Warpac |
Warpac attempts to put an end to the crab and activates sacred armor, allowing the viscous to expire.
Swim: 1d20 + 2 ⇒ (6) + 2 = 8
To Hit: 1d20 + 7 + 2 + 3 ⇒ (16) + 7 + 2 + 3 = 28
Damage: 1d10 + 7 + 2 + 3 ⇒ (8) + 7 + 2 + 3 = 20
Iterative To Hit: 1d20 + 7 + 2 + 3 - 5 ⇒ (8) + 7 + 2 + 3 - 5 = 15
Damage: 1d10 + 7 + 2 + 3 ⇒ (6) + 7 + 2 + 3 = 18
Not sure if the swim fail means an attack fail too or a penalty to hit or what.
Pirate GM |
no extra offensive penalty from failing the swim check. Does make you flat footed and gives enemies an extra +2 to hit you.
concealment: 1d100 ⇒ 27
Warpac's blade although slowed by the water cuts into crab, although it is not enough to put it down.
Rayne 42/98 (HB 23/32)
Wraith 59/67 (HB 18/28)
Etu (HB 14/20)
Warpac 64/73(air Bubble)
Qalim -8/59 (Drowning)
Red Crab (-47)
Rayne Deverin |
Swim: 1d20 + 4 ⇒ (8) + 4 = 12
Rayne tries to finish off the remaining crab.
Favored Target: 1d20 + 13 ⇒ (15) + 13 = 28
1d8 + 5 ⇒ (6) + 5 = 11
Favored Target: 1d20 + 13 ⇒ (3) + 13 = 16
1d8 + 5 ⇒ (3) + 5 = 8
Pirate GM |
Raynes blow lands and knocks out the crab.
Feel free to do something else wraith. Also were going to stay in init for the moment.
1d100 ⇒ 26
Etu Free-As-Wind |
Etu is going to reach out to Qalim in a panic. She had hoped they could have slain the best before any more damage could have been done. That had obviously been a naive hope. She touched her comrade and attempted to cast Cure Moderate Wounds on him.
Concentration check: 1d20 + 13 ⇒ (15) + 13 = 28
Etu felt a rush of relief as her spell went off, healing Qalim for
Healing: 2d8 + 7 ⇒ (2, 4) + 7 = 13 points of damage.
In her move action she'll fish out the air crystal she received from Warpac and offered it, in case he needed more air.
Pirate GM |
I believe Qalim will need to make a DC 10 constitution check to avoid unconsciousness/1round from death, but if made can take the air crystal and be okay.
Qalim Al Shama |
CON check DC10: 1d20 + 2 ⇒ (15) + 2 = 17
As Qalim goes back to consciousness he is able to keep his breath and not drown completely.
He tries to ask for something to breath underwater as he knows he will have difficulties to swim to safety.
Pirate GM |
Alright, with Qalim making the con check, Etu can hand him the air crystal and you all have plenty of time to get back to the surface above you.
Taking a peek through the tunnel at the bottom reveals a passageway that travels horizontally for 20feet before turning back up.
Do you want to swim back up the way you came, or push forward into unknown waters?
Pirate GM |
Okay. Reposting from spoiler above.
After the passageway turns up, it looks like it goes 50 feet back up to reach the surface. After 7 rounds of swimming to get there, which is within everybody's breathable range.
Rising to the surface of the pool, you find yourself in a chamber bathed in red and blue flickering light. Above you, on a pedestal well above the water, is a enormous statue of an armor-clad knight cast in stone. Each of its outstretched arms ends in a massive stone gauntlet.
The gauntlet on the right hand radiates a flickering red flame, while a nimbus of blue frost surrounds the gauntlet on the left hand.
Water is calm, no immediate threats.
We'll assume somebody can assist Qalim in making the DC 10 swim check to make it through and to tread water for now.
Also, you have completed a room and once again have the option to leave.
Qalim Al Shama |
While his comrades begin to investigate the room Qalim calls again his ancestral powers to heal himself with devil's blood.
Casts Infernal healing
He also hands over his wand of cure light wounds to someone able to use it.
Pirate GM |
@Rayne:
There is a seam around the waist of the statue and the arms look like they might pivot. Additionally on the back of each gauntlet, shrouded by energy is a matching gemstone that looks almost like a button.
Note that the base of the statue is about 5feet out of the water and level with the new floor. The arms are a ways above the base but reachable from the floor that is up the stairs from the water. Also the pool you're in is 10 feet deep..
*wraith* |
To make things easier, Wraith will auto-assist you with finding traps Rayne.
Before she moves to help Rayne look for traps in the statue, Wraith will use Qalim's wand on him.
Are we ok with taking average outside of combat on wands? I'll rolls some charges if not, but will spoiler the results so we can ignore them if we are.
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (2) + 1 = 3
Rayne Deverin |
"So the arms pivot and they each have a gemstone-like button. And there's a seam at the waist." Rayne will heal himself with his wand before doing anything else.
UMD: 1d20 + 16 ⇒ (6) + 16 = 22
1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 16 ⇒ (9) + 16 = 25
1d8 + 1 ⇒ (8) + 1 = 9
UMD: 1d20 + 16 ⇒ (15) + 16 = 31
1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 16 ⇒ (9) + 16 = 25
1d8 + 1 ⇒ (1) + 1 = 2
UMD: 1d20 + 16 ⇒ (10) + 16 = 26
1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 16 ⇒ (15) + 16 = 31
1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 16 ⇒ (7) + 16 = 23
1d8 + 1 ⇒ (4) + 1 = 5
I'm guessing no visible doorway/teleport pillar?
Etu Free-As-Wind |
Etu will take Qalim's wand from Wraith after unstoppering her familiar satchel so Cedrick can start breathing again. She'll start tapping away on Qalim.
Heals
5/59
healing: 1d8 + 1 ⇒ (6) + 1 = 7
healing: 1d8 + 1 ⇒ (2) + 1 = 3
healing: 1d8 + 1 ⇒ (8) + 1 = 9
healing: 1d8 + 1 ⇒ (7) + 1 = 8
healing: 1d8 + 1 ⇒ (4) + 1 = 5
59/59
Just realized that Wraith started healing Qalim, that's my bad. I'll finish topping him off, though.
"Sorry for letting you fall down there, dearie. I'm not much of an in-combat healer, and I had hoped we could have taken it out before it got you again," Etu will say with a small bow.
Afterwards, she'll Detect Magic on the statue to figure out any extra information.
Know Arcana after DM rounds: 1d20 + 5 ⇒ (15) + 5 = 20
Qalim Al Shama |
Once healed Qalim thanks his comrades and says.
What's is done is done. Let's focus on the task at hand.
Like Etu he casts detect magic and begins to scan the area.
Know. (arcana): 1d20 + 20 ⇒ (15) + 20 = 35
Qalim starts at 5HP, +10 with Infernal Healing => 15 + 10 (2 charges from Wraith until he botches is UMD) + 32 ( 5 charges from Etu) = 57/59
Pirate GM |
There's a door in the far corner of the room, see the map.
Strangely there is no magic detectable on the statue.
Warpac |
"That was unpleasant. Bad time to get knocked out. I do hope we don'e end up needing any more breathing spells. Still we all made it in one piece, so count our lucky blessings!"
Assuming Rayne relates the info about the gem 'buttons' Warpac says,
"A door and two buttons. Interesting. I'd opt for the red one as it is probably fire related and I'm resistant at the moment. Don't really have any clues as to which of the three to try, but as the buttons were hidden, I'd start with them. Unless its a trap and it can be disabled?"
Etu Free-As-Wind |
"Whatever it turns out to be, it's not magical," Etu will inform as she waits for Rayne to finish checking for traps.
She pays more attention to the features of the statue, in case it has some sort of religious or historical meaning. "Do you think the statue symbolizes something? Perhaps some leader from long ago?" She'll look to any history buffs in the group.
Know Religion: 1d20 + 8 ⇒ (3) + 8 = 11
Pirate GM |
It does not appear to represent a figure or religion that anyone here is familiar with although Qalim's knowledge of engineering does suggest it's that it's somehow linked to the door.
Treading water is beginning to get somewhat tiresome.
Between swwimming, fighting, swimming again and then healing and looking around it's been about 4 minutes since first hopping into the water.
Warpac |
Warpac will ascend the stairs out of the water to the red side of the statue, once again playing the guinea pig Though Rayne may beat him to it, Warpac will try to be first.
Once up he will use his want to cast CLW and a pearl of power to recover a shield of faith spell.
CLW: 1d8 + 3 ⇒ (7) + 3 = 10, 73 HP
Pirate GM |
clw wands should be rolled even out of combat.
standard dungeon walls, so DC 20 to climb. Didn't move rayne/warpac up yet, waiting on wraith's wait.
Warpac |
I moved Warpac back and left a line for his intended route.
Etu Free-As-Wind |
Etu will also get out of the water, staying near the edge in case something happened but no longer treading it. If it looks like the statue is pointing in any general direction, perhaps for some sort of alchemical blast, she'll avoid standing in front of it.
"I'm with Wraith, you go for it, Rayne and Warpac. Desna bless you both."
Pirate GM |
1d2 ⇒ 2
Rayne and Warpac climb the stairs on opposite sides as Etu moves to the edge of the stairs. For a moment everything seems fine, then the statue starts spinning incredibly quickly.
vs Rayne AC: 1d20 + 15 ⇒ (15) + 15 = 30
damage+fire damage: 3d6 + 10 + 2d6 ⇒ (5, 3, 5) + 10 + (5, 1) = 29
The red gauntlet smacks Rayne square in the face.
29 damage, 6 of which is fire
Rayne does manage to tag the button on the back of the spinning fist and the red gauntlet stops glowing.
Takes a DC 15 acrobatics check after getting smacked to hit the button, which Rayne can't fail.
Warpac is currently out of range, of the spinning statue of doom and it is moving too fast to be interacted with safely.
There is also a disable mechanism at the spinning seam, although it looks like it would take some time to disable and would leav you in range of the fists.
1d2 ⇒ 1
cold fist: 1d20 + 15 ⇒ (10) + 15 = 25
damage+cold: 3d6 + 10 + 2d6 ⇒ (6, 4, 2) + 10 + (2, 4) = 28
If the 25 hits you, take 28 damage (6 of which is cold) and you may attempt a DC 15 acrobatics check to hit the blue button.
If the 25 misses you, no damage, but also no attempt to press the button.
Invite others to read spoiler, then if more than 1 person steps up to the statue I'll roll more dice as needed.
Everybody is up!
Warpac 73/73
Rayne 69/98
Wraith 67/67
Etu 37/37
Qalim 57/59
Warpac |
Warpac grimaces and says, "I could brute force my way past these things, but that would still leave the rest of you to deal with it. I think someone with better mobility should try to disable it."
Etu Free-As-Wind |
"Rayne, dear, did it seem as though there was much resistance on the button? Perhaps it could be disabled from afar with a good thwack? If it settles down, of course."
Etu will alsodelay
Pirate GM |
As the spinning arm swings past wraith, he's unable to get to the button.
Unfortunately you're only able to make the acrobatics check if you get hit by the arm. Also Rayne you've already been hit by it this round so you're not going to get hit again (for better or worse)
Pirate GM |
Sounds like nobody else want to step up this round.
Ready for a fist to come his way Rayne is somewhat surprised when the fists detach from the statue. Now hanging from 5 foot chains the fists continue to fly through the air, the statue itself almost seems to be spinning faster.
Now the fists are hitting 10 feet away from the statue instead of 5.
1d2 ⇒ 2
fist vs warpac: 1d20 + 15 ⇒ (10) + 15 = 25
Warpac manages to avoid the suddenly spinning fist coming his way at least.
Unfortunately both fists appear to be glowing again.
Everybody is up!
Warpac 73/73
Rayne 69/98
Wraith 67/67
Etu 37/37
Qalim 57/59
Warpac |
Warpac decides he'd rather take the blow on land than in the water. He inserts himself into the crowd on the stairway.
Pirate GM |
rounds to disable: 2d4 ⇒ (4, 2) = 6
Rayne beings the laborious process of disabling the device.
The stairways are fortunately safe from arm spinning. but not high enough to reach the seam to disable it. Moved Rayne up to where he can disable.