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![]() Turel Avundlil wrote:
It is complicated by spotty vacation internet. I probably had to redo that post 4 times. You will remain at -12. Zaashakar knows she is in trouble when her frightening spell does not take hold. Sure enough Snorri, the engine of destruction, lands another might blow and Zaashakar collapses, lifeless and truly dead. The poppet, who had been set on a pedestal, calls out plaintively with out stretched arms “I’m free! Free from that evil witch! Please take me with you and allow me to serve Abadar with a righteous ally!” DC 25 sense motive: You recognize that the tiny poppet is lying, desperately seeking a new host. ![]()
![]() In spite of feeling a bit wobbly, Eegru's training takes over and he lands a mighty kick (for him) to the egomaniac. concentration: 1d20 + 5 ⇒ (19) + 5 = 24 Z steps back and a ray and spell strike out at Snorri almost simultaneously. Z really did not like that hit on her, but at least the ray misses (again). ranged touch, entangled: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 ❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Turel Avundlil (-11 HP; need stabilization roll; need DC 14 fort save)
Zaashakar (-22 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast}) ![]()
![]() Snorri's blow puts a damper on her enthusiasm, eliciting a grunt of surprise. But Vaultkeeper, perched on hir shoulder murmurs encouragements, egging her on. Navatsiyk lands a lucky blow too, scoring a bit of damage. Turel slips closer to death, wondering if this mission was over his head. Turel, I also need a DC 14 fort save vs. the Aurum Death disease. DC 18 knowledge (religion):
You can tell that Zaashakar is a form of ghoul and can paralyze, but the normal ghoul fever disease is replaced by the Aurum Death disease. ❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Snorri (-0 HP)
❖❖❖ Round 3 ❖❖❖ Turel Avundlil (-11 HP; need stabilization roll; need DC 14 fort save) ![]()
![]() Turel advances and flashes a knife at the would-be-god, but misses, but it dows draw her attention. Zaashakar points a finger and a ray shoots out at Turrel from the northern crystal (swift action). to hit ranged touch: 1d1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11 When that fails she attacks with her claws and teeth and Turel goes down. to hit claw, entangled: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
❖❖❖ Round 2 ❖❖❖ Eegru (-0 HP; disease in progress; sickened for a while)
Zaashakar (-0 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast}) ![]()
![]() Current statuses (after taking into account Gnasher's temp HP): Shadow (-86 HP; resist fire: expires after 40 minutes).
Are you going to rest a day? That way you would all heal up fully, lose the negative level, and, best of all, NO MATH. ![]()
![]() Zaashakar is entangled by Eegru's net, but the eidolan's attacks are still ineffective. ❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Zaashakar (-0 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast}) Snorri (-0 HP)
❖❖❖ Round 2 ❖❖❖ Eegru (-0 HP; disease in progress; sickened for a while)
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![]() I always get my genders mixed up when dealing with characters. Zaashakar scowls at you all. "Inconvenient, but this should not take long, Right Vaultkeeper?" Excitedly, like a child eying a bag of choclolate, yet oh so sweetly, like an rotting apple covered with yellowjackets, Vaultkeeper chimes in with "Right! Ascension can wait until you deal with these interlopers." init rolls:
init (Turel Avundlil): 1d20 + 10 ⇒ (17) + 10 = 27 init (Eegru): 1d20 + 3 ⇒ (16) + 3 = 19 init (Snorri): 1d20 + 2 ⇒ (5) + 2 = 7 init (Navatsiyk): 1d20 + 2 ⇒ (5) + 2 = 7 init (Navatsiyk's eidolan): 1d20 + 1 ⇒ (13) + 1 = 14 init (Zaashakar): 1d20 + 4 ⇒ (6) + 4 = 10
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Zaashakar (-0 HP) Snorri (-0 HP)
❖❖❖ Round 2 ❖❖❖ ![]()
![]() No traps A grand burial chamber with a large dais in the center appears to have been converted into a ritual chamber. Two concentric circles of ornate runes have been scrawled in chalk atop the dais. The dais itself is surrounded by four obelisks, each of which is topped with an inverted tetrahedron clasped by a black stone claw. Each of the crystals emits a strange, crimson glow. Zaashakar is here, preparing some kind of ritual conversing with an eerie Poppet. "Vaultkeeper, my little friend, soon we will ascend, and we will finally have the power to reach beyond this world!” Vaultkeeper responds to Zaashakar’s statements in a sweet, almost childlike voice, murmuring hopeful encouragements. Zaashakar notices the PCs entering the room, and smirks at them and says “Well, found us, have you? It’s too late now. As soon as my employer gets here I shall become something more powerful than you can possibly imagine!” As Zaashakar cackles madly at her own declaration, the
At this, Zaashakar stops cackling and a strangely serious look comes over her face. “Quite right, quite right. Well, my would-be heroes? Shall we play a game for the shard?” Zaashakar proposes a simple game that involves spinning the shard upon the ground; if the shard comes to rest pointing at Zaashakar, the PCs must agree to leave the Alhanzir Cemetery and not return for exactly 24 hours. If the shard comes to rest pointing at any of the PCs, one of them must assist her in completing her ritual, after which she will relinquish the shard to them. DC 15 sense motive: Zaashakar’s offer seems sincere and religiously loves to gamble. ![]()
![]() Malgrim proves very nimble AND resistant. DC 20 Reflex save: 1d20 + 20 ⇒ (6) + 20 = 26 The div takes some damage from the mud, but not much, as it also has DR. It is going to take more damage than an orc usually deals to take this big bad fellow down. Then there is Gnasher, who could do that kind of damage but just doesn't. ❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Sepid Div (-184 HP) Seif (-150 HP/dead but not exploded); bless: expires after round 10)
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![]() Seif (-150 HP/dead but not exploded); bless: expires after round 10)
Urah yells "No!" and rushes over, or it sounds like it. He is invisible, as you know. ![]()
![]() Forgot to apply fast healing last round, so Gnasher is at -42 prior to the Div's attack. The Div resorts to the stone storm and everyone takes
You are going to need some decent saves here or this will be very painful. ❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Sepid Div (-179 HP) ![]()
![]() Shadow hits tree times, once barely (AC 36) and once...
Malgrim is everywhere, unable to hit squat. Gnasher hits with the hasted attack and...
Sepid Div (-179 HP) Gotta go right now, no time for a combat post, but I should get to it tonight. ![]()
![]() Snorri stops bleeding, but that healing potion might be useful as that still leaves him down 7 HP. The eidolan is feeling quite whole again. Eegru and Nave are still reeling from the overpowering odors from the previous room, which seem to linger in their nostrils even after leaving. Any more preps/searching before trying another door? ![]()
![]() Seif-al-Din ibn-Subhi wrote:
Yea, no kidding. Unfortunately, because yours is a class not normally granted an animal companion, you have to take the Animal Archive version. Even then by RAW it may only be legal if you prepare spells, which an Oracle does not. But this is not PFS and I get to let you. Note also that this version does not give you the option to take the damage. You just take it so this could get painful for Seif. In any case, Seif is now at -21 HP. ![]()
![]() The div targets Shadow as she was the one that did most of the damage to her. to hit falchion, power attack: 1d20 + 27 - 2 ⇒ (2) + 27 - 2 = 27
to hit falchion, power attack, MAP: 1d20 + 27 - 2 - 5 ⇒ (9) + 27 - 2 - 5 = 29
to hit falchion, power attack, MAP 2: 1d20 + 27 - 2 - 10 ⇒ (6) + 27 - 2 - 10 = 21
And misses all three times. "Blast it!" it yells. "Going to have to use different tactics on the pet." ❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Sepid Div (-64 HP) ![]()
![]() @Seif
Urah casts bless on the group. Shadow hits twice (meaning it's AC must be 36 or 37 after adding the bonus for bless) for 39 damage after the reduction. ![]()
![]() After a pair of adequate blows, green collapses. Blue shifts his attention to the eidolan, having been very unsuccessful hitting Eegru. to hit: 1d20 + 2 ⇒ (15) + 2 = 17
After he attacks he collapses. Both Snorri and the eidolan bleed a bit more. All your opponents are down and the customers flee. We are still in combat/rounds because some of you are bleeding to death. ❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
❖❖❖ Round 4 ❖❖❖ ![]()
![]() Seif-al-Din ibn-Subhi wrote: DR, any energy resistances/immunities. DR 10/cold iron and good (i.e., both, so if you have a good weapon but not cold iron, the DR kicks in and vice versa) Immune fire, poison; Resist acid 10, electricity 10Wow, Gnasher, nice set of rolls. Hey, if really are not feeling this battle, the door is right behind you :) Anyone want to volunteer Urahbot for duty? ❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Horned Dude (-25 HP) Malgrim Gryh (-0 HP; haste: expires after round 8)
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![]() After bleeding a bit Snorri takes the yellow dwarf down! The patrons start scooping up money, seeing the way the fight is going and having the victors blessing. ❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
❖❖❖ Round 3 ❖❖❖ Green Dwarf (-7 HP)
Turel Avundlil (-2 HP)
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![]() The horned guy (13' tall and 1500 pounds of muscle) howls and the elements shake, sending a rain of debris on anyone within 40' of it (Gnasher and Shadow). bludgeoning damage: 22d8 ⇒ (1, 7, 1, 8, 3, 7, 1, 2, 6, 8, 8, 1, 3, 5, 5, 6, 8, 2, 7, 5, 1, 2) = 97; DC 29 reflex save for half (or none with evasion) Gnasher heals up a bit of that damage, but definitely felt that! ❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Horned Dude (-16 HP) ![]()
![]() 'Gnasher' Red Claw wrote: Moved 40 ft, but stopped 15 ft from creature to force it to move 10 ft to hit him. It is a large creature and creatures of that size typically have 10' reach. You would need to be 20' away to force more than a step. Gnasher moves to engage and swings wild, not hitting anything. Shadow, after some serious buffing, has better luck hitting, though it does not do that much damage. Urah casts haste on everyone except Seif, who is behind the wall from the spell. Shadow (-0 HP; resist fire: expires after 50 minutes; Divine Favor: expires after round 12; Righteous Might: expires after round 12; haste: expires after round 8) Horned Dude (-16 HP) If someone can make a knowledge (planes) roll you should be able to figure out what will penetrate the DR. ![]()
![]() Now green takes a hit. He survives and waits for blue to move into a flank on Eegru with him. Once in place they make a pair of blindingly fast and well coordinated attacks on the unfortunate Grippli. to hit, flank: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Only he is not unfortunate. Somehow the elusive monk is able to deflect one of the daggers, and spin and shift to avoid the other. All with no armor. He seems untouchable. ❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Yellow Dwarf (-14 HP) Navatsiyk's Eidolan (-0 HP) ❖❖❖ Round 3 ❖❖❖ Green Dwarf (-7 HP)
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![]() Initiative(Seif+Shadow): 1d20 + 9 ⇒ (18) + 9 = 27
Initiative(Horned being): 1d20 + 13 ⇒ (14) + 13 = 27 The creature is very fast and casts a blindness spell on Gnasher as he enters. ❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Horned Dude (-0 HP) ![]()
![]() 'Gnasher' Red Claw wrote:
Good idea. The door pops open. Well, more like groans, resists, and finally, reluctantly, moves. The furniture of this once decadent parlor has been pushed unceremoniously against the two doors, leaving only a single oversized divan and a large stack of books in the otherwise empty northern half of the room. Inside is a horned creature armed with a falchion. It does not look happy to see you. DC 26 knowledge (planes): This is a Sepid Div. You know about Divs, particularly after your issues with Synn, who was a Pairaka. This one is a bit more powerful. ![]()
![]() The dwarf facing Snorri gets in a blow before he likely expires. After the attack he moves away from Snorri and puts the table between them. to hit: 1d20 + 2 ⇒ (14) + 2 = 16
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
❖❖❖ Round 2 ❖❖❖ Green Dwarf (-0 HP)
Turel Avundlil (-2 HP)
Yellow Dwarf (-14 HP) ![]()
![]() Snorri Thordenskjold wrote: I'm not sure which dwarf was beckoning people to join. If he is one of the fighters, Snorri will attack him. The two dwarves to the south had customers and were not beckoning you. The one in the northwest, who rolled poorly on his init, was the one beckoning you. Snorri puts hi blade into the dwarf, who is looking decidedly worse for wear. Turel also does some serious damage to the dwarf he targets. Eegru has a touch time recovering from his ducking (at least it wasn't a drubbing) and has trouble concentrating on his kicking. or it could be that he feels so sick to his stomach after the last room. In either case he is unable to land a toe on his opponent. ![]()
![]() D16: This simple parlor seems to have been searched, but sometime
I'm going to assume you head on through that door too, but this time you find it does not budge. Malgrim can see no locks or traps on it. By this time Urah's fly and invisibility spell have worn off. But with the blocked door he recasts them. Shadow's resist fire is down to 50 minutes. @Gnasher
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![]() The kobolds cower and the Salamanders back away cautiously, opening the door to the west and preparing to retreat if necessary. Seif advances, but the heat from the wall of fire seems to be pointed at the wall of living brass and not into the room. There are racks between the two walls for the cooking dishes to rest. D15: This was clearly at one time the living quarters of someone important. However, that use seems to have ended long ago, and the contents have been thoroughly looted and destroyed, leaving little more than splintered fragments of furniture and ornaments. ![]()
![]() init rolls:
init (Turel Avundlil): 1d20 + 10 ⇒ (5) + 10 = 15 init (Eegru): 1d20 + 3 ⇒ (12) + 3 = 15 init (Snorri): 1d20 + 2 ⇒ (14) + 2 = 16 init (Navatsiyk): 1d20 + 2 ⇒ (10) + 2 = 12 init (Navatsiyk's eidolan): 1d20 + 1 ⇒ (4) + 1 = 5 init Yellow Dwarf: 1d20 + 3 ⇒ (6) + 3 = 9
As you probably expected, this initiates combat. Eegru gets about 30' before they react, and the two at the other end of the room are very quick and meet him half way through the room. Eegru is not flat-footed this round since he initiated things. to hit dagger: 1d20 + 2 ⇒ (4) + 2 = 6
Eegru makes a sudden halt and practices the limbo as the daggers carve a path WAAAY above his chest. Being small pays off sometimes! ❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Yellow Dwarf (-0 HP) Navatsiyk's Eidolan (-0 HP) ❖❖❖ Round 2 ❖❖❖ Green Dwarf (-0 HP)
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