Rogar the Righteous
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Rogar will swing at the barbarian infront of him
atk: 1d20 + 6 ⇒ (19) + 6 = 25
dmg: 2d6 + 9 ⇒ (5, 2) + 9 = 16
crit: 1d20 + 6 ⇒ (16) + 6 = 22
dmg: 4d6 + 18 ⇒ (1, 2, 5, 2) + 18 = 28
"TO THE ABYSS WITH YOU"
Seren's Seven
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Seren gives Kaspar a flat look over her shoulder, the attitude and expression nothing like who she was before the fight started. "I agreed to nothing, Venerable one. No mottos." The voice was decidedly masculine, and the words had a Tien accent to them as the ground past her lips.
Then she moved off with powerful strides mixed into the spin of a dance to guard Eraith from anyone circling around him.
Move action to move, Standard Action to attack yellow.
+1 Wakizashi: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.
GM Batpony
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Rogar kills off one of the barbarians beyond revival. Her guts spew everywhere.
I've always treated blindness as a penalty than actually blind, but looking back at the rules, I guess not! My mistake. That's what I get when i try to rush update before work.
Orange miss, low miss: 1d100 ⇒ 14
Orange will: 1d20 + 2 ⇒ (9) + 2 = 11
purple will: 1d20 + 2 ⇒ (5) + 2 = 7
pink will: 1d20 + 2 ⇒ (4) + 2 = 6
The bite actually missed Eraith.
Kaspar further hurts the Orange barbarian while Seren in the mist slips her attack.
Combat Round 1
Conditions:Spirit aura (+2 dmg on non-spell rolls)
Caladreal, Eraith , Graxzos, Kaspar, Rogar, Seren
Barbarians orange -13 (blinded) pink (blinded) purple (blinded)
Caladrel Quinn
|
Heal: 1d20 ⇒ 14,
Surrender now, let us cleanse your bodies before it's too late!
Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
Cal will 5ft step up and plea to the whatever they are to stop fighting. He will also ready an attack to strike at an enemy who attempts to attack himself or an ally.
Graxzos Glyphkeeper
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"They don' seem very innerested in tha'!" Graxzos hollers at Caladrel, hearing him shout through the mist. Stepping forward, he chops at the closest target.
Move up and attack the pink one (I think that's pink, anyway--the one due East of me)!
Waraxe vs. flat-footed (crowd control): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 1d10 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Grax's AC is currently 18.
Eraith the Seeker
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Barbarian missing her attack - Nice.
SA not eligible for extra damage - Aww, but noted
Deftly dodging the barbarians' attacks, Eraith notices Seren moving beside him and sparing her a glance, notices her changed stance and expression. Upon hearing the more masculine voice from her lips, he raises an eyebrow in surprise but focuses on the task at hand.
attack vs orange: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
wakizashi+sneak attack: 2d6 + 2 ⇒ (3, 2) + 2 = 7
attack vs orange: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
wakizashi+sneak attack: 2d6 + 2 ⇒ (6, 2) + 2 = 10
The excitement in his eyes betraying his cool demeanor, Eraith spins low in a circle as he slashes at his opponents legs, then swipes upward with his wakizashi towards the barbarian's head.
GM Batpony
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Going to readjust some actions as I missed a note that these creature start with some dmg. Meaning orange ko'ed last turn and Eraoth's attack rerouted to purple.
Caladreal, you can't be diplomatic and ready an action on the same turn, both require standard action. Since you tried the diplomatic approach first i'll assume that as your current action.
Caladrel's cry for peace is not welcomed as the creatures are unable to understand a single word you say.
Graxzos and Eraith quickly then remove two of the remaining threats leaving only two left.
One of the barbarians, still lying down, dressed slightly different than the rest suddenly let's out a blood curling scream. This somehow affects the remaining barbarians and causes their muscles to grow visibly larger.
The barbarians retaliate at their attackers. However, the creatures in their weakness are unable to land a solid blow.
Rogar, club: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 6 ⇒ (6) + 6 = 12
Rogar, bite: 1d20 + 1 ⇒ (9) + 1 = 101d4 + 3 ⇒ (1) + 3 = 4
Seren, club: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 6 ⇒ (2) + 6 = 8
Seren, bite: 1d20 + 1 ⇒ (16) + 1 = 171d4 + 3 ⇒ (1) + 3 = 4
Combat Round 3
Conditions:Spirit aura (+2 dmg on non-spell rolls)
Caladreal, Eraith , Graxzos, Kaspar, Rogar, Seren
Barbarians
Rogar the Righteous
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Rogar will take a 5ft step and swing at the barbarian next to him
atk: 1d20 + 6 ⇒ (20) + 6 = 26
dmg: 2d6 + 9 ⇒ (6, 3) + 9 = 18
crit confirm: 1d20 + 6 ⇒ (16) + 6 = 22
dmg: 4d6 + 18 ⇒ (4, 5, 5, 1) + 18 = 33
"DIE JUST LIKE YOUR ALLIE"
I am loving these rolls lol
Caladrel Quinn
|
If we must fight, then maybe I can bring your soul peace...
Attack: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 6 ⇒ (7) + 6 = 13
Cal tries to slice the barbarian woman, but at the last second see's Rogar's blade cleave the woman in two!
Ninja'd ;)
Seren's Seven
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Seren watches Eraith intently as he cuts down one of the barbarians, glances down at her own weapons, and then attempts to mimic the same pair of strikes. She spins low and then high, blades flashing at yellow while she tries to copy Eraith as precisely as she can.
At the end of the movement she bellows out, "I like you, elf. You're good."
+1 Wakizashi(TWF): 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Wakizashi(TWF): 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Kaspar Markov
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(Besides, Diplomacy takes 1 minute to use, which is 10 rounds. I think there are Skill Unlocks and Intrigue feats that makes Diplomacy in combat more useful.)
Kaspar is visibly surprised by Seren's sudden change of attitude, voice, and martial prowess.
"Seren, what is this?"
(Standard action to activate wand of mage armor.)
Caladrel Quinn
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I appreciate the feedback, my first problem was I don't recall anyone identifying the creatures, only info we have is they "appear" human. I'm also not sure on the 1 minute thing, tho, it may depend on the GM/ Circumstance, but this was more of a role play element as a Paladin of Shelyn. My tenets state fighting as a last resort, I always offer surrender, and must accept it. I also can't initiate a fight. So pretty much right now I'm trying to balance staying true to my ethos with not being useless. Again thanks for the feedback, and any advice will be appreciated. Not all can be saved...Cal says to himself. He wipes the blood off his breastplate, making sure his crest is clean.
GM Batpony
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Combat is over. So both Diplomacy and Intimidate to make friendly require 1 min of convo, but how I see it, if you are making the attempt to be diplomatic and pass the diplomacy check, the likelihood is they will continue the conversation for 1 min and not fight.. Intimidate on the other hand, I don't think if you approach it with hostility the enemy will wait 1 minute, that's how I've been interpreting it.
Rogar and Seren quickly finish off the remaining threat without a sweat.
As you explore the campsite, you find a single piece of skeleton, gnawed clean off the bones, and the blood screaming barbarian. You cannot tell if she is dead or alive, but she makes no movement what-so-ever when approached, prodded, or talked to.
Which way to from here?
GM Batpony
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The barbarians are known as Kuru, a tribe ingenious to some islands around the shackles. They are not technically human, but are likely descendant from the human race. They live in the wilderness mostly resorting to cannibalism. This is not one of the islands they are ingenious to.
Caladrel Quinn
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Cal moves up to the woman pulls a ration from his pack, and sets it infront of her. He then uses a charge from his wand of Cure Liggt Wounds on her.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
May Shelyn bless you on this day, eat, get rest, and make beautiful creations.
Eraith the Seeker
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Eraith watches Seren mimic his attack move Dangerous one...was her earlier uncertainty merely an act. No...her mannerisms, even her voice is changed. Perhaps its how she steels herself in combat...or could it be something else. This bears watching
Outwardly, Eraith gives a quick nod "Thank you. I in turn hope to learn from you as well" and flashes a smile at her.
Eraith moves toward the immobile barbarian, and frowns as Caladrel feeds and heals her. "Look at this creature, its obviously paralysed and unable to feed itself. Your actions won't save it, and besides, we just slaughtered all its comrades. The kinder course of action now would be to end its misery instead of leaving it to be attacked and eaten by gods-knows what else is around here"
Seren's Seven
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The moment the fighting ends the change that came over Seren vamishes. Color returns to her face and the pupils of her eyes are visible once again as she stumbles back a couple steps to land on her backside amongst the foliage. She pulls a slightly nauseous expression and rubs a hand over the side of her face. "Sorry, sorry... Katsumoto gets a little overprotective whenever a fight breaks out... and sort of leads the way. I just feel a bit wobbly after one of the spirits leaves, give me a moment."
Her first words are for Kaspar, and as she staggers back to her feet and struggles with putting her weapons back in their sheaths she gives Eraith an awkward smile in return. "Eh... He says he can teach you a lot. But he's pretty puffed up... I'd ignore that." She laughs half-heartedly and wanders after him to where Caladrel is to see why he was playing with a corpse.
Perception for loot and things (-2 Spirit Dance Fatigue): 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Rogar the Righteous
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Rogar begins to gaze at the creature and tries to determine if he was a means for just food or if they truly had a murderous heart
Detect evil on creature
-Posted with Wayfinder
Graxzos Glyphkeeper
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Graxzos sighs and sets about cleaning and stowing his ax. "I'd not be too worried 'bout that'un," he grunts as Caladrel heals the comatose woman, "bu' then, I doubt there be much else up 'ere either. They were 'ere long enough t'make a fire...prob'ly would've attracted aught interested in eatin' them."
He watches the healed barbarian carefully, ready to draw his gun at the first sign of trouble.
GM Batpony
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Rogar is unable to sense any evil coming from these creatures. On the bodies of the creatures, you find nothing useful, save a few hide armors and club, primal equipment expected of the Kuru people. What is surprising though, is they have an explorer's backpack with them, in side a with half a dozen of trinkets of fanciful twisted metal. Souvenirs of sorts maybe?
I'm going to put a little speed post and reveal all that is on the map, but you are free to interact with each section as you please if you wish to do so.
Slightly further up, Skewered here by a crudely carved post is a gruesome scarecrow constructed of tree branches, jungle vines, and bloodstained human bones. The skull-headed effigy accusingly points a bony arm down the trail leading west.
Even further up, In the center of this clearing stands a large standing stone, about five feet in diameter and twelve feet tall. Carved into the dark stone are dozens of leering one-eyed humanoid faces, their mouths agape as if preparing to appease some unspeakable hunger.
DC12 Will save or be shaken for 1d6 round, this is a mind affecting feat effect.
A crack in the earth splits the ground here, most of it covered by thick weeds and the roots of a huge strangler fig tree. There are several gaps between the roots through which an adventurer might squeeze. Below the tangled roots is a deep shaft that descends into the gloom. After several rounds on the top of the spire, you assume this is likely the entrance, or the only path, you can explore further down.
Marching orders as you descend into the hall of flesh eaters please!
Rogar the Righteous
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rogar first
Rogar will investigate the stone
perception: 1d20 + 5 ⇒ (18) + 5 = 23
anyone else who goes gets a plus 4 to there will save
Kaspar Markov
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(I propose the following marching order:)
(front)
Rogar, Caladrel
Seren, Graxoz
Eraith, Kaspar
(back)
After examining the Kuru bodies, Kaspar waves his hand at Seren, signaling disinterest. "Apology accepted. As I was saying, have you considered seeing an exorcist? It could be healthy for your mind." He drops the talk about mentoring her.
"Eraith speaks wisely, Caladrel," the old necromancer smirks to the elven paladin. "Kill it. Undoubtedly there is beauty in death."
----
In the clearing, Kaspar admires the macabre stone monument. He places his hand on the humanoid faces, as if to test whether they are just stone. "I have a hypothesis--"
Will: 1d20 + 2 ⇒ (15) + 2 = 17
"--but it is probably for the better that we don't think about this too much. Onward."
Seren's Seven
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That seems fine to me!
Seren puffs her chest out at Kaspar's words and puts her hands on her hips. "I -am- an exorcist... sort of... and a priestess... kind of. Anyways I'm trading favors with ghosts, and they help me out." She becomes distracted at this point, having one half of an exasperated conversation in a poor attempt at whispering about Kaspar's comments on the state of her mind, and grumpy old friends.
She is fumbling in her pack as she mutters until she finds a wand she starts trying to tap her own feet with.
UMD Longstrider Wand: 1d20 + 10 ⇒ (3) + 10 = 13
UMD Longstrider Wand: 1d20 + 10 ⇒ (11) + 10 = 21
She pauses a couple times as the party begins to move until she suddenly finds a skip in her step. "Right? Who wants to go near a googly-eye statue." And she'll wander after Rogar until they find the crack. She whistles softly. "Nobody slip going down."
Eraith the Seeker
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Eraith sighs in exasperation, but doesn't do anything further to the Kuru. However, he stows away the trinkets of fanciful twisted metal for further investigation. Must make sure to get these appraised. Gods know what they are for
He ignores the skull-headed effigy and dark stone humanoid faces, sparing them only a glance before moving on to the crack in the earth. He stops then turns around to the party "So...who wants to go down first?"
I'm ok with Kaspar's suggested party order, but that also depends on how the GM rules perception checks for traps. If I can spot them from any distance I would in fact prefer to be in the rear. If it is dependent on distance then maybe Eraith should be somewhere in front
GM Batpony
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I'll be good if the party is making active perception checks from anywhere. But make sure to make your rolls and announce it. If you have passive trapspotting skills though that auto-rolls when you're nearby that I'll be strict with the rules, think it's when the character is 10ft within traps for most case.
Graxzos Glyphkeeper
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Also good with that order.
Graxzos follows the others, pistol drawn as they traipse over the surface of tha massive tower. (Though he does mutter, "Hey, make sure yeh share wit' me, eh?" when he sees Eraith scooping up the metal trinkets.) When Rogar approaches the stone, he follows close behind.
Will DC 12: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13
He shudders slightly as Rogar and Kaspar investigate the carvings. "Don' 'old back, now, Markov. I may not be any great scholar, but I figgered out th'hard way what yeh don't know can kill yeh."
He doesn't press the matter though, and when the group moves on to the hole in the ground he lets out an exaggerated sigh and takes off his backpack. "Leave it t'th'dwarf t'be prepared," he says with a snigger, pulling a coil of silk rope and a grappling hook from his bag. "I'm a decent climber, but I'd 'preciate if one o' yeh magicky types could drop a light o' some kind down there so's I can see 'ow deep it is." He finishes tying the rope to the grappling hook and secures the hook among some of the larger of the tree roots, giving it a few tugs to make sure it's anchored.
Grax has a +5 to Climb (+6 if h takes off his armor).
Kaspar Markov
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(If +4 on Perception DCs sounds bad, then we can check for traps every 20 feet. That way we'd move at half speed instead of 3/4 speed.)
(This is, of course, modeling a completely featureless and linear dungeon, from point A to point B. Actual dungeons probably have something that can prompt a Perception check, like weird statues or odd floor tiles or creepy spider webs or something.)
(From what I understand Eraith doesn't have trapspotting, which would have complicated things because of the auto-check. If we go by the rules then distance does affect Perception checks. Rogar has a fine Perception modifier, Caladrel not so much. Then again it's only +1 DC per 10 feet of distance, so even from the back row Eraith is pretty good at spotting traps.)
"This is just a hunch, but it could be some kind of sacrificial ritual altar," Markov whispers to his dwarf friend.
(GM: There wouldn't happen to be any Knowledge check to identify the statue, would there?)
Caladrel Quinn
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Cal ignores the party's comments anod continues on behind Rogar. "That was some impressive sword work back there, glad to have you on my side." Cal will periodically look around, looking for anything unusual. So who first? Im fine with proposed order, only thing I'd change is letting Eraith lead 10ft intone of party maybe. Either way Cal will be looking for anything out of ordinary.
Perception 1: 1d20 + 1 ⇒ (10) + 1 = 11
Perception 2: 1d20 + 1 ⇒ (19) + 1 = 20
Perception 3: 1d20 + 1 ⇒ (7) + 1 = 8
GM Batpony
|
Near the stone, Rogar finds nothing of significance. The few who go toward the stone out of curiosity, they are unmoved by the scary-ness of the structure.
No explicit kn. checks in the scenario but if you are that curious... tada
This check can only be tried by an individual who has succeeded the Kn. Religion check
I'm not that cruel or strict on perception checks! I typically pause in between key points before moving the scenario, all I need it one roll from each person prior to the next part for "trap search" and that will be treated as your perception search for the whole of the next area for traps. Caladreal, i'll treat only the first roll as your search perception using this rules. So as soon as everyone makes your perception checks for traps in the next area, I'll continue the journey
Graxzos Glyphkeeper
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"Like I said, I'm 'appy t'go down first if people wan'. I'm a decent climber," Graxzos says with a shrug. "Light'd be good, though...I done spent too much time 'boveground. M'darkvision ain't what it was!"
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
GM Batpony
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The thirty-foot-long, root-covered crack extends deep into the Gloomspire. Numerous gnarled tree roots creep down the sides of the shaft, a few of them hanging almost to the muddy floor. The roots are also very wet. Dozens of shallow niches are set at irregular intervals down each of the four walls of the shaft. Though some are empty, most of the recesses hold squat, four-foot-tall stone idols of leering, horned fiends.
The entrance is obviously been damaged over time by growth, hence you shall have to climb down.
The total distance Is 40 feet, you need to make as many climb checks = to your speed, i.e. if you can move 40ft, you need make one check. Fall damage is 1d6 per 10ft. If you fail the first check it's 40ft dmg, i.e.4d6. Reflex DC15 negates first 10ft of fall damage and converts second 10ft to nonlethal.
Kaspar realises that the statues are trapped, rigged in a way if should a person touch it, it could fall on them.
Rogar the Righteous
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Rogar will take his full plate off and carry it down
climb: 1d20 + 4 ⇒ (9) + 4 = 13
climb: 1d20 + 4 ⇒ (4) + 4 = 8
ref: 1d20 + 7 ⇒ (1) + 7 = 8
-Posted with Wayfinder
GM Batpony
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Ah. Must have missed it out, but the climb DC is 15.
Rogar climbs down first in the lead, but he takes very little attention to the steps and tumbles down, hurting himself heavily on the way.
fall damage: 4d6 ⇒ (4, 5, 1, 1) = 11
Kaspar Markov
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Kaspar lets the others know about the dangers of touching the horned idols in the cavities.
He watches—with a blank expression—the strong Rogar tumble down a great distance. Kaspar's hand reaches into his scroll box, and takes out a scroll.
"I will see you down there," he says, activates the scroll, and hops down into the crack.
(It's a scroll of feather fall. Because it's CL 1, it only lasts one round, but due to the falling speed of 60 feet per round, that's enough.)
Seren's Seven
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With Graxzos's rope, assuming it's knotted, the DC should be reduced to a 5 or 0, meaning we can't actually fail badly enough to fall unless the plate wearers don't take off their plate. It might be a DC 5/10 if the wet roots make the wall slippery.
5 - A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
"I can't do the wiggly light thing, but I got us covered dwarfy since you did the rope!" After all, she's only human and can't seen past the top of the crack anyways. She'll pull a wayfinder out of the collar of her shirt and shake it around like a glowstick until it starts giving off light like the spell. With a wink for Graxzos she'll take off ahead.
Climb: 1d20 + 0 ⇒ (11) + 0 = 11
Climb: 1d20 + 0 ⇒ (3) + 0 = 3
Climb: 1d20 + 0 ⇒ (1) + 0 = 1
Climb: 1d20 + 0 ⇒ (12) + 0 = 12
Seren takes heed of Kaspar's warning of the statues and attempts to monkey her way down Graxzos's rope. At first she seems moderately competent, but quickly gets fumbled up roots and silk. "I got this, I got this... no stop giving me advice Wynn, this ain't no trapeze act!" She flails her legs around vigorously attempting to free herself and hopefully not tumbling down the rope in the process as she haphazardly finishes her climb, various supplies clanking in her bag as she goes.
GM Batpony
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Yeah, that's about right, was hoping no one thought of the ropes :P I'll assume everyone reaches down safely in that case. Except Rogar who forgot to use the rope.
There's a door that leads hallway that leads to the next chamber.
Rogar the Righteous
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Rogar stands after his hard fall. "Be careful coming down." He yells back up. He then pulls out a wand of clear and hit himself 3 time average health is 12 "Can someone help me put this back on." After a few long minutes his armor is back on and he is ready to go. He picks his sword and pack back up. "Okay let's go"
-Posted with Wayfinder
Graxzos Glyphkeeper
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Graxzos also climbs down the rope. "Dunno why yeh decided t'use the wall," he comments to Rogar. Once the party is all down, he looks at the rope contemplatively. "S'pose that it'd be best t'leave th'rope 'ere...no guarantee o' gettin' out otherwise, after all! Heheh." He draws his gun and turns toward the door, eyes bright. "Righ' then! If'n Seren's gonna keep her wayfinder glowin', lead th'way!"
Eraith the Seeker
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Eraith uses the rope and carefully makes his way down. Upon reaching the bottom and seeing that Rogar is under wise fine, waits for the entire party to assemble.
"Given the nature of our expedition, perhaps someone should be mapping and noting down what we uncover here. I would think that Venture Captain Benarry would be appreciative of any new information we can bring her."
GM Batpony
|
Rogar leads the way into the next room. The sickly sweet smell of rotting meat fills this perfectly square, low-ceilinged chamber. The east wall features a large bas-relief carving portraying a wide-eyed hag devouring her own hands. At the corner of the room, a body lies decaying, half eaten, bloated, and full or worms.
Rogar,will,DC16: 1d20 + 7 ⇒ (8) + 7 = 15
As you walk into the room, momentarily, the hag carvings eyes gazes at you and locks it's eyes with you. As you glance around to see if your friends saw that, it is obvious they didn't as they don't make any comments or even pay attention to it. But you are most certain that the eyes turned and look at you.
Another door on the far side of the room nearby the carving, leads to the next chamber.
Rogar the Righteous
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Rogar will detect evil and draw sword
"I don't think we are alone in here. Stay on guard."
-Posted with Wayfinder
Rogar the Righteous
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"agreed I don't see any evil. I must be seeing things. Let's move out"
-Posted with Wayfinder