Friar Ferez |
Friar picks up and stores away as many parts of the shattered crystals as he can. "I believe Sarenrae may bless me with magic to recreate the crystal but we will need to wait till morn so I may pray to her for guidance. So, where to next? The ropers or the octopus tree?"
Hopefully, memorizing Make Whole will work! :)
Valgrim Twin-Axe |
"I vote for ropers. I think I should try a stealth approach with the party to back me up. If Bubba can turn me invisible, I can try and stealth my way there and take one of the crystals without being noticed, hopefully. If combat ensues, we know they're weak to fire and with Vug's fire bombs, Friar's fire magic, and Vulcan's ice magic and scorching rays, you can inflict damage if combat ensues."
Plan: Party airwalks there out of reach of tentacles and watches, while Valgrim, invisible, uses stealth +36 to try and take a crystal. Thoughts?
Valgrim Twin-Axe |
I like your plan for the tree, but with their 50' reach with their strands, I doubt we can airwalk out of reach of the ropers. I'd like to try the stealth approach and since Valgrim will be airwalking, even if they have tremorsense, he should not be noticed.
Valgrim Twin-Axe |
Sure, you guys can do what you want. Just turn me invisible.
How many stealth checks do you need, BT? With Haste, Valgrim moves 30' per round. He also casts Resist Energy (Fire) on himself in case things go bad.
Stealth: 1d20 + 36 ⇒ (20) + 36 = 56
1d20 + 36 ⇒ (14) + 36 = 50
1d20 + 36 ⇒ (12) + 36 = 48
1d20 + 36 ⇒ (20) + 36 = 56
Black Tom |
After you turn Valgrim invisible nothing happens in a little while until the triumphant dwarf reappears, crystals in hand. The ropers (if they are indeed ropers) haven't even stirred.
You get 22.260 xp each for harvesting those crystals. Also you get 1 hero point each for sheer elegance.
Valgrim Twin-Axe |
Wow, that plan worked!! Awesome!! I was afraid those strange runes let the the ropers see invisible or something. LOL..
Want to try same plan on octopus tree to see if there are any crystals growing on it? Makes sense...3 crystals, 3 areas. How logical of the writer of this adventure!
Valgrim Twin-Axe |
Same plan, BT. Party up 50'. Valgrim, invisible and hasted, starts 60' away from the octopus tree at the level of the water (airwalking and waterwalking), stealthing and looking for anything that may resemble a colored crystal. If the lake is not that big, put Valgrim at its edge.
Perception: 1d20 + 27 ⇒ (16) + 27 = 43
Stealth: 1d20 + 36 ⇒ (18) + 36 = 54
Bublaka |
Do you suppose the ropers have a detect alignment ability that the half-orcs triggered but Valgrim did not? Just wondering why they didn't even respond.
Bublaka |
He had a stellar Stealth check, for sure, but they didn't even move. I would expect even casual movement, but I am probably reading too much into it.
Black Tom |
They are predators that pose as rocks to catch prey and they are very patient.
Valgrim Twin-Axe |
He has darkvision, freedom of movement, and life bubble on so drowning is not an issue.
Stealth: 1d20 + 36 ⇒ (8) + 36 = 44
Valgrim Twin-Axe |
Stealth check for moving more than half speed: 1d20 + 36 - 5 ⇒ (12) + 36 - 5 = 43
Valgrim, as a swift action casts instant enemy, spring attacks 30' there, attacks tree becoming visible, and spring attacks back 30', as his full-round action.
If you need attack roll:
Attack: 1d20 + 20 + 6 + 2 + 1 ⇒ (7) + 20 + 6 + 2 + 1 = 36
Damage: 2d8 + 2d6 + 34 ⇒ (2, 3) + (5, 3) + 34 = 47
Friar Ferez |
Friar from 60' away raises his hands and intones a spell, causing a storm of fire to appear and ravage the octopus tree with its flame!
Firestorm damage: 15d6 ⇒ (5, 5, 5, 3, 5, 5, 4, 2, 1, 3, 3, 4, 1, 1, 5) = 52
DC 24 Reflex save for half
If Reflex save fails, tree takes 4d6 ⇒ (2, 6, 6, 1) = 15 of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.
Vug Vang |
1d20 + 5 ⇒ (10) + 5 = 15
From out of tentacle range, Vug sends a flurry of arrows at the tree.
with Heroism:
1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 281d8 + 3 ⇒ (4) + 3 = 7
1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 251d8 + 3 ⇒ (3) + 3 = 6
1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 311d8 + 3 ⇒ (7) + 3 = 10
1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 281d8 + 3 ⇒ (6) + 3 = 9
confirm?
1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 192d8 + 6 ⇒ (7, 1) + 6 = 14
Valgrim Twin-Axe |
Valgrim spring attacks again, ending up 30' away from tree and hopefully out of reach of its full attack.
Attack: 1d20 + 20 + 6 + 2 + 1 ⇒ (10) + 20 + 6 + 2 + 1 = 39
Damage: 2d8 + 2d6 + 34 ⇒ (1, 5) + (5, 5) + 34 = 50
AC: 41
HP: 148/178
Bublaka |
Valgrim spring attacks again, ending up 30' away from tree and hopefully out of reach of its full attack.
Attack: 1d20 + 20 + 6 + 2 + 1
Damage: 2d8 + 2d6 + 34
AC: 41
HP: 148/178
Valgrim Twin-Axe |
Actually, with Lead blades and Enlarged, damage jumps from 2d4 to 2d6 to 2d8, but since I'm not enlarged anymore so it should be 2d6. And damage bonus is +25 not +34. Herolab was miscalculating. Good catch, Bubba. Sorry BT.
2d6 ⇒ (5, 3) = 8 for first strike = 41 damage
2d6 ⇒ (6, 5) = 11 for 2nd strike = 46 damage.
Breakdown of damage: +6 str 2 handed + 6 Favored enemy + 1 weapon + 12 power attack = +25.
Black Tom |
Yeah, sorry, crazy week. All is well here.
The tree takes the full brunt of Valgrim's attack and Feres's magic and even catches fire, but Vug's arrows bounce off its rubbery hide.
As the tree awakens it emits a pulse of pure horror, forcing Valgrim to make a DC 26 Will save or be shaken. Also as its tentacles unfold they turn out to be horrifyingly long so it manages to whip Valgrim savagely - for 131 points of damage in all. Luckily it's unable to grasp him. At least it didn't get to bite him.
Then you are up, all of you.
Valgrim Twin-Axe |
131 damage on 41 AC...full attack from 30' away! 17 hps left. Ouch!
Ranged attacks will have to do.
Will save: 1d20 + 19 ⇒ (15) + 19 = 34
Valgrim withdraws, moving 60' away for a total of 90' away.
Friar Ferez |
From my calculations:
87 damage from Valgrim
67 damage from Firestorm
53 damage from Vulcan, assuming it fails its save
Friar casts Flame strike on the tree and yells, "I'll heal you in a sec, Valgrim!"
Damage: 15d6 ⇒ (1, 5, 5, 1, 5, 1, 6, 2, 5, 4, 4, 5, 6, 1, 3) = 54
Reflex save: DC 21 for 1/2
Tree also takes another 15 fire damage at start of its round
Black Tom |
Fortunately the tree isn't very mobile so it takes full damage from your magic. Unfortunately it still moves.
Also I forgot to add insult to injury. Valgrim is staggered for 1 round (and longer if he can't make a DC 29 Fort save). He was hit four times (out of eight) including a Staggering Critical.
Vug still to go, then the tree.
Vug Vang |
Vug will toss some sticky force bombs at the tree.
1d20 + 16 ⇒ (3) + 16 = 198d4 + 7 ⇒ (3, 2, 4, 4, 3, 3, 3, 2) + 7 = 31
1d20 + 16 ⇒ (16) + 16 = 328d4 + 7 ⇒ (1, 1, 1, 1, 2, 3, 3, 1) + 7 = 20
1d20 + 11 ⇒ (4) + 11 = 158d4 + 7 ⇒ (1, 1, 1, 2, 1, 2, 4, 1) + 7 = 20
1d20 + 6 ⇒ (7) + 6 = 138d4 + 7 ⇒ (3, 4, 3, 4, 2, 2, 2, 1) + 7 = 28
(1 round afterwards the tree takes splash damage = 15 points per hit)
Valgrim Twin-Axe |
Fort save: 1d20 + 23 ⇒ (1) + 23 = 24
If the tree is still alive, after Vug's ranged touch attacks for 99 damage and Friar's 15 fire damage at start of round, Valgrim risks a 60' move action away from tree (total 90') in his staggered condition, taking AoO with 45 AC due to Mobility feat.
Bublaka |
How close is Bublaka to Valgrim? If he's within close range, I will cast Saving Finale as an immediate action to grant him another Fortitude save.
Valgrim Twin-Axe |
Damn Herolab. Actually Valgrim's AC this whole time should have been 43 not 41(47 with Mobility).
10 base
+12 mithral full plate
+4 deflection
+8 natural
+2 dodge
+4 shield
+3 dexterity
Black Tom |
The tree indeed succumbs to Vug's barrage. You get 15360 xp each.
After some healing Valgrim is able to descend into the pool and search it.
In addition to the swath of red crystals on the pool’s bed, the remains of
several humanoids rest here. One decomposed skeleton still bears a scabbard of keen edges with a +2 anarchic longsword in it. Another algae-plastered corpse wears druid’s vestments and slippers of spider climbing, and clutches a strand of prayer beads.
You won't have any trouble identifying the stuff, so I thought I might as well tell you.
Assuming you find a way to reassemble the blue crystals, Bubba thinks he'll be able to make the strange artifact work.
Bublaka |
Damn Herolab. Actually Valgrim's AC this whole time should have been 43 not 41(47 with Mobility).
10 base
+12 mithral full plate
+4 deflection
+8 natural
+2 dodge
+4 shield
+3 dexterity
I wonder if it is miscalculating your Max Dex. Full Plate would normally limit your Dex bonus to AC to +1, but the mithral bumps it up to +3. (I just had to calculate this for another character, so I checked.)
Valgrim Twin-Axe |
That might have been it, Bubba. I updated HL and it's all correct now.
"Since it looks like we have to wait till the morn for Friar to pray for guidance to his goddess to repair the broken crystal, let's find a safe place to rest and eat till tomorrow. And since Darl and his crew may be out there, we need to stay vigilant. Since I have the best senses in the group, I can stay up all night. And in the morning, we'll have Friar's Feast, which should renew me."
Survival check to find relatively safe place where we can be approached on 1 side only: 1d20 + 21 ⇒ (6) + 21 = 27
With Endurance feat, staying up all night should not be issue for Valgrim except for fatigued condition the next day of course
Friar Ferez |
After the fight, Friar quickly rushes over and casts Heal on Valgrim, bringing him up to 167/177 hps. He then claims the prayer beads when they are identified. "As Valgrim said, I need to pray to my goddess in the morning at dawn to request assistance in fixing the crystal. I will be thankful to you Valgrim if you keep watch and will have the Feast ready to partake for breakfast."
Friar Ferez |
DM, does Make Whole spell work in the morning? If not, we may be screwed.
Friar Ferez |
Friar's memorized spells:
8th-greater spell immunity, holy aura (D)
7th—destruction (DC 23), holy sword (D), quickened prayer
6th—cold ice strike UM (DC 22), heal, heroes' feast, undeath to death D (DC 22), wind walk
5th—breath of life (DC 21), cleanse APG, flame strike D (DC 21), flame strike (DC 21), greater forbid action UM (DC 21), spell resistance
4th—blessing of fervor APG (DC 20), death ward, death ward, freedom of movement, greater magic weapon, holy smite D (DC 20)
3rd—communal resist energy UC, invisibility purge, magic vestment, sacred bond APG (DC 19), searing light D, searing light
2nd—bless weapon D, bull's strength, communal protection from evil UC, grace APG, make whole, remove paralysis, spiritual weapon
1st—bless, detect evil, liberating command UC, remove fear, shield of faith D, shield of faith, shield of faith
0th (at will)—create water, detect magic, mending, stabilize
In the morning, he casts Make whole on the crystal. Then, Heroes' Feast on the party, and magic vestment (extended) and greater magic weapon on Valgrim's full plate and falchion. Everyone gains 1d8 + 7 ⇒ (4) + 7 = 11 temporary hit points, +4 morale bonus to saves vs poison and fear, and +1 morale bonus to hit and Will saves for 12 hours.
Valgrim Twin-Axe |
Valgrim's spells for the day:
1st level: Feather step, lead blades, resist energy
2nd level: bloodhound, cat's grace, hunter's eye
3rd level: Burst of speed, instant enemy
He casts bloodhound on himself, giving him the scent ability for 12 hours (+8 perception checks and +4 Survival checks to track). Assuming Friar's spell works, we give crystals to Bubba and go over to the magic device and see what happens when the bard activates it. Valgrim is on point for anyone watching or preparing to ambush us. He smells the air for strangers since he knows the party's smells.
Perception: 1d20 + 35 ⇒ (8) + 35 = 43
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.