Tsrvk
|
I have Extend charges available but it probably makes sense to cast when we get closer since even with an Extend charge it will only last 280 minutes. But many thanks!
| GM Redelia |
You have safely teleported as close as is safe, and are about half way on your journey on foot/horseback.
A flickering tongue of fire at least a thousand feet high dances on the horizon. Resembling a thin cyclone of white-hot flames, this persistent fire marks the location of Kandirion’s Pyre. The land between here and the flame is even more jagged and broken than before. The ground smolders with heat, and smoke issues from glowing-hot fissures in the earth. A crumbling stone building—little more than partly intact, fire-blackened walls—perches atop a nearby cliff.
You can feel heat radiating from the chasms in the ground, and are sure the chasms would be quite dangerous to you. Even standing next to a chasm might be dangerous.
(please place your tokens on the revealed part of the first map, and tell me what you would like to do next.)
Tsrvk
|
As they get closer, Tsrvk will take a few precautions. False Life (from a wand), Extended Aroden's Spellsword, and if Thargash is still willing to cast it, Extended Barkskin. He has some other precautions he'll activate when it looks like the Pyre is reachable within minutes but from the description it sounds like it is still further than that?
False Life: 1d10 + 3 ⇒ (7) + 3 = 10
I've placed Tsrvk on the map. He is flying 5' above the ground. Froofroo is cautiously peeking out of the familiar satchel, ready to duck back in at the first sign of trouble.
"I wonder if our protection from Planar Adaptation will be sufficient in this environment? Should we perhaps cluster around the Breath of Lysianassa and make use of its mist? Or maybe it's better to stay spread out?"
By the way, when we were teleported we arrived in the Plane of Earth, not Fire, yes? And we are still in the Plane of Earth? I ask because Tsrvk cast Bestow Planar Infusion I on himself after the teleportation and that depends on what plane you are on. I know that it was mentioned in the briefing that this is near the border of the planes so no worries if it's unclear which plane exactly we are on - just asking if the spell is still active?
Thargash
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@Tsrvk: Yes, Thargash would be more than happy to cast extended barkskin on you, at this level it would give a +5 bonus to AC.
Thargash, now wildshaped into the form of a rock troll, gazes up at the crumbling building as it comes into view. "Keep your eyes peeled, you never know what could be lurking up there." he rumbles taking out a wand and to grant himself heightened awareness as a precaution, before putting it away again.
"From past experience planar adaptation provides pretty good protection, so hopefully we shouldn't need to rely on the mist. But given there appears to be no limit to how long the mist can be maintained I guess there would be no harm in having it active and available just in case, so long as whoever is holding it is happy that doing so is not going to cause them an inconvenience. But I don't think that necessarily means we need to cluster around it if we don't want to, just have it as a back up option if it is needed."
"If it helps I could also give anyone who can't fly the ability to walk on the air for a few tens of minutes which may help us get past these fissures." the druid adds looking at the glowing cracks traversing the landscape.
Assuming the party are good with the idea he will also look to cast communal air walk on anyone who can't fly.
Garam Gallonica
|
Garam floats along above the party keeping his mouth shut. You never know what sort of monsters might be lurking about watching them and he doesnt want to give himself away.
Garam generally stays about 10' in the air. If we get into a fight then he will always try to identify any monsters as his first action so it may make sense for our GM to roll those to save time, if you are happy to do so. I am happy with you telling us useful things with a bit of a preference for elemental immunities, resistances and weaknesses. Current monster ID skills are: Arcana and Planes +33, Religion and Dungeoneering +30, Local +16, Nature +28. I will always use heightened awareness for the initiative boost so wont get the benefit on the ID check.
Gurkagh
|
Gurkagh trots along on Whitey, a broad smile on his face.
Tsrvk
|
Tsrvk uses his two rounds of prep to cast Extended Spellsword and False Life. He also receives Extended (using his rod of Extend) Barkskin from Thargash (many thanks!) unless Thargash doesn't have time given the two round limitation.
Also, echoing Garam's comments about Knowledge checks, I'm happy to have you just roll and give us whatever info you think would be helpful/relevant. Knowledge skills for Tsrvk and Froofroo the Sage are:
Arcana +22 / 28
Dungeoneering +11 / 22
Local (seems unlikely here!) +11 / 16
Nature +11 / 22
Planes +14 / 24
Religion +12 / 25
(The reason Froofroo's skills are so high is that in addition to the benefits from the sage familiar archetype, he also gets +8 from Skilled for three Knowledges from his three Manifest Dream evolutions)
Btw, while looking this up I discovered that I was incorrectly giving Tsrvk the Alertness feat from his familiar; turns out the sage familiar archetype trades that away and I never noticed. Perception and Sense Motive have been accordingly adjusted.
The tiefling dervish gazes out at the landscape. "Atmospheric, can't be denied..."
Tsrvk is ready to go whenever everyone is.
Thargash
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He also receives Extended (using his rod of Extend) Barkskin from Thargash (many thanks!) unless Thargash doesn't have time given the two round limitation.
Thargash's two rounds would have been used up by casting heightened awareness and communal air walk. Although given extended barkskin lasts for over 4.5 hours I'd be happy to cast it before we got here if that was an option.
Tsrvk
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Tsrvk wrote:He also receives Extended (using his rod of Extend) Barkskin from Thargash (many thanks!) unless Thargash doesn't have time given the two round limitation.Thargash's two rounds would have been used up by casting heightened awareness and communal air walk. Although given extended barkskin lasts for over 4.5 hours I'd be happy to cast it before we got here if that was an option.
Let's hold off on Barkskin then. There's really no way that we would have known to cast it before this unless we cast it when we first arrived (in which case it might be all used up by now). Hopefully we will survive this next encounter and there will be future chances! :-)
| GM Redelia |
Two legions of fire elemental creatures appear on top of the cliff. They are obviously hostile, with no intention of negotiating.
Targash: 1d20 + 6 ⇒ (1) + 6 = 7, extra +4 with HA
Garam: 1d20 + 17 ⇒ (12) + 17 = 29, extra +4 with HA
Gurkagh: 1d20 + 2 ⇒ (13) + 2 = 15
Tsrvk: 1d20 + 15 ⇒ (3) + 15 = 18 +2 if Hunter’s Blessing applies; +4 if HA
Aquana: 1d20 + 2 ⇒ (14) + 2 = 16
fire bad guys: 1d20 + 13 ⇒ (13) + 13 = 26
????: 1d20 + 3 ⇒ (2) + 3 = 5
Garam is up before the bad guys.
Garam Gallonica
|
I dont see any tokens on the map, just a couple of coloured markers.
Garam regards the enemies and tries to work out just what they might be and how we might best battle them.
Planes?, Heroism: 1d20 + 31 + 2 ⇒ (7) + 31 + 2 = 40
Happy for you to tell us things you think are interesting, although I generally prefer to know about elemental immunities, resistances and weaknesses where possible. Also, how high is the cliff they are standing on?
| GM Redelia |
there are no markers on the map, only two circular tokens to represent the enemies
These are pyroclasm legions. They are troops of fire elementals, and are immune to fire, vulnerable to cold, damage those who get too close (i.e. end their turn within 10 feet), and can launch a jet of flame at an enemy.
I do not believe the rules give players any input into what a knowledge check reveals; the GM chooses what facts the check reveals. I'm not sure where the weird house rule that players can request specific information came from.
Garam is still up.
Garam Gallonica
|
I do not believe the rules give players any input into what a knowledge check reveals; the GM chooses what facts the check reveals. I'm not sure where the weird house rule that players can request specific information came from.
The rules are pretty much silent on how Knowledge checks are handled and practice is very varied. Anyways...
Garams eyes grow misty and then begin to glow with a cold, white light. He slowly rises into the air, trails of ice and snow flowing around him, somehow persisting even in the searing temperatures of the plane and the fire vents. He quickly begins to incant and ice and snow build between the palms of his hands. He looks over to the fire creatures and addresses them in Ignan.
I would tell you to warn your mistress to not interfere in these matters, but you will not survive to do so...
Suddenly, the building magical energy vanishes and reappears in the midst of the elementals. They silently explode, raining down icy boulders amongst them all.
Swift action to Invoke Patron for:
Curiosity: +2DC for Hexes and Patron Spells
Reckoning: +1 insight bonus to damage per dice rolled with spells and natural attacks. +4 bonus to confirmation rolls with the same.
Move action to fly another 20' in the air, bringing him to 30' up.
Standard action to cast Ice Storm enhanced with Rime Spell and Sickening Spell
SR if it applies: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
SR if it applies: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Damage: 3d6 + 9 ⇒ (1, 3, 1) + 9 = 14 bludgeoning
Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13 cold
+1 damage per die from Reckoning
+1 damage per die from the Orc Bloodline
+1 damage per die with cold spells from the White Dragon Bloodline
Ice Storm has no save. If they take any of the cold damage then they are entangled for 3 rounds. Sickening Spell will sicken them for 3 rounds but, as the spell doesn't have a normal save, they get a fortitude save to negate the condition. The DC is 29. The area also becomes difficult terrain for 14 rounds.
Conditions
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Spell DC: 10 +11 Int + 3 spell level
Evocations: +2 greater spell focus
Cold spells: +1 from Winter Witch Archetype
Curiosity: +2 DC for patron spells
Tsrvk
|
I do not believe the rules give players any input into what a knowledge check reveals; the GM chooses what facts the check reveals. I'm not sure where the weird house rule that players can request specific information came from.
GM, are the rules about troops something that we would generally know (and if so, would you mind refreshing my memory?) or is that something we can only know with successful knowledge checks and/or the hard knocks of experience?
| GM Redelia |
The troops take less bludgeoning damage than would be expected (DR) but as fire elementals, they take extra cold damage.
fort saves, rolls only: 2d20 ⇒ (7, 9) = 16
(orange and red -36 HP each, sickened, entangled)
The elementals who are in the fire troops burn brighter and seem to blur together. They are then able to fly and move towards you. You're pretty sure they would be moving towards you faster if it weren't for Garam's spell.
The rest of the party is up now.
| GM Redelia |
A troop is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate and multiple-target spells such as haste), though it is affected by spells or effects that target an area or a nonspecific number of creatures (such as fireball). A troop takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed the nonlethal damage it has taken.
Thargash
|
Thargash flicks his wrist to retrieve a wand from it’s wrist sheath, uses it to cast shield on himself (he can automatically make the UMD), before stowing the wand and taking a step forward.
Tsrvk
|
Tsrvk and Froo Froo try to recall what they may know about these enemies.
Tsrvk Knowledge Planes: 1d20 + 14 ⇒ (6) + 14 = 20
Froo Froo Knowledge Planes: 1d20 + 24 ⇒ (4) + 24 = 28
Then Froo Froo ducks back into his familiar satchel to stay out of harm's way.
Tsrvk draws his scimitar as he flies into position, summons some arcane energy into his blade, and then sends a spell hurtling towards the assembled fire elemental troops!
Move action to fly (hasted fly speed is 70') to new position on the map (elevation of 25'), drawing scimitar as he moves
Swift action to spend 1 point of Arcane Pool (1 of 12) to imbue scimitar with frost, icy burst, and two more points of enhancement bonus (to +5).
Standard action to cast Cone of Cold (60' cone, should catch both groups but if not I can adjust my position on the map), with Dweomer's Essence (unless Knowledge checks revealed no spell resistance)
Caster Level check vs SR, Dweomer's Essence: 1d20 + 14 + 5 ⇒ (10) + 14 + 5 = 29
Cold dmg: 14d6 ⇒ (4, 6, 1, 3, 1, 6, 3, 2, 2, 2, 3, 4, 6, 6) = 49 Reflex DC 20 for half
| GM Redelia |
Tsrvk and Froo Froo don't know anything more than Garam has already shared.
reflex save: 1d20 + 19 ⇒ (12) + 19 = 31
The troop manages to mostly duck out of the way of the cone of cold, but seems to be badly impacted by what does hit them.
status: both at -90 HP
Gurkagh, you're still up.
Gurkagh
|
"Gurkagh say fire men not look happy!"
I've got a couple of ideas, but will wait for them to get closer. For now, I'll just do Total Defense.
Garam Gallonica
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Garam glances over Tsvrk as he unleashes a cone of cold. Impressive, but I think I can do better.
With that he flies forward, making sure to stay well in the air. He quickly begins to incant, ice and snow gathering around him in a furious blizzard. With a complex gesture he sends the flurry rushing through the searing air into the two massive troops.
As the ice fades away he flicks his wrist, producing a slender wand of pale grey ash.
Move action to fly, Garam remains 30' in the air
Standard action to expend a rime sickening frost fall to cast Cone of Cold
Using
Preferred Spell
Empower Spell
Spell Perfection
SR if it applies: 1d20 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 20
SR if it applies: 1d20 + 14 + 2 + 2 ⇒ (6) + 14 + 2 + 2 = 24
Damage: 14d6 + 42 ⇒ (1, 6, 4, 5, 4, 4, 5, 2, 5, 4, 2, 1, 2, 1) + 42 = 88, multiplied by 1.5 for Empower for 132, DC31 Reflex save for half
+1 damage per die from Reckoning
+1 damage per die from the Orc Bloodline
+1 damage per die with cold spells from the White Dragon Bloodline
Swift action to draw a wand of greater invisibility
Spell DC: 10 +11 Int + spell level
Evocations: +2 greater spell focus
Cone of Cold: +2 spell perfection
Cold spells: +1 from Winter Witch Archetype
Tsrvk
|
Tsrvk watches Garam summon absurd quantities of snow and ice and nods his head approvingly. "Yes, that's much better! Hope it takes care of them and we can continue on our way without any further trouble..."
Thargash
|
Conscious that there could be other threats in the area, Thargash augments his senses and then walks up into the air to get a better view of the surrounding terrain.
Thargash will cast echolocation on himself and then move forward while ascending 15 feet into the air.
Tsrvk
|
GM, is the blue dot on the map something that we are aware of? If it was included in a prior description I missed it.
Tsrvk is relieved to see the legions of fire elementals vanquished. Sensing that further danger may yet await he raps his scimitar on his armor, sending out a peel of sharp sound. Swift action to activate Battle Dance (Bardic Performance 1/8). Then he retrieves his extend rod (move action) and casts Extended Tactical Adaptation (Staggering Critical) (28 minutes duration) on himself (standard action). He hovers in place, waiting for his comrades to move up (fly check is auto-success).
Garam Gallonica
|
The blue dot is where I placed my ice storm in round 1. Everything within 20' of it is difficult terrain.
Gurkagh
|
Gurkagh sits on his white steed, smiling broadly as he waits for the group to get moving again.
Delay until something dramatic happens.
Thargash
|
Thargash gazes down at the earth elementals that have appeared below him with a quizzical look ”I take it you wish to test your mettle against me?” he rumbles at them in terran. He gives a polite nod, followed by a great bellow as he lets the rage take him. As if in response the Thassilonian script etched into the dark metal of his sword briefly flares and he takes a step downward to bring the new foes within his reach, before striking at them with his weapon…
Raging attack + haste + PA(FF): 1d20 + 27 + 1 - 0 ⇒ (5) + 27 + 1 - 0 = 33
magic(+6) adamantine damge + PA: 3d6 + 22 + 9 ⇒ (1, 1, 2) + 22 + 9 = 35
Raging attack (haste) + haste + PA: 1d20 + 27 + 1 - 3 ⇒ (5) + 27 + 1 - 3 = 30
magic(+6) adamantine damge + PA: 3d6 + 22 + 9 ⇒ (5, 1, 4) + 22 + 9 = 41
Raging attack (itterative) + haste + PA: 1d20 + 22 + 1 - 3 ⇒ (16) + 22 + 1 - 3 = 36
magic(+6) adamantine damge + PA: 3d6 + 22 + 9 ⇒ (3, 4, 6) + 22 + 9 = 44
Gurkagh
|
@GM: Gurkagh (and his mount Whitey) are on the ground. As the elementals burst up from underneath, I'm not sure what effect this will have--I'll wait for clarification before I take an action.
| GM Redelia |
Gurkagh, it appears that you can share a space with the troop, but that it has a special ability so that I need a reflex save from both you and your mount to avoid falling prone.
The DC is 23, so you may act after the save. The spaces under and adjacent to the troop are difficult terrain.
I'm also waiting for actions from Garam and Tsrvk before I weave together what happens.
Tsrvk
|
Sorry, long busy day.
Knowledge Planes vs Earth Elementals: 1d20 + 14 ⇒ (5) + 14 = 19
Froo Froo peaks out of his satchel to have a look as well:
Knowledge Planes vs Earth Elementals: 1d20 + 24 ⇒ (9) + 24 = 33
Tsrvk uses his dimensional dervish ability to dance around the closer troop, stabbing it with his scimitar multiple times, before finally teleporting out of its reach.
Swift action to cast Dimension Door and then teleport around Blue multiple times, making an attack each time.
Harmonic Spell feat lets him maintain Bardic Performance without spending a round (due to casting a spell).
Full-attack action from Dimensional Dervish
+5 Holy Keen Frost Icy Burst Adamantine Scimitar, haste: 1d20 + 24 ⇒ (7) + 24 = 31
Adamantine P/S dmg: 1d6 + 13 ⇒ (1) + 13 = 14
Cold dmg: 1d6 ⇒ 1
Holy dmg vs Evil: 2d6 ⇒ (1, 6) = 7
+5 Holy Keen Frost Icy Burst Adamantine Scimitar, haste: 1d20 + 24 ⇒ (20) + 24 = 44
Adamantine P/S dmg: 1d6 + 13 ⇒ (6) + 13 = 19
Cold dmg: 1d6 ⇒ 6
Holy dmg vs Evil: 2d6 ⇒ (5, 5) = 10
+5 Holy Keen Frost Icy Burst Adamantine Scimitar, haste: 1d20 + 19 ⇒ (7) + 19 = 26
Adamantine P/S dmg: 1d6 + 13 ⇒ (6) + 13 = 19
Cold dmg: 1d6 ⇒ 4
Holy dmg vs Evil: 2d6 ⇒ (6, 6) = 12
CRIT CONFIRM? THEY ARE PROBABLY IMMUNE TO CRITS BUT JUST IN CASE +5 Holy Keen Frost Icy Burst Adamantine Scimitar, haste: 1d20 + 24 ⇒ (6) + 24 = 30
If they can be crit and that confirms...
EXTRA CRIT DMG Adamantine P/S dmg: 1d6 + 13 ⇒ (1) + 13 = 14
Cold dmg from Icy Burst: 1d10 ⇒ 1
Staggering Critical: DC 20 Fort save. On a fail it is staggered for 1d4+1 rounds. On a success it is still staggered for 1 round.
Then Trsvk completes his teleportation round to try to get away from the troop's retalitation.
Garam Gallonica
|
Seeing another troop destroyed Garam considers this conflict largely over. However, he is still a little cautious. He activates his ring of invisibility and floats over a little.
Gurkagh
|
Gurkagh picks himself up off the ground where he was thrown from his mount when the earth elementals appeared. "Gurkagh say this place bad place!"
Gurkagh
|
@GM: Yep, if there's any danger left, I think my allies have a handle on it!
Tsrvk
|
GM, since Tsrvk finished off the Blue troop can his final teleportation be somewhere a little closer to the Purple troop? Ideally directly above it but 15' higher than whatever its height is.