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Simeon steps up and uses hand of the apprentice to cast his staff downwards at the third skull,
Staff 1d20 + 4 ⇒ (15) + 4 = 19 for 1d6 + 3 ⇒ (5) + 3 = 8 shattering it.
The skulls rise up the shaft and two of them are taken down by Emmett. The last skull attacks Elidal.
1d20 + 0 ⇒ (1) + 0 = 1 for 1d2 - 1 ⇒ (2) - 1 = 1 + 1d6 ⇒ 3 fire damage, missing her.
Nalun and Jaru up.
Anna Dunsany wrote:
That works. I didn't realize I could go deeper into the tunnel. I would have done that anyway.
Actually this is a DM error - your Acrobatics didn't beat its CMD which should halt your movement moving through its already occupied square but this is cinematic and besides I don't feel like re-doing the whole thing - consider this a one off exemption - normally you can't share a square with another creature.
The tunnel is 20 feet long, with the body stretching nearly to the end of it, with the weaverworm is about 3-4 feet thick so there is some room for it to move, retract etc and at the same time give you your dex bonus...
Next round it can retract itself to bite you - fixing the whole positioning hole I dug myself into.
You on the otherhand can still attack - no sneak attack though - this round.
And thats when four skulls come screaming up the shaft, bursting into flames as they do so... they will arrive on their turn... until then they are 20ft down, at the bottom of the shaft.
Elidal +6 1d20 + 6 ⇒ (8) + 6 = 14
Skulls + 1 1d20 + 1 ⇒ (11) + 1 = 12
Emmett, Elidal, Simeon...
Anna Dunsany wrote:
Not sure how that would even work as you are facing its front and it has tremorsense, darkvision etc... you want to run past it deeper into the tunnel and get where it can't hit you etc? Thats more acrobatics than stealth. Lets keep the intent and the roll but use acrobatics. So 1d20 = 15 + 13 for acrobatics leaving a threatened square.
The weaverworm lashes out with a long arm and terrible clawed hand...
1d20 + 9 ⇒ (3) + 9 = 12 Anna leads a charmed life it seems
It misses. You are within its length of reach and past its head and arms close to the end of the lair and between the wall and its body.
End of Round.
The creature fires another web blast from her maw at the rogue.
1d20 + 11 ⇒ (18) + 11 = 29... hitting her
She then drags herself and attempts to pull her prize into the hole.
SPECIAL ABILITIES: Drag (Ex)
Anna can try the cmd check (I don't think she can pass it) otherwise she is dragged into the hole falling 10 ft but the webbing provides enough padding to avoid damage.
On Anna's turn she can attempt a DC19 to break or escape the web.
The wormlike creature is still shown on the map but is infact within its hole/tunnel and can only be attacked by jumping down into it.
Your trip to Harrowstone is uninterrupted as the gathering storm darkens the sky. You pass through its still and silent halls without molestation though you remember the wave of cold that dwelt in the corridors before it was trapped in the haunt siphon with dread.
You stand before the blackened hole in the prisons floor that used to contain the winched platform that would lower guards to the lowest points in the jail.
The Ettercap who had run over to investigate the stopping of the music hoots in pleasure at having a visible object of prey.
It steps into the mouth of the tower and attacks.
Bite 1d20 + 5 ⇒ (3) + 5 = 8 for 1d6 + 2 ⇒ (5) + 2 = 7 + Poison
The other attempts to climb from the pit, the creature naturally agile at climbing 1d20 + 14 ⇒ (3) + 14 = 17 but fails to make any headway, leaving it in the pit.
Oathar and Kimberly now.
What Anna sees at the mouth of the hole in the towers ground makes her hair stand on end!
The bloated white segments of a maggot’s body erupt in a torso of mixed feminine and insectile features. Pale humanoid skin and carapace meld together beneath a face with segmented eyes and mandibles chittering a song of discordant alien clicks and hisses. The creature is huge and virtually next to the human lass.
Her bolt hits true making the creature splutter in anger.
Knowledge Dungeoneering Dc23 needed here
New round (Redacted)
Web attack 1d20 + 11 ⇒ (14) + 11 = 25 (posted the old numbers)
Concealment check for attack, low being a hit 1d100 ⇒ 78
Unnoticed by Anna "something" fires web at her... from behind her! - The web narrowly misses, her invisible status giving her the edge she needs to avoid it.
Danica takes down the one she is attacking.
Tolvan takes to the Air.
Anna and then the ettercaps. Anna is up
Once the etteraps are done, Kimberly is full back to her senses.
Jorminda scoops up the coin and hands over the materials - 2 Alchemical fires and 2 Alchemical acids.
Where will I go? Not sure - maybe Lepidstadt then after that? To who knows where. All I know is there is nothing here for me now and I am sick of this place. There is no joy to the place - I can't remember ever being truly happy since I took over fathers business
End of round with Oathar killing one and hitting one the other, severely wounding it. Tolvan manages to keep a hold of Kimberly while casting the spell.
End of Round
Init 1d20 + 18 ⇒ (17) + 18 = 35.Perception from Anna 1d20 + 10 ⇒ (12) + 10 = 22 vs 1d20 + 6 ⇒ (17) + 6 = 23
Unnoticed by Anna "something" fires web at her... from behind her! 1d20 + 11 ⇒ (14) + 11 = 25 entangling her DC19 for escape artist or strength check to escape it
Danica takes down the one she is attacking.
Danica Quinn wrote:
Updating to allow drawing and use of the temple sword [dice: 1d8 + 3 ⇒ (3) + 3 = 6 damage
I had to update tolvans position so that lst round he was securing Kimberly... bot-ting Tolvan - he casts create pit under the Ettercaps charging down Anna.
The second moves aside then continues towards Anna, rapidly, boxing the woman in, while the first drops into the pit. Taking 3d6 ⇒ (3, 4, 4) = 11 damage.
The ettercaps both attack Oathar.
If bitten : Bite—injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution based.
Unrestrained this round Kimberly walks forward to the current position. You will snap out of it next round and will be able to act normally.
After breakfast you visit the church, which you note once sat empty during the day but seems to have half a dozen villagers now at prayer.
Father Grimburrow greets you and offers healing magics or restoration magics as well as a trio of holy water vials.
Is there anything else I can do for you? I fear for this town... and it is clear that our graveyard no longer holds the dead but I hesitate to burn the remains - It would be unpopular to say the least. The local belief is focused on the body being as intact as possible. Your recommendation Father Toth?