Tragershen: withdrawing is a full-round action, but I don't think you're actively threatened at the moment (and all possible AOOs have been triggered by others), so you can have a double move if you want it--that'd put you pretty far away indeed, around the door to Room 7 on the map. If this turns into a high-speed pursuit, we may need to refer to the map more often than usual for us. I have Anzath, Ippolit, Terapin, and Bedlam in Room 1, Tragershen possibly in the hall with Room 7 or with the crew, and Aurora, Lolly, Talathel, and Gelver still in the original skelly room.
Aurora may act yet!
The gooey skeletons howl with rage!
One stands and pursues Bedlam, now adjacent to the dwarf (and out of actions.
The second is only tanglegooed, not prone, and manages to close with the dwarf and add a single slash:
Sword: 1d20 + 10 ⇒ (19) + 10 = 291d6 ⇒ 11d3 ⇒ 1
Bedlam's strength leaves his body, cut by cut.
Aurora and Tragershen may act!
As Bedlam arms his bomb, blades slash in from the darkness:
Sword AOO: 1d20 + 10 ⇒ (17) + 10 = 271d6 ⇒ 11d3 ⇒ 2
Bedlam's thick skin parries one of them, but the other draws yet further strength from the heroic dwarf.
Then, Bedlam slam-dunks the bomb on the skeleton in front of him.
Miss on a 1: 1d2 ⇒ 2
Ref save direct hit: 1d20 + 6 ⇒ (2) + 6 = 8
The blast rips through the skeleton, and Bedlam skillfully excludes himself and his allies from the blast. Then he starts dragging his heavy body to the door.
I'll admit it, that went better than I expected it to!
@Anz: Yeah, I think so. Only you and Terapin have moved into the light, but one way or the other, you'll all be moving to the light before long, I reckon. @Bedlam, I'll take your question as instructions to "proceed with move as stated" unless you change course...
This has absolutely nothing to do with my conversation with Bedlam, but, all: remember that if you desire to keep playing a particular character after their death, such can always be arranged. Perhaps with an assist from Orcus, but, arranged.
Bedlam, probably intentionally clearing the way for his friends' retreat by sacrificing himself, primes a bomb and moves one foot toward the door... while threatened by two or three skeletons (prone ones won't threaten, of course). The GM, fondly gazing down on the mad dwarf, whispers in his ear, "That's an awful lot of AOOs, Bed, for making a ranged attack or for moving out of a threatened square. But I'll tell ya that the monsters don't have Combat Reflexes, and that move will make it safer for your friends if you take them all... and I'm sure They'll find some way to revive you. Still want to do it?"
Can't remember if you have "close quarters thrower" or something else like that...
Talathel closes his eyes (despite the darkness) and empties his mind of all but the sounds of combat. He uses Martial Mastery to acquire Blind Fight. Then, he does the Talathel thing and tries to flip his foes onto their backs.
Concealment miss on a 1, reroll with blindfight!
Trip 1: 1d20 + 13 ⇒ (13) + 13 = 261d2 ⇒ 2
With his reach weapon and a 5 ft step, Tal can easily reach three black skeletons and has them all on their backs in short order.
which ones? reroll duplicates: 1d6 ⇒ 41d6 ⇒ 61d6 ⇒ 41d6 ⇒ 3
He intones calmly, "I have knocked several of them prone. It might be an opportune moment to withdraw."
Gelver, being Gelver, instead takes this opportunity to hack at the closest screaming monster:
must crit to do enough damage to overcome DR, hits prone one on a 2 longsword: 1d2 ⇒ 21d20 + 3 ⇒ (13) + 3 = 16
...he's badly outclassed.
Ippolit takes Anzath's advice and heads to the light, feeling his way with his guisarme double move, half speed
The black skeleton that had been fighting Anzath shifts its attention to a threatening foe that will allow it to bring both its blades to bear:
is someone close enough? 1 yes 2 no: 1d2 ⇒ 2
1 bed, 2 lol, 3 tal: 1d3 ⇒ 2
It has to move more than 5 ft to reach Lolly, limiting it to a single slash.
Sword: 1d20 + 10 ⇒ (8) + 10 = 181d6 ⇒ 11d3 ⇒ 3
The mighty barbarian feels weakness beginning to gnaw at his strength.
The next skeleton had waded into the party to reach Terapin, so it seeks its new victim from the back line:
1 aur 2 tra: 1d2 ⇒ 1
is someone close enough for a full attack? 1 yes 2 no: 1d2 ⇒ 1
The cleric is attacked by two swift blades:
Sword: 1d20 + 10 ⇒ (8) + 10 = 181d6 ⇒ 11d3 ⇒ 3
Despite her formidable defenses, she too takes a hit and feels strength ebbing from her body.
The last skeleton had been knocked prone and thus stands up, swinging once at Bedlam:
Sword: 1d20 + 10 ⇒ (17) + 10 = 271d6 ⇒ 61d3 ⇒ 3
...max damage of both kinds! Bedlam is feeling a little lightheaded by now. Or maybe it's heavy-headed?
I honestly can't tell if Anz just passed or failed her WIS check...
Anzath rushes out of the room, taking AOOs?: 1d3 - 1 ⇒ (2) - 1 = 1 an attack of opportunity on her way. She probably realizes that these things can definitely see her.
Stab: 1d20 + 10 ⇒ (13) + 10 = 231d6 ⇒ 41d3 ⇒ 2
The slayer's strength is sapped again.
BUT, when she through the doorway back into the entry hall (#1), she steps into the light. The sludgy magic darkness doesn't spill around corners, at least. Anzath can see.
Lolly, Terapin, and Anzath may act! And then I'll run Tal, Ipp, and Gelver.
That's a tough call for me... on the one hand, you can't see them. On the other, you got a nice roll there. I guess because you HAVE met someone similar before, I'll give it to you.
Tragershen's keen ears (perception 27) and quick thinking (29) combine so that when he hears the monster direct his companions to focus on Bedlam, he is reminded of the very similar "voice" of the black skeleton you met in October, 2018. I mean... a couple months ago. He'd also remember that they can drain strength with their blades and that they have a formidable good AND bludgeoning DR. These also seem to be enveloped in darkness that does not affect their sight, so it's not a perfect match...
Tragershen: if you'd like to change your move from Haste to something else because of the above info, you may.
Good questions. You are in magical darkness that currently fills everything you can see, but that may have something to do with your current location in a small room/corridor (see map, room 2). Paizo's FAQ says you can't see through magical darkness to things outside of it. If you try to leave the area, you'll need Acrobatics to avoid the Blinded move penalty: "Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone."
Aurora, as a 7th level cleric, you probably can deduce part of what's going on because you have access to this spell...
Terapin: the ceilings are 10 ft high.
Lolly: you'd be able to pinpoint them with Scent, but since they are shrieking anyway, it won't make a huge difference as far as targeting goes. Scent doesn't remove concealment, as I recall. If the monsters were to go silent, Scent would become extremely useful.
Tragershen: the darkness flooded out of the door, so you haven't seen anything on the other side. But you could throw something into the space where the door was when you could still see it.
Tragershen Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Trag, you know that there's one more of these monsters beyond the door. The other five are already among your companions, with one already having reached Terapin on the back line.
One of the voices stops shrieking inarticulately and instead shrieks, "Ο νάνος είναι επικίνδυνος, σκοτώστε τον!"
The dwarf is dangerous, kill him!
Bedlam finds himself surrounded by shrieking voices and the shwoosh of blades in the dark:
Flanking Entangled Sword: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 131d6 ⇒ 41d3 ⇒ 2
Flanking Sword: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 251d6 ⇒ 41d3 ⇒ 3
Another blade clanks off Bedlam's armor, but the next gives him a mild cut, the sort that wouldn't worry our hero much on a normal day (a shaving accident, if he ever shaved). But here, the razor saps his strength after cutting his flesh...
Four regular damage, three STR damage!
Aurora and Tragershen may act!
d8 for random splash weapon, 1 is Bedlam bombing himself, 2 is a friend, 3-4 a foe, 5-8 just some splash damage: 1d8 ⇒ 8
Bedlam and one of the Things in the Dark are hit by splash damage.
Ref Bed: 1d20 + 9 ⇒ (15) + 9 = 24
I just remembered that Splash Weapon Mastery allows you to shift your bomb if you miss, so I guess Bedlam will remove himself from danger, leaving splash on the Thing and catch one other:
Ref Thing 2: 1d20 + 6 ⇒ (2) + 6 = 8
When Bedlam's bomb slips from his fingers, he hackey-sacks it towards the shrieking voices.
Anzath, while unlikely to "see" anything in this pitch darkness, will have no trouble perceiving her shrieking antagonist as it approaches her. Once it is within a sword's swing, she lashes out:
1 miss 2 hit: 1d2 ⇒ 1
Her slice whooshes past the thing in the dark.
Short Sword: 1d20 + 10 ⇒ (14) + 10 = 241d6 ⇒ 41d3 ⇒ 2
Four damage, two STR damage
A blade in the dark rips into Anzath, and she feels her strength ebbing away. Either the foe is very lucky, or it doesn't need vision in order to see.
Two more of the screaming monsters move into the room:
Alpha order to see who gets got: 1d7 ⇒ 61d7 ⇒ 3
One makes a beeline to Terapin, seeming not to care a whit that the halfling is invisible.
Short Sword: 1d20 + 10 ⇒ (11) + 10 = 211d6 ⇒ 41d3 ⇒ 1
The wound stings. The loss of strength is perhaps more disturbing for a creature who was already quite frail.
Four damage, one STR damage
The last moves up to Bedlam and stabs, too:
Short Sword: 1d20 + 10 ⇒ (3) + 10 = 131d6 ⇒ 31d3 ⇒ 3
Bedlam is luckier than the others--he is unscathed, protected by his armor.
And he may act!
As the door creaks open, a horrid antilight, an awful, almost slimy, almost solid darkness pours from the gap, filling the small room where you stand. A chorus of deathly shrieks echoes through the turbid dark.
Some of you have an experience for the first time that others have had many times before--the sense of being in total darkness. The curtains fall over everyone's eyes, even those of you with darkvision.
Aurora and Nico: 1d20 + 1d3 ⇒ (16) + (2) = 18
Of course They roll well... g'ready!
I'm going to update the map in a moment. You've opened the door to room 2. Congrats on finishing the floor! Good luck! Anzath may act!
The party avoids charging through the spiky stone hallway, instead returning to the room with the stairs where they entered. It feels so long ago, now.
They approach the final door.
Anzath underground: 1d20 + 15 - 3 ⇒ (20) + 15 - 3 = 32
Aurora and Nico: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
They open the final door. Inside, a winding passage eventually connects with the rumble spiky rock hallway. On the way out, you inspect your location more carefully.
Anzath underground: 1d20 + 15 ⇒ (2) + 15 = 17
Aurora and Nico: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Anzath pronounces the room clear, but every single other member of the party has some kind of helpful hint or observation that eventually leads to the collective discovery of a secret door.
Do you open it?
Anzath lashes out at the rumbling object, swinging a vital strike at... a rolling rock covered with spikes.
Kritfisher reverberates with the shock, but the ancient magic enchanting the blade holds it together. The edge could use a sharpening, though, after that hit!
I don't think that Kritfisher will be targeted with more object damage, but remind me of this if Anz gets hit with Shatter or whatnot! 22 damage to the sword, 12 hardness, 15 HP = 10 damage, 5 HP left, I think, following the "every action has an equal and opposite reaction" rule.
The giant spiked ball sits still for a moment or two. Then, it rolls on back down the hall beyond Bedlam's door.
Good to see you, Tal! Get well ASAP!
I have a little yuletide cheer for everyone--you know that song "Good King Wenceslaus"? It's about a king and his page feeding a poor dude they find in the woods. But he wasn't a king, he was a duke. And he was supposedly a pretty good guy, but he was assassinated by his brother who then took the throne. His rep was so good and his death so awful that folks canonized him and saved his bones for relics.
The story doesn't end there--his page, the very same one from the song, the one who fetched the flesh and wine and pine logs thither (wink wink, says Christian doctrine), the one who, in the most beautiful part of the song, follows literally in Wency's footsteps:
Mark my footsteps, good my page
In his masters step he trod
(such good imagery!)
...well that page was named Podevin. And, later, Podevin tracked down the leader of the band of assassins who killed Wenceslaus (he was good at following tracks?). The assassin must have seen the young man approaching with naked steel in his hand and death in his eyes, and must have said something like "Podevin, you have me cornered. But if you kill me, the new duke will kill you, and horribly."
Because we have this one line in the historical record from Podevin, who told the duxicidal assassin,
"God will care for my health and salvation, but you have lost all your health and salvation long ago and you will die in sin for ever."
And then he killed him! Inigo Montoya, take a seat. And the new duke did indeed hang young Podevin, whose body was left dangling for YEARS.
Merry Christmas from History--may Rappan Athuk strive to reach such a high standard of awfulness and drama! And crown-wearing skulls!
Bedlam's digestion vs. egg sacs in grubs DC 15: 1d20 + 9 ⇒ (20) + 9 = 29
Bedlam's consumption of raw rot grub would kill most people. Most dwarves. But for him, the latent eggs in each grub is just extra protein.
You hear a deep, threatening rumbling. It's not Bedlam's stomach, and it seems to be coming from a passage leading north out of the tomb roomb.
When Bedlam opens the tomb rot grubs wake from a very long dormancy and attack the dwarf! Two of the sausage-sized beasts leap out, nimble as fleas, and try to begin burrowing into Bedlam.
Oddly, the entry says no save if you don't see them first. But I think no-save hazards are silly. Also strange that they are a hazard, not some sort of vermin. And that the entry does damage per grub, but there's no indication of how many grubs make a "handful" or a normal CR 4 hazard.
Ref Save: 1d20 + 9 ⇒ (7) + 9 = 16
The floppy monsters miss their jumps and writhe on the ground, gearing up for another attempt!
Ok, all may act to slay the grubs!
Sorry for the delay, how is the weekend already over? Happy solstice! It's all getting brighter from here (until June)!
Bedlam settles in for an hour of brewing:
Wandering Monster: 1d20 ⇒ 19
His activities are uninterrupted.
Then, Tragershen leads the intrepid adventurers to the north, opening the door after:
Unwise Anzath underground: 1d20 + 15 - 3 ⇒ (15) + 15 - 3 = 27
Aurora and Nico: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
...ensuring there are no traps. You wander down a zigzagging corridor until you come to another door.
The next door is:
Anzath underground: 1d20 + 15 ⇒ (1) + 15 = 16
Aurora and Nico: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
...also clear. You peer inside and see a sarcophagus. A skeletal body draped in rusted chainmail and clutching a tarnished blade lies at the foot of the tomb.
Anzath underground: 1d20 + 15 ⇒ (20) + 15 = 35
Aurora and Nico: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Realizing that they should probably avoid smelling right now, the party holds its breath and takes a look around. You find the remnants of an ancient platoon of soldiers, part of the the legendary Army of Light that once invaded these depths... and never returned.
From Da Book:
Scattered about the opened crypts are 3000 gp, all manner of common weapons and armor, including several
Where to next?
The foo dog brings down a ghoul, but as he tries to trip the monster, he finds himself hanging onto a leg attached to nothing. He's killed it.
The tentacled one fights to free itself: roll a 20: 1d20 ⇒ 51d6 + 4 ⇒ (3) + 4 = 7
It fails; it dies.
Talathel stabs the prone ghasts, less worried about the standard ghouls:
Stab: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 221d8 + 4 ⇒ (2) + 4 = 6
His first two stabs finish one, and his lat shot takes another. That finishes the main threat to Anz... erm, the party.
Tragershen's tentacles grasp both prone ghasts and d6 others: 1d5 + 1 ⇒ (1) + 1 = 2 two of the remaining ghouls!
CMB ghast: 1d20 + 4 ⇒ (17) + 4 = 21
grappled ghoul the healthy one? 1 yes 2 foo 3-4 5-6 damaged blind: 1d6 ⇒ 11d6 ⇒ 2
One of the prone ghasts is constricted, as is the ghoul that was fighting the foo dog. The other two avoid the tentacles, for now.
Terapin and the dog may act!
As black tentacles erupt opposite the door, the fighters take their vengeance, focusing first on the closest ghast, then on non-blinded immediate threats. Bedlam knocks out the blind ghast with his first swipe. His second kills a healthy ghoul in one blow. He then... bites one... so hard that it is nearly dead-dead.
Anzath finishes the one attacking her, then finishes what Bedlam had started with his bite. She steps over to the one attacking Talathel, finishing that one, too.
Tragershen's tentacles find fewer targets than they may have before that mayhem. Stay tuned for the results!
Top o' the 'nitiative to ye! Anzath, Tragershen, Bedlam, the NPCs, Terapin, and his dog may act!
Lolly dispatches the three ghouls closest to him with little effort. The next, biggest wave blindly stumbles into combat! The keen senses of the ghouls and ghast make up for the loss of vision, to some extent, but the party will benefit from full concealment in that thickest of fog spells.
The last ghast brings its stench to bear:
don't roll a 1, Lolly: 1d20 + 15 ⇒ (3) + 15 = 18
Lolly and Talathel are used to fouler stenches. But will they be so successful avoiding claws? The ghouls move into flanking positions with their brethren and sistren:
1 anz 2 aur 3 bed 4 tal 5 lol: 1d4 ⇒ 11d4 ⇒ 21d4 ⇒ 11d4 ⇒ 21d4 ⇒ 4
The ghast moves on Anzath, its jaws dripping with gross:
She also has to deal with a standard ghoul's less paralytic attentions:
Bite, concealment: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (6) + 1 = 71d2 ⇒ 1
The blind monsters fail to bite their nimble prey, as Anzath easily anticipates their moves and gets out of the way.
One normal ghoul makes a stumbling break for Aurora in the doorway, blindly (literally) seeking revenge:
Bite: 1d20 + 3 ⇒ (13) + 3 = 161d2 ⇒ 2
Another lunges forward:
Bite: 1d20 + 3 ⇒ (11) + 3 = 14
Neither pierces the cleric's defenses.
One shoves its way through the crowd around Talathel, leaping over its ghast-ly commanders:
Bite: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Tragershen's magic gives the elf just enough speed to twist away.
Three ghouls move in on the fighter-types. With Talathel's AOOs exhausted, they swarm in unopposed, taking flanking positions.
1 anz 2 bed 3 lol 4 tal: 1d4 ⇒ 11d4 ⇒ 31d4 ⇒ 2
Bite Anz: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d6 + 1 ⇒ (6) + 1 = 7
Nothing gets through the defenses of the party.
Lolly may act!
On ghouls and ghasts, for Terapin:
Dude, ghouls and ghasts are smarter, wiser, and cooler people than... people! Check out the ghast statline: Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18. I can't figure out why the ghasts aren't running everything.
Aurora Fallowarc wrote:
Damage (assuming ghouls are evil)
Safe assumption, but you'll have to walk to the doorway of the room to shoot into a star point... assuming that's ok with you!
Aurora moves up, perhaps jostling the invisible Terapin, then fires a spell into one of the corners where the ghouls have yet to move.
[dice=Ref Save Ghast: 1d20 + 4 ⇒ (7) + 4 = 11
A burst of light washes over the creatures in the corner. Some are blinded--others dazzled--all are scorched.