Aarakess Halcorn |
Perception checks while the stone is being moved:
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Justin D'Rite aka Sluuth |
Justin prepares to move the stone.
Kilthan Hammerstone |
Kilthan steps off to the side to ensure everyone else gets a good grip, then grits his teeth and heaves...
Check #1: 1d20 + 3 ⇒ (18) + 3 = 21
Check #2: 1d20 + 3 ⇒ (13) + 3 = 16
Check #3: 1d20 + 3 ⇒ (19) + 3 = 22
Check #4: 1d20 + 3 ⇒ (18) + 3 = 21
Check #5: 1d20 + 3 ⇒ (9) + 3 = 12
Dryn'taka Devilschild |
Dryn'taka will keep an eye out while cheering on the others. "Go on and get that rock moved! A big heavy boulder won't stop us! You can do it! We could try an alchemical method, though it probably wouldn't work. Or, y'know, bring the roof down."
[ooc]Perception Rolls]
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 4 ⇒ (7) + 4 = 11
Dryn'taka Devilschild |
"Yea, go, it's moving, it's moving!! Great job...um, I'd stop moving it now or you might not like it." She points out the pressure trigger underneath the big rock. "I don't know for sure what that'll do, but it's probably not a good thing."
Justin D'Rite aka Sluuth |
Justin jumps in the container and pushes the button.
"I'll go back first. When Ingrid comes back, the sarcophagus group will know it is safe."
When it comes to traps, I am no help.
Dryn'taka Devilschild |
As the others head upstairs, Dryn'taka pulls our her kit and sets about preparing to disarm the pressure plate. "All right, let's see. I think I'll try this here, and that there, and um..." Ingrid's offer of help is met with a smile. "Thanks, Ingrid! I'm sure the two of us can do this!!"
Disable Device: 1d20 + 7 ⇒ (8) + 7 = 15 +2 from Ingrid for 17
Dryn'taka Devilschild |
Another roll in case the first one wasn't enough to beat it, and high enough not to set it off.
Disable Device: 1d20 + 7 ⇒ (17) + 7 = 24
GM Blood |
The attempt at disabling the trap was a near failure, and Dryn'taka is quite certain that it would have gone off without Ingrid's help. But the near disaster gave you insight on how it worked so the second time went off without a hitch. You are quite confident that moving the rock slab will not set off the trap.
You head up and let everyone know and the group comes back down and together you push the rock the rest of the way.
Recap of what was behind the rock
Curious carvings that seem to represent a stirring tempest cover the walls of this ten foot wide passage. At 10-foot intervals, small alcoves flank the passage, and each alcove contains an androgynous humanoid statue with cupped hands. The figures stand roughly seven feet tall. A faint wind seems to play within the passage, but it's difficult to tell where it is coming from.
Aarakess Halcorn |
Seeing the statues, I put out my hand and stop Kilthan.
Hold on, lets make sure that these are not another trap.
Cast Detect Magic and scan the area.
Perception:1d20 + 8 ⇒ (8) + 8 = 16
GM Blood |
Stealth Monster 1d20 + 16 ⇒ (20) + 16 = 36
Perception Monster 1d20 + 8 ⇒ (1) + 8 = 9
Perception Kilthan 1d20 + 6 ⇒ (8) + 6 = 14
Stealth Kilthan 1d20 + 4 ⇒ (6) + 4 = 10
1d5 ⇒ 4
Initiative Kilthan Hammerstone 1d20 + 4 ⇒ (14) + 4 = 18 (Below Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (19) + 3 = 22
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Justin D'Rite 1d20 + 0 ⇒ (12) + 0 = 12
Initiative Rohara Acharya 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Monster 1d20 + 4 ⇒ (14) + 4 = 18
Kilthan scouts ahead with the group 20' behind. Each statue is a Bralani Azata. As Kilthan starts to pass the last of the statues the air starts to grow unnaturally cold.
Rohara make a Will save
A 3 foot strand of striated muscle connected to two eyeballs appears from behind the statue and shoot something from one of the eyeballs at Rohara.
Round 1
Initiative Order - Aarakess, Monster, Kilthan, Justin, Dryn'taka, Ingrid, Rohara
Monster Stats AC 16 T 16 FF 12
Aarakess Halcorn |
Seeing the creature: Aarakess steps to C5:
Standard Action: Evil Eye Hex to reduce Saves by 2 for 7 rounds, DC 15 reduces to 1 round.
Knowledge(Arcane): 1d20 + 8 ⇒ (3) + 8 = 11 <-- Do I know anything about this creature?
Kilthan Hammerstone |
"Stone's blood, what is that thing?", Kilthan exclaims.
He runs back to rejoin the main group, drawing his waraxe as he closes. He grits his teeth slightly as he passes the creature, hoping to avoid its fell touch before stopping over Rohara's unconscious form, spinning to face his opponent -- and using the momentum of his spin to bring the axe down in a powerful two-handed blow.
Moves to B6, facing AoO for passing through B7
Dwarven Waraxe (PA): 1d20 + 3 ⇒ (15) + 3 = 18 for 1d10 + 7 ⇒ (5) + 7 = 12
GM Blood |
Will Save 1d20 + 3 ⇒ (14) + 3 = 17
1d5 + 1d5 ⇒ (1) + (2) = 3
Justin Touch attack from Eye #1
Eye Stalk Touch 1d20 + 7 ⇒ (3) + 7 = 10
Will Save if Hits
Dryn'taka Touch attack eye #2
Eye Stalk Touch 1d20 + 7 ⇒ (11) + 7 = 18
Will Save if Hits
Kilthan comes moving across and hit the Lurking Strangler solidly almost spinning it in a circle with the fierce hit.
Round 1
Initiative Order - Aarakess, Monster, Kilthan, Dryn'taka, Ingrid, Justin, Rohara
Everyone else is up!
Dryn'taka Devilschild |
Round 1
HP: 10/10
AC: 16, FF 14, T 13
FRW: 4/5/0
Bombs Remaining: 4/5
Mutagen: Dexterity
Spells: CLW, Shield
"Ooh, that'd be a neat pet! Rohara? Gwah, it got Rohara!!" As Rohara goes down, Dryn'taka unleashes a crossbow bolt at the creature, but failing miserably to strike. "Darn eyeball thingy!"
Shift to C6, Standard to fire crossbow at creature, move to reload.
Will Save: 1d20 ⇒ 20
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Kilthan Hammerstone |
Knowledge (Dungeoneering): 1d20 + 6 ⇒ (19) + 6 = 25
Wait a minute... I do know what that thing is!
Kilthan sidesteps the beast and says, "I learned of these in the Clanhome - we can't flank it, so just drive it back. And look out for the eyes - one causes fear and the other sleep!"
At least my elven blood will be good for something, then.
Justin D'Rite aka Sluuth |
I may have gotten lucky. Will 1d20 + 1 ⇒ (20) + 1 = 21
If Ingrid moves shift to B7 for a full (but ineffective) power attack with teeth and claws. May have some cover issues if the stalks retract.
1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 51d20 + 5 - 1 ⇒ (3) + 5 - 1 = 71d20 + 5 - 1 ⇒ (8) + 5 - 1 = 121d4 + 6 ⇒ (3) + 6 = 91d4 + 6 ⇒ (2) + 6 = 81d3 + 6 ⇒ (3) + 6 = 9
Aarakess Halcorn |
Round 2
I use my Evil Eye Hex a second time, this time reducing it's AC by 2. Remember, even if it made the save, it is -2 on saves this round.
Evil Eye Hex: AC -2 for 7 rounds unless DC15 save at -2.
Move: Step back to C4.
Then lets hit it and hit it hard. Its defenses should be weaker for at least an attack or two.
Not sure how you want to handle the Evil Eye modifiers. I will post them, but do not know how many rounds things are good for, i.e. Whether thou made or missed saves.
GM Blood |
Kilthan Forgot AoO from your moving
1d20 + 7 ⇒ (11) + 7 = 18
1d4 - 3 ⇒ (2) - 3 = -1 (1 Damage)
Aarakess Not sure if this is in the book, but I will allow only one Evil Eye modifier at a time. A second one will merely replace the previous one. Not sure if you still want to do that. (Its save will be at -2 for it though)
Round 2
Initiative Order - Aarakess, Monster, Kilthan, Dryn'taka, Ingrid, Justin, Rohara
Aarakess Halcorn |
Evil Eye Hex
Can I use the evil eye hex more than once on a target?
Yes. As long as you apply a different penalty with each use of the hex (AC, ability checks, attack rolls, saving throws, or skill checks), you can have multiple penalties on the same target. Applying the same hex penalty to a target just resets the duration to the most recent use of the hex.
Example: On round 1, you hex the target's AC. On round 2, you hex the target's attack rolls, so the target now has two evil eye hexes on it. On round 3, you hex the target's saving throws, so it now has three evil eye hexes on it. On round 4, you hex its AC again, resetting the duration of the AC-hex (which does not add an additional –2 penalty to its AC). The same thing would happen if two witches were using evil eye on the same target--as long as each evil eye hex applied a penalty to a different thing, they'd all apply.
This doesn't violate the general rule fora stacking penalties--each evil eye effect is basically a different source, even though they stem from the evil eye hex (the evil eye hex is much like 5 separate weak hexes under a common umbrella). In the same way that multiple castings of bestow curse on the same target should stack as long as they do different things (penalize Strength, penalize Dex, penalize attack rolls, take no action, and so on), multiple uses of the evil eye hex stack as long as they're targeting different game statistics.
Depending on your ruling of the above, I still want to drop the AC of the monster first. If I can use multiple hexes, I will drop its attacks next.
Justin D'Rite aka Sluuth |
Heroically driven to rouse Rohara and get her to safety, Justin moves past Arakess and reaches out to roughly drag Rohara in the same direction.
Since my posted action is invalid, move to C4 attempting to roughly drag Rohara from B6 to B5 (B4 if possible) to wake her.
GM Blood |
Justin Don't forget your Will save
Round 2
Initiative Order - Aarakess, Monster, Kilthan, Dryn'taka, Ingrid, Justin, Rohara
Monster Stats AC 16 (14) T 16 (14) FF 12 (10)
Ingrid's whip hits the creature and Justin is able to drag Rohara back to C8 and wake her.
Attack of Opportunity vs Justin 1d20 + 7 ⇒ (10) + 7 = 17
Damage 1d4 - 3 ⇒ (4) - 3 = 1
Dryn'taka Devilschild |
Round 2
HP: 10/10
AC: 16, FF 14, T 13
FRW: 4/5/0
Bombs Remaining: 4/5
Mutagen: Dexterity
Spells: CLW, Shield
"Nice job, Justin!" Dryn'taka brings up her crossbow, aiming for another shot if one should present itself.
Standard to ready an attack for a clear shot at the creature (by clear, I mean no allies in between, cover is fine).
Justin D'Rite aka Sluuth |
Justin posted a full attack for round 1, but Ingrid posted she was moving to B7, the only square this could have happened from, so instead I posted the move and save Rohara action. As you can move through friendly creatures, Justin posted a move past Arakess to C5 (C8-C7-C6-C5). It would be much easier to drag someone moving in one direction rather than up and back. He wanted to drag her to B6-B5-B4 to free up B5 for himself (I didn't know how far I could move her).
If round 1 action was lost to poor coordination, I understand. Second will save 1d20 + 1 ⇒ (2) + 1 = 3.
Status = 12/13hp, -2 to 'everything' :-)