Andre Karoxin |
Andre shrugs and follows the others.
Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
I'm going to assume that I miss my first round action.
ROUND TWO:
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 ⇒ 7
Seeing the cultists fouled by Ihon and Phaedra's magic, Andre smiles grimly. Nocking an arrow, he sends the bolt flying at the nearest cultist to Phaedra. "The bill for your wickedness has come due, my friends..."
Sazu Magauge |
Initiative: 22 Round 2
Sazu will begin starting a rousing song, a tale of a battle between the trees as the shadows themselves come alive and attack the song's protagonists.
Starting Bardic performance
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
And he'll fire a bolt.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d6 ⇒ 3
DM Morvius |
Sazu, the singing (or at least starting it) is a standard action, but you didn't use one on round 1, so you can do it then if you like.
Round 2
Ihon, Andre, and Amideo all strike the same target, felling him before he can act, though just barely. Enraged, the remaining sighted enemy attacks Amideo back.
Greatsword: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 2d6 + 5 ⇒ (4, 4) + 5 = 13
The blinded one stumbles forward into the Grease and tumbles to the ground.
Ihon Volarian |
Round 3: Initiative 24
Ihon throws another glob of acid at one of the enemy.
Acid Splash: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Andre Karoxin |
Round 3: Initiative 9
Seeing that the blinded foeman is no threat, Andre drops his bow and moves forward to back up Amideo. He leaves the flanking position open for Phaedra to take, if possible, though.
Attack, Quarterstaff: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Sazu Magauge |
Initiative: 22 Round 3 BP: 14/16
Sounds Good, I'll retcon to performing on Round 1 and firing on round 2.
Sazu will make a hasty reload, fumbling with the bolt as it tries to tumble from his grasp. He eventually jams it into place and tries judging using his instinct rather than aim for once.
And of course, maintains his performance.
Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 ⇒ 3
Phaedra Valerius |
Round 2
init 24
Phaedra will move up and attack anyone who can still see first.
melee attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Round 3
init 24
Phaedra will continue to attack the sighted one first, but will find a blind one instead if no sighted ones remain.
melee attack: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11
DM Morvius |
Round 3
You are collectively able to bring down the second sighted enemy with a flurry of blows. The final blind one stumbles forward again, but cannot find his footing.
Since you guys can easily kill the last blind guy, I'll say that you are able to do that.
In front of you, approximately 30 feet beyond the entrance to the cave, is a large metal door. It has been well constructed and it is clear that someone has worked on the natural stone of the cavern walls to be able to fit this door and a surrounding wall securely into it. There is a single large keyhole in the door and there are no windows or other holes in the door that would allow you to effectively see through to the other side.
Sazu Magauge |
Sazu starts going through the guard's belongings, specifically looking for a key of sorts.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Sazu Magauge |
Sau stuffs the gold into his bag to divy up later.
"Anyone use any of this stuff?"
He takes a closer look at the potions.
Knowledge Arcana: 1d20 + 9 ⇒ (16) + 9 = 25
Knowledge Arcana: 1d20 + 9 ⇒ (3) + 9 = 12
Andre Karoxin |
Andre shrugs. "I'm good with my stick, my bow, and Erastil's grace." He frowns at the door. "None of the goons we've flattened before had keys, did they? I don't recall picking any up..."
Ihon Volarian |
Loot updated.
Ihon points to the large magic sword and quietly says, That is magical. Those are a potion of shield and curing wounds.
Andre Karoxin |
"Healing's always useful," Andre says absently. "Shame we didn't think to bring a locksmith...anyone suppose it's possible to break it down?"
Sazu Magauge |
knowledge Arcana on Magic Sword : 1d20 + 9 ⇒ (6) + 9 = 15
Sazu inspects the lock for traps
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
And, finding no and no one stops him, will try the two keys that might fit.
DM Morvius |
Sazu, you don't find any traps and you are successful in opening the door with one of the two keys. However, as you do so, a trap that you weren't quite perceptive enough to find is triggered and bricks fall from the wall above the doorway.
DC 20 Reflex save for half damage
Damage: 4d6 ⇒ (5, 4, 3, 3) = 15
Andre Karoxin |
"Sazu!" Andre cries. Rushing over to the little gnome, he runs his hands over the worst of the wounds. "Erastil preserve you in your paths of righteousness. May he guide you in the hunt; may he nourish you from the soil. Walk in his quiet shade for many long days still."
Dropping enlarge person for CLW. Figure you could use some healing even if you make that save!
CLW: 1d8 + 4 ⇒ (1) + 4 = 5
Andre Karoxin |
Typical...
Andre closes his eyes and continues to pray, barely audibly, as Sazu's wounds close. This time, more of the wounds close, and anyone nearby who's wounded finds some relief as well.
Channel: 2d6 ⇒ (5, 1) = 6
Sazu Magauge |
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Like an owlbear staring into the mouth of a dragon charging it, Sazu glances up only to be frozen in place as his mind raced to find a solution to his immediate predicament, only to fail.
Oof! he cries, a nasty bump forming on his head, his vision becoming blurry before righting itself again.
"Ow..ow...ow..
As Andre heals him, Sazu thanks him and hefts himself back to his feet.
Total HP: 22/26
"I'll try to be more careful..." he says, motioning the other up.
Sazu Magauge |
Sazu brushes off the crumbs of the bricks that landed on his head.
"Forgive me, I tend to be hasty in these matters. Time marches on and I believe in a situation such as ours needs haste to capitalize on the opportunity. But I will try and be more careful in the future."
Andre Karoxin |
"Good!" Andre exclaims. "Well, as long as you're ok..." He leans forward and, after checking to make sure that everyone has their weapons and spells ready, opens the door.
Sazu Magauge |
Sazu will insist being somewhere in the back/ middle.
"Perhaps its best if I let our lead breacher be a bit hardier than myself."
Andre Karoxin |
"Indeed," Andre says with a nod. "Phaedra, Amideo, if you feel up to it, it makes sense for the two of you to take point. I can back you up with my bow." He smiles and unslings it.
Second rank seems to make sense for me, especially with my Deadeye Bowman trait.
DM Morvius |
Your group processes around the bend and you realize that the denizens of this area must either be able to see in the dark or care little about being blind. Once you all turn the corner, the light seems completely absent. There are some sounds further into the tunnels, but you see no signs of light or fires from your current angle.
Sazu Magauge |
Taking note of the darkness and the fact that his human compatriots were beginning to slow, Sazu offers "I can cast a light spell if someone has something to offer. I also have torches at the ready."[/b]
Andre Karoxin |
"You can cast it on my bow," Andre murmurs, offering it up. "It seems like a better choice than torches, since I'll have it in hand anyway."
Phaedra Valerius |
Phaedra picks up a small stone, casts light on it and then throws it down the tunnel a bit. She wants to light up the tunnel she is going down without being a target by carrying a light source in a dark tunnel. Also, she wants to see if anyone is hiding in the dark up ahead.
DM Morvius |
The stone flies out about 40 feet and then, about 10 feet beyond that you all see another door. This one is heavier than the previous door but currently appears to be unguarded. It has some runes carved into the face of it, but from your distance the faded nature of the runes makes them difficult to make out.
Andre Karoxin |
"Well, let's get up there," Andre says. "Whoever's got the sharpest eyes...you go first."
He seems keen to investigate the runes, but doesn't want to disrupt the marching order. Or set anything off. He scans the ground ahead himself, just in case.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Ihon Volarian |
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Perception (familiar): 1d20 + 6 ⇒ (3) + 6 = 9
Ihon keeps his eyes open for traps as they make their way down the hallway. Once (if?) they reach the door, he simply says, Stop. Taking his time, he examines the door for traps and whatever else he might find. Taking 20 on the door for a 31.
Sazu Magauge |
Sazu hurries to comply with Andre's wishes. After a soft hum and a stroke of his fingers, the wooden weapon begins to light.
"Wide as my knowledge is...I do not have the necessary skills to disable a lock of this caliber...
Perhaps a rank in rogue down the line...?
"Could we perhaps trigger it from a distance?"