Doodlevain "Doodle" Montafescue
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Doodle also had a flask of holy water and begins digging it out of her satchel to use next round.
| GM Bret |
I thought we hand waved any remaining damage as we had a rest. I could have used curing, and we get hp back from an overnight rest as well.
I don’t personally have time to verify if the damage happened before or after the rest. If you could provide links so I don’t have to search that would allow me to quickly verify.
Khellek the historian
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We had the rest back on Nov-6th and have not had any combat since then. We had the interview with Rowane and exploring the first rooms of Levantii's domain.
| GM Bret |
@Khellek, Thank you, that is what I wanted. Taking away the damage.
Doodles digs out a holy water as well.
Zarta says “Well, this is quite the display of family history.” She then gets her dagger ready and starts up a monologue about the battle.
Inspire Courage. +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls
Suddenly a pillar of flame appears in the midst of the battle. When the flames die down there is a large pit fiend standing there.
Everyone, DC 18 Will save please. This is a fear effect so you get the bonus from Zarta’s Inspire Courage.
The fiend says “Have more fear, Gorthoklek is here!”
Then it notices Zarta and says to her “Ah, Lannavia Davian! So nice of you to come and watch us destroy the last of your family!”
Zarta resists the fear effect and says “The devil is part of the haunt, but should give everyone something physical to attack!”
Round 1:
Inspire Courage. +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls
Bolded may act.
The haunt is in the whole room, but the fiend is a physical manifestation of it that can be attacked.
Zarta
Haunt 1 damage
Khellek DC 18 Will save extended Heroism
Grog DC 18 Will save Magic Circle against Evil, extended Heroism
Round 2:
Korvan DC 18 Will save 3 ink -1 Con drain delay poison
Doodle DC 18 Will save Mage Armor, False Life +14 temp hit points
Numair DC 18 Will save Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight
Two Blades DC 18 Will save extended Heroism 3 ink
Numair Salmalin
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Will, Hell Headache(TM): 1d20 + 9 + 3 - 2 ⇒ (20) + 9 + 3 - 2 = 30.
Numair quickly swallows down his fear, narrows his eyes, and directs two volleys of force missiles at the physical manifestation of the haunt.
Magic Missile: 5d4 + 5 ⇒ (2, 1, 2, 3, 2) + 5 = 15 Force damage.
Quickened Magic Missile: 5d4 + 5 ⇒ (4, 3, 3, 3, 4) + 5 = 22 Force damage.
Khellek the historian
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will EC18, Heorism, IC,outsider,headache: 1d20 + 6 + 2 + 3 + 1 - 4 ⇒ (12) + 6 + 2 + 3 + 1 - 4 = 20
Bottom lip quivering the scholar looks aghast at the pit fiend. "They are among the mightiest of the devils..." he stammers.
Directing his attention toward the haunt he tries to work out what may dismiss it.
loremaster religion, heroism, headache,shaken: 20 + 27 + 2 - 4 - 2 = 43
"The haunt is..."
Not sure how much more you will let me do, focus is on identifying the haunt, telling others and if time, doing something to disable it.
| GM Bret |
Numair manages to control his fear although he still feels shaken. He immediately unleashes two follies of pure magical force at the fiend. It has no resistance and they do full damage.
Khellek does not resist the fear aura and panics, cutting short any explanation he might have given. In his panicked state he does not recognize the scroll as an exit and just cowers against the wall. I’m not sure if Khellek carries any weapons. You would drop anything in hand.
The same is true of Two Blades, He drops his weapons and flees to cower against the wall.
Round 1:
Inspire Courage. +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls
Bolded may act.
The haunt is in the whole room, but the fiend is a physical manifestation of it that can be attacked.
Zarta
Haunt 38 damage
Khellek Panicked one round extended Heroism
Grog DC 18 Will save Magic Circle against Evil, extended Heroism
Round 2:
Korvan DC 18 Will save 3 ink -1 Con drain delay poison
Doodle DC 18 Will save Mage Armor, False Life +14 temp hit points
Numair Shaken until start of next round Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight
Two Blades Panicked one round extended Heroism 3 ink
Doodlevain "Doodle" Montafescue
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Will 1d20 + 11 - 2 + 3 ⇒ (20) + 11 - 2 + 3 = 32
Doodle resists the effect of the haunt and calls casts a magic missile at the manifested demon.
Magic missile 5d4 + 5 ⇒ (1, 4, 2, 2, 2) + 5 = 16
| GM Bret |
Doodle also manages to resist the fear and follows Numair lead, sending a barrage of force missiles at the haunt’s physical manifestation.
Round 1:
Inspire Courage. +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls
Bolded may act.
The haunt is in the whole room, but the fiend is a physical manifestation of it that can be attacked.
Zarta
Haunt 54 damage
Khellek Panicked one round extended Heroism
Grog DC 18 Will save Magic Circle against Evil, extended Heroism
Round 2:
Korvan DC 18 Will save 3 ink -1 Con drain delay poison
Doodle Shaken until start of next round Mage Armor, False Life +14 temp hit points
Numair Shaken until start of next round Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight
Two Blades Panicked one round extended Heroism 3 ink
Grog half orc
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Will: 1d20 + 7 ⇒ (2) + 7 = 9
rerol: 1d20 + 12 ⇒ (9) + 12 = 21
didn't add +3
"Okay big boy!"
Grog moves then swings. Hitting the creature in the side of its chest.
attack: 1d20 + 22 ⇒ (17) + 22 = 39
damage: 2d12 + 24 ⇒ (8, 9) + 24 = 41
+2 evil outsiders-bane cold iron Heroism power attack, vital strike
| GM Bret |
Although it looked for a moment like Grog was going to flee, he draws a deep breath and rushes it with his axe. Finally something he can hit!
He destroys the physical manifestation, ending the haunt for now.
Looking more closely at the diorama, it is likely that the haunt will renew in about a day. Once Khellek is ready to look at it, he thinks the only way to permanently destroy it is to destroy the devil that came forth. No one is sure what would have happened if the haunt of the devil had struck someone, but no one thinks it would have been pleasant.
Zarta finds unexpected resolve facing down Gorthoklek, and looks on the doomed illusory Davian warriors assailing the walls of Corentyn thoughtfully.
Having some time to look at all the exhibits here, they include a fragment from the Arch of Aroden burnt with hellfire when the devil Baraxiel dragged the paladin Rius Galdaeon to Hell outside Corentyn; illusory figures fighting on a Corentyn battlement during Davian's last surge during the Battle of One Hundred Kings in 4639 ar; the prow from the Sargavan frigate Dauntless that sank in that same battle; a ritual scene re-enacting Abrogail I's sale of her soul to Asmodeus in Winter Grove, and a copy of the contract's two page preamble in a glass display case.
The portraits depict Thrune agents whose souls Leventi acquired. There is no portrait of Gellius Thrune.
Looking in the north east corner, there is another scroll. Tholvinus says he was never allowed to go through there.
Although Khellek, Two Blades and potentially Korvan would be confused for a few rounds because of the haunt, I don’t think there is much reason to play out that combat. The main hazard is taken care of and I believe you could handle the confused people without expending any significant resources.
Khellek the historian
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I thought you said the will was DC18, in which case I think I would have made it, unless there is something else I am unaware of?
After overcoming his fear, the old scholar returns to the museum with interest. "I wonder if any of these are originals, or just recreations? If so they are extremely well done. And in either case would make wonderful additions to the Grand Lodge - although as recreations they may reflect a bias in their creator. Interesting that Gellius does not appear in that portrait."
Numair Salmalin
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Numair nods.
"Historical artefacts are always important. However, the ship prow might be a bit big to take back with us."
Once everyone has recovered, he then heads for the next scroll.
Will, Hell Headache(TM): 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16.
| GM Bret |
I thought you said the will was DC18, in which case I think I would have made it, unless there is something else I am unaware of?
My error. I don’t know what made me think you had missed it.
DC was supposed to be 20 because of high tier, but even then provided you had the stacking correct you would have made it.Sorry.
Zarta says “The contract would not allow us to legally take them. The battle diorama doesn’t appear to be using any of the souls lost during that battle. Perhaps we can bargain latter for some of the items as only someone with excessive interest in Thrune is likely to want some of these.”
Looking at the Thrune contract, she says “On the other hand, if we have time it might be worth it to copy as much of this as we could before leaving.”
Grog half orc
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Grog cleans his axe.
He looks at Zarta. "With all due respect I think I've had as much *hell* in Hell as I can take. Copying isn't my bag. If there's more fighting devils to do I'm all in!"
Korvan the Hunter
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prepare for another save fail....
Belated WILL: 1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18
Korvan trembles in fear until the battle is over, handled thankfully by the other party members...
Khellek the historian
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"It is only a couple of pages, I'd be more than happy to make a copy of the contract so long as you think a copy of it wouldn't violate any of the restrictions we are under." offers the scholar.
"Exact wording can be so important, and the misplacing of a comma... well, I suspect has dammed more than one soul."
Khellek the historian
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"If we take the time to copy this now, well, that would maybe also give a chance for our inked friends to have their temporary tattoos fade. " notes the scholar.
Do I have any idea how long the copy would take?
| GM Bret |
I’m going to put it at 10 minutes per page if you want to be careful.
Scrivner’s Chant is much faster than that, but that is very specialized.
Khellek the historian
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Alas as a Core bard I have never found that, or the spell that gives a bonus to knowledge skills.
"Give me quarter of an hour, and I can make a good copy of this. We may not come back this way after all.."
When the copy is made the scholar stows it away and joins the others in heading through the scroll door.
eventual will save,heroism, outsider, headache: 1d20 + 6 + 2 + 1 - 4 ⇒ (14) + 6 + 2 + 1 - 4 = 19
| GM Bret |
Looking at the ink, it is starting to fade. You think with another forty minutes, it would have faded enough to reduce the effectiveness.
It would reduce the ink by 1.
—-
When the group finally goes through Numair, Korvan, Khellek, and Doodle all manage to go through the scroll without getting more ink on themselves.
Looks like I still need saves from Two Blades and Grog.
| GM Bret |
Doodle: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
Grog: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Khellek: 1d20 - 2 - 4 ⇒ (15) - 2 - 4 = 9
Korvan: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 26
Numair: 1d20 + 23 - 2 ⇒ (9) + 23 - 2 = 30
Two Blades: 1d20 + 12 - 4 + 3 ⇒ (9) + 12 - 4 + 3 = 20
Everyone manages to get through the scroll without getting any more ink stuck to themselves.
The lurid glow of flames within an iron-grated pit illuminates this well-appointed chamber. Ancient scrolls smoldering with Infernal script move with an unseen breeze, and glass cases display statues carved to resemble hellish armor along the southern wall.
You see a contract devil that you presume is Leventi waiting here near the south wall, charming and poised. Picture on slide 7
“Welcome, my esteemed guests! Please, let us not resort to our baser instincts when we can instead discuss this matter to our mutual benefit. I am a simple broker, and if I have something you desire…” He holds up a glass jar swirling with inky mist and an older Chelish man's disembodied head peering out. “…I would gladly negotiate its sale.”
There is a magical trap under the grate in the center of the room. It seems to have a remote trigger.
Unfortunately the devil is close enough that it is impractical to warn the rest of the party without the devil hearing or seeing you do so.
You would need to be adjacent and have some time to disable the trap with the Disable Device skill. Doing so would also be very obvious.
Grog half orc
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@GM thanks was busy over the weekend.
Grog nods at Two Blades and points with his chin at the area near the devil. He glances at the devil.
simple broker my behind
Two Blades in the Shadows
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Two Blades smiled. "Leventi I presume." he asked, making his way around the room. "Let us approach to make introductions and speak on the matter before us. Sadly, I do not see chairs to sit down. Are there any?" Two Blades inquired of the host.
Move 40' and have 10' left. Trying to be where I can observe the switch.
Korvan the Hunter
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"Would the table and chairs be set over here?" Korvan asks and moves to one side of the room pointing to the floor as he steps.
Numair Salmalin
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Stalling for time, Numair asks:
"What, precisely, did you have in mind?"
To be clear: GM, we were sent to deal with this guy, correct? Breaking an existing contract to form a new one with this guy would seem like a... bad idea... to me?
| GM Bret |
To be clear: GM, we were sent to deal with this guy, correct? Breaking an existing contract to form a new one with this guy would seem like a... bad idea... to me?
Yes, this is the devil you were gathering evidence against. You have a devil in the main entrance waiting for you to arrest or kill Leventi. You also have the norn Rowane who is expecting you to arrest or kill them.
It would at very least be a chaotic act to toss them aside and make a deal with Leventi. I will note Leventi got into this because they were sloppy — your evidence shows that.
The devil gives Numair a predatory smile and says “I had thought this soul was of interest to you, the soul of Gellius Thrune. Is there more you wish for?”
If asking for more than just the soul, please give a Diplomacy,Bluff or Intimidation check to go with the request.
Numair Salmalin
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Numair has no desire to make a literal deal with a devil, but is more than happy to string Leventi along to allow his allows to adopt tactically beneficial positioning.
"That soul is definitely of interest, although not to me personally."
Numair Salmalin
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"Money is transitory, and power is not something you can just put on, like a coat... it is something that you just *are*..."
Bluff, Hell Headache (TM): 1d20 + 22 - 2 ⇒ (2) + 22 - 2 = 22.
Yep. Looks like combat is about to start!
Doodlevain "Doodle" Montafescue
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Doodle began tapping her foot impatiently. She wanted this mission over as quickly as possible. She was blissfully unaware of any of the other goings on in and around the room, however. ”I can’t see an away to leave here without us arresting you or worse. You’ve made a lot of enemies, you know….”
Khellek the historian
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The scholar sighs at the devil. "You have been sloppy and the powers that be have had enough."
"You can come quietly... or in pieces. I think honestly they would prefer you took the 'delivered in pieces' option. I however am a man of peace rather than pieces. But my patience is at an end. Make your choice."
| GM Bret |
Doodle: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
Grog: 1d20 + 11 - 4 + 2 ⇒ (7) + 11 - 4 + 2 = 16
Khellek: 1d20 - 2 - 4 ⇒ (2) - 2 - 4 = -4
Korvan: 1d20 + 18 - 4 + 2 ⇒ (1) + 18 - 4 + 2 = 17
Numair: 1d20 + 23 - 2 + 2 ⇒ (2) + 23 - 2 + 2 = 25
Two Blades: 1d20 + 12 - 4 + 2 ⇒ (18) + 12 - 4 + 2 = 28
Between the failed bluff check and this, I believe it is time to roll initiative.
In a condescending tone, Leventi says “So be it. I will turn the lot of you into mince meat and then deal with my real opponents.” As he says this he makes a gesture.
It is a free action to talk and can be done out of turn.
Doodle: 1d20 + 6 ⇒ (1) + 6 = 7
Grog: 1d20 + 0 ⇒ (19) + 0 = 19
Khellek: 1d20 + 1 ⇒ (2) + 1 = 3
Korvan: 1d20 + 9 ⇒ (9) + 9 = 18
Numair: 1d20 + 6 ⇒ (13) + 6 = 19
Two Blades: 1d20 + 8 ⇒ (9) + 8 = 17
Leventi: 1d20 + 11 ⇒ (14) + 11 = 25
Unknown: 1d20 + 3 ⇒ (15) + 3 = 18
Suddenly all of the contracts on the walls begin moving as if in a strong wind. They cut Zarta, Korvan and Two Blades inflicting a minor amount of damage and causing them to bleed.
1 slashing and 1d6 bleed damage for anyone entering or ending their turn in the areas marked in pink, yellow or orange. It is also difficult terrain moving through those areas.
With a sweep of his arm, Leventi moves aside the contracts on the wall behind him, revealing a Symbol of Pain!
Everyone, DC 23 Fort save please.
Those who have ink on them take a -1 per application of ink.
He then looks at Two Blades and tells him “Freeze!”
DC 21 Will save please vs spell, take the ink penalty.
Round 1:
Effects:
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism
Grog Magic Circle against Evil, extended Heroism
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.
Bolded may act.
Leventi
Numair need Fort save
Grog need Fort save
Korvan 1 damage d6 bleed need Fort save
Unknown
Two Blades 1 damage d6 bleed need Fort and Will save
Zarta 1 damage d6 bleed Will give Numair, Grog and Korvan a chance to act before I have Zarta act. Any of them are free to delay until after her.
Doodle need Fort save
Khellek need Fort save
Numair Salmalin
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Fort: 1d20 + 8 ⇒ (6) + 8 = 14.
Numair grits his teeth, and powers through the pain.
"Beware! Stepping on the grate in the middle of the room will be bad for your health."
He then casts Haste on the party.
| GM Bret |
Numair is wrecked by pain. In spite of the pain he manages to get off a spell and shout out a warning.
Round 1:
Effects:
Haste on everyone
Korvan 3 ink -1 Con drain delay poison
Two Blades extended Heroism 3 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism
Grog Magic Circle against Evil, extended Heroism
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked.
Bolded may act.
Leventi
Numair –4 penalty on attack rolls, skill checks, and ability checks
Grog need Fort save
Korvan 1 damage d6 bleed need Fort save
Unknown
Two Blades 1 damage d6 bleed need Fort and Will save
Zarta 1 damage d6 bleed Will give Grog and Korvan a chance to act before I have Zarta act. Any of them are free to delay until after her.
Doodle need Fort save
Khellek need Fort save
Korvan the Hunter
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FORT vs DC23: 1d20 + 12 - 3 ⇒ (8) + 12 - 3 = 17
as per standard Korvan fails a save, not sure if he can act in this round or not
Two Blades in the Shadows
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DC 23 Fort save: 1d20 + 8 - 3 + 3 ⇒ (13) + 8 - 3 + 3 = 21
DC 21 Will save: 1d20 + 7 - 4 - 3 + 3 ⇒ (4) + 7 - 4 - 3 + 3 = 7
Two Blades got ravaged by the contracts and spell. With the divine influence of Desna, he made his way over to join the others.
Liberation Domain. Freedom of Movement to new location