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Sleep hex save: 1d20 + 3 ⇒ (19) + 3 = 22
The wererat sneers at Kassandra's magic, but its Tower Girl companion is not so fortunate. Although she manages to reach her feet without giving Oscar the opening he needs, it turns out it was a feint - the backswing slips past her blade and into her side, crushing ribs.
Evril no longer counts as being "in melee" with the choker, since he's not actively resisting anymore - on the other hand, I am going to assume Chum is readying his weapon with the other half of his action.
Owlbear roars angrily. "Ugly little man!" he shouts, following Chum's lead up into the spreading branches of the tree. Climb check: 1d20 + 8 ⇒ (9) + 8 = 17 He grabs for the creature, whose hands are full of Evril and can't readily respond. The choker can't take its AoO because its hands are full. Owlbear's grapple attempt, with flank and inspire courage: 1d20 + 8 ⇒ (9) + 8 = 17. He jumps out, grabs the thing, and drags them both - along with Evril - down from the tree, sending all three crashing to the ground. Evril did not fall far enough to take any damage, but the choker takes 1d6 ⇒ 3 damage and Owlbear takes 1d6 ⇒ 4. Both are prone on the ground in front of you now (as is Evril, obviously).
Conchobhar jumps forward, reaching out a foot to touch Evril's boot while he chants a quick incantation, and the bruises around Evril's mouth and jaw fade slightly. Evril heals 1d8 + 2 ⇒ (1) + 2 = 3
Seeing that none of you have melee weapons to hand, the green-skinned thing rises to its feet and grabs for Owlbear, its face a mask of fury. Tentacle attack: 1d20 + 6 ⇒ (17) + 6 = 23, damage 1d4 + 3 ⇒ (1) + 3 = 4 plus grab 1d20 + 8 ⇒ (2) + 8 = 10 and constrict 1d4 + 3 ⇒ (1) + 3 = 4 It wraps its fingers around his neck just as it wrapped them around Evril's a few moments before, but the massive sailor is made of sterner stuff than the Andoran half-elf, and he struggles mightily to free himself.
Up in the tree, a sudden rustle catches Chum's ear and he turns on his branch to see the other choker appear out of the greenery above him and take a swing at him too. Tentacle attack: 1d20 + 6 ⇒ (15) + 6 = 21, damage 1d4 + 3 ⇒ (4) + 3 = 7 plus grab 1d20 + 8 ⇒ (18) + 8 = 26 and constrict 1d4 + 3 ⇒ (3) + 3 = 6. Chum, I need a Climb check, please.
Oread paladin monk would be haaaaaaaard mechanically. Also rather iffy with the general alignment of the rest of the group, which seems to be shading toward "the deep end of the alignment pool," as it has been known.
Warpriest of Irori is a pretty damned decent compromise for a single-class combo of the two...
Galyna's shot misses high, and the bolt careens off of the far wall, sending a few rock chips flying.
Miet steps up in front of her and begins an arcane chant, carefully timing her gestures so as not to leave herself open to any attacks by the nearby Tower Girls. A wave of colored lights bursts over the opponents with dazzling fury.
TG #1 Will save: 1d20 + 1 ⇒ (10) + 1 = 11
WR #1 Will save: 1d20 + 3 ⇒ (5) + 3 = 8
Suddenly, most of the foes are unconscious; only one of the Girls still struggling to free herself from the remnants of the table and Shiv's lycanthropic opponent are still awake.
Duration of unconsciousness: 2d4 ⇒ (3, 4) = 7 rounds. The affected targets are marked with asterisks on the map.
The one Tower Girl who managed to cover her eyes in time to avoid the magic tries to wiggle free of the heavy wood.
Escape Artist: 1d20 + 6 ⇒ (11) + 6 = 17
Once she is free, she grips her blade tightly, hoping to block any blow, and begins to rise to her feet.
The TG goes full defense and stands. This provokes AoOs from Oscar and Miet (if she threatens), but the prone AC penalty is negated by her full defense action. Once the AoOs are resolved, everyone can go again. Don't forget Erwin's bless spell...
Your roll is you caster level plus your casting stat modifier. The DC is 15 + (2x spell level), or 17 for color spray.
The best spot for hitting the most targets is E9, and three opponents threaten it. Currently two of them are prone and entangled, meaning that they are suffering a -6 penalty to their attacks, but the third is a standing and angry wererat. You will need to decide if you would prefer to risk the AoOs instead...
Don't think we've had any movement on party origins yet, although I personally am looking forward to the question (if only to figure out how such a diverse group came to be...).
I did want to note, though, that oread in particular as some good beatstick options - oreads make damn fine monks (check out their racial archetype, as well as Iron Mountain and the terra cotta archetype), and the shaitan binder archetype for oread summoners is pretty cool too...
Looks like no one is going to take Lamsfel up on his suggestion this round - but perhaps next time.
The angry lizard tries to push through the door, fails to find somewhere to push to with the press of bodies around it, and snaps angrily at Gan.
Bite attack: 1d20 + 5 ⇒ (13) + 5 = 18, damage 1d8 + 4 ⇒ (4) + 4 = 8
Gan's magical protections deflect the attack, although just barely, and the lizard hisses in anger once more.
You guys now.
The choker begins to lift the kicking, struggling Evril into the air.
Grapple check to maintain the grapple and deal damage: 1d20 + 8 ⇒ (5) + 8 = 13, damage 1d4 + 3 ⇒ (3) + 3 = 6
Evril passes out as the choker continues to squeeze, and you can all hear the bones breaking in his jaw and spine.
Choker #2 Stealth: 1d20 + 13 ⇒ (20) + 13 = 33
You guys can all take your actions now (we'll let the initiative thing go this time, Chum).
Oscar's sudden rush bowls the rotten table, knocking it and the Tower Girls behind it onto the ground.
The two TGs are now prone and entangled, but they still have cover from the table that is now on top of them.
With angry shouts, the two wererats rush forward, dropping their bows and drawing blades to attack Oscar and Shiv.
Short sword attack on Oscar: 1d20 + 4 ⇒ (4) + 4 = 8, damage 1d6 + 2 ⇒ (6) + 2 = 8
For those keeping track at home, the wounded wererat is the one in G10, currently attacking Oscar.
Oscar dodges the attack easily, while Shiv feels the blade open a burning cut on his shoulder.
Galyna and Miet.
Ellena jumps to her feet, while Lyddy tosses a rope down to her. Belgood fires a shot, cutting open the translucent sac and letting a bit of ichor ooze free, while Rashak readies himself to do the same.
Anevia's init: 1d20 + 8 ⇒ (19) + 8 = 27
Anevia also fires down the shaft, taking two shots in hopes of getting at least one through.
Full attack with Point Blank Shot, Rapid Shot and penalties for melee and cover. 1d20 - 2 ⇒ (19) - 2 = 17, damage 1d4 + 1 ⇒ (4) + 1 = 5; 1d20 - 2 ⇒ (13) - 2 = 11, damage 1d4 + 1 ⇒ (3) + 1 = 4
To her surprise and pleasure, both arrows actually hit, and the wounds that open are somewhat larger than the one Belgood created.
Heedless of - possibly incapable of even noticing - the damage, the amoeba lunges toward Ellena, part of its surface deforming into a kind of protoplasmic tendril that tries to lash around her leg, droplets of acid falling away as it does.
Slam attack: 1d20 + 3 ⇒ (4) + 3 = 7, damage 1d3 + 1 ⇒ (1) + 1 = 2 plus 1d3 ⇒ 1 acid.
The tendril waves uselessly, though, and Ellena avoids it almost without noticing.
You guys again.
I personally rather love the warpriest - I am playing one in PFS currently, and have at least two other concepts waiting in the wings. They have a definite power curve - decent but nothing amazingly special at 1st, powerful kick-up at 2nd, and it just goes up from there. Given the morally-ambiguous-at-best overall feel of this party, I think deity choice would be something to consider, but I think warpriest would be a fine choice.
That is totally my fault and I am a terrible GM for not letting you know that I'd made this thread. The noodle-lashings will continue until morale improves.
Glad to have everybody here finally!
I believe the stated plans are:
It looks like the basic bases are covered, since Misroi's planning to build his kobold for trapfinding as well. I suspect Set is not a Nice Guy god, but I think the potential problems with healing that having a negative-energy channeler brings will be offset by Doomguide's bard, assuming he takes the cure spells in his spells known.
....or not. Looks like it's going to be next Thursday before we get the gods.
On the plus side, the blog does have the full, free Player's Guide, including a discussion on a particularly interesting topic: the Adventuring Group Name!
Also, while the mechanics might be a bit wobbly, I'm hopeful you can at least start working out relationships with one another, since the adventure apparently assumes a pre-existing group this time.
Lightning and lead both fly toward the creature, but neither connects.
Owlbear init: 1d20 - 1 ⇒ (13) - 1 = 12
Conchobhar begins another rousing shanty, while Owlbear hurls the massive log he was carrying into the tree, trying to hit the creature.
Conchobhar begins to inspire courage. Owlbear makes a ranged attack roll with his improvised club, including the penalty for throwing into melee: 1d20 - 2 ⇒ (12) - 2 = 10, damage 1d6 + 4 ⇒ (5) + 4 = 9
The log flies past, landing on the other side of the stockade, and Owlbear shouts inarticulately in frustration.
Still need init from Evril himself...
Ellena slips on the slick floor and slides the length of the hallway, landing feet-first in the accumulated muck at the bottom.
At first, it seems that the only price of this is the bad smell - but then the trash moves. A massive blob, shapeless and almost invisible save for the detritus trapped inside its translucent form, oozes from the muck. It is half Ellena's height and roughly the same width, and it lunges toward her.
Initiatives, please. Also, you might want a Knowledge (dungeoneering) check.
They are all armed with shortbows, although they also have shortswords on their hips as well.
Shiv slips into the room and lets his rapier introduce him to the nearest Tower Girl, stabbing her deep in the chest.
The crit didn't confirm, but since she was flat-footed, Shiv gets sneak damage too, so I'm just going to use the crit damage d6 as his sneak d6 instead. The Tower Girl takes 10 damage total.
Uraisa's bolt strikes home for a third time, and the wererat growls in fury, staring at her.
Looks like we still need initiatives from Kass and El.
The group files toward the open gate, your intrepid captain in the lead, with Owlbear and Conchobhar bringing up the rear. The area within the stockade is quite spacious, more than thirty feet wide and over fifty feet long, with a small but sturdy-looking cabin inside. The door faces away from the gate, so you can't see into it from this vantage. The water bubbling in the spring looks fresh and clean, and the spreading branches of the tree give the first respite from the oppressive heat of the day you have had since morning. It is a surprising and welcome moment of tranquility...
1d6 ⇒ 5
...shattered when the second greenish creature, one more skilled at hiding than its associate, suddenly lashes out with overlong arms from its perch on the lower branches of the tree to wrap thick fingers around Evril's neck.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16, damage 1d4 + 3 ⇒ (2) + 3 = 5 and grab 1d20 + 8 ⇒ (9) + 8 = 17 and constrict 1d4 + 3 ⇒ (3) + 3 = 6
Evril takes 11 damage and is grappled. He is also incapable of speaking or making any vocalizations at all due to the hands on his throat. Initiatives please - as always, act before the choker if you beat it. The choker's reach is only 10 feet, so it can be attacked with reach weapons, ranged weapons or a decent jump via Acrobatics.
Choker init: 1d20 + 6 ⇒ (1) + 6 = 7
Severus "Shiv" wrote:
Shisumo: Could we get a map please?
Done. Click here for it. You can place yourselves on the map, but you will need to start in the upper room, 3-6/E-H. If it isn't visible to you when you look at the map, the table is between rows 9 and 10 on columns E and F.
Uraisa, Oscar and Shiv can all go before your opponents, as can anyone else who beats their initiatives.
Aravashnial sighs, but accepts the shards, tucking them into his pouch. Horgus rolls his eyes, quite visibly (to everyone except Aravashnial).
Continuing with her original plan, Ellena moves toward the foul-smelling passageway. It is narrow hallway that slopes downward steeply. The walls are stained with foul-smelling streaks of refuse, and a mound of rotting garbage lies heaped at the far end of the hallway.
Initiatives might indeed be a good idea.
As Oscar focuses his attention on the occupants of the next room, he sees there are a total of six figures - four are human women, all Varisians by their appearance, while the other two are... something else. Shorter by a hand or so than their human companions, the rat-like humanoids that flank the group have glittering, beady black eyes and massive, sharp incisors jutting out over their lower lips. One shows signs of injury, a dark stain of blood visible on its left shoulder.
Heal, DC 15, or Knowledge (arcana), DC 20:
The wounds - there are two - are reminiscent of the injuries caused by a magic missile.
All six point bows around the edges of the old, rotted table they have flipped over to serve as cover.
Tower Girls' initiatives: 1d20 + 3 ⇒ (7) + 3 = 10
Stealth checks: 1d20 + 13 ⇒ (13) + 13 = 26, 1d20 + 13 ⇒ (3) + 13 = 16
There's no sign of recent passage over the ground, but a few items of note catch Chum's eye. The first is that there is an old, battered spyglass mounted on the stockade wall - and it appears to be in a fixed position, aiming toward something specific. The second is that there is a creature hiding in the branches of the tree over the spring, something that looks to be roughly humanoid, but with unusually long, gangly arms and quite a lot of teeth.
Knowledge (dungeoneering), DC 17:
It looks like a choker, a common underground threat known for hanging from cavern ceilings and grabbing prey passing beneath it - but based on its green skin and fluffy, almost leaf-like body hair, a variant more adapted to life in the jungle than below the earth.
The elf pulls the door shut - and an instant later, the wood shudders violently as the lizard hurls itself against the barrier.
Strength check: 1d20 + 3 ⇒ (17) + 3 = 20
The decayed wood is no match for the lizard's fury, and now half the creature's body is through the hole it made in the door. The lizard's mighty jaws snap once in the elf's direction as its tongue lashes the air, seeking your scents.
You guys can go. The lizard is benefiting from cover, thanks to being half in a door, and only three of you can attempt melee strikes on it at a time.
Although the stairs are uneven and treacherous, slow and careful progress, aided by Artevious' morale-boosting exhortations, sees the group safely up the incline. It takes most of an hour, given the slow pace set by Eleuterio and Conchobhar, but at last you find yourselves atop the ridge - and standing before you is a rather unexpected structure: a well-built timber stockade that surrounds a small lodge. Vines wrap and strangle a great tree that rises next to the lodge, blocking light from above. Beside it is a bubbling spring. The jungle is thinner here, thanks to the uneven and semi-infertile soil, and the large tree that looms over the stockade is the only one of a comparable size anywhere in the vicinity.
There is a gate on the stockade, but it stands ajar.
Ellena Lovain wrote:
Avenia carries a short bow, doesn't she? If so, let's give her the longbow, if she wants it.
The half-size Anevia studies the bow for just a brief moment before shaking her head. "I'd have to dispel this magic," she explains, gesturing to her transformed body, "and I think it could be useful to be this sneaky for awhile longer. Besides, that's too long and bulky. I think it would just get in my way." Which is an in-character way of noting that rogues aren't proficient with longbows.
Ellena Lovain wrote:
"This Baphomet symbol worries me. The bull god is devious and his worshippers are the same. If the evil mongrels are working with cultists, we owe it to the peace wanting tribe to eliminate this threat.". She stomps the holy symbol underneath her boot. "The Inheritor's glory," she proclaims as she tries to destroy the symbol.
"Wait!" cries Aravashnial, although it's not clear whether he completely understands what Ellena is doing. He obviously hears the crunch of shattering obsidian, though, and winces. "We know so little about the Ivory Labyrinth! We need to understand how it works, where its secrets lie, so that we may properly combat it! We need to capture and study, not destroy!"
"No, the paladin's right," Horgus growls. "Now is not the time to indulge your conspiracy-theorist fantasies. These cultists and their foul artifacts are abominations. We need to wipe them and everything they've touched from the land, by blood and fire if necessary."
Sasha's Con checks: 1d20 + 2 ⇒ (1) + 2 = 3, 1d20 + 2 ⇒ (13) + 2 = 15, 1d20 + 2 ⇒ (2) + 2 = 4, 1d20 + 2 ⇒ (14) + 2 = 16, 1d20 + 2 ⇒ (4) + 2 = 6
Lunvi's Con checks: 1d20 + 2 ⇒ (16) + 2 = 18, 1d20 + 2 ⇒ (12) + 2 = 14, 1d20 + 2 ⇒ (12) + 2 = 14, 1d20 + 2 ⇒ (7) + 2 = 9, 1d20 + 2 ⇒ (10) + 2 = 12
The trek to the top of the stairs seems to take forever - by the time you reach a landing at the top, you are certain you have climbed several hundred feet into the air. When you finally come out onto a level floor, you find yourselves in a relatively trashed and torn-up room about twenty feet by twenty feet; a archway leads out of the room to the south, where another room is visible. In the middle of that room is an overturned table, and behind the rather shoddy-looking furniture are the half-visible forms of several crouching humanoids.