| San Thevin |
San covers from the explosion of the skeleton, relieved to not suffer much. Unfortunately, he feels the familiar ache of the rust creep. But that's a problem for another time. Taking out the potion they found earlier, he pops the cork and quaffs it in one gulp.
Lesser Healing Potion: 2d8 + 5 ⇒ (6, 6) + 5 = 17 !!!
He immediately feels the relief of the magic working out the wounds left over after Morga's magic.
Halberd in hand he nods to the others his readiness to engage.
| GM Cellion |
Vildran does a quick search of the antechamber, but the fungal growths and irregular walls yield nothing obvious in the way of traps or mechanisms. To be fair, it's a little hard to concentrate with the light show of the ritual just beyond.
(When you're satisfied with your preparations, you can try to engage your foes. Unlike most encounters, the enemies here are fully aware of you but are unwilling to break off their ritual. This means one of you will always go first in the next encounter and you can decide who that is while the rest of the party rolls initiative normally)
| Vildran Aistellmar |
Vildran nods at Autumn and crosses the opening, ensuring his feet pad softly on the stone beneath them. Along the way he hands two oils of anti-corrosion to Morga and one to San.
| Vildran Aistellmar |
Vildran draws a wand of grease... just in case his Command doesn't work.
| Morga Blackhammer |
Nodding her thanks to Vildran, Morga rubs the anti-corrosion oil on her light hammer and armor. Pity there isn't another for my shield. Tough luck. (It's non-magical, so easy to replace.) Glaring all her righteous anger at Meitremar, she stalks forward, stopping just before crossing the threshold that the glowing wall had marked. Her jaw muscles bulge, release, bulge, release, bulge, release...
She has her shield in one hand and the +1 cold iron light hammer in the other.
| Autumn Forfallan |
Occultism +6 to Recall Knowledge on the horn--does it grant any abilities for use in combat?
| GM Cellion |
Autumn looks at the unusual horn. The most striking property is the soul-shaking noise that emits from it each time Meitremar blows into it. But beyond that, she's not sure if she'll be able to deduce anything about what it might do without studying it up close.
The rest of you apply your anti-corrosion oils as you discuss your next move.
| San Thevin |
Like a lion in a cage, San paces back and forth before approaching the barrier. Gripping and re-gripping his halberd, he's anxious for the hostilities to start.
| Vildran Aistellmar |
Vildran takes one deep breath before muttering
The calm before the storm.
Striding to the center of the threshold, and taking a step back because he's still in 30ft range of Meitremar, he begins a short incantation.
◆◆ Cast a spell: Command: release horn
Success The creature is unaffected.
Failure The creature must spend the first action on its next turn to obey your command.
Critical Failure The target must use all its actions on its next turn to obey your command.
He's still holding his wand of grease
| GM Cellion |
Command it is!
-
Vildran: 1d20 + 11 ⇒ (10) + 11 = 21
Autumn: 1d20 + 8 ⇒ (1) + 8 = 9
San: 1d20 + 7 ⇒ (20) + 7 = 27
Morga: 1d20 + 9 ⇒ (13) + 9 = 22
-
?: 1d20 + 8 ⇒ (11) + 8 = 19
With ichor raining down across the room you see a horror upon the dais. Where once rose the ghostly form of a grand demon lord now stands a different demonic entity entirely - a strange insectoid creature with a chitinous carapace, faceted eyes and barbed, darting tongue. While this isn't Xar-Azmak, it appears the failed ritual has opened a path for something terrible nonetheless! (Pic of our new demon friend in Handouts)
A moment later, the corpse that laid across the altar, now drenched in ichor, stirs. It seems the void energy that ran rampant throughout the room has reanimated it! San and Morga are the first to respond after this turn of fortunes for Meitremar and his fellows.
|||| INIT ||||
San (Rust Creep Stg 1)
Morga (3 dmg)
Meitremar
??? Demon
??? Zombie
Autumn
Vildran
| Morga Blackhammer |
"Well. That ain't good." Morga grumbles, trying to identify the insectiod demon.
Religion +9 to ID the demon. (Will Hero Point a failure/crit failure.) What is its strongest save? Morga will immediately share what she learns with the group.
And of course, the dead rise. She sends a Vitality Lash at the undead former sacrificial victim. I'm so sorry we were too slow to save you. Rest in peace. *Please.*
Vitality damage vs. Red: 3d6 ⇒ (6, 6, 1) = 13
DC 19 basic Fort
◆ Recall Knowledge, ◆◆ Cast a spell
| San Thevin |
The moment has come to slay the demon. It might not be the one we thought it would be, but it still needs to be slain. Gripping his weapon, San steps up to harass the fodder but strike at Meitremar.
Stride, Strike, Trip Skeleton
Halberd (E): 1d20 + 10 ⇒ (16) + 10 = 26 + unknown properties
Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Athletics (T): 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11
| GM Cellion |
1d20 + 6 ⇒ (4) + 6 = 10
-
1d10 ⇒ 3
-
1d20 + 9 ⇒ (8) + 9 = 17 1d8 + 4 ⇒ (2) + 4 = 6
1d20 + 9 ⇒ (2) + 9 = 11
-
2d10 ⇒ (1, 9) = 10
Morga's vitality lash falls upon the zombie and immediately sets it to thrashing. Its undead flesh burns vigorously under the attack (hit a weakness). San follows after and lands a clean slash across Meitremar's torso. The butt of his halberd strikes against the altar before he can trip the zombie.
The zombie opens its mouth and a sluggish mist of rust flows forth. It takes a sluggish swing at San and he ducks out of the way. A second ponderous haymaker ploughs through the air next to him. Meitremar, regaining his bearings, he spits curses "You cretins! You know not what great legacy you meddle with, what work of centuries! This..." He snarls "No. Xar-Azmak has seen fit to send his emissary to punish this interference!" He calls to the demon in Abyssal "These maggots work against the great lord, join me, destroy them!"
The demon eyes Meitremar and then your team before responding "Gladly. And you will follow." It clicks its claws together and points at San.
San Will: 1d20 + 7 ⇒ (12) + 7 = 19
San feels his body seize up, his limbs ceasing to respond to his will (You are paralyzed for 1 rd). The vloriak ambles its way off the dais and approaches him up close. "This one stinks of some foul oil."
Meitremar seizes upon the distraction to back off. He raises the horn to his lips and blows. An orange glow fills the horn for a moment and then a black wind gusts from its open end. The smog billows forth until it settles around those of you in the back. While you can see mostly through it, the vapors are terribly noxious! (The green circle on the map is a stinking cloud. This cloud grants you concealment inside it and everything outside is similarly concealed to you. If you end your turn inside it, you have to make a Fort save or become sickened or worse.)
|||| INIT ||||
Autumn (Rust Creep Stg 1)
Vildran
San (paralyzed 1 rd, Rust Creep Stg 1)
Morga (3 dmg)
Meitremar (9 dmg)
??? Demon
??? Zombie (23 dmg)
| Vildran Aistellmar |
I guess that forces the issue...
Vildran rushes forward and to the right until he exits the cloud.
◆ Stride
Thrusting the wand forward, he casts grease.
◆◆ Cast a spell (from wand) Grease (DC19, Duration: 1 minute, area marked on map)
| GM Cellion |
1d20 + 3 ⇒ (11) + 3 = 14
|||| INIT ||||
Autumn (Rust Creep Stg 1)
Vildran
San (paralyzed 1 rd, Rust Creep Stg 1)
Morga (3 dmg)
Meitremar (9 dmg)
Vloriak Demon
??? Zombie (prone, 23 dmg)
| Autumn Forfallan |
“So not good,” Autumn mutters darkly as things goes from bad to worse. The zombie and demon are bad enough—she should have expected unintended consequences like this, especially after the debacle when she first disrupted the spinning apparatus—but the paralyzed elf and noxious smog make the situation absolutely dire. She freezes for a long moment, trying to figure out how to save the archer, then calls out to Morga.
“Finish the zombie,” she coughs, trying to avoid breathing in the fumes, “I’ll help San.” While waiting for the cleric to recast her spell, so effective against the undead, she visualizes the image she wishes to create. Didn’t Vildran say something about cold iron being detrimental against some demons? The sorceress focuses on the exotic metal of Morga’s hammer, then, when the cleric is clear, she conjures a thirty-feet high wall of cold iron, neatly cutting off one arm of the cross-shaped room, with San and Vildran on one side, and the demon and zombie on the other—if the demon wants to attack something on its side of the wall, it’ll have to be Meitremar. The entire wall glows with a shimmering white light, as if magically reinforced to be incorruptible and indestructible.
Then she beats a hasty retreat out of the nauseating vapors, holding her breath as best she can. Unlike the wizard, she sensibly runs away from the demon.
Delay to after Morga.
◆◆Cast Illusory Object to create a 30’ high wall of magical cold iron, dividing San and Vildran on one side, the demon and zombie on the other. I've drawn it in green on the map.
◆Stride 25’ east
| Morga Blackhammer |
As the cloud rolled toward her, Morga took a deep breath and held it. Whatever it is, it can't be good. She strides forward, surging toward the edge of the noxious fumes, following the faint shadow of Vildran. He's getting too close to danger. I'd better catch up to him. Popping out of the cloud, she begins breathing again and does exactly what Autumn suggested. There is wisdom in reducing the number of foes, after all.
Vitality Lash vs. Red: 3d6 ⇒ (3, 3, 2) = 8
DC 19 basic Fort
◆ Stride, ◆◆ Cast a spell
| San Thevin |
San tenses as Meitremar beats a hasty retreat. Seeing the opportunity he was waiting for, he asks or with his Halberd! But his arms don't move... and he let's stayed planted. What foul magic is this! And this demon... not Xar Azmak at least, but what? Forcing himself to calm down, San thinks on what he knows of demons.
Three recall knowledge actions. Religion is +5. Weakness, saves, attacks
| GM Cellion |
Autumn, when you delay, negative effects that would occur at the start or end of your turn instead happen when you use the delay action.
Autumn Fort vs. cloud: 1d20 + 6 ⇒ (7) + 6 = 13
3d20 ⇒ (14, 3, 8) = 25
-
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 7 ⇒ (16) + 7 = 23
-
2d10 ⇒ (7, 6) = 13
-
1d20 + 11 ⇒ (19) + 11 = 30
-
1d20 + 13 ⇒ (3) + 13 = 16 3d6 + 4 ⇒ (6, 6, 4) + 4 = 20
1d20 + 9 ⇒ (7) + 9 = 16 3d6 - 2 ⇒ (1, 6, 1) - 2 = 6
Unable to move, San tries his best to remember if he's heard of any other lore about vloriak demons. Try as he might however, all he summons up is a half-remembered story about a vloriak getting weaker whenever something is stolen from it. Autumn, somewhat nauseated by the smog, executes her spell and a shimmering wall of cold iron appears in front of you all. Both your foes and your team completely lose sight of the other side.
Except for Autumn, everyone else must successfully Seek or interact in some way with the wall + then make a successful Perception check in order to disbelieve and see through it, though if you're told its fake or otherwise informed of its fakery you're not in any obligation to believe it is solid even while it remains opaque.
This new wall doesn't dissuade the mindless zombie. You can hear it on the other side of the wall, shuffling to its feet. However all it manages to do is swing wildly at the wall without any success. You see its rotting limb flailing through without any effect.
You hear a "Hmph! A silly trick." from Meitremar on the other side before he begins incanting a spell. A sudden burst of blight engulfs the three of you up near Autumn's wall!
San Fort: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Morga Fort: 1d20 + 9 ⇒ (8) + 9 = 17
Vildran Fort: 1d20 + 5 ⇒ (2) + 5 = 7
Meitremar's magic proves potent, badly sapping the life force of all three of you (A brutal 26 void dmg to Vildran and San, and 13 to Morga). Autumn sees the vloriak probing the wall with its long tongue. Seemingly pleased with the taste, or lack thereof, it rears back and then slashes down upon San with a claw before jabbing at him with the tip of its tongue. San just barely manages to break out of his paralysis in time to block the claw flashing through the wall with the haft of his halberd and dodge the tongue. Neither strike draws blood.
|||| INIT ||||
Vildran (24 dmg, prone, dying 2)
San (26 dmg, Rust Creep Stg 1)
Morga (16 dmg)
Autumn (Rust Creep Stg 1, sickened 1, slowed 1)
Meitremar (9 dmg)
Vloriak Demon
??? Zombie (37 dmg)
| Autumn Forfallan |
So not what I wanted, Autumn curses to herself when the cultist and demon see—or taste—right through her spell. “*koff* The wall’s an illusion!” she quickly informs the others, knowing that the one enemy duped by the wall won’t understand her words. “Get out of there!” she sputters with heaving lungs, then takes her own advice, stumbling back towards the exit. Her friends don’t stand a chance if they stay next to a wall that their foes can see through but they can’t. Once she reaches the doorway she involuntarily doubles over, leaning heavily on the door jamb as she pukes her guts out.
Fort save (retch): 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
◆Stride, ◆Retch
| San Thevin |
Taking Autumns advice, San evacuates his position and sprints through the noxious fog. Now that there's space, he swaps his halberd for his magic bow.
Stride x2, Interact; Given this fight, I think it's worth trying to reroll that fort save with a hero point. Why did I get a -2 on it?
Fort Save: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 ... no words
| Morga Blackhammer |
“*koff* The wall’s an illusion!”
Morga squints at the wall to verify.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
“Get out of there!”
Not without Vildran! Morga fumes. Quickly, she patches his wounds, then sends another Vitality Lash at the zombie.
Battle Medicine E, DC 20: 1d20 + 11 ⇒ (8) + 11 = 19
Vildran's HP healed: 4d8 ⇒ (3, 3, 5, 8) = 19
"Get up, Vildran! And hold your breath when you go back!"
Vitality Lash vs. Red: 3d6 ⇒ (1, 6, 4) = 11
DC 19 basic Fort
◆ Battle Medicine, ◆◆ Cast a spell
| Vildran Aistellmar |
Vildran wastes no time, as he sees San is no longer here and Morga is yelling retreat.
◆ Stand
He holds his breath and breaks into a brisk jog.
◆ Stride
◆ Stride
| GM Cellion |
I'll assume Morga does the following to result in a viable combo of 3 actions rather than 4: Uses Seek to get her perception check, uses the trained-DC battle medicine to get Vildran up (this heals him for 2d8 = 6 HP based on her rolls) and then raises shield with her remaining action.
1d20 + 4 ⇒ (15) + 4 = 19
-
1d8 ⇒ 7
-
1d20 + 12 ⇒ (9) + 12 = 21 3d8 - 4 ⇒ (5, 7, 5) - 4 = 13
flat: 1d20 ⇒ 7
Morga and Autumn see the zombie struggling on the other side of the wall, but after a bit more fumbling on its part it seems to finally realize the truth of the fake wall and finishes by shambling slowly toward Morga. Meitremar surveys your group all split up and decides to take a moment to reinforce his erstwhile ally. He casts a spell that causes the vloriak to swell up in size! He follows by magically healing himself, causing his minor wounds from earlier to mostly disappear.
The Vloriak turns to regard Meitremar for a moment, faceted eyes evaluating, and then it turns to cast another spell. An acidic bolt leaps from its outstretched claw and speeds toward San, successfully finding him beyond the smog. He tries his best to dodge the unexpected attack, but is caught despite that. Acid burning, he collapses a moment later with the remnants of the acid still clinging to him (13 acid dmg, plus 1d6 persistent acid).
Morga, now with a clear-ish view of the demon, notices that it seems somehow a little worn down. It visibly flinched earlier around the time Autumn was retching...
|||| INIT ||||
Vildran (18 dmg)
San (36 dmg, Rust Creep Stg 1, 1d6 persistent acid, prone, dying 1)
Morga (16 dmg)
Autumn (Rust Creep Stg 1)
Meitremar (2 dmg)
Vloriak Demon (13 dmg)
??? Zombie (37 dmg)
| Autumn Forfallan |
Feeling better now that she’s purged her system, Autumn straightens and surveys the unfolding chaos. It’s looking pretty grim—the elves are dying or close to death, and their foes are barely injured. The only hopeful thing she notices is the demon’s glance at Meitremar—that uncertainty might be their only chance at surviving.
“Meitremar will betray you, just like the abrikandilu!” she yells a warning at the enlarged Vloriak, before forcing herself to clear her mind and focus her magic on coaxing San back to the living. Nearly all her energy has been spent just trying to keep the archer alive, so when he blinks back to consciousness, her greeting is a bit harsher than intended.
“I swear, if you die I will so kill you! Go!” The sorceress makes a sweeping gesture with her arm, pointing back towards the narrow ledge they used to skirt past the chasm. Then she dashes out the door, clearly intent on self preservation. In Autumn’s mind, the battle is lost, and it’s time to run and hide.
Soothe HP for San: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11
◆◆Cast Soothe on San (Sorcerous Potency applies)
◆Stride
| Morga Blackhammer |
"The demon's looking worn down! And it flinched when one of you retched!" Morga shouts, hoping someone can do something with this information. She casts Vitality Lash at the zombie in her face, then holds her breath as she dashes into the fog.
Vitality Lash vs. Red: 3d6 ⇒ (6, 4, 2) = 12
DC 19 basic Fort
◆◆ Cast a spell, ◆ Stride (holding breath)
| San Thevin |
Feeling the acid arrow pierce his armor then suddenly have a soothing warmth envelop is a very disconcerting feeling. Standing and retrieving his bow, he San looks to Morga and Vildran. "We need to regroup! Follow Autumn."
Flat 15: 1d20 ⇒ 19
[ooc]Stand, Interact, Stride[/dice]
| Vildran Aistellmar |
Vildran nods wearily, first swapping out his wands.
◆ Swap wands: grease for fear[ooc]
He soon pops out of the other side of the cloud next to Autumn.
[ooc]◆ Stride 25ft
◆ Stride 25ft
| GM Cellion |
Last bit of persistent acid before San recovers: 1d6 ⇒ 3
Morga's Fort: 1d20 + 9 ⇒ (10) + 9 = 19
1d20 + 5 ⇒ (13) + 5 = 18
-
1d20 ⇒ 3
-
1d20 ⇒ 7
1d20 + 13 ⇒ (8) + 13 = 21 3d6 - 2 ⇒ (3, 1, 3) - 2 = 5
2d6 ⇒ (6, 3) = 9
-
1d20 + 14 ⇒ (8) + 14 = 22
As San is escaping, Morga notices the demon shudder once more, clearly getting worn down by something. Nevertheless, the injury doesn't seem to dissuade it from its course. As for Morga, she finds herself growing dizzy within the cloud of smog. (sickened 1 & slowed 1 while you remain in the cloud) Meitremar calls out "There is nowhere to run. You will become the next offering."
He focuses himself and then casts a spell on Morga. Luckily for her, the vapor obscure her enough that he can't get a clear enough view for the spell to land. The Vloriak on the other hand steps part way through the illusory wall and then strides forth into the smog. It jabs its long tongue at Morga out through the smog. The barbed end strikes her hip and drops of saliva spray across her shield. Where they land the metal starts rusting at an alarming rate. Luckily, the anticorrosion oil prevents it from completely rusting away (Shield takes 4 dmg, bypassing hardness, after the protection of the oil. Morga herself takes 5 dmg).
|||| INIT ||||
Vildran (18 dmg)
San (28 dmg, Rust Creep Stg 1)
Morga (21 dmg, sickened 1, slowed 1 in cloud)
Autumn (Rust Creep Stg 1)
Meitremar (2 dmg)
Vloriak Demon (23 dmg, sickened 1)
| Autumn Forfallan |
"The demon's looking worn down! And it flinched when one of you retched!"
“Wait, what?” Looking confused, Autumn gives Vildran a questioning look when he retreats next to her. She doesn’t remember anyone attacking the demon—they’ve been too busy just staying alive. Does the wizard know what’s going on? Perhaps this is something they can take advantage of?
Despite her better judgment, she slips across to the other side of the room to take a hopeful peek. Indeed, something seems off with the beast. And the zombie has fallen. Maybe they have a chance? With that glimmer of hope, she shakes her head and grits her teeth at the thought of doing something foolish, then levels her crossbow and releases a quarrel at the demon.
“Get out of there Morga!” she cries while reloading her weapon. We need her healing, she rationalizes this blip of bravery to herself. Hopefully she can afford to buy the dwarf a bit more time.
Concealed miss chance: 1d20 ⇒ 17
Crossbow attack & damage (P): 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 172d8 ⇒ (2, 2) = 4
◆Stride
◆Strike (+1 Striking crossbow from Oil of Potency)
◆Reload
| Vildran Aistellmar |
He sort of shrugs back at Autumn and follows her to the doorway to get a better look.
◆ Stride
He points his wand at it, peering through the cloud as best he can.
Target concealed (DC5 flat): 1d20 ⇒ 5
◆◆ Cast a spell: Fear
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
| Morga Blackhammer |
Her limbs like lead, Morga skirts past the demon and emerges from the cloud. Here's hoping there isn't going to be another cloud like that.
◆ Slowed 1, ◆ Stride, ◆ Stride
| GM Cellion |
San can double up actions.
1d20 + 12 ⇒ (10) + 12 = 22 3d4 ⇒ (2, 1, 3) = 6
1d20 ⇒ 17
-
1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23 2d6 + 1 ⇒ (5, 2) + 1 = 8
Meitremar approaches a little closer, visibly emerging from the illusory wall as he gloats "Scurry and scatter all you like." He raises a hand and an orange lance of energy forms above it. He propels it through the smog at Autumn. The lance passes through her, burning her spirit in the process (6 spirit dmg). Meanwhile the Vloriak advances eastward, spitting a close range gob of acid at Morga through the doorway. (8 acid dmg)
|||| INIT ||||
Vildran (18 dmg)
San (28 dmg, Rust Creep Stg 1) x2
Morga (29 dmg, sickened 1)
Autumn (6 dmg, Rust Creep Stg 1)
Meitremar (2 dmg)
Vloriak Demon (23 dmg, sickened 1)
| Vildran Aistellmar |
Seeing what was aimed at Autumn, Vildran backs away from the doorway, between Morga and San.
◆ Stride 5ft
Fumbling at the wands at his belt he swaps the current one for the last with energy left today.
◆ Interact: swap wand of fear for breath fire
Vildran gesticulates and forms a ring of glyphs, that expands to shield his allies.
◆ Cast a spell: Protective Wards
Vildran and any allies in a 5ft emanation gain a +1 status bonus to AC.
| Autumn Forfallan |
“It’s better outside the fumes,” Autumn turns to reassure the slow-footed dwarf, just when Meitremar’s spell slams through her chest. Gasping, she winces at the unusual pain—it’s as if a dagger was plunged through her very soul. But her spirit is undaunted, galvanized by the cultist’s repeated taunts. “I am so done with you,” she curses, dashing back to where Meitremar can’t see her—if he wants to target her, well, he’ll just have to waltz into his own stinking cloud.
“And you,” she raises her hand at the demon and cruelly twists her fingers. Her eyes glow with arcane power—one a vibrant green, the other a dull midnight—as she wrenches her way into the creature’s mind. Seeing the cleric covered in blood and acid, with her armor and shield still sizzling, the sorceress adds “and heal yourself, because we can't.” She knows that Morga would put the others before herself, even though she looks the worst of them all.
Phantom Pain damage (mental, nonlethal): 4d4 + 2 ⇒ (4, 3, 3, 1) + 2 = 13
◆Stride
◆◆Cast signature spell Phantom Pain at rank 2 vs Yellow (Will save DC 19). Sorcerous Potency included in damage.
| San Thevin |
1st round
On the other side of the mists, San adjusts his stance and fires at the demon.
Stance, Strike, Assisting Shot
miss dc 5: 1d20 ⇒ 13
C Longbow(E): 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
miss dc 5: 1d20 ⇒ 1
C Longbow(E): 1d20 + 12 - 5 ⇒ (1) + 12 - 5 = 8
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
2nd rnd
Strike, Assisting Shot, interact for dwarven Warhammer
miss dc 5: 1d20 ⇒ 6
C Longbow(E): 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
miss dc 5: 1d20 ⇒ 1
C Longbow(E): 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
| Morga Blackhammer |
“and heal yourself, because we can't.”
"Yeah, I was getting to that." Morga grumbles as she patches herself up, then sees to San's wounds before raising her suddenly rusty shield. It's going to take Vildran an hour to fix this. If we make it.
Battle Medicine to Treat Morga's Wounds, DC 15: 1d20 + 11 ⇒ (8) + 11 = 19
Morga's HP healed: 2d8 ⇒ (8, 7) = 15
Battle Medicine to Treat San's Wounds, DC 15: 1d20 + 11 ⇒ (15) + 11 = 26
San's HP healed (Crit): 4d8 ⇒ (6, 8, 4, 6) = 24
Everyone except Autumn is immune to Morga's Battle Medicine for the rest of this fight.
Morga will ↺ Shield Block the next attack that would hit her.
◆ Battle Medicine, ◆ Battle Medicine, ◆ Raise Shield (AC 22), ↺ Shield Block
| GM Cellion |
-
1d20 + 13 ⇒ (1) + 13 = 14 3d4 ⇒ (1, 2, 1) = 4
-
6d6 ⇒ (5, 3, 5, 3, 6, 2) = 24
1d4 ⇒ 3
Morga treats San's wounds as well as her own in time for Meitremar to send another spirit bolt out across, this time at San. Luckily it's well off-target. The vloriak follows, taking cover around the corner of the door before leaning over and spraying a gout of acid and metal shards across all but Autumn.
Morga Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
San Reflex: 1d20 + 11 ⇒ (10) + 11 = 21
Vildran Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
Don't Worry nothing to see here: 3d20 ⇒ (13, 17, 3) = 33
The acid and metal tear and melt flesh in equal measure. (Morga and Vildran take 13 piercing and 11 acid dmg. San takes 6 and 5 dmg) Vildran falls after a moment, his warding sigils flickering out as he does. The demon is clearly beleaguered at this point, but it shivers with delight at the sight of your suffering.
|||| INIT ||||
Vildran (24 dmg, dying 1, prone)
San (15 dmg, Rust Creep Stg 1)
Morga (38 dmg, sickened 1)
Autumn (6 dmg, Rust Creep Stg 1)
Meitremar (2 dmg)
Vloriak Demon (56 dmg, sickened 1)
| Autumn Forfallan |
There’s a very good reason why Autumn didn’t huddle with the others inside Vildran’s ring of protective glyphs. She half opens her mouth in warning, but it’s too late at this point to tell them to spread out. With her back literally against a wall, she instead channels a trembling phase bolt through her crossbow and at the demon, who at least has the decency to look quite injured.
Phase Bolt attack (with Assisting Shot) & damage (P): 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 304d4 ⇒ (3, 4, 1, 3) = 11
“San, can you finish it off?” she asks, more out of desperation than genuine hope. Focusing on her pendant, she summons a bit of occult guidance for the elf.
◆◆Cast Phase Bolt at demon
◆Cast Guidance on San
| San Thevin |
Correction, my last interact action should have said dwarven 'longhammer' vs dwarven 'warhammer'. I wanted the cold-iron one out.
Weathering another wave of filth from the demon, San readies to react. Seeing his expectation has come to pass, he moves to bully the demon that has closed the distance.
Stride, Strike x2
Dwarven Long hammer(E), cold iron, guidance: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Dwarven Long hammer(E), cold iron: 1d20 + 10 - 5 ⇒ (2) + 10 - 5 = 7
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
| Morga Blackhammer |
Per GM Cellion's declaration in Discord that the vloriak is dead, now's a great time to use my last Healing Font.
"Gaaaah!" Morga shrieks as she's turned into an acid-soaked pincushion, barely clingling to life. (2 HP) Vildran slumps to the ground, dead again, as she glances his way. Quickly, before anything else bad can happen, she casts her final Healing Font spell.
◆◆◆ 2nd rank Heal, Healing Hands, all allies: 2d10 ⇒ (7, 2) = 9
"San! Get in here and close the door!" Make Meitremar come get us! His ritual is interrupted. We have time. We have time... Time to retreat and rest, if needed. Maybe. Or at least set up an ambush on this side of the door.
| Vildran Aistellmar |
At this point Vildran is used to the routine. He gasps awake, fumbles around for the wand and stands up.
◆ Interact: pick up wand of breath fire
◆ Stand up
◆ stride
| GM Cellion |
1d20 + 12 ⇒ (9) + 12 = 21 3d4 ⇒ (1, 4, 1) = 6
A wave of healing from Morga brings Vildran back up off the ground, though you're clearly running out of resources. In the distance, Meitremar hisses "What impudence." before sending another spirit lance at San. The attack saps the elf's spirit (6 dmg) before Meitremar retreats back deeper into the ritual room.
|||| INIT ||||
Vildran (15 dmg)
San (8 dmg, Rust Creep Stg 1)
Morga (29 dmg, sickened 1)
Autumn (Rust Creep Stg 1)
Meitremar (2 dmg)
| Autumn Forfallan |
“Fetch,” Autumn murmurs to San, impressed by his killing blow. Emboldened by the demon’s demise, the sorceresss edges up to the door and peeks through. Seeing that Meitremar has retreated out of sight bolsters her confidence even further.
"San! Get in here and close the door!"
“Really? After how long it took to open?” The dwarf isn’t the one who spent an hour breaking half a dozen lock picks to open the damned thing. “Anyway, relax. Meitremar’s run away.” She leans up close against the wall, trying to hide herself from the cultist, while peeking around the door jamb to keep an eye on his likely return. “Let’s heal up and figure out how to finish this.”
◆Stride
◆Take Cover (greater cover grants +4 AC)
◆Hide (Stealth +8+4)
| Morga Blackhammer |
"Heal up? How? I'm out." Morga morosely declares. "And we don't have to close it all the way. Leave it open a crack, enough to see through but still give us cover. Maybe put a rock in there as a door-stopper so it doesn't accidentally close." She huffs, deeply worn and spent, then suddenly pukes.
Fort save vs. cloud sickened: 1d20 + 9 ⇒ (15) + 9 = 24
"Ugh. That cloud must soak into your skin, 'cause I held my breath the whole time I was in it and it still got me sick." She pulls out the wand from Gurga and shifts back out of Meitremar's potential sight.
Next round she can do a three action 1st rank heal with the wand, or a two action on herself. Thoughts? (Party HP)
◆ Retch, ◆ Interact, ◆ Stride
| GM Cellion |
Morga recovers from her dip through the sickening cloud and you brace yourselves around the doorway. You hear some spellcasting from behind the illusory wall of cold iron to the west, but Meitremar doesn't show himself.
|||| INIT ||||
Vildran (15 dmg) x2
San (8 dmg, Rust Creep Stg 1) x2
Morga (29 dmg, sickened 1)
Autumn (Rust Creep Stg 1)
Meitremar (2 dmg)
| Vildran Aistellmar |
We have very little healing left to get through this on. Vildran mutters as he trudges back towards the door. He visibly slows, once he gets close to the opening, remembering the spells that flew through it previously.
◆ Stride 25ft
Time to see through that wall, which I know you created...
◆ Seek (Perception): 1d20 + 5 ⇒ (10) + 5 = 15
◆ Seek (Perception): 1d20 + 5 ⇒ (1) + 5 = 6
| Vildran Aistellmar |
Next turn I suppose
He squints hard at the wall.
I know Meitremar is back there...
◆ Seek (DC19 Perception): 1d20 + 5 ⇒ (10) + 5 = 15
Squints harder...
◆ Seek (DC19 Perception): 1d20 + 5 ⇒ (5) + 5 = 10
Squints harder... eyes almost closed...
◆ Seek (DC19 Perception): 1d20 + 5 ⇒ (3) + 5 = 8
Oh right. That won't work.
| San Thevin |
1st
Making sure there is no line of sight from the ritual room to his hiding place, San strategizes in the couple seconds of peace in the fight for Iron Harbor. "He's used a bunch of his spells already. He's got to be running low right?? We need to keep up the pressure."
As he speaks he swaps the cold-iron longhammer for the more heavily enchanted halberd.
"Now where did he go..."
Seek, Stride, Interact
Perception (E): 1d20 + 7 ⇒ (1) + 7 = 8