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Wall of Force has a much shorter duration than the symbol of insanity... I rolled a 41 to disable it but I got the impression from our GM that once triggered, it can't be disabled? or maybe I just didn't roll high enough. if that's the case I can try again, or we can just wait it out.

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Kel has trapfinding (from his investigator class): "Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps."

GM PDK |

Yeah but you must go to the ceiling and use your magic eraser silly putty on the runes etc. (I'm assuming you have thieves' tools and all that) You can't do this from the ground unless you're an arcane trickster...

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Well he was flying but I can see that the opportunity might not have been open when the foes were there. He can fly up there now that the Shining Children are gone and do it... do you want me to roll again, or take the roll I made then?
edit: nvm, looks like Mal may have done it with a 41 and he flies too, right?, unless 41 didn't succeed, in which case, let me know and Kel will try it.

GM PDK |

You and Mal have both pierced the Sphere 1 illusion and resisted Symbol of Insanity within. Either of you can go disable it if you want.
1. Who is in the room right now?
2. Does anyone go in Sphere 2?

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Kel went into the room - hopefully Mal went with him, but kept himself focused on sphere 1, while Kel probed sphere 2 with his spellcraft ability to find traps *if it requires actually going inside the sphere, he'll do some additional detecting first, just let me know) - I made some rolls, but if you need any more, I'll be happy to make them.

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Dora waits outside the room wherever the party pointed her to stand while the room was being searched.
Are you sure all the fire thingies are dead?

GM PDK |

Kel went into the room - hopefully Mal went with him, but kept himself focused on sphere 1, while Kel probed sphere 2 with his spellcraft ability to find traps *if it requires actually going inside the sphere, he'll do some additional detecting first, just let me know) - I made some rolls, but if you need any more, I'll be happy to make them.
Sphere 2 appears identical to sphere 1, and radiates illusion magic of the same intensity.

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sorry for my absence for a couple of days - Concurrent kind of sapped my time and attention.

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Oh my, yes... happy Father's Day to all the dads.

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sorry for taking so long to post tonight... I was more than halfway through with my post when I got sick... had to deal with upset stomach and such for awhile... luckily my post was still in the text box when I got back and I just had to finish it, and click 'submit'... It would have sucked if my system had rebooted or something and I'd lost it all.

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btw, if the medusa was in the water at the time of the attack, she takes 1 more point of damage:
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

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lol okay

GM PDK |

I had to go look into the interwebs to confirm, because back in AD&D 2nd edition high Hit Dice creatures could pierce the DR/magic requirement. No longer in Pathfinder... probably why elementals and druids are buddies... that magic fang spell would make that elemental hit 10dmg higher on every hit here...

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then I wish I had a scroll of it right now, lol... *pulls one out of his @$$*... lol j/k
actually, I COULD do that (I have 'Torch's Bag of Contingencies* from 10-23... rofl... but I won't do it, it's kinda cheesy).

GM PDK |

magic fang has its... limitations... as in, only one paw on that elemental would overcome DR! lol!

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and I could have a scroll of multiple magic fangs (any item up to 5 lbs and 500 gp)

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btw - if you don't already have flank on the medusa, remember that the water elemental is HUGE, so can provide flank from several angles - feel free to take advantage of that - see map.

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What are the mechanical considerations? Reading underwater combat it seems like using a piercing weapon, with 'firm footing', e.g. standing, should be our best mechanical option?

GM PDK |

I'll let roleplay dictate your character's course of action, then I will inform you of the mechanical consequences. [insert mildly evil GM grin here] :P
PS: I've provided strong hints every round in the initiative tracker beside the fiendish medusa's entry... ;)

GM PDK |

excellent choice Sir! you're at -2 to hit underwater unless you are using piercing AND have 16 pounds of gear or more (in which case you're at no penalty to hit!)
If you had kept your head above water you're at -8 to hit due to improved cover! (the reason why Thrag hasn't hit yet)

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Or if he is carrying any loot we found in the place so far. Otherwise, he may want to consider if he ate a very large breakfast. :-p

GM PDK |

Snake style makes his unarmed strike piercing.
He appears to be at 17.3 lbs (based on scrolls weight 0.5 lbs in CRB) and Wands weighing 1 Oz. If those are neglibile (I thought for some reason they were, but the CRB gives weights for them), his total carried weight is 15.
Every bit counts! lol

GM PDK |

brother and mal: please state what kind of DR your attacks go through; thanks. I clicked on that maze that is the spoiler-fest under Mal's alias and... oh boy... I don't want a headache tonight, so I averted my eyes...
PS: I've assumed you both punch through magical DR for the time being, but please confirm. If that's wrong I'll remove some of the dmg...

GM PDK |

Magic and piercing is what you need: I've updated gameplay with the beating she took!

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PDK, here is Kels' changed spell list for the day:
Conjurer spells memorized (CL 15th; concentration +23)
Melee Touch +9 Ranged Touch +11
7th—greater arcane sight , banishment (DC 25), summon
monster VII
6th—acid fog, chain lightning (DC 24), disintegrate (DC
24), true seeing
5th—greater angelic aspect , greater angelic aspect ,
greater angelic aspect , dismissal (DC 23), teleport
4th—acid pit APG (DC 23), dimension door , dimensional
anchor, emergency force sphere , greater invisibility , life
bubbleAPG (DC 22), phantasmal killer (DC 22)
3rd—blink, displacement, gallant inspiration APG (DC 21),
haste, lightning bolt (DC 21), protection from energy,
storm step (DC 22)
2nd—glitterdust (DC 21), gust of wind (DC 20), mirror
image, mirror image , resist energy, see invisibility ,
summon monster II
1st—comprehend languages , mage armor , magic missile,
magic missile, protection from evil, shield, summon
monster I
0th (at will)—acid splash, detect magic , message,
prestidigitation
Investigator spells memorized (CL 1st; concentration
+9)
Melee Touch +9 Ranged Touch +11
1st—ant haulAPG (DC 19), endure elements , stone fistAPG

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Hope you're back with us quickly, Glaube... but yeah, work probably has to come first, lol
GM - I guess we are going to the mausoleums next unless there's some dissent.

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Agreed
Also GM, since you mentioned new slides, would it be possible to save off some of the older slides to a different deck or file to speed load ing? I did this at the request of some of my players in AP and it helps those with slower network s (or competing with kids Xbox ) :)

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I think we were gonna start with the westmost of the mausoleums and work from left to right from there.

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I read "Kel disappears." and just about freaked... then I realized I posted that he stepped on the circle, lol... Hope everyone else follows, I don't want to die in a horrible transporter accident alone, lol

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Apologies again for my absence. Spells have been updated. Will try to catch up on gameplay thread tonight. So far I've cast Heroes Feast, Lesser Restoration, Removed Blindness, and Status.