"Phos" |
Phos casts message on each of his companions so that they may communicate without being overheard. "While I do not believe we are in any immediate danger, posting watches would still be prudent. I only need sleep for 2 hours in a night, so if someone will watch for the first two, I will stay awake for the rest of the evening."
Once the party is settled in, he takes the time to use his arcane bonded ring to cast an alarm spell on the area, making it audible, to ensure that the party is awakened if the area is intruded upon. He quietly informs each party member that the password for the alarm is "Dresden" (an ancient word meaning "insane wizard"). Once the alarm is set and a couple party-members agree to take the first watch, Phos settles in to get some sleep.
GM, this is all presuming that the quarters is given to the party alone, and that they are not shared quarters where ratfolk will be going in and out of. If there will be some traffic in the area, he will only create a mental alarm.
Kuduro al-Lazuri |
Kuduro makes small-talk with the Captain during dinner, trying to learn what she can about the Sundered Path and the Pagoda of the Rat beyond. She is more than happy to take the first watch.
Bayushi Reiko |
"I am quite skilled in intrusion measures. I'm confident that we pass ourselves off as Quadirans..
Reiko reachs up and touches one of her Earrings, and suddenly her looks change to resemble your run-of-the-mill Quadiran Merchant
I have a hat of disguise, and a +14 to Disguise skill :-)
I used the Legend of the Five Rings Naming system for my Character, so Bayushi is my Family name, Reiko is my first name :-)
EndlessForms |
The captain says little about the Sundered Path during dinner, having only rarely traveled it himself. The night is uneventful and the next morning you join the ratfolk for breakfast, after which the captain escorts you to his office and produces the key to unlock the door to the Sundered Path. "Good luck to you, Pathfinders. You have my blessings."
I'll pause here since I think some of you wanted to talk to him about faction stuff before you set out.
"Phos" |
5 (3/day) Teleport, Prying Eyes, Cone of Cold (DC 24), Hungry Pit (DC 24)
4 (4/day) Black Tentacles, Invisibility, Greater, Acid Pit (DC 23), Arcane Eye, Emergency Force Sphere
3 (5/day) Blood Biography (DC 23), Haste, Haste, Stinking Cloud (DC 22), Dispel Magic, Daylight
2 (6/day) Darkvision, Resist Energy, Mirror Image, Invisibility, Web (DC 21), Detect Thoughts (DC 22), Protection from Evil, Communal
1 (7/day) Expeditious Excavation (DC 20), Magic Missile, Mage Armor, Comprehend Languages, Ray of Enfeeblement (DC 20), Air Bubble, Touch of Gracelessness (DC 20), Vanish
0 (at will) Ghost Sound (DC 19), Mage Hand, Detect Magic, Message
As they make their way towards the door, Phos says to the Captain, "I've heard reports that a dragon may reside within round mountain. Can you confirm this?"
Lady Seelah |
Did he just say dragon? No, I must be mistaken. He must have asked for a flagon for some ale. Didn't he have enough at dinner?
Seelah, with a lack of sneaky stuff and faction ballyhoo to worry about accomplishing settles down for the evening in the tiny bed.
Kuduro al-Lazuri |
Kuduro thanks the Captain for this hospitality and offers blessings of Sarenrae on him and his men, and indicates to her companions she is ready to continue onward.
EndlessForms |
The captain furrows his brow. "Well, yes, there's a dragon somewhere abouts in the mountain. I have never come across it myself. Pretty deep in the mountain he dwells, I've heard, if there is just one them."
Sczarni people: your faction mission entails using either Diplomacy or Intimidate to establish open and free passage for all future Qadiran merchants seeking to journey to the center of Round Mountain. But since you guys have already used Diplomacy to get him on your good side, you basically just have to bring it up to the captain and get his response.
"Phos" |
As he walks and talks, Phos reaches into a side pocket of his haversack and removes a notebook, then a box containing a pen and inkwell."Thank you for confirming. I don't suppose you know the dragon's name, do you?" He opens the book, casts a fast spell (mage hand) and the book floats in front of him as he walks, medium waist height, allowing him to retrieve a pen, dip it in ink and start writing.
Miss Elizabeth |
After Phos finishes his inquiries to the captain regarding the dragon, Miss Elizabeth begs a moment of the captain's time.
"Captain Tang, I represent Aaqir Al'Hakam. The Trade Prince seeks to make arrangments with the good denizens of Round Mountain that should prove to benefit all parties. This letter," Miss Elizabeth hands a sealed envelope to the Captain, "explains all the particulars. Would you grant the Trade Prince his request?"
EndlessForms |
"No, I'm afraid I do not know much about the dragon."
Looking at Miss Elizabeth, Captain Tang responds, "The Trade Prince, eh? Well, if you recommend him I'll certainly consider the request." The captain pockets the letter and leads you all through the door.
The caverns and passages of the Sundered Path are typical
of primary and secondary tunnels through the Darklands
layer of Nar-Voth, the uppermost reaches of the world
beneath Golarion’s surface.
The Sundered Path has seen heavy traffic by the ratfolk who now inhabit Round Mountain’s central chamber, and as such its primary tunnels are generally wide and clear of obstacles. The tunnel runs steadily downward at varying inclines, twisting and turning as it descends. Tunnel segments range from 10 to 25 feet in width, with ceilings from 15 to 30 feet in height. The spacious caverns they connect can stretch to as much as 50 feet in height and with lengths and widths of over 100 feet.
There are no light sources along the Path. I'm assuming you guys have several ways of providing light.
After about two miles the winding tunnels of rough-hewn rock open to a large cavern painted blue by the soft glow of bioluminescent fungi. Flickering in the distance, the warm light of eight lit torches stands in stark contrast to the endless darkness of the Sundered Path as they line a narrow passage through the cavern wall.
"Phos" |
As soon as the party exits the Captain's office, Phos reaches into a pouch on his sash and removes a tiny spherical stone. Holding in his open palm, he hisses out the word, "Luumys!". The sphere responds immediately by rising into the air and shedding a soft yet bright glow, then begins to orbit the wizard's head.
He then removes a rune-covered rod (Lesser Extend Meta-Magic Rod) from his backpack, as well as a piece of cured leather from his spell component pouch, and proceeds to cast a protective spell upon himself (extended mage armor). As the party makes their way forward, he periodically raises a small copper wire to his lips in a "shh" gesture, then points it towards each member of the party in turn (casing message on the party every 90 minutes, 190' range), casting a spell which allows the party to communicate at longer ranges.
Miss Elizabeth |
Miss Elizabeth nods at Kuduro's suggestion and thanks Phos for the improved lighting.
"Let's see if anything is prepared for us." She crouches down on the ground, splaying her hands in front of her and checks along the floor for any irregularities. After this she sidles up to the walls and looks for tripwires or other mechanisms that indicate traps. Finally, she scoops up a bit of dust from the ground and tosses it in the air, looking for any odd shifts in the air currents.
Perception: Trapfinding: 1d20 + 13 + 3 ⇒ (1) + 13 + 3 = 17
Well, maybe I could count this as an assist to Reiko and hope she rolls better?
Lady Seelah |
Seelah stomps along in her full plate armor, completely unable to sneak, find traps, or otherwise be of use as the party moves along the tunnels. She does however let the more skilled of the party do that thing that they do best, all the while watching their backs and protecting from an assault from the rear. At the mention of the torches she squints her eyes to see into the distance. "Were we expecting to meet anyone along the path? It could be an Aspis trap, be wary!"
EndlessForms |
There do not appear to be any traps.
Were Reiko and Miss Elizabeth going to scout ahead to look down the tunnel with torches? Make Stealth checks if that's what you're doing.
Miss Elizabeth |
Miss Elizabeth crouches against the wall as she moves slowly forward, doing her best to make sure that she stays in the shadows. Keeping herself as prone to the wall as possible, she scouts ahead.
Stealth: 1d20 + 15 ⇒ (12) + 15 = 27
Bayushi Reiko |
Sorry for the absence, been busy @ work, Ninja don't actually get trap finding, so i'm straight perception
Stealth roll
1d20 + 21 ⇒ (2) + 21 = 23
Perception check
1d20 + 11 ⇒ (12) + 11 = 23
Reiko Follows Eliza's lead, and sneaks down the hallway, looking for any dangers along the way
EndlessForms |
As Miss Elizabeth and Bayushi peer down the hall, they see rising from a natural ledge in the center of the room is a four-foot-tall, six-legged rat carved from a single piece of obsidian. Knowledge (religion) checks.
1d20 + 21 - 5 - 6 ⇒ (20) + 21 - 5 - 6 = 30
1d20 + 4 - 5 - 6 ⇒ (12) + 4 - 5 - 6 = 5
A small, huddled bundle of cloth sits before the statue, seemingly deep in meditation.
EndlessForms |
of Lao Shu Po, the Tian goddess of night, rats, and thieves.
EndlessForms |
You can't tell if he's a ratfolk or not.
The passage narrows at this point to a small hallway with torches dimly lighting the shrine beyond. The tunnel continues past the shrine.
Roll20 map now linked above.
Miss Elizabeth |
Elizabeth continues to sneak past the shrine and the worshiper. She doesn't want to disturb this person needlessly. She searches the passage past the shrine for any hindrance to the party's progress.
Perception (Trapfinding): 1d20 + 13 + 3 ⇒ (9) + 13 + 3 = 25
Stealth: 1d20 + 15 ⇒ (3) + 15 = 18
EndlessForms |
Miss Elizabeth sneaks a little ways down the passage, closer to the shrine. She does not sense any traps in the area and the figure at the shrine does not seem to notice her.
Miss Elizabeth |
Miss Elizabeth signals to the others that the path is clear. She sneaks further into the chamber with the shrine, looking for the passage through so the party can get by without disturbing the meditating person.
EndlessForms |
Miss Elizabeth and Bayushi begin to sneak towards the shrine and the meditating worshiper does not seem to move. The rest of the party follows up down the passage as Miss Elizabeth and Bayushi begin to scout ahead. As they pass by the shrine, however, they see a figure dressed entirely in black with a black scarf wrapped around its face below a pale brow and black, soulless eyes. The creature says a quick word and the entire room goes black.
This spell functions like Darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines.
This spell does not stack with itself. Deeper Darkness can be used to counter or dispel any light spell of equal or lower spell level.
worshiper: 1d20 + 6 ⇒ (11) + 6 = 17
meditator: 1d20 + 5 ⇒ (1) + 5 = 6
Bayushi: 1d20 + 6 ⇒ (13) + 6 = 19
Aamiri: 1d20 + 2 ⇒ (5) + 2 = 7
Phos: 1d20 + 7 ⇒ (9) + 7 = 16
Miss Elizabeth: 1d20 + 11 ⇒ (6) + 11 = 17
Kuduro: 1d20 + 1 ⇒ (13) + 1 = 14
Seelah: 1d20 ⇒ 4
Initiative:
1. Bayushi and Miss Elizabeth
2. Worshiper
3. Phos, Kuduro, and Aamiri
4. Meditator
5. Seelah
Bayushi and Miss Elizabeth are up!
Red on the map is supernatural darkness.
"Phos" |
How would a darkness spell interact with an ioun torch? Also, was the darkness cast on a surprise round? If so, should Phos' forewarned ability allow him to act in that round?
Phos prepares to cast daylight.
Miss Elizabeth |
Upon being placed in utter darkness, Elizabeth instinctively draws her rapier. She also moves south (I assume that down on the map is south), remembering that there was a slight ledge upon which the shrine sat.
Upon reaching this ledge, she follows it to the west as far as she can, but bumps into someone.
"Reiko, is that you? What happened? I can't see a blasted thing!"
She prepares herself to strike at this figure if it proves to be an enemy.
Move action and readied action
Readied Rapier Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Miss Chance: 1d100 ⇒ 13 I'm not sure what the % needs to be to hit.
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Bayushi Reiko |
"Damn, how did they see us?..Defense!"
Pulling a small pellet from her Belt, Reiko throws it to the ground, a burst of smoke rises up to from shadowy clones of the Ninja..
Spent ki point, used shadow clones, works just like Mirror image, using my ninja level as caster level. Created 1d4 + 2 ⇒ (1) + 2 = 3 Images
EndlessForms |
@Phos: Yes, it was a surprise round. I forgot you had that ability. That will change this first round dramatically (as in, better for you guys). An ioun torch is Continual Flame and you assume wizards make it (or whatever the class has it as a lower spell level if not wizard or cleric). It is a level 2 wizard spell, so it has no effect on Deeper Darkness, which is a level 3 spell. Daylight, however, is a third level spell for you so it will counter the Deeper Darkness.
So in the surprise round someone behind the altar says a quick word and the room descends into supernatural darkness. Phos will have none of that and casts a quick spell, a burst of light shining out from the wizard that quickly returns the room to dim lighting.
Bayushi and Miss Elizabeth can adjust their actions if they wish now that the lighting situation has been fixed by Phos.
Initiative:
1. Bayushi and Miss Elizabeth
2. Worshiper
3. Phos, Kuduro, and Aamiri
4. Meditator
5. Seelah
Bayushi and Miss Elizabeth are up!
"Phos" |
No problem. It's hard to keep track of everyone's abilities in detail (I know, I forget stuff all the time when I GM). Also, I am at work and am unable to see Roll20. Are either or both of the opponents in a position that I could cast a web spell which will encompass one or both of them?
Miss Elizabeth |
Hooray for the Forwarned ability! Yes that changes Miss Elizabeth's actions drastically.
As the lighting flickers dramatically, Elizabeth is brought to alarm. She looks and sees a figure behind the shrine. She immediately races towards the cloaked figure and draws her rapier. Leaping onto the ledge and rolling around to the side of the figure.
Acrobatics to jump onto the ledge: 1d20 + 20 ⇒ (3) + 20 = 23
As she does this, she calls out, "Reiko, help me out with this guy. Flank him!"
Acrobatics to avoid AoO: 1d20 + 20 ⇒ (9) + 20 = 29
Once in position, Miss Elizabeth pauses, readying herself to strike once her ninja friend flanks the enemy.
Readied Attack: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damage: 1d6 + 3 + 4d6 ⇒ (5) + 3 + (2, 2, 3, 2) = 17
EDIT: I forgot to put in the Acrobatics roll for jumping onto the ledge, the 23 Acrobatics roll is what originally came up for the roll to avoid AoO. The 29 should go to leaping on the ledge. Sorry, I wasn't trying to fudge the numbers - I didn't realize the effect of putting that roll in would have.
EndlessForms |
Bayushi's movement attracts the blade of the worshiper behind the shrine.
AoO short sword against Bayushi: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 1d6 + 4 ⇒ (4) + 4 = 8
[dice=Bayushi Fort against Black Smear Poison]1d20 + 4[/dice]
Str damage: 1d2 ⇒ 1
Onset immediate; Frequency 1/round for 6 rounds
Effect 1d2 Str damage; Cure 1 save.
Typical Users Dark stalkers and dark creepers
Miss Elizabeth then sinks her rapier deep into the thing's chest. He steps out of flanking and swings at Miss Elizabeth with his short swords.
attack 1: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1d6 + 4 ⇒ (5) + 4 = 9
attack 2: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 1d6 + 4 ⇒ (2) + 4 = 6
attack 3: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d6 + 4 ⇒ (2) + 4 = 6
Elizabeth Fort save against Black Smear Poison: 1d20 + 5 ⇒ (19) + 5 = 24
Str damage: 1d2 ⇒ 2
attack 4: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d6 + 4 ⇒ (6) + 4 = 10
attack 1 confirm: 1d20 + 12 ⇒ (18) + 12 = 30
crit damage: 1d6 + 4 ⇒ (1) + 4 = 5
attack 2 confirm: 1d20 + 12 ⇒ (14) + 12 = 26
crit damage: 1d6 + 4 ⇒ (1) + 4 = 5
attack 3 confirm: 1d20 + 7 ⇒ (5) + 7 = 12
crit damage: 1d6 + 4 ⇒ (2) + 4 = 6
Initiative:
1. Bayushi and Miss Elizabeth
2. Worshiper
3. Phos, Kuduro, and Aamiri
4. Meditator
5. Seelah
Phos, Kuduro, and Aamiri are up!
Miss Elizabeth |
Miss Elizabeth staggers at the whirling blades of this enemy. But, it's more than that. She feels sapped of her strength. She feels weaker, but is standig strong.
"This one's got some fight in him!"
The strength damage brings her STR from 15 to 14, so it doesn't effect any modifiers yet.
Kuduro al-Lazuri |
@Phos - sadly no.
Kuduro moves up next to the meditator, drawing her scimitar as she does. She will ready an action to strike the meditator if he makes an offensive move.
"Phos" |
A piece of licorice root appears in Phos' hand, and words of magic flow from his lips so swiftly that even one skilled in arcane arts would struggle to understand them. Understanding them is not necessary though, as the method identifies the nature of the spell.
(Phos goes before Kuduru and Aamiri in initiative, so you should both be able to utilize it on your round)
School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. part
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.