Kelsier Palance |
Kelsier swings his hammer at the little creature as it tries to attack him.
Attack of Opportunity, lucerne hammer: 1d20 + 8 ⇒ (14) + 8 = 22 for silvered, bludgeoning: 1d12 + 6 ⇒ (3) + 6 = 9
3 attack of opportunity remaining this round.
Growler Bloodlet |
Tiger moves into the wooden area, heading for the mites.
Acro: 1d20 + 7 ⇒ (14) + 7 = 21
He then moves into attack.
Bite attack: 1d20 + 2 ⇒ (4) + 2 = 6 Damage, if hits: 1d6 + 1 ⇒ (3) + 1 = 4
sadly that's all he can move
Growler moves further down the concrete walkway.
Melufiuos Benidictus |
As the mite goes down with an arrow in its large, ugly head, an unusually deep, self-indulgent cheer escapes elf's throat, "Yeah! Bout time!". He kisses his bow and then shakes it in the air at the mites.
A bit premature on the victory celebrations, but that is Mel :)
GM Harker |
Kelsier and Muirdarcaien easily destroy the armor-clad mite before he can attack.
Growler and Tiger move aggressively towards the remaining mite. I'm assuming that Tiger doesn't have enough movement to reach the last mite based on what you said in your post, Growler.
Bundle reaches over to cast Guidance on the enthusiastic Melufiuos.
The last mite tries to flee, albeit not very effectively due to the garbage on floor. When he finally starts moving, Kelsier crushes him with his hammer.
Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7
Acrobatics: 1d20 + 1 ⇒ (19) + 1 = 20
Kelsier's AoO: 1d20 + 7 ⇒ (15) + 7 = 22
Kelsier's Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Combat Over.
On the bodies of the mites, you find numerous darts and daggers, as well as studded leather armor and masterwork thieves’ tools on the apparent leader.
Sifting through the debris, the group also discovers two matching ivory-handled swords and 12 sets of manacles with good locks.
Everyone now also hears pained moaning coming from a door in the south. The one marked with the red dot.
Melufiuos Benidictus |
Mel grabs the masterwork tools with an excited "Ewwwwwww"
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Melufiuos Benidictus |
Mel sweeps the immediate area with detect magic.
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Melufiuos Benidictus |
"Sure, just let the rest of us catch up. And mind the stairs!" In fact, when the pass the stairs, Mel takes a peak to make sure nothing is going to sneak up behind. And then he checks for traps on the door (and the statue by the door?).
traps?: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 (The +1 is from guidance)
"Looks clean to me", says the rouge-wanna-be as he wipes his nose along the full length of his sleeve.
GM Harker |
Opening the door, you find three individuals experiencing different states of distress. The first is a female human who lies bound by ropy fungal growths that encase her head and send pulsing tendrils along her limbs. "Who..who's there she calls out?" She calls out, looking back and forth as if blinded.
The second is a dwarf who has bizarre, agonizing growths protrude from his limbs. Scars of old floggings also cover his torso, slightly obscured by new welts and cuts. "Please help us!" He cries out as he lays eyes upon you. "The derros did this, experimenting on us with this foul fungus. They blinded poor Lyrehawk," He explains gesturing at the woman, "And I can't walk. I don't even know who the other guy is, he can't talk, just moan and drive us crazy!"
The other guy in question is a human male chained to the opposite wall. His scalp sports jagged scars and he continuously moans.
Your dwarf escort soon joins you at the door and gasps, "Lyrehawk, Merisk! You're still alive! We have to help them!"
"Aye, I see you escaped and brought people to rescue us. Bless you, Torvic, bless you!" Merisk exclaims with hope in his voice.
Torvic seems confused, but just smiles dumbly and nods.
All these people need healing that is magical or otherwise to be moved at a normal pace (0 HP). A DC 20 heal check will restore Lyrehawk's sight, while a DC 24 Heal Check will allow the dwarf Merisk to walk. The last fellow appears to be broken mentally, but he'll probably moved when prompted. In addition, if you want to free them you'll need to break the chains holding them in the room.
Melufiuos Benidictus |
Mel detects magic into the room and then stands guard at the door. He is neither very strong nor a very good healer. Instead, he will stand guard, just outside the room, watching and listening and waiting. And then a thought strikes him... that brand new masterwork set of thief tools! All thoughts of guarding the room vanish from his mind as he pulls out the tools and rushes in, looking for something to unlock.
disable device: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Bundle |
Bundle's eyes well up on seeing the distress of the captives. He steps to the middle of the small room and, bowing his head, begins to exude positive energy.
Channel energy is 1d6 in a 30ft burst. Do I roll separately for each person?
GM Harker |
Bundle, you just make a single 1d6 roll. For the sake of keeping things moving, I'll roll for you this time.
Muirdarcaien, Growler, and Melufiuos all work to free the prisoners from their bonds, although the elf is perhaps more delicate in the task than the two half-orcs. Soon the prisoners are released from their manacles and/or fungi.
While they work, Bundle assists the injured with a healing burst of positive energy. The prisoners still look hurt afterwards, but some of the color returns to their skin and they appear ready to be moved.
Bundle's channel to heal: 1d6 ⇒ 3
It looks like Heal checks are Ophelia's department.
Ophelia Endronil |
Are there any knowledge checks that would be relevant to the immediate situation?
Heal (Lyrehawk): 1d20 + 9 ⇒ (12) + 9 = 21
Heal (Merisk): 1d20 + 9 ⇒ (19) + 9 = 28
As the prisoners are released, Ophelia sets about tending to the more specialized injuries, fussing over Lyrehawk's eyes and Merisk's limbs. "This would be much easier if I had my kit," she mutters, but Pharasma seems to guide her hands in her efforts.
Kelsier Palance |
Chains! Chains! A sort of quiet rage comes over Kelsier and he sets to trying tear the chains apart to free the prisoners, clearly upset.
I think we just completed one of my faction missions. Yay!
nothing further to contribute to this encounter ATM
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GM Harker |
It appears that someone was trying to create animal/fungoid hybrids out of these people. The purpose isn't really apparent, perhaps they are just test subjects.
Spending some time alleviating the recently acquired disabilities of both Lyrehawk and Merisk, Ophelia skillful demonstrates the renowned healing skills of the Pharasmin faithful as she adeptly cures Lyrehawk's blindness and properly realigns Merisk's legs without the apparent use of magic.
Lyrehawk is overjoyed as her sight returns, while Merisk is eager for you to lead them out of there now that he can walk. The unnamed man just continues to moan.
What's the plan from here?
Melufiuos Benidictus |
Mel asks, "By the way, what is a Deros? Also, Torvic here appears to have lost some of his memory and complains of nightmares. You seem to know him, so can you shed any light on what may be afflicting him? You can tell us the story of how you got here while we walk you out." He pauses, "Unless you'd feel safer following us. We found Torvic in a cave, not far from here. The barricade had been broken down and he was battling mites, so I figure that place isn't too safe."
Muirdarcaien Daoilfghiaen |
Awww man. But they are PLANTS THIS IS WHAT FIRE WAS MADE FOR. The people they are attached to are just unfortunate victims in the great war against greenery.
Muirdarcaien gestures at the large room and stairs leading down. "Shouldn't we look for more plants to burn them before they capture any more short people?"
Melufiuos Benidictus |
Hehe, I had that very thought when GM Harker first described the overgrown passageways.... can't we just burn them out and come back later? There is actually a scene just like that in The Goblin Corps by Ari Marmell, a book I feel Muir would love.
Growler Bloodlet |
"Find dwarf, help dwarf, be good Pathfinders. Prolly should be more Pathfindery." Growler says matter-of-factly.
In case that's not clear, Growler is figuring we need to move forward into the other room.
Kelsier Palance |
Kelsier stands nonchalantly waiting by the door.
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GM Harker |
"Derros are weird small freaks with white eyes and four fingered hands." Merisk explains with some anger, "Torvic here thought he had enough information to find this Gallery of Wonders and recruited Lyrehawk, a human archer named Jorlin, and myself to help him find it."
"Find it, we did, but we also got waylaid by derros and some shadowy woman. I can't tell you much about her though because I lost consciousness shortly after seeing her. They separated us and began experimenting on us. I heard Torvic and Jorlin escaped, but I reckon Jorlin didn't make it if he's not part of your rescue party."
Torvic begins to shudder uncontrollably, and exclaims, "A terrible, terrible thing! Jorlin went to sleep! Don't sleep, never sleep!"
Ok, so what are you doing exactly with the prisoners? They want to be led out completely. Once you're done with them, where did you want to go next?
Kelsier Palance |
we can lead them out completely and then go on to the next room
"Know anything more about this place?"
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GM Harker |
Although it pains him to think about it, Merisk tells you that the experimentation room is behind the double doors on the west side of the cluttered forge room. I put a red dot next to those doors for the sake of clarification.
Once safely outside, the prisoners agree to wait for you until you finish with your exploration.
Ok, there are five potential places to explore next, let me know which one you want to check out.
Melufiuos Benidictus |
Once we've searched this room and peeked down that square hole, then the red dot is fine with me.
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GM Harker |
A more detailed search of the prisoners' room reveals nothing else valuable or interesting. The hole in the south of the cluttered forge room appears to be a shaft of some sort that goes up 10 feet, but what's up there is difficult to discern unless you climb up.
Opening the western doors and pushing back a curtain of sticky yellow filament, you behold a bizzare chamber. Glowing fungi bathe the room in dim blue light, revealing dozens of incomprehensible devices and texts heaped atop tables and shelves. Half torture chamber, half alchemical laboratory, one table holds the dissected remains of a mountain goat, surrounded by blood-spattered parchments covered in cryptic notes and drawings. Strange wires project from the goat’s remains, connected to odd-looking metallic boxes.
Standing near a the work table is an orc and what you assume are two derros based on Merisk's earlier description. The male derro frowns angrily at your unexpected arrival and places a large jar of preserved humanoid brains down on the ground in order to yell at you more forcefully, "You, get out! Disturbing my important work! Go, get out or get dead!"
A look of horrified recognition suddenly crosses Torvic's features, quickly replaced by rage, "Oh, it's starting to come back to me now. That's the guy that tortured me! He tortured my friends! I'm going to kill him!"
PC Initiative
Bundle Initiative: 1d20 - 1 ⇒ (10) - 1 = 9
Growler Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Kelsier Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Melufiuos Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Muirdacaien Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Ophelia's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Torvic's Initiative: 1d20 ⇒ 7
Derro Init: 1d20 + 6 ⇒ (3) + 6 = 9
Orc Init: 1d20 ⇒ 2
Initiative (Round 1)
Growler/Tiger <= Up
Ophelia <= Up
Melufiuos <= Up
Kelsier <= Up
2 Derros
Bundle
Muirdacaien
Torvic
Orc
Growler/Tiger, Ophelia, Melufiuos, and Kelsier are up. Squares with the bluish-green fungi are difficult terrain.
Kelsier Palance |
This looks like a straightforward scenario
Kelsier quickly advances on them, drawing double sword as he approaches.
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Melufiuos Benidictus |
Mel moves up towards the fight and casts burning hands. I think he can get there because of nimble moves and I think he can get the spell off without hitting kelser but getting all the mobs in the air.
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Melufiuos Benidictus |
bh: 3d4 ⇒ (4, 2, 3) = 9
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Melufiuos Benidictus |
When I look at the map on my computer instead of my phone, there seems to be more fungi than I thought there was. I may not be able to get to the square I moved Mel to without a double move. So that would mean no burning hands. Gimme a minute and I'll post an alternate action
Melufiuos Benidictus |
If Mel cannot get to the square SE of Kelsier without a double move, then this is what he will do instead.
Mel moves in as far as he can (one square east of where I had hoped to be). He then fires an arrow at the deros in the back. In this case though, the humm you are accustomed to hearing when he charges his weapons with arcane energy comes out more of a grunt and is punctuated with a sneeze. (still burning a charge though)
ToHit: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
dmg: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7
GM Harker |
Mel, I moved you to as close as you could get without double moving.
Kelsier, Growler, Tiger, and Ophelia all advance into the room, with the latter Pathfinder drawing her morningstar on the way over. Melufiuos also moves in, but stops to fire an arrow at the boss derro, hitting him squarely in the shoulder.
That same derro then takes a 5' step back and activates some inherent power that instantly makes the room's light dimmer. The other derro follows his lead, moving towards the wall, then turns the same area pitch black.
Kelsier, you get an attack of opportunity on the second derro, although with the preliminary darkness effect you have a 20% miss chance.
With both darkness spells, the area within the outline is completely dark and provides complete concealment (50% miss chance, can't see anything), unless you have Darkvision. In that case, you are unaffected by it.
Bundle and Muirdacaien are up.
Kelsier Palance |
attack of opportunity: 1d20 + 8 ⇒ (9) + 8 = 17 for silvered, slashing: 1d8 + 5 ⇒ (5) + 5 = 10
1-2 is a miss: 1d10 ⇒ 5
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Muirdarcaien Daoilfghiaen |
Muirdarcaien scowls and rushes into the darkness after the plants.
"Burn the plants burn them dead!!! Burn their faces, burn their heads!"
GM Harker |
All the squares with the blue fuzz in them are difficult terrain
As the second derro moves to the back of the room, Kelsier solidly hits her with his weapon.
Muirdarcaien and Bundle advance closer to the derros, with the latter casting Guidance on himself in case he needs it.
"Arrrgh!" Torvic growls as he also moves closer, "You are all in my way! Don't deny me my vengeance!"
The orc attempts to slash at Kelsier with his falchion, but instead almost cuts himself. He then retreats back 5 feet.
Falchion: 1d20 + 5 ⇒ (1) + 5 = 6
Initiative (Round 2)
Growler/Tiger <= Up
Ophelia <= Up
Melufiuos <= Up
Kelsier <= Up
2 Derros
Bundle
Muirdacaien
Torvic
Orc
Growler/Tiger, Ophelia, Melufiuos, and Kelsier.
Kelsier Palance |
Growler Bloodlet |
Growler moves forward undeterred by the darkness. He stops near the orc and attacks with his greataxe.
Greataxe Attack: 1d20 + 4 ⇒ (13) + 4 = 17 Damage, if hits: 1d12 + 6 ⇒ (11) + 6 = 17
Tiger moves towards his companion but stops when fully into the dark area.
Melufiuos Benidictus |
Mel moves up, into the darkness and speaks the command word to make his wayfinder shed light. He then fires an arrow at the female-looking dero.
Bow ToHit: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
dmg: 1d8 + 1 ⇒ (8) + 1 = 9
Unfortunately, a sneeze convulses his body just as he lets his arrow fly. The arrow goes nowhere, having been dislodged from the string. It falls to the ground with a mild clatter a few seconds after the bowstring snaps emptily. A very un-elven-like curse follows the sound of the dry-fired bow as Mel turns around and looks for a mushroom to kick.
Kelsier Palance |
"Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness."
Gross.
Kelsier advances to the gnome and tries to cut him down.
Double sword, two-handed, attack: 1d20 + 8 ⇒ (14) + 8 = 22 for silvered, slashing: 1d8 + 6 - 1 ⇒ (2) + 6 - 1 = 7
1-5 is a miss: 1d10 ⇒ 9
Melufiuos Benidictus |
so I achieved absolutely nothing this round? Oh well.
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