| Somer Hiondu |
Again arrows are wreathed in scorching heat and as the first arrow flies Somer feels very good.
[b] "Well if that did not work lets see if I can end it Tam."[ /b]
+1 Merianna's Thorn PB SC: 1d20 + 12 + 1 - 2 ⇒ (20) + 12 + 1 - 2 = 31
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Scorching Ray Damage: 4d6 ⇒ (2, 3, 3, 5) = 13
+1 Merianna's Thorn PB SC: 1d20 + 7 + 1 - 2 ⇒ (8) + 7 + 1 - 2 = 14
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
+1 Merianna's Thorn PB SC Crit Confirmiation: 1d20 + 12 + 1 - 2 ⇒ (18) + 12 + 1 - 2 = 29
Critical Damage: 2d8 + 8 + 2 ⇒ (8, 3) + 8 + 2 = 21
Scorching Ray Critical Damage: 8d6 ⇒ (1, 4, 1, 6, 2, 1, 5, 3) = 23
Mouser Lowhill
|
Mouser draws his rapier as he continues his descent, preparing to lay into the drake's neck.
+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 211d4 + 7 ⇒ (1) + 7 = 84d6 ⇒ (1, 1, 3, 2) = 7 In the event I can reach it and attack, here's the attack.
| GM Fuzzfoot |
Somer's arrow strikes true and deep, and then explodes into a bright light of fire. Th drake howls in pain, as he prepars to fly away, when suddenly the little halfling lands on his head and puts a rapier through its brain. The drake falls, and does not stir again.
Assuming you climb back up to gather the treasure, you find:
An ancient looking horn. (picture on map)
dragonefoe amulet
elixir of tumbling
potion of spider climb
scroll of poison
masterwork heavy pick
cold weather outfit
portable ram
smokestick
sunrods (2)
two copper and silver armbands filigreed with snakes eating
their own tails (worth 380 gp as a set)
silver ring set with three aquamarines (worth 500 gp)
piece of alexandrite (worth 170 gp)
bag containing a dozen irregular freshwater pearls (worth 10 gp each),
four pieces of silvery-blue quartz (worth 15 gp each)
coins: 14 pp, 216 gp, 940 sp, and 2,400 cp
Between the bric-a-brac on the carved shelf sit numerous stone tablets, each chiseled with archaic Giant runes.
| Toboyn |
Toboyn, along the way, heals himself and his party of their wounds:
Channel Positive: 4d6 ⇒ (3, 4, 3, 1) = 11
Channel Positive: 4d6 ⇒ (6, 2, 3, 4) = 15
He examines a tablet … perhaps it is clear to some of the party that he is holding it upside-down, perhaps not.
I will ask at dawn for help in reading these; I had not anticipated the need this morning.
I had anticipated a need for food and drink, though, he says, laying out a ground-cloth and providing an abundance of food and of wine and ale.
Mouser Lowhill
|
Mouser looks through everything they have found with a large smile.
"This stuff looks valuable--and we can put all these coins in that bag of holding we found."
Looking at the giant runes, the halfling can't quite make much out of them.
"Anyone know what this says?" he asks.
linguistics: 1d20 + 4 ⇒ (10) + 4 = 14 Could turn mine into an aid if anyone else can make this.
| Balmir |
"Bah! It's giant scribbling. That's all. I'll be real surprised if any of you can make any sense of it at all." Balmir notices Toboyn setting out food and drink. "I'll take some of that." He plots down on the blanket and grabs a hunk of meat.
| Tamxander Glenfarrow |
Linguistics: 1d20 + 15 ⇒ (20) + 15 = 35
"Let me have a look," says Tam. He puzzles over it for a while, but the little wizard knows so many languages that he's able to piece together some elements and finally says, "It's about Minderhal’s Forge. Apparently it was lit by fire from dragon's breath, but it's speculated that it could be lit with other similar effects, like the blood of a fire-breathing dragon."
| Toboyn |
"Well, this one seemed to breathe nothing but soot; not much help there, even if we had a forge. Still, might as well collect a bit, he says, pulling a bottle from his pack.
Mouser Lowhill
|
Mouser nods at Tam. "So--this forge. We need to light it? If so, we'd need to be on the lookout for a dragon that breathes fire. Not that it sounds very fun, mind you."
With all the gear gathered, he says "Well, where next?"
Okay, I'm a little confused about where we can go now. Did the cave just end, or can we go through? Was there anything else up the cliff? Or do we go back to a new branch of the valley?
| Toboyn |
"Next? Bed, my friend, and morning prayers to ask for further gifts from Cayden", Toboyn replies, labeling the bottle and stashing it in his pack. He seats himself again at their makeshift table and sets to work. "Who has first watch?", he mumbles around a mouthful of manna.
| Balmir |
"I'll take first watch." Balmir finishes off his food. "And I don't know where next Mouser. What do you suppose is at the top of this cliff? I mean above the cave."
Doesn't this drake breathe fire? Shouldn't we get some of its blood?
| Toboyn |
Toboyn did gather a bottle of blood, labeled and stashed away in his pack. It wasn't a fire-breather though; negative energy. Maybe he can use it to extinguish a forge :-)
| GM Fuzzfoot |
There is nothing else really to do here, and this drake did not breath fire. This valley is sort of open, meaning you can clearly explore in any order you like - but then there are things like this that may become more clear/relevant as you find other areas that perhaps the authors expected you to find first.
| Toboyn |
Absent any objection, then, let's bivouac here until morning, then go with Mouser's suggestion for the next segment of the journey.
GMF: Can Toboyn gather anything further on the hoard with Spellcraft or the 'Artifact Hunter' trait?
| Somer Hiondu |
SOunds like a plan.
| GM Fuzzfoot |
Artifact Knowledge: 1d100 ⇒ 86
Unfortunately, Toboyn does not recognize the horn, but is fairly confident it is an artifact.
| GM Fuzzfoot |
Tam: 1d100 ⇒ 74 Bad luck! But a very useful trait!
The boulder-strewn slopes of the mountains on either side of the valley give way to a series of jagged ravines that split the valley floor. A tremendous stone bridge arches over the widest of these gorges, connecting to a worn path on the far side.
The bridge is 200 feet long, spanning a gorge 100 feet deep.
Mouser Lowhill
|
Mouser looks ahead.
"Let me check this out. I'll signal you if it's safe," he says, then pads ahead.
stealth: 1d20 + 21 ⇒ (7) + 21 = 28
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (10) + 15 = 25
disguise (Fit In): 1d20 + 12 ⇒ (3) + 12 = 15
| GM Fuzzfoot |
Toboyn, yes, you could have done your restoration the day before.
Mouser sees at the other end of the bridge two stone giants with plenty of large rocks.
| Balmir |
I assume that since they are giants and only 250 feet away (or so), I can easily see them.
"Giants! More filthy vermin for me to crush with my hammer!" Balmir hefts the hammer from his belt. His first thought is to rush over the bridge to the giants but his fighter's instinct holds him back for a second. "That bridge? Is is stable?"
Mouser Lowhill
|
Mouser reports back to his companions.
"I'm guessing the bridge is safe if stone giants are around. It either holds them, or they didn't bother to tear it down. I'm going to sneak in next to them. I'm guessing they will see you when you cross the bridge, but I'll try to keep them distracted on their side while you cross. Tam, you have any of that invisibility stuff you want to hit me up with?"
I'll get over to the other side close to them, and then wait for my companions to cross.
stealth: 1d20 + 21 ⇒ (19) + 21 = 40
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (11) + 15 = 26
disguise (Fit In): 1d20 + 12 ⇒ (4) + 12 = 16
| GM Fuzzfoot |
There is an arch to the bridge, so they are not easy to see from the far side, but now that Mouser informed you, you can see heads.
Waiting to see if Mouser gets some assistance from Tam on the stealth...
| Toboyn |
"Balmir, do let me know before you try to engage the enemy; Cayden can lend you a little luck for a time.
| Somer Hiondu |
Somer waits, his plan is to cast shield on himself just before the inevitable combat starts.
| Tamxander Glenfarrow |
"Better still," says Tam, "I can make us all invisible at once, and we can rush across and engage the giants from the safety of the far side."
I can use invisibility sphere to make the whole team invisible as long as we stay in close formation. We can see each other while under the effect, so we don't have to worry about anyone getting too far away.
| GM Fuzzfoot |
OK, that should work nicely. How close do you want to get? Go ahead an place yourself on the map. Or you can try to just slide by them as well, but we need some stealth checks (+40 for inviso, though, so not hard)
| Somer Hiondu |
Placed myself at 40ft.
Mouser Lowhill
|
I will actually attempt to get closer, regardless of whether I can stay in the sphere. I've placed myself on the map.
| GM Fuzzfoot |
Mouser leaves the sphere, but is still apparently not noticed.
| GM Fuzzfoot |
I think we are assuming Tam cast, and you all moved up to Somer's note of 40' away, and then Mouser moved to his location. But I don't know what anyone wants to do after that.
| Somer Hiondu |
If we want Somer can fire off a shot first unless someone else wants to get the jump on them. No real advantage for Somer shooting first, beyond flat footed.
Mouser Lowhill
|
I've put myself in position, and am pretty much waiting for the rest of the group to attack and get their attention, then I'll spring into action.
| Toboyn |
I second that vacation time/scheduling messing, Tam.
"If we're resolved, gentlemen, I can ready Balmir for battle, and then soften up our targets before we begin", Toboyn whispers.
Toboyn's plan: Heroism cast on Balmir, then firing off Holy Smite as our opening gambit
| Balmir |
I think that this is the order of actions: Tam casts invis sphere, Toboyn casts heroism on Balmir, we all run across the bridge and get behind the giants while invis, Balmir positions himself right next to a giant, Toboyn and Somer fire on a giant then Balmir attacks it. At that point we should fall into standard round time. Does that sound about right?
| Somer Hiondu |
Yep.
| Toboyn |
Holy Smite is an area effect, though; I'm gonna feel a little awkward if Balmir is standing *right* next to a giant :-)
I'm thinking Toboyn grants the Heroism (which lasts over an hour) while on the bridge, then fires off the Holy Smite and becomes embarrassingly visible. Rest of the party then moves forward along with the sphere, while Toboyn stays back looking both charismatic and apologetic ("Terribly sorry, had no idea you two were standing there ..."). With any luck, they'll advance right into the pointy bits of the party and learn a valuable lesson.
| GM Fuzzfoot |
Only think is, Mouser already moved up ahead and is probably in the area of effect (you can't see him though). On the other hand, Holy Smite doesn't affect Good creatures, so as long as Balmir and Mouser have been good little boys...
I re-positioned you all on map to match what I think you are describing, so go ahead and make your opening attacks.
| Toboyn |
Balmir, that's +2 to attacks, saves, and skill checks.
Holy Smite: 4d8 ⇒ (7, 1, 6, 6) = 20
DC19 Will for 1/2 damage and no blindness.
Toboyn is now visible to the giants if they can see.
Mouser Lowhill
|
Once his companions have started their attack, Mouser brings his rapier to bear.
stealth: 1d20 + 21 ⇒ (13) + 21 = 34
+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 171d4 + 7 ⇒ (2) + 7 = 94d6 ⇒ (1, 5, 6, 1) = 13
+1 Rapier (flank, sneak attack): 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 301d4 + 7 ⇒ (2) + 7 = 94d6 ⇒ (6, 5, 3, 5) = 19
CRIT?: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 201d4 + 7 ⇒ (3) + 7 = 10
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).
If attacked and attack misses, spend 1 panache to activate underfoot assault + limb-climber.
3 Panache remaining
limb-climber (climb check vs. creature's CMD): 1d20 + 13 ⇒ (8) + 13 = 21
exploitative maneuver (CMB vs. creature's CMD): 1d20 + 11 ⇒ (18) + 11 = 29 If successful, creature takes -4 on its attack against Mouser, and Mouser receives +4 to his AC.
| Balmir |
Being invisible, Balmir takes his time to identify the weakest spot on the giant in front of him then he swings with all his might.
agrimmosh@red,heroism,power attack: 1d20 + 16 + 2 - 3 ⇒ (6) + 16 + 2 - 3 = 21
dmg,power attack: 2d6 + 7 + 6 ⇒ (2, 6) + 7 + 6 = 21
Do I get a full round? I think so so here's my second attack
agrimmosh@red,heroism,power attack: 1d20 + 11 + 2 - 3 ⇒ (19) + 11 + 2 - 3 = 29
dmg,power attack: 2d6 + 7 + 6 ⇒ (1, 3) + 7 + 6 = 17
| Somer Hiondu |
As everyone is in position, at least those he has some idea about Somer whispers a spell and lets it fly at the giant Tam did not target. Another Gloomblind bold flies.
Hit vs Touch: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 4d6 ⇒ (5, 2, 3, 5) = 15 DC17 Reflex vs Blinded.