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"Maybe if you create water in that pit, you might appease the spirit?"

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I don't know create water. I have a waterskin is all. Is there a water source anywhere nearby we could carry some from?

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I'm trying to let other people play and not be the only one who posts but meh.
"Can't hurt."
Dortlin will Create Water for a bit into the pit.

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I think we're doing okay. I'd have posted more but I suspect you'd get bored of "omg, water!" Posts. I don't think there's anything I can do until that stops.

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Midnar feels the need to sit down. He starts to get dizzy and his muscles becomes weak. When Dortlin tosses some water into the pit, Midnar feels just the barest wisp of relief that quickly fades. Dortlin creates more water, the relief comes and goes again. It takes over twenty minutes of Dortlin doing nothing by creating water into the pit before the relief, while far from complete starts to linger. Only after nearly half an hour of pouring water into the pit is the haunt put to rest and the curse lifted. Had the procedure taken much longer, the damage to Midnar might have been lasting.
The skull of the prisoner who died of thirst was down in the pit. To put the haunt to rest, required pouring 2 gallons of water over the skull. But since you didn't go down into the pit to find the skull, you were just pouring water haphazardly into the hole. So I had to figure out how long it would take to completely submerge a 5-foot cube in water given that some of the water would have soaked into the ground.
Every hour under the curse Midnar would have had to make progressively more difficult Fort saves or take 1d6 non-lethal damage. Once unconscious, the damage would become lethal until it killed him. The curse would last until either the haunt was put to rest or 24 hours after you left the caves, which Midnar would probably not have survived.
So now what?

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Harrisk has Create Water so you could probably halve that time. Also Selethe had offered to climb into the pit. No clue if she still would have done so after a couple of minutes of creating a swimming pool. We should probably double check how many of the players are still checking this thread.
"Okay Hibbert enough swimming around in there, We have hobgoblins to find."
When everyone is ready we'll go through the eastern door.

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ready
Spark seems impatient to move on... but waits, with some pacing and foot tapping, til Midnar is relieved and the haunt seemingly put to rest.

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"Sounds good, Dortlin, but first let me check the door for traps," Harrisk says with a sense of relief now that Midnar is okay.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

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Selethe shrugs when her offer to climb down is disregarded. She re-coils her rope and waits for the water to take effect.
She has her longspear out and ready as she follows the others through the next door.

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"Goodness, I have never felt anything like that before! A haunt, you say? Very interesting. ", Midnar scribbles down some notes while you walk, impressed by your resistance.
It is only when you reach the door that he stows the parchment and remembers something that he learned in training. "Ah, let me check that..."cast detect magic on/around the door.

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If the door is not revealed as being magicked, Spark will try to open it..

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I'll move forward taking 10 on Perception every 5 feet until I get to the first door. At that point I'll Guidance myself and then look for traps.
Perception: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
"At least they didn't trap the doors. Ready?"
I'll have Hibbert move a bit beyond the door and open the door when everyone is in position.

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Spark will take up a position in front of the door, weapon ready just in case there's something nasty on the other side of it. She'll listen at the door before it's opened.
perception: 1d20 + 4 ⇒ (19) + 4 = 23

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Harrisk rides in behind Dortlin with one hand on his javelin, though not in a threatening pose.

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Dortlin opens the door to see a single hobgoblin praying at a shrine.
Knowledge (religion)
Upon hearing the door open she turns to you and begins yelling in an angry guttural language.
Dortlin: 1d20 + 3 ⇒ (14) + 3 = 17
Harrisk: 1d20 + 5 ⇒ (13) + 5 = 18
Midnar: 1d20 + 3 ⇒ (3) + 3 = 6
Selethe: 1d20 + 4 ⇒ (9) + 4 = 13
Telda: 1d20 + 2 ⇒ (12) + 2 = 14
Harrisk, Dortlin, and Spark my act

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k. Religion: 1d20 + 4 ⇒ (14) + 4 = 18, untrained.
Midnar also speaks Abyssal, Infernal, and Draconic btw.

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kn Religion: 1d20 + 2 ⇒ (11) + 2 = 13
Dortlin isn't a fan of Hobgoblins or icky evil gods so he'll have Hibbert come on and attack.
Hibbert moves into the room and tries to grab the hobgoblin.
melee touch attack: 1d20 + 5 ⇒ (19) + 5 = 24
grab: 1d20 + 9 ⇒ (4) + 9 = 13

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Harrisk rides in and throws his javelin at it.
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 - 1 ⇒ (5) - 1 = 4
...and watches in disappointment as it clanks to the ground. He then draws his bow in preparation.

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Flat-footed AC of 17+ Uh oh.

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Spark moves forward towards the room, but is not able to push past the others so he waits.
The hobgoblin steps within reach of Dortlin's weapon and casts a spell. The room becomes enshrouded in a bank of fog.
The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Please roll your miss chance with your attacks.
?: 1d20 + 2 ⇒ (1) + 2 = 3
?: 1d20 + 2 ⇒ (12) + 2 = 14
?: 1d20 + 2 ⇒ (15) + 2 = 17
Above the din of battle, Spark hears the sound of a door opening at the other end of the hall.
Everyone is up!

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Hibbert smells his target and 5ft steps to see clearer. And he attacks again.
Tongue miss chance 21%+ hits: 1d100 ⇒ 26 hit?
Tongue melee touch: 1d20 + 5 ⇒ (20) + 5 = 25 hit. I hope.
Grab: 1d20 + 9 ⇒ (1) + 9 = 10 but he fails to grab her.
He will also try to bite her.
Bite miss chance 21%+ hits: 1d100 ⇒ 49 hit?
Bite: 1d20 + 5 ⇒ (7) + 5 = 12 and fails.
Dortlin suddenly realizes he should have brought a backup weapon.
"Evil cleric in here. Could use some help."
Dortlin will take a 5ft step back and hope he gets lucky.
Bardiche miss chance 51%+ hits: 1d100 ⇒ 35
But he does not.

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"Did anyone see what that was?"
Midnar moves to the door to back up his team, and draws a dagger for protection.

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Spark feels her way through the party and into the room, following the sound of Dortlin's voice. When she gets near where she thinks the cleric is, she attacks the fog-shrouded form in front of her.
to hit: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11
dmg if hits: 1d8 + 2 ⇒ (5) + 2 = 7
miss chance under 51 misses: 1d100 ⇒ 36

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Harrisk hops off of Goliath and directs him to attack using his scent ability.
If I read the rules for scent correctly, Goliath doesn't get the miss chance for this. Right?
Bite Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Trip: 1d20 + 3 ⇒ (20) + 3 = 23

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I think you still have the miss chance. I don't see anything in the scent ability that says you don't. But since a 17 doesn't hit, it doesn't matter for this turn.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
The hobgoblin in the room steps back into the fog and begins casting a spell.
You hear more shouting from within the hall and the approaching footsteps of another creature, a hobgoblin that steps into the fog next to Selethe and attacks.
Miss Chance: 1d100 ⇒ 77
Longsword: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
The hobgoblin's sword slash draws a trickle of blood.
Selethe (10/19 hp)
Everyone is up again!

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Spark follows the mist shrouded form of the hobgoblin, trying to pinpoint where the spellcasting is coming from and then strikes.
to hit: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
dmg if hits: 1d8 + 2 ⇒ (8) + 2 = 10
miss chance under 51 misses: 1d100 ⇒ 19
but she's having a helluva time figuring out exactly where that hobgoblin is standing.

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Hibbert pursues his foe.
Tongue miss chance 20%+ hits: 1d100 ⇒ 58
Melee touch attack: 1d20 + 5 ⇒ (17) + 5 = 22
Grab: 1d20 + 9 ⇒ (19) + 9 = 28
Then a bite against a hopefully grabbed opponent.
Bite miss chance 20%+ hits: 1d100 ⇒ 42
Bite: 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d6 + 3 ⇒ (1) + 3 = 4
Dortlin debates with himself for a moment and chooses to focus himself into greater strength as a swift action. Realizing Hibbert is fighting something he steps into Hibberts square, sees the hobgoblin, then steps back out with Hibbert providing cover for the op attack.
miss chance for Bardiche 51%+ hits: 1d100 ⇒ 69
Bardiche attack: 1d20 + 6 ⇒ (1) + 6 = 7
dmg: 1d10 + 6 ⇒ (4) + 6 = 10

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I was reading the last sentence of the third paragraph to mean that:
When the creature is within 5 feet of the source, it pinpoints the source's location.
Goliath follows the smell and attacks again.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Trip: 1d20 + 3 ⇒ (2) + 3 = 5
Miss Chance: 1d100 ⇒ 45

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Selethe gasps when she is cut by the newly appearing hobgoblin. Hemmed in by Midnar, her only option is to drop her longspear and attack back with her own longsword.
longsword: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d8 + 4 ⇒ (4) + 4 = 8

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"Stay clear!" Midnar warns his allies, as he moves into the room and unleashes a flash of colour magic, enhanced by his arcane reservoir.
Colour Spray pointing downwards + left on the map.
DC 16 Will Save, or
2 HD or less: The creature is unconscious, blinded, and stunned for : 2d4 ⇒ (3, 1) = 4rounds, then blinded and stunned for : 1d4 ⇒ 2 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for : 1d4 ⇒ 4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Reading the spell, the colours themselves spread out like a hologram, and it has no requirement of sight to/for the caster.

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A few things. I have highlighted the enemies with a red border just in case you were confused. Where you moved to, you'd only hit your allies with the color spray. Also, you can't cut the corner to move to that square below Selethe, so entering and then leaving Selethe's square will draw an attack of opportunity from the hobgoblin. (Allies in the same square as you do not provide cover.)

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I think one of my past gm's goofed. Dortlin would have provoked from the cleric then. If she wasn't busy casting a mystery spell as a full round action that is.

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Yes, she could not take the AoO because she is in the middle of casting a 1 round spell. If you end up adjacent to her and want to make a spellcraft check, you can, but the fog prevents you from seeing her casting if you are not adjacent and you have to see the casting in order to make a spellcraft check.

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Dortlin doesn't have spellcraft. But both summon and sleep are bad news for us at this level.

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OK. There is nowhere Midnar can move to that he can hit the hobgoblin caster without also hitting one or more allies. So I'm going to say he moves into the room this turn so that he can be in position to try to use color spray the next.
The hobgoblin finishes her spellcasting and a human skeleton appears, rising up out of the ground.
It claws twice at Hibbert.
Miss Chance: 1d100 ⇒ 86
Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Miss Chance: 1d100 ⇒ 9 Miss
The hobgoblin attempts to cast another spell. Goliath gets an AoO.
Hibbert does not get an AoO because he has the grappled condition.
Miss Chance: 1d100 ⇒ 73
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Trip: 1d20 + 3 ⇒ (6) + 3 = 9
Goliath manages to bite the caster.
Concentration (damage): 1d20 + 7 ⇒ (2) + 7 = 9
The bite causes the caster to lose the spell.
The hobgoblin fighter next to Selethe continues to attack.
Miss Chance: 1d100 ⇒ 23
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Selethe manages to dodge the attack at the last second.
?: 1d20 ⇒ 1
Edit: Forgot the AoO on Midnar.
Miss Chance: 1d100 ⇒ 47
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Selethe 10/19 hp
Hibbert 19/25 hp
Hobgoblin Oracle -6 hp
Everyone is up. You can make me a perception check on your turn.

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Hibbert does not have the grappled condition, One of the many benefits of the tongue ability.
Bite aoo vs grappled caster: 1d20 + 5 ⇒ (20) + 5 = 25 for dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Bite aoo vs grappled caster crit confirmation: 1d20 + 5 ⇒ (16) + 5 = 21 for dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Hibbert is not too bright so he just maintains the grab for dmg.
grab inc +5 for starting in control: 1d20 + 9 + 5 ⇒ (10) + 9 + 5 = 24
dmg: 1d6 + 3 ⇒ (6) + 3 = 9
Dortlin is in a bad spot and will face heavy penalties no matter who he attacks, So he will attack the caster through cover.
miss chance 51%+ hits: 1d100 ⇒ 27
But misses.
Edit: Perception checks.
Hibbert Perception: 1d20 - 1 ⇒ (3) - 1 = 2 including scent.
Dortlin Perception: 1d20 + 7 ⇒ (17) + 7 = 24

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perception: 1d20 + 4 ⇒ (20) + 4 = 24
Spark again tries to attack the spellcaster.
miss chance under 51 misses: 1d100 ⇒ 44
And again fog and miscalculation of her location makes for poor aim.