GM Fuzzfoot |
Anyone wanna use a hero point for a reroll here?
Somer Hiondu |
Somer continues the cycle of healing and melting. This time he at least feels his ears nit back together, which hurts a very large amound.
Balmir |
Yes! Rerolling my second attack. Now would be a great time for a crit!
agrimmosh@plant,power attack,grappled: 1d20 + 11 - 3 - 2 ⇒ (8) + 11 - 3 - 2 = 14
damage,power attack,enlarged: 3d6 + 8 + 6 ⇒ (6, 5, 3) + 8 + 6 = 28
Not sure if 14 was enough to hit...
Somer Hiondu |
Giants will be very prone to illusions I would think. Honestly I feel this is all my fault for not wanting you in alone. Should have stayed back and blown the hell of this out this thing.
Somer's concern for his allies seems to have created this issue.
GM Fuzzfoot |
Unfortunately, both those attacks miss as well.
Derrik again sends out healing energies (which is now starting to confuse the plant), and continues his ability to stay slippery.
Channel Heal: 3d6 ⇒ (5, 3, 4) = 12
The plant still tries to engulf Balmir, without success (due to his size), and Derrik continues to evade it.
Damage to Mouser: 2d6 ⇒ (1, 5) = 6
Damage to Somer: 2d6 ⇒ (5, 1) = 6
Maintain Grapple vs Balmir: 1d20 + 15 ⇒ (7) + 15 = 22 Nope! Balmir is free
Bite Attack vs Derrik: 1d20 + 15 ⇒ (20) + 15 = 35
Crit confirm?: 1d20 + 15 ⇒ (3) + 15 = 18 Nope
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Free Grab: 1d20 + 22 ⇒ (9) + 22 = 31 But Balmir slips away.
Round 6 (Bold may act)
Tamxander
Somer (25 dmg, engulfed/pinned)
Balmir (enlarged, 3 dmg, grappled)
Mouser (11 dmg, engulfed/pinned)
Round 7 (Bold may act)
Derrik (13 dmg)
Plant (106 dmg)
Somer Hiondu |
Somer again melt and heals though he feels that Derrik's healing is winning the war of attrition at the moment. Still, all things considered, being unconscious was almost better then living in constant pain like this.
Balmir |
Did my first attack with a 26 miss?
Balmir frees himself of the plants grasp then strikes with the hammer.
agrimmosh@plant: 1d20 + 16 ⇒ (20) + 16 = 36
confirm: 1d20 + 16 ⇒ (20) + 16 = 36
The perfect time for two 20's!
damage,enlarged: 3d6 + 8 ⇒ (6, 2, 2) + 8 = 18
damage,enlarged: 3d6 + 8 ⇒ (1, 2, 6) + 8 = 17
damage,enlarged: 3d6 + 8 ⇒ (5, 2, 3) + 8 = 18
agrimmosh@plant,iterative attack: 1d20 + 11 ⇒ (20) + 11 = 31
agrimmosh@confirm: 1d20 + 11 ⇒ (19) + 11 = 30
WOW!
damage,enlarged: 3d6 + 8 ⇒ (5, 4, 1) + 8 = 18
damage,enlarged: 3d6 + 8 ⇒ (5, 6, 3) + 8 = 22
damage,enlarged: 3d6 + 8 ⇒ (6, 1, 2) + 8 = 17
110 total damage
Mouser Lowhill |
Wow--Balmir may save the day after all! Wow!
escape artist: 1d20 + 11 ⇒ (15) + 11 = 26
Mouser squirms around, doing his best to escape from the thing's slippery maw.
Somer Hiondu |
Never seen that was a 20 crit rage before, amazing.
GM Fuzzfoot |
No, first attack hit. I must have not updated my note correctly.
Balmir starts bashing away, and makes mulch out of what's left. Mouser crawls out right away, Somer just slips out later like a pile of goo.
Derrik rushes to administer some first aid.
Heal: 3d6 ⇒ (2, 3, 4) = 9
Heal: 3d6 ⇒ (2, 2, 4) = 8
Heal: 3d6 ⇒ (3, 4, 5) = 12
Congrats! You did what the tough as nails dwarf party couldn't do. If only the one carrying Agrimmosh had enlarged...
Derrik is out of channels, but still has spells. But I think everyone is full up.
Take a look in discussion regarding Derrik.
Mouser Lowhill |
Mouser gasps for air as he erupts from the plant.
"Balmir, I could kiss your bearded face! That was a close one!" he says.
"I'm lucky, as always," he says. "But you saved the day!"
Balmir |
Balmir, still standing over 8 feet tall looks down to Mouser. "Uh. No, I don't need any kisses from you." He shakes his hammer so that chunks of plant pulp slip off. "I wonder if this was the only dangerous thing in here. We should be more careful looking around." Balmir scowls at the dead plant then kicks at one of the large stems.
Somer Hiondu |
Still shaken Somer gets back to his feat. He checks to see if he is now bald or missing any clothing or skin. It seems he would come out messed up despite the healing but no idea what. Can't believe his hair would not melt. His voice quavers.
"That was... I have no words. Melting and healing, melting and healing. I... Physically I am ok though some rest would be very very good."
GM Fuzzfoot |
Somer does show much of his clothing has holes due to acid, but his hair apparently returns with the advent of magical healing.
Probably I should have applied acid damage to your gear, but we're gonna let that slide this time because I didn't think of it.
Balmir |
"Before settling down for the night, I would feel more comfortable if we scouted out the area around here more. And this enlarged form isn't going to last all day." Standing on the platform, Balmir has a good view of the large chamber. "Mouser, did you already go up both sets of stairs? What about that door over there?" Balmir points to the door on the east side. He walk ponderously over to the door.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8 +2 to notice unusual stonework
GM Fuzzfoot |
Derrik doesn't find much unusual, but Mouser takes some time to thoroughly explore the alter area. He finds a hidden door.
Somer Hiondu |
Hearing of the hidden door Somer wrenches himself back to his feet with a groan. Getting his bow ready he makes sure he is not standing anywhere near the door but has a good line of sight.
Balmir |
"Humph. I guess we'd better check that out. I can go in first. I'm sure that we've lost any element of surprise already."
Can enlarged Balmir fit through the secret door?
Mouser Lowhill |
Mouser nods at Balmir. "Let me just check around and make sure this place is secure. Well, as secure as anything is going to be in here. Be right back."
[ooc]I'll not go too far, but I'll check the stairs and any other exits to this room.
stealth: 1d20 + 21 ⇒ (18) + 21 = 39
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (20) + 15 = 35
disguise (Fit In): 1d20 + 12 ⇒ (20) + 12 = 32
GM Fuzzfoot |
You can squeeze, which has some penalties, but there is no immediate threat.
Mouser finds (in M2) a locked coffer and a neat pile of six round stones with a rough, rind-like exteriors, surface stacked in the northeast corner. Each stone is about 2 feet in diameter and weighs around 1,000 pounds.
Balmir squeezes his way in the hidden area behind the altar (M3). This narrow corridor curves around the north end of the chapel, and is covered with dust that has apparently lain here undisturbed for centuries.
Three large, spherical stones with a rough-textured black surface sit on the floor at the far end of the passage. Each is approximately 2 feet in diameter, weighs around 750 pounds.
Balmir |
Balmir stares at the three spherical stones for a bit and then does the only thing he knows to do. He squats down and wraps his arms around one of them. With a grunt he stands, barely lifting one of them. He turns around and slowly makes his way back out the secret passage. Once in the main room he places the stone down.
"There's two more like this back there. Do you think they're magical? Should we try to break them?"
With Enlarge Person I have a strength of 20. The max load is 400 and the lifting rules say I can lift 2x the max load but just barely and I can only stumble along slowly while carrying it.
Somer Hiondu |
Still shaken Somer casts detect magic and wonders if he has a way to work out what they are.
"Big stones look like a dwarf thing to me." he mumbles as he looks at them.
He examins them closely for any sign.
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
Know Arcane / Dungeon / Planes: 1d20 + 12 ⇒ (15) + 12 = 27
Mouser Lowhill |
When Tam says he thinks there might be a trap, Mouser checks it out. "I'll be careful--I've never met a trap I can't get past before," he says.
perception take 10 (Trap Spotter 20'): 10 + 15 = 25
GM Fuzzfoot |
Each has a strong evocation aura. Otherwise, though, no signs of a trap.
The geodes have a hardness of 8 and 30 hit points, and can be broken open using an appropriate stoneworking tool (such as a chisel, hammer, or pick) with a successful DC 20 Strength check.
Somer Hiondu |
"Tam, can you make anything of them? Evocation magic it seems."
Tamxander Glenfarrow |
"Hmmm... I can't really say," says the gnome as he takes out his pipe and starts packing it. "Evocation implies some kind of explosive properties. But I don't have the magical materials that would provide useful information."
I don't have the identify spell and there's nothing else that will give us detailed information.
Somer Hiondu |
Somer shrugs.
"From the looks of it a bomb for a dwarven catapult maybe? No idea Balmir and I doubt we can bring them with us realistically."
Balmir |
"Hmm. Bombs of some sort. Well in that case we should leave them alone. I sure don't want to carry them around. Was there anywhere else to look at here? I don't think so. Maybe we should just sleep here tonight then head back to the main trail. I still don't know why this is out here in the middle of nowhere."
GM Fuzzfoot |
You really haven't explored M2 in much detail yet - just Mouser's cursory glance.
Mouser Lowhill |
I'll check out M2 then.
Mouser decides to take a look at the area he had glanced at earlier.
"Be right back," he says.
stealth: 1d20 + 21 ⇒ (15) + 21 = 36
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (7) + 15 = 22
disguise (Fit In): 1d20 + 12 ⇒ (14) + 12 = 26
GM Fuzzfoot |
A lump in the sludge turns out to be a locked stone coffer (hardness 8, hp 30, break DC 28, Disable Device DC 30).
Also, there are a neat pile of six round stones with a rough, rindlike surface stacked in the northeast corner. Each stone is about 2 feet in diameter and weighs around 1,000 pounds - so a bit larger than the others you found.
Balmir |
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Balmir watches as Mouser searches the room. When he sees the pile of round stones in the corner his eyebrows raise. [b]"Wow Mouser. Those are some big balls!"
GM Fuzzfoot |
So what's the plan, folks? Back on the road? Rest up some?
Balmir |
Balmir moves into the room with the large round stones. He puts his hear to one of them to listen to it.
Assuming that he hears nothing
Next, he positions himself to push on one of the stones.
If he can roll it, he's going to roll the stone out to the main area to join the other stones.
Toboyn |
Crikey, one of the wonders of the natural world is unfolding right here: a rare example of Dwarven nest-building! Shhhhh; everyone gather 'round, but don't do anything to startle the him.
... I'm not here ...
Mouser Lowhill |
Sorry guys! I seem to have missed updates on this game.
Mouser looks at the stone coffer. "We better take a look inside this," he says, going at it pretty carefully.
disable device take 10: 10 + 20 = 30
GM Fuzzfoot |
Inside is a large, worn leather sack—a giant-sized bag.
Mouser Lowhill |
Mouser looks at the strange find.
"So--what's this for? Hardly worth putting in this stone coffer, is it?"
If it's magical, he tries to determine its use blindly, as well as checks out if there's anything inside.
use magic device: 1d20 + 12 ⇒ (12) + 12 = 24
Tam, want to try detect magic and identifying it? Though it could be mundane.