| GM PaleDim |
The remaining troglodyte has a brief moment agility inspired by the death of its comrade, as it dodges attacks from both Hoshi and Magma. The large, brusque reptilian seems to float like a butterfly...
Gil and Bakko are still up! If either doesn't post by around 1pm US/Pacific time tomorrow (Sunday), I'll bot to keep us moving since we've lost so much time already.
Gil Vladinescu
|
Gil moves into the room to get a better angle
Fortitude: 1d20 + 2 ⇒ (17) + 2 = 19
I'll try and keeping him from alerting others
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Trip roll from Toppling Spell: 1d20 + 3 ⇒ (19) + 3 = 22
| GM PaleDim |
Gil, casting a spell with the Toppling Spell metamagic effect requires a slot one level higher. So toppling magic missile would need to be cast from a 2nd-level slot, which you don't yet have. Do you want to ret-con that as, e.g., Toppling Acid Splash?
IF you switch the spell and keep the metamagic effect, let's keep your original trip roll.
| GM PaleDim |
Needing to move things along, so assuming the original spell and no trip.
Botting Bakko.
Fortitude, DC13: 1d20 + 4 ⇒ (8) + 4 = 12
Bakko rushes into the room last and makes a beeline for the troglodyte, brandishing his claws. The the smell hits him...
20', move action.
Claw attack vs. blue, sickened: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
Claw damage, sickened: 1d4 + 4 - 2 ⇒ (2) + 4 - 2 = 4
The troglodyte smiles as he sees the oread is having trouble, but Bakko then steels himself and takes advantage of the creature letting its guard down. He leaves a deep gash across its chest with his claw.
The troglodyte then refocuses and retaliates at Bakko, trading bruises for blood.
Attack Bakko: 1d20 + 2 ⇒ (18) + 2 = 20
Club damage: 1d6 + 1 ⇒ (6) + 1 = 7
However, a pool of blood is starting to gather at its feet.
Round 2
Bold may act
Gil
Hoshi
Eiche
Endir (sickened 9 rounds)
Bakko (-7; sickened 9 rounds)
Korum
Magma
---------
Red troglodyte (-14; dead)
Blue troglodyte (-6)
Whole party is up!
Endir Feyim
|
Endir steps around the dead troglodyte's body and fires an arrow!
Attack! (Sickened, Point-blank shot): 1d20 + 5 - 2 + 1 ⇒ (8) + 5 - 2 + 1 = 12
Damage! (sickened, Point-blank shot): 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4
The arrow most likely shatters on the wall
Korum of the Silver-Eyed Wolf
|
@ GM PaleDim: Gil has the Magical Lineage trait for his Magic Missle, which allows him to add a metamagic feat without raising the spell to a higher level. Toppling Spell requires a force spell, so Acid Spalsh would not work.
"Sorry son, looks like nobody here knows what yer sayin'. Tough luck fer you 'n yours." The paladin slides to his right and attacks again.
Glaive: 1d20 + 5 ⇒ (10) + 5 = 151d10 + 4 ⇒ (5) + 4 = 9 If tripped, his AC should drop 4, so this may be enough to hit him.
| GM PaleDim |
Endir's arrow makes contact with the side of the creature's torso... but is guided along the surface of it's thick hide instead of piercing it. It flies off to the side and ricochets off the opposite wall with a hollow clattering sound.
Korum, Gil: You're correct. I missed the trait there when I went to look, my mistake. I would suggest simply including that in relevant posts for future GMs (though now I know). So, the only thing to fix is that he wouldn't have been able to hit Bakko so easily (no damage), and him standing up from prone would have drawn some attacks of opportunity. However...
Korum's glaive just catches the troglodytes midsection where Endir's arrow had just missed. Ferocity in its expression gives way to desperation as the bleeding increases and it drops to the ground.
Out of combat!
Endir and Bakko take another minute to gather themselves and get over their sickness. However, the room is now filled with a mixture of that nauseating smell and blood, so the party likely isn't enjoying lingering there.
Where to next?
Gil Vladinescu
|
Gil, casting a spell with the Toppling Spell metamagic effect requires a slot one level higher. So toppling magic missile would need to be cast from a 2nd-level slot, which you don't yet have.
I also have:
Magical Lineage - Magic Missile: When applying metamagic feats to this spell, treat it as 1 level lower.So the toppling spell makes it a 2nd level slot, and then the trait makes it a 1st level slot again. It should be good
EDIT: I saw your 2nd message after writing this, please disregard...but I will make sure to better annotate that for future GMs
| GM PaleDim |
Yup, sorry again for missing that.
What do you folks want to try next? The stairwell condition on this floor or dungeon crawl the last room on this floor? :)
Ninura Hoshi
|
Hoshi grins, nimbly hops over the corpses, and moves to the next door to check it for traps.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23 (24 vs. traps)
If she thinks its safe (and everyone's ready) she opens the door to the next room on this level.
| GM PaleDim |
Hoshi finds no traps on the door and flings it open!
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.
A lizard about the size of a small dog is in the room, and looks up excitedly as you open the door. It seems more "excited puppy" than "vicious guard pet", as far as you can tell.
Map updated!
Ninura Hoshi
|
Hoshi shuts the door, looks over at the dead troglodyte, and flicks her tails around. Suddenly her shape changes into that of a troglodyte, very similar to the dead one. Disguise self to look like a troglodyte.
She opens the door and looks around the room for anything of interest. She tries to stay away from the lizard.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8 (9 vs. traps)
If she finds nothing of interest she leaves the room again and shuts the door.
| GM PaleDim |
Hoshi takes a quick pass around the new room, but finds neither traps nor anything else of note. The excited lizard follows her around the room the entire time and at one point when she stops to inspect a specific area for traps, it catches up to her and she begins to feel the hairs on her skin stand up!
Electricity damage from over-excited lizard: 1d8 ⇒ 1
A successful Reflex save vs. DC 12 halves the damage.
After the jolt the lizard continues looking expectantly at you with its tongue hanging out of its mouth.
Ninura Hoshi
|
Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Hoshi lets out a hiss of pain and leaves the room. She shuts the door in the lizard's face.
"Nothing in there but their pet electrical lizard." She nods at the stairwell. "Shall we?"
Hoshi's ready to head up to the next level when everyone else is.
| GM PaleDim |
The stairwell on this floor is intact headed upward. Downward you can see the rubble pile that had blocked passed from the first floor.
Once you reach the third floor in the stairwell, you find that the door to exit onto the floor proper is locked.
Ninura Hoshi
|
Hoshi whips out her tools to unlock the door!
Disable Device: 1d20 + 9 ⇒ (9) + 9 = 18
And if that's not good enough:
Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22
| GM PaleDim |
Hoshi works at the lock, and despite the tower being a fairly old ruin, it seems to have some mechanics that elude her for the time being. She'll have to keep at it or locate a key.
Endir Feyim
|
"Hmm, I wonder..."
Endir heads downstairs and checks the dead troglodytes for a key.
If he does not find one, he will look in the storage room
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Ninura Hoshi
|
Troglodyte Hoshi smiles. "I'm far too stubborn for that!"
Disable Device: 1d20 + 9 ⇒ (9) + 9 = 18
Disable Device: 1d20 + 9 ⇒ (5) + 9 = 14
Disable Device: 1d20 + 9 ⇒ (1) + 9 = 10
Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20
Disable Device: 1d20 + 9 ⇒ (19) + 9 = 28
And if that's not good enough lets hope Endir's got a key. Haha.
"Whoo! That's a tough one."
| GM PaleDim |
That last check was good enough and he found the key. LOL
As Hoshi struggles with the lock, Endir wanders back to the bodies of the slain troglodytes. He turns over their scant rags of clothing looking for pockets and other hiding places.
Meanwhile Hoshi is closing in on the lock like she's trying to convince it to give up its secrets. At first it seems almost sentient and dodgy. In the end it proves to be more like an archery target that she can only get closer to besting. Ultimately she does. Click!
Just as Endir finds the key in a fold of cloth near a troglodyte's waist, the party hears Hoshi's yelp of victory from above!
| GM PaleDim |
I presume you all want to gather at the door before opening it? Back to typical marching order?
Ninura Hoshi
|
Did Endir find anything else cool in his search? And yes, she'll wait for everyone to be ready before opening the door.
| GM PaleDim |
Also on the bodies of the Troglodytes, Endir finds
silver pieces: 4d10 ⇒ (8, 3, 7, 5) = 23
There are many items on the racks and around the room, but many of them look old and worn.
An appraise check will be required to distinguish notable items here, since many items are generally apparent and obvious as the racks are populated.
| GM PaleDim |
[dice=Appraise]1d20
Nothing stands out to Eich in the collection of old weapons.
Gil Vladinescu
|
Yes, back to normal marching order
Gil composes himself and waits patiently for the rest of the group to be ready.
| GM PaleDim |
good deal. I'll post to move us forward within a few hours.
| GM PaleDim |
Okay, maybe more than a few hours. Apologies.
You carefully opening the door existing the stairwell. 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 human skeletons, flames licking from them, stagger towards you.
Hoshi: 1d20 + 4 ⇒ (3) + 4 = 7
Gil: 1d20 + 5 ⇒ (19) + 5 = 24
Eiche: 1d20 + 2 ⇒ (16) + 2 = 18
Magma: 1d20 + 1 ⇒ (11) + 1 = 12
Endir Feyim: 1d20 + 4 ⇒ (8) + 4 = 12
Bakko: 1d20 + 4 ⇒ (18) + 4 = 22
Korum: 1d20 + 1 ⇒ (14) + 1 = 15
Skeletons: 1d20 + 6 ⇒ (9) + 6 = 15
Round 1
Bold may act
Gil
Bakko
Eiche
--------
Skeletons
--------
Korum
Endir
Magma
Hoshi
Gil, Bakko, and Eiche are up!
Map is updated!
Gil Vladinescu
|
Going to wait for Bakko and Eiche to go first to make movement a little easier. If they haven't gone by the morning I'll just make due with half speed
| GM PaleDim |
Botting Bakko.
Bakko rushes in, attempting to quickly dispatch one of the skeletons.
20', move action
claw: 1d20 + 5 ⇒ (15) + 5 = 20
claw slashing damage: 1d4 + 4 ⇒ (1) + 4 = 5
His claw lands a direct hit, but it seems to just get tangled between the skeleton's ribs.
| GM PaleDim |
Magma's order isn't until later. I can insert that action after the skeleton's attack. Gil is still up!
Gil Vladinescu
|
Gil steps just inside and to the left of the doorway, and a missile flies from his fingers to the skeleton to the north.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Trip roll from Toppling Spell: 1d20 + 3 ⇒ (11) + 3 = 14
| GM PaleDim |
Gil's magic missile knocks the skeleton to the right on its bony underside with an echoing clatter. Several ribs are broken away in the process. It gets up and approachs Gil, keeping a safe distance from Bakko.
Stand up from prone, move action
20' move action
The other skeleton swipes back at Bakko with it's bony claws.
Two claws 1 vs Bakko: 1d20 + 2 ⇒ (4) + 2 = 6
Two claws 2 vs Bakko: 1d20 + 2 ⇒ (11) + 2 = 13
Both simply glance off of his armor.
Round 1
Bold may act
Gil
Bakko
Eiche
--------
Skeletons
--------
Korum
Endir
Magma
Hoshi
Korum, Endir, Magma, and Hoshi are up. Eiche, once you show me where you want Magma to move, I'll apply the action.
Ninura Hoshi
|
Hoshi heads into the room, notices the skeleton, and pulls out a holy water.
| GM PaleDim |
Hrm... looks like somebody deleted it later in the day after my post (by accident I presume). Since it's editable by anybody with the link it shows up as "anonymous user" to me :/ I've placed it back.
Korum of the Silver-Eyed Wolf
|
It is clear that the paladin is having none of this. "Abominations! You are an affront to The Eternal Rose! Time to feel her thorns." He drops his glaive, unwinding a length of chain from around his shoulders as he approaches.
Spiked Chain: 1d20 + 4 ⇒ (7) + 4 = 112d4 + 4 ⇒ (2, 1) + 4 = 7
| GM PaleDim |
The site downtimes always come when I'm ready to post :/
Korum's spiked chain strikes the stone floor as the adjacent skeleton dancing about, almost mocking him.
Magma comes through the door, being forced to pass in front of Korum! The skeleton swipes at him with one of its claws as he goes by but Magma is able to dodge and keep moving forward.
Skeleton AoO vs. Magma: 1d20 - 3 ⇒ (19) - 3 = 16
Once in position Magma then bludgeon's the skeleton, shattering it into a pile of bone fragments on the ground.
Round 2
Bold may act
Gil
Bakko
Eiche
--------
Red skeleton (-8, dead)
Blue skeleton
--------
Korum
Endir
Magma
Hoshi
Gil, Bakko, and Eiche are up!
Gil Vladinescu
|
Gil shoots a ball of acid at the remaining skeleton
Acid Splash ranged touch (firing into melee): 1d20 + 1 - 4 ⇒ (9) + 1 - 4 = 6
Damage + acid flask focus: 1d3 + 1 ⇒ (1) + 1 = 2
wow my ranged touch attack rolls are always SUPER!!!
| GM PaleDim |
The skeleton's head turns, empty eye-sockets following the globule of acid that flies by its head.
Botting again. I'm probably going to set him inactive for this session before you all move to the next floor.
Bakko takes the opportunity to swipe at it with both of his claws!
Bakko claw 1 attack vs skeleton: 1d20 + 5 ⇒ (1) + 5 = 6
Bakko claw 2 attack vs skeleton: 1d20 + 5 ⇒ (9) + 5 = 14
It quickly notices him winding up and resumes its bony dodging dance, returning a clawed swipe in kind.
Skeleton claw 1 attack vs Bakko: 1d20 + 2 ⇒ (20) + 2 = 22
Skeleton claw 1 P/S damage: 1d4 + 2 ⇒ (3) + 2 = 5
Skeleton claw 1 confirm critical?: 1d20 + 2 ⇒ (7) + 2 = 9
Skeleton claw 2 attack vs Bakko: 1d20 + 2 ⇒ (1) + 2 = 3
It lodges one claw in his shoulder and in trying to dislodge it, the second claw glances off his hide.
5 damage to Bakko
Round 2
Bold may act
Gil
Bakko
Eiche
--------
Red skeleton (-8, dead)
Blue skeleton
--------
Korum
Endir
Magma
Hoshi
Korum, Endir, Magma, and Hoshi are up!
| GM PaleDim |
Endir slashes at the skeleton but only manages to tickle in between its ribs.
Korum, Magma, and Hoshi are still up.
Ninura Hoshi
|
Hoshi circles around the skeleton then tosses her holy water at it.
Ranged Touch: 1d20 + 4 ⇒ (15) + 4 = 19
Holy Water Damage: 2d4 ⇒ (4, 4) = 8
| GM PaleDim |
As both Korum and Hoshi approach, the skeleton focuses on her. This leaves an opening for Korum to shatter the skeleton for good with his spiked chain.
Out of combat! Hoshi, keep your holy water.
Where to next?