| Aiuda Drowbane |
Aiuda checks her weapons (but doesn't draw any just yet) and sneaks up the stairs, beckoning the others to follow her.
Stealth: 1d20 + 24 ⇒ (15) + 24 = 39
Perception : 1d20 + 21 ⇒ (2) + 21 = 23 (+23 in underground environment to notice traps, potential cave-ins and dangerous flora)
| Sven Marsh |
Stealth: 1d20 + 22 ⇒ (20) + 22 = 42
Perception: 1d20 + 27 ⇒ (18) + 27 = 45
Sven followed Aiuda one step behind, bow in hand but no arrow engaged.
| GM Tektite |
3d20 ⇒ (10, 3, 14) = 27
Aiuda and Sven sneak up the stairs to see two towering humanoid shaped creatures with vertically aligned mouths and arms that split at the elbows into twin clawed hands. As they creep to the top, they can hear what sounds like a third creature to the northwest. As Grukh follows, the two creatures tense and look toward the stairs!
B: 1d20 + 11 ⇒ (19) + 11 = 30
G: 1d20 + 7 ⇒ (4) + 7 = 11
S: 1d20 + 6 ⇒ (8) + 6 = 14
G: 1d20 + 1 ⇒ (7) + 1 = 8
SURPRISE ROUND
Sven and Aiuda may take a surprise round action!
Initiative:
Bill
Sven/Whitestripe
Aiuda
Grukh
Creatures!
| Sven Marsh |
Seeing the strange creature and having no clue about what they were except that their intentions were not good, Sven decided to attack.
Surprise Round
Whitestripe, Attack ! he commanded. free action
Calling the Nature's forces, he changed his appearence in a more bull and felin way swift action : Animal Focus (Bull/Tiger) +4 For&Dex (2/12) then casted a spell to enhanced his bow. Standard action : gravity bow
| Grûkh the Lunatic |
"They'll fall to any blade, dirk or bludgeon. By Groetus, be doomed!" the oread calls out, judging them mercilessly.
Swift: Activating Judgements of Protection and Justice (+3 AC, +6 vs confirmation rolls; +3 to hit, +6 on confirmation rolls).
Then he steps forward in a protective manner and prays Groetus for good luck against the aberrations.
Casting prayer: We gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of our foes takes a –1 penalty on such rolls.
| Bill the Wizard |
Bill swoops forward slightly and sees the massive creatures.
Knowledge(Monsters): 1d20 + 23 ⇒ (20) + 23 = 43
"Ah yes, Grukh. A fine specimen of Gugs." Bill states.
Whatever you wish to share with me.
Bill, being more of the control type, sits back and watches. I wonder what magical implement I may utilize to best aid my associates...
Hold Action
| Aiuda Drowbane |
Surprise Round:
Familiar with the nastiness that can live in caves, caverns, and underground lairs, Aiuda tears the bow from her back (free action with Quick Draw)
deadly aim, precise shot, favored enemy +5, bane, point-blank
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 5 + 2 + 1 ⇒ (10) + 15 + 5 + 2 + 1 = 33
damage: 1d8 + 13 + 5 + 2 + 2d6 + 2 + 1 ⇒ (1) + 13 + 5 + 2 + (6, 3) + 2 + 1 = 33
Round 1
Confident in her ability to hurt the foul thing, Aiuda continues to fire off arrows at the nearest beast.
Deadly Aim, Rapid Shot, Precise Shot, favored enemy +5, bane, point-blank
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 13 + 5 + 2 + 1 ⇒ (17) + 13 + 5 + 2 + 1 = 38
damage: 1d8 + 13 + 5 + 2d6 + 2 + 1 ⇒ (8) + 13 + 5 + (4, 4) + 2 + 1 = 37
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 13 + 5 + 2 + 1 ⇒ (2) + 13 + 5 + 2 + 1 = 23
damage: 1d8 + 13 + 5 + 2d6 + 2 + 1 ⇒ (5) + 13 + 5 + (6, 5) + 2 + 1 = 37
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 8 + 5 + 2 + 1 ⇒ (8) + 8 + 5 + 2 + 1 = 24
damage: 1d8 + 13 + 5 + 2d6 + 2 + 1 ⇒ (1) + 13 + 5 + (3, 5) + 2 + 1 = 30
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 3 + 5 + 2 + 1 ⇒ (11) + 3 + 5 + 2 + 1 = 22
damage: 1d8 + 13 + 5 + 2d6 + 2 + 1 ⇒ (8) + 13 + 5 + (3, 5) + 2 + 1 = 37
Aiuda then whips her gray-colored cloak around herself and throws her body against the rock wall, trying to blend in with her surroundings.
Swift action Fade from Sight ability: stealth in plain sight.
Stealth: 1d20 + 24 ⇒ (13) + 24 = 37
| Sven Marsh |
Following Aiuda, Sven target the same monster than the elf.
+3 adaptive impervious seeking darkwood composite longbow (manyshot): 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Damages: 4d6 + 24 + 2 ⇒ (6, 1, 2, 2) + 24 + 2 = 37
+3 adaptive impervious seeking darkwood composite longbow: 1d1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Damages: 2d6 + 12 + 1 ⇒ (4, 3) + 12 + 1 = 20
+3 adaptive impervious seeking darkwood composite longbow: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Damages: 2d6 + 12 + 1 ⇒ (1, 3) + 12 + 1 = 17
Crit Confirm: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Additional Damages: 4d6 + 24 + 2 ⇒ (2, 6, 4, 2) + 24 + 2 = 40
| Whitestripe |
Whitestripe moved to the nearest creature alive and attacked it.
Rrrooarrr !
Bite: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37
Damages: 1d4 + 19 + 1 ⇒ (3) + 19 + 1 = 23
Trip: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19
| GM Tektite |
SURPRISE ROUND
Sven features begins to morph as he casts a spell on his bow, then bellows and order to his cat!
Aiuda fires her bow, striking the gug!
The eastern gug takes a step forward and swings at Aiuda!
Awesome Blow!: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
The gug's awesome blow knocks Aiuda back into Sven, injuring both!
Damage Aiuda: 1d6 + 7 ⇒ (2) + 7 = 9
Damage Sven: 1d6 + 7 ⇒ (4) + 7 = 11
The other gugs moves closer, looking for an opening to attack!
NORMAL ROUNDS
Bill knows that gugs, as seen by Aiuda, are able to deal awesome blows and when attacking with their four arms, are able to rend with their claws. He also knows that, due to their "double-jointedness", these large creatures are able to squeeze into relatively small passages!
Grukh calls down judgement on the gugs, then casts a prayer spell on his party!
Aidua regains her footing, takes a step back and fires many arrows at the gug that smashed her! Two arrows hit their mark, wounding the gug heavily!
Sven fires one arrow, finishing off the eastern gug, then follows up, putting two arrows in the gug straight ahead!
AoO vs Whitestripes!: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Whitestrip then moves forward, dodging a blow from the gug, and bites into it, but the creature proves too large to be pulled down!
Bill has a round of actions!
Initiative:
Bill
Sven/Whitestripe
Aiuda
Grukh
Creatures!
| Bill the Wizard |
"Good show, chaps. It seems that they do not harm you as much as you do them. I believe a minor bit of assistance is all that is required." the wizard states, sipping from his magical teacup.
Bill will casually wave his hand, unleashing three screaming bolts of arcane energy at the gug ahead of him. Red
Magic Missile: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7
Is there a need to roll for Primal Events?
| GM Tektite |
To avoid Primal Magic events when casting magic, you need to make a conentration check of DC 15+ 2x spell level. Should be auto make for most lower level spells.
Bill casts a spell, pelting the northern gug with missiles of force!
Bite vs Whitestripe: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Claw vs Whitestripe: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Claw vs Whitestripe: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Claw vs Whitestripe: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Claw vs Whitestripe: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
The northern gug attacks Whitestripe! Is current AC 34 or 38?
Bite vs Grukh: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Claw vs Grukh: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Claw vs Grukh: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Claw vs Sven: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Claw vs Sven: 1d20 + 17 ⇒ (2) + 17 = 19
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Rend Damage on Grukh: 1d6 + 10 ⇒ (3) + 10 = 13
The western gug attacks Grukh and Sven, wounding Sven slightly, but tearing into Grukh!
Party up!
| Whitestripe |
Whitestripe has 38 AC thanks to Bill's mage armor don't forget that it has also a DR10/Evil and a constant blur
Whitestripe dodged all the Gug's attacks and fight back !
Bite: 1d20 + 19 + 1 + 1 ⇒ (19) + 19 + 1 + 1 = 40
Damages: 1d4 + 19 + 1 + 1 ⇒ (4) + 19 + 1 + 1 = 25
Claw 1: 1d20 + 19 + 1 + 1 ⇒ (9) + 19 + 1 + 1 = 30
Damages: 1d2 + 19 + 1 + 1 ⇒ (2) + 19 + 1 + 1 = 23
Claw 2: 1d20 + 19 + 1 + 1 ⇒ (3) + 19 + 1 + 1 = 24
Damages: 1d2 + 19 + 1 + 1 ⇒ (2) + 19 + 1 + 1 = 23
| Grûkh the Lunatic |
Concentration check for last round then:
Concentration DC 21: 1d20 + 17 ⇒ (14) + 17 = 31
Actually, Grûkh has 30 AC due to his judgement, I'll update the header - sorry about that. The claws and rend still land, however.
Grûkh, rended by both of the Gug's claws, groans in anger and retaliates by swinging at the aberration with the intent to trip it.
Trip, prayer, judgement: 1d20 + 26 + 2 + 3 ⇒ (7) + 26 + 2 + 3 = 38
If the Trip is successful, the Gug provokes AoOs. In that case, Grûkh will activate Greater Bane.
+3 dueling adamantine heavy flail, PA, prayer, judgement, greater bane: 1d20 + 18 - 3 + 2 + 3 + 2 ⇒ (7) + 18 - 3 + 2 + 3 + 2 = 291d10 + 12 + 9 + 2 + 2 + 4d6 ⇒ (4) + 12 + 9 + 2 + 2 + (2, 1, 4, 3) = 39
The second one when he attempts to stand up.
+3 dueling adamantine heavy flail, PA, prayer, judgement, greater bane: 1d20 + 18 - 3 + 2 + 3 + 2 ⇒ (10) + 18 - 3 + 2 + 3 + 2 = 321d10 + 12 + 9 + 2 + 2 + 4d6 ⇒ (1) + 12 + 9 + 2 + 2 + (1, 5, 5, 3) = 40
Don't forget about prayer!
| Sven Marsh |
Sven took a step back and attacked the Gug that his friend bite and clawed.
+3 adaptive impervious seeking darkwood composite longbow (manyshot): 1d20 + 14 + 1 + 1 ⇒ (14) + 14 + 1 + 1 = 30
Damages: 4d6 + 24 + 2 + 2 ⇒ (2, 3, 3, 1) + 24 + 2 + 2 = 37
+3 adaptive impervious seeking darkwood composite longbow: 1d20 + 14 + 1 + 1 ⇒ (12) + 14 + 1 + 1 = 28
Damages: 2d6 + 12 + 1 + 1 ⇒ (6, 4) + 12 + 1 + 1 = 24
+3 adaptive impervious seeking darkwood composite longbow: 1d20 + 9 + 1 + 1 ⇒ (6) + 9 + 1 + 1 = 17
Damages: 2d6 + 12 + 1 + 1 ⇒ (1, 6) + 12 + 1 + 1 = 21
| Bill the Wizard |
Bill conjures more gouts of primal energy to blast away at the gug in his line of sight. These creatures are tougher than I originally expected, however we should handle them easily. I will have to retune my spellbook for this group, it seems.
If it is tripped, the Bill will use Magic Missiles, if not then he will use Scorching Ray.
Magic Missile: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11
Scorching Ray-Prayer: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Fire Damage: 4d6 ⇒ (2, 5, 1, 1) = 9
Scorching Ray-Prayer: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Fire Damage: 4d6 ⇒ (6, 4, 2, 4) = 16
Scorching Ray-Prayer: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Fire Damage: 4d6 ⇒ (1, 6, 3, 2) = 12
| Aiuda Drowbane |
Aiuda fires her bow! If she needs to, she can spend a swift action to use her hunter's trick to fire without provoking. Can't see map atm.
Deadly Aim, Rapid Shot, Precise Shot, Fav Enemy +5, Point Blank, Bane
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 13 + 5 + 1 + 2 ⇒ (14) + 13 + 5 + 1 + 2 = 35
damage: 1d8 + 13 + 5 + 1 + 2d6 ⇒ (2) + 13 + 5 + 1 + (5, 5) = 31
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 13 + 5 + 1 + 2 ⇒ (3) + 13 + 5 + 1 + 2 = 24
damage: 1d8 + 13 + 5 + 1 + 2d6 ⇒ (7) + 13 + 5 + 1 + (3, 6) = 35
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 8 + 5 + 1 + 2 ⇒ (17) + 8 + 5 + 1 + 2 = 33
damage: 1d8 + 13 + 5 + 1 + 2d6 ⇒ (5) + 13 + 5 + 1 + (1, 4) = 29
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 3 + 5 + 1 + 2 ⇒ (9) + 3 + 5 + 1 + 2 = 20
damage: 1d8 + 13 + 5 + 1 + 2d6 ⇒ (8) + 13 + 5 + 1 + (6, 1) = 34
| GM Tektite |
With a growl, Whitestripe tears into the gug, nearly bringing it down!
Angered by his wounds, Grukh trips the gug, then beats it down with his flail!
Sven then fires his bow, ending the northern gug!
Bill pelts the prone gug with missiles!
Aiuda fires many arrows at theprone gug, ending its life!
Out of Combat!
Searching the area, you find these crammed living quarters served as sleeping units for the miners who worked the Karggat Mine. Now, the beds are in shambles, having been all but eaten by the resident coal moths and rot grubs. It appears the gugs were ransacking the area, but found nothing. Someone finds something the gugs missed; near one of the crumbling bunks lies one such forgotten treasure—a fully intact necklace of fireballs (type VII).
| Grûkh the Lunatic |
Cursing the gugs for being so savage and himself for not being ready enough for the fight, Grûkhs first heals his own wounds with his wand.
CLW (6 charges): 6d8 + 6 ⇒ (3, 4, 2, 8, 4, 2) + 6 = 29
"I must get ready to face other challenges. Hold on a second."
He then empowers himself with heroism, using his rod to extend the duration of the spell, then stoneskin and see invisibility.
Concentration (heroism) DC 21: 1d20 + 17 ⇒ (7) + 17 = 24
Concentration (stoneskin) DC 23: 1d20 + 17 ⇒ (8) + 17 = 25
Concentration (see invisibility) DC 19: 1d20 + 17 ⇒ (15) + 17 = 32
| Bill the Wizard |
"Good thinking, Master Oread. Speaking of thinking, next time would like me to throw you into battle. You should be able to bring about the end of the world much faster that way." the wizard states as he sips his tea.
"Bloody hell, the ratio of Earl Grey to Orange Pecoe is off by two milligrams." Bill pours the tea out before conjuring more into his cup. "Ahh... much better. Anyone care for a cuppa?"
| Grûkh the Lunatic |
Grûkh politely declines the wizard's offer for tea. "Sorry, we'd better hurry up now that magical wards are in place. What do you mean by "throwing me into battle". Are you being literal?"
| Bill the Wizard |
"Yes, quite. I have perfected a technique to physically move someone through the air to reach a target that they may not have been able to reach before. It should let you bring more destruction upon the world, specifically our enemies." the wizard states drawing arc and lines on the ground to illustrate his point with the tip of his quarterstaff.
| Grûkh the Lunatic |
"In his infinite wisdom, Groetus had me fall from the moon to announce his imminent arrival. I fear no throwing, and I shall gladly try it, friend Bill." declares the oread boldly before he ventures to the next counter-clockwise passage. See map.
| Grûkh the Lunatic |
The oreads continues North.
-Posted with Wayfinder
| Sven Marsh |
Sven used his wand to heal himself then as Grûkh casted spell to enhance his senses, he casted devensive spell on him and his friend Whitestripe.
CLW (x2): 2d8 + 2 ⇒ (3, 6) + 2 = 11
Casted Barskin (+5 AC) on himself and Whitestripe
Once the tunnel splited again, he looked for tips of passage
Survival (track) - take 10: 10 + 20 + 6 = 36
| Bill the Wizard |
Bill is quite happy to let Grukh lead the way. "Did a few stints in the Society, the Golden League, etc. Found out that they are full of over-cautious ninnies. Quite chuffed to have some people with a sense of urgency and boldness in our group. This freelancing might be more my speed."
| GM Tektite |
Btw, the "old" dwarf tracks, means the tracks from the dwarven miners from when the mine was in operation.
Grukh leads the party into a small chamber to the west. This sparsely decorated living area is furnished with a sturdy bed, a rickety desk and wardrobe, and a three-foot-tall iron safe in the western corner.
| Sven Marsh |
Before you tried I think it will be safer to look around if it's not trap.
Said Sven who began to look around using his magic
Perception (take 10 + detect magic): 10 + 27 = 37
| Bill the Wizard |
"Safety first and all of that jazz, good chaps." Bill states with a hint of amusement, like he just made a joke that only he understood.
Don't really know what to add beyond that.
He casually watches Aiuda try to open the safe.
| GM Tektite |
Aiuda begins to lick at the lock, but luckily, she is held off by Sven, whose intuition is correct, as he spots a trap. Using the original roll.
Aiuda is able to carefully disable the trap, that would have released poisonous fumes into the room. Once she tries to unlock the safe, she finds that when she fails, the trap is reset! Requires three consecutive DC 35 Disables to not reset the trap. Perhaps there is a key somewhere....