|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Elise Sunwake wrote:
Reflex saves: Since all but one of the nagas die in the fiery explosion even with a successful save, will roll only once:
The tunnel is rocked by a fiery explosion and the screams of the nagas as they are all incinerated in the blast, while the flames dance around the paralyzed form of the paladin!
Oreanna lands a powerful blow before she is overcome by paralysis.
Round 11:Bad guys' turn
Bite attack: 1d20 + 15 ⇒ (10) + 15 = 25
Party is up!
Oreanna, unfortunately, there is no facing in Pathfinder. I let players see all around you, as long as it is within range, not just the direction you're facing.
The crit confirmed then doing an additional 2d6 + 10 ⇒ (2, 4) + 10 = 16 for a total of 34 damage from the bite.
The naga's poison flows through the paladin and he feels his muscles locking up on him, as he senses paralysis grip his body and he cannot move!
Reflex saves for fireball:
Waiting for Kaydanna's action to complete round.
It is a compulsion effect, so adding +3 is fine.
The three nagas then attempt to bite the paladin, poison dripping from their sharp teeth! The first gets lucky and bites the aasimar's arm, nearly ripping it from the socket! The other 2 blows don't come close to harming the holy warrior.
Elise's action and party can act again in Round 9, although you do hear more slithering as more naga approach!
Oreanna and Kaydanna will need to make 3 DC 22 Will saves (i.e. not roll a 1) at the beginning of your turns.
Rav, I know about your DV and See Invisibility. You did not have line of sight to the worm nagas last round. They came from winding tunnels further west from the party's current location (off camera) that I was just too lazy to draw in, since I just found it easy to have the party in this long tunnel. So no need to retcon and you can act this round.
The far left naga dies from the electricity of the Lightning Balls, bringing the total of dead enemies in this hallway to 5.
Round 7: Bad guys' turn!
A black ray suddenly appears and strike Oreanna, as Elise fills darkness beginning to cloud her sight, as two other invisible nagas appear!
After saves, party is up!
Naga Reflex save: 1d20 + 5 ⇒ (1) + 5 = 6...dazed 4 rounds
Round 6: Bad guys' turn:
Oreanna: 2 Will saves DC 22
After saves, party is up!
Oreanna, I believe re-reading the gaze attack, you only save at the beginning of your turn and again if the creatures focuses it on you as a standard action.
Okay, lots of rolls...
Will apply Oreanna's critical attacks first then to Naga coming out of Daze.
The tunnel is rocked by Flame Strike and Ball Lightning, as the lone undazed naga yells for help! "Kill the elven caster! His magic confuses us!"
Round 5: Bad Guys' turn:
Kaydanna, take your AoO!
Then, party is up again! This is fun!
Thanks, for the breakdown!
Summary of Round:
Round 4: Bad Guys' Turn
Okay, that was a complicated round, so let me post resolution of actions:
Then party is up!
Yeah, Kay, you also forgot save for gaze.
Round 3: Bad guys' turn:
The worm naga remains dazed (Round 2 of 3).
Suddenly, 2 rays of fire strike Ravarel in the back, but thankfully, he is protected from harm due to cleric's communal resist energy. However, the invisible assailant (another worm naga) suddenly appears, subjecting everyone within 30' to its gaze attack!
Ravarel and Elise, please roll DC 22 Will saves or be feebleminded. Ravarel receives a -4 penalty to saving throw.
After the saves, the party is up!
Summary of Round 1:
Ravarel and Kaydanna are up in Round 2.
Reflex save: 1d20 + 5 ⇒ (20) + 5 = 25
Round 1: Bad guys
Dungeoneering is the appropriate skill choice. The creatures are worm nagas and they are known as the bane of all mages and sorcerers and this is what you know about them:
As you head down the long 10' wide tunnel, Siggut sees 60' ahead two medium-sized worm-like creatures with humanoid heads and sharp teeth! He cries out a warning to the party.
If you do not have 60' darkvision and you are not at Siggut's square, you cannot see the enemies or target them with magic.
Kaydanna and Ravarel are up.
I am going to move it along to get Kaydanna in the game... The next day comes as you spend your gold (if you buy anything, please list it in the OOC thread; otherwise, I will assume you are saving up.) You return in tow to the ziggurat, apply the salve to the statue and Kaydanna comes back to life. Now, you have to deal with the pit of doom.
Prepared spellcasters, please list your spells in the OOC thread for the day.
Oreana Del'Aandarth wrote:
Just for an exercise of thought, GM, when you prohibited gunslingers was because you are against the class or firearms? If it is the later, would a bolt ace (gunslinger that uses crossbows) be acceptable in the future?
The Bolt Ace would be fine; I just don't like firearms.
My calculation if you sell all is 23,450 gp. After you pay the 4000gp for the Stone Salve, you have 19,450 and divided by 4 is 4862.5 gp.
No, there are no other treasures in the room. Most of the books in the library are too old and crumble to dust upon inspection.
With the first level clear, the party finds a safe place (?) to store the statue (it weighs about 600 lbs in granite form, so beyond Rav's max load) and teleports back to Magepoint. Since you were just here earlier today, Tenser is still not available.
Agath greets you again at the Church of Pelor and shakes his head when he hears about Daleranna's fate. "I am sorry to hear that, she had a good soul. It seems we underestimated the lethality of the foes in the ziggurat. I am glad you all ended the threat of the corrupted Ghaele. However, the information you are sharing with us about the spellweaver is invaluable. It appears Kyuss had an undead spellweaver as a guide/mentor. Be careful, the creature may still lurk in the ziggurat, trapped by the elves' magic." Agath's acolytes take your treasures and pay you a fee to destroy the evil sword. He makes no decision on the Knowledge worms and tells you you must await Tenser's return for payment (if any) on them. Finally, he speaks "I want you to meet someone who wishes to join your quest, a powerful aasimar holy warrior from Critwall. She comes highly recommended. I am sure her purity in the shadows of darkness will aid you greatly. I present to you, Oreana Del'Aandarth, Guardian of Heironeous." Two acolytes escort the warrior in.
The book does not radiate evil. You look and see a strange diagram of a rune-covered worm inside a human head. The worm seems to be whispering words into the human brain. You then investigate the worms in the jars and you spot tiny runes on them as well. You recall reading in an obscure book of necromancy of the existence of knowledge worms, that burrowed into your brain through the subject's ear and imparted their specialized knowledge to its host, assuming the host survived the process and did not become an undead spawn of Kyuss. Any takers?
The creature is an undead version of a spellweaver, a race of nonhumans from some alternate Prime Material Plane. They communicate only telepathically. They have 6 arms, and can cast multiple spells per round! That's one arm for each spell level. So they could cast two level 3 spells at once (two lightning bolts?), or 6 level one spells (6 magic missiles!), etc.
In the southern room, named the Halls of Knowledge, you see the following:
This long chamber obviously served as a library, as dozens of bookshelves line the walls and stand back-to-back amid the chamber. In addition to the surprisingly well-preserved tomes, twelve clear jars sit on various shelves, each filled with a thin gray liquid and containing a single writhing green worm.
Curiously, you see a book open on the podium with some type of drawing that grabs your attention.
Do you approach and read the book?
I assume you investigate the last 2 rooms on this level before departing.
As you enter Kelva's chamber, a vision assaults you:
You immediately recognize the man in the Vision is the same man from the first vision. Knowledge (nature) checks, if applicable, are appropriate for the six-armed creature.
You find nothing of value in the chamber other than the 2 swarms of Kyuss worms contained behind the glass pane against the far wall.