| Chalkou |
Chalkou wrote:"I will take the front." the big Hellknight growls, before moving to the head of the group.Hey big guy, it looks like we are waiting for you to lead the way. Have you made a decision on which direction to go?
I thought we were waiting on the spellcasting.
Once the relevant spells are cast, Chalkou leads the way, spear held low. He instinctively takes a gulp of air before plunging underwater*, then, after a few moments, remembers the spell and lets his breath go, testing out his new abilities.
I take it the water will be over our heads at some point here.
Uriel of Mendev
|
Uriel will follow behind, sword at the ready.
| Boudacia |
Boudacia spends a minute getting a rather unwilling Wayne into the familiar satchel and calm him down once he is in there. She then thanks Illyanaro for casting the spell and follows Uriel. The observant may notice that the normally unflappable witch is worried about adventuring underwater, though she is hiding it well.
Who is carrying the familiar satchel? I could, but I may want to become a bat.
| The All-Seeing Eye. |
Boudacia, just remember that your characters have no idea that you are on the northern side of this level. Technically they don't even know this is all in 'levels' either. So the whole 'explore in a North to South pattern' is not really a proper plan. Your characters are NOT looking at images of the battle grid.
And to be clear: you are ignoring room E4 for now. I went ahead and moved icons based on this info.
FAMILIARS: A decision on this needs to be made before we can move on please. 1. (Satchel & Air Bubble) or 2. (Include them in the Water Breathing?)
| Boudacia |
Boudacia, just remember that your characters have no idea that you are on the northern side of this level. Technically they don't even know this is all in 'levels' either. So the whole 'explore in a North to South pattern' is not really a proper plan. Your characters are NOT looking at images of the battle grid.
OK OK. I kinda assumed the battle grid was what we knew.
FAMILIARS: A decision on this needs to be made before we can move on please. 1. (Satchel & Air Bubble) or 2. (Include them in the Water Breathing?)
I favour 2. Much less can go wrong. And air bubble does not last nearly long enough.
"Very well Raziel. We should try and keep unexplored rooms behind us to a minimum however."
Uriel of Mendev
|
Uriel is fine either way. I, as a player, have done this level before FTF, so I remember a bit of it. I will follow others’ lead for which direction to go.
Uriel of Mendev
|
I'll re-adjust us on the map to target the other room...
| The All-Seeing Eye. |
Water breathing if cast including familiars - 10 hrs / 7 creatures = 1.43 hrs. to make it easier I will round that to 1.5 hrs total. Once that does get cast I think we will go into initiative rounds to keep track even if we are not in an encounter, unless someone else has a suggestion? Or would you prefer I just be a judge of time on that while not in an encounter initiative?
Boudacia Perception: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 +2 if Wayne w/in reach.
Wayne Perception: 1d20 + 10 ⇒ (15) + 10 = 25 Blindsense 20 feet
Chalkou Perception: 1d20 + 11 ⇒ (12) + 11 = 23 Darkvision 60 feet
Ilyanaro Perception: 1d20 + 11 ⇒ (16) + 11 = 27 Low-Light Vision
Lonam Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Raziel Perception: 1d20 + 12 ⇒ (10) + 12 = 22 Darkvision 60 feet
Uriel Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Secret DM roll + 4 (circumstance): 1d20 + 0 + 4 ⇒ (20) + 0 + 4 = 24
YIKES!!! Check out those rolls folks! Nothing lower than a 21!
Boudacia (& Wayne) & Ilyanaro either hear or notice the Undine back at the entrance starting to cast a spell!
You walked off and left an enemy laying on the ground ... After Uriel unintentionally healed him, thus waking him up!
Surprise round Initiatives: Boudacia & Ilyanaro may take 1 standard action, or 1 move action.
Boudacia Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Ilyanaro Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Undine Initiative: 1d20 + 0 ⇒ (3) + 0 = 3
CURRENT INITIATIVE:
Block 1:
Boudacia & Ilyanaro
Block 2:
Undine male
| Ilyanaro Balmaris |
"Ugh...fanatics or lunatics, why are these outsiders so keen on being slain?"
Ilyanaro looks over his shoulder and points, unleashing a streaking bolt of red-gold flame from the tip of his staff.
1d20 + 4 ⇒ (9) + 4 = 13 ranged touch attack vs flatfooted for 4d6 ⇒ (6, 6, 4, 1) = 17 fire damage
Casting scorching ray, if not flat footed due to surprise round, act accordingly.
| The All-Seeing Eye. |
Ilyanaro's ray strikes the Undine hurting him badly! (Please see post in Discussion!)
I'll wait for Boudacia's action to see what all the Undine has to do to be able to continue casting his spell.
| Boudacia |
Boudacia stifles a curse and moves quickly back towards the undine. She then hits him with the Misfortune Hex.
That is-
Misfortune (Su)
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save [DC 19] negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Sorry about the delay. I had tabletop roleplaying all day today.
| The All-Seeing Eye. |
Ummm ... Boudacia? Surprise round = I was very specific about 1 action only. So you can move or do something else, but you are too far away for your 30 ft hexes. Sorry.
| Boudacia |
Boudacia casts Glitterdust on the Undine.
Sorry. Silly me.
| The All-Seeing Eye. |
Concentration check to cast spell DC 10 + damage of 17 + spell level 2, DC 29: 1d20 + 9 ⇒ (19) + 9 = 28
Notice - Only successful on a Nat 20. Rolled a 19. Short by ONE!!! Grrr! If the damage had only been 1 lower ...
Boudacia, best I can figure your save DC for Glitterdust is 18? I'll proceed with that, if we need to correct we will.
Will save vrs Gitterdust DC 18(?): 1d20 + 6 ⇒ (2) + 6 = 8
The Undine cries out in pain as the fiery ray strikes him, and then as he starts to glow, he screams and starts moving his hands around in a searching pattern along the floor. It becomes clear that he cannot see.
*
End of every round new Will save vrs Gitterdust DC 18(?) to end Blindness: 1d20 + 6 ⇒ (14) + 6 = 20
*
And suddenly he can see again!
*
Chalkou Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Lonam Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Raziel Initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Uriel Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
*
CURRENT INITIATIVE: (Full round actions now)
Block 1:
Boudacia, Chalkou, Ilyanaro, Lonam, Raziel & Uriel
Block 2:
Undine male
Uriel of Mendev
|
"Sorry guys, I forgot to check the ropes" says Uriel.
He pulls a javelin and hurls it at the foe (second range increment).
Javelin attack: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Javelin damage: 1d6 + 5 ⇒ (2) + 5 = 7
| Boudacia |
Boudacia moves quickly back towards the uUndine. She then hits him with the Misfortune Hex.
That is-
Misfortune (Su)
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save [DC 19] negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
| The All-Seeing Eye. |
Uriel's javelin manages to pierce the Undine in the heart, and he dies a very "Misfortunate" death! ;-) I couldn't resist Boudacia! You know I like a good pun! :-D
Out of initiatives - again!
| Ilyanaro Balmaris |
"As much as it pains me, I believe no quarter should be offered going forward. These undine seem quite fanatical, and capable of magical attacks. Leaving a trail of corpses is unseemly and barbaric, but I would argue they leave us little choice."
Ilyanaro raises his staff and renews the glowing light spell before turning back to the group
"I would suggest you retrieve your javelin, and we proceed."
Uriel of Mendev
|
”Agreed,” says Uriel matter-of-factly. He retrieves his weapon from where it is lodged in the creature and swishes it through the water a few times to clean it before stowing it and taking his place in line.
”I am ready,” he adds, nodding to Chalkou.
| Lonam Asri |
I just feel fortunate because I was his primary target.
| The All-Seeing Eye. |
I just feel fortunate because I was his primary target.
Yep! That Flaming Sphere was about to roll right into you! :-D
| Chalkou |
Halfway to loading his crossbow, Chalkou stows it again. "I have few qualms with pacifying resistance however necessary. Those too foolish to cease resistance will have little time to regret their error." Chalkou says to the others, before stowing (Holstering? lol) his crossbow and returning to the head of the group. As he steps forward into the room E4 he notices a side passage to his left and gestures for Uriel to cover it.
Uriel of Mendev
|
Uriel will move to cover the hallway, then sweep the hallway and the room to the south with detect evil.
| The All-Seeing Eye. |
Sorry for the delay. Been extremely busy with my Mom! And a little difficult to post since she doesn't know about this, gotta do it when she won't notice.
Raziel, yes, the male Undine had been searched already.
Chalkou Perception: 1d20 + 11 ⇒ (11) + 11 = 22 Darkvision 60 feet
Uriel Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Secret DM roll: 1d20 + 6 + 8 ⇒ (4) + 6 + 8 = 18
Secret DM roll: 1d20 + 6 + 8 ⇒ (8) + 6 + 8 = 22
As Chalkou walks into the room he suddenly realizes that 2 sections of the water are moving differently than the rest of the water, and they are rising up to attack! Chalkou & Uriel are both stopped in their tracks before being able to move forward.
One action each!
Chalkou Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Water Light Blue Elemental Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Water Green Elemental Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
The 'greenish' elemental rises up and tries to slam into Uriel!
Green elemental attack vrs Uriel's FF AC (Surprised): 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
But it is distracted by a glint of light from Uriel's shield.
The 'cyan' elemental also rises up and tries to slam into Chalkou.
Cyan elemental attack vrs Chalkou (Not surprised.): 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
TWO Nat 1's in a row for my attack rolls? The dice algorithm is loving you all!
The 'cyan' elemental gets distracted by the splash the green elemental causes and misses Chalkou.
CURRENT INITIATIVE:
Just Chalkou for now.
| Chalkou |
Chalkou steps back, unsurprised that such watery foes would inhabit an area like this. Then he jabs experimentally at the nearest creature with his longspear.
Knowledge(Planes): 1d20 + 10 ⇒ (2) + 10 = 12
Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 11 ⇒ (6) + 11 = 17
| The All-Seeing Eye. |
Chalkou has no special knowledge about this type of creature, but somehow manages to pierce deeply into the watery semi-humanoid form!
Boudacia Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Ilyanaro Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Lonam Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Raziel Initiative: 1d20 + 9 ⇒ (7) + 9 = 16
Uriel Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
NEW INITIATIVES:
Block 1:
Green water elemental
Block 2:
Raziel, Lonam & Boudacia
Block 3:
Blue water elemental
Block 4:
Chalkou, Ilyanaro, & Uriel
The 'greenish' water elemental tries taking another swing at Uriel ...
Green Water elemental attack: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
but cannot find an opening in the armor.
CURRENT INITIATIVE:
Block 2:
Raziel, Lonam & Boudacia
Block 3:
Blue water elemental
Block 4:
Chalkou, Ilyanaro, & Uriel
| Boudacia |
Boudacia moves forward to where she can see the conflict and then employs the Misfortune hex on the Cyan elemental.
Misfortune (Su)
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save [DC 19]negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
| Lonam Asri |
Lonam will move 30 feet to stand behind Uriel, he will cast Spiritual Hammer (morningstar) and use it to attack the green elemental.
Attack Roll: 1d20 + 4 ⇒ (14) + 4 = 18
Damage Roll: 1d8 + 1 ⇒ (1) + 1 = 2
I am not sure what happened to my figure on the map when I tried to move him. If someone sees him please place behind Uriel.
| The All-Seeing Eye. |
Raziel knows elementals typically have these traits and Water elementals have Water Mastery as well.
| Raziel Drakan |
I admit I was surprised - I expected the elementals to have some sort of reistance to their own elemental, and vulnerability to the opposite one :D
"They are at an advantage if we are touching water" - he informs their companions - "Though I guess we don't have many alternatives here..." - the tiefling adds, drawing his bow, and trying to take a shot.
Composite Shortbow on Green: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 < Cover penalties applied.
Damage if it hits: 1d6 + 1 ⇒ (4) + 1 = 5
Sorry guys, it is going to be hard to hit without LoS ;)
| The All-Seeing Eye. |
F@&~!!! I made a long complicated post earlier taking care of all this, but Paizo ate it! GGGGRRRR!!!! And I had a Nat 20 attacking Lonam! Didn't confirm, but ... oh well. Such are the perils of PBP gaming. I'll have to repost it all as if it were new. The system MIGHT just happen to keep the rolls it made before. We'll see.
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I admit I was surprised - I expected the elementals to have some sort of reistance to their own elemental, and vulnerability to the opposite one :D ...
That would make sense don't ya think? But then again, keep in mind that your character does not know everything about the elementals. At least not yet. If your check meets the DC, you get one piece of info. For every 5 you get above the DC, you get another piece of info. The 'Elemental Traits' section actually had several bits of info, but since you did beat the DC by more than 5 I went ahead and told you of the 'Water Mastery' as well. However you did not beat the DC by 10 or more, so no further bits of info were given. The way I play it, if someone else makes a check and beats the DC by more than 5, I will give them some other piece of info. As to making knowledge checks, I do wait for the PC's to specify that they want to make that check, because if your character forgets to stop & try to think of any knowledge he/she has about creature X or situation X, then it is not my fault that they didn't think of it.
*************************************************************************** **********
Cyan's Will save vrs Misfortune: 1d20 + 1 ⇒ (7) + 1 = 8
Fail. (I do believe that is the same roll I had on the 'eaten' post. There may be some hope yet?)
Lonam's 'Spiritual Weapon' does some slight damage to the greenish water elemental.
*************************************************************************** **********
The Cyan elemental then steps forward trying to decide who it's going to attack:
1 = Chalkou, 2 = Lonam, 3 = Uriel
Who to attack?: 1d3 ⇒ 2 Lonam! That's what it rolled previously as well!
The Cyan elemental swings its large 'fist-like' appendage at Lonam!
Cyan's attack on Lonam - 1 for Misfortune: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Yes! My 'eaten' post had also rolled a Nat 20, and a nat 20 is still a nat 20 despite the misfortune! :-D
Confirm Crit?: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14 No Crit. Same roll!
Damage to Lonam: 1d8 + 4 ⇒ (5) + 4 = 9 Damage. Same again. Interesting.
*************************************************************************** **********
CURRENT INITIATIVE:
Block 4:
Chalkou, Ilyanaro, & Uriel
Block 1:
Green water elemental
Block 2:
Raziel, Lonam & Boudacia
Block 3:
Cyan water elemental
Block 4:
Chalkou, Ilyanaro, & Uriel
Uriel of Mendev
|
Uriel turns to attack the cyan elemental, trying to protect the healer.
Longsword Atttack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d8 + 11 ⇒ (8) + 11 = 19
(Note that Uriel’s feat allows him to attack normally in the water with the longsword)
| The All-Seeing Eye. |
(Note that Uriel’s feat allows him to attack normally in the water with the longsword)
Note likewise that you are standing in only 2-3 ft of water. Otherwise the Elementals could have used used their 'vortex' (= Whirlpool attack!).
*************************************************************************** ****
It was pointed out that I did the Misfortune incorrectly. I need to roll twice & take the lower, so here go the rolls again. Grumble, grumble says the crotchety old DM - man ...
*************************************************************************** ****
Cyan's attack roll # 1 on Lonam: 1d20 + 7 ⇒ (17) + 7 = 24
Cyan's attack roll # 2 on Lonam: 1d20 + 7 ⇒ (5) + 7 = 12
Grumble, grumble ... ruining my Nat 20 like that ... Grumble, grumble ...
So no damage to Lonam. :-(
*************************************************************************** ****
And when Uriel stabs the Cyan water elemental, it suddenly falls back into the water! Is it dead? Or just doing something unknown?
*************************************************************************** ****
CURRENT INITIATIVE:
Block 4:
Chalkou, Ilyanaro, & Uriel (Already went)
Block 1:
Green water elemental
Block 2:
Raziel, Lonam & Boudacia
Block 3:
Cyan water elemental
Block 4:
Chalkou, Ilyanaro, & Uriel
| Ilyanaro Balmaris |
Ilyanaro moves forward behind Boudacia, raising his glowing staff and looking for viable targets.
Knowledge Planes? To determine what he knows about these elementals. Also: ready force missile if Cyan elemental shows back up.
| The All-Seeing Eye. |
Ilyanaro Knowledge Planes: 1d20 + 13 ⇒ (6) + 13 = 19
Besides the Elemental Traits / Elemental Subtype Ilyanaro also knows the typical Water Elemental has the Drench attack and the Vortex attack abilities.
Since the Vortex/Whirlwind attack has to be a minimum of 10 ft tall and completely underwater, I am ruling that they cannot use it in here since there is only 2-3 ft of water. Sound reasonable?
| Chalkou |
Glancing behind him, Chalkou swears in orcish. Can't move, I'm the only thing bulwarking the casters. Too close to use my spear. Damn it. He drops his longspear and draws his backup shortspear, then stabs at the elemental.
Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
| The All-Seeing Eye. |
Chalkou, my fault! I forgot to remove the Cyan elemental from the battle grid. So you have plenty of space to move or whatever. Feel free to change your action. Sorry for the confusion.
| The All-Seeing Eye. |
As Chalkou stabs into the elemental he sees what appears to be a mouth open & all of you hear what sounds like a loud rush of roaring water.
Those of you who know Aquan understand it to be a general curse shouted in anger & pain!
The elemetal then moves forward slightly and swings his fist-like appendage at the one who just hurt him so badly.
Green elemental attack on Chalkou: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 Score!
Damage + 1 for Water mastery!: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 Max damage!
The elemental slams Chalkou very firmly!
Chalkou? My notes have you already down by 2 HP from the previous encounter. Does that match with you? So now at 52 HP?
CURRENT INITIATIVE:
Block 2:
Raziel, Lonam & Boudacia
Block 3:
Cyan water elemental
Block 4:
Chalkou, Ilyanaro, & Uriel
| Boudacia |
"Unseen assistance coming."says Boudacia as she employs the Misfortune Hex on the Green elemental and then begins to laugh maniacally [Cackle Hex].
DC 19 Will save.
| Ilyanaro Balmaris |
"The creature did not enjoy that attack. I would translate its curse, but I doubt you have a 'mother-water-source-ice' from which you arose. It felt the hit, indeed."
| Lonam Asri |
I cannot find a direct explanation of Spiritual Weapon so I think these actions are acceptable
Lonam will direct his Spiritual Weapon to make a 5 foot adjustment to close towards the elemental. At the same time, Lonam will move 10 feet to place himself on the opposite side of Chalkou from the elemental and cast Cure Moderate Wounds on Chalkou (avoiding a concentration check adjacent to the elemental (?)).
attack from Spiritual Weapon: 1d20 + 4 ⇒ (15) + 4 = 19
damage from Spiritual Weapon: 1d8 + 1 ⇒ (4) + 1 = 5
cure moderate wounds on Chalkou: 2d8 + 5 ⇒ (5, 7) + 5 = 17
| The All-Seeing Eye. |
"... 'mother-water-source-ice' from which you arose. ..."
HAHAHAHA!!!!! Loved it! Thanks for the laugh! :-D
*************************************************************************** *********
Green's Will save vrs Misfortune: 1d20 + 1 ⇒ (5) + 1 = 6
And the crazy witch starts laughing maniacally ...
As Lonam moves and his 'Spiritual Weapon' strikes the elemental again!
Chalkou also feels much better after Lonam heals him. (That puts Chalkou back to full HP!)
Then Raziel fires a white-bluish ray at the water elemental striking it!
CURRENT INITIATIVE:
Block 3:
Cyan water elemental - nothing happens ... ? - Moving on.
Block 4:
Chalkou, Ilyanaro, & Uriel
Block 1:
Green water elemental
Block 2:
Raziel, Lonam & Boudacia
Block 3:
Cyan water elemental
Block 4:
Chalkou, Ilyanaro, & Uriel