Aurora Warin |
"The Thassilonian Empire predates both of those. It is a ancient empire. I know people find ruins littering the land like people find ones for the Azlant. In short we have no idea what might be in here."
Aurora Warin |
Running a slightly shaky hand though her hair while responding, "Not the words I would use but whatever work for you."
GM Red |
Rene peeks into the westernmost door and finds treasure unimaginable a small prison cell containing a single skeleton of a badly deformed humanoid. This particular skeleton has a rib cage that goes all the way down to its pelvis - a pelvis with stunted leg bones strewn below its strangely flat girth.
Behind the middle and easternmost doors are two more prison cells and two more deformed skeletons - one with three brittle arms, and the other with an enormous, misshapen skull.
Cordwin Ironbeard |
Looks like they were like our three-armed friend back there - only they weren't as 'lucky'! Cordwin says as he detects magic in each cell, making a mental note of this to write down later.
Tylur Thorn |
Tylur shakes his head "No Tsuto has two arms. He is a half blood of elven and Tien descent. He is the half sibling of Ameiko the owner of The Rusty Dragon back in town."
Skarn Hornfels |
"Wait, and we're about to kill him? Won't she be upset? I was hoping to make some arrangement to brew for that place, but if we kill her brother, there is no way I can make a deal with her."
Cordwin Ironbeard |
He fought like he had three arms! Cordwin says as he remembers the speed and ease in which Tsuto handled them. I don't think Ameiko will be upset. He killed their father in a rather gruesome way.
GM Red |
Despite Skarn's attempt to analyze the remnants, far too little of the bones still remain to determine a race or gender. Given the runes on the doors and state of the skeletons, he concludes that the remains date back to ancient Thassilon.
Tylur Thorn |
"We will only kill himself as a last resort. He needs to be brought back for patricide. It will be his choice but one that we should be ready to offer him." Tylur looks at everyone hoping they understand this. "Come let us find where he is hiding...or waiting for us."
Are the spiral stairs the only place left for us to check then? If so let's go.
GM Red |
After thoroughly inspecting the prison cells and ensuring nothing more interesting or valuable remains, you head back towards the statue and down the steps before you come to a door. Opening the door, you see something of a quaint washing pool. Water ripples quietly in circular stone pool, the rim of which is lined with skulls.
The respite provided from the soft, rippling water is abruptly ended with you look above and notice two flying creatures diving towards you. Each of them has a blackened, bat-winged fiend's head. Tentacles dangle from chin and scalp, and their fanged mouths hang agape.
Red: 1d20 + 1 ⇒ (6) + 1 = 7
Blue: 1d20 + 1 ⇒ (15) + 1 = 16
Tylur: 1d20 + 4 ⇒ (1) + 4 = 5
Cordwin: 1d20 + 2 ⇒ (12) + 2 = 14
Aurora: 1d20 + 1 ⇒ (4) + 1 = 5
Rene: 1d20 + 8 ⇒ (18) + 8 = 26
Skarn: 1d20 + 4 ⇒ (20) + 4 = 24
Washing Pool
-- Bold is up --
Rene, Skarn
Blue
Cordwin
Red
Tylur, Aurora
Kn (Planes) for monster lore. Ask another question about their stats for every 5 over the DC.
Aurora Warin |
Staring at the bones with morbid fascination, "Merciful Gods."
Perception: 1d20 + 5 ⇒ (10) + 5 = 15 +2 to notice gems, coins, jewelry, and valuable trade goods, auto check if in 10ft
Nodding when Tylur speaks up, "Right let's go."
Skarn Hornfels |
Knowledge (planes): 1d20 + 5 ⇒ (6) + 5 = 11 +3 to identify creature abilities and weaknesses
"Oy! I dinnae kin aught of what those things be, but they don't be out to be nice to us I am thinking."
Skarn will move forward and take a swing at the blue one...
Heavy Pick Hit: 1d20 + 3 ⇒ (4) + 3 = 7
Heavy Pick Damage: 1d6 + 2 ⇒ (1) + 2 = 3 x4
and misses. "Measuring the opponents you see. It is all prepatory to beating them down."
Cordwin Ironbeard |
Round 1
Knowledge (Planes): 1d20 + 7 ⇒ (17) + 7 = 24
Cordwin will try to hit one with his hammer.
Attack: 1d20 ⇒ 6
Damage: 1d8 - 1 ⇒ (8) - 1 = 7
Not more flying creatures! Cordwin call out as his hammer misses.
GM Red |
Realize I did not state the Kn (Planes) DC! It's 12.
Cordwin recognizes the two bats as vargouilles, hideous monsters from the outer planes. Choose three categories you'd like to recall about them from this list.
Aurora Warin |
Planes: 1d20 + 6 ⇒ (11) + 6 = 17 Special attacks which Aurora will immediately let everyone know, also that is brilliant.
Reaching out at touching Tylur's shoulder, "Be careful."
Guidance for you so +1 to attack
René Treize |
He fought like he had three arms! Cordwin says as he remembers the speed and ease in which Tsuto handled them. I don't think Ameiko will be upset. He killed their father in a rather gruesome way.
"Eh...family's weird. No matter what rotten stuff they do, part of ya will always love 'em. That's what they invented 'em for, right? Love without limits?"
-----
In the pool room, René frowns. What is up with the decor of this place? Haven't these people ever heard of nice, friendly knick- "Ahhhh!" His thoughts are distracted by the sudden, rush of the bat-fiends and once again he reflexes tries to protect himself. Or the group. Yes, clearly he meant the group. Which included himself. He lets out a nervous chuckle.
Evil eye for -2 to one of the creature's to hit for 7 rounds. DC 14 Will save to reduce to 1 round. The move action to cackle and extend the hex for one round.
Kn(Planes): 1d20 + 9 ⇒ (9) + 9 = 18 Not sure if we're supposed to avoid coordinating on what we learn about, but I would have gone with Weaknesses and then Resistances. If coordinating is fine, my two not-already chosen categories are Special Attacks and Immunities.
GM Red |
Coordinating is fine. Ideally, I would/should have posted after each roll so you guys have a sort of personal knowledge base on what you're fighting.
Aurora knows a thing or two about vargouilles, or at least, she recalls their special attacks from a wizened bard's travels.
Kiss (Su) A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks of opportunity). A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim's head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation's progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect. The save DC is Constitution-based and includes a +4 racial bonus.
Poison (Su) Bite—injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.
Shriek (Su) Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The save DC is Constitution-based.
Cordwin's surely encountered these creatures before, and knows they do not possess any weaknesses beyond anything that specifically hurts evil extraplanar outsiders. They also possess no resistances. René similarly recognizes them, and knows they have no immunities.
They don't have any Special Abilities beyond their Special Attacks. These can be nasty at low level.
___________
Will save vs Evil eye: 1d20 + 2 ⇒ (6) + 2 = 8
René hits the blue-winged vargouille with an evil eye, throwing its focus off and causing it to be less true in its aim.
Bite vs Skarn, Evil Eye: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 81d4 ⇒ 3
Bite vs Cordwin: 1d20 + 5 ⇒ (7) + 5 = 121d4 ⇒ 4
Skarn and Cordwin both miss their attacks just as badly as both vargouilles!
Washing Pool
-- Bold is up --
- Round 2 -
Rene, Skarn
Blue (evil eye -2 attack; 7 rds)
Cordwin
Red
- Round 1 -
Tylur, Aurora
Skarn Hornfels |
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Skarn will swing away at the creature that attacked him...
Heavy Pick Hit: 1d20 + 3 ⇒ (18) + 3 = 21
Heavy Pick Damage: 1d6 + 2 ⇒ (3) + 2 = 5 x4
”I know this much, if they bleeds, they can be kilt!”
Cordwin Ironbeard |
Round 2
Cordwin doesn't like the attention and strikes out again against his foe.
Attack: 1d20 ⇒ 10
Damage: 1d8 - 1 ⇒ (4) - 1 = 3
He misses again and lets out a dwarven curse!
René Treize |
Round 2
"Wahhooo! Look at them there pig-stickers wut they call tooths! They in need of a good brushin'. I kin almost see th' rot'n grime dripping offa them. That ain't clean like! I don't think them there bites are hy-gen-ic-like. An' I bet my bottom gold coin their breath ain't much better. Let's hope they don't go a-hollerin' at us. Avert ya eyes from them uglies!" Not actually sure averting your eyes will help with the shriek, but thought I'd have René yell something about it anyway.
Not like any of them would intentionally let themselves get bitten by one of those creatures. But...I've gotta think of my fellow man (and woman) and lend them a helping hand.
Standard: Hex the red one's to hit to give it a -2 for 7 rounds. DC 14 Will save to reduce to 1 round.
Move action: Pull out my earplugs.
Aurora Warin |
"Don't let them touch you. Their bite is poisonous and their kiss can turn you into something like them."
Delaying action to hope space clears out and I can use burning hands
Tylur Thorn |
Tylur looks about unsure of what to do. He moves forward swinging his spiked chain anove his and yells a blood chortling cry at the foul mockery flying above.
intimidate: 1d20 + 6 ⇒ (17) + 6 = 23
"Cordwin MOVE BACK!" he'd seen enough of these abominations. Every step he took there was another creature pulled from someone's nightmare ready to block his path.
'Do they people of Sandpoint not realize what they live above of?!'
GM Red |
Will Save, Red: 1d20 + 2 ⇒ (2) + 2 = 4
Despite the vargouille's terrifying appearance, it isn't mindless nor immune to fear, and Tylur's cry evokes a single drop of sweat from its fiendish face. René succeeds at another evil eye, and both vargouilles now appear thoroughly distracted, their eyes bouncing from side to side.
Skarn reaches up and clips the blue-toothed vargouille's wing with his heavy pick. It retaliates, floating down to face level to plant a big, sloppy, demonic kiss on him.
Kiss vs touch, evil eye: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 This provokes from Skarn
Give me a DC 16 Fortitude save
Washing Pool
-- Bold is up --
- Round 2 -
Rene, Skarn
Blue (evil eye -2 attack; 6 rds)
Aurora? (delayed)
Cordwin
Red (-5; evil eye -2 attack; 7 rds, shaken; 2 rds)
Tylur
Aurora Warin |
Guidance on Tylur since I cannot get close to burning hands.
Getting a little closer and touching Tylur while trying to get a better look into the room.
Skarn Hornfels |
AOO:
Heavy Pick Hit: 1d20 + 3 ⇒ (20) + 3 = 23
Heavy Pick Damage: 1d6 + 2 ⇒ (2) + 2 = 4 x4
Heavy Pick Crit Confirmation : 1d20 + 3 ⇒ (14) + 3 = 17
Heavy Pick Damage: 3d6 + 6 ⇒ (1, 4, 4) + 6 = 15
Skarn smiles, ”I love it when she does that!”
Fort Save
Fortitude: 1d20 + 6 ⇒ (18) + 6 = 24
GM Red |
Rolling for random action, because why not?: 1d3 ⇒ 2
Bite kiss shriek
Skarn knows how to treat a Vargouille, and as it attempts to get cozy with him, he pelts the creature out of the air with his heavy pick, slamming it into the adjacent wall. The creature slides down the wall onto the floor, leaving a trail of ooze behind it.
The remaining bat-face flutters ahead at Cordwin, trying to plant him with another juicy infernal kiss.
Kiss vs touch, shaken, evil eye: 1d20 + 3 - 2 - 2 ⇒ (14) + 3 - 2 - 2 = 13 This provokes from Cordwin
DC 16 Fortitude save from Cordwin
Washing Pool
-- Bold is up --
- Round 3 -
Rene, Skarn
Blue (evil eye -2 attack; 6 rds)
Aurora
Cordwin
Red (-5; evil eye -2 attack; 7 rds, shaken; 2 rds)
- Round 2 -
Tylur
Skarn Hornfels |
So if I destroyed it, no damage or other effects to me then?
Skarn takes a 5’ step and swings at the last creature...
Heavy Pick Hit: 1d20 + 3 ⇒ (3) + 3 = 6
Heavy Pick Damage: 1d6 + 2 ⇒ (5) + 2 = 7 x4
”Oy, but I hate it when she does that!”
René Treize |
René starts laughing. "Lookit the dwarves go! We ain't here fer ya ta get yer mack on, boys."
??? Action: Put in ear plugs. Depending on if I have a standard or a move action after that, I'll either cackle (move action to extend hex) or evil eye the red vargoille's AC (standard action)
Tylur Thorn |
Seeing that the opening is still blocked Tylur rushes forward keeping his guard up as he passes by the hideous creature.
Moving 20 ft and going total D. AC 21. Provoke attack of opportunity
Cordwin Ironbeard |
Fort Save w/Archeologist Luck: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Attack: 1d20 ⇒ 10
Yuck! Cordwin shouts as he swings futilely at the creature while stepping back.
I've been slimed!
René Treize |
Oh noes! And nobody has 3rd level spells yet! :-( On the bright side, it takes hours, so we hopefully have enough time to take care of Tsuto first.
Aurora Warin |
That sucks!
Reaching out and touching Cordwin, "Get back in the hallway, please!"
Guidance and if Cordwin moves I will blast with megar fire.
GM Red |
1 Bite 2 Kiss 3 Shriek: 1d3 ⇒ 2
Will save: 1d20 + 2 ⇒ (7) + 2 = 9
@Skarn: Yes, no damage or effects to you since you destroyed the vargouille.
@Rene: I'd say you have a standard after putting in your earplugs.
Cordwin's skin ripples with goosebumps from the vargouille's kiss. Luckily, no real detrimental effects occur.. For now.
AoO vs Tylur: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 81d4 ⇒ 3
Kiss vs Tylur: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3 This provokes from Tylur
Tylur dodges left to avoid the vargouille's nasty mouth, leaving it open to an opportune attack!
Washing Pool
-- Bold is up --
- Round 4 -
Rene, Skarn
Aurora
Cordwin
Red (-5; evil eye -2 attack, -2 AC; 6 rds/7 rds, shaken; 1 rd)
- Round 3 -
Tylur
_____
In fairness, I have been rolling to decide what action the monsters take, and it just so happened that Kiss came up twice.
Skarn Hornfels |
The really nasty evil kiss can only be done to a helpless opponent.
Skarn continues to swing his pick at the disgusting creature...
Heavy Pick Hit: 1d20 + 3 ⇒ (14) + 3 = 17
Heavy Pick Damage: 1d6 + 2 ⇒ (1) + 2 = 3 x4
Tylur Thorn |
AoO: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Stab with Spiked Chain: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Tylur is surprised when the creature now shifts its focus completely to him. He stabs awkwardly at first but regains his footing and stabs again looking to hit it before it can fly away
GM Red |
Skarn and Tylur unleash a pair of attacks strong enough to clip both of the vargouille's wings, and it falls to the ground, babbling wildly as its final shred of life slips from its body.
Out of combat
Cordwin's Condition, Phase 1: 1d6 ⇒ 2
Cordwin's Condition, Phase 2: 1d6 ⇒ 4
Cordwin's Condition, Phase 3: 1d6 ⇒ 4
Cordwin's Condition, Phase 4: 1d6 ⇒ 4
Cordwin has 14 hours before the transformation to vargouille completes. Shouldn't be too hard to deal with with the proper spellcaster service
Cordwin Ironbeard |
Cordwin continues to wipe the area where the vargouille kissed him and repeats a Yuck! for more emphasis. He will then help search the room.
perception: 1d20 + 7 ⇒ (20) + 7 = 27
GM Red |
Just to make sure everyone is aware - Cordwin is free of disease given Skarn's successful Geek Save.
Despite Cordwin's thorough search of the room, he finds that little of treasure or interest turns up. Further down the hallway is a set of spiral stairs winding up a circular pillar into darkness. The staircase is collapsed with enormous chunks of rock, blocking further travel above.
The Catacombs are cleared, and Tsuto isn't here. He must have gone somewhere else. SO! Where to?
Cordwin Ironbeard |
The journal did mention the Thistletop Shrine. Perhaps we should go back to town and let the sheriff know there is nothing evil here and then go to the shrine and find that Tsuto rascal! Cordwin offers.
Skarn Hornfels |
"We do have two dwarves, and a decent supply of beer. We should be able to clear this rubble given enough time, if needed. Might one ask about this Shrine to Thistletop? Sounds like a gnome God of some sort."
Knowledge (religion): 1d20 + 5 ⇒ (15) + 5 = 20 +3 to identify creature abilities and weaknesses
What do I know, if anything, about the Thistletop Shrine?