Ursus the Breaker |
The big Ulfen twists the muscles in his thick neck wrenching the woman violently in his ursine maw.
Animal Fury
1d20 + 17 ⇒ (19) + 17 = 36
1d4 + 18 ⇒ (1) + 18 = 19
Focusing his efforts on keeping his nimble prey in his grasp Ursus locks his massive hairy arms around her lean torso.
Pin
1d20 + 32 + 2 ⇒ (14) + 32 + 2 = 48
And then crushes her with all of his bestial strength.
Grapple for Damage vs Flatfooted CMD
1d20 + 32 - 3 ⇒ (4) + 32 - 3 = 33
1d4 + 18 ⇒ (1) + 18 = 19
Daxter |
After Ursus has his turn.
Daxter walks up next to the struggling warrioress. He casts one of the first spells he learned. The electricity flows through his finger tips as he reaches out with his hand.
Move Action - Move to D25
Standard - Cast Shocking Grasp and attempt to touch her with it.
Free Action - Taunt
1d20 + 8 ⇒ (15) + 8 = 23 versus touch(flat-footed touch if Ursus pins her?)
5d6 ⇒ (5, 3, 2, 4, 2) = 16 electricity damage
Aquila Audax |
Garra attacks
Bite
1d20 + 14 ⇒ (16) + 14 = 30
1d4 + 10 + 1d6 ⇒ (2) + 10 + (4) = 16
Claw
1d20 + 14 ⇒ (11) + 14 = 25
1d4 + 10 + 1d6 ⇒ (2) + 10 + (1) = 13
Claw
1d20 + 14 ⇒ (18) + 14 = 32
1d4 + 10 + 1d6 ⇒ (3) + 10 + (6) = 19
GM BrOp - PFS |
ROUND 3 CONTINUES
(Aquila Delays)
Hermes flies over to Deepti and attempts to pummel her with his small frame. (Move Action; Slam (8) + 7 = 15, miss) Unfortunately the pain is too great for him and he cannot connect with the slam. 9Everyone is has not made a save verus his aura should make it now, Will save DC 159
The mighty bard of action walks back a bit and attempts to lash her with his mighty whip. The cult leader's eyes widen in surprise and pleasure as it cuts deep into her flesh.
The big Ulfen twists the massive muscles of his neck wrenching the woman violently in his ursine maw. His bite continues tearing flesh and sinew. (Animal Fury attack (free): (19) + 17 = 36, hit! Damage (1) + 18 = 19)
Focusing his efforts on keeping his nimble prey in his grasp Ursus locks his massive hairy arms around her lean torso. (Pin (14) + 32 + 2 = 48, success!) And then crushes her with all of his bestial strength. (Grapple for Damage vs Flatfooted CMD: (4) + 32 - 3 = 33, success! Damage (1) + 18 = 19)
Daxter walks up next to the struggling warrioress. He casts one of the first spells he learned. The electricity flows through his finger tips as he reaches out with his hand. Vudrani: "Is this how you envisioned your life ending? Being pawed at and groped by beasts? Now you will die how you lived, an evil connviving whore." As the energy courses through her small frame, her eyes grow wide then seem to lose their focus. Seconds later she ceases struggling and goes limp in Ursus' grip. (Move Action; Cast Shocking Grasp: (15) + 8 = 23 versus touch, success! Damage: 5d6 ⇒ (5, 3, 2, 4, 2) = 16 electricity damage)
COMBAT IS OVER
Ursus the Breaker |
Growling still Ursus continues squeezing until he feels the bones in her spine snap.
Grapple, CDG
As he drops the broken female cultist's corpse and his rage and fur melt away he runs his hands along her robes and rubs his the greasy substance between his meaty fingers.
"What in the hells is this stuff?"
Aquila Audax |
Aquila will use a wand of cure light wounds to heal Takuma.
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (8) + 1 = 9
NPC Takuma |
After being healed Takuma sheaths his blade and looks over the woman's magical equipment. He picks up the belt and the slippers and puts them on. The semi-orc feels a bit foolish putting on women's clothing but the magically enhanced capabilities are worth it.
"Aquila-san is there any way out of this room or must we go back?"
Daxter |
"Well, since you are a wrestler, you know that putting oil on yourself makes it harder to be grabbed? And sand/dirt makes it easier? This of it as a more potent magical version of that. It also makes webbing of any kind ineffective towards the user of such a salve. It stays viscous for about 8 hours unless you get doused with alcohol, in which case it comes right off." Daxter responds in a very teacher-like way.
"They seem to have scouted us and know our tricks. We should change up tactics to keep them guessing. Being predictable will be the death of us."
Ursus the Breaker |
The Ulfen's brow furrows at the wizard's detailed explanation. When Daxter mentions the solution Ursus visibly saddens.
"So the only way to get rid of the stuff is with drink?", he says as he looks down at the skins of golden mead at his hip.
"At least I know what to do next time", the big warrior says in uncharacteristic resignation. "Thanks Dax".
Aquila Audax |
"Aquila-san is there any way out of this room or must we go back?"
"Well, there's a pit and I don't see the bottom, so that might be a way out."
Aquila Audax |
Aquila will look for tracks leaving the area and look for secret doors.
perception (take 10)
10 + 24 + 1 = 35
survival (take 10)
10 + 20 + 1 = 31
Ursus the Breaker |
"'appreciate it Dax but it's not about the coin. It's about using up what we have now", Ursus explains. "But my people know about sacrifices that need to be made for victory. I'll do what needs to be done".
At the mention of the pit:
"With Farouq's magics I can fly down there and check it out", the big Ulfen offers. "But your little eyes are sharper than mine. You should come with".
Ursus will get a light spell from Daxter and fly down into the pit (with Aquila in tow).
Perception
1d20 + 12 ⇒ (15) + 12 = 27
Survival
1d20 + 15 ⇒ (11) + 15 = 26
Ursus will also try to sniff out any scents down there, old or new.
Daxter |
Daxter pulls what looks to be pearls out of his pocket. He puts his knife away and puts one into each of his hands. He closes them and concentrates for a few moments to recall some of his spells. Afterwards he dismisses the light spell on Takuma's blade and casts it on Ursus' wayfinder.
Recalling Oppressive Boredom and one of my Magic Missiles with my pearls, unless someone objects.
GM BrOp - PFS |
Aquila will look for tracks leaving the area and look for secret doors.
perception (take 10)
10+24+1survival (take 10)
10+20+1
The area is very well swept. Track are therefore next to impossible, although you do see a few places where the dust has been allowed to collect on the stone floor.
After an exhaustive search of the walls of this giant room, you come to the conclusion that there are no secrets doors located therein.
GM BrOp - PFS |
"With Farouq's magics I can fly down there and check it out", the big Ulfen offers. "But your little eyes are sharper than mine. You should come with".Ursus will get a light spell from Daxter and fly down into the pit (with Aquila in tow).
Perception
1d20+12Survival
1d20+15Ursus will also try to sniff out any scents down there, old or new.
The pit descends about 40 feet, the walls of which are made of the same smooth stone as the rest of the training hall. In the center of the pit's floor, an even deeper hold descends another 60 feet. Twenty feet down this hole, a net stretches across it to seemingly catch anyone falling down it. A dummy of a robed body (bearing some resemblance to the clothes Deepti was wearing) seems to be lying at the bottom of the pit, 40 feet below the net where you currently are. There are old human scents here, including those of Deepti, but no one has been here for a while.
Looking around this area a bit, you find a secret door at the same level as the net.
Ursus the Breaker |
"There's some kind of passage down here", the big Ulfen calls up to his allies. "Little guy, do you mind checking it out?"
As Aquila prepares Ursus ferries everyone to the bottom of the pit using his magical flight.
GM BrOp - PFS |
Aquila turns into a hummingbird and scouts ahead for a bit.
The crawlspace continues for about 25 feet before it opens up to a more normal-size corridor carved through the bedrock of the cliff. It dead-ends in what seems to be a masonry wall, although the outlines of a door-seam can clearly be seen. You guess that on the other side of this door, it is probably disguised to look like a normal wall.
GM BrOp - PFS |
The door opens easily, revealing a 5'-wide corridor, lit by occasional continual flame spells. It continues in two directions: to the left and straight-ahead. To the left it only goes 5 feet, ending in a stout wooden door, reinforced by iron bindings. Straight ahead, it continues for about 40 feet before ending in a tee-junction with a larger, 10'-wide corridor. The hallway seems to be empty and you hear no other noise.
GM BrOp - PFS |
The room beyond seems to be a storeroom of some kind. It is 15' by 15' and contains numerous strongboxes and cases against the far wall. One is a beautifully painted lacquered case in the Jalmeray style without a lock. The second is a closed iron strongbox with the key in the lock. An ornately carved mahogany box (with no lock) stands next to it. The last in a fairly sturdy looking, but otherwise plain wooden box without a lock.
GM BrOp - PFS |
Carefully opening the various cases and boxes reveals quite a bit. The lacquered case contains (after Daxter takes 10 to ID them) 12 potions of cure light wounds and three potions of cure moderate wounds. The closed iron box has leather bags inside which contain a small fortune of strange-looking coins (Knowledge local to ID). The mahogany box contains an eversmoking bottle, two pots of marvelous pigments, and a rod of metal and mineral detection. There's also a velvet pouch containing mixed gemstones. The last chest contains papers, seemingly of the cult's finances and activities in Jalmeray, although without serious study you can't tell more.
Ursus the Breaker |
"Someone back at the city will probably want to see those", Ursus says pointing to the papers.
After helping gather the loot Ursus returns to the hallway with the others.
GM BrOp - PFS |
You walk down the corridor, which as you saw before, ends in a tee-junction with a larger, 10'-wide corridor. To the left you see the corridor continue for about 40 feet, ending in three smaller doors, while to the right it goes for only 20 feet, ending in a large door. Once again, the hallway seems empty and you hear no other noise.
GM BrOp - PFS |
The large room is obviously a viewing gallery for an arena of some kind below this one. Cold, white light pours down from the ceiling, revealing a square balcony going around the entire room with eight benches set up near the edges on all four sides. Two narrow walkways cross the open viewing pit at your level. To your left and right, in the near corners of the room (the door opens in the middle of the wall) two stairways descend to the level below.
A statuesque Vudrani woman with a charcoal dot on her forehead sits idly on one of the viewing benches, playing with a coin in her hands. She is unarmored, but is dressed in a close-fitting black sari with deep blue trim, and has a blue nose ring. A temple sword is casually laid across her lap.
Standing in the middle of the room, where the two walkways meet above the lower level, stands a human-looking man with blue skin. He is dressed in flowing purple and blue robes, and seems to be hovering slightly above the walkway.
Both casually look up as the door opens. The woman, still seated, nods to you. "Ah, I see you have made it," she says in Common. "What do you think of our little complex? It took some work to carve it all out. Mind you, if we had gotten a good architect, we could have done it in half the time, but they are so hard to come by these days. Now, what is it that you are seeking here? Dhalavei is always willing to listen."