Theodric de LaMontagne
|
Will, Pro vs. Evil, Heroism: 1d20 + 6 + 2 + 2 ⇒ (13) + 6 + 2 + 2 = 23
Theodric moves 10 feet towards the creature and strikes with his falcata:
Two-handed +1 adamantine Keen Falcata, Enlarge, Heroism, Inspire Courage: 1d20 + 24 + 0 + 2 + 3 ⇒ (13) + 24 + 0 + 2 + 3 = 42 for 2d6 + 18 + 2 + 3 ⇒ (3, 6) + 18 + 2 + 3 = 32 adamantine, magical, slashing dmg.
Blessing of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. --> AC 32
Glaube Hoffnung Liebe
|
Will DC18 Halves
Will Save: 1d20 + 19 ⇒ (15) + 19 = 34 Glaube winces as he takes 10 HP of damage.
Move Action: Move towards enemy
Standard Action: Intimidate to demoralize: Intimidate: 1d20 + 6 ⇒ (18) + 6 = 24
Saddened that the creature has chosen a path of destruction, the human tries one last tactic to end the bloodshed. "You know that wasn't nice. Surrender now and my friends might spare you. Please, let's break this cycle of violence!"
Antagonize is still in effect.
GM Batpony
|
Just a heads up before I do an update, the next area we head to is an mini underwater dungeon crawl, so think about what UW prep you might want to do.
Theodric de LaMontagne
|
It's all about the clerics on that one! water breathing + freedom of movement should do it... touch of the sea or something similar otherwise
GM Batpony
|
Harsk extra attack did hit. Sorry missed it!
Theo's radiant light slightly burns the creature, clearly it is not an undead being. As the monster is distracted by the light, Harsk releases a rapid fire of arrows, each piercing the dragon bat creature. It squeals loudly as it succumbs to its wounds from the arrows.
~~~
You continue your journey and travel again through the large valley for a few more days. Following the direction of the slag oracle, you find yourself gather in a ruined and abandoned giant village in an open grassy vale. It's buildings in disarray, likely damaged from war or a natural disaster. In the center of the vale is a broad, placid lake, whose bluish green surface ripples and glimmers in the light breeze. Most of the village, including the temple you seek, lie underwater. The temple's structure, or whatever is left standing of it, spans 200 feet in width and 300 feet in length. The exterior of it is cover in algae making it impossible to discern what deity the structure was built in honour to. A small cavelike opening within the jumbled piles of stone seems to be the only accessible entry to the ruins.
The lake's overall depth is about 40 feet, and the uppermost stones of the ruins rest no more than a yard below the surface. Swimming too close the seabed disturbs the detritus and causes a cloud of murky silt that covers your view.
Mechanically: Any creature of size Small or larger that comes in contact with the floor disturbs the silt bed, stirring up a cloud of murky silt in that creature’s space. The silt cloud provides concealment within its area, and all opponents are considered to have concealment against creatures within the cloud of silt.
The height of floor to ceiling of the interior would be at least 40ft in height, so let me know at what elevation you would be swimming at. And what extra buffs/UW spells you're using.
[b]Pathfinders are up, combat map is up as well.
Harsk Hammerfist dwarf
|
I'm going to swap in lead blades and air bubble for 1st level spells
Harsk turns to Biter. "We're going underwater. Find a nice burrow to hide in."
Glaube Hoffnung Liebe
|
| 1 person marked this as a favorite. |
Swapping out Air Walk and Blessing of Fervor for two castings of Ride the Waves. I can get myself and one other creature.
Also: Temp HP from Heroes' Feast: 1d8 + 5 ⇒ (5) + 5 = 10
GM Batpony
|
Sorry about the last post last sentence, that was not accurate and was a carry over from previous post, I try to write in word before converting so that i have some notes taken for the game. I'm actually a bit behind in uploading the maps due to internet issues but I'll keep us moving in the meanwhile.
5 PCs last I counted, and ride the waves would have us comfortable in this next part.
Room J1
With the assistance of magical means, you're able to comfortably swim in the underwater ruins. Heading through the cave-like opening, large enough to fit a large creature, you wander into the destroyed temple. Great blocks hedge in the walls of the room, sealing it from the outside. Lake minnows dart briskly through cracks in the walls. The floor is covered with small indentations filled with silt, detritus, and pebbles.
From here, a 20ft wide arched opening leads you towards a giant sized corridor.
I'm assuming everyone is swimming about 5 feet above ground, if you're doing otherwise let me know..
Theodric de LaMontagne
|
I can't see the map
GM Batpony
|
Sorry bout that, internet issues took longer than I though to resolve, map's up now!
| Female Marsh Giant |
Devko or Glaube: any chance for a friendly freedom of movement on Theodric? otherwise he's doing half damage due to underwater combat rules restrictions on slashing and bludgeoning weapons. Cheers!
Theodric changes his appearance to that of a young female marsh giant and swims forward warily, advancing into the water intersection.
Devko Obradev
|
Devko transforms himself in an aquatic creature with alter self, a lizardmen, to be able to swim easily.
He wil also casts freedom of movement on Theodric as well on himself as usual.
usual buff on Devko and Theodric
Know. nature: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
These giants seems to have built their temples in any place they could!
He follows Theodric while seeing a lots of ancient bones clearly from giants.
GM Batpony
|
I'm going to move us along following the AP room number sequence, but if there's any special way you'd like to explore otherwise feel free to chime in.
An odd stone structure that looks like a set of terraced rings, stacked from largest to smallest, stands in the center of this room. Inside the rings lies a pile of smooth, polished stones covered with dead leaves and sticks.
In the room, a giant reptilian carnivorous fish has seem to taken interest in you, and the not in a good way kind of interest.
Kn Nature DC16 to identify
Theo: 1d20 + 0 ⇒ (17) + 0 = 17
Devko: 1d20 + 3 ⇒ (18) + 3 = 21
Theodric: 1d20 + 3 ⇒ (4) + 3 = 7
Harsk: 1d20 + 5 ⇒ (13) + 5 = 18
Glaube: 1d20 + 0 ⇒ (3) + 0 = 3
Gar: 1d20 + 4 ⇒ (8) + 4 = 12
~~~
Combat Round 1
Theo, Devko, Harsk
Huge fish
Glaube, Theodric
Devko Obradev
|
Know. Religion: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Know. Nature: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Devko is unable to recognize any of the thing here, but he knows that the creature will quickly die under their assault.
He starts dancing in the water and casts a spell that gives him the ability to strike the big fish ! Bladed Dash Before striking, he charges his blade with raw arcane energy.
Falcata: 1d20 + 16 + 2 + 3 + 4 ⇒ (14) + 16 + 2 + 3 + 4 = 39
Damages: 1d8 + 23 + 3 + 3 ⇒ (7) + 23 + 3 + 3 = 36
Inspire Courage: +3 competence bonus to attack and damages, +3 moral bonus to will save against fear and charm effects
Harsk Hammerfist dwarf
|
know nature: 1d20 + 14 ⇒ (10) + 14 = 24
Harsk swims then attacks the big fish.
greataxe: 1d20 + 17 ⇒ (11) + 17 = 28
damage: 1d12 + 7 ⇒ (11) + 7 = 18
Brother Theo
|
Brother Theo looked closer at the pile of dead leaves and sticks in the center of the stones. "The ancient giants used to rub these stones and recite prayers to their gods to make wish offerings, if I remember correctly." he said. Spying the huge fish, he raised his holy symbol.
"Hum, I hope you like seafood." he said as a bright beam of light struck the creature.
Searing light: 1d20 + 7 ⇒ (15) + 7 = 225d8 ⇒ (7, 7, 5, 5, 7) = 31
Using my 3rd level domain slot.
GM Batpony
|
Oh wow. Fish is unconscious before it's initiative round.
The Pathfinders prove to be adaptable, even in an aquatic environment they move and strike quickly in the water. Two quick strikes from Devko and Harsk cut deeply into the gar's side, and Theo forces it to succumb to it's wounds by blasting a searing light. With the threat defeated, you continue your search for something in the underwater ruins.
J4, south of the current map and new map will be up.
Exploring the ruins deeper, you find youself in a central large chamber, that opens to further areas south and west of the room. The western wall has completely collapsed and now consists of a pile of great stone blocks. Lake fish dart around the rubble and through the fallen stones. In the center of the room to the east, a short flight of stone stairs rises to a small stone dais.
J3
This small room holds the shattered remains of several stone vessels resembling barrels or huge vases.
Nothing of interest to note here, I'll try to get the next interesting part up as soon as I can.
GM Batpony
|
Technically a new day, so yes new temp HP.
J5
Moving deeper into the great hall, you catch a glimpse of a shrine built off room. A worn, algae-coated statue of an enormous humanoid figure stands at the back of that chamber. The statue holds a large circular disk and is flanked by a pair of stone menhirs. Three pale green, scaled skin and large giants(?) with webbed hands and feet are attempting to the disk out of the statues hands. Another one of these creatures stands guard and immediately shouts out for the others to take attention! Their heads turn towards you with hostile intent.
Kn Local DC 14 to identify each creature.
Theo: 1d20 + 0 ⇒ (10) + 0 = 10
Devko: 1d20 + 3 ⇒ (20) + 3 = 23
Theodric: 1d20 + 3 ⇒ (16) + 3 = 19
Harsk: 1d20 + 5 ⇒ (15) + 5 = 20
Glaube: 1d20 + 0 ⇒ (6) + 0 = 6
Swamp things: 1d20 + 6 ⇒ (10) + 6 = 16
~~~
Combat Round 1
Devko, Theodric, Harsk
Swamp things
Glaube, Theo
New map is up!
| Female Marsh Giant |
Becoming familiar with the group's tactics, Theodric (in young, angry, female marsh giant mode) delays until Devko and Harsk have done their thing. As soon as they are done, he rushes the red-robed pale giant lookout!
Move + Attack: This happens after Harsk and Devko have had their turn; if Devko did not inspire courage, please subtract 3 from atk/dmg. Similarly reduce atk roll if Brother Theo has not cast Blessing of Fervor in this temple. Thx!
Acrobatics in last 5 feet to avoid AoO, Heroism: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34
Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Blessing of Fervor, Combat Expertise: 1d20 + 24 + 2 + 3 + 2 - 3 ⇒ (6) + 24 + 2 + 3 + 2 - 3 = 34 for 1d8 + 18 + 3 ⇒ (2) + 18 + 3 = 23 adamantine, magical, slashing dmg.
Blessing of Fervor (if applicable): Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. --> AC 37
Devko Obradev
|
Prebuff: usual for Devko & Theodric + alterself to be like a lizardmen for Devko & freedom of movement on Theodric
Know. local: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 Special attack, Worst save
As usual, Devko starts dancing to give courage to his comrades, he then casts haste on the party.
Inspire Courage: +3 competence bonus to attack and damages, +3 moral bonus to will save against charm and fear effects
Haste: +1 dodge bonus to AC and attack, doubles your speed (up to +30ft.), adds an attack to your highest bab when full attack.
Harsk Hammerfist dwarf
|
move up to red with haste movement/swim if I can?
I'm assuming their giants? If not then -6 to this.
Harsk moves to attack the nearest giant.
attack: 1d20 + 24 ⇒ (16) + 24 = 40
damage: 1d12 + 13 ⇒ (11) + 13 = 24
"Dammed things..."
GM Batpony
|
No AoO since they are flat footed. And for all intents and purposes, they are giants.
Devko knows this creature as a Merrow, best described as the aquatic cousins of ogres. Although their green, scaled skin and webbed hands and feet make them appear different, merrows are just as cruel, savage, and wicked as their ogre relatives. They have no special attacks, and like ogres, are weak off mind. Weakest save is Will
Theodric in giant form and Harsk the dwarf swims up close and attack the hostile creatures.
Two of the trailing Merrow's swim above the group and into a flanking position to surround Harsk and Theodric. Double move provoking AoO
Meanwhile, the leading swamp like giants focus their attention toward Harsk, attacking him in a frenzy with their razor sharp claws. However, their fighting abilities are inferior to the rangers as he dodges underwater from most of attempts.
claw: 1d20 + 11 ⇒ (20) + 11 = 31 B/P/S: 1d8 + 7 ⇒ (6) + 7 = 13
claw,crit?: 1d20 + 11 ⇒ (3) + 11 = 14 B/P/S: 1d8 + 7 ⇒ (7) + 7 = 14
Grab?: 1d20 + 18 ⇒ (4) + 18 = 22
claw: 1d20 + 11 ⇒ (3) + 11 = 14 B/P/S: 1d8 + 7 ⇒ (4) + 7 = 11
claw: 1d20 + 11 ⇒ (3) + 11 = 14 B/P/S: 1d8 + 7 ⇒ (6) + 7 = 13
~~~
Combat Round 1
Devko, Theodric, Harsk -13
Merrow Red -47
Glaube, Theo
Harsk Hammerfist dwarf
|
AoO
As the merrow swims around him, Harsk notices it drops it's awareness and he strikes with his axe at the creature.
attack: 1d20 + 24 ⇒ (11) + 24 = 35
damage: 1d12 + 13 ⇒ (6) + 13 = 19
Devko Obradev
|
Devko continues to dance. He explains what he knows about the creatures before charging his weapon with raw arcane energy Swift action: Arcane Strike and then casts Bladed Dash to get to the creatures without provoking.
Attack: 1d20 + 15 + 2 + 3 + 1 + 4 ⇒ (5) + 15 + 2 + 3 + 1 + 4 = 30 vs Black
Damages: 1d8 + 23 + 3 ⇒ (5) + 23 + 3 = 31
Inspire Courage: +3 competence bonus to attack and damages, +3 moral bonus to will save against charm and fear effects
Haste: +1 dodge bonus to AC and attack, doubles your speed (up to +30ft.), adds an attack to your highest bab when full attack.
Theodric de LaMontagne
|
AoO: Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise: 1d20 + 24 + 2 + 3 - 3 ⇒ (20) + 24 + 2 + 3 - 3 = 46 for 1d8 + 18 + 3 ⇒ (7) + 18 + 3 = 28 adamantine, magical, slashing dmg
BoF xtra attack Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise: 1d20 + 24 + 2 + 3 - 3 ⇒ (18) + 24 + 2 + 3 - 3 = 44 for 1d8 + 18 + 3 ⇒ (7) + 18 + 3 = 28 adamantine, magical, slashing dmg
Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise: 1d20 + 24 + 2 + 3 - 3 ⇒ (12) + 24 + 2 + 3 - 3 = 38 for 1d8 + 18 + 3 ⇒ (8) + 18 + 3 = 29 adamantine, magical, slashing dmg
Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise: 1d20 + 19 + 2 + 3 - 3 ⇒ (12) + 19 + 2 + 3 - 3 = 33 for 1d8 + 18 + 3 ⇒ (8) + 18 + 3 = 29 adamantine, magical, slashing dmg
AC 35
=====
CONFIRM CRIT: 1d20 + 24 + 2 + 3 - 3 ⇒ (20) + 24 + 2 + 3 - 3 = 46 for 2d8 + 18 + 18 + 3 + 3 ⇒ (2, 6) + 18 + 18 + 3 + 3 = 50 adamantine, magical, slashing dmg
CONFIRM CRIT: 1d20 + 24 + 2 + 3 - 3 ⇒ (4) + 24 + 2 + 3 - 3 = 30 for 2d8 + 18 + 18 + 3 + 3 ⇒ (5, 1) + 18 + 18 + 3 + 3 = 48 adamantine, magical, slashing dmg
Theodric de LaMontagne
|
The following part of BoF stacks with Haste: "Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves."
Theodric de LaMontagne
|
No, it's an unclassified bonus- it stacks with everything... the only part of BoF that doesn't stack with Haste is the 'extra attack as part of full action' part. Therefore, I'm using the BoF +2 unless told otherwise by the GM. Regards, Theodric/GM PDK
Devko Obradev
|
@Theodric, It was clearly written in the FAQ that the two bonus doesn't stack : here
GM Batpony
|
I assume everyone is appropriately casted with Freedom of Movement to negate the Underwater penalty adjustments, otherwise please let me know.
I've asssumed Theodric and Harsk attacked Blue & Black respectively with the AoOs, but If you think you would have done otherwise let me know.
Harsk swings his axe upwards as the black eyed Merrow attempts to get around him. He axe cuts into the creature's abdomen and it shrieks in pain. Devko uses magical means and follows up with a powerful diving strike with his weapon. A whirlpool of multicultural hues lingers in his trail as he cuts a deep wound.
Theodric reacts in a similar manner like Harsk as another Merrow attempts to swim overhead. He moves his falcata with great strength and cuts a deep wound in the blue eyed Merrow. The creature looks barely alive covered in the blood of his wounds.
Theodric, you effectively have 4 targets, which one do you want to attack during your turn?
I understand it similarly with Theodric, un-typed bonuses stack, and dodge bonus is also an exception that allows stacking. Therefore they stack giving you +3 to attack AC and reflex
~~~
Combat Round 1/2
Active conditions: Blessings of Fervor, Haste
Devko, Theodric, Harsk
Merrow Red -47 Black -50 Blue -78
Glaube, Theo
Theodric de LaMontagne
|
I'll eliminate blue and black first then turn on red
Theodric de LaMontagne
|
@Devko: you can hit all 4 targets if you blade dash swim above their heads.
Harsk Hammerfist dwarf
|
Harsk swings at the one near him blue, if it goes down then black
currently AC 34 vs the merrow
attack greataxe: 1d20 + 27 ⇒ (9) + 27 = 36
damage: 1d12 + 13 ⇒ (1) + 13 = 14
iterative attack greataxe: 1d20 + 22 ⇒ (13) + 22 = 35
damage: 1d12 + 13 ⇒ (1) + 13 = 14
haste attack greataxe: 1d20 + 27 ⇒ (16) + 27 = 43
damage: 1d12 + 13 ⇒ (7) + 13 = 20
GM Batpony
|
Blue and Black is down on Theodric's attack. So I'll assume Red it is your target, who goes down after all 3 of your attacks.
With some powerful hits, Thedric and Harsk cut apart the Merrow's one by one, reducing their numbers to a single giant.
Unbeknownst to the group, the sound of combat has seem to attracted a creature lurking in the neighbouring room. A lobster-like creature has a thick armored shell swims relatively slowly towards the centry of the room. A pair of tiny eyes gleams above a mouth full of writhing tentacles.
Double move action for the new creature. Kn Dungeoneering DC17 identifies.
In an act of desperation, the remaining merrow lashes out at Devko, and manages to cut his arm.
claw: 1d20 + 11 ⇒ (17) + 11 = 28 B/P/S: 1d8 + 7 ⇒ (6) + 7 = 13
claw: 1d20 + 11 ⇒ (2) + 11 = 13B/P/S: 1d8 + 7 ⇒ (6) + 7 = 13
~~~
Combat Round 2/3
Active conditions: Blessings of Fervor, Haste
Devko -13, Theodric, Harsk
Merrow Green, ????
Glaube, Theo
Theodric de LaMontagne
|
Vs. Green:
Haste xtra attack Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise, Haste: 1d20 + 24 + 2 + 3 - 3 + 1 ⇒ (4) + 24 + 2 + 3 - 3 + 1 = 31 for 1d8 + 18 + 3 ⇒ (2) + 18 + 3 = 23 adamantine, magical, slashing dmg
1st Attack Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise, Haste: 1d20 + 24 + 2 + 3 - 3 + 1 ⇒ (14) + 24 + 2 + 3 - 3 + 1 = 41 for 1d8 + 18 + 3 ⇒ (3) + 18 + 3 = 24 adamantine, magical, slashing dmg
2nd Attack Two-handed +1 adamantine Keen Falcata, Heroism, Inspire Courage, Combat Expertise, Haste: 1d20 + 19 + 2 + 3 - 3 + 1 ⇒ (16) + 19 + 2 + 3 - 3 + 1 = 38 for 1d8 + 18 + 3 ⇒ (2) + 18 + 3 = 23 adamantine, magical, slashing dmg
AC 35
Harsk Hammerfist dwarf
|
if green is up attack
Harsk turns to the lobster like creature.
"What's that?"
attack: 1d20 + 27 ⇒ (9) + 27 = 36
damage: 1d12 + 13 ⇒ (4) + 13 = 17
attack: 1d20 + 22 ⇒ (14) + 22 = 36
damage: 1d12 + 13 ⇒ (10) + 13 = 23
3rd attack: 1d20 + 17 ⇒ (1) + 17 = 18
damage: 1d12 + 13 ⇒ (8) + 13 = 21
haste: 1d20 + 27 ⇒ (7) + 27 = 34
damage: 1d12 + 13 ⇒ (8) + 13 = 21
if it's dead swim to the lobster and swing
attack: 1d20 + 21 ⇒ (18) + 21 = 39
GM Batpony
|
Theodric and Harsk coordinate together to unleash a few melee strikes upon the Merrow. Unable to defend, the creature takes on a few critical injuries, thus it succumbs to it's wounds.
Using magic, Theo shoots a blinding beam of light to the new challenger! The monstrous lobster is unable to react quickly enough and is blinded!
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8
~~~
Combat Round 2/3
Active conditions: Blessings of Fervor, Haste
Devko, Theodric, Harsk
??? -17 (blinded)
Glaube, Theo
Devko Obradev
|
Devko continues dancing, charges his weapon with raw arcane energy, and moves toward the new enemy to slash it!
Falcata: 1d20 + 15 + 2 + 3 + 1 ⇒ (14) + 15 + 2 + 3 + 1 = 35
Damages: 1d8 + 23 + 3 + 3 ⇒ (5) + 23 + 3 + 3 = 34
Crab? Yes, it will make a good dinner! I will ask Glaube for that.
GM Batpony
|
It doesn't take much of an effort from Devko to strike and cause injury to a blinded creature. The monster squirms in pain and lets out a bloodcurdling squeal, only to have it muffled by the water. Bubbles are everywhere!
Still capable of fighting, it swings it's claws towards Devko's direction, and grasp him in a chokehold!
claws: 1d20 + 14 ⇒ (13) + 14 = 27 B/P/S: 1d8 + 6 ⇒ (6) + 6 = 12
Miss chance, blind fight: 2d100 ⇒ (79, 17) = 96
Grab: 1d20 + 19 ⇒ (18) + 19 = 37
claws: 1d20 + 14 ⇒ (5) + 14 = 19 B/P/S: 1d8 + 6 ⇒ (4) + 6 = 10
~~~
Combat Round 3/4
Active conditions: Blessings of Fervor, Haste
Devko -12 (grappled) , Theodric, Harsk
??? -51 (grappling)
Glaube, Theo
Harsk Hammerfist dwarf
|
Harsk moves over and attacks the lobster creature.
"Dammed crab thing..."
isn't inspire courage active?
attack: 1d20 + 16 ⇒ (20) + 16 = 36
damage: 1d12 + 4 ⇒ (3) + 4 = 7
crit confirm: 1d20 + 16 ⇒ (7) + 16 = 23
damage: 2d12 + 8 ⇒ (7, 3) + 8 = 18
Devko Obradev
|
@Harsk yes!
@GM Devko is under freedom of movement and can't be grappled ;-)
Lobster will be better I think, it's quite a long time I don't had one for dinner.
Continuing dancing, Devko slashes the beast after charging his weapon with raw arcane energy.
Falcata: 1d20 + 16 + 2 + 3 + 1 ⇒ (11) + 16 + 2 + 3 + 1 = 33
damages: 1d8 + 23 + 3 + 3 ⇒ (5) + 23 + 3 + 3 = 34
Falcata (haste): 1d20 + 16 + 2 + 3 + 1 ⇒ (8) + 16 + 2 + 3 + 1 = 30
Damages: 1d8 + 23 + 3 + 3 ⇒ (7) + 23 + 3 + 3 = 36
Falcata 2: 1d20 + 11 + 2 + 3 + 1 ⇒ (7) + 11 + 2 + 3 + 1 = 24
Damages: 1d8 + 23 + 3 + 3 ⇒ (3) + 23 + 3 + 3 = 32
GM Batpony
|
Ah yes, forgot about the freedom of movement thing!
The giant monster falls after a few more hits. Eliminating the last hostile creature lurking in the underwater ruins. Out of curiousity, you begin to inspect what the merrow's were attempting to retrieve. Like the statue, the disk it holds is covered with algae, but if cleaned, it is revealed to be not stone, but rather gleaming, silvery mithral inscribed with ancient Giant runes.
The other rooms carry a few valuables, likely the hoard collected from the lobster like creature. The hoard consists of a waterlogged suit of +1 hide armor, a masterwork heavy mace, a belt of giant strength +4, an oil of flame arrow, a potion of enlarge person, a scroll of cure serious wounds, a wand of entropic shield (32 charges).
We're at the end of this part, and you've gone to all four locations the oracle has requested of you. If no one takes any exceptions, we'll go back and meet her for the next steps.