Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Round 1
Status:
AC = 23
HP = 74/74
Weapon Equipped = +1 Dwarven Greataxe
Condition(s) = None
Kikinnin debates the next couple of moments, not liking the thought of entering the water, but resigning himself to the fate. He begins the wading. Double Move
If each square requires 4 squares of movement, a double move for the dwarf only gets him two squares, eh?
Hopefully, JJ and Juraan can benefit from a +4 bonus to the Fear roll, being 10' from Kikinnin...
Maxim listens to Cherrit's claim to have been searching for Zenith.
Sense Motive Take 10 for 20
He scowls, and nods in agreement at Marigold's assessment;
"Threads o' truth in those words... Reckon they did search for Zenith... Motivations a'hind such an endeavour are murky tho..."
As the dwur moves away, he shouts back to the captives;
"Don't go anywhere you two. Got a might more jawin' to do with you pair when we come back."
TORTURE CHAMBER
Like Kikinnin, the gun-mage stares grim faced at the dead dwur.
"Ach. Another poor damn fool drawn along by Zenith. Blood on his hands..."
Maxim stoops to check the corpse for any signs of identification - clan marks, the calloused hands of a smith, anything that might tell the dwarves who this once was;
Lore (Malachite):1d20 + 8 ⇒ (17) + 8 = 25
Round 1 (Redux)
As the shout goes up of another terrible undead foe, Maxim retrieves his wand (Move Action) using it to bolster his protection (Use Wand of Mage Armour - Standard Action)
Round 2 Buffs/Conditions: Mage Armour (+4AC)
Maxim pushes past his comrades, and swallows his fear DC15 Will Save: 1d20 + 6 ⇒ (15) + 6 = 21, stowing his wand as he goes (20ft Move).
He halts and draws his double barrel pistol (Move Action) bellowing to his comrades engaging the foul mummy;
"We need room god's darn it! Try and force the thing backward iffen ye can!"
Round 1
Hearing Ryan's warning about the Mummy, Juraan moves up and shoots the only spell he thinks will work down here against it:
« ცეცხლმოკიდებული ცეცხლი » . . "scorching ray (fire)", in draconic scorching ray (fire), point blank:1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18 . . shooting into melee damage:5d6 + 1 ⇒ (5, 2, 2, 4, 5) + 1 = 19
Round 2
And then tries the same spell again: « סקאָרטשינג פייַער » . . "scorching ray (fire)", in terran scorching ray (fire), point blank:1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23 . . shooting into melee to confirm critical:1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6 . . rats! damage:5d6 + 1 ⇒ (1, 3, 5, 3, 6) + 1 = 19
I figure the Flaming Sphere would be a wasted spell if I used it in this water-logged environment.
Since it's a ranged touch attack, I figured it's worth the risk in these tight confines.
Kikinnin wades the best he can through the waters.
Maxim advances as well, creating a magical defense and readying his gun.
Will vs fear+paladin's aura DC 16:1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
Juraan is panicking on the figure of the mummy, when Kikinnin's divine braveness inspires the professor on seeing the dwarf placing himself in between the mummy.
He then points towards the undead and nukes the creature with a rain of fire! The moldering linen takes fire despite the water of the room, burning further on the mummy!
I counted only 4d6, is the 5d6 a mistake or an extra power? -> 27 damage +50% = 40
Mummy: 43 damage
JJ: 52/59 hp, shield of faith 1 min remaining
Maxim: 35/39 hp, mage armor 1h
Juraan: 35/39 hp
Marigold: 50/63 hp
Round 2: Kikinnin, JJ, Round 3: Maxim, Marigold, Juraan, Ryan, Mummy
Will DC 15:1d20 + 8 ⇒ (8) + 8 = 16
Ryan brings Masterkey over the mummy head calling to Abadar as he does so. There is a explosion of positive energy that blasts the undead. Nevertheless, the creature resist partially the mace and the energy damage both.
The mummy is almost destroyed by the powerful smite, but it holds enough to answer back.
slam:1d20 + 14 ⇒ (9) + 14 = 23 Damage+mummy rot:1d8 + 10 ⇒ (5) + 10 = 15
The mummy responds back with a powerful slam on the cleric's head!
Fort DC 16 vs supernatural curse/disease
Mummy: 51 damage
JJ: 52/59 hp, shield of faith 1 min remaining
Maxim: 35/39 hp, mage armor 1h
Juraan: 35/39 hp
Marigold: 50/63 hp
Ryan: 39/54
Round 3: Kikinnin, JJ (x2), Round 4: Maxim, Marigold (x2), Juraan, Ryan, Mummy
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3
Round 2
Trying desperately to keep her head above the dank water, Marigold paddles...
Swim (DC 10):1d20 - 5 ⇒ (5) - 5 = 0
______
Round 3
...and continues paddling, though her anxiety magnifies as the battle now rages right next to her...
Swim (DC 10):1d20 - 5 ⇒ (12) - 5 = 7
______
At this rate Marigold's gravestone is going to read, 'Drowned in a Pool of Mummy Water'!
Not 100% but won't we take a -4 hit from ranged attacks into melee and a further -4 soft cover provided by Ryan/Kikinnin? The potential -8 to ranged attacks (touch/standard) has definitely affected my strategy thus far.
Also are we on Round 3 or 4? Didn't act in R3... but am up for R4? :S
Round 3 Buffs/Conditions: Mage Armour (+4AC)
Maxim loads one barrel of his double-barrel pistol w/ black powder and bullet (Standard Action)
Observing his effectiveness, Juraan creates another ray of fire, but this time it splashes on the water with a smoldering puff of smoke.
Marigold fights against the mummy rotted waters without success. She starts having a terrible time trying not to drink the water. Due to the weight of her breastplate, it is easy for her to touch the bottom. She would be able to walk through with some effort. 20' to advance one square and you have total cover from out of water attacks (that is no AoO for you moving through the bottom)
Maxim works on fully loading his new pistol with powder before it gets all wet.
Mummy: 51 damage
JJ: 52/59 hp, shield of faith 1 min remaining
Maxim: 35/39 hp, mage armor 1h
Juraan: 35/39 hp
Marigold: 50/63 hp
Ryan: 39/54
Round 2: Kikinnin, JJ (x2), Round 3: Maxim, Marigold, Juraan, Ryan, Mummy
I think Juraan is properly accounting for the no Precise Shot feat penalty, and I am already accounting for the cover bonus to AC. I think we are having it good, but let me know if I am missing something. Note in addition to the companions soft cover, there is the water cover
About the rounds: I mistakenly increased the round on post 5754. I have fixed it just now, sorry for the confusion and thanks Maxim for noting it up ;)
Ryan resists to the mummy's curse, then carefully casts a spell. When he points to the undead and a bright sparkling ray jumps over it, the mummy profits his lowered defenses to slam the cleric.
slam AoO:1d20 + 14 ⇒ (12) + 14 = 26 Damage+mummy rot:1d8 + 10 ⇒ (3) + 10 = 13
The strong hand twists Ryan's face, but his ray disrupts the mummy's no-health anyway.
AoO claritifaction:
Note ranged attacks generate AoOs, thus, casting defensively is not enough in this cases (but saves 1 AoO if the foe has Combat Reflexes).
For once, JJ seems hesitant to rush in and remains at the corridor, most probably due to the scary presence of the mummy.
slam:1d20 + 14 ⇒ (18) + 14 = 32 Damage+mummy rot:1d8 + 10 ⇒ (6) + 10 = 16
The mummy slams once more at Ryan, with his other hand this time breaking the cleric's right shoulder.
Ryan: 2 more curse/disease Fort 16 rolls
The mummy's linens seem in very bad shape and almost to the point of destruction.
Mummy: 54 damage, almost destroyed
JJ: 52/59 hp, shield of faith 1 min remaining
Maxim: 35/39 hp, mage armor 1h
Juraan: 35/39 hp
Marigold: 50/63 hp
Ryan: 10/54
Round 3: Kikinnin (x2), JJ (x2), Round 4: Maxim, Marigold, Juraan, Ryan, Mummy
M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Fort Save(DC16):1d20 + 9 ⇒ (5) + 9 = 14 Fort Save(DC16):1d20 + 9 ⇒ (6) + 9 = 15Well that wasn't good, onset 1 minute, GM will need advisement on the curse removal part of the equation, at least if Ryan survives that long.
Ryan is rocked by both the left and rights from the creature in front of him, dust from the creature showering him in the process, sneezing and coughing momentarily, he continues to fight the creature.
Channel positive energy:3d6 ⇒ (3, 3, 6) = 12DC15 will for half
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3
Round 4
Swim (DC 10):1d20 - 5 ⇒ (19) - 5 = 14
With a burst of strength, Marigold finally manages to begin treading water. Realizing that she needed to get her feet on solid ground to work her magic, she begins moving through the water...
______
If she can, Marigold would prefer to go back the way she came and get out of the water entirely. If she can't, then she'll start making for the opposite side of the room (and will eat the AoO if there's one coming).
Round 4
Cursing his poor aim last time, Juraan tries to hit the mummy again with a less taxing spell:
« ჩაშლას არ მკვდარი » . . "disrupt undead", in draconic disrupt undead, point-blank:1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4 . . shooting into melee damage:1d6 + 1 ⇒ (5) + 1 = 6
Maxim squints and watches, trying to time a shot with his loaded pistol... As he does the gun-mage imbues the weapon with a smidgen of magic (Arcane Strike - Swift Action)
"Apologies ahead o' time Professor... This'll likely deafen yer ancestors!"
Seeing a hit of damp mummy through the crush of bodies, he squeezes the trigger (Standard Action - Firing into melee)
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Round 2
Status:
AC = 23
HP = 74/74
Weapon Equipped = +1 Dwarven Greataxe
Condition(s) = None
Needing only one more advance to engage with the rottin' mummy, Kikinnin pushes forward in the water, into the newly made space. My rounds' posting expects that Ryan moved one square out of the way, like a proper priest. If Ryan isn't moving out of the way, then Kikinnin's first swing is the only one that counts.
For the creature's nature, the black-beard brings his Smite to bear for the first time this day. Swift Action- Smite Evil
Kikinnin attempts to enter the melee but Ryan seems resolved to protect the group from the mummy with his body regardless of how much he is starting to cough.
Will DC 15:1d20 + 8 ⇒ (17) + 8 = 25
The cleric makes his Abadar symbol up in the air and channels another wave of energy. The mummy protects itself from the wave, but nevertheless it is just too much to hold and is suddenly shattered into dust that melds into the water.
Marigold finally succeeds to get her head out of the waters while Kikinnin, Maxim and Juraan try to work to get a spot of the undead.
Combat is over!
Mummy: 60 damage, destroyed
JJ: 52/59 hp, shield of faith 1 min remaining
Maxim: 35/39 hp, mage armor 1h
Juraan: 35/39 hp
Marigold: 50/63 hp
Ryan: 10/54, mummy rot
Once the mummy is removed, the examination of the dwarf corpse can continue.
Heal DC 15:
The multiple mutilations and numerous wounds suggest the dwarf died from torture excess. By the state of nails, rigor mortis and other facts, you could say he died a couple of weeks ago after a tough fight against his wounds.
There is something odd in the dwarf. His skin is covered with dark scales.
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
With the body released from its manacles, Kikinnin carries it out of the watery chamber, in order to rest it on the hallway floor. He is able to lay eyes upon the corpse, seeking to understand if their mission was now over.
Heal Check v DC 15:1d20 + 4 ⇒ (15) + 4 = 19
Kneeling in plate, the black-beard takes care to lift each arm, one at a time, for a look along the rib cage. He does the same for the torso, front to back, rolling the body gently to continuously inspect the entry wounds and the flensing marks from the torture tools.
Maxim wrote:
"Ach. Another poor damn fool drawn along by Zenith. Blood on his hands..."
"Maxim is right. This isn't Zenith himself, just another damn fool dwarf..." Kikinnin looks directly into Maxim's eyes.
"Kroppen skal vende tilbage til Malachit, for en ordentlig begravelse. Vi skylder ham så meget."
Dwarven:
"The body needs returning to Malachite, for a proper funeral. We owe him that much."
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3
Marigold splutters and coughs as she manages to haul herself out of the deep water, staggering back along the corridor to flop down on the ground to catch her breath.
"Bleaugh! M-Mummy water!" she exclaims as she quickly takes a sip of water from her own canteen to rinse her mouth. "Wh-why would they j-just leave s-something like that running l-loose down here!?"
After she's had a moment to collect herself she climbs to her feet once more. "R-Ryan? That...that l-looked like that r-really hurt j-just now. Are you ok-kay?"
As Maxim and Kikinnin exchange words in their native tongue, Marigold looks at them askance. Something seemed...off...with their discovery of the dead dwarf but she wasn't sure what it might be.
Juraan then points down the hall opposite.
"That's as good a place as any to go to get out of this pool."
"But Ryan needs healing more than the rest of us first, though."
M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Taking a moment after the fire to look inwardly at himself.
heal:1d20 + 13 ⇒ (9) + 13 = 22Hopefully that is enough to know what he is facing
Coughing Ryan moves out of the way for the others to enter the watery torture chamber, leaning against the wall a moment he thanks Abadar..
"Thank you for your cleansing power, the abomination has been sent to it's final judgement. Yet in that sending I am now cursed by the creatures own filth. I beseech you Abadar to grant me Remove Curse."
Ryan has neither Remove Curse or Remove Disease prepared, burning Hero Point to exchange Prayer for Remove Curse
"Remove maledicite terrae"
Caster level check (DC13?):1d20 + 6 ⇒ (10) + 6 = 16I think that should work "Kikinnin, I should have <cough> let you take the lead.. <cough> Can you remove the mummy's rot affecting me?"Remove Disease
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Maxim:
Oh, aye, the spoilers have been read, and you read it right.
Kikinnin takes his shield off, and sets it on the floor of the hallway. He then lifts the dead dwarf's body, and rests it upon the shield, preventing it from touching the floor directly.
Ryan wrote:
"Kikinnin, I should have <cough> let you take the lead..."
Kikinnin turns to face Ryan. "You corked the hallway. You could have stepped aside, and let others into the fight, but you didn't." He speaks the words as a matter of fact.
Ryan wrote:
"<cough> Can you remove the mummy's rot affecting me?"
"If I remember correctly, Jenya had preparations for such a thing. Can't you do the same for yourself? I can only heal, and ease the fatigue of the march, from all I can tell, and have done. I haven't used Abadar's Gift to cure disease, priest. Not sure it works that way."
Ryan understands he is facing a dangerous disease called mummy rot, and quickly reacts praying for the curse associated to be removed.
Ryan:
I requested Marigold before to spend half her spells in order to make a special use of the HP in order to cast an unknown spell one lever higher.
In this case, I think the penalty for the special use shall be at enough to expend 2 spells of the same level. So, this will be prayer and another spell to spontaneously cast a non prepared cleric spell.
Abadar acknowledges the need of his devoted follower and concedes. The golden key at Ryan's neck suddenly starts shimmering with a bright divine light. The curse falling upon Ryan instantly disappears. He does though feel the disease is quickly affecting him and will start soon making him pay its toll.
Meanwhile, Kikinnin prepares his shield for the dead dwarf to lay down there.
Maxim silently watches as Kikinnin reverently lays the dwur upon his shield.
As the warrior stoically comments on the group's (and more specifically Ryan's) tactical flaw, the gun-mage pats his bror upon his shoulder;
"Easy Bror. Taskerhill was just followin' our usual modus operandi in such situations... We all done it... corked the bottle just when everyone is parched fer a drop..."
The wizard-merchant flashes a forced smile toward Ryan then nods at the vanquished undead;
"Point is, we're goin' ta git ourselves in too deep one day. Going forward in this watery maze, best we be canny about engagin' eh?"
M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Was thinking your current LOH ability allowed the use of cure disease from your current level up info.
"My intent was never <cough> to blockade the doorway, but the creature moved much faster than I expected at first. As for Jenya being able to cure disease, I can as well, but it is all I can do to today, to remove the curse. I had not prepared to fight a curse or disease down here. Prayer and Sunlight at the time felt more useful; now not so much."
GM:
no worries, 2 gone....
if no cure for disease:
Con Damage:1d6 ⇒ 1 Cha Damage:1d6 ⇒ 6
Ryan moves over to where Kikinnin's father lays, kneeling down he takes a bit of salt and two copper pieces, laying them on the dwarfs eyes.
"salvavitque" Leaving his head down he says a quiet prayer, standing he looks at Kikinnin.
"I can't do much for him now but he will remain as he is for another week. until we can return. Perhaps maybe some help will still remain for him at that time."
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3
"I c-can't help...c-curing d-disease is s-something outside my wh-wheelhouse," Marigold adds, chewing her lower lip anxiously. Though some of her own magics mimicked what Ryan was capable of, Marigold knew that she was no priest but something else entirely. "B-but I can at least h-help with the r-rest," she offers as she channels some of her magic into mending priest's wounds.
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Ryan wrote:
"As for Jenya being able to cure disease, I can as well, but it is all I can do today, to remove the curse."
Kikinnin hears strain in the priest's voice, something he takes for desperation, a fearful respect of the rot given to him from the mummy. The black-beard doesn't know the full extent of the woven curse-disease, nor the only manner of cure. He does know that Ryan turned to him, petitioned him for something beyond his ken, and slowly lets the thought deepen.
Abadar, Your man is suffering here. You've given me great gifts of healing, but I've never burned disease from a body before. I don't consider myself a healer. Not like Ryan and Marigold. If You're listening, I will humbly ask You to heal Ryan of his disease. He worships You deeply, so just give him the cure now.
Kikinnin looks Ryan over, waiting. In several short seconds, the black-beard starts to itch his hands through his gloves. He doesn't seem to notice it consciously, at first. After it becomes difficult to ignore, Kikinnin finds himself removing a single glove to look at his hand more closely. The soft skin in the palm of his hand radiates a deep red. Several long seconds, and the black-beard understands.
Kikinnin steps up on Ryan, and places the red palm against the side of the priest's neck. From his palm, the red radiates into Ryan's neck, and feathers out, until the glow is gone. Lay on Hands- Mercy(Diseased)
"There, then. I don't know how you knew to ask me, Ryan. I could have used your guidance, if you knew that someone who could call on Abadar to heal wounds could also cure disease. Perhaps the rot was already too deep for you to instruct me. Fortunately, Abadar's a good listener."
Kikinnin turns to JJ. "If you're ready, JJ. Let's get going."
"Unfortunately, healing is something I'm not at all good at."
"I think we better carry on. The sooner we can take of this business and return to Cauldron, the better!"
Kikinnin mercy CLc DC 16:1d20 + 7 ⇒ (10) + 7 = 17
When the red glow from Kikinnin's hand disappears, Ryan suddenly stops sweating. The cleric recovers his natural color and the disease is purged from his body before it can punish his vitals.
Juraan sends his dancing lights to the front and discover the corridor turns to the left. Moving on, the group reaches to a halt when the perfectly sculpted tunnel abruptly ends.
Moving my icon to the end of said tunnel as a peg-point
"This is ... annoying! Why bother digging out a dead-end tunnel like this?" Juraan says to nobody in particular.
Unless something untoward happens reaching the end of the tunnel, Juraan will try and see if there's a hidden door or something.
(At the end of the tunnel)
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Kikinnin does his best to keep up with the others, expecting nothing but conflict and horror around each and every corner of this frog den. When he rounds the hallway corner, he takes small relief from seeing a dead end, instead of another undead creature or pack of frog folk.
He waits long enough to hear if they need to reverse their direction, or one of them finds a way through.
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3
"N-nowhere to g-go? Th-that seems s-strange..." Marigold murmurs, looking around for something they might've missed.
Juraan examines the end of the corridor and confirms there is a secret door. Positioning himself on the first place, JJ pushes open the stone door to uncover the widest and tallest room he has ever discovered.
B5. SHRINE TO THE SEA MOTHER
A seventy-foot-high statue of a lobster-headed and lobster-clawed woman dominates this chamber. Its eyes glow with a bright crimson that illuminates the room. An iron-railed balcony rings the room at a height of thirty feet, above a pool of water. A stairway leads up to a platform directly across the chamber that encircles the midsection of the statue, a few feet below its massive crustacean claws. The balcony follows the walls three-quarters of the way around the chamber. To the east and west are stairs leading both up and down. About thirty feet above this balcony is another balcony, which extends only half-way along the left and right walls. Frescoes of bloody sacrifices—mostly stylized kuo-toas carrying dismembered body parts—cover the walls. Every single kuo-toa depicted is facing the lobster statue.
From the secret door position, it is impossible to appreciate the higher floors, as a platform acts as a ceiling that covers any view. This platform is depicted with a dashed line. The stairs in the center of the room climb onto this platform
In this floor, at the bottom of the enormous room, a group of kuo-toas are engaged in rhythmic croaking while revering the magnificent lobster statue.
Please, provide a stealth check for every round the door remains open.
Any sound louder than a whisper will also grant the kuo-toas additional Perception checks.
M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Earlier
Ryan sighs as it becomes apparent Kikinnin's mercies could work for him. Followed by the warmth of Marigold's healing.
"Thank you both, I really wasn't sure you could. See Ruphus, used to tell stories of Sir Garund of Evermire. How at times of great need he could heal the diseased with but a touch of his hand. My need was great and to speak with doubt..<sigh> Thank you."
Current
Ryan moves to end of the tunnel stopping before JJ opens the door.
Ryan will wait for the report as he is no where close to stealthy
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
JJ quietly shuts the door, after getting a feel for the size of the room.
"Right... we might need a plan here." he says, especially after he realises half the group has yet to catch up.
"Do we rush them? And if so... that water looks to be pretty slow going. It might be better for Kikinnin and myself to try slip forward... or maybe just me to start. And then the rest go with missile fire if/when I am discovered? Any other suggestions or blessings?"
"Well, I can give you a head start with short-lived invisibility" In game terms; the level 1 vanish spell "They won't know you're there until you're right on top of them."
"The rest of us would then need to rush in quickly once you've got their attention."
"I just hope there aren't any others on those balconies."
"Anyone else have any ideas on ending this as quickly as possible?"
"At least we'll have surprise on our side to start with."
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Kikinnin waits for the secret door to be closed, before speaking. "I don't suppose those doors across the way are open, and amenable to knocking on 'em? I'd hate to circle back, and find out that they're locked. Could be an easy distraction, if we attracted a group of them to opening them, while the rest of you here wait until you see movement..."
The black-beard looks to the others to figure on the doors' current state of lock-ed-ness. If it looks like the original doors from the main entrance from the initial ambush site are the same doors, Kikinnin will volunteer to circle back, and knock on them. He's amenable to other ideas, of course.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
"Wouldn't those doors double back to the ones we saw near the entrance we came in through?" muses JJ.
"I like the idea, but coordinating the attack may be difficult..." he pauses to think a bit more.
"Wait, we came down some stairs to get there, were those doors on this level, or higher up? If they were on this level then they couldn't be the same ones as we passed at the entrance."
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
JJ wracks his memory. "But those doors were on this level. So unless we find a different way into the whole temple, I think we may need to go through the secret door. I like the plan to make us invisible. That would certainly give us a bit of an advantage."
"Don't get too far ahead of yourself, JJ."
"I can only make one person invisible at a time with this spell."
"And not for very long at that."(only for 5 rounds, actually) "So, when we're ready, I can make you invisible."
"Now that I think of it, if you go in first, we can go in right after."
"Once they start dealing with us, you can just appear out of nowhere."
"Your sword skills will definitely cause them grief once you appear."
"It's vital none of them make it to those double doors to sound an alarm."
"Before we enter, though, let me enhance Longthorn (Juraan's long bow) first." « სიმძიმის მშვილდი » . . "gravity bow", in draconic ... good for 6 minutes
"Oh, yes. Need to make up some for my lack of armour too." « ჯადოქრის ჯავშანი » . . "mage armour", in draconic ... AC at 18, good for 6 hours
"Just say the word, JJ and I'll make you vanish briefly just before you open that door again."
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3
Thanks! I don't say it enough, but I really enjoy the RP and the party dynamic we have in this game and how it's still evolving; we've only been together for what...maybe 2 weeks, counting downtime days?
Special mention to Kikinnin & Maxim who are probably the two most entertaining, interesting, and flavorful dwarves I've ever met/seen in all my years of playing!
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
I'm thinking we've got a great stage for rich RP. A GM willing to pause and let scenes unfold, and folks giving great voices to their characters. Keep it up, folks :)
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Yeap. I'm having a ball here. Been playing a shed load of PFS recently, and that is fun, but you don't really get the party dynamics developing over time, as the scenarios only last a month or so.
M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Agreed on the PFS games, JJ. They are fun and had a stint of 4 scenarios that the same core people played, kinda got some decent character growth there but on the whole they are one shot deals.
Enjoying the character growth here and interplay, granted Ryan will still pick at Kikinnin for a while yet from time to time, thinks he's old and a bit grumpy, yet still capable. Not faulting his ability, but Ryan's 18-20, Kikinnin's what 180? :)
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Could be a bit of both but more than anything the 29 years view of the old times in his field, that could be the guys who 30;) funny how when that same 20 year old makes it to 30 that's not near as old as it seemed before.
Miss one day due to running out and about and missed all kinds of fun! :o
But anyway, this is a fun setting.
I'm enjoying it.
--------------------
@ GM Rusteg:
We lulled those goblins into a false sense of security!
(Or something)
I also kept forgetting to post the charges left in the wands I've got.
• Wand of Color Spray: 47 charges left
• Wand of CLW: 47 charges left
• Wand of Mage Armor: 20 charges left
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3
^Definitely thinking that investing in some wands would be a good idea for MG, too. Even though I've played/am playing oracles elsewhere it's not been a thing because the games are either pretty low level or other campaign aspects render it largely unnecessary (mythic is broke as a joke, just spend a point to pull any spell on the cleric/oracle spell list out of your backside!)
Improvised Weapon (Pistol Butt)? No probs if he can't tho.
I do not think that is under the spirit of the AoO rules. Otherwise we would see archers hitting with their bows all the time. There is a similar question regarding spears in the FAQ.
Anyway he has done nothing yet that would deserve him an AoO from you as movement only generates AoO when leaving a square.
It is interesting to note there is a gunslinger pistol whip deed that allows to use the pistol as a melee weapon without any penalty!
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3
Updated the Campaign Journal with some new information, including some stuff I'd forgotten to add earlier.
Also, 2500 posts after not-quite 8 months of playing! Huzzah! :D
M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Sorry for my absence today, have a photo project need to finish up for my daughter's High School VB team, have cut 2500 photo down to 650 to crop and pare down some more. Funny thing is I truly love taking the photos and getting some great shots for an amateur. But get frustrated at the compilation issues of making the videos.
Okay gang need some input - particularly from GM-R...
Been re-reading the Spellslinger archetype - particularly the Mage Bullets entry.
Mage Bullets (Sp)
A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.
Now I've always read this in the same vein of magic weapon creation. Need +1 (1st level spell in this case) as a base line, then add the ability? Hence I've never used this as (in my mind) I needed 2nd level spells minimum (1 spell level to kick off, and 1 spell level to add "+1 enhancement" abilities).
However... Beginning to wonder if I've totally got the wrong end of the stick? And that I can add one of the abilities - say flaming for instance - from the get-go by sacrificing a 1st level spell?
Am I totally misreading this and have been short changing Maxim (and ergo the group) thus far or do I need that 2nd level spell access to kick this ability off?
Implications for this combat are clear :) but will also mean Maxim could be casting a hellofa lot less spells in the future lol. GM-R et al - if anyone can tell me the obvious that would be greatly appreciated (as I'm now in "seeing wood for trees" mode on this one!)
But my intuition is JJ is correct and you need always a +1 on the weapon before applying other bonuses, as for the magic weapons special abilities ruling.
That means if you get another mean to make your gun magical, as permanently enchanting it, you can use level 1 spells to make it flaming or other special abilities.
Does that set a clear enough ruling for the campaign you can feel comfortable with?
Okay gang we are potentially going to get our asses kicked here lest we get savvy.
Marigold, Ryan & Juraan - remember you each have 3 Hero Points. Keep them up your sleeve by all means, but mind how useful they can be...
Marigold - you've a Wand of Cure Light Wounds - against this creature that becomes an offensive weapon :)
GM-R: Can we use our healing potions as "offensive weapons" against Drakthar? Thinking Potions of Cure Moderate Wounds in particular might well cause him serious damage - know we'd need to get him to imbibe them somehow... Anyone fancy playing Grapple the Vamp?
Multiple Creatures Grappling: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.
Think we need to get creative - my crappy pistol shots and the odd dagger slash ain't cutting it - not with the bugger's Fast Healing 5 each round...
We drop another member of the gang and we're in deep... Anyone got any better ideas nows the time. Falling back is an option but we'd have to "rescue" Ryan from becoming Drakthar's blood-bank. That won't be an easy task... not to mention he'll outrun most of us... well the beards and Lil' Miss.
M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Yeah ouch right now, the mace is magical and silvered. Pick it up and beat the snot out of him. Hadn't run into a vamp before didn't realize the -5hp came with each negative level, would have retreated sooner if so.
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Based on the GM's last update, it's unclear if Kikinnin got off his attacks, which both missed, or if the creature turned to mist before the dwarf got to attack. It's the difference between having and not having a Hero point :)
Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Yeah, Drak is well and truly hated. Hard to understand, also, is why he'd up and leave us, when it's clear that he could overwhelm the group to a one. That had TPK written all over it.
I cannot reveal much, but in this case the encounter is exactly written like that. You should feel being a toy by now.
I guess the author thought the discovery of what kind of creature is Drakthar can catch too much unprepared a group and wanted to give them a chance to survive. So they gave him this personality and tactics.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
So at least we can know not to come back down here for a level or two! OR at least until we get some more magic weapons. But hitting that thing... maybe we were just unlucky, but it was Tough. AC24+ I think (not sure if JJs attack vs 23 hit, but I think that was a miss)
M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Ryan's 23 was a miss, I know, 25 hit but this fight feels a lot like the 1st automaton, the gnomish digger. Unless Ryan rolled a 19-20 couldn't touch him. Think he had hardness to boot as well, might as well have been fast healing.
HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3
Yeahhh...I'm glad that wasn't a TPK but those negative levels take a Restoration to fix, don't they? If so, that'll cost us some coin assuming the city has someone powerful enough to have access to it.
And yeah, I'd forgotten about Marigold's healing wand being a weapon in this case! D'oh...
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
It gets really nasty if they become permanent negative levels. We need to try and get a restoration in before that becomes a possibility. That is the 1000gp material component level of nastiness.
And we need to come up with a plan for the vampire too, otherwise Cauldron is going to be his extended feeding ground.
If used to remove temporal negative levels, the spell requires a 100 gp diamond. If used to remove 1 permanent negative level, the spell requires a 1000 gp diamond.
After 24 hours, you have to perform a Fortitude save for each negative level. If you succeed at both checks the negative levels are removed without penalties. Otherwise, the temporal negative levels become permanent.
Thus, you have some options, you either go pay the 100 gp + spellcasting service for a full restoration before the 24 hours have past, or you play your chances at the saving throws. It might end you paying 0 gp or up to 2000 gp + spellcasting services to clear the negative levels.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
How much does a restoration normally cost? And is there anyone in Cauldron who can do that level of spell?
I recall something like...
10*spell level * caster level;
So at a minimum we'd be looking at 4*7*10=280+100 (component) = 380gp x2
I don't think it is worth the risk of failing a save myself. And that is if we can find folk with not just one but two restoration spells memorised today.