Morallo Thrane |
"Then it seems there is no further need to dither here. Thank you for your time Master Obadhar, pray consider informing that young fellow the world does not revolve around him, it is a lesson we must all learn, and if he can swallow it now, it will no doubt taste better than when he comes to learn it the hard way in the future." Morallo says moving down into the ruin loading his crossbow. Once inside he stops against the wall allowing Rolvark and Domrillin to move past him and then slipping into line in front of Cork.
GM Batpony |
Map is updated, refer to slide 5. I still need Auriella to update her information on to the last slide along with her token and her eidolon's token!
Before you venture down the darkness of the tomb into the unknown, he request the members of the Scarab Sages stay behind for a short while.
“the venture-captain will have need of such descriptions—the smell of the objects, the way they feel, and so on. Just don’t taste anything—could be dangerous!" Sense Motive DC12 to open the next spoiler.
You believe Obahar believes he can impress Diya with such information.
Those without darkvision will need a light source, please declare your light source.
The air cools as the tunnel leads deeper beneath Merab. Wooden supports shore up the walls in more precarious spots, and abandoned side tunnels show where the crew explored layers of older construction beneath the dig site. Eventually, the tunnel intersects a wall of much older construction than the surrounding area. Sledgehammers and other tools lie outside a hole in the wall large enough for a person to step through that opens onto a large room. The southern part of the room is largely collapsed. A sprawling message in red symbols covers the floor.
As you approach the message, the magic symbols on the floor writhe into a spiral and a telepathic message broadcast by an irritated, deep feminine voice enters your mind.
“Pathetic slave! Your base obsession with secrets served its purpose for a time, but you have grown tiresome. And now you dare to turn this obsession against me?! Foolish! You could have served a higher purpose, empowering me for all eternity. Now, for your defiance, you will grow to hate your immortality. You will wallow in ignorance forever, and even I, your master, will forget you.” You hear this message in your thoughts in your mother tongue.
This is definitely a magical effect, and emanates magical auras, but I could not tell you which as I don't know myself. Scenario doesn't make it very clear. But.. relevant knowledge check below.
You know of several creatures obsessed with secrets, such as the powerful nalfeshnee demons and the ambitious doru divs. Given the construction team’s observations, it’s far more likely that the telepathic voice refers to a doru.
There are two paths, one leading north and another east, both don't have any distinguishable differences, let me know the path the group decides to travel.
Morallo Thrane |
Morallo casts light upon his crossbow, and if nobody at the front has a light source he recasts it upon an item on their person the light on his crossbow vanishing.
"North?" He suggests seeing no distinguishable advantage to either path.
Cornelius "cork" Dornbirk |
Knowledge(planes): 1d20 + 8 ⇒ (6) + 8 = 14
Cork descends with the others into the tunnel. As it goes further in, the bright sunlight fades. When it gets too dark to see easily, Cork touches his chest armor and speaks an arcane word. The armor glows, giving off light. He looks with interest at the tunnel walls. It is amazing how this city has built itself upon itself. Layer upon layer. Who knows what secrets and wonders lay beneath it all.
They approach the older section and squeeze through the opening into the larger room. Cork scours his memory for anything like this and he comes up empty. "That message doesn't make any sense to me." he tells the group. "I think our only option is to move forward."
When Morallo suggests the north Cork immediately looks east. He is about to suggest the other passage purely out of a dislike for Morallo but he changes his mind. There's no point in petty actions. Besides, thinking like that could end up getting himself, or worse, others, injured or killed. Instead he turns to the large man.
"You suggest north? Any reason?"
The Overcompensating Diplomat |
"Me who?" The Diplomat calls out into the ruins "Who are you? Show yourself!"
Composing himself he tells the group "Either direction works for me."
Morallo Thrane |
"Only that there seems to be no point dithering around with a choice that appears to be a coin toss," Morallo replies with a shrug, "I can only assume that voice belongs to something bound here, which has apparently been abandoned by our flying head."
Domrilin |
Domrilin turns to Morallo and says "I do agree that it has something to do with this floating head however that is not nearly enough to go on". He turns to the rest of the group "And for the direction, either works for me."
Rolvark the Wanderer |
Before descending into the tunnel, Rolvark seeing how dim it is, grunts and fishes out an ioun torch from his breast pocket. He mutters a word of command, and the ioun torch activates, floating around his head and giving off a pale heat-less white light. Satisfied, he checks his weapons before heading in.
After the magic voice dissipates, Rolvark knowing nothing of the planes, shrugs and continues further in the ruins.
Upon reaching the two paths, Rolvark unsheathes his greatsword and gestures at the others to quiet down, wincing when the Diplomat calls out into the ruins. He points towards the eastern path, and whispers to the others "I think we should head east. Everyone ready your weapons or magic."
Rolvark then quietly moves towards the eastern path to scout out the area ahead.
stealth: 1d20 + 7 ⇒ (6) + 7 = 13
Cornelius "cork" Dornbirk |
"Fine with me. Let's go get to the bottom of this." Cork draws his cutlass and readies himself to get in line behind Morallo.
The east passage is the one to the right on the map, right?
The Overcompensating Diplomat |
Before descending into the tunnel, Rolvark seeing how dim it is, grunts and fishes out an ioun torch from his breast pocket. He mutters a word of command, and the ioun torch activates, floating around his head and giving off a pale heat-less white light. Satisfied, he checks his weapons before heading in.
After the magic voice dissipates, Rolvark knowing nothing of the planes, shrugs and continues further in the ruins.
Upon reaching the two paths, Rolvark unsheathes his greatsword and gestures at the others to quiet down, wincing when the Diplomat calls out into the ruins. He points towards the eastern path, and whispers to the others "I think we should head east. Everyone ready your weapons or magic."
Rolvark then quietly moves towards the eastern path to scout out the area ahead.
"Not a bad idea. Good thinking."
The Diplomat takes out his crossbow and loads it, ready for a fight.
GM Batpony |
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Rolvark boldly heads down the eastern path in front of the group with his ioun torch, he attempts to go quietly but the bright lights from the ioun torch gives him away.
Broken marble litters the southern corners of this room, where a pair of toppled statues brandishing curved stone swords must once have reached nearly to the ceiling. Many broken weapons lie scattered about the room. The ceilings in this room are 20 feet high, while the stairs here rise to a platform 10 feet high.
Wandering aimlessly in the chamber is a lone skeleton, who turns its head to greet you with their evil looking faces as soon as you step in. The armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets.
Kn Religion DC12 to identify the skeletons, every +5 gets you one question!
Morallo initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Domrilin initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Cork: 1d20 + 7 ⇒ (20) + 7 = 27
The Diplomat: 1d20 ⇒ 7
Rolvark: 1d20 + 4 ⇒ (4) + 4 = 8
Skeleton: 1d20 + 5 ⇒ (18) + 5 = 23
Combat Round 1
Cork
Skeleton
Morallo, Domrilin, The Diplomat, Rolvark
Auriella please roll your initiative, your information has not yet been posted.
Bolded names may take action!
GM Batpony |
Note: For future reference in combat, it would help to highlight if it is vs touch AC or regular AC for spells.
Init Auriella: 1d20 + 3 ⇒ (1) + 3 = 4
Cork's ray hits the skeleton on the arm and sizzles as the undead brushes off the cold. Immune to cold. However, this still causes it to anger and turn on Cork in retaliation with his sword, swinging with full might! The blade strikes across Cork's chest causing him to be heavily wounded.
5ft and attack
Mwk longsword,PA: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26S: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
~~~
Combat Round 1
Morallo, Domrilin, The Diplomat, Rolvark, Auriella + Orochimaru
~~~
Combat Round 2
Cork -11
Skeleton
Morallo, Domrilin, The Diplomat, Rolvark, Auriella + Orochimaru
Bolded characters may take action, I will resolve action in order of post as oppose to order of initiative for PBP sake. Auriella, please upload your character token and eidolon token on to the maps! Thanks.
Morallo Thrane |
Skeletons are immune to cold damage, normally.
Morallo raises a hand and chants, "Si vocare aquilae!"
In a shower of golden sparks a maginficent celestial eagle appears behind the skeleton flanking the undead with Cork and launching a furious assault as it smites the evil creature!
The raptor seems to strike with uncanny accuracy, and Morallo smiles smugly as it tears into the skeletal foe, though there is more clanging of armor than splintering of bone. Then he backs off some thirty feet, not wanting to draw the dead things ire.
Claw 1: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6 Bludgeoning and slashing
Claw 2: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7 Bludgeoning and slashing
Claw 1: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Bludgeoning, slashing, and piercing
Please note the Arcanist Occultist gets standard action summoning and summons last 1 minute one minute per level. This expends 1 point from his arcane reservoir.
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 [1d8+3]
Fort +3 [+5], Ref +4, Will +2; SR 5
Celestial – Resist acid, cold, and electricity 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [1d4+2], bite +3[1d4+2] Special Attacks Smite evil
STATISTICS
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
GM Batpony |
Edited my earlier post, to states immune to cold damage. Thanks Morallo for pointing it out, I forgot about it.
As accurate as the eagle strikes, the armor the skeleton dons keeps him well protected against most of the eagles reiterative attacks!
Only 21 hits and full damage to skeleton.
Domrilin |
Domrilin charges up to the skeleton with his warhammer and swings it at the skeleton.
Warhammer@skeleton(guidance): 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
The Overcompensating Diplomat |
Smart as he is, The Diplomat moves over to the wall and gets out of the way. He knows his lack of accuracy and skill with his crossbow would be more of a hindrance than a help to the group.
GM Batpony |
The skeleton watches Domrilin's approach, and reacts by deflecting the warhammer away with his sword, followed by horrendous evil cackling taunting the Pathfinders.
Word of advice to the Diplomat, if you don't feel useful in combat you can always aid another action to +2 hit or +2 AC to other players. :)
The Diplomat, Rolvark, Auriella + Orochimaru, Cork are up!
Cornelius "cork" Dornbirk |
"Ok. Enough of this." Cork raises his hand again towards the skeleton. He utters a few arcane words and makes a few gestures with his finger tips. A pale green ray shoots from his hand and into the skeleton.
disrupt undead: 1d20 + 2 ⇒ (2) + 2 = 4 ranged touch ... miss
The Overcompensating Diplomat |
The skeleton watches Domrilin's approach, and reacts by deflecting the warhammer away with his sword, followed by horrendous evil cackling taunting the Pathfinders.
Word of advice to the Diplomat, if you don't feel useful in combat you can always aid another action to +2 hit or +2 AC to other players. :)
The Diplomat, Rolvark, Auriella + Orochimaru, Cork are up!
He wouldn't think to do that, and I didn't even know you COULD do that. Thanks for letting me know. Good advice. But, unless someone yells out (probably after this fight) for The Diplomat to do SOMETHING, even a distraction to provide those bonuses, he wouldn't do so. His actions for this round stand.
Morallo Thrane |
You have to be in melee range to do that though so for a wizard with a 10AC its actually a pretty terrible idea, for a what 60% change to add +2. Against none undead opponents using intimidate to demoralize might be a better bet.
Cornelius "cork" Dornbirk |
Cork steps back from the skeleton and towards one of the stone walls. He doesn't like feeling corner, or literally having his back to a wall, but that's a better situation that standing within reach of the skeleton's claws. Despite the fizzle of his previous spell, Cork tries again to injure the creature with his magic.
disrupt undead@skeleton,into melee: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6 ranged touch
Still no good
Rolvark the Wanderer |
Round 1
Rolvark curses as the skeleton engages the party and when Cork gets injured. Dammit! He steps past Domrillin in an effort to put himself between the skeleton and Cork, then swings with his greatsword with all his might...
attack: 1d20 + 4 ⇒ (7) + 4 = 11
...and unfortunately misses. His eyes narrow as he sees the diplomat flatten against the wall and yells at his direction "Don't just stand there, do something!
Round 2
Rolvark takes another step to the side (5-foot step) to fully interpose himself between the skeleton and Cork, and attacks the skeleton again.
attack: 1d20 + 4 ⇒ (17) + 4 = 21
damage (slashing): 2d6 + 7 ⇒ (3, 1) + 7 = 11
GM Batpony |
Been trying to help Auriella make sense of PBP, we'll give it another 12 hours before I resolve combat round 1.
GM Batpony |
I've added an eagle token for Morallo.
Looks like Cork posted a third round action, so I'll resolve it for round 3 but he'll be up only in the next update.
Rolvark comes around Domrilin to protect Cork and then test his arms against the undead swordsman. Rolvark strikes but the Undead manages to jump and dodges out of the way proving to be a difficult opponent.
Cork attempts to cast another spell to hinder the skeleton, but his aim is off the mark, and Diplomat hides behind worried for his own life!
The skeleton continues to cackles evilly and swings his sword in wide arc attempting to cut across Rolvark and Domrilin, but Rolvark deflects the sword away and stop
Vs Rolvark, Mwk Longsword, Cleave, PA: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13S: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Rolvark returns the strike and manages to strike low enough to avoid the skeletons sword. But the sword doesn't break the skeleton as much as Rolvark would like. DR5/???
Behind the safety of Rolvark, Cork just can't seem to get his aim right as another spell sizzles past the undead.
~~~
Combat Round 2
Cork -11
Skeleton -12
Morallo, Domrilin, The Diplomat, Rolvark, Auriella + Orochimaru
Bolded characters may take their actions.
Morallo Thrane |
The celestial eagle continues its assault landing blows with a talon and its beak and sending shards of bone flying!
Morallo himself chants a spell lazily and flicks out his wrist sending a small bolt of light flickering out to strike the ceiling some five feet from the skeleton.
"Well I never claimed to be an archer," the arcanist says lazily.
Claw 1: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Damage: 1d4 + 2 ⇒ (2) + 2 = 4 B & P
Claw 2: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 Damage: 1d4 + 2 ⇒ (2) + 2 = 4 B & P
Bite: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 Damage: 1d4 + 2 ⇒ (2) + 2 = 4 B & P & S
Disrupt Undead vs Touch: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
GM Batpony |
The eagle strikes with amazing accuracy and knocks out a couple bones from the skeleton. Surprisingly the bones turn out to be the ones that hold the skeleton upright and it crumbles down. Skeleton down! Combat over!
The now dead skeleton holds a couple of potentially useful gear.
Loot:breastplate, heavy steel shield, masterwork longsword
Which way? Go deeper east or turn around and head up north?
Morallo Thrane |
Morallo, looking distinctly smug, moves forward and takes then shield grunting with effort, "If nobody minds?" Holding it awkwardly in one hand and his loaded crossbow in the other he moves back into line.
"We may as well continue in this direction, onwards! If we are feast enough we might get some more use out if the eagle before it dissipates in just over half a minute."
Just for the ruin, and he'll likely drop it after the first round of combat so not going to bother altering class line. AC now 14.
Cornelius "cork" Dornbirk |
Oops. I see that I got a little ahead...
When the skeleton stops moving, Cork takes a moment to examine his own wounds. The deep cut across his chest burns. Gingerly he rummages through his bag until he finds a healing wand. The wand vibrates slightly in his hand as he activates it against his skin. He repeats the process a couple more times till most of the damage is healed.
UMD: 1d20 + 4 ⇒ (16) + 4 = 20
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 4 ⇒ (20) + 4 = 24
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
UMD: 1d20 + 4 ⇒ (18) + 4 = 22
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
"No Morallo, I don't think anyone minds. You can try using that shield." Cork looks through the other things that the skeleton had. "There's nothing of interest to me here. I'd say we move on. Continuing west seems as good as anything to me."
Domrilin |
Domrilin does not even take a second glance at any of the gear and says "No reason we can not continue deeper, unless you surface walkers are afraid to go deeper" as he looks at the party with a smug half smile. He then casts guidance on himself.
8 Charisma just letting you know that is why he is some what rude.
Rolvark the Wanderer |
Rolvark lets out a sigh of relief as the skeleton crumbles. He turns around to Cork "Are you alright?" just in time to see Cork heal himself with his wand. Rolvark gives a nod of approval and claps him on the shoulder.
Not too bad. Looks like they can handle themselves when things get rough after all
Hearing the exchange, he actually nods at Morallo before hefting his sword "Let's go" and heads further east.
GM Batpony |
Doh! That's the second time...
The crawl westward leads into an large chamber that acts somewhat like a decorative hallway. At the end of the passage, a single statue of a man with a hyena head blocks the passage leading north from this room. The statue seems to have wore down over time and is covered in cracks. It holds a sword raised towards the ceiling.
With a step towards the entrance, it becomes apparent that the statue slightly moves as the dust falls shakes off slightly. It is as alsmot as if it was attempting to warn you not to step any closer, that it is a guardian of the doorway.
Monster Lore: Kn. Arcana DC12. As usual every +5 gains you one questions
Slides updated.. pg 4, if you have nothing else we will go straight into combat.
Domrilin |
Domrilin knowing little of these sort of things grabs some pebbles out of a small bag and says a few little words, the pebbles then glow with a faint green light. Domrilin says " I do not know anything about this what about you guys?"
Casts Magic Stone