Starflit |
"Onward and upward we go...," Starflit mutters from somewhere beneath her swarmsuit.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You make your way up to the briefly seen room from before, which looks much the same: The chamber is a veritable museum. The dozens of books, jars, and glass containers of various sizes placed on nearly every horizontal surface in this lab contain chemicals, unidentifiable sludge, the dissected bodies and alien-looking parts of creatures, and a rainbow of various slimes, molds, and fungi. Some of the largest containers are draped with a thick brown cloth. The overpowering stench of bleach, ammonia, and other unidentifiable chemicals fills the air.
Unfortunately, the two rough constructs are still there and they immediately move to attack as you ascend!
Albert: 1d20 + 3 ⇒ (6) + 3 = 9
Kyffin: 1d20 + 1 ⇒ (3) + 1 = 4
Starflit: 1d20 + 7 ⇒ (4) + 7 = 11
Tenebrynn: 1d20 + 3 ⇒ (18) + 3 = 21
Tristain: 1d20 + 4 ⇒ (15) + 4 = 19
Antagonist: 1d20 ⇒ 17
Tenebrynn and Tristain are up for Round 1/2. The squares under Tenebrynn and Al are stairs, so are considered difficult terrain. Starflit and Tristain are both in the room below, so will need to move up through both squares of stairs to get up to the room.
Tristain the Chalker |
Round 1
Tristain urges his allies to speed with a nice Haste spell.
"Alright, let's kick some golem butt." Tristain moves back 10' in case more random evil bee swarms come up.
Haste: r 1/10: +1 to attx/AC/ref, you know the deal.
HP: 59/59 +18 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1:8/8 left (Bless*0,MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 7/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1) dc 21
Spells: Lvl 3: 5/8 left (ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*2) dc 22
Spells: Lvl 4 5/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 23
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used
"zee-NOO!”
Wand of Magic Missile (lvl9): 48/50 left
5d4 + 4 ⇒ (4, 3, 3, 4, 2) + 4 = 20 force damage.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 20 will)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
He posted in one of my other games; I'll poke him.
Starflit: 11*
Albert: 9*
Kyffin: 4*
Tenebrynn: 21
Tristain: 19
Antagonist: 17
Tristain speeds the group up, as Tenebrynn bounds into the room, and slams a blast of air into the nearest of the stitched together skins. It rocks back, but the buzzing that was coming from it suddenly gets even louder as the swarms of wasps burst from from it, and then its twin.
The second swarm just hovers around the skinstitch, but the second flies forward, enveloping Al, Kyffin and Tenebrynn 9 hp, plus need DC 18 Fort save or be nauseated 1 round; and DC 20 Fort save or take 1d6 Dex damage; they're diminutive, so only 4 hp for those with swarmsuits. To add insult to injury, the skinstitch swings its sword and fist at Tenebrynn, though the gnome's able to duck them.
T air blast: 1d20 + 12 ⇒ (5) + 12 = 17
4d6 + 12 ⇒ (3, 3, 1, 1) + 12 = 20
Aqua sword: 1d20 + 7 ⇒ (1) + 7 = 8
Aqua first: 1d20 + 2 ⇒ (15) + 2 = 17
3d6 ⇒ (3, 3, 3) = 9
1d6 ⇒ 6
Skinstitch red:
Skinstitch aqua: 20
Party is up.
Kyffin Rhees |
Round 1
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), -2 dex damage, Air Walk (2/100m), Heroism, Haste
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (9/10m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor,
Second (14):
Third (15): Invisibility Purge,
Fourth (16):
Fort: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 (heroism) vs DC 18 or nauseated
Fort: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 (heroism) vs DC 20 or dex damage: 1d6 ⇒ 6
Kyffin finally gets around to defending himself, hopefully successfully. He starts with a swift action to ensorcel his sacred armor (+2 AC for 1 minute), then he casts his first Burst of Radiance (damage if evil: 5d4 ⇒ (1, 4, 1, 3, 3) = 12 then Reflex DC 14 for rounds: 1d4 ⇒ 2 of Blindness or Dazzled). I should be able to target all the enemies and no allies this round.
In the preview, I made both saves, but the dice changed when I posted. So Kyffin will just move 5' NW, and 5' up (so he's along the ceiling I'm guessing) for this round. If the ceiling is higher, he'll go to 10' up so as to avoid the swarm (air walk).
He then moves 5' NW, and 5' up and into the room to give others room to join in the fun.
Tenebrynn |
Fort Save (DC 18): 1d20 + 13 ⇒ (18) + 13 = 31
Fort Save (DC 20): 1d20 + 13 ⇒ (17) + 13 = 30
Tenebrynn bears up under the brunt of stings before caging the other swarm and its skinstitch within a ring of roaring wind.
wind wall, like I did in the fight with the thorny derro, all around yellow and red.
HP: 122/131
Nonlethal: 20
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 2/10
Ki Pool Spent: 1/3
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con
Starflit |
Starflit feels Tristain's haste spell wash over her and she jumps into action. Though the swarm suit slows her some, Tristain's spell more than makes up for this lack of speed. Moving in what appears to be a rather comical power-waddle, the inquisitor scoots up the stairs, through Kyffin, Tennebryn, and the first swarm, trying to dodge any opportunistic attack from the nearest long-armed construct as she attempts to take up a position just beyond the gnome.
Starflit Acrobatics Check (avoid AoO): 1d20 + 13 ⇒ (8) + 13 = 21
Assuming she arrives safely....
Starflit declares judgment on the group's foes (destruction and healing); then she casts a spell (judgment light). A harsh red light pulses out from the inquisitor, harming the swarms and constructs; an instant later, a similar green light flashes, healing Tennebryn and Kyffin.
judment light (red--destruction) damage: 4d8 ⇒ (8, 5, 3, 7) = 23 (plus shaken effect for 1d4 rounds; Will DC 18 halves damage and negates shaken effect)
judgment light (red) shaken effect duration: 1d4 ⇒ 4
judgment light (green--healing) hps regained: 1d8 + 4 ⇒ (2) + 4 = 6
Judgments: destruction (+4 sacred bonus on all weapon damage rolls); healing (fast healing 4);
hp (current): 73/73;
AC: 25, touch 14, flat-footed 22 (+1 bonus from haste);
Bane (--): none active
Haste: extra attack w/full attack, up to +30 ft. speed, +1 bonus on attack rolls and a +1 dodge
bonus to AC and Reflex saves;
Conditions: Dex -1 (lingering from swarm attack)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Albert Hazred |
Fort save, DC 18: 1d20 + 13 ⇒ (9) + 13 = 22
Fort save, DC 20: 1d20 + 13 ⇒ (14) + 13 = 27
Despite the venom Albert rushes into the room, as much as anyone can rush in a swarm suit, and attempts to draw the wasps away from the party while hacking at the skinstitch.
curve blade at aqua, power attack: 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 26
Damage: 1d10 + 3 + 9 ⇒ (9) + 3 + 9 = 21
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Starflit: 11
Albert: 9
Kyffin: 4
Tenebrynn: 21
Tristain: 19
Antagonist: 17
Thanks to Tristain's spell, Starflit is able to avoid a swipe from the construct before invoking her magic, which seems to tear through the enemies in here. That's a cool spell; I've never seen it before
A second later, as Tenebrynn cuts the room in half with a wall of wind, Al rushes in and -- ignoring the cut he takes as he closes in 7 hp -- cuts down the first of the stitches.
The wasps, undaunted, continue their assault, furiously stinging Al, Starflit and Tenebrynn 9 hp, plus need DC 18 Fort save or be nauseated 1 round; and DC 20 Fort save or take 1d6 Dex damage; they're diminutive, so only 4 hp for those with swarmsuits; Kyffin, I need a second DC 20 Fort save to fully fight off the poison.
Red Will: 1d20 + 1 ⇒ (5) + 1 = 6
Aqua Will: 1d20 + 1 ⇒ (15) + 1 = 16
Yellow Will: 1d20 + 7 ⇒ (6) + 7 = 13
Orange Will: 1d20 + 7 ⇒ (6) + 7 = 13
4d4 ⇒ (1, 2, 1, 2) = 6
AoO: 1d20 + 7 ⇒ (19) + 7 = 26
2d6 + 4 ⇒ (2, 1) + 4 = 7
3d6 ⇒ (1, 5, 3) = 9
Skinstitch red: 23, shaken 1 round
Yellow swarm: 34, shaken 1 round
Orange swarm: 34, shaken 2 rounds
Party is up
Kyffin Rhees |
Round 2
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), -2 dex damage, Air Walk (2/100m), Heroism, Haste, Sacred Armor (+2, 1/10r)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (9/10m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor,
Second (14):
Third (15): Invisibility Purge,
Fourth (16):
I made the first save against the poison, so I shouldn’t need to make another I think. Just in case…
Fort: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 (heroism) vs DC 20 or dex damage: 1d6 ⇒ 3
Kyffin is impressed by Starflit’s display and says so, ”That’s some might fine work there Starflit!”
He 5’ steps SE to get further from the construct, just in case. He’ll take a swift action to ensorcel his sacred armor (+2 AC for 1 minute), then he casts his first Burst of Radiance (damage if evil: 5d4 ⇒ (1, 1, 3, 2, 3) = 10 then Reflex DC 14 for rounds: 1d4 ⇒ 3 of Blindness or Dazzled). Unwilling to target allies for now (even though the risk is slight), he’ll toss his spell on the western side of the room affecting the yellow swarm and the red construct (though I doubt the construct is evil - so no damage).
If the wind wall is sufficient (debris?) to block line of effect, he’ll 5’ step SW instead of SE through the wall. Remember he’s air walking from last round, so is 5’ above stuff.
Starflit |
For an instant, Starflit fears that enough hellwasps have infiltrated her swarmsuit to either give her the heebie-jeebies or pump sufficient venom into her to slow her, but all she feels is a bit of sharp pain. Stepping out of the swarm, the inquisitor flashes Kyffin a quick smile (whether he can see it or not beneath her hat and veil is another question entirely) at his praise before unleashing the same spell a second time on the room's occupants.
Starflit Fortitude Save (distraction): 1d20 + 11 ⇒ (9) + 11 = 20
Starflit Fortitude Save (venom): 1d20 + 11 ⇒ (10) + 11 = 21
judment light (red--destruction) damage: 4d8 ⇒ (8, 4, 2, 7) = 21 (plus shaken effect for 1d4 rounds; Will DC 18 halves damage and negates shaken effect)
judgment light (red) shaken effect duration: 1d4 ⇒ 4
judgment light (green--healing) hps regained: 1d8 + 4 ⇒ (2) + 4 = 6
Yep, nice spell when you know what's awaiting you (and you actually roll above average for a change)! Unfortunately, it looks like Starflit doesn't benefit from the healing pulses--the spell mentions 'allies' only. I also think I forgot to record some damage she took earlier; will try to get that figured out.
Judgments: destruction (+4 sacred bonus on all weapon damage rolls); healing (fast healing 4);
hp (current): 72/73 (incl. previous injury, wand tap, swarm damage, and fast healing 4);
AC: 27, touch 16, flat-footed 24 (+1 bonus from haste);
Bane: (not active);
Haste: extra attack w/full attack, up to +30 ft. speed, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves;
Conditions: Dex -1 (lingering from previous day's swarm attack)
Albert Hazred |
DC 18 Fortitude save: 1d20 + 13 ⇒ (15) + 13 = 28
DC 20 Fortitude save: 1d20 + 13 ⇒ (9) + 13 = 22
Albert quickly shuffles around the counter and waves for the swarm to follow him. "Come on you cursed vermin, this way!"
move 4 squares north
Tristain the Chalker |
Round 3
Tristain passes the turn, completely out of position to help at this moment. He hopes Albert's gambit works.
HP: 59/59 +18 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1:8/8 left (Bless*0,MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 7/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1) dc 21
Spells: Lvl 3: 5/8 left (ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*2) dc 22
Spells: Lvl 4 5/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 23
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used
"zee-NOO!”
Wand of Magic Missile (lvl9): 48/50 left
5d4 + 4 ⇒ (3, 2, 2, 3, 3) + 4 = 17 force damage.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 20 will)
Tenebrynn |
Fort Save (DC 18): 1d20 + 13 ⇒ (8) + 13 = 21
Fort Save (DC 20): 1d20 + 13 ⇒ (1) + 13 = 14
Dex Damage: 1d6 ⇒ 2
Tenebrynn slips forward and out of the biting swarm to the base of the ladder that leads back upstairs to where they’d fought the derro and sad faux-Mun the day before. From the base of the ladder, she turns and throws a bolt of lightning through the construct and swarm that are cordoned off by her windy barrier.
Electric Torrent (Ref Save DC 21 for 1/2): 4d6 + 3 ⇒ (3, 3, 3, 1) + 3 = 13
HP: 125/131
Nonlethal: 30
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 3/10
Ki Pool Spent: 1/3
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Dexterity Damage: 2
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You're right, Kyffin. Sorry, you only need two saves if you actually get poisoned.
Starflit: 11
Albert: 9
Kyffin: 4
Tenebrynn: 21
Tristain: 19
Antagonist: 17
Starflit's blast again rips into the creatures here, many wasps dropping dead, though not enough to disperse the swarm, followed a moment later by Kyffin's magic doing the same.
A moment later, Tenebrynn throws lightning that somehow barely misses the skinstitch, but still seems to leave it barely moving. The wasps are less lucky, and more of them drop dead as the surviving ones batter at the wall, unable to make their way through it. More of the flying horrors emerge from the construct, which moves up to slash at Al through the wall. Fortunately his armor takes the brunt of it.
He's less successful in drawing the other wasps, which continue to sting at Kyffin and Starflit. 11 hp, plus need DC 18 Fort save or be nauseated 1 round; and DC 20 Fort save or take 1d6 Dex damage; they're diminutive, so only 6 hp for those with swarmsuits
Red Will: 1d20 + 1 ⇒ (11) + 1 = 12
Yellow Will: 1d20 + 7 ⇒ (19) + 7 = 26
Orange Will: 1d20 + 7 ⇒ (1) + 7 = 8
Aqua Will: 1d20 + 1 ⇒ (13) + 1 = 14
Red Reflex: 1d20 + 1 ⇒ (20) + 1 = 21
Yellow Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Red sword: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
3d6 ⇒ (6, 1, 4) = 11
Skinstitch red: 51, shaken 3 rounds
Yellow swarm: 65, shaken 3 round
Orange swarm: 65, shaken 3 rounds
Tenebrynn, I need another save vs. the poison.
Kyffin Rhees |
Round 3
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), -2 dex damage, Air Walk (2/100m), Heroism, Haste, Sacred Armor (+2, 1/10r)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (9/10m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor,
Second (14):
Third (15): Invisibility Purge,
Fourth (16):
Fort: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 (heroism) vs DC 18 or nauseated
Fort: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 (heroism) vs DC 20 or dex damage: 1d6 ⇒ 2
Whew
Kyffin 5’ steps SE to get out of the immediate swarm, and casts another Burst of Radiance (damage if evil: 5d4 ⇒ (4, 1, 1, 3, 3) = 12 then Reflex DC 14 for rounds: 1d4 ⇒ 4 of Blindness or Dazzled). He should be able to get both swarms, though not the construct I think.
He feels confident, they seem to be doing well. Better than he expected in fact.
Starflit |
Starflit doesn't share Kyffin's optimism. "That's all the swarm-zapping spells I have!"
Actually, I need a ruling before I act. Starflit took a 5-foot step out of the swarm last round but I'm not sure her token got moved (I don't recall the swarm covering the stairs previously, though). So she might not have gotten stung more.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Whoops; I did miss the 5-foot step; that said, the swarm would have gone after the most people it could (being intelligent), which means it would have gone for Starflit and Tenebrynn. Since Kyffin already made his saves, I'm inclined to say you stayed where you would (but you can move an extra 5 feet this round).
Tenebrynn |
Fort Save.2 (DC20): 1d20 + 13 ⇒ (18) + 13 = 31
Tenebrynn draws the winds in around her once more and calls up a second barrier of churning air around the swarm harrying Kyffin. Trusting that Tristain’s magics will enable her friends to do so, she shouts at the trailing pair, ”Kyffin! Tristain! Get past me!”
2nd wind wall, just looking to box the bugs out of the northeast section of the room.
HP: 125/131
Nonlethal: 30
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 3/10
Ki Pool Spent: 1/3
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Dexterity Damage: 2
Wind wall 1: 3/7 rds
Wind wall 2: 1/7 rds
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con
Starflit |
Starflit again pulls through the swarm assault relatively unscathed. Understanding what Tenebrynn's doing with her spell, she decides to take the fight to the remaining construct. That'll involve some climbing or hopping onto the bench in the center of the room--likely leaving herself open to attack briefly--but that might enable to other fighters to close more easily.
She also tries a punch through the wind wall at the skinstitch.
Starflit Fortitude Save (nausea): 1d20 + 11 ⇒ (14) + 11 = 25
Starflit Fortitude Save (poison): 1d20 + 11 ⇒ (13) + 11 = 24
Starflit Spellcraft Check (to ID Tenebrynn's spell): 1d20 + 8 ⇒ (14) + 8 = 22
Starflit Acrobatics Check (high jump onto bench; no running start; enhanced speed): 1d20 + 13 + 4 ⇒ (11) + 13 + 4 = 28
Starflit +1 returning starknife (melee, haste): 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27 for magical, piercing damage (destruction): 1d4 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Judgments: destruction (+4 sacred bonus on all weapon damage rolls); healing (fast healing 4);
hp (current): 71/73 (incl. 6 damage, fast healing 4);
AC: 27, touch 16, flat-footed 24 (+1 bonus from haste);
Bane (not active);
Haste: extra attack w/full attack, up to +30 ft. speed, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves;
Conditions: Dex -1 (lingering from previous swarm attack)
Albert Hazred |
Albert slashes back at the construct.
curve blade, power attack, haste: 1d20 + 15 - 3 + 1 ⇒ (13) + 15 - 3 + 1 = 26
Damage: 1d10 + 3 + 9 ⇒ (2) + 3 + 9 = 14
curve blade, power attack, haste: 1d20 + 15 - 3 + 1 ⇒ (18) + 15 - 3 + 1 = 31
Damage: 1d10 + 3 + 9 ⇒ (5) + 3 + 9 = 17
curve blade, power attack, haste: 1d20 + 10 - 3 + 1 ⇒ (12) + 10 - 3 + 1 = 20
Damage: 1d10 + 3 + 9 ⇒ (2) + 3 + 9 = 14
possible crit 2nd attack, curve blade, power attack, haste: 1d20 + 15 - 3 + 1 ⇒ (5) + 15 - 3 + 1 = 18
Damage: 1d10 + 3 + 9 ⇒ (10) + 3 + 9 = 22
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Starflit: 11
Albert: 9
Kyffin: 4
Tenebrynn: 21
Tristain: 19
Antagonist: 17
Starflit slashes through the windwall, destroying the skinstitch, which comes apart at the seams. As Kyffin's magic kills more of the wasps, Tenebrynn erects more protection, keeping them away from you.
Soon enough, you're able to kill them all. I'm assuming you have at least one more area of effect ability that can get each swarm, so going to call it after that.
Reminder of what the room looks like: This chamber is a veritable museum. The dozens of books, jars, and glass containers of various sizes placed on nearly every horizontal surface in this lab contain chemicals, unidentifiable sludge, the dissected bodies and alien-looking parts of creatures, and a rainbow of various slimes, molds, and fungi. Some of the largest containers are draped with a thick brown cloth. The overpowering stench of bleach, ammonia, and other unidentifiable chemicals fills the air.
The covered jars contain what appears to be the eviscerated and dissected flesh and bones of an old man; the upper torso and head of a ghoul; the spine, head, and one wing of a mi-go; and one simply labeled “Number 61.”
Number 61 floats in its jar like a drowned sheet caught in an unseen current, resembling some strange, amorphous sea creature. A humanoid face seems to mouth silent words appears within the gracefully roiling folds of itself. As you watch, you notice that when its face appears and its mouth tries to make words, the unfortunate creature seems to be pleading with them before folding in on itself once again. The next time the face comes around in its constant swirl, the thing rolls to seemingly peer up at the large rubber stopper at the top of the jar.
Tristain the Chalker |
Now that the beasts are dead, it's Tristain's time to shine: he begins to take very careful stock of the resources of the room (with Detect Magic, as needed).
He will check and organize notes and books, bundle jars together, and try to understand what this room was used for, and what the party might learn from it.
1d20 + 6 ⇒ (13) + 6 = 19 Intelligence check
Also, what knowledge check for the creature?
1d20 + 22 ⇒ (18) + 22 = 40 Know (nature?)
Kyffin Rhees |
Kyffin had one more Burst of Radiance, which I’ll assume cast.
After the brutal fight, he takes out his second level pearl of power and replenishes a casting of Burst of Radiance, just to have one in the event of an emergency.
”Anyone need any healing?” he inquires before using the wand twice on himself.
CLW: 2d8 + 2 ⇒ (5, 5) + 2 = 12
He’ll poke around the room until he gets to the bottle marked ‘Number 61’. Though it seems obvious what’s to be done, he double checks before opening it, ”Can anyone read lips? This might be a good thing, or it might be a fight, but I think we should open this bottle.”
He waits for the others to recover and to see what they think, especially Tristain.
Starflit |
Starflit doesn't seem keen on opening the jar and potentially releasing 'Number 61.' "Does that number mean anything to you? Have you encountered it previously since the asylum?" After a pause and a wince that indicated she knows this is probably a stupid follow-up, Starflit points out, "It'd be 'Number 19' if the jar is being stored upside-down."
Tenebrynn |
”With the lid on the bottom? No, I think it’s 61, but the number isn’t significant.” She then turns to Kyffin and shrugs, ”I say open it. Might get answers, might have chance to give 61 mercy. I would not want to be trapped like that.”
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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If Tristain had to guess -- though he's pretty sure he unfortunately knows and isn't guessing at all -- he would say this thing was once human, at least partly, and is the result of Mun’s early attempts at making a hollow one. It looks like he flayed the skin in one single piece from his subject and probably treated it so that it would retain the subject’s consciousness. However, clearly it didn't quite work, leaving him with a pile of preserved skin with some semblance of consciousness.
But maybe there's some small chance he's wrong. Thought probably not.
He's also pretty certain this was a laboratory, and is probably where that skin was flayed. If he were right about that. Which he probably is.
Tristain the Chalker |
Tristain explains what he thinks. ”…and yeah, I might be wrong, but probably not.”
”Yeah, I think we should open it. Might be a way to communicate with it. Maybe.”
Tristain certainly isn’t the one to actually open it, as that seems dangerous.
Kyffin Rhees |
"Yeah." Kyffin nods at Starflit, "I haven't seen anything like this before, and we've seen some freaky s@%%. But I think this is a creature that's suffering, and if we can alleviate that, we should try."
Still, he too thinks it's dangerous, so he opens it carefully when everyone is ready.
Starflit |
Starflit nods at Kyffin's words but raises a single finger to stop him when it appears he's about to open the jar. Addressing #61, she says, "We're going to let you out of the jar, but if you attack us, our reprisal will be swift and merciless." The inquisitor then uses her detect evil ability to target the being in the jar and concentrates to get the most information possible.
Tristain the Chalker |
If no one knows the language, Tristain will try to piece together what is trying to be communicated. He will rely on other languages, internal communication schematics, and years of trying to figure out Tenebrynn to help decipher things.
1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 Linguistics
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin Rhees |
Kyffin opens the container, but doesn't dump it out or anything in case the creature needs the fluid to survive or whatever it's doing.
He steps back to give it some room, "What are you and what are you doing here?" He speaks slowly, assuming it may have difficulty understanding him as he does understanding it.
Tenebrynn |
Can it hear without ears? How does it make words with no tongue? Does it need to be moisturized? Tenebrynn shakes her head in bewilderment when the skin-face speaks.
Starflit |
Starflit moves toward a corner of the room...just in case #61 casts an area spell or executes some other frightful attack. Still, she gives it a chance to explain what it can about its condition...and Mun's whereabouts.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"I *blurble* have *blurble* been *blurble* here *blurble* since *blurble* Mun *blurble* created *blurble* me. *blurble* And *blurble* now *blurble* he *blurble* has *blurble* left *blurble* with *blurble* his *blurble* friend, *blurble* and *blurble* only *blurble* I *blurble* remain," it laboriously answers.
Tristain the Chalker |
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”Oh no, uh…is there something we can do for you? And who was Mun’s friend? Where did they go?” Tristain asks, as he tries to time his bonking to the *blurbling*.
*bonk!*
*blurble*
*bonk!*
*blurble*
*bonk!*
*blurble*
Oh yeah, this is nice. This is how you bonkurble.
Starflit |
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Starflit tries to listen to #61's story but soon loses focus. She fidgets a bit and then one eye blinks in a nervous twitch. She excuses herself and heads back down the stairs.
*bonk!*-*blurble*-*bonk!*-*blurble*-*bonk!*-*blurble*.... I can't find the Silence Between!
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
ROTFL.
It takes some time, but you're finally able to get a number of details from Number 61: He -- it? -- overheard Lowls and Mun plan here. It knows they were heading to the Mysterium in Katheer, and that they were concerned about the guards there. Lowls eventually decided that bribery would be the best method to get in. Their goal was to steal a book called the Necronomicon from a part of the library called the Soul. Lowls greatly desired the book and the secrets within, claiming it would restore his reputation in Ustalav and bring him unspeakable success and fame. He kept talking about the library and the dangerous wards in the Soul of the Mysterium. He also spoke fearfully of the Mysterium’s guardian, a being known only as the Keeper. Although he didn’t know what the guardian is, he was very worried that he might end up meeting it and not be able to complete his mission in the library. Lowls also spoke about contacting his old friend, the gnoll slaver Biting Lash, in Okeno to help organize a trip to find the hidden city and acquire new slaves and hirelings to serve as porters and guards, but seemed to regard the slaver with some amount of fear and trepidation.
The pair then gathered a number of objects here and talked about getting more from other places in the infirmary before leaving the hollow ones -- the false Muns -- in charge of the place. Number 61 mentions two pale creatures in the room above the derros you previously fought, and knows that they are terrified of the creature in the attic. Number 61 doesn’t know what the creature in the attic is, but knows that Mun calls it his “anomalous friend.”
After answering all of your questions, Number 61 pleads, "Please *burble* put *burble* me *burble* out *burble* of *burble* my *burble* misery."
Tristain the Chalker |
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"Of course, of course, we'll be happy to end your miserable existence, if that's what you truly wish," Tristain says between timed bonks. "Kyffin or Al would be best to do it cleanly, but if they will not, I will find a way. However, I must ask...is there no way to free or fix you? We might aspire...if there is a way."
Is there a way? Heal? Limited Wish? Etc?