Nor'scrik
|
Nor'scrik moves up past the rest of the group and tries to circle around the little creatures to help distract the little dolls so The Bull can smash them.
"Not may things smaller than Nor'scrik. Teeny-small arms don't reach far, ha!" he says as he safely passes one of the little dolls.
Just a double move from the ratfolk. His claws can't hurt the dolls for now.
Thundering Bull
|
Seeing his little rat friend flank the creature, Thundering Bull seizes the opportunity by stowing his shield and swinging his axe in a brutal horizontal chop against the construct. Finally achieving some excitement, he smashes his fist several times against his chest in a show of vitality and strength. "AXE BEAT WOOD!"
Battle Axe: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Move action: Stow shield, Standard action: swing axe, Swift action: armored vigor for 2 temp hp
Silverback
|
Silverback moves behind Thundering Bull and casts guidance to help him on his next attack.
"Their time has come," the oracle says to the warrior.
Remember +1 atk from Bless, and also another +1 on next atk.
| DoubleGold |
Silverback does his thing then the enemies attack.
hit: 3 + 1d20 ⇒ 3 + (4) = 7
slam 2: 3 + 1d20 ⇒ 3 + (17) = 20 yes that is against you krone, it sees you as the bigger threat.
slam 1 creature 3: 3 + 1d20 ⇒ 3 + (12) = 15
slam 2 creature 3: 3 + 1d20 ⇒ 3 + (7) = 10
Krone takes dmg: 1d3 ⇒ 2
Rest of the heroes are up
Haron Lightstep
|
Seeing his first shot be so ineffective Haron steels him self and fires hoping for a better result.
May my bullets strike true and find a weakness.
Pistol To Hit: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Up Close and Deadly at #3
Damage: 2d6 + 1 ⇒ (1, 3) + 1 = 5 Crap.
5ft Step back if there was room, fire and reload.
2/3 Grit left
Thundering Bull
|
Axe bounce on wood? HOW?! With a renewed vigor, he continues his onslaught on the foe. "AXE. BEAT. WOOOOOD!"
Battleaxe: 1d20 + 11 ⇒ (8) + 11 = 19 Cool, I'll just only roll 8's XD
Slashing Damage: 1d8 + 10 ⇒ (6) + 10 = 16
His colossal blow removing splintered chunks away from the enemy. Thundering Bull punctuates his strike with a roar of approval as all is right again in his universe.
Kroone
|
Kroone takes another hit, but doesn't intimidate himself. The paladin moves carefully to flank with Steinfaust.
Acrobatics: 1d20 + 6 ⇒ (10) + 6 = 16
... And then he attacks again.
Attack: 1d20 + 4 + 1 + 1 + 2 ⇒ (11) + 4 + 1 + 1 + 2 = 19
Damage: 2d6 + 4 + 1 ⇒ (6, 4) + 4 + 1 = 15
On his new position, he tries to disable one of the constructs while providing flank to Haron against the third construct.
The Nagaji feels his vitality being drained, but keeps fighting and making himself as much as a threatening target as he can, as to protect his allies.
Nor'scrik
|
Seeing Kroone smash the construct in front of him, Nor'scrik moves past him and tries to slice up the little doll in front of Thundering Bull.
claw attack 1, inspire, bless, flank: 1d20 + 5 + 1 + 1 + 2 ⇒ (15) + 5 + 1 + 1 + 2 = 24
claw damage 1, sneak attack, inspire, dirty fighter: 1d4 + 1d6 + 1 + 1 ⇒ (2) + (6) + 1 + 1 = 10
"Take that little warrior-doll!" he squeels as he slashes with his ratty claws.
Triccio 'Trig' Petali
|
Round 2:
Trig slips past Steinfaust and to the left. He swipes his staff at the second doll.
Staff v bad guy 2: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19 ... damage: 1d6 + 1 ⇒ (4) + 1 = 5
Not much, but maybe not needed the way you guys rolled.
Drop the bardic performance.
Haron Lightstep
|
"Boy its a good thing some of you gents pack some muscle. These things seem pretty gun proof. "
| DoubleGold |
As heroes, shoot, hack and slash and whatever else it is they do, the rest of the tiny men crumble. combat over
Now to refresh your memory of what the trophy room looks like.
A table displaying a three-dimensional diorama occupies much of the north side of this room. Three shields with different designs are displayed upon a rack against the east wall, while various weapons hang from another rack along the south wall. Arrayed around the room are five small chests and a clay urn.
Kroone
|
Kroone scratches the back of his heard, tired with the action and very hurt.
Would anyone be able to deal with my wounds? - he finally said, with a smile - I fear I might not be able to be of much help if a bigger doll appears!
Thundering Bull
|
At the call for healing, Thundering Bull moves to Kroone, bucket in hand. After a moment of perusal and contemplation, he carefully lifts out a greasy chicken thigh. "Food heal belly," he says while pressing it into your hand. You are pretty sure a judgement of sort just passed, but how it went or with regards to what you can't be sure.
Catching a glimpse into the bucket, you notice a messy pile of assorted food stuffs lying within. Pleased with his contribution, he pulls out a dirty loaf of bread and a hunk of cheese to heal his own stomach wounds.
Healing complete, he moves to assess the quality of the weapons on the south wall. How choppy weapons? Some good chop, some bad chop. Maybe Thundering Bull try.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Kroone
|
Kroone thanks both Trig and the Bull for their gentle offers.
Saranrae shall bless you all. - says, smiling.
Feeling more recovered, he helps search the room.
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Haron Lightstep
|
"Bull, big guy. You have food?"
To be clear to get on the big guys good side he will eat about anything so....
"I mean i'm not hurt so my stomach is fine but.. Well I am a halfling and all."
Quickly losing interest.
"Oh what is that weapon?
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Thundering Bull
|
Thundering Bull nods his head with a serious look on his face. "Child eat," he says as he begins the process of finding just the right piece for the halfling. Several moments later, he plucks a chicken wing from his stash and hands it to Haron.
"Chicken make child strong. Big like Bull." You get the sense that he is talking about himself, not an actual bull and that it is likely he believes he is bigger and stronger than his namesake.
Haron Lightstep
|
Looks.. actually, not half bad. Thank you big guys. If it makes me big, well that will be different.
Nor'scrik
|
"Humans do strange things with their death-homes. Who would make dolls to protect them when they're dead? This is strange!"
Nor'scrik helps seach around the room for useful things.
perception: 1d20 + 7 ⇒ (19) + 7 = 26
| DoubleGold |
The heroes examine the room for traps, treasure and whatever else they can find. Steinfaust detects magic and finds that the shield is magical. The chest also has symbols on it geography to understand its origins, but that won't tell you the magical properties of it The weapons are a masterwork spear and a masterwork composite shortbow. Inside the chest are 100 gp and 42 sp, along with papyrus records, private memos, expense ledgers, speeches and private correspondence. Among the papers are discussions regarding the unfinished tomb of Akhentepi's mistress. These documents are worth 250 gp. The clay urn has oily perfume in it worth 75 gp. All that stuff and the only thing useful in this PFS game is the shield, bow and spear since it can be used now. You probably think you would be rich if gold was divided in PFS, but there are 7 of you.
Thundering Bull
|
"Room boring now,"he grumbles as the others flock over the stuff that was found. He lumbers over to the exit of the room and waits while the others split up loot.
I don't need anything that we just found, have at it!
Haron Lightstep
|
Haron moves over beside Bull.
All this stuff is too big for me so no point in getting involved.
Silverback
|
Silverback helps examine the items they have found, then stands feebly in the corner catching his breath after the exertion.
"Is it time for a nap?" he asks.
Am I missing a map somewhere? I'm not sure where to go next.
| DoubleGold |
The composite shortbow is +0
The light wooden shield, with the geography check, Triccio finds that it is similar in style to those used by tribes in the Mwangi Expanse far to the south.
As far as a map, I did say in the one room you can go north or south and you haven't gone south yet, so that is where you go. I'm trying to use the digital version of the map but I'm having problems saving the image and pasting it, if I can't I'll just draw it. Anyway, you are all in room A9 now, which is south of room A5 the Foyer room.
Chamber of Reflection or A9
A massive mirror stretches across the southern wall of this chamber, flanked by two statues. The statue to the east depicts a tall gaunt woman in a flowing, hooded gown, holding an hourglass. The figure to the west is that of a jackal-headed man carrying a scepter or staff in his hand. Stone double doors, standing slightly ajar lead to the east and west. A third set of double doors exits the room to the north (where you came from). Torch holders sculpted in the shape of bird skulls are built in each corner, and a think layer of dust covers every surface.
Haron Lightstep
|
Haron walks up about 6ft form the mirror and admires himself.
"Well don't I look good."
Thundering Bull
|
Thundering Bull looks around the room before moving up to get a better view of the Jackal-headed man. ~10ft away
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
"Head funny. Why?" He continues to look hard at the unusual figure, clearly never having seen something like this before. Part way through examining the statue, his head snaps to the direction of the partially open doors. "Why door open?" Walking a little faster than usual, he investigates the door for recent signs of use.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Triccio 'Trig' Petali
|
"The Osirans' gods often blended animal with human forms, Bull." Trig answers.
Bull's next comment has the bard popping his palm against his forehead. I should have noticed that. The other doors have been closed.
"Careful. It may be a trap." Trig steps to the side and nocks an arrow.
Steinfaust, I'm happy to leave the bow to you.
| DoubleGold |
Yes you can light the torches, there is also not any danger for doing so. In fact, I assume you do that, so that you can find your way back and since few of you have darkvision
Haron as you admire yourself in the mirror, you see the word "thief" on your forehead, its almost as if it cast a brand spell on you.
Thundering Bull, it is a nice statue, and religion check will tell you what it is. There are also two sets of partially open doors, but for ease, I'll send you to the right side first since it doesn't go any further.
The rest of the heroes get into position as Thundering Bull opens the door. I'm going to be rolling survival checks for everyone in a minute here.
| DoubleGold |
Survival checks to notice tracks.
survival: 6 + 1d20 ⇒ 6 + (7) = 13 Triccio
survival: 2 + 1d20 ⇒ 2 + (9) = 11 Thundering Bull
survival: 8 + 1d20 ⇒ 8 + (19) = 27 Steinfaust
survival: 7 + 1d20 ⇒ 7 + (18) = 25 Haron
survival: -1 + 1d20 ⇒ -1 + (9) = 8 Silverback
survival: 1 + 1d20 ⇒ 1 + (13) = 14 Nor'scrik
survival: 1 + 1d20 ⇒ 1 + (8) = 9 Krone
Those who got above the 15, get to go again.
survival: 8 + 1d20 ⇒ 8 + (11) = 19 Steinfaust
survival: 7 + 1d20 ⇒ 7 + (3) = 10 Haron
Okay, In room A9, Steinfaust found evidence of tracks in the dust between the east and west doors. He realizes that they are tracks of the vermin subtype. He also realizes they are behind the stone Altar, but nobody can see them, but he can tell they are there as the tracks are fresh enough.
The doors leading between A9 and A10 are wide open. Thundering Bull is already in the room, it will take a stealth check to move from your position without being heard, and if you aren't moving I'm assuming you are all readying attacks. Alternatively, you could use area effects, though you cannot target what you cannot see, you can still hit it. For example if you were level 5 and cast fireball right on the altar, you would certainly hit any and all creatures behind that altar even though you can't see them.
Enemies behind the altar, you cannot yet see, what do you do?
Haron Lightstep
|
If there is a path I move in and to the south, to the corner, and ready a shot at any enemy that comes from behind the alter.
Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Haron Lightstep
|
Sorry I missed that I needed a stealth check. I probably should not have made this move. :(
Stealth: 1d20 + 5 ⇒ (8) + 5 = 13
Triccio 'Trig' Petali
|
Big vermin or swarm type vermin?
If swarm:
"Give me a moment. I've got something for this." Trig pulls two vials of oil from his pack. He stuffs two strips of rag into the vial's mouths and draws a tindertwig from his belt pouch.
"Ready."
If big vermin:
Trig readies his bow for a shot.
Heavy hitters can take the lead on this.
Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Nor'scrik
|
Thanks for the 1 on survival dicebot you jerk! :P
initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Kroone
|
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Kroone doesn't try to stealth; instead, he walks with the others on the usual marching order, in front, and then goes in full defense for a +4 AC. He's literally making himself a target and hoping the others kill the enemies as they approach.
Silverback
|
Silverback carefully follows the others.
"You think there are vermin? This place may not be sealed up as well as the pharaohs thought," he says.
initiative, roll 2x: 1d20 + 4 ⇒ (16) + 4 = 20
initiative, roll 2x: 1d20 + 4 ⇒ (13) + 4 = 17
| DoubleGold |
Okay, Haron was quiet enough taken into account enviromental factors, so you wait them out, waiting for them to finish their business behind the altar. As they come out and around they get startled.
Surprise round for the heroes go nature of course to identify the type of vermin insect
Kroone
|
Adjusting since I can't move and go in total defense; I will just five-foot-step and go in total defense
Seeing the insects nearby and a clear path, Kroone gives a step forward and goes on total defense.
Kroone
|
Redoing my action... Thanks GM. I had put the "Total Defense" thing because that's how I had announced it before.
Surprise Round
Kroone half-charges the vermin in front of him, putting himself in front of the danger and trying to score against the creatures before they harm his party members.
Attack: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 +2 for the charge
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
First Round
Seeing the creatures are still preparing themselves to react, the Nagaji keeps attacking.
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15