
Valanthe of the Pomarj |

Round 6 Initiative 16
Remember, Haste gives us a +1 to Reflex Saves.
Reflex Save: 1d20 + 15 ⇒ (10) + 15 = 25
She has Evasion, so no damage for her.
Valanthe thinks on her options, and smiles, having formulated a strategy.
She quickly makes arcane symbols with her hands and screams a word, which strangely is not heard by anyone.
"Csend!"
She uses a Mythic Power Point to cast a Quickened Silence on the ground centered on the giant, with her Wild Arcana mythic ability. So no Saving Throw.
Then she gets a Tanglefoot Bag out of her Handy Haversack, and throws it out to the Giant.
Ranged Touch Attack Roll (+6 Favored Enemy +3 Rimy +1 Haste -4 30' Range): 1d20 + 21 ⇒ (8) + 21 = 29

Oliver Snow |

ROUND 6 / INIT 34
Oliver rushes around the corner just in time to witness an explosion of acid encompassing most of the hallway and his fellow deputies.
Hmpf...it's about time we wiped that smug smirk from that thing you call a face
As he moves forward he digs deep within to muster extra magical power. A blast of icy air flows from hands into his bow causing a thin veil of ice to form on the tip of his arrow.
Oliver does just as Rimy Jim's verse suggested and sends an icy arrow straight toward that smug grin.
Oliver uses a mythic point (2/5) to quicken Frigid Touch
http://www.d20pfsrd.com/magic/all-spells/f/frigid-touch
He then uses VS with the frigid touch
VS to hit: 1d20 + 25 ⇒ (6) + 25 = 31
VS damage: 3d8 + 78 ⇒ (6, 3, 2) + 78 = 89
(no +1 from PB shot)
Frigid touch damage: 4d6 ⇒ (5, 1, 6, 3) = 15
"If" he has spell resistance
Spell Resistance Check 1: 1d20 + 12 ⇒ (2) + 12 = 14
Spell Resistance Check 2: 1d20 + 12 ⇒ (11) + 12 = 23
(arcane surge allows 2 rolls and to add tier as bonus)

Justinius Redarm |

Justinius round 6 initiative 26
reflex save: 1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42I do have evasion
bit of overkill there
keep your wits about you Justinius, don't let it goad you into giving up the advantage
Justinius rolls deftly out of the acid cloud and resists the urge to charge the giant.
Instead, he once again focus' his curative powers on himself and the others.
Then he moves to be closer to Jim.
channel energy: 6d6 ⇒ (1, 4, 2, 2, 1, 5) = 15
lay hands: 5d6 ⇒ (6, 6, 1, 3, 5) = 21
standard action-channel energy
swift action-lay hands
move action-move to 5' behind Rimy Jim

Graverattler |

Reflex 1d20 + 12 ⇒ (5) + 12 = 17 Graverattler takes a face full of acid. The rocks forming her body sizzle and pock.
Has improved evasion, 33 Points damage.
Round 6 Init 8
Graverattler growls and leaps forward, kicking and punching the giant in a series of precisely aimed blows. "Nice try, giant, but you will fall, now."
Jump Kick 1d20 + 23 ⇒ (9) + 23 = 32 for 3d8 + 12 ⇒ (4, 1, 8) + 12 = 25
haste 1d20 + 23 ⇒ (15) + 23 = 38 for 3d8 + 12 ⇒ (3, 7, 2) + 12 = 24
continue flurry
1d20 + 23 ⇒ (18) + 23 = 41 for 3d8 + 12 ⇒ (4, 5, 2) + 12 = 23
1d20 + 23 ⇒ (6) + 23 = 29 for 3d8 + 12 ⇒ (7, 8, 6) + 12 = 33
1d20 + 18 ⇒ (13) + 18 = 31 for 3d8 + 12 ⇒ (7, 7, 8) + 12 = 34
1d20 + 13 ⇒ (8) + 13 = 21 for 3d8 + 12 ⇒ (3, 1, 5) + 12 = 21
using pummeling style.

Rimy Jim |

ROUND 6 / Initiative 7
feather step
Jim steps back five feet and quickly realizes he can't make any noise. He reaches into a pouch with his free hand and retrieves a potion, which he drinks.
As I understand it, Graverattler will have to wait until Jim backs up to have enough room to advance. If this is the case, she won't gain the +3 hit/damage from Jim's inspire courage from the round before.
potion of cure moderate wounds: 3d8 + 5 ⇒ (8, 5, 6) + 5 = 24 HP healed.

DM Nate |

Actually, Jim, the opposite is true... Graverattler is large and has 10' reach, so after she jump kicks over your head she lands behind you leaving nowhere for you to 5' step to... you can however withdraw through Graverattler, which seems most in keeping with the spirit of your action...
The invisible archer makes good on his intention... The arrow he fires flies straight and true, somehow missing Justinius, Jim, and even the towering earth-and-stone Graverattler and sinks deep into the giant's chest. It's smug look is quickly replaced by alarm as blood runs down it's stony chest and a patch of ice forms around the wound.
Justinius positions himself to ensure that Jim but not the giant will be reached by his healing and then channels a wave of soft golden light that heals all of his teammates.
Suddenly everything goes silent for the giant, Rimy Jim, Graverattler, and Justinius as Valanthe casts a spell. Then she lobs a sticky sack of goo over Graverattler's shoulder and onto the giant who gets coated with the rubbery tar.
Graverattler leaps forward with her massive rocky leg lifted above Jim's head but her attack is deflected by some invisible force. Following up her kick with a flurry of other attacks, her second a third strikes connect, cracking away some of the stones, but none of the others do.
Leaving the two massive stony creatures to duke it out for a moment, Rimy Jim moves back to the other side of Graverattler.
Deciding that things are not going well, the giant takes a step back and concentrates for a moment... out of thin air a stone wall materializes blocking the hallway between it and Graverattler.
Everyone may act. Please remain in turn by turn action as there are some short duration buffs running.

Valanthe of the Pomarj |

Round 7 Initiative 16
Valanthe passes both of the check "by default".
"He is a Stone Elder. He has magical abilities and spells, be careful! Get ready, I will open a hole in the wall."
She starts casting, her brow hardening, her hands dancing in an arcane dance.
"Destuyelo!"
Valanthe uses another of her Mythic Power to cast Disintegrate, making a 10' hole in the wall in the place the giant was.

Justinius Redarm |

With no options to get through the wall, Justinius prepares himself for when one of his companions comes up with a solution.
Calling upon further curative powers, he heals himself further and then imbues one of his swords with Divine Bond.
Lay Hands: 5d6 ⇒ (1, 1, 5, 5, 5) = 17
Swift action-Lay Hands
Standard action-activate Divine Bond
Move action-move forward until I am 10' from the wall
Free action-Ask Val to drop silence so we can get Inspire Courage back (if I can do that in the silence area)

Valanthe of the Pomarj |

Valanthe, at Justinius request, drops Silence.

DM Nate RPG Superstar 2012 Top 32 |


Valanthe of the Pomarj |

Well, Valanthe is out of the area of effect of Silence, but you are right, she can not dispel in the same round than when she cast Disintegrate. She will do it next round.

Oliver Snow |

ROUND 7 / INIT 34
knowledge local: 1d20 + 19 ⇒ (5) + 19 = 24
Without Jim's song to inspire him, a look of worry can be seen in Oliver's eyes...and then anger.
An elder giant? Here? But who would?...Lonjiku..
Realizing that they still haven't seen any seen of Ameiko..
This smells of a distraction...The chamber I came in from, there was another set of doors there. If we cant get to this guy soon, we should check it out
The ranger moves back to the end of the hallway and draws his bow toward the stone wall.
Move: Moves 30ft back to the corner
Standard: Readied action to attack the giant if he is able

Graverattler |

R 7 I 8
Graverattler mere pursues the giant by earthgliding through the wall. If she spots him, she will attempt to slow him down by hitting him with a sirocco. DC 22.

Oliver Snow |

Readied action for Round 7
VS hit: 1d20 + 22 ⇒ (8) + 22 = 30
-3 since I won't be able to hear Jims song
VS dmg: 3d8 + 69 ⇒ (8, 1, 6) + 69 = 84

DM Nate |

@Oliver- you really got some mileage out of that invisibility spell... this is at least the third time that you only hit because of it.
For a moment everyone can hear normally again as the wall of solid rock blocks out the magical silence. Graverattler readies herself to move through the wall, alone, but before she can start forward a green ray zaps by her and utterly destroys the new obstacle. As silence comes pouring back into the hallway another arrow flies by with startling speed. This arrow buries itself in the other side of the giant's chest; with a silent bloody cough it falls backward, unmoving.
Its up to the party if you want to rush somewhere while your short buffs last (in which case you need to keep posting round by round) or if you want to exit strictly turn based actions (and end all of your round/level buffs). In this hallway there is the door to the right at the corner (right by Oliver), and another door to the right about 2/3 of the way down (right near Jim); through the open double doors at the end of the hallway (that the giants emerged from) there is a chamber that opens up.

Justinius Redarm |

"I think we should secure the valuables from these giants, then search for clues as to the whereabouts of Ameiko and her brother." Justinius says, looking around to see if anyone has other ideas.
Then moves to Jim to pass out a little healing.
lay hands: 5d6 ⇒ (2, 3, 6, 1, 3) = 15
15 more back to the icy pirate

Valanthe of the Pomarj |

Valanthe nods, dispels silence, and moves to check the door next to Oliver and the one near Jim using her gloves of reconnaissance.

Oliver Snow |

ROUND 8 / INIT 17
@DM Nate: I thought so after a few of those attack rolls landed.
A disembodied voice speaks up from behind the group.
Oi..There'll be time to search these bodies in a moment ay. Let's make sure that these Glassworks are clear of threats first. If anyone is in trouble, I would like to find them sooner than later.
I'll start by checking the doors I noticed in the other room.
Oliver moves quickly down the hallway and into the room with the doors he saw earlier.
I believe it is a double move to get to the doorway. Oliver's future actions (unless other people want turn based) will be to stealth to the door and attempt to open it quietly and peer inside while still invisible (Round 10 of Greater Invisibility).
stealth: 1d20 + 19 ⇒ (15) + 19 = 34
perception: 1d20 + 25 ⇒ (13) + 25 = 38

Graverattler |

"Agreed." Graverattler grinds. She heads south to check out any doors there.

Rimy Jim |

Jim will run down the hall into the room formerly occupied by the two giants he faced.

Justinius Redarm |

Knowing Jims 'eye for fine details', Justinius opts to tag along with him. Easily keeping up with the pirate and helping to search the areas he is in.

Rimy Jim |

"Ye ain't gettin' away, ol' man..." Jim grumbles to himself.
Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Perception: 1d20 + 1 ⇒ (1) + 1 = 2

Justinius Redarm |

Trailing behind Jim (without see invisibility) letting him know if I spot anything.
perception: 1d20 + 22 ⇒ (13) + 22 = 35
perception: 1d20 + 22 ⇒ (4) + 22 = 26
perception: 1d20 + 22 ⇒ (6) + 22 = 28

DM Nate |

lol- remember that one time I got everyone to stay together for more than 4 consecutive rounds? no, me neither...
The doors open into twenty by twenty chamber. There is a wheelbarrow and some shovels next to a large mound of sand to your right. Placed in various locations around the room are barrels of different colored compounds. On the wall to your right is a hastily covered window. On the far wall is a normal sized door. The wall to your left has another double door which begins to swing open... Justinius tenses up for a moment before Oliver becomes visible in the door way.

Valanthe of the Pomarj |

Valanthe whispers to the others, which hear her as if she was standing right next to them.
"Over here there is a ruined empty mess hall, with several doors, including one broken down, which we could check. What about you? Where do we go?"
Without waiting for the answers, she moves into the mess hall and uses her gloves on the door torn from it's hinges and then leaned up against the wall covering the doorway (if she can not peer in, if she can peer in, she will do just that).
Stealth Check (+2 Favored Terrain): 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
I would say Haste is over for now...

DM Nate |

Yeah, any round/level buffs used during the fight are over.
Valanthe reaches to open the door without waiting for anyone else to arrive, but finds that with the bent hinges it doesn't want to open easily. It looks like it would not be very difficult to force the door open, but it might not be very quiet...
DC 10 Str check to open, but you'll take -20 to stealth if you do so.

Valanthe of the Pomarj |

She will use her Reconnaissance gloves on it...

DM Nate |

this is the same door you already used the gloves on- the door between the hallway and the mess hall is stuck.

Valanthe of the Pomarj |

Got it... she will wait for the others then.

Oliver Snow |

Oliver tenses and in a flash aims his bow before realizing he's aiming at Jim and just as quickly points the sharp end away from his face.
Well, I guess we know where this leads now.
Just then he hears a message from Val. When she is finished he nods and looks for agreement from Jim and Justinius before answering.
Alright Val, we're on our way. Well, mates... Maybe there's a chance someone we want to find is still around.
Oliver will move toward Val (assuming his new friends will follow) but remaining vigilant.

Valanthe of the Pomarj |

"I think we can pry this door open, but not quietly..."

Rimy Jim |

Jim turns to follow his two companions when he glances back and narrows his eyes at the room's normal-sized door. If'n somebody snuck out behind us 'cause I hadn't bothered t' look, I'd be fit to be tied, Zenovia.
Scowling, the pirate stalks across the room and Zenovia cuts the door free from the wall.

Graverattler |

"Seems a size adjustment is required. Also perhaps a bit of healing." Graverattler says, rejoining Justinius while converting her form to that of a fungus queen. "There was a door beyond the sample room I just left, as well."

Valanthe of the Pomarj |

Valanthe looks at Graverattler, surprised, and tries to identify her new form.
Knowledge (Nature): 1d20 + 22 ⇒ (2) + 22 = 24

Justinius Redarm |

"This doorway seems a bit more suspicious. Let's check it first, then go back to the sample room." Justinius says.
Once the door is cut loose and removed, Justinius lets his daylight spill onto the room.
active perception check
perception: 1d20 + 22 ⇒ (18) + 22 = 40

DM Nate |

Oliver and Justinius arrive back at the door they had been near while fighting, only to discover that Rimy Jim is not with them... and that Graverattler has transformed into a truly unsettling creature with the face and torso of a beautiful pale green woman and a pulsating mound of fungus where her lower half should be...
Rather than risk drawing attention by forcing the door open, Justinius begins loudly hacking away at the wood around the hinges with his sword. With the previous damage to the hinges, it looks like it should only take about two rounds to cut the door loose and remove it.
1d20 ⇒ 18

Rimy Jim |

Are the stairs big enough for a giant to use, and is there any light down there?

Valanthe of the Pomarj |

Valanthe keeps an eye open.
Perception Check (+2 Urban Favored Terrain and Darkvision, add +6 if giant, +2 if human or undead): 1d20 + 23 ⇒ (17) + 23 = 40

Oliver Snow |

Oliver walks into the hallway where he last saw Val only to find that some sort of half-plant half-human monster is creeping up on her, seemingly unawares.
Val! Look out!
Oliver immediately raises his bow and points it at the monster.
Why isn't Val doing anything? Is she being controlled?
He takes a moment... eyeing the creature to discern the threat.
sense motive: 1d20 + 20 ⇒ (1) + 20 = 21

Rimy Jim |

Making use of Valanthe's enchantment, Jim whispers...
"I've found stairs t' some sort o' cellar, but no sign o' giants 'r anybody else."
Jim quietly descends the stairs, crouched over, until he is low enough to see into the cellar.
Can Jim see anything of note with his 90' darkvision?

Valanthe of the Pomarj |

Valanthe smiles at Oliver.
"Weird, isn't it... our new friend Graverattler is full of tricks, and this transformation is one of them."

Oliver Snow |

Oliver produces a sigh of relief and momentarily lowers. Oy, Graverattler,you look... different.
As Justinius begins hacking, Oliver winces with every crack of the sword on the hinges. Not how I normally do things, but it sure is effective
If there's anything dangerous is in there, it knows we're coming, be ready.
The ranger steps slightly to the side in hopes of getting some cover by the doorway and readies his bow once again.
When the door comes down, Oliver will attempt to notice anyone who might be hiding in the room
perception: 1d20 + 25 ⇒ (8) + 25 = 33

DM Nate |

The hallway runs about thirty feet before veering to the left. Ten feet down it, also on the left another hallway branches off; based on the rubble, it looks like that branch had been walled off until recently. You still don't see any light down there.
As Justinius finishes hacking free the other hinge, there is a scraping from inside the chamber... it sounds like a heavy wooden object being slid a short distance across a stone floor...

Valanthe of the Pomarj |

Valanthe whispers to the others (using Message).
"Let me scout ahead."
All of her images (Mirror Image is still active) quickly disappear.
She uses her Invisibility Field illusionist ability as a swift action. With her legendary item Undetectable ability she is not detectable by any means.
She flies into the chamber, 10' into the air, ready to react to anything she sees (40' speed).
Perception Check (+2 Urban, has Darkvision): 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39 (+6 if giant, +2 if human).
She still has her normal action, to react if she sees anything, or move ahead another 40' if not.