GM Lithrac |
As Jordan starts conjuring a creature from beyond the Outer planes, Clickylegs climbs the walls and quickly reaches the ceiling, 15 feet high. Then a filament surges from its mouth with great speed, lashing at Hralyk.
Range Touch Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Hraylk is now attached to the sticky filament. It isn't a condition like grappled, so you may act normally for now, except that you can't get further away from it than you are now.
In response, 'Tyieli blesses his companions.
Initiative - round 2 - bold may act!
1. Clickylegs
2. Ramenhotep, Hralyk, Telka, Zelytieli, Jordan
Telka Beast-Talker |
Telka slams her axe into the ground and pulls her recently acquired bow. She wastes some breath to begin singing the song of battle.
"Today the spawn of the dark earth will find their home a graveyard.
Today victory will be the cry from our lips as we kills all the bugs-eyed, shelled spawn that haunt this dungeon!"
+1 morale bonus on saving throws against charm and fear effects
+1 competence bonus on attack and weapon damage rolls.
GM Lithrac |
Jordan: Actually you don't have to choose the creature you're calling until the spell comes into effect, which is now. I'll set a small air elemental on the map for you, feel free to take his action now (as well as yours for round 2). Moreover, you can have it delay until after Telka acts in order to apply the Inspire Courage bonuses to its attack.
An air elemental is conjured from the nether, just before Telka starts encouraging her companions with a memorable speech!
Initiative - round 2 - bold may act!
1. Clickylegs
2. Ramenhotep, Hralyk, Telka, Zelytieli, Jordan
Hralyk the Crooked |
Enlarged, Hralyk has 19 Str, 12 Dex, AC 16, and should be over 10' tall, with 5' reach, so he should be able to reach up 15'
Hralyk enters another rage and, trusting that he can reach the thing in his enlarged state, makes his way to the cave fisher and slices at the thing with his falchion.
Free action: Enter rage (10 rounds remaining, AC 14, 23 Str, 37/37 HP)
Move action: As indicated on map
Attack (Falchion, Size, Rage, Bless, Inspire Courage): 1d20 + 7 - 1 + 2 + 1 + 1 ⇒ (5) + 7 - 1 + 2 + 1 + 1 = 15
Damage (Falchion, Rage, Inspire Courage): 2d6 + 6 + 3 + 1 ⇒ (6, 6) + 6 + 3 + 1 = 22
Ramenhotep the Risen |
"Hey there! Let go of the half-orc!"
Swift and arcane point to make it a +1 quarterstaff
quarterstaff (two handed): 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Zeltyieli Alikathesu |
Hralyk, do you get flanking from the elemental?
Zeltyieli winces, seeing Hralyk bound by the strange strands, and imagining being bound and unable to run. He draws upon that burning need for freedom, reaching for the joy in his heart that is his link to the Walker of Worlds, and then directs that power through himself... and then, carefully, down the thread of the connection he established to Hralyk during the Caravan ritual this morning....
Elysium's Call on Hralyk, we're within 30'
With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last 1 round, although the saving throw reroll only applies when the creature is touched.
Jordan Andosano |
CR 1
XP 400
N Small outsider (air, elemental, extraplanar
Init +7; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special Attacks whirlwind (DC 12, 10-20 ft.)
STATISTICS
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
ECOLOGY
Environment Plane of Air
Organization solitary, pair, or gang (3–8)
Treasure none
Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.
Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.
An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.
A small air elemental is 4 feet long and weighs 1 pound.
The air elemental moves to flank with the giant and performs a whirlwind attack DC12 Reflex
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The 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 must succeed on a concentration check (DC 15 + spell level) to cast a spell.
Refusing to carry a crossbow, Jordan tries to get his dog to leap up to get the spider, but the dog gives his owner a strange look instead.
handle animal X2 to push: 1d20 + 6 ⇒ (7) + 6 = 131d20 + 6 ⇒ (12) + 6 = 18
Telka Beast-Talker |
Jordan Andosano |
I agree the whirlwind will do no damage due to size. The question is does a save avoid the following or is it automatic: Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. I was also hoping to see if the whirlwind would detach the cave fisher from the ceiling :-) Anyway, using the whirlwind primarily as a one round debuff to help my allies.
GM Lithrac |
Hralyk's massive blade swings past the cave fisher without harming it.
Ramenhotep, Hralyk's right, Clickylegs is 15 feet up, clinging at the ceiling. Do you want to retcon? I'm really sorry, since it was a great roll... I'll let you keep it for your next attack!
Jordan, first the ability says "A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it." so you'll have to choose between flanking (which requires your elemental to threaten) or whirwind form. Secondly, Telka's right - the whirlwind won't affect a creature that has the same size or bigger than the air elemental. All the text that follows (about the Ref save, the penalties, etc.) is tied to being actually affected by the whirlwind. The language states "An affected creature", "Creatures trapped in a whirwind", all of which relate to a creature smaller than the whirlwind user. Bottom line, you might just want to keep it in normal form, provide flanking and attack Clickylegs.
Initiative - round 2 - bold may act!
1. Clickylegs
2. Ramenhotep, Hralyk, Telka, Zelytieli, Jordan & Elemental
Jordan Andosano |
Jordan's elemental moves and waits for flanking with the giant before delivering a wispy cloud push.
slam: 1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 181d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
The one pound fluff of arrow packs a little punch as Jordan has a knack for summoning the big ones Augment summoning
The elemental resigns himself to using physical attacks as the spider is too big for tossing around. Puffy thrums to the happy vibrations of the bardic song. Take away +1 to hit and damage if elementals don't get buffed from bard songs
Ramenhotep the Risen |
Ah, sorry. I didn't realize it was that high.
Ramenhotep pulls his crossbow out and fires!
So the attack is 20 (not spending an arcane point one the crossbow) for:
damage: 1d8 + 1 ⇒ (4) + 1 = 5
friendly bard song added!
Telka Beast-Talker |
Plus 1 to hit and damage for bard song for elemental and Ramenhotep!
~This message has been brought to you by your local "friendly" bard
GM Lithrac |
Jordan, the elemental does get the bard's performance bonuses.
The elemental's fist whistles at Clickylegs, but barely misses the vermin! At the same moment, Ramenhotep fires his crossbow and hits Clickylegs, piercing its shell.
Writhing from the pain, it decides to pull its filament and to lift Hralyk from the ground and towards it!
CMD, Pull manoeuver: 1d20 + 11 ⇒ (20) + 11 = 31
Hralyk finds himself right under the cave fisher, which snaps its pincers at the half-orc.
Claw: 1d20 + 5 ⇒ (1) + 5 = 61d4 + 3 ⇒ (1) + 3 = 4
Claw: 1d20 + 5 ⇒ (9) + 5 = 141d4 + 3 ⇒ (1) + 3 = 4
Hralyk, you can act as normal but you don't flank anymore since you're actually under Clicklegs.
Initiative - round 3 - bold may act!
1. Clickylegs
2. Ramenhotep, Hralyk, Telka, Zelytieli, Jordan & Elemental
Telka Beast-Talker |
Telka attempts to use her newly acquire bow to aid her fellow greenskin - an arrow awkwardly flies from the weapon.
1d20 + 4 + 1 - 4 ⇒ (6) + 4 + 1 - 4 = 7
1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Jordan Andosano |
Jordan gathers his robes in one hand and a sticky bag in the other and makes a thirty foot shamble to get within ten feet of the horizontal distance to the creature. He looks up and judges the shot with his new gooey bag of tangle goodness.
The elemental attacks and hits the creature.
slam/damage: 1d20 + 7 ⇒ (16) + 7 = 231d4 + 4 ⇒ (4) + 4 = 8
Jordan throws his bag at the creature.
touch range -4 for engaged: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18-2 for range possibly too
Jordan sticks the tangly creature right in the middle.
4 tanglefoot bags left-- 2 rounds of elemental left
Tanglefoot Bag
When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Hralyk the Crooked |
Just confirming, is the cave fisher a Large creature? Pull only works on same size or smaller...
Hralyk's rage continues, and he swings again at the creature, connecting this time.
Free action: Maintain rage (9 rounds remaining, AC 14, 23 Str, 37/37 HP)
Standard action: Attack cave fisher
Attack (Falchion, Size, Rage, Bless, Inspire Courage): 1d20 + 7 - 1 + 2 + 1 + 1 ⇒ (13) + 7 - 1 + 2 + 1 + 1 = 23
Damage (Falchion, Rage, Inspire Courage): 2d6 + 6 + 3 + 1 ⇒ (2, 4) + 6 + 3 + 1 = 16
GM Lithrac |
Ramenhotep's arcane missiles hit the creature, wounding it badly.
Telka's arrow flies far and wide.
Jordan's elemental slams into the cave fisher, and with Hralyk's help, kills it!
That's a good point Hraylk, I forgot you were large. It doesn't change anything fortunately.
Jordan - Keep your tanglefoot bag, Clickylegs will die before you get to use it. Moreover, many thanks for including the tanglefoot bag text in your post, it's highly appreciated!
As Hralyk calms himself down and catches his breath, the party is able to find the leather pouch King Zuuga told you about, which is tied to one of the cave fisher's legs. It contains a crown much similar to King Zuuga's, except that this time as you see it out of context, you realize that it is a single bracer of a pair! Moreoever, it registers as magical when inspected more thoroughly.
Hralyk the Crooked |
Hralyk cuts the cave fisher's tongue from his armor and briefly looks at the corpse. "Well, let's just hope the king doesn't mind that we killed his pet."
After he's recovered from his exertion, he investigates the remainder of the room, to see if there are any other treasures secreted about.
Perception (Darkvision): 1d20 + 5 ⇒ (12) + 5 = 17
Telka Beast-Talker |
"This entire venture is a farce. Let us get the artifact and be gone from this place." Telka complains as she collects her weapon.
Jordan Andosano |
Jordan examines the bracelet after the heat of combat wears off. Spellcraft take 10+10 +2 for elven magic gives me a 22
"These are half of powerful protection bracelets. They would be useful as they are equivalent to wearing leather armor."
He thinks. "We need to get the artifact. And then we need to find the sister to this. It is not a crown but powerful magic protection bracers. A mite has no business with powerful magic such as this. He is not even using it properly."
Zeltyieli Alikathesu |
Zeltyieli suggests, "Might be better to finish our exploration while the Mites consider us allies, rather than risk upsetting their 'king' with the news of his pet's death. "
Telka Beast-Talker |
Did we notice that secret door? I would kind of be inclined to start there for some reason.
Telka searches about the statue, and considers the statue itself.
perception: 1d20 + 7 ⇒ (13) + 7 = 20
history on statue: 1d20 + 7 ⇒ (3) + 7 = 10
GM Lithrac |
Yes, I've included it in the room's description when you entered it. It's actually open/askew and not really hidden.
Telka examines the statue, but cannot find anything particular about it. However, she notices that the ranseur-wielding woman is the same as the bas-relief you reported to Canayven Heidmarch earlier. The Venture-Captain had identified that fiery-haired woman as Alaznist, the last Runelord of Wrath.
GM Lithrac |
Using the narrow once-secret passage, you eventually reach another room. Ancient shelves hold only the dust of whatever foodstuffs were once stored here. In the alcoves to the south, iron hooks for hanging meats dangle from the ceiling. However, the most amazing sight is that six skeletons stand to attention in this room, all clothed with aprons or servants' livery - a mocking version of their once living selves. Luckily, they do not seem to mind your presence but remain there standing, awaiting orders that will never come.
Nothing special can be found in there despite your continued searching efforts. A door leads further on to the kitchen. The chamber opens out in a wide half circle. Giant brick ovens have been built into the curved wall, and fire pits outfitted with multiple spits for roasting are set nearby.
If you wish to stay in the room and search it, you can attempt a Perception check.
Zeltyieli Alikathesu |
Zeltyieli says, "Since we're here, we may as well take a look around. We've already seen that the people who built this place like secret doors."
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Jordan Andosano |
Jordan/familiar/dog: 1d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (14) + 4 = 181d20 + 8 ⇒ (6) + 8 = 14
Jordan, his small dinosaur, and his dog search the room.
If not in a hurry, they look again.
Jordan/familiar/dog: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (8) + 4 = 121d20 + 8 ⇒ (16) + 8 = 24
GM Lithrac |
Initiative (Hralyk): 1d20 + 2 ⇒ (2) + 2 = 4
Initiative (Ramenhotep): 1d20 + 2 ⇒ (1) + 2 = 3
Initiative (Telka): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (Jordan): 1d20 + 8 ⇒ (16) + 8 = 24
Initiative (Zeltyieli): 1d20 + 2 ⇒ (16) + 2 = 18
Initiative (Vermin): 1d20 + 4 ⇒ (15) + 4 = 19
After about ten seconds of searching in the room, Jordan and his dog notice a strange rustling coming from the southernmost brick oven. As they get closer to it, a mass of pale yellow vermin comes swarming out!
Initiative - round 1 - bold may act
1. Jordan, Telka
2. Vermin DC 14 Knowledge (nature) to identify.
3. Zeltyieli, Hralyk, Ramenhotep
Telka Beast-Talker |
nature: 1d20 + 9 ⇒ (9) + 9 = 18
Tell me about the vermin. It will undoubtedly change my action depending on their size and nature.
Telka Beast-Talker |
"More cursed insects. Yes, use fire!"
ranged touch, cover, aiming for back square?: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
fire: 1d6 ⇒ 6*1.5 = 9
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
fire, damage next round: 1d6 ⇒ 1*1.5 = 1
GM Lithrac |
The back square is inside the wall. The only square where you can see the swarm is the top left one, so Jordan's dog needs to make a Ref save against the splash damage. By the way Jordan, I moved your icon - please do it next time.
Telka aims and lobs a vial of fiery liquid that explodes when it (barely) hits the swarming mass.
Severely burnt, the swarm pours out of the oven with a disgusting sound, crawling over Jordan's dog and Zeltyieli, entering their mouth, their nose...
Automatic damage: 2d6 ⇒ (4, 5) = 9
Zeltyieli and the dog (in case it survives) must make two Fort saves. The first one against poison (DC 13), the second one against distraction (DC 13 too). Failing the first inflicts 1d4 ⇒ 1 Dex damage, whereas failing the save against distraction makes you nauseated.
Initiative - round 1 - bold may act
1. Jordan, Telka
2. Centipede Swarm (9 damage)
3. Zeltyieli, Hralyk, Ramenhotep
Zeltyieli Alikathesu |
Fort (poison): 1d20 + 4 ⇒ (18) + 4 = 22
Fort (distraction): 1d20 + 4 ⇒ (11) + 4 = 15
Zeltyieli shouts, "I've no way to harm them and don't want to risk healing the swarm... ". He rushes back down the hallway, brushing off the bugs see he does so until he passes Hralyk. " Spare an alchemist's fire?" he ask with a wry smile.
Sorry, posting from work, can't move myself.
Telka Beast-Talker |
Jordan Andosano |
I am posting from phone, no movement possible dog@4/13hp
dog Fort poison: 1d20 + 5 ⇒ (7) + 5 = 12
dog fort distract: 1d20 + 5 ⇒ (16) + 5 = 21
The dog runs away the effects of centipede venom make him whimper.
Jordan hurls an acid flask at the rear portion of the swarm
acid flask touch: 1d20 + 3 ⇒ (13) + 3 = 161d6 ⇒ 5