NECUAMETL COATL
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"well then let'sss go ssshall we..
" coatl sugest
-Posted with Wayfinder
Teena Akash PFS
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"We will go look for her right now. Lock the door behind us, but if we need in, please open it back up for us. How about we use a code word so you will know it is us? I think 'marigold' is a nice word. Does that sound alright with you?"
| GM Qwerty |
the group can travel down one of two corridors on this side according to the map: the one marked with the red arrow (the closest) or the blue arrow (the one you initially bypassed). matter naught to me. did you want to ask him anything else before braving the crypt once more?
Toctep
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And how did he get out of the core universe? That was Toctep...
Grimnir Hammerhand
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Making a lot of noise, Grimnir grunts and puts his shoulder into the locked door several times.
If that holds firm, we may need to try the other passage, since I think we don't have anyone that can pick locks
str check: 1d20 + 3 ⇒ (5) + 3 = 8
str check: 1d20 + 3 ⇒ (13) + 3 = 16
str check: 1d20 + 3 ⇒ (13) + 3 = 16
Toctep
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"Let me at it"
Toctep tries to break down the door, helped by the dwarf
take 20 for 24, can Grimnir assist to make that a 26?
NECUAMETL COATL
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"hear let me help" coatl adds his bulk to the task
I think the strength dc is 28 for hard wood...I could be off by a few tho
-Posted with Wayfinder
| GM Qwerty |
With the combined might of all the burly folk on the team, the door breaks open revealing the room on the other side. A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction. On the far side of the circular room is another door and there appears to be a doorway to the south as well.
Toctep
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Are those arrows pointing inwards (as if they were fired at the pillar) or outwards?
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
"I dont trusssst thissss"
Toctep
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Toctep moves into the room. He tries to present a small target to the pillar while checking the ground in front of him for traps. He walks towards the bridge and takes a minute or two before stepping on the bridge.
Take 10 for perception 15 and 20 for 25 at the bridge
"Wait here. I will ccccheck thissss pillar"
| GM Qwerty |
You detect nothing unusual at the small bridge, save for some footprints of a humanoid in boots, clearly not a skeleton. Most likely more evidence of the elder townsfolk who came before you to make the test challenging; companions of Roldare. Upon inspecting the actual pillar your time consuming but astute inspection shows the pillar has numerous blunt tipped arrows that are spring loaded to shoot out in multiple directions once the contraption is set into motion. You have no idea how to disable the device.
Toctep
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"Thossse arrowsss will sssshoot out oncccce the pillar movesss. I have no idea how the pillar will move" Toctep shouts out to his companions. He walks to the southern door, checks it to see if it is linked to the pillar in any way and then tries to open it.
Perception take 20 for 25
Grimnir Hammerhand
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Grimnir observes the others from the doorway. "Per'aps we shooldnae aw be in th' room at once. 'At trap coods go aff at any moment," he adds as he eyes the pillar skeptically.
How do we want to get through the south door? Should I try to smash it open with everyone else out of the room?
Toctep
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Toctep tries the other door, again checking it for traps before he touches it.
And if that does not work he will put his shoulder against it, Str mod +4
Toctep
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So no ways to open either door?
Toctep
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"Ssssure!"
Toctep tries to bust the door open
Str: 1d20 + 4 ⇒ (17) + 4 = 21
| GM Qwerty |
After a while Toctep and Grimnir manage to bust down the southern door and rendering it broken for future use. In front of them is another passage opening up into a larger room some 15 feet past the door. A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room.
Toctep
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Toctep enters the room, wary for traps. If he does not find any he moves to the stairs
Take 10 for perception 15
Grimnir Hammerhand
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Grimnir leads the way and examines the carvings of mourners along the walls. He looks at the staircase on the south side of the room.
"Stairs...we shoods go doon," he suggests.
Teena Akash PFS
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"That carving of mourners is so sad. Can we hurry on past here? That makes me feel terrible," Teena groaned, ready to put the sadness out of her mind.
| GM Qwerty |
I moved the party on the map towards and into the direction of decided travel
As the party approaches the stairs they hear the sound of dripping water and a low, distant moaning.
1d20 ⇒ 10
As soon as Toctep takes another step into the room, the Kitsune points out some irregularities on the floor near the pillars and suddenly four bloodied skeletons drag themselves from behind the four pillars in the room and begin advancing towards the party in a menacing manner.
Teena:1d20 + 4 ⇒ (16) + 4 = 20
Toctep:1d20 + 1 ⇒ (18) + 1 = 19
Grimnir:1d20 + 2 ⇒ (13) + 2 = 15
Chankotu:1d20 + 2 ⇒ (9) + 2 = 11
Necuametal:1d20 + 3 ⇒ (15) + 3 = 18
Elric:1d20 + 1 ⇒ (16) + 1 = 17
skeletons:1d20 + 6 ⇒ (10) + 6 = 16
The skeletons pounce upon the startled nagaji trying to tear him limb from limb...
Combat 1st Round
Teena, Toctep, Necu, Elric
skeletons
Grimnir, Chankotu
Teena Akash PFS
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Slide 4 isn't working for me. Are all the skeletons in melee, or can I get a blast off before they close? I won't take the minus four, but if they are officially in melee, please subtract four.
Teena calls on her abilities and gathers up all the collected pebbles and rubble in the long abandoned dungeon, and flings it at the closest skeleton not in melee using her Telekinetic Projectile.
Ranged Attack 1d20 + 2 ⇒ (11) + 2 = 13
Damage 1d6 ⇒ 3
Toctep
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"Raaargh!"
Toctep steps between two of the skeletons while his claws elongate. He strikes once at the northern skeleton, waiting a split second to see if it collapses and then lashes out again.
Rage, targeting orange then purple
Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Bludgeoning Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Bludgeoning Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Elric Woodsborne
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Paizo kept eating my post. I was able to edit the map but I couldn't do anything with the boards for several days. Must be all the traffic from the humble bundle sale.
Elric dashes forward, while bellowing a command to Anto.
Anto! Left side, attack!
When he reaches his own foe, he steps into a massive downward swing meant to cut the skeleton in half vertically.
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
| Anto the Tiger |
Anto breaks into a leaping sprint, launching himself at the enemy Elric pointed out.
Growmph!!
Bite: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
| GM Qwerty |
The ferocity of Elrics attack knocks the red skeleton out of the fight, even with its natural resistance... while Anto attacks the purple skeleton giving it a slight wound...being in the back Necu delays until a better spot opens up...to move things along
the blue skeleton moves to attack Toctep...
Claws: 1d20 + 2 ⇒ (5) + 2 = 7..DMG: 1d4 + 2 ⇒ (2) + 2 = 4MISS
while the purple skeleton attacks Anto...
Claws: 1d20 + 2 ⇒ (3) + 2 = 5...DMG: 1d4 + 2 ⇒ (4) + 2 = 6MISS
Combat 1st Round
Teena, Toctep, Necu, Elric
skeletons
Grimnir, Chankotu
Combat 2nd Round
Teena, Toctep, Necu, Elric
skeletons
Grimnir, Chankotu
Toctep
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I removed orange and red from the map, given that they have returned to being just piles of bones
Toctep punches the skeleton to the south
Purple first then blue if purple collapses from the first attack
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Bludgeoning Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Bludgeoning Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Grimnir Hammerhand
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Grimnir's whirling ball and chain weapon smashes into one of the skeletons with exceedingly great fury. Is red alive? If so, I'll target that one. If not, the next closest unliving one.
MW Dorn Dergar: 1d20 + 4 ⇒ (20) + 4 = 241d10 + 4 ⇒ (6) + 4 = 10
CRIT?: 1d20 + 4 ⇒ (9) + 4 = 131d10 + 4 ⇒ (7) + 4 = 11 If crit, 21 dmg
Teena Akash PFS
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Teena is going to save her magic and hope the others can finish the skeletons this round.
Total defense this round please, DM.
| GM Qwerty |
Grimnir manages to crash his Derger into the teal skeleton threatening Tocteps flank...the dwarven weapons smashes the skeleton and drops him...while Toctep manages to smash the remaining skeleton with his hands...all four skeletons are down...
the group takes a breather until Toctep, Grimnir, Necu and Elric notice that while even though the skeletons appear defeated and smashed...their bones begin to move back into place slowly... as if reanimating themselves...the movements are slight but they do occur...
Teena:1d20 + 4 ⇒ (5) + 4 = 9
Toctep:1d20 + 5 ⇒ (17) + 5 = 22
Grimnir:1d20 + 4 ⇒ (18) + 4 = 22
Chankotu:1d20 + 1 ⇒ (10) + 1 = 11
Necuametal:1d20 + 5 ⇒ (19) + 5 = 24
Elric:1d20 + 8 ⇒ (8) + 8 = 16
Grimnir Hammerhand
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Grimnir kicks a skull across the room.
"They werenae 'at difficult tae deal wi'. Mebbe we jist get pest them an' deal wi' them again when we come back. Either 'at, ur spreid th' bone out mair."