Melufiuos Benidictus
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Never mind. Whatever it was I tried to do, it failed miserably.
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Quiella
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Quiella steps into the space that Valik left and slashes at the globster.
(None)
Round 3 action:
5' step, attack globster
Rolls:
greatsword, attack, bless, Power attack: 1d20 + 10 + 1 - 2 ⇒ (14) + 10 + 1 - 2 = 23
possibly higher roll
greatsword, attack, bless, Power attack: 1d20 + 10 + 1 - 2 ⇒ (2) + 10 + 1 - 2 = 11
well at least I rolled out that 2
for slashing, cold iron: 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15
Active Status effects:
bless
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| GM Harker |
Valik, in which direction did you want to move?
Mel, actually your CMB is +4. Your 18 CMD number is your defensive value. You probably want Escape Artist to be your go to skill to escape grapples since the modifier is higher. Also, if you fail a concentration check in a grapple, you lose the spell. So you probably don't want to leave that sort of thing up to the GM. :)
Melufiuos tries in vain to escape the constricting folds of the globster, while Valik moves to safety. Quiella takes advantage of the opening to slash the globster again, this time putting it out of everyone's misery. Globster 2 is dead, Mel is free.
Apparently not done harassing the group yet, the Jinkin tries to find another place to hide. This time he is not nearly as effective, as Melufiuos, Ophelia, Sam, Valik, and evidently Frostfur still see him. If you aren't of those characters, you'll need to make a Perception check DC 19 as a move action to see him.
Jinkin's Stealth: 1d20 + 16 ⇒ (3) + 16 = 19
Halkale Perception: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Mel Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Ophelia's Perception: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
Quiella's Perception: 1d20 ⇒ 16
Sam's Perception: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Valik's Perception: 1d20 + 17 - 2 ⇒ (13) + 17 - 2 = 28
Frostfur's Perception: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Initiative (Rounds 4-5)
Halkale/Frostfur [F: Sickened] <= Up
Ophelia [Sickened] <= Up
Valik [29 Dmg; Sickened] <= Up
Quiella <= Up
Jinkin
Melufiuos [12 Dmg; Grappled] <= Up
Sam [Sickened] <= Up
Effects
Bless: +1 morale bonus to attack rolls and fear saves.
Everyone is up
Quiella
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I forgot all about Quiella's life link on Mel. I'm pretty sure 10 of that damage should be transferred to Quiella
Quiella, oblivious to the jinkin, clambers out of the sewer towards Valik move action. She closes her eyes intently for a moment, standard action to move life link from Ophelia to Valik. And then heals herself of some of the wounds she took for Mel.
Lay on hands, greater mercy, fey foundling: 2d6 + 1 + 4 ⇒ (3, 2) + 1 + 4 = 10
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Halkale Timarson
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Halkale looks for the jinkin again.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Once he spots him, he fires an arrow at him.
Attack, PBS: 1d20 + 12 + 1 + 1 ⇒ (9) + 12 + 1 + 1 = 23 Damage, if hits, PBS: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Melufiuos Benidictus
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Mel crosses the stinky water, shaky at first, uses an arcane point to call back burning hands as a swift action, and then blasts the aggravating little creature.
Burning Hands DC14: 4d4 ⇒ (1, 3, 3, 1) = 8
Ophelia Endronil
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Ophelia moves forward, squeezing past Halkale and Frostfur, and draws her crossbow as she goes.
Double-move, drawing a weapon as I go.
| GM Harker |
Looking over the posts, Quiella did take 10 damage from her life link, while Mel currently only has 7 damage.
Quiella moves next to Valik, heals herself, and transfers a life link to Valik.
Ophelia advances while drawing her crossbow.
Halkale spots the Jinkin, but yet again his arrow only leaves a minor wound. Melufiuos then blasts the tiny creature with his Burning Hands spell, but it manages block some of the fire by ducking under a rock.
Jinkin Reflex: 1d20 + 6 ⇒ (12) + 6 = 18
Valik and Sam are up.
Quiella
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Is there a reason Quiella only took 5 of Mel's damage? Did he not take the 12 until just last round?
Quiella
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my thought process was that it should have been in play before last round, so Quiella should have taken all but 2 of it. I'm not sure how else Quiella took 10 damage from it without moving Mel from 12 to 2
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Valik Frost
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Valik, despite better conventions, moves forward and strikes at the annoying enemy harassing him and the others.
AC 29: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 121d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
| GM Harker |
Ah, okay. I was confused because Quiella was the last person to act before the Jinkin and the first person after the Jinkin, which meant two applications of life link. Yeah, Mel only has 2 damage.
Valik advances on the jinkin, but the small gremlin avoids his attack.
Sam opts to conserve spells as the combat now seems well in hand.
The jinkin steps back 5 feet away from Valik, makes an obscene gesture, and teleports away.
Combat Over
There is no treasure to to be found in the cleft area, although it appears to continue further northeast into the darkness if you wish to explore it. Alternatively, Sascha's map indicates to move 70 feet down the sewer tunnel to the east, then turn north.
Quiella
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Going to be soaking up all of Valik's damage over the next 30 seconds in-game, so Quiella will be doing some self-healing.
Valik Frost
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So, what is my life total than?
Ow, those things hurt. Damn, I failed my sensei, he would be very displeased in how I performed just now. I think I need more training, and to broaden my weapons training.
He looks over to Quiella, and gives her a big smile.
Thank you friend, I am unsure if I would be here conversing with you were you not here.
Quiella
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Lay on hands would be more efficient, but she's only got two uses left.
GM, altogether Quiella needs to heal 35 hp, because she also took some of Mel's. Can she just take the average result of a d8 roll as a 5 for CLW?
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Quiella
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Oracle, CLW, fey foundling: 5 + 2 + 2 = 9
Oracle, CLW, fey foundling: 5 + 2 + 2 = 9
Oracle, CLW, fey foundling: 5 + 2 + 2 = 9
wand, CLW, fey foundling: 5 + 1 + 2 = 8
Quiella, brow intently furrowed, casts a series of healing spells on herself, and then pulls out her wand. After that, she uses the pearl she received as a gift. Saving 3 spell slots for the rest of the module
With that done, her face clears and she smiles at Valik "Of course, friend. I could do nothing less."
Melufiuos Benidictus
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Wait, can we use Mel's clw wand instead?. It is of no use during combat, but Quellia's stuff is.
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Quiella
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If you insist, but I don't mind. It is unlikely she will use those 3 slots. It would also involve burning 1 more charge. The Oracle bonus, makes it exactly 35 as is
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Melufiuos Benidictus
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Yeah, it seems like we've been taking more damage than usual this adventure, so I'd prefer to have as much in-combat healing available as possible. So I'll tick off 5 charges, plus one for me. I think that gets everyone back to full, right?
To Valik, "Dude, I don't think anyone is ever prepared to be grappled by a huge mound of living poop." He stops to gag a bit, involuntarily as the memory overwhelms him. "Ok, I should have pulled these out earlier, but I forgot about them." He drinks a bottle of Soothe Syrup and hands his other one to Valik, "In case we meet any more stanky foes".
He then reminds the rest of the party of the extra junk he bought earlier.
ANTIPLAGUE (Mel has 2)
Price 50 gp; Weight —
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
ANTITOXIN (Mel has 1)
Price 50 gp; Weight —
This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
SOOTHE SYRUP (Mel drinks one and give other to Valik)
Price 25 gp; Weight 1/2 lb.
This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup, you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.
VERMIN REPELLENT (I have 10 of these. Let's use them)
Price 5 gp; Weight —
This vile-smelling white paste keeps vermin at bay if spread on your skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a successful DC 15 Fortitude saving throw in order to enter your square. Vermin repellent has no adverse effect on vermin of Small size or larger, though if an attacking vermin has a choice of targets that are respectively covered and not covered in repellent, it usually chooses the creatures without repellent. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.
Vermin repellent counts as a strong scent, allowing creatures with the scent ability to detect it at a greater range (see the Universal Monster Rules in the Bestiary).
WISMUTH SALIX (Mel still has the one bottle he bought)
Price 30 gp; Weight —
This pink liquid has a horrible chalky taste, but is quite effective at counteracting nausea, indigestion, and diarrhea. A vial of wismuth salix, taken in small doses during the day, alleviates these symptoms. If you drink an entire vial of wismuth salix, for 1 hour you get a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened condition. If you drink a vial of it while suffering from the nauseated or sickened condition, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day. Drinking a vial of wismuth salix (whether over the course of a day or all at once) usually turns your tongue black for about a day, though this is a harmless side effect.
Quiella
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Quiella takes one of the offered vials of vermin repellant and applies it.
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Quiella
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"Mel, Valik, Halk, do you guys see anything else in this cleft?"
consider me pro- exploration. We are pathfinders after all
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Halkale Timarson
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Halkale glances down the cleft and looks at Frostfur. He shakes his head. "It is too d-d-dark. Need light." he says.
I assumed that it was too dark for us to see down, but I can roll perception rolls if needed.
Quiella
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Quiella casts light on her greatsword
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| GM Harker |
The group follows the small tunnel at the back of the cleft for a short distance before it terminates at a stone wall. Valik is the first to notice that the wall in the back used to be a secret door, but the mechanism for opening it appears to be purposefully broken as well as thoroughly rusted. Although the secret door cannot be opened, Valik does find a small crack in the door frame that would allow a Tiny creature to squeeze through it, perhaps even a Small sized creature if they are extremely competent in contorting their bodies.
Halkale Perception: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Mel Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Ophelia's Perception: 1d20 + 14 ⇒ (10) + 14 = 24
Quiella's Perception: 1d20 ⇒ 19
Sam's Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Valik's Perception: 1d20 + 17 ⇒ (9) + 17 = 26
Melufiuos Benidictus
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Mel tries to peek through the crack, tossing in a lightstick if necessary. He whispers into the crack, "We're coming to get you. No more sniping. Come out and talk peacefully."
Quiella
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does Quiella think she can manage it without her armor on?
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Quiella
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does anyone have Grease prepared?
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Melufiuos Benidictus
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I wasn't thinking about grease. I was hoping I had a shrink or gaseous potion, but no.
Grease, I got.
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Melufiuos Benidictus
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Scratch that! I already used it. Sorry. Story of my life.
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| GM Harker |
With no one capable or willing to cast a spell to augment Quiella's chances of making it through the crack, the group opts to move on.
Sixty feet east down the sewer tunnel from the cleft, the group discovers the exterior doors to the vault. Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.
The map indicates that there is a Flame Strike trap on the door. It doesn't not indicate how to disarm it, however.
Halkale Perception: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Mel Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Ophelia's Perception: 1d20 + 14 ⇒ (10) + 14 = 24
Quiella's Perception: 1d20 ⇒ 2
Sam's Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Valik's Perception: 1d20 + 17 ⇒ (9) + 17 = 26
Although difficult to find, Halkale manages to discover the precise location of the trap on the door and shares it with the others.
You need the ability to disarm magical traps to counter this one, or some way to set it off. Those familiar with magic can tell the group that a Flame Strike trap will probably be a column of flame that extends a distance.
1d20 + 10 ⇒ (6) + 10 = 16
Melufiuos Benidictus
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Mel can disarm magical traps, right?
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Melufiuos Benidictus
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OK, he can, but it sounds like the dc will be too high for me
"I got this," says the magus before turning to his manservant and digging through his load. Finally he finds the scroll he is looking for and raises it triumphantly. He mutters to himself, "About time I finally get to use one of these."
Turning to the party he presents the scroll to them. "Unseen Servant! Everyone get out of range and around the corner. Then I'll have the servant try to open the door. It is probably too weak to, but it will hopefully be enough to trigger the trap."
Once everyone is out of the way, Mel will stand just under 25' from the door and have the unseen servant try to trigger the trap. He does take the time to dampen his eyebrows, just in case.
Quiella
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Quiella gives Mel a skeptical-older-sister look, "If you're sure..." then she gets out of the way.
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| GM Harker |
The party backs away from the door and Melufiuos creates an Unseen Servant from a scroll he brought along. Once everyone is at a safe distance, the elf orders his arcane servant to set off the trap. As it nears the doors, a pillar of fire erupts in front of door, destroying the hapless servant.
With the trap neutralized so to speak, the group continues forward.
Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.
Sascha's map indicates that her cache is kept in a room to the west down the hallway.
Quiella
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Melufiuos Benidictus
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maybe we should at least scan with detect magic and detect evil? Then have Mel and Valik check for traps on each door as we systematically work out way around?
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