Colwyn the Toad |
Colwyn grits his teeth and chokes back a growl as his foe vanishes into thin air. From the corner of his eye, he sees Issac tussle with the animated vines. With a split second decision, Colwyn opts not to muck about by simply stabbing at thin air.
"Very well, a gardener I will be," he hisses before leveling his thin blade and barreling forward, aiming an upward thrust for the main mass of the vines.
Acrobatics to avoid AoO: 1d20 + 17 ⇒ (4) + 17 = 21
Magic Rapier Charge vs Assassin Vine: 1d20 + 7 + 2 + 1 + 1 ⇒ (20) + 7 + 2 + 1 + 1 = 31
Crit Confirm?: 1d20 + 7 + 2 + 1 + 1 ⇒ (6) + 7 + 2 + 1 + 1 = 17
Scout's Charge Damage w/ Crit: 2d6 + 3d6 + 6 + 2 ⇒ (1, 4) + (2, 4, 6) + 6 + 2 = 25
Reknar Heldergast |
Apologies for the lack of posts guys - work has been murder...
"Stick together boys and girls, and ready to attack it if it shows its head!" - Reknar growls - "We got this!"
Starting Inspire Courage +2
Reknar has Combat Reflexes, if the Quickling tries to move to him, or away from him, or past him :D
Isaac Redmoor |
Isaac winces at the blow from the plant then starts ripping at the vines again.
Unarmed Attack: 1d20 + 11 + 2 + 1 + 1 ⇒ (8) + 11 + 2 + 1 + 1 = 23
Damage: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Unarmed Attack: 1d20 + 11 + 2 + 1 + 1 ⇒ (15) + 11 + 2 + 1 + 1 = 30
Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Unarmed Attack: 1d20 + 11 + 2 + 1 + 1 ⇒ (16) + 11 + 2 + 1 + 1 = 31
Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Unarmed Attack: 1d20 + 6 + 2 + 1 + 1 ⇒ (13) + 6 + 2 + 1 + 1 = 23
Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Baby hasn't been sleeping great the last week so everything is a bit of a struggle, feel free to bot me if needed
GM_DBH |
Colwyn darts in with great agility and cuts the vine down with a masterful strike.
Issac & Niadroub, since Colwyn killed the vine I've switched your attack to the new Fey.
Issac moves in a blur and slams two nasty blows into the feral looking creature.
Since you moved just your normal attack and a hasted attack.
Ref vs Flaming sphere: 1d20 + 11 ⇒ (1) + 11 = 12
The new creature hisses something foul as it is pummeled and burned, lashing out at Issac with it's claws.
claw: 1d20 + 9 ⇒ (2) + 9 = 11
claw: 1d20 + 9 ⇒ (19) + 9 = 28
damage + poison: 1d4 + 2 ⇒ (3) + 2 = 5
Fort save DC14 please Issac, or lose 1d2 dex
No sign of the Quickling. The party may now act.
Richard Harmon |
Richard moves up and tries to hit the invisible creature growing frustrated by its elusive nature.
Aldori Dueling Sword: 1d20 + 12 + 1 + 2 ⇒ (14) + 12 + 1 + 2 = 29
Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Aldori Dueling Sword: 1d20 + 12 + 1 + 2 ⇒ (1) + 12 + 1 + 2 = 16
Aldori Dueling Sword: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20
Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Niadroub Kliip |
Issac & Niadroub, since Colwyn killed the vine I've switched your attack to the new Fey.
Thanks! Welcome back! Also, my last post had a typo in it. The damage was 3d6, not 4d6. The quickling can gain back 1 hp.
Niadroub Kliip casts vanish on himself and then scans for any sign of the quickling so that he can move his flaming sphere towards it.
Fire damage: 3d6 ⇒ (3, 3, 4) = 10 <--DC 17 Reflex to negate
*********
flaming sphere - 5/6
vanish - 5/5
Zelera |
Zelera was relieved that Reknar moved to help cover her in case the quicklig struckand decided to have something vicious prepared in case it attacked them. She chanted and drew a foul black energy over her hand which she kept away from Reknar and prepared to touch the little bastard if he showed his face within her reach.
I cast Inflict Light and am holding the charge.
Isaac Redmoor |
May have been able to deliver the full attack as flying kick can move me 20" currently without interrupting the attack. Just in case it comes up again
Fort save: 1d20 + 7 ⇒ (8) + 7 = 15
"Foul creature, if you can't be trusted then we will just have to make sure you aren't around to hurt anyone else."
Unarmed attack: 1d20 + 11 + 2 + 1 + 1 ⇒ (5) + 11 + 2 + 1 + 1 = 20
Damage: 1d8 + 5 + 2 + 1d6 ⇒ (3) + 5 + 2 + (3) = 13
Unarmed attack: 1d20 + 11 + 2 + 1 + 1 ⇒ (14) + 11 + 2 + 1 + 1 = 29
Damage: 1d8 + 4 + 2 + 1d6 ⇒ (2) + 4 + 2 + (6) = 14
Unarmed attack: 1d20 + 11 + 2 + 1 + 1 ⇒ (20) + 11 + 2 + 1 + 1 = 35
Damage: 1d8 + 4 + 2 + 1d6 ⇒ (4) + 4 + 2 + (3) = 13
Confirm crit: 1d20 + 11 + 2 + 1 + 1 ⇒ (1) + 11 + 2 + 1 + 1 = 16
Unarmed attack: 1d20 + 6 + 2 + 1 + 1 ⇒ (7) + 6 + 2 + 1 + 1 = 17
Damage: 1d8 + 4 + 2 + 1d6 ⇒ (6) + 4 + 2 + (3) = 15
Colwyn the Toad |
Colwyn takes a step forward, onto the "corpse" of the assassin vine, and readies his rapier to strike at the passing quickling when it shows itself.
Readied Magic Rapier Attack: 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15
Damage: 1d6 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Niadroub Kliip |
Keeping his flaming sphere near in case it's needed before it fades out, Niadroub Kliip pokes his head into the central area of the keep.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Richard Harmon |
"Has anyone got an idea of how we can bloody that wretches nose?"
Richard Harmon |
Alright, there was just mention of there being no sign of it being identified as Quickling and in the sentence before simply called fey. But it's still invisible, Richard doesn't necessarily know it's dead yet.
Zelera |
It's only invisible when it is moving so if it died it's body should still be visible?
Colwyn the Toad |
"Do you reckon he might be hiding in there?" Colwyn suggests, gesturing with his off hand towards the northwest tower beside them, all the while still keeping his rapier at ready as though expecting another invisible attack at any moment.
GM_DBH |
Despite your wariness and constant looks the Quickling doesn't reappear.
You have killed the Grimstalker and it's 'pet' Assassin vine.
G6. Northwest Tower
This tower stretches high into the sky, its upper reaches hidden in the forest’s canopy. The vines choking the tower’s exterior, which are festooned with bleached humanoid skulls, nearly obscure the dark arrow slits. At ground level, a closed wooden door hides behind a cloak of hanging vines.
The grimstalker keeps valuables taken from his victims in a locked chest inside the tower.
Inside the chest are
a fine velvet cloak (worth 10 gp),
a gold necklace (worth 100 gp),
a silver ring set with an emerald (worth 300 gp),
a bejeweled masterwork short sword (worth 510 gp),
a moonstone (worth 50 gp),
76sp, and 31gp.
Only the center tower to search now.
What are you doing?
Colwyn the Toad |
Colwyn's eyes shine when they fall upon the chest, and his hands instinctively slip towards his tools to unseat the lock that stands in his way. Once he has a pick and pliers in hand, though, he pauses for a moment.
"You don't suppose there's some spell upon it that'll turn me into a newt or some such?"
The roguish baron squats down on his haunches and examines the chest carefully, looking for signs of traps, whether mechanical or magical.
Perception: 1d20 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18
"Hrmm, looks safe enough," Colwyn grimaces before setting to work with his tools.
Disable Device to Open Lock: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
"Dash it all!" he exclaims. "I fear I'm a wee bit out of practice. This could take some time."
Since opening it quickly is a failure, may I take 20 for a total of 35 to open the lock?
Richard Harmon |
"I think I've seen a lock like this before, let me try." After a few moments Richard manages to get the lock open and gives whistle at it's contents.
Disable Device: 1d20 + 14 ⇒ (17) + 14 = 31
Inside the chest are
a fine velvet cloak (worth 10 gp),
a gold necklace (worth 100 gp),
a silver ring set with an emerald (worth 300 gp),
a bejeweled masterwork short sword (worth 510 gp),
a moonstone (worth 50 gp),
76sp, and 31gp.
Colwyn the Toad |
As the tumblers click and acquiesce to Richard's touch, Colwyn's eyes narrow and his lips purse in jealousy. However, he is quickly mollified by the sight of the riches within. He cares little for a slump in his skills when such finery is literally within reach.
"Thank you, my good man," the baron praises his dear friend Richard. "Would you care to lay first claim upon these prizes?" he asks, secretly hoping Richard does not eye the emerald ring.
Richard Harmon |
Richard moves to see if there is an obvious way to ascend the tower. "The cloaks nice but not enchanted like this one. A few nice other pieces but none to my taste."
Colwyn the Toad |
Colwyn takes up the silver emerald ring and holds it beside the plain silver ring already on his left hand and smiles, finding that they complement each other well. He stows the ring in his pack rather than putting it on just yet, just as he "secures" the rest of the treasure on behalf of he party.
Back out in the courtyard, he eyes the central tower with mouth idly agape. He examines it not just for doors, hatches, windows, and handholds, but also for lurking dangers or traps.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27 +2 vs traps
GM_DBH |
@Reknar. The only dead humanoid, the Grimstalker used natural weapons. All loot has been given. :)
The keep’s central tower is an elegant spire of ivory colored stone, draped with a riot of vines and other plants. The most complete structure in the entire fortress, its 5-foot-thick walls climb 70 feet to a multipointed stone roof.
You can see no windows on the tower?
G7. Grand Hall
This wide chamber has an impressive vaulted ceiling. Though obscured in places by earth and undergrowth, the hall’s floor is crafted of smooth stone tiles in multicolored pastel hues. The walls of the chamber are decorated with faded frescoes of sylvan life, showing scenes of beautiful elves engaged in hunting, feasting, dancing, singing, and a bewildering variety of other idyllic pursuits. To the west, a graceful, filigreed stone staircase, garlanded with flowering vines, climbs to the level above.
Colwyn immediately detects a nasty trap on the stairs.
Disable device DC15. You shouldn't have any trouble with that. :)
What are you doing now?
Zelera |
Zelera was relieved the fight was over and looked at what was found after over. There wasn't anything that stood out to her as that interesting so she simply shrugged and said, "None of it seems useful for much more than selling for that money you people seem so enamored of." She looked at a few of the nicer things that seemed incredibly well made and said, "Maybe some of it would be able to be enchanted if we know anyone who can do that kind of thing."
As they proceeded to explore the place they reached the most intact structure there. It was the Grand Hall and Zelera looked around with interest. The frescos of sylvan life were almost humorous to her. Some of it was accurate, namely the hunting, but the rest was rather inaccurate. That lifestyle was never that easy and she should know, she grew up in the forest.
Zelera actually began to laugh at the ones where they showed elves lounging around whiling the day away and said, "Oh those poor elves have no clue what awaits them if they were actually doing that. My brothers and sisters would have a great time tormenting them for that." She sighed, "Living in the forest, spending your life there, is not easy and leaves little time for lying around doing nothing or dancing or most of what they depict here."
Colwyn the Toad |
Colwyn's nose winces against the sickly sweet smell wafting off the flowering vines clinging to the stonework. The baron might have appreciated the frescoes if not for the fear that the pictured subjects might be lurking nearby, as he mistakes the elves for fey. This heightened alertness immediately draws him to the poorly concealed pressure plate among the tilework at the foot of the stairs. He slips stones beneath the plate to prevent whatever mayhem it might have triggered.
Rubbing his nose against his sleeve, still sniffling against the pollen, he aims his rapier for the stairs.
"Who's going to lead the way?"
GM_DBH |
That is important, so please give me the party order as you go up the stairs.
And just for your records the trap was:
Insanity Mist Trap
Type mechanical; Perception DC 15; Disable Device DC 15
Effects
Trigger location; Reset repair
Effect poison gas (insanity mist; Pathfinder RPG Core Rulebook
560); never miss; onset delay (1 round); multiple targets (all
targets in G7, persists for 1 round)
GM_DBH |
G8. The Dancing Lady
The stairs end in a circular room featuring wide windows draped with hanging vines that offer panoramic views of the keep’s overgrown courtyard and the forest beyond. An open circular skylight in the ceiling provides glimpses of the forest canopy overhead. The walls between the windows are carved with exquisite, delicate nature motifs highlighted in gold and silver leaf. A riot of flowers, plants, and bushes sprout from the thick loam that carpets the hall’s floor, as if one were walking in a fantastic glade elevated high above the forest floor.
This floor once contained the private residence of the lord of the keep. Its wooden interior walls have long since rotted to dust, turning it into one wide chamber. Permanent, one-way illusory walls conceal the windows
from the outside, though the glass in the windows and skylight broke or fell away ages ago, allowing a variety of vegetation to take root here. The ceiling is 40 feet high.
As Richard reaches the top of the stairs he sees a beautiful elven woman waiting for him?
This creature appears as a female elf with pearl white skin, golden hair, and eyes of emerald. Her figure is sleek and curved and she moves with a cat-like grace.
Baobhan Sith
CE Medium fey
Init +4; Senses low-light vision; Perception +17
DEFENSE
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
OFFENSE
Spd 30 ft.
Melee 2 claws +7 (1d6+3), bite +7 (1d6+3)
Special Attacks blood drain, captivating dance, dying words
Spell-Like Abilities (CL 10th)
At will—detect thoughts (DC 16)
1/day—entangle (DC 15), suggestion (DC 17)
STATISTICS
Base Atk +4; CMB +7; CMD 22
Feats Alertness, Combat Reflexes, Dodge, Great Fortitude, Mobility
Skills Acrobatics +16, Bluff +16, Craft (any one) +15, Escape Artist +16, Knowledge (nature) +15, Perception +17, Perform (dance) +16, Sense Motive +17, Stealth +16
Languages Aklo, Common, Elven, Sylvan
SPECIAL ABILITIES
Blood Drain (Ex)
A baobhan sith can suck blood from a grappled or helpless opponent; if she establishes or maintains a pin, she deals bite damage and drains blood, dealing 1d4 points of Strength damage and 1d4 points of Constitution damage each round.
Captivating Dance (Su)
When a baobhan sith dances, all living creatures within 30 feet that view the rhythmic swaying and movements of her body must succeed on a DC 19 Will save or become utterly enthralled and captivated. Creatures that are sexually attracted to females who view this dance suffer a –2 penalty on their saving throws. A creature that makes its save cannot be affected again by the same baobhan sith’s captivating dance for one day. A captivated creature is dazed (it cannot attack, but can defend normally). This continues for as long as the baobhan sith dances. A baobhan sith can move and act normally (including using her spell-like abilities) while maintaining her dance. The save DC is Charisma-based.
Dying Words (Sp)
When a baobhan sith is slain, she utters a curse as a free action (whether it’s her turn or not) that affects her killer as if it were a bestow curse spell (caster level 10th). The target can resist the curse with a successful DC 19 Will save. If the save fails, the target suffers a –6 decrease to its highest ability score. The save DC is Charisma-based.
Will save Richard -2: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Richard you are not captivated as she begins her dance.
What is everyone doing?
It is a -2 to your will save if you are sexually attracted to females. :)
Niadroub Kliip |
Know. (nature): 1d20 + 13 ⇒ (18) + 13 = 31
Will vs. DC 19: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
As Niadroub Kliip reaches the top of the stairs, he immediately recognizes that this woman is dangerous, but when she begins dancing, he doesn't seem to care.
NK is dazed.
Colwyn the Toad |
Will Save: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Colwyn reaches the top of the stairs, then stops dead in his tracks at the sight of the unreal loveliness before him. He stands there, mouth agape and sword hanging limp in his hand. After the fact, he will likely protest that he was merely stunned by conjured visions of Miss Malianse. For now, though, he is simply dumbfounded by the dance.
The Toad is very dazed.
Zelera |
Will (19): 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Zelera saw Richard reach the top of the stairs and sees the woman dancing before them she couldn't help but watch for a moment.
Knowledge Nature: 1d20 + 7 ⇒ (5) + 7 = 12
Zelera was sure she should know what this being was but the dance was far to alluring and distracted her focus so she failed to identify what they were watching. Zelera was unsure what to do but the dancing looked rather entertaining. As the woman had not been aggressive yet Zelera spoke and said, "You are a superb dancer Miss, I've rarely seen beings who move with such grace." She stepped slightly forward and began to sway and move as she picked up the dance and began to imitate the moves.
Take 10 on perform dance for a 22 if possible.
Ugh, here's hoping it is.
She looked at the woman sa she began to try and perform the dance and asked,"Are you the Lady of this place?"
Richard Harmon |
Knowledge Nature: 1d20 + 2 ⇒ (9) + 2 = 11
Richard keeps his weapon handy but holds back for now, he lets Zelera try diplomacy... seeing some of his allies get incredibly distracted he nudges Niadroub with his elbow before moving a little infront of them to hold off the creature if needed.
Reknar Heldergast |
Knowledge (Nature): 1d20 + 8 ⇒ (10) + 8 = 18
"What the hell...?"
Will: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
"Zelera... Are you sure you know what you are doing..?" - he grunts, looking around dumbfounded as everyone dances - "And what is this now guys, a dance?!" - he roars, one eye on the astounding elven woman.
Zelera |
1 person marked this as a favorite. |
It's a dance off for the fate of the party!
GM_DBH |
The dancing woman ignores your words, but smiles and through gestures casts a spell on Zelera
Will save DC17 as she casts Suggestion on you. Saying in Common "Protect me!"
What is everyone doing? Those who saved don't need to make it again.
Sorry, the board crashed on me last night while I was updating.
Richard Harmon |
"No we've been more than tolerant of this nonsense." Richard motions towards the woman with his blade before advancing and thrusting his blade at her.
Aldori Dueling Sword: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Zelera |
Will (-1 for very reasonable): 1d20 + 11 - 1 ⇒ (12) + 11 - 1 = 22
Zelera heard the dancing woman ask for her protection and as she was providing entertainment and a good time Zelera thought it was a reasonable thing. Right up until she felt something wash over her, a foreign power that could only be a spell of some sort. Zelera shook her head and narrowed her eyes as she snapped back, "That was a mistake!" She cast her own spell in reply and said, "Bow down and submit to the judgement of the Lantern King's priestess before you!" It seemed Zelera was pissed about something.
Colwyn the Toad |
Nothing coherent passes Colwyn's lips. He scarcely manages to even keep his sword from clattering to the tower floor.
Nevertheless, he mutely nods in agreement with his magister.
Isaac Redmoor |
Will Save: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Isaac steps up as Zelera seems to have decided to take a more aggressive approach to their strange fay diplomacy, but unwilling to attack until it's apparent it has failed.
Readying to grapple her if she does anything Isaac can tell is aggressive, which probably doesn't include most spell casting unfortunately.
Grapple: 1d20 + 9 ⇒ (18) + 9 = 27
GM_DBH |
sneak attack vs Reknar: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d4 + 2d6 ⇒ (3) + (6, 3) = 12
fort save Reknar DC14: 1d20 + 8 ⇒ (4) + 8 = 12
Rekanr is about to climb the stairs when he is struck from behind, the poison on the blade sending him into unconsciousness!
will save Dancing lady: 1d20 + 9 ⇒ (6) + 9 = 15
Eyes blazing with bloody rage the Dancing lady stops dancing and bows to Zelera! Those who were enraptured are now freed.
Some good, some bad this round. What is everyone doing?
Richard Harmon |
Richard is about to halt his attack when he hears Reknar collapse to the floor. [B]"Call off your allies!"[/dice]
Aldori Dueling Sword: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Aldori Dueling Sword: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Niadroub Kliip |
Blinking rapidly to clear his head, Niadroub Kliip assesses what's going on as best he can.
"She's doownsteers!"
Recognizing that their opponent probably has a high likelihood of evading most of his spells, he casts haste on his allies instead.
Zelera |
Did I have a good enough Knowledge (nature) earlier to know if this is a fey even if I don't know what type?"