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Two of the fire beetles die instantly under the immediate response of the party, the third moves towards Malik as Bom steps in to flank the last remaining beetle. To Hit: 1d20 + 1 ⇒ (5) + 1 = 6 Malik and Bom, you are flanking the last beetle. Bom, two of your attacks scored hits, and sufficient damage to kill a beetle, so I split your attack readied and your attack.
I am leaving them outside, if they arent back by then, their corpses will be located outside when you head back to the surface. I am tweaking the encounter(s) to minimize the loss. Meanwhile, I am working on getting a block of time (1 hour) per night when I can catch up. My workload has tripled this month, and several health issues have risen their heads all around me. My son broke his leg, and my best friend had a stroke, losing 50% of his left hemisphere. All in all, I am glad to see April pass.
well the good news is I settled a 15,000 dollar claim against my client for zero dollars! I could have taken them to court, but lawyers fees aren't always easy to get, and spending another 3,000 of my client's money just to hope for 1,500 in fees seemed stupid. Really could use a spare 3,000 though!
I am sorry, my best friend had a stroke, and ended up in Swedish Medical in Denver, so I left town in a hurry. 30%-50% brain death on left side, but recovering well. Please post PFSID Numbers, and I am reporting now, and uploading chronicle to Google Docs. Will provide link once scan is done (hope within the hour).
"It is a mite, like the rest, guards his treasure well. Lots of shiny things, loves his hair best though. Gross. Anyhow, I lead, you follow!" Should you follow, the trail is not overly complex, just around a blind corner recently visited by a screaming mite, and a steep decline into a vast (for mites) cavern (30x30, 10 foot ceiling). An especially offensive odor emanates from within. At the far end, upon a throne set between two ensconced torches guttering their thick, oily, black smoke, you spy a corpulent mite. It would be fat for a goblin, for a mite, it is all but unbelievable. There are hoses and tubes hooked to the disgusting creature, filtering or distilling his bodily fluids. Vases surround the figure, each ripe with various colored secretions. The cause of the odor is becoming much less a mystery as each second of gazing across the throne room passes.
Ajax Arrowhawk wrote:
She attacked 3rd each round, before you and Sarion, IIRC. Quote: 2. Dijjit has suffered three doses of poison: @Group, she's not going to survive if we don't use a neutralize on her. Only because it is outside the regular rules scheme: "During their search of the cave, the PCs discover Dijjit,Ignizi’s kidnapped assistant, in a small chamber. The orange-haired gnome’s unconscious body is riddled with pukwudgie quills and she will quickly become a zombie unless she is cured of the poison. If the PCs have tapped out their supply of potions of neutralize poison, Riddywipple suggests that the PCs return the assistant to Ignizi as soon as possible. The journey takes two days, and if the pukwudgie poison has not been neutralized, a PC must succeed on a DC 15 Heal check once per day to stabilize the dying gnome. If the PCs fail at one of these Heal checks, Dijjit dies, becoming a zombie 24 hours later (Pathfinder RPG Bestiary 288)." There is no DC, just an indication that she miraculously heals if given 1 dose. In the alternative, you may opt for 2 heal checks on days 1 and 2. No more encounters, just succeed or fail. If your T10 is 15+, there is no reason to conserve the N.P. Potions. Quote: 3. It looks like Sarion was only hit once by the puk in Round 3. He failed his first save, but made his second save (Round 4). So he's got one more saves to roll before the battle ends at -1 on Fort. DC is 16 Sounds fine to me, I have noted that he was hit twice, but I really don't care to scroll through, so once it is. DC 16. The saves do need to be consecutive. Quote: 4. Xath was hit once in Round 4. Xath failed the hit save and then failed the Round 5 save. DC is 16 That is what I have as well. DC 16, 2 saves (consecutive) and you are good to go. Quote: 5. We have two potions of NP. Also, that is what I have in my notes. Quote:
Realistically, by time you get all gathered up, saves done, etc. the Ray of Enfeeblement will have passed as well.
Stealth: 1d20 + 4 ⇒ (1) + 4 = 5 Although you get the impression that the skeleton would have an easy chance of blending in with the pile of bones 10 feet to its left, laying in the open and trying to scoot to the bones across the otherwise empty floor, kicking up dust, and leaving a trail, is not terribly useful for camouflaging his movement. The horrible attempt at subterfuge immediately alerts Bom to the creature's presence. Init: 1d20 + 6 ⇒ (17) + 6 = 23 Init please, if you beat the skeleton, go ahead and take action. Else: Realizing he has been spotted, the skeleton leaps to his feet, and rushs at Bom! (Move Action to Stand, Move action to Move.)
Ajax's arrow finds the beasts heart, and she crumples to the ground, unconscious. Xath and Sarion are poisoned, as is the gnome girl. Dijjit is not at negative hit points quite yet, but well on her way. It seems the will likely die before night fall. You all remember that the druid was kind enough to supply some vials of neutralize poison. Kyra, you realize that it is not a a matter of how many hp she has, she has all she can, it is the poison stripping the girls con away that has caused her to degrade. Healing hp damage will do about naught. You also realize that keeping her alive for the two day's journey will be a moderately taxing job, (DC 15) but infinitely possible for one of your skill. Unfortunately, the realization comes with the knowledge that a single failure will result in the death of the assistant *COUGH* TAKE 10 *COUGH* Neuter poison! For Xath (1 dose) and Sarion (2 doses), Kyra, you estimate the DC for the gnome is 20:
"If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target." It is a potion, so 1d20+5 1 Dose Poison: DC 16
If you opt not to use a neutralize poison on yourselves, please roll 5 fort saves for Sarion, and 4 more for Xath. You can apply Guidance if Kyra and Ajax are willing to assist. Cure = 2 saves. REMINDER FOR HEALERS::
Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison. Xath: 1d3 ⇒ 2 Con.
Two of the Mites die instantly, Inuki's dagger expertly gutting one of the fowl creatures, who mis-steps and trips on his own intestines, accidentally impaling himself by the neck onto a stalagmite. The last remaining mite glances about in horror, and moves with a speed you would have deemed impossible for one so small, screaming as he dashes down the earthen hallway, and around a blind corner. The grig appears near death.
Cracked and crumbling frescos line the walls of this large empty room. The sections of the frescos not destroyed by the passing ages show Qadiran men engaged in battle. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. A pile of bones rests just inside the passage. This large room once served as a meeting place, entertainment hall, and occasional fighting pit. Now it sees use primarily as the route by which creatures come and go from the dungeon. Many wild animals have laired just inside the narrow tunnel, which was created during the earthquake that destroyed the tower above; the remains of their myriad prey lie in a pile near the exit.
Feeling confident as the party begins to flee before her might, the pukwudgie moves past Sarion, into the open cave. (Provoking from Sarion). Glancing around for targets, the evil monster chortles, and lets fly a quill at Xathalial. (Apparently no longer believing the real threat is the paladin.) To Hit: 1d20 + 14 ⇒ (11) + 14 = 25
Fort save please Xath.
You notice a word is engraved on the helmet of the statue's head. If you had to guess, you would guess Kellish, like much of the rest of this place. Throughout the dust, you notice skeletal, kobold, and insectile tracks moving to and fro. The skulk has also left some indication that he, at least on occasion, wandered this way.
This crossroads of stairs has one dominant feature: a crumbled statue in the southeast corner, once the image of a proud warrior chiseled roughly in granite. The statue’s helmeted head now rests on the floor, its lifeless stone eyes gazing toward the south. On the helmet, a single Kelish word is carved in the stone. The wide stairway to the north leads to a passage that ends in a cave-in ten feet past the foot of the stairs. You notice that there is a secret compartment in the Katana Inside the compartment is a tightly-rolled document. If you speak either Kellish or Tien:
The document serves as both a letter of credit and details a trade agreement between any holder of that agreement and a group called the Way of the Kirin. The terms are written in both Tien and Kelish, and promise the holder the full support of the Way of the Kirin, along with naval and war materiel worth 50,000 gp.
Kyra: The gnome girl is affected by the same poison you had coursing through your bones just moments ago. She will doubtless die soon without care. Sadly, death will quickly (within 24 hours) result in undeath. You reckon a vial of the neutralize poison might just do the trick. Saurion, you take Con: 1d3 ⇒ 2 Con Damage from the poison now affecting you (1 in effect) One of the zen archer's arrows manages to find home, again, while the rest clatter onto the ground, bouncing off the creature's unnaturally tough hide. To Hit(Ray): 1d20 + 14 ⇒ (18) + 14 = 32 v. Touch AC Frustrated, the Pukwudgie takes another step back and away from the paladin, and points an imperious finger at the zen archer causing a coruscating ray to spring forth . (Ray of Enfeeblement). Fort Save please. Tracking:
57 Since the Ray may affect your rolls, DC = 14, Str Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Kyra manages to locate the small gnome. As you approach you realize a heal check is in order. The zen archer's first arrow again finds its home in the creatures breast. Tracking:
45 Letting lose quills at the only target she has available, the pukwidgie takes a five foot step away from the paladin, and launches two quills at the paladin. TO Hit: 1d20 + 14 ⇒ (9) + 14 = 23
Fort Save please
Both the arrows fly wide and high. Fortunately the paladin's blow lands with amazing precision. Those who made the save are shaken 1 round. Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. If you failed, you are frightened.
The Pukwudgie moves away from the barbarian and turns, firing a quill at the hulking man. TO Hit: 1d20 + 14 ⇒ (11) + 14 = 25, and the quill sails through the barbarian. WIll: 1d20 + 10 ⇒ (13) + 10 = 23. The pukwidgie hisses in anger as she realizes she has been tricked! Xath, you hear a whisper in your ear. "The smoke isn't real, I am making it. It is just an illusion. Do not be tricked little one! I must alert the other archer. Remember, the smoke is an illusion." A cloud of roiling black smoke erupts about 10 feet distant from the pukwudgie, obscuring the ability to see. The faerie dragon flits as fast as his little wings will carry him, and explains to Ajax that he has summoned the smoke, and that it is just an illusion. Will saves all around for the smoke illusion. Remember your +4 because you are told it is an illusion by the faerie dragon. Track:
26
The beasts are otherwise distracted, the surprise round is yours. The magic missile launched by the young wizard careens unerringly through the air, striking the ringleader square between the shoulder blades, dropping him instantly and ending his evil laughter. Simultaneously, Roga strides in swinging his massive hammer in a powerful overhand blow directly into the head of on of the mites, crushing its skull like an over-ripened mellon.
Clarification, the room you are in (in theory) is 14. The Skulk just jumped down the well in the room to the north west. I am assuming you are referring to the Westernmost door in the southern part of room 14, leading to room 15. There are no sounds coming from the door. Entering the next room, you note that this room has a wide corridor exiting it toward the north, and a door to the south. Barrels and boxes of supplies fill the cramped chamber.
Somewhere a ways back, our evil villain rolled a stealth for sniping the poor group. DaWay had a 6 perception v. 12 for snipe. I don't remember which spoiler, but I have it in my notes. I could be wrong. As you spread out, you become convinced you are alone in the cave with whoever this porcupine woman is. Sarion's charge connects awkwardly with the monstrous creature, causing no harm. The distraction proves advantageous for the monk, and his arrow strikes just shy of a vital location against the fowl humanoid. Turning to the monk who has injured her, she takes a five foot step back to the north east, and suddenly a wave of fear and trepidation washes over the archer and paladin. Will saves please Xath and Sarion. It is a fear effect, so if you have bonuses, please apply! Don't forget Bless! (+1 save v. fear). Fort save for Kyra if not using Neutralize Poison. If using Neutralize Poison, no need. As you glance around in dismay at the turn of events, a large barbarian materializes behind the Pukwudgie, distracting her for a moment. DC 14 for save Xath and Saurion. If fail, Frightened. If succeed, Shaken 1 round. (SCARE SLA). Saurion:
A squeaky small voice whispers in your ear, "Paladin, I promise to whatever gods you follow, that is an evil beast. Smite it now before it gets the better of you! I have it distracted for but a moment.[/b]" You are reasonably certain that the creature speaking to you is Riddywhipple. Track:
13
At the end of the earthen hall, you come across a group of well distracted mites. They are huddled in a mass, their backs towards the group. In the center, you spy another familiar fey. The even smaller than a mite grig is gagged and tied. The mite in the center in pulling off her insectile legs one by one to watch them twitch and dance. "You make us dance! No! We make you dance. Piece by piece you dance for us to laugh." Peals of laughter burst from the mites as the ring leader pulls yet another leg from the poor grig. 5 mites
No, you need to use a melee to get an AoO. If he survives, he is gone down the well. If cornered and given the opportunity to surrender, he parleys for his life, willingly handing over the jade katana . . . No idea why you wouldn't have gotten the katana before? Injured, but aware of his situation, the skulk disappears down the well. The kobolds seem excited and happy with the victory, jabbering vigorously in draconinc. The best you can tell, they are likely arguing over who might be the most suited to lead following the downfall of the fire speaker.
It is from the new target. Kyra, you take Con Damage (Poison) : 1d3 ⇒ 1
Kyra you take 3 total Con Damage as the cruel poison courses through your veins. On your turn, you will need to make another save. Bad guy, --> Xath, Saurion, END OF ROUND Ajax, Kyra (DaWay). (reordered Init tracker so you can all take actions as you see fit before bad guy goes again. GM Stuff:
Kyra Initial DC = 16 1 Failed = DC 18 2 Failed = DC 20 Cure=2 saves.
The sword skitters across the floor, past you and to the kobolds. The feint appears to be a failure. None the less, the chameleon skinned Fire Speaker makes a run for it, charging past all of you and to the well. If you are along the path of the Fire Speaker, and have weapons drawn, you may make an Attack of Opportunity. Otherwise you can pursue if you like.
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