Pontia Imperea
|
Pontia suppresses a curse to part her lips while paying attention to any sound that could indicate the creature's position. Hearing a sound over her, she grabs one of her acid vials, concentrates and cast a spell.
cast Acid Dart
Range touch attack: 1d20 + 2 ⇒ (12) + 2 = 14
acid dart damage: 1d3 + 1 ⇒ (1) + 1 = 2
concealment: 1d100 ⇒ 33
EDITSorry, I wrote Acid Dart, I meant Acid Splash
| GM Crash |
Round 1(partial)
Burick swings at the creature but missed.
The creature was not able to keep ahold of Burick.
Pontia tried blindly shooting at the creature but it hit the staircase in between her and the creature.
Jean-Pierre, Dexter, and Grimor delays.
Marsk tries to hit the creature with a crossbow bolt, but it goes wide.
Burick, Creature, Pontia, Jean-Pierre, Dexter, Marsk, Grimor
It is Burick's turn for the start of round 2.
Grimor Hazd
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"What is this thing?"
Knowledge, Religion: 1d20 + 5 ⇒ (5) + 5 = 10
Delay action until I figure out how to best act. If it's only 5ft high, how do you handle jump attacks?
-Posted with Wayfinder
Dexter Gladstone
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Coming your way, Jean-Pierre!
Dexter runs down the stairs toward JP, putting JP between him and whatever he's running from...
| GM Crash |
Dexter runs away from the creature.
Grimor cannot figure out what it is, other than it is a magical beast.Requires arcana, not religion to figure it out, and be able to see it. You are pretty much in the room.
And you would have to be in the same square for you to do a jump attack on it...for me anyways.
Pontia Imperea
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I believe I have to wait for the creature to act before declaring my action, but since I'm going to be in an aircraft for the next 18 hours, if you don't mind, will write what I'm planning to do. Please do feel free to change my actions is necessary
Thinking how stupid it was for her part to attack the creature on the stairs, Pontia tries to move as well as possible in the darkness and follows Jean Pierre's voice down the stairs. Once in a bigger room, she tries to concentrate and listen to any sound over her before trying to cast her spell once more.
Acid Splash: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d3 + 1 ⇒ (2) + 1 = 3
Trying to hit in total concealment (darkness)%: 1d100 ⇒ 53
Grimor Hazd
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"Hey Burick, since you can't see the creature maybe you can lift me up? I think I'm much more lighter without the armor (Bare weight 262lbs + stuff 54lbs)."
I may have to drop my backpack...
Would ride-on-shoulders concept allow me to punch at it from a vertical-diagonal position? JP is still directly below it.
| GM Crash |
I think with Burick out of the square, you should be fine if you just stand where he did, then punch up.
How I see it is it's like a normal map, you guys are standing in one line of squares, and fliers are in a different line. This creature is in the line of squares right above you guys. You just can't hit diagonally except with specific weapons.
Burick
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Wait, who are we waiting for?
As he was running down the stairs, Burick turned his head and yelled, "I think we would be better served in a wide open room! If you can see it, be my guest, but I'm getting to a more advantageous area, and so should you!"
From the tone of his voice, it was easy to tell he was a little spooked at the moment. Having dark tendrils wrap around you out of nowhere for the first time would do that to someone.
Grimor Hazd
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At which square was Burick positioned? I can't view the position history, so please move me where he was. Feel free to call on me as delaying next time. :)
Grimor goes into Dragon Stance and positions himself under the tentacles, and thrusts his fist upward.
Unarmed Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Unarmed Damage: 1d6 + 4 ⇒ (1) + 4 = 5
| GM Crash |
Round 1 (finished)
Burick swings at the creature but missed.
The creature was not able to keep ahold of Burick.
Pontia tried blindly shooting at the creature but it hit the staircase in between her and the creature.
Jean-Pierre delays.
Dexter runs away from the creature.
Marsk tries to hit the creature with a crossbow bolt, but it goes wide.
Grimor advances on the creature and strikes with his fists.
Round 2 (partial)
Burick withdraws into the room from the fight.
The creature descends onto Grimor, tentacles wide, encircling him.
CMB Grapple: 1d20 + 8 ⇒ (14) + 8 = 22
Burick, Creature (-5), Pontia, Jean-Pierre, Dexter, Marsk, Grimor
Party up! :)
| Jean-Pierre de Suis |
"So much for gathering downstairs..."
Jean-Pierre pinches the bridge of his nose, and sighs.
"Grimor, do you feel that you can handle it, or would you appreciate the rendering of assitance?"
Grimor Hazd
|
So the creature is just on me and did not pull me up? I'm asking because the others can attack it if it's latched onto me.
Freakish little flying octopus...
"I think you should attack this thing before it flies away. Helping me pull off these tentacles would be nice too..."
Pontia Imperea
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In the darkness, Pontia tries to move to the room downstairs, walking towards the edge slowly, getting out of the way of the fighters and hoping to get out of the area of the darkness spell that the creature must have cast.
Dexter Gladstone
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Stubborn orcs...
Dexter sighs and slings his crossbow and tries to feel his way up the stairs to help the struggling monk.
Moving as close as I can to Grimor
Marsk
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Marsk steps up and attempts to pummel the creature grappling his comrade.
unarmed strike attack roll: 1d20 + 3 ⇒ (8) + 3 = 11; damage: 1d3 + 3 ⇒ (2) + 3 = 5
If I hit, I want to use my swift action to use my lore keeper domain power (not to be confused with the lorekeeper racial feature) on the creature, per Domain Strike. This would count as an 18 (15+1+2) to identify the creature.
| GM Crash |
Round 2 (partial)
Burick withdraws into the room from the fight.
The creature descends onto Grimor, tentacles wide, encircling him.
Pontia heads into the room.
Jean-Pierre takes up position behind Marsk.
Dexter followed Jean-Pierre.
Marsk struck at the one of the creature's tentacles dealing 5 damage. In doing so, a flash of inspiration struck him.
Burick, Creature (-10), Pontia, Jean-Pierre, Dexter, Marsk, Grimor
Grimor is up to finish up round 2, and Burick to start round 3. :)
Grimor Hazd
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This time, Grimor flings his fist upwards in a flurry to force the creature to either let go or die.
Flurry Attack 1: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Flurry Damage 1: 1d6 + 4 ⇒ (5) + 4 = 9
Flurry Attack 2: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Flurry Damage 2: 1d6 + 4 ⇒ (4) + 4 = 8
| GM Crash |
Technically, since you chose Master of Many Styles for your archetype, you don't have Flurry of Blows. But in this instance, it doesn't matter.
The first fist Grimor threw at the creature knocked it off of him and down onto the ground. He gave it a kick when it was on the ground, just to make sure it wasn't going to get up right away.
Combat over! :)
With the creature down and out, the darkness goes away and everyone can see what it looks like, kind of like a demented octopus. The rest of the party enter the room at the bottom of the stairs to look around it. Old carvings cover the walls of this square chamber, thick with dust and cobwebs. Three sets of stone double doors stand in the three facing walls. Heavy bronze seals emblazoned with the symbol of Pharasma secure the doors against whatever lies beyond.
Let me know what you want to do. :)
Grimor Hazd
|
Oh right, I forgot. XD One too many monk variants on my PC line up finally confused me... Sorry about that, I'll post a response more slowly drafted next time.
Oh, so it is an octopus...
Perception Check: 1d20 + 2 ⇒ (9) + 2 = 11
Not noticing anything weird, Grimor steps down towards the southern door, places his hands on its cold metal surface and attempts to push it open.
Marsk
|
If the Knowledge (history) check is for information about dwarves or dwarven enemies, let me know ;); likewise, the Perception check below doesn't include stonecutting
Perception: 1d20 + 2 ⇒ (8) + 2 = 10
"My stalwart companions, it appears that what we have encountered is known as a darkmantle. It is not especially tough; as you no doubt saw...or didn't see I suppose...however, it can create magical darkness."
| Jean-Pierre de Suis |
Perception 'take 10' = 19.
Jean-Pierre's attention is drawn to some graffiti on the wall.
"Take a look at this - “My heart beats on the wrong side of my chest, or is it right? Is left right, or is it wrong? I don’t know what it means, or why.” That is fairly weird..."
He then looks at the doors thoughtfully.
"Shall we try the door to the right, first?"
Pontia Imperea
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Pontia remain in silence observing the now lighted room and the creature now lying on the floor.
perception: 1d20 + 1 ⇒ (19) + 1 = 20
history: 1d20 + 7 ⇒ (7) + 7 = 14
arcana: 1d20 + 7 ⇒ (15) + 7 = 22
She mumbles for a while, reading the graffiti on the wall, letting her mind play with the words.
"It is clearly a riddle. Don't you think is quite curious that the only door not mentioned is the middle one?"
She walks towards the doors and examine the middle one, looking for a lock or some way of opening it.
perception: 1d20 + 1 ⇒ (20) + 1 = 21
I won't open the door yet, even if it's possible
Pontia Imperea
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"We could always use the chime to open one of the doors, however, as we only can use it 5 times, we should try to get the correct door or we might be trapped here forever"
She then closes her eyes for a second, whisper some words while her hands move swiftly in the air in front of her. Then she opens her eyes once more, her gaze fixed on the doors.
I cast Detect Magic
spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10
knowledge Arcana: 1d20 + 7 ⇒ (14) + 7 = 21
Sorry, I'm rolling both skills because I'm not sure which one is for identifying magic. If I'm not mistaken, Spellcraft would be to identify magic items but, if the doors are magic, does this skill work on them or would I be using Knowledge Arcana?
Grimor Hazd
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Knowledge, Untrained to know correct position of heart: 1d20 ⇒ 3
Looking back at Jean-Pierre, Grimor says "Hmmm... What's a heart?"
When he pushed the southern door and it did not open, Grimor pounds on the door once before sitting down in front of it in a meditative pose.
Pound Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Burick
|
"Thank you, Grimor. I owe you one!" Burick spoke as the beast that tangled him rolled down the stairs.
There would be no use for him in a crowded hallway if he couldn't even see the enemy, so it looked like moving had been the right choice. Looking at the creature that had just been killed, Burick took a moment to calm himself; now that it was visible, it didn't seem all that harmful. He hoped there would be no more of them where they went, however; he didn't want to make himself look like a coward...
Looking around the room, listening to what everyone found, and watching Grimor attack the door, Burick decided to do something...rather redundant.
"I know it might only open with the pendant, but I want to give it a try first; breaking down doors is my specialty, afterall..."
Putting away his warhammer and raising his Earth Breaker, Burick raised the weapon, took one step forward, and shouted as he swung with a powerful blow.
"In the name of Torag, YIELD!"
Sunder w/Power attack: 1d20 + 4 + 2 + 2 - 1 ⇒ (1) + 4 + 2 + 2 - 1 = 8
Damage: 2d6 + 4 + 3 ⇒ (3, 6) + 4 + 3 = 16
He'd at least give it a shot...sorry, got busy yesterday.
Edit: FFFFFFFFFUUUU-!....You have ONE thing you're good at Burick! Way to roll a nat 1 on it...
| Jean-Pierre de Suis |
Watching Burick nearly turn his left foot to paste, Jean-Pierre can only shake his head.
"Perhaps we should use the tool that we were specifically given to open these seals, and keep the property damage to a minimum...?"
Dexter Gladstone
|
Dexter winces at the racket.
He nods at at Jean-Pierre's suggestions and thoughtfully brushes his thin mustache with the fingers of his right hand.
I, too, suggest we test this chime's magic on the right door.
Pontia Imperea
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Pontia nods after Dexter.
These doors have powerful magic, I don't think we will be able to open them in any regular way. We must use the chime.
Now, - she adds after a little pause - which door shall we choose? There's a possibility that this little... riddle, is not about these room.
Can't seem to remember who's carrying the chime