Vaarsuvius

Daemariel Fiondi's page

196 posts. Alias of i.jason.


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M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Hearing something moving, but unable to see it, Day tapped Levn on the shoulder to get his attention, pointed in the direction of the sound, and then, holding one of his magical rods in one hand, cast a spell.

Use his Silent Spell Metamagic Rod to cast Detect Thoughts silently and then point it in the direction of the sounds


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Unfortunately, Day doesn't have any Glitterdusts left.

That said...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Wow! Missed Karl's post by 5 minutes. Oops!


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Sorry. Not getting updates again.

This is where I'd normally post the meme of the little girl asking, "why not both?"

We've got 2 melee (including NPC Levn), 2 casters. Send Levn and Day one way, Bas and Kellen the other?


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

I feel like "forting up in the kitchen" is just begging for a Fireball breakfast. At the same time, if we can find a different path in, we might have a better chance at surprising him.

Or, given how far we've fallen off of this game, perhaps an off-screen retreat back to the village to prepare for when the madman comes flying in looking for retribution on the innocent, so that the heroes can thwart him in a long-delayed, straight-to-VHS-video sequel might be appropriate...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

My plan at the moment is for Day to prep another Toppling MM.

If the Sorc has Shield, that'll be a big fat waste of a spell slot, but it's really the only offensive 1st-level spell he has.

Grease might knock him on his butt, the MM might knock him down, Pyrotechnics is a great AoE debuff, but it's not smart, so if Day starts the fight with it, we'll have to wait for him to stagger out of it to take advantage of the debuff. During which time, he *might* blindly throw Fireballs at us. Which, I suppose, if we're hiding properly, isn't a terrible way to go.

(Smoke Cloud option: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.) So as long as his Fort save isn't awesome, we'd get at least 2 rounds of "easier to knock down and/or avoid attacks from" on him.

Other than that, Day can chuck his dagger and/or pew-pew with Ray of Frost.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

I think that's 23, so puts him at 33/40 - good enough for now.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Daymar nodded, though when he spoke, it was clear that his injuries were beginning to take a toll on him, now that the immediacy of combat wasn't distracting him from them.

"With a few moments to prepare, I can ready another spell," he said, "though I will admit that most of my combat-effective spells have been spent."

Day is at 10/40hp, I believe. And he can prep one additional 1st-level spell to go with the Grease, Pyrotechnics, Detect Thoughts, Cleromancy, and Fly spells he still has left. He also has a few charges left in his wand of color spray, which might stun the baddie for a round at a time (but it's a pretty low Will save DC 12, maybe?)


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Sorry, disappeared over the holidays and my wife's hospital visits. All is OK now (though still digging out a bit), so should be able to help wrap this thing up. I'm for regrouping here in the keep and either taking dude out or going down in a blaze of glory for bards to sing about forever...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

We had a good run of rolls with the snake and him failing to make his concentration checks to cast while grappled. But yeah, the reasoning is sound. With Bas and Levn running, we just didn't have the guns to kill him fast enough.

He DID just threaten to hit the fort - but my guess is he'll wait until he can rest and hit it tomorrow. So regrouping and hitting him again before he can do that seems like a good plan.

Even though Day is *also* short on spells, Bas and Levn have "at-will" hurty-poke-and-slash powers...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

It doesn't make me feel better knowing he can just keep popping fireballs forever...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Neither of us is a melee fighter - Daymar is a mage himself, so...

That said, I can have another snake on the board in 2 rounds (if we survive that long).

OR we can play hide and seek for 5 rounds and try again with all 4 of us (unless he teleports out or something).


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

The sleet storm has the same problem as Pyrotechnics - once you lose sight of the weapon, it comes to hover at your side, and both the storm and the Pyro smoke block all sight, including darkvision. Still, it's a nice counter to all that fire. Pyrotechnics would use his own fire against him, but basically, either one is just blinding him long enough for us to run/come up with another plan.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Reflex Save with Haste: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Daymar tucked his head beneath his arms and turned into the wall behind him as the fireball detonated, and though he was badly burned, he managed to avoid the full force of the spell.

Almost immediately after the burning flames, Daymar felt the cooling wave of Kellen's healing energy wash over him. It was enough to keep him on his feet - barely.

In the roar of flames and the moment of peaceful silence that followed, Daymar saw multiple versions of the future play out in his mind.

Prescience: 1d20 ⇒ 6

Ignoring most of them, Daymar chose one path. One he hadn't been able to see the end of, but the only one that didn't end immediately with fiery death for all of them.

With heat-blistered fingers, Daymar managed to pull a small dart from the pouch at his belt. With a mouth sucked dry of all moisture, he rasped words of power. Then he flicked the dart at Vardak's prone form.

As it left his fingers, the dart elongated, magically transmuting into a green, glowing arrow that streaked towards the madman on the floor.

Acid Arrow vs. Touch AC + Haste - Prone: 1d20 + 6 + 1 - 4 ⇒ (19) + 6 + 1 - 4 = 22

Acid Damage: 2d4 ⇒ (4, 3) = 7 Round 1 of 3

Even as the magical acid began to burn, Daymar ducked around the corner into the hallway with Kellen.

Free Action for Prescience, Standard to cast Acid Arrow, Move to go around the corner (map updated)

Spells in Effect:
Acid Arrow on Vardak: 3/3 rounds remaining
Haste on Day/Alfric/Kell: 9/12 rounds remaining
Mage Armor (On Daymar): has a 6-hour duration, so I'm assuming it's still up.
Heightened Awareness: Has a 120-minute duration when Extended (Which is what he used his first Extend on, NOT Mage Armor). I assume it hasn't been 2 hours yet.
With Haste and Mage Armor, Day's AC is 18/11/14

Kel, that Spiritual Weapon of yours gets +4 to hit him while he's prone, and has what, 3 more rounds? That's a spell that can damage him. Assuming the Acid Arrow hit, Vardak will have to make a concentration check if he wants to try to cast spells again for the next 3 rounds. How many Fireballs do you think he has prepped? The biggest problem I have is time. Day could toss Pyrotechnics on him, which would effectively blind him - but also keep us from seeing him, and that would end the effective use of your Spiritual Weapon. It *could* buy enough time for Day to prep and cast Summon Monster for another snake though. Day is at 10 hp right now, after the healing. The other option would be to retreat for 5 rounds, regroup with Bas and Levn once they're no longer running, and try again - but that gives him 5 rounds to buff up as well. Thoughts?


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9
Kellen Spirittalker wrote:
I can get Alfric back up next round if Vardak doesn’t chase me.

Well, hopefully I just knocked him onto his keister, so that should make it harder for him to chase you - for at least a round.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

"Alfric is down," Daymar noted calmly to Kellen - the only one of the two of them who could actually do anything about it.

"So it would seem we're removing allies from the board." With a word and two pointing fingers, Daymar sent green-white bolts of energy once again streaking across the space between himself and his opponents. Two flew at the bloody barghest as it crouched over the fallen Alfric, but the third flew directly at the mage across from him.

1d4 + 1 ⇒ (2) + 1 = 3 Trip?: 1d20 + 12 ⇒ (12) + 12 = 24
1d4 + 1 ⇒ (2) + 1 = 3 Trip?: 1d20 + 12 ⇒ (18) + 12 = 30
1d1d4 + 1 ⇒ (4) + 1 = 5 Trip?: 1d20 + 12 ⇒ (10) + 12 = 22

Even as the magic bolts flew from his fingers, Daymar was stepping back to keep an eye on both the barghest and Vardak. Calmly, he slipped the small pearl back into the folds of his garments.

Standard to cast the freshly recalled Toppling MM. 2 to Barghest, 1 at Vardak. (That might be overkill, as I think "Mortal Damage" is 0 HP, isn't it? Ah well, either way, knocking it down seems like a good idea.) 5' SE (Map Updated), and Move Action to put his pearl away in a pocket.

We probably need to get Alfric up again if we don't want to die, Kell. I've got maybe two usefull spells left. And can prep one more MM or possibly a Summon 1, but that'll take two rounds to get off (one to prep, one to cast).

Glitterdust is expired, Karl. Barghest isn't blind any more. (Though hopefully it's down and/or prone...)

Spells in Effect:
Haste on Day/Alfric/Kell: 10/12 rounds remaining
Mage Armor (On Daymar): has a 6-hour duration, so I'm assuming it's still up.
Heightened Awareness: Has a 120-minute duration when Extended (Which is what he used his first Extend on, NOT Mage Armor). I assume it hasn't been 2 hours yet.
With Haste and Mage Armor, Day's AC is 18/11/14


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Daymar managed to duck under the worst of the fiery blast, though he still had soot stains on his face and in his white hair, and a look of irritation crossed his face.

His eyes glazed for a moment as he took a look into the future, then sharpened as he returned to the present, stepping to one side and clearing his field of fire.

Prescience: 1d20 ⇒ 3

"I doubt that," he said, and fished a small pearl from one of his pockets. He sent an effort of will into the gem, and felt it respond, reaching back to the past and refreshing his memory in an instant.

Free action to use Prescience (6/8 remaining), not that it was helpful much. Move Action to retrieve his Pearl of Power, Standard to activate it and refresh Magic Missile(Toppling)

Spells in Effect:
Just went back to see what options Day had used, and realized that I had active spells wrong. Updated here:
Glitterdust (on Barghest): Ended last round.
Haste on Day/Alfric/Kell: 11/12 rounds remaining
Summoned Snake: 3 of 6 rounds remaining, unless it's dead (which it probably is)
Mage Armor (On Daymar): has a 6-hour duration, so I'm assuming it's still up.
Heightened Awareness: Has a 120-minute duration when Extended (Which is what he used his first Extend on, NOT Mage Armor). I assume it hasn't been 2 hours yet.

With Haste and Mage Armor, Day's AC is 18/11/14


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Reflex Save With Haste: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 Whew! Haste FTW

So... the snake... Has 19HP, Fire Resistance 5, and Spell Resistance 7. Which means Vardak needs to roll a 7 or higher on 1d20+caster level (I assume he can hit that pretty easily, but might roll a 1). If he beats the SR, snake rolls Reflex save, fails (see below), and is sent back to its home plane in a puff of angry smoke.

Snake Reflex Save, Grappled: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9

I'll post an action later tonight or tomorrow morning


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Believe it or not, that 8 Touch Attack roll has a decent chance of connecting, since Vardak is both Prone and Pinned. Prone causes an untyped -4 penalty to melee AC, and Pinned both denies Dex bonus to AC and causes an additional untyped -4 penalty to AC. And untyped bonuses/penalties stack. So since Touch AC is primarily 10+Dex, his current Touch AC should be (10-8=) 2+ whatever magical deflection bonus he might have...

Of course, that assumes you survived walking through the red box...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Now that Vardak was safely on the ground, the snake set to properly constricting the pinned wizard, even going so far as to sink its teeth into his neck.

Snake Grapple to Damage+Circ Bonus: 1d20 + 9 + 5 ⇒ (16) + 9 + 5 = 30
Snake Damage + Constrict + Smite: 2d4 + 14 ⇒ (4, 3) + 14 = 21

Daymar took advantage of the moment to glance over and see if he could be of help to his companions.

Seeing that Vardak was still (for the moment) held fast, Daymar drew forth one of his magical rods, and set to enhancing his companions' effectiveness.

Snake Grapples to hold the Pin and do damage. Successful grapple roll (assuming a 30 is successful) auto-damages with Constrict as well as his bite. Daymar uses a Move to pull his Rod of Extend, and Standard to cast Haste on himself, Alfric, and Kell.

Haste effects::
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Spells In Effect:
Glitterdust (on Barghest): I believe that 19 ends the blinding effect, but it's still Glittery for another round.
Haste on Day/Alfric/Kell: 12/12 rounds remaining
Summoned Snake: 4 of 6 rounds remaining
Mage Armor (On Daymar): has a 12-hour duration, so I'm assuming it's still up

With Haste and Mage Armor, Day's AC is 18/11/14


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Well, with Bas and Levn beating feet, that makes Haste much less useful, though giving Alfric an extra attack might be beneficial, since he's our only remining tank...

"I will keep the wizard occupied," Daymar said to the others, "concentrate on the creature! It will remain blind only for a few more seconds!"

With that, Daymar moved to put distance (and Alfric) between himself and the Barghest, and turned his attention to the snake-wrapped wizard. It irritated him that his opponent was still standing, so he spoke a word of power, and three green-white darts of energy flashed through the air to strike Vardak - missing the coils of the snake as it strove to squeeze the mage further.

5' Step NW (Map updated), Standard to cast Toppling MM on Vardek

MM Damage: 1d4 + 1 ⇒ (1) + 1 = 2; Topple MM Trip Attack: 1d20 + 12 ⇒ (17) + 12 = 29
MM Damage: 1d4 + 1 ⇒ (4) + 1 = 5; Topple MM Trip Attack: 1d20 + 12 ⇒ (14) + 12 = 26
MM Damage: 1d4 + 1 ⇒ (3) + 1 = 4; Topple MM Trip Attack: 1d20 + 12 ⇒ (11) + 12 = 23

Snake Grapple to Pin+ Circumstance Bonus: 1d20 + 9 + 5 ⇒ (4) + 9 + 5 = 18
Yikes! Not sure that'll be enough to keep him pinned (keeping in mind that a Grappled person suffers a -4 penalty to Dex, which generates a -2 penalty to AC and CMD, so...maybe?), If it is enough...
Constrict Damage (Including Smite bonus): 1d4 + 7 ⇒ (3) + 7 = 10

OK... so IF that 18 is enough to keep the grapple in place, the snake will choose to make Vardak Pinned

And Vardak should be Prone, in any case.

Spells in Effect::
Glitterdust (on Barghest): 2 of 3 rounds remaining.
Summoned Snake: 5 of 6 rounds remaining
Mage Armor (On Daymar): has a 12-hour duration, so I'm assuming it's still up

EDIT: Also, if Vardak isn't Pinned, the Snake will take AoOs if he casts or stands up from prone...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Man, Day doesn't have any spells that counter fear. Gonna have to fix that. We'd be screwed if Alfric had also failed that save (and if the python wasn't effective!).

I don't even think Kell has a spell to counter fear right now... Yikes!


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Also, did the Barghest save vs. the Glitterdust? 'Cause blindness is a thing.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

I'd like to see if we can kill the guy, but after that... +shrug*


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Daymar felt... something wash over him, originating from the wizard on the dais. There was emotion there, which was always an odd sensation for Daymar. He was familiar with emotion, and did feel them - just not always as others did. Rather that give in to the rising tide of irrational fear, Daymar's mind did what it usually did, and he found himself spending a precious few moments examining how the spell was working on him. He observed the brief surge of emotion, questioned it, challenged it, and learned from it.

Concentration Check DC22 (Original Save DC+ Spell Level of spell being cast = 10+3) -2 for Shaken: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29

Then, he dismissed it.

Spellcraft to ID the spell (DC 15+ Spell level): 1d20 + 15 ⇒ (7) + 15 = 22 I didn't include the Shaken penalty because technically this happened as the spell was being cast, so before it affected him. Thus, unless that's an 8th or 9th level spell, he should know what it was.

The brief moments of distraction hadn't required all of Daymar's attention, and he managed to complete his own spell even as he was clearing the sense of fear from his mind and body.

Thus, a 7-foot long anaconda, shimmering with Celestial energy, appeared above the opposing spellcaster, and fell upon him.

Snake Attack Roll - Bite: 1d20 + 5 ⇒ (19) + 5 = 24
Snake Bite Damage: 1d4 + 4 ⇒ (1) + 4 = 5

As soon as the animal made contact with another creature, it lashed out, mouth clamping down and coils immediately seeking to constrict its prey.

Snake Grab roll vs. Vardak's CMD: 1d20 + 9 ⇒ (11) + 9 = 20 If that succeeds, Vardak and the snake are Grappled and the snake does an additional 1d4+4 Constrict damage.

Snake Constrict Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Game terms: Snake immediately uses Swift Action to Smite Evil, then attack/fall onto Vardak. If Vadrak is Evil, add 3 damage to each of the damage rolls for any successful attacks above.

Then, even as the snake began its quest to remove one of the group's opponents from effectiveness, Daymer turned to the other. One hand pulled the scroll from the spring-loaded case at his belt - he frowned, noticing the hand trembling slightly. No doubt a residual effect of the surge of adrenaline the fear affect had caused in his body.

Dismissing the tremor as immaterial, Daymar began reading from the scroll. As he finished pronouncing the words of power, Daymar pointed to the corner of the room nearest the barghest. A rush of golden, glittery motes streaked from Daymar's finger, struck the wall in the corner, and burst into a cloud of glittering dust that painted everything it touched - walls, floor, door, and the bargest, in glittering gold motes of light.

OK, to put this in meta. Daymar saved vs. the spell, but is still affected for 1 round, so I assumed a Concentration Check would be needed to not lose the Summon Monster spell. Seeing as he made that, he completed the spell. Celestial Constrictor Snake appears just above Vardak, uses its Swift action to activate Smite Evil, and attacks. Daymar, meanwhile, uses his Move action to pull his scroll of Glitterdust (CL 3) out, and his Standard to cast it at the SE corner of the room, which means it'll only cover the 10x10 square that includes the barghest. So that's a DC 19 Will save or be blinded for 3 rounds on the barghest, and it's going to have a tough time being invisible for that same 3 rounds.

Spells in Effect:
Glitterdust (on Barghest): 3 of 3 rounds remaining.
Summoned Snake: 6 of 6 rounds remaining
Mage Armor (On Daymar): has a 12-hour duration, so I'm assuming it's still up


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Day will miss his "little brother," but it's possibly time to let him fly the nest alone...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Doh! Missed your post, Karl. My apologies.

"Yes," Daymar said almost immediately after laying eyes on the creature," "Flesh golem, as I suspected. Fascinating concept, but far too much overlapping with necromancy for my tastes. From what I've studied they're very tough, strong enough to take on a group of people like us, maybe even stronger. Most creators craft them with eyes that can see as well as an elf or a dwarf in the dark. They can hit very, very hard. But most constructs tend to take their instructions quite literally. Thus my admonition to not cross the threshold."

CR 7, Darkvision/Low-Light, and 2 Slam attacks that hit hard.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Daymar followed the others around the corner. Recognizing the magical laboratory of a practitioner when he saw one, was both immediately curious and very aware of the possibility - nay, likelihood of traps and other security measures. Nevertheless, he was Daymar, and the curiosity rendered the additional knowledge almost irrelevant.

Though he was no longer concerned with stealth, Daymar did stop short of actually entering the workshop, instead turning his fascinated gaze on the figure.

"Fascinating," he murmured. "It is likely a construct of some kind, best not to cross the threshold just yet."

Arcana: 1d20 + 17 ⇒ (7) + 17 = 24
Spellcraft: 1d20 + 15 ⇒ (7) + 15 = 22
Religion: 1d20 + 15 ⇒ (9) + 15 = 24
Dungeoneering or Planes (if applicable): 1d20 + 16 ⇒ (10) + 16 = 26


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

"How droll," Daymar said, then pointed at the appropriate target. With a word and a snap of his fingers, a spark of flame magically appeared.

We'll start with the Spark cantrip. If that doesn't work, I'm not sure what we'll do, since he doesn't actually know any 1st-level fire spells, and Pyrotechnics needs an existing fire source to be cast on, rather than being an actual fire spell itself...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Day's Arcana bonus is +17, and skills don't auto-fail on a 1, so I'm gonna assume he knows what's under the spoiler.

"A teleportation room," Daymar said, indicating the paintings. "These paintings are detailed enough to allow someone who had never been to any of these cities to travel there as surely as if they were looking down on the place directly. Assuming they were a powerful enough mage, that is."

It was only after those words that the elf seemed to realize there was anything else going on in the room. He blinked.

The others were already moving on to the next area. Daymar shrugged, gave the statues another thoughtful look, and then followed along, thinking.

That said, I'll roll Arcana once to see if he can figure out the statue conundrum, and once more, just to see if there's any additional info on the teleportation paintings.

Arcana - Statues: 1d20 + 17 ⇒ (7) + 17 = 24
Arcana - Paintings: 1d20 + 17 ⇒ (4) + 17 = 21


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Daymar simply shrugged. It seemed more likely they'd get more information if they let the goblin live - or at least let it believe that would be the case - but his people didn't generally consider goblins with any more fondness than, say, an infestation of termites.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Daymar could speak and understand an even dozen languages (thirteen, if one considered the noises that came from Orcish mouths a language), but the goblin tongue was not among them.

"Go where?" Daymar asked the little creature, though his interest was slight - only just less slight than his expectation of an intelligible answer.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9
Basdemar wrote:

Bas approaches the goblin. Kobolds and goblins are often the underdogs of the evil world and he hopes this will assuage fears of the goblin.

"Come, these longshanks aren't randomly killing goblins as they see them. Only those that attack them. Answer them truthfully, the shaman can read into your soul and the wizard is reading your mind. Look at how focused he looks."

He offers his clawed hand
"Out!"

This made me laugh. "The longshanks are safe - you know, except that they're reading your mind and judging your soul..." That was great, Bas!

Daymar gave the goblin his best mind-reading stare.

Bluff/Diplo/Intimidate AA(all are Untrained and -1: 1d20 - 1 ⇒ (14) - 1 = 13 HA! AA Success!

EDIT:I mean, he *could* actually cast Detect Thoughts, but I don't think he wants to get his brain dirty like that.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Daymar frowned and looked around the room. With a gesture, he brought up his magical vision, which he turned onto the chair and the rest of the secret room.

Detect Magic


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

OK, for Karl's sake, a quick breakdown of The Plan(tm). Alfric, Levn, and (I guess?) Day go through as the first wave. Then Kell and Bas behind them.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

OK, assuming that botted Levn would be in, Alfric, it's on you. I think the plan is Ghostbusters-style "get'em!" Alfric, Levn, and Day jump in. Kellen can be back-row with Bas, so as to be able to heal us all from the inevitable AoE boom (he doesn't have to be able to see us to know we're hurt and start with the healing), and then Bas can launch the counter-attack.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Daymar will agree, and Levn is being botted ATM, so it's probably safe to assume we bring Bas and Alfric in on it.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Daymar managed - barely - to refrain from simply blurting out his discovery to the room at large. Instead, he moved to stand next to Levn and Kallen, to whom he spoke in a low voice.

"The western wall is an illusion," he said, "one that I cannot pierce with mundane sight. I know the spell involved, and it requires no small amount of skill. It is, in fact, somewhat beyond my own skills to this point, though I have some theories..." He waved away the distraction and shook his head.

"The point is, someone with a mastery of magic that is at least slightly stronger than my own has created an illusory wall that I cannot see through. Physical objects and creatures should be able to pass through it with no issue, but we will not be able to see through it. The caster, however, can. So we may be under observation. We may wish to pass through the wall rather suddenly, in an attempt to surprise whoever is on the other side. On the other hand, we cannot know what is on the other side, so perhaps more caution would be in order."


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Once the creature was down, Daymar summoned up his magical sight, and began investigating the room they'd first encountered the beast in. He looked beyond the remnants of his own dweomer, searching for anything that the barghest might have been guarding, hiding, or reporting through. Once he'd fully examined the small room, he moved on into the dining room.

Cast Detect Magic and Take 20 on Perception searching both rooms, recasting as needed. That should give Bas at least a couple of minutes. Oh, and Day's Perception score is +12, so that's a 32 total


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9
karlprosek wrote:

A lot of things happened at once. Bas darted forward, claws tearing and ripping into the glittering wolf-thing crouching under the heavy dinner table.

Levn moved in and whipped at the creature's flank, tearing out a spurt of golden blood that would have otherwise been invisible.

Daymar's darts whizzed over the tabletop and swirled underneath to smash into the monster's legs, flipping it entirely over onto its back. The creature scrambled painfully back to its feet...

[dice=DC 23]1d20+9+4

and disappeared out from under the table, reappearing instantly next to Daymar, out in the hallway.

To clarify, was that roll his concentration check to activate his SLA defensively, or an Acrobatics roll to stand up without provoking? In either case, whichever it is, the other action he didn't successfully roll for would provoke an AoO from Bas, I think...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9
Basdemar wrote:
If there was enough delay to recover stamina from earlier then 3 more to add 2d6 on a hit (feel free to roll)

How long does it take to recover stamina? It's been like 2 minutes since the fight with the Drake, I think? Is that enough? Cool if it is.

Daymar followed a bit more slowly than Basdemar. He most assuredly didn't go charging into the room. Instead, he stood at the doorway, eyeing the sparkling evidence of his handiwork with a bit of surprised satisfaction, while also letting his gaze drift forward into a vision of the next few seconds...

Prescience: 1d20 ⇒ 16

Then he let fly with three more of those green-white burning darts of magical force. They flew unerringly under the table and into the center of the golden outline.

Cast MM again, it's Toppling, because that's what he has prepped, but I don't expect much luck there...

MM Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Trip?: 1d20 + 12 ⇒ (15) + 12 = 27
MM Damage: 1d4 + 1 ⇒ (2) + 1 = 3 Trip?: 1d20 + 12 ⇒ (2) + 12 = 14
MM Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Trip?: 1d20 + 12 ⇒ (20) + 12 = 32

HOLY CRAP! 12 points of Force damage, and I think a 32 actually DOES trip it! I was not expecting that. Sadly, that happens right after Bas goes, so it doesn't leave him a prone target for his charge.

Also, Kell, does Life Link kick in for pre-existing damage? 'Cause if it does, Daymar will go to 38/40hp on your turn, and you'll take 5. Leftovers from the Drake fight.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Quick reminder, we all get a round of actions here, in addition to Day's action from last round. So if everyone else would care to move into the room and surround/attack the Bad Guy, Daymar can then join you and do Magic-y stuff. Before the Bad Guy counter-attacks. :-)

That includes Alfric and Bas. Making/failing the save only determined whether or not you have the -2 to attack rolls, etc. Go get'em, guys! *waves pom-poms*


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

"Has it escaped?" Daymar asked from his position at the rear of the column. He didn't sound worried. More... interested.

At any rate, he followed along, doing his best not to crowd the hallway, and keeping his eyes open for potential threats from behind.

For this round, he'll trail at the back, Grease scroll ready to cast. If the hallway opens up at all next round, he'll go in there, and I'll post that, but even though he could move into the room, that seems unwise until after the others move up. I'm very glad the glitter-bomb tagged it!


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Those doors were open? gah! I had thought they were still closed, or I would have probably done something different. No worries. Play it as it lies.

"They do not regenerate," Daymar said, "but they do have access to magical powers, and I would expect that it could find healing somewhere, I suppose. We had probably best not leave it too much time to itself."


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

If Day gets a chance to go before the BG appears and starts shredding people, he'll toss Glitterdust into the room. I just held off because you said "Levn and Alfric can act, everyone else can talk."

Daymar quirked an eyebrow at Levn's advice - clearly, Daymar had already given that advice, if one was intelligent enough to understand what all of the information he'd given them implied.

Still, sometimes people needed things outlined for them, he supposed.

Which reminded the elf.

He stepped up behind Levn, to where he could see into the room Basdemar had escaped, pointed his fist at it, spoke a few words of power, and sent a glittering ball of golden dust shooting from his ring. The ball streaked into the room, leaving a glittery trail behind it, until it exploded and coated the entire room in golden, glittering dust.

Use his ring to recall/cast Glitterdust into the room. It's got a 10' radius, so should fill the entire room. DC 18 Will save vs. Blindness.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9
Sir Alfric, The Green Knight wrote:
"So... what then? Just WAIT for it?" Snarled Alfric, wanting badly to take SOME kind of action.

"Block the door," Daymar said, "and also be alert in case it teleports into this room to hit us from behind. I'll do my best to counter it."

I'm hoping Day can fill that room with Glitterdust before it has a chance to Dimension Door out, but if not, we'll all get a good shot at it in here real quickly, I suspect.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

"Did I mention invisibility? Day asked, conversationally. "They can turn invisible."

Let's not open any other doors just yet, OK? I'd rather deal with ONE enemy at a time...

Also, Day can Do Something About the invisibility, so long as we block that doorway, so it can't escape, and no one on our team goes in there.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9
Basdemar wrote:

Bas snarls at the creature, his nature and training pushing him to attack until one or the other is dead.

But he fought things on this journey, things outside his normal experience, giants, bullette, drakes...not one of those things reacted as he expected to his savaging.

And each time he expected it, he almost died.

But he cannot, but try to hurt the thing. He flips over and retreats back to the group. But at the best point of his turn he lashes down with his clawed foot leaving nasty gash on barghests snout.

[dice=Acrobatics to avoid OA]1d20+17
[dice=Claw]1d20+13+1
[dice=Damage]1d4+3+2+2d6
Spend 5 stamina to apply boar style rend and get +1 to hit and +2 to damage

EDIT: oh, why I didn't to a tail flip to crit it!!

So, to clarify, you attacked, made an acrobatics check to avoid an AoO and then Moved... to where?


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

"Oh," Daymar said, almost offhandedly, "they're highly resistant to non-magical forms of damage, as well." Unable from his new position to see into the room where Bas was fighting, even if Kellen hadn't been standing in the way, Daymar instead simply muttered something in the Elvish tongue, and tapped the pocket of his Haversack. A scroll poked out of the flap, and he unrolled it, preparatory to casting from it.

Move to pull one of his scrolls of Grease from the pack. He's now watching both entrances that are NOT where Bas is, and is ready to cast Grease (CL1) directly in front of anyone who comes through either entrance looking hostile. And you can read "highly resistant..." as "DR10/Magic."


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

"They're shape-changers," Daymar warned his companions, "they can also use enchantment magics - though I believe I should have protected you from that - levitate, and use a limited form of teleportation. Oh, and they are deucedly difficult to knock down."