Tarquin shields himself from most of the fire, then brushes the cinders from his jerkin. "Any chance for a heal here before we proceed? This mission is getting a little hot for me."
Tarquin draws his falcata and clears the bridge, making sure Eldon isn't left alone in the wake of the haunt's assault.
Did something happen to the tokens on the map? I can't see them
Amsheagar is right on this. When a rules question boils up, the GM always has the final call. If the GM were taking huge liberties with the rules as written it would pose a problem, but I don't think he is in this case since sound arguments can be made for both sides. This strikes me as an issue of semantics, in which case we should defer to the GM's ruling.
With one chill touch remaining, Tarquin rounds on the remaining zombie with a single, two handed Falcata attack.
Falcata Attack:1d20 + 6 ⇒ (18) + 6 = 24 Falcata Damage:1d8 + 3 ⇒ (2) + 3 = 5 plus Will DC 14 or panicked
If the attack finishes the zombie off, Tarquin then moves around Eldon to flank the golem from the east, trying to avoid exposing himself to attacks.
Didn't see you roll the extra damage. Go ahead an roll them next time/.
** spoiler omitted **
the first zombie saves his will save and the second one takes 1d6 more points of cold damage.
Before his missed attack, the west zombie burst into gore, causing those around it to make a fort save, 13 DC.
I didn't roll cold damage because I thought they were undead, so they would have to flee if they failed their saves instead. Check the PM I sent you and let me know how you want this to play out. Thanks, and sorry for the confusion!
Thyriel's missiles impact the carrion golem, barely even staggering him.
I'll let you keep the spell and have it cast since i remember it going off last time.
Sir once again steps up and attacks the two zombies and is able to hit both, dealing damage to both.
** spoiler omitted **
The two zombies slam into Sir
The first one misses.
But the second one hits, dealing 1d6+6 points of damage, causing Sir to make another Fort save DC 13
Thanks GM!
Hm, if they're not powered by negative energy, then they should have taken an extra 1d6 cold damage each. Either that or they made their saves.
Knowledge (religion):1d20 + 3 ⇒ (1) + 3 = 4 Fort DC 13:1d20 + 5 ⇒ (12) + 5 = 17
Tarquin gets bludgeoned by the zombie, but grits his teeth agains the pain and filth.
Damn, I had some good rolls too (11, 15, 7, 18, 7 to be specific). Let's see if it sticks this time...
Tarquin combines his chill touch spell with a falcata attack for each adjacent zombie, hoping to repel each of them from mobbing him.
Spell Combat Concentration DC 17:1d20 + 10 ⇒ (2) + 10 = 12 Spell Combat Falcata Attack - West Zombie:1d20 + 4 ⇒ (14) + 4 = 18 Spell Combat Falcata Damage:1d8 + 2 ⇒ (1) + 2 = 3 plus Will DC 14 or panicked
Normal Falcata Attack - East Zombie:1d20 + 4 ⇒ (13) + 4 = 17 Normal Falcata Damage:1d8 + 2 ⇒ (5) + 2 = 7 plus Will DC 14 or panicked
Naturally all my rolls are lower with the redo, so my 11 on the concentration roll drops to a 2 and my two 7s on damage become a 1 and a 5. So ignore the first three rolls and the panic risk since I lost the spell.
Tarquin steps up toward one of the shambling corpses and takes a two-handed swing with his falcata.
Falcata attack:1d20 + 6 ⇒ (7) + 6 = 13 Falcata damage:1d8 + 3 ⇒ (5) + 3 = 8 What Knowledge checks would be relevant to learn about the creatures here and the wind inside the room?
"The door seems as good a route as any. If we have no reason to conceal our entrance, then let's just go in."
I'll take the two alchy fires if no one else wants them. Eldon would probably benefit from haste the most, since it helps to set up flanks. Anyone who doesn't already have an antitoxin should drink that now.
"Much obliged, Auriea!" Tarquin gives the entranceway a cursory glance, stowing his wand but keeping his falcata drawn. He tries helping Eldon examine the area for traps.
Aid Another (Perception):1d20 ⇒ 17
Eldon, I don't think you can take 20 when searching for traps, since there is a consequence for failure
Tarquin abandons the corpse of the felled gnoll, returning to Sidney and trying again to activate his wand.
Use Magic Device DC 20:1d20 + 6 ⇒ (16) + 6 = 22 Cure Light Wounds CL 3rd:1d8 + 3 ⇒ (2) + 3 = 5
Not wanting to compromise Sidney's bluff, Tarquin closes the distance around the nearest humanoid, taking a swipe with his falcata.
Falcata attack:1d20 + 6 ⇒ (1) + 6 = 7 Falcata damage:1d8 + 2 ⇒ (7) + 2 = 9
Grateful for Sidney's finishing blow against the monster, Tarquin uses his free hand to draw a CL 3rd wand of cure light wounds and attempts to heal his bloodied ally.
Use Magic Device DC 20:1d20 + 6 ⇒ (5) + 6 = 11
The attempt is unsuccessful.
Seeing Eldon in trouble, Tarquin rips his falcata out of its sheathe while darting around the pool, barely closing the gap between himself and the creature and taking a swing with his weapon.
Falcata attack:1d20 + 6 ⇒ (4) + 6 = 10 Falcata damage:1d8 + 2 ⇒ (2) + 2 = 4
Tarquin walks gradually toward the oasis, interested in the freestanding brick hearth.
Perception:1d20 ⇒ 19 I did not specifically state it earlier because I wasn't sure when we were leaving, but I still have 3 scrolls of endure elements from the last session that I want to use for protection from the heat now if necessary. Shall I have cast one of them before we departed, or is the heat not that bad yet?
Diplomacy:1d20 ⇒ 13
Tarquin asks around but receives little useful information from the Eto locals. He looks at the map and asks his comrades, "How long will it take us to get there following this trail?"
Thanks for running, Amsheagar! Looking forward to part II
Eldon, I'm happy to swap spells with you (my PFS# is 125136-3). Looking at your book, I'd like to scribe your frostbite and ray of enfeeblement for 10gp each (Amsheagar, if you could mark that on my Chronicle as well that'd be most appreciated!). The rest of my spellbook is below (I see you're also looking for shield, which I have):
Tarquin's Spellbook:
All magus cantrips
1st—chill touch, enlarge person, grease, shocking grasp, magic weapon, shield, true strike, feather fall, vanish, hydraulic push, magic missile; adding frostbite and ray of enfeeblement
Amsheagar, I'd also like to spend 1,000 gp enhancing my masterwork chain shirt to a +1 chain shirt. I'd also like to purchase a scroll of invisibility
Sidney cast enlarge. If Tarquin wants it, he grows big.
Then Sidney turns into a reptileman.
Although players, we should probably stick to acting in order to make life easier for the GM. He's already juggling quite a bit, and now even I'm confused. @Amsheagar, my earlier post was my intended action for the first round, but if that happened prior to combat then I'll do the action detailed below.
Tarquin steps 10 feet over the northern corner of the pool and attacks the snake with his falcata, channeling his first chill touch via the strike.
Falcata Attack:1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19 Falcata Damage:2d6 + 2 ⇒ (4, 3) + 2 = 9 Chill Touch Damage:1d6 ⇒ 110 damage total; Fort DC 14 or 1 Strength damage
If my earlier action was my turn for this round, then I'll move my token left 10 feet since I haven't had a chance to take that move yet.
Increasing in size from Sidney's spell, Tarquin steps to the northern side of the pool and casts chill touch, transferring the held charge to his falcata.
I'm calling shotty on two of the potions to heal up from that fight. I'll snag a tanglefoot bag too, if no one objects. Potion of Cure Light Wounds:1d8 + 1 ⇒ (7) + 1 = 8 Potion of Cure Light Wounds:1d8 + 1 ⇒ (7) + 1 = 8
Tarquin downs two of the recovered potions to heal his wounds, taking a tanglefoot bag as well. He follows Tyriel into the well, peering around for enemies or hazards.
If Red is still up: Before Auriea drops his melee weapons, Tarquin presses his attack on the thug.
Spell Combat Falcata Attack:1d20 + 6 ⇒ (12) + 6 = 18 Falcata Damage:1d8 + 2 ⇒ (8) + 2 = 10 Defensive Casting Concentration:1d20 + 10 ⇒ (14) + 10 = 24I forgot to add my Combat Casting bonus last time, oops! Spell Combat Falcata Attack with Touch of Fatigue:1d20 + 6 ⇒ (9) + 6 = 15Save DC 13 Spell Combat Falcata Damage:1d8 + 2 ⇒ (5) + 2 = 7
If Red has dropped: Tarquin retreats inside the building upon which the womans stands with a 5-foot step, draws his wand of cure light wounds, and attempts to use it on himself.
Use Magic Device:1d20 + 6 ⇒ (7) + 6 = 13