Spasi Gaten |
Spasi stops short as if he remembered something important.
"Oh yeah, wait. I think we should totally take some of these plates back to Vumptous Captain. It might break the 'it', but meh...it's only history and we 'Pathfinders' love historical crap."
Spasi tries to pry one of the panels off.
"Say, Rhesus, *oof*, can you try to *oof* help?"
GM Fanguar |
Perc: 1d20 + 7 ⇒ (4) + 7 = 11
Between Rhesus' strength and Spasi's knowhow, you manage to pry free one of the metal plates. When it pulls free with a screech, there is a brief discharge of magical energy, causing you hair to stand on end and filling the whole room with the smell of hot metal.
You can continue pulling off pieces until it breaks, go hunting for whatever is in the maze, or head out.
Spasi Gaten |
Spasi keeps pulling pointing out where and how Rhesus should apply his strength.
"Yep...you're doing it just like I would do it. Uh huh."
GM Fanguar |
Well statistically speaking, you'll end up fighting the creature, so let's just cut to the chase.
The constant clatter of the systematic disruption of the magical device eventually draws the attention of the creature wandering the maze. It rounds the final bend and comes into view. It appears to be a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes.
Rhesus: 1d20 + 2 ⇒ (4) + 2 = 6
Spasi: 1d20 + 4 ⇒ (16) + 4 = 20
Bibic: 1d20 + 3 ⇒ (2) + 3 = 5
Noya: 1d20 + 2 ⇒ (14) + 2 = 16
Clement: 1d20 + 0 ⇒ (17) + 0 = 17
Enemy: 1d20 + 5 ⇒ (3) + 5 = 8
Combat Round I
20 Spasi
17 Clement
16 Noya
8 Hound
6 Rhesus
5 Bibic.
Spasi, Clement and Noya are up
XP 800
LE Medium outsider (evil, extraplanar, fire, lawful)
Init +5; Senses darkvision 60 ft., scent; Perception +7
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +1
Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed 40 ft.
Melee bite +5 (1d8+1 plus 1d6 fire)
Special Attacks breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half)
Clement Twice-Born |
Round 1, Initiative 17
HP: 25/27; AC: 18 (T11/FF18)
F: +2, R: +0, W: +4
Spells Left Today: 1st - 3/6
Channels Left Today: 2/4
Misc: Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus)
Location: Front Row
SA: Cast bless
MA: Move to front row
Clement observes as the reddish brown creature turns the corner, and taps Rhesus on the shoulder amidst all the ringing, clanging, and banging.
Clement stands there for a moment, shocked that he has somehow recognized a threat and is acting ahead of his companions.
"Oh! I'll hold him off while you guys set those plates down!"
Before stepping up, Clement blesses the party with the favor of Magnimar's empyreal lords (Cast bless).
"Here, doggie... there's a nice... BYTHEGODSITLOOKSEVIL!"
Spasi Gaten |
1d20 + 8 ⇒ (16) + 8 = 24 Know (Planes)
Round 1, Initiative 20
hp 20/20; AC 12/12T/10FF (+4 w/Mage Armor); CMD 12
+2F/+3R/+4W
Back Row
Opponent: Bad Goggie
SA: Cast Snowball. 1d20 + 3 ⇒ (14) + 3 = 17 touch to hit; 3d6 ⇒ (5, 2, 6) = 13 cold damage
MA: Moves for a clear shot.
"Oh yeah! One of them Heck Dogs!" Spasi gripes.
"I'll get it. Don't you worry."
GM Fanguar |
Fort: 1d20 + 6 ⇒ (19) + 6 = 25
The creature hisses and steams when Spasi's spell hit is and it lets out a howl of pain.
The creature's mouth glows like a furnace, as it lunges forward to bite Noya. Her skin sizzles and blisters as the teeth sink in.
Bite vs Noya: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7
Everyone is up again
XP 800
LE Medium outsider (evil, extraplanar, fire, lawful)
Init +5; Senses darkvision 60 ft., scent; Perception +7
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 5/30
Fort +6, Ref +5, Will +1
Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed 40 ft.
Melee bite +5 (1d8+1 plus 1d6 fire)
Special Attacks breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half)
Bibic |
Round 1, Initiative 5
HP: 20/20; AC: 15 (T13/FF12)
F: +3, R: +6, W: +3
Back Row
Opponent: None
Full: Longbow: 1d20 + 4 + 0 ⇒ (2) + 4 + 0 = 6 (point blank, curse) damage: 1d8 + 1 + 0 ⇒ (1) + 1 + 0 = 2 (point blank, curse)
Longbow: 1d20 + 4 + 0 ⇒ (5) + 4 + 0 = 9 (point blank, curse) damage: 1d8 + 1 + 0 ⇒ (3) + 1 + 0 = 4 (point blank, curse)
Weapon Equipped = Bow
Cold Iron Arrows = 18/20
Silver Blunt Arrows = 6/8
Adamantium Salted Arrows = 6/6
Ghost Salted Arrows = 6/6
Bardic Performance = 5/12
Shard Major Image = 1/1
Bard Spells Remaining: (First: 3/3) (CL 3, Con: +6, SR: +5)
0) Detect Magic, Light, Mending, Prestidigitation, Spark
1) Cure Light Wounds, Feather Fall, Grease
Shocked by the speed of the beast Bibic almost forgets to shoot. When he does so it’s with poor results.
Noya Aurora Evangeline Bridget |
I'm alive, but just barely, thank you fire resistance
Noya stabs it
Row:Front
HP:6/24
Atk: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 Crit
dam(Silver): 1d6 + 1 ⇒ (1) + 1 = 2
Atk: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Nope
Spasi Gaten |
Round 2, Initiative 20
hp 20/20; AC 12/12T/10FF (+4 w/Mage Armor); CMD 12
+2F/+3R/+4W
Back Row
Opponent: Bad Goggie
SA: Laugh at own joke.
MA: Moves for a clear shot.
"Oh yeah! Did you see that!? I totally snowballed his face!!! Last night, I did the same thing...uh...nevermind."
Rhesus Ghawn |
Round 1
HP 36/36 DR 1/-, 2/lethal
AC 16/T12/FF14
CMD 18
F +6 R +2 W -1
Rage: 11/11
Row: Front
Opponent: Dog
"Keep him busy Clem."
Rhesus moves in for a swing.
Mwk EB PA Flank: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Damage: 2d6 + 7 + 1 ⇒ (6, 5) + 7 + 1 = 19
GM Fanguar |
Clement Attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Clement steps forwards and bashes the beast in the skull sending it back to the pits of hell from whence it sprang. With the threat neutralized, you quickly pry off enough of the plates to disable the magical contraption and when the last plate falls away there is a sputter of magical energy before the whole thing goes still. No more diabolical creatures will be entering this way.
I'll update again later, but combat is over
GM Fanguar |
Continuing your exploration, you investigate a trio of rooms adjacent to the ancient summoning gate. These rooms obviously used to be devoted to sinister arcane experiments, time and the rampages of many a creature's passage has left nothing of use. (C21-23)
With only one direction left to go, you follow a path that leads to a large vaulted chamber. Two flights of steps, one at each end of the chamber, descend into a wide pool of murky water. Pillars carved to look like coiling tentacles support the vaulted roof, rising from the pool to the north and south. Across the pool, you can see a passage leading onwards. (C24).
Spasi Gaten |
Spasi looks at the pool of doom, assuredly provided bathing pool.
"Maybe we should rest here before continuing on. We don't need to go back to town, but could relax a bit. I'm beat."
Clement Twice-Born |
Clement steps ahead and wonders what dark, tentacled creatures may lurk in this room.
"Now, things are starting to look sinister!"
As Noya suggests her adventuring today is limited, Clement beams a little as he offers to keep everyone supported.
"Don't worry! Rhesus here has unlimited energy, and I still have many more blessings of Magnimar's Lords that I'm sure they'd grant us for our uh, heroic, uh, acquisitions."
Clement steps ahead and looks for some rubble.
"Spasi, can you spare a light? I've always heard it's a good idea to throw a lit stone into pools like these to see what's hiding in them."
After the stone is set aglow, Clement of course hands the stone to Rhesus.
"Don't worry, pal. I've got your back."
Clement hoists his shield, indicating somewhat clearly that the shield is the instrument in which back-getting is provided.
Spasi Gaten |
It does reveal motion as it sinks. There is something in the water, but you can't tell what it is.
Is there a way to get across without going in the water?
Spasi looks at his lightrock and the motions it reveals.
"Ah crickey...I think there is something in the pool, gents. We should be cautious."
"Anyone want to wade in and take a look? I got you covered out here. I promise."
Clement Twice-Born |
Clement paces somewhat anxiously along the water's edge, giving worried glances at its murky depths.
"We certainly shouldn't be camping here. Whatever's down there might wander out while half of us are sleeping."
Clement leans over and looks down at the water while he shakes his mace.
"Come on out, you! We're not afraid up here!"
He then begins to scan the room for how they might cross.
"We could just swim?"
Spasi Gaten |
Spasi ignores Noya's attempt at humor.
"Do we have any big statues we could throw in the water? Or big rocks? We could get lucky and smash whatevers in there!"
Spasi thinks back to the other nearby rooms for big rocks or statues or fun things to toss in.
Spasi Gaten |
Spasi looks at Noya, agreeing.
"Good idea...we could put the statues in the water then wait for them to come explore the water and see what in there. That way, they take the risk and not us."
Spasi thinks about stones and statues.
Rhesus Ghawn |
Rhesus eyes the water dubiously.
"I could wander in and bait it out I suppose. Could try the statue idea first though, that's a good one."
Sorry for my absence, between work and home tasks plus a sick kid I've not had a lot of free time this week(end).
GM Fanguar |
I haven't a clue. Whatever time you want it to be, I guess.
Poking around for anything practical to use to bridge the water, yields no results. Bibic, watching the water, sees a hairless head poke out briefly before dipping back below the water. Though only catching briefest of looks, he notices that it appeared to be the head of a sinspawn. Recall: you get 100gp per sinspawn head you deliver to the chapter house.
Spasi Gaten |
"Keep looking Finn..." Spasi calls from spot next to Bibic. "See if you can catch a fish or something for dinner."
Rhesus Ghawn |
"Don't think there's any fish in here Spasi, but I'll see what I can find."
Rhesus begins looking for fish in the water, staying close to the edge.
Spasi Gaten |
Spasi is neutral. Let's rest someplace and then move across without going in.
Spasi dawdles as he realizes the situation. He thinks about going to C22 to rest.
Bibic |
"Agreed. Let's rest further back and skip the Sinspawn. It'd be good to gather the bounty, but swimming in their terrain to get it? That sounds like trouble."
Bibic follows Spasi back and lays out his bedroll. He grabs a little hard grub and passes it around with water.
"Doesn't taste great, but it keeps you know?"
GM Fanguar |
And moving on...Map updated, I've cut a fair bit out, but we are almost done the adventure.
You head down another stairwell. A short flight of stairs leads down to a thirty-foot-square chamber with a cistern filled with dark water taking up most of the floor. Troughs of this dark water run east, west, and south through hallways alongside five-foot-wide walkways. Soggy timbers have been draped over the gaps to provide unstable looking bridges over the troughs. An ornamental torch made of onyx burns in a sconce next to a hallway heading east. Passing down this hallway leads to another cistern connected to what seems to have one been an old storage room (D6). A pair of skeletons lay strew about the room.
Bibic |
Did we rest the night or just for a few minutes? I’m a little confused.
Bibic examines the skeletons with some interest.
Heal: 1d20 + 0 ⇒ (9) + 0 = 9
Knowledge Local: 1d20 + 6 ⇒ (19) + 6 = 25
He looks up at the others, "I don't know how they died, but they worked for the Magnimar SewerWorks. They're locals."
He searches them for loose change.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Spasi Gaten |
1d20 + 1 ⇒ (4) + 1 = 5 Heal
1d20 + 7 ⇒ (1) + 7 = 8 Know (Local)
"Sewer workers, huh? Interesting. I wonder if they have what we are looking for?" Spasi reaches down to pick up a uniform, holding it in front of his body.
"I thought about working in the sewers once...but it was just a pipe dream." Spasi puts down the uniform. "Now when I need my pipes cleaned, I go to the Calistrians."
Spasi looks to Rhesus to lead on (down to D7, I think).
Spasi Gaten |
Spasi feels more refreshed than he had before. Very refreshed and strong.
"You know, I think that sleeping here makes you smarter too. I think...I think...yeah, uh huh..." Spasi has a hard time putting ideas into words.
As a general note, Spasi will now have a standard mage armor going (4 hours) when adventuring.
"Nice work, Bibic. Nice looking. You're almost a natural Pathfinder."
Spasi looks for Rhesus to lead on.
Bibic |
Bibic stands and stretches and reaches for his bow, finding it to be more easily drawn this morning. I wonder if I should get a new bow soon. Yes, I think that would be wise.
Yawning, Bibic rubs his back and joins the party down the hall. "We'd better find that shard today, I'm not spending another night on these hard flagstones."