Test Subject #37
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fort: 1d20 + 1 ⇒ (11) + 1 = 12
K.D: 1d20 + 5 ⇒ (5) + 5 = 10
Not knowing much about this dragon, Falom pulls out her bow and shoots an arrow at it.
Composite Longbow: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 ⇒ 8
Sneak Damage?: 2d6 ⇒ (6, 6) = 12
now the dice like me
John "the Antagonizer" Carlos
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John warns them to keep an eye out for dangerous molds and fungi (even though he does not collect them, he does have some knowledge). As the door is broken open, he looks inside and tries to figure out exactly what those dangers might be.
Fort DC 11: 1d20 + 4 ⇒ (20) + 4 = 24
As the screech reaches his body, it seems to vibrate his muscles in a soothing manner. He gets a pleasant tingle down his spine and feels relaxed. Eyeing the shroom, he is pretty sure it is quite common.
Common K: Nature max result 10: 1d20 + 1 ⇒ (3) + 1 = 4
Hmm... maybe not as common as I thought. Oh my that brain is ugly! Is it talking to me? Seems to make less sense than the gibberer, and that is hard to do!
Eye catching on the different colored patches of fungus his brain tries to catalog if any are dangerous.
K: Dungeoneering DC 12: 1d20 + 5 ⇒ (16) + 5 = 21 for Special Attacks which he shares with his allies.
Quickly jumping into action, John's hand crackles with electricity again and he moves up just close enough to extend his arms out and try to *KAZAAAP* the screaming mushroom.
Melee Touch: 1d20 + 2 ⇒ (12) + 2 = 14 for Electricity: 3d6 ⇒ (6, 5, 5) = 16
| GM Hmm |
Yugatta, Oloch, Falom and John all manage to cover their ears in time, and manage to take no shrieking damage! Then Oloch double moves towards the brain-shaped fungus, along the outside of the room. As he does so, he notices a chill emanating from the mold. He breathes out white clouds of frost, and feels so cold as he passes by that it reminds him of winters back in Belkzen. He shivers and moves on.
Right after he passes, John remembers that Brown Mold absorbs heat, emanating a chill, and that if you get within five feet of it, it can cause you damage! Fortunately, Oloch skirts it!
Falom shoots Brainy, right in its brain matter! Her arrow did full damage on Brainy!
Then John, tired of the shrieking, explodes the little mushroom with electricity.
KAZAAP!
Bits of smoking mushroom rain down upon you!
★ --- ★ --- ★ --- ★
Round 1
Active conditions: None
John
Falom
Ser William (need dc 11 fort save)
Oloch
================================
Brainy (-20)
================================
Yugatta
BOLD is UP!
Ser Willem Dargerion
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Fortitude Save: 1d20 + 5 ⇒ (19) + 5 = 24
"That was a little messy, but what in all the Hells is that?!" I so miss fighting a real life person!" He runs in, sword clearing its sheathe and racing to come around the other side of where Oloch was going. He figured the double sided tactic would work again.
Double move
| GM Hmm |
Ser Willem double-moves, evading the brown mold but still feeling like he is running on a very cold and wintry day!
★ --- ★ --- ★ --- ★
Then it is Brainy’s turn! It heals a bit of the damage it took from Falom’s arrow. Why don't they call mustaches "mouthbrows?" It muses. If you only have one eye...are you blinking or winking? Perhaps we should experiment and find out...
By now, all of you have noticed that its appearance is a bit unsettling — it looks like a brain that has been split open and has suddenly sprouted writhing vines.
It whips out with tendrils at both Oloch and Ser Willem!
Tendril Whip, Oloch, Cover: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Crit?: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10 (nope!)
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Pull: 1d20 + 5 ⇒ (14) + 5 = 19
The tendril snaps out at Oloch, and then pulls him in five feet closer!
Tendril Whip, Ser Willem: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Pull: 1d20 + 5 ⇒ (6) + 5 = 11
Another tendril expertly whips Ser Willem, but fails to pull him in closer!
★ --- ★ --- ★ --- ★
Round 1 / 2
Active conditions: Unsettling Appearance
John
Falom
Ser William
Oloch
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Brainy (-18)
================================
Yugatta
BOLD is up!
John "the Antagonizer" Carlos
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Will Save DC 14: 1d20 + 4 ⇒ (8) + 4 = 12
Suddenly doubting himself a little bit, John still moves forward. This thing is odd... maybe I can give it something to worry about? Oh wait, it's probably reading my thoughts!
He fixes the brain thing with his most intense glare and thinks intensely, your riddles are a joke, and not even good ones! Simply taking words and 'wondering about their meanings' is just stupid. I've seen amateur comedians with better material than that crap, just give it up already!
Move 25 ft, Standard to Demoralize Brain thing.
Demoralize - Shaken: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.
Demoralizing an opponent is a standard action.
*Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
| GM Hmm |
Amateur comedians with better material? With what cloth do they drape themselves? My thoughts are the warp and weft of the stars themselves, and my knowledge the fabric of the universe. The plant’s voice in your head is calm, almost as if it had too alien an outlook to be affected by John’s taunt.
Plant creatures are immune to morale effects.
★ --- ★ --- ★ --- ★
Round 1 / 2
Active conditions: Unsettling Appearance
John (shaken)
Falom
Ser William
Oloch
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Brainy (-18)
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Yugatta
BOLD is up!
John "the Antagonizer" Carlos
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That bites, I was hoping it could be affected due to it actually being 'intelligent' (if that is a term that could apply to something like that). Ah well, onto the next thing!
| GM Hmm |
Yep, it does bite! Brainy retained its plant traits despite its intelligence because of its otherworldly mind. It does not think the same way we do, hence its weird musings and conversation...
John "the Antagonizer" Carlos
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| 1 person marked this as a favorite. |
HAHAHA!!! So the enemy plant BITES! I have snuck secret GM info without getting the knowledge check, muahahaha! :P
Yugatta Sakittumi
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| 1 person marked this as a favorite. |
Will DC14, vs. Enchantment: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Those are excellent questions, but first this woman needs to punch you in the face.
Yugatta moves within near striking range. Double move
Test Subject #37
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save: 1d20 + 1 ⇒ (14) + 1 = 15
Falom takes another arrow out of her back and fires at the brainy.
Composite Longbow: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d8 ⇒ 2
Falom misses with her second attack.
| Oloch / lucklesshero's pregen |
will: 1d20 + 6 ⇒ (11) + 6 = 17
Oloch uses his standard action to activate his blessing War mind. He uses a swift action to use his last Fervor to heal himself fervor heal: 1d6 ⇒ 2 Then he walks toward the belly of the beast with his greatsword drawn.
| GM Hmm |
Everyone but Ser Willem has saved against Brainy's nefarious unsettling appearance!
★ --- ★ --- ★ --- ★
Round 1 / 2
Active conditions: Unsettling Appearance
John
Falom
Ser Willem (needs will save)
Oloch
================================
Brainy (-18)
================================
Yugatta
BOLD is up!
| GM Hmm |
And... it's Brainy's turn!
As Oloch came closer in under the tentacles to attack, the plant reacted!
Thwack!
Attack of opportunity with Tendril vs Oloch: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Pull: 1d20 + 5 ⇒ (12) + 5 = 17
Brainy hits, but fails to pull Oloch in! Then, it heals a little.
Those are excellent questions, but first this woman needs to punch you in the face.
What is a face? Have I caused you to lose face? Is it time to face facts? Make a face? About face? Face the music?
Thwack!
Tendril vs Yugatta: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Pull: 1d20 + 5 ⇒ (4) + 5 = 9
Yugatta gets hit too!
How about I wipe you off the face of the planet? So many possibilities...
Thwack!
Tendril vs Ser Willem: 1d20 + 5 ⇒ (20) + 5 = 25
Crit?!: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Pull: 1d20 + 5 ⇒ (2) + 5 = 7
Perhaps I can even be 'in' your face.
Bite!
Bite vs Oloch: 1d20 + 5 ⇒ (11) + 5 = 16
The teeth gnash at Oloch's face, but miss.
★ --- ★ --- ★ --- ★
Round 2 / 3
Active conditions: Unsettling Appearance
John
Falom
Ser Willem
Oloch
================================
Brainy (-27)
================================
Yugatta
BOLD is up!
Ser Willem Dargerion
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Sorry guys, had to pick up extra work this morning..
Willem decides to ignore whatever this thing's 'thoughts' were and continues to hack at the vines, hoping that one of them is the root...
Sword Strike, Flanking: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 111d8 + 3 ⇒ (6) + 3 = 9
| Oloch / lucklesshero's pregen |
Oloch will choose to have +1 dodge to AC at the beginning of the round via 'War mind' He will also use a swift action to activate his sacred weapon ability to cause shocking dmg should he hit.
Oloch smile his huge as he screams, For the glory of Gorum! Down comes his sword in a huge overhand swing. shocking 2 handed power attack sword: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15dmg: 2d6 + 7 + 3 + 1d6 ⇒ (2, 1) + 7 + 3 + (6) = 19 *edit* forgot to add flank on first roll
Yugatta Sakittumi
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Yugatta 5 foot steps into position and resolutely ignores the disjointed thoughts.
Flurry of Blows: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Flurry of Blows: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
HP 21/24
Test Subject #37
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Falom takes aim at the creature again and fires another arrow.
Composite Longbow: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 ⇒ 2
John "the Antagonizer" Carlos
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John sticks close to the wall and moves up behind Ser Willem. "Give me just a moment Ser, I should be able to help you out against this thing." He begins a long chant of arcane words that sound like gibberish... maybe they are?
Move 30 ft, Standard to Start casting Enlarge Person on Ser Willem, which should finish next round with another Standard.
| GM Hmm |
Oloch violently slashes the creature down to its roots, then Yugatta pommels it and Falom shoots! Together they mash Brainy into plant puree!
John gets to keep his precious spell slot, because this all happens before he starts casting the enlarge person!
—COMBAT OVER—
Perception, Falom: 1d20 + 10 ⇒ (11) + 10 = 21
Perception, John: 1d20 + 0 ⇒ (5) + 0 = 5
Perception, Oloch: 1d20 + 3 ⇒ (15) + 3 = 18
Perception, Ser Willem: 1d20 + 2 ⇒ (2) + 2 = 4
Perception, Yugatta: 1d20 + 12 ⇒ (11) + 12 = 23
A cursory search of the room reveals a backpack emblazoned in Blakros colors with the initials, I.B lying in the central northern corner of the archives. Half overgrown with mold, only the sharp eyes of Yugatta, Oloch and Falom spotted it. Opening the backpack reveals that it’s an interdimensional holding space — clearly a handy haversack! It holds a collection of canopic jars, jeweled death masks, gilded ushabti, and other valuable Osiriani relics acquired by Imrizade. Also inside is a scrap of paper with the phrase “The Eye is always vigilant” written on it. It also contains some magical items, neatly labeled in Imrizade’s handwriting: a chime of opening with all ten charges intact, scrolls of detect secret doors and gaseous form, and a whip feather token.
You look around in frustration, but there are no obvious doors to indicate where Imrizade went. So you look harder, taking time to really search the room.
And that’s when you discover the DC 25 ‘hidden’ trapdoor that leads to a shaft that is already clearly marked on the map you are on! (*head/desk*). What a surprise! It was hidden under the mold all this time!
What do you do before you descend into the deeps?
GM Hmm, tapping out. Thanks for letting me GM for you. It was a pleasure!
Ser Willem Dargerion
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Willem looks at all the mold around and then down the shaft. "I think Imrizade got herself into something she shouldn't have and something escaped. She is in grave danger. We should hurry. "
He takes out his magic gem and shines a light down the shaft to make sure it is safe.
| Oloch / lucklesshero's pregen |
Oloch wipes his sword blade clean and returns it to it's position slung across his back. He then casually mentions, It seems it's not our day to die in glorious battle. I long for the day we meet and you judge me by my powers in battle Lord of Iron. But, for now Elysium waits. Heal me our Lord of Iron! Oloch then uses his wand of cure lt. on himself. wand: 1d8 + 1 ⇒ (2) + 1 = 3 and again wand: 1d8 + 1 ⇒ (1) + 1 = 2
| DM Khel |
With the mind-bending brain-beast defeated, the intrepid Pathfinders give their heads a good shake to clear out some of the lingering madness, then turn their attention to the shaft they've discovered. Looking down, one can see that a the shaft is ten feet in diameter and leads about forty feet down. A narrow flight of stone stairs spirals down along the shaft’s circumference, the steps coated with slime and mold.
Anyone else have healing or other prep to do before seeing what lurks below?
| Oloch / lucklesshero's pregen |
Oloch looks to #37, Will you, scout ahead make sure there's no traps? If she agrees Oloch cast guidance on Test subject #37. He will then cast shield of faith on himself before following her down the stairwell. Sword already drawn.
Yugatta Sakittumi
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Yugatta is ready to descend, and can lead the way assuming it's not completely dark.
Test Subject #37
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Falom nods. "I will do so." she says and moves forward... somewhat quietly.
Stealth: 1d20 + 18 ⇒ (20) + 18 = 38
perception: 1d20 + 10 ⇒ (19) + 10 = 29
| Oloch / lucklesshero's pregen |
Oloch nods at Yuggatta as she steps in Behind Test Subject #37. He acknowledges that, stealth and scouting are an important part of every army in order to gain the upper hand in battle. However, wanting to wet his sword again. Oloch quickly takes his place third in line and follows the two females closely as they descend.
(remember test subject #37...you have guidance cast upon you. should be good for another 8-9 rounds.)
John "the Antagonizer" Carlos
|
John refreshes the 'light' on his dagger and waits for the defter of the allies to get a little ways down the ladder before following. Sneaky is smart, I don't want to mess them up with my light.
He follows just behind Oloch.
Stealth because why not? At least I'm farther back if it is terrible: 1d20 ⇒ 3
Yugatta Sakittumi
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Yugatta tries to match Falom's expert and soundless movements.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
| DM Khel |
Falom begins to descend the stairs, moving more quietly than a breeze across the slimy stone, and finds the coating of slime and mold makes the steps rather slippery.
It's a DC 10 Acrobatics check to move at half speed down the stairs, DC 15 to move at normal speed. I'll allow you to take 10, but that won't work for Oloch (total of -4 to Acrobatics from armor) or Willem (-1 to Acrobatics).
John "the Antagonizer" Carlos
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John takes 10 (for 10) to move at half speed when it is his turn to descend.
Ser Willem Dargerion
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Willem takes up the vanguard position, in case they inadvertently left something behind them. The stairs were difficult to manage, but he managed, though he knew that Kenra would not appreciate having to clean whatever this was off. Seeing that the others had light sources, he put his gem away to better stabilize himself as he followed the rest.
Acrobatics: 1d20 - 1 ⇒ (13) - 1 = 12
Yugatta Sakittumi
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Take 10 on Acrobatics for 17.
| DM Khel |
This only matters for Willem and Oloch, but it'll take a total of three checks to get to the bottom, figuring there are pretty steep steps that spiral down a 40' pit, for a total of about 60' of movement. Since you're moving at half speed, a double move would cover 20', so three checks. Sorry not to think of that sooner.
Willem has two checks left and is about 25' from the bottom of the shaft now.
Test Subject #37
|
Falom easily hops over the areas that need acrobatics and continues down the stairs.
| Oloch / lucklesshero's pregen |
Oloch pauses for a moment while John Carlos passes him on the stairwell. he waits until the guidance spell expires on #37 and cast it on himself. Then, not knowing if it will help, Oloch cast create water on the first section of stairs and begins to descend. Stopping every so often to ask Gorum for guidance
Oloch navigates the first section with ease. The second section of the steep stairs however, proves more difficult and he looses his footing.
(I presume a reflex to catch myself if not a fall from 20'?)
reflex: 1d20 + 2 ⇒ (2) + 2 = 4
| DM Khel |
I’m going to roll for Willem, so we can keep moving. Unfortunately, both Willem and Oloch will be moving very quickly straight down for a moment.
Oloch slips on a particularly slimy bit of the staircase and loses his balance, plummeting down the shaft! His direct approach means he reaches the bottom before the stealthy Falom. Soon after, Willem falls prey to the same slippery step, and crashes to the stone floor right next to Oloch! Taking a slower but safer approach, the rest of the party joins them a moment later.
Willem Acrobatics: 1d20 - 1 ⇒ (7) - 1 = 6
Willem Fall damage: 2d6 ⇒ (5, 6) = 11
Oloch Fall damage: 2d6 ⇒ (3, 1) = 4
The shaft opens into an alcove at one end of an antechamber, free of the riotous growths of fungi and mold that choke the shaft and archives above. The simple, clean lines of the basement’s basalt walls give way here to a disturbing, organic style of architecture that makes it seem like walking through the gullet of some monstrous behemoth. At the far end of the hall, a large, ornate arch that looks disconcertingly like the beast’s toothed maw stands in the wall, covered by a heavy black curtain with sickly green light from the chamber beyond shining around the edges. A plain iron box sits on the floor in the middle of the room.
John "the Antagonizer" Carlos
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John eyes everything and immediately casts a spell. Intoning a few arcane words, his eyes glow lightly and he appears to be looking around.
Cast Detect Magic
| DM Khel |
Looking around the room, John detects magic only on the iron box, which radiates faint auras of illusion and abjuration.
| Oloch / lucklesshero's pregen |
Ouch! that was a bit more than a bump! Oloch clamors to his feet and slaps Willem on the back hard, Who needs stairs huh?! *har!*...*groan* Oloch takes out his wand of healing and uses the last charge on himself. wand heal: 1d8 + 1 ⇒ (8) + 1 = 9
Ser Willem Dargerion
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Willem nods in agreement. "Express trip to the bottom. Let's see what else we can get ourselves into trouble with," he says as he draws his sword and watches for some other weird creature wanting to assault them..
24/36hp
Yugatta Sakittumi
|
This woman is apologetic that she was unable to catch you as you fell.
Yugatta seems genuinely sorry, even though she had no realistic chance of catching either Oloch or Ser Willem.
This woman is suspicious of the chest, and thinks we should deal with it before moving on. Is anyone skilled at trapfinding?
John "the Antagonizer" Carlos
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John shrugs, "it's got magic on it but could be anything. We could also deal with it later after we see if anything is behind the curtain."
| DM Khel |
The box sits silently, like a box making no noise at all.
The curtain glows eerily, like a thick damask curtain preventing all but an edging of green light from escaping whatever lies beyond.
Box first or curtain first?
John "the Antagonizer" Carlos
|
Distracted from the box and curtain, he sees Ser Willem limping. We may need all of us at full power.
"Oloch, could you use my wand briefly on Ser Willem? I think he took some harm in that fall."
I'm assuming Oloch will agree so I'm going to go ahead and roll it for you, Ser. My vote is to deal with the curtain first.
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4
eh... that's good enough! :P
Test Subject #37
|
Falom insures her bow is loaded before either of the choices are chosen.
| Oloch / lucklesshero's pregen |
After Oloch heals the Cavalier, he walks to the curtain sword in hand and pulls it aside. To take a look beyond. As he begins to move he cast remove fear and says , come let us finish this, someone check the box , I’ve got the curtain Oloch does give the box a wide birth on his way to the curtain. could someone move Oloch? Also Oloch would push the action here because his shield of faith spell would be half over by now... PS I target myself and test subject with the remove fear