Akaruzug

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166 posts. Alias of Decimus Observet.


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Fair, on all counts!

I'm definitely interested in where the Rise storyline goes, including Return. I have vague notions but don't want to delve further into it outside of the campaign.


Are ye happy to leave it there or do you want to go to the tomb?


I am very happy that there's an srd. It makes finding information so much more straightforward. Which is great with a fairly crunchy system like PF2.


You're welcome, Samar :)

I've certainly learned a bit!


As far as I can tell, ye did well enough on time that you could escape the Night Herald party. Well done!


Once the group collects the countdown clock, they withdraw from the tomb.

They are in time to escape the Night Herald mercenaries who are surely approaching.

The group hands over the clock to Kamisora Vord back in Kelmarane. She’s interested in keeping the artifact and the Dark Tapestry tomes and offers the group a reward of 50 gp for them all. If the group is interested in continuing their association with the Esoteric Order, Lady Vord also agrees to sponsor them in joining the organization.

Fin(?)

The players won’t be returning to playing the characters in this chapter, so exactly what fate lies in store for these characters is up to you and your group to decide.


Neshim mutters about not getting to take sufficiently copious notes but he comes around to your way of thinking. Mainly once he thinks about what the Night Heralds will do to his notes and the group.

Back out the way you entered originally or searching for another way out?


Samar seizes the the strange gemstone with the shimmering hieroglyphics within. This appears to be the countdown clock the group have been sent to retrieve. Scipio determines that the runes in the gemstone are much simplified versions of the numbers counting down on the incomplete walls of the room he remains in, but deciphering them to understand the countdown’s target date would still require several days of observation and study.

The group must now decide whether - or if - to take action involving the secret chamber of contemplation or the suspended figure and bodies.


The door clicks open. The masked figure and the bodies remain suspended in the air.

Samar looks through. This tiny, bleak chamber has unfinished stone walls. One wall is lined with shelves filled with musty, leatherbound books. In the center of the room, an ancient mummified body sits at a stone-topped table, posed as if in meditation or study. Iron bars hold the preserved corpse in place, with cuffs holding its moldering hands on either side of a massive gemstone, within which glowing hieroglyphs shift and change. A brace across the front of the body holds the face forward, staring at the far wall with empty eye sockets. On that wall, a large, ornate mirror frame is filled with a sheet of absolute darkness—black beyond night.


Rolls:

Samar Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Scipio Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Neshim: 1d20 + 5 ⇒ (4) + 5 = 9

Samar definitively latches her hook and rope around one of the non-undead mummies, yanks - and to no avail. The magic holding it up is still intact, its source not yet drained.

Scipio notices something very thoroughly concealed - the outline of a door in the western wall.


Neshim pipes up.

"Retrieving that figure seems apt. That mask is something of a mystery. Why does he have one and not the mummies?"


Rolls:

Samar Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Neshim Arcana - Identify Magic: 1d20 + 5 ⇒ (2) + 5 = 7

The figure floats in the middle of the room, 10 feet off the ground and 10 feet from the ceiling above. Samar can pick out faint shimmering distortions in the air surrounding the figure - physical manifestations of the magic holding him in place.

Neshim squints at the magic, making notes.


Twin Takedown 1: 1d20 + 11 + 1 + 1 ⇒ (13) + 11 + 1 + 1 = 26
Slashing Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Twin Takedown 2: 1d20 + 11 + 1 + 1 - 3 ⇒ (17) + 11 + 1 + 1 - 3 = 27
Slashing Damage: 1d6 + 4 + 14 + 4 + 1 ⇒ (1) + 4 + 14 + 4 + 1 = 24

Samar cuts the remaining mummy into three pieces, which slam to the ground and cease moving.

You are victorious, and the masked figure remains suspended in the air.


@Scipio: To confirm, that's 23 HP healed?

Mummy Guards: AC 16, TAC 13

Samar and Scipio slash at the remaining mummy but it somehow not only remains standing but strikes Scipio!

Lime Fist vs Scipio: 1d20 + 8 ⇒ (16) + 8 = 24

Damage, B: 1d8 + 4 ⇒ (8) + 4 = 12

Lime Fist vs Scipio: 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11

Damage, B: 1d8 + 4 ⇒ (1) + 4 = 5

Lime Fist vs Scipio: 1d20 + 8 - 10 ⇒ (2) + 8 - 10 = 0

Damage, B: 1d8 + 4 ⇒ (1) + 4 = 5

12 damage to Scipio

Neshim rips into its neck with an arrow, which isn't quite enough to finish it off.

Inspire courage, shoot x 2

Longbow, Inspire Courage vs Lime: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21

Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Longbow, Inspire Courage vs Lime: 1d20 + 7 + 1 - 5 ⇒ (12) + 7 + 1 - 5 = 15

Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Initiative

Samar -13
Scipio -12

Mummy Guards: Red -44, Blue -46, Lime -38, Yellow -41
Neshim


@Samar: That was a crit. The last mummy is down a total of -33 HP.


Mummy Guards: AC 16, TAC 13

Scipio's scimitar cuts into one of the newcomers, as Samar drives her own blades at it! While ravaged, it still remains standing.

Hunt target - yellow, twin takedown, twin parry

Twin Takedown 1: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21

Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Twin Takedown 2: 1d20 + 11 + 1 - 3 ⇒ (10) + 11 + 1 - 3 = 19

Damage: 1d6 + 4 ⇒ (5) + 4 = 9

While Scipio's assailant fumbles, the joint target of the trio drives a brutal haymaker at Samar, finally connecting!

Lime Fist vs Scipio: 1d20 + 8 ⇒ (8) + 8 = 16

Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9

Lime Fist vs Scipio: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20

Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10

Lime Fist vs Scipio: 1d20 + 8 - 10 ⇒ (10) + 8 - 10 = 8

Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9

Yellow Fist vs Samar: 1d20 + 8 ⇒ (20) + 8 = 28

Damage, B: 2d8 + 8 ⇒ (8, 5) + 8 = 21

Yellow Fist vs Samar: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4

Damage, B: 1d8 + 4 ⇒ (4) + 4 = 8

Yellow Fist vs Samar: 1d20 + 8 - 10 ⇒ (1) + 8 - 10 = -1

Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9

28 damage to Samar!

Seeing this danger, Neshim fires two arrows at the successful striker, dropping it to the ground!

Inspire courage, shoot x 2

Longbow, Inspire Courage vs Yellow: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19

Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Longbow, Inspire Courage vs Yellow: 1d20 + 7 + 1 - 5 ⇒ (15) + 7 + 1 - 5 = 18

Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Initiative

Samar -38
Scipio

Mummy Guards: Red -44, Blue -46, Lime -10, Yellow -41
Neshim


Mummy Guards: AC 16, TAC 13

Scipio's scimitar finishes off a blue mummy and leaves the other wounded. Then Samar focuses on the remaining mummy adjacent to their position - slaying it outright!

Hunt target - blue, twin takedown, twin parry

Twin Takedown 1: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22

Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Twin Takedown 2: 1d20 + 11 + 1 - 3 ⇒ (13) + 11 + 1 - 3 = 22

Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Blue and red mummies are down!

The remaining pair of mummies stagger over their fallen comrades to strike at the living!

Lime steps up to Scipio

Lime Fist vs Scipio: 1d20 + 8 ⇒ (7) + 8 = 15

Damage, B: 1d8 + 4 ⇒ (1) + 4 = 5

Lime Fist vs Scipio: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15

Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10

Yellow steps up to Samar

Yellow Fist vs Samar: 1d20 + 8 ⇒ (5) + 8 = 13

Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9

Yellow Fist vs Samar: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15

Damage, B: 1d8 + 4 ⇒ (7) + 4 = 11

The second wave of mummies have yet to land a single blow.

No damage to PCs

Neshim keeps launching notes and arrows.

Inspire courage, shoot x 2

Longbow, Inspire Courage vs Yellow: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13

Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Longbow, Inspire Courage vs Yellow: 1d20 + 7 + 1 - 5 ⇒ (7) + 7 + 1 - 5 = 10

Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Initiative

Samar -10
Scipio

Mummy Guards: Red -44, Blue -46, Lime -10, Yellow -10
Neshim


Mummy Guards: AC 16, TAC 13

Samar reweaves her web of steel - to harmful effect.

Hunt target - blue, twin takedown, twin parry

Twin Takedown 1: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Twin Takedown 2: 1d20 + 11 + 1 - 3 ⇒ (15) + 11 + 1 - 3 = 24
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

The mummies strike back but again fail to connect.

Red Fist vs Scipio: 1d20 + 8 ⇒ (15) + 8 = 23

Damage, B: 1d8 + 4 ⇒ (3) + 4 = 7

Red Fist vs Scipio: 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11

Damage, B: 1d8 + 4 ⇒ (1) + 4 = 5

Blue Fist vs Samar: 1d20 + 8 ⇒ (8) + 8 = 16

Damage, B: 1d8 + 4 ⇒ (4) + 4 = 8

Blue Fist vs Samar: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16

Damage, B: 1d8 + 4 ⇒ (3) + 4 = 7

No damage to PCs

Neshim decides to strike at Samar's foe this time!

Inspire courage, shoot x 2

Longbow, Inspire Courage vs Blue: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Longbow, Inspire Courage vs Blue: 1d20 + 7 + 1 - 5 ⇒ (19) + 7 + 1 - 5 = 22

Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Initiative

Samar -10
Scipio
Mummy Guards: Red -22, Blue -34, Lime -10, Yellow -10
Neshim


Mummy Guards: AC 16, TAC 13

Scipio's blast of energy knits flesh back together - and scours undead hides!

I'm not clear on what the Fort DC is for undead to resist Heal. I suspect that it's higher than 13.

Fort Red: 1d20 + 4 ⇒ (7) + 4 = 11
Fort Cyan: 1d20 + 4 ⇒ (7) + 4 = 11
Fort Lime: 1d20 + 4 ⇒ (5) + 4 = 9
Fort Yellow: 1d20 + 4 ⇒ (9) + 4 = 13

The mummy guards move forward. Red and cyan are the only ones with reach to attack this turn. -2 Int scores and all that.

Red Fist vs Scipio: 1d20 + 8 ⇒ (6) + 8 = 14

Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10

Red Fist vs Scipio: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4

Damage, B: 1d8 + 4 ⇒ (2) + 4 = 6

Blue Fist vs Samar: 1d20 + 8 ⇒ (9) + 8 = 17

Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10

Blue Fist vs Samar: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21

Damage, B: 1d8 + 4 ⇒ (8) + 4 = 12

The ravaged frontline of the undead guardians flail at the living but do not land any blows.

No damage to PCs

From behind his companions, Neshim begins his battle whistling - and arrow launching.

Inspire courage, shoot x 2

Longbow, Inspire Courage vs Red: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Longbow, Inspire Courage vs Red: 1d20 + 7 + 1 - 5 ⇒ (10) + 7 + 1 - 5 = 13

Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Initiative

Samar
Scipio -10

Mummy Guards: Red -27, Cyan -20, Lime -10, Yellow -10
Neshim


Mummy Guards: AC 16, TAC 13

Scipio's bolt tears through linen, and the tomb guardian retains enough of a sense of vengeance to lunge towards the monk! The others follow suit, though they lack the foresight to realise that they approach a choke point.

The mummy guards move forward. Red and cyan are the only ones with reach to attack this turn. -2 Int scores and all that.

Red Fist vs Scipio: 1d20 + 8 ⇒ (11) + 8 = 19

Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10

Red Fist vs Scipio: 1d20 + 8 - 5 ⇒ (10) + 8 - 5 = 13

Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9

Blue Fist vs Samar: 1d20 + 8 ⇒ (17) + 8 = 25

Damage, B: 1d8 + 4 ⇒ (8) + 4 = 12

Blue Fist vs Samar: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21

Damage, B: 1d8 + 4 ⇒ (4) + 4 = 8

While Scipio's foe fails to land a blow, Samar's is more fortunate and begins to pummel her! The doughty warrior avoids contracting the foul disease associated with these creatures.

20 damage to Samar

Lesser Mummy Rot (curse, disease, divine, necromancy) This is both a curse and a disease. The disease can’t be healed until the curse is first counteracted. Saving Throw Fortitude DC 16; Stage 1 carrier with no ill effect (1 minute); Stage 2 –1 conditional penalty to Charisma-based checks and DCs (1 day).

Fort Save to avoid disease DC 16: 1d20 + 10 ⇒ (18) + 10 = 28

Fort Save to avoid disease DC 16: 1d20 + 10 ⇒ (6) + 10 = 16

From behind his companions, Neshim begins his battle whistling - and arrow launching.

Inspire courage, shoot x 2

Longbow, Inspire Courage vs Red: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24

Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Longbow, Inspire Courage vs Red: 1d20 + 7 + 1 - 5 ⇒ (2) + 7 + 1 - 5 = 5

Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Initiative

Neshim
Samar -20
Scipio

Mummy Guards: Red -12, Cyan 0, Lime 0, Yellow 0


Gotcha!

And in honour of the day that's in it - the PF 2nd edition SRD!


The trio advance to the west. They stand before the doors from which the dust of years still falls from.

Glowing hieroglyphs shimmer on the walls of this oddly shaped room. Now and then, one of the hieroglyphs shimmers and changes, or it even vanishes altogether, while new glowing glyphs manifest elsewhere where none were previously. Slowly rotating circular diagrams are interspersed with these glowing runes.

Along the walls lean the rigid, immobile shapes of several mummified human bodies, the mechanism by which the dead remain upright not immediately apparent. Portions of the room appear unfinished, with building materials still cluttering the corners. Another body floats limply near the ceiling of the far room, wearing a metal mask over its face. It doesn’t look mummified like the others, and its long hair dangles limply.

GM Rolls:

Scipio: 1d20 + 9 ⇒ (14) + 9 = 23
Samar: 1d20 + 7 ⇒ (16) + 7 = 23
Neshim: 1d20 + 5 ⇒ (6) + 5 = 11

Neshim is distracted by the odd sights, taking notes briefly. Samar recognises that there is a pattern to the changing hieroglyphics, while Scipio realises that the numbers on the wall in fact represent a single enormous number that appears to be in the process of counting down. Unfortunately, damage to the wall combined with the room’s incomplete nature means the countdown wall is somewhat faulty, and thus it’s frustratingly impossible to determine when the countdown began or what and when it’s counting down to.

Entering, the trio can immediately see that not all of the mummified figures held rigid against the walls are truly dead. Four of them—one in each corner of the room — lurch to dusty “life”, malice clear in their movements.

GM Rolls:

Scipio: 1d20 + 9 ⇒ (20) + 9 = 29
Samar: 1d20 + 7 ⇒ (11) + 7 = 18
Neshim: 1d20 + 5 ⇒ (13) + 5 = 18
Mummies?: 1d20 + 7 ⇒ (13) + 7 = 20

Initiative

Scipio
Mummies?
Samar
Neshim

Scipio up!


Neshim flexes his fingers, and gets to work.

Bardic Lore +5 substitutes for any missing knowledge skills

Arcana on Air: 1d20 + 5 ⇒ (7) + 5 = 12

Arcana on Earth: 1d20 + 5 ⇒ (19) + 5 = 24

Nature on Air: 1d20 + 5 ⇒ (4) + 5 = 9

Nature on Earth: 1d20 + 5 ⇒ (20) + 5 = 25

Occultism on Air: 1d20 + 5 ⇒ (2) + 5 = 7

Occultism on Earth: 1d20 + 5 ⇒ (4) + 5 = 9

Religion on Air: 1d20 + 5 ⇒ (13) + 5 = 18

Religion on Earth: 1d20 + 5 ⇒ (20) + 5 = 25

Loremaster's Recall on Arcana on Air: 1d20 + 5 ⇒ (7) + 5 = 12

Loremaster's Recall on Nature on Air: 1d20 + 5 ⇒ (16) + 5 = 21

He grins:

"I understand them both, as I knew I surely would with the gems to hand!"

The gnome fiddles with the emblems, selecting the correct components of each equation by touching them in the correct order, causing them to shimmer and glow. Each ring rotates counterclockwise so that the elemental emblem lines up between the stone door and the central dais. Once all four are in a line, you all see the double doors behind you to the west grind open.

C5 is now accessible


Cheers for the heads up!


C4

Returning to the chamber of planar alignment, it rapidly becomes obvious that the four elemental gems would fit neatly into slots in the appropriate faceted indentations.

Quote:

The magical traditions and equations spelled out by the runes on each elemental emblem can be deciphered with some difficulty; a PC who

succeeds at a DC 25 Arcana, Nature, Occultism, or Religion check can decipher the equations on a single emblem. Placing an elemental gem of the same elemental theme as the emblem in the faceted indentation causes several of the runes to pulse and glow while the others fade from view—this reduces the DC of the skill check to 20.


Lesser Water Elemental: AC 20, TAC 20

Scipio and Neshim focus their fire, and the fish form dissipates!

Inspire courage, shoot x 2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21

Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (18) + 7 + 1 - 5 = 21

Damage: 1d8 + 1 ⇒ (7) + 1 = 8

All that remains of the pair of threats is a stony gem in a heap of rubble, and a shimmering gem drifting to the bottom of the water.

Victory! What's next?

Scipio -3
Samar
Neshim -8


Unfortunately, the watery foe manages to dodge all of Samar's strikes.

Scipio still to go


Lesser Water Elemental: AC 20, TAC 20

Samar's blows tear watery shreds from the elemental and Neshim lands another arrow in its form.

Inspire courage, shoot x 2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22

Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (12) + 7 + 1 - 5 = 15

Damage: 1d8 + 1 ⇒ (1) + 1 = 2

The water elemental slams Scipio, smashing him hard!

Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Wave: 1d20 + 13 ⇒ (19) + 13 = 32

Damage, B: 2d8 + 6 ⇒ (5, 5) + 6 = 16

Push 5ft

Wave: 1d20 + 13 - 5 ⇒ (8) + 13 - 5 = 16

Damage, B: 2d8 + 6 ⇒ (4, 5) + 6 = 15

Push 5ft

Wave: 1d20 + 13 - 10 ⇒ (19) + 13 - 10 = 22

Damage, B: 2d8 + 6 ⇒ (4, 7) + 6 = 17

Push 5ft

19 damage

Initiative

Scipio -30
Samar

Neshim -8
Lesser Water Elemental -66


Lesser Water Elemental: AC 20, TAC 20

Neshim keeps whistling, and keeps shooting. His first shot and Samar's first strike are successful.

Inspire courage, shoot x 2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25

Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (12) + 7 + 1 - 5 = 15

Damage: 1d8 + 1 ⇒ (6) + 1 = 7

The water elemental keeps striking at Scipio, eager to put him down and stop his healing - though to little avail.

Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Wave: 1d20 + 13 ⇒ (4) + 13 = 17

Damage, B: 2d8 + 6 ⇒ (1, 1) + 6 = 8

Push 5ft

Wave: 1d20 + 13 - 5 ⇒ (9) + 13 - 5 = 17

Damage, B: 2d8 + 6 ⇒ (8, 5) + 6 = 19

Push 5ft

Wave: 1d20 + 13 - 10 ⇒ (17) + 13 - 10 = 20

Damage, B: 2d8 + 6 ⇒ (7, 4) + 6 = 17

Push 5ft

Initiative

Scipio -20
Samar

Neshim -17
Lesser Water Elemental -40


Minor Earth Elemental: AC 19, TAC 15

Lesser Water Elemental: AC 20, TAC 20

The stone mastiff crumbles to pieces under Samar's assault.

Neshim wakes, whistles, stands, and shoots!

Inspire courage, stand, shoot

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Damage: 1d8 + 1 ⇒ (1) + 1 = 2

The water elemental turns its attention back to Scipio.

Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Wave: 1d20 + 13 ⇒ (5) + 13 = 18

Damage, B: 2d8 + 6 ⇒ (8, 1) + 6 = 15

Push 5ft

Wave: 1d20 + 13 - 5 ⇒ (9) + 13 - 5 = 17

Damage, B: 2d8 + 6 ⇒ (8, 6) + 6 = 20

Push 5ft

Wave: 1d20 + 13 - 10 ⇒ (16) + 13 - 10 = 19

Damage, B: 2d8 + 6 ⇒ (1, 1) + 6 = 8

Push 5ft

Initiative

Scipio -20
Samar

Minor Earth Elemental -41 - DEAD
Neshim -17
Lesser Water Elemental -30


Minor Earth Elemental: AC 19, TAC 15

Lesser Water Elemental: AC 20, TAC 20

The stone mastiff is eager to smash down Samar and swings wildly!

Fist: 1d20 + 8 ⇒ (5) + 8 = 13

Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Fist: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18

Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Fist: 1d20 + 8 - 10 ⇒ (18) + 8 - 10 = 16

Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Neshim whistles as he shoots at the water-formed fish!

Inspire courage, shoot x 2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (17) + 7 + 1 - 5 = 20

Damage: 1d8 + 1 ⇒ (5) + 1 = 6

The water elemental continues to lash out at the gnome, striking him down!

Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Wave: 1d20 + 13 ⇒ (18) + 13 = 31

Damage, B: 2d8 + 6 ⇒ (8, 5) + 6 = 19

Push 5ft

Wave: 1d20 + 13 - 5 ⇒ (18) + 13 - 5 = 26

Damage, B: 2d8 + 6 ⇒ (7, 4) + 6 = 17

Push 5ft

Wave: 1d20 + 13 - 10 ⇒ (9) + 13 - 10 = 12

Damage, B: 2d8 + 6 ⇒ (6, 8) + 6 = 20

Push 5ft

Initiative

Scipio -20
Samar

Minor Earth Elemental -14
Neshim DOWN
Lesser Water Elemental -30


Minor Earth Elemental: AC 19, TAC 15

Lesser Water Elemental: AC 20, TAC 20

The stony mastiff charges out of the wall, occupying the entrance, and tears at Neshim!

Earth Glide (20ft), fist x 2 vs Neshim

Fist: 1d20 + 8 ⇒ (7) + 8 = 15

Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Fist: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12

Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Neshim whistles as he walks backwards, towards the water!

Inspire courage, step x 2 north

The water elemental continues to smack, this time striking at the gnome.

Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Wave x 3 vs Neshim

Wave: 1d20 + 13 ⇒ (7) + 13 = 20

Damage, B: 2d8 + 6 ⇒ (5, 8) + 6 = 19

Push 5ft

Wave: 1d20 + 13 - 5 ⇒ (2) + 13 - 5 = 10

Damage, B: 2d8 + 6 ⇒ (2, 7) + 6 = 15

Push 5ft

Wave: 1d20 + 13 - 10 ⇒ (15) + 13 - 10 = 18

Damage, B: 2d8 + 6 ⇒ (2, 2) + 6 = 10

Push 5ft

Initiative

Scipio -20 ???
Samar

Minor Earth Elemental -7
Neshim -19
Lesser Water Elemental -24


@Scipio: Certainly!

Minor Earth Elemental: AC 19, TAC 15

Lesser Water Elemental: AC 20, TAC 20

As Samar's arrows strike it, the earth elemental, in the vague shape of a rocky mastiff suddenly crumples into the rubble it was hiding in.

Crumble: Trigger The elemental takes damage from a hostile source
while atop rock or earth.
Effect The elemental crumbles into the ground, burrowing down 5 feet. This burrowing does not trigger reactions. The elemental can’t use this reaction if it emerged from the ground earlier this round.

And then, there is a sense of movement from that direction.

Samar: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Scipio: 1d20 + 9 ⇒ (20) + 9 = 29
Neshim: 1d20 + 5 ⇒ (19) + 5 = 24

Which the group all realise comes through the stone at the bottom of the water - and is now behind and below them. The elemental is in the wall!

Earth Glide (20ft) x 3

Neshim takes the opportunity to shoot at the watery foe!

Inspire courage, shoot x 2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22

Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (19) + 7 + 1 - 5 = 22

Damage: 1d8 + 1 ⇒ (4) + 1 = 5

The water elemental coalesces into a watery fish, and disturbs the water around it.

Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

And then it rushes through the water, and a series of waves blast out towards Scipio!

Swim 65ft, Wave x 2 vs Scipio

Wave: 1d20 + 13 ⇒ (16) + 13 = 29

Damage, B: 2d8 + 6 ⇒ (7, 7) + 6 = 20

Push 5ft

Wave: 1d20 + 13 - 5 ⇒ (13) + 13 - 5 = 21

Damage, B: 2d8 + 6 ⇒ (3, 3) + 6 = 12

Push 5ft

Initiative

Scipio -20
Samar

Minor Earth Elemental -7
Neshim
Lesser Water Elemental -14


Samar notes that the stony creature to the northeast is a slightly easier target and launches arrows against it.

Neshim whistles, and fires his own arrows at the same creature. though to less effect.

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15

Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (11) + 7 + 1 - 5 = 14

Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Initiative Rolls:

Samar Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Scipio Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Neshim Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Lesser Water Elemental Stealth: 1d20 + 11 ⇒ (5) + 11 = 16

Minor Earth Elemental Stealth: 1d20 + 7 ⇒ (11) + 7 = 18

Scipio up, then elementals and Neshim

Initiative

Scipio
Minor Earth Elemental
Neshim
Lesser Water Elemental
Scipio
Samar


@Scipio: Good reminder!

Find anything?:

Scipio: 1d20 + 9 ⇒ (8) + 9 = 17
Samar: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Neshim: 1d20 + 5 ⇒ (15) + 5 = 20

Scipio and Neshim believe they can spy unnaturally swirling water to the northwest.

Samar notes this also, and realises the rubble to the northeast conceals a lurking creature.

Neither of these have reacted - yet.


This large cavern seems to have been dedicated to the ideals of water and earth. A set of rough natural stairs leads down from the main passage into this natural chamber. Holes piercing the walls of the cave allow rivulets of water to filter into this room, flooding the floor. Several flat-topped stones project above the water, which is 15 feet deep but calm.

DC 12 Athletics check to Swim through the water. DC 10 Athletics check to Climb onto one of the rocky outcroppings from the water. Each outcropping rises just 1 foot above the water’s surface, or 5 feet for the stones in the northeastern chamber; a creature in the water can Take Cover behind these larger stones.

What next?


Pierced by arrows, the elemental's form is increasingly ragged, but it continues to strike and strike!

Gust x 3

Gust vs Samar: 1d20 + 10 ⇒ (11) + 10 = 21

Damage, B: 1d6 + 4 ⇒ (3) + 4 = 7

Gust vs Samar: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18

Damage, B: 1d6 + 4 ⇒ (3) + 4 = 7

Gust vs Samar: 1d20 + 10 - 10 ⇒ (15) + 10 - 10 = 15

Damage, B: 1d6 + 4 ⇒ (6) + 4 = 10

Samar injured for 7 hp

Neshim whistles, as he plants a pair of arrows through the elemental, finally slaying it!

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (19) + 7 + 1 - 5 = 22

Damage: 1d8 + 1 ⇒ (2) + 1 = 3

The body of the air elemental condenses into a transparent gem, which falls to the ground. A similar-sized but reddish-brown gem lies on the ground where its fiery companion fell.

Elemental Gems, Rulebook p389:

ELEMENTAL GEM ITEM
Price 120 gp
Method of Use held, 1 hand; Bulk —
Activation Command Activation, Operate
Activation
You shout the name of an Elemental Lord and dash this glassy gem
against a hard surface to activate it. It cracks open, casting a 5thlevel summon monster spell to summon forth a lesser elemental
that’s under your control as long as you spend an action each
round to Concentrate on a Spell.
This gem comes in four varieties: transparent for an air
elemental, light brown for an earth elemental, reddish orange for
a fire elemental, and blue-green for a water elemental.

Combat over! There is little else of interest in this room. Where to next? Back to C2, C4, or try somewhere/something else?


Air Elemental Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Samar Stealth: 1d20 + 6 ⇒ (3) + 6 = 9

Samar Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Scipio Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Neshim Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Samar's arrow flies, injuring the already torn air elemental. It has repaired itself little since last you last saw it (+3 HP).

However, it is swift to react, and charges at her! However, its blows are ineffectual.

Move to within 10ft of Samar, Gust x 2

Gust vs Samar: 1d20 + 10 ⇒ (2) + 10 = 12

Damage, B: 1d6 + 4 ⇒ (3) + 4 = 7

Gust vs Samar: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12

Damage, B: 1d6 + 4 ⇒ (5) + 4 = 9

Neshim turns the corner and begins to whistle as he launches an arrow!

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24

Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Initiative:

Scipio
Samar

Lesser Fire Elemental - Still Exploded
Minor Air Elemental -23
Neshim


Yes, you can fully heal as well as level up.


@All: Apologies for the delay. My free time is going to be quite limited over Friday, Saturday, and Sunday. I might be able to post later on over the three days, but I can't guarantee that I'll be able to.


No worries!


To all:

You are Level 5.

Enjoy!

Open to suggestions on Neshim's level up.


The trio withdraws past the stairs into the main corridor. The air elemental has not followed.

What do you do now?


@Samar, I have no issue with that. I doubt her hatchets went far from her!

Samar withdraws, Scipio strikes, but to no avail. And the air elemental does hurt him.

Its AC and TAC is 20

Gust at Scipio x 3

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (13) + 10 = 23

Damage, Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10

Gust: 1d20 + 10 - 5 ⇒ (2) + 10 - 5 = 7

Damage, Bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9

Gust: 1d20 + 10 - 10 ⇒ (4) + 10 - 10 = 4

Damage, Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10

Scipio is hit for 10 damage.

Neshim keeps whistling as he keeps stabbing, managing to nick the creature!

Inspire Courage +1, Sooth on Samar, stabs at air elemental

Rapier, Inspire Courage: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage, pbs: 1d6 - 1 ⇒ (2) - 1 = 1

Rapier, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (13) + 7 + 1 - 5 = 16
Damage, pbs: 1d6 - 1 ⇒ (4) - 1 = 3

Initiative:

Neshim -13
Scipio -10
Samar -57

Lesser Fire Elemental -Exploded
Minor Air Elemental -18


Samar remains unconscious on the ground.

Fortitude Save vs Class DC + 2...which I can't figure out immediately: 1d20 + 8 ⇒ (7) + 8 = 15

Move, gust at Neshim x 2

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (11) + 10 = 21

Damage, Bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6

Gust: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16

Damage, Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5

Gust: 1d20 + 10 - 10 ⇒ (11) + 10 - 10 = 11

Damage, Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10

Neshim hit for 6 damage.

Neshim keeps whistling as he channels energies into Samar and strikes at the elemental with his rapier!

Inspire Courage +1, Sooth on Samar, stabs at air elemental

Sooth for HP: 1d6 + 4 ⇒ (3) + 4 = 7

Rapier, Inspire Courage: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage, pbs: 1d6 - 1 ⇒ (4) - 1 = 3

Initiative:

Neshim -13
Scipio
Samar -57

Lesser Fire Elemental -Exploded
Minor Air Elemental -17


@Samar: I'm inclined to agree! And good work on sorting out that order of events.

Samar is thrown to the ground by the death-throes of the fire elemental. The air elemental is singed but advances upon Neshim, who is the nearest enemy still standing.

Move, gust at Neshim x 2

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (9) + 10 = 19

Damage, Bludgeoning: 1d6 + 4 ⇒ (3) + 4 = 7

Gust: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18

Damage, Bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6

Neshim hit for 7 damage.

Neshim is still scorched and now smacked but refuses to quit his whistling or arrow-flinging. One arrow does tear into the airy form, disrupting it slightly.

Inspire Courage +1, shoots at air elemental x2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage, pbs: 1d8 + 1 ⇒ (7) + 1 = 8

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (1) + 7 + 1 - 5 = 4
Damage, pbs: 1d8 + 1 ⇒ (7) + 1 = 8

Initiative:

Neshim -7
Scipio
Samar Dying 2
Lesser Fire Elemental -Exploded
Minor Air Elemental -14


Just before Samar looses consciousness yet again, the fire elemental is torn apart from within, erupting into a short-lived blast of flame!

Explosion (fire) When the elemental dies, it explodes, dealing
3d6 fire damage to all creatures in a 10-foot aura (Reflex DC
18 half, double damage on a critical failure, no damage on a
critical success).

Fire Damage: 3d6 ⇒ (2, 4, 5) = 11

Air Elemental Reflex Save: 1d20 + 9 ⇒ (17) + 9 = 26

Neshim Reflex Save: 1d20 + 5 ⇒ (11) + 5 = 16

Neshim down 11. Minor air elemental down 6. Samar gets to make a save before persistent fire damage kicks in. Scipio still to go.


There have been some brutal fights in this adventure, and I have cut on the numbers where there were lots of enemies.

The fire elemental is in really bad shape but it's not quite dead yet. Hopefully this turn coming ye will get the upper hand.

Neshim used his 1st level spells, just to note.

I think a level up would be fair after this fight.


Samar is scorched, but remains on her feet, if barely. Scipio adds his fire to Neshim's. The fire elemental staggers, and rents are visible in its form, but it is not quite banished yet, and strikes back brutally, sending her sprawling.

Fire Tendril: 1d20 + 13 ⇒ (6) + 13 = 19

Damage, Fire: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Samar hit for 15 damage, so she's down

Moving closer to Samar's fallen form, the equine form of the elemental strikes at Scipio!

Fire Tendril: 1d20 + 13 - 5 ⇒ (16) + 13 - 5 = 24

Damage, Fire: 2d6 + 6 ⇒ (6, 6) + 6 = 18

18 damage to Scipio and persistent fire damage

However, the fire elemental in its aggression has ignored that the air elemental can no longer reach foes.

Persistent Damage:

Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “[type]” is the damage type. While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat check to remove the persistent damage. You roll the damage dice anew each time you take the persistent damage. Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals damage immediately and also deals persistent damage, you don’t take the persistent damage if you negate the other damage. For example, an attack that deals slashing damage and persistent bleed damage wouldn’t deal the persistent bleed damage if you blocked all of the slashing damage.

You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. All
types of persistent damage occur at once, so if something triggers when you take damage, it triggers only one time.

Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive. Bleeding automatically ends if you’re healed to your maximum Hit Points.

You or an ally can spend actions to help you recover from persistent damage, such as casting healing spells or using Medicine to Administer First Aid against bleeding, dousing a flame, or washing off acid; successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.

Neshim treats the arrows as a contest with Scipio. And the fire elemental staggers more, holes starting to tear open in its form. He also finds time to blast Samar with healing power.

Inspire Courage +1, shoots at fire elemental x2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage, pbs: 1d8 + 1 ⇒ (2) + 1 = 3

Soothe on Samar: 1d6 + 4 ⇒ (2) + 4 = 6

Scipio and Samar up!

Initiative:

Neshim
Scipio -18
Samar -54

Lesser Fire Elemental -70
Minor Air Elemental


Scipio heals while Samar slashes at the fiery elemental. Her solid blows do not cut as deeply as she might have expected.

Immune to critical hits among things

Both elementals keep battering at Samar, testing her ability to parry. Both land their first blows, but both keep missing after those.

Fire Tendril: 1d20 + 13 ⇒ (13) + 13 = 26

Damage, Fire: 2d6 + 6 ⇒ (1, 2) + 6 = 9

Fire Tendril: 1d20 + 13 - 5 ⇒ (1) + 13 - 5 = 9

Damage, Fire: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Fire Tendril: 1d20 + 13 - 10 ⇒ (2) + 13 - 10 = 5

Damage, Fire: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (10) + 10 = 20

Damage, Bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6

Gust: 1d20 + 10 - 5 ⇒ (9) + 10 - 5 = 14

Damage, Bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9

Gust: 1d20 + 10 - 10 ⇒ (7) + 10 - 10 = 7

Damage, Bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9

15 damage for Samar, bring her down to 3 hp - with persistent fire damage too

Persistent Damage:

Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “[type]” is the damage type. While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat check to remove the persistent damage. You roll the damage dice anew each time you take the persistent damage. Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals damage immediately and also deals persistent damage, you don’t take the persistent damage if you negate the other damage. For example, an attack that deals slashing damage and persistent bleed damage wouldn’t deal the persistent bleed damage if you blocked all of the slashing damage.

You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. All
types of persistent damage occur at once, so if something triggers when you take damage, it triggers only one time.

Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive. Bleeding automatically ends if you’re healed to your maximum Hit Points.

You or an ally can spend actions to help you recover from persistent damage, such as casting healing spells or using Medicine to Administer First Aid against bleeding, dousing a flame, or washing off acid; successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.

Neshim keeps looseing arrows against the fiery thing, though unfortunately no arrows find their target.

Inspire Courage +1, shoots at fire elemental x2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Damage, pbs: 1d8 + 1 ⇒ (6) + 1 = 7

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (5) + 7 + 1 - 5 = 8
Damage, pbs: 1d8 + 1 ⇒ (3) + 1 = 4

Scipio and Samar up!

Initiative:

Neshim
Scipio
Samar -61

Lesser Fire Elemental -42 Including 6 more damage that I forgot from one of Neshim's earlier shots
Minor Air Elemental

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