Robert "Bo" Hardin |
"It's not evil.. Whats it saying?"
Obidiah Gerheart |
"Do you speak any civilized languages?" Obi asks the little humanoid in dwarven and terran.
"Boom" |
He wants a word with us.
Yea? Whatta ya want?
drbuzzard |
Because I'm lazy I'm skipping the spoiler.
He explains that his name is Morgiv. He is from a local tribe. After Thassilon’s collapse and the volcanic eruption that destroyed nearly a quarter of the city, many of Xin-Shalast’s slaves found themselves suddenly freed, yet without the gear or experience to make escaping the city possible. Instead, they retreated to the deep caves below Xin-Shalast, where they found themselves safe within cysts that formed among the ruined buildings. Led by a woman named Mesmina, a powerful cleric of Lissala who had abandoned her loyalty to Karzoug with the empire’s fall, they remained beneath the notice of the remaining inhabitants of the ruined city above, and over the course of hundreds of generations, they evolved into something beyond humanity—a race of chameleon- like humanoids called skulks.
Calling themselves the Spared, these survivors believed in a divine mandate handed down from Mesmina that they were meant to survive, no matter the cost, and find freedom in the city that once oppressed them. Over the years, the Spared excavated a series of tunnels through the earth and grew to know the tangle of caverns connecting various cysts and partially intact buildings buried in the flow. They scavenge vermin and what plants and fungi are able to grow in their humid tunnels and only rarely make use of their hidden surface entrance at area I.
After centuries of undisturbed isolation, trouble has come to the tunnels of the
Spared. Recent diggings to expand their warrens broke through into the passages
of the Hypogeum. Though the breach was quickly repaired and camouflaged to
avoid the notice of the savage tribes occupying those subterranean quarters, it was not done quickly enough, and something passed undetected into the tunnels of the Spared. With this creature, a hideous abnormality known as the Hidden Beast, the Spared find themselves once again enslaved. It is ensconced within the inner chambers of these tunnels, surrounded by dominated skulks who do its bidding.
The ancient prophecies of Mesmina say that when the Spared become enslaved once more, strangers like their ancestors pictured in their tunnel murals will come to free them.
Many skulks have disappeared, and others clearly serve this unknown being—those who aren’t enslaved call the entity the Hidden Beast because none of them have seen it. All who have sought it out disappear or end up as slaves.
Morgiv notes that his tribe was once enslaved by the rulers of this city, and that their leader, beloved Mesmina, delivered them out of that bondage. She prophesized that should the tribe ever again fall victim to slavery, strangers will come to the people’s aid. At this point, Morgiv excitedly tells the PCs that they are those strangers, that their appearance and raiments are similar to those pictured on the walls of his home in the depictions of Mesmina herself.
Obidiah Gerheart |
"Do you think we should help them?" Obi asks the others after hearing the cave dweller's story.
Robert "Bo" Hardin |
"Don't think to highly of slavery myself and it seems that if we set them free we will have an ally here that knows the ends and outs of getting around the city unseen. The promise of not having to fight nine thousand giants would be worth it alone."
Januarius ibn Fahlad |
Jan grumbles a bit.
More caves. After this I'm getting assigned to someplace with lots of sky, like the Osiriani division. Above ground, warm weather, clear sightlines - what's not to like? But if we're gonna do it we should do it now before the rest of the city wises up that we're here.
drbuzzard |
Happy to hear you are willing to save his people, he leads you out of the massive dome, away from the mound of bodies into a tunnel. This leads into a warren of tunnels which wind and curving in such a tangle that you are quite happy to have a guide as there's no way you'd find anything in here otherwise.
Eventually after so many twists and turns that you are thoroughly lost, your guide speaks up
"Here, up that tunnel dwells the Hidden Beast. If you dispatch him, you free my people. "
map is updated.
Obidiah Gerheart |
"Good enough, let's go."
He looks at Jan "Do you really want a job that comes with all that sand in your drawers?"
Obi sets off up the tunnel.
perception: 1d20 + 26 ⇒ (3) + 26 = 29
"Boom" |
Suddenly there is a flash of light and smoke around Boom, those that can make anything out, would almost think he was changing into a completely new person...Jan feels like he has seen this before
basically done on the rebuild. Got a tiny bit of money still to spend, and potions to brew but that's it.
Robert "Bo" Hardin |
Bo puts Illuminationg Touch on Jan, Obi, and Boom before heading off..
This gives a +4 bonus on a Will saving throw, Knowledge check, Perception check, or Sense Motive check. Lasts 1 hour.
"Ready.."
Bo moves up..
drbuzzard |
The tunnel opens into a large room, a cyst in the earth under the weight of the buried city formed by some ancient basement gallery. A raised balcony to the northwest is accessed by two stairs and has a low stone balustrade. Pillars along the room’s perimeter rise to a vaulted ceiling, while in the center of the room sits a dais holding an ornate throne. Seated upon the throne is a skeletal figure shrouded in musty robes bearing arcane symbols.
As you enter the room, the skeletal figure sits up and speaks in an odd language
everyone should do a perception check when they enter the room.
Robert "Bo" Hardin |
Perc: 1d20 + 23 ⇒ (16) + 23 = 39 See invis up as well.
"Anyone get that? I really need to expand my language repertoire.."
Obidiah Gerheart |
perception: 1d20 + 26 ⇒ (9) + 26 = 35
"Any chance of you repeating that in dwarven? I didn't quite catch that...."
"Boom" |
of the usual. He wants blood.
1d20 + 20 ⇒ (14) + 20 = 34 Perception
Boom downs his mutagen
Where did this come from?
Robert "Bo" Hardin |
I surely can't opt to recast if we never get a time update on how long we been going.. He keeps Heroism up all day so he woulda recast that if it ran out. Both spells last 3 hours, how long have we been searching here? I do not see invis..
"Well I have no blood to give.."
Init: 1d20 + 13 ⇒ (5) + 13 = 18
Yap: 1d20 + 12 ⇒ (3) + 12 = 15
"Boom" |
1d20 + 12 ⇒ (20) + 12 = 32 init
my stat line is not updated but I will make that change it before I make an attack. AC should be around 32
"Boom" |
stat line updated, thigns in parenthesis are stats while under mutagen effect. Mutagen lasts for 16 hours
"Boom" |
Those looking at Boom not will see that he has a bow, and a mess of bottles strapped to him, not to mention lots of dynamite with color coded bands on them
He looks at the dead thing and attempts to ID it
1d20 + 25 ⇒ (18) + 25 = 43 Religion or local/ Add 3 more for Arcana or nature
"Boom" |
1d20 + 13 ⇒ (6) + 13 = 19 will
improved iron will reroll 1d20 + 13 ⇒ (16) + 13 = 29 will
"Boom" |
Was busy starting a new job with training and classroom setup
The skeleton is not real! It is an illusion. Find the real threat!
Boom pulls out his Pillbox and sees if the black pearl turns white any invisible creature within 10 feet will be indicated
Then just to keep things simple he tosses a dispelling bomb at the illusion
Mutagen, PB/ Bomb/DC 27: 1d20 + 19 + 1 ⇒ (14) + 19 + 1 = 34 for 8d6 + 1 + 9 ⇒ (5, 4, 6, 2, 4, 5, 1, 5) + 1 + 9 = 42 splash 10
Dispel 1d20 + 16 ⇒ (7) + 16 = 23
drbuzzard |
There's nothing invisible within 10'.
However there's well hidden things which have closed in enough to make a surprise attack.
2,3 on Bo
flat footed
to hit: 1d20 ⇒ 7 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (1) + 5 + (3, 5) + (2, 3, 2, 1) = 22 miss
to hit: 1d20 ⇒ 12 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (3) + 5 + (6, 3) + (6, 5, 3, 3) = 34 miss
Obi
to hit: 1d20 ⇒ 10 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (4) + 5 + (5, 1) + (1, 5, 1, 3) = 25 hit
Jan
to hit: 1d20 ⇒ 16 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (3) + 5 + (1, 1) + (2, 5, 2, 2) = 21 hit
These appear to be skulks, but with red eyes (religion to ID).
Then Boom tosses his bomb and the skeletal figure goes away. You forgot about range increments, that target was not inside your first increment, moot though.
The skulks attack again in round 1 before most.
Bo
to hit: 1d20 ⇒ 1 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (2) + 5 + (4, 5) + (6, 2, 3, 2) = 29 miss
to hit: 1d20 ⇒ 12 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (1) + 5 + (4, 1) + (6, 2, 4, 6) = 29 miss
Obi
to hit: 1d20 ⇒ 9 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (1) + 5 + (4, 5) + (6, 6, 6, 3) = 36 miss
Jan
to hit: 1d20 ⇒ 1 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (3) + 5 + (2, 5) + (3, 6, 6, 6) = 36 miss
Need a will save then a fort save from Boom.
Januarius ibn Fahlad |
Critters!
5 foot step back and then goin' to town.
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 31 ⇒ (3) + 31 = 34
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 31 ⇒ (15) + 31 = 46
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 26 ⇒ (3) + 26 = 29
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 21 ⇒ (6) + 21 = 27
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 16 ⇒ (8) + 16 = 24
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 34 ⇒ (5) + 34 = 39
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 34 ⇒ (6) + 34 = 40
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 34 ⇒ (7) + 34 = 41
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 34 ⇒ (1) + 34 = 35
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 34 ⇒ (2) + 34 = 36
Or not based on those rolls. 5 attacks, 4 of which are below 10. Frickin' dice roller. If Jan (miraculously) kills his skulk he'll aim for one of the ones attacking Bo.
drbuzzard |
There is no 5' for you to step to. You are in a narrow tunnel, and 5' back is Boom's square.
AOO (it has combat reflexes)
to hit: 1d20 ⇒ 14 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (4) + 5 + (5, 1) + (5, 6, 1, 3) = 30 miss
to hit: 1d20 ⇒ 20 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (1) + 5 + (5, 1) + (1, 5, 3, 1) = 22 hit
to hit: 1d20 ⇒ 6 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (2) + 5 + (2, 3) + (4, 3, 3, 4) = 26 miss
confirm: 1d20 ⇒ 5 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (2) + 5 + (1, 3) + (1, 3, 2, 3) = 20 miss
You blow it away on your third shot, and as you put it down, it dissipates into gas. You put two more shots into the one on Bo (which also provokes)
to hit: 1d20 ⇒ 14 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (2) + 5 + (4, 5) + (5, 3, 3, 5) = 32 miss
to hit: 1d20 ⇒ 12 damage: 1d4 + 5 + 2d6 + 4d6 ⇒ (2) + 5 + (6, 1) + (4, 6, 6, 2) = 32 miss
Robert "Bo" Hardin |
Religion: 1d20 + 18 ⇒ (3) + 18 = 21
Yap Religion: 1d20 + 17 ⇒ (19) + 17 = 36
"Boom" |
1d20 + 18 ⇒ (17) + 18 = 35 fort
How high is the ceiling?
Obidiah Gerheart |
Obi uses his adaptive strike and catch-off-guard feat to make his skulk flat footed and he beats him with his rifle butt.
butt 1: 1d20 + 16 + 2 - 5 ⇒ (19) + 16 + 2 - 5 = 32 (adaptive strike, power attack, catch off guard)
butt 2: 1d20 + 11 + 2 - 5 ⇒ (19) + 11 + 2 - 5 = 27
butt 3: 1d20 + 6 + 2 - 5 ⇒ (8) + 6 + 2 - 5 = 11
butt 4: 1d20 + 1 + 2 - 5 ⇒ (17) + 1 + 2 - 5 = 15
damage 1: 1d6 + 3 + 15 ⇒ (1) + 3 + 15 = 19
damage 2: 1d6 + 3 + 15 ⇒ (1) + 3 + 15 = 19
damage 3: 1d6 + 3 + 15 ⇒ (5) + 3 + 15 = 23
damage 4: 1d6 + 3 + 15 ⇒ (3) + 3 + 15 = 21
Robert "Bo" Hardin |
Special Attacks, Special Defenses, Resistances
Bo uses undead bane as a swift action and fires at the one on him..
Attack 1: 1d20 + 20 ⇒ (17) + 20 = 37
Attack 2: 1d20 + 20 ⇒ (18) + 20 = 38
Attack 3: 1d20 + 15 ⇒ (19) + 15 = 34
Confirm 3: 1d20 + 15 ⇒ (1) + 15 = 16
Dam 1: 1d8 + 19 + 2d6 ⇒ (8) + 19 + (5, 2) = 34 clustered shots
Dam 2: 1d8 + 19 + 2d6 ⇒ (3) + 19 + (3, 5) = 30
Dam 3: 1d8 + 19 + 2d6 ⇒ (5) + 19 + (2, 3) = 29
"Boom" |
Boom activates his winged boots and takes to the air
He flies up 30 feet then moves into the room
drbuzzard |
Special attacks: level drain
Special defenses: undead immunities, fast healing
Resistances: cold, electricity
Bo kills his target which poofs into gas.
will save: 6d20 ⇒ (7, 7, 5, 9, 9, 10) = 47 wow, those rolls really suck
Boom, with lousy spatial sense, flies up 30 feet smashing his head into the ceiling.
drbuzzard |
Baddies go.
Boom was supposed to make a will save, but that roll is high enough that the fort save wasn't needed.
Someone casts a spell and the ground around you becomes a pit of boiling tar.
icky hot tar damage: 6d6 ⇒ (6, 3, 2, 1, 3, 3) = 18
give me reflex saves (except Yap and Boom who are flying) to avoid being entangled
2 baddies are caught in this.
2d20 ⇒ (3, 2) = 5 and both get entangled because the dice roller hates them
The Sparkly Skulks (because sparkle vamps are almost as bad as clowns) attack
on Bo
to hit: 1d20 ⇒ 5 damage: 1d4 + 5 + 2d6 ⇒ (1) + 5 + (5, 4) = 15 miss
on Obi
to hit: 1d20 ⇒ 7 damage: 1d4 + 5 + 2d6 ⇒ (1) + 5 + (5, 6) = 17 miss
PCs are up.
"Boom" |
Enough of this ridiculousness. I will take care of this caster
Boom downs his True Seeing extract
Then he will fly to within 20 feet of the invisible person/thing