| Randall Shadowcrown |
Though usually one to respect other cultures and religions, Rand finds his respect for morlock religion significantly damaged after they've tried to kill him and his party a few times so he takes the offerings as restitution. Plus Astrid would probably look super hot in these glasses.
He pauses on the way to the eastern chamber and blinks. Am I into older women, now?
As if you weren't before, you letch.
Fair point, Me.
He continues on.
After giving the red liquid a tentative sniff, he plucks up the stirring stick gingerly with two fingers, as if it were a snake that could bite him at any moment. There's definitely weirdness here; sticks in general do not have buttons, let alone stirring sticks. Maybe he should take these to Astrid so she can ident--
Nope.
He presses the button.
How grisly is his death? XD
| GM Mike |
Rand pushes the button, and ... nothing happens.
Nothing, that is, until he tries to put the rod back into the red liquid (or, more likely, into his pack). As he moves his hand in the appropriate direction (toward the pot, or, y'know, his pack), the rod doesn't follow. If he tugs on it a few times (assuming he doesn't make a DC 30 strength check), it doesn't budge. And if he lets go of it completely, it hangs there, suspended in the air, in the exact position it was in when he pushed the button.
If he pushes the button again, it moves and behaves like he would expect a 5ish pound iron bar would. Button depressed, however? It stays where he puts it.
Randall is certainly no wizard, but he's been around the block a time or three. He knows an immovable rod when he sees (and plays around for a few minutes with) one.
| Randall Shadowcrown |
Rand gleefully trots back to the others.
"Oi! Look what I found!"
He clicks the button to set the rod in place, then lets go of it, causing it to become visible.
"Neat, right?"
He's been invisible for a bit now. I dunno if it's been 12 minutes, but certainly some time. I'm okay with the spell wearing off now. I have plenty of slots to recast it if necessary to continue exploring.
"I think I heard about these from a guy who knows a guy who knows a Pathfinder who had one. I just kind of assumed it was malarkey, seeing how many people the story supposedly went through before it got to me. Guess I was wrong. Oh!" He digs out the spectacles and hangs them off the immovable rod. "Found these, too. Astrid, do you know what they do?"
| Astrid Rianasdottir |
Astrid gasps and runs her fingers along the rod. "An immovable rod! That's a handy find. It takes an inhuman feat of strength to move it once the button's been depressed." She snags the glasses off it, frowning momentarily. After a few spidery arcane words and a moment of study, she beams. "And spectacles of understanding, too! Mind if I keep these? Languages are something of a hobby."
Assuming no one else wants the spectacles, I'll put them on her sheet.
She clicks the button on the rod and tosses it to Veldanis, who catches it clumsily. "Why don't you keep a hold of that, big guy? I get the feeling out of all of us, you'll probably find the most use for it."
Unless Tink wants it, of course. I feel like so far Tink hasn't really gotten anything from the loot so if he wants to hold onto it V will gladly hand it over.
| Ysbeoruwulfgieson Quicklight |
Tink holds up his hands and grins. "I'm was custom-built as an 11th level druid. I am lousy with magical items." He winks at V. "You seem a smart fellow. I can't wait to see what creative uses you come up with for that thing."
He pauses for a second, then looks back at Rand. "Wait. You just found stuff? No morlocks?" He looks at each of you in turn with an am-I-going-crazy look on his face. "Does that seem strange to anyone else? I was loud enough to wake the dead."
| Randall Shadowcrown |
Rand scratches his nose and shrugs. "I dunno. Maybe the fighting scared them off? Maybe the other morlocks around here were like... non-combatant types? Kids and whatnot?" He gets a sudden, deeply cursed image of how morlock babies are made and now wishes he had ten tons of soap to scrub his brain with.
| Astrid Rianasdottir |
Astrid doesn't see the sudden existential crisis on Rand's face as she's staring at the ground with a furrowed brow. "I don't know. Maybe? But I kind of doubt it. The morlocks we've run into so far haven't been the friendliest bunch. I get the feeling these ones would just abandon their young if a big enough threat rolled in. Like quokkas." She taps her lips thoughtfully. "Didn't Iuwlas say something about being an outcast because he didn't believe... oh, what did he call her? The 'Lady'? She sounded important to these morlocks. Zatha-something. Right? Zathura? No, that's a board game..." She trails off as she tries to remember the name, but it's not coming to her.
Eventually she waves a dismissive hand. "Whatever. Anyway. He didn't believe it was really her, right? Like a... doppelganger or something? I think he was in exile over it. If that's the case, it's not so surprising that this level is empty. He probably drove off any others, for self-defense if nothing else. Or they might have been avoiding him entirely as some kind of pariah."
I can't remember. Are morlocks good climbers? I think we rolled a Knowledge check on them earlier but it was a while ago so I'll just take 10 on it. Dungeoneering, I would guess, or local? Maybe nature? The bonuses are +13, +15, and +18, respectively, so the lowest take-10 would be 23. I think that's enough for basic morlock knowledge, yes?
| GM Mike |
A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
tl;dr: Yes.
| Astrid Rianasdottir |
Astrid shakes her head and gestures to the open pit where she very nearly fell to her death.
"They are spectacular climbers, but they can't climb smooth surfaces well. The well isn't perfectly smooth so they could probably use it with some effort, but the naturally rocky walls of the pit are probably much more to their liking, and would allow them to circumvent this level if they wished."
She shrugs noncommittally as she tests her bowstring with a musical twang. "None of this is to say I'm right, mind you. Just a theory. I think we need to keep looking around. Considering how empty it's been thus far, we may as well stick together. Either it truly is empty, or there's something scaring all the other morlocks except Iuwlas off, and I'd rather not send Rand to meet it alone, invisible or no."
| Astrid Rianasdottir |
Astrid shakes her head ruefully as she watches the young men go. They remind her of children, in many ways. Heavily armed and highly skilled killer children, but children nonetheless. She never had any kids of her own, but she thinks she'd have been pretty proud if they turned out like V or Rand.
Well, more V than Rand, but still.
She gives an almost apologetic grin to the druid. "Well, shall we head after them and make sure they don't get themselves killed?"
Assuming he says yes, she will follow the other two through the tunnel.
| Ysbeoruwulfgieson Quicklight |
Tink smiles at Astrid and says, "That's what I'm here for!", before winking and riding off.
Once in the northern room, he looks at the bubbling red liquid with obvious interest.
I completely forgot I gave him C(A)!
C(A): 1d20 + 18 ⇒ (14) + 18 = 32
He leans over one of the basins, takes a sniff, and recoils. "Huh. Bloodbrain venom. Saps your strength and makes you stink for a solid ten minutes." He searches through his pack and eventually finds an empty vial, then carefully takes all that he can (8 doses). "I dislike poison as a rule, but a better rule is that you never know when you might need something." He drops the full vial into his pack and smiles. "Where to now?"
| Veldanis Hedrig |
V takes an unconscious step back from the druid as he does his smelly work. "Gross, but practical," he admits, then nods toward the east. "Let's keep going."
I had to delete Veldanis's token because somehow it got stuck between two lines on the lighting layer? It might need new vision permissions. :S
| Randall Shadowcrown |
Rand bops his head to an old tavern ditty that's been stuck in his head all day, casually sweeping the walls and ground ahead of his friend for traps and the like.
Perception: 1d20 + 21 ⇒ (18) + 21 = 39 (+2 vs traps, +1 vs ambush)
| GM Mike |
C init: 1d20 + 12 ⇒ (2) + 12 = 14
D init: 1d20 + 8 ⇒ (3) + 8 = 11
cent init: 1d20 ⇒ 8
A soft green glow emanates from arm-sized shards of crystal studding the rocky walls of this bulbous chamber. The cavern roof here reaches thirty feet at its highest point. A deep fissure mars the floor in the center of the chamber, roughly ten feet wide and running from the north to south. Tunnels snake out to the northwest and southwest.
As you enter the enormous chamber, a couple of things happen. First, you all suddenly feel ... something ... settle heavily into your bodies and threaten to sap your very essence.
The crystals are called brightburn crystals and they emit radiation in a 60 ft radius that causes blightburn sickness (con and cha damage). Successful saves do not render a creature immune, so you'll be making fort saves every round while you're in here. Morlocks are, naturally, immune.
Also, don't touch the crystals. You really don't want to touch them.
Tink fort (+2 disease): 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Loiosh fort: 1d20 + 11 ⇒ (12) + 11 = 23
Veldanis fort: 1d20 + 13 ⇒ (10) + 13 = 23
Astrid fort: 1d20 + 12 ⇒ (11) + 12 = 23
Randall fort: 1d20 + 10 ⇒ (3) + 10 = 13
The bone talisman that hangs around Tink's neck suddenly flashes bright white, momentarily blinding everyone's dark-attuned vision. Once you can see again, the talisman looks the same as it always does, as if nothing had just happened.
Everyone else feels fine (though the strange heaviness you feel in this room does not recede). Everyone, that is, except Randall.
Wait. Monk. Duh.
Actually, Randall feels just fine! Lucky him!
The other thing that happens is that you discover where all the morlocks went. There are six of the creeper types clinging to the northern wall, about 15' off the ground. They are clumped impossibly close together and only the party's superhuman powers of perception is able to distinguish them into six individuals. Additionally, two of the destroyer types stand on the edge of the fissure, wielding their greatclubs and screaming invectives in Undercommon at the party.
Tink init: 1d20 + 6 ⇒ (1) + 6 = 7
Veldanis init: 1d20 + 3 ⇒ (12) + 3 = 15
Astrid init: 1d20 + 5 ⇒ (20) + 5 = 25
Randall init: 1d20 + 5 ⇒ (3) + 5 = 8
Fortunately for the party, these creatures don't have competent enough leadership to have planned an effective ambush, and some of the party gets the jump on them.
Roll20's status token system is clunky and I was too lazy to assign a 'climbing' token to each of the creepers. They won't leave the walls, though, so just assume they're always at least 15' up.
ROUND 1
Astrid (93/93 hp)
Veldanis (122/125 hp)
Creeper 1 (0 damage, climbing [15'])
Creeper 2 (0 damage, climbing [15'])
Creeper 3 (0 damage, climbing [15'])
Creeper 4 (0 damage, climbing [15'])
Creeper 5 (0 damage, climbing [15'])
Creeper 6 (0 damage, climbing [15'])
Destroyer 1 (0 damage)
Destroyer 2 (0 damage)
Randall (104/105 hp)
Tink (96/96 hp)
Loiosh (81/90 hp)
Bold may act.
| Astrid Rianasdottir |
Astrid immediately strides forward, plucking her bowstring musically as she begins singing a furious tune in a rough voice, eyeing one of the creepers in particular.
Using Humiliating Defamation on Creeper 1. It needs to roll a DC 20 Will save. On a failure, then for as long as Astrid maintains the song, it cannot treat anyone as an ally, and cannot benefit from morale bonuses or Teamwork feats. All the other morlocks in 60 feet (so sorry XD ) must also roll DC 20 Will saves. On a failure, they in turn cannot treat Creeper 1 as an ally, thus cannot treat it as a flanking partner nor target it with spells or effects that are harmless. These effects last as long as they remain within 60 feet of Astrid and she maintains the song. Shockingly, this ability does not say it's language-dependent, thank the gods.
"You stand alone on your broken hill
Sapped of strength with shattered will
Your friends all think you're rancid swill
So drink yourself till you lie still"
| Veldanis Hedrig |
Veldanis blinks at Astrid and mutters, "Dayum. That's just mean."
With the little bastards across the chasm, he ponders how to handle this, then mutters an incantation. His boot soles and fingers grow tiny little hairs that squish when he lifts his foot in a step but cling tenaciously to the ground when he places his foot back down.
Casting spider climb.
Now that he has some insurance if he doesn't make the jump, he takes a running leap across the chasm.
DC 15, I believe, since he's got 10 feet for a running start. This is pretty stupid since I only have a +2 Acrobatics, but I don't really have a way across otherwise. Tagline says I have one hero point so I'll use it to give him a +8.
Acrobatics (jump) DC 15: 1d20 + 2 + 8 ⇒ (8) + 2 + 8 = 18
WHEW
| GM Mike |
I rolled their saves on the table because HOLY S%%~. Why can PCs never get rolls like this?
C1 will: 1d20 + 8 ⇒ (15) + 8 = 23
C2 will: 1d20 + 8 ⇒ (19) + 8 = 27
C3 will: 1d20 + 8 ⇒ (11) + 8 = 19
C4 will: 1d20 + 8 ⇒ (15) + 8 = 23
C5 will: 1d20 + 8 ⇒ (15) + 8 = 23
C6 will: 1d20 + 8 ⇒ (20) + 8 = 28
Creeper #3 shoots #1 a dirty look and cries "traitor!" in Undercommon. The other creepers wonder what the hell he is talking about.
All six creepers scuttle along the wall to get closer and then take aim at Randall (who they think they've gotten the jump on; joke's on them!) with their blowguns.
blowgun 1: 1d20 + 16 ⇒ (3) + 16 = 19
damage: 4d6 ⇒ (1, 3, 2, 6) = 12
blowgun 2: 1d20 + 16 ⇒ (7) + 16 = 23
damage: 4d6 ⇒ (3, 2, 4, 4) = 13
blowgun 3: 1d20 + 16 ⇒ (17) + 16 = 33
damage: 4d6 ⇒ (2, 5, 3, 3) = 13
blowgun 4: 1d20 + 16 ⇒ (14) + 16 = 30
damage: 4d6 ⇒ (4, 4, 4, 2) = 14
blowgun 5: 1d20 + 16 ⇒ (4) + 16 = 20
damage: 4d6 ⇒ (5, 6, 4, 1) = 16
blowgun 6: 1d20 + 16 ⇒ (11) + 16 = 27
damage: 4d6 ⇒ (2, 3, 3, 6) = 14
Assuming Rand's AC is 29 and fort is 10. Please correct me if I'm wrong!
Against all odds, two of the creepers manage to find openings in Rand's considerable defenses (2 damage). Rand immediately recognizes the pungent odor of bloodbrain venom.
rand fort: 1d20 + 10 ⇒ (1) + 10 = 11
rand fort: 1d20 + 10 ⇒ (15) + 10 = 25
str damage: 1d6 ⇒ 3
Dude I wrote and rewrote some flavorful stuff about how he's weaker and stinkier now and I just couldn't get it right. Ugh.
Rand is weak and smelly.
Nailed it.
Destroyer #2 looks like he would really like to swat at V as he soars by, but he's just too slow. Meanwhile, #1 moves next to #2, so close that they become a weird, hard-to-follow amalgamation of limbs, greatclubs, and spittle. Occasionally, a club flies out of the mess of limbs.
D1 greatclub 1: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
damage: 1d10 + 22 + 1d6 ⇒ (8) + 22 + (3) = 33
D1 greatclub 2: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
damage: 1d10 + 22 + 1d6 ⇒ (9) + 22 + (4) = 35
D2 greatclub 1: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
damage: 1d10 + 22 + 1d6 ⇒ (6) + 22 + (4) = 32
D2 greatclub 2: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
damage: 1d10 + 22 + 1d6 ⇒ (9) + 22 + (2) = 33
The onslaught is too much for V to follow, as he takes a couple of vicious greatclub strikes to the head and ribs (holy crap, these things are no joke when they're raging; 35+32=67 damage). The morlocks whoop in triumph.
I'm going to roll everyone's fort saves against the radiation all at once each round, just to keep it simple. Rand is immune.
Tink fort: 1d20 + 13 ⇒ (3) + 13 = 16
Loiosh fort: 1d20 + 11 ⇒ (5) + 11 = 16
Veldanis fort: 1d20 + 13 ⇒ (8) + 13 = 21
Astrid fort: 1d20 + 12 ⇒ (4) + 12 = 16
WOOOOOOF.
All four of you are pretty sure something bad just happened.
This is blightburn sickness, a completely separate thing from the bloodbrain poison, even though they come from the same source (the crystals). It's basically radiation sickness. 1d6 con, 1d6 cha, once per day, 2 saves to cure. Fortunately, continuing exposure doesn't actually make it worse, so I don't have to worry about rolling any more saves. You know, till tomorrow.
Go ahead and take everyone's turn. We'll move straight into round 2.
ROUND 1/2
Astrid (93/93 hp, raging song)
Veldanis (55/125 hp, inspired)
Creeper 1 (0 damage, climbing [15'])
Creeper 2 (0 damage, climbing [15'])
Creeper 3 (0 damage, climbing [15'])
Creeper 4 (0 damage, climbing [15'])
Creeper 5 (0 damage, climbing [15'])
Creeper 6 (0 damage, climbing [15'])
Destroyer 1 (0 damage)
Destroyer 2 (0 damage)
Randall (102/105 hp, 3 str damage, poisoned [5 rounds], very stinky [10 minutes], inspired)
Tink (96/96 hp)
Loiosh (81/90 hp, inspired)
Bold may act.
| Ysbeoruwulfgieson Quicklight |
Tink hears the commotion in the chamber ahead, but doesn't see anything yet. He spurs Loiosh on and they both feel the radiation overtake their senses.
heal: 1d20 + 14 ⇒ (4) + 14 = 18
He doesn't know what just happened to them, but he knows it ain't good! "We shouldn't stay here longer than we have to!"
He quickly surveys the battlefield and immediately ascertains the trouble that V is in. He raises his hand, cries "Have a little fire, scarecrow!" in Undercommon (though he isn't sure where he got that reference), and drops his hand down with a flourish. A column of holy fire erupts from above the destroyers and engulfs them in Tink's righteous fury.
flamestrike: 12d6 ⇒ (5, 6, 2, 4, 2, 1, 6, 5, 6, 3, 2, 4) = 46
"Loiosh, protect V!"
| Loiosh Quicklight |
I was gonna do that anyway.
Loiosh bolts toward the fissure so quickly that Tink nearly tumbles off his back. He builds up a head of steam and launches himself across, begrudgingly admitting to himself that this would have been harder if he was still his normal size.
acro: 1d20 + 14 ⇒ (8) + 14 = 22
Bah, he had to jump so he can't pounce! :(
Even as he is landing, his still enormously large maw is opening to take the head off one of the singed, smoking morlocks (makes no difference which one).
bite: 1d20 + 14 ⇒ (17) + 14 = 31
damage: 1d6 + 13 ⇒ (6) + 13 = 19
grab: 1d20 + 17 ⇒ (14) + 17 = 31
| GM Mike |
D1 reflex: 1d20 + 10 ⇒ (6) + 10 = 16
D2 reflex: 1d20 + 10 ⇒ (14) + 10 = 24
#2 saved, #1 didn't. #1 is grappled by Loiosh. Rand is up, then proceed to round 2.
ROUND 1/2
Astrid (93/93 hp, raging song)
Veldanis (55/125 hp, inspired)
Creeper 1 (0 damage, climbing [15'])
Creeper 2 (0 damage, climbing [15'])
Creeper 3 (0 damage, climbing [15'])
Creeper 4 (0 damage, climbing [15'])
Creeper 5 (0 damage, climbing [15'])
Creeper 6 (0 damage, climbing [15'])
Destroyer 1 (65 damage, grappled)
Destroyer 2 (23 damage)
Randall (102/105 hp, 3 str damage, poisoned [5 rounds], very stinky [10 minutes], inspired)
Tink (96/96 hp)
Loiosh (81/90 hp, inspired, grappled)
Bold may act.
| Randall Shadowcrown |
Rand feels like there was some monk training he could have done to avoid this poison b!*@#$*+, but choices were made. He sighs dramatically and steps up to the creepers in front of him to unleash an idiotic amount of attacks. The first up is a roundhouse against the top creeper to knock him down, followed by a series of rapid viper strikes.
Combat Expertise is still on. Snake Style. Dropping a ki point to add an attack during my flurry.
Style Strike (Leg Sweep) vs Creeper 1: 1d20 + 15 ⇒ (5) + 15 = 20
B Dmg: 1d10 + 7 ⇒ (1) + 7 = 8
Elec Dmg: 1d6 ⇒ 3
Free Trip vs C1: 1d20 + 13 ⇒ (16) + 13 = 29
FoB vs Creeper 1: 1d20 + 15 ⇒ (10) + 15 = 25
P Dmg: 1d10 + 7 ⇒ (6) + 7 = 13
Elec Dmg: 1d6 ⇒ 2
I doubt first attack hit so probably not prone, but just in case: Sneak Attack: 2d6 ⇒ (2, 1) = 3
FoB vs Creeper 1: 1d20 + 15 ⇒ (15) + 15 = 30
P Dmg: 1d10 + 7 ⇒ (7) + 7 = 14
Elec Dmg: 1d6 ⇒ 1
Sneak?: 2d6 ⇒ (6, 3) = 9
FoB vs Creeper 2: 1d20 + 15 ⇒ (2) + 15 = 17
P Dmg: 1d10 + 7 ⇒ (2) + 7 = 9
Elec Dmg: 1d6 ⇒ 2
FoB vs Creeper 2: 1d20 + 10 ⇒ (3) + 10 = 13
P Dmg: 1d10 + 7 ⇒ (1) + 7 = 8
Elec Dmg: 1d6 ⇒ 2
FoB vs Creeper 2: 1d20 + 5 ⇒ (8) + 5 = 13
P Dmg: 1d10 + 7 ⇒ (10) + 7 = 17
Elec Dmg: 1d6 ⇒ 4
Awesome. Way to contribute, Rand.
| Astrid Rianasdottir |
Well f!!& me for picking neat alternate class abilities. Never doing that again. #thanksPaizo
Not going to bother maintaining Humiliating Defamation. Obviously.
Thoroughly demoralized by the b~$*@+*$ she just witnessed, Astrid steps back from the morlock pillar next to her, starts another raging song, and fires an arrow at one of the creepers.
Using Controlled Raging Song as a move action to grant +2 Str and +2 Dex to whoever wants it. The longbow attack is going to hit Creeper 1 if he's still up, and Creeper 2 if he's not.
Fancy Longbow vs Creeper: 1d20 + 16 ⇒ (18) + 16 = 34
P Dmg: 1d8 + 12 ⇒ (8) + 12 = 20 Magic, Seeking
| Veldanis Hedrig |
Veldanis feels a little woozy from the heavy blow he just took, and swings wildly at the destroyers before stumbling backward.
Power Attack, Vital Strike. Then taking a 5ft step back.
Hoblopper vs Destroyer 2: 1d20 + 17 ⇒ (11) + 17 = 28
S Dmg: 4d6 + 19 ⇒ (5, 1, 4, 5) + 19 = 34
| Randall Shadowcrown |
Retconning because I'm stupid and forgot the creepers are up on the wall.
Rand plays out a really cool scene in his head where he roundhouse kicks a creeper in the face for being a jerk, but comes back to himself when he realizes he's drooling.
Instead he pulls out his crossbow and loads it.
SIGH.
| GM Mike |
astrid heal: 1d20 + 8 ⇒ (2) + 8 = 10
rand heal: 1d20 + 8 ⇒ (18) + 8 = 26
Go ahead and read the Heal spoiler in this post.
Astrid and V both land their attacks; these morlocks are easy to kill individually, but the true danger comes from their numbers. The battle of attrition has begun.
rand fort: 1d20 + 10 ⇒ (1) + 10 = 11
str damage: 1d6 ⇒ 5
The poison coursing through Rand's veins nearly knocks him on his ass. He manages to remain standing, but even his light crossbow has become difficult to lift. He won't be able to stay upright much longer. One of the creepers cackles in triumph. (So yeah, this got bad quick. 2 more str damage and he falls unconscious.)
@ Rand:
C1 blowgun: 1d20 + 17 ⇒ (15) + 17 = 32
damage: 1 = 1
C1 blowgun: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1 = 1
C2 blowgun: 1d20 + 17 ⇒ (19) + 17 = 36
damage: 1 = 1
C2 blowgun: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 1 = 1
C3 blowgun: 1d20 + 17 ⇒ (14) + 17 = 31
damage: 1 = 1
C3 blowgun: 1d20 + 12 ⇒ (12) + 12 = 24
damage: 1 = 1
@ Astrid:
C4 blowgun: 1d20 + 17 ⇒ (13) + 17 = 30
damage: 1 = 1
C4 blowgun: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 1 = 1
C5 blowgun: 1d20 + 17 ⇒ (8) + 17 = 25
damage: 1 + 4d6 ⇒ 1 + (3, 3, 5, 5) = 17
C5 blowgun: 1d20 + 12 ⇒ (18) + 12 = 30
damage: 1 + 4d6 ⇒ 1 + (1, 3, 6, 3) = 14
C6 blowgun: 1d20 + 17 ⇒ (14) + 17 = 31
damage: 1 + 4d6 ⇒ 1 + (2, 1, 3, 6) = 13
C6 blowgun: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1 + 4d6 ⇒ 1 + (6, 4, 3, 3) = 17
C2 crit confirm: 1d20 + 12 ⇒ (9) + 12 = 21
Jesus Christ these creepers are the best dice rollers of all time. I'm really sorry.
The creepers release an onslaught of poisonous darts on Rand and Astrid. Four (FOUR!) darts hit Rand (4 damage). His blood is becoming positively saturated with the bloodbrain poison.
rand fort: 1d20 + 10 ⇒ (8) + 10 = 18
rand fort: 1d20 + 10 ⇒ (3) + 10 = 13
rand fort: 1d20 + 10 ⇒ (9) + 10 = 19
rand fort: 1d20 + 10 ⇒ (13) + 10 = 23
(Okay Jesus, here we go. That's one failure, which increases the duration by 50% and the save DC by 2. Fortunately, his subsequent saves were high enough, but this str damage is probably going to take him down...)
str damage: 1d6 ⇒ 3
Rand drops unceremoniously to the ground, utterly overcome by the bloodbrain venom.
Not to be outdone, Astrid is pierced by three darts of her own. Unlike Rand, whose preternatural perception and reaction time prevents him from exposing vital spots on his body, Astrid is confused by the creepers' swarming nature (ie, she takes sneak attack damage from 5 and 6; total of 1+14+13=28 damage).
astrid fort: 1d20 + 12 ⇒ (11) + 12 = 23
astrid fort: 1d20 + 12 ⇒ (5) + 12 = 17
astrid fort: 1d20 + 12 ⇒ (1) + 12 = 13
str damage: 1d6 ⇒ 6 F@#*
Astrid staves off the initial assault of the venom on her muscular system, but it eventually overwhelms her.
D1 CMB: 1d20 + 13 ⇒ (20) + 13 = 33
D2 greatclub: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
damage: 1d10 + 22 + 1d6 ⇒ (9) + 22 + (3) = 34
D2 greatclub: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
damage: 1d10 + 22 + 1d6 ⇒ (6) + 22 + (1) = 29
Destroyer #1 rips his head free from Loiosh's maw (nat 20, wtf is happening) and screams in defiance. Then, something finally goes the party's way, as destroyer #2 utterly fails to come anywhere near V with his greatclub.
ROUND 2/3
Astrid (68/93 hp, raging song, 6 str damage, poisoned [5 rounds], very stinky [10 minutes])
Veldanis (55/125 hp, inspired)
Creeper 1 (20 damage, climbing [15'])
Creeper 2 (0 damage, climbing [15'])
Creeper 3 (0 damage, climbing [15'])
Creeper 4 (0 damage, climbing [15'])
Creeper 5 (0 damage, climbing [15'])
Creeper 6 (0 damage, climbing [15'])
Destroyer 1 (65 damage)
Destroyer 2 (57 damage)
Randall (98/105 hp, 11 str damage, poisoned [6 rounds], very stinky [15 minutes], unconscious)
Tink (96/96 hp)
Loiosh (81/90 hp, inspired)
Bold may act.
| Ysbeoruwulfgieson Quicklight |
Tink sees Rand go down and suddenly realizes that maybe jumping to this side of the chasm was a bad move. Astrid is suddenly quite isolated. Fortunately for him, he can do plenty of damage from a distance. He repeats the same incantation he used on the destroyers (autopasses the CD check) and a column of holy fire engulfs creepers 1-4.
flame strike: 12d6 ⇒ (5, 5, 2, 3, 1, 2, 4, 3, 6, 3, 6, 5) = 45
| Loiosh Quicklight |
Loiosh roars in frustration when the morlock escapes, but he supposes it doesn't matter much; it'll be dead and in his belly soon.
(Move V into a flank!)
bite: 1d20 + 14 ⇒ (4) + 14 = 18
damage: 1d6 + 13 ⇒ (1) + 13 = 14
claw: 1d20 + 16 ⇒ (12) + 16 = 28
damage: 1d4 + 15 ⇒ (1) + 15 = 16
claw: 1d20 + 16 ⇒ (18) + 16 = 34
damage: 1d4 + 15 ⇒ (2) + 15 = 17
| GM Mike |
C1 reflex: 1d20 + 15 ⇒ (10) + 15 = 25
C2 reflex: 1d20 + 15 ⇒ (1) + 15 = 16
C3 reflex: 1d20 + 15 ⇒ (7) + 15 = 22
C4 reflex: 1d20 + 15 ⇒ (6) + 15 = 21
Of COURSE three of four creepers made their saves. Loiosh hit on both claws. Rand is up if he has anything he can do to counteract the poison, then on to A+V.
ROUND 2/3
Astrid (68/93 hp, raging song, 6 str damage, poisoned [5 rounds], very stinky [10 minutes])
Veldanis (55/125 hp, inspired)
Creeper 1 (42 damage, climbing [15'])
Creeper 2 (45 damage, climbing [15'])
Creeper 3 (22 damage, climbing [15'])
Creeper 4 (22 damage, climbing [15'])
Creeper 5 (0 damage, climbing [15'])
Creeper 6 (0 damage, climbing [15'])
Destroyer 1 (88 damage)
Destroyer 2 (57 damage)
Randall (98/105 hp, 11 str damage, poisoned [6 rounds], very stinky [15 minutes], unconscious)
Tink (96/96 hp)
Loiosh (81/90 hp, inspired)
Bold may act.
| Astrid Rianasdottir |
Astrid struggles to keep her song up, but the poison wracking her muscles is making it harder and harder to even keep her bow up. But Astrid has been firing a bow since she was eight years old; she trained in rain and snow, with body-wracking fever and aches, with violent winds and lightning cracking. In situations she absolutely should not have been outside, arrows whistling until they made music in her ears. She would practice until her mother dragged her inside, swatting her in the head and scolding her for trying to "catch her death in the rain."
She can damn well shoot now.
But... should she?
She's an accurate archer, but not a fast one. And there are so many creepers ganging up on them, and each one will surely take more than one hit. Any more of this gods-damned venom and she'll be on the floor, just like Rand.
She recalls a time traveling with a wizard, about a decade ago. What was his name? Fazbear? Fizzle? She can't recall now. But that old codger loved to blow stuff up with magic. She struggles to recall the words he used, the gestures... she thinks she might have it...
"Worth a shot," she mumbles, shifting her bow to her left hand as her right begins the gestures as best she can remember them.
Using Spell Kenning to cast controlled fireball on all the creepers, excluding my square and Rand's from the blast. It doesn't look like it hits enough of Tink/Loiosh's square to count, but just in case, I'll exclude his square too. You can ignore a number of squares up to your Int mod (for wizards/magi/occultists) or Cha mod (for bloodragers/sorcerers). Note that bard/skald is not listed as this is an unusual case. Int seems the most logical based on where she's pulling the knowledge from, but even still she has a 16 Int so she can exclude up to three squares.
I put down a circle to show the radius of the blast for ease. Should hit all morlocks from there, I think, but whether that's at least half of the destroyers' square is kind of debatable, I'll leave it up to you. Please roll a DC 18 Reflex save for those affected.
Fire Dmg: 10d6 ⇒ (6, 3, 3, 4, 1, 2, 4, 1, 5, 5) = 34
She drops the bead of flame almost directly at her feet, but the blast seems to wrap around her and Rand. By the time the smoke clears, she's back to plucking her bowstring, almost as if she never stopped.
Free action to continue Raging Song.
| Veldanis Hedrig |
Veldanis nearly topples over as an explosion erupts on the other side of the chasm, more from shock than any shockwave--in fact, he's pretty sure there wasn't one.
He pauses only a moment, peering through the smoke to see if his allies were obliterated, but it appears only the morlocks were affected. He shakes his head and lets Astrid's melody back into his brain, suffusing his limbs with strength and agility, before bringing Hoblopper down on the head of one of the morlocks.
I'll hit Morlock 2 with a Vital Strike. Power Attack, Furious Focus, all that jazz.
Ins Raging Hoblopper vs Morlock 2: 1d20 + 18 ⇒ (6) + 18 = 24
S Dmg: 4d6 + 21 ⇒ (4, 5, 3, 4) + 21 = 37
| Randall Shadowcrown |
A triumphant return, and it only took ALMOST EXACTLY A G~%$~&N YEAR WTF ME
On the verge of collapse, Rand wavers on his feet, but manages to stay standing. His limbs can barely move. This poison is about to drop him. But it hasn't dropped him yet, and by the gods, he's going to take one of these little s#@+s down with him.
He stumbles up the wall to go sideways and face off against the creepers, and whips his piercing fingers at it using momentum and finesse rather than brute force. He channels ki into the strike to block the morlock's own ki and knock him for a loop.
Spending a Ki point to use Stunning Fist. If he hits, DC 22 Fort. Thankfully his rogue levels let him use Dex for damage rather than Str.
Snake Strike vs Creeper 2: 1d1d20 + 16 ⇒ (14) + 16 = 30
Dmg: 1d10 + 8 ⇒ (6) + 8 = 14 Piercing, Magical
Elec Dmg: 1d6 ⇒ 3
He then wobbles in place and waits for the inevitable counterstrike.
Need to find my word doc with their status spoilers so for now, Combat Expertise and spider climb are up, so AC 30.
| GM Mike |
C1 reflex: 1d20 + 15 ⇒ (3) + 15 = 18
C2 reflex: 1d20 + 15 ⇒ (1) + 15 = 16
C3 reflex: 1d20 + 15 ⇒ (2) + 15 = 17
C4 reflex: 1d20 + 15 ⇒ (11) + 15 = 26
C5 reflex: 1d20 + 15 ⇒ (8) + 15 = 23
C6 reflex: 1d20 + 15 ⇒ (1) + 15 = 16
D1 reflex: 1d20 + 10 ⇒ (1) + 10 = 11
D2 reflex: 1d20 + 10 ⇒ (18) + 10 = 28
C2 falling damage: 1d6 ⇒ 5
C1 falling damage: 1d6 ⇒ 3
Without warning, Astrid drops a fireball at her and Rand's feet. Rand barely has time to yelp in surprise as the explosion's concussion fills the chamber and the resulting shockwaves bounce and echo off the walls and floor. Rand is certain everyone's ear drums would be blown out if this had been a closed chamber; as it is, the chasms to the east and north allowed the blast to dissipate.
The impact on the morlocks is immediate and spectacular; while Astrid can tell that about half of them were able to rely on their preternatural reflexes to dull the blast's impact, the rest took the full force of it to the face. The acrid smell of burning morlock flesh was already nearly overwhelming from Tink's flame strike; now that all eight morlocks in the room are some degree of flame-broiled, it has grown to unbearable.
Creeper #2 and Destroyer #1 both succumb to the flames; while the destroyer--still breathing ragged breaths--simply slumps to the ground, the creeper falls 15' to the cavern floor below, its body a barely recognizable smoking husk.
V and Rand recover their senses faster than their respective opponents. Rand's strike takes down creeper #1 before he has a chance to realize that his swarming buddy is already dead. V's foe is tougher and isn't quite dead, but it won't be long.
The sudden onslaught over, the morlocks realize that the odds have swung wildly in the party's favor. They look wide-eyed at each other, but, to their credit, they continue to fight. They know that two of the party's number are poisoned, and with any luck, they just have to wait for them to fall helpless...
Rand fort: 1d20 + 10 ⇒ (14) + 10 = 24
Astrid fort: 1d20 + 12 ⇒ (19) + 12 = 31
... or not. Undeterred (okay, maybe a little deterred), the remaining creepers all step further away from the now climbing Rand and take aim at Rand (#3/#4) and Astrid (#5/#6).
@ Rand
C3: 1d20 + 17 ⇒ (20) + 17 = 37
damage: 1 + 4d6 ⇒ 1 + (2, 2, 6, 6) = 17
C3: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1 + 4d6 ⇒ 1 + (2, 6, 1, 6) = 16
C4: 1d20 + 17 ⇒ (3) + 17 = 20
damage: 1 + 4d6 ⇒ 1 + (5, 1, 5, 6) = 18
C2: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 1 + 4d6 ⇒ 1 + (6, 1, 1, 6) = 15
@ Astrid
C5: 1d20 + 17 ⇒ (15) + 17 = 32
damage: 1 + 4d6 ⇒ 1 + (6, 1, 1, 4) = 13
C5: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1 + 4d6 ⇒ 1 + (1, 5, 5, 2) = 14
C6: 1d20 + 17 ⇒ (12) + 17 = 29
damage: 1 + 4d6 ⇒ 1 + (5, 1, 5, 4) = 16
C6: 1d20 + 12 ⇒ (2) + 12 = 14
damage: 1 + 4d6 ⇒ 1 + (6, 6, 4, 4) = 21
C3 confirm: 1d20 + 17 ⇒ (4) + 17 = 21
D2 club: 1d20 + 15 ⇒ (1) + 15 = 16
damage: 1d10 + 22 ⇒ (3) + 22 = 25
D2 club: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d10 + 22 ⇒ (5) + 22 = 27
Creeper #3's first dart strikes Rand (1 damage), and he braces himself for the new surge of bloodbrain venom entering his veins; however, it seems the creepers may have used up their supply of poisoned darts, so now he only has to deal with the compounded poison already in his system! Yay!
Astrid is not as nimble as Rand (i.e., she takes sneak attack damage from the swarming creepers) and cannot prevent the two darts that hit her from finding vital areas of exposed flesh (29 damage). And, like Rand, she doesn't seem to get more poisoned.
Destroyer #2 is barely standing, and his swarming buddy now lies in a heap at his feet. His frothing rage prevents him from thinking clearly, however, and he swings his greatclub twice at V's head. V's head remains unscathed.
ROUND 3/4
Astrid (39/93 hp, raging song, 6 str damage, poisoned [4 rounds], very stinky [10 minutes])
Veldanis (55/125 hp, inspired)
Creeper 1 (79 damage, unconscious and dying)
Creeper 2 (dead)
Creeper 3 (56 damage, climbing [15'])
Creeper 4 (39 damage, climbing [15'])
Creeper 5 (17 damage, climbing [15'])
Creeper 6 (34 damage, climbing [15'])
Destroyer 1 (132 damage, unconscious and dying)
Destroyer 2 (111 damage)
Randall (97/105 hp, 11 str damage, poisoned [5 rounds], very stinky [15 minutes], unconscious)
Tink (96/96 hp)
Loiosh (81/90 hp, inspired)
Bold may act.
| Ysbeoruwulfgieson Quicklight |
Tink shakes his head, clearing the vision he had of Rand falling to the poison. However, though Rand isn't out yet, he knows enough about poisons to see that it won't be long. He quickly sees that V has the destroyer well in hand, and implores Loiosh, "Back to Rand! Quickly!" He guides the allosaurus to the eastern wall of the chamber, then spurs him on to get a running start and jump over the chasm.
Autopasses the ride check to leap
| Ysbeoruwulfgieson Quicklight |
Tink leans down to touch Rand on the shoulder, whispers an incantation, and Rand feels a rush of purification rush through him, as if he had had delay poison cast on him.
Because that's basically what happened! Spirit share allows you to administer a potion that you have on you without the subject having to actually drink it.
| GM Mike |
D2 AOO: 1d20 + 15 ⇒ (18) + 15 = 33
damage: 1d10 + 22 ⇒ (3) + 22 = 25
Destroyer #2 manages to bludgeon Loiosh as he runs to Rand's side (25 damage). Loiosh barely registers the blow.
Rand, for his part, still feels terrible, but he feels like maybe he won't collapse in the next six seconds.
Rand, then Astrid, then V are up!
ROUND 3/4
Astrid (39/93 hp, raging song, 6 str damage, poisoned [4 rounds], very stinky [10 minutes])
Veldanis (55/125 hp, inspired)
Creeper 1 (79 damage, unconscious and dying)
Creeper 2 (dead)
Creeper 3 (56 damage, climbing [15'])
Creeper 4 (39 damage, climbing [15'])
Creeper 5 (17 damage, climbing [15'])
Creeper 6 (34 damage, climbing [15'])
Destroyer 1 (132 damage, unconscious and dying)
Destroyer 2 (111 damage)
Randall (97/105 hp, 11 str damage, poison delayed, very stinky [15 minutes], unconscious)
Tink (96/96 hp)
Loiosh (56/90 hp, inspired)
Bold may act.
| Astrid Rianasdottir |
Hey, it's been a minute year so cut yourself some slack lol
Astrid nods curtly at the destruction the spell caused, but she doesn't have an awful lot left to deal real hurt to the morlocks. Her arrows are damn near pathetic with the strength sapped from her limbs. She can still shoot, but she needs to make more headway in order to keep them from being completely overwhelmed. Numbers are still not on her side.
She calls to mind another spell, plucking her bowstring in a jangling tune. It still stirs the blood of her allies, but she uses the off-kilter rhythm to scream in a strange, painful harmony. Strangely, no one hears the scream.
No one, that is, except Creeper #6.
Maingaining Raging Song (19/29 rounds remaining) and casting ear-piercing scream on Creeper 6. DC 15 Fortitude save for half damage. Failure also dazes the target for 1 round.
Sonic Dmg vs Creep 6: 5d6 ⇒ (3, 2, 2, 1, 1) = 9
JFC
| Randall Shadowcrown |
Rand, somehow still on his feet, nods grimly at Tink before scampering across the wall to stab Creeper #3 with his fingertips.
Still Combat Expertise so AC 30. I forgot to mention it last time but he's been trying to use non-lethal. He's not sure what they're supposed to do with the unconscious morlocks but he feels weird waltzing into their home and murdering them.
Snake Strike vs Creeper 3: 1d20 + 16 ⇒ (4) + 16 = 20
Dmg: 1d10 + 8 ⇒ (9) + 8 = 17 Magical, Non-Lethal, Piercing
Elec Dmg: 1d6 ⇒ 2
Pfft moot point if he doesn't even hit.
| Veldanis Hedrig |
V is eager to finish up so he can help the others take care of the creepers on the other side of the gorge.
Power Attack + Vital Strike. Let's try and finish this chump off.
Hoblopper vs Destroyer 2: 1d20 + 18 ⇒ (6) + 18 = 24
Dmg: 4d6 + 21 ⇒ (1, 2, 4, 3) + 21 = 31 Magical, Slashing
Cool. Cooolcoolcoolcool. I assume that doesn't hit, but on the odd chance it does, he will move down to the square I marked on the map with a red box; that will give him the 10 feet he needs for the jump next round, since he cannot hit a DC 30.
| GM Mike |
C6 fort: 1d20 + 7 ⇒ (18) + 7 = 25
grapple: 1d20 + 31 ⇒ (12) + 31 = 43
C5: 1d20 + 17 ⇒ (18) + 17 = 35
damage: 1 + 4d6 ⇒ 1 + (2, 1, 1, 1) = 6
C6: 1d20 + 17 ⇒ (9) + 17 = 26
damage: 1 + 4d6 ⇒ 1 + (6, 5, 3, 3) = 18
Creeper #6 tanks Astrid's scream and, though a small trickle of blood leaks from one ear, it remains decidedly undazed.
Now that he's up close with the creepers, their swarming ability confuses Rand's aim and his strike travels through the spot #3's head had been a moment before.
V has much better luck, swiping destroyer #2's head off with a single swing. He moves to the east to prepare for his long jump.
The four remaining creepers look at each other nervously. It doesn't take a sense motive check to see that they are cowardly; with their burly protectors down, they don't stand a chance against these very mean people who invaded their home. They seem eminently close to dropping their weapons, but then an absolutely enormous creature arises from the chasm, snatches Astrid up in its mandibles (I didn't give her an AOO because I don't see snap shot on her sheet, but please let me know if I missed something), and turns to carry her back down to what you presume is its lair.
(Worth noting: this creature is mechanically colossal in size, but is currently using its compression ability to fit in the chasm so it "only" appears to be mechanically huge.)
Emboldened, creepers #3 and #4 withdraw around the edge of the cavern, passing too high above V's head for him to swipe at them. #5 and #6 scurry along the wall away from Rand, turn, and fire their blowguns at V. Only one of the two darts finds its target (6 damage).
ROUND 4/5
Astrid (39/93 hp, raging song, 6 str damage, very stinky [10 minutes], grappled)
Veldanis (49/125 hp, inspired)
Creeper 1 (79 damage, unconscious and dying)
Creeper 2 (dead)
THAT'S A BIG BUG (0 damage, climbing [level with the chasm edge], grappled)
Creeper 3 (56 damage, climbing [15'])
Creeper 4 (39 damage, climbing [15'])
Creeper 5 (17 damage, climbing [15'])
Creeper 6 (38 damage, climbing [15'])
Destroyer 1 (132 damage, unconscious and dying)
Destroyer 2 (142 damage, unconscious and dying)
Randall (97/105 hp, 11 str damage, very stinky [15 minutes], climbing [15'])
Tink (96/96 hp)
Loiosh (56/90 hp, inspired)
Bold may act.
| Ysbeoruwulfgieson Quicklight |
Knowledge (nature): 1d20 + 11 ⇒ (6) + 11 = 17
Cool, good druiding.
Tink's eyes grow wide at the new combatant, then wider when it snatches up Astrid as if she were a twig. He waves a hand and Astrid suddenly feels very slippery.
Immediate action to cast liberating command. She gets an immediate action escape artist check with a +24 bonus. I'll just go ahead and tell you it's DC41; if she escapes, she still has her entire turn to act.
Now for Tink's actual turn:
Tink quickly fires another spell at the creature.
centipede fort: 1d20 + 16 ⇒ (8) + 16 = 24
The creature does not become a house cat. Tink is disappointed. Baleful polymorph! That would have been so awesome.
He spurs Loiosh on. "Kill it!"