
Rhesus Ghawn |

"Sure Spasi. If you don't think it's a problem I'm sure it ain't."
Rhesus stage whispers to Clem.
"Get ready to back me up when he's wrong."
With that Rhesus steps around the edges of the room, attempting to avoid the mosaic on his way to the book.

Clement Twice-Born |
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Clement nods, stepping into the room but also avoiding the mosaic.
He then waves his mace around and announces to the room in a stage voice of his own.
"Okay room, Spasi says there's probably nothing in you, so I can put away from weapon and shield right?"
Clement pantomimes removing his shield, quite poorly and setting it upon an imaginary table, while he keeps his eyes on Rhesus retrieving the book.

GM Fanguar |

The hairs on Rhesus and Clement's skin begin to rise and tingle, as soon as they cross the threshold of the room. Rhesus doesn't make it more than a few steps into the room before his lifeforce's presence triggers the completion of summoning ritual.
Smoke billows within the circle. It clears to reveal a massive worm-like monster with a hideous face full of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails.
Everyone needs to make a DC20 will save at the start of each of their turns, or be confused for 1 round.
Rhesus: 1d20 + 2 ⇒ (15) + 2 = 17
Spasi: 1d20 + 4 ⇒ (5) + 4 = 9
Bibic: 1d20 + 3 ⇒ (1) + 3 = 4
Clement: 1d20 + 0 ⇒ (14) + 0 = 14
Enemy: 1d20 + 9 ⇒ (20) + 9 = 29
Combat
29 Baddie
17 Rhesus
14 Clement
9 Spasis
4 Bibic
Hissing in fury at its summoning and with no protective magics in place to hold it, the creature moves in and attacks Rhesus.
Attack Rhesus: 1d20 + 11 ⇒ (4) + 11 = 15 Hit vs FF?
Damage?: 1d8 + 4 ⇒ (4) + 4 = 8
Thought about starting off with mind fog, but this could be hard enough as is.
Everyone is up
CE Large aberration
Init +9; Senses darkvision 120 ft., detect thoughts, tremorsense 30 ft.; Perception +15
Aura madness (30 ft.)
DEFENSE
AC 19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, –1 size)
hp 67/67; fast healing 5
Fort +6, Ref +8, Will +9
DR 10/slashing or piercing; Immune mind-affecting effects, poison; SR 17
Speed 30 ft.
Melee +1 keen longsword +11/+6 (1d8+4/18–20), bite +5 (1d8+1 plus poison)
Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
Confusion Command (Su) As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.
Item Use (Ex) A seugathi can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis.
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.

Bibic |

Round 1, Initiative 4
HP: 28/36; AC: 15 (T13/FF12)
F: +5, R: +7, W: +4
Back Row
Opponent: None
Action: Confused.
Weapon Equipped = Bow
Cold Iron Arrows = 23/35
Silver Blunt Arrows = 20/20
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 5/14
Shard Major Image = 1/1
Bow Attack Mods: BAB +5, Dex +3, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +2, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 4/4)(Second: 0/2)(CL 6, Con: +9, SR +8, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Glitterdust, Heroism
Willpower: 1d20 + 4 ⇒ (9) + 4 = 13 vs DC 20 (Seriously? Every round? Damn…)
Confusion: 1d4 ⇒ 3 (1=Act Normally, 2=Babble, 3=1d8 + 2 ⇒ (6) + 2 = 8 damage, 4=attack Spasi)
Bibic looks long and hard at his opponent as if sizing him up... and then he proceeds to smack himself repeatedly with his bow. A little fleck of spittle flies from his mouth and his eyes look on in horror.

Rhesus Ghawn |

Round 1 Init 17
HP 69/69 DR 3/-, 6/lethal, Energy Resistance (Fire) 1
AC 19/T14/FF16
CMD 22
F +9 R +4 W +1 (10/5/2 w/ Shield Other)
Rage: 15/17
Row: Front
Opponent: Ooze
Effects: Lifelink, Shield Other
Will DC 20: 1d20 + 5 ⇒ (1) + 5 = 6
Looks like it's gonna be a fight! Not sure how you prefer to roll but I'll put on in here just in case.
Confusion: 1d100 ⇒ 27
Rhesus stares at the thing, babbling. Or GM overrule of course.

Rhesus Ghawn |

Quick question GMF, per the wording of Confusion "Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes." how does the timing work out with the thing attacking me this round? I assume results stand and I'll start hammer time next round.

GM Fanguar |

Quick question GMF, per the wording of Confusion "Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes." how does the timing work out with the thing attacking me this round? I assume results stand and I'll start hammer time next round.
It attacked you before you were confused this round, so it wouldn't apply. If it attacks you this round and you fail your save next turn, then you would automatically attack it. Of course if Clement fails his roll and ends up attack you as well, then things might get interesting.

Clement Twice-Born |

Round 1 Initiative 14
HP: 38/51; AC: 21 (T12/FF21)
F: +5, R: +2, W: +6
Spells Left Today: 1st - 4/7 | 2nd - 2/5 | 3rd - 2/4
Channels Left Today (5d6+1 each): 1/4
Misc: Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus), Shield Other (Rhesus)
Will vs Confusion DC20: 1d20 + 6 ⇒ (7) + 6 = 13
Effect: 1d4 ⇒ 2
Clement's eyes kind of drift back into his skull as he tries to point at Spasi, but ends up just taking a really long time to bring his finger up to his lips before twiddling them.
"Bleh-de-bleh-de... Spaaaaaaaahhhhhhh...."

Spasi Gaten |

1d20 + 6 ⇒ (4) + 6 = 10 Will save
1d100 ⇒ 70 Confusion
01-25: Act normally.
26-50: Babble incoherently, aka like Rhesus.
51-75: Attack self like self-loathing elven archer: 1d8+str mod.
76-00: Attack nearest creature with repressed sexual anxiety (Clem)
Round 1, Init 9
hp 26/35; AC 16/12T/14FF; CMD 13
+3F/+4R/+6W
Back row.
Opponent: Himself.
SA: Stick finger way *too* far up nose.
MA:
1d8 - 1 ⇒ (7) - 1 = 6 damage
"I'll find the gold! I'LL FIND IT!!"

GM Fanguar |

The more I think about it, the more this monster seems like a party killer. So, I think I'll play it a little dumb
The creature continues to attack Rhesus
Attack 1: 1d20 + 11 ⇒ (15) + 11 = 26
Damage?: 1d8 + 4 ⇒ (4) + 4 = 8
Attack 2: 1d20 + 6 ⇒ (18) + 6 = 24
Confirm?: 1d20 + 6 ⇒ (16) + 6 = 22
Crit?: 2d8 + 8 ⇒ (6, 3) + 8 = 17
Bite: 1d20 + 5 ⇒ (15) + 5 = 20
Damage?: 1d8 + 4 ⇒ (6) + 4 = 10
35 damage -9 DR = 26 total
Fort DC17: 1d20 + 9 ⇒ (8) + 9 = 17
Everyone is up. Madness rolls to begin.
Init +9; Senses darkvision 120 ft., detect thoughts, tremorsense 30 ft.; Perception +15
Aura madness (30 ft.)
DEFENSE
AC 19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, –1 size)
hp 67/67; fast healing 5
Fort +6, Ref +8, Will +9
DR 10/slashing or piercing; Immune mind-affecting effects, poison; SR 17
Speed 30 ft.
Melee +1 keen longsword +11/+6 (1d8+4/17–20), bite +5 (1d8+1 plus poison)
Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
Confusion Command (Su) As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.
Item Use (Ex) A seugathi can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis.
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.

Spasi Gaten |

1d20 + 6 ⇒ (15) + 6 = 21 Will save
1d100 ⇒ 56 Confusion
01-25: Act normally.
26-50: Babble incoherently, aka like Rhesus.
51-75: Attack self like self-loathing elven archer: 1d8+str mod.
76-00: Attack nearest creature with repressed sexual anxiety (Clem)
Round 2, Init 9
hp 26/35; AC 16/12T/14FF; CMD 13
+3F/+4R/+6W
Back row.
Opponent: Monster.
SA: Cast Haste.
MA: Move out of sight of monster.
Spasi casts haste (6 rounds worth) and moves out of sight of the monster.
"What the piddlespot is that!?!"
Haste you bastards! You know what it does. Try to hit something other than yourselves!

Rhesus Ghawn |

Round 2
HP 61/69 DR 3/-, 6/lethal, Energy Resistance (Fire) 1
AC 19/T14/FF16
CMD 22
F +9 R +4 W +1 (10/5/2 w/ Shield Other)
Rage: 15/17
Row: Front
Opponent: Ooze
Effects: Lifelink, Shield Other
Will DC 20: 1d20 + 5 ⇒ (12) + 5 = 17
Rhesus attacks the beast, unable to rage against it.
+1 EB PA: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d6 + 13 ⇒ (3, 6) + 13 = 22
+1 EB PA: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d6 + 13 ⇒ (5, 5) + 13 = 23
Sadly he misses both times.
I'm assuming that since I'm confused I can't rage.

Clement Twice-Born |

Round 2 Initiative 14
HP: 23/51; AC: 21 (T12/FF21)
F: +5, R: +2, W: +6
Spells Left Today: 1st - 4/7 | 2nd - 2/5 | 3rd - 2/4
Channels Left Today (5d6+1 each): 1/4
Misc: Saving Shield (+2 AC; Rhesus), Shield Other (Rhesus)
Location: Back Row
FA: 5ft back
MA: Draw scroll
SA: Cast suppress charms and compulsions
IA: Drop lifelink (borrows swift from Round 3)
@Everyone: We should've started this combat fully healed due to this channel - I also showed myself injured in round 1, when I wasn't.
Clement takes 13 from the hit for 26 versus Rhesus. Rhesus then heals 5 while Clement takes another 5 for a total of 18 to Clement (to 33/51).
ACK! Haste!! Helps us kill ourselves??
Will vs Confusion DC20: 1d20 + 6 ⇒ (15) + 6 = 21
Clement barely clears his mind of the creature's depravations and looks upon his own wounds in panic. He also looks upon Rhesus's massive earthbreaker and wonders if his friend would attack him.
Clement begins by stepping away, to ensure he's nowhere near those swings, hoping that Rhesus's rage is confined to the monster ahead.
He then decides to ignore his wounds and address how to bring their raging barbarian back into the realm of those able to direct their own actions.
Pulling a scroll hastily from his back, he begins to read the words as quickly as he can without making a mistake.
Clement casts suppress charms and compulsions. Since it's only CL3, it will only affect a single target, and Clement picks Rhesus. :)

Bibic |

Round 2, Initiative 4
HP: 28/36; AC: 15 (T13/FF12)
F: +5, R: +7, W: +4
Back Row
Opponent: None
Action: Full: Longbow (blunt silver): 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 (point blank, haste) damage: 1d8 + 7 + 1 ⇒ (2) + 7 + 1 = 10 (point blank)
Longbow (blunt silver): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 (point blank, haste) damage: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9 (point blank)
HASTED Longbow (blunt silver): 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 (point blank, haste) damage: 1d8 + 7 + 1 ⇒ (2) + 7 + 1 = 10 (point blank)
Weapon Equipped = Bow
Cold Iron Arrows = 23/35
Silver Blunt Arrows = 20/20
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 5/14
Shard Major Image = 1/1
Bow Attack Mods: BAB +5, Dex +3, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +2, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 4/4)(Second: 0/2)(CL 6, Con: +9, SR +8, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Glitterdust, Heroism
Willpower: 1d20 + 4 ⇒ (14) + 4 = 18 vs DC 20
Confusion: 1d4 ⇒ 1 (1=Act Normally, 2=Babble, 3=1d8 + 2 ⇒ (7) + 2 = 9 damage, 4=attack Spasi)
Thinking he made his save, and hoping to make the most of it, Bibic tries to understand the foe before them.
Knowledge: 1d20 ⇒ 20 Arcana +10, Dungeoneering +4, Nature +9, Planes +4
(What is their DR if any?)

Clement Twice-Born |

In case folks were wondering why Clement cast suppress charms and compulsions on Rhesus...
Normally, Rhesus's Will save versus the creature's supernatural confusion is only +1. With Shield Other's resistance bonus, it's up to +2.
At DC20, Rhesus only has a 10% chance to make this save (he needs to roll 19 or 20).
Because the effect only lasts 1 round, Rhesus has to make the save each round and the "fight club" effect doesn't "stick" since it's a brand new Confusion each round (like a Bard casting lesser confusion over and over again).
If Rhesus fails the save, there's only a 25% chance he swings at the monster.
If Rhesus makes the save, there's a 100% chance he swings at the monster.
With the additional +4, he now has a +6 total and 30% instead of 10% chance to make the save.
When Rhesus has +2 Will:
(.10 * 1) + (.90 * .25)
There's a 32.5% chance he'll attack the monster each round (and a 22.5% chance he does damage to himself)
When Rhesus has +6 Will:
(.30 * 1) + (.70 * .25)
There's a 47.5% chance he'll attack the monster each round (and a 17.5% chance he does damage to himself)
So the hope is if Rhesus is swinging 1 in 2 rounds, we'll be done faster than if he's swinging 1 in 3 rounds!

GM Fanguar |

@Rhesus: I would say no.
@Bibic:Yes you identify the DR and you share it with everyone, but as you need slashing or piercing damage to bypass the DR, I assume you do use regular arrow. Also, (not that it matters in this case) please always roll saves first.
Two of Bibic's arrows pierce the rubbery hide of the beast and it hisses in pain. It continues to attack Rhesus,
attack Rhesus 1: 1d20 + 11 ⇒ (1) + 11 = 12
attack Rhesus 2: 1d20 + 6 ⇒ (6) + 6 = 12
attack Rhesus Bite: 1d20 + 5 ⇒ (6) + 5 = 11
flopping around ineffectually.
Everyone is up again. Spasi is out of line of sight, so no need for a will save.
CE Large aberration
Init +9; Senses darkvision 120 ft., detect thoughts, tremorsense 30 ft.; Perception +15
Aura madness (30 ft.)
DEFENSE
AC 19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, –1 size)
hp 53/67; fast healing 5
Fort +6, Ref +8, Will +9
DR 10/slashing or piercing; Immune mind-affecting effects, poison; SR 17
Speed 30 ft.
Melee +1 keen longsword +11/+6 (1d8+4/18–20), bite +5 (1d8+1 plus poison)
Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
Confusion Command (Su) As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.
Item Use (Ex) A seugathi can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis.
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.

Bibic |

Round 3, Initiative 4
HP: 28/36; AC: 15 (T13/FF12)
F: +5, R: +7, W: +4
Back Row
Opponent: None
Action: Babble
Weapon Equipped = Bow
Cold Iron Arrows = 20/35
Silver Blunt Arrows = 20/20
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 5/14
Shard Major Image = 1/1
Bow Attack Mods: BAB +5, Dex +3, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +2, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 4/4)(Second: 0/2)(CL 6, Con: +9, SR +8, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Glitterdust, Heroism
Silly me on the DR, sorry. I always read that backwards. :)
Willpower: 1d20 + 4 ⇒ (9) + 4 = 13 vs DC 20
Confusion: 1d4 ⇒ 2 (1=Act Normally, 2=Babble, 3=1d8 + 2 ⇒ (3) + 2 = 5 damage, 4=attack Spasi)
Bibic sputters and fumes, taking the time to chat with the nearest stone. He listens for a while, and grows heated, arguing back fiercely in some alien tongue.

Spasi Gaten |

Round 3, Init 9
hp 26/35; AC 16/12T/14FF; CMD 13
+3F/+4R/+6W
Back row.
Opponent: Baddie.
SA: Cast Glitterdust on backside of baddie, trying to avoid direct line of effect from the beast.
MA:
Spasi slips carefully to cast an area of effect spell at the backside of the beast, trying to avoid getting hit with the weirdness.
Cast Glitterdust. Will Save vs. Blind, DC 18+2(room)=20.
"Did I get it? Is it dead yet?!"

Clement Twice-Born |

Round 3 Initiative 14
HP: 23/51; AC: 21 (T12/FF21)
F: +5, R: +2, W: +6
Spells Left Today: 1st - 4/7 | 2nd - 2/5 | 3rd - 2/4
Channels Left Today (5d6+1 each): 1/4
Misc: Shield Other (Rhesus)
Location: Front Row
SA: Swing at someone in the back row
Will vs Confusion DC20: 1d20 + 6 ⇒ (3) + 6 = 9
Confusion effect: 1d4 ⇒ 4
As Clement struggles against the instanity of the abberation, he turns to his Spasi and finds himself unable to stop himself from swinging at the arcanist.
Bibic(1) or Spasi(2): 1d2 ⇒ 2
"Auuughhh! SPASI!!!"
Mwk Heavy Mace: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 for 1d8 + 2 ⇒ (7) + 2 = 9

Rhesus Ghawn |

Round 3
HP 61/69 DR 3/-, 6/lethal, Energy Resistance (Fire) 1
AC 19/T14/FF16 (17/12/14 w/ Rage + Haste)
CMD 22
F +9 R +4 W +1 (10/5/2 w/ Shield Other)
Rage: 15/17
Row: Front
Opponent: Ooze
Effects: Lifelink, Shield Other, Resist Charms & Compulsions, Haste
Apologies, I've been rolling with a +5 Will, not sure why. My sheet only shows +2 which is correct. +6 now because of Clem.
Will DC 20: 1d20 + 6 ⇒ (19) + 6 = 25
Rhesus' head clears long enough to make sense of the situation.
Free to Rage.
+1 EB PA RA Rage: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 2d6 + 16 ⇒ (2, 6) + 16 = 24
+1 EB PA RA Rage: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 2d6 + 16 ⇒ (1, 5) + 16 = 22
+1 EB PA RA Rage: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 2d6 + 16 ⇒ (3, 4) + 16 = 23

Spasi Gaten |

I'm happy to make a save, however, I think I can blind it without hitting Rhesus. I could put it in the back corner of it...it's only a 10' burst. Not sure about the room size of course, but in theory.
1d20 + 6 ⇒ (5) + 6 = 11 Will save
1d100 ⇒ 72 Confusion
01-25: Act normally.
26-50: Babble incoherently, aka like Rhesus.
51-75: Attack self like self-loathing elven archer: 1d8+str mod.
76-00: Attack nearest creature with repressed sexual anxiety (Clem)
Instead of doing something useful, Spasi pokes himself in the eyes with his right hand with his split pointer and middle fingers, his left hand doing the protective shark-fin move onto the bridge of his nose too late.
1d8 - 1 ⇒ (7) - 1 = 6 damage.

GM Fanguar |

Will DC 20: 1d20 + 9 ⇒ (12) + 9 = 21
Whether or not you could avoid Rhesus is debatable, but if I really cared, I would run this game with maps, so let's just say that sure you can avoid catching Rhesus in the spell effect
Rhesus lands one solid blow, but the beast's rubbery hide proves resilient to the big man's hammer. It continues to attack Rhesus:
Attack1: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Attack 2: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Bite: 1d20 + 5 ⇒ (5) + 5 = 10
Everyone is up.
CE Large aberration
Init +9; Senses darkvision 120 ft., detect thoughts, tremorsense 30 ft.; Perception +15
Aura madness (30 ft.)
DEFENSE
AC 19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, –1 size)
hp 44/67; fast healing 5
Fort +6, Ref +8, Will +9
DR 10/slashing or piercing; Immune mind-affecting effects, poison; SR 17
Speed 30 ft.
Melee +1 keen longsword +11/+6 (1d8+4/18–20), bite +5 (1d8+1 plus poison)
Aura of Madness (Su) Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
Confusion Command (Su) As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its actions that round.
Item Use (Ex) A seugathi can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis.
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.

Bibic |

Round 4, Initiative 4
HP: 28/36; AC: 15 (T13/FF12)
F: +5, R: +7, W: +4
Back Row
Opponent: None
Action: Full Attack
Weapon Equipped = Bow
Cold Iron Arrows = 20/35
Silver Blunt Arrows = 20/20
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 5/14
Shard Major Image = 1/1
Bow Attack Mods: BAB +5, Dex +3, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +2, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 4/4)(Second: 0/2)(CL 6, Con: +9, SR +8, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Glitterdust, Heroism
Willpower: 1d20 + 4 ⇒ (20) + 4 = 24 vs DC 20
Confusion: 1d4 ⇒ 3 (1=Act Normally, 2=Babble, 3=1d8 + 2 ⇒ (5) + 2 = 7 damage, 4=attack Spasi)
Bibic refocuses, shaking his head fiercely to clear it. He then lines up the creature and tries his best to kill it!
Action: Full: Longbow (cold iron): 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 (point blank, haste) damage: 1d8 + 7 + 1 ⇒ (3) + 7 + 1 = 11 (point blank)
Longbow (cold iron): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 (point blank, haste) damage: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13 (point blank)
HASTED Longbow (cold iron): 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 (point blank, haste) damage: 1d8 + 7 + 1 ⇒ (8) + 7 + 1 = 16 (point blank)

Clement Twice-Born |

Round 4 Initiative 14
HP: 41/51; AC: 21 (T12/FF21)
F: +5, R: +2, W: +6
Spells Left Today: 1st - 4/7 | 2nd - 2/5 | 3rd - 2/4
Channels Left Today (5d6+1 each): 0/4
Misc: Saving Shield (+2 AC; Rhesus), Shield Other (Rhesus)
Location: Back Row
FA: Drop mace
MA: Move somewhere appropriate
SA: Channel
Confusion DC20: 1d20 + 6 ⇒ (18) + 6 = 24
Clement takes 5, Rhesus heals 5 (from Shield Other).
Just as Clement seems determined to take another swing at Spasi, his pupils shrink back down to their normal size and he shakes his head.
"Auugh! What madness is this creature? What am I doing?!"
Clement casts aside his mace, letting it clatter to the ground and works to move somewhere he can safely channel the healing of the empyreal lords without affecting the creature of madness.
Not sure if he can safely get Rhesus but not the monster. I imagine he can get the 3 folks in the back row easily.
Channel (last one of the day!): 5d6 + 1 ⇒ (5, 2, 5, 6, 4) + 1 = 23
23 -5 + 23 = 41

Spasi Gaten |

1d20 + 6 ⇒ (15) + 6 = 21 Will save
Spasi didn't get the Glitterdust off last round (failed will save), so will do so this round.
Round 3, Init 9
hp 35/35; AC 16/12T/14FF; CMD 13
+3F/+4R/+6W
Back row.
Opponent: Monster.
SA:
MA:
Cast Glitterdust. Will Save vs. Blind, DC 18+2(room)=20.
After casting his spell, Spasi will duck out of sight.

Rhesus Ghawn |

HP 57/69 DR 3/-, 6/lethal, Energy Resistance (Fire) 1
AC 19/T14/FF16 (17/12/14 w/ Rage + Haste)
CMD 22
F +9 R +4 W +1 (10/5/2 w/ Shield Other)
Rage: 14/17
Row: Front
Opponent: Ooze
Effects: Lifelink, Shield Other, Resist Charms & Compulsions, Haste
Will: 1d20 + 6 ⇒ (15) + 6 = 21
Rhesus keeps his wits and swings again.
+1 EB PA RA Rage: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 2d6 + 16 ⇒ (3, 2) + 16 = 21
+1 EB PA RA Rage: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 2d6 + 16 ⇒ (2, 5) + 16 = 23
+1 EB PA RA Rage: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 16 ⇒ (3, 5) + 16 = 24

GM Fanguar |

Bibic's arrows slam home and the resilient hide of the beast finally gives way beneath the mighty blows of Rhesus' hammer. With one final squeal of rage and pain, the beast collapses in a heap and quickly begins to dissolve into smoke as it returns to its home plane. As the vapour clears, you see that its sword and wand remain.
With the beast dispatched, you are able to retrieve the book. It is written in Thassilonian and is titled From the Minds of Monsters. It is an incredibly well preserved investigation of the nature of many monsters that are capable of strange mind-controlling powers. What is truly astounding though is that the book appears to have been penned by Sorshen herself and is written in her own hand.
That's everything on this floor, just need to figure out how to get to K14 from K13.

Spasi Gaten |

Spasi nods as the beast finally falls, huzzahing his own efforts.
"See? I told you it was nothing," Spasi says, reaching around for the sword, wand, and book. "Stick with me and we'll make Dr. Toffitt proud. And Captain Whatsherface too. Oh, she'll get it good too."
Casting Detect Magic, Spasi examines the items.
1d20 + 16 ⇒ (3) + 16 = 19 Spellcraft - sword
1d20 + 16 ⇒ (7) + 16 = 23 Spellcraft - wand
1d20 + 16 ⇒ (19) + 16 = 35 Spellcraft - book
!!!!
Spasi freaks out as he checks out the book.
"Oh yeah...oh yeah...this is better than women. Oh yeah, baby...what's you got inside your covers, you sweet book you."
Spasi looks up from the book.
"Maybe we should rest here for a while. Maybe call it a day, huh?" Spasi suggests. "I could use time with the book for a while."

Bibic |

"That creature was tough. I'm still dizzy from the experience!"
Bibic also checks out the magics, trying to fill in the gaps.
Spellcraft Sword: 1d20 + 10 ⇒ (6) + 10 = 16
"So, Spasi, what's in the book? Can I take a look? Is it safe?"

Spasi Gaten |

"So, Spasi, what's in the book?"
"Words. You might not understand. Lemme finish with it. I'll let you hold it tomorrow morning," Spasi answers absentmindedly, thumbing through the book.
I assume from the pressing silence that we are resting for the night. We got beds, we got water...we got it all.

Rhesus Ghawn |

Sorry, sick kid these last few days.
"Sure Spasi, we can rest here. Lemme know when you and Bibic are done with that book, I think that witch stew is finally catching up to me."
The big man looks for a place to settle in, well away from any damage Spasi could cause with the book.
"Ya did good back there Clem, real good. Still ain't sure how ya keep getting hurt though, I'm trying to protect ya bud."

Clement Twice-Born |

Clement smiles and thanks Rhesus.
"Nah, Reese. You did real good. It's like you set up a wall in front of you and the monsters can never get past a front row to the rest of us."
Clement tries to make somewhere comfortable to rest.
"You did great."
Clement would do some more spontaneous healing before we sleep to get everyone back to full. If we get ambushed, I can go through expended spell slots for that, but I'm assuming with the call to level to 7th, that's not going to happen. :)

Bibic |

Bibic was healed by your channel Clem, so he's all set for the night. Thanks! I also have a few cure light wounds available if anyone needs it.
Bibic rests his bow and stretches out, offering to take the first round of watches. He looks on with some concern to Spasi and his coveted book, but in the end he shrugs and hopes it's a passing thing.
He checks the various entrances and exits and positions himself to see clearly, then settles in for the watch. He spends some of his watch practicing what look like dance steps, though he does mumble under his breath, "I do wish we'd find some ladies down here, I just can't get the rhythm on my own..."
When it's his turn to sleep, he does so gratefully and soundly, sleeping until 'morning' - or whatever passes for it in this deep underground chamber.

Spasi Gaten |

Spasi awakes the next morning and offers the book to Bibic. "I'll need the book back tonight. But you can carry it for me if you'd like."
Spasi is ready to go on....possibly through that hallway in the steam room?

GM Fanguar |

I'll repost the 'puzzle' room.
(K13) The air in this large octagonal chamber is dreadfully hot. The very air shimmers with heat and almost drips with humidity, leaving every surface within shiny with condensation. The walls, floor, and thirty-foot-high domed ceiling are polished white marble. Ten feet into the room, the floor rises up in a three-foot-high step, then again at twenty feet in. At the centre of the room, a strange grey flame dances in a central fire pit. Two smaller octagonal chambers lie to south and west, which contains a set of doors Where you're coming back from, while to the east a ten-foot-square section of wall is a dull grey, contrasting with white of the walls surrounding it. A single torch in a sconce protrudes from the middle of this grey square on the wall.

Spasi Gaten |

Out of commission until tomorrow night. Will push tomorrow if no one else does before then. I know a few of us are at conventions now.
Spasi reads a bit more of book while the others strike camp, make the beds, and get ready to be lead on.

Clement Twice-Born |
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Clement rubs his chin while standing at the edge of the hot room.
"Hmm. Seems like we missed something since we didn't find what Heidmarch's sent us after."
Clement gestures first at the lone torch, then at the central fire pit with the strange grey flame.
"Am I seeing that right? The fire's... grey?"
Clement then gestures to the ten-foot-section of grey wall.
"That's grey too. Only a couple different shades. With all the lust going on, you'd think they'd have used a lot more shades of grey..."
Clement considers pulling the torch from the wall, igniting it, and carrying it to the grey wall to touch it. But Clement's not the sharpest tool in a gnome's toolshed.

Bibic |

Clement considers pulling the torch from the wall, igniting it, and carrying it to the grey wall to touch it. But Clement's not the sharpest tool in a gnome's toolshed.
It can't be that easy... can it?
Bibic studies the room and examines the sconce and the gray flame.
Perception: 1d20 + 13 ⇒ (9) + 13 = 22
If he feels it's trapped, or in some way alterable, he tries to do so.
Disable Device: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 (mw tools)
Assuming those both fail to result in anything positive, he will in fact try to light a torch in the gray flame and then light the sconce on the wall.

Spasi Gaten |

Spasi takes a deep breath as he walks around the steam room, filling his nostrils with hot air and stretching out after his long nap.
"Ah yeah, that was a good sleep, wasn't it. Ain't slept like that since that night with the one legged Calistrian. You know, Bibic? Sometimes the extra leg just gets in the way." Spasi stretches again, still getting ready to get back to work.
Spasi casts extended Mage Armor on himself, then follows that up with a normal False Life. His new usual pre-exploration spells.
"Ah yeah, that's the stuff, nothing like a bit of necromatics to keep one's potency."
1d10 + 7 ⇒ (8) + 7 = 15 Temp HP
When that is done, Spasi is finally ready to help others search the room, albeit still taking his time in doing so. He casts Detect Magic if that would help.
Take 20 Perception = 35.
Take 20 Spellcraft = 37.

GM Fanguar |

Ya it's super sneaky...
When Bibic uses the magical grey fire to light the wall sconce, the section of grey stone slides away, revealing a long stairway of polished stone steps that descends nearly forty feet before ending at a ten-foot-wide square landing with nor apparent way onward. The wall opposite the final step depicts a lascivious painting of Sorshen, arms outstretched as if to welcome one into an embrace, lips twisted in a faintly cruel smile. A phrase in Thassilonian is inscribed in gold across the top of the mural. Prostrate thyselves and demonstrate proper devotion, my sweet slave, if you wish to enter my domain.

Rhesus Ghawn |

Rhesus leads the way down the stairs.
"Well they ain't subtle. Must be related to Spasi."
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
"What's it say?"

Spasi Gaten |

"Prostrate thyselves and demonstrate proper devotion, my sweet slave, if you wish to enter my domain," Spasi reads and repeats aloud. "Hey, I ain't no slave. That's what I pay the Calistrians to do for me. This is a really bad brothel if we have to prostate ourselves, I usually pay extra a bit to get that worked out for me."
1d20 + 15 ⇒ (3) + 15 = 18 Perception

Bibic |

Perception: 1d20 + 13 ⇒ (12) + 13 = 25
"Hey, look here, the feet seem to show more wear that the rest of the statue. Must be the active bit."
Knowledge Religion: 1d20 + 4 ⇒ (7) + 4 = 11
Is there a 'proper' devotional stance? With that roll, I'll assume I don't know...
Bibic bends down low and sees if the feet can be manipulated to open something.
Disable Device: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 (mw tools)

Bibic |

Bibic shrugs, unsure what to do next. In a moment of uncertainty, he bows down and kisses the feet.
If that doesn't do it, he sprinkles a little water on them and washes them.
If THAT doesn't do it, he's at a loss...

GM Fanguar |

The instant that Bibic's lips' touch the mural he disappears.
You suddenly find yourself on a stone platform overlooking an enormous watery cavern, whose walls shed a pale phosphorescent light. Three row boasts are tied to stone posts to one side and a carving of a leering demon extending a hand in greeting decorates the stone wall just to the south of the platform. A word written in Thassilonian is carved into the wall just below the demonic effigy.