Ruins of Pathfinder: The Shattered Star (Inactive)

Game Master Crustypeanut

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Magnimar Map
Heidmarch Manor

Natalya's Map of the Crow


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Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

Oh man I totally know the answer. Think about what Karzoug likes..."filthy -----"


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

Charbonardent follows the troop to the manor. When Ardoc divides the tasks, he inventories his skills. While he has no desire to simply move crates, they are marked fragile and appear as important to magic box. He heads back outside and reviews the icy conditions. The cold obviously does not affect him.

Before attempting to move the crates, he attaches his cleats to his boots and then looks for material in the trees or cart to create a pathway of traction from the cart and manor. Survival take 10+12=22. How much do the cleats and material aid in the check?

Afterwards, he examines the cart if there is a reason why it cannot be brought closer to the front steps. If he thinks that it should pass, he then looks for the gruff half-elf to ask why the cart is not brought closer to the manor's front steps. If absent, he orders the carters to move the cart. Intimidate take 10+4=14.


Moving the cart won't help - the issue isn't distance, its that the boxes are heavy and encrusted with ice. However, adding a particularly stable pathway as you are doing will provide a +2 to your check, since you no longer have to worry about slipping and sliding on the ground, and can focus more on the crate.


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16
DM Crustypeanut wrote:
Moving the cart won't help - the issue isn't distance, its that the boxes are heavy and encrusted with ice. However, adding a particularly stable pathway as you are doing will provide a +2 to your check, since you no longer have to worry about slipping and sliding on the ground, and can focus more on the crate.

If we could move the cart, we could rig it so we don't have to lift the boxes, just effectively slide them, but that's ok. What about a bonus for the cleats?

What's the roll if two characters move a box?


I included those in the +2 to the stable ground bonus. Each character needs to move their own boxes - at most, though, since there are 50 minutes worth of boxes and 60 minutes to move it, each character could help one other person on a single set of checks. Doing so would grant the person being helped a +2 to their check.

For example, say Ferit and Al'cazar help Charbonardent and Radyx for the first ten minutes, granting each a +2 to their check. From minutes 20-60, Ferit and Al'cazar would focus on their own work. Charbonardent and Radyx, meanwhile, would be finished at the 50 minute mark - and can thus help Ferit and Al'cazar on their last checks.


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Muttering a silent curse to himself, Radyx turns from the manor and heads out to help with unloading the cargo. As he does so, he passes by one of the workers headed outside and grabs ahold of his sleeve and forcefully pulls him to his side, and says, "Alright, listen up. I ain't gonna be the one to drop one of these things, and you are gonna help me keep from doing just that, like it or not. It's in your best interest to not screw up here, savvy?" he concludes his threat by tapping on one of the axes at his side.

Also Take 10 on Intimidate for 19. Assuming that works unless informed otherwise, and if such, each roll will be 2 less.

Dice Rolls:

CMB: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
CMB: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

CMB: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
CMB: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

CMB: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
CMB: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

CMB: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
CMB: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

CMB: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
CMB: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Con Check: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1

The crates were indeed heavier than they looked, but Radyx managed to not drop any of them despite the labor becoming more difficult as his muscles tired. He was accustomed to short bursts of exertion, not prolonged labor. The cold air he was forced to breath in gasps and gulps did not help, either. Each one felt like he was breathing in a razor blade.

By the end of the hour, Radyx is panting heavily, but despite that, he claps the worker he had bullied earlier on the back, and manages to gasp out, "Good job...bub...we may be...wore out...but at least...at least we didn't drop one." He then moves inside to find a seat by a fire to try and recover.


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

Charbonardent watched the gladiator ignore his stable pathway with a shrug. He pulls out a torch from his backpack and lights it in the cold wind with a snap of his fingers. After selecting the crate, he starts to melt its encrusted ice. Then, he says to the legionnaire, "There's no reason to take additional risk with the runelord's material. Use the pathway for traction +2 and melt the ice from the crate before moving it +2. You can use my torch while we move this crate, or I can light another for you."

When the crate is reasonably free of ice, the half-giant commands one of the men to help him. "You, help me with this crate." Intimidate take 10+4=14 He is careful not to scratch the manor's floor with his cleats.

Dice rolls:
CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (4) + 5 + 2 + 2 + 2 = 15
CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (20) + 5 + 2 + 2 + 2 = 31

CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (19) + 5 + 2 + 2 + 2 = 30
CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (16) + 5 + 2 + 2 + 2 = 27

CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (13) + 5 + 2 + 2 + 2 = 24
CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (18) + 5 + 2 + 2 + 2 = 29

CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (4) + 5 + 2 + 2 + 2 = 15
CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (19) + 5 + 2 + 2 + 2 = 30

CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (2) + 5 + 2 + 2 + 2 = 13
CMB +2 pathway +2 defrost +2 assist: 1d20 + 5 + 2 + 2 + 2 ⇒ (12) + 5 + 2 + 2 + 2 = 23

Constitution check take 10+2-0=12

Charbonardent stays outside to assist the legionnaire and ensure all of the crates get moved inside, well after the orc and gladiator seek refuge inside the manor.


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

I had assumed you had gotten the +2 for yourself from the cleats. Even if those rolls got +2, they would have still been fails, netting the same result anyway.


Forgot to make this check for Wilhem once he checked the notes.

Dice Rolls:

Wilhelm's Intelligence Check: 1d20 + 4 ⇒ (12) + 4 = 16 (Success)

Wilhem:
Immediately upon reading the last bit of Koriah’s notes, you are quick to realize that the runes that spell out CRUEL is likely a word anagram of some sort - possibly a magical combination lock, since the box cannot be opened via a more mundane methods.

Since its easy enough for us as players to figure this out, I'm going to require intelligence/linguistics checks for your characters to figure it out. In order to figure out the correct anagram for CRUEL, you must, between the four of you (or two of you, since Hoosible isn't done with his crunch and Isroth is busy with RL stuff), succeed on five checks - either DC 13 Linguistics or DC 16 Intelligence checks. Each check takes 10 minutes. Though you have an hour, you each took 10 minutes examining notes/the cube. That still leaves a total of ten checks - 5 for each of you. Should Hoosible finish his character before you two are done, then he can make his checks too. Otherwise he and Isroth are just standing around looking creepy.

Feel free to make the checks now - or wait until you two have discussed your findings between the two of you. (<-I recommend this) Should you wish, one can assist the other instead of making his own checks - in such a case, he just needs to succeed on a DC 10 Intelligence or Linguistics check to aid the other.


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

I'm fairly confident Valko can blow the Linguistics checks out of the water (if Taking 10 is an option here, it's auto-win). If we assist one another, does that eliminate the need for everyone to make 5 checks?


If we can solve it as players in five seconds of thought why wouldn't a PC like Valko with a ~180 IQ and extensive training in linguistics be able to do the same? There are only two other words in the English language that even use all those letters. Ulcer and lucre. HMMMMMMM...I wonder which one it is? (~_~)*


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

But the letters are in Thassilonian, there may be hundreds of options in that language. :-P


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

(x________________________________x)*


Yes you can take 10 - so if you want, Valko, you could complete the puzzle easily and quickly should you want to now.


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

Having unfurled and spaced all of Koriah's notes across the table, Valko stands back for a moment and strokes his chin thoughtfully. Then, as if a man possessed, he dives back into the task with a zealot's enthusiasm. Retrieving a roll of parchment and shredding it into five comparable strips, the half-elf quickly but eloquently pens five Thassilonian Runes thereon. He arranges the strips bearing runes in a very specific pattern around the table; one that appears to bear remarkable correlation to a sihedron missing two of its points. Appending his own notes to one of Koriah's own parchments with yet some page economy to work with, Valko begins scratching out Thassilonian symbols and phrases as his left hand spiders its way across the array of pages before him. His method soon dawns on any bearing witness to the spectacle: process of elimination.

One by one in sequence, after having nearly covered the page he is writing on in diminutive script, Valko begins turning over the torn sheets bearing the various schools of sin magic on the table. Envy, Gluttony, Lust, and Sloth. Ultimately, only Greed remains. Such a coincidence forces a smirk onto the young wolf's face. Taking it to be a sign of providence offered by Lissala, Valko finally turns his attention to the paradox box, and then to Wilhem.

"It is not to the six schools of the defeated and dormant that providence is to be grasped. Our fortunes instead lie with he to whom fortune favors the most. A most fitting development, wouldn't you agree? Avarice shall avail us. More importantly, acquisitions of the ill-gotten variety are the nature of this key." Grinning with a self-importance the Ustlavian is already famous for among strangers, his index finger and thumb begin plucking runes into a rearranged order on the box.
__________________________________________________
(Take 10 on Linguistics: 10 + 8 = 18)
Inspiration: 1d6 + 18 ⇒ (5) + 18 = 23
Inspiration: 1d6 + 18 ⇒ (5) + 18 = 23
Inspiration: 1d6 + 18 ⇒ (2) + 18 = 20
Inspiration: 1d6 + 18 ⇒ (1) + 18 = 19
Inspiration: 1d6 + 18 ⇒ (6) + 18 = 24

The answer is N Sync.


Valko, realizing that the Paradox Box’s method of opening is a combination lock related to the various possible anagrams of the runes for CRUEL, takes the time to analyze the many possible different combinations of the word in Thassilon. The two of most import are the runic words for ULCER and LUCRE. Upon touching the various runes and shifting them into the spelling of the word LUCRE, the magic of the Paradox Box comes to life. Originating from the runic anagram are faint glowing lines that trace themselves slowly upon the Paradox Box’s many engravings, slowly but surely working their way towards opening of the box.

Valko sits back, a smirk appearing on his face now that he successfully completed the box’s puzzle. However, realization comes that he might have missed something when the five Sin Runes begin glowing brightly as their magic flares to life, and the Paradox Box’s traps activate, catching everyone in the room off guard.

Immediately, numerous effects happen. First, Isroth, Valko, and Wilhem’s weapons suddently lock onto their bodies, into their sheaths, etc. Second, both Isroth and Wilhem feel their strength draining from their bodies as necromantic energy washes over them. Third, the most noticeable of the bunch, Isroth and Wilhem both shrink down to half of their original size. Meanwhile, Isroth is knocked unconcious by a final wave of enchantment magic that lulls him to sleep.

However, what is cause for concern is not this - instead, six small beings come into existence around the room. Flying above the table, two diminutive, four-winged creatures, emaciated, with pale skin stretched over their tiny bones, begin searching around the room. In their hands are oversized rusty, blood-encrusted pliers. One of them, looking down at the group assembled below, smiles wickedly, showing off it’s hideous mouth full of broken, rotten, mismatched teeth. It speaks in a high pitched, squeaky voice. ”Cá bhfuil muid? Ooh, breathnú síos ann! Féach ar iad go léir mbeal go leor le fiacla bán súilíneach! Geall leat is féidir liom a ghoid níos mó acu ná mar is féidir leat!”

The other one, seeing what it’s fellow points out, grins wickedly as well, its replacement teeth made up of nails, screws, and other painful things showing. ”Tá tú ar! Bhí mé i gcónaí dom roinnt gnome fiacla!

Meanwhile, on the table, two of what appear to be the world’s most hideous lapdogs stand upright on their hind legs, looking around mischievously at the room’s contents - it is quite clear they are excited about how many things there are to ruin in the room.

Lastly, on the floor, two tiny, hideous and bloated creatures waddle on the floor. They appear to be some sort of humanoid opossum, with disgusting, mangy hair and long, naked tails. They look around, more curious than mischievous, before they see the two dog-like creatures standing up on the table. Speaking in their own language, one of them looks disgusted by what he sees on the table. ”குமரா! நாய்கள்! இங்கிருந்து முடிகிறது. அந்த விஷயங்கள், மோசமான அழுக்கு, இழிந்த தாசன் இருக்கின்றன! நான் எந்த உணவு இங்கு இருந்தால் என்ன? எனக்கு பசிக்கிறது!” The two begin looking around at how they can escape.

Sylvan:
”Where are we? Ooh, look down there! Look at all them pretty mouths with shiny white teeth! You bet I can steal more than you can!”

”You’re on! I’ve always wanted me some Gnome teeth!”

Undercommon:
”Ew! Pugwampi! Lets get out of here. Those things are nasty, dirty, filthy buggers! I wonder if there's any food around here? I'm hungry!”

Wilhem:
Upon the activation of the Paradox Box’s trap card, you were able to correctly identify two of the spell effects that hit the group. One of them, the first, was a modified version of the Peacebond spell. However, this version appears to have affected everyone’s weapons within a radius of at least this room. The effect should last no more than five minutes. The second effect you identified was a modified version of the Ray of Enfeeblement spell. This spell effect hit everyone in the same radius, draining your strength for no more than thirty seconds. However, instead of taking partial effects, those who resisted seemed to have taken no ill effects at all.

In addition, despite not being particularly knowledgeable about nature, you were able to identify the three types of fey that appeared. The flying creatures are none other than Tooth Fairies, evil, chaotic little bastards who love to steal teeth and cause pain and mayhem. Their pliers are magical, and their bite can paralyze. The dog-like creatures on the table, meanwhile, are a type of Gremlin known as a Pugwampi - miserable curs that spread their unlucky habits and love to cause mayhem. The third pair of creatures are another type of Gremlin - these ones are known as Grimples - filthy urban scavengers with a disdain for all humanoids, who carry lice and are known for their ability to spit projectile vomit at will.

Valko:
Upon the activation of the Paradox Box’s trap card, you were able to correctly identify all of the spell effects that hit the group. One of them, the first, was a modified version of the Peacebond spell. However, this version appears to have affected everyone’s weapons within a radius of at least this room. The effect should last no more than five minutes. The second effect you identified was a modified version of the Ray of Enfeeblement spell. This spell effect hit everyone in the same radius, draining your strength for no more than thirty seconds. However, instead of taking partial effects, those who resisted seemed to have taken no ill effects at all.

Meanwhile, the third was a modified Reduce Person spell that affected everyone in it’s small radius. It should last no more than five minutes as well. The fourth was nothing less than a Sleep Spell, which was arguably the most dangerous of the four. It would have lasted no more than five minutes. The fifth and final spell was a modified Summon Monster II trap - it is what summoned the six little creatures into the room. It should last no more than a minute.

You were able to identify two of the three types of fey that appeared in the room. The dog-like creatures on the table are a type of Gremlin known as a Pugwampi - miserable curs that spread their unlucky habits and love to cause mayhem. The third pair of creatures are another type of Gremlin - these ones are known as Grimples - filthy urban scavengers with a disdain for all humanoids, who carry lice and are known for their ability to spit projectile vomit at will.

Hoosible:
Though you are unable to determine what the spell effects were of that trap, you were, at least, able to identify some of the fey that appeared. The flying creatures are none other than Tooth Fairies, evil, chaotic little bastards who love to steal teeth and cause pain and mayhem. Their pliers are magical, and their bite can paralyze. The dog-like creatures on the table, meanwhile, are a type of Gremlin known as a Pugwampi - miserable curs that spread their unlucky habits and love to cause mayhem.

------------------------------------------------
Alright, for the effects! What has happened to everyone is as follows:
Isroth: Isroth’s weapons are locked into place, requiring a DC 11 Strength Check to draw, he has taken 7 strength damage (That will disappear shortly), has been Shrunk to Small Size, reducing his strength by a further 2, increasing his dex by 2, and his weight by 8, height by half. He has also been put to sleep, as well.
----
Wilhelm: Wilhem’s weapons are locked into place, requiring a DC 11 Strength Check to draw, he has taken 7 strength damage (That will disappear shortly), has been Shrunk to Small Size, reducing his strength by a further 2, increasing his dex by 2, and his weight by 8, height by half.
----
Valko: Valko has only had his weapons locked into place, requiring a DC 11 Strength Check to draw.
----
Foosible: Sneaky little bastard avoided all effects!
----
Impy the Clockwork Familiar: By virtue of immunities and not having any weapons sheathed, Impy was unaffected as well.

Combat encounter coming shortly! I will then be making perception checks for the guys outside to see if they can hear the combat ensuing.

Dice Rolls:

Isroth’s Spellcraft Check for Effect #1: 1d20 + 8 ⇒ (5) + 8 = 13 (Failure)
Isroth’s Spellcraft Check for Effect #2: 1d20 + 8 ⇒ (15) + 8 = 23 (Success)
Isroth’s Spellcraft Check for Effect #3: 1d20 + 8 ⇒ (5) + 8 = 13 (Failure)
Isroth’s Spellcraft Check for Effect #4: 1d20 + 8 ⇒ (3) + 8 = 11 (Failure)
Isroth’s Spellcraft Check for Effect #5: 1d20 + 8 ⇒ (17) + 8 = 25 (Success)

Wilhem’s Spellcraft Check for Effect #1: 1d20 + 8 ⇒ (19) + 8 = 27 (Success)
Wilhem’s Spellcraft Check for Effect #2: 1d20 + 8 ⇒ (11) + 8 = 19 (Success)
Wilhem’s Spellcraft Check for Effect #3: 1d20 + 8 ⇒ (5) + 8 = 13 (Failure)
Wilhem’s Spellcraft Check for Effect #4: 1d20 + 8 ⇒ (1) + 8 = 9 (Failure)
Wilhem’s Spellcraft Check for Effect #5: 1d20 + 8 ⇒ (7) + 8 = 15 (Failure)

Valko’s Spellcraft Check for Effect #1: 1d20 + 8 ⇒ (8) + 8 = 16
>Valko’s Inspiration for Spellcraft #1: 1d6 ⇒ 1 (Success)
Valko’s Spellcraft Check for Effect #2: 1d20 + 8 ⇒ (12) + 8 = 20
>Valko’s Inspiration for Spellcraft #2: 1d6 ⇒ 4 (Success)
Valko’s Spellcraft Check for Effect #3: 1d20 + 8 ⇒ (20) + 8 = 28
>Valko’s Inspiration for Spellcraft #3: 1d6 ⇒ 4 (Success)
Valko’s Spellcraft Check for Effect #4: 1d20 + 8 ⇒ (17) + 8 = 25
>Valko’s Inspiration for Spellcraft #4: 1d6 ⇒ 1 (Success)
Valko’s Spellcraft Check for Effect #5: 1d20 + 8 ⇒ (19) + 8 = 27
>Valko’s Inspiration for Spellcraft #5: 1d6 ⇒ 1 (Success)

Isroth’s Will Save vs Effect #1: 1d20 + 2 ⇒ (7) + 2 = 9 (Failure)
Isroth’s Fortitude Save vs Effect #2: 1d20 - 1 ⇒ (4) - 1 = 3 (Failure)
Isroth’s Fortitude Save vs Effect #3: 1d20 - 1 ⇒ (4) - 1 = 3 (Failure)
Isroth’s Will Save vs Effect #4: 1d20 + 2 ⇒ (8) + 2 = 10 (Failure)

Wilhem’s Will Save vs Effect #1: 1d20 + 2 ⇒ (6) + 2 = 8 (Failure)
Wilhem’s Fortitude Save vs Effect #2: 1d20 + 1 ⇒ (4) + 1 = 5 (Failure)
Wilhem’s Fortitude Save vs Effect #3: 1d20 + 1 ⇒ (6) + 1 = 7 (Failure)
Wilhem’s Will Save vs Effect #4: 1d20 + 2 ⇒ (20) + 2 = 22 (Success)

Valko’s Will Save vs Effect #1: 1d20 + 4 ⇒ (6) + 4 = 10 (Failure)
Valko’s Fortitude Save vs Effect #2: 1d20 ⇒ 19 (Success)
Valko’s Fortitude Save vs Effect #3: 1d20 ⇒ 17 (Success)
Valko is Immune to Effect #4

Hoosible’s Will Save vs Effect #1: 1d20 + 3 ⇒ (12) + 3 = 15 (Success)
Hoosible’s Fortitude Save vs Effect #2: 1d20 + 3 ⇒ (11) + 3 = 14 (Success)
Hoosible’s Fortitude Save vs Effect #3: 1d20 + 3 ⇒ (15) + 3 = 18 (Success)
Hoosible’s Will Save vs Effect #4: 1d20 + 3 ⇒ (8) + 3 = 11 (Success)

Impy is Immune to Effect #1
Impy is Immune to Effect #2
Impy is Immune to Effect #3
Impy is Immune to Effect #4

Effect #2: 1d6 + 2 ⇒ (5) + 2 = 7 (No Effect for those who saved)

Valko’s Untrained Knowledge(Nature) Check vs Creature #1: 1d20 + 4 ⇒ (5) + 4 = 9 (Failure)
Valko’s Untrained Knowledge(Nature) Check vs Creature #2: 1d20 + 4 ⇒ (6) + 4 = 10 (Success)
Valko’s Untrained Knowledge(Nature) Check vs Creature #3: 1d20 + 4 ⇒ (14) + 4 = 18 (Success)

Hoosible’s Untrained Knowledge(Nature) Check vs Creature #1: 1d20 ⇒ 15 (Success)
Hoosible’s Untrained Knowledge(Nature) Check vs Creature #2: 1d20 ⇒ 15 (Success)
Hoosible’s Untrained Knowledge(Nature) Check vs Creature #3: 1d20 ⇒ 6 (Failure)

Willhem’s Untrained Knowledge(Nature) Check vs Creature #1: 1d20 + 4 ⇒ (9) + 4 = 13 (Success)
Willhem’s Untrained Knowledge(Nature) Check vs Creature #2: 1d20 + 4 ⇒ (11) + 4 = 15 (Success)
Willhem’s Untrained Knowledge(Nature) Check vs Creature #3: 1d20 + 4 ⇒ (10) + 4 = 14 (Success)


Oh I would like to add that Wilhelm, since he took both 7 Strength damage and was shrunk to a small size, effectively has 1 strength. A housecat could arm wrestle him into submission right now.

Isroth also has 1 strength, but was conveniently put to sleep, so it doesn't matter.


Male Human Arcanist 1

Wilhem peeks over Valko's shoulder as he works, initially intending to offer his own aid, but after a few minutes it seems Valko has everything well in hand. He likely could have puzzled out many of the things Valko was, but not nearly so swiftly. He knew Thassilon well but admittedly Cyphers and linguistics challenges were one of his weaker points, something it seemed he would likely have to remedy now that he was being given a proper chance.

As Valko finishes rearranging the runes, which settles into the word корысть Wilhem frowns as the traceries of the box opening pass through all the many other runic symbols. "Are you sure tha-" he begins, before multiple waves of energy wash over him, and indeed all four of them. He is only able to recognize half of the effects--most of which he is debilitated by--but he would willingly wager he could recognize transmutation, conjuration and enchantment magic.

Staggering beneath the onslaught of one of his own necromantic favorites Wilhem stumbles as quickly as he can for cover, or if possible, the door. "Beware! Fey in the manor." he calls, seeking aid from the other half of the team who are infinitely more suited to the task, and haven't just been assaulted by ancient magics. "Prioritize the pugwampis, the dogs..." he wheezes with the effort as he struggles under the weight of his own clothes and what meager gear he carries with him. Where was Gralk with his crossbow?

_________________________
Man Russian is weird... Anyway, Wilhem's first action will be the above :p
As to housecats, well... we all know that first level wizards are no match for such a vicious foe!


<< Encounter: "What’s in the Box? Oh.. that." | Round I | Hazards: None | Encounter Map: Roll20 Heidmarch Manor >>

”Fools! Imbeciles! Slack-jawed cretins!” Impy the Clockwork Familiar yells with his bell-like voice as the mischievous fey pop into existence around the room. ”Did you, in your brain-addled mind, not think to check the box for traps first!? Quickly! Kill these pests before they damage the Master’s study!” Agitated, his wings unfurling, Impy’s tail suddenly sprouts a wicked, electrified barb as he readies himself to attack.

Radyx, Al’cazar, Charbonardent, Ferit:
While working, the sounds of laughter, screaming, and yelling can be heard indoors where the others are working on solving the Paradox Box. At least some of these voices do not sound like any of your fellows - some are indeed, very high pitched and squeaky sounding.

_____________________________________________

Note: Everyone within the radius of the Pugwampis’ Aura of Unluck must roll all d20s twice and take the lower of the two. However, anyone benefiting from a luck bonus of any type are immune to this. Gremlins of all types are also immune.

Because all of the guys outside made their perception checks to notice this round’s battle, next round they may join in the battle - I’ll roll their initiatives then, and they can join in. Note that, since this was roughly at the end of the hour (But before the actual end of it), this is considered to be before your saves vs being fatigued. As a result, Radyx is not fatigued yet. However, Ferit still has 3 nonlethal damage taken.

INITIATIVE
Hoosible: 20
Grimples: 16
Valko: 11
Pugwampis: 10
Impy: 9
Wilhem: 8
Tooth Fairies: 8
Isroth: 6 (Asleep)

LOCATIONS:
Hoosible: O15
Valko: M16
Isroth: M15 (Prone)
Wilhem: N15
Impy: O14 (On Bookshelf)
---
Pugwampi 1: N16 (On Table)
Pugwampi 2: N17 (On Table)
Grimple 1: M14
Grimple 2: N14
Tooth Fairy 1: O16 (Flying)
Tooth Fairy 2: O17 (Flying)

Dice Rolls:

Isroth’s Initiative: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Isroth’s Initiative: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Hoosible’s Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Hoosible’s Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Valko’s Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Valko’s Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Wilhem’s Initiative: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Wilhem’s Initiative: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
---
Impy’s Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Impy’s Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
---
Pugwampi’s Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Grimple’s Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Tooth Fairy’s Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Tooth Fairy’s Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Al’cazar’s Perception Check: 1d20 + 4 ⇒ (7) + 4 = 11 (Success)
Charbonardent’s Perception Check: 1d20 + 3 ⇒ (8) + 3 = 11 (Success)
Ferit’s Perception Check: 1d20 + 3 ⇒ (10) + 3 = 13 (Success)
Radyx’s Perception Check: 1d20 + 1 ⇒ (13) + 1 = 14 (Success)

Hoosible is up!


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

As Radyx catches his breath, he hears the commotion inside, specifically the laughter. "If those pricks inside are having themselves a grand old time, they can bloody well get ready for a thumping. Some of us have been doing REAL work!"

A look of obvious anger and frustration paints itself across Radyx's face as he rises and turns towards the manor. He throws the front doors open and moves towards where they had convened previous, hearing Wilhelm call out "Prioritize the pugwampis, the dogs..."

Realization replaces his previous expression, followed by a smirk as he readies his axes on the other side of the door where the brainiacs had been playing.

Assume that's all I can really manage until the next round comes up and I get rolled in proper.


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

Charbonardent trudged along his pathway of branches under the heavy load of a fragile crate with the aid of one of the men. He followed behind Radyx when he heard the laughter and ruckus. The gladiator's nonverbal reaction mirrored the half-giant's initial impression. By the time, he had set his crate down near the front door, Radyx had thrown open the door to reveal the more dangerous reality of the loud party.

Charbonardent moves as close to the manor as he can without marring the floor surface with his cleats. He then kicks off his boots with the cleats, in order to enter the manor bare-footed. His huge feet appear not affected by the blowing snow or frigid temperatures.

"We're not done. Wait for me," he orders the human carter, Intimidate take 10+4=14.


Male Gnome Orace 1

I'm going to just jump into combat here, so as not to slow that down. Then I'll come back (hopefully tonight) with a more substantial RP post, replying to Wilhem and Valko (likely in the Discussion thread, so as not to confuse the timeline over here).

"Ugh, little nasties from the First World! Get back to where you came from!!"

Hoosible takes a step backward, joining Impy in the corner, and then speaks a Word that seems to crackle from his mouth as a wave of grey smoke, chilling those it passes before washing over the nearer of the Pugwampis.

_______________

Move: 5' step to O14 (assuming I can share the space with Impy)
Stnd: Lesser Word wound, attacking the Pugwampi at N16. DC 16 Will save for half
Swft: Misfortune revelation applied as per Crusty's esteemed and nefarious judgement.

Lesser Wound vs SR (a): 1d20 + 1 ⇒ (19) + 1 = 20 rolling 2x due to unluck
Lesser Wound vs SR (b): 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

stats:

AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 11/11
words (1st) 3/4


Hm.. since that effect word doesn't do 'energy' damage, it doesn't require a touch attack. One would assume it did negative energy, but it doesn't say it does, sooo.

Btw, when saying what words you are using, please make sure to include target words as well, so I know what you're using. In this case, it would be Selected Lesser Wound - I want you to do this even if there is only one choice for a target word.

Also, success on beating their very low (7) SR!

Pugwampi 1's Will Save: 1d20 + 4 ⇒ (13) + 4 = 17 (Success)
Pugwampi 1 takes 2 damage.

Grimples coming soon!


One of the bloated fey on the floor, eyeing the ruckus of the crowded room, looks around at the various doors before speaking the language of the gremlins. As he speaks, he points towards the closest of the two doors. "ஓய், கரிகாலன், கதவை நீ என்ன செய்வாய்? எங்களுக்கு சாப்பிட ஏதாவது கண்டுபிடிக்க போகலாம், நான் பசியால் வாடி போகிறேன்! நான் எப்படியும் இந்த அழுகிய கூறியபடி இங்கே தங்க விரும்பவில்லை. யாரும் எங்கள் பின்வருமாறு உறுதி செய்ய வேண்டும்.”

”வலது நீங்கள், பில்லி அது!”, the other one says as he turns around, after having been staring at the unconscious heap on the floor that is Isroth. Outstretching his two miniature arms at the door, hands horizontal to each other, he seems to be straining with the focus of calling upon his natural spell-like abilities, his eyes bulging from the effort. As if opening the door from afar, his arms rotate until his hands are now vertical to each other - as he does so, the door’s knob turns, and the door opens. Relaxing after having cast his spell-like ability, the grimple now waddles out of the door. ”நான் உணவு இந்த வழியில் வாசனை! வாருங்கள்!”

The second one, following his fellow, waddles out of the room behind him, talking as he goes. ”வலது நீங்கள், கரிகாலன் இருக்கிறீர்கள்! வரும்!” After he exits the room, he turns around and, in a similar manner to his fellow, focuses his efforts on casting a different one of his spell-like abilities. For this one, after a short pause of mental strain, he begins gagging - a second later, he vomits on the floor in front of him, causing the floor to be covered in a slick pool of his stomach’s contents. ”இப்பொழுது எங்களுக்கு தொடர்ந்து இல்லை, கரிகாலன்! சாப்பிட ஏதாவது கிடைக்குமா போகலாம்!”

Undercommon:
”Oye, Jimbo, git the door would’ya? Lets go find us somethin’ ta eat, I’m starved! I dun want ta stay in ‘ere with these rott’n freaks ‘nyway. I’ll make sure nah one follows us.”

”Right you ‘ave it, Billy!” ... ”I smell food this way! Git ‘er movin’!”

”Right you are, Jimbo! Comin’!””Ain’t no one followin’ us now! Lets go git somethin’ ta eat!”

What? They’re opposums!

Wilhem:
As disgusting as it was, the second Grimple’s vomit actually has the same effect as a Grease Spell - it is one of the Grimples’ natural spell-like abilities. You assume, however, that the grease effect will wear off in roughly a minute.

________________________

Grimple 1:
Starting Location: M14
Standard Action: Cast Spell-Like Ability
Move Action: Move to J13

Grimple 2:
Starting Location: N14
Move Action: Move to K13
Standard Action: Cast Spell-Like Ability

Squares L13, L14 and M14 are affected by the Grimple’s vomit!

Dice Rolls:


Valko’s Spellcraft Check for SLA #1: 1d20 + 8 ⇒ (1) + 8 = 9
>Valko’s Inspiration: 1d6 ⇒ 1 (Failure)
Valko’s Spellcraft Check for SLA #2: 1d20 + 8 ⇒ (2) + 8 = 10
>Valko’s Inspiration: 1d6 ⇒ 2 (Failure)


Wilhem’s Spellcraft Check for SLA #1: 1d20 + 8 ⇒ (6) + 8 = 14 (Failure)
Wilhem’s Spellcraft Check for SLA #2: 1d20 + 8 ⇒ (19) + 8 = 27 (Success)

Valko, you’re up!


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

Where an expectation of wonders and the praise that would follow shortly had rested firmly, the dawning of a far more sobering reality finds its way just as quickly onto Valko's plate. In his hasty bid to secure the honor of solving the paradox box by himself, he neglected to check for even the most rudimentary measure of protections or traps therein or thereon. As a multitude of disgusting fey materialize inside the small study, scattering and vomiting their way through the small room and on the way without, Valko's mind races for a means to set right or otherwise mitigate the chaos that is about to unfold before him. Though the voice of Wilhem calls out over the din of squeaks and wretching, Valko realizes the utter futility in even attempting for his weapon. Even should he free the blasted thing from its sheath, his skill with the blade was about as reliable as his talent for the caber toss.

Eyes flashing quickly to the table where the pugwampi appeared, Valko reaches out and grabs the paradox box that had previously housed the conjuration trap that spawned the gremlins and fey, clutching the thing against his chest with his left arm before he hops back against the wall. Seeing the way out of the room obstructed by a quite disgusting slick of vomit, Valko's fears what havoc the retreating opossum-like creatures might wreak beyond in other confines of the manor. Accustomed to relying on faculties other than brawn, Valko calls out after the retreating forms of the beasts with as much feigned alarm as he can muster, hoping to frighten or confuse them away from visiting such devastation on the Cypherlodge.

"உணவு பொருட்கள் வைக்கும் அலமாரி? உனக்கு என்ன பைத்தியமா? நீங்கள் சமையலறை காவலர்கள் என்று பெருந்தீனி இராச்சியம் என்ற எழுதியதாலேயே எழுப்ப, நீங்கள் எங்களுக்கு அனைத்து தலைவிதியாக்குவீர்! பில்லி, கரிகாலன், ஞானம் பார்க்க! இந்த கேவலமான நாய்கள் அனுப்பி எங்களுக்கு உதவ நீங்கள் கிங்ஸ், அப்படியல்ல, பேரரசர்கள் என விருந்து வேண்டும்."

Undercommon:
"The larder? Are you mad? If you awaken the Gastashi sentry that guards the kitchen, you will doom us all! Billy, Jimbo; see reason!."

__________________________________________________

Grabbing the paradox box off of the table and stepping back to the wall before attempting to Bluff the grimples (spending an Inspiration point) that are making for the kitchen.

Starting Location: M16
Ending Location: L16
Move Action: Retrieve the paradox box from the table.
Five-Foot Step: to L16.
Standard Action: Starting a Bluff attempt against the fleeing grimples.
>Bluff Check: 1d20 + 1 ⇒ (16) + 1 = 17
>Bluff Check (Aura of Unluck): 1d20 + 1 ⇒ (14) + 1 = 15
>>Inspiration Bonus: 1d6 ⇒ 4
>>>15 + 4 = 19


”என்று - குட்டி என்னை அடிக்க என்று! அது என்னை அடிக்காதே!” One of the dog-like gremlins yelps as the spell from Foosible causes the creature pain. Standing on some of Koriah’s notes, the pugwampi’s small paws are making dirt tracks on the valuable paper. It reaches behind its back to grab a positively tiny shortbow and aims at Foosible. The gremlin, however, is a piss-poor shot and the needle-like arrow misses Foosible, instead embedding itself in one of the books behind the gnome.

”சரி சரி, முட்டாள், அது கொலை! குட்டி முட்டாள், அதனால் நீங்கள் இருக்கும்! அதை கொல்லுங்கள்! இது படப்பிடிப்பு! ஒருமுறை புலம்பிய தவிர ஏதாவது செய்யுங்கள்!” The other pugwampi, meanwhile, leaps onto a candlestick, its small flame flickering from the movement, and, to everyone’s dismay, empties its bowels onto the stick, snuffing out the poor, sad flame. Leaping down from the candlestick, it then grabs it with both hands and lifts it up, as if in victory. ”ராஜசேகர்! என்னை வரைவதற்கு ஏதாவது கிடைத்தது!”

Meanwhile, Impy, having readied itself to attack, lifts off and swoops down towards the bow-armed pugwampi, hovering just a foot away from the little archer. Gears clicking and turning with every movement, the clockwork readies its tail and attempts to impale the first pugwampi. However, since its stinger appears not to be made from cold iron, the pointed end fails to pierce its target. Luckily, it is able to discharge its electric current into the gremlin, who stiffens and tenses up as the electricity runs through its body - though not quite fallen, the pugwampi looks to be nearing collapse.

Undercommon:

”That - that gnome just hit me! It hit ME!”

”Well then, kill it, stupid! Gnomes are stupid, and so are you! Kill it! Shoot it! Do something besides whining for once!””Hah! Got myself something to paint with!”

__________________________________________

Pugwampi 1:
Starting Location: N16 (On Table)
Move Action: Pull out Shortbow
Standard Action: Shoot Shortbow @ Hoosible
>Attack @ Hoosible: 1d20 + 3 ⇒ (8) + 3 = 11 (Miss)
>>Damage if Hit: 1d3 - 4 ⇒ (3) - 4 = -1

Pugwampi 2:
Starting Location: N17 (On Table)
Full Round Action: Cause Mayhem

Impy:
Starting Location: O14 (On Bookshelf)
Move Action: Fly to N16 (Fly Check Auto-Succeeds due to Skill Bonus)
Free Action: Hover (Fly Check Auto-Succeeds due to Skill Bonus)
Standard Action: Attack Pugwampi 1 with Stinger
>Attack: 1d20 + 7 ⇒ (16) + 7 = 23
>Attack: 1d20 + 7 ⇒ (12) + 7 = 19 (Hit)
>>Stinger Damage: 1d3 - 2 ⇒ (2) - 2 = 0
>>Electricity Damage: 1d6 ⇒ 3

Wilhem is up!


Male Human Arcanist 1

"Beware! Fey in the manor." he calls, staggering beneath the onslaught of one of his own necromantic favorites. As he tries to step over Isroth and 'follow' the scurryign grimples out the door he doesn't quite manage to lift his leg high enough, and his foot catches on the prone form, sending him tumbling to the floor.

Groaning as he pushes himself slowly to his feet he is treated to the sight of a vomitting gremlin coating the floor with it's noxious stomach contents; a most unpleasant, slippery seeming mixture, enhanced by the creatures own magic.

"Prioritize the pugwampis, the dogs... but ware the slippery vomit." he wheezes out as he struggles under the weight of his own clothes and gear, slowly regaining his feet. Where was Gralk with his crossbow when he needed the fellow?

_________________________
Starting Location: N15
Move Action: Move to L15
Standard Action: Trip over Isroth (Wilhem falling on top of him should be enough to wake him up :p)


”Tar anseo tú gnome salach! Oscail ar fud an!” One of the diminutive fairies dives at Foosible, attempting to get his pliers into the gnome’s mouth. Thankfully, however, he misses - instead conking the gnome upside the head with his poor aim. The fairy, despite his setback, grins widely, showing off his odd assortment of broken, mismatched, off-color teeth as he prepares to try his luck again.

The second tooth fairy, meanwhile, stays nearer to the ceiling, flying past the feces-covered candlestick raised high, grimacing at the smell. Once past it, he turns his beady little eyes towards Valko, his next intended victim. As Valko attempts to bluff the grimples in the other room, the tooth fairy takes advantage of the half-elf’s open mouth and swoops down, successfully landing his rusty, blood-encrusted pliers into Valko’s unsuspecting maw. Quickly, he clamps down on one of Valko’s upper front teeth. With a wicked grin on his face, showing off his own selection of rusty replacement ‘teeth’ of assorted bits of metal, the fairy lands his two dirty feet on Valko’s face to add leverage, then forcibly rips Valko’s tooth out with a twist and pull of his pliers. He takes off from his ‘perch', examining his new acquisition.

Sylvan:
”Come here you filthy gnome! Open wide!”

________________________________________

Tooth Fairy 1:
Starting Location: O16 (Flying)
Free Action: 5 ft ‘fly’ to O15 (Fly Check Auto-Succeeds due to Skill Bonus)
Free Action: Hover (Fly Check Auto-Succeeds due to Skill Bonus)
Standard Action: Steal Combat Maneuver vs Hoosible
>Steal Combat Maneuver: 1d20 + 7 ⇒ (7) + 7 = 14
>Steal Combat Maneuver: 1d20 + 7 ⇒ (2) + 7 = 9 (Failure)
Ending Location: O15 (Flying)

Tooth Fairy 2:
Starting Location: O17 (Flying)
Move Action: Fly to M16 (Fly Check Auto-Succeeds due to Skill Bonus)
Free Action: Hover (Fly Check Auto-Succeeds due to Skill Bonus)
Standard Action: Steal Combat Maneuver vs Valko
>Steal Combat Maneuver: 1d20 + 7 ⇒ (16) + 7 = 23
>Steal Combat Maneuver: 1d20 + 7 ⇒ (8) + 7 = 15 (Success)
>>Valko takes 1 Charisma Damage and is now Bleeding for 1 damage/round!
Ending Location: M16 (Flying)

Isroth is up!


Male Gnome Orace 1

Crusty, I hate to say this but... Are you rolling twice for the fey? I'm pretty sure they (and gnolls for what it's worth) are uneffected by a Pugwampi's unluck effect.


The Tooth fairies are affected - they are not Gremlins. Only the Grimples, being gremlins themselves, would be unaffected. The aura only excludes gremlins, gnolls, and animals.


Male Gnome Orace 1

Aha! That's what I get for responding by phone, instead of waiting to be able to look it up more easily.

...and I'm very glad I didn't just talk myself into Hoosible losing a tooth!


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Male Samsaran Arcanist

The spires of Xin-Shalast glitter against the slate gray sky, even if much of that glitter is not gold, but the ice encrusting them. They are indelible symbols of Karzoug's great wealth that rise like spears threateningly aimed at Heaven. The view from atop one of the many snow-swept mesa surrounding the city affords a breath-taking view. Here, the sole figure of a Shalasti arcanist is set in shades of black and gold against those gray skies, facing the spires of Xin-Shalast with longing uncertainty. "Isroth," is said firmly, but in greeting, at the figure's back. A hooded man in gold-embroidered black robes approaches from the switchback trail behind the arcanist, gloved hands clasped together. Isroth turns his masked countenance towards the hooded man, inclining his head in subtle nod.

"Tell me," the hooded man muses, coming to stand by Isroth's side, "what is it that you see when you stare off so distantly?" The question is one Isroth has been asked many times, for in moments of great concentration he is want to descend into a fugue-like state, a catatonic trance where he sees not the world before him, but something else entirely. What that is has been a point of speculation among the other Cyphermages for years.

"History," is Isroth's answer, the same one he has given every time he is asked. The apprentice cyphermage does not fully understand the length of history that Isroth is referring to, or why he seems so transfixed by it. But there is always history in the world, always past experiences, and always something to be gleaned by re-examining it.

"Specifically, history of--

With a groan of agony that sounds like the shrill cry of a mouse Isroth awakens from both a dream and a memory, face down upon a hardwood floor. Rage soon replaces confusion as the masked arcanist rises to one knee, looking around the chaotic melee that erupted around him while he was in his trance. Though reduced greatly in size, the ancient spellcaster finds no strength truly sapped from him. Instead, the Shalasti arcanist rises to his full -- miniscule -- height and looks around at his newly embiggened surroundings.

Raising one gloved hand into the air, Isroth begins to shed a crackling golden light from around his body that surges on the edges with sapphire hues, like an ethereal flame. The firelight cocnentrates on his raised hand, turning into sigils and glyphs in the air that swirl around his curled fingers as if grasping something unseen in the air. "Балла," Isroth chants and the sigils throb with a palpable force. "Стинг," comes the second syllable, causing the floor to rumble with a force disproportionate to Isroth's small size. "магическая," is more forcefully shouted as Isroth lowers his hand in the direction of the two ravenous pugwampi, his arm trembling as he tries to contain the energy he has called upon.

"ракета!"

Isroth's voice, in spite of his size, becomes a thunderous sound as he conjures two bolts of screaming golden light tipped with azure blue out of the ambient magical energy in the air. The bolts whip around the furniture, split apart and target the pugwami's individually. As each impacts unerringly, they collide with a thundrous force and an audible crack like a bullet striking stone.

This will not stand.

___________

Move Action: Stand from prone
Free Action: (Potent Magic) Draw 1 point from arcane reservoir to add +2CL to next spell
Standard Action: Cast Toppling Spell magic missile (CL 4th); one missile targeted at each pugwampi. The uninjured pugwampi will take +1 additional point of force damage from Isroth's trait.
* In addition the pugwampi's are subject to a trip attempt from each bolt, resolved below.

Injured Pugwampi
> Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
>> Trip Combat Maneuver: 1d20 + 8 ⇒ (6) + 8 = 14

Uninjured Pugwampi
> Magic Missile: 1d4 + 2 ⇒ (4) + 2 = 6
>> Trip Combat Maneuver: 1d20 + 8 ⇒ (17) + 8 = 25

THASSILON, B**@~ES


Just going to do the rolls before the recap real quick.

Magic Missile #1's Caster Level Check: 1d20 + 4 ⇒ (6) + 4 = 10 (Success)
Magic Missile #1's Caster Level Check: 1d20 + 4 ⇒ (10) + 4 = 14
Magic Missile #1's Trip Combat Maneuver: 1d20 + 8 ⇒ (8) + 8 = 16

Magic Missile #2's Caster Level Check: 1d20 + 4 ⇒ (15) + 4 = 19 (Success)
Magic Missile #2's Caster Level Check: 1d20 + 4 ⇒ (15) + 4 = 19
Magic Missile #2's Trip Combat Maneuver: 1d20 + 8 ⇒ (17) + 8 = 25

Both trips were also successes - considering the pugwampi has a CMD of 5, Isroth could only fail on a natural 1.


ROUND 1 RECAP

Valko, realizing that the Paradox Box’s method of opening is a combination lock related to the various possible anagrams of the runes for CRUEL, takes the time to analyze the many possible different combinations of the word in Thassilon. The two of most import are the runic words for ULCER and LUCRE. Upon touching the various runes and shifting them into the spelling of the word LUCRE, the magic of the Paradox Box comes to life. Originating from the runic anagram are faint glowing lines that trace themselves slowly upon the Paradox Box’s many engravings, slowly but surely working their way towards opening of the box.

Valko sits back, a smirk appearing on his face now that he successfully completed the box’s puzzle. However, realization comes that he might have missed something when the five Sin Runes begin glowing brightly as their magic flares to life, and the Paradox Box’s traps activate, catching everyone in the room off guard.

Immediately, numerous effects happen. First, Isroth, Valko, and Wilhem’s weapons suddently lock onto their bodies, into their sheaths, etc. Second, both Isroth and Wilhem feel their strength draining from their bodies as necromantic energy washes over them. Third, the most noticeable of the bunch, Isroth and Wilhem both shrink down to half of their original size. Meanwhile, Isroth is knocked unconcious by a final wave of enchantment magic that lulls him to sleep.

However, what is cause for concern is not this - instead, six small beings come into existence around the room. Flying above the table, two diminutive, four-winged creatures, emaciated, with pale skin stretched over their tiny bones, begin searching around the room. In their hands are oversized rusty, blood-encrusted pliers. One of them, looking down at the group assembled below, smiles wickedly, showing off it’s hideous mouth full of broken, rotten, mismatched teeth. It speaks in a high pitched, squeaky voice. ”Cá bhfuil muid? Ooh, breathnú síos ann! Féach ar iad go léir mbeal go leor le fiacla bán súilíneach! Geall leat is féidir liom a ghoid níos mó acu ná mar is féidir leat!”

The other one, seeing what it’s fellow points out, grins wickedly as well, its replacement teeth made up of nails, screws, and other painful things showing. ”Tá tú ar! Bhí mé i gcónaí dom roinnt gnome fiacla!

Meanwhile, on the table, two of what appear to be the world’s most hideous lapdogs stand upright on their hind legs, looking around mischievously at the room’s contents - it is quite clear they are excited about how many things there are to ruin in the room.

Lastly, on the floor, two tiny, hideous and bloated creatures waddle on the floor. They appear to be some sort of humanoid opossum, with disgusting, mangy hair and long, naked tails. They look around, more curious than mischievous, before they see the two dog-like creatures standing up on the table. Speaking in their own language, one of them looks disgusted by what he sees on the table. ”குமரா! நாய்கள்! இங்கிருந்து முடிகிறது. அந்த விஷயங்கள், மோசமான அழுக்கு, இழிந்த தாசன் இருக்கின்றன! நான் எந்த உணவு இங்கு இருந்தால் என்ன? எனக்கு பசிக்கிறது!” The two begin looking around at how they can escape.

-----

”Fools! Imbeciles! Slack-jawed cretins!” Impy the Clockwork Familiar yells with his bell-like voice as the mischievous fey pop into existence around the room. ”Did you, in your brain-addled mind, not think to check the box for traps first!? Quickly! Kill these pests before they damage the Master’s study!” Agitated, his wings unfurling, Impy’s tail suddenly sprouts a wicked, electrified barb as he readies himself to attack.

-----

"Ugh, little nasties from the First World! Get back to where you came from!!"
Hoosible takes a step backward, joining Impy in the corner, and then speaks a Word that seems to crackle from his mouth as a wave of grey smoke, chilling those it passes before washing over the nearer of the Pugwampis. The pugwampi, recoiling in horror, is able to resist most of the word’s effects - however, numerous wounds seem to simply appear along the gremlin’s body as its skin breaks and blood seeps out from the magically created wounds.

-----

One of the bloated fey on the floor, eyeing the ruckus of the crowded room, looks around at the various doors before speaking the language of the gremlins. As he speaks, he points towards the closest of the two doors. "ஓய், கரிகாலன், கதவை நீ என்ன செய்வாய்? எங்களுக்கு சாப்பிட ஏதாவது கண்டுபிடிக்க போகலாம், நான் பசியால் வாடி போகிறேன்! நான் எப்படியும் இந்த அழுகிய கூறியபடி இங்கே தங்க விரும்பவில்லை. யாரும் எங்கள் பின்வருமாறு உறுதி செய்ய வேண்டும்.”

”வலது நீங்கள், பில்லி அது!”, the other one says as he turns around, after having been staring at the unconscious heap on the floor that is Isroth. Outstretching his two miniature arms at the door, hands horizontal to each other, he seems to be straining with the focus of calling upon his natural spell-like abilities, his eyes bulging from the effort. As if opening the door from afar, his arms rotate until his hands are now vertical to each other - as he does so, the door’s knob turns, and the door opens. Relaxing after having cast his spell-like ability, the grimple now waddles out of the door. ”நான் உணவு இந்த வழியில் வாசனை! வாருங்கள்!”

The second one, following his fellow, waddles out of the room behind him, talking as he goes. ”வலது நீங்கள், கரிகாலன் இருக்கிறீர்கள்! வரும்!” After he exits the room, he turns around and, in a similar manner to his fellow, focuses his efforts on casting a different one of his spell-like abilities. For this one, after a short pause of mental strain, he begins gagging - a second later, he vomits on the floor in front of him, causing the floor to be covered in a slick pool of his stomach’s contents. ”இப்பொழுது எங்களுக்கு தொடர்ந்து இல்லை, கரிகாலன்! சாப்பிட ஏதாவது கிடைக்குமா போகலாம்!”

-----

Where an expectation of wonders and the praise that would follow shortly had rested firmly, the dawning of a far more sobering reality finds its way just as quickly onto Valko's plate. In his hasty bid to secure the honor of solving the paradox box by himself, he neglected to check for even the most rudimentary measure of protections or traps therein or thereon. As a multitude of disgusting fey materialize inside the small study, scattering and vomiting their way through the small room and on the way without, Valko's mind races for a means to set right or otherwise mitigate the chaos that is about to unfold before him. Though the voice of Wilhem calls out over the din of squeaks and wretching, Valko realizes the utter futility in even attempting for his weapon. Even should he free the blasted thing from its sheath, his skill with the blade was about as reliable as his talent for the caber toss.

Eyes flashing quickly to the table where the pugwampi appeared, Valko reaches out and grabs the paradox box that had previously housed the conjuration trap that spawned the gremlins and fey, clutching the thing against his chest with his left arm before he hops back against the wall. Seeing the way out of the room obstructed by a quite disgusting slick of vomit, Valko's fears what havoc the retreating opossum-like creatures might wreak beyond in other confines of the manor. Accustomed to relying on faculties other than brawn, Valko calls out after the retreating forms of the beasts with as much feigned alarm as he can muster, hoping to frighten or confuse them away from visiting such devastation on the Cypherlodge.

"உணவு பொருட்கள் வைக்கும் அலமாரி? உனக்கு என்ன பைத்தியமா? நீங்கள் சமையலறை காவலர்கள் என்று பெருந்தீனி இராச்சியம் என்ற எழுதியதாலேயே எழுப்ப, நீங்கள் எங்களுக்கு அனைத்து தலைவிதியாக்குவீர்! பில்லி, கரிகாலன், ஞானம் பார்க்க! இந்த கேவலமான நாய்கள் அனுப்பி எங்களுக்கு உதவ நீங்கள் கிங்ஸ், அப்படியல்ல, பேரரசர்கள் என விருந்து வேண்டும்."

-----

”என்று - குட்டி என்னை அடிக்க என்று! அது என்னை அடிக்காதே!” One of the dog-like gremlins yelps as the spell from Foosible causes the creature pain. Standing on some of Koriah’s notes, the pugwampi’s small paws are making dirt tracks on the valuable paper. It reaches behind its back to grab a positively tiny shortbow and aims at Foosible. The gremlin, however, is a piss-poor shot and the needle-like arrow misses Foosible, instead embedding itself in one of the books behind the gnome.
”சரி சரி, முட்டாள், அது கொலை! குட்டி முட்டாள், அதனால் நீங்கள் இருக்கும்! அதை கொல்லுங்கள்! இது படப்பிடிப்பு! ஒருமுறை புலம்பிய தவிர ஏதாவது செய்யுங்கள்!” The other pugwampi, meanwhile, leaps onto a candlestick, its small flame flickering from the movement, and, to everyone’s dismay, empties its bowels onto the stick, snuffing out the poor, sad flame. Leaping down from the candlestick, it then grabs it with both hands and lifts it up, as if in victory. ”ராஜசேகர்! என்னை வரைவதற்கு ஏதாவது கிடைத்தது!”

Meanwhile, Impy, having readied itself to attack, lifts off and swoops down towards the bow-armed pugwampi, hovering just a foot away from the little archer. Gears clicking and turning with every movement, the clockwork readies its tail and attempts to impale the first pugwampi. However, since its stinger appears not to be made from cold iron, the pointed end fails to pierce its target. Luckily, it is able to discharge its electric current into the gremlin, who stiffens and tenses up as the electricity runs through its body - though not quite fallen, the pugwampi looks to be nearing collapse.

-----

"Beware! Fey in the manor!" he calls, staggering beneath the onslaught of one of his own necromantic favorites. As he tries to step over Isroth and 'follow' the scurrying grimples out the door he doesn't quite manage to lift his leg high enough, and his foot catches on the prone form, sending him tumbling to the floor.

Groaning as he pushes himself slowly to his feet he is treated to the sight of a vomiting gremlin coating the floor with it's noxious stomach contents; a most unpleasant, slippery seeming mixture, enhanced by the creatures own magic.

"Prioritize the pugwampis, the dogs... but beware the slippery vomit!" he wheezes out as he struggles under the weight of his own clothes and gear, slowly regaining his feet. Where was Gralk with his crossbow when he needed the fellow?

-----

”Tar anseo tú gnome salach! Oscail ar fud an!” One of the diminutive fairies dives at Foosible, attempting to get his pliers into the gnome’s mouth. Thankfully, however, he misses - instead conking the gnome upside the head with his poor aim. The fairy, despite his setback, grins widely, showing off his odd assortment of broken, mismatched, off-color teeth as he prepares to try his luck again.

The second tooth fairy, meanwhile, stays nearer to the ceiling, flying past the feces-covered candlestick raised high, grimacing at the smell. Once past it, he turns his beady little eyes towards Valko, his next intended victim. As Valko attempts to bluff the grimples in the other room, the tooth fairy takes advantage of the half-elf’s open mouth and swoops down, successfully landing his rusty, blood-encrusted pliers into Valko’s unsuspecting maw. Quickly, he clamps down on one of Valko’s upper front teeth. With a wicked grin on his face, showing off his own selection of rusty replacement ‘teeth’ of assorted bits of metal, the fairy lands his two dirty feet on Valko’s face to add leverage, then forcibly rips Valko’s tooth out with a twist and pull of his pliers. He takes off from his ‘perch', examining his new acquisition.

-----

The spires of Xin-Shalast glitter against the slate gray sky, even if much of that glitter is not gold, but the ice encrusting them. They are indelible symbols of Karzoug's great wealth that rise like spears threateningly aimed at Heaven. The view from atop one of the many snow-swept mesa surrounding the city affords a breath-taking view. Here, the sole figure of a Shalasti arcanist is set in shades of black and gold against those gray skies, facing the spires of Xin-Shalast with longing uncertainty. "Isroth," is said firmly, but in greeting, at the figure's back. A hooded man in gold-embroidered black robes approaches from the switchback trail behind the arcanist, gloved hands clasped together. Isroth turns his masked countenance towards the hooded man, inclining his head in subtle nod.

"Tell me," the hooded man muses, coming to stand by Isroth's side, "what is it that you see when you stare off so distantly?" The question is one Isroth has been asked many times, for in moments of great concentration he is want to descend into a fugue-like state, a catatonic trance where he sees not the world before him, but something else entirely. What that is has been a point of speculation among the other Cyphermages for years.

"History," is Isroth's answer, the same one he has given every time he is asked. The apprentice cyphermage does not fully understand the length of history that Isroth is referring to, or why he seems so transfixed by it. But there is always history in the world, always past experiences, and always something to be gleaned by re-examining it.

"Specifically, history of--

With a groan of agony that sounds like the shrill cry of a mouse Isroth awakens from both a dream and a memory, face down upon a hardwood floor. Rage soon replaces confusion as the masked arcanist rises to one knee, looking around the chaotic melee that erupted around him while he was in his trance. Though reduced greatly in size, the ancient spellcaster finds no strength truly sapped from him. Instead, the Shalasti arcanist rises to his full -- miniscule -- height and looks around at his newly embiggened surroundings.

Raising one gloved hand into the air, Isroth begins to shed a crackling golden light from around his body that surges on the edges with sapphire hues, like an ethereal flame. The firelight concentrates on his raised hand, turning into sigils and glyphs in the air that swirl around his curled fingers as if grasping something unseen in the air. "Балла," Isroth chants and the sigils throb with a palpable force. "Стинг," comes the second syllable, causing the floor to rumble with a force disproportionate to Isroth's small size. ”магическая," is more forcefully shouted as Isroth lowers his hand in the direction of the two ravenous pugwampi, his arm trembling as he tries to contain the energy he has called upon.

"ракета!"

Isroth's voice, in spite of his size, becomes a thunderous sound as he conjures two bolts of screaming golden light tipped with azure blue out of the ambient magical energy in the air. The bolts whip around the furniture, split apart and target the pugwami's individually. As each impacts unerringly, they collide with a thundrous force and an audible crack like a bullet striking stone.

This will not stand.

One pugwampi, struck by the unerring force of energy, instantly explodes into a poof of smoke as it is unsummoned - the other one, meanwhile, is simultaneously knocked flat on its back and staggered. As it falls, it drops its acquired candlestick, which falls off the table and lands head-first with a plop. The little creature looks as if one more strike - even a minor one - would send it back to the First World from whence it came.

____________________________________

Isroth's bolts of energy both hit! One Pugwampi is down and unsummoned, the other is staggered at 0 hit points.


<< Encounter: "What’s in the Box? Oh.. that." | Round 2 | Hazards: None | Encounter Map: Roll20 Heidmarch Manor >>

With one of the fey now defeated, the ‘battle’ continues, having alerted those working outside to the chaos within. Meanwhile, Wilhem’s mercenaries and Valko’s assistant, Renfield, are also now alerted to danger. However, Taros and Koriah, having gone upstairs, are no where to be seen nor heard.

_____________________________________
INITIATIVE
Hoosible: 20
Grimples: 16
Ferit: 13
Charbonardent: 13
Valko: 11
Renfield: (Same as Valko)
Pugwampis: 10
Impy: 9
Wilhem: 8
Wilhem’s Mercenaries: (Same as Wilhem)
Radyx: 8
Tooth Fairies: 8
Isroth: 6 (Asleep)
Al’cazar: 4

LOCATIONS:
Hoosible: O14
Valko: L16
Isroth: M15
Wilhem: L15
Charbonardent: S10
Radyx: S9
Al’cazar: T10
Ferit: T9
---
Impy: N16 (Flying)
Renfield: M10 (Sitting Down)
Grak: I20
Orlie: I21
Misha: H21
Harl: H20
---
Pugwampi 1: Dead
Pugwampi 2: N17 (On Table)(Prone, Staggered)
Grimple 1: J13
Grimple 2: K13
Tooth Fairy 1: O15 (Flying)
Tooth Fairy 2: M16 (Flying)

Dice Rolls:

Al’cazar’s Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Charbonardent’s Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Ferit’s Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Radyx’s Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Hoosible is up!


Male Gnome Orace 1

Realizing he's been boxed in my the tooth fairy and won't be able to cast safely, Hoosible grits his teeth changes tactics:

He steps around to the fairy's side while drawing his longspear, and then attempts to skewer it...but finds the luck-warping aura of the Pugwampi causes him to misstep into the pile of feces -- "Oy, you stupid, filthy fey!" -- and he ends up missing by a mile.

_______________

Move: 5' step to N15 & draw longspear
Stnd: Poke the tooth fairy

Spear: 1d20 + 1 ⇒ (1) + 1 = 2
Spear: 1d20 + 1 ⇒ (18) + 1 = 19

stats:

HP 11/11
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
Words (1st)3/4


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

"Uhhhr? What's that then? Fey in the manor? Guess the smart ones need us after all, eh?" Ferit says to the other box movers. He jogs past them, moving surprisingly fast for one of his bulk. Every few steps he lopes on his hands like a running ape. As feral as his movement appears, it does the trick. He's up the front steps and barreling into the manor in a matter of seconds. Ferit bursts through the second set of interior doors and comes to a skidding halt next to one of the disgusting little grimples. "Well hello..." he says with an evil grin, readying to punch it as hard as he can.
________________________________________

Double move to L12


As they hear themselves addressed by Valko, the two grimples stop short of one of the doors leading further into the manor. As one of the scratches its hairy rump, they begin talking amongst themselves in their language.

”ஒருவேளை எனக்கு அந்த தெய்வம் சொல்லிக்கொண்டே, கரிகாலன்? ஒரு 'Gastashi' பற்றி ஏதாவது? .... பேர்தான் 'Gastashi'?”

”நரகத்தின் எனக்கு தெரியும், ஆனால் அதன் கிடைத்தது என்றாவது மீது அறையில் தன்னை போழுது தெய்வம், அது, பெரிய அர்த்தம், அல்லது அசிங்கமான வேண்டும். அல்லது மூன்று.”

”நான், ஒரு யோசனை! அவர் அது மிகவும் அஞ்சுகிறது என்றால், ஒருவேளை நாம் சரண் போன்ற சமையலறை போக வேண்டும், அது elfy மற்றும் அவரது நண்பர்கள் சென்று கொல்ல வேண்டும், அதனால் நாம் இந்த விஷயத்தை எழுப்ப முடியாது என்றால் என்ன?”

”கண்ணன் நல்ல யோசனை! நாம், அது எங்களுக்கு கண்டுபிடிக்க வழியே போவதில்லை! என்ன அது எங்களுக்கு வாசனை என்றால் என்ன? நீங்கள் எந்த மலர் தோட்டத்தில் அல்ல, உங்களுக்கு தெரியுமா!”

”எழுதப்போகிறேன், பேசி பார் யார்? ஒருவேளை அது மிகவும் நல்ல வாசனை முடியாது? இழக்கின்றனர் ஒருவேளை அவர்கள் அனைத்து மசாலா மற்றும் சமையலறையில் பரம்பொருளல்லவா, சரியான? ஒருவேளை அது எங்களுக்கு கவனிக்க மாட்டேன்!”

”நான், எனக்கு தெரியாது என்று அவர் மேலும் Gastashi விவரிக்க விரும்புகிறேன் என்றால் ஒருவேளை நாம் தெய்வம் கேட்க வேண்டும், எனவே நாம் அதை சுற்றி பெற எப்படி தெரியும்?”

”ஓ போன்ற அவர் எங்களுக்கு உதவும் என்று! இவன் தன்னை மீது மலம் விஷயம் கட்டவிழ்த்துவிட முயற்சி, உங்களுக்கு தெரியுமா! பிளஸ், அவர் எங்கள் மொழி பேச முடியும், எனவே நாம் வகையான எங்கள் முழு திட்டத்தை அவரை டிப்பிங் நீங்கள்!”

”ஓ, சரி, சரி .. ஒருவேளை நாம் சமீபமாக்குங்கள் அல்லது ஏதாவது தொடங்க வேண்டும்?”

What else is said afterwards is only heard faintly, as the two grimples, upon realizing they had been telling the entire manor their tactics to cause mayhem in said manor, began talking quietly amongst themselves, delaying their plans if only for a few seconds.

Undercommon:
”Whot’s that elfy sayin’, Jimbo? Sumethin’ ‘bout a ‘Gastashi’? ….Whot’s a ‘Gastashi’?”

”Hells if I know, but its got tha elfy shattin’ ‘isself in the room over yonda, so it must be big, mean, or ugly. Or all three.”

”I’ve got an idea, then! If ‘e fears it so much, maybe we should go inta the kitchen all sneaky-like and see if we can’t wake it up so it’ll go and kill the elfy and ‘is friends?”

”Oooh good idea! We’re sneaky enough, it ain’t goin’ ta spot us! What if it smells us? Ya ain’t no flower garden, y’know!”

”Look who’s talkin’, stinky! Maybe it can’t smell very good? Theres probably all them spices and whatnot in the kitchen, roight? Perhaps it won’ notice us!”

”I don’t know, maybe we should ask the elfy if he’d describe the Gastashi more, so we know
‘ow to git around it?”

”Oh like ‘e’d ‘elp us! We are tryin’ ta unleash the thin’ ‘e shat ‘isself over, y’know! Plus, ‘e can speak our language, so we’re kinda tippin’ ‘im on our entire plan!”

”Oh, roight, roight.. maybe we should start whisperin’ er somethin’?”

___________________________

Grimple #1’s Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11 (Failure)
Grimple #2’s Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15 (Failure)

Grimple #1:
Free Action: 5-ft to I13
Full Round Action: Discuss Tactics (Aka Waste Action)

Grimple #2:
Move Action: Move to I13
Standard Action: Discuss Tactics (Aka Waste Action)

Ferit, Charbonardent, and Valko (And Renfield) are up!

Also, Valko, you take 1 bleed damage at the start of your turn.


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

Round 2

Charbonardent trudged along his pathway of branches under the heavy load of a fragile crate with the aid of one of the men. He followed behind Radyx when he heard the laughter and ruckus. The gladiator's nonverbal reaction mirrored the half-giant's initial impression. By the time, he had set his crate down near the front door, Radyx had thrown open the door to reveal the more dangerous reality of the loud party.

Charbonardent moves as close to the manor as he can without marring the floor surface with his cleats. He then kicks off his boots with the cleats, in order to enter the manor bare-footed. His huge feet appear not affected by the blowing snow or frigid temperatures.

"We're not done. Wait for me," he orders the human carter.
____________________
5-ft to S11
Full round action to remove boots
Intimidate carter take 10+4=14.


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

Hissing in frustration, blood running from the vacant tooth in the half-elf's mouth, Valko calls out angrily, "Renfeld, you fool! Come here!"

Having heard the commotion from the waiting room nearby, Renfeld springs into action in a hurry, the thickly lensed spectacles perched precariously upon his nose bouncing furiously with each scuffled step the lab assistant takes through the Cypherlodge's halls. A knife bearing stains of blood and far more questionable origins appears in his hands as he turns towards the small study, ignoring the sight of the two grimples to duck inside where the voice of his employer and instructor issued from.

Renfeld's presence in the mass melee and spell battle taking place is announced by the slam of the door swinging against a wall and the splashing-sucking of thick booted footsteps through the collected pools of slick and chunky standing vomit. The look on Valko's face as his assistant surges into the room is one of both relief and aggravation. The prematurely grey spire of curls atop Renfeld's head quivers in unison with his awkwardly twitching fingers as the assistant calls out in a gravelly and unnecessarily loud voice, "MASTER! What tortures have they inflicted upon you?"

Dislodging a collected gob of his own blood from his mouth onto the floor, Valko growls out in response to Renfeld, "Never mind you that, just get my tooth back you dimwitted pox!" As quickly as he voices the order, Valko disappears into the nearby door a second before the thing slams shut behind him. Alone in the mudroom, his shifty eyes begin greedily examining the contents of the paradox box he cradles in his left arm.

Renfeld seems nonplussed at Valko's direction and subsequent departure, cautiously approaching the fluttering form of the fey nearby with his small blade raised in a decidedly unformidable manner. His eyes shoot nervously between both the fey and the door that served as egress for his employer out of the room. Desperately, his voice grates out once again towards the closed doorway, "Master, I beg you! Allow me to come with you! Master!"

__________________________________________________

[dice=Renfeld's Acrobatics vs. "Grease"]1d20+2[/dice]

Renfeld's Acrobatics #1 vs. Tooth Fairy: 1d20 + 2 ⇒ (19) + 2 = 21
Renfeld's Acrobatics #2 vs. Tooth Fairy: 1d20 + 2 ⇒ (15) + 2 = 17

Standard Action: Completing the Bluff attempt of the former round.
Five-Foot Step: Into the mudroom.
Move Action: Opening/Closing the mudroom door and peeking in the box.
Beginning Location:
> Valko    L16
> Renfeld  M10
Ending Location:
> Valko    L17
> Renfeld  L16


Valko:
Inside the box is an odd assortment of likely-valuable items. First, there is a sheathed dagger with ornate hilt; embroidered on the sheath is the symbol for "sloth". Near it is a partially-filled crystal vial encrusted with gold, whose gold stopper is attached to a small golden chain. Inside the vial appears to be blood. In addition, there are a total of ten small gemstones - six, all opaque, are easily distinguished to be black onyx. The other four you are able to identify as garnets.

There are also eight gold pieces, a small, unlabeled jar, and a small iron stick, roughly five-inches long, one end of which appears to have been stained with blood.

Knowledge(Dungeoneering): 1d20 + 8 ⇒ (9) + 8 = 17
Inspiration: 1d6 ⇒ 1 (Success)
Knowledge(Dungeoneering): 1d20 + 8 ⇒ (3) + 8 = 11
Inspiration: 1d6 ⇒ 1 (Success)


The pugwampi, laying on its back, struggles to get up after having been knocked on its back by Isroth’s bolt of energy. Unable to force itself up onto its haunches, the pugwampi looks over at the being who hurt it so much and glares at him. He points his little paw-like finger at Isroth and lets out a miniature bark that seems to echo, focusing itself directly upon Isroth’s glaive-guisarme, his badge of office. Though both Isroth and Hoosible attempted to prevent the pugwampi from casting its natural spell-like ability, both of their attacks miss - Hoosible’s spear ends up knocking over an inkwell laying on the table, causing it to fall and shatter, while Isroth’s glaive-guisarme skewers some of Koriah’s notes.

Isroth, wielding his weapon poorly, obvious he has no knowledge of its proper use in combat, feels the weapon begin to vibrate violently before shattering into many pieces, pelting him with wood and bits of metal. Though uninjured by the shower of what is left of his weapon, Isroth fumes in anger at the Pugwampi - who, due to overexertion, disappears in a poof of smoke, getting off one hyena-like laugh as it goes, returning to the First World.

Meanwhile, Impy, seeing that its next target has killed itself from exertion, turns and chooses its next target - the tooth fairy harassing Hoosible. Nimbly flying towards it, Impy impales the tooth fairy in one of it’s beady eyes with its stinger, simultaneously blinding it and discharging electricity through the small fairy. The tooth fairy, in its death throes, puffs up to nearly twice its original girth as if filling with gas, before exploding into a cloud of sparkling white fairy dust, which clings onto Impy and Hoosible. Hoosible, unable to contain himself, begins gagging from the horrible smell, feeling himself sick.

____________________________

Pugwampi:
Standard Action: Cast SLA
Isroth’s AoO: 1d20 - 4 ⇒ (2) - 4 = -2 (Miss)
Isroth’s AoO: 1d20 - 4 ⇒ (11) - 4 = 7
Hoosible’s AoO: 1d20 + 1 ⇒ (7) + 1 = 8 (Miss)
Hoosible’s AoO: 1d20 + 1 ⇒ (8) + 1 = 9
Isroth’s Will Save: 1d20 + 2 ⇒ (4) + 2 = 6 (Failure)
Isroth’s Will Save: 1d20 + 2 ⇒ (5) + 2 = 7
Isroth’s Glaive Guisarme Shatters and is now Destroyed!
Pugwampi takes 1 damage from Exertion and goes poof!

Dice Rolls:

Isroth’s Spellcraft Check: 1d20 + 8 ⇒ (20) + 8 = 28
Isroth’s Spellcraft Check: 1d20 + 8 ⇒ (3) + 8 = 11 (Failure)

Wilhem’s Spellcraft Check: 1d20 + 8 ⇒ (11) + 8 = 19
Wilhem’s Spellcraft Check: 1d20 + 8 ⇒ (4) + 8 = 12 (Failure)

Impy:
Free action: 5-ft Fly to O15 (Fly check auto-succeeds)
Free action: Hover (Fly check auto-succeeds)
Standard Action: Attack Tooth Fairy 1
>Attack: 1d20 + 7 ⇒ (12) + 7 = 19 (Hit)
>>Damage: 1d3 - 2 ⇒ (3) - 2 = 1
>>>Electricity Damage: 1d6 ⇒ 6
Hoosible’s Fort vs Tooth Fairy’s Death Throes: 1d20 + 3 ⇒ (6) + 3 = 9 (Failure)
Duration: 1d4 ⇒ 4
Hoosible is Sickened for 4 Rounds

Wilhem and Radyx are up! As are Wilhem’s Mercenaries. Note that the Aura of Unluck is gone!


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

As Radyx catches his breath, he hears the commotion inside, specifically the laughter. "If those pricks inside are having themselves a grand old time, they can bloody well get ready for a thumping. Some of us have been doing REAL work!"

A look of obvious anger and frustration paints itself across Radyx's face as he rises and turns towards the manor. He throws the front doors open and moves towards where they had convened previous, hearing Wilhelm call out "Prioritize the pugwampis, the dogs..."

Realization replaces his previous expression, followed by a smirk as he readies his axes in the hall behind Snotsickle.

__________

Double Move to M12, draw both axes.


Male Human Arcanist 1

Since having parted ways with Wilhem Gralk has kept his little quad moving, slowly patrolling the grounds. His main priority was to keep Orie, Harl and Misha moving, and thus warm in the frigid summer air, but such a vigil also served to familiarize the group with the grounds should their ward/master be accepted and they have to take up residence in the location. Already he had spotted any number of potential entry points and other vulnerabilities, but then this place had never been intended as a fortified location... Still it paid to know where the holes were...

They were just rounding the rear of the house at a jog when Orie stopped, straightening and turning to ear towards the manor. Gralk and the others came to a halt, waiting. "Sounds like trouble Gralk." he piped up, pointing with the tip of his halberd to the mudroom door ahead.

"Right, advance." he said, drawing his sword though his shield remained at his back. He knew to trust Orie's hearing... it had saved them a time or two. Sure enough as they drew closer he could hear sounds of a scuffle, raised voices, doors slamming. Wasting no more time Gralk Dashes forward, leaping over the railing of the short stairs, yanking open the door to find a highly suspicious fellow closeted in the mud room beyond, peering greedily into a large stone box.

"Oi! Drop it thief!" Gralk, a scarred, bur still muscled Half-Orc with grey in his hair, wearing banded mail, and wielding one of several shortspears growls at Valko. Another similarly garbed figure though this time one of his own kind--a half-elf wielding a halberd--bounds up the stairs and steps past the hal-orc into the doorway, menacing him with his weapon. "Wilhem! You in there? You okay?" Gralk calls past the intruder, while behind him two more armored Ulfen figures with polearms eye Valko and the surrounding area with a quiet menace.

_________________________
Gralk: Move (I20 -> L19), Open door (second move)
Orie: Double Move (I21 -> L20, L20 > M19 > L18)
Twins: Double Move (H20&H21 -> L20&M19 respectively)

-=-=-=-=-=-

Wilhem meanwhile finds himself backed up against a wall with nowhere pleasant to go, allies pressing him in from two directions, a tooth pulling maniac waving--comparatively--oversized pliers around only a few feet away, and a pool of slippery vomit at his back. He could perhaps weaken the fey but not without risking his own skin, and he suspects the others, including the recent arrival of Valko's assistant are more capable of dealing with it. His preparations this morning had not been for a direct conflict.

He frowns in the act of turning to navigate the pool of sick as he hears muffled shouting through the door Valko just took. Why he had though it necessary to slam behind him Wilhem was not sure, he doubt the fairy would continue to focus on him with so many other targets. Regardless it comes again, and this time he was sure that it was Gralk calling him. "Yes I'm okay, for now at least. We may need you help cleaning up though." he observes, leaving at that as he starts to make his way from the room. He manages to navigate the pool safely and looks up from his footing to find the grimples heading for a closed door, and some of the more conflict oriented members of the new recruits arriving.

"There's only one left in there, my men should be able to take care of it if the others don't. I suggest you go after the grimples." he informs them, gesturing to the fleeing ones at the end of the hall.

_________________________
Withdraw, half speed (L15 -> K12)
Acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22


Human (Runeslaved Shoanti) Bloodrager (Arcane) 1 AC 18/12/16 / HP 13/13 / F +4 R +2 W +0 (+2 vs arcane spells / +9 vs cold weather) / Init. +2/ Perc. +4 / Sense Motive +0

Al’cazar Init 4, Round 2
FRA: Double Move to K13, Draw Greatsword.

Throwing down the crate in disgust, Al'cazar briefly held his hands upto his mouth and blew a puff of hot air into them and rubbed them together furiously. Some things had changed, but others remained the same. The uneducated and empowered saw a large man and though him labor. It was arrogance in the highest degree. He was not a simple slave to be ordered around and told what to do. To think otherwise risked his ire. And all things would be brought into account under the law in time.

Suddenly, the large, Runescarred man heard the yelling from the lodge and the shouts from within. Anger grew inside of Al'cazar. He should have never left his ward. To think that an attack could not happen inside of the lodge had been hubris. His charge was to protect and guard. Not haul boxes. Biting down a curse, the warrior of the Sihedron Legion rushed towards the building drawing his sword as he did so. At least he could take out his anger on something inside. Anything was better than being treated as a menial servant.


The tooth fairy, though distracted by his new acquisition for a moment, snaps back into reality upon seeing Wilhem flee - the fairy calls out to the midget, looking both angry and distraught. ”Hey, áit a bhfuil tú ag dul duit snot beag? Bhí mé ar cheann de na do fiacla freisin! Bah!” He stomps his feet in mid air as if having a temper tantrum, before calming down and looking around at his next potential targets. He first turns his beady eyes towards Isroth, but sighs, knowing that the helmet would be too much of a hassle to get off. Then, he turns towards Renfeld, his mouth widening into a wicked grin.

”Bhuel, ní féidir liom a ghlacadh ar aon ó na guy le pot ar a cheann .. mar sin buille faoi thuairim agam go mbainfidh mé a ghlacadh ar ghránna anseo!”

Renfeld, seeing the fey look at him with a greedy look in his eyes, seems terrified, feebly raising in dagger in some sort of ‘defensive’ posture - nevertheless, it is useless against the fey. Feinting, pretending to charge right at the cowardly assistant, the fairy causes Renfeld to whimper and close his eyes for just long enough. A mistake any soldier could spot, a mistake that could cost you your life in battle.

‘Luckily’ for Renfeld, it only cost him his tooth. The tooth fairy, quickly transfering his stolen tooth from his pliers to his foot, with which he holds with his filthy toes, he lunges at the assistant, easily flying around the raised dagger. With one foot, using his momentum to help him, the fey hits Renfeld in the nose and pushes upwards, causing Renfeld’s mouth to open just enough for the fairy to shove his rusty, blood-encrusted pliers into. He goes deep, going after one of Renfeld’s molars. Clasping onto his target, the tooth fairy flaps his miniature wings with all of his might, simultaneously using Renfeld’s nose as leverage. With a muffled scream coming from Renfeld, and a sickening crack, Renfeld’s tooth is ripped out - and the tooth fairy claims a second prize.

Sylvan:

”Hey, where are you going you little snot? I wanted one of your teeth too! Bah!”

”Well, I can’t take any from the guy with a pot on his head.. so I guess I’ll take ugly’s here!”

_____________________________________

Tooth Fairy:
Free Action: Transfer Valko’s Tooth to his Foot
Standard Action: Steal Combat Maneuver vs Renfeld
>Steal Combat Maneuver: 1d20 + 7 ⇒ (19) + 7 = 26 (Success)
>>Renfeld takes 1 Charisma Damage and is now Bleeding for 1 damage/round!

Isroth and Al’cazar are up!
Hoosible, since you're first next round, you can also do your turn.


Btw, it says that Isroth is asleep in the initiative list, but that is an error. I forgot to remove that >.>


Male Gnome Orace 1

Seeing the tooth fairy explode into glitter, a rapid series of thoughts go through Hoosible’s mind: Doh, so much for collecting a bone from that one -- oooh, but, glittery! -- aaugh!! this glitter is dis-gus-ting!!

Barely restraining his urge to retch, Hoosible steadies himself as best he’s able and (wishing he could hold his nose at the same time) thrusts his longspear at the remaining fairy.
_______________

- Round 3 -
Stnd Longspear at remaining tooth fairy.
Move None.

Longspear: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16
damage: 1d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5

Stats:

(de)buffs sickened (3/4 rounds remaining)
HP 11/11
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
Fort +3 (+5 circumstance bonus vs. cold weather, +4 competence bonus vs. disease), Ref +2, Will +4; (+2 vs. illusions, +1 trait bonus vs. fear effects, +2 racial bonus vs. fear and despair). Will bonus includes +1 trait bonus to Will when within 30' of an animal (he has a trained rat in his pocket).


Human (Runeslaved Shoanti) Bloodrager (Arcane) 1 AC 18/12/16 / HP 13/13 / F +4 R +2 W +0 (+2 vs arcane spells / +9 vs cold weather) / Init. +2/ Perc. +4 / Sense Motive +0

Round 3

Pushing his way to the front of the group, Al'cazar stares down then putrid looking, mange ridden possum creature. Ha! All of this trouble for something so ugly! The massive warrior bellows before bringing his blade down towards the beast with a whistling arc.
_____________________________
MA: Move 5' into combat with Gripple
SA: Attack Gripple: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11


Male Samsaran Arcanist

Clutching his hand that had been holding his glaive, Isroth howls in frustration and discomfort. The shattered pieces of his weapon lay scattered across the room, and as he turns his masked visage up towards the fluttering tooth fairy, his tiny utterance carries with it as much vitriol as someone of his diminutive size can muster. "Балла Стинг магическая ракета!"

Throwing one hand outward, Isroth hurls another screeching missile that twists and turns and impacts with the tooth fairy in a ripple of distorted air and concussive force. His glaive would not be the only thing to wind up in pieces on the floor.

_____________

Free Action: 5-foot Step to N14
Standard Action: Toppling magic missile (CL2) @ Tooth Fairy
> Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
>> Combat Maneuver Check; Trip: 1d20 + 5 ⇒ (18) + 5 = 23

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