Faldoc Tisbane |
Faldoc moves up and fires an arrow at Enforcer #2! Boomer (he's not on the map I don't think) will move up to the square 10' in front of him (next to Alden).
Bow: 1d20 + 13 ⇒ (6) + 13 = 19 for Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Kynrac |
Kynrac moves forward, then calls a blessing upon his companions.
Casting blessing of fervor. You can choose one of the following benefits each round:
- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
I'll pick the +2 to atk, AC, saves for this round
Faldoc Tisbane |
Since Kynrac is before me in init I'll choose the +2 to attack/AC/reflex and up my attack roll to a 21.
EndlessForms |
Ref: 1d20 + 2 ⇒ (8) + 2 = 10
Jarlgur gives the party his blessing while Alden charges forward, striking the nearest Mantis. His mount is less successful. Panfalcon creates a pit at the far end of the pathway and the Mantis falls in! Falcon's arrow strikes true and Kyrnrac speeds the party!
Initiative:
1. Jarlgur, Matteo, Kynrac, Alden, Faldoc, and Panfalcon
2. Mantis
E1: 7 dmg
E2: 14 dmg
E4: 7 dmg, in pit
Matteo is up!
Matteo the Arcanist |
Matteo utters som arcane words and points at the closest female. Ice blue force missiles dart out of his outstretched fingers at incredible speed. They slam into her hard, and its plain that it is a struggle for her to remain standing.
Matteo chooses +2 atk/AC
Magic Missile CL9 + Toppling Spell (1 arcane point): 5d4 + 5 ⇒ (3, 3, 3, 2, 4) + 5 = 20
Trip: 1d20 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Alden Helpinghand |
Matteo utters som arcane words and points at the closest female. Ice blue force missiles dart out of his outstretched fingers at incredible speed. They slam into her hard, and its plain that it is a struggle for her to remain standing.
[dice=Magic Missile CL9 + Toppling Spell (1 arcane point)]5d4+5
[dice=Trip]1d20+9+6
Heh, I don't know if I would have even noticed that all our characters were male if you hadn't said this. :-P
EndlessForms |
Matteo trips up one of the Mantis beheaders, laying the woman on the ground!
The woman stands up and draws her sawtooth sabre as she moves forward into the fray. The other woman in the back likewise moves closer.
Two of the enforcers raise their shields and bar the way of the party to move further in, pulling their short swords out at the same time to stab at Alden!
mwk short sword: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d6 + 1 ⇒ (5) + 1 = 6
mwk short sword: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d6 + 1 ⇒ (3) + 1 = 4
climb: 1d20 + 6 ⇒ (14) + 6 = 20
The other man makes his way down the causeway to join the fight, yelling curses at the party along the way! Muffled curses are heard from within the pit at the far end.
Initiative:
1. Jarlgur, Matteo, Kynrac, Alden, Faldoc, and Panfalcon
2. Mantis
B1: 20 dmg
E1: 7 dmg
E2: 14 dmg
E4: 7 dmg, in pit
You guys are up!
Jarlgur Flamnord |
Jarlgur waits for Faldoc to fire, then swings at the nearest Mantis.
Blessed Power Attack: 1d20 + 8 + 1 - 2 ⇒ (17) + 8 + 1 - 2 = 24
Damage: 1d12 + 4 + 6 ⇒ (12) + 4 + 6 = 22
Will target the one to the east unless Faldoc takes him down, then target the one in front of Alden
Kynrac |
Don't forget to pick one of the following bonuses each turn!
- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Kynrac picks +2 atk/AC/Ref
The Ancient Lorekeeper takes a step forward and prays the powers of time to grant his companions favorable odds in the battle to come.
Casting prayer: +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls (no save, but SR applies if they have any).
Alden Helpinghand |
Alden almost feels pity for the poor cultists, who have almost no chance of hitting him or his allies with their little sawtooth sabers.
Alden will choose the extra attack as part of a full attack. I don't think Naala can really make a conscious choice what to use, so I'm going to assume that she gets the increased speed at all times.
Alden attacks the cultist closest to the waterfall, and orders Naala to do the same.
Lance: 1d20 + 6 ⇒ (14) + 6 = 20
Damage 1: 1d6 ⇒ 6
Extra Lance: 1d20 + 6 ⇒ (16) + 6 = 22
Damage 2: 1d6 ⇒ 5
Lance iterative: 1d20 + 1 ⇒ (18) + 1 = 19
Damage 3: 1d6 ⇒ 5
Naala bite: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Trip CMB: 1d20 + 11 ⇒ (10) + 11 = 21
If any of the enemies attempt to attack an adjacent ally during this turn, Alden and Naala will use the Bodyguard feat to Aid Another as an AOO, to add a total of +13 Dodge bonus to their AC, which can be done up to 3 times per round, need to roll an attack of 10 or higher to aid. Aid another checks:
Alden aid 1: 1d20 + 6 ⇒ (17) + 6 = 23
Naala aid 1: 1d20 + 7 ⇒ (10) + 7 = 17
Alden aid 2: 1d20 + 6 ⇒ (8) + 6 = 14
Naala aid 2: 1d20 + 7 ⇒ (5) + 7 = 12
Alden aid 3: 1d20 + 6 ⇒ (6) + 6 = 12
Naala aid 3: 1d20 + 7 ⇒ (15) + 7 = 22
EndlessForms |
Jarlgur smacks into the Mantis enforcer before him! Twice! Kynrac prays that the outcome will be favorable. Alden finishes that enforcer off and turns his attention to the other enforcer blocking the party's way. Naala puts the man on the ground.
Initiative:
1. Jarlgur, Matteo, Kynrac, Alden, Faldoc, and Panfalcon
2. Mantis
E1: 14 dmg, prone
Matteo, Faldoc, and Panfalcon are up!
Faldoc Tisbane |
Still no Boomer pog but no biggie, he'll watch our backs in case someone comes from behind as someone is now in the spot I had moved him to.
Faldoc will use the extra attack granted by the spell and fire four arrows! I'll send one at the furthest guy (Enforcer #3), one next closest (Beheader #2), then the final two at the one in front of him (Beheader #1). I'll leave the guy in melee to the meleers. [ooc]I'm using Rapid Shot and Deadly Aim, but only PBS against the last guy.
E3: 1d20 + 12 ⇒ (5) + 12 = 17 for Damage: 1d8 + 10 ⇒ (3) + 10 = 13
B2: 1d20 + 12 ⇒ (18) + 12 = 30 for Damage: 1d8 + 10 ⇒ (2) + 10 = 12
B1: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30 for Damage: 1d8 + 10 + 1 ⇒ (1) + 10 + 1 = 12
B1: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 for Damage: 1d8 + 10 + 1 ⇒ (7) + 10 + 1 = 18
EndlessForms |
Sorry! Forgot to add Boomer. He's on there now.
Panfalcon hits one of the women with an elemental ray while Faldoc's spray of arrows slam into their targets, only one arrow flying stray.
Initiative:
1. Jarlgur, Matteo, Kynrac, Alden, Faldoc, and Panfalcon
2. Mantis
B1: 19 dmg
B2: 12 dmg
E1: 14 dmg, prone
E3: 13 dmg
Matteo is up!
Matteo the Arcanist |
Matteo steps forward, mumbling words in the arcane tongue. He raises two fingers, pointing them at Beheader 1. He winks, and two blue rays of fire shoot from his fingers at her.
Choosing +2 attack rolls, casting scorching ray
Ray 1+BoF+Prayer: 1d20 + 5 + 2 + 1 ⇒ (17) + 5 + 2 + 1 = 25
Damage: 4d6 ⇒ (6, 2, 2, 2) = 12
Ray2: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10
Damage: 4d6 ⇒ (3, 5, 5, 5) = 18
EndlessForms |
Matteo's first ray leaves a frostbite on the first woman but his second ray bursts against he waterfall, creating a shower of ice nearby.
Climb: 1d20 + 6 ⇒ (17) + 6 = 23
"Hey! A little help!" comes a voice from the pit at the far end of the room.
The other Mantis ignore his pleas and close in to stop up the passage.
mwk short sword on Alden (hitting from the ground): 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
damage: 1d6 + 1 ⇒ (4) + 1 = 5
mwk sawtooth sabre on Jarlgur: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d8 + 3 ⇒ (8) + 3 = 11
Initiative:
1. Jarlgur, Matteo, Kynrac, Alden, Faldoc, and Panfalcon
2. Mantis
B1: 31 dmg
B2: 12 dmg
E1: 14 dmg, prone
E3: 13 dmg
You guys are up!
Kynrac |
Don't forget BoF and Prayer!
Kynrac draws a wand and casts bless to further enhance the martial prowess of his companions. Additional +1 to attack and saves against fear, stacks with BoF and Prayer.
Alden Helpinghand |
Naala will attack the cultist directly in front of her closest to the waterfall, and Alden will attack the one behind her twice using his lance.
Alden will take the +2 Atk, AC, and saves this round. Total of +4 on attack and +1 on damage for Alden, and +2 atk, +1 dmg for Naala from Kynrac's buffs!
Naala bite: 1d20 + 13 ⇒ (6) + 13 = 19
Naala damage: 1d6 + 3 ⇒ (3) + 3 = 6
I think that one is still prone, right? So she can't trip him, but she gets +4 on the attack roll!
Alden lance 1: 1d20 + 10 ⇒ (8) + 10 = 18
Lance damage 1: 1d6 + 1 ⇒ (5) + 1 = 6
Alden lance 2: 1d20 + 5 ⇒ (12) + 5 = 17
Lance damage 2: 1d6 + 1 ⇒ (4) + 1 = 5
Panfalcon Dryadson |
Quick post. Jarlgur already cast Bless upon us.
Editing to put in real post
Panfalcon tosses out rotten eggs toward the two warriors teetering near the waterfall's edge
Stinking Cloud. I know the area of effect isn't right on the map, but I just wanted to get only those two guys instead of clogging up the battle map with a non-dispellable gas ball.
DC 17 Fort save or be nauseated.
Jarlgur Flamnord |
Having no room for the hammer, Jarlgur drops it and grabs his ax, swinging at the Mantis in front of him.
Taking +2 BoF
Power Attack, Bless, BoF, Prayer: 1d20 + 8 - 2 + 1 + 2 + 1 ⇒ (10) + 8 - 2 + 1 + 2 + 1 = 20
Damage: 1d12 + 3 + 1 + 6 ⇒ (6) + 3 + 1 + 6 = 16
Faldoc Tisbane |
Love the new Boomer! However make him a medium Snoopy when you can.
Faldoc will try to fight the cover that his prey now has by calling on the enhancements that his new friend has given him!
I'll do the +2 thing. I'll fire at the nearest upright enemy and if they die just move to the next closest, etc.
Rapid 1: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30 for Damage: 1d8 + 11 ⇒ (4) + 11 = 15
Rapid 2: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16 for Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Final: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9 for Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Matteo the Arcanist |
Technically, scorching ray is fire not ice... its just that for flavor I imagine Matteo's magic manifesting in an icy blue color.
"Fools!" Matteo laughs at the enemy. "You should no better than to bunch together when you are facing a mage of my caliber!"
Matteo says the words and moves his hands in the intricate patterns necessary while reaching in to his pouch for bat guano and sulfur. He reaches out, palms outstretched, and a giant ball of blue fire leaps from his hands, detonating behind the assassins.
Fireball CL10: 10d6 ⇒ (4, 1, 2, 4, 6, 3, 4, 5, 4, 2) = 35 DC 21 Reflex save for half. Casting at point indicated on map... Should hit all 4 enemies and no compadres.
Using arcane point to cast at CL10 instead of 8
EndlessForms |
Fort: 1d20 + 6 ⇒ (2) + 6 = 8
Fort: 1d20 + 6 ⇒ (16) + 6 = 22
Ref: 1d20 + 8 ⇒ (7) + 8 = 15
Ref: 1d20 + 2 ⇒ (12) + 2 = 14
Ref: 1d20 + 2 ⇒ (6) + 2 = 8
Kynrac blesses the party! Alden and Naala go after the enforcers and Panfalcon's sickening cloud has nauseated one of the men. Although the enforcer next to the woman would like to protect her from Jarlgur's attack, he is in no state to do so and Jarlgur is able to take the woman down!
Faldoc puts an arrow in the next beheader woman and Matteo finishes them off with a fireball!
There's the one lonely guy down in the pit but you can easily take care of him or subdue him in some way.
Out of combat!
Yeah, the enforcers had Bodyguard, In Harm's Way, and Saving Shield and were meant to protect the Beheaders but you guys disable that guy in the front so he couldn't do anything.
----
In the center of the arched walkway, there is an interesting bit of stonework:
Five carvings of faces adorn the cavern wall in a circular pattern at eye level. Each face is sculpted in bas relief and it the size of a human’s head. At the center of the circle of faces juts out a strange pipe with a mouthpiece, like that of a wind instrument.
You find that each of the five faces can be depressed into the stonework such that it becomes flush with the cavern wall. The faces are (starting at the top and moving around the wind instrument at the center in a counterclockwise fashion):
• A face with its hands cupped over its ears (the “Deaf Face”)
• A sculpture of the immortal necromancer Geb, ruler of Garundi nation of the same name (the “Geb Face”).
• A mournful face looking out from the bars of a prison (the “Cage Face”).
• A blurred face, as though the sculpture were worn-out or not completed (the “Fade Face”).
• The face of a cyclops with a single eye (the “Ace Face”).
Faldoc Tisbane |
What on this plane is that supposed to be? Faldoc would take a potion of CSW if nobody minds.
Alden Helpinghand |
Alden will also take one of the potions to hold onto for later, if that's okay.
"I have never seen anything like it, but perhaps we can work out what it does?"
Taking 10 on aid another action on whichever type of Knowledge check is needed to determine something about it. Whoever makes the check gets a +4.
Panfalcon Dryadson |
Panfalcon circles the last man standing with a menacing stride. The sorcerer's tone is flat and without care.
"So peasant, what brings you and your hive here? You appear to be dressed like Red Mantis, but your fighting style was ... lacking. What is the true reason you and your ilk are hiding out in the College?"
EndlessForms |
"I'm just a guard. But we're here for Torch, surely you know that. And when we put our target on someone it sticks. We won't give up our quarry."
If questioned about the door, he says that others push the faces in a certain order but he is not sure of the order.
Faldoc Tisbane |
Is this something that can be disabled or picked like a normal lock? Faldoc would use one of the Assisting Gloves as well.
Does anyone recognize these faces from somewhere at all? Knowledge check of some kind?
Kynrac |
Kynrac's interest is naturally drawn to the carvings on the door, which he studies carefully. He frowns after a while, and shakes his head.
"Those faces are peculiar, and seem to be linked somehow. A cyclops has a lesser sight, a mute man has no voice or taste, a deaf man cannot hear... I'd say they are connected to senses. An alternative would be to think of the pictures as numbers. The man without a mouth could be 0, the cyclops would be 1 since he's got only one eye, the deaf man would be 2, the number of hands he shows to avoid hearing... However, these are just wild guesses, I'm afraid."
Matteo the Arcanist |
"If we are unable to figure out this puzzle, I can simply use dimension door and open it from the other side." Matteo says. "However, I would much prefer to figure out what the answer is here..."
Matteo casts detect magic on the door, and studies it a full 5 rounds.
Know Arcana for Detect: 1d20 + 16 ⇒ (18) + 16 = 34
"Going off your theory of senses... the Fade Face would represent taste, the Ace would represent sight, the Deaf would be hearing, the Cage touch, and Geb would represent smell - the stench of undeath."
Matteo thinks some more. "As for numbers, I think that it would be Ace for one, Fade for 2 (two eyes), Geb for 3 (three letters), and cage for 5, (five bars)."
Matteo begins to study. "However, given the instrument-like mouthpiece in the middle, I think they may represent musical notes. Take the first letter of each name and you have D, G, C, F, A. The question though, is what order to they go in? Does one get used more than once?"
Alden Helpinghand |
"This may take a bit of experimenting... if no one has seen any obvious dangers here, I suppose I'll try blowing into the whistle..."
If someone would like to stop Alden from attempting this, just post that you stop me, but otherwise he will go up and blow into the whistle, not covering any holes.
Kynrac |
Kynrac doesn't try to stop the halfling, but steps away and gets cover, in case something goes wrong.
EndlessForms |
The enforcer does not know what lies behind the door other than the abandoned College.
"However, given the instrument-like mouthpiece in the middle, I think they may represent musical notes. Take the first letter of each name and you have D, G, C, F, A. The question though, is what order to they go in? Does one get used more than once?"
On the right track. . .
Alden blows on the pipe and finds that every time he does so it plays the same sequence of notes. (see the map for the handout)
Some of you can probably sight-read music but if you don't think your character could figure it out easily you can make a check for legitimacy:
EndlessForms |
When Panfalcon blows on the pipe it automatically plays the same notes without him having to perform it. The door does not open, however.
Alden Helpinghand |
"I believe Matteo has the right of it, here. Master Panfalcon, can you follow the melody well enough to translate it into letters? If so, I will attempt to press on the images in the correct order."
Assuming Panfalcon's Perform check is more than sufficient to follow the tones and tell me the letters...
Alden walks back up to the wall, and touches the "Cage face" first. Does this cause it to play a C?
EndlessForms |
When Alden depresses the "Cage face" it does not play a note but simply slides into the door an inch.
Kynrac |
Kynrac attempts to press the faces in the order defined earlier: cage, fade, Geb, deaf, ace.
Matteo the Arcanist |
Perform (untrained): 1d20 - 1 ⇒ (16) - 1 = 15
Matteo depresses the faces (cage, fade, Geb, deaf, ace) while simultaneously blowing into the instrument.
EndlessForms |
The party pushes the paces in the correct order and the door swings open!
This once-grand chamber is now full of dust and cobwebs. A number of broken instruments such as harps and drums lie scattered throughout the room. A wide staircase ascends to the north, while nine metal cages line the walls.
Three people are tied up and locked in the cages of the room. The stand up and look nervously out from their cages as you enter the hall.
Alden Helpinghand |
Perception to see any hostile creatures in the room: 1d20 + 2 ⇒ (4) + 2 = 6
Alden is looking at his toes. But Naala has scent, does she smell any creatures other than humans that she might warn Alden of?
Faldoc Tisbane |
Faldoc will enter the room and try to cover the others as they examine the room. He will also scan for potential threats and traps as he does so. Take 10 on Perception to see all the bad things.
EndlessForms |
No one else in the room except the three humans in the cages. No traps in the room.
Alden Helpinghand |
Alden will walk up to the cages, looking for a key or anything like that to unlock them.
"Greetings, friends. I see you could use some aid. Who put you in these cages?"