Syndra Gwavirin
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Round 1 ini 28
Syndra looks at the snake, aims her crossbow, and fires.
Knowledge ?: 1d20 + 9 ⇒ (13) + 9 = 22
Ranged Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 ⇒ 6
I'm on my phone, I'll move my token when I get home
Syndra Gwavirin
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Switched my marching order with Doran as he tends to like to be in a forward protective position. I'm going to use my move action to reload the crossbow.
| GM Dinuci |
The creature in front of you is a Seru. They are known for their strong poison and watchful eyes.
Syndra shoots her crossbow and hits true. The bolt rips through one of the snake's wings, tearing a hole. The creature remains in the air and flies forward, it spits and a glob of venom lands on Doran.
Fort save DC15 please, you take 1 con dmg if you fail.
Combat round 1:
- Syndra
- Snake
- Falshin
- Jimmy
- Doran
- Roscoe
- Verhaal
In bold may act!
Fly check: 1d20 + 4 ⇒ (15) + 4 = 19
Ranged touch: 1d20 + 6 ⇒ (13) + 6 = 19
Falshin Korvaska
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Falshin moves deeper into the room and sends a nearby piece of debris streaking towards the creature, but he comes nowhere close to striking it.
Telekinetic Blast: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Jimmy_Bodrick
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Heavy Flail, Pa, Charge: 1d20 + 6 - 1 + 2 ⇒ (11) + 6 - 1 + 2 = 18 Damage: 1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Jimmy charges forward in a straight line between the pillars, and swings his heavy flail at it. "Jimmy smaaaash!!!"
Roscoe Thorngage
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Roscoe unsheaths his blade and moves into position to strike.
Wakizashi: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d4 ⇒ 4
GM Mars
|
The Pathfinders have allied with a group of Azlanti Rebels! They're joining up with Pathfinders as they make their way into the Serpentfolk Temple!
Each table now counts as one subtier higher for the purpose of calculating what benefits they get from Aid Tokens. Subtier 10-11 tables increase the Aid Another bonus to +5, the Allied Offensive option deals 4d8 points of damage, and Burst of Healing heals 6d6 points of damage.
| GM Dinuci |
Doran and Jimmy smash the creature to pieces, their power too much for the tiny animal to handle.
COMBAT OVER
The altar the snake came from looks very interesting and unlike anything you've seen before.
DC 12 appraise, craft (armor, clothing, or jewelry), disguise, knowledge (nobility or religion), perception, profession (clerk, merchant or scribe) to record useful information.
| GM Dinuci |
Falshin stares in wonder at the altar. He writes his findings down, a waste to let such a chance pass.
The group moves on. Chaotically twisting tunnels and chambers shoot throughout the temple’s interior, some ending abruptly and others opening into smoke-choked studies, scriptoria, and meditation chambers. Countless alcoves are cut into the walls—almost entirely hidden within the elaborate mosaics. A single clay tablet inscribed with pictograms, part of a Ydersian holy text, lies on a nearby table. It appears to be only part of a much larger set. Pathfinders and other people from their time know little about Ydersius and his faith prior to the serpent god’s decapitation.
Eager by the chance to discover more about this lost knowledge the group starts to comb the area. After seven minutes you suddenly stumble upon a small hidden alcove. A tablet, like the one you found before, lies in the back of the alcove.
Perc Falshin: 1d20 + 6 ⇒ (11) + 6 = 17
Perc Syndra: 1d20 + 3 ⇒ (10) + 3 = 13
Perc Jimmy: 1d20 + 3 ⇒ (1) + 3 = 4
Perc Verhaal: 1d20 + 4 ⇒ (4) + 4 = 8
Perc Doran: 1d20 + 4 ⇒ (16) + 4 = 20
Perc Roscoe: 1d20 + 5 ⇒ (4) + 5 = 9
Time: 1d6 + 4 ⇒ (3) + 4 = 7
Syndra Gwavirin
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Syndra, always interested in acquiring ancient knowledge, approaches the alcove to document the tablet.
Is there perhaps a knowledge check needed?
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
| GM Dinuci |
No knowledge checks needed.
Syndra inspects the alcove and detects nothing special about it.
| GM Dinuci |
As Syndra reaches into the alcove a trap triggers and the alcove is set aflame, including her. Flames wash over her as she tries to escape from the small enclosed space.
Reflex save DC11 for half damage, damage is 7
After the trap is done spewing flames it is save to reach inside again. Gladly the clay tablet was not damaged by the fire.
Less lucky this time but still another success! I believe that tomorrow the next area will be accessible! We are right on schedule.
Burning hands: 2d4 ⇒ (3, 4) = 7
1=destroyed, 2=saved: 1d2 ⇒ 2
Falshin Korvaska
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"Syndra, are you okay? Do you require any healing? And yes, let us be much more careful from here on out. I can handle any mundane traps we come upon. And even retrieve light items from their resting place in the event they are trapped."
Syndra Gwavirin
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Reflex Save: 1d20 + 4 ⇒ (12) + 4 = 16
Damage for half is 3
Syndra looks a little shaken from the experience, but seems to come out not too badly hurt. "Well that was an experience that I would rather not repeat... Sometimes I let me interest in acquiring knowledge get the best of me. Aye Falshin I could use a little healing, but could use my wand if it is a burden for you."
She looks at the tablet.
"Amazing, truly amazing. I think that the society will find this most interesting."
Falshin Korvaska
|
"No burden, dear. Though I can only use my abilities so many times before I become too exhausted. If you have a wand, perhaps that might not be a terrible idea. We have already encountered numerous lizardmen and I fear we have not faced the last of them."
I don't mind healing Syndra, but I can only do it 6 more times today and I'm not sure how far we are from the end of the scenario. My heals are much better suited to combat healing as its 1d6+5 as opposed to 1d8+1... Your call though, Syndra!
Syndra Gwavirin
|
Syndra pats Falshin on the shoulder. "No need to waste your skills on an injury so minor my friend." Syndra pulls a dark and twisted wand out her pack, and speaks the words to trigger the wand. For a quick moment she looks pained as if fighting something inside her. Over the next minute the burns that she endured disappear, singed hair regrows, and she looks much better.
Turning to Doran "I think that we have learned that sticking to shadows and looking for traps is something that we might need to be aware of. I'm happy to use Hoa as a scout to help, and I agree that you are much better at keeping an eye out for traps than me my friend. I shall have to curb my curiosity some I feel."
Syndra uses a wand of infernal healing on herself to heal the damage done.
I also rolled a 22 perception check. I have a feeling that one had quite a high perception on it. On a side note, I think we are working really well together in taking on this scenario!
| GM Dinuci |
The check to see the trap was DC 26 :/ Only one of you could've made it with a natural 20 on top. I've also got the feeling that everything goes very smooth so far.
Syndra Gwavirin
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Nice attempt Roscoe, but I think that I already set it off... If it is a standard burning hands trap (which I think it was due to the spell) the DC to disable it is the same as the perception check... 26....)
Jimmy_Bodrick
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Jimmy cringes a bit when Syndra gets burned. He carefully places a hand on her shoulder after she's healed herself and gives her a concerned look. "Jimmy also thinks you should be careful..."
| GM Dinuci |
The trap was already triggered. Awaiting the post for this area to be controlled!
The group decides to be more careful from now on and slowly searches for an entryway further into the complex.
No need for perception ;) Just some flavor to fill the time.
They cross several other groups of pathfinder still searching for information and point out what you have found so far.
GM Mars
|
The Pathfinders have worked their way through the Temple Interior, and have discovered that the serpentfolk are performing some kind of ritual in a basement level called the Ophidian Rectory. Perhaps if you rush there you can learn all about the serpentfolk's ancient sacrificial techniques.
…
Oh, also potential save some people. That could be important too.
The Temple Interior is now claimed and the Ophidian Rectory is now discovered! Can we stop the ritual in time? The map is now updated with both the district unlock and the recent aid token transfers. Remember, you still count as one subtier higher for the purpose of your aid token benefits!
| GM Dinuci |
You find a way down and follow it into a domed chamber.
Some heavy presence within this massive, domed chamber claws at the chest and weighs the air itself down. Strange glows emanate from the cardinal points of this massive, circular chamber. In the center of the room, an elevated, spiraling staircase entwines a column of stone, atop which sits an altar.
The temple’s high priest, the ancient and twisted serpentfolk cleric Xassvissec, utters prayers over the chained form of the Azlanti general Krahnaliara Lac Suhn while preparing the sacrifice. Various serpentfolk and reptilian abominations touched by Ydersius’s divine nature stand by to witness the rite.
Groups of pathfinders poor into the room and start fighting with the abominations. You see a group of 4 skeletons guarding the pathway up to the altar and decide to target them.
Who goes first through the small cave system?
Syndra Gwavirin
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Syndra nods to Doran. "Roscoe, do you want to ensure that nobody sneaks up on our backs?" She follows behind Doran and Jimmy sneaking into the chamber. She also whispers to the group what she knows about the skeletons.
Knowledge Religion: 1d20 + 9 ⇒ (9) + 9 = 18
How hides in the shadows using her sense of smell to check for other dangers.
Hoa Stealth: 1d20 + 10 ⇒ (7) + 10 = 17
Hoa Perception with scent: 1d20 + 5 ⇒ (16) + 5 = 21
| GM Dinuci |
Syndra looks at the skeletons and remembers the general undead trait they should have. She is however unable to see the snake around the corner. Doran moves just beyond the edge of the cavern and hears a loud hiss to his left, a large snake lies coiled up against the rocks.
Made a mistake, there is also a snake. Added it on the map.
Combat Round 1:
- Syndra
- Skeletons
- Verhaal
- Jimmy
- Doran
- Falshin
- Roscoe
- Snake
In bold may act!
Ini Falshin: 1d20 + 3 ⇒ (9) + 3 = 12
Ini Syndra: 1d20 + 17 ⇒ (13) + 17 = 30
Ini Jimmy: 1d20 + 4 ⇒ (16) + 4 = 20
Ini Verhaal: 1d20 + 3 ⇒ (19) + 3 = 22
Ini Doran: 1d20 + 4 ⇒ (15) + 4 = 19
Ini Roscoe: 1d20 + 4 ⇒ (6) + 4 = 10
Skeletons: 1d20 + 6 ⇒ (17) + 6 = 23
Snake: 1d20 + 3 ⇒ (1) + 3 = 4
Syndra Gwavirin
|
Round 1, Ini 30
Syndra announces to the group "My friends we are again under attack! This time by skeletons, and a snake. Skeletons are resistant to blades, but rather must be smashed by clubs and hammers! free action
Syndra pulls out her crossbow again move action and stands facing the red skeleton. "Ma nimetan edasi pall happe leida see blend alum" she speaks while cupping her free hand. She finishes speaking and holds a glowing green and yellow ball in her hand. She reaches out in the direction of the skeleton, and the ball shoots from her hand hurtling towards the creature. standard action
Knowledge Nature for the snake if seen: 1d20 + 9 ⇒ (18) + 9 = 27
Ranged Touch Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Acid Damage: 1d3 ⇒ 1
| GM Dinuci |
Syndra hits the skeleton and leaves a burn mark on one of the bones. Two of the skeletons move forward, two remaining to guard the spire. The two attack, both swing their broken weapon at Doran. Both skeletons flail boney claws and broken weapons, missing their target.
Combat Round 1:
- Syndra
- Skeletons
- Verhaal
- Jimmy
- Doran
- Falshin
- Roscoe
- Snake
In bold may act!
Atk: 1d20 ⇒ 5
dmg: 1d6 ⇒ 6
Atk: 1d20 - 3 ⇒ (3) - 3 = 0
dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Atk: 1d20 ⇒ 7
dmg: 1d6 ⇒ 3
Atk: 1d20 - 3 ⇒ (7) - 3 = 4
dmg: 1d4 + 1 ⇒ (2) + 1 = 3
Falshin Korvaska
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Going to wait until other folks post their actions and hopefully take out some of the skelos so Falshin can get through the fracas and actually do something.
Verhaal
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"Do not falter my friends. Keep pushing with courage and we will win," says Verhaal and start singing a melody that inflames the hearts of her comrades.
Inspire courage: +1 to hit and to damage for everybody
| GM Dinuci |
Doran swings but misses the skeleton, even with Verhaal's aid.
Combat Round 1:
- Syndra
- Skeletons
- Verhaal
- Jimmy
- Doran
- Falshin
- Roscoe
- Snake
In bold may act!
Inspire courage is up!
Roscoe Thorngage
|
Still monitoring, hoping that the bottleneck clears. @GM Dinuci - how high are the ceilings? Is it reasonable to try to climb above the melee combatants along the wall to enter the main room? @Party - anyone have spider climb?
Falshin Korvaska
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In the spirit of keeping things moving and not being the cause of lagging everyone behind...
Falshin, seeing nowhere to go, decides to step back into the previous room in hopes of getting those in the front to clear the hallway. "Everyone fall back into this room! Draw the skeletons into the narrow hallway and limit their numbers! Doran, keep up your attack, but slowly fall back!"
Roscoe Thorngage
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Roscoe moves to fallback in the room, pressed against the wall to ambush the enemy as they enter.
Moved to keep things going. Climb would be bad for this chat with no ranks and low str. Could an acrobatics attempt work to go over the enemy? With so many friendly occupied spaces. I'm not sure that's possible.
Syndra Gwavirin
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RAW says that you can move through friendly squares, so it would take one acrobatics roll to move through the enemy. Be aware though that the snake is still to go, and you would be the only target available for attack.
Jimmy_Bodrick
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I was hoping Doran would mow a skeleton down, then I could've moved forward before my attack. (My acrobatics sucks.)
Despite the awkward angle caused by the corner Jimmy tries to smash the black skeleton. "Jimmy smash!"
Heavy Flail, Pa: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17 Damage: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13