Tinker Boneshaker |
Tinker handed the lenses to the others. "[b]The piece of magic will come in handy for those that like to track down others and not be surprised in the process. Anyone want to use them?{/b]" He asked.
Ready to move on.
Guinfa Mlumbi |
Is'n any of us able to follow those tracks? I think some of you are used to wilderness aren't you? he says looking at Nátulcien.
I really don't mind who does the checks, but being a hunter I tought he could do this
Helikon |
Our hunter can´t fail the survival checks, with the hints from Juliet Dias’s notes.
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.
Please give me a perception 20 roll.
Nátulcien Ar Feiniel |
No offense but I really would like an answer to the question I asked.
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Helikon |
Although they call themselves the charau-ka, these dangerous jungle dwellers are often known to colonists and explorers as ape-men. Legend holds that the charau-ka stem from a demon lord who transformed the bodies of the first humans that tried to wage war against his cult, causing the dead to rise as the first apemen. Rumors that charau-ka clerics have perfected a hideous ritual to force those slain to reincarnate as new charau-ka are popular tales among jungle explorers—but proof of such a magic spell has yet to reach civilization.
Nátulcien Ar Feiniel |
"I wonder if these Charau-Ka were just raiding at random, or if they knew we were here, somehow?" Nat wonders. She will share what she knows about them with the others.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Perception for Squealy: 1d20 + 5 ⇒ (12) + 5 = 17
Helikon |
The hyda pounces at the party. This is many hours after you left camp
attack: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 3 ⇒ (3) + 3 = 6Squily
attack: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 3 ⇒ (3) + 3 = 6Squily
attack: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 3 ⇒ (4) + 3 = 7Nátulcien Ar Feiniel
attack: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 3 ⇒ (5) + 3 = 8Tinker Boneshaker
attack: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 3 ⇒ (6) + 3 = 9Maravo Tyvara
Party is up!
Guinfa Mlumbi |
I can force it to attack me, but be sure to surround me! Guinfa shouts. Then he focus his mind in the hydra, easily bypassing the defenses of such low intellingent mind. Activating hypnotic stare in the creature. Now he has -2 to will saves and the first attack that hits it will deal +1 damage
Guinfa's whip crosses the distance between the hydra and him, tryng to make a minor wound in it's body. Or so it looks like.
Defensive attacking, cover: 1d20 + 0 - 4 - 4 ⇒ (6) + 0 - 4 - 4 = -21d3 - 2 ⇒ (1) - 2 = -1 Who's in the middle ? It's Dax with a different face?
Damm it! Why are you in the middle says Guinza excusing himself so badly than everybody knows he coudn't even hit something still in front of him. Now that thing will think I'm the weakest target Activating Meek Facade, for 1 round the creature can't attack anyone but me and I'll have +2 dodge AC again its attacks.. This is a mind-affecting compulsion effect.
I'll go away, put yourselves in the middle so if it comes you can attack it says Guinfa as he moves away.
Between Meek Facade and Defensive attack I have 23 AC for the next round
Huni |
AC 24 including mobility. I don't know the reach but I think I moved out of one threatened square.
Huni runs up and strikes at the hydra.
Unarmed Strike: Belier's Bite
to hit: 1d20 + 6 ⇒ (11) + 6 = 17 to hurt: 1d6 + 3 ⇒ (1) + 3 = 4 bleed: 1d4 ⇒ 2
Nátulcien Ar Feiniel |
Nat squeals in pain as the hydra chomps down on her. She hears Guinfa's plan and orders, "నార్డ్, అతనిని రక్షించు!" pointing at the mysterious man as she withdraws from the hydra's attacks.
Squealy Nord withdraws as well and moves to stand beside Guinfa, the small boar squealing in excitement and anger.
Helikon |
A few wounds on the hydra heal.
The full 5 attacks pelt Guinfa.
Attack: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 3 ⇒ (2) + 3 = 5
But all in vain.
Pathfinders are up!
Guinfa Mlumbi |
GM, not sure how the hydra has managed to attack me (guy in purple clothes). I'm not moving my token so you can check it.
Guinfa steps out of the hydra reach and threatens it, looking it directly at the eyes and displaying is spiked guntlet as if he was crushing the hydra's head. [b]Come to me and I'll show you how we kill the snakes in my tribe![/ooc]
Intimidate: 1d20 + 9 ⇒ (16) + 9 = 25
Tinker Boneshaker |
Tinker stepped up next to the Hydra and started to attack it, rapier stabbing a small hole, as he gave lessons to the group about the creature.
K:Arcana: 1d20 + 1d6 + 8 ⇒ (19) + (4) + 8 = 31
Rapier: 1d20 + 6 ⇒ (13) + 6 = 191d6 ⇒ 4
Huni |
Huni begins to circle the creature all the while delivering bleeding strikes to it. I don't know, but assume that whatever curative power it has also stops the bleeding effect. So I'll continue to use Belier's Bite
Unarmed Strike: Belier's Bite
to hit: 1d20 + 6 ⇒ (11) + 6 = 17 to hurt: 1d6 + 3 ⇒ (2) + 3 = 5 bleed: 1d4 ⇒ 3
Guinfa Mlumbi |
Sorry I have zero experience with the Mesmerist, last time I posted I thought you had not moved. Well she can´t attack anyone else anyway. So you had one round of attacks.
No problem. I just try to bait it, so my friends have AoO, or force it to no attack.
Nátulcien Ar Feiniel |
Squealy attacks the hydra! But misses as he shifts to try to find a better angle to attack.
gore: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12
Nat slings a stone at the creature, then moves in closer, pulling out her horsechopper as she approaches.
sling: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
damage: 1d3 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Tinker Boneshaker |
"The Hydra is weak against spells that play with the mind." Tinker said as he watched the hole he had made close up. "They also can heal their wounds so hit it hard and overwhelm it's ability to repair the damage."
Helikon |
The snake heals some wounds and attacks Guinfa.
Attack: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 3 ⇒ (8) + 3 = 11
Attack: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 4 ⇒ (20) + 4 = 241d8 + 3 ⇒ (7) + 3 = 10
Attack: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 3 ⇒ (4) + 3 = 7
Pathfinders.
The snake is very battered and almost dead. one good attack should do her.
Huni |
Huni continues to assail the great beast.
Unarmed Strike: Belier's Bite
to hit: 1d20 + 6 ⇒ (13) + 6 = 19 to hurt: 1d6 + 3 ⇒ (6) + 3 = 9 bleed: 1d4 ⇒ 4
Helikon |
With that the hydra falls. As soon as you turn around a poisonous snake reers its ugly head, but you dispatch it without difficulty.
You manage to reach a tower now without difficulty.
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, oneeyed
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.
Nátulcien Ar Feiniel |
attack with horsechopper: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 1d8 + 3 ⇒ (1) + 3 = 4
gore attack: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16 damage: 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Helikon |
At the lowest level you find Juliet Dias and 6 pathfinder assistants.
They are happy to see t you and they are excited to show off the site’s
historical significance.
She also admittes that the team hasn´t found much, just a very dark room and a room with an orb that makes people sick if they touch it.
Nátulcien Ar Feiniel |
"Juliet? We thought you were in trouble! What's been causing the attacks on your camp?"
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