Killian Shard |
Killian focuses magic into the blade of his sword and he strikes out again, hoping to bring the watery creature down before two of their number drown before his eyes.
+1 mithral longsword (inspire courage, arcane strike): 1d20 + 8 ⇒ (20) + 8 = 28for: 1d8 + 7 ⇒ (8) + 7 = 15
Crit?: 1d20 + 8 ⇒ (2) + 8 = 10for an additional: 1d8 + 7 ⇒ (6) + 7 = 13
not maintaining inspire, lingering inspiration prolongs it for this round and next
HP: 36/36
AC: 20 (12 T / 18 FF)
CMD: 16
F/R/W: +2/+5/+4
Bardic Performance rounds used: 8/24
Spell Slots:
Level 1 (4+1) - [X], [ ], [ ], [ ], [ ]
Level 2 (2+1) - [X], [X], [X]
Arcane Bond - [ ]
Ongoing Effects
heroism: Beppo (3/10 rounds, 45/50 minutes)
heroism: Brandon (3/10 rounds, 45/50 minutes)
inspire courage (+2): 3/4 rounds
Beppo van Drotske |
Beppo strikes again in the hopes of freeing his comrades.
Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d6 + 8 ⇒ (1, 5) + 8 = 14
-Posted with Wayfinder
Edmond Harrow |
Until very recently, Brandon had resented Edmond for murdering their father. His psychosis had been such that he simply blocked out the memories of abuse he and his mother had suffered. Edmond had first begun to surface as a separate personality as someone who had the strength to take the beatings. But he soon grew tired of them and had delighted in spending over an hour torturing the bastard to death. **See previous posts**
For years Brandon had tried to control the emerging personality, that by now took on frightening physical characteristics of its own, through meditation and medication. The breathing exercises and control over his own body were as fresh in Edmonds mind as they were in Brandons and he called upon that knowledge now.
He is completely calm in the gulf of this creature, knowing he can hold his breath even in this state of duress for easily a quarter hour. Instead of panicking he tries to anticipate it's movements and time his struggle to escape.
Cmb: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
GM-JCServant |
Round 3
1d20 ⇒ 81d20 ⇒ 41d20 ⇒ 71d20 ⇒ 9
The sorcerer struggles, and somehow breaks free of his watery prison, landing prone in front of the pool. As he gasps for air, Killian, Aemond and Beppo attack. The creature tries to shift Edmond to the front, to absorb the blows, but the alchemist's overcomes, with a calm demeanor, thwarting the efforts of his watery captor. Absorbing too many blows and cuts, the creature falls apart, causing the pool to overflow and freeing Edmond in the process.
Combat Resolved.
Well, I must say, I have never seen anything like THAT before, the tiefling says.
Beppo van Drotske |
Beppo sighs, then nods.
Glad everyone is alright. Let's not go poking any more fountains though, eh?
-Posted with Wayfinder
Aemon Brooks |
"Nothing I've ever seen too, but there's not many problems that can't be solved with a few arrows." He taps his bow with a smile. The smile continues at Beppo's comment. "Always the most insight full my friend." Aemon path's him on the back. "Let's keep this pace, but as always i defer to our magic users."
Edmond Harrow |
Edmond also has no interest in leading the group so is unlikely to make a decision
Edmond pokes his head into a few rooms for a cursory glance whilst waiting to hear the plan.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Beppo van Drotske |
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Seeing the group start to wander, Beppo steps up next to Killian and calls to the others, Come on! Let's have a look around.
He looks into the rooms, but does not yet attempt an in-depth search.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
BLaRGH! Dammit! he grumbles as he smacks his face on a door frame.
Killian Shard |
"This lodge is much larger than I initially expected. There are quite a number of bed rooms here. The Pathfinders must have enjoyed no small amount of influence in Westcrown in years past if they were able to sleep this many heads at a time. It casts a rather tragic light on the city's current state, in comparison." Killian frowns as he regards the long hallway and all the empty rooms.
Beppo van Drotske |
Sorry for the delay, guys. In case it helps:
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Beppo begins to keep a much more watchful eye for lunging door frames and other dangerous structures.
Edmond Harrow |
Edmond tosses the necklace to Kyle.
See what you can make of it, I'm going to keep my eyes peeled for those dolls you mentioned.
He continues further down the twisted corridor.
I can't view the map in DB for some reason
GM-JCServant |
It is a necklace of Fireballs type IV. Gems are values about 1,000ish. Loot worksheet updated. Map updated. You have now explored the first and 2nd floor. Only the cellar/basement awaits.
Damaia seems to watch Edmond more often than not. It seems almost like she cannot take her eyes off of him. After all of the rooms are searched, she asks, Well, looks like the only way is down. Do we rest, or head to those stairs we saw earlier?
Beppo van Drotske |
Beppo looks around at the group. Taryin, Kyle - do you need to rest? We may be able to do so in one of these rooms. If not, let's look through the cellar. I want to make sure we see all there is to see, but I don't want us to be out of spells at the wrong time.
Edmond Harrow |
Only momentarily have I arrived and already you wish to rest and return me to the desperately unimaginative prison of Brandons mind. Gods, if you could see all the angst and misgivings in there, cluttering up the place like old furniture long beyond usefulness.
He shakes his head.
Let's press on whilst I have a leave of absence and there are still such interesting things to see here. he seems to be speaking to the whole group but his gaze lingers on Damaia.
He leads the party to the entrance of the basement.
A little light, if you please. he asks of the spellcasters.
GM-JCServant |
Just as a reminder, 20 minutes since you started the search of the rooms has passed.
You head down towards the cellar. 1d20 ⇒ 171d20 ⇒ 14
Damaia points out the the stairs have been crudely trapped. Oil has been poured carefully on some of them, which could cause one to fall down the rest of the way. At the bottom, rusted caltrops awaited the potential victim, ready to maim, disease, or both.
You carefully avoid them. Ahead you see two sets of doors, as well as an intersecting hallway healing north and south. Which way? Damaia whispers.
DelvehavenB Updated.
GM-JCServant |
What may have once been a small cheerful bar shows that this room once acted as an underground tavern. Several shelves for wine bottles fill the western half of the room. Most of the wine bottles are smashed, the furniture likewise ruined, with the exception of a strangely child-sized table and set of chairs that seems to have been built out of scavenged parts from larger furniture that sits on top of the bar itself.
You also find a smaller table, barely a foot tall, with small, crude chairs and small glasses, most pushed over.
You carefully search the room, and you find that some of the bottles of wine are still intact and vintage. You save them to sell later. You also find some of the small bottles actually are potions in disguise.
Looking at eh small table, Damaia says, Ok...that's just creepy.
Another 5 minutes elapsed. Loot sheet updated with potions and loot so far. Map updated.
Beppo van Drotske |
Beppo eyes the small tables, barely resisting the urge to smash them to splinters. Perhaps this is where the dolls hang out when they are not trying to rip someone's eyes out. the little bastards. Down the hallway to the south, perhaps?