DoubleGold |
You all enter room 11. It is a prison room. Nooo! He cries out. As he crawls up into a ball into the corner. You've come to whip me again!
Boolar Rejic |
"On the contrary the Countess wouldn't be caught dead in a run down place like this. We could free you instead. Who are you?"
Imojin |
"Not here to whip you. though if you don't come out of that corner and buck up, I might consider it. who are you? are you a t-t-t-t pathfinder?" Says the little rat waddling closer to him and peering at him closely, her larger rat mount walking along dutifully behind her.
DoubleGold |
He looks over and stands up Oh, you aren't the Trog. What happened to him? Name's Balenar. If you get my stuff for me in the other room and unlock this room, I can help you take care of Tasskar the Trog and Snapjaw the crocodile upstairs
Brikon 'Brik' Wahl |
Moving up to the cell, Brik greets the man; Hey Balenar. We already have your stuff so no worries there. We're new recruits to the Pathfinder Society ourselves but you're in good company.
Looking to the others and extending his arms out wide, he smiles.
We make for a good team.
Turning back around to Balenar once more, he then asks; Other than a Lizard man thing and a pet Crocodile, is there anything else above we should be concerned about?
DoubleGold |
Not that I know of, unless you didn't explore other rooms on your way up here. Sound is blocked from here to fifth floor, so he doesn't know you are all coming, but he will prepare when he hears you coming up the steps. To prevent him from casting preparation spells ahead of time, for example mage armor we all either have to stealth up there, which is doubt we all could do, or run upstairs at full speed, therefore even if he does hear us, he won't have enough time to cast spells ahead of time. Remember if you all agree to run up the stairs, you will start round 1 with the run effects on you, -2 ac among other things
Brikon 'Brik' Wahl |
It's how I've been fighting, haha.
Well, there's no chance I'll be able to sneak with these clanky plates on me. If we're going to charge that's fine by me, but the heaviest hitters should be up front.
He thinks for a moment and then asks; Any idea of the room layout before we head up there? It'd be no good if we charged in, ran to the left, only to find we either ran into a trap or got jumped from behind.
Boolar Rejic |
"I think I can do something about him casting if we get there quickly enough."
DoubleGold |
They let me eat today and didn't whip me, so I'm at full str. The room is long rectangular, and he will likely be in his chair on the right side. He dons his stuff
So you all run upstairs. If you are not running, you spend round 1 getting to the top of the stairs. I'll assume everyone ran upstairs unless you tell me.
When you get up there, he isn't in the chair like he thought, but instead looking out the window and as he hear you all running he turns around just in time.
Combat
init: -1 + 1d20 ⇒ -1 + (2) = 1 Brikon Whal
init: 4 + 1d20 ⇒ 4 + (5) = 9 Lord Arthur Okham
init: 4 + 1d20 ⇒ 4 + (4) = 8 Patros Randollos
init: 8 + 1d20 ⇒ 8 + (10) = 18 Boolar Rejic
init: 3 + 1d20 ⇒ 3 + (17) = 20 Imojin
init: 2 + 1d20 ⇒ 2 + (10) = 12 Balenar
init: 5 + 1d20 ⇒ 5 + (5) = 10 Tasskar the Trog
init: 1 + 1d20 ⇒ 1 + (10) = 11 snapjaw the croc
Boolar, Imojin and our helfpul npc Balenar are up
Boolar Rejic |
Boolar runs up the stairs and readies an action.
Imojin |
Imojin moves up and attacks with her lance.
to hit: 1d20 + 3 ⇒ (16) + 3 = 19
dmg if hits: 1d6 + 1 ⇒ (4) + 1 = 5
DoubleGold |
Imojin gets a good hit on him.
Balenar moves forward to engage with the crocodile, and swing with his rapier. hit: 5 + 1d20 ⇒ 5 + (5) = 10 dmg: 1d8 + 2 ⇒ (2) + 2 = 4
The trog will 5 foot step and try to cast summon swarm, jus then Boolars ready goes off. concentration dc 14: 1d20 + 2 ⇒ (19) + 2 = 21 and though hit, the swarm gets summoned. Boolar, how is magic missile doing 3d4+4? We suddenly playing 5E now =). I too like the OP spells in 5e, mm is 3d4+3 since you fire 3 missiles at first level, burning hands is 3d6, but this is pathfinder, arcanists are nerfed. You did 3 points of dmg, since you rolled a 2 on your first d4
DoubleGold |
I can't edit, but Balenar did not hit the young crocodile
Rest of the heroes are up, a spider swarm has been added to the battlefield
Imojin |
I can't seem to grab Imojin's icon or Whisker's either, but
Imojin directs Whiskers out of the swarm to the east and attacks the caster again with her lance, while Whiskers tries to bite him.
to hit: 1d20 + 3 ⇒ (14) + 3 = 17
dmg if hits: 1d6 + 1 ⇒ (2) + 1 = 3
"Whiskers" |
BITE!!!
bite: 1d20 + 2 ⇒ (10) + 2 = 12
dmg if hits: 1d6 + 1 ⇒ (4) + 1 = 5
cmb to trip: 1d20 + 2 ⇒ (11) + 2 = 13
Lord Arthur Ockham |
Lord Arthur squints his eyes, trying to analyze the situation, looking for the best tactical solution. That crocodile worries me more than its master...Better to stay away from it and study the enemies for now... Choosing prudence over courage, Arthur imbibes his extract of shield.
Brikon 'Brik' Wahl |
Brik dashes in to aid the free'd Pathfinder, Balenar, against the ferocious Crocodile.
I think you can do with a hand! he quipped, slashing at the Crocodiles scales as hard and as swift as he could, primarily aiming for the neck.
Let's hope we kill this quick, before it has time to cause anymore trouble.
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
DoubleGold |
After being magic missiled, slashed at and everything else the Trog doesn't stand a chance. He's taken 20 points of damage But he will fight to the death. He does not trip however, not to mention whiskers fails to bite him the first place. The Trog never summoned that swarm.
Patros and Brikon destroy Snap, while Brikon hit the tail really hard, Patros swings at the skull and it dies.
See that weak floor? It is being overweighted and is going to break.
Reflex saving throws from Patros, my Trog, Imojin, and Whiskers
reflex the trog: 3 + 1d20 ⇒ 3 + (3) = 6 Failure. as he plummets to the ground taking dmg: 6d6 ⇒ (4, 5, 5, 5, 4, 5) = 28 If you fail the check DC 15, you can make an additional check to fall on the floor below and only take 1d6 dmg. and One more onto the 2nd floor and take 4d6 dmg, 3rd floor is to tough to land on
The Trog dies, you might want to go down and recover its body for stuff, it ain't buried, so you can easily loot it.
Imojin |
reflex save dc 15: 1d20 + 3 ⇒ (12) + 3 = 15 whew, barely
"Whiskers" |
reflex save dc 15: 1d20 + 5 ⇒ (8) + 5 = 13
reflex save dc 15: 1d20 + 5 ⇒ (11) + 5 = 16
fall damage: 1d6 ⇒ 4
"Whiskers" |
Imojin manages to grab the floor and slip off Whiskers' back as he tumbles to the floor below...
"Whiskers!!! NOOooooo!!!" She tries to grab him to break his fall, but she's too little and does nothing more than end up with a handful of fur... Whiskers manages to roll to his feet after landing on the floor below and scrabbling to safety.
"Wait for me there, Whiskers! I'm coming down to get you... " Imojin makes sure all the foes are dead before running downstairs to check on her rat.
Brikon 'Brik' Wahl |
The only character I'm next to is Patros, so I'll try and assist his Reflex by catching him.
As the Crocodile thrashed about in front of him, the wounds it suffered from himself and Patros sent it to its grave, when suddenly the floor collapsed next to Brik.
Seeing the Crocodile and new companion Patros fall through the floor, Brik swiftly dropped to the floor and held out his hand in an attempt to catch Patros, hoping to save him from the fall.
The others further out however, were left in the hands of fate.
CMB to grapple Patros: 1d20 + 3 ⇒ (4) + 3 = 7
Over to you, Patros.
DoubleGold |
With that, all the enemies are dead, they go down to recover Whiskers and Patros dmg: 1d6 ⇒ 4 to Patros and they loot the chest and dead enemy below
Treasure: Tasskar carries keys to the doors in area 6. The large wooden chest holds Tasskar’s treasure,
some of it gathered from within the Fallen Fortress: a
masterwork short sword, 15 cold iron shurikens, two flasks
of acid, a potion of cat’s grace, a potion of lesser restoration, a
wand of summon monster I (CL 3rd, 9 charges), an amethyst
worth 100 gp, and 247 gp in assorted coins.
One last room to explore, room 6 which you couldn't get into earlier. You now have the key for it. Patros going in first? You realize from the fall as you see below as you are falling that the 3rd floor, the part you need into, you don't need light, so if you want you can go without it for that room, up to you.
"Whiskers" |
"Whiskers and Patros are hurt... t-t-t-t... can anyone heal them?" Imojin asks before search of room 6 can commence.
Patros Randallos |
Nothing hurt but my pride....oof!
I'll go in first...as long as i get a touch up from our rrsudent wand holder...heal whiskers as well.
clw: 1d8 + 1 ⇒ (7) + 1 = 8
Once healed up, Patros leads the way to the last door and opens it after turning the key.
Brikon 'Brik' Wahl |
Clambering to his feet, Brik makes his way downstairs with Balenar and the remaining party members, catching up to Patros as he opens the door, making sure to stay to the side of it.
Sorry Patros. I tried, but wasn't quick enough to save you a fall.
DoubleGold |
As the heroes explore the last room, they see a swarm of bats on the ceiling. Balenar speaks. I don't care how you do it, but the church will want those bats gone. Chase them away or kill them while they are sleeping, the church will want to reclaim this place and rebuild it
Boolar Rejic |
"They are a bit small aren't they?"
kn Nature untrained: 1d20 + 5 ⇒ (1) + 5 = 6
"This should work."
Force Missile on a bat: 1d4 + 1 ⇒ (3) + 1 = 4
DoubleGold |
Boolar magic missiles but it disappears as it gets lost in the swarm. Anyone doing something in the surprise round? Swarms are immune to single target spells.
Imojin |
did someone with a wand heal Whiskers? if so clw: 1d8 + 1 ⇒ (2) + 1 = 3 - just let me know if I can actually take the points off, thanks.
"I've got nothing for dealing with such a mass of bats... anyone have one of those alchemy thingamajiggers? that you throw and they asplode into flames? you know!" She directs Whiskers to back up and stay out of the way of those with the right equipment.
DoubleGold |
You all realized your weapons are useless against swarms. So you all leave the room. Balenar tells you to head back to town, and to tell the town you will come back tomorrow to eliminate the swarm. Boolar prepares burning hands for the next day because Balenar advises you to after telling him what spells you own, the rest of you use torches or whatever else the town provides you with.
With the defeat of Tasskar and his troglodytes, the Fallen
Fortress stands abandoned once more, but it’s only a matter
of time before something else moves into the damaged
siege tower and poses a new threat—perhaps the PCs will
need to return to deal with this new danger as well.
If the PCs rescued Balenar Forsend, he offers to take them
to the Pathfinder Society’s Grand Lodge in Absalom, where
he will sponsor them for membership in the Pathfinder
Society, an organization of explorers, archaeologists, and
adventurers.
The end Chronicles out later today.