GM BPChocobo TK1 |
Lore SR check: 1d20 + 8 ⇒ (1) + 8 = 9
Lore tries to cast a spell at Sulukta, but Dhalavei seems to be doing a good job protecting her as the blast of holy light just washes over her.
Pelkin, though, finally strikes true, slashing her three times, the final blow felling the outsider at Lore's feet! Got her by 3 HP Pelkin :)
Combat over!
Now without Sulukta there, the party can more properly observe the altar. Various offerings of food, incense, fine garments, scrolls, and jewelry tucked away at the back of the shrine.
Pelkin Norwind |
I enjoyed that fight!
Damn beast. Pelkin will investigate the fallen enemy and then move on to the altar and the items found there. He'll use Detect Magic and Alignment as he does so.
GM BPChocobo TK1 |
Took up some of your resources, but it was good to give you guys a bit of a scare that didn't involve just super nasty surprise crits or something :P And of course, there is more... :)
While the trinkets and offerings are not magical, you can tell that is a bit of an aura attached; you feel that without making a prayer or offering to Dhalavei yourself, you risked being cursed if you try to touch the goods. Same with the statue.
Pelkin Norwind |
Know Religion: 1d20 + 12 ⇒ (3) + 12 = 15
Pelkin doesn't seem to have learned too much about this particular religion. Maybe Lore knows.
Pelkin Norwind |
How much time has passed since we entered past the rune-protected entrance? I have See Invisibility and Heroism for 90 minutes from that point.
Lorelendral Teklet |
know religion: 1d20 + 5 ⇒ (12) + 5 = 17
Lore can't tell anything...
GM BPChocobo TK1 |
We'll say about 15 minutes, so both abilities are still going strong.
Pelkin Norwind |
I strongly suspect what the case is but I'm not sure Pelkin would suspect it. Not sure how to play it. Maybe somebody else has the knowledge required?
Pelkin Norwind |
He has it, he just doesn't seem to roll well when he needs it.
Lorelendral Teklet |
[b]"Oh my, she was nasty... all those arms and weapons...I'm glad you guys were able to take her down." Lore says as she gets up, dusting herself off...
She casts detect magic and takes a long look at the fallen Sulukti and the rest of the room eventually too.
Pelkin Norwind |
Thank you. Any idea about this altar, Amar?
Velidor Gamestalker |
"If it was about some wild beast I would know, but I was never a good student of the gods"
Pelkin Norwind |
Pelkin shrugs and thinks that destroying the shrine could be the best course of action. He'll help with the task.
GM BPChocobo TK1 |
As both Amarthecthel and Pelkin touch the statue...
Amarthecthel Will: 1d20 + 6 ⇒ (20) + 6 = 26
Pelkin Will: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
And both extremes...
Both of feel a forboding doom lingering upon them as the statue smashes on the ground; Amarthecthel shakes it off, but the effect seems to be stronger in Pelkin; perhaps a stronger effect due to his own religious beliefs.
Pelkin, you are shaken for 24 hours. This is both a curse and a fear effect.
Pelkin Norwind |
-2 penalty for 24 hours? I think its worth a reroll.
Reroll, the +2 is for Heroism: 1d20 + 13 + 1 + 2 ⇒ (19) + 13 + 1 + 2 = 35
Pelkin digs deep into his resolve and manages to shake off the shaken effect.
So, what are these items here?
GM BPChocobo TK1 |
Sounds good :) In your defense, my dice have been quite fickle with you this module. I also did forget your heroism, although with that Nat 1 I initially rolled, it wouldn't have done much.
The various trinkets and offerings are all non-magical.
The total value of the offerings is about 400gp.
Pelkin Norwind |
Appraise: 1d20 + 2 ⇒ (11) + 2 = 13
Hmm, I guess we'll have someone value these items for us later. Maybe they'll do somebody some good.
Have we been everywhere on the current map? I'm not sure if that one room on the right side with the benches has been fully explored. If not, we'll check it out. If so, I guess we go to that south hallway leading off the map unless someone else knows about something I don't.
GM BPChocobo TK1 |
The next paths will be north; the map is so large so I to split it up. You came in from the south; the rooms to the right have been explored and are just living quarters for the cultist monks.
So there are three paths to the north; straight north, and then either to the left or right.
Pelkin Norwind |
Aha, I see now.
Pelkin will lead the party down the hallway that heads northeast. I moved our tokens up there, in no particular order. Arrange yourselves, please!
Lorelendral Teklet |
lore is fine where she is... nice and safe in the middle, she hopes
Velidor Gamestalker |
"Pelkin! Are you well? You look uneased." Velidor remarks after seeing Pelkin doubt himself.
Velidor will stay to the back with his musket unless called forward to deal with any traps.
Pelkin Norwind |
I was unnerved for a moment but that moment passed quickly. Thank you for your concern.
GM BPChocobo TK1 |
Pelkin leads the way, until the party turns the corner of the passage; the form of the walls have sudden changed as it goes from hewn flagstone to now rounded, smooth stone that seems unnaturally made.
This tunnel has been made with a disintegrate spell.
Map updated!
Pelkin Norwind |
Arcana: 1d20 + 7 ⇒ (6) + 7 = 13
Odd. Pelkin will continue on unless stopped by someone.
Velidor Gamestalker |
"than cant be natural.... or good..." Velidor says pointing to the stone wall...
Amarthecthel |
Knowledge (arcana): 1d20 + 15 ⇒ (9) + 15 = 24
"Fascinating," murmurs Amarthecthel. "Twigg, what do you make of this?"
Amarthecthel |
GM, if Twigg, Pelkin and Amarthecthel put their heads together (aid another), that's good enough. Yes?
GM BPChocobo TK1 |
If you guys want to pause and thinking about it for a minute, I'm cool with that.
The knowledgeable party members stop for a short bit, going over the clues to get the nagging idea out of their heads. After some deliberation, the three come to a consensus: this tunnel was slowly carved out with disintegration magic.
Pelkin Norwind |
Hopefully that magic is still not present. Pelkin will cast Detect Magic and Detect Alignment and then press on if all seems safe.
GM BPChocobo TK1 |
The walls do not detect as evil, and there are not any magical auras, too. Given the bits of dust here and there, it must have been done some time ago.
More later!
GM BPChocobo TK1 |
Sorry guys, sick day yesterday and I forgot to check up on this one to finish it!
The party makes their way through the hall as it winds back and forth.
As you're going through the tunnel, the unusual angling and pathways lead you to believe that this design is intentional, perhaps as some strange arcane symbol.
As the party makes their way through, a man in purble silk garb floats in front of them, a wicked smile coming across his face. It is hard to look at him as he is both quite distorted in looking at him as wello as it appears that there are 6 visages of him, too. "Ah, you, the ones who dare enter my web of secrets. Excellent, I did need some practice, yes, yes I did."
Ikrimah: 1d20 + 6 ⇒ (18) + 6 = 24
Amarthecthel: 1d20 + 2 ⇒ (12) + 2 = 14
Lore: 1d20 + 2 ⇒ (17) + 2 = 19
Pelkin: 1d20 + 9 ⇒ (11) + 9 = 20
Twigg: 1d20 + 2 ⇒ (7) + 2 = 9
Velidor: 1d20 + 9 ⇒ (20) + 9 = 29
Init Order (bold = up)
Velidor
Purple man (displaced, 5 images)
Pelkin
Lore
Amarthecthel
Twigg
Map updated.
Velidor Gamestalker |
"Practice chewing lead buddy!" Velidor says and shoots at the man three times from the back...
Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (8) + 5 + 4 + 1 + 1 = 19
Musket1+RS2+PBS+DA vs Touch AC: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (4) + 5 + 1 + 4 + 1 = 15
Musket2+PBS vs Touch AC: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
DMG2+PBS+MT: 1d12 + 1 + 5 ⇒ (11) + 1 + 5 = 17
accounted for shooting through companions, hoping to whittle away at his images before the others take their turns.
GM BPChocobo TK1 |
Bullet2 miss chance: 1d100 ⇒ 22
Bullet3 miss chance: 1d100 ⇒ 93
Bullet 3 MI chance, 6 = hit: 1d6 ⇒ 2
None of Velidor's bullets strikes the deranged looking man, although the last shot pops one of the images.
Before Pelkin can react, the man begins to pummel the half-elf, unleashing punches much more powerful than expected!
Stunning flurry: 1d20 + 19 - 4 ⇒ (13) + 19 - 4 = 28
Damage on hit: 1d6 + 6 + 8 ⇒ (3) + 6 + 8 = 17
Pelkin Will on hit vs DC 20: 1d20 + 13 + 1 + 2 ⇒ (2) + 13 + 1 + 2 = 18
flurry: 1d20 + 19 - 4 ⇒ (2) + 19 - 4 = 17
Damage on hit: 1d6 + 6 + 8 ⇒ (1) + 6 + 8 = 15
flurry: 1d20 + 19 - 4 ⇒ (15) + 19 - 4 = 30
Damage on hit: 1d6 + 6 + 8 ⇒ (6) + 6 + 8 = 20
flurry: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20
Damage on hit: 1d6 + 6 + 8 ⇒ (3) + 6 + 8 = 17
flurry: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
Damage on hit: 1d6 + 6 + 8 ⇒ (2) + 6 + 8 = 16
Pelkin is hit twice, the shock of the first blow stunning the valiant warrior!
Init Order (bold = up)
Velidor
Purple man (displaced, 4 images)
Pelkin (37 damage, stunned)
Lore
Amarthecthel
Twigg
Map up
Pelkin Norwind |
I think I'll use that reroll that I didn't have to burn in the last fight. I really don't want to be stunned.
Will: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
Pelkin manages to snap back to his senses! He then activates his judgments of Protection and Justice and uses his surge to strengthen them! He then attacks once!
Attack: 1d20 + 13 ⇒ (16) + 13 = 29 for Vital Strike: 2d8 + 8 ⇒ (4, 8) + 8 = 20
Miss: 1d100 ⇒ 93
The Real Guy? 5=hit: 1d5 ⇒ 2 Meh.
Pelkin then tries to Dimensional Hop behind the enemy so that one of his friends can join the battle!
Cast Defensive, DC 17: 1d20 + 13 ⇒ (10) + 13 = 23 That should work.
I think I did everything correctly. Check it out.
AC 31
GM BPChocobo TK1 |
Sounds fair!
And it looks good :)
Pelkin tries to strike at the man, narrowly missing one of the images, but still close enough to pop it! He then steps immediately disappears, reappearing behind the powerful cultist. "Very well, if you wish not to play, I'll simply deal with the next one in line!", he taunts back.
Lorelendral Teklet |
Lore, not in a position to heal Pelkin, casts shield of faith on herself for now.
Velidor Gamestalker |
Velidor continues shooting at the foe
Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (12) + 10 = 22
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 - 4 ⇒ (9) + 5 + 4 + 1 + 1 - 4 = 16
Miss: 1d100 ⇒ 14
Musket1+RS2+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (3) + 10 = 13
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 - 4 ⇒ (2) + 5 + 1 + 4 + 1 - 4 = 9
Miss: 1d100 ⇒ 56
Musket2+PBS vs Touch AC: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
DMG2+PBS+MT: 1d12 + 1 + 5 ⇒ (10) + 1 + 5 = 16
Miss: 1d100 ⇒ 56
not his best shooting
GM BPChocobo TK1 |
Lore buffs her defenses while Velidor fires a bevy of bullets, but all of them go wide as he makes sure not to hit his allies behind and in front of the purple-garbed man.
@Twigg: If you glitterdust, you will hit an ally, either Pelkin or Amarthecthel. Still want to to so? If so, which one?
GM BPChocobo TK1 |
With no room for Mexel, Twigg tries to make the punchy man laugh.
??? Will: 1d20 + 17 ⇒ (6) + 17 = 23
"Ha! That's not funny! I'll show you funny!", the man retorts as he eyes Amarthecthel menacingly.
Init Order (bold = up)
Velidor
Purple man (displaced, 3 images)
Pelkin (37 damage, judgment: protection/justice)
Lore (SoF)
Amarthecthel
Twigg
Amarthecthel |
The armored elf looks annoyed. "You are very tired," he says, incongruously. "Too tired to continue. Sleep."
Sleep hex. Will save negates. DC 18
GM BPChocobo TK1 |
Will: 1d20 + 17 ⇒ (13) + 17 = 30
"I think I'll take a... just kidding! Can't fool the master of the web of secrets, Ikrimah, like that!"
The man maniacally hops forward and begins a series of rapid jabs at Amarthecthel's vitals.
Stunning flurry @ Amarthecthel: 1d20 + 19 - 4 ⇒ (1) + 19 - 4 = 16
Damage on hit: 1d6 + 6 + 8 ⇒ (3) + 6 + 8 = 17
Amarthecthel Will on hit: 1d20 + 6 ⇒ (13) + 6 = 19
flurry @ Amarthecthel: 1d20 + 19 - 4 ⇒ (12) + 19 - 4 = 27
Damage on hit: 1d6 + 6 + 8 ⇒ (2) + 6 + 8 = 16
flurry @ Amarthecthel: 1d20 + 19 - 4 ⇒ (13) + 19 - 4 = 28
Damage on hit: 1d6 + 6 + 8 ⇒ (4) + 6 + 8 = 18
flurry @ Amarthecthel: 1d20 + 16 - 4 ⇒ (15) + 16 - 4 = 27
Damage on hit: 1d6 + 6 + 8 ⇒ (6) + 6 + 8 = 20
flurry @ Amarthecthel: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
Damage on hit: 1d6 + 6 + 8 ⇒ (5) + 6 + 8 = 19
The hop throws off Ikrimah's aim, falling far short of the magus' neck. He takes one more step, though, his next three blows hitting Amarthecthel's waist with probable damage to the elf's internal organs.
Init Order (bold = up)
Velidor
Purple man (displaced, 3 images)
Pelkin (37 damage, judgment: protection/justice)
Lore (SoF)
Amarthecthel (54 damage)
Twigg/Mexel
Lorelendral Teklet |
Lore converts a spell to cure serious wounds and touches amarthecthel.
csw: 3d8 + 8 ⇒ (4, 7, 8) + 8 = 27
"Stop hurting my friends!"
GM BPChocobo TK1 |
"I'm not hurting them, I'm tenderizing them for sacrifice! Yours will be a treat, little gnomie of the holy fire goddess."