Dexter Gladstone |
Dexter waits for an opening and tries to snipe the last skull-thingamajig.
Xbow, fire into melee: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 71d8 ⇒ 4
GM Crash |
Round 2 (partial)
Grimor swings at the skullder, but hits the stone instead.
Dexter shoots his crossbow, but it goes wide.
Pontia uses the wand of mage armor on Grimor.
The remaining skullder tries to sting Burick. Sting: 1d20 ⇒ 14
Jean-Pierre takes a swing at the skullder, but it jumps to the side.
Grimor, Dexter, Pontia, Skullder, Marsk, Jean-Pierre, Burick
Marsk |
Marsk takes a step forward and wails on the remaining skullder.
unarmed attack, to-hit: 1d20 + 3 ⇒ (16) + 3 = 19; unarmed attack, damage: 1d3 + 3 ⇒ (2) + 3 = 5
As per usual, Domain Strike for an 18 to identify the creature
Burick |
HOLY CRAP, WE HAD A MAP THIS WHOLE TIME?!
Letting the skullder sting bounce off his armor, Burick pics his hammer up off the remains of the previous skull creature, and swings down upon the last one as Marsk finishes his punch.
Power Attack: 1d20 + 4 - 1 ⇒ (19) + 4 - 1 = 22
Damage: 2d6 + 4 + 3 ⇒ (1, 3) + 4 + 3 = 11
GM Crash |
The combined attacks of Burick and Marsk was enough to crush the last skullder. As Marsk hit the skullder inspiration hit.
Combat over. :)
used today.
There is a set of bronze double doors at the far end of the hall.
Let me know what you want to do. :)
Marsk |
After combat is over, Marsk says: "Well, m'friends, 'tis good we put a stop to 'em. These buggers live in their victim's skulls. I s'pose that makes some kind o'sense, being as they have no mind of their own. What in the name of Irori's Fist does that mean?" He motions towards the strange symbols. "They look to be representin' Pharasma, but they dinnae look like any symbol of hers I've seen."
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Knowledge (religion): 1d20 + 4 ⇒ (19) + 4 = 23
Dexter Gladstone |
Dexter shrugs his shoulders after he looks over the religious symbols. He then inspects the bronze doors for traps, locks, and listens for any activity...
perception: 1d20 + 4 ⇒ (14) + 4 = 18
If he finds nothing out of the ordinary, he quietly opens the doors with his crossbow ready.
GM Crash |
Too fast for you ;)
As the doors open, you see a wide stone bridge with elaborately carved railing arches connecting this set of doors with another set of identical doors on the other end of the bridge forty feet over a chamber. The ceiling of this cavernous chamber vaults to a height of sixty feet, forming an architectural wonder unsupported by any visible columns or buttresses. The central portion of the chamber contains an inlaid spiral symbol and is recessed into the floor, with eight staircases leading up to a wide ledge that encircles the room ten feet above. On this ledge stand bronze doors to the east and west. Eight larger-than-life statues stand upon the ledge as well, evenly spaced around the room’s circumference—seven carved from white stone, and the eighth carved from black stone.
Pontia Imperea |
Knowledge (history): 1d20 + 7 ⇒ (10) + 7 = 17
Pontia's mouth opens wide in surprise of this architectonical marvel.
No wonder you don't fully recognize those symbols of Pharasma, Dwarf. These all go back to the times of ancient Thassilon.
Her eyes try to absorb all the wander within this huge chamber.
Gentlemen, I would like to look nearer upon those statues, if that's good for you. There are 8 of them, 7 represent the seven runelords, the 8th I cannot recognize from here. Would you mind if we stop for a while to study them?
Without her noticing, Pontia's feet begin to walk slowly towards the stairs...
Sorry, my knowledge of ancient Thassilon is almost nil
Jean-Pierre de Suis |
Jean-Pierre whistles, clearly impressed by the size of the chamber.
"This doesn't look like a burial vault..." He then points to the doors down on the ledge. "We may need to find a way to get down to those, so we can explore this chamber properly..."
Where to now? Shall we cross the bridge to the other side, or try the other door from the first room?
Burick |
"Never was a fan of spider," Burick replied to Marsk. "To much bad mojo associated with them..."
Knowledge Religion 1: 1d20 + 4 ⇒ (2) + 4 = 6
Knowledge Religion 2: 1d20 + 4 ⇒ (10) + 4 = 14
Burick feels a little embarrassed by his lack of knowledge on the subjects being discussed, even though they should be his area of expertise. He sighs, knowing that his greatest skill in life has been destroying enemies with his hammer, rather than anything actually based on skill or intelligence. Even so, he could not let himself be dismayed; he still had to do his part!
Seeing Ponita walk toward the edge of the ledge to get a better view of the statues, Burick feels somewhat uneasy with her closeness to such a long fall.
"If you wish to take a leap of faith over this ledge, I'd suggest against it, Ponita. Let's find a way down first before studying the statues..."
Looking across the bridge, Burick notices Marsk already making up his mind about crossing it. Catching his eye, he nods to the dwarf cleric, swinging his hammer across his shoulder and walking toward the edge of the bridge.
"Let's see where this leads for now. I'm probably the heaviest, so I'll go across first to make sure the bridge is stable enough."
For everything else he lacks, he can at least be a good Vanguard...
Grimor Hazd |
Knowledge, Religion: 1d20 + 4 ⇒ (1) + 4 = 5
"Pharasma you say? I can't say I've heard of her or the significance she holds..."
Grimor stands before the edge of the platform they came out from, peering downwards looking for what lays below.
Perception with Darkvision: 1d20 + 2 ⇒ (18) + 2 = 20
Grimor Hazd |
Let me know when Mage Armor would expire.
"We can tie you off on a rope just in case before you test the brige if you'd like. Y'know... just in case." Grimor says to Burick.
If Burick declines, Grimor will spend the next few minutes practicing is forms, punching and kicking at the air, ready to charge at the first sign of enemies.
Burick |
Burick visibly stiffens, before slowly turning his head to stare at Grimor. His face held a deadpan expression and flushed with embarrassment.
"That...would be a very smart idea." Burick accepts the offer sheepishly.
Jean-Pierre de Suis |
Nodding at Dexter's assessment of the bridge, Jean-Pierre comments:
"Well then, shall we cross, and discover what is waiting for us beyond the doors on the other side...?"
Burick |
After tying the rope around Burick's waist, the paladin proceeds to quickly walk across the bridge to test it out. If he makes it to the other side unscathed, he will wave back to the others and keeps himself prepared if there is any attack...
Pontia Imperea |
Wait, I might have read it wrong but, isn't there spiral stairs in the middle of the bridge that lead to the ledge where there are the statues? If so, I would like to take a closer look at them
Edit: Ok, sorry, the map made it clearer. Ashamed to say I had to read the description 3 times to fully understand it too.
Pontia walks towards the door, staying a little behind, a sad expression on her face while her eyes still linger on the wondrous of this chamber.
Grimor Hazd |
Rolls just for me to decide what to do.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Wisdom: 1d20 + 2 ⇒ (15) + 2 = 17
Seeing Pontia's sad face, Grimor slows down a bit and walks beside the female wizard "Do not be sad. I'm sure statues of one such as yourself will be built. However, those who earn such honor rarely have the time to do the little things that please them. Perhaps after the robbery problem has been resolved, I shall accompany you to see the statues again, yes?"
Pontia Imperea |
You are very kind Grimor, - she smiles kindly - but my interest in these statues are merely towards this mission. Can't help that thinking that they might help us solving some of this mystery.
Dexter Gladstone |
Dexter motions for everyone to keep still, steps quietly toward the thumping sound and checks the door for locks or traps...
perception: 1d20 + 4 ⇒ (3) + 4 = 7
Once he seems satisfied, he spits on the door hinges, readies his crossbow, takes a deep breath, and quietly opens the door.
Burick |
"I don't doubt it," Burick replied to Ponita and Grimor's conversation. "My commander once told me something about venturing into ruins; whenever you see a large ritualistic chamber with statues around, you rarely don't encounter someone or something related to them."
Nodding to Dexter, Burick readied himself to charge incase something attacked the Rogue.
Grimor Hazd |
As Grimor follows Dexter from 20ft away but with less stealth, he asks Burick in passing "So who is this Pharasma and what is she known for? Maybe we can have a better idea of what we're facing later on, if what you say is true..."
Burick |
Sorry, Pontia. @_@ Can I make a knowledge religion check again to see if I know anything about Pharasma? Or did my checks before seal my lack of knowledge on it? I'm good either way, but I'll make the check just in case...
Knolwedge: Religion: 1d20 + 4 ⇒ (10) + 4 = 14
Burick |
Burick lights a Torch, walking with Grimor closely behind Dexter to give them all some decent light.
"I'll admit, I don't know much," Burick replies reluctantly. "Pharasma is the Lady of Graves, and she's fairly neutral compared to most other gods. She judges all who have passed away, and is said to know the ultimate fate of every creature born. I can't say that I know much more than the basics..."
Jean-Pierre de Suis |
Hoping to catch it by surprise (i.e., flat-footed), Jean-Pierre charges forward, and takes a swing, as if he were playing polo...
Earthbreaker: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13, for 2d6 + 6 ⇒ (4, 3) + 6 = 13 damage.
GM Crash |
Jean-Pierre swung at the flier, but he misjudged when it flapped it's wings, ruffling its wings a bit. He drew its attention and it moaned at him.
Burick: 1d20 + 2 ⇒ (5) + 2 = 7
Flapping head: 1d20 + 2 ⇒ (6) + 2 = 8
Dexter: 1d20 + 6 ⇒ (6) + 6 = 12
Grimor: 1d20 ⇒ 8
Jean-Pierre: 1d20 + 1 ⇒ (6) + 1 = 7
Marsk: 1d20 + 2 ⇒ (16) + 2 = 18
Pontia: 1d20 + 2 ⇒ (7) + 2 = 9
Marsk was able to tell it is a flying zombie head of some kind, but Grimor identified it as a flapping head.
Marsk, Dexter, Pontia, Flapping head, Grimor, Burick, Jean-Pierre
Pontia Imperea |
Pontia concentrates once more while her trained hands take swiftly the acid stowed in her bandolier. She pronounces the last magic words that complete the spell and an acid orb appears in front of her, flying towards the flying head.
Acid Splash: 1d20 + 2 ⇒ (10) + 2 = 121d3 + 1 ⇒ (1) + 1 = 2
sorry about the editing, tried to write "ranged touch attack" beside the roll, but instead additional dice were rolled, so I had to redo it
Marsk |
"We'll see how the wee beastie likes this!"
Marsk pulls out his battleaxe and chants a spell.
casting bless.
Dexter Gladstone |
Dexter takes a disgusted glance at the...thing and fires his crossbow at it to put it out of its misery.
Crossbow, bless, fire into melee: 1d20 + 4 - 4 + 1 ⇒ (19) + 4 - 4 + 1 = 201d8 ⇒ 3
crit confirm, anatomist trait: 1d20 + 4 - 4 + 1 + 1 ⇒ (4) + 4 - 4 + 1 + 1 = 6
GM Crash |
Round 1 (partial)
Marsk casts bless.
Dexter shoots his crossbow and hits the flapping head.
Pontia summons an acid orb, which hits a lands a hit thanks to being blessed.
The flapping head attacks Jean-Pierre. Slam: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Bite: 1d20 + 5 ⇒ (2) + 5 = 7 Slam: 1d20 + 5 ⇒ (20) + 5 = 25 Confirm Critical: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Marsk, Dexter, Pontia, Flapping head(-5), Grimor, Burick, Jean-Pierre(-9)
Party up! :)