GM Mort |
Fair enough. Read the words as grace, will resolve the attack. Didn't realize it was Cinder dance.
Crummock manages to stab the Spiggan in the abdomen.
Mr. Whiskers |
Mr. Whiskers casts magic missile at the remaining fey.
Magic Missile damage: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10
GM Mort |
It strikes the fey and it yelps in pain.
Forgot to roll rake attacks earlier on maintain of pin.
rake: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d3 + 5 ⇒ (1) + 5 = 6
rake: 1d20 + 7 ⇒ (8) + 7 = 15
dmg: 1d3 + 5 ⇒ (1) + 5 = 6
The claws connect but do minimal damage.
break free: 1d20 + 5 ⇒ (16) + 5 = 21
Desperate, the willy little thing tries to break free, and actually breaks out of the leopard's mouth and hastily back pedals at full speed.
leopard bite: 1d20 + 7 ⇒ (5) + 7 = 12
The leopard misses the little critter as it agilely leaps out of the way.
Mr. Whiskers |
Mr. Whiskers calls our in Sylvan "Are you sure we can't consider each other distant cousins instead? You aren't one of those unfortunate winter touched fey, surrender and leave."
To his friends, he says "I am asking it to surrender and leave."
Einar 'Kinslayer' Bjornson |
'I can't get to the redheaded fairy from here, but I have cold iron arrows.' As the large fairy drops, Einar realizes he can't get to the other one quickly. Dropping the rage as he drops his glaive, drawing his bow he fires a cold iron arrow at the pipe blower.
fatigue, - strength and dex. round one, move action: draw bow Attack: MW Longbow:
attack: 1d20 + 9 ⇒ (15) + 9 = 24 for damage: 1d8 + 4 ⇒ (7) + 4 = 11
edit: sorry Mister Whiskers, you ninja'd my post
GM Mort |
The humanoid gives Mr Whiskers a sad smile. ” Եթե մենք չկարողանանք ետ բերել խրճիթ, մենք պետք է պատժվեն թագուհու Titania: Նա չի առնում ձախողումը լավ. Մենք անմահ է Առաջին համաշխարհային, այնպես որ մենք կարող ենք իսկապես մահանում են այնտեղ:” He sighs, ” Մտածեք այդ մասին, հետեւանքներ, որոնք. An հավերժություն տանջանքի ...”
The arrow catches him in his chest, and he staggers a step backwards.
Should we fail to bring back the Hut, we will be punished by Queen Titania. She does not take failure well. We are immortal in the First World, so we cannot truly die there.
Think about the implications of that. An eternity of torment…
Mr. Whiskers |
Mr. Whiskers answers it in Sylvan "Then may the sun shine again on you and your queen find your loyalty commendable."
Turning to Einar, he says in Skald "It seems his queen does not allow for surrender. I had not known that when I asked."
Edit: Thought the fey was dying, needed to rephrase my statement.
Crummock-i-Phail |
Geist snarls, and wades forward through the water, taking a bite...
Bite: 1d20 + 7 ⇒ (11) + 7 = 18, for 1d6 + 3 ⇒ (1) + 3 = 4 damage.
...whilst Crummock simply wades forward.
Double move.
GM Mort |
After the red haired humanoid has moved, he seems to be more nimble on his feet, and leaps out of the way of Geist's bite.
Mr. Whiskers |
Mr. Whiskers moves to the south and fires his crossbow at the creature.
Ranged Attack, melee, snow: 1d20 + 6 - 4 - 4 ⇒ (8) + 6 - 4 - 4 = 6
Cold Iron Light Crossbow damage: 1d6 ⇒ 5
As he does this, he asks "Կոչված եմ պարոն բեղ. Կտաք ինձ Ձեր անունը:"
GM Mort |
The crossbow bolt falls short. He answers,"իմ անունն է Auraenos. ինչու եք ձգտում խրճիթ, այնքան վատ է, որ դու պատրաստ է սպանել դրա համար."
My name is Auraenos. Why do you want the hut so badly that you're willing to kill for it?
Mr. Whiskers |
"Կանխելու համար անվերջ ձմեռ, որ ներկայիս թագուհին ցանկանում է բերել աշխարհում:"
GM Mort |
”Ինչպես պիտի Hut օգնել, որ. Եթե մենք վերցրել խրճիթ մեզ հետ, չէր լինի մի քիչ զենք Elvana որ կիրառել անվերջ ձմեռ է Golarion.”
How would the Hut help with that? If we took the Hut with us, wouldn’t it be one less weapon Elvana could use to enforce the endless winter in Golarion?
Hirah Cheran |
I dont think there is much more to do other than maintain the pin so that someone kills it, and maybe walk a little closer into the water while dodging the orb. Worth noting though that if it continues to want to use SLA then it needs to make concentration checks
Hirah Cheran |
Weird, so it appears that when you move from grapple to pin, enemies no longer take a penalty to dexterity. Annoying.
Grapple: 1d20 + 11 ⇒ (20) + 11 = 31
GM Mort |
The aqueous orb rolls towards Hirah and Einar. Hirah manages to get out of the way in time, but Einar does not.
Hirah reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Einar reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Einar reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Einar non lethal: 2d6 ⇒ (1, 6) = 7
It then tries to wiggle free again.
break grapple: 1d20 + 5 ⇒ (17) + 5 = 22
Party up
Einar, this is your current status:
Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. You get one save next round to get out of the orb, if you do, you don't take the 2d6 damage.
Crummock-i-Phail |
His steps raising small clouds of steam, Crummock agilely dances around the trapped creature to a flanking position, upon which both he and Geist unleash upon the creature.
MW Cold Iron Starknife: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22, for 1d4 + 7 ⇒ (1) + 7 = 8 damage.
Bite: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28, for 1d6 + 3 ⇒ (4) + 3 = 7 damage.
Claw: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12, for 1d4 + 3 ⇒ (4) + 3 = 7 damage.
Claw: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17, for 1d4 + 3 ⇒ (1) + 3 = 4 damage.
GM Mort |
Crummock manages the humanoid, Geist manages to bite the creature which does not have much effect, but his two claws do not connect. The humanoid looks badly wounded now, with blood streaming from multiple stab wounds.
Hirah Cheran |
Is it taking penalties to its dex GM? I ask because I'm not sure if its using escape artist to avoid the grapple or something else
Grapple: 1d20 + 11 ⇒ (12) + 11 = 23
GM Mort |
CMB break. I wasn't even using escape artist. If it were Escape artist then it'd be a different story - Id state instead of break grapple - as an Escape Artist roll.
The leopard manages to grab it again.
Mr. Whiskers |
Mr. Whiskers reloads his crossbow and watches for an opportunity.
Ready action, shoot if it breaks away from all that cover and melee. I don't expect that, but if it happens, go ahead and rolll it. Cold iron bolt.
GM Mort |
He pulls out his pipes one last time, and blows a discordant sound, blasting Geist and Einar with sonic energy. He moves the aqueous orb up, but can't quite get to Einar.
dmg: 6d6 ⇒ (1, 1, 3, 5, 1, 2) = 13
reflex save Einar: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex save Geist: 1d20 + 9 ⇒ (9) + 9 = 18
Einar takes 6 points sonic damage, Geist takes none due to evasion
"I've led you on a fine merry chase, but I suppose this is the end, right?"He stares the whole bunch of people that chased him halfway around the pool.
Party up
cone weapon recharge: 1d4 ⇒ 1
Crummock-i-Phail |
Crummock frowns, and stabs at the noisy beast.
MW Cold Iron Starknife: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33, for 1d4 + 7 ⇒ (1) + 7 = 8 damage.
Geist, his ears flat back against his skull, hisses, and attempts to rip into the thick-skinned creature.
Bite: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28, for 1d6 + 3 ⇒ (5) + 3 = 8 damage.
Claw: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.
Claw: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18, for 1d4 + 3 ⇒ (1) + 3 = 4 damage.
GM Mort |
Crummock stabs the humanoid and Geist finally manages to bring him down.
I suppose CDG?
stabilize if it matters: 1d20 + 1 ⇒ (16) + 1 = 17
Combat over
Crummock-i-Phail |
With a sigh of relief, Crummock stabs the creature through his heart.
CdG: 1d4 + 21 ⇒ (4) + 21 = 25 damage.
He then starts looting the area.
Let me know how much healing everyone needs.
GM Mort |
The waters of the pool rush inward and fall upward in a sudden, violent rush, leaving behind an expanse of muddy earth. A score of large freshwater oysters are revealed in the muck where the pool sat. The party shucks the oysters to find 7 enormous freshwater pearls, each worth 400 gp.
Crummock-i-Phail |
I take it that the corpses do not have equipment worth salvaging?
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
Crummock heals himself, then moves on to investigate the dead-end, Geist at his side.
GM Mort |
The party proceeds up the trail and sees an abandoned wagon in the distance. Einar nearly trips over cleverly concealed tripwire, but the eagled eyed Hirah manages to pull him back before he trips the trap. As Einar works on the trap, two hideous, hunchbacked creature with three glowing blue eyes and oily hair grows from their head and back come out from their hiding places beneath the wagon and start yelling at him, "ኦአይ ከእኛ ወጥመድ ጋር ምን እያደረጉ!"
Mr Whiskers Init: 1d20 + 6 ⇒ (11) + 6 = 17
Hirah Init: 1d20 + 5 ⇒ (18) + 5 = 23
Einar Init: 1d20 + 3 ⇒ (15) + 3 = 18
Crummock Init: 1d20 - 1 ⇒ (12) - 1 = 11
two jokers: 1d20 + 2 ⇒ (17) + 2 = 19
Hirah, Two jokers, Einar, Mr Whiskers, Crummock
Oi what are you doing with our trap?
Mr Whiskers knowledge nature: 1d20 + 11 ⇒ (1) + 11 = 12
Mr Whiskers can't as hell remember what the heck those two were...really.
GM Mort |
Time required for Einar to get rid of the trap: 2d4 ⇒ (4, 4) = 8
That is, if he wants to. Otherwise anyone moving over the red coloured box area will trigger the trap.
GM Mort |
Sorry forgot corpses
Spriggan: MW Morningstar, light crossbow, 20 bolts
Humanoid: Masterwork Rapier, Masterwork pipe
Mr. Whiskers |
"Well, at least now we know what not to talk about to fey, or most anyone else here most likely." Mr. Whiskers muses as he puts away his crossbow. Getting out a dagger, he picks up one of the oysters and says "At least we get some fresh oysters!" as he shucks it.
GM Mort |
Unfortunately pipe is worthless. Unless you want to play a tune on it. As in as a MW musical instrument. The usual, retcon your healing and we move it.
Einar 'Kinslayer' Bjornson |
earlier
'Not talk about?' Einar smiles at his friend, showing his fangs, "You mean that we're working for Baba Yaga? Yeah, I didn't think they would like it either." Shucking an oyster with his Kunai he hands one to Mister Whiskers, "Fresh oysters one of the few things I prefer raw."
At the trap
Seeing the two creatures, about the same time he notices the trap, Einar starts to work on disabling it. "This may take a while folks, Hirah if you want to use my bow your welcome too it. Mister Whiskers If I need to stop messing with the trap tell me ok?"
GM Mort, can he take 10 (26) on disable device, or does he need to roll?
GM Mort |
You are under threat. In initiative lol. No taking 10. I suggest you deal with the threat first, then figure the DD
The trap affects the area in the red box. Cross the red box and trees will fall on the red boxes demarked.And probably you (as you step into the red box)as well.
Hirah Cheran |
Well, I'm shattered, so I'm sleeping now. I'm on delay for the foreseeable, since nothing much appears to be happening, and I don't really want to start swinging things in case Mr Whiskers wants to talk.
Mr. Whiskers |
Sorry, missed the text about a trap and two monsters...
Looking down the trail at the monsters, then at the thing Einar is fiddling with, Mr. Whiskers asks "What if we just sprung the trap? Would we be able to get past after that?"
Gesturing towards the wagon, he adds "By the way, those creatures are asking what you are doing with their trap. They don't look happy."
Going to bed. Mr. Whiskers is willing to translate if someone wants to talk with the creatures. If we want to spring the trap, Einar can point to the trip wire and (after backing up) Mr. Whiskers can use mage hand. If it looks like combat is inevitable, haste before the party splits up too much.
GM Mort |
If you spring the trap using mage hand, tree falls down. You can no longer see the other side, and any creature trying to get to the other side will need to make DC 10 climb checks. Up to you if you wanna spring it.
"ይህ ክልል ነው, ከዚህ ውጣ ወይም እኛ መግደል ይችላሉ!" They yell as they move across the snow towards the party, claws upraised.
This is our territory, get out or we'll kill you!
Party up
Einar 'Kinslayer' Bjornson |
Einar looks from Hirah to Mister Whiskers, "While you folk decide what you want to do, I will start to disable the trap." Einar draws his tools and starts to disable the trap.
I know, eight round, but it gives him something to do while the others decide.
disable device: 1d20 + 13 ⇒ (2) + 13 = 15
Mr. Whiskers |
With a shrug, Mr. Whiskers then turns to the approaching creatures. I wish I remembered something about these creatures. They speak undercommon, which generally isn't a good sign.
He starts speaking to them in their language.
I am called Mr. Whiskers, and these are my friends, who are you?
As he speaks, he gestures towards the rest of you in a friendly manner.
Maybe I can stall them long enough for Einar to get rid of this trap?
GM Mort |
Einar unfortunately, springs the trap as he's trying to disable it.
Einar reflex save: 1d20 + 5 ⇒ (15) + 5 = 20
Thankfully he manages to get out of the way as the tree comes crashing down.
Red squares are now unpassable, and require a DC 10 climb check to cross
The party no longer sees the two figures, being obscured by the fallen trees. The party can hear the voices of the two creatures on the other side, rather put out, but smug at the same time. "እና እብድ ሁሉ ከጥቅም! እኔ እርሱ ዛፍ መንፈሳቸው ጀመርኩ ተስፋ አደርጋለሁ."
"አሁን የእኛን ወጥመድ ከጥቅም አግኝተናል እና ማቋረጥ ትፈልጋለህ ?! በሲኦል ውስጥ ምንም መንገድ ነው." They growl angrily.
And that idiot ruined everything! I hope he got crushed by the tree.
Now you've ruined our trap and you want to cross?! No way in hell.
Mr. Whiskers |
Thankful that he had taken a few steps back, Mr. Whiskers watches as trees fall.
Mr. Whiskers explains to his friends "They are grumpy about the trap going off, and don't want us to cross." Looking around, he then asks "Do we cross anyways, or do we look for another route?"
Mr. Whiskers |
Mr. Whiskers looks at the pile of logs for a moment, then shakes his head and says "Drop me a knotted rope once you've climbed up, I might be able to manage it then."
Looking at the others, he adds "If someone wants to go over, I believe we found a potion of invisibility and another of fly. Otherwise, I think we explore the other areas."
Looking at the logs again, he offers "If some of you think you can climb fast enough, I might be able to use my spell to make another of you invisible."
GM Mort |
Dark forested paths lead north, east and south out of this large clearing, but the way to the north is blocked by a rippling hemisphere of churning darkness and twisted shadows. The surrounding trees seem to lean towards the area as swirls of nearby snow and forest debris are sucked into the vortex, accompanied by a distant roar of wind. On the other side of the dark phenomenon, the path leads to a forest clearing containing a dilapidated wooden hut perched atop two giant chicken legs, surrounded by a picket fence of bleached bones.
Mr Whiskers Knowledge arcana: 1d20 + 14 ⇒ (17) + 14 = 31
Mr Whiskers knows that the vortex is some kind of extraplanar portal or gateway that seems to be siphoning away reality itself. As such, it cannot be passed through or bypassed.
The vortex is not a spell effect, but rather a form of ritual magic. It is unlikely that the dancing hut created it, something else did.
The vortex will take some time before it drains reality away from this area, taking everything nearby with it, but no more than a week at most.
Multiple external sources sustain the vortex. If they are all destroyed, the backlash should disrupt the vortex as well.