Amun-Heth
|
Amun-Heth also covered himself in insect repellent.
The monk strides gracefully forward, carefully watching his step.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
| Dungeon Master S |
Amun-heth perceives no danger as he strides forth.
A mosaic of a monkey-faced figure decorates the floor of this room, though the tiles that would form its eyes are missing. The north end of the room is filled with rubble blocking an arched passageway. To the west, vines and foliage intrude into the temple through an open-air balcony, while a similar balcony to the east remains relatively clear of plant life. An open archway leads south.
Barl Kestad
|
Barl shares what he knows with the rest of the party.
You can always assume Barl will share any information.
"It appears the easiest way will be to the east." Barl inspects the eastern balcony for traps or anything else of note.
perception: 1d20 + 8 ⇒ (14) + 8 = 22 +1 for traps
Haska O'Wydroe
|
Haska will move to examine the mosiac where the eyes are missing.
"I do not trust a picture without eyes."
perception of mosiac: 1d20 + 3 ⇒ (3) + 3 = 6
please move me into the temple to be near the mosiac eyes in the floor.
| Dungeon Master S |
Haska, despite his mistrust, can't find anything wrong. Perhaps they were looted by robbers more interested in pecuniary gain than knowledge....
Barl looks on the balcony. It's a narrow which path extends between the exterior wall of the temple and the thick web of vines and tree branches that cover the temple’s walls. At either end of the path, small open-air balconies lead back into the temple. There's a sack on the balcony.
After looking it over for traps, he picks it up, only to have some rings and semiprecious stones that look like eyes fall out. Perhaps you've already met the robbers...
Haska O'Wydroe
|
Haska will move into the temple and make a quick sketch of the statue arangement and notes there positions.
On my phone, please move me into the center of c1 chamber. Thanks
"I will make a rough sketch of this first chamber and the hallway beyond.
Haska will map the three rooms on a piece of parchment.
| Dungeon Master S |
Haska maps the temple for the Pathfinder Chronicles as Barl collects the treasure.
It looks like the balcony has an entrance beyond that gets you into the room you couldn't get to otherwise...
Jeydahvu
|
Jeydahvu checks out the opposite south exit to the jungle, to make sure the party is not cut off in the middle in some kind of ambush...
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
| Dungeon Master S |
Jeydavhu carefully pokes his head around the corner, looking for an ambush. The first thing he sees is the main room of the ancient temple. A 20-foot-tall, high-relief sculpture of a mountain dominates the north end of this large chamber. A statue of a figure now missing its head sits in the lotus position at the mountain’s peak, while smaller statues of monkey-faced pilgrims rest on ledges farther down the mountain. Shattered pieces of yet more monkey statues litter the floor.
The southern half of the room is filled with rubble, obstructing an arched passageway to the south. In the center of the room, a small enclosed shrine made of dark brown stone faces south toward the rubble. A hallway to the west leads to a balcony overrun by foliage, while a hallway to the east leads to an open balcony.
Thankfully whatever evil the looters feared isn't in here either.
2d20 ⇒ (9, 18) = 27
Haska O'Wydroe
|
We can go south or north, I think, by looking at the map. Which way should we go?
"South or North?" The temple won't explore itself" "Jeydahvu, I trust your sword. Choose and I think we will all follow."
Haska put the map away and prepares to move on.
Barl Kestad
|
"I believe we need to go north but there is all this rubble in the way. Might one of your bombs blow a hole through for us?"
My understanding was that south was the direction we came from initially so it would be backtracking.
| Dungeon Master S |
I put some labels on the map. Indeed, North is left. Go ahead an put your minis in the room and take action.
Baied Eldourha
|
Baied puts herself at the center of the group, as much as it is possible, and keeps her eyes open.
She readies her crossbow
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
| Dungeon Master S |
The party creeps into the room, well aware of the fact that there's little place left for this evil to hide...
| Dungeon Master S |
Go ahead and move your minis into the room.
Haska O'Wydroe
|
Haska will move next to Amum just west and will start to look for thin spots in the rubble to start excavation.
need movement help...forgive me i am on my phone.
percept rubble: 1d20 + 3 ⇒ (6) + 3 = 9
Barl Kestad
|
Barl says, "Prepare yourselves for whatever this evil may be." He drinks his extracts of heightened awareness and shield before following Traceni.
Haska O'Wydroe
|
"Cold iron! Does anyone have an extra cold iron weapon? This could be very bad for me."
Haska looks for an antiplague dose he placed in his backpack.
Jeydahvu
|
Antiplague, activate!
Haska O'Wydroe
|
haska will drink his antiplague vial and get out and drink his dexterity mutagen.
For those who notice, Haska pulls out a small glass bottle filled with what looks like mucus and urine. He shakes it up and drains the substance in a quick motion. His facial features sharpen, his leg and arm muscularity seem to become more defined. His skin discolors slightly, graying and seems to thicken. I will put his adjusted stats in the stat line.
Haska moves quickly the the queue waiting to enter the next room.
| Dungeon Master S |
The party goes back and forth with a bit of banter. As Haska begins to mutate slightly, Amun-Heth catches sight of some movement!
A pair of voices in perfect tandem cry out when they've been seen, "Flay your flesh and eat your bones. The time for your end has come!"
A pair of creatures emerge from the statues to attack. They are tiny, but these monstrosities have the bodies of well-muscled men, crowns of frilled horns, and eyes that glow like rubies.
These are asuras! Specifically these are a type of outsider known as Tripurasura. The looters weren't kidding. Now that you've seen them with your own eyes, you might remember more. Ask any question for every 5 by which you beat the DC.
Baddies: 1d20 + 2 ⇒ (8) + 2 = 10
Traceni: 1d20 + 1 ⇒ (10) + 1 = 11
Barl: 1d20 + 4 ⇒ (2) + 4 = 6
Amun-Heth: 1d20 + 2 ⇒ (4) + 2 = 6
Jeydahvu: 1d20 + 0 ⇒ (14) + 0 = 14
Haska: 1d20 + 5 ⇒ (7) + 5 = 12
Baied: 1d20 + 1 ⇒ (17) + 1 = 18
| Dungeon Master S |
Round 1:
Baied: Go
Jeydavhu: Go
Haska: Go
Traceni: Go
Baddies: TBD
Barl: TBD
Amun-Heth: TBD
Barl Kestad
|
knowledge(planes)+free inspiration: 1d20 + 7 + 1d6 ⇒ (14) + 7 + (3) = 24
What are their weaknesses? resistances? Special attacks?
Barl shares what he knows with the group about the deadly tripurasuras.
Jeydahvu
|
Jeydahvu moves into the room, keeping his back against the wall and drawing his greatsword. Whatever they are, they will pay the price for their bold challenge... his skin ready to explode with rocky protrusions, but not yet, Jeydahvu speaks with a low growl, "My flesh is rock and my bones are metal. Such tiny arms would not manage to flay much even if I stand still for a week."
Intimidate monster to the east: 1d20 ⇒ 1 (apparently Jeydahvu's plan is to appear weak and feeble so as to lure his target in! LOL)
| Dungeon Master S |
Barl nailed it, but I'll post it on his turn.
Jeydavhu's voice cracks as he gives his speech, eliciting laughter from the creatures.
Round 1:
Baied: Go
Jeydavhu: Intimidate
Haska: Go
Traceni: Go
Baddies: TBD
Barl: TBD
Amun-Heth: TBD
Traceni Skrit
|
Traceni hunches against the stone corner.
"All right, my friends," Traceni speaks into the air, "You know what to do. Guide my allies!" The air around the Pathfinders flutters and tugs, taking off some of the strains of combat. Casting bless.
She pulls out a scroll of magic weapon in preparation.
| Dungeon Master S |
Traceni settles into the fight, surrounded by the nature which fuels her power. The very scent of the jungle becomes more pungent as the air flutters.
Round 1:
Baied: Go
Jeydavhu: Intimidate
Haska: Go
Traceni: Bless
Baddies: TBD
Barl: TBD
Amun-Heth: TBD
Baied Eldourha
|
Baied ask Abadar for protection, and gently touches Amun-Heth
Great Abadar, protect this man from the forces of evil and destruction!
Cast Protection from Evil on Amun, +2 to AC and Will saves
| Dungeon Master S |
Withdrawing power from the First Vault, Baied gives the monk some extra protection.
Round 1:
Baied: PfE
Jeydavhu: Intimidate
Haska: Go
Traceni: Bless
Baddies: TBD
Barl: TBD
Amun-Heth: TBD
Haska O'Wydroe
|
Haska moves in and pulls out his rapier.
"I fear I can't hurt these things with my bombs." This rapier might hurt them with a lucky strike, but I fear cold iron is called for."
Sorry, I didn't see this sooner. My apologies.
| Dungeon Master S |
Haska steps into the thick of it, rapier ready.
Barl instantly knows that it's going to take the right tool. These beasts are hard to hurt with electricity and acid. It'll also take a cold iron weapon or goodly weapon to really do them harm.
The tiny men swoop down to sting the more lightly armored among you. They're so small though that there's a chance to strike before they can reach you!
Haska and Traceni can both take AoOs
Red's tail drives for Haska'a neck: ATK: 1d20 + 8 ⇒ (17) + 8 = 25 for DMG: 1d4 - 1 ⇒ (4) - 1 = 3 and a FORT save as it injects poison!
Black takes a similar attack on Traceni ATK: 1d20 + 8 ⇒ (6) + 8 = 14 but she twists away
Round 1:
Baied: PfE
Jeydavhu: Intimidate
Haska: Move AoO
Traceni: Bless AoO
Baddies: ATK
Barl: Go
Amun-Heth: Go
Haska O'Wydroe
|
Haska stabs ahead with his rapier knowing it will do little, but in doing so catches the whipping tail.
rapier attach and damage: 1d20 ⇒ 81d6 ⇒ 5
fort save: 1d20 + 3 ⇒ (8) + 3 = 11
| Dungeon Master S |
Haska tries, but can't connect. The poison works quickly, duling the elf's senses WIS DMG: 1d2 ⇒ 1
Round 1:
Baied: PfE
Jeydavhu: Intimidate
Haska: Move
Traceni: Bless AoO
Baddies: ATK
Barl: Go
Amun-Heth: Go
Barl Kestad
|
Barl, frustrated that he is ill equipped to fight these little men, nevertheless steps up and swings at the one in Traceni's space.
warhammer+bless: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
damage: 1d8 + 3 ⇒ (8) + 3 = 11
Traceni Skrit
|
Without her mace in hand, Traceni is not actually armed. However, furthermore, she can't pull out a scroll on a move action. So... I'm not entirely sure what the state of action economy is for her. She could wield her mace on a move and AoO with it, but I'll let the GM judge that.
| Dungeon Master S |
MY apologies everyone. Real life made for an unexpectedly busy weekend. I'm back, and I'm confident that this party has what it takes to see this through soon!
If Traceni isn't armed at the time of the AoO, she can't actually take one. I appreciate the honesty though as I never checked to see if she was armed. Given the circumstance though, I'd completely accept the idea that knowing that there is a "evil" here, she'd explore with her mace out. Take the AoO.
Despite the blessing, Barl's warhammer connects with only air as the mischievous enemy dodges the blow.
Round 1:
Baied: PfE
Jeydavhu: Intimidate
Haska: Move
Traceni: Bless AoO
Baddies: ATK
Barl: Miss
Amun-Heth: Go
Amun-Heth
|
Flurry of Blows: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 5 ⇒ (3) + 5 = 8
Flurry of Blows: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 5 ⇒ (5) + 5 = 10
With the speed of a striking viper, Amuth-Heth strikes the small creature clinging to Traceni across the face with the edge of his palm, then, twisting, delivers a powerful kick to the same little monster's tender underside.
| Dungeon Master S |
Amun-heth's waza is powerful. While his hands don't have the training of his masters, they still strike hard nonetheless.
Round 2:
Baied: Go
Jeydavhu: Go
Haska: Go and FORT save
Traceni: Go
Baddies: TBD
Barl: TBD
Amun-Heth: TBD
Black: 8
Jeydahvu
|
Jeydahvu enters bloodrage and he immediately becomes more rock-like in appearance, with jagged edges to his features and spiky protrusions all over his body (free action). He attacks the tiny monster that is attacking his fellow Pathfinder on his left:
Greatsword with Bloodrage, Power Attack: 1d20 + 5 ⇒ (15) + 5 = 20 for 2d6 + 7 + 3 ⇒ (4, 6) + 7 + 3 = 20 slashing damage.
Traceni Skrit
|
More annoyed than anything, Traceni takes a step back away from the creature. "Unsightly little creature!" she groans.
She looks at the creature and says, "Sit down, and listen." Her voice changes, becoming high-pitched, buzzing. She smiles in a matronly, encouraging manner.
Casting command on my beast to make it land and go prone (fall). Will DC 16.
| Dungeon Master S |
Jeydavhu's heightened skill nearly undoes the tiny beast in a single swing. It is only by the mystical nature of it's make that prevents the swing from bifurcating it. Still, the swing nearly kills the monster.
Traceni's arcane might is focused into a spell Will: 1d20 + 7 ⇒ (15) + 7 = 22, but it resists her spell!
Round 2:
Baied: Go
Jeydavhu: Hit
Haska: Go and FORT save
Traceni: Magic
Baddies: TBD
Barl: TBD
Amun-Heth: TBD
Black: 8
Red: 15
Baied Eldourha
|
Msw Light Crossbow: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Dmg: 1d8 ⇒ 6
Msw Light Crossbow Crit?: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Dmg: 1d8 ⇒ 1
Despite the melee raging, Baied accuracy is second to none, as she manages to hit the unholy creature wounded by Jeydahu's powerful blow
Let's coordinate our attacks and put our foes down one after the other!
| Dungeon Master S |
The bolt lands, but it doesn't sink in very far. Nevertheless a drip of blood does fall from the wound.
Round 2:
Baied: Hit
Jeydavhu: Hit
Haska: Go and FORT save
Traceni: Magic
Baddies: TBD
Barl: TBD
Amun-Heth: TBD
Black: 8
Red: 16
Haska O'Wydroe
|
Haska will 5' step southwest. He will then attempt to stab the biting thing.
attack with bless: 1d20 + 1 ⇒ (1) + 1 = 2
damage: 1d6 ⇒ 5
fort save: 1d20 + 3 ⇒ (4) + 3 = 7
on phone and need movement assistance