Ruth Rubani |
Ruth moves to the rope and begins to climb.
Climb: 1d20 + 2 ⇒ (1) + 2 = 3
Climb: 1d20 + 2 ⇒ (5) + 2 = 7
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (13) + 2 = 15
Climb: 1d20 + 2 ⇒ (16) + 2 = 18
GM Aarvid |
Rem bounces another crossbow bolt off the cliff roof.
Meredith spends her time climbing the wall and into the hole after Friar Tuck (~10' climb and movement will require a double move - and nothing in your hands)
Ruth slips on her first attempt to climb the rope but did not make it far enough to hurt much. Thereafter she is 10' up.
Back in the top cave, the creature tries to pinch its Saldoc meal to soften it up a bit. One claw squeezes the rogue and he nearly blacks out due to the pain.
Mmmm chitterrrr slurppp mmm
claw: 1d20 + 5 ⇒ (12) + 5 = 17 for claw: 1d4 + 3 ⇒ (2) + 3 = 5
claw: 1d20 + 5 ⇒ (6) + 5 = 11 for claw: 1d4 + 3 ⇒ (4) + 3 = 7
Party up...
Saldoc Tisbane |
My header is showing how I ended the last game, AFAIK this is the first time I've been hot in this game. That did cut me down by 50% though, not good.
Saldoc tries to fend off the creature, but fails miserably!
Slash!: 1d20 + 1 ⇒ (5) + 1 = 6 for Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Currently at AC 13 due to being grappled also.
GM Aarvid |
Saldoc - I think I noticed the damage before too and forgot to ask. You are still good at 5hp for now.
Meredith Une |
Meredith fights unarmed and has Improved Unarmed Strike.
Meredith moves up again and tries to grab the thing.
Improved Grapple: 1d20 + 5 ⇒ (16) + 5 = 21
"Sorry, he's not your meal today." She slips one of her legs underneath the creature and slaps down with hands, trying to pincer the beast.
GM Aarvid |
Saldoc slashes with his blade but is unable to connect.
Meredith moves up and is able to tackle the large bug from behind and gives it a bear hug. Both are now grappled
Ruth continues climbing and makes it to the upper tunnel.
This leaves Rem and Darksid'Ious still on the lower canyon.
Friar Huck Flaxseed |
"Ah, that's a good move, Meredith! I'll keep it's other legs away."
Aiding Meredith's grapple to up the CMD to escape by 2 (iirc that's how it works, otherwise I guess treat it as an aid to her next maintain roll).
grapple: 1d20 + 4 ⇒ (16) + 4 = 20
GM Aarvid |
The creature twists and turns furiously to try to shake free from the crazy woman and halfling on its back.
Poor Saldoc is pulled around like a puppet but stays attached to the filament.
CMB: 1d20 + 9 ⇒ (5) + 9 = 14 vs CMD14(16)
Squueeeek, chuttterrr."
But just barely with Huck's help, the two miraculously retain their grip on the giant bug/crab/thing.
Party up...
Meredith Une |
"Thanks Huck. I'm gonna try to pin this thing. Beat it down!"
Improved Grapple, in Control: 1d20 + 5 + 5 ⇒ (14) + 5 + 5 = 24
Meredith confirms her footing, then throws her entire body weight upon the critter, hoping to leave it too unstable to get back up.
"Escape while I've distracted it, Saldoc."
GM Aarvid |
Meredith is able to force the creature to the ground, severely limiting its ability to attack.
Friar Huck Flaxseed |
"Nicely done, Meredith!" With the creature pinned beneath the druid, Huck tries kicking it.
flurry: 1d20 - 1 ⇒ (10) - 1 = 9
damage: 1d4 - 1 ⇒ (1) - 1 = 0
flurry: 1d20 - 1 ⇒ (8) - 1 = 7
damage: 1d4 - 1 ⇒ (3) - 1 = 2
Lol, sorry. I built Huck to be a high-dex Agile Maneuvers support character and he's not so great at damage. And because he's level one all he can do right now is grapple but eventually he'll be able to trip and other things as well.
GM Aarvid |
I would have called the fight when Meredith pinned it...but I want to see some damage first. :-)
Darksid'Ious looks up into the cave, waiting for the yelling to stop.
Rem keeps singing as he climbs halfway up to the tunnel.
Huck tries to kick the pinned bug, but misses....twice. Close, but not quite
Saldoc actually is able to easily slash through the filament and breaks free.
sword: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
The pinned bug tries to break free.
unpin: 1d20 + 9 ⇒ (11) + 9 = 20 vs CMD14?
The fisher bug seems to be wiggling loose.
Party up...I don't think anyone is grappled at this point
Ruth Rubani |
As Ruth makes it to the upper ledge she draws her sword but stays next to the edge just in case someone falls while climbing or out of the hole in the cliff above.
Ready to cast Feather Fall
Saldoc Tisbane |
Finally free of the creature's grasp Saldoc draws his other weapon and tries to finish it!
Attack: 1d20 + 1 ⇒ (10) + 1 = 11 for Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 1 ⇒ (19) + 1 = 20 for Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Confirm?: 1d20 + 1 ⇒ (16) + 1 = 17 for Damage: 1d6 + 2 ⇒ (6) + 2 = 8
He then takes a quick 5' step back.
GM Aarvid |
Saldoc, since drawing a weapon is a move action for you, I believe you only get the first attack and not a full (2nd) attack.
We can save the second roll if you'd like for next round
Meredith Une |
Meredith's fists burst with bristles as she quickly punches the creature.
Wooden Fist: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4
She readies her small shield and defends herself in case the creature survives.
GM Aarvid |
Saldoc and Meredith try to injure the bug, but its shell is too hard and turns their initial blows aside.
Skitter chittery chip"
Others delaying? Huck?
Darksid'Ious |
@Ruth feather fall is an immediate action, you don't need to be "ready" to cast it :)
Darksid'Ious waits for his comrades to take care of the creature.
He tries to recover the two bolts he fired in the fight but don't find their target.
not break if >50%: 1d100 ⇒ 10
not break if >50%: 1d100 ⇒ 4
GM Aarvid |
Darksid'Ious waits below while Friar Huck tries to grab some legs...but cannot quite get his short arms around them.
The creature turns and lashes both claws at Meredith.
claw: 1d20 + 5 ⇒ (16) + 5 = 21 for claw: 1d4 + 3 ⇒ (3) + 3 = 6
claw: 1d20 + 5 ⇒ (18) + 5 = 23 for claw: 1d4 + 3 ⇒ (1) + 3 = 4
It chitters as it scores a pair of hits, trying to rip her into bite-sized pieces.
Party up...bring on the lemon butter goodness!!!
Saldoc Tisbane |
Saldoc moves into position and strikes at the critter again!
First attack rolled previously!
Offhand Attack: 1d20 + 1 ⇒ (3) + 1 = 4 for Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Meredith Une |
Sigh...low level blues
"Ugh. Sorry buddy."
Wooden Fist: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4
GM Aarvid |
Saldoc slashes the creature, stabbing it in the neck while Meredith punches it between the eyes. It goes down, twitching and bleeding.
* Out of Combat *
The lair contains a number of items, primarily the possessions of the cave fisher’s most recent victims, including a fine cloak, a potion, a scroll, a another scroll in a sachel.
The others are able to climb up from below and you can retrieve the rope.
Meredith Une |
Meredith's hands return to normal as the creature collapses. She pulls out her wand of Cure Light Wounds and presses the wand against her wounds.
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (5) + 1 = 6
"Man that stings. You okay, Saldoc?" She offers her wand to heal his injuries.
Saldoc Tisbane |
I've been better. Saldoc accepts the kind offer of healing.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3 Bah. I guess that'll have to do.
Saldoc looks at the possessions. [b]Anything worth salvaging?[/ooc]
GM Aarvid |
a scroll of endure elements, a scroll of spider climb.
Once you have collected your party and items, you are able to continue through the tunnel as indicated on your map from the guides.
I have Darksid'Ious holding the 2 scrolls for now and let me know if anyone wants to take/do anything else before moving on...
...
After traveling 1-1/2 hours from the overhang ambush site, you find the climb easier as a narrow mountain path becomes evident.
A narrow path leads up the mountain, hugging a sheer cliff face to one side, while dropping off to the other into what appears to be the remains of a rock slide. Several alcoves have been carved into the cliff face, each containing a small stone shrine—some little more than simple standing stones, others ornately carved lanterns or small houses. The path is well defined, promising easier progress, and is a welcome break from the rough terrain leading up to this point.
Map updated
Ruth Rubani |
Ruth grabs a small wand out of her pack and says the command word. Mage Armor Putting the wand back with one hand she draws her sword with the other. "Come!" She marches along the cliff trail expecting everyone to follow.
Darksid'Ious |
There is a scroll of endure elements and a scroll of spider climb.
I'm not able to use them unfortunately. But if anyone else is able to decipher these scrolls may be he could use them ?
As their travel continues, they found a narrow path with several alcove carved into the cliff face. Intrigued, Darksid'Ious try to understand to religious or local meaning of this.
Know. ?: 1d20 ⇒ 5 +5 Religion, +6 History, +1 other
Did some of you know what the purpose of these shrines ?
Meredith Une |
There is a scroll of endure elements and a scroll of spider climb.
I'm not able to use them unfortunately. But if anyone else is able to decipher these scrolls may be he could use them ?
"I may be able to use them, if they were written by the right person." Are they Arcane or Divine?
Did some of you know what the purpose of these shrines ?
She shrugs. "I'd guess we're getting close to the monastery. Someone is clearly maintaining this trail."
Meredith Une |
Oh, good, then.
Spellcraft 1: 1d20 + 5 ⇒ (12) + 5 = 17
Spellcraft 2: 1d20 + 5 ⇒ (17) + 5 = 22
"I can hold onto them both."
Saldoc Tisbane |
Saldoc moves up, just so no one is completely alone. So, anything special about them? Are they active? Maybe we should just keep going and we'll get to them eventually.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
GM Aarvid |
The cloak is +1 resistance
Actually I forgot about this map. You all start on the ledge 20' above...at the same level as the shrines. Adjusted the map
1d20 ⇒ 20
Rem tries to recall these types of shrines but has limited success.
You think you could repair some of the ruined shrines, once again warding the path against misfortune and providing some minor protection to travelers.
However, to do it correctly, repairing the shrines would take 2 hours of work.
Rem Kagan |
Would it be okay if I donned the cloak for this session? Does anyone here have particularly bad saving throws?
"Hey guys, these shrines are for warding and luck. If we take some time to repair them they may make our lives a bit easier on the road."
Rem Kagan |
"Well as you can see they're in shambles. So we should probably start with putting the big bits back together. That shouldn't take too long but the whole process could take up to two hours. Do we have the time?"
Darksid'Ious |
The monastery seems to be abandonned form ages. What lies in it could wait two more hours I think.
And I don't think using two hours of our time restoring kindly spirits is a waste. But I could be wrong !
Says Darksid'Ious, ready to let go or help rebuilding the shrines.
GM Aarvid |
As the party decides to restore the shrines along the path, Rem directs each person to the pieces that are needed, almost like a set of stone puzzles.
Unfortunately some of the pieces have been scattered, and some have fallen into the piles of rocks 20' below the ledge.
There are 4 shrines you can see, and possibly more around the bend. I just need to know who is working which ones,
and if anyone is gather pieces from the path or from below.
If you are not participating in the reconstruction effort, let me know what you are wanting to do for the 2 hours.
Meredith Une |
Meredith will search the path for any and all missing pieces. While she doesn't have the patience to fit puzzle pieces together, she does enjoy looking for unnatural rocks.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20