Finding the Spark (Pathfinder 1E Quest)

I do think there's a chance they're already dead, or there's some sort of horrible deadman's switch setup,

But honestly, I'd rather kill this vamp and hope that there hasn't been some sort of setup that delivers their souls to the torture god - since that'd make it reasonably easy to Gentle Repose + Raise Dead them.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jan 25, 2025 at 10:08 AM, finished with 24 posts and 8 votes.

  • [X] The Worm Bites Back
    -[X] Sirim uses Wild Arcana to cast Versatile Weapon (Silver) on Gorok's sword so he can overcome the Vampire's Damage Reduction.
    -[X] Cob activates his Boots of Speed as a Free Action, expends one Mythic power to Shadow Teleport behind the Vampire as a Move Action, then another Mythic power to make a Sneak Attack using Surprise Strike as a Swift Action, he then continues attacking using Piranha Strike. He uses his Alchemical Silver Dagger to bypass DR and inflicts the Bewildered (-2 AC for 1 round, -4 vs Cob's attacks) condition on his first Sneak Attack.
    --[X] Surprise Sneak Attack Strike: +22 (+1 Mythic, +2 Morale, +1 Haste, +1 Trait, +1 smaller Size, +1 extra DEX), 1+12+4d6 damage; 17-20/x2
    --[X] Piranha Strikes: +19/+19 vs -4 Penalized AC (+2 Morale, +1 Haste, +1 Trait, +1 Size, +1 extra DEX, -2 Piranha Strike), 1+12 damage, +4d6 Sneak Attack damage if applicable due to Flanking (which provides another +2 attack bonus); 17-20/x2
    -[X] Gorok activates his Boots of Speed as a Free Action, expends one Mythic power to use Fleet Charge to Power Attack the Vampire as a Swift Action after Cob makes his first attack, then continues to Power Attack it, providing Flanking for Cob to continue making Sneak Attacks against it.
    --[X] Fleet Charge Power Attack: +18 vs -2 Penalized AC (+2 Morale, +1 Haste, +1 Mythic), 3d6+9 damage; 15-20/x2
    --[X] Power Attacks: +17/+17/+10 vs -2 Penalized AC (+2 Morale, +1 Haste), 3d6+9 damage; 15-20/x2
    -[X] Kori targets the Vampire with a Barbed Chains spell, using all three chains to attempt Trip attacks against him after Cob attacks. If the Vampire has been destroyed before he can cast, Kori instead attempts to Trip the Golem.
    --[X] Barbed Chains Spell: x3 chains; +16/+16/+16 vs -2 Penalized CMD to Trip [+6 (CHA) +2 (Morale) +3 (Luck)], plus each hit requires a DC 17 Will save to avoid being Shaken for 1d4 rounds.
    -[X] Warty Charges the Golem, attempting to bite it.
    --[X] Bite: +15 (+2 Morale +2 Charge), 3d8+8 damage, +1d4 Acid damage (+1d4 in the following round as well)
    -[X] Pepper targets the Golem with a Grease spell.
    --[X] Grease Spell: DC 15 Reflex saving throws or fall prone.
    -[X] Avarice remains overhead out of sight, looking for additional attackers. He will telepathically warn the party of new threats.
    [X] The Worm Bites Back
 
Arc 10: Post 33: Slayer's Gambit
Slayer's Gambit

30th of Kuthona 4707 A.R. (Absalom Reckoning)

Gorok's claws tear through thick the rotted loam and the bark of the tree as he climbs, weapon turning silver in his hand under Sirim's ministrations, but Cob is swifter still, appearing behind the assassin. Bright is the knife in his hand and cold as ice, but for the first time in a long time it seems that Cob has met his match for even menaced by the fey blade and claw he manages to step gracefully aside, allowing Cob to almost stumble off the branch. But your friend's a willy one, he swings one handed off Gorok's scaled arm and launches himself straight at the monsters glowing red eyes, wide with shock and pierces only smoke. "What the... d'I git 'em?"

The answer is cold and mocking laughter still falling though the branches. "He who rights shadows shall cut only himself."

"Simulacrum," Sirim spits, for all his voice still can't rise above a horse whisper. "How much did that puppet cost to serve as a scarecrow in a field with locusts?"

Of more import to you is the shout from Cob: "Oi, git's up there!" Only now do you see the slight incongruity of the assassin flush against the trunk of the tree above where he had positioned his false self, his dead flesh as cold as the night air in your sight.

Combat Rolls

Sirim Knowledge (Arcane) (DC 22): 1d20+15 = 29 (Success)
Simulacrum Takes 65 Damage -> Destroyed
Cob Perception (DC 25): 1d20+19 = 26 (Success)

Chains fly to your call, coiling links of shadow forged as steel that drag him off balance and send him crashing backwards to the forest floor. Too much to hope the earth will hurt one of the risen dead, but still his curses are as music in your ears matched only by the sound of Warty's wrathful wrarble as he launches himself at living idol of Zon-Kuthon. Alas, he only gets a mouthful of sand and the creature seems wholly blind to it, face flowing into serene smile, ruined by the marks of torture that mark its face up close as it walks towards you.

The friction of sand particles births an inhuman voice: "Betrayer of kin, you spit upon the struggle."

It seems to fall upon you with the weight of a mountain hurtling down and so it might be, but mountains know not where they fall. It stumbles, clawing great clods from the tainted earth as Pepper's magic takes hold, unable to make good its threat as a dozen or so feet above a winged cat finds its perch, a sheen of starlight on his coat.

Pepper is definitely a lot bigger than the last time you saw him, and something tells you more dangerous beside.

Combat Rolls


Golem Reflex Save (DC 16): 1d20+6 = 13 (Failure)

"They are not yours!" the idol proclaims, an edge of cold spite now in its words as it had not been when it accused you. "Flee, little spark, lest ye be swallowed by the Yawning Dark!"

"Hmm?" The feline meets its burning gaze with one as silver mirrors. "I certainly am yawning, I will give you that." He demonstrates the point.

Bravado aside, though the battle's far from over neither you nor he foe bear any marks from the opening clash and response as Mina gathers her power to strike.

[] Write in battle plan.

OOC: The assassin showing his prep here, but that golem getting tripped up by a cat messed up what would have been a devastating attack on Kori.
 
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I really despise the Simulacrum spell. It can be such a pain in the ass, and yet it is so powerful when properly used. It's also a struggle not to abuse the spell to within an inch of its life. 🧐

That was also no small investment on the Vampire's part. The services of a 13th level Arcane spellcaster don't come cheap, nor do the material components for that spell. Hopefully the expense means he doesn't have many other surprises waiting for us.
They are not yours!" the idol proclaims, an edge of cold spite now in its words as it had not been when it accused you. "Flee little spark, least ye be swallowed by the Yawning Dark!"

"Hmm?" The feline meets its burning gaze with one as silver mirrors. "I certainly am yawning, I will give you that." He demonstrates the point.
I'm not sure if this is yet more evidence of Pepper being special in ways we don't yet realize, or if he's just being a cat. It's hard to tell.

Either way, he just got a sick burn on that mouthy Golem.
 
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That was also no small investment on the Vampire's part. The services of a 13th level Arcane spellcaster don't come cheap, nor do the material components for that spell. Hopefully the expense means he doesn't have many other surprises waiting for us.
If he is hunting Sirim on orders of the Midnight Court, then some arcane support would be easy to get.

Sirim might not yet have drawn the personal attention of Zon-Kuthon, but certainly of a lot of former colleagues and superiors who think of a surviving traitor as something between a personal embarrassment and a religious duty to hunt down.

And while the high-end mages are too busy to leave Nidal and that would be quite the break with tradition, given that their isolationism is a direct wish of the Black Triune, they can still lend some help in other ways.
 
If he is hunting Sirim on orders of the Midnight Court, then some arcane support would be easy to get.

Sirim might not yet have drawn the personal attention of Zon-Kuthon, but certainly of a lot of former colleagues and superiors who think of a surviving traitor as something between a personal embarrassment and a religious duty to hunt down.

And while the high-end mages are too busy to leave Nidal and that would be quite the break with tradition, given that their isolationism is a direct wish of the Black Triune, they can still lend some help in other ways.
It really depends on how much official backing the Vampire has, and how much personal initiative he has taken in hopes of hunting down Sirim for brownie points from his superiors. I get the feeling that he's somewhat off the book on this mission.

@DragonParadox, where is Mina in the initiative order?
 
I really despise the Simulacrum spell. It can be such a pain in the ass, and yet it is so powerful when properly used. It's also a struggle not to abuse the spell to within an inch of its life. 🧐

That was also no small investment on the Vampire's part. The services of a 13th level Arcane spellcaster don't come cheap, nor do the material components for that spell. Hopefully the expense means he doesn't have many other surprises waiting for us.

I'm not sure if this is yet more evidence of Pepper being special in ways we don't yet realize, or if he's just being a cat. It's hard to tell.

Either way, he just got a sick burn on that mouthy Golem.
He is just being a cat, and is therefore special in ways no non-cats can ever truly understand.

@DragonParadox I'm a bit unclear on what Gorok did with his turn - he Fleet Charge'd the simulacrum, but did he take his standard/move/full attack actions?

Also, I'm wondering it it'd be worth spending two of Sirim's mythic points to cast Create Pit under the golem - my question's are;
is the golem prone now, and will it still be prone when Sirim's turn comes around?
if it is still prone + in the same location as the grease spell by the time Sirim's turn comes around again, would the grease spell/prone have any impact on the reflex save it would have to beat against Create Pit, and the athletics check needed to get out?
----
Putting aside the pit idea; if the Golem stand up, will it have to save against the grease spell if it doesn't move? If it doesn't, could Pepper just cast Grease again?
 
He is just being a cat, and is therefore special in ways no non-cats can ever truly understand.

@DragonParadox I'm a bit unclear on what Gorok did with his turn - he Fleet Charge'd the simulacrum, but did he take his standard/move/full attack actions?

Also, I'm wondering it it'd be worth spending two of Sirim's mythic points to cast Create Pit under the golem - my question's are;
is the golem prone now, and will it still be prone when Sirim's turn comes around?
if it is still prone + in the same location as the grease spell by the time Sirim's turn comes around again, would the grease spell/prone have any impact on the reflex save it would have to beat against Create Pit, and the athletics check needed to get out?
----
Putting aside the pit idea; if the Golem stand up, will it have to save against the grease spell if it doesn't move? If it doesn't, could Pepper just cast Grease again?
Sirim only has one Mythic power left for the day.
 
m not sure if this is yet more evidence of Pepper being special in ways we don't yet realize, or if he's just being a cat. It's hard to tell.
90% sure Pepper is a gift from Desna.
That goddess can be quite interventionist.

And it would have fit the theme, regardless if Pepper stayed a regular cat, became an Agathion or a butterfly-winged cat-drake.
 
Now it's time for Sirim to caste Haste. The opening round didn't need it as much, but the Golem is pressing my paranoia button harder and harder. Everyone needs the bonus to attack rolls, AC, and Reflex saves. It will let Warty make two bite attacks, make Mina's Searing Light more accurate, etc. Also lets Cob and Gorok save the duration on their Boots for later, just in case. Sirim doesn't have much in the way of useful resources left for this fight, just Haste and one Mythic power, and I think we should hold onto that last one for a bit, just in case.

Mina can attack before Cob and Gorok, but she would be better off waiting, since the Vampire's AC will be penalized after Cob shanks him. That will make her Searing Light even more likely to hit. And if that spell isn't needed, she can start casting to empower Pepper into a Guardian Spirit. Pepper will get his 2nd level spells, Create Pit and Stone Discus, which will be perfect for dealing with the Golem. He casts Stone Discus at 7th level, which means it will inflict 8d6 damage on a hit, and he can make them Bludgeoning in order to overcome the Golem's DR. How amusing would it be for Pepper to drop the funky Sand Golem into a hole, then kill it with his Stone Discus spells while the rest of the party looks on? Like shooting evil fish in a barrel.

I still have Cob and Gorok on Vampire cleanup duty. It needs to be dealt with and they're primed to do so. Same goes for Kori. Avarice continues to wait in reserve.

[X] Revenge of the Worm
-[X] Sirim casts Haste on everyone.
-[X] Mina waits for Cob and Gorok to attack the Vampire. If it survives their attention, she targets it with a Searing Light spell. If it does not, she instead casts Summon Monster IV to transform Pepper into a Guardian Spirit.
--[X] Searing Light Spell: +8 Ranged vs (+2 Morale +1 Haste) vs -2 Penalized Touch AC, 8d8 damage

-[X] Cob deactivates his Boots of Speed as a Free Action and expends one Mythic power to make a Sneak Attack against the Vampire using Surprise Strike as a Swift Action, he then continues attacking using Piranha Strike. He inflicts the Bewildered (-2 AC for 1 round, -4 vs Cob's attacks) condition on his first Sneak Attack.
--[X] Surprise Sneak Attack Strike: +22 (+1 Mythic, +2 Morale, +1 Haste, +1 Trait, +1 smaller Size, +1 extra DEX), 1+12+4d6 damage; 17-20/x2
--[X] Piranha Strikes: +19/+19 vs -4 Penalized AC (+2 Morale, +1 Haste, +1 Trait, +1 Size, +1 extra DEX, -2 Piranha Strike), 1+12 damage, +4d6 Sneak Attack damage if applicable due to Flanking (which provides another +2 attack bonus); 17-20/x2

-[X] Gorok deactivates his Boots of Speed as a Free Action and expends one Mythic power to use Fleet Charge to Power Attack the Vampire as a Swift Action after Cob makes his first attack, then continues to Power Attack it, providing Flanking for Cob to continue making Sneak Attacks against it.
--[X] Fleet Charge Power Attack: +18 vs -2 Penalized AC (+2 Morale, +1 Haste, +1 Mythic), 3d6+9 damage; 15-20/x2
--[X] Power Attacks: +17/+17/+10 vs -2 Penalized AC (+2 Morale, +1 Haste), 3d6+9 damage; 15-20/x2
-[X] Kori targets the Vampire with a Barbed Chains spell, using all three chains to attempt Trip attacks against him after Cob attacks. If the Vampire has been destroyed before he can cast, Kori instead attempts to Trip the Golem.
--[X] Barbed Chains Spell: x3 chains; +17/+17/+17 vs -2 Penalized CMD to Trip [+6 (CHA) +2 (Morale) +3 (Luck) +1 Haste], plus each hit requires a DC 17 Will save to avoid being Shaken for 1d4 rounds.
-[X] Warty makes a full attack against the Golem before it can recover from Pepper's spell.
--[X] Full Attack: 2 Bites +16/+16 and 2 Claws +16/+16 vs -4 penalized CMD due to being Prone (+2 Morale +2 Charge, +1 Haste), Bites: 3d8+8 damage, +1d4 Acid damage per vite (+1d4 in the following round as well), Claws: 1d6+7
-[X] Pepper targets the Golem with another Grease spell if it tries to move.
--[X] Grease Spell: DC 15 Reflex saving throws or fall prone.

-[X] Avarice remains overhead out of sight, looking for additional attackers. He will telepathically warn the party of new threats.
 
@Goldfish Maybe an If-Then for Pepper and Warty?

"If Pepper has been transformed into Battle Mode, Pepper casts Create Pit under the Sand Golem, Positioning it so that it is on the far side of the golem from Warty, so that Warty is not at risk of falling in, and so that if the golem makes it save then it will have to dodge to an area close to Warty, so that Warty is then in place or can easily reposition to attempt to Bull Rush the golem into the pit (with haste, I think that he should have two attempts?"
 
@Goldfish Maybe an If-Then for Pepper and Warty?

"If Pepper has been transformed into Battle Mode, Pepper casts Create Pit under the Sand Golem, Positioning it so that it is on the far side of the golem from Warty, so that Warty is not at risk of falling in, and so that if the golem makes it save then it will have to dodge to an area close to Warty, so that Warty is then in place or can easily reposition to attempt to Bull Rush the golem into the pit (with haste, I think that he should have two attempts?"
Unfortunately, Summon Monster spells all take an entire round to cast. If Mina starts casting it this round, Pepper won't be empowered until the beginning of the next round.

The delay sucks, but IMO it's the best use of Mina's action this round if the Vampire has been dealt with. The Golem is bad news and Guardian Spirit Pepper is ideal for fighting it.
 
The delay sucks, but IMO it's the best use of Mina's action this round if the Vampire has been dealt with. The Golem is bad news and Guardian Spirit Pepper is ideal for fighting it.
I have a weird-cool-hype mental image of Mina's first casting of "Magical Girl Spell: Magical Cat Familiar: Battle Mode: ACTIVATE!"

Everyone present feels the idea of a(?) the(?) dream realm. Vaguely; and barely present.
And as Mina casts the spell, she is in the dream but her presence becomes more real in the idea that people are feeling - still dream, but she's becoming realer.
And as she becomes more real, she's becoming The Mountain, and as it becomes real, there's the feeling of the idea of Pepper flying around the peak of The Mountain, changing into battle form, then he sits down on it's shoulder (dream logic), and some of Mina's dream-solidity is given to him, and he assumes the dreamed Battle Form in the waking world.

This transformation sequence is then replayed a lot, as padding in different episodes so as to save animation effort.


----
Ohhhh. Just had a thought. We should have given the Elemental Gem to Avarice - Well, in these circumstance it might not have been wise, since he's on overwatch and we couldn't have made him Invisible afaik, so him swooping down to activate the gem would have been risky.

But in the future - if he's under active invisibility as opposed to regular stealth, then a quick swoop down to summon the Elemental as a throwaway distraction and then fly back to overwatch seems like a good use of a first turn.
At our level the Elemental isn't going to be a huge damage dealer, but it's always going to be a potential distraction against non-fire immune foes.

[BeepSmile is now idly wondering how to get him to be able to use wands :p]
 
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I have a weird-cool-hype mental image of Mina's first casting of "Magical Girl Spell: Magical Cat Familiar: Battle Mode: ACTIVATE!"

Everyone present feels the idea of a(?) the(?) dream realm. Vaguely; and barely present.
And as Mina casts the spell, she is in the dream but her presence becomes more real in the idea that people are feeling - still dream, but she's becoming realer.
And as she becomes more real, she's becoming The Mountain, and as it becomes real, there's the feeling of the idea of Pepper flying around the peak of The Mountain, changing into battle form, then he sits down on it's shoulder (dream logic), and some of Mina's dream-solidity is given to him, and he assumes dreamed Battle Form in the waking world.

This transformation sequence is then replayed a lot, as padding in different episodes so as to save animation effort.


----
Ohhhh. Just had a thought. We should have given the Elemental Gem to Avarice - Well, in these circumstance it might not have been wise, since he's on overwatch and we couldn't have made him Invisible afaik, so him swooping down to activate the gem would have been risky.

But in the future - if he's under active invisibility as opposed to regular stealth, then a quick swoop down to summon the Elemental as a throwaway distraction and then fly back to overwatch seems like a good use of a first turn.
At our level the Elemental isn't going to be a huge damage dealer, but it's always going to be a potential distraction against non-fire immune foes.

[BeepSmile is now idly wondering how to get him to be able to use wands :p]
Cue a rep from the local multiversal Magical Girl Mascot Union showing up to lodge a complaint against Mina for using an unauthorized transformation sequence on Pepper and forcing him to fight rather than stand on the sidelines and provide pithy commentary and helpful info dumps as is right and proper. :V

I wouldn't normally risk the Elemental Gem with Avarice. He's so damned fragile, a single hit from pretty much anything can take him out and the gem could end up dropped in the middle of nowhere. Who knows how long it would take to find again if it happened far enough away? That wouldn't be a major concern in some fights, though. As always, the situation dictates the tactics we can use.

That said, we could easily equip Avarice with a tiny harness with slots to hold a couple Alchemical vials. Alchemist's Fire or Acid would make decent loads normally, but we could equip him with a Fungal Stun Vial sometimes as well.
 
1. I wouldn't normally risk the Elemental Gem with Avarice. [...]
2. we could equip him with a Fungal Stun Vial sometimes as well.
1. I agree that it should only be on him for fights that we reasonably expect to be lingering for at least two or three rounds post battle, and isn't in a location where there's be a chance we loose it forever if he gets popped, like the ocean. It's just a tactic I'd like us to keep in mind. :)

2. Oh. Wow. That's just beautiful. It would the risk that comes with breaking Invisibility, but on the other hand we might be facing situations where Avarice can be loaded with a bomb, but it isn't reasonable to make him invisible.

Here's a nasty idea, with many caveats: Apart from Mina being able to bring Pepper into Battle Mode, if we ever get into an ambush position - and it's a group strong enough to be worth using bombs on, but also we can get close enough that we're less than five rounds of movement away, then it'd be really cool for Mina to summon a number of beings that can each carry a bomb and yeet them as our opener, similar to what we did against the ogres.
 
Back and forth, but no real damage yet. Hopefully that changes in our favor soon

[X] Goldfish

@DragonParadox any sign of kidnapped hatchlings in area at all or naw?
 
Here's a nasty idea, with many caveats: Apart from Mina being able to bring Pepper into Battle Mode, if we ever get into an ambush position - and it's a group strong enough to be worth using bombs on, but also we can get close enough that we're less than five rounds of movement away, then it'd be really cool for Mina to summon a number of beings that can each carry a bomb and yeet them as our opener, similar to what we did against the ogres.
She could use Summon Monster IV to Summon 1d4+1 Small Air Elementals. Sirim could do something similar with Shadow Conjuration and Summon 1d4+1 Fire Beetles or Eagles.

All of them would make excellent bombers. First they deploy their payload, then stick around to make nuisances of themselves.

It's a good tactic for the right situation.
 
I just realized Pepper can use his Evolution points to gain item creation feats. Although he's limited by his caster level to only be able to learn Brew Potions or Craft Wondrous Items, that's still pretty neat.

Not that I'm suggesting we try to turn him into a crafting bot, but it's a great option to have available. At +7, his Spellcraft bonus is a bit low for it, but that can be augmented with a cheap +5 Competence bonus item for 2500 gold, and he could put up to 5 points into it next time Mina levels. A +17 bonus would let him craft a huge variety of wondrous items, especially since the rest of the party would be available to provide various spells to keep the Spellcraft DCs to a minimum.

It's not always practical to just hop over to the nearest metropolis to purchase or commission a specific item and there are situations where we can't do so for a variety of reasons, so Pepper being able to craft cheap items on the fly could be very helpful.

For example, we're dealing with a Vampire right now and they have Damage Reduction that needs a magical silver weapon to bypass. Cob has that covered with one of his daggers, but Sirim had to use Mythic power to cast a spell on Gorok's sword to accomplish the same thing. Alternatively, with the warning of Vampire involvement, Pepper could have created a dose of Silversheen Gorok could apply to his sword. At a cost of only 250 gold, he could have crafted it in 8 hours.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jan 26, 2025 at 12:14 PM, finished with 19 posts and 4 votes.

  • [X] Revenge of the Worm
    -[X] Sirim casts Haste on everyone.
    -[X] Mina waits for Cob and Gorok to attack the Vampire. If it survives their attention, she targets it with a Searing Light spell. If it does not, she instead casts Summon Monster IV to transform Pepper into a Guardian Spirit.
    --[X] Searing Light Spell: +8 Ranged vs (+2 Morale +1 Haste) vs -2 Penalized Touch AC, 8d8 damage
    -[X] Cob deactivates his Boots of Speed as a Free Action and expends one Mythic power to make a Sneak Attack against the Vampire using Surprise Strike as a Swift Action, he then continues attacking using Piranha Strike. He inflicts the Bewildered (-2 AC for 1 round, -4 vs Cob's attacks) condition on his first Sneak Attack.
    --[X] Surprise Sneak Attack Strike: +22 (+1 Mythic, +2 Morale, +1 Haste, +1 Trait, +1 smaller Size, +1 extra DEX), 1+12+4d6 damage; 17-20/x2
    --[X] Piranha Strikes: +19/+19 vs -4 Penalized AC (+2 Morale, +1 Haste, +1 Trait, +1 Size, +1 extra DEX, -2 Piranha Strike), 1+12 damage, +4d6 Sneak Attack damage if applicable due to Flanking (which provides another +2 attack bonus); 17-20/x2
    -[X] Gorok deactivates his Boots of Speed as a Free Action and expends one Mythic power to use Fleet Charge to Power Attack the Vampire as a Swift Action after Cob makes his first attack, then continues to Power Attack it, providing Flanking for Cob to continue making Sneak Attacks against it.
    --[X] Fleet Charge Power Attack: +18 vs -2 Penalized AC (+2 Morale, +1 Haste, +1 Mythic), 3d6+9 damage; 15-20/x2
    --[X] Power Attacks: +17/+17/+10 vs -2 Penalized AC (+2 Morale, +1 Haste), 3d6+9 damage; 15-20/x2
    -[X] Kori targets the Vampire with a Barbed Chains spell, using all three chains to attempt Trip attacks against him after Cob attacks. If the Vampire has been destroyed before he can cast, Kori instead attempts to Trip the Golem.
    --[X] Barbed Chains Spell: x3 chains; +17/+17/+17 vs -2 Penalized CMD to Trip [+6 (CHA) +2 (Morale) +3 (Luck) +1 Haste], plus each hit requires a DC 17 Will save to avoid being Shaken for 1d4 rounds.
    -[X] Warty makes a full attack against the Golem before it can recover from Pepper's spell.
    --[X] Full Attack: 2 Bites +16/+16 and 2 Claws +16/+16 vs -4 penalized CMD due to being Prone (+2 Morale +2 Charge, +1 Haste), Bites: 3d8+8 damage, +1d4 Acid damage per vite (+1d4 in the following round as well), Claws: 1d6+7
    -[X] Pepper targets the Golem with another Grease spell if it tries to move.
    --[X] Grease Spell: DC 15 Reflex saving throws or fall prone.
    -[X] Avarice remains overhead out of sight, looking for additional attackers. He will telepathically warn the party of new threats.
 
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