Zeta Forli
|
Simultaneously with his partner's lunge, Zeta strikes with a halberd at the qlippoth.
Mwk Halberd (PA) (Sickened, Flank, Heroism): 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 161d10 + 10 - 2 ⇒ (5) + 10 - 2 = 13
| DM Stylz |
Round 4
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (11 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14
Both Zeta and Vellestir are sick as they both attack. Luckily the blob of fleshy goo isn’t very mobile as it gets poked and slashed according. Much like the arrow from before, it’s seems to resist some of the damage done to it.
| DM Stylz |
Round 4
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (16 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14
Branthis manages to fight off the sick feeling in his gut, and smacks the otherworldly beast. The beast retaliates by taking 3 bites at Branthis.
1d20 + 8 ⇒ (17) + 8 = 251d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (19) + 8 = 27
combined damage: 3d6 + 6 ⇒ (4, 1, 4) + 6 = 15 + 3 DC 14 Foet saves versus poison or take STR damage: 1d2 ⇒ 21d2 ⇒ 21d2 ⇒ 2
Ilarien
|
Ilarien once again focuses her will, this time calling forth a curse of ill luck on the qlippoth.
Misfortune hex; DC 18 Will save or roll twice for any d20 roll and take the lower value. If the qlippoth fails its save, Ilarien will cackle to maintain the hex.
Meanwhile, the conjured archon boosts its chances of hitting.
Casting aid on itself; adding 1d8 + 3 ⇒ (8) + 3 = 11 temporary HP and a +1 morale bonus to hit.
| DM Stylz |
will versus misfortune: 1d20 + 5 ⇒ (16) + 5 = 21
Ilarien tries to cause misfortune to the Qlippoth… but the soul beats has already seen more misfortune and despair that it’s unaffected by such parlor tricks.
Round 4-5
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (16 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
Shenendril al-Ranginori
|
Branthis get's mauled pretty savagely so Shenendril switches to her other technique in battle - healing.
She steps up to him and touches his shoulder, sending a portion of her consciousness out to knit his flesh back together.
Flesh Mend (Heal): 1d8 + 3 ⇒ (5) + 3 = 8
| DM Stylz |
Round 5
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (17 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
The summoned dog bites the Qlipporh, but isn’t able to deal much damage
Branthis Alp
|
With his Shield spell up, Branthis is AC 20, so the second attack misses. He is hit twice, for 12 HP total damage, +8 healing from Shenendril, net -4 HP. DC 14 Fort Save 1 1d20 + 5 ⇒ (2) + 5 = 7 and Save 2 1d20 + 5 ⇒ (18) + 5 = 23 plus the DC 13 Will save 1d20 + 4 ⇒ (19) + 4 = 23 So, -2 STR, and not sick.
Assailed by poisonous strikes to his person, Branthis wrinkles his nose in further disgust at the venomous creature. Taking to the unpleasant work of reducing this thing to its component parts, Branthis continues to hack at what appears to be the thing's most sensitive organs.
magic longsword, -2 STR 1d20 + 5 ⇒ (9) + 5 = 14 for slashing 1d8 + 3 ⇒ (2) + 3 = 5
| DM Stylz |
Round 5
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (17 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
Branthis misses as he feels the poison race through his veins.
Zeta Forli
|
Mwk Halberd (PA): 1d20 + 8 ⇒ (17) + 8 = 251d10 + 10 - 2 ⇒ (2) + 10 - 2 = 10
+ flank + heroism - sickened
Zeta delivers another powerful blow with a swing. Whether it is resistant to damage or not - if you chop it hard and accurately, it will definitely fall!
| DM Stylz |
Round 5
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (22 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
Zeta is able to slam the creature, while their trusty companion Vellestir misses with his spear.
The creature lashes out 3 times at Zeta.
1d20 + 8 ⇒ (11) + 8 = 191d20 + 8 ⇒ (19) + 8 = 271d20 + 8 ⇒ (16) + 8 = 24
total damage + 2 Foet saves DC 14: 2d6 + 4 ⇒ (5, 4) + 4 = 13
each diaper fort save versus position is STR damage: 1d2 ⇒ 11d2 ⇒ 1
Ilarien
|
Humming angrily, the lantern archon attacks the qlippoth! Remember that these attacks are vs. touch AC.
Light ray #1, RTA, including shooting into melee and aid: 1d20 + 3 - 4 + 1 ⇒ (6) + 3 - 4 + 1 = 6
Light ray #2, RTA, including shooting into melee and aid: 1d20 + 3 - 4 + 1 ⇒ (10) + 3 - 4 + 1 = 10
Phooey.
Meanwhile, Ilarien calls forth a blessing of fortune on Branthis and cackles to maintain it, tittering disturbingly.
Branthis, for one d20 roll per round you can roll it twice and take the higher result.
| DM Stylz |
2nd ray hit: 1d6 ⇒ 2
Round 5-6
Tasutek 23 (D.F., asleep until round 10) (21 damage)
—-
Branthis 19
Andrelis 18 DMNPC
Zeta 18 heroism active sick Z then V: 2d6 ⇒ (3, 2) = 5 (Z sick until end of round 6; V until end of round 5)
—-
Thognorok 17 (28 damage)
—-
Shenendril 15 sick: 1d6 ⇒ 2 (sick until end of round 5)
Ilarien 14 (Misfortune save made by Q)
One of the lantern archon’s rays hits the beast and causes the first noticeable damage. It shrieks in pain, as it continues to wriggle in anger.
| DM Stylz |
Brantjis takes a swing, and he feels his blade catch on the squishy body of the Qlippoth. He rips whatever counts as its squishy body apart as it dissolves into a puddle of goo. The immediate threat of the Qlippoth is no more, and the sleeping threat is Tasutek is easily solved as he slumber as the parry plans their attack.
Tashkent has a wand of sound burst and wears magical breastplate. You exit the mines, as you backtrack to make sure Bertrag and the other have made it out safely, which they have. You take the next couple days and reach the monastery safely once more.
Betrag will tell of his accounts of meeting and interacting with your group. Aeotsep will warmly congratulate each of your on the successful mission and trial you’ve just accomplished. Itepthta and Menkha will formally transfer their ownership of the sky key to that of the Society upon your agreement. As well as giving you a sealed letter to deliver to the Society captain on the monastery’s behalf for the manner in which you’ve excelled at the Trials put forth before you.
Itephta goes up to each of you in turn and smiles, “You have done a great done and great deed today. If any of you wish to come back and train with, our doors are always open to you. You are an honorary member of our monastery and our studies are your studies if you ever wish them to be”
When you reach back to your starting point in your journey, Venture-Captain Norden Balentiir praises you each for a job well done. He arranges to have a ship take him and several other agents to Absalom so that he might ensure the relic arrives safely. Acknowledging that additional security is always appreciated, he welcomes any of you whom wish to join him. For those with business elsewhere, he arranges for the safe transportation and wishes you all the best wherever their next adventure takes them.
and that’s a wrap folks. How do you report a completed session…it’s been forever since I’ve done one lol