
|  Seggiatore | 
 
	
 
                
                
              
            
            Just tend to forget about incapacitation trait. Sigh. Shouldn't have hurried to post before going downtown.
I'll contribute something to this over-strength fight eventually.
What ACP are we at, out of curiosity?  I mean, these things are like 11th or 12th level, aren't they?  And we get 3?  Ow, ow, ow.
Not sure what spell would be worth throwing at these, tbh (normally, it would be slow or enervation but fort save at an aberration? puh-lease *wink*). Probably Electric Arc to start piling up little bits of multi-targeting damage.

|  Seggiatore | 
 
	
 
                
                
              
            
            Also, did 2 move in such a way to avoid an AoO?

|  Chulyin the Spirit Talker | 
 
	
 
                
                
              
            
            Let's see... Seggiatore is already moved so AOE is out of the question. I can get a little excessively tricky defensively if we want to regroup and heal up.
...I hate regeneration.
EDIT: That said, if I'm going to get tricky, I should definitely wait until most everyone else has gone.

|  Chulyin the Spirit Talker | 
 
	
 
                
                
              
            
            Actually, I think I can post it now, it will just be less tricky (if you can believe that after you see it) and apply some control to the battlefield. Think of it as me letting you know my plan before you act so you can act accordingly, but it shouldn't block any AOEs anyone had planned.

| GM Doug H | 
 
	
 
                
                
              
            
            What ACP are we at, out of curiosity? I mean, these things are like 11th or 12th level, aren't they? And we get 3? Ow, ow, ow.e.
A fair question. Never hurts to double-check.
Orin level 9 = 2 ChP
Kohl level 9 = 2 ChP
Seggiatore level 9 = 2 ChP
Chulyin level 9 = 2 ChP
Yendi level 11 = 4 ChP
Kas level 9 = 2 ChP
---------
TOTAL 14 ChP
14–15 Challenge Points: The PCs face one languid isqulug and two isqulugs. [redacted]
This is a Severe encounter for sure!
______
Also, did 2 move in such a way to avoid an AoO?
#2 went right across, Orin had no reactions left, Kohl doesn't have reach. So far as I know it did not trigger any reactions, but if you had a reaction let me know. There is certainly a lot going on!

|  Chulyin the Spirit Talker | 
 
	
 
                
                
              
            
            In retrospect, I should have opened with Wall of Stone so we could have buffed and arranged ourselves, but I didn't expect eel-egg-head trolls of doom! :@
:)

|  Chulyin the Spirit Talker | 
 
	
 
                
                
              
            
            Wall of Stone is 20 feet high.

|  Orin_Thunderstone | 
 
	
 
                
                
              
            
            I think we discussed elsewhere the actions required to swap shields, if I misunderstood happy to be further back in the process based on actions required.

|  Chulyin the Spirit Talker | 
 
	
 
                
                
              
            
            Can a vital font heal themselves?

|  Seggiatore | 
 
	
 
                
                
              
            
            Let's see... Seggiatore is already moved so AOE is out of the question.
Sorry, with the one wading into the group, I figured the other two were the only ones we'd be dealing with in any kind of blast.
The Wall is great, however!
Not immune to area effects like Color Spray and Dirge, but Swarm Mind makes it immune to mental effects that target only a specific number of creatures.
Oof. Good thing I didn't try to PK one of them!

| GM Doug H | 
 
	
 
                
                
              
            
            Can a vital font heal themselves?
Do you mean Vital Beacon?
"Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points."
______
I was going to hold off till after the battle, but I don't want to forget.
Hero point to Orin for sacrificing his shield and critting the Isqulug on the nose (good job on the teamwork!)

|  Orin_Thunderstone | 

| GM Doug H | 
 
	
 
                
                
              
            
            I like to separate OOC and gameplay where possible.
OK so good news/bad news.
They have All-Around vision so Orin's strike should not have been a crit.
However let's roll with it; I don't like retconning GM mistakes and this is perhaps karmic justice for the incapacitation spell Seggiatore didn't get a chance to redo. It was such an epic moment that I wanted it to happen too, and may have been a little quick on the draw after seeing Orin's roll :)
Going forward, please keep the all-around in mind for your tactics and expectations. You will probably only crit these monsters on a nat 20.

|  Chulyin the Spirit Talker | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            You will probably only crit these monsters on a nat 20.
Unless the larva eyes in the back of it head make it immune to Kohl’s natural 20. :)

| GM Doug H | 
 
	
 
                
                
              
            
            GM Doug H wrote:You will probably only crit these monsters on a nat 20.Unless the larva eyes in the back of it head make it immune to Kohl’s natural 20. :)
OK so good news/bad news…
just kidding :p
----
(I forgot to ad the crushing Rune effects to the statblock, but I am aware.)

|  Chulyin the Spirit Talker | 
 
	
 
                
                
              
            
            ::Laugh/Cry::

|  Orin_Thunderstone | 
 
	
 
                
                
              
            
            2 saves on the nose, go buffs. \o/
Also, something to watch out for in the future is Vital Beacon is in theory only usable once per round.

| GM Doug H | 
 
	
 
                
                
              
            
            We may need Kas to redo his whole turn anyway as Yendi has the opportunity to turn the crit fail into a fail. I suspect that would dramatically change what he does.
Checked in with Kas and holding for Yendi at this time. Let's do it right.

| GM Doug H | 
 
	
 
                
                
              
            
            I am out till later tonight at the earliest (Pacific time zone).
Seggiatore can make his reflex save against The Grossness at any point, if he has time.

|  Seggiatore | 
 
	
 
                
                
              
            
            Did Jaws Strike #2 (from Chulyin's Animal Companion) hit?  
Looks like it should have, but the damage only went up 40 instead of 40 + 10

| GM Doug H | 
 
	
 
                
                
              
            
            Did Jaws Strike #2 (from Chulyin's Animal Companion) hit?
Looks like it should have, but the damage only went up 40 instead of 40 + 10
Its regen was not shut down this round. So it regenerated 10 on its turn. I added an OOC note in my post about that, might have been easy to miss.

| GM Doug H | 
 
	
 
                
                
              
            
            Also I don’t think it matters but the trigger for unexpected/fortuitous shift is “You would take damage from an attack, spell, or other effect.”
So I think you must roll the save before the shift, as critting the save may mean you cannot trigger the reaction. And if you roll well you may save your reaction!

|  Seggiatore | 
 
	
 
                
                
              
            
            Yeah, the wording on that feat is so weird.
We always played that it was first, or else what happens with the +2 if I've already made the save?
In this case, the first two rolls are interchangeable, so I can happily do them in the order of your preference in the future.
And you're right, I missed the regen note! TY

| GM Doug H | 
 
	
 
                
                
              
            
            My read is that since the trigger says "you would take damage" the save should be first. If you critically succeed at the save, then you do not take damage and cannot use the reaction. The +2 applies retroactively.
It's like a Gnomish shield block, (Shield block also triggers on "you would take damage" but is more limited in that it must be a physical attack). Like shield block, I think you also get to know the amount of damage before deciding to use it.

| GM Doug H | 
 
	
 
                
                
              
            
            Kohl should have healed 8 from Kas Spirit Link with him.
Ahh it's at the start of turns AND you cast the spell! Got it. Kas healed 20 to go from 51 to 71, took 8 to drop to 63. Thanks! Since you got me in the edit window an edit has been made.

|  Chulyin the Spirit Talker | 
 
	
 
                
                
              
            
            #2 ran away, correct?

| GM Doug H | 
 
	
 
                
                
              
            
            That swarm mind really takes some of the big guns off the table, but this at least might slow them down a bit.
Double nat 1's will do the trick for sure.

|  Orin_Thunderstone | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Very nice in finding a spell that worked against swarm mind and targeting their weak will save, the double 1s is the cherry on top of your well deserved ice cream.
The felling Strike is big too, well done everybody pulling out some awesomeness.

|  Chulyin the Spirit Talker | 
 
	
 
                
                
              
            
            @#$&!
Why did I waste a hero point on a recall knowledge check? I have cryptid scholar.
*ahem* Anyhow, I had planned to use cone of cold, but maybe it's better that I save it for later. One of them would have regenerated all or most of the damage anyhow.
I'm off the map edge now. This was described as a massive cavern, so I'm hoping there's room. The point of moving was to keep as few people in the cone arcs as possible.

| GM Doug H | 
 
	
 
                
                
              
            
            The creature is not prone. Shouldn't have been upside down on the map. I reread the feat and edited my description immediately with an explanation after posting… but forgot to update the map.
The Felling Strike feat says you take no falling damage. Unless I am mistaken you only fall prone from a fall when you take damage. Normally that means > 5' but the feat specifically says you take no damage.
______
And yes Orin is right — everyone is contributing something cool here :)
This fight would be going a lot differently if not for the terrain control, debuffs, healing, and mitigation.

|  Yendi Ionescu | 
 
	
 
                
                
              
            
            @#$&!
Why did I waste a hero point on a recall knowledge check? I have cryptid scholar.
*ahem* Anyhow, I had planned to use cone of cold, but maybe it's better that I save it for later. One of them would have regenerated all or most of the damage anyhow.
I'm off the map edge now. This was described as a massive cavern, so I'm hoping there's room. The point of moving was to keep as few people in the cone arcs as possible.
I'm definitely also trying to think about the best way to ration out spells:
On the one hand, this is our very first bit of trouble.On the other hand, this bit of trouble is clearly severe enough to merit expending some real resources.
On the gripping hand, the briefing said to try to be back through the portal on 48 hours, so this might actually be a two day expedition, but counting on that being how it actually goes feels pretty risky OOC, and like not learning from past experiences IC (not that accepting that we all die right now because I might need a spell later would make sense IC, either, of course).

| GM Doug H | 
 
	
 
                
                
              
            
            Tangling creepers lets them Sustain to immobilize with a spell attack and also yank the victim 15 feet. The slowed condition is helping in more ways than are apparently obvious.
E: a 35 would crit against your FF AC, Chulyin. They have reach.

|  Chulyin the Spirit Talker | 
 
	
 
                
                
              
            
            I deleted my post based on my failed reading comprehension, for those that are confused. :)

| GM Doug H | 
 
	
 
                
                
              
            
            At FLGS tonight so may not update will later tonight pacific time or AM tomorrow.

| GM Doug H | 
 
	
 
                
                
              
            
            No worries. I edit my posts too. I figured it was fair to demonstrate this one was ready to flee since you saw the other one break and run too.
They are tough, but the author baked in conditions for them to run while they still have a fair number of hitpoints left.

| GM Doug H | 
 
	
 
                
                
              
            
            Yeah. I think it's also because they are intelligent creatures interested in self-preservation.
…But they not intelligent enough to run when it's 6 vs 1, so the Languid isqulug will stick around for a few more rounds yet :p

|  Chulyin the Spirit Talker | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Probably a reproductive imperative that drives it to not run yet… yeah, that must be it. ::shivers::

|  Yendi Ionescu | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            So, Divine Lance does normally target AC, yes.
The Shadow Signet ring's free action metamagic allows me to target my choice of reflex DC of Fort DC, instead, with a spell attack that would normally target AC.

| GM Doug H | 
 
	
 
                
                
              
            
            So, Divine Lance does normally target AC, yes.
The Shadow Signet ring's free action metamagic allows me to target my choice of reflex DC of Fort DC, instead, with a spell attack that would normally target AC.
Ahh. Thanks. I was not familiar with that item. Frightened Reflex DC is 27 so Same net/net but I will keep that in mind for next time!
Thanks for keeping the rules discussion over here and not in the gameplay thread by the way.
 
	
 
     
     
     
	
  
 
                
                