| GM Aest |
Chup: The spell seems to be Obscuring Mist.
Orophin Telemnarn
|
"Hmm," says Orophin.
"I'm not sure I like being classed as 'tasty'"
Readies an action to strike the creature if it appears near him. Likely get an AOO on it as well if it goes in to attack, I'll post them here to speed things up.
readied attack: 1d20 + 5 ⇒ (6) + 5 = 11
damage, silver: 1d8 + 2 ⇒ (2) + 2 = 4
AOO: 1d20 + 5 ⇒ (4) + 5 = 9
damage, silver: 1d8 + 2 ⇒ (2) + 2 = 4
Ysmero
|
Ysmero stands unblinking, muscles tense, waiting to see how negotiations go.
Readied action, if the creature appears within reach of his strike, Ysmero will attack. Out of curiosity, is this the same creature that was making the sobbing and if so can I use my previous sense motive roll to determine if it really is as innocent as the party wants to believe?
Full attack so Flurry of Blows provides an extra melee attack at full BaB
Attack: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 3 ⇒ (1) + 3 = 4
Aldur Sanvell
|
Aldur's eyes widen as the beast's threat registers, and he flexes his grip on his cold iron rapier, ready to defend himself.
Readied action. Trigger: Creature attacks someone.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20 Damage (cold iron): 1d6 + 2 ⇒ (4) + 2 = 6
Senach Slane
|
"It has moved off, and is a tiny creature. I must check out the source of the crying.. I will return if you need me"
With these words, Senach moves forward towards the hall that the cry originated from.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
| GM Aest |
@Aldur's Two-Day-Old Spellcraft: The scrolls are one of Magic Circle against Chaos and one of Slow.
Senach's examination of the two alcoves, where the light and crying were coming from, doesn't show any sign of life above the briny water. Not only that, but with the crying and light off, there's not even a sign of movement of any kind. He does, however, find a hideous, long-dead vulture's corpse, its head banging against the bookshelves with the current.
As the creature's mist settles on the already dark corner of the room it hides in, it quickly zips forward to attempt to take a bite from Aldur. As it does, the half-elf's rapier stabs out, taking the poor creature in the center of its tiny body. It cries out, falling to the bookshelf, but no sooner has the rapier's point left its body than its wounds begin to heal.
Stonegrin can take his round two and round three actions.
Creature: Down, but not Out?
Ysmero:
Orophin:
Stonegrin:
Chup:
Aldur:
Senach:
Ysmero
|
If the creature is in Aldurs square is that within my reach? If so my readied attack would have gone off, the map is fuzzy on my phone so judging distance is problematic.
Orophin Telemnarn
|
Orophin strikes out, trying not to kill the creature
attack, NL: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
NL damage: 1d8 + 2 ⇒ (8) + 2 = 10
Stonegrin Strongale
|
Stonegrin looks at his beloved beer mug and decides that sometime something has got to give. He scoops up the lifeless but regenerating creature with his mug and quickly grabs a large tome to keep it inside.
You ain't goin nowhere... I did leave ye some Kudrak Strongale in there however so I hopes ye enjoy that...
That oughta be two rounds of actions
| GM Aest |
| 1 person marked this as a favorite. |
Yeah, I guess it's in range. It's not just hard to tell exactly where people are on a phone; tough on the computer until I zoomed in too.
Ysermo's (readied) blow drives the creature further into a state of catatonia, just before Stonegrin scoops the creature into his mug. A few moments later and a large and sodden copy of "Bizare Beastiaries of the River Kingdoms, Volume XII" is plopped on top of the dwarf's favorite stein.
Combat over?
For a long time, there's only the tinkling sound of water dripping from the spiral stairs above and the somewhat deeper sound of water flowing down each of the four hallways out of the central room (one to the northwest, northeast, southeast, and southwest). There's no further sounds of crying, weeping, or mourning, and neither is there another surge of light from a far corner. The mist gradually dissipates, and perhaps thirty seconds later there's happy slurping sounds from inside the mug. A minute later, and the stein itself begins changing colors rapidly.
Senach Slane
|
Senach returns from his explorations and takes stock of the party.. including the color changing stein. "Well, that is certainly one way to keep your honor.. " he says with a grin of approval. "The sounds must have been some form of magic from this one. I found nothing over there, but I could not ignore the sounds of distress. I see four tunnels out of here. How should we proceed?"
Orophin Telemnarn
|
Orophin, slightly green at the gills looks around.
"Northwards" he declares, setting off to the northwest.
Looking backwards he notes "From above, that whole room would look a bit like a fish."
Aldur Sanvell
|
"Coincidence?" Aldur sounds unsure. "Although I've worked as an archivist, I have not yet accessed this area of the Overflow." He continues to scan his surroundings for anything he can salvage from the water.
| GM Aest |
Water is four feet deep. Anyone planning to carry Chup, or do we need Swim checks?
The party departs, leaving the color-changing, shaking beer mug behind with the old book atop it.
As the party heads down the northwest passage, the walls narrow and tighten until they're passing through tightens to a narrow passage of shelves, books, and scrolls. Squeezing through ancient essays and old bits of literature, the party eventually finds itself (still in deep water) outside a door at the end of a narrow passage. Pinned to the door with a dagger is another scrap of scroll. However, while the door's not locked, the crush of water on both sides seems to be making it quite difficult to open.
Strength checks?
Senach Slane
|
Chup can ride on my shoulders, lol
As the team squeezes through the narrowing tunnel of books and reaches the door, Senach sets Chup on a shelf and pulls out the dagger to read the note. Handing it off to the next in line, he comments "This does not sound good. The previous scraps, although weird, have been somewhat literal as well. We should be on our guard through here."
Once the convo has ended, and we are ready to move forward, Senach will try the door. Strength: 1d20 + 3 ⇒ (4) + 3 = 7
Orophin Telemnarn
|
Orophin takes the paper and reads it aloud:
"Gormandelle, the lady gorger
Dined on beans and bones and ordure
Lost her teeth so took her daughters
Then went wading to make water.
When Sir Crocodile attacked,
Used his teeth to bite him back."
He looks at the dagger, and checks the books and scrolls for magical auras as he does so.
"Who pinned this here?"
| GM Aest |
Senach struggles with the door, but his efforts prove to be too little to overcome the water pressure behind it.
Ysmero
|
Str: 1d20 + 3 ⇒ (7) + 3 = 10
Seeing the paladin struggle with the door, Ysmero steps in to try and give it a try on his own. He doesn't seem to do much better however.
Aldur Sanvell
|
Aldur examines the door, looking for anything that might help him get purchase.
Wooden door, I presume? No glass?
"Senach, Ysmero, help me. On three... one, two..."
Strength: 1d20 + 2 ⇒ (12) + 2 = 14
| GM Aest |
Assuming Ysermo's roll counts as an Aid Another...
As Aldur and Ysermo take over trying to open the door (under Chup's expert, ettin-like guidance), the wooden portal slowly creeks inward, revealing another dark room. A thin waterfall drops from a grate in the ceiling fifteen feet above, creating a curtain in the doorway to this flooded room. Beyond, mounted animal heads glower from virtually every inch of every wall. Stuffed specimens also lurk beneath the dark water, their antlers, horns, and claws breaking the surface here and there. In the eastern corner, a large gilded cage (octagon on the map) sits mostly submerged, its waters thick with embalmed birds bobbing at the surface.
Within the cage, a familiar-looking, thoroughly terrified man clings to the bars, his body submerged up to his waist and his face a rictus of agony. The man looks suspiciously like Virml (the poor Pathfinder who triggered this whole mess), and he twists his head back and forth as two tiny, gaunt fairies with pliers nearly as big as they are go to work on his remaining teeth. Nearby, a little green-skinned woman no bigger than Chup, who would be beautiful were it not for her hideously-mismatched teeth and webbed hands and feet, lounges ten feet above the water, cradled in the antlers of a once-magnificent but now simply ancient moose.
As she sees the first of the party enter the room, the green-skinned woman utters a long, high-pitched shriek that mixes anticipation with terror. "EEEEEEEEEEEEEEEEEEEEEEEEEE! Fresh teeth! For me! Get them, my beautiful daughters! EEEEEEEEEEEEEEEEEEEEEEEEEE!" The two gaunt fairies quickly turn their faces toward the party, revealing nearly-toothless mouths that grin almost ferally. For his part, the man who looks like Virml looks at the door, his face a mixture of pain, fear, and hope. "Pweese hep me! Dey took mah teef!"
Fairies Init.: 1d20 + 2 ⇒ (10) + 2 = 12
Lady G Init.: 1d20 + 2 ⇒ (4) + 2 = 6
Senach Init.: 1d20 + 2 ⇒ (8) + 2 = 10
Orophin Init.: 1d20 + 1 ⇒ (5) + 1 = 6
Ysmero Init.: 1d20 + 6 ⇒ (3) + 6 = 9
Stonegrin Init.: 1d20 ⇒ 5
Chup Init.: 1d20 + 4 ⇒ (9) + 4 = 13
Aldur Init.: 1d20 + 1 ⇒ (18) + 1 = 19
Virml Init.: 1d20 ⇒ 10
Begin Round One: Order is as follows:
Aldur
Chup
Fairies
Senach
Virml: Will be doing nothing until freed
Ysmero:
Lady G:
Orophin:
Stonegrin:
There are no bookshelves, so your choices are as follows:
A) Stand in the water. Counts as a deep bog, meaning a 1-square speed, but offers cover to Medium creatures (+4 AC) and improved cover to Small and smaller creatures in it (+8 AC, +4 Reflex, -10 to attacks against surfaced enemies). Small creatures must swim.
B) Swim. Swim checks to move, etc.
C) Climb on the stuffed animal heads on the walls. DC 10 climb check to move (climbing creatures without a climb speed lose their Dex bonus to AC).
The Following are Two Separate Checks!
Chup "Spoony" Spooner
|
Chup hops off Senach's shoulders and starts singing a battle hymn. "Ooooooooh, 'twas down in the bog of Underswamp, our bravest heroes got in a romp. They pulled out their swords, struck up a chord, and that's how the lizard king got his butt stomped."
Inspire courage: +1 on saves versus charm and fear, and +1 on weapon attack and damage rolls.
Aldur Sanvell
|
"Tooth fairies and a nixie," Aldur says to his companions. "Take care, the fairies explode into a revolting gas when killed." Aldur pulls a stoppered bottle out of his belt and draws his rapier. He pulls the cork off with his teeth, spits it into the water, and drink the contents.
He waves his rapier at the fey creatures. "Cold iron, my friends. You need not feel its bite if you leave us be."
Move action to draw a soothe syrup, swift to draw the rapier, standard to drink.
| GM Aest |
The tooth fairies' responses to Aldur's pseudothreat are less than encouraging. With sinister grins, they zip toward Orophin, flying high to avoid those before the aasimar. As they arrive, they squeeze through the door-frame and settle to work on Orophin's quite shiny pearly whites. Landing on his face, they wrench his mouth open, inserting their pliers and each coming away with a beautiful tooth; the first with one of Orophin's canines, the second with a molar. Orophin himself feels the salty taste of his own blood begin filling his mouth. Lady Gormandelle giggles and howls with laughter, threatening to fall from her perch atop the moose-head.
Steal: 1d20 + 7 ⇒ (12) + 7 = 19
Steal: 1d20 + 7 ⇒ (19) + 7 = 26
The Tooth Fairies provoke AoOs from Stonegrin and Orophin (who are both in the much less tall doorway. Unless one or both of them is killed first, Orophin takes two points of Charisma damage and two of Bleed damage.
Aldur: Drink/Draw
Chup: Sing
Tooth Fairies: Pull!
Senach
Virml: Will be doing nothing until freed
Ysmero:
Lady G:
Orophin:
Stonegrin:
Ysmero
|
Swim: 1d20 + 3 ⇒ (13) + 3 = 16
Ysmero starts swimming toward the Lady Gormandelle, hoping to end this and potentially retrieve Orophins teeth.
"Why does everyone want a piece of you today?"
Moving half speed as a full round action, not sure if the check succeeded, if not I'll move myself back.
| GM Aest |
Slight ret-con to the previous post. Orophin takes only one point of bleed and one point of Charisma damage.
As the tooth fairies fly overhead, Stonegrin's axe swats one of them out of the air with a high-pitched scream. As it falls, it *pops* like a cork, and suddenly the tooth fairy isn't there. What is there is a cloud that reeks of halitosis and sugar, coating Chup, Aldur, Stonegrin, and Orophin with the gag-inducing stench.
Ysermo, your check definitely succeeded. Chup, Aldur, Stonegrin, and Orophin: DC 10 Fortitude save or be sickened for 4 rounds.
Sickened: 1d4 ⇒ 4
Ysermo swims closer to Lady Gormandelle.
Aldur: Drink/Draw!
Chup: Sing!
Tooth Fairies: Pull!
Senach: Waiting
Virml: Will be doing nothing until freed
Ysmero: Swim!
Lady G:
Orophin:
Stonegrin:
Aldur Sanvell
|
Fort + Soothe Syrup: 1d20 + 6 ⇒ (16) + 6 = 22
Aldur feels the soothe syrup coating his throat, then settles into his stomach, calming it's churning. When the fairy explodes, Aldur wrinkles his nose at the smell, but it does nothing to upset him.
Senach Slane
|
I apologize for holding everything up. I have posted twice now, and returned to find that the post did not take. Heres to hoping third times the charm.
Edit: At least the map saved my move.
The door opens to show the horrid slob lounging in the antlers and the zippy little freaks flying around. Senach moves toward the Nixie, drawing his sword. "By Erastils great might, you will cease and desist this thievery and torture!"
Employing Detect evil on the Nixie, and one 5ft move.
| Aest |
@Senach: While the absolutely beautiful Lady Gormandelle doesn't detect as evil in your paladin radar, she had to get those teeth from somewhere!
As Ysmero and Senach make their way toward her perch, Lady Gormandelle shrieks again. "EEEEEEEEEEEEEEEEEEEEEE!" She retreats, quickly taking a position in the uppermost reaches of the moose's antlers. As she goes, she scoops up a small crossbow and sends a bolt whizzing through the air toward Ysmero. Fortunately, it splashes into the water near the nagaji monk's arm. The nixie's frustration is palpable, and she grinds her mismatched, borrowed teeth while screaming again. "EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!"
Light Crossbow (Ysmero): 1d20 + 7 ⇒ (6) + 7 = 13
Damage?: 1d6 ⇒ 6
Round 1:
Aldur: Drink/Draw!
Chup: Sing!
Tooth Fairies: Pull!
Senach: Detect!
Virml: Will be doing nothing until freed
Ysmero: Swim!
Lady G: Shoot!
Orophin:
Stonegrin:
Round 2:
Aldur:
Chup:
Tooth Fairy:
Senach:
Virml:
Ysmero:
Lady G:
Orophin:
Stonegrin:
A note: Lady Gormandelle is fifteen feet above the ground. A DC 10 climb check will be needed to reach her. Bold is up!
Chup "Spoony" Spooner
|
Chup lashes out with his whip at the remaining faerie, distracting it so Stonegrin can get another good hit in. Through it all, he never misses a beat in his song, either.
Aid another: 1d20 + 4 ⇒ (12) + 4 = 16
So that's a total of +6 on your next attack, Stonegrin. 6/8 rounds of bardic performance left.
Orophin Telemnarn
|
Orophin backs up a step and then tries to swot the fairy with his tooth.
"Give it back!" he cries, with real tears even.
attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 3 ⇒ (7) + 3 = 10
Aldur Sanvell
|
"Calistria look after a fool," Aldur mutters as he springs forward, leaping onto the armored head of an ankheg mounted to the wall, working his way towards the nixie.
Climb to move (DC 10): 1d20 + 2 ⇒ (8) + 2 = 10
As he approaches below Lady Gormandelle, Aldur sees a preserved section of a gelatinous cube sticking out of the wall. He leaps onto it, praying it has been sealed and can act as a trampoline.
Climb to get up to Gormandelle (DC 10): 1d20 + 2 ⇒ (19) + 2 = 21
Aldur lands next to the nixie on the snout of a taxidermied dire tiger, turning his stumbling landing into a courtly bow. "My lady."
Would I get a standard action, or is this considered two moves (one to get across the room, another to reach her height)?
| GM Aest |
Aldur, I think I need to rule that as two moves.
The second tooth fairy explodes with a scream and a *pop*, much like the first. This time, the sickeningly-sweet dust covers only Orophin and Stonegrin. At the same time, Aldur heroically leaps from one stuffed creature to another, ending up dangerously close to Lady Gormandelle, who eyes him with wide eyes.
Round 2:
Aldur: Climb!
Chup: Aid and Sing!
Tooth Fairy: Explode!
Senach:
Virml:
Ysmero:
Lady G:
Orophin:
Stonegrin:
Ysmero
|
Sim: 1d20 + 3 ⇒ (14) + 3 = 17 Moving 1 quarter movement as move action action
Ysmero swims closer but does not climb the wall yet, not wanting to expose himself to the loss of teeth if he can help it, he prepares himself to retaliate against anything that enters his reach.
Readied Attack - Triggers if an enemy comes within reach: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 3 ⇒ (2) + 3 = 5
Senach Slane
|
Senach continues wading through the water, held down and slowed by his heavy armor.
This one square at a time thing is going to be slow moving!!
| GM Aest |
| 1 person marked this as a favorite. |
Concentration (cast defensively): 1d20 + 12 ⇒ (5) + 12 = 17
Suddenly menaced by Aldur, the nixie cringes back, on her toes to avoid any attacks as she begins singing.
"Oh no, those two rotters,
They've hurt my good daughters,
And made all their dreams go 'poof'!
But perhaps you shall serve me,
Please do not unnerve me,
I'm really quite kind, that's the truth!"
For a moment, Lady Gormandelle grins, a look of triumph on her face. Aldur begins feeling differently about the poor, misunderstood nixie. Almost...as if she were a long lost friend. And then he gathers his will, breaking her charm. She screams again, a long, high-pitched one. "EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!"
Aldur Will: 1d20 + 3 ⇒ (20) + 3 = 23
Round 2:
Aldur: Climb!
Chup: Aid and Sing!
Tooth Fairy: Explode!
Senach: Walk!
Virml: Cry!
Ysmero: Swim!
Lady G: Sing!
Orophin:
Stonegrin:
Round 2:
Aldur:
Chup:
Senach:
Virml:
Ysmero:
Lady G:
Orophin:
Stonegrin:
| GM Aest |
Senach, have you been moving only one square per turn? I should have been more clear, it's one square per move action. You could go two squares a turn, so you'd probably be there by now, I think.