Tai Sapphire
|
Tai adds four more trail rations. "Eat up. You'll need your strength to get out of here. Bertrag, I admire your courage. What can you tell us about the cultists? How many more are there?"
Tarn the Thrice-Cursed
|
Tarns nods, and goes to examine the fortress and its interface with the cave. Perception, stonecunning: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Almost as an afterthought, he digs out some food to pass around as well. I didn't list a lot of my mundane equipment on my profile, but my paper records indicate I have 3 days' rations.
| DM Khel |
Bertrag graciously accepts the offered food, making sure it’s sharing out among the other captives before he eats any himself. While the others wolf down the rations, Bertrag takes small bites, explaining what he knows about the cultists as he chews, ”Thank you for feeding us, may the blessings of perfection be upon you! As to the cultists, I know little enough, having fled into my tower soon after getting here. I know there were a handful of Doomsday Knights – you may have slain them all for all I know. And I know that the cult commands a powerful beast of some sort. The tunnel to the west goes a long way, didn’t get a chance to reach the end of it, but the cult leader and his monster are there, not sure what else.”
Ostendiel
|
Ostendiel asks, "Do you think there is any hope for redemption of any of the cultists? Or are they too far gone, and will we have to kill them?"
He digs into his pack and pulls out 20 trail rations.
"This may seem like a lot to carry, but I have a strong back," he says. "Partake of these as you need."
| DM Khel |
The famished captives' eyes widen as Ostendiel pulls out the food he's been carrying, and a look of relief crosses their faces as they realize their ordeal of starvation is truly over. They thank the Pathfinders zealously, though their gratitude is expressed around mouthfuls of food and groans of pleasure at the taste of the iron rations.
"Oh, this lot are beyond any hope of redemption," the dwarf says sadly, shaking his head. "I hate to say it, for it does mean their deaths - but I doubt any of 'em would surrender in any case."
Sard Osaam
|
"Well then, best we get to finishin' the rest of them off then. It sounds like you haven't seen the beast, so I imagine there's not too much you can tell us on that account. Anythimg you can tell us about the leader?"
| DM Khel |
"I haven't seen their leader," Bertrag replies, "just know that he's down that tunnel with his monster. I'll be taking these folk out of here once they've had their fill of the food you've so kindly shared. You all going to see what's at the end of the tunnel, or you want to come with me?"
Ostendiel
|
"I believe you should be able to get out safely at this point, as we killed the Doomsday Knights who were guarding the bottom of the shaft with the cart. Be aware that the eastern (I think it was eastern) cart has a flaw in its chain that will cause it to break halfway up, so avoid that one."
Ostendiel nods down the tunnel that Bertrag indicates. "We will head that way in an attempt to deal with this problem once and for all."
Tai Sapphire
|
"We have not completed our mission yet. Do you need supplies for your escape? We have some weapons from the cultists we dealt with."
| DM Khel |
"I have no need of weapons, and I doubt the others are up for a fight at this point," Bertrag responds, "but I thank you again for your help. And I wish you luck in the rest of your mission, your success will make the world a better place."
He spends a few moments bundling up sufficient rations to see them back to Tar Kuata, with a bit to spare just in case. With a deep, respectful bow, he bids the party farewell and leads the other captives away, casting one last regretful glance at the magic fortress before disappearing out of sight around a bend in the tunnel.
Tarn the Thrice-Cursed
|
"You're just leaving the magic tower, then?" Tarn inquires with a cough. "P'raps we could use it to drop the ceiling on the beast, if we knew the command word... it does looks like it's wedged in there good."
Ostendiel
|
Ostendiel says, "Is anybody able to summon an earth elemental? Such a creature might be able to bring out... well, whatever it is that this tower folds into when it is not so large."
Sard Osaam
|
"Ah, 'fraid I haven't put much practice into those summoning spells. I could summon a big ol' rat, but I'm not sure that would do us much good." I have summon monster I, but not II
| DM Khel |
"I'd prefer not to leave it, as it's a valuable and powerful magical tool," Betrag agrees reasonably, "but I don't have any idea how to get it out without dying in the cave-in. Doesn't seem worth a life to get the thing back. But the command word is 'Discipline' if you come up with some genius plan."
Ostendiel
|
Ostendiel winces as Betrag speaks the command word out loud. After realizing that tons of rock have not crushed him, he says, "I suppose one must say the word and intend to activate it for it to work. Otherwise, it would be most inconvenient to have such a command word in a monastery.
| DM Khel |
Oops! Hadn't thought of that, Ostendiel! Time for some invention:
"Good point, good point," Bertrag says, his voice at a conversational level. "But not to worry. This fortress must have been created by a deaf wizard, or been through some very loud battles in its day. If you don't shout the command word, it won't do a thing. I'm just glad it doesn't have some long command phrase I'd have to shout, it's hard enough getting it to hear the one word."
Tarn the Thrice-Cursed
|
"Aye, Ah could summon an elemental... but no' today," Tarn replies. "Betrag, if ye kin take these folks to safety, we'll stick it out here and deal with the beast and the rest of the cult. Then we'll camp here and tomorrow I can bring your tower out. We'll bring it back to the Monastery when we return."
| DM Khel |
A thoughtful look comes into Bertrag's eyes and he nods slowly, saying, "Hmm, that just might work. Mighty decent of you, and I wish you good fortune and a steady hand as you take on the leader of the cult. If you don't mind my saying so, I'll take my leave now with my charges, in order to see them to safety if things don't go well for you."
With another bow, he leads the captives away, and the clanking of the cart chains can soon be heard as they make their way out of the mine.
Tai Sapphire
|
"Shall we continue then? Toward the leader and the beast?"
Sard Osaam
|
"Yes, let's."
Tarn the Thrice-Cursed
|
Tarn stows his shield and loads the heavy crossbow. "Aye, let's flush this beastie out of hiding," he says, heading west.
Is bless still up? (4 minute duration) If not, I'll cast it again as we head into the unknown area of the map.
| DM Khel |
With all the talking and eating, I'm going to say that bless is no longer up. At the same time, I'll remind you that Bertrag said the tunnel to the leader is a long one, so you might want to hold off on another casting of it.
The tunnel leading from the initial section of the mine gradually descends over the course of another 500 feet or so, occasionally branching out into short side passages and broader chambers. With time spent evaluating the various crossroads, squeezing through the occasional tight spot, and peeking down dead ends, it takes a bit over five minutes to reach the large space at the end of the tunnel. Greenish filaments crisscross this flooded chamber, whose pools of murky water release strange, foul-smelling fumes which sting the eyes. The air is uncomfortably hot, more so than elsewhere in the mine. Large boulders protrude from the water, many covered in profane markings and bloodstains. Atop one of these boulders stands an armored man, his face severely scarred, somehow looking like he’s tried to claw it off himself.
Ostendiel: 1d20 + 2 ⇒ (17) + 2 = 19
Tai: 1d20 + 4 ⇒ (7) + 4 = 11
Sard: 1d20 + 2 ⇒ (11) + 2 = 13
Tarn: 1d20 + 4 ⇒ (3) + 4 = 7
Tasutek: 1d20 + 2 ⇒ (1) + 2 = 3
?: 1d20 - 1 ⇒ (20) - 1 = 19
Round 1 Initiative:
Ostendiel
?
Sard
Tai
Tarn
Tasutek
Ostendiel is up!
Tai Sapphire
|
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Nope.
| DM Khel |
Let's say Tai has line of sight. There's a bit of an effect once you're in certain parts of the room, so I had to choose between starting you in that area or blocking line of sight for most of you.
| DM Khel |
Yes, that's fine, within reason. Hour/level spells would still be up. I just didn't want to see you all lose a bunch of min/level spells.
| DM Khel |
Sard, as a sorcerer, can use the wand on you. Let's assume you have it cast on you and Tai does also, if she wishes.
Tai Sapphire
|
Appreciated, but I have a +1 mithral chain shirt, so it is unnecessary!
Sard Osaam
|
Sard is happy to use that wand on you. He also can't possibly make that perception check.
Ostendiel
|
Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Ostendiel shouts, "The horrendous beast is in the water!"
He then runs forward and jumps up on to the rock where the man is, charging him on an attack.
How far is the jump over water and/or up to the man? If it's less than 15 feet horizontally or 4 feet vertically, then I will gamble that Ostendiel can just make the jump check. If it's longer than that, he will spend 1 Ki point as a swift action to activate his High Jump Ki ability, granting him a +20 on the acrobatics roll. I write all this before I see the results of the roll....
Acrobatics: 1d20 + 11 ⇒ (9) + 11 = 20
Unarmed Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Unarmed Damage: 1d8 + 4 ⇒ (3) + 4 = 7
If Ostendiel did not decide to use Ki jump, he will instead use his Swift action to activate Dragon Style. That will allow him to charge across difficult terrain, giving him +2 to hit and -2 to AC for one round. It will also add +4 to damage.
I hope all the if/else statements don't make this too confusing.
OK, seeing the results: He could jump 20 feet horizontally without Ki Jump, or 40 feet horizontally with it. Divide by 4 for vertical.
Ostendiel
|
OK, I'm an idiot. There's a map. Gah.
FIXED POST"
Ostendiel activates Dragon Style as a swift action, and runs around the edge of the cave until he's southeast of the rock where the man his. He jumps the ~12 feet across the water to get in the man's face. As he's jumping, he shouts to his companions, "There's a horrendous beast with lashing hairy legs in the water!"
(This is a double move. Don't need Ki Jump to jump 12 feet. Use the Acrobatics roll from the rob-is-stupid post.)
| DM Khel |
Ostendiel - please make a DC 10 Fort save to avoid being sickened by the toxic fumes coming off the water. This is a poison effect, if that matters in your case. Anyone else in or adjacent to the waters will need to make this save also.
As Ostendiel makes his mighty leap, the horrendous beast flows amorphously through the water at him. As it surfaces, its ghastly, otherworldly appearance shakes Ostendiel's belief in reality, as the thing's legs seem to sprout and drop off, some of them wriggling away through the water as if in search of something to prey on!
Ostendiel - DC 13 Will save or you are sickened for 1d6 ⇒ 6 rounds.
The horror extends a proboscis-like mouth and bites at Ostendiel!
Bite, Flank: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Assuming that hits, make a DC 14 Fort save vs poison or take Str damage: 1d2 ⇒ 1
Knowledge (planes) to identify the monster.
Sard, Tai and Tarn are up. Need a Fort save, a Will save and another Fort save from Ostendiel.
Tai Sapphire
|
Tai races into the room as fast as she can, guisarme drawn. What manner of beast IS this?
Fortitude save: 1d20 + 8 ⇒ (12) + 8 = 20
Will save: 1d20 + 4 ⇒ (18) + 4 = 22
Ostendiel
|
Fort Save #1: 1d20 + 6 ⇒ (5) + 6 = 11
Will Save: 1d20 + 6 ⇒ (20) + 6 = 26
Fort Save #2: 1d20 + 6 ⇒ (18) + 6 = 24
Sickened by the toxic fumes (for how long? or is this a "save every round" thing?), not sickened by the sight of the Horrendous Thing, and not poisoned for strength damage.
| DM Khel |
The description says sickened for one round, doesn't say one way or another if it's an every round thing, so I'll say it's a one-time save.
Sard Osaam
|
Sard moves forward 30 ft and (assuming he can see some part of the creature) fires three beads of force from his finger at the monster.
Magic Missile:
damage, missile 1: 1d4 + 1 ⇒ (1) + 1 = 2
damage, missile 2: 1d4 + 1 ⇒ (2) + 1 = 3
damage, missile 3: 1d4 + 1 ⇒ (4) + 1 = 5
If he can't see the creature from where he is, then Sard will instead move forward another 30ft.
I wasn't sure if I also needed to make a will save, but I'm now adjacent to the water, so I'm pretty sure I need a fort save.
Fort save: 1d20 + 4 ⇒ (5) + 4 = 9
Will save: 1d20 + 5 ⇒ (8) + 5 = 13 if needed
Sard Osaam
|
Forgot to roll knowledge to identify in my post
Knowledge(Planes): 1d20 + 6 ⇒ (7) + 6 = 13
| DM Khel |
Sard – you can see the target from there, though with anything that requires an attack roll it would have some cover. And you needed both a Fort save (for being in the toxic fumes) and a Will save (for seeing the creature). You failed the Fort save, so you’re sickened for one round.
Finally, please make an SR check for your spell, Sard. Anyone have an opinion on whether the -2 from sickened applies to SR checks?
If your SR check succeeds:
Sar’s bolts of force pierce the amorphous mass, burning away some writhing chunks of it! He studies the creature a moment, forcing himself to look at it while his eyes want only to turn away, but is unable to identify it.
Round 1 Initiative:
Ostendiel
Wriggle Monster: -10 hp?
Sard
Tai
Tarn
Tasutek
Tarn is up!
Tarn the Thrice-Cursed
|
Tarn moves to where he can see the Doomknight, and calls upon the Void to destroy the man's mind! (Interstellar Void revelation, 4d6 cold damage, Fort DC 15 halves)
Tarn will follow up with his other oracle revelation, brain drain (see my profile), and then cast boneshatter unless someone needs healing. I'f unlikely to be able to post until late tonight again, the band is playing the Winnipeg Folk Festival and there's no wifi.
| DM Khel |
Tarn - It'll take a double move to get to where you can see the cult leader, so I'll just have you use Interstellar Void on your next turn if you haven't had a chance to post. And have fun at the festival!
The cult leader calls upon Rovagug to strengthen his attacks, then slashes at Ostendiel with his axe!
Greataxe, flank and stuff: 1d20 + 7 + 2 + 1 + 2 ⇒ (15) + 7 + 2 + 1 + 2 = 27
Damage: 1d12 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Round 2 Initiative:
Ostendiel
Wriggle Monster: -10 hp? (waiting on Sard’s SR check)
Sard
Tai
Tarn
Tasutek
Ostendiel is up!
Sard Osaam
|
Caster level check to overcome SR: 1d20 + 5 ⇒ (4) + 5 = 9 I don't think the sickened would affect a caster level check, but I'm fine with either ruling
Ostendiel
|
I'd say Sickened does not apply to SR checks, as that doesn't fall under any of the categories " attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks."
Ostendiel takes a five-foot step to the side and unleashes a flurry of blows upon the armored man, attacking with fist, elbow, and knee. His first attack is a Stunning Fist attack.
Attack #1: 1d20 + 10 ⇒ (1) + 10 = 11
Damage #1: 1d8 + 8 ⇒ (1) + 8 = 9
(Sadly, it looks like the Stunning Fist attack won't hit.)
Attack #2: 1d20 + 10 ⇒ (10) + 10 = 20
Damage #2: 1d8 + 6 ⇒ (7) + 6 = 13
Attack #3: 1d20 + 5 ⇒ (13) + 5 = 18
Damage #3: 1d8 + 6 ⇒ (3) + 6 = 9
As a swift action, Ostendiel focuses his Ki to make an additional attack (spending 1 Ki point).
Ki Additional Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
| DM Khel |
Sard’s bolts of force seem to penetrate the bizarre horror, then come shooting out its other side, doing it no harm! I’ll agree on the SR check not being affected by being sickened, but it didn’t matter in this case, the roll was too low either way.
Ostendiel misses with his first swing, then nails the cult leader with a powerful kick to the gut, followed by a pair of uppercuts to the man’s scarred face! ”You will be torn to pieces on my altar!” the man snarls, his eyes slightly widened in shock at the force of Ostendiel’s attacks.
The wriggling, many-legged horror flows closer to Ostendiel, extending a snapping mouth, a grasping pseudopod and a bizarre pincher to attack him!
Bite vs Ostendiel: 1d20 + 7 ⇒ (10) + 7 = 17 If this hits, make a DC 14 Fort save or take Str damage: 1d2 ⇒ 2
Damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Bite vs Ostendiel: 1d20 + 7 ⇒ (10) + 7 = 17 If this hits, make a DC 14 Fort save or take Str damage: 1d2 ⇒ 1
Damage: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Bite vs Ostendiel: 1d20 + 7 ⇒ (1) + 7 = 8 If this hits, make a DC 14 Fort save or take Str damage: 1d2 ⇒ 2
Damage: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Round 2 Initiative:
Ostendiel
Wriggle Monster
Sard
Tai
Tarn
Tasutek: -30 hp
Bold can go!
Tai Sapphire
|
Faced with the terrible writhing beast, Tai calls upon the powers of her ancestors. With the voices of a hundred oreads in her head cheering her on, she focuses on the creature. Her heart beat faster, sending acid not only through her veins, but flowing over her weapon. Over and over again in her head, Take it down! Take it down!
Free action: enter bloodrage
Swift action: Elemental strike
Move action: Move into flanking
Standard action: Attack!
guisarme attack, flanking, raging: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
guisarme damage, raging: 2d4 + 9 ⇒ (3, 4) + 9 = 16
Elemental strike acid damage: 1d6 ⇒ 3
I'm not clear if I need the Fort and Will saves every turn, but just in case...
Fortitude save: 1d20 + 10 ⇒ (14) + 10 = 24
Will save: 1d20 + 6 ⇒ (8) + 6 = 14
| DM Khel |
The Fort save vs the toxic vapor is a one-time thing, the Will save (DC 13) vs the weird monster’s appearance is every round you can see it and are within 30’.
Tai cuts at the creature, though does not hurt it as much as she hoped. The acid has no effect and her blade cuts it but the wound seems to partially close almost instantly! That flavor text means DR, rather than fast healing, just to be clear.
Seeing his creature hurt, the priest calls out in rage, "Your liver will be devoured by that beast, which is more honor than you deserve, for his kind have feasted on the immortal Rovagug!"
Round 2 Initiative:
Ostendiel
Wriggle Monster: -11 hp
Sard
Tai
Tarn
Tasutek: -30 hp
Sard and Tarn are up! I’ll give Tarn most of the day, then take his action as described last round.
Sard Osaam
|
I'm not within 30' of the monster (or else I would be using something more powerful than Magic Missile). Do I still need to make a will save? If so:
Will save: 1d20 + 5 ⇒ (10) + 5 = 15
Dammit, gotta get closer!
Sard fires another set of force bolts at the creature, then moves down along the edge of the water.
SR: 1d20 + 5 ⇒ (15) + 5 = 20
If 20 overcomes it's SR:
Missile 1: 1d4 + 1 ⇒ (2) + 1 = 3
Missile 2: 1d4 + 1 ⇒ (3) + 1 = 4
Missile 3: 1d4 + 1 ⇒ (3) + 1 = 4