GM Aldizog |
I was waiting to see if Fenna would chime in or offer to cast Feather Fall, but Sosche has gone ahead and acted. So he is the first one down.
Sosche sets his feet on the ground, lets go of the rope, casts Light, and takes his ranseur in hand.
But before anyone else makes it down, the shadows on the wall start to move!
Stealth: 1d20 + 15 ⇒ (3) + 15 = 18
Sosche Perception, Distance: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
At first Sosche thinks they are a haunt like the ones above, but he soon realizes that these are true solid beings, smoldering and furious.
Sosche is able to spot them, but is not quite fast enough to react.
Surprise round in which only Sosche and the undead can act.
Fenna: 1d20 + 6 ⇒ (16) + 6 = 22
Sho: 1d20 + 3 ⇒ (1) + 3 = 4
Sosche: 1d20 + 1 ⇒ (7) + 1 = 8
Vexas: 1d20 + 8 ⇒ (11) + 8 = 19
Undead: 1d20 + 8 ⇒ (16) + 8 = 24
The undead burst from the shadows and claw at the oracle, ripping and searing his flesh.
Attack, Charge: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Damage with Fire: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12
Attack, Charge: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Damage with Fire: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (6) = 16
Surprise Round
Undead
Brannart (unaware)
Fenna (unaware)
Vexas (unaware)
Sosche -28
Sho (unaware)
Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = None
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (6/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (3/4): Cure Serious Wounds, Free Swim, Magic Vestment
"Oww! Fire in the hole, watch as you descend we have company!"
Sosche takes a 5’ step back to let someone else down the rope, and to give room for his weapon, as he strikes back at the one on the left side on the map!
Ranseur: 1d20 + 6 ⇒ (14) + 6 = 20
Damage P: 2d4 + 11 ⇒ (3, 1) + 11 = 15
GM Aldizog |
Sosche stabs an undead with noticeable effect.
However, it isn't enough to kill the creature, which steps up and claws him twice.
Claw: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (5) = 12
Claw: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (3) = 12
The other one also steps up and attacks. Sosche falls under its first blow.
Claw: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
Sosche is only at -1 for now, but because of things may end up needing to use the option to spend 2 Hero Points to escape death. We'll see at the end of the combat.
Round 1
Undead (Red -15)
Brannart
Fenna
Vexas
Sosche (-1 HP, bleeding)
Sho
"We have to get down there!" shouts Brannart, looking ready to jump.
Sosche Pinn |
Weapon Equipped = None
Conditions = Bleeding
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (6/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (3/4): Cure Serious Wounds, Free Swim, Magic Vestment
Sosche drops his ranseur and thinks, briefly before he collapses, of all the things that might have kept him from this fate. He has plans! Plans for heavier armor, plans for greater speed, plans for instant healing. He hopes to revisit those plans!
Con: 1d20 + 2 ⇒ (7) + 2 = 9 vs DC 11 to stabilize... but -1 hp instead
Vexas Flamespark |
What? What's happening down there Sosche? Hang on!
Vexas shouts before casting invisibility, and get onto the rope.
However it helps, order other characters completely climbing down before him.
[standard] Cast invisibility
[move] Climb (safe normal speed that uses the rope's DC)
Fenna Pender |
Well, there was really no reason to use up spells on the decent when we had no reason to. Feather Fall for all would have used up five 1st level spells, and Fenna can only cast it once. Vexas has four 1st level spells, yes? That's all of his used up on just Feather Fall. That's just silly. We were taking the rope down. I don't see any way this would have happened differently.
Fenna casts Feather Fall on Brannart so he doesn't kill himself jumping.
Vexas Flamespark |
Apologies, I missed the extra targets by caster level. In that case Vexas can change his action to: drain bonded item, feather fall on himself and two more targets. Assume Fenna would pick others as well, I think that covers the whole party.
Having imbued his team with slow fall, Vexas hops into the chasm...
Replacement turn
[standard] Drain bonded item: Cast feather fall on Vexas and two more
[move] Jump and literally feather-fall down
GM Aldizog |
Given that the bonded item cast is a standard action and Feather Fall only works on free-falling objects, the way this would work is for everybody to ready to jump when Vexas jumps, and for Vexas to ready to used the bonded item cast as soon as he enters the chamber below. I think that works.
The party descends. Brannart angles to land in front of the undead.
The undead claw at Brannart, with one claw hitting.
Claw: 1d20 + 11 ⇒ (5) + 11 = 16
Claw: 1d20 + 11 ⇒ (10) + 11 = 21
Claw: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10
Claw: 1d20 + 11 ⇒ (10) + 11 = 21
Round 2
Undead (Red -15)
Brannart -13
Fenna
Vexas
Sosche -62 (-2 HP, bleeding)
Sho -1
Knowledge (Religion) to ID the undead.
Sosche Pinn |
Weapon Equipped = None
Conditions = Bleeding
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (6/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (3/4): Cure Serious Wounds, Free Swim, Magic Vestment
Con: 1d20 + 2 ⇒ (9) + 2 = 11 vs DC 12 to stabilize... but -1 hp instead
Sho"yarhine Nebdhel |
Manyshot: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
dmg (2 arrows): 2d8 + 4 + 8 ⇒ (4, 1) + 4 + 8 = 17
2d shot: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
dmg: 1d8 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Sho doesn't waste time, and use the last floating moments to send arrows into the wounded undead even before her feet touch the ground.
Vexas Flamespark |
Darn, I don't see stabilize on any of our profiles.
Vexas dusts himself off after the leisurely drop, moving up next to Brannart while drawing his blade...
[move] 5ft drawing weapon
Squinting into the darkness he lunges at the creature in front of Brannart.
[standard] attack non-RED (doesn't seem to have a color)
+1 rapier attack, piercing damage: 1d20 + 9 ⇒ (17) + 9 = 261d4 + 5 ⇒ (2) + 5 = 7
Fenna Pender |
Yeah, that's completely new to me. In all the years I've been playing I don't think I've ever seen Featherfall used any other way that self-targeted so a single individual affected. Oh well, good news.
As soon as Fenna touches down she grabs Sosche and drags him back away from the burning shadows.
I'm guessing that will take Fenna's standard action? It's a 5' distance, so if she can do that as a move action, she will also cast CLW on him for her standard action.
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
Brannart Teskerwill |
Brannart sees that stepping back to use his polearm will place his allies at risk. So he drops the polearm, draws his sword, and swings at the injured undead.
Attack, Defensively, PA: 1d20 + 11 - 4 - 2 ⇒ (14) + 11 - 4 - 2 = 19
Damage: 1d8 + 6 + 6 ⇒ (8) + 6 + 6 = 20
He deals a powerful blow, wounding it badly. Smoke and flames erupt from its wounds.
GM Aldizog |
@Fenna - "Move a heavy object" is a Move action, so that is fine. Sosche is easily within the weight that Fenna can drag.
Fenna pulls Sosche away from the undead and heals him, bringing him back to consciousness.
Sosche was technically after Fenna in the initiative order, so I think he can act, and the healing happens before his stabilization check. The initiative rules are a necessarily gamist mechanic that, to me, don't make a lot of sense when applied to unconscious PCs, but the way I have always seen it run is that you keep your place in the order.
Sho and Brannart badly wound one of the undead, and Vexas strikes the other.
Round 2
Undead (Red -52, Black -7)
Brannart -13
Fenna
Vexas -19
Sosche -50
Sho -1
As he begins to stir, Sosche recognizes these as Blast Shadows, dangerous undead that explode in a burst of fire when destroyed.
Sosche Pinn |
Weapon Equipped = None
Conditions = None
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (6/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (1/4): Cure Serious Wounds, Free Swim, Magic Vestment
”Not that we can do much about it, but watch out! They explode when destroyed!” He thanks Fenna for the aid, stands up, and heals himself further.
CSW: 3d8 + 6 ⇒ (8, 6, 4) + 6 = 24
GM Aldizog |
The undead continue to fight.
The nearly-destroyed one keeps clawing at Brannart, landing another hit. But the warrior's defensive stance keeps him safe from the follow-up he is AC 27 from fighting defensively last round.
Claw: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
Claw: 1d20 + 11 ⇒ (15) + 11 = 26
Fire and smoke erupt from the gashes in its hide, burning those nearby (Sho and Brannart take 1d6 ⇒ 1 damage) and making the creature hard to see (concealment, 20% miss chance).
The other undead looks between the two targets. Killing the halfling would likely be easier and quite enjoyable, but there is sense in focusing fire. 1 Brannart, 2 Vexas: 1d2 ⇒ 1
Claw: 1d20 + 11 ⇒ (13) + 11 = 24
Claw: 1d20 + 11 ⇒ (11) + 11 = 22
It cannot get past Brannart's defenses, and gouts of flame erupt from the blast shadow in its frustration.
Fire damage to Brannart and Vexas: 1d6 ⇒ 2 (And it too has Concealment).
Round 3
Undead (Red -52, Black -7)
Brannart -26
Fenna
Vexas -21
Sosche -26
Sho -2
Sho"yarhine Nebdhel |
Multiple shoot, DA: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
dmg, DA: 2d8 + 4 + 8 ⇒ (5, 7) + 4 + 8 = 24
Sho is as quick as ever with her bow, sending two arrows at the same time at the more wounded undead, hoping to bring it down.
If it's enough, she switches targets and aim at the second undead.
But "aim", this time, seems too big a word as the arrow goes wide
Bow, DA: 1d20 + 10 - 5 - 2 ⇒ (4) + 10 - 5 - 2 = 7
dmg, DA: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Fenna Pender |
Fenna stands and levels her spear at the undead thing in front of Sho. With her heightened speed she attacks it twice while continuing to inspire the others.
Attack #1: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 29
Damage: 1d8 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
Miss (low is bad): 1d100 ⇒ 60
Attack #1: 1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 25
Damage: 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8
Miss (low is bad): 1d100 ⇒ 30
Full attack with extra attack from Allegro. Continuing Inspire Courage as a free action. Allegro also adds +1 to AC and +1 to Ref saves.
Fenna Pender |
I'm an idiot. I was rushing through posts last night and got confused. A Bard character of mine in a different game has Allegro cast, not Fenna. Just one attack.
GM Aldizog |
Sho's first shot destroys one of the Blast Shadows.
It explodes, searing the party with flames.
Damage: 5d6 ⇒ (5, 3, 2, 3, 2) = 15
Fenna: 1d20 + 8 ⇒ (18) + 8 = 26
Sho: 1d20 + 8 ⇒ (5) + 8 = 13
Sosche: 1d20 + 4 ⇒ (14) + 4 = 18
Vexas: 1d20 + 10 ⇒ (10) + 10 = 20
Brannart and Sho take the full brunt of the explosion, Fenna and Sosche are a bit luckier, and Vexas evades it entirely. @Sho, let me know if you want to use a Hero Point to make that save.
Round 3
Undead (Black -7 or -17)
Brannart -41
Fenna -7
Vexas -21
Sosche -33
Sho -17
@Fenna - I can apply your attack against Black if you wish, and if that is still what you wish to do, although I don't believe you have Inspire Courage up yet.
Sosche Pinn |
Weapon Equipped = Greatsword
Conditions = None
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (1/4): Cure Serious Wounds, Free Swim, Magic Vestment
Still wounded, Sosche nevertheless draws his greatsword, not wanting to wade into combat to get his ranseur. Concerned for Brannart, he reaches out to heal him a bit.
CMW: 2d8 + 6 ⇒ (1, 3) + 6 = 10
Do you require a touch attack to heal an ally? I assume not, but in case you do…
Touch: 1d20 + 7 ⇒ (11) + 7 = 18
Vexas Flamespark |
The halfling grits his teeth as fire washes over him and Brannart.
We need to spread out!
Vexas carefully takes a step past Brannart. If the thing lives long enough he can sneak around behind it for the pincer.
[5ft Step] S
[standard] attack BLACK
+1 rapier attack, piercing damage: 1d20 + 9 ⇒ (16) + 9 = 251d4 + 5 ⇒ (1) + 5 = 6
Sho"yarhine Nebdhel |
Nope, will take up the damage
Manyshot, DA: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
dmg, DA: 2d8 + 4 + 8 ⇒ (4, 5) + 4 + 8 = 21
2d shoot, DA: 1d20 + 10 - 2 - 5 ⇒ (8) + 10 - 2 - 5 = 11
dmg, DA: 1d8 + 2 + 4 ⇒ (7) + 2 + 4 = 13
The elf gets burned, and shoots back, first two arrows at the same time, then another
Come on, we can get it down, but beware the explosion!
GM Aldizog |
@Sosche, no touch attack needed on an ally.
@Vexas, it's pretty hard to spread out enough to avoid the death throes (20' radius), but you can spread out enough to avoid the smoke aura (5' radius).
@Fenna, so you did 8 damage, I think (without IC).
@Sho, you have already gone this round. I can apply your damage for next round.
Vexas and Fenna hit the undead.
"Thank you, Sosche!"
Longsword: 1d20 + 11 ⇒ (4) + 11 = 15
Longsword: 1d20 + 6 ⇒ (5) + 6 = 11
Brannart swings twice, but misses.
Claw: 1d20 + 11 ⇒ (5) + 11 = 16
Claw: 1d20 + 11 ⇒ (10) + 11 = 21
The creature steps closer to the party and continues to flail at Brannart, seeing him start to stagger as the smoke and heat get to him.
Cinders continue to fly from the creature, and Brannart and Sho take 1d6 ⇒ 6 fire damage from the creature's aura.
01-20 Sho Miss: 1d100 ⇒ 25
Despite the smoke, Sho puts a pair of arrows into it (her Manyshot), but it is still up. Looks like it is near to exploding.
Round 4
Blast Shadow (-42)
Brannart -47
Fenna -7
Vexas -21
Sosche -33
Sho -23 (already went for Round 4)
The water on the map is not specified, so I will say it is 1d4 ⇒ 1 feet deep. You can move into the flooded squares. 1 foot means Normal Terrain for Medium-sized, Difficult Terrain for Small.
Fenna Pender |
Fenna decides it's better if she helps the others rather than continuing to attack. She also figures it would be a good idea to ensure at least one person is still standing to help the others if/when the second one explodes. She moves away and shouts encouragement.
Move to new location shown on map. Standard action to start Inspire Courage.
Sosche Pinn |
Weapon Equipped = Greatsword
Conditions = None
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (4/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (1/4): Cure Serious Wounds, Free Swim, Magic Vestment
With no where to go to avoid the coming blast, he at least does what he can to keep Brannart in the fight - and surviving the eventual blast. He casts another Cure Moderate on him.
CMW: 2d8 + 6 ⇒ (4, 2) + 6 = 12
Vexas Flamespark |
Quickly now!
With one down, Vexas has the room to creep nearly around back of the other one.
[move] 20ft
[standard] Attack
+1 rapier attack (flank), piercing damage (inspired): 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 311d4 + 5 + 1 + 2d6 ⇒ (2) + 5 + 1 + (6, 2) = 16
confirm?, crit piercing damage: 1d20 + 8 + 1 + 2 ⇒ (8) + 8 + 1 + 2 = 191d4 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
GM Aldizog |
Vexas stabs the creature through the back, and it explodes!
Damage: 5d6 ⇒ (1, 4, 6, 3, 1) = 15
Fenna: 1d20 + 8 ⇒ (6) + 8 = 14
Sho: 1d20 + 8 ⇒ (13) + 8 = 21
Sosche: 1d20 + 4 ⇒ (20) + 4 = 24
Vexas: 1d20 + 10 ⇒ (10) + 10 = 20
Fenna is badly burnt, Vexas dodges the blast entirely, and everyone else is scorched.
Combat over!
Brannart -54
Fenna -22
Vexas -21
Sosche -40
Sho -30
Vexas Flamespark |
Well... at least it's over.
Sheathing his rapier, he carefully eyes the doors to the North, wondering where the team might safely rest after the encounter.
Perc (locate traps): 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
and detect magic
GM Aldizog |
Perhaps you might wish to heal up before opening any more doors... although the amount of damage the party has sustained would burn through most of a CLW wand to restore.
This chamber features an enormous vertical cavern tunnel to the surface. Much of this structure has collapsed and is in severe disrepair, and everything sits skewed at an awkward angle. A portion of the chamber is flooded with water flowing from streams cascading through the overhead cavern opening. The floor, partially obscured by piles of broken stone and crumbling masonry, consists of corroded, interlocking tiles of copper and brass lined with delicate silver circuitry. A pair of steel doors is set in the wall to the north, and a break in the wall to the east reveals another chamber.
Following the silver circuitry, Vexas finds that it leads to a small socket on the wall next to the door. The socket is of a pointed oblong shape.
On the east wall, near the break where a door used to be, Vexas finds another similar socket, but of a disk shape. This one has something in it - a burnt-out Ioun Stone (dull grey and disk shape).
Vexas Flamespark |
So the Eastern socket is not directly connected to the silver circuitry, which seems to go straight through the break?
Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = None
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (1/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (1/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (0/4): Cure Serious Wounds, Free Swim, Magic Vestment
Sosche does what he can to heal the party, draining most of his spells...
Brannart Healing: 1d8 + 5 + 4d8 + 12 ⇒ (2) + 5 + (2, 2, 3, 1) + 12 = 27
Fenna Healing: 1d8 + 5 ⇒ (2) + 5 = 7
Vexas Healing: 1d8 + 5 ⇒ (1) + 5 = 6
Sosche Healing: 1d8 + 5 + 2d8 + 6 ⇒ (4) + 5 + (7, 7) + 6 = 29
Sho Healing: 2d8 + 10 ⇒ (7, 5) + 10 = 22
"I have another spell or two. I worry about emergencies, but Brannart, you're still looking pretty peaked."
csw: 3d8 + 6 ⇒ (5, 3, 2) + 6 = 16
"That's the best I can do for now. I think we can press on a bit, but it might be a short day if everything down here is as tough as all that!"
Sosche grins, picks up his ranseur, and makes ready to move on.
(Cast 6 clw, 3 cmw, 1 csw)
Brannart -11
Fenna -15
Vexas -15
Sosche -11
Sho -8
Fenna Pender |
Fenna follows Sosche's efforts with a use each of the wand on everyone.
"Maybe we should think about mapping some 'no go' zones to keep everyone out of some of the really dangerous places on the island instead of just taking it on the nose all the time so nobody else has to think about it" she grouses.
Brannart: 1d8 + 1 ⇒ (3) + 1 = 4, Vexas: 1d8 + 1 ⇒ (1) + 1 = 2, Sosche: 1d8 + 1 ⇒ (7) + 1 = 8, Sho: 1d8 + 1 ⇒ (6) + 1 = 7, Fenna: 1d8 + 1 ⇒ (1) + 1 = 2
Another go around then I guess. Brannart: 1d8 + 1 ⇒ (3) + 1 = 4, Vexas: 1d8 + 1 ⇒ (1) + 1 = 2, Sosche: 1d8 + 1 ⇒ (5) + 1 = 6, Sho: 1d8 + 1 ⇒ (2) + 1 = 3, Fenna: 1d8 + 1 ⇒ (1) + 1 = 2
I really don't get the 'just buy a wand of CLW' philosophy of healing. It's quite garbage.
Vexas Flamespark |
Vexas nods.
That would be prudent. We can distribute such a map when we next return to the village.
Next Vexas further inspects the slots that seem to accept ioun stones. He plucks out the burnt-out stone, and detects magic on both of them.
If they seem safe, he will try to insert his tourmaline sphere ioun stone into the same slot, only to see how it reacts, and quickly pull it back out.
GM Aldizog |
@Fenna, I find the use of CLW wands in PF1 rather jarring since mass-produced cheap and disposable healing does not evoke "fantasy" to me. There are many other options that I like more, such as Healer's Hands or Boots of the Earth. But, if players wish to buy wands, that will be possible too. Whatever works for you guys.
The tourmaline sphere does not fit in the slot with the burnt-out stone; only a disk-shaped stone will fit properly. The circuity connected to that socket seems to lead to where the missing door had been.
Nor, he can tell, will the tourmaline sphere fit in the socket near the intact door. That one is elongated and pointed, suggesting that a spindle shape would fit.
There was a Clear Spindle Ioun Stone among the treasures that Vriskirsa the water naga offered you, but nobody claimed that as their reward. It is possible that you could trade for it, or at least borrow it for a time.
Sosche Pinn |
"Maybe to move forward we need to visit Vriskirsa again." Sosche suggests unhelpfully. "Unless the doors can be forced?"
Not sure if we want to break anything, but what about disable device?
I don't have a ton of skills to float around, but I could work the Healer's Hands angle if folks wanted. I'll have to pick up the feat of course, but I could do that next level. I won't be great at it (no wisdom bonus), but it'll at least give us some options.
Sosche has little to help, though if they do decide to force the door, he does have a crowbar at least.
GM Aldizog |
Healer's Hands is extremely solid with Signature Skill (Heal). It's viable in-combat healing. But that's a significant investment of feats and skill points.
The doors are locked and barred. They cannot be picked, though they could be broken down.
Hardness 10, hp 90, break DC 28. Being Large gives a +4 to break down doors, so if Sosche were to cast Enlarge Person on Brannart he would have a +11 with the crowbar. Certainly possible.
Sosche Pinn |
"I do have a first level spell left if we want to give it a shot. I'd rather do this now than come back after a time and find more undead had moved in." he chuckles.
If the party agrees, he'll cast Enlarge - handing over his crowbar.
Vexas Flamespark |
Vexas grimaces and stands back.
Maybe... I have a feeling we'll be heading back to see Vriskirsa soon.
Brannart Teskerwill |
Brannart accepts Sosche's spell and tries to pry open the door.
Strength, Enlarge, Crowbar: 1d20 + 4 + 5 + 2 ⇒ (2) + 4 + 5 + 2 = 13
Strength, Enlarge, Crowbar: 1d20 + 4 + 5 + 2 ⇒ (17) + 4 + 5 + 2 = 28
He gets it on the second try.
GM Aldizog |
A smooth metal dais rises from the floor of this chamber, surrounded by four crystal pillars containing fine threads of silver in angular patterns. Sputtering, irregular lights flicker and flash from each crystal pillar, and arcane sigils on the floor of the dais spark and crackle with energy.
Inside the room is another Blast Shadow! It rushes to attack.
Fenna: 1d20 + 6 ⇒ (3) + 6 = 9
Sho: 1d20 + 3 ⇒ (4) + 3 = 7
Sosche: 1d20 + 1 ⇒ (17) + 1 = 18
Vexas: 1d20 + 8 ⇒ (17) + 8 = 25
Blast Shadow: 1d20 + 8 ⇒ (3) + 8 = 11
Round 1
Vexas
Sosche
Brannart
Blast Shadow
Fenna
Sho
Brannart Teskerwill |
Brannart drops the crowbar, takes a step back, draws his polearm, and sets it against a charge.
Damage: 3d6 + 9 + 6 ⇒ (3, 4, 3) + 9 + 6 = 25
Brace Damage if foe charges: 3d6 + 9 + 6 ⇒ (3, 5, 2) + 9 + 6 = 25
Damage: 3d6 + 9 + 6 ⇒ (2, 1, 1) + 9 + 6 = 19
Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = None
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (0/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (1/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (0/4): Cure Serious Wounds, Free Swim, Magic Vestment
Sosche follows Brannart's lead. He readies an attack, and hopes for an AoO to boot!
Ranseur: 1d20 + 6 ⇒ (17) + 6 = 23
Damage P: 2d4 + 11 ⇒ (1, 3) + 11 = 15
- - -
Ranseur: 1d20 + 6 ⇒ (12) + 6 = 18
Damage P: 2d4 + 11 ⇒ (2, 4) + 11 = 17
- - -
Vexas Flamespark |
Vexas too will ready a skewering for the undead. He steps up to the side of the double doors, opposite Sosche, and readies his rapier.
[move] 10ft, drawing weapon
[standard] ready action