| Brandark Plainswalker |
Once everyone is set, Brandark opens the east door.
Stone the Blade of Sarenrae
|
Well, this is not what I expected. Can anyone understand what that is saying?
Brandark walks into the room to look around, while still keeping an eye out on the figure on the throne.
yes I can He then repeats what the man says
| GM Mazra |
When you open the East room's door, you find that it contains three low tables, their tops covered with a strange and chilling selection of tools, saws, long-bladed knives, and objects whose purpose is not readily apparent. A strange collection of bones lies near the southern table— too many to be one skeleton, but too few to be two.
| Garrath Tricks the Giants |
perception: 1d20 + 9 ⇒ (12) + 9 = 21
Garrath leans over behind one of the tables and picks up a silver- and-gold seven-pointed star; one surface is studded with nodules and blades, and the other features a thin, curved handle. "What do you make of this? Wonder if it fits the other door."
| Brandark Plainswalker |
It just might
Brandark takes a good look around the room.
percept: 1d20 + 8 ⇒ (4) + 8 = 12
And the low rolls continue.
| Brandark Plainswalker |
We might as well, provided they are of some use.
After all, it seems no one else will be using them either
| Garrath Tricks the Giants |
"They're in excellent shape, may as well.
| Brandark Plainswalker |
Fair enough
Brandark bundles up the tools, and stuffs them into his pack, and then heads for the south door.
| GM Mazra |
The item found in the East room is the key to the South door. It fits into the indentations perfectly and with it the South door opens easily.
This room is lit primarily by a 10-foot-long pit of flickering fire that fills the room with a strange humid heat and the smell of burning hair. In the northern corners of the room, wooden risers each hold several dozen golden candles that burn without melting while to the south the wall bears an immense carving of a seven-pointed star. You don't see anything else in the room.
| Brandark Plainswalker |
As the door opens.
Kelvin, I think you should hang onto that key, as you never know where something like that would come in handy.
Brandark then enters the room, and walks over to the painting.
| GM Mazra |
Surprise Round
Brandark is first to enter the room.
Creature's Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Elektra's Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Elektra senses danger for Brandark.
Elektra can make a Standard Action prior to the creature in the room making an attack. The creature that is attacking is currently Invisible. I will wait for your action before moving forward with initiatives. I don't think anyone has high enough Perception rolls to detect this creature. Fortunately, he will only be Invisible in the Surprise Round to begin.
| Mazra's BBEG |
Appearing out of nowhere, a snarling, canine-like beast, rises up from on all fours, its slender front limbs looking more like hands than a wolf ’s paws. It Blinks in and out of view. It bites at the Dwarf that has entered its space.
Creature's Bite: 1d20 + 14 + 2 + 2 + 2 ⇒ (16) + 14 + 2 + 2 + 2 = 361d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
36! I think the creature hit Brandark for 6 points of Damage.
Round One
Garrath's Initiative: 1d20 + 9 ⇒ (18) + 9 = 27
Kelvin's Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Stone's Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Brandark's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Garrath goes first, then Kelvin, Brandark, Stone, Elektra and the creature last. Brandark become Enlarged on Elektra's initiative. You may want to look at how he will fit in the room once Enlarged. The creature is blinking in and out. Everyone that targets an attack against the creature has a 50% miss chance. You could roll a 1d2 and miss on a 1 and hit on 2, or roll %, whichever you prefer. Please be specific as to what weapon you are using against this creature. It makes a difference. I will wait until everyone has posted since I will be going last in the Round.
| GM Mazra |
By the way, one would take fire damage standing in the pit. It is the 10' oblong orange thing in the center of the room. The room is actually 15' wide. There are some undiscovered elements in the room that is blacked out. A large creature could be on either side of the fire pit or in front of it toward the door. Otherwise, they are standing in the fire pit. Just things to consider. :)
| Brandark Plainswalker |
For some reason, I think 36 actually hits me. :b
OWW bad doggie
Sounding a bit quizical over this dog ??
Elektra, what is this? Ouch, Hot foot, hot foot.
Brandark steps deeper into the fray, and brings his axe out and down.
attack: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 2d8 + 9 ⇒ (4, 7) + 9 = 20
actual hit low bad: 1d100 ⇒ 31
| Brandark Plainswalker |
Forgot to mention, my AC is now 18. -1 for size, -1 for loss of dex, don't know if its evil, in which case, my AC will add 2. . . the YO YO AC. :)
| Garrath Tricks the Giants |
Garrath growls, "What is it about this place and ugly dogs!? Roaring a challenge at the dog thing, Garrath charges around the fire pit and swings his greatsword at the beast.
Attack: 1d20 + 4 + 5 + 2 + 2 - 2 + 1 ⇒ (20) + 4 + 5 + 2 + 2 - 2 + 1 = 32bab+str+furious focus+Reckless Abandon+Masterwork-Power Attack
damage: 2d6 + 13 ⇒ (6, 3) + 13 = 22
confirm Crit: 1d20 + 4 + 5 + 1 + 2 + 2 - 2 ⇒ (3) + 4 + 5 + 1 + 2 + 2 - 2 = 15
damage: 2d6 + 13 ⇒ (3, 3) + 13 = 19
| Mazra's BBEG |
It is Evil. Also, recall the creature is blinking in and out. Your attacks have a 50% miss chance.
Garrath's Misses on a Low Roll: 1d100 ⇒ 85
Garrath cuts into the creature with his Greatsword.
Garrath's crit was not confirmed.
The creature cries out after Garrath's strike,
Bite at Garrath: 1d20 + 14 + 2 + 2 ⇒ (4) + 14 + 2 + 2 = 221d8 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Claw 1 at Garrath: 1d20 + 14 + 2 + 2 ⇒ (13) + 14 + 2 + 2 = 311d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Claw 2 at Garrath: 1d20 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 201d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Edit: Garrath takes 30 points of damage. The creature has a Bull's Strength up.
| GM Mazra |
Round One Recap
I forgot that the creature also has a 20% miss chance on attacks when I attacked Brandark in the surprise round.Attack on Brandark 20 or less misses: 1d100 ⇒ 19 Retcon: Brandark took no damage in the surprise round.
Garrath rushes into the room and strikes a mighty blow. But Garrath will notice that the blow was not as effective as it should have been.
Kelvin's arrow misses the beast.
Brandark misses his strike, as the creature blinked out at the time of the attack.
Stone cast Protection from Evil on Brandark.
Brandark grows to the size of the creature.
I moved the party back 5 feet to allow Brandark to grow without entering the fire pit.
Elektra begins to weave another spell.
The creature brutally attacks Garrath.
Garrath takes 24 points with his 2 DR per attack. It was still a wicked assault on the Barbarian.
Round Two
| Brandark Plainswalker |
Don't know about these dogs
Brandark attempts to put the doggie down hard.
attack: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 2d8 + 9 ⇒ (1, 8) + 9 = 18
actual hit low is bad: 1d100 ⇒ 68
All numbers add 1 if monsterous or abberation
| Garrath Tricks the Giants |
Not much chance of this thing missing Garrath either
Garrath roars in pain at the attack and brings his Greatsword down on the creature again.
chance to miss low bad: 1d100 ⇒ 61
attack: 1d20 + 12 ⇒ (20) + 12 = 32
confirm crit: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 2d6 + 13 ⇒ (2, 3) + 13 = 18
crit damage: 2d6 + 13 ⇒ (5, 2) + 13 = 20
| Garrath Tricks the Giants |
Garrath is AC 14 with reckless abandon up. Just as a reminder. I figure this round he goes down in a heap.
| GM Mazra |
Still need Elektra's actions to finish the round. I will be away from PCs today. I will post round two actions this evening Eastern US time. Have a great day everyone.
@Garrath - This is one of the truly great challenges in the AP. The end of the Skinsaw Man has another. He does have a 20% miss chance per strike. So we will see later if Garrath stands or falls.
| Brandark Plainswalker |
Oh sure, leave us hanging. :)
| Elektra Stardancer |
SM1: 1d3 ⇒ 2 2 celestial eagles appear and attack and smite the thing
Attack: 1d20 + 3 ⇒ (5) + 3 = 81d3 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 3 ⇒ (13) + 3 = 161d3 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 3 ⇒ (2) + 3 = 51d3 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 3 ⇒ (10) + 3 = 131d3 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 3 ⇒ (20) + 3 = 231d3 + 4 ⇒ (3) + 4 = 71d2 ⇒ 1
Attack: 1d20 + 3 ⇒ (4) + 3 = 71d3 + 4 ⇒ (3) + 4 = 7
Attack: 1d20 + 3 ⇒ (9) + 3 = 121d3 + 4 ⇒ (3) + 4 = 7 But the eagles just miss.
Moving forward she will cast create pit in the upper left corner.
DC18 or fallCP: 2d6 ⇒ (5, 3) = 8 The eagles should fly over the pit
| Mazra's BBEG |
The creature will "Take 10" on his Climb Check, and with a +15 on his Climb roll, will Climb out of the pit. But will be squeezing along the South Edge. Brandark and Garrath will get an AOO on the creature. This will be all that the creature can do in this Round.
The creature will Climb out of the pit.
The creature will be subject to the squeeze penalties of -4 on Attacks and AC. He will also need to make another Reflex save or fall into the pit. Either way, the pit is causing the creature some difficulties.
| Garrath Tricks the Giants |
chance to miss? Low bad: 1d100 ⇒ 82
Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Attack: 2d6 + 13 ⇒ (6, 2) + 13 = 21
And that concludes Garrath's 2 round 96pt damage barrage :D
| GM Mazra |
Round Two Recap
Garrath comes down hard on the creature, striking a critical blow.
Brandark barely gets a blow in on the creature.
Stone cast Magic Weapon on Brandark's Axe.
Kelvin's arrow passes through the creature.
Two Celestials Eagles appear and attack the creature.
Elektra cast Create Pit and creature falls in it.
The creature climbs out of the pit.
Garrath will strike again the creature as it climbs out of the pit.
Brandark's AOO is still needed in the Second Round
Round Three
| Brandark Plainswalker |
Round 2.5 AOO
Brandark attempst to hit the doggie again.
attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 2d8 + 10 ⇒ (6, 5) + 10 = 21
actual hit: 1d100 ⇒ 57
Round 3
Oh for the dawnflowers sake, just stay down
attack: 1d20 + 10 ⇒ (19) + 10 = 29
Mods:BAB, STR, Challenge, Magic, Power
damage: 2d8 + 14 ⇒ (8, 5) + 14 = 27
Mods, STR, Power, Challenge
actual hit: 1d100 ⇒ 82
If I don't state it, Low is always bad for me.
| GM Mazra |
Since the outcome is settled, I will move on.
Round 2.5
As Big Mal climbs out of the pit, Brandark, his ax now magically enchanted, strikes the furry creature.
Round Three
Kelvin's careful aim is thwarted as the creature bounces into the Ethereal plain.
The now oversized Dwarf, continues his assault, cutting deep into the throat of the beast killing the ancient creature.
Stone calls forth healing.
Victory!
I so misplayed Big Mal when he fell into the pit. There were better options for the beast than climbing out. I guess after ten thousand years cooped up in this room, he and the GM wasn't thinking straight. You had some good rolls when you really needed them.
| Elektra Stardancer |
my first wive taught me luck beats system mastery.concentration would lesvcan be the better player in tabletop gaming, with superior tactics and stil be beating by the lucky dice roller. So Victory to fortuna.
Seeing the beast exhale Elektra exhales, as if all the concentration would leave her body. "Well done all! I wonder what this beast is, no was. I am also curious what it was guarding."
| GM Mazra |
But my tactics wasn't good either. He had the ability to levitate. That would have thwarted the pit. I should have taken a round to activate his levitate ability while in the pit. He had other spells too he could have used in the pit as well. My instincts was to have him climb out. His climb skill was great, so it was automatic. But it was just not the smart move. The good rolls still may have done him in anyway.