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"Anything in here could be a threat, keep an eye out. Who knows how the mist might have affected these things, it might bring them to life for all we know."
Elwyn cautiously enters the room, peering in at first, then taking a few careful steps, he has his rapier drawn and ready and his counting on his sense to alert him to anything that might be a threat or a clue.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

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As Toren returns to the group, Angruf claps a hand on his shoulder, halting his progress. Angruf splashes some water on his hands, and chaffes Toren's cheeks with it, and waves some pungent herbs from the healer's kit under his nose (enough to make Toren's eyes water). Angruf then dampens a kerchief with the water and a small amount of the herb, and ties it over Toren's nose and mouth.
"Pull yourself together. There's tall folk watching." Angruf's wry grin puts a softer edge on his gruff admonishment.
Having ministered somewhat to Toren's affliction, Angruf points him toward the front of the party, and attends carefully to the activities around the door.

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Thovar enters the room as well, sticking close to Elwyn. "Is anything... moving... in there?"
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

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Assuming nothing jumps out at us as odd or dangerous, Ill go ahead and enter the room and travel towards the center.

Venture Teller Play b'Post |

Elwyn, Thovar, and anyone else in the room succeeding a DC 12 perception check:

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Perception: 1d20 + 3 ⇒ (4) + 3 = 7
If we are not in Init, then I'll venture a bit further in, my attention focused on the southern wall (left?), I point at the two helmets. "We meaneth thee no harm. Cometh out, and we shalt take thee to safety from this place."
Are the helmes cracking as in cracking apart, or are they sort of swinging and hitting each other as if something disturbed them?

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"Crap, mind the stone helms ... they look like they are about to topple!" as he points to them and stands beside Justicar as they approach the source of the cackling.

Venture Teller Play b'Post |

[dice=Perception]1d20+3
If we are not in Init, then I'll venture a bit further in, my attention focused on the southern wall (left?), I point at the two helmets. "We meaneth thee no harm. Cometh out, and we shalt take thee to safety from this place."
Are the helmes cracking as in cracking apart, or are they sort of swinging and hitting each other as if something disturbed them?
the helms are made of stone & it is as if a lake bed were drying up. cracks appear all along their surface as the stony exterior begins to flake off.

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As Toren returns to the group, Angruf claps a hand on his shoulder, halting his progress. Angruf splashes some water on his hands, and chaffes Toren's cheeks with it, and waves some pungent herbs from the healer's kit under his nose (enough to make Toren's eyes water). Angruf then dampens a kerchief with the water and a small amount of the herb, and ties it over Toren's nose and mouth.
"Pull yourself together. There's tall folk watching." Angruf's wry grin puts a softer edge on his gruff admonishment.
Having ministered somewhat to Toren's affliction, Angruf points him toward the front of the party, and attends carefully to the activities around the door.
"Funny to the toad, yer not a lead weight's fire. Turnips don't meet at the moon district on a cloudy one."
Toren grunts and follows the group, determined to get a sensible word out. He stands next to Justicar Beckett des Laurent and thumps his shield down in front of him. "When the ripe fruit falls, lance this boil an' I'll keep the trees trimmed."

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"What in Abadar's name is that cackling sound?" Thovar moves up behind Elwyn and casts shield of faith on himself.

Venture Teller Play b'Post |

The two helms are too big to fit a human. Each has stylized ears stretched back to look like giant bat wings. The gorget looks like a mass of tendrils. The stony faces ignore Beckett's question but continue cracking. Purple flesh begins to peak through the stone.
please remember to update the map. For example if you say you move to 'x', move your icon to 'x'.

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"It might be the start of some arcane assault - if so we need to get to the source and stop it if its hostile."
"Reveal yourself - we have come to help, work with us! We mean you no harm." Elwyn offers in a rushed attempt at diplomacy.
Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18

Venture Teller Play b'Post |

A black eye peers out of the stony face and focuses on Elwyn. It otherwise ignores the half-elf's word's.
1d20 + 1 ⇒ (4) + 1 = 5
INI:
Toren (22):
Jak (16):
Elwyn (12):
Angruf (9):
Julian (7):
Purple fleshy things freed from the stone (5):
Thovar (4):
Beckett (2):
INI:
Toren (22):
Jak (16):
Elwyn (12):
Angruf (9):
Julian (7):
Purple fleshy things freed from the stone (5):
Thovar (4):
Beckett (2):

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Toren grunts and follows the group, determined to get a sensible word out. He stands next to Justicar Beckett des Laurent and thumps his shield down in front of him. "When the ripe fruit falls, lance this boil an' I'll keep the trees trimmed."
Moved my icon to be next to Beckett, then I take the following...
Toren takes a sharp breath in surprise, then quickly moves in front of Justicar Beckett, putting his shoulder into the back of the tower shield.
"Cap'n out this! It's nothin' free for any fool!"
5-ft step from beside Beckett to right in front of him and Total Defense with his Tower Shield facing the cracking stone. That line of the square facing the stone is now considered a solid wall because of the tower shield.

Venture Teller Play b'Post |

This creature is a blackened, bat-winged fiend's head. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.
Jak's bullet rings off the purple-black flesh leaving a small slice in the skin. Julien's vial explodes next to the creature engulfing it in flame.
reflex: 1d20 + 4 ⇒ (17) + 4 = 21 DC 13? Splash is at min dmg right?
not a demon, but an outsider

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Confronted by both a creepy black eye and something flying at him, he takes a swipe at the flying creature with his rapier, timing the strong swing so as to engage the thing as it nears him.
'Disgusting!'
Attack w. Rapier: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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knowledge(planes): 1d20 + 1 ⇒ (19) + 1 = 20
Angruf takes a long look at the approaching creatures, and is struck by their familiarity. He also recalls an inspiring tale of noble dwarfs beating back an assault of foul creatures springing from a stony floor...
"In the spirit of Borin and Dorin and Thwangfy, resist the interlopers and pound them back into the depths from which they arise! Those noble dwarfs of blessed memory confronted hordes foul creatures spewed up from dark depths. They held the mouth of their egress from the abyss and slew those that would not return to their stinking hole."
"get 'em boys!"
Round 1
Status: HP 9/9 | AC 14 | T 10 | FF 14 | CMD 12 | F +1 | R +2 | W +4
standard action: initiate 'inspire courage'
NOTE: all get a +1 hit/+1 damage after initiative 9

Venture Teller Play b'Post |

[dice=knowledge(planes)]1d20 +1

Venture Teller Play b'Post |

Warned by the Elwyn and Beckett's attempted conversation with a stone helm, the party jumps into action before the creatures spring free and fly at them. Toren stands in front of one while Elwyn's blade cuts into one as it draws near. Jak's bullet and Julian's bottled flame connect with the creature as well. The first creature flies over a taxidermied chimeria and bites at Thovar. The second moves around the wall named Thoren and lets out a paralyzing screech. Though the scream pierces the body and reverberates in your muscles it seems to have no other affect. Thovar's hammer crunches on the beast's purple skin.
PFTFFS1: 1d20 + 5 ⇒ (12) + 5 = 17
dmg: 1d4 ⇒ 1 + poison (need a fort save)
Toren (22): blockades in front of beckett
Jak (16): sling stone at 1
Elwyn (12): sliced at 1
Angruf (9): inspired courage
Julian (7): splash-bombed 1
Purple fleshy things freed from the stone 1 (5):
Purple fleshy things freed from the stone 2 (5): paralyzing shriek (everyone made the save-posted in the discussion thread. :)
Thovar (4): smashes at 1
Beckett (2): here now
To, J, E next.

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Just a head's up, the Init is not included for Thovar or I.
I'll step up and swing at the one nearer to me, moving around for a good position.
Att: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

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Toren frustratedly turns towards where the creature flew in time to see it breathe in for its nasty screech. He steps quickly beside it and tries to grab hold of one of its legs...
Grapple (No Improved Grapple Feat): 1d20 + 4 ⇒ (12) + 4 = 16

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Attack with warhammer: 1d20 + 3 ⇒ (5) + 3 = 8
Gritting his teeth against the creature's poisonous bite, Thovar tries to strike the flying head thing, but his swing goes wide.

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Angruf says, "These are apparently called 'vargouilles'. Let's avoid any dying, because their victims may turn into vargouilles, and we'd have to burn your body fairly quickly. "
"Now attend - there are ancient rhymes that can deflect the effects of their screeching.
A is for Amy who fell down the stairs.
B is for Basil assaulted by bears.
C is for Clara who wasted away.
D is for Desmond thrown out of a sleigh.
E is for Ernest who choked on a peach.
F is for Fanny sucked dry by a leech.
G is for George smothered under a rug.
H is for Hector done in by a thug.
I is for Ida who drowned in a lake.
J is for James who took lye by mistake.
..."
Round 2
Status: HP 9/9 | AC 14 | T 10 | FF 14 | CMD 12 | F +1 | R +2 | W +4
move: move into room (updating map)
standard action: initiate 'countersong' perform(oratory): 1d20 + 6 ⇒ (8) + 6 = 14 (2/6 rds)
NOTE: all lose the +1/+1 (no overhang), but you do get to use the result of your save against paralyzing screeching OR my perform check result, whichever is higher.

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Elwyn once again tries to swipe at the thing as it passes him, he goes after the one that he swung at previously.
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d6 + 2 ⇒ (3) + 2 = 5
Confirm Crit: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d6 + 2 ⇒ (2) + 2 = 4

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Jak drops the sling staff and springs forward, vaulting over the table, howling with rage and slashing at the flying head with his axe as he lands.
[dice=Greataxe]1d20+6
[dice=Damage]1d10+6
That was silly. I deliberately move into flanking position, then forget the bonus. And the "inspire courage" bonus as well. Those rolls should have been:
[Greataxe]1d20+6+3 = (7)+6+3 = 16
[Damage]1d10+6+1 = (1)+6+1 = 8
Elwyn, if that didn't take care of it, that should give you a flank (and sneak attack?) as well.
Angruf - My favorite was always "N is for Neville who died of ennui."

Venture Teller Play b'Post |

The creature lets loose another shriek as the barbarian cuts it in twain. Elwyn freed from the first creature moves to the second and slices deeply into the purple-black flesh even as Toren tries to wrap his arms around. it. Angruf's song drowns out the creatures voices.
sorry beckett, you two are at the bottom. included now. :(
Toren (22): attempts to grab V2
Jak (16): fatally slices V1
Elwyn (12): sliced at V2 (NOTE: to take advantage of the crit, I moved E to the second target. If you'd rather do something else please do so. :)
Angruf (9): countersong
Julian (7): <-- here now
Vargouille 1 (5): died
Vargouille 2 formerly known as purple fleshy things freed from the stone 2 (5):
Thovar (4):
Beckett (2):

Venture Teller Play b'Post |

The creature bites at the wielder of the painful rapier.
Vargouille2: 1d20 + 5 ⇒ (9) + 5 = 14 miss
dmg: 1d4 ⇒ 4 + poison.
Toren (22): attempts to grab V2
Jak (16): fatally slices V1
Elwyn (12): sliced at V2
Angruf (9): countersong
Julian (7): <-- here now , but also moving on.
Vargouille 1 (5): died
Vargouille 2 (5): misses Elwyn
Thovar (4): swings and misses (have a move action left if you want, or retcon into a double move as the target you rolled for is gone.)
Beckett (2): <-- here now

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I don't know where we are in the initiative order but my next action is:
Julian strides into a flanking position and swats at the creature with a clubbing hand
1d20 + 4 ⇒ (5) + 4 = 9
1d3 + 3 ⇒ (2) + 3 = 5

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5ft Step to Flank with Elwyn and Attack
Longsword: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Venture Teller Play b'Post |

The creature wobbles uncertainly after Becket's blow, then it turns its black eyes on the man.
I don't know where we are in the initiative order but my next action is:
Top of round 3
Toren (22): <-- here nowJak (16):
Elwyn (12):
Angruf (9):
Julian (7):
Vargouille 1
Vargouille 2 (5):
Thovar (4):
Beckett (2):

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Angruf moves toward the swirling melee, retrieving his healer's kit to provide any immediate first aid that might be required.
'I certainly hope these vile things can't screech repeatedly - I can't counter the effects forever.'
Round 3
Status: HP 9/9 | AC 14 | T 10 | FF 14 | CMD 12 | F +1 | R +2 | W +4
move: move to provide 1st aid (updating map)
free action: discontinue 'countersong'

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Grapple (Do not possess Improved Grapple): 1d20 + 4 ⇒ (18) + 4 = 22
Toren curses under his beard and gathers himself to jump up and try to grab the thing again.

Venture Teller Play b'Post |

Toren jumps on the creature wrapping his hands around the tendrils and gripping the ears/wings tight. The creature returns by goring its teeth into his shoulder.
AoO: 1d20 + 5 ⇒ (15) + 5 = 20, dmg: 1d4 ⇒ 2 + poison (fort save)

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Seeing the creature wobbling and held, Jak lets out a long breath and seems to sag a little as he walks over and bring his axe down on the creature, carefully avoiding Toren's hands.
Ending Rage. If I can't finish it, someone else will.
Greataxe: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d10 + 1 ⇒ (10) + 1 = 11

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Elwyn moves up beside Jak to assist. if necessary
Elywn's approach with his rapier is a touch more sculpted than Jak's crushing blow, more like surgery.
Attack w. rapier w. flank: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Sneak: 1d6 ⇒ 3

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Thovar steps forward to attack with his warhammer! 1d20 ⇒ 1 d'oh!
His swing goes wide and strikes the wall...