| Navior |
Still shrieking madly, the small charau-ka ducks swiftly under Makoa's massive axe and then away from his sharp teeth. Neither of the half-orcs attack manage to cause any damage.
Mahjik moves up closer, causing the darkness to recede ahead of him, but also eventually for the darkness to reappear behind him. However, Raogru is soon brought into the light, as is Douena.
"Ha!" Pezock exclaims as the charau-ka becomes visible. "Now you die!"
I'll put Douena next in the order since she said she would come off delay as soon as she can see.
Next Up: Douena, Untari, Jask (subject to delayed action), Urza, Sasha, Pezock, Raogru, Tar'kanas, Charau-ka #2, Alton, Lorenz (subject to delayed action), Ishirou (subject to delayed action), Shokambe (subject to delayed action), Makoa, Mahjik.
| Douena Trestleben |
"Ow!" Douena says, blinking her eyes rapidly as the daylight suddenly returns. "Who turned off the dark? Oh! Makoa, hold on!" Seeing the half-orc bruised and battered and blood oozing from tiny toothmarks in his leg, she dashes behind the wall of Mahjik, Urza, and Tar'kanas to maneuver up behind Makoa and deliver a healing touch.
Move to -D 34; convert returning weapon to cure moderate wounds on Makoa 2d8 + 4 ⇒ (3, 6) + 4 = 13
| Untari |
Now able to see more clearly, Untari growls and moves to attack the lone enemy.
Move to -B 37; Attack
Bite: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Crit confirm
Bite: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Trip: 1d20 + 8 ⇒ (18) + 8 = 26
Okay, that's just awesome. :)
| Navior |
As the darkness recedes, Douena hurries over to help Makoa recover from his wounds.
With prey at last in her sight, Untari leaps at the enemy, gore into the shrieking charau-ka and pulling him off his feet.
Jask delays.
Next Up: Urza, Sasha, Pezock, Raogru, Tar'kanas, Charau-ka #2, Alton, Lorenz (subject to delayed action), Ishirou (subject to delayed action), Shokambe (subject to delayed action), Makoa, Mahjik, Douena, Untari, Jask (subject to delayed action).
| Navior |
Urza's magical bolts slam into the prone charau-ka, who continues to shriek in rage.
Sasha hurries round to get an attack in (move to -A 38)
Sasha rapier at Raogru: 1d20 + 11 ⇒ (6) + 11 = 17 -- hit
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Raogru tries to roll aside, but Sasha has the advantage and neatly stabs him in the arm.
"Now we have you," Pezock says, chuckling and moving around Raogru to flank with Makoa (move to A 38).
Pezock sawtooth sabre at Raogru, aid, flanking: 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 30 -- hit
Damage: 1d8 + 2 + 3d6 ⇒ (1) + 2 + (5, 2, 6) = 16
He swings his blade down right into the back of the rolling charau-ka, leaving a large gash.
From his prone position and still shrieking, Raogru tries to attack Makoa.
Raogru heavy mace at Makoa, haste, prone: 1d20 + 13 + 1 - 4 ⇒ (5) + 13 + 1 - 4 = 15 -- miss
Raogru heavy mace at Makoa, haste, prone: 1d20 + 13 + 1 - 4 ⇒ (13) + 13 + 1 - 4 = 23 -- hit
Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Raogru heavy mace at Makoa, haste, prone, iterative attack: 1d20 + 13 + 1 - 4 ⇒ (19) + 13 + 1 - 4 = 29 -- hit
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Raogru bite at Makoa, haste, prone: 1d20 + 7 + 1 - 4 ⇒ (8) + 7 + 1 - 4 = 12 -- miss
Total damage to Makoa: 18 - 2 damage reduction = 16
Despite his unfavourable position, Raogru still manages to get two hits with his mace on Makao.
Next Up: Tar'kanas, Charau-ka #2, Alton, Lorenz (subject to delayed action), Ishirou (subject to delayed action), Shokambe (subject to delayed action), Makoa, Mahjik, Douena, Untari, Jask (subject to delayed action), Urza, Sasha, Pezock, Raogru.
| Navior |
Tar'kanas flanks with Sasha at that position, so gets an additional +2 to his attack roll. I also have his unadjusted attack as +9 (+6 BAB, +3 Str), which brings his total roll to 17. It makes a difference because in his current prone state, Raogru's AC is exactly 17. :)
Tar'kanas brings his sword down at Raogru. The charau-ka tries to roll aside, but isn't fast enough. Tar'kanas's sword cuts deep, leaving the charau-ka very injured.
#2 continues to do nothing but cower.
Alton flies in (to -B 38) and attacks.
Alton bite at Raogru: 1d20 + 2 ⇒ (1) + 2 = 3 -- miss
However, as he swoops down, he gets the angle wrong and bites much too high.
Lorenz moves to try to get an unobstructed shot (move to B 32).
Lorenz composite longbow at Raogru, Point Blank Shot: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 -- hit
Damage: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10
He lest loose an arrow which flies straight into the charau-ka's forehead. Raogru's shrieking and rolling about immediately stop.
COMBAT OVER
| Douena Trestleben |
"Poor little evil monkey-man," Douena says with genuine sadness, looking down at Raogru. She'll stabilize any of the fallen charau-ka who are still alive before approaching the one cowering at Shokambe's feet.
| Urza Sha'rahad |
"I wonder at the wisdom of letting him go, Douena." Urza remarks before helping to see if any of the deceased charau-ka have anything useful on them.
| Tar'kanas |
Thanks for clean up on that, Navior! A lack of updating on my sheet for that one. I hardly ever go melee. And I also never even saw flanking. Good catch on all counts.
Tar'kanas sheathes his blade and moves to retrieve his bow. Once regained, "Let us be quick about finding what we can upon these creatures so we can continue on. The longer we remain out here, the more time we give for these creatures to gather their nerve and return with more of their kind. They do not strike me as ones who give up that easily."
| Douena Trestleben |
"I wonder at the wisdom of letting him go, Douena."
"Killing evil things only fuels the Abyss," Douena remarks unperturbedly as she watches the charau-ka go. "While there's life, there's always a chance for someone to change their ways. Besides, with Raogru dead, there's no one to whip the monkey-people up to risk their lives. They ought to be smart enough to stay away: If we defeated their leader with his spells and snake, they must know there's no one among them who can stop us. Some of them might hope the snake-person-priest in the temple will kill us, but I doubt they'll volunteer to help him. Filgru said they weren't even allowed to go in."
| Urza Sha'rahad |
Urza decides not to debate Douena's where there's life, there's hope philosophy. She won't be swayed to part from it, and it is the thing that makes her a great person and great companion. Instead, he focuses on the evil that's in the heart of the charau-ka "He worships demons and tried to kill us. I think he might be willing to lie to us as well."
| Mahjik the Flink |
"But is it really that simple? I mean, suppose you follow Iomedae but you're not a particularly good good-doer; it's very well possible that Pharasma may judge you unworthy of heaven and place you elsewhere instead. Is it possible to worship demons but not be sufficiently evil and you don't go to the Abyss thereafter? Does a typical monkeyman have enough opportunity to be vile and despicable enough to end up down there?"
| Navior |
Urza's search (and anyone else who wants to assist him) of the charau-ka finds little of interest on most of them. All any of them carry is a club. Raogru, however, has additional items. He has a holy symbol of Ydersius and a heavy mace, which detects as magical. His hide armour also detects as magical. Finally, he has a spell component pouch and a vial of liquid that detects as magical.
Urza Spellcraft on mace: 1d20 + 8 ⇒ (3) + 8 = 11 -- fail
Urza Spellcraft on armour: 1d20 + 8 ⇒ (17) + 8 = 25 -- +1 hide armour
Urza Spellcraft on potion: 1d20 + 8 ⇒ (4) + 8 = 12 -- fail
| Douena Trestleben |
Douena amuses herself by hopping in and out of the crescent of inky blackness at the edge of Mahjik's torchlight.
Ten minutes per level is quite a while. Going to make it difficult to carry with us, since the radius on the darkness spell is wider than the everburning torch's; we'll be blocking our own line of sight in at least one direction. Should we wait out the spell duration before moving on?
| Navior |
The strength of the magic on the mace is faint.
It's not too difficult to find something to wrap around the mace to block its darkness effect. Pezock is rather fascinated that such a method works. "It's like anti-light," he mutters. "If I ever go back to my crab, I'll have to get something like this on one of the eyes. That way when I open it, it'll plunge the area into darkness. I'll get a magic light effect on the other eye, so I can light things up at night. And if I open both eyes at the same time, it'll cancel the effects. That way, I can surprise people by closing one eye suddenly and plunging them into darkness." He chuckles to himself as you begin moving on.
Who's going to carry the covered or wrapped-up mace?
You continue following the trail, which soon leads to three conical cylinders connected by low, thick walls of piled stone. Boab trees burst from the crumbling structures, their thick roots and branches devouring large chunks of ancient stonework. The walls surround an overgrown courtyard of topple statues, weathered foundations, and a path of broken cobbles winding around large, watery pools.
The trail continues past the structure, while another trail runs north and south from here, winding through tar pits in both directions. To the north, at the far side of the tar pits, you see a multitiered stone ziggurat, large portions of it covered in mounds of vegetation--presumably your destination.
| Navior |
Navior wrote:The strength of the magic on the mace is faint.Is there a single aura, i.e., the darkness effect, or two, implying that the mace has an enhancement bonus?
Oops! Yes, good point. It should be two magical auras, one for the darkness effect and one because it's a magical mace. :)
| Navior |
If it's Small, Douena can use it, once it's not radiating darkness anymore. It's better than her quarterstaff. For now, give it to Shokambe if he'll carry it; he never fights if he can avoid it. Or Makoa could put it in his pack maybe.
It is Small. Shokambe will happily carry it for now. He'll pack it with his other belongings. He does avoid fighting, it's true. Mainly because he's not very good at it. :)
| Navior |
Navior wrote:He does avoid fighting, it's true. Mainly because he's not very good at it. :)Pshaw! Neither is Douena, but she doesn't let it stop her. ;)
Ha! Fair point. :)
The journey across the tar pits is relatively easy. At points, the trail is quite narrow, but not so much that it becomes unnavigable. At the front of the ziggurat, a wide flight of stairs leads up to a columned entrance. Rubble litters the steps and vines grow over just about everything. You can only see a portion of the chamber that the steps lead into, but given the rubble, it's clear that portions of the ceiling have collapsed. Plants and more tangled vines grow up through the floor.
In addition to the stairs, you can see two other entrances to the ziggurat. A pair of double doors to the right allow entry to a side section, while to the left, a single door provides entry to another side section.
| Douena Trestleben |
Ooh! Ooh! Door Sight! I've only gotten to use it once so far in 6 levels!
"Keep an eye out for trouble," Douena tells the others. "I'll see what's behind the doors." She approaches the eastern as quietly as possible, leaving the others to watch the main staircase.
Take 10 on Stealth for 26. Use Door Sight on the doors at AQ/AR 30. Hope there's a window or a skylight or some sort of ambient light in there, as clairvoyance doesn't grant darkvision. :P
| Navior |
Douena places her hand on the double doors to the right of the stairs and concentrates. Gradually, an image of what lies on the other side becomes apparent to her.
Cracked, faded paintings on the walls of this room depict ancient soldiers fighting snake-headed creatures under bright skies. The stonework beneath the paintings appears damp and is covered with condensation. The ceiling above is decorated with faded solar designs. Light leaks into the room through one spot where the ceiling has partially collapsed.
| Douena Trestleben |
Knowledge (religion) 1d20 + 6 ⇒ (11) + 6 = 17
Douena removes her hand from the door and trots quietly back to the others. "Jask, is this supposed to be the snake-y temple or the vampire-y temple, I don't remember? There were pictures of people fighting snake-people under the sun, so it shouldn't be the vampire-y temple. Anyway, there's no one in there. Mahjik, where are you going?"
| Makoa Wolf'sKin |
"He's.. afraid now. Terrified. His demons didn't.. save any of them." Makoa pants, weariness settling in his bones as fast as his blood settles in the ground underneath him.
12 hit points left after my rage ends.
Im gonna die! XD good thing I had a backup plan, huh?
| Douena Trestleben |
Channel Positive Energy for everyone 2d6 ⇒ (6, 4) = 10
wand of clw for Pezock: 1d8 + 1 ⇒ (8) + 1 = 9
for Makoa: 10d8 + 10 ⇒ (3, 1, 1, 5, 7, 6, 1, 3, 4, 7) + 10 = 48
11 charges used
Douena shakes the wand experimentally before putting it away. "You'd think it would get less heavy, the more it gets used up," she remarks.