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Rand will keep his ready the same as well.
fight defensively: 1d20 + 22 ⇒ (8) + 22 = 30
damage roll: 2d8 + 12 ⇒ (3, 6) + 12 = 21
miss chance: 1d100 ⇒ 29

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Itamar will use his Pearl of Power to get Expeditious Retreat back

FiddlersGreen |

Matamah keeps his song up while 42, Rhon and Rand ready themselves to attack. Itamar reclaims a spell slot from his pearl of power and Earl, Alden and Naala try their best to keep the earth elemental from suffering more debilitating strikes!
Sure enough, the incorporal onslaught continues. 42 and Rand miss their marks, but Rhon cuts into one of the wraiths' arms, causing it to trail a black, smoky substance.
attack roll: 1d20 + 8 ⇒ (4) + 8 = 12
attack roll: 1d20 + 8 ⇒ (6) + 8 = 14
attack roll: 1d20 + 10 ⇒ (19) + 10 = 29 miss chance: 2d100 ⇒ (6, 59) = 65
Ugh...that blind-fight feat...
Earl manages to evade the wraiths with Alden's help, but the smaller ghostly figure proves to be much quicker, and touches Earl again!
damage: 1d8 ⇒ 4 And another fort save...
Round 2:
42 - blinking <-----------------We are here
Matamah - free
Rhon /Earl - (free, -2 STR) / -16, -3 CON drain, -2 NL
Itamar -1, free
Rand -
Alden /Naala -
W1 -6
W3 -22
S
Another fort save from Earl, and remember that Matamah is offering a saving finale. But also remember to apply your CON drain and negative level penalties!
And then actions from the party.
42, you can choose to keep your earlier attack roll if you wish. If you keep it, roll the spell damage as well in case you hit.

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Force Strike: 10d4 ⇒ (2, 2, 3, 3, 2, 2, 2, 1, 3, 4) = 24 19 Fort for Half....

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Fortitude Save: 1d20 + 6 ⇒ (12) + 6 = 18
Earl, knowing that he has no way of escaping these creatures, continues to maintain Total Defense.
AC 22. Touch 12, Flat Footed 18 until my next turn.

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Rhon once again readies an attack to attack any creature that attacks a party member within my threaten area.
Melee Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (7) + 7 = 14

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Next NEXT verse, same as the first.
Free Action (or Move Action if Saving Finale was used)
Matamah keeps his rhythms going, ready to have someone reroll with a Saving Finale if needed for a save.
Non-Action
5 ft.
REMEMBER: INSPIRE COURAGE, HASTE, AND FLAGBEARER (+5 to attack rolls (and CMB), +4 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

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Alden pulls a sphere off one of his necklaces of fireballs and readies to throw it at one of the spirits as soon as it shows itself.
Readied to throw a 4d6 fireball, and can add +14 AC up to four times this turn.

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Itamar will delay

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testing.

FiddlersGreen |

The party continues to watch warily for the oncoming attacks, and when the strikes come, the party is ready to retaliate. 42 is first, slamming a smokey arm with his magically charged scimitar.
fort: 1d20 + 8 ⇒ (9) + 8 = 17
The force of the spell sends the wraith flying back into the wall before it can even complete its strike. Nice! That's an interesting application of a readied force-punch spell. XD
Rhon and Rand chop/punch into the other wraith before they strike Earl, and Alden flicks a burning bead of fire into the passageway, creating a fireball that smokes the smokey arm with fire.
reflex: 1d20 + 6 ⇒ (17) + 6 = 23
fire: 4d6 ⇒ (1, 3, 4, 1) = 9
However,the wraith withstands the attacks and presses its attack, as does the other smaller ghostly creature.
attack roll: 1d20 + 8 ⇒ (9) + 8 = 17
attack roll: 1d20 + 10 ⇒ (12) + 10 = 22
miss chance?: 2d100 ⇒ (31, 31) = 62
But between all that's going on above-ground, they mess up their attack routines as hiss in frustration.
Round 3:
42 - blinking <-----------------We are here
Matamah - free
Rhon /Earl - (free, -2 STR) / -16, -3 CON drain, -2 NL
Itamar -1, free
Rand -
Alden /Naala -
W1 -30
W3 -52
S
Earl suffers no harm this turn, but you're not out of the woods yet. Over to you guys again.

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42 uses his last Arcana Point to bring back shocking grasp and steps up to attack the nearest wraith.
1d100 ⇒ 49By 1....
But misses the creature in the floor.

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Poor Earl is taking a beating. I have to remember to get an Amulet of Mighty Fists for him.
Earl continues to maintain Total Defense and hopes Torag can hear his prayers.
AC 22, Touch 12, Flat Footed 18 until my next turn.

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Rhon once again readies to attack any of the incorporeal creatures when they try to strike again.
Melee Attack: 1d20 + 20 ⇒ (6) + 20 = 26
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (5) + 7 = 12

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Just a copy-paste, but it's most of what I can do this battle. :p
Free Action (or Move Action if Saving Finale was used)
Matamah keeps his rhythms going, ready to have someone reroll with a Saving Finale if needed for a save.
Non-Action
5 ft.
REMEMBER: INSPIRE COURAGE, HASTE, AND FLAGBEARER (+5 to attack rolls (and CMB), +4 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

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Continuing to ready to attack the first wraith that is going to attack me defensively.
fight defensively: 1d20 + 22 ⇒ (17) + 22 = 39
damage roll: 2d8 + 12 ⇒ (6, 1) + 12 = 19
miss chance: 1d100 ⇒ 63

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Itamar Delays

FiddlersGreen |

Rhon's miss chance: 1d100 ⇒ 32
As the incorporeal creatures attack again, 42 and Rhon miss their counter attacks, but Rand strikes true. He notes with some satisfaction that this appears to remove another one of the wraiths from the fray. However, the incorporeal creatures do not relent in their attack.
attack roll: 1d20 + 8 ⇒ (11) + 8 = 19
attack roll: 1d20 + 10 ⇒ (19) + 10 = 29
Miss chance: 2d100 ⇒ (62, 52) = 114
damage: 1d10 ⇒ 1
Earl is strick once, and he feels more of his precious life force slowly slipping away...
Round 4:
42 - blinking <-----------------We are here
Matamah - free
Rhon /Earl - (free, -2 STR) / -17, -3 CON drain, -2 NL
Itamar -1, free
Rand -
Alden /Naala -
W1 -30
S
Two of them left, but Earl needs another fort save. And then actions from the party again.

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Free Action (or Move Action if Saving Finale was used)
Matamah keeps hitting that drum, hoping it never breaks. He is ready to have someone reroll with a Saving Finale if needed for a save.
REMEMBER: INSPIRE COURAGE, HASTE, AND FLAGBEARER (+5 to attack rolls (and CMB), +4 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

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Itamar to delays, waiting to see if anyone gets hit so as to use Divine Interference

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Fortitude Save: 1d20 + 6 ⇒ (20) + 6 = 26
Earl continues his prayers to Torag and maintains Total Defense.
AC 22, Touch 12, Flat Footed 18 until next turn.

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Rhon once again readies an attack should any incorporeal creature attack within my threatened area.
Melee Attack: 1d20 + 20 ⇒ (20) + 20 = 40
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (7) + 7 = 14
Critical Confirmation: 1d20 + 20 ⇒ (11) + 20 = 31
Critical Damage: 2d10 + 14 ⇒ (1, 10) + 14 = 25
Miss Chance: 1d100 ⇒ 66

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Rand will move and ready a defensive attack against the first enemy limb he can reach.
Fight Defensively Readied attack: 1d20 + 22 ⇒ (15) + 22 = 37
Damage Roll: 2d8 + 12 ⇒ (3, 5) + 12 = 20
Percentile: 1d100 ⇒ 37

FiddlersGreen |

Rhon hacks off the last wraith's arm before it can touch Earl, and his ghost-touched weapon causes the incorporeal creature to disperse into the ether. However, neither 42 nor Rand are able to hit their marks, and last ghostly creature attacks Earl yet again.
attack roll: 1d20 + 10 ⇒ (5) + 10 = 15
miss chance: 2d100 ⇒ (50, 15) = 65
But realising that it is now attacking alone, it is a little ruffled and misses its attack.
Round 5:
42 - blinking <-----------------We are here
Matamah - free
Rhon /Earl - (free, -2 STR) / -17, -3 CON drain, -2 NL
Itamar -1, free
Rand -
Alden /Naala -
S
S is undamaged, but also the last one left. Earl might survive the encounter after all! =D
You guys are up again.

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Earl hunkers down maintaining Total Defense and thankful that his prayers to Torag appear to be being answered.
AC 22, Touch 12. Flat Footed 18 until next turn.

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Rhon once again readies to strike at any incorporeal creature when they attack within his threaten area.
Melee Attack: 1d20 + 20 ⇒ (11) + 20 = 31
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (6) + 7 = 13
Miss Chance: 1d100 ⇒ 7

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1d100 ⇒ 96
42 steps up to strike.
K.Gt.Scimitar: 1d20 + 12 ⇒ (15) + 12 = 27 damage: 1d6 + 6 ⇒ (5) + 6 = 11 Shocking Grasp: 5d6 ⇒ (5, 3, 5, 5, 1) = 19
K.Gt.Scimitar: 1d20 + 12 ⇒ (20) + 12 = 32 damage: 1d6 + 6 ⇒ (5) + 6 = 11 Shocking Grasp: 5d6 ⇒ (6, 6, 2, 3, 1) = 18
Finally getting able to hit one, he lands a critical hit. Hopefully vaporizing it.
SR: 1d20 + 12 ⇒ (18) + 12 = 30

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At this point, Matamah is going to chill out and let his song linger in the air, so no saving finale is available right now.
REMEMBER: INSPIRE COURAGE, HASTE, AND FLAGBEARER (+5 to attack rolls (and CMB), +4 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

FiddlersGreen |

As the ghostly figure reaches out to Earl once more, 42 jumps in the way and cleaves down the length of it. His blinking nature allows him to follow the arm right through into the ground, and you hear a bloodcurling screech that quickly fades as 42 pulls his scimitar back out. All is silent.
Combat over. Earl's in bad shape, but the rest of you are fine. There is a passage leading North, and then there are the other passages you did not take earlier. Refer to the maze dungeon map if you need to refresh your memory.
Round 5:
42 - blinking <-----------------We are here
Matamah - free
Rhon /Earl - (free, -2 STR) / -17, -3 CON drain, -2 NL
Itamar -1, free
Rand -
Alden /Naala -

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"I think we should check out the single room with the cloth curtain, since it's the only room that has a cloth curtain we've seen."

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"Well done, friends. That was a difficult combat. We should heal our wounds before we continue."

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"Rand, that sounds reasonable. But yes, we should tend to wounds before heading out."
Matamah will use any wands needed from people. Just remember to roll it out yourself. :p

FiddlersGreen |

Rhon is down 17hp, but the real problem is the CON drain and negative levels that he took.

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A cohort is never more valuable than another PC. Your followers are never more important than a comrade’s cohort.
Thinks Itamar and he casts Lesser Restoration: 1d4 ⇒ 2 on Rhon

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Itamar, Rhon has no ability damage. Nor does Earl. Would you like to change your action?

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"Fear not Earl for I planned for this problem."
Rhon pulls out a Scroll of Restoration and casts the spell on Earl. Or not. Stupid dice
Use Magic Device: DC 28: 1d20 + 16 ⇒ (6) + 16 = 22

FiddlersGreen |

If you're going to be using an expensive consumable, I'll just assume you passed it to Itamar to use.
Can you confirm how much you paid for the scroll? Was it the +100gp version or the +1000gp version?
You double back to check the room you missed earlier, and find another four worms waiting for you. Alden makes sure none of you get hit as you curb-stomp them into green goo...that fades away into shadowy smoke shortly after.
Where to now? There are two gates and a bead curtain.

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It is the 100 gp version. It should take care of both the Con drain and the temporary negative levels (it has not been 24 hours yet since he was struck).

FiddlersGreen |

Oh, that's true! XD
Earl heaves an earthy sigh of relief as the restorative magic cleanses him from the negative energy ravaging his stony body. He thanks Torag that his master is well-prepared for such contingencies!
Round 5:
42 - blinking <-----------------We are here
Matamah - free
Rhon /Earl - (free, -2 STR) / -17
Itamar -1, free
Rand -
Alden /Naala -
Earl is still down 17 hp, but with the CON drain and negative levels gone, he should be relatively fine.
Where to now?

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If there are any unexplored areas, we will head there.
42 is almost completely tapped...

FiddlersGreen |

Well, there are three unexplored passages for you to choose from.
It occurs to me that a scroll of prying eyes would have been incredibly valuable for this dungeon. Alden and 42 are probably missing Ralph right about now. I know I would be. XD

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Alden offers charges from his wand of cure light wounds to Earl, with the assumption that someone else will use it to cast on him.

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I think I had convinced about 1/2 the party to agree that we should check out the curtained area before proceeding.

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Earl turns to to Alden after being informed of his generosity.

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"Lets see what lays beyond the curtain." This wizard is bound to run out of Shadow henchmen eventually.

FiddlersGreen |

You double back to check the room you missed earlier, and find another four worms waiting for you. Alden makes sure none of you get hit as you curb-stomp them into green goo...that fades away into shadowy smoke shortly after.
That was the curtained room. It was just more worms which you curb-stomped. Where to next?

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I would say lets check beyond the Wooden Beads Curtain since we are already here.

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Sorry Fiddler, I missed that post. In my defense, however, that area was still covered on the map when I made the suggestion.
"The beaded curtain area is probably going to lead us to an area where we have to fight ghost people again."