Arabeth |
Arabeth readies her sword to swing at the creature.
Or, if it is in range.
Att Roll:1d20 + 3 ⇒ (13) + 3 = 16
Dam Roll:1d8 + 1 ⇒ (8) + 1 = 9
Does swing at the creature.
Alric Morgaine |
Alric activates his archaeologist's luck as a swift action and attacks the creature, slicing at it with his scimitar.
to hit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
damage: 1d6 + 1 ⇒ (2) + 1 = 3
Cerinnibert |
"It's a Vargouille! Watch out for..." Cerin trails off as the creature is slashed, chopped, spindled and mutilated in a matter of seconds.
"...never mind."
Arabeth |
Arabeth cautiously pokes the remains with the tip of her sword.
"That went well." She says with a smile, adding some cheer and congratulations to her friends at their defeating of the infernal threat. She looks to Cerinnibert.
"So...what exactly is a 'Vargouille'..?" She asks and awaits his explanation.
So, which way was next?
Cerinnibert |
"A dangerous scavenger from the fiendish outer planes. It's a good thing you dispatched it quickly, it's shriek can cause paralysis and their bite is poisonous and very difficult to heal!"
"As for where to go next, we could go back to check out the round room with the floating objects (which makes me nervous to tell the truth), or we could go south to explore the passage leading east."
So, B11 (round floating objects) or B12 (unknown)?
DaWay |
Heading south and then east heading towards B12...
The tunnel widens here into what appears to have once been a small shrine, for to the northeast, steps lead up to a platform of gray stone. Sitting atop the platform is an ancient altar, little more than a jagged
block of black marble with a shallow concavity on top of it. This basin is filled with what appears to be filthy water.
Cerinnibert |
Cerin moves in quietly, keeping a wary eye on his surroundings as he moves closer to the altar. Once there, he looks for any signs as to which god the altar is consecrated to.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge (Religion): 1d20 + 9 ⇒ (2) + 9 = 11
Cerinnibert |
Cerin grimaces as he recognizes the profane altar. "We should definitely cleanse and reconsecrate this unholy place when we are done! I just wish I had some Holy Water right now..." he says quietly.
"Shall we move on?" he whispers, moving to the opposite door and listening.
Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Arabeth |
"We might want to take note of this. Wouldn't want something tunneling/digging its way up into some one's home int the future..." She points out.
Where to next?
DaWay |
I did put you in B5, Sorry I will take you past B12 into B13.
This huge room looks like nothing more than an immense underground cathedral. Stone doors stand to either side of the main entrance, but
eyond this, the walls are carved with strange, spiky runes. In the center of the room is a large pool, with a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room, a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like translucent lava. Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold.
When you enter the room, the quasit f lies into a rage. She shrieks, accuses you of “daring to intrude upon the Mother’s sanctum,” and slashes her own wrist with her dagger, allowing some of her blood to drip into the minor runewell and form a sinspawn. As she does, the minor runewell’s glow diminishes noticeably.
init: 1d20 + 4 ⇒ (5) + 4 = 9 for quasit and sinspawn
Blythe Astor |
Blythe fires at the little creature, then takes a step back and reloads.
Alric Morgaine |
Alric spends a swift action to activate his archaeologist's luck and fires an arrow at the little demonic creature (the quasit).
to hit: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
dmg if hits: 1d6 + 1 ⇒ (2) + 1 = 3
Cerinnibert |
Cerin moves forward raising his free hand palm up, then pushing forwards towards the sinspawn. A chill wind rushes forwards and engulfs the creature, billowing into a blinding rainstorm.
He then readies his scimitar for the creatures advance.
Move forward to within 30 ft of sinspawn
Stormburst: Ranged Touch attack 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 nonlethal & -2 to attacks for 1 round.
DaWay |
Alric 21, Radbar 19, Cerin 16, Blythe 15, Enemies 9, Arabeth 8
Alric hits the quasit with an arrow (3 damage)
Radbar delays
Cerin uses a stormburst on the Sinspawn (3 nonlethal)
Blythe shoots at the Quasit though her aim is off.
The Quasit disappears from sight. 1d20 + 21 + 20 ⇒ (11) + 21 + 20 = 52
The Sinspawn approaches Cerin with its Ranseur 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19 2d4 + 1 ⇒ (4, 1) + 1 = 6
Everyone you are up.
Alric Morgaine |
Alric, without any means to see invisible, turns his attention to the sinspawn and aims his bow at it. He deactivates his archaeologist's luck, but with lingering performance, still benefits from it.
to hit: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
dmg if hits: 1d6 + 1 ⇒ (5) + 1 = 6
Cerinnibert |
Cerin grimaces as the Sinspawn opens a shallow cut on his forearm with the vicious polearm. He moves forward and launches a barrage of slashes at the creature, hoping to bring it down so they can concentrate on the real foe...
5 ft step towards Sinspawn, Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Arabeth |
Arabeth frowns as the small creature vanishes. She removes the clasp from her 'cloak', thus allowing herself to spread her wings out majestically.
Bluff:1d20 + 1 ⇒ (17) + 1 = 18
Intimidate:1d20 + 1 ⇒ (11) + 1 = 12
"That's right! Flee, you tiny creature of dust and gloom!" She calls, trying to goad the small devil into attacking and hence revealing itself.
Alric Morgaine |
When the quasit casts a spell and becomes visible, Alaric fires an arrow at it. 2nd round of lingering performance on archaeologist's luck
to hit: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
dmg if hits: 1d6 + 1 ⇒ (2) + 1 = 3
Cerinnibert |
Cerin calls upon the storm to batter and disable their foe. Perhaps it can answer some questions if they manage to take it alive.
Stormburst: Ranged Touch attack 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 nonlethal & -2 to attacks for 1 round.
DaWay |
Alric's arrow manages to fly wide of his target, bouncing off the stone walls, dropping useless to the ground.
Radbar stands defiant against the creatures abilities and knocks an arrow ready to loose it with all the divine fervor he can muster.
Arabeth is angry.
Cerin batters the creature with hail and winds (4 nonlethal damage)
The quasit replies Everything would have been fine, but no, you had to come here and mess with perfectly laid plans. Sleep you common rabble. Targeting radbar with slumber. DC 14.
Sorry to keep targeting you radbar but the tactics written are to take care of the biggest physical threats. And seeing as how you are travelling with a minature assimar, a bard, and women that would be you.
Arabeth |
Arabeth again shakes and rattles her wings to try and attract the attention of the little monster.
Intimidate:1d20 + 1 ⇒ (16) + 1 = 17
Bluff:1d20 + 1 ⇒ (5) + 1 = 6
Though, since the little Quasit doesn't seem to want to 'fight fair' she takes a 'Five foot step' to get closer to the other weird summoned seeming creature and add her sword to its demise.
Alric Morgaine |
Alric spends a swift action to reactivate his archaeologist's luck and fires another arrow at the little demon.
to hit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
dmg if hits: 1d6 + 1 ⇒ (2) + 1 = 3
Cerinnibert |
Cerin takes a second to think about the best way to bring down a quasit.
Knowledge (planes): 1d20 + 4 ⇒ (3) + 4 = 7
As nothing comes to mind, he continues with the barrage of wind and rain.
Stormburst: Ranged Touch attack 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 nonlethal & -2 to attacks for 1 round.
DaWay |
The quasit sees arabeth unfurl her wings and looks shaken for a minute before she gets angry and continues her flight around the room. That is until a buffet of arrow, wind and rain hit her. (15/6)
Con Check 1d20 + 3 ⇒ (17) + 3 = 20
She manages to stay conscious and targets Cerin with her sleep hex next. Suddenly Cerin yawns and feels a bit sluggish, his head droops before snapping back in place....save please.
Cerinnibert |
Cerin starts to feel the lethargy take hold, but the birthmark on his wrist glows green and he concentrates on his connection to Gozreh, fighting off the little demon's hex.
Will Save: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 (+2 vs. compulsions)
Finally decided the 'miniature aasimar' might be dangerous, eh?