Cap'n Voodoo |
No traps spotted, the crew move forward and through the doorway into a larger round room over 50 feet in diameter at its greatest extent, but it is impinged upon by three rounded turrets to form a vaguely triangular central room. Long forgotten elven heroes bearing swords and hunting hawks stand proudly immortalized as marble statues stand in the room's center facing each of the doorways of the towers including the one the crew passes through. A damp, earthy smell rises from the carpet of moss and small fungi that covers the floor.
Cap'n Voodoo |
Jim and Kaul carefully lead the way across the chamber. Kaul's boots pinch as he sneaks across (Perception: 1d20 + 15 ⇒ (11) + 15 = 26) just before a wave of drowsiness falls across the group. Will save DC 17 or fall asleep
Immediately after, a loud voice starts shouting:
Corliss Blackboots |
The Pirate Queen looks after her servant (this time), and Corliss is awake and alert when the voice starts yelling in a pretty language he doesn't understand.
Corliss Blackboots Will Save: 1d20 + 8 ⇒ (18) + 8 = 26
"Keelhaul" Kaul |
FORT DC17: 1d20 + 5 ⇒ (3) + 5 = 8
Kaul feels his boots pinch, then begins to drift...
... before face planting on the floor with a clatter and thump!
"Zzzzzzzzzz"
Corliss Blackboots |
Corliss shakes Jim awake before moving another 20 feet northeast...in case the sleep effect has a limited area. (We're really clumped together.)
Dingus Mack |
"What are you guys doing. You can sleep later. Richard go wake Kaul up".
Dingus then casts invisibility on himself, and slowly walks forward to look around the corner trusting Richard to awaken Kaul.
Cap'n Voodoo |
The shouting stops abruptly as Corliss retreat forward and Dingus disappears before peeking into the next room. Corliss sees another statue in the corner of the room ahead. Dingus can't see much in the dark room ahead except for some glowing runes on a pedestal in the center of the room.
Jim regains consciousness and scrambles back to take cover in the doorway behind. There is a dragging and clacking sound from the third doorway closest to Corliss. A strange shape lurches forward from the dark doorway. It is tall as a man and appears to be a great pitcher-shaped plant with flailing tendrils around the base that serve as arms and legs.
Round 2
Kaul (unconscious, assisted save at +2)
Corliss
Dingus
Jim
Thing
Corliss Blackboots |
Corliss gasps as he has a sudden revelation--likely a sending from his goddess! He drops his glowing rapier and sticks his fingers in his mouth. Nom!
Corliss Blackboots Fortitude Save: 1d20 + 6 ⇒ (7) + 6 = 13
Dingus Mack |
1d20 + 5 ⇒ (20) + 5 = 25 FORT Save
Dingus steps forward into the other room and notices the terrible attempt at fooling him with an amateur illusion.
"You're going to have to get up earlier to pull the wool over my eyes".
Deciding that some light might be important he summons forth light on the end of his Hanbo... just as he hears a clattering from the room he just left.
Do I have to do everything?
1d20 + 11 ⇒ (9) + 11 = 20 Spellcraft (If Knowledge: Arcana -2) on the runes
"Keelhaul" Kaul |
Assisted DC17 Fortitude Save: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
At the sound of fingers being munched and hissing snakes, Kaul stirs... his beady eyes opening and the thug rises, leaving a trail of sleep drool as he clumsily lurches to his feet.
Cap'n Voodoo |
Corliss discovers something finger-licking good. Meanwhile, Kaul staggers to his feet rubbing eyes and nose and mouth while Richard drops and slithers back to his master. Meanwhile, Dingus lights up the next room for a closer inspection.
The wide circular room is relatively clean and clear of debris. A heap of rubble along the west wall covers what were once stairs leading up leaving a gap in the ceiling. To the north, a wide staircase descends into darkness. A stylized map woven of metallic fabric hangs on the east wall. The faintly glowing runes are embossed into a crescent-shaped pedestal near the center of the room. The pedestal is 4 feet high with its top surface sloping down toward the center of the room. Six large runes on raised buttons form a hexagon, with many smaller symbols woven around them. Dingus senses that this is ancient magic and it is fading, but he still detects moderate conjuration and evocation magic.
Jim up.
James "Madman Jim" Patterson |
Feck...what's gotten into Corliss? Unwilling to chance approaching the strange plant in case it's the source of Corliss' madness, Jim unlimbers his bow and sends an arrow at the apparent enemy.
Arrow attack: 1d20 + 10 ⇒ (3) + 10 = 13
However, the arrow isn't well aimed at all.
Corliss Blackboots |
Corliss snaps out of his sudden urge for some finger sandwiches.
Not sure if he gets to act this round or not.
Corliss Blackboots Fortitude Save: 1d20 + 6 ⇒ (19) + 6 = 25
James "Madman Jim" Patterson |
Jim tries another couple of shots. By the second one he's settled down into something like a decent stance.
Arrow #1: 1d20 + 10 ⇒ (4) + 10 = 14
Arrow #2: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
Damage, Arrow #2: 1d8 ⇒ 6
Corliss Blackboots |
Corliss wills a copycat of himself into existence. Then the priest takes a step away from the creepy plant before trying to retrieve his glowing rapier.
Cap'n Voodoo |
Corliss- copycat and 5' step are both move actions and retrieving your weapon next to the creature would get an AoO whether you are standing in the spot or reaching into the spot. so i guess the choice is copycat before the AoO or suck it up and grab and move away.
Also, I should have mentioned that the light has gone out.
Corliss Blackboots |
"Why is the light gone?" Corliss ponders aloud as he and his fake doppelganger attempt to retrieve his dropped rapier. Assuming he's still alive after the attempt, he also casts guidance on himself.
Take 5-Foot Step
You can move 5 feet in any round when you don’t perform
any other kind of movement. Taking this 5-foot step
never provokes an attack of opportunity. You can’t take
more than one 5-foot step in a round, and you can’t take a
5-foot step in the same round that you move any distance.
5-foot step's a freebie action as long as you don't also move (not take another move action). If retrieving provokes, so be it. To quote ol' Jack Burton (Big Trouble in Little China--he would've made a great pirate), "You never know 'til you try!"
Cap'n Voodoo |
ah, you are right! my PF rules lore is getting rusty. 5-foot step is freebie, but I checked and pick up an item is a move action that provokes. I goofed up the lights out so I'll not make anyone with declared actions have to deal with that.
shenanigans: 1d20 ⇒ 2
Corliss ducks and steps back as he grabs his blade in the dark. He's clubbed by a saw-like tendril for his efforts. Corliss- 9 slash Corliss casts a minor spell, but feels the magic leak away before it can take effect!
Jim fires into the dark and hears his second shot hit! Kaul is unaffected by the darkness and recovers his wits and weapon.
As everyone's eyes adjust, they note that Dingus' light still dimly glows from the doorway of the next room.
Dingus up.
Dingus Mack |
Dingus hears all the ruckus from the main room and comes running back in his light proceeding him.
Now what? I can't leave you guys alone for a minute. We really need to buy a couple of lanterns".
Does Dingus loose light if he casts another spell? Can't remember the pathfinder rule on that.
Dingus Mack |
"Hey! Cut it out".
Dingus stops his head long rush as the light extinguishes, then tries to magic up some more light, as he remembers he has an old dust covered lantern, and starts pulling it from his sack.
"Keelhaul" Kaul |
Round 4
Lopper restored to his paw, Kaul grins and moves towards the plant-that-walks eager to bring his hatchet to bear;
"Hur! Pruning time!"
Melee (Power Attack) Lopper +1 Keen Adamantine Ax: 1d20 + 7 ⇒ (1) + 7 = 8 Just frikken wow.
Corliss Blackboots |
Getting a bit slap-happy from the plant's attacks, Corliss opts to channel positive energy to heal himself and his crewmates.
Corliss Blackboots channel positive energy #1 of 3: 4d6 + 1 ⇒ (2, 6, 3, 4) + 1 = 16
Cap'n Voodoo |
Kaul fort DC16: 1d20 + 5 ⇒ (9) + 5 = 14
Kaul's eyes dart crazily around his immediate vicinity, well, slightly more crazily than usual. His jaw sets and he begins laying waste to the stone at his feet while muttering about 'leggies' or something. Corliss is relieved to find that his channeling still works despite his spells being squanched.
Jim and Dingus dig through their packs feeling for something nearly forgotten at the bottom. Jim finds a torch and a spark kit and sets to lighting the torch. Dingus, likewise, finds his rarely used lantern and tries to remember what he uses to light it!
Kaul feels pain in this leg. Kaul-9 slash. Did one of the crawlies bite him? Despite the crazed lopping, Lopper's eyeball focuses on its wielder with what might be concern.
Round 5
Kaul (-9 hp)(fort DC 16 save)
Corliss (-19 hp)
Dingus
Jim- (action: finish lighting torch, may move)
Thing
Dingus Mack |
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Realizing that somehow he forgot to repack his flint due to his dependence on magical light Dingus decides to fight fire with fire. Since Jim has provided light he will wait for a target then cast Dispel Magic.
1d20 + 6 ⇒ (11) + 6 = 17 Caster level check.
(Not sure how this is determined in P6. Are we sure we don't want to go to 5E? :-)
Corliss Blackboots |
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Seeing Kaul regain his regular murderous clarity, Corliss decides to provide a flanking buddy for the half-orc, stabbing at the plant's core with his enchanted rapier.
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (11) + 7 = 18 for magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3
IIRC, Corliss's first (ever-so-slightly) above average attack roll of 2022! Let's all celebrate the accomplishment by rolling minimal damage!
Not sure if Corliss's previous copycat is still up or if it took a hit already; if it's gone, Corliss will use a move action to conjure another one.
And sorry for the delay...thought he had acted already, all evidence to the contrary.
Cap'n Voodoo |
I knew you were there, Corliss. I could hear you breathing. Yeah for the hit. Boo for the damage.
Corliss leaps back into the fray with a stab at his pithy opponent. It doesn't appear to hit anything vital, but it is a dangerous distraction.
Dingus continues looking for a threat and then realizes that the spell squelching isn't a targeted attack, but more of a magic dead zone within the statue chamber.
Still available for round 5- Kaul can take an action, Jim can move after lighting the torch.
"Keelhaul" Kaul |
Keen to do some pruning, Kaul shifts forward and brings Lopper to bear on the plant man with a mighty swing;
Melee (Power Attack) Lopper: +1 Keen Adamantine Boarding Axe: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirm??: 1d20 + 7 ⇒ (5) + 7 = 12 Grrr...
Plant the Plant! (PA Damage): 1d10 + 9 ⇒ (6) + 9 = 15
Cap'n Voodoo |
regaining his wits, Kaul slips around the leafy menace and hacks deeply into the creature sneak attack: 3d6 ⇒ (2, 1, 4) = 7. Jim moves forward lighting up the chamber again. Sap oozes from the creature as it flails at Kaul wildly yet ineffectively.
Round 6
Kaul (-9 hp)
Corliss (-19 hp)
Dingus
Jim
Thing