GM Granta |
Aelfward doesn't find anything useful among the charau-ka bodies, but thankfully all of the corpses belong to the invaders. Happ answers Illuthion's questions the best he can, "A steady white light appeared in the Terwa Uplands a few weeks ago, that resembled the light here from six years ago. Juliet took six archaeologists to investigate, but they haven't returned yet, even though the light seemed just a day away."
"Two days ago, one of the monoliths activated and barged through the palisade, accidentally killing several of our colleagues along the way, then followed the same path as Juliet."
"If the monolith activated, there must be a powerful fiend in the area. And our colleagues are weeks overdue. They are certainly dead, and we are in danger here. The camp is almost completely packed up, and we will be ready to leave first thing in the morning."
Tsishad~ |
"Agreed." Tsishad's breathy voice continues to be creepy, and he dangles his lanky fingers together. "We shouldn't leave the researchers we know are alive alone."
Illuthion Cinderrain |
"I don't know. If there's some sort of choochery going on there, maybe sooner is better. Happ, you got any supplies we could use you won't need on your return trip?"
He frowns for a second before adding: "Yo dudes. Y'all can see in the dark right?"
Illuthion Cinderrain |
"I ain't sure what's going on over there, but if this is a prison, you really wanna let the inmates play with fresh meat all that long?" asks Illuthion, dubious of the wisdom of waiting an entire night at the campsite.
Aelfward Bloodyhanded |
I think the pathfinder archeologists need to head back to town first thing in the morning and we need to follow after Dias as soon as we can. Before we leave, we should check her papers, and equipment for any information that could be of use. We also should find out from Hap if there are any supplies that he has that he thinks would be useful to us before we go.
Cleric Kyra |
I agree with Aelfward. We should wrap up stuff here and get moving tonight while the archaeologists can head back to Bloodcove in the morning.
Kyra says, "I am feeling strong still and have the spirit of the Dawnflower within me. I am ready to depart tonight."
GM Granta |
Going forward, please find a way to discuss things in character.
"I wish you safe passage, and hope we meet again, all healthy and safe." Happ hands Illution a small leather satchel. ”These are the things Juliet left behind. Can you bring them to her? I’m sure she won’t mind you making use of them while you head out to rescue her. If she’s still alive, that is.”
It will take three Knowledge (geography) or Survival checks to navigate the jungle.
Blub Blub |
"Thanks, dude! We'll go check out where Juliet went. But you guys gotta lay low here until you leave. Like, barricade yourselves underground or somethin'. We'll find her for you, dude."
After the group identifies the items and moves out, Blub Blub pulls out his Wayfinder to help navigate through the foliage.
I'm only +9 (+11 w/ my wayfinder), so if somebody's got a higher modifier then these rolls will be to Aid Another. If nobody else is higher, then let's use these as our primary.
Survival#1 w/ wayfinder: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Survival#2 w/ wayfinder: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Survival#3 w/ wayfinder: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Illuthion Cinderrain |
Illuthion grabs Juliet's belongings. "Yeah, sure, we'll bring her her travel soap while you chooches hunker down. Let's go guys, I ain't lettin' no Pathfinder die in an Azlanti prison yard today."
Survival (Avoid getting lost), Aid #1: 1d20 + 2 ⇒ (12) + 2 = 14
Survival (Avoid getting lost), Aid #2: 1d20 + 2 ⇒ (8) + 2 = 10
Survival (Avoid getting lost), Aid #3: 1d20 + 2 ⇒ (15) + 2 = 17
Could I use Object Reading to get a sense of what was going through Juliet's mind at the time in addition to identifying the item?
Spellcraft: 1d20 + 14 ⇒ (13) + 14 = 27
Aelfward Bloodyhanded |
Knowledge Geography, Aid #1: 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge Geography, Aid #2: 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge Geography, Aid #3: 1d20 + 7 ⇒ (7) + 7 = 14
"I think that's a plan let's get going"
Illuthion Cinderrain |
After ten to twenty minutes examining the objects belonging to Juliet, Iluthion grabs what looks to some sort of magnifying glass. "Aha! A lens of detection. Just the kind of thing a professional Pathfinder archeologist would have. It helps you see minute details and s*%#. Can help you track a chooch down."
He nods appreciatively, stowing the rest of Juliet's belongings in his kit.
Tsishad~ |
Detect Magic + Spellcraft: 1d20 + 16 ⇒ (13) + 16 = 29
The wayang appraises the lens thoroughly before deciding on its magic. "I agree with your assessment. It is a Lens of Detection."
The wayang tries to navigate the jungle.
Knowledge (Geography): 1d20 + 11 ⇒ (20) + 11 = 31
Knowledge (Geography): 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (Geography): 1d20 + 11 ⇒ (9) + 11 = 20
Also would like to know if we know we are getting close, as there are some buffs Tsishad would like to use on the party.
GM Granta |
@Tsishad: You don't know how far the journey is, so there's no way to know when you're getting close.
Initiative (Blub): 1d20 + 6 ⇒ (15) + 6 = 21
Initiative (Illuthion): 1d20 + 3 ⇒ (8) + 3 = 11
Initiative (Kyra): 1d20 ⇒ 18
Initiative (Periel): 1d20 ⇒ 11
Initiative (Tsishad): 1d20 + 7 ⇒ (11) + 7 = 18
Initiative (GM): 1d20 + 3 ⇒ (8) + 3 = 11
Perception (Aelfward): 1d20 + 8 ⇒ (13) + 8 = 21
Perception (Blub): 1d20 + 15 ⇒ (3) + 15 = 18
Perception (Illuthion): 1d20 + 14 ⇒ (1) + 14 = 15
Perception (Kyra): 1d20 + 4 ⇒ (17) + 4 = 21
Perception (Periel): 1d20 + 2 ⇒ (5) + 2 = 7
Perception (Tsishad): 1d20 + 2 ⇒ (12) + 2 = 14
Stealth: 1d20 + 2 ⇒ (1) + 2 = 3
Roll-off (Illution, GM): 2d20 ⇒ (2, 4) = 6
Round 1
Effects none
- Blub Blub
- Tsishad
- Kyra
- GM
- Illuthion
- Periel
- Aelfward
Tsishad and Blub Blub spend the first few hours arguing, but toward the end, they actually agree on the right path to take--which only brings the rest of the party into the argument, as their choice leads to a dangerous ambush.
Atop a high hill choked with tough grasses stands an enormous vine-covered ruin of granite blocks. The upper levels of the ruin are collapsed, exposing a balcony upon which a shining ivory sphere is plainly visible. A narrow path between the tumbled blocks leads into the ruin. The sound of steady pounding, as of metal on stone, rings from deep within the structure.
Blub Blub, Tsishad and Kyra are up.
Blub Blub |
"Whoa! Ugly at 12 o'clock!! Watch out!"
Blub Blub draws his Heavy Crossbow (move action), loads a tangle bolt (free action), aims for the soft underbelly of the larger creature (free action, 1 Grit, target Touch AC), and lets it fly (standard action).
Attack, PBS, Touch: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Damage, PBS: 1d10 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Reflex DC 15 or it's stuck in place (as per tanglefoot bag).
He then takes a quick five foot step backwards.
4 of 5 Grit remaining.
Cleric Kyra |
The sight of the creatures is enough for Kyra to immediately pray for Sarenrae's assistance in defeating them.
Casting Holy Smite, DC 18 Will save, 20 ft radius which should catch both of them I believe. Having a little trouble viewing the map.
damage: 3d8 ⇒ (6, 4, 8) = 18 + blinded for 1 round. Save for half damage and no blinded.
If they are evil outsiders they take this damage instead:
outsider damage: 7d6 ⇒ (2, 4, 3, 1, 1, 6, 5) = 22
Tsishad~ |
Did this ambush happen that night or a different day?
Before setting off on the journey, Tsishad studies his spellbook for a particular spell. He's a wizard... why should he suffer the elements when a simple spell could suffice? Even though it's not that hot, still gonna have Tsishad use his empty level 1 spell slot to cast Endure Elements each day.
Free Actions
Tsishad notices the ambush and makes a quick assessment.
Knowledge (Arcana): 1d20 + 16 ⇒ (15) + 16 = 31
"It's a pyrohydra! Use freezing on it, but beware of its pounce and fiery breath!"
Knowledge (Nature): 1d20 + 11 ⇒ (10) + 11 = 21
"The smaller on is a poisonous snake. It is weak willed."
Standard Action
Tsishad thinks that disabling the Pyrohydra may be a good idea. He casts Enervation at it.
Enervation Touch Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Enervation Negative Levels: 1d4 ⇒ 2
Move Action
He moves away to avoid being the target of the deadly pounce attack.
GM Granta |
@Blub Blub: Tanglefoot bags don't work on huge or larger creatures. Your rolls would be the same for a regular bolt, correct? And I resolve posts in initiative order, so no, the hydra would not have the penalty on your turn.
@Tsishad: Same day still, it's not even dark yet.
Cone 1: 3d6 ⇒ (5, 6, 6) = 17
Recharge: 1d4 ⇒ 2
Aelfward: 1d20 + 9 ⇒ (7) + 9 = 16 evasion
Blub: 1d20 + 9 ⇒ (2) + 9 = 11 Fail
Kyra: 1d20 + 4 ⇒ (5) + 4 = 9 Fail
Periel: 1d20 + 6 ⇒ (18) + 6 = 24
Cone 2: 3d6 ⇒ (6, 3, 5) = 14
Recharge: 1d4 ⇒ 3
Aelfward: 1d20 + 9 ⇒ (17) + 9 = 26 evasion
Blub: 1d20 + 9 ⇒ (4) + 9 = 13 Fail
Kyra: 1d20 + 4 ⇒ (13) + 4 = 17
Periel: 1d20 + 6 ⇒ (10) + 6 = 16
Cone 3: 3d6 ⇒ (3, 1, 2) = 6
Recharge: 1d4 ⇒ 1
Aelfward: 1d20 + 9 ⇒ (9) + 9 = 18 evasion
Blub: 1d20 + 9 ⇒ (2) + 9 = 11 Fail
Kyra: 1d20 + 4 ⇒ (10) + 4 = 14 Fail
Periel: 1d20 + 6 ⇒ (15) + 6 = 21
Cone 4: 3d6 ⇒ (1, 2, 5) = 8
Recharge: 1d4 ⇒ 3
Aelfward: 1d20 + 9 ⇒ (14) + 9 = 23 evasion
Blub: 1d20 + 9 ⇒ (7) + 9 = 16
Kyra: 1d20 + 4 ⇒ (15) + 4 = 19
Periel: 1d20 + 6 ⇒ (12) + 6 = 18
Cone 5: 3d6 ⇒ (1, 1, 4) = 6
Recharge: 1d4 ⇒ 1
Aelfward: 1d20 + 9 ⇒ (16) + 9 = 25 evasion
Blub: 1d20 + 9 ⇒ (7) + 9 = 16
Kyra: 1d20 + 4 ⇒ (10) + 4 = 14 Fail
Periel: 1d20 + 6 ⇒ (6) + 6 = 12 Fail
Cone 6: 3d6 ⇒ (1, 1, 5) = 7
Recharge: 1d4 ⇒ 4
Aelfward: 1d20 + 9 ⇒ (20) + 9 = 29 evasion
Blub: 1d20 + 9 ⇒ (17) + 9 = 26
Kyra: 1d20 + 4 ⇒ (18) + 4 = 22
Periel: 1d20 + 6 ⇒ (15) + 6 = 21
Round 1-2
Effects none
- Blub Blub - 47 damage
- Tsishad
- Kyra - 39 damage
- Red - 32 damage 231314
- Green - 18 damage, blind (1)
- Illuthion
- Periel - 31 damage
- Aelfward
Blub Blub buries a bolt in the huge creature's side. Tsishad then hits it with a sickly green ray of light. Kyra just adds insult to injury, blinding the smaller creature.
The hydra pounces forward and sprays fire everywhere, while the smaller snake thrashes blindly at it surroundings. Most of the party successfully avoids most of the fire, but Blub Blub's skin seems particularly vulnerable to the dry heat. Aelfward simply smiles as he avoids everything.
Everybody is up.
Illuthion Cinderrain |
Illuthion curses. "What the f##@ is this choochery" he exclaims, as he begins to concentrate on a spell.
Move action to center myself
Concentration (Casting Defensively)DC 17: 1d20 + 11 ⇒ (5) + 11 = 16
The spell fails, and Illuthion is left with nothing to do but take a five-foot step.
Aelfward Bloodyhanded |
Knowledge Arcana Aid: 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge Nature Aid: 1d20 + 7 ⇒ (7) + 7 = 14
"By the Lady! This thing's body heals quickly! You can sever the heads but if you don't seal the stump with acid or cold quickly two new heads grow back!"
acrobatics check to move through threatened squares: 1d20 + 13 ⇒ (4) + 13 = 17
Can't seem to select my icon, I keep getting one of the breath cones area effects instead, I'm trying to move 5 feet to the NW and then 10 feet north
"We'll have to work together to chop off the heads! Someone chop a head off and someone else be ready to seal it!"
Aelfward strikes at the creature with his guisarme
attack: 1d20 + 10 ⇒ (10) + 10 = 20 for Damage: 2d4 + 6 ⇒ (4, 3) + 6 = 13
Hoping to get the creature to turn some of it's heads in a new direction.
Edited dialogue and action to reflect the GM's knowledge and wisdom.
Cleric Kyra |
Wtf? I could swear I just posted in this thread. Let's try this again.
Kyra takes the brunt of the terrible breath and says, "You guys handle killing it. I will do my best to keep us all alive until you do."
Channeling, excluding the hydra of course.
channel: 6d6 ⇒ (2, 6, 5, 6, 2, 1) = 22
Tsishad~ |
Standard Action
Tsishad casts a Magic Missile at the beast.
Magic Missile: 4d4 ⇒ (4, 3, 2, 3) = 12
Move Action
He scampers further away.
Free Action
Tsishad spews some magical technobabble. "Area spells seem to affect the body before the heads, so keep that in mind!"
Blub Blub |
Holy crap! Wow. Okie dokie. That sucked.
Huh. I didn't know about the Huge-sized limitation. If you're letting me retcon using it, cool, otherwise I'm fine still expending it, since Blub Blub obviously didn't know, either.
"Aaaiiiyyyee!!! Not cool! NOT COOL!!"
Blub Blub takes another hop back five feet and grabs a fistful of bolts for a full assault (full attack, durable bolts, spend a Grit on my iterative to target Touch AC).
"Eat metal, dude!"
Base +11, Point Blank +1, Rapid Shot -2
Hvy Crossbow #1: 1d20 + 10 ⇒ (16) + 10 = 26
Damage, PBS: 1d10 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Hvy Crossbow #2: 1d20 + 10 ⇒ (15) + 10 = 25
Damage, PBS: 1d10 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Hvy Crossbow #3: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19 vs. Touch
Damage, PBS: 1d10 + 5 + 1 ⇒ (8) + 5 + 1 = 14
3 of 5 Grit remaining.
GM Granta |
@Aelfward: Aiding another is a standard action, even for Knowledge checks.
Kyra - 17 damage
Periel - 3 damage
Illuthion tries to cast a spell, but can't maintain his concentration. Periel quickly heals himself, and quadruples in size. Aelfward manages to dodge a bite as he moves in and strikes the hydra's body. Blub Blub's first bolt kills the creature, and his next two strike the smaller snake, then Tsishad's magical bolt finishes it off. And Kyra follows up the combat with a burst of healing light.
Combat Over
Illuthion Cinderrain |
"F&~* me!" exclaims Illuthion, stabbing the corpse's body a couple additional times. Visibly unnerved by the creature's appearance, he looks at his fellow Pathfinders. "Are these things normal here? I though this was monkey land?". He pauses, cleans his sword blade and adds: "These things have lairs? Should we be opening up it's stomach to see who it's eaten last?"
Blub Blub |
Recover 1 Grit, I assume?
Blub Blub joins Illuthion in the profanity as he flinches and shudders from his terrible burns.
"Did we step on a landmine trap or somethin'? I haven't had a burn this bad since I napped too long on the beach years ago."
Blub blub recovers his bolts, and keeps an eye out for any potential hydra mates or nestlings.
Perception: 1d20 + 15 ⇒ (5) + 15 = 20
Tsishad~ |
"This seems a dangerous place. Either that, or it's a plant from someone. Golarion is a dangerous world indeed."
Tsishad creepily moves his lanky fingers around to cast a spell.
Detect Magic
Cleric Kyra |
Kyra says, "Thank the Dawnflower we all survived that horrible beast! Does anyone need further healing?"
I am going to channel one more time since I think there are a few of us still down somewhat.
channel: 6d6 ⇒ (3, 5, 5, 6, 5, 3) = 27
GM Granta |
No magic or anything else to notice.
All healed up, the party proceeds into the ruins. This room’s high walls are made of enormous blocks of crumbling, mossy granite, but its roof is entirely absent, leaving it open to the sky. Folding tables and makeshift scaffolds have been set up around the room, and the walls have been carefully cleaned and labeled, revealing a mosaic depicting sway-backed, one-eyed astronomers at the base of a tall tower.
An opening leads to the east, below a high balcony topped with a huge ivory sphere. Doors leading north into the hill have been smashed open to reveal a wide hall. A rhythmic pounding can be heard from that hallway.
Seven archaeologists are engrossed in their work, clearing the rubble and cataloging their finds. One walks up with a big smile and offers her hand to each of you, ”Hi, I’m Juliet! Are you here to help us catalog this site?”
Illuthion Cinderrain |
"What... The... F*~@...?" mutters Illuthion as he takes in the scene. "Uh... Yeah... Illuthion Cinderrain, Pathfinder Agent. You haven't sent a report in almost a month now. I ain't even talking about the people at your camp. What's going on? And you have to have seen a giant suit of armor walk through here like it's Friday in Absalom and someone's offering free beer" he asks wearily.