Stelikara
|
Stelikara drops her whip and chews her lip in thought. "Crowe, I've got a spare hammer for you," she calls out. "Of course, you'll probably be dead by the time I get it to you," she mutters.
Stellikara moves up behind Crowe. If he is still conscious, and still doesn't have a weapon, she will draw her silver light hammer while she does so.
With her standard action, she will either hand Crowe the hammer, or ready an action to drag his unconscious body away from the chest as soon as the chest drops him.
GM Shifty
|
5' Step away from he creature, if possible. Not sure if PFS considers 5' step allowed as a free/swift/immediate action as it is listed as a "miscellaneous" action.
It seems to be a feature of the move action, but that said, the creature is grappling - which means you can stand, move, and cast - as it cannot make an AoO at this time
Stel your whip is stuck, you can attempt a STR check to pull it free.
Stelikara
|
Stel your whip is stuck, you can attempt a STR check to pull it free.
I'll leave it for now. I'm probably better off using my sling in this fight anyway.
Dioneo II Starnon
|
Dioneo, seeing blood spattered everywhere, slips out of his daydreaming and rushes right behind Crowe to heal him with his wand.
Wand of CLW on Crowe: 1d8 + 1 ⇒ (2) + 1 = 3
GM Shifty
|
Bugger, sooo close :(
R1 recap
ENEMY attacks
Dioneo Heals crowe
Crowe attacks
Claire - Moves
Stel - lashes! The whip hits but becomes glued! Hands over hammer.
Mido - save Val
Valjoen - (you are still and on 0, you are staggered - did you want to do anything?)
R2
Enemy (2) - crushes Crowe 1d6 + 6 + 1d6 + 6 ⇒ (4) + 6 + (1) + 6 = 17 Then dumps Crowe on the ground.
Dioneo
Crowe
Claire
Stel
Mido
Valjoen
Master Mido
|
Mido in a convenient position reigns blows on the chest in the hopes of doing some damage.
Attack Flank 1d20 + 8 ⇒ (4) + 8 = 12 Damage 1 + Sneak1d6 ⇒ 2
Spend Ki point for another 1d20 + 8 ⇒ (17) + 8 = 25 Damage 1 + Sneak1d6 ⇒ 1
Stelikara
|
Stelikara grunts and pulls the large bloodrager to safety, then pulls out a flask of alchemists fire. "I'm for setting this thing on fire -- but don't want to kill anyone with the splash."
Let's drag Crowe 10' straight towards the entrance.
Valjoen
|
Valjoen wrote:5' Step away from he creature, if possible. Not sure if PFS considers 5' step allowed as a free/swift/immediate action as it is listed as a "miscellaneous" action.It seems to be a feature of the move action, but that said, the creature is grappling - which means you can stand, move, and cast - as it cannot make an AoO at this time
Stel your whip is stuck, you can attempt a STR check to pull it free.
Great. Then Valjoen stands, steps back 5' and casts the heal on Crowe.
Clair Vavassour
|
+1 Scythe, Flanking: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 Damage: 2d4 + 4 + 1 ⇒ (4, 4) + 4 + 1 = 13
Clair takes a swing at the enemy in between her and Mido.
"I'll take a step back when you're ready to throw, Steli!"
@Steli: Right after my next attack seems like a good moment to give you the space. If I 5-foot step back now it may follow me on its turn and you'll still hit me with splash damage.
| Standard Pregen |
@Stelikara: Unfortunately, I am physically attached to the creature - its 'auto-grapple' works due to it being strongly adhesive (which is why all of our weapons are sticking to it). That said, splash from the alchemist's fire won't kill me, so go nuts.
Dioneo II Starnon
|
The oracle of fire, not able to land a burst, follows the dragged Bloodrager and heals him again with his wand.
wand of CLW on Crowe: 1d8 + 1 ⇒ (1) + 1 = 2
Wow those dice!
| Shifty |
R2
Enemy (4) Attacked
Dioneo wand
Crowe /groans
Claire attacks
Stel moves Crowe
Mido attacks
Valjoen Casting and moving.
Clair's strike lands on the chestmonster, and causes a great fleshy wound.
Reflex save to avoid your weapon being stuck
It responds by tring to maul Mido
Attack 1d20 + 10 ⇒ (4) + 10 = 14
...but he avoids being engulfed!
R3
Enemy (15) Attacked
Dioneo
Crowe
Claire
Stel
Mido
Valjoen
Master Mido
|
Mido stuck to the monster remains calm as a cucumber as he kicks vigourosly.
Attack 1d20 + 8 ⇒ (20) + 8 = 28 1+Sneak 1d6 ⇒ 2
Spend Ki 1d20 + 8 ⇒ (9) + 8 = 17 1+Sneak 1d6 ⇒ 5
Assuming being stuck to the thing means my hand that struck it, this would allow me to still have another hand and both my feet left for unarmed strikes :). Also I long for completion of this adventure so that Mido can finally afford an agile AoMF
Dioneo II Starnon
|
With Crowe now secured, Dioneo taps Valjoen on the shoulder with his wand.
"I feel like a magic fairy... While I should rain fiery magic on this foul enemy!" grumbles the nobleman.
Wand of CLW on Valjoen: 1d8 + 1 ⇒ (5) + 1 = 6
Well finally some worthy-like healing...
Valjoen
|
busy day for me, so posting my next turn ahead of time.
5' back into melee. Looking at the map, I believe I can get flank with Clair.
Full Attack
AtkMain: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10. +4Dex, +2Flank
AikOff: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20. +4Dex, +2Flank
DamageMain: 1d6 + 1 + 1d8 ⇒ (4) + 1 + (3) = 8
DamageOff: 1d6 + 1 + 1d8 ⇒ (2) + 1 + (8) = 11
Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
| Shifty |
Assuming being stuck to the thing means my hand that struck it, this would allow me to still have another hand and both my feet left for unarmed strikes :).
In the absence of any clear RAW to the contrary I'll pay that...however keep making REF saves to avoid more limbs being stuck :)
R3
Enemy (35) Attacked
Dioneo Heals
Crowe
Claire
Stel
Mido attacks
Valjoen attacks
Mido manages to land two blows.
Valjoen just one...
Master Mido
|
Didn't roll to confirm my crit up there if I do that's +1 damage as sneak attack damage isn't multiplied... you have been adding my 1 point of weapon damage to my rolls Shifty? Crit Confirmation 1d20 + 8 ⇒ (4) + 8 = 12
Reflexes 1d20 + 6 ⇒ (17) + 6 = 23
Reflexes 1d20 + 6 ⇒ (2) + 6 = 8
Okay with two limbs stuck to the thing that's prolly all Mido will be accomplishing in this fight...
Mido finds himself in a somewhat sticky situation that has just gotten wordse. That and the voracious sarcophagus sis still alive.
Clair Vavassour
|
+1 Scythe, Flanking: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 Damage: 2d4 + 4 + 1 ⇒ (4, 4) + 4 + 1 = 13
Clair swings her scythe again and hurts the chest some more.
"No alchemist fire anymore? Okay, then I'll keep this position."
Stelikara
|
"Fine, fine," Stelikara says. "No fire." Stelikara stows her alchemists fire, then moves around behind Master Mido and draws her sling -- taking care never to move next to the fearsome sarcophagus.
Master Mido
|
With two stuck hands midos next action will be do nothing. However I was wondering is this chest magnetic? If so Mido's hands shouldn't be sticking...
Master Mido
|
Yuck... I guess as long as both of my legs aren't stuck I could still use my knee but once that's stuck as well there's no way... wait I guess there's still the good ol headbut...:)
Clair Vavassour
|
Ref: 1d20 + 4 ⇒ (14) + 4 = 18
Don't worry, Mido! You've got 5 attacks left it seems, and we'll pull you off its corpse afterward! ;)
GM Shifty
|
R3
Enemy (35) Attacked
Dioneo Heals
Crowe /TKO'd
Claire Attacked
Stel drew weapon.
Mido attacks
Valjoen attacks
The chest tries bearing down again on Mido!
Attack 1d20 + 10 ⇒ (16) + 10 = 26
Damage 1d8 + 6 ⇒ (5) + 6 = 11+Grappled
Contrict Damage 1d8 + 6 ⇒ (4) + 6 = 10
Mido gets grappled and crushed viciously.
R4
Enemy (48) Attacked
Dioneo
Crowe
Claire
Stel
Mido
Valjoen
Master Mido
|
5/26 if folks could attack with a bit more urgency it would be greatly appreciated! Due to being grappled Mido's attacks are at -4 ough...
The grey old Gnome is almost fully engulfed by the animated sarcophagus and it appears as if he is in dire pain however he keeps whacking against the chest relentlessly.
Attack1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17 damage 1+1d6 ⇒ 6
Ki Attack 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16 damage 1+1d6 ⇒ 1
Reflexes 1d20 + 6 ⇒ (15) + 6 = 21 Reflexes 1d20 + 6 ⇒ (19) + 6 = 25
| Shifty |
The good news for Mido is that his blows are the last straw for the chest creature, and with that, it slumps to stillness.
Mido is still firmly glued to it, but after a minute or two of effort, he (and the stuck weapons) are pried free.
/end combat
Reviving your battered and beaten comrades here, or heading outside to recover?
Master Mido
|
Mido could milk his CLW wand and ring his gong to replenish both ki and HP so I'd be fine with pushing on...
| Standard Pregen |
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
Well, close enough. Crowe is officially out of healing now ;-)
"That... was painful."
Master Mido
|
Mido will use his bronze gong to expend 3 uses of channel energy to refill his ki-pool. CLW1d8 + 1 ⇒ (8) + 1 = 9 1d8 + 1 ⇒ (8) + 1 = 9 1d8 + 1 ⇒ (3) + 1 = 4
| Shifty |
Looking over the area more carefully, it appears the columned hypostyle serves as the entry hall to the mortuary temple and pyramid, and would have been the final stop in the pharaoh’s funeral procession before his body was sealed into its burial chamber. The hieroglyphs proclaim the many titles of Pharaoh Sekh-pa-Mefer III, and the reliefs show his numerous military victories over his enemies.
The detailed search notes concealed doors to the north and south.
In the room beyond can be seen a statue of the Pharaoh.
Stelikara
|
Stelikara decides that if this adventuring thing doesn't work out, she has a brilliant future as a porter. She retrieves her whip, and offers to let Crowe hang on to her hammer for a while, if he thinks he might need it.
| Shifty |
A black granite statue of a pharaoh stands on the polished alabaster floor in the center of this chamber beneath a vaulted limestone ceiling decorated with gilt stars. An engraved panel of granite stands against the western wall, carved to resemble a door. A flat granite slab lies on the floor in front of the false door. The statue represents Sekh-pa-Mefer III.
Offerings and sacrifices to the deceased pharaoh were made in this sanctuary The false door is engraved with Ancient Osiriani hieroglyphs listing the pharaoh’s names and titles as well as instructions and prayers for the offerings made to him.
The false door symbolized a threshold between the lands of the living and the dead.
One of the prayers engraved on the false door is a remove curse spell. The granite slab of the door cannot be easily removed from the chamber (it weighs upward of 500 pounds) ,or it can be used as a scroll of remove curse within this room.
There is also a secret door
***
The two smaller rooms off the sanctuary are shrines to the Ancient Osirian gods of kingship.
The southern chapel contains a statue of a lean man with the head of an animal with a curved snout and erect squared ears.
Set, the Ancient Osirian god of darkness, deserts, and storms, and the patron of pharaohs and undead alike.
The northern chapel holds a statue of a strong, powerful man with a falcon’s head topped with a solar disc.
The ancient Osirian sun god Ra.
| Standard Pregen |
Spellcraft: 1d20 + 3 ⇒ (11) + 3 = 14.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20.
"Hey, look here - there is a secret door!"
Since nothing immediately tried to eat him (although he keeps a wary eye on the statues), Crowe conducts a thorough search of the room.
Perception 'Take 20' = 27.