Cornelius "cork" Dornbirk |
Fort save: 1d20 + 3 ⇒ (20) + 3 = 23
Cork continues his movement through the door as soon as Murdoth opens it. "That is quite the smell!" he gasps. "But honestly, it's nothing compared to a hold full of rotting fish. Got stuck on a still sea for a couple weeks a few years back. The hot sun and dead fish. Not a great combination."
With a couple steps Cork encroaches on one of the lizard men. He deftly swings his cutlass with a slash across its chest.
cutlass: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 + 2 ⇒ (5) + 2 = 7
Murdoth Iralmin |
Murdoth is immediately struck by the smell in the room, but is used to the smell of death as her work with her god has often called for her to deal with far worse. She continues forward and attacks the creature with her scimitar
"Begone you foul beasts!" she shouts
Fortitude save: 1d20 + 5 ⇒ (7) + 5 = 12
attack vs AC: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Renardagnan |
"At last, enemies with arrms and weapons! Attack!" Renardagnan shouts and runs to meet the red-scaled enemy.
Fort DC 11: 1d20 + 1 ⇒ (6) + 1 = 7
Meeting the stench of the creatures, Renardagnan grabs his nose with his free hand.
My dearr, whad a smell! Dake dhis, sdingy! he says and stabs the enemy.
Attack Rapier: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Damage (piercing): 1d6 - 2 ⇒ (6) - 2 = 4
Critical confirm Rapier: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
Critical Damage (piercing): 1d6 - 2 ⇒ (3) - 2 = 1
Parry & riposte if attacked.
Parry: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Riposte Attack Rapier: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Damage (piercing): 1d6 - 2 ⇒ (5) - 2 = 3
GM Turmoil |
Cork strides confidently into the room, barely noticing the stench, and leave a blood gash across the chest of one of the lizardmen, before Zandu finishes it off with a perfectly placed coin the strikes it on the temple. Though the rancid smell turns Ren's stomach, he's able to keep it together and drives his rapier into the belly of the other troglodyte, just as Freydis buries her spear into its shoulder.
Out of combat!
After sorting through the various arms and armor, you find a masterwork silver dagger, a masterwork light steel shield emblazoned with a leaping dolphin, and a banner depicting a bird made of living flame.You find little on the bodies of the troglodytes, nothing more than a couple javelins and their homemade clubs.
Murdoth Iralmin |
"I am grateful to be in the company of such great warriors. Especially since it appears that my time spent on the practice field has not helped me in combat today." Murdoth states. After looking through the various items, she does not recognize any of the symbols. "We must continue to make haste my friends." She says.
She again mumbles some words to her deity Casts resistance and steps to the next door.
She tries the handle and pushes the door open protecting the rest of the party.
Renardagnan |
"Dhad was a good warrm-up fighd! Onwarrd, frriends!" Renardagnan rejoices, still holding his nose.
He moves to the door, staying close to Murdoth.
Freydis Lunskalla |
"Yes, but the smell!" Freydis remarks to Ren. She wipes the rancid smelling blood off of her spear, still squinting through watering eyes.
Cornelius "cork" Dornbirk |
Cork picks up the light shield and examines the dolphin. "I take a fancy to this," he says showing the shield to everyone else. "Unfortunately I never really learned how to use a shield. I'm afraid it will just get in my way." Cork reluctantly drops the shield back to the ground.
"Let's press on."
He steps up behind Murdoth as she tries the door.
Zandu Miklos |
Seeing his companions all pass up the various pieces of equipment, Zandu will quietly cause the masterwork silver dagger to float over to him and place it in his belt. He then does the same with his coin, wiping it clean before going back to playing with it again. He once more takes up position in the rear of the party.
GM Turmoil |
Freydis: 1d20 + 6 ⇒ (8) + 6 = 14
Zandu: 1d20 + 5 ⇒ (3) + 5 = 8
Murdoth: 1d20 + 3 ⇒ (16) + 3 = 19
Cork: 1d20 + 1 ⇒ (16) + 1 = 17
Renardagnan: 1d20 - 2 ⇒ (10) - 2 = 8
Remmy: 1d20 ⇒ 6 -2 sight/heading, +2 sight
Trap vs Murdoth: 1d20 + 15 ⇒ (20) + 15 = 351d6 + 2 ⇒ (4) + 2 = 6
Confirm: 1d20 + 15 ⇒ (16) + 15 = 311d6 + 2 ⇒ (1) + 2 = 3
Murdoth opens the door and steps into the next room, and nobody seems to notice the pressure plate on the floor. A javelin flies out of the wall, striking her squarely in the chest and puncturing her mail. She immediately grasps her chest with both hands and starts gasping for breath. Besides the crude trap set up by the troglodytes, the room to the south is an octagonal shaped room and is covered in a fine layer of dust. It’s clearly been abandoned for a long time.
The only other door to explore is on the eastern wall of the armory, which leads to the tower’s central staircase. Although the lower portion of the staircase has collapsed, cutting off access to the ground floor, the staircase is whole on this floor and above.
I'll give you the chance to heal up before we continues. Remmy still has his 5 points of nonlethal damage as well.
Freydis Lunskalla |
"Murdoth!" she exclaims as the half-orc suddenly sprouts a javelin from her chest. Once it is clear that they are not under attack, she rushes to Murdoth's side and begins to speak in an other-worldly language.
Life refreshing energies flow from the Ulfen woman's hand into the wounded half-orc.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Murdoth Iralmin |
Murdoth gasps as the spear penetrates her mail and sinks deep into her chest.
"I pray to you my lady of compassion and patience. Protect me in my time of need."
She feels the wounds close as Freydis speaks words of healing. She raises an arm and a wand shoots out of a hidden chamber.
"Thank you Freydis, but save your spells. My god has blessed me with this wand."
She quickly uses the wand to compete her healing and Remy's
CLW Murdoth: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Murdoth: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Remy: 1d8 + 1 ⇒ (7) + 1 = 8
"We must push forward my friends. Time is of the essence."
And with that she proceeds up the stairs, and into the next room.
Cornelius "cork" Dornbirk |
At the sight of the javelin striking Murdoth, Cork jumps into the room. A quick scan shows no other life. He presumes that the door on the northeast wall heads back out to the landing they started on. "That was a close one, Murdoth. We'll have to try to be more careful."
He heads back to the western room as others take care of healing the warpriest. "Ok. I'm with Merdoth. Let's press on. But be careful of that door." He points at the stairwell door with his cutlass.
Renardagnan |
Renardagnan follows behind Murdoth.
"Seeing you hurrt hurrts me, too. I'll prrotect you betterr!" he says while climbing the stairs.
Freydis Lunskalla |
"Now you're just being afraid," Freydis chuckles as she gently ribs Cork on her way to the door. She gives it a careful once-over before opening it and proceeding to the next level.
Take 10 on Perception for 16.
GM Turmoil |
The party heals their wounds before venturing up the spiral staircase. At the next level, Freydis checks the door carefully and doesn't spot anything unusual about it. But Murdoth finds that the door is securely locked.
It was not entirely obvious, but you could also attempt to climb to this floor via the collapsed wing. Of course you can also get through the locked door, or skip the floor altogether.
Zandu Miklos |
"Excuse me," Zandu says from the back, "I have some skill at these things, and would like to try to open the door." His hand goes to a pocket inside his vest, leaving behind his coin and removing a small set of thieve's tools. He drops to the ground in front of the door and begins to go to work on the lock.
Disable Device: 1d20 + 7 ⇒ (3) + 7 = 10
Feeling the eyes of all his companions on him, Zandu at first fumbles his attempt to pick the lock, and one of his picks shifts the wrong way. Undeterred, he tries again.
Disable Device, attempt #2: 1d20 + 7 ⇒ (20) + 7 = 27
This time around, his movements are much more steady, and he gives what really appears to be his best effort at cleanly picking the lock.
GM Turmoil |
Zandu steps approaches the locked door with his set of thieving tools, and in no time at all, the door clicks open. Murdoth then leads the group into the room and finds two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.
Two piles of bone suddenly stir, rising up to take on human shape and bursting into red-orange flame. Their jaws open in soundless screams, they draw scimitars and move towards the group. As they come close, you can feel the searing heat coming off of their bodies.
Freydis: 1d20 + 5 ⇒ (16) + 5 = 21
Zandu: 1d20 + 4 ⇒ (20) + 4 = 24
Murdoth: 1d20 + 6 ⇒ (1) + 6 = 7
Cork: 1d20 + 7 ⇒ (6) + 7 = 13
Renardagnan: 1d20 + 6 ⇒ (8) + 6 = 14
Remmy: 1d20 + 1 ⇒ (2) + 1 = 3
Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13
Round 1
Zandu
Freydis
Renardagnan
Cork
==============================
Red
Blue
==============================
Murdoth
Remmy
Freydis Lunskalla |
K: Religion: 1d20 + 5 ⇒ (10) + 5 = 15
K: Religion, Identify: 1d20 + 5 ⇒ (3) + 5 = 8
Freydis moves into the temple and readies her spear for the skeletons' assault.
Spear: 1d20 + 2 ⇒ (6) + 2 = 81d8 + 3 ⇒ (4) + 3 = 7
Zandu Miklos |
Grinning in satisfaction as the lock clicks open, Zandu places his tools back in his vest, and draws back out his coin. He gestures towards the door, and says to Murdoth "All clear" before returning toward the back of the group.
As they make their way into the room and the skeletons begin to rise, Zandu frowns in distaste, but quickly reacts, moving into range and firing off his coin again. It shoots off toward the closest skeleton (red).
Attack, PBS: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage (bludgeoning), PBS: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Renardagnan |
"I'll take these flaming dead and make them... errr deaderr?" Renardagnan declares and enters the room. He readies his rapier to strike at the first enemy.
Ready hit first enemy in range. Parry&Riposte attacks.
Ready Attack Rapier: 1d20 + 6 ⇒ (11) + 6 = 17
Damage (piercing): 1d6 ⇒ 5
Parry: 1d20 + 6 ⇒ (8) + 6 = 14
Riposte Attack Rapier: 1d20 + 6 ⇒ (3) + 6 = 9
Damage (piercing): 1d6 ⇒ 1
Cornelius "cork" Dornbirk |
Cork follows the group into the new room and immediately sees the skeletons. "It seems that there is no end to the surprises here." Drawing his sword, and moving towards the nearest skeleton, he stretches forth his hand and a ray blasts towards it.
disrupt undead: 1d20 + 1 ⇒ (13) + 1 = 14 ranged touch
damage: 1d6 ⇒ 3
GM Turmoil |
Before one of the fiery skeletons is even able to gain it's balance, Zandu shatters its skull with his coin trick, and it collapses back into a pile of bones. Freydis and Ren, both decide it best to not engage the other skeleton directly, and instead choose to take on a defensive posture. Cork strides in and zaps the undead creature with living energy, cracking and weakening some of its bones. It lurches forward at its attacker and clumsily swings its scimitar, but only cuts the air.
Attack vs Cork: 1d20 ⇒ 111d6 + 1d6 ⇒ (6) + (1) = 7
Round 1/2
Zandu
Freydis
Renardagnan
Cork
==============================
Red
Blue (-3)
==============================
Murdoth
Remmy
Cornelius "cork" Dornbirk |
With his right hand Cork swings his cutlass at the skeleton in front of him while with his left, he blasts the skeleton with another ray of magical energy.
Melee with cutlass and spell combat casting disrupt undead defensively
cutlass,spell combat: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14
damage: 1d6 + 2 ⇒ (1) + 2 = 3
concentration check: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13 DC is 15
disrupt undead,spell combat: 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9 ranged touch
damage: 1d6 ⇒ 2
"Remmy" Shri Colo |
Remmy grits his teeth and holds his ground.
I d-do not fancy b-being Flamb-be! I will stay b-b-back here...
Ready action to step back if the skeleton gets within reach. I'm REALLY not gonna be able to handle this thing with natural attacks...
Murdoth Iralmin |
Murdoth advances on the creature. "Aid me in striking this creature down Dawnflower!" she yells as she attacks.
Attack vs AC: 1d20 + 6 ⇒ (17) + 6 = 23
Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Renardagnan |
Renardagnan runs around the undead creature, and stabs its spine.
"Ha! You didn't expect that!" he cries triumphantly.
Attack Rapier: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Flank
Damage (piercing): 1d6 ⇒ 2
Again, if attacked.
Parry: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Riposte Attack Rapier: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Damage (piercing): 1d6 ⇒ 1
Freydis Lunskalla |
"Well done, Zandu," Fredyis compliments the kineticist as she marches towards the remaining foe, "Your skill is quite valuable. We should keep you around."
Zandu Miklos |
Zandu looks slightly embarrassed at Freydis' words, turning a slight shade of red, as he mutters a quick "I am glad to help". Turning to the last remaining skeleton, he moves into the room, near to where the first skeleton fell. Then a small piece of bone from the pile the first skeleton made rises, and shoots toward the second skeleton.
Attack, PBS: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage, PBS: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
However, his aim is off, and the bone goes sailing past the beast. The miss causes the red shade to Zandu's face to darken ever so slightly.
GM Turmoil |
Murdoth's blade cuts through the skeletons spine, and it collapses to the floor in a fiery explosion. Flaming shards of bone fly through the air, but the warpriest and magus are expecting it, and dive out of the way, avoiding the worst of it.
Damage: 1d6 ⇒ 6
Murdoth Ref: 1d20 + 5 ⇒ (20) + 5 = 25
Cork Ref: 1d20 + 1 ⇒ (18) + 1 = 19
Half damage for both
The altars still contain their silver altar services, as well as two silver holy symbols of Nethys. In addition, a divine scroll rests atop each altar: a scroll of Shatter on the black altar, and a scroll of Shield Other on the white altar.
Freydis: 1d20 + 6 ⇒ (3) + 6 = 9
Zandu: 1d20 + 5 ⇒ (3) + 5 = 8
Murdoth: 1d20 + 3 ⇒ (7) + 3 = 10
Cork: 1d20 + 1 ⇒ (13) + 1 = 14
Renardagnan: 1d20 - 2 ⇒ (8) - 2 = 6
Remmy: 1d20 ⇒ 12 -2 sight/heading, +2 sight
You don't see anything of further interest within the room
Zandu Miklos |
Zandu looks around, puzzled. "Smaller than the other floors, yes? Seems off." He then begins a more thorough search of the room, looking for hidden doors.
Take 20 on a perception check for hidden doors, for a result of 25
Freydis Lunskalla |
Freydis collects the artifacts from the altar while the others search the temple. "Can any of you use these scrolls?"
"Maybe the other chambers are accessed from the floor above," she offers helpfully in answer to Zandu's query.
"Remmy" Shri Colo |
Not sure if this will help but...
Remmy eyes the scrolls and licks his lips. He starts sniffing the air, and makes a circuit around the room, trying to see if there are any other hidden delectable around the room.
Does the Nose Know?: 1d20 ⇒ 20
Lol! Roll like that, I can map this room out in smello-vision! Specifically trying to pick up the scent of anything interesting that may have been guarded, left behind, ect. Also, if I'm getting a reek of trog anywhere that might indicate something hidden. Or different smelling air. Like I said, Smello-visionTM
GM Turmoil |
With a more thorough search of the room, Zandu discovers a locked secret door in the northeastern wall of the southern half of the chamber. Meanwhile, Remmy follows his nose on an adventure around the room, and gets a whiff of fresh air tainted with ammonia, at the location of the hidden door.
GM Turmoil |
I'm just going to assume you take 20 and take your time until it's unlocked.
Though it takes a few attempts, Zandu tinkers with the lock until it finally unlatches. Upon opening the door, you enter the remains of a large chamber on the collapsed side of the tower that is now mostly open to the sky, although much of the northern portion still has a ceiling. A living, moving fabric seems to cover the ceiling of this half-collapsed chamber, which stretches northwest into darkness. The pungent smell of ammonia rises from the droppings that litter the floor. Suddenly, hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.
Freydis: 1d20 + 5 ⇒ (18) + 5 = 23
Zandu: 1d20 + 4 ⇒ (16) + 4 = 20
Murdoth: 1d20 + 6 ⇒ (14) + 6 = 20
Cork: 1d20 + 7 ⇒ (2) + 7 = 9
Renardagnan: 1d20 + 6 ⇒ (17) + 6 = 23
Remmy: 1d20 + 1 ⇒ (18) + 1 = 19
Bats: 1d20 + 2 ⇒ (2) + 2 = 4
Round 1
Renardagnan
Freydis
Murdoth
Zandu
Remmy
Cork
==============================
Bats
Murdoth Iralmin |
Murdoth seeing the swarm of bats pulls out a vial of acid and waits for the beasts to move toward him. "Bats, of course it's bats." she says.
Move action to pull out the acid, and ready an action to throw at the bats if they come within 10 feet.
"Remmy" Shri Colo |
Remmy moves in besides his companion, flexing his claws as he looks at the swarm. Moving against the wall, he watches the corner intently, waiting for the bats to round the corner so he can begin slashing at them.
Ready claw attack for if they pass within reach.
Zandu Miklos |
Zandu takes a small step into the room, and shudders slightly at the bats. "Almost as bad as spiders... with a similar solution." He spends a moment focusing his power, as a rather loud and swirling energy moves around him; then he sends another piece of rubble shooting up into the swarm of bats.
5-foot-step into the room
Move action to gather power and reduce burn cost by 1
Standard action extended range blast, reduced to 0 burn cost with the gather power
Kinetic blast does full damage, but not 1.5x damage, against swarms
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Renardagnan |
Renardagnan looks at the bats, then at his rapier.
"That looks like an hourr of stabbing", he says and steps back to let the elementally equipped pathfinders deal with the bats.
"Remmy" Shri Colo |
claw: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d4 + 3 ⇒ (1) + 3 = 4
-Posted with Wayfinder
Freydis Lunskalla |
"Bats? Why don't you come back here and shut the door?" Fredyis asks as Zandu opens the door into the outside.