Axiomite of Xin

Mareq's Summoned Ally's page

22 posts. Alias of DEREK LANE 127.


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Mareq dismisses the air elemental and summons instead a servant of good to combat Sempet Sevenfingers! Summon Monster: Bralani Azata

The azata seems to know about Sevenfingers, as she immediately attacks him, firing a lightning bolt from her stern, righteous eyes.

"FEEL THE WRATH OF HEAVEN, MONSTER!" she shouts over the crackling of her heavenly lightning.

Lightning bolt DC15 half: 6d6 ⇒ (4, 4, 5, 5, 5, 3) = 26


Mareq's Summoned Ally wrote:
Retcon air elemental move, since Pandora seems not to want it/need it.

It appears that Pandora is NOT paralyzed and doesn't need a rescue by the air elemental. Seeing this, the elemental does not land and cause a storm of rigging, sails, lines, belaying pins etc that would obscure Pandora's vision. Instead, it transforms into its normal form and attacks Sevenfingers.

Takes the +2 attack from Blessing of Fervor for this round

Slam: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 Dmg: 1d8 + 4 ⇒ (5) + 4 = 9


The air elemental moves over the top of the paralyzed Pandora and Sevenfingers, settling to the ground, kicking up debris from the boat deck, creating a swirling concealing mess.

Whirlwind cloud: obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris (Sevenfingers) must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Pandora knows the elemental is able to carry people within its whirlwind body (as it has done to three ghouls already). Just have to fail a Reflex save, which a PC can always do voluntarily. ;-)

Both Pandora (sorry) and Sevenfingers need to make two Ref saves vs damage and "pickup", since the elemental is directly atop them. Because this damages a PC, I want to make sure Pandora is OK with this. If not, I will retcon.

slam dmg: 1d8 ⇒ 6
Reflex DC18 to avoid damage
Second Reflex DC18 to avoid being lifted up by the Whirlwind.

All of the above is a result of a Move Action. So... if Pandora is good with this, the elemental will move (with her in it) to the bow of the ship using its final Move Action this round.


Mareq's Summoned Ally wrote:

The air elemental immediate returns to the boat after dropping the ghoul last round and occupies the four squares that include the bogeyman, attempting to pick the bogeyman up in its whirlwind.

[dice=slam dmg]1d8
Reflex DC18 to avoid damage
Second Reflex DC18 to avoid being lifted up by the Whirlwind.

Does the bogeyman save against the air elemental’s whirlwind?


The air elemental immediate returns to the boat after dropping the ghoul last round and occupies the four squares that include the bogeyman, attempting to pick the bogeyman up in its whirlwind.

slam dmg: 1d8 ⇒ 3
Reflex DC18 to avoid damage
Second Reflex DC18 to avoid being lifted up by the Whirlwind.


GM Qstor wrote:
the ghoul near Harrow and Hub is grabbed by the air elemental

The air elemental will have therefore spent its second move action to speed 100ft away from the boat with the ghoul. It drops the armored ghoul in the water as a free action.


The air elemental sinks down atop the ghoul (or the bogeyman, if the ghoul was successfully picked up in the previous round) and tries to suck it up into its whirlwind.

slam dmg: 1d8 ⇒ 3
Reflex DC18 to avoid damage
Second Reflex DC18 to avoid being lifted up by the Whirlwind.

If successful, the air elemental (it's second move action) flies 100ft out and drops the ghoul (free action).


The fire elemental immediately steps forward and attacks the spider in the middle.

Surprise Round
Slam: 1d20 + 14 ⇒ (1) + 14 = 15 dmg+fire: 1d8 + 4 + 1d8 ⇒ (6) + 4 + (5) = 15 Burn DC16 for: 1d4 ⇒ 3 rounds.

Round One, Hasted
Slam: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22 dmg+fire: 1d8 + 4 + 1d8 ⇒ (3) + 4 + (2) = 9 Burn DC16 for: 1d4 ⇒ 3 rounds.
Slam: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 dmg+fire: 1d8 + 4 + 1d8 ⇒ (7) + 4 + (1) = 12 Burn DC16 for: 1d4 ⇒ 3 rounds.
Hasted Slam: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24 dmg+fire: 1d8 + 4 + 1d8 ⇒ (2) + 4 + (6) = 12 Burn DC16 for: 1d4 ⇒ 1 rounds.

Have included Rounds of burn for each attack, on the assumption the spider will make it save and you'll need another d4 roll for next save. I don't think Burn stacks so, once the spider fails its save, ignore the rest of the rolls for rounds of Burn, please.


"Lord Husarq," says Hakim-Sharif to the efreeti. "I am needed elsewhere urgently. I do apologize for not being able to witness what will be, surely, another of your amazing victories. I shall return as soon as I am allowed."

With that, the janni winks at Mareq, saying telepathically and ominously, Good luck, ifrit. You shall certainly need it.

And he vanishes. To where, Mareq knows not.


Husarq wrote:
"Hakim-Sharif, what are you doing over there, when there is blood to be shed and prey to be slaughtered?"

"M'lord, I am struck immobile by your combat prowess," he responds, from where he hovers behind Husarq. "And I believe your compatriots would like this opportunity to prove their mettle and worthiness to be in your amazing company!"


Do try not to make my job any harder, Venture Captain Benarry, says Hakim-Sharif to the pathfinder telepathically. He's like a lazy dire tiger. Don't poke him when he snarls and he'll forget all about it and go back to sleep.

"Hmmm, your tattooed sigils are the keys to open the Gloomspire? I imagine if they worked from inside, you would have used them long ago to open a doorway, yes?" says Hakim-Sharif to Hrethnar. He turns to Husarq and bows he head before addressing him.

"Oh Mighty One, while you would no doubt enjoy... <ahem> ... flaying this silly mortal pirate, I don't think his skin would work to open the doorway from inside the Gloomspire. Being trapped inside this demiplane would be... undesirable. Instead, I shall endeavor to find a source of entertainment for you inside the Gloomspire. Something more worthy of your attention, no doubt," says the janni Hakim-Sharif.

When Hakim-Sharif mentions being trapped in another plane, Husarq frowns and spits, remembering (link1) something (link2). "Hmmph. Agreed."

Onward


"Oh Mighty Husarq, he clearly would prefer to be dead before you flay him. And mortals always squirm too much when they're being flayed while alive. The map tattooed on his flesh may be damaged. Really quite considerate of him to realize this, Your Worshipfullness," says Hakim-Sharif, placatingly.

Distract him and arrange for the weapon blanche, you fool, before he decides to murder all these mortal pirate types and eat them, he says telepathically to Mareq. Or at least tries to.


"Perhaps, Lord, if you will be facing incorporeal undead, a pouch or two of ghost salt would be helpful. Otherwise, they would only feel a portion of your just and mighty wrath," says the jann servant, Hakim-Sharif, with a smile.

He looks at Mareq and raises his left eyebrow, communicating telepathically with him, Your time away from bondage in the City of Brass has allowed you to forget how to properly soothe the ego of an insane efreeti lord, Mareq. How would anything ever get done in the City of Brass without the well-phrased recommendations of their servants?

Can we buy some ghost salt?


The drastically weakened fire lion continues biting and raking the clockwork mage.

Grapple check: 1d20 + 26 + 5 ⇒ (6) + 26 + 5 = 37 bite dmg: 1d8 + 2d6 + 9 + 2 ⇒ (5) + (4, 6) + 9 + 2 = 26
rake1 dmg: 1d4 + 2d6 + 9 + 2 ⇒ (3) + (6, 4) + 9 + 2 = 24
rake2 dmg: 1d4 + 2d6 + 9 + 2 ⇒ (4) + (6, 1) + 9 + 2 = 22

Haste grapple check2: 1d20 + 26 + 5 ⇒ (1) + 26 + 5 = 32 bite dmg: 1d8 + 2d6 + 9 + 2 ⇒ (8) + (2, 4) + 9 + 2 = 25 I THINK THIS MISSES?


The fire lion has DR3. So, I believe he took 14 dmg (force) and only 6 dmg (bludgeoning) from the three arms. That leaves him at 7hp and still grappling.


The fire lion charges at the clockwork mage and grabs and rakes it! In doing so, it charges directly past the soldier, ignoring it, intent on savaging the clockwork thing that hurt it! (AoO AC18)

bite: 1d20 + 16 + 1 + 2 + 2 ⇒ (6) + 16 + 1 + 2 + 2 = 27 bite dmg: 1d8 + 9 + 2 ⇒ (7) + 9 + 2 = 18 fire: 2d6 ⇒ (2, 3) = 5
Haste bite: 1d20 + 16 + 1 + 2 + 2 ⇒ (4) + 16 + 1 + 2 + 2 = 25 bite dmg: 1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14
fire: 2d6 ⇒ (3, 2) = 5
claw1: 1d20 + 17 + 1 + 2 + 2 ⇒ (8) + 17 + 1 + 2 + 2 = 30 claw1 dmg: 1d4 + 9 + 2 ⇒ (4) + 9 + 2 = 15 fire dmg: 2d6 ⇒ (3, 1) = 4
claw2: 1d20 + 17 + 1 + 2 + 2 ⇒ (6) + 17 + 1 + 2 + 2 = 28 claw1 dmg: 1d4 + 9 + 2 ⇒ (1) + 9 + 2 = 12 fire dmg: 2d6 ⇒ (3, 5) = 8
rake1: 1d20 + 17 + 1 + 2 + 2 ⇒ (11) + 17 + 1 + 2 + 2 = 33 claw1 dmg: 1d4 + 9 + 2 ⇒ (1) + 9 + 2 = 12 fire dmg: 2d6 ⇒ (2, 1) = 3
rake2: 1d20 + 17 + 1 + 2 + 2 ⇒ (16) + 17 + 1 + 2 + 2 = 38 claw1 dmg: 1d4 + 9 + 2 ⇒ (3) + 9 + 2 = 14 fire dmg: 2d6 ⇒ (5, 4) = 9

Grab: 1d20 + 26 ⇒ (17) + 26 = 43


The dire lion, so out of place in this underground blackness, paces uncomfortably, wishing it was back in the warmth of the Plane of Fire, eating salamander bits in the kennels of the sultan's palace.

Mareq will summon early enough so that the allied lion gains the benefits of Coordinated Effort, Good Hope and Haste.


The water elemental struggles as it is pummeled by the undead thing. Part of its body rears up out of itself, like a huge column of water, and slams into the enemy! Thanks to the fervor of Berosius, it strikes a second time as part of a full attack!

slam: 1d20 + 14 ⇒ (9) + 14 = 23 Dmg: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10
slam: 1d20 + 14 ⇒ (4) + 14 = 18 Dmg: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9

I'm thinking that its normal two slams would be limited by the grapple, though nowhere does it say the elemental has "hands" that a grapple maneuver normally restricts.


Suhrealit-shol bubbles in pain, if what it feels can be interpreted as pain. Nevertheless, it attacks the huge skeletal creature! Berosius' spell invigorates the elemental to attack with more fervor!

Blessing of Fervor choice: +2 attack, +2AC/Reflex saves

Slam 1: 1d20 + 14 + 1 + 2 ⇒ (10) + 14 + 1 + 2 = 27 Dmg: 1d8 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12
Slam 2: 1d20 + 14 + 1 + 2 ⇒ (6) + 14 + 1 + 2 = 23 Dmg: 1d8 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15


GM Engleaktig wrote:
The undead monstrosity chases after the elemental and attacks once from it's long reach. The elemental coincidentally takes 17 HP more damage from the undead.

The elemental, Suhrealit-shol, feels its power leeching from the wounds the undead thing has caused. But as it reaches the surface, it feels the healing energy of one of the mortals suffuse its essence. Why a mortal would do such a thing is oddly beyond the alien thinking of Suhrealit-shol.

Thanks, Berosius!
This round, the elemental selects the extra attack from Blessing of Fervor

Suhrealit-shol turns (if a water elemental can actually "turn") and slams the undead thing!

Slam 1: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 Dmg: 1d8 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12
Slam 2: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22 Dmg: 1d8 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13
Slam extra: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 Dmg: 1d8 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16


The same rip in the fabric of reality appears, with an awful, unheard, shredding sound. A hellhound leaps from the plains of Avernus into the Shadow plane behind the shadow. It immediately attacks.

Breath weapon RefDC 16: 2d6 ⇒ (4, 4) = 8

After breathing, it steps around the shadow, moving so as to draw its attention.

Move ten feet, within striking range of an AoO.


There is a strange shimmer behind the tentacled monstrosity. The air warps and plunges, tightening, stretching, imploding and exploding all at once.

With an inaudible <rip> that ever person nearby hears, nonetheless, in their guts, a tear in reality appears. Through the rip is a hellish landscape of fire and lava. A brutish flaming devil stands in the rip, holding a molten chain leash attached to a burning hound, with flaming eyes and a howl full of infernal rage. The devil smiles and looks into the Heart Room, seeking something. It drops the chain, releasing the hell hound. "Where are you, Mareq ibn Molthune al-Shamiri? When will you come to me? When, when, when?"

The hound steps through the rip in reality just as it closes, the questioning devil left behind upon the Plains of Hell.

The hound immediately attacks the monstrosity from behind, flanking the creature.

Breath wpn RefDC16: 2d6 ⇒ (3, 3) = 6
Breath every: 2d4 ⇒ (2, 1) = 3 rounds