=====Session 63: An invisible, slimy doppelganger dies and Melgarin cowers in a corner ===== The start of this session finds our adventurers still fighting 2 (at least) gauths, and standing in 2 clouds of acid fog. >**Acid fog** creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it. >**Solid Fog** functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog. However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round. >**Fog Cloud** A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Hilde and Loskid go to the left when they hit the landing on the stairs, while Elanor and Melgarin go to the right. Melgarin and Elanor set a trap in a library, where Melgarin ambushes (not the feat, just a description of how it went down) a gauth as it comes through the door. Loskid and Hilde deal with a bunch of eye rays, and Hilde slays the third and fourth gauths. (Yay!) The team begins searching on the second floor and works their way up. While searching the third floor, Elanor notices that there are 2 Loskids. Upon inquiring about this, one of them attacks Hilde. The alternate Loskid runs into a room, which Elanor follows it into. Since Loskid has a crush on Elanor, it was inquired whether Elanor would be attracted to the alternate Loskid (not a chance). The alternate Loskid then turns invisible and runs into a bedroom (which Elanor sees because, you know, magic), so Elanor runs to the door and drops a glitterdust spell into the room. Elanor follows him out of a window and proceeds to stab him to death. When he falls to the ground, she follows him down and gets the phat lewt on his most assuredly dead corpse. Melgarin proceeds to hope outloud that he hopes that word will get out that invisibility doesn't work against the Rat Pack, and they'll quit trying to do it. The team continues searching the premesis on the first floor, and discovers a wine storage room with a false wall that leads to a round room with 6 statues. When Hilde enters the room to perform detect magic, she falls through the floor 50'. Melgarin ties a rope to a statue and follows her down. Elanor follows Melgarin and Loskid follows Elanor. At the bottom they find 3 [[https://www.d20srd.org/srd/monsters/zombie.htm|zombie]] [[https://www.dandwiki.com/wiki/SRD:Half-Orcs_%28Race%29|half-orcs]] which are quickly dispatched. Out of their corpses pop demons ([[https://forgottenrealms.fandom.com/wiki/Farastu|Farastu]] [[https://forgottenrealms.fandom.com/wiki/Demodand|Demodand]]). One of them casts a spell that >An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. and >A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. This results in Melgarin hiding in a corner for quite a while while the rest of the team fights valiantly, killing 3 demodands, but decides to get the fuck out after less than a minute when 5 more demodands pop in (for a total of 8). Hilde reverses gravity in an attempt to regain [[city:alakast|Alakast]], after realizing that Melgarin dropped it when he ran away like a little bitch. ---- [[main|Shackled City Home]]\\ Last time: [[Session 62]]\\ Next time: [[Session 64]]