Reidog Blessedstone |
Reidog growls at the tieflings, "We got ever right ta be here. We was invited by tha Lissalans.
What devilry is this, now? You two Lissalans as well?"
Gru'Gar |
Growling at the tieflings
"We have busineess with the Lashmistress. Not with fools like yourselves. Where is she, Now!"
Intimidate: 1d20 + 7 ⇒ (7) + 7 = 14
Pai Shecks |
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With a dark, menacing expression, Pai activates her Enveloping Winds Elemental Defense*, causing arcs of lightening to crackle all around her. In a harsh voice she orders: "Answer him. Now." Yes! I'm finally useful! In a fun way! Scaring bad guys! (Because seriously, these creeps are bad guys. What the fudge!)
Intimidate: 1d20 + 5 ⇒ (18) + 5 = 23
*All ranged attacks made with physical weapons suffer a 20% miss chance
GM Nowruz |
One of the Tieflings takes a step back after seeing something in Pai that clearly scared him.
The tieflings seem set aback for a moment, look at each other, and both assume a fighting stance.
"Look for whomever you are looking for somewhere else! You are disrupting the ritual. If you leave now, you won't end up as crimson decorations on the floor. Last warning..."
Gru'Gar |
Looking at the cultists to see if any sign of needing help
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Sense Motive: 1d20 + 8 ⇒ (17) + 8 = 25
Guess I should have just done the sense motive right off the top after reading it.
Gru'Gar points his finger at them
"Know your place, and respect your betters."
He turns and walks out.
When they are out he leans over to Pai and whispers
"Your a scary little one arn't you."
And gives a smile to Pai.
Pai Shecks |
With one last glare at the tieflings, Pai follows Gru'Gar out the door, arcs of lightening still crackling around her.
"Your a scary little one arn't you."
Cocking her head up at the much taller half-orc, Pai gives him a wicked smile. Suddenly, the lightening disappears and her expression drops into one of youthful, innocent mirth. One hand darts up to cover her mouth as a giggle escapes. "Oh, that was so fun! I can't keep a straight face! Hahaha!" I swear I'm not evil! It's just so fun! She struggles to stop laughing and wipe the grin off her face for almost half a minute before finally succeeding.
Pai Shecks |
Pai will follow whoever makes a decision. If no one else takes the lead, she will head for the next door she sees, which would probably be the one to the south.
Calvert Calvinson |
Calvert, seeing the door to the south, follows Pai in that direction.
Pointing over his shoulder, back towards the ritual, Cal asks, "What in the nine circles of hell was that?"
GM Nowruz |
Southern Room: Barracks
This wide room contains several bunk beds and chests - sleeping space for about 30 people - each embossed with a different rune.
A heavy iron pipe runs the length of the south wall of this room at about four feet from the ground, disappearing into the eastern and western walls.
A pungent smell issues from an alcove to the east.
Wrapped around a magical wand, a letter juts out of one of the chests. It is Written in Tien!
Reidog Blessedstone |
Seeing Pai and Calvert head toward the barracks, Reidog hurries to catch up, weapons clanking against his armor as he moves.
"Their leader is called a Lashmistress. Nuthin' we sees down here is gonna be surprisin'."
Reaching the room, he scrunches up his nose. "The better question is, "What is that smell?!"
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
"Odd, there be a letter wrapped around a wand stickin' outta that chest."
Walking over, he picks up the wand and unwraps the letter. "Looks like a bunch o' gibberish ta me." He hands the wand and letter to whomever wants them.
Mythryndyr |
Myth will search the room...
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
...upon finding the letter wrapped around the wand, he alerts the party...
"Any of you fluent in Tien?" (While Myth doesn't speak Tien, he has spent time there and recognizes the language)
The rogue then heads to take a look at the pungent smell and the pipes...
GM Nowruz |
Great Perception, here is what you notice!
The stench comes from a pipe. The pipe's terminus is in the eastern alcove in this room, which the cultists use as a washroom. The washroom contains a table with four ceramic basins, each capable of holding 8 gallons of water.
Myth, you assume the iron pipe is part of a long-defunct sewer that now connects directly to the foul waters of Riddleport Harbor.
The iron pipe juts into this washroom, capped with a spigot positioned over a large barrel. The spigot dribbles foul harbor water into the barrel, which is ringed with dried flowers in an attempt to mask the smell.
Near the barrel hangs a wand underneath a note that reads, "Conserve charges! Use on full basins only!"
You would assume that the cultists cannot drink or wash with the harbor water as is, so they scoop the foul water into the basins and then somehow use the wand to purify the water before use.
Conney Donnovan |
Myth will search the room...
[dice=Perception]1d20+9
...upon finding the letter wrapped around the wand, he alerts the party...
"Any of you fluent in Tien?" (While Myth doesn't speak Tien, he has spent time there and recognizes the language)
The rogue then heads to take a look at the pungent smell and the pipes...
"Yes, I can speak it fluently, can I see the letter, please?"
Mythryndyr |
Myth nods and gives the letter to Conney…
As he returns to examining the pipes, he gets a wild looking grin upon his face...
"I think I know of a way to sabotage this safe house; this section of it any ways. This pipe is part of the old sewer system...if I can break it open, those foul waters will flood this room and beyond; right now, the barracks are empty, we might not get another chance. Y'all might want to clear this room first though..."
When the others have left the room, Myth will take the wand that the Lissalans use to clean the water...he will toss his Aspis badge on one of the beds near where the pipe runs and then attempt to open up the pipe...
Assuming maybe a Disable Device check is the most appropriate skill for this?
Disable Device: 1d20 + 13 ⇒ (16) + 13 = 29
If he succeeds, Myth will rush out and close the door behind him...
GM Nowruz |
Myth starts working on the pipes and his successful sabotage causes the filthy water to slowly but inexorably flood the safe house.
The water's pestilent nature will probably foul this room but might also reach other areas!
You can only assume that in case the entire complex is affected this would make the safe house uninhabitable.
Suddenly, you hear a loud rumbling sound which come sounds like stone on stone! It is moving in your direction - fast!
GM Nowruz |
"Yes, I can speak it fluently, can I see the letter, please?"
The missive is written in Tien and is giving riddled descriptions that concern a "back door" into the Hao ]in Tapestry. And you can now read that The cult of Lissala aided the Aspis Consortium in creating a secret entrance to the tapestry, but the precise details remain obscure and would require further detail by Pathfinder experts.
Although few say so in the presence of VC Amira Li, her honor is tarnished by having recommended the Hao Jin Tapestry to the Pathfinder Society in th e first place.
You would assume that Amira Li would love to know more a bout how this treachery came to be.
Sapper Slippergear |
Sapper looks about for other subtle ways to sabotage the place or any equipment he sees as they move on. Ok other words, he's looking to make this as complete a loss for the cult as possible.
kn: engineering: 1d20 + 9 ⇒ (20) + 9 = 29
Calvert Calvinson |
Calvert takes inner enjoyment at turning this metaphoric cess pit into a literal one.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
"Take heed comrades! Something approaches quickly.
Cal will summon his phantom blade, if there is time before the doom arrives.
Pai Shecks |
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Knowledge Local: 1d20 + 5 ⇒ (8) + 5 = 13
Suddenly, Pai jumps in alarm. "Crap! It's a trap! Everyone... Gah!" She dashes out the door to follow Reidog. She glances up the corridor to the north as she passes in front of him, finally coming to a stop just inside the corner of the vestibule.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
What does she see up the hall?
Mythryndyr |
Knowledge (Local): 1d20 + 4 ⇒ (18) + 4 = 22
As Conney reveals the letter's contents, Myth nods as he recalls something concerning the subject...
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
...but upon hearing the disturbance coming their way, it'd have to wait...
Myth nods to Calvert, moves back to stand on the nearest bed, to get a better angle to fire from as well as to avoid the foul water coming from the pipe...
Conney Donnovan |
PER 15: 1d20 + 7 ⇒ (10) + 7 = 17
"Interesting note, but, ok, not my expertise."
Don't have the relevant KNO skills.
Reidog Blessedstone |
Reidog, you cannot draw a weapon during the surprise round when you move if you do not have quick draw. So either move or draw your weapon please.
Really? Even as part of a move? I'll have to look that up. I will move but not draw in that case
Mythryndyr |
GM Nowruz wrote:Reidog, you cannot draw a weapon during the surprise round when you move if you do not have quick draw. So either move or draw your weapon please.Really? Even as part of a move? I'll have to look that up. I will move but not draw in that case
I thought the same Reidog so I looked it up. On page 183 of the core rulebook under move actions:
Draw a weapon (3; it's a footnote)
(3) If you have an attack bonus of +1 or higher, you can combine one of these actions with a regular move.
Calvert Calvinson |
"We don't want to be caught, move out!"
Cal moves out of the barracks and into the vestibule.
unfortunately, that's as far as I can get in a single move
GM Nowruz |
All those who can see the hallway observe how an elaborate rune-carved statue of a creature with a serpent’s body, a woman’s torso, six wings, and a Sihedron rune in place of a head approaches around the corner and arrives just in front of you.
Initiative
Ini(Reidog): 1d20 + 2 ⇒ (4) + 2 = 6
Ini(Myth): 1d20 + 7 ⇒ (14) + 7 = 21
Ini(Calvert): 1d20 + 1 ⇒ (9) + 1 = 10
Ini(Pai): 1d20 + 5 ⇒ (17) + 5 = 22
Ini(Sapper): 1d20 + 3 ⇒ (12) + 3 = 15
Ini(Conney): 1d20 + 4 ⇒ (8) + 4 = 12
Ini(Gru’Gar): 1d20 + 3 ⇒ (17) + 3 = 20
Golem: 1d20 - 1 ⇒ (12) - 1 = 11
Kn(arcana) please to identify
Round 1
1. Pai, Gru'Gar, Myth, Sapper and Conney -> GO!
2. Golem
3. Reidog, Calvert
#Golem: Full HP
#Gru'Gar:
#Myth:
#Sapper:
#Reidog:
#Pai:
#Conney:
#Calvert:
Mythryndyr |
If Myth has line of sight from his current position, he will fire two arrows through the open doors at the golem...if not he'll move 5' west and do the same...
Shortbow w/Magic, Precise Shot, PBS, Rapid Shot: 1d20 + 7 + 1 + 1 - 2 ⇒ (17) + 7 + 1 + 1 - 2 = 24
Magic/Cold Iron Damage + PBS + STR + Sneak: 1d6 + 1 + 1 + 2d6 ⇒ (5) + 1 + 1 + (4, 4) = 15
Shortbow w/Magic, Precise Shot, PBS, Rapid Shot: 1d20 + 7 + 1 + 1 - 2 ⇒ (19) + 7 + 1 + 1 - 2 = 26
Magic/Cold Damage + PBS + STR + Sneak: 1d6 + 1 + 1 + 1 + 2d6 ⇒ (4) + 1 + 1 + 1 + (4, 5) = 16
Conney Donnovan |
Know(Arcana): 1d20 + 8 ⇒ (3) + 8 = 11
Stepping to the side(5' step + move), Conney lets loose with a tossed bomb.
Bomb vs touch ac: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 - Precise Shot
-Use precise bombs to ignore location(s) where friendlies are.
Damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14
Sapper Slippergear |
bomb vs touch, point blank: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
damage, 6splash: 2d6 + 4 ⇒ (4, 5) + 4 = 13
Conney's bomb is followed closely by Sappers', though maybe a little too closely...
Pai Shecks |
As the golem grinds to a halt at the end of the corridor, Pai sizes up their opponent and immediately questions the wisdom of a little gnome rushing out front. Rather than stay close so that the guys can get a chance to see what smashed gnome jelly would look like, she scrunches up her tiny frame and slips behind Conney and Reidog, stopping between Reidog and Calvert. She then turns and, with an expression of analytical curiosity, reaches out a hand to blast the golem with electric power. I wonder if electricity will damage it?
Electric blast vs. Touch AC: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 3 ⇒ (5) + 3 = 8
As Pai is first in initiative order and no one has acted yet, I didn't put in the -4 on the attack roll for firing into melee (see Calvert's position). Feel free to adjust the attack roll result if necessary.
Gru'Gar |
Gru'Gar slips past and gets on the far side to take a swing at the golem.
Cold iron Greataxe Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d12 + 3 ⇒ (6) + 3 = 9
If Flanked Damage: 2d6 + 1 ⇒ (6, 1) + 1 = 8
the +1 is due to DIRTY FIGHTER trait, so it might be just +1 to damage due to it's a golem.
And if flanking, he gets +1 to hit due to GROUP FIGHTER trait and +2 for flanking for a total of +3 to attack
GM Nowruz |
If Myth has line of sight from his current position, he will fire two arrows through the open doors at the golem...if not he'll move 5' west and do the same...
[dice=Shortbow w/Magic, Precise Shot, PBS, Rapid Shot]1d20 + 7 + 1 + 1 - 2
[dice=Magic/Cold Iron Damage + PBS + STR + Sneak]1d6 + 1 + 1 + 2d6
[dice=Shortbow w/Magic, Precise Shot, PBS, Rapid Shot]1d20 + 7 + 1 + 1 - 2
[dice=Magic/Cold Damage + PBS + STR + Sneak]1d6 + 1 + 1 + 1 + 2d6
Please 5 ft step. The golem is fully aware of you and there was a surprise round so it is not flat-footed. :-(
GM Nowruz |
Myth's arrows strike true but you see that the body of the construct is not slowed.
Suddenly, a precise bomb hurled by Conney hits three of the constructs wings and burns them severely.
Sapper, I moved you and assumed you used a move action in the surprise round and round 1. You have to reflect -4 for cover please.
Sapper bomb (please roll that yourself in the future :-) scatter : 1d8 ⇒ 7
Sapper throws a bomb and does not hit but fortunately he also does not splash his comrades but only the construct.
GM Nowruz |
Please note that Conney, Calvert, Pai, Myth ans Sapper have to account for cover from their current position.
Gru’Gar’s axe lands with precision and hacks a huge chunk of wood and metal out of the golem.
The golem of Lissala retaliates and hits Gru’Gar with one of its fists.
Slam : 1d20 + 10 ⇒ (4) + 10 = 14 , Damage : 1d10 + 5 ⇒ (4) + 5 = 9
Slam : 1d20 + 10 ⇒ (7) + 10 = 17 , Damage : 1d10 + 5 ⇒ (1) + 5 = 6
Round 1
2. Golem
3. Reidog, Calvert -> go
Round 2
1. Pai, Gru'Gar, Myth, Sapper and Conney -> GO!
#Golem: -41 HP
#Gru'Gar: -6 HP
#Myth:
#Sapper:
#Reidog:
#Pai:
#Conney:
#Calvert: