Marcus Nightsky
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Marcus brings to tithe more the gift giving altar god who dispenses all the yumming crunchy goodness. Slugging it with more coppers, silver, and a gold piece and the god spits out all it's yellow bagged goodness that was in it's belly. Greedily he picks up the wrapped goodness and stuffs them in his bag.
Marcus will indeed, he is suddenly happy that he brought along 250 gold just for such circumstances. He agrees that the east door is the way to go
Marcus Nightsky
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Hey, I've done the whole deny desires thing. It's my time now baby
Dinetta Cillara
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Dinetta looks to the others:
Sure you want the east door? Seems to be leading back around while the south door may be a single outlier room.
Won't be able to post until late tomorrow. Here are Perception and DD rolls for both doors.
Perception(south door): 1d20 + 14 ⇒ (6) + 14 = 20
Disable Device: 1d20 + 12 ⇒ (1) + 12 = 13 <-- hope there are no traps there
Perception(east door): 1d20 + 14 ⇒ (19) + 14 = 33
Disable Device: 1d20 + 12 ⇒ (15) + 12 = 27
| Revhi |
"Maybe, but we're not exactly in a normal place anymore. Have to think in three or four dimensions now." Revhi laughs. "And if it's a circle then oh well, we'll try the next door."
| baldwin the merciful |
Jerome and Marcus gather around the the east door ready to move through it when Dinetta directs her attention to the southern door mentioning it could be an outlier. Revhi looks towards Dinetta and comments about thinking differently right as Dinetta puts her hand near the humming. She neither perceives nor identifies any danger, which is quite unfortunate for her as she feels a jolt of electricity singe her skin.
electric door: 4d6 ⇒ (5, 4, 2, 5) = 16
Fort DC 15 for half damage.
Dinetta Cillara
|
Fort: 1d20 + 7 ⇒ (14) + 7 = 21
--> is Evasion effective? Fort seems like a strange save for a electricity trap.
The small librarian jumps out of the way, just avoiding getting fried to a crisp.
Well that is shocking.
| baldwin the merciful |
The module called for fortitude save. I didn't check to see if an errata sheet was put out. I doubt that they put one out. I do see your point on it being a reflex save and it could be typo, so I'll let the evasion apply.
XP 1,200
Type mechanical; Perception DC 25; Disable Device DC 20
Trigger touch; Reset repair
Effect electrical shock (4d6 electricity, DC 15 Fortitude save for half damage)
Dinetta Cillara
|
No problem. Fort just seemed odd for this type of trap. I am good however you rule, but would obviously prefer not getting fried to a crisp.
Having seen what controls the door, Dinetta carefully moves forward and reexamines it hoping to see what is the cause of the shock, and how it can be negated.
Perception: 1d20 + 14 ⇒ (17) + 14 = 31
Disable Device: 1d20 + 12 ⇒ (18) + 12 = 30
--> not sure it there is a bonus since she knows what it is, or if it is even still active
Big trap must hide something.
| baldwin the merciful |
Dinetta works her way around the shocking door and she eventually opens it revealing a dazzling variety of incomprehensible alien machinery on the other side of the door.
There are great columns of glass and brass writhe with lightning that seems almost alive. The energy creeps up and down the columns like serpents of liquid energy. Strange crystals pulsate and move. Incomprehensible writing hovers in front of the columns like ghosts. Everything here is so strange and unfamiliar that it defies explanation or comprehension.
This chamber appears to be the heart of a great lightning storm that never ceases. However, you can easily understand one thing. At the very back of the chamber in a small glass cage sits a single blue sapphire of remarkable size and purity.
*What are you going to do?
Marcus Nightsky
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What the...is going on here Marcus queries to Jerry looking around the chamber in wonder and awe.
Dinetta Cillara
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Dinetta points across the room at the gem.
Look at that sapphire. It is amazing. Have you ever seen a sapphire like that?
With that, she begins to scan the room for any possible traps.
Perception: 1d20 + 14 ⇒ (19) + 14 = 33
Dinetta Cillara
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Knowledge(arcade)1d20 + 6 ⇒ (13) + 6 = 19
Seems safe, but also something does not seem right here. Place looks very dangerous.
Marcus Nightsky
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Marcus continues looking around the strange room while munching on his new found treats.
Crunch, Crunch C'mon guys grab the loot and let's get out of here, this place gives me the willies he takes a long pull of water from his skin.
Man, these things sure make you thirsty
| baldwin the merciful |
Marcus's crunching is loud and his shirt is covered with salty crumbs. He is clearly enjoying his snack.
Is anyone doing anything, Mage hand?
Dinetta Cillara
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Something tells me that the gem is part of the machine. In addition, look at the lightning. It is as though it is alive.
She then looks to Jerome.
Why not. If it is magic, I doubt I can move it. But, why not try.
| baldwin the merciful |
Jean Phillipe Poulain: 1d20 + 3 ⇒ (15) + 3 = 18
Markus Nightsky: 1d20 + 3 ⇒ (15) + 3 = 18
Jerome 1: 1d20 + 6 ⇒ (1) + 6 = 7
Jerome 2: 1d20 + 6 ⇒ (9) + 6 = 15
Revhi: 1d20 + 1 ⇒ (17) + 1 = 18
Dinetta: 1d20 + 4 ⇒ (7) + 4 = 11
living lightning: 1d20 + 8 ⇒ (18) + 8 = 26
Initiative Order:
Living Lightning
Markus
Revhi
Jean
Jerome
Dinetta
dinetta these creatures resemble what you would've read about - lightning elementals.
With blinding speed the room erupts into flashing violence. One of the living lightning creatures attacks the mage hands while the other two balls of force fly towards the intruders.
Attack on Dinetta:
melee: 1d20 + 8 ⇒ (4) + 8 = 12
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (3) + 3 = 6,electrical: 1d4 ⇒ 2
Attack on Jerome:
melee: 1d20 + 8 ⇒ (8) + 8 = 16
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (1) + 3 = 4,electrical: 1d4 ⇒ 2
| JeromeCaulflower |
Battle stats
HP 37/37
AC 13/T13/FF11 (17/17/15)
Saves: F5R5W8
In hands
Resources Elemental Ray 3/7
Effects: Mage armor(+4 ac 1 hour),
The fist of lightning brushes back Jerome's face and he mutters a spell to speed the party's actions. Haste 6 rounds
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Marcus Nightsky
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Free Action, Drop Chips Marcus will attempt to move into W-16 and Full-Attack Not sure what square Revhi is in.
If I can: Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26 Weapon 1: 1d10 + 8 ⇒ (10) + 8 = 18
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22 Weapon 2: 1d10 + 8 ⇒ (3) + 8 = 11
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (7) + 5 + 2 - 2 = 12 Weapon 3: 1d10 + 8 ⇒ (9) + 8 = 17
I assume haste goes off after I attack
Fighting defensively, using Crane wing on first attack
If Not: He will hold his position and wait for one or more to come to him
| baldwin the merciful |
Only dinetta will benefit form haste this round.
One of my big complaints about modules is the 10 ft/hex they use to save space and costs. I understand the why but it's frustrating when using the pdf.
Marcus steps into the room and unleashes a flurry of blows on the living lightning creature. two of his attacks hit and the ball is destroyed.
| Revhi |
Awww you remembered to roll initiative twice for Jerome, I'm so proud!
Revhi takes a 5 foot step back, both to get some distance and to allow the melee folks more room. Than she barks out a word and points at the closer elemental. "Turn on your ally!" She commands.
Murderous command, DC 16 or spend its next round attacking its nearest ally.
| Jean-Phillipe Poulain |
shot1: 1d2 + 11 ⇒ (1) + 11 = 12damage1: 1d8 + 2 ⇒ (3) + 2 = 5shot2: 1d20 + 6 ⇒ (1) + 6 = 7dam2: 1d8 + 2 ⇒ (7) + 2 = 9 Uncertain if arrows can even hurt such creatures, Poulain nonetheless fires at the leftmost one.
Dinetta Cillara
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Dinetta calls out.
They are sort of elementals. Lightning elementals to be exact.
Not sure how much I can do.
Despite the unsureness in her voice, the small librarian dashes in and jabs with the creature with her dagger and rapier.
5-foot step to the left to make it easier for the others to attack.
Attack-Rapier: 1d20 + 9 - 2 + 1 ⇒ (13) + 9 - 2 + 1 = 21 <-- +1 Haste, -2 TWF
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Attack-Dagger: 1d20 + 9 - 2 + 1 ⇒ (4) + 9 - 2 + 1 = 12
Damage: 1d3 ⇒ 1
Attack-Rapier-Haste: 1d20 + 9 - 2 + 1 ⇒ (5) + 9 - 2 + 1 = 13
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Unfortunately, her attacks are wade of their mark due to not knowing the exact nature of the creature and where it can be harmed.
| baldwin the merciful |
RD 2: LL
The enemy continues to press on dinetta trying to zap the life out of her.
melee: 1d20 + 8 ⇒ (2) + 8 = 10
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (1) + 3 = 4,electrical: 1d4 ⇒ 3
The one attacking the mage hands flies over to Marcus and attacks,
melee: 1d20 + 8 ⇒ (15) + 8 = 23
Add +3 to attack roll if you are wearing metal armor or wielding metal weapon.
damage: 1d6 + 3 ⇒ (1) + 3 = 4,electrical: 1d4 ⇒ 3
Marcus Nightsky
|
ROUND 2
Marcus full attacks the creature who dares to have interrupted his snacking session.
Haste Attack: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13 Haste Damage: 1d10 + 8 ⇒ (7) + 8 = 15
Flurry 1: 1d20 + 10 + 2 - 2 ⇒ (2) + 10 + 2 - 2 = 12 Weapon 1: 1d10 + 8 ⇒ (3) + 8 = 11
Flurry 2: 1d20 + 10 + 2 - 2 ⇒ (20) + 10 + 2 - 2 = 30 Weapon 2: 1d10 + 8 ⇒ (2) + 8 = 10
Confirm: 1d20 + 10 + 2 - 2 ⇒ (1) + 10 + 2 - 2 = 11 Extra Ouch: 1d10 + 8 ⇒ (2) + 8 = 10
Flurry 3: 1d20 + 5 + 2 - 2 ⇒ (16) + 5 + 2 - 2 = 21 Weapon 3: 1d10 + 8 ⇒ (1) + 8 = 9
Fighting defensively, using Crane wing on first attack