Lem

GM Zelligar's page

1,266 posts. Alias of Aldizog.


RSS

1 to 50 of 1,266 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

I'm going to go with "if you can breathe water, you can speak underwater and others can understand you." Because it is actually water moving through your larynx in that case, and so the sound waves are compression and rarefaction of water (as opposed to air-then-transmitted-to-water which makes speaking underwater to hard to understand).

Whales don't actually breathe water, but they have a different mechanism for their songs than humans do for speech.

Would a limitation be fun or conducive to the story? It could be in some situations. There are any number of story elements that depend on characters not being able to communicate seamlessly with one another.

But in this case, I'm good with it. Water Breathing lets you speak underwater at normal distances.


I am loving Strange Aeons. It is an amazing ride as you say.
We are in the middle of Book 4.

I had a pretty cool Lovecraftian character arc with my bloodrager. He was Aberrant, and the source of his power was a Dark Tapestry entity due to a bargain for power that his father had made. So he tried to avoid Raging and when he let it out it was horrific. Then he managed to get that purged and have a more controlled power (an in-story very dangerous ritual to retrain to Destined Urban Bloodrager).

Kind of drawing inspiration from Shadow over Innsmouth and also the more horror-aligned takes on the Incredible Hulk.

He is restrained enough in his build to avoid one-rounding everything - I could have gone nuts with Primalist for example - but I much prefer multi-round combats that go back and forth and where the enemy gets to act.


On your way out, you take the time to clear out Azarr Kul's remaining allies in rooms you had bypassed - a ferocious Barbed Devil guarding his treasury, and a pair of Erinyes in his private quarters.

You bring back an immense amount of wealth as well as the good news of your triumph.

Upon your return to Brindol, you find life already returning to normal. The civilians who had been evacuated to Dennovar are trickling back in. Those who lived in villages and towns that have been razed will take more time to rebuild.

In the nights that follow, you have dreams...
Of one athlete bestowing a medal on another...
Of a small black bat driving off a massive dragon...
Of flying on owl-back over Starsong Hill...
You can all tell that your deities or people know of your triumph.
If Tal'ariel has a deity, then modify her dream as appropriate, but I wasn't aware of one.

You are hailed as heroes, and greeted with a parade. The Tiri Kitor elves fly above on their owls, and the people line the streets. Captain Lars Ulverth, Kharra Teskerwill, and the Lions of Brindol serve as your honor guard.

A few days later, Lord Jarmaath invites you for a private audience.

"You have accomplished the impossible. We would not be here if you had failed. I cannot express my gratitude enough. I will reward you to the extent that I can."

He commissions powerful magic items for you all, or improvements to what you have.
While I have ideas of what these might have been in an ongoing campaign, it would be an unfair tease to give you items you wouldn't get to use, so use your imaginations.

"What will you do now?
The towns that were destroyed will need to be rebuilt. The hobgoblins are no longer an army, but word has reached me that the dragonspawn sniper is assembling the survivors into... more of a patient guerilla force.

I have the authority to bestow titles. Would you wish to be Count Bran of Nimon Gap? It would include a grant of land, and the right to assemble and maintain a force to defend the village as its recovers and rebuilds.

Or Tal'ariel, would you wish to be the Countess of Vraath Keep? I believe the two of you did find the title to that Keep, correct? Along with Zelligar. Well, it is yours if you want it.

Daniel, I do not think the worship of Kelinahat is widespread, but people do respect a paladin, and you could have title to land near Drellin's Ferry perhaps... maybe in command of a group of scouts to hunt down remnants of the Red Hand in the Wyrmsmoke Mountains.

Still, there are other options."

Sellyria Starsinger, Killiar Arrowswift, and Zelligar the Mystic enter the room.

"Greetings," says Sellyria Starsinger. "For your great service to our people, and the respect you have shown us, I name all of you members of the Tiri Kitor. You shall always have a home at Starsong Hill."

Killiar Arrowswift looks at Tal'ariel as his leader says this words, his hopes evident in his eyes.

"You have also helped us foster stronger bonds with the people of Brindol," says the elderly elf matriarch, "which I believe will be a lasting friendship in the years to come. Our people can only benefit from this."

The halfling wizard speaks up.
"My friends," says Zelligar, "I have a task of my own. If you aren't ready to settle down."
He sighs.
"Halflings are well regarded in the Elsir Vale. That isn't the case everywhere. Like in..." he looks to Bran, "...in Cheliax.
Many of my people live in slavery there.
I've been in contact with a cousin of mine who is involved with the Bellflower Network. Liberating slaves.
I think that is where I shall go next. And my cousin, she's heard tell that while overthrowing House Thrune entirely might be a fantasy, there is the chance to liberate some cities from the grip of the Asmodeans.
So I will go to Cheliax to fight for liberty as best as I can. Whether it is freeing a few slaves, or freeing a city. We'd need some stealth, some power, and a lot of courage. Lady Cerila Nesten says that Talar will learn Common Rule faster if she leaves, so is coming with me."

Zelligar turns to his old companions and to Daniel. "Would you three join me as well?"

Trellara looks to Bran.
Killiar Arrowswift looks to Ta'ariel.
Both will likely follow you wherever you choose to go...

And at this point, the heroes either settle down, go to Cheliax with Zelligar to follow the Hell's Rebels storyline, or just ride off into the sunset.


Good to hear from you, Hamailii.

Yes, I liked P6, and I might try it again, but I will take a break from running APs for a bit. I kind of thing that most of the problems with high-level play could be avoided by players who understand that the point is to maximize fun, and a challenge is fun.

Anyway, when I get back into it, I might do War for the Crown or Strange Aeons (both of which I am level 11 in as a player) as a more standard PF game.


So I'll leave some time for you to react, and then we'll skip ahead back to Brindol for the rewards and such.

But this is basically the end of the Red Hand of Doom mini-AP.

Bran, Tal'ariel, thanks for sticking with this from the beginning.

Daniel, thank you so much for helping us see this through.

The constant player turnover was really frustrating to me as a GM, and the P6 adjustments were tricky, but this was totally worth it. I had an awesome time. I really hadn't GM'd in a long time and this was a great way to get back into it.


Wow.

Daniel's assault spurs the competitive nature of the champion of Kurgess. Not to be outdone, Bran swings the mighty greatsword and deals a terrible blow to the dragon. Crit confirms for 60 damage after DR.

Then he hits twice more. Another 51 damage, so 111 total.

His critical hit triggers an Outflank AOO from Tal'ariel, and his second attack triggers an Opportunist AOO. So I think Tal'ariel gets two AOOs in this case, not just one.
Tal'ariel Outflank AOO: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 1d10 + 10 + 2d6 ⇒ (3) + 10 + (1, 6) = 20

Tal'ariel's curve blade arcs toward the dragon's necks! She misses once but hits twice. A devastating blow by the elf allows Bran to attack yet again!

Bran Outflank AOO: 1d20 + 24 ⇒ (8) + 24 = 32
Damage: 2d6 + 24 ⇒ (1, 3) + 24 = 28

61 damage from Tal'ariel, 134 from Bran, and 110 from Daniel. Over 300 damage in one round.

The dragon roars in pain and rage! The Aspect of Tiamat falls!

We can move on to campaign wrap-up in a bit...


Daniel might go down, but he will go down fighting.

Trellara casts Vanish on him to try to buy him some time, but the paladin has definitely earned the ire of the Aspect of Tiamat.

All four attacks hit, and bypass the DR 5/Epic, for a whopping 110 damage. It is not an evil outsider - it is an evil dragon - but doesn't that also double the Smite bonus on the first attack?


Actually, Trellara can Ready to cast Vanish after Daniel attacks.


Bran, do you want to have 5' stepped into a flank with Tal'ariel to trigger her readied action? Note that her action will go after yours, since she was waiting on you, so she would get the benefit of Inspiring Flex on her attack rolls. I will adjust for her damage done if you want to have done that.

Hamailii channels to heal!
Channel: 3d6 ⇒ (4, 4, 3) = 11

Then she moves back and up, so that her Invisibility Purge is not affecting you all - the dragon seems unlikely to try such tricks.

So Daniel now at -1, nearly fully healed. Which is good...

The dragon is not quick enough to strike at Hamailii as she moves, having been distracted by Tal'ariel. It does not have Combat Reflexes.

The paladin lands two solid strikes on the gigantic dragon. It retaliates, with four heads biting at him. Two land mighty blows.

Red, PA: 1d20 + 21 - 4 ⇒ (2) + 21 - 4 = 19
Blue, PA: 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22
Green, PA: 1d20 + 21 - 4 ⇒ (14) + 21 - 4 = 31
Damage: 2d8 + 12 + 8 ⇒ (4, 5) + 12 + 8 = 29
Black, PA: 1d20 + 21 - 4 ⇒ (11) + 21 - 4 = 28
Damage: 2d8 + 12 + 8 ⇒ (2, 1) + 12 + 8 = 23

Its white head breathes an immense blast of cold at Daniel and Hamailii.
Damage: 12d8 ⇒ (7, 1, 3, 2, 7, 6, 2, 8, 8, 6, 2, 6) = 58
Daniel Reflex, Good Hope: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
9 damage after resistance.
Hamailii, Good Hope: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
38 damage after resistance.

Finally, its wyvern-like tail stinger whips out at Daniel, missing him.
Tail Sting, PA: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18

The paladin has taken the full wrath of the Aspect of Tiamat for six seconds and he is still alive...

Daniel, sorry to focus fire on you like that, but a single monster splitting up its attacks would be rather blatant softballing. And you did seem the biggest threat.

Trellara tries to move to support her allies.
Acrobatics, Good Hope: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
She is not quite fast enough to avoid the dragon's notice...
AOO: 1d20 + 21 - 4 ⇒ (2) + 21 - 4 = 19
But she is fast enough to avoid its jaws. And has made it use up its AOO.
She casts Vanish on Daniel.

Round 7 - GOOD HOPE, INSPIRE COURAGE +2, EXTENDED HASTE, COMMUNAL PROT EVIL, COMMUNAL RESIST ENERGY (ALL)
Trellara
Bran -18
Daniel -62 (invisible)
Tal'ariel -9

Hamailii -38
Aspect of Tiamat -28 (or more depending on Tal'ariel getting flanking last round)


But you do have BAB +6, Bran, which is sufficient. It is BAB +6 OR Ftr4.


Despite that Knowledge check, Daniel does recognize this being as looking an awful lot like Tiamat.

Is Daniel out of Smites? Or is it just the swift action economy issue?


No, she can't tell if it has Combat Reflexes or not.
Only one way to find out...


Bite AOO: 1d20 + 21 ⇒ (5) + 21 = 26
AC is 28 with Haste and Communal Protection from Evil?

One of the dragon's heads snaps down at Tal'ariel, but she just manages to dodge.


15' reach.


This is an avatar of a god. While a flesh-and-blood being, it likely is of exceptional power.
Didn't hit the DC to know anything about it.


Tal'ariel just misses with her strikes. AC 32.
Daniel lands a telling blow (Azarr Kul at -181) and the Bran (at -218).
The Wyrmlord is staggered and should be dead. Using Diehard.
Then with a quick slash, Tal'ariel ends the leader of the Red Hand!

I stripped out his high-level spells like Antilife Shell but substantially buffed his HP. Even so, for a party of (buffed) 6th-levels, you deal a ton of damage.

As he falls to the ground, the High Wyrmlord utters one last cry...

Draconic:
"TIAMAT! Grant me revenge!"

His cry is heard.

The swirling vortex of energy above thunders and rumbles with power.
Suddenly, the energy is swept away...along with the roof itself, like an egg hatching outward. A searing hell-wind blasts through the inner sanctum, thick with the gut-churning reek of brimstone and burning flesh as a blasted landscape of twisted mountains and red lightning plagued skies is revealed to the PCs.

Where you should see the sky of the Elsir Vale, you see Hell.

Towering before you is a colossal five-headed shape. The massive blue head snatches up the body of Azarr Kul, swallowing him. The other four heads leer down at you. Their jaws open, and a deafening blast of wind and energy shrieks through the portal.

Fortitude Saves:

Bran: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
Tal'ariel: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Daniel: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Hamailii: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Trellara: 1d20 + 6 + 2 + 4 ⇒ (11) + 6 + 2 + 4 = 23

The sound is deafening, but none of you are actually deafened.

The portal closes and all is dark for a moment.

Then the jaws of the five dragon statues pulse with energy, flooding the room with light again as they breathe acid, ice, lightning, and fire into the room, converging on the upraised platform in the center of the inner sanctum.

Bran and Daniel stand in the middle of the withering assault. Between their reflexes and the magical wards, they live, but take some injury. Trellara calls out a word of magic to protect Bran from the flames of the red dragon statue.

Reflex Saves:

Acid: 10d6 ⇒ (2, 6, 5, 5, 2, 2, 3, 2, 5, 1) = 33
Bran: 1d20 + 10 + 2 + 1 ⇒ (14) + 10 + 2 + 1 = 27
Daniel: 1d20 + 12 + 2 + 1 ⇒ (9) + 12 + 2 + 1 = 24
No damage to either.

Cold: 10d6 ⇒ (2, 3, 5, 5, 3, 3, 3, 2, 3, 5) = 34
Bran: 1d20 + 10 + 2 + 1 ⇒ (6) + 10 + 2 + 1 = 19
Daniel: 1d20 + 12 + 2 + 1 ⇒ (9) + 12 + 2 + 1 = 24
14 damage to Bran.

Electricity: 10d6 ⇒ (4, 1, 2, 2, 4, 3, 2, 5, 2, 2) = 27
Bran: 1d20 + 10 + 2 + 1 ⇒ (14) + 10 + 2 + 1 = 27
Daniel: 1d20 + 12 + 2 + 1 ⇒ (3) + 12 + 2 + 1 = 18
17 damage to Daniel.

Fire: 10d6 ⇒ (6, 5, 3, 1, 4, 1, 6, 3, 3, 5) = 37
Bran: 1d20 + 10 + 2 + 1 ⇒ (5) + 10 + 2 + 1 = 18
Saving Finale Reroll: 1d20 + 10 + 2 + 1 ⇒ (20) + 10 + 2 + 1 = 33
Daniel: 1d20 + 12 + 2 + 1 ⇒ (12) + 12 + 2 + 1 = 27
No damage with Saving Finale.

Yes... this is an Aspect of Tiamat. An avatar of the Chromatic Goddess herself, here for revenge.

"This is it!" calls Trellara, "If this to be our last stand, it will live forever in legend!"
Re-starts INSPIRE COURAGE +2

Round 6 - GOOD HOPE, INSPIRE COURAGE +2, EXTENDED HASTE, COMMUNAL PROT EVIL, COMMUNAL RESIST ENERGY (ALL)
Trellara
Bran -29
Daniel -32
Tal'ariel -20

Hamailii
Aspect of Tiamat!


Daniel hits once, as does Tal'ariel.

51-100 negates Sneak Attack: 1d100 ⇒ 54

Creature type changes to dragon with the half-dragon template. But still (barely) a hit, for 18 damage.

Readied Attack:
Attack: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d8 + 9 + 2d6 ⇒ (1) + 9 + (2, 2) = 14
81-100 deflected: 1d100 ⇒ 20

Hamailii lines up another attack on the Wyrmlord, and manages to interrupt his Quickened spell.

Wyrmlord at -158.

Azarr Kul takes a step (well, flies 5') and attacks Tal'ariel!
Heavy Pick: 1d20 + 20 - 3 ⇒ (6) + 20 - 3 = 23
Iterative: 1d20 + 15 - 3 ⇒ (2) + 15 - 3 = 14

The nimble elf dodges the deadly weapon with ease.
Bran uses Step Up to follow the half-dragon.

Round 5 - GOOD HOPE, INSPIRE COURAGE +2, HASTE, COMMUNAL PROT EVIL, COMMUNAL RESIST ENERGY (ALL), INSPIRING FLEX
Hamailii
Azarr Kul -158
Trellara
Bran -15
Daniel -15
Tal'ariel -20


The High Wyrmlord's armor is strong, as is his hide underneath. Only one of Bran's swings connects.

The sword's lightning does not affect the Wyrmlord. His blue scales give indication of his heritage.

Azarr Kul at -97 damage.

Tal'ariel and Daniel are up!


51-100 negates crit: 1d100 ⇒ 30
Daniel moves up and lands a critical hit!

Hamailii moves for a clear shot and readies an arrow to interrupt.

Readied Action:
Attack: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d8 + 9 + 2d6 ⇒ (3) + 9 + (5, 3) = 20

Seeing that he is about to be flanked, High Wyrmlord Azarr Kul tries a spell to aid his repositioning.
He casts Grace, but is interrupted by both an arrow from Hamailii and a Snowball from Tal'ariel!
Hamailii's arrow again fails to injure the Wyrmlord, however.
81-100 snowball deflected by Entropic Shield: 1d100 ⇒ 77
@Tal'ariel, Inspiring Flex does not help the ranged attacks, but you still get the +2 morale to hit from Good Hope.
51-100 negates sneak attack: 1d100 ⇒ 45

The Wyrmlord strikes twice at Daniel before stepping back.
Heavy Pick, PA: 1d20 + 20 - 3 ⇒ (14) + 20 - 3 = 31
Damage: 1d8 + 10 + 6 ⇒ (4) + 10 + 6 = 20

Iterative: 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 26
Damage: 1d8 + 10 + 6 ⇒ (2) + 10 + 6 = 18

The dragon-fang pick hits hard, but Daniel is still in the fight.

Trellara flies over and heals the paladin.
CLW: 1d8 + 5 ⇒ (5) + 5 = 10

Round 4 - GOOD HOPE, INSPIRE COURAGE +2, HASTE, COMMUNAL PROT EVIL, COMMUNAL RESIST ENERGY (ALL), INSPIRING FLEX
Hamailii
Azarr Kul -73
Trellara
Bran -15
Daniel -35
Tal'ariel -20


Bran finishes the last devil with a single mighty blow.


The Radius on Invisibility Purge is 35 ft. Tal'ariel was down 37, not 27 - my typo. She took 13 from the melee attacks. It is actually 30' up to the balcony level, but she is Hasted and Flying so no problem.
The central pedestal doesn't say, but let's suppose it is 5' high.

Bran is able to finish off the wounded devil. Daniel injures another.
White at -20.

Tal'ariel is not quite fast enough to avoid the devil entirely, and its tail stinger catches her.
Tail AOO: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

So Tal'ariel is now down 30 after the 8 damage from the AOO and the 15 from healing.

Hamailii again readies a shot turning off Deadly Aim and using Bullseye Shot.

Readied Attack:
Longbow, Bullseye Shot: 1d20 + 19 + 4 ⇒ (3) + 19 + 4 = 26
Damage: 1d8 + 9 + 2d6 ⇒ (2) + 9 + (5, 4) = 20

The Wyrmlord casts another spell, and Hamailii's terrible luck continues as her arrow once again fails to land. Your thoughts are overwhelmed with madness.
Kill the elves!
Flee!
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

Confusion

Bran Will, Good Hope: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Daniel Will: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Hamailii Will: 1d20 + 13 + 2 + 2 ⇒ (16) + 13 + 2 + 2 = 33
Trellara Will: 1d20 + 7 + 2 + 2 ⇒ (16) + 7 + 2 + 2 = 27

Everybody resists the spell. The High Wyrmlord casts another spell and a chaotic blast of multicolored hues surrounds him. Quickened Entropic Shield.

The last Abishai tries to buy more time for its master, attacking Bran.
Tail: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Claw: 1d20 + 8 ⇒ (10) + 8 = 18
Claw: 1d20 + 8 ⇒ (2) + 8 = 10
Bite: 1d20 + 8 ⇒ (15) + 8 = 23

Trellara flies to join Tal'ariel, and heals her.
CLW: 1d8 + 5 ⇒ (5) + 5 = 10

Round 3 - GOOD HOPE, INSPIRE COURAGE +2, HASTE, COMMUNAL PROT EVIL, COMMUNAL RESIST ENERGY (ALL), INSPIRING FLEX
Hamailii
Azarr Kul
Abishai (White -20)
Trellara
Bran -15
Daniel -7
Tal'ariel -20


Tal'ariel strikes twice. The second one would have missed, but Kurgess nudges the blade.
Bran's INSPIRING FLEX gives a +4 morale bonus to hit, which supersedes the +2 from Good Hope. Red at -52.

Hamailii again readies a shot.

Readied Attack:
Attack: 1d20 + 17 ⇒ (7) + 17 = 24

The High Wyrmlord appears and casts two spells. At his first, Hamailii's arrow flies, but bounces off his armor.

A bolt of pure darkness strikes at Tal'ariel!
Quickened Dread Bolt

Ranged Touch Attack, Into Melee: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
Damage: 5d8 ⇒ (7, 8, 7, 4, 6) = 32
Tal'ariel Will, Good Hope: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Then he casts a spell at Daniel. The paladin is overcome with thoughts of how he has failed Kelinahat...
Daniel Will, Good Hope: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Terrible Remorse. Daniel is Staggered for 1 round and takes -2 AC.

All the devils swarm Tal'ariel!

Abishai Swarm!:
Tail, Flanking: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Claw, Flanking: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Claw, Flanking: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Bite, Flanking: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25

Tail, Flanking: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Claw, Flanking: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claw, Flanking: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Bite, Flanking: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

Tail: 1d20 + 10 ⇒ (12) + 10 = 22
Claw: 1d20 + 8 ⇒ (18) + 8 = 26
Claw: 1d20 + 8 ⇒ (10) + 8 = 18
Bite: 1d20 + 8 ⇒ (1) + 8 = 9


Two attacks manage to hit. 13 more damage to Tal'ariel.

Trellara surprisingly draws her rapier and stabs at a devil!
Rapier, IC +2, Inspiring Flex, Haste: 1d20 + 9 + 2 + 4 + 1 ⇒ (9) + 9 + 2 + 4 + 1 = 25
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

While not a lot of damage on its own, the bard's attack distracts the Abishai enough for Tal'ariel to make an Opportunist attack.
Tal'ariel Opportunist: 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 1d10 + 8 + 2d6 ⇒ (1) + 8 + (3, 6) = 18
The devil falls!

Round 2 - GOOD HOPE, INSPIRE COURAGE +2, HASTE, COMMUNAL PROT EVIL, COMMUNAL RESIST ENERGY (ALL), INSPIRING FLEX
Hamailii
Azarr Kul
Abishai (Black -11)
Trellara
Bran -6
Daniel -7
Tal'ariel -27


Bran misses with his swings.
I think you do still have Bull's Strength up for another +1 to hit and damage, but even so you just missed on the second swing.

Daniel shreds another devil, hitting with all of his Smiting strikes.

Tal'ariel is up!

"What should I do," asks Hamailii, "Take down one of these or wait for the Wyrmlord to show himself?"


Or Shield Focus + Unhindering Shield - would help your AC and your attacks (by removing the buckler penalty).

Psst... you are up in War for the Crown.


Trellara delays.
Hamailii again readies a shot for the High Wyrmlord if he appears to cast a spell (though he is behind the pedestal at the moment).

Readied Attack:
Longbow, Haste, IC +2, Good Hope +2, Deadly Aim, Dragon-bane arrows: 1d20 + 12 + 1 + 2 + 2 - 2 + 2 ⇒ (6) + 12 + 1 + 2 + 2 - 2 + 2 = 23
Damage: 1d8 + 3 + 2 + 2 + 4 + 2 + 2d6 ⇒ (6) + 3 + 2 + 2 + 4 + 2 + (1, 2) = 22

Tal'ariel has placed herself in a prime spot for flanking!
The Abishai take advantage and try to tear her to pieces. One steps closer and attacks, with Bran's foe also turning its attention to the elf.
Think she is AC 28 with Haste and Prot Evil?

Abishai Attack!:
Black Tail, Flanking: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Black Claw, Flanking: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Black Claw, Flanking: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Black Bite, Flanking: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14

Red Tail, Flanking: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Red Claw, Flanking: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Red Claw, Flanking: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Red Bite, Flanking: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16


Tal'ariel is hit twice for 14 damage.

81-100 summon: 1d100 ⇒ 95

The devil that was concentrating completes its summoning, and another of its kind appears! This one focuses on Daniel.

Abishai Attack!:
White Tail: 1d20 + 10 ⇒ (6) + 10 = 16
White Claw: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
White Claw: 1d20 + 8 ⇒ (14) + 8 = 22
White Bite: 1d20 + 8 ⇒ (9) + 8 = 17

Daniel is hit once for 3 damage.

The summoner also moves up to attack the paladin.
Tail: 1d20 + 10 ⇒ (3) + 10 = 13

Trellara comes out of delay, moving up to heal Tal'ariel with a spell.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6

The High Wyrmlord... probably casts more buff spells. You can't see him.

INSPIRING FLEX gives a +4 morale bonus to attack rolls (and Fort saves), so that supersedes the similar but smaller bonuses from Good Hope. Good Hope still gives +2 morale bonus to damage, skill checks, and Ref/Will saves.

Round 2 - GOOD HOPE, INSPIRE COURAGE +2, HASTE, COMMUNAL PROT EVIL, COMMUNAL RESIST ENERGY (ALL), INSPIRING FLEX
Hamailii
Azarr Kul
Abishai (Black -11)
Trellara
Bran -6
Daniel -7
Tal'ariel -8


Tal'ariel can't go invisible because of the Invisibility Purge that Hamailii has active. And because she won't be invisible, the Abishai in front of Tal'ariel will get an AOO on her if she moves to attack a different one.

If you still want to risk it to move and flank Bran's foe, you can.


No Vanish, due to Hamailii's Invisibility Purge. The AOO does hit, the next attack does not. These are really not the guys to use up Trellara's very limited 2nd-level slots against.
But with the +1 from Haste...

All four of Daniel's swings connect, and one of the foes falls to the ground!
They are AC 25 normally, but 23 after charging. We can assume Tal'ariel attacked Bran's foe instead.


You all got Communal Resist Energy (Cold, Fire, Acid, Electricity) for Resist 20 to all of those.

Feel free to take an AOO on an Abishai as it charges you.


If Bran had been Enlarged when you arrived, as per Tal'ariel's post in Discussion, then the High Wyrmlord's actions would have been a little bit different. But no major difference.

Azarr Kul casts a spell, Hamailii's arrow bounces off his armor, and Bran returns to his normal size. Then he moves behind the pedestal.

CL Check: 1d20 + 12 ⇒ (10) + 12 = 22

Daniel gets an extra attack from Haste as per Tal'ariel's post.
Gloom Blade Haste: 1d20 + 20 ⇒ (8) + 20 = 28
Damage: 1d8 + 23 ⇒ (2) + 23 = 25

Daniel hits his foe with three of his attacks. It remains up but is badly hurt.
Blue at -77.


You fly up the shaft to the room above. Trellara begins Inspire Courage as you fly up.
If Bran wants to re-start Inspiring Flex, that would be fine. Or if anybody else has prep to do. You are pretty sure there is a fight ahead.

Five brilliant geysers of crackling energy light this large room. Each of these sprays of liquescent light plume from the upturned maws of five draconic heads, themselves emerging on long necks from the edge of a low platform in the center of the room. The light gathers in the domed ceiling above, pooling in an upside-down lake of glowing energy that ripples like water and periodically drips long, stringy strands of thick light down on the ground below to flash and sizzle away instantly in a blast of acrid smoke. Strange, ghostly shapes seem to writhe and dance in the light pool above—twisted, nightmarish fiends and grinning dragons with great glowing eyes.

The room itself is roughly oval. The walls, inscribed from top to bottom with a scalelike pattern, arch upward gently, almost giving the chamber the appearance of being inside a gigantic dragon egg. The pool of light shimmers fifty feet above, and only twenty feet below that a five-foot-wide balcony encircles most of the room’s perimeter. Five oval alcoves are arranged in the room’s walls at this level, and looming in each one is a magnificent stone statue of one of the five chromatic dragon kinds.

The High Wyrmlord Azarr Kul stands in the center of the room atop the central pedestal. The half-dragon hobgoblin is nearly seven feet tall, his body covered with brilliant blue scales and a magnificent horn jutting from his brow. He sports a beardlike growth of scales on his chin. Lightning crackles over his eyes and jaws. Large wings spread from his back, and he is clad in red dragonscale armor.

Four draconic-looking devils - Blue Abishai like you fought before - lurk in the corners of the room.

The crackling and infernal wailing of the energy and spirits make it hard to hear. Fortunately, this also prevents the enemy from hearing your approach - but once they see you, they motion to gain the High Wyrmlord's attention, and they all move to attack.

Initiative:
Bran: 1d20 + 6 ⇒ (8) + 6 = 14
Tal’ariel: 1d20 + 11 ⇒ (3) + 11 = 14
Hamailii: 1d20 + 6 ⇒ (14) + 6 = 20
Trellara: 1d20 + 6 ⇒ (9) + 6 = 15
Daniel: 1d20 + 5 ⇒ (5) + 5 = 10
Azarr Kul: 1d20 + 5 ⇒ (14) + 5 = 19
Abishai: 1d20 + 7 ⇒ (11) + 7 = 18

Hamailii readies an arrow to interrupt spellcasting.

Readied Attack:
Longbow, IC +2, Dragon-bane arrow: 1d20 + 14 + 2 + 2 ⇒ (4) + 14 + 2 + 2 = 22

The High Wyrmlord is no fool - he moves off the pedestal, and with cover from it he completes a spell... or two.

Hamailii's readied arrow would have missed anyway. So, this guy is CR13 in the original. I let him keep his 4th-level spells, bending the rules of P6, but replaced his 5th and 6th-level spells with Quickened lower-level ones.

The Blue Abishai move to attack.
Charge on Tal'ariel: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Charge on Bran: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
The tail crackles with electricity, but this fails to injure Bran due to the Communal Resist Energy on you.
Charge on Daniel: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
The last one starts concentrating, likely trying to Summon another.

Round 1 - GOOD HOPE, INSPIRE COURAGE +2
Hamailii
Azarr Kul
Abishai
Bran -6
Daniel -4
Tal'ariel
Trellara


Hmm.... there is bright light in the room you are in, as well as in the room above. So Daniel's cloak isn't going to let him fly.

Hamailii already did cast Fly on Bran.
She can use her bonded item any-spell for another Fly.
Lord Jarmaath also gave you a Scroll of Fly.

So between Hamailii's two slots, Tal'ariels two slots, and the scroll, that covers everybody. As long as nobody gets hit with a Dispel Magic on the way up.

It is a DC 20 check to go straight up, and Tal'ariel's spell only gives you a +6 before ACP; but then again Daniel has +3 Dex and +2 Good Hope and -1 ACP, so that's still a +10, therefore he can Take 10 and make it.

So that is the plan? Fly up and see what is up there?
I will assume you all heal to full. (No need to track wand charges at this point.)

This may take me a couple of days to get set up (between the holidays and the complexity of what is ahead...)


The priests do not have anything that would be of use to you, other than a few potions of healing (5 CLW and 2 CMW).

There is something far above.

Flashes of light in various colors illuminate the top of the shaft. By the light, it seems there is a room up there.

Hamailii Knowledge (Religion), Good Hope: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Hamailii has no idea about the significance of this altar or these priests to the ritual.

Trellara thinks on it for a moment.
Trellara Lore Master Knowledge (Religion), Good Hope: 20 + 6 + 2 = 28

"This altar here augments the prayers of worshippers of Tiamat. But it is in support of a ritual elsewhere... above, most likely. The prayers and the power ascend to that chamber.
There might be another way, as Daniel says. Though up would seem the most direct way."

There is indeed another exit to the west, as Tal'ariel finds the secret door without much difficulty. via Take 10 and Good Hope.


Bran is once again held by Infernal magic.
The warpriest is too far away to attempt a CdG, so he settles for charging Bran with his pick.
Yes, the 'boss clerics' actually have picks. Fortunately this guy ran away when he was flanked.

Attack, Charge: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Damage, Destructive Smite: 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8

Trellara next tries to shake off the paralysis.
Will: 1d20 + 7 + 2 + 2 ⇒ (10) + 7 + 2 + 2 = 21

Hamailii sees the danger that Bran is in from the remaining cleric, who has his mace out and is ready to crush Bran's head.

Longbow: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d8 + 12 ⇒ (1) + 12 = 13
Longbow: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d8 + 12 ⇒ (3) + 12 = 15
Longbow: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d8 + 12 ⇒ (2) + 12 = 14

Two arrows drops the enemy cleric, and a third staggers the warpriest. From there, is a short fight to finish the last enemy caster.

Moving to the altar to Tiamat that the clerics were praying at, you see a ten-foot-wide high shaft rising 100 feet straight up.

What do you do?


I keep forgetting that Invisibility Purge would prevent Trellara from using Vanish on anyone... so I guess she just moved up with sword in hand.

Anyway...

In a whirlwind of steel and mithral, Daniel drops one enemy cleric with his first swing, then steps up and takes out two more!

Bran is up, needing a DC14 Will save!


They have heavy shields and needed one hand free for casting, so they actually couldn't have gone straight to CdG this round - needed to draw weapon, and CdG is a full-round action. But yes, those were some strikingly bad save rolls.


Tal'ariel hits both of her foes with a devastating swing.
Red at -34 and just barely up, Yellow at -32.

The wounded warpriest (Yellow) quickly casts a spell, manages to slip out of the flank evading his attackers, and then casts another spell!
He cast Grace as a swift action, enabling him to move without provoking AOOs.

He tries to paralyze Tal'ariel, fearing her deadly curve blade.
Tal'ariel save vs Hold Person, Elf, Good Hope: 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27
The spell fails.

Trellara delays, seeing that the battle is well in hand.

Hamailii fires her longbow, dropping one of the enemy clerics.
Attack: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 1d8 + 12 ⇒ (7) + 12 = 19

She aims at the warpriest in the back, hitting him once.
Attack, Cover: 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Attack, Cover: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 25
Damage: 1d8 + 12 ⇒ (4) + 12 = 16
Yellow at -48.

The four remaining clerics all have Spiritual Weapons attacking Trellara. The ghostly dragon-fang picks are more accurate this time around.
White: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Black: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Green: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Blue: 1d20 + 5 ⇒ (3) + 5 = 8
Trellara at -19.

They also have their own actions this round, and each tries to paralyze one of you.
Bran Will, Good Hope: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
As soon as Bran is paralyzed, Trellara comes of delay, steps up, and casts Vanish on him!

Trellara Will, Elf, Good Hope: 1d20 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12
But then she is paralyzed!

Daniel Will, Good Hope: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21

Tal'ariel Will, Elf, Good Hope: 1d20 + 8 + 2 + 2 ⇒ (1) + 8 + 2 + 2 = 13
Tal'ariel also succumbs to the spell!

With most of the warriors paralyzed, the clerics all draw their maces and prepare to crush the skulls of their foes.
Would be quite nasty if they had Hold Person plus picks... as it is, their CdG damage is 2d8+2, avg 11, which would be a DC 21 Fort save.

Round 5 - GOOD HOPE, HASTE, and INSPIRE COURAGE +2 are active
Bran -12 - Held, need DC 14 Will as full-round action; Vanished
Daniel -6
Tal'ariel - Held, need DC 14 Will as full-round action

Warpriest (Yellow -48)
Trellara -19 - Held
Hamailii
Clerics (White -10, Black -20, Green -10, Blue -20)


A 46-point crit with a short sword at level 6... yep, he's dead.

Daniel eliminates one of the enemy casters.


Tal'ariel's two strikes are just enough to finish the remaining wraith.

An enemy warpriest moves down the hall and casts Dispel Magic on Hamailii's Invisibility Purge.

CL: 1d20 + 6 ⇒ (6) + 6 = 12

It fails, so his ally tries the same thing.

CL: 1d20 + 6 ⇒ (3) + 6 = 9

His spell fails as well.

Hamailii, annoyed at this disrespect, unleashes a volley of arrows.

Hamailii Arrows:
Attack: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 12 ⇒ (4) + 12 = 16
Hasted Attack: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Rapid Shot: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d8 + 12 ⇒ (7) + 12 = 19

35 damage to Grey.

Trellara ends her performance and lets it linger in the air.
She uses the wand of Fireball again... catching not only the warpriests, but also the lesser enemy clerics who had been Invisibly sneaking down the hall (beyond the radius of the Invisibility Purge). The smoke coming off of their forms gives away their presence momentarily.

UMD: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage: 8d6 ⇒ (2, 4, 2, 5, 1, 2, 3, 1) = 20

Enemy Saves:
Grey: 1d20 + 2 ⇒ (19) + 2 = 21
Yellow: 1d20 + 2 ⇒ (13) + 2 = 15
White: 1d20 + 1 ⇒ (19) + 1 = 20
Black: 1d20 + 1 ⇒ (12) + 1 = 13
Green: 1d20 + 1 ⇒ (20) + 1 = 21
Blue: 1d20 + 1 ⇒ (3) + 1 = 4
Red: 1d20 + 1 ⇒ (2) + 1 = 3

The lesser enemy clerics, all burned but still alive, move up some more and target Trellara with Spiritual Weapon spells. Five ghostly dragon-tooth heavy picks materialize and attack the bard. Most of them miss the nimble elf, but one manages to strike her.

Spiritual Weapons:
White: 1d20 + 5 ⇒ (11) + 5 = 16
Black: 1d20 + 5 ⇒ (11) + 5 = 16
Green: 1d20 + 5 ⇒ (7) + 5 = 12
Blue: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Red: 1d20 + 5 ⇒ (5) + 5 = 10

6 Damage to Trellara.
All of the enemy clerics are now visible, having used their spells to attack.

Round 4 - GOOD HOPE, HASTE, and INSPIRE COURAGE +2 are active
Bran -12
Daniel -6
Tal'ariel

Warpriests (Grey -45, Yellow -10)
Trellara -6
Hamailii
Clerics (White -10, Black -20, Green -10, Blue -20, Red -10)


It takes all three swings - their ghostly forms are only partially affected by his sword - but Bran is able to drop his foe.


Daniel hits three times, his shadowy blade striking the shadowy undead. His second hit drops the Wraith, and his third hit (on Yellow) triggers an attack from Tal'ariel, who also hits.

Bran and Tal'ariel are up!
Yellow at -35, Brown at -11.


Yeah, my bad... I was thinking you could have finished off Teal with an AOO and then Bran's attack could have gone against another, but the positioning doesn't work. I will just hold that AOO for the next time one of your allies hits.

A wraith moves up and attacks Bran.
Touch on Bran: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm?: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 ⇒ (6, 6) = 12 Ignores DR
Bran Fort, Inspiring Flex: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32
The warrior's immense stamina resists the deathly touch of the wraith.

Touch on Tal'ariel: 1d20 + 6 ⇒ (11) + 6 = 17
Her Shield saves her again!

Touch on Daniel: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 ⇒ 1
Daniel Fort, Inspiring Flex: 1d20 + 13 + 4 ⇒ (6) + 13 + 4 = 23
Holy power protects Daniel.

The wraiths are little more than a nuisance to the heroes...

Two clerics move towards the party, curse as they flicker into view when moving within range of the Invisibility Purge, and move back.

Trellara begins INSPIRE COURAGE +2!

Hamailii opens fire on a wraith (Magenta).
Longbow, Haste, Good Hope, Inspire Courage, Rapid Shot, Deadly Aim, PBS: 1d20 + 12 + 1 + 2 + 2 - 2 - 2 + 1 ⇒ (15) + 12 + 1 + 2 + 2 - 2 - 2 + 1 = 29
Damage: 1d8 + 12 ⇒ (3) + 12 = 15
Hasted Attack: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d8 + 12 ⇒ (2) + 12 = 14
Rapid Shot: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 12 ⇒ (8) + 12 = 20

The remaining enemy clerics are out of sight...

Round 3 - GOOD HOPE, HASTE, and INSPIRE COURAGE +2 are active
Bran -12
Daniel -6
Tal'ariel

Warpriests
Wraiths (Yellow -18, Brown -11, Magenta -35)
Trellara
Hamailii
Clerics


Tal'ariel, didn't you take the Opportunist advanced Rogue talent as a special boon? You could use that for an extra attack.


@Bran, correct, my mistake.

INSPIRING FLEX IS ACTIVE! FEEL THE POWER!

@Daniel, can't crit incorporeals without a Ghost Touch blade, sadly.

Daniel's swords flash as he cuts ribbons of shadow away from a wraith.
Teal at -43.

Bran lands a hit with his greatsword, finishing it.

Tal'ariel is up!


Before Trellara can react, the enemy acts!
First, the warpriests cast some spells... though you cannot tell what they might be.

Then, the wraiths fly down the hall to attack!
Two are able to reach you.
Incorporeal Touch on Tal'ariel: 1d20 + 6 ⇒ (11) + 6 = 17
The elf's Shield spell saves her from the wraith's deadly touch, its arcane power crackling.

Incorporeal Touch on Daniel: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 ⇒ 5
Fort Save, Good Hope: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20

Daniel feels a chill as the wraith touches him 5 damage, but his soul resists the worst effects. No Con drain.

Trellara pulls out her trusty wand.
UMD: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
A blast of fire catches the wraiths.
Damage: 8d6 ⇒ (1, 3, 4, 2, 1, 1, 1, 5) = 18
Teal: 1d20 + 4 ⇒ (2) + 4 = 6
Yellow: 1d20 + 4 ⇒ (9) + 4 = 13
Brown: 1d20 + 4 ⇒ (6) + 4 = 10
Magenta: 1d20 + 4 ⇒ (1) + 4 = 5
9 damage to each.

Hamailii channels the power of Desna. DC 16 for half.
Channel: 3d6 ⇒ (2, 1, 2) = 5
Teal, Channel Resistance, Unhallow: 1d20 + 6 + 2 + 4 ⇒ (14) + 6 + 2 + 4 = 26
Yellow: 1d20 + 12 ⇒ (13) + 12 = 25
Brown: 1d20 + 12 ⇒ (4) + 12 = 16
Magenta: 1d20 + 12 ⇒ (6) + 12 = 18

Finally, the enemy clerics cast some spells.

Round 2 - GOOD HOPE and HASTE are active
Bran
Daniel -5
Tal'ariel

Warpriests
Wraiths (Teal -11, Yellow -11, Brown -11, Magenta -11)
Trellara
Hamailii
Clerics


Tal'ariel looks northward.
A wide hallway leads to the next room.

This circular chamber is dominated by a three-tiered circular platform. Five sinuous stone dragon necks arc up from around the second tier, their heads turned upward to aim open maws at a pulsating hemisphere set in the ceiling above. Within each of the dragon’s jaws glows a brilliant sphere of rapidly pulsating light, shifting from white to red to green to blue to black. The ceiling in this area rises to a thirty foot-high dome. An alcove to the north houses a ten-foot-wide shaft leading up through the ceiling.

Five priests stand at the dragon heads on the pedestal's second tier. They are colored White, Green, Blue, Red, and Black on the map.

Two more priests, in different garb, stand back-to-back on the pedestal's top tier. Grey and Yellow.

All of them seem to be chanting, directing prayers up the central shaft above the pedestal.

Despite Tal'ariel's great Stealth, there are four shadowy entities in the room that she cannot hide from.
Knowledge (Religion), Good Hope: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17

Tal'ariel knows these are wraiths, dangerous incorporeal undead. They can suck the life out of you with a touch. Incorporeal touch for Con drain, although there is a Fort save on that. And as a bonus fact I'll tell you that they have Lifesense, the dirty cheating bastards.

The wraiths shriek, and the priests turn their attention from their chanting.

Initiative:

Bran: 1d20 + 6 ⇒ (16) + 6 = 22
Tal'ariel: 1d20 + 11 ⇒ (5) + 11 = 16
Hamailii: 1d20 + 6 ⇒ (3) + 6 = 9
Trellara: 1d20 + 6 ⇒ (6) + 6 = 12
Daniel: 1d20 + 5 ⇒ (12) + 5 = 17
Wraiths: 1d20 + 7 ⇒ (7) + 7 = 14
Warpriests: 1d20 ⇒ 15
Clerics: 1d20 ⇒ 8

Round 1 - GOOD HOPE is active
Bran
Daniel
Tal'ariel

Warpriests
Wraiths
Clerics

There are a lot of foes here, and wraiths are quite dangerous. So consider your tactics to avoid being overwhelmed.


I'll get an update tonight or tomorrow.


Hamailii can do so, and does.
The Light pebble falls and falls, about 200'. It is too far away and too dim to make out any details of what is below. But there is a bottom to the pit.


I know Daniel is still around, but may be just very busy. Will bot him for this low-stakes round.

Attack: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 16 ⇒ (4) + 16 = 20

Hasted Attack: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 16 ⇒ (1) + 16 = 17

Off-Hand: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 13 ⇒ (3) + 13 = 16

Iterative: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 16 ⇒ (3) + 16 = 19

Daniel finishes off the last wyvern.

There seems to be no way out from this cavern.
You split up and search the back of the alcoves and the walls between them.

With Good Hope, the Perception checks are: Bran +13, Tal'ariel +16, Daniel +11, Hamailii +20, Trellara +13.

Given the size of the room, and the DCs, I will say it takes 1 minute for Tal'ariel to find the secret door leading out.

Total time elapsed since entering: 3 minutes.

A short corridor leads to the next space.

The air in this large cavern is cold and smells musty. Thick carpets of pallid fungus grow around the stalagmites that cover the floor of this cave, and razor-sharp stalactites hang from the ceiling above. The cave’s floor has three tiers, each rising five feet above the one before it. The ceiling slopes upward to the north as well, never reaching a height of more than twenty feet. To the far north, a fifteen-foot-wide passageway continues north. To the south, a massive, irregular pit yawns into darkness.

There are three dangerous beasts in here - Greenspawn Razorfiends, like you fought in the swamp. However, as Bran and Daniel are still Flying the terrain which would be an advantage to them is much less so. And the tactics described for them are somewhat hampered due to the fact that they have only +2 Stealth. Plus, the module has them using Sunder on your gear which is not a great design choice. And they are rather similar to the wyverns.

So... after a short fierce battle, backed up by a few Fireballs and Hamailii's bow, you finish off these beasts.

Time elapsed: 4 minutes.

Search the deep dark pit, or take the passageway north?


@Bran, you forgot to apply the -5 to hit on your iterative, but no matter. The 82 damage you did is more than enough.

Bran slices the wyvern in twain, freeing Daniel.
Tal'ariel strikes hard on the last of the reptiles.

Yellow at -65, and Daniel is up!


Daniel strikes the wyvern twice before Bran finishes it off with his first swing.

Bran then redirects his remaining attacks to another figured you would 5' step and attack Yellow or Black.

Black at -59.

I think Tal'ariel can hit two. Yellow and Black?

Yellow Will Save: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Black Will Save: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

One is blinded.

Wyvern Attack Spam:
Blue Sting on Daniel: 1d20 + 10 ⇒ (13) + 10 = 23
Blue Bite on Daniel: 1d20 + 10 ⇒ (20) + 10 = 30
Confirm?: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Grab: 1d20 + 16 ⇒ (18) + 16 = 34
Blue Wing on Daniel: 1d20 + 5 ⇒ (8) + 5 = 13
Blue Wing on Daniel: 1d20 + 5 ⇒ (7) + 5 = 12

Yellow Will Save: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18

Black Sting on Bran: 1d20 + 10 ⇒ (9) + 10 = 19
Black Bite on Bran: 1d20 + 10 ⇒ (11) + 10 = 21
Black Wing on Bran: 1d20 + 5 ⇒ (7) + 5 = 12
Black Wing on Bran: 1d20 + 5 ⇒ (15) + 5 = 20

Daniel is hit once, is grabbed in the creature's jaws. Grappled.
The blinded wyvern manages to shake off the Glitterdust, and the one that resisted the spell attacks Bran ineffectually.

Trellara, understanding the need to end this quickly, moves up and uses the wand again.
UMD: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Damage: 8d6 ⇒ (2, 2, 3, 6, 2, 6, 6, 2) = 29
Blue Reflex: 1d20 + 6 ⇒ (3) + 6 = 9
Yellow Reflex: 1d20 + 6 ⇒ (17) + 6 = 23
Black Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Flames engulf the room, and one wyvern is barely able to keep aloft. Black is Disabled.

Hamailii moves up and takes a single shot, felling another wyvern.
Attack: 1d20 + 16 ⇒ (14) + 16 = 30
Vital Strike Damage: 2d8 + 12 ⇒ (4, 7) + 12 = 23

And very quickly there are only two wyverns left.

Round 3 - HASTE, GOOD HOPE, INSPIRE COURAGE +2
Trellara
Hamailii
Tal'ariel
Bran
Daniel -14 (Grappled)

Wyverns (Blue -29, Yellow -45)

@Daniel, you might want to wait until after Bran and Tal'ariel, to see if they can either drop the wyvern grappling you or free you some other way.

1 to 50 of 1,266 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>