GM Tyranius |
Ok. That should put us at four. I feel better now.
Seeing no way to currently get the group up to the Temple Plaza the Pathfinders continue on the road to the Zoological Gardens.
The lowest level of the temple complex consists of sprawling networks of caverns and artificial tunnels used as animal pens, stables, cave gardens, and training facilities for Ydersius’ holy animals, guards beasts, and draft dinosaurs.
Clouds of steam rise from this balmy chamber’s countless pools. Small, rocky islands abound, separated by cloudy, mineralladen waters. Each island supports a stone plinth carved with minute glyphs and elaborate pictograms. Sliding across the floors and floating in the pools, thousands of snakes of various species and sizes slither throughout the chamber and bask in its tropical heat.
The temples priests raise sacred cobras, mambas, and vipers here in natural, mineral-laden hot springs. They etch stone plinths with sacred writings among the hundreds of venomous pets, detailing many secrets of serpentfolk animal husbandry as well as their own
version of the Green Faith, a sort of cold-blooded and detached animism.
The plinths are scattered throughout the large cave, whose floor is covered almost entirely by shallow, opaque pools swimming with venomous snakes. The Pathfinders face a challenge of navigating the room to get close enough to decipher the plinths, all while avoiding the serpents’ fangs.
Each plinth stands upon a small island separated from its neighbors by water. The mineral content of the springs soothes the snakes within, keeping them relatively docile, but they can startle and bite nonetheless. A PC can leap from one island to another with a DC 24 Acrobatics. A PC can instead move through the water slowly with a DC 20 Handle Animal, Stealth, or wild empathy check.
Thanks to the chamber’s steamy haze, a PC must be within 5 feet of a plinth to make out the symbols upon it. Once one or more PCs are adjacent to a plinth, they must succeed at three DC 20 skill checks from the following list in order to decipher and record its inscriptions: Appraise, Knowledge (history, nature, or religion), Linguistics, or Perception. A character can attempt a given skill check only once per plinth, but he can still use a different skill on the plinth. If a PC can read Draconic, the skill checks are instead DC 16.
To make this easy do all 5 plinths in a single post. Acrobatics check to plinth 1 and appropriate check and so on and so on.
Kintampo |
Kintampo eyes the hazy plinths, small islands and snakes.
"Ghrezzd, can you fly over there and examine those plinths? I am afraid I would startle the snakes, I am bound to fall off one of those islands. I do have an antitoxin for you to drink if that makes you more secure."
Ghrezzd |
"Fly? Yes, of course, I can fly. Any wizard worth his weight in salt can fly..." Ghrezzd grumbles at Kintampo. "Besides, did you not hear me earlier state that I can fly? Please pay attention. Repeating myself is a waste of time and energy. Perhaps, you should have one of the clerics check your ears."
Ghrezzd calls forth an abundance of arcane energy, lifting his body into the air. He smirks at the humans, then flys off towards the pliths.
Ghrezzd speaks Draconic.
Fly: 1d20 + 11 ⇒ (16) + 11 = 27
Plinth #1
Know(Nature): 1d20 + 12 ⇒ (19) + 12 = 31
Linguistics: 1d20 + 12 ⇒ (11) + 12 = 23
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Pass 3/3
Plinth #2
Know(Nature): 1d20 + 12 ⇒ (11) + 12 = 23
Linguistics: 1d20 + 12 ⇒ (15) + 12 = 27
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Pass 3/3
Plinth #3
Know(Nature): 1d20 + 12 ⇒ (5) + 12 = 17
Linguistics: 1d20 + 12 ⇒ (20) + 12 = 32
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Pass 3/3
Plinth #4
Know(Nature): 1d20 + 12 ⇒ (3) + 12 = 15
Linguistics: 1d20 + 12 ⇒ (20) + 12 = 32
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Pass 2/3
Plinth #5
Know(Nature): 1d20 + 12 ⇒ (11) + 12 = 23
Linguistics: 1d20 + 12 ⇒ (15) + 12 = 27
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Pass 3/3
Ghrezzd returns to the group. "On the fourth plinth, I encounter some incoherent symbols of a lesser intellect. Perhaps one of you can make out their meaning given your more... well, simple minds."
If I'm allowed to attempt other skills after failing one, Ghrezzd has Know(Religion at +11 and Appraisal & Know (History) at +10.
Plith #4
Know(Religion): 1d20 + 11 ⇒ (13) + 11 = 24
Pass 3/3
At which point, he would return saying:
"As I suspected, the symbols are rudimentary... at least for me. Please concentrate as I explain them to you. Hopefully, you can grasp the concepts in a single explanation. I have much to do today and may require your bodies for some of the more mundane tasks... like fighting."
Also, I forgot my usual caveat to any group that encounters Ghrezzd, pronounced Fred. He's an arrogantt, xenophobic a$$. Sorry.
Cadaeacus |
Looks like Ghrezzd got all of them!
@GM: Does this mean the rest of us need to risk the waters or are we good?
Kintampo |
Kintampo silently counts to 10 and tucks the antitoxin away before reacting to Ghrezzd
"Fred, my question was a polite way of asking you whether you felt safe flying over there. It was not a way of asking whether you could actually do it. Next time I will just tell you to do something."
When Ghrezzd returns Kintampo moves away, ready for the next challenge.
"Don't worry, you can write your explanation in your notebook. I am sure the archivists at the lodge will be more eager to listen to your extensive explanations than we are."
No problem Ghrezzd, although I do not like "This is what my character would do" as an excuse to act like a jerk, so there is a line somewhere that should not be crossed. But this is all good in my opinion.
GM Tyranius |
Ghrezzd shows off his amazing skill of flying, allowing the others to bypass the venomous snakes without further injury. Stopping at each plinth Ghrezzd realizes that it is actually just a more ancient form of draconic as takes to work deciphering the lot.
After roughly an hour Ghrezzd not only learns enough to provide the Society with new insights into serpentfolk society and biology, but they also discover the ritual importance of the hot springs. By performing a short ritual within the plinths Ghrezzd is able to procure a shortlived potion of CMW from the waters healing properties.
+1 Victory Point
Leaving the plinths and research behind the group heads further into the gardens vast caverns. The stink of animal scat and rotting meat fills this massive cavern. Shelves, passageways, and fixtures have been carved into the wall by careful hands, each stylized to resemble a serpent’s head or body.
Within the chamber are a pair of serpentine humanoids with bright scaly skin, a long sinuous tail, and a fanged serpent's head. The two serpentine creatures seem to be trying to wrangle an ancient dinosaur with thick bony plates of armor. the domelike back of this quadruped dinosaur is muscled with its tail ending in a bony club. Seeing intruders the serpentfolk quickly draw daggers and release the dinosaur.
Cadaeacus: 1d20 + 1 ⇒ (5) + 1 = 6
Kintampo: 1d20 + 3 ⇒ (16) + 3 = 19
Garret: 1d20 + 1 ⇒ (1) + 1 = 2
Ghreezd: 1d20 + 10 ⇒ (19) + 10 = 29
Serpentfolk: 1d20 + 9 ⇒ (1) + 9 = 10
Dinosaur: 1d20 ⇒ 6
Round 1
Ghreezd
Kintampo
-----------------------------------------
Serpentfolk
-----------------------------------------
Cadaeacus
-----------------------------------------
Dinosaur
-----------------------------------------
Garret
Kintampo |
I don't think we have permission to change the map.
Kintampo moves forward while flicking his wrist. He then activates a wand and throws the wand at his feet
Move 25 ft forward, Shield from wand, Barkskin has run out.
Ghrezzd |
No problem Ghrezzd, although I do not like "This is what my character would do" as an excuse to act like a jerk, so there is a line somewhere that should not be crossed. But this is all good in my opinion.
I completely agree. All of my characters are very cordial and jovial except, Ghrezzd. He started as a 'Sheldon Cooper' type character that developed an attitude. For the longest time, I only played him with a local group that knew me, but I rarely make those games anymore, so I started playing him on the messageboards. And always try to let the other players know that if I offend anyone or push the envelope too far, please tell me and I'll back off immediately. I want everyone to have a great time.
Ghrezzd |
"Hmmm... not good." Ghrezzd rubs his hands together evoking red crackling energy from his palms. Then, in a burst of power he sends a flaming sphere toward the beast.
Flaming Sphere (DC18): 3d6 ⇒ (1, 2, 3) = 6
GM Tyranius |
Fixed the map for edit purposes.
Rubbing his hands together, Ghreezd arcs his palms out wider and wider. As he does a magical sphere of flame ignites under the huge beast.
Reflex DC 18: 1d20 + 7 ⇒ (8) + 7 = 15
The dinosaur bays in pain as the fire scorches its underside. Kintampo rushes towards the center of the room and quickly shields himself. Each of the serpentfolk begin to sway their necks in quick, rapid and jerking motions. As they do their bodies quickly split into even more serpentfolk.
Green MI: 1d4 + 1 ⇒ (1) + 1 = 2
Purple MI: 1d4 + 1 ⇒ (3) + 1 = 4
Round 1
Ghreezd
Kintampo
-----------------------------------------
Serpentfolk (Green MI 2)(Purple MI 4)
-----------------------------------------
Cadaeacus
-----------------------------------------
Dinosaur (-6)
-----------------------------------------
Garret
Cadaeacus |
Cadaeacus steps a bit forward into a central location between Kintampo and the others, then raises his staff, a pair of colored force missiles whirling towards the closest serpent folk.
Kn: Arcana @ Serpentfolk: 1d20 + 6 ⇒ (8) + 6 = 14
OOC, I know most serpentfolk have SR, so rolling it ahead of time
SR check: 1d20 + 3 ⇒ (18) + 3 = 21
MM damage on success: 2d4 + 2 ⇒ (1, 2) + 2 = 5
GM Tyranius |
I would assume so also. The beginning of this special is very very vague on so much as it is more explore and research.
Correct. They do indeed have SR
Cadaeacus lets loose a pair of forced missiles that slam into the green serpentfolk. The creature hisses in frustration while the dinosaur rampages around the massive pillar. It's club-like tail swings around the pillar like a wrecking ball.
Tail vs Kintampo AC 24; PA: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Damage: 3d6 + 12 + 4 ⇒ (4, 6, 6) + 12 + 4 = 32 + Stun[/ooc]
DC 23 Fort save or dazed for 1 round.
The tail slams Kintampo into the pillar, cracking it. He was hit far harder than he thought it would have.
Round 2
Ghreezd
Kintampo (17/49)
-----------------------------------------
Serpentfolk (Green -5; MI 2)(Purple MI 4)
-----------------------------------------
Cadaeacus
-----------------------------------------
Dinosaur (-6)
-----------------------------------------
Round 1
Garret
GM Tyranius |
Edit. only 1 serpentfolk on this. Purple is no longer with us.
Kintampo |
Fortitude Save: 1d20 + 8 ⇒ (6) + 8 = 14
Kintampo gets himself together, looking at the cracked pillar in amazement. He then turns his eyes on the dinosaur again. Weirdly enough he does not attack the beast...
Is it an idea to use the aid token for a healing burst for 3d6? I leave the decision to the others, but this thing hits a lot harder than I expected...
Cadaeacus |
I'll give you some healing love, too! But honestly, this is one of those things were it's more fun to use the aid tokens than horde them!
"Such strange, interesting creatures. It is a shame we must do battle instead of learn.", Cadaeacus laments, noting the seriously injured Kintampo.
Ghrezzd |
I'd vote for you to use the heal!
Ghrezzd shifts forward and flings a ball of ice and snow at the dionsaur.
Move Action: Move flaming sphere over dinosaur. Swift Action: Shift 15' northeast. Std Action: Cast Intensified Snowball.
Intensified Snowball (vs TouchAC): 1d20 + 3 + 3 ⇒ (11) + 3 + 3 = 17 for cold damage of : 8d6 ⇒ (5, 1, 2, 1, 6, 5, 5, 2) = 27
Flaming Sphere (Reflex DC18): 3d6 ⇒ (4, 1, 4) = 9
GM G |
Healing burst: 3d6 ⇒ (3, 1, 4) = 8
A fellow pathfinder suddenly bursts into the room, lays a hand on Kintampo and quickly disappears again through another exit.
Table: 1d33 ⇒ 27 They just moved their aid token to another table
Table: 1d33 ⇒ 26 Already has an aid token
Table: 1d33 ⇒ 19 Already has an aid token
Table: 1d33 ⇒ 6
I suggest we transfer the aid token to table 6. I will put a post in the overseer thread and their gameplay thread once this encounter has resolved
Garret C. |
Yes, give the token to the table who doesn`t have it.
Garret casts a bless to help everybody in his fight and moves surrounding the central hole to help Kintapo to flank the dinosaur, or to take out the serpent.
If you need more healing just tell me!
GM Tyranius |
As kintampo is stunned Garret is able to bless the group and move into a better flanking position. Meanwhile Ghreezd sends a massive snowball at the dinosaur.
Flame Sphere Reflex Dc 18: 1d20 + 7 ⇒ (12) + 7 = 19
The rolling fire moves under the dinosaur once again but it is able to leap out of it's path this time. Though not before the packed ice slams into its neck.
Fort save Snowball: 1d20 + 12 ⇒ (9) + 12 = 21
the dinosaur looks a bit staggered as the serpentfolk slithers forward and begins to blur it's form.
Active party buffs
Bless
Round 2
Ghreezd
Kintampo (25/49)
-----------------------------------------
Serpentfolk (Green -5; MI 2; blur)
-----------------------------------------
Cadaeacus
-----------------------------------------
Dinosaur (-33; staggered 1 round)
-----------------------------------------
Round 1
Garret
Cadaeacus |
Cadaeacus moves up, then a burst of healing and fortune washes over the party. "May you have better control of your own fate, lest you see the Mistress of the Boneyard."
Channel Heal: 3d6 ⇒ (6, 1, 4) = 11
Excluding dino and serpentfolk, of course.
More healing to Kintampo! Also, everyone can reroll a single d20 roll within the next 5 rounds.
GM Tyranius |
Cadaeacus continues to heal Kintampo as the dinosaur's tail rears back and slams into the man once again.
Tail vs Kintampo AC 24;PA: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
Damage: 3d6 + 12 + 4 ⇒ (1, 2, 3) + 12 + 4 = 22
DC 23 Fort save or dazed for 1 round.
The massive beast continues to slam Kintampo against the wall, over and over again
Active party buffs
Bless
Round 3
Ghreezd
Kintampo (14/49)
-----------------------------------------
Serpentfolk (Green -5; MI 2; blur)
-----------------------------------------
Cadaeacus
-----------------------------------------
Dinosaur (-33)
-----------------------------------------
Round 2
Garret
Garret C. |
Garret makes a quick channel to heal Kintampo before casting an spiritual starkife against the dinsaur and move to threaten the serpentfolk, if only to avoid he have a clear charge against his companions.
Quickenned channel: 3d6 ⇒ (1, 5, 4) = 10 Also excluding enemies
Spiritual weapon: 1d20 + 7 ⇒ (3) + 7 = 101d8 + 2 ⇒ (6) + 2 = 8
reroll attack: 1d20 + 7 ⇒ (7) + 7 = 14 Not sure if I can use the reroll on te spiritual weapon, or if it matters at all.
That thing hits hard! Cadaeacus we need you to burn it.
GM Tyranius |
Kintampo has a hard time catching his breath as the ancient and now long-dead dinosaur wails away at the Pathfinder.
Garret covers down the dinosaur and serpentfolk with a magical spiritual starknife created with focused force energy. The starknife clatters harmlessly against the dinosaur's armored plating. Garret sends out another quick wave of healing to try and save Kintampo's life.
Active party buffs
Bless
Round 3
Ghreezd
Kintampo (24/49)
-----------------------------------------
Serpentfolk (Green -5; MI 2; blur)
-----------------------------------------
Cadaeacus
-----------------------------------------
Dinosaur (-33)
-----------------------------------------
Round 2
Garret
GM Mars |
A strong surge of Pathfinders have overtaken the Zoological Gardens. In doing so, they have found their way to the Slave Pens!
The Zoological Gardens are now claimed, the Slave Pens are now discovered. This is reflected in the updated map.
Ghrezzd |
sorry. rough night with the baby.
Ghrezzd moves the flaming sphere over the dinosaur once again trying to burn it, while simultaneously throwing a snowball at the beast.
Snowball (vs TouchAC): 1d20 + 3 + 3 ⇒ (9) + 3 + 3 = 15 for cold damage of : 5d6 ⇒ (3, 6, 3, 4, 4) = 20
Flaming Sphere (Reflex DC18): 3d6 ⇒ (3, 5, 5) = 13
GM Tyranius |
Fire Reflex DC 18: 1d20 + 7 ⇒ (1) + 7 = 8
The dinosaur seems slow enough that it can't get out of the way of the small fire. As the dinosaur's foot burns Ghreezd hurls another snowball at it.
Fort save: 1d20 + 12 ⇒ (11) + 12 = 23
The snowball smacks into the dinosaur, staggering it once more as it shakes it's head in small swaying motions and only angering it further.
With Garret so close the Serpentfolk stabs its dagger at Garret.
Dagger vs Garret AC 25: 1d20 + 11 ⇒ (13) + 11 = 24
Garret easily blocks both of the attacks and the Serpentfolk begins to make his way around the big man and next to Cadaeacus. Provoke AoO from Garret.
Active party buffs
Bless
Round 3
Ghreezd
Kintampo (24/49)
-----------------------------------------
Serpentfolk (Green -5; MI 2; blur)
-----------------------------------------
Cadaeacus
-----------------------------------------
Dinosaur (-66)
-----------------------------------------
Round 2
Garret
Cadaeacus |
"Very well; back to extinction with you.", Cadaeacus sending a pair of force missiles at the dinosaur.
MM damage: 2d4 + 2 ⇒ (3, 4) + 2 = 9
GM Tyranius |
The magic missiles slam into the dinosaur's armored hide. It still stands, barely. for the moment as the creatures tail slams into Kintampo once again.
Tail vs Kintampo AC 24; PA: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22
The dinosaur's tail misses as the creature wavers. It's eyes roll back in it's head as te massive beast slumps to the floor unconscious.
Active party buffs
Bless
Round 4
Ghreezd
Kintampo (24/49)
-----------------------------------------
Serpentfolk (Green -5; MI 2; blur)
-----------------------------------------
Cadaeacus
Garret
Kintampo |
Kintampo blinks a few times "Thanks guys for saving me there!" while he moves to the lizard and swings his staff with a two-handed grip.
Attack, Bless: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Damage: 1d6 + 10 ⇒ (6) + 10 = 16
Target (1=actual, rest is image): 1d3 ⇒ 2
GM Tyranius |
Clearing his ead and catching his breath Kintampo moves around the pillar and away from the dinosaur's prone form. Swinging his staff at the lizard he manages to catch it but it only seems to be one of it's mirage images as it breaks away into small particles of dust.
Active party buffs
Bless
Round 4
Ghreezd
Kintampo (24/49)
-----------------------------------------
Serpentfolk (Green -5; MI 2; blur)
-----------------------------------------
Cadaeacus
Garret
Garret C. |
Garret attacks the serpentfolk as he pass near
AoO with spiked gauntlet: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 151d4 + 2 ⇒ (4) + 2 = 6
Seeing his own martial prowess is not enough against the serpentfolk, he sends his spiritual starknife to attack him.
Spiritual weapon: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 2 ⇒ (7) + 2 = 9
GM Tyranius |
Garrets guantlet misses the serpentfolk but his spiritual weapon has a bit better aim.
Mirror Image 1=True: 1d2 ⇒ 2
Blur Miss chance; low hits: 1d100 ⇒ 6
The last of the mirror images dissipates, leaving just the serpentfolk standing.
Ghreezd is up
Active party buffs
Bless
Round 4
Ghreezd
Kintampo (24/49)
-----------------------------------------
Serpentfolk (Green -5; blur)
-----------------------------------------
Cadaeacus
Garret
GM Tyranius |
Greezd fires off a missile at the serpentfolk. The serpentfolk shifts around Cadaeacus, stabbing and biting at the man.
Dagger vs Cadaeacus AC 18: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Bite vs Cadaeacus Ac 18: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 - 1 ⇒ (6) - 1 = 5 + Poison
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is
Constitution-based.
The serpentfolk's dagger and jagged fangs dig deep into Cadaeacus' shoulder.
Active party buffs
Bless
Round 5
Ghreezd
Kintampo (24/49)
-----------------------------------------
Serpentfolk (Green -9; blur)
-----------------------------------------
Cadaeacus (31/38)
Garret
Kintampo |
Kintampo casts arcane mark, steps in and swings his staff twice, using just his right hand to wield it. His first attack is aimed at the legs and connects, dropping the lizard. The second attack is foiled by the lizard's defensive spell.
Trip, Spellcombat, Bless: 1d20 + 13 - 2 + 1 ⇒ (17) + 13 - 2 + 1 = 29
Concealment high is good: 1d100 ⇒ 43
Attack, Spellstrike, Spellcombat, Bless: 1d20 + 11 - 2 + 1 ⇒ (15) + 11 - 2 + 1 = 25
Concealment high is good: 1d100 ⇒ 14
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Garret C. |
Well done Kintampo!
Garret moves to flank with Kintampo picking his morningstar as he moves. The spiritual starknife continues attacking the lizard,
Attack, bless, flank, oponent in ground: 1d20 + 6 + 1 + 2 + 4 ⇒ (12) + 6 + 1 + 2 + 4 = 251d8 + 2 ⇒ (5) + 2 = 7
Concealment high is good: 1d100 ⇒ 77
Spiritual weapon, oponent in ground: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 291d8 + 2 ⇒ (2) + 2 = 4
Concealment high is good: 1d100 ⇒ 26
Should the serpentfolk be at -10 HP? it was at -5 before Ghrezzd hit him with a magic missile. It's only one point, but it looks we need all the help possible
GM Tyranius |
Yes- I was looking at his die rolled since was updating and daughter was having a toddler meltdown :). It is corrected below.
We also need to pick up the pace a small bit as this is a timed event. I know weekends are a bit harder but need at minimum once a day if we are going to hit some of these goals :)
Kintampo is able to swing his staff around in a wide swoop and trips the serpentfolk. Coming back around his vision blurs and he has a difficult time discerning where the creature actually is at.
Seeing him having trouble Garret rushes in and smashes at the Serpentfolk with his morningstar.
Active party buffs
Bless
Round 5
Ghreezd
Kintampo (24/49)
-----------------------------------------
Serpentfolk (Green -21; blur)
-----------------------------------------
Cadaeacus (31/38)
Garret
Ghrezzd |
Crap, I forgot the flaming sphere last round... wasted or can I roll for that one?
Current round
Ghrezzd directs the flaming sphere over the lizardman before firing another Magic Missile.
Flaming Sphere (Reflex DC18): 3d6 ⇒ (6, 6, 4) = 16 round 4/5
MM: 1d4 + 1 ⇒ (3) + 1 = 4
Cadaeacus |
Fort: 1d20 + 6 ⇒ (14) + 6 = 20
Cadaeacus steps back, shrugging off the toxin in his body. He then raises his staff and sends more magic towards the serpentfolk. "Evil of the past, begone!"
SR check: 1d20 + 3 ⇒ (1) + 3 = 4
Using my Fateful channel reroll
SR check reroll: 1d20 + 3 ⇒ (4) + 3 = 7
Bah
GM Tyranius |
Yea that is fine Ghreezd. You didn't move last round.
Cadaeacus sends more magic flying at the serpentfolk but overall it seems to absorbs the harmful effects.
Ghreezd rolls the flaming sphere underneath the serpentfolk and sends another magical missile flying in its direction.
Flaming Sphere damage last round: 3d6 ⇒ (3, 3, 1) = 7
SR check: 1d20 + 5 ⇒ (11) + 5 = 16
Reflex DC 18: 1d20 + 9 ⇒ (10) + 9 = 19
SR Flaming Sphere current round: 1d20 ⇒ 15
Reflex DC 18: 1d20 + 9 ⇒ (2) + 9 = 11
SR Magic Missile: 1d20 + 5 ⇒ (5) + 5 = 10
The serpent folk narrowly sidesteps the initial flaming sphere but is caught by it once again as it swings around quickly to the other side. Though luckily on its part the serpentfolk resists the magic missile as it slams into its body.
The serpentfolk slides away from the fire unleashes its attacks against Garret.
dagger vs Garret AC 25: 1d20 + 11 ⇒ (2) + 11 = 13
Bite vs Garret AC 25: 1d20 + 5 ⇒ (8) + 5 = 13
The serpentfolk has no such luck against Garret's incredible defenses.
Active party buffs
Bless
Round 6
Ghreezd
Kintampo (24/49)
-----------------------------------------
Serpentfolk (Green -37; blur)
-----------------------------------------
Cadaeacus (31/38)
Garret
Garret C. |
If I'm right the serpentfolk would provoke for moving as he's prone: Crawling: You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl. A crawling character is considered prone and must take a move action to stand up, provoking an attack of opportunity.
Garret swings his morningstar against the prone serpentfolk as his spiritual weapon attacks it again.
Garret blessed attack vs prone; concealment: 1d20 + 7 + 1 + 4 ⇒ (17) + 7 + 1 + 4 = 291d8 + 2 ⇒ (5) + 2 = 71d100 ⇒ 22
spiritual weapon vs prone; concealment: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 141d8 + 2 ⇒ (8) + 2 = 101d100 ⇒ 30
Garret blessed attack vs prone; concealment: 1d20 + 7 + 1 + 4 ⇒ (11) + 7 + 1 + 4 = 231d8 + 2 ⇒ (3) + 2 = 51d100 ⇒ 59
Kintampo |
Kintampo casts another arcane mark and swings his staff twice. Again the first attack connects while the second misses.
Defensive Casting, Concentration DC 15: 1d20 + 8 ⇒ (19) + 8 = 27
Attack vs Prone: 1d20 + 11 + 1 + 4 ⇒ (11) + 11 + 1 + 4 = 27
Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Concealment, high is good: 1d100 ⇒ 65
Attack vs Prone: 1d20 + 11 + 1 + 4 ⇒ (13) + 11 + 1 + 4 = 29
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Concealment, high is good: 1d100 ⇒ 10
Attack vs Prone: 1d20 + 11 + 1 + 4 ⇒ (18) + 11 + 1 + 4 = 34
Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Concealment, high is good: 1d100 ⇒ 3
Attack vs Prone: 1d20 + 11 + 1 + 4 ⇒ (7) + 11 + 1 + 4 = 23
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Concealment, high is good: 1d100 ⇒ 37
Cadaeacus |
More magic missiles!
SR check: 1d20 + 3 ⇒ (1) + 3 = 4
MM Damage on success: 2d4 + 2 ⇒ (1, 4) + 2 = 7
I'm seeing a pattern now...
GM Tyranius |
Correct Garret.
With the last ditch effort the Serpentfolk lies prone and bleeding as Garret and Kintampo pummel the overgrown lizard to death.
With the defeat of the serpentfolk and their guard animals, you may opt to make useful notes on the beasts’ anatomy with a DC 16 Craft (painting), Handle Animal, Heal, Knowledge (nature), Profession (clerk, farmer, scribe, shepherd, or stable master), or Survival.
As the Slave pens now create an access point to the temple Plaza above. I will move into the Slave pens. Once the slave pens are controlled you will be able to pass through them freely without encounters to reach other areas. As of right now just the Zoological Gardens and Temple Plaza are controlled. Feel free to heal up and everything as necessary.
Voices sound out further down the hall—the guttural and staggered ringing of human speech rather than the lilting hisses of snakes. Men and women—many of them malnourished and wounded but athletic nonetheless—stand over the fresh corpses of troglodyte minders while gripping stolen blades and makeshift clubs.
The serpentfolk normally rear their mammalian servants to be especially docile, but they recently expanded their human stock with soldiers (most destined to be sacrificed) captured from wars with the nation of Azlant. The Pathfinders cross paths with these human captives just as their half-formed fight for escape begins. The powerfully built woman Uszanriar, an Azlanti tactician whose face and arm were heavily burned during her capture, leads the rebels. Drawing a club she quickly advances on you as you enter the cavern.
Ghreezd
Kintampo (24/49)
Cadaeacus (31/38)
Garret