Pelkin Norwind |
You wish to talk to it, but we can't possibly restrain this creature while we do so. It may simply attack us again! Pelkin looks at Twigg and says, Do you really believe you can persuade this creature to simply answer our questions and leave us unharmed?
Amarthecthel |
"There's only one way to find out," says Amarthecthel. "No doubt it will drive the kind of hard bargain its kind are known for, but it may know things that will make the bargain worth our while."
GM BPChocobo TK1 |
Going to let the beast awaken? In that case, any actions you like to prepare before this happens. We'll say with all the dialogue... 4 rounds has passed, so you have 3 rounds remaining.
Amarthecthel |
Amarthecthel uses the time to buff his sword with Arcane Pool, giving it the icy burst property. Then, should things go south, he readies an action to cast haste.
Pelkin Norwind |
Pelkin will prepare to use Discern Lies while Twigg questions and/or makes friends with the creature.
Horgrym |
Horgrym is going to position himself behind the creature, opposite Twigg. The Behir and Rozimus are his two studied targets right now.
GM BPChocobo TK1 |
@Horgrym: Curiously, you do not see Rozimus. If you are to peek into the statued chamber, the Pathfinder cannot be found.
Pelkin Norwind |
I'll also cast Detect Magic while I can.
_Twigg |
"Of course I can!"" the gnome says with a grin.
bluff 1d20 + 11 ⇒ (10) + 11 = 21
diplomacy 1d20 + 5 ⇒ (13) + 5 = 18
When the creature wakes up. [b]"Sorry friend for invading your home! we are exploring for an important item. Once we find it we will be on our way and keep more pesky pathfinders out of your home! We decided it would not be nice to kill you while you sleep because we felt bad about coming here. Can you help us find what we need?"{/b]
GM BPChocobo TK1 |
Alright, I probably won't post anything until tomorrow ala RPGSS stuff, so thank you for your patience.
GM BPChocobo TK1 |
The beast slowly wakes up, raising its head as it takes in its surroundings. Twigg immediately tries to reason with the beast...
Those with readied attacks can make them before this
Twigg Reflex vs DC 20: 1d20 + 5 ⇒ (7) + 5 = 12
Electrical Damage: 7d6 ⇒ (1, 4, 4, 5, 6, 2, 2) = 24
Duration: 1d4 ⇒ 3
"Kill...", it hisses, violently electrocuting another spellcaster.
Init Order (bold = up)
Twigg/Mexel (24 damage)
Pelkin
Amarthecthel
Horgrym
Behir (prone)
Pelkin Norwind |
Pelkin just sighs with a knowing look on his face. He then casts Spiritual Weapon and has it attack the behir!
Spirit: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14 for Force Damage: 1d8 + 2 ⇒ (3) + 2 = 5 If its prone add +4 to hit
GM BPChocobo TK1 |
Pekin summons a floating starknife that swings at the behir, but even in its prone position, the magical weapon misses the slender reptile.
-Posted with Wayfinder
_Twigg |
"Ack! You need a sense of humor."
Twigg casts Hideous Laughter, dc 17 will
Mexel attacks
Claw 1 1d20 + 8 ⇒ (20) + 8 = 28
damage 1d4 + 7 ⇒ (1) + 7 = 8
Claw 2 1d20 + 8 ⇒ (2) + 8 = 10
damage 1d4 + 7 ⇒ (2) + 7 = 9
Bite 1d20 + 8 ⇒ (11) + 8 = 19
damage 1d6 + 7 ⇒ (6) + 7 = 13
Horgrym |
Horgrym sighs as he moves in to attack. "Well, I suppose I've learned a lesson here."
Greatsword(PA,FF,ST): 1d20 + 14 ⇒ (14) + 14 = 281d10 + 13 ⇒ (1) + 13 = 14
GM BPChocobo TK1 |
sorry guys, there has been a loss in my immediate family and my posting will be minimal until Sunday. Thank you for patience; I do appreciate it!
-Posted with Wayfinder
Amarthecthel |
Something's wacky with the dice roller. I'll post later. Every time I type 1d20, it writes 1d1d20.
Pelkin Norwind |
I always type d20 when I want just one die, try that.
Amarthecthel |
His face an impassive elven mask, Amarthecthel springs suddenly into violence.
Cast frostbite with Rime Spell feat. Use Spell Combat & Spellstrike.
1st attack, +1 cold iron scimitar and Rime-templated frostbite: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 131d6 + 7 + 1d6 + 7 ⇒ (1) + 7 + (6) + 7 = 21
2nd attack, +1 cold iron scimitar: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 131d6 + 7 ⇒ (4) + 7 = 11
Boo! Fire the dice roller!
GM BPChocobo TK1 |
Behir Will: 1d20 + 9 ⇒ (8) + 9 = 17 That includes the +4 for being a different type The behir resists giggling at the jolted gnome's joke, but Mexel strikes back savagely, ripping at the behir 's neck. Horgrym cuts it's body with his large sword while Amarthecthel can't pierce it's hide The behir bites at the small Horgrym, trying to devour the halfling! Behir bite @ Horgrym: 1d20 + 15 - 4 ⇒ (13) + 15 - 4 = 24 Damage on hit: 2d6 + 9 ⇒ (4, 1) + 9 = 14 Grab on hit: 1d20 + 22 - 4 ⇒ (8) + 22 - 4 = 26
Horgrym is crushed in its mouth, his arm stuck as the reptile tries to swallow him!
Init Order (bold=up)
Twigg (22 damage)/Mexel
Pelkin
Amarthecthel
Horgrym (14 damage, grappled)
Behir (76 damage, grappling)
-Posted with Wayfinder
Pelkin Norwind |
Pelkin commands his weapon to strike!
Spiritual Weapon: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18 for Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Pelkin then activates his judgment of justice (+2 to hit) and moves to strike the enemy himself!
+1 Falcata: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 for Damage: 1d8 + 8 ⇒ (2) + 8 = 10
GM BPChocobo TK1 |
@Pelkin: Your floating starknife barely cuts into the creature, but with the behir distracted by the squirming Horgrym, your own weapon cleaves scale and flesh.
Behir at 91 damage!
You can tell that the creature has taken a savage beating and is nearly out of commission.
Pelkin Norwind |
Heal: 1d20 + 8 ⇒ (18) + 8 = 26
The creature is nearly defeated! Press the attack!
Amarthecthel |
The elf magus keeps up his assault, the frostbite spell still fresh on his blade.
1st attack, +1 cold iron scimitar and Rime-templated frostbite: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 131d6 + 7 + 1d6 + 7 ⇒ (3) + 7 + (4) + 7 = 21
2nd attack, +1 cold iron scimitar and Rime-templated frostbite: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 171d6 + 7 + 1d6 + 7 ⇒ (1) + 7 + (6) + 7 = 21
"Pharasma take you!" cries Amarthecthel in frustration.
GM BPChocobo TK1 |
@Amarthecthel: The first swing misses again, but the second one strikes true! Hit with the frigid blast, the creature falling limp until...
Amarthecthel Will: 1d20 + 5 ⇒ (2) + 5 = 7
Horgrym Will: 1d20 ⇒ 18
Pelkin Will: 1d20 + 10 ⇒ (9) + 10 = 19
Twigg Will: 1d20 + 6 ⇒ (18) + 6 = 24
Amarthecthel almost falls to his knees after a splitting headache courses through him. Twigg, Horgrym, and Pelkin can then see the body of the behir sucked through what can only be described as an invisible vortex, disappearing into nothingness. Afterwards, the elf's migraine subsides.
Combat is over!
GM BPChocobo TK1 |
@Amarthecthel: Perhaps sucking in something that wasn't supposed to be there. Such an anomaly isn't natural by any means and is arguably related to the strange faint image you saw of the attack before the behir materialized.
Pelkin Norwind |
Well, that takes care of that. Is everyone alright? Pelkin will take a look around to see if the creature left anything behind or if the area has changed in any way.
GM BPChocobo TK1 |
@Pelkin: The only thing that remains is the bite wound on Horgrym and Twigg's electrical burn.
-Posted with Wayfinder
Pelkin Norwind |
Pelkin will offer to use his wand of CLW to any that need it. You can roll for yourself as needed. When everyone is ready to move on Pelkin will suggest the western door down in that south room.
Horgrym |
Horgrym requests Pelkin use Horgrym's wand of cure light wounds a few times.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
47/50 charges left
Amarthecthel |
Amarthecthel's own wand of cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Amarthecthel's own wand of cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Fully healed, Amarthecthel retrieves his wand and thanks Pelkin for using it on him. He agrees with the propoposed direction.
GM BPChocobo TK1 |
Retracing Rozimus' path, the party heads to the red door above the entrance chamber. Pelkin, with the red sigil on his hands, places it on the door. The flashes, the sigil lighting on the half-elf's appendage as well as appearing on the door itself, before it opens, exposing a new hallway.
A trio of statues, similar to the ones in the strange chamber with the yellow smoke, are marching in a circle. They immediately halt upon the door's opening, blades drawn.
Statue red: 1d20 - 1 ⇒ (12) - 1 = 11
Statue yellow: 1d20 - 1 ⇒ (15) - 1 = 14
Statue blue: 1d20 - 1 ⇒ (19) - 1 = 18
Amarthecthel: 1d20 + 2 ⇒ (12) + 2 = 14
Horgrym: 1d20 + 3 ⇒ (15) + 3 = 18
Pelkin: 1d20 + 7 ⇒ (16) + 7 = 23
Twigg: 1d20 + 2 ⇒ (14) + 2 = 16
Assuming Twigg'll get healed up before combat begins
Init Order: (bold = up)
Pelkin
Horgrym
Blue statue
Twigg
Amarthecthel
Yellow Statue
Red Statue
Pelkin Norwind |
What knowledge check is required on these fellas?
GM BPChocobo TK1 |
They're Caryatid columns, same as before. Flat DR against all attacks, immunity to spells that allow spell resistance, and feedback damage to weapons that strike them.
-Posted with Wayfinder
Pelkin Norwind |
Pelkin decides to use his composite longbow this time around. He uses Bane on the creature for extra damage potential.
Bow: 1d20 + 6 ⇒ (16) + 6 = 22 for Arrow: 1d8 + 3 ⇒ (2) + 3 = 5 plus Bane: 2d6 ⇒ (2, 2) = 4
GM BPChocobo TK1 |
@Pelkin: Your arrow does no damage to the creature, but your inquisitor powers cause some stone to break apart from the lead statue.
Init Order: (bold = up)
Pelkin
Horgrym
Blue statue
Twigg
Amarthecthel
Yellow Statue (4 damage)
Red Statue
Horgrym |
"More?!?"
Not sure exactly where we are. If not close enough, Horgrym will double move to get close to Pelkin. If close enough Horgrym will try to move to attack one before it moves.
GS(PA,FF): 1d20 + 12 ⇒ (10) + 12 = 221d10 + 11 ⇒ (7) + 11 = 18
Sneak Attack: 1d6 ⇒ 1 If he does sneak damage, it becomes a studied target.
GM BPChocobo TK1 |
And not sure where my post disappeared to. Hrm...
Yeah, I forgot to move everyone closer when Pelkin went to open the door, so you can be within striking distance
@Horgrym: Darting in, you swing your greatsword upwards, cracking the statue further. Your blade vibrates, but holds true, its durable make impervious to such damage.
The southernmost statue steps up and swings at the halfling with its stone weapon.
Blue statue @ Horgrym: 1d20 + 8 ⇒ (9) + 8 = 17
Damage on hit: 1d8 + 4 ⇒ (4) + 4 = 8
Horgrym nimbly ducks under the blade, his halfling training paying off as he avoids the strike.
Init Order: (bold = up)
Pelkin
Horgrym
Blue statue
Twigg
Amarthecthel
Yellow Statue (18 damage, studied by Horgrym)
Red Statue
Map updated
Amarthecthel |
I assume the 7-minute duration on my monstrous physique spell has expired?
Amarthecthel drops his cold iron scimitar and draws his light flail instead, moving to Horgrym's side.
light flail, two hands and Power Attack: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 241d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Shatter Weapons damage: 3d6 ⇒ (1, 5, 6) = 12 Hardness =10, so the flail is now broken.
GM - Hexes are supernatural abilities, not spells or spell-like abilities. Please decide before next round whether the caryatid column is immune to them.
GM BPChocobo TK1 |
It calls out only spells and spell - like abilities, so hexes are fine as long as a construct can be a valid target.
-Posted with Wayfinder
GM BPChocobo TK1 |
Waiting a bit longer before botting Twigg and continuing
GM BPChocobo TK1 |
Blue statue Reflex: 1d20 ⇒ 15
Amazingly, the statue manages to hold its ground!
@Amarthecthel: Yes, your monstrous physique has ended, same with Mexel's enlarge person
While your flail cracks (as you noted), your blow causes a larger crack within the statue. It still moves to fight, though.
The yellow statue retaliates at the elf, swinging its chipped sword at him.
Yellow longsword @ Amarthecthel: 1d20 + 8 ⇒ (6) + 8 = 14
Damage on hit: 1d8 + 4 ⇒ (6) + 4 = 10
A simple back step is all that is needed to avoid that strike. Meanwhile, the statue at the northwestern door also moves to engage Amarthecthel.
Red longsword @ Amarthecthel: 1d20 + 8 ⇒ (13) + 8 = 21
Damage on hit: 1d8 + 4 ⇒ (2) + 4 = 6
This one lands the blow, causing a light gash along the magus' shoulder.
Init Order: (bold = up)
Pelkin
Horgrym
Blue statue
Twigg
Amarthecthel (6 damage)
Yellow Statue (28 damage, studied by Horgrym)
Red Statue
Pelkin Norwind |
Pelkin fires another arrow, this time at the blue one! Using Bane again
Bow: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 for Arrow: 1d8 + 3 + 2d6 ⇒ (6) + 3 + (3, 3) = 15
GM BPChocobo TK1 |
@Pelkin: Your arrow goes wide this time; too many allies in the way.