Renardagnan |
"If I had gotten into the musketeerrs, I'd just shoot it frrom therre", Renardagnan complains, pointing at the spider's nest with his rapier.
He walks out, and watches with interest as Freydis knots the rope.
"Climbing up a rrope, to surrprrise ourr enemies, and rrescue the poorr victim? This is so herroic!"
Zandu Miklos |
Zandu, obviously quite pleased with himself and trying not to show it, responds to his companions "I can try, though it may be too heavy." Once the rope is prepared, Zandu will go with the others outside and attempt to move the grapple up to the higher level.
My max weight limit on basic telekinesis is 5lbs. The grapple itself is less than that, and that is what I'm actually moving, but the addition of the rope would make the combined weight more than 5lbs. GM's choice whether this should work or not.
GM Turmoil |
After Freydis takes a minute or so tying several knots in her rope, Zandu continues to amaze the group by perfectly placing the grapple with his telekinetic powers. With the help of the rope and the piles of rubble, you all easily climb the ragged remains of the east wing’s walls. You now find yourselves among the crumbling remains of a room that now serves as an open landing with doors in the northwest and southwest walls.
Cornelius "cork" Dornbirk |
Cork scrambles up the rope with little effort. No doubt this is due to the many years spent climbing the ropes while shipboard. Once on the second level he scans the the room. He steps up to the northwest door and listens to it.
Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Cornelius "cork" Dornbirk |
"I don't hear anything on the other side of this door. Let me check for magic just in case, but then I think it's safe to head this way." He casts detect magic on the door to see if there is a magic trap or ward on it.
Sorry, should have included that in the first post...
Freydis Lunskalla |
Freydis invokes a protective ward as they prepare to enter the sealed portion of the tower. "Be careful that the wall doesn't come down on you."
Cast Reistance on self: +1 to saves
Murdoth Iralmin |
Still picking the fibers of the spider web off of herself, Murdoth creates her own ward on herself, and pushes against the door. "Make haste my new companions for a rescue must be swift"
Cast Resistance on self
Renardagnan |
Renardagnan strugges up unprofessionally, then moves next to Murdoth and the door, weapon ready.
"Open the doorr, my delicate flowerr, I am rready to engage!"
Zandu Miklos |
Having retrieved his coin from the body of the fallen spider (and cleaned it of the resulting spider gunk), Zandu now waits toward the back of the group on the second-floor landing, once more fiddling with his coin, waiting for the next challenge.
"Remmy" Shri Colo |
After scrambling up the rope himself in not the most graceful of fashions, Remmy flexes claws a bit, ready for whatever craziness might come through the door.
GM Turmoil |
As Murdoth puts her shoulder into the door, the unlocked door easily gives way and she almost stumbles into the room. Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor. In the back corner of the room sits a dog-sized lizard with two horns, one on either side of its head, and green scales that crackle with sparks of lightning. The lizard looks towards the party but stands its ground, a small ball of electricity forming on its tail.
Freydis: 1d20 + 5 ⇒ (17) + 5 = 22
Zandu: 1d20 + 4 ⇒ (12) + 4 = 16
Murdoth: 1d20 + 6 ⇒ (15) + 6 = 21
Cork: 1d20 + 7 ⇒ (20) + 7 = 27
Renardagnan: 1d20 + 6 ⇒ (17) + 6 = 23
Remmy: 1d20 + 1 ⇒ (5) + 1 = 6
Lizard: 1d20 + 6 ⇒ (14) + 6 = 20
Round 1
Cork
Renardagnan
Freydis
Murdoth
==============================
Lizard
==============================
Zandu
Remmy
Cornelius "cork" Dornbirk |
Cork steps through the doorway and stays close to the wall, as far away from the crackling lizard as he can. He draws his cutlass as he moves and uses his stored arcane power to enhance the weapon. With his left hand he touches the flat of his cutlass's blade and mutters a quick incantation. The blade itself begins to glow with a vibrant light.
Arcane pool point to my the cutless +1 (for 1 minute), and light spell on the blade just for light and special effects.
Freydis Lunskalla |
Freydis stomps through the doorway and past Cork, her spear at the ready. "If only I had prepared an offering," she muses as she passes. The woman's eyes turn black as night and her hair turns silver as she speaks in a tongue not of this world.
Sparkling stars swarm around the horned lizard, making it easy to see and obscuring it's vision.
Stardust: Lizard can't benefit from concealment and takes a -1 penalty to attack rolls and sight-based perception checks. No save. Lasts until Freydis' next turn.
Renardagnan |
"Can we drrive this beast off too? Let's see! En garrde, lizarrd!
Renardagnan enters the room, positioning himself between the women and taking a guard stance.
Again, ready action to attack if the creature comes to reach. Parry & Riposte if it attacks.
Ready Attack Rapier: 1d20 + 6 ⇒ (10) + 6 = 16
Damage (piercing): 1d6 ⇒ 5
Parry: 1d20 + 6 ⇒ (19) + 6 = 25
Riposte Attack Rapier: 1d20 + 6 ⇒ (7) + 6 = 13
Damage (piercing): 1d6 ⇒ 4
Murdoth Iralmin |
Murdoth being slightly stunned by her push on the door stumbles forward out of the doorway. She finally funds her footing, and readies her Scimitar for an attack on the beast if it comes within her range.
Attack vs AC: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
GM Turmoil |
The Pathfinders beging to move into the room, but all keep their distance from the lizard and it's crackling tail. Cork lights up his blade to compete with the glowing tail while Freydis surrounds the creature with shimmering lights. The lizard doesn't move though, and holds it's ground, continuing the Mexican standoff.
Round 1/2
Cork
Renardagnan
Freydis
Murdoth
==============================
Lizard
==============================
Zandu
Remmy
"Remmy" Shri Colo |
Remmy looks at each of his companions as they stand in the Mexican standoff with the oversized lizard.
Q-quite the p-predicament. I d-d-don't suppose anyone feels like just s-shooting it perhaps? Z-zandu? If it t-tries to eat me, please k-k-kill it.
Remmy moves along the wall, inching closer while pulling some meat rations from his pack.
Here s-sparky... nice lizard... bet you'd taste extra good with a d-dry r-rub...
He tosses it to the lizard, hoping to appease the thing.
This is going to end so badly...
Handle Animal: 1d20 - 2 ⇒ (15) - 2 = 13
Zandu Miklos |
Zandu will nod once at Remmy as he moves into the room, and will stand at the ready with his coin hovering above his hand, spinning slowly.
Ready an action to use telekinetic blast against the beasty if he tries to attack Remmy or anyone else in the room. By the way, is there any additional clutter or debris in the room? Any containers that look like they might fit over the beast?
Zandu clenches his fist, and his coin flies forward with great speed toward the beast.
Attack, PBS: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage, PBS: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Freydis Lunskalla |
"I'm not sure it is safe to leave it behind us." Her eyes return to their natural color as the motes of light fade around the lizard. She readies her spear to defend herself as she moves across the room to the opposite door.
Move Action: Move 10 ft.
Standard Action: Ready to Attack with spear, any enemy
Renardagnan |
Renardagnan moves toward the other door, still ready to attack if the creature comes closer. He begins to snarl and show his teeth, but drops back to neutral expression when Remmy throws the food.
"Maybe we could befrriend it and get a pet?"
Still, ready attack if it comes to range, parry&riposte if hit
Ready Attack Rapier: 1d20 + 6 ⇒ (1) + 6 = 7
Damage (piercing): 1d6 ⇒ 1
Parry: 1d20 + 6 ⇒ (16) + 6 = 22
Riposte Attack Rapier: 1d20 + 6 ⇒ (2) + 6 = 8
Damage (piercing): 1d6 ⇒ 6
Murdoth Iralmin |
Looking back and forth, Murdoth is unsure what to do, so continues the standoff glancing back and forth between her allies.
Ready attack if within reach
Melee attack vs AC: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Cornelius "cork" Dornbirk |
"Well, if this guy doesn't attack us I'm ok with just moving on past." Cork keeps a wary eye on the lizard and moves closer to the door. He prepares himself to swing at the lizard if it appears to be attacking.
CG alignment just isn't going to provoke an attack unless there's a reason...
GM Turmoil |
Remmy tosses some rations at the lizard, hoping that the tactic that worked with the wolves will work here. It looks at the rations, tongue flicking in the air, but otherwise ignores them. The party moves closer to the other doorway, but the lizard continues to stand its ground.
Round 2/3
Cork
Renardagnan
Freydis
Murdoth
==============================
Lizard
==============================
Zandu
Remmy
Is someone opening the door?
"Remmy" Shri Colo |
Remmy continues to walk up to the lizard, veeery slowly and trying to not spook it. Once he reaches it, he calls out to everyone else,
n-now!
With that, he reaches out to touch the lizard, dark energy flowing from the tome on his belt through his hands!
Will 14 for resist inflict light wounds
Inflict light Wounds touch: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Zandu Miklos |
Zandu's eyes widen in surprise as Remmy calls for the attack, but he still responds quickly, clenching his fist, and his coin flies forward with great speed toward the beast.
Attack, PBS: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage, PBS: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Murdoth Iralmin |
Seeing Remy move, Murdoth responds to her innate need to protect her allies. She moves into attack position and swings at the beast. "Begone foul beast" she shouts
Attack vs AC: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Renardagnan |
"Well, NOW it surrely is angrry. Attack!" Renardagnan calls and rushes to help his companion. He stabs the electric beast, then waits for its counterattack.
Attack Rapier: 1d20 + 6 ⇒ (4) + 6 = 10
Damage (piercing): 1d6 ⇒ 3
Parry: 1d20 + 6 ⇒ (16) + 6 = 22
Riposte Attack Rapier: 1d20 + 6 ⇒ (5) + 6 = 11
Damage (piercing): 1d6 ⇒ 3
Cornelius "cork" Dornbirk |
"Well, there goes that." Cork says sourly. He turns points a hand towards the lizard and a icy ray of frost shoots towards it.
Ray of frost: 1d20 + 1 ⇒ (17) + 1 = 18 ranged touch attack
damage: 1d3 ⇒ 1
Freydis Lunskalla |
Unable to find a clear shot into the melee, Freydis guards the door.
Ready Action: Attack
Attack: 1d20 + 2 ⇒ (11) + 2 = 131d8 + 3 ⇒ (8) + 3 = 11
GM Turmoil |
Will: 1d20 ⇒ 10
While the others decide it best to give the lizard its space, Remmy charges in to deliver some pain. Before he can reach out to deliver his spell, he's met with a jolt of electricity, though he's able to shake off some of it. Zandu quickly reacts and sends a coin flying, though it bounced off the wall harmlessly. Cork sends an icy ray at the lizard, freezing a section of its leg. Ren and Murdoth both swing with their blades and miss, while Freydis stands back and wait for a clear shot. The lizard's tail begins to crackle with lightning once more, and zaps the ratling yet again, after backing into the corner.
Readied Shock vs Remmy: 1d8 ⇒ 6
Reflex: 1d20 + 1 ⇒ (20) + 1 = 21
Shock vs Remmy: 1d8 ⇒ 2
Reflex: 1d20 + 1 ⇒ (5) + 1 = 6
Round 3/4
Cork
Renardagnan
Freydis
Murdoth
==============================
Lizard (-7)
==============================
Zandu
Remmy (-5 NL)
GM: 1d20 ⇒ 9
GM: 1d6 ⇒ 6
Zandu Miklos |
Frowning slightly at his miss, Zandu focuses his energy once more, this time on the closest piece of debris. It goes flying toward the lizard, but once again shoots past the beast, causing Zandu's frown to deepen.
Attack, PBS: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage, PBS: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Freydis Lunskalla |
She watches as the battle seems to go poorly. Her brow furrows in thought, and then the lizard creates an opening. She charges forward, spear lowered to skewer the magical lizard.
Attack, Charge: 1d20 + 4 ⇒ (17) + 4 = 211d8 + 3 ⇒ (8) + 3 = 11
Full Round:Charge Attack +2 to hit, -2 AC (to 13) until next turn
Murdoth Iralmin |
Murdoth, annoyed at the lack of efficiency with her party steps forward and attacks.
Attack vs AC: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
"Remmy" Shri Colo |
Remmy's hair stands on end and he shakes himself as sparks fly from his whiskers. Hissing, he turns into a ball of fury, claws slashing and his tail whipping forward in anger, the sharp blade on the end slashing forward like a stinger.
Claw 1: 1d20 + 5 ⇒ (11) + 5 = 16
Claw 1 damage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw 2: 1d20 + 5 ⇒ (13) + 5 = 18
Claw 2 damage: 1d4 + 4 ⇒ (4) + 4 = 8
Tailblade: 1d20 - 1 ⇒ (11) - 1 = 10
Tailblade damage: 1d2 + 4 ⇒ (2) + 4 = 6
Cornelius "cork" Dornbirk |
"Oh well, in for a copper in for a gold piece," Cork mutters to himself. He strides forward purposefully with his cutlass in hand. As soon as he's in reach he swings swiftly at the lizard. Unfortunately he slips on the wet surface which causes his balance to be off. The swing goes wide.
cutlass: 1d20 + 2 ⇒ (2) + 2 = 4
GM Turmoil |
Zandu sends another coin flying wide, while Remmy begins to tear into the lizard. His claws rend two thick chunks of flesh from the beast, and before it can send another shock his way, it collapses on the wet floor. Remmy stands over the lizard, breathing heavily and blood dripping from his fingertips.
Out of Combat!
"Remmy" Shri Colo |
Remmy twitches a bit and stutters even worse than normally, a few sparks jumping from whisker to whisker like a Jacob's ladder.
t-t-t-that was a r-r-rather unp-p-p-pleasant exp-p-p-perience.
He holds up the chunk of lizard flesh in his paw and nibbles at it. His eyes widen and he gives a smile.
T-though I will s-say, the meat has t-tangy zest to it... will go great with some c-c-carrots.
He sighs and looks down the lizard with a sad face.
I as-s-s-sume we d-don't have t-time for a p-proper butchering... oh well.
He reaches into his pack and pulls out two sheets of parchment and lays them down before slashing off several chunks of the lizards flesh with his claws, then wrapping them quickly in the paper and tying with some twine. He then quickly stuffs them in his pack, and retrieves the ration he had tossed earlier and shoves it into his pack as well.
S-sorry for the delay everyone!
His whiskers spark again and he rubs them irritably.
T-Thankfully, s-seems only I s-suffered from my ill t-timing. Let us hurry and save our lost friend.
Murdoth Iralmin |
"I'd much rather see a creature fall to my blade rather than ingest them, but to each their own." Murdoth says.
"I agree that we much give haste to find our friend."
Murdoth advances to the door, casts a quick spell resistance , and proceedes to open the door.
Renardagnan |
"Well, not a pet then. Maybe a carrpet? Renardagnan says and pokes the remains of the beast a couple of times with his rapier.
He moves to the door with Murdoth, and readies himself for battle again.
"Go on, mylady, I'm prreparred.
GM Turmoil |
As soon as Murdoth opens the door, you can smell a fetid stench, as if someone hadn't bathed in years. She sees two lizardmen staring back at her as they are in the middle of preparing their weapons for combat. Their frames resemble that of a cave lizard, with long tails and crests on their heads and backs, with dull gray scales covering their body.
Racks for weapons line the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. A horrible stench fills the room as well, akin to the smell of rotten eggs mixed with the reek of an open sewer.
Freydis: 1d20 + 5 ⇒ (7) + 5 = 12
Zandu: 1d20 + 4 ⇒ (13) + 4 = 17
Murdoth: 1d20 + 6 ⇒ (6) + 6 = 12
Cork: 1d20 + 7 ⇒ (18) + 7 = 25
Renardagnan: 1d20 + 6 ⇒ (7) + 6 = 13
Remmy: 1d20 + 1 ⇒ (11) + 1 = 12
Trogs: 1d20 + 1 ⇒ (2) + 1 = 3
Round 1
Cork
Zandu
Renardagnan
Freydis
Murdoth
Remmy (-5 NL)
==============================
Red
Blue
Everyone needs to make a DC 11 Fortitude save or be sickened
Zandu Miklos |
Having retrieved his coin from next to the wall, Zandu has been going through his exercises with it once more, as if trying to take out his frustration from his misses on the coin itself. As soon as the presence of more enemies make themselves known by their foul stench, Zandu immediately moves in, eager to prove himself once more.
Fort: 1d20 + 5 ⇒ (8) + 5 = 13
As the smell hits him, he flinches, but it doesn't slow him. He takes up position just on their side of the door, trying to keep out of the path of his fellows, and once more fires his coin. It goes zipping off through the open door toward the blue lizardman.
Attack, PBS: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage, PBS: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
"Remmy" Shri Colo |
Remmy gasps at the smell coming from the lizards.
fort: 1d20 + 3 ⇒ (8) + 3 = 11to close!
Gagging, he stumbles up closer to the door and presses his back against the wall. He holds his nose and mumbles...
Heavens b-be merciful that STENCH! My poor nose... I... ugh... It smells like a t-tannery mated with a j-jackfruit!
He glances at his friends.
If someone could k-kill those things, it'd be ap-preciated!
He seems hesitant to move any closer than the doorway.
Poor remmy has scent, so can smell those things at 90 feet now that the door is open.
Freydis Lunskalla |
Fortitude: 1d20 + 3 ⇒ (7) + 3 = 10
Freydis' eyes begin to water as she marches into the armory. Her lungs burn with each breath inside the fetid room, but she presses forward to engage one of the gray lizard men. She feels too ill for a plucky challenge as she thrusts forward with her spear.
Spear Attack: 1d20 + 2 ⇒ (17) + 2 = 191d8 + 3 ⇒ (7) + 3 = 10