reaches into his sewing basket and holds up a flawless ruby the size of a hen’s egg. ”This can be yours if you agree to leave. Why continue this foolishness? You could die infiltrating the cult’s inner circle or you could leave and live out your lives wealthy. An easy choice.”

To Icabhod’s appraising eye, he estimates the ruby to be worth 10,000 gold.

If you have Knowledge (Planes) you can attempt to identify what this being is.

Knowledge (Planes) DC 23:

•This is a denizen of Leng.
•A denizen of Leng’s type is outsider (chaotic, evil, extraplanar).
•These eerie denizens travel the universe from their strange homeland of Leng, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves.

Knowledge (Planes) DC 28:

•A denizen of Leng is immune to poison.
•A denizen of Leng is resistant to cold and electricity.
•A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, it has fast healing.
•The otherworldly teeth and tongue of a denizen of Leng deal Dexterity drain with a bite.

Knowledge (Planes) DC 33:

•A denizen of Leng has spell resistance.
•Its spell-like abilities include: tongues, detect thoughts, hypnotic pattern, levitate, minor image, locate object, and plane shift.
•Denizens of Leng speak Aklo.

I'll also say you spent about a minute in each of the above rooms, so a total of 4 minutes passed since the combat to the room with the creature for the sake of your spell durations.


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/day (Will DC 18)

Knowledge (planes), Trevor: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge (planes), Malphene: 1d20 + 4 ⇒ (1) + 4 = 5
Trevor and Malphene catches a glance from the other: neither know what his being is.

Sense Motive: 1d20 + 15 ⇒ (11) + 15 = 26
"So you do not claim to be cult's leader. Where are they?"
Diplomacy: 1d20 + 25 ⇒ (8) + 25 = 33


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

Henrika wipes off her sword, and briefly considers the cultists' fate. If their faith in their god was justified, they will surely go to some sort of paradise for protecting him, if my cosmological understanding is correct. If not, they may remain in the Boneyard to contemplate their mistake for eternity. It is a shame that their beliefs required us to fight.

She looks around for the mysterious man while Xallis examines the loot and Trevor tends to his fiancée. "Ominous. The figure that greeted us when we arrived and stood watching the fight seems to have vanished." She checks to see if the man is invisible, and briefly examines where he stood to see if there are any obvious tracks.

Jack takes one of the headbands of inspired wisdom and wraps it around his brow.

"And, who are you?" she asks, following up on Trevor's question with another. She narrows her eyes and places her hypnotic stare on the creature, reasoning that if it is inclined to deceive them, their divination effects might be more potent.


Henrika wrote:
She checks to see if the man is invisible, and briefly examines where he stood to see if there are any obvious tracks.

There are no signs of him being invisible. There are tracks that start not far from the top of the stairs and end at the bottom and just stop. You assume he likely has a means of teleportation.

Trevor wrote:
"So you do not claim to be cult's leader. Where are they?"

”I am not the cult’s leader, nor am I a member of the Cult of the Twilight Child. I am more of a benefactor. I have provided substantial funding to Vaddrigan Pol’s operation here. If something were to happen to Vaddrigan, he would not be able to fulfill his end of the bargain. So I ask you again, will you accept my offer and leave?”

Henrika wrote:
"And, who are you?"

”You can address me as the Placid One.”


AC 23, T 15, FF 20 | CMB 6, CMD 17 | HP 83/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: overland flight
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

After the battle, Xallis gestures towards Icabhod. The Azata nods and gives the man a dose of healing magic.

cure serious wounds: 3d6 + 6 ⇒ (1, 1, 5) + 6 = 13

It's magic expended, Xallis dismisses the summon and proceeds to resummon Navia. With the loot needing examination, he figures he may as well take his time. The cult is either on high alert regardless or it never was.

Upon meeting the unsual individual, Xallis gives him a careful glance.
Knowledge (Planes): 1d20 + 14 ⇒ (19) + 14 = 33

Posting from work so I can't go into chitchat yet, but I can at least identify him for the party

Edit: okay yeah really looking forward to that chat :)


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +11 | Perception +22 | Grit: 5/5

Knowledge (Planes): 1d20 + 7 ⇒ (10) + 7 = 17

"I have no doubts any bargain it has made is bad news for us..." Tychus addresses to the rest of the party as quietly as he can.


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

Henrika magically conveys Tychus's whispered words to the whole group.

(The message spell, which Henrika has active, lets Tychus initiate nearly silent whispered words to her, and she can initiate whispered words with any of the up to 9 targets she cast it on.


AC 23, T 15, FF 20 | CMB 6, CMD 17 | HP 83/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: overland flight
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Xallis steps forward, but an excitable Navia takes two steps past him. She waves and begins speaking in an eerie, alien sounding tongue. A linguistics expert may describe it as Aklo with a 'local' accent.

Aklo (Navia):
"Oh, hi there. Mister... Placid One? I'm Navia. I've heard a little bit about your people and where you come from. Leng, right? I think we might be neighbors! Well, sort of neighbors. I'm not sure where my home plane is on the maps. It's sort of like..."

"Oh! You know the plane of water, right? Where it's endless water, and everything lives in the water, and there are elementals made of water? And how they're part of the water but also their own thing? I'm like that in my home plane, but everything is made of meat instead."

Xallis furrows his brow. "Navia..."

Aklo (Navia):
"I know you're hiding your looks to fit in, but you don't have to worry! My dear Pupa here is being trained to weave my essence, and he's totally unraveled me down to my core before, so he's seen all sorts of things. Besides, you should be proud of what your body looks like. And I kind wanna see. All of my friends here are shaped the same and it's kind of creepy sometimes. Like their essence is barely alive, but it's as still as stone, and..."

"Navia." Xallis cuts in. "Ahem. Pardon her excitement, she so rarely gets to speak with someone from outside of the material plane. But what I'd like to know is just what sort of deal you've got going with the cult. Perhaps we can... negotiate an alternative?"

Navia looks to Xallis and nods enthusiastically.

Xallis' Diplomacy: 1d20 + 20 ⇒ (5) + 20 = 25


Xallis wrote:
But what I'd like to know is just what sort of deal you've got going with the cult. Perhaps we can... negotiate an alternative?"

The Palid One ponders. ”You cannot. What Vaddrigan is providing is invaluable to my masters. I am not required to tell you anything but I’m not forbidden to do so if it will get you to accept my offer and leave.”

The Palid One opens a velvet lined chest on the dresser and picks up a thin, jeweled dagger. ”See this? It is a piece of Taldan history. This is the Scion’s Dagger, a weapon commissioned by Grand Prince Penticus IV to protect his son after he struck a deal to sell his firstborn to the Denizens of Leng in exchange for the crown of Taldor. In the end, the blade saved young Penticus V not by drawing his enemy’s blood, but his own: the heir killed himself rather than be drawn to Leng, denying his father’s business partners and paving the way for his younger brother, Tralian V, to ascend to the throne and inaugurate the Fourth Army of Exploration. The Denizens of Leng have desired to claim this relic ever since. The first condition for my funding was for Vaddrigan to convince the Immaculate Circle to part with it.”

”The rest of the bargain was for three unnamed favors. Now I just bide my time until my masters instruct me to collect. So you see, anything you think you can offer pales in comparison to the deal already struck.”


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

Henrika frowns. She is loath to interrupt her companions as they attempt to convince the outsider to depart without a fight, but she fears that combat is inevitable. "I suppose this Vaddrigan Pol is the leader of the cult," she whispers to the others. "If he has taken to making deals with a creature such as this, there is little hope that his motives are pure. Do we have any knowledge of its nature and tactics that would help us fight it, if it cannot be made to depart peacefully?"


”I see my offer is also insufficient. You are determined to disrupt this operation so I will need to do what I can to stop you. Death has no meaning to me on the Material Plane, but it does to you!” The Placid One suddenly lunges forward and his veil is blown up revealing hundreds of needle-like teeth in its open mouth.

Placid One Bite vs. Henrika’s FF AC 23: 1d20 + 14 ⇒ (6) + 14 = 20
Mirror Image: 1d2 ⇒ 1
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

The Placid One chomps through the last of Henrika’s illusory images.

The Placid One makes a surprise attack against Henrika and misses but destroys Henrika’s mirror image.

Initiative:

Henrika: 1d20 + 7 ⇒ (13) + 7 = 20
Icabhod: 1d20 + 6 ⇒ (15) + 6 = 21
Trevor: 1d20 ⇒ 16
Tychus: 1d20 + 12 ⇒ (20) + 12 = 32
Xallis: 1d20 + 1 ⇒ (3) + 1 = 4
Falchion Jack: 1d20 ⇒ 18
Malphene: 1d20 ⇒ 13
Placid One: 1d20 + 4 ⇒ (3) + 4 = 7

Initiative
Round 1

32 – Tychus (72/72 hp)
21 – Icabhod (68/68 hp)
20 – Henrika (85/84 hp)
18 – Jack (67/67 hp)
16 – Trevor (71/71 hp)
13 – Malphene (58/58 hp)
07 – The Placid One
04 – Xallis (75/75 hp)
04 – Navia (27/45 hp)

Active Spells/Effects
Henrika:False Life (1 hp, 9 hr), ▲Message (85 min), ▲Bless (4 min)
Icabhod:Barkskin (+4, 85 min), ▲Heroism (85 min), ▲Bless (4 min), ▲Shield (4 min)
Trevor:Bless (4 min)
Tychus:Bless (4 min)
Xallis:Barkskin (+4, 85 min), ▲Bless (4 min), ▲Grease (4 min)
Jack:Barkskin (+2, 25 min), ▲Bless (4 min)
Malphene:Bless (4 min)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can
see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Everyone but Xallis goes first.

Sorry it’s a very tight space for a group this size. But you’ll have to manage. I don’t expect the one enemy to last long either.


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

Henrika steps through the doorway, squeezing past her opponent as it reels from its mistaken strike. (To give other players more room to maneuver.) She invokes her hypnotic stare against the creature, and even though she can see that she has gotten the jump on it, she feints with her magic sword anyway, aiming a quick blow at the wall behind it. It's flat-footed, but a successful feint will help Navia, at least.
Bluff to feint, trait: 1d20 + 23 + 3 ⇒ (16) + 23 + 3 = 42

She follows up with a heavy slash at its midriff, wondering if it even has the same anatomy as humans.
Attack (Koriana's blade), bless, Power Attack: 1d20 + 15 + 1 - 2 ⇒ (12) + 15 + 1 - 2 = 26
Damage (cold iron/magic/silver, slashing), Power Attack: 1d8 + 10 + 6 ⇒ (8) + 10 + 6 = 24
Painful stare: 3d6 + 5 ⇒ (4, 4, 6) + 5 = 19

Her deceptive tactics allow her to make another surprise strike at the off-balance enemy.
Bonus (Surprise Strike) attack (Koriana's blade), bless, Power Attack: 1d20 + 10 + 1 - 2 ⇒ (6) + 10 + 1 - 2 = 15
Damage (cold iron/magic/silver, slashing), Power Attack: 1d8 + 10 + 6 ⇒ (2) + 10 + 6 = 18
Painful stare: 3d6 + 5 ⇒ (6, 3, 3) + 5 = 17


M CG half-orc fighter 8 | HP 76/76 | AC23** T12* FF23** | CMB+13** CMD25* | F+10 R+4 W+9 | Init+0 Per+13 SM+5 | effects: Gift of Will (implanted)

Jack shifts into his Kitsune Style stance and charges forward, pushing past the creature and into its room. Also clearing space for others. :)
Maneuver (overrun), bless: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31

As he passes, he swipes at a trailing bit of its veil and pulls on it, attempting to cover its face and force it further off-balance.
Maneuver (dirty trick: blind/entangled), bless, dirty trick bonuses: 1d20 + 11 + 1 + 6 ⇒ (1) + 11 + 1 + 6 = 19


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/day (Will DC 18)

Round 1

Trevor advances toward the outsider, reaching out and taping it's form, casting magic circle against evil on the disciple. (casting inwardly per the spell)


Female
Skills:
Diplo +6|Intim. +23|Kn. History +9|Kn. Nobility +11|Kn. Local +9|Kn. Geo +9
Human Fighter (lore warden)/8th|HP 66/66|AC 16|Fort +9, Ref +1, Will +2| Perception +3|

Round 1

"Harm my fiance and I"ll kill you slow!" Malphene threatened.
Intimidate: 1d20 + 21 ⇒ (7) + 21 = 28


Human Investigator 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp7/8 Hero pt 1/3

Icabhod stays out of the battle in the room and keeps an eye on the corridors.


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +11 | Perception +22 | Grit: 5/5

Round 1

Cursing the tight quarters, Tychus approaches the room and tries to get a good look at their foe amidst the chaos of combat.

Move and Study.


Round 1

Henrika feints the enemy and slashes it once across the stomach. Her second strike fails to penetrate the leathery straps wrapped around its body which may or may not be part of its body.

Henrika feints the Placid One and hits once for 43 hit points.

Jack pushes past the Denizen of Leng then grabs at his veil. The veil comes free revealing a face that is wholly inhuman and unnerving.

Jack’s overrun succeeds but not by more than five so The Placid One is not knocked down. His dirty trick maneuver does not succeed.

Trevor CL check vs. Spell Resistance: 1d20 + 9 ⇒ (14) + 9 = 23
Placid One Will DC 16: 1d20 + 6 ⇒ (10) + 6 = 16

The Placid One resists the magic circle against evil. He questions, ”Was that supposed to do something? You think me a mere summoned creature? I am so much more than that.”

Trevor’s caster level check succeeds but the Placid One resists the magic circle against evil.

Malphene intimidates the creature. It’s facial features are impossible to read but she thinks she shook it at least a little bit.

The Placid One is shaken for 1 round.

The Placid One’s stomach wound begins to stitch itself closed. It rakes at Henrika with tooth and claw.

The Placid One – Claw, shaken vs. Henrika’s AC 24: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19
Mesmeric Mirror: 1d3 ⇒ 2
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

The Placid One – Claw, shaken vs. Henrika’s AC 24: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Mesmeric Mirror: 1d2 ⇒ 2
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

The Placid One – Bite, shaken vs. Henrika’s AC 24: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Dex Drain: 1d6 ⇒ 1
Henrika Fort Save: 1d20 + 9 ⇒ (14) + 9 = 23

Herika activates her mesmeric mirror which the Placid One promptly rips through with his two claws. Then he bites into Henrika’s neck like a vampire and she can feel herself being drained.

Henrika activates her mesmeric mirror trick when attacked creating two images. The Placid One claws twice and destroyed both images. It bites and hits Henrika for 5 damage. In addition, Henrika takes 1 point of Dexterity drain. Henrika succeeded on the Fort save but a success just reduces the damage from 1d6 to 1 damage, so it was 1 damage either way.

Initiative
Round 1

04 – Xallis (75/75 hp)
04 – Navia (27/45 hp)

Initiative
Round 1

32 – Tychus (72/72 hp)
21 – Icabhod (68/68 hp)
20 – Henrika (80/84 hp)
18 – Jack (67/67 hp)
16 – Trevor (71/71 hp)
13 – Malphene (58/58 hp)
07 – The Placid One (38 damage) (Feinted -6 AC 1 rd, Shaken 1 rd)
04 – Xallis (75/75 hp)
04 – Navia (27/45 hp)

Active Spells/Effects
Henrika:Message (85 min), ▲Bless (4 min), ▼1 Dex Drain
Icabhod:Barkskin (+4, 85 min), ▲Heroism (85 min), ▲Bless (4 min), ▲Shield (4 min)
Trevor:Bless (4 min)
Tychus:Bless (4 min)
Xallis:Barkskin (+4, 85 min), ▲Bless (4 min), ▲Grease (4 min)
Jack:Barkskin (+2, 25 min), ▲Bless (4 min)
Malphene:Bless (4 min)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can
see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Everyone goes.


AC 23, T 15, FF 20 | CMB 6, CMD 17 | HP 83/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: overland flight
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

The tight confines make it difficult for Xallis to cast many offensive spells. INstead, he decides to cast shield on Navia.

"Awww, that's a shame. Pupa, let's see how his body works and steal some ideas!" Navia begins swinging at the Placid One with abandon.

Navia's claw (power attack, bless): 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16 damage: 1d4 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Navia's claw (power attack, bless): 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27 damage: 1d4 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Navia's claw (power attack, bless): 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22 damage: 1d4 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Navia's claw (power attack, bless): 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 damage: 1d4 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Navia's bite (power attack, bless): 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

If Navia successfully attacks, Henrika will add 5 to her damage from her painful stare, since she didn't get to use it the second time.

Henrika inhales briefly at the shock of the otherworldly creature's onslaught, but she knows she cannot falter or its advantages will overpower her quickly. She feints again, this time seemingly aiming for its face.
Bluff to feint, trait: 1d20 + 23 + 3 ⇒ (16) + 23 + 3 = 42

Then she twists her sword and cuts deeply toward her opponent as she draws it back, mentally instructing the weapon to magically aid her and Jack's defense.
Attack (Koriana's blade), bless, defending, Power Attack: 1d20 + 15 + 1 - 1 - 2 ⇒ (20) + 15 + 1 - 1 - 2 = 33
Damage (cold iron/magic/silver, slashing), defending, Power Attack: 1d8 + 10 - 1 + 6 ⇒ (7) + 10 - 1 + 6 = 22
Critical confirmation: 1d20 + 15 + 1 - 1 - 2 ⇒ (13) + 15 + 1 - 1 - 2 = 26
Additional critical damage (cold iron/magic/silver, slashing), defending, Power Attack: 1d8 + 10 - 1 + 6 ⇒ (4) + 10 - 1 + 6 = 19
Painful stare: 3d6 + 5 ⇒ (2, 3, 6) + 5 = 16

She makes a surprise strike as the creature is also pushed back against the wall with the force of her attack.
Bonus (Surprise Strike) attack (Koriana's blade), bless, defending, Power Attack: 1d20 + 10 + 1 - 1 - 2 ⇒ (7) + 10 + 1 - 1 - 2 = 15
Damage (cold iron/magic/silver, slashing), defending, Power Attack: 1d8 + 10 - 1 + 6 ⇒ (1) + 10 - 1 + 6 = 16
Painful stare: 3d6 + 5 ⇒ (4, 6, 3) + 5 = 18


M CG half-orc fighter 8 | HP 76/76 | AC23** T12* FF23** | CMB+13** CMD25* | F+10 R+4 W+9 | Init+0 Per+13 SM+5 | effects: Gift of Will (implanted)

Jack attempts to make a martial showing against the outsider, in keeping in company with Navia's and Henrika's incredible skill.

Full attack #1 (Breadknife), bless, flanking, Power Attack: 1d20 + 13 + 1 + 2 - 2 ⇒ (9) + 13 + 1 + 2 - 2 = 23
Damage (magic, slashing), Power Attack: 2d4 + 7 + 6 ⇒ (2, 1) + 7 + 6 = 16

Full attack #2 (Breadknife), bless, flanking, Power Attack: 1d20 + 8 + 1 + 2 - 2 ⇒ (19) + 8 + 1 + 2 - 2 = 28
Damage (magic, slashing), Power Attack: 2d4 + 7 + 6 ⇒ (1, 2) + 7 + 6 = 16
Critical confirmation: 1d20 + 8 + 1 + 2 - 2 ⇒ (16) + 8 + 1 + 2 - 2 = 25
Additional critical damage (magic, slashing), Power Attack: 2d4 + 7 + 6 ⇒ (1, 3) + 7 + 6 = 17

Probably overkill, but Henrika will add 5 to one of his attacks from painful stare, since I don't think her surprise strike hit.


Round 1

Navia tears into the denizen of Leng, tearing away strips of flesh with each swipe. At the end of the attack, the Placid One is lying dead on the floor. Then with a hiss and a foul smell, its body dissolves leaving nothing behind.

Navia hits the Placid One 5 times for a total of 62 damage and kills it.

Combat over.

With the Placid One’s death, the large ruby fades to a dull black stone.

The dagger on the other hand is another magical relic, called Scion’s Dagger.

Scion’s Dagger:
This elegant, jeweled blade looks ornamental, but it is just as vicious as any weapon. A large black sapphire glitters in the dagger’s pommel, and the delicate work along the blade’s handle shows amazing artistry. The dagger was forged by Grand Prince Penticus IV to protect his son from a deal he struck with strange outsiders—trading his firstborn in order to win the crown. But Penticus V used the blade to take his own life, denying his father's benefactors their prize and securing the throne for his brother, Tralian V.

Scion’s Dagger is a +3 ghost touch mithral dagger. As a full-round action, the dagger’s owner can designate up to five willing creatures in her presence as her bodyguards. As a standard action, each of these creatures can determine the owner’s location and condition, as per status, as long as the owner is holding the blade. The dagger’s owner can change the designated bodyguards as a full-round action, with each chosen creature beyond five replacing a prior choice.

If the owner of Scion’s Dagger dies while carrying or wielding the blade, her body evaporates into smoke and her soul transfers into the black sapphire as per soul bind, except anyone holding the dagger can attempt to raise her as though they has access to her intact body. This effect fails if a soul already occupies the gem. Alternatively, a creature holding the dagger can instead speak a command word to release the trapped soul into the afterlife.

Relic Page Updated

Next, you check the last room on this floor. A sturdy bolt is fastened to lock the door from the outside. From this side of the door, it is easy to lift and release the bolt. This room was once a dressing room but has been converted to a holding cell. Inside, you find Trevor’s seven lost agents. They were captured during their infiltration operation and held here ever since.

The agents say, ”We were captured by the cult’s sentries. They held us for questioning but we told them nothing. They didn’t seem to want to harm us but they couldn’t just release us either. We knew you’d come for us eventually. Thank you.”

Trevor receives 7 agents back.

When you are ready, you can head down the stairs to the lower level. Downstairs a 10-ft.-wide hallway runs the length of the building. It is made of mortared stone and durable tile in various faded shades of green.

You spot a golem loudly stepping as it patrols the length of the hallway. The golem resembles a squat humanoid with blunt, bare features. You duck back up the stairs to avoid its notice until you are ready to engage. You’ll need to bypass the golem to access any of the rooms down here. The cultists may have a way to avoid the golem but it can also be taken down by force.

Knowledge (Arcana) to Identify the Golem:

Golem Lore

Knowledge (Arcana) DC 20:

•This is a clay golem.
•A clay golem’s type is construct.
•A clay golem is a golem sculpted from a single block of clay and treated with rare oils and powders.

Knowledge (Arcana) DC 25:

•A clay golem is immune to magic.
•A clay golem is vulnerable to adamantine bludgeoning weapons.
•The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a caster level check, or the healing has no effect on the injured creature.

Knowledge (Arcana) DC 30:

•A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
•A move earth spell drives the golem back and deals damage to it.
•A disintegrate spell slows the golem and deals damage.
•An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals damage.
•Any magical attack against a clay golem that deals acid damage heals the golem.

Construct Traits

Knowledge (Arcana) Automatic:

•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
•Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is
harmless).


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

Henrika considers their options. "There must be some way for the cultists to get past the corridor guard," she whispers, "for it is clear from what Navia saw that they didn't just patrol upstairs. It could be that the golem knows them all by sight-- but according to my limited understanding, golems must be taught to follow a script when they are created. Is that not so, Sir Xallis? Perhaps it has instead learned to recognize the ceremonial dress that it seems all of the guards wear. Would anyone object to us attempting a ruse? If we all don robes and I put on the wig of disguise to impersonate one of the high cultists, we may all be able to pass by it without fighting, or at least to get close before it attacks. I do not believe I have any spells that would threaten it, but Koriana's blade might be sufficient to damage it if I can hit it hard enough."

She sighs and rubs her neck. "That Placid creature took something from me that I do not think will heal quickly. I feel slower, somehow. I can continue, but recovering from this adventure seems like it will take longer."


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/day (Will DC 18)
GM Peachbottom wrote:

Next, you check the last room on this floor. A sturdy bolt is fastened to lock the door from the outside. From this side of the door, it is easy to lift and release the bolt. This room was once a dressing room but has been converted to a holding cell. Inside, you find Trevor’s seven lost agents. They were captured during their infiltration operation and held here ever since.

The agents say, ”We were captured by the cult’s sentries. They held us for questioning but we told them nothing. They didn’t seem to want to harm us but they couldn’t just release us either. We knew you’d come for us eventually. Thank you.”

Trevor receives 7 agents back.

"Oh, Thank Cayden!" Trevor sighs with joy. "There is still work to be done here. But not for you. Head back to our room at the inn, and drink to The Drunbken God!" Trevor hand one of them a handful of gold coins.

Knowledge (arcana): 1d20 + 5 ⇒ (6) + 5 = 11
"It looks like some kind of construct", the cleric supposes.

Henrika Karthis wrote:
She sighs and rubs her neck. "That Placid creature took something from me that I do not think will heal quickly. I feel slower, somehow. I can continue, but recovering from this adventure seems like it will take longer."

"Please let me look, Henrika", Trevor whispers.

Heal: 1d20 + 14 ⇒ (16) + 14 = 30


Trevor wrote:
Heal: 1d20 + 14 ⇒ (16) + 14 = 30

Henrika took 1 point of Dex drain. (Not Dex damage). It won't heal naturally and will take a restoration spell or similar to remove.


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/day (Will DC 18)

"I am afraid this bite will need dedicated healing", Trevor whispers. "I'll need to pray to Cayden for a restoration of your Dexterity. It's not as bad as I could have been.
Cayden saw you through, Dear Henrika. We shall amend this later."


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

"Thank Him for me," Henrika whispers dryly. "We are fortunate indeed that the creature did not do more damage to us."


AC 23, T 15, FF 20 | CMB 6, CMD 17 | HP 83/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: overland flight
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

"A disguise? Could be interesting. I wonder..."

Knowledge (Arcana): 1d20 + 14 ⇒ (12) + 14 = 26

"And speaking of wounds that are difficult to heal... any damage done by that clay golem will resist magical healing. I'm willing to attempt a deception, but if it goes south it's going to get tough. I.... think it can't sense invisible things, and I've learned a version of the spell that persists in combat."

He shrugs. "Disguise? Disposable summons? Slathering one of us in spells to make them an invisible 10 foot tall killing machine? We have options. Shame we didn't leave one of the cultists alive for questioning, it would have been nice to be sure what the methods of bypass were."


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

Henrika nods slowly. "It is true that Navia may not be able to disguise herself very effectively, so a spell to make her invisible would be excellent-- as long as the duration is long enough to remain down the entire corridor. Still, one would think that these cultists would have some kind of protection against invisible infiltrators."


There are more than enough cultist outfits for each of you to wear one. You don the robes and skullcaps while Xallis casts a spell of invisibility on Navia. Then you stand in front of the clay golem and hope for the best. The golem approaches and stops for a moment to stare at you with lifeless eyes. You hold your breath as it scans over you. Then you let out a sigh of relief when the golem wordless turns around and continues its patrol. Your intuition was correct that the golem seems to be programmed not to attack those in cultist robes and it does not seem to have the ability to detect invisibility either. The golem’s large body still takes up most of the hallway so there are a few awkward moments when you need to squeeze against the walls to slip past it.

I’m just going to roll one Perception check for the group. Looks like Tychus has the highest now with +20.

Perception: 1d20 + 20 ⇒ (17) + 20 = 37

You walk the hallway and check each of the doors. You don’t detect any traps and none of the doors look locked. The cultists must have thought the golem was enough security.

I labeled them, A, B, C, D, E.

A
This room is quiet.

B
Navia detects an unpleasant musty smell within. You can hear multiple voices having a conversation. You hear at least one silky voice of an aasimar cultist and a few other voices that are more high-pitched and mousy. It sounds like they are engrossed in a lively argument and wholly focused on what they’re doing.

C
This room smells of acrid chemicals. You hear the sound of clinking glass and metal as if someone is working inside.

D
This room smells nauseating but is quiet.

E
You estimate this large room is directly under the trapdoor upstairs. It sounds like there may be cultists within this room as well but are not nearly as engrossed in activity as the other group.


Taking time to change into the cultist outfits and check the hallway doors will take 5 minutes.

You throw open the double doors at the end of the hall.

Lavish tapestries cover the walls of this large, stone-walled room. A simple altar stands in the center of the north wall, and a table with a few chairs occupies an alcove to the east. In the west end of the room is a large wooden platform beneath a trap door in the ceiling. Hanging on a metal pivot arm near the trap door is an enormous, brightly polished mirror. Doors lead out of this room to the west, south, and east; the door to the east is barred.

The altar bears a few burning candles in gold candlesticks embossed with a key symbol, as well as a holy symbol of Abadar. The table contains several notes but obviously you can’t read them with enemies present.

Inside the room, Vaddrigan Pol, the leader of the cult stands near the altar and three high cultists are around the table to the east. The three cultists stand in surprise as soon as the doors open.

Vaddrigan is a tall, gaunt aasimar with a prominent chin. His severe features, deep voice, and penetrating gaze lend him an undeniable gravitas. His celestial heritage is obvious: his eyes are silvery orbs with pupils of darker silver, and his skin is pale and smooth. He wears the standard vestments of the cult: robes embroidered with overlapping circles.

He shouts at you angrily, ”You’ve come for the child. You can’t have him! I won’t allow him to fall into anyone’s hands except my own. Stop them!”

Initiative:

Henrika: 1d20 + 7 ⇒ (12) + 7 = 19
Icabhod: 1d20 + 6 ⇒ (20) + 6 = 26
Trevor: 1d20 ⇒ 10
Tychus: 1d20 + 12 ⇒ (2) + 12 = 14
Xallis: 1d20 + 1 ⇒ (6) + 1 = 7
Falchion Jack: 1d20 ⇒ 17
Malphene: 1d20 ⇒ 16
Vaddrigan: 1d20 + 10 ⇒ (15) + 10 = 25
High Cultists: 1d20 + 6 ⇒ (7) + 6 = 13
Clay Golem: 1d20 - 1 ⇒ (20) - 1 = 19

Vaddrigan wears three talisman's on a necklace around his neck. When the fight breaks out, one of them crumbles to dust, with the effect of allowing him to react quicker. (It gave him a bonus to initiative.)

Initiative
Round 1

26 – Icabhod (68/68 hp)
25 – Vaddrigan Pol
19 – Henrika (80/84 hp)
19 – Clay Golem
17 – Jack (67/67 hp)
16 – Malphene (58/58 hp)
14 – Tychus (72/72 hp)
13 – High Cultist (Red)
13 – High Cultist (Yellow)
13 – High Cultist (Blue)
10 – Trevor (71/71 hp)
07 – Xallis (75/75 hp)
07 – Navia (27/45 hp)

Active Spells/Effects
Henrika:Message (80 min), ▼1 Dex Drain
Icabhod:Barkskin (+4, 80 min), ▲Heroism (80 min)
Trevor:
Tychus:
Xallis:Barkskin (+4, 80 min)
Navia:Mage Armor (9 hr), ▲Invisibility (8 minutes), ▲Shield (4 min)
Jack:Barkskin (+2, 20 min)
Malphene:

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can
see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Icabhod starts.

If you wanted to cast any more preparatory spells before opening the doors, you can. Also, Navia was down 18 hp. If Xallis or Trevor wanted to heal her first, I’ll allow it.

The clay golem is still not aggressive but I can’t guarantee it will stay that way, so I rolled initiative in case.


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

Anticipating that they will encounter more cultists, Henrika casts Hermean potential, mirror image, drinks a potion of bull's strength, and also suggests that some of them drink the three potions of resist electricity. Maybe Xallis, Henrika, and Jack?
Mirror images: 1d4 + 3 ⇒ (1) + 3 = 4

Jack also drinks a potion of bull's strength.


Human Investigator 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp7/8 Hero pt 1/3

Icabhid drinks a shield extract and displacement extract before dashing into the room.Unable to move token right now. Could you move me next to area C?


Henrika wrote:
also suggests that some of them drink the three potions of resist electricity. Maybe Xallis, Henrika, and Jack?

I’ll assume yes for now.

Vaddrigan recognizes a fellow mesmerist and locks gazes with Henrika in a battle of the mind.

Vaddrigan uses hypnotic stare on Henrika as a swift action and includes additional effects from bold stare: disorientation, sapped magic, and undaided. Altogether, Henrika suffers -3 penalty to Will saves, attack rolls, and spell DCs. And she is not able to grant or receive flanking bonuses.

Then Vaddrigan casts a spell to hypnotize as many enemies as he can. ”I will show you the glory of the Twilight Child. Submit and give your prayers to me.”

Will Saves:

Henrika, standard, pink gem, hypnotic stare: 1d20 + 13 + 2 + 1 - 3 ⇒ (20) + 13 + 2 + 1 - 3 = 33
Henrika, standard, pink gem, hypnotic stare, Hermean potential: 1d20 + 13 + 2 + 1 - 3 ⇒ (20) + 13 + 2 + 1 - 3 = 33
Icabhod, heroism: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Trevor, standard: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Tychus, standard: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Xallis, standard: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Navia, standard: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Falchion Jack, gift of will, standard: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Malphene, standard: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Spellcraft DC 19:
Mass Daze

Icabhod, Tychus, Navia, and Malphene are dazed for 1 round. Jack used his gift of will trick to boost his save.

Initiative
Round 1

26 – Icabhod (68/68 hp) (Dazed 1 rd)
25 – Vaddrigan Pol
19 – Henrika (80/84 hp)
19 – Clay Golem
17 – Jack (67/67 hp)
16 – Malphene (58/58 hp) (Dazed 1 rd)
14 – Tychus (72/72 hp) (Dazed 1 rd)
13 – High Cultist (Red)
13 – High Cultist (Yellow)
13 – High Cultist (Blue)
10 – Trevor (71/71 hp)
07 – Xallis (75/75 hp)
07 – Navia (27/45 hp) (Dazed 1 rd)

Active Spells/Effects
Henrika:Message (80 min), ▲Resist Energy (10 electricity, 30 min), ▲Hermean Potential (1 roll, 9 min), ▲Mirror Image (4 images, 9 min), ▲Bull’s Strength (3 min), ▼Hypnotic Stare (-3 Will, attack rolls, spell DCs, no flanking), ▼1 Dex Drain
Icabhod:Barkskin (+4, 80 min), ▲Heroism (80 min), ▲Shield (9 min), ▲Displacement (8 rd)
Trevor:
Tychus:
Xallis:Barkskin (+4, 80 min), ▲Resist Energy (10 electricity, 30 min)
Navia:Mage Armor (9 hr), ▲Invisibility (8 minutes), ▲Shield (4 min)
Jack:Resist Energy (10 electricity, 30 min), ▲Barkskin (+2, 20 min), ▲Bull’s Strength (3 min)
Malphene:

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can
see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Dazed:
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Henrika and Jack go next. Malphene and Tychus are dazed.


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

Henrika also implanted Gift of Will in Malphene, but that might not matter since she rolled a 1 on her save.

Henrika is startled to recognize another mesmerist, though many of Vaddrigan's powers are foreign to her. "How, pray to you? You are mad. Now I see how you keep your followers such fervent believers. Your evil ways will end here." She stares at Vaddrigan in turn, and quickly approaches via a roundabout path to attack him from behind.

She also activates her hypnotic stare. "Ah, at long last we shall compare the measure of our respective arcane powers!"

Attack Vaddrigan (Koriana's blade), bull's strength, hypnotic stare, Power Attack: 1d20 + 15 + 2 - 3 - 2 ⇒ (6) + 15 + 2 - 3 - 2 = 18
Reroll attack (Hermean potential): 1d20 + 15 + 2 - 3 - 2 ⇒ (13) + 15 + 2 - 3 - 2 = 25
Damage (cold iron/magic/silver, slashing), bull's strength, Power Attack: 1d8 + 10 + 3 + 6 ⇒ (6) + 10 + 3 + 6 = 25
Painful stare: 3d6 + 5 ⇒ (4, 5, 6) + 5 = 20


M CG half-orc fighter 8 | HP 76/76 | AC23** T12* FF23** | CMB+13** CMD25* | F+10 R+4 W+9 | Init+0 Per+13 SM+5 | effects: Gift of Will (implanted)

Jack activates his Kitsune Style fighting technique, and rushes to flank with Henrika. (He is unaware that she doesn't provide a flank.) Recognizing the mortal peril they are all in by fighting a powerful spellcaster, he tries to damage his opponent with his falchion, hopefully to end the fight quickly.

Attack Vaddrigan (Breadknife), bull's strength, Power Attack: 1d20 + 13 + 2 - 2 ⇒ (20) + 13 + 2 - 2 = 33
Damage (magic, slashing), bull's strength, Power Attack: 2d4 + 8 + 3 + 6 ⇒ (1, 1) + 8 + 3 + 6 = 19
Critical confirmation: 1d20 + 13 + 2 - 2 ⇒ (14) + 13 + 2 - 2 = 27
Additional damage (magic, slashing), bull's strength, Power Attack: 2d4 + 8 + 3 + 6 ⇒ (2, 1) + 8 + 3 + 6 = 20

(Henrika adds 5 damage with her painful stare.)


I forgot Navia was invisible, so Vaddrigan wouldn’t have targeted her. She isn’t dazed.

Mesmeric Mirror: 1d3 ⇒ 2

Henrika swings at Vaddrigan and his image splits into three. She cuts through one of them, but it wasn’t his true form.

Vaddrigan Pol activates mesmeric mirror when Henrika attacks him, creating two mirror images. Henrika’s attack destroys one image.

Mesmeric Mirror: 1d2 ⇒ 1

Jack attacks one of the remaining two images and this time chooses correctly. The mesmerist screams when Jack lands a critical hit.

Jack hits Vaddrigan for 44 damage.

The three cultists spread out around the room and start throwing lightning bolts in every direction.

(Red) shoots a line through Jack and Icabhod. (Yellow) shoots Henrika. (Blue) shoots a line through Xallis and Navia. The cultist doesn’t see Navia while invisible but she happens to be in the line when the cultist shoots Xallis.

Lightning Bolt (Red)
Electricity Damage: 7d6 ⇒ (1, 4, 1, 1, 4, 5, 5) = 21
Icabhod Reflex, heroism: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Jack Reflex, standard: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

Lightning Bolt (Yellow)
Electricity Damage: 7d6 ⇒ (1, 1, 6, 3, 6, 6, 6) = 29
Henrika Reflex, standard: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

Lightning Bolt (Blue)
Electricity Damage: 7d6 ⇒ (2, 3, 4, 1, 6, 3, 3) = 22
Xallis Reflex, standard: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Navia Reflex, standard: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Icabhod passes and takes 10 damage. Jack fails and takes 11 damage after his electricity resistance 10. Henrika passes and takes 14 damage. Xallis fails and takes 12 damage after his electricity resistance 10. Navia fails and takes 22 damage.

Initiative
Round 1

26 – Icabhod (58/68 hp) (Dazed 1 rd)
25 – Vaddrigan Pol (44 damage)
19 – Henrika (66/84 hp)
19 – Clay Golem
17 – Jack (56/67 hp)
16 – Malphene (58/58 hp)
14 – Tychus (72/72 hp)
13 – High Cultist (Red)
13 – High Cultist (Yellow)
13 – High Cultist (Blue)
10 – Trevor (71/71 hp)
07 – Xallis (63/75 hp)
07 – Navia (5/45 hp)

Initiative
Round 2

26 – Icabhod (58/68 hp) (Dazed 1 rd)

Active Spells/Effects
Henrika:Message (80 min), ▲Resist Energy (10 electricity, 30 min), ▲Mirror Image (4 images, 9 min), ▲Bull’s Strength (3 min), ▼Hypnotic Stare (-3 Will, attack rolls, spell DCs, no flanking), ▼1 Dex Drain
Icabhod:Barkskin (+4, 80 min), ▲Heroism (80 min), ▲Shield (9 min), ▲Displacement (8 rd)
Trevor:
Tychus:
Xallis:Barkskin (+4, 80 min), ▲Resist Energy (10 electricity, 30 min)
Navia:Mage Armor (9 hr), ▲Invisibility (8 minutes), ▲Shield (4 min)
Jack:Resist Energy (10 electricity, 30 min), ▲Barkskin (+2, 20 min), ▲Bull’s Strength (3 min)
Malphene:
Vaddrigan Pol:Mesmeric Mirror (1 image)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can
see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Dazed:
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Trevor, and Xallis are next. Icabhod is dazed.


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,
GM Peachbottom wrote:
Henrika passes and takes 14 damage.

Henrika's also got electricity resistance 10, so she only takes 4 damage. Also, if anyone else hits this round, Henrika uses painful stare a second time for 5 additional damage, since her first use didn't hit the enemy mesmerist.


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/day (Will DC 18)

Round 1

"Again with the lightning!" Trevor shouted over the electrical fire. Again, the cleric cast spiritual ally and sent it at the nearest (yellow) cultist.


AC 23, T 15, FF 20 | CMB 6, CMD 17 | HP 83/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions: overland flight
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Navia grits her teeth as electricity flows through her body, ripping it apart on the outside and inside. Still, the singed eidolon rushes forward to meet the source of it in combat.

"Hold." Xallis says through their bond. "Raise your claw and strike when they begin chanting."

Meanwhile, Xallis moves closer and gives Tychus a tap on the shoulder, filling him with a magically boosted sense of confidence. "Strike true, Sir Tychus."

Casting heroism on Tychus. Sadly it won't stack with the banner buff when it comes to saves, but a dead cultist is the best defense! Also, an invisible Navia is readying an attack (and holding her AoO's) specifically against adjacent foes casting spells.

Navia's Readied Attack (enemy casting):
Navia's Bite (invisible, power attack): 1d20 + 13 + 2 - 2 ⇒ (1) + 13 + 2 - 2 = 14 damage: 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Navia's Attack of Opportunity:
Navia's Bite (power attack): 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29 damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14


Round 1

Spiritual Ally vs. High Cultist (Yellow): 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Trevor summons a spiritual ally that stabs the nearest cultist with a rapier of force. The cultist clutches his wound and with a gasp, falls over dead.

Trevor’s spiritual ally hits High Cultist (Yellow) for 5 damage and kills him.

Navia moves into position and Icabhod recovers from being dazed.

Round 2

Rewinding a second, I missed something else. When Henrika used her hypnotic stare on Vaddrigan, it triggers a trap he placed on his mind, because it is a mind-affecting effect.

Spellcraft DC 19:
Greater Animus Mine

Damage: 10d6 ⇒ (2, 6, 6, 1, 4, 3, 5, 6, 6, 5) = 44
Henrika Will save, standard, hypnotic stare: 1d20 + 12 + 2 - 3 ⇒ (16) + 12 + 2 - 3 = 27

When Henrika touches Vaddrigan’s mind, psychic backlash rushes back across the link sending exploding pain.

Henrika passes the save and takes half damage which is 22 damage and you avoids being stunned. This is a mind-affecting spell, if Henrika wants to use her 1/day ability of her sword to negate the effect completely.

Henrika wrote:
"How, pray to you? You are mad.

”Mad?! Perhaps. But yes, pray to me! Yanmass is just the start. Soon I will have followers throughout Taldor and once enough people worship me, I shall achieve immortality. And I will NOT let you stop me.”

Vaddrigan steps carefully away from Henrika and Jack then lets out a mental burst that spreads out from him and threatens to shut down the minds of everyone nearby.

Will saves:

Henrika, standard: 1d20 + 13 ⇒ (20) + 13 = 33
Icabhod, heroism: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Trevor, standard: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Tychus, heroism: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Xallis, standard: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Navia, standard: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Falchion Jack, standard: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Malphene, standard: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
High Cultist (Red): 1d20 + 6 ⇒ (16) + 6 = 22
High Cultist (Yellow): 1d20 + 6 ⇒ (11) + 6 = 17
High Cultist (Blue): 1d20 + 6 ⇒ (16) + 6 = 22

Spellcraft DC 18:
Synaptic Pulse

Vaddrigan’s spell affects everyone within a 30-ft. burst, which is everyone. Anyone who fails the Will save is stunned for 1 round. Icabhod, Tychus, Navia, Jack, and Malphene fail and are stunned. Stunned characters drop whatever they are holding and cannot act on their turn.

Then Vaddrigan shouts, ”Golem! I command you to change your instructions. Kill everyone wearing blue robes except me!”

One of the cultists dares protest. ”But master, that includes us.”

Vaddrigan responds, ”You dare question me? Do your duty! When the intruders are dead, I’ll shut it down.”

With that, the golem turns to those in the hallway with murderous intent.

Since you all are wearing cultist robes, I couldn’t think of a way to differentiate you from the other cultists.

Lastly, Vaddrigan sees Henrika is still moving and stares her down, with Intimidating Glance.

Demoralize DC 18: 1d20 + 20 ⇒ (2) + 20 = 22

Henrika is shaken for 1 round.

Initiative
Round 2

26 – Icabhod (58/68 hp) (Stunned 1 rd)
25 – Vaddrigan Pol (44 damage)
19 – Henrika (54/84 hp) (Shaken 1 rd)
19 – Clay Golem
17 – Jack (56/67 hp) (Stunned 1 rd)
16 – Malphene (58/58 hp) (Stunned 1 rd)
14 – Tychus (72/72 hp) (Stunned 1 rd)
13 – High Cultist (Red)
13 – High Cultist (Blue)
10 – Trevor (71/71 hp)
07 – Xallis (63/75 hp)
07 – Navia (5/45 hp) (Stunned 1 rd)

Active Spells/Effects
Henrika:Message (80 min), ▲Resist Energy (10 electricity, 30 min), ▲Mirror Image (4 images, 9 min), ▲Bull’s Strength (3 min), ▼Hypnotic Stare (-3 Will, attack rolls, spell DCs, no flanking), ▼1 Dex Drain
Icabhod:Barkskin (+4, 80 min), ▲Heroism (80 min), ▲Shield (9 min), ▲Displacement (7 rd)
Trevor:
Tychus:Heroism (90 min)
Xallis:Barkskin (+4, 80 min), ▲Resist Energy (10 electricity, 30 min)
Navia:Mage Armor (9 hr), ▲Invisibility (8 minutes), ▲Shield (4 min)
Jack:Resist Energy (10 electricity, 30 min), ▲Barkskin (+2, 20 min), ▲Bull’s Strength (3 min)
Malphene:
Vaddrigan Pol:Mesmeric Mirror (1 image), ▼Hypnotic Stare (-3 Will)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can
see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Stunned:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Since the golem is acting now, just Henrika goes next.


F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

Does remove fear have any effect against Demoralizing Stare? Since it imposes a fear condition, it feels to me like it should at least add 4 to her defense. What do you think? EDIT: Never mind, I see that even with a +4 to the DC, Vaddrigan still would have succeeded on his Intimidation roll. Seems like he really can't fail!

I'll take the hit from the greater animus mine and save the pink gem for something that isn't just damage. Hope I don't regret that decision! :)

Henrika shakes off the mental trap in his mind and takes another step towards the crazed mesmerist. "You must let us know how your quest for immortality goes, once you have reached the world beyond this one," she says quietly. She swings her sword implacably.

Full attack #1 (Koriana's blade), bold stare, bull's strength, Power Attack, shaken: 1d20 + 15 - 3 + 2 - 2 - 2 ⇒ (9) + 15 - 3 + 2 - 2 - 2 = 19
Damage (cold iron/magic/silver, slashing), bull's strength, Power Attack: 1d8 + 7 + 3 + 6 ⇒ (4) + 7 + 3 + 6 = 20
Mirror image (1 is Vaddrigan): 1d2 ⇒ 1
Painful stare: 3d6 + 5 ⇒ (6, 2, 1) + 5 = 14

Full attack #2 (Koriana's blade), bold stare, bull's strength, Power Attack, shaken: 1d20 + 10 - 3 + 2 - 2 - 2 ⇒ (4) + 10 - 3 + 2 - 2 - 2 = 9
Damage (cold iron/magic/silver, slashing), bull's strength, Power Attack: 1d8 + 7 + 3 + 6 ⇒ (6) + 7 + 3 + 6 = 22
Mirror image (1 is Vaddrigan): 1d2 ⇒ 2
Painful stare: 3d6 + 5 ⇒ (6, 6, 4) + 5 = 21

Since I suspect that first attack will miss, I'll spend a hero point to reroll her attack.
Reroll (hero point) full attack #1 (Koriana's blade), bold stare, bull's strength, Power Attack, shaken: 1d20 + 15 - 3 + 2 - 2 - 2 ⇒ (19) + 15 - 3 + 2 - 2 - 2 = 29
Critical confirmation: 1d20 + 15 - 3 + 2 - 2 - 2 ⇒ (4) + 15 - 3 + 2 - 2 - 2 = 14


Round 2

Henrika attacks Vaddrigan again. She only manages to destroy his last mirror image but the priest looks a little nervous after his defensive spell is gone. ”Stay back!”

Henrika misses with both attacks but the first attack was within 5 and destroys Vaddrigan’s mirror image. He has no images left.

Clay Golem – Slam vs. Trevor’s AC 20: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 2d10 + 7 ⇒ (9, 10) + 7 = 26

Then the golem lumbers down the hall. Then it swings an earthen fist to clobber Trevor, practically slamming him into the wall. Clay clings to the wound, preventing it from healing.

Clay Golem hits Trevor once for 26 damage. Trevor gains a cursed wound.

Cursed Wound: The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

Jack, Malphene, and Tychus are stunned.

Henrika Will Save, standard, hypnotic stare: 1d20 + 13 + 2 - 3 ⇒ (1) + 13 + 2 - 3 = 13
Jack Will Save, standard: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Spellcraft DC 18:
Unadulterated Loathing

The two remaining cultists move towards Vaddrigan’s side and each cast a spell: one targeting Henrika and one targeting Jack. Afterwards, Henrika and Jack feel a terrible revulsion towards Vaddrigan.

Since Jack and Navia were stunned, they don’t get attacks of opportunity and Navia unfortunately can’t take her held action. High Cultist (Red) casts a spell on Henrika and High Cultist (Blue) casts a spell on Jack. Henrika and Jack must do all they can to move 60 feet away from Vaddrigan and while they are within 60 feet, they are nauseated. If this movement puts you in physical danger, you get a second Will save to resist. (IMO Moving into range of the golem’s attacks would count as a physical danger.) This is a mind-affecting spell

Initiative
Round 2

26 – Icabhod (58/68 hp) (Stunned 1 rd)
25 – Vaddrigan Pol (44 damage)
19 – Henrika (54/84 hp) (Nauseated)
19 – Clay Golem
17 – Jack (56/67 hp) (Nauseated)
16 – Malphene (58/58 hp)
14 – Tychus (72/72 hp)
13 – High Cultist (Red)
13 – High Cultist (Blue)
10 – Trevor (45/71 hp) (Cursed Wound 26 hp)
07 – Xallis (63/75 hp)
07 – Navia (5/45 hp) (Stunned 1 rd)

Initiative
Round 3

26 – Icabhod (58/68 hp) (Stunned 1 rd)

Active Spells/Effects
Henrika:Message (80 min), ▲Resist Energy (10 electricity, 30 min), ▲Mirror Image (4 images, 9 min), ▲Bull’s Strength (3 min), ▼Unadulterated Loathing (Vaddrigan, 7 days), ▼Hypnotic Stare (-3 Will, attack rolls, spell DCs, no flanking), ▼1 Dex Drain
Icabhod:Barkskin (+4, 80 min), ▲Heroism (80 min), ▲Shield (9 min), ▲Displacement (7 rd)
Trevor:
Tychus:Heroism (90 min)
Xallis:Barkskin (+4, 80 min), ▲Resist Energy (10 electricity, 30 min)
Navia:Mage Armor (9 hr), ▲Invisibility (8 minutes), ▲Shield (4 min)
Jack:Resist Energy (10 electricity, 30 min), ▲Barkskin (+2, 20 min), ▲Bull’s Strength (3 min), ▼Unadulterated Loathing (Vaddrigan, 7 days)
Malphene:
Vaddrigan Pol:Hypnotic Stare (-3 Will)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can
see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Cursed Wound:
The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

Nauseated:
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Stunned:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Trevor and Xallis go.

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