
GM Mike...R |

The otherworldly cacophony overwhelms Rani's mind, she starts glancing about wildly, her sword held out in front of her and the glint of madness and violence in her eyes.
ROUND 1:
Orenjii
Rani
Renart
Arxoias
Haunt

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Spellcraft, Rani: 1d20 + 10 ⇒ (1) + 10 = 11
Orenjii provides some detailed information about Rani's fate that is completely wrong. She then does her usual witchy thing.
evil eye: -2 to attack rolls for 7 rounds, reduced to 1 round on a DC 16 Will save.

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Rani suddenly snarls, whirls around, and charges back towards the group, attacking whoever that is that she ends up next to. I have no idea whose token that is
rapier: 1d20 + 10 ⇒ (8) + 10 = 18 piercing: 1d4 + 5 ⇒ (4) + 5 = 9 sneak: 4d6 ⇒ (6, 3, 4, 4) = 17

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Even if he doesn't know why, it seems apparent Rani has lost her mind or is being controlled so Renart will attempt to restrain her before she hurts anyone.
(Move action to pick up Greater Grapple and Mr. Badger will roll into flank)
Badger Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10
grapple: 1d20 + 16 + 4 ⇒ (7) + 16 + 4 = 27

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Arxoias survey the area and ready another shot for possible foe
Perceptino: 1d20 + 10 ⇒ (6) + 10 = 16
Ready: 1d20 + 9 ⇒ (9) + 9 = 181d12 + 10 ⇒ (10) + 10 = 20

GM Mike...R |

It looks like the closest target to Rani was Renart and Rani is before Renart in the initiative. Does Renart get uncanny dodge from his barbarian levels to stop himself from being caught flat footed, or has he taken an architype which trades that away?
Rani lunges at Renart with her sword. The kitsune, however, is able to successfully grapple his maddened colleague.
ROUND 2:
Orenjii
Rani (grappled)
Renart (maybe -26, depending on uncanny dodge, grappled)
Arxoias
Haunt
(Bold may act)

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(Renart had to give up Uncanny Dodge as a Brutal Pugilist.)
Renart will maintain and move to pin as a move action and then attempt a Sleeper Hold.
pin: 1d20 + 16 + 4 + 5 ⇒ (12) + 16 + 4 + 5 = 37
sleeper hold: 1d20 + 16 + 4 + 5 ⇒ (8) + 16 + 4 + 5 = 33 DC 17 fort save or fall unconscious for1d6 ⇒ 2 rounds.

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With Orenji's +12 Knowledge(Religion), she should be able to at least identify the haunt. After Rani has been subdued, we could ask the witch to use the wand of CLW to destory the haunt.

GM Mike...R |

As Rani is before Renart in the initiative order she has an additional round of activity (with penalties for being grappled) before she is rendered unconscious by the sleeper hold.
As the party work to get the situation under control, the sound of discordant singing is gradually subsiding.
Here's the current party status, Orenjii and Rani both go before Rani is rendered unconscious by Renart's sleeper hold...
ROUND 2:
Orenjii
Rani (grappled, will be unconscious at end of round)
Renart -26 (grappled)
Arxoias
(Bold may act)

GM Mike...R |

Rani attempts to escape
[dice=escape artist]d20+19

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Sorry. Missed that there was no target.
Knowledge Religion: 1d20 + 12 ⇒ (15) + 12 = 27
Would like to know how to permanently disable if possible.

GM Mike...R |

Despite being grappled Rani manages to stab Renart a second time (Even with the penalties for being grappled I think 26 will still hit) before Renart is able to render her unconscious.
2 rounds of unconsciousness should be more than enough for the rest of the party to restrain Rani, so I'll drop you out of combat rounds at this point. Once she wakes up Rani's disorientated state lasts for another 4 rounds before she is able to fully recover.
Meanwhile the strange singing in the area continues to fade until the cave is once again silent. Orenjii thinks that, given the presence of the shattered statue, this haunt is likely to be linked with the presence of some sort of relic associated with the outer god Azathoth. Glancing around there is no obvious sign of such a relic (Orenjii does not think it is the statue itself, as that has been destroyed), however there is a lot of fungus and the rubble from the statue in this cave so it is entirely possible that such a thing could be hidden in here.
Looking to the south the party sees that the one other exit from this cave leads to what appears to be a vast cavern full of brightly coloured crystals.
What do you want to do now?

GM Mike...R |

Looking around Arxoias notices that the shattered statue seems to have recently been tampered with. Based on the state of the broken sections, it is clear that the statue was destroyed a long time ago. However, there are clear signs that a tool has been used to pry something away from the stonework within the last few days and based on the pattern left in the newly exposed stone it would appear that whatever has been removed was in the shape of an eight pointed star.
During her search Arxoias also discovered that buried under one of the growths of fungus is a small collection of bones. There is little indication about who or what these bones belonged to, however among them she also finds a pair of bracers which appear to be in remarkably good condition (and which also detect as magical when examined with detect magic).

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"The missing object is in the shape of a holy symbol of Azathoth. Returning it may end the haunt's presence. With haste, we may be able to avoid its effects until such can be accomplished."
Spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11
"These appear to be bracers of..." something else completely wrong.

GM Mike...R |

Assuming no one objects to the suggestion to move on...
The party head forward and into the large cavern to the south. A kaleidoscope of ever-changing yet somehow indefinite colors fills this room, radiating from masses of crystalline growths that protrude from the walls and ceiling like grasping, clawed fingers. Narrow walkways pass through and between sparkling arches, and a slightly musical humming, one moment harmonious and the next discordant, echoes from what sounds like a great distance. The faint tingling sensation that everyone has been feeling since they entered this vault seems a little stronger in this area.
Feel free to move your tokens into the cave.

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[b]I don't know - or she could escape on her own if she cared to. Or she's just walking along with her hands tied behind her back, just for the heck of it[/ooc]
escape artist: 1d20 + 19 ⇒ (1) + 19 = 20

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Orenjii notices Rani becoming more entangled, and comments, "Your kompology is exquisite."
The android follows near the back of the group.

GM Mike...R |

Arxoias continues to advance in the direction of the stream. Rounding a last clump of crystals before the water, she finally gets a good view of the cave entrance directly to her south along the long straight walkway which runs parallel to the stream. As she does a figure emerges from the gloom of the cave, a sunken-eyed human man whose muscular form is swathed in heavy robes adorned with eight-pointed stars. In his hands he carries a mean looking Warhammer.
Seeing Arxoias approaching he begins to issue forth a loud prayer to Azathoth. Initially the prayer seems semi-coherent however it gradually descends into incomprehensible gibberish as he gets ready to attack.
Init(Rani): 1d20 + 4 ⇒ (14) + 4 = 18
Init(Arxoias): 1d20 + 7 ⇒ (11) + 7 = 18
Init(Renart): 1d20 + 3 ⇒ (20) + 3 = 23
Init(Orenjii): 1d20 + 4 ⇒ (5) + 4 = 9
Init(Pink): 1d20 + 7 ⇒ (14) + 7 = 21
Init(Purple): 1d20 + 5 ⇒ (11) + 5 = 16
ROUND 1:
Renart
Arxoias
Rani
Purple
Orenjii
(Bold may act)

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Renart and Mr. Badger will duck off along the side passage, hoping to take him by surprise while he focuses on Arxoias.
Renart
Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Mr. Badger
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
(move action to gain Greater Grapple)

GM Mike...R |

Renart and Mr. Badger will duck off along the side passage, hoping to take him by surprise while he focuses on Arxoias.
Would I be correct in thinking that they are both moving at over half their normal movement, so would take the -5 penalty to stealth due to moving at a speed greater than half but less than your normal speed? The crystal clumps are all quite tall, so would pretty much block line of sight, which will make sneaking much easier, as you are just trying not to make too much sound.

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Presumably Rani has got her hands free by now, feeling a bit relieved that she doesn't owe whoever tied her up, 5 gold, as it had got difficult.
What have we got? she asks. And whoever did the ropework, I nearly had to pay up

GM Mike...R |

Yeah, Rani has had plenty of time to get herself untied.
The man with the Warhammer does not seem to have noticed Renart or Mr. Badger.
As Arxoias watches a second figure emerges out of the cave. This gaunt and dour halfling man’s eyes dance, as if he were witness to countless shadows and apparitions. He gestures with his hands in the direction of Arxoias and suddenly dark rubbery tentacles burst from the ground around the gunslinger...
Black Tentacles grapple vs Arxoias: 1d20 + 12 ⇒ (4) + 12 = 16 I think that just about still grapples Arxoias as she is flat footed, but let me know if not.
Black Tentacles damage: 1d6 + 4 ⇒ (3) + 4 = 7
ROUND 1:
Renart
Pink
Arxoias -7 (grappled)
Rani
Purple
Orenjii
(Bold may act)

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dice=Black Tentacles grapple vs Arxoias 1d20+12 I think that just about still grapples Arxoias as she is flat footed, but let me know if not.
Your study of dwarven history has trained you in defensive strategy. You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Arxoias is not flat-footed before she act, CMD 21, so not grappled.
Arxoias is well-versed in Torag's dwarven underground combat strategy, and is not surprised when someone cast a spell around the corner. She make her way across the difficult terrain and fallback. "Bait out their spells, they don't last long."She speaks to the two teammates in the back.
Double moved

GM Mike...R |

Rani can move through the tentacles without needing to make a save, she just needs to have a higher CMD than the grapple maneuver roll that the tentacles made for the current round. Next round the the tentacles will make a new grapple check and if that new check beats her CMD then they will grapple her (which would require a standard action CMB or escape artist check to escape from). One other thing to note is that the tentacles count as difficult terrain so Rani would not be able to move quite so far (I've moved her back to where I think is the furthest she can get into the tentacles if she double moves and has the halfling racial trait which gives her a 30 foot movement speed).

GM Mike...R |

Black tentacles is a bit unusual in that it doesn't have a saving through like similar spells, although that does make it a useful option for casters with low casting DCs.
Seeing Arxoias falling back out of the mass of writhing tentacles, the sunken-eyed human advances along the one path left open through the cave and is extremely surprised when he runs into Mr. Badger sneaking towards him in the opposite direction. Spitting a curse in the name of his unholy god, he lashes out with his Warhammer...
Purple warhammer vs Mr. Badger: 1d20 + 11 ⇒ (6) + 11 = 17
...but misses (just to double check, am I correct in thinking Mr. Badger's AC is currently 19?).
ROUND 1/2:
Renart
Pink
Arxoias
Rani
Purple
Orenjii
(Bold may act)

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Orenjii moves closer to the fray and casts stricken heart. Her cards seem to glow with black fire.

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Renart will rush around the corner, (rage), attempt to tumble past purple, and grapple him.
Don't know if they flat-footed to me
acrobatics: 1d20 + 13 ⇒ (15) + 13 = 28
grapple: 1d20 + 16 ⇒ (20) + 16 = 36
Mr. Badger, understandably upset, will fly into a rage and savage the human.
bite: 1d20 + 9 ⇒ (4) + 9 = 131d6 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 5 ⇒ (4) + 5 = 9
claw: 1d20 + 9 ⇒ (1) + 9 = 101d6 + 5 ⇒ (4) + 5 = 9