| EM±GM |
As you start transferring the three traumatized prisoners towards the entrance, Torvic looks torn... but eventually speaks up.
"I can try to get them out of here. Perhaps down the ravine, out of this place entirely." He finally offers. "If any of them check the entrance, the mechanism will be the first place they look, won't it?"
He looks around, wistfully. "I can't remember anything. Am little help at all here... but maybe I can help with these three. Get them clear."
Mutahir Hashem
|
Mutahir frowns in concern.
Normally, I think that would be best, but with that evil aura on all of you, I'm more than a little concerned at the idea of you leaving without us. It might be better if you holed up here until we finished checking what's going on, just in case that aura has some negative effect we aren't expecting.
Fimbir
|
Fimbir moves up to Torvic and looks the dwarf in the eye. The gnome places a hand on his shoulder. If you think you're up for it Torvic, hat'd be a very brave thing.
He begins to fish around in his pack. Stay hidden. We'll be out as quick as we can, and make sure those Detroit aren't able to hurt anyone ever again. Ah! Fimbir pulls out an 'arm' of a construct. Its a bit small for you, but it's nice and thick. See anything that try's to take you, bop em!
He offers the club to the dwarf and looks at the others. If the sun sets without us, you may want to try and make it back to town. Use this if anyone gets hurt.
Fimbir'll also offer them his cure light wounds potion to use if needed.
Fimbir
|
The Lions can't hurt you if you never expect them to win :P.
In seriousness, d'oh on me. Phone posting
Daedîn
|
Daedîn nods to Mutahir. "Normally, I'd agree with you, my friend...but in this circumstance, I'm not sure we have a better option...they'd be in danger if they came along with us and could possibly be in danger if we left 'em alone anywhere in this complex...I think Torvic's idea might be best..."
Mutahir Hashem
|
Mutahir looks concerned but finally acquiesces.
Alright... Torvic, please be careful. Despite my ill treatment of you, I am a man of the Laws of Man, and I exist to serve the people of any country. I wish no ill to befall you or yours... so just be wary that we have not yet removed the dark magic from you. Until we return, hopefully triumphant, be extra vigilant.
He nods to the dwarf and readies to follow the others to take the fight to the derro.
Dynath
|
Dynath gives Torvic a traditional dwarven salute and silently bids him on his way. He then draws his urgosh Lets gets to it then. To the laboratory?
| EM±GM |
You get the motley crew of leftover experiments back to the entrance, leaving Torvic to try to get them clear of the complex. The Lame leading the Blind leading the Mad. You all then head back into the Gallery, ready confront those apparently responsible!
With haste, you make your way around to the workshop once more, but this time, move over to the western double doors, ready for trouble. Unlike the other doors, this one is clear of debris, indicating it has seen consistent use. Like the previous door, it opens like it was a quarter its actual size, almost gliding open on recessed well-oiled grooves.
You find yourself staring down a familiar-style hallway, about twenty feet long, that opens up into a bizarre-looking chamber. Glowing fungi bathe the area in dim blue light, revealing dozens of incomprehensible devices and texts heaped atop tables and shelves... a row of the later dividing the room into two sections. It all appears, at first glance, to be half torture chamber, half alchemical laboratory.
Like everywhere else you've seen thus far, fungal patches are everywhere... but unlike the other areas, here they seem to be being cultivated and organized, including the back right corner of the room, filled with a small forest of blue mushrooms with yellowish tips, and a stringy orange fungus running along the ceiling just ahead of you.
One large table, on the left side of the room holds the dissected remains of some sort of animal. You think it might be a mountain goat, though its hard to tell through the dim light from where you are. The goat is surrounded by blood-spattered parchments covered in cryptic notes and drawings. Strange wires project from the goat's remains, connected to odd-looking metallic boxes.
Next to the table stands a small blue skinned humanoid with wild hair as white as his large round eyes. Across from him, by one of the two doors along the southern wall of the room, stands a second such creature, holding a large glass jar that looks like it contains whole intact brains. These can only be the derro Merisk mentioned! Though the first seems intent on whatever he's doing to the goat, the second glances your way as the doors open, and utters a sharp comment in a strange language, drawing the first's attention.
It also draws the attention of the other two creatures in the room. Two large hideously ugly humanoids with rough green hides, clawed hands, and large tusked mouths, also turn to look. One is on your side of the shelf barrier, holding a pile of books, the other is in the back section on the right, in the process of grabbing some more jars for the nearby derro.
ids: 1d20 + 6 ⇒ (20) + 6 = 26
itt: 1d20 + 2 ⇒ (17) + 2 = 19
itk: 1d20 + 2 ⇒ (7) + 2 = 9
Bennybeck Init: 1d20 + 3 ⇒ (10) + 3 = 13
Daedîn Init: 1d20 + 7 ⇒ (1) + 7 = 8
Dynath Init: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Fimbir Init: 1d20 + 4 ⇒ (6) + 4 = 10
Mutahir Init: 1d20 + 6 ⇒ (11) + 6 = 17
Tad Init: 1d20 + 3 ⇒ (18) + 3 = 21
"Am busy! Make go!" The derro by the table shouts angrily in barely understandable common, waving one hand at the larger creatures, who both turn your way, claws and tusks apparently ready to do just that, in as unfriendly a manner as possible!
More info based on how well you roll!
- Round 1 ---------
red derro, blue derro
Tad, Dynath (-11)
green
Mutahir (-23), Bennybeck (-2), Fimbir, Daedîn
yellow
Tad and Dynath react quickly!
Dim light!
All green patchy spots on the map are difficult terrain from fungus and molds and mushrooms, etc.
Mutahir Hashem
|
Um GM? I'm sorry, but I just realized that Bennyback never rolled the UMD to activate my wand to heal me up. If he would choose not to activate it (I don't know if he just forgot or is choosing not to) Mutahir would have absolutely drank some potions before going after the Derro.
Knowledge Local: 1d20 + 8 ⇒ (1) + 8 = 9
Mutahir is apparently distracted by rage and annoyance and can't even recognize the super obvious creatures right in front of him for what they are.
Mutahir Hashem
|
I'm ok with him rolling it, but they still have to be rolled, its far from automatic.
Also all heal potions in PFS are divine... how are you dealing with that aspect?
I had been advised that potions could be gotten as arcane because it could have come from alchemists who can also brew potions and have the cure spells as well, and even in the lore Alchemists and bards are sought after in Rahadoumi because of their ability to cast arcane healing spells, and since pathfinder only defines scrolls as arcane or divine, not potions or wands, he could get away with it. Only reason I don't have a cure light wand is it'd have to be a bard or witch to use it on me and work, infernal healing is on most of the arcane caster lists so more likely to be useable.
| EM±GM |
All potions, scrolls, wands, and other consumables are made by clerics, druids, wizards, or psychics in Pathfinder Society Roleplaying Guild play. The only exceptions are
spells that are not on the cleric, druid, wizard or psychic spell lists.
You can not purchase a potion created by a bard, or an alchemist, barring class specific spells, in PFS
Even the cure wands are all made by clerics and druids... but the PFS specific rules allow for some of the arcane classes to still use them, if the spell is on their lists, for simplicity's sake.
Mutahir Hashem
|
From the PFS Guide wrote:You can not get a potion created by a bard, or an alchemist, barring class specific spells, in PFSAll potions, scrolls, wands, and other consumables are made by clerics, druids, wizards, or psychics in Pathfinder Society Roleplaying Guild play. The only exceptions are
spells that are not on the cleric, druid, wizard or psychic spell lists.
Huh. Weird. Apparently I was misinformed. I guess I'll have to be selling back my potions and putting all my skill points for the next level up into UMD. :( Well, live and learn... Causes a bit of a problem for the moment since I think if that's the case I have to make will saves against my own potions. *Sighs*
| EM±GM |
Benny, if you are willing to use Mutahir's wand on him, as requested, please roll a bunch of d20's at once... as you're very likely to fail a few, before you get it to work. =)
Lets say at least 10 of them! (possibly more)
Please note: Because he was intentionally coy about the spell involved, the DC to activate will be a 25.
Thaddeus Treeskipper
|
Dynath, were you wanting Tad to heal you before we moved on?
spellcraft to identify what Bennybeck and Mutahir are doing: 1d20 + 6 ⇒ (2) + 6 = 8
Tad remains blissfully oblivious of the evil happening right under his nose.
I'm waiting until the healing issue is resolved before I do anything else.
Fimbir
|
Fimbir actually can as well, if its explained to him what's going on. But that's for after the combat at this point I suppose.
Know Local: 1d20 + 4 ⇒ (4) + 4 = 8
Hey! Those are... the gnome points, then struggles as thier nature escapes him
And I literally fought one his last adventure too. Should have paid more attention :)
Thaddeus Treeskipper
|
Dynath
|
Tad - honestly, I would have said I didn't really need healing before we left, but now that I see what we're facing, any little bit would help. Play that however you would like.
Dynath turns to Shadowfur, Get ready for a fight, old friend
He then starts waving his hand over the axe head of his urgosh and mouths a couple words near silently.
Casting Lead Blades on the axe head of my urgosh
| EM±GM |
OK, 24 hours, moving on! Tad, shifting you to go with the others.
The perils of separating initiatives... combat rounds can take forever if folks are on different time schedules. (But I didn't want to bunch them up, 'cause that could have been bad too)
I changed the map slightly, so we could fit a bit more on it (going left/right, instead of up/down).
At this point, going to say Mutahir got what he got. Benny managed to barely activate it once, then didn't like the feel of it, and stopped.
You can still have drunk a potion if you want, but otherwise, you're at -13 to start the encounter.
claw vs Dynath: 1d20 + 8 ⇒ (10) + 8 = 18
Dynath utters a quick spell, and the end of his urgrosh becomes just a little bit heavier, and more deadly, as he faces one of his racial enemies!
Your +4 to ac vs giants will apply (unless you traded that out for something?)
In the back of the laboratory, the derros scowl when they see this, one of them calling to the other irritably. Moments later, both are suddenly surrounded by small dark motes as one comes around the table, pulling out a small crossbow as it goes, and touches the green-skinned giant in front of it. Suddenly the entire area is plunged into darkness. Darkness that just as suddenly starts moving towards you! Within moments, your front lines are plunged into the same inky blackness, as everyone but Tad and Fimbir are engulfed, and you hear a slam and thud of a giant claw striking stone, and Dynath grunting in sudden effort.
At the back you note the other derro used the same darkness effect, though it seems to be centered back where he is, at the moment.
A cruel and vicious breed of giant, who are well known for being extremely difficult to kill. Regenerating back to health from even total dismemberment. Only the liberal application of fire or acid can stop them from doing so, and that only if they give you the chance!
They have regen... only stopped temporarily by fire or acid!
You also know their known for their strength, often rending foes limb from limb, if they can get both claws into them!
They can also rend their prey if both claw attacks hit!
- Round 1 ---------
Dynath (-11)
red derro, blue derro, green
Tad, Mutahir (-13), Bennybeck (-2), Fimbir, Daedîn
yellow
Everyone but Dynath is up!
Only Fimbir, Dynath, and Tad can see past the door at the moment, and everyone else is completely blind (total concealment (aka: 50% miss chance), and flat footed)
Daedîn
|
Just a reminder, Daedîn has Uncanny Dodge and cannot be caught flat-footed and retains his DEX mod to AC against invisible foes...
Daedîn will move ever so slightly towards Benny, aiming higher so as not to hit his friends, in the direction he last saw the large creature...
Longbow: 1d20 + 9 ⇒ (10) + 9 = 19
Magic/CI Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Concealment Miss < 50: 1d100 ⇒ 31
Longbow: 1d10 + 9 ⇒ (10) + 9 = 19
Magic/CI Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Concealment Miss < 50: 1d100 ⇒ 87
| EM±GM |
Shouldn't the second arrow have been a d8, not a d6?
Also, uncanny dodge won't help when blinded (by darkness in this case). The blind condition does not actually make you flat footed, it just makes you lose your dex (and dodge) bonuses... I just described it as flat-footed for ease of descriptors, sorry..
Mutahir Hashem
|
I'll try and drink my potion of cure mod...
Cure Mod Will Save: 1d20 + 9 ⇒ (8) + 9 = 17
Potion cure half: 2d8 + 3 ⇒ (8, 6) + 3 = 178
Mutahir grimaces as he drinks the potion looking at it with annoyance.
These Society issues potions are near worthless it feels like... I really must ask who they have preparing them, I specifically asked for alchemist made ones...
-----------------------------------------
As the darkness goes down, Mutahir frowns in annoyance, not that anyone can see it.
I don't need to see you to kill you beast! I can tell by your stench!
Parry: 1d20 + 19 ⇒ (12) + 19 = 31
concealment: 1d100 ⇒ 14
riposte: 1d20 + 19 ⇒ (6) + 19 = 25
damage: 1d6 + 17 ⇒ (1) + 17 = 18
concealment: 1d100 ⇒ 80
attack: 1d20 + 15 ⇒ (4) + 15 = 19
damage: 1d6 + 13 ⇒ (1) + 13 = 14
concealment: 1d100 ⇒ 34
attack: 1d20 + 15 ⇒ (16) + 15 = 31
damage: 1d6 + 13 ⇒ (3) + 13 = 16
Intimidate: 1d20 + 12 ⇒ (13) + 12 = 25
concealment: 1d100 ⇒ 19
attack: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d6 + 13 ⇒ (4) + 13 = 17
Unfortunately, his claim is a bluff as he manages to miss with each stroke of his sword.
Mutahir Hashem
|
You can't? :( And using my wayfinder won't help... But I should still be able to parry, at least by RAW, but your GM so if you say I can't then I can't...
Being unable to actual do anything, Mutahir grumbles.
I don't suppose one of you lovely magic users could turn on the lights?
Daedîn
|
Argh...sorry posting from my phone... it's small and I have old eyes and fat fingers...not a good combo...will post Damage roll below...
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Sorry, I misunderstood 'bout Uncanny Dodge...I thought it applied without use of your senses...
Fimbir
|
Dynath, duck! Fimbir yells as he fires a...fiery ray above the dwarf at the large attacker.
Using Burning Infusion. If it hits, the 'something' needs to make a DC 15 Reflex save or catch on fire, taking another 1d6 fire damage each round until its extinguished
Ranged touch (through soft cover): 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 for fire damage: 3d6 + 6 + 1 ⇒ (5, 2, 3) + 6 + 1 = 17
| EM±GM |
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Despite the world going dark around him, Daedîn maintains his composure, and calmly knocks and fires two arrows into the darkness in roughly the direction the enemy would have to be to attack Dynath. The first shot is promptly followed by the sound of the arrow shattering against the wall, but after a small adjustment, the second shot results in a satisfying thunk, and a grunt of pain from the giant creature somewhere in the darkness.
Mutahir is a far more worrisome position, unable to see and unwilling to expose himself any more than necessary in the treacherous footing and darkness while within reach of the clawed creature nearby. The smell of it is as obvious as he says, but it does not make it as easy to hit as he'd hoped.
Mutahir, since you're not going to move in and provoke, I'll consider you delaying... in case there's something else you'd like to do.
Fimbir's eyes are far better suited to the darkness then the typical gnome, and he can easily see see all that's happening... and for the fire-obsessed little gnome, that's all he needs! Flames gather around him, building up quickly, before he launches them over the front lines, directly into the chest of the large foe. There's just enough of a delay to see its eyes go wide, then the bolt of flame hits, and the hallway is suddenly filled with the smell of seared flesh, and the sound of a painful bellow, as the troll quickly bats out the flames before they can really take hold!
- Round 1 ---------
Tad, Mutahir∞ (-5), Bennybeck∞ (-2), Fimbir, Daedîn∞
- Round 2 ---------
Dynath (-9)
yellow troll, red derro, blue derro, green troll (-26*)
∞ currently unable to see due to darkness (considered blind)
Bold can go! (though Dynath will process last!)
Just realized the other troll can't reach the front line anyway... so going to delay it on its turn, to group everyone up. So Dynath can go now as well!
Remember, the green moldy patches on the floor are difficult terrain (above and beyond what the darkness is doing to those who can't see)
Thaddeus Treeskipper
|
The little grippli realizes that his friends are in danger. He calls on his Lady for aid, and a bright ball of flame appears in his hand. He then throws a ball of flame at the creature closest to him. As he does, another ball of flame forms in his hand.
casting produce flame. Also, using Beacon of Faith to raise caster level by two for this spell.
ranged touch attack: 1d20 + 6 ⇒ (16) + 6 = 22 -4 if the creature has reach and so counts as in melee
damage: 1d6 + 5 ⇒ (1) + 5 = 6
spell will last for 5 rounds if I throw fire each one.
Mutahir Hashem
|
Mutahir continues to wait, sword held out and trying his best not to get in the way of his friends bolts of fire... if nothing else, he can make sure he's in the way of the creature so it can't get to them.
Full defense for a +4 to AC i guess... past that, I'm just gonna try and be a nuisance so the fire throwers can handle this thing.
Dynath
|
Dynath growls under his breath and steps up to engage the beast.
I think I can five foot step with dark vision? Also, I can’t seem to move my piece, but will try to get to a desktop later.
AxeHeadAttack1: 1d20 + 7 ⇒ (15) + 7 = 22
SpearHeadAttack: 1d20 + 7 ⇒ (10) + 7 = 17
AxeHeadAttack2: 1d20 + 2 ⇒ (6) + 2 = 8
Axe1damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12
SpearDamage: 1d6 + 2 ⇒ (3) + 2 = 5
Axe2Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14
| EM±GM |
Sorry guys, my fault on the map... I hadn't moved the darkness circle far enough down on the icon order, so it was interfering. Fixed now.
Benny, as mentioned, you can't 5' when you can't see. (not a big issue for you, as you can normal move out
More importantly, all the movement restrictions in the Workroom still apply (which was all difficult terrain).
So, for simplicity's sake, everyone just assume you can't 5' step.
Currently, the only squares you can, are the on the lab side of the door, and only if you have darkvision and there's no fungi.
The second troll, unable to get to the fray, yells angrily at the other, at first trying to push his way past, to get in on the action. But as Fimbir's fiery missile hits, it seems to hesitate on it's enthusiasm a little, and when Tad follows that up with another fiery blast, it decides that maybe it will let its friend get the glory after all, as it waits to see what happens.
While his fellow Pathfinders appear to be having issues with the current illumination, Dynath has no such problems! He quickly ducks under the trolls grasping claws, and starts pummeling it with both sides of his urgrosh, nearly severing one leg with the weighted axe head, before spearing it with the other end.
ranged: 1d20 + 5 ⇒ (15) + 5 = 20
1d2 ⇒ 2
bite vs Dynath: 1d20 + 8 ⇒ (4) + 8 = 12
claw vs Dynath: 1d20 + 8 ⇒ (2) + 8 = 10
claw vs Dynath: 1d20 + 8 ⇒ (2) + 8 = 10
The troll roars back in rage and pain, as it goes at the dwarven warrior with motivated fury. But try as it might, it can't come close to penetrating the Dynath's well trained defenses! Which only seems to make it angrier, especially when its painful burns do not start to regenerate like it was expecting!
Behind them, Mutahir feels something whistle past his head and shatter against the doorframe, but can't see what it was... though it is clear someone is shooting at him in the dark! With no way to see, his ability to defend himself is not good at all, but enough to avoid that shot. A moment later, those in the back, who were outside the darkened area, suddenly find their world go black as well, as more darkness comes to them!
Additional darkness area added to the map.
It's about 10' behind Tad
Tad and Fimbir can still see alright. But Benny is suddenly thrust into darkness once more, and even Shadowfur can no longer see, the poor wolf ducking its head worriedly.
- Round 2 ---------
Tad, Mutahir∞ (-5), Bennybeck∞ (-2), Fimbir, Daedîn∞
- Round 3 ---------
Dynath (-9)
yellow troll, red derro, blue derro, green troll (-49)
∞ currently unable to see due to darkness (considered blind)
Party is up!
Mutahir, fyi: The AC bonus from defensive is a dodge bonus. When you lose your dex bonus to AC (such as from being blind) you also lose all dodge bonuses. ie: It's not helping you much at present.
Daedîn
|
Daedîn will fire two more at the wounded beast...
Longbow: 1d10 + 9 ⇒ (3) + 9 = 12
Magic/CI Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Concealment Miss < 50: 1d100 ⇒ 34
Longbow: 1d20 + 9 ⇒ (9) + 9 = 18
Magic/CI Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Concealment Miss < 50: 1d100 ⇒ 69
Fimbir
|
Huh, that's weird. Fimbir says as he notices his comrades seem unable to make out the glow of an on-fire troll just in front of them. Nevertheless, the gnome shrugs and continues the assault.
Assuming the cloest troll is still up, Fimbir's still targetting him. If he fell before me, Fimbir would instead have moved forwards two squares and shot at the Red derro (with -3 to hit and -1 to damage)
Ranged touch: 1d20 + 8 + 1 + 2 ⇒ (17) + 8 + 1 + 2 = 28 for fire damage: 3d6 + 6 + 1 ⇒ (5, 5, 4) + 6 + 1 = 21
Mutahir Hashem
|
Mutahir decides that if his normal sight won't work, he'll try another route. His eyes flash into another color as he tries to look for the evil in the hearts of the trolls and derro.
Yeah, I know I'm grasping, I just don't know what else to do. I'll try to focus down 3 rounds so that I at least can pinpoint what squares these jerks are in....
Dynath
|
Dynath cackles maniacally as he dodges the troll’s swipes and winds up for another series of swings.
AxeAttack1: 1d20 + 7 ⇒ (4) + 7 = 11
SpearAttack: 1d20 + 7 ⇒ (20) + 7 = 27
AxeAttack2: 1d20 + 2 ⇒ (9) + 2 = 11
ConfirmSpear: 1d20 + 7 ⇒ (16) + 7 = 23
Axe1damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14
SpearBaseDamage: 1d6 + 2 ⇒ (4) + 2 = 6
SpearCritDamage: 2d6 ⇒ (2, 2) = 4
Axe2Damage: 2d6 + 3 ⇒ (2, 6) + 3 = 11