GM Euan |
- - -
GM Euan |
You both made your will saves however, and realize that ALL the plants are all illusory! The water inside is as crystal clear as the rest, and more importantly, there’s a large, uh, Fish Folk (image) waiting just inside the arch near Stelle, waiting for someone to come through.
It sees both of you, but does not react as it assumes, due to the hallucinatory terrain, that you cannot see it. It seems to be waiting patiently to attack whomever comes in the northern portal. It is large, and likely has reach due to size (it’s spear does not give it extra reach as spears are not reach weapons, so you can safely assume a 10’ reach at best).
Stelle, you can close and attack once if you wish as you have a standard action and a bit of move left. Anubis can swim under the arch (swim DC 10) and you ride on top just until you get through the portal. The Fish Folk is 5’ under the water. So Stelle, you could even be in the air above it, attacking through the water without penalty thanks to Kosei’s Freedom of Movement spell.
Anubis sees the plants, and so cannot see more than 5’ in front of him. He can however make a save each round to see through the illusion, at a +4 as Stelle is pointing out the clarity of the water.
Kosei, you also have a standard action left this round also if you care to use it to close, cast a spell, or whatever else you wish.
Both of you see just the one creature in the room. Oh, and there's a pillar underwater, likely another scrivener's pillar from the look of it, though you'll need to get closer to say for sure.
- - -
Sopdet-Ka "Stelle" |
Stelle turns to Florence and says, "Oh, well... There's absolutely nothing here except a bunch of seaweed."
While she is speaking she shakes her head, curves her fingers and touches the heels of hands together and snaps them back in forth like the maw of a ravenous beast. She then moves them apart palms out, and flips them like fins. She then points to the submerged door way before shooting through it on Anubis' back.
BluffDC15: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
Florence, the following spoiler is for you.
There are shark people beyond!
Hope that lowers their guard for a few seconds!
Stelle instructs Anubis to shoot through the doorway (Swim: 1d20 + 8 ⇒ (15) + 8 = 23) past and above the horrifying shark people.
From five feet above the water, Stelle stabs at the toothy menace below.
Attack: 1d20 + 15 + 5 + 3 + 2 - 4 ⇒ (1) + 15 + 5 + 3 + 2 - 4 = 22 +Hero, -PA
for Damage: 1d6 + 5 + 3 + 2d6 ⇒ (4) + 5 + 3 + (6, 3) = 21 Holy
Damnit, where's a harpoon when you need one?!
Kosei Sharif-El-Sadad |
-5' underwater likely
GM Euan |
Florence moves toward the arch and casts detect magic. There is magic in Florence’s arc, and it’s not Stelle as Florence gets there before her. Zilchus moves down to the southern passage. Stelle moves up to the arch/portal, peers through, and stabs away, without success. Kosei swims through the arch, looks around, returns to report, and then returns.
The Fish takes an AoO, or possibly a readied attack, as Stelle moves into position. He stabs firstly at Anubis, struggling in the plant-life, and swimming.
AoO/Ready on Anubis: 1d20 + 32 ⇒ (13) + 32 = 45 damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14 and Fort DC 23 (poison) if failed, Strength drain: 1d6 ⇒ 6
The Fish Folk ducks Stelle’s attack easily, though he thrashes about in the water in anger. He 5’-step/swims (because he can) a little deeper and casts a spell, which is easily seen as a Control Water spell by its effect - raising the water to the ceiling in the entire chamber! Everything past the arch is now water from the floor at -20’ to the ceiling at +10’ from the ‘former’ surface. Water is pouring into the two outer chambers through the now underwater arch.
So to clarify, the inner room is, from floor to ceiling, underwater. So the new reference point is the bottom of the pool and I’m going to note where everyone is from that perspective. Fish-face is standing on the bottom of the now 30’ deep pool. Anubis and Stelle are 25’ up, so they’re 15’ away from Fish-face (so a 5’ swim and Stelle is within reach, though Anubis can’t 5’ step underwater of course). Kosei is 15’ up from the floor of the pool and also underwater.
Note that everyone can hold their breath for double their con score in rounds. However, doing almost anything during the round takes up two ‘rounds’ of breath. So really you have your con in rounds before drowning ensues. Please keep track.
Kosei and Stelle have seen this, so for the others when you can see the inner chamber: Seawater fills this chamber, and long, snaky lengths of huge plants grow to the ceiling, thirty feet above the floor. Beyond, a crystalline sapphire pyramid floats submerged at the western end of the room 20’ up, surrounded by glowing lights, though it’s hard to see through the heavy plant cover. In fact, proper visibility is reduced to 5’ it’s so thick. You just caught a glimpse of the crystal pyramid through the greenery.
Anyone who enters the chamber, please make a Will save. If you have made it, no need to make it again.
- - -
If you’re close enough (assuming you failed the save) or if you made the save, you see the Fish Folk (link) battling with Stelle and Anubis.
- - -
Underwater Combat Rules (link)
- Round 6 -
Fish Folk - 20
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp?, Fort save DC 23?)
Kosei - 4
Next up - everyone!
Sopdet-Ka "Stelle" |
Round 6, Init 5
RideCheck to Negate Attack on Anubis: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26 +Hero
FortAnubisPoison: 1d20 + 14 ⇒ (18) + 14 = 32
WillAnubisStuff: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24
Stelle urges Annie toward the shark people and tries to hit them.
Lance: 1d20 + 15 + 5 + 3 + 2 - 4 ⇒ (12) + 15 + 5 + 3 + 2 - 4 = 33 +Hero, -Pa
for Damage: 1d6 + 5 + 3 + 8 + 2d6 ⇒ (2) + 5 + 3 + 8 + (1, 3) = 22 +PA, Holy
Zilchus Lyghtlode |
Round 6
1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18 Will vs. DC22
Upon seeing the water wall of watery waterness in front of him, Zilchus casts Freedom of Movement and moves under the arch and towards the chaos.
He carefully moves through the arch and into the seaweedy domain, trusting Kosei's Life Bubble keeping him breathing.
[ dice]1d20+20+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)
[ dice]1d20+13+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)
HP: 122/122-20
AC: 38/34 + 3(WP) (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 4 shield/buckler +3 barkskin (kosei) + 1 armor (warpriest) + light fortification
DF 1/10
Weap: 0/15 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 3/9 used (+7 str)
Quick Prayer: 0/10 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/15 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 used (7d6)
Gr. Magic Weapon (+3); Magic Vestment (+3)
Falcon Crown: 0/3 used, immediate action sac spell
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use
Large animal Init +2; Senses low-light vision, scent; Perception +14
DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red)
Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping
OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16
Florence Corvina |
1 person marked this as a favorite. |
Round 6, Init 19
Flo really doesn't want to get into the water but considering the hints Stelle had dropped just before moving in, it seems unavoidable. So she hops into the water, and starts trying to swim further in.
Swim: 1d20 + 6 ⇒ (10) + 6 = 16
Will (DC 22): 1d20 + 13 ⇒ (18) + 13 = 31
Oh! Nice illusion.
Though she can't glide swiftly through the water like the others, at least Kosei's Life Bubble keeps her from having to hold her breath.
______________
Full-round action to swim 15 feet to current map position.
Kosei Sharif-El-Sadad |
Kosei dives in and around the column and attempts to snap at the big-fish from its back, trying to maintain it distracted for Stelle to attack.
Bite-size+GMF: 1d20 + 13 - 1 + 3 ⇒ (13) + 13 - 1 + 3 = 28 +2 flanking?
B/S/P damage+GMF+acid: 1d8 + 2 + 3 + 1d6 ⇒ (1) + 2 + 3 + (1) = 7
Grab+size: 1d20 + 13 + 1 + 3 ⇒ (15) + 13 + 1 + 3 = 32 +2 flanking?
K. planes DC 26: 1d20 + 16 ⇒ (4) + 16 = 20
HP 153/153
AC 28, touch 12, flat-footed 26 (+7 armor, +2 Dex, +1 deflection, -1 size, +4 natural, [+5 natural enhancement:barkskin])
CMB +14
CMD 27 (+11 BAB, +2 Str, +2 Dex, +1 size, +1 deflection)
Speed 30' (20' without longstrider), Swim 30'
Senses low-light, scent
Special grab
Effects: greater magic fang, barkskin, life bubble, wind walk, air walk, resist fire
Bite-size+GMF: 1d20 + 13 - 1 + 3 ⇒ (11) + 13 - 1 + 3 = 26
B/S/P damage+GMF+acid: 1d8 + 2 + 3 + 1d6 ⇒ (2) + 2 + 3 + (3) = 10
Grab+size: 1d20 + 13 + 1 + 3 ⇒ (20) + 13 + 1 + 3 = 37
Tail slap-size+GMF: 1d20 + 8 - 1 + 1 ⇒ (14) + 8 - 1 + 1 = 22
S/P damage+GMF+acid: 1d12 + 2 + 1 + 1d6 ⇒ (8) + 2 + 1 + (4) = 15
GM Euan |
Florence double moves into position to see what’s going on (you can move a little further, air walking to the portal and then swimming down, if you wish). Zilchus casts Freedom of Movement and enters the water. (What’s your ‘altitude’ from the bottom or do you sink to the bottom? If you’re not ‘walking’ along some surface (wall/floor/ceiling), you’re still swimming I think though air walk does complicate things.) Stelle is able to convince Anubis to see more clearly as she angles him closer to the target and attacks, connecting and drawing first blood on the beast (no DR). Kosei also connects, though he does no damage (DR) and comes no where near grappling the large and writhing fish even if he had. Further, as it’s a natural weapon, he takes damage: 1d6 ⇒ 4 from the spikes on the fish's body.
Zilchus, you may make another DC 22 Will save (each round you’re in the chamber I think).
- - -
Opening his mouth wide as he gulps water through his gills, the Fish Folk concentrates briefly, and the waters around him, and indeed in the whole chamber including Florence’s area, begins to boil!
Damage: 6d6 ⇒ (3, 3, 2, 6, 1, 5) = 20 Fort DC 27 for half.
Interestingly, while the ability doesn’t state it specifically, it’s clearly ‘fire’ damage of a sort. So your still current resist fire 30 will apply, so no need to make a save. The fish takes no damage as well from the ability. The fish does not like that you avoid it, and grips his spear with fury as the water boils around him.
Underwater Combat Rules (link)
- Round 7 -
Fish Folk - 20 (-22hp)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-4hp)
Next up - everyone!
Zilchus Lyghtlode |
Round 7
Zilchus freely movements into the back of the fish thing, striking out once.
1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (1, 3) + 23 + (2, 5) = 34 holy adamantine slashing damage.
Pot crit:
1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27 to hit; (+hero)
2d6 + 23 ⇒ (4, 3) + 23 = 30 holy adamantine slashing damage.
[ dice]1d20+20+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)
[ dice]1d20+13+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)
HP: 122/122
AC: 38/34 + 3(WP) (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 4 shield/buckler +3 barkskin (kosei) + 1 armor (warpriest) + light fortification
DF 1/10
Weap: 0/15 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 3/9 used (+7 str)
Quick Prayer: 0/10 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/15 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 used (7d6)
Gr. Magic Weapon (+3); Magic Vestment (+3)
Falcon Crown: 0/3 used, immediate action sac spell
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use
Large animal Init +2; Senses low-light vision, scent; Perception +14
DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red)
Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping
OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16
Kosei Sharif-El-Sadad |
Kosei crocs painfully with the creature's body spikes. Seeing his jaws being noneffective and the creature comfortable under fire, he tries casting frigid touch while diving down 5' and attempts to snap at the fish with his tail to deliver the spell.
Concentration (cast defensively) DC 19: 1d20 + 22 ⇒ (5) + 22 = 27
Touch attack (touch AC): 1d20 + 13 - 1 + 3 ⇒ (18) + 13 - 1 + 3 = 33
SR check+Spell Penetration: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32
Cold damage: 4d6 ⇒ (6, 6, 6, 6) = 24
No save. Staggered 1 round if hit
I am unsure whether the Armband of the Golden Serpent is still working or not while wild shaped into an animal:
An armband of the golden serpent allows its wearer to cast spells with the range of touch in melee combat without provoking attacks of opportunity
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
HP 149/153 AC 28 TAC 12
Sopdet-Ka "Stelle" |
Stelle pokes at roly-poly fish heads again.
Too bad this hot water doesn't seem to be cooking it at all...
Lance: 1d20 + 15 + 3 + 2 - 4 ⇒ (14) + 15 + 3 + 2 - 4 = 30 +Holy, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (4) + 3 + 5 + 8 + (3, 2) = 25 +PA, Holy
Lance: 1d20 + 10 + 3 + 2 - 4 ⇒ (7) + 10 + 3 + 2 - 4 = 18 +Holy, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (1) + 3 + 5 + 8 + (1, 3) = 21 +PA, Holy
Lance: 1d20 + 5 + 3 + 2 - 4 ⇒ (13) + 5 + 3 + 2 - 4 = 19 +Holy, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (1) + 3 + 5 + 8 + (4, 4) = 25 +PA, Holy
Florence Corvina |
Okay, I moved Flo just a little further inside the large chamber itself.
Round 7, Init 19
Kn. Planes (DC 26): 1d20 + 19 ⇒ (12) + 19 = 31
"Oh! It's a ghawwas div," Florence calls out as she's finally able to get a good look at their foe; she's not sure how well her voice can be heard outside her own small Life Bubble but she tries just the same. "I think they can do _______ in a fight, so watch out!"
Special Attacks, please.
And though the water all around very briefly gets VERY hot, the disconnect between the heat and being completely submerged in water is enough that it doesn't rattle her too much. In fact, it could almost be pleasant if the water were merely just 'hot' or even 'warm' - like a relaxing bath with soothing bubble action.
"Let me just, uh, get out of the way a little..."
Swim: 1d20 + 6 ⇒ (7) + 6 = 13
She paddles into the nearby corner and attempts to cast a spell, her mouth opening wide as she emits a shriek that only the div can hear!
Cast Defensively (If Need Be): 1d20 + 21 ⇒ (11) + 21 = 32
CL vs. SR (If Applicable; Spell Pen): 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
Ear-Piercing Scream (Sonic): 5d6 ⇒ (6, 3, 3, 1, 4) = 17
______________
Flo moves to her current position and casts Ear-Piercing Scream; DC 17 Fort for half and to negate the daze efffect.
GM Euan |
Florence tries an ear piercing scream though, unfortunately, the creature is able to avoid it (SR). Zilchus tries for a critical hit, but doesn’t quite follow through on the backswing - still a palpable hit none the less. Stelle stabs downward and skewers the fish once. Kosei finishes the round by staggering the target and doing some high powered damage for the strength of the spell! (It does have SR though you beat it. Also, I think that’s an ‘always on’ effect, so it does work while you’re in other forms.)
Florence tells you much of what you already know about your opponent. For the details…
Poison (Ex) Sting—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
Rough Hide (Ex) Ghawwas have rough hides studded with jagged barbs and spiny protrusions. Any creature striking a ghawwas with a natural weapon or an unarmed strike takes 1d6 points of slashing and piercing damage.
- - -
Really raging now, the fish thrashes from your attacks, its blood flowing freely in the water. Sadly, as it’s staggered, it can do little but strike once, and strike it does - attacking 1 Kosei, 2 Stelle, 3 Zilchus: 1d2 ⇒ 1 Kosei!
Spear on Kosei: 1d20 + 32 ⇒ (10) + 32 = 42 damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22 Fort DC 23 (poison), if failed Strength drain: 1d6 ⇒ 6
Underwater Combat Rules (link)
- Round 7 -
Fish Folk - 20 (-105hp, staggered 1/1)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-26hp, DC 23 fort)
Next up - everyone!
Zilchus Lyghtlode |
Round 7
Zilchus movemently steps closer and tries to hit the bad thing through all the seaweed, fishes, and water. He grunts with underwater exertion.
1d20 + 21 + 2 + 7 ⇒ (6) + 21 + 2 + 7 = 36 to hit; (+hero,+grunt)
2d6 + 23 + 2d6 ⇒ (4, 2) + 23 + (3, 1) = 33 holy adamantine slashing damage.
1d100 ⇒ 34 miss chance, high is good
1d20 + 13 + 2 + 7 ⇒ (19) + 13 + 2 + 7 = 41 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (3, 5) + 23 + (5, 5) = 41 holy adamantine slashing damage.
1d100 ⇒ 91 miss chance, high is good
1d20 + 8 + 2 + 6 ⇒ (5) + 8 + 2 + 6 = 21 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (4, 1) + 23 + (1, 4) = 33 holy adamantine slashing damage.
1d100 ⇒ 64 miss chance, high is good
Pot crit:
1d20 + 13 + 2 + 7 ⇒ (1) + 13 + 2 + 7 = 23 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (1, 6) + 23 + (3, 2) = 35 holy adamantine slashing damage.
[ dice]1d20+20+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)
[ dice]1d20+13+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)
HP: 122/122-20
AC: 38/34 + 3(WP) (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 4 shield/buckler +3 barkskin (kosei) + 1 armor (warpriest) + light fortification
DF 1/10
Weap: 0/15 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 3/9 used (+7 str)
Quick Prayer: 0/10 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/15 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 used (7d6)
Gr. Magic Weapon (+3); Magic Vestment (+3)
Falcon Crown: 0/3 used, immediate action sac spell
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use
Large animal Init +2; Senses low-light vision, scent; Perception +14
DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red)
Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping
OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16
GM Euan |
Oh, Kosei, no need to make the strength save. The poison would have rubbed off in Anubis and he has not yet had time to re-poison the spear.
Sopdet-Ka "Stelle" |
Blades Above and Below
"Caviar, anyone?"
Stelle continues to lance away.
Lance: 1d20 + 15 + 3 + 2 - 4 + 2 ⇒ (20) + 15 + 3 + 2 - 4 + 2 = 38 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (6) + 3 + 5 + 8 + (3, 1) = 26 +PA, Holy
Lance: 1d20 + 10 + 3 + 2 - 4 + 2 ⇒ (4) + 10 + 3 + 2 - 4 + 2 = 17 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (5) + 3 + 5 + 8 + (5, 1) = 27 +PA, Holy
Lance: 1d20 + 5 + 3 + 2 - 4 + 2 ⇒ (5) + 5 + 3 + 2 - 4 + 2 = 13 +Hero, -PA , +Flank
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (3) + 3 + 5 + 8 + (3, 2) = 24 +PA, Holy
Potential Crit: 1d20 + 15 + 3 + 2 - 4 + 2 ⇒ (1) + 15 + 3 + 2 - 4 + 2 = 19 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 ⇒ (6) + 3 + 5 + 8 = 22 +PA
LOL
Kosei Sharif-El-Sadad |
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
Kosei grins as the spear gets stabbed into him.
Without more touch spells to deliver, the crocodile revolves over himself, diving down for flanking and attacking at the fish, but this time trying to strike more powerfully.
Bite-size+GMF-piranha strike+flank: 1d20 + 13 - 1 + 3 - 3 + 2 ⇒ (13) + 13 - 1 + 3 - 3 + 2 = 27
B/S/P damage+GMF+acid+piranha strike: 1d8 + 2 + 3 + 1d6 + 6 ⇒ (4) + 2 + 3 + (5) + 6 = 20
Grab+size+flank: 1d20 + 13 + 1 + 3 + 2 ⇒ (5) + 13 + 1 + 3 + 2 = 24
Tail slap-size+GMF-piranha strike+flank: 1d20 + 8 - 1 + 1 - 3 + 2 ⇒ (10) + 8 - 1 + 1 - 3 + 2 = 17
S/P damage+GMF+acid+piranha strike: 1d12 + 2 + 1 + 1d6 + 6 ⇒ (1) + 2 + 1 + (5) + 6 = 15
HP 127/153 AC 29 TAC 14
GM Euan |
Actually Zilchus, the way it’s written in the AP, you’ve total concealment beyond 5’, and none at 5’ and I presume from your post that you’re closing, so you’re all good. Also, you can make another Will save to disbelieve if you wish as you are clearly interacting with the illusion.
Florence provides good fortune for Zilchus who connects twice as he finally gets a good close up view of the Fish Folk, though he fails to critical. Stelle also comes close to a critical, but also fails at the last moment though she too deals a solid blow. Kosei, nicely immune to poison, tries hard to fight back, feeling a little of the blood lust of his form in the bloody water, but his piranha strike causes a miss as he just grazes the fish.
The party pounds on the poor ghawwas div as bits of fresh sushi fill the water around them.
The div focuses on Kosei, some part of its raging brain knowing to drop those you wound before moving on. He lashes out with everything he’s got!
Spear on Kosei: 1d20 + 32 ⇒ (8) + 32 = 40 damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16
Spear on Kosei: 1d20 + 27 ⇒ (19) + 27 = 46 damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13
Spear on Kosei: 1d20 + 22 ⇒ (14) + 22 = 36 damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17
Spear on Kosei: 1d20 + 17 ⇒ (8) + 17 = 25 damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16
Bite on Kosei: 1d20 + 26 ⇒ (3) + 26 = 29 damage: 1d8 + 6 ⇒ (5) + 6 = 11
Sting on Kosei: 1d20 + 24 ⇒ (15) + 24 = 39 damage: 1d6 + 6 ⇒ (6) + 6 = 12 Fort DC 23 (poison), if failed Strength drain: 1d6 ⇒ 4
He’s satisfied he has done what he can for now as he awaits the response.
Underwater Combat Rules (link)
- Round 8 -
Fish Folk - 20 (-205hp)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-95hp, DC 23 fort)
Next up - everyone!
Zilchus Lyghtlode |
Round 8
1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26 Will
Zilchus attacks again and again, grunting.
1d20 + 21 + 2 + 7 ⇒ (12) + 21 + 2 + 7 = 42 to hit; (+hero,+grunt)
2d6 + 23 + 2d6 ⇒ (4, 6) + 23 + (6, 4) = 43 holy adamantine slashing damage.
1d20 + 13 + 2 + 7 ⇒ (3) + 13 + 2 + 7 = 25 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (6, 5) + 23 + (4, 3) = 41 holy adamantine slashing damage.
1d20 + 8 + 2 + 6 ⇒ (3) + 8 + 2 + 6 = 19 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (6, 3) + 23 + (1, 5) = 38 holy adamantine slashing damage.
[ dice]1d20+20+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)
[ dice]1d20+13+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)
HP: 122/122-20
AC: 38/34 + 3(WP) (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 4 shield/buckler +3 barkskin (kosei) + 1 armor (warpriest) + light fortification
DF 1/10
Weap: 0/15 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 4/9 used (+7 str)
Quick Prayer: 0/10 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/15 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 used (7d6)
Gr. Magic Weapon (+3); Magic Vestment (+3)
Falcon Crown: 0/3 used, immediate action sac spell
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use
Large animal Init +2; Senses low-light vision, scent; Perception +14
DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red)
Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping
OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16
Kosei Sharif-El-Sadad |
HP 58/153 AC 29 TAC 14
Despite Kosei sits comfortably at the sting's venom, he is not so much with the constant poking. The crocodile revolves over himself touching with his tail for healing magic.
geyser -> CSW: 3d8 + 15 ⇒ (7, 2, 1) + 15 = 25
No AoO thanks to Armband of the Golden Serpent
The Kosei-croc swims back and down 5 feet.
HP 83/153 AC 29 TAC 14
Sopdet-Ka "Stelle" |
Round 8, Init 42
"CROC! WATCH OUT FOR THOSE SPINES! Damn, I knew they were slippery, but this is ridiculous."
Stelle lances yet again.
Lance: 1d20 + 15 + 3 + 2 - 4 ⇒ (3) + 15 + 3 + 2 - 4 = 19 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (2) + 3 + 5 + 8 + (3, 6) = 27 +PA, Holy
Lance: 1d20 + 10 + 3 + 2 - 4 ⇒ (2) + 10 + 3 + 2 - 4 = 13 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (3) + 3 + 5 + 8 + (6, 3) = 28 +PA, Holy
Lance: 1d20 + 5 + 3 + 2 - 4 ⇒ (17) + 5 + 3 + 2 - 4 = 23 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (3) + 3 + 5 + 8 + (3, 1) = 23 +PA, Holy
"NO FAIR, FISH FACE!"
Florence Corvina |
Round 8, Init 19
Even though she can see that Kosei has managed to heal some of his wounds, the amount of injuries he still carries makes her incredibly anxious. But there's not really anywhere for her to go without getting in the way or risking a poke from the div's spear.
Florence kabobs don't belong on anyone's menu!
The thought makes her giggle nervously as she tries to mitigate any further damage by conjuring a burst of glitterdust - or maybe in this case, glittersilt - against the div.
Blinking (20% Failure; Low is Bad): 1d100 ⇒ 21
______________
Flo giggles (Cackle hex) and casts Glitterdust on the div, trying to avoid Stelle as she does. DC 18 Will or be blinded~
GM Euan |
Florence cackles as she tries to blind your foe. Zilchus continues to hack away, and hits one more time. Stelle doesn’t manage to connect as Desna turns her face away. Kosei repositions himself and manages some healing as he stays close.
Will: 1d20 + 12 ⇒ (4) + 12 = 16 vs DC 18 or be blinded.
Blinded and bleeding, the div steps away from Kosei and Zilchus and howls. Unable to get loose from Stelle, he tries to cast defensively...
concentration: 1d20 + 16 ⇒ (19) + 16 = 35 vs DC 23
Succeeding in that at least, he disappears!
- - -
Underwater Combat Rules (link)
- Round 9 -
Fish Folk - 20 (-248hp, glitter, blind)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-70hp)
Next up - everyone!
Kosei Sharif-El-Sadad |
Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16
Unsure of what just happened, Kosei attempts to impose his healing hands, or tail, on himself, while he tries to blurb something through the water "Bllrrr wasr itrrrl???"
Healer's Hands Heal check: 1d20 + 25 ⇒ (20) + 25 = 45 +37 hp
HP 120/153 AC 29 TAC 14
Florence Corvina |
Round 9, Init 19
Spellcraft (DC 19): 1d20 + 24 ⇒ (11) + 24 = 35
"Oh, he used Dimension Door - that means he can't have gone *too* far," Flo calls out with another nervous giggle. "He's probably still in this crypt somewhere."
She casts another look around the chamber, not for the creature who should still be covered in glitter, but for anything else that might be amiss.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Kosei Sharif-El-Sadad |
"Okwwrr" Kosei attempts to talk through the waters "Go checkwwwr fowwwwrr himmmwwr out. Iwwwrr willrr trywwwwrr activate thewwwwr pyramidwwwwrrr"
Kosie-crocodile swims towards the pyramid, checks for any traps or the appearance of the big fish, tries to decipher the object and assuming it works similarly to the others, he uses thunderstomp as the magic to trigger the pyramid's power.
GM Euan |
Florence let’s everyone know what’s up before looking about carefully - though she finds nothing of particular interest. Zilchus moves back out to the passage but doesn’t see anything. Stelle swims toward Kosei who heals himself a bit - though he has not yet cast any spells or activated the pyramid as we’re still in rounds.
Suddenly, the water in the chamber you’re in drops out completely as if Stelle's wish was granted! All the water, all the way up to the stone-block doors has been lowered to a few inches. As you are air walking you suffer no ill effects, and remain at your existing altitudes though the room is now empty of water. Had you not been air walking, you’d be taking falling damage, and have some difficulty leaving the chamber as the walls are sheer, and slippery.
The crystal pyramid floats in mid-air 20’ up. The lowering of the water also exposes the scrivener’s pillar for this pyramid. We remain in rounds.
EDIT: Stelle and maybe Florence can just see your fishy nemesis through the arch. However, Stelle does not have a charge lane as the arch is somewhat in the way at her altitude (you need to go down 5' to clear the arch, then back up to close with fishy). He looks very angry that his cunning plan did not work.
- Round 10 -
Fish Folk - 20 (-248hp, glitter)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-33hp)
Next up - everyone!
Florence Corvina |
Round 10, Init 19
'It's outside,' Florence mouths silently to the others. "Yep, good thing we were all already floating! Kosei, if your magic doesn't work then I've got something I could probably try," she remarks aloud. "Oh...Kosei, you're still hurt. Let me help with that."
Florence then moves towards Kosei but as she does, she moves past Stelle and Anubis. She gives the halfling a pat on the shoulder and a nod as she does.
______________
Fortune hex on Stelle & then move to current position~
GM Euan |
Florence slides casually by Stelle, granting her Fortune. Zilchus double moves and bellows its location. Stelle tries a more subtle approach as she change position. Kosei now activates the pyramid.
The pyramid activates with a brief flash of light as the motes surrounding it sparkle brightly. The fish folk notice however, and bellow ”Yolp!” - clearly angered by the activation.
With a gesture (standard action), the water level rises again - back to the original height of 20’ (so the room is now 0-20’ water, 20’-30’ air. He squeezes through the entry and dives into the water (move action) heading toward Kosei though Stelle is in the way.
It’s clear he can now see, though he’s still glittery.
- Round 11 -
Fish Folk - 20 (-248hp, glitter)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-33hp)
Next up - everyone!
Kosei Sharif-El-Sadad |
After activating the pyramid and the water rises, Kosei swims comfortably to the northern wall, and from there he conjures stone discuss that he launches as torpedoes towards the big fish.
Discuss attack-wild shape: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (2, 6, 1, 3) = 12
Discuss attack-wild shape: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (6, 2, 2, 3) = 13
Discuss attack-wild shape: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (5, 6, 5, 4) = 20
No save and no SR.
They count as magic, cold iron, silver and adamantine to bypass DR
Critical?: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (5, 4, 3, 2) = 14
Total critical damage!: 20 + 14 = 34
HP 120/153 AC 29 TAC 14
Sopdet-Ka "Stelle" |
1 person marked this as a favorite. |
Round 11, Init 5
Blades Above and Below
As Florence passes by and touches her, Stelle feels tingly all over. "Thank you! This is what peppermint must feel like!"
”Hey, it’s out here!”
Were Stelle not holding a shield and polearm, she would face-palm. Instead she meets the Shark People head-on with her lance.
"You're both about as subtle as a rabid dog!"
Using the fortune on the last roll.
Lance: 1d20 + 15 + 3 + 2 + 5 - 4 ⇒ (20) + 15 + 3 + 2 + 5 - 4 = 41 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (1) + 3 + 5 + 8 + (3, 6) = 26 +PA, Holy
Lance: 1d20 + 10 + 3 + 5 + 2 - 4 ⇒ (17) + 10 + 3 + 5 + 2 - 4 = 33 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (2) + 3 + 5 + 8 + (6, 4) = 28 +PA, Holy
Lance: 1d20 + 5 + 3 + 5 + 2 - 4 ⇒ (18) + 5 + 3 + 5 + 2 - 4 = 29 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (5) + 3 + 5 + 8 + (3, 5) = 29 +PA, Holy
Fortune
Lance: 1d20 + 5 + 3 + 2 + 5 - 4 ⇒ (19) + 5 + 3 + 2 + 5 - 4 = 30 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (6) + 3 + 5 + 8 + (2, 5) = 29 +PA, Holy
Crit Confirm: 1d20 + 5 + 3 + 2 + 5 - 4 + 2 ⇒ (3) + 5 + 3 + 2 + 5 - 4 + 2 = 16 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 ⇒ (3) + 3 + 5 + 8 = 19 +PA
Crit Confirm Fortune: 1d20 + 5 + 3 + 2 - 4 + 2 + 5 ⇒ (8) + 5 + 3 + 2 - 4 + 2 + 5 = 21 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 ⇒ (4) + 3 + 5 + 8 = 20 +PA
Florence Corvina |
Round 11, Init 19
Tired of messing around, Florence attempts to do what she should've done to start with and tries to halt the div's movements with magic.
"Hold still!"
CL vs. SR (Spell Pen): 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18
______________
Flo attempts to cast Hold Monster; DC 21 Will save~
GM Euan |
2 people marked this as a favorite. |
Florence tries to hold the monster, but SR protects him. Zilchus herds the fish into Stelle who piles on the blows, very nearly dropping it when Kosei criticals, finishing it off!
The water’s not still boiling, or you’d have bouillabaisse. The fish folk’s spear drifts in the water to the bottom as does his body. When you recover, you find his gear to be worth something.
Spear +2
Belt of physical perfection +2
Bracers of armor +1
Hand of Glory
Ring of Evasion
Assorted gold jewelry worth 1,900gp
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-33hp)
We are out of initiative!
The crystal pyramid is active and awaiting orders. Examining the scrivener pillar, the last commands were, "Position your vessel five miles off the coast near Totra, there to await my orders to assault either the city or the fleet of the usurper. Patience! Soon your spears shall taste blood!"
Control pyramids transfer power from the Aeromantic Infandibulum (the source of this pyramids power) to up to four other large stone pyramids, elsewhere in the sky.
Each Control Pyramid also controls the door at the bottom of the Air Crypt shaft. To open at least this portion of it, you need simply to touch the Pyramid and speak the words written on the Pyramids face in ancient Osirian, ”Open in the name of Hakotep!” as you have before.
Finally, you can use the power to control another large stone pyramid which is fueled by this one. That is tricky as it requires either a spell with the acid or earth descriptor, or a DC 20 Use Magic Device (trained) to succeed. You can take-10 on this roll in most circumstances.
- - -
Kosei Sharif-El-Sadad |
With his thunderstomp spell Kosei would have ordered the pyramids to "Charge immediately with their spears down to the ground far from Totra!"
As done before the Garundi places his hand in the pyramid and orders in ancient Osiriani "Open in the name of Hakotep!"
"Do you think the trapdoor at the Air Crypt would be completely open now my friends?"
Florence Corvina |
2 people marked this as a favorite. |
"We already did, remember? I think we've activated all the control pyramids and now we can see if the Fourfold Path is open."
Sopdet-Ka "Stelle" |
"Do you think the trapdoor at the Air Crypt would be completely open now my friends?"Florence wrote:""And if so, we should probably rest again and restore our strength before pressing forward, if we can."
Stelle looks at Florence, her eyes bright. "Well, alright! I'm game, if everyone else is!"