Sethran-GM |
Having learned what you can from the strange Fungus farm, you step away from the stomach churning scene and press on to the Towers only other chamber. You find the door oddly sturdy after all this years which is strange as the other inside door had rotted away. Pushing it open, it hardly creaks as it swings on hinges to reveal the inner furnishings.
This wide circular room is relatively clean and clear of debris. Faintly glowing runes embossed into a crescent-shaped pedestal near the center of the room cast wild shadows against the walls. A heap of dirt and rubble along the west wall covers what were once stairs leading up, while to the north, a wide staircase descends into darkness. A stylized map woven of metallic fabric hangs on the east wall.
Looking closer at the Map hanging from the wall, you can study it for a moment, for the thread still seems fairly well preserved.
[dice=Knowledge Geography DC 5] the map depicts northern Varisia.[/spoiler]
Taking a closer look at the control panel reveals The pedestal is 4 feet high with its top surface sloping down toward the center of the room. Six large runes on raised buttons form a hexagon, with many smaller symbols woven around them. There is no discernable writing upon it, but the symbols do look Arcane in nature. You can study the pedestal to find out more about its workings. You can of course, also try to mess with the panel to decipher its inner workings.
Suppress or activate an effect that evokes normal light throughout the tower.
Suppress or reset the elven guardian statues.
Suppress or activate the teleportation circle.
Jorah |
Kn History #1: 1d20 + 6 ⇒ (18) + 6 = 24
Kn History #2: 1d20 + 6 ⇒ (6) + 6 = 12
Kn Arcana: 1d20 + 6 ⇒ (19) + 6 = 25
Jorah begins to explore the next room. He is immedaitely drawn to the intricate woven map hanging from the wall. After studying it for a moment he notices something off about it. "This map. It's quite accurate. But it represents the land and how it was over 10,000 years ago during the Thassilonian empire."
As he looks over the pedestal he's able to work out how he think's it would operate. "I believe that these symbols control certain things in the tower. It looks like some of them may still even work. We could manipulate them to control the light level, some elven statues, and even a teleportation circle. Though I am unsure what to make of the statues or where the circle may be linked."
Antonella Schiavo |
Untrained Knowledge (geography), capped at 10: 1d20 - 1 ⇒ (20) - 1 = 19
“So you’re saying this is a pre-Golarionfall regional map, Jorah.”
Antonella ponders the new info. “Races that may be ignorant of the physical changes to the Inner Sea since that time would include Fetchlings and Drow – but also ancient servants of the Runelords, who warred with the Kyonin Elves before the sky fell, and the Fair Folk departed Golarion.”
She turns to the instruments the oracle has discovered. “If it is drow we face, they will be at a disadvantage in bright light. I think it is worth trying to manipulate the light levels to as high a setting as we can stand, even though it will warn our opponents that they’ve got visitors.”
The priestess frowns. “I’m not so sure about the teleportation circle and statues though. It might be too risky to try them. The circles could lead anywhere and the statues might attack US as intruders.”
“Thoughts?”
Iso Soturi |
"Iso prefers not to think." says the barbarian seriously.
"But Iso does know that a raid launched by surprise has the best chance of success." He looks suspiciously at Antonella, having said the "p" word. "Not that Iso does such things these day. Exuberance of youth.."
Iso doesn't look much more than a (large) youth himself.
He finally shakes his head. "Iso heard all about demons eating young warriors when Iso was a child at mothers knee. Iso would prefer not to have heart eaten and wake up in middle of hell. " He appears to consider the image for a moment.
"Iso does request if he dies and has heart eaten by demon, that Antonella puts axe in hand. Iso will travel to hell with axe and slay many demons there before final end of existence."
Iso has a somewhat complex and muddled view of the afterlife.
Antonella Schiavo |
“Believe it or not Iso, I was taught something similar at my natural mother’s knee.”
Antonella smiles at the irony. “Subsequent senseis have explained what comes next differently – though that difference is not so very far removed from the morals of the twisted tales my poor mother terrorized Toni and I with.”
“You see, I believe we get the outcomes in the next life based on how we’ve travelled in the present one. If you believe saying the name of some loathsome creature of darkness gives it power over you – then it does! And you can expect to suffer the consequences based on that decision.”
She raises a finger. “However, it doesn’t have to be that way. If you have the courage to face your demons – those from without and within – and fight them, a different destiny lies in store for you.”
Kelson Bard character |
knowledge history: 1d20 + 11 ⇒ (1) + 11 = 12
know arcana: 1d20 + 11 ⇒ (10) + 11 = 21
"Jorah I 'm not sure what they do? Maybe the drow are using the panels to work the pedestal"
Kelson turns to Antonella. "Let's see if there's any drow around first? Then try the teleportation circle"
Wembly Templeton |
Wow, I love maps. And an ancient metal one. I wonder if we can keep it?
Wembly looks astonished at the age of the map.
He takes a closer look at the panels, and check them to see if they are magical or trapped.
perception: 1d20 + 9 ⇒ (17) + 9 = 26
We can see if anyone is here. Maybe they will tell us how they work. Or...well....probably not if they are as evil as Antonella says.
Jorah |
Before touching the panel, Jorah scans the room a bit more, trying to detect any magical auras.
Detect Magic around the room
@GM: Do we see any statues around or anything that may look like a teleportation circle?"
Sethran-GM |
Antonella, try to remember that you have no ranks in knowledge history, so while some story is nice it is a lot of player knowledge and the Elves are notoriously private about their history.
As the group look around and study the map, Jorah takes some time to scan over the room whilst Wembly inspects the Pedestal closely for traps and the like. Wembly finds nothing out of the ordinary, well as much as can be called ordinary for a strange millennia old pedestal in an abandoned tower.
Jorah notices some magic woven into the Pedestal, most likely used to power it. Nothing can be seen that looks like a teleportation circle.
Unless you want to investigate the Pedestal and its functions, the only route is down.
Iso Soturi |
Having recovered his breath while the others do odd researches, Iso stands.
"Sound words Friend Antonella! Iso travels by foot these days. But when strapping youth, travelled by ship too."
He peers into the darkness, ready to lead the team down if that is where they want to go.
Antonella Schiavo |
Antonella checks the light from her wayfinder is functioning correctly and that her oil of daylight is close at hand, before turning away from the pedestal.
“What I’m hearing is we should probably leave the pedestal alone until we have at least explored a bit further. Some of us are concerned that making a mistake involving lighting, statues or circles will let our opponents prepare in advance for a fight with us.”
The paladin nods curtly. “I respect that.”
“If that is the case, I think it’s time to descend.”
Take 10 Perception for traps & threats: 10 + 7 = 17
Wembly Templeton |
Do we need ropes or something or is the staircase safe to climb? The other looks a bit unsafe. Hopefully Whiskers can make it too.
Wembly, in addition to the checks for traps etc will also look at it with his architect's eye for functionality vs form.
kn:architecture: 1d20 + 6 ⇒ (8) + 6 = 14
Sethran-GM |
Damasio
You examine the staircase and find no obvious traps or other machinations to cause you distress, delay or injury. Wembly gives it a good long study and finds the staircase sturdy, made from the same wood-effect stone as the rest of the tower. The rooms below are as gloomy as the rest of the tower, making it hard to make out details in the nooks and crannies of the place.
Moving down the winding stairs it comes into a subterranean basement, again carved by the strange magic of the long lost Elven Geomancers, much of the furniture here must have rotted away and weapons that may once have been stored her have been reduced to rust. The air here is cooler than the upper floor, and the room is relatively clean and clear of debris. The walls, though made of stone, bear the carved likeness of fresh soil riddled with tree roots. A staircase along the northern wall winds upward to the floor above, and an open doorway leads to the south.
This room turns out to be blessedly empty and you move through it quickly towards the open doorway across the chamber. Beyond a few pieces of furniture made of petrified wood and a stack of sleeping pallets, this rounded triangular room is devoid of furnishings and gives the appearance of having been ransacked, with tables turned upon their sides. A wealth of mushrooms and fungi grow to a height of three feet around the periphery of the room. Open doorways allow passage to the north and south, and a closed door made of petrified wood stands in the middle of the curved eastern wall.
Jorah: 1d20 + 11 ⇒ (12) + 11 = 23
Antonella: 1d20 + 7 ⇒ (6) + 7 = 13
Kelson: 1d20 + 8 ⇒ (9) + 8 = 17
Iso: 1d20 + 8 ⇒ (12) + 8 = 20
Wembly +Whiskers: 1d20 + 9 ⇒ (5) + 9 = 14
Z: 1d20 + 12 ⇒ (10) + 12 = 22
S: 1d20 + 10 ⇒ (5) + 10 = 15
F: 1d20 + 10 ⇒ (12) + 10 = 22
Wembly +Whiskers: 1d20 + 3 ⇒ (16) + 3 = 19
Iso: 1d20 + 2 ⇒ (18) + 2 = 20
Kelson: 1d20 + 2 ⇒ (4) + 2 = 6
Antonella: 1d20 + 2 ⇒ (7) + 2 = 9
Jorah: 1d20 + 3 ⇒ (8) + 3 = 11
Z: 1d20 + 3 ⇒ (12) + 3 = 15
S: 1d20 + 4 ⇒ (13) + 4 = 17
F: 1d20 + 4 ⇒ (13) + 4 = 17
Ok, A bit of a headache now ^^. The entire room is covered in fungi and debris, meaning it takes 4 squares of movement to go 5' as it is both difficult terrain and full of obstacles.
Peering through the next door, you see very little of consequence before stepping in. Iso's sharp ears however pick up the faint sound of breathing and realises they are not alone. The Barbarian spies dark clothed figures hiding behind the tables turned over in the room!
Combat! Surprise Round!
Iso
Wembly + Whiskers
Zolvato
Firanril
Solvox
Jorah
Antonella
Kelson
Jorah |
@ GM: Jorah has a constant effect that has him levitating 6 inches off the ground and ignores most difficult terrain. How will that impact his movement in this situation?
Iso Soturi |
"Ambush!" cries the preternaturally alert barbarian.
He rushes into the room, heedless of the potential consequences.
With a move of 45' he can easily make contact, but won't be able to attack as I don't believe you can charge through difficult terrain.
And will have rage up.
Sethran-GM |
@Jorah: I think to make things easier, I will say you can float over the Fungi
Heedless of danger, Iso charges into the room and informs the agents of the Ambush set before them. The reason for his shout becomes clear as two ebony skinned humanoids can be seen leaping from the tables. The one dressed in red curses his drawn crossbow and fires point-blank at Iso. As he unfurls his cloak everything becomes very Dark!
Under the cover of Darkness, the other in Orange aims a bolt at Antonella. Meanwhile, a third Drow leaps to his feet and draws back an arrow.
Crossbow vs Iso, FF -2: 1d20 + 9 ⇒ (17) + 9 = 26 for damage: 1d4 + 1 + 3d6 ⇒ (1) + 1 + (3, 5, 6) = 16 and electricity: 1d6 ⇒ 3
Crossbow vs Antonella, FF -2: 1d20 + 9 ⇒ (10) + 9 = 19 for damage: 1d4 + 1 + 3d6 ⇒ (2) + 1 + (1, 3, 5) = 12 and electricity: 1d6 ⇒ 5
Both wounds hit home and start bleeding Profusely!
There is now a globe of Darkness centred on Antonella and another on Iso, the only things that can see are Jorah and Whiskers
Remember each square is 4 squares of movement
Antonella Fort: 1d20 + 15 ⇒ (9) + 15 = 24
Iso Fort: 1d20 + 11 ⇒ (13) + 11 = 24
Combat! Surprise Round!
Iso -17 with 3 Bleed
Wembly + Whiskers
Zolvato
Firanril
Solvox
Jorah
Antonella -17 with 3 Bleed
Kelson
Jorah |
As the darkness takes over the room, Jorah's eyes quickly adjust and he is still able to make out their attacks. He considers his options, and decides it best to try to disable the drow. He moves into the room, muttering to himself in Celestial. The butterfly emblazoned on his shield then explodes in a shower of color, all the more dazzling because of the darkness.
Casts Color Spray DC 19 Will save. Jorah also has the Awesome Display revelation which needs to be factored in when calculating the HD effects.
This means the HD categories break down like this for Color Spray:
8 HD or less
9 or 10 HD
11 or more HD
Sethran-GM |
Floating into the room, Jorah brings forth a magical pattern of swirling colours to disorient two of the Drow. First, Jorah must get past their natural resistance. One of the Drow Crossbow wielders drops to the ground unconscious whilst the other stands their ground.
Caster Level: 1d20 + 6 ⇒ (9) + 6 = 15
Caster Level: 1d20 + 6 ⇒ (14) + 6 = 20
Will Z: 1d20 + 3 ⇒ (18) + 3 = 21
Will F: 1d20 + 0 ⇒ (12) + 0 = 12 2d4: 2d4 ⇒ (1, 3) = 4
There is now a globe of Darkness centred on Antonella and another on Iso, the only things that can see are Jorah and Whiskers
Remember each square is 4 squares of movement
Combat! Surprise Round!
Iso -20 with 3 Bleed
Wembly + Whiskers
Zolvato
Firanril - Unconscious, Blind, Stunned 4 Turns
Solvox
Jorah
Antonella -17 with 3 Bleed
Kelson
Iso Soturi |
Iso has DR/2. I think in this case as the base weapon doesn't do any damage to him, the sneak attack and bleed damage wouldn't affect him either. Or maybe the bonus electricity damage bypasses that, it is unclear.
Sethran-GM |
Not how DR Works, you take 2 Damage off Physical attacks and Energy damage works normally. So I took your DR off the blow Also, the bleed ignores DR so it is as it is
Wembly Templeton |
Wembly gulps as the lights go out.
But...Antonella, I cannot see.
The little gnome thinks about how his late master would have solved this problem.
But Whiskers can! And I can see through his eyes!
Wembly bonds (std) his senses to the planar cat and urges it to attack one of the two dark figures.
The cat moves into the room to get closer to the foes.
Iso we are behind you, but one of the bad guys is standing right in front of you.
Iso Soturi |
Guided by the words of friend Wembly Iso strikes out at the figure in front of him.
miss chance, 51+ is good: 1d100 ⇒ 93
attack, rage,PA: 1d20 + 11 + 2 - 2 ⇒ (6) + 11 + 2 - 2 = 17
damage,rage,pa: 1d12 + 8 + 6 + 3 ⇒ (10) + 8 + 6 + 3 = 27
"Arrghhhhhhhh" froths the sometimes friendly barbarian, as blood pours from his wound.
Sethran-GM |
Reeling from the mystical lights, the Drow leader casually steps back, the fungi offering no impediment to his stride. Drawing back an arrow, he seeks payback on Jorah for removing one of his allies from the fray.
Bow: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 for damage: 2d6 + 1 ⇒ (5, 6) + 1 = 12
Bow I: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
The other Drow narrowly avoids the Barbarian's wild swing before dropping their crossbow and drawing a Rapier, stabbing at the Blinded foe.
Rapier vs FF -2: 1d20 + 8 ⇒ (18) + 8 = 26
Rapier vs FF -2, confirm: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 2d6 + 4 + 3d6 ⇒ (6, 2) + 4 + (6, 3, 2) = 23
There is now a globe of Darkness centred on Antonella and another on Iso, the only things that can see are Jorah and Whiskers
Remember each square is 4 squares of movement
Combat! Bold are up!
Iso -41 with 3 Bleed
Wembly + Whiskers
Zolvato
Firanril - Unconscious, Blind, Stunned 3 Turns
Solvox
Jorah - 12
Antonella -20 with 3 Bleed
Kelson
Jorah |
Jorah whispers a prayer to Desna, asking her to grant them her holy light. She responds and Jorah's shield is bathed in light, illuminating the room.
Daylight, centered on Jorah
Iso Soturi |
Arrghhhhh Roars a very upset Iso.
miss on a low result: 1d100 ⇒ 50
He swings blindly through the darkness, missing the drow by a fingers breadth.
I'll post again if Iso actually gets to see
Antonella Schiavo |
Iso, I believe Jorah goes before you, so you should be able to see.
“Thank-you, Jorah.”
Antonella advances 10’ (40’ equivalent single move), activates her spring-loaded wrist sheath as a swift, dropping her wand of cure serious wounds into her right hand.
The dual wand-wielding cleric taps Iso as the room goes bright.
cure serious wounds on Iso: 3d8 + 5 ⇒ (5, 1, 7) + 5 = 18
Wembly Templeton |
Whiskers, having no reason not to, will full attack the blind drow in front of him.
Get him, boy!
Whiskers Mgc bite, : 1d20 + 8 ⇒ (4) + 8 = 12
for dmg: 1d6 + 4 ⇒ (1) + 4 = 5 grab
WhiskersMgc claw, : 1d20 + 9 ⇒ (17) + 9 = 26
for dmg: 1d6 + 4 ⇒ (4) + 4 = 8
Whiskers Mgc claw, : 1d20 + 9 ⇒ (16) + 9 = 25
for dmg: 1d6 + 4 ⇒ (5) + 4 = 9
Wembly will try to slow down the archer.
Drop that bow you pest! as the gnome incants a spell
Grease on bow DC16 to hold.
Iso Soturi |
On the chance that I can see...
Iso, in battle fervor tries to resist the spell.
Downside to superstitious. Big one for this.
will save vs CSW: 1d20 + 5 + 2 + 3 ⇒ (2) + 5 + 2 + 3 = 12
Yes! A fail!
"AARrghhhhhh" snarls the slightly less hurting and much less bleeding barbarian as he assaults the drow.
attack,rage,pa: 1d20 + 11 + 2 - 2 ⇒ (15) + 11 + 2 - 2 = 26
damage,PA,rage: 1d12 + 8 + 6 + 3 ⇒ (6) + 8 + 6 + 3 = 23
Antonella Schiavo |
Just when I thought I’d seen everything …
“Iso Soturi, are you trying to resist the gift of healing the Iro-shu is granting you?”
Antonella can’t prevent an appalled tone creeping into her voice. “Do you know how long I’ve been trying to convince the Master of Swords of the validity of in-combat healing? Well do you??”
“We’ll talk more later!”
GM Sethran, if Iso makes the Will save, do I lose the wand charge, or does it stay active until I touch him/someone else again?
Kelson Bard character |
Kelson breaks out into a roaring song of Andoran freedoms. "This tune should aid you my good friends...An old patriotic hymm...Mine eyes have seen the glory of the coming of liberty.."
inspire courage +2 hit/damage
Sethran-GM |
reflex: 1d20 + 8 ⇒ (3) + 8 = 11
Jorah's sudden calling of daylight causes the two standing Drow to stagger back and shield their eyes, obviously unable to see. Whiskers pounces on the unconscious Drow, its fangs and claws tears a chunkk out of their ebony flesh. Wembly calls forth their spell, and the Drow's bow slips from their hands. Iso's blade cuts deep into the other standing Drow who curses in their unholy language.
Desperate, the blind Drow Swordsman strikes out at Iso, though they are disorientated and the strike goes wild. The Leader Drow Draws their blade and holds it in a defensive stance.
Miss Chance, 50+ good: 1d100 ⇒ 29
Rapier: 1d20 + 8 ⇒ (14) + 8 = 22
Antonella - You would lose the spell, just like any spell that is resisted. The downside to that build...
Combat! Bold are up! - Conditions, Daylight Inspire (+2)
Iso -23
Wembly + Whiskers
Zolvato
Firanril - Unconscious, Blind, Stunned 3 Turns / -24
Solvox -25
Jorah - 12
Antonella -23 with 3 Bleed
Kelson
Iso Soturi |
Iso steps forward to block any hope of retreat the drow may have had, swinging his mighty axe again!
attack,rage,pa,inspire: 1d20 + 11 + 2 - 2 + 2 ⇒ (9) + 11 + 2 - 2 + 2 = 22 <-vs flatfooted?
damage,PA,rage,inspire: 1d12 + 8 + 6 + 3 + 2 ⇒ (6) + 8 + 6 + 3 + 2 = 25
"Iso Smashhhhhh!" froths the barbarian, somewhat missing the lovely Antonella's admonishment.
Sethran-GM |
With a hate filled strike, Iso takes out the Drow Swordsman with a butcher's chop, spraying the raging Barbarian in Drow Blood.
Combat! Bold are up! - Conditions, Daylight Inspire (+2)
Iso -23
Wembly + Whiskers
Zolvato
Firanril - Blind, Stunned 2 Turns / -24
Jorah - 12
Antonella -23 with 3 Bleed
Kelson
Jorah |
Jorah once again calls on Desna's brilliance to dazzle the drow, shooting another spray of color at he last one standing.
Casts Color Spray DC 19 Will save. Jorah also has the Awesome Display revelation which need to be factored in when calculating the HD effects.
This means the HD categories break down like this for Color Spray:
8 HD or less
9 or 10 HD
11 or more HD
Wembly Templeton |
Wembly calls off Whiskers from mauling the drow.
"Whoa Whiskers...we have another to deal with. ."
Whiskers will move 4 sq towards the leader.
Sethran-GM |
Combat! Bold are up! - Conditions, Daylight Inspire (+2)-
SR: 1d20 + 6 ⇒ (10) + 6 = 16
will: 1d20 + 3 ⇒ (12) + 3 = 15
As Desna's mad pattern washes over the Drow Leader, he collapses to the ground Unconscious! With him down and the other still stunned, you make short work of the two Drow in this strange chamber.
COMBAT OVER
Taking your time to go over the Drow's corpses you find the following:
+1 elf bone arrows (3), +1 chain shirt, +1 elven curve blade, mwk composite longbow, with 19 drow poisoned arrows, drow sporecrafting kit
Also inside the Leader's backpack are a number of strange vials.
Looking around you find two exits fro this chamber, mimicking the one above. Each is barred with a sturdy door.
Iso -23
Antonella -21
Antonella Schiavo |
“Iso, would you mind carrying some of my rations and rope, please? It would free up some space for me to carry a couple of tanglefoot bags on my person.”
Antonella searches through the drow’s property with distaste, keeping her eyes skinned for demonic-related trappings.
Normally reluctant to seize items from honorable opponents, the paladin justifies her actions in terms of stopping these dark elves from causing more suffering on the surface of Golarion.
“So well done, brothers! Jorah, those rainbow blasts were most impressive. Have the drow any healing tinctures? Can anyone tell?”
Heal: 1d20 + 5 ⇒ (10) + 5 = 15
“I don’t want to go through the door until Iso and I are healed.” The cleric states flatly, as she resets her wand of CSW in its spring-loaded wrist sheath.
Perception for traps and threats: 1d20 + 7 ⇒ (20) + 7 = 27
Wembly Templeton |
Super job, everyone. These mushrooms sure slowed things down moving for us. I wonder if there are more of these drow running around?
Wembly turns to Antonella.
Whiskers and I can carry some stuff. But most of the items found are too big for me. We definitely want the two of you patched up before we continue. Sadly I am only really good at healing Whiskers.
Iso Soturi |
Iso sits down and pants. "Nasty elves. " But he grins happily at the requrest of Antonella. "As soon as Iso has breath back, Iso would be happy to carry Antonella's rope. "
After a moment he adds hopefully "Iso would be happy to carry Antonella too if she likes."
He sniffs the ointment. "Smells like shamen feet."
know(nature): 1d20 + 3 ⇒ (7) + 3 = 10
Eventually as the effects of his rage dissipate, the barbarian puts an unusually series expression on his face.
"Friend Antonella. When Iso is in battle rage, rapor spirits of Khellid north protect him from all magic. Antonella was lucky they did not strike her when she used heal stick on Iso. Iso would not want to hurt Antonella accidently."
He considers his words, and then adds "Of course Iso would not want to hurt Antonella on purpose either." as he thinks there may have been ambiguity.
"But Iso is very grateful that Antonella was able to help Iso. Iso only has so much blood in his mighty body."
Kelson Bard character |
Kelson looks around at the vials.
"These are anti-fungal salve Antonella, not so much healing. But they might prove useful."
know nature: 1d20 + 12 ⇒ (11) + 12 = 23
Antonella Schiavo |
Antonella has gotten over her initial surprise and is already considering how to adjust her tactics to better contribute.
“It’s fine, Brother Iso. I now realize you weren’t personally slighting the Master of Masters.”
Probably ...
“I am just concerned I may not be able to assist you as efficiently as I first thought.”
She smiles. “But with the ying comes the yang, and the darkness the daylight. Brother Jorah, are you ever underestimated as a combatant?”
The cleric draws her wand of CLW to heal herself and Iso. “The five of us united make quite a potent fist of Irori.”
channel healing: 2d6 ⇒ (3, 3) = 6
Antonella CLW on Antonella: 4d8 + 4 ⇒ (3, 1, 2, 1) + 4 = 11
Antonella CLW on Iso: 3d8 + 3 ⇒ (1, 8, 8) + 3 = 20
Antonella CLW on Antonella: 1d8 + 1 ⇒ (7) + 1 = 8 Marking off 8 charges, GM
“Now, which door, brothers? I suspect there will be more walking plants behind the eastern door, but also more bodies and abandoned possessions. Shall we clear the next fungal farm before going south?”
Iso Soturi |
Iso hugs Antonella warmly as she taps him with the "heal stick".
"Antonella has nice stick. Iso went on mission once with broken healing stick. Stick healed, but hurt like devils own poison in veins. Bad magic."
When the conversation turns to fists, he happily balls his own and punches his hand. "Fist of Iso very good indeed. Iso will go where Antonella thinks good."
He then nods to Kelson. "Yes! Smells like Shaman's feet. Iso already know this!"
bluff: 1d20 - 1 ⇒ (18) - 1 = 17
Wembly Templeton |
We are ready, aren't we, Whiskers?
Wembly smiles as the warriors appear better.
And I do not even want to know about the smell of shaman feet. I will take your word for it. Lead on, friends.
Antonella Schiavo |
“I think we should recycle those fungicides ourselves then Kelson.”
“Stick healed, but hurt like devils own poison in veins. Bad magic.”
“Hmm … I think I know the items you refer to, Iso Soturi and think you very wise for deciding to steer clear of them.”
Antonella waits for the oracle and bard’s opinions but checks both doors for traps and listens for the sound of any movement behind them.
Take 10 Perception: 10 + 7 = 17
“No great quantities of water so far, Whiskers. Let us hope it remains that way.”
Jorah |
She smiles. “But with the ying comes the yang, and the darkness the daylight. Brother Jorah, are you ever underestimated as a combatant?”
"I do not consider myself a combatant though I will protect the life of another good soul however I can. And, truly, it is not of my doing. I merely ask Desna for her aid, and The Great Dreamer decides how best to provide it. I am but a humble traveler, that dreams big and gazes at the stars in awe of her presence." The aasimar's shield almost seems to get a bit brighter at the mention of Desna's name.
The daylight lasts for the next hour.
"Let us continue to explore, yes?"
Jorah will take 5 of the +1 poisoned bolts, just in case.