GM Euan |
- - -
The party mulls their decision - what to do about a prisoner. If you return to the gate, you could probably return him to the guard, but who knows what they’ll actually do to him. Presumably he’s violated some law or other for being in here at all, not counting your complaints against the man (your word against his of course).
You can easily tie him up and leave him in a cooler bit of shade while you continue. It is unlikely he’ll get free on his own while you’re gone. Just remember to go pick him up on your way out…
Florence Corvina |
"Oh, um...I guess I can try to pull it out?" Florence stammers, her face paling at the prospect. She brewed medicines and crafted alchemical supplies; she wasn't a surgeon. But to leave the head of the arrow inside the flesh did pose a risk of infection - taking it out would probably be for the best.
After digging for a moment through her gear for something small to grab the arrowhead with, she kneels down and takes a deep breath. "O-okay, here we go..."
Heal: 1d20 + 6 ⇒ (5) + 6 = 11
______
I'm a little confused since Florence technically already healed Cahal with the wand but I'm assuming that Cahal wants her to pull the arrowhead out too, so here you go!
Cahal ud'Din |
Cahal's face turns purple, and she barely manages not to curse the holy name of Osiris. She relaxes a bit, and the wand's healing seems to finally settle in. She lets her head rest against the wall.
"We should move as soon as possible... My guess is that their employers are already in the temple." Her voice is now getting stronger and she finally gets on her feet.
"I need to pay more attention to archers... No such nuisances on the ring..."
Nidhi Aashirya |
"Now stay put and we'll come get you later today," Nidhi promises the cocooned prisoner, waggling her finger at him. Nidhi bends down close to the bound thug to whisper: "And I wouldn't make much noise if I were you - all sorts of hungry creatures are known to wander the Necropolis. Giant man-eating centipedes especially."
Intimidate: 1d20 + 3 ⇒ (18) + 3 = 21
Nidhi stands up to follow Zilchus and the others towards their assigned dig site.
Perception (upon arrival): 1d20 + 8 ⇒ (18) + 8 = 26
Prof. Benedictus Dickens |
Ben shrugs. "I don't know, Zilchus, it is a little bit cruel to just tie him up and leave him here, at the mercy of any predator which may pass nearby". Benedictus scratches his chin in meditation, then sighs. "Anyway, considering what he tried to do to us, I suppose it's a fair punishment..."
____________________
How far are we from the city or wherever the authorities are in Wati? If we're close enough, Ben will vote for going back there and turn the prisoner over to the authorities, revealing the nature of his guilt. Otherwise, if the group is more than one hour away from the closest formal authority, Ben will agree with Zilchus' plan.
Cahal ud'Din |
Cahal was about to give Ben an earful when the scholar makes a point of hinting at attempted murder. She settles on a shrug instead and follows. Her longspear she keeps ready.
As they reach their destination, she offers: "Is there a way to tell if they preceded us? My gut tells me those jackals are already in there. They might even have posted a lookout..."
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
GM Euan |
Benedictus, the guards are only a 15 minute walk away, but they’ll require some sort of report. Could be short, could be you have to take him all the way to the formal authority. Not too much further, maybe another 15 minutes, but again, more reporting and taking down of statements. Bureaucracy. For now, I’m going with the majority and tying him up - but feel free to push back with the others in character as you approach your destination.
The prisoner looks appropriately cowed as you depart, and does not cry out or squirm - at least not while you’re in earshot.
With your sketched map, you can easily find the temple. Although the Sanctum’s central nave is symmetrical, the rest of the structure does not conform to traditional architecture, with wings and extensions on both sides that, except for the uniformity of the stonework, appear to have been haphazard additions. A large dome over the apse tops the roof at the north end of the temple. The Sanctum is windowless, and the temple’s exterior walls are carved with likenesses of the Nethys and other celestial figures - very beautiful and largely intact. Unless otherwise noted, ceilings within the Sanctum are 15 feet high and all of its rooms are dark.
No doors block the grand entrance to this building - a wide flight of steps leads directly up into the temple’s interior. Two humanoid statues flank the stairs, wearing black-and-white masks and holding quarterstaves. Just inside the entry, two rows of columns lead toward an archway in the north wall. Two smaller passages open to the east and west.
Nidhi - the place is as quiet as a tomb… though for a moment you thought you heard… prayer? chanting? Must be your imagination playing tricks on you.
There’s a new map up. Make sure you remember light sources.
GM Euan |
Danger is ever-present in the life of an adventurer. So really, isn't it each other that you perceive?
Other than the party, there are no nearby dangers as far as Zilchus can see. He does find some tracks in the sifting sand of the entryway though.
A party of four entered the temple and went straight ahead past the columns sometime in the last few hours or so. There seems to be one more set of tracks, a lone individual, who entered prior to the group of four.
Nidhi Aashirya |
Nidhi watches at Zilchus examines for footprints. (Nidhi doesn't have survival.) Once he's looked them over and given his opinion, Nidhi decides to take a closer look at the altered architecture.
Although the Sanctum’s central nave is symmetrical, the rest of the structure does not conform to traditional architecture, with wings and extensions on both sides that, except for the uniformity of the stonework, appear to have been haphazard additions.
Nidhi approaches the architecture to examine it more closely. Weird, it doesn't all look the same. When was this done? Is it altering the worship of Nethys?
Knowledge (Engineering?): 1d20 + 5 ⇒ (20) + 5 = 25
Knowledge (Religion?): 1d20 + 5 ⇒ (15) + 5 = 20
GM Euan |
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Nidhi is fairly sure the entire structure was built at the same time. The architecture is a little odd, but perhaps they hired an insane architect? Nethys himself is not always sane by some measures.
You're not sure why they would have built the temple this way, but you'd expect residences to the left, support chambers to the right, and the main temple directly ahead if they follow the cannons at all.
Zilchus Lyghtlode |
"I think four people entered ahead of us. We should be cautious," Zilchus notes. "It's possible that they are just here to visit, but they may also be treacherous grave robbers, unlike us, who are approved and noble historical miners of antiquity." Zilchus smiles his not-so-god smile.
Zilchus draws his sword and moves in when other are ready.
GM Euan |
Zilchus sees down a long hallway. Two passages, or rooms, split off at the end but it's hard to see in the dark. (light source?)
GM Euan |
Zilchus finds no tracks his way. The tracks continued into the temple (north).
Nidhi Aashirya |
Nidhi pulls out her Everburning Torch and follows silently behind Zilchus and Cahal. Nidhi looks for traps. Why is Zilchus headed right?
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
After glancing around, Nidhi whispers: "If it's a typical temple: residences to the left, support chambers to the right, and the main temple directly ahead." Nidhi gestures with her free hand to the various directions.
Florence Corvina |
"I guess tracking them down first makes sense; we already know they're here...maybe, still, and I'd rather find them on our own terms than stumble on them or anyone else unprepared," Florence whispers as she draws her longspear and readies to follow behind Cahal and Zilchus.
Prof. Benedictus Dickens |
Ben reluctantly accepts the idea of leaving the prisoner behind, tied up and exposed to danger. Unable to just let go things that way, the scholar ensures that the prisoner is well nourished before leaving him. He gives him some water from his canteen and also a piece of dried meat from his personal rations.
***
When the group reaches the temple, Ben stares in wonder for a few seconds, but quickly recovers. "Mph, I expected something more elaborated, to be honest. Let's get in, and see what the temple has to offer and why it was so yearned for..."
Ben is particularly wary throughout the exploration, and when Zilchus reports to the group the fact that he has found some tracks belonging to a group, his mind immediately turns toward The Scorched Hand. "Please, my friends, watch your steps. I fear I know what we're going to face, and we shouldn't underestimate the danger...Let's go on, but let's keep our eyes open...Oh, I wish we brought that mercenary with us..."
GM Euan |
Space and elevation lend a sense of past grandeur and majesty to this large open area. A beautifully carved, star-shaped fountain with a circular pool in the center sits in the middle of the chamber. The bottom of the pool is decorated with a great mosaic eye made from tiny colored tiles, and hieroglyphs are carved into the paving stones ringing the fountain. Its crystal clear water belies the run down nature of the structure over all the decades. The fountain is not running (or you’d have heard it already).
Two rows of columns support the 20’ tall ceiling overhead, which continues to rise to a domed ceiling in the northern portion of the chamber. There the ceiling rises to a high dome 40 feet above the main floor, forming the primary cathedral of Nethys. Three flights of short, steep steps climb up to a large platform elevated 5 feet above the floor. At the rear of this platform, a 15-foot-tall statue of Nethys, half white and half black, stands atop a raised octagonal dais. The top of the main platform is tiled in black marble, while the octagonal dais is a striking white, and the ring that separates them is tiled in red.
This hall was a public worship area where anyone could enter to pray and ask Nethys for a blessing. The Ancient Osiriani hieroglyphs ringing the fountain identify it as the “Pool of Protection.”
For no particular reason, the hairs stand up on Benedictus’ fine scalp - something’s wrong!
-Round Surprise-
Zilchus - 18
Benedictus -14
Shargah-Katun - 7
- Round 1-
Zilchus - 18
Cahal - 17
Benedictus - 14
Nidhi - 11
Shargah-Katun - 7
Florence -3
Benedictus 1d20 + 13 ⇒ (1) + 13 = 14 (acts in surprise round)
Cahal 1d20 + 1 ⇒ (16) + 1 = 17
Florence 1d20 + 2 ⇒ (1) + 2 = 3
Nidhi 1d20 + 1 ⇒ (10) + 1 = 11
Zilchus 1d20 + 2 ⇒ (16) + 2 = 18
Shargah-Katun 1d20 + 2 ⇒ (5) + 2 = 7
Benedictus 1d20 + 6 ⇒ (9) + 6 = 15
Cahal 1d20 + 5 ⇒ (16) + 5 = 21
Florence 1d20 + 0 ⇒ (18) + 0 = 18
Nidhi 1d20 + 7 ⇒ (9) + 7 = 16
Zilchus 1d20 + 7 ⇒ (20) + 7 = 27
Shargah-Katun 1d20 + 12 ⇒ (11) + 12 = 23
Next up - Benedictus and Zilchus in the surprise round!
Prof. Benedictus Dickens |
⁞⁞⁞⁞ SURPRISE ROUND ⁞⁞⁞⁞
‖‖‖‖‖‖‖‖ • Initiative: 14 • ‖‖‖‖‖‖‖‖
Benedictus feels something is wrong and readily casts a protecting spell on himself, causing an armor entirely made of force to appear on his body. “This is how it starts, then…Oh well”
_________________________
Ben casts mage armor on himself. I’m not at home, and I’m not able to access Roll20. If there’s some problem with Ben’s position, please move him wherever it makes more sense according to the current situation.
Conditions – mage armor (+4 AC, 3 hours); 2 Dex damage, 2 Con damage
Wizard spells prepared (CL 3rd, concentration +7)
2nd (2+1/day)― glitterdust (DC 16), locate object, stone call (DC 16)
1st (3+1/day)― burning hands (DC 15), color spray (DC 15),
Cantrips (at will)― dancing lights, detect magic, mage hand, prestidigitation
GM Euan |
No worries Benedictus. I moved you up a little, but still in back.
Zilchus swears most foully and prepares to defend himself. Benedictus is more resigned, but also armors his person.
The party hears some mumbling from behind the statue of Nethys. However, most of you still cannot yet see your foe - even if it is a foe - but you think there might be something there.
-Round Surprise-
Shargah-Katun - 7
- Round 1-
Zilchus - 18
Cahal - 17
Benedictus - 14
Nidhi - 11
Shargah-Katun - 7
Florence -3
Benedictus 1d20 + 6 ⇒ (13) + 6 = 19
Cahal 1d20 + 5 ⇒ (10) + 5 = 15
Florence 1d20 + 0 ⇒ (5) + 0 = 5
Nidhi 1d20 + 7 ⇒ (19) + 7 = 26
Zilchus 1d20 + 7 ⇒ (10) + 7 = 17
Shargah-Katun 1d20 + 10 ⇒ (6) + 10 = 16
Next up - Zilchus, Cahal, Benedictus and Nidhi in round one. Remember, some of you still don’t know what you face.
Nidhi Aashirya |
Round 1:
After Zilchus, Cahal, and Benedictus; it's Nidhi's turn.
Nidhi looks up to stare at the statue of Nethys, surprised to see something behind it.
Knowledge (Planes): 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft: 1d20 ⇒ 11 Nope.
Move Action: Holding her Everburning Torch, Nidhi moves closer towards the creature. (30 feet: 2 up, 1 right, 1 diagonal, 2 up)
Standard Action: Standing by the fountain (and closer to the center of the room) Nidhi decides to sing. Inspire Courage. This place looks like it might have some great acoustics.
Perform (Inspire Courage): 1d20 + 13 ⇒ (1) + 13 = 14
Nidhi opens her mouth to start singing melodious lyrics, but a tremendous belch escapes instead. The unsavory noise echos through the chamber. Nidhi is thoroughly disappointed as it was not what she intended.
Free Action: Nidhi delays saying anything until the result of her Knowledge check is revealed.
GM Euan |
1 person marked this as a favorite. |
- What's its DR?
- What's its SR?
- What's its Resistances?
- What's its Special Attacks?
- What's its Special Defenses?
etc.
You can also ask your questions when you roll your knowledge check if you like to speed things up. Just ask three or so questions, and I'll answer them in order if you roll high enough.
- - -
Though Zilchus doesn't see the creature, unless it has turned invisible, it's likely still hiding where it was before.
Prof. Benedictus Dickens |
⁞⁞⁞⁞ ROUND 1 ⁞⁞⁞⁞
‖‖‖‖‖‖‖‖ • Initiative: 14 • ‖‖‖‖‖‖‖‖
"Watch out! There's...an extraplanar being behind the statue!"
I wonder if it’s dangerous or…
“And it just cast a spell to touch us without having to actually, I mean…physically, do it!”
_________________________
Holding my actions until I know something more about the creature. If I’m not able to post again when the info are revealed (due to time zone), please assume that Ben immediately, although concisely, reveals everything he knows to everyone. As for his action, he will fire a bolt at the creature, if it is not resistant to piercing damage (rolls are below).
Knowledge (planes) check to identify the creature: 1d20 + 9 ⇒ (8) + 9 = 17 Info: DR, special attacks
Spellcraft check: 1d20 + 10 ⇒ (10) + 10 = 20
Crossbow ranged attack: 1d20 + 3 ⇒ (20) + 3 = 23 Wow!
Crossbow damage: 1d8 ⇒ 6
Crit. confirm: 1d20 + 3 ⇒ (16) + 3 = 19
Crit. damage: 1d8 ⇒ 8
Conditions – mage armor (+4 AC, 3 hours); 2 Dex damage, 2 Con damage
Wizard spells prepared (CL 3rd, concentration +7)
2nd (2+1/day)― glitterdust (DC 16), locate object, stone call (DC 16)
1st (3+1/day)― burning hands (DC 15), color spray (DC 15),
Cantrips (at will)― dancing lights, detect magic, mage hand, prestidigitation
GM Euan |
- - -
Benedictus' shot strikes the knee of the creature. Those of you who haven't seen it yet, catch a glimpse of goat-like legs puling back behind the statue of Nethys. You hear a sort of slurpy-slushy cry of pain.
GM Euan |
Zilchus double moves into the room, charging the altar. Cahal DMPC follows Zilchus’ lead crossing to the other side of the stairs. Benedictus learns little, but packs a wallop as his bolt connects. Nidhi learns much and inspires the party to greater ability.
Meanwhile everyone can now see the creature plainly. The creature stands next to the statue, peering at you with it’s one great eye. Draped in rags and hunched over on goat like legs, this beast possesses a featureless face, save for a large eye ringed by fangs. Knowledge Planes for more information if you haven’t already rolled.
It casts a spell, and a ghostly hand flies out among the party, seeking out… 1d5 ⇒ 4 Nidhi!
Melee touch: 1d20 + 7 ⇒ (5) + 7 = 12
If hit, please make a will DC 18 or suffer brief wracking pains followed by a general listlessness that you’re having trouble fighting through. (–4 penalty on attack rolls, saves, ability checks, and skill checks)
-Round 1-
Florence -3
- Round 2-
Zilchus - 18
Cahal - 17
Benedictus - 14
Nidhi - 11
Shargah-Katun - 7 (-10hp)
Benedictus 1d20 + 6 ⇒ (5) + 6 = 11
Cahal 1d20 + 5 ⇒ (5) + 5 = 10
Florence 1d20 + 0 ⇒ (1) + 0 = 1
Nidhi 1d20 + 7 ⇒ (7) + 7 = 14
Zilchus 1d20 + 7 ⇒ (14) + 7 = 21
Shargah-Katun 1d20 + 10 ⇒ (2) + 10 = 12
Next up - Florence in round one, then everyone else in round two!
GM Euan |
Cursed Gaze (Su) Aghash's choice: confused for 1 round, shaken for 1 round, stunned for 1 round, or deals 1d4 points of damage, 30 feet, Fortitude DC 16 negates. Any creature under the effects of protection from evil is immune to an aghash's gaze.
Sandstorm (Su) Once per day, as a full-round action, an aghash can create a temporary sandstorm. This storm has a radius of 100 feet centered on the aghash and lasts for 1 minute per Hit Die the aghash possesses (typically 5). This functions as a sandstorm (Core Rulebook 431).
You are correct about your touch AC, unless you have some magic I don't know about - I hit you.
You automatically succeed at Inspiring Courage regardless of your roll. It's just not so pretty. :)
- - -
Florence Corvina |
Round 1, Init 3
Spellcraft (DC 19): 1d20 + 8 ⇒ (11) + 8 = 19
Florence gawps at the sight of the one-eyed creature staring at them from across the room, but quickly rallies as Nidhi's song bolsters her courage. She hustles forward and heads around to the left of the fountain in an effort to keep from clustering up and becoming vulnerable to any magics the creature might have.
"Watch out, it's trying to throw curses at us with that ghost hand!" she calls out as she stops and begins casting a spell. Hoping to have better luck than the last time, she conjures forth a small, packed orb of snow that she heaves at the creature.
Snowball (Ranged Touch; Inspire Courage): 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Damage (Cold): 3d6 ⇒ (2, 6, 4) = 12
______
If for some reason Florence doesn't have LoS from where she moved to then she'll instead cast Mage Armor on herself.
Prof. Benedictus Dickens |
⁞⁞⁞⁞ ROUND 2 ⁞⁞⁞⁞
‖‖‖‖‖‖‖‖ • Initiative: 14 • ‖‖‖‖‖‖‖‖
Oh well, it seems like my bolt actually harmed it!
Strongly determined not to waste his arcane reserve, Benedictus loads another bolt into his crossbow and fires it at the strange, unnerving being. “Aghash Div. That’s the name of this being…and it just tried to bestow a curse on Nidhi with that spectral hand!”
_________________________
Spellcraft check: 1d20 + 10 ⇒ (16) + 10 = 26
Prescience roll: 1d20 ⇒ 9
Crossbow ranged attack: 1d20 + 3 ⇒ (6) + 3 = 9
Crossbow damage: 1d8 ⇒ 4
Conditions – mage armor (+4 AC, 3 hours); 2 Dex damage, 2 Con damage
Wizard spells prepared (CL 3rd, concentration +7)
2nd (2+1/day)― glitterdust (DC 16), locate object, stone call (DC 16)
1st (3+1/day)― burning hands (DC 15), color spray (DC 15),
Cantrips (at will)― dancing lights, detect magic, mage hand, prestidigitation
Nidhi Aashirya |
DC (18): 1d20 ⇒ 10
Round 2:
After Zilchus, Cahal, and Benedictus; it’s Nidhi’s turn.
Free Action: Nidhi maintains Inspire Courage. Her second line of lyrics alerts her companions to the creature’s special attacks. Her song is garbled from the brief wracking pains. Nidhi pants and gasps through the song, becoming listless for the last two lines.
Perform: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11 (#2 of the day)
”FRIENDS! Watch out, watch out, for his stare.
It’ll shake you, stun you, gaze beware!
And is that sand swirling about?
Beware of the cloud of desert, beware.”
Nidhi finishes the last two lines in a monotone voice. She touches the rim of the pool Nethys statue stands before.
Move Action: Nidhi, still holding her Everburning Torch, moves closer towards the creature. 2 diagonal, 3 up
Standard Action: Nidhi secures her Everburning Torch to her cloak’s large, outside pocket so in Round 3 she can pull out her bow. With her cloak’s deep pockets, only the top inch of the torch pokes out.
GM Euan |
Florence launches a most unusual snowball for this area, but it slams harmlessly on the statue devoted to the lord of magic. Zilchus double moves to the creature, but doesn’t quite close. Cahal DMPC closes in on the creature and attacks with her long spear. Benedictus tries another mundane approach, but has less success and fails to strike his target. Nidhi moves up, secures her torch, and prepares for combat - even in her weakened state.
Cahal longspear: 1d20 + 5 ⇒ (3) + 5 = 8 damage: 1d8 + 6 ⇒ (5) + 6 = 11
She fails to draw blood however, and the creature laughs in a bizarre sort of slurping sound. It setups up on Cahal and lashes out, doing rather better.
claw: 1d20 + 8 ⇒ (9) + 8 = 17 damage: 1d6 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d6 + 2 ⇒ (4) + 2 = 6
Though without facial features it's hard to tell what it's thinking, you do get the sense it's surprised Cahal is still standing.
-Round 2-
Florence - 3
- Round 3-
Zilchus - 18
Cahal - 17 (-14hp)
Benedictus - 14
Nidhi - 11
Shargah-Katun - 7
Next up - Everyone!
Zilchus Lyghtlode |
Round 4, Init 18
"Look out Cahal!"
Zilchus moves up to slash at the creature, swinging from his heels with eyes barely open.
1d20 + 6 ⇒ (8) + 6 = 14 to hit;
2d4 + 7 ⇒ (2, 3) + 7 = 12 slashing damage.
[ dice]1d20+5+1[/dice] to hit;
[ dice]2d4+4[/dice] slashing damage.
HP: 26/26 -1 str, -2 wis
AC: 18 (6 armor, 2 dex) + 3 SoFaith
DF: 0/10
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
Grunting: 0/4 used
Quick Prayer: 0/4 used
Florence Corvina |
Round 2, Init 3
"Oh geeze, hang on Cahal!" Florence gasps as the warrior takes a series of vicious blows from the creature. She dashes forward and up the steps, circling around towards Cahal in an effort to close the gap.
______
Florence double-moves to her current position!
Prof. Benedictus Dickens |
⁞⁞⁞⁞ ROUND 3 ⁞⁞⁞⁞
‖‖‖‖‖‖‖‖ • Initiative: 14 • ‖‖‖‖‖‖‖‖
Ben moves closer to the place where his companions are fighting against the div.
It seems like whatever I choose, I always choose wrong. This time I had prepared myself to face several opponents at the same time, and what do I get? A single, strong opponent.
The wise words of his adoptive father echoes through Ben’s mind as he moves and curses himself for his wrong spell preparation.
Life is the best tutor you can wish for, son. Don’t look down on the lessons she gives to you just because she gives them to everyone. Just like at school, what makes you more prone to improvement is your will to listen and learn the lesson. Many, in this arrogant world, don’t listen to what life has to teach them. And they never learn. But just the way you are humble during your class at school, and you listen with respect and reverence to your tutor, you must also listen to what life has to tell you. But pay attention, because life usually whispers, and only those with keen ears and open heart can really grasp her words. And she doesn’t like to repeat herself. She will tell something once, perhaps twice. But then it will be up to you to build on what she has taught.
***
“Fìor stailc…”
Eyes closed in concentration, Ben tries to focus all of his mental energies on himself and channel them into his arms. A blue, flickering aura flashes around him for a few instants, as though the very air around the scholar was charged with electricity.
_________________________
Ben casts true strike.
Conditions – mage armor (+4 AC, 3 hours); 2 Dex damage, 2 Con damage
Wizard spells prepared (CL 3rd, concentration +7)
2nd (2+1/day)― glitterdust (DC 16), locate object, stone call
1st (3+1/day)― burning hands (DC 15), color spray (DC 15),
Cantrips (at will)― dancing lights, detect magic, mage hand, prestidigitation
Cahal ud'Din |
Cahal grunts in pain and shuffles back, almost instinctively, to bering her spear between her and her assailant.
With a fierce cry, she aims high first, then pulls the spear's tip quickly and stabs at the creature's legs to trip it, summoning her font of power.
5-foot step, MvA Martial Flex for Improved Trip, StA Attack.
Trip: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Nidhi Aashirya |
Round 3:
Free Action: Nidhi maintains Inspire Courage. #3 IC
Perform: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16
Move Action: Nidhi makes a five-foot step to the right to get a better shot at the creature. Nidhi pulls out her bow and nocks and arrow.
Standard Action: Nidhi fires off the arrow.
To hit: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Damage: 1d8 + 2 ⇒ (7) + 2 = 9 19/20 Arrows
GM Euan |
Florence double moves to a better spot to assist. Zilchus steps up but swats at air as the eye deftly steps to the side of his blow. Cahal backs off to bring the spear too bear, and trips her opponent - the goat legs clattering beneath it as it falls. Benedictus prepares his next strike with unerring accuracy. Nidhi continues to perform (no need to make perform checks if you don’t want to) but her shot rings wide, chipping on the statue.
In a slurpy voice the thing cries out in a foreign tongue from the ground, ”Śārajāha-kātūna tamanē ḍaratā nathī!”
- - -
It defensively casts on the floor…
Concentration: 1d20 + 10 ⇒ (18) + 10 = 28 vs DC 23
It's spell goes off - and it disappears! Please stay in rounds.
- - -
-Round 2-
Florence - 3
- Round 3-
Zilchus - 18
Cahal - 17 (-14hp)
Benedictus - 14
Nidhi - 11
Shargah-Katun - 7 (-10hp)
Next up - Everyone!
Florence Corvina |
Round 3, Init 3
Spellcraft (DC 19): 1d20 + 8 ⇒ (8) + 8 = 16
Florence gasps as the creature utters words in a strange tongue and then vanishes before her very eyes. "Wh-where did it go!?"
Gripping her weapon tightly, she adopts a defensive position as she looks this way and that for signs of the creature.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
______
Florence stays where she's at and goes Total Defense.