Sebastian Mapplethorpe |
I suggest Arbiscar in front, followed by Morrin, Sebastian, and Ignis.
"Ah, so we return once again to sewers of Cassomir. Perhaps I'll have to apply for a job as an inspector after all this is over, I've seen quite enough of them by now. Someone certainly should be inspecting them, in any event." After laughing slightly at his own jest, Sebastian takes a critical look around, his vision aided no doubt by one of Arbiscar's handy Light spells.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20 (+1 if a trap)
Morrin the Stout |
I agree with the marching order. Yay for having my ioun torch to offer me light! Waiting until Wednesday so I can build a dwarven geokineticist.
"Well, at least I have a guide, since this is my first venture into the actual sewers! The smell is foul, and the landscape is worse. I just hope the locals are somewhat hospitable."
Morrin chuckled as he followed the dwarf deeper I to the dark, while keeping an eye out for any dangers.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Arbiscar |
"Ah, old environments revisited! I had almost removed this awful smell from my beard" says Arbiscar while trying to close his nose with a hand.
He says some arcane words in Sebastian's prefered object casting a light spell.
The dwarf then pass to the front of the group.
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Sebastian Mapplethorpe |
"Perhaps we can move back upstairs to lower down some beds or benches to make a makeshift bridge. Otherwise, I suggest we hop along the rocks, staying clear of the water as much as possible."
Is it possible to lower some furniture down with rope/telekinesis and create a suitable enough bridge by laying the pieces along the rocks?
Sebastian Mapplethorpe |
After some heavy lifting and shifting to make the makeshift bridges work, Sebastian takes a moment to catch his breath, then checks the door for traps and/or noises.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27 (+1 for traps)
Sebastian Mapplethorpe |
Disable Device: 1d20 + 13 ⇒ (15) + 13 = 28
Finding no traps, Sebastian pulls out his masterwork 'lock picks' and attempts to unlock the door.
Sebastian Mapplethorpe |
"There we go, now if you'll excuse me, I'll return to my position in the marching order."
Waiting for Arbiscar and/or Morrin to go in first.
Arbiscar |
"Great job sir, as always" the dwarf gives a proud smile to the investigator.
He then readies his waraxe again and moves to the front line investigating what is further ahead in the place.
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Mari Clock |
A purple radiance washes over this cold chamber from a variety of lichens and fungi that grow on the walls and ceiling creating an otherworldly sheen. Straw-filled cages line the north and south walls. In the room’s center, a strange pedestal, carved in the likeness of dozens of grasping tentacles, sits fixed into the stone floor.
You see six bodies in some of the cells that appear barely alive.
Arbiscar needs to make a Fort save or be sickened for 1d6 + 4 ⇒ (2) + 4 = 6 minutes.
If you want, all of you can go ahead and make fort saves because it is most likely you will all need one.
Morrin the Stout |
Fortitude: 1d20 + 8 ⇒ (12) + 8 = 20
Morrin steps in farther into to the room and wrinkles his nose at the stench, "I do hope you all can stomach this, because it is quite foul in here!"
Moving a bit farther up while pulling out his sickle, he looks about the room.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Sebastian Mapplethorpe |
Fort Save: 1d20 + 2 ⇒ (18) + 2 = 20
"Yes, this is absolutely repellent." Sebastian agrees, also moving inside and assisting Morrin with his examination of the room.
Sebastian will auto-aid Morrin's Perception roll for a +2
Sebastian Mapplethorpe |
"Ah, but wait. We've seen a room similar to this before in a previous encounter with this cult. They're may be a switch to move it around to an alternate doorway."
Mari Clock |
As Morrin steps in to the room, in view of the creature to the left, it attacks.
Surprise Round
bite: 1d20 + 11 ⇒ (15) + 11 = 26 and if it hits deals 1d6 + 7 ⇒ (3) + 7 = 10 points of damage, plus will need a fort save versus disease and paralysis.
I always get confused about if there is a fort save versus paralysis and if so is it the same save for the disease?
Sebastian: 1d20 + 2 ⇒ (7) + 2 = 9
Ignis: 1d20 + 8 ⇒ (20) + 8 = 28
Arbiscar: 1d20 + 1 ⇒ (4) + 1 = 5
Morrin: 1d20 + 3 ⇒ (8) + 3 = 11
Creature: 1d20 + 3 ⇒ (4) + 3 = 7
Round 1
Ignis
Morrin
Sebastian
Creature
Arbiscar
Morrin the Stout |
It's a Fort save for both Paralysis and Disease/Poisons.
Fort (Paralysis): 1d20 + 8 ⇒ (17) + 8 = 25
Fort (Disease): 1d20 + 8 ⇒ (6) + 8 = 14
Fighting off the tingling sensation going though his body, Morrin looks at the creature with disgust as it claws into him! Taking a step back, he flings the wooden splinter that was floating about him at the creature!
Feel The Burn Point Blank Telekinetic Blast: 1d20 + 7 ⇒ (17) + 7 = 24 forSlashing/Bludgeoning/Piercing/Magic Damage: 2d6 + 2 + 4 + 1 + 1 ⇒ (6, 4) + 2 + 4 + 1 + 1 = 18 if it hits.
"Don't get hit by this thing! Something doesn't feel right about its touch!" he shouts at the others.
Sebastian Mapplethorpe |
Knowledge (religion) to Identify Creature + Inspiration: 1d20 + 8 + 1d6 ⇒ (15) + 8 + (5) = 28
"Have at you!" Sebastian shouts as he swings his Elven curved blade at the creature.
ECB + Mutagen: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d10 + 1 ⇒ (5) + 1 = 6
Arbiscar |
Fort vs sickness (+2 if poison): 1d20 + 7 ⇒ (8) + 7 = 15
Arbiscar moves to the front and slashes at the undead creature at the defensive.
mwk cold iron waraxe-defensive combat: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
S damage: 1d10 + 2 ⇒ (5) + 2 = 7
+2 dodge AC
Mari Clock |
Morrin, would you like to try a rereoll, or just be diseased? Arbiscar, would you like to try a reroll, or suffer sick?
Ignis, do you have anything to contribute?
Sebastian recognizes a Raging Ghast You generally know everything about it with that score.
Round 2
Ignis
Morrin
Sebastian
Ghast 24 dmg
Arbiscar
He will attack Arbiscar, who is standing right next to him.
bite: 1d20 + 11 ⇒ (12) + 11 = 23 and if it his does 1d6 + 7 ⇒ (5) + 7 = 12 points of damage (plus make a fort save for disease and paralysis)
claw 1: 1d20 + 10 ⇒ (10) + 10 = 20 and if it his does 1d6 + 7 ⇒ (4) + 7 = 11 points of damage (plus make a fort save for paralysis)
claw 2: 1d20 + 10 ⇒ (10) + 10 = 20 and if it his does 1d6 + 7 ⇒ (6) + 7 = 13 points of damage (plus make a fort save for paralysis)
Morrin the Stout |
Mind if I use a portfolio/shirt reroll? I hardly use them, but it would be nice to do. As for the shirt proof, Far right, wearing an orange HQ Volunteer Shirt. Working the rounds as during the Siege of the Serpents.
Fort (Disease) (Reroll): 1d20 + 8 ⇒ (14) + 8 = 22
Arbiscar |
I do not have rerolls
Fort-Sick (disease): 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Fort-Sick (paralysis): 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Observing how close it was for the ghast to almost damage him with all its attacks, Arbiscar continues fighting defensively, trying to protect the party.
mwk cold iron waraxe-defensive combat-sick: 1d20 + 5 - 4 - 2 ⇒ (6) + 5 - 4 - 2 = 5
S damage-sick: 1d10 + 2 - 2 ⇒ (9) + 2 - 2 = 9
+2 dodge AC
"Move now! Let's fight this beast from the far!" he shouts to the team while holding the creature.
Morrin the Stout |
Picking a sling bullet from its pouch, Morrin aims at the Ghast as a violet light surrounds the smooth stone. Snapping his hand forward, the bullet then flies towards the undead creature!
Feel The Burn Point Blank Telekinetic Blast: 1d20 + 7 ⇒ (12) + 7 = 19 for2d6 + 2 + 4 + 1 + 1 ⇒ (5, 1) + 2 + 4 + 1 + 1 = 14 if it hits.
"We need to hurry to catch up with the darros! Strike this thing down, and we can hurry along!"
Sebastian Mapplethorpe |
Sebastian presses his attack against the ghast, perhaps overconfident about his group's chances against it in melee.
ECB + Mutagen+Inspiration: 1d20 + 5 + 2 + 1d6 ⇒ (10) + 5 + 2 + (1) = 18
Damage: 1d10 + 1 ⇒ (6) + 1 = 7
2 more points of Inspiration spent, 1 remaining.
Mari Clock |
None of you hit it. Arbiscar is diseased and paralyzed for 1d4 + 1 ⇒ (2) + 1 = 3 rounds.
Ignis, will you be doing anything?
Round 3
Ignis
Morrin
Sebastian
Ghast 24 dmg
Arbiscar
It will go again and attack Arbiscar again, as he's right there.
bite: 1d20 + 11 ⇒ (10) + 11 = 21 and if it hits does 1d6 + 7 ⇒ (6) + 7 = 13 points of damage (plus make a fort save for disease and paralysis)
claw 1: 1d20 + 10 ⇒ (11) + 10 = 21 and if it hits does 1d6 + 7 ⇒ (4) + 7 = 11 points of damage (plus make a fort save for paralysis)
claw 2: 1d20 + 10 ⇒ (13) + 10 = 23 and if it hits does 1d6 + 7 ⇒ (6) + 7 = 13 points of damage (plus make a fort save for paralysis)
Arbiscar, you're already diseased and presently paralyzed, so don't worry about the saves, I'm just leaving the text there in my form in case it hits someone else.
Sebastian Mapplethorpe |
That looks like it might kill Arbiscar, I'll hold off posting an action until he can confirm whether that's true or not.
Arbiscar |
I really thought the 17 was enough to save vs paralysis.
Actually the attacks on round 1 left him at -15 as both claws would have hit him if he was paralysed by the bite.
That means he is at 1 point from death and round 3 attacks kill him straight :(
Arbiscar's blood splashes everywhere as the ghast bites and cuts at him once and again, the dwarf rigid as a tree.
Arbiscar |
Do not be ashamed, those things happen when playing up.
I misjudged the power of the ghast.
The thing is if the first attack paralysed Arbiscar, his AC would have dramatically dropped to helpless, so the claws would have connected.
EDIT: Actually Arbiscar has an oread chronicle, which gives him "Paragon of the Society #1 [0/3]: You may add a +4 luck bonus on any d20 roll before it is made, or a +2 after making the roll but before knowing if it is successful. Cross this boon after the third use."
Using that +2 luck against the paralysis is the only thing it comes to my mind I have on hand. If the 19 is enough for him to avoid becoming paralysed, he could have then dodged most of the attacks and only drop to -4 hp with the last claw attack at round 3.
Morrin the Stout |
That may be a great course of action, and Morrin will agree for a retreat to a better location once it is suggested. He is in a bit of a hard place, considering that he's cornered.
Morrin the Stout |
Also, I may have something to help out if you're only at a -4. Three potions of clw, and two wands of CLW, with smelling salts and troll oil, but we need to kill this thing fast!
If Arbiscar is indeed at -4, then I'll start going for my troll oil or potion of clw.
Sebastian Mapplethorpe |
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Sebastian grabs Arbiscar by the legs and drags him back 5ft.
Looking over the rules, it appears to me that you can use a drag maneuver on someone unconscious without provoking, but moving more than 5ft. would still provoke an AoO from the enemy on Sebastian. Although, if Sebastian can drag him further this round without provoking, he certainly will do it. Dragging never provokes AoO's on the person being dragged.
Arbiscar |
Thanks! It seems we are running a higher tier for our current level, so I gladly accept the pity :|
Morrin the Stout |
It's the right tier, the encounter is quite dangerous, that's all.
Taking a step forward, Morrin goes into total defense to help with his escaping allies! "GET HIM OUT OF HERE!"
AC is now 22, and I'm blocking the fun time guy in.
Arbiscar |
We are at APL=2.75, it rounds up to 3, but yet, there is a hell difference between playing with 4 or 6 players. Or if Arbiscar was level 3 at least... he could somehow tank.
I accept the challenge, but one bad step and...
As he is dragged out, the dwarf stoutness allows him to stop bleeding.
Stabilize DC 14: 1d20 + 3 ⇒ (19) + 3 = 22
Sebastian Mapplethorpe |
The problem I have with this is encounter is that it runs counter to the rules. The ghoul appears to have morale bonuses from raging, but undead are immune to morale effects.
Sebastian Mapplethorpe |
"Well, I must say that went poorly. At least we got Mr. Arbiscar out alive. Ah ha, he has a healing wand on him. Perhaps I can use my understanding of its arcane underpinnings to deduce how to activate it." Sebastian says with a furrowed brow as he tries to use the dwarf's wand on him.
UMD on wand, DC 20 necessary: 1d20 + 10 ⇒ (13) + 10 = 23
CLW on Arbiscar: 1d8 + 1 ⇒ (7) + 1 = 8
As Arbiscar awakens from the healing charge, the investigator looks quite proud of himself.
If Arbiscar prefers that I do not use his wand on him, please ignore this post.
Arbiscar |
Arbiscar has little to say as he is unconscious :)
When the healing energy goes trough his body Arbiscar restores consciousness. He touches his head dazed "What was that? That creature was horrible"
He takes the wand from the investigator "Thanks a lot Sebastian" and tries to heal himself back up.
CLW (2 charges): 2d8 + 2 ⇒ (8, 6) + 2 = 16
"It is clear we cannot face that creature in the close quarters. If we cannot make it follow us, we will have to look for an strategy to attack it from afar or to bypass him. The bad news is as Sebastian noted we have to do something to spin the room" he touches his spell components pouch and says "I fortunately prepared a hide from undead spell, so we might have the possibility for one of us to go inside unnoticed. Whether to find the way to spin the platform before we all others go in, or to set up a good trap to lock in and kill the creature"