| baldwin the merciful |
Yes, I figured there was water, but nothing in the spell says it can't be used under the water and I just thought that it would at least keep the people from either going down too deep or keep something else from climbing out of the pit. But I can use it elsewhere too of course.
I never really thought about web being used underwater, I guess it can be used there as long as there are two or more solid and diametrically opposed points to anchor.
Chell the water is 4 or 5 feet deep so you can shuffle along on foot, or swim your choice.
| baldwin the merciful |
| baldwin the merciful |
"MAKE THE SACRIFICE!!!" a voice yells from beyond the structure.
The karikanti begin to cut three of the the eleven ropes that hold the Hollow God out of the mire.
E:22
handaxe: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26damage, str: 1d6 + 4 ⇒ (1) + 4 = 5
C:17
handaxe: 1d20 + 8 + 4 ⇒ (15) + 8 + 4 = 27damage,str: 1d6 + 4 ⇒ (1) + 4 = 5
H:21
handaxe: 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22damage,str: 1d6 + 4 ⇒ (1) + 4 = 5
The ropes fray and break from the axe chops
Reflex saves form Bri's web:
alligator: 1d20 + 4 ⇒ (3) + 4 = 7
The Caller: 1d20 + 7 ⇒ (19) + 7 = 26
The Hollow God is 20 feet high and 10 feet across. The structure has hardness 5 and 100 hit points. For every 10 hit points delivered to the structure, assume that one victim is able to escape the Hollow God (the remaining four are released only when it is totally destroyed).
Eleven ropes (AC 14, hardness 0, 4 hit points) hold the Hollow God out of the mire. The structure will remain above water provided at least one rope remains; however, as soon as they are all cut, the structure drops into the Well. Unfortunately, the weight of the structure is such that, once half the ropes are cut, there is a chance that the others snap due to the weight. With six or less ropes remaining, there is a 20% chance that another snaps every round.
Worse, those using slashing weapons and area effect spells risk cutting ropes accidentally. Every time a character using a slashing weapon standing adjacent to a rope misses an attack against a foe there is a 50% chance they sever the rope near them instead, if their attack roll would hit the rope’s AC. Area spell effect damage is applied to all ropes in the area of the spell.
Clever PCs, like Bri, may seek to make use of spells that can help release the sacrifices or stabilize the structure.
The fallen Hollow God sinks at a rate of 10 feet per round; the townsfolk are bound within various portions of the statue but assume that once it sinks 10 feet everyone begins drowning. The townsfolk all have a 10 Constitution, and since they are all struggling, that means they have 10 rounds after sinking before they start to drown (see the “Drowning” section in Chapter 13, “Environment” of the Pathfinder Roleplaying Game). For simplicity you can assume that once their 10 rounds are up, half of the victims fall unconscious each round and half of any unconscious victims die each round.
Updated Map with Web and Gatormen moving to the ropes
* Bri I moved you to give you a LOS
| Astrianna Sparacello |
Thank you for the compliment, maybe I will. :D After I finish my master's degree in chemistry I really want to GM, at least.
Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm
Astrianna clicks her tongue as the Caller yells for the sacrifice to begin. "I knew it! They're probably all virgins, even." She exclaims, looking at the cage to see if there was anyone particularly ugly. That one is DEFINITELY a virgin. Excellent drama though, I must applaud the cult leader.
Going to wait a bit for my action. Torgue get out there and POTION UP. If all the ropes get cut I want to see Large Raging Torgue grab a rope and haul everyone back up Hulk style.
| Sorrin the Wayward |
Chell and Torgue, go left! Em... sleep right! Astri, with me... pincushion the far one! Reluctantly, Sorrin drops his best scimitar and draws his bow.
atk C17, mw longbow, inspired: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
dmg, mw longbow, inspired: 1d8 + 2 ⇒ (1) + 2 = 3
Will move when less congested. Torgue doesn't need to enlarge, even worse AC. He can lose that round later, right now need to eliminate rope cutters.
| baldwin the merciful |
I'm holding doing The Caller's action until Torgue acts in RD 1.
What you can see about The Caller - he slipped by Bri's webbing - is he is a horrid dead thing shuffling about and leaning on an enormous staff of aged elm topped with a gleaming scythe blade. The thing is emaciated and a blackened robe clings to its bony form. The Caller’s eyes are deep set and leathery skin hangs off its frame like a coat.
| Torque2 |
HP 99/100(113/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 6/18
Effects: Bardsong(+2/+2),
Used:Second Wind 2
Knowing that they need to kill those rope cutters now, Torgue froths and fumes and hustles to G-22, lashing out at the gatorman there.
Greatclub,Rage,PA: 1d20 + 14 ⇒ (9) + 14 = 231d10 + 13 ⇒ (4) + 13 = 17
| Chell Silves |
Sorry for the delay. I wanted to keep the plan a secret to build suspense.
After setting her own defenses up, Torgue ambles past and gives the nearby enemy a sound thwack. She uses that opportunity to go around and the fray and get closer to the precariously perched totem. Then one of the lines snaps and it sags towards the water. Her panic matches those in the cage and lends her limbs strength to get all the way tot edge of the hole. "Don't panic! Shaking it will make it fall faster. I've got it." She keeps her shield aimed at the nearest opponent in case they move in and reaches into her haversack, pulling out...a feather. What was a feather going to do?
I am not sure what square the guy at D21 is but I double move around H21 and head for the edge od the hole at G19. I pull out a feather token as part of one of the moves. I think you guys know which one:) I'll take an AoO if necessary.
| Astrianna Sparacello |
Also Torgue had Inspire Courage if he hit, +2 to damage and hit!,
Ooooh feather token! Those are so cool This is going to be awesome.
Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm
Round 2
Astrianna raises her bow and fires at the far figure that cut a rope, focus-firing with Sorrin. She moves into the spot Chell was at, getting closer to one of the rocks jutting out of the water.
The bard watches the priestess slosh through the room. "Chell! What are you doing?"
Her eyes catch the shriveled Caller on the other side of the room. The old man with the scythe... Clearly undead, is it the source of all those wights? It could be a powerful wight itself?
Free action: Maintain Inspire Courage (9/10)
Move Action: 5' Move to F23
Standard Action: Fire longbow at C17
Longbow attack on C17, inspired: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
damage, inspired: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
| baldwin the merciful |
Chell the gatorman is in E:22, with the post for cover, but He won't take the AOO.
The post will keep the AOO from AStri too but the gatorman is within melee range of Astri.
Order: RD 2
Caller - casts spell
Chell - double moves
Sorrin
Bri - tried slumber
Gatormen
Astri - moves and fires hits for 9 hp
Torgue
| Astrianna Sparacello |
Oops I meant H23 not F23! Astri is headed to the pillar at H20. Didn't mean to get in Sorrin's way.
| baldwin the merciful |
| baldwin the merciful |
RD2: Gatormen
The gatorman at C;17 moves and hacks at the fourth rope. Drowning curse Chell.
handaxe: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d6 + 4 ⇒ (6) + 4 = 10
The rope is chopped in two and the sacrificial deathtrap sways.
As a free action it will drowning curse Chell. DC 16 will save or -10 swim checks
-----
E:21 5 foot steps to D:22. The have an EX ability Marsh hunter which ignores the difficult terrain. I really like these critters.
Free action: Drowning curse. DC 16 will save or - 10 on swim checks.
It attacks after dropping the hand axe which plops in the water.
slam: 1d20 + 13 ⇒ (6) + 13 = 19;damage: 1d6 + 4 ⇒ (1) + 4 = 5
bite: 1d20 + 12 ⇒ (17) + 12 = 29;damage: 1d6 + 2 ⇒ (4) + 2 = 6
tail slap: 1d20 + 10 ⇒ (10) + 10 = 20;damage: 1d8 + 6 ⇒ (5) + 6 = 11
The bite stings the rogue.
-----
H:21 attacks Torgue and drowning curse on Astri
Free action: drowning curse on Astri. DC 16 Will save or -10 swim.
The creature drops its axe and attacks the barbarian.
slam: 1d20 + 13 ⇒ (9) + 13 = 22;damage: 1d6 + 4 ⇒ (5) + 4 = 9
bite: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d6 + 2 ⇒ (1) + 2 = 3
tail slap: 1d20 + 10 ⇒ (15) + 10 = 25;damage: 1d8 + 6 ⇒ (5) + 6 = 11
torgue's flesh is ripped apart as the beast tries to devour the man.
-----
Alligator:
The gator swims closer to Chell and bites
bite: 1d20 + 6 ⇒ (9) + 6 = 15;damage: 1d6 + 4 ⇒ (5) + 4 = 9
plus grab
CMB v CMD: 1d20 + 6 ⇒ (10) + 6 = 16
The bite fails to tear flesh.
----
The gator in the web tries to escape.
CMB v spell DC: 1d20 + 6 ⇒ (17) + 6 = 23
The gator breaks free and dives under the mucky water.
| Torque2 |
HP 76/100(90/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 6/18
Effects: Bardsong(+2/+2),
Used:Second Wind 2
Torgue starts beating on the gatorman near him
Greatclub,PA,Rage,Inspire: 1d20 + 14 ⇒ (4) + 14 = 181d10 + 15 ⇒ (1) + 15 = 16
Greatclub,PA,Rage,Inspire: 1d20 + 9 ⇒ (17) + 9 = 261d10 + 15 ⇒ (5) + 15 = 20
| baldwin the merciful |
| Astrianna Sparacello |
I knew I should have silenced him last round. A swarm in an environment where fireballs can collapse the building and fire attacks are nearly impossible? Well played... well played.
Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm
Round 3
Will save vs drown curse: 1d20 + 6 ⇒ (8) + 6 = 14
Astrianna feels the weight of the curse on her- suddenly she has a fear of the water, of drowning in this ancient temple. The image of the dead adventurer in the pit flashes in her mind- How easy it was to end up that way.
The half-elf's crisis is suddenly interrupted as a horde of terrifying squeaking rats tumble over each other in the water and swarm on her position. She screams bloody murder and sweeps her arm out in front of her to smash the leading part of the swarm with her buckler, but they simply latch on to her arm and start biting through her leathers. "Rats! RATS! Get them off of me!"
She wades through the swarm flailing her arms and twisting, managing to out-pace the vermin and skirt around the gatorman Torgue was punishing. Climbing up the debris to get out of the water and away form the rats, Echo is drawn from its sheath and she menaces the gatorman in an effort to help Torgue put it down.
fort save: 1d20 + 3 ⇒ (16) + 3 = 19
Free Action: Inspire courage (8/16)
Move action: 15' move H23->I23->J22->J21
Move action: 10' move J21->J20->I20, climb debris and draw longsword for threaten, flank gator-man H21
climb: 1d20 + 5 ⇒ (15) + 5 = 20
Active effects: Drowning curse, -10 to swim checks
| Sorrin the Wayward |
Sorrin now drops his bow, drawing a common scimitar to defend himself.
atk, scimitar, wf, inspired: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
dmg, scimitar, spec, inspired: 1d6 + 9 + 2 ⇒ (6) + 9 + 2 = 17
| Chell Silves |
Will vs curse: 1d20 + 12 ⇒ (11) + 12 = 23
I hope this works.
I hope this works. Chell places the feather in the water even as an alligator surges up to her side. It snaps at her but she is able to keep the shield between them. For now. As the feather floats away she focuses her attention on it. In her mind's eye, she see's a lock on it and she has the key. Unlocking the token releases its power and it is able to assume the form given by the wizard that created it.
A large boat appears beneath the hollow god in the form of majestic...swan? Yep. Foiled the baddies with a giant swan boat. That had to annoy them.
Standard: Use the swan boat beneath the hollow god to prevent it from sinking. Don't use move.
| baldwin the merciful |
Chell the swan boat enlarges and drifts under the sacrificial jaws of death. The boat also blocks line of sight between The Caller and your group. Guess you aren't using that boat to get out of the swamp. The trip home could be fun.
Chell you made the saving throw from the drowning curse.
------
Sorrin hacks at the gatorman hitting him hard
Sorrin you owe a Will save to avoid the drowning curse.
-----
Bri since you did not specify where you were moving up to I put you closer to Sorrin since he is out on his own flank right now.
Will save: 1d20 + 9 ⇒ (12) + 9 = 21
| baldwin the merciful |
RD 3: Gatormen and Alligators
Following instructions the gatorman in C:19 moves back to C: 15 and hacks at the safety line.
axe: 1d20 + 12 ⇒ (10) + 12 = 22;damage: 1d6 + 4 ⇒ (6) + 4 = 10
the rope is sliced in two and the death chamber swings and creaks.
-----
D:22 Attacks Sorrin
The gatorman's tongue flicks out tasting the coppery scent in the air.
slam: 1d20 + 13 ⇒ (13) + 13 = 26;damage: 1d6 + 4 ⇒ (1) + 4 = 5
bite: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d6 + 2 ⇒ (4) + 2 = 6
tail slap: 1d20 + 10 ⇒ (11) + 10 = 21;damage: 1d8 + 6 ⇒ (4) + 6 = 10
It slams and bites Sorrin but it's powerful tail misses.
----
H:21 Attacks Torgue and Astri
The beast's punches and bites at Torgue
slam: 1d20 + 13 ⇒ (11) + 13 = 24;damage: 1d6 + 4 ⇒ (1) + 4 = 5
bite: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d6 + 2 ⇒ (1) + 2 = 3
Spilling more blood in the water. While it's massive tail bashes the vocalist.
tail slap: 1d20 + 10 ⇒ (13) + 10 = 23;damage: 1d8 + 6 ⇒ (7) + 6 = 13
------
The alligator continues to chomp and thrash at it's prey, Chell.
bite: 1d20 + 6 ⇒ (9) + 6 = 15;damage: 1d6 + 4 ⇒ (4) + 4 = 8
plus grab
CMB v CMD: 1d20 + 6 ⇒ (6) + 6 = 12
tail slap: 1d20 + 1 ⇒ (7) + 1 = 8;damage: 1d10 + 2 ⇒ (10) + 2 = 12
| Torque2 |
HP 68/100(82/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 7/18
Effects: Bardsong(+2/+2),
Used:Second Wind 2
Torgue tries to finish off the gatorman
Greatclub,pa,rage,inspired: 1d20 + 14 ⇒ (9) + 14 = 231d10 + 15 ⇒ (4) + 15 = 19
If the croc goes down, he uses Raging Drunk to use a potion of haste without drawing an AoO
| baldwin the merciful |
| baldwin the merciful |
RD 4: The Caller
The Caller climbs up the finger of rubble,
climb: 1d20 + 5 ⇒ (12) + 5 = 17
Once on the higher ground (I:9) he calls upon the power of Dajobas which sends a crack of lightning bursts forth on top of Astri.
electrical damage: 3d6 ⇒ (1, 2, 3) = 6
Reflex DC 19 for half damage
rats reflex save: 1d20 + 5 ⇒ (7) + 5 = 12
The rats get shocked and few dead one float in the water.