It’s actually only been 3 minutes (it takes specifically 3 minutes to go from the archives to the mushroom garden per the scenario), so Suussmaar is still drunk, yes.
Round 1 Init
Shido (bless)
Roderick (heroism, bless)
Ki Chin (bless)
Suussmaar (drunk 3 min, defending bone 45hp, resist energy cold, bless, divine favor)
Wymarc (bless) Blue Mushroom Man -55
Green Mushroom Man -20
Orange Mushroom Man -17
Purple Mushroom Man
Jaako (bless)
Suussmaar springs into action, turning one of the nearby mushroom-men into a pincushion and severely injuring another. Shido jabs at another nearby one, though his thrusts are turned aside by the creatures’ tough, spongy skin. His owlbear has more success, tearing strips of mushroom-flesh away with his claws.
Shido
Roderick
Ki Chin
Suussmaar
Wymarc
Mushrooms
Jaako
The party notices that several of the mushrooms in the room bear a strong resemblance to a rotund human. The resemblance grows even stronger as they start to shamble toward you!
Shido, Roderick, Ki Chin, Suussmaar, and Wymarc are up!
Are the special log books able to fit in a haversack or are we talking the good portion of the library?
They're a sizeable number. Unless we're talking a Handy Haversack, you probably couldn't fit more than 3-4.
C1:
The party advances down the tunnel. A few minutes later, the tunnels open into a small natural cave that hosts a colorful riot of fungi. A narrow path winds from north to south between mushrooms four feet tall with violet caps as large as shields. A jagged opening in the rocky southern wall reveals a tunnel that leads down into pitch blackness.
Roderick finds that a number of the books in this archive seem to be trade logbooks. They describe trade between the ancient elves and the long-dead Thassilonian nation of Cyrusian--hardly riveting, though perhaps a more trade-minded adventurer might find a use for it. In addition, even casual perusal of the books suggests that every Thassilonian citizen allowed into the forest passed through this checkpoint.
If anyone was Qadira/The Exchange faction, they could roll a DC 20 Appraise check here to complete the faction mission, but I don't believe we have anyone from that faction in the group.
Also of minor interest, the books and other items on the shelves seem in remarkably good shape. If anyone bothers to cast detect magic, the book shelves radiate faint abjuration magic, which is likely the source of the books' longevity.
In one of the books you look through, you find a family name matching that of the Magnimarian noble. This should be good enough to complete your mission from Lady Gloriana.
Wooden bookshelves line nearly every inch of the walls in this circular room, creating an octagonal library stocked with bound volumes of all sizes. Despite the slightly damp conditions elsewhere in the basement, the air in this room is dry, and the shelves and books are all in unbelievably good condition. A small passage in the north end of the room opens into a larger room beyond, and an excavated tunnel descends sharply to the south.
Sovereign Court faction:
You are fairly sure that if you are going to find a plausible elven ancestor for a Magnamaran noble here, it will be among these books. Give me a Knowledge (nobility) check, DC 20.
Caldion (the elf captive) is not really in any shape to fight, but he probably doesn’t need an escort unless you want to provide him one (it wouldn’t take more than a couple of minutes). Your characters would be reasonably confident that they have cleared the way to the exit.
Caldion shakes his head. "I have only seen a few of the creatures. Three of them seemed to enjoy tormenting me, but by the sounds of it, you already put paid to them. Their leader, though, I think is some sort of priestess. She is the one who worshiped at the altar to their demon patron here in this room."
The elf clambers to his feet unsteadily. "Is the way behind you clear? This tower's defenses are no threat to an elf, but no doubt there are other things that the creatures brought here with them."
"Thank you," Caldion says after he is released from the shackles. "I would dearly love to take my revenge in person, but those creatures took care to remove a few choice fingers; I cannot fight effectively without them, but you are free to use any of my equipment that they might have been stolen. Take it as reward for my rescue."
He indicates the elven curve blade and composite longbow that you took from the dead elf-like creatures in the other room with one mangled hand.
The elf looks at each of you gravely and adds, "The creatures are foul—worse than the demons that they worship. Their leader has stolen important documents from this ruin. No matter your own motives—I will not assume that you are the sort to return the texts to Kyonin—anything is better than allowing those creatures to keep
the documents."
Suussmaar is pretty convinced that the elf is telling the truth.
Releasing the elf will take either helping him with an Escape Artist check, breaking the manacles, or a DC 25 Disable Device check. Or a knock spell, since they're not locked magically.
The elf gives Suussmaar a sharp look, clearly displeased that he is being left in shackles, even for a moment longer. He sighs, then says, “My name is Caldion, and I am an outrider for the Shin’Rakorath—the ‘Lantern Bearers,” in the tongue of my people. We make it our mission to keep the night safe from things like these creatures.”
He jerks his head toward the other room, evidently meaning the elf-like creatures you previously fought.
“These creatures managed to take me by surprise while I was on patrol. I would call on my comrades to end this infestation, but I suspect they would not arrive soon enough to eradicate the creatures as they slither back into the darkness below.”
No further threats materialize. It would seem that you are alone in the chamber with this elf.
The elf (who is clearly not a drow, and looks nothing like the elf-like creatures you fought in the other room) stares in wary silence. He remains shackled to the wall.
Roderick
Wymarc
Shido
Suussmaar -1 (drunk for 6 minutes)
Jaakko
Ki Chin
Now that the fighting has ended, you are able to take in your surroundings in the room. The most obvious thing that stands out is a fair-skinned, emaciated elf shackled to the southern wall. He seems to be missing a few fingers.
The elf looks up at you warily.
There are also, of course, the frescoes and the offering bowl atop the wood altar in the middle of the room.
Searching the fallen creatures reveal two mundane scimitars between the demons, and a recess behind the altar that contains a pouch with ten Druman trade bars, 12 turquoise gems, and several thousand silver coins.
Knowledge (planes) or (religion) and Dark Archive faction, DC 20:
You know that your faction's goals are advanced by tearing down and desecrating this obvious shrine to a demon lord. While disturbing the offering of eyeballs is likely to displease the demon lord in question (Shax), someone must tear down the plaster to reveal the Calistrian tile mosaics beneath.
Knowledge (planes) or (religion), DC 20:
You recognize the demon lord's markings: Shax, also known as The Blood Marquis, is the demon lord of envy, lies, and murder. Typically depicted as having the head of a dove and bird-like legs, Shax is known to eat the eyes of victims. His unholy symbol is a silver feather on a pool of blood.
Knowledge (planes) or (religion), DC 25:
Shax’s realm, a vast mansion called Charnelhome, sits perched on an abyssal cliff, flanked by a thicket of blood-drinking plants. Shax is considered the progenitor of the cunning and murderous Babau demons, but also commands the loyalty of many shadow demons due to their envious nature.
Though once again, the demon’s resistance to steel severely blunts the injuries the party inflicts, he finally succumbs to the various lance jabs, owlbear bites, and cold iron arrows the party delivers.
Combat over.
Statuses:
Roderick
Wymarc
Shido -9
Suussmaar -91 (unconscious, stable, drunk for 9 minutes)
Jaakko
Ki Chin -51
The party concentrate their attacks on the remaining demon, but many of their blows seem to cut and pierce far more shallowly than one might otherwise expect.
The demon, in turn, strikes back at the owlbear-riding nagaji, but Shido's heavy armor turns aside every blow the demon lands.
Init Round 5
Plant Monster -59 Roderick Shadow -55
Wymarc
Shido -9
Suussmaar -91 (unconscious, stable, drunk for 9 minutes)
Jaakko
Ki Chin -51
Demon A -81
Demon B -44
Roderick finally recomposes himself after recovering from the filth-child's spore attack. Readying a bomb, he lobs it toward the shadow-creature. The bomb lands squarely on the thing, and it evaporates into nothingness in the blast.
Init Round 4
Plant Monster -59
Roderick
Shadow -55
Wymarc
Shido -9
Suussmaar -91 (unconscious, stable, drunk for 9 minutes)
Jaakko
Ki Chin -51
Demon A -81
Demon B -16
Ki Chin activates his wand again, inflicting another magic missile on the demon in the room.
With another grunt, the horned fiend turns his attention to the nagaji/owlbear duo and strikes back. One of the slashes bounces off of Glorymane, but the other scores a hit, finding a weak point in Shido's armor and drawing a line of blood.
Init Round 4
Plant Monster -59 Roderick
Shadow -55
Wymarc
Shido -9
Suussmaar -91 (unconscious, stable, drunk for 9 minutes)
Jaakko
Ki Chin -51
Demon A -81
Demon B -16
Plant Monster -59
Roderick (nauseated for 1 rounds)
Shadow -55
Wymarc
Shido
Suussmaar -91 (unconscious, stable, drunk for 9 minutes)
Jaakko (nauseated for 1 rounds)
Ki Chin -51 Demon A -81
Demon B -12
Wymarc successfully staves off whatever stunt the shadow was trying to pull, and launches another pair of arrows at the remaining demon. The demon is able to duck one arrow, but the other catches him in the side and he grunts in pain. Shido and Tobikuma are unable to land a hit as they join the fray. Meanwhile, Suussmaar stabilizes, and Jaakko continues to suffer the effects of the spore cloud as far away from the action as seems wise.
Sorry GM, moved Wymarc 5’ on the map last night in prepping for his action, got called away from PC, and forgot to post. Thank you for botting me, you did exactly what I had planned. And with those rolls, you can do my attacks any time!
Glad it worked out! Also, you're up again, so don't wander too far from the keyboard. ;P
Plant Monster -59
Roderick (nauseated for 1 rounds)
Shadow -55 (no longer present*)
Wymarc WILL save needed
Shido
Suussmaar -91 (unconscious, dying, drunk for 9 minutes)
Jaakko (nauseated for 1 rounds)
Ki Chin -51 Demon A -81
Demon B -3
Roderick continues to suffer the effects of the filth-creature's spore cloud. While he retches, the shadow dashes in Wymarc's direction and dives into the shadows.
The rest of the party is up!
Wymarc:
You hear a voice in your head say something in Abyssal.
You'll need to make a Will save--if you fail the save (DC 19), I'll PM you.
Shido moves into the room, his owlbear noticeably filling it with his presence. The nagaji jabs at the demon with his lance, but the demon is able to sidestep the attacks.
Init Round 3
Plant Monster -59 Roderick (nauseated for 1 rounds)
Shadow -55
Wymarc
Shido
Suussmaar -91 (unconscious, dying, drunk for 9 minutes)
Jaakko (nauseated for 1 rounds)
Ki Chin -51
Demon A -81
Demon B -3
Wymarc fires off another two arrows at the shadow-creature. Both arrows hit, unnervingly sinking into the shadow-substance of the creature and remaining there. Its shadow-stuff is very tattered, but it definitely is not quite dead yet.
Suussmaar drunkenly maneuvers around the battlefield, firing off another volley of arrows of his own at one of the demons. All of the arrows hit, and the raging fiend collapses.
Ki Chin invokes the command word of his wand and send a magic missile at the remaining demon, while Shido maneuvers himself nearer to the melee and Jaakko maneuvers himself away from it.
The remaining demon continues to assault Suussmaar, taunting him in Abyssal. He lashes out with his scimitar, leaving more wounds on the aasimar, and the warpriest finally falls.
Init Round 3
Plant Monster -59 Roderick (nauseated for 1 rounds)
Shadow -55
Wymarc
Shido (can still take Round 2 action)
Suussmaar -91 (unconscious, dying, drunk for 9 minutes)
Jaakko (nauseated for 1 rounds)
Ki Chin -51
Demon A -81
Demon B -3
Roderick continues to put distance between himself and the fight. Meanwhile, the shadow-creature attacks the aasimar again, landing blows with both claws and its shadowy-wispy teeth. Suussmaar's resistance to cold holds the chill off, but not the physical injuries.
Init Round 2
Plant Monster -59
Roderick (nauseated for 2 rounds)
Shadow -37
Wymarc
Shido
Suussmaar -71 (drunk for 9 minutes)
Jaakko (nauseated for 2 rounds)
Ki Chin -51
Demon A
Demon B
Shido and his furry-feathery friend attack the shadow blocking the door into the fungus-filled room, stabbing and slashing to great effect.
Suussmaar manages to shake off the fungus-child's poison and invokes his war-priestly powers to slip the creature's grasp. He then launches a quartet of arrows at it. The first two are hasty and go wide, but the next two bury themselves in the fungus-child's torso. It collapses in a bloody (if you can call fungus-ichor 'blood') heap.
Sick to his stomach, Jaakko wisely withdraws from the melee, while Wymarc and Ki Chin both attack the shadow-creature with spell and arrow. The shadow remains standing, however.
The two horned and behooved demons ready their scimitars and wade into melee with Suussmaar, bellowing battle cries in Abyssal. They each swing twice, though only two of their blows connect with the aasimar.
Init Round 2
Plant Monster -59 Roderick (nauseated for 2 rounds)
Shadow -37
Wymarc
Shido
Suussmaar -58 (drunk for 9 minutes)
Jaakko (nauseated for 2 rounds)
Ki Chin -51
Demon A
Demon B
Roderick fights down his lunch as the shriek hits him. He takes advantage of the high ceilings in the room to fly up and away.
The shadow-like being that materialized next to Suussmaar lashes out at him with claws and teeth that seem far more real than the rest of its shadowy body. Its teeth and one claw find their mark, and Suussmaar finds the areas touched by the shadow feel deathly chilled, though his aasimar heritage helps him to resist the worst of it.
Init Round 1
Plant Monster -17
Roderick (nauseated for 3 rounds)
Shadow
Wymarc
Shido
Suussmaar -38 (grappled) FORT save needed
Jaakko (nauseated for 3 rounds)
Ki Chin -51
Demon A
Demon B
Wymarc, Shido, Suussmaar, Jaakko, and Ki Chin are up!
Wymarc manages to stave off the effects of the fungus-child's shriek through sheer grit, and returns the favor by shooting it (the demons and shadow don't appear until after your action in the surprise round, so I'm assuming you shoot the fungus-child instead). The arrow he launches buries itself up to the fletching in the fungus-child's torso. This cuts off its shriek in a strangled cry of pain, which it then takes out on Suussmaar, pummeling him with fungus-limbs and snatching at him with a fanged mouth. One fungus-limb and its bite both hit, and the aasimar finds himself coated with a sticky substance as the creature grapples him.
Init Round 1
Plant Monster -17
Roderick (nauseated for 3 rounds)
Shadow
Wymarc
Shido
Suussmaar -27 (grappled) FORT save needed
Jaakko (nauseated for 3 rounds)
Ki Chin -51
Demon A
Demon B
Wymarc is the only one to spot what seems to be some sort of filthy creature that resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers amidst all the fungi in the room.
Before Wymarc can react or warn anyone, however, the fungus-creature opens its mouth and emits an ear-piercing shriek that seems to tie your stomachs in knots. A moment later, several forms materalize in the room: one, a shadowy bat-winged creature of darkness, the other two darkly handsome humanoids with batlike wings, curving horns, and bestial legs.
Initiative Order - Surprise Round
Plant Monster
WymarcWILL save needed
Init Round 1
Plant Monster
Roderick WILL save needed
Shadow
Wymarc
Shido WILL save needed
Suussmaar -13 WILL save needed
Jaakko WILL save needed
Ki Chin -51 WILL save needed
Demon A
Demon B
Everyone needs to give me a Will save. Wymarc is up in the surprise round. Only the plant monster is visible and active in the surprise round; the others arrive at the top of round 1.
Yellow puffball fungi nearly a foot in diameter and chunks of orange and purple crystal glow faintly in the gloom of this round chamber. Strange plaster frescoes depicting acts of violence cover the walls, and in the center of the floor stands an altar made of petrified wood that supports a collection of decaying eyeballs laid in an offering bowl like a demented still-life.
Give me Perception and Knowledge (religion) or Knowledge (planes) checks.
Searching the trio of figures reveals that the three are two elven males and one elven female, though their coloration looks like no elf you have likely ever seen. The female has dusky purple skin, red eyes without any pupils, and white hair; the two males have coal black skin and white eyes (likewise without pupils), and one has silver hair while the other has white hair. The trio are armored in chain shirts that seem to have been treated with something so that they do not reflect light, and each is attired in a dark grey cloak and garments dyed in various shades of dark colors: black, grey, blue, purple, etc.
Policing their weapons and equipment comes up with the following:
If detect magic is used, the following are revealed as magical:
* an elven curve blade
* 13 arrows
* a mithral chain shirt
* a composite longbow
* a ring
* a cloak
* 2 rapiers
* 2 hand crossbows
* 20 crossbow bolts
* 2 chain shirts
In addition, the following nonmagical items are found:
There is also a kit in the leader's backpack that contains three vials.
Craft (alchemy), Heal, or Knowledge (nature) DC 20:
These are antifungal salves which can be used to remove the effects of fungi like the basidironds you fought in the entrance chamber of the tower. The kit itself is a sporecrafting kit.
Thankfully, the poison’s save DC is only 13, so you’ll both be free of its effects after 1 minute. Wymarc also stabilizes without any outside assistance at -2 hp.
The dim light spoils Jaakko's aim and his flail sails wide. Roderick tosses out a pair of bombs, and although the dark figure is able to duck behind the battered-and-beaten table to avoid the first bomb blast, he is unable to dodge the second. In fact, the explosion slams him against the table, and he crumples to the ground, lifeless. In a cruel irony, the blast of the explosion also extinguished the flames that would likely have killed him in a few more seconds anyway.
Combat over.
Wymarc and Shido, give me another Fortitude save each to see if you shake off the poison's effects after 1 minute or if you're unconscious for 2d4 ⇒ (3, 3) = 6 hours. Also, someone may want to stabilize Wymarc. (Give me a CON check to see if you're able to stabilize on your own, too).
Suussmaar -13 (entangled)
Ki Chin -67 (unconscious, stable)
Blue Baddy -74
Grey Baddy (burning) -93
Roderick
Wymarc -48 (unconscious, dying, sleep poison)
Shido -34 (unconscious, sleep poison)
Jaakko Red Baddy -82
Shido succumbs to the poison and slumps over Tobikuma's shoulder, leaving Glorymane out of position. The owlbear needs little prompting, however, and only the cover provided by the petrified wood table spares the remaining dark figure from a grisly end. Still entangled, Suussmaar is at least able to fight off the poison's drowsiness.
Roderick and Jaakko are up!
Notes: *The baddies dropped back behind the petrified wooden tables they were hiding behind after their actions (they have a stand up talent that allows this as a free action at any point during their turn). The tables provide them with cover.
*There are thick mats of fungi throughout the room, and squares containing the fungus are extremely difficult to traverse; each square is treated as both an obstacle and difficult terrain, requiring 4 squares of movement to move 5 feet. This fungus is a natural growth, which allows creatures with woodland stride to navigate it without penalty.
*Dim light is present throughout the room, and light from both magical and non-magical sources seem to be absorbed by the strange glowing crystals in the room. All targets have a 20% miss chance from concealment if you do not possess Darkvision or low-light vision.
Suussmaar -13 (entangled, 2 FORT saves needed)
Ki Chin -67 (unconscious, stable)
Blue Baddy -74
Grey Baddy (burning) -93
Roderick
Wymarc -48 (unconscious, dying, 2 FORT saves needed)
Shido -34 (FORT save needed)
Jaakko Red Baddy -82
Though stabilized, Ki Chin remains unconscious. Meanwhile, Suussmaar launches another volley of arrows at the pair of dark figures. The first trio strike true, and a melodic, feminine voice escapes the figure's lips as she collapses. An additional arrow lodges itself in the surviving figure, though the figure is able to twist aside in time to dodge a final arrow.
Still aflame, the figure seems to notice Wymarc and taunts in Elven, "Nan, mellonlle na Edain?!"
Elven:
"So now the high-and-mighty elves consort with lesser beings--how the mighty are fallen!"
He lobs a pair of arrows at the elf, and both find their mark. Electricity crackles over Wymarc's form with each impact, and the elven archer collapses. The figure then turns his attention to Suussmaar, sending an additional two arrows his way. Between his kind's resistance to electricity and the warding bone hovering nearby, the two arrows do only minor harm, although drowsiness from their poisons creeps in on the edges of Suussmaar's consciousness.
Roderick, Wymarc, Shido, and Jaakko are up!
Notes:
*The baddies dropped back behind the petrified wooden tables they were hiding behind after their actions (they have a stand up talent that allows this as a free action at any point during their turn). The tables provide them with cover.
*There are thick mats of fungi throughout the room, and squares containing the fungus are extremely difficult to traverse; each square is treated as both an obstacle and difficult terrain, requiring 4 squares of movement to move 5 feet. This fungus is a natural growth, which allows creatures with woodland stride to navigate it without penalty.
*Dim light is present throughout the room, and light from both magical and non-magical sources seem to be absorbed by the strange glowing crystals in the room. All targets have a 20% miss chance from concealment if you do not possess Darkvision or low-light vision.
Suussmaar (entangled) -6
Ki Chin -67 (unconscious, stable, CON check needed) Blue Baddy -74
Grey Baddy (burning) -28
Roderick
Wymarc
Shido -34 (FORT save needed)
Jaakko
Red Baddy -38
Wymarc's arrow wings out of the darkness and embeds itself in the nearer figure's shoulder. Shido's lance lances out of the magical darkness as well, but the figure is able to sidestep the blow easily. Meanwhile, Jaakko uses a wand to heal Ki Chin.
That same figure takes a step back and fires his crossbow twice at the owlbear-riding nagaji. The first bolt misses, but the second pierces the snake-man through a gap in his armor--this bolt, too, carries with it a jolt of electricity and the urge to sleep.
Suussmaar is up!
Notes:
*The baddies dropped back behind the petrified wooden tables they were hiding behind after their actions (they have a stand up talent that allows this as a free action at any point during their turn). The tables provide them with cover.
*There are thick mats of fungi throughout the room, and squares containing the fungus are extremely difficult to traverse; each square is treated as both an obstacle and difficult terrain, requiring 4 squares of movement to move 5 feet. This fungus is a natural growth, which allows creatures with woodland stride to navigate it without penalty.
*Dim light is present throughout the room, and light from both magical and non-magical sources seem to be absorbed by the strange glowing crystals in the room. All targets have a 20% miss chance from concealment if you do not possess Darkvision or low-light vision.
@Wymarc and Shido: The area inside the darkness effect is pitch-black to anyone without Darkvision; the rest of the room is dim light. Do you two want to try something else instead? If not, give me a d100 roll each, as your targets will have total concealment against you.
Retcon on Ki Chin's concealment results: Ki Chin's blade strikes true, dealing a nasty gash to the dark figure. A moment later, the bowman's arrows strike the magus down.
Immediately after that, Roderick-the-gargoyle flies in and drops a bomb on the pair of dark figures. It explodes, setting the bowman on fire, though the other figure is able to throw his cloak up in time to shield himself from the blast (evasion).
Initiative - Round 1
Suussmaar (entangled) -6
Ki Chin -77 (unconscious, dying)
Blue Baddy -74
Grey Baddy (burning) -28
Roderick
Wymarc
Shido -15
Jaakko
Red Baddy -26
Wymarc, Shido, and Jaakko are up!
Notes: *The baddies dropped back behind the petrified wooden tables they were hiding behind after their actions (they have a stand up talent that allows this as a free action at any point during their turn). The tables provide them with cover.
*There are thick mats of fungi throughout the room, and squares containing the fungus are extremely difficult to traverse; each square is treated as both an obstacle and difficult terrain, requiring 4 squares of movement to move 5 feet. This fungus is a natural growth, which allows creatures with woodland stride to navigate it without penalty.
*Dim light is present throughout the room, and light from both magical and non-magical sources seem to be absorbed by the strange glowing crystals in the room. All targets have a 20% miss chance from concealment if you do not possess Darkvision or low-light vision.
Thank you for pointing that out- Jaakko should be just after Shido.
Initiative - Round 1
Suussmaar (entangled) -6
Ki Chin -77 (unconscious, dying)
Blue Baddy -74
Grey Baddy
Roderick
Wymarc
Shido -15
Jaakko
Red Baddy
Roderick, Wymarc, Shido, and Jaakko are up!
Notes: *The baddies dropped back behind the petrified wooden tables they were hiding behind after their actions (they have a stand up talent that allows this as a free action at any point during their turn). The tables provide them with cover.
*There are thick mats of fungi throughout the room, and squares containing the fungus are extremely difficult to traverse; each square is treated as both an obstacle and difficult terrain, requiring 4 squares of movement to move 5 feet. This fungus is a natural growth, which allows creatures with woodland stride to navigate it without penalty.
*Dim light is present throughout the room, and light from both magical and non-magical sources seem to be absorbed by the strange glowing crystals in the room. All targets have a 20% miss chance from concealment if you do not possess Darkvision or low-light vision.
No, the red foe is down and his icon shouldn't be visible on Slide 1. Ki Chin is the one adjacent to the red/yellow foe. Ki Chin's is the one that looks like Kenshin Himura from Rurouni Kenshi.
Ki Chin's eyes betray him in the dim lighting, and his longsword passes through air where he was sure an opponent stood. The farther of the surviving two dark figures turns his bow on the magus, sending a flurry of arrows at the Tian-Min. The quartet of arrows all find their mark, each seeming to cause the magus to convulse momentarily as if shocked, and he collapses.
Initiative - Round 1
Suussmaar (entangled) -6
Ki Chin -77 (unconscious, dying)
Blue Baddy -74
Grey Baddy
Roderick
Wymarc
Shido -15
Red Baddy
Roderick, Wymarc, and Shido are up!
Notes: *The baddies dropped back behind the petrified wooden tables they were hiding behind after their actions (they have a stand up talent that allows this as a free action at any point during their turn). The tables provide them with cover.
*There are thick mats of fungi throughout the room, and squares containing the fungus are extremely difficult to traverse; each square is treated as both an obstacle and difficult terrain, requiring 4 squares of movement to move 5 feet. This fungus is a natural growth, which allows creatures with woodland stride to navigate it without penalty.
*Dim light is present throughout the room, and light from both magical and non-magical sources seem to be absorbed by the strange glowing crystals in the room. All targets have a 20% miss chance from concealment if you do not possess Darkvision or low-light vision.
Also, I pulled in the 15 damage that Shido had from last encounter, as I don't believe anyone has healed it.
Does Ki Chin have darkvision? Even outside of the area of the darkness spell, the whole room's lighting level is only dim light, so anyone without darkvision has a 20% miss chance due to concealment.
I'm assuming he doesn't, so go ahead and roll against concealment for me.
The first series of Suussmaar’s arrows thuds harmlessly into the petrified wooden table the dark figure is hiding behind, shattering the table. The follow-up shots find their mark more easily, and the dark figure crumples to the ground with a cry of pain.
Initiative - Round 1
Suussmaar (entangled) -6
Ki Chin Blue Baddy -74
Grey Baddy
Roderick
Wymarc
Shido
Red Baddy
Ki Chin is up!
A couple of notes I forgot to add:
The baddies dropped back behind the petrified wooden tables they were hiding behind after their actions (they have a stand up talent that allows this as a free action at any point during their turn). The tables provide them with cover.
Also, there are thick mats of fungi throughout the room, and squares containing the fungus are extremely difficult to traverse; each square is treated as both an obstacle and difficult terrain, requiring 4 squares of movement to move 5 feet. This fungus is a natural growth, which allows creatures with woodland stride to navigate it without penalty.
Suussmaar has hardly entered the room before a pair of figures pop up from behind overturned tables in the room. There is the distinctive twang of a crossbow, and suddenly the whole area is covered in darkness. A moment later, you hear the sound of a bag striking something (those of you with darkvision see a bag strike Suussmaar in the chest--evidently a tanglefoot bag, given the tar and other adhesive goo that suddenly cover him).
Finally, another crossbow bolt lodges itself in Suussmaar's chest. He suddenly feels woozy as it becomes evident that there is poison on the bolt.
Initiative - Round 1
Suussmaar (entangled, FORT save needed)
Ki Chin
Blue Baddy
Grey Baddy
Roderick
Wymarc
Shido
Red Baddy
There is nothing of interest in the basement room you entered, beyond the open doorway in the southern end and the stairs you just descended.
Strangely, the magical light of your wayfinders does not seem to extend beyond the open doorway, and instead, a dim purple and orange glow seeps out from the chamber.
Knowledge (dungeoneering) DC 20:
You recall that the radioactive crystal called caphorite both absorbs magical light and emits a dim purple-and-orange glow of its own.
Suussmaar:
Beyond a few pieces of furniture made of petrified wood and a stack of sleeping pallets, the rounded triangular room before you is devoid of furnishings and gives the appearance of having been ransacked. A wealth of mushrooms and fungi grow to a height of three feet around the periphery of the room. Open doorways allow passage to the north and south, and a closed door made of petrified wood stands in the middle of the curved eastern wall.
You all descend the stairs into a dimly-lit basement. The furniture and supplies that may have been in the room have long since rotted away, but you do notice that the ceiling rises unusually high, to 20 feet.
The air here is cooler than the upper floor, and the room is relatively clean and clear of debris. The walls, though made of stone, bear the carved likeness of fresh soil riddled with tree roots. The staircase you came down runs along the northern wall and winds upward to the floor above, and an open doorway leads to the south.
New map/slide up. Also, please note that you are in an area of dim light, so what light source(s) are you using?