Nar Ibn Saif
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I'm at full HP, and down one STR, the STR damage didn't advance to a point where it hurts me and will heal off over night so I don't see any reason to worry about it.
I believe good sir, but it appears that my duty continues below with my companions
Valya Sunrider
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Valya eyes the serpentfolk as she passes, indifferent to it as her focus remains on the protection of the rest of the party. The gait of her digitigrade legs swiftly catch Tico up and pass him, so that the tiefling is first in line for any danger.
| Pirate GM |
Amusingly enough the serpentfolk guard doesn't know about this trap because it only triggers on nonserpentfolk and nobody told him about it.
As Valya gets to the bottom of the stairs the statue suddenly animates and makes a grab at Valya.
crit confirm: 1d20 + 7 ⇒ (15) + 7 = 22
doesn't confirm, I think your header has the wrong FF btw.
damage: 1d6 + 5 ⇒ (1) + 5 = 6
Free Grab: 1d20 + 11 ⇒ (7) + 11 = 18
It grabs Valya's shoulder and squeezes, Valya escapes the creatures grasp. 6 damage though and I think the FF in your header is wrong.
Valya barely manages to slip from the statues grasp though.
statue: 1d20 + 2 ⇒ (10) + 2 = 12
Serpentfolk: 1d20 + 9 ⇒ (20) + 9 = 29
valya: 1d20 + 2 ⇒ (13) + 2 = 15
sabi: 1d20 + 8 ⇒ (6) + 8 = 14
nar: 1d20 + 10 ⇒ (15) + 10 = 25
Tico: 1d20 + 1 ⇒ (4) + 1 = 5
Seeing the statue suddenly animate your serpentfolk guide panics and runs down the western hall.
Initiative
Nar
Valya
Sabi
Statue
Tico
Serpentfolk
Nar, Valya and Sabi are up!
Valya Sunrider
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Ah yes it was, thanks!
Barely dodging away in time, Valya's eyes narrow at the statue. She smashes sword and shield against it in a flurry of attacks.
Sword: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
magic/slashing: 1d10 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Sword: 1d20 + 11 - 2 - 5 ⇒ (5) + 11 - 2 - 5 = 9
magic/slashing: 1d10 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Shield Bash: 1d20 + 12 ⇒ (9) + 12 = 21
bludgeoning/magic: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
+2 to all attack and damage rolls if it somehow counts as an automaton :p
She then steps sideways to give her companions clear shots...
Nar Ibn Saif
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Nar will take advantage of the line of sight that Valya left and loose 3 shots at the statue
Attack 1: 1d20 + 10 ⇒ (13) + 10 = 23DMG: 1d8 + 7 ⇒ (7) + 7 = 14
Attack 2: 1d20 + 10 ⇒ (20) + 10 = 30DMG: 1d8 + 7 ⇒ (7) + 7 = 14
To confirm: 1d20 + 10 ⇒ (18) + 10 = 28DMG, if confirms: 2d8 + 14 ⇒ (2, 1) + 14 = 17
Attack 3: 1d20 + 5 ⇒ (14) + 5 = 19DMG: 1d8 + 7 ⇒ (4) + 7 = 11
Attacks 1 and 2 are with Adamantine arrows, 3 is Cold Iron, in case it matters
Masao Sabiumi
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Sabi looks at the stone of the statue, and hopes that cold energy will be more effective than bashing stone.
kinetic blast: 1d20 + 13 ⇒ (20) + 13 = 33
cold: 4d6 + 8 ⇒ (3, 2, 6, 1) + 8 = 20
kinetic blast CONFIRM?: 1d20 + 13 ⇒ (1) + 13 = 14 Hah, no.
I'm assuming I can see it. Is it the yellow X or the statue at the end of the hall? Move as needed.
| Pirate GM |
Yellow x is around a corner, was added by somebody to demonstrate what direction they want to go, statue is visible from back there.
Valya connects twice with the stone statue, barely doing any damage with either attack. It's almost like attacking a rock
After that Nar's pair of adamantine arrows take out the statue without trouble.
Out of combat unless you want to try chasing the fleeing Serpent.
Valya Sunrider
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Valya stares at the statue and Nar's arrows, then down at her sword and sighs.
Right then...
She turns and walks down the unexplored corridor.
Tico Marvillos
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"He will alert the others. We must chase him", Tico says as runs in the serpentfolk's direction.
Where is the serpentfolk in the map?
Tico Marvillos
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Tico will spend a move action to follow the serpentfolk. If it is still out of sight, the cleric comes back to his companions. But, if he can see the serpentfolk, he will take a standard action...
Tico Marvillos
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So, Tico comes back and waits Valya opent the door.
| Pirate GM |
Opening the door reveals a large chamber with a viewing gallery on the west end and a dirt-floored pit on the east end, with manacles attached to the wall. Both ends have doors leading south, but the door in the pit has no handle or keyhole.
A dark-haired human woman dressed in filthy, torn robes chained to the pit’s east wall. She appears to be wounded, but none of the injuries look recent. Dire rats scurry about the floor of the pit, staying well away from the prisoner. She looks up and calls, “Help me, please! The serpentfolk are going to kill me!”
Valya Sunrider
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Valya eyes the dire rats with caution, stepping in to the room to ensure there are no immediate threats to the party and clearing the way for the others to talk to the prisoner.
Nar Ibn Saif
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Sense Motive: 1d20 - 3 ⇒ (8) - 3 = 5
Not sensing anything untoward from the woman, and seeing someone imprisoned, Nar will make his way to her with the intent of helping her. If someone wants to stop him, he'll stop for the party otherwise he'll just head in.
Tico Marvillos
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Tico analyzes the scene with his surgical eyes, fearing being ambushed.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Then he casts Detect Magic, before speaks to her.
| Pirate GM |
I just learned this last weekend that I've been IDing spell effects all wrong for years. Spellcraft will get you spells being cast, or magic items while Arcana is used for ongoing spelleffects, 15+ for the aura school and 20+ for the specific spell.
No signs of ambush or other treachery but will reveal a magic aura on the prisoner and nothing else other than what you've brought.
Tico Marvillos
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Knowledge (arcana): 1d20 + 5 ⇒ (4) + 5 = 9 Why I'm not surprised?
"I can feel the presence of magic, but I don't know exactly what it is...", Tico whispers to his friends.
As Valya cleans the way, the cleric approaches the woman. "Who are you? How you got down here? Why they took you as a prisoner?"
Diplomacy + enhanced diplomacy + touch of glory: 1d20 + 11 + 7 + 2 ⇒ (5) + 11 + 7 + 2 = 25
Masao Sabiumi
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Sabi does what he can to assist Tico, but it comes off harsher and more aggressive than he intended.
Diplomacy(aid): 1d20 + 1 ⇒ (3) + 1 = 4
"Why do they wish to kill you?"
| Pirate GM |
She responds "I am Tiawask, wizard of Thornkeep. I escaped from Klarkosh and fled deeper into the dungeon since it was the only way I could go, that stupid spell on the landing got me though. They've been tormenting me, drawing my magic out of my mind, I can't sleep, every night I'm wracked with nightmares."
Nar Ibn Saif
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That is terrible, I'm sure we might be able to help you out of this wretched situation
Diplo, aid: 1d20 + 11 ⇒ (11) + 11 = 22
Masao Sabiumi
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Sense Motive(untrained): 1d20 + 0 ⇒ (10) + 0 = 10
I'm sure Tiawask sounds perfectly reasonable.
"That seems to be powerful magic if they can do such things. But you surely know more of the arcane than I. How can we assist?"
| Pirate GM |
Nar is able to unshackle her and she is very thankful, almost giving Nar a hug, but deciding against it.
"Just west of here is a large shrine to Ydersius. There are stairs behind the great idol, I think we can get out that way..”
Tico Marvillos
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"Hey, wait a minute. If you have been held captive in this room this whole time, HOW do you know that west of here stands a large shrine to Ydersius? And how do you know so many details of the path to it?"
Sense Motive: 1d20 + 10 ⇒ (1) + 10 = 11 LOL!
Nar Ibn Saif
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Nar would have happily accepted the hug but is content that she is free. If that's the fastest way to get you out then it is there we should go.
Valya Sunrider
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sense motive: 1d20 + 3 ⇒ (8) + 3 = 11
Shrugging as the the others free the wizard, Valya takes the lead and moves to the west, alert for any guards or traps.
| Pirate GM |
Found a better picture of Tiawask and replaced her mini with it
Heading to the west...
The passageway opens up to reveal a large statue of a snake facing a wide corridor to the north that ends in a pair of golden doors covered in a twisting serpent pattern.
The hissing seems to get louder as you approach.
There is a round depression on the body of the serpent, just below the head. It has an odd pattern inside.
The depression is a symbol of Ydersius, god of the serpentfolk, but in reverse.
Valya Sunrider
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perception: 1d20 + 13 ⇒ (5) + 13 = 18
Valya halts the group before they get too close.
Anyone any ideas? she enquires.
Nar Ibn Saif
|
Perc: 1d20 + 14 ⇒ (6) + 14 = 20
Kn.(religion): 1d20 + 9 ⇒ (12) + 9 = 21
Look just below the head, there's a little depression there, with some sort of marking. I feel like I should recognize it, but I just can't put my finger on it.
Masao Sabiumi
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Perception: 1d20 + 6 ⇒ (9) + 6 = 15
"Good eyes, Nar. I certainly wouldn't have seen that."
"Well, we haven't had great luck with statues on this floor of the spire. Perhaps we should check for a trap of some kind? ... And if someone has to trigger it, it may as well be me." Sabi starts away from the statue, and works his way closer, motioning his friends to stay back as he searches.
Perception (search for traps): 1d20 + 6 ⇒ (18) + 6 = 24
If he finds nothing, he tries raising a barrier of ice directly in front of the statue. From 30' away.
Tico Marvillos
|
Pereception DC 20: 1d20 + 11 ⇒ (1) + 11 = 12 OH
MY
Kn Religion DC 25 (why not?): 1d20 + 5 ⇒ (1) + 5 = 6 GOD
"Serpent? Where?"
Tico looks at the statue, "oh, there! Incredible."
The cleric turns to the double door, "will we enter there?", he asked. "If yes, I'll cast some spells before we do it..."
Tico Marvillos
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Was stuck all day today in SF taking a Civil Service exam, I'll be out of contact taking my mom to a routine doctor's apointment tomorrow, If I can I'll try and squeeze in a post in the later afternoon before my night job.
Good luck there, man.
Nar Ibn Saif
|
Hope it went well, take care of what you need to do. For whenever you get back
Since none of can seem to figure out what's wrong with this picture I suggest we advance through the door. Or maybe you recognize something Tiawask?
Masao Sabiumi
|
The Gm has secretly replaced most of the players d20s with d10s, lets see how long it takes them to notice...
I knew I could hear evil cackling late last night. And all the way from over there, too.
If no useful response from Tiawask...
"Well, we won't get any exploring done standing here dithering. There's nothing for it but to move forward."
Sabi carefully makes his way across the room to the opposite hallway, and prepares to open the door at the end.
| Pirate GM |
Tiawask responds "The stairs up should be through those doors to the north, but if you'd rather explore more first, it sure beats being tied up and tortured."
She will follow along.
---
Going to the far west Sabi comes to a sliding door, it feels slightly warm but not so hot as to be dangerous. Sliding open the door unleashes a cloud of hot steam. The misty room contains a steaming pool edged with glistening stones.
Valya Sunrider
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Valya walks slowly in to the steam room, eyes flicking to all sides in case enemies are lurking in the poor visibility of the room.
Nar Ibn Saif
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Nar will continue along with the party keeping an eye out for any forthcoming threats
Perc: 1d20 + 14 ⇒ (3) + 14 = 17
Tico Marvillos
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Tico casts Detect Magic on the room...
Knowledge (arcana): 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 11 ⇒ (15) + 11 = 26