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Correct the oozes cannot be hit with criticals or sneak attack damage
Will Save #1: 1d20 + 2 ⇒ (2) + 2 = 4
Rauno casts haste while Kelkzar hits the ooze twice, the creature's weird makeup absorbing some of the blow DR/-. Quintus follows up with a wave of positive energy scorching the creatures.
Trevor follows up Kelkzar's attacks with a couple of his own:
Power Attack #1 Trevor vs Ooze #1: 1d20 + 21 ⇒ (18) + 21 = 39
Hitting the ooze it bursts into a spray of blood and dissipates into the river. Trevor takes a 5' forward and continues his attacks but is unable to connect
Power Attack #2 Trevor vs Ooze #1: 1d20 + 21 - 5 - 3 ⇒ (8) + 21 - 5 - 3 = 21
Power Attack #3 Trevor vs Ooze #1: 1d20 + 21 - 10 - 3 ⇒ (17) + 21 - 10 - 3 = 25
Power Attack #4 (Haste) Trevor vs Ooze #1: 1d20 + 21 - 3 ⇒ (3) + 21 - 3 = 21
After Rowena goes gaseous, the blood amniotes move in and reach out, one hitting Trevor and sapping his health.
Blood Amniote #1 vs Trevor: 1d20 + 9 ⇒ (19) + 9 = 28 *Hit*
Blood Amniote #2 vs Kelkzar: 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge (Religion) DC 19:
These creatures are called Blood Amniotes. They are undead and an ooze with all of the bonuses and limitations of each.
Knowledge (Religion) DC 24:
Blood Amniotes are mindless and sightless but can tell where living things are. Any wounds it takes heals quickly, unless destroyed. (fast heal). They can move across walls with ease and fit into smaller spaces.
Knowledge (Religion) DC 29:
Blood Amniotes slam into their victims and expel a portion of their own blood into the victim reducing their health. With enough hits like these it can spawn another of their kind.
Knowledge (Religion) DC 34:
Blood Amniotes will not stop pursuing their prey in search for blood. However they will not travel underwater and could lose track of their prey if they get far enough away.
Initiative Rowena Lordail: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (9) + 4 = 13
Initiative Rauno Redpath: 1d20 + 13 ⇒ (10) + 13 = 23
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Quintus: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Monster: 1d20 + 5 ⇒ (20) + 5 = 25
Airwalking down the river you take the fork and there are the two huge oozes made of blood. They seem to sense you as you approach and only Rowena's reflexes are quick enough to act before them
OK, options from here include the following: Going into or past the room Allustan is trapped in or follow the river. If you follow the river, you can follow the main flow where it "falls" down below, or take the fork where the blood slimes where on the wall and the river "froze".
Also remember that if you rest Rauno still does not have his spell book unless you make a deal with Flycatcher
Assuming you have at least one point left in your Ki Pool
Rowena steps over hitting the dread wraith with her ki enhanced attacks. Using the power granted to her by Trevor and Iomedae, she connects twice and disperses the undead spirit.
Other than the pillar where the crystal disc once sat, the only other thing of entrance is the dusty set of armor.
Rauno Spellcraft: 1d20 + 21 ⇒ (15) + 21 = 36
Rauno studies the magical armor and recognizes some of the symbols etched into the magical armor. It is a suit of +2 electricity resistance banded mail. (Up to 10 resistance)
Kelkzar and Trevor combine their hits damaging this evil creature, but not killing it yet. I granted the smite evil to everyone this round even if Trevor was last, like he communicated it so people delayed until they received this gift. This means that Kelkzar's second attack did hit and did an additional 22 damage
How's everyone been? Life is still really busy for me, but hoping to see some light soon. Birthday coming up at the end of the month, starting a new campaign with my high school friends now that we have finished AoW (In Feb).
Other than that, enjoying coaching my son's flag football team between zooming him all over for soccer and catching Packer games on Sundays with some beers thrown in for good measure!
1d4 ⇒ 2
As you are all closer you realizes the dread wraith is muttering something about "The theft of the shrine treasures by the foot soldiers".
It seems the dread wraith recognizes the symbol of Iomedae and begins to try and drain Trevor's life
Incorporeal Touch Attack: 1d20 + 20 ⇒ (6) + 20 = 26
Kelkzar stabs the creature with his magic spear, causing it pain but not fully connecting due to its incorporeal body. 22 and 19 Damage
After Quintus takes the life draining hit, he counters with a nimbus of light that hurts the undead creature. Gains 5 and loses 11
Note while I am sure this creature does not like the daylight spell, it does not affect him like actual sunlight
Initiative Rowena Lordail: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative Rauno Redpath: 1d20 + 13 ⇒ (5) + 13 = 18
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative Quintus: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Monster: 1d20 + 13 ⇒ (15) + 13 = 28
The armor is magical. As Quintus walks through the door to get a closer look, he sees a ghostly creature that is little more than a dark shape with two flickering pinpoints of light where its eyes should be come through the painted door on the right.
Knowledge DC 15:
This sinister incorporeal creature is a wraith. It is an undead creature.
Knowledge DC 20:
Animals balk at the presence of a wraith and flee if they come within 30 feet of one. They are highly intelligent and speak both Common and Infernal.
Knowledge DC 23:
This is a more dangerous version called a dread wraith. A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith.
Knowledge DC 25:
The mere touch of a wraith drains the target's health (Con), granting the wraith additional unlife. A humanoid slain by a wraith becomes one itself soon after death. Wraiths are slightly resistant to channeling attempts.
Knowledge DC 30:
Wraiths are powerless in sunlight and flee from it. When exposed to sunlight, they cannot attack and can barely move.
Perception Rowena Lordail: 1d20 + 23 ⇒ (14) + 23 = 37
Perception Trevor the Yellow: 1d20 + 11 ⇒ (17) + 11 = 28
Perception Rauno Redpath: 1d20 + 10 ⇒ (20) + 10 = 30
Perception Kelkzar Redjaw: 1d20 + 21 ⇒ (16) + 21 = 37
Perception Quintus: 1d20 + 3 ⇒ (4) + 3 = 7
I'll assume Kelkzar uses the sandals for a second time to get back across
You move through the doors away from the bridge and close them, muffling the sound of the river flowing by. Moving to the south side of the room, Kelkzar investigates the doors before opening them.
A set of dusty and archaic armor rests in front of a small shrine, apparently long abandoned. The weapon stand before the armor lies empty except for flakes of rust. Behind the armor is a small altar loaded with dusty offerings from years past. A statue of a regal Wind Duke sits in a small nook above the altar, and a door is painted on the wall to the right. To the west
It obvious to everyone but Quintus at first sight from the door that another item once rested in a recessed spot on the shrine that currently has little no no dust compared to the rest of the shrine. It is the size and shape of the object that Flycatcher said was stolen (The one depicted in the Ooze room).
With the way Rowena described the river, crossing first would not be an advantage. You would either need water walking/air walking/flying, swim, or a boat of some kind. The oozes and the ice are off the split in the river, and the end of the river is where it drops off down below (which leads to the underdark according to the Xorn and to Moreto, the guy Flycatcher said took the stone)
There are also some more places to check out here, a room to the south of the room you are by, and the area past the globe with Allustan in it
Yes move along so we can eat in peace. Down stream the river falls deep below reaching the realm below ground you call the Underdark. That is where we came from. We left and came here because of those nasty gnome creatures down there who kept taking our food. svirfneblin you assume. So we came here and found this red ore and it is the best thing we have ever tasted.
As Rauno and the Xorn talk 4 more pop out of the ground at the mention of the mithril.
We will take the food now and you will keep your word and move along.
Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Perception Kelkzar: 1d20 + 21 ⇒ (11) + 21 = 32
Initiative Rowena Lordail: 1d20 + 6 ⇒ (1) + 6 = 7
Kelkzar lines up a straight path at the bridge and after moving 10' his boots hover in the air as he continues to move across the gap making it just over to the other side. As his feet touch the ground, the earth opens up and two squat beasts that are strangely symmetrical, has three arms, three legs, three eyes, and one huge mouth burst out.
Knowledge (planes) DC 16:
This bizarre creature is a xorn, a native of the Elemental Plane of Earth. This is an outsider traits and an earth subtype.
Knowledge (planes) DC 21:
Xorns have all-around vision and can glide through earth and stone as if they were swimming -- they do not leave behind any trace of their passage. Xorns can sense the presence of creatures by the small tremors they produce on the ground. You gain no advantage flanking this creature.
Knowledge (planes) DC 26:
Xorns are immune to cold and fire, and they are resistant to electricity.
Knowledge (planes) DC 31:
Xorns ignore most creatures (since they cannot digest meat), unless they carry substantial amounts of metal or stone on them.
Message will not work while gaseous since she cannot talk or whisper
You take the fork and the river run slower as you go further into the branch of the river. It splits again. To the north east the river flows into a dead end, emptying into small cracks. In this area you see two huge pools of blood on the walls. (By huge I actually mean the size of the creature 15'x15'). You search your brain on what it could be, but nothing comes to mind. Being gaseous, however, seems to make them uninterested in you. There is nothing else that seems of interest in here so you decide to use your time to search the other branch.
Knowledge (religion): 1d20 + 7 ⇒ (6) + 7 = 13
Searching the other branch that flows east leads to the languid river actually turning to ice as the temperature here drops at an alarming rate.
Perception: 1d20 + 23 ⇒ (15) + 23 = 38
I worked out the travel and investigation into about 5-6 minutes so taking a couple minutes to follow the main river, after about 50' it curves to the south where it keeps moving for another hundred feet or so before you reach the end of it. (Or at least a change in the river)
The red river plummets over the edge here, cascading down a thirty-foot-diameter pit with a roar. There’s some room to maneuver around and climb the walls on the far side of the waterfall, where many narrow ledges beckon, but the stone is all very slick. The spray and mist make it impossible to tell how long the waterfall descends into the darkness below. Above, the vast cavern arches upward into darkness.
You figure this is about as far as you can push it and make it back, so you head back at this point and make it back with less than a minute to spare.
You can have them read this or tell them in your own words
Rowena turns gaseous and slowly flies over the river and investigates the tower.
She takes her time making sure everything is ok. Basically she discovers the complex is just a ruse, and there is nothing really there. and it is safe on that side. Mainly a time waster for tomb raiders.
She has used up about 3 to 4 minutes of her gaseous time, and it will take another half minute of time to fly back over. So that leaves 10 minutes left of the spell that you can use, or you can just fly back, dispel it and return to the party to tell them what you found.
You could take about 5 minutes and fly down the river to investigate just leaving enough time to get back.
Kelkzar, Remember the river is 30' below. However if my calculations are correct and Quintus is too heavy, moving at 20' speed I think you could move 10' before the bridge started and make it mostly to the other side with the air walk, in conjuction with your expeditious retreat would ensure that. I put two red X's on the map to mark what I think your movement could be.
Then it just would be what order you would go in, or if your are going to try and go over at the same time