Makkoa
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Using the powerful magic, the half Orc swings twice at the spider!
Attack with Guidance and Haste 1d20 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5
Damage 2d4 ⇒ (4, 4) = 8
Attack with Haste 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Damage 2d4 ⇒ (3, 3) = 6
| GM Tektite |
Soro cuts through the webs and breaks free!
Zcha fires another frost ray, but misses!
Fysus gives Makkoa guidance!
Despite al the help from his companions, Makkoa can't land a blow on the spider!
Attack vs Makkoa: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 And a Fort Save DC 15 or 1d3 ⇒ 3 Str damage for 5 rounds
The spider rears back and bites Makkoa!
Party up!
Fysus
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Fysus seeing Makao get bitten and seeing the spiders fangs sink it his flesh with the wounds looking a bit irritated decides to cast guidance on Makkoa again Your choice if you want to use it on to hit or your save before taking a step back to clear some space for someone else to move up..or for Makkoa to back up
Makkoa
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Fort w/ Guidance 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Feeling the poison coursing through his system, Makkoa takes a 5' step back, opening up a spot fro the remainder of the group to help with the spider.
Zcha'zcha Linseed
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Zcha'zcha keeps firing off Rays of Frost, cackling like a mad man before finally running out of ammo. "Huh? Man at the shop told me this was unlimited..."
1d20 ⇒ 5
Joey "Goldpiece" Gillick
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Joey will come over and attack the next spider!
Attack: 1d20 + 7 ⇒ (3) + 7 = 10 for Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Makkoa
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Thats probably the better course, DM. I got hit with the poison and panicked, lol.
Makkoa swings feebly before running from the spider.
Attack 1d20 + 1 - 1 ⇒ (19) + 1 - 1 = 19
Damage 2d4 - 1 ⇒ (1, 2) - 1 = 2
Possible crit
Attack 1d20 + 1 - 1 ⇒ (15) + 1 - 1 = 15
Damage 2d4 - 1 ⇒ (1, 1) - 1 = 1
Soro Epidote
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Soro advances into the space he just cleared and sweeps another pair of squares free of webbing with a stroke of his sword!
Minimum damage with a greatsword PA is enough to clear a square, IIRC.
Joey "Goldpiece" Gillick
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Fort: 1d20 + 1 ⇒ (4) + 1 = 5
Damn thing... it nicked me. Joey tries to defend himself!
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 for Damage: 1d6 ⇒ 2
Attack: 1d20 + 5 ⇒ (9) + 5 = 14 for Damage: 1d6 ⇒ 1
Zcha'zcha Linseed
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"Don't worry, Gilette! I shall SAVE YOU!" the darkling yells, sounding much more impressive than he looks as he trips over a rock and falls on his face.
1d20 + 2 ⇒ (3) + 2 = 5
Makkoa
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]Having map issues tonight. If there's an open spot, Makkoa will step up again and swing.
the half Orc valiantly tries to defend his friends.
Attack 1d20 + 1 - 1 + 1 ⇒ (14) + 1 - 1 + 1 = 15
Damage 2d4 - 1 ⇒ (3, 2) - 1 = 4
Fysus
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"Aillig if you can provide some guidance to Makkao for his saves I'll try to help Joey. If someone wants to try to treat Makkoa wound, please do so"
Trying heal, if it beats the poison DC -> a +4 competence bonus for Joey: 1d20 + 9 ⇒ (1) + 9 = 10
just to speed things up in case more saves will be needed, adding Joey until he saves, then switching to Makkoa if he still needs the aid
Trying heal, if it beats the posion DC a +4 competence bonus for next save: 1d20 + 9 ⇒ (7) + 9 = 16
Trying heal, if it beats the posion DC a +4 competence bonus for next save: 1d20 + 9 ⇒ (17) + 9 = 26
Trying heal, if it beats the posion DC a +4 competence bonus for next save: 1d20 + 9 ⇒ (8) + 9 = 17
Aillig Breakteeth
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Aillig nods at Fysus' instructions and casts guidance on Makkoa, then tries to help with the poison.
Heal - if it beats the poison DC -> a +4 competence bonus: 1d20 + 8 ⇒ (7) + 8 = 15
Heal - if it beats the poison DC -> a +4 competence bonus: 1d20 + 8 ⇒ (8) + 8 = 16
Heal - if it beats the poison DC -> a +4 competence bonus: 1d20 + 8 ⇒ (5) + 8 = 13
Makkoa
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Im going to roll four Fort saves unadjusted, as I'm not sure exactly how much bonus I should get from the Guidance and Heal checks. Please add whatever bonus there should be to the roll.
Fort 1d20 + 2 ⇒ (5) + 2 = 7
Fort 1d20 + 2 ⇒ (2) + 2 = 4
Fort 1d20 + 2 ⇒ (9) + 2 = 11
Fort 1d20 + 2 ⇒ (15) + 2 = 17
Zcha'zcha Linseed
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"Dang... I forgot to saddle one for riding!" Zcha looks dejected as he solemnly kicks one of the twitching arthropods.
Joey "Goldpiece" Gillick
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I'll do the same, just in case.
Fort: 1d20 + 1 ⇒ (20) + 1 = 21 That'll work. So just the 2 points from the original strike. A long rest will regain that, correct?
Fysus
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It looks like Makkao fails 2 more saves before recovering...if someone helps you when you take full bed rest it's 2 stat points per day (or 1 without help). If we don't push on we might as well take a few days/week(or as time doesn't seem to matter here mechanically a lot..a year..) off and fully recover and then head back
Zcha'zcha Linseed
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"More spiders! More spiders! Let's find more spiders!" Zcha'zcha shouts like a tiny child, which is actually quite creepy from the little wizened thing from the Plane of Shadow.
He looks sad when the group likely decides to regroup in town, but decides that fun can be had there too! One of the shadows turns into Zcha and climbs on Zcha's back as they trundle off towards the entrance, tripping and tumbling the entire way.
Makkoa
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That's 7 Str damage for me. Bed rest!
Makkoa''s skin turned even greener than normal as the poison took over his system. "I think I'm going to be sick," he croaks.
| GM Tektite |
Aillig opens the eastern door, in the pit room, to reveal a corridor. Massive black iron gates bar the corridor, fashioned out of twisted, angular vertical bars that have sharp edges and are about a handspan apart, linked by welded crossbars. The gates have massive hinges set deep into the walls, and a heavy lock inside a welded box secures sliding bars that run into sockets in the floor and ceiling at the center of the corridor. Moreover, a black iron chain with links as thick as a human thumb wraps around the gates where they meet above and below the lockbox. The chain’s ends disappear into holes in the lockbox.
Makkoa
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"Yeah, nothing good has ever happened in this room, I'm sure. Let's hope there's no spiders hiding in this place.". Makkoa uses his Detect Magic ability while examining the room.
Makkoa
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"There's something magical over near those bars. Abjuration, or more defensive magic, perhaps. Maybe the cage itself is magical...but whatever, be careful near it."
Joey "Goldpiece" Gillick
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So, you wanna go around the long way to get to the other side, is that the plan? Whichever why we go, Joey will use SDOP and investigate.
Or we can always go the that other door, Joey says as he points south.
Soro Epidote
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Soro does a double-take as he looks into the short corridor, then points at a location on the eastern wall. "Hidden door."
Perception check: 1d20 + 6 ⇒ (15) + 6 = 21
| GM Tektite |
Taking the hidden door, the party enters a large room. Shabby, mold covered tapestries hang from ceiling hooks, cloaking one wall of this chamber in faded forest hunting scenes. While probably of decent quality when new, they look sad now.
A plain wooden chair of massive construction stands centered before the tapestries, facing into the room. A large stone table stands against the eastern wall. Weapons and other items are neatly laid out on the table, as if displayed for sale in a shop.
A skeleton sits in the wooden chair, flanked by two other skeletons. The seated booms. "Who dares enter my abode and what manner of mischief are you up to?!"
Aillig Breakteeth
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Sense Motive + Guidance: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
"That ain't the skeleton talkin." Aillig growls softly to Makkoa. "Someone's playin tricks."
Aillig raises his voice to call into the room. "Only mischief is yer doin! Show yerself trickster!"