Round 5 Botting Tychus Dignity’s Barb, divine favor, haste: 1d20 + 21 + 3 + 1 ⇒ (5) + 21 + 3 + 1 = 30
Tychus moves through the cloudkill and fires a shot but the hallway is too narrow and crowded so his bolt misses. Tychus misses. Sewer Blight AoO vs. Henrika’s AC 29: 1d20 + 27 ⇒ (10) + 27 = 37
The ooze remains tedious. It claws at Henrika while she is unable to land her own blow. Sewer blight hits Henrika with an attack of opportunity for 25 damage. Henrika misses. With an unlikely maneuver, Jack somehow manages to hold the squirming mass against the ground while stabbing it repeatedly. Dirty Trick Duration: 1d4 + 2 ⇒ (3) + 2 = 5 Jack successfully dazes and pins the sewer blight for 5 rounds (although the ooze will have no choice but to end the effect sooner on its turn.) He hits the ooze 3 times for 84 damage. Trevor summons a spiritual ally to attack. However, even when helpful, its skin remains durable and the blade doesn’t penetrate. The spiritual ally misses. Xallis wrote: Allies should be willing to let Navia through and if I recall correctly she can move through the space of any enemy 2 sizes smaller than her. Yes, you can move through allies without issue. To move through an opponent, you need to be Three sizes larger. But it looks like on Navia’s character sheet, she can fly. I know I said the ceilings are only 15 ft. tall but I’ll let her fly and squeeze over it. She will still provoke though. Sewer Blight AoO vs. Navia’s AC 42: 1d20 + 27 ⇒ (9) + 27 = 36
Navia Reflex Save, heroism, haste: 1d20 + 1 + 2 + 1 ⇒ (1) + 1 + 2 + 1 = 5
Navia flies over the sewer blight, dodging a claw. When she lands on the other side, however, she encounters an unexpected result. When she puts her feet down where the ground should be, she finds no purchase and falls further down. You all hear a loud splash and see Navia lying prone with her body halfway sticking out of the stone floor. To Navia, it feels like she is in a pool of cold, fetid water, but her eyes are still telling her that the ground is mushroom-covered rocks. Navia lands in four-foot-deep water. She fails a Reflex save and falls prone. It becomes clear that she has fallen its some kind of illusion but she fails the Will save to disbelieve so the illusion still affects what she sees. The poison gas in the area is very real though. However, while Navia has the undead appearance evolution, she isn’t affected by it. The water takes up the entire area where the gray cloud is on the map. For Navia or a Large-sized character, the area is difficult terrain costing 2 squares of movement per space. For a Medium-sized character, the area counts as deep bog and costs 4 squares of movement per space. Xallis’ deafened condition ends. Round 6 Otherwise helpless, the sewer blight tears itself free from Jack’s pinning sword. The wound closes afterwards. The sewer blight spends a full round action to remove the dirty trick and ends its turn. It heals 10 with fast healing. Round 6
Active Spells/Effects
Prone:
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Everyone goes. You will most likely kill it this turn.
Round 4 Tychus moves up and heals Trevor 10 hp. Sewer Blight AoO, power attack vs. Henrika’s AC 29: 1d20 + 27 - 4 ⇒ (19) + 27 - 4 = 42
Acidic Spray: 8d6 ⇒ (5, 6, 3, 6, 5, 6, 5, 6) = 42
The sewer blight claws at Henrika with its long reach as she runs through the cloud. Henrika slashes the ooze and is surprised when a blast of acid shoots from the wound at her face. The sewer blight hits Henrika with an AoO for 37 damage. (It ignores mirror images.) Henrika hits the sewer blight for 65 damage. Her intimidate fails. She fails the Reflex for half against the acid damage and takes 22 acid damage after her resist acid 20. Sewer Blight AoO, power attack vs. Jack’s AC 26: 1d20 + 27 - 4 ⇒ (10) + 27 - 4 = 33
Jack also gets slashed while running past the creature. And when he hits it, fortunately, he is not splashed with more acid. The sewer blight hits Jack with an AoO for 26 damage. (It has Combat Reflexes). Jack hits the sewer blight for 44 damage. (Factoring in Sickened). (Oozes are immune to critical hits). The sewer blight is an ooze, not undead, so it is not hurt by channel energy. Trevor heals everyone for 23 hp instead. Sewer Blight AoO, power attack vs. Navia’s AC 42: 1d20 + 27 - 4 ⇒ (8) + 27 - 4 = 31
Xallis delays until after Trevor and Navia grabs Trevor out of the cloud. Navia can automatically succeed unless Trevor objects. The sewer blight claws at Navia too but misses. If Malphene is doing nothing else, I think she’d at least step back 10 ft. so the cloud doesn’t roll over her. Round 5 I forgot to do stench for Henrika. Henrika Fort, heroism vs. Stench: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33 Pass Sewer Blight Claw vs. Henrika’s AC 29: 1d20 + 27 ⇒ (18) + 27 = 45
AoOs against Sewer Blight:
Henrika: 1d20 + 21 ⇒ (9) + 21 = 30 Battlemind Link: 1d20 + 21 ⇒ (17) + 21 = 38 Damage: 3d6 + 25 ⇒ (1, 4, 3) + 25 = 33 Jack: 1d20 + 17 ⇒ (5) + 17 = 22
Navia: 1d20 + 23 ⇒ (4) + 23 = 27
Acidic Spray: 8d6 ⇒ (6, 4, 1, 1, 6, 2, 4, 6) = 30
The sewer blight claws at Henrika once more. Then it crawls along the wall up and over Jack as it appears to be trying to get to its “mushroom patch”. Henrika strikes the ooze again when it moves and again is splashed by a burst of acid. Although hard to tell from an ooze’s anatomy, its wounds also are slowly closing. Sewer Blight hits Henrika once for 34 damage. When it moves it provokes from Henrika, Jack, and Navia. Henrika hits for 33 damage. Jack and Navia miss. The blight’s acidic spray hits Henrika for 10 damage after resistance. The blight heals 10 hp with fast healing. Cloudkill
The cloudkill rolls left onto Tychus who takes 4 Con damage. Round 5
Active Spells/Effects
Deafened:
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Everyone goes.
Round 3 Stench Fort Saves
Sewer Blight Will DC 21: 1d20 + 15 ⇒ (20) + 15 = 35 As more people approach the blight they all begin coughing from the stench. Jack shakes the blight with his intimidation but the ooze doesn’t flee in panic. Trevor’s consecrate cleanses the disease in the area around him and makes it feel cleaner and less oppressive. Jack, Trevor, and Malphene are all sickened from the stench for 10 rounds. The sewer blight is shaken for 1 round. As for the consecrate, I’m going to say that it negates the effect of the sewer blight’s domain in the area of the consecrate. However, the sewer blight’s type is Ooze rather than Undead, to effects of the spell that affect undead don’t apply. Sewer Blight Claw, power attack, shaken vs Trevor’s AC 21: 1d20 + 27 - 4 - 2 ⇒ (18) + 27 - 4 - 2 = 39
The sewer blight hisses out loud. ”Hsss! Disgusting cleric! Whatever you did makes my skin crawl.” The sewer blight slashes at Trevor then crawls back down the tunnel it came from. Sewer Blight hits Trevor for 28 damage and moves. Cloudkill Con Damage and Fort Saves
As the blight is retreating, the cloudkill continues its roll forward, enveloping Jack and Trevor within it. Jack passes and takes 1 Con damage. Trevor fails and takes 4 Con damage. Round 4
Active Spells/Effects
Deafened:
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Only one enemy left. Everyone goes.
Round 3 Sewer Blight AoO vs. Tychus’ AC 30: 1d20 + 27 ⇒ (15) + 27 = 42
The sewer blight takes a parting swipe at Tychus as he retreats to reload. Sewer Blight hits Tychus with an attack of opportunity for 30 damage. With two more strikes, Henrika brings down the last of the titanic froghemoths. Henrika hits Froghemoth (Red) twice for 105 damage and kills it. Navia plunges her face into the ochre cloud to bite the sewer blight but it contorts and slithers away. Navia misses. Round 3
Active Spells/Effects
Deafened:
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Jack, Trevor, and Malphene go.
Round 2 Jack slashes the first froghemoth, spilling its innards. Then he turns to the other while it is still processing that the creature it is holding in its mouth has died. Jack hits Froghemoth (Blue) once with a critical hit for 51 damage and kills it. He hits Froghemoth (Red) three times for a total of 94 damage. Trevor heals Henrika for 33 hp. Malphene uses Jack’s large size for cover and slips in next to the remaining froghemoth and stabs it once. I’m sorry, Malphene will need to move more than 5 feet to reach the other froghemoth so she’ll only get the first attack. Malphene hits froghemoth (Red) for 1 damage after DR. Round 3 Tychus Fort vs. Stench: 1d20 + 13 ⇒ (3) + 13 = 16 Sewer Blight Claw vs. Tychus’ AC 30: 1d20 + 27 ⇒ (18) + 27 = 45
The cloudkill drifts so that it is right next to Tychus now. Then from within the cloud, a claw that looks like it is comprised of black sludge shoots outward and slashes Tychus. The sewer blight hits Tychus once for 31 damage. His resist acid negates the acid damage. The blight has 15 ft. reach and is concealed by the cloudkill. It is immune to the cloud’s effect. Tychus also fails against the blight’s stench and is sickened for 10 rounds. Round 3
Active Spells/Effects
Deafened:
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Tychus, Henrika, and Xallis go.
Round 2 Unable to see or hear, Clacosic is unable to defend himself from Tychus’ onslaught. Tychus’ last bolt pierces the naga through the throat and all he can do is let out a wet gurgle as he dies. Tychus hits Clacosic with all four attacks for a total of 175 damage and kills it. Botting Henrika Henrika Koriana’s Blade, heroism, haste, power attack: 1d20 + 21 + 2 + 1 - 3 ⇒ (11) + 21 + 2 + 1 - 3 = 32
Henrika Koriana’s Blade, heroism, haste, power attack: 1d20 + 21 + 2 + 1 - 3 ⇒ (8) + 21 + 2 + 1 - 3 = 29
Henrika Koriana’s Blade, heroism, haste, power attack: 1d20 + 16 + 2 + 1 - 3 ⇒ (2) + 16 + 2 + 1 - 3 = 18
Cornugon Smash, heroism: 1d20 + 29 + 2 ⇒ (14) + 29 + 2 = 45 Henrika switches her hypnotic stare over to the froghemoth and synchronizes with Jack to attack the same target. Henrika hits Froghemoth 3 times for a total of 115 damage after DR. She also demoralizes it for 4 rounds. Froghemoth (Red) Song of Discord: 1d100 ⇒ 17 Henrika’s song of discord takes hold of the froghemoth’s mind and it turns to face its partner before it attacks. Froghemoth (Red) Attacks vs. Froghemoth (Blue):
Bite, entangled, power attack: 1d20 + 20 - 2 - 4 ⇒ (15) + 20 - 2 - 4 = 29 Damage: 2d6 + 10 + 8 ⇒ (3, 5) + 10 + 8 = 26 Tentacle, entangled: 1d20 + 18 - 2 - 4 ⇒ (16) + 18 - 2 - 4 = 28
Tentacle, entangled: 1d20 + 18 - 2 - 4 ⇒ (13) + 18 - 2 - 4 = 25
Tentacle, entangled: 1d20 + 18 - 2 - 4 ⇒ (12) + 18 - 2 - 4 = 24
Tentacle, entangled: 1d20 + 18 - 2 - 4 ⇒ (17) + 18 - 2 - 4 = 29
Tongue, entangled: 1d20 + 18 - 2 - 4 ⇒ (12) + 18 - 2 - 4 = 24
Grab: 1d20 + 28 - 6 ⇒ (13) + 28 - 6 = 35
The froghemoth slams its heavy tentacles against the other beast again and again, shaken the entire cavern, causing dirt to fall from the ceiling. Then it bites down on its opponents and holds on tight. Froghemoth (Red) hits Froghemoth (Blue) 4 times for a total of 41 damage after DR (including constrict) and it is grappling. The second froghemoth whips its appendages around blindly. Froghemoth (Blue) Attacks:
Bite vs. Henrika’s AC 29, sickened, shaken, grappled: 1d20 + 20 - 2 - 2 - 2 ⇒ (1) + 20 - 2 - 2 - 2 = 15 Blinded 50%: 1d100 ⇒ 36 Tentacle vs. Henrika’s AC 29, sickened, shaken, grappled: 1d20 + 18 - 2 - 2 - 2 ⇒ (11) + 18 - 2 - 2 - 2 = 23
Tentacle vs. Jack’s AC 26, sickened, shaken, grappled: 1d20 + 18 - 2 - 2 - 2 ⇒ (2) + 18 - 2 - 2 - 2 = 14
Tentacle vs. Jack’s AC 26, sickened, shaken, grappled: 1d20 + 18 - 2 - 2 - 2 ⇒ (6) + 18 - 2 - 2 - 2 = 18
Tentacle vs. Malphene’s AC 17, sickened, shaken, grappled: 1d20 + 18 - 2 - 2 - 2 ⇒ (10) + 18 - 2 - 2 - 2 = 22
Tongue vs. Malphene’s AC 17, sickened, shaken, grappled: 1d20 + 18 - 2 - 2 - 2 ⇒ (18) + 18 - 2 - 2 - 2 = 30
The crippled creature fails to hit anything. All of Froghemoth (Blue)’s attacks miss. The sewer blight screams out telepathically with a sense of joy. ”Free at last! You’ve been very useful. However, I have grown to like it here. I think I will stay. And that means you are in my way.” Round 2
Active Spells/Effects
Blinded:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Deafened:
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Back to Jack, Trevor, and Malphene.
Round 1 Unfortunately, there is no way for Jack to approach the Froghemoth’s without provoking attacks of opportunity. They have 30 ft. reach with their tongues. Froghemoth (Red) AoO – Tongue, entangled vs. Jack’s AC 26: 1d20 + 20 - 2 ⇒ (16) + 20 - 2 = 34
Froghemoth (Blue) AoO – Tongue vs. Jack’s AC 26: 1d20 + 20 ⇒ (20) + 20 = 40
Jack Dirty Trick vs. Froghemoth (Blue): 1d20 + 39 ⇒ (2) + 39 = 41
With his enhanced speed, Jack closes the distance between him and the froghemoths. Two tongues shoot out at Jack as he approaches. Jack splits into multiple copies and two illusions take the strikes intended for him. Once up close, Jack angles his falchion so that a beam of light shines directly in the beast’s cluster of eyes, temporarily blinding it. Jack activates his kitsune style and moves forward. He provokes attacks of opportunity from both froghemoths and reacts to the attacks by activating his implanted mesmeric mirror trick. Two images are destroyed leaving him with 1 image remaining. His dirty trick succeeds and he inflicts the blindness and sickened conditions onto froghemoth (blue) for 5 rounds. Clacosic Will save, hypnotic stare DC 20: 1d20 + 13 - 3 ⇒ (7) + 13 - 3 = 17
The spell description says holy word is a 40-ft. radius centered on you that affects all non-good creatures. So as an unfortunate side effect, Tychus, Xallis, and Navia who are neutral are also affected by the spell. Tychus Will save DC 20: 1d20 + 13 ⇒ (10) + 13 = 23 Pass Xallis Will save DC 20, heroism: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 Fail
Navia Will save DC 20, heroism: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Pass
Clacosic recoils from Trevor’s holy word. His senses fail him as he becomes blinded and deafened. Xallis and Navia are also caught in the effect, becoming deafened and blinded respectively. Clacosic is blinded for 5 rounds and deafened for 3 rounds. Xallis is deafened for 4 rounds and Navia is blinded for 4 rounds. The froghemoth’s HD is higher than Trevor’s so they aren’t affected. Since Jack drew the froghemoth’s attacks, Malphene can safely slide in close to the enemy. She stabs the beast in the belly. Her sword slides into flesh but not as far as she hoped. Malphene hits Froghemoth (Blue) once for 5 damage after DR. Round 2 The cloudkill floats to the left, getting closer and closer. This close to the poisonous cloud, Tychus’ eyes begin to water. In addition, Tychus can’t quite see the blight’s approach but he can certainly smell it. The stench of death and decay gets much stronger. The cloudkill moves 10 ft. per round. The sewer blight has a stench aura. Tychus is not close enough to need to make a save but it can still be smelled even further away. You hear the sewer blight speak to you telepathically again. ”Clacosic is weakened. Kill him and free me!” Round 2
Active Spells/Effects
Blinded:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Deafened:
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Tychus, Henrika, and Xallis go.
Tychus wrote: Given the chance, would have Divine Favour on myself and Resist Energy Communal (Acid) on the party. Yes, you can. Henrika wrote: Depending on which of us went first, Henrika might also be able to add damage from painful stare to Tychus’s attack. Tychus goes first. Round 1 Tychus fires past the wall of froghemoths and his bolt deflects off Clacosic’s invisible armor (mage armor). Clacosic is flat-footed but Tychus’ attack is a miss. Henrika CL check Red: 1d20 + 13 ⇒ (17) + 13 = 30
Clacosic Will DC 20, hypnotic stare: 1d20 + 13 - 3 ⇒ (7) + 13 - 3 = 17
Henrika’s song of discord works and Clacosic and one of the froghemoths exchange glances of suspicion. Clacosic and Froghemoth (Red) are affected by the song of discord. Henrika did not penetrate the spell resistance of Froghemoth (Blue). Navia bites down on a rubbery tentacle but finds that the creature’s skin is very tough. Navia misses For song of discord, above 50 will be act normal. Clacosic Song of Discord: 1d100 ⇒ 1 Clacosic Spit vs. Froghemoth (Red) Touch: 1d20 + 13 ⇒ (8) + 13 = 21 Forced to turn on his ally, Clacosic spits a globule of goo at the froghemoth in front of it. The goo is thick and sticky, entangling the giant creature. Clacosic hits Froghemoth (Red) and it becomes entangled. Froghemoth (Red) Song of Discord: 1d100 ⇒ 92 Froghemoth (Red) Attacks:
Froghemoth Bite, entangled vs. Henrika’s AC 29: 1d20 + 20 - 2 ⇒ (19) + 20 - 2 = 37 Mesmeric Mirror: 1d2 ⇒ 2 Froghemoth Tentacle, entangled vs. Henrika’s AC 29: 1d20 + 18 - 2 ⇒ (5) + 18 - 2 = 21
Froghemoth Tentacle, entangled vs. Henrika’s AC 29: 1d20 + 18 - 2 ⇒ (14) + 18 - 2 = 30
Froghemoth Tentacle, entangled vs. Henrika’s AC 29: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32
Froghemoth Tentacle, entangled vs. Henrika’s AC 29: 1d20 + 18 - 2 ⇒ (12) + 18 - 2 = 28
Froghemoth Tongue, entangled vs. Henrika’s AC 29: 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 23
Despite its impediments, the froghemoth has a moment of clarity and angrily unleashes upon Henrika for her offense. Its tentacles cleave through mirror images left and right. One tentacle hits Henrika hard. Thick as a tree trunk, it wraps around her waist. If not for her freedom of movement it would have crushed her ribs. Froghemoth (Red) uses its Smite Good ability against Henrika. Its first attack destroys the last of Henrika’s previous mirror images. As an immediate action, Henrika can use Reflexive Trick to activate mesmeric mirror again to get 3 more images. Two more attacks reduce that number down to 1. And one attack hits Henrika. She takes 23 damage. It can grab with its tentacles but automatically fails since Henrika has freedom of movement. Froghemoth (Blue) Attacks:
Froghemoth Bite vs. Navia’s AC 44: 1d20 + 20 ⇒ (12) + 20 = 32 Froghemoth Tentacle vs. Navia’s AC 44: 1d20 + 18 ⇒ (9) + 18 = 27
Froghemoth Tentacle vs. Navia’s AC 44: 1d20 + 18 ⇒ (12) + 18 = 30
Froghemoth Tentacle vs. Navia’s AC 44: 1d20 + 18 ⇒ (14) + 18 = 32
Froghemoth Tentacle vs. Navia’s AC 44: 1d20 + 18 ⇒ (10) + 18 = 28
Froghemoth Tongue vs. Navia’s AC 44: 1d20 + 18 ⇒ (3) + 18 = 21
The second froghemoth batters Navia but her magical barriers form an impenetrable wall. Froghemoth (Blue) misses with all attacks. Navia is practically unhittable. Unable to detect alignment, Froghemoth (Blue) also uses its Smite Good against Navia even though it doesn’t do anything. However, it does expend its once per day ability. Round 1
Active Spells/Effects
Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. Jack, Trevor, and Malphene go.
Henrika wrote: Can Henrika cast Hermean potential on Xallis from her wand just before he makes his Knowledge roll? He can also use her wand of heightened awareness to give himself another +2 on the reroll. Yes. But Tychus also got all in info for you. Okay, it sounds like you want to leave the blight for now and wait for the naga to return. You move a short distance away to a wider corridor and prepare for Clacosic’s return and you don’t need to wait long. A long thumping echoing from the west alerts you of the enemies’ approach. The clamor is more than an single creature would make. Soon you see what the naga has accompanying him. The slimy, gray-green naga is flanked by two immense, three-eyed frog-like creatures. In place of arms, they have four huge tentacles that thrash and writhe. Trailing behind Clasoic is a trail of nauseating gas. Spellcraft DC 18:
”Foolish outsiders. The Secret Shade is tired of your meddling. Like flies to a web, you’ve wandered right into my lair. With a powerful sewer blight under my control, none of you will leave alive.” (5 minutes pass waiting for Clacosic. But since you hear his approach, Henrika and whoever else, can refresh their 1 minute spells in preparation.) Initiative:
Henrika: 1d20 + 9 ⇒ (11) + 9 = 20 Trevor: 1d20 ⇒ 6 Tychus: 1d20 + 13 ⇒ (11) + 13 = 24 Xallis: 1d20 + 6 ⇒ (13) + 6 = 19 Falchion Jack: 1d20 ⇒ 4 Battlemind Link: 11 Malphene: 1d20 ⇒ 1 Clacosic: 1d20 + 6 ⇒ (16) + 6 = 22 Froghemoths: 1d20 + 5 ⇒ (12) + 5 = 17 Sewer Blight: 1d20 + 16 ⇒ (11) + 16 = 27 Round 1 Behind you, a cloud of yellow-green vapors appears and begins rolling forward in your direction. Spellcraft DC 20:
Round 1
Active Spells/Effects
Tychus goes. Henrika and Xallis can also go if they want to use their heightened awareness to boost their initiative before Clacosic. (I’m going to guess that they will want to.) Tychus could also use heighted awareness to go before the blight… but since Tychus can’t see the blight, I don’t know if that is worthwhile for him. (Whether or not the blight is upholding its bargain is undetermined but you do know that it is under Clacosic’s control, which is why it is attacking now. Froghemoth Lore Knowledge (Dungeoneering) DC 28:
● A froghemoth’s type is aberration. ● Thankfully rare, the froghemoth is one of the deep swampland’s most ferocious and monstrous predators. Capable of catching and eating dinosaurs and even dragons, the froghemoth is a frighteningly effective ambush hunter. When lying in wait for prey, the immense creature secrets itself in deep marsh pools and mud so that only the top of its eyestalk emerges from the surface. The froghemoth’s eyes are incredibly keen, but even more impressive is the monster’s tongue. Like a snake, a froghemoth can “taste” its surroundings with extraordinary accuracy. Knowledge (Dungeoneering) DC 33:
● A froghemoth is partially immune to electricity. It takes no damage but will become slowed. ● It is resistant to fire. ● It can see in all directions and cannot be flanked. ● A froghemoth is able to swallow creatures whole. Since some of you have Knowledge (Planes) you can tell that the froghemoths also have fiendish blood. Fiendish
Tychus wrote: Are we able to knowledge what a Slime Naga is? Sure Slime Naga Lore Knowledge (Dungeoneering) DC 19:
•A slime naga’s type is aberration. •At home in the muck and filth of the sewers beneath large cities, slime nagas prey upon the weak and dejected of urban society. They lurk beneath the surface, and carve out their domains in the darkened tunnels, fighting with other subterranean denizens for territory. Though they live below-ground for security and safety, they have no aversion to light and occasionally sun themselves in rancid cesspools. Their scales range in color from green to brown, and are often a mottled combination of various shades that is difficult to discern beneath a thick coating of putrid slime. Knowledge (Dungeoneering) DC 24:
•A slime naga is resistant to acid. •A slime naga can control any ooze around it. •A slime naga’s bite inflicts poison. •A slime naga can spit a glob of goo at enemies. Knowledge (Dungeoneering) DC 29: •A slime naga casts spells as a sorcerer. •Slime nagas speak Aklo, Common, and Undercommon.
Trevor wrote: "Proper introductions begin with an exchange of names. I am Sir Trevor Kastner of Taldor. Whom might you be?" ”Trevor. Kastner.” the creatures’ words ooze with poison. It speaks aloud rather than telepathically so that its voice echoes in the small cavern. ”I have no name. Just Blight!” Xallis wrote: ”How exactly did you enter the Naga's service?" ”Clacosic can control creatures of my type. It found me and forced me here. But I am immortal. I loathe a lesser being acting as my master. Such an existence is beneath me and it must end. Kill the naga!” Tychus wrote: ”It is in HIS domain, Axis, that you currently reside..." ”Axis may be Abadar’s domain but I can create my own domain within a domain. The corruption you witness around you is proof that I speak true. Where is Abadar to stop me? I see him not.” Henrika wrote: "Where is this Clacosic?” ”Away. But not far. And not gone for long. Slay him when he returns and I will take my domain elsewhere.” When Tychus uses detect alignment, the entire area detects as evil. The pulsating fungus in the center of the cavern radiates an aura of overwhelming evil. From what Xallis observes and hears from the creature, he determines that it must be some sort of blight, a creature subtype, but isn’t able to narrow down the specifics. Blight Traits
Xallis also is able to determine that the “fog” carpeting the ground is actually Burnt Othur Fumes, a form of poisonous gas. Type inhaled; Save Fortitude; Frequency 1/round for 6 rounds; Initial Effect 1 Con drain; Secondary Effect 1d3 Con damage; Cure 2 saves
Okay. Continuing on. Trevor
Malphene
Trevor Channel Energy: 6d6 ⇒ (3, 6, 1, 1, 2, 3) = 16 Wand of Cure Moderate Wounds
If you wanted to do more healing, let me know. Once patched up, Henrika is correct. Whether you trust the being or not, there is only way to go: forward. You dismantled the wall of stone and head across the hall to where the pit has opened up in the floor, trying not to be sickened by the utterly broken corpses that litter the room. A precarious ramp of rubble slants downwards into the sewers below. Although the ground shifts worryingly, you proceed downwards underground 60 feet where you come out in a submerged tunnel. As mortal cities expand and renovate, they build atop old foundations and slowly rise. Axis has existed for eons, and Sayashto sits atop hundreds of past construction levels that have gradually compressed into their constituent quintessence. The city’s sewers carve through these old foundations in an orderly fashion, but countless passages snake off from the main thoroughfares. The tunnel you are standing in appears to be a small complex of caverns beneath the cemetery. From the looks of the stone walls, there are signs that these tunnels have recently created by acid dissolving through solid earth. From here, several tunnels wind back to the main sewers hundreds of feet away. The ceiling of these tunnels is 15 ft. high. If Navia remains Gargantuan, she will need to duck and squeeze through the area. But if Xallis dismisses the enlarge person, she can fit okay as size Huge. You find no sign of a naga but one nearby area catches your attention. To the east, you see a circular chamber filled with mats of fungus. An opaque fog carpets that ground obscuring your vision of the cavern’s floor. (The gas rises 5 feet off the ground. Above that is clear.) In the center of this area, a fungal node the size of a halfling pulses like an evil heart. Although Henrika can’t see it, with her thought sense, she can sense the thoughts of a living creature in the room. The thoughts seem to be coming from under the ground near the back of the room and feel like the same thoughts of the creature that telepathically reached out to her. You all hear the telepathic voice speak to you again. ”Welcome to the heart of my domain. Make yourselves comfortable. Have you come to accept my bargain?” Status
Active Spells/Effects
You quickly give the two poisoned adventurers (Trevor and Tychus) potions of delay poison. This will delay the catoblepas’ poison for 3 hours while you decide how you want to treat yourselves. While you are catching your breath, Iphalt-C regains consciousness. She is heavily damaged but will slowly return to operating condition on her own. She is glad to see you and relays what she’s seen. ”I was one of the few present when the building began rattling, followed by the north end of its foundation buckling. The catastrophe opened a gaping hole inside the north end of the building, after which putrid gases and hungry oozes poured out. Before I could seek help, a serpentine creature emerged, cackled, and struck me down with a spell. Unfortunately, that’s all I can tell you.” While you are talking with Iphalt-C, you also receive a telepathic communication from another entity. ”Who are you? And what are your intentions? I assume you fancy yourselves heroes of some sort. I am the source of the blight plaguing this section of this plane. I am controlled by my master, a slime naga named Clacosic. Slay it and free me. Do so, and I promise I will leave this area forever.” I will let you all decide how you want to treat yourselves. You can take as much time as you need. In the party stash, to treat all your stat damage, you have (11) potions of lesser restoration, a wand of lesser restoration with 37 charges, and (2) scrolls of restoration (which I’d recommend saving for something else). It looks like Trevor also has some additional restoration items on him but why don’t you start with the party stash?
(Xallis and Malphene pass the save with their rerolls and Henrika uses her sword to negate the poison. Tychus and Trevor aren’t as lucky.) Round 5 Even though in a vulnerable position, the catoblepas has an extremely tough hide and only one of Jack’s strikes harms it. Jack hits the Catoblepas once for 20 damage. Trevor Poison Fort Save, adventurous imbiber, sickened, -Con: 1d20 + 11 + 1 - 2 - 3 ⇒ (18) + 11 + 1 - 2 - 3 = 25 Trevor heals everyone for 20 hp. Trevor staves off and poison damage this round. Round 6 Tycus Poison Fort Save, -Con: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28 Tychus reloads and also manages to suppress the poison for now. I see Henrika moved up but didn’t roll an attack. I’ll assume she wanted to though. Henrika – Korianna’s Blade, heroism, power attack, size: 1d20 + 22 + 2 - 3 - 1 ⇒ (2) + 22 + 2 - 3 - 1 = 22 Battlemind Link: 29
Lifeleech: 1d6 ⇒ 4 Henrika syncs with Jack and strikes in the same spot that wounded the catoblepas, wounding it further. The patch of necrotic ooze burns her one last time then crumbles away as a dark powder. Henrika hits the catoblepas for 33 damage. She takes 4 damage from the lifeleech and the effect ends. Swallow Whole Damage: 4d6 + 15 ⇒ (6, 3, 6, 6) + 15 = 36 Then the catoblepas lets out a wail as Navia tilts back her head and the entire beast slides down her throat. Navia swallows whole the catoblepas. It takes 36 damage and dies. Combat over! Follow up post upcoming. Status
Active Spells/Effects
Catoblepas Poison: Poison Breath: contact; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d6 Con damage; cure 3 consecutive saves.
Round 5 Navia bites the catoblepas on the back on its neck, then she hauls it up to hang partially over the wall. The creature stinks worse than the undead. Navia doesn’t notice, but the rest of the party certainly does. Navia hits the catoblepas for 27 damage and grapples it. She lifts it over the wall in order to move it adjacent to her. The catoblepas has a 30-ft. radius stench. Navia is immune but once over the wall, Xallis, Jack, and Malphene are within its range. Fort Saves
Jack appears fine but Xallis and Malphene who were already sickened turn an even darker shade of green. Jack passes and is unaffected. Xallis and Malphene fail. Their sickened condition’s duration goes back to 10 rounds. As the catoblepas crests the wall, Tychus takes his held shots. One hits while the other hits the wall that it is still partially behind. Damage: 1d10 + 23 - 1 ⇒ (3) + 23 - 1 = 25 Tychus hits once for 25 damage. The catoblepas makes a gross hocking sound then vomits forth a cone of horrid, stinking gas in Navia’s face. Again, Navia ignores the poison but everyone else is caught in the crossfire. Fort Saves
Jack is the only one who weathers the poison blast. Everyone else begins coughing up blood. Jack passes. Everyone else fails and is poisoned. Henrika takes 5 Con damage, Trevor 2 Con, Malphene 2 Con, Tychus 3 Con and Xallis 4 Con. Feel free to use a Hero Point if you want to try to reroll. Henrika’s blade can also cancel the effect on her. Otherwise, this is a particularly deadly poison, so you may want to consider using your neutralize poison or delay poison potions. It looks like the party has a number of them. Catoblepas Poison Breath: contact; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d6 Con damage; cure 3 consecutive saves. Round 5
Round 6
Active Spells/Effects
Lifeleech:
When a gravesludge deals negative energy damage to a creature, that creature continues to take 1d6 points of negative energy damage at the start of its turn each round. This effect can be stopped via magical healing, and otherwise stops on its own 3 rounds after the initial slam attack. Multiple slam attacks extend the duration of this ongoing negative energy damage but do not increase the amount of damage. Catoblepas Poison:
Poison Breath: contact; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d6 Con damage; cure 3 consecutive saves. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. With only one enemy remaining, everyone goes. Also, Henrika can take an action from the previous round if any (but it is before Navia grabs the catoblepas). The enemy doesn't have a lot of hp left. It is highly likely that one of you will kill it this round.
Round 4 Jack recovers and splatters the last gravesludge. Jack hits gravesludge (blue) for 88 damage and kills it. I’ll let Malphene save her attack for a held action if able. Round 5
Active Spells/Effects
Lifeleech:
When a gravesludge deals negative energy damage to a creature, that creature continues to take 1d6 points of negative energy damage at the start of its turn each round. This effect can be stopped via magical healing, and otherwise stops on its own 3 rounds after the initial slam attack. Multiple slam attacks extend the duration of this ongoing negative energy damage but do not increase the amount of damage. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Tychus, Henrika, and Xallis can go.
Henrika wrote: The gravesludge talks?! Yes, it speaks Common and has telepathy. Henrika wrote: Henrika wheels and rushes back toward Jack, hoping that the inevitable will regenerate soon. Yes, the inevitable will regenerate but it has nothing to contribute to combat so it will thematically revive after the fight. Round 4 Lifeleech: 1d6 ⇒ 4 Henrika chases after the quintal, hitting it again. Henrika hits Blighted Quintal (Yellow) for 13 damage. She takes 4 damage from lifeleech. Xallis’ magic missiles hit Blighted Quintal (Red) for 13 damage. Navia takes a single swipe at quintal (Red) and finishes it off. Then she takes a step towards the remaining quintal and rips that one apart as well. Navia hits Blighted Quintal (Red) for 16 damage and kills it. Then she hits Blighted Quintal (Yellow) for 45 damage and kills it. Catoblepas Damage minus Hardness 8
The catoblepas bellows in frustration and it smashes against the wall, but not breaking through. Catoblepas deals 19 damage to one section of wall. It still has 26 hp remaining. Round 4
Round 5
Active Spells/Effects
Lifeleech:
When a gravesludge deals negative energy damage to a creature, that creature continues to take 1d6 points of negative energy damage at the start of its turn each round. This effect can be stopped via magical healing, and otherwise stops on its own 3 rounds after the initial slam attack. Multiple slam attacks extend the duration of this ongoing negative energy damage but do not increase the amount of damage. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Back to Jack, Malphene, Trevor, and Tychus.
Round 3 Jack hits Gravesludge (Blue) for 21 damage. Will DCs 18
Trevor lets out an angry burst of positive energy that blasts all the undead in the room. Gravesludge (Blue) takes 15 damage. Blighted Quintal (Red) takes 31 damage. (Yellow) takes 15 damage. And the wall of ectoplasm is also destroyed. Malphene and Tychus hold actions. Gravesludge Concentration DC 22: 1d20 + 17 ⇒ (10) + 17 = 27
I’m going to let Henrika use a Hero Point for Jack, otherwise he’ll die.
”Finally, an opponent with a pulse. Just in time for me to end it. Show me your worse nightmare.” The gravesludge casts phantasmal killer and whatever Jack sees stops his heart. It takes a surge of heroic adrenaline to restart it before he falls off his feet. Gravesludge casts phantasmal killer on Jack who fails both saves. With a hero point, he can pass the Fort save and take 10 damage instead of dying. Round 4
Active Spells/Effects
Lifeleech:
When a gravesludge deals negative energy damage to a creature, that creature continues to take 1d6 points of negative energy damage at the start of its turn each round. This effect can be stopped via magical healing, and otherwise stops on its own 3 rounds after the initial slam attack. Multiple slam attacks extend the duration of this ongoing negative energy damage but do not increase the amount of damage. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Henrika and Xallis go.
Round 3 Tychus preemptively strikes the charging catoblepas. Tychus hits the Catoblepas three times for a total of 82 damage. Lifeleech: 1d6 ⇒ 6 After two more strikes, the gravesludge looses cohesion and breaks down back into a pile or mud and bones. Henrika takes 6 negative energy damage. She feints Gravesludge (Red) and hits it twice for 71 damage and kills it. Xallis wrote: Casting wall of stone to seal off the catoblepas with a 15 foot long, 20 foot high wall. Hardness 5 and 45 HP for each 5-foot section of wall. Strength DC 26 to break it in one attack. The hallway is 30-ft. wide. You can make a 30-ft. by 10-ft.-high wall to seal off the hallway. That’ll still block the enemy. It isn’t jumping that. Navia taunts the remaining gravesludge while tearing the adjacent blighted quintal apart. Navia hits Blighted Quintal (Blue) 3 times for 34 damage and kills it. After (Blue) dies, she can hit (Red) with her fourth attack for 9 damage. Blighted Quintal (Red) Touch, smite vs. Trevor’s Touch 12: 1d20 + 10 + 5 ⇒ (14) + 10 + 5 = 29
The Blighted Quintals have a particular hatred towards chaotic-aligned foes. It smites Trevor with its attack. Blighted Quintal (Red) hits Trevor for 9 damage and 3 Con damage. Blighted Quintal (Yellow) Touch vs. Henrika’s Touch 13: 1d20 + 10 ⇒ (1) + 10 = 11
Henrika AoO: 1d20 + 22 + 2 - 3 - 1 ⇒ (12) + 22 + 2 - 3 - 1 = 32
Blighted Quintal (Yellow) takes a parting shot then moves away for an easier target. Blighted Quintal (Yellow) misses Henrika and moves. Henrika hits (Yellow) with an AoO for 14 damage. Catoblepas Str check DC 26: 1d20 + 7 ⇒ (18) + 7 = 25 The catoblepas continues its charge and slams head first into the wall of stone with a thunderous crack that echoes through the hall and shakes dust down from the rafters. Catoblepas attempts a Str check to break the wall of stone. It comes close but does not break it. Round 3
Round 4
Active Spells/Effects
Lifeleech:
When a gravesludge deals negative energy damage to a creature, that creature continues to take 1d6 points of negative energy damage at the start of its turn each round. This effect can be stopped via magical healing, and otherwise stops on its own 3 rounds after the initial slam attack. Multiple slam attacks extend the duration of this ongoing negative energy damage but do not increase the amount of damage. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Jack, Malphene, Trevor, and Tychus go.
Round 2 Jack wrote: I don't think Jack is shaken, since Henrika triggered her Gift of Will trick on him so he could succeed at the save. Sorry, I missed the confirmation that Jack used Gift of Will. I have removed the shaken. The ghost is problematic but Jack still has some success harming it. Jack hits Blighted Quintal (Blue) twice for a total of 14 damage. Malphene then attacks the same quintal in rapid succession. Every attack hitting and drawing out pained howls from the spirit. Crit Damage: 1d8 + 9 - 2 ⇒ (5) + 9 - 2 = 12 Malphene hits Blighted Quintal (Blue) four times for a total of 35 damage after DR. Trevor takes on another quintal. Trevor hits Blighted Quintal (Red) twice for a total of 7 damage after DR. Round 3 Gravesludge (Red) Slam, flanking vs. Henrika’s AC 28: 1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28
Gravesludge (Red) Slam, flanking vs. Henrika’s AC 28: 1d20 + 20 + 2 ⇒ (3) + 20 + 2 = 25
Henrika’s gravesludge batters her with two quick slams. One gets through her defenses and a patch of slime clings to Henrika’s skin where the sludge touches her, burning like acid. Gravesludge (Red) hits Henrika once for 23 damage (16 bludgeoning/7 negative energy). She is also affected by the gravesludge’s lifeleech ability which causes Henrika to take 1d6 negative energy on her turn for 3 rounds. Receiving any magical healing will also end the effect. Xallis Will save, heroism, remove fear, sickened: 1d20 + 9 + 2 + 4 - 2 ⇒ (17) + 9 + 2 + 4 - 2 = 30 The second gravesludge slithers backwards out of Navia’s reach and casts another spell. Navia turns around to face Xallis, her jaw unhinges and her mouth opens impossibly wide, then she plunges downward to swallow Xallis whole. Xallis, however, sees through the illusion, and shakes off the effect, forcing his mind to tell his body that that didn’t happen. Spellcraft DC 19:
Phantasmal Killer Xallis passes the Will save and disbelieves the illusion. He is unaffected. Round 3
Active Spells/Effects
Lifeleech:
When a gravesludge deals negative energy damage to a creature, that creature continues to take 1d6 points of negative energy damage at the start of its turn each round. This effect can be stopped via magical healing, and otherwise stops on its own 3 rounds after the initial slam attack. Multiple slam attacks extend the duration of this ongoing negative energy damage but do not increase the amount of damage. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Tychus, Henrika, and Xallis go.
Round 2 Henrika manages to feint the intelligent ooze and hits it two more times. Henrika feints gravesludge (red) making it lose its Dexterity for 1 round and hits it twice for a total of 70 damage. Xallis’ haste gets everyone except Henrika who is too far. The gravesludge is quite agile but Navia still manages to land a few strikes. The ooze angrily sends Navia a telepathic message. ”Traitor. Embrace your undeath. Slay your living master.” (There is no compulsion with its words. It’s just speaking.) Navia hits the gravesludge (blue) twice for 41 damage after DR. (Navia doesn’t have align weapon (good).) Blighted Quintal (Red) Touch vs. Navia’s Touch AC 13: 1d20 + 10 ⇒ (8) + 10 = 18
Navia AoO vs. Quintal (Yellow): 1d20 + 22 - 3 + 2 + 1 ⇒ (12) + 22 - 3 + 2 + 1 = 34
Blighted Quintal (Yellow) Touch, flanking vs. Henrika’s Touch AC 15: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Blighted Quintal (Blue) Touch vs. Malphene’s Touch AC 11: 1d20 + 10 ⇒ (11) + 10 = 21
One of the Blighted Quintals continues its attack on Navia. Blighted Quintal (Red) hits Navia for 2 more Con damage. The next quintal sees an opportunity with Henrika isolated to the north. It turns and flies towards her but not before Navia gets in a parting claw. Navia hits Blighted Quintal (Yellow) with an AoO for 12 damage. The quintal destroys one of Henrika’s mirror images missing her. The last Blighted Quintal turns to Malphene with her ghost touch blade and slams her with an incorporeal fist. Blighted Quintal (Blue) hits Malphene for 1 Con damage. The catoblepas continues to bound down the hallway towards you. Catoblepas double moves again. Round 2
Round 3
Active Spells/Effects
Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Jack, Malphene, Trevor, and Tychus’ turns.
I’m going to take the gravesludges’ actions now while I have time to post and Tychus can post his turn when able. Also, I’m going to assume Trevor wants to not harm Navia, so he can pick a different action. Maybe a selective channel energy to harm undead? Round 2 Gravesludge (Red) Cast Defensively DC 22: 1d20 + 17 ⇒ (5) + 17 = 22
Gravesludge (Blue) Cast Defensively DC 22: 1d20 + 17 ⇒ (18) + 17 = 35
Gravesludge (Red) lets out a stream of gas that sounds like the hiss of a snake as it whirls around to turn its attention to Henrika. It glows, casting a spell, then slaps Henrika with a pseudopod. Suddenly her body explodes in extreme pain! Gravesludge (Red) hits Henrika with a harm spell. Henrika passes the Will save and takes half damage which is still 60 damage. The ooze has blindsense so it ignores the mirror images. This is negative energy damage, so if Henrika would like, she can use her 1/day black gem on Koriana’s blade to negate it. Let me know. Gravesludge (Blue) squirms around when faced with Navia in what can only be interpreted as confusion. (Nearly all of the gravesludge’s abilities are negative energy-based so it is s!&@-out-of-luck against Navia.) After considering its options, it chooses to target the opponent’s behind the titanic eidolon. A telekinetic force slams into Xallis’s side hurling him into Trevor. I’m not going to go deep into thought figuring out any of your character’s weights for the sake of telekinesis. For simplicity’s sake, I’ve decided any of you Medium-sized characters are about 200 lbs. between your body and gear. Xallis is thrust into Trevor. Trevor takes 23 damage and Xallis takes 4. The gravesludge (blue) 5-ft. steps back (not that it matters against Navia’s reach.) Round 2
Active Spells/Effects
Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Tychus, Henrika, and Xallis go. And Trevor is he wants to change his previous action.
Henrika wrote: Sorry, I just got back last night and I'm looking at what happened for the first time. :) If we stopped for a brief respite while Trevor cast spells (which are much appreciated!) Henrika would have renewed her wand spells that only last a minute: anticipate peril, enlarge person (on both herself and Jack), heightened awareness and lead blades. I think battlemind link is still active, which means Henrika would use Jack's initiative roll, and with anticipate peril and using up heightened awareness she would go at 27, which might be before the sludges unless they're really dexterous! Okay. Yes, you can recast those spells. I’ll update that spell list and Henrika’s initiative. I admit I forgot to factor in battlemind link. However, the sludges are really dexterous. They have 22 Dex, so they still go first. But I think that works in your favor, because if the sludge went second, I’d have it act in response to Henrika’s attack. By it going first, it skipped its first turn. Round 1 Henrika slashes the gravesludge, drawing its attention from the caretaker. Henrika hits Gravesludge (Blue) for 32 damage. The only defense the ooze has against Henrika’s sword is its DR/good, but since Tychus aligned her weapon, Henrika bypasses it. Malphene sneaks under the blighted quintal and stabs it. The spirit feels more solid when Malphene attacks it. Malphene hits Blighted Quintal (Blue) for 6 damage after DR. Her weapon has ghost touch but is still subject to the quintal’s DR/chaos. Trevor heals Navia but most of her life loss is from Con damage rather than physical damage. Navia is healed to full. (As high as her Con score will let her). Round 2
Active Spells/Effects
Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Tychus goes.
Round 1 Navia bites the foul ooze. Being partially undead herself helps mitigate what would typically be disgusting. She tries to grab it but it slips from her grasp. Navia hits Gravesluge (Blue) for 19 damage after DR. She does not grab it. The blighted quintals see Navia emerge and fly over to swarm her. As they approach, Navia uses her reach advantage to strike first. Navia AoO vs. Red: 1d20 + 22 + 2 ⇒ (20) + 22 + 2 = 44
Navia hit’s Quintal (Red) with a critical hit for 23 damage. (She was out of Tychus’ reach for align weapon (good) so she still has 1 minute left of align weapon (chaotic) which bypasses the quintals’ DR. If I got this right, I see she has Combat Reflexes and +1 Dex so she’d normally be able to get a second AoO on (Yellow or Blue) but with enlarge person her Dex went down to +0 so she isn’t able to make the second AoO. Blighted Quintal (Red) Touch, charge vs. Navia’s Touch AC 9: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Blighted Quintal (Yellow) Touch vs. Navia’s Touch AC 9: 1d20 + 10 ⇒ (18) + 10 = 28
Blighted Quintal (Blue) Touch vs. Navia’s Touch AC 9: 1d20 + 10 ⇒ (18) + 10 = 28
Navia’s size makes her an easy target for the Blighted Quintals’ touch attacks and they easily sap her health. Navia takes 7 Con damage. The catoblepas starts galloping down the hallway. Its facial expression shows that it is eager for violence. The catoblepas double moves closer. Round 1
Round 2
Active Spells/Effects
Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Henrika, Jack, Malphene, Trevor, and Tychus are next.
Tychus wrote: "Can someone make it to Iphalt-C? Perhaps we aren't too late!" You know from previous experience that arbiter inevitables have regeneration (chaotic). As far as you know, none of these enemies are capable of dealing chaotic damage so Iphalt-C probably will regenerate given enough time. However, it won’t be able to while an ooze in munching on it. Round 1 Tychus wrote: Tychus will attempt to share as much of a new casting of Align Weapon (Good) with as many team members as possible, which will probably require him to run to Henrika's right. He will also share his knowledge of Gravesludges with the group. I just throw you all in a room when combat starts with no particular formation. I’ll be generous and slightly adjust the position so Tychus can get everyone. Tychus gives himself, Henrika, Jack, Trevor, and Malphene align weapon (good). Since Xallis isn’t going to attack with a weapon, I left him out. The gravesludge near Iphalt-C ignores you for a moment. The other gravesludge, however, momentarily glows and conjures a massive veil of ectoplasm that roils with restless spirits. The wall radiates a deeply foreboding and menacing aura from the writhing spirits within. The wall surrounds you and blocks off the entrance. Wall of Ectoplasm:
You draw forth a massive veil of ectoplasm that roils with restless spirits. Immovable once formed, the wall of ectoplasm is 1 inch thick per caster level and covers up to a 10-foot-square area per caster level. The plane can be oriented in any fashion and need not be anchored, but must be created continuous and unbroken. The wall can’t include squares that have creatures within them, even if the creatures are on the Ethereal Plane. The wall exists on both the Material Plane and Ethereal Plane, and blocks ethereal and incorporeal creatures from passing through it.
One side of the wall, selected by you, radiates a deeply foreboding and menacing aura from the writhing spirits within. The range of this mind-affecting fear effect is 10 feet from the wall’s surface, and creatures that are in range when the wall is created or that later approach to within 10 feet must succeed at a Will save or become shaken (or panicked if they have 4 Hit Dice or fewer) for 1 round per your caster level. Each 10-foot square of the wall has 2 hit points per inch of thickness. A section of the wall whose hit points drop to 0 is breached, but if a section is destroyed, the remaining ectoplasm in the wall immediately fills in any such hole created, reducing the wall’s overall size by one 10-foot square but remaining a contiguous barrier. The wall can also take the form of a sphere or hemisphere whose maximum radius is 1 foot per caster level, and that is as hard to break through as the ectoplasmic plane form. This particular wall is a hemisphere 20-ft. high and the menacing aura affects those on the inside of the hemisphere. The wall is opaque and blocks line-of-sight. It also blocks incorporeal creatures, such as the blighted quintals. The wall can be damaged with weapons or spells. Will Saves DC 20:
Henrika, remove fear, heroism: 1d20 + 19 + 4 + 2 ⇒ (3) + 19 + 4 + 2 = 28 Jack, remove fear: 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 19 Trevor, remove fear: 1d20 + 13 + 4 ⇒ (3) + 13 + 4 = 20 Tychus, remove fear: 1d20 + 13 + 4 ⇒ (20) + 13 + 4 = 37 Xallis, remove fear, heroism: 1d20 + 9 + 4 + 2 ⇒ (20) + 9 + 4 + 2 = 35 Only Jack fails the Will save and is shaken for 12 rounds. If he wants to, he can activate his Gift of Will to pass the save instead. (Malphene is out of the effect.) Round 1
Active Spells/Effects
Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Xallis is next.
Cleanse: 4d8 + 13 ⇒ (8, 5, 4, 2) + 13 = 32 Navia wrote: "If you don't want me ripping new hole in the walls, I'll have to wait out here. Or in my home." If you want to dismiss the enlarge person effect, you can have Navia squeeze through the double doors into the church. It is big enough for a Huge creature. She’ll take up a lot of space, but she can fit. After an all-too-short respite, there is no time to waste and you continue into the Hall of Final Deeds. Interspersed between the many tall, narrow windows in this grand entry hall are rectangular plaques commemorating the last 2,000 creatures that underwent dissolution here to honor their memories. Each new plaque replaces the oldest one, which is sent to the forges of the neighboring district Halgrimard to be forged into weapons for Axis’s armies. Several more blighted quintals pull plaques from the lower walls having no respect for anything sacred within these halls. Nearby, you see the body of hall’s overseer, the arbiter inevitable, Iphalt-C. It is lying motionless in a corner will a slime busily gnaws on it. Two slimes that you haven’t see yet occupy this space. These filthy, shuddering masses of sludge and bones seem to have formed from a mass of muddy grave soil. To the right, a series of private counseling rooms and meeting halls lead up to a large ritual apse at the building’s north end. However, the enemy’s sabotage has caused much of this to collapse, creating a precarious ramp of rubble that descends into the depths below. A few corpses of petitioners are utterly broken and scattered throughout the room. Among them is an ugly creature that has a boar-like head with short antlers, a thick bullish body covered in spines, and cloven hooves on stumpy legs. As you arrive, the creature is idly bouncing a corpse on its snout. It tosses this aside and bellows in Aklo. If you speak Aklo:
“At last, more weaklings.” Initiative:
Henrika: 1d20 + 8 ⇒ (3) + 8 = 11 Trevor: 1d20 ⇒ 5 Tychus: 1d20 + 13 - 1 ⇒ (16) + 13 - 1 = 28 Xallis: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23 Falchion Jack: 1d20 ⇒ 10 Malphene: 1d20 - 1 ⇒ (11) - 1 = 10 Blighted Quintal: 1d20 + 8 ⇒ (12) + 8 = 20 Ooze: 1d20 + 10 ⇒ (17) + 10 = 27 Magical Beast: 1d20 + 1 ⇒ (16) + 1 = 17 These quintals have a stench aura like the previous ones. They are close enough that I’m just rolling the saves against all 3 now for everyone. Fort saves vs. Stench DC 19:
Red Henrika, heroism: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33 Pass Jack: 1d20 + 13 ⇒ (11) + 13 = 24 Pass Trevor: 1d20 + 11 ⇒ (2) + 11 = 13 Fail Malphene: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22 Pass Tychus: 1d20 + 13 - 1 ⇒ (11) + 13 - 1 = 23 Pass Xallis, heroism: 1d20 + 7 + 2 - 1 ⇒ (3) + 7 + 2 - 1 = 11 Fail Yellow
Blue
The nauseating smell of rotting flesh sickens Trevor, Xallis, and Malphene. Henrika, Tychus, and Jack manage to keep the nausea down. Trevor, Xallis, and Malphene are sickened for 10 rounds. If Navia comes in, she is immune from her undead appearance. Round 1
Active Spells/Effects
Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Tychus gets to act first! Ooze Lore Knowledge (Dungeoneering) or Knowledge (Religion) DC 22:
•These are gravesludges. •A gravesludge’s type is ooze. •Gravesludges straddle the line between oozes and undead. Primarily made of ectoplasm and grave dirt, gravesludges spontaneously arise in areas where a grave is desecrated, near strong haunt activity, and in the defiled graves of unhallowed cemeteries. Intelligent undead often entreat gravesludges to bolster their defenses, but solitary gravesludges wander cemeteries, charnel houses, and ossuaries, driven by little more than a burning jealousy and hatred for the living. Knowledge (Dungeoneering) or Knowledge (Religion) DC 27:
•A gravesludge is immune to acid, cold, death effects, energy drain, fear, and negative energy. •A gravesludge is vulnerable to good-aligned weapons. •The creature is alive, but is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy. •When a gravesludge deals negative energy damage to a creature, that creature continues to negative energy damage at the start of its turn each round. This effect can be stopped via magical healing, and otherwise stops on its own 3 rounds after the initial slam attack. Knowledge (Dungeoneering) or Knowledge (Religion) DC 32:
•Its spell-like abilities include: ghost sound, telekinesis, death knell, phantasmal killer, wall of ectoplasm, and harm. •A creature slain by a gravesludge animates as a free-willed juju zombie a few rounds after it is slain. •Gravesludges speak Common. They can communicate telepathically. Ooze Traits (Automatic):
•Blind. •Immune to poison, sleep effects, paralysis, polymorph, and stunning. •Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. Magical Beast Lore
Knowledge (Arcana) DC 22:
•This is a catoblepas. •A catoblepas’ type is magical beast. •The catoblepas is an aggressive beast at the best of times, willing to knock down trees, fences, even small houses to eat whatever it finds interesting, be that meal plant or animal or human being. Though it prefers swamps, the catoblepas has been known to forage in plains and forests for short periods before returning to the buoyant support of water and mud. Few creatures linger near a catoblepas’s feeding ground because of the monster’s bad temper and poisonous breath, and only rot-loving predators such as oozes or exceptionally large otyughs have any interest in hunting them. Knowledge (Arcana) DC 27:
A catoblepas can breathe a horrid, stinking cone of poison gas. A catoblepas gives off a sickening stench. Knowledge (Arcana) DC 32: A catoblepas has spell resistance. Catoblepases speak Aklo.
Round 3 Trevor knows the channel energy won’t work on the oozes. I’ll come back to him. Attacking the slithering grave from the inside is as easy as striking a wall. However, its insides are also as hard as stone. Malphene hits Slithering Grave (Yellow) three times for a total of 6 damage after hardness. Round 4 Henrika doesn’t need to do anything fancy. Henrika Koriana’s Blade, heroism, power attack vs. Yellow: 1d20 + 21 + 2 - 3 ⇒ (6) + 21 + 2 - 3 = 26
Henrika Koriana’s Blade, heroism, power attack vs. Yellow: 1d20 + 16 + 2 - 3 ⇒ (15) + 16 + 2 - 3 = 30
Damage to Malphene: 1d6 ⇒ 4 Henrika chops at the ooze until it is destroyed. Upon its death, the extradimensional space rapidly collapses. The ground of the pit rises upwards so fast that it launches Malphene 10 ft. into the air and drops her hard on the ground beside it. Henrika deals 67 damage to Slithering Grave (Yellow) and kills it. When it dies, Malphene is ejected and takes 4 more damage. While Tychus reloads, Jack steps over to attack the last ooze. Jack Breadknife, power attack vs. Blue: 1d20 + 22 - 3 ⇒ (11) + 22 - 3 = 30
Jack hits Slithering Grave (Blue) for 25 damage. Xallis enlarges Navia and hits the ooze with magic missiles. Then Navia digests her first meal and swallows the next. Xallis hits (Blue) for 8 damage. Navia kills (Red) then swallows whole (Blue). With no means to escape being swallowed, combat is over. Status
Active Spells/Effects
You are almost certain that there are more enemies within the Hall so you want to proceed quickly. But you wait at least 1 minute for your sickness to wear off. During that time, if you want to heal or treat and of your conditions, you can. Or if you need more time, let me know. Then you can proceed. (The status above represents 2 minutes passing since the beginning of combat.)
Round 3 Jack Breadknife, power attack vs. Grave (Yellow): 1d20 + 22 - 3 ⇒ (12) + 22 - 3 = 31
Jack Breadknife, power attack vs. Grave (Yellow): 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 26
Jack Breadknife, power attack vs. Grave (Yellow): 1d20 + 12 - 3 ⇒ (19) + 12 - 3 = 28
Jack takes a step towards the ooze and starts chopping it down to size. Jack hits Slithering Grave (Yellow) three times for a total of 80 damage. Navia bounds over to the next slime and hungrily bites it. Navia hits Slithering Grave (Blue) for 20 damage and grabs it. (Red) takes 16 damage. Slithering Grave (Red) CMB to Escape DC 36: 1d20 + 17 ⇒ (5) + 17 = 22 Slithering Grave (Yellow) Tentacle vs. Malphene’s AC 16: 1d20 + 13 ⇒ (8) + 13 = 21
Slithering Grave (Yellow) Tentacle vs. Henrika’s AC 28: 1d20 + 13 ⇒ (1) + 13 = 14
Slithering Grave (Yellow) Tentacle vs. Jack’s AC 27: 1d20 + 13 ⇒ (6) + 13 = 19
Pull vs. Malphene’s CMD 24: 1d20 + 17 ⇒ (10) + 17 = 27
Slithering Grave (Blue) Tentacle vs. Navia’s AC 41: 1d20 + 13 ⇒ (1) + 13 = 14
Slithering Grave (Blue) Tentacle vs. Navia’s AC 41: 1d20 + 13 ⇒ (5) + 13 = 18
Slithering Grave (Blue) Tentacle vs. Navia’s AC 41: 1d20 + 13 ⇒ (12) + 13 = 25
The swallowed ooze struggles in Navia’s stomach to no avail. Similarly, Navia’s next victim slaps harmlessly against Navia’s body, unable to hit hard enough to harm her. The last slithering grave swings tentacles at Malphene, Henrika, and Jack. Henrika and Jack slap the tentacles away but the ooze catches Malphene around the ankle and yanks her into its “mouth”. She goes tumbling 40 ft. down to the bottom of the pit where terrifying undead arms extend out of the walls to scratch at her. All three Slithering Graves heal 5 hp. (Red) fails escaping the swallow. (Blue) attacks Navia 3 times and misses them all. (Yellow) misses Henrika and Jack. It hits Malphene for 13 damage and pulls her closer which causes her to fall into the pit. She fails the Reflex save and falls taking 8 fall damage and 9 damage from the claws. Round 3
Round 4
Active Spells/Effects
Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. Prone:
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Everyone goes.
Round 2 Quintal (Red) Will DC 18: 1d20 + 7 ⇒ (13) + 7 = 20
Trevor channels again, blasting Blighted Quintal (Yellow) away to nothing. Blighted Quintal (Yellow) takes 31 damage and is destroyed. (Red) takes 15 damage. The ooze is an easy target and Malphene stabs into a fleshy bit. Malphene hits Slithering Grave (Yellow) for 12 damage. Round 3 Henrika provokes a few attacks of opportunity for her movement. Grave (Blue) AoO vs. Henrika’s AC 28: 1d20 + 13 ⇒ (13) + 13 = 26
Grave (Yellow) AoO vs. Henrika’s AC 28: 1d20 + 13 ⇒ (4) + 13 = 17
Quintal (Red) AoO vs. Henrika’s Touch AC 13: 1d20 + 10 ⇒ (12) + 10 = 22
Protected by her mirror images, Henrika is able to move and attack the ghost. Henrika loses 2 images. She hits Blighted Quintal (Red) for 15 damage. Since (Yellow) died, Tychus can target (Red) and also doesn’t have to worry about an AoO. Tychus Crit Confirmation: 1d20 + 26 - 3 ⇒ (18) + 26 - 3 = 41
Tychus’ remaining bolts blast through the last quintal with a direct hit causing it to explode. Tychus hits Blighted Quintal (Yellow) for 51 damage and destroys it. Round 3
Active Spells/Effects
Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Since the Quintals are all dead, there are no enemies to act atm. Straight to Jack and Xallis next. |