Neerduwyl Nathvallar |
Ne'erduwyl pockets the remaining potion of cure light wounds.
"And do talking bones command dancing scorpions?"
Diplomacy: 1d20 - 2 ⇒ (13) - 2 = 11
GM Ietsuna |
The man sits and wails. Tears roll down his cheeks as his eyes go wide with fear. NOOO. Please NOOOO.
Roland Alimane |
”I told you we from the town. If we wanted to harm you, we would have done it already. We are here to deal with the Everflame. Have you heard of it? We’re you sent to do the very same thing a couple weeks ago? If you calm down, you can help us.”
Diplomacy aid 1d20 + 4 ⇒ (18) + 4 = 22
GM Ietsuna |
You are KILLING ME. You get a +4 for mentioning the town, so the +2 from Roland's aid and the 11 from Ne'er's diplo gives you a 17.
Graktul |
Sticking a finger into his ear and wiggling it around before reaching down and picking up the crossbow the man so thoughtlessly left on the ground.
We should just leave his cowardly butt here for anything to come by if he isn't smart enough to keep quiet in enemy territory then is his own fault.
Its either that or see how far I can punt his head.
Kinda debating doing anything cause right now Graktul is feeling like getting in the guys face and yelling at him which would be counter productive.
GM Ietsuna |
If you are done torturing poor Roldare do you want to move on?
Neerduwyl Nathvallar |
Ne'erduwyl flips back her head, takes the crossbow out of Graktul's hands,
"Prefarukum gurum stingli. Dar mor piercem, Graktul, sexi."
and marches back down the corridor, taking a left, having a listen at the door, then waiting for the others.
Perception, listening at door: 1d20 + 10 ⇒ (20) + 10 = 30
GM Ietsuna |
Roland Alimane |
The Pastor nods. Their ‘prisoner’ couldn’t cause any trouble for the time being. If necessary, he would make sure he had food and water if the group’s mission wasn’t completed by nightfall.
The Armenian Man |
The Armenian Man looks at the man with sympathy. "The Armenian Man knows the torment of madness. May Magdh show you truth, or at least visions of comfort. Be safe."
He follows the others out to the door Ne'er is examining.
Neerduwyl Nathvallar |
"You all might want to prepare yourselves, says Ne'erduwyl, her new crossbow at the ready. "There's something with very noisy claws scraping around the floors in this room. If someone wants to do the honors, the door is unlocked."
Roland Alimane |
Roland again moved to the front, waiting for the group to align theirselves. Once they signaled ready, the Pastor threw the door open.
GM Ietsuna |
This small chamber is mostly empty, save for the body of a villager sprawled in the centre. Perched atop the corpse is a human sized yellow and brown beetle. It is working to push the body toward a pile of trash and filth off to one corner.
Graktul |
Assuming there are other entries/exits here so we have to go through.
Only seeing the dung beetle Graktul walks slowly into the room warily watching the beetle to see how it reacts to him.
With the beetle moving towards him; Graktul takes a swing with his heavy flail that he has yet to either put down or sheathe since they have entered this dungeon.
Attack, BAB, STR, PA: 1d20 + 1 + 4 - 1 ⇒ (7) + 1 + 4 - 1 = 11
Damage, STR, PA: 1d10 + 6 + 3 ⇒ (9) + 6 + 3 = 18
GM Ietsuna |
With Graktul entering the room the beetle turns aggressively to the party.
Roland: 1d20 + 7 ⇒ (3) + 7 = 10
Gnickygnack: 1d20 + 4 ⇒ (19) + 4 = 23
Glok: 1d20 + 3 ⇒ (17) + 3 = 20
Armenian: 1d20 + 2 ⇒ (5) + 2 = 7
Hekran: 1d20 + 2 ⇒ (17) + 2 = 19
Graktul: 1d20 + 2 ⇒ (4) + 2 = 6
Neerduwyl: 1d20 + 8 ⇒ (2) + 8 = 10
Beetle: 1d20 + 0 ⇒ (3) + 0 = 3
Combat Round 1 - Bold May Act
Gnickygnack
Glok
Hekran
Neerduwyl
Roland
Armenian
Graktul
Beetle
If no Hekran in a few days I'll drop him out
Roland Alimane |
Roland moves forward, swinging his book at the bug, ready to smash it into goo.
Attack 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d6 + 3 ⇒ (2) + 3 = 5
Neerduwyl Nathvallar |
Know, Nature: 1d20 + 8 ⇒ (11) + 8 = 19
Ne'erduwyl wiggles her ears. slumber hex - DC 16 on beetle.
"Do beetles sleep? Is bug a bombardier?" she says, mocking Longtongue.
@GM: Why is a bombardier beetle called a bombardier?
GM Ietsuna |
The beetle is called a bombardier beetle because of the popping sound it makes as it sprays chemicals at its target. In this can a cone of acid.
Beetle Will Save: 1d20 + 2 ⇒ (12) + 2 = 14
The beetle stops moving and seems to be asleep.
Combat Round 1 - Bold May Act
Gnickygnack
Glok
Hekran
Neerduwyl
Roland
Armenian
Graktul
Beetle (sleeping, 1 round)
The Armenian Man |
The Armenian Man rushes into the room, taking advantage of Ne'er's hex, and brings his scythe down on the beetle hard.
Move: 20'
Standard: attack beetle
Scythe: 1d20 + 5 ⇒ (2) + 5 = 7
Damage, P: 2d4 + 4 ⇒ (3, 4) + 4 = 11
GM Ietsuna |
The beetle will close on the group, so yes, you will take your readied action, unless you change your mind
Glok's arrow pierces the shell of the beetle but Armenian and Graktul cannot find a spot to slip their weapons past the armour of the large creature. In retaliation it sprays acid at the group, striking Armenian and Graktul.
Acid Damage: 2d6 ⇒ (4, 3) = 7
Armenian and Graktul 7 damage, Reflex save DC 13 for half damage
Combat Round 2 - Bold May Act
Gnickygnack
Glok
Hekran
Neerduwyl
Roland
Armenian
Graktul
Beetle
Graktul |
Reflex: 1d20 + 2 ⇒ (19) + 2 = 21
Spitting to the side after dodging most of the acid before taking another swing at the beetle.
Gah...disgusting bug.
Attack, BAB, Str, PA, MW: 1d20 + 1 + 4 - 1 + 1 ⇒ (19) + 1 + 4 - 1 + 1 = 24
Damage, Str, PA: 1d10 + 6 + 3 ⇒ (9) + 6 + 3 = 18
Crit?, BAB, Str, PA, MW: 1d20 + 1 + 4 - 1 + 1 ⇒ (12) + 1 + 4 - 1 + 1 = 17
Damage?, Str, PA: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Is it rounded down or up for the half damage?
Feeling the bug cave under his heavy flail; Graktul quickly withdraws a scrap of cloth and attempts to clean off any gore from the head, just in case there is some acid remaining on his flail.
Roland Alimane |
Roland prepared to swing his book yet again, but seeing the havoc that the orc just unleashed, there was simply no reason. ”Tremendous blow, Graktul! You really hate bugs, eh,” the Pastor says with a grin.
GM Ietsuna |
Rounded up, so 4 damage Graktul
And Graktul finishes the bug off. Combat over
The Armenian Man |
Reflex DC 13: 1d20 + 4 ⇒ (14) + 4 = 18
Typically, all rounding in Pathfinder is down, unless stated otherwise:
Whenever a roll is required, the roll is noted as "d#," with the "#" representing the number of sides on the die. If you need to roll multiple dice of the same type, there will be a number before the "d." For example, if you are required to roll 4d6, you should roll four six-sided dice and add the results together. Sometimes there will be a + or – after the notation, meaning that you add that number to, or subtract it from, the total results of the dice (not to each individual die rolled). Most die rolls in the game use a d20 with a number of modifiers based on the character's skills, his or her abilities, and the situation. Generally speaking, rolling high is better than rolling low. Percentile rolls are a special case, indicated as rolling d%. You can generate a random number in this range by rolling two differently colored ten-sided dice (2d10). Pick one color to represent the tens digit, then roll both dice. If the die chosen to be the tens digit rolls a "4" and the other d10 rolls a "2," then you've generated a 42. A zero on the tens digit die indicates a result from 1 to 9, or 100 if both dice result in a zero. Some d10s are printed with "10," "20," "30," and so on in order to make reading d% rolls easier. Unless otherwise noted, whenever you must round a number, always round down.
Neerduwyl Nathvallar |
The beetle thus dispatched, Ne'erduwyl inspects the body of the villager.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
"Quite the lovely place we've stumbled into." she remarks.
Graktul |
Spitting to the side to remove any taste from the beetle's attack.
Willing to leave them well enough alone most of the time, but you gotta put them down like the insects they are when they're aggressive.
GM Ietsuna |
Ne'er inspects the body while Pinch walks around the room. The corpse is dressed in the same way as the villages back in town. There is nothing of value on the corpse. There is also nothing of value anywhere else in the room that Pinch can see.
Ok, round down. I was lazy and didn't look up the rule because I couldn't quite remember and I got unlucky. Sorry, it was a 50/50.
Graktul |
Stepping around the bug's carcass and dung pile Graktul heads towards the southern door and waits for the rest of the group to catch up.
He should be good as long as he doesn't start wailing again. Doubt anything would go there with the noise we are making, and if we are here long enough to starve he would have been dead anyways with the way he was cowering in that room.
GM Ietsuna |
Graktul finds that the door is not locked or barred in any way.
Neerduwyl Nathvallar |
Ne'erduwyl taps on Graktul's shoulder with her wand of cure light wounds
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"Open the door, my friend. Let's see what other creepiness lies in this forsaken place,"
Hekran Mesra |
"Yeh, I reckon it ain't an issue." Hekran says and while he doesn't want to interfere with party's official door checking method, he does want to move on to the next room.
GM Ietsuna |
Check for Traps: 1d20 + 4 ⇒ (1) + 4 = 5
Gnickygnack checks the door for traps and does not detect any. You open the door and peer into the room beyond.
The remains of a small fire smolder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke. The smoke is harsh on your throat and stings your eyes. This will hinder your perception of this room and make it harder for you to perform tasks. There is a shadowy presence within this room.
Roland: 1d20 + 7 ⇒ (13) + 7 = 20
Gnickygnack: 1d20 + 4 ⇒ (12) + 4 = 16
Glok: 1d20 + 3 ⇒ (14) + 3 = 17
Armenian: 1d20 + 2 ⇒ (17) + 2 = 19
Hekran: 1d20 + 2 ⇒ (13) + 2 = 15
Graktul: 1d20 + 2 ⇒ (6) + 2 = 8
Neerduwyl: 1d20 + 8 ⇒ (8) + 8 = 16
Shadow: 1d20 + 2 ⇒ (10) + 2 = 12
Combat Round 1 - Bold May Act
Roland
Armenian
Glok
Neerduwyl
Gnickgnack
Hekran
Shadow
Graktul
The Armenian Man |
Knowledge (religion) DC 13: 1d20 + 4 ⇒ (3) + 4 = 7
"Magdh never teach about this!" The Armenian Man seems befuddled by the mysterious presence in the room.
Was going to move my token, but I'm not sure where we are on the map.
Roland Alimane |
Know. Religion 1d20 + 7 ⇒ (4) + 7 = 11
If Roland can make out the shadow, he will move into the room and attack with his cold iron tome.
Attack 1d20 + 4 ⇒ (8) + 4 = 12
Fortune attack 1d20 + 4 ⇒ (17) + 4 = 21
Damage, if one hits 1d6 + 3 ⇒ (2) + 3 = 5
GM Ietsuna |
lol, sorry all. I forgot to remove the mask shape. You are in the room with the fire.
Glok's arrow flies into the shadow creature and damages it, however Roland's book seems to pass right through.
Combat Round 1 - Bold May Act
Roland
Armenian (Make you actions Armenian)
Glok
Neerduwyl
Gnickgnack
Hekran
Shadow (-9)
Graktul
The Armenian Man |
"The ghost is going to be hard to hit!" The Armenian Man moves over to Glok, who seems to have the best chance to hit so far. He touches the grippli, granting him a bit of Magdh's favor.
Guidance (Glok): 1 minute or until used
GM Ietsuna |
The fire is providing reasonable amounts of light. The smoke is making is hard for you to see and breathe