Griff H.
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Xavier, you mean 1d6 + 4 + 1, right? ;)
Your "to hit" should be one higher as well thanks to Harper.
Vermin*
|
Unable to step up to the creature due to his partying being in the way Vermin delays.
Griff H.
|
Standard Action: Channel positive energy, targeting undead.
Damage: 1d6 ⇒ 6
DC 16 Will Save for Half Damage
Griff will stay where he is.
Vermin*
|
I would think a 5' rock would require a climb or acrobatics check, no?
Vermin scampers onto the rock at H7 hopefully not provoking.
Climb Check if needed: 1d20 + 5 ⇒ (1) + 5 = 6
He then swings his enchanted staff from higher ground at the undead.
Swing: 1d20 + 5 + 1 + 1 ⇒ (10) + 5 + 1 + 1 = 172d6 + 7 + 1 ⇒ (6, 5) + 7 + 1 = 19
| GM Nel |
FUUU Paizo ate my post. You get the short version now.
Sorry, 5' was a big high. I meant knee-high... dunno what I was thinking before.
Vermin steps up to the undead wretch, and lands a mighty blow with his Shillelagh I hate typing that. Everyone near hears a *CRACK*, although you are not sure if it comes from the energy of the spell, or the bones of Maurit breaking under the pressure. The remains of Maurit now lay on the ground in front of Vermin.
Since I know you will ask
On her body, you find 3 potions, leather armor, dagger, shortbow with some arrows, MWK thieves tools and an opal.
Fung Xi
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Oh, good swing, Vermin! Fung moves over to say goodbye to a fellow Pathfinder.
Does she have a wayfinder or Pathfinder badge, something that can be returned to the lodge, to honor the fallen?
Griff H.
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Preemptive Spellcraft checks! (If I found out what they are, I will tell the party)
Detect Magic -> Spellcraft
A bunch of spellcrafts (I don't know what's magical). Do it in order of what we got, and ignore any excess.
Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6
Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20
Spellcraft: 1d20 + 4 ⇒ (7) + 4 = 11
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21
Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6
Spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12
Griff H.
|
Griff goes straight to the loot, not seeming to feel any sorrow from her death.
Nice hit, Vermin. That glowy stick sure packs a punch, doesn't it?
Edit: He will, of course, share loot. He's greedy, but not a jerk. In fact, he doesn't wish to keep ANY of these items for himself, as none of them really help him.
Vermin*
|
Wow. That was one point shy of max damage, and I hate typing Shillelagh too. :)
Vermin stands more than a foot taller than Griff and weighs easily double what the human does. He is a very large creature. You figure that Shillelagh spell contributed less than half of the damage. The rest was half orc. He comments to Griff. Yes, Nature is very powerful, for those who can command her fury. This creature was not natural and needed to be put to rest. I recommend that we burn her.
Looking over the loot Vermin adds Distribute the potions as you best see fit. I say those who can heal should not carry the healing potions.
Griff H.
|
Griff seems like a different person when handling the loot; much more outspoken and using hand gestures.
Nature is strong indeed to those who are inclined, it would seem. I have nothing against burning her, save for the smell it generates.
Yes, I see no reason for me to carry these, or any of this really. Griff leaves whatever he identified on the ground for someone else to pick up. He seems slightly disappointed, and back to his old self. He waits for everyone to finish whatever it is they are going to do.
While he could have logically come to the conclusion that you ARE a big half-orc and hence that was a major part of the damage, he tends to see past appearances to the point of blindness.
Harper Montajay III
|
Harper kneels over the body (ignoring the loot) with a look of anguish. He closes the womans eyes and quietly whispers a prayer for the woman's soul.
May she be at rest. Any of us could have ended up in the same condition. I agree...we should burn this corrupted flesh.
He turns and looks at the map.
Which way from here? Should we go through the front entrance or try one of the wells?
Vermin*
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I am not sure we know where the wells lead on the outside. Vermin contributes while looking up at the door on the side of the cliff. Nothing wrong with the front door.
Luccinus de Concorezio
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Allow me to lead... I am not entirely unobservant of concealed dangers and my shield and armour will allow me to take most attacks
Tank moving up
Griff H.
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I would like to be in a place of protection. Plus, all of you seem to be able to defend yourselves very well.
Basically, the back or close to the back.
Vermin*
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Vermin agrees to take rear guard when the way is narrow. But I have darkvision, so if you need me to check out something without a light show, simply ask and I shall move forward.
Griff H.
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Oh, if you need light, only ask.
If you ask, he'll cast it for ya and occasionally renew it if you want.
Griff H.
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So, if my calculations are correct...Luccinus, Fung, Harper, Griff, Xavier, Vermin...is our order
| GM Nel |
You are able to climb on the debris and get to the main entrance.
Attached to the north wall at this corridor junction is the relief carving of a giant face. The relief is that of a Qadiran man with a billowing beard. His eyes are closed, and his lips are parted, as if he were blowing out a flame. His lips frame a deep hole in the wall. The paint once adorning the relief is chipped and faded, but traces of its brilliant blues and pristine whites are still visible here and there. On the man’s forehead is a single Kelish word, carved in a flowing script.
To your left and right, two corridors open up.
new map
Vermin*
|
When Vermin gets close to this mouth he casts Detect Magic and studies it for a couple rounds.
| GM Nel |
After the next bend, you enter a larger area. This large room is dank, and a strange draft flows through it carrying with it a foul odor. Rubble is strewn here and there. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon.
Map up. For simplicity's sake, I will assume you with darkvision are explaining to the rest what the room looks like, so I will uncover the map for everyone at a time
Fung Xi
|
Checking the room for traps or other dangers, Fung carefully makes his way toward the door.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Harper Montajay III
|
I continue to renew dancing lights as needed. Four will-o' the wisp looking lights surround the party. As we enter rooms, they move around the rooms searching every nook and cranny.
Vermin*
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Vermin examines the large room, first from the top right corner, then again from the bottom right corner.
Perception 1: 1d20 + 8 ⇒ (5) + 8 = 13
Perception 2: 1d20 + 8 ⇒ (18) + 8 = 26
Can he get a since as to where the smell is coming from?
Harper Montajay III
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Harper wonders if the smell is coming from Vermin.
Hey Vermy. Did you bathe this morning? Something is stank!
Offers to clean the big fellow with prestidigitation. Obviously unconcerned with the danger of his surroundings.
Fung Xi
|
Fung checks the door, first listening to see if there is anything on the other side, and then checking to see if it is locked.
Perception 1d20 + 7 ⇒ (18) + 7 = 25
Vermin*
|
To Harper: You must learn to tell the alluring musk of a virile half orc to that of decay and rot. While I agree there are similarities, the differences are important.
To the rest of the party and especially to Fung: We wary of the door. Beyond it is the source of that stench.
| GM Nel |
Fung, as you get close to the door, you notice something... shadowing over you. The slimy slick is peeling off the wall, and landing on you, taking a swipe at you with something that resembles a tentacle or appendage!
ATTK (slam): 1d20 + 3 ⇒ (10) + 3 = 13
Fung, I think 13 hits you flatfooted
DMG: 1d3 + 1 ⇒ (3) + 1 = 4
DMG (acid): 1d3 ⇒ 1
Grab: 1d20 + 5 ⇒ (14) + 5 = 19 VS CMD
Looks like it has Fung's arm grappled!
Initiatives:
Fung: 1d20 + 5 ⇒ (9) + 5 = 14
Xavier: 1d20 + 5 ⇒ (15) + 5 = 20
Luccinus: 1d20 + 2 ⇒ (13) + 2 = 15
Griff: 1d20 + 0 ⇒ (9) + 0 = 9
Vermin: 1d20 + 4 ⇒ (18) + 4 = 22
Harper: 1d20 + 6 ⇒ (6) + 6 = 12
BBEG: 1d20 - 5 ⇒ (16) - 5 = 11
Combat Order:
Vermin
Xavier
Luccinus
Fung
Herper
Ooze
Griff
Vermin up, Xavier on deck. Map should be up in a sec.
Griff H.
|
Something new for me: I've never lost initiative to an ooze before.
Fung Xi
|
Ick! And I thought I was at least kinda safe with a CMD 17! >.< Ok, I doubt I will be able to escape without help... One more round of that and I am down...
Fung yelps out in a mixture of surprise and pain!