Quartz Fizzlebang |
Quartz draws out a bomb and throws it at a thug. Thug 5. This provokes.
Attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 Vs Touch
Damage: 3d6 + 5 + 1 ⇒ (5, 2, 1) + 5 + 1 = 14
Crit Conferm: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Thugs 1 and 6 need to make a reflex DC 17 save or take 8 fire damage or take 4 if they make it.
Ven Lorovox the Seeker |
Small pause to allow Grundar to catch up.
Grundar: 1d20 + 3 ⇒ (18) + 3 = 21
Ven Lorovox the Seeker |
I'll update for Quartz/Grundar in the morning.
ROUND 2
Quint (), Grundar (), Dumm (-11), Skerdo (-4), & Andruss ()
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Chelish Thug 1 (-5), Chelish Thug 2 (), Chelish Thug 3 (),
Chelish Thug 4 (), Chelish Thug 5 (), & Chelish Thug 6 ()
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Quartz ()
Ven Lorovox the Seeker |
In the meantime, can Grundar introduce and describe his character for when he appears shortly, (D&D Movie Dwarf-style).
Grundar |
As the battle begins you start to hear a loud and thunderous clanking noise coming from behind you. When you turn to see what it is you see a dwarf running your way in Shiny full plate with a tower shield in one hand and a war ax in the other.
Quint Zorn |
Stepping around the corner Quint fires a round of alchemical paper over Quartz head at the #3 Thug.
Double Barrel Pistol Shot 1: 1d20 + 8 - 4 + 1 ⇒ (3) + 8 - 4 + 1 = 8
damage: 1d8 + 1 ⇒ (8) + 1 = 9
Double Barrel Pistol Shot 2: 1d20 + 8 - 4 + 1 ⇒ (19) + 8 - 4 + 1 = 24
damage: 1d8 + 1 ⇒ (5) + 1 = 6
Firing he hears a click in one of the barrels as the gun jams on him. Quickly he clears the jam and reloads the double barreled pistol with more alchemical paper.
Move action to clear with quick clear and a grit.
Free action to reload with alchemical paper and rapid reload.
-4 Firing into melee
-4 for double barreled pistol;
+1 Att/Dam- Point Blank Shot;
Misfire on 1-2 with normal bullets;
Misfire on 1-3 with alchemical bullets.
Ven Lorovox the Seeker |
AoO vs Quartz (AC 17): 1d20 + 3 ⇒ (7) + 3 = 10 <miss>
Refl DC 17: 1d20 + 1 ⇒ (8) + 1 = 9 <fail>
Quarts steps up to hurl a small vial of nastiness into the crowd of thugs at the rear, catching on directly in the chest and sending an explosion of flaming death out around her. It catches two others, who likewise fall to the ground, severely wounded, if not dead outright. The one whose leg had been badly injured is among them, and as he falls to the ground, he lands on a sleeping dwarf, startling him to wakefulness, who jumps up, seeing fellow Pathfinders in a scrap, moves to join them.
J stands up, taking a sap to the face as she rises, and nearly gets knocked out cold from the blow. She stands, wabbly on her feet, but suddenly it's as if the alleyway grows a bit darker. Everyone suddenly feels a chill, and unnatural one, and suddenly, literally out of nowhere, a ghostly figure that seems to be comprised of a soft green mist appears, striking it floats directly at the thugs and raises a large fist, bringing it down hard on the unaware Chelish thug grappling with Dumm, slaying the man outright, followed by a massive thunderclap as Quint unloads another round of his strange weapon into another.
ROUND 2
Quint (), Grundar (), Dumm (-11), Skerdo (-4), & Andruss ()
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Chelish Thug 3 (-6), & Chelish Thug 4 ()
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Quartz ()
Dumm |
The appearance of the ghostly figure is too much for Dumm. I hate when the dead don't stay dead, he thinks before shedding his rational faculties altogether. Slipping into his primal state, the one that had kept him alive in the wilds, he draws his sword. Dimly aware that the spirit had helped him and is therefore, if nothing else, an enemy of his enemy, he turns on the remaining thugs.
Rage!
Greatsword slash vs thug 4: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d20 + 11 ⇒ (1) + 11 = 12
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Ven Lorovox the Seeker |
SPLAT!
I do think it's funny though, that everyone reacted with absolutely lethal force against unarmed ruffians.
Grundar |
Grundar will move up to where number 4 was and if someone attacks Dumm Grundar will use immediate action to grant him 2AC
-Posted with Wayfinder
Andruss Delsine |
SPLAT!
I do think it's funny though, that everyone reacted with absolutely lethal force against unarmed ruffians.
They pushed our protected girl. There is no forgiveness for it. :P
Seeing that his fellows are doing a great job with the thugs, Andruss tries to get down the last one, with a silent scream to all but the ruffian targeted by his spell.
Andruss will cast ear-piercing scream on Thug #3. If he fails on the save, besides the damage, he will be dazed for 1 round.
Spell Dmg - Fort DC 15 halves: 1d6 ⇒ 1
Skerdo Cabeza de Vaca |
I, uh...didn't really realize they were unarmed...whoops. :P
Despite his wound, Skerdo feels somewhat badly about the slaughter that the Pathfinders are wreaking on these thugs. Need to remember that these people aren't orcs... As he lunges at the stunned thug, he does his best to injure, but not kill, the man.
Attacking #3
Ax, TWF, nonlethal: 1d20 + 4 - 2 - 4 ⇒ (5) + 4 - 2 - 4 = 3
Ax damage (NL): 1d8 + 3 ⇒ (8) + 3 = 11
Machete, TWF, NL: 1d20 + 4 - 2 - 4 ⇒ (14) + 4 - 2 - 4 = 12
Damage (NL): 1d6 + 1 ⇒ (2) + 1 = 3
Grundar |
Skerdo i have a wand of cure light wounds if you would be so kind to hold it this scenario and use it as needed on who ever
Andruss Delsine |
@Grundar: I can hold it as well, if you want.
Ven Lorovox the Seeker |
Not long after the green apparition strikes, it vanishes again. The rest of the Chelish mariners fall before your might in short order. Amongst their gear, you do find a total of 5 potions of Cure Light Wounds, but little else of worth.
J. looks very uncomfortable, her secret partially revealed, though she is not sure just what to do in it's aftermath. “I guess I should tell you, considering who you are and where we are going. I’ve been keeping him a secret for far too long in any case."
She closes her eyes for a moment, concentrating, as a single tear rolls down her cheek. “Grishan, can you come out, please. These people would like to meet you.”
Grishan steps out of J.’s body, revealing himself to be a green-tinted apparition that resembles an emaciated 14-year-old boy with sunken cheeks and hollow eyes. He is still wearing his school uniform consisting of a blouse covered by a vest. His legs end just below the knees, trailing off into nothingness and he floats above the ground at the same height he stood in life.
The ghostly boy speaks, "I am Grishan Mal. . . I remember some of you. J. and I loved to sneak away back before, to tell ghost stories. And that's where I was when the earthquake struck 20 years ago that killed us all. When the building collapsed, we and the other students where trapped. Only J. survived, thanks to you. We never knew why, but all of the others, . . . we ran out of food. I was the last to die, but I couldn't leave her. She had given up hope, crawling into an empty tomb to waste away in peace, but then the soul-sucker came to feed on her. I couldn't leave her, so I fought it. The only way I could. The only way I new how to, and I jumped into her soul. It kept that monster away from her, but she wouldn't wake up. She wouldn't die, either, and so we just laid there. Until you came to save her."
"Now, we are bound together somehow. I think our spirits sort of stuck together somehow. She doesn't remember much. I don't think her mind could handle it. There was too much pain and she was, we where all just children. But I think, whatever I did to save her, I think it, . . . there is a lot I can't remember."
"I remember wanting to be a knight. But I don't remember much of my life. Why I was at that school. Who I was. I think when we joined there was too much for her mind to handle for both of us. And I think," looking back at J. with honest concern,"I think that's why she needs you so badly. To take her back there. I don't know. . ."
Quint Zorn |
Quint stares in disbelief as the ghostly apparition of the boy appears. Listening intently to his story he begins to think.
We will do what we can to help both of you understand what is going on.
Skerdo Cabeza de Vaca |
I can carry the wand, Grundar. Although perhaps it would be wiser for Quint or Quartz to use it...they have more hit points, they're less likely to drop and need it!
Skerdo backs up when the spirit appears, but when it doesn't seem to threaten them in any way, his guard relaxes. Slightly.
"I'm not that trustful of things that don't stay dead," he says gruffly. "J., if you got any sway with this spirit at all, I'd like to ask him to stay under wraps unless he's got something real important to say. Still," he adds, eyeing Grishan thoughtfully, "I guess you did help us out back there. Thanks for that, at least."
Grundar |
It doesnt matter to me i dont know all the spell lists but i knew it was on yours. if someone else would better suited then i am all for it. what ever benafits the party more. i am really not worried about anyone going down, but i do see the concern.
Andruss Delsine |
Knowledge (arcana): 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge (nobility) - know something about Mal family - if applicable: 1d20 + 5 ⇒ (13) + 5 = 18
"Hmm, interesting..."
"It's a pleasure to meet you, Mr. Mal", Andruss greets the boy.
"You made a good job protecting her from this 'soul-sucker'. Do you know if this creature still alive? What kind of monster it is?".
The witch tries to soothe the children after the tension of the battle with soft words.
"J., my little child, Mal established a bond with you until the end of your days. Your souls are now acting as one, and we will help you to find the origins of this bond, why it happened and discover what occurred there years ago. You all have my word".
"And I expect that she tells this to her mother when we come back, for sure."
Andruss open a shining smile to them.
Dumm |
Dumm returns to himself when the threat subsides. Taking a moment to catch his breath, he notices his gaping wound for the first time. He also takes a more careful look at the apparition. Like Skerdo he is wary at first, but listens to J's story. "You have a talent, J. Dead things no stay dead around you. He no will attack us?" Dumm turns his attention to his wound. "Know someone how to use this?" he asks his allies, pulling a wand out of his pack. "It's magic. Heals wounds."
I too have a wand of cure light wounds, and I need someone to use it on me.
-Posted with Wayfinder
Andruss Delsine |
"For sure, my friend. Let me check this".
Andruss take the wand and uses a charge on the barbarian, then he gives it back to Dumm.
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Dumm |
Nice! Puts me back at full. Dumm watches in amazement as the gash closes and mends, leaving only a faint scar in its place. "I wish I can use magic, " he says quietly.
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Quartz Fizzlebang |
Take 10 Know arcana: 10 + 11 = 21
"Wow thats really cool. I've heard of things like this before. Your a Spiritualist, and your her Phantom Spirit. I don't know much about it personally but i know there are those in the society that can help you learn to master this power." Quartz says excitedly. "Your just full of suprises Cap." He adds with a smile to J.
Quint Zorn |
That is amazing!Quint says with true amazement in his voice.
Should we be afraid of this thing sucking out our souls?
Ven Lorovox the Seeker |
That might have come off as a little misleading, which wasn't my intention. The soul-sucker they are refereeing to was <spoiler redacted> at the end of Black Waters.
Grishan does comment that he does recall something about his life revolving around a place called the Arboretum Arcanis, and asks that you stop there on the way. He doesn't know why, but feels it might be some sort of unresolved business.
========================================================================
The foyer of the Arboretum Arcanis is in shambles. Debris and dead or dying plant matter cover the mosaic-tiled floor. A gnarled black thorn tree still clings to life in a giant masonry planter. Two massive skylights in the ceiling afford a view of low-hanging, purple and black clouds above; the crystal dome is completely obscured. Piles of rubble obscure most of what once may have been doorways, but a door to the west is free from debris.
Most of the Arboretum now lies in ruins and is inaccessible. The crystal dome is cracked, with a large central portion missing at its apex. Vines have grown through the cracks in the dome, so thick that the interior of the dome is shrouded in perpetual dim light, even on bright, sunny days.
As you step inside, Grishan suddenly seems to begin to remember something, saying, "I, I remember hiding something here. Somewhere. . . A red lion. I think maybe if we can find it, . . ."
Ven Lorovox the Seeker |
Andruss: 1d20 ⇒ 1
Dumm: 1d20 ⇒ 5
Grundar: 1d20 ⇒ 9
Quartz: 1d20 ⇒ 14
Quint: 1d20 ⇒ 3
Skerdo: 1d20 ⇒ 9
Does anyone have or want to use a Reroll here? Also, can I have everyone add their Perception Modifier underneath their avater. Just something simple like "Perc +__".
Dumm |
Knowledge (nature) : 1d20 + 5 ⇒ (2) + 5 = 7
Already there!
"Do your lion anything? Is it magic?"
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Ven Lorovox the Seeker |
"I, I can't remember. Something about spitting, but I'm sorry. I thought only camels did that. I do remember it was red though."
Quint Zorn |
Sure I will use my reroll. Add another +2 to it for two stars
Knowledge History: 1d20 + 4 ⇒ (7) + 4 = 11
Knowledge History: 1d20 + 4 ⇒ (2) + 4 = 6
Do you remember anything else?
Skerdo Cabeza de Vaca |
Sorry, Perception and Sense Motive are now at the end of the new "Vitals" spoiler!
Knowledge (Nature): 1d20 + 3 ⇒ (8) + 3 = 11
"Gloomy place," Skerdo comments as they enter the Arboretum. Listening to Grisham's comments, he frowns. "A red lion...maybe a statue of some kind? Or a picture of one?"
He casts about, seeing if any likely hiding places pop out.
Perception (if still needed): 1d20 + 5 ⇒ (19) + 5 = 24
Quartz Fizzlebang |
Mine is on the end of my stats. its +11. I do have a reroll at GM +1 but ill save it for now.
Know Local: 1d20 + 7 ⇒ (19) + 7 = 26
Know Nature: 1d20 + 10 ⇒ (1) + 10 = 11
Know Local: 1d20 + 7 ⇒ (17) + 7 = 24
"Wow. This must have been beautiful back in the day. So we're looking for a lion Cap?" Quartz asks.
Andruss Delsine |
"Be careful when walk under the skylights. Those clouds, especially the purple, emit a slow drizzle of acidic water from time to time."
Kn. Arcana - take '10, total 18
With that being said, Andruss will use his magic power to track any magic aura that can have there, before enter in that place.
The witch will cast Detect Magic in the outside area.
Skerdo Cabeza de Vaca |
"Acidic water? Great," Skerdo mutters, stepping away from the skylight he'd been about to walk under. "Just what was the point of that? What was this place? No normal greenhouse has acid rain..."
Ven Lorovox the Seeker |
From outside, you can sense really only trace magic, but nothing really telling. Inside is actually much the same, for now at least. And while the clouds do hide some magic, it's a little unclear as to just what they do. There is, almost like a thin layer of dust, the hint of necromancy and evocation covering most things.
To your left you see a single door, and to the right, what like another section of the garden that had been so damage in the earthquake that it collapsed. You can make your way a little bit beyond, down a hallway, but it ends shortly around a corner.
Returning to the main room, you instead begin to try the other door, but just as you reach for the handle, suddenly the large old tree seems to move. There is a strange creaking sound, and what originally looked like a stump begins to almost mold itself into a humanoid shape.
It says to you, in a strange, monotone voice, speaking a bit slowly, "Sssttop. Wwwhhhooo disturbbbbssss ttthhee gaarrdennnnn? AAllll wwwwhhhoooo wwwwoooouulld pprrrooooooccceeed muuussssstttt ppppaaaayyyy ttttthhhhheeeee ffffeeeeeeeeee."
Grundar |
Grundar goes to the front of party and plants tower shield. Total defence while the party talks behind me
this is all this character does lol keep others from getting hit
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Skerdo Cabeza de Vaca |
Skerdo blinks. "Ah. Now the trees are talking. Great." Cautiously he peers over the dwarf's shield. "What sort of fee is this? If it's reasonable we can probably work something out..."
Diplomacy (Aid Another): 1d20 + 1 ⇒ (3) + 1 = 4
Quartz Fizzlebang |
"Wow a talking tree guys!" Quartz exclaims. "But whats the fee? And how can you talk? What are you? Are you really a tree? How long have you been here? Whats it like being a tree?" He then rattles of his questions quickly. Then turns to J not waiting for the answers. "Was there a talking tree here when you got here? And did it have a fee? I hope the tuition isnt too high...."
Andruss Delsine |
Andruss stays in an austere posture as he comes close to the "alive-tree", looking for a safety position between the creature and Grundar's shield.
"Greetings, Mr... Tree. We don't want any troubles, we are here to help some friends, find their roots. Probably this place is bonded with them in some way, and we won't desecrate it. Can we enter, Sir?"
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
Quint Zorn |
Hearing the tree Quint begins t unholster his pistol. Hearing Quartz' voice and seeing the little gnome bound forth towards the tree Quint quickly changes his mind and takes his hand off of his weapon.
Perhaps I am too much on edge lately.
Ven Lorovox the Seeker |
"My name is Pip, and I am. I just am. The fee for admittance is but a drop of blood from each of you. It will help immensely."
While the small creature does appear to be some sort of living, sentient plant, or more like a root, you can see interspersed throughout it's body small vials of different alchemical fluids, like it where somehow absorbing them slowly. As it speaks to you, it's hands suddenly begin to change, the "fingers" shrinking a bit, but becoming longer, and at the base of each digit, what looks like an empty syringe-like organic compartment.
Dumm |
Knowledge (nature) : 1d20 + 5 ⇒ (7) + 5 = 12
"Why need a tree blood? Trees no have blood. Or look you only like a tree, but are you no a real tree?"
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