Larkspring tries to catch himself, while Fir sits down and growls at the vines holding him.
Larkspring's Climb check (to catch himself, DC 10 + slope's DC [-5 for rope?]): 1d20-5=0. Does Larkspring get any more checks this round (the climb skill says it takes no action to try to catch yourself while falling).
Fir takes no actions beyond growling at all strangers and the vines.
Spell durations:
Spoiler:
Entangle lasts for 3 minutes and 36 seconds, while longstrider lasts for 3 hours 59 minutes and 42 seconds.
"(The outlanders think that the arcophage is theirs)" Nbulu says to Ban!utu, translating the gist of the newcomers' protests. He casts a wary eye toward the entangled bear and the scorched remains of the lizardfolk shaman floating far below, then dismisses his spiritual weapon starknife. "(Maybe we should make a deal.)"
"Outlanders!" Nbulu calls down to the climbers in Common. "We thank you for your help fighting the shambler and lizards. My companion and I have been tracking the arcophage for many days. Perhaps we can come to an accomodation?"
"I would be open to that, if you'd make sure that last lizard-man doesn't get away. I want to know why they were so hostile. Of course, my companions should speak for themselves."
He looks down at the boat holding the captain and Faruq.
seeing the plant mound shamble no more, Ban!utu retrieves his weapons casts a weary glance at the outsiders and proceeds to start collecting the strange parasite, which the city people will pay so much for, carefully cutting it out and protecting it from the sunlight.
Did my 11 Ref save make it?
Fir's confirm critical: 1d20+1=20, if it hits: 1d6+2=6 (the extra damage).
Larkspring continues climbing as quickly as he can, trying to reach the lizard-man still entangled in the vines before he escapes. Fir strides through the tough plants towards the remaining lizard-man, intending to kill him.
Spoiler:
Larkspring continues climbing (fun!). Climb check: 1d20-5=7. Balance check: 1d20-3=3. If he comes within the radius of the entangle spell, Reflex save: 1d20+3=5. If anyone in the party is within five feet of the reptile, he dismisses the spell.
Larkspring tries to project calm onto Fir through their empathy link, but Fir has learned his trick too well, and continues to try to kill the lizard. Handle animal check (DC 20) to make Fir only knock the lizard out instead of dealing lethal damage: 1d20+12=27.
Fir's Reflex save for this round (I forgot last round, but it shouldn't make much of a difference since the shambler would have already died even if he didn't help): 1d20+4=6 (I guess my luck had to run out eventually). Full-round action to break free and move 20 feet with Strength check: 1d20 4=11 (failed). He's entangled, so he can't move and has a -2 to all attacks and a -4 to Dexterity (effectively 9 now).
Larkspring attempts to dodge the fire, and then casts a spell of his own on the shaman before continuing to climb the more difficult terrain. "Pemnt!" Reflex save: 1d20+3=11.
Flare (yes, I know it's lame but he doesn't have any other useful spells): Can be cast on a creature to 35 feet away, DC 13 Fortitude save or be dazzled for one minute.
Balance check: 1d20-3=7.
Climb check: 1d20-5=7.
Fir slashes at the plant creature powerfully with his claws.
Attacks for previous round: 2 Claws: 1d20+6=24, 1d4+4=6, 1d20+6=19, 1d4+4=6. Bite: 1d20+1=12, 1d6+2=6.
Attacks for this round: 2 Claws: 1d20+6=7, 1d4+4=7, 1d20+6=13, 1d4+4=5. Bite: 1d20+1=21, 1d6+2=7. (Crit?)
Invisible castle likes me.
"Are we attacking the plant or the lizard-men?" Triska asks Sabriel. "We should focus our attacks on the greatest danger!"
"Right now I think that Shaman is the biggest threat. You never know what kind of mojo someone like that can cook up," she says in response to Triska's query.
"Try not to kill all of the lizard men! I want to find out more about them and this place!" Larkspring shouts up to Sabriel. "And don't attack the humans, they don't look very dangerous. Do you have any holding-like abilities? Or maybe something to make the lizard men less hostile?"
Oh, and the entangle lasts 3 minutes and 54 seconds longer.
Sorry about the spell, guys, but Larkspring doesn't know you yet (and he wanted to stop the lizard men from attacking)
Larkspring mutters to himself, "Senpenich innir," as he climbs the path.
Spoiler:
Larkspring casts longstrider, which gives him a +10 feet bonus to his base speed. With encumbrance, his speed is now 20 feet. The spell lasts 4 more hours, and takes a standard action to cast. It only works on his base land speed, however, so if he continues to have to use Climb to advance it will have no real benefit (1/4 of 15 feet is the same as 1/4 of 20 feet). Since he has a rope and a slope (rhyme unintended), would the DC lower any?
Larkspring acceleratedly climbs, with an extra -5 to his check: 1d20-10=-4.
Balance check: 1d20-3=4. If he makes his Climb check, does he have to worry about Balance? If not, then Larkspring's screwed (again).
Knowledge (nature) check to identify the mound: 1d20+10=21.
Fir continues to climb as fast as he can without endangering himself.
Let me know when he reaches any of the newcomers.
Climb check: 1d20+4=7.
Balance check: 1d20 1=9.
Larkspring sees the commotion above him, and decides that everyone needs to just calm down and let him get up there.
He mutters under his breath, "Why do I have such short legs? I want to see that plant!" How far up the slope is everyone else? "Seromem!"
The grass and plants under the feet of the lizard men, the Mwangi, and the plant (or whatever is its analog of feet) suddenly grow and wrap around the ankles of everyone there. Those that cannot reach a creature waver, ready to attack.
Spell:
Spoiler:
Entangle, lasts 4 minutes or until dismissed, the radius can be planted as far away as 560 feet, and the radius is 40 feet. The Reflex save DC is 14.
After casting his spell, Larkspring continues to climb up the rope.
Fir also notices the fight, and looks at Larkspring for reassurance before running up the hill.
Climb check: 1d20+4=18. Fir spends his entire round climbing up the hill.
Sabriel keeps an eye on the Lizard folk coming down the trail towards her. She doesn't continue any further without the others, but she doesn't back away just yet, not sure of their intentions.
She calls back down the cliff. "C'mon Larkspring. This is no time for sitting around resting." She laughs, appearing non-threatening towrds the Lizardfolk. "Just use the rope and you'll be fine."
"Oh, thanks."
Larkspring sighs, then stands up and begins climbing up the path, one hand on the rope.
Larkspring decides not to try his luck any more, and sits on a rock on the (slope) side of the trail. Fir looks at him, then lies down too.
"Thanks for the help, Triska. I'll follow you guys in a bit."
I hope everyone had a good holiday weekend! The weather here was perfect, I had a great time being outdoors having fun in the sun! Anyone going to Paizocon II?
I wish... have had sun here though!
Larkspring stands up, and thanks Triska for aiding him. It was only 20 feet of tumbling, barely enough to take some damage. "Thank you, Triska," he says as he rubs his side where she kicked him.
Seeing that she saved his master, Fir goes on his hind legs and sniffs Triska in the face.
Larkspring looks up to the reptilian humanoids. He calls up, "Hail!".
To his comrades below, Larkspring says "I think we might be at some sort of religious place. Try not to offend them."If this seems too smart for 13 Int, let me know. It's just a guess.
Triska tries to interpose herself between the tumbling gnome and a fall to certain death, while at the same time keeping an eye on the creatures above.
Climb (1d20+3=11), Balance (1d20+1=20)Do I need to make any rolls to catch Larkspring?
If the gnome is safe:
Triska draws her bow, keeping it trained on the creature above and covering her companions as they climb Sabriel's rope.
Yes, I am a gnome. Thank you for noticing. (Mutters about racism...)
He'd be in front of me, unfortunately, because he is a lot faster than an armored gnome. Good thing I have that wand of cure light wounds...
Larkspring exerts all of his energy to try to grab hold of something, anything, to break his tumble down the rocks. Unfortunately, being faster than his friend and thus farther up, Fir cannot do anything beyond jumping down himself (and even that would probably not be enough to catch up in the vertical race).
He's not jumping, if I was unclear.
For Zoom:
Spoiler:
Larkspring lets Fir know, through the empathic link, that he shouldn't try to sacrifice himself in a probably useless effort. He tries to grab hold of something, with a Climb check, to break the fall: Climb check, assumed DC 15 (DC 0 of slope being not walkable, DC 10 for catching myself on a slope, +5 DC from it being slippery): 1d20-5=6 (fail). I don't think a Balance check would be applicable in this situation, since he's tumbling down the slope. Initiative: 1d20 2=12.
I don't know how fast he's tumbling, but would it be more or less than 20 ft/round? I could figure it out myself if you want.
Fir carefully picks his way down the hill towards his friend. Balance: 1d20 1=12. Climb: 1d20 4=22. Initiative: 1d20 1=2 (Wow, another low initiative roll for Fir... he really is slow to react).
I hope that you misspelled "Ha," "wall," and "accent." Nu lot ta GE balefuller if tat they'll sheik.
Larkspring thanks Triska for the help. He looks up the hill for any advantages that could be gleaned from the terrain when fighting the plant creatures. Only for a second does he do this, however; before he takes another step he looks down again.
Are there any boulders that could be dropped or rolled onto slow-moving opponents? Logs? Heavy undergrowth that could facilitate hiding? Now that we're the aggressors, we have a chance to make plans and stuff.
Larkspring's checks: Balance 1d20-1=0 (Edit: o"crap"...), Climb 1d20-3=4 (even more "crap"...).
While he looks up the slope, Larkspring slips, and fails to grab anything to catch his fall. "Help, by Sarenrae, help!" (then swears in Gnome, Druidic, Elven, Sylvan and Common.)
Fir's checks: Balance 1d20+1=20, Climb 1d20+4=19.
Since Fir got such good rolls, can he jump down the slope to try to save his friend from falling?
Larkspring's checks: Balance 1d20-1=16, Climb 1d20-3=14.
Fir's checks: Balance 1d20+1=18, Climb 1d20+4=10. Before starting the climb, Larkspring decided that he didn't want to overburden his companion, as the slope was slipperier than he had thought. (And because I don't want to figure out his carrying limits.)
Upon seeing close-up how tough the climb is, Larkspring slides off Fir's back to let his friend make his own way.
Knowledge (nature) checks to learn about the terrain and the mobile plants: Terrain: 1d20+10=20; critters: 1d20+10=23.
At dawn Larkspring sat cross-legged on the deck, renewing his magical energies from the nature around him. Before he did so he healed all wounded.
1 cure minor wounds, 2 cure light wounds: 1d8+4=7, 1d8+4=9. (1, 7, 9 hp healed. Whoever is wounded, let me know how badly.)
Prepared spells:
Spoiler:
0-level (5): Cure minor wounds, flare (prepared twice) know direction, virtue.
1st-level (3+1 for high Wisdom): Entangle, longstrider, shillelagh, speak with animals.
2nd-level (2+1 for high Wisdom): Animal trance, flame blade, owl's wisdom.
Larkspring summons Fir to come and help acquire the acrophage. When everyone else is ready to climb, he climbs onto Fir's back for a ride. As soon as there is sign of combat, he slides off to let Fir fight. He is once again wearing his armor.
Sorry I'm so late... there's been a lot going on.
Larkspring moves up toward the light, drawing his scimitar as he goes. The owl flies around, looking for an opening, then attacks it. Fir runs up to where the light is and attacks it.
Larkspring: Draw scimitar, move action; move up the boat towards the light (20 ft. speed).
Owl: Attacks, then moves past the wisp to continue flight, going 20 ft. before turning in place (using another 20 feet to turn a 180 so she is facing the light again). Oops, I just looked this up and saw that the owl only has 0 reach. She's going to provoke an attack of opportunity from the light if it has more than 0 reach when she enters its square to attack, and she can't flank. Claw: 1d20+5=22, 1d4-3=1.
Fir: If possible, charge at light: Charge, one claw +2 from charging: 1d20+8=17, 1d4+4=8. If not possible, move and attack: 1d20+6=19, 1d4+4=8.
Now re-endowed with his full faculties, Larkspring shifts his hands in a few more complex gestures and speaks another incantation, causing a large brown owl with yellow eyes and great tufts on its head to appear behind the glowing light.
Trades cure light wounds for summon nature's ally I. Summons owl, which can be summoned up to 30 feet away (if possible, giving Sabriel a flank) and remains for 4 rounds, or until it is killed. Assuming it acts on Larkspring's turn, the owl attacks (standard action) (if she doesn't already flank, then the owl flies toward the globe so that she does [40 ft. speed]): talons 1d20+5=9, 1d4-3=1 (if she flanks with Sabriel, she gets 11 instead of 9). Since the owl is summoned and will not be harmed if it dies, it pays no heed to attacks of opportunity.
Larkspring decides that his flame will be of no use against the glowing light, so he extinguishes it and swims towards the sands (or, if the riverboat has a ladder, swims towards the boat).
Move action to make a swim check to move 1/4 of his speed if he succeeds (DC 10): 1d20=9. He failed, but not by more than 5 so doesn't go under.
Fir, satisfied that he was the one who struck down the oil, swims toward the ship.
Full-round action to start swimming back to the ship, DC 10 to move 20 feet: 1d20+8=26 (success, so moves 20 feet towards the ship).
The night is full on at this point, the light from the campfire and the floating object are the only light sources for the heroes to fight the wierd monsters they face.
Um... about that, didn't I say that my spell gives illumination like a torch?
Tegid, I think you're equating a round with 10 seconds instead of 6. Is this on purpose?
Will save vs. black thing: 1d20+7=26.
If he fails his Will save:
Larkspring tries to keep from drowning, his instincts temporarily keeping him from heading towards the black thing.
Swim check to try to regain surface (DC 10, move action): 1d20+2=10 (I forgot the +2 from Fir's help, so it's not the same as on Invisible Castle).
Spellcraft check to keep the spell going (DC 21): 1d20+1=21.
He succeeds, so he starts swimming towards the black slick again.
Swim check to move 5 feet towards the black thing (DC 10, move action): 1d20=7. Doesn't fail by five or more, so he remains in the same place.
Produce flame lasts 3 minutes 42 seconds longer.
Fir swims towards the oil to try to destroy it before it can bring his master to harm.
Swim check: 1d20+8=26, so he can swim 10 feet (or 20 feet if it's farther and he uses a full-round action).
If the oil is 10 feet or less away, Fir attacks with one claw (standard action): 1d20+6=23, 1d4+4=6 If he makes the Will save:
Larkspring swims back to the surface and pelts his globe of heat at the accursed ooze.
Swim check to try to regain surface (DC 10, move action): 1d20+2=10 (I forgot the +2 from Fir's help, so it's not the same as on Invisible Castle).
Spellcraft check to keep the spell going (DC 21): 1d20 1=21.
Ranged touch attack: 1d20+6=16, 1d6+4=8 (vs. oil's touch AC).
Produce flame lasts 2 minutes 42 seconds longer.
Fir, seeing his master looking better, swims towards the oil to make sure it never controls his friend again.
Swim check: 1d20+8=26, so he can swim 10 feet (or 20 feet if it's farther and he uses a full-round action).
If the oil is 10 feet or less away, Fir attacks with one claw (standard action): 1d20+6=23, 1d4+4=6
Is it just me, or has anyone else thought of the X-Files while fighting the oil?
Will save: 1d20+7=17. Wow, a 17 doesn't save? Crap...
Larkspring goes underwater, and tries to reach the surface again.
Swim check (DC 10 since it's calm water): 1d20=8. He's got 29 more rounds left before he starts drowning.
Seeing his friend go under, Fir attempts to bring him back up to the surface.
Aid another action (standard action), Swim check (same DC as Larkspring's for next attempt, since he has lower initiative): 1d20+8=19; success, so grants Larkspring a +2 bonus on his following Swim check.
Jeez, this fight is gonna be close.
Creasing her eyebrows at the lack of damage caused by her spell, Sabriel power her Rapier and moves to the side of the boat in the direction of the Glowing Light.
Damnit! Had my post all written, and it got eaten :(
Lessee...
Larkspring tries to fight the impulse to touch the black oil.
Will save: 1d20+7=17.
If he makes the save:
Larkspring shakes off the compulsion, and flings his ball of fire at the swirling mass. Before anyone can notice, another sphere appears in his hand. He then moves to his bed, where he may have a chance to grab his wand.
Standard action to make a ranged touch attack against the oil: 1d20+6=17, 1d6+4=10 fire damage, range 120 feet (the spell lasts for 2 minutes and 54 seconds longer). Move action to head for his bed, 20 ft. per move. He has 15 AC thanks to Tegid's spell.
If he fails the save:
Larkspring has an intense need to know what the oil feels like on his skin dives over the railing and starts swimming towards the oil, if it's more than 5 feet away.
Move action to jump/swim, another move action if not already touching the oil. Swim check (if too deep to stand for a 4-foot tall gnome): untrained, no Strength bonus, no armor check penalties 1d20=3. He may start going under.
If Larkspring fails his Will save:
Fir tries to grab his friend in his teeth, ignoring any harm that may come to Larkspring.
Nonlethal attack, -4 on each attack. I think Larkspring would snap out of it after taking damage. Full-round attack action (all attacks dealing nonlethal damage): Claw 1d20+2=18, 1d4+4=6; claw 1d20+2=5, 1d4+4=8; bite 1d20-3=-2, 1d6+2=6. Total 6 nonlethal damage.
If Larkspring makes his Will save:
Fir, seeing another of his friends acting oddly, charges at Triska and tries to bowl her over.
Fir charges, trying to overrun Triska and knock her prone (or at least make her wake up from the trance). Rules details:
Spoiler:
Move/coupled with overrun (move action to get close enough, standard action to overrun): Triska gets an attack of opportunity; Triska has the chance to avoid entirely; if Triska chooses not to evade, she gets a Str or Dex check (whichever is higher), vs. Fir's Strength check: 1d20+4=7, if she fails she is knocked prone; if she succeeds she can make a Strength check to knock Fir prone, versus his Dex/Str (Str, being higher) of 1d20+8=23 (he gets a +4 bonus for 4 legs).
If Triska has already jumped in, Fir charges off the prow of the ship and tries to grapple the glowy orb. More contingency rules:
Spoiler:
Run action (x5 speed due to feat), grants a +4 bonus to jump checks, runs off prow of ship (from where he stood next to Larkspring. Jump check (if his 200 feet of movement is more than the length of the ship): 1d20+12=27 (enough to jump 27 feet horizontally [midpoint 13 feet out, having a midpoint of 6 3/4 feet above takeoff point], before descending at a rate of x=4y [when y=vertical distance and x=horizontal distance] and landing on the ground [a minimum of 53.75 feet traveled]. Can Fir try to "hug" the orb while in midair? If he can, I think he'd take a -4 penalty to a melee touch attack (treated as a grapple), since he won't be able to maneuver much once in the air: 1d20=17. If the deck is more than 10 feet above the sand (or water, in which case he takes no damage at all), Fir attempts a Jump check to land without taking as much damage (the +4 bonus from running is included since it's easier to take a fall if you've got horizontal velocity): 1d20+12=17 (makes the DC 15, so he takes damage as if the height were 10 feet less).
Larkspring summons a sphere of white-hot fire to his hand with a gesture and a few words(he's not wearing armor, as he was sleeping, so AC 13).
"Shien en!" For Zoom:
Spoiler:
Casts produce flame (standard action), duration 4 minutes, melee touch attack 1d20+4 (1d6+4 damage) or ranged (120 feet max) touch attack 1d20+6 (1d6+4), -1 minute for each attack attempt, renews after each attack.
The spell sheds bright light in a 20-foot radius and shadowy light in a 40-foot radius. Larkspring moves to the closest edge of the ship to the oily thing.
Fir, roused by seemingly nothing, gets up and moves to the side as well. He is a bit shy of jumping into the water where the oily thing is.
For Zoom:
Spoiler:
Empathy link wakes up Fir.
Fir gets up {from the prone position} (move action) and moves to the side of the ship where Larkspring is (move action). He waits until the strange things move closer.
Larkspring groans for a second, then realizes where he is and hops onto his feet. Over his empathic link, he calls Fir awake with a blast of surprise.
"What is it?" he says a bit grumpily.
Larkspring offers to pull the boat too, but Fir nuzzles his elbow, and instead Fir assists Tegid. He grips the rope in his teeth, so Larkspring hops down to tie it into a harness around his forelimbs and neck. Larkspring takes the prow-watch.
Larkspring climbs the steps to look at the door, Fir at his side.
"Perhaps we could batter it down? I'm afraid I've used all my spells of strength for the day, but Fir could try."
Larkspring goes to the food and supplies building and hoists some acrophage onto his back. He gives Fir a barrel to drag.
What exactly does the acrophage look like? Larkspring walks down to ask the captain if they should go on from here and pursue the elf.
I assume Sabriel was fully healed by Tegid?
Fir's fully healed; I don't know which roll to use for Larkspring. He's only 7 hp below full health. From what I've seen, before they were healed Sabriel had taken 7 damage and Triska took 6. Is there any beyond that? Larkspring's just a bit anxious to show that he's important too.
Larkspring grasps the stranger's hand and shakes it firmly. "We haven't found any survivors. A few days ago, as we were coming upriver, we found an abandoned boat. Methinks the elves haven't just attacked here?"
"My companions and I, including a sorcerer of some kind who seems to have wandered off during the battle, were hired to protect the ship down at the dock there. If it had not been for you, I think we would have fared poorly. A servant of Irori, eh? He's a little too human-centered for my tastes; doesn't seem to care about the world beyond those who serve him. Just my opinion, though."
Larkspring looks down towards the dock, ascertaining whether the ship and remaining crew are in one piece.
Larkspring moves around to T27, provoking an attack of opportunity from the elf in T26. (S24, S25, S26, T27). He has AC 20.
And looks like I accidentally didn't move Fir... he's moving to R26, not S26.
Larkspring mentally thanks the stranger. He attacks the elf once again.
Um... I don't have the map since I'm on the road (laptops=not so good), but Zoom's post says Sabriel is at T25 and an elf is at T25. I assume you meant T26... (edit: Sabriel)? Only noticed it 'cause I was trying to visualize in my head, wondering if I got flanking bonuses.
For Zoom:
Spoiler:
Larkspring takes a five-foot step so he flanks the elf (from S24 to T24). Masterwork scimitar with flanking bonus and bull's strength bonus (standard action): 1d20+9=18, 1d4+2=3.
Fir, feeling his wounds close, lunges at the gorilla again.
For Zoom:
Larkspring runs ahead, as fast as he can.
Uses Run full-round action, moves only 45 feet (X3 thanks to medium armor), from Q15 to R24.
Fir kills the wounded elf (or tries to).
For Zoom:
Larkspring drops his sling and draws his scimitar. He trudges as quickly as a heavily armored gnome can in an effort to reach the fight, all the while alert for any more elves.
For Zoom:
Spoiler:
Use a free action to drop his sling. Since his BAB is higher than +1, he can draw his scimitar as part of his two move actions.
Use two move actions to hustle 30 feet from P10 to Q15. Does anyone look wounded besides Larkspring, Fir, and the crossbow-slinging stranger?
Fir tries to kill the nearest elf in the merchant stalls.
For Zoom:
Spoiler:
Move action (40 feet maximum) from R32 to S26-24 (whichever one gets him close enough to attack.
Standard attack action: Claw: 1d20+8=17, 1d4+6=7.
Spell durations:
Spoiler:
Forgot to post last round's durations, so here they are:
Larkspring's and Fir's bear's endurance: 3 minutes, 18 seconds.
Larkspring's and Fir's bull's strength: 3 minutes, 24 seconds.
Triska's cat's grace: 3 minutes, 48 seconds.
This round:
Larkspring's and Fir's bear's endurance: 3 minutes, 12 seconds.
Larkspring's and Fir's bull's strength: 3 minutes, 18 minutes.
Fir hops down from the roof and runs towards the toll booth.
From O18 to R32 (uses two move actions, both provoke melee attacks of opportunity). Has he seen any more elves?
Larkspring picks up his shield and puts it on once again.
A move action to pick it up (provokes attack of opportunity), and another move action to don. New armor class: 20, rather than 17.
Larkspring runs as quickly as he can in his heavy gear into the shelter of the alley again.
For Zoom:
Spoiler:
Uses two move actions to make it to the alley. From Q15 to P10.
Spell durations:
Spoiler:
Larkspring's and Fir's bear's endurance: 3 minutes, 24 seconds.
Larkspring's and Fir's bull's strength: 3 minutes, 30 seconds.
Triska's cat's grace: 3 minutes, 54 seconds.
Fir moves to attack the closest elf he sees.
Are there any elves on the roofs? If so, he attacks them first. If there are none on the shingles, Fir hops down and attacks the closest elf. Let me know, and I'll post his actions (he's got a +10 Jump with bull's strength, and a +14 if he gets a running start).