| GM Cellion |
Kellek, feel free to double up on actions next round.
|||| INIT ||||
Guiness (84 dmg)
Ziva (100 dmg)
Kellek (31 dmg, 5 images) x2
Colvyn (27 dmg)
Astrid (23 dmg)
Red Lamia (14 dmg)
Three dire bears
Brother_Guiness
|
With Kellek showing no signs of dismissing the fog and the enemy nowhere in sight, Guiness responds to Ziva, saying, "Aye, a bit more healing would be welcome."
The dwarven warrior relaxes from his defensive stance and breathes heavily, taking a few steps away from the fog as he pulls a potion from his bandolier, drinks it, and prepares Dragonfist again if foes arrive.
Stopping his defensive stance, now fatigued for 6 rounds, drawing and drinking potion of cure moderate wounds, taking a five foot step.
Healing from Potion: 2d8 + 3 ⇒ (1, 3) + 3 = 7
| Colvyn "Slick" Dashtail |
Colvyn hovers in place, waiting for a target to appear.
| Astrid Olvirsdottir |
Guinness, if I read it correctly, then your stance ended when I teleported you, so you should be that much closer to the fatigue ending (and still have the rounds you didn't spend).
Still working to heal their injuries, Astrid turns now to Ziva's wounds.
Hold Person for Cure Moderate Wounds on Ziva: 2d8 + 20 ⇒ (5, 4) + 20 = 29
| GM Cellion |
Your group heals up, readying for whatever comes next.
Ziva and Kellek still up.
|||| INIT ||||
Guiness (77 dmg)
Ziva (71 dmg)
Kellek (31 dmg, 5 images) x2
Colvyn (27 dmg)
Astrid (23 dmg)
Red Lamia (14 dmg)
Three dire bears
| Kellek Zaderan |
With their free hands the cluster of Kelleks sip a potion of cure serious wounds and floats a bit southward so as to not make for to easy a target.
potion of cure serious wounds: 3d8 + 5 ⇒ (7, 4, 1) + 5 = 17
| Ziva Vilcek |
An involuntary sigh escapes Ziva as some of the pain eases, and she gives Astrid a grateful nod. "We need to keep moving, she's still close by and we are battered."
Double Move, hoping to use the furniture as cover if it comes to that.
| GM Cellion |
Astrid Will: 1d20 + 15 ⇒ (6) + 15 = 21
Pixie Will: 1d20 + 6 ⇒ (11) + 6 = 17
Pixie Will: 1d20 + 6 ⇒ (6) + 6 = 12
Pixie Will: 1d20 + 6 ⇒ (14) + 6 = 20
The front two pixies eat the worst of the damage (Taking 11 dmg each, on top of the earlier 12 they took; Astrid and the green pixie take 5 dmg.) Thanks to Astrid summoning some particularly robust pixies, they all remaining conscious.
|||| INIT ||||
Guiness (77 dmg)
Ziva (71 dmg)
Kellek (14 dmg, 5 images)
Colvyn (27 dmg)
Astrid (28 dmg)
Red Lamia (14 dmg)
Three dire bears
| Astrid Olvirsdottir |
Astrid falls back behind Guinness, whistling for her pixies to follow her. She channels one of her last remaining spells to heal more of Guiness's injuries.
Convert Shield of Faith to CLW for Guiness: 1d8 + 15 ⇒ (8) + 15 = 23
Red Pixie 3/26
Blue Pixie 3/26
Green Pixie 15/26
| Ziva Vilcek |
Eyeing the fog-bank warily, Ziva sheathes her sword and draws her bow instead, nocking an arrow and waiting with a smooth calmness she doesn't truly feel.
Move action + Move Action
Brother_Guiness
|
Guiness drinks another potion and stands protectively in front of the others, ready to engage if the foe emerges from the fog. The fatigue from his defensive stance fades after his action.
CMW: 2d8 + 3 ⇒ (6, 3) + 3 = 12
| GM Cellion |
You continue healing and readying yourselves...
|||| INIT ||||
Guiness (42 dmg)
Ziva (71 dmg)
Kellek (14 dmg, 5 images)
Colvyn (27 dmg)
Astrid (28 dmg)
Red Lamia (14 dmg)
Three dire bears
| Kellek Zaderan |
Kellek drops down into one of the giants' chairs and uses the back and table for cover.
| Colvyn "Slick" Dashtail |
Colvyn hovers in place, keeping an eye on the mist.
Delays until something comes out, or the group decide to retreat.
| GM Cellion |
|||| INIT ||||
Guiness (42 dmg)
Ziva (71 dmg)
Kellek (14 dmg, 5 images)
Colvyn (27 dmg)
Astrid (28 dmg)
Red Lamia (14 dmg, 4 images)
| Ziva Vilcek |
As the lamia emerges from the mists, Ziva finally has a moment to assess her foe, which she does as she calmly steps to the side for a better angle. Nodding to herself, the knight raises her bow and fires.
Study Target, then a ranged Vital Strike
Attack: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Damage: 2d8 + 4 + 2 ⇒ (4, 1) + 4 + 2 = 11
| Colvyn "Slick" Dashtail |
How many rounds have we been at this, I lost count.
With their foe finally visible, Colvyn sends more arrows at it, hoping to deal some damage or at least, removing some of the images.
Longbow: 1d20 + 15 + 3 + 1 - 2 - 3 - 2 ⇒ (13) + 15 + 3 + 1 - 2 - 3 - 2 = 25
Damage: 1d6 + 4 + 3 + 1 + 2 + 6 + 1d6 ⇒ (5) + 4 + 3 + 1 + 2 + 6 + (6) = 27
Longbow: 1d20 + 15 + 3 - 2 - 3 - 2 ⇒ (13) + 15 + 3 - 2 - 3 - 2 = 24
Damage: 1d6 + 4 + 3 + 6 + 1 + 2 + 1d6 ⇒ (4) + 4 + 3 + 6 + 1 + 2 + (6) = 26
Longbow: 1d20 + 15 + 3 + 1 - 2 - 3 - 2 ⇒ (2) + 15 + 3 + 1 - 2 - 3 - 2 = 14
Damage: 1d6 + 4 + 3 + 6 + 1 + 2 + 1d6 ⇒ (1) + 4 + 3 + 6 + 1 + 2 + (6) = 23
Longbow: 1d20 + 10 + 3 + 1 - 2 - 3 - 2 ⇒ (9) + 10 + 3 + 1 - 2 - 3 - 2 = 16
Damage: 1d6 + 4 + 3 + 6 + 1 + 2 + 1d6 ⇒ (5) + 4 + 3 + 6 + 1 + 2 + (1) = 22
Buff: Divine Favor, Protection from Evil, Weapon of Awe
| GM Cellion |
Nine by my reckoning.
A hail of arrows from Colvyn and Ziva rain down upon the lamia, shattering several images but leaving her otherwise unharmed.
|||| INIT ||||
Guiness (42 dmg)
Ziva (71 dmg)
Kellek (14 dmg, 5 images)
Colvyn (27 dmg)
Astrid (28 dmg)
Red Lamia (14 dmg, 1 images)
Brother_Guiness
|
Guiness stays where he is and readies an attack with Dragonfist if the Lamia gets close enough to the ground for him to hit.
Readied Attack with Haste: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 1d6 + 17 ⇒ (4) + (2) + 17 = 23
| Kellek Zaderan |
Kellek, with a wand in one hand, flies back and up staying about 60' away from the creature. He fires off a icy blue ray with his free hand.
1. Real, 2. Fake: 1d2 ⇒ 2 ray of frost v red (range touch, haste): 1d20 + 8 ⇒ (11) + 8 = 19 cold damage: 1d3 ⇒ 3
| GM Cellion |
1d20 + 22 ⇒ (3) + 22 = 25 2d6 + 9 ⇒ (1, 5) + 9 = 15
The blade gouges a deep gash in Astrid's chest, puncturing her lungs. The force of the blow sends her body crashing to the floor, where she lays still. (Crit for 39 slashing damage)
|||| INIT ||||
Guiness (42 dmg)
Ziva (71 dmg)
Kellek (14 dmg, 5 images)
Colvyn (27 dmg)
Astrid (67 dmg, dying)
Red Lamia (41 dmg)
Brother_Guiness
|
Taking his free attack as the Lamia goes by, Guiness also takes advantage of the last round of haste as he steps up five feet and locks into the ground again, sending a barrage of attacks against the fearsome foe lent weight by the power of the mountain!
Dragonfist AOO: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d8 + 1d6 + 17 ⇒ (7) + (3) + 17 = 27
Five foot step and Defensive Stance
Dragonfist Primary: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d8 + 1d6 + 19 ⇒ (3) + (1) + 19 = 23
Dragonfist Secondary: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 1d6 + 19 ⇒ (7) + (4) + 19 = 30
Headbutt: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Shield Slam: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Dragonfist Hasted Attack: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 1d6 + 17 ⇒ (7) + (1) + 17 = 25
Headbutt Confirm Crit?: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
| Ziva Vilcek |
Swearing forcefully, Ziva drops her bow and lets her burning wings carry her forward, drawing her gleaming blade as she goes. While Guiness lays in a flurry of hammering strikes, Ziva angles to get around behind the lamia, but can't quite manage it.
Move + Vital Strike using Power Attack. No Crane Style though, gambling that we can kill her before she takes another turn.
Vital Strike: 1d20 + 18 + 2 - 3 ⇒ (12) + 18 + 2 - 3 = 29 Damage: 2d10 + 15 + 2d6 ⇒ (9, 6) + 15 + (1, 4) = 35
| GM Cellion |
| 2 people marked this as a favorite. |
Guiness falls upon the lamia priestess with incredible power and accuracy, smashing past her guard again and again to deliver a series of devastating blows. The lamia is left reeling, barely conscious, and wide open for Ziva. The templar angles in and delivers a decapitating stroke, finishing her off before she can bring her weapons to bear on anyone else.
Combat Over!
Astrid lies in a pool of blood on the ground, but a quick check reveals that she's still alive - if barely. If you act quickly, you'll be able to save her.
Also: Having overcome one of Mokmurian's key allies, and learned bloody lessons in the process, you all rise to 11th level! Please drop the details of your level up in discusion.
| Colvyn "Slick" Dashtail |
Colvyn cast stabilize on Astrid while his friend finish off the last foe. Then as he see her fall, he flies to the cleric and heals her.
fervor: 3d6 ⇒ (1, 3, 6) = 10
fervor: 3d6 ⇒ (2, 2, 1) = 5
| GM Cellion |
Colvyn's healing touch resuscitates Astrid, bringing her back from the brink of death.
|||| STATUS ||||
Guiness (42 dmg)
Ziva (71 dmg)
Kellek (14 dmg, 5 images)
Colvyn (27 dmg)
Astrid (52 dmg)
| GM Cellion |
Looks like most people are through with their level ups. You've got your rescued prisoners staying with Conna in the mural room to the north, a crazy kobold still on the loose somewhere, and a potential path deeper into the cave system and into the heart of Mokmurian's lair to the south-east. What's next?
Brother_Guiness
|
As they distribute the loot, Guiness says, ”Do we need to pull back and rest, or do we have enough healing and spells left to push forward?”
| Kellek Zaderan |
Kellek suggests pulling back while considering the path ahead.
Brother_Guiness
|
”Fair enough,” says Guiness, taking in the wounded and drained appearance of their group. ”Let’s go rest with the freed prisoners,” he suggests, heading that way.
| GM Cellion |
When you return, the ex-prisoners are all huddled, having grown alarmed at the back and forth of battle and the prayers to Lamashtu. Relief crosses their faces when they see you're all still alive. After you gather them up, Conna intones "I will be counting on you to deal with Mokmurian and bring peace to my husband's spirit. Though Mokmurian does not come up from his library frequently, he will certainly learn of what you're done here in this pit if you take a day to rest and return. He will make preparations to stop you. Though given what you've shown, I expect you will be able to face them head on." She gives a slow nod and sees you off through the tunnels.
You lead your charges through the narrow maze of dark, twisty passages, reaching a small cavern within where they should be out of reach of even the smallest giant. However, there's enough time left in the day to push all the way back out into the spider or wyvern lairs that overlook the river. (Where do you want to set up camp for the night?)
Brother_Guiness
|
Guiness is happy to help set up defenses for the freed prisoners in the small cavern. He will even scout out a few directions for any nearby threats and help block the tunnels if needed to add more security.
| Ziva Vilcek |
"This seems a good enough spot, who wants to bed down near spiders? It also keeps us safe from any aerial scouts who might investigate the cliffside caverns."
Ziva sits herself down facing back the way they came, polishing the nicks out of her sword.
| Astrid Olvirsdottir |
| 1 person marked this as a favorite. |
Astrid, exhausted, bruised, and bleeding, channels the rest of her spells into healing energies to salve the worst of their injuries, then all but collapses to the floor.
I'm assuming all of these are still at CL10, otherwise add +3 to the cure critical wounds spells and +2 to the others.
Cure Critical for Ziva: 4d8 + 20 ⇒ (2, 7, 8, 7) + 20 = 44
Cure Critical for Astrid: 4d8 + 20 ⇒ (2, 7, 6, 2) + 20 = 37
Cure Moderate for Guiness: 2d8 + 20 ⇒ (6, 6) + 20 = 32
Cure Light for Colvyn: 1d8 + 15 ⇒ (5) + 15 = 20
| GM Cellion |
With Astrid's healing magic, you're able to treat the vast majority of your wounds before unpacking your camping gear and settling in to rest within the network of tunnels. Guiness keeps a look out for threats (As I assume the rest of you do on a shift basis) but luckily beyond a few echoing noises, you're not confronted with anything during the night. The following morning, you awaken refreshed and with your remaining bruises starting to fade.
The ex-prisoners are still in relatively poor shape psychologically - you can see many of them couldn't sleep out of worry of being recaptured. Thanks to your earlier help, their physical wounds however are dealt with. They look to you anxiously for guidance as the new day dawns (or doesn't, since you're underground).
|||| STATUS - AFTER OVERNIGHT REST ||||
Guiness
Ziva (16 dmg)
Kellek (3 dmg)
Colvyn
Astrid (4 dmg)
| Ziva Vilcek |
Standing and stretching to an alarming chorus of pops, Ziva groans. "Sleeping rough never gets easier, does it? Shall we see what unpleasant surprises the giants have cooked up for us in the past ten hours?"
She gives the rescues an assessing glance. "Can any of you handle a weapon, even a little? I mislike leaving you here unguarded, but neither can we bring you along."
| Colvyn "Slick" Dashtail |
Before resting Colvyn will use two charges of fervor to channel some healing energy to every one.
Channel: 3d6 ⇒ (1, 5, 1) = 7
"Now let's hope we can get to the head of the snake and kill it. I don't think we will get any other chance." Colvyn takes point again and guide the group back to the giants cave.
Stealth: 1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38
| GM Cellion |
The group of rescuees look at each other for a few moments before one older man with a pockmarked face steps forward. "Aye. I was one of the guards for one of the caravans that those giants raided. I'm no soldier, but I've handled a blade. Armed, I'd be able to fend off any smaller creepy crawlies, so long as nothing more vicious comes along." He sounds a little embarrassed at the admission.
Feel free to arm and equip him as you like. In the mean time:
You make your way back through the tunnels with Colvyn in the lead, moving silently. He emerges into Enga's room, where he finds the place has been stripped of its hammock and other items personally belonging to Enga. There don't appear to be any foes nearby, though indistinct echoes of voices and animals snuffling suggest that elsewhere in the Pit the giants are out and about. The rest of the group is able to join Colvyn in Enga's room without issue.
| Kellek Zaderan |
Standing and stretching to an alarming chorus of pops, Ziva groans. "Sleeping rough never gets easier, does it? Shall we see what unpleasant surprises the giants have cooked up for us in the past ten hours?"
Kellek comes out of his secure shelter holding a steaming tin cup full of his dark acrid brew in his hand, a book shoved under his arm, looking well-rested.
He hands the book to whatever it is that lives in the wooden frame upon his back sips his infernal black concoction, stretches and says. "Ah! Nothing like a brisk winter morning after a long rest in a warm lodge and an even warmer breakfast. Are we ready?"
Brother_Guiness
|
”Almost,” says Guiness, having spent a comfortable night surrounded by stone. He hands two of the more capable looking rescued prisoners one of his boot daggers each, then pulls his backup weapon (a +1 Shortsword) out and hands it to the former guard. ”You people of Sandpoint are sturdy folk. Stay quiet and alert, and we will come back for you once we have rescued the others and dealt with this Mokmurian fellow.”
Turning to Kellek and Colvyn, he then says, ”Aye, let’s go”, and follows the stealthy ratfolk back to the giant’s lair.
| Astrid Olvirsdottir |
Channel: 6d6 ⇒ (1, 6, 1, 3, 5, 2) = 18
In the morning, Astrid's channeled energy wipes away the last of their remaining injuries, and she once again casts a spell to enhance their effectiveness against Mokmurian and his minions.
Casting hunter's blessing for Giants and Mountains again.
"We'll be back soon," Astrid says, giving the freed prisoners what she hopes is a convincing smile.
| Ziva Vilcek |
Stepping back into Enga's room, the knight scowls to see that the kobold has clearly relocated. "I admit, I was expecting a welcoming party," she remarks, her suspicious gaze sweeping the room and doorways.
Perception: 1d20 + 16 ⇒ (15) + 16 = 31
| Kellek Zaderan |
Kellek casts a few spells upon himself (see above--and a prepares a mirror image for when they get closer to leaving)
eventual mirror image: 1d4 + 3 ⇒ (4) + 3 = 7 images. YAY! It's a Crystalhue miracle! Snuggling with his stuffed Zonzon doll paid off. I don't think I have ever rolled above a 2 for that spell before. ;)
When finally ready he floats himself up to about stone giant eye-level.
| Ziva Vilcek |
"Colvyn, could you check the mess hall for new foes? If it remains empty, I suggest we strike eastwards and complete the circuit."
| GM Cellion |
Ziva takes a long look around Enga's room, but comes up with nothing unusual. The forges to the east are quiet, though the tannery continues to reek. While Ziva peeks east, Colvyn takes a look west into the grand feasting hall. He carefully pokes his head in and finds the room is quiet with no giants skulking about.
With no obvious sources of foes, you start heading eastward. You confirm that the tannery and forge are both empty, as is the barracks. You reach the same intersection from the previous day, with a narrow tunnel curving and heading north, while the majority of the passage continues south-east. The walls of that south-eastern passage are hung with furs up until the point where it begins narrowing.
| Ziva Vilcek |
Perception: 1d20 + 16 ⇒ (5) + 16 = 21
"Hold," Ziva raises a fist to call a halt. "The tapestries conceal holes in the walls--for traps or spies, I cannot say."
Brother_Guiness
|
Perception: 1d20 + 15 ⇒ (3) + 15 = 18
”Aye, this has the feel of walking into a trap. Do you hear any movement behind the tapestries?” asks Guiness, stopping so the movement of his armor doesn’t mask any stray sounds.
| Colvyn "Slick" Dashtail |
Colvyn signals the group to stand back and moves quietly toward the furs. Once there, he inspects the area for any triggers or signs of ambush.
Stealth: 1d20 + 20 ⇒ (15) + 20 = 35
Perception: 1d20 + 19 ⇒ (17) + 19 = 36 +3 vs traps
| GM Cellion |
You listen carefully, trying to be as silent as you can. As Colvyn approaches, he hears the faint sounds of breathing coming from both sides of the corridor. Looking ahead, he can see some larger openings hidden behind hanging furs right before the tunnel begins to narrow. Colvyn concludes that those larger openings must lead to caverns that flank the tunnel and which contain at least one foe inside on either side. (Red arrows now on the map pointing out those larger openings that you could walk through.)
| Astrid Olvirsdottir |
Don't forget that hunter's blessing provides a +2 sacred bonus to initiative, Perception, Stealth, and Survival checks while in this terrain, in addition to the bonuses against giants specifically.
Perception: 1d20 + 24 + 2 ⇒ (2) + 24 + 2 = 28
"So," Astrid whispers, "a trap. How best to spring it?"