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I also never use my reroll.
Fort: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Falco backs into the corner of this round room and decides to conserve his spellpower by pulling out a wand of less powerful missiles.
On blue:
force: 1d4 + 1 ⇒ (1) + 1 = 2

GM thunderspirit |

Noted about the rerolls. I'll try to remember, guys.
Dorvhan, in close, and Falco, far away, combine to finish off Blue!
Pandoor, Syrak!

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Syrak takes a pair of nasty blows and takes a moment to heal himself, still barely standing.
lay on hands: 1d6 ⇒ 3
Showing no fear he turns on yellow.
power claw: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 3d6 + 12 ⇒ (6, 4, 1) + 12 = 23
power claw: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 3d6 + 12 ⇒ (2, 1, 5) + 12 = 20
vicious feedback: 2d6 ⇒ (5, 4) = 9
Syrak then falls to 1 knee, staggered. assuming both attacks are hits

GM thunderspirit |

Both hit the AC on the button.
Syrak uses the last of his energy to claw Yellow to cellulose fibers, as he drops to one knee, breathing hard!
Out of combat!

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"I'm guessing those aren't even good grilled." Dorvhan places a hand on Syrak, "Here. let me help." Cure Serious Wounds: 3d8 + 6 ⇒ (2, 7, 7) + 6 = 22

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Pandoor flails aimlessly with his arms until the spores stop for an unknown reason. "Phew! That was a harsh battle, folks!"

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CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Syrak taps himself with the happy stick until he feels better and nods to Dorvhan in thanks.

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"Right," Falco says while dusting the pollen off of his cloak with a disgusted look on his face. "Well, once you're all feeling better why don't you lead the way north, Syrak?"

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Dorvhan's spell should be up (Auto trap checking at +23)
Dorvhan follows closely behind Syrak, ready to tap him with a bit o'luck if need be.

GM thunderspirit |

Opening the door, the party finds a wide, circular room that is relatively clean and clear of debris. Faintly glowing runes embossed into a crescent-shaped pedestal near the center of the room cast wild shadows against the walls. A heap of dirt and rubble along the west wall covers what were once stairs leading up, while to the north, a wide staircase descends into darkness. A stylized map woven of metallic fabric hangs on the east wall.

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"I guess we go down." Falco comments. "Let's hope there are more artifacts and items of interest below. So far this place has been startlingly bare."

GM thunderspirit |

Well, you could always search the room from which the basidironds came...

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Pandoor hops happily around the room in which the party fought the beasts, mumbling a song or something.
"... and his name was... ...Tralalala..."
Perception: 1d20 + 12 ⇒ (16) + 12 = 28

GM thunderspirit |

Basidirond room:
A riot of colorful fungal blooms striped and spotted in bold red, yellow, blue, and purple cover the uneven floor of this round chamber. Several chunks of dimly glowing orange and purple crystal peek through the carpet of mold and puffballs.
A quick search finds a boot — with a mangled foot still in it — that has a pouch of Chelish crowns tucked into a hidden sole (200 gp).

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"oooooH What a wonderful booooot!" shouts the bard.
Knowledge (Nature) 1: 1d20 + 6 ⇒ (8) + 6 = 14
Knowledge (Nature) 2: 1d20 + 6 ⇒ (16) + 6 = 22
Doh!

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Once Pandoor does his thing (assuming also detection for magic), Dorvhan stands ready to go down.

GM thunderspirit |

Nothing detects as magical in the fungus room, though a few of the crystals catch your eye.
Caphorite absorbs light; anyone attempting to cast a spell with the light descriptor within 30 feet of caphorite must make a DC 15 Caster Level check or the crystal absorbs the magic.
Returning to the room with the pedestal and the map, a closer look at the map easily discerns that it depicts northern Varisia. The pedestal is 4 feet high with its top surface sloping down toward the center of the room. Six large runes on raised buttons form a hexagon, with many smaller symbols woven around them.

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Dorvhan looks around uncomfortably, always aware that his partymates spent more time paying attention in classes...

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...and yet again, all eyes turn towards the halflings.

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Knowledge (nature): 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (nature): 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge (geography): 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge (geography): 1d20 + 9 ⇒ (6) + 9 = 15
Falco skips bast the plants' room, not interested in the rotten mess they have left behind.
He is, however, more intrigued by the map. "Quite old. I'd say this was made back during the height of the Thassilonian empire. Incredibly ancient."
"Of course I am curious what the buttons do but I think it best not to mess with them without more study. It would be more prudent to simply head downstairs I think. Everyone ready? Good, let's get moving."

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Knowledge (dungeoneering): 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge (geo): 1d20 + 2 ⇒ (14) + 2 = 16
Knowledge (history): 1d20 + 2 ⇒ (13) + 2 = 15
Pandoor nods profusely to what his elder cousin says. "Indeed, indeed! Terribly ancient map! Oh about the buttons, we can just try to push them to see what happens." he says approaching his index from the nearest rune-button and pushes it down.
Halfling poweeeer!

GM thunderspirit |

Pandoor turns and presses a shiny red button on the panel, and a voice in Elven rings out, Circle active — observation deck.
DC 17 Refl save for Pandoor: 1d20 + 11 ⇒ (8) + 11 = 19
He dives aside at the last instant, dropping the boot he found in the fungus room behind, which instantly vanishes, then a dull thunk is heard above, which causes a small cave-in of broken earth and familiar boot with mangled foot to tumble into the chamber from the impact!

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Falco shakes his head. "Luckily you are quick, Pandoor. But this is why we have to be careful with old elven runes we do not understand. Now, let's see what is down below."

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Dorvhan chuckles a bit but is ready to descend.

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"Woooaah! Cool stuff!" says the halfling, not really paying attention to what Falco says.
"It said 'observation deck'. What do you think it means?" asks Pandoor to the others.

GM thunderspirit |

Oh, hey, look, a functioning website for a change.
The steps descend into an unlit area below. Dorvhan has no trouble seeing with his darkvision, but (I think) the rest will need a light source.
The air here is cooler than the upper floor, and the room is relatively clean and clear of debris. The walls, though made of stone, bear the carved likeness of fresh soil riddled with tree roots. An open doorway leads to the south.

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Not sure if the 6 minutes of Trap Finding is up.
Dorvhan cautiously (and before anyone uses a light) moves in to peek down the hall.)

GM thunderspirit |

Sure, we'll say it's still up for the trip downstairs and this room.
Beyond a few pieces of furniture made of petrified wood and a stack of sleeping pallets, this rounded triangular room is devoid of furnishings and gives the appearance of having been ransacked. A wealth of mushrooms and fungi grow to a height of three feet around the periphery of the room. Another open doorway allows passage to the south, and a closed door made of petrified wood stands in the middle of the curved eastern wall.
Of more immediate concern is the three dark-skinned elves here! Dorvhan has not surprised them, but the cautious dwarf caught a whiff of their foul stench an eyelash before he saw them so he is not surprised either; Dorvhan's companions, however, are caught completely off guard!
S & F: 1d20 + 4 ⇒ (7) + 4 = 11
Dorvhan: 1d20 + 0 ⇒ (1) + 0 = 1
Falco: 1d20 + 4 ⇒ (2) + 4 = 6
Pandoor: 1d20 + 3 ⇒ (4) + 3 = 7
Syrak: 1d20 + 7 ⇒ (8) + 7 = 15
Surprise round
Syrak
Baddies 1
Baddies 2 & 3
Pandoor
Falco
Dorvhan
The drow to the rear casts a spell on his weapon while his companions overturn a pair of petrified wood tables, ducking behind them for cover!
Dorvhan!

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"Black elves! Three of them!" Dorvhan quickly casts a spell of Spiritual Starknife, and directs forward At green ATK: 1d20 + 9 ⇒ (15) + 9 = 24 for DMG: 1d8 + 2 ⇒ (2) + 2 = 4

GM thunderspirit |

Need an SR check on that spiritual weapon, please.

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Duh, how could I forget? I've only been fighting drow since 1989.
Caster Level: 1d20 + 6 ⇒ (11) + 6 = 17

GM thunderspirit |

Success!
Dorvhan's conjured starknife hits the drow!
Round 1
Syrak
Baddies 1
Baddies 2 & 3
Pandoor
Falco
Dorvhan
Syrak is up!

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Syrak squeezes through the doorway, his oversized glaive swinging about the room as he goes after the darkest of the drow.
Power Glaive: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 2d8 + 9 + 6 ⇒ (8, 6) + 9 + 6 = 29

GM thunderspirit |

Point of order: there is no light on this level. Dorvhan can see due to darkvision. The rest of the party, not so much.

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Nudge, nudge: Falco always acts in the surprise round.
Sensing something coming, Falco quietly pulls out an oil of daylight.
Knowledge (local): 1d20 + 10 ⇒ (19) + 10 = 29
---
On his turn after the baddies (as I may not be able to post tomorrow):
"Black elves! Three of them!" Dorvhan quickly casts a spell of Spiritual Starknife, and directs forward At green [dice=ATK]d20+9 for [dice=DMG]d8+2
Dorvhan feels a small halfling hand slap him in the arm. "Don't be so insensitive. The correct term is Mwangi Elf but that's besides the point because these are drow. Not all pointy-eared humanoids are alike, you know!"
Falco then smashes the bottle of daylight oil over the dwarf's shoulder.

GM thunderspirit |

Diviner, of course. My bad.
I'll allow Falco to drop and shatter it on the floor as a Free action during the surprise round, which mitigates the light issue and allows Syrak's action. Otherwise, Syrak would have to either delay or move in while blind. His call.

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Sounds good to me! And look, I actually did get a chance to post today! ...but for unfortunate circumstances. I was loading an ATV into the back of my pickup (which I've done a hundred times at least) and the ramps slipped and the ATV landed on my foot. Not broken but I chipped a bone and am on crutches. Which means I got off early, haha.

GM thunderspirit |

Falco breaks the vial, which sends the daylight from the daylight spell everywhere in the room! The light blinds the dark elves temporarily! However, even blinded, Syrak's glaive only manages to catch a chunk of the overturned table!
The drow to the rear casts another spell as he struggles to see!
Meanwhile the other two grope for objects; they toss out burlap bags (provokes from Syrak) blindly!
vs. Syrak's touch AC: 1d20 + 7 ⇒ (15) + 7 = 22
50% miss chance, high is good for them: 1d100 ⇒ 72
vs. Syrak's touch AC: 1d20 + 7 ⇒ (13) + 7 = 20
50% miss chance, high is good for them: 1d100 ⇒ 24
One hits the Paladin! Syrak is entangled (–2 Penalty on attack rolls and a –4 Penalty to Dexterity), plus needs a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, he can move only at half speed.
You guys are up!

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Having broken through the elf's resistance, the spiritual starknife continues its work: ATK: 1d20 + 9 ⇒ (8) + 9 = 17 for DMG: 1d8 + 2 ⇒ (2) + 2 = 4.
Dorvhan then gives Syrak a touch of luck!

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Pandoor starts his oral performance to enhance the party's strength and morals! He moves towards the door.
Inspire Courage is up, folks! +2 hit/dmg, +2 moral bonus to saves vs charm and fear!

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Syrak nods to Pandoor and shuffles a bit to the side to get a better shot on the black drow.
power attack, inspire courage, entangled
Glaive: 1d20 + 8 ⇒ (10) + 8 = 18
Lucky Glaive: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 2d8 + 9 + 2 + 6 ⇒ (2, 3) + 9 + 2 + 6 = 22

GM thunderspirit |

Point of order: Syrak needs a DC 15 Reflex save to shuffle anywhere. :-P
However, I'll say he moved into those squares when he entered. Still need the save.
The drow at the back lets loose a volley on Syrak!
longbow, PBS/Rapid Shot, but not Precise Shot for some gods damned reason even though he's a Ranger who could get it for free...: 1d20 + 11 + 1 - 2 - 4 - 1 ⇒ (20) + 11 + 1 - 2 - 4 - 1 = 25
confirm?: 1d20 + 11 + 1 - 2 - 4 - 1 ⇒ (16) + 11 + 1 - 2 - 4 - 1 = 21 Ouch.
crit dmg: 6d6 + 3 ⇒ (3, 1, 4, 6, 1, 3) + 3 = 21 plus Fort save vs. poison
longbow, PBS/Rapid Shot, dazzled: 1d20 + 6 + 1 - 2 - 4 - 1 ⇒ (5) + 6 + 1 - 2 - 4 - 1 = 5
dmg: 2d6 + 1 ⇒ (1, 1) + 1 = 3 plus Fort save vs. poison
Meanwhile, Green and Blue jump into action, using Acrobatics as they go!
Green Acrobatics: 1d20 + 14 ⇒ (8) + 14 = 22 success
Green maneuvers into place, drawing his rapier along the way, then waits, almost ready for something...
Blue Acrobatics: 1d20 + 14 ⇒ (2) + 14 = 16 provokes
Blue stumbles a bit, but she, too draws a rapier on her route, then triggers Green's readied action!
Green rapier, flank, dazzled: 1d20 + 8 + 2 - 1 ⇒ (1) + 8 + 2 - 1 = 10
Green dmg: 1d6 + 2 + 3d6 ⇒ (3) + 2 + (3, 6, 1) = 15 plus Fort save vs. poison
Then attacks herself!
Blue rapier, flank, dazzled: 1d20 + 8 + 2 - 1 ⇒ (18) + 8 + 2 - 1 = 27
Blue confirm?: 1d20 + 8 + 2 - 1 ⇒ (19) + 8 + 2 - 1 = 28 confirm
Blue dmg: 2d6 + 4 + 3d6 ⇒ (6, 3) + 4 + (1, 2, 4) = 20 plus Fort save vs. poison
You guys are up! Syrak needs a Reflex save for the tanglefoot bag and two Fort saves for the drow poison.

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My apologies, I really do remember making that reflex save, looking back at the posts, obviously I didn't. New fort saves are divined for +3 and lucky. I feel very blessed.
reflex: 1d20 + 6 ⇒ (18) + 6 = 24
fort poison: 1d20 + 9 ⇒ (5) + 9 = 14
fort poison: 1d20 + 9 ⇒ (13) + 9 = 22
fort poison: 1d20 + 9 ⇒ (3) + 9 = 12
fort poison: 1d20 + 9 ⇒ (12) + 9 = 21
I'm not next to anyone when he starts shooting, so he doesn't need precise. Not enough of a difference for the iterative, but he should be taking that rapid shot at full BAB on me.
missing bow attack on me: 1d20 + 11 + 1 - 2 - 1 ⇒ (16) + 11 + 1 - 2 - 1 = 25
damage: 2d6 + 3 ⇒ (6, 1) + 3 = 10
fort poison save: 1d20 + 9 ⇒ (13) + 9 = 22
fort poison save: 1d20 + 9 ⇒ (17) + 9 = 26
leaves me at 6/57 hp. Syrak does have combat reflexes, but while enlarged and entangled he only gets 1 AoO. Black provokes first from firing within range of the glaive so I'll attack him.
If he would rather step back out of range first I'll take the AoO on Blue as he approaches
AoO: 1d20 + 8 + 3 ⇒ (5) + 8 + 3 = 16
Lucky AoO: 1d20 + 8 + 3 ⇒ (20) + 8 + 3 = 31
damage: 2d8 + 9 + 2 + 6 ⇒ (4, 8) + 9 + 2 + 6 = 29
AoO Confirm: 1d20 + 8 + 3 ⇒ (6) + 8 + 3 = 17
Lucky AoO Confirm: 1d20 + 8 + 3 ⇒ (20) + 8 + 3 = 31
Extra Crit damage: 4d8 + 34 ⇒ (3, 2, 8, 1) + 34 = 48
That's 77 damage on the crit AoO.[/ooc]
Going to wait for AoO resolution because it effects my turn.

GM thunderspirit |

Not next to anyone, no; but because Syrak has reach, he's "in melee." You're correct that Black would have five-footed back if threatened, so the AoO goes on Blue. Which drops her (even at high tier, LOL), so no damage at all from the minions. Syrak's feeling MUCH healthier. :-)
Did miss the Rapid Shot attack with the gravity bow crit, tho.
1d20 + 11 + 1 - 2 - 4 - 1 ⇒ (2) + 11 + 1 - 2 - 4 - 1 = 7
dmg: 2d6 + 1 ⇒ (4, 6) + 1 = 11
Syrak shakes off the worst of the tanglefoot bag, then is fortunate enough to shake off the sleep poison of the drow arrows! His glaive cuts down one of the would-ba acrobats during her move!
Carry on!

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Syrak will touch himself a bit.
Loh: 1d6 ⇒ 4
before dropping his glaive and popping claws on the greencloaked drow.
I had luck but not diviner's fortune for my turn last round, I'll have diviners fortune and not luck this round.
claw: 1d20 + 7 + 3 ⇒ (12) + 7 + 3 = 22
damage: 1d6 + 6 + 2 + 4 + 2d6 ⇒ (4) + 6 + 2 + 4 + (5, 4) = 25
claw: 1d20 + 7 + 3 ⇒ (12) + 7 + 3 = 22
damage: 1d6 + 6 + 2 + 4 + 2d6 ⇒ (5) + 6 + 2 + 4 + (5, 3) = 25
vicious feedback: 2d6 ⇒ (2, 5) = 7
Syrak roars as he engages the Drow with his more feral combat style.

GM thunderspirit |

Syrak eviscerates the second drow rogue, rending him in two!
Pandoor, Falco, Dorvhan!

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Dorvhan gives a hooting laugh, watching his shieldmate go primal. He gives him another touch of luck (6/8 remaining). He then steps 5' and redirects the spiritual weapon at the remaining drow.
SR: 1d20 + 6 ⇒ (13) + 6 = 19
ATK: 1d20 + 9 ⇒ (2) + 9 = 11, but misses