| Justinius Redarm |
"I don't like it, But she is right. We need that information to prepare, and she will be able to collect that better without company."
Justinius seems to ponder over these developments before continuing
"How is Ameico feeling?"
| Oliver Snow |
Oliver frowns as Rimy Jim addresses the group, but cant help but chuckle at the end...shaking his head at Val's transparent infatuation.
"Eh Hm.. You're probably right Justinius, but it would appear that our numbers are dwindling even though Tsuto and his glassworks giants were not able to get the job done. The fewer of us that remain here, the harder it will be to defend Sandpoint."
"If there really are hundreds of giants out there then our aim should be getting reinforcements! Perhaps the Rangers could spare us a cadre?"
...
"Hopefully Ameiko is sleeping soundly right now. She looked much worse than I expected after one night, even after seeing what they did to Lonjiku. Graverattler was going to check on her, but that one's a bit flighty."
| Justinius Redarm |
"Valanthe, do you think, with this down time, that you could request of your grandmother two more scrolls? I am looking for the Longarm incantation at greater than its normal potency. Do you think you could find time to relay that request?"
| Oliver Snow |
"Valanthe, Your skill in arcane magics is masterful. I hate to admit it, but you certainly have surpassed me and even old man Gandethus. I wonder... if we have some time, whether you would be willing to teach me some of what you know and if there's anything you could learn from me I would be happy to show you."
I fear we will be needing every weapon we can muster to fend off what ills are preparing to besiege our city.
| Valanthe of the Pomarj |
Valanthe eyes gleam at Justinius request.
"But of course!"
| DM Nate |
Despite their obvious interest in, and concerns about, the ruins, the heroes of Sandpoint exercise some restraint and spend two nights safely above ground. The brief respite does them well and each finds that their power has grown even just since they met. The break also affords them an opportunity to visit the market on a particularly busy, and for some of them to make a few new purchases.
By the morning of the third day, with Val's magical aid and Bethana's watchful care, Ameiko is much improved. The emotional trauma is still too great for her to speak about what happened but she is awake and eating and seemingly on her way to a full recovery. Now the heroes are free to turn there attention back to the ruins hidden beneath the city...
| Justinius Redarm |
Justinius eagerly gathers his companions the morning of the third day. Valanthe is no doubt nearby and Jim's usual spot in the common room is well known. Oliver my take some tracking down, but Justinius is up to the task.
"We should make haste to the ruins, whatever evil lurks there won't be content to be contained forever." the young paladin says, with barely concealed excitement.
| Justinius Redarm |
if we are able to meet up in the common room of the Rusty Dragon, we should consume our Hero's Feast then (if that's cool with Val).
Also, still waiting to hear if those Longarm scrolls are available.
| Oliver Snow |
Oliver can be found soon after returning from meeting with the heads of the Rangers and letting them know about the situation with with the potential giant army.
"Aye, Justinius..."Salam, sobh be khir"...it's good to see you. How is Ameiko?
I know we have some unfinished business in those ruins. I still think this is a bad idea, but it may be the only way of getting to the bottom of this mess before it's too late. I'll just need a few moments to study, I fear worse than giants lies in wait for us down there."
Oliver will memorize spells for the day and go back to the Inn to meet with everyone and take in the heroes feast before heading for ruins.
| Valanthe of the Pomarj |
Valanthe seems in very good mood preparing the feast for her companions, specially Justinius.
"Yes, we need to make sure there is no danger down there."
Sorry I haven't finished with Valanthe's changes. Working on it.
| Rimy Jim |
Rimy Jim sits in his corner of the Rusty Dragon for several days, alternating between bemused contemplation and ponderous brooding, occasionally making notes in his journal in an indecipherable shorthand script.
I don’t like the sound o’ the good Madame’s tellin’, Zenovia. ‘She’ll rise above the Old Light…’ Knowin’ what them cyphermages back in Riddleport think they can find in them ol’ ruins, I’d say that borders on ominous. Might be these giants got no interest in Sandpoint, but rather in what it’s built over top of. Now I wonder what they took from that crypt durin’ the festival; could be somethin’ was there that only this Nualia knew about, or would have use fer…
Death and damnation! I need more lore than ol’ Nanny Tal taught me, Zenovia, ‘n that’s the hard truth of it.
When his erstwhile companions congregate and begin planning their foray into the subterranean ruins over Valanthe's magical feast, he finally speaks up.
”Anythin’ alive down there with ‘alf a brain will’ve up and skedaddled since we left. With all these magics of the demonic and necromantical persuasions we’ve been seein’, though, best we prepare fer the worst – ‘cause the worst is all we’re likely t’ find!”
| Justinius Redarm |
Once the meal is consumed, Justinius rises.
"If you will excuse me, my friends. I believe I am prepared to enter those ruins. I will relieve the guards posted there after getting a report from them and await your arrivals before entering." He says, waiting to see if any of them join him, but looking at Val.
To those who do not follow......"Please, do not tarry. We will certainly need recovery time after this expedition and the giant threat looms."
He thanks Bethana for the use of the inn to consume their magical bounty and then exits the Rusty Dragon, headed right to the ruins.
| Valanthe of the Pomarj |
Valanthe quickly stands up.
"Of course, let's not linger."
She moves behind Justinius.
| DM Nate |
The guards are standing casually by the door when Justinius and Val arrive. When they see the heroes coming they straighten up and stand a bit more professionally. "The... mess... was all cleaned up yesterday and the only people who've been by today were a couple family members wanting to look for some personal effects," they report before leaving.
As they make their way down into the basement, Justinius and Val suddenly feel keen aware of how alone they are in the empty building...
| Justinius Redarm |
"Thank you, men. Please return to your regular duties." Justinius says, after the report is made.
The young paladin then examines the barricade for signs of tampering.
perception: 1d20 + 22 ⇒ (10) + 22 = 32
| Rimy Jim |
Jim picks at his teeth as Justinius rushes off, Val chasing after him.
He must be darned near the eagerest man we've ever met, Zenovia! D'ye figure it's 'cause he's so keen t' do good 'r so keen t' swing them blades?
Jim stands, brushing the crumbs from the front of his coat.
"Best we be gettin' after 'em, Ollie, lest Justinius there gets 'imself killed afore we've even finished digestin'."
The half-orc then makes his way out of the Rusty Dragon and strolls over to the glassworks, giving the occasional frosty belch as he walks.
At the rate these folks eat, Zenovia, I'm goin' t' get too fat t' swing ye!
| Oliver Snow |
Even Jim's foreboding sounds almost melodic... Oliver thinks to himself over breakfast before being roused by Justinius's desire to delve the ruins.
Oliver palms a small stone in his chest pocket, his only remaining keepsake of his mother that was on his him when he fled his home so many years ago. "alaliha ykun maeana."
"He does seem awfully eager does he not?...I will meet you there in a moment." Oliver checks on Ameiko one last time before catching up with Jim as he heads for the glassworks.
While Justinius looks for signs of tampering, Oliver attempts to read and decipher the words on the walls and any that are on the barricade.
perception: 1d20 + 26 ⇒ (1) + 26 = 27
linguistics: 1d20 + 11 ⇒ (17) + 11 = 28
| Rimy Jim |
Jim stands behind Oliver at the barricade, looking over the man's head and shoulders as he investigates the markings.
"Don't be forgettin' that the conjugationing of this 'ere varies by tongue, Ollie," Jim grumbles as he points out a particular symbol.
Giving Oliver +2 for a total of 30.
| DM Nate |
The wall seems to be of magical construction, and appears to be newer than any of the other walls down here. The wall itself has no markings carved into it but there are a number of symbols carved on the walls near it. As Justinius pointed out on your first trip, the symbols are an old smugglers code. The code is fairly simple and has a limited vocabulary but they clearly indicate danger, and that the area should not be entered. One of the carvings seems not to be a symbol a crude deprecation of a creature climbing out of a fiery pit. Beneath it is a string of symbols which Oliver and Jim reason probably means something like 'Fear the Burning King'.
| Oliver Snow |
"Aye... that is a good point Jim. Oliver examines the scrawlings paying close attention to potential conjugations as Rimy Jim towers over him doing the same. Well, most of the markings just appear to warn of impending danger... that seems pretty standard for these sorts of things. Smugglers tend to be rather superstitious, when they're not lying out right.
However... This bit here seems to depict some sort of fiery king ascending from the deep. Well, let's hope whatever that is; is long gone."
The scorpion on Oliver's should trembles slightly. Don't worry Reginald, I wont let anything happen to you
| Justinius Redarm |
Looking over the wall and then down at his less than impressive arms, Justinius turns to the half orc. "Jim, I don't suppose you brought a.....'key' with you?
Then, turning to Oliver with a smile, "Your beetle looks nervous, are you sure he wouldnt be more comfortable back at the inn?"
| Valanthe of the Pomarj |
"Give me a minute..."
Valanthe puts her hands on the wall, and concentrates on seeing what is on the other side, using her Door Sight exploration subdomain ability.
| Rimy Jim |
Jim draws his newly acquired rod and chants:
"Our steps be true though the deck may roll,
Naught shall keep us from our goal."
Then he grumble-hisses a familiar verse:
"Lóng de yǎnjīng, kàn dàole kàn bùjiàn."
He then returns the rod to his belt, which he absentmindedly tests with his thumb.
Ain't gettin' too tight yet.
Round II. Standard: casts see invisible on himself, using rod to apply the Extend Spell metamagic feat; Move: sheathes rod.
| DM Nate |
As they others decipher symbols and cast spells, Val presses her head against the wall and wills her senses through it...
On the other side of the wall the hallway continues. There is rubble... as if from a previous wall that had been knocked down... and there does not seem to be light anywhere near by as her vision is limited to a mere ten feet or so...
| Valanthe of the Pomarj |
"There is a tunnel, and I can't see past it. Do we want to do it quietly or let Rimy work his way in?"
If they prefer to do it quietly she will use a Mythic Power point to spontaneously cast Passwall and make a tunnel on the wall, and reach the other side.
| Justinius Redarm |
"If we use magic to bypass this first obstacle, we will deny ourselves means of expeditious egress. I think a good old fashioned hole cutting is in order." Justinius says when valanthe's recon is completed.
| Valanthe of the Pomarj |
Valanthe nods and moves to a side, letting Rimy do what he and Zenovia do best.
| Oliver Snow |
Oliver looks back and decides it is best to step out of Jim and Zenovia's way.
Would it be possible for one of you to make it so that we can see in the darkness? My eyesight is good, but not that good. If so, I will scout ahead
Oliver will cast normal invisibility on himself, but hopefully after someone casts darkvision on him and attempt to stealthily move down the hallway when he can to scout ahead (assuming he can see).
stealth: 1d20 + 22 ⇒ (9) + 22 = 31
Perc (Oliver): 1d20 + 26 ⇒ (5) + 26 = 31
Perc (Reginald): 1d20 + 26 ⇒ (10) + 26 = 36
| Rimy Jim |
GRANTING feather step TO PARTY
Jim steps forward and handily slices an ample opening in the barricade with a few two-handed strokes of Zenovia.
"Right; anyone as can see in the dark, with me. 'N watch ye don't go kickin' this rubble 'n makin' an awful racket." Once eyesight has been determined/bestowed, Jim creeps forward into the tunnel, giving pointing out impediments to stealth via handsignals to any who accompany him into the darkness.
Round 1. Standard: using Tactician/Stealth Synergy if anyone else is capable of seeing in the dark. Stealth: 1d20 + 16 ⇒ (18) + 16 = 34; Movement: will move 30' into tunnel; Swift: none; Free: none.
| Justinius Redarm |
sigh....."I hate being last" Justinius moans as the scouts move into the hallway. "I will be ready. Holler if there's trouble"
ready an action to cast daylight if there are any signs of distress from my allies
| DM Nate |
Jim, finding himself the only one able to see in the dark, sets off into darkness alone...
| Valanthe of the Pomarj |
Valanthe also has Darkvision cast on herself every day, but she stays behind with the others.
| Rimy Jim |
Eh? Ye feel that, Zenovia? I thought there was somethin' odd goin' on - like I could see 'n hear everythin', but then I could feel folks as well. Guess bein' part monster has all kinds o' perks... Jim unconsciously scratches at the scales hidden by his coat's high collar as he crouches next to the opening.
Best take a peek 'n see what's about t' have it's day ruined.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27 if'n ye need it.
| DM Nate |
Apologies, Val, I forgot you had that running. You're welcome to accompany Jim if you like, although your stealth has dropped considerably...
| DM Nate |
well, I meant to give Val about 45 minutes to reply to my comment and then edit it into a real post but things got busy at work and I missed my chance.
| Rimy Jim |
SURPRISE ROUND (?)
GRANTING +3 TO HIT/DMG (competence) & +3 SAVE VS CHARM (morale), feather step
Well there's somethin' we don't see every day.
Zenovia is suddenly in Jim's hands as he belts out a rousing chanty.
"I'm quick as lightning, she's sudden as the flash,
Now we're behind ye with a dash and a slash!"
Jim suddenly rushes into the room past the creature with preternatural speed, leaving a shimmering trail of icy mist behind him. On his way past the mantis-thing he swipes at it with a two-handed swing of Zenovia.
Standard: casts bladed dash moving past the creature and ending adjacent to it on it's far side, on the way by attacking with a two handed power attack:
Zenovia to hit: 1d20 + 19 + 3 + 3 ⇒ (17) + 19 + 3 + 3 = 42
Zenovia damage: 1d6 + 18 + 9 + 3 ⇒ (1) + 18 + 9 + 3 = 31
Zenovia to confirm crit: 1d20 + 19 + 3 + 3 ⇒ (14) + 19 + 3 + 3 = 39
Zenovia crit damage: 1d6 + 18 + 9 + 3 ⇒ (6) + 18 + 9 + 3 = 36;
Free: spending a point of mythic power to begin inspire courage bardic performance (Lightning Performance mythic feat).
Hopefully this is enough to get everyone's attention!
| DM Nate |
From not very far into the dark passageway Justinius, Val, and Oliver hear a sound like a cleaver sinking deep into a side of beef, followed by an inhuman grunt. Light bursts forth from Justinius revealing a hallway that curves to left and hides Rimy Jim from view.
***Initiative***
Justinius: 1d20 + 11 ⇒ (8) + 11 = 19
Valanthe: 1d20 + 8 ⇒ (15) + 8 = 23
Oliver: 1d20 + 17 ⇒ (8) + 17 = 25
Jim: 1d20 + 3 ⇒ (2) + 3 = 5
bad guy: 1d20 + 9 ⇒ (17) + 9 = 26
spear 1: 1d20 + 25 ⇒ (12) + 25 = 37, for: 2d6 + 10 ⇒ (2, 2) + 10 = 14
spear 2: 1d20 + 20 ⇒ (2) + 20 = 22, for: 2d6 + 10 ⇒ (3, 2) + 10 = 15
spear 3: 1d20 + 15 ⇒ (4) + 15 = 19, for: 2d6 + 10 ⇒ (1, 2) + 10 = 13
bite: 1d20 + 18 ⇒ (19) + 18 = 37, for: 2d6 + 6 ⇒ (1, 4) + 6 = 11
tail: 1d20 + 18 ⇒ (1) + 18 = 19, for: 3d6 + 3 ⇒ (2, 6, 5) + 3 = 16
Its first thrust of it's spear connects, as does its bite, but its other attacks are ineffective- its tail so much so that it leaves Jim an opening to attack. Still, the wound from the spear burns with cold; not enough to cause Jim any damage, but perhaps enough to slow him...
it provokes from the tail attack (Jim only); Jim, DC 25 Fort or slow
| Rimy Jim |
ROUND 1 / AoO on Initiative 26
GRANTING +3 TO HIT/DMG (competence) & +3 SAVE VS CHARM (morale), feather step
Zenovia lashes out at the opening in the monster's defenses almost before Jim himself has time to react, his surprise evident in the accuracy of his swing.
Whoa there, Zenovia! Ye're an eager one this mornin'!
Zenovia AoO to dmg: 1d6 + 18 + 9 + 3 ⇒ (3) + 18 + 9 + 3 = 33
For every crit, there must be an automatic miss. Maybe I shouldn't have expanded my crit threat range... ;)
| Valanthe of the Pomarj |
Valanthe moves forwards to help Rimy.
Does she needs to double move to reach him? Can she reach them and act against the creature?
| Justinius Redarm |
ROUND 1 initiative 19
Hearing the sounds of combat, Justinius casts divine favor, then moves down the hallway and into a flanking position with Jim.
"Starting the party without me, eh Jim? "
if I have enough movement left, I will tumble the last 15' to avoid aoo's.
acrobatics: 1d20 + 21 ⇒ (5) + 21 = 26
| DM Nate |
Jim moved 30' down the hall to reach the doorway. The creature is 10' in from the doorway. So, 35' will give you line of sight; 40' will put you in melee range (but charging is not possible). I'll try to post a crude map in the discussion thread later.
| Valanthe of the Pomarj |
Valanthe tries to identify the creature.
Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion): 1d20 + 22 ⇒ (1) + 22 = 23 (+1 if K Arcana)
| DM Nate |
Val is certain she's heard of creatures like these before but in the heat of the moment she just can't place it... some kind of devil, probably...
Val still has a standard action left, I think? And Oliver hasn't acted yet.
| Valanthe of the Pomarj |
ROUND 1 initiative 23
Valanthe casts Haste on her friends.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
| Oliver Snow |
Round: 1 - Initiative: 25
Oliver races forward into the newly lit hallway after hearing the otherworldly screeching; coming to the doorway in time to see the creature slash away at Rimy Jim. He quickly nocks an arrow and shimmers into sight as he sends it screaming toward the hellish fiend.
"Hey there mate... Who's your friend?
Immediate Action: study target +3
Swift: Uses arcane pool pt for +3 to wep (+5 total)
Attack action: Vital Strike Hit: 1d20 + 30 ⇒ (8) + 30 = 38
dmg: 3d8 + 84 ⇒ (1, 1, 1) + 84 = 87
Sneak dmg: 4d6 ⇒ (4, 6, 6, 6) = 22
| Rimy Jim |
ROUND 1 / Initiative 5
GRANTING +3 TO HIT/DMG (competence) & +3 SAVE VS CHARM (morale), feather step
"We've fought men that were flies 'n they fell t' our blades,
Soon this mantis will be amongst them upon whom we've preyed."
Jim attempts to shrug off the effects of the magical cold as he continues his assault against the devil, assisted by Justinius's presence, then...
"Get 'im, lad!"
At Jim's encouragement, Justinius lashes out with an attack!
Full Attack Action: two handed power attacks.
Zenovia to hit 1: 1d20 + 19 + 3 + 2 ⇒ (15) + 19 + 3 + 2 = 39
Zenovia dmg 1: 1d6 + 18 + 9 + 3 ⇒ (6) + 18 + 9 + 3 = 36
Zenovia to hit 2: 1d20 + 14 + 3 + 2 ⇒ (14) + 14 + 3 + 2 = 33
Zenovia dmg 2: 1d6 + 18 + 9 + 3 ⇒ (5) + 18 + 9 + 3 = 35
Zenovia crit confirm on 1: 1d20 + 19 + 3 + 2 ⇒ (16) + 19 + 3 + 2 = 40
Zenovia crit dmg 1: 1d6 + 18 + 9 + 3 ⇒ (1) + 18 + 9 + 3 = 31;
Swift: uses Decisive Strike on Justinius, granting him an immediate attack that bypasses all damage reduction at an additional +1 to hit. This attack doesn't count against his actions on his turn.(Jim spends 1 mythic power to activate); Free: maintains inspire courage.
| Justinius Redarm |
Spurred on by Jims encouragement, Justinius slashes at the monster....
Decisive Strike: 1d20 + 20 + 3 + 3 + 1 + 2 ⇒ (11) + 20 + 3 + 3 + 1 + 2 = 40
for damage: 1d6 + 6d6 + 7 + 3 + 3 ⇒ (6) + (1, 2, 6, 1, 2, 6) + 7 + 3 + 3 = 37
| DM Nate |
Oliver, did you count the +3 from Jim and the +1 from haste in your bonus?