Pyros 2
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Pyros moves in and casts int dazing selective fireball L5 dc26, selecting out friendlies, cl17.
fireball: 15d6 + 30 ⇒ (2, 5, 5, 1, 2, 5, 3, 2, 5, 2, 2, 6, 4, 4, 1) + 30 = 79
SR: 1d20 + 17 ⇒ (18) + 17 = 35
Capt Beidou - Skater
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Beidou will hold if Al-Jakri wants to finish enemy.
Beidou reply "You going to owe me a drink Al-Jakri, n if it regen n comes back to bite u in the ass n if i have to take it out, its going to cost you double."
Beidou will finish blue when its down w the rest of her attack, keeping her eye on the last 1
| cmlobue |
Relfex Save: 1d20 + 15 ⇒ (15) + 15 = 30
Demonic agility and resistance significantly reduce the fireball's effect on Thurl.
Round 3 - bolded may go
Jannaria (-4 HP)
Redgar (-6 HP, pinned)
Pyros
Muhlia (barkskin +5, displacement)
Thurl (-186 HP)
Thargash
Beidou
Green
Blue
Jannaria
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Jannaria doesn't seem overly fazed by Redgar being pinned, because she is prepared for such an occasion. Before it is actually her time to act, she casts a spell on Redgar to try to grasp him free for that pin.
The immediate action in round 2 would allow me to specifically cast Liberating Command on Redgar who now can do an Escape Artist attempt at +20 bonus on the check.
Now this is her time proper, six seconds later, she tries to cast a spell on Thurl, not sure on whether she can actually pierce through, but she needs to try regardless.
SR check: 1d20 + 15 ⇒ (20) + 15 = 35
She manages to get through Thrul's resistance to try to set up a nice influencing spell.
Forbid Action, Greater - Attack, Will save DC 28 negates, if fail, unable to do any attack action for 13 rounds. Due to the Lifelink, she would be at -9 HP, but Redgar at -1
Jannaria isn't opposed to let Muhlia get the fatal blow, but it hinges on being able to neutralize Thurl first in any shape or form.
Redgar Oni-Friend
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Thanks Janira! Escape Attempt... with Inexplicable Luck 1d20 + 20 + 2 - 4 + 8 ⇒ (3) + 20 + 2 - 4 + 8 = 29
Purple dot of shame (once-per-game reroll) (+4 GM stars) 1d20 + 20 + 2 - 4 + 8 + 4 ⇒ (12) + 20 + 2 - 4 + 8 + 4 = 42
If I break free, I will try to set up Thurl for Janira, moving to flank Thurl then Targeting Strike for legs
Attack roll 1d20 + 26 + 2 + 2 ⇒ (16) + 26 + 2 + 2 = 46 if that would miss, add 1d8 ⇒ 4
If the attack hits: 1d20 + 32 + 2 ⇒ (9) + 32 + 2 = 43 damage, and is tripped no save.
| cmlobue |
Jannaria casts a spell, and with a focused effort, Redgar escapes from the magical confinement.
She follows up by trying to stop Thurl from responding.
Will Save: 1d20 + 21 ⇒ (16) + 21 = 37
The new demon easily shakes off the command.
Thurl takes a swing at Redgar with a wicked-looking glaive as he approaches.
Bloodwhisper: 1d20 + 31 ⇒ (12) + 31 = 43
Slashing Damage: 1d10 + 17 ⇒ (1) + 17 = 18 plus 1 bleed
Redgar returns the favor, knocking the former dwarf to the ground.
Some of Thurl's wounds knit together. He casts a spell defensively.
Concentration: 1d20 + 26 ⇒ (4) + 26 = 30
A single word emanates from his lips. Everyone in the room not devoted to chaos feels their mind slipping away from them.
Word of Chaos, DC 24
Deafened Rounds: 1d4 ⇒ 3
Confused Minutes: 1d10 ⇒ 9
He then rises to his feet. AOOs only for chaotic characters, because you are confused 1 round on a success and confused characters will not take AOOs against those they have not been attacked by.
Round 3-4 - bolded may go
Jannaria (-9 HP, Will save)
Redgar (-20 HP, 1 bleed, AOO)
Pyros
Muhlia (barkskin +5, displacement)
Thurl (-204 HP)
Thargash (Will save) and Zuishin (Will save)
Beidou
Green
Blue
Thargash
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Thargash will vs DC24: 1d20 + 22 ⇒ (20) + 22 = 42
Zuishin will + prayer vs DC24: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Both Thargash and the kami shake off the worst effects of Thurl's spell (The kami is also immune to mind-affecting so will avoid the 1 round of confusion)...
Thargash confusion: 1d100 ⇒ 66
...but Thargash manages to catch himself while temporarily disorientated...
self inflicted damage: 1d8 + 13 ⇒ (2) + 13 = 15
Thargash has DR5/piercing from resinous skin which may reduce that damage.
Redgar Oni-Friend
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Redgar's break with the shackles of law following an unpleasant trip to Hell pays off!
For the Decemvirate!
AOO attack 1d20 + 26 + 4 + 2 ⇒ (20) + 26 + 4 + 2 = 52
Crit confirmation: 1d20 + 26 + 4 + 2 ⇒ (9) + 26 + 4 + 2 = 41 Spirit Surge is once/round - it looks like I didn't use it on the attack above, and hopefully I don't need it here, but if I do need it and then if I can: 1d8 ⇒ 4 extra.
Regular Hit damage: 2d6 + 32 + 2 ⇒ (2, 3) + 32 + 2 = 39
If I confirm a Critical Hit, the extra damage: 2d6 + 32 + 2 ⇒ (5, 4) + 32 + 2 = 43
Redgar's turn:
STAY DOWN, ABOMINATION!
Redgar lines up and uses his last Targeting Blow...
1d20 + 26 + 2 ⇒ (16) + 26 + 2 = 44 If it doesn't hit, take another Influence with Spirit Surge for plus 1d8 ⇒ 7
If it does hit: 2d6 + 32 + 2 ⇒ (2, 3) + 32 + 2 = 39 and tripped, no save
I then bleed 1, and forgo my move action and swift
Jannaria
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Will save: 1d20 + 15 ⇒ (13) + 15 = 28
Confusion percentage 1 round: 1d100 ⇒ 85
Confused for a couple of seconds, Jannaria attacks Beidou like this is a very normal thing to do as nobody really knows for how long she will stay that way until the effect wears off.
Attack roll: 1d20 + 10 ⇒ (20) + 10 = 30
Confirm: 1d20 + 10 ⇒ (13) + 10 = 23
Damage gauntlet: 1d4 + 2 ⇒ (1) + 2 = 3
Extra damage if confirmed: 1d4 + 2 ⇒ (4) + 2 = 6
So Lifelink was counted, so I only need to account for Shield Other, so Jannaria would be at -16 but Redgar at -13
Capt Beidou - Skater
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Beidou will attempt to Parry Jannaria attack
Parry: 1d20 + 23 + 4 ⇒ (3) + 23 + 4 = 30
AC 18 - if you going to confirm dmg
DR3
Beidou will move into a flank spot and attack prone enemies with non lethal (-4 n prone cancel out)
keep rage n haste going
Improve Vital strike
attack 1: 1d20 + 26 ⇒ (9) + 26 = 354d6 + 33 ⇒ (1, 4, 6, 6) + 33 = 50
Teamwork Feats +2/+2 (included
Improve vital improvital: 8d6 ⇒ (3, 6, 4, 4, 4, 6, 3, 6) = 36
acid: 1d6 ⇒ 4
electric: 1d6 ⇒ 5
"i will try to weaker it for you, so u can finish "
Pyros 2
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will: 1d20 + 25 ⇒ (14) + 25 = 39
confusion: 1d100 ⇒ 100
oooh crap. Can I use my intensified burning hands for 10d4+20 on Beidou or a melee attack? fireball will catch myself.
Capt Beidou - Skater
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looks like i fail the parry.
n the confirm hits
i take 9 dmg, DR3
Beidou take 6 dmg
Thargash
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As the kami can act normally due to it's immunity to mind-affecting, but Thargash isn't able to ask it to do anything, I guess it would be down to the GM what the kami decides to do this round.
| cmlobue |
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Redgar hits Thurl as he rises.
Thargash smacks himself with his sword.
With nothing better to do, his kami will fire its bow at Thurl.
+1 Holy Composite Longbow: 1d20 + 20 ⇒ (9) + 20 = 29
Piercing Damage: 1d8 + 5 ⇒ (2) + 5 = 7
+1 Holy Composite Longbow: 1d20 + 20 - 5 ⇒ (1) + 20 - 5 = 16
Piercing Damage: 1d8 + 5 ⇒ (1) + 5 = 6
+1 Holy Composite Longbow: 1d20 + 20 - 10 ⇒ (3) + 20 - 10 = 13
Piercing Damage: 1d8 + 5 ⇒ (2) + 5 = 7
None of the arrows hit.
Beidou opts for a single, powerful strike on Thurl.
Jannaria smacks Beidou.
Redgar knocks Thurl to the ground once more. I am treating this as no damage because the party seems inclined to let Muhlia finish him and you didn't say either way.
The consensus on confusion is that you treat everyone as hostile, so do what you would normally do to an enemy. 'Big fire spell' seems to be Pyros' response to everything, so...
Pyros blasts Beidou with a cone of flame.
Fire Damage: 10d4 + 20 ⇒ (1, 2, 1, 3, 1, 3, 1, 2, 3, 3) + 20 = 40
Reflex Save: 1d20 + 10 ⇒ (8) + 10 = 18
Surprised, Beidou can't get out of the way, but the protective spells cast earlier prevent most of the damage.
Al-Jakri uses her fancy boots to teleport into a flanking position, then stabs Thurl.
+3 Agile Adamantine Kukri: 1d20 + 18 + 2 + 4 ⇒ (4) + 18 + 2 + 4 = 28
Slashing Damage: 1d4 + 10 + 8d6 ⇒ (3) + 10 + (5, 4, 6, 1, 4, 2, 6, 6) = 47
The nascent demon manages to end off her attack.
Once again Thurl casts from the ground defensively.
Concentration: 1d20 + 26 ⇒ (2) + 26 = 28
This time, his utterance is almost a song.
Will DC 22 will for everyone within 20 feet. If you fail, for the next 19 rounds, you must attack the nearest creature with your most powerful ability. If more than one creature is equidistant, choose randomly.
This time, he remains on the floor.
Round 4-5 - bolded may go
Jannaria (-16 HP)
Redgar (-14 HP, 1 bleed, Will save)
Pyros
Muhlia (barkskin +5, displacement, Will save)
Thurl (-306 HP, prone)
Thargash (-10 HP, Will save) and Zuishin (Will save)
Beidou (-19 HP, Will save)
Green
Blue
You are almost certainly going to win this round, but I get to at least try to make it difficult.
Thargash
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Thargash will vs DC22: 1d20 + 22 ⇒ (19) + 22 = 41
Zuishin will + prayer vs DC22: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 (If its mind-affecting the kami is immune)
Thargash looks over at Muhlia to see if she appears to be in a state where she can finish the job (Thargash's actions will depend on how Muhlia looks).
I think Thargash still has his temporary hit points from the heroes’ feast, if so the damage he took would come out of those. If not then he will regenerate 5 hp at the start of his turn.
Capt Beidou - Skater
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Beidou raging, Will, add charm life Will: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25
Capt Beidou - Skater
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Beidou attempts to grapple the prone enemy
no improved grapple but im 10ft away
cmb22 ,+2 raging, +1 haste, +2 flank +1 size +2 teamwork
Grapple vs Prone AC CMD: 1d20 + 22 + 2 + 1 + 2 + 1 + 2 ⇒ (10) + 22 + 2 + 1 + 2 + 1 + 2 = 40
Beidou "Hold still u little seadog"
Pyros 2
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After seeing the dangerous mind affecting spells he is throwing out, he casts his last dazing selective fireball.
" If I kill him, sorry for denying your revenge"
dazing sel fireball dc26: 15d6 + 30 ⇒ (4, 6, 1, 5, 2, 4, 4, 4, 5, 3, 3, 6, 5, 4, 1) + 30 = 87
SR: 1d20 + 17 ⇒ (18) + 17 = 35
Jannaria
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Jannaria will probably be slightly disappointed that she will not entirely hold her part of the bargain of letting Muhlia land the last shot, but she can also see Pyros' logic of leaving nothing to chance. Still she will cast a spell to make sure that she still have her senses until the end, or at worst, until when the consequences will be minimal.
She casts Suppress Charms and Compulsions in order to counter any ongoing enchanting effects for a bit. With the ongoing effects, Beidou is at -4, Thargash at no damage, Redgar at -2, but Jannaria will be at -53 HP
Redgar Oni-Friend
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I am a-okay with no damage + trip, if that is allowable. My priority was keeping Thurl down on the ground, so if damage came along with that, c'est le vie
Will save: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Pausing to learn whether Suppress Charms and Complusions suppresses the effect, or whether I go all out on my nearest ally... .
| cmlobue |
Jannaria's spell prevents Thurl's from having any effect. His duration is longer than yours, so either you need to cast it a second time or there will be a few rounds where Redgar and Muhlia may be swinging at Pathfinders.
Reflex Save: 1d20 + 16 ⇒ (20) + 16 = 36
Will Save: 1d20 + 8 ⇒ (9) + 8 = 17
Thurl regrets not waiting for second edition before hatching his plan, as Pyros' flame pierces both his agility and demonic resistance to finish him off.
Muhlia sighs. "You were right to do that. I missed my opportunity, and he could still have become a threat."
Capt Beidou - Skater
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i forgot to add
+1 luck bonus from prayer and
the +2 sacred bonus from hunters blessing on the grapple as well.
Beidou grapple CMB 43
Thargash
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Thargash prods Thurl with his boot "It's good to finally end him after all of the trouble he's caused." he muses. "We should probably check this area to see if there is anything else unpleasant he has left which needs to be dealt with."
"Oh Muhlia, I think we may have found something of yours." he adds indicating towards the backpack that the party located earlier.
| cmlobue |
Beidou had no problem grabbing Thurl, but the giant ball of flame made it unnecessary.
14 rounds until Suppress Charms and Compulsions expires.
| cmlobue |
Jannaria magically suppresses the effects of Thurl's spell until the duration expires, limiting the amount of time the Pathfinders spend attacking each other. Which is good, because they did more damage to each other than Thurl and his minions did.
With the demon defeated, the Pathfinders can claim his magical glaive. There is also a minotaur's belt, but any other possessions he may have had are long gone.
Searching the area leads the Pathfinders to the other three runeplates (Aeruk, Hurenarr, and Urdrekk).
Is there anything else you want to do before departing?
Pyros 2
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Make sure he is really dead, not regenerating, maybe Mulia would like his head as a trophy to use as a soccerball or something.
Capt Beidou - Skater
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Beidou make sure team didnt leave any room uncheck or unlooted
"what kind of a pirate would i be if i left loot behind"
Thargash
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Thargash hands Muhlia's backpack back to her.
"We'll also need to make sure we retrieve those four dwarves we saved on the way out of here."
| cmlobue |
Beidou make sure team didnt leave any room uncheck or unlooted
"what kind of a pirate would i be if i left loot behind"
How thoroughly are you looting? Anything not bolted down? Taking bolts as well? Just obvious valuables? Keeping the runeplates?
Any special tools or abilities used in the looting?
Pyros 2
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take 10 on perception for 48, 50 if in stone
Redgar Oni-Friend
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Redgar is not adept at figuring out what is valuable, or historic, but he does caution the group:
Remember that the magical maze was layered on-top of sacred Dwarven chambers. Let us be careful not to remove original treasures or wards...
Thargash
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"That's true, this place is a dwarven tomb. Perhaps Borsaget can advise us on what is original and what Thurl brought here. We should also ask her if there is anything we can do while we're here to deal with damage Thurl may have done."
Before the zuishin leaves Thargash also remembers to thank the kami for its help.
| cmlobue |
50 Perception does not reveal anything new. Neither would a 60.
I don't want you to miss anything, but I don't feel like I can accept 'we take everything', especially since you have left some things for the dwarves and others for Muhlia. A review of where you've been in case you think of something else you'd like to do, and please consider all the tools available to you for searching.
Altar with minotaurs
Ossuary entrance
Trap door
Molten lake
Muhlia's chamber
Room full of bones and urns
Thurl's chamber
Pyros 2
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Search for traps, secret doors, maybe see invis , detect magic, check for illusions physically touching stuff. Ask Muhila for her stuff :)
| cmlobue |
| 1 person marked this as a favorite. |
That's what I wanted to hear.
Now that he is looking for magic, Pyros notices that the woven mat Muhlia was sitting on is actually a carpet of flying.
With Thurl’s demise, the magical labyrinth he helped create fades, allowing the massed dwarven forces to enter the ossuary and vanquish any remaining threats over the next several hours. The dwarves are dismayed to see how Thurl has defaced the sacred ossuary and Magrim’s holy site, but they’re grateful for the Society’s help. Within a week, dwarven engineers and priests arrive to begin repairs.
The Pathfinders worked out an equitable resolution with Muhlia al-Jakri, and Kolm Durrendar is amenable to letting her go free if the agents vouch for her. The Decemvirate is less likely to approve. However, Muhlia sends a missive in the following weeks that indicates the glabrezu Koth’Vaul has dangerous plans of his own that are nearing completion—a deadly threat that only a group of powerful Pathfinders like this team might confront!
Capt Beidou - Skater
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Thank you GM for running
Pyros 2
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Yes thanks for running! Sounds like more to do in a related mod.
Redgar Oni-Friend
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Many thanks for running, appreciated!
Jannaria
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In my case, tbf I was tempted to go the Pyros route. I had my own evoker, and failing that it might have gone full Archer Inquisitor-style of bullfeather (Bane arrows and something)
Glad I didn't, ultimately.