Amarthecthel |
"The helm said 'catch'. I presume it meant that word literally," says Amarthecthel. "Anyone got a net?"
Pelkin Norwind |
Pelkin has neither. A net? No, I have a crossbow though...
Obviously someone will have to come up with a better idea.
Amarthecthel |
Amarthecthel grows his glorious wings of starlight and rises into the air, waving his hand at the owl. "Sleep now," he says.
Flight hex and Sleep hex (DC 17 Will save negates).
GM BPChocobo TK1 |
Shi'tashi Will: 1d20 + 2 ⇒ (20) + 2 = 22
But of course!
"Hoot!", Shi'tashi replies to Amarthecthel's request.
GM BPChocobo TK1 |
"Hoooooooot.", replies Shi'tashi, flapping over to Twigg's shoulder.
Shi'tashi looks swollen around his stomach... something is stuck within his gullet! A DC 15 Heal or DC 20 Kn: Nature can coax it out safely! Or you can just kill and gut the bird...
_Twigg |
Perception 1d20 + 1 ⇒ (9) + 1 = 10
Unaware and distractable, Twigg misses any cues and continues to try to coax the bird down.
"Twigg is a friend to animals! Come to me little owl friend."
Pelkin Norwind |
Perception: 1d20 + 14 ⇒ (11) + 14 = 25
Aha, now I see... the bird has something lodged in its gullet.
Heal: 1d20 + 8 ⇒ (11) + 8 = 19 Pelkin tries to aid the fowl thing, tempering his urge to just kill the annoyance.
GM BPChocobo TK1 |
@Pelkin: With Shi'tashi now in arms reach, you gently massage the bird's torso until it hurks up a golden amulet with a beetle-shaped ruby set inside it.
It's a golembane scarab!
As soon as the amulet is removed from Shi'tashi, the room grows dimmer as the starry ceiling is replaced by flagstone and the "trees" are now revealed to be rough stalagmites.
"Congratulations on claiming your prize!", the helmet bobs emphatically, seemingly ignoring the change within the chamber. "Please continue across the pathway to reach the Deepsea Zone."
Amarthecthel |
Spellcraft: 1d20 + 15 ⇒ (1) + 15 = 16. Boooo!
"Deep-Sea?" asks the magus, not liking the sound of that one bit. "Tell us more about that exhibit."
_Twigg |
"Let me take a look! I like shiny things."
Twigg wiggles his fingers and focuses on the item. Detect Magic
Spellcraft 1d20 + 6 ⇒ (2) + 6 = 8
"Hmmm well I think it is magic at least..."
Pelkin Norwind |
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22 Boom.
A golembane scarab... a little late to discover this, perhaps.
Who wants it?
Once the party does any needed healing and decides who gains the scarab, Pelkin will sigh at the helmet and go down the path, watching the way as he goes. Take 10 Perception
Pelkin Norwind |
Pelkin hands the scarab to the magus. Sounds fair to me.
GM BPChocobo TK1 |
As the party approaches the door, the helmet responds to Amarthecthel's inquiry. "It's a recreation of sea floor near the old Azlanti coast that Nhur Athemon farmed for the flagstone that makes these chambers."
Pelkin does his usual check routine, but finds nothing trying unusual, although a detect magic does find a large aura on the other side.
Pelkin Norwind |
Pelkin will elect to press on then.
GM BPChocobo TK1 |
A1 Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
A2 Stealth: 1d20 + 10 ⇒ (15) + 10 = 25
A3 Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
Pelkin Percep: 1d20 + 14 ⇒ (3) + 14 = 17
Amarthecthe Percep: 1d20 + 10 ⇒ (19) + 10 = 29
The party ready, Pelkin does his typical door check and confirms that it is safe. In one mighty pull, the door swings open.
Large volumes of crystal clear water fill the room. Tiny fish dart to and fro and kelp sways in the water's currents. A large, rare, giant albino sea anemone lurks to the side about halfway down the room. What's unnerving, though, is that a narrow width of dry air separates the various aqueous sections, providing a walkway through the room.
Two doors can barely be seen through the waters.
Amarthecthel, however, spots three sharklike tales hiding behind large rocks or lurking within patches of kelp within the waters!
The helmet continues its tour. "Here is the Deepsea Zone, a clear representation of the deep waters near the great Azlant homeland. Note the majestic anemone that dominates the eastern waters. Other creatures may lurk, and I cannot vouch that they are not hungry after their dormancy. And no fishing, please. To continue the tour, please head to the east. The western door is off-limits to tourists."
Map updated!
Horgrym |
Horgrym's jaw drops as he admires the deepsea display. "This is the sort of thing I hoped I'd see when I signed up for the society!" He pulls out his notebook and takes notes along with some terrible sketches.
He turns to the western door. "Forbidden doors are always so tempting."
Pelkin Norwind |
And what is beyond the door to the west that makes it forbidden? For now, Pelkin will honor the request of the helmet and not approach the door.
Know Nature? for these critters: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
GM BPChocobo TK1 |
@Pelkin: They would be small for sharks... but the movements are unlike sharks in that they are staying idle and sharks typically must move constantly. The helmet simply answers, "That is not part of the tour. But of course, I am physically incapable of stopping you if you wish to deviate from the course and likewise am not responsible for an injuries, maiming, disembowelings, or death that may occur."
Pelkin Norwind |
Yes, of course... Pelkin scans for alignments.
GM BPChocobo TK1 |
"I am not sure; only entry into the floor removes the containment stasis that preserves the exhibits. The Master's last entry was in 937 AC."
The date refers to a time on the ancient Azlanti calendar that occured perhaps a decade before the Starfall over 10 millenia ago!
Pelkin Norwind |
Whenever that was. Anyway, lets just move on with the tour.
GM BPChocobo TK1 |
As the party moves forward through the water, Amarthecthel's advice holds true as the sharked tails immediately lurch out and out from behind kelp and rock are a trio of half elf/half-shark women. Each clutching a spear and with wicked sharp teeth grinning at you, they immediately move in to attack.
These things are called Adaro, intelligent hunters that have the ferocity of a shark combined with human intelligence. They often use poison in their strikes and go into a blood thirsty rage when it rains.
"Oh, I was hoping that the wildlife's hunger would be sated by stasis.", sighs the helmet.
No surprise round due to Amarthecthel pointing out the threats.
A1: 1d20 + 3 ⇒ (3) + 3 = 6
A2: 1d20 + 3 ⇒ (7) + 3 = 10
A3: 1d20 + 3 ⇒ (11) + 3 = 14
Anemone: 1d20 + 2 ⇒ (11) + 2 = 13
Amarthecthel: 1d20 + 2 ⇒ (14) + 2 = 16
Dyn: 1d20 + 1 ⇒ (18) + 1 = 19
Horgrym: 1d20 + 3 ⇒ (20) + 3 = 23
Pelkin: 1d20 + 5 ⇒ (5) + 5 = 10
Twigg/Mexel: 1d20 + 2 ⇒ (6) + 2 = 8
Init Order (bold = up!)
Horgrym
Dyn
Amarthecthel
A3
Pelkin
A2
Twigg/Mexel
A1
Map updated!
GM BPChocobo TK1 |
The Adaro hungrily swim around, ready to pounce on the party whose instincts are slightly faster.
Init Order (bold = up!)
Horgrym
Dyn
Amarthecthel
A3
Pelkin
A2
Twigg/Mexel
A1
Amarthecthel |
Amarthecthel advances, casting a spell as he goes and lunging at the nearest adaro. "I have had more than enough of Nur-Athamon and his mad zoo!" cries the elf.
+1 cold iron scimitar and frigid touch: 1d20 + 10 ⇒ (19) + 10 = 291d6 + 7 ⇒ (6) + 7 = 134d6 ⇒ (1, 1, 3, 2) = 7
Critical hit confirmation: 1d20 + 10 ⇒ (13) + 10 = 231d6 + 7 ⇒ (6) + 7 = 134d6 ⇒ (4, 3, 2, 6) = 15
If the adaro's AC is no more than 23, then it suffers 26 points of slashing damage, 22 points of cold damage and the target is staggered for a full minute.
If 29>AC>23, then then it suffers 13 points of slashing damage, 7 points of cold damage and the target is staggered for one round.
GM BPChocobo TK1 |
@Amarthecthel: Even with the water's protection, your blade slashes into the water, freezing some of it contact, then explodes into a burst of icicles when your scimitar cuts downward from the adaro's neck towards its heart. It floats lifelessly in the water.
Will update map tomorrow, on mobile. And nice shot!
Horgrym will appreciate the healing!
Will delay Horgrym after noon tomorrow and moving on
Horgrym |
Horgrym charges towards A1 - trying to fell him with a mighty swing.
GS(PA,FF,Charge): 1d20 + 13 ⇒ (17) + 13 = 301d10 + 11 ⇒ (4) + 11 = 15
GM BPChocobo TK1 |
@Horgrym: Unfortunately with others in the way, you cannot attack A1; best bet I can do is let you move up and ready an action to strike at the first one that comes up. That ok?
GM BPChocobo TK1 |
No harm done!
Seeing Amarthecthel violently fell one of the adaros, another one darts out and strikes at the elf with spear and teeth!
A3 spear @ Amarthecthel: 1d20 + 8 ⇒ (13) + 8 = 21
Damage on hit: 1d8 + 4 ⇒ (4) + 4 = 8
Amarthecthel Fort save vs DC 15 on hit: 1d20 + 6 ⇒ (2) + 6 = 8
A3 bite @ Amarthectel: 1d20 + 2 ⇒ (12) + 2 = 14
Damage on hit: 1d6 + 3 ⇒ (1) + 3 = 4
The spear jabs into the magus' side; before he can reposition himself to react to the new threat, his body stiffens up, held in place as his muscles freeze up on him entirely. The adaro then lunges out of the water to bite Amarthecthel's arm before returns to its watery home.
12 damage to you Amarthecthel and you're paralyzed by poison! It's a 1 minute effect and you can make another fort save in 10 rounds unless someone can remove it sooner.
Init Order (bold = up!)
Horgrym (readied action to strike next creature in reach)
Dyn
Amarthecthel (12 damage, paralyzed for 10+ rounds)
A3
Pelkin
Twigg/Mexel
A1
_Twigg |
Twigg will pull out a wand to blast some sound at the far creature.
Mexel charges up behind the closer monster, but is far not to give up a AoO.
UMD - wand of sound burst 1d20 + 12 ⇒ (3) + 12 = 15
Sound damage 1d8 ⇒ 5 fort save 13 or be stunned.
Mexel bite 1d20 + 7 ⇒ (13) + 7 = 20
Damage 1d6 + 7 ⇒ (4) + 7 = 11
GM BPChocobo TK1 |
@Twigg: You shake your stick, but no sound shoots out from it towards the far adaro. Meanwhile, Mexel moves up and gets his face wet biting the one who just paralyzed Amarthecthel.
Init Order (bold = up!)
Horgrym (readied action to strike next creature in reach)
Dyn
Amarthecthel (12 damage, paralyzed for 10+ rounds)
A3 (11 damage)
Pelkin
Twigg/Mexel
A1
_Twigg |
Twigg starts smacking the stick against his other hand. "I think this is defective! Why didn't it work? I don't think I did it right, maybe it is out of magic... c'mon loud magic stick you got some juice in you still!"
Pelkin Norwind |
Know Nature: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12
Pelkin doesn't seem too happy about the turn of events since he doesn't understand what happened to his friend. Pelkin will then step 5' backwards and as a swift action he'll cast Litany of Sloth on the adaros so that Horgrym can move forward without worrying about an enemy attack. He'll then strike at the adaros (A3)!
Attack: 1d20 + 6 ⇒ (13) + 6 = 19 for Damage: 1d8 + 6 ⇒ (7) + 6 = 13
GM BPChocobo TK1 |
@Pelkin: Your blade strikes true, further injuring the adaro that somehow paralyzed Amarthecthel.
The other one moves up and takes a mighty swing from Horgrym that juts into the water and into its breast. In retaliation, it strikes back at the halfling!
A1 spear @ Horgrym: 1d20 + 8 ⇒ (8) + 8 = 16
Damage on hit: 1d8 + 4 ⇒ (6) + 4 = 10
Horgrym Fort save vs DC 15: 1d20 + 8 ⇒ (9) + 8 = 17
However the small warrior's armor deflects the stabbing attempt!
Meanwhile, the sea anemone that has been quiet the whole time finally begins to writhe, sensing a weakened creature nearby... and lashes out towards Amarthecthel!
Giant anemone tentacle @ Amarthecthel: 1d20 + 3 ⇒ (13) + 3 = 16
Damage on hit: 2d6 + 1 ⇒ (4, 2) + 1 = 7
Grab on success: 1d20 + 9 ⇒ (2) + 9 = 11
Amarthechthel Fort save vs DC 16: 1d20 + 6 ⇒ (8) + 6 = 14
Dex damage on failure: 1d2 ⇒ 2
The tentacle slams into the elf, further wounding him, but fails to hold into him. However, the contact site becomes inflamed as another poison courses through his body!
@Amarthecthel, on your init, I need another Fort Save vs DC 16 or take another 1d2 Dex damage. 2 Consecutive saves to remove it.
Init Order (bold = up!)
Horgrym
Dyn
Amarthecthel (23 damage, paralyzed for 10+ rounds, 2 Dex damage)
A3 (24 damage)
Pelkin
Twigg/Mexel
A1 (15 damage)
Sea Anemone
Horgrym |
Alarmed, Horgrym calls out. "Dyn, mind the magus!"
He studies the adaro that attacked him for a weakness and then strikes with purpose.
GS(FT,PA,FF): 1d20 + 12 ⇒ (19) + 12 = 311d10 + 12 ⇒ (4) + 12 = 16
confirm: 1d20 + 12 ⇒ (12) + 12 = 241d10 + 12 ⇒ (1) + 12 = 13
[occ]If the adaro falls, he'll 5' step to the SW so that he threatens A3[/ooc]
GM BPChocobo TK1 |
@Horgrym: Pausing only to find this creature's heart, you step forward and gracefully slash upward with enough force that it launches you into the air before snapping your wrists and driving the blade straight down.
The adaro is cleanly cut in half, thoroughly slain.
Man, this game changed when you guys figured out how to crit :P
Init Order (bold = up!)
Horgrym
Dyn
Amarthecthel (23 damage, paralyzed for 10+ rounds, 2 Dex damage)
A3 (24 damage)
Pelkin
Twigg/Mexel
Sea Anemone
You cannot 5' into that square. The map shows it poorly, but that's actually water! You can take a move action to swim into it next round to attack, though.
GM BPChocobo TK1 |
Skipping Amarthecthel, please remember to give me a Fort save vs DC 16 or take another 1d2 Dex damage
A3 AoO @ Dyn: 1d20 + 8 ⇒ (3) + 8 = 11
Damage on hit: 1d8 + 4 ⇒ (8) + 4 = 12
The adaro tries to wound Dyn as he approaches Amarthecthel, but can't get pass the dwarf's armor.
She then attacks him with spear and teeth before retreating back.
A3 spear @ Dyn: 1d20 + 8 ⇒ (10) + 8 = 18
Damage on hit: 1d8 + 4 ⇒ (3) + 4 = 7
A3 bite @ dyn: 1d20 + 2 ⇒ (17) + 2 = 19
Damage on hit: 1d6 + 3 ⇒ (5) + 3 = 8
While the spear once again fails to wound Dyn, it does sink its teeth through the shoulder plate. It then retreats back into the water.
Init Order (bold = up!)
Horgrym
Dyn (8 damage)
Amarthecthel (14 damage, paralyzed for 10+ rounds, 2 Dex damage, need Fort save vs DC 16)
A3 (24 damage)
Pelkin
Twigg/Mexel
Sea Anemone
_Twigg |
Twigg switches wands and takes out another. "This one will do the trick!" as he points it at the Sea Anemone and fires, then takes a 5' step back.
Wand of Acid Arrow ranged touch 1d20 + 5 ⇒ (19) + 5 = 24
acid damage 2d4 ⇒ (2, 3) = 5
Mexel attacks the flanked adaro
Claw 1 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
damage 1d4 + 7 ⇒ (3) + 7 = 10
Claw 2 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
damage 1d4 + 7 ⇒ (4) + 7 = 11
Bite 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
damage 1d6 + 7 ⇒ (3) + 7 = 10