Vivian Nimue
|
Vivian backs away from the door, putting some distance and eyeing the doors out, giving a short whistle to tick tock.
Sorry guys, but I'd really rather not lose this PC considering she's my first Gencon boon character... I'm mostly looking to finish this mission alive, even if that means running for it at this point. (No offense to you GM, you've been great to pick this up and keep it moving)
| GMG |
No offense taken Vivian. In my opinion players (myself included) too often think they should be able to win any fight, it is refreshing to see someone retreat
Bats: 1d6 ⇒ 4
Vivian retreats and Asgore takes a quick look into his pack. When he sees he has nothing in there that can harm the bats he follows the druid and her crocodile. In the corridor Tyrek comes to his senses. The bats bite Karlos
Initiative
Asgoro
Vivian
Tick Tock
Tyrek
Grazyra 19/22hp
Karlos 13/17hp, 1 bleed, DC11 Fort vs Distraction
Morthak
- - -
Red Bats -2 hp
Blue Bats -1 hp
- - -
Healing Asgoro: if you have a wand (or someone else wants to use charges) I am fine with you being healed before entering this room
Studied Target and swarms: I would say no as a swarm is not really a single opponent, but when I did a quick forum search I saw other GMs allowing it so I will give you the benefit of the doubt for this game
Tyrek Archaos
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We're screwed. Running is our only option now unless we found something in the dungeon that helps...
| GMG |
Karlos steps back and Morthak quickly closes the door, preventing the bats to get to you. Karlos is able to press down on some of the tiny bitemarks, stopping the bleeding.
Karlos Heal: 1d20 + 5 ⇒ (14) + 5 = 19
Status of the wounded
Asgoro 1/13 hp
Grazyra 19/22hp
Karlos 12/17hp
Sorry for taking player agency from you, but this gives you a bit of time to discuss. Note that you also found the healing fountain earlier on this level
Tyrek Archaos
|
"We could fall back to the fountainssss." Tyrek suggests. "It wassss good water. Heal sselvesss and make new plan?"
Assuming no-one objects he leads the way back to the fountain and allows those who need it to drink.
Vivian Nimue
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Vivian nods.
That seems like a good plan.
Back at the fountain, Vivian sighs.
Unless we can find another way past, we may have to turn back. Nothing I have can handle those bat swarms.
Though she thinks for a moment.
Today at least. If we are all willing to rest here for the night, I can ask the nature spirits for a spells of... ugh... fire... that I might be able to use to clear them out.
Only proposal i've got.
Vivian Nimue
|
Vivian helps Asgoro drink from the magic healing fountain, and helps each of her comrades in turn drink from it. She sighs as she lays down, using Ticktock as a pillow.
You others can figure out watches. I'm going to try and figure out how we deal with those bats.
Okay, so after reviewing options, I think our best shot is to let me try and spam "Calm Animals" at the things until they fail, and then walk by them without upsetting them. I just don't do very much damage with the only druid blaster spell at this level doing 1d4 with firebelly.
Grazyra
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we have burnable liquids and things we can set on fire right? if need be we could use it to try and keep them at bay, like a barrier or something to startle them off with if Vivian's idea doesn't work
three tindertwigs, three torches,small bottle of local brandy, I don't recall any of them being used, so why don't we soak something burnable in the brandy, or make a molotov cocktail with a strip of cloth in the brandy, light it on fire and throw it in?
| GMG |
I like the molotov coctail idea. You know that an improvised alchemist's fire would do less damage, say 1d3
Asgoro, Grazyra and Karlos drink from the fountain. The wounds of Asgoro and Grazyra close, but Karlos' wounds are still raw.
Healing Asgoro: 2d8 + 10 ⇒ (8, 2) + 10 = 20
Healing Grazyra: 2d8 + 10 ⇒ (6, 2) + 10 = 18
Status of the wounded
Karlos 12/17hp
Tick Tock diseased
Vivian Nimue
|
Vivian awakes the next morning and stretches. After waiting for the rest of the team, they return to where the bats where and takes a deep breath.
Here goes nothing!
She opens the door, looks for the bats, and casts her spell.
Calm Animals, DC 16 will save, all animals within 30 feet of targetAffected HD: 2d4 + 1 ⇒ (2, 4) + 1 = 7
| GMG |
Adjusting the plan slightly, so you can do something else rather than just open the door in the surprise round
Onset Tick Tock: 1d4 ⇒ 4
Grazyra: 1d20 + 3 ⇒ (9) + 3 = 12
Asgoro: 1d20 + 1 ⇒ (14) + 1 = 15
Morthak: 1d20 + 4 ⇒ (13) + 4 = 17
Vivian: 1d20 + 7 ⇒ (1) + 7 = 8
Tyrek: 1d20 + 2 ⇒ (20) + 2 = 22
Karlos: 1d20 + 4 ⇒ (20) + 4 = 24
Tick Tock: 1d20 + 2 ⇒ (4) + 2 = 6
Swarms: 1d20 + 2 ⇒ (1) + 2 = 3
Will: 1d20 + 3 ⇒ (2) + 3 = 5
Will: 1d20 + 3 ⇒ (7) + 3 = 10
The pathfinders move towards the door and Karlos throws it open. Vivian immediately follows with her spell. She sees the bats calm down.
Can I get a fortitude save vs disease from Tick Tock?
Status of the wounded
Karlos 13/17 hp
Tick Tock diseased (pending fort save)
Tyrek Archaos
|
Tyrek does likewise, moving quickly and ducking to keep his head crest from annoying the bats.
| GMG |
Some of you start screaming and run away when they see their own visage in the water, but in time everyone gathers at the gate at the end of this room. It is closed, with only the span of one hand between the points at the bottom and the floor. You notice chains going up from the gate, chains that disappear into holes in the ceiling.
Tyrek Archaos
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"Lift, or cut chainssss?" Tyrek asks, avoiding the stare of his reflection in the water.
Vivian Nimue
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I think the chains lift it. But we don't know where they go, so let's see if our beefy strong men can do it themselves.
She touches each of them in turn, casting guidance.
Go on, I have faith in you!
Tyrek Archaos
|
Strength: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 Well it gives someone else +2...
Tyrek probably spends too much time glancing at Vivian to be of much help.
| GMG |
Far away, back in the direction you have already examined you hear the sound of something turning...
| GMG |
FYI, I assume you are pulling on the chains that go into / come out of the ceiling. If you attempt to lift the gate: it is too heavy
Tyrek Archaos
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Tyrek too remains, holding the chains, in case letting go again would undo their Karlos's hard work.
| GMG |
Karlos feels that the chains want to go up, into the ceiling. Grazyra turns the wheel, feeling resistance. After a bit Karlos has to let go and Grazyra can turn the wheel more easily, lifting the gate.
It is obvious that the next room was the bats lair, it has a number of recesses carved into the walls and a fissure in the ceiling. The ground is covered in bat guano. If you know a wizard, now is the time to harvest that material component for fireballs.
You move through a corridor and enter another chamber. The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.
Morthak Bonerattle PFS
|
"Bridge. Don't like the looks of that. Lemme check it out," says Morthak.
Morthak inches forward slowly, examining the floor and objects he passes carefully.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Looking for traps, hazards, anything interesting. Was going to suggest taking 20 but with that roll we're probably good.
| GMG |
Morthak discovers that the bridge is trapped. Some mechanism will activate if one steps on the bridge.
Tyrek Archaos
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"What issss problem, Little Morthak?" Tyrek asks. "Ssshould we sssstep or not?"
Morthak Bonerattle PFS
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"Wait... there's something here that will activate if you step on the bridge."
Morthak takes out his tools and begins to examine the bridge, hoping to disable the pressure-sensitive flagstones.
If anyone is able to cast guidance now would be a good time for that. Also if anyone can aid that works too.
Disable: 1d20 + 10 ⇒ (7) + 10 = 17
| GMG |
Morthak manages to disable the trap! He finds out that the statues would bull rush anyone that stepped on the bridge, leading to a long fall....
You gather near the doors and open them. The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on
which is set a large stone sarcophagus.
A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.
As you enter the chamber, a dry, mirthless laugh can be heard from the dark recesses of the tomb.
“So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate.” With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets.
| GMG |
Grazyra: 1d20 + 3 ⇒ (5) + 3 = 8
Asgoro: 1d20 + 1 ⇒ (19) + 1 = 20
Morthak: 1d20 + 4 ⇒ (14) + 4 = 18
Vivian: 1d20 + 7 ⇒ (13) + 7 = 20
Tyrek: 1d20 + 2 ⇒ (12) + 2 = 14
Karlos: 1d20 + 4 ⇒ (11) + 4 = 15
Tick Tock: 1d20 + 2 ⇒ (11) + 2 = 13
Enemy: 5d20 + 30 ⇒ (1, 5, 11, 5, 16) + 30 = 68 13
Four other skeletons rise from the other coffins...
Initiative
Remember that stairs are difficult terrain, no charging over them
Asgoro
Vivian
Tyrek
Karlos
Morthak
- - -
Skeletons
- - -
Grazyra
Tick Tock
Tyrek Archaos
|
Tyrek hurries forward and up the stairs, his frame swelling as he does so.
"If you want usss, come and claim usss!" He hisses, setting himself at the top of the stairs with axe in hand.
Free action to bloodrage, move action to map, ready an attack against the first enemy that comes into contact.
Readied Attack: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Damage: 1d12 + 7 ⇒ (7) + 7 = 14
Asgoro
|
Asgoro moves up to the stairs, preparing an attack in case the enemy pierces through their front line.
Readied Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Morthak Bonerattle PFS
|
Morthak advances carefully, keeping low and out of sight.
Double move at half speed for a total of 25.' This allows me to use stealth.
Stealth: 1d20 + 12 ⇒ (2) + 12 = 14 :( ...might be enough if some of them are mindless...
| GMG |
Charge Tick Tock: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Charge Tyrek: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Two skeletons charge Tick tock and Tyrek! Tyrek and Asgoro lash out but both miss. Fortunately for our heroes the skeletons also miss. The other two lesser skeletons move forward. The skeleton leader also moves in.
Initiative
Remember that stairs are difficult terrain, no charging over them.
Asgoro
Vivian
Tyrek
Karlos
Morthak
Grazyra
Tick Tock
- - -
Skeletons
- - -