Kaven goes down in a heap under the twin attacks. Lucrecia chuckles. "No great loss...he would've had to die anyway, to feed our master's return."
Round 7 (ongoing):
Ongoing conditions: inspire courage on party, +4 to hit, to damage, and on saves vs. fear; divine favor on Erond; haste on opposition
Initiative order
Lucrecia-acted
Erond-acted
Barl-acted
Reynard
Skarn
Druamin
Trox
Cordwin
With Reynard down, Lucrecia rounds on the fighter. Trox successfully blocks most of the storm of blows that rain on him, but the one strike that gets through hits a vital spot for 37 HP, plus a DC 21 Will save to avoid a point of WIS drain.
Erond sends another flurry of arrows at the giant chief. This time his accuracy is much better, putting three arrows into the enemy.
Everyone can act! I think Reynard wakes up this round.
Cordwin, remember that each square is 10', not 5'--I don't think you can get past where Erond is with a double move when that would only take you four squares. However, since you can move in a straight line, if you don't mind your AC being awful for a bit you could Run.
Thanks; I figured I'd missed something. When I checked the Studied Combat description, though, AFAICT your bonuses to hit and to damage should be half your Investigator level (so +2/+2). What have I missed?
Not that it's going to matter, but how does Nia use only a swift action to study her target? Also, it looks like you added your studied combat damage bonus to your crit damage; it's precision damage, and not multiplied on a crit.
Barl: AC 26 T 15 FF 20 HP taken: 49
Stone Giant: AC 23 T 12 FF 20 HP taken: 90
Lucrecia: AC 27 T 15 FF 21 HP taken: 34
Kaven: AC 21 T 17 FF 15 HP taken: 19
Bronwyn's arrow zips by the cyclops, close enough to trim off a few hairs. Kronug steps up, taking a solid shot from the creature before getting close and landing a decent blow of his own.
To keep things moving, I'll assume that you have Merisiel drink the potion and sneak back.
The elf makes her way back to the area where the party encountered Klarkosh, only to find that the chamber is empty save for Lybram's body and the dropped gear. She's about to go and get it when she notices that the blade traps have been reset.
The potion is a potion of invisibility, and the star is a western star ioun stone.
Western Star ioun stone:
This blue crystal is perfectly cut into a five-pointed star. As a standard action, its user can alter her appearance as with a disguise self spell. When so disguised, the user may render this ioun stone and any other ioun stones in her possession invisible.
The quartet glance at each other. The one who spoke up smiles, and it's not a particularly pleasant expression. "Very convincing, but you forgot something important."
Round 1 (ongoing):
Initiative order
Enemies-acted
Nia
Vidar
Andrezi
Wojcicech
With smooth, practiced motions they all swiftly don masks and snatch up war razors from around the room. Two hang back and cast spells, while the other two rush Nia. Only one hits the investigator, though for 7 HP.
DC 15 Knowledge (Religion) for masks:
The design on the masks is associated with the Skinsaw Cult of Norgorber.
Several minutes pass with no change in the position of the red cylinder, nor is there any sound from the north that would indicate the black cylinder is moving.
You can heal yourselves to full, or until you run out of wand charges. What now?
To keep things moving, I assume that this round Viridian, Corbrae, and Meresiel are going to join Mrs. Book and Iladora in the room with the lever.
Mrs. Book waits for her opportunity, and when Klarkosh follows the party throws the lever. There's a shout of anger from inside the cylinder and a clang! as the bronze-clad wizard bounces off of the metal interior.
At this point, you're isolated from both Klarkosh and the exit.
Remember that when they were affected by the fear spell Corbrae, Merisiel, and Viridian dropped whatever they were holding. So Viridian's CLW wand, Corbrae's curve blade, and presumably Merisiel's rapier are still in the room with the homicidal evil wizard.
Mrs. Book, you still have a wand of magic missile, right?
Last point, because I know it's been a while in real-time since you were there: remember that nice bedroom you found early in your exploration of the level? Look at what you found there.
Viridian, I think Mrs. Book has the CLW wand with her in the other room; it's a double move for you to reach her. Also, keep track of who's being healed--three of you can use CLW wands automatically, though, so I expect you to be able to patch everyone up quickly (especially if you force Klarkosh to go the long way around to get to you).
Good thought, Mrs. Book! As a reminder, the lever has three positions: up (+), neutral, and down (-). It's currently in the up position. When in the down position, it rotates 90° counterclockwise from where it is now, so the passage joins the two minus signs on the map. When in the neutral position, it rotates 90° clockwise from where it is now. Short version: you can't trap him in the cylinder, but once he's in it you can cut him off from where you are by setting the lever to the neutral position.
Druamin and Kobu go after the lamia, striking with axe and tail. She blocks the first axe blow and dodges the second, but can't manage to avoid the porcupine's attack.
Seeing that two of the party's heavy hitters are on the ropes, Barl delays.
Round 6 (ongoing):
Ongoing conditions: inspire courage on party, +4 to hit, to damage, and on saves vs. fear; divine favor on Erond; haste on opposition
Lucrecia goes to finish off the annoying alchemist. Reynard's defenses are formidable indeed, but two of the seven attacks strike home for 20 HP total, plus a DC 21 Will save to avoid 1 point of WIS drain..
Erond tries again to perforate the giant leader, this time managing to hit Barl once. He bellows in pain and casts a spell, rising slowly into the air.
Reynard, I think you're unconscious and slowly healing--let me know if you had a way to avoid going down, and if so you can act.
Barl: AC 26 T 15 FF 20 HP taken: 49
Stone Giant: AC 23 T 12 FF 20 HP taken: 90
Lucrecia: AC 27 T 15 FF 21 HP taken: 34
Kaven: AC 21 T 17 FF 15 HP taken: 13
The door is not locked. The large storeroom on the other side is filled with stacks of timber, firewood, and other finished lumber products waiting for shipment. A network of pulleys on tracks covers the ceiling, ropes dangling here and there to aid in the shifting of inventory as needed. Machinery churns along the south wall, while nearby two chutes fitted with winches allow lumber to be hauled up from the holding pools below. Four openings in the ceiling lead to the upper floor; chutes extend through each of these from the log splitters in the room above. Under each opening is a collection bin.
There are four humans in the room, busy looking over finished products, arranging items for packaging, and packaging items for shipment. One looks up as the door opens, frowning at first but then looking concerned. "Oh, you shouldn't be here! This is an active area, and it's dangerous to wander around without a guide. Please leave."
Something to look forward to next round. Incidentally, Reynard, I figure you currently have 13 HP, assuming you used spontaneous healing every round starting when you were wounded on Round 3. (That is, 86 - 33 is 53 HP, +5 healing takes you to 58 HP on Round 3, +5 healing takes you to 63 HP on Round 4, +5 healing takes you to 68 HP on Round 5, -55 HP from Lucrecia's attacks takes you to 13 HP with 15 HP spontaneous healing used. One other question that occurred to me while I was looking for the spontaneous healing ability: how do you have 35 HP per day? Base is 5 HP/2 alchemist levels; I can't find anything in either of your archetypes that would explain having more than 15 HP, and your levels in master chymist shouldn't give you more.
Reynard, it looks like you didn't record the giant hitting you for 33 HP a round or two ago. Also, Trox acts after you, which unfortunately deprived you of a flanking buddy for these attacks unless I've missed something.
Round 5 (ongoing):
Reynard unleashes a flurry of attacks against the lamia, who manages to avoid all but one claw.
Kaven stabs repeatedly at Reynard, missing every time. The stone giant likewise has no luck hitting Skarn. However, it takes out its frustration by pounding Trox for 32 HP as the half-orc stands.
Trox moves up, avoiding a dagger strike from Lucrecia as he gets into position.
You started to wake up last round, and will be able to act this round. You are, however, prone, and you dropped your sword when you passed out. You're also close enough to the stone giant that it will get an AoO on you when you stand up.
A dagger in either hand, Lucrecia slashes and stabs rapidly at Reynard. Although the alchemist's defenses are formidable, the lamia connects three times--once striking a vital spot. Take 55 HP, Reynard, and DC 21 Will save to avoid one point of WIS drain. Incidentally, is the AC in your header accurate?
Barl: AC 26 T 15 FF 20 HP taken: 28
Stone Giant: AC 23 T 12 FF 20 HP taken: 90
Lucrecia: AC 27 T 15 FF 21 HP taken: 21
Kaven: AC 21 T 17 FF 15 HP taken: 13
The nominal range on use of Intimidate to demoralize an opponent is 30 feet, and you're 35 feet away from the cyclops. Does Jarrek have an ability to demoralize foes further away than 30 feet?
I'll try to stay on top of things, too. I definitely sympathize, though...running 4 APs has gotten harder as the complexity increases. Handling 3 parties in the L3-L5 range plus you folks is much easier than 3 parties in the L5-L7 range plus you folks.
OTOH, I'll probably be retiring in mid-2027, and will have more time then!