NECUAMETL COATL
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Necu agrees as he begins to form a ball of acid in his hand...
NECUAMETL COATL
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attack: 1d20 + 1 ⇒ (2) + 1 = 3
damage: 1d3 ⇒ 2
wow that was really bad...
| GM Qwerty |
1d8 ⇒ 1
Teena and Elircs throwing arm makes good and both their acid attacks strike at the heart of where the bats lie splashing acid on the tiny creatures who begin to flutter about... Necu's aim is off, possibly due to throwing when the others did who blocked his line of sight and he throws his acid and it lands just short of the bats and almost splashes Grimnir and Toctep...
anyone else with acid?
Grimnir Hammerhand
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Grimnir passes out two additional acid flasks to anyone who does not have one, then prepares and throws his own.
ranged touch: 1d20 + 2 ⇒ (6) + 2 = 81d6 ⇒ 2 I have 3 flanks total, so if two of you without want to throw one, please roll.
NECUAMETL COATL
|
WOOOT we suck lol
| GM Qwerty |
The Kitsune manages to throw the acid towards the right spot and with the combined efforts of all the throws the acid burns at the small bat swarm forcing them to fly in all directions until they either fall down dead from damage or fly out through the fissure to escape...it appears the room is safe for you to enter just mind the floor with the hundreds and hundreds of dead bats...
Grimnir Hammerhand
|
Grimnir nods in satisfaction, then leads the way into the room, looking uncomfortable with the squishing of dead scorched bats under his feet.
perception: 1d20 + 4 ⇒ (5) + 4 = 9
heading through to the next room...
| GM Qwerty |
The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.
Grimnir Hammerhand
|
Grimnir also looks skeptical.
"It's tay quiet in haur. Best tak' care," he mutters as he examines the bridge and statues carefully.
perception take 20: 20 + 4 = 24
Grimnir Hammerhand
|
Grimnir looks carefully at some potential grooves in the floor.
"A dwarf knows his staine, an' thaur ur some grooves in th' staine aheid. We hud best be careful."
Grimnir cautiously makes his way closer to the bridge, hoping he can see more.
Teena Akash PFS
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Teena keeps he back of the group well guarded, making sure the others were between she and the trouble she knew was waiting just ahead of them.
Grimnir Hammerhand
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Grimnir shrugs and takes the rope from Chankotu, then ties it around his waist and hands the other end to the party members.
"Aye, why nae?" he says, then ventures a step at a time onto the bridge with the strange grooves.
| GM Qwerty |
Grimnir advances roughly 10 feet forward and suddenly the statues spring to movement and appear to glide down the bridge towards him in straight lines as if trying to force him to fall off the bridge to his death below...if not for the attached rope the dwarf would have fallen...but the group manages to pull him back away from the edge and certain doom...after a few moments the statues return to their natural position back on the other side of the bridge...Grimnir now knows what the grooves were for...
Teena Akash PFS
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"Um, let's not bother those statues again, guys," Teena wheezes as she wasn't used to the sudden exertion of trying to help save Grimnir.
Grimnir Hammerhand
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"Oy!!! Get mah feit back oan solid grin!" Grimnnir shouts at the statue pushes him over the side.
Once back up top, he says "Thenk goodness fur th' rope!" he tells Chankotu with a hard swallow.
Knowing where the grooves are, is it possible to bypass the statutes now? Or do we have to descend and climb back up to get past them?
| GM Qwerty |
Teena:1d20 + 4 ⇒ (1) + 4 = 5
Toctep:1d20 + 5 ⇒ (9) + 5 = 14
Grimnir:1d20 + 4 ⇒ (2) + 4 = 6
Chankotu:1d20 + 1 ⇒ (18) + 1 = 19
Necuametal:1d20 + 5 ⇒ (18) + 5 = 23
Elric:1d20 + 8 ⇒ (11) + 8 = 19
As Grimnir was busy getting pushed around by the statue, Necu noticed and points out that it appears a section of the bridge floor is the trigger that makes the statues move. Elric and Chankotu both affirm Necus assessment and the three of them identify the are on the bridge that springs the trap...
[occ]ID'd by a red box on the map[/ooc]
Toctep
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"I guesssss we can all jump that 10 without difficulty" Toctep says as he takes a running start and jumps over the trigger area
Take 10 acrobatics for 17
Grimnir Hammerhand
|
After removing his heavy gear and tossing it across, Grimnir makes the attempt to jump over the trigger plate, but keeps the rope tied to himself for good measure.
acrobatics: 1d20 - 2 ⇒ (16) - 2 = 14 Can't remember what the DC is with a running start...
NECUAMETL COATL
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Necu takes a running jump with his companion coiled about him
acro: 1d20 + 2 ⇒ (15) + 2 = 17
-Posted with Wayfinder
Teena Akash PFS
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Teena wasn't sure about the jump. She asked the others to toss the rope back to her, and she tied it to her waist. "Catch me if I fall," she calls out as she takes a run, and tries to clear the area.
Acrobatics 1d20 + 2 ⇒ (11) + 2 = 13
Elric Woodsborne
|
Elric sighs, and ties the rope around his waist.
This... is not my strong suit.
Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17
Grimnir Hammerhand
|
Once the others have cleared the trap, Grimnir nods his head toward the double doors.
"Ye ready?" he asks.
Once everyone is set, I'll open the door.
| GM Qwerty |
under the impression folks are ready
Grimnir tests the doors and find they give way. The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be dead, asleep or unconscious.
Toctep
|
"And it ssseemsss that is alsssso the light we were tasssked to take!" Toctep adds while he moves forward next to Grimnir
| GM Qwerty |
As Grimnir makes movement towards the dais a a dry, mirthless laugh can be heard from the dark recesses of the tomb.
“So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate.” With that, a wicked-looking skeleton strides into view wearing ancient polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets.
Teena:1d20 + 4 ⇒ (18) + 4 = 22
Toctep:1d20 + 1 ⇒ (19) + 1 = 20
Grimnir:1d20 + 2 ⇒ (17) + 2 = 19
Chankotu:1d20 + 2 ⇒ (10) + 2 = 12
Necuametal:1d20 + 3 ⇒ (9) + 3 = 12
Elric:1d20 + 1 ⇒ (1) + 1 = 2
Foe:1d20 + 6 ⇒ (12) + 6 = 18
Combat 1st Round
Teena, Toctep, Grimnir
Foe
Necu, Chankotu,Elric
Teena Akash PFS
|
Teena takes out her dagger and flings it at the skeleton, with the weapon flying much faster than would normally be expected.
Ranged attack 1d20 + 2 ⇒ (18) + 2 = 20
Bludgeoning Damage to both weapon and skeleton if hits 1d6 ⇒ 2
Casting telekinetic projectile and using dagger as the projectile.