Sverrïr Koltǫnn |
DC12 Acrobatics Check: 1d20 + 3 ⇒ (7) + 3 = 10
DC12 Acrobatics Check: 1d20 + 3 ⇒ (8) + 3 = 11
Haha.
As Sverrir gloats on the damage he has wrought, his invisiable foe once again slams him flying off the boards!
Damage taken 9-3DR = 6 + 8-3DR = 5. Total Damage 11HP
Aerin Aurora |
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Severrir and Marcus each gain 5 hit points.
"Severrir, you're going to want to stay on the platform if you want to keep fighting monsters today."
"Here, let me help..."
Aerin weaved a symbol in the air that blessed Severrir with good luck, a low semi-musical chant beginning in the shaman's throat.
Severrir gets Fortune Hex. Until the effect ends Severrir can choose one ability check, attack roll, saving throw, or skill check to roll twice and take the better on.
Chanting as a move action to extend the duration.
Life links active 2/6 (severrir, marcus)
HP 29/59
Markus the Librarian |
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New friend Aerie, much thanks... Time to put that faith in me to work! Markus tries to finish the creature...
atk, fauchard: 1d20 + 11 ⇒ (2) + 11 = 13
dmg, fauchard: 1d10 + 8 ⇒ (7) + 8 = 15
I know whining isn't sexy, but. Why me?
GM Fanguar |
For the sake of convenience, I'll bot our monk.
Flurry: 1d20 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14
Flurry 2: 1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18
Flurry 3: 1d20 + 1 + 2 + 1 ⇒ (20) + 1 + 2 + 1 = 24
Confirm?: 1d20 + 1 + 2 + 1 ⇒ (19) + 1 + 2 + 1 = 23
Damage: 2d8 + 4 + 2 ⇒ (1, 8) + 4 + 2 = 15
The stalker retaliates against the mon:
Attack Issac 1: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Attack Issac 2: 1d20 + 12 ⇒ (3) + 12 = 15
Everyone is up
CR 7
N Medium outsider (air, elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 38/80
Fort +13, Ref +11, Will +4
Defensive Abilities natural invisibility; Immune elemental traits
OFFENSE
Speed 30 ft., fly 30 (perfect)
Melee 2 slams +12 (2d6+4)
Aerin Aurora |
Sev and Marcus gain 5 HP
"Your turn for a little help, Issac." Aerin said, repeating his symbol of luck and directing the energy toward the monk, and continuing the low hum of power that extended his powers.
Fortune Hex on Issac. Chant as a Move action to extend the duration. Isaac and Sev can both now roll twice and take the higher on one roll a round.
Sverrïr Koltǫnn |
Belligerent at their unseen foes resilience, Sverrir brings his mattock to bear in two sweeping, wild arcs;
"CRAVEN SPIRIT! THIS SON O' THE OERTH WILL NOT BE BOWED!"
Melee - (POWER ATTACK) Stonesplitter (+1 Adamantine Mattock): 1d20 + 9 ⇒ (13) + 9 = 22
POWER ATTACK Damage: 2d4 + 12 ⇒ (3, 4) + 12 = 19
Melee - (POWER ATTACK) Stonesplitter (+1 Adamantine Mattock): 1d20 + 4 ⇒ (18) + 4 = 22
POWER ATTACK Damage: 2d4 + 12 ⇒ (4, 3) + 12 = 19
GM Fanguar |
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Sverrir's mighty swings finally break the creature's ties to this plane and returns it to the ether.
Combat over
Investigating the remaining door, you find that it leads to a large room that is empty aside from two holes in the floor. one a jagged rip where the floor has fallen away the other a perfectly square opening with a shaft leading down. The shaft is full of water after about thirty-five feet and a wooden barrel bobs on the surface. A crude rope ladder descends to the surface of the water.
Lucid* |
With the threat removed Lucid move to the edge of the water and looks around, wondering if these guardians have anything worth recovering. Something catches his eye and he points it out to the already wet dwarf. There are bodies down there. And one seems to have something golden in color.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Issac Quinn |
Perc: 1d20 + 12 ⇒ (1) + 12 = 13 another pathetic roll
"Really??? I don't see anything."
Issac then looks at the mage and says "Well??? You going in after it? You and I are logical choices. Everyone else is weighted with too much clothing and armor."
Sverrïr Koltǫnn |
Sverrir taps the handle of his ancestral mattock with a grin, then peers down into the depths;
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
"Huhh. I see nothing... Good eyes Master Hobniz!"
At the monks comment the dwur nods sagely;
"Aye. I've more of a perchance to drinking liquid than swimming in it. Besides I've had my fill of baths of late!"
Lucid* |
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A quick detect magic reveals the item to also be magic. Oh no. A wet halfling is an unhappy halfling. I do not swim. And you are easily as unarmored as me master monk. But if you do not wish to get wet and we cannot convince the good dwarf to re-submerge himself then perhaps we can fish it up with a rope and grapple? We do need to retrieve the item though as it seems to be enchanted.
Aerin Aurora |
Channel Energy: 3d6 ⇒ (4, 6, 6) = 16
Cure Light: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Letssee... 19+16+9 and then +6 and +2 from fae foundling...
Current HP 52/59
Aerin lets loose a burst of healing energies and then taps his chest with a small white wand. "How's everyone doing?
Can I get an HP count please?
Issac Quinn |
HP: 55/64
"Show me where the item is...I don't see it." Issac asks from the mage for some guidance. Once he has a general idea of where it is the monk will jump into the water and retrieve the item.
Aerin Aurora |
CLW, Issac: 1d8 + 1 ⇒ (3) + 1 = 4
CLW (7 charges), Sverrir: 6d8 + 6 ⇒ (6, 4, 7, 4, 8, 4) + 6 = 39 It took more than thirty seconds to repair Sverrir's wounds. Aerin laughed as the time rolled on and the wand was still needed.
"In every squad there's always someone who just can't keep their blood inside their body... You're buying the next wand, Sev."
Ok, that's 9 charges of my wand. 41 left.
"Anyone else?"
Aerin Aurora |
"Alright, so in preparation for the future, I'm going to go ahead and make a healing link for everyone. It'll last until I sleep or get knocked out. Hold on."
Aerin spent a little less than a minute communing with whatever spirits he drew his power from and drawing spectral lines between himself and the others, the links fading to invisibility after a few moments.
"There. Next time we get into a mess, I'll be able to get to the more proactive stuff earlier."
Making a Healing Link with the whole party. There's no duration. I just have to renew it daily.
"Wish I hadn't left Nyx outside to keep an eye on things. She would have been useful in that fight." This is just an explanation as to why the familiar hasn't shown up yet.
Lucid* |
Once the golden wand is retrieved Lucid identifies it Take 10 for a 24 and hands it to Aerin. Here. This is a wand of spiritual weapon with 26 charges remaining. I think you can use this, right?
Issac Quinn |
Issac tries to shake the water off his body, in essence appearing much like a dog trying to dry off. "Master mage was at the door before we were surprised. I'd say let's continue from there."
Issac moves over to the door after picking up his belongings.
Aerin Aurora |
"Hold on a sec." Aerin said. Around his wrist on a thin chain was a small straight whistle. He raised it to his lips and blew. No sound issued forth, but about a short while later a small lizard with very brightly colored wings rounded the entrance to the room and flew toward the party.
Markus the Librarian |
Let us see what... lies beneath. Someone, please take care of this. He hands the fauchard to either of his new companions.
Standing at the edge of the watery shaft, Manus considers.
I'll be back.
He steps and plunges into the water.
swim: 1d20 + 8 ⇒ (8) + 8 = 16
Assuming he can't maneuver well carrying a polearm. If he can, he keeps it.
Sverrïr Koltǫnn |
Sverrir watches the interplay, wryly adding as Markus takes the plunge;
"All this talk o' water is making me thirsty! How's the bath frienn Markus?"
GM Fanguar |
It's dark. I'll assume that Lucid sends down some dancing lights or something.
Isaac and Markus drop down into the depths. The well opens up into a large room. It's difficult to see much in the murky water, but you see massive stone pillar standing in the center of the room rising up towards what you hope is the surface. Moving to investigate, you see something move towards you.
Sverrir: 1d20 + 1 ⇒ (10) + 1 = 11
Lucid: 1d20 + 7 ⇒ (15) + 7 = 22
Markus: 1d20 + 3 ⇒ (3) + 3 = 6
Issac: 1d20 + 2 ⇒ (20) + 2 = 22
Aerin: 1d20 + 2 ⇒ (8) + 2 = 10
Baddies: 1d20 + 6 ⇒ (7) + 6 = 13
Combat order
22 Issac
22 Lucid
12 Octopus
11 Sverrir
10 Aerin
6 Markus
For now, it only really matters that Issac goes before the octopus and Markus goes after. No one else would know what is occurring.
XP 4,800
N Large animal (aquatic)
Init +6; Senses low-light vision; Perception +8
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 90 (12d8+36)
Fort +11, Ref +12, Will +7
Defensive Abilities ink cloud (30-foot-radius sphere)
OFFENSE
Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attack constrict (tentacle, 1d4+2)
STATISTICS
Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
Base Atk +9; CMB +15 (+19 grapple); CMD 27
Lucid* |
Concerned and impressed with his friend's bravery Lucid sends dancing lights down to light the way. The move into the water with no sign of resistance but the water filters their light turning it light green and blue. The hallooing peers down in concern.
GM Fanguar |
Sorry for the delay.
The octopus moves and lashes out with a tenticle at Markus:
Attack: 1d20 + 11 ⇒ (6) + 11 = 17 and misses.
Everyone is up. Just to make the orientation of the room clear, you swim down the well into the octopus. In that room you can swim up to the surface. It's an odd set up. Bassically the well opens into the bottom of the room not the top.
Issac Quinn |
Issac moves into position hoping to flank it with Markus. The monk then unleashes a barrage of punches on the octopus.
Flurry of Blows #1, BAB, str mod, amulet: 1d20 + 6 + 2 + 1 ⇒ (13) + 6 + 2 + 1 = 22
Flurry of Blows #2, BAB, str mod, amulet: 1d20 + 6 + 2 + 1 ⇒ (11) + 6 + 2 + 1 = 20
Flurry of Blows #3, BAB, str mod, amulet: 1d20 + 1 + 2 + 1 ⇒ (20) + 1 + 2 + 1 = 24
Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (5) + 2 = 7
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (4) + 2 = 6
Unarmed Damage #3, str mod: 1d8 + 2 ⇒ (7) + 2 = 9
Aerin Aurora |
As a note, becuase of the Life Link, if either Markus or Issac take damage from the octopus, Aerin will know because they'll start stealing his HP.
So even if Aerin isn't capable of effecting the fight, can you please add him to the initiative so that he can do things like heal himself and tell others that Markus and Issac are in danger?