DM Beckett
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Venturing in further, you come to a small room. Inside of it, are four strange humans, each attached to odd colored lines that seem to go directly into their flesh and attached to glass beakers, or what seem to be alchemical apparati. Once you approach, the Azlanti wake up, with a strange dead look in their eye, and begin to lumber towards you, not unlike a zombie.
They are treated as Skeletons, just flavor.
Brynjolfsen: 1d20 + 3 ⇒ (20) + 3 = 23
Daeven: 1d20 + 2 ⇒ (17) + 2 = 19
Grundle: 1d20 + 3 ⇒ (9) + 3 = 12
Owyn: 1d20 + 1 ⇒ (12) + 1 = 13
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1d20 + 6 ⇒ (12) + 6 = 18
ROUND 1
Bryn/Keshra, Daeven
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Skeleton 1 (), Skeleton 2 (), Skeleton 3 (),
Skeleton 4 (), Skeleton 5 (), Skeleton 6 ()
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Owyn and Grundle
Daeven Naem'yar
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"Let's retreat back to the statues so we can fight them one at a time!", yell's Daeven.
If everyone complies he positions per the map (anyone feel free to change that up.). Otherwise he will hold his action to see what his party does.
Brynjolfsen
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moved Bryn up with the rest of the party where he should of been.
"Kesh.. Defend." Bryn draws his short sword as he walks up to stand behind Kesh.
DM Beckett
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The skeletons all come at you, ripping themselves from the odd tethers that hold to the walls. However, because you have forced them to bottle neck, only one can attack at a time.
Claw: 1d20 + 2 ⇒ (1) + 2 = 3 <miss>
ROUND 1
Bryn/Keshra, Daeven
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Skeleton 1 (), Skeleton 2 (), Skeleton 3 (),
Skeleton 4 (), Skeleton 5 (), Skeleton 6 ()
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Owyn and Grundle
Something in the end of the hallway begins to slowly start to glow. Or rather many small things. No more than a dim candle, you see the room displaying small round lights, less than an inch each, though they seem to cover nearly the entirety of a large metal table. Some flash in a repeating cycle, while others do not glow at all, and some remain glowing constantly. There is also a dull hum coming from the room, very hard to hear, though it seems to become louder at first and then remains at a certain level afterwards.
Grundle Farbon PFS
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Grundle stops for a second...then feels his rage overtaking his senses. He wipes his mouth, blood trickling from his unknowing biting of his lip, and charges forward. "I'm sick of this crap!!!"
Rage, Charge, Attack Skeleton 1: 1d20 + 5 + 2 + 2 ⇒ (10) + 5 + 2 + 2 = 19
Damage: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Owyn Moravic
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Knowledge (Religion): 1d20 + 5 ⇒ (6) + 5 = 11
Owyn sheaths his longsword and pulls forth his light hammer as he calls out "Bludgeoning weapons will break their bones faster than normal weapons! Switch weapons if you have any!"
Bryn, no one else can fight while you and Kesh are in the choke point. Fall back and let them come to us.
Daeven Naem'yar
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I think if we are a line of three there, it's still one of them and three of us ... that true DM Beckett?
Brynjolfsen
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Bryn backs up back towards the group. Kesh takes a step back (5'), and then continues to back away from the skeletons.
DM Beckett
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I think if we are a line of three there, it's still one of them and three of us ... that true DM Beckett?
If the line of Grundle, Owyn, and Daeven moves up 1 square, it will be 3 against 1. Where you are now, they could squeeze in for 3 vs 3. Also, if Keshra and Daeven switch places, everyone could try to attack, Daeven using his whip to trip and Bryn shooting into the melee from behind.
I'm assuming that Owyn and Grundle either Ready or Delay?
ROUND 1 / 2
Bryn/Keshra, Daeven
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Skeleton 1 (), Skeleton 2 (), Skeleton 3 (),
Skeleton 4 (), Skeleton 5 (), Skeleton 6 ()
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Owyn and Grundle
Daeven Naem'yar
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if we can work it in there we need to move up so it's three on one. Any delayed actions should do that.
Owyn Moravic
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If the line of Grundle, Owyn, and Daeven moves up 1 square, it will be 3 against 1. Where you are now, they could squeeze in for 3 vs 3. Also, if Keshra and Daeven switch places, everyone could try to attack, Daeven using his whip to trip and Bryn shooting into the melee from behind.
That sounds like a good plan. I'll move up, too.
Daeven Naem'yar
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Please Swap me per the suggestion. Also on the phone
Brynjolfsen
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"Kesh.. Hold..."Bryn says to Keshra so she knows to wait til they are closer. Bryn then fires an arrow at the first one.
Bryn: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 ⇒ 5
Keshra is holding to attack with the rest of the front line.
Daeven Naem'yar
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And a trip attempt on one as soon as they are in the threaten range of our line ...
Trip: 1d20 + 5 ⇒ (8) + 5 = 13
DM Beckett
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Forming a line that allows you to attack with ease while forcing the enemy to bottleneck to get to you, you manage to dispatch them quickly with no serious injury to yourselves. Walking further into the next room, you encounter a chamber you have likely never seen anything even remotely similar, even in places like Numeria.
This fifteen-by-fifteen-foot room is constructed entirely of the same smooth-white material seen on the sphere outside. A single white pillar stretches floor-to-ceiling in the center of the room, and in a niche rests a smooth, white, hand-sized square covered in glyphs and runes similar to those on the complex’s front door. Many have begun to glow in various bright colors, ranging from green, to red, to yellow.
I'll be heading home from vacation soon. Once I get back, I should be able to pick this up and go a lot quicker.
Daeven Naem'yar
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Daeven wipes his brow from the hard, yet monotonous work of dispatching those monstrosities. Then he begins to inspect the strange room ...
Dungeoneering: 1d20 + 6 ⇒ (15) + 6 = 21
"This is clearly Azlanti ... Aslanti at it's peak I would say. This looks like a combination of high magic and technology I have never scene. I would say this chamber has been dormant over what, seven, eight thousand years. And what's really odd guys is I don't think there has ever been an Azlanti settlement in this area.
"And I probably should have said this first, but the odd box device here seems to function by consuming your soul ... utterly destroying it ... anyone wanna try it out, fire this machine up?!"
Brynjolfsen
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"Umm no thanks. Why would there be something here from people that have never even lived here before?" Bryn looks around not wanting to touch anything after hearing that his soul could be taken and destroyed by the objects in the room. "Heel, Kesh... Don't touch anything either"
Owyn Moravic
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Knowledge(Religion): 1d20 + 5 ⇒ (14) + 5 = 19
Owyn steps into the room as he says "Be that as it may, we don't know for sure that touching this device automatically activates it. And besides, Juliet said that whatever we find down here may be the key to saving the people here. We have to at least try."
As he finishes, Owyn will cast Detect Evil on the room.
If the device is not evil,
Owyn takes a deep breath as he mutters "Iomedae, give me strength..." and reaches to pick up the glowing cube.
Grundle Farbon PFS
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Grundle knocks Owyn's hand aside from the cube. "Look, some of us ain't got much soul to lose. I'd be in more trouble than is worth it to let one o' you get hurt...the Pathfinders don't take too kindly to me much anyways. If anyone's touchin' it...I am!"
Grundle puts both hands on either side of the cube and tries to lift it up.
Daeven Naem'yar
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"Uh ... I was kidding ...", says Daeven as he steps back equally amazed and horrified that two of his companions are fighting over grabbing the soul sucker. Mostly he's just glad he isn't one of them.
DM Beckett
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Are you sure you want to do that? I don't think it technically counts as/shows as Evil, but I'm double checking.
DM Beckett
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As Owyn and Grundle begin to try to take the box out of each other's hands, smacking or pushing the other's out of the way, (not unlike a certain magical ring. . .), suddenly there is a massive crashing sound outside. Voices can be heard shouting as if in battle.
The small box begins to send out small blackish purple sparks. Currently it is not harmful, but it's kind of creepy, sending the hair on the back of your necks up the same way a ghost (or voice in the darkness) might.
Are you sure you really want to do this? Remember my warning in the other thread.
Brynjolfsen
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Bryn and Keshra back up into an alcove back in the hallway. "We don't want to be around when that things takes them both... Do we Kesh?"
DM Beckett
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Ok, I'm back home now. I tried to warn you. . . I'm sorry guys/gals. There is no save for this. I'll speak to you in private about PP and the like.
As Grundle and Owyn fight over the box, suddenly they both stop, their faces displaying a look of stunted horror. the space near them is filled with a strange black lightning. At first it just zaps everything nearby, paralyzing both Grundle and Owyn, but then it forms the likeness of two electrical arms that grasp each of them by the head, lifting them a foot from the floor. a second set or arms formed from that dark electricity plunges into their chest, dragging out their souls and sucking it into the box.
Only seconds latter, it releases their lifeless, soulless bodies to the ground with a loud thump, leaving Bryn and Daeven to look on with horror.
From behind them, the suddenly see a pulse of white light from outside the temple, bright enough to light much of the area inside for just a moment. They hear the sounds of battle, and a loud crash then ends with wood being splintered and sundered. It sounds like something just broke through the camp's outer wall. And just after that, all that can be heard is the cheer of the odd ape men.
With nothing else to do in here at the grisly sight, you respond to the immediate threat outside. Just as you emerge from the door, you see a flying bolder fully mashing a hole in the palisade wall, and moments later a hoard of screeching, chattering ape-men plunge through it and flood the camp. In the distance, their horrible champion—a four-armed gorilla, fifteen feet tall and causing the ground to shake with each step, intelligently scans his troops and roars at them, causing the ape-men to devolve into a frenzy.
A small wave of the Charau-Ka rushes through, and immediately rushes to the nearest people. The charau-ka are limber, shrieking creatures with the basic shape of an enraged monkey. They walk upright like a human and carry clubs (or any object they can throw) in their hands. They are vile, vicious, brutal, and intelligent, and most (especially these charauka) are devout worshippers of the demon lord Angazhan.
They are incredibly fast, making great leaps and able to grab hold on things with both hands and feet. The nearest defends are put down quickly in their weakened state. As sworn, the Aspis agents fight along your side.
DM Beckett
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Brynjolfsen: 1d20 + 3 ⇒ (5) + 3 = 8
Daeven: 1d20 + 2 ⇒ (4) + 2 = 6
Owyn: 1d20 - 1 ⇒ (18) - 1 = 17
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Angazhani Champion: 1d20 + 6 ⇒ (11) + 6 = 17
Charau-Ka: 1d20 + 1 ⇒ (11) + 1 = 12
ROUND 1
Angazhani Champion (inactive)
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Charau-Ka 1 (), Charau-Ka 2 (), and Charau-Ka 3 ()
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Bryn (), Keshra (), and Daeven ()
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Aspis Agents
Brynjolfsen
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Wow... I shall never fight/argue with anyone over any device that is labeled a Soul Destroyer... they can have it while I move to another room.. A few dungeons over. haha. Sorry guys. :(
"Kesh.. Stay close."Bryn looks around at the current fray going on in the compounds courtyards. Finding a target, he fires an arrow at the nearest Charau-Ka.
Bryn: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 ⇒ 6
Kesh is holding her action to stay close and defend Bryn
DM Beckett
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I wouldn't worry too much. I hate killing characters, and there is something built into this one just in case. I do hate that they have to sit out for a bit though. Worst part of a TP,. . ., I mean a character death, in my opinion.
Daeven Naem'yar
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"What the hell ... what was that room even for? Who leaves a soul sucker lying around ... what the hell!", stammers Daeven as he runs out, "I was just kidding!
Once up top
...
Where are the aspis, I don't want to run up to them and have to absorb all the attacks if the aspis are back with us, but if there are "friendlies" with the monkeys I will charge up ...
DM Beckett
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To avoid to much confusion and DM rolling, I was just going to lower the number of enemies a bit and dialogue that the Aspis (and other camp defenders) take one down here, fire an miss there, takes a crit to the face down by the wall, as we go on, and mostly focus on what players I have left.
Brynjolfsen
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Moved Bryn and Kesh on the map
DM Beckett
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The camp defenders and handful of Aspis agents attempt to attack the monkey-men, a few have makeshift shortbows or spears, but others simple throw rocks or whatever they happen to have on hand. The Angazhani Champion begins to try to lift another bolder lodged into the earth. Using all four arms to begin to dig it out and lift, it strains it's muscles, planning on launching another missile into the camp and knocking out the tower, and the archers in it. One of the ape-men charges into the fray leaping onto a one of the Aspis agents, beating him to death brutally with it's club and paws.
The other two begin to bound towards you, leaping onto the tree or onto crates as they move. Once they get closer, each pulls out a brick-sized rock and flings it at you.
Ape 1 vs Bryn (AC 15): 1d20 + 5 ⇒ (3) + 5 = 8 <miss>
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Ape 2 vs Daeven (AC 16): 1d20 + 5 ⇒ (2) + 5 = 7 <miss>
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
ROUND 2
Angazhani Champion (inactive)
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Charau-Ka 1 (), Charau-Ka 2 (), and Charau-Ka 3 ()
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Bryn (), Keshra (), and Daeven ()
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Aspis Agents
Daeven Naem'yar
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Daeven runs forward, throwing a dagger as he gets close. His whip is in hand.
Ranged 2/Increments: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
damage: 1d4 + 3 ⇒ (1) + 3 = 4
The dagger hits the building next to him instantly bouncing back, just missing himself as it flies over his head.
Brynjolfsen
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Kesh moves in front of Bryn, and Growls at Ape1. Bryn lines up his first shot, and fires an arrow at Ape1.
Bryn: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 ⇒ 5
Crit Confirm: 1d20 + 3 ⇒ (20) + 3 = 23
Sweet baby, Jebus... Meet the Apemen's new target. lol :)
Daeven Naem'yar
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Note, you need another damage roll for the crit ...
In my home game I am going to implement "Exploding crits" if you crit with a crit you confirm that too and keep upping the damage each time.
Daeven Naem'yar
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"A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.
Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon abilities (such as flaming) are not multiplied when you score a critical hit."
Brynjolfsen
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So it'll be 3d6's instead of 1d6 x3? I think for ease it should just be the damage roll x the multiplier. Beckett, Which do you want to use?