Vailis casts another Slow spell, this time on the newly arrived giant and the human woman, but both enemies resist its magic.
Meanwhile, his summoned apes continue to pound at the newcomers, with the orange and blue apes successfully removing 4 images of the woman, leaving her with only 2 duplicates. The green ape hits the purple giant with its first slam, but the rest of the attacks directed at that giant miss.
Melufiuos fires an arrow at the white giant that goes through the creature's eye and into its brain, killing it instantly. His second arrow also hits the red giant, but doesn't quite kill it.
Valik, however, takes advantage of the red giant's weakened state and critically strikes it in an artery, knocking it unconscious.
Heccan steps out of the reach of the purple giant and uses a spell to create 6 duplicates of himself.
GM Screen:
Formoch Will:1d20 + 11 ⇒ (17) + 11 = 28 Atga Will:1d20 + 9 ⇒ (19) + 9 = 28 Miss Chance; hit on 1:1d4 ⇒ 2
With his sight restored (and now with a greater vision range than the nearsighted Quiella), Valik is the first to discover something unusual on near the head of the southwestern statue.
New location marked with a big red X on the map.
The view of the Varisian plains from the top of the statue’s head is breathtaking. On a clear day, it should be possible to see all the way to the coast. A haze of flies buzzes around the feces and rubbish that discolor the giant statue’s shoulder and the gap between its head and cowl. A small door between the cowl and the back of the head opens into a fifteen-foot-radius chamber in the figure’s hollow head.
The domed chamber inside is tidy in comparison to the mess outside. Small walkways of woven branches separate eight large nests, and a hammock-like arrangement suspends one larger nest in the peak of the room.
After a cursory examination of the room, Valik and Quiella first spot a human male bound and crumpled in a corner. While still alive, the man's right hand has been crushed into uselessness and his right leg has been amputated at the knee. Any attempt to speak with him quickly reveals he's barely more than a rambling idiot, although he does claim his name is Rova.
A heal check can tell you more, but I don't think Valik nor Quiella have that skill.
A search of the room also reveals 6 more +1 giant-bane arrows, several scrolls in an aluminum scroll tube (one scroll each of heal, mass bear’s endurance, mass enlarge person, raise dead, and speak with dead, and two scrolls of stoneskin), and three sleep arrows
If you are setting up guards, let me know what location and what times. Also let me know where everyone will be located otherwise.
With Vanzetti's extra damage, Quiella will need to heal herself of 23 damage instead of 18.
Also, at the beginning of the encounter with the giants, the hound archon overhead the man mention that he was a member of the Aspis Consortium and that there was some kind of deal between the Consortium and 'King Formoch.'
After the combat winds down, Vailis uses the Heal scroll to restore Valik's sight, while those skilled in spellcraft identify the majority of the items.
On the hill giant corpses, you only find large sized greatclubs and makeshift earplugs.
Vailis helps the man in the previous room sit up, but his hands and feet are still tied up. "My name is Tathos. I was traveling with a caravan when the harpies attacked. Although we had a deal with the giants, but they were about to eat me instead of saving me."
F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5
"Well, we aren't musicians ourselves, but we do appreciate a good tune. I have the piece of music with me, actually. Perhaps you could look at it and give me your opinion? I hear that it has some problems that a true music lover can easily identify. Don't get me wrong though, it's not a test. We just want to get another expert opinion." She replies, as she pulls the doctored opera from a hidden spot in the cleavage formed from her corset.
My general policy is regardless of the actual initiative rolls, whoever posts first in an initiative block acts first in that block. It saves us from a lot of ret-con headaches. Also, since it's a surprise round, you won't have a lot of time to confer to coordinate your actions.
F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5
"You do you, Nymph." Yuki says in response.
Once the group arrives back at Keft's, Yuki puts on her best smile, "Hey friend, I bet you didn't think you'd see again so soon! We were hoping you can help us make out this scrimshaw we found, seeing that you're an expert and all." With that she hands the carving over to Keft.
I'm fine with Mel having recharged his rapier before the beginning of this scenario.
Unless someone knows a specific rule that contradicts it, I'll allow invisible characters to use their scrolls.
Vailis uses his wand to begin enlarging Quiella.
The invisible Melufiuos uses a scroll to increase his physical dexterity.
Vanzetti's firework spells finally goes off, hitting the red giant and dazzling him. He then casts a Fireball, but the blue manages to jump out of the way of the worst of it.
GM Screen:
Red vs Dazzled:1d20 + 1 ⇒ (2) + 1 = 3
Red Vs Fireball:1d20 + 1 ⇒ (14) + 1 = 15 Blue vs Fireball:1d20 + 2 ⇒ (18) + 2 = 20
M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*
"So, precisely what are we going to do with her and how does this relate to Myhm's brother?" The druid asks after a moment. "The last time we did not kill her only led us to this avoidable moment and there is no jail on our side that will hold her for long."
Since Mel can disable the bonds if he takes 10, we'll just assume he frees Caldion eventually.
The captive elf rubs his sore wrists after being released, and you can clearly see now that he is missing some fingers, "Thank you. There is a passage that leads down further in the tower, you can follow their foul leader down that way."
Caldion then perks up at Heccan's words, "There is still one of those monsters alive? If you don't plan on killing it immediately, I have some justice I would like to inflict."
Are you all waiting an hour for Zeph's zombos before moving forward?
Quiella calls upon Erastil's favor to strengthen her attacks.
Vailis pulls out a wand and gives himself a magical Shield.
The archon attacks the nearby Incubus with two sword attacks and one bite. The first sword strike and the bite make contact, injuring the demon and leaving the archon with a bad taste in his mouth.
The archon then is attacked by the Shadow Demon, which touches him with its incorporeal attacks three times, one of them critically. After DR, the Archon takes 18 damage in total, most of that cold damage (16/18).
Initiative (Round 3)
Shadow Demon {Orange}
Valik [6 Damage] <= Up
Zephyrus [1 Damage; 1 Con Damage; Life link with Quiella] <= Up
Heccan [1 Damage; Life Link with Quiella] <= Up
Melufiuos [3 Damage; Life link with Quiella] <= Up
Mandragora {Red}
2 Incubi {Black, Blue}
Quiella
Vailis/Hound Archon [Vailis: Life Link with Quiella; HA: 20 Damage]
Note: The combat area is pitch black, you cannot see anything. The border of the darkness is the door to the previous room.
Heccan, there's supernatural darkness throughout the area. First, the enemies are probably blind already. Second, you can't see the area you want to target, and have no depth perception.
Zephyrus, as per the rules of concealment, low is always bad. So, I will adjudicate your rolls using that rule. On a related note, I find it problematic for players to change which rolls are high or low in the same post given the ease of previewing your post and editing it before you submit it.
Using Acrobatics to keep his footing and avoid attacks if the enemies can still see, Valik retreats to the previous room where his sight returns.
Zephyrus attacks the area where the mandragora was found and hits something with his second strike.
I'll wait for Heccan's input on my ooc note above before moving on.
Valik punches the mandragora as it passes by, while Coco's claw misses the plant creature.
Vailis casts a summoning spell and a Hound Archon appears where Coco formerly was standing. It immediately attacks the incubus that defeated the eidolon, hitting it only with its first strike this time, but doing full damage.
It would appear that only the Mandragora is affected by the Archon's aura of menace.
Now the Shadow Demon finds itself affected by the Blinding Sickness, despite having no appreciable strength to begin with. Becoming blind as well, it decides to even the playing field as it steps back and casts Deeper Darkness. In response, the Mandragora squeals in protest.
The entire combat area is now blindingly dark. Unless you have the ability to see in darkness (but not just darkvision), you cannot see around you. The rules for blindness apply unless someone can negate the magical darkness.
GM Screen:
Blue Incubus vs Aura:1d20 + 8 ⇒ (18) + 8 = 26 Mandrag vs Aura:1d20 + 2 ⇒ (10) + 2 = 12 Shadow Demon vs Aura:1d20 + 7 ⇒ (19) + 7 = 26
Initiative (Round 2)
Shadow Demon {Orange}
Valik [6 Damage] <= Up
Zephyrus [1 Damage; 1 Con Damage; Life link with Quiella] <= Up
Heccan [1 Damage; Life Link with Quiella] <= Up
Melufiuos [3 Damage; Life link with Quiella] <= Up
Mandragora {Red}
2 Incubi {Black, Blue}
Quiella
Vailis/Coco [Vailis: Life Link with Quiella; C: 41 Damage --Gone?]
Note: The combat area is pitch black, you cannot see anything.
Zephyrus, I was not aware that you were a Reanimator archetype, otherwise I would have asked you at the beginning not to play this type of character with a paladin in the party. You may want to clearly list this distinction from ordinary alchemists in your profile or status line to avoid these kinds of issues in the future. In the same vein, I would also suggest sharing with other players that you make zombies at the beginning of a scenario to work out any solutions with problematic characters ahead of time.
Mel, please don't bring those kind of issues into the game at all, regardless of the genders of the players.
It looks like the group may be on the verge of a compromise on the zombies, which is fine by me.
Zephryus, are Void Zombies legal player zombies? I don't see them listed in additional resources.
As per Vomit Swarm, the swarm continues to move in the same direction unless the caster spends a Standard action to redirect it.
Vailis uses a healing wand to remove more of Quiella's injuries, while Coco attacks the blinded drow woman and hits her three times.
Valik also attacks the blinded drow, hitting her once with his fist. Valik can take a retroactive move action if he wants since a swarm of wasps is going to move over him.
Zephyrus attempts to throw another bomb that completely misses. Apparently it was a good idea to remove the splash from this batch.
The wasp swarm continues to move northwest, and stops to sting the female drow, Quiella, and Valik. The blinded female manages not to get sicken nor poisoned from the swarm. Quiella and Valik take 6 damage and need to make DC 13 Fort save vs Distraction, and another DC 13 Fort save vs. Poison.
Swarm Damage:2d6 ⇒ (3, 3) = 6
Quiella takes the woman out with her first sword strike, and the drow falls to the ground as an easier target for all the wasps. Since you only needed to attack once, Quiella, you can take a retroactive move action.
Heccan casts a spell and four Magic Missiles slam into the remaining drow.
Melufiuos casts Shocking Grasp and moves into the room. Checking on the red drow, he does not seem to be regenerating, but he isn't completely dead either.
Despite his dead companions, the remaining drow is defiant, saying in Elven, "It doesn't matter what you sun elves do, she's already gotten away!" He then proceeds to attack Coco twice and miss both times.
Initiative (Rounds 6-7)
Heccan [1 Damage] <= Up
Melufiuos [24 Damage, 19 on Quiella's turn; Infernal Healing 7 Rounds; Life link with Quiella] <= Up
Zephyrus [1 Damage; 1 Con Damage; Life link with Quiella] <= Up
1 Drow {Black}
Vailis/Coco [V: Life Link with Quiella; C: 4 Damage] <= Up
Valik [6 Damage; 2 Fort Saves needed] <= Up
Quiella [30 Damage, 35 on her turn; 2 Fort Saves needed] <= Up
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
The swarm will just stay in its current position unless you take a standard action to change its direction.
Zephyrus tosses another bomb at the drow leader, but it too misses the mark and explodes without harming anyone.
The drow next to Valik moves swiftly away, positions himself next to Coco, and attacks the eidolon. Thanks to his faster reflexes due to the Haste spell, the rapier strike misses. The attacking drow then says in Undercommon, "Firanil, the gnome is just a few feet from your left side."
The female drow nods, switches to a rapier and tries to attack Quiella despite being blind. Unsurprisingly, she misses and also remains blind.
Valik gets an AoO on the drow who moved away from him.
GM Screen:
M Rapier:1d20 + 12 ⇒ (9) + 12 = 21 F Rapier:1d20 + 12 ⇒ (9) + 12 = 21 F Will:1d20 + 1 ⇒ (12) + 1 = 13
Initiative (Rounds 4-5)
Heccan [1 Damage] <= Up
Melufiuos [36 Damage, 31 on Quiella's turn; Infernal Healing 9 Rounds; Life link with Quiella] <= Up
Drow Leader with Elven Curved Blade {Red}
Zephyrus [6 Damage; 1 on Quiella's turn; 1 Con Damage; Entangled and glued to floor; Life link with Quiella]
2 Drow minions {Female Blue, Male Black}
Vailis/Coco [V: Life Link with Quiella] <= Up
Valik <= Up
Quiella [25 Damage, 35 on her turn] <= Up
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Vailis casts Infernal Healing on Melufiuos, while Coco full attacks the drow with the bow. The eidolon's second and third attacks hit, with the last being a critical strike.
Similarly, Valik attacks the drow adjacent to him and hits with the second and third attack.
Heccan casts Hold Person again on the drow with the bow, but this time the elf's spell resistance protects him from the enchantment.
Melufiuos moves further away and casts Ghost Sound to mimic the sound of a blade being drawn. With the archer drow threatened by two visible enemies and the female drow still panicking due to her blindness, neither seems to pay it much heed.
"Disgusting little gnomes, you're almost as bad as the sun elves." The archer drow spits out in Elven as he drops his bow and draws an elven curved blade. "Let me send you back the First World hell where you belong."
Quiella reacts swiftly to this, striking the evil drow with her greatsword, but not critically.
The former archer drow then proceeds to attack Quiella with his blade, but both attacks miss the well-armored paladin/oracle.
Initiative (Round 4)
Heccan [1 Damage]
Melufiuos [36 Damage, 31 on Quiella's turn; Infernal Healing 9 Rounds; Life link with Quiella]
Drow Leader with Elven Curved Blade {Red}
Zephyrus [6 Damage; 1 on Quiella's turn; 1 Con Damage; Entangled and glued to floor; Life link with Quiella] <= Up
2 Drow minions {Female Blue, Male Black}
Vailis/Coco [V: Life Link with Quiella]
Valik
Quiella [25 Damage, 35 on her turn]
Group Effects
Haste: +1 to hit, +1 AC, +1 Ref, +30' speed (20 for small), +1 attack when making a full-round attack.
Valik, the squares with fungi in them count as 4 squares of movement (20 ft each). With Haste you have 60' movement, but you moved 65' in total. So, either you'll need to either double move or change your actions.
Heccan, I'll remember you are invisible. I've decided not to put every buff in the initiative roster to avoid it getting too cluttered.
Still invisible, Heccan casts Glitterdust on the Drow with the bow and the female drow. Although both become sparkly, the female drow is blinded, while the bow-wielding drow manages to avoid losing his sight.
Vailis casts Haste on his companions, while Coco flies in and makes a failed claw attack on the archer.
Quiella powerlifts Melufiuos as the elf awakens, placing him north of her.
Mel, you are no longer adjacent to the items you dropped, let me know what you want to do instead. This information preempts what I posted in the discussion thread.
I'll post an update tomorrow, but I failed simple math when it comes to Mel's HP total. He should be at 1 HP when life link kicks in, so he can act normally once Quiella takes her turn.
I'll let Valik have Haste, but generally my policy is that if you post first then you act first in your initiative block, regardless of positioning in the block. This saves us from retconning and other inconveniences made worse by the PbP environment.
F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)
Humans are innately disappointing. I suppose I'm lucky to be grouped with some extraordinary ones.
"We cannot let this injustice slide. Giving brigands gold is one thing, but this simply will not do." Cara says quietly to her companions as she begins reaching for her bow.
My apologies for the late post, I'll try to get better at giving you all a warning when I won't be able to update for more than 24 hours.
Since the group was warned of the ambush, Heccan had plenty of time to make himself invisible.
Both Heccan and Mel are going to have to move into the room somewhat in order to hit their targets. Heccan can't see both targets, and Mel does not have a clear view of the table. I moved them both the minimum amount.
Melufiuos knows that drow are immune to sleep and have spell resistance. He also knows that they can cast dancing lights, darkness, and faerie fire once per day.
Now invisible, Heccan casts a Fireball into the room. The female drow behind the table completely dodges the flames, while the drow with the bow seems to resist the spell itself.
Melufiuos moves slightly into the room and casts Shatter, splitting in the half the table the female drow was crouching behind.
"Time to die, overland scum." The drow with the bow says in Elven as he fires three arrows at Melufiuos. Two of the arrows hit, and Melufiuos falls unconscious on the ground. Mel takes 37 damage from the first hit, 15 from the second for a total of 52. In case someone thinks I may be overestimating, there may be Bane arrows and Ranger abilities involved with this.
Initiative (Round 1)
Heccan [1 Damage]
Melufiuos [52 Damage, Unconscious; Life link with Quiella]
Dusky Elf with Bow
Zephyrus [1 Con Damage; Life link with Quiella] <= Up
2 Dusky elves with hand crossbows, only one behind a table
Vailis [Life Link with Quiella]
Valik
Quiella
F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5
"Let's go straight to the wreck, I don't want to deal with those Norgoobers [sic] anymore than we have to. If we pull this off, I'll be fine with you all taking advantage of the temple when we return the artifact. I just don't want to owe them until they owe us, you know?"
Vailis' ants march into the room first, followed by Zephyrus, Vailis, and Melufiuos.
A riot of colorful fungal blooms striped and spotted in bold red, yellow, blue, and purple cover the uneven floor of this round chamber. Several chunks of dimly glowing orange and purple crystal peek through the carpet of mold and puffballs.
A closer look at the lumpy floor reveals it is littered with the remains of several horses and humans, with all the corpses missing their eyeballs. While examining the bodies, Zephyrus discovers one of the corpses has a pouch of Chelish platinum crowns tucked into the toe of its boot.
Examining the Orange and Purple Crystals, DC 20 Knowledge (dungeoneering) check:
These crystals are caphorite, a radioactive crystal that is harmless to animals but causes rapid growth and mutation in plants. It is sometimes referred to as drowstone because the dark elves settle near particularly large deposits in the Darklands. Caphorite absorbs light, making it difficult to cast Light spells around them.
Examining the fungi in the room, DC 15 Knowledge (nature):
You recognize the fungi growing in this room are poisonous.
Read the spoiler below if you make a DC 23 Knowledge (nature) or DC 18 Craft (alchemy) check
Spoiler:
These fungi are used specifically for creating drow sleeping poison.
* * *
To speed things up...
After checking the fungal room, the group examines to the door to the west, only to find it leads to nothing but rubble and dirt.
The north door is the only exit you haven't examined now.
Quiella defeats the last basidirond with a double slash of her greatsword.
Combat Thankfully Over.
Injury report: Heccan 50 Damage, 2 Con Damage; Vailis 32 Damage, 2 Con Damage; Quiella 15 Damage after Fast Healing Ends; Zephyrus 5 Con Damage and Disease rolls.
Zephyrus, the disease lasts 5 more round unless you make 1 DC 17 Fort Save. Every time you fail, you lose 1d2 Con.
When you guys are ready to move on, let me know. Please remember to make a Caster Level check if you attempt to use magic in the statue room.
Melufiuos makes his way around the basidironds to move into the next room. He sees his items where he dropped them.
Valik attacks the black basidirond, but the creature avoids his blow.
The summoned ants continue attacking the plant enemies and this time the Green ant bites into the white enemy.
Vailis moves next to Quiella and casts a spell on her. The paladin immediately senses some type of evil presence polluting her aura as she gains diabolic fast healing.
The white basidirond turns its ire towards the green ant that hit it, and retaliates with a slam of its tendrils. The Green Ant takes 14 damage and needs to make a DC 17 Fort save or lose 1d2 ⇒ 2 Con.
The black basidirond attacks Zephyrus this time and strikes him, activating his Defensive Shock. The black basidirond takes 15 damage from the spell. Zephyrus takes 12 damage and needs to makes a DC 18 Fort save or lose 1d2 ⇒ 2 Con.
GM Screen:
White Slam on Green Ant:1d20 + 12 ⇒ (12) + 12 = 24 1 Green 2 Blue 3 V 4 Q 5 Z 6 Y 7 R:1d7 ⇒ 5 Black Slam on Zephyrus:1d20 + 12 ⇒ (15) + 12 = 27
White Damage:1d8 + 9 ⇒ (5) + 9 = 14 Black Damage:1d8 + 9 ⇒ (3) + 9 = 12
Initiative (Rounds 10-11)
Valik [Life link with Quiella] <= Up
Zephyrus [12 Dmg, 7 Dmg on Queilla's turn. 3 Con damage. Life link with Quiella] <= Up
Vailis [32 Dmg; 2 Con Damage; See Invisibility is active] <= Up
2 Basidironds
Quiella [23 Dmg; 28 Dmg on her turn; Fast Healing 9 Rds] <= Up
Melufiuos [Life link with Quiella] <= Up
Heccan [50 Dmg; 2 Con damage; Unconscious but Stabilized]
Everyone is up, except for the unconscious Heccan.
Zephyrus, yes, you'll be down to 0 damage now (while Quiella still takes 5 more to finish healing you). In the future, it would be helpful if you could track your healing in your posts [e.g., Used Healing Touch on myself to heal 5 damage, 10 damage left] to make it easier to follow so I'm less likely to make mistakes on my end. I have a lot of mental balls to juggle in more complicated higher level combat.
I'm pretty certain the difference in my damage total and your damage total is due to the Life Pact. That being said, Life Link only heals 5 HP per round and not less, so if you do only have 4 damage, then Quiella's link won't heal more unless you take more damage.
Zephyrus advances on the black basidirond, but both of his sword thrusts miss.
The Basidirond disease is inhaled, despite needing to hit you with its tendrils.
Zephyrus steps away and drinks an extract to defensively electrify himself.
Melufiuos pulls out a scroll on his way back to the ruins, then casts Gust of Wind into the first room. The strong blast of air quickly begins to clear out the plague bomb cloud created by Zephyrus.
Initiative (Rounds 8-9)
Valik [Life link with Quiella] <= Up
Zephyrus [10 Dmg, 5 Dmg on Queilla's turn. 3 Con damage. Life link with Quiella]
Vailis [32 Dmg; 2 Con Damage] <= Up
3 Basidironds
Quiella [17 Dmg; 23 Dmg on her turn; Prone] <= Up
Melufiuos [ Life link with Quiella]
Heccan [50 Dmg; 2 Con damage; Unconscious but Stabilized]
Group Effects
Advice (Inspire Courage): +2 to rolled attacks/damage, fear and charm saves.
Always look at the bottom line below the initiative roster. The information there supersedes whatever c/p errors I may have made in the roster.
If my math is correct, this is the last round Zephyrus can use Spontaneous Healing.
Heccan continues to lie motionless in the other room, looking quite at peace while in a coma.
While Quiella, Melufiuos, and Vailis all continue to act erratically, Valik attacks the red basidrond with fist and foot, but both attacks miss.
Zephyrus hits the black plant monster with an opportunity attack, and then focuses on the red enemy. He only hits it once with his first attack.
I am taking into account the Dex loss earlier.
The White basidrond moves forward five feet to engage Zephyrus, along with the red enemy. Although the red plant comes close to hitting, the alchemist avoids both attacks.
The black enemy shifts its tendrils towards Quiella and attacks, but the paladin avoids the blow despite her hallucinations.
GM Screen:
White Fort Save:1d20 + 8 ⇒ (5) + 8 = 13 Con Loss:1d4 ⇒ 2 White Fort Drain Save:1d20 + 7 ⇒ (4) + 7 = 11
Red Fort Save:1d20 + 8 ⇒ (10) + 8 = 18 Red Fort Drain Save:1d20 + 7 ⇒ (20) + 7 = 27
Red 1 V 2 Q 3 Z:1d3 ⇒ 3 Black 1 Q 2 Z:1d2 ⇒ 1 Red Slam:1d20 + 12 ⇒ (13) + 12 = 25 White Slam:1d20 + 12 ⇒ (3) + 12 = 15 Black Slam:1d20 + 12 ⇒ (3) + 12 = 15
Q:1d6 ⇒ 1 M:1d6 ⇒ 4 V:1d6 ⇒ 4
Initiative (Rounds 7-8)
Valik [Life link with Quiella] <= Up
Zephyrus [13 Dmg, 8 Dmg on Queilla's turn. 3 Con damage. Life link with Quiella] <= Up
Vailis [32 Dmg; 2 Con Damage. Hallucinating] <= Up
3 Basidronds
Quiella [12 Dmg; 17 Dmg on her turn; Hallucinating] <= Up
Melufiuos [Hallucinating; Life link with Quiella] <= Up
Heccan [50 Dmg; 2 Con damage; Unconscious but Stabilized] <= Up
Everyone is up! Valik and Zephyrus can act normally with no saves necessary.
Quiella:
You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
Mel and Vailis:
You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
Vailis, since you had to 'stand in place' last round, I placed you back in your original spot.
F Human (Varisian) Fighter 7 - HP 59/60 - AC 21/T: 16/FF: 16 - Perception +1 - Fort: +7, Ref: +8, Will: +4 (+2 vs. fear) - CMB: +9, CMD: 24 - Speed: 30 - Init. +7 - Sense Motive: +1
"I wonder if this whole mission was just a reason to get rid of us. Or maybe she found the real thing she was looking for while we were distracted. Either way, I think we need to find another ship."
F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5
"Naturally." Yuki responds to the young man casually, "After all, I am a Free Captain. Why are you standing out here anyway, looking for a free handout or something? I might have a few coppers for a pretty boy down on his luck."
First, let me say that I'm sorry this encounter is going so poorly, I'm attempting to run it as described in the scenario and it's tougher than I imagined it will be. I will say that you might want to consider exiting the current room if you can to shorten hallucination time.
Unfortunately, bonuses against Illusion magic aren't applicable here.
Valik hits the black basidirond twice with his fists, but neither attack is strong enough to overcome its fiendish damage resistance.
As Zephyrus begins to choke on spores, he steps away from the enemies and quaffs a defense extract.
Quiella:
You find yourself strinking to 1/10 your size. You find this very disconcerting and decide not to do anything for 1 round to avoid attracting the enemies' notice.
Quiella merely stands in place, as the hallucinations appear to be affecting her as well.
Vailis continues to attack the walls around him, while Heccan squeezes himself and complains about melting. Melufiuos moves back into the room, but still has fear in his eyes from something.
Mel, the tactic you mentioned is probably a good idea, but I'm afraid the hallucinations tend to limit your combat actions. I'll let you know if you get the opportunity to do what you wish to do. Since everything you grab is freaking you out, I don't think you're going to have the present of mind to pull a new thing out this round.
The red basidirond continues to pummel Heccan with its tendrils, while the white and black basidronds attack Zephyrus and Valik respectively and both miss. Heccan takes 15 more damage.
GM Screen:
Quiella:1d6 ⇒ 5 Red Slam vs Heccan:1d20 + 12 ⇒ (13) + 12 = 25 Red Damage:1d8 + 9 ⇒ (6) + 9 = 15 White Slam vs Zeph:1d20 + 12 ⇒ (6) + 12 = 18 Black Slam vs Valik:1d20 + 12 ⇒ (1) + 12 = 13 Quiella 2:1d6 ⇒ 2 Mel:1d6 ⇒ 6 Vailis:1d6 ⇒ 3 Heccan:1d6 ⇒ 3
Initiative (Rounds 3-4)
Valik [Life link with Quiella] <= Up
Zephyrus [27 Dmg, 22 Dmg on Queilla's turn. 2 Con damage. Life link with Quiella] <= Up
Vailis [Hallucinating] <= Up
3 Basidronds
Quiella [5 Dmg; 10 Dmg on her turn; Hallucinating] <= Up
Melufiuos [Hallucinating; Life link with Quiella] <= Up
Heccan [42 Dmg; 2 Con damage; Hallucinating] <= Up
Everyone is up! Look for your name below.
Valik, make a DC 18 Fort save or start hallucinating. If you succeed, then you can act normally.
Zephyrus, make a DC 18 For save vs disease or lose another 1d2 ⇒ 2 Con. After that, make another DC 18 Fort save or start hallucinating. If you succeed, then you can act normally.
Quiella:
You are suddenly attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
Mel:
You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.
Vailis:
Your crossbow has turned into a viper! Drop it and flee from the item at top speed for 1 round. I'll let you decide where you go, but it's likely you'll either enter the plague cloud and/or provoke some AoO's.
Heccan:
Make a DC 18 Fort save or you lose another 1d2 ⇒ 2 Con. If you fail, I believe you may go unconscious from losing another 8 HP. If you are still conscious afterwards, then an item on your person has turned into a viper! Drop it and flee at top speed for 1 round. I'll let you decide whether that involves standing up or crawling, but either way you'll probably provoke an AoO.
Mel, you would also need to make a Caster Level check to use that scroll. It would be CL 3. Sorry that I missed your use of that scroll when you posted it.
Vailis, I'm sorry but I believe the charge is lost as it would be if you tried to use a wand charge on something with Spell Resistance but did not make the CL check.
Mel, I know you post mostly from your phone, but you still may want to consider editing your posts to include new information especially if it doesn't involve dice rolls. You can also use the preview function to see what dice roll you get ahead of time and plan your post from there.
Also, since your parrot is an extension of your character, you can decide how she reacts to situations.
Examining the door, Melufiuos believes it most likely petrified from age. As he ask his porter for note-taking material, the man speaks up, "Um, Sir? Forgive me but I forgot to give you this letter."
The letter appears to be from Ambrus Valsin, the faction leader of the Grand Lodge.
Valsin letter to Mel:
Loyal Pathfinder,
The chance to explore an ancient elven structure is not just an opportunity to study that site alone; such a fortress must also contain a map showing the location of other elven sites—perhaps even more that the elves have forgotten about since their exodus in the Age of Darkness. Either retrieve any such map that you come across or, if it cannot be removed, record the locations of any other ancient settlements that it depicts.
Remember to check for traps,
Venture-Captain Ambrus Valsin
Afterwards Melufiuos uses a scroll to create an Unseen Servant, equips it with some items and sends it into the next room. Nothing appears to happen as it stands in the center.
F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5
As I mentioned in my previous post, the plan is to keep her tied up in the bilge under trusted armed guards until we leave the port. Is there any additional information you needed, GM?
Captain Yuki is obviously distracted as she sets up Caulky's interrogation. So distracted in fact, that she doesn't seem to notice that Rocky can talk now.
Once things are set up, Yuki prepares herself with an Enhanced Diplomacy spell. Although she's quite sure the nice way won't work, Yuki nevertheless starts out that way to make her feel better about being mean later.
"So, Caulky, tell us what we want to know and we'll let you go free. We just want to talk, you know? So, what have you been doing since we've seen you last? Still working for Harrigan?"
F Human (Tian-Min) Oracle of the Waves 6/Fighter 1 - HP 34/46 - AC 22/T: 16 /FF: 17 – Resist Cold 10 - Perception +1 - Fort: +6, Ref: +8, Will: +6 - CMB: +6, CMD: 21 - Speed: 30' - Init. +5
In my defense, Galean, we had 3 people to fill 7 officer jobs on the ship after Ayre left. If you don't want the job, we can give it someone else.
Before beginning her tale, Yuki casts an orison on herself. She then puffs herself up to look as intimidating as possible.
Using Enhanced Diplomacy for a +2 to the subsequent Intimidate check
"So, after we successfully broke the Rock, we were assaulted in a sneak attack by the cruelest and smelliest monsters that curse the sea, the sahuagin. No one messes with the crew of the Calamitous Intent, so we went hunting for the nest of these shark wannabes for revenge. Our hunt lead us to another sea captain named Locke. Although beautiful, she had a vicious streak 5 leagues long and, we as found later, was the lover of the Sahuagin king."
"Now let me tell you my hearties, everyone we talked to became cowards whenever we asked them about Locke, but they soon learned to fear us and we discovered our quarry's location. So, we turned the tables and sneak attacked the sahuagin-lover and easily slayed her, despite her arcane power."
"On the woman's back was a map to her lover's location, and we set sail to teach these mutts of the sea a good lesson. We found a secret way in, and then began to waylay all the sharkguys we found. Galean, summoned powerful sea creatures to serve as our front line, while Nymph showed the sahuagin how a real shark frenzies. I shot my share in the head with my trusty bow, Bahrin used magic to turn the sea against them, while Trevor used his lucky blade to slay the rest."
"Finally we came across the foul Sahaugin king and his harem. Altered by unholy magicks, the King had 4 arms and a staff that could turn you into coral. Even with all that, the fool had no chance against us and we sent him to Hell to burn with his human lover. We also found a huge cache of treasure, making our quest all the more worth it."