| Tohall of Erastil |
"We should probably rest soon." the man says, now feeling the effects of using all of his magical abilities. "Perhaps closer to the front doors, so we can deal with any... intruders if we should be bothered."
| Aarakess Halcorn |
I think we used the Wand if CLW a bunch, we can probably retcon that and use 1 or 2 channels to save a bunch of charges if necessary.
Here are my last 2 Healing Hexes
Healing Hex - Justin: 1d8 + 5 ⇒ (8) + 5 = 13
Healing Hex - Tohall: 1d8 + 5 ⇒ (6) + 5 = 11
| GM Blood |
I would assume you might use a few to at least have a few hps going into the night, but you are fortified in the Zon Kuthon temple. I would also assume at least a full day (one night of rest, a day of rest and another sleep period) before you would head out. That gives the headband a chance to attune to Aarakess
| Kilthan Hammerstone |
In which case, Kilthan, Tohall and Dryn can probably do long-term care for everyone, which would increase the natural healing, and thus make us do less wand-depleting...
| Aarakess Halcorn |
Between all of our healing, we will all be fully recovered if we have a full day. Lets just say we used 5 charges on the wand for quick damage control and then all be fully healed and with our full spell/ability repertoire after a 2 night rest/recovery.
If nobody else wants any of that stuff I listed in the OOC, someone should add it to the party loot - not sure who is keeping track of that. Other than that, I think that we are ready. I will update my character with other stuff after I get "ok to move on" from the rest of you.
| Dryn'taka Devilschild |
Yea, two days of healing will give us all 8 hit points back without long term care, and in one day I can 4 CLW and 2 CMW myself. Plus Aarakess's Healing Hex for a CLW each, which restores me along with the two days. We should be good to go. GM Blood, do you want us to actually roll everything, or is simply saying we're all full good enough?
| Aarakess Halcorn |
We also have 4 or 5 Channel Energy from Tohall plus his CLW/CMW plus Ingrid's spells plus Justin's spells and lay on hands plus whatever spells Kilthan has. Even if we all rolled 1s, I think we would be pretty close to max.
| Kilthan Hammerstone |
That's true. Kilthan can manage a single CLW now, too, to add to the healing pot
| Tohall of Erastil |
"Which is the last group we should face off against?" Tohall asks, "Better to prepare spells if I have an idea of what is coming."
Everyone should have been near healed with the use of the wands... We should not need more than 8 hours rest sorta stuff.
| Kilthan Hammerstone |
Indeed - it was to let the headband make nice with Aara -- and since we're doing that anyway, we can burn off less consumables...
| GM Blood |
You spend the day day in the former Zon Kuthon temple, resting, studying, examining the items you found, etc. With a good day of rest and healing means that you have at your disposal, you awake the following day ready to eliminate the threat of the third cult of Lamashtu.
Remember there is the crates of equipment from Balabar Smenk in the past the tengu maze if you need an standard equipment.
You head over to the stone Lamasthu door to the west and insert the stone key found in the laboratory of the Faceless One.
You open the door, ready for anything. As the door open you see a small natural cavern that has a staircase that winds downward. Unlike the other two temple sections, it is completely dark here.
Please let me know what you will be doing for light before I advance any farther. I believe of Dryn and Ingrid have Darkvision while Kilthan and Aarakess have low light.
| Aarakess Halcorn |
Based upon the notes in the Tengu, I think that we should take at least 2-3, probably 4 or 5 lengths of rope. I have not reviewed the notes, but if there is anything else, you guys should note it before we go very far.
| Dryn'taka Devilschild |
Dryn does indeed have Darkvision. Sadly her only other light sources is making things catch on fire, so out here. But the crates from Smenk, would they have sunrods in them? Just in case it becomes needed. Also based on the notes, I'll grab the following: 50' Hemp rope, a dozen Pitons, and a sack to carry them in. And a crowbar, only tool I can think of off that list to pull a piton out, lol. Plus useful for other things.
| Tohall of Erastil |
With the presence of complete darkness Tohall digs out a small oval that glows with light when removed from his pack. He tosses it into the air and the stone starts to circle his head. He looks to the others, "I cannot see in darkness, sorry. I will go last though, if that helps."
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand:
Conditions:
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless, bless , magic weapon, magic fang(d)
(2nd level, DC 16) bull's strength, bull's strength, Grace, Hold Animal(d)
Channel Energy (2d6, DC 13) 0 of 5 remaining
Predator’s Grace 7 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)
Wand of Cure lights wounds charges remaining 34 of 50
| Kilthan Hammerstone |
Kilthan nods, "I will."
Kilthan will carry a few sunrods, but won't light one immediately -- since his initial scouting will be relatively close to the party, he'll largely count on his elven eyes and the light behind him... though buying some of that glow-chalk -- or the low-light boosting gnomish moonrods -- would be a good idea for later.
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
| Aarakess Halcorn |
Remember all, this is the cult of Lamashtu. We should expect all sorts of aberrant creatures. Monsters with three arms, giant teeth, poison. Anything that is aberrant and dangerous should be expected.
Aarakess is somewhat apprehensive as little is known of this last cult.
| GM Blood |
Kilthan Perception 1d20 + 10 ⇒ (1) + 10 = 11 vs DC 22
Initiative Kilthan Hammerstone 1d20 + 4 ⇒ (8) + 4 = 12 (Below Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (2) + 3 = 5
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Justin D'Rite 1d20 + 0 ⇒ (1) + 0 = 1
Initiative Tohall 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Monster 1d20 + 8 ⇒ (6) + 8 = 14
You descend the winding carved staircase. eventually you reach the bottom.
A forest of stalactites and stalagmites fills this cavern. The rocky formations make it difficult to see far ahead, as they choke most of this natural cave. The steady, rhythmic splash of water dripping into a puddle echoes through the chamber. The ground here is rough and uneven.
As Kithan reaches the bottom steps he sees three creatures with skin pale as a slug's belly, eyes huge and bulging, but its shape is hideously humanoid. It is wielding a crudely made javelin and appears to also have a stone morningstar and shield. Before he can even react They were hidden, they throw their crude javelins. Two of them come towards Kilthan, but one of them arc towards Justin's everburning torch.
Creature #1 Ranged Sunder 1d20 + 7 ⇒ (3) + 7 = 10 vs Justin CMD 19 *Miss*
Damage 1d6 + 2 ⇒ (4) + 2 = 6 *Half Damage vs Object*
Creature #2 Ranged attack vs Kilthan 1d20 + 7 ⇒ (15) + 7 = 22 FF *Hit*
Damage 1d6 + 2 ⇒ (3) + 2 = 5
Creature #3 Ranged attack vs Kilthan 1d20 + 7 ⇒ (8) + 7 = 15 FF *hit*
Damage 1d6 + 2 ⇒ (6) + 2 = 8
| GM Blood |
Note only Kilthan and Justin can see these creatures right now, and Justin can only see #1 and #2. You can do a knowledge check once you get at least to where Justin is now or farther
| GM Blood |
Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain
Round 1
Initiative Order - Dryn'taka, Monsters, Kilthan, Ingrid, Aarakess, Tohall, Justin
Monster Stats AC 17 T 14 FF 13
| GM Blood |
Same actions as before, as each creature throws another crude javelin
Creature #1 Ranged Sunder 1d20 + 7 ⇒ (4) + 7 = 11 vs Justin CMD 19 *Miss*
Damage 1d6 + 2 ⇒ (4) + 2 = 6 *Half Damage vs Object*
Creature #2 Ranged attack vs Kilthan 1d20 + 7 ⇒ (19) + 7 = 26 vs FF *hit*
Damage 1d6 + 2 ⇒ (2) + 2 = 4
Creature #3 Ranged attack vs Kilthan 1d20 + 7 ⇒ (3) + 7 = 10
Damage 1d6 + 2 ⇒ (3) + 2 = 5
| GM Blood |
Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain
Round 1
Initiative Order - Dryn'taka(Delay), Monsters, Kilthan, Ingrid, Aarakess, Tohall, Justin
Monster Stats AC 17 T 14 FF 13
| Kilthan Hammerstone |
Knowledge: 1d20 + 9 ⇒ (10) + 9 = 19
Kilthan shouts, "Blasted Morlocks! Creepy climbing humanoids. They'll eat us if you let 'em. They don't need light to see, so someone turning on the bright here would be good.... and keep an eye on the ceiling, there may be more of 'em!" With a thought, he wills his skin to harden, taking on a scaly texture not unlike Justin's.
He steps forward with axe and shield, mindful of the stones on the ground. He swings his axe as he arrives, snarling, "Aye, not so much fun when the prey fights back, is it?", and smiles as he connects.
Waraxe (PA) vs #2: 1d20 + 5 ⇒ (17) + 5 = 22 for 1d10 + 7 ⇒ (5) + 7 = 12
- Move action (step forward to E13 (I think)
- Standard: Attack vs. #1
- Activate Adaptation (+2 Natural AC for 100 rounds)
Status:
Armour Class: 19/12/17
Hit Points: 29/46
Location: E13
| Aarakess Halcorn |
Kilthan - read Tohall's posts above. I thought that you were going to switch out armor with him or Justin to jack you AC by 3 or 4. I think there is a breastplate or magic chainmail, not sure which.
| GM Blood |
Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain
Round 1
Initiative Order - Monsters, Kilthan, Dryn'taka(Delay), Ingrid, Aarakess, Tohall, Justin
Morlock Stats AC 17 T 14 FF 13
| Kilthan Hammerstone |
I didn't actually do it -- I saw Tohall's suggestions, but I didn't change my equipment.
I didn't take the heavier shield because it would basically pooch my ability to bash (unless darkwood/mithral shields count as lighter weapons, but the core rules don't support that).
Similarly, I didn't take the agile breastplate, because while I do like the idea of +2 AC, I don't (as the scout) much like the idea of losing 2 points from my stealth rolls and being slowed to 20' of movement. I thought being harder to see when scouting and being able to run away if I was seen was more useful -- especially since I can use adaptation to duplicate the effects of heavier armour (when I'm not caught flat-footed)
Ideally, I'll one day get a mithril breastplate (preferably an agile one), but for now, I stayed with the chain shirt.
| Justin D'Rite aka Sluuth |
Justin stalks the closest monster.
Move to E14 if attack allowed else move to D12
If he can, Justin drops his torch to attack two-handed with his axe.
Power Attack: 1d20 + 4 + 5 + 1 - 2 ⇒ (4) + 4 + 5 + 1 - 2 = 121d12 + 6 + 7 ⇒ (11) + 6 + 7 = 24
| Aarakess Halcorn |
Aarakess slides her thin body past the other two ladies and moves to C/D15 - should be 15' which is a normal move I believe.
Upon seeing the monsters facing the big boys, she will stare at the one before Justing causing it to realize that fighting the big palizard is a very bad idea.
Move Action: Move to C/D15.
Standard: Evil Eye Hex at #1 - -2 to AC for 8 rounds, DC17 reduces to 1 round.
| Tohall of Erastil |
The man moves out past the women and out into the cave, the small stone above his head swirls about giving off light to all those around him.
Move to C13 (behind Justin) and done
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand:
Conditions:
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless, bless , magic weapon, magic fang(d)
(2nd level, DC 16) bull's strength, bull's strength, Grace, Hold Animal(d)
Channel Energy (2d6, DC 13) 0 of 5 remaining
Predator’s Grace 7 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)
Wand of Cure lights wounds charges remaining 34 of 50
| Dryn'taka Devilschild |
Round 1
Dryn moves up and throws a bomb at one of the creatures. "Here we go!"
Move to D14, bomb to F14. Precise to avoid hitting allies, explosive so the creature is on fire.
Bomb: 1d20 + 7 + 1 - 4 ⇒ (13) + 7 + 1 - 4 = 17
Boom: 2d6 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16