IronHelixx |
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Overseer Announcement
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Thrash Alpenstock |
Thrash will 5' step to the southeast, and begin to full attack. He will begin with the angel statue, and move on to Gest if and when the angel statue goes down.
TWF+PA+Inspire+Heroism: 1d20 + 12 ⇒ (6) + 12 = 18
damage+Inspire: 1d6 + 14 ⇒ (3) + 14 = 17
TWF+PA+Inspire+Heroism: 1d20 + 12 ⇒ (8) + 12 = 20
damage+Inspire: 1d6 + 14 ⇒ (1) + 14 = 15
TWF+PA+Inspire+Heroism+Iterative: 1d20 + 7 ⇒ (12) + 7 = 19
damage+Inspire: 1d6 + 14 ⇒ (3) + 14 = 17
Let's try to flank the big fella when we can!
Idgethun |
"Got you covered there!" responds Odd. She dashes around the edge of the platform and scrambles atop the platform before smashing at the newly animated Gest with her morningstar. "Sorry, old friend!"
If needed: Climb: 1d20 + 2 ⇒ (14) + 2 = 16
Morningstar @ Durvin, Flanking, Inspire: 1d20 + 6 + 1 + 2 ⇒ (20) + 6 + 1 + 2 = 29 CRIT THREAT Confirm: 1d20 + 6 + 1 + 2 ⇒ (20) + 6 + 1 + 2 = 29 woot!
Critical Damage (Cold Iron): 2d8 + 6 + 2 ⇒ (8, 7) + 6 + 2 = 23
I provoke an AoO if ol' Durvin has reach. I do not provoke otherwise.
Thrash Alpenstock |
Ha! Nice crit. Don't forget Outflank is on. That means your bonus was actually 2 higher. It also means your crit gives me an AoO.
PA+AoO+Inspire+Heroism+Outflank: 1d20 + 13 + 1 + 2 + 4 - 2 ⇒ (4) + 13 + 1 + 2 + 4 - 2 = 22
damage: 1d6 + 14 ⇒ (6) + 14 = 20
Jan Itor |
I'm not even sure I need to make an attack, also I assumed the blue statuette is dead before I moved (and moved it slightly out of the way)
Jan drops his wand of SoF moves up to get next to Thrash and make an attack on the Gest statue.
Attack: 1d20 + 13 ⇒ (13) + 13 = 26DMG: 1d8 + 10 ⇒ (6) + 10 = 16
Bodyguard: 1d20 + 13 ⇒ (11) + 13 = 24
Bodyguard: 1d20 + 13 ⇒ (13) + 13 = 26
GM Tektite |
Thrash moves up and smashes the statue to chunks with his first two blows, then land a third on the big statue!
Odd jumps to the dais, unseen by the blind statue and sends a spray of rock chips in the air as she smacks it with her morningstar!
As the statue begins to teeter over, Jan helps it on its way down, slamming it with his shield!
Out of Combat!
As you stand catching your breath, a loud voice echoes over the grounds...
“With a mighty effort the Pathfinders in the SOUTH are beginning to see the fray turn in their favor as the attacking horde begins to show weakness – though the resolve of the enemy is not totally broken there yet. Pathfinders to the Northeast and Northwest of the Lodge have not fared as well and the battles still rage on in earnest in those regions. Supplies still trickle in, but are running low.”
The southern zone is now code yellow.
Continue in the southern area, or move to somewhere else?
Thrash Alpenstock |
Once the fight is done, Thrash switches back to giving out Lastwall Phalanx.
Figgered there was some zoo outbreak after them rhinos, but those statues mean something else is afoot. Let's move in Phalanx formation until we know what we're fighting next.
I vote we head where we're needed most. Northwest seems good.
Come to think of it, is there something we can roll to actually know where we're needed most? Like, Perception or Sense Motive or something?
Idgethun |
"Huh." Odd gives her morningstar as if surprised at its effectiveness. Still, she shrugs and stuffs it back in her pack before collecting her daggers. She nods in response to Thrash's suggestion and takes up her position without further comment.
Jan Itor |
Come to think of it, is there something we can roll to actually know where we're needed most? Like, Perception or Sense Motive or something?
Doubtful since it's based on Table successes, since you'd need to know where other tables are and how they're doing - other than the color coding stuff, best to just head off in a direction, IMO
Northwest good for Jan. Jan like North.
Zirt Fzerkinkratzcher |
I was going to vote for staying in the south, as everyone else will be going to the other areas... but I'm up for whatever.
Anyone need healing?
Zirt pats Gregarious on the head proudly, then turns to listen to the others' conversation.
Farg |
Anyone need healing?
I think we got out of this one unscathed...
Anywhere that there is trouble is a good place for Farg so North it is...
GM Tektite |
Deciding to support the effort elsewhere, the party turns and rushes off to the northwest. As you run, you can see knots of Pathfinders fending off a slew of strange creatures, humanoid and animal alike. Soon you approach the northwest section of the Lodge grounds.
In this corner of the ground stands the mausoleum. This enormous, columned stone structure is both temple and fortress. Two wings flank an open courtyard. The imposing structure is adjacent to a thick copse of trees.
As you enter the courtyard, you see shattered statues and religious sculptures pertaining to death and the afterlife are strewn about. The eastern stone doors are barred shut from the other side. The bodies of two caretakers are slumped to the sides of the western doors.
Jan Itor |
Jan would like to check over the bodies of the caretakers on the way to get to the western doors.
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Heal: 1d20 + 2 ⇒ (20) + 2 = 22 if dead or needing care
If dead he'll make way for the Pharsamin priest to do her thing otherwise he'll provide what care he can, when that's finished.
Okay, let us go in now, no?
Jan Itor |
Jan provides both men with cure light wounds from his wand.
What happen here?
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Thrash Alpenstock |
Thrash will use as many charges of his wand as is necessary to return these two to good condition (at least above bloodied).
Snakes. Why'd it have to be snakes? You two find a healer, I think I saw a medical tent near the games area. Keep your heads on a swivel and watch each other's backs. Find some weapons if you can.
Star Chaser |
Star Chaser follows along with the group, and assists in healing the men (and is also willing to expend CLW wand charges to help them).
Muttering to himself as well at the word "Aspis", he hits himself with the wand of Shield (+4 Shield bonus to AC for 1 minute) the moment before the party moves to enter the structure.
Idgethun |
"Skyreach should hopefully be holding... you could head there. Or you could come with us--we can keep you standing. Do you know of this place?" Odd points at the Mausoleum. "It has been... some time... since I last visited." Gods, has it really been eight years? Already?
Idgethun |
Idgethun waits quietly for a reply, but her brow steadily furrows when she doesn't get one. After a long pause, she takes off her pack and pulls out a waterskin. She unceremoniously dumps a quart over each man's head before smacking them in the face. "Hey! Wake up!"
Bump?
GM Tektite |
Sorry weekends have been busy with the holidays, and I was thinking someone would indicate a direction to go, but I see you were waiting on me.
The men thank Thrash for his healing and rise to leave. At Idgethun's question, and shrugs. "Not sure what you want to know ma'ma. Tis the Mausoleum. It serves many functions from temple to museum to research laboratory, all dedicated to the greatest mystery of all: death." Pointing to the west, he says. "The dissection rooms are through thhose doors. Beyond are the libraries, ossuarium, incinerators, and the like. We're just caretakers, ma'mam. Not proper Pathfinders."
Thrash Alpenstock |
Well, I guess we'd best root 'em out then.
Sense Motive on the caretakers: 1d20 + 9 ⇒ (15) + 9 = 24
IronHelixx |
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Overseer Announcement
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Idgethun |
Odd draws her daggers and nods. "Onward then." She scans the front doors for traps, waits for everyone to get into position, then kicks them open.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Brewslee Haiiya |
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Laying down in a small pile of rubble in the corner is what looks to be a lean bald man drinking quite heavily from a flask. As the group begins to talk near him he jumps with a start.
Bwahahaaaa!
Squinting his eyes he sees the Pathfinder crest and approaches Idgethun.
Did you fall from heaven? Caushe you're an angel! Brewslee says as he gets uncomfortably close as he smells like he has been drinking pure Kerosene.
Brewslee waits several awkward moments as he sees Idgethun is paying him no attention. Sheemsh like you like need a bit of the liquid courage. He says holding forth one of his flasks and pushes it into Thrashes arms. Jusht open the flashk and you will have all the...*hic*...help you will need.
Brewslee begins to stagger off as he leaves the Masoleum muttering too himself. That old Shnakebite #5 tashted like yak pissh anyways.
You have received an Aid Token from Table 34!
Farg |
Liquid courage aye? I'm all for that once the party gets started...
Jan Itor |
Jan I'll make a take a look around and if nothing stands out keep moving through the building going to the left double doors.
Is big place, been here once. Maybe quickly check through and find Aspis people.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Zirt Fzerkinkratzcher |
Zirt keeps her eyes peeled, and commands Gregarious to "sniff out every last one of those bad people!"
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Handle Animal to Push: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Gregarious Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Farg |
Farg with his keen otherworldly senses aids in the search.
Perception 1d20 + 12 ⇒ (17) + 12 = 29
GM Tektite |
Moving to the doors, the party finds no traps, and moves into the next room. This room appears to be where dissections and autopsies are performed, as it is equipped with steel tables, lab equipment (medical and alchemical), and barrels of wash water. The light here is dim from the windows along the east wall. You note a door to the north, and the a corridor to the west.
Thrash Alpenstock |
Might as well check the library. Can't imagine what the snakes would want with some old bones or a furnace.
Idgethun |
Odd pulls out an ioun torch and sets it circling above her head and whispers, "West."
In the interest of time I vote for the follow Standard Door Opening Procedure (SDOP): Farg takes 10 on perception, Jan opens the door with Thrash behind him. While we're single file, Odd will take the rear-guard.
Jan Itor |
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Odd pulls out an ioun torch and sets it circling above her head and whispers, "West."
In the interest of time I vote for the follow Standard Door Opening Procedure (SDOP): Farg takes 10 on perception, Jan opens the door with Thrash behind him. While we're single file, Odd will take the rear-guard.
Works for me. Might speed along such a big building a bit.
IronHelixx |
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Overseer Announcement
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A dull hum emanates from Skyreach as the ground trembles, trees sway, and glass shatters. A moment later, most of Skyreach’s northwest tower tears free from the keep; however, rather than crash to the ground, a visible aura holds the structure aloft and causes it to float above the Grand Lodge. Even the shower of stone blocks floats, swirling around the airborne tower in a nimbus of speeding debris.
GM Tektite |
A dull hum emanates from Skyreach as the ground trembles, trees sway, and glass shatters. Through the window, you see a moment later, most of Skyreach’s northwest tower tears free from the keep; however, rather than crash to the ground, a visible aura holds the structure aloft and causes it to float above the Grand Lodge. Even the shower of stone blocks floats, swirling around the airborne tower in a nimbus of speeding debris.
F: 1d20 + 12 ⇒ (20) + 12 = 32
I: 1d20 + 6 ⇒ (16) + 6 = 22
J: 1d20 + 3 ⇒ (13) + 3 = 16
S: 1d20 + 3 ⇒ (5) + 3 = 8
T: 1d20 + 6 ⇒ (10) + 6 = 16
Z: 1d20 + 6 ⇒ (20) + 6 = 26
Initative:
F: 1d20 + 2 ⇒ (14) + 2 = 16
I: 1d20 + 2 ⇒ (4) + 2 = 6
J: 1d20 + 2 ⇒ (7) + 2 = 9
S: 1d20 + 2 ⇒ (3) + 2 = 5
T: 1d20 + 4 ⇒ (9) + 4 = 13
Z: 1d20 + 3 ⇒ (8) + 3 = 11
CD: 1d20 + 5 ⇒ (15) + 5 = 20
BS: 1d20 + 2 ⇒ (8) + 2 = 10
Moving into the next room, Zirt, Farg, and Thrash spy men hiding in this room, while the rest of the party only spots on or two!
Attack vs Jan FF: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 3 ⇒ (1) + 3 = 4 And DC 15 Fort or stunned for a round
Attack vs Jan FF: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 6 And DC 15 Fort or stunned for a round
Two men dart across the room and punch at Jan, but both miss! Around the corner, another man moves toward Odd!
Initiative:
Men
Farg
Thrash
Zirt
Another guy
Jan
Idgethun
Star Chaser
Farg, Thrash, and Zirt are up!
Jan Itor |
Neither of those hit my FF do I still need to take damage and make saves?
Idgethun |
Two men dart across the room and punch at Jan, but both miss!
@ Jan: I don't think so.
Thrash Alpenstock |
I'm still seeing the statues combat map. Problem might be on my end.
Jan Itor |
ahh, ok I get it now. Sorry.
Thrash Alpenstock |
My computer isn't displaying the Mausoleum properly, so its hard for me to tell what my options are. If I can 5' step to full attack someone, I will. Otherwise I'll try to get a hit on someone without breaking away from the phalanx. I'm assuming my 40 minutes of heroism have not expired during our dash across the campus. Oh, and how many charges of my wand did I expend on the mausoleum workers?
Attack 1: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 1d6 + 13 ⇒ (1) + 13 = 14
Attack 2: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d6 + 13 ⇒ (2) + 13 = 15
Attack 3: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d6 + 13 ⇒ (4) + 13 = 17
Farg |
Farg steps forward and rends one of the men harrying Jann with a mighty claw.
Attack PA 1d20 + 10 ⇒ (17) + 10 = 27 Damage 1d4 + 10 ⇒ (2) + 10 = 12
I only have 2 rounds of archaeologist luck remaining for the day so I'll just go for a normal attack assuming my heroism is still up
Zirt Fzerkinkratzcher |
"Hey, you!" calls the wee gnome to the fellow hiding in the corner. "Don't you think you should get out here and help?" Cast lesser confusion (Will DC 16). First level 1 spell today.
IronHelixx |
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Overseer Announcement
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GM Tektite |
Hope everyone had a good holiday!
@Thrash: 4 chrgs of healing on the workers. No, heroism should still be up.
Thrash steps north and attacks the man rounding the corner. He lands all three blows, dropping the man in his tracks!
Farg steps into the room and levels an attack at the nearest attacker!
1d20 ⇒ 16
Zirt casts a spell, targeting the half-elf crouching in the corner. A look of confusion crosses the man's face, but he shakes his head and resists the spell!
The half-elf moves closer, casts a spell, and points at Zirt! The little gnome has a feeling of dread wash over her!
@Zirt: DC 15 Will or frightened for 1d4 ⇒ 4 rounds. If you make the save, shaken for one round.
Initiative:
Men
Farg
Thrash
Zirt
Another guy
Jan
Idgethun
Star Chaser
Jan, Idgethun, and Star Chaser are up!
Idgethun |
Odd takes one look at the melee in front of her, then at the door behind the whole scrum. She takes off down the hallway and around the corner. Double move.