Andrea1 |
HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +9/+4
Spells in Effect:
Channels 6/6
Andrea 5'steps to N-5 and slices at the Mastiff
Long Sword +2: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 2 ⇒ (2) + 2 = 4
Long Sword +2: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 2 ⇒ (5) + 2 = 7
Scaggy |
RD 2: shadow mastiff's
N, 4:
The vicious attack and tail slap at Andrea,
bite: 1d20 + 10 ⇒ (9) + 10 = 19;damage, plus trip: 1d8 + 6 ⇒ (3) + 6 = 9
*If the bite hits then trip,
CMB vs CMD: 1d20 + 10 ⇒ (5) + 10 = 15
tail: 1d20 + 5 ⇒ (10) + 5 = 15;damage: 1d6 + 3 ⇒ (2) + 3 = 5
The next hound will attack the flanked paladin
bite: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29;damage, plus trip: 1d8 + 6 ⇒ (4) + 6 = 10
*If the bite hits then trip,
CMB vs CMD: 1d20 + 10 ⇒ (13) + 10 = 23
tail: 1d20 + 5 ⇒ (20) + 5 = 25;damage: 1d6 + 3 ⇒ (3) + 3 = 6
Gerard Nisroc |
I might be able to end this.
atk1, dist dagger +2, wf, aff, flank: 1d20 + 14 + 2 + 1 + 1 + 2 ⇒ (13) + 14 + 2 + 1 + 1 + 2 = 33
dmg1, dist dagger +2, aff, sneak: 1d4 + 2 + 1 + 5d8 ⇒ (1) + 2 + 1 + (1, 7, 5, 6, 1) = 24
atk2, dist dagger +2, wf, aff, flank: 1d20 + 9 + 2 + 1 + 1 + 2 ⇒ (7) + 9 + 2 + 1 + 1 + 2 = 22
dmg2, dist dagger +2, aff, sneak: 1d4 + 2 + 1 + 5d8 ⇒ (4) + 2 + 1 + (2, 6, 3, 8, 6) = 32
Step to N5.
Daniel Arrisen |
With the Hound at his back destroyed, Daniel spins on his heel swinging his shield arm wide to back up the creature's head (P4) then follows up with a great swipe from his sword arm,
1 hand Power Attack: 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 26
Damage: 1d8 + 1 + 4 + 6 ⇒ (1) + 1 + 4 + 6 = 12
allowing the weight of the weapon to carry through, then using raw strength to reverse the cut back the other way.
1 hand Power Attack: 1d20 + 12 - 3 ⇒ (15) + 12 - 3 = 24
Damage: 1d8 + 1 + 4 + 6 ⇒ (4) + 1 + 4 + 6 = 15
He ends with his feet set and small shield foreword to fend a retaliation. ..
Daniel Arrisen |
Daniel sees his first and second strike drop the creature, he stows his shield and stands above it, a terrible and beautiful destroyer of heaven.
Fall back to the darkness and SHE brings the light to this place!
Then he 2 handed reverse grips his blade and drives it point first through the spot where the creatures heart should be. He wwrenches the blade back and forth to open the wound and twists the blade as he pulls it out so it won't close.
The creatures essence sent back to Hell.
He turns and faces his allies and the fierce countenance on his face morphs into concern. Is everyone ok?
baldwin the merciful |
The group begins the journey down the twisting, winding stairwell which has multiple landings as descends to the subterranean level of the guildhall. It has a worn wooden railing, and a cool breeze emanates from below.
Perception checks everyone.
I know Azreal cast continual flame on a few weapons, who is using a light source? I assume Orsin has one out for the back group. The stairwell is dark.
Daniel Arrisen |
Daniel will shethe his +1 Evil Outsider Bane Longsword. He has dark vision and can use his Cesti to fight. Gerard has light on two daggers but he carries more than that and with his Goggles of night doesn't need light either.
Andrea1 |
Derp, Just remembered something we didn't do.
I think we should check behind us before hitting the basement, we didn't check all the rooms and there might have been something else lurking up there with the mastiffs. Paranoid I guess, but we can't take chances like leaving our backs open.
Plus, since we know there are vampire spawn down there, I can mask our presence from them for almost two hours. Not a guerentee, but a good idea to help foil ambushes.
I can Hide Undead everyone for 110 minutes DC 16
Andrea1 |
Sorry, I mean that something could have been lurking with the Mastiffs and might follow us down. So checking the rooms off of the one that leads to the staircase going down to the basement seemed like a good idea. D17, the Wizard's Room and the unlabeled ones.
baldwin the merciful |
A set of rickety, rotten stairs ends on a stone landing overlooking a dark cavern pool. A flat-bottomed boat with a pole for pushing it is moored to the platform’s edge. Parts of the north and west walls are mortared stone, but the rest is natural formation and extends eastward around a bend in the flooded tunnel. The ceiling soars twenty feet overhead through a maze of stalactites. To the north, a ten-foot-high water-filled tunnel exits past a set of rusty iron bars.
The air is cool and there is a light breeze. Other than the light you bring in it is pitched black. Those with darkvison do not have an issue. Andrea's light spell and Orsin's sword cast a warm yellowish glow letting.
I'll use those perception checks as I need them.
Daniel Arrisen |
Daniel nods as he looks at the boat. Grateful he heeded Imoedae's grace for placing his ring of water breathing in his path. Drowning would hold no risk
Whatever could be swimming in that water would be another matter.
baldwin the merciful |
There is an occasional plopping sound from dripping moisture off some of the stalactites, this causes ripples. The temperature is considerable cooler in the cavern. The maze of stalactites do not look welcoming from your POV.If anyone has dungeoneering you can make a knowledge check.
Gerard casts his message spell form the wand.
Orsin mentions, This is the landing and boat.
What is the game plan?
Andrea1 |
I wonder if that tunnel leads to the sewers, could be a useful back door if it does.
Looking at the boat and water, Andrea scowls. There are gong to be sharks, undead sharks with crossbows. She remembers the time they went searching for the Wavedoor and Lucrezia almost got eaten by a shark.
We can use Orsin's scroll of Communal Spider Climb to travel over the walls, with all the armor we have, we are at risk if the boat tips over.
Andrea casts Hide from Undead on everyone.
DC 16. Unintelligent Undead get no save. 110 Minutes.
baldwin the merciful |
Earlier perception rolls: Gerard 20, Daniel 15, Andrea 35
phem: 1d20 + 11 ⇒ (10) + 11 = 21
orsin: 1d20 + 5 ⇒ (17) + 5 = 22
stealth: 1d20 + 9 ⇒ (1) + 9 = 10
stealth: 1d20 + 9 ⇒ (10) + 9 = 19
stealth: 1d20 + 14 ⇒ (5) + 14 = 19
Basically, everyone gets a sixth sense that something is horrible wrong, when you see three large lobster-like creatures with thick armored shells pop to the surface. Each has a pair of tiny eyes gleams above a mouth full of writhing tentacles.
Anyone with dungeoneering can make a roll.
baldwin the merciful |
Andrea: 1d20 + 4 ⇒ (18) + 4 = 22
Orsin: 1d20 + 2 ⇒ (20) + 2 = 22
Daniel: 1d20 + 2 ⇒ (18) + 2 = 20
Euphemia: 1d20 + 4 ⇒ (9) + 4 = 13
Gerard: 1d20 + 7 ⇒ (18) + 7 = 25
Euphemia with tactian ability, 2 uses daily : 1d20 + 4 ⇒ (14) + 4 = 18
Creature 1 and 2: 1d20 + 7 ⇒ (11) + 7 = 18
creature 3: 1d20 + 7 ⇒ (3) + 7 = 10
Gerard
Andrea
Orsin
Daniel
Creatures 1 and 2
Euphemia
Creature 3
RD 1 Map
Yellow haloed are creatures 1 and 2;
Red haloed is creature 3.
They are the same type of creatures although I did use a different token for the creature 3.
Andrea1 |
HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +9/+4
Spells in Effect:Hide from Undead(everyone)110 minutes,
Channels 6/6
Andrea slashes at the creature to her north-east
Longsword+2: 1d20 + 11 ⇒ (7) + 11 = 181d8 + 2 ⇒ (4) + 2 = 6
Longsword+2: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 2 ⇒ (3) + 2 = 5
Gerard Nisroc |
What manner of Hell... Stay back, Phem!
Startled, Gerard instinctively draws and throws three daggers in rapid succession at the nearest creature.
atk1, dist dagger +2, wf, aff, pbs, rapid: 1d20 + 14 + 2 + 1 + 1 + 1 - 2 ⇒ (6) + 14 + 2 + 1 + 1 + 1 - 2 = 23
dmg1, dist dagger +2, aff, pbs, sneak: 1d4 + 2 + 1 + 1 + 6d8 ⇒ (4) + 2 + 1 + 1 + (7, 6, 5, 8, 7, 6) = 47
atk2, mith dagger +1, wf, aff, pbs, rapid: 1d20 + 14 + 1 + 1 + 1 + 1 - 2 ⇒ (15) + 14 + 1 + 1 + 1 + 1 - 2 = 31
dmg2, mith dagger +1, aff, pbs, sneak: 1d4 + 1 + 1 + 1 + 6d8 ⇒ (1) + 1 + 1 + 1 + (1, 1, 7, 5, 2, 8) = 28
atk3, mith dagger +1, wf, aff, pbs, rapid: 1d20 + 9 + 1 + 1 + 1 + 1 - 2 ⇒ (3) + 9 + 1 + 1 + 1 + 1 - 2 = 14
dmg3, mith dagger +1, aff, pbs, sneak: 1d4 + 1 + 1 + 1 + 6d8 ⇒ (2) + 1 + 1 + 1 + (6, 4, 1, 2, 1, 2) = 21
baldwin the merciful |
DMPC Phem's knowledge Dungeoneering check
Know Dung: 1d20 + 19 ⇒ (11) + 19 = 30
DC Result
17 This amphibious creature is a chuul. This result reveals all aberration traits.
22 A chuul fights primarily with its two large, powerful pincers. However, it can also paralyze victims with its tentacles. Despite their amphibious nature, chuuls prefer to stay on land or in shallow water during combat.
27 Although unable to use many items, chuuls enjoy taking trophies from their kills, particularly lizardfolk, so they take victims’ equipment back to their lairs. If a victim should happen to own no interesting items, a chuul will take its skull or other symbol of the kill.
Phem will relay the information below the spoiler. She will mention that one looks like the "leader" of the pack.
Daniel Arrisen |
Daniel pulls his wand of Divine Favor from its quick draw sheath and casts from it up in himself. He then uses a move action to detect evil.