GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


3,101 to 3,150 of 6,149 << first < prev | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | next > last >>

Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

OK, so a potion, two scrolls, and three wand hits. Updating now...

Bibic agrees with taking them back to the entrance and follows along carefully.

"Spasi, where to next?"


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26
Bibic wrote:
"Spasi, where to next?"

"What? You didn't hear me say that we should take these two back? That's what I said and that's what I mean. Don't the Pathfinders have a motto about this? Corruption, Return, Revenge? Well, we have to return these corrupted people back, then go get some revenge after that."


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

"Well yeah Clem, ya weren't dancing?"

***

Rhesus would scratch his head if his hands weren't full of other people.

"Revenge for what?"


So going through the trap room again? Also, there are still two other missing adventurers. FYI, the monk will be unconscious for hours.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

The party will back track close enough (yet far enough from the trap) for Spasi to use the wand of Dimension Door to blip the bodies back to the scholars, then blip himself back to the party. -2 charges.

"Found two of them! And hey, see what you guys can do about that hideous symbol down the hallway there. It's going to be an issue if you ever want to explore this place after we're done here," Spasi says, explaining about the trap. "Might as well make yourself useful while you wait for us. Oh...and we found the bodies like this. She'll be fine, not sure that one will be. Oh, and she might be nuts, as if the stitched lips wasn't an indication. But more loony."

When that is done the party will move on...going to area, uh...whichever of B9, B11, or B10 we haven't been to yet.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

"I do hope those useless mages clear away that trap. It's costing us money down here..." Bibic grumbles, though it's hard to say if he's still feeling sore at failing so badly there.

Bibic follows Spasi to B9, wondering if they're going to come back to B8 later. He grips his bow and checks his arrow supply.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

While Spasi takes care of things with magic, Clement continues to rub his hellwasp wounds, still having some discomforting memories.


We'll just do B8, as it makes no sense to by-pass it only to come back later

After dropping off the two adventurers, you continue your exploration of the laboratory.

The floor of this large chamber is covered with sand and littered with weapons and pieces of armor. Halfway up the eastern wall is a small balcony with a railing and a single ornate chair, like a box seat at a theater. A small, empty metal cage hangs by a chain from the ceiling, just a few feet below the twenty-foot-high ceiling.

The center of the room is dominated by two horrid masses of eyes, mouths, and formless flesh staring in all directions, their countless maws yammering ceaselessly. Seated atop the chair on the balcony is a small pulsing brain. The brain waves a slime coated tentacle and the disgusting creatures on the floor turn towards you.

Initiative:

Rhesus: 1d20 + 2 ⇒ (5) + 2 = 7
Spasi: 1d20 + 4 ⇒ (3) + 4 = 7
Bibic: 1d20 + 3 ⇒ (1) + 3 = 4
Clement: 1d20 + 0 ⇒ (16) + 0 = 16
Enemy: 1d20 + 6 ⇒ (20) + 6 = 26

Combat
26 Enemies
16 Clement
7 Spasi
7 Rhesus
4 Bibic

The mouthers move to attack Rhesus:

Attack Rhesus: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d4 ⇒ 2
Grab: 1d20 + 7 ⇒ (17) + 7 = 24 Grappled
Spittle @Rhesus touch: 1d20 + 6 ⇒ (13) + 6 = 19 DC18 For or blind for 1d4 ⇒ 2 rounds

Attack Rhesus: 1d20 + 7 ⇒ (2) + 7 = 9
Spittle @Rhesus touch: 1d20 + 6 ⇒ (1) + 6 = 7

One of the creatures latches onto Rhesus and begins to envelope him.

Clement begins to feel a strong compulsion to attack Spasi. Dominate person DC19 Will save, or dominated

Everyone may act

Brain Ooze CR 7:

XP 3,200
NE Tiny ooze
Init +6; Senses blindsight 60 ft.; Perception +11
Aura psychic noise (10 ft., DC 19)

DEFENSE

AC 23, touch 19, flat-footed 18 (+4 armor, +4 Dex, +1 dodge, +2 insight, +2 size)
hp 75 (10d8+30)
Fort +6, Ref +9, Will +6
Defensive Abilities evasion, prescience; Immune ooze traits

OFFENSE

Speed 5 ft., fly 60 ft. (good)
Melee 2 tentacles +13 touch (1d6 electricity plus neural pulse)
Space 2-1/2 feet; Reach 0 ft.
Spell-Like Abilities (CL 10th; concentration +14)

Constant—detect thoughts, mage armor
At will—charm monster (DC 18), dominate animal (DC 17), dominate person (DC 19)
3/day—dispel magic, modify memory (DC 18)
Neural Pulse (Su)

Creatures hit by a brain ooze's tentacle must succeed at a DC 18 Fortitude save or take 1d6 points of Intelligence damage and be staggered for 1d4 rounds. Each time a brain ooze causes Intelligence damage, it gains 5 temporary hit points. The save DC is Constitution-based.

Prescience (Su)

Limited precognitive abilities grant a brain ooze a +2 insight bonus on initiative checks, on Reflex saves, and to its Armor Class. Brain oozes are never surprised or flat-footed.

Psychic Noise (Su)

The discordant psychic noise emitted by a brain ooze dazes nearby creatures for 1d4 rounds. When a creature begins its turn within the aura, it must succeed at a DC 19 Will save to negate this effect. Whether or not the save is successful, that creature cannot be affected again by the same brain ooze's psychic noise for 24 hours. An affected creature may attempt a new save to shake off the effect at the end of each of its turns. This is a mind-affecting effect. The save DC is Charisma-based.

Gibbering Mouther x2:
CR 5
N Medium aberration
Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12

DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 46 (4d8+28)
Fort +8, Ref +4, Will +5
Defensive Abilities amorphous; DR 5/bludgeoning; Immune critical hits, precision damage

OFFENSE
Speed 10 ft., swim 20 ft.
Melee 6 bites +7 (1d4 plus grab)
Special Attacks blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch)

SPECIAL ABILITIES
All-Around Vision (Ex)

A gibbering mouther sees in all directions at once. It cannot be flanked.

Amorphous (Ex)

A gibbering mouther's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Blood Drain (Ex)

On a successful grapple check after grabbing, several of the creature's mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim's blood.

Engulf (Ex)

This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther's body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther's damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack.

Gibbering (Su)

As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther's gibbering for 24 hours. The save DC is Constitution-based.

Ground Manipulation (Su)

At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.

Spittle (Ex)

Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Waiting to see if Clement makes his saving throw...


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP: 97/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 5/7 | 2nd - 0/7 | 3rd - 7/7 | 4th - 4/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Near Spasi
SA : Attack Spasi?

Will: 1d20 + 8 ⇒ (9) + 8 = 17

"Yarrrghh! Spasi... you... laughed... noooo -- what am I doing?"

Clement visibly struggles with himself as he takes steps towards Spasi brandishing his wicked, corrosive blade.

So Clem failed vs the dominate, so he'd totally do things asked -- yet attacking Spasi would be against his nature, so he'd get another save at +2 prior to doing that - if I'm reading this right? Not sure if that's what was intended? Consequently, I haven't rolled an attack roll - yet.

If That's Right:

Will (2nd, vs command to attack Spasi): 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Init 7

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: Everyone, really.
SA: Fireball.
MA: Move back.

1d20 + 12 ⇒ (13) + 12 = 25 Know (Dungeoneering) - Ooze DR? How to kill?
1d20 + 12 ⇒ (5) + 12 = 17 Know (Dungeoneering) - Mouthies DR? How to kill?

"Oh man, kill that brainy thing, Bibic. Kill it dead!"

Spasi initially reacts very favorably to the mouthy things as he tends to like mouths upon his person, but then steps back one of them take *too* much liking to Rhesus.

He steps back even further as Clem seems to be very angry about Rhesus being with other mouths...like it's Spasi's fault!!?

Spasi steps back and casts at the two mouthies and the brain. May only be able to get one mouther and the brain, but want the brain.

9d6 ⇒ (3, 6, 2, 6, 4, 5, 5, 5, 3) = 39 fireball (DC20 reflex for 1/2)

Spellz:

4th: 0/4
3rd: 2/7 (fireball*2)
2nd: 0/8 ()
1st: 1/8 (MageArmor)

Wand of Magic Missile 45/50 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 4 left
Wand of Fly 6 left


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 94/102 DR 4/-, 8/lethal, fire 2
AC 22/14/19
CMD 30
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 23/23
Row: Front
Opponent: PF Grapple Rules

Fort DC 18: 1d20 + 12 ⇒ (11) + 12 = 23

"Urrrggh."

Free to Rage.

Break Grapple: 1d20 + 18 ⇒ (18) + 18 = 36

My flatfooted CMD is 25 without any bonuses active. I've rolled as if I was grappled, if that is not correct I will turn it into two attack rolls.


@Clement: You are correct. So you throw off the magical compulsion with the second roll.

@Rhesus: If your FF CMD is 25, then you are not grappled, my bad. So feel free to redo you action.

@Spasi: You recognize the creatures. Both have standard ooze traits. Mouthers have DR5/blunt, Brain ooze has no DR, but can dominate creatures at will. Fireball can fill the whole room.

Ref save ooze: 1d20 + 9 ⇒ (10) + 9 = 19
Ref save mouther 1: 1d20 + 4 ⇒ (18) + 4 = 22
Ref save mouther 2: 1d20 + 4 ⇒ (19) + 4 = 23

The creatures are all licked by the flames of Spasi's spell.

Bibic and Rhesus can act

Brain Ooze CR 7:

XP 3,200
NE Tiny ooze
Init +6; Senses blindsight 60 ft.; Perception +11
Aura psychic noise (10 ft., DC 19)
DEFENSE

AC 23, touch 19, flat-footed 18 (+4 armor, +4 Dex, +1 dodge, +2 insight, +2 size)
hp 36/75
Fort +6, Ref +9, Will +6
Defensive Abilities evasion, prescience; Immune ooze traits

OFFENSE

Speed 5 ft., fly 60 ft. (good)
Melee 2 tentacles +13 touch (1d6 electricity plus neural pulse)
Space 2-1/2 feet; Reach 0 ft.
Spell-Like Abilities (CL 10th; concentration +14)

Constant—detect thoughts, mage armor
At will—charm monster (DC 18), dominate animal (DC 17), dominate person (DC 19)
3/day—dispel magic, modify memory (DC 18)
Neural Pulse (Su)

Creatures hit by a brain ooze's tentacle must succeed at a DC 18 Fortitude save or take 1d6 points of Intelligence damage and be staggered for 1d4 rounds. Each time a brain ooze causes Intelligence damage, it gains 5 temporary hit points. The save DC is Constitution-based.

Prescience (Su)

Limited precognitive abilities grant a brain ooze a +2 insight bonus on initiative checks, on Reflex saves, and to its Armor Class. Brain oozes are never surprised or flat-footed.

Psychic Noise (Su)

The discordant psychic noise emitted by a brain ooze dazes nearby creatures for 1d4 rounds. When a creature begins its turn within the aura, it must succeed at a DC 19 Will save to negate this effect. Whether or not the save is successful, that creature cannot be affected again by the same brain ooze's psychic noise for 24 hours. An affected creature may attempt a new save to shake off the effect at the end of each of its turns. This is a mind-affecting effect. The save DC is Charisma-based.

Gibbering Mouther x2:

CR 5
N Medium aberration
Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 27/46, 27,46
Fort +8, Ref +4, Will +5
Defensive Abilities amorphous; DR 5/bludgeoning; Immune critical hits, precision damage

OFFENSE
Speed 10 ft., swim 20 ft.
Melee 6 bites +7 (1d4 plus grab)
Special Attacks blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch)

SPECIAL ABILITIES
All-Around Vision (Ex)

A gibbering mouther sees in all directions at once. It cannot be flanked.

Amorphous (Ex)

A gibbering mouther's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Blood Drain (Ex)

On a successful grapple check after grabbing, several of the creature's mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim's blood.

Engulf (Ex)

This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther's body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther's damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack.

Gibbering (Su)

As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther's gibbering for 24 hours. The save DC is Constitution-based.

Ground Manipulation (Su)

At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.

Spittle (Ex)

Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative: 4
HP: 51/51; AC: 16 (T14/FF12) (+1 from Haste not included)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Action: Move: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Standard: Cast Haste or Dispel Magic

Conditions:
-3 strength, Heroism, Inspired, Hasted (1/9r)
Weapon Equipped = Bow
Cold Iron Arrows = 25/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 18/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic decides to spend his round preparing the party, rather than engaging directly. At least not yet.

If Clement fails his save, Bibic casts Dispel Magic, trying to purge him of the domination. He then inspires the party to greater heights.
Dispel Check: 1d20 + 9 ⇒ (19) + 9 = 28

If Clement made his save, Bibic casts Haste on the group, and follows it up with his inspiring voice, lending power to the party’s swings.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

Keep in mind I go last in the round, so you’ll get these bonuses NEXT round but not this one.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus attacks instead!

+3 Blunt Power Attack Raging Crowd Control: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 2d6 + 22 ⇒ (4, 2) + 22 = 28

+3 Blunt Power Attack Raging Crowd Control: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 2d6 + 22 ⇒ (1, 6) + 22 = 29


Bibic casts haste and Rhesus obliterates the still smoldering gibbering mouthers. They collapse into quivering mounds of flesh.

The disembodies brain swoops down, heading for Spasi and flails about with a slimy tentacle

Slap (touch): 1d20 + 13 ⇒ (14) + 13 = 27
Electrical damage: 1d6 ⇒ 4 The slimy touch sends a jolt through Spasi. DC18 Fort save or take 1d6 ⇒ 2 INT damage

Discordant psychic noise eminates from the ooze.
Everyone make a DC19 Will save or be dazed for 1d4 ⇒ 2 rounds

Everyone is up


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative: 4
HP: 51/51; AC: 16 (T14/FF12) (+1 from Haste not included)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Reaction: Will: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 vs DC 19 or be dazed.

Conditions:
-3 strength, Heroism, Inspired, Hasted (2/9r)
Weapon Equipped = Bow
Cold Iron Arrows = 25/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 18/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic readies himself to take the fight to the giant brain, but falters at the discord...

Thanks to lingering performance, my inspiration continues this round and next though I am dazed.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Init 7

hp 48/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: Brain ooze.
SA:
MA: Dazed, round 1 of 2.

1d20 + 6 ⇒ (6) + 6 = 12 Fort vs. DC18
1d20 + 9 ⇒ (2) + 9 = 11 Will vs. DC19

"Ow! What the piddlespot was that? Doy," Spasi's eyes glaze over.

Spellz:

4th: 0/4
3rd: 2/7 (fireball*2)
2nd: 0/8 ()
1st: 1/8 (MageArmor)

Wand of Magic Missile 45/50 CL 9 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 4 left
Wand of Fly 6 left


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP: 97/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 5/7 | 2nd - 0/7 | 3rd - 7/7 | 4th - 4/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Near Brain Ooze
MA: Move to Brain Ooze
SA : Attack Brain Ooze

Will DC19 vs daze: 1d20 + 8 ⇒ (12) + 8 = 20

Clement barely stops himself short from stabbing Spasi in the throat and nearly stows his dagger with an apologetic look on his face.

"Ugh... those things are doing it. Were doing it."

With haste, he closes in on the last remaining creature seeming to infect their minds and seeks to plunge his dagger in it instead of Spasi.

Dagger +2 Corrosive (power, flank, inspire, haste): 1d20 + 10 + 2 + 2 + 1 ⇒ (8) + 10 + 2 + 2 + 1 = 23 for 1d4 + 10 + 1d6 + 2 ⇒ (3) + 10 + (4) + 2 = 19


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 2
HP 94/102 DR 4/-, 8/lethal, fire 2
AC 18/10/16
CMD 26
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 22/23
Row: Front
Opponent: Flying Brain

Will Save vs Haste: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20

Will vs Brain DC 19: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30

Haste and Pulse resisted, no saving throw for Inspire Courage.

Rhesus moves over and swings at the brain.

Attack +3 Blunt Power Attack Raging Inspire Courage Reckless Abandon Flank: 1d20 + 16 - 3 + 4 + 2 + 3 + 2 ⇒ (8) + 16 - 3 + 4 + 2 + 3 + 2 = 32
Damage Witch Hunter Flank: 2d6 + 24 + 3 + 1 ⇒ (3, 2) + 24 + 3 + 1 = 33


Clement shanks the little brain attached to Spasi, softening it up for Rhesus' powerful swing. His hammer squashes the creature, splattering everyone with cerebral tissue.

A quick survey of the room finds that the various weapons and pieces of armor lying on the floor are almost uniformly rusted and worthless. Rhesus notices a crossbow and some bolts in a jumbled heap in the corner, which seem to be in useable condition. A quick analysis by Spasi identifies them as a +1 seeking light crossbow and +1 human bane bolts x10.

With nothing else to see, the party continues down the hallway (b9). Opening the door reveals a squat cylindrical chamber with perfectly smooth walls, ceilings and floors. In the center rises a stepped dais, like a five-foot-high ziggurat, with a flat platform on its top.

Standing uptom this platform is the fattest gnome you have ever seen. When you open the door, he calls out to you, "Welcome friends. Have you come to bask in the power of the great Luonim? I have discoverd the means of controlling the very planet beneath your feet. Do you wish to see?"

The gnome matches one the descriptions of the missing adventurers


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi seems very relieved when the brain goes down, his own mind a bit shaken from the fight. As such, he's in no good mood reacting to the gnome, but tries to be nice anyway.

"You're Luonim? Well, of course you are!! You're much more amazing than we were told. Yes, please show us your amazing talents," Spasi asks, ignoring introductions.

"We're Pathfinders or something. We like exploring things like this and have no desire to drag you out of here."

1d20 + 11 ⇒ (10) + 11 = 21 Bluff


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Wiping the brains from his hammer, Rhesus grins at Clem.

"That wasn't so bad, was it? Good job hitting that brain little buddy."

***

Rhesus looks on in confusion.

"But Spasi, ain't none of that true. Is it? Wait. Oh yeah, we're totally Pathfinders! Say, how'd you get over there?"


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic listens to Spasi's story, and adds nothing though he fingers his non-lethal arrows...

He waits to hear the reply.


"Ah pathfinders, excellent! Now witness, for I have a marvel to show you."

Making sure you are all in the room, the gnome pulls a lever. Something rumbles beneath your feet and the whole room begins to spin. It quickly ramps up to an alarming speed and you only catch the briefest glimps of the doorways in the instant that the room aligns back to initial conformation. The ziggarut in the center remains stationary and Luonim raises his hands in exultation. The momentum pushes you out, away from the center, making it difficult to remain standing, let alone more forward. The gnome cackles with glee, "See!! The world revolves and I am its center!"

Centripetal force: 1d20 + 15 ⇒ (11) + 15 = 26Anyone who's CMD is less than 26 cannot advance towards the center of the room.

Nausea: Each round, make a DC15 will save or become nauseated of 1 round. Add +1 to the DC for each subsequent rounds

Init:

Rhesus: 1d20 + 2 ⇒ (6) + 2 = 8
Spasi: 1d20 + 4 ⇒ (12) + 4 = 16
Bibic: 1d20 + 3 ⇒ (12) + 3 = 15
Clement: 1d20 + 0 ⇒ (12) + 0 = 12
Enemy: 1d20 ⇒ 18

Combat?
18 Luonim
16 Spasi
15 Bibic
12 Clemtn
8 Rhesus

The fat gnome waggles his fingers and fades from view, invisible. Everyone is up


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative: 15
HP: 51/51; AC: 16 (T14/FF12) (+1 from Haste not included)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Reaction: Will: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 vs DC 15 or be nauseated.
Action: None

Conditions:
-3 strength, Heroism, Hasted
Weapon Equipped = Bow
Cold Iron Arrows = 21/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 18/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic falls back against the wall, trying to right himself and prepare for the fight, but he fails and loses his breakfast to the spinning room.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Init 16

hp 48/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: His stomach
SA: Use DimDoor.
MA: Draw Wand.

1d20 + 9 ⇒ (7) + 9 = 16 Will vs. DC15

"Ow! What the piddlespot was that? Doy," Spasi's stomach roils as the motion of the room sends him spinning within.

Spasi reaches in and pulls out his wand of dimension door (which has been a really useful find for us!), grabs Bibic's hand, and activates the wand, trying to send both of them to the stationary part of the room.

And then the tries avoid any whirls of Bibic's vomit.

Spellz:

4th: 0/4
3rd: 2/7 (fireball*2)
2nd: 0/8 ()
1st: 1/8 (MageArmor)

Wand of Magic Missile 45/50 CL 9 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 3 left
Wand of Fly 6 left


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP: 97/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 4/7 | 2nd - 0/7 | 3rd - 7/7 | 4th - 4/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row
SA : Cast Remove Sickness on Bibic

Will: 1d20 + 8 ⇒ (15) + 8 = 23

Clement steadies himself, although only barely and squints at the former location of the gnome.

He starts to weave a spell, then remembers he lacks the divine power to fuel it anymore today (glitterdust). Taking a deep breath, he instead works to right Bibic.

Cast Remove Sickness on Bibic.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 94/102 DR 4/-, 8/lethal, fire 2
AC 21/13/19
CMD 29
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 21/23
Row: Front
Opponent: Physics

Will DC 15: 1d20 + 6 ⇒ (19) + 6 = 25

Rhesus harnesses his barbarian reserves of strength, his long association with Spasi proving useful as his stomach's contents remain in place.

Move forward to the not spinning part of the room.


That wand is definitely putting in work!

The centrifuge whirls loudly. There is no sign of Luonim. (Casting non-combat spell)

Everyone is up. It is a standard action to shut down the centrifuge.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative: 15
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Centrifuge
Opponent: None
Move: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Standard: Shut down centrifuge.

Conditions:
-3 strength, Heroism
Weapon Equipped = Bow
Cold Iron Arrows = 21/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 17/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic inspires his comrades to greater feats of power, in anticipation of the little man returning, and shuts down the centrifuge.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Init 16

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: The Centrifuge, Gravity.
SA: Shutting down all the garbage mashers below the detention level.
MA:

Spasi joins with Bibic to shut down the centrifuge, jabbing and poking and yanking and pulling on things like that time in the total darkness in the Calistria basement.

Spellz:

4th: 0/4
3rd: 2/7 (fireball*2)
2nd: 0/8 ()
1st: 1/8 (MageArmor)

Wand of Magic Missile 45/50 CL 9 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 3 left
Wand of Fly 6 left


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 2
HP 94/102 DR 4/-, 8/lethal, fire 2
AC 21/13/19
CMD 29
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 21/23
Row: Front
Opponent: ?

Rhesus continues his labored breathing and prepares for a barely adequate if passably competent yet completely forgettable strike at his target, just like Spasi in a Calistrian basement.

Ready attack if caster becomes visible, continue Rage.


The centrifuge starts to slow down.

Clement is up. Consider the centripetal force no longer in effect, but sill roll for nausea, as you are still whipping around. Effects are no longer in effect at the start of next round.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Not sure if I need to make the save standing in the center, but just in case...

Will: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17 (remove sickness)


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP: 97/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 4/7 | 2nd - 0/7 | 3rd - 7/7 | 4th - 4/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row (with Rhesus)
SA : Ready dagger stabbing

Will DC15: 1d20 + 8 ⇒ (20) + 8 = 28

Clement easily keeps his focus on events around him, but feels like in order to do so, he's robbed himself of some sort of future death blow against his next attacker.

Ready to strike something hostile, including a 5ft step to step up to it, if needed.


The room continues to slow, but the fat gnome does not show. Still casting non-combat spells

Everyone is up again. No environmental effects in play.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 3, Initiative: 15
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: 15' from Centrifuge
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Readied Action: Longbow (cold iron): 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28 (point blank, heroism, inspiration, nonlethal) damage: 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20 (point blank, inspiration)

Conditions:
-3 strength, Heroism
Weapon Equipped = Bow
Cold Iron Arrows = 21/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 16/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Bibic continues to inspire, hoping the creature will show himself soon. He moves off a little (15' or so) and readies an attack - with blunted arrows to do nonlethal damage - for when the gnome shows his face.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 3, Init 16

hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: Gnome. Piddlespotting gnome.
SA: Cast See Invisibility.
MA:

Spasi cast See Invisibility, looking around for the gnome. If he sees him, Spasi will point him out to the others.

"Hey gnome? HEY GNOME? Why don't you come back with us?"

Spellz:

4th: 0/4
3rd: 2/7 (fireball*2)
2nd: 1/8 (See Invisibility)
1st: 1/8 (MageArmor)

Wand of Magic Missile 45/50 CL 9 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 3 left
Wand of Fly 6 left


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 3
HP 94/102 DR 4/-, 8/lethal, fire 2
AC 21/13/19
CMD 29
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 20/23
Row: Front
Opponent: ?

Rage and Ready


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 3
HP: 97/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 4/7 | 2nd - 0/7 | 3rd - 7/7 | 4th - 4/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row (with Rhesus)
SA : Readied

"Do you see anything yet Spasi? What's he doing??"

Clement clutches his shield and dagger, expecting a fireball to his face any moment.


Spasi sees the gnome flying near the ceiling. He appears to be wreathed in blue flames.

Noticing Spasi noticing him, he smiles and waves, right before dropping a fireball into the room.

Fireball: 10d6 ⇒ (5, 1, 2, 5, 1, 1, 2, 4, 3, 1) = 25 DC20 Ref for 1/2 damage
ref: 1d20 + 3 ⇒ (9) + 3 = 12

The room explodes into flames, as the gnome fades back into view, cackling with glee. Which stops suddenly as Bibic's arrow slams into him.

Everyone is up. He is flying out of melee range.

Luonim:

Hp: 78/91 20 non-lethal
Ac 22


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 4, Initiative: 15
HP: 26/51; AC: 16 (T14/FF12) (+1 from Haste not applied)
F: +6, R: +9, W: +5
Location: 15’ from Centrifuge
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Full: Longbow (cold iron): 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 (point blank, haste, heroism, inspiration, nonlethal) damage: 1d8 + 8 + 3 ⇒ (8) + 8 + 3 = 19 (point blank, inspiration)
Longbow (cold iron): 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 (point blank, haste, heroism, inspiration, nonlethal) damage: 1d8 + 8 + 3 ⇒ (4) + 8 + 3 = 15 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 (point blank, haste, heroism, inspiration, nonlethal) damage: 1d8 + 8 + 3 ⇒ (7) + 8 + 3 = 18 (point blank, inspiration)
Hasted Longbow (cold iron): 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 (point blank, haste, heroism, inspiration, nonlethal) damage: 1d8 + 8 + 3 ⇒ (8) + 8 + 3 = 19 (point blank, inspiration)

Conditions:
-3 strength, Heroism, Haste (1/1r)
Weapon Equipped = Bow
Cold Iron Arrows = 21/25
Silver Blunt Arrows = 6/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 15/22 (+2 round lingering, move action)
Boots of Speed = 7/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

Reflex: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 (heroism) vs DC 20 or 25 fire dam.

Bibic cooks, then continues to inspire as he clicks his boots together for a round of haste. He then opens fire with his bow, intent on bringing down the little bastard. This round, he fires all blunt arrows, intent on doing nonlethal damage.

”Spasi, this place sure makes ‘em crazy doesn’t it? Are we going to be all nuts by the time we get out of here?”

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 4, Init 16

hp 40/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: Gnomes. All gnomes.
SA: Ready to Magic Missile at casting.
MA: Draw wand.

1d20 + 7 ⇒ (17) + 7 = 24 Reflex

Spasi dodges away from the fire, hiding behind Bibic. He continues to point out the gnome's position.

Readied Action at casting:
5d4 + 5 ⇒ (3, 2, 3, 2, 3) + 5 = 18 force damage

Spellz:

4th: 0/4
3rd: 2/7 (fireball*2)
2nd: 1/8 (See Invisibility)
1st: 1/8 (MageArmor)

Wand of Magic Missile 45/50 CL 9 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 3 left
Wand of Fly 6 left


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 4
HP: 100/102 | AC 22 (T12/FF22) | CMD 22 (97-13+16=100)
F: +8, R: +4, W: +8
Spells Left Today: 1st - 4/7 | 2nd - 0/7 | 3rd - 7/7 | 4th - 4/4
Channels Left Today (5d6+1 each): 3/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Row (with Rhesus)
SA : Channel

Reflex: 1d20 + 4 ⇒ (16) + 4 = 20

Clement barely ducks out the way, but feels vindicated somewhat that his prediction became manifest.

"Called that one!"

Seeing Bibic sizzling, Clement opts to restore his allies versus stab at the air, even with Spasi's shouting of "there, there! no, there" to guide Rhesus.

Channel: 5d6 + 1 ⇒ (3, 1, 1, 4, 6) + 1 = 16

Rhesus damage still INC to factor into lifelink and shield other.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 4
HP 102/102 DR 4/-, 8/lethal, fire 2
AC 18/10/16
CMD 29
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 19/23
Row: Front
Opponent: Gnome

Ref DC 20: 1d20 + 7 ⇒ (3) + 7 = 10

25 full - 2 Fire Resistance = 23. 12 to me and 11 to Clem, Life Link sends 5 so 7 to me and 16 to Clem. +16 from Clem's healing = full hp.

Rhesus takes the fireball on the face, then puts down his hammer, draws his longbow, and shoots the gnome.

Still Raging, Reckless Abandon. Bow is +1.

Attack: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 1d8 + 8 ⇒ (4) + 8 = 12


And just like that, the crazy fireball gnome is senseless on the floor, dreaming the dreams of the badly concussed. He has some minor magical items if you want to loot him, but it's basically vendor trash for you guys. Rhesus heaves the gnome onto his shoulder and you pack him back to the entrance and the librarians. Assuming you bypass the traps as before

Returning to the centrifuge, you pass through another door Skipping rooms 10 and 11, as they contain filler fights without treasure or plot

B12

You pass through a large archway into a circular room with a recessed floor covered in two feet of clean, clear water. Glowing runes adorn the wall and near the middle of the room is a large metal cage.

Inside the cage is a glassy-eyed, seven-foot-long, four-eyed fish. Trapped in the cage, its spines and tentacle stick out awkwardly between the bars. On its head is a curios metal cap, with long wires that trail down and disappear beneath its body.

As soon as you enter the room, metal doors slam down, seal the rooms two doorways.

Initiative:

Rhesus: 1d20 + 2 ⇒ (20) + 2 = 22
Spasi: 1d20 + 4 ⇒ (14) + 4 = 18
Bibic: 1d20 + 3 ⇒ (17) + 3 = 20
Clement: 1d20 + 0 ⇒ (15) + 0 = 15
Enemy: 1d20 - 1 ⇒ (19) - 1 = 18

Combat?
22 Rhesus
20 Bibic
18 Spasi
18 Fish thing
15 Clement

Bibic and Spasis recognize the creature as a Grodir, a type of fey fish from the First World. They are normally jovial, if somewhat forgetful creatures.

Bibc, Rhesus and Spasi may act. Consider yourselves in combat rounds.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 102/102 DR 4/-, 8/lethal, fire 2
AC 18/13/16
CMD 27
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 18/23
Row: Front
Opponent: ?

Rhesus holds his hammer uncertainly and waits.

Delay.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Crossing off two charges off the wand of DD. 1 left.

Spasi likes random magic crap...nothing of interest at all, eh?

Spasi drags the body to the archivists.

"Here's the gnome. He's whackier than the rest. Caused the elf to vomit in more colors than I thought existed. That was pretty entertaining, but then he (the gnome) started tossing fireballs about. That wasn't good. Mind you to take away his spell pouch or bind his hands lest he do the same here."

Spasi turns to go back, stopping to get more info about the remaining adventurers who need to be found. Who is left?

"You guys take care of that symboly thing yet? Get on it, but don't get too close to it. But yeah...do something."

On his way back, Spasi will renew his false life.

1d10 + 10 ⇒ (3) + 10 = 13 temp hp

* * *

Round 1, Init 18

hp 52/52+13 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W

Back row.
Opponent: Bad Fish?
SA: Ready to Magic Missile at casting.
MA: Draw wand.

Spasi readies, nudging Bibic to speak.

"This one is one of your kind, Elf. Why don't you make nice?"

Spellz:

4th: 0/4
3rd: 2/7 (fireball*2)
2nd: 1/8 (See Invisibility)
1st: 1/8 (MageArmor)

Wand of Magic Missile 45/50 CL 9 left
Wand of False Life, CL10 5 left
Wand of Dim Door 1 left
Wand of Fly 6 left


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative: 20
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Standard: Chat.

Conditions:
-3 strength, Heroism
Weapon Equipped = Bow
Cold Iron Arrows = 21/25
Silver Blunt Arrows = 6/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 15/22 (+2 round lingering, move action)
Boots of Speed = 7/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (3/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (1/2) Dispel Magic, Haste

In the brief downtime, Bibic will heal himself of his injuries.
CLW: 2d8 + 10 ⇒ (1, 2) + 10 = 13

”We’re going to need a new dimension door wand aren’t we?” Bibic mentions. ”Maybe we should have built that into our reward for this little excursion if they’re not going to fix that symbol.”

Spasi Gaten wrote:

Spasi readies, nudging Bibic to speak.

"This one is one of your kind, Elf. Why don't you make nice?"

”Hrm? Oh, right. Got it.” Bibic wakes-up from his daze. ”Greetings, uh, fish. You don’t look all that comfortable. Is there something we can do to aid you? Get you out of this thing and back out in the wild where you belong? And what’s with the doors? Is this place about to fill with water?”

Diplomacy: 1d20 + 15 ⇒ (4) + 15 = 19

1 to 50 of 6,149 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GMF's Shattered Star Gameplay All Messageboards

Want to post a reply? Sign in.