| Maria van Berchove |
That is not good... :S
Let see if any of the others can help before I try something and move the "round clock" forward.
| Tribim |
trib, seeing Maria enter the fog, willy nilly, and then jumping back in obvious agony tries to think of something to do.
knowledge: dungeoneering: 1d20 + 10 ⇒ (8) + 10 = 18 not sure what else to do yet, stop drop and roll, maybe?
| Klor Kragsson |
thanks for the bot...looks like Paizo is back to like before and preventing me from posting at work. (maybe you should roll for Klor more often, you roll well).
Klor was simply remaining vigilant of ambush. but the wails of Maria catches Klor's attention.
heal: 1d20 + 8 ⇒ (9) + 8 = 17
he tries to recall if he has seen something like this before.
| Archaemedes Falco |
Heal: 1d20 + 15 ⇒ (7) + 15 = 22
Archie will tap her with the heal wand unless his check tells him otherwise..
Cure: 1d8 + 1 ⇒ (6) + 1 = 7
| Maria van Berchove |
Maria kneels to the ground, panting, in heavy pain.
"..."
She seems like she is going to talk, but she doesn't say anything.
After another minute, seeing that the rooting has really stopped, she asks for help standing up.
"Thank you all. I owe you my life."
She smiles sweetly at you, for the first time since you know her.
| Maria van Berchove |
Maria slowly walks to Phillip, hugs him, and starts to sob quietly.
"I was so scared! I thought I was going to die!"
I really did, I used to play 1 edition games, and it felt JUST LIKE it felt then, when a bad roll could kill your character in a round.
| Tribim |
as Phillip is channeling positive energy Trib also soaks it in, well she's not a cold fish after all surprised by Maria's outburst, Trib waits patiently and then ask "well, do we try again or go someplace else?"
| Maria van Berchove |
Maria starts regaining her composure.
"Sorry for the outburst. I... well, let's see what we can do... stand away from the fog."
Is the fog lifting? If it is not lifting...
Maria stands some distance away from the door.
She starts to intone an Arcane spell, after one full round he summon a small air elemental.
She points the Air elemental in the direction of the fog covered door.
| Tribim |
You've just cut scene past this area, so you are done with the feebs.
You need to head back out to the courtyard to actually move on to anything else.
Perpetual night rules the courtyard and the moon holds silver sway. Because there is not even ambient sunlight, the stars over the courtyard are thick and bright. Planets glow red and gold against the field of night. Moonlight seems to echo from the stones, glimmering like foxfire from every surface. There is always a cold breeze in the courtyard, no matter the season. The wind jangles through dozens of bronze chimes that hang from the eaves all around. Doorways and dark windows glare like black eyes. There is a crawling feeling of unseen presences, watching from every stone.
The courtyard is not empty. Tall grass stands almost four feet high, except where a stone path crosses the courtyard east to southwest, ending in a large pair of doors on the southwestern angle wall. There are two fountains in the courtyard. The east end of the courtyard is taken up by the remains of a garden. There is a cemetery against the south wall, directly across from the Gates of Fear, dominated by a large, stone crypt. A statue of great size looms over the center of the garden.
Trib nods back the way they came and says "We are directly across from tha 'Gates of Fear' shall we go there, since raiding tha dead is out?"
| drbuzzard |
Oddly enough the first door clockwise from the gate is how you go to the courtyard.
We'll go with the next one.
Tribim checks it for traps, finds none and opens it.
The room reeks of animal, and inside you see a very odd looking beast, a monster with the head of a fish, the nasal horn and body of a rhinoceros and two humanoid arms protruding from its shoulders.
When it sees the door open, it starts to wave its arms menacingly.
| Tribim |
Looking into the room at the very ugly creature, trib, pointing out the obvious saying, "Well you don't see one of those every day, yeah?" turning to the party he asks "Maria, does ya see any weapons or does it look like it's casting a spell, er anything?" Trib looks beyond the creature to see if there are any other entrances or exits.
just taking 10 (23) for the room to see if we even need to enter
| Maria van Berchove |
"Back off creature! What are you? If you attack us, we will be forced to kill you. But if you help us, we will leave you alone."
Diplomacy check: 1d20 + 18 ⇒ (16) + 18 = 34
| drbuzzard |
This large shop has eastern and western sections. The eastern section is the main workshop. There are several dozen unfinished gravestones and monuments sitting on blocks, still waiting for their craftsmen. Chips and stone dust cover much of the floor. There are two racks holding chisels and hammers. A workbench holds finer chipping and polishing tools such as small hammers, chisels and polishing rags. Above the workbench is a shelf with several iron squares, levels and templates. The wooden portions of the hammers and levels are old and very brittle.
The western section of the workshop holds gravestones that are ready for inscriptions. There are a dozen stones stacked against one wall. In the center of the room are three very large and tall stones, covered with sheets.
| Tribim |
as nothing is seeming to jump out and kill them trib quickly inspects the room looking for anything interesting "Pardon me maa, I's'l check it out real quick yeah"
take 10 [23] on perception, first the east section then the west, any other doors?
| Tribim |
Do you move the sheets and inspect the large blocks?
yes, assuming the group is not in a rush and they do not looked trapped, I keep forgetting he has trapspotter
Driven by Halfling curiosity, Trib cautiously lifts the sheets off of the large blocks.
| drbuzzard |
Under the first sheet is a very elaborate tombstone with the name Asmodeus Abbot on it.
Under the second is a tastefully carved, but impressive in size tombstone with your name on it, and a death date of today to boot.
Lifting off the last sheet, you find a very large stone, from which a large fist wallops at you
to hit: 1d20 ⇒ 6 damage: 2d10 + 16 ⇒ (10, 3) + 16 = 29 tag, you're hit
The big stone then begins to transform into a large humanoid form composed of rock and earth.
Knowledge planes to identify.
Initiative time.
init: 1d20 - 1 ⇒ (16) - 1 = 15
| Tribim |
As Trib is flung backwards from the punch in the side, breaking ribs, he stands up and spits, beginning to draw his sword, he says "Well your just a bloody dirty fighter yeah, don't you know the queens rules?"
init: 1d20 + 6 ⇒ (18) + 6 = 24