Doubtful
|
And Doubtful, seeing Dunkel does not intend to come just yet, will row away from the swarm, getting back to where Imrana is.
Wait... the poison is dex drain? not damage? Holy crap
"She doesn't look too good." He mutters to the others as he gets there and finally notices her condition.
Who has the best heal skill check? The 'treat poison' option might help Jair a lot here.?
He hands Jair his wand of cure light wounds, as she can use it better then he can.
GM Lari
|
Dunkel's post didn't seem to show up for me last night.
Dunkel plays the role of bait, luring the leeches deeper into the room, before turning around and slamming the door on them. They proceed to slowly suffocate.
Jair's Dexterity is drained by an additional 1d4 ⇒ 1 points. She is no longer poisoned after that.
Meanwhile, Amiri searches the roots of the banyan tree, and finds a leather satchel covered in scum. Inside is an amulet (which you can detect/spellcraft), and a watertight scroll tube containing a tattered scrap of paper:
We lost Gavreth, Kehm, and Nars in the Hall of the Flesh Eaters. Before he died, the wizard claimed the horror is a work of necromancy. I know it at least responded to holy water, so that means we should be able to—
The remainder of the note is smeared and illegible.
For the record, Leech Swarm. Seriously nasty creatures. While I'm not opposed to TPKing a party (I've only done it once before), this wouldn't have been a particularly pleasant way for anyone to go. Take some time to recover, and let me know when you're ready to open the door to the next room. You may also wish to camp. If so, let me know where you want to do so (which room down here or which general area upstairs).
Doubtful
|
Ya it is really mean!
So final status report:
Dunkel : 1 Strength damage, 2 Con damage
Jair : 1 Strength damage, 2 Con damage, and 3 Dex drain
That track right?
Doubtful packs the folding boat back up, looking rather unhappy. ie: his normal self
"Probably all gonna rise as undead leeches on the way back out." He mutters.
He seems ready to continue.
And certainly wouldn't want to camp down here!
Did we do anything with the amulet of natural armor and the magic ring we got topside?
Imrana Reza
|
Dunkel and I have Burning Hands (I would have to arcane bond it, but still) and I've got a few acid flasks (which I just noticed I forgot to copy over from my paper sheet :/), so we might have been able to wear it down. It would have been a grind, though.
Doubtful
|
39 hit points, a good reflex save, and an 18 touch AC? ... my money's on the swarm =)
I really think its a design flaw that they get to use the size modifier for an individual diminutive creature on their touch AC's, even though the swarm itself is much bigger. At low levels, makes the alchemical items miss more often than not, and a waste of money.
But that's a conversation for another time. =)
Imrana Reza
|
Dont forget the five foot movement speed, Darling. I've run one of these recently in another 1-5, and it barely did anything. I only got a couple rounds of damage out of it because I used run actions.
Regardless, the question is academic.
Jair Whisper
|
Very weak, Jair took Doubtful's wand and give it back, taking hers.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
I'm sorry guys, but against undead I'm not yet useful... and in my actual state, I'm even more useless. I've only some scroll to hide from the undead.
But I will use my wand of Bless to help, it's the only thing I can do and uses your wand to heal you.
GM Lari
|
That sounds right, Doubtful. And in the water (which it would have fled back to soon) it not only has a good speed, but it's also safe from alchemist fire and burning hands.
Unrelated, Imrana, have you seen Occult Origins yet? It has a Medium archetype that reminded me of your character.
It sounds like pretty much everyone's ready to move on. Once Dunkel's ready to go Amiri will open the door.
Anyone want to ID the amulet?
Doubtful
|
"Undead?" Doubtful bemoans, at Jair's mention of them. "Wouldn't be surprised. We'll probably join them soon enough."
Jair can hang onto Doubtful's CLW wand for now... she'll doubtless have opportunities to use it before we're done
And for the record, in case it comes up, he is also basically immune to her channeled negative energy... so she can include him in the AE all she wants
Despite his gloomy outlook, he goes to the door with Amiri, ready for what comes.
"Sounds like somethings eating someone in there." He mutters, giving Dunkel a brief look... clearly not forgetting what happened earlier.
Unless we are able to ID the new amulet as something more suited, Doubtful will reluctantly use the natural armor amulet we got earlier... sure its cursed in some way. Should put the ring on someone too maybe, even if we don't know what it is?
Jair Whisper
|
Spellcraft (amulet): 1d20 + 6 ⇒ (8) + 6 = 14
Trying to be utile Jair took the amulet and tries to identify it.
My plan - if Jair survive - is to take control undead to be able to to something against undead. My character is so useless against it...
Imrana Reza
|
Spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9
"Wait, there are undead here? Where?"
She holds out a pointed hand like a weapon as she follows the others, the heatless glow of positive energy coming off of it.
Imrana has a scroll of Control Undead to use on troublesome mindless undead she comes across. As a devout Pharasmin and servant of Nex, she only plans to control them long enough to give them one order....
You see, mindless undead don't get a save versus Control Undead. And they can be given suicidal orders.
GM Lari
|
Dunkel Spellcraft: 1d20 + 6 ⇒ (12) + 6 = 18
The amulet is shiny. Apparently, that's all you know.
Could those of you with ability damage/drain make sure your profile/headlines are updated? Dunkel, you still have the opportunity to recover and such, but once you're ready this will happen:
This cathedral-like hall has a vaulted ceiling supported by eight square pillars. Dominating the middle of the hall is a huge mound of undulating gray-green flesh covered with weeping scarlet boils. The entire mass stinks of a weeks-old corpse, and is covered in hundreds of jagged, poorly healed scars.
The wall to your left has a door built into the wall, as well as another entrance choked with rubble.
A number of undead crowd around the fleshy mass, tearing off and devouring chunks. They don't seem to notice the door opening. There are two different types, as well as the blob, so you can roll 3 Religion checks. Please label them (there's the blue creatures, purple, and the mass). The blue creatures are common enough that you can try untrained.
This fight has a lot going on. At the moment, the creatures seem engrossed in eating. You all get a surprise round and then a full round of actions before they get a chance to react. Everyone can do those in whatever order they like. Once you've all done those, we'll enter real initiative.
Amiri: 1d20 + 2 ⇒ (19) + 2 = 21 X
Doubtful: 1d20 + 4 ⇒ (1) + 4 = 5 X
Dunkel: 1d20 ⇒ 3
Imrana: 1d20 + 3 ⇒ (9) + 3 = 12X
Jair: 1d20 + 1 ⇒ (3) + 1 = 4X
G R: 1d20 + 1 ⇒ (13) + 1 = 14X
G O: 1d20 + 1 ⇒ (2) + 1 = 3X
G Y: 1d20 + 1 ⇒ (11) + 1 = 12X
G G: 1d20 + 1 ⇒ (16) + 1 = 17X
G B: 1d20 + 1 ⇒ (4) + 1 = 5X
G V: 1d20 + 1 ⇒ (8) + 1 = 9X
F R: 1d20 + 1 ⇒ (5) + 1 = 6X
F O: 1d20 + 1 ⇒ (1) + 1 = 2
F Y: 1d20 + 1 ⇒ (17) + 1 = 18X
F G: 1d20 + 1 ⇒ (16) + 1 = 17X
*Round 2*
Dunkel Diggerson
|
1 point of Strength drain has no mechanical impact because of silly Pathfinder rules. The 2 points of Con will be 4hp less and -1 Fort for practical purposes.
Dunkel nods his thanks as Jair once again gives his wand some finesse and he nods to her to tuck it back away on her person.
CLW: 2d8 + 2 ⇒ (5, 1) + 2 = 8
Dunkel holds up the shiny amulet.
"It's shy-knee!"
Shrugging, he catches Doubtful before his kin can speak.
"Ahhhh! And 'ts probably cursed, amma right?"
Dunkel pulls it over his neck and flicks it.
"Ah'll let ye know if me flesh starts rottin'!"
Once he sees the room full of undead, Dunkel holds his breath and tries to be very quiet - for a dwarf.
Know Religion (blue): 1d20 + 6 ⇒ (5) + 6 = 11
Know Religion (purple): 1d20 + 6 ⇒ (5) + 6 = 11
Know Religion (mass): 1d20 + 6 ⇒ (19) + 6 = 25
Drained HP: 39/41; AC: 14 (T10/FF14)
Normally HP: 45; AC: 14 (T10/FF14)
F: +6 (+7 normally)*, R: +1*, W: +3* (+2 vs poisons, spells, SLAs)
Ability Damage: -2 Con, -1 Str
Telekinetic Fist (1d4+1) Uses Left: 5/5
Cure Light Wand Charges Left: 35/50
Mage Armor Wand Charges Left: 45/50
Spells (CL 3rd; concentration +5)
1st — [ ] burning hands (DC 14), [ ] enlarge person (DC 13), [ ] feather fall, [ ] shocking grasp
2nd - [ ] false life, [ ] see invisibility, [ ] spider climb
Stats above reflect mage armor is active
GM Lari
|
Both dwarves recognize the blue creatures as Ghouls, undead who eat corpses. They have a bite and two claw attacks. The bite spreads ghoul fever, a disease that turns its victims into ghouls. All three attacks can paralyze their victims, though elves are immune.
The purple creatures are Festrogs. These diseased undead humanoids run on all fours and become more vigorous when feasting on the flesh of the living. These seem more muscular than you'd normally expect.
Dunkel knows that the large fleshy entity is a Necrotic Polyp, an ancient work of necromantic fleshwarping. It acts like a living organism in many ways and draws necromantic energy into the area.
Imrana Reza
|
Imrana steels herself as the undead come into view. The Great Nex had trained her and her sisters in the methods to combat these creatures over many months and years. Aside from finding a way to return her mentor to this plane, her other goal is to remove undead from the world whenever she comes across them, both as a servant of the Great Nex and as a devout Pharasmin.
Knowledge (religion) on blue: 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (religion) on purple: 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge (religion) on mass: 1d20 + 8 ⇒ (14) + 8 = 22
If she gets any additional info on the creatures, she would like to know if any of them are mindless
@GM I did read Occult Origins, and that archetype stuck out to me too.
| Standard Pregen |
Surprise Round:
Not needing to be asked twice, Amiri charges forward to attack (yellow)!
Bastard Sword, Partial Charge, RAGE, Bless: 1d20 + 7 + 2 + 2 + 1 ⇒ (16) + 7 + 2 + 2 + 1 = 28, for 2d8 + 7 + 3 ⇒ (2, 8) + 7 + 3 = 20 damage.
GM Lari
|
And this is after the 4 player adjustment...
Yes, you get a surprise round and then a regular round before they get to act. This stuff is tasty, apparently. The Polyp (big green thing) is a solid object, so you'll have to go around. I've marked off its borders in pink. Moving to the corner on your surprise round then standard charging straight down the line would work.
Doubtful
|
No, I was hoping to charge on the surprise round, need to get as many attacks in as possible before they start to fight back. =)
Guess I cannot... A well, sucks to be us I suppose!
Are we blessed?
Doubtful shakes his head, with a resigned sigh.
"So its like this is it?" He sighs, then follows Amiri's lead, suddenly moving far faster then you've seen him before.
Surprise Round:
Using a ki point to get an extra 20' of movement in the surprise round and moving into his current position.
Round 1:
Flurry of Blows, starting with the blue ghoul, and working his way to green festrog if the ghoul falls over.
Unarmed Strike: 1d20 + 6 ⇒ (10) + 6 = 16, for 1d8 + 3 ⇒ (1) + 3 = 4 damage.
Unarmed Strike: 1d20 + 6 ⇒ (19) + 6 = 25, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
edit: Making someone large might be helpful... the AoO might give us some extra attacks.
"Get the ghouls." He suggests. "We'll be that tree, soon enough."
Stationary and getting chewed on! Dwarf humor!
Imrana Reza
|
Surprise Round
Imrana moves up to the doorway to get a better look at the room.
"Oh, my. I have not seen so many undead in one place in a long time!"
Normal Round Action
She draws her wand of Magic Missile and fires a bolt at Doubtful's target.
Magic Missile (wand): 1d4 + 1 ⇒ (4) + 1 = 5
| Standard Pregen |
Well, to be fair, a Fireball or a decent channel would trivialise this encounter... It's just a martial-heavy party that suffers a bit...
Round 1:
Fort: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24.
Ignoring the spray of foul ichor, Amiri charges off after the closest ghoul.
Bastard Sword, Charge, RAGE, Bless: 1d20 + 7 + 2 + 2 + 1 ⇒ (2) + 7 + 2 + 2 + 1 = 14, for 2d8 + 7 + 3 ⇒ (4, 3) + 7 + 3 = 17 damage.
Jair Whisper
|
surprise round
Jair uses her wand of bless to help her comrades.
May Secret Knowledge guide your arm and protect you from fear.
Bless: +1 moral bonus to attack and to save against fear effect
round 1
In hopes to be invisible, Jair uses one scroll of hide from undead on her.
Dunkel Diggerson
|
Dunkel's eyes bulge as he watches Doubtful and Amiri charge in.
"We can... achhhh!!"
He quickly begins muttering the words to a spell as he moves into the room, growing in size.
"Ahl'right! Time fer ah double wide dig!"
Standard in surprise to begin casting Enlarge, using standard in round 1 to complete. He'll then move into the room.
Dunkel begins blathering about the mass in the middle, sharing what he knows.
GM Lari
|
Surprise Round:
Round 1:
Amiri gets her turn 2 attack. The remaining undead seem much more aware of your presence now.
*Round 2*
| Standard Pregen |
Round 2:
Amiri continues working her way around the line of her opponents.
Bastard Sword, RAGE, Bless: 1d20 + 7 + 2 + 1 ⇒ (13) + 7 + 2 + 1 = 23, for 2d8 + 7 + 3 ⇒ (1, 2) + 7 + 3 = 13 damage.
Fort: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13.
GM Lari
|
Goodbye Orange Festrog.
Green Festrog tries to claw and bite Doubtful. Green ghoul moves up and tries to chow down.
F Bite: 1d20 + 6 ⇒ (14) + 6 = 20
F Claw 1: 1d20 + 7 ⇒ (3) + 7 = 10
F Claw 2: 1d20 + 7 ⇒ (6) + 7 = 13
G Bite: 1d20 + 3 ⇒ (3) + 3 = 6
Red ghoul tries to do the same to Amiri.
G Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Fortitude saves vs. disease and paralysis please.
Imrana is up.
Imrana Reza
|
Imrana moves up behind a nearby pillar, firing a blast of positive energy at the festrog she hit last time. I believe that is the green creature southwest of Doubtful?
"Do not worry, friends! There are many of them, but they are dropping fast!"
Disrupt Undead (point blank shot, bless): 1d20 + 2 + 1 + 1 ⇒ (20) + 2 + 1 + 1 = 24
Damage (point blank shot): 1d6 + 1 ⇒ (1) + 1 = 2
Crit Confirm: 1d20 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Crit Damage: 1d6 + 1 ⇒ (2) + 1 = 3
GM Lari
|
Yes, Festrogs are the more purple ones, ghouls the blue
Yellow Ghoul provokes from Doubtful as he approaches. The ghoul responds with a bite.
Doubtful AOO: 1d20 + 7 ⇒ (5) + 7 = 12
Bite: 1d20 + 3 ⇒ (1) + 3 = 4
Red Festrog claws and chomps at Amiri.
Bite: 1d20 + 6 ⇒ (5) + 6 = 11
Claw: 1d20 + 7 ⇒ (4) + 7 = 11
Claw: 1d20 + 7 ⇒ (15) + 7 = 22
Dunkel and Jair are up.
Green Festrog: 7 damage
Doubtful
|
"Don't worry? Don't worry?" Doubtful mutters to himself. He then begins to spout a long littany of things he's worrying about as his fists and feet begin to fly. It almost begins to seem like some sort of mantra in a strange pessimism kata.
kick the festrog til it drops first to avoid getting flanked, then the yllow ghoul, then the next ghoul... Etc.
Burn a ki point for an extra attack
Flurry1, bless: 1d20 + 7 ⇒ (10) + 7 = 17, for 1d8 + 3 ⇒ (8) + 3 = 11 damage.
Flurry2, bless: 1d20 + 7 ⇒ (20) + 7 = 27, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
FlurryKi, bless: 1d20 + 7 ⇒ (7) + 7 = 14, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.
Confirmation: 1d20 + 7 ⇒ (8) + 7 = 15, for an additional 1d8 + 3 ⇒ (8) + 3 = 11 damage.
fort save if hit festrog: 1d20 + 8 ⇒ (14) + 8 = 22
Dunkel Diggerson
|
Mega-Dunkel steps up hoping to quickly end the creature attacking Doubtful.
"Ah got this one!"
Vs Green
Waraxe 2H, Power, Bless, Enlarged, Flank: 1d20 + 7 + 1 + 2 ⇒ (11) + 7 + 1 + 2 = 21 for 2d8 + 10 ⇒ (1, 2) + 10 = 13
Drained HP: 39/41; AC: 14 (T10/FF14)
Normlally HP: 35/45; AC: 14 (T10/FF14)
F: +6 (+7 normally)*, R: +1*, W: +3* (+2 vs poisons, spells, SLAs)
Ability Damage: -2 Con, -1 Str
Active: Enlarge Person (+2 str, -2 dex, +1 size)
Telekinetic Fist (1d4+1) Uses Left: 5/5
Cure Light Wand Charges Left: 35/50
Mage Armor Wand Charges Left: 45/50
Spells (CL 3rd; concentration +5)
1st — [ ] burning hands (DC 14), [X] enlarge person (DC 13), [ ] feather fall, [ ] shocking grasp
2nd - [ ] false life, [ ] see invisibility, [ ] spider climb
Stats above reflect mage armor is active
GM Lari
|
Yes, I confused the two dwarves. Honestly I'm surprised I don't make that mistake more often. And yes, Amiri takes Claw: 1d4 + 5 ⇒ (4) + 5 = 9 Damage
Doubtful's first kick caves in the ribcage of the festrog. A particularly powerful punch kills the first ghoul, though the third remains standing despite taking a beating.
Dunkel Diggerson
|
Up again? If so, consider this Dunkel's action.
Dunkel continues to wade ahead, like he's digging a tunnel through the assorted undead.
Vs Orange.
Waraxe 2H, Power, Bless, Enlarged: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 for 2d8 + 10 ⇒ (4, 2) + 10 = 16
| Standard Pregen |
The orange ghoul may want to do a damage roll - I dare say 20 is a hit ;-)
Amiri takes a rage-fuelled swing at the remaining ghoul within her reach.
Bastard Sword, RAGE, Bless: 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 24, for 2d8 + 7 + 3 ⇒ (1, 4) + 7 + 3 = 15 damage.
GM Lari
|
Sorry, guys. Crazy week.
The last thing orange ghoul sees is Dunkel's massive axe. The same is true for Red and Amiri's somehow equally massive sword.
The last remaining ghoul steps up and tries for a bite of the super-sized meal. He flails ineffectively.
Bite: 1d20 + 3 ⇒ (1) + 3 = 4
Claw: 1d20 + 3 ⇒ (8) + 3 = 11
Claw: 1d20 + 3 ⇒ (7) + 3 = 10
Imrana, then Red Festrog, then everybody else again.
Imrana Reza
|
Emboldened by the release of most of the undead from their shells, Imrana pops out from behind her pillar and fires a blast of cool positive energy at the festrog in battle with Amiri.
"We are almost done, Friends!"
Disrupt Undead (point blank shot, bless, cover): 1d20 + 3 + 1 + 1 - 4 ⇒ (16) + 3 + 1 + 1 - 4 = 17
Already took out the -4 for cover from Amiri
Damage (point blank shot): 1d6 + 1 ⇒ (2) + 1 = 3
Doubtful
|
Since there's no festrog on my side, will post Doubtful's attack now.
"Done?" Doubtful grumbles to himself, at Imrana's words of encouragement. "This is probably just the first wave."
He steps past the ghoul as it goes after Dunkel, and launches more kicks at the undead creature.
5' step into flank, then boot stomp him!
Flury1, flank, bless: 1d20 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Flury2, flank, bless: 1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.