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Galyna can't finish off her target, but Shiv has no such difficulty, easily dispatching the woman and leaving Galyna unthreatened at last. Oscar and Kassandra find their attempts to strike less effective, but Uraisa finally finishes off the rats that have bedeviled Oscar and Shiv and Ellantera uses her knife to great effectiveness, slipping the blade beneath the ribs of her wererat attacker and causing her to cry out.
Erwin still to go; also, Miet, the same narrowness of the hallway that keeps the Tower Girls from being able to stab you past Erwin and Ellantera keeps you from being able to cast color spray without catching El and Erwin in the blast.
The waters now are several feet lower than they were before, meaning you spend much of the time slipping and sliding over slick seaweed plastered to the cave floor rather than swimming. Very shortly you find yourselves back where you were yesterday, facing the choice of whether to take the right or left fork deeper into the cave. Yesterday you went left...
Will save: 1d20 + 1 ⇒ (10) + 1 = 11
The Tower Girl finally crumples, even if not as thoroughly as Uraisa would have liked; Kassandra has at least given the wizard a short respite.
The Tower Girls seem less confident now that their numbers are starting to dwindle. One stabs at Galyna (first stepping out of the flank), while another runs up behind Oscar to stab at him as well.
Short sword attack on Galyna: 1d20 + 1 ⇒ (2) + 1 = 3, damage 1d6 + 1 ⇒ (3) + 1 = 4
The last rat in the Girls' sleeping area also maintains its furious intent on drawing Oscar's blood.
Bite attack on Oscar: 1d20 + 1 ⇒ (15) + 1 = 16, damage 1d4 ⇒ 1
At the other end of the hall, the wererats and the donkey rats both find their access to Miet blocked by Erwin and Ellantera, and so turn their weapons on them.
Attack on Ellantera #1: short sword 1d20 + 4 ⇒ (11) + 4 = 15, damage 1d6 + 2 ⇒ (2) + 2 = 4; bite 1d20 - 1 ⇒ (18) - 1 = 17, damage 1d4 + 1 ⇒ (2) + 1 = 3
Donkey rat attack on Erwin #1: 1d20 + 1 ⇒ (17) + 1 = 18, damage 1d4 ⇒ 1
You guys. El, this the turn that Inspiring Command is in effect on you.
For a brief moment, Illuria sees a dark mark - something that looks almost like a hieroglyph - appear on the forehead of her reflection and feels a matching burning sensation in her own forehead, but both disappear almost before she can fully recognize them.
The tracks in the dust look to be those of large-ish creatures with the vermin subtype.
As you look into the mirror, you see yourself, along with the other members of your party, reflected back — along with a human man with bronzed skin in his forties, wearing white ceremonial robes and a headdress. The man looks to be standing right behind you, face stern and disapproving. In fact, all of the other members of your group appear to be looking at you with similar expressions.
Q'urtaz's and Slurk's examinations of the room both produce one noteworthy fact: the presence of tracks in the dust that covers the floor. Additional information requires use of the Survival skill. Nothing else seems to stand out beyond the obvious, however.
The doors are unlocked and open easily. Beyond is a short corridor with another set of double doors standing partially open at the far end.
Perception, DC 15:
You notice one of the doors at the opposite end of the hallway moving slightly, as if it had just been nudged or bumped by someone passing it.
The wizard has backed up into the room he and the priestess came out of; that means that neither Anevia or Lyddy can really get to him, especially as a single move. Anevia could set up a flank with Ellena, though.
Anevia's arrow catches the wizard in the chest, making him jerk and suddenly cough up blood. Lyddy's swing at the glaive-user is less effective, however, and earns her only an attack from the polearm for her trouble. Glaive AoO: 1d20 + 5 ⇒ (17) + 5 = 22, damage 1d10 + 5 ⇒ (6) + 5 = 11
Weapon Proficiency: A picaroon gains proficiency with all simple weapons and martial weapons, as well as one-handed firearms. This replaces the swashbuckler’s weapon proficiency.
Panache: Unlike other swashbucklers, a picaroon regains panache when she confirms a critical hit or makes a killing blow with a light or one-handed piercing melee weapon or a one-handed firearm. This ability alters panache.
Deeds: The picaroon gains the following deeds, each of which replaces an existing deed.
Melee Shooter (Ex): At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack made by the one-handed firearm during her turn. This deed replaces opportune parry and riposte.
Quick Clear (Ex): At 3rd level, as a standard action the picaroon can spend 1 panache point to remove the broken condition from a single one-handed firearm she is currently wielding, as long as the firearm gained that condition through a misfire. This deed replaces kip-up.
Gun Feint (Ex): At 7th level, a picaroon can use the ferocious reputation of firearms to her advantage. A picaroon with at least 1 panache point can feint instead of attacking with her firearm as part of a full attack. She can spend 1 panache point to gain a +5 bonus on this check. This deed replaces superior feint.
Lightning Reload (Ex): At 11th level, once per round the picaroon can spend 1 panache point to reload a single barrel of a one-handed firearm as a swift action. If she has the Rapid Reload feat or is using an alchemical cartridge, she can instead reload a single barrel of the weapon as a free action each round. Using this deed doesn’t provoke attacks of opportunity. This deed replaces bleeding wound.
Two-Weapon Finesse (Ex): At 2nd level, a picaroon gains the benefits of the Weapon Finesse feat with light or onehanded piercing melee weapons. She also gains the effect of the Two-Weapon Fighting feat as long as she is wielding a light or one-handed piercing melee weapon in one hand and one-handed firearm in the other hand. This ability counts as having both the Weapon Finesse and Two-Weapon Fighting feats for the purposes of meeting feat requirements. This ability replaces swashbuckler finesse.
Bolts of silk cloth and spools of silken thread fill much of the storeroom that Nesipho finds himself peering into. A set of steps with wooden railings in the southeast corner leads down below ground level.
Perception, DC 15:
There is a trapdoor in the ceiling, which unlike in the other room is actually solid, heavy wood and not just open to the bare roof.
Belgood's rapier almost makes contact with the woman, but a strange forces wrenches the weapon aside at the last moment.
The woman steps back and to one side, breaking the flank and putting her back to the wall. The move also puts Ellena in reach of her glaive again, and she slashes at the paladin with it. Glaive attack 1d20 + 5 ⇒ (2) + 5 = 7, damage 1d10 + 5 ⇒ (2) + 5 = 7
The tiefling in the doorway moves back away from Belgood and telekinetically hurls his staff at the rogue. Staff attack on Belgood 1d20 + 3 ⇒ (18) + 3 = 21, damage 1d6 ⇒ 2
Just assuming Q'urtaz will go ahead and push this door open too.
The room at the bottom of these stairs is very similar to the previous in both size and shape. A massive mirror stretches across the southern wall of the chamber, flanked by two statues. The statue to the east depicts a tall, gaunt woman in a flowing, hooded gown, holding an hourglass. The figure to the west is that of a jackal-headed man carrying a scepter or staff in his hand. Stone double doors, standing slightly ajar, lead to the east and west. A third set of double doors exits the room to the north, where Q'urtaz even now stands. Torch holders sculpted in the shape of bird skulls are built in each corner, and a thin layer of dust covers every surface.
The statue of the woman is Pharasma, the jackal-headed man of course is Anubis.
The two monks were each carrying a potion bottle (well, two, actually, but the other one is empty). The snake-woman does not seem to have anything of interest on her.
Now that you have a bit more of a chance to look around the room, you can see that there are two sets of exits in addition to the doors you came in through: a pair of double doors on the far wall well off to your left, and a single door nearby. You also note that the "ceiling" is just crossed beams below the cavernous roof.
The double doors open into a decayed ballroom, easily recognizable as the room you saw from the crumbling balcony above. A ring of pillars support the balcony just over fifteen feet overhead, and a flight of stairs winds up to the balcony along the southern wall. Faded paintings of dancing elves decorate the walls, spattered here and there with ancient bloodstains. Another set of double doors are on the room's far side, while a smaller single door is in the wall near where you are standing.
Conchobhar's Fort save with resistance: 1d20 + 1 ⇒ (8) + 1 = 9. Aaaand Conchobhar takes 1d3 ⇒ 3 Dex damage and 1d3 ⇒ 1 Con damage.
Despite Chum's care, Conchobhar awakens the next morning looking distinctly worse for wear, his skin pale, his cheeks hollow.
EDIT: had the wrong ability score for some of the damage Conchobhar took.