Adaxis
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Primary vs Adaxis: 1d100 ⇒ 73
Primary vs Adaxis: 1d100 ⇒ 16
Offhand: 1d100 ⇒ 56
Iterative: 1d100 ⇒ 50
Iterative Offhand: 1d100 ⇒ 58
Secondary Iterative: 1d100 ⇒ 67
Secondary Offhand: 1d100 ⇒ 45
Adaxis grows talons and a sharp beak then engages in his foe.
Using BoF for +2 AC and attacks. Swift action for eagle totem for additional attacks. Free action for haste for Adaxis. Not including bonus for Favored Enemies which are +4/+4 vs humans, +4/+4 evil outsiders and +4/+2 giants. Does the green attacker have piercing attacks? If not, then subject to 5 DR from Resinous Skin DC 19 Reflex for stuck weapon. Adaxis will take either 30 damage or 10 damage.
Adaxis claw, PA, haste, BoF: 1d20 + 18 - 3 + 1 + 2 ⇒ (11) + 18 - 3 + 1 + 2 = 29
holy magic damage, silver: 1d4 + 13 + 2d6 ⇒ (1) + 13 + (6, 4) = 24
Adaxis claw 2: 1d20 + 18 - 3 + 1 + 2 ⇒ (2) + 18 - 3 + 1 + 2 = 20
dmg: 1d4 + 13 + 2d6 ⇒ (1) + 13 + (6, 3) = 23
Adaxis talon 1: 1d20 + 18 - 3 + 1 + 2 ⇒ (3) + 18 - 3 + 1 + 2 = 21
dmg: 1d4 + 13 + 2d6 ⇒ (3) + 13 + (3, 2) = 21
Adaxis talon 2: 1d20 + 18 - 3 + 1 + 2 ⇒ (15) + 18 - 3 + 1 + 2 = 33
dmg: 1d4 + 13 + 2d6 ⇒ (1) + 13 + (3, 2) = 19
Adaxis bite: 1d20 + 18 - 3 + 1 + 2 ⇒ (12) + 18 - 3 + 1 + 2 = 30
dmg: 1d4 + 13 + 2d6 ⇒ (4) + 13 + (6, 4) = 27
Adaxis gore: 1d20 + 18 - 3 + 1 + 2 ⇒ (16) + 18 - 3 + 1 + 2 = 34
dmg: 1d6 + 13 + 2d6 ⇒ (2) + 13 + (5, 3) = 23
Adaxis gore haste: 1d20 + 18 - 3 + 1 + 2 ⇒ (2) + 18 - 3 + 1 + 2 = 20
dmg: 1d6 + 13 + 2d6 ⇒ (5) + 13 + (1, 4) = 23
Adaxis
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Still in a bird-like form, Adaxis speaks outloud to Mousebane through a series of bird chirps commanding him to fetch a stone (newly learned trick) in the basin.
Zandu K. Rool
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Hmm I have a ideal. it will require a fishing pole, two rats, some kinda laser pointer device, a small but efficient pulley and lever system as well as another one of those delicious drinks with the umbrella in it Zandu says as he ponders the circumstance
"if only we had a way to telepathically speak to it he laments.
Zandu K. Rool
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for some reason I made a evil laugh when I read the post lol. Also I have no way to turn the bird into a human so it may be better if we advance and choose a way. I would like to let someone else choose which direction we go just in case some one has a awesome ideal for mouse bane
Adaxis
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Darn it! He must can't hear me. Nothing left to do but move on. I hope to see him again when we leave dis plane.
Sadden by the circumstances and futile attempts, the dwarf druid leaves the blurred figure behind.
Better get prepared before we try another room. North then?
He takes out a metamagic rod of lesser extend and casts Bristle, Burrow and Produce Flame upon his right claw. Then, he searches the northern door for traps before opening.
Trapfinding: 10 + 38 + 1 = 49
Note to self: look for magical items to turn an animal companion into a humanoid or inanimate object before traveling through space and time.
| DM Feral |
There's no doors. I assume you want to go north since that seems to be the only open hallway.
Moving north, the party quickly comes to a tee.
#3 - In the center of this small circular chamber rises a pillar of pale white ether. Within the column twist the ghostly forms of thousands of silently screaming angels.
#7 - To the east is a ballroom featuring nauseatingly gaudy decor including thick, violet carpeting and glass tables set upon white marble bases carved to resemble pyramids. The room is walled with crushed gold-leaf panels set in ebon-lacquered walnut frames and lit by six tremendous iron and crystal chandeliers.
#4 - To the west and then curving north there's a guest observatory with broad windows allowing a stunning view of Absalom and the surrounding isle. The walls are decorated with dramed maps of the Inner Sea, sky charts, and various instruments of astronomy and navigation. Three dead Pathfinders lie strewn across the furniture, their throats slashed and their equipment stolen.
Zandu K. Rool
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Zandu looks at the three cross ways and kneels to get a better look at the pathfinders. "Adril's dirty work? he says as he looks at the wounds.
perception to see if anything is wrong: 1d20 - 2 + 16 ⇒ (9) - 2 + 16 = 23
survival to see tracks of adril sized human: 1d20 - 2 ⇒ (5) - 2 = 3
Butyl Ithyomsson
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"Fun place," Butyl mutters.
Knowledge to know what this pillar of ether is all about?
Arcana: 1d20 + 5 ⇒ (12) + 5 = 17
Planes: 1d20 + 6 ⇒ (15) + 6 = 21
Adaxis
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Tracking+4 if Human: 1d20 + 27 ⇒ (4) + 27 = 31
Fun fer sadists an' ghosts.
Zandu K. Rool
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"Hmmm seems to be a trained killer or a ghost.. or maybe a trained killer ghost. either way pathfinders may be getting hurt in this direction." Zandu says as he looks down at the manner of their deaths.
heal?: 1d20 - 2 ⇒ (9) - 2 = 7
any ideals of which way we want to go?
Butyl Ithyomsson
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"Let's head around to the left. As good as any other direction, I suppose."
Butyl approaches the first door he sees, and summons Torag's power to look through.
Take 1 minute for Door Sight. Anything?
| DM Feral |
#5 This room is entirely lightless. Via his darkvision, Butyl can see, at the center, a massive, metal-framed cylinder filled with strange black liquid. A plaque upon its base reads “The Orvian.” The strange liquid within the cylinder seems to devour any light and gives off an eerie chill.
There looks to be a compartment midway down the cylinder.
Adaxis
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Yes, I prefer the rule of left when explorin'. What's dis here?
Adaxis examines the compartment for traps and then opens it if none are found.
Trapfinding: 10 + 38 + 1 = 49
Butyl Ithyomsson
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"Are you sure we should be messing around with that? Orv isn't the nicest place..."
Butyl leaves Adaxis to his tinkering, and examines the next door.
Door Sight again. Also, before we get farther in, cast Life Bubble on everyone (6.5 hours each)
| DM Feral |
Does that take another use of doorsight or is it the same use?
Moving further west Butyl discovers a long hallway with double doors on one side. These doors all appear to lead to small guest quarters (#9). Following the hallway, the party discovers a towering stone totem pole, its faces consisting of various jungle animals with anthropomorphic features. A bronze plaque set into its display base reads, “The Mwangi.” (#10). The hallway continues all the way around the outside of Skyreach, ending at the guest observatory again.
Adaxis
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Found a trap, best step back 'n case I trigger it.
Disable Device: 1d20 + 24 ⇒ (9) + 24 = 33
Disable Device retry if not triggered: 1d20 + 24 ⇒ (8) + 24 = 32
Disable Device retry if not triggered: 1d20 + 24 ⇒ (16) + 24 = 40
| DM Feral |
Adaxis disables the trap without any problems.
Inside the compartment are a handful of papers that seem to describe the black substance in the bowl at the top of the cylinder.
The substance is known as 'black blood' and it's native to the Darklands. Ingesting it gives the drinker enhanced power over necromancy but has dangerous side effects.
Adaxis
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Adaxis hustles to meet back up with his companions.
All clear in dat room. I've got some papers talkin' about dis black blood. He says while pointing at the rolled parchments in his left hand. Sounds like dangerous stuff, but gives you some dark power. I'll pass on testin' it.
| DM Feral |
I already assumed that's the case.
#11 After a short hallway, the room opens into small gallery that displays an impressive collection of Tian art. Upon shelves lining the room rest dozens of handblown glass baubles, each hiding a tiny etching of a bucolic scene within. Above the baubles, stylized brush and ink paintings hang upon the walls, depicting carp and dragons amid rolling waves and wind-whipped mountains. Wooden stands about the room display a menagerie of small ivory carvings, including a pair of foo dogs, several unusual dragons, a bear, a fisherman, a cluster of rats, and an osprey. The eyes of the osprey seem to follow the party as they pass through the gallery.
An arch to the north opens to a curved passage. To the east, a small antechamber houses a curved staircase rises up into darkness.
Zandu K. Rool
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Zandu stops at the osprey and looks at it curiously. "You know I never liked that guy and I know he never liked me... but if this is some kinda metaphorical osprey of Osprey I wonder if it can help us
is their some check that deals with the osprey?
Butyl Ithyomsson
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"Is this one of those portraits with the eyes cut out, where you hide behind it and spy on people?"
Perception : 1d20 + 11 ⇒ (5) + 11 = 16
-Posted with Wayfinder
| DM Feral |
Is Moonlight activating it?
#12 There's a noticeable change in the air as Karu opens the door. This is the displaced ambassador's chamber Eliza mentioned.
The room is well-furnished, with sofas and plush chairs lining the walls. A shelf holds ledgers with an array of names and dates, presumably signed by visitors. Some of the names have numbers referencing journals or notes supposedly filed elsewhere within the chamber. One half of a small, rough-cut geode rests on a brass stand. To the west, a small antechamber houses a curved staircase rises up into darkness.