Bartholimu |
Barth will try and return the hit
atk: 1d20 + 8 ⇒ (14) + 8 = 22
dmg: 2d8 + 12 ⇒ (3, 7) + 12 = 22
-Posted with Wayfinder
Meredith Une |
Meredith grunts as the apeman bites her. "You're just wasting your time..."
Grapple, In Control: 1d20 + 7 + 5 ⇒ (19) + 7 + 5 = 31
Magic Fang, Wooden Fist Damage: 1d3 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
She punches the ape, with her hand bursting into sharp bristles as she strikes.
Doodlevain "Doodle" Montafescue |
As the situation looks well in hand, Doodle delays to see if there is any danger left before wasting another spell.
Meredith Une |
Meredith releases the dead apeman, then uses a wand on herself.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
"Better. Do they always invade like this?" Taking the equipment from Happ. "And what do these lenses do?"
If they are magical, Meredith casts Detect Magic on them.
Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24
"Thank you Happ. We'll find out where Juliet went and what happened to her."
Turning to the group, she looks out to the horizon. "Ready when you are."
Doodlevain "Doodle" Montafescue |
"Let's head out now, before my Mage Armor expires. And it seems we might not want to wait long, or we will be overrun by these apes."
Meredith Une |
Meredith enjoys the trek up the mountainside.
Survival: 1d20 + 10 ⇒ (7) + 10 = 17
Survival: 1d20 + 10 ⇒ (9) + 10 = 19
Survival: 1d20 + 10 ⇒ (5) + 10 = 15
"Ah, it's great to be outside- Doodle, watch the anthill! Follow the sun. Those rocks are loose, don't step on them."
Meredith doesn't hesitate as she travels, sometimes waiting for less accustomed to catch up.
Bartholimu |
i cant make them
-Posted with Wayfinder
Helikon |
One set is fine. You also find a note in the satchel
Atop a high hill choked with tough grasses stands an enormous vine-covered ruin of granite blocks. The upper levels of the ruin are collapsed, exposing a balcony upon which a shining ivory sphere is plainly visible. A narrow path between the tumbled blocks leads into the ruin. The sound of steady pounding, as of metal on stone, rings from deep within the structure.
Please give me a perception 20 roll.
Meredith Une |
Perception: 1d20 + 9 ⇒ (20) + 9 = 29 Not the perfect time to blow a 20, but...
Meredith sees something of interest immediately.
Helikon |
A few hours have past since the camp
And there is one. Suddenly a hydra appears and tries to ambush you.
Doodle Ini: 1d20 + 6 ⇒ (1) + 6 = 7
Bartholimu Ini: 1d20 + 3 ⇒ (18) + 3 = 21
Meredith Ini: 1d20 + 1 ⇒ (8) + 1 = 9
Stormy Ini: 1d20 + 1 ⇒ (7) + 1 = 8
Hydra Ini: 1d20 + 1 ⇒ (12) + 1 = 13
Only Barthomlimu can act.
Bartholimu |
Bartholimu will charge the hydra and try to bring it down in one shot.
rage charge: 1d20 + 11 ⇒ (5) + 11 = 16
dmg: 2d8 + 13 ⇒ (4, 6) + 13 = 23
Helikon |
Unfortunately, that is by far not enough.
All five attacks try to bite him. Also, the wounds get smaller
Attack: 1d20 + 6 ⇒ (10) + 6 = 161d8 + 3 ⇒ (7) + 3 = 10
Attack: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 3 ⇒ (3) + 3 = 6
Attack: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 3 ⇒ (5) + 3 = 8
3 Heads zero on Bartholimu and ripp peaces of him.
Pathfinders
Meredith Une |
Looks like we're on slide 6.
Without a word, Meredith transforms into a wolf and chases after Bartholimu.
Using Wild Shape to become a wolf. 50 foot move.
Stormy Weathers |
Shade will also rush in and bite, using his superior move to flank.
bite: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 271d6 + 1 ⇒ (4) + 1 = 5
Confirm: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 181d6 + 1 ⇒ (4) + 1 = 5
Bartholimu |
Bart will swing hard
atk: 1d20 + 9 ⇒ (5) + 9 = 14
dmg: 2d8 + 10 ⇒ (8, 6) + 10 = 24
He swings a little to hard and misses the target
-Posted with Wayfinder
Helikon |
The hydra heals itself and looks for some tasty morsel.
As shade hurt her 5 heads zero on the poor sod.
Attack: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 3 ⇒ (5) + 3 = 8
Pathfinders
Doodlevain "Doodle" Montafescue |
Doodle moves another 20' closer as she keeps peppering it with magic missiles.
Damage 3d4 + 3 ⇒ (4, 1, 1) + 3 = 9
Meredith Une |
With her 50 feet of wolf moment, Meredith heads into flanking position to bite the hydra.
Bite, Flanking: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Confirm: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
She manages to get a bite in, but not in its soft underbelly. She wishes she knew how wolves trip their foes.
Stormy Weathers |
Flanking with her cat Stormy strikes at the creature with her enchanted club.
Melee club: 1d20 + 7 ⇒ (3) + 7 = 102d6 + 4 ⇒ (2, 2) + 4 = 8
She is unable to connect but Shade follows up, taking revenge for the attacks.
Claw: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 121d4 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 241d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 251d6 + 1 ⇒ (5) + 1 = 6
Stormy Weathers |
Stormy will close her wound with a spell as she regards the snake.
Cure Light: 1d8 + 3 ⇒ (8) + 3 = 11
No. Do not scare it away. It seems to want to tell us something. I can speak with it by using this scroll. If the snake does not attack Stormy will use her scroll of Speak With Animals to converse with it.
Meredith Une |
Meredith hates the smell of the snake. Unsurprising due to the wolf's enhanced taste buds. She stands ready to follow the party for as long as nature will let her travel around in wolf form Which is 4 hours.
Helikon |
With that the hydra falls. As soon as you turn around a poisonous snake reers its ugly head, but you dispatch it without difficulty.
You manage to reach a tower now without difficulty.
This room’s high walls are made of enormous blocks of crumbling, mossy granite,
but its roof is entirely absent, leaving it open to the sky. Folding tables and
makeshift scaffolds have been set up around the room, and the walls have been
carefully cleaned and labeled, revealing a mosaic depicting sway-backed, oneeyed
astronomers at the base of a tall tower.
An opening leads to the east, below a high balcony topped with a huge ivory sphere. Doors leading north into the hill have been smashed open to reveal a wide hall.
Doodlevain "Doodle" Montafescue |
Doodle uses another charge from her magic armor wand (if an hour has passed since the group got to then settlement). She then leads the group into the weathered building.
Meredith Une |
Meredith sniffs around, looking for clues.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Survival: 1d20 + 10 ⇒ (20) + 10 = 30
Helikon |
There is nothing. As if there was no lair.
At the lowest level you find Juliet Dias and 6 pathfinder assistants.
They are happy to see t you and they are excited to show off the site’s
historical significance.
She also admittes that the team hasn´t found much, just a very dark room and a room with an orb that makes people sick if they touch it.
Doodlevain "Doodle" Montafescue |
"Tell us more about that orb. What kind of sickness does it cause? Has anyone tried to see if it can penetrate a magical protection?"
Helikon |
Juliet explains that they arrived her and started to explore. Yes explore. And clean. Yes clean!
She leads you to a room where you can see the sphere.
Steep, narrow stairs lead up to this platform, thirty feet above the lower chambers. The platform faces south, with a commanding view of the Terwa Uplands. An immense ivory hemisphere fills the platform, leaving only a few feet of stone around its edges. If this balcony once had a railing, it has long since crumbled away, leaving a vertiginous drop to the stones below.
Meredith Une |
We're on Slide 7, yes?
Meredith listens to them blab about a magic orb. These things are usually best left alone. Realizing she has a duty to perform, she walks up to orb and sniffs it.
Doodlevain "Doodle" Montafescue |
Doodle has to touch the orb to know what she is dealing with, and exactly what sort of sickness will effect her.