Stullun Freeblade
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Stullun chokes out a gutteral arcane phrase while gesturing with his free hand, then steps towards the leader with his scimitar flashing.
Spell Combat and Spell Strike with Brand then 5' step to attack.
Spell Strike Attack w/Scimitar: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Scimitar: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d6 + 3 ⇒ (3) + 3 = 6
+1 damage for brand if either strike hits discharging the spell.
DrGabe
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Scath moves around the door strikes the leader, drawing blood. The man has a look of horror in his eyes as the Pathfinders start to surround him.
Stullun's blow stuns the thug as blood trickles down his arm.
Cogstadt isn't able to have his blow connect with the thug.
However, the Leader cries out in fear and pain and begs for mercy. The man sees that he is clearly overmatched and underpaid to die like this in a sewer.
The Alsman and his followers start to come out from their hiding places, happy to see that the Pathfinders have kept their word.
Out of combat- Thug and Thug Leader are left.
Kellean Kalyer
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Kellean - the priest of Sarenrae, who always has hope for the redeemable - drops her scimitar at the cessation of hostilities, and begins working to stabilize those who are dying.
Take 10, for 17
Edit: I need to go and check all of my skills calculations, apparently.
"Who wants to explain to our friends what will happen to them if they should ever return to bother the Almsman or his followers?" Kellean calmly asks as she works methodically and efficiently to save the thugs' lives.
Aid Another (Intimidate): 1d20 + 3 ⇒ (7) + 3 = 10
DrGabe
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Kellean quickly realizes that the Almsman isn't much of a skilled healer, but he does care about the men he is trying to help.
The Wyvren thugs have their wounds tended to by the capable Sarenrae priest. They tell you that they are not as powerful of a group as they once were. This was a major blow to them and its likely they will not be able to recover.
The Almsman thanks the Pathfinder's for helping him with their problem. As promised he gives you directions to travel through the sewers to where the Prince was last seen. The instructions include looking for a door marked "Skytower."
The Almsan also hands you 2 vials of bless weapon as thanks for your help. The leader is armed with +1 studded leather and a masterwork whip.
Kellean Kalyer
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Kellean thanks the Almsman, and leaves him in possession of the bound, unconscious thugs, who can be informed of the change in fortunes when they awaken. She then surveys her party for their healing needs.
As for the vials of Bless Weapon, Kellean suggests, "Arnthoth for one, and Scáth for the other? Stullen can use his own magic to enchant a weapon - if my understanding is true. Cogstadt and I will do without, following Cogstadt's suggestion."
"Off to the 'Skytower', then."
DrGabe
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Leaving the Almsman and the rest of the Wyvrens behind, you head out in search for the door marked with the Skytower.
Walking through the tunnels, the Almsman’s directions lead to a heavy wooden door. A sign on the door is partially obscured by grime and moss, and the word “Skytower” is still barely legible. The door is made of sturdy wood and is unlocked. Entering the door you see a room that was once the basement of a building above, but the stairs in the far corner are now choked with charred rubble and seem to lead to a new stone foundation of the new building above. Odd furniture and knick-knacks of all description fill the remaining space, and strange winged effigies made of wood and broken pottery are arrayed in a bizarre diorama. The focal point of this display is a pair of chairs standing on different-sized piles of old crates like thrones on a dais. A charred and shriveled corpse dressed in rotting and burnt finery and wearing a tin crown is propped up in one of the chairs while the other, lower chair, sits vacant.
Perception checks and Knowledge: Nature checks if you like.
Scáth Tamarie
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Scáth picks one of the vials of Bless Weapon and thanks with a positive head movement. Following by the "Skytower", concerned about the danger, the half-elf tries to observe if there are any traces of recent movement on their way.
Survival: 1d20 + 5 ⇒ (18) + 5 = 23
and
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Kellean Kalyer
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Perception: 1d20 + 5 ⇒ (9) + 5 = 14
"I suppose that are in the presence of the Emperor," Kellean says with a twinge of pathos in her voice, "and," pointing to the array of effigies, "the army that the Prince was gathering."
Scáth Tamarie
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Scáth tries to observe the stealthy movements of the dwarf, worried about keeping quiet to not draw the attention of the "creatures".
Stealth: 1d20 + 2 - 6 ⇒ (13) + 2 - 6 = 9
So even messed by his armor, with his ax in hand, he walks to get close enough to try to see what is hidden in the vault ...
Kellean Kalyer
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Stealth: 1d20 - 3 ⇒ (2) - 3 = -1
Kellean, seeing that the party is moving (and not too stealthily), moves to follow, accidentally knocking over something with a loud crash. @#%$! This always happens when I overthink it!
Should have just taken 10 and been happy with it.
DrGabe
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The pathfinders somewhat clumsily make their way through the chamber. Unfortunately their advances are heard by the creatures on the other side of the room. Peaking from the hallway, Stullun sees three bloated creatures and heave themselves forward with an awkward grace.
NPC: 1d20 + 0 ⇒ (16) + 0 = 16
Kellean: 1d20 + 1 ⇒ (20) + 1 = 21
Stullun: 1d20 + 1 ⇒ (4) + 1 = 5
Scath: 1d20 + 3 ⇒ (18) + 3 = 21
Cogstadt: 1d20 + 3 ⇒ (10) + 3 = 13
Arnthoth: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative Order- Kellean, Scath, NPC, Cogstadt, Arnthoth, Stullun
MAP
Note that there are many walls on the map, be careful that you don't try to walk through them.
Kellean Kalyer
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I might be doing something wrong, but I can't move my icon.
Kellean can't see what is happening, casts a spell of Protection from Evil and touches Stullen, "By the grace of Sarenrae you are protected!" She then moves back to provide more room for her companions to maneuver.
Move to O26.
DrGabe
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Kellean casts a protective spell over Scath who meets the demon head on. His strike is true and surprisingly his blade cuts deep into the monster, its bloody ichor getting all over Scath's blade.
The monster next to Scath attacks back- Claw: 1d20 + 4 ⇒ (8) + 4 = 12 Claw: 1d20 + 4 ⇒ (18) + 4 = 22 and Bite: 1d20 + 4 ⇒ (11) + 4 = 15. One claw attack hits for Damage: 1d4 + 1 ⇒ (1) + 1 = 2
The monster in the back of the room starts to utter something in a language Scath isn't familiar Scath, Will Save DC15 or be subjected to Fear.
The remaining monster moves closer to Arnthoth and attacks Claw: 1d20 + 4 ⇒ (18) + 4 = 22 Claw: 1d20 + 4 ⇒ (5) + 4 = 9 and Bite: 1d20 + 4 ⇒ (6) + 4 = 10. One claw attack hits for Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Initiative Order- Kellean, Scath, NPC, Cogstadt, Arnthoth, Stullun
Kellean and Scath may go after the others if you like.
MAP
Cogstadt Locksmith
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Can't see anywhere decent to attack from, I'll leave Q22 open for Stullen.
Delay until Stullen moves, then move into his space (Q23), will try to fire on the creature in P21 (if you're ruling there's a chance of hitting Arnthoth, then I won't fire).
Attack: 1d20 + 3 ⇒ (12) + 3 = 15 presume -4 for firing into melee, penalty for cover?
Stullun Freeblade
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Concentrating briefly, Stullun channels magical energy into his blade, then utters mystic words with a quick gesture in his off-hand.
Arcane pool, weapon +1; cast Brand using Spell Combat.
He then closes the five feet to engage the creature threatening his companion, unleashing the minor spell through his blade while setting up a second attack.
Brand through Scimitar: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Crit Confirm Brand through Scimitar: 1d20 + 3 ⇒ (5) + 3 = 8
Crit Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Swinging through with a second attempt with his scimitar...
Scimitar: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Arnthoth Koortuskson
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Arnthoth begins to rage and swings his axe at the creature in front of him.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d12 + 8 ⇒ (5) + 8 = 13 Blessed Weapon
If the attacks hits, Arnt will five foot into the room.
Scáth Tamarie
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The blood scent of fear in the incomprehensible words that Scáth is hearing sounds like an echoes of a profane cult, so, the panic take control of his mind, he come cowering himself in front of the creatures.
His face exudes horror and despair.
"GET OUT, get off me, ... ... !"
Will vs Fear: 1d20 + 1 ⇒ (3) + 1 = 4
DrGabe
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Cogstadt tries to swing around the corner, but the beast uses the cover to its advantage.
Stullun and Arnthoth combine forces to send a demon back to wherever it came. Gore and ichor fly all over the room.
Scath, unable to tolerate the horrors of being struck by such a monster starts to run away from the room! AoO: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 1d4 + 1 ⇒ (3) + 1 = 4
Kellean may go before the monsters.
Scath you spend your turn running away, next turn you are back to normal.
Note, map is updated, refer back up to prior map update.
Oh, and Merry Christmas everyone!
Kellean Kalyer
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Merry Christmas, DrGabe and all!
Seeing that the party is moving in, not back, Kellean returns to the fray, praying for Guidance for Cogstadt.
Move to Q23, cast Guidance.
Stullun Freeblade
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Stullun again utters arcane words and gestures with his off-hand before stepping forward with his blade to strike his foe with the spell.
Cast Brand with spell combat, 5' step to reach foe, Spell Strike with brand, regular scimitar attack.
Brand through Scimitar: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Swinging through with a second attempt with his scimitar...
Scimitar: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Note, if the brand doesn't discharge due to not hitting, he will hold the charge.
Scáth Tamarie
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After abandoning his fear, the half-elf realizes that feeling has been just a passing hallucination. The anger by that suffered "humiliation" is too much to him, even with blood dripping from tolerated wounds, he runs up the creatures that led to that situation ...
Scáth runs to Q21, and prepares to attack.
DrGabe
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Arnthoth and Stullun both flail against the demon but are not able to connect with the thing.
Cogstadt's bolt nearly is blocked by the wall, but finds its way into the belly of the demon. Kelean and Scath both reposition themselves.
The beast next to Stullun continues to attack. Claw: 1d20 + 4 ⇒ (16) + 4 = 20 Claw: 1d20 + 4 ⇒ (12) + 4 = 16 Claw: 1d20 + 4 ⇒ (11) + 4 = 15. The demon goes crazy, hitting the fighter three times! Damage: 3d4 + 3 ⇒ (1, 4, 4) + 3 = 12
While the other demon cast a spell on Stullun! DC15 Will save versus Fear
PC's turn.
Sorry for the delay, the holidays are tough on everyone. I hope you all had a great New Years!
Kellean Kalyer
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Kellen moves into the maze, casting Cure Light Wounds from her wand and reaching around the corner to heal Scáth Tamarie.
Move to P22, cast CLW from wand (in her left hand)
W of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Despite, or because of, the trying circumstances, she does her best work!
Stullun Freeblade
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Stullun grunts at the impact of the creature's claws, bleeding heavily. Having held the charge of his brand spell, he focuses that arcane energy through his blade in one strike, taking advantage of the flank Scath has provided.
Scimitar: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
DrGabe
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Arnthoth's massive attack finishes off the demon, leaving a pile of puss and acid on the floor.
Kellen's powerful words heal the worse of Stullun's wounds.
Scath moves to attack the lone remaining demon, his axe doing a significant amount of damage to the creature. Feel free to post a new position given the changing cirmstances
Stullun, your attack just barely missed. I'll permit you a re-roll as I am sure you are wearing a T-Shirt, have a portfolio, etc. Right? Right? :) Damage roll still stays though.
Stullun you still owe a Fear test before the combat check. Cogstadt's turn as well.
DrGabe
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Stullun's blow ends up true and the final creature lies to rest at in a puddle of its own body fluids.
With the creatures delt with and the room clear of any danger the group starts to look around the room and starts sifting through the papers left in the main chamber. The charred corpse is all that is left of Gandros’s (the crazed man that started this mission) father, Relios. Amidst the furniture is a desk with several log books and journals. Most of them detail the day-to-day transactions of the Emporium, but one is Relios’s personal journal. It details the goings on of many of his wealthy clients, as well as Relios’s personal life including the details of his ancestry and his son’s birth. One of the last ledgers mentions that Relios was falling on hard times and intended to sell his wayfinder back to the Pathfinder Society. The ledgers also show that Relios was selling a steady stream of yellowcap mushrooms to members of the pre-revolution high society in Augustana.
he mushrooms cause hallucinations when eaten. Yellowcaps were a popular drug among the nobility decades ago, but fell out of fashion in the wake of the People’s Revolution so are now worthless. More faerie effigies hide among the mushrooms, and on the very back wall, Gandros has painted a portal, a large circle of swirling color patterns. On the floor lies an open and empty scroll case next to a slightly charred, blank piece of parchment. Clearly the use of that scroll didn't end so well.
Essentially we are done. Congrats everyone! Continue to RP here see the discussion forum.
Kellean Kalyer
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Kellean carefully gathers all of the documents, and considers what should be done with the body and the materials. "Away from these mushrooms, Gandros may regain some sanity. I would say burn everything - beyond the body - but that we are near the basements of some buildings."
Kellean then looks around for Gandro's paints, "With these, we can permanently close Gandros' "gate" (if he should come back while not yet sane, or should have a relapse)."
"It would also be best, I would think, to bring out the body as the Pathfinders may want to bury their own, however lapsed. We could use my cloak, unless someone has a blanket."
Kellean Kalyer
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Kellean searches the room and casts Detect Magic, scrying for any hidden remnants of power.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10 But take 20, for 25.
CLW, spontaneous casting: 1d8 + 1 ⇒ (2) + 1 = 3
Channel Energy: 1d6 ⇒ 5
Channel Energy: 1d6 ⇒ 3
Channel Energy: 1d6 ⇒ 1
Kellean first touches Stullen, casting a spell and causing wounds to close and heal, and then, gathering all of the wounded around her, releases several bursts of channeled positive energy, healing everyone at once.
"There, that should take care of the wounds, which is good because I'm tired and don't wish to carry this weight all by myself. I'm looking forward to a drink and a good meal - with no mushrooms - probably after a long bath and a change of clothes, though."
"We'll check on the Alsman on our way out, and have to find a way back up without passing through the spiders or the filth, though. I'm sure one his men could guide us safely."