Ruprecht Antillious
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Without having any bombs left for the day, Ruprecht knew he was going to have to try to help another way. He pulled a vial from his belt and drained it down, improving his defenses.
Grab and drink Shield extract. AC now 19.
Lorelendral Teklet
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Lore move up next to Ruprecht and casts a quick spell, resulting in a small flame resting in her hand. She throws it down the hallway at the female.
ranged touch: 1d20 + 5 ⇒ (3) + 5 = 8
dmg if hits: 1d6 + 4 ⇒ (6) + 4 = 10
cast produce flame, 3 of 4 flames remaining
DrGabe
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Grim also tries to bash the lumbering beast but fails to connect solidly as his blow slides off of the side of the monster.
Lore clumsily fires her flame at the deformed child and it scorches the wall instead.
Ruprecht drinks another elixir.
Eredax's spell only confuses the beast, he blinks and presses the attack against Eadie.
Claw Attack: 1d20 + 2 ⇒ (14) + 2 = 16 Claw Attack: 1d20 + 2 ⇒ (4) + 2 = 6 But the fighter is easily able to dodge the blows. Both miss without taking the Ill Omen into account
Initiative: NPC2, Eadie, Tomoe, NPC1, Eredax, Ruprecht, Grim, Lore
Eadie Navhelan
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Nice choice, Lore.
Uggh, Grim are you serious?? An extra cloth after your beard is coated?? Note to self: Do NOT stand next to Grim if I feel the need to kiss someone in a high pressure situation again!
"Did you say you ate lizards, Grim?!? Those poor baby drakes! Ruprecht, there's Holy water on my belt if you want to use it on the flying thing later."
Eadie takes another swing at the fleshy thing.
Falchion+PA+FF+Inspired: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
dmg+whetstone+magic weapon+inspired: 2d4 + 4 + 3 + 1 + 1 ⇒ (3, 4) + 4 + 3 + 1 + 1 = 16 Even after Tomoe's reminder, I still think I forgot the extra +1 for Inspired, so I think that's 17 damage if it hits, GM.
Hardcopy Character Folio re-roll please GM?: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
DrGabe
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Tomoe's arrow flies true and strikes the monster in her "leg." Some blood starts to flow out, but clearly the arrow didn't bother her as much as it should have.
Concentration Check: 1d20 + 9 ⇒ (18) + 9 = 27 DC 18
The female monster pauses for a moment before she finishes her spell- suddenly a swarm of spiders appears on top of Grim and Eadie. The devil cackles seeing the two fighters react to the poisonous bugs.
Both Grim and Eadie are stung by the spiders Damage: 1d6 ⇒ 3 and both need to make a DC11 Fort Save or be affected by their poison.
Initiative: Initiative: NPC2, Eadie, Tomoe, NPC1, Eredax, Ruprecht, Grim, Lore
MAP
Note, the white square is the spider swarm
Lorelendral Teklet
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Lore throws another bolt of fire at the female monster who just created the swarm.
ranged touch to hit: 1d20 + 5 ⇒ (11) + 5 = 16
dmg if hits: 1d6 + 4 ⇒ (2) + 4 = 6
2/4 bolts used.
Ruprecht Antillious
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Ruprecht take out a potion, and quaffs it down, and his muscles bulge with newfound strength.
Pull potion of Bull's strength and drink it.
AC 19 and Str now 17.
Brother Grimdoc
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Grim tries to fend off the spiders and prepares to charge the caster.
"Well, that's hardly a way to treat guests such as ourselves! Haaarrrh!"
fort, hardy, prot-evil: 1d20 + 5 + 2 + 2 ⇒ (1) + 5 + 2 + 2 = 10 vs spiders (assuming evil spell and poison effects)
GM Star Re-roll if allowed (only needed a 2 c'mon Grim!)
fort, hardy, prot-evil: 1d20 + 5 + 2 + 2 ⇒ (10) + 5 + 2 + 2 = 19 vs spiders (assuming evil spell and poison effects)
Grimdoc MW battleaxe: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 for dmg: 1d8 + 3 ⇒ (8) + 3 = 11
DrGabe
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Lore's bolt smashes into the devil-lady but she bears hardly a mark for the effort.
While Ruprecht drinks his extract, Eredax heals the party members around him.
Grim, somehow manages to fight off the dreadful poison that tries to seep into his veins and then charges the devil-lady. She tries to dodge, but the dwarf is simply to strong and fast. The blade bites into her fleshy arm. What should have cleaved her arm off, only cut deep into muscle.
nitiative: Initiative: Eadie, Tomoe, NPC1 w/ spider swarm, Eredax, Ruprecht, Grim, Lore
Eadie Navhelan
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Fort Save + P from Evil: 1d20 + 8 ⇒ (1) + 8 = 9
Eadie feels a burning sensation run up her biceps and triceps as she holds her falchion in a high stance. Gotta try and tough it out ...
“Lore, I hear Sarenrae has dealt you a hot hand. I wonder what the spiders might think of it?”
Eadie charges up to join Grim. AC back to 20 for the round.
Falchion+PA+FF+Inspired+Charge: 1d20 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16
dmg + magic weapon + inspired: 2d4 + 4 + 3 + 1 + 1 ⇒ (4, 2) + 4 + 3 + 1 + 1 = 15
Brother Grimdoc
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Grim is glad to see Eadie was able to join him.
"Eadie, you ain't lookin' your normal color. Our luck has been waning this fight. Watch out for dem spiders back there, they are toxic!. Hey, while you are dodging them, anyone of you know what this creature is? Me axe is bouncin' off her like she is made o' stone!"
Eadie Navhelan
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Eadie, you failed …
*sobs* I hear that a lot … :D :) ;) Seriously now, DrGabe. I understand 2 points of ability damage translates to the loss of 1 ability point of Strength in Pathfinder – is that correct?
"Eadie, you ain't lookin' your normal color …"
“Grim, you silver-tongued devil! Now, I dunno what this thing is, but Lore’s fire and Tomoe’s arrows aren’t having much affect. Have a look at it! It can’t be good. If you want to duck behind me, to coat a weapon I’ll try and hold the line. I have an inkling we might be joined by a brave rage-chemist pretty soon.”
DrGabe
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Eadie's charge nearly cuts the she-devil through. Somehow the demon skin deflects the worse of the pain, and the monster is still barely standing. Tomoe's arrows flies through the air and also takes a piece out of the demon, but again she barely hangs on.
The swarm moves on top of Eredax, Ruprecht, Tomoe, and Lore.
Swarm Damage: 1d6 ⇒ 5 and Dc11 Fort Save vs Poison.
The she-demon attempts to cast a spell defensively Concentration Check: 1d20 + 9 ⇒ (17) + 9 = 26- and suddenly the demon vanishes from sight. Grim and Eadie can hear the monster breathing and its wings start to beat.
Initiative: Initiative: NPC1 w/ spider swarm, Eredax, Ruprecht, Grim, Lore, Eadie, Tomoe
Lorelendral Teklet
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fort save: 1d20 + 6 ⇒ (11) + 6 = 17
Lore runs out of the swarm, moving 20 feet forward down the corridor, still a bit behind Grim and Eadie.
Ruprecht Antillious
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Fort 1d20 + 4 ⇒ (12) + 4 = 16
Ruprecht follows Lore's lead and heads down the corridor, trying to block it off and prevent the demon from escaping.
Eadie Navhelan
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Fortitude + Prot from Evil vs DC 11: 1d20 + 8 ⇒ (18) + 8 = 26
"Oh, and those ladies from the Inn...they were as crooked as...well, somethin' not very nice...or my name's not Grimdoc!"
“Grim, did you say the Grymbal sisters were crooked? This thing’s as crooked as a kitsune’s hind leg!”
Eadie takes a swing at the creature in the square she can hear the noise of its breathing and the beating of its wings
Falchion+PA+FF+Inspired: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 Eadie's Strength = 15, so PA + FF still work
damage+magic weapon+inspired: 2d4 + 3 + 3 + 1 + 1 ⇒ (1, 3) + 3 + 3 + 1 + 1 = 12
Miss Chance ; high is good in d20 games: 1d100 ⇒ 4
Eredax
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Having been left completely exposed to the swarm's advance, Eredax ponders his own options.
Fort Save: 1d20 + 2 ⇒ (6) + 2 = 8
He decides to move forward, and again channel his divine power, to heal himself, and also his companions.
Moving towards Eadie and Grim as much as possible, and using Selective Channel to leave all the bad guys OUT.
Channel: 1d6 ⇒ 5
All heal 5, Eredax heals 7 due to Fey Foundling. Now... Someone get rid of that swarm please.
Tomoe Gozen
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Tomoe, due to her feather step slippers, easily steps out of that horrible swarm and down the corridor 5 floortiles.
All the while she encourages you again.
Come on you are the best, do something! How about a bomb on that spiders?
Lorelendral Teklet
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I have burning hands, but all allies have to be out of the area i cast into or they will take damage along with the swarm... I hope it doesn't move too fast... if possible it will get flamed next turn.
Eadie Navhelan
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“I think this thing is trying to frustrate us to death. C’mon, Grim! Put it out of our misery!”
“I’ve already used my alchy fire on ahh… border security. Grim, might have some anti-swarm stuff on his belt someone else could use?”
Brother Grimdoc
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"Well, since me axe ain't workin so good, I will give me 'ammer the try!"
Grim drops his battle axe and wields his cold iron warhammer against the creature he can hear (if it sounds like she is still in the same square, he swings in that square. If it sounds like she is fleeing, he will charge to the limit of his movement and swing blindly ahead.
Grimdoc CI, inspire: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 for dmg: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11 miss chance 1d100 ⇒ 77 high is good.
Lorelendral Teklet
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"I have two fire spells left that can hurt the swarm, I just need a clear shot at it." Lore readies to flame the swarm when she can.
not really a readied action, that was just fluff. I will post her action when I see where everyone else is in relation to the swarm
DrGabe
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Both Eadie and Grim give great efforts in striking the invisible demon. Unfortunately Eadie's strike misses the mark, striking only empty air. Grim makes firm contact with the devil, knocking the air out of her. However, both of the valiant fighters can still hear the wings beating.
You both can hear the creature start to cast another spell, then nothingness. The sound of the wings beats no more.
The swarm struggles to remain in this dimension for a few moments, before being called back. It quickly dissolves into nothingness.
The rest of the party darts and dodges around the swarm, suffering no further attack from it. Except Eredax who suddenly starts to fill ill, his strength being sucked away.
We are out of combat, the devil got away, though it was very close. You still have a few prisoners to deal with though....
Eredex Strength Damage: 1d2 ⇒ 2 and you need to make another save, or suffer the same damage.
Lorelendral Teklet
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Lore, seeing Eredax so affected by the swarm, moves close to him and speaks quickly. "I can help restore your strength, but let's wait a moment to make sure there are no other affects before I cast my spell."
She moves to the first cell and peers in, speaking to the occupant. "Hello. I'm Lore, a Pathfinder. Who might you be and how did you get into such a place?" As she speaks she looks to the walls to see if there is a ring of keys hanging anywhere. If not, she hopes Ruprecht can disable a lock or two or three.
Ruprecht Antillious
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Ruprecht takes ten on looking for traps on any of the doors. For a total on 20 on Perception checks.
If there are no keys, he'll try to open the locks, taking ten on the Disable Device checks for a total of 20 as well.
Eadie Navhelan
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Eadie lets out a grunt in frustration as her last swing misses the mark.
Never mind. Everyone’s OK at least.
But one thing’s for sure … It’s SO good being able to go to work knowing that your companions have your back.
She stands watchfully in the background, content to let the others speak with the prisoners.
Take (10) Perception: 10 + 7 = 17
Brother Grimdoc
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If Grim cannot detect the missing she-devil, he will turn his attention back to the captives.
"Miss Eadie, I am not sure where she ran off too, but we must 'ave been gettin' close to the mark for her to leave in such a hurry. Good job everyone! Let's get these prisoners out and get us some real drinks! First round is on me."
DrGabe
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Looking around, you find a table at the northern end of the hall with a set of keys on it. They appear to be the keys to jail cell and manacles that hold the prisoners inside. There are no other traps located here.
One of the prisoners, a dwarf, speaks up, I am Rakuska, and if you are indeed Pathfinders, then I know that you are my friends. Please, undo the shackles. We have been badly beaten. They will come back soon, we must make haste.
Lorelendral Teklet
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"Hurry Ruprecht, bring the keys, let's free these folk as quickly as we can before that she-devil returns with reinforcements."
DrGabe
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We first bypassed Xer fellow dwarf only to be waylaid by a faith barge and have all our funds extorted from us before being captured—though not without a fierce fight. We were brought to this place with hoods over our heads, which their captors removed only when the we arrived at the inn’s gate.We've been interrogated twice by a merciless Razmiri cleric calling herself Holy Ahendile, who she reports is convinced that us dwarves are in the country for some subversive, nefarious purpose. I know nothing of any she-devil until we saw her fight you. Its the cleric that will be returning, and soon.
Eadie Navhelan
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The end is near folks, so very near.
That sounds ominous … ;)
“The enemy is coming and it sounds like we don’t have much time. The goal is pretty obvious, right? Take down the enemy ‘cleric’ while keeping the envoys safe.”
Eadie bobs respectfully to the dwarves.
“I think we should choose the battlefield and try to set up an ambush – let them come to us.”
“What about if we retreat to the room to the west and grease up the doorway and beneath the ladderway with your oil, Ruprecht? That room will give us more room to manoeuvre, flank and spread out against area effects. It would be easier for you to enlarge yourself in there too, Grim.”
“Wasn’t there another room off that big chamber? We could put the envoys in there out of harm’s way, or at least around the corner.”
“What do you all say?”
Ruprecht Antillious
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Ruprecht unlocks the doors, allowing the dwarves and the other prisoners their freedom.
"I'm fine with that, Eadie. But, I do need a piece of healing though...that swarm bit me pretty good."
Tomoe Gozen
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That devil must still be around somewhere, so we need to be careful. If we are unlucky, she escaped to report to her mistress or something. I think we should gather some intelligence about the rest of this cellar first. Who knows what´s in the other rooms here?