Garrett Goodleaf
|
Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22
Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
Escape Artist: 1d20 + 7 ⇒ (20) + 7 = 27
Garrett wipes at the sweat that immediately begins to bead upon his forehead. "By the Gods, I didn't imagine it could be this much hotter than before..."
I should have purchased an Endure Elements wand...
| Dungeon Master S |
Desh: Pass, Fail
Narad: Fail, Fail
Garrett: Pass, Fail
Flyndal: Pass, Pass
Cëanel: Fort x2
Kohi: Pass, Fail
Desh: Pass
Narad: Pass
Garrett: Pass
Flyndal: Fail
Cëanel: Escape Artist
Kohi: Fail
Cëanel Firdhanor
|
Fort: 1d20 + 2 ⇒ (6) + 2 = 8
Fort: 1d20 + 2 ⇒ (8) + 2 = 10
Escape Artist: 1d20 + 3 ⇒ (3) + 3 = 6
"You didn't...bring any spells against the elements...did you, Kohinoor?" The elf coughs weakly.
Kohinoor an-Gul
|
"Um...no, but perhaps I could implore the Dawnflower to grant me one anyway. Let's see what's ahead."
I could, um, pop a mythic charge to cast Endure Elements, but I'm not sure which book the communal version's from and I'm not sure I can cast the mythic version (which would be ideal) in CORE.
| Dungeon Master S |
The heat gets the better of many of you within a few hours of following the tracks. (Anyone who failed a save is fatigued.) Still, you're solid enough at tracking that you're confident about the direction to travel. In fact, you're confident you're gaining on them.
Unfortunately, the area gets tight. A few times the trail passes through some extremely narrow areas. Eventually they drop down into some kind of ancient structure. The path leads through a couple of nearly caved in areas and the fear that you've lost whatever ground you've gained. Eventually you find your way to a chamber that is different from the rest.
Enigmatic hieroglyphs cover just about every surface of this chamber excavated into the mountain. Bas-relief engravings stretch along the walls all the way from the lofty, tapered ceiling down to floor level, their eerie pictography suggesting an unnerving story. Toppled columns, crumbling shreds of cloth, and potsherds scattered throughout the chamber attest to the place’s abandonment and antiquity. Small holes in the vaulted ceiling let in thin beams of sunlight but do little to illuminate the chamber.
1d20 ⇒ 14
Before you can identify the hieroglyphs, you catch sight of a strange creature lurking in the darkness. They see you and prepare to attack! You can see that these dog like things are not alone, a quartet of ancient dead humans, now skeletal husks rise to meet the defiling intruders.
Baddies: 1d20 + 8 ⇒ (5) + 8 = 13
Desh: 1d20 + 3 ⇒ (3) + 3 = 6
Narad: 1d20 + 10 ⇒ (4) + 10 = 14
Garrett: 1d20 + 5 ⇒ (17) + 5 = 22
Flyndal: 1d20 + 3 ⇒ (10) + 3 = 13
Cëanel: 1d20 + 9 ⇒ (10) + 9 = 19
Kohi: 1d20 + 3 ⇒ (17) + 3 = 20
| Dungeon Master S |
This is an akata. It's an aberration with a horribly diseased bite and a fatal weakness in salt water.
Garrett: Go
Kohi: Go
Kay: Go
Narad: Go
Baddies: TBD
Flyndal: TBD
Desh: TBD
Garrett Goodleaf
|
Knowledge: Dungeoneering DC 17: 1d20 + 7 ⇒ (3) + 7 = 10
Garrett lets out an exhausted sigh as he spots the encroaching enemies. "All I want to do is lay down for a nap and these foul creatures wants a fight. Well then, a fight they shall have!" Garrett immediately begins Inspiring his allies!
Standard Action - Inspire Courage w/ Inspired Defense and burning 1 MP. All allies gain +1 Attack/Damage and +4 to all Saves.
| Dungeon Master S |
Garrett: Inspire Courage w/ Inspired Defense and burning 1 MP. All allies gain +1 Attack/Damage and +4 to all Saves.
Kohi: Go
Kay: Go
Narad: Go
Baddies: TBD
Flyndal: TBD
Desh: TBD
Kohinoor an-Gul
|
Fireball (red circle): 5d6 ⇒ (3, 4, 4, 1, 4) = 16 (DC 14 Reflex Halves)
Kohi prays rapidly before lobbing a tiny ball of searing, blue and yellow fire into the center of the room. As it lands, it suddenly expands, consuming all the air in that part of the room in its rapid growth. Just as quickly, it vanishes, leaving behind charred stone and a few small flames that slowly dwindle.
While the fire's still expanding, Kohi heads north, taking up a position somewhat close to the skeleton there and daring it to approach.
AoO Longspear: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage?: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
| Dungeon Master S |
Kohi blasts the area, and before the flames fully vanish, Kay drops a web in the area:
Skeleton Red:
REF v. Fireball: 1d20 + 2 ⇒ (2) + 2 = 4
REF v. Web: 1d20 + 2 ⇒ (7) + 2 = 9
Skeleton Blue:
REF v. Fireball: 1d20 + 2 ⇒ (10) + 2 = 12
REF v. Web: 1d20 + 2 ⇒ (11) + 2 = 13
Akata Black:
REF v. Fireball: 1d20 + 2 ⇒ (9) + 2 = 11
REF v. Web: 1d20 + 2 ⇒ (11) + 2 = 13
Akata Blue:
REF v. Fireball: 1d20 + 2 ⇒ (18) + 2 = 20
REF v. Web: 1d20 + 2 ⇒ (19) + 2 = 21
The two skeletons shatter in the explosion! The akata come out unscathed, even though one took it in the face. One, however, seems to be glued in place!
Garrett: Bard stuff
Kohi: Fireball
Kay: Web
Narad: Go
Baddies: TBD
Flyndal: TBD
Desh: TBD
REF v. Fireball: 1d20 + 9 ⇒ (18) + 9 = 27
REF v. Web: 1d20 + 9 ⇒ (3) + 9 = 12
Skeleton Black:
Skeleton Grey:
Akata Black: (Grappled)
Akata Blue:
HoT: 8 (Grappled)
Narad, Rogue
|
Sorry for the delay posting. Busy weekend.
Move Action: Move next to Kohinoor while drawing a dagger
Standard Action: Ranged: 1d20 + 9 ⇒ (9) + 9 = 18, Damage+Sneak(if its flat-footed): 1d4 + 1 + 3d6 ⇒ (4) + 1 + (4, 5, 5) = 19
Free Action: "I got your back, Kohi."
| Dungeon Master S |
Narad, not using the right tool for the job, still manages to hurl a dagger with enough force to blow apart the fell magics that keep the skeleton together.
The remaining skeleton moves forward awkwardly to close with the hated cleric of the light.
The black akata tries to bust out STR: 1d20 + 1 ⇒ (6) + 1 = 7, but is held fast.
The akata who escaped the worst of it fights his way through the webs to close with Kay.
Finally, something else ripples the webs, but you can't see what...
Garrett: Bard stuff
Kohi: Fireball
Kay: Web
Narad: Dagger
Baddies: ATK
Flyndal: Go
Desh: Go
Skeleton Grey:
Akata Black: (Grappled)
Akata Blue:
HoT: 8 (Grappled)
Desh Greyskin
|
Desh ignores the effects of the tiring hike to focus on these new prey, specifically the one hounding Kay. The half-orc risks the Akata’s infectious bite to get into flank, drawing Longtooth over his shoulder on the way. Then he hacks into the creature, drawing on his newfound powers to deliver two vicious attacks.
"I got this one, Flyn!"
Move to flank with Kay (drawing an AoO vs. an AC of 24). Then use a Mythic Power to activate Surprising Strike (w as a swift action. Then attack as a standard. (all attacks modified for Inspire, Flank, Mythic Power Attack)
Surprising Strike (against flat-footed, bypasses all DR)
Longtooth, Surprising Strike: 1d20 + 10 + 1 + 2 - 2 ⇒ (20) + 10 + 1 + 2 - 2 = 31 <— CRIT?
damage: 2d4 + 8 + 1 + 9 + 2d6 ⇒ (3, 1) + 8 + 1 + 9 + (2, 2) = 26
crit confirm: 1d20 + 10 + 1 + 2 - 2 ⇒ (14) + 10 + 1 + 2 - 2 = 25
add’l damage: 2d4 + 8 + 1 + 9 ⇒ (3, 4) + 8 + 1 + 9 = 25
Standard attack
Longtooth: 1d20 + 10 + 1 + 2 - 2 ⇒ (12) + 10 + 1 + 2 - 2 = 23
damage: 2d4 + 8 + 1 + 9 + 2d6 ⇒ (2, 2) + 8 + 1 + 9 + (2, 1) = 25
| Dungeon Master S |
Desh circles around, trying to get into position. Bite AoO: 1d20 + 2 ⇒ (8) + 2 = 10, but the only thing it accomplishes is opening wide for Longtooth. Desh's weapon skewers the beast with such power and ease that it's truly the stuff of legends. Pathfinders of yore would write of such skill. The Sage's mythic energy truly flows through him. The akata slides to the floor without a sound.
Garrett: Bard stuff
Kohi: Fireball
Kay: Web
Narad: Dagger
Baddies: ATK
Flyndal: Go
Desh: the Destructor!
Skeleton Grey:
Akata Black: (Grappled)
HoT: 8 (Grappled)
Desh Greyskin
|
Just now looked up the akata (since I killed it) ... talk about overkill. O.o
I guess there's nothing wrong with flexing a little mythic muscle. :)
Also, Desh's initiative is +6. I had failed to update it in the stat-line when I applied his mythic tiers.
Flyndal Danwrick
|
Taking his silver morningstar in hand, Flyn leaps the rubble to smash the skeleton threatening Koh.
Mwk Silver Morningstar (2h): 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 13 ⇒ (1) + 13 = 14
Not quite fast enough to move into flanking...
Flyndal Danwrick
|
Also, Desh's initiative is +6. I had failed to update it in the stat-line when I applied his mythic tiers.
Ditto. I'm still compiling the changes.
| Dungeon Master S |
Flyndal's hit destroys the skeleton's skull!
Garrett: Go
Kohi: Go
Kay: Go
Narad: Go
Baddies: ATK
Flyndal: Go
Desh: the Destructor!
Akata Black: (Grappled)
HoT: 8 (Grappled)
Garrett Goodleaf
|
Garrett continues to inspire his comrades as he casts a simple spell and sends four lantern-like lights streaking out into the room to illuminate whatever creature still remains within the webs. "That should hopefully help us find our remaining enemy." He takes a few steps towards Kay to get a better view of the room.
Free Action - Maintain BP +1 Attack/Damage, +4 STs. Standard - Cast Dancing Lights. Move Action - 10' 'south' towards Kay.
| Dungeon Master S |
Both Kay and Garrett try to, literally, illuminate something invisible in the webs, unfortunately, whatever WAS there is now gone as neither glitter nor light provides answers.
Garrett: Magic
Kohi: Go
Kay: Magic
Narad: Go
Baddies: TBD
Flyndal: TBD
Desh: TBD
Akata Black: (Grappled)
HoT: 8 (Grappled)
| Dungeon Master S |
While Narad and Kohi prep, the missing creature makes himself known. The gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace, despite being stuck fast.
Instantly Narad releases his dagger ATK: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20 for DMG: 1d4 + 2 ⇒ (2) + 2 = 4. Did you ready your magic or regular dagger?
It's vision is otherworldly and tears at your mind and body. Everyone but Kay and Desh takes 5d4 ⇒ (4, 3, 1, 4, 4) = 16 damage. Will DC 16 negates all the damage.
It snaps it's toothy jaws at Kay Bite: 1d20 + 11 ⇒ (11) + 11 = 22 for 2d6 + 2 ⇒ (3, 5) + 2 = 10 damage.
The final akata, unafraid tries to squirm free. EA: 1d20 + 2 ⇒ (4) + 2 = 6, and goes nowhere.
Garrett: Magic
Kohi: Ready
Kay: Magic
Narad: Dagger
Baddies: ATK
Flyndal: Go
Desh: Go
Akata Black: (Grappled)
HoT: 14 Assumes magic dagger
Garrett Goodleaf
|
Will DC 16: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20
Don't forget your +4 bonus to all Saving Throws courtesy of your friendly neighborhood mythic bard! :) I'm glad I decided to throw out that little extra boost!
Garrett reels at seeing the horrible visage that suddenly presents itself; however, he fights off the terrible pain that tries to creep into my mind.
Any knowledge skills for identification?
| Dungeon Master S |
It's a young Hound of Tindalos. A creature from places the mind wasn't meant to be. You've already experienced its gaze. It can teleport to any corner in a room. It's resistant to mundane weapons. and do NOT try to read its thoughts. It'll scramble your brain. IT's hurt now, but it can take a few more like that.
| Dungeon Master S |
Garrett: Magic
Kohi: Ready
Kay: Magic
Narad: Dagger
Baddies: ATK
Flyndal: Go
Desh: Go
Akata Black: 0 (Grappled)
HoT: 19
Desh Greyskin
|
"What is this thing?" growls Desh as he dodges past its defenses and hacks a vicious slash into its exposed flank.
Full-round to Spring Attack, taking Desh around the south of the critter, attacking from flank, then coming back around to end in the square to its south (if that square is inaccessible, have Desh attack from the nearest possible, and remove the flank and sneak attack). Attack includes: Inspire, flank, power attack, sneak attack.
Longtooth: 1d20 + 10 + 1 + 2 - 2 ⇒ (19) + 10 + 1 + 2 - 2 = 30 <— CRIT?
damage: 2d4 + 7 + 1 + 9 + 2d6 ⇒ (4, 4) + 7 + 1 + 9 + (4, 6) = 35
crit confirm: 1d20 + 10 + 1 + 2 - 2 ⇒ (12) + 10 + 1 + 2 - 2 = 23
damage: 2d4 + 7 + 1 + 9 ⇒ (4, 3) + 7 + 1 + 9 = 24
| Dungeon Master S |
That brings you within range of the gaze attack Desh. Make a will save DC 16 to avoid 16 slashing damage.
Desh's maneuver is a sight to behold, when he makes his strike with Longtooth, he, yet again, spears it perfectly down the saggittal plane, bifurcating the beast somehow...
With the lone enemy stuck firmly in the web, it's a simple matter for the Pathfinders to finish it off.
Out of combat...
Desh Greyskin
|
Desh helps the team wrap up the fight, then finds an opportunity to ask Garrett and Kohinoor for some healing.
Using his own wand.
Wand of CLW, x4 charges: 4d8 + 4 ⇒ (1, 5, 1, 4) + 4 = 15
He surveys the battle sight, his tone impatient. "Anything else we need to do here? Our trail gets colder by the minute."
Also, how do we remove this fatigue?
Garrett Goodleaf
|
Nice clutch crits there, Desh!
Garrett shrugs in response to Desh's question. "I'm not sure. Whatever it was, it's dead now!" He pats the rogue on the back and uses the wand to heal up his companion.
Flyndal Danwrick
|
Will, Mythic Inspire: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 +2 vs. Fear
Edit: I missed all that out-of-combat business.
| Dungeon Master S |
A refresher on this room:
Enigmatic hieroglyphs cover just about every surface of this chamber excavated into the mountain. Bas-relief engravings stretch along the walls all the way from the lofty, tapered ceiling down to floor level, their eerie pictography suggesting an unnerving story. Toppled columns, crumbling shreds of cloth, and potsherds scattered throughout the chamber attest to the place’s abandonment and antiquity. Small holes in the vaulted ceiling let in thin beams of sunlight but do little to illuminate the chamber.
Flyndal Danwrick
|
Stowing his mace, Flyn digs into his pack to retrieve his everburning torch. “Quite the welcoming committee.”
| Dungeon Master S |
You spot a worn-out leather strap hanging from the mouth of one akata. The strap is attached to Nefti’s belt pouch, which you can extract with ease. Hours spent in the akata’s stomach has destroyed most of the contents, but several parts of a journal are still intact and legible. The entries include poetry and music composed by Nefti, as well as mundane day-to-day observations. The last several pages record Nefti’s complaints about the Aspis Consortium’s lack of appreciation for his accomplishments. A folded sheet of paper wedged in the journal bears the title “Potential Partners” and names the Pathfinder Society among other well-known organizations.
There seems to be some treasure strewn about the room; a magic dagger, a vial of magic dust. There is a beaten sheet of gold, though not magical has words written in Aklo on them.
At the moment, the trail seems to go cold here.
Desh Greyskin
|
Desh pokes through the akata's stomach contents with a dagger, looking for any evidence of Nefti himself.
Not sure what the appropriate skill is for that. If heal is more appropriate, Desh only has a +2 in that.
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Then the half-orc circles the room, nose to the ground as he looks for any remaining tracks that might help them determine where their quarry went next.
Survival: 1d20 + 8 ⇒ (5) + 8 = 13
.... and the dice karma continues.
| Dungeon Master S |
Desh doesn't find anything else inside the belly of the beast. Desh himself doesn't find a good answer for where to go next, but he has pieces of a puzzle (you can turn that roll into an aid.)
Flyndal Danwrick
|
Heal + Desh's AA: 1d20 + 6 ⇒ (19) + 6 = 25
“His lucky day, then...”
| Dungeon Master S |
Desh's AA was for Survival, not heal. Though Flyndal confirms there is nothing in the akata corpse.