Dasiji Lekaya |
Dasiji is shocked by the sudden movement of what he had assumed was inanimate goo. It slams into him with a bone-crunching thud; the well-armed ranger tries to counter-attack with his greatsword, but is so off-balance that his swing isn't even close. Is there any point in rolling an auto-miss?
Dasiji Lekaya |
Dasiji, this slimy thing looks somewhat unnatural, even more so when it peals itself off the wall and comes after you!
Slam Attack: 1d20+3, and miss on the first swing.
Sorry, I was skimming on my lunch break, saw the 6 result (but not the d20 rolled), thought it was a damage roll -- that the ooze auto-hit on its first attack for some reason -- and that you were saying a side-effect of the slam was that I would miss on my first swing. Which was all very surprising, but as you can see from my RP, I was being a good sport and rolling with it. Never mind! :)
Round 1, Initiative 18
Although shocked by the sudden movement of what he had assumed was inanimate goo, Dasiji deftly evades its initial attack, slicing at it with his brand-new sword.
Standard attack w/greatsword: 1d20 + 3 ⇒ (10) + 3 = 13
...for 2d6 + 3 ⇒ (6, 1) + 3 = 10 damage.
Zedril "The Vengeful" |
Round 1, Initiaative 15
Attack with Elven Curved Blade
Zedril swings with his Blade 2 hands gripping it's hilt with the finesse of a master cook fileting fish.
1d20 + 5 ⇒ (16) + 5 = 21
If hit:
1d10 + 1 ⇒ (9) + 1 = 10
Dasiji Lekaya |
GM Brute Squad |
As you pull the door open, it crumbles to pieces. The cramped chamber beyond stinks of something worse than rotten eggs. A black mildew covers the walls and the three doors that lie beyond the entrance. Each has a small metal slot at its bottom, but the latched covers long ago rusted away.
Dasiji Lekaya |
Dasiji looks back at the rest of the group. "We defeated this slime thing head-on, but we could easily pass by something like it and get hit from behind. My headlamp wouldn't help you in that case; we need some more light from behind. I trust you to figure it out."
Dasiji opens the wooden door, then turns away and grimaces in disgust at the smell. "Looks like prison cells, with slots for feeding. I doubt that we'd find anything worth the risk of another slimy thing like the last one. Willing to skip this and move on."
If there's agreement, then he shuts the door and they move north instead.
Quintus Valorian |
It's dead now, but... Knowledge (dungeoneering) (via bardic knowledge) 1d20 + 2 ⇒ (17) + 2 = 19
"Might be worth a quick look... that ooze might have kept out other creatures. I'll check for any magical auras, at least."
Quintus casts detect magic once more and concentrates at each of the three rooms. "Hopefully these doors aren't made out of lead."
Zedril "The Vengeful" |
I will gladly hold on to your sunstick however I also have a lantern with oil flasks if that is easier.
I'm fine moving beyond the ooze room.
Well let's hope all else we encounter here is as tough as the ooze.
GM Brute Squad |
Moving on then.
Cracked and crumbling frescos line the walls of this large empty room. The sections of the frescos not destroyed by the passing ages show Qadiran men engaged in battle. A hall juts off the room immediately to your right, and a wider passage curves off the northeast corner of the room. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. A pile of bones rests just inside the passage; a dumping ground for some carnivorous creature.
I will assume you look down the hall to see what you can see.
At the end of the hall sits a sinister-looking fountain in a rounded alcove. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The
other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.
Before you get to the fountain there are two doors, one left and one right.
Zedril "The Vengeful" |
Allow me.
Strength Check1d20 + 1 ⇒ (18) + 1 = 19
Dasiji Lekaya |
Kehl shudders at the smell.
"What part of you thinks going in there is a good idea?"
Perception check for Dasiji to see what he can from the doorway: 1d20 + 6 ⇒ (8) + 6 = 14
"Only the part of me that likes to leave no stone unturned. The rest of me doesn't see any point in risking another weird thing like that ooze, just for some trash. Let's check behind the other door first, and then we can inspect that room after if anyone really wants to."
GM Brute Squad |
You don't see anything of interest in the room, that is until three large beetles burst forth from the trash and charge Dasiji as he searches the doorway; two green-yellow spots glowing angrily on their backs.
Charging Attack x3:
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (19) + 3 = 22
Dasiji takes 1d4 ⇒ 3 damage.
Round 1
Initiative:
Dasiji 1d20 + 3 ⇒ (6) + 3 = 9
Kehl 1d20 + 3 ⇒ (6) + 3 = 9
Irijaya 1d20 + 1 ⇒ (17) + 1 = 18
Quintus 1d20 + 2 ⇒ (5) + 2 = 7
Zedril 1d20 + 4 ⇒ (7) + 4 = 11
Fire Beetle 1 1d20 + 0 ⇒ (4) + 0 = 4
Fire Beetle 2 1d20 + 0 ⇒ (17) + 0 = 17
Fire Beetle 3 1d20 + 0 ⇒ (1) + 0 = 1
Quintus Valorian |
"Remember, that Qadiran wanted us to find trade agreements. Though if you want to tell him they were eaten by an ooze or something, I won't stop you. Whoever made the agreements probably don't even remember them... but those Qadirans need to pinch every gold..."
Quintus stops abruptly as the beetles charge, reaching for his rapier.
Dasiji Lekaya |
Oh right, you'll resolve it all in initiative order, but we don't have to post that way. I just remembered.
Round 1: AC 19, hp 9/12
Dasiji returns the favor, swinging his greatsword at the beetle that ran into him.
Standard attack w/greatsword: 1d20 + 3 ⇒ (17) + 3 = 20
...for 2d6 + 3 ⇒ (4, 6) + 3 = 13 damage.
Irijaya Suchitra |
Crap, I am sorry you guys, I have been almost insanely busy. Gratz on that ooze fight, by the way, two hit kill ftw. I'm back now, at any rate.
Earlier...
Irijaya has been following the party, mulling over the strange carving she was observing earlier. She was ready for the fight with the ooze, until the ranger and the paladin turned it into goose-grease in two swings. Noticing that the ruins have been getting progressively darker, she has picked up a roughly baseball-sized rock or chunk of paving stone and is refreshing Light on it in periodic increments, making sure that she and those around her have some illumination. When Dasiji was charged by the beetles, Irijaya was only a few steps away and moved quickly to assist.
Now...
Thinking quickly, Irijaya pulls her crossbow. Wordlessly, she snaps off a bolt at the beetle directly engaged with Dasiji.
1d20 + 1 ⇒ (19) + 1 = 20 to CRITICAL hit.
2d8 ⇒ (6, 3) = 9 damage.
MA: Draw Light Crossbow. SA: Makes with the schusting.
GM Brute Squad |
Irijaya, for future reference, you need to remember to confirm a critical hit. It does not happen automatically. But the first roll is enough.
Irijaya kills Beetle 1 in one shot!
Beetle 2 goes for Dasiji again! Attack 1d20 + 1 ⇒ (1) + 1 = 2, and is completely distracted by his buddy getting skewered.
Zedril!
Zedril "The Vengeful" |
Zedril draws and swings with his Elven Curve Blade at the beetle currently chowing down on Dasiji.
attack: 1d20 + 5 ⇒ (2) + 5 = 7
If hit:
damage: 1d10 + 1 ⇒ (7) + 1 = 8
Dasiji Lekaya |
Round 2: AC 19, hp 7/12
Knowledge (nature) to identify them: 1d20 + 4 ⇒ (11) + 4 = 15
Dasiji grits his teeth as the last remaining one bites his leg, but the pain stimulates a memory from the stories he heard in the Sargavan Guard. Oh yeah. Now I recognize them. "They're fire beetles, by the way. Nothing much special about them, except for glowing."
If it's still standing when it's Dasiji's turn...
The injured Mwangi once again attempts to return the favor with interest, the light from his miner's lantern glinting off of his greatsword as he swings it in a deadly arc, striking clear through the bug's carapace with a spray of internal fluids.
Standard attack w/greatsword: 1d20 + 3 ⇒ (14) + 3 = 17
...for 2d6 + 3 ⇒ (2, 3) + 3 = 8
Dasiji Lekaya |
"Don't worry, I'm sure that as we get farther in, the odds of something coming at us from behind will go up. Then you too will get your chance to be lunch!" Dasiji is in high spirits at their victory as he pulls out his wand.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Again: 1d8 + 1 ⇒ (5) + 1 = 6
"Might as well make sure there isn't anything of worth in the garbage, since we've already paid the price to look." Dasiji walks over, shifts the trash with his blade, and walks back out. Assuming nothing of interest. "So, across the hall, then... but what's up with these carvings? Can any of you read that script, which I assume is Kelish?" Feeling a bit more confident about their ability to handle whatever they find here, the practical ranger is finally curious about the decorations.
GM Brute Squad |
I would like to remind everyone that there are two Potions of CLW floating around the party. Given the rules for PFS loot, it's actually cheaper to use those than a purchased Wand.
In the future, feel free to roll perception, or take 10 as you see fit, on these sort of circumstances.
Dasiji Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Dasiji uncovers a bundle of documents written in Kelish, probably trade agreements.
Zedril "The Vengeful" |
I'll take the potions and hold them for now and whomever needs them can just request them.
It appears every room we enter will have another of our lands finer creatures. Kehl, maybe we'll even see a seahorse and we can saddle it for you. , Zedril says with a smirk.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Dasiji Lekaya |
From this post here, Dasiji claimed one potion of CLW -- I just forgot -- and Quintus is holding any potions or scrolls that no one claims.
Dasiji waves the Kelish documents. "I have to admit, I really wasn't expecting to find anything of value in there. Which means that I can't trust my intuition here, and should probably just search every room. I don't want to backtrack, but that first room with the three apparent cells is close enough to the entry that if we want, we could clear it when we're done with the rest -- just to be sure."
Quintus Valorian |
"In places like these, it's always worth a little look to find something hidden. At least by someone good at finding things! I could always check for magical items, but until we find something we can talk to, that's about all I'm useful for."
Quintus puts his rapier away and continues following the group.