
Malgrim Gryh |

So as a player I don't know. Is this a coastal city or is there a major trade river that goes by it?

Malgrim Gryh |

So as a player I don't know. Is this a coastal city or is there a major trade river that goes by it?

Malgrim Gryh |

"It looks like a good cave for smuggling. We might want to disable this door to prevent someone fleeing this way." Malgrim suggests, "I can try and mess up the hinges."

'Gnasher' Red Claw |

Looking out across the water then over at the other door, gnasher nods in areement. "Good idea." He gestures towards the other door, asking, "Ghost wedge other door shut as well?"

'Gnasher' Red Claw |

Which doors are you wedging from which side? The door from B11 to the west and the door to B11 to the north?
Good question, the western door in B11 (which we haven't opened yet) would be wedged from the east side of the door. The northern door in B11 would need to be dealt with (wedged or whatever) from the north side of the door?

'Gnasher' Red Claw |

miteke wrote:Good question, the western door in B11 (which we haven't opened yet) would be wedged from the east side of the door. The northern door in B11 would need to be dealt with (wedged or whatever) from the north side of the door?Which doors are you wedging from which side? The door from B11 to the west and the door to B11 to the north?
Crap, I meant to move this to discussion, sorry

'Gnasher' Red Claw |

Moving back to the north, Gnasher opens the door.
Assuming the 10(21) on perception didn't reveal any traps :)

Malgrim Gryh |

Malgrim deals with the door and then continues to follow Gnasher.
I will take 10 on Disable Device to get a 31 to mess with the hinges.

miteke |

The ceiling of this room arches up to a height of twenty feet, yet the thick, rotten smell in the air makes the room seem close and cramped. Three wide benches sit in the room facing a tenfoot-wide dais at the far end. The wall behind the dais depicts an immense carving of a hideous arachnid monster creeping out of a hole in the world the size of a kingdom. The smell seems to be coming from the mounds of decaying bodies heaped to the left and right of the dais, bodies in various stages of decay and caked with wax from the drippings of dozens of fat, sloppy candles wedged in among tangled limbs, empty eyesockets, and battered ribcages.

Seif-al-Din ibn-Subhi |

Seif-al-Din wrinkles his nose in disgust.
"Someone has a decidedly warped taste when it comes to internal decor."
Whether he is referring to the art, or the piles of corpses, is left deliberately ambiguous.

'Gnasher' Red Claw |

Moving into the room Gnasher wrinkles his nose slightly. Not that the smell 'bothers' him, the Gnoll nose worked differently than that of the human, but he'd always found the scent of candles off putting. Nodding his head in agreement with Seif, having been raised by humans he found the rotting corpses grotesque. Moving toward the door on the east, he watched it carefully as he asked, pointing his bardiche towards the room. "Anything magical here?"

miteke |

As if in response to the question a battle squad of Ghouls leaps from the pile of corpses and attacks! And when I say squad I mean three, which are quickly dispatched by Gnasher and Malgrim.
Not worth the combat time. It will take them a round to get to Gnasher and a round for you all to destroy them.
There is nothing to find in the room except death and dismemberment.

'Gnasher' Red Claw |

Using a rag that seemed to be what was left of a shirt, Gnasher wipes the gore off of his bardiche. Pushing the last of the corpses out of the way he heads toward the door in the northeastern corner. Listening at the door, he quickly investigates it for traps. Turning towards the others he adds, "Tribe ready?" As he turns the latch.
Taking 10(21) on perception for sound and traps

miteke |

There is a corridor (no surprise there) and another door. Again you hear sounds of water though less vigorous. Opening the door you see a room that is mostly submerged in water. The water’s edge laps restlessly against two shores connected by a stout-looking wooden bridge. The floor of each shore is uneven, as is the ceiling, giving the room the appearance of lying at an angle.

Malgrim Gryh |

"This place is huge. I wonder if the Jackal is really here? Malgrim says as he follows Gnasher into the next room.

'Gnasher' Red Claw |

As he carefully walked into the vast cavern, Gnasher nods his head in agreement with Malgrim and Seif. Gnasher hoped the Jackal would be across the bridge and their investigation would not be in vain. If Gnasher had been raised in the city or on the sea he would have considered the cave and thought maybe it had been a smugglers hideout some long time ago. But being a 'desert gnoll' those things would not have occurred to him, at best he wonders if the water is 'sweet' or 'salty.' Moving near the bridge he observed it carefully asking, Malgrim and Seif, "Does bridge look safe to you?" as he crouches dipping a claw in the water then to his mouth to see if the water was sea water or fresh.
Taking 10(21) on perception for traps or weak spots

Malgrim Gryh |

Malgrim will also look over the bridge.
I have a 29 with Perception by taking 10 to look for traps or issues.

Malgrim Gryh |

Can we see how deep the pool is? Does there appear to be a current?

Malgrim Gryh |

"It looks like someone dropped something down there. But it might be a trap. Another thing to come back to on our way out maybe." Malgrim says to Gnasher and Seif.

'Gnasher' Red Claw |

Nodding an agreement with Malgrim, Gnasher motions towards the bridge. "Tribe finish task at paw." as he moves forwards he stows the bardiche, "Bridge look slippery." Then carefully begins to cross the bridge.
Taking 10(16) on acrobatics to cross the bridge

Malgrim Gryh |

Malgrim waits for Gnasher to cross over in case the bridge is too weak for both of their weight, and then he will cross over.
I will also take 10 for a 25 acrobatics.

miteke |

Gnasher gets half way when the sword blinks out of existence and moment later a horror from the deep.This creature is a 5-foot wide orb dominated by a central eye and large serrated mouth. Hundreds of small seaweed-like bristles hang from the bottom of its body. Two large crab-like pincers protrude from its body, and two long, thin eyestalks sprout from the top of its orb.
Perc(Gnasher): 1d20 + 10 ⇒ (9) + 10 = 19
Perc(Seif): 1d20 + 0 ⇒ (19) + 0 = 19 +Perc(Shadow): 1d20 + 7 ⇒ (1) + 7 = 8 / 2 = 13
Perc(Malgrim): 1d20 + 18 ⇒ (17) + 18 = 35
Nobody is surprised by it's arrival except Shadow who is cleaning his fur after having to squeeze through all those skinny corriders.
Init(Gnasher): 1d20 + 4 ⇒ (6) + 4 = 10
Init(Seif): 1d20 + 7 ⇒ (6) + 7 = 13
Init(Shadow): 1d20 + 3 ⇒ (2) + 3 = 5
Init(Malgrim): 1d20 + 3 ⇒ (14) + 3 = 17
Init(Eye thing): 1d20 + 1 ⇒ (2) + 1 = 3

miteke |

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh (-0 HP)
Gnasher (-12 HP)
Seif (-0 HP)
Eye thing (-0 HP)
Round 2
Shadow (-0 HP)
Is -12 right, Gnasher? If you want to retro another charge or two and heal up to max before the battle that is fine too, particularly since you found that wand of CMW.

'Gnasher' Red Claw |

Having focused on the bridge, Gnasher didn't see the sword 'turn in to' the eye. But when he saw it moving towards him he realized the blade was gone. Shaking his head, he had no idea what the thing was, or what it could do. However he knew he wanted to fight it with his feet on the ground not a bridge. Looking to both sides, fight alone with his back to a door not knowing what was on the other side, or fight with friends to his left and his right. It was an easy decision, Gnasher moved back across the bridge readying and attack, asking, "Tribe wait for giant eye-crab?"
Move action: off the bridge (it felt like he might need a acrobatics checK) readied attack: + 1 Bardiche, PA, possible AOO
acrobatics : 1d20 + 6 ⇒ (13) + 6 = 19
readied attack: 1d20 + 14 - 3 ⇒ (9) + 14 - 3 = 20 damage: 1d10 + 7 + 1 + 9 ⇒ (5) + 7 + 1 + 9 = 22
possible AoO: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29 damage: 1d10 + 7 + 1 + 9 ⇒ (10) + 7 + 1 + 9 = 27

Seif-al-Din ibn-Subhi |

Vaguely being aware that more-than-two-eyes-is-bad, Seif-al-Din targets it with another blinding blast.
Burst of Radiance. DC 17 Reflex, or be Blinded for 1d4 ⇒ 2 Rounds (Dazzled for the same duration on a success).
If they are Evil, they *also* take 5d4 ⇒ (1, 3, 3, 1, 3) = 11 damage, no save.

Malgrim Gryh |

Malgrim gathers water to him and then readies for the creature to come to the surface.
Move action to gather water and then ready an empowered Water Blast for when some part of it is above the water. If it gets cover from the water, so be it. But I want to target something out of the water. Since its a readied action, I should remain before it in the turn.
Readied Attack Water Blast w/Elemental Overflow , PBS : 1d20 + 11 + 1 + 2 ⇒ (18) + 11 + 1 + 2 = 32
Readied Attack Damage, B, Water Blast w/Elemental Overflow , PBS: 3d6 + 10 + 4 + 1 ⇒ (1, 4, 1) + 10 + 4 + 1 = 21
32 will hopefully hit regardless of cover. So it will take 31 magical bludgeoning damage.

miteke |

reflex save: 1d20 + 4 ⇒ (13) + 4 = 17
The creature is thwarted by Gnasher's retreat and instead settles for staying under water and blasting folks with it's eyes.
The central eye sends forth a 30' cone of energy catching the entire party. DC 19 fort save or be stunned.
The right eye tries to make Gnasher hold still by zapping him with a hold person ray.
to hit ranged touch: 1d20 + 8 ⇒ (16) + 8 = 24, DC 19 will save or held
The left eye tries to make Gnasher weaker by zapping him with a ray of enfeeblement.
to hit ranged touch: 1d20 + 8 ⇒ (8) + 8 = 16
1d6 + 5 ⇒ (1) + 5 = 6 strength loss, DC 19 fort save for half
*ouch* This thing is nasty. Blinding it would have been very, very nice, but it got lucky. Burst of Radiance is one of my favorite spells. Over powered for a second level spell so naturally a go-to spell.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Malgrim Gryh (-0 HP, need DC 19 fort save or stunned for 2d4 ⇒ (3, 2) = 5 rounds)
Gnasher (-12 HP, need DC 19 fort save or stunned for 2d4 ⇒ (2, 3) = 5 rounds, need DC 19 will save or held, need DC 19 fort save or lose 6 str, 3 on sucessful save)
Seif (-0 HP, need DC 19 fort save or stunned for 2d4 ⇒ (2, 3) = 5 rounds)
Shadow (-0 HP, need DC 19 fort save or stunned for 2d4 ⇒ (2, 1) = 3 rounds)
Eye thing (-11 HP)
Round 3

Seif-al-Din ibn-Subhi |

Fort (Seif-al-Din): 1d20 + 6 ⇒ (18) + 6 = 24.
Fort (Shadow): 1d20 + 8 ⇒ (18) + 8 = 26.
Seif-al-Din casts Burst of Radiance again.
DC 17 Reflex, or be Blinded for 1d4 ⇒ 1 (Dazzled for the same duration on a success).
If they are Evil, they *also* take 5d4 ⇒ (3, 4, 2, 4, 4) = 17 damage, no save.

'Gnasher' Red Claw |

DC 19 fort save: 1d20 + 8 ⇒ (12) + 8 = 20 or stunned for 5 rounds
DC 19 will save: 1d20 + 5 ⇒ (3) + 5 = 8 or held
DC 19 fort save: 1d20 + 9 ⇒ (2) + 9 = 11 or lose 6 str, 3 on sucessful save
So Held and lose 6 str, how many rounds will he be 'held'?
Furrowing his brow as the eye-crab moves away from them, Gnasher realizes it's stopping just within his range once he's began to rage. His joy turning to frustration as the eye-crab shoots cones and rays out of it's eyes; freezing him in place and weakening him.

miteke |

So Held and lose 6 str, how many rounds will he be 'held'?
You make a save when the spell is cast and at the end of each of your turns, so you can make another save now to determine if you will be able to act next round and whether you are helpless when it takes it's turn.
@Malgrim
I am going to treat its being under water as having concealment (20% miss chance) and DR 5 to your water bolts because of the refraction and deflection aspects. If you are underwater yourself those penalties will go away.
@others
Normal missile weapons will suffer the concealment penalties and take a -4 to hit instead of the DR aspects because a bolt will not spread like water does when it hits water, but it will still be deflected. Again, if you are underwater yourself those penalties will go away.

'Gnasher' Red Claw |

DC 19 will save: 1d20 + 5 ⇒ (6) + 5 = 11 or held

Malgrim Gryh |

Fortitude: 1d20 + 14 ⇒ (19) + 14 = 33
Miss Chance: 1d100 ⇒ 65 I hit with the readied attack. So 26 damage after DR.
Malgrim focuses through the barrage of blasts and gathers more water to send at the submerged creature.
Gather Power, Empower and Fire!
Water Blast w/Elemental Overflow , PBS : 1d20 + 11 + 1 + 2 ⇒ (15) + 11 + 1 + 2 = 29
Damage, B, Water Blast w/Elemental Overflow , PBS: 3d6 + 10 + 4 + 1 ⇒ (3, 6, 1) + 10 + 4 + 1 = 25
20% or less Miss Chance: 1d100 ⇒ 43
So if a 29 hits then the Miss Chance is passed and he will take 37 Magical Bludgeoning Damage -DR 5 does 32 magical Bludgeoning Damage to the creature.

miteke |

@Malgrim
Your readied attack did not go off. It never left the water and your trigger was it's leaving the water. Readied actions can be persnickety.
It felt that one from Malgrim in spite of the shelter from the water and it turns its eyes towards the dangerous Kineticist.
Gnasher is frozen in place, though the rage still flows through him and he heals a bit. There is a caged tiger in that still body.
Mr. Orb glides through water and tries to do Malgrim some serious harm as it flashes it's rays again on the way.
middle eye sends out another stun cone.
to hit right eye, touch: 1d20 + 8 ⇒ (1) + 8 = 9
to hit left eye, touch: 1d20 + 8 ⇒ (19) + 8 = 27
1d6 + 5 ⇒ (1) + 5 = 6 strength loss, DC 19 fort save for half
Only the ray from its left eye hits due to some serious armor... and the fact that it just can't make Malgrim sit still like the well behaving gnoll.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Seif (-0 HP, need DC 19 fort save or stunned for 2d4 ⇒ (2, 4) = 6 rounds)
Shadow (-0 HP, need DC 19 fort save or stunned for 2d4 ⇒ (3, 1) = 4 rounds)
Malgrim Gryh (-0 HP, need DC 19 fort save or stunned for 2d4 ⇒ (1, 4) = 5 rounds, need DC 19 fort save or lose 6 str, 3 on successful save)
Gnasher (-9 HP, -6 str, held, need DC 19 will save or held next turn, need DC 19 fort save or stunned for 2d4 ⇒ (4, 1) = 5 rounds)
Eye thing (-43 HP, still under water but close to shore now next to Malgrim)
Round 4

Malgrim Gryh |

Fort vs Stun: 1d20 + 14 ⇒ (11) + 14 = 25
Fort vs Strength: 1d20 + 14 ⇒ (11) + 14 = 25
Fort vs Strength: 1d20 + 14 ⇒ (9) + 14 = 23
Fort vs Strength: 1d20 + 14 ⇒ (2) + 14 = 16
I am weak. I now count as being in Heavy Load unless I drop my pack.
Malgrim feels his muscles grow tired from the blast as the forces his body to move and gather more water to him to blast at the creature.
I will gather power, Empower and then fire.
Water Blast w/Elemental Overflow , PBS : 1d20 + 11 + 1 + 2 ⇒ (6) + 11 + 1 + 2 = 20
20% miss Chance: 1d100 ⇒ 76
Damage, B, Water Blast w/Elemental Overflow , PBS: 3d6 + 10 + 4 + 1 ⇒ (3, 4, 3) + 10 + 4 + 1 = 25
If AC 20 hits, then I do hit through the miss chance and it will take 37-DR 5 for 32 Magical Bludgeoning Damage.

Seif-al-Din ibn-Subhi |

Fort (Seif-al-Din): 1d20 + 6 ⇒ (13) + 6 = 19.
Fort (Shadow): 1d20 + 8 ⇒ (20) + 8 = 28.
Oof. By the skin of my teeth!
Barely resisting the power of the eye, Seif-al-Din casts Burst of Radiance again, desperately trying to blind it!
DC 17 Reflex, or be Blinded for 1d4 ⇒ 1 rounds (Dazzled for the same duration on a success).
If they are Evil, they *also* take 5d4 ⇒ (2, 2, 3, 1, 3) = 11 damage, no save.

miteke |

Fort vs Stun: 1d20 + 14 ⇒ (11) + 14 = 25
Fort vs Strength: 1d20 + 14 ⇒ (11) + 14 = 25
Fort vs Strength: 1d20 + 14 ⇒ (9) + 14 = 23
Fort vs Strength: 1d20 + 14 ⇒ (2) + 14 = 16I am weak. I now count as being in Heavy Load unless I drop my pack.
Why three saves vs. strength? I only requested two saves from you and only one of those vs. the enfeeblement effect and it looks like you made them both. Keep your pack!
Also, for future reference, I'm thinking dropping a backpack counts as a move action. From personal experience taking off a backpack takes a couple of seconds and is more complicated than just dropping something you are holding. Particularly if it is a nice one that straps around your waste (which I'm guessing a masterwork backpack would).

Malgrim Gryh |

Malgrim Gryh (-0 HP, need DC 19 fort save or stunned for 2d4 rounds, need DC 19 fort save or lose 6 str, 3 on successful save)
I just failed my reading comprehension check there. I saw 3 on successful saves and thought that was how many saves I had to make and not half damage.

miteke |

miteke wrote:Malgrim Gryh (-0 HP, need DC 19 fort save or stunned for 2d4 rounds, need DC 19 fort save or lose 6 str, 3 on successful save)I just failed my reading comprehension check there. I saw 3 on successful saves and thought that was how many saves I had to make and not half damage.
LOL! Funny how the mind can play tricks on you like that.
Just need a save from Gnasher and Shadow's actions to move on...

'Gnasher' Red Claw |

Frustrated that the eye-crab was able to hold him so easily, Gnasher begins to rage, fighting against his bonds. As he enlarges his His paws grow into overly large claws, his eyes glow red, his fangs enlarge and he begins to froth at the mouth. While his brown hide takes on a red-orange cast to it. As he struggles, Gnasher begins cursing in Gnoll....
Enlarged Rage: 1/12, - 6 hp?
DC 19 will save: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
DC 19 fort save: 1d20 + 8 ⇒ (9) + 8 = 17 or stunned for 5 rounds