DM Stephen |
Splash! Mihai slips at the ledge and falls into the water.
You see a shark in the water heading toward Mihai from this part of the lagoon just beneath the surface.
Mihai, please give me an Initiative roll. They can pull you out easily, just want to see if you make it out before you are attacked :]
Niɱ |
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Seeing Mihai slip into the water turning to go assist him, Nim spies trouble in the water. He calls out a warning, Shark!
Nim focuses on the shark as he calls out to the others to pull Mihai to safety while plucking some holly from his belt pouch.
Assuming I also might have a chance to act...
Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Aedalis Omathi |
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Oblivious to anything other than Mihai's splash, Aedalis did his best to attempt the first jump, leaving the bulk of his gear in his waterproof bag. The bag eerily follows him, as though slowly being dragged along the surface of the water...
Unseen Servants walk on water.
Jump: 1d20 + 1 ⇒ (20) + 1 = 21
Landing: 1d20 + 1 ⇒ (13) + 1 = 14
Aedalis is carrying the Ring of Swimming by the way; but he'd rather not get wet.
Corbius Jank |
Corbius merely eyes the RMD suspiciously as he converses with the others about being flown across. Seeing as they made the right decision Corbius waits till everyone else has jumped across before proceeding himself.
Seeing Mihai fall in Corbius immediately moves to help Mihai out. If he can he will try and pull him out of the water. Otherwise he will jump into the water between Mihai and the shark (assuming of course that Nim pointed it's direction like they do in the movies:))
initiative: 1d20 + 3 ⇒ (17) + 3 = 20
PS sorry for not posting it had been slow and then between kids and a business trip I fell a little behind. Apologies to all.
DM Stephen |
If you make your perception check you can act in the surprise round.
Shark INIT 1d20 + 5 ⇒ (11) + 5 = 16
Unless someone makes their perception check and beats the sharks init, it attacks.
bite atk charge 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 dam 1d8 + 4 ⇒ (7) + 4 = 11 Hit
Let's hope someone beats it...otherwise I keep hearing the music from jaws...at least it isn't a dire shark...lol
Wicewakan |
Just in case it becomes dire enough for Wic to jump in... :)
Wic perception: 1d20 + 6 ⇒ (20) + 6 = 26
Wic init: 1d20 + 3 ⇒ (5) + 3 = 8
I guess that leaves Corb and Anton to roll their perception checks seeing as how Nim and Wic didn't beat the shark's init.
Corbius Jank |
perception: 1d20 + 2 ⇒ (19) + 2 = 21
Recognizing the threat facing Mihai, Corbius jumps into the water between the priest and the shark trying to shield the priest with his body.
GET OUT OF THE WATER!!!
Move action Jump between the shark and Mihai
DM Stephen |
Corbrius suddenly leaps into the water in front of the sharks attack, you find that you are about waist to chest deep in the water as the shark rips a chunck out of your thigh!
Anton and Nim have an action in the surprise round then Corb is up to start normal rounds.
Mihai 1d20 + 0 ⇒ (7) + 0 = 7
Aedalis 1d20 + 4 ⇒ (3) + 4 = 7
Order of Combat Round 2:
Corbrius 20
Shark 16
Nim 11
Tragershen 11
Mihai 7
Aedalis 7
Wic 8
Anton 6
Shark attack Rnd 1, the shark is the weird watery space next to Corb.
Niɱ |
Surprise Round
As Nim rolls the bit holly between his fingers he speaks words infused with power as he attempts to still the attacking shark. (SA - cast hold animal DC 14 will save)
Wic waits for Nim's command...
Current status and effects:
Wicewakan: AC 18 HP 32 of 32
Nim: AC 17 HP 41 of 41
Corbius Jank |
Corbius gasps in pain as the shark rips a section of flesh from his body. Looking over his shoulder at Mihai. Get out of the water before it wakes.
Delay until after Mihai. Assuming Mihai gets out and the shark is still held Corbius will then exit the water.
Niɱ |
Seeing Mihai and Corbious haul themselves out of the water and out of danger, Nim remarks, We need not harm it further. It was only doing what comes natural.
Aedalis Omathi |
Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19
Jump: 1d20 + 1 ⇒ (13) + 1 = 14
Landing: 1d20 + 1 ⇒ (16) + 1 = 17
Jump: 1d20 + 1 ⇒ (14) + 1 = 15
Landing: 1d20 + 1 ⇒ (6) + 1 = 7
Realising that Nim's spell would not last long, Aedalis completed the sequence of jumps, his unseen servant dragging his waterproof bag over to him via the water. He fiddled around inside the pack and produced a lantern, which he apparently had no intention of lighting or adding oil to.
DM Stephen |
You make your way over to the ruined ship...The front two-thirds this wrecked ship lies upon the rocks here, its bow mostly submerged but its ruined midsection propped up on a ridge of slimy rock. The sides of the wreck are thick with seaweed and barnacles, and dozens of crabs
clatter around on deck.
Do you investigate or ignore the ship and continue to the doors?
Tragershen |
"Dare we take time to examine the ship? We have no idea how long this will stay open for us before we need to conduct the ritual again. Though now that we know how to do so, I suppose that it isn't a significant burden."
Niɱ |
Other than the fact that the wreck and the very ground we stand upon currently will be completely submerged if the water was to return while we are down here. I do not wish to be swimming with an angry and hungry shark...
Seeing as how the devil did not deign us with an answer as to how long we have before the waters return to fill the lagoon... my suggestion is to get to the doors as quickly as possible before they close as well.
DM Stephen |
Ignoring the ship for the moment and it's hull full of treasure you move to the doors...it's a fairly easy hop to the ledge in front of the doors.
Two stone doors stand open at the base of this cliff above a curling spur of rock. Seaweed covers the doors, hanging down in thick green and black sheets, just obscuring some sort of
carvings on their surface...
I will assume from your previous answer you keep moving and don't examine them yet.
You peer beyond and the doors into darkness, several of you creating magical light before entering. Beyond is a set of stairs going up. The walls are smooth and obviously worked. The passageway is 10' wide 15' tall, the stairs continue up beyond your light. The air is damp but not as stale as you would think.
Couple of questions, do you have Anton in front checking for traps?
Any specific marching order underground? Any final prep?
Once I have these I will move us forward to the first room.
Aedalis Omathi |
Aedalis enchanted his bullseye lantern with a soft incantation, which gave out an slightly pale but fully functional cone of light; floating beside him. Having retrieved his gear from his Unseen Servant, he directed it to walk beside Anton.
Aedalis just in front of Mihai. I believe bullseye lantern is 60 feet normal light, 60 feet raising light by one level beyond that.
Niɱ |
Sorry Trag, posted from my phone and missed you in the marching order. :P Where do you want to slot in? :)
I also think that some of the more scholarly amongst us will want to examine the doors before we head in. Assuming they believe the doors won't snap shut locking them outside as the waters rush back in. :)
DM Stephen |
I will wait to confirm if you plan to look at the doors, you will have to clear off the seaweed and wipe them off to see what is on there, take about 10-15 minutes...
...the doors reveal carvings of vampiric demons feasting on maidens, there are a number of sigils and marking all over the doors as well surrounding the carvings.
These carvings can be identified as being associated with the cult of Zura, the demon lord of cannibalism and vampires, although the style of the carvings is quite ancient and unusual.
The carvings are Azlanti in origin. The discovery of an Azlanti ruin this far south is a major one—such ruins are quite rare in the Mwangi and Sargava regions of Garund. A complete map of the temple, not to mention knowledge of its location, would likely be of great value
to an organization like the Pathf inder Society.
Tragershen |
Tragershen will slip in between Corb and Aedalis.
I think we'll take the time to clear away the doors, with Tragershen using presdigitation to make getting the mud off go more quickly.
Knowledge Religion 1d20 + 10 ⇒ (6) + 10 = 16
Knowledge History 1d20 + 10 ⇒ (19) + 10 = 29
Looking at the carvings, Tragershen comments I cannot place what the scene is depicting, but I can tell from the styling and technique that these are Azlanti carvings. A ruin like this is pretty rare this far south. If we map it and note how to get to it, we could likely sell that information to the Pathfinders."
Niɱ |
After the examination of the door is complete, Nim casts longstrider upon himself. (duration 4 hours)
Mihai Soarta |
Knowledge (History): 1d20 + 5 ⇒ (5) + 5 = 10
Mihai's eyes pass over the carvings and though he does not ken their true meaning... he is unsettled by their content. A whispered ward to the walker sets his jaw into a firm resolve and he turns towards the cave with sad but resolute eyes.
DM Stephen |
Unsure of who is described on the doors you continue inward. You go up the stairs 30' at a steep incline before it opens into a large chamber.
Over a dozen stone pillars support this cavernous chamber’s sixty-foot-high vaulted ceiling.
To the north, four empty alcoves sit in the walls, their edges carved to resemble yawning, fanged mouths.
To the south, a pair of bronze doors that seem to drip with blood sit under a stone bridge that passes through the upper portion of the room from east to west forty feet above.
The walls are decorated with unsettling carvings of bats, human sacrifice, and the walking dead.
You spot 4 skeletal figures standing on the stone bridge, they seem to be moving!
initiative strings:
Nim 1d20 + 1 ⇒ (15) + 1 = 16
Anton 1d20 + 3 ⇒ (13) + 3 = 16
Mihai 1d20 + 0 ⇒ (4) + 0 = 4
Tragershen 1d20 + 3 ⇒ (17) + 3 = 20
Corbrius 1d20 + 3 ⇒ (6) + 3 = 9
Aedalis 1d20 + 4 ⇒ (19) + 4 = 23
skeletons 1d20 + 6 ⇒ (9) + 6 = 15
Degenerate Serpentfolk Skeletons (4) CR 2
XP 600 each
NE Medium undead (Pathfinder RPG Bestiary 250, Into the
Darklands 56–57)
Init +6; Senses darkvision 60 ft.; Perception +0
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 each (5d8)
Fort +1, Ref +3, Will +4
DR 5/bludgeoning; Immune cold, undead traits
Offense
Speed 30 ft.
Melee bite +8 (1d6+5), 2 claws +8 (1d4+5)
Ranged javelin +5 (1d6+5)
Tactics
During Combat The two undead serpentfolk stand on the
bridge and hurl javelins at any targets they notice in the
room below. Once the skeletons have thrown all of their
javelins (or if enemies try to leave the room or take cover
in the alcoves to the north), they step off the bridge and
fall 40 feet to the ground, taking 4d6 points of damage
but rising to continue the fight with foes below using their
claws and bites.
Morale The serpentfolk skeletons fight until destroyed.
Statistics
Str 20, Dex 15, Con —, Int —, Wis 10, Cha 10
Base Atk +3; CMB +8; CMD 20
Feats Improved Initiative
Gear 4 javelins
Order of Combat Round 1:
Aedalis 23
Tragershen 20
Anton 16
Nim 16
Skeletons 15
Corbrius 9
Mihai 4
These are skeletons with undead traits and 5/bludgeoning.
These are a varient skeletons, maybe from a reptilian with undead traits and 5/bludgeoning but more pwerful physical attacks and tougher to kill.
Anton Green |
Round 1, Init 16
Knowledge (Religion): 1d20 + 3 ⇒ (20) + 3 = 23 Success
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
I'd like to use the Fortune for Anton's Perception check, if possible.
MA: Stow trident
MA: Move 5' SE and 15' E
FA: Draw halfling sling staff while moving
FA: Speech (after I find out what he sees)
Anton puts his trident away, again kicking himself mentally for not doing something earlier. We knew there would be skeletons. I need to start looking further ahead. Motioning the others to wait a sec, the little sneak pulls out his sling staff while slipping into the shadows to scout the chamber off to their left...
DM Stephen |
Just as a clarification Anton, they appear to have spotted you when you came up the stairs. Since you didn't mention you wanted to move in stealth mode to begin with you also notice that they appear to have missle weapons...Javelins and are preparing to throw them.
Only the first two rows of characters can see them at the moment and they can only see the first two rows of the party so anyone else will need to move up to be able to see them and make a knowledge check.
Niɱ |
Sorry to be holding things up. Power has been out all day at my place... and now I am busy with a job. I'll post as soon as I can.
Niɱ |
Round 1 - init 16
Nim sees the others reacting to something ahead of them. He then hears Tragershen call out skeletons. He commands Wic to defend his master (FA - no roll required) and moves forward to engage. As he enters the chamber and realizes he cannot reach them up on the bridge, he changes course and takes cover behind one of the columns. (MA Nim to -C -8, Wic MA to -C -7, Wic RA)
Once behind the column, he plucks a bit of mistletoe from his pouch and casts another spell. A thick bank of misty vapours springs up, filling most of the chamber and hindering the skeletons from targeting the group with their javelins. (SA cast obscuring mist, centred on -C/-B -8/-9)
Nim then calls out to the others, Hurry! Follow Anton! We are at a severe disadvantage down here!
Wic snaps at the any skeleton that he sees...
attack w/bite: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 3 ⇒ (5) + 3 = 8
Current status and effects:
Wicewakan: AC 18 HP 32 of 32
Nim: AC 17 HP 41 of 41
longstrider
obscuring mist - expires round 40
DM Stephen |
Anton, the area to the NE seems to be a hole in the ground that goes down into a chamber, you shine your light down when you get near the edge.
At first glance, this damp cavern seems natural, but here and there the mineral deposits on the walls and ceiling don’t quite obscure ancient walls that were carved by hand. The floor is covered with a shallow layer of brackish water from which numerous small mounds of delicate crystals emerge. A large mound of ancient bones caked with thick mineral deposits lies under the opening here on the floor about 30' down.
Tragershen to go.
Niɱ |
Ok, now I cannot see the elevation change. The map makes it look like there is a passage to the east. :P