GM Rednal's Legendary Planet AP (Inactive)

Game Master Rednal

Unused
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Trebelbet
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Current Goal: Find the Opus Aeterna and learn how to repair Gates


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cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

Ooran looks over the unopened tubes. "What made our rooms special? Why aren't these creatures awake?" Thinking about the other awakened beasts, "Could it have something to do with the Bahgra?"

Ooran looks over his shoulder towards the other untried rooms. "Let's see what else we can find.


Incidentally, you can learn more in this room with Heal and/or Engineering checks, should you wish to examine it in more detail.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Incidentally, that is what I had planned to do

Seeing tubes still intact and with their content inside, Phai stops Ooran:"Not that fast...we can head on over to the other places in a moment, but we should try and learn of this places purpose...those beings may be trapped same as we were...this is a chance to understand how..."

Phai will attempt to guess how the cylinders work, if there is a way to "open"/activate them from the outside, and wether the creatures inside react to any stimuli/seem alive(breathing slowly etc...), basically the whole scientific procedure.
Since you gave the rolls away...
Heal: 1d20 + 8 ⇒ (9) + 8 = 17
Engineering: 1d20 + 2 ⇒ (8) + 2 = 10 //capped at 10, assisting IF someone else rolls, instead.
Disable Device: 1d20 + 3 ⇒ (13) + 3 = 16


cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

"Very good points. Let's see what we can figure out here." Ooran will examine the unopened tubes as well as the door mechanisms to see what he can figure out about how they work.

Heal: 1d20 + 3 ⇒ (18) + 3 = 21
Knowledge (engineering): 1d20 + 8 ⇒ (18) + 8 = 26
Profession (engineer): 1d20 + 7 ⇒ (6) + 7 = 13
Disable Device (no tools): 1d20 + 8 ⇒ (4) + 8 = 12


Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "I'd like to rescue as many people trapped in here as possible, if we can. If we're lucky, perhaps someone will remember how we came to be in the pods. Even if not, more people will increase our chances if we encounter any resistance as we try to escape. I certainly wouldn't want to be left behind here if they had been the ones that got let out." As Vincent looked thoughtfully at each of the creatures in the pods, he asked, "Does anyone know what languages these people are likely to speak? It might make things much easier if we're able to reassure them that we mean them no harm without resorting to miming our intent."


    After a few moments of consideration, your group starts to examine the bodies. For Phai, it isn't hard to tell that all of the creatures in the tubes are dead - in fact, it looks like they drowned in the goo, either while asleep or after waking up and briefly struggling. Had your own pods not opened, well... the same could have happened to you. Actually opening them doesn't seem very difficult, and when you try prying open one of the pods with a lizardfolk inside, the goo quickly drains out through a hole in the bottom of the cylinder.

    Ooran, meanwhile, had a bit more luck examining the technical side of things. While not much else can be learned about the buttons - save that they're clearly able to react to stimuli, and more biological than technological - the cylinders are another matter entirely. Observation reveals that their root system (that's really the only way to describe what you're seeing) seem to have malfunctioned, pumping in goo where air was needed - and vice-versa.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "It looks like your guess that this place is malfunctioning, or dying, or... whatever, is right. We were just the lucky ones whose pods allowed escape, rather than untimely death." Vincent mused as he pondered where it was he had found himself.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "Aye...it would seem we were lucky. As fascinating as these creatures are, I fear we should not spend too much time with them...who knows what else will stop functioning. The air seems stale, and if the ventilation stops operating, we may yet share their fate."

    Phai will head on towards the next unopened door clockwise, opposite the storage room, making sure Andretta is still with them, and no canines roaming the central area.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Ooran shakes his head. "Not a proper way to die. One should fall in battle. As for the devices around here, I may have more luck trying something without the tools, maybe worth trying on the next door."

    I wasn't sure from your intro post if Ooran would have any Power Points. They sort of reset each day, but maybe more like a wizard's spells than a sorcerer's.


    Power Points are full. And anytime you're unsure about something, feel free to ask! ^^

    Andretta rejoined the three of you shortly after you'd finished exploring this room - she'd picked up some basic tools in the storage room, though she clearly wasn't especially adept in their use. The northeast room was locked, as the others were, and it took time for Ooran to unlock it. The inside of the room was completely dark - though Vincent's spell helped with that.

    This rectangular stone chamber is empty except for two strange cylinders set against the northern wall and attached to root-like cables extending into the stone ceiling. These cylinders appear somewhat different than those found in other areas.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Is it possible to see inside of these ones? Or are they completely opaque?

    Vincent kept his shield ready and cautiously approached the cylinders, hoping to see the contents.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Phai will stand back, and let the obviously more tech-savvy other Tretharri take a look at those cylinders.
    "Are they connected to the others? Maybe they play a role for the holding elements?", she helpfully offers.


    Even as Vincent stepped forward, roars came from either side of the door - and two green, reptilian creatures armed with battleaxes stepped out and swung at Vincent.

    Surprise Attack: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d8 + 4 ⇒ (3) + 4 = 7
    Surprise Attack: 1d20 + 4 ⇒ (16) + 4 = 20 for Damage: 1d8 + 4 ⇒ (6) + 4 = 10

    Neither of them so much as grunted as they moved - nor did they yell or make any other kind of noise. They did seem oddly adept at working together, though...

    Init (Reptile-Men): 1d20 ⇒ 18
    Init (Ooran): 1d20 + 2 ⇒ (4) + 2 = 6
    Init (Phai): 1d20 + 4 ⇒ (15) + 4 = 19
    Init (Vincent): 1d20 + 2 ⇒ (17) + 2 = 19

    Map'll be updated in juuuust a moment.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Round 1, Initiative 19 (low)

    Ow...Since I'll be going after Phai, I'll take a 5 ft. step back into her space at the end of my turn, if she moves. Otherwise I guess I'll stay put and plug the gap unless asked to move.

    "Stop!" Vincent shouted as the reptiles stepped out and attacked him. Unable to prevent the attack, Vincent tried to end it, first healing himself then striking back.

    Lay on Hands: 1d6 ⇒ 3

    Mwk Falcata (w/Power Attack): 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10, Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

    Wounded, with his attack swinging wide, Vincent staggered back out of the door, hoping to use the door frame to slow their advance.

    Status:
    AC 22, T 13, FF 20, CMD 17
    HP: 10/26
    Lay on Hands: 1/4
    Smite Evil: 1/1
    Sorcerer Spells (1st): 3/5
    Active effects: Aegis


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Seeing two creatures step up to Vincent, attacking him, Phai suddenly realizes the disadvantage the terrain gives them...only one person could be at point-
    Trying to buy Vincent some time to react, she brings her spearlike weapon to bear on the one further back after studying their style for a moment, while shouting to the others:"Ambush! We need to move back", and stepping back herself.

    Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d10 + 3 ⇒ (1) + 3 = 4 4 Slashing

    Move action: Study enemy further away, Standard: Attack with Glaive, Free: 5-foot step back


    Phai's glaive stabbed into one of the creatures, just a moment before she stepped back. Rather unfortunately for Vincent, however, his own blow wasn't quite so accurate. One of the creatures - guards? - stepped south a moment later, but didn't advance - the other swung out at Vincent again.

    Melee: 1d20 + 4 ⇒ (12) + 4 = 16

    This time, at least, his guard was up - and the battleaxe bounced off of one of his metal bits.

    Party's up!


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Surprised by the sudden appearance of the lizard creatures, Ooran is slow to react. Now that there is a clear path, he acts. Raising to his toes in the Running Hunter stance, he moves forward drawing all three weapons in a smooth action. Hi advances in an almost regal fashion keeping guard all around him. He drops to a roll as he slips between the two combatants and pops up behind one.

    Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11

    Running Hunter adds 10 ft. to his movement. He'll activate the Prince's Attitude maneuver to add +4 to his AC against AoOs. And tumble into flanking position with Vincent. If someone could move me to the spot on the diagonal flank with Vincent, thanks.

    Looks like they'll get their AoOs. Thankfully, Ooran's AC for that will be 23.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • With the battle more evenly matched, Vincent advanced confidently into a flanking position, healing himself between swings.

    Lay on Hands: 1d6 ⇒ 5

    Mwk Falcata (w/Power Attack): 1d20 + 6 - 1 + 2 ⇒ (8) + 6 - 1 + 2 = 15, Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Well, due to this being a double corner, I cannot attack. Nothing to do but heal Vincent and step back.

    Phai, not able to get a good angle for attack, instead focuses on the lifespark within Vincent and empowers it, then steps further away from the door.

    Healing Hex, Vincent: 1d8 + 2 ⇒ (3) + 2 = 5


    Both of the reptilian figures slashed out with their weapons as Ooran tumbled past, trying to knock him back.

    AoO (Ooran): 1d20 + 4 ⇒ (10) + 4 = 14
    AoO (Ooran): 1d20 + 4 ⇒ (8) + 4 = 12

    He was rather adept at moving, though, and managed to hurtle forward without difficulty. Vincent's sword hit the injured one from behind a moment later, sending it to the ground, even as Phai healed him. The remaining guard stepped over towards Ooran a moment later, stabbing out.

    Melee (Ooran): 1d20 + 4 ⇒ (9) + 4 = 13

    That blow, too, was a miss - but the creature within the room was no longer the only threat.

    "Behind us!" Andretta yelped, darting forward as three more of the reptilian creatures came out of the eastern door and advanced on your flank. One of them managed to get close enough to strike out at Phai.

    Melee (Phai): 1d20 + 4 ⇒ (4) + 4 = 8

    "Prisoners return to their cells or suffer pain." the newest attacker grunted in very rough Common.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "Guess that answers the question of if this is a prison. Andretta, keep your head down and get behind me." Vincent shifted his sword to his shield hand for a moment and began the gestures needed to summon a gout of flame at the newcomers, then readied his sword once more.

    Spell Failure (30%): 1d100 ⇒ 60

    Burning Hands (DC 14, Ref Half): 3d4 ⇒ (2, 4, 1) = 7 fire damage

    Area is marked on the map, should clip the 2 in the hall.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Ooran hears the commotion out in the hall, "This one is mine. Keep them busy for a bit."

    And he unleashes a flurry of attacks at the remaining guard in the room.

    Greatsword attack: 1d20 + 2 ⇒ (10) + 2 = 12
    Greatsword damage: 2d6 + 3 ⇒ (2, 1) + 3 = 6
    Shortsword offhand attack: 1d20 + 2 ⇒ (5) + 2 = 7
    Shortsword damage: 1d6 + 1 ⇒ (3) + 1 = 4
    Shortsword offhand attack: 1d20 + 2 ⇒ (1) + 2 = 3
    Shortsword damage: 1d6 + 1 ⇒ (1) + 1 = 2

    And the blender fails to blend.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • The important thing is that it looked cool, right?


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    If they advanced out of the door and shouted at us, I should be aware of them...

    AoO on approach: 1d20 + 4 ⇒ (19) + 4 = 23 1d10 + 2 ⇒ (3) + 2 = 5

    When new enemies swarm at them from behind, Phai brings her Glaive to bear at one of them as he approaches in the narrow tunnel.

    Action depends on wether AoO+Vincents spell manage to fell him or not

    If he is still standing:

    Trusting the Auttaine to take care of the one in front, Phai slices the next one to approach, too.
    Attack on the one behind: 1d20 + 4 ⇒ (16) + 4 = 20 1d10 + 2 ⇒ (3) + 2 = 5

    If the one in front of me is down:

    Bringing her bow arm to the front, Phai quickly draws 2 arrows and shoots them at the Lizard behind the fallen one, before re-gripping her Glaive once more.
    Rapid Shot: 1d20 + 3 ⇒ (12) + 3 = 15 1d8 + 3 ⇒ (5) + 3 = 8
    Rapid Shot: 1d20 + 3 ⇒ (4) + 3 = 7 1d8 + 3 ⇒ (5) + 3 = 8

    "We are prisoners no more. Your jurisdiction is at an end! Let us go, or suffer."


    ...Blame the dice?

    Reflex: 1d20 ⇒ 18
    Reflex: 1d20 ⇒ 15

    Somewhat surprisingly, both of the reptilian figures managed to avoid the worst of the flames, though Phai had managed to thump the one that came to attack her... and when that combined with her followup strike, she was able to put them down.

    Ooran was... a little less successful in bringing down his target. Perhaps accuracy was a better focus here? Meanwhile, the two creatures behind you advanced, and all of them abruptly dropped their battleaxes in favor of striking out with the claws on their arms. Andretta was looking... extraordinarily nervous, actually, and the enemies were close enough that casting looked a little too risky. She was a bit pinned in by everyone.

    Claw (Ooran): 1d20 + 4 ⇒ (17) + 4 = 21 for Damage: 1d6 + 3 ⇒ (1) + 3 = 4
    Claw (Ooran): 1d20 + 4 ⇒ (3) + 4 = 7
    Claw (Phai): 1d20 + 4 ⇒ (16) + 4 = 20 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
    Claw (Phai): 1d20 + 4 ⇒ (5) + 4 = 9
    Claw (Vincent): 1d20 + 4 ⇒ (13) + 4 = 17
    Claw (Vincent): 1d20 + 4 ⇒ (1) + 4 = 5


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "Is that all you've got?"
    Finding herself cornered, and unable to bring either her bow, nor her glaive to bear, the only option left for Phai would be to shield-bash one of her assailants.
    Considering the wounds she has already taken, she comes to the conclusion that this action would be unwise, and instead attempts to draw their attention to distract them from Vincent, and focuses on defense.

    Total Defense, +4 AC=>22 AC, and studying the one right south from me.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Feeling the lizard claws tear at his skin, the air between him and the reptilian guard shimmers as Ooran twists reality to assist his retaliation. Swift action to activate Altered Defense (retaliate) Leaving the shortswords to simply provide defense, he takes a mighty swing with his greatsword. "I will not be a prisoner again. I am my own man".

    Greatsword attack: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
    Damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12

    With to much power into the swing, Ooran's sword goes wide.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "How's it going in there, Ooran?" Vincent called out as he struck out with his blade.

    Mwk Falcata (w/Power Attack): 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25, Damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13

    Crit confirm: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11, Extra Damage: 2d8 + 10 ⇒ (8, 6) + 10 = 24

    If the lizardman loses consciousness:
    Vincent moves up to stand over the defeated lizardman, leaving room for Andretta to retreat.

    If I can move up, my AC is one lower since I'll be out of range of Aegis (not included in current stats.)


    Vincent's hardest hit was enough to bring down his opponent in a single swing - and Andretta promptly seized the opportunity to step back. There was no emotional reaction from the remaining monsters, and not a single sound had come out of their mouths past the one guard's statement. They simply continued to lash out with almost robotic precision.

    Claw (Ooran): 1d20 + 4 ⇒ (17) + 4 = 21 for Damage: 1d6 + 3 ⇒ (5) + 3 = 8
    Claw (Ooran): 1d20 + 4 ⇒ (17) + 4 = 21 for Damage: 1d6 + 3 ⇒ (3) + 3 = 6
    Claw (Phai): 1d20 + 4 ⇒ (2) + 4 = 6
    Claw (Phai): 1d20 + 4 ⇒ (2) + 4 = 6

    The one fighting Ooran seemed to have found the right timing for overcoming his foe's defenses - the one aiming at Phai, not so much.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    "Eh, could be better. This thing's a wriggly one." Ooran calls back to Vincent. One of his tattoos begins to glow. The light swirls around his arm and coalesces around his greatsword. Swift action to cast inevitable strike. And he once again lets loose a flurry of attacks.

    Greatsword attack: 1d20 + 2 + 5 ⇒ (16) + 2 + 5 = 23
    Greatsword damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13
    Shortsword attack: 1d20 + 2 ⇒ (17) + 2 = 19
    Shortsword damage: 1d6 + 1 ⇒ (4) + 1 = 5
    Shortsword attack: 1d20 + 2 ⇒ (6) + 2 = 8
    Shortsword damage: 1d6 + 1 ⇒ (1) + 1 = 2


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Assuming Vincent will attempt to flank with me, so staying put. If he steps up or after his action, I'll bash the lizardmen, odds are now in our favor. If Vincent does not flank, attack is -2

    Seeing the one lizardmen fall, and the one assailing her flailing through the air, Phai waits for the right moment, then slams her spiked shield right into her attacker, bringing all her weight to bear against him.

    Move:Study Enemy, Standard: Shield Bash
    Shield Bash: 1d20 + 4 + 1 + 2 ⇒ (20) + 4 + 1 + 2 = 27 1d6 + 3 ⇒ (5) + 3 = 8
    Crit?: 1d20 + 4 + 1 + 2 ⇒ (13) + 4 + 1 + 2 = 20 1d6 + 3 ⇒ (4) + 3 = 7


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • With one down, Vincent quickly advanced to help take down the last one threatening Phai.

    Mwk Falcata (w/Power Attack): 1d20 + 6 + 2 - 1 ⇒ (14) + 6 + 2 - 1 = 21, Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

    "Ooran, we'll be there soon, just hang on."


    Both of the remaining creatures slumped to the ground, unable to continue fighting after the thorough beating they'd been given. Andretta visibly relaxed once it was clear none of them were going to continue moving. "What are these things?" she muttered, crouching down by one of them and carefully eyeballing them. "That one called us prisoners, right? Do you think they're the ones in charge around here?"


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Ooran steps out into the hall. "I got him, finally. I have no idea what they were. Are any of them still alive? We may be able to get some questions answered if they don't all die on us. We should at least search them, one might have a key." He cleans his blades and slides them into their sheithes.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "That's a good idea," Vincent agreed as he began searching lizardmen. "And there's still these strange pods in this room. Did anyone see which room the three out here in the hall came from?"


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "No, I have not...but not many options left, are there..." Phai kneels down next to the one who spoke in common, trying to stabilize him.
    Heal: 1d20 + 8 ⇒ (20) + 8 = 28
    "Andretta, from your reaction I gather you know nothing about these reptiles, either? I may have heard something about them, but I'm not sure if it's really them..."

    Applicable knowledge: 1d20 ⇒ 20+0(other knowledges)/+6(dungeoneering/local/nature/planes/religion), in Conjunction with Xenobiologist trait

    Of course, now the natural 20's roll...


    XD

    ...But Phai, your Feats and Traits should be added to the special abilities section of your alias, as in the sample I gave. It's much harder for me to reference things and give you the right bonuses when stuff is missing or hard-to-find.

    Through some quick work - and having enough hands to do the job - Phai was able to stabilize one of the creatures. Its nature, however, remained a mystery - even with all of her intelligence put to analyzing the creature, it wasn't like anything that she'd seen described before. It didn't even have any close parallels on your homeworld, but seemed oddly... similar... to the dead ones. They weren't perfectly identical in every way, but they were similar in too many ways for it to be mere coincidence.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Apologies, I have not realized feats and traits also go there. As mentioned, I do it by hand, not exporting from somewhere...I thought class/race/special qualities go there, as feats are listed earlier etc...but I just took a look and saw the last update I made is gone anyway -_- no further personal info, no gear...i hate paizo sometimes.

    "Do we have something to tie him up? Was there something in the storage? We definitely should ask some questions, but if I bring him back to consciousness and he fights back, we won't have a chance to do so.", Phai asks the others as she manages to stabilize the one speaking common.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "I have some rope you can use. Hopefully he'll be more willing to talk now. They were acting rather strangely, attacking so silently before."


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Sorry, thought I'd posted this already.

    Ooran takes the rope and proceeds to tie up their captive. "Where do these things come from, they obviously don't speak our language wherever it is. I don't recall fighting anything like them in the pits."


    If you take too long making changes, it might not save. I habitually copy the entire thing before I hit 'submit', then double-check just to be sure it actually showed up. That's solved most of my disappearing-content problems. XD

    Andretta shrugged at Ooran's question. "I'm not sure there are any answers here." she said grimly. "We'll have to get out of here if we're ever going to find out." Rope-like materials are in short supply, but the deceased creatures in the other tanks had clothes similar to yours, and it was possible to pull those off of the corpses (if anyone was willing to) and quickly manufacture some crude ropes. Nothing you'd want to risk your life hanging from, but serviceable for the task at hand.

    The distant noises - now clear as coming through the small central room - haven't stopped. If anything, they're slowly getting louder. The downed creatures don't have much in the way of gear besides their weapons, but each is carrying a six-inch metal rod.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • "Better take these weapons, might be useful if we find some friendly people here trying to escape. Any idea what these rods are? A key of some kind perhaps?" Vincent looked to his companions before casting detect magic and inspecting the items gathered from the lizard men.

    If anything is magical...
    Spellcraft: 1d20 + 4 ⇒ (7) + 4 = 11

    [b]"We'll probably need to check out that central chamber soon. Perhaps these ones jumped out from that room?"

    Is there any way to access the 2 cylinders in our current room? They're different than the ones that held the prisoners right?"


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Ooran looks over the strange metal rods to see if he can figure out what they might be or how they work.

    Knowledge (engineering): 1d20 + 8 ⇒ (2) + 8 = 10
    Profession (engineer): 1d20 + 7 ⇒ (19) + 7 = 26

    Let's throw this one in there too.
    Disable Device: 1d20 + 10 ⇒ (12) + 10 = 22


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    "There was definitely a reason they've been carrying those rods...until we find out, we should take one with each of us. Maybe it's a sort of badge that this place recognizes. The sounds are getting loude, be best hurry up. Unless there's a vertical shaft to climb, there's only one way left to get out of here..."

    While Vincent takes a look at the strange cylinders, and Ooran takes a look at the Rods, Phai will very carefully open the last door on the outer ring, peeking in there, and, if convinced it's safe, checking the room.


    The rods don't have any signature of magic - but given their size and shape, it's quite possible they're keys of some kind. The last doorway, unlike the others, is unlocked - and perhaps unsurprisingly, the room is filled with cylinders. However, all of their hatches have been opened, and eight bodies are lying on the ground, each with a single puncture wound at the base of their skulls.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    As Phai checks the last room, Ooran heads to the center room and checks the door for anything unusual (including traps). "I've been thinking about how those lizard creatures fought. They dropped their axes pretty quick. I think they may not be used to fighting with weapons. Maybe they were only brute guards, following someone or something else's orders."

    Perception: 1d20 + 8 ⇒ (13) + 8 = 21 22 to find traps


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Phai kneels down to the body of a creature with whose anatomy she feels somewhat knowledgeable, and takes a closer look at the lethal wound.
    "All killed by a single puncture wound piercing the base of their skulls..."
    Definitely does not look like an axe. Neither does it look like claws...there should be multiple scratches or penetrations...could the rods be involved...
    Healing: 1d20 + 8 ⇒ (20) + 8 = 28
    Another 20. I'm using all this game's twenties I'm going to roll in the first chapter after prolog -_-

    Also, are they right in front of their cylinders, like an execution of sorts? Possible in the cylinders, then released and dropped forward? Or are there signs of a struggle, or disorder in their location?

    "It could be they were brute guards. But they also showed little emotion and great coordination. It could be they are dominated by some kind of powerful being that is not familiar with weaponry."


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Vincent hooked the axes on his pack, and collected one of the metal rods and tucked it in his belt. "I guess we better move along them. If they were being controlled by some malevolent source, no doubt it knows we're loose and there will probably more on the way soon," Vincent said as he walked to meet Ooran at the central door.


    There are no significant signs of a struggle within the chamber. The bodies are lying side-by-side in a tidy, orderly manner. The holes in their skulls resemble the claws of the guards.

    "Either that or they're just better with claws..." Andretta mused, looking at the still figures. Striking out with two claws instead of one axe would at least let them attack faster. She shook herself a bit just afterwards, joining Vincent by the central doorway. After a bit of experimenting, it becomes clear that simply pushing the rod against the glowing panel is enough to unlock it and slide the door open.

    Hidden just behind the sliding panel, the dark 10-ft.-by-10-ft.-square shaft goes vertically up and down. Green fibrous material lines its walls, and a thick, vine-like cable hangs down the center from some unknown location in the darkness above. The faint sounds are measurably louder once this door is opened, and seem to be coming from high above. In contrast, the area below you is dark and silent.

    To head up or down this area, you'll need to make some climb checks. How many depends on which way you're going. XD Alternatively, if you'd prefer it to go faster, I can roll as many as needed and just tell you the results.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I'm good with just having you roll it out, unless something happens. Does it look climbable with a take 10 for 10? If so that's what I'll be doing. IF someone falls I'll be throwing out a feather fall.

    "Looks like we've got some climbing to do. I vote we go up, since it's much easier to get down in a hurry than climb out of a pit," mused Vincent as he stowed his sword and shield.

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