fine_young_misanthrope
|
You make your way into the courtyard. This courtyard surrounds a dry fountain. A statue of a woman wrapped in a flowing robe stands in the center of the fountain, her arms extended as though reaching up to touch the sky. Looking around, you don't see anything here.
knowledge history or religion on the statue if you want to
Where to next?
| Samuel Soulkeeper |
K. history+HR: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Shriek gives a look to the fountain and its waters "Do ya think that's drinkable? Grrrroooarrr!"
Perception+HR: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
"We shall perhaps check da old cells, grroar!" explains Shriek poiting to the rooms behind. F15 then F14
fine_young_misanthrope
|
The water is safe and clean. Almost magically so. The statue is of the founder of this order-Saint Kyerixus.
The room is clear. It's just a nice court yard.
You make your way to the next room. A fire long ago immolated the contents of this dormitory, leaving the narrow cubbies black with soot. As you make your way carefully in, you hear the sounds of creatures in ambush. You hear them, then see them! It's more of those bat-men who flew at you in the church. Here, they can't maneuver, but pull their crystal nice and advance!
monster: 1d20 + 8 ⇒ (4) + 8 = 12
Finn Lochlan: 1d20 + 2 ⇒ (4) + 2 = 6
Orell Destiny: 1d20 + 4 ⇒ (12) + 4 = 16
Samuel Soulkeeper: 1d20 + 2 ⇒ (9) + 2 = 11
Solvi: 1d20 + 3 ⇒ (13) + 3 = 16
Yasmin: 1d20 + 5 ⇒ (18) + 5 = 23
fine_young_misanthrope
|
Round 1, FIGHT!
Yasmin: 1d20 + 5 ⇒ (18) + 5 = 23
Orell Destiny: 1d20 + 4 ⇒ (12) + 4 = 16
Solvi: 1d20 + 3 ⇒ (13) + 3 = 16
monster: 1d20 + 8 ⇒ (4) + 8 = 12
Samuel Soulkeeper: 1d20 + 2 ⇒ (9) + 2 = 11
Finn Lochlan: 1d20 + 2 ⇒ (4) + 2 = 6
| Yasmin |
Yasmin enters the northern corridor and she sticks her rapier into the face of the first bat-thing she encounters, taking care not to expose herself.
Rapier: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24
Damage incl fire: 1d6 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11
Sneak for flatfooted: 1d6 ⇒ 2
Combat Expertise, AC 25
| Samuel Soulkeeper |
Shriek moves to the front and slices at the first creature he founds "Grrrrrrrr!"
+2 longsword-PA+HR: 1d20 + 10 - 2 + 2 ⇒ (15) + 10 - 2 + 2 = 25
Cold iron/Slashing damage+PA: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Orell Destiny
|
Attack the darkness!
attack: 1d20 + 9 ⇒ (14) + 9 = 23
attack: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 4d6 + 7 ⇒ (6, 1, 5, 1) + 7 = 20
damage: 4d6 + 7 ⇒ (3, 3, 4, 4) + 7 = 21
| Solvi |
Damned Paizo didn't tell me there were posts waiting :-(
Bissi, of course, charges in to kill one of the foul beasts
acro to avoid AoO as she tumbles past Yasmin: 1d20 + 14 ⇒ (11) + 14 = 25
bite: 1d20 + 14 ⇒ (17) + 14 = 31 for magic B/P/S damage: 1d4 + 3 ⇒ (4) + 3 = 7 trip: 1d20 + 13 ⇒ (6) + 13 = 19
Solvi will just advance and shoot one at the back
bow: 1d20 + 4 ⇒ (6) + 4 = 10 for damage: 1d8 ⇒ 8
fine_young_misanthrope
|
Round 1, FIGHT!
Yasmin: 1d20 + 5 ⇒ (18) + 5 = 23 swing!
Orell Destiny: 1d20 + 4 ⇒ (12) + 4 = 16 twing, twing!
Solvi: 1d20 + 3 ⇒ (13) + 3 = 16 I choose you!
monster: 1d20 + 8 ⇒ (4) + 8 = 12 attack
Samuel Soulkeeper: 1d20 + 2 ⇒ (9) + 2 = 11 kill!
Finn Lochlan: 1d20 + 2 ⇒ (4) + 2 = 6 I CAN'T SEE!
Yasmin shoots forward with amazing speed. Equally as fast, she sticks and drops on of the bat creatures before it can even squeal.
Orell mounts up his crossbow and shoots twice. Two of the creatures hit he floor with arrows in their chests.
Solvi sends in Bissi. Bissi shoots forward past Yasmin and tears into one of the creatures. It's alive, but on the ground with a large gash in its calf.
The monsters take their turns.
One attacks Samuel with a strange glass dagger and a bite
attack, confirm 18-20, damage +1d4nonleathal: 1d20 + 3 ⇒ (2) + 3 = 51d20 + 3 ⇒ (1) + 3 = 41d4 + 1 + 1d4 ⇒ (1) + 1 + (2) = 4
bite attack, confirm, damage: 1d20 - 3 ⇒ (18) - 3 = 151d20 - 3 ⇒ (8) - 3 = 51d6 ⇒ 5
two of the fiends move to attack Bissi
attack, confirm 18-20, damage +1d4nonleathal: 1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (12) + 3 = 151d4 + 1 + 1d4 ⇒ (4) + 1 + (4) = 9
bite attack, confirm, damage: 1d20 - 3 ⇒ (3) - 3 = 01d20 - 3 ⇒ (19) - 3 = 161d6 ⇒ 4
attack, confirm 18-20, damage +1d4nonleathal: 1d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (20) + 3 = 231d4 + 1 + 1d4 ⇒ (4) + 1 + (3) = 8
bite attack, confirm, damage: 1d20 - 3 ⇒ (18) - 3 = 151d20 - 3 ⇒ (4) - 3 = 11d6 ⇒ 4
Samuel responds by destroying his attacker.
Finn can't get into the room, but helps from afar as he can!
ROUND 2, FIGHT!
Finn Lochlan
|
"*sigh*...so much for the fresh air" as Finn squeezes past Solvi to stand by Yasmin. He hexes the bat thing.
If I can see one of the monsters, then I am going to hex it for -2 AC (DC 16 Will).
If I can't see a monster, then I'll cast guidance and touch Yasmin
| Samuel Soulkeeper |
Shriek moves around as fast as he can "What kind of critter is this? Grooaaaar!"
Bardic knowledge+HR: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 +6 if k. local, and +4 if arcana
fine_young_misanthrope
|
Round 2, FIGHT!
Yasmin: 1d20 + 5 ⇒ (18) + 5 = 23
Orell Destiny: 1d20 + 4 ⇒ (12) + 4 = 16
Solvi: 1d20 + 3 ⇒ (13) + 3 = 16
monster: 1d20 + 8 ⇒ (4) + 8 = 12
Samuel Soulkeeper: 1d20 + 2 ⇒ (9) + 2 = 11 move and learn!
Finn Lochlan: 1d20 + 2 ⇒ (4) + 2 = 6 Hex
Samuel attempts to learn about the bat things. You don't know too much, but these are the same batmen that attack the town and that you've killed several times before.
Finn hexes the creature.
will save: 1d20 + 3 ⇒ (5) + 3 = 8
The creatures is put under the witches spell...
| Yasmin |
Yasmin moves closer to Bisi and dives into the northern stall
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (10) + 10 = 20
There she is ready to attack the first enemy that is foolish enough to show itself
Readied Attack, Combat expertise: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24
Damage, incl Fire: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (1) = 10
AC 25
"Solvi, call Bisi back!"
fine_young_misanthrope
|
Round 2, FIGHT!
Yasmin: 1d20 + 5 ⇒ (18) + 5 = 23 Dives in and attacks!
Orell Destiny: 1d20 + 4 ⇒ (12) + 4 = 16 gets ready to shoot
Solvi: 1d20 + 3 ⇒ (13) + 3 = 16
monster: 1d20 + 8 ⇒ (4) + 8 = 12
Samuel Soulkeeper: 1d20 + 2 ⇒ (9) + 2 = 11 move and learn!
Finn Lochlan: 1d20 + 2 ⇒ (4) + 2 = 6 Hex
Yasmin shoots in diving. She gets in easily hits the beasts. It's hurt bad, but not down quite yet.
Orell waits for a clear shot, lining up the target in his sights... you can roll your attack and do damage if you hit
Post when you can. I know we're all over and it was a bunch of holidays lately!
Orell Destiny
|
The sea parts and the bolts fly through the gap.
attack: 1d20 + 9 ⇒ (15) + 9 = 24
attack: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 4d6 + 7 ⇒ (3, 4, 6, 3) + 7 = 23
damage: 4d6 + 7 ⇒ (3, 5, 1, 3) + 7 = 19
fine_young_misanthrope
|
Under the onslaught of Orell the first bolt finishes the first monsters, and the second bolt kills the one behind it. The broken down cells becomes as quite and as dark as a tomb. You all carefully begin the process of searching the room. After spending 10 minitues going room by room, you find nothing. Then you move on to the next room of cells.
This room is full of small small cells, each room a five foot by five foot monk home. The dust is extreamly thick here. The only light is the mall amount that streams in from the hall. As you walk into the place ready for anything, you hear mournful sounds as creatures of darkness phase through the wall and toward you...
Map updated
Map Link
monster: 1d20 + 5 ⇒ (8) + 5 = 13
Finn Lochlan: 1d20 + 2 ⇒ (10) + 2 = 12
Orell Destiny: 1d20 + 4 ⇒ (8) + 4 = 12
Samuel Soulkeeper: 1d20 + 2 ⇒ (13) + 2 = 15
Solvi: 1d20 + 3 ⇒ (17) + 3 = 20
Yasmin: 1d20 + 5 ⇒ (10) + 5 = 15
fine_young_misanthrope
|
ROUND 1, FIGHT!
Solvi: 1d20 + 3 ⇒ (17) + 3 = 20
Yasmin: 1d20 + 5 ⇒ (10) + 5 = 15
Samuel Soulkeeper: 1d20 + 2 ⇒ (13) + 2 = 15
monster: 1d20 + 5 ⇒ (8) + 5 = 13
Orell Destiny: 1d20 + 4 ⇒ (8) + 4 = 12
Finn Lochlan: 1d20 + 2 ⇒ (10) + 2 = 12
| Yasmin |
Yasmin quickly moves past the first enemy, feeling secure that she is quicker and her companions can deal with it.
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (3) + 10 = 13
She then attacks the second one
Combat expertise: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
Damage, incl Fire: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (1) = 10
AC 25
Orell Destiny
|
Gah again with the monsters!
attack: 1d20 + 9 ⇒ (15) + 9 = 24
attack: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 4d6 + 7 ⇒ (6, 6, 6, 5) + 7 = 30
damage: 4d6 + 7 ⇒ (4, 3, 6, 3) + 7 = 23
Finn Lochlan
|
Finn anxiously tries to hear and see what is going on...
Waiting for my turn to see if I can get a look at the creatures.
Knowledge(planes): 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge(religion): 1d20 + 5 ⇒ (16) + 5 = 21
Knowledge(arcana): 1d20 + 13 ⇒ (4) + 13 = 17
| Samuel Soulkeeper |
Shriek moves forward and attempts to hit hard the creature.
+2 longsword-PA+HR: 1d20 + 10 - 2 + 2 ⇒ (20) + 10 - 2 + 2 = 30
Cold iron/Slashing damage+PA: 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Crit?: 1d20 + 10 - 2 + 2 ⇒ (18) + 10 - 2 + 2 = 28
Cold iron/Slashing damage+PA: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15
| Solvi |
| 1 person marked this as a favorite. |
I want to abjectly apologize for going AWOL for so long. I could bore you with the various excuses and reasons but the bottom line is that it is about 50% my fault and about 50% the fault of circumstances mostly beyond my control. My sincere apologies for doing this, I hate it when it is done to me.
Good ish news, I should be back posting regularly again now
Ironically, at this time I think I need to know which (if any) of the monsters are still up. Bissi will head up to fight whichever is still up ((I suspect Yasmins is still up).
On the assumption that Yasmin's is still up, Bissi will try and acro by the first one to get beside Yeasmin (double move)
acro: 1d20 + 14 ⇒ (14) + 14 = 28
Solvi will just advance a little
fine_young_misanthrope
|
ROUND 1, FIGHT!
Solvi: 1d20 + 3 ⇒ (17) + 3 = 20 MOVE MOVE MOVE!
Yasmin: 1d20 + 5 ⇒ (10) + 5 = 15 Shoots and and strikes!
Samuel Soulkeeper: 1d20 + 2 ⇒ (13) + 2 = 15 MONSTER DOWN!
monster: 1d20 + 5 ⇒ (8) + 5 = 13
Orell Destiny: 1d20 + 4 ⇒ (8) + 4 = 12
Finn Lochlan: 1d20 + 2 ⇒ (10) + 2 = 12
Solvi advances and commands Bissi to do so as well. Yasmin shoots in with the dog, and strikes hard at the first ghost. She hits it hard with her magic weapons.
Samuel strides in and gets the job done! One hit one kill with his longsword and the creature returns to the eather from which it spawned.
The remaining ghost takes a swing at Yasmin.
wisdom draining touch, confirm, wisdom drain on hit!: 1d20 + 3 ⇒ (6) + 3 = 91d20 + 3 ⇒ (10) + 3 = 131d4 ⇒ 1
Orell seeing his friend under pressure fires twice, but only needs one. The remaining ghost discorporates under the hits!
Finn looks in and sees a job well done!
The group then checks the cold, dark rooms. Unfortunately, you don't find anything of interest, but do fine a spiral staircase heading down. You can go down this one or the one at 13. Where would you like to go?
| Samuel Soulkeeper |
"Let's do not make that dragon wait, grrrroar!" adds the half-orc while climbing down the stairs.
Perception+HR: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
fine_young_misanthrope
|
you head down the stairs....A flight of stairs descends to a cellar room with alcove-lined walls. Each alcove hosts a statue of an athletic man or woman with a long braid, and each figure is in different pose of martial performance.
Map updated. you entered into room F29
Looking around the room, you easily see a secret door. Opening the door, you a room that has a fifteen-foot-high domed ceiling and no floor except a two-inch-wide ledge that skirts the edges of the room around a deep pit that drops away into da rkness.
You carefully skirt the edge of the room using your smarts, guile, and equipment. From their the path splits.
Do you want to go south or west?
| Samuel Soulkeeper |
Shriek follows Yasmin with his sword and shield at the ready "Do you think the monks here were sharing girls and drinks? Or were they the kind of cast ones? Grooarr!"
The half-orc looks ahead in the darkness using his acute senses.
Perception+HR: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
fine_young_misanthrope
|
You continue down the hall until you reach a large chamber. The majority of this long chamber is taken up by a large, deep pool of calm water. Irregularly shaped ledges and an artificial island of stone rise from the waters.
Yasmin, as you look around the room, you realize that the pool is full of water elemental. They are calm beneath the surface. They do not look like they will attack unless you interact with them.
You can continue this path, but you must attempt a jump check to hop between the islands. Acrobatics DC 15 Or you can head back the other way.
Orell Destiny
|
orell can take 10 for 22 and put a rope with pitons across the islands for the others to use like a zip line to keep above and then go back and pull all the equipment and rejoin the group
| Samuel Soulkeeper |
"Yup! Let's try it" says Shriek who offers himself to help the human dispose the installation.
In case it is needed, Shriek can jump himself.
Acrobatics+HR: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
| Solvi |
| 1 person marked this as a favorite. |
"Uh, why don't we try talking to the elementals?"
"Good day to you creatures of water. My name is Sovi. Who are you?"
On the off chance that it matters, Solvi will take 10 on diplomacy for a 23. And no, he does NOT speak Aquan
Finn Lochlan
|
"I actually speak Aquan...let me translate."
Finn speaks in Aquan to the elementals, "Allow me to translate for my friend, noble creatures of water. His name is Solvi and he bids you good day. My name, by the way, is Finn."
Diplomacy aid: 1d20 + 4 ⇒ (13) + 4 = 17
fine_young_misanthrope
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Orell jumps across with ease and begins to set up the line. Solvi and Finn kneel down by the pool and speak to the water. After they speak, one of the elementals rise and speak back in aquan.
It then flows back into the pool.
You all continue on in your own way. In the next room you find a siting room with one obvious exit, but as the group look about, you also find a secret door hidden in the wall. Aside from that, there is nothing else of interest in this spartan room.
Which way would you like to go? map updated
Orell Destiny
|
lets check the secret door Orell says acter gatheringup all the equipment from the water crossing and putting his crossbow back into his hands at the ready.