| Bibic |
Bibic admires the beauty of the thing and lets the others know what the Orrery is as he moves around it, not daring to touch it for fear of breaking it.
"Beautiful." he admires.
He'll cast detect magic and try to work out the intricacies of the thing, if it is magical at all.
Knowledge Arcana: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Spellcraft: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21 (+2 to ID magic items not yet applied)
"These guys had some times on their hands to do stuff like this. Amazing."
| Rhesus Ghawn |
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Rhesus sizes it up.
"Sure. We'll have to take it on the way back though, looks heavy. I can probably hit it with my hammer a few times, that'll make it easier to carry. What you think the metal is worth in that thing Bibic?"
| Spasi Gaten |
Spasi moves closer, assuming nothing destructive or dangerous could be surrounding such a valuable piece.
"Oh, yeah, that's a fine orrorrerry, ain't it? I've seen plenty in my time, lemme tell you, and that's the nicest one I've ever seen. Even seems to be accurate to the suns and moons," Spasi says, offering opinions not wanted.
Spasi also casts Detect Magic and looks about, trying to understand all that he can of the orrery.
1d20 + 19 ⇒ (14) + 19 = 33 Know (Nature or Arcana)
"Oh yeah, this might be worth quite a bit to some, like those scholars upstairs. No telling what they might pay for it, especially if it is accurate."
| Spasi Gaten |
Spasi is disinclined to mess with the machine.
"If we can sell it to anyone in the city, maybe we can tell that Venture Broad about it, the one that is 'in charge'," Spasi makes the air quotes around the words 'in charge', "...of us, because we're totally Pathfinders or whatever. We supposed to like crap like this."
Spasi is happy to move onto B7.
| Rhesus Ghawn |
Rhesus shrugs as the decision is made not to sell the priceless artifact.
"Probably wouldn't have fit through the doors anyway."
He moves to the next area.
| Clement Twice-Born |
Spasi's 33 enough to know if we did activate it, what it might do?
Clement shrugs as Rhesus heads to the next area, taking a glance over his shoulder and wondering what the orrery would do if the lever were pulled.
He repeats a thought to himself in his own mind a few times, trying to convince himself of something.
Not all levers need to be pulled...
Not all levers need to be pulled...
| GM Fanguar |
When Bibic pulls the lever, the blank walls, ceiling and floor of the room transform into a panoramic view of Kaer Maga and its surrounding area as seen from several hundred feet in the air. The illusion is so perfect, you, the orrery and control podium appear to be floating in midair. Only the two long cracks in the wall remain visible, marring the projection.
Below you, the city bustles and you can make out many of the landmarks that you have seen in the city. You can easily find the Therassic Spire and Augur temple. As you watch, you see a troll that might be Vargun, walk downs its steps and join the throngs of people hustling through the streets.
With a soft hiss of steel against stone, the control wheel rises slightly from the podium.
| Bibic |
Bibic watches in awe as the thing moves and nearly squeals with delight when the apparent scrying begins. He doesn't much care if it's scrying or just an impressive illusion of what might be. He's impressed.
"We can see the whole city from here!"
He eyes the control wheel warily however, "I think I've seen enough. I don't know what this does, but I'm a little nervous to find out. Shall we continue?" he throws the lever to turn the whole contraption off - after a last long look.
"I'd like to study this when we come out. Maybe play with that wheel..."
| Spasi Gaten |
Spasi waits to move on.
"I thought you were going to break it somehow...or it was going to release demons or devils or whatever...ha! It actually worked," Spasi mutters to braver elf.
| Spasi Gaten |
Spasi thinks for a moment.
"I dunno. I doubt it. Magic never does anything good and useful like that. It pretty much can't make a woman fall in love with you or find love in all the right places," Spasi remarks wistfully. "But maybe we could use it to look inside some bedrooms...but we'll have time for that later on."
| Clement Twice-Born |
Clement shakes his head in mock shock while he squints at the ant-sized members of Kaer Maga.
He gives a nod to Bibic.
"Try thinking about someone in particular, maybe Vargun. See if it'll make the image get closer... err, zoom in seems like an appropriate way to describe that?"
| GM Fanguar |
Moving through the room to B7
The walls and ceiling of this stone chamber are partially covered in a strange, organic-looking honeycomb of papery material, as are several long workbenches.
On the far side of the room a woman with her lips stitched shut kneels over the still body of a halfling man, making s wordless keening noise. Both match descriptions of two of the missing adventures.
A buzzing whisper comes from the mouth of the corpse, Infernal"Kill them." The woman nods and starts to move towards you.
Rhesus: 1d20 + 2 ⇒ (10) + 2 = 12
Spasi: 1d20 + 4 ⇒ (18) + 4 = 22
Bibic: 1d20 + 3 ⇒ (15) + 3 = 18
Clement: 1d20 + 0 ⇒ (12) + 0 = 12
Enemy: 1d20 + 6 ⇒ (12) + 6 = 18
Combat
22 Spasi
18 Baddie
18 Bibic
12 Rhesus
12 Clement
Spasis is up
| Spasi Gaten |
Round 1, Init 22
hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W
Back row.
Opponent: Sewn lips woman.
SA: Delay pending knowledge roll.
MA:
Spasi backs away from the lipstitched woman, his hands up as a gesture of being non-threatening. "Hey Baby, uh don't want any trouble, besides, you're not my type...I like a woman with lips...so they can you know, *do* stuff."
1d20 + 19 ⇒ (19) + 19 = 38 know (planes) - lip woman
4th: 0/4
3rd: 0/7 ()
2nd: 0/8 ()
1st: 1/8 (MageArmor)
Wand of Magic Missile 45/50 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 13 left
Wand of Fly 6 left
| GM Fanguar |
@Spasi; SHe is just human. She's one of the adventurers you were sent to find. The lips thing is just a monk vow weirdness. She is currently insane. (Symbol of insanity is one of the things that blob trap can do.)
Ignoring Spasi's crudities, she moves and punches Rhesus in the face,
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Everyone is up. Friendly reminder that you get paid more if you return the missing adventurers alive
| Clement Twice-Born |
As Spasi relates details about the woman being one they are supposed to rescue, Clement stops himself just short from nudging Rhesus forward to behead her.
I imagine a Heal check may relate the same here? -- about her insanity.
"Wait! She's just lost it."
Clement quickly straps his mace away and holds up a free hand.
"Miss! Calm down! We're here to rescue you."
As his words do little to dispel her insanity, he does the thing-that-likely-won't work but everyone does -- he talks three times louder.
"MISS? DID YOU HEAR ME? YOU'VE LOST YOUR MIND... TRY TO CALM DOWN!"
Frowning that it did little more to mend the situation, Clement starts digging through his possessions in search for a scroll.
Second move action to pull out a scroll of calm emotions. Does Clem think that would work here?
| Spasi Gaten |
Yeah, Spasi knows she's insane...she stitched her mouth shut! ;). How does she eat!? Kiss? Love? Brush her teeth? Crazy.
Spasi delays more, looking around for the source of the whisper.
1d20 + 19 ⇒ (4) + 19 = 23 Perception - source of whisper
"Did you guys hear something? She might not be alone...or maybe she is...but I thought I heard another voice."
| Bibic |
Round 1, Initiative: 18-
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Action: Move: Draw bow
Standard: Longbow (cold iron): 1d20 + 12 - 1 ⇒ (8) + 12 - 1 = 19 (point blank, heroism, nonlethal) damage: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17 (point blank)
Weapon Equipped = Bow
Cold Iron Arrows = 25/25
Silver Blunt Arrows = 9/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 21/22 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste
Taking the more hostile approach, Bibic draws his bow and takes a quick shot at the woman. He uses a blunt arrow and shoots her nonlethally.
"I didn't hear anything Spasi. Something wrong with your ears?"
Perception: 1d20 + 14 ⇒ (20) + 14 = 34
| Rhesus Ghawn |
Round 1
HP 100/102 DR 4/-, 8/lethal, fire 2
AC 18/T13/FF16
CMD 27
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 23/23
Row: Front
Opponent: None
Rhesus heeds Clem and refrains from crushing the woman to death, despite her attempt to hurt him.
Attacking non-lethally.
+1 EB Subdue: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14
+1 EB Subdue: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d6 + 8 ⇒ (6, 3) + 8 = 17
| GM Fanguar |
Using lethal weapon to deal non-lethal damage has a -4 to hit.
@Clement: A heal check after talking to her, would be appropriate. Not sure if you could pick that up from a fight. Calm emotions would work, but would do anything about her craziness. Need to cast heal or greater restoration.
@Spasi and Bibic: The whisper came from the obviously decaying halfling corpse.
Bibic's arrow flies wide, but Rhesus does manage to sock the woman in the jaw.
The woman ignores all attempts to talk to her and attacks with a single minded intensity:
Flurry: 1d20 + 6 ⇒ (7) + 6 = 13
Flurry: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Flurry: 1d20 + 1 ⇒ (15) + 1 = 16
Everyone is up
AC: 20 (24 1/6)
HP: 48/48, 14 NL
| Clement Twice-Born |
Round 2
HP: 102/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 7/7 | 2nd - 0/7 | 3rd - 7/7 | 4th - 4/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Back Row
SA: Assist Rhesus AC
Clement hesitates briefly as he catches sight of the crazy in her eyes and quickly discards his scroll with any thoughts of it helping.
He steps up, and works to distract the woman and put his shield between her and Rhesus.
Aid to Rhesus AC. Also have Saving Shield ready for extra AC for her first attack.
Assist (Rhesus AC): 1d20 + 10 ⇒ (4) + 10 = 14
+2 to Rhesus's AC. +4 vs first attack.
| Rhesus Ghawn |
Round 1
HP 96/102 DR 4/-, 8/lethal, fire 2
AC 18/T13/FF16 (+2 from Clem)
CMD 27
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 23/23
Row: Front
Opponent: Crazy Mouth Monk
Rhesus ignores the feeble blow and strikes again.
-4 for non-lethal was included before but I'll be better about breaking that out in future. I am also not power attacking, I don't see how that would work while trying to subdue.
Attack EB Subdue: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23
Damage: 2d6 + 8 ⇒ (2, 4) + 8 = 14
Attack EB Subdue: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
Damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20
| Spasi Gaten |
Round 2, Init 22
hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W
Back row.
Opponent: Sewn lips woman.
SA: Delay.
MA:
Spasi waits, waiting for Rhesus to deal with the woman as best he can. Spasi would handle the woman but she seems to handsy for this tastes.
He keeps an eye on the speaking halfling.
"Clem, you keep an eye on that halfling too now, you hear? Something ain't right."
4th: 0/4
3rd: 0/7 ()
2nd: 0/8 ()
1st: 1/8 (MageArmor)
Wand of Magic Missile 45/50 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 13 left
Wand of Fly 6 left
| Bibic |
Round 2, Initiative: 18-
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Action: Longbow (silver): 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29 (point blank, heroism, nonlethal) damage: 1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15 (point blank, nonlethal)
Longbow (silver): 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12 (point blank, heroism, nonlethal) damage: 1d8 + 8 + 1 ⇒ (5) + 8 + 1 = 14 (point blank, nonlethal)
iterative Longbow (silver): 1d20 + 5 - 1 ⇒ (10) + 5 - 1 = 14 (point blank, heroism, nonlethal) damage: 1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15 (point blank, nonlethal)
Longbow (silver, crit threat): 1d20 + 10 - 1 ⇒ (1) + 10 - 1 = 10 (point blank, heroism, nonlethal) damage: 2d8 + 16 + 2 ⇒ (7, 4) + 16 + 2 = 29 (point blank, nonlethal)
Weapon Equipped = Bow
Cold Iron Arrows = 25/25
Silver Blunt Arrows = 9/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 21/22 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste
Bibic worries a little about the murmuring, but that takes second place to stopping the monk from tearing into anyone. He shoots, with blunt arrows and nonlethally.
”Damn halflings…” he mutters to no one in particular.
| GM Fanguar |
The woman nimbly avoids Rhesus' clumsy swings, but a well placed arrow to the temple, drops her like a wet noodle.
With the collapse of the woman, a low droning begins to fill the air and the halfling's corpse spasms and a hideous, buzzing cloud of insects, comprised of black and yellow wasps with hungry red eyes, pours from from his mouth.
Rhesus: 1d20 + 2 ⇒ (6) + 2 = 8
Spasi: 1d20 + 4 ⇒ (12) + 4 = 16
Bibic: 1d20 + 3 ⇒ (15) + 3 = 18
Clement: 1d20 + 0 ⇒ (20) + 0 = 20
Enemy: 1d20 + 10 ⇒ (8) + 10 = 18
Combat Redux
20 Clement
18 Swarm
18 Bibic
16 Spasi
8 Rhesus.
Clement may act. The swarm is composed of Diminutive creatures.
XP 4,800 each
LE Diminutive vermin (extraplanar, swarm)
Init +10; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 90 (12d8+36)
Fort +10, Ref +10, Will +7
DR 10/good; Immune swarm traits, weapon damage; Resist fire 10
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee swarm (3d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 18), inhabit
Poison (Ex) Swarm—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.
| Clement Twice-Born |
Nature (to ID vermin): 1d20 + 4 ⇒ (13) + 4 = 17
"Some sort of bugs... but none I've ever heard or seen of. Spasi??"
Clement begins backing away, quickly, knowing that he won't be able to heal if there's a thousand bugs worming around inside his armor.
Full round to withdraw away, sadly leaving my allies inside. Clem trust's Bibic's amulet to do most of the work here and prefers not be distracted when healing is needed.
| Spasi Gaten |
Round 3, Init 22
hp 52/52; AC 16/12T/14FF; CMD 14
+6F/+7R/+9W
Back row.
Opponent: Swarm.
SA: Fireball.
MA: Move back.
1d20 + 19 ⇒ (14) + 19 = 33 Know (Planes) DR? How to kill?
Spasi swears underneath his breath as the swarm reveals itself.
"Ah piddlespot! One of youse grab the the tightmouthed woman," Spasi mutters, worried for the swarm. "This ain't good."
Spasi moves back 30' and casts a fireball at the swarm.
9d6 ⇒ (4, 6, 6, 2, 6, 5, 6, 5, 6) = 46 fireball (DC20 reflex for 1/2)
4th: 0/4
3rd: 1/7 (fireball)
2nd: 0/8 ()
1st: 1/8 (MageArmor)
Wand of Magic Missile 45/50 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 13 left
Wand of Fly 6 left
| GM Fanguar |
@Spasi: I re-rolled Initiative. Also, just wanted to make sure that you wanted to drop the fireball amidst the rest of the party.
You identify them as hellwasps. As denizens of the lower planes, they are resistant to fire and have DR10/good.
The swarm envelopes Rhesus,
Damage: 3d6 ⇒ (6, 6, 6) = 18
DC18 will or you are nauseated. DC20 Fort or you take 1d6 ⇒ 2 points of dex damage
Everyone is up. Spasi let me know if you want to change your action.
XP 4,800 each
LE Diminutive vermin (extraplanar, swarm)
Init +10; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 90 (12d8+36)
Fort +10, Ref +10, Will +7
DR 10/good; Immune swarm traits, weapon damage; Resist fire 10
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee swarm (3d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 18), inhabit
Poison (Ex) Swarm—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.
| Spasi Gaten |
Sorry I missed the Init switch. Spasi will do the same, but only after others clear a blast zone. In theory, since the space the swarm takes is 10x10, Spasi should be able to find a fireball placement that works.
Also, nice damage roll. Now Rhesus will understand the feeling of what 'down there' itches are.
| Bibic |
Round 1, Initiative: 18-
HP: 51/51; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Action: Move: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Standard: Longbow (cold iron): 1d20 + 12 + 5 ⇒ (1) + 12 + 5 = 18 (point blank, heroism, inspiration) damage: 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20 (point blank, inspiration)
Weapon Equipped = Bow
Cold Iron Arrows = 24/25
Silver Blunt Arrows = 9/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 20/22 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste
Bibic sizes up the swarm and touches his swarmbane clasp happily. He inspires the group to greater heights and even manages to take a quick shot as he steps back a little (5’ step away).
Assuming Spasi shares the DR/good
”I can’t overcome that one, so my damage will be slight I’m afraid. We might need to fall back and pick up a potion of bless weapon or something if this thing proves tough.”
| Rhesus Ghawn |
Round 1
HP 82/102 DR 4/-, 8/lethal, fire 2
AC 18/T13/FF16 (+2 from Clem)
CMD 27
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 23/23
Row: Front
Opponent: PF Swarm Rules
Fort DC 18 Nausea: 1d20 + 12 ⇒ (12) + 12 = 24
Fort DC 20 Poison: 1d20 + 12 ⇒ (9) + 12 = 21
Rhesus avoids throwing up and slowing down, grabbing the fallen monk and exiting the blast radius before Spasi can cast Gaten's Nethers on the area.
| Clement Twice-Born |
Round 2
HP: 102/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 6/7 | 2nd - 0/7 | 3rd - 7/7 | 4th - 4/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Back Row
SA : CLW on Self
Rhesus took 14 right? So Clem takes 7 from Shield Other, then 5 from lifelink. Rhesus should only be down 2 from the 18 rolled. 12 damage to Clem, to 90/102.
Clement begins scratching his body, trying to push away the wasps that aren't really there.
Cure Light: 1d8 + 5 ⇒ (7) + 5 = 12
| GM Fanguar |
The swarm parts to dodge Bibic's arrow and Spasi launches a globe of fire over the ducking heads of his retreating compatriots.
ref: 1d20 + 10 ⇒ (9) + 10 = 19 Booo. (46-10)1.5= 54 damage
The resulting explosion leaves many charred insectile corpses in its wake. With a furious buzz, the swarm descends on Spasi. This is where mapless is a bit of boon to you. Anyone one who thinks they would be next to Spasi would also be affected by the following
Damage: 3d6 ⇒ (6, 4, 5) = 15
DC18 will or you are nauseated. DC20 Fort or you take 1d6 ⇒ 4 points of dex damage
Everyone is up
XP 4,800 each
LE Diminutive vermin (extraplanar, swarm)
Init +10; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 36/90
Fort +10, Ref +10, Will +7
DR 10/good; Immune swarm traits, weapon damage; Resist fire 10
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee swarm (3d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 18), inhabit
Poison (Ex) Swarm—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.
| Spasi Gaten |
Round 3, Init 22
hp 52/52; AC 16/12T/14FF; CMD 14 - 4 dex
+6F/+7R/+9W
Back row.
Opponent: Swarm.
SA:
MA: Move away.
1d20 + 6 ⇒ (2) + 6 = 8 Fort vs. suck
1d20 + 6 ⇒ (2) + 6 = 8 Fort vs. dex
Spasi sucks in a few hellwasps, causing his eyes to bulge and his throat to gag. He moves away, heaving and spitting.
4th: 0/4
3rd: 1/7 (fireball)
2nd: 0/8 ()
1st: 1/8 (MageArmor)
Wand of Magic Missile 45/50 left
Wand of False Life, CL 10 5 left
Wand of Dim Door 13 left
Wand of Fly 6 left
| Rhesus Ghawn |
Round 2
HP 94/102 DR 4/-, 8/lethal, fire 2
AC 18/T13/FF16 (+2 from Clem)
CMD 27
F+12, R+7, W+6; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 23/23
Row: Front
Opponent: PF Swarm Rules
Rhesus watches as the flaming swarm moves past him and assaults Spasi. He drops the stitch mouthed woman to the ground again.
"Should I pull him out, or is this like that time we found him in a pile of dirty laundry and he kept telling us to 'leave him with the Calistrians'?"
Rhesus was up front and Spasi moved back 30', I think he would be farther than 10' from me.
| Bibic |
Round 2, Initiative: 18-
HP: 51/51; AC: 16 (T14/FF12) (+1 from Haste not included)
F: +6, R: +9, W: +5
Location: Back Row
Opponent: None
Action: Free: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Full: Longbow (cold iron): 1d20 + 10 + 6 ⇒ (18) + 10 + 6 = 34 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (5) + 8 + 3 = 16 (point blank, inspiration)
Longbow (cold iron): 1d20 + 10 + 6 ⇒ (5) + 10 + 6 = 21 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (4) + 8 + 3 = 15 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 5 + 6 ⇒ (15) + 5 + 6 = 26 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (3) + 8 + 3 = 14 (point blank, inspiration)
Hasted Longbow (cold iron): 1d20 + 10 + 6 ⇒ (19) + 10 + 6 = 35 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (3) + 8 + 3 = 14 (point blank, inspiration)
Weapon Equipped = Bow
Cold Iron Arrows = 20/25
Silver Blunt Arrows = 9/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 19/22 (+2 round lingering, move action)
Boots of Speed = 8/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check)
Bow Attack Mods: BAB +7/2, Dex +4, Weapon Focus +1, Bow +2, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +2, (Deadly Aim +4)
Bard Spells: (CL 9, Con: +12, SR +11, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/4) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (2/2) Dispel Magic, Haste
I was in back, but Spasi moved 30’ while I moved 5’ so I think I too am in the clear.
Bibic worries, a little, and moves further from the swarm, closer to the room (5’ step away from the swarm).
He clicks his heels together for a round of haste (free), continue to inspire everyone (free), and unloads on the swarm with everything he’s got (full attack).
I have the feat clustered shots (link), so add up all my hits and then reduce the DR ‘once’ for all the damage rather than for each hit.
| Clement Twice-Born |
Round 3
HP: 97/102 | AC 22 (T12/FF22) | CMD 22
F: +8, R: +4, W: +8
Spells Left Today: 1st - 5/7 | 2nd - 0/7 | 3rd - 7/7 | 4th - 4/4
Channels Left Today (5d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Back Row
SA : Cast Cure Light
I'll go ahead and say I was next to Spasi, as Clement was expecting the swarm to descend upon Rhesus and was staying back as to be away from it.
DC18 Will vs nausea: 1d20 + 8 ⇒ (16) + 8 = 24
DC20 Fort vs 4 Dex damage: 1d20 + 8 ⇒ (2) + 8 = 10
Clement smacks at the bugs landing on him.
"Hey! I wanted to be away from those bugs, Spasi!"
Clement hikes it some distance away from everyone else (away from all other PCs) and gestures at Bibic and Rhesus.
"Oww, oww... this stings. Hurry up and finish those bugs off, already!"
Cure Light: 1d8 + 5 ⇒ (5) + 5 = 10 (gets back 10 of the 15 lost)
| GM Fanguar |
Bibic's arrows cluster together to bypass a resistance based on alignment and yet destroy enough wasps in a 1000 cubic foot swarm to dissipate it. The few remaining wasps flee for the random cracks and drift down hallways, a threat no more. combat over
@Clement and Spasi: Poison lasts 5 more rounds, each failed save causes 1d6 points of dex damage. Requires 2 consecutive saves to recover. DC20 fort. I'll let you roll or use magic/potions/or what not
Insects defeated, you have in your possession an unconscious woman and the faint smell of charred flesh reminds you of the halfling corpse in the other room.
If you scan for magic: the monk has a pair of bracers of defense +2, the dead halfling is wearing +3 studded leather and boots of striding and springing.
From where you are, you have access to rooms B8, B9, B10 and B11. If you continue through the wasp room, B8 would be right across the hall from the exit
| Spasi Gaten |
If any of youse have a way to help, feel free to step in and help.
Round 2 of poison: 1d20 + 6 ⇒ (20) + 6 = 26 Fort - dex
Round 3 of poison: 1d20 + 6 ⇒ (18) + 6 = 24 Fort - dex
Wow...nevermind. I assume Spasi's stamina from his Calistriaing has increased his tolerance to poisons. Obv.
Spasi screams and chokes and tries to spit out the bugs from his mouth & nose.
"Ah, that was unpleasant! And those bugs were like the time I tried to go to a non-Calistrian...you know, a regular woman! I met her at this bar. She seemed eager to go...so we went. You won't believe what happened next!" Spasi says, vomiting again. "Bugs. Bugs everywhere."
Spasi vomits again, then looks to Clem to see if his has any cures for what ails him. -4 dex. Anything?
| Bibic |
Bibic definitely scans for magic and loots.
"Too bad that armor's not a little bigger or I might wear it. Still, it'll be a good sale item." he grunts
He then takes out a scroll of lesser restoration and hands it to Clement to cast. "Take it, I have several." he grins, happy to be prepared like a good Pathfinder.
| Rhesus Ghawn |
"Bibic I really need to get one of those jewels like you got. Alright, we're still close to the door, do we take them back quick or leave them here? We'd have to run through those crazy question rooms again though."
| Clement Twice-Born |
DC20 Fort vs Dex damage: 1d20 + 8 ⇒ (3) + 8 = 11 1d6 ⇒ 3 Now 7 Dex damage
DC20 Fort vs Dex damage: 1d20 + 8 ⇒ (14) + 8 = 22
DC20 Fort vs Dex damage: 1d20 + 8 ⇒ (3) + 8 = 11 1d6 ⇒ 3 Now 10 Dex damage
DC20 Fort vs Dex damage: 1d20 + 8 ⇒ (3) + 8 = 11 He's at 0, not sure it matters...
Clement stands perfectly still, somehow the balance of his armor locking him in position like a certain story of a tin-man in the rain.
He gives Spasi no reply, but his eyes can be seen darting about in alarm.
"Mfffmmmhhmmm...."
What's with the dice roller and all the 3's!?
| Bibic |
Bibic watches Clement flop around like a fish.
He waits.
He waits some more.
He waits until he's sure the poison is gone from the poor man's system. Then he pours a potion of lesser restoration down his throat.
lesser restoration: 1d4 ⇒ 4
He hands him a stack of scrolls, six in all. "Use these on yourself and Spasi as needed."
| Spasi Gaten |
Spasi takes one of Bibic's scrolls with a smile and hands it to Clem once the man finishes his emulation of the Calistrian SugarWind Tincture, a mixture, when taken, produces long-lasting rigidity in the imbiber that can last hours...even days.
He's never seen it done so well or so completely...rigidly. Spasi nods in appreciation until Clem can read the scroll.
1d4 ⇒ 3 dex healing
Spasi nods and flexes his arms and legs as the healing magics take hold.
"Ah yeah, thanks Bibic. Thanks Clem. What a great 'pathfinder' you are. Ha ha."
Spasi uses the wand of CLW for a few touches.
1d8 + 1 ⇒ (6) + 1 = 7 healing
1d8 + 1 ⇒ (8) + 1 = 9 healing
1d8 + 1 ⇒ (7) + 1 = 8 healing 3 charges.
When that is done, Spasi looks around, trying to decide where to go next...but then remembers the woman and the halfling.
"Oh yeah, we should drag these guys back to the front door maybe? We gotta get them back and not sure we should either leave them here or take them with us."
Let's take them back.
| Rhesus Ghawn |
Rhesus waits for his companies to finish their rigid dancing then throws the woman over his shoulder and looks in distaste at the split open corpse.
"Ew. Eh."
He grabs an ankle and drags the halfling along.
| Clement Twice-Born |
Clement continues his twitching for several minutes after Bibic's administrations.
Not because the poison is still causing it, but rather he's curious if anyone will rush to his aid and diagnose any malign lingering effects.
Sighing, he stops himself and gives a scolding look to the others.
"You just let me keep shaking. What, did you guys think I was dancing?"
Nonetheless, he accepts Bibic's scroll stash and begins reading.
Scroll #1: 1d4 ⇒ 4
That's 8 Dex. I'm OK with Clement walking around at 2 down until tomorrow.
Rolling up the others, he hands them back to Bibic.
"We should look into a wand later this week. It seems we keep running into problems of this sort."
Clement gathers his composure and follows Rhesus.