Darius Redgrave |
"Grergofs attacks don't seem to be getting through. What is this thing!?"
darius slings his crossbos over his shoulder and draws his sword, then holds the palm of his hand out and tries something else as a blast of light flies from his palm.
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
DESCRIPTION
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target.
A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8).
An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8).
A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 4d8 ⇒ (7, 1, 7, 1) = 16
Brother Grergof Varsk |
Posting ahead for round 3 as i’ll Be busy for the next 6 hours.
Ouch! Oh a tough guy hmmm?
Grergof closes his eyes to refresh himself then tries to lay lays another layer of blessing on himself.
LoH: 5d6 ⇒ (6, 2, 3, 4, 4) = 19
Concentration cast Duvine Favor Defensivly: 1d20 + 10 ⇒ (6) + 10 = 16
Foxy Quickpaw |
Grergof fumbles his casting, as the giant swings it's club around. But Stam manages to add another scratch to the giant with the good old magic missile spell.
Yib Thoolp lets her club come down on Grergof again.
Club: 1d20 + 17 ⇒ (16) + 17 = 332d8 + 15 ⇒ (5, 1) + 15 = 21
All but Grergof now.
Spugnoir2 |
AC 17/12/15 (21/14/17 with mutagen)
Saves F10/R10/W796 fear) (+6 vs. Poison)
Weapon in hand:Mace+1
Special effects:
Bombs:12/14
Spugnoir beans the giants with two frost bombs
Frost Bomb,PBS,PS,Touch: 1d20 + 12 ⇒ (19) + 12 = 315d6 + 6 ⇒ (2, 5, 4, 6, 5) + 6 = 28
Frost Bomb,PBS,PS,Touch: 1d20 + 7 ⇒ (18) + 7 = 255d6 + 6 ⇒ (3, 6, 6, 2, 1) + 6 = 24
Discovery:Frost Bomb:When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save. DC 19
Stam Truthfinder |
Arcanist Spells Prepared (CL 9th; concentration +14)
4th (4/day)— black tentacles , ice storm
3rd (4/5)— displacement, lightning bolt (DC 18), slow (DC 18)
2nd (4/5)— glitterdust (DC 17), hideous laughter (DC 17), summon monster II , web (DC 17)
1st (4/6)— detect charm , hypnotism (DC 16), mage armor , magic missile , protection from evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , prestidigitation,
read magic
Stam looks at the Giant and at his companions. "I heard about a hill giant who thought his toe was a sheep because it was so fuzzy, he smashed it with his hammer only to crush his own foot." [ooc]Hideous Laughter DC 17 Will"[/b]
Brother Grergof Varsk |
Now that brings a smile to my face!
Grergof follows up with a series of slams at the prone Giant:
Heavy Adamintium Flail + 1 - Power Attack + Furious Focus + Smite Evil: 1d20 + 15 - 3 + 3 + 4 ⇒ (1) + 15 - 3 + 3 + 4 = 20
Damage + Power Attack + Smite Evil: 1d10 + 6 + 9 + 9 ⇒ (8) + 6 + 9 + 9 = 32
Heavy Adamintium Flail + 1 - Power Attack + Smite Evil: 1d20 + 10 - 3 + 4 ⇒ (3) + 10 - 3 + 4 = 14
Damage + Power Attack + Smite Evil: 1d10 + 6 + 9 + 9 ⇒ (3) + 6 + 9 + 9 = 27
But the giant is clearly squirming too much to be hit.
The dice gods just hate me this fight
Darius Redgrave |
Darius takes a moment to try figure out whats going on.
Just gonna make some rolls to notice why we're not hurting this giant or if something else is at play here.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Know Religion: 1d20 + 12 ⇒ (19) + 12 = 31
Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21
Brother Grergof Varsk |
Not everything can just be beaten down Mr. Redgrave.
Grergof tries to hit the prone giant again.
Heavy Adamintium Flail +1 - Power Attack + Furious Focus: 1d20 + 15 - 3 + 3 ⇒ (7) + 15 - 3 + 3 = 22
Damage + Power Attack: 1d10 + 6 + 9 ⇒ (7) + 6 + 9 = 22
Heavy Adamintium Flail + 1 - Power Attack: 1d20 + 10 - 3 ⇒ (15) + 10 - 3 = 22
Damage + Power Attack: 1d10 + 6 + 9 ⇒ (9) + 6 + 9 = 24
Brother Grergof Varsk |
Grergof lowers his flail and looks at the others..
Well we found our giant. The question is why it was here and why the rider came here.
Grergof starts checking the giants to see if there is anything useful on the creature.
Stam Truthfinder |
"We did, I am sorry Darius that I doubted you that the giant would be in the house. So what was it doing in here?" Stam looks around the room allowing his vision to slip into the magical spectrum.
Reception: 1d20 + 7 ⇒ (18) + 7 = 25
Brother Grergof Varsk |
Let's look around the closed up portion of the house before we step through any magic gates. I'd hate for the rider to slip away while we explore who knows where.
Foxy Quickpaw |
That information is not included in the magic.
The group leaves the large round room to secure the environment before anything else. There is the foyer, with the large and representative double door leading out. And a long corridor to the western wing of the building.
To the right side is a door that leads to a privy (F8).
The next door opens into a former bedroom. But nothing but the empty bed frame is left there (F7).
One door further a chamber holds old crates and sacks of food stores, largely disintegrated over the years (F6).
Spugnoir2 |
Survival: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 14 ⇒ (8) + 14 = 22
There is a saddlebag there Spugnoir rummages around in it. Small wood crate with impression of an object that used to be stored inside. Hmm.. This no doubt was something we wanted.
Darius Redgrave |
Darius nods to the western most door. The one that leads to a room with no windows.
"We haven't been able to see in there, and whoever's there must have heard the commotion so be ready. Grergof, can you tell if there's any evil in there?" he whispers.
Brother Grergof Varsk |
Clear
Then Grergof opens the door to see what's in the room.
Foxy Quickpaw |
Aaaand, nothing. At least nothing dangerous. Two sets of double doors open into this wide chamber from outside the house, large enough for a carriage to parked inside. Spare wheels and the rusted remains of a small forge show that one was once housed here. Two horse stalls occupy the far end of the room. One of the stalls holds a piebald mare, apparently left here in haste some days ago. Its ribs are clearly visible and it stamps and shuffles in agitation. Its saddle and tack lie on the floor of the next stall.
Darius Redgrave |
"This poor creature. It's been here for some time without food. Quick, find something for it to eat and drink."
"Maybe we can lead it outside to some grass." Darius says and walks to open the large doors and looks for something to pour water from his waterskin into as well.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Darius Redgrave |
Darius smiles. "That a boy."
The goes down on his haunches and watches the horse for a moment making sure he's okay then goes to the group.
"Empty. Where to now?"
Spugnoir2 |
The horse could team up with Ned and fight crime. Spugnoir hears the crying baby. Watch out, considering all we have gone through, that might be a baby ghost or something that wants to make us its daddies forever.
Darius Redgrave |
By the horse "I think you're right Stam. I'll have to give him a name, bit for now lets let him gather his strength."
After hearing the baby scream."
"Oh Nine Hell's NO!" Just as a spell escapes his lips and his muscles and power seem to grow in strength.
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range personal
Target you
Duration 1 round/level
DESCRIPTION
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.
And then also draws a Shield in front of him that glows slightly before it fades. Also casts Shield of Faith again
Male human (Chelaxian) cleric of Iomedae 5/exalted 4 (Pathfinder Campaign Setting: Inner Sea Gods 200)
LG Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 21 (+7 armor, +3 deflection, +1 Dex, +1 natural; +2 deflection vs. evil)
hp 63 (9d8+15)
Fort +9, Ref +4, Will +12; +2 resistance vs. evil
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 bane keen longsword +10/+10/+5 (1d8+4/17-20 plus 2d6 vs. ) or
. . +1 silver longsword +10/+10/+5 (1d8+3/19-20) or
. . masterwork silver dagger +10/+10/+5 (1d4+2/19-20)
Ranged mwk light crossbow +9/+9 (1d8+1/19-20)
Cleric Spells Prepared (CL 9th; concentration +14)
. . 5th—breath of life (DC 20), righteous might[D], slay living (DC 20)
. . 4th—divine power (2), holy smite[D] (DC 19), restoration
. . 3rd—free swim, remove blindness/deafness, remove curse, searing light[D], water breathing
. . 2nd—aboleth's lung[ARG] (DC 17), bless weapon[D], communal protection from evil[UC], silence (DC 17), spiritual weapon, communal water walk[UC]
. . 1st—air bubble[UC] (3), liberating command[UC], marid's mastery[ARG], remove fear, shield of faith[D]
. . 0 (at will)—detect magic, light, purify food and drink (DC 15), spark[APG] (DC 15)
. . D Domain spell; Domains Glory, Sun
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 13, Wis 20, Cha 14
Base Atk +6; CMB +9; CMD 22
You say to the right by the wall? I'm struggling to figure out where we are standing. But if there's a way through, Darius immediantly looks for it.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Darius Redgrave |
Well in that case...
"A baby is in danger, we have no time to waste!" Darius says almost in a panic, and holds out his fist towards the door at his right. The fist that has a ring on it...
A ring with a Ram.
Expending 3 charges to open the door. I want it turned to splinters and to give whoever's behind the door a shock of their lives. Not sure if I have to make a roll or not. Act as a character opening a door with a Str of 29.
Foxy Quickpaw |
Darius reduces the door to splinters. Which produces a priceless look on the faces of the two men within. One wears the garb of a vicar of the Recondite Order, a deep green chasuble over an elaborate sea green robe and an ornate silver tiara. His face is narrow and pockmarked, with one lazy eye that always seems to be looking behind whomever he is addressing. And one cultist, who looks just like the guys in the temple. On the bench lies the baby.
Whatever furnishings were once in this room have been used as fuel in the old fireplace, which contains a fairly fresh collection of ash. Only a plain wooden bench now remains beneath the western window. A single lit lantern, hooded so that its light does not shine beyond this chamber, has been set upon the hearth.
The two men immediately attack.
Initiative Spugnoir: 1d20 + 6 ⇒ (14) + 6 = 20
Initiative Stam: 1d20 + 6 ⇒ (1) + 6 = 7
Initiative Grergof: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Cultist: 1d20 + 7 ⇒ (8) + 7 = 15
Initiative Vicar: 1d20 - 1 ⇒ (5) - 1 = 4
Spugnoir <--
Cultist
Darius, Stam, Grergof
Vicar
Brother Grergof Varsk |
Grergof uses the brief view through the door to try to get a sense what the men are doing with the baby.
Sense Motive: 1d20 + 6 ⇒ (13) + 6 = 19
Im just trying to see if I have a clue if the look like they are caring for the baby or have it here for more melevalent purposes like as a sacrifice.