
Dungeon Master S |

First one is a Will save.
Grym's mind succumbs to the fog,, making his senses and will power duller, but he keeps his blood on the inside, most of it anyway!
Saves must be rolled FIRST
Will Saves v. Mind Fog (DC 24):
Gaius
Ferox
Fort Saves v. Blood gaze (DC 26):
Odric
Sandor
Round 4:
Very Bad Thing: Bad
Grym: Go
Ferox: Go
Odric: Go
Gaius: Go
Sandor: Go
Morkeleb: Go
Ithier: 109

Dungeon Master S |

It does! It gives him a 25% chance of ignoring the attack.
Saves must be rolled FIRST
Will Saves v. Mind Fog (DC 24):
Gaius
Ferox
Fort Saves v. Blood gaze (DC 26):
Odric
Sandor
Round 4:
Very Bad Thing: Bad
Grym: Go
Ferox: Go
Odric: Go + Deathless roll
Gaius: Go
Sandor: Go
Morkeleb: Go

Dungeon Master S |

He is now!
-Posted with Wayfinder

Thorgrym the Tracker |

Round 4
Grym grits his teeth at the terrifying spider monster. Though wits are somewhat duller in the strange fog, the ranger doesn't need to think. Going on instinct and carefully honed reflexes Thorgrym brings both his blades to bear on the creature cutting and stabbing it over and over.
Full Attack flanking w/ Odric and hasted
main attack 1d20 + 21 + 2 + 2 + 1 ⇒ (4) + 21 + 2 + 2 + 1 = 30
Serethial 1d8 + 15 + 2 + 4d6 ⇒ (3) + 15 + 2 + (3, 5, 5, 2) = 35
offhand 1d20 + 18 + 2 + 1 ⇒ (7) + 18 + 2 + 1 = 28
SharkSlayer 1d4 + 14 ⇒ (2) + 14 = 16
hasted attack 1d20 + 21 + 2 + 2 + 1 ⇒ (8) + 21 + 2 + 2 + 1 = 34
Serethial 1d8 + 15 + 2 + 4d6 ⇒ (2) + 15 + 2 + (2, 6, 4, 4) = 35
2nd main attack 1d20 + 21 + 2 + 2 + 1 - 5 ⇒ (13) + 21 + 2 + 2 + 1 - 5 = 34
Serethial 1d8 + 15 + 2 + 4d6 ⇒ (3) + 15 + 2 + (6, 5, 1, 1) = 33
2nd offhand 1d20 + 18 + 2 + 1 - 5 ⇒ (18) + 18 + 2 + 1 - 5 = 34
Rend Damage 1d10 + 7 ⇒ (9) + 7 = 16

Dungeon Master S |

The fog certainly doesn't dull Grym's fighting spirit. He scores a trio of hits, and slices with both blades for some extra hurt. You didn't roll damage on the Sharkslayer hit, so I'm taking it from the first one. Net turn = 100 DMG
The amount of gore is shocking and you cna't help but feel like the monster enjoys the sight even if it means it's own death approaches.
Saves must be rolled FIRST
Will Saves v. Mind Fog (DC 24):
Gaius
Ferox
Fort Saves v. Blood gaze (DC 26):
Odric
Sandor
Round 4:
Very Bad Thing: Bad
Grym: Hit
Ferox: Go
Odric: Go + Deathless roll
Gaius: Go
Sandor: Go
Morkeleb: Go
Ithier: 209

Dungeon Master S |

Both Gaius and Ferox feel their willpower flow out of their souls, but not their mission!

Dungeon Master S |

Both Gaius and Ferox feel their willpower flow out of their souls, but not their mission!
You each have -8 on all Wisdom Checks and Will Saves for some time.

Odric the Stout |

Saving Throw: 1d20 ⇒ 12
Round the Fourth

Ferox Kerr |

Feeling the tendrils of darkness creep through his mind, Ferox calls on Abadar to help gird him and his friends against this evil.
Ferox casts Magic Circle Against Evil

Dungeon Master S |

Odric, you were hit with an Enervation spell last round and suffer 3 negative levels right now. There's a 25% chance that you shrug the spell off because of your Deathless armor. I'll roll for you. High is always good for the roller: 1d100 ⇒ 50.
3 Negative Levels has the following effects:
If you and Morkeleb survive this he'll tell you that the effects will wear off in 16 hours.
The weakened Odric succumbs to the blood gaze of the monster. Blood begins to ooze out of every pore... and every orifice. 1 CON Damage and sickened for the round. -4 on subsequent saves versus the gaze.
Still his first swing hits, cutting an increasingly deep swath through the creature's body. It doesn't seem afraid though.
Saves must be rolled FIRST
Fort Saves v. Blood gaze (DC 26):
Sandor
Round 4:
Very Bad Thing: Bad
Grym: Hit
Ferox: Go
Odric: Hit
Gaius: Go
Sandor: Go
Morkeleb: Go
Ithier: 239

Dungeon Master S |

Morkeleb just BARELY punches his spell through, harming the scarlet horror. The wounds open further. The beast can't be far from death.
Still, worried about the horror of being dominated, Ferox girds his mind, and any allies who are close...
Fort Saves v. Blood gaze (DC 26):
Sandor
Round 4:
Very Bad Thing: Bad
Grym: Hit
Ferox: MCAE
Odric: Hit
Gaius: Go
Sandor: Go
Morkeleb: MM
Ithier: 261

Dungeon Master S |

Gaius draws the ire of the beast and it lashes out with freakishly long appendages, but still, Odric's wounds heal a bit.
AoO v. Movement: 1d20 + 18 ⇒ (8) + 18 = 26 for DMG: 3d6 + 9 ⇒ (1, 6, 6) + 9 = 22
Round 4:
Very Bad Thing: Bad
Grym: Hit
Ferox: MCAE
Odric: Hit
Gaius: CCW
Sandor: Go
Morkeleb: MM
Ithier: 261

Sandor Stouthammer |

Round 4
The silent dwarf is starting to realise that this creature is probably the toughest challenge that the upturned cup has faced to date, and it is guarding Illeosa. This realisation could drive one to dispair, but instead it fills him with stubborn determination to see this task through no matter the cost. If the beast enjoys blood, then blood will be spilled!! Sandor yells in his mind.
Attacks adjusted for Enlarge, haste and (Ferox Super)flank
Dwarven Waraxe +1 TWF+PA: 1d20 + 17 + 7 ⇒ (2) + 17 + 7 = 26
Dmg: 2d8 + 15 + 2 ⇒ (6, 8) + 15 + 2 = 31
Shield Bash TWF+PA: 1d20 + 20 + 7 ⇒ (5) + 20 + 7 = 32 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d8 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 12 + 7 ⇒ (4) + 12 + 7 = 23
Dmg: 2d8 + 15 + 2 ⇒ (5, 1) + 15 + 2 = 23
Shield Bash TWF+PA (2nd attk): 1d20 + 15 + 7 ⇒ (20) + 15 + 7 = 42 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d8 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Dwarven Waraxe +1 TWF+PA (3rd attk): 1d20 + 7 + 7 ⇒ (6) + 7 + 7 = 20
Dmg: 2d8 + 15 + 2 ⇒ (2, 1) + 15 + 2 = 20
Haste attack Dwarven Waraxe+1: 1d20 + 17 + 7 ⇒ (2) + 17 + 7 = 26
Damage: 2d8 + 15 + 2 ⇒ (3, 3) + 15 + 2 = 23
Rend (If both weapons hit): 2d8 + 6 + 2 ⇒ (8, 5) + 6 + 2 = 21
Shield Bash Crit Confirm: 1d20 + 15 + 7 ⇒ (4) + 15 + 7 = 26
Damage: 1d8 + 13 + 2 ⇒ (2) + 13 + 2 = 17
YAY!!!!!!!! Beast with 6 legs falls down provoking AoO from all melee

Dungeon Master S |

Only a single hit from Sandor connects, and the monster goes now where.
A single hit, however is enough. With a maddening screech that clearly alerts the pyramid to your presence, it dies.
the body sprays blood FAR too much blood. It's a veritable deluge!
But still, it dies.
Out of combat. For killing Ithier, the Scarlet Walker, each character receives 34,000 XP.

Thorgrym the Tracker |

the body sprays blood FAR too much blood. It's a veritable deluge!
[/ooc]
I'm picturing the EvilDead scene where there is a ridiculous amount of blood.

Dungeon Master S |

that's EXACTLY what I was going for.

Sandor Stouthammer |

The blood explodes from the creature Sandor tries to hide behind his shield, but the blood just deflects to the ceiling splashing and splattering adding to already raining shower of blood.
The dwarf raises his arms in celebration, but looks at Odric who looks a placenta covered newborn calf just out of the womb and having to run a mile from the stalking lioness. His celebration is put to a stop as he assists the lad to a place to rest. He checks the rest of the Upturned Cup to see who needs assistance in getting to Gaius or Ferox. It is then that he starts feeling his wounds from the creature.
Current HP: 106/162. No ablity damage or other conditions except mute

Thorgrym the Tracker |

Once the crazy deluge of blood stops flowing and the nightmarish spider is truly dead, the ranger flies down and retrieves poor Bucho. The dog was down there by himself whining pitifully...
Back up w/ the others Grym begins to tend to wounds. CLWs wand in hand he marches over to Sandor and painfully knocks the hit points back into him.
Sandor 1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (7) + 1 = 8
Sandor now has 161 HPs

Thorgrym the Tracker |

Does the terrifying blood spider have any treasure?
Ferox: 1d20 + 25 ⇒ (16) + 25 = 41 (Traps +2)
----->Cricktik: 1d20 + 22 ⇒ (10) + 22 = 32
Gaius*: 1d20 + 16 ⇒ (8) + 16 = 24
----->Flagg: 1d20 + 2 ⇒ (15) + 2 = 17
Grym**: 1d20 + 25 ⇒ (16) + 25 = 41 (Includes Favored)
Morkeleb: 1d20 + 0 ⇒ (8) + 0 = 8
Odric: 1d20 + 0 ⇒ (11) + 0 = 11
Sandor: 1d20 + 19 ⇒ (8) + 19 = 27 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)
party moved on map
The party moves in and searches the room.
Afterwards they continue around clockwise...

Dungeon Master S |

Much to everyone's dismay, Grym finds nothing of value in here.
The party moves to the corner,, hopefully for either an advantage in the Fate to come or a breath of air.
The western portion of this room is occupied by an L-shaped wooden platform. All sorts of laboratory equipment and tools for crafting magical items lie haphazardly atop the platform.
Morkeleb looks over the items, and nothing is completed. It looks as though there is a set of ring gates that are almost completed. Morkeleb concludes that it just needs the finishing touches The cost is made only someone with the feat and spell are needed.

Thorgrym the Tracker |

The Upturned Cup keeps exploring... moved on the map
Ferox: 1d20 + 25 ⇒ (3) + 25 = 28 (Traps +2)
----->Cricktik: 1d20 + 22 ⇒ (1) + 22 = 23
Gaius*: 1d20 + 16 ⇒ (12) + 16 = 28
----->Flagg: 1d20 + 2 ⇒ (5) + 2 = 7
Grym**: 1d20 + 25 ⇒ (1) + 25 = 26 (Includes Favored)
Morkeleb: 1d20 + 0 ⇒ (2) + 0 = 2
Odric: 1d20 + 0 ⇒ (13) + 0 = 13
Sandor: 1d20 + 19 ⇒ (1) + 19 = 20 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)
whoa! some crappy rolls. Three 1s, one 2, and one 3. Better now than in some fight I guess...

Dungeon Master S |

The northwestern portion of this room is occupied by a wooden platform. Several wooden chairs—the armrests, legs, and back fitted with straps and buckles—sit on the platform. At the northeast end is an empty weapon rack. There seems to be nothing of note.

Thorgrym the Tracker |

Morkeleb looks over the items, and nothing is completed. It looks as though there is a set of ring gates that are almost completed. Morkeleb concludes that it just needs the finishing touches The cost is made only someone with the feat and spell are needed.
So Morkeleb, can you make this work? Sounds like it could be used for some interesting applications.

Thorgrym the Tracker |

guys moved on the map
The majority of the UpTurned Cup goes down to the south east corner to quickly search that area and then move up into the uncharted lands.
Team Ranger is going to head around and come in from a different spot. Grym hopes to flank the crap out of any baddie that lurks in there.
Ferox: 1d20 + 25 ⇒ (15) + 25 = 40 (Traps +2)
----->Cricktik: 1d20 + 22 ⇒ (20) + 22 = 42
Gaius*: 1d20 + 16 ⇒ (5) + 16 = 21
----->Flagg: 1d20 + 2 ⇒ (13) + 2 = 15
Grym**: 1d20 + 25 ⇒ (5) + 25 = 30 (Includes Favored)
Morkeleb: 1d20 + 0 ⇒ (19) + 0 = 19
Odric: 1d20 + 0 ⇒ (11) + 0 = 11
Sandor: 1d20 + 19 ⇒ (16) + 19 = 35 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)

Dungeon Master S |

Three globes of fire hang suspended from the ceiling to illuminate this room with a soft, pleasant light. The southern portion of the floor is occupied by an L-shaped wooden platform. The platform is furnished with a double bed, fine carpets, an angular cupboard, and a chest of drawers. Atop the chest of drawers stands a crystal vase with fresh violets and lotus flowers. Next to the bed stands a beautiful harp with a matching stool.

Gaius Lirsiiv |

I don't have the formal training that I'd like, but when you serve as a sacred prostitute to Calistria, you have to pick up a few songs. Clients and supplicants have diverse appetites, and you need to be able to fulfill any number of desires...
Gaius takes a seat at the stool and begins to strum the harp, taking it for a test drive.

Dungeon Master S |

Gaius, make a Perform check (CHA if you have no skill at strings) and a UMD check if you're trained at all.)

Gaius Lirsiiv |

Perform (Untrained):1d20 + 1 ⇒ (13) + 1 = 14
Since I picked up a few things as a Sacred Prostitute, I'd like to suggest those ranks may benefit me. Profession: Sacred Prostitute is at +9.

Dungeon Master S |

Well then...
Gaius sits at the harp. The instrument weighs almost half as much as he does, and it's exquisitely made. When he plucks the strings though, the sound is NOT what anyone expected.
The music sounds more like the groans of ecstasy. The baselines are the grunts of passion. Choruses of voices moan in pleasure to form the chords.
You intuitively understand that the harp itself will make any sound you'd like. Additionally, you can feel the music as a force not unlike your magic. If you so desired it, you could implant a suggestion into your music, a suggestion as compelling as a bard's honeyed words...

Gaius Lirsiiv |

Gaius continues to play... But the moans melt away and becomes a jaunty tune.

Dungeon Master S |

Odric, while listening to the music, you start to feel extra maraud. Make a Will Save DC 14.
The maraud feeling makes you want to continue the exploration.
The feeling intensifies. You can't help but do something about it. You get the urge to.... to do PUSH-UPS! You can't fight the urge. You drop and give Gaius 50 push-ups.

Dungeon Master S |

Odric: 1d20 + 7 ⇒ (4) + 7 = 11
Odric listens to the music, dances a bit, drops to the floor at Gaius's feet and does 50 push-ups!

Gaius Lirsiiv |

Gaius stops playing
Seems this is a very... Useful... Instrument. But sadly it won't fit in my satchel. Perhaps if we survive, I'll come see about moving this back to Korvosa.
Gaius searches the chest of drawers. I'll rifle through them, starting with the top and working my way down. I can give specifics if the contents are somehow special. I'll shift through clothes, move contents around, et cetera.

Sandor Stouthammer |

We just get our asses handed to us by a blood bug, and the next thing they want to do is play a sissy harp, and spontaneous exercise. If that last battle didn't get his blood boiling then the lad has been holding back way to much. CMON LADS lets get the queen dead.
As Odric stops swaying like only a white boy can and drops down to do some pushups, Sandor shows his frustration at the seemingly in appropriate pause that we're taking.
He pounds his shield twice trying to get Gaius' and Odric's attention. With the universal gesture of follow me the dwarf takes up his position in the Upturned Cup's exploring formation.

Dungeon Master S |

Gaius finds a literal royal wardrobe. The clothes and jewelry are worth about 12,000 gold pieces. There's nothing magical about them, but they could feed a city for a month.
Suddenly, as if on cue from Sandor's banging, the room goes cold.
The remnants of blood on the floor, and on your boots slowly, inexorably, start flowing to the northeast room.
The northeast room is up hill.

Thorgrym the Tracker |

Perceptions
•Ferox: 1d20 + 25 ⇒ (8) + 25 = 33 (Traps +2)
•----->Cricktik: 1d20 + 22 ⇒ (13) + 22 = 35
•Gaius*: 1d20 + 16 ⇒ (4) + 16 = 20
•----->Flagg: 1d20 + 2 ⇒ (8) + 2 = 10
•Grym**: 1d20 + 25 ⇒ (9) + 25 = 34 (Includes Favored)
•Morkeleb: 1d20 + 0 ⇒ (3) + 0 = 3
•Odric: 1d20 + 0 ⇒ (17) + 0 = 17
•Sandor: 1d20 + 19 ⇒ (15) + 19 = 34 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)