| Otah Cragsmith |
Okie doke; instead, Otah can make his attacks to Left and Right before moving (subtracting 1 from both attack and damage) then five foot step back for his attack to Middle)
also, it looks like I forgot to account for cover to Left.
That would be Left: Att: 17 Damage: 9, Right: Att: 26 Damage: 14, Middle: Att: 16 Damage: 6
This works if he can stand on that ledge next to the stairs?
| GM Lareg |
From within the fog yet another wail emerges, the shriek rips the life force from everyone.
Saves for everyone but Mahdi as he is out of range of the wail.
Round Five: Mahdi and Ami (w/Yeen) now acting.
| Amiamble Piddlespot |
Round 5, Init 22
1d20 + 4 ⇒ (18) + 4 = 22 Fort (Ami)
1d20 + 6 ⇒ (8) + 6 = 14 Fort (Yeen)
Ami 5' steps to engage the powderpuff ghost.
Ami:
1d20 + 8 ⇒ (15) + 8 = 23 to hit; (slingstaff, melee)
1d6 + 1 ⇒ (3) + 1 = 4 damage.
And Yeen digs in with claws and fangs.
1d20 + 8 ⇒ (19) + 8 = 27 to hit; (bite)
1d6 + 4 ⇒ (4) + 4 = 8 damage.
1d20 + 8 ⇒ (20) + 8 = 28 to hit; (claw)
1d4 + 4 ⇒ (3) + 4 = 7 damage.
1d20 + 8 ⇒ (7) + 8 = 15 to hit; (claw)
1d4 + 4 ⇒ (2) + 4 = 6 damage.
Pot Crit:
1d20 + 8 ⇒ (2) + 8 = 10 to hit; (claw)
1d4 + 4 ⇒ (4) + 4 = 8 damage.
All of these attacks are magical damage.
ACs: 19 Ami; 20 Yeen.
HP: 39/39 - 4 con = 29/29 Ami; 42/42- 4 con = 32/32 Yeen.
Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.
[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.
[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.
Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff, melee)
[ dice]1d6+1[/dice] damage.
[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.
Lvl 1: 0/7 used
Lvl 2: 1/6 used (barkskin @ Aldebert)
Lvl 3: 0/4 used
Yeen.: Mage Armor, Haste, Resist Energy Cold
Ami: Resist Energy Cold
| Otah Cragsmith |
Fort Save: 1d20 + 7 - 3 ⇒ (10) + 7 - 3 = 14 Huzzah!
| GM Lareg |
Round Five: Mahdi now acting. +4 AC to gremlins.
| Aldebert Piddlespot |
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), -1 Dex (poison), Barkskin (1/180m)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Hero's Defiance, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 22 (F20/T12) (+4 mage armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (1/120m), Shaken, -6 Con
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)
Aldebert is pleased as another creature ‘pops’… until the wave of energy comes again…
Gretiem Fort: 1d20 + 7 ⇒ (4) + 7 = 11 vs DC 14 or 2 con damage
Aldebert Fort: 1d20 + 10 ⇒ (15) + 10 = 25 vs DC 14 or 2 con damage
Gretiem stumbles further... :(
Aldebert speaks out, "Guys, at least one of these ghosts isn't real - it's just an illusion. So be aware of what you fight!"
| Mahdi al-Jabira |
Round 5
From up on the stairs, Mahdi scowls down at the misty muck that keeps him from seeing their foes. Stupid fog. He grabs the useful wand out from his pack and begins waving it around.
Start a summons.
Haste, in round 4/6
| GM Lareg |
Round 5: Otah, Pent, & Aldebert now acting.
| Otah Cragsmith |
"Well, there goes me boots!" he says as he kicks the remains of his slime-rotted boots towards the creatures.
Stepping forward, he pokes at the remaining visible foe. "If it's just an illusion, then it won't mind a little poke or three!"
+1 Cold Iron Horsechopper, full attack, haste, moved: 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20 for: 1d10 + 5 + 1 ⇒ (5) + 5 + 1 = 11
+1 Cold Iron Horsechopper, Iterative, haste, moved: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 for: 1d10 + 5 + 1 ⇒ (7) + 5 + 1 = 13
+1 Cold Iron Horsechopper, Hasted Attack, moved: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 for: 1d10 + 5 + 1 ⇒ (4) + 5 + 1 = 10
possible will save if necessary?: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
| Pent Arotha |
Round 4444444...5??? da heck...
I'm thinking Pent and Aldebert saw no Round 4 actions, jumping immediately to Ami's Round 5...
AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Hasted
Sarah's Blessings = Create Water, Detect/Read Magic, Guidance, Bless(x2), Shield of Faith(x2), Lesser Restoration, Spiritual Weapon, Summon Monster II, Prayer, Summon Monster III(x2), Longstrider(D), Cure Moderate Wounds(D), Fly(D)
Channels/Day = 6/8
Fortitude Save v DC 14: 1d20 + 7 ⇒ (4) + 7 = 11 2 Con Damage
Pent squawks as he feels the return fire of undeath explosion. "Ooooowwww, that is a horrible parting gift these things have, damnable minions..."
Counting pops, Pent is smart enough to subtract 3 from 4, and come up with at least 1. He disregards the rattle about illusions, and fully retreats to Mahdi's side, happy to be free of the fog, and distant enough to avoid the last undead pop.
"Hoo, Maddie, this speed, I tell you..." The gnome stares back at the fog, hoping his boys will see the wisdom in retreat.
"Hey, boys, what about withdrawing from the fog so you can see the thing better. I'm sure it'll have to leave the fog to get you."
| Aldebert Piddlespot |
Round: 5, Initiative: 3
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), -1 Dex (poison), Barkskin (1/180m)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Hero's Defiance, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 22 (F20/T12) (+4 mage armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (1/120m), Shaken, -6 Con
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)
Aldebert leaps from the back of Greitem in one easy movement.
Swift Dismount: 1d20 + 10 ⇒ (16) + 10 = 26 vs DC 20
He sends Gretiem away to guard Mahdi as he closes with the last whispy creature, and swings - trying to send it to the netherworld.
Hammer (magic): 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 (haste) damage: 1d6 + 7 ⇒ (2) + 7 = 9 concealment: 1d100 ⇒ 97 1-20 is a miss
| Otah Cragsmith |
Blargle, I forgot concealment
Attack 1, Concealment>20: 1d100 ⇒ 6
Attack 2, Concealment>20: 1d100 ⇒ 82
Attack 3, Concealment>20: 1d100 ⇒ 41
| GM Lareg |
Little retcon here. Running Pent and Aldebert's most resent posts as round four actions as I skipped them in the fumbling around Otah's actions.
As another shriek emerges from the fog, its force rips the life force from nearby creatures.
This fort save should only be needed for Aldebert (not Gretim), Ami (w/ Yeen), and Otah.
Quiet beyond the sounds of everyones breathing and movement spreads through the chamber as the fog slowly lifts.
Combat is over.
| Otah Cragsmith |
Apologies for being the problem child.
Fort Save: 1d20 + 7 - 3 ⇒ (13) + 7 - 3 = 17 Woo!
With the last of the creature's gone, Otah starts to scrape the slime away from his feet, using the edges of the treasure upon the floor as a coarsing stone for his ooze-removing pedicure.
| Amiamble Piddlespot |
1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20 Fort (Ami)
1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13 Fort (Yeen)
Yeen: -10 con, Ami -4 con. Ouch.
Ami rolls off of Yeen back, trying to see if Yeen is alright.
| Amiamble Piddlespot |
Ami checks Yeen, and then checks Yeen again.
"Brother! I think Yeen is really sick. I feel it too, but...but...but...we have to help Yeen!" Ami says with more than a little panic to his brother.
"What do we do, brother? We have to help Yeen."
| Aldebert Piddlespot |
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), -1 Dex (poison), Barkskin (1/180m)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Hero's Defiance,
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 22 (F20/T12) (+4 mage armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (1/120m), Shaken, -5 Con
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)
Aldebert Fort: 1d20 + 10 ⇒ (19) + 10 = 29 vs DC 14 or 4 con damage
whew...
Aldebert tries to calm his brother, "We're all of us hurting in one way or another. Yeen will be OK, we'll see to that. Gretiem too is hurt by these things, though I managed to avoid the worst of it."
Aldebert summons up his power and gently pets Yeen casting Lesser Restoration.
lesser restoration: 1d4 ⇒ 4
He takes out his last scroll and does the same for Greitem.
lesser restoration: 1d4 ⇒ 1
| Pent Arotha |
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Pent bounds over with the last of his special speed, and looks over each of his mates. He tries to remember the strength of the edimmu death knells.
First Edimmu Shriek- 1 Con Damage: Ami- MISS, Yeen- MISS, Aldebert- MISS, Gretiem- MISS, Otah- ??
Second Edimmu Shriek- 4 Con Damage: Ami- HIT Yeen- HIT, Aldebert- MISS, Gretiem- HIT, Mahdi- HIT, Otah- HIT, Pent- MISS
Third Edimmu Shriek- 2 Con Damage: Ami- MISS, Yeen- HIT, Aldebert- MISS, Gretiem- HIT, Otah- HIT, Pent- HIT
Fourth Edimmu Shriek- 4 Con Damage: Ami- MISS, Yeen- HIT, Aldebert- MISS, Otah- MISS
Total Con Losses: Ami- 4, Yeen- 10, Aldebert- O, Gretiem- 6, Mahdi- 4, Otah- 6?, Pent- 2
"Alright, Odie, looks like you got seared pretty hard."
The gnome sticks his hand up and into the dwarf's armpit. "Hold steady now... hey, ever think about shaving...? almost done..." Pent closes his eyes, and twiddles his fingers through the course underbrush. "Sarah, see this done, and if You're seeing to other things, a little singe of the long hairs under both of Odie's pits might bring his swing a smoother finish. I know, I know, I shouldn't ask so much of You, but personal grooming aside, it's the little kindnesses that lodge in thicker skulls..."
Lesser Restoration: 1d4 ⇒ 3
As he extracts his hand, he alternates sniffs on the unburied hand with the recently uninterred.
| GM Lareg |
Reaching for the illusory treasure, Otah splashes in the water - just missing the nearby ooze. He winces in pain as the slime on his foot begins to devour his flesh.
Constitution damage: 1d6 ⇒ 5
Not a problem child at all. The map has some issues as I see it.
| Pent Arotha |
Pent looks Otah over, a slow frown forming over his face.
"Hey... you're supposed to look better for my healing, not worse... what the hells is wrong with you?!"
Looking down at the dwarf's feet, he winces.
"Hooooooo boy, ugly!! That is nasty!! And I know 'nasty', Odie, I knooooow 'nasty'. You are funged, my friend. I hope you didn't name your toes, because I can't see them anymore..."
| Mahdi al-Jabira |
This action is only if there's still slime on Otah's feet
"Get up here!" Mahdi shouts, hurrying down towards Otah. As soon as he's within 20 feet, he lets loose a burst of flame, washing over Otah's toes.
Reflex save DC 16 for half damage and not-on-fire: 1d6 + 3 ⇒ (6) + 3 = 9
Man, nothing like max damage on your friends...
| Aldebert Piddlespot |
"By the gods we're a mess."
Aldebert pats Gretiem on the head as he remounts.
"But we need to press on before we can rest I fear. We've already been down here a long time, and I'm with my brother - I'd see sky again, and soon."
He reigns him in and turns, "So let us continue, at least a little while. Otah - you stay back as best you can, let me be the target. We must all be extra careful, and if it becomes clear this is to be an extended tour, we stop and rest in the gardens another day."
This AP clearly likes ability damage. Glad I bought scrolls and potions... only wish I'd bought more!
| Otah Cragsmith |
"Thanks Pent."
Otah stops wiping his feet, and moves closer to Mahdi. "Are we going to hug no... hey!"
Otah tries to dodge out of the way of his friend's fiery blast.
Reflex Save: 1d20 + 4 ⇒ (6) + 4 = 10 Burn, dwarf!
"GAH! My beard!" he exclaims as he tries to extinguish his beard by beating it on the ground with his helmet. Oblivious to the slime burning off his feet, Otah's eyes begin to water slightly.
When it's over, he looks at Mahdi with confusion, and glances at his beard dumbfoundedly. "A sleep might not be so bad."
| Pent Arotha |
"GAH! My beard!"
Pent watches with some alarm as Mahdi spares no time in bringing the singe he so recently requested from Sarah. "Nooooouuuuwaaaayyy..." He looks up at Mahdi, servitor of Sarah in this very moment.
"Nice touch with the flame!!" The gnome runs up to the dwarf, and lifts his arm just enough to check the nook, taking advantage of the dwarf's present state of confusion.
"Ooooo, that's smooth as a baby's bottom, Odie. Sorry about the beard, but Maddie did you a favor with your pits." Pent shakes his head, disappointed that the dwarf looks the worse for wear.
Ami- 4, Yeen- 6, Aldebert- O, Gretiem- 5, Mahdi- 4, Otah- 8, Pent- 2
Pent looks at Ami, fussing over his cat, and Otah, fussing over his beard, and waits to see where the party heads next. He pops a couple of almonds while he waits.
| Amiamble Piddlespot |
Aldebert tries to calm his brother, "We're all of us hurting in one way or another. Yeen will be OK, we'll see to that..."
Ami holds his breath as his brother tries to save Yeen from almost certain death. He almost cannot contain his joy as Aldebert's magics seem to revive the cat.
He deeply hugs his brother, so grateful is he to have a big brother so amazing as Aldebert. He pauses his hugging for a moment to look at Aldebert with watery, happy eyes and goes to hug him again.
After he finally lets go, goes back to tend to Yeen. Ami himself still feels awful, but he is less worried about Yeen.
"But we need to press on before we can rest I fear. We've already been down here a long time, and I'm with my brother - I'd see sky again, and soon."
Ami, though still loving his brother, balks at this.
"Brother, Yeen is not well. *I* am not well. I do not wish to risk Yeen...we do not need to rush, do we? The gnolls, the gnolls can wait. If they do not like it, they can come down and we shall give them the whatfor!"
Ami smashes his tiny fist into his tiny hand so show what he means.
"Are you sure you wish to risk my life and Yeen's for this? Why must we rush?" Ami looks at Mahdi, Otah, and Pent to see how they feel about things.
Yes, yes, as soon as I get another 2nd lvl spell, it will be lsr restoration. Dayamnnn.
| GM Lareg |
Just need a couple of acrobatic rolls to navigate the rock on the way out of this room.
| Pent Arotha |
Pent watches the halfs enter a brief badminton match, except instead of shuttlecocks, they use their words.
"Let's go!!"
"Whatfor?!"
"Press on!!"
"Yousure?!"
"Be careful!!"
"Toorisky?!"
Pent's head whips back and forth, imagining Aldebert's strong press at the net, slamming the shuttlecock into Ami's face. He then pictures Ami swatting defensively, lobbing the shuttlecock back up into the air, where Aldebert lines up the next slam, and the cycle continues.
He pops another almond, and instantly regrets it, as his belly becomes the epicenter for the very opposite thing of hunger.
| Aldebert Piddlespot |
Aldebert looks down the stairs and sighs. "Very well, we'll rest another day in the chamber above and try this again tomorrow... Early."
He rides Gretiem up the stairs into the lush chamber and prepares to rest. He'll take first watch as he's largely healthy and ready to go.
GM Lareg, I presume we can go back up without acrobatics checks? Let me know if that is not the case.
Aldebert wonders at how the gnolls got past the ghost-like apparitions. I wonder if there's another way?
While on watch, he searches the greenery very, very carefully for another passage.
take-20 Perception: 20 + 9 = 29
I can prepare two lesser restorations for tomorrow at some risk to myself, but we need the con. Pent, how many can you prep? Everyone will also get 1 overnight...
| Otah Cragsmith |
"Bah! Burning hair smells terrrrrrrible."
Otah heads upstairs to rest, "We're all the worse for wear, small ones." He uses the shaft of his weapon as a walking stick up the stairwell.
"What were those things? Will they come back?"
| Aldebert Piddlespot |
"What were those things? Will they come back?"
Aldebert thinks about that for a moment. "I hope they don't come back, but if they do, I suggest we ignore them. They do FAR more harm in dying then they do in undeath. Maybe we can all be protected against cold tomorrow? Just in case?" he looks hopefully at Mahdi.
"Even if we can't, their damage is not so bad. I got scraped once or twice and I've had worse from shaving. Nothing like their death-throws."
| Amiamble Piddlespot |
Ami follows his brother back up, not worried about the bad things anymore, sure that his brother would be able to deal with them next time.
"What were those things?"
Ami looks at the dwarf, still burdened by the taint of the monsters. He can only shake his head. He does not have an answer...and neither does Yeen.
| GM Lareg |
Yep. Easy enough to back track.
The sounds of gnolls is close, but - if such a thing can be imagined - they sound as if they are being organized. You notice that the corpse of the king has been beheaded. For what reason is unclear. For now the area seems to offer safety, though the smell of the place is quite disturbing, but is this time doesn't surprise you.
No need to go through the specifics of watch and such at this point unless you all wish to investigate further what has occurred above while you were below. Let me know how you'd like to proceed and we can fast forward appropriately.
| Otah Cragsmith |
Rest, heal the con damage, head back down?
| Aldebert Piddlespot |
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1)
- - -
Gretiem Lord of the Green
HP: 48/48 (-6hp con damage) AC: 18 (F16/T12)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: -3 Con
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)
We are, I hope, resting just one sleep cycle (+1 stat for everyone) and then casting a round of lesser restorations. Then heading back down I hope, but I suppose that is up for debate.
The following morning, Aldebert rises early, eager to be moving along.
He casts one Lesser Restoration on Gretiem and one on Yeen, trusting Pent to help Otah.
LR Gretiem: 1d4 ⇒ 1
LR Yeen: 1d4 ⇒ 3
"How are we feeling then. Can we continue, or are we still suffering overmuch?"
| Mahdi al-Jabira |
Pardon the slow.
Mahdi frowns when Aldebert asks if he cannot protect them all from cold. He steeples his fingers together, looking thoughtful.
"Not all of us, I fear, unless I give up certain other useful spells. The trick is that I can only guard five creatures from cold. I could study the spell twice, but.... if I do, we'll have less of the speed of which Pent is so enamored. The more annoying thing is that damned fog, which I cannot burn away-- without it, we might try and attack from a distance. But you can't do that when you can't see.
"Those little spirits will return, however. Powerful prayers, beyond what we can bring to bear, would fully destroy them. Still, we should have two days at a minimum before they can come back-- long enough to rest, look through that room for anything of any use other than the damned green slime-- I honestly doubt any of that treasure is real-- and then move on, and not come back to the stupid place."
He has no objections to resting, exhausted after the draining of his life force. Though he listens briefly to the sounds of the gnolls moving on the other side of the door-- his face drawn into a scowl-- he shows no signs of wanting to go back out there with the gnolls. Not when he's feeling so weak, thank you.
I'm fine with the rest and trying again.
| GM Lareg |
Pending everyone's agreement I've posted the update below.
| Pent Arotha |
"I hope they don't come back, but if they do, I suggest we ignore them. They do FAR more harm in dying then they do in undeath. Maybe we can all be protected against cold tomorrow? Just in case? Even if we can't, their damage is not so bad. I got scraped once or twice and I've had worse from shaving. Nothing like their death-throws."
Pent closes an eye and wrinkles his nose. "Ignore the undead? You want to ignore creatures of undeath? You want to close your eyes and la-la-la-la your way around them, what, like nature's bumblebees? What does Abudabee teach you about your calling?"
Knowledge(Religion) Check v DC??: 1d20 + 6 ⇒ (6) + 6 = 12
"A little fuzzy 'round your Boy's Teachings, so I'll kindly defer to your better judgments. If you want to let those blights be, you're gonna need to explain to me why Abudabee thinks that's alright."
As Mahdi pontificates, Pent nods his head, more vigorously at the mention of 'speed' and of the undead creatures returning. "I have no troubles asking Sarah for the return of our strength, just might have to give up on getting greedy by asking for Her shiny scimitars." Pent seems pleased that he is also speaking about trading off magics like the tall, fiery one.
"Odie, those undead are called edimmus. They're vicious little things, ghosts mainly, who didn't die properly. Sounds like Maddie knows them better 'bout how to bury them permanently."
Pent gets to resting, and wakes in the morning with more than one restoration at his disposal.
Lesser Restoration, Otah: 1d4 ⇒ 1
Lesser Restoration, Otah: 1d4 ⇒ 1
"For the love of... open up, Odie, you can't clench up while I'm trying to infuse you against your injury. What, it because you got a finger in your pit?"
Lesser Restoration, Otah: 1d4 ⇒ 4
"See?! Much better!! Gotta loosen your bowels to soak up more of Sarah's Shine, even down here..."
Pent looks over at Mahdi, and pats Otah on the arm, done with his work on the dwarf. He ambles over to the fire mage from behind, and shoves his hand into Mahdi's armpit.
"Hold still, alright? Gotta get your strength back, for what's to come, right?"
Lesser Restoration, Mahdi: 1d4 ⇒ 2
Ami- 3, Yeen- 2, Aldebert- O, Gretiem- 3, Mahdi- 1, Otah- 1, Pent- 1
The gnome looks over his crew, and nods, mostly satisfied with the results.
Heading back down, and dealing with the rocks, Pent takes his time crossing.
Take 10, Jump or Acrobatics: 10 = 10
| Amiamble Piddlespot |
If we're taking a full day of rest, we might as well do this right. Pent can you get a 15 on a Heal check to provide care? We can get those damages even lower if you're sucking out the bad juju and using mud to make us feel better.
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
* * *
By the time the healing and sleeping is done, both Ami and Yeen are feeling MUCH better. Ami smiles gratefully (not that anyone could see it under his covered face), but his eyes bend merrily as the party helps each other.
Most of his good cheer comes from seeing Yeen able to run and pounce again.
When the party makes it down, Ami will carefully ride Yeen, jumping from spot to spot.
Take 10 Acrobatics = 18
| Pent Arotha |
No bandages and salves on Pent's person, and the timing is hinky, so Pent's not pursuing Long-Term Care, especially with Aldebert's grumblings about time being of the essence. Trust in Sarah, you fundie.
| GM Lareg |
Travel tomorrow throughout the day. May be online late tomorrow night, but can't be sure. Will check one more time late tonight.
| Mahdi al-Jabira |
"That.... was surprisingly efficacious," Mahdi says suspiciously at Pent's healing. He adds on, reluctantly, "...thank you. And Sarah, I suppose."
Back down in the Room Full o' Slime, Mahdi looks thoughtful. "Hang on, I may have ways of dealing with this after all..."
Mahdi casts a spell to detect magic, and turns around in place from the bottom of the stairs, taking the time to analyze auras and figure out if there is anything magical here but illusion magic. If he finds any auras other than that, he will make a note as to where they are-- beyond that, he glibly starts using his fire jets to burn clear, scorched paths that will be devoid of slime, or at least, devoid of anything other than charred, ashen remnants of slime, for easier walking around the room.
Mahdi's fire jets are 20' straight lines, so he could blow several of those creating slime-free 'corridors', I imagine? He'd want to keep a few in reserve, but he's willing to use as many as five in order to create a path towards anything interesting in the room-- such as magical auras other than illusion.
| Aldebert Piddlespot |
Not quite Random babble about Abadar...
Aldebert stops to think a moment, "Sure, I'd love to put them to their final rest. You seem to know how to do that - do you? If you do, by all means share it and we'll do what we can. However, I know of no way to do so - and if attacking them doesn't do it, I'm at a loss."
"So please, let us know what we can do to put them to rest and I'll consider it. Otherwise, it's just wishful thinking."
...Trust in Sarah, you fundie.
Really going after the brothers aren't we?
Aldebert stays close to Mahdi in case some other creatures lurch out of the water to engage the party.
Gretiem Take10 Acrobatics: 10 + 8 = 18
Aldebert Perception: 1d20 + 9 ⇒ (11) + 9 = 20
| Pent Arotha |
"Sure, I'd love to put them to their final rest. You seem to know how to do that - do you? If you do, by all means share it and we'll do what we can. However, I know of no way to do so - and if attacking them doesn't do it, I'm at a loss. So please, let us know what we can do to put them to rest and I'll consider it. Otherwise, it's just wishful thinking."
"Ah, so we don't ignore them, just avoid them until we can dismiss them, eh? That sounds quite a bit different, a bit better, wouldn't you say? Glad we have the understanding. So, when we're powerful enough to see them dead for true, we return here?"
"...and Sarah, I suppose."
Pent beams as Mahdi loves on Sarah, and follows along with the pyro as he razes the slimy room, and allows the rest safe passage from boot-eating greenery.
"So, Odie, you got any spare boots? Those gnolls above don't don them, right? You good without boots? You got enough callouses to trod the dark corridors ahead?"
| Otah Cragsmith |
"For the love of... open up, Odie, you can't clench up while I'm trying to infuse you against your injury. What, it because you got a finger in your pit?"
Otah glares as the gnome sticks his hands in his armpits again. "Yes! You're the oddest medic I've yet met."
Otah lets the magic users debate the finer points of their spells and the tactics against the things he does not know about. He idly pets Yeen while the party makes decisions. "Ami, do you think the gnolls made it past this far down? What do you think those edimmus guard?"
"So, Odie, you got any spare boots? Those gnolls above don't don them, right? You good without boots? You got enough callouses to trod the dark corridors ahead?"
"If I don't have enough, I'll have to make some."
Otah carefully steps where slime is not, or has been cleared, jumping when necessary.
Acrobatics, Take ten: 10 + 8 - 4 = 14
| GM Lareg |
As Otah slips, apparently not used to walking about bootless, tumbling into the water. The splash he makes is luckily clear of slime. He easily resumes the path, wet, but no worse of.
| Mahdi al-Jabira |
Meh, if I'd thought of it, I'd have swapped out daze for mending during our rest to try and fix Otah's boots. I'll do it next time we rest.
Mahdi apparently finds no magic auras in the room, and shrugs his disinterest. "Well, it seems there is little here worth exploring for other than the chance to keep burning away our limbs with acidic slime we can't see."
| Aldebert Piddlespot |
"There must be something down here surely. It's too well protected for there to be nothing... isn't it?"
Aldebert goes to the end of the path and hops onto the shore. He looks for a doorway, or secret doorway very carefully.
Gretiem Take10 Acrobatics: 10 + 8 = 18
Aldebert Take20 Perception: 20 + 9 = 29
He's just looking in the area at the end of the stone path for now. Maybe 10' or so on either side. I moved on the map to indicate roughly where I start the search.
| Amiamble Piddlespot |
Mahdi, Mage Armor? /me cat eyes, pleading.
Ami follows his brother, occasionally looking over his shoulder to see if others follow. He stops, Yeen straddling two boulders and waiting to see what happens next.
"Brother!" Ami hisses at Alde. "Do you want any protections before you go further? I want you to be safe, brother. You are always so brave."
Assuming his brother consents, Ami will cast Barkskin (+3 for 60 minutes) on his brother, then again on Yeen.
"Remember, brother, that some of us are still not feeling perfect. We are not quite ourselves yet. So be careful!"
When his brother stops to look around, Ami follows suit.
1d20 + 12 ⇒ (15) + 12 = 27 Perception
| Aldebert Piddlespot |
Aldebert stops his searching a moment and smiles warmly at his brother - edging Gretiem closer. "Please Ami, that would be wonderful. Thanks for all you do. And I will be careful. Hopefully there isn't much left to be done here and we can surface and see the sun again - right?!"
He then continues his search, better protected by the love of his brother... and his magics.
| GM Lareg |
Still need an Acrobatics roll from Mahdi. Roll20 all updated. I've spoilered the next room so that you all don't have to wait on me too long.