Spasi Gaten |
Spasi cracks his knuckles, ready to go fight bugs, visions of heroically standing against them dancing in his head.
GM Fanguar |
Rhesus: 1d20 + 2 ⇒ (2) + 2 = 4
Spasi: 1d20 + 4 ⇒ (2) + 4 = 6
Bibic: 1d20 + 3 ⇒ (6) + 3 = 9
Noya: 1d20 + 2 ⇒ (9) + 2 = 11
Clement: 1d20 + 0 ⇒ (16) + 0 = 16
Enemy: 1d20 + 2 ⇒ (13) + 2 = 15
Combat Rd 1
16 Clement
15 Bugs
11-4 Everyone else.
You enter the room and the larger insects scuttle forward to defend their territory.
Clement is up
XP 400
N Small vermin
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 13 (2d8+4)
Fort +5, Ref +2, Will +0
Immune mind-affecting effects
OFFENSE
Speed 50 ft., climb 30 ft.
Melee bite +3 (1d6+1), 2 claws +3 (1d3+1)
Special Attacks rend (2 claws, 1d3+1)
Clement Twice-Born |
Round 1 Initiative 16
HP: 43/43; AC: 21 (T12/FF21)
F: +4, R: +1, W: +5
Spells Left Today: 1st - 6/7 2nd - 4/5
Channels Left Today (4d6+1 each): 3/4
Misc: Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus)
Location: Front Row
SA: Swing at first solifugid
Clement blinks, observing the others.
Oh! They want me to start this!
Clement grinning, steps up into a complimentary position with Rhesus to smash a bug before they jump into his clothes and cause untold problems for everyone.
Mwk Heavy Mace, flank: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 for 1d8 + 2 ⇒ (2) + 2 = 4
GM Fanguar |
Clement steps up to one of the bugs and slams his mace into its soft carapace. The insect hisses and retaliates:
Bite: 1d20 + 3 ⇒ (7) + 3 = 10
claw 1: 1d20 + 3 ⇒ (7) + 3 = 10
claw 2: 1d20 + 3 ⇒ (3) + 3 = 6
but none of its attacks come remotely close to hitting.
The other 2 bugs come in for support and gang up on Clement:
Bite (flank): 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Bite 2 (flank): 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
and one of them manages to land a nasty bite.
Everyone is up. Clement can post round 2, if they aren't all squished by then
XP 400
N Small vermin
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 13 x2, 9/13
Fort +5, Ref +2, Will +0
Immune mind-affecting effects
OFFENSE
Speed 50 ft., climb 30 ft.
Melee bite +3 (1d6+1), 2 claws +3 (1d3+1)
Special Attacks rend (2 claws, 1d3+1)
Bibic |
Round 1, Initiative 9
HP: 31/31; AC: 15 (T13/FF12)
F: +5, R: +6, W: +3
Back Row
Opponent: None
Full: Longbow (cold iron): 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 (point blank) damage: 1d8 + 7 + 1 ⇒ (6) + 7 + 1 = 14 (point blank)
Longbow (cold iron): 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 (point blank) damage: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12 (point blank)
Weapon Equipped = Bow
Cold Iron Arrows = 29/35
Silver Blunt Arrows = 20/20
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 14/14
Shard Major Image = 1/1
Bow Attack Mods: BAB +4, Dex +3, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +2, Bow +1, (Deadly Aim +4)
Bard Spells Remaining: (First: 3/4) (CL 5, Con: +8, SR: +7)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
"Nice hit!"
Bibic considers spells, a little light performance, and other things. When he sees Clement’s mighty blow, he chooses to follow him. He shoots the wounded bug first, and if it dies, then a fresh one.
Of course with those rolls I'm sure the only one I hit was Clement... in the back! Damn
Spasi Gaten |
Round 1, Initiative 6
hp 30/30; AC 16/12T/14FF; CMD 13
+2F/+3R/+5W
Back Row.
Opponent: Bibic's ego
SA: Draw crossbow.
MA: Load crossbow.
Spasi draws and loads his crossbow, watching Bibic's shots sail far and wide and everywhere.
"Oh, Bibic! What are you shooting at?" Spasi questions. "Are you afraid of bugs or something?"
Rhesus Ghawn |
Round 1
HP 58/58 DR 2/-, 4/lethal
AC 17/T12/FF15 (+2 to all)
CMD 19
F +8 R +3 W +0
Rage: 9/15
Row: Front
Opponent: Bug
Current Effects: Crowd Control, Life Link (Clem)
Rhesus shakes his head.
"Not bad Clem."
Mwk EB PA CC: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Damage: 2d6 + 13 ⇒ (6, 4) + 13 = 23
The barbarian blasts one of the bugs to bits.
Clement Twice-Born |
Round 2 Initiative 16
HP: 43/43; AC: 21 (T12/FF21)
F: +4, R: +1, W: +5
Spells Left Today: 1st - 6/7 2nd - 4/5
Channels Left Today (4d6+1 each): 3/4
Misc: Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus)
Location: Front Row
SA: Swing at bug
Clement ducks as the goo from Rhesus's smash nearly hits him in the face.
"Hey! Aim your smashing... that way..."
Mwk Heavy Mace, flank: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 for 1d8 + 2 ⇒ (6) + 2 = 8
Clement proves once again that mace is an effective repellent against albino bugs.
GM Fanguar |
Two of the creatures go down with a squish. The remaining bug snaps at Clement:
bite: 1d20 + 3 ⇒ (20) + 3 = 23
confirm: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
claw1: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d3 + 1 ⇒ (2) + 1 = 3
claw2: 1d20 + 3 ⇒ (13) + 3 = 16
Cutting him up a little, before Rhesus squashes it with a contemptuous swing of his hammer.
With the larger insects dead, you now have the opportunity to get a closer look at the structure in the centre of the room. Each of its seven faces is carved with what Spasi recognizes as the run of lust and enchantment. Part of the pillar has broken away and inside you see that there is an impression of a winged woman pressed into the stone.
The three other passages lead to the trogs, the lady's light and to the mysterious monster cave. I figure we want to press onwards, but you do have the option of backtracking if you so wish.
Clement Twice-Born |
Clement takes a couple steps forward to examine the seven faces.
"This face looks like it's in pain... and this one looks like it hasn't had a bowel movement in months.."
Clement scratches his head as he leans forward to examine the impression within.
"I don't see anything of value to take back to Magnimar, though. Or any clues where the next shard might be."
Clement straightens, leans his mace against his shoulder and resumes his position near Rhesus.
"Let's see what's down this way..."
Clement at 35/43hp, which is fine.
Bibic |
Bibic sighs at the signs of the parties recent slaughter. Must we kill everything in here?
He examines the statue, with Detect Magic.
Knowledge Engineering: 1d20 + 3 ⇒ (19) + 3 = 22
Knowledge Arcana: 1d20 + 8 ⇒ (1) + 8 = 9
"Interesting. This damage is recent, a few months, maybe a year or two tops. I wonder why they pried it open?"
Bibic gathers his arrows, tosses the broken ones in the corner, and readies to move down with Clement.
Clement, feel free to take a shot of the CLW wand if you like. Good to be near max just in case...
Spasi Gaten |
"What do you make of this then?"
Spasi shrugs, his tummy still unsettled. He looks over the bugs bodies as Rhesus requests.
"I'm not much of a cook. That witch, though, could probably cook something with them," Spasi notes. "You want to go back now? I don't think that's a good idea. We got more to do...and we can probably find some better food, too."
Spasi looks around at the 7-sided everything.
1d20 + 14 ⇒ (4) + 14 = 18 Know (Arcana) - Not even close.
"Yeah, I dunno about any of this stuff. Nor who would break it."
Spasi, seeing nothing more, readies to follow Clem.
Rhesus Ghawn |
Rhesus sighs.
"Not the bugs, the statue."
He nods as Bibic takes up the slack.
"Ok then, nothing to worry about now though."
He then contemplates the three tunnels.
"Reckon we go up, since we don't have to care about trogs or the big thing? 'less we don't want them at our back?"
Spasi Gaten |
Spasi looks at Noya with shock.
"That's a heck of a thought. How do you know that?" Spasi asks, wondering how Noya knew something so arcane that no one else did.
Noya Aurora Evangeline Bridget |
"Look at the impressions in the stonework, it's very life like.
Even the feather impressions have realistic veins.
So either someone made and placed a super realistic metal statue in there, or something was inside it, not sure if it was alive or dead when it was removed."
Bibic |
Bibic is fascinated by the level of detail that Noya is able to describe. He'd have thought it was far beyond her normal abilities.
I do not want to know unless I actually make my roll - or someone else does. I don't want the information 'sneaked in' the backdoor. Given that we had two characters who could have made the roll, your reveal is a slap in the face to both of them. Please don't do it again. Thank you.
"Let's move on."
Bibic is ready to press onwards. He tests the spring of his bow and refills his quiver.
Clement Twice-Born |
Clement looks over his shoulder to ensure the others are following him, and then proceeds into the mysterious monster's lair to see what sorts of things it may have collected over the years.
I'm sure it's picked up something we could use to barter for even stronger enchants to our armor and weapons in Magminar...
Spasi Gaten |
Spasi muddles up to Bibic as they prepare to sally forth.
"Hey Bibs, why did Dr. Toffitt put you in my group? How did you get involved in the 'Pathfinder Society'"? Spasi asks. "Where were you before you were assigned to my team?"
GM Fanguar |
So I take it we are backtracking..
As you head down the narrow passage, the air becomes increasingly humid and the faint odour of sulphur begins to fill the air. It eventually opens up into a large cavern. The cave is littered with bones and a massive reptilian lays rumbles off to one side, a myriad of serpentine heads branch from its slumbering form.
Clement Twice-Born |
As Clement sniffs the air and detects the odor of sulphur, he nervously wonders if he will be able to absorb all of Rhesus's upcominng injuries in his slightly injured condition.
Cure Light: 1d8 + 5 ⇒ (4) + 5 = 9
That's back to full HP.
As his wounds knit, he gives the others a quiet nod and shrugs, as if to ask Bibic and Spasi - what are we getting ourselves into here?
Bibic |
Knowledge Arcana: 1d20 + 8 ⇒ (20) + 8 = 28
Bibic jumps a little and makes the sign for Get the hell out quietly! and backs quickly and quietly out of the room.
Once the party is in another chamber, far from the creature, he explains.
Not sure what I'd know, but I'll assume I know the basics from that roll. Let me know if I know more than this.
"It's a pyrohydra, a many headed beast with quite a ferocious temper. I think it regenerates too. I'm not sure we can kill it with just sword and bow. We'll need magic of some kind to stop the regeneration, but I'm not sure what or how."
Bibic looks decidedly uneasy at the prospect of challenging such a beast.
"We're just passing through these tunnels right? We don't have to fight it do we?"
My understanding is this is not blocking our path forward - is that correct?
Rhesus Ghawn |
Rhesus files back with the others, then waits as the plan is discussed.
"Reckon we ain't gotta fight it, there's another tunnel right? Mebbe we can take it later, sure it's got some loot mixed in with them bones."
Spasi Gaten |
Spasi looks over his shoulder to see if Noya was going to catch up. When Bibic mentions pyrohydra, Spasi makes his own gander.
1d20 + 14 ⇒ (14) + 14 = 28 Know (Arcana)
Questions: Weaknesses? DR? SR? Special defenses?
Spasi, in looking over the beast, realizes he's in no mood now to take it on, but the lure of loot is intriguing.
"Lemme think a moment about it. Maybe we can get it..." Spasi wonders.
Spasi Gaten |
Spasi queases, looking at the monster and counting heads. He looks at Bibic.
"Ugh, that thing is going to breathe some fire something fierce. And it might be able to regenerate, like Bibic said. We don't have any protection from fire, do we?"
It's clear that Spasi doesn't like the odds.
Rhesus Ghawn |
"Tell ya what though Spasi, bet if we follow them women to the top, loot them, they'll have some fire protection. If they ain't got it we'll go back to that witch and you talk talk to her all sweet like and get her to make us some fire protection. Then we come back here, kill this thing, and take it's loot. What'cha think?"
Clement Twice-Born |
Clement shudders a bit at the mention of fire, remembing well that grim day he was pulled from the smoldering wreckage.
"I... I... should have prepared for this. Fire and creatures that can breath it."
Clement wracks his brain for anything he could do, but realizes at this time, he has not been chosen by Valani to evolve into someone who can protect himself, Rhesus, or the others from fire.
Then, quietly he affirms the thoughts of the others.
"We shouldn't attract it, we're not ready yet for it... but we will be so soon."
Clement looks for a way around the creature that even he could accomplish without significant risk.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Bibic |
"I agree, let us let it be." Bibic walks down the tunnel the other way hoping to press on with a safer route. I hope this goes through and we don't have to face that beast anytime soon!
As he walks, he remembers Spasi's query.
Spasi muddles up to Bibic as they prepare to sally forth.
"Hey Bibs, why did Dr. Toffitt put you in my group? How did you get involved in the 'Pathfinder Society'"? Spasi asks. "Where were you before you were assigned to my team?"
"Sorry Spasi, got a little sidetracked there a moment." He thinks a little while as they walk.
"I'm not really sure why I was chosen for this mission. I had been on a short hiatus after a short, but bloody, campaign in the Mwangi Expanse. I was pretty green, and the group I was with - supposedly there to teach me the ropes - collapsed like the cakes I used to try to make as a kid with my folks."
"Not many of us got out alive, and we were unsuccessful in our goal. For my part, I did OK, but like I said I was the green member, there to learn how it was done."
"I was several weeks in recovery and when I was healthy this came along. It was offered, and I jumped. I figure why not set out with an all green team - no rot that way."
"What about you? How'd you get roped into this assignment?"
Spasi Gaten |
"Yeah, let's come back later when we have better answers. These hydra things have too many heads, too many weapons," Spasi agrees, looking for the other directions.
"Maybe we go a bit further and then find a place to rest? The frogcamp might have cleared out a bit by then, too. They might have even left some drink around too."
Spasi nods at Rhesus' plan.
"Let's follow the women then. They have yet to lead me wrong..." Spasi agrees, completely forgetting how badly they messed him up last time he was in town.
A reply to Bibic coming soon...wanted others to chime in first to Bib-story.
Clement Twice-Born |
Clement listens while Bibic relates his tale as they double back some, running through his own thoughts about how he was recruited by the doctor to form a company to bring the strange-scented alchemist rare items from abroad.
Clement gives a nod as Bibic appears to sum things up and focuses on the elf's tattoos a little.
"I never asked, in case it was too.. personal - are those.. elven? Mwangi?"
Bibic |
Clement gives a nod as Bibic appears to sum things up and focuses on the elf's tattoos a little.
"I never asked, in case it was too.. personal - are those.. elven? Mwangi?"
Bibic smiles proudly. "Bit of both really. I've always liked body-art though I do draw the line at ritual scarring. That's a bit much for me."
"Some of these are from my homeland, and some from the Mwangi Expanse. I found a really talented artist down there. He's the one who did the designs on my forehead and cheeks, building from what I had already done on my neck."
"It's hard to find someone with talent. I have a tattoo of a dragon on my left thigh that's just simply horrible. I hope to get the cash at some point to have it removed and redone."
He holds up his bow, "But I keep finding other things to spend the money on!"
He continues walking through the tunnels.
"Maybe we go a bit further and then find a place to rest? The frogcamp might have cleared out a bit by then, too. They might have even left some drink around too."
"Really? It feels like we just got started. I still have lots of fights in me yet if we want to press on. There's really no hurry though so I'll do whatever you suggest Spasi."
Spasi Gaten |
Spasi smiles.
"It's funny how your tale mirrors my own. I was in the Mwangi, west side operations. They brought me in because..." Spasi's tongue changes drastically.
Spasi's speech changes again.
Spasi laughs.
"I was well trained, first by my parents, then by...uh...Dr. Toffitt's people," Spasi relates. "That old mummified version of a human made sure I knew things. And made sure I suffered for the right to know it too...that's what Mwangi was about."
Spasi scratches his armpit, sniffing.
"Yeah, fine, let's continue on. Which way again?" Spasi looks to Rhesus or Clem to continue.
GM Fanguar |
The rough cave walls give way to a chamber of worked stone, with the walls made of blue-veined white marble. The ceiling is supported by columns masterfully sculpted to depict voluptuous warrior women wielding two-headed guisarmes, with each column unique and strikingly detailed. At the centre of the room, a ten-foot-square shaft leads down into the darkness below.
Assuming that you are heading towards the lighthouse.
Bibic |
Bibic marvels at the craftsmanship and the stone. This is really beautiful stuff!
When he gets to the shaft, he takes a rock, broken arrow head, whatever, and casts light upon it before casting it down the hole. He leans over the edge to see how far down it goes. He activates his Wayfinder as a light source so he's not standing in the dark.
"If it's not too deep, I've got some rope around here somewhere." he checks his pack.
"Oh damn. I seem to have left it behind." he frowns. "Does anyone have any rope?"
Spasi Gaten |
Spasi casts light on a rock and tosses it down the hole. Spasi digs through his pack looking for rope. He pulls out a waffle iron, looking at it like he's never seen it before.
"No rope."
GM Fanguar |
Spasi drops the stone and sees that as is approaches the darkness in the depths of the hole, it does not retreat and as the bright stone breaches the wall of darkness, it disappears from sight.
As he does so, there is the sound of grinding stone. The four carved columns animate before your eyes and 4 stone women move to attack.
Rhesus: 1d20 + 2 ⇒ (12) + 2 = 14
Spasi: 1d20 + 4 ⇒ (6) + 4 = 10
Bibic: 1d20 + 3 ⇒ (10) + 3 = 13
Clement: 1d20 + 0 ⇒ (10) + 0 = 10
Enemy: 1d20 + 6 ⇒ (7) + 6 = 13
Combat Rd 1
14 Rhesus
13 Enemies
13 Bibic
10 Spasi
10 Clement
Rhesus is up.
AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
hp 36 (3d10+20)
Fort +1, Ref +0, Will +1
Defensive Abilities shatter weapons; DR 5/—; Immune construct traits, magic
Shatter Weapons (Ex) Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon's hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.
Rhesus Ghawn |
Rhesus searches his pack.
"No rope here. Clem? Dammit Clem, thought I told ya to bring tha rope?"
**************
Round 1
HP 58/58 DR 2/-, 4/lethal
AC 17/T12/FF15 (+1 to all)
CMD 19
F +8 R +3 W +0
Rage: 9/15
Row: Front
Opponent: Spasi's Date to Freshman Prom
Current Effects: Crowd Control, Life Link (Clem)
"Hey Spasi, they look like your type!"
Rhesus meets the attack head on.
Mwk EB PA CC: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Damage: 2d6 + 13 ⇒ (1, 4) + 13 = 18
Bibic |
Round 1, Initiative 13
HP: 31/31; AC: 15 (T13/FF12)
F: +5, R: +6, W: +3
Back Row
Opponent: None
Std: Inspire Courage (Su) +1 att/dam (competence) & +1 save vs fear (morale)
Weapon Equipped = Bow
Cold Iron Arrows = 30/35
Silver Blunt Arrows = 20/20
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 13/14
Shard Major Image = 1/1
Bow Attack Mods: BAB +4, Dex +3, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +2, Bow +1, (Deadly Aim +4)
Bard Spells Remaining: (First: 3/4) (CL 5, Con: +8, SR: +7)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
Bibic, wondering what happened to the object he threw down the well, is taken by surprise as the columns come to life. Seeing there are four of them, he immediately begins to inspire courage*.
Knowledge Arcana: 1d20 + 2 ⇒ (17) + 2 = 19
"Watch your weapons! Hitting the columns will damage them! I can fix some damage after the fight, but not if you wear it down to the nub."
He takes out his bow and prepares to volley.
* Inspiring Courage: Everyone gets +1 attacks, damage (competence) and +1 vs fear (morale)
GM Fanguar |
Rhesus' attack whistles just wide of the mark.
Attack vs Rhesus 1: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm?: 1d20 + 8 ⇒ (16) + 8 = 24
Crit x3: 6d4 + 18 ⇒ (1, 2, 1, 2, 3, 1) + 18 = 28
Attack vs Rhesus 2: 1d20 + 8 ⇒ (4) + 8 = 12
Attack vs Clement 1: 1d20 + 8 ⇒ (10) + 8 = 18
Attack vs Clement 2: 1d20 + 8 ⇒ (7) + 8 = 15
One of the statues lands a wicked blow on Rhesus, but the other three's attacks fail to find their mark.
Everyone but Bibic can post
AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
hp 36 (3d10+20)
Fort +1, Ref +0, Will +1
Defensive Abilities shatter weapons; DR 5/—; Immune construct traits, magic
Shatter Weapons (Ex) Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon's hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.