Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for about an hour.
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Fash takes a beat, trying to figure out what spell was cast at his friends. At first he believes that it must have been a fear-based magic, for Morrow sprints away with a panicked look on his face - but a few moments later he realizes exactly what the spell was, and it's not good news. Reonnyn finds out too, much to his chagrin, as he darts past the frightened duskblade - who appears to be headed back toward the stairwell leading up - and then the armored cleric, who seems to staring around in befuddlement. Even as Sobok continues to lie motionless, and the halfling is thinking of how to get to him safely - perhaps by turning himself invisible - he feels a tremendous pain in his shoulder (14 damage), and he spins around - thinking that somehow the evil cleric got behind him... But no! It's Gear, his eyes are fixed upon the halfling as though he were his most dire enemy, and damn did that giant blade hurt!
Fash makes his move, darting along the wall of the pyramid until he comes out of the fog cloud where he invokes the power of the staff and sends a flurry of gnashing, disemobodied jaws at the red-haired cleric. The sudden appearance of the gnome surprises her, and she tries to twist away but fails as the sharp teeth gnash through the gaps in her armor, across her hands and her face (30 damage.) "You'll pay for that, you f&^k*#@g little runt!" She shrieks and casts another spell, and the gnome realizes with dawning horror that her magic is threatening to erase his very mind!
Party is up! Fash, roll for your life, my friend! It's a Will save, and unfortunately you are at a -4 penalty to the roll. And yes, both Morrow and Gear are affected by the Confusion spell. But go ahead and post what you WANT to do, just in case the random number I roll allows it. You never know...
Round 12 - Initiative Order & HP Tracker / Combat Notes:
Shyrath -73 HP
Morrow 15/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Reonnyn 67/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Sobok -13/152 Dying & Prone; 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 5 rounds]
Vegeir 85/119 [Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes; Summoned Spiritual Weapon for 6 rounds]
Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
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Devin continues to inspire, while trying to distract the thing and protect his half-orc friend (+2 AC for Nevitash this round) while Francis steps a bit away and grabs another wand, using this one to grant a bit of healing to Nevitash. The Inquisitor of Pharasma easily shakes off the troubling images that threaten to overwhelm his mind, and focuses on the battle. Again, his axe bites deeply into the creature's bulbous side (38 damage), but it stays on its feet... err... hands... whatever! Elliander strikes with perfect poise, his blade slashing one dreadful wound, and then another (36 damage), but still the monster does not fall! A moment later, it does, as Amenhep steps forward and drives his spear through its head, killing the strange monster instantly. The short, fierce battle is done and Francis uses another charge of the wand to finish healing Nevitash before the party moves on.
The rest of the place seems to be empty, with nothing of note - save for the rotunda with the domed roof that seems a bit off somehow. All that is otherwise left to do is spend time studying and researching the vast collection of tomes, scrolls, books and tablets that fill this hidden library.
CLW Wand:1d8 + 1 ⇒ (6) + 1 = 7 (CLW wand now has -6 charges, on your CS notes)
CLW Wand:1d8 + 1 ⇒ (6) + 1 = 7 (CLW wand now has -7 charges, on your CS notes)
With regard to the rotunda room, let me know specifically what you are doing, given the description I posted earlier - if anything. If you desire to spend time researching, I'll need Knowledge checks either in Engineering, History or Nobility - give yourself a +5 to your roll if you are trained in any of these. You can also make untrained checks, if you wish, or 'aid another' as usual, to grant +2 if you pass a DC 10 untrained roll. Remember that these rolls are basically twelve hours of studying, looking up references, finding hidden knowledge, etc - so the Tears to Wine spell is not going to help with these rolls. Also, you may not find everything there is to know or find in a single day - or you might, depending on how well you all roll.
Elliander 63/63 [Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes; Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day]
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes]
Devin 55/59 [Heroism (+2 morale bonuses on most d20 rolls) for 100 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes; Heroism (+2 morale bonus to attack rolls/saves and skill checks) for 30 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 30 minutes]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes]
Nevitash 70/71 [Will Save vs DC 17 Pending; Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
As Morrow flees the scene as fast as his legs can carry him, Gear's eyes lock on Reonnyn, who is just moving past him. The cleric charges the halfling and swings his blade!
That might be a good indicator of what spell was cast, even if you didn't identify it... Fash, go ahead and post your action, but you're actually at the top of the round, so if you want to delay until after Morrow and Gear act, I can drop you in the initiative order as a 'delay', if you'd like.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for about an hour.
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Fash sends a spell at the demon harassing him and the demon utters an angry roar, whipping its head around - blinded by the gnome's magic! Then he is moving, scampering up the side of the pyramid and cloaked in magical shadows. Morrow puts his all into his attacks, scoring solid hits twice (DR 5 = 34 damage and 40 damage for 74 damage total!) and grins as the demon goes down in a bloodied heap! The duskblade feels the satisfaction emanating from his magical sword as well. Reonnyn can't quite see anything on the other side of the sloped temple wall, only Sobok lying on the ground, bleeding out near the strange chain wall summoned by Fash. The halfling jumps from the roof, and though he tumbles with the controlled fall as he hits the ground, still he feels only a tweak in his ankle (1 damage) as he pushes himself up from the ground and moves south along the edge of the fog bank, toward Morrow and Gear. Gear turns and steps up to engage the remaining demon before it can vanish again and chops the four-armed outsider into pieces (69 damage) with the holy blade he wields. Shyrath loses track of Fash, but she is still cursing like a sailor as she turns to Morrow and Gear and casts another spell (Will save from each of you, please!) Then she ducks back into the pyramid afterward. You all hear her voice call out, taunting. "I believe your big friend is still alive! I see him drawing breath still, but not for much longer, I'm afraid!"
Yellow Demon's Will Save:1d20 + 10 ⇒ (1) + 10 = 11 vs DC 19 = Failure!
Falling Damage (Reduced):1d6 ⇒ 1 damage to Reonnyn
Party is up! Morrow and Gear, I need a Will save from each of you, please. Fash, you can give me a Spellcraft check, if you'd like to do so? Reonnyn, the difficult terrain where the boulders are slowed your movement, which is probably a good thing for you anyway, as you were outside of the spell effect centered on Morrow.
Round 11 - Initiative Order & HP Tracker / Combat Notes:
Shyrath -43 HP
Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes
Morrow 15/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Reonnyn 81/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Sobok -12/152 Dying & Prone; 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 6 rounds]
Vegeir 85/119 [Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes; Summoned Spiritual Weapon for 7 rounds]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
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Devin fights back against the overwhelming emotions and centers himself before taunting the creatres - not quite sure if they can even understand him, but rallying his allies in any case. He stabs with the spear, but it dodges the blow easily. Francis casts a spell to bless the party, and the mask he wears does tell him these creatures are alive in every sense of the term, however alien they might look in their appearance. Nevitash studies the Aeon as he calls on Pharasma to imbue his greataxe to cause great harm to these aeon outsiders, then steps up and swings his weapon in a powerful arc, the heavy blade smashing into the creature's body (35 damage) with tremendous force! Elliander is also able to resist the terrible magical effect that the strange creatures wield, and though Biter finds the mark each time he strikes (27 damage), the Shocking Grasp spell fizzles harmlessly, shed by the outsider's magical resistance. Still, the creature has been badly wounded when Amenhep moves next to Elliander, wielding his magical spear - and though the paladin finds it a bit difficult to thrust the weapon past the corner of the wall, he finds the mark with his first jab (16 damage), the spear tip penetrating through its glowing body and out the back! The jointed arms spasm, and it falls to the ground unmoving. The other fights on, focusing on Nevitash, its fists battering and tentacles flailing (15 damage, roll Will save vs DC 17) to take down the half-orc.
Red Theletos Slam Attack:1d20 + 13 ⇒ (4) + 13 = 17 vs Nevitash's AC = Miss!
Red Theletos Slam Attack:1d20 + 13 ⇒ (7) + 13 = 20 vs Nevitash's AC = Hit!
Damage:1d6 + 4 ⇒ (6) + 4 = 10
Red Theletos Tentacle Attack:1d20 + 8 ⇒ (14) + 8 = 22 vs Nevitash's AC = Hit!
Tentacle Damage:1d4 + 2 ⇒ (3) + 2 = 5 damage + Will Save (DC 17) or takeCHA Drain:1d4 ⇒ 3 CHA damage
Red Theletos Tentacle Attack:1d20 + 8 ⇒ (3) + 8 = 11 vs Nevitash's AC = Miss!
Party is up! You can all post for the remainder of Round 2 and the start of Round 3. Nevitash, I didn't realize a subtype was needed for the Outsider Bane, and it's pretty darn specific! Fortunately, you nailed that Knowledge roll, so you know it's the Aeon subtype.
Round 2 & 3 - Initiative Order / HP Tracker / Combat Notes:
Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day; Inspire Courage/Flagbearer/Bless (+3 attack/damage rolls, +2 charm/fear saves) during current combat]
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Inspire Courage/Flagbearer/Bless (+3 attack/damage rolls, +2 charm/fear saves) during current combat]
Theletos Aeons Red (Unwounded)
Devin 55/59 [Heroism (+2 morale bonuses on most d20 rolls) for 110 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Heroism (+2 morale bonus to attack rolls/saves and skill checks) for 40 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 40 minutes; Inspire Courage/Flagbearer/Bless (+2 attack/damage rolls) during current combat]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Inspire Courage/Flagbearer/Bless (+3 attack/damage rolls, +2 charm/fear saves) during current combat]
Nevitash 56/71 [Will Save vs DC 17 Pending; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Inspire Courage/Flagbearer/Bless (+3 attack/damage rolls, +2 charm/fear saves) during current combat]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Devin, I'm updating the Combat Notes so I can track everyone's bonuses better and I just wanted to point something out for everyone to keep in mind. But let me know if I'm mistaken on anything, it's starting to get confusing keeping track of what stacks and what doesn't...
Inspire Courage (+2 competence bonus to attack/damage rolls and +2 morale bonus to charm/fear saves)
Flagbearer (+1 morale bonus to attack/damage rolls and saves vs fear/charm)
So while these 'stack' to +3/+3 for you and your allies, it won't stack with Bless, nor will it stack with your own Heroism - which is in itself a +2 Morale bonus to attack rolls/damage rolls and all saves.
I think, between the Bless spell, Inspire Courage, Flagbearer and Heroism (only for you on that last one), the breakdown is as follows:
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Oh, good to know! I'll make that change - but I think you'll survive if the party does! And the odds of that are actually looking pretty good at the moment. If Gear doesn't post, I'll NPC him tonight.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Yes, I think so Elliander. Not sure how it fell of in your Notes section, but I see no reason why you couldn't partake as it would have been done outside of combat.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for about an hour.
Fash continues with his efforts to burn up the arrows of the demons, and manages to succeed with one of them (Red), and then he darts into the mushrooms, hoping to lose them there. Morrow closes in on the nearest and though he doesn't connect, he grabs its immediate attention. Reonnyn taunts the cleric and sends another eldritch blast at her, connecting yet again (13 damage). Sobok survives the spell, but just barely, and with what might be his last breath he tries to strike his foe down - but neither blow is enough to penetrate her heavy armor and whatever magical protection she must have going on! Gear launches himself from the roof of the pyramid and flies down to land next to the demon beside Morrow - the remains of its quiver spilling burned arrows to the ground.
Shyrath shrieks like banshee as she realizes that the battle is beginning to turn against them. "Must I do EVERYTHING myself!? Then she casts another spell and reaches out to touch Sobok once again with a hand that blazes with dark energy! The blow connects (21 damage), and Sobok's world goes dark... and though death draws near, it has not yet claimed the dragon shaman entirely... The cleric turns, eyeing the battlefield and snarls at the halfling then disappears from his line of sight as she moves along the side of the ruined temple toward the melee raging there.
The demon pinned between Gear and Morrow loses sight of the whisper gnome and its arrows are tumbling out of its quiver at an alarming rate. The creature uses the last few it can grab to send a barrage of arrows into the duskblade, then discards the bow, preparing to fight with its claws as it shifts to get out of its flanked position. The second demon manages to keep an eye on Fash and sends a flurry of arrows at the gnome, who immediately responds with a spell meant to confound the deadly archer, and he hopes his cloak protects him as well. Morrow counts his blessings when most of the arrows either miss or are deflected by his armor, but two find the mark (22 damage) - one in his right bicep and another in his right side - and he is starting to get a bit woozy as blood leaks steadily from his wounds. Fash is even luckier, as most arrows that find the mark do so against his illusory images - though unfortunately they are all destroyed and the last arrow hits him (13 damage) in the left forearm! Worse for the gnome, when he cast his defensive spell he gave up his hiding place and a cruel smile etches the face of the cleric as her eyes fix on Fash. "There you are, you little runt!" She howls!
Red Demon's Longbow Attack:1d20 + 13 ⇒ (7) + 13 = 20 vs Morrow's AC = Miss!
Red Demon's Longbow Attack:1d20 + 13 ⇒ (1) + 13 = 14 vs Morrow's AC = Miss!
Red Demon's Longbow Attack:1d20 + 13 ⇒ (18) + 13 = 31 vs Morrow's AC = Hit!
Longbow Damage:2d6 + 7 ⇒ (1, 1) + 7 = 9
Red Demon's Longbow Attack:1d20 + 13 ⇒ (7) + 13 = 20 vs Morrow's AC = Miss!
Red Demon's Longbow Attack:1d20 + 8 ⇒ (15) + 8 = 23 vs Morrow's AC = Hit!
Longbow Damage:2d6 + 7 ⇒ (4, 2) + 7 = 13
Red Demon's Longbow Attack:1d20 + 8 ⇒ (9) + 8 = 17 vs Morrow's AC = Miss!
Yellow Demon's Longbow Attack:1d20 + 13 ⇒ (1) + 13 = 14 vs Fash's AC = Missed!
Mirror Image Hit? (1-4):1d5 ⇒ 2 = Yes!
Yellow Demon's Longbow Attack:1d20 + 13 ⇒ (5) + 13 = 18 vs Fash's AC = Mirror Image Struck and Vanishes!
Mirror Image Hit? (1-3):1d4 ⇒ 1 = Yes!
Yellow Demon's Longbow Attack:1d20 + 13 ⇒ (5) + 13 = 18 vs Fash's AC = Mirror Image Struck and Vanishes!
Mirror Image Hit? (1-2):1d3 ⇒ 2 = Yes!
Yellow Demon's Longbow Attack:1d20 + 13 ⇒ (14) + 13 = 27 vs Fash's AC = Mirror Image Struck and Vanishes!
Mirror Image Hit? (1):1d2 ⇒ 1 = Yes!
Yellow Demon's Longbow Attack:1d20 + 8 ⇒ (17) + 8 = 25 vs Fash's AC = Mirror Image Struck and Vanishes!
Yellow Demon's Longbow Attack:1d20 + 8 ⇒ (16) + 8 = 24 vs Fash's AC = Possible Hit!
Concealment Miss (01-20):1d100 ⇒ 54 = Confirmed Hit!
Longbow Damage:2d6 + 7 ⇒ (4, 2) + 7 = 13
Party is up! Sobok, I completely forgot that roll, thanks for the reminder! Not quite auto-success for her high level spells, but pretty close with that modifier. Still, bad rolls happen! You're down and dying, but I'm used to Pathfinder rules for death and so your current CON score is the threshold for death instead of the arbitrary -10. That said, your Rage is on a timer, so your HP total is gonna drop fast in about 5 rounds and you'll be dead before you can blink, regardless of your CON score. Fash, you did very good damage against the quiver, but it wasn't a crit like the last time. I allowed the demon one more full round attack with what's left of his ammunition before it's all gone, so as of next round he's without the use of his deadly bows. His rolls sucked anyway, both of their rolls did... Though your Greater Mirror Image spell probably saved your bacon! Gear, I think you've got a spiritual weapon floating around somewhere?
Round 10 - Initiative Order & HP Tracker / Combat Notes:
3 Demons Red (-65 HP; no more arrows!); Yellow (-107 HP)
Shyrath -43 HP
Fash 55/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes
Morrow 28/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Reonnyn 82/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Sobok -11/152 Dying & Prone; 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 5 rounds]
Vegeir 85/119 [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes; Summoned Spiritual Weapon for 8 rounds]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
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Elliander casts a spell that coats the corridor with grease, then backs away. One of the creatures slips in the grease momentarily, but then both of them rise up into the air, their movement ungainly and inelegant, but enough to avoid the patch of grease on the floor. They land on their splayed feet (hands) and immediately Elliander is assaulted by a vision that shows him running away from this building (Elliander, roll a Will save vs DC 15!) while the other lashes at Devin with its crystalline tentacles, catching the bard across his leg, and though the pain is minor, his mind is assaulted with terrible visions of his fate. (Devin, roll a Will save vs DC 17!)
Red Theletos Aeon Reflex Save:1d20 + 5 ⇒ (19) + 5 = 24 vs DC 14 = Success!
Green Theletos Aeon Reflex Save:1d20 + 5 ⇒ (7) + 5 = 12 vs DC 14 = Failure!
Green Theletos Tentacle Attack:1d20 + 8 ⇒ (17) + 8 = 25 vs Devin's AC = Hit!
Tentacle Damage:1d4 + 2 ⇒ (2) + 2 = 4 damage + Will Save (DC 17) or takeCHA Drain:1d4 ⇒ 3 CHA damage
Party is up! You can all post for the remainder of Round 1 and the start of Round 2. I need Will saves from Elliander and Devin, please. Elliander, if you fail you are compelled to immediately run from this building until you are outside and to not return.
Round 1 & 2 - Initiative Order / HP Tracker / Combat Notes:
Elliander 63/63 [Will Save vs DC 15 Pending; Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day]
Creatures Red (Unwounded); Green (Unwounded)
Devin 55/59 [Will Save vs DC 17 Pending; Heroism (+2 morale bonuses on most d20 rolls) for 110 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 40 minutes]
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
"At the beginning of a combat in which you would normally be able to act in a surprise round, after initiative is rolled but before the surprise round begins, you can attempt a Bluff check as a free action. The DC of this Bluff check is equal to 15 + the CR of the encounter. If you succeed at this Bluff check, you may treat the result of your Bluff check as your initiative result for the surprise round. If your Bluff check fails, you cannot act during the surprise round. Regardless, you use your normal initiative result to determine initiative for the remainder of the encounter."
I'm actually not certain this feat applies here. Seems to me that it can only be used in a combat where you could act in a surprise round (i.e. when the enemy is unaware of you, but you're aware of them) and in this instance, both sides became aware of each other at the same time when you made yourselves known to them by moving across the passage. In addition, the way it's written about making a Bluff check roll is to make the other side 'think' that you're unaware of them or something, thus getting the chance to act first in the surprise round with a high Bluff roll, and 'losing' the chance to act if you fail the Bluff check because you tried to play it cool for a moment too long. That's my interpretation anyway, and I have no problem if you want to select another feat. It's cool if you want to keep it for those times when your party DOES get the drop on the bad guys, but I don't see it applying in this circumstance.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Nevitash knows that these are known as Aeons, specifically as Theletos Aeons. The half-orc inquisitor recalls from his studies that Aeons are beyond passion, beyond mercy, beyond reason, the faceless caretakers of reality toil without end, silently struggling to preserve the tenuous balance upon which all existence depends. These voiceless forces are the aeons, inscrutable shapers and eliminators of the multiverse. They exist beyond the understanding of most mortals, endlessly striving toward goals unfathomable even to many of the planes' eldest inhabitants. Aeons build order from the chaos of the Maelstrom, seed new life upon barren worlds, and halt the rampages of forces grown overbold. They rend nations to vapor, dismantle planets into cosmic dust, and pave the way for calamities. Their ways are at one moment beneficent and in the next utterly devastating, but always without ardor, compassion, or malice. Every aeon dispassionately but determinedly strives toward the same objective—an ever changing, amending, and readjusting pursuit of multiplanar equilibrium. United in this eternal and perhaps impossible pursuit, aeons embody the planes-spanning hand of a metaphorical omnipotent clockmaker, endlessly tuning and adjusting the myriad gears of reality in pursuit of ultimate perfection.
Beyond that, he knows that they are immune to cold and poison, resistant to electricity and fire (10 each) and that the images he saw were the Aeons' perception of future events that they seek to thwart. He also knows they are spellcasters, most often magic that affects the mind. The tentacles can cause those they touch to lose their resolve and spirit (i.e. CHA drain that causes penalty to all saves) and they are able to 'breathe' a blast of energy from its body (i.e. cone) that causes those affected to become overwhelmed by the knowledge of the myriad of fates that destiny has in store for them, for good or ill (i.e. most d20 rolls are made twice, taking the worst) until the curse is broken by magic.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
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Moving onwards, the party finds a small chamber - twin to the other on the far side of the rotunda - unadorned save for a key like the other one they found. Heading west, the corridor continues forward to where a bend would seem to lead them back to the entrance, and a shorter passage leads to the south, into a large, triangular room. Long racks of dusty papyrus scrolls line the walls, and in the center of the chamber stand a pair of creatures unlike anything the adventurers have seen. They appear crystalline and spherical, with four bandy limbs that each split at the elbow into three-fingered appendages. Two crystalline tentacles erupt from their bodies, slithering through the air like snakes as you all receive mental flashes of burning books and scrolls assailing your minds as they rush forward to attack! Elliander is the first to react to the danger...
Elliander, please post your actions for Round 1! Then the creatures will attack and everyone can post for Round 2. Anyone can give me a Knowledge [Planes] roll to try to identify these things. Give me some idea of what you want to know if you roll well (defenses, magical abilities, etc) or I'll just pick and choose what seems likely if you have a good success.
Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day]
Creatures Red (Unwounded); Green (Unwounded)
Devin 59/59 [Heroism (+2 morale bonuses on most d20 rolls) for 110 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 40 minutes]
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for about an hour.
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Fash casts a spell that he hopes will cause great discord among his foes, but they throw off the effects of the mind-altering magic and stay focused on their true enemy as the exposed gnome darts behind the mushroom to hide. Morrow chugs another potion (18 HP healed), then answers the call for assistance and starts moving around the side of the ruined temple, in the direction of the battle on the other end. Reonnyn sends a blast of eldritch energy into the cleric (10 HP damage), wounding her slightly. Sobok steps around the cleric, eager to bring the elusive spellcaster down if he can do so, and lands a solid blow (21 damage), though the second glances off her armor. Gear heals himself (39 HP healed) as Shyrath shrieks. "Leave this one to me! Kill that damned gnome wizard!" Then she maneuvers around the dragon shaman and reaches out one hand to touch him, and Sobok feels dark magic flow into his body, sapping him of life (WILL SAVE NEEDED!) and leaving him barely standing. The demons teleport to where they'd last seen the gnome cast his spell, their eyes searching the area, dimly lit by the glow of the evil cleric's Light spell, bows at the ready. They do see Morrow, moving along the side of the pyramid, but they don't seem to see the gnome, though they're practically standing right beside him...
Yellow Demon's Will Save:1d20 + 10 ⇒ (15) + 10 = 25 vs DC 23 = Success!
Cleric's Will Save:1d20 + 15 ⇒ (17) + 15 = 32 vs DC 23 = Success!
Shyrath's 'Harm' Spell:1d20 + 11 ⇒ (19) + 11 = 30 vs Sobok's Touch AC = Hit! Damage = 110 (to 1 HP), Will save halves the damage
Party is up! Fash, after casting that spell and exposing your position, I didn't see a new Stealth roll, so I made one for you. Note that the Boots and Cloak aren't cumulative, but they DO provide the same +5 vs Listen and Spot - so they are versatile in that respect. Sobok, I went ahead and kept your original post as I saw the demons DO get AoOs, and I didn't want to get you killed by pointing out the badly wounded demon after your posted action. As it turns out, they were given a new target besides yourself anyway and that single blow you landed wouldn't have killed it. Give me a Will save please, success means you are at 7 HP, failure means you're at 1 HP - either way you're still standing next round!
Round 9 - Initiative Order & HP Tracker / Combat Notes:
3 Demons Red (-65 HP); Yellow (-107 HP)
Shyrath -31 HP
Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes]
Morrow 50/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Reonnyn 82/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Sobok 7 (or 1)/152 [Draconic Aura (WILL SAVE PENDING! Vigor: gain +3 Fast Healing if under half hit points to self and all allies within 30'); 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 6 rounds]
Vegeir 85/119 [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes; Summoned Spiritual Weapon for 9 rounds]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
@Sobok That's a valid concern, as I don't think anyone has tried that yet. To your knowledge, moving away from a foe without a melee weapon in hand would not draw an AoO. You might be thinking of their ability to avoid an AoO when firing while engaged in melee, which would normally do so. Though perhaps a side effect of that ability is granting an AoO if a target moves away from them? It's tough to tell without trying. If you would like to take the risk of moving away from the Red demon to try and finish off Yellow (with just a single, standard attack, just let me know! Otherwise I'll figure you'll attack the cleric. Perhaps Fash can try to finish off the Yellow demon with a ranged spell or attack of some kind? I'll wait for his post before posting the next round.
@Morrow The orange circle is the Black Tentacles AoE, so you don't want to go that way. Back to the east and around to the south is your best shot, but don't forget that the rubble-filled squares are difficult terrain. Purple and Green circles are fog banks, but green is on top of the temple's roof, and your Blindsight allows you to ignore the purple fogbank.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Just checking Sobok, you're leaving those two demon archers alive? One of them is terribly wounded and likely near death, the other is in bad shape. Just wanted to make sure, as they do a LOT of damage with their attacks...
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for about an hour.
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Fash casts a spell that causes a flat, vertical wall of woven, spiked chains to spring into being, cutting Sobok off from the demon on the rock and from the eyeline of the evil cleric Shyrath. The slippery gnome ducks around the side of the temple and hides from any that would seek him out. Morrow urges the sword to heal him again, and Norebo's Hand quickly obliges his request (8 HP healed) as Reonnyn makes a quick escape and readies his wand. Sobok swings his falchion at the demon he can see (-5 DR = 28 damage), opening a deep wound in its side. Gear is tired of the cat and mouse, using his divine magic to summon a glowing staff to swing at Shyrath, but it only clangs harmlessly off her armor.
Cure Moderate Wounds:2d8 + 3 ⇒ (3, 2) + 3 = 8 HP healing for Morrow
The demon on the rock pokes at the chain wall with its bow, as though trying to determine whether it is real or illusion and utters an annoyed growl as it darts around the obstruction, then looses a pair of arrows at Sobok, though only one connects (9 damage). The other demon unleashes a full barrage into the dragon shaman (56 damage), but still the enraged Sobok is standing on his feet! But the armored, red-haired cleric moves swiftly through the rubble and rounds the chain wall to flank the beleagured dragon shaman. "Bastards!" She shrieks angrily. "You slippery, loathsome bastards! I'll see you all dead for the trouble you've caused me!" Shayrath howls in a rage all her own.
Yellow Demon's Will Save:1d20 + 10 ⇒ (2) + 10 = 12 vs DC 22 = Failure!
Yellow Demon's Longbow Attack:1d20 + 13 ⇒ (2) + 13 = 15 vs Sobok's AC = Miss!
Red Demon's Longbow Attack:1d20 + 13 ⇒ (11) + 13 = 24 vs Sobok's AC = Hit!
Longbow Damage:2d6 + 7 ⇒ (5, 3) + 7 = 15
Red Demon's Longbow Attack:1d20 + 13 ⇒ (18) + 13 = 31 vs Sobok's AC = Hit!
Longbow Damage:2d6 + 7 ⇒ (5, 3) + 7 = 15
Red Demon's Longbow Attack:1d20 + 13 ⇒ (1) + 13 = 14 vs Sobok's AC = Miss!
Red Demon's Longbow Attack:1d20 + 13 ⇒ (10) + 13 = 23 vs Sobok's AC = Hit!
Longbow Damage:2d6 + 7 ⇒ (1, 4) + 7 = 12
Red Demon's Longbow Attack:1d20 + 8 ⇒ (4) + 8 = 12 vs Sobok's AC = Miss!
Red Demon's Longbow Attack:1d20 + 8 ⇒ (18) + 8 = 26 vs Sobok's AC = Hit!
Longbow Damage:2d6 + 7 ⇒ (4, 3) + 7 = 14
Party is up! Fash, since my post is long-delayed due to RL, I'll allow the Wall of Chains spell here, but in the future, please make sure that the spell you're using is 3.5 (this appears to be 3.0 ruleset) and I'd prefer that the spell come from a sourcebook like the Complete series or the Spell Compendium, as I'm not a big fan of the Book of Vile Darkness. In the future, I'll try to respond quickly if I feel a spell wouldn't be allowed due to either of these reasons so I'm not holding up your action. Morrow, I'm counting this healing as a standard action per the usual rules, I sorta bent it last time since the sword took action on its own to heal you since it's intelligent enough to know you were dying, but not yet gone.
Round 8 - Initiative Order & HP Tracker / Combat Notes:
3 Demons Red (-65 HP); Yellow (-107 HP)
Shyrath Unwounded
Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes]
Morrow 32/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Reonnyn 82/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Sobok 62/152 [Draconic Aura (Power: gain +3 to melee damage rolls); 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 10 rounds]
Vegeir 46/119 [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes; Summoned Spiritual Weapon for 10 rounds]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Devin's magical search reveals no traps in this large chamber, but the half-orc takes note of the ceiling - something seems... off. After a moment's study, he realizes that the angle of the slope where the dome meets the walls seems to sharply lessen after five or six feet. Almost as though there is a 'cap' of sorts that conceals the true ceiling. A hidden space, perhaps? But if so, how to access it? He sees no hidden door or the like in the ceiling, and it is about thirty feet up at its highest point.
I must have accidentally made that squiggle when I was messing around re-sizing the map.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
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Devin takes the metallic object, figuring it to be the key, and the party departs the otherwise empty room. Continuing along the broad hallway running east, a corridor branches north and the adventurers investigate. Just beyond a small foyer lies a circular chamber ringed with stone pillars and sporting a white domed ceiling. Along the perimeter of the rotunda, shelves crammed with crumbling papyrus scrolls and clay tablets. Otherwise, the large rotunda appears to be empty.
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 45 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 45 minutes]
Devin 59/59 [Heroism (+2 morale bonuses on most d20 rolls) for 115 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 45 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 45 minutes]
Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 45 minutes]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Apologies folks, I'd meant to find time to post before heading off to the Origins convention, but got caught up in work or prepping the games I'm going to run. Sorry for the delay, but I won't be back to post this adventure until early next week, and getting caught up on my work backlog might mean nothing until the end of the week at best. So anticipate a post by Sunday, June 29th at the absolute latest. Thanks for your patience!
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Apologies folks, I'd meant to find time to post before heading off to the Origins convention, but got caught up in work or prepping the games I'm going to run. Sorry for the delay, but I won't be back to post this adventure until early next week, and getting caught up on my work backlog might mean nothing until the end of the week at best. So anticipate a post by Sunday, June 29th at the absolute latest. Thanks for your patience!
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
No traps are found, and the object can easily be held in one hand. It is metallic, and could very well be a key, as Elliander suggested. There is nothing else of interest in this empty room.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
No magic is detected, nor does Devin find anything interesting, like a secret door or a hidden compartment. Elliander judges the object might very well fit in the groove they'd seen in the inert construct they'd seen in the library.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
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Backtracking in the general direction from which the soldier clockwork constructs had come, or at least so far as the party is able to determine, they find a hallway that extends some seventy feet to the south. About half that distance away is a wide corridor that intersects that one, and beyond it seems to take a natural bend to the east - just as does the hallway they're currently following. After another thirty feet or so, the corridor opens up into a twenty-foot square room absolutely devoid of furnishings. However, hanging from the east wall on a hook is a strange, slim metal object about twelve inches long, with a number of bumps, nubs, spikes and other protuberances. It almost looks like a torture implement of some kind...
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes; Shield of Faith +2 Deflection bonus to AC) for 2 minutes]
Devin 59/59 [Heroism (+2 morale bonuses on most d20 rolls) for 120 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 50 minutes]
Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day; Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
But in the next moment, the pair disappear once again, and now Sobok sees them just to his left, the badly wounded one standing atop a large boulder and the other on the ground just in front. Both of them are starting to raise their bows even as the cleric casts another spell and a crackling bolt of utter darkness sizzles toward Sobok! But the dragon shaman ducks at the last instant, and the energy lances past him - much to the dismay of the cleric who unleashes a torrent of curses that would make a seasoned sailor blush! She stalks through the tentacles, which lash ineffectually at her, moving around the stairwell and in the direction of Sobok.
Scary Black Lightning Ray:1d4 + 1d2 ⇒ (1) + (1) = 2 negative levels to Sobok
Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities)
Sorry Sobok, forgot that Rage penalizes your AC, so that Touch attack did actually hit. The damage wasn't too bad, though...
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Oh and Morrow, we both forgot that Norebo's Hand gives you Blindsense! I feel badly about overlooking that, and so I'm going to go back and retro the damage you dealt to the demon when you 'missed' due to the concealment of the fog. I'll just deal the damage to the Red demon, so you should now be facing two wounded demons and an angry, unwounded cleric. By my math, you dealt 27 damage due to those 'misses', as it was AC 19. Let me know if you're in agreement. Thanks!
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for about an hour.
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The searing blast drops Morrow - though the duskblade clings to life by a precarious thread - and Gear is badly wounded as well. Fash telepathically calls out the location of the demons he sees, then casts another spell that creates a second fog bank that surrounds him atop the ruined temple - and though the nearest demon turns its head at the sound of the spellcasting, the whisper gnome slips from his sight in the next moment. Morrow suddenly wakens as a surge of healing flows into him (14 HP healed), courtesy of the magical sword still clutched loosely in his hand! The duskblade uses his healing belt (15 HP healed) to give himself another boost of health and rises quickly to his feet, though he is still standing in the dense fog with those ugly waving tentacles barely seen just feet away from his face. Reonnyn leaps down to the ground, some fifteen feet below, rolling with the impact and then turning swiftly to send a blast of eldritch energy at the demon (20 damage) and to his great relief, the creature stiffens, then falls, tumbling from the height to slam into the ground at the halfling's feet, unmoving.
Sobok, still enraged, gives chase around the temple and as he turns the corner he sees the red-haired cleric some forty feet ahead of him, surrounded by writhing black tentacles. Gear flies up, his speed hampered by the vertical climb and his armor, but he is closing in on the two demons he can sense just ahead of him as he crests the roof and swoops toward his foes...
But in the next moment, the pair disappear once again, and now Sobok sees them just to his left, the badly wounded one standing atop a large boulder and the other on the ground just in front. Both of them are starting to raise their bows even as the cleric casts another spell and a crackling bolt of utter darkness sizzles toward Sobok! But the dragon shaman ducks at the last instant, and the energy lances past him - much to the dismay of the cleric who unleashes a torrent of curses that would make a seasoned sailor blush! She stalks through the tentacles, which lash ineffectually at her, moving around the stairwell and in the direction of Sobok.
Cure Moderate Wounds:2d8 + 3 ⇒ (3, 8) + 3 = 14 HP healing for Morrow
Cleric's Ranged Touch Attack:1d20 + 8 ⇒ (5) + 8 = 13 vs Sobok's Touch AC = Miss!
Party is up! Sorry Morrow, you've had some incredibly awful luck with the dice in this game. That said... I looked up the sword Norebo's Hand again because I thought I recalled a detail about it and confirmed that the sword "can cast Moderate Wounds on its wielder", per the text description, which makes me think it can do so, even if you're unconscious. One of the benefits of an intelligent sword! So you can take an action next round as you spent this round using your healing belt and standing up from prone. Gear, your speed with Fly is 40' due to your armor, and vertical ascent is at half speed. The temple is 30' tall, so you spent a move action and half of another to reach the roof, then had 10' of movement left to move toward the demons. They were able to teleport before you could reach them to attack. Given their current positions on the map, it'll take you just about another full round of movement to reach them - though at least this time you'll be descending instead of ascending.
Round 7 - Initiative Order & HP Tracker / Combat Notes:
3 Demons Red (-37 HP); Yellow (-107 HP)
Shyrath Unwounded - Unseen by all except Fash and Gear
Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes]
Morrow 24/84 [Dying; Prone; Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Reonnyn 82/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Sobok 127/152 [Draconic Aura (Power: gain +3 to melee damage rolls); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 12 rounds]
Vegeir 46/119 [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
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After Francis uses up one healing wand and then a few charges from another, the wounds of his companions are healed up entirely. Continuing to search around for valuables or the like, the party comes up with nothing of immediate interest. Devin feels as though the secrets of how to activate this construct is tantalizingly close, if only he could see what this 'key' might look like, and how it works... After a solid five minutes or so, the party decides that there's not much more to be done here, unless they want to take a few hours and pore through the mundane books and texts that line the shelves and niches. Otherwise, they figure it's about time to move on, but in which direction?
You're all healed up! You can take several hours to do some research if you'd like, or continue to explore, just let me know where you're headed if the latter!
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes; Shield of Faith +2 Deflection bonus to AC) for 2 minutes]
Devin 59/59 [Heroism (+2 morale bonuses on most d20 rolls) for 120 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 50 minutes]
Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day; Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
I do see that the adventure text doesn't allow for that option. By way of explanation, I'd suggest that maybe the entire idea of a clockwork creation is so foreign to you, that you have no idea where to begin hotwiring the thing. That said, if you can find the key somehow and get it working by using it, THEN you can study the contraption and how it works so as to allow you to use Disable Device on clockwork constructions in the future, without use of a key. Hope that sounds fair to you!
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
@Gear You can't see the demons from your current position on the map, as they are on top of the structure and you're below. Let's wait for Fash to decide on whether he wants to Dismiss that spell, which would let you attack the cleric without a problem. And yes, leaving that spell active actually works more to her benefit than yours, as they can't touch her.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
@Gear @Fash This is true, though you are in telepathic contact, so Fash could Dismiss the spell if he wishes, as you can tell him that the demons escaped and the tentacles aren't helping at the moment. Note however that is a standard action, which would take his entire round - though he could move if he wishes, as he's crouching next to a demon that might spot him in the next round... Fash, be sure to roll me a Stealth check whether you move or not, since you have a couple of demons standing within spitting distance of your position!
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Perfect! You all have your current HP totals, so please feel free to roll your own wound recovery to save me the effort! The CMW wand should be 2d8+3, I do believe...
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Let me look into it again, I saw that rule, but I thought I saw something else that indicated you needed the key. Might have been the text in the adventure module.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Oops! No, I didn't miss it exactly, but combat ended before your turn. So you can go through with that Channel or just use the wand, if you'd like to save it?
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for about an hour.
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Fash decides to stick to the tried and true, casting a spell that brings dozens of ropy, black tentacles to snare the evil cleric in their grasp. She quickly looks up and seeing the gnome, smiles as the tentacles fall away from her as though she is as covered in grease! But then he scampers away, out of her line of sight, and wholly unaware of how effective the tentacles are against the demons within the fog.
Fash's Listen Check:1d20 + 16 ⇒ (15) + 16 = 31
Red Demon's Opposed Grapple Check:1d20 + 15 ⇒ (17) + 15 = 32 vs 36 = Failure! (10 damage)
Green Demon's Opposed Grapple Check:1d20 + 15 ⇒ (3) + 15 = 18 vs 29 = Failure! (7 damage)
Though none of his attacks connect due to the thick fog, the duskblade is happy to see the demon struggling in the grasp of slimy black tentacles. He swiftly casts a spell to deflect whatever attacks the creature might bring against him. Reonnyn sends another eldritch blast at the demon attacking Sobok, and even though it has cover from the dragon shaman, he scores a solid hit (24 damage), wounding it further! Sobok catches up the demon and allows his rage to guide his attacks, slashing and hacking with the heavy falchion (-5 DR = 65 damage total) - and though the follow up blow is devastating, still the bloodied monster refuses to fall! Gear focuses on his foe as well, dealing a couple of solid attacks (-5 DR = 56 damage total), but failing to bring the demon down.
The demon facing Sobok steps away from his foe and then disappears, reappearing again near Fash as he looks around for the elusive gnome - for somehow he seems to know the beguiler is somewhere nearby - but its eyes pass right over Fash without spotting him.
Yellow Demon's Spot Check:1d20 + 16 ⇒ (7) + 16 = 23 vs DC 32
The two demons within the fog try to free themselves from the tentacles by utilizing their innate teleportation powers and manage (barely) to succeed, disappearing from the view of Gear and Morrow, but reappearing in the view of those atop the shrine! The one without the longbows is standing right next to Reonnyn, on the arm of the fallen statue, while the other demon is standing right next to Fash! The cleric seems to have a fairly good idea of where those who were battling the demons can be found and chants words of magic, bringing a huge column of roaring flames some twenty feet in diameter down upon Gear and Morrow! The flames narrowly miss Reonnyn, but his eyebrows feel a bit singed none the less...
Red Demon's Concentration Check:1d20 + 21 ⇒ (3) + 21 = 24 vs DC 24 = Success!
Green Demon's Concentration Check:1d20 + 21 ⇒ (5) + 21 = 26 vs DC 24 = Success!
Cleric's Listen Check:1d20 + 9 ⇒ (12) + 9 = 21
Flame Strike Spell:11d6 ⇒ (4, 6, 5, 5, 2, 4, 6, 5, 4, 6, 4) = 51 fire damage (Reflex save for half)
Party is up! Morrow and Gear, please give me Reflex saves before posting your actions. Apologies, I forgot to specify that one of her 'buffs' that she had cast was Light upon her shield, as she is human and doesn't have darkvision. Fash, I'll go ahead and allow your placement of the black tentacles so they don't affect your allies because of that really good Listen check I rolled for you. Otherwise I probably would have forced you to err on the side of caution and have them only affect the cleric and not the demons. And unfortunately, she was wary of your tactics and you believe her to be protected with a Freedom of Movement spell. Note that I had her roll a Listen check too, though she had a little help as well... I'm also presuming that Sobok has some kind of a light source with him? At the very least, we can retro that someone cast a Light spell on something he carries with him. Gear and Morrow both know the cleric is ahead of them, and though Gear's blindsight allows him to move with no penalty, Morrow has to move at half speed through the fog (if he survives the fiery blast...)
Round 7 - Initiative Order & HP Tracker / Combat Notes:
3 Demons Red (-10 HP; Unseen by all except Fash and Sobok); Yellow (-107 HP; Unseen by all except Fash); Green (-101 HP; Unseen by all except Reonnyn)
Shyrath Unwounded - Unseen by all except Fash and Gear
Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes]
Morrow 46/84 (-51 or -25 HP) [Darkvision (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Reonnyn 82/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes]
Sobok 127/152 [Draconic Aura (Power: gain +3 to melee damage rolls); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 12 rounds]
Vegeir 97/119 (-51 or -25 HP) [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
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Nevitash takes a step back and thrusts again with the longspear, this time driving it deep into the head of the construct (-5 DR = 28 damage)! The clockwork soldier spasms as horrific grinding sounds emanate from its torso, and then it falls backward, smashing to the ground like a felled tree made of metal. All is silent, and the party quickly glances at the smaller construct to see if it's up to anything nefarious, but it's still standing there as if frozen in time. Elliander rises unsteadily to his feet, assisted by Amenhep, and the duskblade groans softly as he tries to staunch the bleeding from some of his wounds that still seep - though at least he's no longer giving up pints like he'd been a few moments earlier.
Though the soldier automatons don't carry anything like loot, their halberds are of very fine quality. In fact, a quick detection for magic proves them to be enchanted (2 Magical Halberds +1)
Was waiting for Amenhep to post, but then realized you had forgotten that +3 Nevitash, which turned that miss into a hit! As I mentioned earlier, you can do some research in this chamber if you'd like to take the time, or you can continue to explore the vault. Just let me know which you decide on, and where you're headed if the latter. Oh, and of course you can take care of any healing you'd like to do! Just let me know the number of charges/spells used and roll the HP dice yourselves.
Amenhep 16/58 [Tears to Wine (+2 to INT & WIS skill checks) for 70 minutes; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 70 minutes; Shield of Faith +2 Deflection bonus to AC) for 7 minutes; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
Devin 53/59 [Heroism (+2 morale bonuses on most d20 rolls) for 140 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 70 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 70 minutes; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
Elliander 2/63 [Prone; Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 70 minutes; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
@Gear It does not, alas. These demons are Cold Iron AND Good for DR. I need to find a homebrew rule I remember seeing a long time ago that had a pretty good idea for getting around the need to carrying around a half-ton of weapons to utilize in every situation. I seem to recall it had something to do with enchantment bonuses trumping certain materials. If I find it and use it, I'll retcon the damage you didn't do.