| GM Z..D.. |
I would say no since you expend spell slots not prepared spells. You would need a Runestone of Power]
Uthraed of Galt
|
Uthraed blinks as he regains consciousness and pats himself down, wincing as he feels the bruises and cuts that the zombie inflicted. "Am I alive? are the zombies gone? What happened? " He asks, still in disbelief that he somehow survived. He grabs his bow and tentatively rises to his feet.
Am I at -5 HP?
Mr. Peppers
|
Makes sense, too bad those are twice the price for the same basic effect.
"We should investigate the other tunnel, but I warn you, my arcane power is spent for the day other than the most basic of non-combat spells. This burning hands wand is also down to its last charge. I'll see what I can't do with this here crossbow. And before you say something about an Elf using a crossbow instead of a bow... I skipped bow training for more useful spell casting lessons." He says the last bit with definite attitude as he casts a spell and starts cleaning himself off.
| GM Z..D.. |
If no objections, you go back into the main cavern. You find the Gilman still sitting in the water.
What would you like to do next? You can go to western tunnel or back out the main entrance.
Mun of Ashava
|
"Part of our task was to map this complex, so we have no choice but to explore the western tunnel. But, I'm concerned that those zombies appeared to be gillmen." Mūn indicates the meditating gillman. "Even if we weren't currently employed to explore there, I would insist on it; we can't leave him at risk of the same fate." Mūn looks to Mr. Peppers, and he nods his head. "I would not oppose some rest, but we must set up a good watch to be ready in case of danger."
Mr. Peppers
|
"I have no problems continuing on as is but don't expect me to bail you all out of trouble if it arises. My arcane power will only go so far at this point. Are there any more flasks maybe I could use?" He says with all seriousness.
Afterwards, he approaches the meditating gillman: "We fear for your safety here, we found 3 of your kin down this tunnel but something had turned them to zombies. Did you know about this? I hope not, we nearly died laying them to rest."
| GM Z..D.. |
"Ah, so you have found some of the other creatures that call this place home. I did not know of my kins fate, but that would explain where they have gone to." He turns back to the center of the pool.
Mr. Peppers
|
Mr Peppers watches in annoyance as the elder gillman turns away from them once more. He then unslings the crossbow from his back and cranks back the release and loads a bolt, and follows a bit behind Gealdn with light in hand.
Mun of Ashava
|
Mūn shuffles through his backpack pulls out the two tanglefoot bags he'd grabbed out of Janira's backpack. I sure hope she's okay, she's been gone a while now. He offers them to Mr. Peppers. "If all goes well, I'll be using this." He taps the bow slung over his back. "If you've got no spells, I'm sure you can find a way to get creative with these."
He then pulls the bow off his shoulder and readies it, following Gealdn to the western corridor.
| GM Z..D.. |
Moving along to the western tunnel.
The passage leading from the gillmen’s holy site varies from 3 to 6 feet wide and is coated with the omnipresent bioluminescent fungi. Though the PCs encounter several points where the tunnel branches off in different directions, all of those paths either narrow beyond the abilities of the PCs to traverse, lead back to this main trail, or are blocked by a cave-ins. Trekking through the twisting passages to this large cavern takes approximately 20 minutes by foot for creatures with a 30-foot move speed.
The persistent glow of the bluish fungi dimly lights the way deeper below the Kortos Mounts. The tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline.
Within the cavern, the dim light fades into darkness to the north and the south. The cavern stretches nearly 100 feet in each direction, but is otherwise unremarkable save for the inlet and outlet of the ancient river responsible for creating this chamber and most of the surrounding tunnels over the centuries. The river through this part of the cavern ranges from 10 to 15 feet wide but is only 1 foot deep, and it flows languidly at an almost imperceptibly slow speed.
The water is treated as a bog, which cost two squares of movement and increases the DC of acrobatics checks and stealth by 2.
[Spoiler=GM Screen]encounter: 1d6 ⇒ 3[/spoiler
Map updated
Mr. Peppers
|
Mr Peppers repeats his frequent chore of recasting his light spell on his crossbow when they reach the large cavern. "Quite a magnificent sight here. Think how long it must have taken for this tunnel to be carved out of the mountain. I wonder if this stream flowed faster long ago?"
Mun of Ashava
|
Mūn raises his bow and keeps it pointed in Gealdn's general direction as he scans the water and ceiling for threats. He motions the others to cross the stream in front of him. "I'll cover you while you cross."
| GM Z..D.. |
Before Gealdn gets to the water, his dark vision can spot two humanoid reptiles.
At the same time you spot them, they spot you.
Mun: 1d20 + 5 ⇒ (19) + 5 = 24
Mr. Peppers: 1d20 + 5 ⇒ (14) + 5 = 19
Uthread: 1d20 + 6 ⇒ (3) + 6 = 9
Gringo: 1d20 + 6 ⇒ (16) + 6 = 22
Grummosh: 1d20 + 0 ⇒ (10) + 0 = 10
Gealdn: 1d20 + 5 ⇒ (4) + 5 = 9
GM1: 1d20 + 1 ⇒ (5) + 1 = 6
GM2: 1d20 + 1 ⇒ (10) + 1 = 11
Round 1
Mun
Gringo
Mr. Peppers
GM 2
Grummosh
Uthraed
Gealdn
GM 1
Mun, Gringo, Mr. Peppers are up.
Remember you are in darkness, and so far the only source of light is Mr. Peppers light source.
Mr. Peppers
|
Mr Peppers raises his crossbow and looks around into the darkness, ready to fire when an enemy approaches, he takes a step forward.
"Gealdn what's out there? Are they hostile? Stay back and let them come to us and the light!"
Move: Ready crossbow
Standard: Ready a shot.
5' Step.
Mun of Ashava
|
Round 1, Init 24
Mūn has low-light vision, so can see clearly in the area of dim light extending beyond our light spell. I can't tell from the map though whether the creatures are in that area or not.
Mūn readies his flurry of arrows action to target the first of the creatures to enter the area of dim light.
Mūn targets one of the two creatures with flurry of arrows ability.
Longbow, flurry of arrows: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 ⇒ 2
Longbow, flurry of arrows: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 ⇒ 7
Critical threat: 1d20 + 3 ⇒ (13) + 3 = 16
Critical damage: 1d8 ⇒ 7
| Rulebook Rat |
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.
Meaning you treat the radius of light as 40 feet, dim light is 40-80 feet for you and anything beyond 80 is darkness.
And I scaled out for you. Right now they are just outside of normal light for you. They would be in dim light, which is a 20% miss chance.
Mun of Ashava
|
OK then. Since they are targetable in the dim light currently, Mūn will risk the miss chance.
Flurry of arrows, miss chance: 1d100 ⇒ 94
Flurry of arrows, miss chance: 1d100 ⇒ 71
Mūn watches his arrows fly true, striking the target cleanly.
Gringo "Arrow in the knee"
|
"What are you doing? Theese may be inahbitants of the cave. We are intruders for their home. Why didn't you give a chance for negotiating? Ok, then. I don't mind good fight, hah!"
Gringo moves closer and rises his musket and waits for the enemy to approach.
Ready action to shoot at the 1st one who enters dim light
| GM Z..D.. |
Mun drops one of the Kobolds in his opening volley. Gringo and Mr. Peppers ready a shot.
GM2 moves toward you are waiting on the opposite side of the water. Gringo and Mr. Peppers readied shots both go off.
Next time put your readied actions in spoilers
Gringos attack vs touch: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d12 ⇒ 10
miss chance,0-20 miss: 1d100 ⇒ 90
And with that the other kobold dies.
End of combat
| GM Z..D.. |
As you investigate the tunnel you begin to hear the faint sounds of combat and a familiar woman’s voice half-shouting and half-reciting, “As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!”
The route to the surface leads through a maze of tight passages that include steep ascents and short climbs as they wind from west to east. As the PCs travel, they can hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and the heroic deeds—the raging fight between Janira and the minotaur.
The tight tunnels here range from 2 to 5 feet in width and average about 9 feet in height. The slick floors and steady incline from west to east increase the DC of all Acrobatics checks by 4.
Map updated
What are you all going to do. The light spell is still in effect.
Uthraed of Galt
|
"I didn't get a chance to thank you before but the healing is much appreciated" Uthraed says to Grommosh after the combat with the kabolds is over.
As they hear the sounds of fighting Uthraed thinks to himself I knew we shouldn't have left her alone but at least now we know she's still alive.
Uthraed nods in agreement and pulls out an arrow.
"Let's see what's going on."
Mun of Ashava
|
"What are you doing? Theese may be inahbitants of the cave. We are intruders for their home. Why didn't you give a chance for negotiating? Ok, then. I don't mind good fight, hah!"
OMG! Sorry. GM called initiative and I went on reflex. Wow. My bad; I'm glad they did end up being monsters!
| GM Z..D.. |
Yeah, in that situation hotile action was appropriate. Initiative can also be used in other situations, any that needs to be handled in rounds or certain orders are specific.
Mun: 1d20 + 9 ⇒ (7) + 9 = 16
Mr. Peppers: 1d20 + 2 ⇒ (1) + 2 = 3
Uthread: 1d20 + 5 ⇒ (12) + 5 = 17
Gringo: 1d20 + 7 ⇒ (13) + 7 = 20
Grummosh: 1d20 + 8 ⇒ (1) + 8 = 9
Gealdn: 1d20 + 3 ⇒ (15) + 3 = 18
Mun: 1d20 + 5 ⇒ (11) + 5 = 16
Mr. Peppers: 1d20 + 5 ⇒ (11) + 5 = 16
Uthread: 1d20 + 6 ⇒ (4) + 6 = 10
Gringo: 1d20 + 6 ⇒ (5) + 6 = 11
Grummosh: 1d20 + 0 ⇒ (16) + 0 = 16
Gealdn: 1d20 + 5 ⇒ (10) + 5 = 15
Slime Mold: 1d20 - 1 ⇒ (2) - 1 = 1
Order:
Mr. Peppers
Mun
Grummosh
Gealdn
Gringo
Uthraed
GM 1
Surprise Round
Gringo may act. You get a move or a standard, and since you stated you had your musket out already, you do not have to draw it.
As you rush along towards the sound of Janira's voice an odd looking stalagmite rises from the ground.
Due to you all being able to hear Janira's voice, you get the benefits of her inspire courage. +1 competence bonuesto attack and damage and +1 morale bonus on saving throws vs charm and fear effects.
| GM Z..D.. |
Knowledge: Dungeoneering
Mr. Peppers
|
Mr Peppers wonders if he recognizes the strange beast. Knowledge Dungeoneering (untrained): 1d20 + 3 ⇒ (10) + 3 = 13
"Well that thing is nasty. I'll be back here, Gealdn smash that thing!"
Mun of Ashava
|
Knowledge (untrained): 1d20 + 1 ⇒ (11) + 1 = 12 (DC10 max, so I'll only read the DC2 result)
"What is that thing?" Startled, Mūn can take no action. (Surprise round)
| GM Z..D.. |
Gringo fires a shot into the ooze and blows a good chunk away from the main body.
The slime mold does not move, it just waits.
Order/Round 1
Mr. Peppers
Mun
Grummosh
Gealdn
Gringo
Uthraed
GM 1
Everyone may act.
Mun of Ashava
|
"Does anyone know if arrows will even do anything against that hunk of fungus and slime?" Mūn holds his bow at the ready, waiting for a response before acting.
Mr. Peppers
|
"I don't know about arrows but that musket sure looked like it did a number. We should stay back and shoot at it, its pretty damn big. I'll get out of the way so you guys have a better shot."
Mr Peppers squeezes up against the cavern wall to the north.
Uthraed of Galt
|
knowledge dungeneering: 1d20 + 5 ⇒ (2) + 5 = 7
It doesn't look like it can be reasoned with Uthraed says as he draws a blunt arrow out of his bag and fires it at the mound
Longbow: 1d20 + 7 ⇒ (2) + 7 = 9+1 inspire courage
damage: 1d8 + 1 ⇒ (4) + 1 = 5
some real fantastic rolls there...
Mun of Ashava
|
Round 1, Init 16
Mūn launches two arrows from his position at the back of the tunnel.
Longbow, flurry of arrows, inspire courage: 1d20 + 4 - 1 + 1 ⇒ (13) + 4 - 1 + 1 = 17
Damage, inspire courage: 1d8 + 1 ⇒ (1) + 1 = 2
Longbow, flurry of arrows, inspire courage: 1d20 + 4 - 1 + 1 ⇒ (16) + 4 - 1 + 1 = 20
Damage, inspire courage: 1d8 + 1 ⇒ (3) + 1 = 4
Gringo "Arrow in the knee"
|
Gealdn, thanks for your delaying i'm able to shoot before you and ooze won't get cover from you ;)
"Yeah, this is not those tough zombies!", says Gringo while reloading his musket as move action
Musket vs Touch: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d12 + 4 ⇒ (2) + 4 = 6 PB, Inspire, Bless, Deadly Aim
But instead of regular musket's bang only a click can be heard. misfire
"Damn, my musket has been jammed"
| GM Z..D.. |
Mr. Peppers moves into the corridor. Mun unleashes two arrows into the ooze. Gruumosh pulls out a scroll and activates the spell on it. Gealdn rushes the ooze, when he gets in with 10 feet the ooze juts out a section of ooze.
ooze readied action: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d6 + 4 ⇒ (6) + 4 = 10
And gealdn dodges the slime and attempts to land of blow of his. But he misses.
Gringo blows another chunk off of the ooze. As Uthraed unleashes an arrow, but sails over it.
Order/Round 2
Mr. Peppers
Mun
Grummosh
GM 1
Gealdn
Gringo
Uthraed
Mr.Peppers, Mun, Grummosh you are up.