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3,352 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


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Forces of Nature Battlemap

Could I get some details about your pursuit? I.e., are you walking, running, flying at full speed, etc.? Sneaking (invisibility aside) or being obvious?


Forces of Nature Battlemap

You generally sense or can see if you activate detect magic that the conjuration auras are a bit stronger here. Something about this place seems to make such magic a little more powerful. This right now is generally good, though those of you trained in Spellcraft can imagine something like a powerful teleport spell getting a "boost" resulting in something unexpected.

Liber as an outsider (albeit transformed from a native creature) feels a strange tingling sensation.

Mira cannot see anything, at least within the limits of her darkvision (and it is otherwise completely dark here). The echoes of the caverns make it hard to pinpoint, but the more the rest of you focus you can all agree it is footsteps receding swiftly down the west passage.

Knowledge Local DC 20:
The footsteps are somewhat close together and not very fast. Probably one of the shorter-legged races. Down here the most likely would be svirfneblin or duergar--though of course there may be other possibilities. How much you know about them would require a Knowledge Dungeoneering check; they are very rarely seen or dealt with on the surface


Forces of Nature Battlemap

Right now, this is only good: +1 to caster level for those spells you cast.

The handy haversack you may find things jumping to your hand even more quickly than usual. Bag of holding can hold about 5 more lbs of stuff.

I've got a busy day today (I should be running out the door in two minutes) but if I don't update today, I will tomorrow.


Forces of Nature Battlemap

You head down the staircase, and it goes down... down... down... probably at least 10 stories. There is no lighting, although your darkvision can make out continued, elaborate decorative etching in the stairsteps. The air gets stiflingly hot and then suddenly, cooler once again. (Life bubble protects you from any effects

You come out into a circular chamber about 60 by 60 feet. Unlike the one far upstairs, this room is constructed or carved out, with very smooth but decorated walls with some brick retaining sections that also serve as decorations. There are openings into dark corridors to to what we will call north, east, south, and west, though down here the cardinal directions are clearly meaningless.

All magic is functional here, but ... (do any of you have any magic items made using conjuration magic?)

All of you hear movement down the westward corridor. Ariston is fairly certain it was the footsteps of a bipedal individual.


Forces of Nature Battlemap
Mirabelle aka Mira the Obscure wrote:

Mira comes over and has a look at the runes.So, they make the disc move in some way, is that what we think? Might it give us access to some alternate area? Any idea if trying to go down this opening will set off some sort of trap?

I am a little confused about the reference to moving a stone disc. I though the runes were around the lip of the hole going down to a chamber below?

There is a drawing of the stone circle on the battle map page. The area beneath the grate is a recessed stone disc, with a groove separating an outer ring from an inner one. In the center is a hole, but it was only about six inches wide. Until...

Lazur touches the runes in sequential order as Liber counts down.

At the last one touched, the room vibrates as stone and metal unseen grind together. The outer ring of the circle indeed begins to turn, causing the inner part of the circle being to part along barely perceptible cracks in the stone, some of which push downward. What looked like a simple drain hole for the grating gets pulled wider, stone lowers, and...

You are now looking at a circular stairway leading down... so far down, you cannot see where it leads.

It occurs to you that as you are already under the mountain, if you go much deeper, you may end up in the underdark realm known as Hrifgard. All things are unpredictable in the Hrifgard, including, sometimes, magic.


Forces of Nature Battlemap

Ack, day got away from me. Will post tomorrow.


Forces of Nature Battlemap

So sorry you've been sick! Hope you are feeling better.

Will update tomorrow.


Forces of Nature Battlemap

Krowys puzzles over the runes, with Lazur providing insights on origin and Ariston on possible ritual purpose or use of similar colors and shapes in prayer. Liber frets over her master, perhaps understandably, but working together you are able to determine that it is both language and code. The runes must be, partially, based on Svirgol, the language of the Svirfneblin and the most common language spoken in the Hrifgard. But the colors and shapes also themselves form an additional mathematical pattern--the color for example is the color of the elements, and it takes awhile but you realize each has a value, such as air=1, water=2, etc.. The values of each color, shape, and rune in turn add together to create a final "value" of the rune.

The result is almost so simple it's ridiculous--once you figure out what each piece, shape, and embossment of the rune means, they add up to consecutive numbers: 1, 2, 3--though they are not in any particular order.

The magic you can detect associated with the runes suggests if you activate the runes (by touching them perhaps? Saying the number aloud in the correct language?) in order, this will in turn cause the stone disc to move in some way. Liber wonders aloud if her Truespeech might be adequate to speak the numbers with effect.

Meanwhile Mira analyzes the key. Given the overwhelming school it is associated with is conjuration, it is definitely not a phylactery. More likely, it has to do with portals or planar travel. Occam's razor suggests it is indeed what it looks like: a key, but to a door to somewhere Beyond. Knowing more certain what it does would either require a more powerful spell like legend lore or finding the "door" or object it is meant to open.


Forces of Nature Battlemap

Mira pulls out her infiltration tools and manages to extract the eyes from the statue. In the hollow of the skull in the back she sees a glint: something else concealed within the skull. Removing it as well, it is a large metal key that would be plain looking, save that it is so black it seems to absorb the light around it. The top of the ring end of the key is joined by a silvery ball, whose glint is the only reason you spotted it at all. If you look at it with detect magic it radiates blindingly powerful conjuration magic, but you have--in your very experienced years--never seen its like.

Lazur hits the button, and the grate slides into the floor, revealing the subfloor below it, a 10 foot wide circle with a 6 inch drain hole in the middle of the floor, the stains of which suggest copious quantities of blood went down. The circle is inscribed with two different sets of various arcane runes, one set goes all around the edge of the circle, and another carved more roughly into the stone within the inner circle around the whole. The edge of the circle and the center of the circle are separated by a very deep groove.

Lazur, having spent some time as a forger, might be the first to recognize that beyond the two rune sets being clearly different, the set in the middle was clearly inscribed by an entirely different entity than whoever crafted the rune set on the edge of the circle. Between Lazur, Mira, and Krowys, the three of you can tell that the middle inscriptions were made much later than the ones on the edge. Furthermore, those of you with arcane knowledge can tell the middle set of runes involve a necromantic ritual. Fading magical auras lingering on the stone indicate said ritual was completed. One may reasonably speculate they had something to do with the ravener.

The external set of runes is more of an enigma. The runes here none of you have quite seen, and yet there is something annoyingly familiar about them. They are very carefully carved into the stone, with both raised and lowered edges and have different colored pigments poured into them that have somehow stood the test of time.

Krowys, with his particular talents, picks up certain patterns that are similar to Vargilder runes.

Give me a Linguistics check, please (any of you, but I'd suggest aiding Krowys if more than one of you want to roll). You may also make any other relevant knowledge or similar rolls you like, cast spells, or use abilities that you think may be helpful in figuring out the edge runes--if at least, you wish to.

On the battle map, I've made a rough diagram of what the circle looks like. The actual symbols/letters used have no meaning, it is just intended to supplement my description in case it is not clear.


Forces of Nature Battlemap

At the risk of being annoying, hello? Y'all here? Everything ok?

A reminder I ask folks to say something if they are here but have nothing to say, so I know everything's ok and that it might be on me to push things forward. I'm still waiting on either discussion or reactions to the shiny, red, candy like button. Thank you.


Forces of Nature Battlemap

Krowys when you return with us don't forget to make your rolls, but I'll move us on

Our heroes getting seriously hurt doesn't happen that often, so they reluctantly but only briefly pause to attend to various otherworldly insect bites and ooze bruises.

They then give the room a good explore, with Lazur looking over the grate and Mira examining the large statue in the room. For Lazur's part, he can see that the grate is made of an unusual steel alloy--which the cherufes would not be capable of making. Either the material comes from before the Cataclysm, or someone very unusual and very capable lives or lived down here at some point--and had some tie to the dragon. Perhaps Hrifgarders, like svirfneblin or duergar?

The grate seems to be designed to open on some kind of complex and half-covered hinge built straight into the floor. It is not trapped, but clearly it functions according to some kind of opening mechanism and any attempt to force it would likely break it.

It is made of, unsurprisingly, volcanic stone, but beautifully and so smoothly carved that it truly looks like some kind of exotic bone. The eyes, which almost appear to glow, are multifaceted, expertly cut rubies--each the size of a halfling's fist and at least worth 2,500 gp. They are merely decorative, and someone with either an appropriate tool or skilled with jewelry, art, masonry, or a similiar skill can likely remove them without issue. It is also possible to remove them without such skill but it may take more time and frustration. (The entire statue could also be lifted off its mount and taken, but it looks like it weighs about 200 lbs.)

Perhaps even more interesting is the black stone mount upon which it sits, about three feet wide and one foot all. Underneath the head, in the middle of the mount, is a third, ruby carved into a simple disc shape. Unlike the other two, it is not decoration, but embedded into the mount--it is a button, and it looks like it can be pressed.

All of you have seen enough dungeons in your life to add two and two and figure that the button likely opens the grate.

Mira also notices other images painted on the round statue mount, though they have no arcane function. One is of a skeletal dragon forcing four small dragons to kneel before it. Another is of hooded figures and lizards holding up a large claw-shaped object before what looks like hole in a wall (or at least some kind of dark blob).


Forces of Nature Battlemap

Will update tomorrow


Forces of Nature Battlemap

Ah yes, you are all poisoned. I did not roll your saves for the last round. Go ahead and roll your Fortitude Saves DC 22 or take 1d4 more Dex damage. If you succeed on the saves, your poisoned condition is cured. You have 4 additional rounds of poison otherwise and will either need to make more saving throws, or get healed by Ariston.

I believe the existing tally of damage is all of you have 1 Dex damage from the poison so far--plus whatever happens on the Fort save above--and Lazur has 2 additional Dex damage. Mira also was 1 Wisdom damage. All of you are also Exhausted except for Lazur (which Ariston's magic can also cure).

Go ahead and resolve that and then I'll get to Lazur's investigation of the grate


Forces of Nature Battlemap

Thanks for letting us know!


Forces of Nature Battlemap

As Mira approaches the Giant Immortal Ichor, it lunges a pseudopod at her. Attack of Opportunity, which being slowed does not prevent. It has reach because it has the giant template. It can sense you with blindsense.

Attack of Opportunity, Slowed: 1d20 + 21 - 1 ⇒ (4) + 21 - 1 = 24
Miss chance, roll 50 or less hits: 1d100 ⇒ 49
Damage: 6d8 + 9 ⇒ (8, 2, 6, 7, 3, 7) + 9 = 42 plus Wisdom Damage: 1d3 ⇒ 1

The creature's unholy slime slaps the sorceress full in the face, causing her skin to burn and seethe for a moment and rendering her slightly disoriented.

Nonetheless as she had been fully healed before she attempted, she is still well enough to use her considerable magics to send the awful creature to another realm. As the creature *poofs* into another dimension, the light in the room disappears and she is left to see via darkvision.

Not really following what the Sense Motive/Bluff is for. Generally we don't use those skills versus fellow PCs and there's no one else here to Bluff. If it's just a matter of wanting to remain mysterious, I think you can leave that to RP between you and your fellow players.

Now that Mira is in the center of the room, she can see the grating has hinges and can open--although there is no discernable handle to pull the grating off. There is some kind of pattern in the floor beneath the grating but it is hard to see what it might be with the colorless view of darkvision and being blocked by the grating--but whatever the pattern is is definitely arcane in nature. Properly analyzing it will require removing the grate (whether that means you figure out how it is supposed to open or find another means of changing or moving it).

The room otherwise contains the remains of other cherufes and a nasty looking statue of a skeletal dragon's head on one end of the room.


Forces of Nature Battlemap

Krowys and Liber are up! Then back to Mira for top of the next round. Only critter left is Immortal Ichor whose stats have not changed.


Forces of Nature Battlemap

The Immortal Ichor sees its ally-servitors fall as warding spells are chanted. It attempts to find another way to weaken your defenses, and a swirling purple mist surrounds you as it casts mind fog.

I can't find where I said how high the ceiling of the tunnel is. But I think it was 40 feet. I believe Mira said she was floating 20 feet over the rest of the party. It's going to summon the 20 ft radius sphere of fog centered so the fog at least fully covers the heads of the people standing on the ground (so 5 feet off the ground, and the top of the sphere would then be 25 feet off the ground). I believe that means it would cover her. If you said differently we can retcon.

Spell description explicitly says it does not hamper vision fyi, but those of you with adequate spellcraft would know a wind will move or disperse the fog even though it's a mind-affecting fog.

Caster Level check to beat SR vs Mira DC 25: 1d20 + 17 ⇒ (11) + 17 = 28
Caster Level check to beat SR vs Ariston DC 25: 1d20 + 17 ⇒ (9) + 17 = 26
Caster Level check to beat SR vs Lazur DC 25: 1d20 + 17 ⇒ (12) + 17 = 29
Caster Level check to beat SR vs Krowys DC 25: 1d20 + 17 ⇒ (2) + 17 = 19
Caster Level check to beat SR vs Liber DC 25: 1d20 + 17 ⇒ (17) + 17 = 34 Whoops, Liber should be immune anyway

On your saving throws, I am not adding the bonus Ariston's spell gives you to saving throws because it is a resistance bonus and should not stack with y'all's cloaks of resistance, which looking at your sheet are all +4 or 5. Fortunately regardless two of you would only fail on a saving throw of 1.

Mira Will Save DC 20 Mind Affecting: 1d20 + 20 + 3 ⇒ (4) + 20 + 3 = 27
Ariston Will Save DC 20: 1d20 + 23 ⇒ (8) + 23 = 31
Lazur Anil Will Save DC 15: 1d20 + 15 ⇒ (7) + 15 = 22
Lazur Anil Best of 2 rolls: 1d20 + 15 ⇒ (20) + 15 = 35

And apart from now coloring the air around you an odd shade of purple, the mind fog does absolutely nothing whatsoever to any of you.


Forces of Nature Battlemap

With an onslaught of spells from the party, plus Lazur's weapon skills, the two serpents crumble back into skeletal dust.

That moves us straight to Ariston and Lazur


Forces of Nature Battlemap

I lied, I will not update because it's Mira's turn.


Forces of Nature Battlemap

Will update tomorrow.


Forces of Nature Battlemap

Good thing you had the reactive healing, Ariston. Nice when those things come in handy!

The immortal ichor, still slowed by Mira's spell, has a very uninteresting turn where it floats upwards, oozing through the openings in the grate until it reforms, hovering over the grate. And that's all it does. Moves 10 feet, hovering 5 feet over the floor

Krowys and Liber up!


Forces of Nature Battlemap

Ariston and Lazur are up!


Forces of Nature Battlemap

Mira's stormbolts obliterates the swarms nearly as quickly as they come into being, and you can now see your enemies again. Between lifesense and normal senses, unfortunately, the hollow serpents can see or sense all of you. Both of them move five feet toward you and each in a clattering mockery of Draconic, utter the horrid wilting spell.

Horrid Wilting Damage from Serpent 2: 16d6 ⇒ (4, 1, 4, 2, 3, 3, 3, 6, 1, 6, 4, 4, 1, 3, 6, 4) = 55

Ariston DC 24 Fortitude: 1d20 + 15 ⇒ (8) + 15 = 23
Lazur DC 24 Fortitude: 1d20 + 13 ⇒ (10) + 13 = 23
Mirabelle DC 24 Fortitude: 1d20 + 19 ⇒ (4) + 19 = 23
Krowys DC 24 Fortitude: 1d20 + 12 ⇒ (12) + 12 = 24

Krowys takes 27 damage and everyone else takes 55

Horrid Wilting Damage from Serpent 3: 16d6 ⇒ (6, 6, 3, 4, 1, 6, 4, 2, 4, 5, 2, 6, 4, 1, 2, 5) = 61

Ariston DC 24 Fortitude: 1d20 + 15 ⇒ (3) + 15 = 18
Lazur DC 24 Fortitude: 1d20 + 13 ⇒ (4) + 13 = 17
Mirabelle DC 24 Fortitude: 1d20 + 19 ⇒ (11) + 19 = 30
Krowys DC 24 Fortitude: 1d20 + 12 ⇒ (5) + 12 = 17

Mira takes 30 damage and everyone else takes 61
Save is for half damage; SR applies, but I don't see that any of you currently have spell resistance; if you do feel free to roll their check; their CL is 16


Forces of Nature Battlemap

Yep, it doesn't list individual targets and has an area effect so you're good. That can hurt a swarm.


Forces of Nature Battlemap

Hexes, like spells, I believe depend on its specific description to determine whether you need to touch a target, have line of effect, or line of sight. Anything I think that requires an attack roll or has a singular target probably requires line of sight. Some may have further specifics; Cackle specifies the target needs to hear the witch, but not necessarily has to be able to see them.

No, I don't think you take damage moving through the swarms, they do the damage on their turn, and they don't get AOOs.

Combat Round 2
Mirabelle: hp 172/172| | AC 25/24 (T16 FF19) | CMD 20 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | freedom of movement, life bubble, mind blank, heroism, invisible, false life, mage armor | poisoned 5/6 rounds, 1 Dex dam, exhausted
Hollow Serpent 2 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Hollow Serpent 3 | HP 218; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Lazur Anil: hp 156/156 | AC 32/31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions | death ward, displacement, echolocation, freedom of movement, life bubble, overland flight, long arm, shield | poisoned, 6 damage
Ariston: HP 105/105 | AC 34 (T18 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 | ring of force shield, life bubble, shield of faith, true seeing | exhausted, poisoned 5/6 rounds, 1 Dex dam
Giant Immortal Ichor 1 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30 | [slow
Creeping doom swarm 1 hp 60/60 | AC 18 T 18 FF 14 | Fort +5 Ref +7 Will +3 | Swarm traits, immune to weapon damage. Distraction concentration DC is 22
Creeping doom swarm 2 hp 60/60 | AC 18 T 18 FF 14 | Fort +5 Ref +7 Will +3 | Swarm traits, immune to weapon damage. Distraction concentration DC is 22
Creeping doom swarm 3 hp 60/60 | AC 18 T 18 FF 14 | Fort +5 Ref +7 Will +3 | Swarm traits, immune to weapon damage. Distraction concentration DC is 22
Creeping doom swarm 4 hp 60/60 | AC 18 T 18 FF 14 | Fort +5 Ref +7 Will +3 | Swarm traits, immune to weapon damage. Distraction concentration DC is 22
Krowys: hp 120/123 | AC 32/31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity | resist fire 30, life bubble overland flight | exhausted, poisoned x1, 1 Dex dam
... and Liber: hp 60/60 | AC 20 T15 FF 17 | Fort +12 Ref +15 Will +15 | SR 22 |

Mira is up! Blast the f*$+ out of those things! (Or something...)


Forces of Nature Battlemap

That's what I get for not looking the spell up. I remembered the half speed but not the limitation to one action. Yes, the charm person is quickened.

It could stay put and still cast the creeping doom spell into the room, as it can sense through the holes in the grate and command the swarms to fly into the tunnel, so nothing has changed then except that the ichor is under the grate and protected still by the cover bonus.

We could argue about whether it could target Lazur with the charm person based on exact lines of sight but I'd rather Lazur have his victory of succeeding on the save and being able to make the ichor believe he is charmed. Is that okay with you?


Forces of Nature Battlemap

My thinking was that it would have a chance to notice that you are not becoming more and more loyal over time as its thralls would do. I expect by the time you would become an issue your friends will have killed it anyway.

Ariston and Krowys should both be immune to charm person. (But not charm monster)


Forces of Nature Battlemap

Ooh, that's fun.

It would probably still fill the tunnels with creeping doom but probably didn't start by landing swarm #1 directly on top of you, so take away the damage/poison done by that one. The swarms themselves do as commanded but are somewhat mindless, so I'm thinking the others would probably still pass through your square.

There's a tricky bit here where the ichor has a unique ability such that if you were actually charmed by the ichor you'd take Wisdom damage and potentially, eventually become its slave. I feel like it would figure out eventually that this isn't happening. I'm trying to figure out how to adjudicate this while still making the bracelet useful. I think we'll say for now it does think it charmed you but it will probably be able to tell it failed because you didn't take the damage (it is also telepathing). Let's give it... 1d6 ⇒ 4 rounds to try to recognize the issue (give it a saving throw, perhaps), unless you act against it first.

Per the bracelet, you know it tried to charm you and I will also say you are aware its charming spell has some additional nastiness for those who succumb. You can tell it is telepathic and demanding you feed your allies to it.


Forces of Nature Battlemap

Thanks; don't want to lose too much momentum, but will go the pace I can. :) Weather and allergy season is killing me this year. Hopefully things will improve.


Forces of Nature Battlemap

Krowys and Liber are up, and then I will update the statblocks.


Forces of Nature Battlemap

What appeared to be two giant immortal ichors turns out to be one, and it squeezes through the holes in the grate, levitating slowly upward until the entire 10 foot square blob of glowing purple ick is hovering about five feet over the grate it came through. (Slowed, move 10 feet).

Just managing to sense Lazur Anil through its unearthly senses, it sends a pulsing wave of power toward him, washing over the midwife-forger with a sense that this is a very important, special, and charismatic ooze.

Lazur's Will Save DC 18 versus quickened Charm Person: 1d20 + 15 ⇒ (16) + 15 = 31
Lazur's second roll: 1d20 + 15 ⇒ (12) + 15 = 27

Lazur, being a sensible sort, then very quickly remembers that that magical blob of magical clotted blood isn't actually very nice at all and remains uncharmed.

The immortal ichor then tries a different tactic. The air shimmers, and a thin reverberation begins to echo through the chamber, as myriad otherworldly insects seem to crawl up from cracks in crevices and appear in midair, swarms of them surrounding and crawling all over Lazur before proceeding to fly, crawl, and slither toward Ariston, Krowys, Liber, and Mira. Cast creeping doom; this takes a standard action so the swarms summoned then act. The swarms are commanded to move back and fill the tunnels. They fill a 10 foot space, in the rough middle of the tunnel and block line of sight. They just move the distance they can, which I believe means 1 moves through everyone landing on Mira, 2 and 3 affect Krowys/Ariston/Liber and Lazur, and 4 affects just Lazur. I believe Liber is immune to poison; to the best of my knowledge the rest of you are not.

Creeping Doom 1 Swarm Damage: 4d6 ⇒ (2, 4, 3, 2) = 11
Mira save vs poison DC 22: 1d20 + 19 ⇒ (1) + 19 = 20
Ariston save vs poison DC 22: 1d20 + 15 ⇒ (20) + 15 = 35
Krowys save vs poison DC 22: 1d20 + 12 ⇒ (5) + 12 = 17
Lazur save vs poison DC 22: 1d20 + 13 ⇒ (7) + 13 = 20

Creeping Doom 2 Swarm Damage: 4d6 ⇒ (2, 1, 1, 1) = 5
Ariston save vs poison DC 22: 1d20 + 15 ⇒ (8) + 15 = 23
Krowys save vs poison DC 22: 1d20 + 12 ⇒ (17) + 12 = 29
Lazur save vs poison DC 22: 1d20 + 13 ⇒ (10) + 13 = 23

Creeping Doom 3 Swarm Damage: 4d6 ⇒ (3, 5, 1, 4) = 13
Ariston save vs poison DC 22: 1d20 + 15 ⇒ (4) + 15 = 19
Krowys save vs poison DC 22: 1d20 + 12 ⇒ (20) + 12 = 32
Lazur save vs poison DC 22: 1d20 + 13 ⇒ (7) + 13 = 20

Creeping Doom 4 Swarm Damage: 4d6 ⇒ (2, 2, 1, 6) = 11
Lazur save vs poison DC 22: 1d20 + 13 ⇒ (7) + 13 = 20

Here are the stats for the creeping doom swarms; there are four swarms: Creeping doom swarm 1 hp 60/60 | AC 18 T 18 FF 14 | Fort +5 Ref +7 Will +3 | Swarm traits, immune to weapon damage. Distraction concentration DC is 22

Mira is poisoned x1, Ariston is poisoned x1, Krowys is poisoned x1, Lazur is poisoned x3. Effect for 1 dose poison: Dexterity Damage: 1d4 ⇒ 1; Lazur's additional doses: Dexterity Damage: 2d4 ⇒ (2, 4) = 6. Frequency is 6 rounds, cure is 1 save

If I have forgotten a positioning or an immunity feel free to retcon and just let me know.


Forces of Nature Battlemap
The Mighty Trer wrote:

Hey folks, sorry about everything. I thought I had stuff more under control than I did, but I have to take a beak for a few. I really am sorry, especially so shortly after saying that I'd be back, but I seem to have overestimated my own abilities compared to IRL stuff going on. I really did enjoy playing with you all, and I hope that this isn't a death knell or anything. Hopefully I'll have the mental bandwidth in some time, but if I don't best of luck to you all!

-
Kazmanaught, AKA Trer.

Kazmanaught, thank you so, so very much for being up front and real about this. I mean it and I really do appreciate your being willing to say and do this, as it is so much more helpful and reassuring than when someone disappears.

I am sorry stuff is just hitting the fan with you and hope things improve for you. Take the time you need and check in with us when you are able.

Trer is a hard one to bot, so I'm just going to retcon that she's still clearing other tunnels. Let's say Ariston just killed one of the serpents completely, and I'll lower the number of ichors to 1.

I need to get to work but I'll update the combat this evening, hopefully. Thanks.


Forces of Nature Battlemap
Lazur Anil wrote:
You did just hit me for 10 strength damage much more and I'm definitely out of the fight :)

(1) 4 + 1d6, which may or may not have been 10

(2) Which you just entirely negated with heal. :)

Again, almost all afflictions y'all may contend with, up to and including death, are curable at this level.

I am saying this not to fight with y'all. I just don't want you to be so afraid of getting your character hurt it holds y'all back. What's the point of playing at this power level if y'all aren't willing to go balls out? I'm not a punitive GM. I may be strict at times in asserting my rulings, but I'm not punitive. I'm here for whacky fun in impossible worlds. I hate it when PCs die and try to avoid it when at all possible, and it bugs me when I fear the players aren't trusting me to give them a good time.


Forces of Nature Battlemap

Given I have seen y'all not yet take more than about 20 hp of damage each (with maybe rare exception), pardon me if I struggle to sympathize. ;) (Tone does not convey well, but that is a largely "teasing tone" intent, not an argument. :))

Do rest assured I have no patience for running more combats than absolutely feels appropriate for the adventure (and to let you guys show off your stuff), and don't want the next segment to be as combat heavy as the original module. This does not, however, mean short adventure days necessarily. If this does not meet expectations we might need to discuss that.


Forces of Nature Battlemap

Krowys, fair point and noted.

Mira if you want to flee 150 feet you can do so; I'm not going to map it out, but it would certainly be well beyond their ability to sense you. In the heat of battle I might ask for a Survival check not to get turned around in the tunnels (which as described have some branching dead ends) which might cause you to lose a turn.

Quite frankly Mira is a near godlike font of power so I'm a little perplexed at the excess caution, to be honest. Y'all have waded through your enemies like hot knives in butter so far. My primary concern in this game is not boring you the players all to death with fights that are too easy, not making your PCs constantly terrified of death.


Forces of Nature Battlemap

Lazur, Ariston, and Trer are up for Round 1

Combat Round 1
Mirabelle: hp 172/172| | AC 25/24 (T16 FF19) | CMD 20 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | freedom of movement, life bubble, mind blank, heroism, invisible, false life, mage armor | exhausted
Hollow Serpent 2 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Hollow Serpent 3 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Hollow Serpent 4 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
YOU ARE HERE--->Lazur Anil: hp 156/156 | AC 32/31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions | death ward, displacement, echolocation, freedom of movement, life bubble, overland flight, enlarge person, long arm, shield, stone skin | 4 Str damage
Ariston: HP 105/105 | AC 34 (T18 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 | ring of force shield, life bubble, shield of faith, true seeing | 8 Str damage, exhausted
The Mighty Trer: HP 195/195 |AC:+4 36/35 T:19 FF:26 (+1 if opp is bigger)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment) | life bubble | exhausted
Giant Immortal Ichor 1 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30 | [slow
Giant Immortal Ichor 2 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30 | slow
Krowys: hp 120/123 | AC 32/31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity | resist fire 30, life bubble overland flight
... and Liber: hp 60/60 | AC 20 T15 FF 17 | Fort +12 Ref +15 Will +15 | SR 22 | exhausted


Forces of Nature Battlemap

One of the Hollow Serpents (#4), noting one of its brethren has fallen from powerful magics coming from the entrance to the chamber, slithers across the floor, bones and dessicated flesh rattling menacingly over the volcanic stone. Seeing and sensing life ahead, it moves within striking range of Ariston, emanating a bone rattle that may be a communication to its allies. It does not yet have time to strike, but as it approaches, all within 30 feet of it feels a pressure upon their bodies, unnatural forces trying to leech their bodies dry.
Hollow Serpent 4, double move and dessication aura activates.
It's hard to tell how life bubble and dessication aura interact, but as it seems to be a supernatural ability targeting the bodies of the living directly and isn't an environmental effect per se, I'm ruling life bubble doesn't protect from it. It only works once save or no anyway.

Ariston DC 26 Fortitude: 1d20 + 15 ⇒ (12) + 15 = 27
Lazur DC 26 Fortitude: 1d20 + 13 ⇒ (1) + 13 = 14
Trer DC 26 Fortitude: 1d20 + 21 ⇒ (20) + 21 = 41

Lazur takes Strength Damage: 1d6 ⇒ 4

Dessication aura from Hollow Serpent 4 cannot further affect Ariston, Lazur, and Trer. If Mira, Krowys, or Liber get within 30 feet of it, they must attempt the save. Same goes for everyone getting within 30 feet of the other two Hollow serpents.

The second Hollow serpent moves to follow the other's lead, getting close, and has enough time to cast a waves of exhaustion spell into the corridor, engulfing the entire party in the effects of the spell. 1 move and cast; 60 foot cone hits everyone

Overcome spell resistance: 1d20 + 16 ⇒ (8) + 16 = 24

Everyone who is not protected by spell resistance that that doesn't beat is exhausted, no save. (Unless of course you are immune to exhaustion.) As best as I can tell, everyone is indeed exhausted, but note if you are not.

Rules wrote:
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

This creature's dessication aura also strikes Ariston and Lazur.

Ariston DC 26 Fortitude: 1d20 + 15 ⇒ (10) + 15 = 25
Lazur DC 26 Fortitude: 1d20 + 13 ⇒ (14) + 13 = 27

Ariston takes Strength Damage: 1d6 ⇒ 6

The third serpent runs across the room, and only Ariston is in range of its dessicating aura. Double move and aura

Ariston DC 26 Fortitude: 1d20 + 15 ⇒ (2) + 15 = 17
Ariston takes Strength Damage: 1d6 ⇒ 2

The good news is Ariston needs to make no further saves versus the auras.


Forces of Nature Battlemap

You should be able to use the battlemap to calculate the sightlines where such factors are relevant. Note that you're invisible and the creatures involved have blindsense or lifesense so line of sight isn't really a factor--they either don't know you're there at all or you're in range of their senses regardless.

I am on the move this weekend; after posting this morning, I may be a little slow over the weekend.

PS Per your earlier post I did note some buffs I don't have on the statblock, but I'm not worried about stuff like ant haul for combat tracking.


Forces of Nature Battlemap

Mira, sorry, but emergency force sphere is not from an allowed source (it's from the Cheliax book). (I always use Archives of Nethys because the source is at the top and is thus easier to see.) That spell isn't on your usual spell list so I assume you were limited wishing it or something. Do you want a different contingency plan?


Forces of Nature Battlemap

Per Mira's suggestion, so we can move forward, going to assume Trer's surprise round action is to move closer to everyone else. Mira, you're up.


Forces of Nature Battlemap

Trer while you're here we are waiting on your surprise round action


Forces of Nature Battlemap

It's 40 feet high in the middle over the grate (and the tunnel you are in goes to 40 ft high--it had to accommodate the ravener), but lowers to about 20 feet high at the edges. (So yes, you can get some height on these things if you wish.)

Will update the fight thread tomorrow.


Forces of Nature Battlemap
Lazur Anil wrote:
Looks good but I don't have death ward, enlarge person nor stoneskin

Then please take those off your statblock. :)

Thanks!


Forces of Nature Battlemap

Does this look ok?

Combat Round 1
Mirabelle: hp 172/172| | AC 25/24 (T16 FF19) | CMD 20 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | freedom of movement, life bubble, mind blank, heroism, invisible, false life, mage armor
Hollow Serpent 1 | HP 60; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Hollow Serpent 2 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Hollow Serpent 3 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Hollow Serpent 4 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Lazur Anil: hp 156/156 | AC 32/31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions | death ward, displacement, echolocation, freedom of movement, life bubble, overland flight, enlarge person, long arm, shield, stone skin
Ariston: HP 105/105 | AC 34 (T18 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 | ring of force shield, life bubble, shield of faith, true seeing
The Mighty Trer: HP 195/195 |AC:+4 36/35 T:19 FF:26 (+1 if opp is bigger)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment) | life bubble
Giant Immortal Ichor 1 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30 | [slow
Giant Immortal Ichor 2 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30 | slow
Krowys: hp 123/123 | AC 32/31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity | resist fire 30, life bubble overland flight
... and Liber: hp 60/60 | AC 20 T15 FF 17 | Fort +12 Ref +15 Will +15 | SR 22 |


Forces of Nature Battlemap

Waiting on Trer before we advance to Round 1, but I'll bot her if the player is unable to post by tomorrow. Here's the initiative roll for next round in the meantime

Ariston Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Krowys Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Lazur Anil Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Mirabelle Initiative: 1d20 + 14 ⇒ (15) + 14 = 29
The Mighty Trer: 1d20 + 4 ⇒ (10) + 4 = 14
Giant Immortal Ichor Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Hollow Serpent Initiative: 1d20 + 9 ⇒ (10) + 9 = 19

Mirabelle, Hollow Serpents, Lazur Anil, Ariston, The Mighty Trer, Giant Immortal Ichors, Krowys

So once Trer acts, Mirabelle can take her round 1 actions


Forces of Nature Battlemap

Sorry about that, I'm nursing bronchitis--my lungs decided they were really unhappy about a bonfire a few days ago, of all things--and got distracted by med time.

Map updated. Bear in mind the edges of the room are dark so if you are seeing with Darkvision, some may be outside of your range. Everyone can see the oozes because they are emitting their own light (making the adjacent squares dim light around them) but they are still under the grate and have cover bonuses to saves and reflex.


Forces of Nature Battlemap

Krowys can quickly see the entire room is nearly blinding with necromantic energy.

Mira moves just a little closer... which is close enough for things able to sense movement and living energy begin to wake up and move. Bones and stone on the floor begin to gather themselves together into corporeal forms serpentine in shape. The rippling purple light in the floor suddenly flashes and coalesces, and begins pushing itself through the grate on top of it--obviously some kind of ooze. Or perhaps multiple oozes amassed together. Lashing pseudopods seek out more information about the sounds it is sensing.

Knowledge Dungeoneering DC 37:
The eerie purple glow and obvious ooze traits suggests it is one or more Immortal Ichors, a legendary intelligent magical mass of blood from an evil immortal creatures. They are highly resistant to most damage, ignore electricity and resist cold, and channel the force of personality of the entities that created it, often able to charm people to its side.

Knowledge Religion DC 31:
The undead slowly shaping are hollow serpents, highly mobile undead able to drain the water and life from all around it. The desecrated nature of the chamber no doubt gives them more power.

The party can get a surprise round since they are slow to activate. Then I will roll initiative. The immortal ichors have a +4 cover bonus to AC this surprise round because they are still mostly under the grate. The statblock below does not include this bonus

Giant Immortal Ichor 1 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30
Giant Immortal Ichor 2 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30
Hollow Serpent 1 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits
Hollow Serpent 2 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits
Hollow Serpent 3 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits
Hollow Serpent 4 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits


Forces of Nature Battlemap

I can safely say that fiends will not be appearing in the near future.

Sorry for delay, will post tomorrow


Forces of Nature Battlemap

I've posted a map on the battle map link. You may wish to confirm your current position. I'm assuming Mira is just on the very edge of the room. Feel free to chat IC further or otherwise act.


Forces of Nature Battlemap

I am working directly off the spell descriptions of both mind blank and true seeing and trying to determine what both intended. I feel like true seeing is an obvious enough spell that people would use to thwart invisibility that something like mind blank would explicitly say "this spell ignores true seeing" if that was the developer's intent.

I also stand by the fact that true seeing is not gathering information--it is outright cancelling the visual ruse to allow you to "see things as they really are."

True seeing is intended to do one thing really well and that is ignore visual illusions and magical blockades to vision.

Further, if mind blank was intended to cancel all divinations it would say just that without the qualifiers or examples. I think interpreting it that way makes it far too powerful--and given you love to use divinations to gather all kinds of information about people and things, if we go with your interpretation of the spell, I could easily use it against you to be sure your divinations on creatures never work again.

Therefore, I stand by my ruling that mind blank does not cancel true seeing.

(ETA: Also I want Ariston to be able to see you so he can heal you. You have a ton of defenses and may never need it, but at this level you never know what is going to happen.)

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