Jaan_
|
Jaan boldly strides forward, weapon out, looking for trouble.
Ellismus the Blue
|
Ellismus cautiously follows at the rear of the party.
Kuwabara Kasei
|
Knowledge(religion): 1d20 + 6 ⇒ (9) + 6 = 15
"This creature seems familiar. I've seen similar carvings of avatars of Torag defeating beasts such as these, but if such existed here, the orcs must have destroyed them."
Kasei moves forward with his weapon ready.
GM Thrawn
|
Perception
Desiree: 1d20 + 6 ⇒ (6) + 6 = 12
Ellismus: 1d20 + 11 ⇒ (3) + 11 = 14
Jaan: 1d20 + 10 ⇒ (11) + 10 = 21
Kuwabara: 1d20 + 7 ⇒ (20) + 7 = 27
Phosdlon: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative
Desiree: 1d20 - 1 ⇒ (5) - 1 = 4
Ellismus: 1d20 + 2 ⇒ (20) + 2 = 22
Jaan: 1d20 + 2 ⇒ (1) + 2 = 3
Kuwabara: 1d20 + 6 ⇒ (15) + 6 = 21
Phosdlon: 1d20 + 3 ⇒ (5) + 3 = 8
Statue: 1d20 + 8 ⇒ (15) + 8 = 23
As the party begins to spread out and investigate the room, Kuwabara and Jaan catch a glimpse of movement as the statue begins to move. As they lock eyes with the statue, a wave of fear goes through them. Phosdlon is also affected. The creature begins to move and take action.
Success = Sickened for 1 round. Failure = Stunned for 1 round.
Inititiative
SUPRISE
Kuwabara (Will DC 16)
Jaan (Will DC 16)
ROUND 1
Statue
Ellismus
Kuwabara
Phosdlon (Will DC 16)
Desiree and Smiley
Jaan
phosdlon
|
rolling will save to get it out of the way
will save: 1d20 + 9 ⇒ (1) + 9 = 10
*NOTE: +2 to the result if Enchantment spell or effect
Using shirt re-roll
will save: 1d20 + 9 ⇒ (3) + 9 = 12
damn!
Kuwabara Kasei
|
Oops, didn't realize I was up!
Will: 1d20 + 7 ⇒ (16) + 7 = 23
What does this thing look like? Any knowledge to identify it?
"Watch out!"
Kasei charges (If within 20 feet) with his katana raised, bellowing his kyai to empower his strike. Using fervor to swift cast divine favor if I can get an attack on it. Otherwise using fervor to swift cast shield of faith. attack with adamantine katana, with charge and divine favor, as well as sickened penalty: 1d20 + 9 + 2 + 2 - 2 ⇒ (8) + 9 + 2 + 2 - 2 = 19 damage: 1d8 + 7 + 2 - 2 ⇒ (6) + 7 + 2 - 2 = 13
Ellismus the Blue
|
Doing my turn now in order to save time as my actions will not change.
Knowledge Arcana to ID construct: 1d20 + 15 ⇒ (15) + 15 = 30
Alchemist Bomb; Precise Bomb to exclude squares occupied by allies; ranged touch *DEX mutagen and reduce person and Fox's Cunning and Cat's Grace and Heroism*: 1d20 + 17 ⇒ (12) + 17 = 29 for dmg: 4d6 + 8 ⇒ (4, 5, 6, 1) + 8 = 24 (fire or cold damage, depending on the result of my Knowledge Arcana check; DC 18 save to avoid catch fire or staggered, respectively)
GM Thrawn
|
Jaan Save: 1d20 + 4 ⇒ (15) + 4 = 19
shatter: 3d6 ⇒ (1, 2, 6) = 9
slam: 1d20 + 18 ⇒ (1) + 18 = 19 for 2d6 + 7 ⇒ (6, 2) + 7 = 15
slam: 1d20 + 18 ⇒ (17) + 18 = 35 for 2d6 + 7 ⇒ (4, 2) + 7 = 13
slam: 1d20 + 18 ⇒ (5) + 18 = 23 for 2d6 + 7 ⇒ (1, 4) + 7 = 12
It is a construct for anyone else identifying (Arcana). Once Ellismus is able to lay eyes on it, he is able to identify it as a Cephalophore, which is a construct often made to guard tombs and ruins, and they excel at posing as a normal statue to gain advantage at the beginning of combat. They have the ability to shatter weapons that strike them, very similar to the much more common caryatid column construct, in addition to the already displayed ability to gaze to stun or sicken foes. They are resistant to magic in addition to normal construct traits. In addition to fairly significant damage from their strikes, they also their blows tent to daze or sicken foes as well.
The tentacled underdark creature depicted in the statue comes to life. You quickly find that it's head isn't actually attached, as one of it's hands grabs the head by the tentacle as it gazes at all of the people in the room. The creature swings the head to hit Kuwabara, missing with a with a vicious blow as he charges, but then it follows up with another strike from it's free hand, connecting with the warpriest and almost taking him off his feet. It lands another strike with it's head, doing even more damage.
1st attack was an AoO due to reach.
Jaan does succeed on the will, so he is also sickened during his surprise action. I'll let him make it up when he gets back. So he has 1 surprise round, and 1 normal round to post.
Your adamantine weapon ignores this silly shatter rule.
Inititiative
SUPRISE
Jaan
ROUND 1
Cephalophore (13 dmg)
Ellismus
Kuwabara (25 dmg, need another Will DC16 (x2) for Daze or Sicken for 1 round)
Phosdlon
Desiree and Smiley
Jaan
ROUND 2
Cephalophore (13 dmg)
Ellismus
Kuwabara (25 dmg)
Phosdlon
Desiree and Smiley
Jaan
Ellismus the Blue
|
Based on Ellismus' assessment is fire or cold better, and after he did 24 pts. fire or cold dmg, did he notice if it caused any damage to that thing? also did the thing catch fire or become staggered?
Jaan_
|
my apologies, thread stopped updating on me for whatever reason
willsave: 1d20 + 4 ⇒ (13) + 4 = 17
Jaan shakes off the worst of the effects, although still feels a bit queasy.
Feeling a bit queasy and not wanting to break his naginata on the collum will fire magic missiles at it repeatedly before moving up.
Surprise SR: 1d20 + 7 ⇒ (3) + 7 = 10
Normal Round SR: 1d20 + 7 ⇒ (14) + 7 = 21
MM: 4d4 + 4 ⇒ (2, 2, 2, 3) + 4 = 13
Ellismus the Blue
|
No fire or cold resist, just spell resistance.
I love that bombs are (Su). :)
Kuwabara Kasei
|
Did the bombs from Ellismus and the second magic missile from Jaan do damage? If not, Kasei will heal himself and withdraw instead.
Will saves: 1d20 + 7 ⇒ (19) + 7 = 261d20 + 7 ⇒ (17) + 7 = 24
Kasei mutters a prayer to heal himself as he attacks again. Another point of fervor to cast CMW (giving up Burst of Radiance).
2d8 + 5 ⇒ (7, 8) + 5 = 20
attack, power attack, divine favor, sickened: 1d20 + 9 - 1 + 2 - 2 ⇒ (18) + 9 - 1 + 2 - 2 = 26
confirmation: 1d20 + 9 - 1 + 2 - 2 ⇒ (8) + 9 - 1 + 2 - 2 = 16 Looks like no luck.
damage: 1d8 + 7 + 3 + 2 - 2 ⇒ (7) + 7 + 3 + 2 - 2 = 17
"Join me, friends! We must take this abomination down!"
GM Thrawn
|
shatter: 3d6 ⇒ (6, 4, 4) = 14
burning: 1d6 ⇒ 5
slam: 1d20 + 18 ⇒ (5) + 18 = 23 for 2d6 + 7 ⇒ (3, 4) + 7 = 14
slam: 1d20 + 18 ⇒ (1) + 18 = 19 for 2d6 + 7 ⇒ (3, 5) + 7 = 15
The creature takes multiple hits from a bomb, some magic missiles, and a strike from Kuwabara. Still on fire, it takes two swings at Kuwabara, hitting with the head, but missing as it tries to follow up to take advantage with it's fist.
Inititiative
ROUND 1
Desiree and Smiley
ROUND 2
Ellismus
Kuwabara (19 dmg, need another Will DC16 for Daze or Sicken for 1 round)
Phosdlon
Desiree and Smiley
Jaan
ROUND 3
Cephalophore (55 dmg)
Ellismus
Kuwabara (5 dmg)
Phosdlon
Desiree and Smiley
Jaan
phosdlon
|
Quick question or two. What type of action is picking up my bow from the ground? Also, am I within reach of the creature?I also need to know where Desiree, Smiley, and Ellismus are in the room so I can move to get a clean shot. Currently they are all in another room even though Ellismus threw a bomb.
Kuwabara Kasei
|
Move action to pick up an item from the ground, unless you have feats you don't have.
Will save: 1d20 + 7 ⇒ (6) + 7 = 13
Can I use a reroll on this? I own the character folio and also several PFS shirts. I can post a photo of me wearing it if you want.
-Posted with Wayfinder
Ellismus the Blue
|
When I posted my previous action the map wasn't up so I updated my placement now.
Seeing that his bombs are working, Ellismus says, "Oh! you know what they say: rinse, lather, repeat!" before preparing and throwing another bomb
Alchemist Bomb; Precise Bomb to exclude squares occupied by allies; ranged touch *DEX mutagen and reduce person and Fox's Cunning and Cat's Grace and Heroism*: 1d20 + 17 ⇒ (17) + 17 = 34 for dmg: 4d6 + 8 ⇒ (2, 4, 3, 2) + 8 = 19 fire damage; DC 18 save to avoid catch fire.
phosdlon
|
I am a little confused. Are we still on round 1 waiting on Desiree and Smiley or did we skip them and go on to round 2 and it's still Kuwabara's turn?
Kuwabara Kasei
|
The GM is holding their turn so that their being unable to post doesn't slow the rest of us down.
Fort reroll with GM star bonus : 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
-Posted with Wayfinder
Jaan_
|
Jaan delays for now, not really wanting to throw another spell or smash his polearm into it.
Kuwabara Kasei
|
Adamantine weapons are the shiznit. You should get one.
"Shizuru, bless this mighty sword!" Using one round of sacred weapon to give the katana keen for one round.
attack with divine favor, sickened, power attack: 1d20 + 9 + 2 - 2 - 1 ⇒ (15) + 9 + 2 - 2 - 1 = 23
damage: 1d8 + 7 + 2 - 2 + 3 ⇒ (2) + 7 + 2 - 2 + 3 = 12
confirmation: 1d20 + 9 + 2 - 2 - 1 ⇒ (9) + 9 + 2 - 2 - 1 = 17 I don't think that confirms.
GM Thrawn
|
I typically hold people's actions 1 round back if they aren't posting, only resorting to botting if we know someone is out and asked to be botted, or if I think the party will have issues without the person's contribution. I think you go this, so wanted to get your turns going.
With another bomb and a strike from Kuwabara's blade, the creature falls to the ground.
Only damage remaining is Kuwabara (19 dmg)
A quick search of the creature shows it doesn't hold anything of value. The area directly south of the statue shows evidence of a staircase among the rubble. Skeletal limbs poking from below the rocks give evidence of previous explorers who were crushed heading into the stairs when a cave-in occurred. Nothing of value is seen with a quick search, and it would take weeks if not months to clear enough of the stairway to proceed below. The stairs are beyond the scope of this adventure.
phosdlon
|
Phosdlon recovers his bow, moves to Kuwabara, and drops his Hold person spell to cast cure moderate wounds on him
cure moderate wounds: 2d8 + 5 ⇒ (8, 5) + 5 = 18
Kuwabara Kasei
|
As Phosdlon moves up, Kasei holds up a hand. "This warrior has a wand that will do. Arigato, that is, thank you for the offer. It may be needed later."
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 61d8 + 1 ⇒ (3) + 1 = 41d8 + 1 ⇒ (6) + 1 = 71d8 + 1 ⇒ (5) + 1 = 6
Jaan_
|
Jaan looks around "Everybody okay? Where to next?"
Ellismus the Blue
|
Ellismus inspects the creature's body and makes notes on anything he finds. Looking at Jaan, he nods.
phosdlon
|
"Looks like West is our only option right now. After you, Jaan."
Phosdlon moves and looks around carefully.
perception: 1d20 + 5 ⇒ (17) + 5 = 22
GM Thrawn
|
A rectangular basin of clear, warm water fills most of this room, leaving only a five-foot walkway around the edge. The humid air rising from the pool keeps plants, including forms of moss and fungi, alive along the room’s walls and ceiling.
You enter in the northeast side of the room. Other exits go southeast, southwest, and north.
All surfaces in this room are the equivalent of a grease spell.
Grease
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Ellismus the Blue
|
Ellismus moves to the edge of the room, activates a sunrod, and throws it in the middle of the pool.
phosdlon
|
Phosdlon move just inside the enterance, and falls under the map, again.
acrobatics(for ending his movement just inside the room): 1d20 + 3 ⇒ (14) + 3 = 17
Jaan_
|
fixed map.
Jaan carefully moves forward.
acrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
GM Thrawn
|
A dim glow can be seen from the murky waters, showing the pool is likely no more than a few feet deep. It's covered in a layer of plant matter, much like the mushrooms and fungus growing on the ceiling, walls, and ledges of this room. Other than where the sunrod splashed in, the water seems to be undisturbed, making it unlikely any living creature has been going in and out of the water.
Ellismus the Blue
|
Ellismus tries to identify this plant matter:
Knowledge Nature: 1d20 + 15 ⇒ (8) + 15 = 23
Jaan_
|
Jaan edges along the north side of the room to peek north.
acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14
Ellismus the Blue
|
Ellismus carefully harvests some of the edible shrooms.
Ellismus the Blue
|
Ellismus will only take 5-foot steps, harvest shrooms, and depart via some more 5-foot steps... LOL!
GM Thrawn
|
Right of the main entrance...
You find several rooms that seemed trashed and beat up. The first is a was once filled with display cases of relics to various dwarven gods. Now, pottery chips and fractured pieces of stone clutter the floor. An unrecognizable statue stands on a high dais in the northwestern corner. Among the relics, some alchemical supplies have survived the orcs destruction of things.
2 doses deathblade poision
12 fuse grenades
4 doses of shadow essense poison
1 volatile vaporizer
South of that is a room featuring the remains of a statue, obviously of dwarven make originally, surrounded by broken weapons. It is obvious the statue had been the subject of orcish combat drills, providing target practice for numerous orcish arrows, axes, and swords that are no longer in useful condition.
Still further south you find more barracks rooms. The several rooms likely once housed dozens more orcs, but they don't look like they have been used in quite some time. All of these rooms seem to resemble the first barrack you found, with no furnishings, and nothing of value left behind.
Beyond the barracks rooms the rooms reconnect with the room full of fungus growth in addition to two rooms used to discard orcish rubbish. (It's obvious the rooms were also used by those orcs too lazy to walk all the way over to the pit, and there seem to have been a lot of lazy orcs, resulting in stagnant disease carrying waters.) I'll spare everyone the low DC disease saves
--------------------------------
And now the stuff that counts after eliminating about 8 rooms.
perception: 1d20 + 10 ⇒ (13) + 10 = 23
To the north of the fungus room, there is a large room with a large pyramid shaped set of steps and a high ceiling. Atop a stepped dais is a gargantuan humanoid skull that glows with an eerie blue light. A wagon with a broken axle leans against the northern wall. Damaged wooden crates spill out from the cart onto the floor. This room has several other exits, all to areas you've already explored including the main path out of the dungeon.
To the southeast of the fungus room, you find a shrine. A statue of a dwarven man strangling a snake stands in the northwest part of this irregularly shaped room. This room has an exit to the south heading to the refuse rooms, and one to the east that leads to more unexplored cavern.
The statue depicts Kols, dwarven demigod of duty and son of Torag.You recall a legend in which Kols turned Droskar into a snake and nearly strangled him before Droskar managed to slither away.
You may choose a path to search either room... The map shows the two available relevant directions you can search.
Ellismus the Blue
|
Ellismus looks at the loot, and explains to everyone what this stuff can do. "There's enough here to blow up something big, if we're in need to do sumthin' like that..."
Afterwards, Ellismus heads towards the snake-choking dwarf, holy water in one hand and alchemist fire in the other.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
phosdlon
|
perception: 1d20 + 5 ⇒ (1) + 5 = 6
kn(religion): 1d20 + 9 ⇒ (2) + 9 = 11
Phosdlon shares any knowledge he gains with the rest of the party, and follows Ellismus, bow drawn.
Jaan_
|
Jaan nods with weapon ready.
to the Dwarf/Snake Statue.